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

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Interlude: A Hunt Gone Awry II
Round One
Road Walkers engage the remaining Warherd
Road Walkers
rolling Body/Combat + My Home = 6d6 (6, 6, 4, 2, 1, 1) = 2 Successes
Warherd rolling Body/Combat + Beastly = 7d6 (5, 5, 4, 2, 2, 1, 1) = 2 Successes

2 vs 2 = Success to both sides, casualties taken

Rolling Body/Athletics + 1 Reinvigorated Bonus = 6d6 (6, 6, 6, 3, 3, 1) = 3 Successes vs Difficulty 2 = Success
You manage to charge your way through the battlefield now in full swing to reach a position to strike at the withered beastman
Alric duels the Jewelry Clad Minotaur

Rolling Body/Pistols + My Home + ??? = 9d6 (6, 4, 4, 4, 3, 3, 3, 2, 2) = 1 Success
Rolling Body/Combat + Beastly + ??? = 11d6 (6, 6, 5, 5, 4, 4, 4, 3, 3, 2, 1) = 4 Successes

Alric ??? triggers. (2/3 remain)
Rolling Body/Pistols + My Home + ??? = 9d6 (6, 4, 3, 3, 3, 2, 2, 1, 1) = 1 Success
2 vs 4 = Critical Failure, Alric is horrifically injured during the minotaur's charge.
Round Two
Rolling Body/Pistols + Brilliant Mind + 1 Reinvigorated Bonus + Gromdottir = 9d6 (6, 6, 4, 4, 3, 3, 2, 1, 1) = 2 Successes
Rolling Body/Combat + Beastly + ??? - 2 Distracted Penalty = 6d6 (4, 3, 2, 2, 1, 1) = 0 Successes

2 vs 0 = Critical Success, Your gunshot takes the beastman in the dead center of its forehead.

Veterans and Bestigor Melee
Veterans
rolling Body/Swordsmanship or Axemanship + My Home = 8d6 (6, 5, 5, 4, 3, 2, 2, 1) = 3 Successes
Bestigors rolling Body/Combat + Beastly = 8d6 (6, 6, 5, 5, 5, 4, 4, 2) = 5 Successes

3 vs 5 = Failure, Several veterans are cut down with only one lost Bestigor.

Spearman and Gor Melee
Spearmen
rolling Body/Spearmanship + My Home = 6d6 (5, 5, 4, 4, 3, 2) = 2 Successes
Gors rolling Body/Combat + Beastly = 7d6 (4, 4, 3, 2, 2, 2, 2) = 0 Successes

2 vs 0 = Critical Success, The spearmen slaughter the remaining Gors with minimal casualties.

Alric's duel continues

Rolling Body/Pistols + My Home + ??? = 9d6 (6, 6, 6, 5, 5, 5, 3, 1, 1) = 6 Successes
Rolling Body/Combat + Beastly + ??? = 11d6 (6, 5, 5, 5, 5, 3, 3, 3, 3, 1, 1) = 5 Successes

6 vs 5 = Success, Several well placed shots leave the Minotaur leader bleeding.

A pair of rapidly nearing roars warn of further reinforcements for the almost fallen warherd.


Rolling Soul/??? + Brilliant Mind + 1 Reinvigorated Bonus = 4d6 (6, 2, 2, 1) = 1 Success vs Difficulty ??? = ???
Something is felt.

You scramble to your feet just in time to witness the closing volley, unorganized arrows by and large thudding harmlessly into the ground or nearby tree trunks only for two particularly large beastmen at the front to tear into the mercenaries that rush to stop them. It is a curtain of blood and fur, a wall of screams and battle cries and animalistic roars cut short as the melee begins in full...

Again bile tries to rise up your throat as you watch a bull man's horns gore a hole through the side of a man's face.

Your hands shake. Your legs threaten to give. And yet, you force it down as you take off at a sprint past Isabelle's kneeling form and deftly dodge out of the way of the girl's grasping hand, "Sis, st-"

Her words are lost to the rising clash of battle and your narrowing focus, your feet nearly failing to find footing time and time again only for a hasty hand to steady you against tree trunk, stumbling mercenary, and even a beastman in full charge at one point. Something warm splatters across your face as you rush through a gap in the battle line, the pained scream that comes after enough to tell you which side it belongs too, and the sound of bone crunching rings through your head.

You do not turn to look. You do not allow your mind to drift from the work you have set yourself. Your hand tightens around the grip of Gromdottir and your thumb shoves the leather strap holding it in place allowing the pistol to slide from its holster with remarkable ease. Your eyes dart upwards through the trees, pulled upwards by the feeling of something predatory bearing down on you to find the shriveled wolfman hidden in the branches above. You cannot understand the sounds that escape its malformed maw and yet the sense of danger spikes as you grind to a halt, dirt and grass and leaves scattering as your feet dig into the ground to find purchase.

Gromdottir is far lighter than you ever expected as you raise it towards the canopy. The smooth wooden grip feels warm and comforting in your grasp. The trigger gives at just a slight touch.

A spike of anxiety.

A spark of fear as your hand trembles.

And then you feel it.

Like a comforting hand upon your wrist.

A supportive arm around your waist to hold you upright.

A call to shift your weapon up and to the right ever so slightly.

You pull the trigger and yet as you pull it you can almost feel another finger besides your own, guiding you along as you depress it in one smooth motion.

A flare of light and smoke.

The resounding crack of a gunshot.

The click of the barrel mechanism rotating to ready the next shot.

Your eyes stay firmly focused on the wolfman above and witness first hand as the air around them distorts slightly, a crackle of black and purple and brown filling in the spaces as cracks form... And then it shatters as if nothing was there. An indignant howl begins only to be cut off an instant later as your bullet burrows into the creature's forehead, the twisted visage snapping back and up from the force as it is thrown clear of its perch.

Branches snap as the corpse tumbles to the forest floor in the distance but your attention is already elsewhere, your body spinning around as a familiar roar tears through the woods. Your vision slides across the fractured battle line where human and beastman have reaped almost equal harvests, a mere two of the bigger brood remaining as the melee combatants of the Road Walkers encircle them.

Archers with arrows knocked and handgunners with muskets reloaded stand ready to fire upon the jewel encrusted monstrosity that the warherd seemed to follow only to hesitate, fear and uncertainty gripping them as they eye their leader locked in battle with the strange minotaur.

Your breath catches.

Alric, one arm missing and with a gash as wide as your hand across his chest, snaps his remaining hand up just in time to fire a pistol point blank into the minotaur's eyes. His eyepatch is gone and even from this distance you swear you see the stone orb in his eye socket is moving as he ducks beneath a furious blow from the minotaur that slices halfway through the tree behind him.

As if to make things worse you are brought back to reality as two roars answer the warherd's leader, far closer than the last time and accompanied by the distant sound of something crashing through the undergrowth at high speed...

You have a just a moment to act and you...
[] Charge the bejeweled Minotaur.
[] Move to intercept one of the roars moving towards the battlefield.
[] Write in.


Name: Margaret
Age: 16

Wealth: 2
Inspiration: 0

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
  • Tracking 0 [1/2]
Soul - 2
  • Oration 1
  • ??? 0 [1/2]

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

Alric (Severely Injured, ???)
You, Margaret
35 Handgunners (Flintlock Muskets, Hand Weapons, Padded Clothing)
25 Archers (Bow and Arrow, Hand Weapons, Padded Clothing)
~5 Spearmen (Spears, Shields, Padded Clothing)
1 Veteran (Swords/Axes, Shields, Chainmail)

Jewelry Clad Minotaur (???)
2 Bestigors (Swords/Axes, Crude Leathers)
??? Reinforcements Soon Arriving
 
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Interlude: A Hunt Gone Awry III
Your eyes focus onto the ongoing battle between Alric and the bejeweled Minotaur, the mercenary commander himself seemingly almost akin to a toy in front of the oversized beast as his head barely reaches to the thing's knee. In spite of this the man continues to prove something approaching an equal to it as he ducks under a heavy axe blow before slamming a knife into the Minotaur's knee... An act that leaves him terrifyingly open to an overheard swing that draws your own gun up.

A pair of shots, those guiding hands shifting your stance even as you dash forward to get a better angle, and yet the bullets do little more than trace shallow furrows across its arms. Your heart sinks, certain that Alric was about to be split in ha-

His body twists to the side at the last second in a display of agility you've never quite witnessed from him. A twisted, rust covered axe bites into the forest floor. In one smooth motion the mercenary draws a pistol and fires it into the Minotaur's temple drawing a scream of rage from the beast even as the man responsible draws a second knife with a grin.

All around you the sound of massed gunfire rings out again as the closing roars culminate into bodies crashing out into the open, yet more bestial cries of pain and fury sound out only to be joined by the last, defiant cries of humans being struck down.

You want to turn to look. Your instincts screaming at you to just for a second turn around before they charge at you... And then a voice you know too well gives its all to be heard above the chaos, "Not a step back! For our family! For our home!"

Isabelle's words drive the Road Walkers to cry back in ones and twos. Each and everyone of them repeating the same words.

"For our family! For our home!"

