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Nathan Goodrich's page

***** Pathfinder Society GM. 114 posts (5,250 including aliases). No reviews. No lists. No wishlists. 18 Organized Play characters. 13 aliases.


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I brushed up my earlier submission for Tessaviri Cervallin, and the character can more properly be found here as Tessaviri Cervallin.

I've played just a little bit of this AP in PbP before, far short of where this campaign is. I've also played the Owlcats computer game version most of the way through.


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For availability: go ahead and roll. In a live game I'd probably roll as the GM so I didn't have chaotic player rolls all over the place, but it'd be a waste of time in a pbp environment. Just keep an eye out to see whether others have rolled for the same thing you have. The availability rules state that in a town once something is available it usually has 1d10 of the item available if quantities are important.

There is a wood elf community in Grunberg, but not an embassy. I looked up the town's entry again and Grunberg's industries are first in boat construction (something I'd forgotten) followed by trade. It's not a major political center, though. The one guy I brought up is the longest-settled wood elf in town who'd best be able to arrange your letter & answer your questions but there are others.

I'm not intending a Downtime right now, but the story could make space for one. Does the party want a Downtime? There'd be an opportunity to get some things done, but you'd need to deal with the Cash to Burn issue as well.

I'm possibly being a bit too coy in my last post. My intent here is that the party can choose which activity to focus on, kind of choose-your-own-adventure style. There won't be any huge negatives to not choosing an option. The options are:

1. Go to the Reiker Marshes, begin looking around & set up a base camp.
2. Investigate who is intruding into your affairs in Grunberg.
3. Go to Stimmigen and try to find out more about why the Earl of Harwich started behaving mysteriously before it disappeared.

The idea is whichever option you choose will take the party into wintertime, and we'll have a Downtime after. The Greater Reikland Trading Company will work on the two options not selected.

No problem if you will be busy for the next week. Take care of things!


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We're likely not fully caught up with town stuff, but let's move along.

You return to the Carved Crown in the evening, and the staff brings you a message from Albwin that Eloise Fischbein indicating that you can meet with her after breakfast in the morning.

The evening passes without incident, and you are able to refresh yourselves from your long journey. When breakfast is concluded, Albwin comes to fetch you and crosses the small courtyard between the inn and the Fischbein residence.

Inside, Albwin directs you to the meeting room that Axel & Magda have entered before. The young woman they saw before is waiting for them with a sour look on her face. That changes quickly when she sees Zarine. Eloise squeaks in surprise and jolts to her feet before giving a hurried curtsy to the group.

"Welcome to my home. It is a pleasure to be doing business with you this morning," she stammers.

You exchange pleasantries before eventually settling down to the conversation at hand. I'll assume you tell Eloise something about your journey, but the events aren't directly relevant to your current enterprise.

Eloise gestures toward a set of documents on the table. "These are my copies of the Earl of Harwich's shipping manifests. It took some time to cross reference the information with other branches of my brother's company, but we have a reasonable guess at where the Earl of Harwich went down now. In the end there isn't even much of a secret to it, though the clerks my brother assigned to the task were too dense to realize that the Grunberg Canal didn't exist four hundred years ago." She sounds thoroughly vexed by the oversight. "They kept trying to confirm with the office in Prieze and lamenting the lack of records remaining when the obvious solution is the Reiker Marshes."

"The area is largely avoided now, due to how much safer the Grunberg Canal is and after the efforts of Emperor Leopold to drain the swamplands failed so many times. Even the knights of Castle Reikguard avoid the place these days. Besides being remote and an excellent hiding place for the wreckers, the marshes were notorious for being a danger to shipping in earlier eras. It would be a surprise if the Redblade Lion didn't take the ship there. It's a treacherous place & the next passage the Earl of Harwich would have had to pass through after it was last seen at Grunberg."

"Of course, just knowing the area of the wreckage isn't enough to make a move to secure it. Without Master Fermahn's compass to point the way to the Earl of Harwich, you would need more than a little luck to find the ship and without my brother to organize the expedition, you'd be left to dredge up any salvage by hand. I don't see any way to complete the salvage until my brother returns from Middenheim."

"We do still have some time before winter hits to get some work done, however. One obvious task is to establish a base camp in the Reiker Marshes to supply the expedition next spring. Some scouting of the area would also help and, who knows, maybe one of you would run across the wreckage by chance?"

"Albwin also tells me that we have unsavory folk sniffing around the Carved Crown, and that is a concern. If one of our competitors has gotten wind of the salvage operation, we could end up in an ugly situation in the spring. They don't have the compass but we can't ignore the possibility that they seek to beat us to the wreckage or steal our finds before the company can profit from it. The whole operation could be called into question."

"All of that concerns matters of logistics and business competition, however. I am more interested in what the Earl of Harwich was carrying. The company must have had some reason for not filing the proper paperwork. Something they were carrying perhaps, or someone? My brother isn't interested since we'll know what the ship had when we recover it, he says, but there are more mysteries here than just where the ship went down."


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GM Stuff:
Wolfhard Haggle (Coal) 55: 1d100 ⇒ 3
General Store Haggle (Coal) 53: 1d100 ⇒ 34

Wolfhard Haggle (Pirate Armaments) 55: 1d100 ⇒ 8
General Store Haggle (Pirate Armaments) 53: 1d100 ⇒ 9

Locksmith Scarcity (1-60 = available): 1d100 ⇒ 11

Let's handwave the roleplaying the your most obvious business in town for the sake of time.

