Category Archives: Owlbear Stabbings

Salzenmund Apophaſiſ – Prologue Part I

The first session of the Salzenmund Apophaſiſ went down about a month ago.  This writeup’s a couple of weeks late, but c’est la vie.

Dramatis Personae

Amina Wegner – Boat(wo)man
Rosaria Gorman – Smuggler
Mannfried Orben – Noble
Nicholas Schlender – Burgher
Konrad Osterwald – Protagonist
Alberto Adriano Timoteo Raffaele – Camp Follower

Henchpeople

Bözsi – Messenger
Dalibor – Outrider
Heiko – Tomb Robber
Helfried – Scribe
Herman – Miner
Humbert – Camp Follower
Irmuska – Bodyguard
Körbl – Bone Picker
Magdolna – Militiaman
Melker – Rogue
Sven – Mercenary
Viktor – Protagonist

I gave each of the PC’s d4 Henchbros to support them and, in cases of dire lethality, eat a would-be killing blow in place of the associated PC.  My DM dice have proven themselves to be downright spiteful, so a safety valve seemed prudent.  How little did I know…

I actually had a lot of fun rolling these up.  I gave each of them a skill, and rolled once on the Henchman Traits table.  They were 45% male, 45% female and two of them… hard to tell.  This gave us things like Viktor, the Protagonist with beautiful, lustrous hair, and Körbl the Bone and nose picker.

As promised, the PCs were all soldiers in service to Johann Tserclaes during the Sack of Magdeburg, serving under Graf Luboš Winther.  Winther, hits the limit for the depravity he’s willing to participate in and suggested to the troops he’s with that they desert, tag out of the war, and flee too someplace safe, like the Swiss cantons.  They agreed; finished loading up their loot wagon, and rolled out of town.

Along the way, they encountered some other looters who decided that a wagon full of loot’s far more convenient than a city full of unbewagoned loot and decided to take it from the party.  This went down almost entirely as an exercise to run the players through a WFRP combat.  As a result, the three unnamed looters (this is a lie: they were each named “Dieter”) were butchered and Nicholoas knocked into critical range.

Besides a bloody fight on the way out of town, their escape was uneventful.  That is, until a week or so after they’d left town.  Several of the party went foraging and hunting to supplement their rations… including Alberto, who shot, killed, and brought back a baby bear to cook.

The party was awoken in the middle of the night: Graf Winther was gone.  So was his horse and a sizable portion of the party’s rations.  Before they could investigate further…

Bears!  The completely botched Outdoor Survial hunting roll was incredibly convenient, as part of the initial arc I’ve had planned very much called for bears.  True story, no joke.

Unfortunately, as it turns out, bears in WFRP are very much not something to fuck around with.  At all.  Battling bears (2 Bears, 1 Bear w/ the Brute advance scheme) took quite a bit longer to resolve than I’d expected or would like.  It was also deeply, profoundly lethal.

The sacrifice-a-henchment-to-avoid-a-critical-roll rule effectively made the fight an exercise in feeding henchpeople into a woodchipper.

I’ll let the list of remaining henchpeople speak for itself.  Look at the list above, and now look at the list below:

Surviving Henchpersons

Bözsi – Messenger
Helfried – Scribe
Herman – Miner
Magdolna – Militiaman

So, yeah.  The math speaks for itself.  I hope next session’s not nearly as bloody.  This thing I’m doing right now?  Just a prologue.  Setting the stage for worse things to come.  Hard to do that if everyone involved is being transformed to bear feces.

Salzenmund Character Creation Notes

Characters will be built per the character creation rules in WFRP, with the following differences/notes:

  • Humans only.
    • Shallaya’s Mercy may be chosen once.
    • Depending on your nationality (see below), you may choose a different nation for your Common Knowledge and a different language for your Speak Language. I just hope you plan to be able to communicate with the rest of the party,
  • Careers. Roll once on the table (none of this mollycoddling “two rolls and choose” nonsense*). I’m too lazy to rewrite the career table, so if you roll one of the following “special” careers:
    • Apprentice Wizard – Make a note of it, then reroll on the Career Table.
    • Etstalian Disestro – You may reroll. If you don’t, you’re stuck being Spanish, Italian or French.
    • Hedge Wizard – Make a note of it, then reroll on the Career Table.
    • Kislevite Kossar – You may reroll. If you don’t, you’re stuck being Polish.
    • Norse Berserker – You may reroll. If you don’t, you’re stuck being a Lapp or Swedish or something.
  • Distinguishing Characteristics – Roll twice on a Distinguishing Characteristic table. There are two
    • WFRP 2E – Distinguishing Marks table. These have no mechanical effects.
    • WFRP 1E – Distinguishing Characteristicstable. These have mechanical effects (some positive, some negative, most no effect).
  • At any point if you see something referring to d10g/s/p, replace it with d4g/s/p.

  • Languages & regions are different, but for the most part, the mapping is fairly transparent (and, where it isn’t, c’est la vie):

    WFRP Languaage
    Reikspeil German
    Breton French
    Halfling Dutch
    Estalian Spanish
    Eltharin English
    Kislevian Polish
    Khazalid Hungarian
    Norse Swedish
    Tilean Italian

  • 2d4 starting gold instead of 2d10, which I currently do not think you will be able to spend before the game begins.
  • Remember: all characters start with a Hand Weapon (that’s a specific weapon, btw: “Hand Weapon,” not a class of weapons).
  • You may, at this point, sell any of the trappings your starting career has provided you.
  • Roll 1d6. 1-4: start with a Pike (as Spear), 5-6: start with a Musket. These may not be sold.
  • I’ve taken a stab at creating some nationality & religion charts. You may choose your nationality (unless you’ve rolled a funky career and have chosen to not reroll it) and religion, or roll on the tables below**; whatever you prefer. (Just remember the prohibition against choices/behavior catastrophically prohibitive to party unity.)

    Nationality/Faction Chart
    Roll Nationality Roll Nationality
    Bourbon / Protestant Habsbug / Catholic
    01-06 Danish 101 Croatian
    07-19 Dutch 102-141 German
    20-39 French 142-144 Hungarian
    40-67 German 144-154 Italian
    68-70 Hungarian 155-156 Netherlander
    71-74 Norwegian 157-200 Spanish
    75-76 Scottish
    77-99 Swedish
    100 Transylvanian


    Religion Chart
    Roll Religion
    01-06 Lutheran
    07-09 Calvinist
    10 Zwinglian
    11-18 Roman Catholic
    19 Greek Catholic
    20 Mohammedan***

  • Note that you will be accompanied by d4 fellow deserters each. These will be fellow squadmates / acquiantences / replacements. These will function as hirelings. (TBD: How they’re to be generated.)

* Really, I forgot that WFRP 2E lets you roll twice and pick when folks did character creation last week. So, we’re stuck with it; only fair, right?
** Not making any claims as to the accuracy or comprehensiveness of these charts. Remember that bit about expect ahistoricity? These are broad strokes done quickly.
*** Is “Mohemmedan” offensive? I sure hope not; if it is, let me know and I’ll correct it to the more modern “Islamic” or “Muslim” or something.

The Salzenmund Apophaſiſ

I never got around to posting an overview about the game I’m about to run. I probably should fix that, since I’m about to start posting particulars about it.  Here’s the write-up:


The game will take place during the Thirty Year’s War.  All of the characters will be deserters, ditching the conflict in the aftermath of and in response to the horrors of the Sack of Magdeburg (or a similar, ahistorical event). Whatever’s happening here it sure ain’t the will of God, and it’s sure not something the PCs want any further part of. The world is going to Hell and, while they’ve bad things, they’re hardly alone. More significantly, they’re done. They’re getting out before their souls are stained any further. It’s time to find somewhere you can be safe: Switzerland.

The setting will lack fantastic elements. So, no elves, dwarves or halflings. No wizards. Initiates are valid choices, however, because they don’t actually start with the Divine Lore talent (so no need to worry about magic prayers at character creation.). It will be real-world historical run by a non-student of history. Expect ahistoricity and fudging, but no dragons or wyverns.  This might change as the game progresses, mind you, but we’re going to begin by selling things straight.

