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

    The Bloody Crown – OOC XI

    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)

    IC Thread I - Elmridge, meeting Duke Alvarr, 100% legit meat pies.
    IC Thread II - Travelling south to Last Water, joining Captain Sforza, entering Kheneb-Ptra-Urush.
    IC Thread III - escaping Kheneb-Ptra-Urush, Adelbert in the stocks. Greenskins in the Iron Claw Hills, first journey to Savonne.
    IC Thread IV - Gilbertus' Manse and the Battle of Manann's Keep.
    IC Thread V - the Lost Library, the death of Beatrix Fassbender, the raid on Painford.
    IC Thread VI - the fall of Savonne. Sieghard's revenge on Sergeant Fischwillen; the omens of Hexensnacht.
    IC Thread VII - the Conclave of Savonne. Witch Hunters come for Elsa, the Thorns are ambushed by ghouls in Rivermouth. A divided party.
    IC Thread VIII - A more divided party; Adelbert and Viggo leave. Count Groz is killed in the Mitterfruhl massacre. Sforza goes to war with Alvarr and Rorik, briefly seizing Savonne, but retreats rather than be besieged.
    IC Thread IX - War! Huh! What is it good for? Jarl Rorik is killed at the Battle of Arrow Heap and Alvarr is driven north in defeat. A desperate band of surviving Norscans try to steal the Book of Nagash.
    IC Thread X - The siege of Alvarran begins. Sieghard tangles with No-Nose Dragos. The ancient vampire Nakht-Horeb attacks the temple.
    IC Thread XI

    OOC Thread I
    OOC Thread II
    OOC Thread III
    OOC Thread IV
    OOC Thread V
    OOC Thread VI
    OOC Thread VII
    OOC Thread VIII
    OOC Thread IX
    OOC Thread X

    Welcome to the eleventh OOC thread for the Bloody Crown, our WFRP 2E campaign set in the Border Princes. We rejoin our PCs in Savonne, having met a nice gentleman whose name they don't yet know and possibly just set his house on fire.




    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.


    Advantage
    At the end of each combat round, calculate your Advantage.
    • Landed a wounding hit on an opponent: +1 Advantage
    • Failed to land any hits this round: -1 Advantage
    • Took a hit (even if soaked): Advantage resets to 0.
    For each point of Advantage you currently have, you receive a +10% bonus on rolls to hit. Advantage has a ceiling of 3 and a floor of 0. Advantage from one melee cannot be carried over to another; as soon as you leave contact with your current opponents any accumulated Advantage is lost.

    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.


    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
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    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; 2019-10-22 at 08:05 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 XI

    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 Powers That Be
    Spoiler
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    Jarl Rorik Wolf-Risen
    A fearsome Norseman, Jarl Rorik has a reputation as a warrior of great strength. The Jarl has established himself as a bandit lord among the tribes of the Raven Hills: their raiding ways suit him well.

    Duke Edouard
    An expatriate Bretonnian of noble birth, Duke Edouard has held onto power in the Broken Reaches for some time - an achievement not to be sniffed at. He is responsible for extinguishing the careers of several other local lords, and rules with a firm hand.

    Count Eberhard Groz
    A man of common blood from the Empire, Eberhard is a career soldier with a talent for command. He has secured his kingdom around the old fortress of Bunthafen: those who think a man of his breeding is not fit to rule over others will have a hard time dislodging him.

    Prince Belehir
    A High Elf of Ulthuan, Belehir was known only as a deadly sword for hire - until, that is, the town of Savonne was engulfed in the frenzy of violence known as the Beheading of the Wolf. The peasants say that when the bloodshed finally ceased, Belehir was the only one found alive in the throne room. What he saw inside the mad duke's keep he has never revealed, but he accepted the rulership of Savonne with a strange sense of duty. Since then, he has kept the town safe, despite several attempts by his neighbours to topple him. He is widely distrusted, and many ask what business an elf has ruling over honest men.

    Grand Commander Mathau Evatt
    A leader of the Knights Mariner, few understand what brought this templar of Manaan this far into the arid, landlocked south. Nonetheless, here he is: he and his followers have founded the stronghold of Manaan's Keep, and seem to see it as their sacred duty to nurture the flow of trade in the region. Many say the Grand Commander is a little eccentric, which as everyone knows means mad and rich.

    Capitano Muzio Sforza
    A Tilean condottieri of supposedly high-born origins, Captain Sforza is a young and ruthless contender for rulership of the Marches. A military commander with a fine strategic mind, he is matched only by his dazzling wife - an object of envy for many of the other lords.


    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
    Painford Hostel 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) Not available
    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 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
    Last edited by LCP; 2019-09-08 at 03:57 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

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

    Dramatis Personae

    The Party
    TheSummoner Sieghard
    -Sentinel- Elsabeth Holt
    LeSwordfish Ludovic Stubbs
    RossN Adelbert Schreiber
    Thragka Urgrim Jotunnsson

    Powers & Principalities

    Spoiler: The Company of Captain Muzio Sforza
    Show

    Captain Muzio Sforza Tilean mercenary captain, and Lord of Last Water. Campaigned in Araby before coming to the Broken Reaches.
    Irene Sforza ("la Bella") Sforza's wife. Her beauty is renowned throughout the Reaches. Ambitious and dissatisfied with life in the Border Princes, she 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.
    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 Commander of Sforza's Tilean pikemen, the Iron Company.
    Esteban de Valdes 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 Renowned physician, and personal doctor to Irene Sforza. His apprentices work as army surgeons for Muzio's mercenaries.
    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 not an experienced soldier, Viktor was shot by Alvarr's archers at the Second Battle of Arrow Heap, and died of his wounds.
    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. They have distinguished themselves in several battles and are slowly making a name for themselves among the mercenaries of the Reaches.

    Rank and File
    • Paulo & Marko: apprentices to Doctor Bianco.
    • Salih: page to Abdul Al-Makir.

    Iron Company:
    • Giuliano: 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

    Brotherhood of Magritta:
    • Felipe, Miguel & Valentin

    Danxome Ahosi
    • Oseye & Etunu

    The Sermena Gamecocks
    • Hartwick Thistlewood: commanding officer.



    Spoiler: The Court of Duke Edouard Alvarr
    Show

    Duke Edouard Alvarr 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 does not suffer fools gladly.
    Janos Forkbeard A native of Alvarran and a survivor of the previous regime(s), Janos Forkbeard is Alvarr's chancellor and chief administrator.
    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.
    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.


    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, after which the party allowed her to leave.
    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).
    • Thrunrik, Lokri, Berki, Baragil, Skargan and Vardin (all deceased bar Berki): rangers who scouted the Red Pyramid.


    Spoiler: Children of the Jackal
    Show

    Nakht-Horeb of Lahmia,
    aka Nahorek the Jackal,
    aka Varag Kol
    An ancient vampire and servant of Nagash, raised from beneath the Red Pyramid on Hexensnacht of 2523 IC. Nakht-Horeb claims 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.
    Johannes Klammenberg 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 have since learned he is a necromancer, who now serves the risen Nakht-Horeb.
    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.
    Udolf (doubly 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.
    '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 seems to be the figurehead of a Nahorek-worshipping cult among the villagers.


    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.
    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.
    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 Common People

    Spoiler: The Raven Hills
    Show

    Greasy Drop
    Armin A stern but charismatic priest who has become the self-appointed leader of the village of Greasy Drop. Is hailed as having saved the villagers from famine and bandits, but has an unnerving enthusiasm for blood sacrifice. Calls his god "Ahalt"; crashed the Conclave of Savonne to claim the events of Hexensnacht are a sign that he has returned.
    • Adva: peasant woman.


    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 (deceased?) An extremely pious grail pilgrim, and the 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, and carries his old morning-star everywhere he goes. Odo claims he is the one who discovered the remains of the legendary grail knight Sir Leodoric the Just under Alvarran Castle - remains which are now enshrined at the chapel. Odo likes to encourage visitors to his chapel to seek the dead grail knight's blessing. He also likes to hug.