You consult with Albwin again to help you locate the merchants you should speak to in town. Your first stop is at a general goods vendor that should be willing to buy some coal & the pirate armaments you collected. Wolfhard leads off in investigations but quickly finds that he had overestimated how much the coal is worth earlier and isn't able to obtain the price he wanted for it. He's still able to talk the merchant up some from the initial lower price and gets 9g 18/- for it. The merchant is more resistant to Wolfhard's entreaties for the pirate armaments due to the widely varied quality of the tack, but still agrees to pay another 12 crowns for the lot if you throw in the scrap metal knives.

Albwin is able to recommend a locksmith that might have some picks to sell for your chest, and they do have some lockpicks available to purchase for 15 shillings.

Albwin is also able to recommend an expert who should be able to evaluate the worth of the finery that you found. This would include the rapier, wedding dress, hair spike set with emeralds & flower-shaped brooch

As you start to search for someone that can act for the Kemperbad Grain Exchange, Reinhard comes to you with a proposal. "These military quartermasters are always looking to outfit their units. The ammunition you found was scheduled to go to the army up in Ubersreik, but they'd have never gotten it if you hadn't taken out those pirates, right? We should sell it to the riverwardens here in Grunberg. I bet the quartermaster would be amenable to looking the other way and we can likely make the sale for more than any finder's fee the Grain Exchange will grant you."

As a reminder, you agreed earlier to give Wolfhard a fifteen percent commission for his help in selling the goods above. At present, his fee for the coal & weapons would come to 3g 5/-. I assumed he got an assist for his Haggling above, which let me just do the rolls myself.

Reporting to the riverwarden about the pirates should be straightforward, but how much do you tell them?

Tasks that likely still need to be handled:
* decide what do to with the marked ammunition & grain
* decide what to do with Konrad Links
* find out who has ownership of the pirate island
* any personal tasks


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The holidays are a tough time for lots of things. I'll plan for us to restart in the new year and make a post tonight so you'll have something to respond to.

In the meantime, we'll give everyone a holiday season gift! All players can add one extra point! (Fate or Resilience)


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What is your agenda in Grunberg? I'd imagine (not an ordered list):

* report in to the Greater Reikland Trading Company (your partner in the salvage plan) - note that some of your other tasks are merchant-related and so you could get help with a lot of this from the Company and/or from Wolfhard Rothenstein
* sell the coal
* look for the owner of the ammunition & grain (the Kemperbad Grain Exchange was the owner of the grain and the shipping partner for the ammunition)
* figure out what to do about Konrad Links
* look into who the island belongs to
* get some lockpicks for the strongbox, or professional help opening it
* make a report to the riverwardens about the pirates

There are probably some other things I'm forgetting.


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I meant those to be flavor for the river voyage. It's not a big deal if some are missed. You can learn a bit from them, but not a big deal either way. We'll keep it to just active players. And just one per player, so no defaulting to automatic on a failed test.


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Wolfhard happily accepts the offer of the fifteen percent commission. He takes a look at the cargo as he takes stock of its value. "This coal is high quality," he comments as he looks it over. "I'd say you should get somewhat over a gold crown for each barrel. The going rate for the ammunition is a crown and four silver. I wouldn't expect to get much out of the wheat though. Maybe half a crown for each bag if you are lucky."

Were you intending to sell the ammunition and wheat or make an effort to return it to the owners/merchant? As a reminder, you have 12 unarmed barrels of coal, 4 marked barrels of ammunition & powder and 9 marked bags of wheat.

Let's revise how you generated your Haggle score slightly, with Zarine doing the Haggle test & Hans assisting her. That would get you to Zarine Fellowship 40 +10 assist = 50 for +1 SL. The success doesn't matter since it's opposed & no one here has talents for it, but the SL is still better.

Tacito Ramos Haggle 34: 1d100 ⇒ 37 - +0 SL and a win for the party.

The captain shrugs and his men chuckle as Zarine takes note of the empty decks of his barge. There is plenty of room for him to take new cargo and passengers on.

"Twenty and four then," he concedes. "Is the least I can do for such a lovely woman."

He's giving the price in pennies, so that reduces the price to 1/8 per passenger and 0/4 per unit of cargo. The totals then are 13/4 for the passengers and 8/4 for the cargo. Something was wrong with my math for the total cargo price earlier, which is why it dropped a lot more. So the total would be 21/8 for passage (12/4 if we adjust for the funds Captain Gotthard left you with instead).

Rules tangent:
Sidenote: I had for a long time been under the impression that losing a Haggle test raised the prices by the same amount that you would get for a win (+/-10% outside of large success or failure values). I think that's how my original GM played it. That isn't how it reads at all though. I think I got it much closer here. The merchant is expected to inflate their base price "a little" & doesn't get anything for winning the test itself--a 'win' for them is baked into the base price. The only cost for failure noted in the rules is if you fail "badly" and they distrust your coinage. That means that Haggling is a lot safer than I'd assumed before. I'll still probably go with base prices for miscellaneous purchases. Assume that larger orders will be inflated though (probably less than 10% so a party win is actually winning rather than just getting back to even).


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Zarine Brightbow wrote:

--100 to move up from Noble:Scion to Noble:Noble in my career track (only 100, since the Scion one is complete, correct?)

--100 to buy Suave (+5 Fellowship)

--50 +5 Charm
--10 +1 Gossip
--10 +1 Language (Classical)
--10 +1 Lore (Local)
--10 +1 Melee (Parry)
--10 +1 Ride (Horse)

(just so I can use them all, but don't have enough to raise them up higher)

And that soaks up all but 15 points, so that's the end. :)

... but if we need to wait to do my stuff till we have downtime, we can. She can't really advance in the elven nobility without some word of favor from her parents/noble house I don't think.

EDIT: I do want to keep deadsight, but just can't afford it yet, and don't think we will be going after the pirates anytime soon, so I assume it will just sit there untriggered until some storyline thing where she realizes that she retains some of the ability.

