For one, we'd only need two successes in order to get a critical success. Any additional ones would likely be wasted. For another, our ability to gain additional favors from the Walkers will be significantly curtailed once we finish Arming the Walkers, and we're already a third of the way done with that action. As such I don't think the additional 2 favors are worth the additional 12% chance of getting a basic success.
Oh, i see where the disconnect is. I was thinking that there were more levels of successes beyond a crit for normal rolls like with crafting, but that's not true.
Hmmm, I don't think I'll change my plan as a result of realizing this since a bunch of people have voted for it, but now i have zero issues if my plan loses
Hmmm, I don't think I'll change my plan as a result of realizing this since a bunch of people have voted for it, but now i have zero issues if my plan loses
Well according to the rules since the difficulty has now decreased to one, we 'just' need two successes to get a critical success:
Our quest will function off a system using pools of d6s. Standard success on a die will be 5+ (some high end traits later on may adjust this for very specific cases) and the total number of successes rolled in that pool will be compared to the Difficulty of the test. Every test performed can have a result of Failure, Success, or Critical Success.
A Failure is any time your total successes do not meet the Difficulty of an action or test. Failing a test doesn't necessarily mean no progress, depending on how close you were I may lower the Difficulty for the next attempt!
A Success is any time your total successes meet or exceed the Difficulty of an action or test. Success means you complete the project as intended, succeed at whatever contest you're in, learn something new, etc. etc.
A Critical Success is any time your total successes are greater than the Difficulty x 2. Critical Successes will net you whatever you were trying to achieve and then something extra depending on the situation. In combat it could be extra wounds dealt to an enemy, for an action to say run a store it might be a large profit, etc. (Critical Successes for Inventing and Crafting will have special rules listed below.)
I'd say look at various probabilities for how many dice we should put in but I play 40k; I know that the dice gods love to laugh at you, your opponent and the universe in general.
It's really bad that we couldn't find a workshop last turn, now we have no way of avoiding the disadvantage next turn. But we even used our only point of inspiration, sometimes you can't win. I really can't decide between the plans without a bit of probability calculation. The workshop is important I just want to make sure we avoid overkill.
We can't achieve anything more than a critical success.
Version 1 (+3 favors) Chance of failure
66.66%*66.66%*66.66%*66.66%*66.66%*66.66%= 8.77%
(Corrections are always welcome, I'm only human after all)
I think one favor is enough, but everyone is welcome to draw their own conclusions.
Edit: knew I made a mistake 4/6=66.66% not 60%. I think I'm not changing my vote now, but I'm less confident than I was before I noticed this.
[X] Plan Favored Workshop
Chance of failure
1-16.45%-6.17%= 77.38%
Simple Success
10*(66.66%*66.66%*33.33%*33.33%*33.33%)= 16.45%
5*(33.33%*33.33%*33.33%*33.33%*1)= 6.17% 22.62%
Critical success
Edit2: No critical success possible, difficulty *2 required, I'm really unfamiliar with this system and it's going to get really complicated, I think I'll have to use spreadsheets for calculations in the future 5*(33.33%*33.33%*33.33%*33.33%*1)= 6.17%
Unless I made a mistake here, we had real luck last turn and probably a disappointing success rate next turn.
Edit: Okay, now this action looks ridiculously unlikely. I'm excited for the next turn and fear the result.
[X] Plan Favored Workshop
-[X] Looking for a Workshop +1 Favor
-[X] Getting to Know Wolfenburg +1 Favor
-[X] Arming the Road Walkers x3
-[X] Calling in Favors (1 on Workshop, 1 on Getting to Know Wolfenburg)
Scheduled vote count started by adwarf on Dec 4, 2023 at 11:48 AM, finished with 39 posts and 31 votes.
[X] Plan Favored Workshop
-[X] Looking for a Workshop +1 Favor
-[X] Getting to Know Wolfenburg +1 Favor
-[X] Arming the Road Walkers x3
-[X] Calling in Favors (1 on Workshop, 1 on Getting to Know Wolfenburg)
Scheduled vote count started by adwarf on Dec 4, 2023 at 11:48 AM, finished with 39 posts and 31 votes.
[X] Plan Favored Workshop
-[X] Looking for a Workshop +1 Favor
-[X] Getting to Know Wolfenburg +1 Favor
-[X] Arming the Road Walkers x3
-[X] Calling in Favors (1 on Workshop, 1 on Getting to Know Wolfenburg)
Interesting quest, I don't think there has ever been a WHF engineer quest. One thing I am curious about is what we are going to do with steam once we manage it? Railroads do not really work just because of all the forests full of gribbles who will tear them out so what springs to mind first would be some kind of naval application, which incidental would also allow us to leverage it at a scale that does not require state patronage, something it does not look like Margret will be getting anytime soon.