    Set alight by Elsa at the Third Battle of Arrow Heap; it's uncertain whether he survived.
    Madame Rosmerta Morte A barber-surgeon with a faraway air, who is perhaps a bit keen on amputations. 100% legit.
    Herr Leiber Madame Morte's entrepreneurial housemate and business partner. Sells 100% legit meat pies.
    • Sister Mathilde (deceased): priestess of Shallya, murdered by a mysterious attacker 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
    Mother Raqiyah Savonne's highest-ranking priest of Morr and Augur of the temple, Raqiyah is the nominal figurehead of the city's Conclave of clergy. Briefly imprisoned by Alvarr after the city's fall, she has now been reinstated.
    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.
    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. Hieronymus lost his home and one of his two owls (Euthymius and Eustratius) in the sack of the city, and was cursed by the wards placed on the book, leaving him prematurely aged and withering his right hand. He still seems sanguine about it all.
    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. She was 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 no end of 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.
    • 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.
    • Varga: Dragos' right-hand man, missing in the aftermath of Dragos' death.
    • Jozef and Garrett: members of Dragos' dockworker gang.
    • Herr Reinholt: A long-stay inmate of the Hospital of Saint Armengild, Reinholt suffers from delusions that he is the ruler of the Reaches.


    Ravenskird
    Brother Cezar Keeper of the Chapel of Morr in Ravenskird. A good friend to Adelbert, giving him food and shelter on the many occasions he was passing through.
    • 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 and did not appear during the Battle of Manann's Keep.

    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 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.
    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.
    • 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: village elder.
    • Jacen: lodge keeper.
    • Abelard: a young villager who does sentry duty in the tower.
    • Dhuoda: a goatherd.


    Spoiler: Last Water
    Show

    Mirino
    Filomena Owner of the Happy Serpent brothel. Travelled for a long time with Sforza's army and supposedly enjoys good standing with the Captain. Has a fearsome reputation among the prostitutes who work for her. Did not take well to Viggo's amorous advances; seems to have a deep and abiding dislike for the lady Irene. Has relocated most of her business to Manann's Keep.
    Marek Owner of Il Calice D'Oro. Despite how his inn thrives, he is generally morose and fatalistic.
    Krucke & Mannfred A seller of second-hand clothes and Adelbert's 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.
    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. 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.
    • 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.
    • Pietro: Mute bouncer of the Happy Serpent.


    Sermena
    • Odo Stubbs: Ludo's father (mine owner)
    • Petra Stubbs: Ludo's younger sister (mine administrator)
    • "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 Tilean mercenary.

    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 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.
    Jurgen Falkenwald & Gunda Leaders of Falkenwald's Falcons, a troop of sellswords in the Uplands. Reportedly betrayed the defenders of Bunthafen to Jarl Rorik and his men.
    Matthias Teufelssohn & Stenger (both deceased) A witch hunter and his henchman who came searching for Elsa.
    Balios (deceased) & Jocasta A travelling priest of Taal and his newly-initiated partner priest of Rhya. Balios' 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.


    Here Be Monsters
    Spoiler
    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.
    Meskhenet A long-dead priestess of the hidden temple of Kheneb-Ptra-Urush, Meskhenet was impaled on a stake by the fortress' newly-risen defenders for condemning them - and herself - to the curse of undeath. She charged the party with retrieving the book she used to work the incantation - a book she says was stolen long ago by an unknown thief.
    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 power of Meskhenet's book 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.
    Last edited by LCP; 2019-09-28 at 11:13 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

  4. - Top - End - #4
    Titan in the Playground
     
    LCP's Avatar

    Join Date
    Nov 2009
    Location
    Illinois

    Default Re: [WFRP] The Bloody Crown XI

    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!
    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
    Firbolg in the Playground
     
    -Sentinel-'s Avatar

    Join Date
    Dec 2009
    Location
    Ottawa
    Gender
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Elsabeth Holt

    a.k.a. Beatrix Hildebrand

    Spoiler: Pictures before/after hair loss
    Show

    (link)


    Race: Human
    Age: 25
    Career: Apprentice Wizard > Journeyman Wizard > Master Wizard

    Description: Elsabeth is a young woman of average height and dark complexion. She used to have a wealth of unruly red hair, but lost it all as a result of a spell gone wrong, and it has only been regrowing slowly. Her most striking features are her amber eyes and the swirling red tattoos adorning her narrow face. The tattoos extend to most of her body, but her face is the only part showing any skin – her clothes consist of a well-worn black leather coat reaching her knees, open at the front; decidedly unladylike horsehide pants; a belt made of interlocking brass links; thick leather gloves of the fire-resistant kind used by blacksmiths; and high boots.

    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; she could actually look like the noble-born lady she is were it not for her tattoos. She wears an elegant dark red-dress made for warm climates and replaces her boots with sandals.

    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.

    Two months ago
    Spoiler
    Show
    Midnight…

    Lurching drunkenly on the rain-slick tiles of the roof, acting more on instinct than skill, Elsabeth dodged the narrow stream of blue fire at the last second and only just managed to keep her footing. With her mind, she reached out to Aqshy – the Red Wind was rather slippery in this kind of weather – to shape it into a hurried counter-attack; she just needed to buy a few heartbeats to regain her bearings. Her retaliation took the form of a blinding yellow light meant to mimic a fireball. It succeeded in making Theo throw himself flat on the roof, his cloak and staff raised defensively in front of his face. Elsa used that precious time to plant her feet more solidly, slam the butt of her staff on the tiles and channel Aqshy into something more powerful.

    An alarming smell of burning leather reached her nostrils and a searing pain dawned around her left ear. Her concentration broken, she released the Red Wind from her grasp and took off her wide-brimmed hat. It was, as she half-expected, on fire – her dodge had not quite been fast enough. Swearing like a sailor, she slapped it repeatedly against her leather coat until the fire was put off, leaving a blackened area where the brim and the crown met. So it was not made of real dragon hide after all. She would need to have a little chat with that seller tomorrow.

    She felt the tug on the wind of Aqshy before the spell hit, but had no time to prepare for it. Her staff suddenly became hotter, so hot that she could feel it even through her leather gloves. She dropped it with a startled yelp, looked up, and found herself facing Theo without her channelling implement. The young man’s wet, unruly blond hair was plastered to his forehead; only one bright blue eye was visible. His staff pointed straight at her face and crackled with aethyric energy. The combatants paused a dozen yards away from each other, panting from the longest duel between apprentices in recent Bright College history. Both of them were pushed to their physical and mental limits, their clothes torn and singed, sporting a variety of burns that would have brought down anyone not attuned to Aqshy’s fiery touch. The lights of Altdorf spread out in every direction under and around them, but the college grounds were dark and silent, as it was well past curfew.

    Both of them knew who had the advantage now. Theo might as well have been aiming a loaded crossbow at an unarmed person. Not that a staff was necessary to cast spells, but after all the wine Elsa had had tonight, fine manipulation of the Aethyr would be difficult and reckless without one.

    “Yield already, Elsa,” sighed Theo, exasperated. “You wanted this stupid duel, I gave it to you, and I won. You’re taking this whole argument to a ridiculous–”

    Thankfully, Elsa did not need finesse, only brute strength – in magical terms, she was something of a thug. All she did was send a sudden wave of the Red Wind towards Theo, whose staff was still gathering the ambient Aethyr. Theo’s sentence died in his throat when he realized that he was now channelling more magic than his staff could handle.

    “Boom,” said Elsa solemnly.

    Theo’s staff exploded in a blinding yellow light, sending splinters of wood in every direction. The young man was blown off his feet with a shout of alarm. When the burst of hot air reached Elsa a split second later, it felt more like a physical blow than a wind. She only barely remained standing, for which she was glad because she thought she must look pretty damn impressive, right now on the roof, with her leather coat billowing in the rain and her red hair flying free. Her only regret was that there was no one to see her. She put her still-smoking hat back on, retrieved her staff from the nearest edge of the roof from which it had nearly fallen and immediately began to channel Aqshy into a fireball. She had never once lost a magical duel against a fellow junior apprentice, and she was sure not starting now.

    “Alright, either get up or give up, you wimp,” she snarled at Theo. Casting a spell at a downed target was against the rules, as was casting while you were down. Elsa was usually no stickler for rules, but duelling was serious business.

    Theo made a gurgling sound and, still lying down, drew the Red Wind to himself. Cheater, was Elsa’s immediate, furious thought. She released the fireball. It raced towards its target and, though it must have taken only a heartbeat to cover the distance, it was long enough for Elsa to realize what a mistake she had made.

