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Post by Rule Hound on Feb 29, 2016 21:59:21 GMT
Travel Downtime to Gathering: Assumed/Mandatory (unless you are hosting it) Downtime 1: Service to Ard Ri (Encampment at the Church of the True cross)
Duke Raetus plans to await Nicodemus' attempt escape within the Templar knight encampment. He will pursue any fleeing cainite on horseback using animalism to direct the hunting dogs if he escapes on foot. If he leaves as a mass of flies again he will use the homing pigeons in a similar fashion as the dogs ordering them to follow the insects while he pursues from below.
Simple Quest difficulty 3
Requirements
Resources x 3 (minimum) - Travel, supplies, horses for 6 months
Animalism 1 (to request animals to follow insects) or Animalism 2 to ensure they try to follow your requests
Leadership x 2 (don't forget you need this to have 2 vassals sworn to you)
Result on Win:
Successfully travel to Trieste
Encamp for 6 months and oversee operations
Bonus test: Outright win: Hunting Dogs find something.
Penalty options for failing quest test
Gaining 1 Beast Trait
Down 2 pts of blood
Gaining a Derangement for the game (or 2 derangement traits if you have one – ST discretion)Gaining 1 Derangement Trait (if you have a derangement)
Losing 15 minutes of game time (Due to entering a fugue/vision state - ST's will tell you when it happens)Taking 3 points of lethal damage
Down 1 Willpower
Taking 1 points of Aggravated Damage
Influence reduced by 1 until you perform a trivial favor for your influence
Only acquire enough components for 2 rituals not 3 (only if this is your quest)
Minus 2 penalty to one attribute for 1 game
ST NOTE: Raetus is calling this his service to the Ard Rhi. The Ard Rhi's instructions are to do things that enhance your domain unless specifically instructed otherwise. ST NOTE 2: If he goes forward with this he may be marching into Trieste with no notice at the head of the forces being sent.
Our tests: Scissors, Rock, Paper, Rock, Scissors
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Post by Rule Hound on Feb 29, 2016 22:16:04 GMT
Downtime 2: Personal action (The Wolf of Gubbio) Traveling to the city of Gubbio intrigued by the legend of the wolf myth. Raetus searches the forest around the city and talks to locals that claim to have encountered the beast. Obsessed by nature in it's variety Raetus plans to capture the creature if it proves to be unique to add to his collection and perhaps improve?? simple quest difficulty 5 Requirements- Investigation x 3 (research rumors)
- Survival 3 (search forest)
- A means of convincing locals to talk to him (leadership x 2 if friendly, intimidation x 3 if not so friendly, dominate x 2 or outright Bribery - something they need)
- Place to stay while searching (resources?)
- Blood supply for 3 months (extra 15 blood), you can choose to feed on the locals...
Results- It is not known exactly when the beast came to town but locals can remember their grande parents talking about how John Smitt got lost in the wilderness and was led out. How this wolf has appeared on occasion to protect local Hunters from beasts.
- Some farmers also talk about how this beast steals and desecrates their livestock. N.W. of town in a sheltered highland valley (about a days walk) that has steep rocky sides seems to be the most common location of "sightings"
- You can not find anyone who can specifically say they "Saw" the beast. Some speak of large wolf shaped shadows in the fog, unnatural ululating howls. Others speak of a beast that can walk nearly upright as a man only on a much large scale, at least 2-3 times the height. But again, only shadows and glimpses (think of Big foot sightings).
- One farmer has a clay imprint of a print he claims to be from the beast.
- There are stories of how this beast fended off a bandit baron attack and slew the entire group. There is a small cairn that contains the remains of these 15 bandits.
- The beast becomes very active for a time and then seems to just vanish, only to show up again several years latter.
- There was once a coven of witches that lived in the forest. It is said that they were performing very dark rituals, sacrificing new born lambs, goats and other animals. Some even say they were moving onto human sacrifice. At least until the beast showed up and in a great battle of powerful magic that lit up the northern sky he ended their threat. Only one escaped and lived long enough to tell a brief tale of a gigantic wolf glowing with the colors of the mother entering their circle and slaying them. The fires themselves rose up and the beasts of the night came.