Interesting quest, I don't think there has ever been a WHF engineer quest. One thing I am curious about is what we are going to do with steam once we manage it? Railroads do not really work just because of all the forests full of gribbles who will tear them out so what springs to mind first would be some kind of naval application, which incidental would also allow us to leverage it at a scale that does not require state patronage, something it does not look like Margret will be getting anytime soon.
Another advantage of steam ships is that the paddle wheel is a lot easier to invent than a proper drive shaft, it is basically just a water wheel in reverse. Granted it won't be going on any oceanic trips, not given what's in the seas in warhammer, but it is a good for rivers and and as you said that would be very useful in the Empire.
[X] Getting to know Wolfenburg
Rolling Mind/Wayfinding + Brilliant Mind + 1 Road Walkers Favor = 4d6 (6, 5, 2, 1) = 2 Successes vs Difficulty 1 = Critical Success
Gain 1 Experience towards Wayfinding 1.
Gain Wayfinding 1.
Gain 1 Experience towards Mind 3.
Gain 1 Inspiration.
Discovered various major locations in Wolfenburg and those of note to yourself.
New actions unlocked.
"That? Oh, that's the barracks of the Imperial Ostlanders. Odd lot they are. Only recruit from villages and hamlets around the Middle Mountains and then they spend all their time running around in the mountains."
Your brow raises as you stare at the building that looks much less like a military construction and far more like a library with the way bookshelf after bookshelf can be seen through the upper windows. Even the two people you've seen going in and out were dressed more like the exploration minded scholars you'd seen back at school with all sorts of pouches and oddities strapped to their bodies. Curious, you press the brat Alric had sent as your guide, "What exactly are they doing in the mountains?"
A shrug, "Not a clue. Supposed to be something to do with scouting but not a week goes by you don't see one of the lot carrying some weird thing or another inside."
'Interesting,' You smile a little as you turn to continue on down the street while taking note of the building for later.
...
Your eyes dart across the various temples arrayed around the common area your guide has brought you. A temple to Sigmar, one to Taal, one to Rhya, another to Ulric, yet one more for Shallya, a small one for Verena, and the understandable absence of Morr's Garden. It is the Temple District of Wolfenburg as the boy proclaims thought you can't help but to note the way the space seems dominated by Sigmar's presence more than any other. Sigmarite iconography adorns the space and the temple of Sigmar stands two or three times larger than any of the others here as the piece of architecture draws your eyes towards its harsh spires.
Despite your guide's suggestions that day, you do not end up touring each of the temples in turn. You certainly didn't hurry from the area though. Definitely not. He was imagining things when he said he noticed your hand going for Godri's gift.
...
Your trips with the guide Alric sends to help you see more of Wolfenburg are rather resounding successes as the boy, a kid in his teens that goes by Ralf, seems to know much of it like the back of your hand. He teaches you all of the major street names that act as thoroughfares for the city, while only four of them lead out of the city another four act as connections to the city center for the more maze like portions. You learn of the various barracks scattered throughout Wolfenburg housing Ostland's foot regiments, the place for markets and night markets alike, which portions of the city have been marked out by its version of gangs, and even get shown the Noble Quarter... Through an open gateway closely guarded by half a dozen private soldiers.
However, as the month begins to draw to a close you are guided along to a part of the city Ralf has never taken you before. Down one of the arterials he takes you until you arrive at an area where the external wall splits and cuts into the city, towers dotting the walls from which even now soldiers can be seen standing guard. Towering over the walls is a single grey keep, the windows strangely dark as the place gives off an abandoned feeling.
An angry snort comes from beside you as Ralf spits on the ground, "Königswald Keep. Seat of the von Königswald family of our oh so great Elector Count himself."
A light flickers on in one of the highest windows in the keep as you respond, "The von Königswalds?"
Ralf shakes his head as his eyes quickly dart around the road. His hand reaches over to grab your sleeve as he starts to guide you away from the keep, "Never seen them myself. The Grand Prince himself spends all his time in Altdorf letting Ostland rot. Supposedly the only people staying in the keep these days, besides the servants of course, are his son and the tutors. Fat lot of good he's doing us, aye?"