Yes, for those with access to it, Faded Deadsight can be purchased later--it doesn't have to be now.

* Gossip & Ride are both basic skills, and so you don't need an advance in the skill at all to use them. You're only 1 skill point better.

* Melee isn't an advanced skill but it has a weird rider that you don't get the benefits of weapon features (like defensive) if you don't have an advance, so buying one advance there is doing something. See page 296.

* Language (Classical) & Lore (Local) are both advanced skills, so the one advance makes sense there. I'll note that Lore (Local) needs to have a locality chosen. Something like (Reikland) or (Ubersreik) or (Laurelorn Forests) or (The Empire). The narrower the scope is the less it will apply to but the more specific information you can get. Nothing in the book actually says this, but it also doesn't explain where things like Lore (Reikland) come from, otherwise.

* As a reminder, you don't necessarily have to take any advances in any of those skills to advance to your next career tier later. The rule is eight skills advanced up to the tier number (10 now), not all of them.

* I don't think we need to wait for Zarine to advance to the second tier of Noble without word from her family. Just like I was proposing with Axel above, she could be in the new career mechanically without formally having the social station. Kind of like lacking the trappings for her new career tier. It should be something she's working on getting accomplished though--not a bad plan for a Personal Ambition.


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Some more miscellany:

Zarine & I were talking about getting some Quality leather armor to represent noble wood elf-appropriate attire while still providing some protection. The solution I used with my Noble was to buy some Fine leather armor to wear in places that might be dangerous, while he changed into courtly attire in more social locations. It's what made sense to me. Even fancy armor isn't appropriate at a ball.

Way back here, you got an offer for a reward about information for river disappearances. That was back in Ubersreik, which is the other way from where you are headed, but you might keep it in mind. You could maybe contact a different riverwarden department about it.

Loot Review:
A reference list for island loot:
* 9 silver shillings & 414 brass pennies in pocket change
* hand weapons (seventeen in good condition, six with one Flaw, one with three Flaws)
* leather jacks (ten in good condition, twelve with one Flaw & two with two Flaws)
* knives & daggers from the shrine of Khaine (most in bad condition)
* a handwavy amount of food supplies
* Meinard Link's diary
* locked strongbox
* compass
* dose of faxtoryll
* two vitality draughts
* Under the Knife - book on surgery that grants +1 SL to successful Surgery tests
* Arts & Principles of the Amber Wind - can be used to obtain a talent instance of Aethyric Attunement, Detect Artifact or Witch! (or returned to the appropriate College of Magic for a favor)
* religious books for Sigmar & Rhya (one each)
* book on engineering
* twelve unmarked barrels of coal
* four barrels of rifle ammunition & powder marked for delivery to the Ubersreik State Army (care of the First Kemperbad Grain Exchange)
* nine large bags of wheat that are marked & owned by the First Kemperbad Grain Exchange
* carpentry tools
* storm lantern (filled with oil)
* finely made rapier
* wedding dress made with extremely fine materials
* outfit of courtly garb
* silver hair spike set with two emeralds
* silver brooch in the shape of a flower, set with a large moonstone

People found on the island that are still alive:
* Konrad Links
* Margarite de la Rochelle
* Wolfhard Rothenstein

A lot of this stuff needs to be evaluated. It's an advanced skill, so if anyone has advances, they can roll for each thing. I'll skip some of the things I think the party is just keeping & don't need to know the value of:
* hand weapons & leather jacks should have been Evaluated to know which were in good condition, but whatever
* knives & daggers I'll just handle differently
* value of barrels of coal
* value of barrels of rifle ammunition & powder
* value of bags of wheat
* the finely made rapier
* the wedding dress
* outfit of courtly garb
* silver hair spike set with two emeralds
* silver brooch in the shape of a flower, set with a large moonstone


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Bookkeeping Discussion:
The coinage bit sounds right. You only found loose change in pockets & such. If you shake the lockbox, it does make some pleasant clinking sounds though. A lot of the treasure value from here is tied up in things that will take a bit of effort to convert into cash or other resources, like weapons & armor to sell as well as the coal/grain/ammunition you found.

Wieland shakes his head when Axel offers to move the farmstead to the island. "This place isn't big enough for a group like ours to farm, even if we were able to use the whole plot. No...the farm will stay where it is. If you lot settle some roots here, though, we'd be happy to have neighbors."

Difficult (-10) Insight:
You gather that Wieland has other reasons for not wanting to leave the farmstead & you can sense he is uncomfortable with the idea.

Some days pass peaceably as you clear away the remains of the pirate occupation, make some repairs, tend the gardens & otherwise straighten out the island settlement. The villagers from the Oberhauser farm row over to help when they can and offer to put you up for the nights in the farmstead. The building was formerly used as a river inn, so there are plenty of bedrooms available even with the large number of people. The farmstead has a flag they can run up on a pole to call for passing barges to stop. Any ships that come to them will want business, but should have cargo space available on their ship. No one asks about Hildegard.

The farmers do turn a cold shoulder on Konrad Links, however. While not mistreating the child, they obviously consider him connected with the pirate attack and Hildegard's death. At one point over the week, Wieland tells you to take the boy with you when you leave. "I don't trust myself with him," he grumbles.

You also get to know the pair you rescued from the pirates as well. The woman introduces herself as Margarite de la Rochelle, a Brettonian. She has golden blonde hair and hazel eyes and tells you that she was bound northward for Kalegen where she had secured a position as an actress when her ship was attacked. She seems resigned to having lost her position due to the delays involved in the pirate attack, as her work was to start immediately and she was already late in arriving.