    As the fireball illuminated Theo, Elsa had a glimpse of his bloodied face and ravaged hands. The explosion of his staff had taken several of his fingers, at least one of his eyes and much of his nose and jaw. His last spell, Elsa just had time to figure out when she saw burns forming on his hands, was a standard cauterization spell to stop blood loss. His mouth broken and full of blood, Theo was unable to conjure up a shield against the fireball. He was too wounded to even roll out of the way. His remaining eye widened in horror.

    The fireball hit him full-on and lifted him off the surface of the roof. He flew, on fire from head to toe, and ended his course against a chimney in a sickening crack of bones. He came to rest in a sitting position, presumably – hopefully – dead before he hit the ground.

    Elsa just stood there in the rain, stunned, as she stared at her handiwork. Then, without checking on her fallen classmate, she turned and ran.




    WS BS S T Ag Int WP Fel
    36 31 30 41 44 65 68 39
    A W SB TB M Mag IP FP
    1 15 / 15 3 4 5 3 6 2 / 0



    Skills %
    Academic Knowledge (Daemonology) 65
    Academic Knowledge (Magick) 65
    Channelling 78
    Charm 39
    Charm Animal 39
    Command 39
    Common Knowledge (Border Princes) 65
    Common Knowledge (the Empire) 65
    Gossip 39
    Intimidate 30 / 39
    Magical Sense 78
    Perception 65
    Read/Write 65
    Ride 44
    Search 65
    Speak Arcane Language (Daemonic) 65
    Speak Arcane Language (Magick) 65
    Speak Language (Classical) 65
    Speak Language (Reikspiel) 65
    Speak Language (Tilean) 65



    Talents
    Aethyric Attunement
    Arcane Lore (Fire)
    Dark Magic
    Extra Spell (Curtain of Flames)
    Fleet Footed
    Lesser Magic: Aethyric Armour
    Lesser Magic: Dispel
    Lesser Magic: Magic Alarm
    Mighty Missile
    Petty Magic (Arcane)
    Savvy
    Strong-Minded
    Very Resilient



    Armor: None

    Gear: Dagger, 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, red and gold), good quality wide-brimmed burgundy hat, ivory bracelet (thanks Sieghard!), dwarf-made copper torc, earrings, fur scarf, and backpack
    Miscellanea: Tent, rations for 5 days, two waterskins, pair of dice, 35 yards of rope, brown hair dye, printed copy of The Practical Pyromancer, Third Edition, grimoire of pyromancy, mysterious hairy book, bunch of scrolls from the Lost Library, map of Mirino and the area, parchment, ink, 2 matches, small mirror, 2 balls of sulphur, 17 scraps of tapestry singed by fire, magical mirror found in Harmugstahl
    Mount: Bastard, vile-tempered black stallion
    Gold: 504 gc and 33 p (rarely carries more than 20 gc at a time; keeps 150 gc hidden in 3 separate caves in the Black Karst, near Manann's Keep.)

    Elsa has left some letters to be opened by her friends in the event of her death. They are currently located in a small wooden chest, in her room in the Savonne keep.



    XP: 450 / 5550
    Advances: +5 WS, +5 BS, +10 T, +15 Ag, +30 Int, +30 WP, +10 Fel, +4 W, +3 Mag, Academic Knowledge (Daemonology), Arcane Lore (Fire), Command, Common Knowledge (Border Princes), Dark Magic, Extra Spell (Curtain of Flame), Intimidate, Lesser Magic (Aethyric Armour), Lesser Magic (Magic Alarm), Mighty Missile, Ride, Speak Arcane Language (Daemonic), Speak Language (Tilean), Strong-Minded


    Morrslieb the raven
    Spoiler
    Show
    A clever bird that Elsa found in the swamps and claimed as her familiar. Morrslieb is rather vain, believing himself not only smarter than other birds but also smarter than his mistress. He tends to overvalue the services he offers, and will demand payment for every little thing he does. For all his intelligence and insight, he remains a raven, and is consequently afflicted with a short attention span, an obsession with food, and a tendency to be distracted by shiny things.




    WS BS S T Ag Int WP Fel
    38 0 10 10 38 25 24 0
    A W SB TB M Mag IP FP
    2 6 / 6 1 1 2 / 8 0 0 2 / 0



    Skills %
    Perception +20% 75



    Talents
    Excellent Vision
    Flyer
    Keen Senses


    Familiar Abilities: Link of Psyche, Lucky Charm, Magic Focus, Master's Touch, Voice of Reason.

    XP: 25 / 1150
    Advances: +10 Int, Lucky Charm, Magic Focus, Master's Touch, Voice of Reason.
    Last edited by -Sentinel-; 2019-10-30 at 10:34 PM. Reason: 17 gc spent on jewelry
    Spoiler
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    Playing:
    The Bloody Crown (WFRP) as Elsabeth Holt, rogue pyromancer

    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.

  6. - Top - End - #6
    Titan in the Playground
     
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Sieghard
    Career: Captain
    Age: 28
    Birthday: 11th Nachexen
    Height: 5'9"
    Weight: 155 lbs
    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: 75/5775 (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

    Main
    WS BS S T A Int WP Fel
    56 59 51 41 52 51 49 54
    25/30 20/20 10/20 10/20 15/20 15/15 15/15 25/25

    Secondary
    A W SB TB M Mag IP FP
    3 18/18 5 4 4 0 3 3
    2/2 6/7 - - - - - -

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

    Spoiler
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    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:
    +25 WS, +20 BS, +10 S, +10 T, +15 Ag, +15 Int, +15 WP, +25 Fel, +2 Attacks (One as Free Advance), +6 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: Command (+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

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



    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), Command (+10%), Common Knowledge (Bretonnia, The Border Princes), Consume Alcohol, Dodge Blow (+20%), Gamble (+10%), Gossip (+10%), Haggle, Intimidate, Perception, Ride, Search, Secret Language (Battle Tongue), Speak Language (Reikspiel, Tilean), Swim

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

    Trappings:
    Wearing: Shirt, Breeches, Belt, Worn Boots, 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, Hooded Cloak (w/ Brass Clasp in the Shape of a Wolf's Head. Dark Blue)

    Destrider w/ Saddle & Harness

    Weapons: Sword, Dagger (Tucked in his belt), Shield, Crossbow (16 Bolts), Morning Star

    Misc:
    Backpack - Blanket, Wooden Tankard, Wooden Cutlery Set, Mess Tin, Cooking Pot, Skewer, Rations (9 days), 2 Waterskins (Full), Rope (20 yards), 1 Torch (treated), 5 Healing Draughts, Coin Purse #1 (28gc), Coin Purse #2 (empty), Red Company Banner, Jarl Rorik's Wolf Skull Banner

    Posessions Not Currently Carried on His Person
    In The Thorns' Barracks in Manaan's Keep:
    Sleeved Mail Shirt (Bernhard's), 3 Daggers (Looted from the battlefield where Bernhard was killed), 4 Long Knives, Bow (10? Black-fletched Arrows), Spear shaft (Best)

    (Trophies and Personal Treasures)
    Wolf Pelt, Orc War Banner, Silver Wolf Coin from The Happy Serpent

    (Hidden Cache - Buried wooden chest with items inside sacks inside)
    Loose Money (164gc, 6s, 1p), Coin Purse #3 (11gc - Ancient Coins from the ruins), Magical Gilded Spearhead

    General Expenses: Food and board covered while in Manaan's Keep. 5p per day fodder and 10p per day stabling for his horse.

    Trappings up to date as leaving Savonne after the battle of Arrow Heap
    EXP and Advances up to date.

    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; 2019-09-15 at 11:46 PM.

  7. - Top - End - #7
    Ettin in the Playground
     
    RossN's Avatar

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    Default Re: [WFRP] The Bloody Crown OOC XI

    Adelbert Schreiber


    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:(46) BS: (41) S:(36) T:(43) Ag:(55*) Int:(66) WP:(63) Fel:(46**)
    A:1 W: 15 12 SB:3 TB: 4 M: 4 Mag: 2 IP: 6 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

    *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: 5475
    Spent: 5400
    Current: 75


    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


    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; 2019-09-05 at 06:23 PM.

  8. - Top - End - #8
    Firbolg in the Playground
     
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Possible Fury from Elsa.

    WP 68: (d100)[64]
    Fortune Point: (d100)[22]

    Extra damage: (d10)[6]


    Edit: Not bad. Should be 11 damage from that one spell.

    We're whittling it down. It's whittling us down too, but there's more of us than there is of it, and Sieghard is still without a scratch.

