Count Saleno

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Grasser grins at the dwarf;

"Heh. Nuln is smog an' grime lad. It's them cannons see... Forgeworks too. Drinks... yes indeed... and some food too... Of course, of course!"

He smiles as his eyes affix upon Ulrich's purse;

"Coins aplenty in there eh Master.. A single room it is! Hoping it ain't all shrapnel!"

The innkeeper exits momentarily to shout into the kitchen, causing a commotion of pots and clanging.

Grasser returns and smiles weakly as he pours some ales;

"Ales all round? Or would the Gentlefolk prefer wine or spirits?"


The reed thin innkeep suddenly brightens at the mention of room and board...

He smiles, revealing a couple of lonely teeth;

"Pay ye say? Room an' board ye say... Of course Masters and Mistresses..."

The man pauses, suddenly belligerent at one of the soaks slumped over table and grog;

"Manfred! Get yer arse o'er to that bloody door! Ye know the rules... free rum if ye keeps the cold out!"

In response the drunk lurches to the broken door and slumps in front of the portal, like a stinky human draft block...

Stepping out from the bar, the lanky man runs a hand across his thin, greasy hair;

"Welcome t' the Rievers Return. I am the proprietor... Rudoph Grasser. Now what can I do fir ye all? Single rooms... communal... shared rooms per'haps?"

He winks at the last suggestion.


Righty o' - am back in the saddle with renewed creativity and plans. Let's get this intro scenario done and take it from there :) Appreciate the patience gang!


The battered inn door lurches open with such force as to leave it hanging askew on rusted hinges!

Inside, various patrons peer through pipe smoke and gloom at the dramatic entrance of the newcomers;

Behind the bar the white-haired, wrinkled, old innkeeper (Rudolph Grasser?) stares down the party with a hard frown;

“You’ll have to pay for that, you know...”, quickly adding, "... 6 whole Shillings that cost me it did!”

His words draw a mix of agreeable mutterings to drunken smirks from the clientele.


More work headaches o'er the weekend folks... planning on taking some time off in a week or so, might be then before I get the energy to really focus on posting. Appreciate the patience - its not been the most auspicious start to the game and I had been swithering to call it as you lot deserve better and my Night Below prep is sucking up what little creative time I had.


Busy kickoff to the working week gang - your collective patience is appreciated until I clear my feet :)


Grosch slinks off into the shadows while the rest of you approach the inn. There seems little sound from within the Reaver's Return, however a weak light shows through the ash grimed window if the ground floor.

Undeterred Ulrich presses on… only to find the door stuck fast and unyielding.

From inside a voice shouts;

”SHOVE IT!”

There is a short pause as you all look at other, then the voice calls again;

’Sigmar’s ‘Ammer! The bleedin’ door… give it a shove!”

Only way to open the door is a Strength test. Roll equal to or under your S x10 to barge the door open…


Apologies - could have sworn I'd posted!

As the prospect of a bonus silver is quashed by Temenoa, drawing a sigh and look of indignation from Grolsch.

"Fine. A single, paltry schilling it is. I know a place nearby... Follow me and don't dally!"

The bawd takes the coin (-1 silver Temenoa) bids you all follow and moves off at pace through the streets. He pauses occasionally when loitering groups are spotted through the gloom, ducking and leading you through alleyways and arches.

After roaming the streets for an hour or more Grosch pauses at a dingy lane and flashes his brass tooth smile;

"Eh Voila - De Terugkeer van de Reaver! Our journey's end for today... I am known to the innkeeper, Rudolph Grasser... his place does not look like much, but it is safe an' warm. So I bid you all a good nacht and shall return on the morrow yes?"

In the distance you see a grubby building with a tattered sign swinging in the wind that bears faded black writing on it: The Reaver's Return.


Grolsch mocks indignity at the distrust and disdain shown to him, then chuckles;

"Haha. I see you I have misjudged you... and you have all made the measure of me. Not the usual bumpkins fresh off the barge..."

His accent is no longer thick Wastelander, but a trace still peppers his speech;

"Listen I know this sity... both its good and illisit. And while, yes I procure goods and servises for questionable tastes, I know where to go and where not to. For a mere shilver schilling each I will deliver you to an inn and help you avoid any ambushes..."

GMBD Rolling of Bones:

1d100 ⇒ 51

While his words seem more genuine, you still don't trust the man


The doorman shrugs at your apparent disdain of the establishment, then his eyes narrow at someone beyond your group and he sneers;

”’Ere we go. Wondered how long it’d be ‘fore some Waster would come sniffin’ round.”

From the shadows of the wharf-front steps a raggedy man, whose clothes once perhaps, suggested finery. A rapier sits at his hip and his long fingers are bedecked in rings.

He approaches and smiles, one tooth glinting copper;

”Ignore thisch pig my friendsch. He hasch the mannersch of an ork, but lacksch its brainsch.”

The man bows theatrically, and doffs his battered hat;

”Grolsch Van Eyke at your schervice. Now true, our thick headed friend there isch correct. I am a proud Waschtlander… but contrary to popular schlander we are not all thievesch. I like to think of myschelf as a faschilitator. You want schomthing, I get you it for you…”

Wastelanders are basically Dutch so going with the Goldmember accent - apologies ahead of time :)

He shakes ash from his lank hair and dons his hat before enthusiastically offering you Nuln’s delights;

”Scho, what isch it you are lookink for? Gamblink? Warm company? Drugsch? I know densch that cater for Black Lotusch [1], even Norschan Schrooms! [2] Bescht prisch in Nuln!”