[X] Arming the Road Walkers x3
Rolling Mind/Engineering = 5d6 (5, 3, 3, 2, 1) = 1 Success vs Difficulty 3 = Failure
Rolling Mind/Engineering = 5d6 (6, 5, 5, 5, 2) = 4 Successes vs Difficulty 3 = Success, Normal
Rolling Mind/Engineering = 5d6 (5, 5, 3, 2, 1) = 2 Successes vs Difficulty 3 = Success, Terrible
Provided the Road Walkers with 3 terrible quality Flintlocks.
Provided the Road Walkers with 3 normal quality Flintlocks.
Road Walkers now 32/75 equipped.
Gain 4 Wealth.
Gain 1 Favor with the Road Walkers.
Gain 2 Experience towards Expertise in Flintlocks.
It is a process much like the first time you did it though this time with known quantities providing goods they've already started to gain some skill with... And, yet, for all of that it goes worse than before. Blaming it on the craftsmen would be shifting the blame for as you stare down at a trio of what you can only call subpar muskets you can only accept that it was your hands that caused the issues.
You'd put the screws in at an angle on one making the flint striker a little unreliable. On another you had warped the barrel a little at the end while putting it into place... A feat you are both slightly impressed by and truly embarrassed from even as Alric eyes with a sparkle in his eye. Yet another you had messed up the trigger assembly something awful and it was a rather finnicky beast to get to drive the ignition mechanism home...
Wrapped up in your failings, you jump slightly as Alric's hand claps onto your shoulder and the middle aged man looks down at you with a smile, "I know that look."
His hand pulls away as your attention is drawn from worry to him, the mercenary leader snatching up one of your flawed creations and bringing it to his shoulder with well practiced movements, "Success is success. We might not get to it how we want, but we do have to learn to take it when we can. Never forget who you're giving this guns too, Margaret."
He lowers the rifle and stares down at you with a stern glance, "Ostlanders to the last. Our people have been fighting the land itself with sticks and rocks longer than you've been alive. We can work around a few mistakes."
He grins, "Especially if it'll blow a fist sized hole in a beastman from a hundred paces."
[X] Looking for a Workshop
Rolling Mind/Diplomacy + Brilliant Mind + 1 Road Walker Favor = 4d6 (6, 5, 4, 1) = 2 Successes vs Difficulty 1 = Critical Success
Rolling 1d100 for luck = 80, Good luck
Unlock options for where to start your workshop!
Gain 1 Experience towards Diplomacy 1.
Gain Diplomacy 1.
Gain 1 Experience towards Mind 3.
Gain 1 Inspiration.
After two months of struggling to even get an answer from people you are honestly floored by how much simpler having Ori along to help makes everything. Instead of randomly asking about you are instead asked to come sit at the bar from time to time as you drop off flintlocks for the Road Walkers. Each time Ori calls you over it is to lay out some new location he's dug up for you or to schedule a meeting with someone willing to talk about a property to sale...
...
"Place has two stories and a basement. Got some furniture on the second floor, you can keep that. I just ask you keep your payment on time. Understood, girl?"
A part of you wants to rebel at being treated like a child by the matronly baker but refrains as you remember she seems more than capable of picking you up and snapping you in half from how she was handling sacks of flour earlier. Instead you look around the surprisingly clean room on the first floor and towards the almost spotless kitchen before heading for the most important space for you: the basement. The wooden door creaks open to reveal a flight of well worn steps leading into the dark.
A snort comes from behind you as the baker offers over up a lantern, "Last one living here left some of his stuff down there too. Said he wouldn't be needing it, something about buying even better stuff once he got to Marienburg. Verena certainly didn't bless that one with brains if you ask me."
You hold in a chuckle as you take the lantern and descend down. After only a few steps your face scrunches up as confusion settles in. Where paneled walls and support beams set up in a dirt hollow dug under the house should've been is instead a surprisingly large chamber carved from solid rock with support beams of stone reaching up to hold the house above.
Shelves and alcoves are carved into every wall and several wooden tables fill the space... And all of it is filled with a familiar assortment of glasswork, ceramics, woodcraft, and masonry. Words leave your mouth unbidden as the shock of it hits you, "An alchemist's lab?"
"Aye. What is left at least. Fool blew it up one too many times so I kicked him out the last time," The owner says as she waves towards the splintered remains of one table and the mess of shattered glass and oils surrounding it, "You'd have to clean it up yourself if you want to use it."
...
"This way Umgi."
You grunt in response as the Dwarf guides you to a large, single story stone building laying in the shadows of Wolfenburg's outer walls. A pair of large wooden doors mark the place as a warehouse once upon a time though the Dawi guides you towards a small door off to the side and unlocks it with a pair of keys pulled from... Somewhere. Together the two of you walk to the very center of the place and stand there for a long minute in absolute silence as you look around.