As I mentioned above, everyone’s a human. My default assumption is that they would be Catholic Germans, but I don’t really care about religious and ethnic choices: Protestant, Catholic, German, Spanish, Swedish – I don’t care so long as different players’ choices don’t become catastrophically prohibitive to party unity. In other words, if one of the PCs is a former Bourbon supporter and another former Hapsburg supporter: that’s cool, so long as things are much closer to “Boy, this sucks, let’s help each other get out of this shit situation” than “BURN HERETIC BURN!”

We’re using the WFRP 2E system. There will be some slight changes to char gen. Additionally, I expect to tweak rules a fair amount here and there as the game progresses.

I’m eyeballs deep in OSR blogs at the moment, so expect that mentality to inform the direction of the game: that is to say: exploration, resource management, and flexibility.

We’ll try extremely hard to stick to a every-other-Friday schedule.

Firearms

I’m not entirely pleased with the way WFRP 2E handles firearms.

For the Old World, it’s fine, but for Thirty Years’ War, they’re too advanced and reliable. There’s even a few paragraphs in the Old World Armoury that talks about the evolution of firearms in the Old World from hand gonnes to matchlocks to wheellocks and flintlocks and on to the “modern” handgun.  Those wheellocks and matchlocks, though, saw use in addition to flintlocks.

Unfortunately OWA doesn’t do anything with them mechanically.  So, I’m going to cobble something together on my own.  At the same time, one thing I very much appreciate about WFRP is how it just says, “Whatever man, it’s a Hand Weapon,” and doesn’t get too persnickety about details beyond that.  Weighing things down with details for details’ sake isn’t going to do me any favors.


Pistols and Firearms are either Matchlock, Wheellock, or Firelock (Flintlock).

  • Matchlocks – as Firearm/Pistol, but Unreliable range is 15% larger (attack rolls of 81-98 mean a roll on the Misfire Chart) and is Rare.
  • Wheellock – as Firearm/Pistol, but Unreliable range is 10% larger (attack rolls of 86-98 mean a roll on the Misfire Chart).
  • Firelock – as Firearm/Pistol, but 5% more difficult to acquire.

Type Misfire Explodes Rarity
Matchlock 81-98 99-00 Rare
Wheellock 86-98 99-00 Very Rare
Firelock 96-98 99-00 Very Rare (-5%)


When firing an Unreliable weapon, if the roll falls within the Misfire range, regardless if the roll would have been successful, there will be a secret roll on the Misfire Chart.  Experimental weapons will roll on the Advanced Misfire Chart in Old World Armoury.

Misfire Chart
Roll Result
01-20 Partial burn. Not all the powder catches; range and effective strength are halved (rounding fractions up) for this shot only.
21-50 Charge fails to ignite; try again next round.
51-70 Chage fails to ignite; reload and try again.
71-80 Slow burn, or ‘hang fire.’ The priming goes off, but nothing else seems to happen. However the weapon will fire in the following round, with potentially dangerous consequences. Anyone who is stupid enough to look down the barrel of a gun which has hung firetakes an automatic point blank head hit.
81-90 Flash in the pan. The powder around the touchhole ignites in a bright flash, but the gun does not go off. The gun must be reprimed before it can be fired again; this takes one round. The firer suffers a BS-10% on the reprimed shot, due to an understandable degree of nervousness about what is to happen next…
91-98 Burn-round. The powder catches, but the shot is either insufficiently wadded or a little too small for the barrel. The net result is that the heat of the burning powder welds the shot into the barrel. The weapon is now useless and has a 50% chance of exploding if anyone tries to use it again. A successful Challenging Trade (Gunsmith) Skill Test will repair it.
99-00 Weapon explodes, inflicting normal damage on the wielder and is destroyed.


Musket-Rest: Allows for a an Aim (Full Action) action.  If the following action is a Standard Attack, gain BS+20%.


The Misfire Chart in the core book is boring (it jams! it blows up!) and unrealistic (if it jams, you need a Trade roll to fix it).  The Advanced Misfire Chart in Old World Armoury is kinda brutal (40-50% chance of it blowing up); though I’m okay with it for Experimental weapons.  The above chart is effectively the Advanced Misfires Chart from WFRP 1E’s Warhammer Companion.

Also: the musket-rest is key.  I love them. Gotta be there.