Grolsch looks at your collective weariness and offers a resigned grin and a wink;

”Perhapsch all in good time? Maybe a bed for the night, then on the morrow you can let me schow you all Nuln in itsch finery!”

[1]: Black Lotus is a deliriant narcotic. Dulls the senses in small doses, but in larger it can kill.

[2]: Norscan Schrooms are toxic mushrooms reputed to be consumed by the Berserkers of Norsca, it causes hallucinations and resistance to pain.


The doorkeeper taps his hat brim, sending a drift of ash downward;

"Some o' you lot ain't got hats. Locals wear hats... On account of the ash see."

At Tark's comment the man smiles, showing a mouth full of wooden teeth.

"Could be, lessen your mate there wants to stretch his legs. We got good rates 'ere... Honest ones... Got some rules tho'...

He taps a torn missive pinned to the wall with his cudgel, pressing it into place. In bold Old Worlder it reads:

NO WASTERS [1]
NO ANIMALS
NO ELVISH

[1]: Wastelanders - folk from the contested Wasteland region, once fertile, now ruined by sorcerous warfare. Both Bretonnia and the Empire covet its independent status, trade location and wealth. Wasteland folk are know for their merchantile acumen and are generally thought of as rogues and thieves.


All aboard the Inn railroad - toot-toot! (I jest)

Temenoa casts her eyes back toward the moored Berebeli where her canoe sits lashed to the side of the larger barge.

On deck Gilda catches her look, and nods, patting the elegant elven craft as if to let her know it will be looked after.

The ashen mixed rain begins to fall with more intensity and you move from the docks into the nearby region of Shantytown...

As you move through the dock facing streets, various sodden denizens watch or avoid you - beggars, drunken dockers, scarecrow urchins and the like.

Your collective gaze falls upon the lights of the first inn you've noted - a rickety establishment named Barrel of Laughs; its battered sign depicting a Nuln cannon blasting forth a laughing goblin. Upon its threshold a burly man stands with coat, studded club and wide brimmed hat.

He chuckles gruffly as you approach;

"Huh. Newcomers."

It comes across as neither a question nor a challenge, just a blunt statement of fact.


Temenoa wrote:
BD - Why are trollslayers bad news? Because they can't bluff/social and must kill everything in sight until they die in bloodfilled glory?

They're bad news in the context of social situations... IMHO if played right then Trollslayers should be a liability in those scenarios - they can't be glorious death seeking warriors who just happen to switch off that ethos when trying to bluff a guard for instance (they'll be at best surly, impetuous and at worst downright belligerent). So if I was playing a trolls layer in our game those two Ogers would have been too much of a challenge to turn down... Of course if there had been a trolls layer in the group the Ogers would have likely just been a gang of dockers. Not saying slayers can't be social but when faced with a challenge or potential of a befitting death they'd drop any pretence like a dwarven stein...


As you all disembark you find the dock's dark and gloomy, empty save for the handful of hard-faced souls still working. The wooden planks, slick from ashen water spray creak underfoot and the wind picks up, collectively reminding you how cold and damp you are - the chill biting at your very bones.

Ahead, a few lights within city wink at you invitingly - hinting at a degree of comfort the Berebeli could not provide...

It is approaching night and most of the places you seek could likely be closed until the morrow. However Nuln, like all Imperial city's rarely sleeps and denizens of all types could be roused should you wish to pursue specific goals at an ungodly hour.


Würfelwurf:

WP: 1d100 ⇒ 73

At Ulrich's muttering Kreeg sneer turns to a yawn and his eyes grow heavy...

The official submits to the slumber and momentarily dips, only to be caught by Josef with a wink;

"HAR! Yes Herr Kreeg of korse ve haf all papers. Come look. All is vell! Go now my friends. Perhaps ve vill meet again eh!"

The big boat captain shifts towards the tarp, a gently snoring Kreeg propped by his side. On the jetty the hulking Ogers look at each other and shrug, before returning to hoisting the crane over to the Berebeli.

Bravo! +30XP each and Nuln awaits...


Ulrich has the right of it. Our dwarf and elf haven't drawn his ire as they didn't engage with him. Ulrich asked for directions and Keterlyn lit the flame - drawing his animosity to both (and hence his charge of 2 Gold Crowns to those two).

Sleep would be a very good solution to the situation...

Sleep (Petty Magic):

Spell Level: Petty
Magic Points: 2
Range: Touch
Duration: 1d6 turns
Ingredients: A piece of down

This spell can be cast upon any single character the caster can touch - the victim need not know that a spell is being cast. The victim must make a test against WP or fall into a comatose sleep for D6 game turns. The spell only works against a single, humanoid creature under ten feet tall - it has no affect against larger creatures.


Note on above... I really would rather you not go at it with the Oger (and burn Fate points aplenty)... so there is another option...

Edit: @Tark - This kind of situation is exactly why Trollslayers are bad news lol.

Bluff (Fel) Check:

"On many occasions characters will have to resort to bluffing their way out of (or into) a situation. They can lie, feign ignorance, drunkenness, forgetfulness, or whatever they like in order to achieve their end.

