Powder, Gears, and Blessed Steam - A WHF Engineering Quest

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Scheduled vote count started by adwarf on Dec 23, 2023 at 12:25 PM, finished with 47 posts and 34 votes.
 
Interlude: Know that tonight we watch IV
You cast a long glance at the corpse before sighing and leaving it where it lay. You are no Witch Hunter nor priest trained and experienced in these matters and it was hard to be sure what among her worldly possession might pose a risk, and so with a grumble you close your door and slam the beam into place. It comes as a surprise to you that walking is far less agonizing than sitting down as you collapse onto the floor from your first attempt.

"Traitorous bastard," You growl as you pull yourself up onto the stool with greater care than your first attempt, every shift of your arms enough to make tears well up in your eyes...

Ruined clothing needed burning. Injuries and acrid blood needed cleaned.

"And most importantly," You snatch up a bottle that has sat undisturbed for a while now and deftly uncork it, "I need a bloody drink."

You take a large swig straight from the bottle.

'It'll ease the pain a little for thi-'

A yelp follows soon after and a great many more curses are thrown to the corpse that can no longer defend itself this night.

...

Only hours after the fight are you able to take a moment to relax, or at least rest while keeping a close eye and Gromdottir pointed in the direction of someone capable of defying death. Some clean cloth is wrapped around your withered shoulder as best as you can manage, the burns that cover you from neck to waist have been thoroughly cleaned, and new clothing donned. Despite the ruined clothing and burnt flesh around it the amulet Gramps has defied the odds and come out unscathed...

Though you question if that defiance was chance quite heavily for a perfectly circular area around it is unmarred in spite of the flaming blood that struck everywhere else. Your eyes narrow as you glance between it and Gromdottir, uncertainty burning in the back of your mind alongside more questions than you have ever had about Gramps in your entire life.

'But for now they'll have to go unanswered,' You think as the faint green light bleeding out from around the window shutters fully gives way to the light of the sun and the sound of countless bells ringing carries through the city. Casting one last glance at the fallen priest's body, you make to head for the Garden of Morr.

...

Unlike the other temples the Garden of Morr lays outside of Wolfenburg's Temple District, the outer wall of the city splitting off much like with Königswald Keep to completely encircle it though no gate allows entrance within. Standing before the bizarre merging of defensive fortifications with cathedral architecture leaves you feeling intimidated. Black robed Morrites patrol the walls alongside Wolfenburg's city guard. Ballista poke out past the crenellations of towers aiming down towards either side of the wall. A half dozen Priests stand before the half open gates made of dark black wood seemingly polished to a sheen and reinforced with iron.

A steady flow of people come from within, all offering prayers to Morr and thanks to His Priests for the care shown to them last night. You smile as you remember your own memories of such mornings. A night under solid roofs and surrounded by walls that didn't have holes in them. Warm soup to go with slightly too hard bread and as much clean water as one could ask for.

'Among all the temples it was Morrites that have always treated me kin-'

Your thought is cut short by what feels like a harsh bite on your leg as you yelp in surprise and reach towards the source o-

Terror.

All you feel is a sharp sense of fear as your hand touches the crude figurine still resting in your pocket. You ignore the concerned glances cast your way as you hesitantly take another step forward and frown as the fear grows even more vivid than before. Whatever Mr. Rabbit feared lay directly ahead... In the Garden.

How do you react?
[] Trust Mr. Rabbit, turn and leave.
[] Continue with your intent to report the necromancer.
[] Head into the Garden to try and find the source of the fear.
[] Write in.


[X] Bring it to the attention of the Garden of Morr come morning.
[X] Leave it all with the body.


Rolling Soul/Sixth Sense = 2d6 (6, 2) = 1 Success vs Difficulty ??

Rolling 1d100+10 (53)

You notice nothing.
Mr. Rabbit stirs, painfully.

Name: Margaret
Age: 16
Fame: 2

Wounds: 1 out of 3 2
1. Severe burns across your torso
2. Withered shoulder; Wounds reduced by 1 due to the nature of the injury
Penalties: Lose 1 die on any actions requiring strenuous physical activity until wound #2 is healed.


Wealth: 13
Inspiration: 6

Favor:
  • Road Walkers - 6

Attributes and Skills:
Body -
3 [1/8]
  • Athletics 2
  • Pistols 1
  • Stealth 0 [1/2]
Mind - 2 [2/6]
  • Engineering 3 [1/8]
  • Alchemy 2
  • Inventing 2
  • Construction 1
  • Diplomacy 1
  • Wayfinding 1
  • Tracking 0 [1/2]
Soul - 2 [1/6]
  • Oration 1
  • Sixth Sense 0 [2/4]

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.
??? #1 - ???.
[1/2]
??? #2 - ???. [1/5]

Possessions:
Engineer's tools of the trade
Several sets of clothes
3 Matchlocks
(Prone to misfires, Unreliable in even dry conditions, Godri would disapprove)
Gromdottir (+4 bonus dice when used for combat, ???, ???, Very limited amount of ammo)
Raven Amulet (???, ???, ???)
Mr. Rabbit (???, ???)
Bottle of Kislevite Vodka
 
Well.....Shit

So how bout we trust the rabbit

and either find someone else to deal with the body or go and burn it in a pyre
 
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If we were not literally with 1 HP left I would go for this... [] Head into the Garden to try and find the source of the fear.

But since we are quite literally on the verge of death I am going for.

[X] Trust Mr. Rabbit, turn and leave.

@adwarf I suppose that if we pick this we are burning the corpse in the Smelter, no?

And after seeing this recent development, are we going to have the chance to go through the necromancer stuff?
 
That's bad. That's really bad. If someone had gotten past the initial and really difficult hurdle of infiltrating/subverting a Garden of Morr, they'd be effectively above suspicion.

[X] Trust Mr. Rabbit, turn and leave.
 
...oh, so even the Temple is compromised.

Uh oh.
Given the omens of the ravens fighting each other, I'd say there's probably a mix of true and fallen priests in there. Necromantic heresies would explain why the necromancer we killed was praying to Morr (assuming that we really were reading her mind), and the expression of joy on her face. The true priests could be unaware of the heretics, or they might be sticking to a shadow war for some reason. Politics perhaps, or fear of Sigmarite Witch Hunters going "Kill them all, Morr will know his own", to purposefully misquote Arnaud Amalric.

I figure we should come back next turn, except with some bodyguards and maybe some freshly purchased gambeson just in case. A few bodyguards would make this a whole lot safer.
 
If you leave then options for what to do with the body and the stuff on it will be voted for alongside next turn's plan.
Interesting, just to know, the [] Head into the Garden to try and find the source of the fear. is supposed to be an exploration thing, we are not actively seeking to get into a fight, no @adwarf ?
I figure we should come back next turn, except with some bodyguards and maybe some freshly purchased gambeson just in case. A few bodyguards would make this a whole lot safer.
First of all, we need to heal ourselves completely, then get at least a gambeson and a brigandine, and we should probably check the corpse to find clues...
There is always the possibility that the rabbit is just being a rabbit, and is scared of Death
I seriously doubt it, the little girl was not afraid of passing to the other side and I doubt that this one is afraid that either...
 
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There is always the possibility that the rabbit is just being a rabbit, and is scared of Death
I don't think so. That rabbit was next to a literal gate of Morr which meant true death and rest last night and didn't freakout. So it's likely danger sense.

@adwarf While we are in the Temple District, can we visit the Shallyan temple and get healed? We'll need an excuse to how we got burned and cursed with rot without saying that the Temple of Morr is half-filled with Necromancers
 
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