The man is Wolfhard Rothenstein, a middle-aged man with a Nuln accent with grey eyes and light brown hair. His ship was bound northward as well, heading to Middenheim on business. His cargo went down with the ship he and Margarite were on when they were attacked by Meinard Links. He seems obviously nervous about something and admits that without his cargo he won't be able to repay his creditors.

The night before you leave, the Oberhausers offer to hold a lavish (for their circumstances) dinner for everyone.


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Answer for Calph's question: for Characteristics & Skills, look in your current career tier and you can buy anything in your current tier and lower (above) at normal rate. For Talents, you can buy within your current Career tier only. Previous careers do nothing to provide access in either case.


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Downtime is more abstract than that. You could have a Downtime 'on the island' while travelling to another town big enough for Elven Improvement. Qualifying towns would need to be close enough, but that isn't a problem here.

I also have some colony-building Downtime rules from the Lustria book that we'll have to see make sense to use.


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Some notes on the ongoing discussion:

* lock picks are listed in the book, cost 15/- and have a Scarce rarity. Probably some of that rarity is bound up in their less-than-legal use cases. Finding them would be the harder part, but not overly difficult.

* Axel training - I have some thoughts on this but I'm trying to check on some details about how the rulebook & lore should interface together.

* Trappings & Career Advancement - just a reminder that Zarine (and others) aren't required to have the trappings for the next tier before they advance. It is something they should be working on. If Zarine wants to sub out some trappings that seem perhaps more human-centric (like perhaps the coach) let me know if you have ideas. They'd need to be similarly bling-y of course.

* The jewelry is more directly applicable to Zarine's trappings. Without evaluating it, the wedding dress is definitely at least Quality. If Zarine wanted to use it, she'd need to have it modified by a skilled tailor. The materials are high enough in quality, but the design and fit are wrong.


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GM Stuff:
Brass Pennies: 96d10 ⇒ (2, 8, 10, 10, 8, 6, 1, 1, 8, 6, 2, 7, 8, 2, 10, 10, 6, 3, 9, 10, 3, 5, 7, 2, 5, 9, 5, 7, 2, 1, 2, 7, 9, 8, 5, 7, 3, 10, 5, 7, 7, 2, 3, 3, 6, 1, 9, 2, 8, 10, 7, 7, 5, 1, 3, 8, 2, 6, 8, 2, 5, 9, 5, 6, 4, 2, 1, 9, 5, 4, 9, 10, 9, 9, 8, 1, 9, 2, 5, 5, 4, 5, 3, 1, 2, 7, 1, 6, 6, 3, 1, 7, 8, 6, 5, 4) = 522

The bodies of the slain, both pirate and a small number of the undead, are scattered around the island where they fell. On the bodies of the pirates you find twenty-four hand weapons and leather jacks, many of which are in poor condition. The combined total of loose coin held by the dead pirates is 9 silver shillings & 414 brass pennies. The former shrine of Morr also has a large number of knives, daggers and other cutting instruments hanging on the walls, but most of these are in even worse conditions than the weapons the pirates used. You can likely sell them for something.

You also find some food in the living quarters of the pirates. It seems that they largely lived off what they took, and they have no long term storage.

It's enough to share with the Oberhauser farmstead & provision you while you are on the island as well as your journey back to Grunberg, if you find river passage.

In the Links cabin you find a diary, a locked strongbox, a compass, a dose of faxtoryll, two vitality draughts and five books, two of which are of particular interest. One book is titled Under the Knife by Egmont Lissauer & Hugo Goldfeld and is an examination of surgical techniques. The other is titled Arts and Principles of the Amber Wind by Roald Staffel. The book appears to be only mostly complete and details the author's understanding of the wind of Ghur.

* I haven't detailed the diary yet and will try to get to that.
* Under the Knife can grant +1 SL to successful tests with the Surgery talent
* Arts and Principles of the Amber Wind can be used to grant access to one instance of the talent Witch! (for Ghur spells only - no Resilience needed) or one instance of the talents Aethyric Attunement or Detect Artefact. The appropriate wizard college would likely be interested in the book if you wanted to turn it into them.
* the remaining books are a religious book for the Cult of Sigmar, another for the Cult of Rhya and a book on engineering

Make a Difficult (-10) Perception test. Also, we have two locks that you can try to work on, though it might be hopeless without the appropriate tools. The first is the lock on the storage room. The second is for the strongbox you found in the Links cabin. Breaking the storage building lock with a big rock is likely possible. Doing the same with the lockbox would likely require smashing the chest itself, which might not be a good idea depending on the contents.

Finishing your journey to Grunberg by land is likely not impossible, but there aren't any roads here and the forests surrounding the area are dangerous. The captain of the Flatbottom did give you some money to help pay for passage the rest of the way. Rumors aren't likely to be a cause of concern until you return to town, unless the crew went out of their way to stop ships passing upstream.


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Good question

After the skull is smashed, the overpowering aura of Dhar and Shyish surrounding the skull begins to diminish rapidly.


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Thinking through the implications of the "ambush the drunk" plan: in Pathfinder, talking is a free action that can be taken out-of-turn, which makes such ambushes inherently risky -- if a single attack vs flat-footed doesn't finish the job, the target is within their rights to shout for help (though I've rarely seen it played that way). Most often the target needs to make it to their initiative or at least get out of the surprise round that I've seen.

In this system, even reducing a target to zero Wounds or dealing a critical hit doesn't knock them out (for most critical results), if we are using the full injury rules. You don't know whether the pirate is a named individual or not, but even if they were I'm not sure that using simple kill rules is right in the context of a situation where a shout alone could be hazardous to the party.

Your party isn't a group of special forces operatives, so I'd think that having one person grapple the opponent, seeking to cover their mouth, while another stabs them if probably the best overall option. S simple grapple doesn't silence an enemy I think (although my rulebooks aren't on hand). Maybe keeping them quiet would require +2 SL on the Melee (Brawling) test?