"Do you the Devil’s work"

Ulric von Bek by Rufus-Jr
Back in high school, when I first encountered Michael Moorcock, Graf Ulric von Bek was my favorite incarnation of The Eternal Champion… even more than Elric.
I keep making passes at getting into his Jerry Cornelius; this time I’m warming up to Moorcock’s style by rereading The War Hound and the World’s Pain.  It’s also not an accident that War Hound begins in the aftermath of Magdeburg… as does my upcoming WFRP game. 
Putting aside the whole “Prince of Darkness business,” the opening section really sets the stage for the game. And, since I transcribed it, I might as well share it here.

It was in that year when the fashion in cruelty demanded not only the crucifixion of peasant children, but a similar fate for their household animals, that I first met Lucifer and was transported into Hell: for the Prince of Darkness wished to strike a bargain with me.

Until May of 1631 I had commanded a troop of irregular infantry, mainly Poles Swedes and Scots. We had taken part in the destruction and looting of the city of Megdeburg, having somehow found ourselves in the army of the Catholic forces under Count Johann Tzerclaes Tilly. Wind-borne gunpowder had turned the city into one huge keg and she had gone up all of a piece, driving us out with little booty to show for our hard work.

Disappointed and belligerent, wearied by the business of rapine and slaughter, quarreling over what pathetic bits of goods they had managed to pull from the blazing houses, my men elected to split away from Tilly’s forces. His had been a singularly ill-fed and badly equipped army, victim to the pride of bickering allies. It was a relief to leave it behind us.

We struck south into the foothills of the Hartz Mountains, intending to rest. However, it soon became evident to me that some of my men had contracted the Plague and I deemed it wise, therefore, to saddle my horse quietly one night and, taking what food there was, continue my journey alone.

Having deserted my men, I was not free from the presences of death or desolation. The world was in agony and shrieked its pain.

By noon I had passed seven gallows on which men and women had been hanged and four wheels on which three men and one boy had been broken. I passed the remains of a stake which some poor wretch (witch or heretic) had been burned: whitened bone peering through charred wood and flesh.

No field was untouched by fire; the very forests stank of decay. Soot lay deep upon the road, borne by the black smoke which spread from innumerable burning bodies, from sacked villages, from castles ruined by cannonade and siege; and at night my passage was often lit by fires from burning monasteries and abbeys. Day was black and grey, whether the sun shone or no; night was red as blood and white from a moon pale as a cadaver. All was dead or dying all was despair.

Life was leaving Germany and perhaps the whole world; I saw nothing by corpses. Once I observed a ragged creature stirring on the road ahead of me, fluttering and flooping like a wounded crow, but the old woman had expired before I reached her.

Even the ravens of the battlegrounds had fallen dead upon the remains of their carrion, bits of rotting flesh still in their beaks, their bodies stiff, their eyes dull as they stared into the meaningless void, neither Heaven, Hell nor yet Limbo (which there is, after all, still a little hope).

I began to believe that my horse and myself were the only creatures allowed, by some whim of Our Lord, to remain as witnesses to the doom of His Creation.

The War Hound and the World’s Pain, Michael Moorcock

Adventure Log

So, I’ve been following along with Jim Pacek’s DM Prep Page posts, mostly because the first one caught my attention.

I normally scribble notes on some scratch paper as we play and they’re maybe legible an hour later (never mind by the time the next session rolls around).  Stuff like, “How much XP do we have,” always comes up (not throwing stones, I suck at tracking it as a player, too).

So, some structure & format to notes can only be a good thing.  They’ll help make session recap (the next time, or here) simpler viable.   Jim’s got a neat little sheet, so I stole (the idea of) it.

(His other prep stuff so far is pretty OSR specific.  While the pregenerated hit dice rolls are inspired, they’re not especially useful to a WFRP game; though they did motivate me to throw together a spreadsheet of random d10 rolls.  We’ll see if that speeds anything up.)

Anyway, here’s what I’ve got so far.

Adventure Log v1.0

It’s intended to be printed, double-sided on 11″x17″ and folded along and with the center line on the inside.  That leaves a space to hole-punch to keep it in a binder.

