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  1. - Top - End - #1
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    Default [WFRP] The Bloody Crown OOC XV

    The Bloody Crown – OOC XV

    We are not little men, and there is nothing that we are afraid of except Drink, and we have signed a Contrack on that. Therefore, we are going away to be kings.
    -
    Peachey Carnehan, The Man Who Would Be King (Rudyard Kipling)

    Directory of past threads

    Welcome to the fourteenth OOC thread for the Bloody Crown, our WFRP 2E campaign set in the Border Princes. We rejoin our PCs in the midst of a royal intrigue concerning a servant who knows things she shouldn't, while a mysterious man from the Raven Hills tries to recruit them to help find the missing soothsayer of Jarl Rorik Wolf-Risen.




    Rules of Posting

    Spoiler
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    Activity:
    • Expected rate of posting is at least once per day.
    • If you don’t post in 48 hours, I will take control of your character to move things along - usually making them agree with the others or stay in the background.
    • If you don’t post in a week, I will set your character's Fate Points to zero and start looking for ways to kill them off.


    Going on hiatus with prior warning is absolutely fine: the above rules apply to unexpected disappearances. Drop me a notification before you’re going away/losing your internet access/what have you, and I’ll happily play your character as an NPC until you can return. If you disappear without warning, I will start badgering you.

    Rolls:
    • Make all rolls using the forum dice roller, either in a spoiler-box in the relevant IC post, or in a separate post in this thread.
    • Some rolls (mainly ones at which you should not know whether you have succeeded or failed, and Tzeentch's Curse for spellcasters) I will make in secret.
    • As a time-saving device, I will roll all initiatives at the start of an encounter, allowing you to get straight to your actions rather than waiting about for each other.


    Combat:
    When in combat, do not wait to post in sequence of initiative: post whenever you are free to post. If your actions depend on someone ahead of you in the initiative order, you can leave conditional OOC instructions. I will conduct my rolling for each combat round in this thread, and post an IC summary that signifies the end of the current round & the start of the next.

    In combat I will use a grid map, which I will post an updated version of along with each turn's GM update.

    Spoilers
    A spoiler titled 'X Only' is intended only for the eyes of the player playing the character X. Please don't read 'em if they're not intended for you - you could spoil some surprises.


    Finally, as a general guideline: if in doubt, make a post. Situations do often arise where two people each think they're waiting on the other before they can post. Similarly, if you think you're waiting on someone else, or if you just want to know something before you make an IC post, ask in the OOC. Particularly if it's me. I do forget things, and I do need prodding some times to wake up!





    Handy Links & House Rules

    Hit Location Chart - a quick reference for when you want to know where you've hit someone.

    Combat House Rules
    Spoiler
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    • Charge Attacks and All-Out Attacks can use the attacker's full Attacks stat.
    • Standard Attacks get +10 to hit.
    • Missile attacks from within a range of 6 yards get +20 to hit. This bonus does not apply to pistols being used in melee.
    • Fortune Points can be used to add +10 to a skill or stat roll.
    • You can substitute your DoS on your to-hit roll for your damage roll - choose whichever is higher.


    Magic In Melee
    • Spells with multiple-round casting times require a concentration test every round that the spellcaster is engaged in combat.
    • Magic missiles may not be cast out of an ongoing melee, although they may be cast on the wizard’s own attacker/s.


    Critical Hits: ‘Medical Attention’
    Wherever the rules specify a condition “until medical attention has been received,” this refers to a successful Heal test.

    Social Skills in Combat
    The following actions are added to the list of combat actions. All of them are Full Actions, but can be attempted as a Half Action at a -20 penalty to the relevant test.

    Inspire
    Skill Used: Charm or Command
    Range: 16 yards
    Targets: N*Fel bonus, where N = number of advances taken in the skill used. If using Charm, the Public Speaking and Master Orator talents apply as normal.
    Effects: On a success, your chosen targets gain +10 to a specified skill, characteristic, or attack roll, including fear/terror tests. This bonus applies to the first roll of the given type they make in the next 10 minutes.

    Co-ordinate
    Skill Used: Command
    Range: 16 yards
    Targets: N*Fel bonus, where N = number of advances taken in Command.
    Effects: On a success, your chosen targets may act at your own initiative, or at a chosen initiative step below your own, for this turn only.

    Distract
    Skill Used: Blather, Intimidate, or Charm Animal
    Range: 4 yards
    Targets: 1 individual
    Effects: This test is opposed against the target's willpower, and they may automatically pass if it is not in their nature. If passed, the target may not attack you this turn. Any enemy is only vulnerable to this once.


    Mounted Combat House Rules
    Spoiler
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    Fighting From Horseback

    • Mounts act on their riders' initiative step and effectively confer their Movement stat to their rider.
    • A combat-trained mount may make the same attack actions as its rider is entitled to (e.g. if its rider reached melee with a Half Action, the mount is also entitled to a Half Action attack; if the rider has a Full Action, the mount is also entitled to a Full Action attack). Untrained mounts will not attack.
    • When attacking enemies on foot, being mounted grants the Higher Ground bonus (+10%).
    • A mount counts as another friendly character for the purposes of Outnumbering.
    • Opponents in combat with a mounted combatant may choose freely to target either the rider or the mount.
    • One may not use the Dodge Blow skill while mounted.


    Ways To Fall Off Your Horse

    In combat, making any of the following actions may require a Ride check. [M] denotes that Ride checks are not necessary for this action when riding a combat-trained mount; [R] denotes that Ride checks are not necessary when the rider has Ride trained (as opposed to using it as a basic skill).

    • Charge Attack [M]
    • Disengage [M]
    • Jump/Leap [M]
    • Run [R] (at +30)

    If the check is failed, the desired action may not be taken, and a half action is lost. If the check is failed by three degrees or more, the rider is thrown: they will require a Stand action to get back to their feet, and may suffer falling damage if the mount is tall enough.

    Should a mount be killed while still being ridden, the rider must make an Ag test. A pass means he falls freely to the ground, exactly as if he had been thrown; a failure means he falls under the mount's body. Freeing himself is a full action, requiring a successful Strength test – he cannot stand or move from the spot where he has fallen until he is free.[/list]


    Fear and Terror House Rules
    Spoiler
    Show
    Ignore the given rules for Fear and Terror. When a character encounters a creature causing Fear or Terror, they must test WP at the start of their next turn. If they fail, consult the following table to find out the result:

    Degrees of Failure Consequence
    0-2 -20% on all attacks directed at the source of fear.
    3-4 May not attack the source of Fear; must retreat from the source of Fear. If retreat is impossible, may only take a half action each round and is at -20% to all tests.
    5+ Must flee as fast as possible from the source of Fear; may not take any actions except to run. If retreat is impossible, become paralysed with fear - may take no actions & may not parry or dodge. At the end of the encounter test WP or gain an Insanity Point.

    Creatures that cause Terror impose a -20% penalty on the test. Characters affected by a result from this table may test WP again at the start of each following turn to "snap out of it" and cancel all ongoing effects of Fear.
    Last edited by LCP; 2022-12-04 at 03:08 PM.
    Spoiler: My Games
    Show

    WFRP 2E - Tales of Perilous Adventure
    The Hour After Midnight
    The Lord of Lost Heart
    Ill Met By Morrslieb

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

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

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

    The Broken Reaches Gazetteer

    Our game takes place in a corner of the Border Princes known colloquially as the Broken Reaches. Known for their difficult, rocky terrain and the many small kingdoms that war over the territory, the Reaches are far from any form of civilisation beyond that safeguarded by the local lords. Sheltering in the shadow of the World's Edge Mountains, from the Reaches is it not far to the arid wastes of the Badlands in the south.

    Wiki (highly incomplete, player submissions welcome)

    Below is the hex map:

    Spoiler
    Show

    The scale is set at one hex being approximately 7 miles long. Therefore, the average movement speed of the party for a full day's march is three hexes, although this can be significantly affected by terrain.

    I will use a Cartesian coordinate system to refer to hexes. To work out the coordinates of a hex, count up through the hex rows to determine the y-coordinate, and then count left to right along the row itself to determine the x-coordinate. You begin the game in hex (5, 20).

    Geography
    Spoiler
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    Shepherd's Valley

    Shepherd's Valley nestles in the shadow of some of the largest and most impassable rock formations of the Black Karst. Watered by the few streams that flow down from the Raven Hills, most of the valley is still quite wild: it is only around Duke Edouard's capital of Alvarran that the valley people have given up the shepherd's life for more settled agriculture. Coarse jokes about the precise relationship the people of Shepherd's Valley have with their sheep are common in the lands over the hills.

    The road that runs through Alvarran, however, is far more cosmopolitan. Funnelled through a narrow cleft in the Black Karst at Pieter's Pass, whoever controls the pass controls half the trade routes to the south. It is also the safest and best-kept road for people coming from the north: in summer, Alvarran is often crowded with travellers and merchants from the different nations of the Old World.

    The Raven Hills

    Tall, craggy and forbidding, the Raven Hills breed craggy and forbidding folk. Insular and primitive, they have dwelt in the hills for as long as any of the lowlanders can remember. The hills provide poor living, and through much of the Broken Reaches' history the hill tribes have depended upon raiding their neighbours for survival. Many border princes have asserted dominion over them: none have succeeded in changing their nature. More than a few have met their end trying, their bones picked clean by the ravens that give the hills their name.

    Life in the hills is short, and the hill tribes have developed a morbid religious sensibility, venerating Morr above all other gods. Some outsiders who have visited have brought back queer tales of strange rituals and customs quite divorced from any worship of Morr known in the civilised lands of the north.

    The Uplands

    Situated on a shelving plateau to the north-east, the Uplands sit with their back to the World's Edge Mountains. On a clear day, it is said that from the towers of Bunthafen one can see the smoking peak of Thunder Mountain - the volcano the dwarfs call Karag Dron.

    Like Shepherd's Valley, the Uplands are a gateway to the north. Unfortunately, the road that runs north from Bunthafen runs close to the mountains: merchants from Tilea and the Empire prefer to take the Alvarran road, where they have less chance of being abducted by Night Goblins and do not have to walk in the shadow of an active volcano. Those who do come by the east road come infrequently and in armed caravans. Dwarfs sometimes come with them: the World's Edge are the dwarfs' home territory, and it is said that they were the ones that built the road in the days of their empire.

    The Black Karst

    A forest of sharp-toothed limestone crags, the Black Karst is a strange place. Named for the sooty streaks that run through the stones - perhaps the relics of some ancient fire or volcanic eruption - the rock formations of the Karst jut up from the ground like the broken teeth of a shark, creating a maze of twisting paths between them. Where light can penetrate the natural labyrinth, stunted trees grow in the poor soil, their saplings sprouting in cracks and crevices on the higher flanks of the rocks.

    An easy place for an ambush, and an even easier place to get lost, the Karst has been a natural barrier between the warring princes of the Broken Reaches since time immemorial. There is no living to be made in the shadow of the stones, and so they remain a wild place. Those who wish to cross do so either through Pieter's Pass, or by boarding a boat at Putbad and travelling down the Azril.

    The Giant's Teeth

    While the living in the Raven Hills in hard, the living in the Giant's Teeth is non-existent. Taller still than their neighbours, their sharp crags are little more than barren rock, scoured clean from the west by sandstorms coming off the Pale Waste. Precipitous and perilous, they are prone to frequent rockslides. There are no known passes through these hills, and the locals in the surrounding lands tell stories of all manner of monsters living there to frighten their children.

    The Downlands

    The jewel of the Broken Reaches, the Downlands are a fertile flood plain surrounding the broad sweep of the river Azril as it makes its way down from the Karst and into the Bracken Mere. Border Princes have warred over these lands for as long as anyone can remember; fortunately, their 'battles' have generally been too small and petty to do any lasting damage to the land itself.

    Sitting in the centre of the Downlands is the town of Savonne. The largest and richest for miles around, it sits on a lode of gemstones that some say the dwarfs first opened up, centuries ago. Dominating the fertile countryside and sitting squarely in the centre of overland and river-bound trade routes, it is the prize all border princes aspire to. Despite the formidable natural defences of the Black Karst and the Giant's Teeth, most of them do not hold onto it for very long.

    Thornwood

    South of the Downlands, the Thornwood sprawls over a far larger region than it ought to. Covering rolling hills and hollows with a carpet of forest, many princes have seen it as a resource to be harvested. Most of them have been disappointed: the trees do not grow as tall or as straight as honest northern trees, and their wood splits and warps at the least opportunity. Most attempts to settle in or around the forest have met with limited success, as the soil is surprisingly poor. This is particularly pronounced in the forest's southern reaches, where the woods are wildest and humans seldom walk.

    Despite its ill reputation, the road from Savonne runs south through the Thornwood. Perhaps this is simply because it has no choice, other than to plunge into the Bracken Mere and sink. The recent discovery of gold at Handrich's Cross, however, has given many people an incentive to take the forest road.

    The Bracken Mere

    A vast swamp that sprawls between the Giant's Teeth and the Thornwood, the Bracken Mere is where the river Azril ends its life. By its border with the Thornwood, the marsh remains wooded - as one goes west, however, the trees die off, giving way to endless reed-beds.

    There are no certain paths through the Mere - or if there are, the local guides who know them keep them determinedly secret. Local legend says that the Mere was the site of a great battle in ancient times, and that the bog is still choked with the bones of the fallen. The truth of this is up for question, but the local swamp-skimmers do sometimes dredge up strange bronze blades and rotted chariot-wheels from the mire.

    The Hidden Vale

    Nestled between the rolling hills of the Thornwood and the jagged rocks of the Black Karst, the Hidden Vale represents one last strip of fertile land before the badlands of the south. Although tiny, its size and position make it highly defensible, and the recent discovery of gold at Handrich's Cross has made it highly profitable too.

    Funnily enough, throughout much of the history of the Broken Reaches, the Hidden Vale has gone untenanted by any major warlord. Some attribute this to its obscurity, claiming that it is possible for a man to walk within half a mile of the Vale on either side without even realising it is there. Others say there is something unwholesome in the water or the soil that drives people away. The inhabitants of the Vale do have a reputation for congenital madness, but most attribute this to inbreeding.

    The Dead Hills

    Rising clear of the Thornwood's southernmost reaches at the bottom of the Hidden Vale, the smooth, rounded summits of the Dead Hills are a rocky, sand-blown desert. No-one knows why nothing grows there, but one does not have to travel far before even the lichen begins to recede.

    People tell tales of the lost city of Nath, of sorcerers of the Black Caliph who blighted the hills with their magic. Others speak of the Lost Library, and the meddling of wizards. Only one thing is agreed: the Dead Hills are a fearful, desolate place where only a fool would tread.

    The Iron Claw Hills

    An arid expanse of scrubland, broken by rocky ridges and low, rolling hills, the Iron Claw Hills are the last boundary between the rest of the Reaches and the Badlands beyond. As such, they are infested with greenskins - namely, the Orcs of the Iron Claw tribe, and their goblin retainers. This is the fearsome clan that spawned Gorbad Ironclaw, and if the orcs beyond the hills were to unite, they would pose a military threat far greater than any border prince. Thankfully, they seem mostly content to fight among themselves - nevertheless, for humans living in the Iron Claw hills, periodic greenskin raids are a fact of life.

    Last Water

    Sheltered by a crescent of high ridges from the surrounding Iron Claw Hills, Last Water is an island of green vegetation and fresh water in the midst of an arid wasteland. So called because it is the last opportunity for travellers to stock up on water before entering the Badlands proper, the black soil of the region is curiously fertile in comparison to its neighbouring lands. A few small streams flow down off what the locals call the Black Hills, making some limited agriculture possible.

    The peace of Last Water, however, is fragile. With the Iron Claw Hills before them, the Pale Waste to the west, and the limitless expanse of the Badlands at their back, the people of Last Water must be ever on their guard for greenskin raids. Two narrow roads connect them to the wider world - without these arteries of trade, life in Last Water would be even harder than it already is.

    The Pale Waste

    A waterless desert of blown sand, the Pale Waste is remarkable for being even more lifeless and desolate than the Badlands surrounding it to the west. Few landmarks in the Waste stay in the same place for long. Without a skilled navigator, it is easy to wander for days within a few miles of the same point, and it is difficult to find a skilled navigator who will willingly enter the Waste.

    Among the people of the Reaches, it has a fearful reputation, the locus of all kinds of peasant myths and superstitions. People speak of ancient ruins hidden by the shifting sands, relics of the lost civilisation of Nehekhara. More than one adventurer has been tempted into the Waste by the lure of Nehekharan gold. Few have ever returned.


    The above is already known by anyone with Common Knowledge (Border Princes), and easy to learn for anyone who doesn't. Further details about individuals and places will be dispensed on a case-by-case basis, through information-gathering, Knowledge checks, and sometimes by default for characters born in the region. Don't assume that everything is the same as it was described in the original thread!




