Post by Rule Hound on Mar 24, 2016 17:48:01 GMT
Downtime 1
Downtime Action 1
Lead 1
Raetus returns to the local of Gubbio attempting to draw closer to the Wolf. He travels abroad with a different face as always.
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.
Searching out the old man he asks the locals what the fella's favorite poison is (aka booze, tobacco, women, men, goats???) might be. Taking the requisite bribe he searches him out and attempts to convince the man to tell his tale.
Lead 2
While searching the forest you find some very large scars in tree. Healed claw marks, not natural in size.
Note: One farmer has a clay imprint of a print he claims to be from the beast.
Visit the farmer to compare to the clay imprint if they are the same try to convince the farmer to tell Raetus where he found the marks and anything else he can tell him about the imprint.
Lead 3
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.
Travel to the secluded valley and search for clues. Speaking to the local animals, looking for strange tracks or local animal behavior. Taking the trapper he used last time as a guide, tracker etc...
Lead 4
Note: 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.
Travelling to the cairn at night Raetus opens the mound to search the remains for some clue to the bandits end.
Requirements
Result on Win:
Result on Tie:
Result on a Loss:
Bonus test:
outright win -You are pretty sure that the Wolf of Gubbio leads a pack. That it is not just one beast you seek. As you travel the countryside and begin digging deeper it seems that wolves packs have been a problem off and on for as long as the stories go back. They seem to grow in size and courage at times and diminish in numbers but become more organized. Recently the current state has shifted fewer and fewer wolves are seen and heard or trapped but the number of attacks on farms and people has increased. General violence in the area has also increased. More women needing to be taught lessons by their husbands and more husbands being maimed when their women folk just loose it. Also, based on reports the wolves that are around and sometimes heard in the night seem to never be in the same area for to long.
Our tests: Paper, Scissors, Rock, Scissors, Scissors
Checks: Paper, Paper, Paper, Rock, Paper
Results: Lead 1 Tie - 1 penalty, Lead 2 Loss - Penalty & -1 Willpower, Lead 3 Win, Lead 4 Win, Bonus test Loss (no info given)
Penalty options for failing quest test
Downtime Action 1
Lead 1
Raetus returns to the local of Gubbio attempting to draw closer to the Wolf. He travels abroad with a different face as always.
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.
Searching out the old man he asks the locals what the fella's favorite poison is (aka booze, tobacco, women, men, goats???) might be. Taking the requisite bribe he searches him out and attempts to convince the man to tell his tale.
Lead 2
While searching the forest you find some very large scars in tree. Healed claw marks, not natural in size.
Note: One farmer has a clay imprint of a print he claims to be from the beast.
Visit the farmer to compare to the clay imprint if they are the same try to convince the farmer to tell Raetus where he found the marks and anything else he can tell him about the imprint.
Lead 3
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.
Travel to the secluded valley and search for clues. Speaking to the local animals, looking for strange tracks or local animal behavior. Taking the trapper he used last time as a guide, tracker etc...
Lead 4
Note: 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.
Travelling to the cairn at night Raetus opens the mound to search the remains for some clue to the bandits end.
Requirements
- 1 test per lead will determine how much if any information is received
- Ties or losses will count as usual. But all 4 tests will be thrown
- Lead 1 - The Old man accepts your offering. He cracks the bottle of fine Whisky you offer him. He leans back in his chair and takes a drink almost choking. "Oh, a little fancy pants are we... Trying to poison me with this flower brew... Next time bring some good old fashioned Rock Gut my boy. Lets see... The witch, yes, I do remember her. She was barely alive when I found her. Near dead at the edge of the creek. A nasty one her, wouldn't have gone near her if I knew she was alive. When I turned her over her eyes just popped open, almost shot right out-o her skull. Terrified she was. She said they were doing some magic thing and out of no where the fire just blazed forth, reaching for the stars. When their eyes cleared there was a giant wolf walking around their fire, came right next to it as if he owned the place. He had embers for eyes, the bristles on his back standing on end. He sat down and let out a unearthly howl. That is when "They" came, the others. Smaller than him but still big as a pony she said. They battled throwing magic at the wolves but the wolves were barely touched. Breathing fire they set her aflame. She fled and fell into the creak. They must of thought her dead. We all know it was their own dark magic turned on them. Good riddance I said."