- The locals despite some of the bad tales are very prideful and protective and superstitious of this beast that protects them.
Bonus test:- There is a old man, approaching 70 winters who found the mean old witch and passed on her tale. He was but 11 at the time. He still lives.
- While searching the forest you find some very large scars in tree. Healed claw marks, not natural in size
- You manage to come across a fur trader who has been to the summer pasture, the secluded valley that has been the most common area of report. He sketches a map in the ground for you.
Penalty options for failing quest test - Gaining 1 Beast Trait
- Down 2 pts of blood
- Gaining a Derangement for the game (or 2 derangement traits if you have one – ST discretion)
- Gaining 1 Derangement Trait (if you have a derangement)
- Losing 15 minutes of game time
(Due to entering a fugue/vision state - ST's will tell you when it happens) - Taking 3 points of lethal damage
- Down 1 Willpower
- Taking 1 points of Aggravated Damage
- Influence reduced by 1 until you perform a trivial favor for your influence
- Only acquire enough components for 2 rituals not 3 (only if this is your quest)
- Minus 2 penalty to one attribute for 1 game
Results: tie, tie, tie, loss, win bonus information: given because of sheer determination and because hits is a nice personal quest we can continue on. -1 willpower at start of game, 4 penaltiesRequirements
- Investigation x 3 (research rumors, snoop around, follow local leads)
He has investigation 1 (and auspex 1?) He will compensate somewhat by using 1 pt of resources to loosen tongues (buying drinks and bribes). - Survival 3 (search forest)
He has Survival 1 (and animalism 1?) pays a local trapper (1 resources) to show him around the local area especially any wolf runs etc...
- A means of convincing locals to talk to him (leadership x 2 if friendly, intimidation x 3 if not so friendly, dominate x 2 or outright Bribery - something they need)
-Leadership 2
- Place to stay while searching (resources?)
Pays the local trapper (1 resource) to use his hunting cabin while in the area. - Blood supply for 1-3 months (extra 5 blood/month), you can choose to feed on the locals...
Chooses to rough it and feed upon the local animals and the odd local. result: 4 penalties, down 1 will. Win.
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Post by Rule Hound on Feb 29, 2016 22:30:18 GMT
Mudmen Downtime x 2I just need to say again I love these guys. Both these fellas search likely places (Taverns, brothels, gambling dens, etc...) for men who might serve as mercenaries for the Silver miners guild. They will be equipped with suitable gear and paid a small stipend to guard the mine area and other duties as needed. Simple Quest difficulty 2 Today I am going to make this easy. I have combined these into one action as they are only lvl 1 retainers. I can split it into 2 but then you will need to do double the tests with double the chance of penalties. RequirementsThe only requirement is both Mud men. Results:- Defense +1for a year year (they are only lvl 1 after all not very convincing - 1/2 defense each)
Bonus test: Learn a little information about some cults in the area
Penalty Options for Quest (1 year)
- -1 wealth (ie. Someone learns of the reduced defenses and slip into mines)
- -1 happiness (ie. Someone tries to break into mines and riot occurs. Some peasants injured)
- -5 blood
- 1 Mudman out of service for next year
- 1 Mudman out of service for next year
- -1 Willpower next game
- +1 beast trait
- -1 defense (ie. Men hired. Abandon post after getting paid)
Retainers have no willpower can outright fail as many tests as 2x their NPC rating before having to give up. This goes for these guys combined also. Our tests: Paper, Scissors, Paper, Paper, Scissors His tests: Rock, Rock, Paper, Scissors, Scissors Results: 1 penalty. Tie on bonus test so bonus information not received.
