Speaker 1: Hello there, ladies and gentlemen, and welcome to our patrons.
If you are listening to this, it is us Dragon's
Creed Gaming and we are back with some exclusive stuff
just for you. If you're listening to this, that means
that you are a patron on our new Patreon, and
this is the first of our Patreon only exclusive episodes.
Once a month, we're gonna be bringing you, guys, some
adventure that only you get to listen to. These are
not going to be released anywhere else. It is just
for your ears, and it is a way of us
saying thank you for supporting us and putting your harder
money in our direction to help support the show. We
appreciate it. It helps us grow, helps us get new
kit and gear, and bring some other cool stuff as
we continue to build this channel. So if you are listening,
thank you so much, because that means you're a higher
level backer, so we really appreciate that, and we're going
to try to bring you something a little bit different
and a little bit extra outside of Gallows Geist. So
if for some reason you haven't listened to Gallows guys
and you're just here on the Patreon, well thank you
for taking a leap of faith and be sure you
check out gallows Geist. That is our first Warhammer fantasy campaign,
over eighty episodes of awesomeness with a witch hunter in
his war band and all sorts of crazy shit going on.
So our podcast a bit more of an adult podcast,
So if you are opposed to harsh language, you may
want to cover your ears here and there. But we
get muddy, we get bloody, we get gritty, we get dirty,
and there's usually a couple f bombs along the way,
So enjoy. I am your host, I am the great
unclean one. This is my channel, this is our game,
and these are my friends that will be joining us
to help weave another adventure in everyone's favorite dark fantasy world.
What else can I say? I worked for Games Workshop
for a couple of years, about eight. I've been a
gamer of all types all my life. Video games, board games,
miniatures games, our role playing games, you name it, I've
played it and still do. Big Big Empire player back
in the day, still collecting and painting to this very day,
twenty something years later, and been delvin into all sorts
of stuff. But it's been a lot of role playing games,
a lot of GMing, lately in GMing for about the
twenty years give or take lots of D and D
in the past, but I have since recently learned there
is so much more out there that the world offers.
So love me some Warhammer and really enjoying fourth Edition,
which is what we're going to be playing on this
particular show. And yeah, if you want to hear more
about that, listen to our first couple episodes on Spreaker,
where we host the podcast. I do a little bit
more of introduction about myself and the Warhammer world in general,
and a little bit about the Warhammer Fantasy RPG and
its history and what our campaign was about. So let's
do some player introductions and then we will get right
into what we're going to be doing tonight and what
this is going to be all about. So we're going
to welcome back, first and foremost, Kyle the Redbeard, all
the way from Florida in the Keys. You may recognize
him from our regular show Gallows Geist. He plays our
resident pit fighter Egon Kyle. For those that are not
familiar with you or maybe haven't listened to Gallows Geist,
tell us who you are, who you're gonna be playing,
and I don't know if you want to tell him
a little bit how we met, or just your background
and gaming in general. Whatever you see.
Speaker 2: Fit for sure. Hi, I'm Kyle. I am part of
gallows Geist. Today. I will be playing a dwarf named
Bogahar Hellfoot. I think we're gonna we'll probably get into
characters a little more later, right, Oh, you.
Speaker 1: Could tell him a little bit more. I guess you
know that way if he just jumped straight in when
we're ready.
Speaker 2: To play su sure. Yeah. So Bogahar is an outlaw,
comes from a very large family and is sort of
outcasted because he instead of going into metalwork, went into
basically becoming a robin hood, resorting to transactional theme and
having left his family, he set out to the Empire
on his quest to right wrongs, make money and sell
scented candles of his own design.
Speaker 3: Wait wait, do the voice m oh?
Speaker 2: I mean it will happened when he when he shows
up and he's gonna sell some condos.
Speaker 1: Excellent?
Speaker 4: Is he selling condos or candles?
Speaker 1: Come not condos?
Speaker 4: Condos? I wasn't sure if they had condos and wore
hammer fantasy.
Speaker 1: They they're not not very great though. I wouldn't recommend
living in one.
Speaker 5: Yeah, yeah, and yeah we know each other via Tyler
and then we started gaming on the PlayStation and uh,
I filled in for a drop.
Speaker 2: When you were doing a Aliens campaign for Hadley's Hope,
and we kind of just went from there.
Speaker 1: Yeah. I fucking love Aliens so much, so good, excellent,
all right. And also we're gonna welcome back to the
show hest member number two, and that is our resident, Sean,
our most recent member of the Geists, who has been
playing as ver Stolen, the spymaster of the Emperor's Champion
as gallows Geist comes to an end. What's going on, Sean, Welcome.
Speaker 4: Back, glad to be back. It's me Sean Collins. Yeah,
playing Pater ver Stolen in the other game and dealing
with all the horrible things that happened to that man.
So that's fun. And now I will be playing Ragny
Granite Hand, a dwarven slayer and excellent shooting for his
goal of finding something worthy to kill him or killing
it in the process.
Speaker 1: Love.
Speaker 2: A real quick clarification, you are as dwarf, that is
a slayer. You don't slay dwarfs.
Speaker 4: Well, I mean, if I meet a chaos dwarf. It
will die, okay, but yes, I am a Slayer Dwarf.
Speaker 1: Yes we will. We will get into what slayers are.
But to our listeners, we randomly generated most of these
characters and then everybody picked one. Kyle and Sean both
legitimately rolled the dwarves, which if you're familiar with that,
it's like a five or six percent chance to get
something other than a human, so they I believe. I
believe Kyle kept his class of an outlaw if I recall, yeah,
se Sean did pick a slayer, which I can't blame
him because I would probably do the same thing if
I rolled a dwarf. So there's some there's some combat
power in this party. We've got some like regular blokes,
and we've got some bloodthirsty maniacs too, So I think
it'll be some interesting things we've got going on here.
Oh yeah, wonderful. All right, anything else you want to
tell the listeners there.
Speaker 4: Sean, I've also been in a few of the Aliens games,
so when you eventually hear those, that's a lot of
fun too.
Speaker 1: Oh yeah, yeah, Well those should be out by the
time this is airing, Give or Takes, so we'll see
cool all right, and then we're welcoming back to the show,
but in a different capacity. Matt number two the Frog
has returned. Listeners. If you haven't heard him yet, you'll
hear him in our Alien Destroyer of World's game, where we,
you know, delve into the horrible franchise of Aliens. So
welcome back, Matt. Good to have you. Not to be
confused with the other Matt. What's going on?
Speaker 6: Oh, not too much. Ch happy to be here, jumping
in kind of hoping that this will be at least
mildly less brutal than the Alien campaign.
Speaker 1: I mean, there's no insta kills like in Aliens, so
you know, it's usually like you get hit once or
twice and then you're horribly maimed rather than dying.
Speaker 6: So out of jail three points.
Speaker 1: So that's true.
Speaker 6: Yeah, that'll get us there.
Speaker 1: And who are you playing in this fine adventure?
Speaker 6: I'll be playing Horst Koenig, who is an old sailor,
or rather was a sailor. While aboard the wave Cutter,
his ship was blown far out to sea and wrecked
on a shallow reef. I was murmuned out there for
weeks and weeks. But by the grace of Manan got
of the sea. His great hand had scooped me up
from the briny deep to salvation. And so I've dedicated
my life to spreading his word as a warrior priest.
Speaker 1: Excellent, cool all right, and anything else you want to
tell the listeners here, well.
Speaker 3: Not too much.
Speaker 6: You touched upon aliens. I'm an old friend of Chris's
from back in the Games Workshop days, I suppose, but.
Speaker 1: Oh yeah they know it, man, Our listeners know all
about that. As I've said, most of my friends are
Games Workshop era folk, and Matt is from the old Uh. Oh, man,
what the hell is the name of the store? Was
it Deer Grove? Was that it?
Speaker 3: Oh?
Speaker 6: That was just like the Hicks and Dundee shopping center.
Speaker 1: Well, yeah, it was games which was our designation. Yeah,
so that was in Is that technically wheeling or Palatine?
Speaker 6: That would be palatine.
Speaker 1: Yeah, it's like right on the cusp of wheeling and palatine.
So yeah, great group of guys there, man. That was
during my reign as a manager the Coveted Black Shirt.
It's wonderful. Cool all right, and then also welcoming back
to the show, is our other somewhat irregular compatriot, Ben
Ben has also in that same Alien Destroyer of World's game,
playing the maniacal artificial womb soldier Hammer murdering everything and everyone.
And he's also been he was on our Halloween episode
for Warhammer. And I know you've done some other Alien stuff,
but I think that was the only recorded stuff we did.
Were those two things?
Speaker 3: Yeah, that was.
Speaker 7: The alien with the big one. Cool now that I
think I did two one shots with you on Alien.
Speaker 1: Yeah, we did Cherry to the guy. I remember that. Yeah,
that's always. I think everyone at this point in my
friend's list has played that fucking module. I've run in
that game so many times I just can't get enough.
Speaker 7: But yeah, thanks for having me back, Chris. What we've
been gaming for over a decade now. God, obviously we
met games Workshop, you know it. Plenty of time in
your basement playing other D and D games or four
board games. But yeah, no, it's great to be back.
I am playing Richter Blum. This man is a jack
of all traits trying to you know, he has no
issues trying to learn a new skill, but he just
has not found his calling. His long term occupations. So unfortunately,
you know, my last run in was was a tollkeeper.
Beastman destroyed my toll hutt and I managed to to
walk away with my one shilling. But here I am
on an adventure. I would love love to talk about
some candles because I'm really excited about cornering that market.
Speaker 1: Wonderful, wonderful. Yeah, so another Games Workshop fan fan here
and friend also hung out at the same shop that
Mett did for many many battles with those blood Angels years.
I've had quite a few good games.
Speaker 3: The only ones I truly love.
Speaker 1: Good shit man. Yeah all right, And last, but certainly
not least, is our final player. This is gonna be
my friend Mike who low and hold. I didn't meet
him through Games Workshop, but I met him through playing
Games Workshop games, so we're gonna count it. What's going on, Mike,
how's it going? Thanks for having me here? Hell yeah, man,
happy to have you. So tell us who are you?
What are you playing? What else you want to tell
the listeners.
Speaker 8: I'll be playing Arnolf Lemming, a human trapper for this campaign.
I was also on that ship, the Wavecutter that Honig
was on. I believe his name or horse Koenig, I'm sorry,
comes from a little bit of a rough background, now
much of a social or family network, kind of grew
up with some criminals at this point, just trying to survive.
I find some comfort and security in this grim dark world.
Speaker 1: Well yeah, so Horst and Arnulf. They are the only
two survivors of the Wavecutter ship that crashed and was marooned,
and they spent about a month watching the few other
survivors perish and die for whatever terrible reasons, and somehow
the two of them pulled it out. They survived. They
became decent friends along the way, although Horst believes Manan
saved them, where Arnulf is just happy they survived. And
they've been traveling to together as kind of two peas
in a pod for a while. So those two characters
have a little bit of backstory, a little bit of
relationship already. Everybody else will be meeting for the first
time here in just a moment. And what else, Well, Matt,
Mike and I we met at Titan Games, which is
the local game store that I currently go to, although
I really haven't been there in two years because of COVID.
Other than the bishit but he is a fellow death
card player, so naturally we became friends, clearly. Absolutely.
Speaker 8: I think we also met a during like a painting
competition at Titan Games where I had those death guards
set up.
Speaker 1: Uh yeah, was that the was that? The thing that
me and Max were running the Gateway to eighth was
that it?
Speaker 8: I don't remember if it was called that, but yeah,
who knows.
Speaker 1: But we played. We played plenty of cool games too,
so there's been some good stuff. So yeah, and Mike's
played in a couple Alien games as well, but nothing
that's been recorded, but we'll see. I have too many
friends and not enough time, but we're happy to have you, Mike,
So welcome to the family. Thanks again. Hell yeah, all right,
Well I think that's enough yapping for now, so why
don't we get down to it. So listeners are glorious patrons.
We are going to be starting off with one of
the Pregen modules called If Looks Could Kill, which I
believe was one of the very first, if not the first,
module they released for Fantasy Roleplay fourth Edition, and we
are going to be hiking and traveling around the town
of Uber's Reich. We're probably gonna check out some of
the other pregen modules here and there, but I think
we're going to delve into some of the optional story
hooks that are in ubers Reike from the starter set
player's guide and just all the different information with what
they've put out with the game so far, there's a
lot going on in that town, so I think we're
gonna have a little bit of a sandbox here too
and let the players off the leash a bit and
see what kind of trouble they get into. I've got
a couple plot threads in mind for some overarching big stories,
but it's not going to be anything quite as epic
as Gallos. Guys. I don't think we're going to get
to episode eighty with this particular series, but we'll have
some cool stuff in store for you, and hopefully just
some more stuff you can listen to instead of having
to work, because nobody wants to do that. So welcome
to episode one of Tales from the Old World, and
we're going to start off. So players, all of you,
for one way or shape or form, one reason or another,
you have major way to the town of ubers Reich,
a decent sized town in the southwest of the province
of Reichland and on the border of the Gray Mountains,
which is the Mountain Rain to It makes up the
southwest border of the Empire, and it separates the Empire
from the neighboring kingdom of Brittonia and also fl Lauren,
the forest of the wood Elves. Uber's Reich's been around
for a while. It is a relatively important town because
it sits on a bunch of rivers, as a lot
of major important towns in the Empire do, being mostly
covered in vast forests that are filled with goblins, beast
men and other horrible things. Rivers are a great way
to get around fast and somewhat safer than in the
dark of the woods, so major trade hubs and supply
towns like this are common in the Empire. Uber's Reich
is a somewhat relatively well known one and a decent
size at that now. Uber's Reich also sits on a
trade route called the Gray Lady Pass, which is a
pass that goes through the Gray Mountains to the southwest
into Brittonia. It's been the focal point of a couple
invasions and wars between the Brittonian town of Paravon I
believe four or five times. So there's a bit of
enmity there, but right now it's relatively a time of peace.
And like I said, for whatever reason, your characters have
major way to this town, and you've all been looking
for work for one reason or another, and you've all
signed up on a job where you're all eventually going
to meet. Now, one thing I do want to point
out to you guys and to our listeners is that
we are going to be playing in the timeline continuity
that we've kind of built through Gallos Geists. So for
any of our patron listeners that have listened through that series,
you know that Uber's Reich and the Empire have been
through some things because or because of the attempts of
the Geist to try to fix things and keep things afloat.
So the events that have happened in that continuity we're
going to keep here. I won't reveal that all to
the players at this point. We'll get through that as
we get through the game. But as far as the
timeline goes, this is taking place shortly just sometime before
the beginning of chapter five of our campaign, which is
where the Geist went into Von Brunner palace in Uber's Reich.