- Lead 2 - You visit the farmer, he is more than willing to regale you for well over an hour with his tales of the Wolf of Gubbio Things you have heard before. Eventually he goes digging in a cheat and pulls out this huge clay claw print. Easily 2-3 times the size of a normal large wolf. After managing to extract yourself from him, you bring the print back to the area you saw the mark. When you compare the clay impression to the tree you note that the healed claw marks on the tree are double again the size of the clay print.
- Lead 3 - You travel to the valley in question. You note that at your approach the Valley goes very quiet. Animals run away as if sensing your beast. If you chase one down with Celerity the animal simply squeals in Terror at you. Unable to move beyond its fear to talk to you. If you set it down it flees. As you use your survival to scour the area and look for tracks you manage to locate a few sets of wolf tracks near the creak. The tracks are larger than any natural wolf you have ever seen before. At least none near your caves or from your past. The catch is that there seems to be several different sets of tracks. Different sizes, all larger than normal. At the edges of the valley surrounding the lush meadows you find a nearly dead copse of trees that look like someone or something has ripped through them with some rage filled wrath. Lastly you find a Cave that seems to have been used in the past as a campsite, perhaps the shepherds. Inside it has the remains of what appears to be both human and animal corpses/bones. Gnawed, eaten and in some cases it looks like the bones have been cracked open and the marrow sucked out. The back of the cave looks like it may have once continued but a recent collapse has closed it off.
- Lead 4 - You open up the Cairn to examine what remains of the bones and clothing. You discover that anything metal has long since been scrounged if it was ever placed in here with the bodies. What remains of leather and wool clothing shows that these "bandits" may not have been bandits after all. It is quite likely, based on the uniformity of their clothing that they were either a militia unto themselves or part of a larger force. The colors are to faded to identify what noble or house they may have belonged to. But there are several estates and ruined hunting lodges in the area that they could have came from, so perhaps it was a hunting part. You do find the remains of a leather strap that has what might be a symbol on it. As you examine the bones you notice that some skulls seem to have been bashed in by one great blow while some bones show teeth marks as though bitten by a wolf. On one skull you notice some great slash marks that in your estimation would match up to the ones on the tree. Some of the bodies show no marks at all except for a chipped bone where a speak may have been driven through. Seems like more went on here than one simple beast attacking a larger group. More like a battle of some sort involving war dogs, spear wielders and something greater. There are no bodies from dogs, wolves or those not wearing the similar looking uniforms. Someone either took their dead with them or this force turned on itself. Next to the Cairn you discover a stone with some form of pagan symbols scratched into it.
Result on Tie:
- Lead 1 - The Old man accepts your offering. He cracks the bottle of fine Whisky you offer him. He leans back in his chair and takes a drink almost choking. "Oh, a little fancy pants are we... Trying to poison me with this flower brew... Next time bring some good old fashioned Rock Gut my boy. Lets see... The witch, yes, I do remember her. Burned near dead at the edge of the creek. A nasty one her. I don't recall so good now days but she babbled about a wolf that could cause the fire to leap to the sky with it's dark howls. Moved so fast he was almost in more than one place at a time.. He dozes off in a drunken stupor."
- List item 2 - You visit the farmer, he is more than willing to regale you for well over an hour with his tales of the Wolf of Gubbio Things you have heard before. Eventually he goes digging in a cheat and pulls out this huge clay claw print. Easily 2-3 times the size of a normal large wolf. After managing to extract yourself from him You tried to force him to give it to you but it fell and broke when you pieced it back together as best you could. In the end you had to settle by making estimate measurements with your hand on the size. You return to the area where you saw the mark. It takes almost 2 days until you notice that the tree has fallen and the mark is laying towards the ground. You flip it over and it is mostly rotted. If what you are looking at is the correct tree and mark that you saw a year ago your estimated measurements of the Claw marks on the tree place it as probably larger than the one the farmer had.