    The vampire should soon start taking soak-ignoring fire damage.
    Last edited by -Sentinel-; 2019-08-04 at 09:11 PM.
    Spoiler
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    Playing:
    The Bloody Crown (WFRP) as Elsabeth Holt, rogue pyromancer

    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.

  9. - Top - End - #9
    Titan in the Playground
     
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    Default Re: [WFRP] The Bloody Crown OOC XI

    The Thorns
    Mercenary Crossbowmen (22 Active Veterans, 31 Newer Recruits) (15 Currently away garrisoning Bunthafen)

    Spoiler
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    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 (how many each Thorn carries with them is Sieghard's call), 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.
    • Ortwin - In charge of the cannon.
    • 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.


    Permanant Injuries
    • One man lost a leg at the Third Battle of Arrow Heap 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.
    • 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.


    Modifiers for Individuals & Groups
    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:
    Barracks in Manaan's Keep (kept locked when unoccupied)
    35 Crossbows
    32 Swords
    4 Shields
    34 Leather Jacks
    25 Uniforms (Breeches, Jerkin, Woolen Cloak, (34) Hobnailed Boots)
    Banner
    30 Crossbow Targets (straw men painted in Alvarr's colors)
    Filomena (Cannon)

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





    Manann’s Keep Halberd Militia
    Miltiaman Halberdiers (21 Active Veterans, 32 Newer Recruits) (15 Currently away garrisoning Bunthafen)

    Spoiler
    Show
    Career: Miltiaman
    Experience: 50/250 (Current/Total Earned)

    Main
    WS BS S T Ag Int WP Fel
    40 34 36 37 39 28 32 29
    10/10 0/5 5/5 5/5 10/10 - - -

    Secondary
    A W SB TB M Mag IP FP
    1 13 3 3 4 0 0 0
    - 2/2 - - - - - -

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

    Skills:
    Animal Care, Common Knowledge (Border Princes), Consume Alcohol, Dodge Blow, Drive, Gamble, Gossip, Outdoor Survival, Perception, Search, Speak Language (Reikspiel)

    Talents:
    Specialist Weapon Group (Two-Handed), Strike Mighty Blow

    Advances Purchased:
    +2 W

    Trappings:
    Halberd, Dagger, Full Leather Armour

    Notable Members
    Spoiler
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    • Oswald - A veteran halberdier who had been in Fischwillen's inner-circle.
    • Heinfried - A veteran halberdier who had been in Fischwillen's inner-circle.


    Permanant Injuries
    • One man lost an arm at the Third Battle of Arrow Heap and has a (non-functional) wooden replacement from the elbow down.


    Former Members
    • Fischwillen - An ass. Deserved what he got.
    • Jan Norten - Temporarily put in charge of the Halberdiers following Fischwillen's death. After being given command of the company, Sieghard allowed him to keep his position. Died during the Third Battle of Arrow Heap.
    • Franz - A veteran halberdier who had been in Fischwillen's inner-circle. Died during the Third Battle of Arrow Heap.
    • Meiner - A veteran halberdier who had been in Fischwillen's inner-circle. Killed by Ulfgeir at the Battle of the Burning Hill.


    +38 Initially put under Sieghard's command.
    -5 Died at the Battle of the Burning Hill. (Meiner)
    -9 Died at the Third Battle of Arrow Heap. (Norten, Franz)
    -3 Died after the battle from their injuries.
    +7 Recruited in Savonne.
    +10 Recruited while returning to Savonne from Bunthafen.
    +15 Recruited in Savonne and from the surrounding farms.


    Modifiers for Individuals & Groups
    Jan Norten: +5 WP
    Fischwillen's Old Guard (Jan Norten, Franz, Oswald, Heinfried, Meiner): +5 T, Intimidate





    Viktor’s Volunteers
    Mercenary Swordsmen (20 Active Veterans, 32 Newer Recruits) (15 Currently away helping Valdes stop people smuggling food into Alvarran)

    Spoiler
    Show
    Career: Mercenary, ex-Peasant
    Experience: 50/250 (Current/Total Earned)

    Main
    WS BS S T Ag Int WP Fel
    35 32 40 34 36 31 30 33
    0/10 0/10 5/5 0/10 5/5 - 0/5 -

    Secondary
    A W SB TB M Mag IP FP
    2 11 4 3 4 0 0 0
    1/1 0/2 - - - - - -

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

    Skills:
    Animal Care, Common Knowledge (Border Princes), Concealment, Dodge Blow, Gamble, Gossip, Speak Language (Reikspiel), Swim, Trade (various)

    Talents:
    Quick Draw, Rover, Flee!

    Advances Purchased:
    +5 S, +1 Attacks

    Trappings:
    Hand Weapon, Leather Jack, Shield, Knife

    Notable Members
    Spoiler
    Show
    • Nat Zollner - A thickset man who worked as toll collector back when when Evatt ruled Manaan's Keep. Following Sforza's conquest of the Vale, he served as a recruiting sergeant for the Volunteers. After being granted command of the unit, Sieghard put him in charge of the Volunteers while Viktor recovered - and then on a more permanant basis following Viktor's death.


    Permanant Injuries
    • One man lost an eye at the Third Battle of Arrow Heap and has a false one.


    Former Members
    • Viktor - Founder and original leader of the unit. Fell out of Sforza's favor after the Second Battle of Arrow Heap and eventually succumbed to wounds sustained in the battle.
    • Walther - Squad leader. Killed by Hakon Blood-Song at the Third Battle of Arrow Heap.


    +33 Initially put under Sieghard's command.
    -3 Died from injuries at the Second Battle of Arrow Heap sustained before Sieghard was given command.
    -1 Died while ambushing Alvarr's supply wagons.
    -3 Died at the Battle of the Burning Hill.
    -3 Died at the Third Battle of Arrow Heap. (Walther)
    -3 Died after the battle from their injuries.
    +7 Recruited in Savonne.
    +8 Recruited while returning to Savonne from Bunthafen.
    +17 Recruited in Savonne and from the surrounding farms.


    Modifiers for Individuals & Groups
    Nat Zollner: +5 WS, +5 WP, Evaluate, Haggle, Read/Write, Search





    Mitterfruhl Massacre Survivors
    Veteran Halberdiers (9) / Veteran Crossbowmen (2)

    Spoiler
    Show
    Career: Veteran, ex-Soldier
    Experience: 50/250 (Current/Total Earned)

    Main
    WS BS S T Ag Int WP Fel
    45 39 41 40 41 32 51 31
    10/20 10/20 5/10 0/10 10/15 - 10/15 -

    Secondary
    A W SB TB M Mag IP FP
    2 13 3 4 4 0 0 0
    1/1 2/6 - - - - - -

    Armor Points - As Halberdiers / Thorns

    Skills:
    Animal Care, Common Knowledge (The Empire, Border Princes), Consume Alcohol, Dodge Blow, Drive, Gamble, Gossip, Intimidate, Perception, Speak Language (Reikspiel)

    Talents:
    Quick Draw, Seasoned Traveller, Strike Mighty Blow, Specialist Weapon Group (Two-Handed), Strike To Injure, Strike to Stun

    Advances Purchased:
    +5 S, +5 Ag

    Trappings: As Halberdiers / Thorns

    Notable Members
    Spoiler
    Show
    • Axel Roth - Fights with the Halberdiers.
    • Ruprecht - Trained as a gunner under Pieter Hagendorf. Fights with the Thorns.
    • Vilmar - Trained as a gunner under Pieter Hagendorf. Fights with the Thorns.


    +18 Initially joined after being freed from Savonne's dungeons
    -5 Died at the Third Battle of Arrow Heap.
    -2 Died after the battle from injuries.


    Modifiers for Individuals & Groups
    Axel Roth: +5 Int, +5 Fel
    Ruprecht & Vilmar: +5 BS, exchange SWG (Two-Handed) for SWG (Gunpowder)





    Additional Property
    158gc, 2s, 5p - Company funds, currently hidden in Sieghard's cache in Manaan's Keep.
    134gc, 8s - Company funds (on hand).
    195gc 14s - Misc spoils of war (Kept counted separate from company funds at the moment in case part or all of it is distributed as bonus pay).

