Post by Rule Hound on Mar 9, 2016 22:25:45 GMT
Downtime 1
Use Strength if Rotten Flesh on my 5 three pt zombies to gain dodge and survival (assuming that is what hunting through the woods uses) and send them out hunting for our Duke.
Pertinent skill pools
Necromancy - 12
Leadership - 10
Combaty stuff - relent
those zombies go hunting. They are Fortitude, Potence and Melee (Dodge and Survival are added with the ritual) focused - 11 in those. 13 in melee due to accurate weapons. 6 in all others.
Simple Quest difficulty 3
Requirements
Result on Win:
Bonus test:
outright win - "The creatures created with this power are zombies, with very little sentience and absolutely no creativity. The zombies attempt to obey your requests and follow your orders."
The farmer (the first time he is brought in, tells you that it is not safe on the roads. That unless absolutely necessary everyone who knows does not travel the main road to Triest, they stay close to home. Further those few who do are taking back paths through the woods. And even some of these are now disappearing.
Our tests: Paper, Paper, Rock, Scissors, Paper
Tests - R, P, P, R, S
Result: down 1 willpower at game, choose 2 penalties.
Bonus test: Win information given.
Penalty options for failing quest test (come into game - same item can not be chosen twice unless it is on list multiple times - Domain penalties last 1 year)
Downtime 2
Send my Retainer with instructions to use his 2pt Zombies to work on the Slave Market to try to make the reality match my write up. Brawl, Craft, Craft focus. 9s all around. 4 in all others.
Use Strength if Rotten Flesh on the 5 2pt zombies with Craft - Carpentry and Craft - Construction. (Created by 3pt retainer) these zombies, under the watchful eye of their master 3pt retainer ghoul,
Simple Quest difficulty 2
Requirements
Result on Win:
Bonus test:
outright win - Zombies uncover the start of an escape tunnel and manage to cover it up before any slaves escaped.
Our Tests: Scissors, Scissors, Paper, Rock, Paper
Tests S, P, R, P, P
Results: Loss, tie, Loss - Retainer fails Give up. 3 penalties
Penalty options for failing quest test (come into game - same item can not be chosen twice unless it is on list multiple times - Domain penalties last 1 year)
Downtime 3
DT 3 (no duke, nothing to give him) - Acquire more components for Strength of rotten flesh ritual.
Simple Quest difficulty 2
Requirements
Result on Win:
Bonus test:
outright win - you get and Extra menstruating female moose.
Our Tests: Rock, Paper, Scissors, Paper, Rock
Tests - R, P, S, P, R
Results. 5 ties!!! I have never seen the like before. Anyways, I will just say that after the 5 ties you get what he need. 2 female and 2 males (8 rituals worth). But no bonus.
Pick 5 penalties. If any of them are -1 happiness it is probably because your Zombies stole animals from some farmer.
Penalty options for failing quest test (come into game - same item can not be chosen twice unless it is on list multiple times - Domain penalties last 1 year)
Total penalties accrued
Q1) -1 willpower at game, choose 2 penalties from q1 list
Q2) Retainer fails had to give up. 3 pick penalties from Q2 list
Q3) Pick 5 penalties from Q3 penalty list. If any of them are -1 happiness it is probably because your Zombies stole animals from some farmer
Total
-1 Willpower 10 penalties
You know I think you had the worst results. The r/p/s generator must not like you. We will talk at game. Maybe we can mitigate them a little as we are not trying to kneecap anyone. Anyways. still pick them for now.
Use Strength if Rotten Flesh on my 5 three pt zombies to gain dodge and survival (assuming that is what hunting through the woods uses) and send them out hunting for our Duke.
Pertinent skill pools
Necromancy - 12
Leadership - 10
Combaty stuff - relent
those zombies go hunting. They are Fortitude, Potence and Melee (Dodge and Survival are added with the ritual) focused - 11 in those. 13 in melee due to accurate weapons. 6 in all others.
Simple Quest difficulty 3
Requirements
- Zombies
- Leadership
- Investigation
Result on Win:
- Under your direct supervision the Zombies Scour the woods starting around the Castle looking for clues. One finds a track and gets your attention and begins to follow it. As you follow him you do notice footprints. As you continue on you hear the crashing of other Zombies through the bush behind you following. You follow the lead Zombie for perhaps a mile until you come to a deep ravine. Looking over the edge you see that it is being use as a refuse pit by the Keep Staff, stupid Zombie.
- Gazing down at the trash heap with Heightened Senses Sight you see several things of interest. The first are several bodies, mostly stripped, dumped in the refuse like the trash they are. The next is the colors of your Duke.
- Deciding to investigate you turn around to realize that only two of the other Zombies followed you. The others must be following other leads. Well there is nothing to do but get on with it. Your Liege is going to owe you for this.
- You order your Zombies to climb down the Cliff/Ravine face and search for the Duke and to retrieve the clothing you see. They begin their descent. Their Tests - P, R, S, S, S, Our tests: S, S, R, R, S. One seeming to be more agile than the others makes their way down without any difficult. The other two decide to take the fast way, they loose their handhold and plummet/bounce the 40' to the bottom, dislodging some rocks that fall onto them. Fortunately due to their fortitude and the ritual they manage to stand up with only a few limbs all akimbo.
- After digging for some time one of the injured one gathers up all the clothing they have found and begins the climb back to you Their Tests - P, R, S, S, S, Our tests: S, S, R, R, S. After falling twice more on the climb up (thank goodness for that ritual as he has now taken 10 dmg) he delivers the clothing to you. Garbage, rot and mud covered.