- Lead 3 - You travel to the valley in question. You note that at your approach the Valley goes very quiet. Animals run away as if sensing your beast. If you chase one down with Celerity the animal simply squeals in Terror at you. Unable to move beyond its fear to talk to you. If you set it down it flees. As you use your survival to scour the area and look for tracks you manage to locate a few sets of what might be wolf tracks near the creak. The tracks are larger than any natural wolf you have ever seen before. At least none near your caves or from your past. Recent flooding has nearly washed away most of the tracks, it is difficult to say how long ago they were here. At the edges of the valley surrounding the lush meadows you find a nearly dead copse of trees that look like someone or something has ripped through them with some rage filled wrath.
- Lead 4 - You open up the Cairn to examine what remains of the bones and clothing. You discover that anything metal has long since been scrounged if it was ever placed in here with the bodies. What remains of leather and wool shows them to be more uniform rather than piece meal. It is quite likely, based on the uniformity of their clothing that they were either a militia unto themselves or part of a larger force. The colors are to faded to identify what noble or house they may have belonged to. You do find the remains of a leather strap that has what might be a symbol on it. When you examine the corpses you find what you would more expect in the remains of a battle between two forces. Marks on the bones show either large War Hounds were involved or wolves. And that they may have actually turned on themselves. Around the area you discover a stone with some form of pagan symbols scratched into it.
Result on a Loss:
- Lead 1 - The Old man accepts your offering. He cracks the bottle of fine Whisky you offer him. He leans back in his chair and takes a drink almost choking. "Oh, a little fancy pants are we... Trying to poison me with this flower brew... Next time bring some good old fashioned Rock Gut my boy. Right I met her when I was 12, she came to the village with her father. Her mother was dead you see. Her dad was a Soldier I think..... She was a witch that one, made my life miserable..... Glad the old battle ax died 20 years ago I think..... (he is rambling about his dead wife, he calls her a witch but dodn't they all. no amount of prompting can make him remember finding the witch you are asking about)
- Lead 2 - You visit the farmer, he is more than willing to regale you for well over an hour with his tales of the Wolf of Gubbio Things you have heard before. Eventually he goes digging in a cheat and pulls out this huge clay claw print. Easily 2-3 times the size of a normal large wolf. After managing to extract yourself from him You tried to force him to give it to you but it fell and broke when you pieced it back together as best you could. In the end you had to settle by making estimate measurements with your hand on the size. You return to the area where you saw the mark. It takes almost 2 days until you notice that the tree has fallen and the mark is laying towards the ground. You flip it over and it is mostly rotted. The bark is peeled and you can not find the claw marks. You are sure this is the tree based on some other significant markers that identify it.
- Lead 3 - You travel to the valley in question. You note that at your approach the Valley goes very quiet. Animals run away as if sensing your beast. If you chase one down with Celerity the animal simply squeals in Terror at you. Unable to move beyond its fear to talk to you. If you set it down it flees. As you use your survival to scour the area and look for tracks you manage to locate a few sets of what might be wolf tracks near the creak. The tracks are mostly washed away but you are pretty sure that they are from a normal, if slightly larger species of wolf.
- Lead 4 - You open up the Cairn to examine what remains of the bones and clothing. You discover that anything metal has long since been scrounged if it was ever placed in here with the bodies. Not much remains of leather or wool. The only clue you find in or around the Cairn is a stone with some form of pagan symbols scratched into it.
Bonus test:
outright win -
Our tests: Paper, Scissors, Rock, Scissors, Scissors
Checks: Paper, Paper, Paper, Rock, Paper
Results: Lead 1 Tie - 1 penalty, Lead 2 Loss - Penalty & -1 Willpower, Lead 3 Win, Lead 4 Win, Bonus test Loss (no info given)
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