The gamesmaster should encourage players to come up with a plausible story for the bluff and should then make a test against the character's Fel to see if the bluff is successful. The player's yarn is really only required for colour and entertainment, but the GM may decide that a bluff is extremely unconvincing (or convincing) and modify the character's test accordingly.

A successful bluff will completely convince its victims, removing any shadow of doubt from their minds. An unconvincing bluff may arouse hostility; a failure by 40% or more is likely to provoke open violence."

(Even if you can't convince Klaar to back off, you can potentially convince him you are penniless bumpkins... unless you royally fail in which case all bets are off :S)


And so it begins... ;)

Head buried under the tarp, Klaar pauses momentarily as Keterlyn exclaims her misgivings about the city.

When she and Ulrich address the lanky customs officer, he coldly turns to face them, sharp features barely disguising his contempt. It would seem Herr Klaar is a fierce patriot of Nuln...

"I am an Imperial Zollbeamter of Nuln, not some bawd or guide. You hinterwäldler [1] would do well to remember that!"

He points a bony finger towards the jetty and dock front;

"Plenty of scum over there to show you around for a few pfennig [2]... find a sty for you all to bed down in... As for my dignity... it will cost you all far more..."

At the raised voice, the two lumbering Oger dockers turn their heavy heads toward the Berebeli. Klaar smiles thinly and extends a waiting hand towards Keterlyn and Ulrich;

"Let us say 2 Krone [3] each... Or in my abasement I will be forced to set my Ogers upon you. Rest assured the Wächter [4] will take the word of an Imperial official over the flotsam and jetsam of the Reik, presuming of course the Oger leave anything to arrest!"

[1]: Hicks, county idiots.
[2]: Pfennig = a brass penny.
[3]: Krone = a gold crown.
[4]: Wächter = Watchmen.

Old World Currency: 1 Gold Krone (Crown) = 20 Silver Schilling (Shillings) = 240 Brass Pfennig (Penny).


The customs officer begins to scrutinise the papers and wanders over to the tarped goods to continue his inspection.

Like an overgrown mother hen, Josef bids you all disembark with a broad smile;

"This vill take time fiends, best go about you business. Ve unload, pick up new cargo and head back downriver to Altdorf. Then rest... Taal villing. If any of you make it to Altdorf seek us out yes? Find Bootsmann Inn. Rivervolk. Good people. You ask for me there. Until then do zobaczenia!"


Officer Klaar eyes each of you as you respond, part scrutiny and part curiosity;

"Teachers, friends and creatures indeed... Rest assured you will find all here in our fair city..."

He pauses as Josef hands him the shipping docket.

Should any of you wish to try to find out more about Nuln from Klaar before disembarking you may attempt a Challenging (+0) Gossip test.

Gossip (Fel) Tests:

Characters can attempt to engage NPCs in conversation - the best places are obviously Ale Houses, where people are bound to be less suspicious of the player's motives.

When a character tries to strike up a conversation with a stranger, the player (or gamesmaster) should make a test against Fel. If the test is successful, the character will learn all the latest news (relevant or not). News typically includes tragic events, births, marriages, scandal, suicides, trauma, illness, crime, and 'strange goings on' in general. It can take quite a while to listen to local gossip, especially if the speaker is old or rambling. This is left to the GM to decide according to the circumstances.

In addition to local news, the character can try to get answers to up to D6 specific questions. The GM should answer the player's questions from the NPC's point of view - often the only honest reply the NPC can make is 'I don't know'.

Note: Characters who fail a gossip test may face a hostile reaction from the NPC. A failure by 40% or more indicates that the NPC may report them to the local authorities as snoopers, dangerous deviants, or weirdos or even attack them!


Wolmar brings the river barge alongside the jetty where hulking dockers and a officious looking customs officer await.

The brutes, much bigger than mere men lash the ropes arounds wooden uprights then grunt as they pull the Berebeli into the jetty with a thud.

Josef nods towards shore;

"Oger [1] docker my friends. Vatch those big lads... Hard vorkers, but tasty in fights eh. Bad tempered too."

The gangplank is lowered and timber cranes swing across the decks ready to unload the cargo.

The customs official bids them hold, then steps aboard. A rake thin man, huddled under a cloak and brimmed hat dusted with ash.

The official doffs his hat, allowing a sprinkle of ash to fall;

"Zollbeamter [2] Klaar... Good Evening all and welcommen to Nuln. Kaptain, your papers please."

He turns his attention to you all, his eyes lingering on Temenoa...

"Passengers I take it? What brings you to our fair city?"

[1]: Ogres are gross, ugly humanoids who love to fight, eat & kill. However, they are not particularly discriminating and will hire their services out to the higest bidder. They are not an overly cruel race, but they are brutal and have little respect for the weak or helpless.
[2]: Customers Officer.


No rush mate - as/when/if able :)


Am back gang - appreciate the patience. Moved us along to arrival in Nuln...


As Keterlyn's eyes gaze at the mist, she becomes aware of glints of light in the distance... flickering like irrlicht [1]...

Tilda calls out what you all suspect;

"City lights! Nuln at last Josef!"

The skipper's booming laugh seems to urge the Berebeli through the icy river and soon the city looms from the river mist.

"Haha! Good! Good!"

