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![]() It sounds like I may be short on time for fine polishing, but I think I have things mostly pulled together. Tessaviri Cervallin is an elven divine hunter of Iomedae following the champion mythic path and has a wolf animal companion. I have some starting gold left over, as I'd want to confirm some things with the GM if chosen. Backstory:
Tessaviri was still a young child when the Worldwound opened, living in the borders of a forest in Sarkoris. She managed to flee while her father, brother and sisters lost their lives in the ensuing battles. Harried by demons as she fled, Tessaviri was rescued by a Kellid ranger named Krangu.
She has lived several human lives since then, always on the borders of the war with the Worldwound. When Krangu died, she was taken in by the Church of Iomedae for a time, then later went to serve the noble family of Cervallin. When Queen Galfrey called for a new crusade following the attack on Kenabres, Tessaviri was old enough to join and took up her sword. While travelling to the front lines, she called out to the wilds for assistance and was joined by a wolf she named Karogo. I'm short on time to write it out, but the Nahyndrian Elixirs explanation for Tessaviri's mythic tiers would work well. Stats:
Statistics: Strength 17, Dexterity 22, Constitution 14, Intelligence 14, Wisdom 17, Charisma 11
Original Roll Assignments: Str 15, Dex 17 +2 racial, Constitution 14 -2 racial, Intelligence 11 +2 racial, Wisdom 17, Charisma 11 Post-Creation Bonuses: Strength +2 +2 mythic 4, Dexterity +1 level 4 +2 mythic 2, Constitution: +2 enhanced ability, Intelligence +1 level 8 Level 10 Divine Hunter (Archon Domain)
Hit Points: +71 hunter +20 constitution +20 mythic +2 favored class bonus = 113
Equipment:
Feats:
Mythic Path Abilities:
Spells Known (5/5/4/2 plus domain & summon nature's ally)
Mythic Spells:
Favored Class Bonuses:
Animal Companion Statistics:
Statistics: Strength 24, Dexterity 16, Constition 20, Intelligence 3, Wisdom 12, Charisma 6
Starting Statistics: Strength 13, Dexterity 15, Constititon 15, Intelligence 2, Wisdom 12, Charisma 6 After Size Increase: Strength 21, Dexterity 13, Constition 19, Intelligence 2, Wisdom 12, Charisma 6 After Druid Table Bonuses: Strength 24, Dexterity 16, Constitution 19, Intelligence 2, Wisdom 12, Charisma 6 Level Bonuses: +1 Intelligence (Level 4), +1 Constition (Level 8) Celestial Wolf (from the Divine Hunter archetype) with 9 HD * statistics below do not include animal focus
Equipment:
Feats:
HP Rolls: Planning a Hunter. I'll roll HP for the animal companion the same way just in case that's how we want it to work.
HP Rolls:
Companion HD 2: 2d8 ⇒ (2, 6) = 8 - 6
Hunter 4 Reroll: 2d8 ⇒ (4, 6) = 10 - 6
Hunter has base 71 hp
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![]() Statistic Roll #1: 4d6 ⇒ (4, 2, 2, 5) = 13 - 11
Either the character creation rules are a bit scattered all over or I'm missing a summary post. I think the general nature is: * level 10, mythic 4 (with some disarmaments)
Is there anything I'm missing? ![]()
![]() So far I've got Corrine Baschet, the daughter of a career diplomat with the Canadian embassy. She's a student at the university & works in the library as a part-time job. Her parents are divorced & she is on for aught terms with her mother, whose high expectations are a burden on Corinne. Has anything changed about character creation? I'm looking at expert 2 so far, with a broadly open plan for where to go next. ![]()
![]() I'll take a swing at this. First, sone rolls: Ability Score #1: 4d6 ⇒ (5, 1, 4, 4) = 14
Result: 13, 15, 10, 12, 13, 14 I'll start working on the rest. ![]()
![]() I passed over this game initially because I've already played it & don't typically replay. If you end up needing someone to fill a chair though, I can do so. My available characters are: * human fighter 10 / bard 2 - primarily melee, don't expect much from their bard side
Looking at the existing party, I'd guess the fighter fits the best ![]()
![]() Hans, I think you said that you were taking species skills as: +5 to Animal Care, Cool & Melee (Basic)