Something about the determination in the words... The certainty with which it is yelled out even as one cry is cut short. It is enough to allow you to trust your back to them for the moment as Gromdottir roars out with a trio of shots that send matted fur and blood splattering from the Minotaur's back.

As if out of spite, the adorned beast merely stumbles slightly forward and tosses one of its weapons towards Alric. Even from here you can hear the air being torn apart from the force of it. Your eyes widen as you catch sight of Alric on the other end, feet firmly planted and mid shot. A veil of smoke from the lit gunpowder obscuring his vision while his head tilts down searching for the next in his brace of pistols that you are only now considering to be perhaps too few.

Distracted, the flying axe should be the end of the man and yet you watch wide eyed as he throws himself to the side and it disappears into a shower of splinters in the process of decimating the tree behind it. Even as he slams into the ground with enough force to make you wince the pistol in his hand goes off.

It is an inconsequential thing as there is no fanfare following it. No roar of anger. No scream of pain. Just silence as the minotaur stomps forward once. And your gun raises to fire into the back of its skull... Or at least attempt to... And then the monster simply topples forward.

Your eyes move to Alric seeking some confirmation of the minotaur's death only to find the man shakily backpedaling with another flintlock in hand. Unfocused eyes dart around searching for an enemy that is already dead.

Behind you the sounds of battle are beginning to be replaced with victory cries. Tension and fear being relieved with whoops and cheers.

Slowly you step towards the commander, the man jumping as he back into a tree and whips around to fire a shot into it, "Alric? Its a tree. Can you not... tell?"

Your voice is hesitant but he visibly relaxes as it reaches him, "Miss Margaret? I take it the beast is dead if I'm hearing you instead of my body getting bisected..."

His head turns in the direction of your voice and you freeze as you stare into his eyes.

A familiar, unmoving stone orb takes the place of his left eye.

His right is a cloudy white color.

Neither are focused on you.

"Forgive me for having to ask, Miss, but... How many?"

You turn to look over the battlefield to give the man a proper answer, your eyes finding a forest where smoke and fog linger over dozens of corpses forming a patchwork carpet to cover the grass. Injured mercenaries lean on one another for support. Archers spread out, taking cover behind trees and knocking arrows to bow strings. Handgunners hastily reload their guns. Your heart trembles a little as you spot a bloodied Isabelle and Ralf sitting atop another, smaller minotaur.

"A.. A lot," Your sight settles onto the body of one of the company's veterans who had taken their attacker with them in death, "But far more are still alive."

You hear a sigh behind you, "Hah... As long as most of... my kids... okay..."

You turn just in time to see Alric toppling forward and rush over to catch him with a grunt, your legs almost giving out from the sheer weight.

Round Three
Veterans and Spearman vs Bestigor Melee
Veterans
rolling Body/Swordsmanship or Axemanship + My Home = 8d6 (5, 4, 3, 3, 1, 1, 1, 1) = 1 Success
Spearmen rolling Body/Spearmanship + My Home = 6d6 (5, 5, 5, 5, 5, 3) = 5 Successes
Bestigors rolling Body/Combat + Beastly = 8d6 (6, 4, 3, 3, 2, 2, 1, 1) = 1 Success

1, 5 vs 1 = The Bestigors are slain without further casualties.

Alric continues his duel
Alric
rolling Body/Pistols + My Home + ??? = 9d6 (6, 5, 5, 5, 4, 3, 1, 1, 1) = 4 Successes
Jewelry Clad Minotaur rolling Body/Combat + Beastly + ??? = 11d6 (6, 5, 5, 5, 3, 2, 2, 2, 2, 1, 1) = 4 Successes
Rolling Body/Pistols + Brilliant Mind + 1 Reinvigorated Bonus + Gromdottir = 9d6 (6, 4, 3, 3, 2, 2, 1, 1, 1) = 1 Success

Alric ??? triggers. (1/3 remain)
Rolling Body/Pistols + My Home + ??? = 9d6 (6, 4, 4, 4, 3, 3, 2, 2, 1) = 1 Success

5, 1 vs 4 = Jewelry Encrusted Minotaur takes several injuries while Alric manages to weave through the incoming blows. Your shots have little effect.

Reinforcements arrive and face the mass fire of handgunners and archers
Road Walkers
rolling Body/Riflery + My Home = 6d6 (6, 5, 4, 3, 3, 1) = 2 Successes
Minotaurs rolling Body/Combat + Beastly = 9d6 (5, 5, 5, 4, 4, 3, 2, 2, 2) = 3 Successes

2 vs 3 = Injured by the hail of gunfire and arrows the pair of minotaurs still manage to make it in amongst the Road Walkers.

Road Walkers Morale
Rolling Soul/Defiance + My Home = 7d6 (6, 5, 5, 4, 3, 2, 2) = 3 Successes vs Difficulty 1 (Was 2, reduced to 1 due to various factors) = Critical Success

Many of the handgunners take up their weapons and move to engage the newly arrived Minotaurs.

Round Four
Alric continues his duel with your support
Alric
rolling Body/Pistols + My Home + ??? = 9d6 (6, 5, 4, 4, 3, 2, 2, 2, 1) = 2 Successes
Rolling Body/Pistols + Brilliant Mind + 1 Reinvigorated Bonus + Gromdottir = 9d6 (5, 5, 4, 4, 4, 3, 3, 2, 2) = 2 Successes
Jewelry Clad Minotaur rolling Body/Combat + Beastly + ??? = 11d6 (6, 5, 4, 4, 4, 3, 3, 2, 1, 1, 1) = 2 Successes

Alric ??? triggers. (0/3 remain)
Rolling Body/Pistols + My Home + ??? = 9d6 (6, 5, 5, 5, 4, 3, 3, 3, 1) = 4 Successes

6, 2 vs 2 = By the barest margin the two of you manage to bring the bejeweled Minotaur down but something has happened...

Road Walkers clash against the Minotaurs in melee
Veterans
rolling Body/Swordsmanship or Axemanship + My Home = 8d6 (6, 6, 5, 4, 4, 4, 4, 2) = 3 Successes
Spearmen rolling Body/Spearmanship + My Home = 6d6 (6, 4, 4, 2, 2, 1) = 1 Success
Handgunners rolling Body/Combat + My Home = 5d6 (6, 4, 3, 2, 2) = 1 Success
Minotaurs rolling Body/Combat + Beastly = 9d6 (6, 5, 4, 2, 2, 2, 1, 1, 1) = 2 Successes

3, 1, 1 vs 2 = One minotaur thuds to the ground slain, but the other reaps a bloody toll among the Road Walkers.

A few archers take a chance

Archers rolling Body/Archery + My Home = 6d6 (4, 3, 2, 2, 2, 2) = 0 Successes, Failure
Their arrows miss, a handgunner takes some friendly fire.

Round Five
Desperate battle against the minotaur
Spearmen
rolling Body/Spearmanship + My Home = 6d6 (6, 6, 5, 3, 2, 2) = 3 Successes
Handgunners rolling Body/Combat + My Home = 5d6 (5, 4, 3, 3, 2) = 1 Success
Minotaur rolling Body/Combat + Beastly = 9d6 (6, 4, 4, 4, 3, 3, 2, 2, 1) = 1 Success

3, 1 vs 1 = Minotaur is slain at the cost of only two more handgunners.

The battle comes to an end as the Road Walkers victory.

Road Walkers rolling Mind/Medicine = 5d6 (6, 6, 4, 3, 1) = 2 Successes
Several of those who fell during the battle are saved. Alric is stabilized.

The Road Walkers
Alric (Severely injured, Blind?)
Margaret
2 Veterans
4 Spearmen
22 Archers
28 Handgunners

75 -> 56

Fledgling Warherd Slain
A Bray Shaman
6 Brays
27 Gors
9 Bestigors
2 Minotaurs
1 Jewel Clad Minotaur

46 -> 0

Wealth Earned Calculations:
27 Gors -> 5 Wealth
6 Brays -> 1 Wealth
9 Bestigors -> 4 Wealth
1 Bray Shaman -> 7 Wealth
2 Minotaurs -> 5 Wealth
1 Jewel Clad Minotaur (Revealed as a Slannbull) -> 12 Wealth
10 Wealth bonus for dealing with a dangerous herd in the making.
13 Wealth gained from the jewelry and gold reclaimed on the Slannbull.

57 Wealth Total
Alric has 11 given to you for your role in the battle.


Personal Earnings:
Gain 11 Wealth.
Gain 4 Favor with the Road Walkers.
Relationship with the Road Walkers increases to 3.
Relationship with Alric increases to 3.
Gain 2 Fame.
Unlock Pistols 0.
Gain 2 Experience towards Pistols 1.
Gain Pistols 1.
Gain 1 Experience towards Body 4 for the new skill under that attribute.
Gain 1 Inspiration from a new skill.
Gain 1 Inspiration from the bizarre sights of the Forest of Shadows.
Gain 1 Inspiration from surviving a harsh battle.
Unlocked new actions.