    1 Helmet
    1 Breastplate
    2 Sets Full Mail
    2 additional Mail Shirts
    9 Spears
    12 Hand Weapons
    10 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)
    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 and Nat; 4gc per month to Hanna, Ingwald, Ortwin, Oswald, Heinfried, and an unnamed Volunteer; 3gc 2s per month to Groz's Survivors; 2gc per month to everyone else. Bonus pay as called for. (Total:
    Expenses - 10gc per Cannonball; 15gc per Small Barrel of Blackpowder (price non-negotiable); Uniform pricing

  10. - Top - End - #10
    Titan in the Playground
     
    LeSwordfish's Avatar

    Join Date
    Jul 2011
    Location
    Cambridge, UK
    Gender
    Male

    Default Re: [WFRP] The Bloody Crown OOC XI

    Ludovic Stubbs



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

    WS BS S T Ag Int Will Fel
    28 46 26 36 59 48 37 62
    2/2 1/1 1/1 3/3 2/5 2/2 2/2 4/6

    Attacks:
    2 (1/1)
    Wounds: 1/13 (3/4)
    Move: 5
    Fortune: 0/3
    Fate: 2
    Insanity: 6

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

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

    Gear:
    Spoiler
    Show
    Dashing Clothes, Thorns uniform with cloak, clothes, Adelbert's Owl pendant.
    Tent, backpack, blanket, cutlery, tankard, lamp, 10 matches, second waterskin, lockpicks, 20ft rope, two sacks, wide-brimmed hat, crowbar,

    Sling and ammunition, (Dam 3, Range 16/32) sword (Dam SB) and dagger (Dam SB-3), Crossbow.
    Leather Jack (Body, Arms 1)
    Shield

    7 days rations.

    19GP, 10S,
    114GP owed by Sforza.
    Monthly Income: 10GC

    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.


    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
    (to buy for progression: Consume Alcohol, Lip Reading, Swim)
    (available: Ambidextrous, Swashbuckler)
    0xp Remaining


    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; 2019-09-22 at 10:06 AM.
    - Avatar by LCP -

  11. - Top - End - #11
    Ogre in the Playground
     
    Thragka's Avatar

    Join Date
    Apr 2007
    Location
    London

    Default Re: [WFRP] The Bloody Crown OOC XI



    Name: Urgrim Jotunnsson
    Race: Dwarf
    Career: Entertainer -> Vagabond -> Scout

    Appearance:
    Spoiler
    Show
    Urgi is slim for a dwarf, standing four feet eight inches tall and some 140 pounds. The even tan of his skin is noticeably unusual for a dwarf, marking him as one who spends more time above ground than is healthy for a traditional sky-fearing dawi. His hair and beard are copper, with prominent blond highlights from the sun; ashy streaks and the occasional strand of outright grey are just beginning to appear. His beard is also shorter than one might expect of a dwarf his age, barely reaching below his breast – but if this is remarked upon, he remains silent and a little distant.

    A gentle, flat nose and an angular (though not thin) jaw give him something of a kindly face. His big blue eyes are ever a little puffy, and his gaze seems soft and gentle – but when it lingers, it has a depth that speaks of careful consideration. In contrast to his bushy moustache, his right eyebrow is missing, and his left is bifurcated by a jag of scar tissue which continues upwards to the ruined landscape of forehead.

    There are other scars – on his leg, across his forearms – and a pair of Klinkarun tattoos on his chest, but they generally remain covered by his garb. When he ranges, he wears simple and breathable cloth. On his own time, he makes a little more effort to be presentable: an embroidered shirt and matching waistcoat, finely dyed breaches and elegant boots. In any case, he is rarely seen without his pair of throwing axes tucked into his belt, one on each side.


    Background:
    Spoiler
    Show
    On the 33rd of Kaldezeit 2437, by the Imperial reckoning, Urgrim Jotunnsson was born in the sea-hold of Barak Varr on the Black Gulf, first child of Jotunn Urgrimsson, a stoneworker of no mean repute of Clan Harginsson, and Dagmar Anikasdottir, herself a respected woman of letters who worked in the administration of the trading port. The healthy babe was the pride and joy of his parents, and his early years passed happily. Urgrim was an athletic and intelligent child. From his father, he learned to work stone, his nimble hands taking quickly to smaller versions of the mason’s tools. Jotunn was even more overjoyed than he let on, and it was clear to all that he looked forward to welcoming his son into his craft as his partner once he was a dwarf grown. Dagmar often brought the young Urgrim to the docks, where he marvelled at the sheer variety of peoples that would pass through the port of Barak Varr; he would pester his mother with never-ending questions about the wide world beyond the hold. His parents encouraged their bright son’s interest, although the somewhat more conservative Jotunn did not fully approve, as the boy got older, of his fascination with umgi ways.

    Perhaps his father’s fears were something of a self-fulfilling prophecy. As Urgrim grew into a beardling, his skill with stone developed into a good amateur artistry with sculpture, but he did not seem keen to follow his father into the craft. Instead he broadened his art, pursuing an interest in dwarven bardic traditions – the singing and recital of the historic dwarven sagas. It was far from a scandalous pursuit in the generally traditionalist culture of Barak Varr, but still Jotunn found fault with how Urgrim chose to spend his time, despite his wife’s gentle remonstrations to ease off.

    Unfortunately, the wedge between father and son had already been driven, and it would not be healed in the conservative stronghold of Barak Varr. The hold’s king, Byrrnoth Grundadrak, encouraged all young dwarfs to make the traditional journey to Karak Kadrin when they came of age, and Jotunn pressed Urgrim to take on the challenge as he reached his thirties, so that he could return and join the family business. Urgrim might not have left Barak Varr, if not for this; but after a particularly vicious argument, where small disagreements were amplified by both to an unnecessary rancour, Urgrim departed the hold – not for the pilgrimage, but to join a troupe of human travelling players who were heading west across the Border Princes instead. His last insult to his father was twofold: he shortened his beard, and insisted he would now answer only to Urgi instead of his full name – it had been Dagmar’s pet name for him since his infancy, but its similarity to the Khazalid word for enemy took on a new connotation with the breakdown in relations with his father.

    Urgi soon lost confidence in his rebellion, finding that his art was not so appreciated among humans: the songs were too mournful, and the Reikspiel translations of the sagas had none of the rhetorical or narrative appeal of the Khazalid originals. Nonetheless, he was too proud – and too unsure of how to mend the broken bridges with his father – to go home. He stayed with the troupe as they continued west along the north coast of the Black Gulf, mostly earning his keep by dourly performing tricks with his throwing knives. They crossed the princes to Tilea, and Urgi’s moods improved; despite how lost he now felt, unhappy among humans but unable to return to his hold, it was a wonder to him to see the culture and artistry he had craved. The troupe’s time traversing the Plain of Luccini and the many principalities south of the Republic of Verezzo did much to restore his personality and improve his self-confidence.

    As he grew past the headstrong immaturity of his thirties and forties, though, Urgi found that he still lacked something in his core. He had spent enough time among humans to confirm that he was not one of them, and that he never would feel like one; but he did not feel he knew how to be a dwarf. He was homesick despite not wanting to go home; instead he returned to singing his songs and reciting his sagas, and praying to the ancestor-gods. When the troupe disbanded and most were signing up with mercenary companies, Urgi was in demand and fielded offers from several captains. In fact this infuriated him: these officers reduced him just to his size and shape as a dwarf when such a label only frustrated him. So he took off back east, driven to travel between the holds of the Vaults and Black mountains, and rediscover his own sense of identity.

    Urgi found then that this itinerant life suited him: he had the independence of the vagabond, but would cross from hold to hold and clan to clan, spending sometimes years attached to each. He found that his non-conformity was welcomed, and even accepted, as a Ranger – even if a slightly more sun-touched one than most. Over the decades, Urgi has grown comfortable as a ranger without a fixed hold. He still enjoys the company of humans, sometimes more than other dwarfs; he still is not sure where he belongs, and cannot see himself living beneath one mountain; but he knows that he is a dwarf, even if an unusual sort of one. One day – perhaps soon, perhaps far in the future – when he has regained some more confidence, he will return to Barak Varr, to see his parents (particularly his mother, whom he misses dearly), and ask that his father accept him as an upstanding dawi in his own way. For now, it is enough to provide service to the clans of the Princes by doing what he does best in the wilds, and cement his own confidence as a respected and proficient ranger.


