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

Voting is open
ammunition is limited
Bullets seems to be beneath the abstraction in this system; they are not accounted for in inventory, or ever mention in-story, or in the combat logs. So that one thing we don't really need to stress about.

What is mentioned, tho, is armor - mook wardens use padded clothing, veterans use chain - so yeah, we'll need to get some. I think we are better off just buying some, as we don't have a skill in metalworking.

Speaking of Not Dying stuff, we prolly could use Road Walkers favour to get more gun training dice; we have somewhat of a surplus. IDK if it is not a "RIGHT NOW" action, but I do wanna get Guns 2-3 in a couple of turns at the latest. This is a dangerous world, and we live in a dangerous part of the town.
 
Bullets seems to be beneath the abstraction in this system; they are not accounted for in inventory, or ever mention in-story, or in the combat logs. So that one thing we don't really need to stress about.

What is mentioned, tho, is armor - mook wardens use padded clothing, veterans use chain - so yeah, we'll need to get some. I think we are better off just buying some, as we don't have a skill in metalworking.

Speaking of Not Dying stuff, we prolly could use Road Walkers favour to get more gun training dice; we have somewhat of a surplus. IDK if it is not a "RIGHT NOW" action, but I do wanna get Guns 2-3 in a couple of turns at the latest. This is a dangerous world, and we live in a dangerous part of the town.

If we can make a Steam Engine from scratch and not blow ourselves to bits we have to be quite skilled at metal-working.
 
I think that whatever else we do some of that money and a portion of our time over the next few turns should go to improving Margret's combat abilities @Prospalz is right that Gromsdottir is nuts but we cannot keep counting on it, ammunition is limited. We either need to figure out how to make more of it or get a weapon of our own that we can use freely. Also while we are at it some armor would be nice. We do have that smith equipment that dwarfs left behind and it should not be too hard to make say a simple cuirass.
I definitely agree. Hopefully the Cleaning House action will give us a boost towards having an Alchemy Lab sooner, so that'll enable us to make gunpowder, and that smelter might help us make the bullets for it. If not, the Furnishing our Workshop action should.

Also very agreed on getting some kind of armor, it was noted in the recent update that the Walker Veterans were wearing chainmail, which is the minimum I'd like to have before our next hunt. I'm not sure if that's a separate skill from the ones we have, if it is, we could buy some chain from where the Walkers got theirs while we work on other stuff and build that skill up, eventually upgrading to something like steam power armor :D

I immediately through about that when it was said he lost an arm.
Great minds think alike :cool:
 
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.
 
...Actually yeah, we prolly should be. Strange. We don't have the skill on charsheet.
You have the knowledge but not the requisite physical skills of it. You basically guided a blacksmith through the process of making the parts when you created the aeolipile and assisted where needed.
 
Another skill we prolly should pick up at some point. Oh well.

Also, uh. Margaret seems to have the Magesight. It popped up before, but now it is pretty blatant.
 
Another skill we prolly should pick up at some point. Oh well.

Also, uh. Margaret seems to have the Magesight. It popped up before, but now it is pretty blatant.

I mean yeah, we are one third of the way to a proper spellcaster and given her age it's... not out of the realm of possibility that we would get the rest, though if she does have a true talent it is most likely to be a weak one, the kind that would make a good alchemist and but bad daemon magnet wizard.
 
. . .okay, if we really gramps real child...or at least grandchild...wtf?! Okay, nevermind that. I meant that we possibly have a mage as family member or she get to be born with witchsight, or beginning of one.
 
... I imagine that the scale is on Dwarf Scale, in the sense that "Terrible" quality is still what most humans would expect to get their hands on if they weren't nobility or otherwise wealthy, huh? While "Normal" Quality is generally on the standard of what a Dwarf would consider the minimum acceptable workmanship, is it?
 
. . .okay, if we really gramps real child...or at least grandchild...wtf?! Okay, nevermind that. I meant that we possibly have a mage as family member or she get to be born with witchsight, or beginning of one.

Magic can run in families in Warhammer Fantasy, but it does not have to, it could be as simple as Margret's mother got hit by a bit of Bad Moon-light while pregnant. A lot will get you a beastman, but just incidental exposure a few seconds and eh... you are one third wizard, maybe more.