I’m hoping that some additional structure emerges, but currently it’s some session notes on the outside and space on the inside to track stuff that happens during combat or whatever.  I’m kinda doing what Jim does with the hit dice over there on the right with blocking off rows for NPCs and such.

Like I said, there’s still room for structure to emerge.

I’ll be giving it a spin on Friday (with the last session of the 4E game), so we’ll see if it’s useful (or turns out to a waste of an afternoon).

Thoughts? Questions? Suggestions?

The Metamorphica is neat!

I picked up The Metamorphica the other week; it’s a lengthy collection of (as far as I can tell) totally system agnostic random tables, as well as some notes on how to leverage them.  I’d be leery of calling them “random mutation” tables: they cover that, but also insanities, super powers and psionics.

Anyway, the PDF is free, but I ordered the book because I’m a sucker for random tables, books in A5, system agnostic stuff (and it was easy to add to a Lulu order I was going to place anyway).

This thing is great.  When I say these tables are all over the place: I’m not kidding.  Entries look like this:

I could get into the specific contents (there are 104 body: form entries, 164 body: function entries, etc), but I’m not sure how useful those sorts of metrics are… and it’s free, so I’m sure you can figure that stuff out.

At a high level, though: it’s mostly mutations/psychoses/powers sorted into groups.  Appendix #1 is a bunch of tables for random stuff (plants! colors! animals! body parts!), #2 provides alternate arrangements of mutations & powers, #3 provides instructions for theming those mutations & powers to different settings and #4 provides instructions for creating specific types of creatures (like beastmen, demons, and plants).  Again, all of it system agnostic.

Really though, let’s do stuff with it.

Here’s a mutant: d6 mutations gave me 4.

Roll Description
780 Lights nearby are brighter and more violet
325 Photosynthetic
004 Amorphous
775 Crystalline Body

So, it’s a medium-sized crystalline blob that draws power from the sun, sucking away entire spectrums of light as it refracts through its hideous form.  That’ll do.

I’ve got WFRP on the mind, with its myriad and enthusiastic chaos/mutation systems, so I rolled up a few chaos characters.  Fortunately, Realms of Chaos is in Metzger’s bibliography, so there’s a page in Appendix 3 about creating chaos-y characters.

First, a  Chaos  Sorcerer:

Item Roll Description
Gift of Chaos 3 Demonic Weapon
Telltale 61 Turns to stone in sunlight
Mutation 671 Psychic Detection

Nothing mind shattering here, but definitely kinda creepy.  I can’t find a “demonic weapon” table anywhere, which feels like an omission, but at the same time, even though Slaves to Darkness has something like 18 pages on creating Daemonic Weapons, “has a weapon that’s a demon” is kind of enough, you know?

And now, a Chaos Lord:

Item Roll Description
Demonic Phenomenon 61 Food and drink spoils
Telltale 27 Plants move and try to grab the mutant
Gift of Chaos 1 Blood Rage
Gift of Chaos 8 Wings
Gift of Chaos 7 Pallid Siphon
Mutation 505 ADD
Mutation 661 Pain Broadcast

The Chaos Lord is more evocative: food spoils in its presence, nature itself attempts to strike at it.  It’s fickle, and reacts with a violent tantrum when injured.  It’s got wings and a pallid, colorless siphon, so I guess that makes it a loathsome mothman.  
So, this stuff is pretty cool.  The doc is great, and Lulu prints high quality books.  Definitely check it out.  This is one of the neatest supplements I’ve run into in a while.

G+

Seriously, I freaking hate G+.  I got in to it pretty early, stuck around for a bit, then bailed because it wasn’t doing anything new and it was a dang desert.

Worse, Google decided to castrate the social features of its most useful of applications, Google Reader, in an effort to drive traffic to their mediocre, desolate social network.  This was, quite literally, the end of the honeymoon between Mountain View and me.  Google, who could do no wrong, really fucking had.

So, I killed my G+ account quite some time shortly soon after.

Anyway, it sounds like G+ is still a desolate inbred wasteland, but it also sounds like there are some interesting RPG-related things happening there.  So… I’m probably going to reactivate my account to see what’s up.  I’m definitely going to hate myself for it.