Just early thoughts here...


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The opposite chapel door to the west opens up. On this side of the pirate village is a large cabin, well lit and lively with revelers.

You entered from the east.


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It does! Axel's roll gives you -4 SL but the opposed roll got -5 SL. I'm away from my books, but I'll try to get a push up soon.


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There was a fairly wide expanse of the island you crossed that they could hide in, far enough away from the goats but also out of likely patrol range.

Your GM doesn't think it should be a big deal.


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You probably don't need to roll a Stealth test with every post. I'll call for them when needed.

Zarine slides the bar up and opens the door. Despite Axel's concern, the noise doesn't seem to draw any notice. Inside are two humans, a man and a woman, that are both cowering in fear. An elf is also inside. All are dressed in rags and are malnourished and are suffering from their confinement.


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Just to confirm: did anyone else want to roll for Deadsight that hasn't succeeded already?

For Zarine's Leadership test, I'd give a Difficult (-20) modifier due to the attitudes of the people she is talking to, but Zarine's higher Status also gives +10. She rolls +1 SL on her own and Noble Blood would boost that to a total of +2 SL.

The man at the porthole pulls the crossbow back. Zarine can see the features of an old, weathered man. "They's came a month or so ago. Said they were being chased by goblins, so we let 'em in before they started pulling knives. Ewald is dead now and Wilhard lost an arm. They took Hildegard with 'em when they fled. Came back since, but we shot 'em off just like the greenskins. If them's the folk you're after, you'll not find em here."

Easy (+40) Intuition:
These folk have been tricked in recent times and were hurt, badly, for it. They know they could be tricked again and are wary. They aren't sure you aren't with the raiders from before, but find it unlikely. They are unlikely to agree to allow a whole group of armed individuals inside right now.


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I'd also use the High Elf and Wood Elf entries of the Core book on pages 27-29. It has little snippets for how each species should think of each other species. In the case of High Elf/Wood Elf relations, if you get beyond the unkindness in both cases, there's still an apparent sense of distant kinship and a wish that the other side would be 'better'. So you could play off that. Also, the worst of the High Elf opinion is directed to the Asrai (Athel Loren Wood Elves) while the opinion of the Eonir (Laurelorn Wood Elves) is somewhat moderated.

Archives of the Empire I has a 14-ish page section on Laurelorn. Summing it up is difficult, but a long time ago, Laurelorn was a High Elf colony. They only split politically in a final sense after the War of the Beard (a HUGE war the High Elves had with the Dwarves), when the High Elves abandoned their colonies. Laurelorn survived and became a home for refugees from other colonies. So there's a sense of abandonment and betrayal there, distant in time though less so than we might think due to elf longevity. I'd assume that it's so assumed in relations between High Elves and Laurelorn Wood Elves that it wouldn't be explicitly brought up unless the individuals in question were really trying to needle each other.

Laurelorn's society is broken into three strata, with the Toriour being descendants of the original colony settlers, Faniour being descendants of those who came to Laurelorn during the War of the Beard & Harioth being those who arrived after. The Toriour have all the political control. There's a sidebar that says that Toriour can use the High Elf career table while still being Wood Elves, so I'd assume that means that Toriour retain more links to High Elf culture than the lower strata of their society. Though Zarine is a Noble, I wouldn't think she'd necessarily have to be Toriour. If she was from the Faniour social strata, it'd be a case of a banished noble line clinging to their heritage despite the lack of political power back home.

Hopefully something in there helps.


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In my other game we confirmed this point with the devs:

Advances are advances for all purposes once purchased (or obtained). Where they came from is unimportant.

The +5 to characteristics from talents like Suave are not advances at all.


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I don't think you've been abusing the authority over other players angle either. It just makes me itchy. Your character's relations to each other can be defined as you like even if I'm not 100% on board, of course.

Possible rules correction. My noble's three ranks in Luck cost 100/200/300 for a total of 600 xp. Was very spendy.


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In this case, the retry is literally just trying it again. Two attempts, then a third while rattled is free. You also don't have to have the whole party succeed at this.


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Captain Gotthard thinks hard for several moments before he responds. "I think we should hear them out. Dead or not, these are Imperial citizens and they say they need help. I have duties to my ship and my men, however, and no one signed up for this. If their request puts either at risk or takes us off course, the Flatbottom won't be giving them aid."

"The lot of you will have to decide whether to help them on your own."


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Helping the dead to pass on is something the Cult of Morr would approve of (and most of the rest of Imperial Society would be happy to let the Cult take the lead on). As long as your efforts are focused on helping the dead to pass on and you don't get extracurricular in your dealings with them, I don't think this would get the party in trouble.

It's a closer call for Axel specifically. Helping to put the scary undead to rest might earn a known Witch some amount of respect, but he definitely doesn't want to get anyone thinking that he is dabbling in necromancy.


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This is a good line of questioning. I'm going to pause it for a bit over the weekend to give others a chance to get some questions in though. Thanks!


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There was a bit of handwaving of that part. I assumed that the entire party is awake now. Magda was already awake on deck.


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I've been super bad about posting in all of my games this year. It's super frustrating since I was doing so well at the end of last year. Sorry I flubbed out at the end here.

If you see this and want a denoument, the only thing left was a battle with the aboleth and rescuing the remaining settlers.

It's fair to deem it done. Thanks for putting up with me!


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HP 94/94 Temp 0 | Shadow Smite: 4/4, Lay on Hands 9/9, Pearl of Power I & II | Init: +3 | AC 23, touch 12, flat 21, CMD 27 | Archon's Aura, Effortless Armor, Paladin's Sacrifice, Hero's Defiance, Lesser Restoration

Leon frowned when he learned that their foes had gotten away. "Slippery foes indeed. But they aren't what we came here for."