So it is not winter yet. We are in the
probably in the fall months right now, and so the
season is rainier than usual, especially here in the Reichland,
very rainy province, and summer is beginning to die down,
and the weather is not as warm as it once was.
It's not terribly uncomfortable, but it can get a bit
cold at night. Now, the group of you have all
found an ad for work somewhere in Uber's Reich, and
you have accepted to work for a man by the
name of Rutger Reuter. He appears to be some sort
of merchant and he has requested help with moving some
supplies down river to a work camp of some sort.
The ads that you all answered were not terribly in depth,
or perhaps for those of you that couldn't read, whoever
translated things for you maybe didn't give you all the
details that were on the sheet. But regardless, he promises
some silver shillings and potential for more work. And that's
really what's caught all of your eyes is maybe some
sort of somewhat steady income or jobs in the future.
So you've all answered this and you've made your way
just to the docks in Uber's Reich, where there is
a ship waiting for each of you that you're gonna
be getting on and heading south down the river Verflufs Verfeulflus,
and you'll be heading south towards an area known as Grousey.
So we're going to start with Ragny. That's how you
pronounce it, right, correct? Okay? So Ragny our dwarf slayer
who obviously catches eyes no matter where he goes. What
does Ragney look like? And what is he currently carrying
and wearing as he's marching towards this this ship that
he knows he needs to get to.
Speaker 4: Sure, So he's a fairly heavy set, stout dwarf, as
most dwarfs tend to be, but the sides of his
head are all shaven down to the scalp and a
fairly large, brilliant orange mohawk shoots up about a foot
into the air. His eyebrows, and his facial hair, all
of it is bright orange. His beard as long as
an honorable proud dwarf's beard should be, with different coins
and things woven into it. He's wearing just a very dirty,
grimy looking shirt with no sleeves and very torn shitty
looking pants that look like he hasn't changed them in
a few weeks. And these boots that are at some
points just kind of flapping open in the wind as
he walks with them. He's got a hand axe and
a short sword on his hip as he just walks
towards this.
Speaker 1: Doc One giant braid, is it? I think that's important
to know for a dwarf.
Speaker 4: Sure as would be that, like you would have mutton chops.
It goes into two other woven parts on each side.
So there's like five woven hanging beard pieces.
Speaker 1: Gotcha? Yes, he got like like beards attach your face basically, yeah, gotcha?
Love it cool? All right? So Ragny. This ship is
called the Trend of Fere, and you make your way
down the dock, you can see it sitting in the water,
and it's not a very impressive vessel. It looks like
it's in relatively poor shape. The some of the paint
appears to be peeling and faded. The timber on it
seems rather worn, and basically the back part of the
ship you can see is probably like a cabin of
some sort, and then there's a there's a single mast
in the middle and then it's got the front mast
at the very front of the ship, you know, the
one that sits out vertically rather than i'm sorry, horizontally,
so it points out, you know, it could be used
to you know, like in Jaws when they stab the shark.
Now you can see that the ship is rather loaded
with crates and barrels that to your eyes seem, you know,
relatively haphazardly, just kind of stacked here and there. And
you notice the people on the ship. They don't looklick
anyone that you've really ever seen in the Empire before.
All of them have very dark hair, usually black or
a very dark brown. Most of them are wearing their
hair down fairly long, and almost all of them, at
least the men that you see, there's a couple of women.
They're mostly men, though they all have facial hair of
some sort. Some of them have long, drooping mustaches similar
to what we might see in Kislev or some of
the northern provinces, you know, nicely trimmed beards, and all
of their clothes are a bit of a garish mot
of colors. There's lots of like purples and lavenders and
things like that. And you've never really seen anything quite
like it your time here in the empire?
Speaker 4: Oh great? Would I be able to take like an
intelligence to see if I've heard of any races like this?
Speaker 1: If you have? Do you have any lore? What lord?
Do you have any low skills?
Speaker 4: I have the most important law, which is lower trolls?
Speaker 3: Uh?
Speaker 1: In that case, give me an intelligence test straight up?
Speaker 4: All right, boys, first role, we're rolling against a twenty five.
It's a no minus four.
Speaker 1: Nope, you have it?
Speaker 2: Was impressive.
Speaker 1: You've never seen nor heard of any of these?
Speaker 9: Uh?
Speaker 1: These folk? So you're not sure? I'm gonna move us
to a new map here, fellas. We'll get to what
this means in a minute, but at least this way
we can have you guys on here.
Speaker 4: And was Ragney like given a document or something, or
did you see a poster that said he was requested
this guy requested help.
Speaker 1: You basically like signed up wherever you found the post
and they said they would let Rutger know that you
would be joining, and they told you when to be here.
You're assuming that he should know who you are or
that you're on some sort of list.
Speaker 4: Yeah, Ragne would look for someone who might be an
important looking human and go talk to them.
Speaker 1: You don't see anyone that sticks out. All of these
guys look like crew. And all these guys and women
that are on the ship, they look like they're the crew.
They're currently loading stuff, getting stuff set down and strapped in.
You see one man who is kind of chilling towards
the middle of the boat. You're guessing he might be
the captain or maybe like one of the main pilots
of the ship. He's kind of directing some of the others,
it seems. And the only thing that strikes out to
you is at the front of the boat. You see
an old woman sitting in a wobbly like rocking chair
and she's currently just rocking back and forth, staring towards
the front of the ship.
Speaker 4: All right, it's.
Speaker 3: Chair in front of a ship, like a rocking chair.
That yeah, all, are you.
Speaker 7: Aware that that is not safe when we get we
get off this voyage.
Speaker 4: As a door if I can't let the structural integrity
of that chair onto this ship.
Speaker 1: And you know this ship it it is a river barge,
so it is you know, it's not just like a
little dinky vessel. It's probably a good maybe thirty feet
forty feet long, and it looks like there's a crew
of probably at least a dozen people, if not more. So.
It looks like you could probably comfortably fit maybe fifteen
twenty people on this ship, you would guess, you know,
below and whatever quarters they have, it's probably cramped. But
it's not, uh, you know, it's not. It's not the
tiniest vessel you've ever seen.
Speaker 3: Okay, holding the chair is unsafe.
Speaker 4: Well, there's no oceha in the old world, though, rip
to that woman. Uh, I'll go talk to the captain
looking gang all right.
Speaker 1: As you approach him, you step up onto the ship,
there is to your left there is the cabin, and
there's a curtain that's hanging instead of like a door,
and you realize that there really isn't like a captain's
cabin per se. It looks like it's almost a uh
like a tent built on the back of the ship.
And the tent is also in some of these garish colors,
you know, that definitely mark this off as belonging to
whoever these people are. That you know they're closing. The
decor of the ship kind of matches, and as you're
walking towards the man you're assuming as the captain. The
curtain gets pulled back and you are greeted by another
human who looks much more of an imperial type individual.
And let me see if I can share some art
here with you. Guys, hold on, because I've got so
many folders with all the stuff here. So this is
the man you see, Sean, and eventually the rest of
you will probably see him as well. He is a
young looking human, maybe in his early twenties. He's got
kind of a bowl shaped haircut, and he is clean shaven,
somewhat of a handsome chap wearing what are clearly meant
to be like when super spend both but definitely above
the ordinary. They seem a little disheveled, perhaps he just
haven't had them washed in a while. But this man
comes out and he sees you, and he puts his
hands in the air, and like a reading he says, ah,
good day, Master dwarf, good day. You must be uh,
and he like he pulls out like a parchment out
of his pocket and he looks, is it uh granite?
Is that right?
Speaker 4: Ah, grands End, you've Rutger.
Speaker 1: Yes, yes, he's like I am Rutger Reuter and welcome aboard. Uh,
he says, delighted, delighted to meet you. And he says,
you're the first to arrive, so uh make yourself at home.
And once everyone's here, we'll uh, we'll get we'll get uh,
we'll get out of here. And right as he says that, uh,
next coming up the gang plank onto the ship is
going to be Ben's character, Richter. So Ben, who do
we see walking up to.
Speaker 7: The ship, Well, we see a tatthered uh man. If
guys is full of leather, Let's just take a look here.
Speaker 1: Actually, you know what I can I think I can
share everyone's artwork they gave me, So I'll share Sean's
artwork first here, so there's a good profile of Ragney,
your classic dwarf slayer. Oh yeah, he's a badass, so
fucking cool. And then I will share Richter's artwork to
give you an idea of the the down on his
luck chap that we see making his way up.
Speaker 3: Yep.
Speaker 1: It's also worth noting Ragney we did listeners, we did
distinguishing marks from second edition. Ragney is rocking a broken nose,
so it's very clear that he's been in a fight
or two as he marches his way up. And what
does Richter have? What's his distinguishing mark?
Speaker 3: Ben, oh, distinguishing mark? Let me pull that up in
the notes here, don't I don't remember.
Speaker 1: It's on your main tab, your.
Speaker 3: First distinguishing marks. It is snaggly teeth. So I am.
Speaker 7: I am not a well kept man. I will tell
you that I definitely have some some health issues. All
of what you see here I have personally sewn and
made from all of my failed job ventures across or
stolen for that matter.
Speaker 3: But yeah, that's uh.
Speaker 1: Well, why don't you describe him to our listeners here?
What does he look like? What's he wearing? And what
is his attitude?
Speaker 3: Great? Great question.
Speaker 7: I'm trying to remember the the actual human faction in
Warhammred fantasy as I'm losing my mind here. The Empire,
the Empire, thank you. I've got the traditional Empire strips undergarment,
and then I have a crappy buttoned across blazer, not laser,
I would say, but vest made out a leather two
tone on a light light brown with with fancy orange
faded trim. And underneath that I have a longer trench
coat with a couple of pockets on the side again
broken broken straps in between, because this thing is just
clearly falling apart. But that is also two tone of
a darkish blue tan color, and you know, some worn
black pants and some high leather boots with a shitty
peasant hat to complete my attire.
Speaker 1: Okay, And as you march your way up onto the ship,
you see much the same that Sean did of this
this ship that's sitting in the water, and you can
see a dwarf with a a large orange mohawk talking
to this young man who you're guessing has gotta be Rutger.
He's the only one here dressed like anything close to
a merchant. And he sees you approaching and he waves
you over and he says, ah, it looks like another
one of our new crew is here. He says, come, come, man,
join us.
Speaker 3: I mean, I guess welcome. What do you need from me?
Speaker 1: He says, right right down to business. I like this,
he says, I'm Rutger, and you might be.
Speaker 3: I'm Richter Blum.
Speaker 1: Ah, mister Blum. Happy to have you aboard. He says, Well,
we're going to be moving a little bit of cargo
to our work site soon, so this will be one
of your compatriots that I've hired. Mister was granite hand?
Is that how you say it?
Speaker 4: Ah, granite hand?
Speaker 1: Granite hend? All right?
Speaker 3: Uh?
Speaker 1: And he just kind of looks like that's the only
introduction this guy needs.
Speaker 3: I mean, what is this job going to be paid?
Speaker 1: Well, we'll get to that once everyone's here. I'd rather
not have to repeat myself five times. So it looks
like the others are on their way, and that we
see another dwarf stomping his way, maybe much to Ragny's relief.
And what does Bogahar look like? And how is what's
his expression as he joins the crew.
Speaker 2: Bogahar is a very tall four foot ten two and
fifteen pound dwarf, covered mostly in navy kind of clothing.
He's got a hood on, and although the picture is
a little bit brown, his hair is more of a copper.
And his demeanor is he's kind of muttering to himself,
but in more of a positive tone than a negative,
and is kind of darting around looking to see who's
in charge. And he keeps he keeps reaching behind him
and grasping something in his bag just to like keep
making sure it's there.
Speaker 1: Okay, well, you do see these two men up on
the deck along with another dwarf. Perhaps to your relief,
you won't be the only dwarf on board and you
don't need to test. You know that Ragne is a slayer.
And for those of you that don't know, or even
our listeners that may not know, dwarf slayers are dwarfs
that have committed some sort of great shame, at least
in the eyes of either themselves or other dwarf in peers.
And the shame is so great that they take up
the slayer oath, and what that means is that they
basically give up their previous life, pretty much give up
most of their worldly possessions. Most of them shave their
hair to some degree and dyet orange, spiking it up
with hogs fat, usually in mohawks and things like that.
And the way that they redeem their shame is by
finding death in glorious battle, fighting the biggest, nastiest monsters
they can, and so they typically tend to become either
fearless incredibly strong skilled fighters, or they have a very
short life and they redeem their shame and upon meeting
that death without fear they are able to wipe that
shame away from whatever whoever it may be. So to
Bogahar being a dwarf, you now, are you a dwarf
that's was born in empire? Were you born in one
of the dwarf holds?
Speaker 3: My question is Kyle or Sean?
Speaker 1: That's t Kyle.
Speaker 2: Oh sorry, I was muted. I was born in a dwarfold.
I was born in Zefbar Okay.
Speaker 1: So then yes, you know all about slayers and how
serious it is. Now what your opinion of that is
is totally up to you. If you view this guy
as some sort of honorless you oath breaker of some sort,
then you'd probably look at him a bit more of
a derogatory mean, but you might see him as the
exact opposite. That he has the balls enough to take
on the slayer oath, which means he's serious about fixing
whatever mistakes or perceived mistakes he's made. But regardless, wherever
there's a slayer, you usually have they have a reputation
for being tough and no nonsense and badasses. So you
see one here that looks the part, and he looks
about as grumpy and grim as the rest of them.
And then there's these other two men, one of which
waves you over and introduces himself as Rutger, and he
asks for your name and welcomes you a board.
Speaker 4: Oh it's a Bogahar outfoot.
Speaker 1: Pleasure, pleasure, welcome to the trend of fear. I'm Rutger.
Good to have you view. Say what's that smell?
Speaker 4: Ah?
Speaker 1: He sniffs the air and he's like Uber's Reich, exactly terrible.
Speaker 2: I don't know how you can stand it.
Speaker 1: Well, I try not to spend too much time in
the city.
Speaker 10: Well you shouldn't, but I should say, and I should
let you know that should you have to stay here,
your stay should be more pleasant.
Speaker 4: And co.
Speaker 2: And Bogahar reaches in and it's it's a little there's
a little hiccup to it, and then he gets a
little He gets it out smoothly and basically like the
poor bastard has no tact and shoves the candle right
under Rutger's nose.
Speaker 1: And what does he smell when he sniffs it?
Speaker 2: So it's called rock bath and it's the foam and
a touch of lavender.
Speaker 1: Okay, so it probably actually smells a nice compared to
what you guys are near right.
Speaker 2: Now, Like that's the actual funny part. He's pretty good
at this ship.
