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Vague WFRP2 Actual Play Stuff

Started by jadrax, June 23, 2012, 06:19:27 AM

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jadrax

So I am running the Thousand Thrones, after removing all the stuff I don't like. Which to be fair is almost all of it.

This possibly ongoing thread will record items of interest, as the game suffers from scheduling hell and in three months time I might need to know what the fuck is going on. Comments, questions and general insults welcome.

Rule Changes so far:
Elves suffer a -5 penalty to Strength and Toughness.

Group so far:
Tyrella Horizondweller - Sea Elf Entertainer (basically a stripper)
Cavindel Horizondweller - Sea Elf Hunter (Half-Brother of the above)
Heidi Fellhammer - Dwarf Bodyguard (No WFRP Female Dwarfs do not have beards)
Markus van Vock - Human Student (Wants to be a wizard)

Setup Plot bits:

The Horizondweller siblings have been found work with Selina Reiva by Avatil Foamstrider, because they are total wasters and the whole of Sea Elf society basically finds them annoying. They get 10 gold each for carriage fare in case they somehow fuck up getting to the actual start of the campaign. They buy more armour and walk.

Heidi Fellhammer is working for Roderick, a Witch Hunter in the service of Sigmar. While he is basically a member of the orthodox Volkmar faction, he has no issues with the dominant Marienburg Esmer faction, or they with him. Heidi therefore can call upon the Temple of Sigmar for bed, board and healing. Roderick has got Heidi a job with Selina Reiva because he has heard she might be a witch and sending a Dwarf in undercover is his idea of a 'good plan'. Roderick is clearly fucked in the head.

Markus is working for Selina Reiva, a local wealthy scholar. She lives in a big house and all her servant's wear domino masks because she too, is clearly fucked in the head. She has basically hired Markus a bunch of wierdos and told him to get on with solving the bits of the plot I have not taken a bonesaw to.

Mission One: The Black Witch:
Markus is informed by Selina that a book of hers, 'The Age of a Thousand Thrones' was seized by a pirate ship called the 'Black Witch' which is now floundering in the Doodkanaal. The book is in an ancient language (no not Classical, Markus) and has pages made of metal. Payment is 25 gold each on the books delivery.

Markus fails to answer any questions and then fails to communicate half of this correctly the the others, and tells them the ship they are after has 'capsized'.

After much discussion if its worth doing or not, they head to the Doodkanaal. Asking around they find out the Black Witch is a) still afloat Markus you cretin and b) haunted. Much conversation if anything they carry can harm ghosts, to which the answer is no. They also find out its near a tavern Called the Jolly Boatman.

Tyrella flirts with a one eyed Estalian named Lucian Kreso to hire a rowboat for 2 silver. He also tells her the ship is haunted by little imps.

Alfons van Oostan, a fat man with blackened teeth, offers to sell them information about where the ships crew went for 10 guilders, as Markus is 'clearly a nob and must be loaded'. Markus pleads poverty and they do not take up his offer.

They row over the the ship, which is blackened with age, sodden and covered in fungus. They search it, very noisily. They find a key with Three Pearls set into the handle in a triangle pattern. Some large fungus covered maps of the coast of the Wasteland, Bretonnia, The Empire and Albion. An expensive small locked chest hidden in a false bottom of a barrel, which Tyrella breaks open to find a hidden rusted iron medallion with three iron circles in a triangle pattern, the rust also forms into a repeating three orb pattern in paces. Some green robes in a fake coil of rope. And finally a fuck load of fungus covered Troglogobs and a one huge three eyed fungus covered Squig. They have a fight, but a combination of luck, having scary elves and more luck wins the day. Everyone on is on fuck all wounds, has successfully not been poisoned and has the Green Pox from all the exploding disease ridden goblins. will this teach them to scout ahead before cleaving doors in two with a hammer? Will it fuck. One of the Troglagobs wears a huge Ram's Skull on his head and uses magic because I had flashbacks to Oblivion.

What they don't find is any book. Much muttering of the pay not being worth it.

jadrax

#1
They return to Alfons van Oostan and pay him 3 guilders for his information, he sends them to a house in Winklemart (sp) with a red door. They go there and no such house exists.