What strikes you all is its sheer size - a sprawling jumble of architectural styles; from the fortress-like palace on the hill to the ramshackle row houses dotted throughout. Gazing upward you all note the numerous columns of smoke, belching upward to counter the rolling river mist with a mantle of smog.

Then you become aware of the first spots of fine ash and soot drifting from the city - a black snow...

"So that is Nuln my friends! Soon you all vill be on stinky dry land... but I zink you vil miss us... Unless any of you vish to sign on eh?"

He wryly grins, then as his eyes catch lanterns at the distant jetty he curses;

"Ach. Die Zollbehörde... Customs. Maybe not so soon... Best answer qvestions if asked my friends. Volmar, take us in. I get papers..."

[1]: Will o' the Wisp


FYI all - my work has significantly ramped up this week, so might be closer to weekend before I get clear enough to post proper.

Please bear with - appreciate its early days but apologies nonetheless gang.


As Josef extols about the Nuln, Tilda gathers some rope and leans near Tark with a quiet word;

"Ware that ye underestimate those who follow the Ruinous Ones Master Dwarf. Know yer people are old as stone, an' wise to boot, but those corrupted basterds aren't all fools. Some are jus' plain blackhearted and hide in plain sight an' all..."

She wipes her dripping nose with a woollen sleeve with a weak smile, then sets back to work.


Josef grimaces as the lithe elf retches again, then shrugs his broad shoulders at Tark's question;

"Nuln like Altdorf but not. Typical big city - lots to see and do. Plenty of coin to be made if you not vorried about how you make it. Place stinks of gunpowder and books. Too much of both I think. Full of Soldner [1] too, from all over; Tileans, Estalians, Bretonnians..."[2-4]

Tilda chimes in with a wry comment "even Kislevians!"[5] which draws a booming guffaw from Josef.

"Har-har-har! Hey Volmar, you get vife in line here! She disparages my lineage! Now vhat vas I saying... Nuln... Yes, good trade to be had in Nuln. Ve unload, take coin, reload and go. City never stops. Turnaround for us, but plenty for you all to do I think!"

[1]: Mercenaries. Nuln is known for its reliance on mercenaries as much as standing armed forces.
[2]:Tilea is a nation of the Old World, lacking a central government. Sharing a common language and culture it is politically divided in several city-states. The country is (in)famous for its mercenaries or Dogs of War and although Men were the most common, but Dwarfs, High Elves and Ogres were also employed in the armies of the Merchant Princes.
[3]: Estalians are a hardy people from a neighbouring nation to Tilea who made much of their living with fishing and sea-trade. Estalia is renowned for its Diestros; skilled duellists who ply their trade across the Old World.
[4]: Bretonnia is a kingdom located in the Old World, West of the Grey Mountains and the Empire. Carefully protected by its brave and honourable knights, regarded as the greatest in the old world. Bretonnia is a land of chivalry and honour. However this must be balanced against the poverty and widespread oppression of its peasantry.
5]: Kislev is known for its freezing temperatures and is the northernmost nation of the Old World and bears the brunt of most Chaos invasions.


Hope you are all enjoying things thus far. Trying to get that balance of introducing the world, giving the crew some decent characterisation and allowing you all to find your own voices also.

Conscious I don't want to over-egg it either so we'll be floating into Nuln soon, but am enjoying the interplay. You're all surprisingly civil with each other - it's a refreshingly nice dynamic and bodes well :)

Remember in the campaign tab there are regional maps of the Empire (well the key regions for this part of the campaign) so you can cross-reference if so inclined.


Wolmar listens intently at the tiller, as Josef's brow furrows at Temenoa's question;

"Da. Ve have seen some strange things in the Reik. Fishes vith two heads, or slimes for blod. Not often mind, but vhere Chaos has been rumoured... then ve do not fish..."

Gilda carries on working, pulling sail and rope in the hope of catching what little winter wind there is, before shouting over to Wolmar;

"Tell 'em what you heard about Blutroch [1] husband."

The lean tiller-man looks reluctant, but knows better than to face his wife's ire;

"Heard this from a Straßenwärter [2] outside o' Autler [3]. He said the village o' Blutroch was wiped out by a mysterious disease that caused folk to break out in red, weeping blotches... Said it was the work o'... Nurgle [4] an' his filthy ilk. He was three ales deep mind, but I reckon ye steer well clear o' anyone with red marks upon 'em!
"

The crew all make protective sighs, whilst Josef taps the mast carved with holy symbols with a forced smile;

"Heh. Enough talk of such grim things eh?"

He claps Ulrich's shoulder with a meaty paw;

"Good to have plan Meister Ulrich. They vill do vell to have you... Nuln is place to learn. Ach not for likes of us... but smart like you... Yes. Good place."

The crew all smile as Josef continues;

"And as for Old Vays Fräulein... Perhaps ve all loose our vay a little eh? Still out here in vilds, on river, you can feel that ancient vorld. Your Nan vas smart I think. Simpler life is good life eh?"

Wolmar and Gilda both nod in agreement, echoing the Bargemaster's words;

"Simpler life."

[1]: Blutroch - small frontier village on the Bögenhafen to Altdorf road.
[2]: Roadwarden - Professional marshals who patrol the roads, dealing with or reporting problems as they are found.
[3]: Auter - small village southwest of Altdorf.
[4]: Nurgle - one of the Ruinous Powers of Chaos. He represents pestilence, disease, and physical corruption.


