So they can camp at their home castle and act as a rapid strike force to inevitably shore up the 3000 Presciently Opportunistic Attempts of Destruction to punch through our weakened defences, I think.
 
Most of them are on foot. Would be smarter to use them in the city and the others as a strike force. More horses = more mobility.

You want the heavy infantry in a city.
Not the armored knights riding horses.
 
………Well shit, you're not wrong. The suicide bombers might have occupied all our attention.
It's a bit late now though. I'm not sure what to do about that.
 
Cold Considerations
[x] Allow Anna: Anna believes that she can transform the potentially useless flailing of some of the more physically disadvantaged Flagellants – not all, merely those who will potentially be of far less use in combat than their fellows – into explosive destruction. Holy martyrdom, with the help of some black powder and their endless fervor. It is a brutal thing to consider, but purely logically, may well have some merit. Allow her to continue her recruitment efforts, and it may prove of some use during the battle.
 
if enough people want to I can just swap them out for a knightly horse chapter when I get to a computer
So, something like that? :whistle:
[X] Plan: Sound the Drums of War + Allow / No north Star
-[X] Allow Anna:
-[X] No:
-[X] Call North:
--[X] Call Raven Knights of Morr/Black Guard of Morr, The Bull Warriors


I prefer to keep Knights of the North Star South as mobile reserve / potential asset for the Beasttide, so here is a version of Woltaire's plan that does exactly that.
 
[X] Plan: Sound the Drums of War + Allow / No north Star
-[X] Allow Anna:
-[X] No:
-[X] Call North:
--[X] Call Raven Knights of Morr/Black Guard of Morr, The Bull Warriors

I'll vote for this version for sure. The RSF for the Beasttide definitely seems like something we'll be grateful for having
 
[X] Plan: Sound the Drums of War + Allow / No north Star
-[X] Allow Anna:
-[X] No:
-[X] Call North:
--[X] Call Raven Knights of Morr/Black Guard of Morr, The Bull Warriors
 
So...nobody finds it a bit odd that Marlin brings up the question of what Roland is up to just before torroar gives us two interludes leading up to Roland showing up in Ostland?

What is it, @Marlin? Backdoor to torroar's computer/notes, blackmail, psychic powers, secret door to hijack his body? Tell us, damn you. 😜
 
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In tabletop terms he has a magical weapon, Durandal, and magic armor, the Gromril Rune Plate, but he doesn't have a magical Talisman.
But he does though?

Name: Roland Martel du Lac Dieudonné
Date of Birth: 2280
Titles: Sir, Knight of the Mountain, Dawongr of Karak Azul, Deva's Chosen, The Unstriped King, Hero of the Golden Plains, The Pale Xiezhi, The Warlord That Wasn't, Ettinslayer, Dread of the Dread Maw, Preytonbane, [REDACTED], [REDACTED], The Western Revenant, The Ghost of Honor, The Lost Lotus, The Sunset Lion, Hero of Shenlong Village, The Poor Knight
Prestige: [REDACTED]
Equipment: Durendal (Ancient Rune Inscribed Gromril Greatsword), Karak-Klad (Ancient Rune Inscribed Gromril Full Plate Armor), Medal of the Tiger Generals of Cathay (Powerful Warding Amulet), Landuin (Purebred Bretonnian Warhorse)
Inventory: A Questing Knight's Supplies (Various)
Fate Points: 5
Fortune Points: 10 Per Day (Able to add +5 To A Roll Per Day)

Roland is an accomplished adventure he's had tons of time to do his own epic events and get his own equipment. He doesn't need a handout from Freddy besides friendship
 
But he does though?



Roland is an accomplished adventure he's had tons of time to do his own epic events and get his own equipment. He doesn't need a handout from Freddy besides friendship

Herp derp I forgot to check his profile to make sure.

In that case and since it appears we can't really offer him a mount either, then I guess when we separate we'll just be sending him off with a pat on the back and some of the best ales we have to keep his spirits up in what is undoubtedly going to be a pretty draining journey. Maybe also a bit of coin if the part in the interludes about his funds running out still holds true.
 
4+ ward saves total is a hell of a drug.

Though in TT a Ward Save talisman would be pretty suboptimal for a Bretonnian hero since IIRC Ward Saves don't stack and all Bretonnian knights have the Lady's Blessing provided they pray and don't act dishonorably, like refusing a challenge, so the talisman's ward save would just end up replacing the Lady's Blessing.

Of course this being a mostly story driven game, I imagine that game mechanics aren't as rigid or as important here.
 
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They don't stack? I thought the rule was a cap at 4+, not for everything,
Huh. I've misremembered.
Well at least he gets, at least, a 5+ Vs his son, who is most certainly Str 5.
 
They don't stack? I thought the rule was a cap at 4+, not for everything,

In the sense that if you have a hero that has a Ward Save like a Bretonnian Knight already does at say a 5+, and you get him a talisman that will provide a 4+ Ward Save, then the knight will just get the better 4+ Ward Save rather then both, again, if I recall correctly.
 
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Its hard to understate the sheer vastness of the Old World wilderness. These people don't have GPS, or surveillance satellites, Google Earth, Twitter, traffic cams, etc.

In Gotrek and Felix, they once came across a full on Chaos Warband, led by a powerful Chaos Champion, who was just casually burning villages down in the depths of the Empire as she sought out her daughter to kill to prove herself truly dedicated to Chaos. There were no State Troops deploying on her, no rallying Knightly Order, no strike force of Wizards, etc.

That was when the Empire was arguably at it's most powerful, at least until, uh, stuff happened.