On the way back, they witness a young boy with the twin tailed comet of Sigmar branded across his chest burst out of smithy and brain a black robed cultist with a hammer. Three other cultists are killed by the crowd and Heidi (who brained one while it is held down). The Crowd proclaim the boy Valten returned and cart him off to Esmer. The players investigate the forge, find out its a cult headquarters and the cultists have pendent in the shape of a stylised Z.

They return to the Jolly Boatman, and discover Oostan left in a hurry just after them.

A teenage Boy (Titus Fokkes) tells them he saw Oostan arguing with a local rope-maker, and is bought a Pint of beer by the party. This turns out to be a lie and the rope-maker (Reiner Fokkes) is the boy's father.

A third man (Hugo Buisman) offers information in exchange for them kneecapping someone else (Dobbe Gaff), they decide everyone in the bar is a liar and investigate elsewhere. River-front gossip turns up that a witch hunter (Osric Falkenhiem) was seen going to the boat before them, who they track down to the golden lotus dreaming den. He's insane and out of his head on black lotus, but tells them he has given to book to local church of Alluminus, the Law god of Eternal Light.

The Initiate at the Law Gods temple (a converted bakery) explains he has lent the book to a Light Wizard named Handel, as he did not think the Witch Hunter was going to want it. Inquiring at the Marienburg Mage's Guild (Baron Henryk’s College of Navigation and Sea Magicks) turns up that the Light Wizards are a bunch of Alluminus worshippers who have been recently exiled by Volkmar, who has proclaimed worship of the Gods of Law as illegal. The Light Wizards are happy to give the book back to its owner (Selina Reiva) but ask to transcribe it first, Selina is agreeable if she can get a transcript. The Book is a prophesy about Vampires written in the ancient language of the Land of the Dead.

While the part is split up and reporting to their various bosses, Heidi is confronted by four men from Ind, led by Salaman Singh. He claims she has 'the Eye' from the Witch-hunter and if she gives it to him he can protect her from the Grey Mage Cassidy. She claims not to have it, and Singh disbelieves her and says if she changes her mind he can be found at Candle Wharf.

Markus is confronted by Cassidy and two ogres who likewise demand the eye, who they also believe Heidi got from the witch hunter.

jadrax

Session Three

Summery: They killed a tree and lost a penis.

Reasonably long session managed, it could have gone on longer but I forgot to take my actual notes...

Markus is cured of disease by the Head Light Wizard (who goes temperately Blind) , the elves discover the Cococo Tonics they are taking to ward of the Pox are addictive.

The two Elves find Dobbe Gaff and break his legs, in exchange Hugo Buisman tells them that Osric Falkonheim had a suspicious looking man working for him named Klemens Geier, who he sent off north to the village of Fauligmere in the Cursed Marshes (Cavindel has been to Fauligmere before, as its a place where hunters are in demand as all fish approaching the village die from some 'curse').

Meanwhile the Dwarf Heidi is told by her master Roderick that he is leaving Marienburg to report to the Church of Sigmar in Altdorf about the rebirth of Valten that has happened in the city.

Meeting up at the Three Barrels, Tyrella realises that the Light wizards can simply take a rubbing of the book, thus freeing it up and allowing them to hand it into Selina Reiva for the reward. The Head Light Wizard also pays Cavindel to pick up a small Lead Lined box being held at an Estalian tavern called the Moneda di'Plata and dump the content deep into the Marshes, warning him not to open it in the presence of non-Elves as it might corrupt them.

They then decide to head off to Fauligmere in the hope that Geier has 'the Eye'. After going shopping, they meet up at the Moneda di'Plata and hire the Boatman Jekil Sumpfmund as a backup guide to the Marshes.

While reliving himself against a tree, several Lashworms take a rather large (9 damage!) portion of Markus' Gentlemen parts away for digestion. Heidi beats the tree to death with her hammer. Later they fail to sneak past a River Troll,
(because Tyrella whistles at it) which after a round of ineffectual missile fire, results in everyone but Jekil and Heidi running away. Heidi does some fire damage before the Troll dunks her in the swamp water and puts out her torch, at which point Jekil slits the trolls throat from behind (Rolled up, twice). Then a colossal Bog Octopus with fanged mouths on the end of its tentacles rises out of the bag (eating Markus' floating backpack and all the gear in it), emerges from the Bog, throws the troll in the air and swallows it whole before sinking back under the silt. (Cavindel fails a terror test and gets an IP).