Speaker 1: Well. He takes a sniff and there's a pleasant expression
that comes across his face, and he says, uh, are
you telling me you made this yourself? Did? H says,
I don't know many candle makers. Let a lord one
of Dwarfn' skills. We this. This could be an opportunity.
I see a business venture in your future, good sir.
Speaker 2: As soon as he says business, his little beady eyes
light up.
Speaker 11: And he goes, Now, if I had the means, I
could make these all day, and I have other other
ideas to other sense, could we could make a killing?
Speaker 3: He uh.
Speaker 1: He kind of nods in agreement, and he says that
I think I have no doubt. He says, Oh, I
am me and my family we are quite the business ventures,
and we're always trying to expand into new markets. So
perhaps once our job at the camp is done, we
can uh look into this further and I can uh
run it up the chain, as they.
Speaker 2: Say, Bogahart would definitely swift and swiftly throw the candle
back in the pouch and go. That sounds amazing and
sticks out his little hand.
Speaker 1: Yeah, he akes it and shade and he says, excellent.
He's like, we're already already more ventures on the way.
This is great. I've got a great feeling about this.
And then he sees coming up the path our final
two characters, So we see Horst and then we see Arnolf. So, Arnolf,
what do you look like as you make your way
up the path here?
Speaker 8: I am a five foot ten human, young, pretty young,
still just thirty one years old. Weighs one hundred and
eighty pounds, light brown hair, with blue eyes, pretty sizeable
scar on the right forearm. Outfit is mostly like leathers, furs,
light clothing, something you might imagine it's a miner, a
trapper to be wearing. Some boots that can handle the
mud and rivers. Anything I might need to fford.
Speaker 1: Equipped with.
Speaker 8: They got some animal traps for when I'm out in
the woods as well as well as some ammunition for
a sling that I carry, got a dagger, a hand axe,
always prepared.
Speaker 1: Cool. I think it's also worth noting we actually do
have quite a diverse group of humans here. Arnolf hails
from the city of Middenheim, the city of the White
Wolf in the far north, so we've got a good
mix here as well. Richter is from Middenland, which is
the province north of Reichland that Middenheim is within. Both
Middenheim and Middenland are ruled by the same electric count,
graph forest Todbringer, who's known to be quite a vocal
and tough electric count, frequently battling beast men in the
dragt World. Forest stories tell that he lost one of
his eyes fighting a mighty beast man warlord. Some say
that he also plucked out one of that beast men's
eyes in their rivalry. So the two of you, Richter
and I don't know if you guys would probably be
able to tell just by looking at each other where
the other one is from. Now Middenlanders being from the province,
they tend to have the typical or people view them
typically with the typical mentality of oh, it's a Northerner.
You know. They're more rugged, they're brash, they're a bit
more savage or barbaric. You know, they're hairy, they usually
have big, thick beards. They're a bit on the savage
side or uncouth. And for a Middenlander, So Richter, you
would know. The typical attitude towards someone for Middenheim is that,
despite Mittenheim being kind of a worry city and one
of the greatest bastions in all of the Old World
as far as Fortress goes, a lot of people view
Middenheimer's as like kind of arrogant city folk that really
don't know their way around the wilderness and the outside.
But clearly Arnolf looks like he's he's spent a day
or two in the outdoors. So maybe that clashes a
little bit. But there's probably something that each of you
can tell with the other, whether it's your accents, you know,
the way you speak. You know, maybe one of you's
got a you know, comparative to like someone's got a
bit of a Chicago accent versus some other sort of
Midwest accents. So there's something the two of you can
tell where you guys are probably be able to tell
that from one another. Oh and I forgot Bogahar, what
is your distinguishing mark?
Speaker 2: He is missing his left pinky?
Speaker 1: Oh damn candle accident huh, actually a weapon accident. Oh right,
I'm sure we'll hear about that all right. And then
alongside Arnolf we have our final character, Horst Koenig, the
warrior priest of Manan, a Nordlander hailing from the most
northern of the Empire's province's Nordland. Who does he look like?
Speaker 3: Who is he?
Speaker 1: And what do we see walking alongside Arnolf here?
Speaker 6: Yeah, alongside Arnolf we have Horse who is wearing a
bit of leather armor and with that is blue robes
with white trim, carrying a spear at the moment, and
is walking at a bit of a clip. It seems
to be eager to be sailing again despite his you know,
checkered pass with previous boat trips.
Speaker 1: Wonderful? And what is horse distinguishing?
Speaker 6: Mark Horst as a curious smell which I think could
only charitably be described as salty.
Speaker 1: Okay, I dig it, that makes sense? And is horse
clean bald shaven as he is in the picture here?
Speaker 6: I think horse has a bit more hair than this
miscellaneous picture. He has sort of a yellowish hair and
a short beard and a very very short hair on
both sides of his head. Yeah.
Speaker 1: Well, as you guys walk aboard the ship, you see
two dwarves and another human along with a man who
introduces himself as Rutger, the merchant that you're all going
to be working for. He seems very jovial and welcoming.
He kind of waves you guys over excitingly and gives
you quick introductions to everyone else, at least with their
first name, and then he says, well, great, now that
we're all here, I'm sure you're all wondering exactly what
we're going to be doing. So, as I said to
some of you, we're going to be escorting these goods
and supplies down to our work site down the Verrefofluce River,
just outside the village of Grouse. We have a work
camp there. We're building and setting up a new mill,
and we're going to develop that land eventually into something
much nicer and well, there's much to be had, and
more importantly for you five gentlemen, there's more work to
be had once we get this job done. So chance
here to make some good coin for some honest work.
And well, for now, I just need you to help
us get everything there, make sure we keep everything in
one piece. And not that I'm expecting any trouble, but well,
you can't ever be too careful these days, right, I
definitely agree with that, as well, between the five of you,
I don't think anyone would dare attack us. And he
sees you horst, and he gives you the whatever the
symbol or sign of Menan is, and he says, clearly
our fortunes are covered here. With one of Menan's own
servants on board, we should be fine.
Speaker 6: Our super kate the sign and excitedly gleam and say
I'm happy to be recognized you and safe travels for
us and our host team.
Speaker 1: Absolutely, yes, I couldn't agree more. And he says, well,
unless there's anything else, I have lots of paperwork to
get done and many things to prepare for once we
get to the camp. So make yourselves useful. You know
those that show some initiative and do a good job. Well,
we take note of that at the camp, and once
we get there, you'll have a chance to meet my
business associate and we'll get to work. And he points
to the man that you were walking towards Ragney, who
you thought was the captain, and he says this here.
He says that there is the captain of the ship
that is Reiko. This is his ship, and some of
his family are here, along with some friends and his people,
and well, I'm sure he can find some work for
you to do, especially if you've ever been on a boat.
I'm sure he'll be useful. And unless anyone says anything else,
looks like a Rutger is about to go back into
his makeshift cabin under the tent.
Speaker 3: Now I'm going to head up to the top of
the mast.
Speaker 1: Okay, all right, so all of you now that you're
on board here. Other than Ragney, he already made this test.
Everybody can give me if you have any lure of
the Empire, you can make that sort of check. Otherwise,
just a straight up intelligence check. Ooh it too, oh
Bogahar crushing it.
Speaker 4: We have the same almost the same inta oh bro.
Speaker 1: So for Matt and Mike. If you don't have any
type of lore Empire or lore of one of the
Empire provinces like Middenheim Nordland. If you don't have that,
just go to your main tab and you can click
on your intelligence I N T and you'll just make
a straight intelligence roleh Horse passes, Wow, Arnulf passes. And Richter,
how about you. I think we're waiting on your role.
Speaker 3: You said, if we have a if we're a midlander.
Speaker 1: Any any sort of lore for any place in the Empire, okay,
or obviously any dwarven lore. For some reason you have that.
Speaker 7: You're not able to do it against that, all right,
so never mind, I will just round it.
Speaker 1: Wow, Okay, your reprience, your reputation precedes you apparently here.
So the four of you all all recognized other than Ragny.
You all recognize that these people are known as Stragani
and they have a reputation in the Empire for being
kind of drifters or maybe your pickpockets and thieves. But
you also know that they tend to travel together in
family bands and tend to be a very superstitious people.
You a lot of you, especially if you've got two
or more success levels here. So Bogahar and Richter, you
guys have heard lots of stories that these people either
come from or hang out in or near the cursed
province of Sylvania, which is just coded with stories of
the undead and the old vampire wars. So it's up
to your car. You guys, are just how your character
is disposed to these individuals. But they tend to have
like kind of the negative reputation that you know they
might have said about people that you know they consider
as gypsies and things like that. So, and their clothing
clearly marks them out as being from outside the empire,
or at least identifiable as Estragani. It doesn't match regular
Imperial Garb. And for everyone else other than Bogahar, oh,
basically all of our human players. If you guys want
to give me another intelligence test, since we have a
slayer on board, they're around enough where you guys may
have seen or heard of them. Holy shit, an eight,
damn and Richter, we need one from you as well, please,
oh Arnol. If you did an initiative test, intelligence is
I NT? So what's your intelligence? You don't need to reroll?
But oh well, okay, well your intelligence is lower than
your initiatives at least o't we're failed anyway. Okay, so Horse,
you are the only one out of the three humans
that has ever seen or heard of a slayer. With
plus three, you pretty much know all the information that
I told the Bogahar. You know that they are ferocious fighters.
They have some sort of great shame, or at least
something they consider or might be perceived as a great shame.
You've probably met or heard of enough dwarves where what
they consider shameful or dishonorable for most humans and men
is just like, you know, it's not that big of
a deal to them, but obviously dwarves take things a
little bit more serious in some cases. So you would know,
for whatever reason, he has some great shame or thinks
he has a great shame, and he's supposed to find
a glorious end in combat to to get rid of
that shame. Richter, you make your way up to the mast,
and as you're doing this, this man Reicho turns and
it looks like he's about to say something, but obviously
he's seen you guys talking to Rutger, and he just
kind of lets you make make your way up there,
and he walks over to you guys and kind of
kind of gives you all like an arched eyebrow as
he's kind of looking you over, taking you, taking you
all in. Did any of you say anything to him?
Speaker 3: I let's say a damn word, damn wow.
Speaker 1: Well he just kind of grunts and when none of
you say anything, he just goes back to directing the
crew and it looks like they're getting ready to uh
to set off here.
Speaker 4: Sorry, Chris, I was muted. Oh sorry, okay, I forgot
I was muted. Ragne would say you need help.
Speaker 1: He looks you up and down for a moment, and
he says, sure could use the help. He says, uh.
He points to some uh some rates that's only to
be brought up and he says, bring those up here,
put them over there, and he points to another spot
in the boat. And that's yeah, that's like all he says.
Speaker 4: Ragney nods and goes about doing the work.
Speaker 1: Okay, and what about are the three heroes.
Speaker 6: And just sort of quietly follow Ragne and moving boxes.
Speaker 1: Okay, I'm assuming that Horset might have this, But if
anybody has any sort of uh, water skills, whether it's
sailing or any sort of ship skills, anything like that,
river skills, whether it's lore or something else, you may
go ahead and make that test you certainly have, and
it'll it'll be at it'll be at plus twenty if
you do have those skills, any of those skills. So
when you you bring up your skill roll, there'll be
that pop up window you can change the difficulty to average,
which is plus twenty, gotcha, not great? Negative three? Okay,
do you want to use a fortune point to reroll
that or would you like to keep that role.
Speaker 6: I think I'm gonna keep that one.
Speaker 1: Okay, all right, so you help out the slayer. And
what about the other dwarf and Arnolf? What are you
two doing?
Speaker 2: I think before Ragney started moving the boxes, Bogahara would
kind of clasp him by the forearm and say they're
talking about this tall guy here, but I know with
you on board, everything's gonna be okay.
Speaker 4: In Dwarvish, Ragney would respond, it's good to see another dwarf.
Dah we I think it's what they say is.
Speaker 1: Right, Dowie got it.
Speaker 2: Well, He'd clasp his forearm and then slap slap his
hand on the other side of it and let him
go about his business, because sorry, Bogahar ain't moving boxes
if he ain't getting paid for.
Speaker 1: It, okay, all right? And how about Arnolf? What are
you doing?
Speaker 8: You know, Horst and I have been kind of through
this before, so I'll just help him out.
Speaker 1: Stick together, okay, Well, the three of you get the
rest of the cargo up, and you guys, the three
of you, I should say, the other two humans that
are helping our slayer friend you do notice Reiko look
over and he gives kind of an approving nod when
you guys help the dwarf stack things up, and his
attitude and demeanor seems to soft one a little bit
to three of you. But he's kind of staring daggers
at the other dwarf, and he looks absolutely irritated by Richter,
who just walked up the mast like he owns the place.
But eventually guys get the ship loaded up and they
begin to get the ropes pulled up, set the sails,
bring up the boarding planks and such, and you guys
begin to set sail south down this river. So we've
got a map here now that your characters have this map,
but just of some of the surrounding area. So you
are basically up here to the north where Uber's Reich
is making your way south towards the where it says
the Black Stones. That's where the work camp is located.
And you can see the village of Grousey is off
to the east here, and off to the west you
can see some of the foothills of the world I'm sorry,
the Gray Mountains, and then a swampy area known as
the Orslam off to the close to the east, I'm sorry,
the west here. Now, as you guys are traveling, you
can see that the rest of the Stradani crew busy
themsel with keeping the ship moving and afloat. There's maybe
one or two that are up front with the long
poles checking the depth of the rivers, and some of
them operating the sails and things like that. And you
begin to make good progress as the as the day passes,
and it's it's not a very eventful journey until you
get into some of the bends and the river around
this area, the weather starts to get rather foggy and misty,
and visibility gets a little bit trickier to see. It's
about midday at this point, maybe one or two excuse me,
in the afternoon, so the sun is still out, but
the fog starts to roll in. It's a bit creepy
and unnatural. You do notice the woman at the front.
She's kind of been muttering to herself most of this time.
Seems like the rest of the crew are not really
giving her much attention, but you can hear her babbling
every now and then, and it looks like, especially to you, Horst,
it looks like she's occasionally praying or offering a prayer
to someone or something.
Speaker 7: O that, Wow, do I have any visibility from the
mast the mast? Or is this fog clearing everything?
Speaker 1: As the fog rolls in it it starts to block
your your visibility outwards. You can still see, you know,
a little ways around you, but eventually like you could
see the village of Grousi from where you were, and
now like it's lost in the midst Okay, all right.
Speaker 3: We ain't seen shit.
Speaker 2: Uh I think bogahart Well, Bogahar has no tax. So
he would just kind of pipe up and go, what's
with the lady?
Speaker 1: Who do you say that to? Where are you? Where
you standing on the ship or where you sitting? What
are you doing?
Speaker 2: So I'm kind of well, he can't. He can't necessarily
be like one should one elbow on the railing.