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Post by Rule Hound on Mar 1, 2016 21:27:58 GMT
New combined DowntimeDowntime 1 (participants: Raetus, Alfonso Valencia, Morrigan)Duke Raetus is going to lead troops supplied by Alfonso to Triest, secure and cordon off the Church and it's grounds, organize and set in place safeguards to capture anyone who tries to enter the church, have them interrogated and arrange a signal system, should Nicodemus try to escape he will be captured and/or tracked. In 6 months, Baron Alfonso will take over and continue oversight of the militia, both will co-ordinate a search and collect artifacts during their tenure in Triest. Morrigan is going to be looking for mystical signatures and analyzing anything they might find and performing some of the investigationThings of use to quest: Mounts, supplies and transportation for Militia. War dogs, homing pidgeons. Militia x 3, Resources. Iron box for transporting artifacts. Animalism. Difficulty: 3 Requirements- Resources (this will use about 1/2 your available wealth) billeting, food, fodder etc. - Raetus
- Investigation x 3 or Craft Architecture/stonemason x 2 (However since I assume Raetus brings Scultone with him I think his natural aptitudes should cover this) - Morrigan
- Leadership x 2 (Someone needs to direct the troops, co-ordinate and give clear concise directions) - Raetus
Result on Win:- Successfully travel to Triest
- Encamp for 6 months and oversee operations (swap out for remaining 6 months)
- Infiltrate city and set up camp in old church grounds.
- Loot Church for artifacts if there are any. Raetus does not find anything of particular value. However, Morrigan enters and begins whispering sweet nothings to the Alter and Pillars
- The destroyed MARBLE alter tells her the reliquary was stolen from inside a powerful man broke it in half with one blow.
- The STONE pillars each tell a different version but a similar story about a man fitting Nicomedes description entering the crypt behind the alter at least ten to twenty times.
- The IRON cover to the crypt says the man moved with the grace of a cat but was clumsy at the same time.
- The elemental spirits inside the crypt are quiet almost blocked out but the pure evil emanating from the skull.
- The Blacken skull floats about six inches above a three foot tall pyramid of yellowed and white skulls, anyone who tries to approach it has their beast immediately want to flee, a mortal will flee in terror with death following in seconds. 10' radius for fleeing. (talk to the ST's if you want to try to get within this radius) Your beast still wants to flee beyond this but you can push down the urge for short periods. enough to inspect rest of crypt and slip past to the back area.
- Maintain watch for Nicodemus, attempt capture if he appears and send pigeon if seen. - He is not spotted.
- Secure Church from entrance by mundane means, detain those who try and question.Who is within? Have you ever entered? If so how do you keep your sanity? Do you know Nicodemus? Have you seen or heard the skull within? Who leads the congregation?
- Foremerly the bonus information now received for having 3 people searching. Hunting Dogs find old well covered and buried. On investigation the sides seem to have collapsed and you estimate the bottom 1/3 is covered in dirt and rocks.
- Scultone on slipping between the walls and the "Aura of Fear" discovers that there is a back room the door is collapsed. His passage leaves him freaking out and shaking in the back half of the crypt while you watch, eventually he pulls himself together and begins his search to discover the collapsed doorway
- After carefully squeezing between the wall and gritting your teeth and gathering your willpower to yourself you manage to get into the back half of the crypt. searching around you discover that this area has been looted but from the quality of the clothes and such it is where the wealthy and Nobility of the city were entombed.
- After clearing the rockfall from the doorway and the first half of the room which is collapsed (in the process you discover that some of the rocks are partially scorched melted from some extremely hot flame) you discover a journal in one of the partially collapsed wall alcoves. It seems this room was where the priests were entombed. The Journal is partially burned. Opening the journal it at first seems Gibberish until you realize that it is actually coded. As soon as Morrigan touches it she realizes that not only is it coded but there is a portion that is also mystically protected.
- Under Alfonso's watch during the second portion of the siege his troops capture two mortals trying to slip into the Church. The first dies while trying to escape the second is held for interrogation.
- You find some random treasure that was of value to the Priests and holy people burred here.