    Personality:
    Spoiler
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    In company, Urgi is patient and attentive. He speaks softly, with measured words but lively engagement. Among those he knows he is light-hearted and slow to anger – at least, relative to the typical dwarf. At times he craves solitude, but in general he takes life as it comes. His years of ranging in the Border Princes, and moving between dwarf-holds and human settlements, have taught him to appreciate the moment, and not to dismiss the temporary passions and endeavours of umgi as meaningless – in this changeable land, perhaps such things are more beautiful because they are short-lived. Nonetheless, he makes no effort to hide how little he thinks of the political squabbling of Border Princes. The war in the north has shown that some events are too important to process on the scale of the human lifespan; and perhaps, now, something in the Red Pyramid threatens a similar danger to the Broken Reaches that will need a unified response …

    When he is with a group or in a settlement, he sometimes sings to himself absent-mindedly, or can be caught reciting passages from dwarven sagas, or whistling slow and mournful tunes as he sharpens his axes or tinkers with his petty masonry. When ranging, or caught in a crisis, though, he has single-minded focus, and his surprising agility comes not from haste but from mindfulness of his circumstances. Sometimes, sadder moods come and go, as unpredictable but usually also as transient as the weather. When feeling low, he is reserved and untalkative – if forced to speak he will be laconic, although rarely outright rude. He loses confidence in himself and can return to his existential fear of being a dwarf without a hold, and moreover an outcast among outcasts; uncomfortable even among his fellow rangers, aware that he will never not be a dwarf but not knowing what sort of dwarfishness would welcome and accept him In these times, he loses himself in his memories and his existential uncertainty for some hours; usually, by the next dusk or dawn he will be his usual self.



    Profile:
    Main Profile WS BS S T Ag Int WP Fel
    Current 50 51 44 51 46 54 41 32
    Advances 1/4 3/4 1/2 2/2 3/3 4/4 1/3 2/2
    Secondary Profile A W SB TB M Mag IP FP
    Current 2 14 4 5 4 0 2 3
    Advances 1/1 3/6

    Move: 4
    Attacks: 2
    Wounds: 14/14
    Fortune/Fate points: 3/3
    Insanity Points: 2

    Skills:
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    Skill Characteristic Proficiency Target Roll Notes
    Trained
    Charm Fellowship 32 Can affect 10x as many people with Public Speaking
    Common Knowledge (Border Princes) Intelligence 64 (bonus from Seasoned Traveller included)
    Common Knowledge (Dwarfs) Intelligence 64 (bonus from Seasoned Traveller included)
    Common Knowledge (Tilea) Intelligence 64 (bonus from Seasoned Traveller included)
    Concealment Agility 46 +10 bonus in rural settings
    Evaluate Intelligence 54
    Follow Trail Intelligence 54
    Heal Intelligence 54
    Navigation Intelligence +10 74 (bonus from Orientation included)
    Outdoor Survival Intelligence 54
    Perception Intelligence +20 74
    Performer (Singer) Fellowship +10 42
    Performer (Storyteller) Fellowship +10 42
    Scale Sheer Surface Strength 44
    Secret Signs (Scout) Intelligence 54
    Silent Move Agility +10 56 +10 bonus in rural settings
    Speak Language (Khazalid) Intelligence 64 (bonus from Seasoned Traveller included)
    Speak Language (Ranger Tongue) Intelligence 64 (bonus from Seasoned Traveller included)
    Speak Language (Reikspiel) Intelligence 64 (bonus from Seasoned Traveller included)
    Swim Strength 44
    Trade (Stoneworker) Agility 56 (bonus from Dwarfcraft included)
    Other Notes


    Talents:
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    Name Description
    Dwarfcraft +10 bonus on Trade (Armourer, Brewer, Gem Cutter, Gunsmith, Miner, Smith, Stoneworker and Weaponsmith)
    Fleet-footed +1 Movement – included in profile
    Grudge-born Fury +5 bonus to WS against orcs, goblins and hobgoblins
    Lightning Reflexes +5 Agility – included in profile
    Marksman +5 BS – included in profile
    Mighty Shot +1 bonus to damage with missile weapons
    Night Vision Vision up to 30 yards in natural low-light conditions
    Orientation +10 bonus to Navigation tests
    Public Speaking Can effect 10x as many people with Charm
    Quick Draw Once per round, ready as a free action
    Rapid Reload Half action refund to load missile weapons
    Resistance to Magic +10 bonus on relevant WP tests
    Rover +10 bonus on Concealment and Silent Move in rural settings
    Seasoned Traveller +10 bonus on Common Knowledge and Speak Language tests
    Sharpshooter Aim action grants+20 bonus with missile weapons rather than +10
    Specialist Weapon Group (Throwing) -
    Stout-hearted +10 bonus on Fear, Terror, and WP vs. Intimidate tests
    Sturdy No movement penalties in heavy/plate armour
    Very Strong +5 S – included in profile
    Wrestling +10 bonus when grappling (S) or attempting to grapple unarmed (WS)


    Trappings:
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    Weapons, ammo and armour:

    Name Group Range Dam Rld Special Ammo
    Axe (Hand weapon) Ordinary - 1d10+4 - -
    Shield Ordinary - 1d10+2 - Defensive, -10 Ranged To Hit penalty -
    Dagger Ordinary - 1d10+1 - -
    Crossbow Ordinary 30/60 1d10+5 Half (including talent effects) 25 bolts
    Throwing Axe Throwing 8/- 1d10+3 Free (including talent effects) 2 axes


    Armour: Mail shirt, leather jack, leather leggings, leather skullcap. AP: Head 1, Body 2, Arms 1, Legs 1.

    Other gear:
    Common quality clothes (ranging gear and cloak), Good Craftsmanship clothes (embroidered shirt & waistcoat, dyed breeches, elegant boots), backpack, blanket, wooden tankard, metal flask, wooden cutlery, cooking pot, bottle of usquebaugh, purse containing money, 1 week's rations, tent, waterskin, fish hook and line, grappling hook, spade, 10 yards of rope, 12 wooden spikes, storm lantern, tinderbox, 8 vials of lamp oil, trade tools (stoneworker) including small hammer and chisel, sculpted figurines of Grungni and Valaya



    XP record: 50/5050 (unspent/accumulated)
    Advances taken:
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    4800 in character creation (to be clarified)

    100 on +1 A
    100 on Read/Write (invested but not attained)


    Money: 7g 19s 2p




    Sorry for going AWOL folks - my partner and I are in the middle of moving house and I've just been rubbish at balancing various responsibilities for the past week+. We're hoping to be fully moved by the end of this week.
    Last edited by Thragka; 2019-10-13 at 05:17 AM. Reason: Successful Heal test (2nd Nachgeheim)
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Oof. I believe both of Elsa's arms are now badly maimed. Expect her to be in a vile mood during her recovery.


    Quote Originally Posted by LCP View Post
    On the subject of WP tests, I think these crits justify a WP test against IP gain for Elsa and Ludo.
    Fair enough. Elsa has either WP 68 or 78 (Link of Psyche works so long as both she and her familiar are conscious, and I'm not sure if she's conscious).

    WP 68/78 for Elsa: (d100)[62] - Good enough either way.



    Quote Originally Posted by LeSwordfish View Post
    Odd as it seems, i think OOC this was a surprising win for team us. Taking a fate point off both Klammemberg and Nahorek after just blundering in on them with half a party is about as good a result as we could get - the way fate works, we could have worked much harder for this result.
    Still a tad miffed that both Klammenberg and his creature got away. I sort of understand it, as I'm assuming they're too essential to the plot to be allowed to die so early, but that's a lot of hope just snatched away from us. I really hope we at least foiled whatever plans they had for Geheimnistag, otherwise we have nothing to show for it except some sweet XP at the end of the month (i.e. tomorrow?). IC, we'll probably get berated for our failure regardless.

    Also Elsa has joined Adelbert in the No Fate Points Club! At least, this time, she lost a Fate Point to a proper opponent (and not a nameless bandit, or a freaking book, or a crossbow bolt meant for her raven).


    @ LCP: Can Elsa put out her Curtain of Flames merely by willing it? I know the fire has spread to the house itself, but removing that Damage 6 wall of magical fire certainly wouldn't hurt.
    Last edited by -Sentinel-; 2019-08-06 at 09:06 AM.
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    Quote Originally Posted by TheSummoner View Post
    Oh wow. I will never again underestimate [our characters'] ability to turn friendly conversation into a possible life or death situation.
    Quote Originally Posted by LeSwordfish View Post
    Ludo has a crowbar, if that helps.