    Inn Prices
    Inn Private Room Common Hall Meal Wine Ale Bath
    Il Calice D'Oro (Mirino) 16s 10p 5p 1s (bottle) 2p (stein) 1s
    The Rooster (Sermena) 10s 5p 18p 1s (bottle) 2p (stein) 1s
    The Star of Marienburg (Manann's Keep) 5s 5p 3p 3p (goblet) 2p (stein) 1s
    Gavril's Hostel (Painford) Not available 5p 3p 3p (goblet) 2p (stein) 1s
    The Duke of Aquitaine (Savonne, North Market) 15s 1s 3p 9p 9p (goblet) 6p (stein) 3s
    The Yellow Dog (Savonne, The Warren) 6s 8p 6p 6p (bottle) 1p (stein) n/a
    The Harvester's Haven (Savonne, Downs Town) DESTROYED 10s 8p 10p 2p (goblet) 2p (stein) 1s
    The Red Moon (Savonne, The Old Town) 12s n/a 5p n/a n/a 1s
    The Fat Fish (Savonne, The Docks) 10s 8p 12p 2p (goblet) 2p (stein) n/a
    The Bull's Horns (Arrow Heap) 10s 5p 18p 3p (goblet) 2p (stein) 1s
    The Red Man (Isolici) 18s 8p 10p 2p (goblet) 2p (stein) 1s
    The Hammer and Chisel (Selsan) 16s 6p 8p 2p (goblet) 2p (stein) 6p
    The Silver Lady (Putbad) 12s 8p 8p 4p (goblet) 2p (stein) 1s
    The Boar and Crown (Castel d'Irena) 10s 8p 6p 1s (bottle) 1p (stein) n/a
    The Gilded Beetle (Castel d'Irena) Not available 7p 7p 6p (bottle) 1p (stein) n/a
    Marjan's (Morr's Seat) Not available 5p 3p 2p (kefir, cup) 2p (stein) 1s
    Last edited by LCP; 2023-12-05 at 06:20 AM.
    Spoiler: My Games
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    WFRP 2E - Tales of Perilous Adventure
    The Hour After Midnight
    The Lord of Lost Heart
    Ill Met By Morrslieb

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

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

  3. - Top - End - #3
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    Default Re: [WFRP] The Bloody Crown OOC XV

    Dramatis Personae


    The Party
    Sieghard Elsabeth Holt Ludovic Stubbs Jarla Schreiber Bardhyl
    TheSummoner -Sentinel- LeSwordfish RossN rax
    Spoiler: Followers
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    The Thorns A company of foresters and farmers from the Thornwood and the Hidden Vale that signed up as crossbowmen with Sieghard in the aftermath of Magog Ironclaw's invasion. The Thorns have distinguished themselves in several battles and are making a name for themselves among the mercenaries of the Reaches, led by Sieghard’s most trusted lieutenants - Hanna, Ingwald and Gustaf.
    Tatiana A goatherd from the Karst born with the gift for magic, Tatiana (or 'Tattie' to her friends) helped guide refugees from Pieter's Pass to safety in the Downlands. She was rescued from the Broken Moon goblins by Elsa and the party, after which Elsa took her on as her apprentice. Left to her own devices in Savonne, she was coerced by the daemon Tshula-Udiyya into trying to dig up the book of Nagash, which led to her and Elsa’s trial for diabolism. Subsequently, she lost her eye to an undead wolf when tracking Mother Mala through the Raven Hills with Elsa.
    Olga Elsa’s hireling bodyguard. Small but tough, Olga comes from the streets of Savonne, and seems to know a thing or two about surviving in the city that was once known as ‘Wolf Pit’.
    Ida Jarla’s maidservant. Young and well-mannered, she was recommended by Mouna, the long-serving steward of the castle of Savonne.


    Powers & Principalities

    Spoiler: The Court of Prince Muzio Sforza
    Show

    Il Principe Muzio Sforza Tilean mercenary captain, and Lord of Last Water. Campaigned in Araby before coming to the Broken Reaches. Has crushed his enemies and united the Reaches under a single banner.
    La Principessa Irene Sforza ("la Bella") Sforza's wife. Her beauty is renowned throughout the Reaches. Ambitious and often dissatisfied with life in the Border Princes, she frequently takes out her frustrations on those she perceives as socially inferior. Irene Sforza is flawless.
    Daniele Barbaro Priest of Myrmidia, and Sforza's only religious adviser. Has a liking for Arabyan coffee, a flexible attitude to the truth, and only a passing acquaintance with religious faith. Nicknamed the "old goat" by Viggo.
    Lord Treasurer Abdul Al-Makir Treasurer, tax collector and paymaster of Sforza's forces. Joined the Captain during his Arabyan campaigns, and has a retinue of Arabyan mercenaries. Has a reputation as the man who can get you anything... for a price.
    Giovanni Carraciolo, Lord-Lieutenant of the North Commander of Sforza's Tilean pikemen, the Iron Company.
    Esteban de Valdes, Lord-Lieutenant of the South Commander of Sforza's Estalian swordsmen, the Brotherhood of Magritta.
    Makeda (deceased) Commander of Sforza's Southlander mercenaries, the ahosi of Danxome. Killed by Duke Alvarr at the Third Battle of Arrow Heap.
    Balthus Bianco (deceased) Renowned physician, and personal doctor to Irene Sforza. Quietly disposed of after he was implicated in Irene's attempt to assassinate Ludo.
    Gorg (deceased) The leader of a troop of Ogre Maneaters in service to Sforza. He seemed to have struck up a friendship with Ludo's brother-in-law Rudi. Was shot down by Alvarr's archers at the Third Battle of Arrow Heap, along with three-quarters of his troop.
    Viktor (deceased) Commander of a free company of swordsmen formed in the aftermath of Sforza's victory over the orcs at Manann's Keep. Brave but inexperienced, Viktor died of wounds sustained at the Second Battle of Arrow Heap.

    Rank and File

    • Paulo & Marko: Doctor Bianco's apprentices.
    • Salih: page to Abdul Al-Makir.

    Iron Company:
    • Sergeant Domenico: the officer in charge of the skeleton garrison at Manann’s Keep. Had the command when Hakon Blood-Song made his attempt to steal the Book of Nagash.
    • Sergeant Giuliano: the officer in charge of the troop sent to occupy Morr’s Seat, where he developed a nasty cough. Adelbert's nemesis, makes fun of him in front of the ladies.
    • Luca: Adelbert's nemesis, makes fun of him in front of the sentries.
    • Beppe (deceased): Elsa's one-night stand.
    • Orfeo [deceased] and Cesar: accompanied the party into Kheneb-Ptra-Urush
    • Bartolomeo: one of Giuliano’s troop; the instigator of much of their bad behaviour towards the Vrani locals.
    • Mauro: a one-legged veteran of the company who has been entrusted with keeping the gaol in the castle of Savonne.

    Brotherhood of Magritta:
    • Felipe, Miguel & Valentin

    Danxome Ahosi
    • Oseye & Etunu

    The Sermena Gamecocks
    • Hartwick Thistlewood: commanding officer.

    The Maneaters
    • Kulug: leader of the surviving ogres after Gorg's death.



    Spoiler: The Court of Duke Edouard Alvarr
    Show

    Duke Edouard Alvarr (deceased) A stern man of military bearing, Duke Alvarr forged his domain from territory that was previously claimed by multiple feuding warlords. Originally hailing from Bretonnia, he travelled for some time with a mercenary company known as the Storm Swords. He forged a coalition of the northern lords and seized the Downlands from Prince Belehir, but was eventually defeated and slain by the forces of Muzio Sforza after being cornered in his capital of Alvarran.
    Janos Forkbeard A native of Alvarran and a survivor of the previous regime(s), Janos Forkbeard was Alvarr's chancellor and chief administrator. After Alvarr's fall, he has been imprisoned by Sforza.
    Henri Ducos Duke Alvarr's Master of Horse. Ducos is a taciturn man with a face only a mother could love. Shot Elsa at the Third Battle of Arrow Heap; escaped with the Duke after his defeat there. Missing in action since the fall of Alvarran.
    Eugen Jager A lieutenant of Duke Alvarr, nicknamed "Alvarr's Bulldog" by the people of Alvarran. Jager is known for his stubborn loyalty and his harsh discipline. Was taken prisoner during Sforza's lightning attack on Savonne, but returned in exchange for Count Groz's imprisoned soldiers. Missing in action since the fall of Alvarran.


    Spoiler: The Hall of Jarl Rorik Wolf-Risen
    Show

    Jarl Rorik Wolf-Risen (deceased) Ruler of Morr's Seat. A great bear of a man with a close-knit retinue of Norscan retainers, he has a reputation as a fearsome warrior. During the siege of Savonne he fought Prince Belehir on the battlements and was grievously wounded, forcing him to sit out the remainder of the siege. Killed by Astoria at the Third Battle of Arrow Heap
    Hakon Blood-Song (deceased) Rorik's second-in-command, first encountered by Adelbert in Ravenskird. A bloodthirsty man of action, he has little patience for diplomacy or subterfuge. Most likely the leader of the unprovoked attack on Painford. Driven off by Sieghard and Ludo at the Third Battle of Arrow Heap. Embittered after Rorik's defeat at Arrow Heap, he made a pact with Johannes Klammenberg to steal the Book of Nagash from Manann's Keep, and was killed during the raid.
    Wadim Wise man of the Raven Hills, and local adviser to Jarl Rorik. Following the events of Hexensnacht, he travelled back to the Raven Hills in search of the source of his and others' visions, and has not been heard from since.
    Kelda Wave-Born (deceased) Encountered by the party leading a small warband of hill-folk in the south of the Raven Hills. One of Rorik's Norscan retinue; seen by Adelbert to change shape into an enormous wolf. Responsible for the death of Viggo's lover Kirsten during the attack on Painford. Killed by Elsa at the Battle of the Burning Hill
    Arne Golden-Hair
    One of Rorik's Norscan retinue, encountered by Adelbert in Ravenskird. Was present at Jarl Rorik's death; escaped with the rest of the Raven Hills raiders. Ludo took his shield. Later returned with Hakon's raiders to Manann's Keep, but survived the attack and was allowed to escape with Sanne Raven-Cry.
    Asgeir Far-Strider (deceased) One of Rorik's Norscan retinue, encountered by Adelbert in Ravenskird. Grievously wounded at the Third Battle of Arrow Heap, he survived to return with Hakon in the raid on Manann's Keep, only to be killed by his own followers at the bridge.
    Sanne Raven-Cry One of Rorik's Norscan retinue, encountered by Adelbert in Ravenskird. Seems to be the member of Rorik's Norscan retinue with the closest ties to Wadim. Survived the Third Battle of Arrow Heap, helped Adelbert escape with news of Hakon and Klammenberg's agreement, and betrayed Hakon during the raid on Manann's Keep. Caught by Sforza’s soldiers leading a band of bandits in the Raven Hills and imprisoned in Savonne.
    Ulfgeir Ice-Eye (deceased) One of Rorik's Norscan retinue. Injuries sustained at the Battle of the Burning Hill kept him from participating in the Third Battle of Arrow Heap. He attacked Manann's Keep with Hakon's raiders and was killed along with Hakon.
    Halli Sharp-Tongue (deceased) One of Rorik's Norscan retinue, burned alive by Elsa at the Battle of the Burning Hill.


    Spoiler: The Court of Count Eberhard Groz
    Show
    Count Eberhard Groz (deceased) A mercenary from the Empire, and one of the youngest warlords in the Reaches. Killed by Jarl Rorik at the Mitterfruhl feast in Savonne.
    Countess Leona Groz Eberhard's young bride, taken from among the daughters of the guildmasters of Putbad. Was taken into Duke Alvarr's custody following her husband's death at the hands of the Jarl; subsequently 'rescued' by Captain Sforza during his first attack on Savonne. She has given birth to a son, and named it Eberhard after its father.
    Sergeant Ehrman (deceased) A world-weary old soldier, and one of Groz's trusted deputies. Like many of the Count's men he was suspicious of Rorik and his Norscans. The survivors of the Mitterfrulh massacre confirmed he was killed by Rorik's men.
    Pieter Hagendorf Another of Groz's comrades-in-arms. Hagendorf is a lot younger than Ehrman and has more of an eye for the ladies. Presumed dead or missing in the aftermath of the Mitterfruhl massacre.


    Spoiler: The Inner Circle of Grand Commander Evatt
    Show

    Grand Commander Matthau Evatt (deceased) Matthau and a small retinue of his fellow Knights Mariner seized power in the Thornwood some years ago, carving out a small kingdom around the town they renamed Manann's Keep. He was intent on bringing the word of Manann to the landlocked Reaches, and his eccentricities caused many of his subjects to doubt his leadership.

    Evatt's reign came to an end during the invasion of Magog Ironclaw. Piloting a steam-powered landship named Manann's Blessing into the orc army, Evatt was lost - presumed dead - when the steam ship's boiler exploded.
    Ruprecht The most senior of Evatt's remaining knights. Survived the battle for Manann's Keep; left for Marienburg to carry news of the Grand Commander's death back to his order.
    Bernhard (deceased) One of Evatt's remaining knights. Advocated for pre-emptive action against the orcs of the Iron Claw Hills before the greenskin invasion; was eventually granted command of a raiding party to try to find and kill the orcs' leader. Bernhard and his force were ambushed and massacred in a dry valley near Caerfort.
    Barthold (deceased) One of Evatt's knights. Mortally wounded defending the mill during the battle of Manann's Keep.
    Einhardt One of Evatt's knights. Encountered by Adelbert in the temple of Manann during the party's first visit to Manann's Keep. Was present during the battle for the town, and seems to blame Captain Sforza for his master's downfall; has since disappeared
    Fritz & Luther (deceased) The two youngest of Evatt's knights. From their age they can't have been more than squires when he first came south. Both were lost, presumed dead, during the ambush on Bernhard's raiding party.
    Werner Oberth (deceased) A close adviser of the Grand Commander, and the designer of the land ship Manann's Blessing. Lost, presumed dead, in the wreck of the Blessing.


    Spoiler: The Elf and his Advisers
    Show

    Prince Belehir An elvish mercenary who drifted into the service of the mad Duke Wulf, Belehir took matters into his own hands and slew his master during the period of anarchy known as the Beheading of the Wolf. Though a reluctant ruler, he held Savonne for several years, repulsing the first attempt of the Reaches' human princes to take the city from him and enduring a months-long siege before succumbing to the second. Alvarr threw him in his own dungeons; he was later freed by Elsa and Astoria d'Evangelisti, and vanished into the wilds.
    Roland de Bohun (deceased) Leader of the Red Company, Belehir's old mercenary regiment. During the siege of Savonne, de Bohun led a mutiny against his master when the outer wall fell, and delivered the citadel to Alvarr and his allies. Was killed during Sieghard's surprise attack on the Red Company camp before the Second Battle of Arrow Heap.
    Guildmaster Gisela The head of the Guild of Jewellers and Mineworkers. Gisela was very preoccupied with the question of how to regain entrance to the Dwimmulhold since the dwarfs of Clan Dwimmulson sealed its gates, and the activities of tunnelers in her pay may have been responsible for opening up the forgotten passage of the dwarven underway that allowed the besiegers access to the city. After the fall of Savonne she was deposed as guildmaster; her fate is unknown.


    Spoiler: Clan Dwimmulson
    Show

    Rinn Elmendrin The leader of the Dwimmulson dwarfs. Led the Dwimmulsons into self-imposed exile in Putbad to gather support among the human lords of the Reaches to oust Belehir from Savonne. Since the fall of the elf, she has stayed above the infighting of the umgi.
    Skorgrund A cantankerous elder of the Dwimmulson dwarfs. Keeper of the Clan Dwimmulson Book of Grudges (subtitle: May They All Be Boiled In Oil).
    • Grunlok: foreman of the Dwimmulhold's mine and chief of the Clan Dwimmulson muster.
    • Moradin: the clan's master gemcutter.
    • Hegrom: the clan's master mason.
    • Zamalind and Zarri: a wealthy merchant and her bodyguard.
    • Thrunrik, Lokri, Berki, Baragil, Skargan and Vardin (all deceased bar Berki): rangers who scouted the Red Pyramid.
    • Grunda: a runebearer who often travels between the Reaches and Barak Varr.
    • Skargil, Lunn, Rollik, Throndin, Uthgar and Moragina (deceased): volunteers for Urgrim's expedition to Kheneb-Ptra-Urush.



    Here Be Monsters

    Spoiler: Children of the Jackal
    Show

    Nakht-Horeb of Lahmia,
    aka Nahorek the Jackal,
    aka Varag Kol (deceased)
    An ancient vampire and servant of Nagash, raised from beneath the Red Pyramid on Hexensnacht of 2523 IC. Nakht-Horeb claimed to have been a priest of Djaf in ancient Lahmia, and to have been given the Blood Kiss by W'soran himself. He invaded the Reaches millennia ago, and is still dimly remembered in local folklore and legend. Caught in an ambush outside Nath, he was struck with the spear of Kheneb-Ptra-Urush, and is presumed destroyed.
    Johannes Klammenberg (deceased) A man of letters from the town of Maylhof, in Stirland. Klammenberg spent a year travelling the Reaches by coach collecting strange esoterica, and crossed paths with the party several times. They since learned he was a necromancer, who resurrected Nakht-Horeb and acted as his agent. Klammenberg was taken captive by Ludo in Last Water, and killed when Gunda and the Falcons ambushed him on the road to Manann's Keep.
    Udolf (deceased) Klammenberg's mute bodyguard and coachman. On his 'death', he was revealed to be a walking corpse, taken from the gallows and stuffed with sawdust and preservatives to halt the process of decay.
    Besnik (deceased) A Rivermouth boy who was given to Johannes Klammenberg as a servant when he visited the village. Besnik infiltrated the Cult of Morr in Savonne as an initiate, and invited Nakht-Horeb into the temple. Was burned alive by Elsa while trying to escape with the Book of Nagash.
    'Mother' Mala Wise woman of the village of Rivermouth. Mala was instrumental in concealing the cannibalistic 'old folk' of the village, and in the devastating ambush that killed a great number of the Thorns when Sieghard pressed his investigation. She and her followers sheltered Nahorek when he fled into the Bracken Mere, and followed him into Nath, appearing to worship him as a god. Now the only survivor of Rivermouth, she has most recently been seen on the edge of the Raven Hills, still claiming to follow the Jackal and denying that he has been destroyed.

