Good news on the platemail front! I'm looking at Markus' character sheet and it turns out I straight up miscalculated. Full plate would replace his brigandine, not go on top of it, which means he'd be at exactly his Encumbrance limit, no Overburdened. On top of that, his dwarven chainmail has the Lightweight quality, and if his platemail will have the same, that's even less weight.
Still not as good as a drakefire pistol (this is another situation it'd trivialise; just hit all three with napalm that does damage over time), but significantly better than I thought.
EDIT: Gah, I didn't miscalculate. I'd just forgotten we're getting chainmail on top of the platemail. We'll definitely be Overburdened unless it all comes in Lightweight.
A suggestion for everyone going with Mine Holdout, but you might want to have that be an 11 rather than a 10 just to get the critical. That way in case the witch lives she will at least suffer a potentially debilitating injury.
A suggestion for everyone going with Mine Holdout, but you might want to have that be an 11 rather than a 10 just to get the critical. That way in case the witch lives she will at least suffer a potentially debilitating injury.
Pistols have Impale, which means they cause a Critical Hit on tens instead of just doubles.
However, the bigger reason to go with 10 is because Pistols also have Damaging, which means that for the Damage calculation, they use the roll of the units die instead of SL if it would be higher. In this case the units die is 0, which counts as a 10. That means it's doing 19 Damage total. If Etelka has the stats of a wizard lord (TB 3, 14 Wounds), that'll take her below 0 Wounds, which not only gives her a Critical Wound, but also adds +20 to the severity. There's a 20% chance she straight up mcdies.
I should also note here that each blow can only deal one Critical Wound, so we're not dealing two from getting a Critical Hit and reducing her below 0.
Scheduled vote count started by Maugan Ra on Jan 14, 2025 at 3:30 PM, finished with 84 posts and 55 votes.
[X] Plan: Mine Holdout
-[X] Spend 1 Resilience to roll a 10 for shooting Etelka in the head
-[X] Lure the champions where there's lower headroom, surround them, and have the front rank on the defensive while the rest stab them
-[X] Move to one of the mine exits and hold the chokepoint until relief arrives.
There are four metacurrencies: Fortune, Fate, Resolve, and Resilience. You have as much Fortune as you have Fate, and you have as much Resolve as you have Resilience. Fortune: Reroll a Test, add 1 SL, or ignore initiative and act when you want in a Round. You regain all spent Fortune at the start of the next session, though in this quest, I believe it's at the start of the next day.
Fate: A source of damage absolutely misses you, or you are guaranteed to survive an encounter but can't participate in it any longer. Spent Fate is gone for good. You can gain more Fate with great acts of heroism.
Resolve: Become immune to psychology for a couple Rounds, ignore all modifiers from Critical Wounds except amputation, or remove all instances of a Condition. You regain 1 Resolve every time you act in accordance with your Motivation. (Getting Spatin to go to the Colleges, making up for how Markus didn't do the same for his father.)
Resilience: Avoid mutating or choose a roll. Spent Resilience is gone for good. You can gain more Resilience by doing something extremely important to your Motivation. (Markus protected his brother and thus atoned for his father's death, so he gained a Resilience point.)
If you spend Fate or Resilience, your Fortune and Resolve pools also go down by 1, so it's extra important to only spend them when you really need to.
"The Changer of Ways knows many spells, I'm quite sure. But there is one I know they've never seen of before."
"I hardly believe a Templar would know anything of magic."
"Sigmar has charged his faithful with protecting the Empire against your ilk. And with the wisdom of Magnus the Pious, we now know many things about magics that can be wielded against you."
"Very well. What is this spell?"
"I CAST GUN, PREPARE TO MEET YOUR GOD!"
[x] Plan: Mine Holdout
-[X] Spend 1 Resilience to roll a 10 for shooting Etelka in the head
-[X] Lure the champions where there's lower headroom, surround them, and have the front rank on the defensive while the rest stab them
-[X] Move to one of the mine exits and hold the chokepoint until relief arrives.
XXXVII - In Sigmar's Name
She offers you surrender. She offers you humiliation and suffering, imprisonment in the depths of some forgotten pit to be tormented by daemons and their pets, a stay of execution until your spirit or your body succumbs. She offers you death by any other name, and expects you to believe that it is a worthy trade.