Josef nods pointing to the distance;

"Ve cannot see it yet because of vinter fog, but great city of Nuln is near. Maybe vun more day... then you be back on land Mistress. "

At Ulrich's mention of magick, Wolmar pipes in from his post at the barge's tiller;

"What sort of wizardin' you knowin' Master Ulrich? Potions an' such? Or ye have dabbled in other sorts?"


At the mention of the Ruinous Powers of Chaos, Josef and his crew make furtive signs of protection.

However the big boatman's grin quickly returns and he nods in agreement;

"Indeed Meister Boulderbreaker, a fair trade if Herr Kirchweger agrees to leave us some ov his Pfefferminze!"


Loving the intro thus far gang - as the game progresses I'll keep with the double action of subtle references "in-post" to the world and its folk whilst footnoting "common knowledge" that helps you all build reference to the Old World.


@Ulrich: Yeah that's some nice flavour. As written it doesn't provide any mechanical assistance but makes sense to me when combined with Identify: Plants skills.

Seeing Temenoa's malaise Ulrich boils a kettle of Pfefferminze [1] tea and infuses with a minor incarnation. The warming draught settles both stomach and thoughts and draws nods of approval from the riverboaters.

Those of you with a religious bent also note the symbols of Taal, Mórr, Shallya [2] carved upon the mast of the riverboat. Curiously the cup symbol of elven diety Liadriel, and hearth rune of the halfling goddess Esmeralda are also represented.

[1]: Peppermint :)
[2]: Taal is the god of nature and weather, Mórr the ruler of the underworld, death and dreams and Shallya the goddess of healing, mercy and compassion.
[3]: Liadriel is the Elven God of Song and Wine, while Esmeralda, Halfling patron of hearth and home.


Appreciate the patience gang - Intro post is up in earnest. Given each of you a spoilered flavour also and rationale behind why you are heading to Nuln. What you choose to reveal in game is up to you :) Over to you all for intros etc.

@Temenoa: Figured your canoe or row boat had sprung a leak or found the icy river conditions too attritional so you at some point flagged down The Berebeli and continued on with Josef's aid. Your own canoe or boat could be lashed to the side of the barge or sunk. Leave the exact nature of your joining the journey up to you.

@Tark: Remember to pop your attributes into your profile header (just for quick reference for everyone)

@All: Likely you all joined the journey up the Reik to Nuln from some juncture (plenty of boat stops along the way). For reference we're essentially in second month of the year and its still bitterly cold. We're some 20 days ahead of the "official" start date of The Enemy Within, so plenty of time (and scope) for (mis)adventures :)


Bezahltag, 5th Jahrdrung 2512

For the last couple of weeks of travel, the ageing river-barge - The Berebeli has been your joint home. Its captain, a jolly bearded giant of a man - Josef Quartjin, an itinerant boatman upon the Reik for over 20 years who shares the barge with his fiercely loyal crew - a married couple; Wolmarand Gilda and their infant daughter Elsa.

Progress has been slow with remnants of wintery river ice hampering the journey, however The Berebeli is a small but serviceable craft which you have all found yourself upon. As passengers you share a communal cabin, and the journey has forced allowed you all to learn a little about each other, whilst journeying to Nuln together.

On colder days Josef has offered up a cups of mulled wine or warming liquor from under the cargo tarpaulin at the fore of the barge. Waving it off with a wide grin; "The river should have its share also yes? Please, drink and varm bones."

So it is you find yourselves on the eve of your destination...

Keterlyn:

For you arriving in Nuln signifies the end of your hard life as a Holzfaller [1], and perhaps opportunities for a newer one with roots in the old…

To that end you carry the final deeds for your Pa’s forest hovel. A frugal cabin that you and your kin called home. When your Pa passed, and the family deeds and debts were passed to you.

The itinerant Priest of Morr [2] who oversaw the funeral advised you travel to Nuln and seek out the office of your father’s factor; a lawyer by the name of Gustaf Rechtshändler of the firm Rechtshändler & Übeltäter. Their offices would most likely be located in the city’s Gerechtstadt district.

He left you with the following counsel:

”Settle his affairs girl, so that your father's debtor soul may be truly planted [3] in Morr’s Garden [4]. I bid you good fortune in this, and may the raven’s alight upon you when your time also comes.”

[1]: Holzfaller - literally “tree feller” a colloquial term for Woodsman in Old Worlder.
[2]: Priests of Morr - the god of death who guides souls to their resting place.
[3]: Buried.
[4]: Cemeteries, burial plots and places where the dead rest are collectively known as “Morr’s Garden” in the Old World.

Tark:

For you arriving in Nuln signifies a breaking of a chain. Far from your home Hold of Karak-Kadrin, your time there as a militia crafter was dutifully served and enough… until a missive from an old comrade; Hargin Sotskägg, inviting you to join him in Nuln.

“Sootbeard” was a brother in arms and at the forge, family in all but name. Canny he had always sought more than life of toil in the Karak-Kadrin. A decade hence he’d taken his leave from Clan and Hold to seek his fortune.

Now, here he was, a prosperous Söldnermakler [1], seeking to share that success with you, his oldest friend:

”Hail and well met Boulderbreaker old friend! I trust this finds you hale and hearty.