    Spoiler: The Accursed Dead
    Show
    Meskhenet A long-dead priestess of the hidden temple of Kheneb-Ptra-Urush. Meskhenet used the Book of Nagash she was sworn to safeguard in a desperate attempt to stave off an attacking greenskin horde, and so condemned herself and the inhabitants of Kheneb-Ptra-Urush to the curse of undeath. Her newly-risen compatriots impaled her undead form on a stake, where she remained until she was discovered the party. She charged them with retrieving the book, saying it was stolen long ago by an unknown thief. Ludo has since returned to the ruins again and escaped with her (still-animated) skull.
    Sekhemkare The garrison commander of Kheneb-Ptra-Urush, Sekhemkare and his soldiers fell defending their home from orcs only to rise again as undead. He pursued the party into the Iron Claw Hills when they tried to plunder the ruins, but lost them in the night.
    Nicodemus (doubly deceased) One of the three founders of the Lost Library. Nicodemus used the Book of Nagash to extend his life well beyond its natural limits, eventually becoming trapped in the sanctum where it was kept as a wraith. Due to his deathless state, he was the only member of the Illuminated Order to survive the ritual that pulled the library into the Realm of Chaos, where he remained until he was destroyed by the party.
    Samira (doubly deceased) An Arabyan sorceress, and founder of the Tower of Silence in the cursed city of Nath. When the sorcerers of Nath turned on each other, Samira used the Book of Nagash to unleash the spell that slew the inhabitants of the city and transformed them into hungering ghosts. She remained as a spectre haunting the tower until the arrival of Nakht-Horeb and his followers, when the Jackal used her as a fulcrum to bind the spirits of the city to his will. After the vampire's defeat, she was destroyed by Elsa.



    Spoiler: Agents of Chaos
    Show

    Cacophrax A powerful daemon of Tzeentch, Cacophrax seems to have been at least partially responsible for the ritual that pulled the Lost Library into the Realm of Chaos. Having spent an unknown time trying to break the wards on Nicodemus' sanctum, he recruited the party to help him. The intervention of the Huntsman foiled his plan and allowed the party to escape with the book.
    Tshula-Udiyya A 'djinn' bound to a clay jar by the sorcerers of Nath, and left there after the city's destruction. Tshula was awoken by Adelbert when the party found themselves trapped by Nahorek. In exchange for delivering them to safety, Sieghard and the Thorns freed her by smashing the vessel she was bound to.

    The escaped daemon made her way to Savonne by possessing a series of hosts, and manipulated Tatiana into attempting to dig up the Book of Nagash. Caught in the attempt by Father Hieronymus and the Iron Company guards, she was thought banished, but in fact possessed Hieronymus himself, lying low and only occasionally exerting her influence. She was confronted and driven out of her new host when the party became suspicious of Hieronymus’ erratic behaviour.
    The Beast of Harmugstahl An aquatic, fire-breathing Chaos Spawn inhabiting the flooded caverns beneath the ruins of Harmugstahl. The beast appears to have once been one of the magi of the Brethren of the Silver Tower, who tried to cast the Library of the Illuminated Order into the Realm of Chaos.
    The Huntsman The Huntsman is a daemon of Khorne who occupied a portion of the Lost Library. A hunter of wizards, he seemed to have lain dormant for some time before the party's breaching of Nicodemus' sanctum woke him.


    Spoiler: Green And Mean
    Show
    Magog of the Iron Claw (deceased) An orc warboss who rose out of the Iron Claw Hills, leading an army against the territories of Grand Commander Evatt and causing his ultimate downfall. Magog was killed by Sieghard during the battle for Manann's Keep, in which the intervention of Muzio Sforza and his army prevented the orcs from overrunning the Thornwood and the Lost Vale.
    Boss Glimrut Chief of the Broken Moon Goblins living under the Giant's Teeth. Glimrut's hench-goblins tried to kidnap Tatiana as a sacrifice to Da Big Wun.
    Da Big Wun A wyvern living high in the Giant's Teeth. So far it seems to have been preying largely on stray livestock, and the sacrifices offered to it by the Broken Moon Goblins.
    Last edited by LCP; 2022-12-04 at 06:31 PM.
    Spoiler: My Games
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    WFRP 2E - Tales of Perilous Adventure
    The Hour After Midnight
    The Lord of Lost Heart
    Ill Met By Morrslieb

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

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

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    Default Re: [WFRP] The Bloody Crown OOC XV

    The Common People

    Spoiler: The Raven Hills
    Show

    Morr’s Seat
    • Alin: An easygoing local who became the go-between between the Vrani and the occupying Iron Company soldiers, leading many to view him with resentment.
    • Danut: The smith of Morr’s Seat. Well-respected among the community, he is the father of Miruna.
    • Marjan: The keeper of the alehouse.
    • Miruna: A teenage girl who learned many of the stories of the Vrani from Wadim before his disappearance.
    • Vesna & Vida: The town’s best healers, two old women who live near the gate.

    Greasy Drop
    Armin A stern but charismatic priest who became the self-appointed leader of the village of Greasy Drop. Armin was hailed as having saved the villagers from famine and bandits, but has an unnerving enthusiasm for blood sacrifice. He calls his god "Ahalt the Drinker", and crashed the Conclave of Savonne to claim the events of Hexensnacht are a sign that he has returned. He began recruiting refugees to his cause, but was apprehended by the forces of Prince Sforza and set to hang in a cage in Manann's Keep.
    • Adva: peasant woman.

    Rumour has it that all the inhabitants of Greasy Drop abandoned the village to follow Armin on his pilgrimage to Nath.

    Turnpike Hollow
    • Gautmar: village leader/bandit chief.
    • Akela: wise woman.
    • Kashto: inexperienced ambusher.
    • Nahab (deceased): particularly inexperienced ambusher.

    All residents of Turnpike Hollow are missing, presumed dead.

    Spoiler: The Shepherd's Valley
    Show

    Alvarran
    Father Vengist (deceased) Alvarran's resident priest of Morr. With the aid of his assistant Berthold, Father Vengist tended to the Garden of Morr outside the city walls. He took a dim view of the folk worship of Nahorek, and was unfriendly towards wizards. Duke Alvarr's conquest of Savonne brought Vengist there to mediate between the Duke and the priesthood; afterwards he returned to Alvarran to deal with an outbreak of disease, and is reported to have succumbed.
    Brother Odo A fervent grail pilgrim, and the former custodian of the Chapel of Our Lady Victorious in Alvarran. Some might describe Odo as a little touched in the head, but not to his face: he is a large, strong man, with a large, strong voice. Odo claimed he had discovered the remains of the legendary grail knight Sir Leodoric the Just under Alvarran Castle. Having lost his legs to Elsa's magic at the Battle of Arrow Heap, he lost his faith in the Lady, and fell in for a while with Armin’s followers of the Drinker. His current whereabouts and religious inclinations are unknown.
    Madame Rosmerta Morte A barber-surgeon with a faraway air, who is perhaps a bit keen on amputations. Was spotted by Ludo among Armin’s followers in the south; current whereabouts unknown.
    Herr Leiber Madame Morte's entrepreneurial housemate and business partner. Sold 100% legit meat pies.
    • Sister Mathilde (deceased): priestess of Shallya, murdered by a mysterious attacker Johannes Klammenberg, who cut off her hands.
    • Rabelais & Geiger: gamblers.
    • Felix, Ulf & Marquand: lads about town.
    • Yonec & Elspeth: a cobbler and his wife.
    • Schiller: a candlemaker.
    • Mad Gustaf: a man who claims to be an 'adventurer'.
    • Baldred, Pepin, Sorin & Skender: a travelling merchant, his carter, and his two Raven Hills guards.
    • Donar: keeper of a farmstead near the city.


    Elmridge
    Father Jurgen Hechsler A Sigmarite priest, Father Hechsler was displaced from his temple in Alvarran when the building was appropriated by Duke Alvarr to construct the Chapel of Our Lady Victorious, and turned to drink. Adelbert found him a placement at Elmridge, with the help of Janos Forkbeard.
    • Gant (deceased): village elder, executed by the party on the instructions of Eugen Jager.
    • Flitch: bowyer.
    • Heloise: shepherdess.


    Hartmut's Fall
    Sergeant Marat The commander of Duke Alvarr's garrison at Hartmut's Fall. Marat is an old soldier with the scars of many battles - including several missing fingers. Was in charge of the caravan of supplies that Sieghard's militia intercepted en route to Savonne.
    • Ortholf: barber-surgeon.
    • Thibault: armourer.
    • Arnulf: spearman who helped capture Elsa.
    • Fauchard: archer who helped capture Elsa.


    Spoiler: The Uplands
    Show

    Putbad
    Abbot Tomas Head of the Azrillite order, and master of the monastery in Putbad.
    • Tobar: master of the Coopers' Guild.
    • Sebastian: high-class servant.
    • Rupp: boatman.

    Spoiler: The Downlands
    Show

    Savonne
    Spoiler: Priests of the Temple
    Show
    Mother Raqiyah (deceased) Savonne's highest-ranking priest of Morr and Augur of the temple, Raqiyah was the nominal figurehead of the city's Conclave of clergy. Briefly imprisoned by Alvarr after the city's fall, she was reinstated and remained in office after Sforza's subsequent conquest. Killed by Nakht-Horeb in the attack on the Temple.
    Brother Liebrecht (deceased) Mother Raqiyah's right-hand priest and master of the initiates in the Temple. Killed by Nakht-Horeb in the attack on the Temple.
    Brother Cezar Keeper of the Chapel of Morr in Ravenskird. A good friend to Adelbert and the party, the depletion of the upper ranks of the Cult of Morr has seen him move to Savonne to take up a senior role in the Temple.
    Father Hieronymus The head of the cult of Verena in Savonne and a member of the Conclave. Hieronymus showed considerable interest in the question of Meskhenet's book, and has helped the party in their research. Despite the loss of one of his two owls (Euthymius and Eustratius) in the sack of the city, the withering of his right hand by the Book of Nagash, and being briefly possessed by the daemon Tshula-Udiyya, Hieronymus maintains a sanguine outlook on life.
    Mother Gaertner (deceased) The highest-ranking priestess of Rhya in Savonne and a member of the Conclave. Unlike the other priests, Gaertner was an emigre from the Empire. Killed during the sack of the city.
    Mother Constanza (deceased) Head of the Shallyan order in Savonne, and keeper of the Great Hospital of Armengild. Killed by Nakht-Horeb.
    Sister Stefania and Sister Ioana The most senior priestesses of Shallya beneath Mother Constanza, responsible for the day-to-day running of the infirmary and the supervision of the Shallyan initiates.
    Brother Jakub (deceased)
    Savonne's representative of the Monks of Azriller, and a member of the Conclave. Killed by Nakht-Horeb.
    Brother Grigore The Temple's appointed representative to watch over the Book of Nagash while it was in Manann's Keep, he accompanied the Book to Savonne after Hakon's raid.
    Bertelis A young Caerfort boy apprenticed into the Cult of Verena by Adelbert. Bertelis now lives and works with the other (mainly Morrite) initiates of the Temple.

    Jasper Greenapple A prosperous Halfling river trader, Jasper Greenapple had many fingers in many pies - one of which was the smuggling of contraband into the city via the old dwarf tunnel. He kept a home in the docks of Savonne, watched over by his fearsome Ogre friend and bodyguard Kragg. Greenapple vanished during the fall of the city to Alvarr's coalition. Kragg was killed and Greenapple's riverside house became a haunt of Rorik's Norscans.
    'No-Nose' Dragos (deceased) A vicious thug with a missing nose who took over the dockside underworld of Savonne after Greenapple's disappearance, and was heavily involved in the distribution of Crimson Shade from Last Water. Killed by Sieghard after trying to sabotage the supplies being shipped north to Sforza's army in the Shepherd's Valley.
    Captain Sandu of the Green Dragon A riverboat captain whose run-ins with the party have brought him only trouble. Master of one of the fastest boats on the Azril, Sandu was involved in the smuggling of food and supplies into Savonne during Alvarr's siege, and the movement of Crimson Shade into the city after it fell.
    Filomena A brothel-keeper who travelled with Sforza's army before he came to the Reaches, and supposedly enjoys good standing with the Captain. Filomena has a fearsome reputation among her workers, and seems to have a deep and abiding dislike for the lady Irene. Starting from Mirino, she has expanded her business first to Manann’s Keep and then to Savonne in the wake of Sforza’s conquests. She is the owner of the Happy Serpent (Mirino), Drowned Cat (Savonne) and Pink Peach (Savonne).
    Herr Reinholt A long-stay inmate of the Hospital of Saint Armengild, Reinholt suffers from delusions that he is the ruler of the Reaches.
    Jacques Langue d’Or A travelling Bretonnian minstrel, Jacques had sunk into penury in the slums of Savonne after being humiliated by Viggo in a ballad contest in Mirino. Jarla became his patron and elevated him to play for Sforza’s court. Despite his personal vanity, Jacques is grateful for the opportunity Jarla has offered him - gratitude he has in the past tried to show through (respectful) amorous advances.
    • Hayfa: keeper of the Red Moon lodging house.
    • Yanko: innkeeper of the Yellow Dog.
    • Talibah Al-Khansa: bookseller in the Old Town.
    • Thibault Fulk: bookseller in the Warren)
    • Lena Knopf and Axel (deceased): a local historian and her doorman. Axel was killed in the first sack of Savonne, and Lena fled the city after Sforza's conquest.
    • Griswold: a drunken beggar who claimed to have seen the Lost Library.
    • 'Mad' Maglyn and Clora: a moneylender and her intimidating bodyguard.
    • Burhan: a young merchant who helped the party get supplies north to Sforza's army, and was poisoned by Dragos in return (he got better).
    • Varga: Dragos' right-hand man, missing in the aftermath of Dragos' death.
    • Jozef and Garrett: members of Dragos' dockworker gang.
    • Pietro: Filomena’s mute head bouncer, relocated from Mirino.


    Ravenskird
    • Hook-Handed Rogar (deceased): a dishonest boatman who tried to trap the party under Gilbertus' manse so he could rob them.
    • Costin: keeper of the alehouse and party to Rogar's schemes. Fled in the aftermath of Rorik's raid on the village.


    Arrow Heap
    • Big Rolf: A village elder very proud of the village's history of independence. Rolf had to be subdued for his own good to prevent him from starting a fight with Sforza's army.
    • A young woman who is not called Brunhilde.

    Spoiler: The Thornwood
    Show

    Painford
    Beatrix Fassbender (deceased) Also known as the Witch of Painford. Beatrix was an ex-Magister of the Gold Order who fled Altdorf under unknown circumstances. She was well-liked in the village of Painford where she made her home, having saved them from an insane barber-surgeon who made himself mayor. Though she was widely reputed to be in Evatt's service, she seemed to act independently of his court.

    Following a failed attempt to turn her left hand into living gold, Beatrix's body began slowly turning to lead. Driven out of her home by the events of Sforza's conquest of the south, she sought a cure for some time, but her efforts ultimately failed, leaving her in a lead-poisoning-induced coma. Elsa's attempts to complete the cure using her own magic caused Beatrix to burn to death.

    Her familiar Ortolanus was an animated simulacrum of a large predatory-looking lizard, made entirely from brass. He died with his mistress.
    Rhadegund A sharp, ambitious teenage girl from Caerfort whom Adelbert apprenticed into the Cult of Verena. Feeling abandoned by Adelbert's disappearance, she refused to rejoin him and instead stayed to live and work with the hostel-keepers in Painford.
    • Kirsten (deceased): a peasant woman who had a romance with Viggo. Killed by Kelda.
    • Marta and Dierk: a mother and her son. Marta was struck in the head during Hakon's raid on the village and lost her wits, leaving the young Dierk to care for her.
    • Gavril & Karolina: the hostel keeper and his wife.


    Spoiler: The Hidden Vale
    Show

    Manann's Keep
    Steffan Sussman, Steward of Manann's Keep A local merchant who made himself a close adviser of the Grand Commander, and was the first to swear his allegiance to Muzio Sforza in the aftermath of Evatt's death. After Sforza's coronation, he was rewarded with stewardship of Evatt's old capital.
    Sergeant Friedrich Fischwillen (deceased) A bullying sergeant of Evatt's guards, who had no difficulty changing his allegiance to Captain Sforza following Evatt's downfall. Made an enemy of Sieghard and went to great lengths to sabotage Sieghard's standing in the eyes of Sforza and his officers. Was eventually outwitted and hanged after being framed by Sieghard, Ludo and Viggo as a spy for Alvarr.
    Lottie Cinderhill A halfling from Alvarran, Lottie was trapped in Pieter's Pass with many others when the city came under siege, and Duke Alvarr turned out those he could no longer feed. She became a de facto leader of the group that survived and headed south into the Downlands, though they later came under the influence of Armin. After Sforza broke up Armin's following, she was among a number who were left to settle in the Vale. Not a Sermena halfling, she presumably hails from outside the Reaches.
    • Herr Ardelean: a rich miller with a weakness for card games.


    Handrich's Cross
    Frau Faber A gold miner and caravan master from Handrich's Cross, Faber is of Imperial stock. The party encountered her taking her caravan to the Mitterfruhl fair in Mirino, and accompanied her back to Evatt's domain.

    Spoiler: The Iron Claw Hills
    Show
    Caerfort
    • Orderic (deceased): village elder.
    • Jacen (deceased): lodge keeper.
    • Abelard (deceased): a young villager who did sentry duty in the tower.
    • Dhuoda (deceased): a goatherd.

    The villagers of Caerfort were killed by Nakht-Horeb, and taken to Nath as undead servants. Caerfort now stands derelict and untenanted.

