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

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If you want to learn more about the actual physics behind the Industrial Revolution, I'd recommend a free Youtube series originally filmed by Caltech in the 1980s that covers introductory university physics, named The Mechanical Universe.

There's one particular episode that's relevant to our quest about the Carnot engine cycle which also covers some of the early history of the steam engine in Europe:


View: https://www.youtube.com/watch?v=d6eJ8mccvu0

What got me thinking is that while primitive steam engines were known for thousands of years, the invention that truly made them practical for more than just pumping water out of coal mines was the invention of a condenser to extract additional work from the engine's operation. The greatest limitation of a steam engine (and heat engines in general) is their low efficiency - only a fraction of the heat energy they consume is converted into work. If our character wants to bring steam to the masses, increasing the efficiency of the engines will be the most important task ahead of her. In the process, she could also stumble upon the principles of thermodynamics, perhaps even enough to conceptualize a refridgerator (technically just a heat engine in reverse).

Of course, I'm not sure if calculus or the gas laws are known in the WHF universe, so doing so may be a difficult challenge.
 
Of course, I'm not sure if calculus or the gas laws are known in the WHF universe, so doing so may be a difficult challenge.

I'm pretty sure they are known to the dwarfs, given the quality of steam engine they can produce, but that is kind of like saying there is a large treasure on the moon as far as our very much non dwarf character's ability to access them. As far as if they are known in the Empire, no idea, though if any magical college stumbled on them they would likely be held back as secrets of the order.
 
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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Fuck, Alric's in bad shape, but we killed the Shaman at least.

We should definitely help Alric kill the Minotaur so he's free to attack whatever else is coming.

@adwarf, would a vote to hang back and shoot at the minotaur be different from the charge vote?
 
Fuck, Alric's in bad shape, but we killed the Shaman at least.

We should definitely help Alric kill the Minotaur so he's free to attack whatever else is coming.

@adwarf, would a vote to hang back and shoot at the minotaur be different from the charge vote?
Yeah, charge is an attempt to draw it's attention away from Alric. Hanging back and shooting it will just be trying to kill it while it is still dueling Alric instead.
 
[X] Hang back and shoot at the bejewled minotaur

As far as I know we'd be rolling like 5 dice (3 Body + 1 Brilliant Mind + 1 Reinvigorated) to evade the Minaotaur's attacks if we charged it, so hanging back and shooting it sounds better to me.
 
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Alric seems to be including his pistols into his melee dice - so we also would benefit from gromsdottir, I think.
Hmmmm, true. So we'd be rolling the same amount as Alric 🤔

Ok, going back to voting to charge it then, to take pressure off him.

[X] Charge the bejeweled Minotaur.
 
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.
Elsewhere a certain dwarf feels a tiny amount of validation. As if his adopted granddaughter the Umgi plaitling that he saw the tiniest glimmer of potential in. is putting his gift to good use. Well, as a good use as a barely trained plaitling who hasn't even hit her 50th birthday yet can accomplish. But then Umgi, what can you do? By the time they've just barely attained any semblance of maturity, they've already got a foot in the grave and the second soon to follow.

[X] Hang back and shoot at the bejewled minotaur
We are not a combatant that afford to play dodge games with a minotaur.
 
[X] Hang back and shoot at the bejewled minotaur

Better shoot the frakking minotaur from range, lest we got unfortunate in the next turn.
 
I'm really torn on which help Alric with the minotaur vote to pick, so I'll just wait and see which one gets a good lead and switch (or don't) my vote to that! :p
 
[X] Hang back and shoot at the bejewled minotaur

Better aim for the head... Or the balls if Margaret decided to be cheeky and make everyone wince in pain together when seeing that happen.
 
The original recharger is a bicycle pump. We just need to move away from that design.

A recharging station the size of a Carriage, some sort of air compressor could recharge a single cartridge in seconds,rather than minuses.
If we stay close to the pump design, we could have the machine operate multiple pumps simultaneously.

Iirc, a fully equipped rifleman carried three loaded canisters, enough for 90 shots. Much more than a regular gunner could possibly fire in a single engagement.
I already had the recharger be both large and multi-pump in my assumptions. However reload speed will still be pretty darn limited. The faster we charge the canisters, and the more we charge at the same time, the more power is required, and we don't have an unlimited supply of that.

We are most definitely weight limited. We could have the greatest steam recharger in the world, but nobody's going to use it if it can't go off road without getting stuck. Heck if it requires draft houses like a Great Cannon and can't be moved during battle it'll be a rather tough sell.

The bigger the engine, the greater the weight. It's made worse by the fact that as a steam engine's size increases, the amount of power generated increases faster than the ability of said engine to contain it, courtesy of the Square-Cube Law*. So the bigger the engine, the thicker the walls will have to be proportionately.

Still, even if we can somehow build a reloader that can refill a large number of air canisters nigh instantly light enough to move that doesn't turn itself or the canisters into a cloud of lethal shrapnel, the troops will still need to actually go to the recharger. In doing so, they would have to violate the cardinal rule of warfare in this era, don't break formation. If you break formation, then the odds of morale breaking as well skyrocket. A small unit could probably maintain cohesion but a larger one would be in trouble.

Or course all of this ignores the fact that your average Imperial peasant serving in the State Troops won't have the skillset to handle said weapon with the delicacy it requires. Nor would your average armored within said State Troops be able to repair it when it gets inevitably damaged.

Don't get me wrong, this sucker would make one hell of a sniper. We could load it up with alchemical fire rounds or use a Whitworth style barrel for added accuracy and power. It's just an awful weapon for general use.
*Fun fact, said law was actually discovered by a guy who was trying to figure out why a miniature steam engine wasn't working.
I am not that sure about that, they would see the Engineers as rivals after all, they practice related crafts in different ways. Someone who was trained an engineer, but no longer owes any fealty to them might be an interesting collaborator to a young gold wizard interested in branching out. After all we would not be obligated to take whatever we learn and share it with our fellow engineers. Sure the wizard might see Margret as an adjunct of their order, but that is fine by me.
Actually they have a long and proud history of collaboration with engineers and gunnery schools in order to make deadlier firearms. Because of this, the Gold Order is perhaps the only College of Magic to have positive relations with the Engineering Guilds.
 
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