Where have the years gone? 10 years since I left the Hold! Soon my beard will be as grey as yours! Know the glint of gold at my belt eases the weariness of my bones.

My wealth has indeed grown my friend. War is a good business, one these human nobles pay handsomely for. Having earned my lot in the field I now broker deals for companies and hammers and axes are always welcome recruits!

Come visit me in Nuln. Let me share my plan as we share a flagon of Bugmanns [2]!”

Thus you now find yourself - travelling to his abode in Nuln’s dwarven quarter - the Migdhal-bar [3], having left behind all that Karak-Kadrin gave you - security, purpose (and the small matter of an engagement to a merchant’s dottir… [4])

[1]: Mercenary-broker in Old Worlder.
[2]: Dwarven beer or ale brewed by Master Brewer Josef Bugmann.
[3]: Literally “Keep City” in Khazalid.
[4]: Arranged marriages within Hold clans and families are normal. However the bride-dowery can be considerable.

Ulrich:

For you Nuln means potential. As a humble “Lehrling zum Heckenzauberer” [1] you have merely dabbled in the magick arts - learning incantations and skills to help your village and its simple folk. Under the tutelage of your mistress - Grizelda Wiesefrau you know the plants of the forests and wild places, can tend to the livestock of the village, even avoid the world’s fell creatures with a soft step…

However you know you have more to offer… more than old Grizelda can teach. Reluctantly she gave you her blessing to seek out magick in the world. The great city of Nuln, renowned for city renowned for its academics and studies, has its famed Imperial Chartered College of Sorcerers & Conjurers [2]. While those sanctioned wielders of magick would likely look down upon Ulrich’s humble craft, seeing him as a wyrd [3], the surrounding Buckhandler distrikte [4] caters for all folk (and things) magickal. Perhaps there, in the dusty book shoppes or antique emporiums, and amongst like minded folk, would her ambitious apprentice find the knowledge or talisman to advance his craft and harness the power he sought.

[1]: “Hedge Wizard’s Apprentice” in Old Worlder.
[2]: A more fanciful name for the Wizard’s Guild.
[3]: A wyrd is unsanctioned practitioners of magick.
[3]: Literally “book handler district” in Old Worlder.

Temenoa:

For you Nuln may mean answers. For too long now your traps have ensnared wild animals tainted by Chaos… At first it was subtle, a forked tongue or odd behaviour. As the encroachment grew, so too did the corruption - scales, teeth, chimeric qualities from one species to another: Creatures that ran now slithered or flew, animals that fed upon the grass or fruit now hungered for meat and blood.

While these changes were still too few to worry the oafish humans - the Asrai [1] knew better. So it was you were charged with hunting and trapping such beasts and more importantly seeking out the source of their fell distortion lest it too spread to the ancient folk of the wilds themselves.

The great human city of Nuln had long been a place of learning, of study, of answers. Perhaps there in the
Universitätsstadt [2], amongst its scholars, sages and or tomes would knowledge present itself, for these humans are all too familiar with such corruption... Perhaps one would know of something that could stem the insidious encroachment of the Ruinous Powers [3] upon your home…

[1]: Elthárin word for Wood Elves.
[2]: Old Worlder for “College Town” - the district within Nuln where all colleges, academics and students congregate.
[3]: The four Chaos powers: the wrathful Khorne, devious Tzeentch, pestilential Nurgle and cruel Slaanesh.

Figure give you all some general roleplay back and forth, allowing you all to find your "voices" and dynamic before we arrive in Nuln itself...


Haven't forgotten folks - am bogged down with work as we've hit a busy spell. Been working on the opening post and bespoke background musings for you all.

Your collective patience is appreciated :)


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Perfect - have a long weekend post Superbowl so I'll try and get an in-game kick off post up this weekend sometime.


Arriving in Nuln:

The adventure (as written) uses a shared river boat as the vehicle to bring you together as a group of strangers.

Happy enough to go with this, but also no issue with tailoring the start of the adventure with you all coming together in Nuln and slowly making mutual connections.

Temenoa is journeying to Nuln to seek out those with knowledge of Chaos and its effects of upon the flora and fauna of her ward.

Keterlyn has journeyed to the city to close out her family affairs. If we commence on the riverboat then this is something she seeks to complete (would have the deeds of her cottage in lieu of the coin at this early stage).

Tark - as mentioned there are Dwarves in the city involved in the School of Gunnery etc. One may be an old comrade or relative? Perhaps they heard of some mercenary work you might be interested in?

Ulrich - any number of reasons you could be journeying to Nuln... Perhaps your master has sent you on an errand (for a rare component or some such)? Perhaps to become more learned in matters of the world - which in turn will make you a better hedge wizard when you serve your own community or village. Endless possibilities.

Have a think also on your preferred introduction and I'll craft some prose accordingly.


@Tark: Hammer is absolutely fine for a hand weapon mate. Just need you to fill in the profile header with your stats and we'll be done and dusted with the crunch.

@Spaz: Looks good! Like your origin - question is was Pa felled by a tree rotted by Chaos... ;)

Right just need to finalise any purchases etc pre-kickoff (Nuln will have plenty of shopping should you want to hold off - and much more choice than wee provincial villages etc).

I'll have a look at the adventure and see what PC specific hooks I can get in there.