    Spoiler: Last Water
    Show

    Mirino
    Marek Owner of Il Calice D'Oro. Despite how his inn has thrived from the custom of Sforza’s soldiers, he is generally morose and fatalistic.
    Krucke & Mannfred A seller of second-hand clothes and Adelbert's former landlord, Krucke is a foul-tempered and greedy old man. One of the only Imperial immigrants in Mirino, he doesn't like the Tileans, or the locals, or women, or young people, or daylight. He lives with his cat Mannfred, who chases dogs for sport.

    Krucke received a considerable reward for helping apprehend Johannes Klammenberg, but doesn’t seem to have used the money to improve his living conditions in any noticeable way.
    Aisha Aisha used to work at the Serpent, until Filomena threw her out for supposedly having the pox. Adelbert took her in, and Ludo found her a job helping Marek at the Chalice. Adelbert's some-time lover, she ran away after the two of them fell out, and has been intermittently sighted with a travelling troupe of actors. She is missing the tips of two fingers on her right hand.
    Natasa A friendly goatherd who Sieghard, Viggo and Ludo met through their sparring sessions at Hadil's shack. For a while Sieghard and Viggo competed for her affection.
    Iosif A friendly (and smelly) bear of a man, Iosif is Mirino's tanner. He lives outside town where the smell of his work cannot trouble people too much, and was quite impressed when the party brought him the pelts of several Giant Wolves.
    Rudi & Leni Figgins Ludo's brother-in-law and older sister. Rudi has become the head cook of Sforza's army, a rewarding post but one that often takes him away from home, much to Leni's worry.
    • Mihai: smith
    • Chiara: seamstress)
    • Kaja & Mirjana: a peasant boy, briefly apprenticed to Adelbert as a scribe, and his mother.
    • Shandor: peasant.
    • Mirela: peasant woman, Viggo's one-night stand.
    • Abelie, Serafina, Nadiyya, Reena, Nuri & Nadia: prostitutes at the Happy Serpent.


    Sermena
    Odo Stubbs Ludo's father, and the owner of the Sermena iron mines. Self-important and status-obsessed, his relationship with his son is strained at best.
    Petra Stubbs Ludo's younger sister. Sharp-minded and well-liked, she helps Odo with the administration of the mines, but is much more fond of her brother

    • "Old" Gill Brandyhill: village elder and proprietor of the inn.
    • Talbert Tallfellow: envoy to Sforza on behalf of Sermena's halflings.
    • Ronald Swanfeather: mine overseer.
    • Norbert "Nobby" Burrows: looks after the inn for Gill.
    • Theda Bramcot, Eena Tumblebright and Lisbet: local halflings.
    • Massimo: retired Iron Company veteran.
    • Vincenzo ('Vico'), Alessio, Orfeo and Vittore (all deceased): retired veterans duped by Klammenberg into accompanying him into the Waste.

    Spoiler: No Fixed Abode
    Show

    Karl the Carter A travelling trader who makes a living transporting goods between the settlements of the Broken Reaches. A taciturn man, he seems to know his way around a crossbow.
    Sir Tancred du Bahorel & Chlodbert A questing knight from the duchy of Bordeleaux, Sir Tancred has come to the Broken Reaches in search of the Grail. He is accompanied by his trusty page Chlodbert, who is the only one of the pair to speak Reikspiel.
    Thengdrim Ungdrinaz A Dwarf Slayer, encountered by the party in Alvarran and then again in Savonne. He blames Elsa for getting him turfed out of the Gilded Beetle, when it was in fact all Viggo's fault.
    Maksim Dolokhov (deceased) Leader of the Storm Swords mercenary company. An old battle brother of Alvarr's, he left the Duke's service after Alvarr exposed his men to the fire of his own siege engines during the siege of Savonne. His decision to intervene in the Third Battle of Arrow Heap turned the battle in Captain Sforza's favour. Was killed with Alvarr at Alvarran when Sforza refused to honour the Duke's surrender.
    Jurgen Falkenwald & Gunda (deceased) Leaders of Falkenwald's Falcons, a troop of sellswords in the Uplands. Betrayed the defenders of Bunthafen to Jarl Rorik and his men, then switched sides again to fight for Captain Sforza when their contract with the northern coalition came to an end. Present at (and possibly responsible for) the death of Duke Edouard Alvarr. Falkenwald fell out of favour with Sforza when he helped Irene arrange an ambush for Ludo, and was executed as a traitor.
    Matthias Teufelssohn & Stenger (both deceased) A witch hunter and his henchman who came searching for Elsa.
    Balios (deceased) & Jocasta Travelling priests of Taal and Rhya. Their dislike of towns and cities was intensified by the murder of Mother Gaertner during the sack of Savonne. On returning to Savonne to consult with the other priests of the Temple, Balios was killed by Nakht-Horeb. Jocasta remains a wanderer in the Reaches.
    The Knights of the Raven (deceased) A band of Morrite templars sworn to exterminate the undead, Preceptor Götz Kleinrabe and his followers rode to the Reaches to answer the Temple of Savonne's call for help against Nahorek. Kleinrabe was confident in his ability to destroy the vampire, claiming to have hunted down seven of his kind. Together with the Thorns, the Morrites tracked Nahorek to the ruins of Nath, where the Jackal proved a far more dangerous enemy than the vampires they had slain before. Kleinrabe and his three knights (Drakken, Sigmund and Ehrl) were all slain, as was their priest, Brother Merrick of the Fellowship of the Shroud.
    Kateryn Moltke (deceased) Götz Kleinrabe's squire. Moltke survived the slaughter at Nath by hiding in the ruins, later escaping with Ludo and Urgrim, but was later killed by Gunda and the Falcons when they tried to ambush Ludo on the Caerfort road.
    Spoiler: My Games
    Show

    WFRP 2E - Tales of Perilous Adventure
    The Hour After Midnight
    The Lord of Lost Heart
    Ill Met By Morrslieb

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

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

  5. - Top - End - #5
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    Default Re: [WFRP] The Bloody Crown OOC XV

    Timekeeping

    This game will keep track of a detailed IC calendar. This will function both to track the time of year, and as a countdown to the end of the game: once three IC years have passed, the game ends. Most major NPCs will have timetables that they will adhere to in the absence of PC interference. Concentrating on one small region may leave you blind to threats evolving outside that region.

    Note that this means I fully expect your characters to spend a fair amount of downtime doing unremarkable things, where days or weeks can be glossed over in a couple of posts. Three years of real-time PBP play would take forever! If you have some trade skills or whatnot, and feel like applying them to earn some money in a town you pass through - or anything of that ilk - then go right ahead. If the rest of the group want to go on an adventure and you want to take some time out, then that's fine too, although you should be advised that an adventure might take a long time to be resolved due to the pace of PBP play.

    We'll be using the Imperial Calendar, since it is the most detailed. Below are the details of the Imperial year:

    The Imperial Calendar

    The Imperial year lasts 400 days. It is divided into twelve months, with six holidays not considered part of any month. These are picked out in bold.

    Hexenstag Witching Day
    Nachexen 32 days
    Jahrdrung 33 days
    Mitterfruhl Spring Equinox
    Pflugzeit 33 days
    Sigmarzeit 33 days
    Sommerzeit 33 days
    Sonstill Summer Solstice
    Vorgeheim 33 days
    Geheimnistag Day of Mystery
    Nachgeheim 32 days
    Erntzeit 33 days
    Mittherbst Autumn Equinox
    Brauzeit 33 days
    Kaldezeit 33 days
    Ulriczeit 33 days
    Mondstill Winter Solstice
    Vorhexen 33 days

    Every Old World culture has many holy days and festivals scattered throughout the year. Details of these can be found in the Tome of Salvation (p.144), a sourcebook on religion and priestly careers. Local practices vary widely, but I'll be trying to remember the big ones and maybe throw in a few regional ones too.

    The Imperial Week

    The Imperial week lasts eight days.

    Wellentag
    Aubentag
    Marktag
    Backertag
    Bezahltag
    Konigstag
    Angestag
    Festag

    My GM posts will have date stamps - if an IC day goes past and I forget, remind me!



    The Famine Tracker

    This scale keeps track of the level of famine in the territory administered by the PCs.


    Quote Originally Posted by LCP View Post
    The 7-point scale represents the current balance of food supplies vs. need. 7 is what in normal times would be the baseline - enough food for everyone to eat their fill. You're starting at 5: people are having to eat less than they want, but can still work and go about their lives. At 3, more serious effects of malnutrition will start to set in, and if you hit 1, we're talking mass mortality.

    The number next to the barrel in the bottom right corner represents your weeks of stores. The tracker will update once per IC week, and you can burn a week's stores to cancel out one space's movement to the left.
    Summary of current influences:
    • Iron Company tribute moves the tracker 1 space to the left once every 5 weeks.
    Last edited by LCP; 2023-11-20 at 11:16 AM.
    Spoiler: My Games
    Show

    WFRP 2E - Tales of Perilous Adventure
    The Hour After Midnight
    The Lord of Lost Heart
    Ill Met By Morrslieb

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

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

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

    Ludovic Stubbs



    "Adventurer. By trade. When the opportunity arises."

    WS BS S T Ag Int Will Fel
    28 46 26 36 74 48 37 72
    2/2 1/1 1/1 3/3 5/5 2/2 2/2 6/6

    Fortune Insanity Lucky
    2/2 1/1 0/1


    Attacks: 2 (1/1)
    Wounds: 14/14 (4/4)
    Move: 5
    Fate: 2
    Insanity: 1

    Skills: Academic Knowledge (Genealogy/Heraldry, Necromancy), Blather, Charm +20, Command +10, Common Lore (Halflings, Border Princes), Consume Alcohol, Dodge Blow +10, Evaluate +20, Gamble +10, Gossip, Haggle, Local Knowledge (Painford), Perception+20, Pick Lock, Performer (Actor), Read/Write, Ride, Scale Sheer Surface, Search, Sleight Of Hand, Stealth +20, Speak Language (Riekspiel, Halfling, Classical, Khazalid, Tilean), Trade (Miner)

    Talents: Flee!, Friendly Acquaintance (Iron Company), Mimic, Night Vision, Public Speaker, Quick Draw, Rapid Reload, Resistant to Chaos, Sixth Sense, Streetwise, Specialist weapons training (Sling, Gunpowder), Tunnel Rat, Dealmaker

    Gear:
    Spoiler
    Show

    Money
    114GP, 10S,
    204GP owed by Sforza.
    Monthly Income: 10GC

    Clothes:
    Dashing Clothes (Good Quality)
    Warm-weather Clothes (Good Quality)
    Normal Clothes
    Thorns uniform with cloak
    Adelbert's Owl pendant
    Wide-brimmed hat
    Leather Jack (AP 1, Body, Arms)

    Weapons:
    Sling (Dam 3, 16/32 Range, Half Reload)
    Crossbow (Dam 4, 30/60 Range, Full Reload)
    12 Crossbow Bolts (Resupplied from Thorns armoury)
    2 Silver Bolts
    Sword (Dam SB)
    Dagger (Dam SB-3)
    Silvered Sword (Dam SB, Silvered)
    Shield (Dam SB-2, +10 to parry, -10 to be hit at range)
    Firearm (Dam 4, 24/48 Range, 2 Full Reload, Impact (2d10b1 damage), Unreliable (96-00 to hit is bad news)
    10 Shots of ammo


    Equipment
    Tent
    Backpack
    Blanket
    Cutlery
    Tankard
    Storm Lantern
    36 Hours Oil
    10 Matches
    2x Waterskins
    Lockpicks
    20ft rope
    Two sacks
    Crowbar

    Pony (Lumpin)
    When travelling with Lumpin, the pony carries Ludo's Crossbow and ammo, Silvered Sword, and 2/3rds his lamp oil, rations, and water.
    Terrier (Stoutheart)

    At Ludo's House in Painford
    One sheet of vellum, two candles of dark wax. Rubbing of Madam Morte's broken brooch, rubbing of symbol on Alvarran sword. Obsidian Pendant from the Ravenskird Ruins, Wyvern Tooth
    Usually whichever of his clothes he isn't wearing.


    Career: Tomb Robber > Rogue > Gambler > Rapscallion

    Advances/Stat Changes
    Spoiler
    Show
    Shallya's blessing on Strength, swapped Agility and Weapon Skill.

    Free - +5 Int
    100xp - +5 Int
    200xp - Charm
    100xp - +5 Fel
    100xp - Luck
    100xp - Silent Move
    200xp - +10 Ag
    200xp - +10 WP
    200xp - +10 WS
    200xp - +2 Wounds
    200xp - Progress to Rogue

    100xp - Haggle
    100xp - Gamble
    100xp - +5 Fellowship
    100xp - +5 Agility
    250xp - Dodge Blow
    100xp - +5 Agility
    100xp - Charm +10
    100xp - Concealment +10
    100xp - Flee
    100xp - Silent Move +10
    100xp - Int +5
    100xp - Fel +5
    100xp - +5 BS
    100xp - Blather
    100xp - Progress to Gambler

    100xp - Streetwise
    100xp - Sleight Of Hand
    100xp - Progress to Rapscallion

    100xp - Dodge Blow +10
    100xp - Fleet Footed (+1 Movement)
    100xp - +5 Fellowship
    200xp - Speak Language (Tilean)
    100xp - +5 Toughness
    100xp - +5 Toughness
    200xp - Command
    100xp - +1 Wound
    100xp - +1 Wound
    100xp - Quick Draw
    100xp - +1 Attack
    200xp - Rapid Reload
    100xp - Dealmaker
    100xp - +5 Str
    100xp - +5 Toughness
    100xp - +1 Wound
    100xp - Charm +20
    200xp - Academic Knowledge (Necromancy)
    100xp - +10 Perception
    100xp - +1 Wound
    200xp - Command +10
    100xp- +5 Ag
    100xp - +20 Perception
    100xp - +5 Fel
    100xp - +5 Fel
    100xp - +5 Ag
    100xp - +5 Ag
    200xp - SWT (Gunpowder)
    100xp - Evaluate +10
    100xp - Consume Alcohol
    100xp - Gamble +10
    100xp - Evaluate +20
    200xp - Ride

    (to buy for progression: Lip Reading, Swim)
    (available: Ambidextrous, Swashbuckler, Read/Write +10, Search to +20, Gossip to +20, Sleight of Hand to +10, any two Common Knowledges)
    65xp Remaining


    Insanity - Ghosts of the Fallen
    Spoiler
    Show
    ]A life of adventure has turned out to include a lot more death than Ludo envisioned growing up in Sermena. Now, when he leads others into danger, he feels the accusing stares of those he couldn't save...

    Ludo feels overwhelming feelings of guilt at allowing others to expose themselves to danger in his place, sometimes manifesting as hallucinations of the ghosts of dead comrades. He must pass a WP test not to volunteer for dangerous tasks, or come to the assistance of friends in danger. If someone dies as a result of Ludo passing a WP test not to help them, he suffers -10 to his WP and Fel for the next 24 hours as he is wracked with guilt.

    Once per day, Ludo may forfeit the WP test when faced with such a situation and see the ghost of a dead comrade urging him on, granting him a temporary Fortune Point that lasts until the end of the day.


    Elite Advances

    Spoiler
    Show


    Local Knowledge (X): the character has a detailed knowledge of the people and landscapes in the given settlement and an approximately ten-mile radius around it. Can be rolled to recall a local person and some detail of their lives, remember details of locations such as handy hiding places or uncharted huts, or to bring up information such as population. Provides more detailed information than Common Knowledge, some of which (at the GM's discretion) the player may make up for themself to save the GM doing it.
    Friendly Acquaintance (Group): The character has spent enough time with a group to be acquainted with most of their members, and by coincidence runs into old drinking buddies, fellow soldiers, or just nodding acquaintances all the time. Upon meeting a member of this group for the first time (or the first time in a long time) the character may spend a fate point and recall previous meetings with this person in the past - for instance, you may have spent an evening playing cards with them, or chatted on a long day's march. From then on, social interactions with this person use this friendly relationship as a baseline. This is at the GM's discretion- more detailed or beneficial relationships may be vetoed entirely or require some sort of supporting test - failure means that the NPC remembers the previous relationship very differently, and much less positively.

    This ability may be combined with the Distract combat action.



    Background
    Spoiler
    Show

    Age: 54
    Height: 4'2"
    Weight: 115lbs
    Hair: Dark Brown
    Eyes: Hazel
    Star Sign: Dragomas the Drake (Sign of Courage)
    Doom: "Follow not the steps of Dragomas."

    The small man fed the small dog a scrap of chicken and smiled up at the two mercenaries. They exchanged glances. “Say all that again.” Nosewood said eventually.

    The small man gave an indulgent chuckle. He was a middle-aged halfling, short, stout, wearing faded breeches and shirt under a battered, brightly coloured jacket, and a wide-brimmed flat cloth hat. "My name, good sirs, is Ludovic Stubbs. Yes, indeed, that Ludovic Stubbs. Born in Last Water, in the lands of Capitano Sforza, grew up under vicious attacks from the undead, the greenskins, and the ratmen of the wastes. Killed a dozen ratmen defending my fathers farm. But that wasn’t enough adventure for me, oh no. Back when I was a strapping lad, I needed more. Turned my love for adventure into a love of the open road. Took to raiding barrows and tombs. Hundreds of crowns worth of artefacts I took from them, sometimes right under the nasal cavities of their old inhabitants. Some of those tombs are Morr’s own house, let me tell you. Hidden blades, sharp as needles, poisons that have only matured over time. I took jewels from dragon’s eyes, with barely scorched feet. I’m the only halfling to return alive from the slopes of the red pyramid. I’m an entrepreneur: I gather, collect, and sell the antiquities these tombs hold. And now I wish to do your little band the honour of joining it.”