Several stacks of empty boxes. A wooden cart. Massive pillars of stone reaching up to the ceiling. And off against the far wall, a smelter that sits empty.
"We'll take the cart, but the rest will come with it."
"Ai."
"Ai."
...
"... What?"
Your head whips around the empty room you have found yourself in before turning back to stare at Ori who is currently leaning against the door with an open bottle in his hand, "Aye. Place can be yours to do your work. Two floors, some free furniture, and right behind the Rickety Wagon. Figured if you were shopping around then I might as well try."
He takes a swig from the bottle before pointing back out the door, "Puts you pretty close to your usual work as a bonus."
...
Which place do you choose for a workshop? [] 23 Miller Street - A two story house with a basement owned by a local miller and baker who has offered the place up for a yearly rent. It's relatively small all things told, but comes with some bedroom furniture and a kitchen proper. Perhaps more importantly the basement is carved from solid stone and contains the remnants of an Alchemist's workshop that could be potentially very useful. Of course, from the way the owner spoke, too many accidents might get you evicted. Costs 8 Wealth a year.
Remains of an alchemist's workshop?
Close to Wolfenburg's main streets.
[] 3 Underwall Road - A former warehouse involved in some form of ore smelting being put up for sell by a Dwarf. It is a rather sizable place that will come only with an old smelter in the back and some wooden crates, but it should be proof against any larger scale projects you want to take up. Of course, there is a rather concerning catch now that you know the lay of the land: It is right on the edge of Red Woodsmen turf. Costs 12 Wealth to buy it outright.
Has a large smelter.
Near Red Woodsmen turf.
Very large space.
[] The Rickety House - One of several buildings surrounding the Rickety Wagon that Ori seems to own being offered up to you at a fairly reasonable price that can act not only as a house, but a small workshop for yourself. It would be perhaps the safest and most stable place you could choose in return for tying yourself even more tightly to the Road Walkers. Costs 5 Wealth a year.
Right next to the Rickety Wagon.
Very safe space but close ties to the Road Walkers.
[] 39 North Street - A former carpentry workshop and furniture store directly on one of Wolfenburg's main streets being offered for yearly rental by the son of the carpenter who once worked their. It would need furnishing all on your own and would be a bit expensive, but perhaps the ability to run a shop directly on a main thoroughfare could prove worth it. Costs 8 wealth a year.
Moderate space split between workshop, storefront, and living accommodations.
Right on Wolfenburg's northern main street.
[] None of them - Unsatisfied with what you found this month you decide to try again next month for a location more fitting your tastes and needs.
Name:Margaret Age:16
Wealth:13 Inspiration:2
Favor:
Road Walkers - 3
Attributes and Skills:
Body - 3
Athletics 2
Mind - 2 [2/6]
Engineering 3
Alchemy 2
Inventing 2
Construction 1
Diplomacy 1
Wayfinding 1
Soul - 2
Oration 1
Traits: Believer of Steam -Gain two bonus dice on any project involving the creation or use of steam power. Lose two dice when working with alternative power sources for what could compare to the marvel of a boiler? You are deeply unsettled by the absence of steam powered machinery and have a desire to explain to anyone who will listen the greatness of steam. Student of Innovation - Gain an additional die when working on any engineering that is odd, experimental, or cutting edge. Accidents Happen - On failing an engineering test with something new or experimental there is a 50% chance of an accident occurring. Brilliant Mind- Provides an additional die when learning any new skill, halves chance of accidents.
Possessions: Engineer's tools of the trade
Several sets of clothes
3 Matchlocks (Prone to misfires, Unreliable in even wet conditions, Godri would disapprove) Gromdottir (+4 bonus dice when used for combat, ???, ???, Limited amount of ammo) Raven Amulet (???, ???, ???) Bottle of Kislevite Vodka
Assistance on an Action -1 Favor per Die on applicable actions. Bodyguards - 2 Favor and 1 Wealth per month required, gives you six Road Walker bodyguards during the duration. (Unlocked from Relationship 2) Request Investment - 1 Favor per Wealth requested. Can potentially harm your relationship with the group. (Unlocked from Relationship 2)
Those are good options, but I personally like the former dwarf home because we know it was made well, or the carpenter hole because we can start our own shop and be truly independent and build our temple to steam
[X] 39 North Street - A former carpentry workshop and furniture store directly on one of Wolfenburg's main streets being offered for yearly rental by the son of the carpenter who once worked their. It would need furnishing all on your own and would be a bit expensive, but perhaps the ability to run a shop directly on a main thoroughfare could prove worth it.
To have a shop the best thing is positioning, on the main street everybody knows they can go there.