Then +5 to all eight of your Villager (Peasant) Skills:
That should give you a final skill advances list (pre-xp) of:
The Lore (Local) skill probably equates to Lore (Reikland) in this area. ![]()
![]() Yeah, I remember just not taking Gamble. It looks like you have my advances taken list correct. I just need to spend the remaining 120 xp now. So I'll buy 3 more advances in Weapon Skill, 1 advance in Toughness and 2 advances in Gambling to make progress on completing his career tier. So the final advances would be: Characteristic Advances:
Skill Advances from character creation
And his profile should be up to date now: here ![]()
![]() Thyrik Kraggsnev of Clan Bryntok Weapon Skill 45 (includes 2 advances)
Skill Advances from character creation
Talents: Combat Aware, Magic Resistance, Night Vision, Read/Write, Strong-minded, Sturdy
Matches: 1d10 ⇒ 1
Rogue Trappings: Clothing, Dagger, Pouch, Sling Bag containing 2 Candles, Match, Mask
XP Purchaes: 2 Weapon Skill advances (50 xp, 20 xp remaining) My setting knowledge is not amazing with dwarves, so some of the following is provisional: just my starting ideas. Thyrik's family worked as gemcrafters, both cutting the precious stones and setting them to finish the works of the accomplished dwarven smiths in the area, creating works of both exceptional workmanship and beauty. Thyrik was still young and only apprenticed with his family, but was proud of his family and their work. Their problems started when his grandfather made a contract with a Reikland company carelessly and lost their family business over the course of a decade. The final legal battle was especially bitter, and Thyrik's refusal to back down in the courthouse landed him a year in jail for contempt. Prison only increased Thyrik's bitterness and refusal to acknowledge that he was in the wrong. He knows that if he returned to Clan Bryntok after release from prison, they will demand that he take the Slayer Oath for the disgrace of his family and his personal shame. So instead, when released from prison he left home instead. He found himself destitute without work or any clan resources to draw from and eventually took to threatening travellers for their money. So far, he hasn't needed to actually attack anyone: threats have been enough. I usually go to a fantasy name generation site for Warhammer-specific names, but the dwarf names just looked wrong to me and didn't line up well with the naming conventions in the core book. So I got some inspiration from Total War Dawi general names instead. ![]()
![]() No, I just wanted to confirm whether character creation was standard. Species: 1d100 ⇒ 98 - I did not expect to roll a dwarf. Let's go with it though. +20 xp
Weapon Skill: 2d10 + 30 ⇒ (4, 5) + 30 = 39
It's a little chancy but I'll roll again. No xp for this step. Weapon Skill: 2d10 + 30 ⇒ (6, 7) + 30 = 43
The rolls are: 13 / 13 / 13 / 4 / 11 / 6 / 7 / 14 / 14 / 16
Is there any campaign xp I'd start with, or is this just a fresh character? ![]()
![]() Out of the options listed above, the one that most interests me is the Imperial Academy. For that, the only systems I'm familiar with are Pathfinder & 5e, but my gut tells me that those systems are combat-centric enough that using them would risk pulling the game more into combat & less into political intrigue. One idea that touched my interest in recent days would be a Pathfinder game representing the Quest for Sky. ![]()
![]() If I looked into things right, I don't think Outpost has wound down quite yet. I thought I'd throw up a wishlist of things I'd like to play ahead of time to see if I could get any traction, though. 6-7 tier adventures: my preferences follow, but I could do either of the replayables
8-9 tier adventures:
either 7-8 tier or 10-11 tier adventure:
module: Cure of the Riven Sky 12-13 tier: All for Immortality series (7-20, 7-26 & 7-29) ![]()
![]() I'd like to submit Kaidis Tamani, a human abjurer wizard. Character Sheet:
I skipped over a few things like equipment and writing out the skill bonuses. I used a much higher level wizard's character sheet as a template...hopefully I didn't leave any remaining numbers over-inflated.