    The two mercenaries gave each other another look. Ludovic pretended to ignore it, and fed the dog a bit more chicken. “This here is Stoutheart, by the way. I’m sure he’d wish to join too.”

    “Where in these lands do dragons dwell?” Nosewood began.
    “Oh. Around and abouts.”
    “For a man with hundreds of crowns to his name, you certainly were unwilling to pay for your own meat.” Nosewood’s companion, Dullhelm commented.
    “I, ah, prefer...”
    “Ratmen don’t really attack from the wastes.”
    “These ones were, ah, misplaced...”
    “And nobody returns alive from the red pyramid.” Nosewood was very firm on this. Ludovic blanched briefly, but seemed to rally and drew himself up to his full height. “I did.”
    “No you didn’t, halfling.” The two mercenaries stood. “We’ve seen enough.” Dullhelm nodded. “You can pay for your own damn meat.”

    Ludovic stood, (pulling the chicken away from the dog) and squared up to the men. “I am a legitimate businessmen, and i will not accept these aspersions on my character.”
    “You are a liar, and a grave robber, and we will not sully the honour of our company by...”
    “Please!” The impassioned plea caught the attention of the entire bar. Ludovic looked briefly embarrassed, then continued. “I want to be an adventurer. All my life i’ve been sneaking around in old barrows and stealing trinkets from corpses. I want excitement. I want adventure. Won’t you let me join?”
    Nosewood shook his head. “We don’t take liars.”

    After the two men had gone, Ludo sat down again. The dog whined at his ankle, and he threw it another piece of chicken with a sigh. “Ah well, Stoutheart.” he said. “We live and we learn.”
    He drew a scrap of parchment from his pack and crossed “Nosewood’s Irregulars” off a long list.
    "Meeting the Ramkin Swordsmen in half an hour." he commented. "Perhaps they won't ask so many questions."
    Last edited by LeSwordfish; 2023-09-28 at 09:10 PM.
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  7. - Top - End - #7
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    Default Re: [WFRP] The Bloody Crown OOC XV

    Elsabeth Holt

    a.k.a. Beatrix Hildebrand


    Race: Human
    Age: 25
    Career: Apprentice Wizard > Journeyman Wizard > Master Wizard > Noble > Border Courtier

    Description: Elsabeth is a young woman of average height with short red hair. Her most striking features are her amber eyes and the swirling red tattoos adorning her face. Her travel clothes consist of a well-worn black coat, high boots, and thick leather gloves of the fire-resistant kind used by blacksmiths. When working as a court wizard in the service of Captain Sforza of Mirino under the name of Beatrix Hildebrand, Elsa makes a better effort at grooming, wearing instead a black-and-gold robe designed to look like a military uniform.

    As one can expect of a Bright wizard, Elsa is fiery, passionate, stubborn and reckless. She walks and acts like she owns the place and never sugar-coats her words; of her noble upbringing, she seems to have retained only the arrogance, not the manners. Overconfident and eager to prove herself, she is the kind of person who would never back down from a challenge, no matter how foolish or pointless.


    Background: Born the sixth child of a minor Altdorf noble house that was too impoverished to have any power but too proud to mingle with commoners, Elsa’s marriage prospects were rather few. Being raised with only male siblings had given her a wild, rebellious temperament that did not help matters. She first revealed her magical potential at age fourteen, when she foiled an attempt to marry her off to a suitor three times her age by setting the man’s forked beard aflame. At that point, her parents gave up on her, scratched her off the family tree and sent her off to the Bright College, where wizards from all the Empire and beyond studied the Lore of Fire.

    Elsa turned out to be gifted with a strong will and seemingly instinctive control over the red wind of Aqshy, but proved hopeless when it came to anything remotely theoretical, owing to her intellectual laziness and lack of discipline. No amount of chores would keep her from talking back to authority figures, neglecting her studies or sneaking into the boys’ dormitory at night – in fact, punishing her appeared to make her only more aggressively unruly. Things took a turn for the worse when she got into magical duelling; a tradition that is tacitly encouraged among Bright Order students, but in which she would engage with somewhat excessive enthusiasm, causing more property damage and visits to the infirmary than any other Bright College apprentice in living memory.

    Disaster struck near the end of Elsa’s junior apprenticeship, when she challenged a fellow student, Theo (with whom she had an escalating feud for reasons long forgotten by both) to a secret duel at midnight on the roof of the college building. She turned up at the duel half-drunk and with only tenuous control over her powers. The short but incredibly violent exchange of spells ended with Theo burned to a crisp and Elsa on the run from her masters. The fugitive apprentice is now looking for a place away from the Imperial law’s long reach, and the Border Princes seem like such a place.



    WS BS S T Ag Int WP Fel
    41 36 30 41 44 65 73 49
    A W SB TB M Mag IP FP
    1 15 / 15 3 4 5 3 (4) 8 4 / 1



    Skills Base % Link of Psyche
    Academic Knowledge (Daemonology) 65 75
    Academic Knowledge (Magic) 65 75
    Academic Knowledge (Strategy/Tactics) 65 75
    Channelling 83 93
    Charm +10% 59 59
    Charm Animal 49 49
    Command 49 49
    Common Knowledge (Border Princes) 65 75
    Common Knowledge (the Empire) 65 75
    Consume Alcohol 41 41
    Dodge Blow 44 44
    Gossip 49 49
    Intimidate 30 / 49 30 / 49
    Magical Sense 83 93
    Perception 65 75
    Read/Write 65 75
    Ride 44 44
    Search 65 75
    Speak Arcane Language (Daemonic) 65 75
    Speak Arcane Language (Magick) +10% 75 85
    Speak Language (Classical) 65 75
    Speak Read Language (Nehekharan) 65 75
    Speak Language (Reikspiel) 65 75
    Speak Language (Tilean) 65 75



    Talents
    Aethyric Attunement
    Arcane Lore (Fire)
    Dark Magic
    Etiquette
    Extra Spell (Curtain of Flames)
    Extra Spell (Inextinguishable Flame)
    Extra Spell (Ruin and Destruction)
    Fleet Footed
    Lesser Magic: Aethyric Armour
    Lesser Magic: Dispel
    Lesser Magic: Magic Alarm
    Luck
    Mighty Missile
    Petty Magic (Arcane)
    Savvy
    Schemer
    Specialist Weapon Group (Parrying)
    Strong-Minded
    Suave
    Very Resilient



    Armor: None

    Weapons and clothes: Dagger, hefty cane (hand weapon), main gauche, common all-weather clothing (quilted shirt, riding pants, black leather coat and boots), good summer clothing (red dress and sandals), noble's garb (military-style clothes in tones of black and gold), noble's garb (slate-grey winter dress with fur lining), cape of wyvern scales, Nehekharan costume, bird's-skull pendant (hopefully provides protection against necromantic curses), ivory bracelet (thanks Sieghard!), dwarf-made copper torc, earrings, fur scarf, and backpack
    Miscellanea: Good quality rations for 8 days, two saddlebags, three waterskins, tent with room for three, pair of dice, 35 yards of rope, brown hair dye, printed copy of The Practical Pyromancer, Third Edition, grimoire of pyromancy, bunch of scrolls from the Lost Library, map of Mirino and the area, parchment, ink, 12 matches, small mirror, 12 balls of sulphur, 8 scraps of tapestry singed by fire, bottle of good quality spirits
    Mount: Bastard, vile-tempered black stallion

    Gold owned: 202 gc and 174 p.
    Investments: 150 gc invested in Suzana's food import business (not included in gold total). 27th Sigmarzeit.
    Monthly wage: 26 gc and 157 p
    Olga's wage: 6 gc per month

    Savonne-Putbad boat prices: 18 s per person, 24 s per horse (source)



    XP: 65 / 7465
    Advances: +10 WS, +10 BS, +10 T, +15 Ag, +30 Int, +35 WP, +15 Fel, +4 W, +3 Mag, Academic Knowledge (Daemonology), Academic Knowledge (Strategy/Tactics), Arcane Lore (Fire), Charm +10, Charm Animal, Command, Common Knowledge (Border Princes), Consume Alcohol, Dark Magic, Dodge Blow, Etiquette, Extra Spell (Curtain of Flame), Extra Spell (Inextinguishable Flame), Extra Spell (Ruin and Destruction), Intimidate, Lesser Magic (Aethyric Armour), Lesser Magic (Dispel), Lesser Magic (Magic Alarm), Luck, Mighty Missile, Ride, Schemer, Speak Arcane Language (Daemonic), Speak Arcane Language (Magic) +10%, Speak Language (Nehekharan), Speak Language (Tilean), Specialist Weapon Group (Parrying), Strong-Minded, Suave, Very Resilient


    Her Majesty, High Queen Khalida Neferher of Lybaras (Elsa's snake familiar)
    Spoiler
    Show
    A large, black-and-grey viper, sold to Elsa by a peasant woman as a potential familiar to replace Morrslieb the raven. Despite some initial challenges (and many bites), Elsa managed to tame the reptile and eventually establish a mind-link with her. Khalida is a simple, unobtrusive, inquisitive creature and enjoys mice, basking in the sun, making people jump in fright, and Elsa's bodily warmth.


    WS BS S T Ag Int WP Fel
    15 0 10 10 20 10 15 0
    A W SB TB M Mag IP FP
    1 1 / 1 1 1 2 0 0 1 / 0



    Skills %
    Intimidate 10



    Talents
    Natural Weapons
    Sixth Sense


    Special rule: Venom. Any target who loses at least one Wound to an attack by Khalida must make a Challenging (-10%) Toughness test or suffer 1 additional Wound every ten minutes until 1d5 Wounds are taken.

    Familiar Abilities: Link of Psyche (+10 Int/WP), Lucky Charm (+2 Fortune Points), Magic Power (+1 Mag), Voice of Reason (can re-roll casting rolls that include doubles).

    XP: 20 / 757.5
    Advances: +5 WP, Sixth Sense, Lucky Charm, Magic Power, Voice of Reason



    Tzeentch's Curse cheat sheet (thanks TheSummoner)
    Spoiler
    Show
    2 dice
    No Doubles: 90%
    Doubles: 10%

    3 dice
    No Doubles: 81%
    Doubles: 18%
    Triples: 1%

    4 Dice
    No Doubles: 50.4%
    Doubles: 46.8%
    Triples: 2.7%
    Quads: .1%

    5 Dice
    No Doubles: 30.24%
    Doubles: 61.2%
    Triples: 8.1%
    Quads: .45%
    Quints: .01%
    Last edited by -Sentinel-; 2023-11-24 at 01:49 PM. Reason: Arcane Language (Magic) +10, Ruin and Destruction, and 13.5 gc expense
    Spoiler
    Show
    Running:
    Voyages of the Ghostlight (Risus)

    Playing:
    The Bloody Crown (WFRP) as Elsabeth Holt, rogue pyromancer and court wizard

    Quote Originally Posted by TheSummoner View Post
    Oh wow. I will never again underestimate [our characters'] ability to turn friendly conversation into a possible life or death situation.
    Quote Originally Posted by LeSwordfish View Post
    Ludo has a crowbar, if that helps.

  8. - Top - End - #8
    Ettin in the Playground
     
    Flumph

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    Default Re: [WFRP] The Bloody Crown OOC XV

    Bardhyl

    Race: Human (Vrani)
    Career: Outlaw Chief (ex-Initiate of Morr, ex-Priest of Morr (incomplete), ex-Outlaw, ex-Veteran)

    Main Profile
    WS
    BS
    S
    T
    Ag
    Int
    WP
    Fel
    33
    27
    31
    32
    40
    34
    39
    38
    +20
    +30
    +10
    +20
    +10
    +10
    +10
    +20
    53
    47
    41
    52
    55
    44
    59
    58

    Secondary Profile
    A
    W
    SB
    TB
    M
    Mag
    IP
    FP
    1
    10
    3
    3
    4
    0
    0
    2
    +2
    +6
    -
    -
    -
    -
    -
    -
    3
    16
    4
    5
    4
    0
    1
    2

    Fortune Points (remaining/total): 1/3

    Current Wounds: 12/16

    Armour: Helmet, Chain Coif, Sleeved Mail Coat, Full Leather Armour (-10 Ag due to mail armour, not included in profile)

    Armour Points: Head 5, Arms 3, Body 3, Legs 3

    Weapons: BC Hand Axe (+5 WS, Damage 5), GC Glaive (Damage 5; Fast or Impact and Slow), GC Bow (Damage 3, Range 24/48, Reload Half) and 20 arrows, Dagger (Damage 2), Buckler (Damage 1; Balanced, Defensive, Pummelling)

    Trappings: Common Clothing, Cloak, Iron Raven Talisman (religious/cultural symbol of Morr)
    Backpack: Bedroll, Blanket, Comb, Shaving Kit, Soap, Pewter Tankard, Metal Cutlery, Bottle of GC Spirits, Writing Kit, Scroll Case and 3 sheets of Parchment, Antitoxin Kit and Healing Draught
    Pouch: Deck of Cards, Bone Dice and Tinderbox
    Extra: Cooking Pot, Water Skin, 2 weeks Rations, Storm Lantern, Lamp Oil, 10 yards Rope, Tarp and Crowbar (+5 S to open doors and chests), "Da Big Wun's" Tail Spike

    Money: 19 gc, 5 s, 12 p in purse, 75 gc in three separate stashes at hideouts

    Mounts, Pets and Followers: Band of Outlaws, Riding Horse with Saddle, Saddlebag and Harness, Mule

    Skills
    Spoiler
    Show
    Skill Characteristic Related Talent
    Academic Knowledge (History) Int
    Academic Knowledge (Necromancy) Int
    Academic Knowledge (Strategy/Tactics) Int
    Academic Knowledge (Theology) Int
    Charm +10 Fel Public Speaking, Streetwise
    Command Fel
    Common Knowledge (Border Princes +20) Int
    Consume Alcohol T
    Dodge Blow +10 Ag
    Gamble Int
    Gossip +20 Fel Streetwise
    Heal Int
    Intimidate S
    Magical Sense WP
    Navigation Int
    Outdoor Survival Int
    Perception +20 Int
    Read/Write Int
    Ride Ag
    Scale Sheer Surface S
    Secret Language (Battle Tongue) Int
    Speak Language (Reikspiel +10) Int
    Speak Language (Vranspel) Int
    Stealth Ag Rover
    Swim S

    Talents
    Spoiler
    Show
    Talent Description
    Lightning Parry Forgo one attack when making a Swift Attack to gain a free parry. Limit of one parry per round remains in effect.
    Lightning Reflexes +5 Ag to starting profile
    Luck +1 Fortune Point per day
    Public Speaking Affect x10 normal number of people with Charm
    Rover +10 to Stealth when in rural locations
    Specialist Weapon Group Parrying, Two-handed
    Streetwise +10 to Charm and Gossip when dealing with criminal underworld
    Strike Mighty Blow +1 damage bonus with melee weapons
    Strike to Injure +1 to Critical Value of any Critical Hit inflicted
    Strike to Stun See WFRP rulebook, p. 101
    Suave +5 Fel to starting profile
    Very Resilient +5 T to starting profile
    Warrior Born +5 WS to starting profile

    Background
    Spoiler
    Show
    All shall be revealed in time...

    Personality
    Spoiler
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    When he was younger, Bardhyl was self-confident to the point of arrogance, but age and experience have humbled him a little and these days he's more ready to listen to others and to consider alternate viewpoints. Even so, he retains his confidence in himself and his personal connection to Morr, and despite his exile from the Raven Hills, he remains strong in his native faith and genuinely wants what's best for his people.

    Bardhyl is essentially good-natured and has a fine sense of the absurd – he laughs as easily at his own follies as everyone else's. He can be angry and deadly serious, and then suddenly burst out laughing when he realizes how silly the whole situation is. Bardhyl enjoys good food, good company and strong drink. He has an eye for the ladies as well, but he doesn't let any of this get in the way of achieving his objectives. “Work first, play later” could be his motto, and he expects the same of his budding band of outlaws.

    Appearance
    Spoiler
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    Bardhyll is a little below average height (5'8”) with a stocky build (175lbs). He has black hair and sports a full but neatly trimmed beard. He shaves the sides of his head and wears the rest of his hair pulled back into a ponytail, often braided with raven feathers when he wants to emphasize his cultural heritage. His eyes are clear blue and multiple tattoos decorate his forearms and torso. When not wearing his mail coat, Bardhyll goes about in rough and ready outdoors clothing. He is never seen without a wicked hand axe in his belt.

    Experience and Advances
    Spoiler
    Show
    Shallya's Mercy on Int (=31)
    Switch S and Int

    Experience (current/total): 40/7,000

    Initiate of Morr
    +5 WS (free)
    BS +5
    T +5
    Int +10
    WP +10
    Fel +10
    W +2
    Warrior Born
    = 1,100 xp

    Priest of Morr (Doomsayer, incomplete)
    New Career
    WS +10
    BS +10
    S +5
    T +10
    Ag +5
    WP +20
    Fel +15
    W +4
    Academic Knowledge (Necromancy)
    Charm +10
    Common Knowledge (Border Princes +10)
    Gossip +10
    Magical Sense
    Navigation
    Outdoor Survival
    Perception +10
    Ride
    Strike to Injure
    = 2,100 xp

    Outlaw
    New Career (=200)
    Ag +10
    A +1
    Dodge Blow
    Common Knowledge (Border Princes +20)
    Gossip +20
    Perception +20
    Scale Sheer Surface
    Stealth
    Swim
    Rover
    Streetwise
    Strike to Stun
    = 1,400 xp

    Veteran
    New Career
    WS +20
    BS +20
    S +10
    Ag +15
    W +6
    Consume Alcohol
    Dodge Blow +10
    Gamble
    Secret Language (Battle Tongue)
    Specialist Weapon Group (Parrying, Two-handed)
    Strike Mighty Blow
    = 1,600 xp

    Outlaw Chief
    New Career
    Fel +20
    Command
    A +2
    T +20
    Academic Knowledge (Strategy/Tactics)
    Lightning Parry
    = 800 xp

    Advances needed to complete Careers
    Priest of Morr
    Mag +1
    Channelling, Common Knowledge (any one), Speak Arcane Language (Magick)
    Armoured Caster or Master Orator, Petty Magic (Divine)

    Outlaw Chief
    BS +30
    Follow Trail, Secret Language (Thieves' Tongue), Secret Signs (Scout or Thief)
    Mighty Shot, Quick Draw, Rapid Reload, Sure Shot

    Other Notes
    Spoiler
    Show
    Star Sign: Mummit the Fool, Sign of Instinct
    Foretelling of Doom: Those born of Rhya's cauldron shalt build thee a ravenstone

    Family: Dardan (brother), Neza (sister).