Name: Margaret
Age: 16
Fame: 2

Wealth: 13
Inspiration: 3

Favor:
  • Road Walkers - 7

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

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, ???, ???, Very limited amount of ammo)
Raven Amulet (???, ???, ???)
Bottle of Kislevite Vodka

Alric (Severely Injured, Blind?)
You, Margaret
28 Handgunners (Flintlock Muskets, Hand Weapons, Padded Clothing)
22 Archers (Bow and Arrow, Hand Weapons, Padded Clothing)
4 Spearmen (Spears, Shields, Padded Clothing)
2 Veteran (Swords/Axes, Shields, Chainmail)
 
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2490 IC, Nachgeheim - Results
[X] Cleaning House
Rolling Mind/Alchemy + 1 Road Walkers Favor + 1 Reinvigorated Bonus = 6d6 (5, 4, 2, 2, 2, 1) = 1 Success
Revealed as Difficulty 1
1 Success vs Difficulty 1 = Success

Rolling 1d100 for luck = 59, Good but nothing incredible

Rolling Mind/Perception + Brilliant Mind + 1 Reinvigorated Bonus = 4d6 (4, 4, 3, 1) = 0 Successes vs Difficulty ???
Rolling Soul/??? + Brilliant Mind + 1 Reinvigorated Bonus = 4d6 (5, 4, 3, 3) = 1 Success vs Difficulty ???

Managed to salvage enough of the lab to equip your workshop with the most basic of alchemy setups.
You are certain there was... something there.
Gained 1 Experience towards ??? 0.
Gain Sixth Sense 0.
Gain 1 Experience towards Soul 3.
Gain 1 Inspiration.

It is mostly the youngest members of the Road Walkers that accompany you over the course of several weeks scouring a former alchemist's basement for anything and everything that could be of use to you. You task them with packing up delicate glassware and ceramics in boxes filled with straw, calling out to you whenever anything other than containers or alembics are found, and ultimately with helping clean up the mess the previous resident has left.

You feel a twinge of heartache at the more expensive and elaborate equipment that played host to whatever explosion cemented the Alchemist's last experiments into something worth leaving for distant Marienburg over. Caustic liquids of some kind have long reduced the majority of the table and tools in the vicinity (at least what survived the apparent explosion) to uselessness leaving you in the end with just enough to piece together the start of a laboratory proper.

However, with every passing hour spent clearing the place out until the last crate of ceramics is brought up the stairs you are increasingly convinced that something else in the room. A heat of some kind radiates through the basement and each time you bring it up to the Road Walkers helping you out they respond by telling you the place is actually rather chilly and giving you concerned, though not wary, looks.

A weary sigh escapes you as you give the room one last look over and make your way upstairs to see the last crates safely to your workshop.

'Maybe she'll let me look it over again?'

[X] Arming the Road Walkers x2
Rolling Mind/Engineering + 1 Reinvigorated Bonus = 6d6 (5, 5, 4, 3, 2, 2) = 2 Successes vs Difficulty 3 = Success, Terrible
Rolling Mind/Engineering + 1 Reinvigorated Bonus = 6d6 (5, 3, 3, 1, 1, 1) = 1 Success vs Difficulty 3 = Failure

Provided the Road Walkers with 3 terrible quality Flintlocks.
Road Walkers now 38/56.
Gain 2 Wealth.
Gain 1 Experience towards Expertise in Flintlocks.
Gained Expertise in Flintlocks.
Gained 1 Experience towards Engineering 4.
Gained 1 Experience towards Trait: ??? #1.
Gained 1 Experience towards Trait: ??? #2.

"Just three more of them and not my best work I'm afraid," You say while looking at the man laid out in bed with Ralf fussing over him, a bit of a smile making its way onto your face at the sheer discomfort he is clearly feeling at a teenager barking at him for moving too much. He scoffs at your words and Ralf's gentle hand on his good shoulder, the commander willingly relaxing back into the bed though with a scowl to announce his frustrations.

"You say its not your best work, but from what I've heard... it was your guns making the difference in those opening moments. If we hadn't thinned their numbers to start wi-" Alric's scowl slips as he reaches for a cup on his nightstand only to knock it over, water spilling down onto the floorboards below as the man freezes up and his expression shifts.

"Not enough of one. If they'd been better maybe fe-"

Your words are cut off as he hammers his hand onto the nightstand, "None of that. Not another word, aye?"

"... Ai."

Alric's hand reaches up to caress the exposed stone orb in his left eye, fingers gingerly caressing the pockmarked surface, "We did our best. We put down something that could've reaped far more lives than we lost... We did good. They walk in the comfort of Morr's Garden now."

"Ai. Welcomed with open arms..."

[X] Oh, the Wonders of Soap
Rolling Mind/Inventing/Alchemy + 1 Reinvigorated Bonus = 7d6 (6, 5, 4, 4, 4, 3, 3) = 2 Successes / Difficulty 2 = 1 Progress

Progress now [1/???].
Invention Track becomes: One Success, Zero Failures.
Margaret plays with ashes and tallows.

Your spare time is spent dedicated to delving into the wonders of Alchemy once again though this time not to learn and craft black powder as you did back in school. No, your current craft is one that involves the use of animal fats, tallows, ashes, and several pots over open fires. One hand holds a wooden spoon, stirring the slowly roiling cauldrons in front of you to keep the consistency just right, while another holds a stick and scribbles notes in shorthand upon the dirt floor.

Your early attempts at this process, going off records in books and tomes you've read about early attempts to create various cleaners necessary in ensuring safe experiments in discovering Alkahest, end rather abysmally. What you retrieve from the cauldron is scalded masses of congealed fat and scum, the mixture failing to fuse in a way that is actually usable beyond perhaps as food for nature's trash disposal the pig. However, you've learned some things from the first process and by applying them to this current batch...

You smile a little as the congealed mass that settles in one of the cauldrons as you filter off the worst of the scum is far more evenly dispersed than the last. Though your tests leave the hands you try to clean with it simply greasy and ash stained, "Progress."

Name: Margaret
Age: 16
Fame: 2

Wealth: 13
Inspiration: 4

Favor:
  • Road Walkers - 7

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

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 wet conditions, Godri would disapprove)
Gromdottir (+4 bonus dice when used for combat, ???, ???, Very limited amount of ammo)
Raven Amulet (???, ???, ???)
Bottle of Kislevite Vodka

Size: Large, an old warehouse now for your personal use.
Tools and Equipment: Basic Engineering Tools (Allows for work on Tech Tiers 1 to 3), Basic Alchemy Tools (Allows for work on alchemy projects up to Tier 3)
Security: Simple Locks crafted by Dawi hands, windows ten feet up, wooden bars across the warehouse doors
Facilities:
Large Scale Dawi Smelter - A large smelter meant for the processing of ores before transport that hasn't seen use in months at the very least now in your hands. It will certainly make the process of refining metals much easier. Gain 1 Bonus Die when working with metal refining or alloying.
An Aeolipile - Setup at the heart of the workshop is your Aeolipile. The crowning jewel of your workshop as its first ever steam powered machine and a monument to what can be. You find its presence calming and run it once or twice a week simply to watch the spherical engine spin.
Your Bed - A mat of straw with a few blankets thrown over it in a corner of the space. Better than sleeping under the elements.

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.
Request Investment - 1 Favor per Wealth requested. Can potentially harm your relationship with the group.
Request an Oddity - Cost varies depending on the target, tasks the Road Walkers with retrieving an interesting research specimen for you. (Unlocked from Relationship 2 and having something worth retrieving.)
  • Pitch Black Lodestone - Costs 3 Favor, the giant lodestones in the Forests of Shadows are a curious thing with enough strength to rip metal from the hands of trained soldiers. Native to the Forest of Shadows.
  • Hidden Peril Caps - Costs 1 Favor, the camouflaged mushrooms contain a rather powerful paralyzing agent for their size that might be worth investigating. Native to the Forest of Shadows.
  • Under Root Moss - Costs 1 Favor, the glowing moss that seems so common in the space beneath the ancient trees of the Forest of Shadows is a curiosity capable of generating light and repelling insects. Native to the Forest of Shadows.
  • Capture Canopy Hounds - Costs 2 Favor, the small scavengers that call the canopy of the Forest of Shadows home are rather bizarre creatures that show an ability to cultivate fruits in a primitive form of agriculture. Native to the Forest of Shadows.
Order a Hunt - Cost varies depending on the target, tasks the Road Walkers with hunting down a monster of individual if they are willing. (Unlocked from Relationship 3)
  • Currently lack targets.
 
2490 IC, Erntezeit
You awaken one morning to a familiar event happening in this new land. It is the sound of bells ringing urgently through the street as a voice accompanies it, "Geheimnisnacht comes this month! Morrisleb will rise at the end of the second week!"

Following closely behind the first party is a second ringing bells at a far slower pace, their voices calm and unwavering as the Priesthood of Morr speaks to the city, "The gates of the Garden are open upon the night that Morrisleb shall rise to all without a roof to call their own! Shelter shall be offered beneath the eaves to His Domain! Our words and Morr's watching eye shall grace the Empire upon that day!'

You yelp as you splash water over your face, the chill within it growing sharper with every passing week as fall settles in...

"Not that you could tell in Ostland. Bloody Umgi are already talking about the chance of snow..."

Grumbling, you cast an eye to the wooden boxes you broke down to serve as firewood alongside a modest pile of coal as worries about the coming winter mingle with more projects and experiments than you've ever had the mind for before.