----------------------------------- Kaidis Tamani Male Human Abjurer 3 CN Medium humanoid (human) Init +8; Senses Perception -1 DEFENSE
OFFENSE
STATISTICS
Spellbook Level 1 - Alarm (s), Burning Hands, Crafter's Fortune, Feather Fall, Heightened Awareness, Mage Armor, Magic Missile, Ray of Enfeeblement, Shield (s), Touch of the Sea
Not really a background: I came up with this a while ago to explain how Kaidis ended up getting press-ganged
----------------------------------- Pretending to be a ruffian is not a labor for the faint of heart, Kaidis Tamani decided. He was lying on his table at the side of the bar, nursing a mug of ale that wasn't nearly full enough to get him drunk. His current problem was Marise. Mardis? Marideth? The tavern wench moved purposefully through the crowded tavern toward him like a stalking cat, a stern expression marring the woman's otherwise handsome features as she maneuvered toward her prey. The crux of the problem was to obtain what he wanted without giving her what she wanted. His plan had gone well up to this point, but he hadn't worked out a solution for that part of the equation yet. "I thought I told you never to come back here, Kaidis," she growled at him, staring sternly at his slumped-over form. "How did you get that ale? No one here would serve you after what you pulled." Kaidis pushed himself upright in his seat, adding an extra sway to the motion. He sorely missed the rest of the drink. It was rather hard, he had learned, to pretend to be drunk. The real thing was much easier. He looked at Maren. "Nonsense! My dear, we both know you didn't mean it. If I never returned, how would I pay you back?" Mesira glared down at him through narrowed eyes, "We both know you have no intention of doing that, Kaidis. You couldn't make a coin if you tried. You've nothing to your name and now you owe me even more." Does her name even start with an "M"? What has her feathers so ruffled, I wonder? It was hard to believe that he had found her beautiful once. Her face was too wide and the sides of her eyes too weathered. He must have missed that the other night, though. She'd seemed so much more beautiful to him...when.... Oh...right... "Now hold on just a minute," he objected with an exaggerated movement. He raised the mug of ale to block her face from his line of vision for a blissful moment and tapped it heavily with the fingers of his other hand. The mostly hollow sound it made nearly broke his heart. "This thing here isn't mine. It's his," Kaidis gestured broadly in the direction of a pirate who laid slumped over on his table asleep. Probably asleep. He took an exaggerated drink off the mug while attempting to smile at Berlinda at the same time, which mostly caused the ale to run over his face instead of into his mouth. He wiped the liquid off his face with his sleeve. "I don't owe you anything for this. I owe him." He accentuated the "him" with an added point of the finger. Belise was smiling at him. Kaidis's time was limited. "So you see, although I do not currently have the money with which to repay you, I must ask you for the return of my book. I've come up with a wonderful plan to earn the money I owe, plus a little extra! But I must have my book if I am to have any chance of success. If you could retrieve it for me, I would be greatly obliged." Obliged? Really? How are you supposed to sound like a pirate that way? Besmiria was still smiling at him, but her face was strained now. He could actually hear her teeth grinding together. That can't possibly be healthy for her. What kind of hygiene do pirates use? Is that what I'm missing? As if on cue, a pair of meaty hands clamped down on Kaidis's shoulders and lifted him from his seat. ![]()
![]() Character: Jagen Marvisian Concept: Bard, using the Court Bard archetype to penalize enemy attacks rather than boost allies via performance. Bardic spells would still go toward party support and some healing (always at a premium in evil parties). Plays secondary melee in combat. The Court Bard performances are mind-affecting and language dependent, so they won't always apply, but should more reliably in an evil campaign than most. Statistic Summary:
Background: one of the many youth orphaned by the Goblinblood Wars in Isger, Jagen was taken in my an Asmodean monastery where he learned the proper way of the world: order through strength and authority. The failure of the Isger armies to protect Jagen's homeland was due to a lack of discipline. Though he aspired to become a Hellknight initially, the orphanage recognized his talents in subterfuge and broadened his training beyond the martial arts. Jagen recently returned from a deployment to Andoran, where he was working to infiltrate the staff of a member of the People's Council. The existence of the Chelaxian spy ring was discovered, however, and Jagen withdrew with the remaining operatives. Jagen's dedication to Cheliax is matched only by his ambition. An increase in station is the natural reward of merit, and he has no intention of allowing those of lesser talent and resolve to rule over him. ![]()
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
![]() I think the current party is something like this: * Siete: smuggler
We also had an artist rolled but I don't think I saw further development of that character. The majority of that crew is solidly brass tier...a bunch of poor scrubs. Absent some pre-existing character relations, no one would know Aristea as a witch (see also: death sentence). So for the moment those that don't know her should think of her as 'random poor schmo from somewhere rural'. The Advisor is probably the hardest fit with this crew in terms of why you are hanging around with all the scrubs. GM, do we have a prompt for how this campaign is beginning? ![]()
![]() At the risk of overstepping, here are a few things I've picked up while playing & running this WFRP edition that are good to understand during character creation. Success and Failure, Winning and Losing: Success on a test (and conversely failure) has a specific meaning in this game. Success on a test simply means that you rolled a number equal to or less than your ability in that test. So on an Average (+20) Perception Test with a character skill of Perception of 34, rolling a 54 or lower succeeds and a 55 or higher fails. Succeeding means you 'won' for Simple Tests with a yes or no answer. Dramatic Tests can succeed but not succeed enough to give you everything you want, but you have mostly 'won' if you succeed on one of those. The most obvious time when success/failure diverges meaningfully from win/loss is on Opposed Tests. If you fail on an Opposed Test, your opponent might fail even worse (by Success Level or SL) and you end up still 'winning' the Test. Success is a comparison of the dice vs a target value while winning & losing is determined by comparing Success Levels. They are related, but are determined in completely different ways. The important thing to remember is that 'successful' Tests have this specific meaning throughout the books and it ends up mattering a lot. Reading Talent entries: The 'Tests:' entry is one place where the success/failure concept outlined below is important. The key is the sidebar on page 132. Some Talents are all about their text. Coolheaded for instance lacks a Tests entry and only does what the Talent says. Conversely we can look at Dealmaker. The text of that entry says that you can modify the price of a Haggle in your favor by 10%. That isn't bad by itself. But Haggle is an Opposed Test vs the other merchant. If a player has three ranks in the Dealmaker Talent and a Haggle skill of 42, their result on a roll of 48 is +0 SL (failure). If they rolled a 41 however, they succeeded and the Tests entry applies. Their result is +3 SL (success) and they are much more likely to win. Pay attention to the existence of Tests entries on Talents: they aren't just about what sort of Tests the Talent might be useful on. Extra Points: During character creation, all races get some amount of Extra Points, but it isn't quite as obvious what those are for. Extra Points can be assigned to one of two things, both of which are very powerful: Fate and Resilience. Be sure to spend them. Fate & Resilience (with a note on Motivation): All of this is explained on page 170, but our tables have tended to get a lot of questions about it anyway. So here we go: Fate can be spent on some big things: not dying when you otherwise would is a big headliner. You can also spend a point of Fate to completely negate an attack or effect against you. While you can (rarely) obtain more Fate however, it never replenishes. So it should only be spent in dire straits. Fortune conversely can be used frequently. A character's maximum Fortune is (usually) just their number of Fate points. Fortune allows a character to reroll a failed Test, to add +1 SL to a Test after it is rolled or to choose their place in Initiative. Fortune replenishes at the end of each session, which is a weird concept in a play-by-post game. Mostly whenever the GM says it replenishes. It gets spent fairly often because it comes back easily. Resilience is similar to Fate in that it never replenishes and you will only rarely