    Contacts: Captain Sandu, 'Mad' Maglyn, Valmir (old friend), Wadim (mentor)

    Rowdy Rebel Leaders: Wadim, Danut the smith, Senka and Valmir (Bardhyl's friends), Jakov (veteran), Zef (veteran), Shkodran (old shepherd, Ostok clan), Vjolka (old woman).

    Including Bardhyl's outlaws, the rebel leaders can muster fifty fighters in Morr's Seat. Another twenty to thirty can be added if we include those not of fighting age. There are weapons for twenty-five or thirty fighters on hand, but weapon stashes outside the walls will enable all the fighters to be equipped.

    Map to Hideouts

    Bardhyl's Outlaws
    Spoiler
    Show
    "Grim", "Cut-Face" Abbie, Max, Ortwin, Afrim, Damjan, Zana, Kreshnik, Panteleon, Waldon

    Career: Outlaw+

    Main Profile
    WS
    BS
    S
    T
    Ag
    Int
    WP
    Fel
    36
    41
    31
    31
    41
    31
    31
    31

    Secondary Profile
    A
    W
    SB
    TB
    M
    Mag
    IP
    FP
    1
    11
    3
    3
    4
    0
    0
    0

    Common Skills: Common Knowledge (Border Princes) +10 (Int), Dodge Blow (Ag), Gossip +10 (Fel), Outdoor Survival (Int), Perception (Int), Ride (Ag), Scale Sheer Surface (S), Search (Int), Set Trap (Int), Stealth (Ag)

    Common Talents: Rover (+10 to Stealth in rural locations), Sharpshooter (+20 to BS with Aim action)

    Armour: Leather Jerkin (AP 1 Body)

    Weapons: Hand Weapon, Bow (Damage 3, Range 24/48, Reload Half) and 10 arrows, Dagger, Shield

    Trappings: Common Clothing, Cloak, Backpack, Bedroll, Blanket, Water Skin, Rations, Wooden Tankard, Wooden Cutlery, Tarp, Riding Horse with Saddle and Harness

    Notes:
    Advances Taken: WS +5, BS +10, Ag +10
    Advances Remaining: WS +10, Int +5, A +1, W +2, Animal Care, Drive, Secret Signs (Thief), Swim, Streetwise, Strike to Stun
    Extra Advances, Skills and Talents:
    All Vrani: Follow Trail (Int), Navigation (Int)
    Zana: Int +5, Heal (Int), Trade (Herbalist) (Int)
    Abbie: Int +5, WP +5, Fel +10, Drive (S), Evaluate (Int), Haggle (Fel), Trade (Cook) (Int)
    Grim: S +10, T +10, WP +10, A +1, W +2, Drive (S), Outdoor Survival +10 (Int), Stout-hearted (+10 vs. Fear, Terror and Intimidate)

    Individual Details
    Spoiler
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    "Grim"
    Bardhyl's second in command is the strongest and toughest of the bandits. He met Bardhyl shortly after Bardhyl's exile from the Raven Hills and they've been working together since then – where Bardhyl goes, Grim follows. Grim is a nickname (no one but Bardhyl knows his real name) and it's something of a pun. While he's a stone cold killer, he's generally talkative and friendly, keeps a fatherly eye on the rest of the band, and is nice to dogs and children. A disillusioned Grave Warden, he still believes in the core tenets of the Morrite faith, but has come to accept the Vrani faith as well.

    "Cut-Face" Abbie
    The gang's quartermaster, Abbie brings many useful administrative skills to the band, but the one for which she's most appreciated is her skill as a cook. No one needs to wonder about her nickname after seeing her. She was once a camp follower, marching with the Red Company, but drifted off after she was assaulted by three of the mercenaries. When she resisted, they took turns cutting her face, leaving numerous ugly scars. She found temporary work as a serving wench at an inn in Alvarran, which is where she met Max. He sided with her when she attacked some local youths who were taunting her for her scars and together they gave the boys the beating of their lives...which resulted in the pair having to flee Alvarran post haste. They've been inseparable ever since. Abbie is a firebrand and takes no guff from anyone, but she's also a shrewd negotiator and has a head for numbers.

    Max
    Max was a professional bully and occasional killer in Putbad before meeting Bardhyl. He ended up on the run after accidentally killing a man he was supposed to beat up. Bardhyl picked him up in the Karst a few years ago, where he was failing to make ends meet as a robber. Max is quite simply a better fighter than he is an outlaw and working with Bardhyl solves that problem. Max is the taciturn type, except for the occasional screaming row with Cut-Face Abbie when she's convinced herself that he's tiring of her. Her fears are unfounded – she's the love of his life and he would never betray or abandon her.

    Ortwin
    A hunter from Shepherd's Valley, Ortwin ran afoul of Duke Alvarr's poaching laws but managed to evade his punishment with the help of his family. He teamed up with Bardhyl and Grim shortly after, and the three form the core of the band. With the Duke dead, Ortwin is now thinking about trying to return to his wife and children, reasoning that he's not wanted for any crimes by the new regime (yet). However, he's also loyal to Bardhyl and is loath to abandon his friend and leader, so for now he contents himself with making clandestine visits to his old home. Ortwin is an excellent archer and hunter, and is often responsible for bringing in extra game to fill the band's stew pot.

    Afrim
    One of four Vrani in the band besides Bardhyl, Afrim is an older man. He was a raider even before Rorik took power in the Raven Hills and served the Jarl throughout his reign, fighting in all his battles in Sforza's war. He has seen Sieghard and Elsa in action, and has a healthy respect for their prowess, but is hardened and cynical enough not to hold a grudge - it was war, and people die in wars. Afrim decided not to join Haakon Blood-song's last raid, deeming it a fool's errand, but he also felt that he couldn't go back to the Raven Hills. He's been fighting and raiding for so long, it's the only life he knows. Fortunately, Bardhyl found him and Damjan a short while later and offered them a place in his band of outlaws. While wary at first of dealing with one of the nevid, Afrim now has no doubts that Morr truly speaks to Bardhyl and has come round to the idea of helping him return to his rightful place among the Vrani.

    Damjan
    A younger man, Damjan is no coward, but he ran from the Battle of Arrow Heap when Jarl Rorik was killed and never looked back. Before that, he fought bravely at Rorik's first encounter with Sieghard's company. Having witnessed Elsa's power first hand, he is leery of Bardhyl's scheme to seek help from Sforza's people, but like Afrim he has come to respect Bardhyl's judgement and vision, and is willing to wait and see how things turn out. If Elsa starts burning any of the band, however, Damjan has promised himself to run (again) and not look back (again).

    Zana
    Zana and her brother Kreshnik are the other Vrani in the band, having joined even later than Afrim and Damjan. They're on the run from a vicious feud which saw them both threatened with death when Kreshnik killed a cousin of the head of the rival family. Before fleeing the Raven Hills, Zana was training to be a healer, and her skills have made her very welcome in the band. Her standing is further improved by the simple fact that she's grounded, personable and pretty, so everyone just likes her. At first she was terrified of working with a nevid, but Bardhyl has slowly earned her trust and like Afrim she has become a convert to his cause.

    Kreshnik
    Short-tempered and proud, it's probably a good thing that there was already a feud to keep Kreshnik occupied, or he would have ended up attacking one of Sforza's insufferable soldiers or the toadies who suck up to them, which would have been far worse for his family. In short, it was always a question of when, not if, Kreshnik would be forced to flee his home and try his luck in the wider world. Fortunately, Kreshnik has his sister to look out for him and he's intelligent enough to follow her lead in most things. A skilled outdoorsman and handy with a blade, Kreshnik had fewer qualms than Zana about joining Bardhyl's band, and feels right at home in the gang.

    Panteleon
    Another native of Shepherd's Valley, but with actual Bretonnian roots, Panteleon is the band's informal morale officer. He's always ready with a joke or supportive word to raise spirits, and is quick to step in and defuse situations when tempers fray and disagreements risk turning really ugly. Panteleon is deeply concerned with obtaining justice and fair treatment for the common folk, and he joined Bardhyl's band after being forced to flee for agitating against Duke Alvarr's rule.

    Waldon
    Another Bretonnian, Waldon was once a Grail Pilgrim, but he was already losing faith in the Lady when he followed Brother Odo and Duke Alvarr to war. He survived the Battle of Arrow Heap (barely) and ended up in Savonne, spending what little money he had on wine and women until it was all gone. Panteleon and Abbie found him there in the middle of a huge bar brawl which had started with Waldon refusing to pay his tab. Impressed with his fighting ability and knowing that Bardhyl was looking for some extra sword hands, they promised to settle his debts and invited him back to meet their leader. Waldon agreed and after he proved his worth on the band's next job, Bardhyl welcomed him aboard. For all his fighting skill, Waldon is a human wreck – with his faith gone, he now indulges fully in the things he once thought sinful. He's rude, lecherous and drinks too much. He's made unwelcome passes at both Abbie and Zana, and unless he cleans up his act, it's probably only a matter of time before Bardhyl arranges an "accident" for him.


    Riding Horse
    Spoiler
    Show
    Main Profile
    WS
    BS
    S
    T
    Ag
    Int
    WP
    Fel
    25
    0
    38
    38
    30
    10
    10
    0

    Secondary Profile
    A
    W
    SB
    TB
    M
    Mag
    IP
    FP
    0
    12
    3
    3
    8
    0
    0
    0

    Current Wounds: 12

    Skills: Perception +10 (Int), Swim (S)

    Talents: Acute Hearing, Keen Senses (+20 to Perception tests)

    Weapons: None
    Last edited by rax; 2024-03-07 at 03:03 PM.

  9. - Top - End - #9
    Titan in the Playground
    Join Date
    Nov 2008
    Gender
    Male

    Default Re: [WFRP] The Bloody Crown OOC XV

    Sieghard
    Steward of Painford and Warden of the Thornwood
    Career: Politician
    Age: 28
    Birthday: 11th Nachexen
    Appearance: Brown Hair, Blue Eyes, Various scars - most notably a long one on his left arm.
    Star Sign: Wymunt the Anchorite (Sign of Enduring)
    Doom: When the bell doth toll, it doth toll for thee.
    Experience: 85/7685 (Current/Total Earned)
    Notable Kills: "Honest" Rogar, Warboss Magog of the Iron Claw Orcs, Sergeant Fischwillen the "traitor", Roland de Bohun, "No-Nose" Dragos, Udolf, Kleinrabe (twice), Sigmund (also twice) and Drakken (as Wights), Nakht-Horeb (High priest of Old Lahmia, Child-in-Darkness of W'soran the Master of Death, Thief of Souls, Scourge of the Northern Plain, he who was called the Hound of Nagash)

    Main
    WS BS S T A Int WP Fel
    61 59 61 51 57 51 49 54
    30/30 20/20 20/20 20/20 20/20 15/20 15/15 25/25

    Secondary
    A W SB TB M Mag IP FP
    3 19/19 6 5 4 0 5 1/3
    2/2 7/7 - - - - - -

    Armor Points - Full Plate Armor
    Head: 5
    Body: 5
    Arms: 5
    Legs: 5

    Spoiler
    Show
    Base Stats
    Main
    WS BS S T Ag Int WP Fel
    31 39 36 31* 37 36 34 29

    Secondary
    A W SB TB M Mag IP FP
    1 12 3 3 4 0 0 2

    *Shallya's Mercy

    Starting Skills
    Human: Common Knowledge (The Border Princes), Gossip, Speak Language (Reikspiel)
    Mercenary: Gamble, Common Knowledge (Bretonnia), Dodge Blow, Gamble, Gossip (+10%), Perception, Ride, Secret Language (Battle Tongue), Swim

    Starting Talents
    Human (Random): Night Vision, Very Strong
    Mercenary: Quick Draw, Rapid Reload, Sharpshooter



    Stat Advances:
    +30 WS, +20 BS, +20 S, +20 T, +20 Ag, +15 Int, +15 WP, +25 Fel, +2 Attacks (One as Free Advance), +7 Wounds

    Talent-Based: +5 Strength (Very Strong)

    Skills Purchased
    Mercenary: Haggle, Search, Speak Language (Tilean)
    Veteran: Consume Alcohol, Dodge Blow (+10%), Gamble (+10%), Intimidate
    Sergeant: Academic Knowledge (Strategy/Tactics), Command, Dodge Blow (+20%)
    Captain: Academic Knowledge (Strategy/Tactics +10%), Animal Care, Command (+10%), Common Knowledge (Tilea), Read/Write
    Politician: Charm, Command (+20%), Perception (+10%)

    Talents Purchased
    Mercenary: Disarm, Strike Mighty Blow, Strike to Stun
    Veteran: Mighty Shot, Strike to Injure, Specialist Weapon Group (Engineering, Two-Handed)
    Sergeant: Menacing, Street Fighting
    Captain: Lightning Parry, Specialist Weapon Group (Parrying)
    Politician: Public Speaking, Schemer

    Career Changes
    Mercenary -> Veteran -> Sergeant -> Captain -> Politician



    Skills Available
    Mercenary: Animal Care, Common Knowledge (Kislev, Tilea), Drive
    Veteran: Common Knowledge (The Border Princes +10%), Gossip (+20%), Perception (+10%), Secret Language (Battle Tongue +10%)
    Sergeant: Common Knowledge (Any Two), Intimidate (+10%), Perception (+20%)*, Ride (+10%), Swim (+10%), Secret Language (Battle Tongue +20%)*, Speak Language (Tilean +10%)
    *Requires +10% from Veteran first

    Talents Available
    Mercenary: All Talents Learned
    Veteran: Very Resilient
    Sergeant: Seasoned Traveler, Wrestling


    Skills
    Academic Knowledge (Strategy/Tactics +10%), Animal Care, Command (+20%), Charm, Common Knowledge (Bretonnia, The Border Princes, Tilea), Consume Alcohol, Dodge Blow (+20%), Gamble (+10%), Gossip (+10%), Haggle, Intimidate, Perception (+10%), Read/Write (barely literate), Ride, Search, Secret Language (Battle Tongue), Speak Language (Reikspiel, Tilean), Swim

    Talents
    Disarm, Lightning Parry, Menacing, Mighty Shot, Night Vision, Public Speaking, Rapid Reload, Schemer, Sharpshooter, Specialist Weapon Group (Engineering, Parrying, Two-Handed), Street Fighting, Strike Mighty Blow, Strike to Injure, Strike to Stun, Quick Draw, Very Strong

    Trappings:
    Possessions Taken With Him
    Clothing: Noble's Garb (Colors similar to the Thorns' uniforms), 2 Sets of Good Clothing, Common Clothing (worn when traveling, or under his armor), Hooded Cloak (w/ Brass Clasp in the Shape of a Wolf's Head. Dark Blue)

    Weapons: Sword (Best Quality), Dagger (Best Quality, tucked in his belt), Shield (Best Quality), Crossbow (20 Bolts), Gilded Spear (Magical, Best Quality) (Stolen by Sforza)

    Armor: Leather Skullcap, Leather Jack, Leather Leggings, Mail Coif, Sleeved Mail Shirt, Mail Leggings, Sallet Helm w/ Visor, Breastplate, Plate Leggings, Plate Bracers, Pair of Gauntlets

    Misc:
    Backpack - 2 Waterskins (empty unless traveling), Rope (20 yards), 1 Torch (treated), Property Deeds (Two warehouses, a boathouse, a pier, and the Greenapple house in Savonne), No-Nose Dragos's debt ledger, Blanket, Wooden Tankard, Wooden Cutlery Set, Mess Tin, Cooking Pot, Skewer, Coin Purse #1 (39gc, 3s, 8p), Coin Purse #2 (empty), Iron Strongbox (Locked. 2,100 gc)

    Destrier w/ Saddle & Harness (Possessed, mutated, and died)

    Painford, Ravenskird, and the Thornwood
    Possessions Currently Left in Painford
    Six dogs (Mastiffs formerly owned by Dragos), Chest of Nehekharan coins (Unspecified number - a number of strange gold coins, just like the one the apothecary had shown to Ludo. They represented quite a stash, but they rattled around in the big chest like loose change - if the thing had ever been full, then it was sadly depleted.), Coin Purse #3 (11gc - Nehekharan Coins from Kheneb). Iron Strongbox (Locked. 350gc), Wooden Chest

    Weapons and Armor: Firearm, Swordbreaker, Morning Star, 3 Daggers (Looted from the battlefield where Bernhard was killed), 4 Long Knives, Bow (10 Black-fletched Arrows), Sleeved Mail Shirt (Bernhard's), Shield

    Trophies and Personal Treasures: Wolf Pelt, Orc War Banner, Red Company Banner, Jarl Rorik's Wolf Skull Banner, Silver Wolf Coin from The Happy Serpent

    General Expenses: Food and board covered while in Manaan's Keep. 5p per day fodder and 10p per day stabling for his horse.
    4gc per month (Reserved private room at the Happy Serpent)

    Everything up to date as of 11th Ulriczeit.