She damned your father. She poured poison in his ears and kindled the darkness in his heart until he fell from grace, and she made you send him to the pyre. She alone of all beyond your family knows of Rickard's condition. It was her schemes that set the dwarves and humans of Grissenwald against each other, and her patronage of murderers like Knud has cost the lives of good men and women from here to the very streets of Altdorf.
She killed Max.
Perhaps it is your expression that betrays you, some look in your eyes or shift in your stance. Whatever it is, Etelka Herzen is ready for it. As you raise your pistol she mirrors the motion, a long wand of some oily black stone held in her dainty hand, and when she spits a word of command the shadows obey. Long ropes of darkness erupt from the darkness around your feet, hissing like snakes as they wrap themselves around your torso and drag your arm down before it can aim the gun, but you are not so easily denied. Your heart burns with inner flame, consuming everything you are and all that you have to give, and before the force of that inferno nothing a mere sorceress has to offer is enough.
"Die," you say, and pull the trigger.
Your bullet strikes Etelka Herzen between the eyes. There is no bone behind that pale skin, no skull cradling the soft mass of her brain, only a gelatinous mass of squirming black filth that loosely apes the proper shape, and so the shot does not so much shatter the witch's head as puncture it. Ichor erupts from the wound in a lumpen spray, filling the air with the same nauseating reek that she once used perfume to disguise, and like a puppet with its strings cut, Etelka collapses.
You have no time to celebrate, or even truly process what you have achieved, for the beastmen roar with outrage and lunge to the attack. No mere raiders these, like the brutes that attacked you in the tunnel. These are Bestigors, the vile champions of their forsaken race, and their battle fury is a thing of terrible wonder to behold. The thin line of mutant spearmen who step up to support you as little more than kindling before the flame, hacked and bludgeoned and torn apart before they even have the time to scream, and then it is your turn. Your rapier is a swift and deadly weapon, but it is one thing to cross blades with a fellow duelist or ward off a charging bandit, quite another to stand against a snarling pillar of muscle and fur wielding an axe as long as you are tall.
An axe bites into your shoulder, tearing open an artery and soaking your whole side in blood. A horn tears through your gut and pulls forth ragged ropes of muscle like so much string. An attack you do not even see cuts straight through your thigh and sends you spinning to the ground, and in the face of such wrath even the fire blazing within your heart is not enough.
You fall, and darkness swallows your world.
Combat begins! Markus is joined by three mutants, and they are facing down Etelka Herzen and two Bestigors. Elvyra and several other mutants are present, but they are effectively non-combatants.
Nobody has any advantage to start with.
Round One
Etelka Herzen
Etelka attempts to cast Entangle. Her Language (Magick) is 75 and she rolls 42. This is 3SL, raised to 5SL by talents.
Entangle has Casting Number 3, reduced to 2 by Etelka's magic item. Consequently, Etelka has three levels of overcast to work with. She spends one of them on an additional target and two on doubling the duration.
Markus and one of the mutants receive a pair of Entangled conditions each.
Etelka then moves behind one of her bodyguards.
Markus
Markus spends two resolve to remove the entangled conditions, overcoming the magic by dint of sheer iron will.
As per the winning plan, he burns a point of resilience to shoot Etelka and automatically rolls a 10. While he is suffering various penalties such as vision and Etelka having cover, this is still enough to hit.
Thanks to the damaging quality, allowing Markus to replace the rolled SL with the units dice (0, counting as 10) for damage calculations, this shot deals 19 damage. Etelka has a toughness bonus of 3 and a single point of arcane armour, so she takes 15 wounds. This brings her to an effective -2, so she takes a critical hit with a +20 modifier.
The result is 115. Etelka is instantly slain as her skull is shattered into pieces.
Markus and his allies gain 2 advantage points.
Bestigor 1
Furious, the first Bestigor charges Markus. It has a skill of 65, increased to 75 by the charge, and thanks to Horns gets to make two attacks. It rolls 24 (5SL) and 94 (-2SL).