I see Leon with 27 remaining damage. Quite probably, some of that would be healed up by Nyxis. In lieu of figuring out the exact math on that, I'll just have Leon cure himself for all 27 hit points. I don't know exactly what caused Leon's fatigue. Does it expire quickly? Is it possible for someone to make a Spellcraft check to do so? If the duration isn't short, Leon can use a Lesser Restoration to get rid of the condition.

Leon Healing:
Wand of Cure Light Wounds (41 charges remaining): 1d8 + 1 ⇒ (6) + 1 = 7 20 damage remaining
Wand of Cure Light Wounds (40 charges remaining): 1d8 + 1 ⇒ (6) + 1 = 7 14 damage remaining
Wand of Cure Light Wounds (39 charges remaining): 1d8 + 1 ⇒ (4) + 1 = 5 9 damage remaining
Wand of Cure Light Wounds (38 charges remaining): 1d8 + 1 ⇒ (1) + 1 = 2 7 damage remaining
Wand of Cure Light Wounds (37 charges remaining): 1d8 + 1 ⇒ (8) + 1 = 9 0 damage remaining

Leon also cast Effortless Armor last at Aiyana's manor but I have it crossed off. He'll cast it when we're ready to move again, so that works.


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HP 94/94 Temp 0 | Shadow Smite: 4/4, Lay on Hands 9/9, Pearl of Power I & II | Init: +3 | AC 23, touch 12, flat 21, CMD 27 | Archon's Aura, Effortless Armor, Paladin's Sacrifice, Hero's Defiance, Lesser Restoration

Sorry for your loss, Mauve.


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Almost all of my games have bogged down. 'Tis the season!

Happy holidays!


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I've been sluggish about getting to it. My current effort is just approaching my real-life Pathfinder group to see if anyone would be willing to take over some existing characters for the last bit at the end here.

I should have news soon on that.


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I get where you are coming from on that. Give me a little bit to check on something. I'd hate to give up when we're this close to the end of a book.


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Hans: don't forget to take your action as well!

Axel: the range of a sling is 60 and 1/10th of that range (point blank) is 6. Our positions and distances aren't well defined, but I don't think it's crazy to suggest that you are at point blank range. That gives you a +40 modifier on the roll and you'd get a head hit with +3 SL. As a side note, a ranged attack with -1 SL is just a miss. In theory the gor could have Dodged a ranged attack at Point Blank and turned this into an Opposed test (see page 160) but I don't feel good about his chances and will let it go. So we get +3 SL +6 weapon -4 toughness -1 armor = 4 wounds.

Axel Addendum: this is my fault for not catching it sooner, but Axel can't even use that sling without advances in Ranged (Sling). See page 297 under 'Ranged Weapon Groups'. Which sucks...I know you've been very interested in a ranged weapon. Anyhow, my fault for not catching this so you can use it through this combat and the next chance you get, you can sell the sling & any unused bullets at full price. After playing so much Pathfinder it's SOOO easy to assume that anyone can use a sling. Sling bullets normally have Pummel, but you're using it untrained so it won't have that ability here.

Zarine: The out of position note is because he got an Oops result. It means he has a -10 on his next action, but that wouldn't impact his defense. For Zarine's attack, I'm seeing her at her +3 SL (+4 with precise) and the gor got -1 SL after adjustment for Fast, so total of +5 SL for the damage calculation. +3 Strength +3 weapon = 11 Wounds, so that part looks right. Gors have 4 toughness and one armor on all locations, so he'd resist 6 damage and take 5 wounds.


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Magda is already working on Per Hofbauer, so we'll say that Alphonso helped out Rocco.


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I purchased Up in Arms today. I've only scanned through it but here are some neat features.

---

Lots of careers, most but not all of which are in the Warrior class. I'll denote their parent career:
Artillerist (Engineer)
Cartographer (Scholar)
Camp Follower (Pedlar)
Light Cavalryman (Cavalryman)
Freelance (Knight)
Knight of the Blazing Sun (Knight)
Knight of the White Wolf (Knight)
Knight Panther (Knight)
Archer (Soldier)
Halberdier (Soldier)
Handgunner (Soldier)
Greatsword (Soldier)
Pikeman (Soldier)
Siege Specialist (Soldier)
Warrior Priest of Myrmidia (Warrior Priest)

A lot of these new careers don't seem very different from their parent career, but that was only with a quick scan-over. Archer and Handgunner are much more different from Soldier than most any of the Knights are from Knight itself. Again, that was only with a glance-over. They are probably different in some meaningful sense.

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A layout of Imperial and at least some Myrmidian knightly orders. Nothing for Brettonia...I assume that would need to get its own book.

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Rules for being Tilean humans - also a whole bunch of Tilea flavor/history/ect. Same for Myrmidia and her followers.

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Alternate rules for death & injury - they looked very similar to me at a glance-over. The critical tables are probably different than our current ones.

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A bunch of new rules for weapons. I'm overall not a fan. Combat is difficult enough without more finnicky weapons. This does include somewhat modified rules for shields. I don't think it changes the Ambidexterity problem to oppose with a shield but it looks more lenient in handing out the shield APs.

---

More mounted combat rules: again at a glance they didn't seem very different from the current mounted ruleset. I think there was more about what happens if the mount is targeted or the rider is dismounted.

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Group Advantage: this is a replacement for the core advantage rules. It looks like it does away with the problem of Advantage stacking and also provides more default uses for Advantage, similar to a number of monster abilities that consume Advantage for various effects (like dragon breath for instance). Advantage is gained largely like it is now but goes to the pool for your side of combat. It is spent when used from the group pool rather than just building up until it is taken away. A bunch of talent errata accompanies the system.