Moreover vastly more people have one or even two of the three elements that make a magician than have all of them. Heck sixth sense is something that would get selected for since it gives you warnings of danger that the rest of the population does not have.
 
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. . .okay, if we really gramps real child...or at least grandchild...wtf?! Okay, nevermind that. I meant that we possibly have a mage as family member or she get to be born with witchsight, or beginning of one.
Not by blood, races do not mix in Warhammer.
I mean yeah, we are one third of the way to a proper spellcaster and given her age it's... not out of the realm of possibility that we would get the rest, though if she does have a true talent it is most likely to be a weak one, the kind that would make a good alchemist and but bad daemon magnet wizard.
We'll see. Right now, we have Soul 2 with no relevant magical skills or magical equivalents of Engineering Projects, which is enough to mechanically show that Margaret is incapable of any sort of magic.

Anyway, developing lore of Divine Steam/godcrafting a God of Engineers gonna be a lot easier, now that we don't have to Beethoven the magical side of it. :V
 
Managed to salvage enough of the lab to equip your workshop with the most basic of alchemy setups.
Excellent, that should save us a bit on the Alchemy upgrade chain :)

You are certain there was... something there.
Gained 1 Experience towards ??? 0.
Gain Sixth Sense 0.
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.
Ooh, interesting. Sounds like the former owner left something magical behind that we're picking up.

Gained Expertise in Flintlocks.
Gained 1 Experience towards Engineering 4.
Gained 1 Experience towards Trait: ??? #1.
Gained 1 Experience towards Trait: ??? #2.
Sweet, sweet Expertise! And progress towards news skills/traits! :D
 
Below average rolls there- 33 dice and 7 successes when average would have seen us at 11 successes. But such is the life of dice, at least we have made progress to some more skills and nabbed expertise

Edit- also nice to see the skills for soap invention but pity it did not reveal the total number of successes needed- on average we make 1 progress a turn but if we roll poorly we make 0 progress.

Also with wealth we should look into acquiring items for our workshop but we need to be careful to not spend everything because this was a one time windfall we cant count on
 
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Well, let's furnish the shop since we have the coin and maybe get some inspiration since our merc band took some losses so less work there.

We can finish up all the small stuff. Maybe get to know the Night Markets.
 
Flintlocks (Difficulty 3, Cost 1, Creates three) [5/6 to Expertise] - Flintlocks are the next step in the advancement of firearms. While the modifications are fairly extensive over matchlocks the core change between the two is the use of flint as an ignition source providing far greater reliability, making them easier to deploy in various forms of weather, and simply faster to use in an emergency.

So this leveled up?
Do we know know what it does?
 
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.
 
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I'm thinknig... Engineering Stuff, Comfort, maybe Security given how we're looking at the Witching Night coming on?

Then probably pouring all 'dat Inspiration into a Big Project, like the prosthetics or something.
 
Excellent, lots of options now for learning new skills. And Cleaning House did get us the first level of Alchemist's Lab, sweet! :D

[] 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/???]
Hmmm, I'm guessing this will lead to us figuring out rifling for ourselves.

[] 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/???]
And this is probably more advanced conical bullets instead of the round ones.

[] 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/???]
Ooh, very tempting.

[] Plan Making a Workshop a Home
-[] Furnishing Your Workshop, Pt. 1
-[] Making it Livable
-[] Dawi Doctrine?
-[] Something of a Replacement
-[] Some Target Practice
-[] Eureka! x1 (Something of a Replacement)
-[] Calling in Favors x1 (Furnishing Your Workshop, Pt. 1)

I really want to get our Workshop better equipped now that we have a nice chunk of Wealth, I'd like to start working on prosthetic limbs for Alric and the Walkers that were hurt, and getting better at shooting sounds good. We can make some gunpowder next turn maybe. I'm open to replacing the last 2 actions though, it's just the Workshop stuff I'm dead set on.
 
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[] Plan: Prosthetics and Pistols
- [] Making it Livable
- [] Truly Cleaning House +1 inspiration die
- [] Something of a Replacement
- [] Studying Gromdottir +1 inspiration die
—[] Eureka!
- [] Dawi Doctrine?


A working plan. I'm worried that the alchemist lab option will go away if we don't do it and the rest is self explanatory.
 
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