Markus defends with his fencing skill of 63. He loses 2SL on each of these tests because of the size difference, but is still better off than relying on his dodge of 26. He rolls 39 (1SL) and 76 (-3SL) and so is hit twice. He spends his last fortune point on rerolling that second one and gets 61 (-2SL), but is still hit.
The Bestigor is using a greataxe so has base damage 10 and impact on the charge, for a raw damage of 10+5+4-1 = 18. This is a hit to the right arm. Markus has TB5 and 4AP on the arm so takes nine wounds. This reduces him to -2. His armour is also damaged by the hack quality.
The critical hit results in a 94 "Damaged Artery". Markus takes 4 bleeding conditions.
The Horns attack has a base damage of 7, and as a large creature the bestigor swaps its SL for 4 on the damage calculation, total 7+4+2=13. This is a body hit, Markus has 5TB and 3AP on the body currently, so takes a critical with a +50 modifier.
The critical is 74, pulled back. Markus suffers a Torn Muscle (Major) injury in his back, much as Max did in Bogenhafen.
Bestigor 2
The second Bestigor charges the mutants, starting with the non-entangled mutants. It has a skill of 75 on the charge and rolls 72 for its first attack.
The mutant defends with a skill of 35 and rolls 95, for -8SL after the size penalty. The Bestigor inflicts 10+2+8= 20 damage and kills the mutant.
Deathblow! Hitting a smaller target with a melee attack allows a large opponent to move through and attack again. The Bestigor follows up with an attack against the second mutant and rolls 06 (7SL) versus 51 (-4) for 10+7+4+6=27 damage, again killing outright.
Deathblow! The number of attacks you can make in this manner is capped by your weapon skill bonus, but the Bestigor has plenty to spare. It follows up against the entangled mutant and rolls 65 (1) versus 11 (1 plus crit), a hit for 10+1+5-1=15 damage, which reduces the last mutant to 1 wound. The Bestigor then follows up with its Horns trait, rolling 31 (4SL) against 72 (-8) and kills the final mutant.
Deathblow! The second Bestigor finishes up with an attack against Markus. It has skill 75 and rolls 48, for 3SL. Markus has defence 63 but takes a -20 penalty on his roll due to the torn muscle in his torso. He rolls 17, for 1SL after size etc.
The Bestigor inflicts 10+3+8-1= 20 damage to Markus. It hits the left leg for a critical with +140 bonus. This removes Markus' leg and kills him immediately.
Markus spends a Fate point on Die Another Day.
-/-
You wake to pain and the smell of burning flesh.
You gasp in breathless pain, the taste of blood and bile mingling in your mouth, and thrash like a worm upon a fisherman's hook. Your clothes are gone, your weapons taken, everything you had plundered by the bestial horde before they left you here. A length of rope runs beneath your arms and across your broad chest, holding you in place against the tree even as it squeezes the breath from your lungs. Through eyes blurred by tears you look down at the ruin of your right arm and the empty space where your left leg should be, seeing the burned and bubbling mass of cauterised flesh that spared you the death you had earned. The beasts, it seems, wanted you alive. Or, at least, they wanted you to suffer before the end.
Your bare skin is covered in signs and sigils, some daubed in blood and filth, others simply cut into your broken skin by tainted blades. You look upon them for a moment, then add your own vomit to the mess.
It is almost dawn. The sun is coming up in the distance, and by its pale light can you see the ruin of Black Peaks. The ground has been churned to mud by a hundred stamping hooves, the wooden buildings shattered and the stone tower turned black with flame. Everywhere the signs and symbols of Chaos have been marked, cut into wood and daubed in blood and constructed from lengths of broken meat. And among it all, the corpses, broken and defiled and displayed for all to see.
There are so many corpses. Max, Elvyra, Rolf and the people of Black Peaks. Everyone who followed you here, everyone who listened when you spoke and fought when you asked. You came here to kill Etelka Herzen, and this is the result.
Darkness takes you again, and this time you welcome it.
Article:
Choose:
[ ] Live
Markus will survive, and in time will find a reason to carry on. Unable to forgive himself, he will instead decide that there is nothing to forgive. This outcome was inevitable, even justifiable.
[ ] Break
Markus will survive, but his will to continue will not. Unable to bear the burdens demanded by his faith and service, he will resign from the Holy Orders and seek some other path.