    Spoiler: The Spear of Kheneb-Ptra-Urush
    Show
    Light of Ptra: In the presence of vampires, the spearhead shines with the light of the sun. It provides illumination based on the proximity of the nearest vampire as below:

    Distance to vampire Illumination provided
    36 yards Equivalent to a candle
    18 yards Equivalent to a lantern
    2 yards Equivalent to a campfire

    Vampires with a weakness to sunlight suffer a -20 penalty to all their primary characteristics when within 2 yards of the spear.

    Dwimmulson Grudge Rune: All attacks made against Nakht-Horeb, high priest of Old Lahmia, Child-in-Darkness of W'soran the Master of Death, Thief of Souls, Scourge of the Northern Plain, he who was called the Hound of Nagash, can re-roll misses.


    Background:
    Spoiler
    Show
    Sieghard was born in Danford, a village west of the Broken Reaches on what was then the border of what is now Jarl Rorick's land and the territory controlled by Lord Halvard. Danford had little strategic value nor did it have an abundance of resources, so the local lords had little interest in it. For the most part, the only thing the villagers needed to concern themselves with was the local goblin tribes. Sieghard was the third born of five children. His father was a member of the local militia and often told stories of times when the goblins grew too aggressive.

    When Sieghard was 12, Danford came under attack, not by greenskins, but by men loyal to Lord Halvard who were running low on supplies in a campaign against one of the other local lords. The villagers tried to defend their home, but they could do little against the better trained and better armed soldiers. Sieghard's father was slain, his mother and siblings either killed or fled. When the raid was over, Sieghard picked through the wreckage. He found a scant handful of coins and an old sword abandoned in the ruins. He swore that one day he would have revenge against Halvard and those who served him.

    Three years later, Lord Halvard would be slain in battle against his rivals in The Border Princes. His death would have absolutely nothing to do with Sieghard.

    With his home destroyed and family lost, Sieghard joined with a few of the other survivors led by one of the older boys and traveled north. Along the road, they stole as they needed to and even robbed once or twice when they could get away with it. Eventually the group found themselves in a larger town. Some found new lives, Sieghard and a few others joined up with gang of other orphaned boys and continued to steal to survive. He was neither the oldest nor the largest of the orphans, but the fact that he owned a real sword did give Sieghard some status within the group. When Sieghard was 17, he joined a band of mercenaries that had stopped in the town for supplies and was recruiting.

    Sieghard had no experience and was a slow learner. He had taken poor care of his sword over the years (and it hadn't been in the best condition when he had first found it). He had carried the blade mostly as a symbol of status and had little idea how to wield it properly. Whether through determination or pure luck (or perhaps the foresight to take up the crossbow after narrowly surviving his first real battle against a band of orcs), Sieghard managed to survive, even when the mercenary company was destroyed on a poorly chosen job several years later.

    Having no other skills, Sieghard continued to work as a sword for hire for the next few months. Sometimes with a small group, sometimes independently, he sold his skills to whoever would pay. His fortunes having turned sour yet again, Sieghard found himself headed towards the village of Elmridge in search of new work.


    Useful Links:
    Gambling Rules for The Chalice and the Serpent

    List of All Books Taken from the Lost Library
    Details About the 5 Mundane Books
    And the 3 Sieghard Gave to Al-Makir.
    Last edited by TheSummoner; 2024-02-28 at 02:02 AM.

  10. - Top - End - #10
    Titan in the Playground
    Join Date
    Nov 2008
    Gender
    Male

    Default Re: [WFRP] The Bloody Crown OOC XV

    The Thorns
    Mercenary Marksmen (38 - 21 Veterans, 17 Fresher Recruits)

    Career: Woodsman (incomplete) -> Mercenary
    Experience: 100/300 (Current/Total Earned)

    Main
    WS BS S T AG Int WP Fel
    31 46 31 36 36 31 31 31
    0/10 10/10 0/5 0/5 0/5 - 0/10 -

    Secondary
    A W SB TB M Mag IP FP
    1 11 3 3 4 0 0 0
    0/1 0/3 - - - - - -

    Armor Points - Full Leather Armor
    Head: 1
    Body: 1
    Arms: 1
    Legs: 1

    Skills:
    Animal Care, Concealment, Common Knowledge (Border Princes), Dodge Blow, Follow Trail, Gossip, Perception, Silent Move, Speak Language (Reikspiel)

    Talents:
    Sharpshooter, Very Resilent, Rapid Reload, Rover

    Advances Purchased:
    +10 BS

    Trappings:
    Crossbow and Bolts (Usually carries 10-20 at a time), Short Sword, Knife, Full Leather Armor, Uniform.

    Notable Members
    Spoiler
    Show
    • Ingwald - A young man with slightly more education than is useful or convenient for a rural peasant, which he claims he got from a travelling priest. He can read some words and is the member of the Thorns most prone to talking back. As a plus, he is more intelligent than most of the others, and did master the crossbow fairly quickly.
    • Gustaf - A hunter from the Thornwood. Doesn't talk much (some like Ingwald make fun of him for being "simple") but is one of the best shots in the regiment - it was him who scored the three consecutive hits during the contest with the Gamecocks.
    • Hanna - A young woman from Manann's Keep. Her husband, a much older man, was killed during the battle for the town. Seeing one of Viggo's performances in the town square, she slipped away from her husband's family and signed up before they could object. She's not very good with a crossbow, but is very gregarious and seems to much prefer the company of her new friends to her old family.
    • Petar - Brother of Baldo.
    • Gunther
    • Kaspar - Knows how to ride a horse.
    • Hagen - Injured while taking the gates of Savonne. Has a mark in the shape of a Raven's wing on his leg from where Elsa used Morrslieb to cauterize the wound.
    • Silas - Accompanied the party to Harmugstahl.
    • Steffan - Accompanied the party to Harmugstahl.
    • Thom - Accompanied the party to Harmugstahl. Nicknamed Whispering Thom on account of his exceptionally loud voice.
    • Hilde - One of Elsa's bodyguards when the party went to find Tatiana.
    • Rike Moller - Volunteered for the group that lured the Rivermouth ghouls out of Nath and into a trap. Sole survivor of the group attacked by Gunda.
    • Steffen - Lured the ghouls.
    • Karol - Lured the ghouls.
    • Marius - Lured the ghouls.
    • Linde - Lured the ghouls.
    • Kurt
    • Hamlyn - Survived Nath, but lost a leg.


    Permanant Injuries
    • One man lost a leg at the Third Battle of Arrow Heap and walks with a false one.
    • Hamlyn lost a leg at to the spirits of Nath and walks with a false one.


    Former Members
    • Ottilda - A woman from the Thornwood, in her late thirties. Viggo found her returning with a group of refugees from the Dead Hills, whom she seemed to have taken charge of. The other recruits find her a little intimidating, as she refuses to talk of her family or her past, and her arms are scarred with recently-healed burns. She has thrown herself into training with more zeal than most of the others and is frustrated at her inability to best Gustaf at target shooting. Fought bravely in Rivermouth until no one but she and Sieghard were left standing. Sieghard blames himself for not being able to save her.
    • Goran - A burly charcoal-burner who Viggo convinced to join the regiment on the grounds that, with his hut destroyed by the greenskins, he had nothing better to do. He's not the best shot in the Thorns, but he follows orders dutifully and has the strength and stamina of an ox. Selflessly threw himself into a pack of ghouls so that others might live. Survived the battle, but later died of injuries sustained.
    • Lanwin - A runaway. One of the newer recruits. Died in Rivermouth, shortly after being recruited.
    • Boldo - Recruited by Ludo and Viggo in Isolici. Killed by the Red Company while keeping watch for Alvarr's forces outside of Arrow Heap.
    • Baldo - Brother of Petar. Died during the Third Battle of Arrow Heap.
    • Ortwin - In charge of the cannon. Died at Nath when Nahorek's spirits attacked.
    • Hans - Went with Ludo to capture Klammenberg. Killed by Gunda.
    • Johann Lennart - Went with Ludo to capture Klammenberg. Initially escaped Gunda's ambush with Rike, but was chased down and killed.
    • Florin - A gangly boy of about 17, who entirely believes Viggo's exaggerated account of the battle with Magog. He practically hero-worships Sieghard and Viggo, an inconvenient trait that is made up for by the fact that he is an enthusiastic learner. Grew disillusioned with Sieghard's leadership after the disaster at Rivermouth and abandoned the unit.


    +30 Initially recruited.
    -3 Killed by raiders led by Hakon Blood-Song in Painford.
    +4 Recruited in Painford.
    +14 Recruited by Viggo after negotiating for higher pay with Al'Makir.
    -11 Killed in Rivermouth or died afterwards from wounds sustained. (Ottilda, Goran, Lanwin)
    -1 Abandoned after Rivermouth. (Florin)
    +1/-1 Recruited from Isolici, then killed by the Red Company shortly after. (Boldo)
    -1 Killed by Alvarr's archers in the Second Battle of Arrow Heap.
    -1 Died while ambushing Alvarr's supply wagons.
    -1 Killed by Kelda at the Battle of the Burning Hill.
    -5 Died at the Third Battle of Arrow Heap. (Baldo)
    -3 Died after the battle from their injuries.
    +9 Recruited in Savonne.
    +9 Recruited while returning to Savonne from Bunthafen.
    +13 Recruited in Savonne and from the surrounding farms.
    -26 Died in Nath, trying to rescue the villagers from Caerfort. (Ortwin)
    -4 Abandoned in the aftermath of Nath.
    -2 Killed by Gunda and the Falcons (Hans) (Note to self: Kill Irene Sforza)


    Modifiers for Individuals & Groups
    Spoiler
    Show
    Ingwald - +10 Int, Read/Write.
    Hanna - +5 Fel
    Gustaf - Follow Trail +10%, Outdoor Survival, Set Trap, Silent Move +10%. BS -5
    Rivermouth Survivors (Hanna, Gustaf & Ingwald) - +10% to resist Fear and Terror caused by the undead.
    3 Unnamed Thorns who went with Ludo to set fires in the Red Company camp - Silent Move +10%.


    Company Property:
    Spoiler
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    General Equipment
    21+ Crossbows
    21+ Swords
    21 Sets full leather armor (Leather Skullcap, Leather Jack, Leather Leggings)
    21 Uniforms (Breeches, Jerkin, Woolen Cloak, Hobnailed Boots)

    Additional Property
    373gc, 7s, 5p (Company funds, kept in Painford).
    Barracks in Manaan's Keep and Painford (kept locked when unoccupied)
    Banner
    50 Tents
    30 Crossbow Targets (straw men painted in Alvarr's colors)
    Filomena (Cannon)

    1200 Crossbow Bolts (Replenished monthly)
    12 Cannonballs (Up to 12 replenished monthly)
    3 Small Barrels of Blackpowder (Each barrel has enough powder for 12 shots.)

    Spare Equipment
    1 Helmet
    21 Breastplates
    2 Sets Full Mail
    2 additional Mail Shirts
    9 Spears
    32 Hand Weapons
    19 Firearms
    4 Nets
    14 Shields
    Rorik's Shield (Good Craftsmanship)
    Rorik's Dagger (Good Craftsmanship)
    2 Swords (Good Craftsmanship)

    2 Riding Horses
    1 Draft Horse
    4 Oxen
    Cart
    10-Gallon Cask


    Accounting Info: (Pay given on the 1st of each month)
    Spoiler
    Show
    Income - 440gc per month; 2/3 of all loot taken (Sforza claims 1/3)
    Pay - 20gc per month to Sieghard; 10gc per month to Ludo; 4gc per month to Hanna & Ingwald; 3gc 10s per month to Urgrim; 2gc 10s per month to everyone else. Bonus pay as called for. (Total: 89gc monthly expenses for 21 Thorns)
    Expenses - 10gc per Cannonball; 15gc per Small Barrel of Blackpowder (price non-negotiable); Uniform pricing
    Last edited by TheSummoner; 2023-11-17 at 10:01 PM.

  11. - Top - End - #11
    Firbolg in the Playground
     
    BlackDragon

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    Default Re: [WFRP] The Bloody Crown OOC XV





    Jarla Schreiber



    Career: Entertainer / Gambler / Rapscallion / Highwaywoman
    Age: 27
    Star Sign:
    Birthplace: A Fortified Town in Averland
    Appearance:

    WS:(51) BS: (57) S:(40) T:(44) Ag:(62) Int:(51) WP:(42) Fel:(64)
    A: 2 W: 15 SB: 4 TB: 4 M: 4 Mag: 0 IP: 2 FP: 3

    Skills: Animal Care, Animal Training, Blather, Charm, Common Knowledge (The Empire +10%), Common Knowledge (Tilea), Common Knowledge (Bretonnia), Consume Alcohol, Dodge Blow, Evaluate, Gamble, Gossip, Lip Reading, Perception, Performer (Actor and Dancer), Read/Write, Ride, Search, Secret Language (Thieves' Tongue), Silent Move, Sleight of Hand, Speak Language (Reikspiel +10%), Swim

    Talents: Ambidextrous, Etiquette, Flee!, Master Gunner, Mighty Shot, Night Vision, Quick Draw, Sharpshooter, Sixth Sense, Specialist Weapon Group (Fencing), Specialist Weapon Group (Gunpowder), Specialist Weapon Group (Throwing), Streetwise, Sturdy, Swashbuckler, Trick Riding.

    Trappings: Pair of pistols with powder and ammunition for 20 shots, noble’s garb (two outfits), mask, riding horse with saddle and harness, common clothing consisting of a shirt, breeches, and worn boots, a tattered cloak, a dagger tucked in a boot or belt,a blanket, a wooden tankard, a wooden cutlery set, a hand weapon (sword) and a purse holding 22 Gold Crowns (gc).

    Physical Description: Jarla Schreiber is a tall (5'8") and curvy (145 lbs) young woman with a fair face, copper red hair and grey-blue eyes. She is excellently dressed, even if her attire is more outdoorsy than might be expected from Nuln fashion and she wears weaponry with an ease that signals long familiarity. While she is hardly Adelbert's twin there is a certain family resemblance about the nose and eyes.

    Background
    Spoiler
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    When Jarla Schreiber married Heinrich Schaeffer of Nuln she thought she was prepared for life as a merchant's wife. Sure he was old and ugly but he was very rich and the prospect of living in the glittering life of Nuln society was more than adequate compensation, as she told her slightly scandalised brother Adelbert. Half a year later she had discovered three things. First Herr Schaeffer was not just old and ugly he was a cruel and vindictive tyrant who at best treated his young wife as a trophy in society. Second he had many mistresses. Third Nuln society - at least the very stratified part of it her husband allowed her access too - was boring her senseless. One night after having enough, she drugged her husband so he wouldn't wake up, slipped out of her house and ran off for good.

    Since then life has been eventful. For a year she toured with an troupe of travelling entertainers, first as a singer and actress but finding to her surprise considerable talent at knife throwing ('Fräulein Rasierer'.) Making her way back towards Averheim she managed to make a small fortune through cons and gambling (another skill gained on those long trips on roads and on barges) and perhaps unwisely began to enjoy life under her own name. Eventually her husband heard of her existence which entailed a retreat from Averheim and her third and perhaps favourite life - a highwaywoman. Soon 'Fräulein Rasierer' was an infamous figure along Averland roads, but eventually all good things had to come to an end and she had to make another departure. Either the law would catch her and she'd swing or her husband would (a worse case by far.)

    Jarla had kept a tenuous contact with her family in Grenzstadt (who didn't know of the turn to crime, thought she was an actress and considered that scandalous enough) and it was through this that she learned her brother Adelbert was in the Border Princes. Though it had been years since she had seen him his letters seemed to portray an exciting, dynamic land that had both her beloved brother and was very, very far away from Heinrich Schaeffer of Nuln.


    XP:
    Spoiler
    Show
    Earned: 6,930
    Spent: 6,300 [900 (Entertainer), 1,000 (Gambler), 2,500 (Rapscallion), 1,900 (Highwaywoman)]
    Current: 630


    Advances:
    Spoiler
    Show

    Entertainer
    + 5% Fel (Free Advance)
    +5% WS
    +5% BS
    +5% BS
    +5% Ag
    +5% Ag
    +5% WP
    +5% Fel
    + one Wound
    + one Wound

    Gambler
    +5% Int
    +5% Int
    Blather
    Charm
    Gamble
    Secret Language (Thieves' Tongue)
    Read/Write
    Streetwise
    Flee!

    Rapscallion
    +5% WS
    +5% S
    +5% T
    +5% T
    +5% T
    +5% Ag
    +5% Ag
    +5% Ag
    +5% WP
    +5% Fel
    +5% Fel
    +5% Fel
    +5% Fel
    + one Attack
    + one Wound
    + one Wound
    Common Knowledge (Tilea)
    Consume Alcohol
    Dodge Blow
    Lip Reading
    Search
    Ambidextrous
    Sixth Sense
    Quick Draw

    Highwaywoman
    +5% WS
    +5% WS
    +5% BS
    +5% BS
    +5% S
    +5% Ag
    +5% WP
    Animal Care
    Animal Training
    Ride
    Silent Move
    Etiquette
    Master Gunner
    Mighty Shot
    Specialist Weapon Group (Fencing)
    Specialist Weapon Group (Gunpowder)
    Swashbuckler
    Trick Riding




    Adelbert Schreiber

    Spoiler
    Show
    Spoiler
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    Career: Scribe / Initiate / Priest of Verena / Scholar / Anointed Priest of Verena
    Age: 30
    Star Sign: Vobist the Faint - Sign of Darkness and Uncertainty
    Birthplace: A Fortified Town in Averland
    Appearance: 5'7", 135 lbs, brown hair, grey blue eyes, missing tooth.