For those without reason to journey to Nuln (Ulrich and Tark at present) - have a think...


@Tark... Alrighty then... answers to questions below:

Attacks: Number of attacks as designated by your A characteristic only applies to melee attacks. However ranged attacks go ahead of melee in the initiative order in combat. Repeating Crossbows are the exception to the rule as they can fire twice in a round.

Hand Weapons: No distinction is made between these wether they are axe, mace or sword. There's no difference on damage type unlike say Pathfinder. In the Old World it's all just damage.

Spear: Is a very, very versatile weapon... For one it grants +10 Initiative in combat (first round and on subsequent rounds when you are winning (did more damage the previous round). Against Mounted opponents this bonus increases to +20 Initiative (first round and rounds where you are winning). It also provides +10 bonus to attacks (WS) vs aerial combatants. To top it off you can also throw it as a ranged attack (BS) with your S as the damage.

Crossbow vs Bow: Normal Bow has range of Short 24 (-) | Long 48 (-10) | Extreme 250 (-20) with an EF (Effective Strength) of 3 and a load/fire time of 1 round. Crossbow has range of Short 32 (-) | Long 64 (-10) | Extreme 300 (-20) with an EF of 4 but load time of 1 round, fire of 1 round. Bows are quicker, but crossbows hit harder, further so unlike most OSG's the old crossbow is a better weapon in WFRP... unless its an Elf Bow - which mirror crossbow stats but can load and fire every round... in the hands of a Wood Elf only... (paging OSW)

Armour: Every AP of protection armour provides is essentially that value of damage absorbed against the damage of the attack against you. Your helmet provides 1 AP on your head, your Mail Shirt grants 1 AP on your Body. Shields grant 1 AP to all areas but you have to be carrying it actively (sword and board). At present your arms and legs are physically unarmored but additional armour is beyond your current financial situation. Mail Leggings would cost 20GC, but once you have the coin upping your armour is a good shout (or scavenging from those you fell in combat!) You can stack Chain and Plate armours in same location - a Chain coif and Helmet would grant 2AP to your head (3 w/ Shield).


No bother! Looks good Albion - remember to roll for % on the additional skills from Tark's career.


Consumer Guide for spending those crowns :)


Temenoa wrote:
Games Meister Black Dow wrote:
Temenoa wrote:

One last thing - can we have spent our Crowns to outfit ourselves (beyond starting Trappings) as we would like for adventuring, or do you want us to do that in Nuln?

* Also forgot to [dice=Roll Fate]1d3 - 1 (minimum 1) = 1.

No bother with spending the coin ahead of time. Hopefully you'll earn some extra pennies in Nuln ;)

Sorry, I think I might have confused you. Or me.

Can we buy extra gear beyond what we start with?

Temenoa has 8 Gold Crowns, but no weapon apart from starting gear of which weapons are merely "bow and ammunition". Say I want to start with a sword, or spear or dagger, more armor etc....Can we buy stuff to start with, or do you want us as we were created - starting gear plus Crowns?

Also, what does "and ammunition" actually mean in terms of numbers of arrows?

No confusion on my side - probably didn't make myself clear - apologies.

So on starting trappings as a Ranger you begin with:

Rangers wear a suit of good but weather-worn and travel-stained clothing, including a tatty hat, hooded cloak, and thick leather boots. A leather bag or backpack contains D3 blankets, cutlery, a tinderbox, and small cooking pot. A flask of water hangs over one shoulder, whilst a hand weapon hangs from the belt - this is usually a sword, although the player may choose an axe instead if he wishes. A small knife is carried in a sheath. The character has a purse or money belt containing 3D6 Gold Crowns.

Trapper gains you a Bow and ammunition, fur hat & buckskins, leather jerkin (Armour 0/1*), Rope - 10 yards, Rowing boat or canoe, d4 animal traps.

Your Hand Weapon is essentially a 1-handed sword, axe, hammer or mace. Ammo is either in batches 5 arrows or 5 bolts. A quiver can hold up to 30 arrows or bolts.

Leather Jerkin gives 0/1 AP (Armour Points) - means it reduces attacks doing up to 3 damage by 1, while over 4 damage are not reduced at all.

The 8 Gold Crowns burning a hole in your purse can be spent on anything you wish.


Albion, The Eye wrote:

@BD: So all my skills are selected then? They are:

Mining
Smithing
Very Resilient (+1 T)
Lighting Reflexes (+10 I)

Correct?

That's correct mate. All good.

Albion, The Eye wrote:
What about common things? Like Climbing, Swimming, Jumping, Cooking, Survival, how do they work in WFRP?

So they work as Tests using the relevant Characteristic, in conjunction with relevant Skills.

Using Climbing as an example: Characters can climb most non-sheer surfaces as half M rate, provided they do nothing else that round. Climbing always involves danger and a Risk test should be taken to see if the character slips and sustains injury. If the test is failed, the character Falls.

Sheer surfaces can only be climbed using ropes, grapples, and so on or by characters with Scale Sheer Surface skill. The GM must decide whether a surface is sheer; in published scenarios, you will be told if this is the case.

Risk: GM can apply the standard Risk test to any situation where characters are attempting something that puts them in physical danger. The Risk test is taken in the same way as other tests, but the character has a standard 50% chance of success. This can be adjusted by the GM if it is reasonable to do so, but 50% can be thought of as average.