gain a new point of Resilience. It also has big effects. You can choose not to develop a rolled mutation when you otherwise would mutate (very bad) or you can simply just choose to succeed (and win) on a Test, even to the point of choosing to inflict a Critical Wound. Spend this wisely. Resolve has a relationship to Resilience that is similar to the relationship between Fortune & Fate. Your maximum Resolve is your Resilience (usually). It does smaller things than Resilience and can be replenished rather than being spent forever when it is used. It replenishes much differently than Fortune though. When the GM determines that your character has acted according to their Motivation, you can regain a point of Resolve. Thus it is important to choose a Motivation that you can imagine coming up at least semi-regularly in play. A Motivation of 'Save my family' will be of no help in an adventure that does not feature family members and is better used as an Ambition (short or long term) than a Motivation. Spending Resolve allows you to remove a Condition (which is a list of specific things, not all bad things), to be immune to Psychology for 1 round or to ignore the effect of a Critical Hit for 1 round. Taken together, these resources are extremely important to making the game be not as deadly as its reputation. It also helps some to balance out the insane characteristics that dwarves and elves get: they are better at (almost) everything you might do, but if they roll bad elves in particular are much more likely to just be stuck with it than humans. ![]()
![]() Name: Aristea Keyserling
For original rolls, see here. Starting XP Detail:
+20 species
+50 class -50 for 2 advances in Weapon Skill Wounds: 14
Characteristics:
Characteristic Detail:
Weapon Skill: 33 base +2 advances Ballistic Skill: 24 base Strength: 25 base Toughness: 32 base +5 Very Resilient +3 advances Initiative: 31 base Agility: 29 base +5 Lightning Reflexes Dexterity: 23 base Intelligence: 40 base +5 Savvy Willpower: 38 base +2 advances Fellowship: 37 base Skills:
Skill Breakdown:
Reiklander Advances:
+5 into Charm, Cool & Melee (Basic) +3 into Evaluate, Gossip & Lore (Reikland) Career Advances:
Talents: Artistic, Doomed, Lightning Reflexes, Petty Magic, Savvy, Very Resilient
Rogue Trappings: Clothing, Dagger, Pouch, Sling Bag containing 2 Candles, Hood, 10 Matches
Pending List:
Height: 2d10 ⇒ (3, 2) = 5 ![]()
![]() CucumberTree wrote:
I can help there some. The short answer is that buying a row of throwing daggers is probably outside of your budget right now. But let's do the numbers. Money is denominated in a couple of ways in the game world, but the book method is consistent if not very straightforward. The notation goes like this: X GC = X gold coins, the biggest denomination
A full uneven cost could be something like 23 GC 14/11, or 23 gold coins, 14 silver coins and 11 brass coins. Other names for the coins the book uses are:
The conversion rate is:
The cost of a throwing knife is 18/-, which is 18 silver and zero brass, which is nearly a gold coin. That's hard for a lot of starting characters to afford, but not unrealistic if you landed a starting career in Silver 3 or above. Weapons in general are pretty expensive. It's very common for people to want a bow early on, but if you don't start with one in your trappings it's generally out of reach for a while since they start at 3 GC or so. Haggling could maybe bring that down, but not by a ton. This is all very common. You don't necessarily start decked out in full adventuring kit in this game. I think my Witch will have a dagger and feel lucky to own something that fancy with her Brass 1 career. ![]()
![]() I had been holding off on this one since I'd already played through some of the proposed adventure. Assuming that isn't a problem with the GM I'll roll up though: Species: 1d100 ⇒ 56 - Human (Humans are great: +20 xp)
A witch isn't...what I'd been thinking of playing but that's interesting... Weapon Skill: 2d10 + 20 ⇒ (4, 8) + 20 = 32
We'll try rolling again: (+0 xp) Weapon Skill: 2d10 + 20 ⇒ (8, 10) + 20 = 38
That array is very polarized, but that makes some sense for a Witch: Weapon Skill: 33
Talent 1: 1d100 ⇒ 12 - Artistic
Wealth: 2d10 ⇒ (7, 6) = 13
I think that's all of the rolling. I'll try to pull the rest together today. ![]()
![]() This sounds fun, though I doubt I'll join in due to other things I have going on. Just for clarification, is the party: * Yggdrasil players playing in the Yggdrasil VRMMO
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![]() Species: 1d100 ⇒ 49 - Human +20 xp
Weapon Skill: 2d10 + 20 ⇒ (6, 6) + 20 = 32