THERE WILL BE A SIX HOUR MORATORIUM ON VOTING.
Feel free to use that time to discuss the available options and the new information you've gotten below.

Notes:

Morrisleb will rise and Geheimnisnacht will occur this month.

What do you do this month? (You have five AP to distribute each month. We'll be using plan voting.)
[] Better Armed and Armored - (NEW!!) A few extra weapons and some armor could go a long way to keeping you alive when you end up in another scrap, though hopefully nothing quite on par with the last one. With an entire city to scour for choice there is certainly going to be something worth getting, it is just a question of what it'll cost you.
???
Difficulty ???, Gain options for purchasing more weapons and armor for yourself.


[] Looking for a Teacher - (NEW!!) It has come to your attention that some skill in the various crafts your own trade uses could be immensely useful not simply for bettering your own inventions and creations, but also in lowering prices and expanding what exactly you can make. However, typically craftsmen teach only to apprentices so finding someone willing to simply guide you rather than entrust their business to in the future might be quite hard...
Mind/Diplomacy
Road Walkers favor can be used.
Difficulty ???


[] Truly Cleaning House - (NEW!!) It still digs at the back of your mind. Memory of something missed, of something out of the norm that you couldn't fight despite your best efforts squirreled away by an alchemist who felt it useless to take along. You wanted to give it one last shot, if the owner would let you, to at least sate the intense curiosity gnawing at your thoughts.
???
Difficulty ???


[] Exploring the Temple District - A portion of Wolfenburg dominated by the temples of the Empire's Pantheon chief among them, at least the ones in this city, being Ostland's Grand Temple of Sigmar. Places of worship stand here to most every god that finds mainstream followings except for that of Morr, His Garden finding its place on the edge of the city rather than here in the heart, and to Myrmidia who instead finds her place in shrines erected by some few mercenary outfits. Such a place is a marvel of architecture and one of the hearts of the people here. Looking into them could prove useful in helping you understand more of Ostland and its people.
Mind/Diplomacy
Road Walkers Favor can be used.
Difficulty ???


[] Scouring the Night Markets - Different from the common marketplaces or streets lined with stores that most of Wolfenburg frequents are the bustling Night Markets that take place well after the sun has set. Lines of stalls hastily setup during the evening, hawkers and peddlers making their way through the crowds, and crowds of folk hoping to try their luck swarm the place. It is a trade venue dominated typically by less well established mercantile factions or simple lone traders known to play host to some of the more bizarre things one can encounter in this world. Perhaps some of the oddities there will be worth studying or a font of inspiration in their own right?
???
Road Walkers Favor can be used.
Difficulty ???


[] Seeking Patrons, Ostland Edition - A wealthy patron can fund an Engineers research for years if one is lucky enough to draw their interest. Finding one in a foreign land where you know little of the people or culture there might be rather challenging, but you've made a bit of a name in Wolfenburg with helping the Road Walkers bring down a Slannbull. Might as well start asking anyone that looks well off and see what you can use as leverage.
Mind/Diplomacy
Road Walkers Favor can be used.
Difficulty 2


[] A Steady Supply of Powder - Ori, the name of the bartender as you later discovered, placed a rather... Lucrative offer directly into your lap, but it is quite a challenging one given the circumstances. Prove that you can create viable gunpowder. If you can he muttered something about 'a dozen purses we can dig in to fund it' before pushing you on your way.
???
Requires 1 Barrel of Gunpowder.
Difficulty ???


[] Search for work with Mercenaries - While you have an in with the Road Walkers it never hurts to shop around, even if the idea does make you think of Gramps' grumbling disapproval. A place like Ostland is bound to be swarming with mercenaries so its just a question of who looks worth working with.
Mind/Diplomacy
Road Walkers Favor can be used.
Difficulty 1


[] Speaking the Truth of Steam - You now have something that could allow you to show the world the wonders of steam. A street corner, a bit of heavy lifting, and some preparation and before too long you can be exclaiming to all who can hear the glory of blessed Steam and the wonders it will one day bring to their very homes!
Soul/Oration
Difficulty ???, ????


[] Studying Gromdottir - A repeater pistol crafted by a Dwarf. By Gramps himself. It doesn't quite enter into the territory of being a work of art in its own right, but to you it is a thing of beauty utilizing knowledge well beyond your own and tying in something entirely unknown to you. At the very least nothing you've ever made has glowed blue! You want to know more about it. How repeater pistols work. How it was made. How the golden engravings were made. Why does it glow blue? What does the light do?
???
Difficulty ???


[] A Gifted Raven - Alongside Gromdottir was an amulet carved in the shape of a raven, the sign of Morr. His eyes in the mortal world, and His voice in dreams... Or so the priests say. Whatever it is, you were told to always keep it on you and while you have... Well, you are rather curious what exactly the thing is?
???
Difficulty ???


[] Street Peddler - You have a few goods that you could reasonably sell and several markets to try and sell them at. Best get to work...
???
Road Walkers Favor can be used.
Difficulty ???

  • [] Sell Matchlocks
  • [] Sell an Aeolipile They will take my aeolipile from my cold dead hands.
[] Eyes towards Kislev - With Wolfenburg being far closer to Kislev and one of the main channels of trade between it and the Empire it should be far easier to find a group heading that way. Asking around the marketplaces and checking with the head of the caravan that brought you here would be good places to start.
Mind/Diplomacy
Road Walkers Favor can be used.
Difficulty ???


[] South to Ostermark - Just like Ostland the province of Ostermark is constantly dragged into one conflict or another. Such a place would make a decent enough home for an ostracized engineer looking to make a living off what little of their trade they know though the question is how willing you are to stare down a vampire one day, an orc the next, and a beastman the day after.
Mind/Diplomacy
Road Walkers Favor can be used.
Difficulty ???


[] North to the Sea of Claws - A frontline against the never ending threat of Norscan raiders with beastmen at its back. A crucial trade route infested with piracy. If there was one thing you could be sure of it is the love every sea merchant and sailor has for the might of gunpowder, one that can likely act as an easy in for any long term work in the area be it from one of the ports along the coast or the belly of a ship.
Mind/Diplomacy
Road Walkers Favor can be used.
Difficulty ???

[] Furnishing Your Workshop, Pt. 1 - You've seen some of the greatest personal workshops in the entirety of the Empire born from the minds of Dawi with centuries of experience, Alchemists in their final years, Engineers at the height of their craft, and even the dens of reclusive geniuses that surpassed even yourself. Each and every last one of them was far, far better equipped than this empty space you now find you own. Tables, chairs, tools, glassware, partitioned chambers... So many things need done and so much is beyond your current means. However, some quality furniture and a more expansive set of tools would certainly help move things along.
Costs 3 Wealth.
Mind/Diplomacy
Road Walkers favor can be used.
Difficulty 1, Engineering centric upgrades for your Personal Workshop.


[] An Alchemist's Lab, Pt. 2 - (NEW!!) You have what is ultimately just the start of an alchemist's laboratory. Alembics, ceramic jars and bottles, glass vials and specimen jars and rods. However, this is far from enough to truly call it a lab. You need vessels of copper and iron and tin. Jars made from stone and bottles carved from wood. A dozen different stirring rods from just as many materials. Large boxes, individual barrels for storing alchemical waste... It is an immensely long list and a difficult one to fulfill.
Costs 5 Wealth.
Mind/Diplomacy
Road Walkers favor can be used.
Difficulty 3, Enhances the Alchemy equipment in your Personal Workshop.


[] Making it Livable - Short on money, increasingly obsessed with your work, and with an entire warehouse to call your own you've moved into the place on short notice. It is what someone might call less than comfortable, but far from the worst place you've ever slept. At least it has a roof and four walls. No rats rooting around in the corners either. Still, a bed wouldn't hurt. Or a pot and pan... Maybe a stool too.
Costs 1 Wealth
Difficulty None, makes your workshop a more comfortable place to live.


[] Dawi Doctrine? - "Any Daw- Anyone worth their salt knows a defensible home is the best home. Know every entrance and every crevice. Have five ways out planned and a sixth in a pinch. Make sure every single one is barred. And by the Ancestors, plaitling, don't forget to lock the door." Words from Godri himself when you questioned him an why the entrance to his workshop was collapsible, floodable, and had murder holes over it. You never did find the other entrances he mentioned, but there was some truth in it. With a potential threat nearby you need to make sure your new home and workshop isn't something easily at risk though what you can actually manage...
Costs 1 Wealth
???
Difficulty ???, ???