Speaker 1: I'll show you, guys what the ship looks like here,
and we'll put your tokens on here. We grab some
tokens for you guys, and you should be able to
move them about.
Speaker 2: Well, so he would be he would be leaning against
the railing of the ship, just kind of like eyeing everybody.
Uh and uh yeah, kind of where he is right now,
and I don't know is there is there a crew
member or somebody nearby.
Speaker 1: He can kind of nudge, uh, yeah, yeah there is, Yeah,
there's there's crew. There's crew near you.
Speaker 2: Yeah yeah. So he would he would elbow one of
them and just go like, hey, what's what the lady.
Speaker 1: H He looks a little annoyed at your abruptness and
perhaps rudeness, but he says, oh, that's uh, that's old lady.
That's Raiko's grandmother. Yeah, best leave her alone. She's you know,
she kind of does her own thing, and she's okay
up there. Oh yeah, she sits up there all the
time in her chair, talking about the spirits and the
ancestors and you know, things like that.
Speaker 3: Yeah, oh go ahead.
Speaker 2: Oh. Bogart just kind of throws his hands up, like
that's about as much effort he was going to put
into trying to make sure the lady was okay. So
if she does it all the time.
Speaker 7: Whatever, I'm at the top of the mask and I go, hey,
what's with the lady.
Speaker 1: It's like crickets. No one says anything to you. And
for anyone who's on the deck, you can see Riiko.
He is currently piloting at the wheel. You can swear
like his knuckles get a little whiter as he grips
the wheel a little tighter in irritation at ed Rick.
Speaker 10: I I repeat myself, big Hidy, might hear me?
Speaker 3: What with the lady at the front? Do An?
Speaker 1: Did you say anything? I just shake my head.
Speaker 3: I can't see anything grow up here, guys.
Speaker 2: Would cup his hands around his mouth and go, She's
doing her own thing.
Speaker 1: For the rest of you who are on the ground
on the deck, you do see that when Bogahar pipes
up and obviously is trying to get Richter to shut
up and leave her alone. You do see Reiko seems
to appreciate that, despite Bogahart not having really helped with
the cargo at all.
Speaker 2: I made if I'm not getting paid?
Speaker 1: You know?
Speaker 3: Uh?
Speaker 1: Do you guys this bath I smelled earlier? So did
the group of you just kind of hang out? Does
anybody do anything in particular as you're making your way
down the river? Well?
Speaker 6: What's the shouting? Is quite a down I intended to join.
I suppose the woman or at least offer a prayer
to Manan for a safe voyage. Now, that capricious weather
has rolled in. That's sort of charm against it, ideally, Or.
Speaker 1: And do you do you go up towards the front
of the ship with her kind of sitting sure, okay, yeah,
so you you approach. Nobody stops you, although you hear,
you know, a couple of the Stragani kind of mutter
under their their you know, voices, you know, probably like oh,
you know, they just leave her alone, or something to
that effect. But you know, she's she's kind of muttering
to herself. You see, she's got like a shawl over
her shoulders and like a little Actually, I've got some
art here I can show you just a moment. No,
she is an old looking woman. Her eyes are kind
of wide when she looks up. She's got some a
few missing teeth, a dirty shawl over her shoulders, and
her head is kind of done up in a bandana
with dark, curly now graying hair poking out from underneath.
And she's got all sorts of little charms and fetishes
around her neck, and you know, like the rings and
things like that, and she's got like a blanket over
her legs. As she's sitting in this chair, rocking back
and forth and when you approach and you know, you
give your prayer to Manan, she says, yes, yes, praise them,
venerations to the ancestors. They've delivered us from the twisted
bend of the river and the terrible beast of the
Orc slam. And you can tell she's looking towards the
east and she's kind of bowing her head in thanks
and clearly like giving thanks to someone for some sort
of safe passage. When you look to the east, you
can tell that there's kind of like swampland or marshland
out in that direction, or at least there was until
the fog rolled in. But as she says this, the
fog starts to dissipate a little bit, and she seems
to calm down. Once you guys get out of that
section of the river, there's still fog here and there,
but it seems to lessen ever so slightly horst. You
notice the crew kind of all shrug at this, and
they don't really pay much heed to her. They're probably
used to this. But yeah, at first, she was kind
of like excited, maybe a little agitated. It looks like
she's kind of calmed down a little bit. Okay, and
what's weird to you is, uh, it looks like she's
staring in that direction, but you can tell when her
eyes go wide. She's probably blind with cataracts, so probably
a little off putting to you that she seems to
know when you guys are from this bend in the
river despite not actually having her sight.
Speaker 3: Ah.
Speaker 6: Okay, well, I reply to her, praised himnan, and may
he guide us away from services and foul beasts?
Speaker 1: She says, yes, yes, exactly, the old foul beast. There's
so many of them out there. And she says, come,
young ones, sit sit with old Vedoma.
Speaker 6: Oh, take a seat.
Speaker 1: Just right there on the decks, right next to her.
Speaker 6: If she's sitting on the deck, I'll sit on the deck.
Speaker 1: Sure, well, she's got a rocking chair that she's sitting.
Speaker 6: Okay, uh, I'll get a get a rail to be okay,
not at her beat? Literally awesome okay.
Speaker 1: And yeah, when you mentioned, you know, safe travel from beasts. Again,
her gaze kind of lingers off towards the east and
she says her best, best stay out of the waters,
young one, and best stay out of the marshes. Otherwise
the beast of the orchslam will find you. The beast
lives there. I know he's there, haunting this terrible, terrible creature.
Speaker 6: Have you passed through here before?
Speaker 10: Uh?
Speaker 1: Kind of like half listening to you. You can't tell if
she's nodding or just her kind of rocking back and
forth in her chair. She seems to agree with you
or give you an indication of.
Speaker 6: Yes, that's all. Also stare out in that direction and.
Speaker 1: No, yeah, you don't. You don't see anything, especially with
the fog. But eventually she kind of breaks the silence.
She says, oh, my, my grandson, Reiko. He I knew
he needed my protection, him and our friends and our
people in this old boat. I begged and begged and
pleaded with him to let me come along so I
could venerate and give thanks and proper prayers to our
ancestors for safe guidance and safe voyage. And he finally agreed,
and we've been safe thus far.
Speaker 6: It's good to hear. I'm very wise. It's poor luck
to start a journey. I'm prepared.
Speaker 1: She gives you a smile. Actually she's not looking at you,
but she smiles, and it seems like a little bit
of her kind of senile attitude or mannerisms almost like
fades away, you know, almost like someone who's in a
bit of about a dementia. All of a sudden kind
of recognizing or remembering something, and you see like a
moment of peace kind of comes over her, but unfortunately
it it'shed away as she continues to kind of go
into this kind of muttering every now and then and praying,
and it seems everything she says, it's like this obsession
or fear with this beast or this creature that she
keeps mentioning. Almost if you bring anything else up or
try to have idle chit chat, whether anything that she
says eventually comes back to like a war ar something
about the beast.
Speaker 6: Okay, well, respectfully, I try to expect met myself by
saying that I must return to my post and returning
to the main deck.
Speaker 1: As you as you as you turn to leave, you
feel her hand grabs your hand, not roughly gently, but
firmly enough for obviously she she's making sure that you
know you don't walk away for a second. And she
looks up at you, clearly blind in her eyes, but
clearly knowing where you're standing, and she pats the top
of your hand with her other hand, and she says,
thank you for staying with old Vedoma. Young men don't
get many visitors up here these days.
Speaker 6: Of course. Well there's preparations to be made, yeh, in
case things go south, as it were.
Speaker 3: I yelled down from the mast. Hey, what that old
lady say?
Speaker 1: Horace says, you're turning away, and she she pats your
hand and kind of nods. Reicho looks over at you,
and he actually has like a genuine smile or look
of approval on his face, and you get the feeling
that he realizes, you know, you weren't bothering her, and
clearly you made her happy for a moment, and he
seems to reciprocate that to you, but his smile quickly
turns to grinded teeth. When Richter's voice breaks the silence, Ragny,
Reicho looks over to you, since you're kind of near
actually probably Bogahart, since Bogahart shouted back. So Raiko looks
over to you, Bogahart, and he says, is he always
this loud? Hope not?
Speaker 2: And uh, I mean, like, how long have they just
met on this journey?
Speaker 3: Yeah?
Speaker 1: Yeah, it was first time you've ever met him?
Speaker 2: Yeah, so.
Speaker 1: I sure hope not.
Speaker 2: I have no idea. Hey, are you.
Speaker 1: Always this loud? As the shouting continues, it is interrupted
by a mighty crash as the boat hits something and
lurches forward, buckling and shuddering, as clearly it's run aground
of something beneath the waves. Love cargo goes flying in
every direction, and a horse. You're realizing now that they
did not do a great job of packing this ship
properly for just such an occasion. Things are not strapped
down properly. Barrels go rolling down the deck, Crates get
knocked off of their piles, spilling some of their contents,
and a few things even get knocked overboard, and all
of you begin to struggle as the ship tilts and
you begin to lose your footing. And there is a
cry from the front of a ship as you see
Vedoma go head first over the railing into the icy waters.
And that's where we'll take our breaks. We're at our
halfway points, so grab something to drink, grab some doctor Pepper,
and we'll be back in a few minutes.
Speaker 2: Beer back, boys, good old doctor Pepper.
Speaker 4: Yeap berb sounds like fine.
Speaker 1: All right, So the ship apparently crashes on something, sending
people and supplies in every witch direction. I will need
all of you to please make a challenging athletics test.
I'm gonna try to use the terminology this time around
for the difficulty level of the tests, so you can
challenging is a straight up zero. And also, players, if
you would announce your rolls so that our listeners don't
have to hear me talk the entire podcast. Just tell
them what your what your negative or positive success levels
are if you get a critical or anything like that.
Speaker 6: So all right, I guess plus one. Do you want
success levels for that?
Speaker 1: Yeah? Success levels that that's that's best.
Speaker 4: Yep, yeah, minus seven for Ragney.
Speaker 8: Oh Arnold also has an astounding failure at minus six,
oh my goodness.
Speaker 2: And rounding it out as Bogahar with a great ninety.
So that's a minus six.
Speaker 4: Well, Ragney is going to use a fortune to see
if he can maybe reroll to not suck.
Speaker 1: We need Richter as well, needs to roll please to make.
Speaker 3: An athletic.
Speaker 1: Wow, it's a negative, just straight up challenging.
Speaker 2: You know what. Bogahar is going to follow Ragney's footsteps
at that one and use a fortune point.
Speaker 4: Good call Bogehart googaw. It didn't work for Ragney. I
got a slightly worse.
Speaker 11: Oh, plus three, what a save.
Speaker 4: Those candles must be balancing you.
Speaker 2: Well, they calmed me.
Speaker 1: Yes, okay, so uh and Richter with plus two very good,
So you hold on up in the crow's nest. Bogahart
almost looks loses his footing, but manages to hold still,
as does Richter, and straight off the bat is ready. However,
Ragny with a negative seven into a negative save not
only loses your footing, but you go sliding right off
the edge of the ship here into the and when
you hit the water, it is cold, so cold as
a matter of fact, but you're a bit shocked when
it hits you. I'm going to need a average endurance test, please.
Speaker 4: All right, and what does average do?
Speaker 1: That's one of the difficulties. That's plus twenty okay, okay,
just check. Just choose that from the drop down menu.
Speaker 8: Okay, that definitely helps me.
Speaker 1: You're a door, so I imagine your endurance probably fairly legit.
Speaker 4: Plus one.
Speaker 1: Wow, yeah, we got seventy three up in Okay, so
it is cold. It does shock you a bit more
or less. It just kind of wakes you up, but
you are fine from the fall. And from that, however,
the river is is rather fast flowing and you quickly
find yourself having to battle against the waves here. Everybody
else manages to hold on and does not fall off
the ship. However, Ve Dooma does and she's quickly being
swept away from the boat. As she hits the water,
she shouts and screams. She's splashing about and thrashing, clearly panicked.
And there's panic from the crew as some of them
are knocked overboard. Some of them are trying to hold
on to the supplies from going into the water. The
ship is tilting ever so slightly and it's come to
a stop. Rutger comes out from behind the curtain shouting,
you know what the hell's happened? And you see Raiko
at the wheel trying to move it, and there's just
it's completely stuck. And I need everybody to give me
a perception test please at plus twenty average.
Speaker 3: Perception.
Speaker 1: Yes, oh, do we have a critical fail?
Speaker 6: They're getting knocked around. We have I do all right?
Speaker 1: Yeah? So remember if you old doubles and it's a failure.
That's critical fail if you're old doubles, and it's a success,
that's a critical success. So Arnolf and horsed with critical failures. Man, okay, Bogahar,
you're the only one that sees this. Perhaps horse at
Arnolf getting water in their eyes. As the ship hits
the rocks, you see off to the east something moving
in the water, and you see a large fin of
some sort and you see a large you're guessing some
sort of fish making its way towards Vedoma. That fuck shit,
and I will need well, first of all, let me
get out there. We're gonna need to roll some initiative
here and we're going to change some music. So uh.
For our new players, you can click on your token
and then click on the cross sword and shields icon
and that'll add you to the combat tracker. If you
want to bring the combat tracker up, it's the fist
in the top right corner. You can right click on
that to pop it out as a window, or just
left click on it to go to a different tab.
And then.
Speaker 2: For me, it says there's no combat encounter seeing you here,
we are, buddy, fucking fuck me?
Speaker 4: Man?
Speaker 6: Oh shit?
Speaker 1: Uh Okay, the just hit that D ten that's on
the track next to your token and it'll roll the
die for you. Okay, all right, Well the stirpike.
Speaker 3: I assume that the stirpike is first.
Speaker 1: Yes, So the stirpike is this big old fish like
creature in the water. Now, some of you may or
may not know what this thing is. I imagine a
horse probably knows. But steerpikes are very, very large fish,
and you know that they can grow upwards of twenty
feet in length. This one is not as big as
the image shows here. It's not like going to swallow
your boat or anything. But it is a large creature,
so it is a step up in the size category
for you guys. And it looks hungry or perhaps just
attracted by all the splashing from from Vedoma here. So
we will start our combat here. So the stirpike begins
to move in towards Fadilama, and it is well, it's fast.
It makes a bee line towards her, and you can
see her shouting and screaming. Richter, you are up next.
Speaker 7: Well, don't have anything I can throw here. Only God
is a dagger, and I'm at the top of the mast.
Speaker 3: See whereas Raiko.
Speaker 1: He's at the wheel. So you're on the mast obviously
you're up high, and then everyone else is on the deck.