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    Default Re: [WFRP] The Bloody Crown OOC XI

    I believe both of Elsa's arms are now badly maimed.
    I think it's the same arm twice.

    Quote Originally Posted by -Sentinel- View Post
    Still a tad miffed that both Klammenberg and his creature got away. I sort of understand it, as I'm assuming they're too essential to the plot to be allowed to die so early, but that's a lot of hope just snatched away from us.
    You're miffed that your kamikaze it's-ok-I've-got-fate-points attack failed because your opponents... had fate points?

    @ LCP: Can Elsa put out her Curtain of Flames merely by willing it? I know the fire has spread to the house itself, but removing that Damage 6 wall of magical fire certainly wouldn't hurt.
    She can, but she's unconscious so it's moot.
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Is it completely dry outside or is there some hope of getting water closer than the river?

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    Default Re: [WFRP] The Bloody Crown OOC XI

    Quote Originally Posted by LCP View Post
    I think it's the same arm twice.
    Oh, you're correct. I thought the first attack had hit the right arm.


    You're miffed that your kamikaze it's-ok-I've-got-fate-points attack failed because your opponents... had fate points?
    It's unfair to say we were like "it's okay we have Fate Points". We may have mentioned Fate Points, in a "this isn't the end of us even if it goes sideways" kind of context, but we certainly would not have stuck around for the fight if we didn't have some hope of winning it. Fate Points are too precious to just throw away on hopeless fights.

    This fight, as it turns out, was not hopeless. The matter is whether it was pointless, and thankfully, I don't think it was either. We appear to have at least forced our enemies to run away, regroup and come up with a new plan. Good enough for now.


    She can, but she's unconscious so it's moot.
    Okay. Well, at least, today we've learned that spells with a set duration remain in effect even if the caster is unconscious.


    Edit: Can we add the temporary thread to the list of OOC threads? It's short, but there's still stuff in it that we may want to revisit later.
    Last edited by -Sentinel-; 2019-08-06 at 11:11 AM.
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    Quote Originally Posted by TheSummoner View Post
    Oh wow. I will never again underestimate [our characters'] ability to turn friendly conversation into a possible life or death situation.
    Quote Originally Posted by LeSwordfish View Post
    Ludo has a crowbar, if that helps.

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    Default Re: [WFRP] The Bloody Crown OOC XI

    Quote Originally Posted by -Sentinel- View Post
    This fight, as it turns out, was not hopeless. The matter is whether it was pointless, and thankfully, I don't think it was either. We appear to have at least forced our enemies to run away, regroup and come up with a new plan. Good enough for now.
    Bare minimum, we've put a stop to the priest killing in the short term and disrupted whatever immediate plans they have. A win is a win even if it wasn't conclusive.

    Quote Originally Posted by -Sentinel- View Post
    Okay. Well, at least, today we've learned that spells with a set duration remain in effect even if the caster is unconscious.
    Away from the books, but IIRC the duration is caster's magic in minutes... which means it goes out in a minute anyways.

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    Default Re: [WFRP] The Bloody Crown OOC XI

    Oh, by the way

    Quote Originally Posted by LCP View Post
    Vampire Swift Attacks. Hitting Elsa till she can't cast spells no more, then hitting Sieghard.
    Is this something we could do all along? Allocate an attack, then set a condition where if the target is taken out, the next attack goes to another target?

    Up until now, I assumed attacks stemming from a single action (Swift Attack, magic missile, etc.) had to be allocated before any hit rolls, dodge/parry rolls or damage rolls were made.
    Last edited by -Sentinel-; 2019-08-06 at 12:02 PM.
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    Quote Originally Posted by TheSummoner View Post
    Oh wow. I will never again underestimate [our characters'] ability to turn friendly conversation into a possible life or death situation.
    Quote Originally Posted by LeSwordfish View Post
    Ludo has a crowbar, if that helps.

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    Default Re: [WFRP] The Bloody Crown OOC XI

    Fate points are rare and valuable for NPCs - more so than for us. Knocking two off the Big Bads is a big deal! If Ludo can survive the drop out of the window (if he takes any damage, he takes an extra +1d10 which with sudden death is very likely a killcrit) then we've only burned two ourselves.

    If Ludo dies before rolling to see if he's paralysed, will I need to burn two fate points to survive the death and avoid the paralysis?
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Quote Originally Posted by RossN View Post
    Is it completely dry outside or is there some hope of getting water closer than the river?
    There's been no rain for months. It's pretty dry.

    Quote Originally Posted by -Sentinel- View Post
    It's unfair to say we were like "it's okay we have Fate Points". We may have mentioned Fate Points, in a "this isn't the end of us even if it goes sideways" kind of context, but we certainly would not have stuck around for the fight if we didn't have some hope of winning it. Fate Points are too precious to just throw away on hopeless fights.
    Hope of winning it based on what? How many vampires has Elsa fought before? The last experience she had with the party picking a fight with a powerful caster monster ended in a near-TPK, and that was with Beatrix Fassbender on their side.

    There was no big red button here that Team Klammenberg were on the verge of pressing to Achieve Their Evil Aims. You just walked into their house and appeared to decide that it was worth trading your own life for a shot at theirs, when there were multiple escape routes. And in the end, even with pretty good rolls you took ~60% casualties and ended up essentially barricading yourself into a burning house. Maybe there's an angle I'm missing but it really seemed like you were motivated by the knowledge that you couldn't actually die.

    Quote Originally Posted by -Sentinel- View Post
    Is this something we could do all along? Allocate an attack, then set a condition where if the target is taken out, the next attack goes to another target?
    I thought it was something we'd already been doing, but I've been squeezing these posts in in quite a hurry in between visits to my family so I could have got it wrong.

    Quote Originally Posted by LeSwordfish View Post
    If Ludo dies before rolling to see if he's paralysed, will I need to burn two fate points to survive the death and avoid the paralysis?
    Let's say he only needs to roll for the paralysis at the end of the escape sequence, and it'll be max 1 FP.
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Quote Originally Posted by LCP View Post
    Let's say he only needs to roll for the paralysis at the end of the escape sequence, and it'll be max 1 FP.
    Sounds good!

    I can't help but notice that Vampire Hunter is one of the career exits from Tomb Robber...
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Quote Originally Posted by LCP View Post
    Hope of winning it based on what? How many vampires has Elsa fought before?
    None. That's why Elsa (as well as myself, the player) thought a few fireballs would do the trick against a human-sized and seemingly unarmored creature. By the time we realized it wouldn't be so easy, our retreat had already been cut off.

    That last part is important too. We didn't persist in fighting the enemy because we thought ourselves invincible; we did so because we had no better option available. You can't just catch a rat by the tail, reach out to pet it, then sneer at its recklessness when it bites your hand!


    You just walked into their house and appeared to decide that it was worth trading your own life for a shot at theirs, when there were multiple escape routes.
    I count one escape route that didn't involve jumping off a building, it was blocked by zombies, and we were taking d10 soak-ignoring damage per turn. I'm not denying we could've made it out... My point is that trying to kill the vampire was a perfectly reasonable alternative.

    Or I guess we could have tried to negotiate with Klammenberg when he seemingly offered us mercy. Sieghard nipped that option in the bud, and I highly doubt anyone else could have sued for a separate peace at this point.

    I'm not saying it was an impossible situation. I just take issue with the idea that our actions were irrationally reckless given our difficult circumstances and our in-character knowledge.


    I thought it was something we'd already been doing,
    Maybe it was. I just didn't know that was an option, and now I'm glad I do.


    Quote Originally Posted by LeSwordfish View Post
    I can't help but notice that Vampire Hunter is one of the career exits from Tomb Robber...
    Yesssssss
    Last edited by -Sentinel-; 2019-08-06 at 02:25 PM.
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    Quote Originally Posted by TheSummoner View Post
    Oh wow. I will never again underestimate [our characters'] ability to turn friendly conversation into a possible life or death situation.
    Quote Originally Posted by LeSwordfish View Post
    Ludo has a crowbar, if that helps.

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    Default Re: [WFRP] The Bloody Crown OOC XI

    While I admit we might have handled things a little better were we really so reckless?