[] Searching for Stimulation - Every scholar, alchemist, and engineer's work is held aloft by knowledge. Simple words written down in books and scrawled across scrolls to be handed on to the next generation and the one after them and on and on until the end of time. You are far from the most learned person you've ever met and there is so much more out there to learn. They certainly aren't cheap things, but as a trade hub Wolfenburg is sure to have at least a few bookstores. Might be worth perusing them?
Mind/Wayfaring
Road Walkers Favor can be used.
Difficulty 1

Actions below can be taken multiple times.
[] Arming the Road Walkers - Alric, after learning a bit more of what you can do, has requested you help the Road Walkers modernize even more. He laid out an offer to cover the cost of materials and parts if you could handle the assembly. All told it seems a pretty steep investment to make though the man himself simply waves it off every time you bring it up.
Mind/Engineering
Gain 2 Wealth and 1 Favor.
Can be taken at most twice a turn.
Difficulty 3


[] Some Target Practice - (NEW!!) You have a sizable workshop, a marvel of a firearm, and a recent reason to believe your skills when it comes to combat and self protection are rather lacking. Using some of the crates you can make some simple targets to practice on probably? It'd cost a bit to get the powder and lead you need to make any real progress, but the return could be quite handy.
Costs 1 Wealth unless you create your own Gunpowder.
Road Walkers Favor can be used.
Difficulty 1


[] Lessons with the Road Walkers - (NEW!!) You saw so many skills and such a wealth of knowledge from them during the hunt that could be helpful somewhere through your life or useful simply to the furthering of your inventions. With how close you are perhaps they could be convinced to help you learn some of that?
???
Difficulty ???

  • [] Tracking.
  • [] Botany.
  • [] Wayfinding.
  • [] Pistols.
  • [] Riflery.
  • [] Spearmanship.
  • [] Swordsmanship.

[] Crafting - Even without a workshop there's some simpler things you know that you can piece together if you commission a few smiths and carpenters…
  • [] Matchlocks - Difficulty 2, Cost 1, Will create three.
  • [] Aeolipile - Difficulty 3, Cost 1, creates one.
  • [] Flintlocks - Difficulty 3, Cost 1, Will create three.
  • [] Gunpowder - (NEW!!) Difficulty 3, Cost 1, Dangerous, Creates a barrel.
[] Inventing - While working from the confines of an inn room greatly limits what you're capable of there's a handful of things in your mind you can start working on at least. Whether it is worth risking that is the real question…
  • [] Seeing Farther - You've seen some great overwrought examples of your idea upon Hochland Rifles back in the college, and have proof of their effectiveness both from it and the simple magnifying lens used by some of the colleges older professors. While a flintlock or matchlock wouldn't properly benefit from it just the ability to more accurately see at a distance could be quite handy in many situations. Difficulty 3, Cost 1, Progress [0/???]
  • [] A Better Crossbow - For all the power of firearms and cannons you have also looked to the more uncommon ranged companion of the flintlock and found it rather poorly tended to. Surely hidden in all the knowledge of engineering you have there is a path forward for this humble weapon? Difficulty 3, Cost 1, Progress [0/???]
  • [] Voice Enloudening - You have been to more than one sermon in the various cathedrals, chapels, and temples spread throughout Altdorf and there you've witnessed clergy screaming to be heard even as the very buildings are designed to carry their words to the crowd. You listened to Godri grumble about how much you could learn from a room just by the way your voice carried through it... Could something not be made to help a speaker be heard louder and clearer?
    Difficulty 2, Cost 1, Progress [0/???]
  • [] Oh, the Wonders of Soap - Your former colleagues might look down upon you for the act, but you're certain with your grasp of alchemy the creation of passable soaps should be simple enough if you can find the trick. Black listed or not, rich folk are always in need of fine smelling soaps to clean themselves with and it is a surefire way of lining your pockets at the end of the day.
    Difficulty 2, Cost 1, Progress [1/???]
  • [] Steam Force Application - While the actual output of this truly simple device is minimal it could perhaps be used for small, repetitive movements. Clothes lines, hauling up fishing lines, perhaps even to move a small platform carrying light goods like coins across gaps?
    Difficulty 4, Progress [0/???], Requires an existing Aeolipile to work on
  • [] A Better Flintlock - (NEW!!) You've witnessed a great beast take something close to a dozen shots from conventional firearms and keep charging. You've watched near forty handgunners fire in a great volley and only two thirds of their shots rang true. That cannot be the peak of what they can achieve. Surely they can be made better? More accurate, more deadly... You will find out.
    Difficulty 4, Cost 1, Progress [0/???]
  • [] Shot to Kill - (NEW!!) A desire to give the common flintlock even more power than it already provides has turned your eye towards the simple lead ball that each and every single one of them fire. It is the height of simplicity, lead poured into a mold and cooled before being fired at absurd speeds to inflict lethal damage... And yet, it could be more.
    Difficulty 3, Cost 1, Progress [0/???]
  • [] Something of a Replacement - (NEW!!) Your first acquaintances after leaving the scho- No, your first friends... You saw first hand how limbs were severed with ease on the battlefield. Seen how much that loss pressures them even away from battle. You doubt you can make them limbs wholesale again, but you can try. Even one step towards it should help give you an idea of where you need to go. Something to grasp with... Something to stand on... Yeah, that'll work.
    Difficulty 2, Cost 1, Progress [0/???]

[] Eureka! - You use your brilliance to gain a bonus die on an action! Costs 1 Inspiration and 0 AP.

[] Calling in Favors - You have some that would consider themselves in your debt and a desire to call that debt in. Cost varies based on Favors picked. See list in the Favors spoiler for choices. Costs 0 AP.
  • [] Write in.

Name: Margaret
Age: 16
Fame: 2

Wealth: 13
Inspiration: 4

Favor:
  • Road Walkers - 7

Attributes and Skills:
Body -
3 [1/8]
  • Athletics 2
  • Pistols 1
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

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 wet conditions, Godri would disapprove)
Gromdottir (+4 bonus dice when used for combat, ???, ???, Very limited amount of ammo)
Raven Amulet (???, ???, ???)
Bottle of Kislevite Vodka

Size: Large, an old warehouse now for your personal use.
Tools and Equipment: Basic Engineering Tools (Allows for work on Tech Tiers 1 to 3), Basic Alchemy Tools (Allows for work on alchemy projects up to Tier 3)
Security: Simple Locks crafted by Dawi hands, windows ten feet up, wooden bars across the warehouse doors
Facilities:
Large Scale Dawi Smelter - A large smelter meant for the processing of ores before transport that hasn't seen use in months at the very least now in your hands. It will certainly make the process of refining metals much easier. Gain 1 Bonus Die when working with metal refining or alloying.
An Aeolipile - Setup at the heart of the workshop is your Aeolipile. The crowning jewel of your workshop as its first ever steam powered machine and a monument to what can be. You find its presence calming and run it once or twice a week simply to watch the spherical engine spin.
Your Bed - A mat of straw with a few blankets thrown over it in a corner of the space. Better than sleeping under the elements.

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.
Request Investment - 1 Favor per Wealth requested. Can potentially harm your relationship with the group.
Request an Oddity - Cost varies depending on the target, tasks the Road Walkers with retrieving an interesting research specimen for you. (Unlocked from Relationship 2 and having something worth retrieving.)
  • Pitch Black Lodestone - Costs 3 Favor, the giant lodestones in the Forests of Shadows are a curious thing with enough strength to rip metal from the hands of trained soldiers. Native to the Forest of Shadows.
  • Hidden Peril Caps - Costs 1 Favor, the camouflaged mushrooms contain a rather powerful paralyzing agent for their size that might be worth investigating. Native to the Forest of Shadows.
  • Under Root Moss - Costs 1 Favor, the glowing moss that seems so common in the space beneath the ancient trees of the Forest of Shadows is a curiosity capable of generating light and repelling insects. Native to the Forest of Shadows.
  • Capture Canopy Hounds - Costs 2 Favor, the small scavengers that call the canopy of the Forest of Shadows home are rather bizarre creatures that show an ability to cultivate fruits in a primitive form of agriculture. Native to the Forest of Shadows.
Order a Hunt - Cost varies depending on the target, tasks the Road Walkers with hunting down a monster of individual if they are willing. (Unlocked from Relationship 3)
  • Currently lack targets.
 
Last edited:
2490 IC, Erntezeit - Results
[X] Furnishing Your Workshop, Pt. 1
Rolling Mind/Diplomacy + Road Walkers Favor = 4d6 (6, 5, 4, 2) = 2 Successes vs Difficulty 1 = Critical Success

Engineers tools now allow you to create up to Tier 4 Engineering projects.
Gain 1 additional die when crafting or inventing with Engineering.
Cost reduced by 2 Wealth.

"You can take that 'un."

"Here, I had an extra one lying around anyway."

"I think I have a few jars around here somewhere I was going to replace anyway."

"Take it."

A solitary grunt.

What do all of these have in common? They are all instances where one of the crafts folk you have gone to get or commission tools from have simply given some of what you needed for free. Jars, a hand drill, a set of flints and strikers, cloth lined boxes for holding more delicate parts, a magnifying glass, several custom ordered tables with places for holdfasts pre-cut on the surface, metal clamps...

Everything together should carve a cavernous hole into your recently filled purse and yet you find almost half of what you buy being sold at a discount or literally given away with a frustration growing in the back of your mind. It isn't until the sixth time this happens that you finally feel it pushing you over the edge, stopping Isabelle as the two of you are carrying a table down the road.

"Why?"

An obvious question to you but her confusion has you grumbling, "Bah! The discounts. The free tools they just 'had lying around'. Why?"

She snorts in response, hefting the table up off the road and prodding you to follow along, "Most of the people you been buying from are relatives of Road Walkers, kind of obvious ain't it Sis? They're trying to thank you for what you've done for us..."