Speaker 7: Yeah, making a jump for it and diving into the
water after Vedoma would likely kill me because I'll probably
slip it fall and hit the deck. I'm gonna make
my way down as quickly as possible down to the deck,
and I don't know how much mo then I can
get before I.
Speaker 1: Have Well do you do you do a sweet ladder
slide or do you actually use the rungs?
Speaker 3: I do a sweet ladder slide?
Speaker 1: Okay, give me an athletics on an average athletics test please?
Speaker 3: Okay, average sixty five? Where's it putting me?
Speaker 1: You're at negative zero? That is a failure. Do you
want to use a fortune point?
Speaker 3: No?
Speaker 1: Okay, you slip towards the end. It's not a terrible failure.
You take up point of damage just one wound as
you kind of lose your footing at the end, but
you're not too high up, so you don't take like
a broken leg or anything. So just one wound, not
reduced by anything, and you can't move any further because
you're kind of like picking yourself off off the ground.
Got it, Raiko shouts. He's shouting in his native tongue
to the rest of the crew, and he makes his
way towards the front of the boat, trying to see
what the hell's going on up there, Ragney floundering in
the water. What do you do?
Speaker 4: Does Ragney see the old woman and the stirpike?
Speaker 6: Uh?
Speaker 1: Yes, from where you are, absolutely right.
Speaker 4: He will pull out his hand axe, put it in
his mouth and start making his ponderous way towards the
woman and beast.
Speaker 1: Okay, so Rambo starts swimming towards Adoba. Give me an
average swim test?
Speaker 4: Please, what is swim that advanced skill? Oh yeah, I
don't swim. Come on my door.
Speaker 1: Okay, you don't know how to swim. That's not good.
Speaker 6: Well, which way is the river going?
Speaker 3: He knows how to The.
Speaker 1: River is going towards the pike because it pulled Vedoma
in that direction. So I mean you'll move a little
bit there, but you're you're basically drowning, you know, like
you don't know how to swim, so you're being pulled
and uh yeah, it's not great. Well, then give me
a what a swim use strength? Uh yeah, s okay,
give me a strength test please at minus ten. What
is that difficult? Yeah?
Speaker 6: Difficult?
Speaker 1: Oh on that money thirty so uh it's difficult. But ragney,
As you are trying to steady yourself, you realize that
it is not terribly deep water where you are, even
being a dwarf. It's like up to your like chin.
And you realize you can your feet on the bottom
of the water here or the bottom of the river.
Speaker 4: Oh sweet, So does that mean I can move?
Speaker 1: Uh? Yes, I will need a easy athletics test to
get yourself moving. I mean you're still to move quickly
enough and not lose your footing and get swept away.
But you've got a little center of gravity because you're
a dwarf, so it's not terribly hard.
Speaker 4: That would be a critical success, nice, wonderful.
Speaker 1: I don't know why it's not showing us criticals here.
Speaker 3: It's weird.
Speaker 1: Maybe when combat comes up anyway, that is success. So yes,
I'll let you move your full movement on top of
the two spaces the river moved you, all.
Speaker 4: Right, So I will run towards Vedoma one, two, three, four, five, six, okay,
and then can I just grab her from a square away.
Speaker 1: I think that would be all you can do this
this round. But next her eat and grab her. But
you're right next to her now, okay, try to get
into you.
Speaker 4: Since I'm not swimming, I guess I'll spit my axe
back into my hand.
Speaker 1: Okay, uh, okay, well we see We see Ragney Jason
Vorhei style, just motor boat through the water and he
gets to where Vedoma is uh and Vedoma reaches out.
I'm gonna have her make a role here to see
if she can. Does she have any skills? Of course not?
Why would they give her skills?
Speaker 2: Stealing hurts?
Speaker 1: All right? She reaches out, but she is unable to
uh to reach you, and the river takes her right
towards the steerpike's mouth. Horst. You see the dwarf valiantly
the slayer now with a wet noodle of a mohawk,
trying to help the old woman. What do you do?
Speaker 6: That was my first things, as well as to just
kind of dive in and try to help her.
Speaker 1: You you can tell that the dwarf is clearly walking
on the river bed. Okay, it's tough because he's it's
up to his neck because he's shorter than you know,
a human. But you can tell he's not really swimming.
He's like power walking.
Speaker 6: I'm not going to do ahead. First dive is what
I'm gonna do.
Speaker 9: I guess, but yeah, with I guess the movement of
the waves, not waves strictly speaking.
Speaker 3: Current.
Speaker 6: Okay, I'm gonna try it to move over to the
demon puller away hook, towards the shore and towards ragney.
Speaker 1: Okay, well you'd get into the water.
Speaker 6: I'm gonna need a no, you're just gonna jump forward
here an.
Speaker 1: Average endurance test because it is cold. I mean, you're
preparing for it, but you know, oh, that is a failure.
Do you want to use now? You can do one
of two things here. Fortune points can be used to
either reroll the role completely or you can gain one
success level. Now, normally in the rules, you can't turn
a failed test into a positive test, so you would
take negative zero and make it a plus zero. But
it's a house role that we allow, So if you'd like,
you could use this fortune points to get one success
level and go from negative zero to negative or negative
zero to plus zero. Or you can reroll if you
want to try to get a higher amount of success levels.
Speaker 6: I think a plus zero would be good. I'll go down, okay, fortune.
Speaker 1: And Sean, is it showing up where you guys can
like write click on your rolls to actually burn fortune points.
Speaker 6: Yeah, there's like a little light bulb on the right
that you can click.
Speaker 1: Yeah, so you can do that and it'll automatically adjust
your fortune.
Speaker 4: You can just write click your name too when it
in the box.
Speaker 8: It should you undo that if you accidentally do that.
Speaker 1: I don't think so. But you can just reset your
fortune points on your.
Speaker 4: Character sheet, right, so, if you left click the fortune point,
it goes up. If you right click the point, it
goes down. So yeah, okay, that works for all the
points as far as I understand, but it is.
Speaker 1: It can be helpful to do it through the chat log, though,
because then it'll keep all the calculations for everything. But okay,
let's fine, so test has been updated. It should say
plus zero. I want to says plus one. But that's fine.
You still pass. The water's cold, but you keep going,
so you may move and with the current, it's not
too hard. Give me a if you want to swim,
or you can try walking on the bottom.
Speaker 3: Of the.
Speaker 6: I'm on the deep side, so I should probably do
swim at.
Speaker 1: Least for okay average FUM test.
Speaker 6: Then nailed it. Oh yeah, because it's average even better?
Speaker 1: Okay, yeah you can. You can move your distance.
Speaker 3: All right?
Speaker 1: Are you just trying to grab her or what are
you trying to do?
Speaker 6: I guess grab and drag away from the steerpike towards
land as much as possible. Okay, so this southern.
Speaker 1: All right? Well, you've got her. You can't move anymore
right now because you just jumped in and you made
your way over there and grabbed her. But you've got
like an arm around her and you pull her away
as the steerpike is kind of snapping at her ankles. Arnulf,
you see Horst heroically jump into the water, and you
can see Ragny making his way to the creature as well.
What do you do?
Speaker 8: Going to approach a little closer to the front of
the ship here, okay, and I'm gonna pull out my
sling and try to attack the stirpike.
Speaker 1: All right, you may do that, so remember to target
the stirpike's token and then make an attack with your sling.
Make sure your sling is equipped, and make sure you
have ammunition selected otherwise it won't let you shoot with it.
And make sure you got the steerpike selected because it
should calculate all the bonuses because he's a large creature.
Speaker 8: Twenty all right, Is it's just a difficulty challenging or
something else it is.
Speaker 1: It's always challenging in combat, unless I say otherwise. It
should calculate the plus ten automatically because he's a large creature.
So let's see if it does, then it would basically
just be one less. It would have been nine damages
out of ten if we were calculating it's properly. So
you do hit it and it has a little bit
of damage here, so let me mark that off. Listeners
will be very familiar with the fact that I need
a calculator for simple math because that's just how I roll.
So nine damage, okay, Well, I mean it's just a
rock hitting this thing, but you do strike it and
it definitely thrashes about. In agitation, give yourself a point
of advantage, so you can either write, click on your
token and add the number above your token in the
blue box, change that to a one. Basically in combat
Warhammer has a thing called advantage. Anytime that you cause
damage or succeed on a test, you get a point
of advantage and it maxes out at three. Every point
of advantage will give you plus ten on all roles
during combat.
Speaker 3: It's amazing.
Speaker 1: Consequently, you can also change it on your character sheet.
If you go to the combat tab at the top,
there's a box that says advantage. You can change that
to a one as well. So Mike, be sure you
mark that off because advantage is very important in this game.
Speaker 8: I got it.
Speaker 1: And also something to note. As a arranged character, you
can gain advantage with shooting, and shooting is normally unopposed,
so usually the opponent doesn't have a chance to block
or dodge it, and if you get hit and take damage,
you lose advantage. So being a arranged character in this
game can be quite helpful and powerful in that regards. Okay,
that's going to lead us to the last person Bogahar
at initiative five. What would you like to do?
Speaker 2: Yeah, so Arnolf was just shooting the dude, So how
can I move like here? Is that all right?
Speaker 3: Oh?
Speaker 1: Yeah?
Speaker 2: And it's I think I would go here? And is
there any can I look around for rope or something.
Speaker 1: Oh yeah, there's plenty of rope.
Speaker 2: Okay, so I will try to throw rope towards the humans.
Speaker 1: Okay, give me a ballistic skill test. We'll make it average.
Speaker 2: Let's two.
Speaker 1: Okay, Horst, a rope lands pretty much right next to
you and Vedoma.
Speaker 6: Nice Bogaha.
Speaker 1: You will gain a point of advantage for that. You
succeeded on a test. Sweet, And that leads us to
the top of the round two with the sneerpike, who
is going to attack and he a woman. He's gonna
come here so he can kind of get in combat
with both of you. So he is going to strike out.
Let's see what he's got going here. Oh the lady,
all right, Well, it snaps at Vedoma first off with
its rather large jaws, and she's got to try to
defend herself a little bit here.
Speaker 3: She doesn't have.
Speaker 1: Much in the way of fighting, so she's gonna attempt
to dodge. She does not, okay, So the creature bites
down on her leg and it she screams in pain,
and then it slashes out with its tail at Horst.
It's gonna spend its advantage that it's just gained to
make an attack with its tail. It's one of its
special abilities. So horst, it's gonna hit you now. Because
this is a large creature, something you should be aware of.
If you attempt to block with a weapon, you get
minus two success levels because this thing is bigger than you.
If you attempt to use the dodge skill instead, you
don't get any negatives to your success levels. However, it's
a lot harder to dodge and water than it would
be to try to block with a weapon. So it's
up to you because right now you're holding on to
a doma. So you tell me what you want to do.
Speaker 6: Yeah, I guess I don't really have a lot of
spin around maneuverability. I'm gonna hope that it's trying to
align the spear in such a way that they the
fish doesn't want to slap me.
Speaker 1: Works out, Okay, Since the spear is two handed, I'm
gonna give you a negative a negative ten on this.
I mean you can still hold it with one hand,
but not great. So yeah, so go ahead and make
a defensive role and then change that to difficult and
be sure you add negative two success levels in the modifier.
Box because it's bigger than you.
Speaker 6: I think it's got that sl bonus minus two.
Speaker 1: Oh good, yeah, okay, that's right.
Speaker 6: And then another difficult ten for.
Speaker 3: Well, are you defending yourself right.
Speaker 1: Now trying to ye?
Speaker 6: Oh boy, that's not great.
Speaker 1: Okay. So it does a total of thirteen damage to
your right arm, so you're going to reduce that by
your toughness bonus in any armor you have, and then
reduce that amount from your wounds, and it gains another
point of advantage.
Speaker 6: Some mean two is rough? Can I have fortune that?
Speaker 8: Yes?
Speaker 1: Shall And I guess you'd actually have a point of
advantage because you succeeded last time, so you'd actually have
plus ten.
Speaker 12: To this role.
Speaker 1: Okay, because you did succeed in all your tests last
yearn yeah, so yeah, Ragney, you'd have an advantage as
well because you passed your test, right whatever you did?
Speaker 4: I think, yeah, the strength yeah yeah, okay.
Speaker 6: Okay, so it's one better than this because I didn't
I guess the uh.
Speaker 1: Yeah, so it's going to why is it doing the
same amount of damage though? It's weird negative six year four.
Speaker 6: Mm hmm.
Speaker 1: Let me calculate the damage you really quick. So it's
base damage of six, and it had one success level
for seven and you have negative four. That's eleven. Oh,
and then another negative two from the thing. So that's
why it's thirteen. I was the first one. Thirteen. Man,
that's weird. We'll say eleven. I think something's messed up here.
So you take a leven damage to the right arm. Rickter,
you're up.
Speaker 3: All right?
Speaker 7: Since I've gotten back up finally, are there any weapons
that I can see on the side of the boat.
Speaker 1: Yeah, it's probably like a fishing like harpoon of some sort,
like a spear.
Speaker 7: All right, I would like to pick that up and
try to hit the stir pike.
Speaker 1: Okay, are you throwing it at it? Or are you
gonna jump in the water to.
Speaker 3: Try to find throwing it at it?
Speaker 1: Okay, Well, you can grab it and move up to
the edge of the boat and then go ahead and
just make a ranged attack against the sturpike. Be sure
you target him, all right, little ballistic skill?
Speaker 3: Ballistic? Got it? Just a challenging.
Speaker 1: Yes, Oh okay, all right, you strike it. That'll get
rid of its advantage, give yourself advantage, and it's going
to take a couple more wounds as the spear just
lands like right in its back and it thrashes about angrily.
Speaker 3: Don't touch the old lady.
Speaker 1: Raiko is screaming horse. He's screaming to you to like
grab the rope. Looks like he's ready to help ogahar
pull it in stand next to you, but you're busy
defending yourself from a giant man eating fish. So uh,
rag me, what would you like to do?
Speaker 4: I would like to move forward two spaces in a charge,
and I guess cut into its side.
Speaker 1: Okay, you won't be able to charge because you're in
the water.
Speaker 4: It's a charge for a dwarf. I don't get the bonuses,
but he's he's moving like a torpedo.
Speaker 1: All right, Yeah, go for it, and you will also
get plus twenty for outnumbering.
Speaker 3: Nice We dwarves are great sprinters under short distances.
Speaker 1: Oh damn? Oh wow, plus six okay. Well, attempts to
flail about and defend itself.
Speaker 4: Oh plus roll okay?
Speaker 1: Well bad, okay, Yeah, it's snapping it. You still strike
it though.
Speaker 3: As you left leg Oh all right.
Speaker 1: So yeah, you probably hit it like in the side.
It doesn't really have legs, and you do see because
you have hack, which is when you hit something, it
loses a point of armor. You see some of the
scales off, like the side of its neck behind its
head get like peeled off when you hit this thing.