A failed Risk test always causes D3 points of damage. No reduction is made for armour or shields. The GM can allow the effects of protective magic and skill-based modifiers to reduce damage in certain circumstances.

Albion, The Eye wrote:
Name Hargin Lunnson > What about Tark 'Boulderbreaker' Lunnersson (Already have an alias called Tark Boulderbreaker :D)

Yeah no bother - he's your character so name him what you will.

Albion, The Eye wrote:
Maybe at a younger age he got frustrated with a particularly difficult piece of iron while drunk, and decided to 'hammer' it with his hands. Though... Low Dex will not prevent me from Mining or Smithing properly right? Also does low Dex impact combat?

Perhaps he was mining and got frustrated at a stubborn lode and did the same. Broke the boulder but his hands also - they never quite healed right sort of thing? No impact on Combat - Dex doesn't affect that in any way.


Temenoa wrote:

One last thing - can we have spent our Crowns to outfit ourselves (beyond starting Trappings) as we would like for adventuring, or do you want us to do that in Nuln?

* Also forgot to [dice=Roll Fate]1d3 - 1 (minimum 1) = 1.

No bother with spending the coin ahead of time. Hopefully you'll earn some extra pennies in Nuln ;)


@Albion: There is an option to roll names:

Dwarf Forename: 1d1000 ⇒ 498 Hargin

Dwarven surnames are typically like vikings - based off parent/father. So Hargin's pappy would have been Dwarf Forename: 1d1000 ⇒ 706 Lunn

So the randomly generated name would be Hargin Lunnson

Conversely if you choose to have been an orphan then you could either carry the name Hargin Khazadson ("son of dwarf") or Hargin Lunnfind ("found by Lunn").

They also take "nick-names" such as Hargin Sootbeard, Hargin Lodehammer or whatnot, so you can go with that also if you want as an adventuring monicker and keep your surname secret.

Or you can look at some Norse names and come up with something that you like :)

Looking at your dwarf one thing stands out is his exceptionally low Dexterity of 15. As Dex is an indication of the character's ability to perform complex, intricate, or delicate manual tasks might be worth thinking about why his Dex is so low. Perhaps a forge accident or wound from a battle? Something that doesn't stop him gripping a shield or weapon but doing finer smithwork etc. Food for thought.

@Daniel: Ulrich looks great mate. Remember your Very Resilient skill grants him +1 T so that should be 5 :) Also note your FP (Fate Points) as 4 in your profile (and header) and IP (Insanity Points) as 0.

Getting quite excited by this group of characters folks! Taking me back to 1991 lol.


Gameplay thread is open for business - please dot and delete when you have a PC profile.

Once we've concluded all prep business here I'll get a game-post proper up and we'll begin this tale...

Additionally in the Campaign Tab my new and improved (unashamedly Abercrombie grim(dark) and perilous themed) Guide to... Nuln has been linked :)


"The enemy is within the gates; it is with our own luxury, our own folly, our own criminality that we have to contend." - Marcus Tullius Cicero


@Spaz: 31 is Very Long Hair - nets you no advantage or disadvantage mate... A shaggy haired woodsman isn't particularly distinguished lol (just the norm I would think! :)

@Temenoa: Middenland is good to come from for you - that big forest - the Drakwald is one of the most ancient woods in all the Known World and is notorious for being the most dangerous and untamable territory within the Empire. It has since been infested with many types of strange and terrible creatures, the most prominent of which are the lurking tribes of Beastmen. The trees of the forest are mainly dark and brooding deciuous with some conifers on the hills whilst a few lornalim trees (towering silver leafed trees sacred to elves) grow in secluded glades.

To the west of the Drakwald lies Laurelorn Forest - home of the Wood Elves, so it is likely you are from a cadre of elves who ply their skills into the fringes of the Drakwald and watch over its ancient flora and fauna.

@All: Once you settle on an avatar can you mimic Temenoa's profile re: key stats etc. Can you all also add to that FP (Fate Points) and IP (Insanity Points)...


@Albion: Yeah sorry mate - would have helped if I'd given some context to the advancements. When you attack you essentially roll d100 and if you get your WS or lower you hit. There are conditions that provide bonuses (such as a charge, higher ground or winning the previous rounds combat*, all of which nets +10% on attacks). So regards your advance +10 WS will mean you are more likely to hit, while OSW has the right of it: +1 A means you will attack twice - essentially being more deadly in combat (see below).

*"Winning" a combat round is doing the most damage.

Regards your skills - As a dwarf your mandatory skills are: Mining & either Smithing or Metallurgy. So for your dwarf it was Mining & Smithing (which account for 2/4 additional skills).

Very Resilient (+1 T) is 3/4
Lighting Reflexes (+10 I) is 4/4

As for the % skills in your career you need to roll them to see if you gained them over the time in the militia. Dodge Blow (allows you to negate all damage from 1 attack on a successful Initiative check - hence why your Lighting Reflexes are invaluable!) & Strike Might Blow (+1 Damage). The others you need to successfully roll for to gain (under or equal to the % chance of knowing the skill).

Nuln is more a mercenary base than militia. They tend to have standing soldiery and mercenary units to augment (see my guide to Nuln in the Campaign Tab). More likely you know a fellow dwarf whose invited you to Nuln to join a Mercenary company (which is a good career exit)...

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