She laughs a little before continuing, "All of 'em are just more stubborn than a Sigmarite priest. Can't have some "young'un" thinking they went soft so they make excuses."

For someone else this might have been reassuring, but for you?

Your mind wanders to muskets that could've been made better. To ideas not yet given form in reality that you are certain could have changed everything. Frustration, anger, and even a sliver of self hatred start to brew as a memory resurfaces.

...

"... How does one decide what is a Grudge? What foolish thing are you after now plaitling?"

You could see the way his hand trembled as it held the hammer. His face sterner than usual as a meaty fist slammed into the table hard enough to crack the wood.

"Some things are better left for just the Dawi. Out."


[X] Make it Livable
Auto Success

Your house is now something the average city dweller would be willing to live in.
Gain an additional AP to use in all future turns.

Blankets.

A bed frame.

A stuffed mattress and pillow.

A nightstand.

A chair

A small table.

You look at each in turn with a strange sense of... Dissonance. Your bedding had been worse, alleyways and empty door ways acting as places for you to lay your head in your childhood years... And your bedding had been better for if there was one thing the school had never skimped on it was the quality of the furniture stocking the place.

"Probably thanks to all the Dawi that study, teach, and experiment there," You mutter under your breath, eyes darting back and forth as you try to pin down what it is exactly that feels so much more impactful about the simple living corner you've put together.

And then it hits you: All of this is yours from the walls to the dirt floors to the simple but well carved stool. Everything here is something you earned.

"A far cry from how little I'd get for fighting strays."

You scoff as you pick up your newly acquired bowl and ladle some of porridge into it.

[X] Dawi Doctrine?
Rolling Mind/Construction = 3d6 (5, 4, 1) = 1 Success
Revealed as Difficulty 1.
1 Success vs Difficulty 1 = Success

You are much more assured that the place you live is safe after a thorough look.
You discover two secret tunnels in and out of the place.

Over the course of days you scour your workshop from top to bottom in the process of ensuring it is at least reasonably secure only to be reassured that the entire place was built by Dawi hands.

Everything from the masonry to the support beams has been handled with an almost eerie level of accuracy. Windows equidistant from each other. Support pillars that are, to your eye, perfectly symmetrical as well as positioned to ensure a level of redundancy with each other should one give out. Doubled locks on the door including a beam to bar it. A well treated wooden beam to seal the main doors that can be raised or lowered by a pulley system using metal chains in place of ropes...

"Is... Did I get this place too cheap?"

You mutter to yourself one day while inspecting a corner off from the main doors. A silly question to be sure, you more than most know that the Dawi would charge you exactly what they should and not a penny more or less, but still it comes to mind with each new inspection. Brows furrowed, you squat down beside a patch of dirt floor that by all rights is completely inconspicuous and yet your eye catches the slight raising of the floor. Digging your finger into the dirt a little finds the sensation of loose and packed dirt giving way to hard stone.

"Now, this, is interesting," Your voice is a half whisper as the situation seems to pull you into it and your fingers gingerly dig around for something that should be right... around...

"Here."

Finding purchase, you quickly dig up a large and dirt colored metal ring and give it a yank...

Okay, maybe you throw your back into it a little before a hatch door swings up almost silently from the floor to reveal a hole into the side of which little ladder notches seem to be carved.

...

You listen to the gentle flickering of the torch in your hand as you count out the steps while walking along the tunnel for the third time. A rough map in your mind ticking off the distance with each step until you reach the end where another ladder should lead directly up and, "Into the alley next door."

Jotting down a mental note, you turn and head back the way you came. Your eyes trace the featureless stonework as you once again wonder just how they managed to build all of this without anyone noticing.

...

Certain that if there was one there would be more your search of the workshop intensifies. Many hours of fruitless inspection eventually culminates in the discovery of a second hidden tunnel hidden in the shadow of the smelter hidden in much the same way as the first. You descend down the ladder with torch in one hand and the quiet tap of your feet against the stone rungs until at last reaching the bottom and fi-

"Nothing?"

The word escapes you almost immediately as your sight traces along the corners of the short tunnel that leads to apparently nowhere. After a few steps of hallway smooth masonry and solid stonework are the only thing left in front of you. No ladders carved into the sides. No hatches above.

Only a plain hallway whose secrets defy your every examination. If it has secrets at all.

[X] Arming the Road Walkers x2
Rolling Mind/Engineering + Expertise= 6d6 (6, 5, 4, 4, 3, 1) = 2 Successes vs Difficulty 3 = Success, Terrible
Rolling Mind/Engineering + Expertise = 6d6 (3, 3, 2, 2, 1, 1) = 0 Successes vs Difficulty 3 = Failure

Provided the Road Walkers with 3 terrible quality Flintlocks.
Road Walkers purchase 3 normal quality Flintlocks from Altdorf.
Road Walkers now 44/56
Gain 2 Wealth.
Gain 1 Experience towards Mastery in Flintlocks.

You meet Alric in his office, the man finally relieved of his enforced bed rest though quite begrudgingly if Ralf's expression is anything to go by as the blind mercenary struggles to clean one of his pistols with only one hand. Despite the repeated failures and fumbling he seems rather unfazed by the entire situation, "Ralf tells me you brought us more guns? If I'm not mistaken that means you've now provided..."

He trails off, the pistol and rag in his hand freezing in the midst of the cleaning, "Twenty of them? Almost half of what we can field in battle are all from your hands. Not a lot of mercenaries out there who can claim a single craftsman armed them let alone an engineer."

Your focus darts to Ralf currently placing your rifles next to a trio of more meticulously made ones before turning back to Alric, "Not all of them are works I'm satisified with but ai. Twenty one flintlocks to be exact."

He nods, hand letting his weapon drop onto the desk with a light thud, "It might sound absurd, but as it stands... The Road Walkers now have one of the highest concentrations of black powder weaponry in all of Ostland. You probably are unaware but Elector von Königswald has shot down no less than twelve attempts to modernize at least a portion of the State Troops over the past decade."

He waves Ralf over as he speaks, the teenage mercenary setting a coin purse with your pay onto the table, "Thank you, Miss Margaret. I may well have some new work for you soon as well."

With that the conversation turns from your work to light chatter between the two of you about the 'kids working harder than ever' and 'some brat firing a shot through Ori's bedroom window'. You try to suppress a laugh as you notice the particular shade of red Ralf goes at that comment but Alric makes his amusement well known, a deepchuckle ending with a swig of vodka.

Geheimnisnacht
Rolling 1d100 (50) = Nothing?
Rolling Soul/Sixth Sense + ??? = 4d6 (5, 5, 4, 1) = 2 Successes vs Difficulty 1 = Critical Success

??? activates.

You see that which remains.
Gain 1 Experience towards Sixth Sense 1.

The Day of Mystery.

Fires crackle in your workshop, wood popping as it shifts in stone ringed fire pits, and the gentle hiss of steam whistling carries through the air as the aeolipile spins. Glancing up, you check each of the windows to ensure the shutters are still firmly in place before looking back to the spherical engine spinning gently before you. Sitting near the simple steam powered machine with Gromdottir resting gently on your lap, it is a familiar sense of ease that comes over you as you fondly remember that at least on this night you always had a roof above your head. When the Dark Moon rises it is only the most faithful of Morr who stalk the streets, their bodies and souls guarded from the fel moon's influence by His hand.

On Geheimnisnacht, it is not uncommon for most to go to bed early for in the realm of dreams your soul is safeguarded by Him as well.

"Or so the priests always told me," You mutter to yourself as you use a stick to adjust a particularly hefty chunk of firewood set to smoother a bed of coals beneath it. It was advice you'd listened to for years, even after Godri had taken you in and began bringing you into the 'safe embrace of stone' as he called it.

And yet, this night you find sleep alludes you.

"Seek the embrace of sleep for in Dreams is His presence most powerful and in Dreams his guidance most clear."

A sense of tension tugging at your heart.

The hair on the back of your neck standing on end.

A chill upon your spine.

Something was near you. Not... Next to you, but near. Time and again your hand reaches for the weapon in your lap as you find comfort in the faint warmth it always holds. Your attention shifts from it to a pair of barrels off to the side. Water to feed the aeolipile for hours... Water you've already used to refill it twice now seeking even an extra source of comfort.

Around and around the machine spins, white vapor pouring from the pipes upon it bringing warmth and a promise that lightens your heart with its mere presence. For a brief moment you contemplate making one to gift to Alric and the Road Walkers.

"Go to him in that land of rest, oh children of the Empire, for in his embrace the sea of madness that threatens to breach through this night is nothing to fear."

And then it happens.

A painful radiant heat upon your chest, a feeling akin to fingers running alone the base of your neck only to wrap around your spine and squeeze. Grabbing desperately for the source brings an all too familiar raven into sight. Bone white and unmoving it appears entirely unchanged and yet it feels nearly scalding in your grasp as if threatening to melt the skin upon your palm. Despite the pain... Or perhaps because of it, your mind can't quite figure out which, you keep it tightly in your grip.