So what was your total damage? Thirteen? Ten? Not bad? Yeah,
it almost like kind of roars in a way and
gain a point of advantage as it flounders about. Yeah,
I'm happy about that. Vedoma basically clinging to a horse
for dear life, and she's like trying to grab for
the rope as as this is going on horse to
your turn. She's got the rope at this point, so
you can you can either let her go or you
can stay with her, fight the steerpike, whatever you want.
Speaker 6: All right, Well, I guess my question here would be
is with damage being against wounds for eleven out of
twelve if I'm reading this all.
Speaker 1: Right, well, don't forget your damage reduction from your armor
and your.
Speaker 6: Tongue again, it didn't count that, which is.
Speaker 1: Merely yeah, no, you have to you have to calculate that.
Speaker 6: Is eight, say four left.
Speaker 1: You took how much eleven damage.
Speaker 6: Eleven minus three? Well maybe one more for Durkin. The
toughness is three.
Speaker 1: And oh where did it hit you though? That's what matters.
It hits you in the right arm, So do you
have any armor on the right arm? I think Jerkin's
just the body, right, Oh, let's like it the cardinal kiss.
So then yeah, it's just your toughness bonus, which is three.
It's not as deadly as Alien, but it's still pretty bad.
Speaker 3: All right.
Speaker 6: No, I think I'm gonna try to climb out and
recuperate briefly. Or yeah, try to get me and Vedona out.
Speaker 1: Okay, if you want to give me an athletics test,
you can make that plus twenty. Since you got the rope,
you try to basically pull yourself towards the ship used
in the rope. Ooh, a critical success. Okay, So this
thing snaps at you, guys as you are pulled as
you pull yourself towards the ship, and it is distracted
by the dwarf who's got its full attention right now,
and the jaws just slap shot on open water where
you and Vedomo were moments before. So you've reached the
edge of the ship. At this point, you guys are
like right next to it, still in the water, and
then Arnulf you're next.
Speaker 8: Un effectively, do the exact same thing here and just
take another shot at the fish.
Speaker 1: All right, go for it now. It is in combat.
So normally, if you shoot into combat indiscriminately, I shouldn't
say in discriminately. If you shoot into combat, there's a
chance you could hit your teammate and it's minus twenty
to hit. However, if you stand still, you can give
up your movement to aim, which gives you plus twenty,
or you can shoot in discriminately and hit somebody randomly
if you don't care who you hit.
Speaker 8: I don't particularly care if I hit somebody else. I'll
just go up for the fish.
Speaker 1: Okay, then it'll be straight up. There's no negative twenty. Okay,
you do hit. I need you to roll me a
D six on a one or two. You hit the dwarf,
H three up. You'll hit the steerpike because it's way
bigger than him. Kate hit the steerpike for a whopping
fourteen damage to the head. Wow with a rock? I
got a rock?
Speaker 2: Geez Uh.
Speaker 1: You hit this thing and it just thrashes like rears up,
and it like when it rears up. Rag me. You
are like surprised at how large this thing is. Just
kind of shadows over you, and it like flops back
in the water, and it looks like it's about to
take off.
Speaker 2: Bogahar, you're up, okay, I would try to pull up
the rope.
Speaker 1: I suppose, all right, give me athletics, and you can
have plus forty because you're just pulling a rope and
you've also got Reycho helping you. I'm sorry, plus thirty
because plus twenty because it's fairly simple, and then another
plus ten seas assisting.
Speaker 2: Okay, okay, plus four All.
Speaker 1: Right, horse, do you feel the rope go taut? As
the two of you are brought up over the edge
of the boat and back onto the deck, you can
see Reiko and the other dwarf pulling and heaving, and
we're onto the steerpike. Ragne. The steerpike out like a hiss,
and it tries to flee. You may make an attack
of opportunity, and since it is flee, you get one
advantage and you also get a plus twenty to hit.
Speaker 4: All right, we will do our best here.
Speaker 2: Boys.
Speaker 1: Don't ever flee from combat in this game. Apparently, oh
my god, six damage. Ragsy you grab this thing's fin
to keep it from going away. It drags you like
a couple spaces because you're holding on. You bury your
axe into its side, and it just shrieks and hisses,
thrashes about and very quickly stops moving and goes belly
up in bloody dark water.
Speaker 8: Nice.
Speaker 1: You're gonna give them, We're gonna give him the old.
Speaker 4: Yeah, he did you cheap.
Speaker 1: And that is the end of the combat. Well done,
great success.
Speaker 4: Very great success, very great boys. Good job.
Speaker 2: Pick.
Speaker 1: However, your your celebration is short lived, as at this
point there's an awful crack, and you see the boat
dramatically shifts to one side and is like at like
a thirty five degree angle from being the way that
it should be. Many of these supplies go overboard at
this point, and many of the the crew begin to
jump off and try to either start swimming to shore
or grabbing what they can first and making their way
to the shore. And unfortunately, you guys can see that
the the barge quickly begins to take on water once
it moves too far to the side, and I mean,
there's not a whole lot further it can sink, but
it does begin to sink to the point where you
can see that this ship is fubar.
Speaker 7: Oh shit, all right, and it looks like we need
to bail out. Is there anything that like around us
that looks pretty expensive that we could take with us.
Speaker 1: You can't tell because everything is in crates and barrels. However,
you do hear Rutger. He's shouting as he's trying to
drag what is clearly a pay chest from the back
and get it off the ship before it gets lost
in the water.
Speaker 3: And you can see them.
Speaker 1: Okay, yeah, you can do that, and between the two
of you, you're able to get it, you know, off
the boat without it being lost in the the murky water.
What's everybody else doing?
Speaker 4: Do we have like a piece of land we can
go to, like.
Speaker 1: Yeah, there's there's a there's a shoreline.
Speaker 4: Yeah, I will drag the dead stirpike that way. I
assume stirpikes are edible.
Speaker 1: Uh, it could be. I mean it's a fish. However,
I will need a strength test. It is a very
large I mean it's a large creature.
Speaker 3: So you want to eat this thing?
Speaker 4: Yeah, I don't.
Speaker 3: Think we're gonna have time. Man, This adventure is pretty legthy.
Speaker 1: Bit too heavy, ragny with the between the currents and
the fact that the water's up to your neck unless
you want to burn a fortune.
Speaker 4: Point, yeah, I'm gonna. I'm gonna use my fortune point.
Speaker 1: Okay, well you have zero left, Well it's worth it.
So with any human strength. You see the dwarf neck
deep in water. You can't even see his shoulders or
his hands, clearly dragging the stirpike behind him sort of
against the current, and slowly makes his way towards the shoreline.
How about everybody else?
Speaker 6: I guess I'm gonna look to Raiko and like Jester
towards his grandmother.
Speaker 1: Yeah, he hand, it looks like he's got her. Rico's
a pretty big guy. So he he hops in the
water and then he has you like lower her down
to him and he carries her like in his arms,
and he like just shouts like, grab anything you can Okay,
So if there's something, I mean, you can grab some
stuff off the boat and help ferry it over to
the shore.
Speaker 6: Yeah, I guess I'll I don't know, grab some barrels
that float and swimming across.
Speaker 1: Okay, bogahart Arnolf, You guys are doing the same thing.
Speaker 8: Yeah, floating harrels sounds good to me.
Speaker 2: Yeah, yeah, any anything I can handle? Uh sized boga
heral take all right?
Speaker 1: Well, it takes a couple minutes, but everybody eventually makes
their way to the shoreline, and with one final kind
of moaning lurch, the ship seems to finally settle. This time,
it's at like a forty five degree angle in the water,
and it's very obvious that this ship is never gonna
sail again. However, it seems that there are only a
few minor injuries of a Dooma's leg is bleeding from
the bite mark, but it is still intact, and it
looks like nothing's broken or anything like. That horse looks
a little beat up, getting that tail slapped across him,
and you see that there are two other stragani that
look slightly injured. One of them you can tell is
holding like his side, maybe his ribs or something in
the crash. And then another one she she actually has
a broken forearm. Looks like her injury is the worst.
But you guys get a lot of the cargo off,
including the pay chest, which Rutger is very thankful for.
And yeah, eventually you're all on the shoreline here for
a moment, and you see h Rutger kind of takes
a look at the situation. He's still trying to keep
his kind of jovial demeanor. My Sigmar's grace. That could
have been a lot to worse. A He's like, well done,
and he looks to Ragney in particularly. It's like an
impressive trophy master dwarf.
Speaker 4: Huh dinner too.
Speaker 1: He he smiles as if he didn't even consider that,
and he seems to uh appreciate your your initiative here.
He says, Now, look, I know that this looks bad
and it could be a serious setback, but it's it's
not as bad as you think. We're not that far
from the camp. We can simply bring what we have
the rest of the way. We'll get some people patched up,
give everyone a chance to rest here for a moment,
and well, when we get when we get to the camp,
Phil Grimm will know how to how to fix the boat.
And at that point that's when the boat like truly
like comes to rest and it's obvious that ain't nobody
fixing this thing. And he's like, well bye, as they say,
Ronald gives and Renald takes. But well, good fortune you
were all on board and well done in saving medam Vedoma.
I'm sure Reiko is thankful that you were all here.
Speaker 3: You're welcome.
Speaker 6: I guess, well, if that's the case, Uh, do you
have anyone that could run a message down to.
Speaker 3: The camp?
Speaker 6: Seeing as anything that isn't stuck on the wreck, we'll
be floating their way anyway. Uh.
Speaker 1: He looks to Reiko, and Reiko is obviously preoccupied with
his grandmother, and he says, uh, this is Rutger. He
says too, He's like, well, he's like, you know, the Stregatti,
As I said, they're a bit superstitious and uh, well,
being out here in this wilderness, they're not exactly the
bravest individuals. I don't think Racho's gonna want to send
anyone alone.
Speaker 6: Oh yeah, I had a stand. I could see a way.
You wouldn't want to sprint through these swamps.
Speaker 1: But I mean if we, if we get a move
on now, we might be able to keep up with
anything that makes its way down the stream. But Horace,
you can tell like, as you look like there's no
way unless you guys were running, you probably won't keep
up with the river.
Speaker 6: Yeah, that's certainly crazy. We can try to pull the
more things off of the ship if we wanted to
literally make camp here and like go back and forth
over and over.
Speaker 3: Uh.
Speaker 1: Yeah, it looks like I mean, it looks like do
you suggest that.
Speaker 6: Yeah, certainly, it's like we could, we want to.
Speaker 1: Rutgers seems to agree. He again, he seems to appreciate
your initiative as well. And uh looks like, you know, eventually,
Reiko kind of you know, once his grandmother situated, he
gets some of the other STREGANI to help you, and
you guys are able to get a good amount of
the supplies cargo off the ship, at least enough that
just about everyone will be carrying something.
Speaker 4: Uh.
Speaker 1: And Rutger suggests that you guys start making your way
to camp. He's like, you know, it's not too far off,
and you know, we definitely want to get there and
not be out here in the middle of the night.
You know, we've got proper tents and things at the camp.
Speaker 8: So do you know this land well at all? Uh?
Speaker 1: Not particularly, But I mean, like I said, we're not
too far from the camp, so just uh just got
to tough it out a little bit longer. I hate
to uh, I hate to do this and ask more
of you when we haven't even really got to work yet.
But well, you're already, you're already proving an excellent what
excellent choice of uh of work and help. So I'll
be sure that you are properly uh compensated when we
get to camp, and unless anyone opposes or suggests anything else,
eventually you guys begin to march your way towards what
you're assuming is the direction of the camp.
Speaker 6: Well, I had a quick question vs V triage and
whether or not any anyone with better sort of first
aid it was available.
Speaker 3: On the crew.
Speaker 1: Well, let's do any of our players have the heal skill?
I do as well, asking Okay, so you can attempt
to heal tests to heal wounds. If you attempt to
heal yourself, it's minus ten. But if someone else tries
to heal your wounds, they don't have that negative ten.
Interesting you get one. You get wounds back equal to
your intelligence bonus plus your success levels. If you get
more negative success levels than your intelligence bonus, you can
actually do damage. Because you're not very good at what you're.
Speaker 4: Doing that, he's only got a thirty of heel, so
he's not rolling real good against it.
Speaker 6: For purposes of that bonus, is that the base skill
or like the skill, the tens of that skill your intelligence.
Speaker 1: It's the tens of your intelligence.
Speaker 4: Right and mine's only twenty five self. I mean I
can assist you in healing yourself, and I think that
would cancel out your negative.
Speaker 6: That is true, Yeah, I would be straight up then, sure,
uh so, I guess how long does this take? He's
just a couple of minutes.
Speaker 3: Okay, So like.
Speaker 6: See to myself, the broken arm woman, the old lady.
If possible, it'll be great.
Speaker 1: Okay, uh well, although I don't know, just go ahead
and do the role for yourself. We'll assume you look
at some of the other people as well.
Speaker 6: Sure, I know, so that cancels out.
Speaker 1: That also remove all your advantage. Now that combat's only
or advantage only during combats, so once combat ends, your
advantage goes back to zero. Ooh, a critical success. Well done, Horst.
So you are going to get your intelligence bonus plus
your success levels, which is three, and I'll give you
an additional point with the critical success there. So that
should be almost most of what you took. I think
that's close pretty good. I will assume you look over
everyone else and you try to patch people up as
best you can. But like the lady with the broken arm,
you're really gonna need some medical supplies for her. You know,
you might be able to set up something temporary like
a set it, but that's about it. And then uh yeah,
you guys begin to to head off through the wilderness
towards the camp. Everybody carrying something. Now, Ragney, you try
to drag this fucking fish the whole way there?
Speaker 4: Uh yeah, yeah, I mean is if they're spending a
few minutes like looking over people, can I start like
quartering it up?
Speaker 1: Do you have any sort of butcher skills like how
to prepare game or anything like that.
Speaker 4: Retain, evaluate, create physician? But that would only that would
be the only thing.
Speaker 1: Okay, give me an outdoor survival please, let's.
Speaker 3: See where sight I've got that too.
Speaker 1: That is a skill.
Speaker 4: Not gonna be good, nope minus.
Speaker 1: But yeah, you guys, see the dwarf starts hacking the
fish apart, but he's not doing a very sise job.
Speaker 3: What are you doing? You're ruining that beautiful beast, it was.
Speaker 4: Never beautiful and it's dinner.
Speaker 3: Just walk right back.
Speaker 1: What's that Mike?
Speaker 8: I'll offer to help if he insists, just so it
doesn't get ruined.
Speaker 1: Okay, do you let him help? Yeah? All right, give
me outdoor survival. Unless you have any other talents that might.
Speaker 8: Help here, I think that would be the best to have.