- Among the pile of clothing are several portions of servants uniforms with the Dukes colors and also one set of mangled, ripped and nearly destroyed hunting leathers with the Dukes personal crest on them.
- The other Zombies keep digging as if your Duke is here, and alive, he would have to be in Torpor. They uncover a good six bodies in various states of decay. Using your powers you determine that there are probably another 50-100 or so dumped there. Based on the condition you can assume this is where the Keep staff have been disposing of any slaves, prisoners or any other things that are usavory. And they have been doping so for YEARS. Just imagine if the slave markets aren't burning all the dead and are taking a shortcut like this also.
- Anyways, when you return to the Keep there is no sign of your other 2 Zombies or rather there is tons of sign, the bushes near by are trampled, with broken branches everywhere. As you move out further the trampling ends and there signs of the Zombies disappear.
- Every now and then over the next year you hear stories of a strange man (or possible two in different locations), kicking in doors and over turning the inside of houses. When you investigate you find another trampled area then nothing.
- You eventually just accept that they are following your orders and if they turn up something they will return and go about seeking out and collecting ritual components (or arranging for them to be available...)
- After 7 months one returns dragging a man and presents him to you. The man has a vague resemblance to the Duke but is not him. You set the man free.
- A month latter The other Zombie returns, this time dragging a corpse. It is the same man, but it seems he resisted a little to much and was accidentally killed.
Bonus test:
The farmer (the first time he is brought in, tells you that it is not safe on the roads. That unless absolutely necessary everyone who knows does not travel the main road to Triest, they stay close to home. Further those few who do are taking back paths through the woods. And even some of these are now disappearing.
Our tests: Paper, Paper, Rock, Scissors, Paper
Tests - R, P, P, R, S
Result: down 1 willpower at game, choose 2 penalties.
Bonus test: Win information given.
Penalty options for failing quest test (come into game - same item can not be chosen twice unless it is on list multiple times - Domain penalties last 1 year)
- -1 Domain Happiness (for 1 year) Rampaging Zombies
- -1 Domain Happiness (for 1 year) Rampaging Zombies
- Minus 2 penalty to one attribute for 1 game
- Loose one attribute focus for 1 game
- 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
- Minus 2 penalty to one attribute for 1 game
Downtime 2
Send my Retainer with instructions to use his 2pt Zombies to work on the Slave Market to try to make the reality match my write up. Brawl, Craft, Craft focus. 9s all around. 4 in all others.
Use Strength if Rotten Flesh on the 5 2pt zombies with Craft - Carpentry and Craft - Construction. (Created by 3pt retainer) these zombies, under the watchful eye of their master 3pt retainer ghoul,
Simple Quest difficulty 2
Requirements
- Zombies
- Retainer
Result on Win:
- +1 wealth
Bonus test:
outright win - Zombies uncover the start of an escape tunnel and manage to cover it up before any slaves escaped.
Our Tests: Scissors, Scissors, Paper, Rock, Paper
Tests S, P, R, P, P
Results: Loss, tie, Loss - Retainer fails Give up. 3 penalties
Penalty options for failing quest test (come into game - same item can not be chosen twice unless it is on list multiple times - Domain penalties last 1 year)
- -1 to level of retainer for 1 year
- -1 Domain Wealth for 1 year
- Retainer out of service for 1 year
- Gaining 1 Beast Trait
- Down 4 pts of blood (Zombie dropped Rock on retainer crushing his leg)
- 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)
- Down 1 Willpower
- Minus 2 penalty to one attribute for 1 game
Downtime 3
DT 3 (no duke, nothing to give him) - Acquire more components for Strength of rotten flesh ritual.
Simple Quest difficulty 2
Requirements
- Mental Creativity
- Survival (Hunting) - Your Zombies will do.
Result on Win:
- It is more difficult than imagined to gather the menstrual blood of a female ox/cow/moose especially since Ox's and Cow's are bred as soon as possible as they are part of a farmers livelihood. Each Ox/Moose/Cow provides enough for 3-5 rituals if collected carefully. Fortunately you send your wraith forth and they manage to locate a few. You send out your Zombies and between them and a little manifestation of your wraith you manage to herd 2 Female Moose to the stables.
- Using a similar technique you manage to lure in 2 male moose. Which you then slaughter and bury allowing their organs to properly gestate before removing them.
Bonus test:
outright win - you get and Extra menstruating female moose.
Our Tests: Rock, Paper, Scissors, Paper, Rock
Tests - R, P, S, P, R
Results. 5 ties!!! I have never seen the like before. Anyways, I will just say that after the 5 ties you get what he need. 2 female and 2 males (8 rituals worth). But no bonus.
Pick 5 penalties. If any of them are -1 happiness it is probably because your Zombies stole animals from some farmer.
Penalty options for failing quest test (come into game - same item can not be chosen twice unless it is on list multiple times - Domain penalties last 1 year)
- -1 set of ritual components
- -1 set of ritual components
- -1 set of ritual components
- -1 set of ritual components
- -1 Domain Happiness (for 1 year)
- 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
- Minus 2 penalty to one attribute for 1 game
Total penalties accrued
Q1) -1 willpower at game, choose 2 penalties from q1 list
Q2) Retainer fails had to give up. 3 pick penalties from Q2 list
Q3) Pick 5 penalties from Q3 penalty list. If any of them are -1 happiness it is probably because your Zombies stole animals from some farmer
Total
-1 Willpower 10 penalties
You know I think you had the worst results. The r/p/s generator must not like you. We will talk at game. Maybe we can mitigate them a little as we are not trying to kneecap anyone. Anyways. still pick them for now.