Charlemagne didn't need to take the main roads, not really. He didn't even necessarily travel entirely in the Empire. He started in the Vaults after all.

TBF in context it was a relatively small band with only a single cannon and most of it's numbers being made from beastmen and can be inconvenienced by a random village with some put together defenses

and the reputation was starting to spread
 
On the topic of ward saves, I cannot wait to see Bokdrungni in action.

  • Master Rune of Skella Valayadottir: The long, painful battles of the War of Vengeance engendered a great hatred of magic within Skella's heart, for too many times had it struck down good dawi at the hands of the Asur. Thus did she strike this rune for the first time, a vengeful thing indeed based upon the Master Rune of Balance and Master Rune of Spite, that it might take the magic of the enemy within itself and release it again at the behest of its new master. (6+ Chance To Absorb Incoming Enemy Spells, Cleanse, And Release As Wielder-Controlled Blast)
  • Rune of Warding: This rune grows bright when harm is directed towards its charge, causing swiftness of movement to block, to dodge, and on occasion simply cause the attack to fail entirely. (+6 Ward Save)
  • Rune of Striking: Uncanny precision flows forth from this rune, channeled into and aiding in its wielder's attacks against their enemies. Skill itself has been amplified by the carefully struck Rune. (+5 To Personal Attack Rolls, i.e. 50+5(Rune of Striking)=55)
 
TBF in context it was a relatively small band with only a single cannon and most of it's numbers being made from beastmen and can be inconvenienced by a random village with some put together defenses

and the reputation was starting to spread

True! But that's sort of my point. Charlemagne may have Krell's armor and axe, plus his own tainted presence/power from the Dark Gods, but he's one guy. But he's capable of walking for, like, weeks without anyone even seeing him, especially if he doesn't take the main roads/paths. After the Vaults, his warband was entirely dead, his main spellcaster/magus was dead, and he was alone.

He was not, necessarily, like some Chaos Lords who are just walking wastelands, who leave burnt and hellish tainted earth behind them in vast gulfs like Archaeon or Crom might.

Charlemagne was running the most open band of Chaos Worshippers in Tilea/Estalia, and it still wasn't big enough of a deal to make the international Rumor Mill. It might not have seemed like it from Roland's/the Interlude's perspective, but Roland had/has a literal homing system thanks to his Grail Visions that are telling him precisely what direction to go in to get after his son, which pushed them to the desperation moves of sacking/razing more openly to get more resources to try and keep ahead of him and the band of Furies and their Furiosa.

All I was saying is that the wilderness is big enough that if you aren't actively sacking/raiding/razing/invading/attacking/etc. various settlements, it is possible to just sorta move through 'em without people noticing as much. And those that do, like isolated trappers/hunters/etc. are just as likely to have their disappearances blamed on it being the Great Forests of the Empire rather than specifically some raving Chaos Champion who cut them down and ate them.
 
True! But that's sort of my point. Charlemagne may have Krell's armor and axe, plus his own tainted presence/power from the Dark Gods, but he's one guy. But he's capable of walking for, like, weeks without anyone even seeing him, especially if he doesn't take the main roads/paths. After the Vaults, his warband was entirely dead, his main spellcaster/magus was dead, and he was alone.

He was not, necessarily, like some Chaos Lords who are just walking wastelands, who leave burnt and hellish tainted earth behind them in vast gulfs like Archaeon or Crom might.

Charlemagne was running the most open band of Chaos Worshippers in Tilea/Estalia, and it still wasn't big enough of a deal to make the international Rumor Mill. It might not have seemed like it from Roland's/the Interlude's perspective, but Roland had/has a literal homing system thanks to his Grail Visions that are telling him precisely what direction to go in to get after his son, which pushed them to the desperation moves of sacking/razing more openly to get more resources to try and keep ahead of him and the band of Furies and their Furiosa.

All I was saying is that the wilderness is big enough that if you aren't actively sacking/raiding/razing/invading/attacking/etc. various settlements, it is possible to just sorta move through 'em without people noticing as much. And those that do, like isolated trappers/hunters/etc. are just as likely to have their disappearances blamed on it being the Great Forests of the Empire rather than specifically some raving Chaos Champion who cut them down and ate them.

So Charlemagne has literally been eating Imperial subjects...

Also I'm reading up on the effects of Krell's armor and axe on TT. The gist of it is that if someone attacks Krell's armor with a magic weapon and its wearer manages to make his armor save that magic weapon's magical effects become null and it gets treated like a totally mundane weapon, in case of Durandal, a mundane great sword.

So translating it into lore, an attack that gets blocked well by the armor would suddenly turn Durandal or other magic weapons inert. They would still exist, but they would just act like normal swords, warhammers, axes etc,etc.

His axe on the other hand acts as a normal great weapon, but it also does 1d3 wounds. In addition, a model that takes an unsaved wound made by the Axe of Krell needs to roll a d6 every turn. If the result of a d6 is higher then the amount of wounds the victim has left, then the victim takes a wound against which he cannot take any armor saves. The latter effect is described in that when Krell's axe wounds someone, shards of it burrow in their body and start, magically, seeking out the victim's heart.

So translating it into lore, Krell's Axe should be able to do much more damage upon contact then its size would imply. In addition, being wounded with it would be like being poisoned, in the sense that the shards of the axe, once they become embedded in your body, would constantly try to kill you from within, being more likely to succeed the more wounded and weak you already are, though magical defenses like the Lady's Blessing could still protect you from those shards.

Though of course story > game mechanics in the quest so torroar can do with this as he wiills.
 
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