Speaker 1: Okay, you can take plus ten as the dwarf is
quote unquote helping assisting.
Speaker 8: There's no plus ten and the drop down, so.
Speaker 1: You just add plus. You just add ten under the
box that says modifier in the top left stand ten. Yep.
And if you ever need to give it a negative,
just put minus and then whatever the number is. Great.
Do you want to use a fortune pointer or stick
with that? Yeah, let's do that. Okay, the little light
bulb right, yep, and then do reroll a little better
but still not great?
Speaker 8: Okay, well, damn can you reroll a reroll just out
of curiosity?
Speaker 1: There is I'm so glad you asked.
Speaker 8: But I could just keep doing this?
Speaker 1: Well you can, but there's there's a slight, tiny catch.
You can do what's called a dark deal. Now, it's
not as bad as it sounds. All it is is
that you gain one little corruption point and you can
reroll a reroll.
Speaker 6: That doesn't sound bad at all if you don't go
into more details on what that.
Speaker 3: I think I should do that five times in a row.
Speaker 1: Corruption points represent the influence of chaos in the Warhammer world.
You'll have a threshold of corruption points based on your stats.
I believe it's willpower I know is one of them.
I don't remember what the calculation is off the top
of my head, but anyway, uh, if you ever go
over your max corruption points, there's a chance that you
will gain either a mental or physical mutation. So you
have to roll to see if you mutate, and then
if you do mutate, depending on your species determines the
odds of what type whether you're gonna get a physical
or mental mutation. For humans, it's fifty to fifty. For elves,
they can only get mental mutations, and I believe for
dwarves and halflings they can. It's very rare for them
to get physical ones. I believe. Obviously getting physical.
Speaker 7: Mutations, we're talking like like one like super intelligence.
Speaker 1: There's there's like like love Levope has one called thrill Seeker,
which gives him plus ten initiative, but minus ten to
one of his other stats. The elfin our game has
what's that one call that he just got, like like.
Speaker 4: Hyper masochism or something and something where he likes dealing damage,
so he gets bonuses discuss.
Speaker 1: He has hurried masochism, which is you gain the belligerent
trait and cannot voluntarily flee from combat. And then he
has another one called unending malice, which is minus ten
to any test that does not involve hurting another creature
and plus ten to tests that involve hurting another.
Speaker 6: Creature literally ants literally.
Speaker 1: Yeah, so he's pretty much at minus ten for everything
except combat, I guess, unless he was torturing somebody, but
he hasn't done that yet. So yeah. But in the Empire,
getting a physical mutation can be a death sentence, especially
if like witch hunters and stuff discovered you and most
regular focals shun you. So so yeah, if you go
over your corruption your max, there's a chance you'll mutate,
And if you do mutate, then it's a random chance
depending what type of mutation you'll get. And then once
that's determined, you roll in the chart and there's you know,
probably twenty thirty different types of mutations you can get.
So there are ways to get rid of corruption points,
but it is not easy. But yeah, if you want
to take just one little corruption point and reroll.
Speaker 8: It's only one day one of the campaign.
Speaker 1: I mean, yeah, you see now you're thinking.
Speaker 4: It's only a big fish. We might be marching for
days with no.
Speaker 2: Flu Can a fellow dwarf give it a shot before
he death sentenced himself.
Speaker 1: Uh no, because he has to. He's doing that.
Speaker 8: Yeah, okay, I will not be rerolling this reroll by
the way.
Speaker 1: Okay, you may attempt as well, Bogahar. There's not much
less of this fish to cut up though, so but
you can have plus twenty from your compatriots assisting.
Speaker 2: Okay, let's give this issue.
Speaker 1: It's a big fish. You can have a couple.
Speaker 2: There you go, that's there you go.
Speaker 1: Okay, so the first half of the fish is like
chopped to all shit as these two just like hack
it apart. I mean, you have pieces you can carry,
but they're not very well you know done bogehar. However,
you do some proper scaling and actually make like you know,
file at cuts rather than just ripping chunks out of it.
And you know, ar no if I imagine probably as
like a little bit of salt or something that he
could use to at least try to keep this stuff
somewhat fresh, at least so you get back to camp.
It's not gonna last very long, but a couple hours
shouldn't be a big deal. So uh, you don't get
nearly as much meat out of it as you were hoping, Ragny,
but you guys do have least a little bit of
dinner here for you know, a handful of people. We'll
say for we'll say for success level, so we'll say
enough to feed four people.
Speaker 4: There's four of us that worked on this.
Speaker 1: There you go.
Speaker 4: That's everyone who gets.
Speaker 1: All right. Well, when you're done murdering the dead fish,
you begin to make your way through the swampy marshlands.
And as you do, it's only about an hour long
that you're marching, but it feels way longer as the
fog really sets in rather thickly, and it just kind
of blankets you guys, especially for the dwarves. It's rather
rather dark, not dark, but it obscures yourself to the
point where even people near you. After a couple of yards,
you can just see like silhouettes and shadows, and nobody
gets lost or anything like that. But it's it's enough
where you know it's it's a little unnerving, and you
continue to march in. Every every couple minutes. Rutger is
trying to keep the group's spirits up, telling you, oh,
we're almost there. We're gonna be there soon. He still
has an aura of confidence and like like this is
still going according to plan. You can see that Raiko
is a bit disappointed and discouraged because of the loss
of his boat, but he is incredibly thankful to you
guys for so valiantly and bravely helping his grandmother. And
at this point, you know she's being carried by somebody,
probably Reiko and the other Stragani, especially the ones that
you check out horse, the ones that are injured. They
seem very well endeared towards you guys as you help
them out. So you trudge and trudge and trudge on.
There's uh there's obviously a little bit of time if
there's anything you guys want to discuss on your way there.
Otherwise we can just assume that you get to the
uh uh to the camp. But if there's anything you
want to discuss or ask, now's the time?
Speaker 2: Uh you ask him that?
Speaker 1: Yeah, he says, well, we get back to camp, will
uh you can meet my business partner and then we
can get all that sorted out.
Speaker 7: I'm gonna okay, I'm not feeling pretty confident about this,
but all right, fucked before.
Speaker 2: I think in in uh Dwarvish, I think Bogahara would ask,
granted hand, how he became a slayer?
Speaker 1: Oh, what is Ragney's reaction to that? Does he pull
a go track and murder him?
Speaker 4: Or no, he does not murder him. His eyes will
look at the ground and he would mutter in dwarfish failure.
Speaker 2: I think yeah, Bogahara would realize kind of the reaction
might have been an overstep, so he'll just nod and
kind of give him a shoulder and a slap on
the back.
Speaker 1: Yeah. He looks even more dejected because his mohawk is
just hanging to one side after being doused in the water.
You know, he looks like a drowned rat, just because
his hair and beard are all messed up. When he
lowers his head and looks down like that, he definitely
looks dejected. Any other conversation between any of our characters here.
Speaker 6: I wanted to admonish Arnold briefly. Arnold, I know you've
carved a fish before. What's happened? What happened back then?
Speaker 8: My hands were just a little shaky from the cold waters.
Speaker 3: Okay, well that was horrific.
Speaker 8: Well I've never seen a fish this big before.
Speaker 3: It's true.
Speaker 6: The fry were smaller back when we had to do
this to not die, however, as he did before, at least, uh,
you hit it until it stopped moving. That's I think
the harder part, or at least that's what it would
look like the most people.
Speaker 8: It's better than us being eaten at step Leey, for sure.
Speaker 6: That's step one. Yeah, the most important step.
Speaker 1: The more you know, and based on what you guys
know about Steerpike, is that this looks like it's a
younger one. It's probably not fully grown. Well tam hm,
But especially for any of our naval or hunter characters here,
you probably know that they tend to be somewhat rare.
You know, a lot of people think they've kind of
been fished out, and there's not many of them left,
so that's why they don't see them as often, but
if they if they grow old enough, if they can,
you know, get up towards twenty feet long, so pretty massive.
This one looked like it was about ten feet long
give or take. Still pretty big fish, but.
Speaker 6: Not need to eat a boat size fish.
Speaker 1: Well, eventually, you guys, after what seems like forever, get
out of the fog and the mist and the swampy marshlands,
and you find yourself near the camp after about an
hour or so, we'll move over here to a new map.
But that's not it this one. Okay, you guys might
need to zoom in a little bit here to see.
This map is kind of tiny for some reason, so
me so, yeah, you probably come from coming from the
north here. See, you guys are gonna be up. I
just think we need our slayer friend. There we go, everybody, Yeah,
and Vedoma? How could I forget Vedoma? There we go? Oh,
she's over here, that's why. Okay, So you guys eventually
find the road and it heads south and you make
your way towards the camp here and the road clears
out into a large clearing off to her left towards
the east, there are a couple of wagons and tents
set up. You see over here there is like a
large platform and you can see that there is a
dwarf sitting on the edge of the platform. There's a
lot of decent sized tent next to that. Off in
the corner you see an even larger tent that has
some heraldry on it, clearly marking it off as being
for someone a little bit more important. And then just
ahead of you, on the west side of the camp
you can see several large wagons. It looks like there
are more of a Stani I'm sorry, Stragani here that
have made their camp around this campfire. Beyond that, you
can see the work site for where the mill is
apparently going to be built. Looks like the foundation has
been laid there, and there's some construction materials like beams
of wood and bricks and things like that. Around there's
a small little dock just outside of that on the
river you see a small rowboat tied to that. And
on the outskirts of the Stragani wagons you see one
wagon that dominates all of them, and much like the
tent here in the corner, it also appears to have heraldry.
But even though you can't see the details. You can
tell it's different from the tent, and it's definitely bigger
and it's definitely much nicer quality than the rest of
the wagons here and then off in the northeast corner
over here by number five, you guys can see that
there's a winding path that goes up to like a
hill that overlooks this area, and you see several large
stones sticking up out of the ground. Looks like, you know,
some sort of range natural occurrence, kind of like a
stone hedge, but there's no it's just like pillars rather
than you know, the shapes of stonehenge. Had you said
it looks natural like it just is that way hard
to tell from where you're at. It definitely gives you
an uneasy feeling. As the fog is still kind of
heavy set here, so you know, you can see some
of these things just as silhouettes, especially like the the
tent and the stones because they're on the opposite side
of the camp. Very just like a kind of an
eerie feeling as you guys, uh, as you guys get here,
as you make your way into the camp, you can
see that let's see, would all of you give me
a difficult perception test or if anyone has any engineering skills,
you can attempt that as well.
Speaker 3: Perception Okay correct, oof wow yeah.
Speaker 6: Six for Horace.
Speaker 7: It looks like we're not all we don't know what's going.
Speaker 1: On, so arnold if you're the only one that really
notices this. But as you guys make your way into
the camp, you can see that the get the impression
that this construction site is not up to par. It
seems very disorganized. You see things that even though you're
not like a construction worker any sort of builder architect skills,
you can tell that it looks like stuff's been left
like in a half assembled state. Stuff is just haphazardly
tossed everywhere. There's no organization, like you know, the beams
aren't litt in a nice pile, they're just kind of
left where they've been left. You can see that the
tools are just haphazardly thrown around or left where they are.
They don't look over the highest quality either. And you
also see that the foundation appears to be partially flooded
you're assuming from rain, but you can tell like no
work is being done because it's probably just like a
soupy mess down there, and it probably be impossible to
get anything done, so you don't have a great first impression.
As you guys make your way into the camp here. Now,
as you make your way in, Reiko thanks you guys again,
and he says, you know, I'll be over with the
others and him and the Strigani that are with you.
Speaker 3: Uh.
Speaker 1: You guys take all your supplies and basically pile them
up near the construction site. But eventually Raiko joins the
rest of the Stragani at their wagons here. Obviously you
can tell this is their little wagon train and what
they're using for their tents and where to sleep and
things like that, and look like they've got a decent
sized campfires they tend to the wounded and things like that.
When you guys, uh make your way towards the center
of the camp there, you see Rutger waves a hand
over at this dwarf who is sitting on this this
this stand over here, and he shouts grim thalgrim over here.
And you see this dwarf who uh, he's got some thick,
long black hair and a black beard. He's smoking a
pipe and he's got kind of a smock over him,
like maybe a blacksmith might have. And he's got some
filthy overalls as well, and you all notice that he
seems to kind of have a grumpy look come across
his face when when Rutger waves, But he gets himself
down off this pedestal and makes his way towards you
guys as you approach, and he comes to kind of
join you and speak with him. When he gets up
to Rutger, he lets out a belch and just burps
a big wad of smoke kind of right in Rutger's face.
He just says back, so soon, manling, and with a cough,
Rutger's like, well, yeah, we uh, we had a bit
of a mishap on the river. And he tries waving
his hand to get some of the smoke out of
his face. But these kind people, they well they proved invaluable. Really.
They helped fix up well, save the cargo, save the
pay chest, fight off a steerpike, and well it would
have been a lot worse without them. And he looks
over his shoulder at you guys and kind of like
gives you a wink like I've got this, and he's
he's trying to build you guys up in front of
this dwarf. He says, I was hoping we could sort
them out with a little bit of compensation. Hired them
to do some of the other jobs around the camp
that are And he looks towards the Stragani that our
other friends don't want to do, you know how they've
been a bit reluctant and superstitious and such. And he
goes into his tunic as Jerkin, and he takes out
a chain and you see, he's got this chain around
his neck which he takes off, and attached to the
chain is a large like brass key, and he hands
it to the dwarf and he says, perhaps you can
take the chest to Stiegler and make sure that this
all gets sorted out, get them some shillings for their
hard work. And the dwarf just gruffly kind of nods
and h he he just kind of shrugs, and he
takes the pay chest under an arm, and he takes
Rutger's key in the other hand and he starts marching
over towards these wagons.
Speaker 3: I'm going to follow them.
Speaker 1: He does nod to the two dwarfs. He doesn't say anything,
but he actually nods to the humans. It's like the
three of you don't even exist, and he just starts
marching in that direction.
Speaker 2: Bogohar would have mattered at this point.
Speaker 1: Okay, all right, uh Rutgers, And you can tell this
look of exhaustion that just kind of washes over him
as the as the dwarf heads off, and he says, uh,
he kind of motions for you guys to follow the dwarf,
and he started starts making his way over towards this
large tent, to which you realize is got to be his. Yeah,
put him over there. I assume the group of you
follow phil Grim as he makes his way towards the wagon. Yeah, sure,
all right, Well you eventually get to this larger wagon
over here, a nice roof, very fine lefted and heavy wood,
and a very nice door. And you can see some
of the heraldry on here. If anybody has a lower Harald,
they may attend her. Otherwise you probably don't recognize it. Nope,
all right, Well, Thulgram says nothing to you guys as
he marches over to where Steegler Steeler's wagon is, and
eventually he climbs up the steps and gives two brisk knocks,
and you can hear some shuffling inside kind of quickly,
kind of faintly, but eventually you can hear the clack
of footsteps from inside making a way towards the door,
and it's opened a little bit, and staying in the doorway.