    Klammenberg has a nigh omnipotent ability to disappear even when we, the PCs are looking out for him. I think it isn't unreasonable to assume that given half a chance he'd have vanished if we left. Even if the vampire was (clearly!) beyond our means trying to kill Klammenberg was a pretty worthwile reason to at least try and fight, especially since based o our past failures we might never succeed in catching him off guard again.

    Also while we don't know whether the bad guys had some nefarious scheme with a ticking clock we do know they were killing priests with impunity. Adelbert might have had a certain status boost from being the last cleric in Savonne but that is not quite how he wants to end up head of the Temple.

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    Default Re: [WFRP] The Bloody Crown OOC XI

    Quote Originally Posted by LeSwordfish View Post
    I can't help but notice that Vampire Hunter is one of the career exits from Tomb Robber...
    Would definitely be appropriate.

    Quote Originally Posted by -Sentinel- View Post
    I count one escape route that didn't involve jumping off a building, it was blocked by zombies, and we were taking d10 soak-ignoring damage per turn. I'm not denying we could've made it out... My point is that trying to kill the vampire was a perfectly reasonable alternative.
    I'm pretty sure that if you threw a fraction of the firepower you threw at the vampire at the zombies you would have cleared them out in 1-2 turns. Similarly, the jumping-off-a-building option would have been relatively safe if taken before losing all your wounds trying to kill the vampire. The back way was stepped and you had each other to give assists. Neither were supposed to be risk-free - there'd be no drama if there was no danger - but they were much smaller risks, and I don't think that was hidden information.

    In any case, I don't think it's productive to dissect the combat too much. I think the most useful thing for me to say would be: if you are disappointed by not being able to walk into the house of some of the most plot-central NPCs in the campaign and blow them up in exchange for a Fate Point or two, then for your own enjoyment you should adjust your expectations. Like the others have said, you did achieve something here, and I think if you got what you seem to be saying you wanted, you might find that ended up being pretty anticlimactic for the campaign.
    Last edited by LCP; 2019-08-06 at 03:06 PM.
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Quote Originally Posted by LCP View Post
    Like the others have said, you did achieve something here, and I think if you got what you seem to be saying you wanted, you might find that ended up being pretty anticlimactic for the campaign.
    Fair.

    Until the shadow of the Jackal came out of it and escaped, I thought the vampire was only the villain for the "Savonne killings" story arc and that we were kind of expected to kill it by the end of that arc. Now I realize it may have been more significant than I thought; perhaps a mortal vessel for Nahorek itself (himself?).

    Our victory may be temporary, but I'm deeply satisfied with the thought of Klammenberg reconstituting his body someplace else and saying: "Holy $h!t, that was a close call!"
    Last edited by -Sentinel-; 2019-08-06 at 03:26 PM.
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    Quote Originally Posted by TheSummoner View Post
    Oh wow. I will never again underestimate [our characters'] ability to turn friendly conversation into a possible life or death situation.
    Quote Originally Posted by LeSwordfish View Post
    Ludo has a crowbar, if that helps.

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    Default Re: [WFRP] The Bloody Crown OOC XI

    The thing that twigged us that the killer was a vampire was the ritual Klammenberg did to summon it in the Red Pyramid, which was where we knew Nahorek was buried. We really do need to fetch that spear or spearhead though, it might be literally the only thing that can kill him for good.
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Quote Originally Posted by -Sentinel- View Post
    Fair.

    Until the shadow of the Jackal came out of it and escaped, I thought the vampire was only the villain for the "Savonne killings" story arc and that we were kind of expected to kill it by the end of that arc. Now I realize it may have been more significant than I thought; perhaps a mortal vessel for Nahorek itself (himself?).

    Our victory may be temporary, but I'm deeply satisfied with the thought of Klammenberg reconstituting his body someplace else and saying: "Holy $h!t, that was a close call!"
    I have to admit I was wrong about that too - I thought the vampire and Nahorek were separate entities and indeed that 'Team Klammenberg' and Nahorek might even have been opposed with the necromancer trying to leech off power from the... spirit/godling/daemon whatever Nahorek is.

    I do like the idea that the vampire is not 'just' a vampire but more like a meat puppet for the non-corporeal Nahorek.

    Um, maybe like is the wrong word in that context.

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    Default Re: [WFRP] The Bloody Crown OOC XI

    I don't know very much about WHFB vampires, but it wouldn't surprise me if an old enough, powerful enough one couldn't be mistaken for a demigod.
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Quote Originally Posted by LeSwordfish View Post
    I don't know very much about WHFB vampires, but it wouldn't surprise me if an old enough, powerful enough one couldn't be mistaken for a demigod.
    Yep. Nahorek is considered by many to be a god, but he's subordinate to Nagash, who was born a mortal man. So there is definitely a grey area.

    I think our characters need to have an IC discussion about everything that just happened. Most likely the next morning at the Shallyan hospital. There are several things to be addressed.
    Last edited by -Sentinel-; 2019-08-06 at 03:57 PM.
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    Quote Originally Posted by TheSummoner View Post
    Oh wow. I will never again underestimate [our characters'] ability to turn friendly conversation into a possible life or death situation.
    Quote Originally Posted by LeSwordfish View Post
    Ludo has a crowbar, if that helps.

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    Default Re: [WFRP] The Bloody Crown OOC XI

    True.

    I guess I just thought the idea that we were dealing with a remnant from the 'real' Nehekharan pantheon kind of cool - especially after Adelbert's psychic vision I sort of pictured a WFRP equivalent of Ammit who had survived in a weakened state after the real Nehekharan gods either faded away or became the gods 'we' know.

    A tiny part of me also thought that Nahorek might have been a remnant of Djaf.

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    Default Re: [WFRP] The Bloody Crown OOC XI

    Quote Originally Posted by LeSwordfish View Post
    Fate points are rare and valuable for NPCs - more so than for us. Knocking two off the Big Bads is a big deal!
    Eh, in a meta sense, not really. The two of them have as many fate points as makes a good story. In a alternate version of the game, maybe we lost here and never fought them until the end and they still died there because it was the climax of the entire campaign. Their survival is "because the GM says so" more than it is LCP deciding in advance that Klammenberg has X FP and the vampire has Y. Not a criticism of the decision or anything just pointing out that thinking of the victory in terms of FP doesn't mean much. The real victory is setting back whatever it is they were working on.

    Quote Originally Posted by -Sentinel- View Post
    None. That's why Elsa (as well as myself, the player) thought a few fireballs would do the trick against a human-sized and seemingly unarmored creature. By the time we realized it wouldn't be so easy, our retreat had already been cut off.

    That last part is important too. We didn't persist in fighting the enemy because we thought ourselves invincible; we did so because we had no better option available. You can't just catch a rat by the tail, reach out to pet it, then sneer at its recklessness when it bites your hand!

    I count one escape route that didn't involve jumping off a building, it was blocked by zombies, and we were taking d10 soak-ignoring damage per turn. I'm not denying we could've made it out... My point is that trying to kill the vampire was a perfectly reasonable alternative.
    That thought should've gone out the window the moment it shrugged off an 11 damage fireball like it was nothing. The window was the right choice and fighting back only worked because we got stupidly lucky on the damage rolls.

    If it's worth anything, my goal was get in, kill Klammenberg, get out. Much more reasonable goal given how quickly he went down once in melee. If we had started running the moment Klammenberg escaped, we could've gotten out with no casualties. Possibly even among the NPCs.

    Quote Originally Posted by -Sentinel- View Post
    Or I guess we could have tried to negotiate with Klammenberg when he seemingly offered us mercy. Sieghard nipped that option in the bud, and I highly doubt anyone else could have sued for a separate peace at this point.
    Trusting Klammenberg. Yeah, I'm sure that would've worked.

    Quote Originally Posted by -Sentinel- View Post
    Until the shadow of the Jackal came out of it and escaped, I thought the vampire was only the villain for the "Savonne killings" story arc and that we were kind of expected to kill it by the end of that arc. Now I realize it may have been more significant than I thought; perhaps a mortal vessel for Nahorek itself (himself?).
    Again, it shrugged off 11 damage fireballs without a scratch. That should've been the giant red flashing warning letters that shattered any assumption about it being a minor villain.

    ------

    Anyways, like I said before, a win is a win. Klammenberg and the vampire can't exactly run to the hospital to get their wounds treated. We've (hopefully) knocked them out of the picture for a couple of weeks and maybe even driven them out of the city. Any short term plans they had have been disrupted. Maybe most importantly of all, we learned a lot about how to fight them.

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