Inspiration

Zak S‘s image dump posts always look like fun to make.  Since I’ve got some inspiration for the game I’m eyeballing at running next, I feel like doing one of my own:


Books feeding in to what I’m thinking of doing (at the moment):

Reavers of Harkenwold

As the sidebar indicates, I’m currently in the process of running Reavers of Harkenwold (from the 4E Essentials Dungeons Master’s Kit) for a group of six (that hovers around four to five per session due to real life).

I’m running it because 1) I wanted to play some 4E and nobody else was running it and 2) I wanted to see how running a game based on a module would work.  My previous 4E effort felt like it required more active preparation than I really have bandwidth to perform said active preparation, and module does all the work, right?

Also, I’m functionally a new GM.  I’ve stabbed at running games infrequently over the years, but nothing truly extended.  It’s something I want to do, partly because it’s something I want to do and partly because there are games I want to play and if I don’t run ’em nobody will.  The only way to go from being an inexperienced, poor GM is practice.  (Well, maybe not the only way, but you take my meaning.)

Reavers is wrapping up, approaching its climax.  I have some thoughts on the game.

People who think 4E is not deadly are NUTS.  I’m running a published scenario, one that is judged to be “good.”  Without ever intending to, I kill a player almost every game.

I don’t go out of my way to make fights difficult. Encounters always have “Tactics” sections; I never get to them. I fumble around, pushing NPCs across the grid and rolling dice for them and making quiet “derp” noises.  And, in doing so, I’m butchering PCs left and right like I hate my goddamn players, heaping their mangled corpses like firewood by the dungeon entrance.

That “Death Saving Throw” thing neckbeards like to complain about?  :shudder: According to Untimately (though I don’t think he realizes it), that sucker makes 4E more deadly than AD&D, 3E, and a heap of retroclones. In most of these games, you have a range between -X and 0 in which you’re down but not dead.  4E has the the same… but with a timer: fail three Death Saving Throws and you’re gone. On average, it should take 7 DSTs (I think?) to kill a character.  At my table, with my players and with their dice, it runs more towards the 4-5.

Heck, I even had one character go from “standing” to “greasy, scorched stain on the cavern wall” in a single hit, with damage that blew past zero and then moved on to negative bloodied.

Worse: because encounters in 4E are intended to be difficult, having a PC drop at the wrong moment makes everything harder for everyone still standing… and makes it that much more likely that someone is about to go down.

Of six starting characters (and a dog) , two of them might see the end of the module.  (Not the dog.)

We decided, from the beginning, that we were going to let the dice do their thing, but I don’t actually want my games to be quite as deadly as this 4E game has been.  I’d like the threat of character death to be real and present, but I’d like to have players have the chance to get a little invested in their characters before their ripped apart by bullywugs.

Fights, fights, fights. Nobody will argue that 4E module design leaves something to be desired.  They focus on encounters and not much else (which, frankly, isn’t terribly different from the OSR modules I’ve read, but still).  Since I’m approaching the module from a “save me time” perspective, this inevitably meant that the game was about getting from Fight 1 to Fight 2 to Fight 3… lamentable.

This is as much my fault as the module’s though.  I’m confident that, if I were running something where I had more room to improvise, less direction about fight this then that then this other thing, and room for my players to become attached to their characters, I’d have been more satisfied with the game.



The Module saved me time? I’m not sure it did.  Yes, it saved me from having to plan out encounters (:cough:), but I had to review half the dang module before every session to make sure I (relatively unsuccessfully) kept the details and facts about what was going down straight.

Where I improvised and inserted details that worked well (“The Iron Circle are a bunch of anti-demihuman racists!”) were, inevitably, contradicted by the module (“Except for all the Tieflings and Dragonborn running around the final fortress!”), which made (at least a bit) more work for me.


I like 4E.  A lot.  I don’t think there’s any game out there that does combat as tactical and interesting as it does.  (That I like it is a good thing; the shelf full of 4E books proves I’m invested in the system.)  As I spent the bulk of my free time fiddling with miniatures, I very much value systems that use them.  I don’t think the problems I’ve had with this game are endemic to 4E, either.

I do think that the module experiment has run its course, though.  Hopefully we’ll wrap things up with the next session (and, the way things are going, it likely will, with a TPK :/ ) so I can move on to the next thing.