As he opens, you find yourself looking at a woman
who's clearly of some lineage. She appears like she's probably
in her twenties, late twenties, early thirties, somewhat tall, and
she's got your typical imperial out on the large fluffy sleeves,
a pair of you know, breeches. It looks like our
clothes at one point were very nice quality, but they
appear to be a little unwashed and unkempt. And her herself,
she looks absolutely exhausted, dark, she's a disgruntled look on
her face. Her at one point was probably a nice
lush red. Seems maybe she's ran out and hasn't used
much lately, or just got up from sleeping. Her hair
is a bit unkempt as well, and when when she
answers the door, or she's got just this clenched jaw
and just kind of threw her clenched teeth she's just
like I was to get some sleep, Master, Dwarf, whatever
it is you want, can it not wait until morning?
And you guys see that phil Grim is not unfazed
in any way by her her attitude, and he just
kind of points his thumb back at you guys, and
he says, well, boats fucked. These folks helped savage some stuff,
salvage some stuff, and uh, well, Reuter wants some compensated,
well compensated if possible. And Stiegler rolls her eyes almost
like to the back of her head with this super
heavy sigh that seems overly dramatic to all of you,
as if my esteemed partner hadn't already demonstrated his incompetence
at this project. Dwarf, I have a sight, I'm full
of that stuff. The sweat for me. Bring the chest
inside and set it on the floor. I'll not authorize
the spending of another single penny until I see something.
And she tears eyes, does have a bit of a
stern and fierce demeanor when she says that, and you
see the Dwarf kind of shrugs, and he just puts
the chest down with a heavy slam in front of
her and he says, you can carry it yourself, and
he stomps off, and she looks incredibly irritated and begins
to drag the chest inside the wagon without a word
to any of it.
Speaker 7: I'm going to put my foot down on the chest
so that she can't drag it any further. Okay, okay,
and I am going to demand that we are paid now.
The agreement was made, we have done our efforts, filled
our end of the deal. You will pay us now.
Speaker 1: She looks up and she's got like this absolute look
of like the hemans in her eyes, like how dare you?
She stands to her full height, and I'm going to
need you to give me a difficult haggle test. Please.
This is an opposed test, so the two of you
will roll against each other.
Speaker 3: Okay, hold that here.
Speaker 1: I unless you're trying to intimidate her, you could do
intimidate it as well.
Speaker 7: Let me look at I have a better opportunity at hag.
Speaker 1: You could also do charm. But based on the way
you're doing this, I'm gonna say you can't use charm
right now.
Speaker 3: But you know, she said difficulty ten, Yeah, difficult.
Speaker 1: Oh, A natural one, A natural one that is a
critical success. You see that for a moment, Richter, she
is defiant and like, how dare this guy talk to me?
But you see that the fight is almost completely drained
from her face, and you can tell that it is
just like sheer exhaustion and she probably just doesn't want
to deal with you guys, or like go through the
effort here. So she kind of grumbles, and she she
removes a key similar to the one that Rutger had
from under her tunic, and she uses both keys to
unlock the chest and she opens it and she how
much does she pay out here? Let me see how
many successful did you have?
Speaker 3: Plus two?
Speaker 1: Plus two?
Speaker 3: Eh?
Speaker 1: Okay, I'm just checking my money conversion chart here. Hold
on a second.
Speaker 6: They're gonna have to invent a new type of money
for what we're gonna get paid.
Speaker 1: She doles out uh fifteen silver shillings to you, like
each er, just to make well to you for the group. Okay,
and then she she closes the chest and she locks it,
and she gives a very heavy stye.
Speaker 2: Sorry, I was gonna try and say before she lacks it.
Bogahart would kind of want to saddle up to her
and kind of gently get her attention.
Speaker 1: I mean she's standing right there, she's locking the.
Speaker 2: Chest up, okay, I mean it looks like she's about.
Speaker 12: To say something unless you, oh, madam, before you fully
lock that chest, you know, for for two shillings, I
could probably help you get to sleep right back to
sleep with a.
Speaker 11: Very calm scent of rock bath.
Speaker 2: And then he would whip out the candle and throw
it right under her nose.
Speaker 1: Would you like to charm or haggle that. I'll let
you decide, because you are being You're not being a
total dick like like Richter was so, but you are
being rather a shrewd businessman as well. So I'll let
you decide which one you want to do.
Speaker 2: I mean they're both.
Speaker 1: I'd say do haggle, because you're like, you're just laying
the pitch on thick here.
Speaker 2: Okay, So straight up, yep, this isn't great to be boy.
You know what, I have one more real.
Speaker 1: Might as well as well?
Speaker 4: Yeah, buddy, do it. Oh you come on, you're a
door if you can take it.
Speaker 1: Corruption point to sell a fucking candle?
Speaker 2: Yeah, well so you isn't it a corruption point? And
then also at some point I have to like obey
a bad move, right.
Speaker 1: That's if Uh, that's an optional rule the GM can
use to get rid of a corruption point off of you,
I can. I can't use it to have something bad happen,
which is that's not something we've really done in the
other campaign. Again, it's a rule that I just don't
ever remember. But that is definitely something because that's a
way to get rid of corruption points. So if you
guys end up getting some, I should say, when you
end up getting some, that's something you guys can su
suggest you can think of something. Or we're in a
scene where you're like, hey, you know, if you get
think of something to get rid of a corruption point,
you know, I'm reminding you, and I'll see if I
can come up with some. So you know, it'll probably
make a situation where bad happen because you're gonna lose
a full corruption point. But that isn't op. Yes, if
you have some, and then basically basically I take point
for you to like do something negative. Well, she only
has plus one, you have minus zero, and uh, I
mean she she's still she looks like she wants no
part of this, But she also looks like she's so exhausted,
she doesn't want to argue, and she kind of strugs.
She says, I'll give you one if you'll please let
me sleep.
Speaker 2: Bogahar's eyes light up, and he basically shoves the candle
in one of her hands and then kind of waits.
Speaker 1: Okay, she does open the chest and give you one
more silver shilling to you, and then she locks it
back up and with a heavy sigh, she stands up
and she looks over you guys. She tries to like
flatten out her clothes, kind of dust him off a
little bit, make herself a little bit more presentable, and
she says, and her voice softens as well when she
says this. She says, perhaps we started off on the
wrong foot here. I ask for a little bit of
forgiveness and leeway. I'm usually not quite like this, but
as you can see, things have been a bit stressful
here recently. Let's all get a good night's sleep, and
in the morning, we you and I and she's looking
at all of you. We can work out a mutual agreement.
And I assure that's whatever Reuter has promised you, I
will double it, and well, unlike him, I will actually
keep my promise. She says that perhaps this will be
good faith that I intend to keep that promise, and
she points to the money that she's just handed to Richter.
Speaker 8: I think that's fair enough, yeap.
Speaker 7: And I don't let out everybody should have pulled out
one of those.
Speaker 3: But wait, there's more.
Speaker 1: So she doesn't stop or wait to see how you
do out the money. She just seems, you see, like
a look of relief Richter. When you guys agree, that
washes over her, and she pulls the chest into the wagon,
and then she closes the door and goes, you know,
she goes back inside, closed the door behind her, and
then Folgrim goes back to his tent over here. And
that leads you guys with what was it? Fifteen silvers?
And how what you got?
Speaker 3: Fifteen silvers? Yeah, everybody gets three?
Speaker 1: Okay, well maybe or maybe not. To everyone's surprise, Richter
does divvy up the money, and it looks like he
divvs it up equally to everybody, So everybody gets another
three shillings. And then bogahar, you got an extra one
from your little pitch there. If you go to your
trappings tab, you can just left and right click the
number of quantity for your shillings, and it'll go up
and down, just like with the metacurrencies, feet points and
stuff like that. And we are just about at our
stopping point here. So I think this is a good
spot to wrap up for episode one, unless anyone has
anything they want to say or do in the last
couple of minutes.
Speaker 4: Noe, who good?
Speaker 3: I cannot get enough of the candles. I'll tell you
I've been waiting for it.
Speaker 2: Oh yeah, Chris, my short term has been met.
Speaker 1: Oh okay, yeah, So why don't we do that before
we split? Why don't we tell the listeners what our
personal ambitions are? So if you are new to Warhammer,
very simply, there are things called ambitions. There's personal and
party ambitions. These are goals that the players and the
party set for themselves. They come in short and long
term varieties. Completing these grants bonus experience for characters or
for the party as a whole. Short term ones are
worth less, but they're usually a little faster and easier
to do, maybe every couple sessions or days or weeks
in a game, maybe months at the most, whereas long
term ones give you a lot more experience, but they're
meant to be big life goals that maybe take years
or even a lifetime, or maybe even something you won't
ever truly accomplish. For party ambitions, everyone has started off
with a short term of complete Rutgers job and get paid,
since that's what's all brought you here right now and
you guys have just met. We don't have a long
term one yet because we'll probably figure that out after
you guys first adventures finished, So we'll leave that one
blank for now. That's not completed yet because you still.
Speaker 4: Chris. It's it sounds like you cut out, o boy.
Speaker 8: Oh no, sounds like a disconnect to me.
Speaker 4: Yeah. No, Well, dear valued listeners, Well we're waiting for
Chris to come back. Please tell us what you think
about the campaign so far and how much of Bogahar's
candles you would buy if he was real.
Speaker 2: Yeah, you would like him to invent exactly. Let me
know what type of candles you.
Speaker 3: Like, right?
Speaker 4: You like it just a dusky dwarven scent.
Speaker 8: Have you considered a stirpike.
Speaker 4: Pickled pike.
Speaker 3: Like orange misted.
Speaker 4: Bok to need some oranges?
Speaker 2: What about mirr pike kind of strong mr scent? One second.
Speaker 3: That'll liked. Oh god, that's great.
Speaker 2: I like how she was just so fucking tired. She's
just fine.
Speaker 1: Sorry about that, fellows. What's the last thing you heard
me say?
Speaker 7: We were about to get into our ambitions and that
we didn't have a long term one because we were
going to wait until we finished the first adventure.
Speaker 1: All right, okay? Uh so yeah, Kyle, start us off.
Let us know your personal ambitions, both the short and
the long term.
Speaker 2: Okay. So, uh one I believe I just completed was
my short term, which was to sell or gift the prototype.
Well I have two of the prototype candle of rock Bath,
so yeah, that has been completed.
Speaker 1: All right, we'll give yourself fifty XP for that. Are
you able to add experience yourself or do I need
to do that?
Speaker 2: You can? And you have to you have to state
like a reason like for the notes.
Speaker 1: Okay, yeah, so just put personal short term ambition okay, yeah, sweet?
Speaker 2: And then yeah, the long term is to set up
a candle company and franchise.
Speaker 1: Okay, And then I can delete your personal short term
and think up one for next time.
Speaker 2: I got one already, all right, cool?
Speaker 1: All right, uh Rickter, what are yours?
Speaker 3: Rick? I have to find a new line of.
Speaker 1: Work is my short term.
Speaker 7: And was completing at the job and get paid. But
my long term one is to discover my true calling
in life. Okay, but my motivation on top of all
of that is just freedom.
Speaker 3: Ye.
Speaker 1: Well, uh, you're not sure if this is going to
be your new line of work yet, because you're I'm
really sure what you're doing here, so uh, still up
in the air on that one, all right. How about
our resident Warrior priest?
Speaker 6: Yeah, Horst's short term goal is to successfully convert someone
to the faith of Manan. Okay, I didn't push that
too hard in this one, since immediately after a shipwreck
is probably not the.
Speaker 1: Best time to the god of the sea, I mean for.
Speaker 6: Me, But like from your standpoint, someone else, you have
to come to that on your own. Yeah, that's fair,
and its a long term goal. I'd like to build
a temple to rival that of the Great Temple and
marrion Burg of course, dedicated.
Speaker 1: To quite quite the large one there. Excellent, okay, and
then who else do we have, Arnulf? What's your ambitions?
Speaker 8: Short term is to secure a new weapon and a
piece of armor to protect myself with, and long term
will be to find a safe and secure place to
finally call home instead of being a bit of a drifter.
Speaker 1: Makes sense after being on that island, makes sense. And
that's going to leave us off with our slayer.
Speaker 4: Well, I may have misunderstood short term goal because mine
is fined and slay a troll. As all slayers start
at the troll slayer mark, they have to progressively go
up their path to slay things and become greater slayers.
So seemed applicable. I think I'll stick with it though. Yeah,
and the long term is to find the source of
the plague that ravaged his home and avenge his fallen kin.
Speaker 1: Excellent, Okay, well I'm sure we'll learn more about that
as the sessions go by. And yeah, I mean, you've
already killed a large sized creature, and trolls our large size,
so you just got to find one and kill it.
So it can't be that much harder than the giant fish, right,
I mean you were in the water and.
Speaker 4: You still killed that fish, right, Yeah, it took zero damage.
I think it can only go up from here.
Speaker 1: I mean, obviously you need a bigger challenge, so I
agree that makes sense. Wonderful all right, well, patrons, I
hope you have enjoyed our first episode of Tales from
the Old World. Probably have a little bit longer from
now on after this. We had to get some other
stuff done before we started tonight, but usually, just like
with Gallo's geis, when all the editing is said and done,
you'll probably be looking at around three to three and
a half hours, give or take so and luckily the's
played nice tonight for the most part, so no issues there.
So again, if you're listening to this, you're a patron,
and we thank you. We thank you so much for
your support and your generous support helping us finance the
channel and throw a couple of coins in the dragon's
hoard to keep things moving. I promise you were putting
it to good use, and we're going to try to
keep bringing you cool stuff like this. So join us
next month when we get to part two of If
Looks Could Kill, I'm pretty sure we'll finish that and
then we'll see what our party decides to do after that.
So gentlemen, it's been wonderful having you. Welcome to the family,
Welcome to the show, or welcome back if you've been
here before. And well, I'm really excited to see where
we're going to go from here.
Speaker 2: Oh yeah, yes, oh yeah, brother.
Speaker 6: That's a really exciting party dynamics developing.
Speaker 1: I think. So yeah, I'm excited to see where this
all goes.
Speaker 6: So a lot of interesting smells.
Speaker 4: Yea, only the one smells so fuck no, no, there's two.
Speaker 8: I got a pocket full of that stirp pike right now.
Speaker 4: I'm gonna make some stew out of.
Speaker 1: That gross all right, Well, thanks again, patrons and listeners.
We will be back next time, same place, same channel,
ninety nights,