Random Talent #1: 1d100 ⇒ 37 - Luck
That Characteristic array is not amazing but it isn't crazy far off from acceptable. I'll drop all the xp for that step and do the 100 point buy thing, using the rolls as a base. 32/26/30/28/36/26/27/27/29/37 -> 32/26/30/30/36/25/27/27/30/37 Starting Characteristics
With Talents & Creation Advances
More to work on but this gets most of the rolling out of the way. ![]()
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
![]() Sounds good. No problem with vacations & stuff. It sounds like you know where the other campaign is, but you can find it here. We running a somewhat less-than-legal party theme with an overall mission of treasure hunting. The current activity is a side adventure onto a published adventure to bum up some cash while you wait for the Greater Reik Trading Company (your partner in treasure hunting) to get their paperwork in order & figure out where to go next. ![]()
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
![]() If you don't jump in I could ask someone from a recent recruitment that didn't end up launching. I wanted to offer it to you first though. ![]()
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
![]() I'll keep an eye out, but if you could drop a line in the other game that would be great. Speaking of which, I may have an opening over there now if Aubster is dropping as a player. Trying to figure that out. ![]()
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
![]() Landolf readily agrees to meet with the Gravin & to talk to the lawyer. Not 100% sure what order those events occur in. I don't think Landolf would have been actively trying to listen into the conversation above. ![]()
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
![]() Initiative (Perception) 45: 1d100 ⇒ 57 - I guess I'll Fortune that as well to get to +0 SL. 6/8 Fortune remaining GM:
Landolf takes note of the theft but doesn't worry himself over it right now. In the immediate aftermath of an assassination attempt, he wasn't going to make a scene over some marks.
Does the Gravin say anything after Bruno tells her that Landolf and Valghaz saved him? Landolf joined the rest of the group upstairs after seeing to the disposition of the body. He was relieved that the Gravin had come to look after her Champion. "The assassin had this on him," he says as he turns the paper over someone that might be able to read it. ![]()
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
![]() "Back all of you! That thing is poisoned!" Landolf exclaims, stamping his foot down onto the needle. Assuming it isn't positioned to jab through his boot. He's just trying to cover it and keep it in place. Then addressing the crowd, he spoke in a commanding voice. "I know this dwarf and he commits no murders." Though there was that time in the market of Ubersreik... He continues through his thought, pointing at the dead man on the ground: "I saw this man draw the weapon, ready to strike down good Bruno here. Bruno is with the Gravin and is her appointed champion. Only by the dwarf's efforts was the Empire spared a severe blow." Landolf is trying to command the situation, so Leadership? Most of the room is probably lower tier than Gold, so he should get a Status bonus I think. I'm going to claim +10 for vs Silver and a +1 SL from Noble Blood if I succeed. Aubster can correct me if I'm wrong. Leadership 51 +10: 1d100 ⇒ 42 - +3 SL by my reading He starts pointing at some bystanders and giving orders without really looking at them. "You two stay here in case I need help with the body. You go fetch the guard. We'll need them to clean all of this up. You fetch a bucket of water and soap--we need to take care of the weapon before someone else dies from it." Lol, that's a total guess: I have no idea how to handle a poisoned needle. "You go to the back room and take a breather," he points at the wench that accused Valghaz. "Everyone else, find your mugs." He is far more polite to Bruno and the bounty hunter. "I apologize for the intrusion. Thankfully, it doesn't look like anyone got hurt but this fellow. I'm going to search the body for anything that might tell us more about this attack. Do either of you have experience with this sort of thing?" ![]()
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
![]() Still not sure what is actually going on. The spoiler Landolf got to see didn't reveal much detail. Better to overreact in defense of our charge than not, however. I'm also very glad that my memory of this module is poor. I really don't remember this part & it helps me feel free to act. ![]()