- There is what appears to be a high ranking church official, partly desiccated (as though he suffocated when the roof collapsed). Clutched to his chest is a VERY large bible. The one that would have been on the alter. Platinum covers with gold/silver/copper etchings on it. But it is locked. The Bible when you pick it up is VERY uncomfortable to hold as though it's nature contradicts yours.
Bonus test: Outright win: Manages do decipher some of the journal. It contains excerpts/references to the part of the cross that was stolen. The importance of standing firm, how through such holy artifacts Satan and his minions can be overcome and locked away... There are also references to what Morrigan can determine is a prayer/ritual of unlocking and some component requirements. Penalty options for failing quest test (base option, may be modified depending on what is being tried)- Militia reduced by 1 for next year
- Unexpected expense Resources reduced by 1 for next year
- -1 to your Dukedom's Defense due to your troops being tied up.
- Gaining 1 Beast Trait
- Down 2 pts of blood
- Gaining a Derangement for the game (or 2 derangement traits if you have one – ST discretion)
- Gaining 1 Derangement Trait (if you have a derangement)
- Losing 15 minutes of game time (Due to entering a fugue/vision state - ST's will tell you when it happens)
- Taking 3 points of lethal damage
- Down 1 Willpower
- Taking 1 points of Aggravated Damage
- Influence reduced by 1 until you perform a trivial favor for your influence
- Only acquire enough components for 2 rituals not 3 (only if this is your quest)
- Minus 2 penalty to one attribute for 1 game
ST NOTE: I am thinking that if his people find the journal that it can contain some excerpts/references to the part of the cross that was stolen. ST NOTE 2: Raetus is calling this his service to the Ard Rhi. The Ard Rhi's instructions are to do things that enhance your domain unless specifically instructed otherwise. ST NOTE 3: If he goes forward with this he may be marching into Trieste with no notice at the head of the forces being sent. Our tests: Scissors, Rock, Paper, Rock, Scissors Their tests: Scissors, paper, rock, scissors, paper Results: tie, win. Bonus test loss Standard results received. Bonus information not won. Misc. INFO quest continuance optionsWith a second downtime I think we can let her decipher most of it, except for one section that is in magically protected in addition to magically distorted. Her Thaumaturgy can tell her of a hidden crypt that has a few artifacts/treasure. A grand bible, one of those great big ones like in the movies with platinum covers and a lock. (inside the bible there is a feel that there is something "special") with a second downtime she can realize that these pages are actually common cypher used by the church when it was in it's hayday. So another bonus is the realization that any books or documents that once belonged to this church, where ever they may now be, might have hidden information in them. St note: The shard of the True Cross had to be removed by Nicomedes to build this portal I am thinking thus it could be found elsewhere by them or another player. I like the bible idea so we can use it too.
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Post by Rule Hound on Mar 3, 2016 15:02:06 GMT
Total Penalties Accrued
Q1) 1 penalty. Choose from Q1 penalty options
Q2) 4 penalties, down 1 will. Choose from Q2 penalty options
Total: -1 Willpower and 5 penalties.
-4 willpower
-5 normal blood
In addition you can choose to come in with 10 extra blood points based on how you fed. The catch is that they are animal blood. They fill 10 slots in your blood pool but each count's as 1/2 when using. You have to spend 2 blood to equal 1 normal blood expenditure.
Still be down 5 normal blood from his feeding test but still have the option of the extra 10 animal blood.
The Story The hound of the Wolf The hound of Gubbio haunts the wilds of this cities domain. Appearing in hamlets, villages, glens, hills, valley, and of course the city itself. Always the figure changes, he passes out silver minted from another time, but always the words on his lips are the same "Where is the wolf?" When satisfied he slips away back into the wilds only to reappear elsewhere. Trappers have seen him wandering and some have found his traps but none dare linger to discover more of his purpose. He is a phantom following a wraith.
The Men of Mount Caliso The Men of Caliso range the mountain happy to slit your throat at night should you be discovered. Many thieves have met there end at the knife of these animals, for the draw of the mountain is magnetic with greed. Some even say these trespassers are dragged into their secret lair to dig the mines and fill the scoundrels purses.
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