Arriving in Fauligmere in a somewhat shaken state, they witness the local Baron, Eldred von Stauffer hanging one of the villagers for murder. the murder victim being his prize pigeon, Speckled Jim. The villagers are not very about this, but what can you do. Afterwards two of the villages housewives, Emme de Goede and Nadia van Berkel have a proper go at one another until separated.

Retiring to the Three Hogs, they learn that Geier was in the city but left looking for 'the witch' responsible for the curse after his friends failed to turn up. The Hunter Steffan Vissar tells them that he thinks that he went looking for the Anchorite Lenko Sepp at the Knochenpfütze (its a kind of pond), and is looking for the 'Mouth of Morr' or 'Hellmouth'. They are also warned to avoid the Cobbler Seth Reizbar, a Sigmerite Fanatic who was responsible for reporting the hanged man's pigeon theft.

The PCs go to the Barron pretending to be Geier's missing friends, after talking the Baron into this get to see the gear Geier left behind. Unfortunately this is just torture equipment. They try to con the baron that anyone turning up reporting to be Geier's friends later is clearly lying and will actually be rival agents in disguise (they do not say of who). The Baron explains that he thinks this makes a lot of sense, as the village Cobbler (still Seth Reizbar) had already tricked Klemens Geier into revealing that he was not a Sigmarite as he claimed, but actually a worshipper of the illegal god Solkan. [Not that as the PCs actually had no idea that the Solkanites were posing as Sigmarites to operate in the Empire, this frankly all got very confusing!]

They pick up Jekil at the Three Hogs they head out to the Knochenpfütze where Sepp refuses to talk to them beyond shaking his head due to a vow of silence. However they meet up with the village Apothecary Saskia van Oort delivering Sepp some food, who tells them (in a pretty roundabout way) that the Mouth of Morr is home to some criminals who she can get in touch with. meanwhile, those same criminals have been hired by the Baron, who has received word that Lenco's friends, a barge of 8 Solkanite Zealots pretending to be Sigmarite Zealots is arriving. The criminals and other village strong men catch the zealots by surprise and incapacitate them, while Seth Reizbar sets their Barge on fire, because this is Warhammer god-damn it.

The criminals (who have been notified by Saskia) then find the PCs, explain that Klemens Geier is dead and his body (and the Gemstone) have been smuggled back into Marienburg. They agree to have someone from the Marienburg end of their operation to talk to the PCs back in the city, if they piss of and stop asking about the Mouth of Morr.

As they are told this, the Swamp Fog that has been dogging the PCs since they left the city, slowly recedes...

One Horse Town


jadrax

Quote from: One Horse Town;570181Nice! Keep it going.

Next session in three weeks... Stupid 'The Gathering' thing getting in the way...

As an aside, a short handout about the High Elf Gods I made as one of the Elf players dosen't really know Warhammer.



The Gods of the Asur (High Elves)
High Elves believe their gods to be divided into two major pantheons, the gods of the Cadai who dwell the skies and the Cytharei who dwell deep below the earth. Only through proper veneration of both these pantheons can an Asur achieve Yenlui, the perfect balance of thought and actions.