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
![]() Yes. I thought I edited my post to do just that quickly enough that no one would have noticed, but you caught me! It's not a bad thing that the original is preserved in your quote I guess. ![]()
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
![]() Initiative (Perception) 45: 1d100 ⇒ 15 Spend a Fortune to get that up to +4 (7/8 remaining) Landolf jumps up from his chair & rushes to confront a man in the crowd. "Hold everyone! There is foul work at play here!" GM: Glad I don't remember this part. He'll try to grab the hand of the man with something hidden in it. Brawling attack? ![]()
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
![]() Either we have a second Bruno, or the man is hard to manage, Landolf considered, watching the new arm-wrestling contest continue. Fortunately, it wasn't up to him to discipline the man. He motions to Yvonne. "Deliver a message to the Gravin's people for me, with my compliments." ![]()
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
![]() Landolf carries on his conversation with Seedling. "I've only been in shipping as part of a crew, so I'm not certain how valuable my advice would be worth to you. You've wanted an adventure, though, and Araby would be quite the experience. Training in your uncle's business would be valuable but you'll see things in Araby that you'd never see along the Reik." Landolf's Motivation is Discover! He'd have to go with Araby here... He pays up the shilling he owes to Seedling. Krizta left the table too swiftly to pay the bounty hunter, but he'd get in touch with her later. Landolf Initiative (Perception) 45 +20: 1d100 ⇒ 73
He noted Valghaz and Adelaida weren't nearby. But neither were the Gravin's people or, specifically, Bruno. He gathered up his things with Yvonne and headed upstairs. GM: I'm assuming that it's fine that Yvonne rolled Perception as well. If so, Landolf is trailing after the Morrite/bounty hunter pairing after Yvonne told him what she noticed. If I need some tests for that, let me know. The normal Perception/Stealth pair doesn't seem quite right here. ![]()
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
![]() Almost had my post done yesterday and then the boards crashed... Initiative (Perception) 45 +20: 1d100 ⇒ 28
If I'm reading this right, Landolf competes well (or mutually poorly) with Mercinellin the whole way through, but they both lose out to Krizta's play in the second and third rounds. Across the three games, Krizta lost one shilling then gained four while Landolf lost three. "Well played. I can see why the Gravin would value your skills. Are you far from home? The Thorncobbles are quite prominent." ![]()
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
![]() "I'll play a few hands," Landolf calls out to the halfling's invitation. He moves through the common room toward her, bumping elbows a few times as he goes. Reaching the table, he introduces himself. "Landolf Gersun von Ubersreik, of the Black Thorns company." ![]()
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
![]() Happy Thanksgiving everyone! (belated) Philosophically, I don't have any problem with the Party Ambitions matching the story. Conversely, I like the idea of the Personal Ambitions being different than the story to keep things interesting & to support development of the characters as characters. Having the Party Ambitions be slightly off the side of the main story is possibly better though, like the one Valghaz suggested. Not just succeed, but succeed well sort of thing. ![]()
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
![]() Aubster, can we declare a Party Short Term Ambition for completing our mission for Count Boorman? I'll leave it to someone else to choose the wording because I know more than I should about this next bit. ![]()
Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
![]() Trying to be a bit passive, but it looks like everyone is in on this! I think we trust Boorman enough to bring him in on the Etelka Herzen matter as well, right? "We will do our utmost to protect Bruno and the Gravin, my lord. For the Empire." After that matter seems settled, Landolf raises another issue. "Since we last met, we've learned more about another matter I feel you should know about. We investigated the estate of a noblewoman in Grissenwald that had been taken over by a small band of greenskins in her absence. We managed to slay most of them and run the remainder off." Assuming there are no objections, he'll allow Boorman to inspect the letter to Etelka Herzen.
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