It is with a pop of your ears that the entire world twists around you. Violently thrashing shades of purple swim across your vision as everything seems to double in your vision in a way very unlike those moments in your memory where you were deep into the cups. From floor to pillar to wall it is like everything has an ephemeral double layered overt-

"None who set foot upon his boat shall be harmed in even the most cruel of nights."

Your train of thought freezes up as you turn to look around your workshop curiously. Where once you were alone there are now tens of them gathered around you. Staring.

Shades of those once living.

Ghosts.

Their faces, twisted in fear and hatred and agony.

Their eyes locked on you.

"So I ask you sleep."

An old man in fine clothing, a burgher almost certainly, weeps as he meets your eyes.

"Sleep and hear the Raven's cry."

A sickly looking woman whose jaw is missing wails in your ear as she stares pleadingly towards you.

"Sleep and find yourself at His side."

A teenager with half their torso gone stands with their back ramrod straight, a scowl twisting their face as they look towards you... And yet you can tell the hatred on their face is not directed towards you.

"For His call to the Garden has yet to come."

A small child holding a bunny tightly to her chest...

"For this night too shall end."

On and on they go, seemingly from every walk of like from wealthiest to poorest.

In unison they raise their hands and point to your door as if trying to guide you outside to where the voice grows louder and louder.

What do you do?
[] Follow their lead.
[] Ignore them and ready Gromdottir.
[] Ignore them and pray next to the Aeolipile.
[] Write in.


Name: Margaret
Age: 16
Fame: 2

Wealth: 13
Inspiration: 4

Favor:
  • Road Walkers - 6

Attributes and Skills:
Body -
3 [1/8]
  • Athletics 2
  • Pistols 1
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 [1/4]

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 wet conditions, Godri would disapprove)
Gromdottir (+4 bonus dice when used for combat, ???, ???, Very limited amount of ammo)
Raven Amulet (???, ???, ???)
Bottle of Kislevite Vodka

Size: Large, an old warehouse now for your personal use.
Tools and Equipment: Engineering Tools (Allows for work on Tech Tiers 1 to 4), Basic Alchemy Tools (Allows for work on alchemy projects up to Tier 3)
Security: Simple Locks crafted by Dawi hands, windows ten feet up, wooden bars across the warehouse doors, secret tunnel in the smelter, secret tunnel hidden to the right of the main doors
Facilities:
Large Scale Dawi Smelter - A large smelter meant for the processing of ores before transport that hasn't seen use in months at the very least now in your hands. It will certainly make the process of refining metals much easier. Gain 1 Bonus Die when working with metal refining or alloying.
An Aeolipile - Setup at the heart of the workshop is your Aeolipile. The crowning jewel of your workshop as its first ever steam powered machine and a monument to what can be. You find its presence calming and run it once or twice a week simply to watch the spherical engine spin.
Your Bed -

Tallied Workshop Bonuses:
1 additional die when performing Mechanical inventing or crafting
1 additional die when metal refining/alloying

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.
Request Investment - 1 Favor per Wealth requested. Can potentially harm your relationship with the group.
Request an Oddity - Cost varies depending on the target, tasks the Road Walkers with retrieving an interesting research specimen for you. (Unlocked from Relationship 2 and having something worth retrieving.)
  • Pitch Black Lodestone - Costs 3 Favor, the giant lodestones in the Forests of Shadows are a curious thing with enough strength to rip metal from the hands of trained soldiers. Native to the Forest of Shadows.
  • Hidden Peril Caps - Costs 1 Favor, the camouflaged mushrooms contain a rather powerful paralyzing agent for their size that might be worth investigating. Native to the Forest of Shadows.
  • Under Root Moss - Costs 1 Favor, the glowing moss that seems so common in the space beneath the ancient trees of the Forest of Shadows is a curiosity capable of generating light and repelling insects. Native to the Forest of Shadows.
  • Capture Canopy Hounds - Costs 2 Favor, the small scavengers that call the canopy of the Forest of Shadows home are rather bizarre creatures that show an ability to cultivate fruits in a primitive form of agriculture. Native to the Forest of Shadows.
Order a Hunt - Cost varies depending on the target, tasks the Road Walkers with hunting down a monster of individual if they are willing. (Unlocked from Relationship 3)
  • Currently lack targets.
 
Interlude: Know that tonight we watch
After a long moment of hesitation your hand wraps tightly around the grip of Gromdottir as you stand to follow the ghosts guidance. As you stand the spirits part, a corridor of spectral figures bidding you forward as you take one shaky step... and then another. And another. Your tension eases with each step and with that each grows more certain for if you are going to set your mind to something-

" 'You should see it through.' "

You lift the wooden bar back up to its resting place and move to turn the locks even as the ghosts around you step forward, phantom forms passing through the walls with ease. Tense or not, you still find yourself taking a deep breath as you prepare to open the door and the voice from outside grows all the louder.

"Though you may dream your eyes are ever open."

It swings inwards silently at your pulling, your head poking out from behind it catching sight of a small courtyard filled with the specters you had already seen inside though now bathing in the sickly green glow of Morrisleb high above. An eerie chill rises up your spine despite the feeling of safety they give you for what else could you use to describe almost two dozen ghosts turning to look at you as one?

What else would you call them pointing towards the street ahead as one even as the road beyond rings with the sound of leather shoes upon the cobblestone?

"Look and behold that which may speak from within His Garden under this dark and holiest of nights."

Half hidden behind the door you watch as a priest of Morr steps into view. Her raven black hair matching the dark shade of the black robes that adorn her body as it flows down to mingle with the dark feathers adorning the attire of one of His followers. Her hands clutch a black, leather bound tome from which she seems to be reading,

"Look and behold the pleas of the dead and the warnings of He who guards the Garden Eternal."

You should feel comfort from the presence of one dedicated to Morr.

You should feel safe under His watch this night.

You should... And yet it is to her the ghosts point.

It is under their guidance you see something that you should not.

Wrapped tightly around her arms are countless ethereal chains. Her every word is joined by the sound of non-existent chains rattling in your words. Her every step is accompanied by pained screams from what those chains pull along behind them. Spectral figures twisted in pain as they are dragged along the street behind the so called priest by chains of foul black that stab through their chests.

You watch as they desperately scrabble at the cobblestones, fingers failing to find purchase in their attempts to break free of the bindings around them. Your heart pounds in your ears as the 'priest' turns to look at the host of spirits who glare back with condemnation.

She smiles brilliantly at them, the joy clear on her face as she continues, "Know that tonight we watch."

"Know that tonight our eyes are His eyes."

"Our words are His words."


Your stomach churns as you listen to words that once brought comfort only to now bring revulsion. Confusion. Fear. Disgust. Hate. Emotions lash around wildly as you try to find the courage to force your body into motion...

What do you do?
[] Close the door and bar it once again.
[] Allow them to pass before closing the door and locking it.
[] Fire upon the fallen priest.
[] Write in.


[X] Follow their lead.
Rolling Body/Stealth + Brilliant Mind + ??? = 5d6 (5, 5, 2, 2, 2) = 2 Successes vs Difficulty ???

Rolling Soul/Sixth Sense + ??? = 4d6 (6, 4, 2, 2) = 1 Success vs Difficulty ???

???
Unlock Stealth 0.
Gain 1 Experience towards Stealth 1.

Name: Margaret
Age: 16
Fame: 2

Wealth: 13
Inspiration: 4

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 [1/4]

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 wet conditions, Godri would disapprove)
Gromdottir (+4 bonus dice when used for combat, ???, ???, Very limited amount of ammo)
Raven Amulet (???, ???, ???)
Bottle of Kislevite Vodka
 
Interlude: Know that tonight we watch II
Doubts tread at the edge of your thoughts. For a long moment you question whether what you see is true, wonder if perhaps it was not the work of Morrisleb being twisted by ghosts in revolt of the afterlife awaiting them...

And then you see them in the crowd outside. A child holding a bunny tight to her chest even as she holds up a trembling hand. A teena- No, a soldier's spirit with hints of chainmail poking out around the hole in their torso that clink quietly in your ears as they step forward to shield the little girl.

You watch as the priest's mouth opens but your body moves before more words can leave her mouth. Fingers tightening around your weapon as you pop out from the door and find yourself driven by some unseen hands to steady your footing. A bracing posture, head tilted to stare down the length of the barrel now leveled at the supposed priest only now noticing your presen-

They stumble backwards as Gromdottir goes off. Blood spatters onto the cobblestones from the gaping hole in her chest and bits of flesh and cloth fall to the ground amidst the spectral crowd only to catch fire as black flames ripple across the torn flesh. You watch aghast as the blood flows back towards the priest, the red shade turning a dark black that glitters in the moonlight of Morrisleb overhead only for the surface to boil and catch fire.

Your mind screams at you to dive to the side but your body doesn't respond fast enough, the ball of burning blood splatter across the half open door and across your chest bringing with it a pain that drags a scream from your throat. You expected heat but instead it was more akin to your flesh being flayed by the flames that roar to life on your torso, a hurried hand batting at them in a desperate bid to put them out before they can spread further... And instead leaving your palm singed and sliced apart.