Gods of the Cadai (Heavens)
The Cadai are called upon by all Elves save the Dark Elves, who exclusively worship their underworld cousins.
  • Asuryan, the Emperor of Heavens: The most powerful of the Elven Gods, Asuryan is called upon by rulers, judges and those wishing rebirth. The chief temple to Asuryanis the Shrine of Asuryanon the Isle of Flame in the Inner Sea north of Lothern.
  • Isha, the Mother, wife of Kurnous: The Elven god of bounty and harvests, Isha is called upon by farmers, couples wishing fertility and healers. Both the Everqueen of the High Elves and Ariel, Queen of the Wood Elves are physical manifestations of Isha placed to protect and guide the Elven race.
  • Kurnous, the Hunter, husband of Isha: One of two Elven gods dedicated to Hunting, Kurnous is called upon by Elves wishing to feed their family or simply become at one with the untamed wilds. Along with his wife Isha, Kurnous is the Patron of Wood Elves.
  • Hoeth, god of Wisdom: Called upon by elves engaging in scholarship, magic or other acts requiring learning. His most holy site is the White Tower of Hoeth, home of the High Elf Magi and ascetic order of Swordmasters.
  • Vaul, the Maker: The Chained God Vaul is called upon by elves engaged in any cat of artifice or craft. His holiest site is Vaul's Anvil in the High Elf kingdom of Caledor, where an order of blind smiths craft weapons and armour of great beauty and powerful enchantments.
  • Loec, the Shadow Dancer: The god of trickery, Loec is called upon by any elf partaking in any illusion or deception. He is also associated with dancing and laughter. The Shadow Elves of Nagarythe regard Loec to their patron deity, as do the Wardancers of the Wood Elves.
  • Lileath, the Maiden, daughter of Isha: The Goddess of Dreams and Fortune, she is called upon by seers, diviners and elves wishing for a good nights sleep.
Gods of the Cytharei (Underworld): While the Cadai are often called upon gladly, the Cytharei are more often appeased, reflecting as they do an Elves darker instincts and nature.
  • Ereth Khial, supreme goddess of the Underworld: Second only to Asuryan, Ereth Khial created the Mirai and brought mortality to the world.
  • Khaela Mensha Khaine, god of murder, war, hatred, and destruction: The God of Warfare and Murder, Khaine is called upon by all Elves, although only the Dark Elves have elevated him to their prime deity.
  • Moraig-Heg, Goddess of Souls: The Crone Goddess, Elves believe that Moraig-Heg keeps their souls safe in her pouch away from the talons of Meneloth. While she has no temples, High Elf nobles typically keep at least one shrine to the goddess in their mansions, typically in the form of a large bowl of smouldering coal.
  • Ellinill, the many-faced god of destruction: Ellinillis a many-faced god of destruction. He has more than a hundred guises, with which he wreaks mayhem and havoc upon the world. Each has a separate name and appearance, such as Hukonthe god of earthquake, Addaioththe god of volcanoes and Estreuththe god of Drought. One of the most venerated aspects of Ellinillis is Mathlann, the god of Storms and patron of the Sea Elves. The two greatest temples to Ellinill stand in Lothern and in Marienburg.
  • Nethu, doorkeeper of the Underworld: Son of Ereth Khial, Nethu guards the gate to Mirai (the Underworld). He is most often called upon when wishing to communicate with the departed.
  • Anath Raema, goddess of the savage hunt: While Kurnous represents the noble side of hunting, Anath Raema represents the savagery of the hunt, and is called upon accordingly.
  • Hekarti, goddess of conjurations and Dark Magic: The Hydra Goddess of Dark Magic is seldom called upon by any save the Dark Elves. She always demands a blood sacrifice for her blessings.
  • Atharti, goddess of pleasure and indulgence: The Goddess of indulgence and excess, Atharti is often worshipped by Noble High and Dark Elves. Wood Elves normally depict Atharti as the androgynous Ladrielle, who is particularly venerated in the Laurelorn Forest.
The Forbidden God
  • Meneloth, the Unmaker, Harbinger of Slaanesh: Little is known of Meneloth, and even the most learned of the Asur is only likely to have heard his name in passing. The penalty for worshipping the forbidden god is being encased in a timeless eternity, forever cut off from the world so your spirit may no longer contaminate it. All writings, symbols and other signs of Meneloth are destroyed, by order of the Phoenix King.

jadrax

Due to lack of communication, no one turned up to today's D&D Game, so instead, here is some WFRP rules fappery.

These are the rules I think I will be using in my current game for magic items. If people could have a look over them for concerns/issues/bunnies/problems that would be great.