    WS:(51) BS: (41) S:(36) T:(48) Ag:(55*) Int:(66) WP:(58) Fel:(51**)
    A:2 W: 16 SB:3 TB: 4 M: 4 Mag: 2 IP: 1 FP: 3 0

    Skills: Academic Knowledge (History), Academic Knowledge (Necromancy), Academic Knowledge (Theology), Channeling, Charm (+10 %), Common Knowledge (The Empire), Common Knowledge (Border Princes), Gossip, Heal (+10%), Speak Language (Reikspiel), Magical Sense, Perception, Read/Write, Ride, Secret Language (Guild Tongue), Speak Language (Breton), Speak Language (Classical), Speak Language (Tilean), Speak Arcane Language (Magik), Trade (Calligrapher)

    Talents: Linguistics, Acute Hearing, Resistance to Poison, Lighting Reflexes, Public Speaking, Suave, Armoured Caster, Petty Magic (Divine), Strike to Stun, Master Orator, Divine Lore (Verena), Lesser Magic - Blessed Weapon, Lesser Magic - Move, Aethyric Attunement, Strike Mighty Blow

    *Includes bonus for 'Lighting Reflexes'
    **Includes bonus for 'Suave'

    Trappings:
    Common Clothing, Cloak, Dagger, Backpack, Short Sword, Digging Tools, one weeks rations, ancient copper eye pendant, a necklace/collar made from gold and coloured glass beads, the ends are made to resemble the coiled heads and necks of snakes, a pair of lapis lazuli earrings, shaped to mirror the solar disc motif. 'Kettle hat' helmet. Danxome bronze throwing dagger.

    Woolen robes, owl pendant (religious symbol of Verena)

    Mail Shirt, pouch containing 142 Gold Crowns, 27 Schillings, 15 Pfennigs.

    615 GC (hidden cache) (stolen by Sforza!)

    38 GC, 5 Schillings and 12 Pfennigs (hidden cache).

    Bella, a small, wiry, bay coloured mare.


    XP:
    Spoiler
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    Earned: 6150
    Spent: 6100
    Current: 0


    Advances:
    Spoiler
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    + 5% to Int (Free Advance)
    + 5% to Fel
    + 5% to Int
    + 5% to Ag
    + 5% to WP
    + 1 Wound
    + 5% to WP
    + 1 Wound
    + 5% to Ag
    Initiate (second career)
    Academic Knowledge (Theology)
    Charm
    Healing
    +5% to Fel
    +5% to WS
    +5% to BS
    Lighting Reflexes
    Public Speaking
    Suave
    Priest (third career)
    + 1 Magic
    Magical Sense
    Speak Arcane Language (Magik)
    Channeling
    Armoured Caster
    Petty Magic (Divine)
    +5% to WS
    +5% to WP
    +5% to Fel
    +5% to WP
    + 1 Wound
    +5% to BS
    Charm (skill mastery, +10%)
    Ride
    Common Knowledge (Border Princes)
    +5% to T
    +5% to T
    + 1 Wound
    +5% to S
    Strike to Stun
    Heal (skill mastery, +10%)
    Master Orator
    Scholar Career
    +5% Int
    +5% Int
    Academic Knowledge (Necromancy)
    +5% Int
    +5% Int
    Anointed Priest Career
    Divine Lore (Verena)
    Magic + 1
    Lesser Magic - Blessed Weapon
    Will Power +5%
    Aethyric Attunement
    + 5% Toughness
    +1 Attack
    Lesser Magic - Move
    Strike Mighty Blow
    + 1 Wound
    +5% WS
    +5% Fel


    Divine Revelations
    Spoiler
    Show
    Adelbert believes he sees the invisible hand of the gods all around him - whether it is the hand of Verena pointing out the guilty party in a dispute, or the face of Nurgle leering at him from a basket of rotten apples.

    Adelbert is subject to visions that are entirely the invention of his own mind, filtered through the lens of his faith. These visions are entirely indistinguishable from the genuine results of his Magical Sense skill, and tend to manifest as gods making their will, presence or power known to him - including the Ruinous Powers.

    By roleplaying a vision of your own invention, you can grant yourself a Fortune Point that lasts until the end of the day (to a maximum of once per day). These visions don't have to lead you to 'insane' actions (e.g. Adelbert could see Shallya urging him to help an injured person, or feel the presence of Khorne in a tavern brawl that leads him to try to make peace), but should be understood OOC to be the products of Adelbert's imagination, not any direct communication from the gods. Should Adelbert be prevented from acting on what the vision shows him, he suffers -1d10 from his Fellowship and Willpower scores for 1d10 hours.

    You may also receive 'false' visions from the GM at any time. No test will tell you which visions are true and which are false: Adelbert believes them all to be true. Visions from the GM do not grant Fortune Points, but still invoke the penalty to WP and Fel if Adelbert is prevented from acting on them.


    Divine Marks:
    Spoiler
    Show
    Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests
    that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, albeit at a
    –20% penalty.


    Background & Personality:
    Spoiler
    Show
    Adelbert was born in Grenzstadt, Averland the second oldest child and only son of the prestigious Schreiber family of scholars. His older sister Gabrielle became a Priestess of Verena and a career in the universities of Nuln, the church or perhaps even the colleges of magic in Altdorf seemed open for the young man. Unfortunatly his father's harmless gambling habit became, well less harmless. The Schreiber family went into debt and while Adelbert's younger sisters retained enough clout to marry well Adelbert himself could no longer afford to study at Nuln. Fortunately he was more than well read enough to become a scribe first in Grenzstadt, then Averheim.

    Adelbert is actually a very good scribe especially mastering foreign languages but he is not thrilled by his dull life copying books. At the very least he would prefer to be writing his own work rather than simply transcribing that of others. He has travelled south to the Princes in the hopes of appealing to the vanity of a local noble and being paid to act as their chronicler, and perhaps write a book on the local ruins that would be the toast of Nuln. Anything would be better than his dusty office back in Averheim.

    Perhaps thanks to his elder sister Adelbert has a definite interest in the gods and his studied much of them, especially minor and regional deities - though the streak of rogue in him is impressed by Ranald. His personal specialty (other than languages) is ancient history and he is modestly famous in Averland for translating an Ancient Reman history from Classical to Reikspiel.

    In person Adelbert is on the short side of average and slender, with nimble fingers (he is justly proud of his clean, flowing style of writing.) He is fond of attractive women, well read ones for preference and is rather vainer than might be expected for a scribe. This has led to him rarely smiling with his mouth open because he is very concious of the front tooth he lost in a tavern brawl when an elegant blonde lady turned out to have been married to a milita sergeant. He has a deadpan, sarcastic and self deprecating sense of humour and tends to value it highly in others.

    Last edited by RossN; 2022-12-29 at 10:24 PM.

  12. - Top - End - #12
    Firbolg in the Playground
     
    BlackDragon

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    Default Re: [WFRP] The Bloody Crown OOC XV

    Sorry for the delay! Been very under the weather.

    Regarding Jacques Jarla is a bit nervous about leaving him totally to the mercies of Sieghard so she'll try and shepard him away somewhere safeish to sleep off his drinking.

  13. - Top - End - #13
    Titan in the Playground
     
    LCP's Avatar

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    Default Re: [WFRP] The Bloody Crown OOC XV

    No worries - I've also caught whatever's going around atm, can definitely sympathise!
    Spoiler: My Games
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    WFRP 2E - Tales of Perilous Adventure
    The Hour After Midnight
    The Lord of Lost Heart
    Ill Met By Morrslieb

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

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

  14. - Top - End - #14
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    LeSwordfish's Avatar

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    Default Re: [WFRP] The Bloody Crown OOC XV

    I'd like to roll Perception to see if we think we've got what Jacques knows out of him: (1d100)[60] vs 68.

    OOC I don't think there's anything specific we're delving for, I suspect he was just sent north to send word to get him out of the way.
    - Avatar by LCP -

  15. - Top - End - #15
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    LCP's Avatar

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    Default Re: [WFRP] The Bloody Crown OOC XV

    He's not looking particularly furtive or secret agenda-y.
    Spoiler: My Games
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    WFRP 2E - Tales of Perilous Adventure
    The Hour After Midnight
    The Lord of Lost Heart
    Ill Met By Morrslieb

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

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

  16. - Top - End - #16
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    LeSwordfish's Avatar

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    Default Re: [WFRP] The Bloody Crown OOC XV

    In which case I suggest we leave him be, pack him off as early as we can the next morning, possibly with Jarla. and then follow a few hours behind with whatserface. Or perhaps we should go via Arrow Heap to avoid the Royal Party rolling up behind us.
    - Avatar by LCP -

  17. - Top - End - #17
    Ettin in the Playground
     
    Flumph

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    Default Re: [WFRP] The Bloody Crown OOC XV

    @LCP
    How does one go about getting that very snazzy GitP-style picture of Bardhyl into the character sheet post?

  18. - Top - End - #18
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    Default Re: [WFRP] The Bloody Crown OOC XV

    You can grab the image URL by right-clicking on the picture, and then you should be able to just put that in [img] tags.
    Last edited by LCP; 2022-12-07 at 04:51 PM.
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    WFRP 2E - Tales of Perilous Adventure
    The Hour After Midnight
    The Lord of Lost Heart
    Ill Met By Morrslieb

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

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

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

    My thoughts were get him so drunk he needs to sleep it off (and has a bad hangover), have Jarla offer to deliver whatever message it was the Sforzas had for him, then leave while he stays in Painford before they have a chance to arrive.
    Last edited by TheSummoner; 2022-12-07 at 07:09 PM.

  20. - Top - End - #20
    Firbolg in the Playground
     
    BlackDragon

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    Default Re: [WFRP] The Bloody Crown OOC XV

    Quote Originally Posted by LCP View Post
    No worries - I've also caught whatever's going around atm, can definitely sympathise!
    Thanks.

    Quote Originally Posted by LeSwordfish View Post
    I'd like to roll Perception to see if we think we've got what Jacques knows out of him: [roll0] vs 68.

    OOC I don't think there's anything specific we're delving for, I suspect he was just sent north to send word to get him out of the way.
    That's definitely my feeling too (and Jarla's IC).

    She's a bit protective of Jacques (she is his patron after all) so she'd try and aim for the result that keeps him out of (more) trouble.

  21. - Top - End - #21
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    Default Re: [WFRP] The Bloody Crown OOC XV

    Quote Originally Posted by TheSummoner View Post
    My thoughts were get him so drunk he needs to sleep it off (and has a bad hangover), have Jarla offer to deliver whatever message it was the Sforzas had for him, then leave while he stays in Painford before they have a chance to arrive.
    Well that's only slightly different to Ludo's plan of sending him with Jarla, but I'll need you guys to resolve which it is before we can move on that far.

    If you want to move to the following morning to see how hungover he is let me know - I'm figuring you might want to check in on Gina + tell her your plans first.
    Last edited by LCP; 2022-12-08 at 03:58 AM.
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    WFRP 2E - Tales of Perilous Adventure
    The Hour After Midnight
    The Lord of Lost Heart
    Ill Met By Morrslieb

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

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

  22. - Top - End - #22
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    Default Re: [WFRP] The Bloody Crown OOC XV

    Hey, the sourcebook Renegade Crowns is available as a free PDF on a shady Russian website. I've never read this one.

    Edit: Removed the link to comply with forum rules. I, of course, would never condone piracy, and find it shameful on the part of Google to link a pirated sourcebook as one of its very first search results when you type the title into the search bar! De-index this page immediately, Google, before too many cunning rascals find it.
    Last edited by -Sentinel-; 2022-12-09 at 02:42 PM.
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    Running:
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    The Bloody Crown (WFRP) as Elsabeth Holt, rogue pyromancer and court wizard

    Quote Originally Posted by TheSummoner View Post
    Oh wow. I will never again underestimate [our characters'] ability to turn friendly conversation into a possible life or death situation.
    Quote Originally Posted by LeSwordfish View Post
    Ludo has a crowbar, if that helps.

  23. - Top - End - #23
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    Default Re: [WFRP] The Bloody Crown OOC XV

    I think you'd be best advised to take that link down Sentinel - sharing copyrighted material is definitely against forum rules.

    I'd say something about recommending Renegade Crowns as a fun book, but I think this campaign is the best recommendation I can give!
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  24. - Top - End - #24
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    Default Re: [WFRP] The Bloody Crown OOC XV

    Quote Originally Posted by LCP View Post
    I think you'd be best advised to take that link down Sentinel - sharing copyrighted material is definitely against forum rules.
    Ah, thanks for the warning. I removed the link.


    I'd say something about recommending Renegade Crowns as a fun book, but I think this campaign is the best recommendation I can give!
    That, it is!

    Very funny sourcebook so far. The writers were clearly having a blast.
    Last edited by -Sentinel-; 2022-12-09 at 10:31 AM.
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    Running:
    Voyages of the Ghostlight (Risus)

    Playing:
    The Bloody Crown (WFRP) as Elsabeth Holt, rogue pyromancer and court wizard

    Quote Originally Posted by TheSummoner View Post
    Oh wow. I will never again underestimate [our characters'] ability to turn friendly conversation into a possible life or death situation.
    Quote Originally Posted by LeSwordfish View Post
    Ludo has a crowbar, if that helps.

  25. - Top - End - #25
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    Default Re: [WFRP] The Bloody Crown OOC XV

    Quote Originally Posted by LCP View Post
    I think you'd be best advised to take that link down Sentinel - sharing copyrighted material is definitely against forum rules.

    I'd say something about recommending Renegade Crowns as a fun book, but I think this campaign is the best recommendation I can give!

    Quote Originally Posted by -Sentinel- View Post
    Ah, thanks for the warning. I removed the link.



    That, it is!

    Very funny sourcebook so far. The writers were clearly having a blast.
    Yeah, I love that book.

    One thing I like is how a single roll on the table can completely change your perception of the setting - a lot of dwarf ruins implies a very different local history to one that has been home mostly to Chaos Cultists!

    I'm running 'The Paths of the Damned' campaign on another forum but I was very strongly tempted to try running a Border Princes game.

  26. - Top - End - #26
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    Default Re: [WFRP] The Bloody Crown OOC XV

    Does Jarla have access to the Royal Seal?

    Actually given her role would she be able to write an entirely legitimate letter?
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  27. - Top - End - #27
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    Default Re: [WFRP] The Bloody Crown OOC XV

    Yes and yes, I would say. Although of course if that letter ever got back to the Sforzas it would be highly incriminating.

    Ludo probably also has some documents from Abdul w.r.t. tax + the Thorns' payroll - but making a fake from a broken bit of wax would be definitely more difficult/detectable than working with the actual stamp.

    Worth mentioning as well that people who don't really know much about the Sforzas probably won't know what their seal looks like unless they get a specimen to compare - so it's quite possible that you could get away with any plausibly fancy-looking bit of wax. Getting caught out at a later date would only be possible if they hung on to the letter of recommendation - not impossible but probably not the norm.
    Last edited by LCP; 2022-12-10 at 03:58 PM.
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    WFRP 2E - Tales of Perilous Adventure
    The Hour After Midnight
    The Lord of Lost Heart
    Ill Met By Morrslieb

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

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

  28. - Top - End - #28
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    Default Re: [WFRP] The Bloody Crown OOC XV

    Sounds like real seal, fake signature is entirely possible and hard to trace back to Jarla? I will edit some kind of suggestion to that into my last post.

    I would like to have Ludo question Gina on the journey. "Are there any secret passages into the palace and does the lady irene sleep next to an untraceable knife", that kind of thing. I assume the best way to do that is for me to come up with a list, and i will do that tomorrow evening/monday, I am playing games with Lizardmen this weekend.
    Last edited by LeSwordfish; 2022-12-10 at 04:30 PM.
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  29. - Top - End - #29
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    Default Re: [WFRP] The Bloody Crown OOC XV

    Quote Originally Posted by LeSwordfish View Post
    Sounds like real seal, fake signature is entirely possible and hard to trace back to Jarla?
    I would say that's a fair assessment.

    I would like to have Ludo question Gina on the journey. "Are there any secret passages into the palace and does the lady irene sleep next to an untraceable knife", that kind of thing. I assume the best way to do that is for me to come up with a list, and i will do that tomorrow evening/monday, I am playing games with Lizardmen this weekend.
    A list will be perfect. If Ludo's questions are super obviously 'how does one murder Irene' then a Charm test might also be appropriate to disguise his motive - Gina's obviously no fan of her highness but she hasn't given any indications that she'd be comfortable being an accessory to assassination. Excellent choice with the lizards, hola skinks.

    TheSummoner, RossN, let me know if your characters will be ready to move on when Ludo's got his list, and who's going where with whom.
    Last edited by LCP; 2022-12-10 at 05:17 PM.
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    WFRP 2E - Tales of Perilous Adventure
    The Hour After Midnight
    The Lord of Lost Heart
    Ill Met By Morrslieb

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

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

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

    There's a part of me that thinks leaving the Sforzas unattended in Painford is a recipe for disaster. Probably better for Sieghard to wait for them to come and go and then ride hard for Savonne, hoping to overtake them after they leave (if they go by Ravenskird, he goes by Arrow Heap and vice versa).

    Another thought. Sanne isn't in very good condition down in the dungeons. Sentinel, if you dont want her to die down there, might need to arrange a jail break. It seems like it's just the one gaoler down there. Man has to sleep sooner or later.

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