'At least the blood put it ou-'

"Tsk, was aiming for your head," A voice ringing in your ears brings you back to the present just in time for an ethereal hand to claw into your shoulder, nails biting through flesh as the clothing you are wearing starts to crumble and rot. Burnt flesh. Rotting wool. The smell of decay that hits you like a wall now that they're right upon you. Your skin withering and rotting as it too speeds towards being little more than dust dripping from between those ghastly fingers...

"Useless scraps, you dare-"

Ghostly hands appear all around you as the figures of those spirits that had warned you surround the necromancer and begin to grasp at her. Fingers pass harmlessly through robes and flesh, hands disappearing as they try to cling to her legs, and only a few manage to find purchase upon those pitch black chains dangling from her arms. Trapped between a horde of resentful spirits and you, the necromancer glowers as her blood starts to flow upwards once more and you try desperately to do something.

Your attempt to dodge turns into a stumble as your legs give way underneath you. Gromdottir barks in the night once again, the flare of the muzzle and the smoke doing little to distract you from the mere graze you inflict as their spell forms in full. Only a few feet away, you can hear it this time. Black blood bubbling violently as an unseen force causes it to curdle and ignite.

Your end nears.

And yet, you are not alone this night.

Ghosts throw themselves between the two of you as the sphere takes flight and you watch as the flames eat holes through your spectral allies with remarkable ease. One. Two. Three.

Three.

Three of them wail silently as their forms are consumed by tainted flames.

You can see the hatred flashing in the fallen priest's eyes as she struggles to fight free of those weighing her down. You can hear it in her voice as she scrambles to prepare a third orb. Chains rattle maddeningly as the ghosts trapped at their ends weep and turn upon the crowd gathered around them.

"Trash, I'll flay your souls for an etern-"

Gromdottir drowns her words out as you fire.

Once.

Twice.

Thrice.

'A bullet for each.'

A poor repayment, but the only one you can offer.

It is only as the second round burrows into the necromancer's head that everything stops.

Suddenly, unnervingly so, the world falls silent.

And then you notice it.

The green tint coating the world is gone.

Your feet carry you forward, your body struggling to stay upright through the pain lancing through it, and out the door where a soft white light illuminates the city beyond. Some deep seated instinct drives you to look to the sky above and what you see causes your legs to give out.

Above the city of Wolfenburg a great host of ravens circles embroiled in a battle with itself as the birds peck and claw and batter at each other only to plummet towards the city below. Your heart jumps as one crashes into the cobblestones at your fe-

You awake with a gasp. Your heart pounds in your ears and your body screams at you to stop as you scramble up from the floor with Gromdottir still clutched in your hand. A bullet ridden corpse lays upon the dirt only a few feet from you, the smell of burnt flesh and rot still linger in the air, and the host of spirits still surrounds you though now many regard you with a gentle smile.

A raven's cry breaks the quiet that has fallen over your workshop and over half of the specters turn to walk towards it. You watch as their bodies vanish from existence right before your eyes after stepping across some threshold beyond your sight.

And then you feel a gentle tug on your pants.

Looking down you find a little girl with a silly grin on her face as she shoves the rabbit she was clinging to so dearly towards you.

"Thank you, big sis. I get to go see daddy again... But he said I can't take Mr. Rabbit with me... You'll keep Mr. Rabbit, right? He's a good rabbit, I promise!"

You watch as the child's spirit anxiously shifts in place and...

What do you do?
[] Accept the rabbit.
[] Offer to take the rabbit to where she's buried.
[] Refuse the rabbit.
[] Write in.


[X] Fire upon the fallen priest.

Round Zero

Rolling Body/Pistols + Gromdottir = 8d6 (6, 6, 5, 4, 3, 2, 2, 2) = 3 Successes
Rolling Soul/??? + ??? - Caught Unaware = 6d6 (6, 4, 4, 3, 2, 2) = 1 Success

3 vs 1 = Critical Success

Bullet takes them in the chest sending them reeling.

Round One
Rolling Body/Pistols + Gromdottir = 8d6 (5, 5, 4, 4, 4, 4, 3, 1) = 2 Successes
Rolling Soul/??? + ??? = 7d6 (6, 6, 5, 4, 4, 3, 3) = 3 Successes

2 vs 3 = Failure

A ball of boiling black blood catches fire and slams into you.
You are down to 2 out of 3 Wounds.


Round Two
Rolling Body/Pistols + Gromdottir = 8d6 (5, 5, 4, 3, 2, 2, 2, 2) = 2 Successes
Rolling Soul/??? + ??? = 7d6 (5, 5, 5, 4, 3, 2, 1) = 3 Successes

Restless Ghosts Interrupt
Rolling Soul/??? = 4d6 (5, 3, 2, 1) = 1 Success

2, 1 vs 3 = Failure

A hand slams into your shoulder turning clothing to dust and causing flesh to wither.
Restless spirits begin to claw at the fallen priest.
You are down to 1 of 3 Wounds.


Round Three
Rolling Body/Pistols + Gromdottir = 8d6 (6, 6, 3, 2, 2, 1, 1, 1) = 2 Successes

Restless Ghosts Interrupt
Rolling Soul/??? = 4d6 (6, 5, 2, 1) = 2 Successes

Rolling Soul/??? + ??? = 7d6 (6, 6, 5, 4, 4, 3, 3) = 3 Successes

2, 2 vs 3 = Failure
Several ghosts are consumed by black flames as they throw themselves in the way of your opponent.


Round Four
Rolling Body/Pistols + Gromdottir = 8d6 (5, 4, 4, 2, 2, 2, 2, 1) = 1 Success

Restless Ghosts Interrupt
Rolling Soul/??? - Losses = 3d6 (6, 4, 3) = 1 Success

Rolling Soul/??? + ??? = 7d6 (6, 4, 4, 3, 2, 1, 1) = 1 Success

1, 1 vs 1 = Success?

More restless ghosts throw themselves upon the fallen priest buying you enough time to end them.
Several of the ghosts are torn apart by the tortured spirits being dragged along behind them.


Rolling Soul/Sixth Sense + ??? = 4d6 (6, 5, 4, 1) = 2 Success

Gain 2 Inspiration for killing a very dangerous foe.
Gain 2 Favor with ???.
Gain 1 Experience towards Sixth Sense 1.
A sign.

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
  • ??? - 2

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 wet conditions, Godri would disapprove)
Gromdottir (+4 bonus dice when used for combat, ???, ???, Very limited amount of ammo)
Raven Amulet (???, ???, ???)
Bottle of Kislevite Vodka

QM Note: Well that was closer than I was expecting. I can now introduce Wounds properly though so that's a plus!

Wounds are a measure of how much punishment and harm you can suffer before you die. At base your number of Wounds is equal to your Body attribute. If Wounds reach 0 then that is it, the character is dead. Wounds recover at a rate of 1 per turn by default though stuff like medical attention, potions, etc can speed that up and some injuries may require extra care to remove such as in this case where one of Margaret's shoulders is now a shriveled, cracked husk of what it once was.
 
Last edited:
Interlude: Know that tonight we watch III
"Of course I will little Umgi," You say with a smile as you reach out to ruffle the girl's hair only to be surprised when your hand makes contact and the child giggles up at you. She places Mr. Rabbit in your other hand, the spectral bunny twisting in on itself as its ghostly form solidifies into a hand carved figurine of a rabbit that falls gently into your palm.

"You speak funny sis," She says before reluctantly pulling away as her head turns back and forth between you and something unseen, "I... Bye bye sis... Bye... Mr. Rabbit."

She sniffles and starts to tear up as she forces out the words only to turn and disappear to the other side like so many of the others.

Several long moments pass in silence as you stare at the gift the spirit has left you. An utterly miserable piece of handicraft where practically every cut mark used to carve it can be seen and the shape of it only resembles a rabbit by the crudest of measures. By even Umgi standards it is beyond shoddy and yet you cannot bring yourself to truly disparage the creator for no matter how it might look on the outside you can see something even deeper.

Hidden away in the wooden statue is the spark of something alive.

By means unknown to you a child's toy has gained a spirit all its own.

Only after you stow Mr. Rabbit away carefully into one of your pockets do you turn your attention to the rest of your workshop. Several ghosts still linger about though most have long left, the few remaining simply watching yo-

Your ears pop as your vision suddenly turns black. Fear and panic almost have time to set in before your sight returns to you. Where once you could see gathered spirits now there is only the corpse of the fallen priest staring lifelessly up from the ground. Her expression in death is one of confusion.

Scowling, you spit on the corpse, "Unbaraki."

You wince as the act tugs at burns still untended.

Your hand squeezes down on a now cold bone amulet. More than a dozen questions come to mind as you stand there trying to process something from the night's events only to scoff, "Bah! Nothing to be done about it."

You most certainly don't look to the whistling aeolipile for some form of comfort as you contemplate how to handle it all.

'I'm just admiring the beauty of steam...'

What do you do with the necromancer's corpse?

[] Burn it in the smelter.
[] Bring it to the attention of the Garden of Morr come morning.
[] Brave Geheimnistag to carry it to the Garden.
[] Write in.


Do you do anything with the necromancer's belongings?
[] Leave it all with the body.
[] Search her possessions.


[X] Accept the rabbit.

Spent 2 ??? Favor.
Gain Mr. Rabbit.

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
 
Vote closed
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
 
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