Magic Items
Even the least potent magic item is a dangerous device, steeped in the fickle powers of sorcery, and is extremely rare. A fortunate hoarder of trinkets can consider himself lucky to see one example of a particular 'common' magic item in his lifetime, if at all.
Attunement
Before the properties of a Magical Item can be used, its bearer must Attune to it. This requires taking hold of the item, spending a few minuets in deep concentration, and then making a Will Power Test. If successful you may access the Magical Powers of the Item, if unsuccessful the item refuses to cooperate and acts as an un-enchanted item of its kind. You may reattempt this test after a month has passed.
Cursed Items
Cursed Items Attune automatically and do not count towards your Attunement Limit. In the following material Cursed Items are clearly marked as such, in other sources it may require a GM call.
Disposable Items
Some items are designed to be limited in scope, such as Power Stones, Magical Potions, some Magical Scrolls and items inscribed with Temporary Runes. Although such is items are magical, they are not 'Magical Items' for the purposes of these rules. They therefore do not require Attunement or count towards you Attunement limit in any way.
Magical Armour and Spell Casters
Spell Casters may not Attune to Magical Armour unless they have the 'Armoured Casting' Talent. Magic is the stuff of dreams and nebulous imagination, and rests uneasily alongside the physical. There is little more real and physical than wrought metal, and its tenacious actuality casts a peculiar and unyielding shadow in a Wizard's mind. As a result, most Wizards cannot wield the Winds of Magic if they wear armour of any kind - their magical senses are smothered by the armour's embrace – and so they cannot voluntarily Attune to an item of Magic Armour.
The only exception to this is when a Spell Caster has the 'Armoured Casting' Talent. Such sorcerers have trained their mind to focus and can wear armour without confusion or penalty. The chief examples of this kind of spell caster are Clerics and the dread Chaos Sorcerers of the frozen north.
Willingly Ending Attunement
Removing your Attunement from a Magical Item is a lot harder than Attuning to it in the first place. Firstly it requires that you are separated from your item (see the 'I'm Using This One' Rules blow.) After one month of separation, you may them make a Will Power test. If this is successful, your Attunement ends, if failed you must wait a month before testing again.
Forcibly Losing Attunement
The simplest way to lose your Attunement to an item is if someone else Attunes to it. The fickle forces of magic instantly forget an old attachment in favour of a new. Aside from this there are rumours of power Rituals and the dreaded Master Rune of Oaths Unmade which can strip a Magical Item's Attunement against its owner's will.
Attuned Item Limit
Most characters have a limit that they can only attune to three separate Magical Items. If you willingly attune to more items than your limit (normally three), the magical emanations overlap, cancel out and ultimately leads you to explode in a particularly messy fashion. This means you lose the ability to use any of your items magical powers and indeed any of your own magical powers if you are a Spell Caster. While there no rules for you inevitable explosion, as a guideline you should probably try to End you Attunement as quickly as possible and avoid doing anything stressful, going into magically active areas, or eating any spicy food.
I'm using this one.
Attuning to an item is not with its drawbacks. The primary among these is anyone attuned to an item will develop an intense attachment to it, often forsaking any other items in its favour. In game terms, this represented by having to  make a Will Power test to use any other item in its place or even leave the item behind. If you are attuned to two items with similar effects, you may choose which of them to use freely.
You only need to check if the item you are using duplicates the primary purpose of your Magic Item. A Wizard with a Magical Staff that helps him cast magic, will happily use a Sword to ht things with rather than risk his precious stave.
Paired Weapons and Armour Sets
Some magic items take the form of a pair of weapons, such as a matched Rapier and Maine-Gauche or a even a Brace of Pistols. Such items count a single item for the purposes of your Attunement Limit. However, they only normally function if the pair is wielded together.
Enchanted Suits also only count as one Item for the Purposes of Attunement, and only function if the full set is worn.
Bound Spells
To ease play, a lot of similar items have been standardised into 'Bound Spells'. When using an Item to cast a Bound Spell, all the normal rules apply. Thus, if the character makes the Will Power check, they may then roll a number of Casting Dice up to the amount provided by the Item to see if the spell is cast. Spells are subject to Tzeentch's Curse, even if they  are of Divine or Witch Lore origin.
Wearing Armour does not penalise casting a Bound Spell. Spell Ingredients, the Channelling Skill, the Dark Magic Talent or any other ability that would modify the casting roll or increase the amount of Casting Dice that can be rolled may not be used on a Bound Spell.

Example Items
(These are, where possible, written pretty much so that they are backwards compatible).
 
'Common' Magical Weapons
Warrior Bane
Academic Knowledge: Magic
Powers: Counts as a Hand Weapon; in addition, whenever this weapon inflicts a Critical Hit, its target reduces its Attacks Characteristic by one for the rest of the day.
History: The rituals to create these weapons was presumably originally of an Elven design, although variants have surfaced created by a wide range of races.

'Common' Magical Armour
Charmed Shield
Powers: Counts as a shield; In addition, whenever its user spends a Fortune Point to receive an extra Parry (see WFRP, p. 135.) that parry is resolved at a +50% bonus to Weapon Skill. Spell casters may not use this Item unless they have the Armoured Casting Talent.
History: This shield has been blessed by the Priests of a warlike deity,  such as Sigmar, Myrmidia, Grugni or Gork (or possibly Mork).