I like the look of it a lot but I'm unlikely to be able to get my head around the whole thing in time to use it for our current combat. Which is a shame, because I have a suspicion that this fight might have enough combatants to allow someone to really go crazy with Advantage.

---

Out of all that I'm most likely to adopt the Careers as valid & Group Advantage. I suspect the shield rule modifications will be popular so I'll take another look at them.


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Axel: yes, just a missed spell, with no self-exploding going on. With magic, that's a win! With ranged attacks like Dart the simple fact of failure usually just makes it a miss/failed spell (no damage). That would be different if anyone was making an Opposed Test that could get your Success Levels up out of the negatives, but there isn't. As for defense, don't worry about it until you get attacked. My next turn resolution will call out who gets attacked & you'll be able to see the enemy rolls (so you can decide whether to spend Fortune, ect).

Zarine: better than that, but foils have a bunch of attributes so let's go through them all.

Foil Qualities and Flaws:
Fast - this impacts initiative order, allowing Zarine to go before anyone without a Fast weapon. Didn't matter here because I overrode initiative for the huge combat (but you went before the beastmen).

Impale - you didn't roll a 0 on the units die and the test wasn't successful, so this attribute also didn't do anything this time.

Precise - the attack wasn't a success (roll under Zarine's Fencing skill of 55) so this didn't trigger and she didn't get bonus SL.

Undamaging - this only has a negative effect if your target is wearing armor, and the ungors don't have any AP, so no penalties are applied. Even if the ungor had armor on, that wouldn't be a success level adjustment. You'd win & lose the combat normally: undamaging is applied when you try to deal damage to the foe.

Attack Resolution: Zarine got -3 SL on the attack but the ungor got -5 SL. So her attack was unsuccessful (as a game term) but she wins this bout of combat by +2 SL, the difference between her poor roll and the ungor's even worse result. It doesn't matter because there wasn't a critical hit and the ungor doesn't have armor on any location, but she struck the ungor's body (reverse the attack result to change 87 into 78 and use the hit location table on page 159). She deals damage equal to her Strength Bonus +3 Weapon Damage +3 Success Levels +2 ungor Toughness Bonus -3 ungor Armor (-0 x 2 for undamging) = 5 Wounds.

Final Result: the ungor takes 5 Wounds and Zarine gains +1 Advantage.

Speaking of which, I forgot to apply advantage on the archer ungor attacks. Too bad for them. For the record, archer ungors #1, #2 & #3 all got +1 Advantage on their first turn for hitting with their bows. Archer ungor #1 lost his advantage when he got shot by Captain Gotthard (it also ran away, which would have cost it Advantage if it still had any). Archer ungor #2 & #4 landed successful bow shots on turn 2 and gained +1 Advantage.

Advantage table:
Zarine: +1
Archer Ungor #2: +2
Archer Ungor #3: +1
Archer Ungor #4: +1

---

Very minor note: Zarine described ungor #1 as having horns, but ungors specifically don't have them. Some do look closer to humans than most beastmen though, so that part works.


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Rope is cut already, Zarine.


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Some goings on during your Downtime

Alphonso:
You are resting in a tavern—uncomfortably, as you still aren't used to the...smell...of Ubersreik—when one of the men stands up and offers to tell a ghost story to the assembled crowd. The tale is unimpressive and he's quickly booed down. As he does, an herbalist at the next table over begins telling a story of their own, loud enough you can make it out.

"Never mind a ghost story. My folk told me about a whole island that disappeared on them. Was this place in the river where they buried the dead, or so they say. Kept bodies safe from wolves, see? Don't know if it was upstream or downstream. Vanished, see? River fog swalled it up one night, and it ain't never been seen since. Now that's proper spooky!"

Axel:
You're working on the docks as a ship pulls into the port when unexpectedly you are seized from behind. A sailor is looking at you with obvious distress. "Have you heard it too?" he moans at you. Keeping a hand on your sleeve, he bends down to rap his knuckles against the deck as he grows increasingly emotional. "Knock, knock, knock. Knock, knock, knock. It's...children you know. Drowned children. Trying to find their mothers. Poor little mites, all alone. Knock, knock, knock."

About then, the man's shipmates catch up with him and pull him away with muttered apologies. Through tears, the man cries out "Light a candle for them!"

If you want to inquire further, they are still close enough.

Hans:
You are running an errand in the market after formally dismissing yourself from the Greater Reik Trading Company when you notice an older woman sitting at a desk stuffed between two stalls. She is wearing a simple shift and wears a number of amulets, some of which are made of bone. A deck of cards is sitting on the table in front of her on top of a lightly embroidered cloth. Your eyes are drawn to the hers briefly, and she beckons you closer, holding out a hand.

"Your fortune for a few pennies?" she asks.

Magda:
You are between jobs one evening and have been invited to an evening party held by a halfling whose mother you treated for the shakes earlier in the day. The event is to be held in the lower portion of an inn and while the room is crowded with some other people you don't know, the food is far better than you've had in...a long time.

You're engaging in a conversation with a chandler when a fragment of a conversation grabs your attention from across the room.

"You'd never seen the like of all those papers they was pulling out of the Swordfish House."

Zarine:
You are seeing to your business near the docks during a busy time of day, when even an unusual figure like yourself gets stalled up by the traffic sweeping the streets. As you wait for a large wagon to pass by, a pair of passersby are holding a conversation verging on an argument about ghosts on the river.

"Lots of ghosts ni the river," says a halfling. "Drownings, accidents, murders. Then there's Janni Vertfang and the Naiads. Won't come aboard though, not unless you invite them. Just stay out of the water. Wouldn't even trust rowboats. That's where they'll get you."

Their compatriot is wearing an ill-fitting smock. "Naw, ghosts can get aboard, even if you don't invite them. Can't get you though...you'll just hear slow footsteps and creaking boards. Sometimes you'll see wet footprints on the decks. You have to invite them aboard if you want to talk to them, so they say."


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I was assuming the cart & mule were all part of your impounded possessions. See my post from this morning. If you want to spend an Endeavour getting them back, you can.


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We don't have responses from Invandi or Houghton on the current round of combat yet & I'm not aware that either has said they'll be out for a while.

It's longer than this should have gone on, but I'll wait until early next week & then bot people. Hopefully Monday morning. If I miss that deadline, feel free to post a reminder for me here in Discussion. I've been checking my campaigns page frequently of late and should see it.


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No, it has more penalties than that. The -3 Toughness above was me assuming that the target had a Toughness in the 30s. The target of an attack gets to take its Toughness Bonus off damage before the result is multiplied for Wounds.

If I was writing it up, this thing would be penalized differently than it is. It has a bunch of penalties though.

There's no penalty the creature suffers that is clearly labeled (this is due to bad eyesight). I can pick out one that is probably a direct result of that, though. Assume it can see you enough to pick out targets and attack them.


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Spotting you, the three men rush in your direction. "Help! Please!" they cry in obvious desperation.

The creature following them lumbers through the mists, following its prey. You see a massive eight-legged lizard-like creature bearing down on the men. It is nearly 20 feet in length and towers head & shoulders over the foragers. The creature is clearly ancient and ailing. Its movements are palsied, unsteady and arrhythmic. Many of its teeth are missing or broken and its skin hangs in sagging folds around its body. Its eyes are clouded and likely has poor vision. While the beast is obviously past its prime, a blow from its shaking claws would easily be capable of ripping a person in two.

This is what Zarine was uncertainly naming a basilisk.

I'm forever experimenting with initiative stuff...We'll go with 1d10 + Initiative modifier + Agility modifier this time.
Axel Initiative: 1d10 + 3 + 3 ⇒ (5) + 3 + 3 = 11
Magda Initiative: 1d10 + 3 + 3 ⇒ (10) + 3 + 3 = 16
Zarine Initiative: 1d10 + 4 + 4 ⇒ (7) + 4 + 4 = 15
Hans Initiative: 1d10 + 3 + 3 ⇒ (10) + 3 + 3 = 16
Gurdt Initiative: 1d10 + 3 + 3 ⇒ (6) + 3 + 3 = 12
Frederick Initiative: 1d10 + 3 + 3 ⇒ (5) + 3 + 3 = 11

Basilisk Initiative: 1d10 + 1 + 1 ⇒ (9) + 1 + 1 = 11

Axel roll-off: 1d10 ⇒ 6
Basilisk roll-off: 1d10 ⇒ 7
Frederick roll-off: 1d10 ⇒ 6

Initiative Order:
Magda, Zarine, Hans, Gurdt
Basilisk
Axel, Frederick

I have a big post to write in Discussion before you get started. There are a ton of rules to go with this guy in comparison to a normal combatant. So hold off for a bit if the Discussion post isn't up yet.

GM Stuff:
Hans Terror 35: 1d100 ⇒ 49
Gurdt Terror 35: 1d100 ⇒ 17
Frederick Terror 35: 1d100 ⇒ 83

Hans Broken 35: 1d100 ⇒ 36
Gurdt Fear 35: 1d100 ⇒ 70
Hans Broken 35: 1d100 ⇒ 44

Hans Broken 35: 1d100 ⇒ 80
Gurdt Broken 35: 1d100 ⇒ 96
Hans Broken 35: 1d100 ⇒ 40

Hans Fear (Round 1) 35: 1d100 ⇒ 26
Gurdt Fear (Round 1) 35: 1d100 ⇒ 79
Frederick Fear (Round 1) 35: 1d100 ⇒ 86

Hans Fear (Round 2) 35: 1d100 ⇒ 52
Frederick Fear (Round 2) 35: 1d100 ⇒ 60

Hans Fear (Round 3) 35: 1d100 ⇒ 72
Gurdt Fear (Round 3) 35: 1d100 ⇒ 43
Frederick Fear (Round 3) 35: 1d100 ⇒ 76

A bunch of rolling, but I got that out of the way. Hans has Fear 1 & three Broken Conditions. Gurdt has Fear 2 & one Broken Condition. Frederick has Fear 2 & three Broken Conditions.

For you guys, you can choose to use Resolve to ignore Psychology at any time, including right before your Terror test if you wish. If you do roll vs Terror & fail you will have to deal with Broken Conditions though.

Seeing even more food before it, the Beast of the Ortschlamm roars in fury! Queue the Jurassic Park sounds.


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If it helps, I'm on vacation as well. Even if you guys responded quickly I'm not sure I'd be able to work up a big combat post until next week. Let's get combat actions in, but don't worry about it if you are slow.


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I always underestimate how lazy I'm going to get on the weekends. Trying to put something together today, but if I manage to write it up, it will be a late posting.


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Not doing precise math on the combat. The critter isn't dead but that should be way more than enough damage to get it to run. (Bestial trait)

The crocodile thrashes about wildly in the water as Zarine stabs it again. The old woman is thrown out of the water before she splashes back in a short distance away.

The great beast dives pushes away through the shallows toward deeper waters.

Zarine, regarding her foil: the Undamaging trait gives "All APs are doubled against Undamaging weapons". See page 299. APs being armor points.


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The party is now at level 9!

We'll continue on instead of waiting for everyone to level up. You can just be at the next level when you have finished your bookwork & stuff.

Casters will need a rest to get their new spells & such of course.

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