'Common' Magical Talismans
Obsidian Trinket
Academic Knowledge: Magic
Powers: A creature carrying this trinket gains Magic Resistance (10), giving them a +10% bonus to any Will Power Test to resist the effects of Magic and Magical Effects. This stacks with the Resistance to Magic Talent (and similar racial abilities), but not with Magic Resistance provided by other Items.
History: These elaborately carved charms typically come from the Dwarves of the World's Edge Mountains, although others have been found in the Southlands or even Lustria.

'Common' Magical Arcane Items
Wand of Jet
Academic Knowledge: Magic
Powers: A spell caster using this items as a Channelling Focus adds an extra 1d5 to their Casting Roll in addition to their Magic Characteristic (this is not a 'Casting Dice' and does not contribute to Tzeentch's Curse). A character may only use one Channelling Focus.
History: Wands made from this black stone significantly aid in channelling the Winds of Magic, and have been popular with wizards for generations.

'Common' Magical Enchanted Items
Ruby Ring of Ruin
Academic Knowledge: Magic
Powers: Bound Spell (Fireball, CN 12); With a successful Will Power test, the wearer may attempt to cast the Fireball spell from the Lore of Fire as if they had a Magic Characteristic of 3.
History: While the original origin of this ring is obscure, several copies of it are known to be circulating in  the Old World, presumed to be fashioned by wizards manipulating the wind of Aqshy.


jadrax

Due to an odd alignment of the stars a session happened.

The players start of in Fauligmere, but do not hang around in case their various lies catch up with them. The trip back through the cursed marshes has 2 random encounters.

The first is a patch of flowers that shaped like ears and mouths among various dead moles and birds The book assumes the PCs will harvest the sap of the plants for the sweet sweet poison. The players lob lap oil on them from a distance and set them alight.

Second encounter is a guy lying face down on a big island of floating weeds with two arrows in his back. The Scribe decides to loot him, and the corpse's chest explodes with a load farting sound into a cloud of spores. Markus annoyingly makes his save (or would have attacked his own party psychotically for 1d10 rounds). Loot is a poor quality sword, poor quality shield, 4 guilders, some shillings and a tarnished silver ring worth 10 guilder, that the elves assume must be magic (D&D players).

Arriving back at the Oostenpoort gate, they find that the guard has gone home for lunch but chat to a very nice Tax Inspector. They tell him they have no goods, but do tell him that the Scribe is covered in weird fungus (he's not they washed it all of). The Tax-man tells them that according to city ordinances if they are importing unknown species of plants into the city they must report to the The Marienburg Institute for Botanical Research.

They go back to the Three Barrels, Cavindel  gets paid for disposing of the warpstone. Markus and Heidi head of to Baron Henryk's College of Navigation and Sea Magicks to find the Botanic research place. No one there as ever heard of it, but find a map claiming its of the campus to the north. Asking at he Great Library of Verena, they find out its on an island in the middle of the Riek. They go there, explain they don't actually have any samples, get berated for setting fire to poor harmless plants with bringing seeds and get offered money if they bring seeds. They head back, Heidi nips into Monnik's Pit Fighter School to buy a Ironfist, and while chatting to an Ogre finds out a guy called Henschmann runs the city's criminal elements. Meanwhile the Light Wizard boss gives a four hour lecture on how magic items work to Markus, who requested this.

The two elves go to the Golden Lotus Dreaming House to check up on Osric Falkenhiem. On route they find out that some elves caused some trouble the night before and that the Stevedores leader Cobbius is going to sort the elves out. Tyrella smokes some Black Lotus. Osric tells the elves that Eleves are the prime servants of Chaos and all need to be killed, and that if they want the gem they need to find Markus (who he thinks is a daemon) tie him to a ships mast, and wrap his guts around the ships capstan - because daemons hate that. Only they need to hurry,because he told some other leaves that the day before. The elves leave and Cavindel sneaks back and cuts Osric's throat for what he said about elves.

The elves return to the Inn and get a message telling them to meet in the Rusty Barnacle the next night. Markus gets another message telling him the Sea Elf watch (Manikins) are looking for him. The two elves go and have a word with the Manikins who explain that they want the eye and they want the two elves to retrieve it. They agree to not gut Markus and send an agent to the Rusty Barnacle to watch over them. They are also told that Cobbius is working for the Sea Elves and will stop the Stevedores attacking. They also talk to Avatil Foamstrider about how to effective work with humans and dwarves (basically this boils down to frequently washing them). They go back to the Three Barrels, Marcus' lecture ends.

They retire to the common-room of a nearby inn for the night, where after a while the air is thick with weirdroot smoke. They post watches and sleep. During Heidi's watch she sees a small black clad figure going through the drunkard next to Markus' stuff. She attacks, the black clad figure throws warpstone studded throwing stars at her and flees. Cavindel is woken and tries to track it but fails. Heidi is adamant it had a tail. Marcus explains to the dwarves how its a proven fact that Skaven do not exist. The Weirdroot smoke last night turns out to be some sort of sleeping drug in some hidden incense burners they find in the room. They take the throwing stars to the Light Wizards, who then ask Cavindel to dump them in the Cursed Marshes, not realising he was the one who turned up with them to be disposed of.

The next day they head through Kruiersmuur to the Rusty Barnacle to scope it out. Heidi turns out to really like the beer there (the player always rolls randomly for stuff like that, don't ask me why). The elves continue out through the Doodkannal and dump the warpstars. Marcus and Heidi got to the Mansion of Selina Reiva and get baths and a change of clothing.

They all meet up at the Rusty Barnacle that night. The barman, 'Sweaty' Olaf
gets them to go in the backroom on the pretence of 'looking at the brackets'. There they meet up with Andries 'The Fish' who explains that he can get the item of another smuggler (Thijs Modegekker - an evil knave who smuggles corpses) and will be auctioning it off at Candle Wharf to Salaman Singh. The players are invited to attend the auction and bid. They agree.

The Elves then return to the Manikins, who explain that they are too attend the bidding, and when the gem arrives summon the elves with Scrimshaw Whistles, at which point the Sea Elves will turn up by boat, use ballista to kill the other bidders, and seize the gem....



Next Month: The Battle of Candle Wharf

Blackhand

Quote from: jadrax;551801Rule Changes so far:
Elves suffer a -5 penalty to Strength and Toughness.

Warhammer elves are exceedingly dangerous enemies, not D&D pussy flower eater elves.  They don't hang out with sprites, they hang out with SPITES.

Why did you decide this was a good idea?  Some leftover sentiment elves are weak?
Blackhand 2.0 - New and improved version!

jadrax

Quote from: Blackhand;579034Warhammer elves are exceedingly dangerous enemies, not D&D pussy flower eater elves.

Ha Ha Ha.... thats the best joke I heard this fucking millennium, well done.

QuoteThey don't hang out with sprites, they hang out with SPITES.
Yeah, that's like illiterate fairies. Scary...

QuoteWhy did you decide this was a good idea?  Some leftover sentiment elves are weak?

Elves are weak, that's why High Elf generals have Toughness 3. I mean Toughness fucking 3 on a base 400 pt model... there are Goblins with higher T than that... Goblins.

Blackhand

Ok, now I see.  You don't actually have any idea.  Gotcha.


High Elf Prince is 150 points.  He's also S4, A4 and WS 7.  So, yeah T3.

In the basic game for WFRP2e, this is already accounted for.  Only the exceptional elf pc would have a TB of 4 or better at the outset, something an elf pc in the rpg ought to be able to do.

Also, you can jack the Prince's Toughness if you really want to.
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jadrax

Please go away, your elf love has given you the Pox and we do not wants it.

On a more serious note, no there is nothing in WFRP that really represents the Elves current WFB T cap. I discussed it a lot in 2007, and it's kind of a hard mechanic to implement. You cant really do it in WFRP 'as is' because it fucks over the career progression mechanics too much.

Arguably -10% T would make more sense, but that means most elves are T20% which is too low. The -5 to both is something that most fighting careers will be able to offset at the start, keeping there WFB start profile intact (well as intact as it is, the Elve profile in WFRP needs some work anyway) and at least represents the fact there not supposed to be as physical as other races - which is what the WFB T cap was brought in for.

Blackhand

Keep fucking blathering.

I think if you stop you might realize how empty your life is.
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jadrax

Quote from: Blackhand;579098Keep fucking blathering.

I think if you stop you might realize how empty your life is.

Yes, because *I* am the one sat moaning about Houserules in a game I am not even playing in.

Blackhand

All I did was ask you why you thought it was a good idea.

Then you started making things up.

I give a shit about your house rules.  I'm pretty sure there's no way in hell I would ever contemplate sitting down at your table, especially if that's what you told me about your game up front.

The point is, there's just no call for it.
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