Grim Tales - 'Chronicles of the Witch Hunter'

Krug said:
I have to agree with Wulf that an EWP slot is needed for the tulwar. Most Exotic Weapons have a little extra in one stat(damage/critical threat range/damage multiplier) from conventional/martial weapons, else probably no one would bother taking them.

Well I can almost see it as a Dwarven Waraxe... EWP except for Dwarves. The reason I am not 100% about it being a EWP is just because of the damage and the scimitar (which has the higher threat range with lower damage)
 

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OK I posted a GRIM TALES over in Rogue Gallery, so put your FINAL characters over then when you are all ready :D

Looking forward to starting... and if we get a few more I might post the introduction tonight over in Playing-the-Game
 

Karl Green said:
Hey Bob if you want to join up I think I can handle one more person. What would you be interested in?

I think I could handle one more game, so long as you could help me with the rules. I don't have time to make a character until Wednesday. I might pick up the Grim book on Wed if I can find it, but I want to scan through it first. Spent too much on gaming stuff lately :o
 

hehe within the last two weeks I have purchased and recieved... Noir and Foes of Freedom for M&M, Black Company d20, Complete Arcane, and Ares Magica 5th ed... to much read... to little time.... and spent way to much money!!!

If you want to wait ok, depending... I am going to post some intro/Prologue for the game... I hope to start by Wednesday or Thursday BUT I so long as people have an idea for their characters by then that should be good (so that you can at least intro your characters). So long as you have an idea for that character that should be fine....
 


OK, here's a quick concept.

Gunther Ulven was born the third son of a minor noble in Talabheim. He is well educated, and trained as a pistoleer in his father's small army that served under Karl Franz in border skirmishes, cutting his teeth in battles against the Bretonnians and Skaven filth in the valleys and passes of the Grey Mountains. Once he returned home after two years of service, he fully expected to recieve a hero's welcome from his father. But the family's fortunes had faded away in support of the unit, and he found himself despised by his bitter parents. He left his home with the same possessions he brought back from the wars, and joined into the service of a merchant company, riding alongside a wagon train for protection. He developed a taste for cheap wine and gambling while on the road, and it eventually landed him in trouble in Middenheim, where he found after a long night of revelry that he could not pay his tab or his deep debt to the son of the town guard. He was tossed into the stocks, where he found himself in the strange situation of being drafted into the Order of the Knights Panther.

I see Gunther as a pistoleer, with a short sword and a brace of pistols, with some mounted combat skills, well educated, but with a bad past of gambling away his money and spending far too many nights in jail.

Feel free to start up, Karl, I will get up some stats on Wed.
 

Karl Green said:
Oh yea, so when you figure out your characters, here are some additional things to consider...

Equipment Assisted to the Group for their Mission…
ONE item from your past, be it a weapon, armour, miscellanies item, etc (always Masterwork, just about anything)
Suit of Armour: either Leather coat (Defense +1, DR1, 15lbs), Studded leather jerkin (Defense +2, DR1, 20lbs), or a sleeved Mail hauberk with helm (Chainmail, Defense +3, DR2, 40lbs). Any non-Tower, wooden type Shield is also available (with the Panther symbol).
Travelers Outfit (5lbs) with Panther symbol tabard
One main Melee Weapon: Longsword, Shortsword (maybe two shortswords), Heavy Mace, maybe a Battleaxe or Spear (short or long). At request, a halberd, lance, great axe etc.
Backup Melee Weapon: two of either a Dagger, Handaxe, or Hammer
Ranged Weapon: generally not available but if requested a light crossbow (and 10 bolts) or shotbow (with 20 arrows) may be provided. Firearms would normally not be available, but the Witch-Hunter will make available a Rifle, a Cavalry Pistol or two normal Pistols, with bullets and powder
Light riding Horse (or Pony for Dwarves and Halflings), with bit & bridle, saddle, saddle blanket, and saddlebags
Week of Iron Ration (7lbs), Waterskin (4lbs), and week of Oats
Bedroll (5lb)
Mess tin and cutlery (1lb)
Hooded Lantern (2lbs), with flask of oil (1lb)
One-man tent (10lbs)
2d6 silver shillings for lodging, etc

-Studded leather jerkin (Defense +2, DR1, 20lbs),
It that's too heavy she will go for the other one.
-Travelers Outfit (5lbs) with Panther symbol tabard
-One main Melee Weapon: Longsword
She doesn't care if she can even use it, even the thought of owning a longsword makes her eyes gleam. For peasants that's almost unthinkable. If she can't get one she takes a short sword.
-Backup Melee Weapon: a Dagger
-Arrows
-Light riding Horse (or Pony for Dwarves and Halflings), with bit & bridle, saddle, saddle blanket, and saddlebags
-Week of Iron Ration (7lbs), Waterskin (4lbs), and week of Oats
-Bedroll (5lb)
-Mess tin and cutlery (1lb)
-Hooded Lantern (2lbs), with flask of oil (1lb)
-One-man tent (10lbs)
-2d6 silver shillings for lodging, etc

plus, if she thinks she has a chance she'll ask for a pistol too. She will even claim she can use it if that helps. Pistols cost more than she has ever seen in her life ... ;)
 

Sorry for being so late! I really couldn't decide what to play. I think there is already enough warrior types, so I decided for a scholar type with Magical Adept talent (arcane magic). As per GT rules, I will let the GM decide for my spells (if any...).

I begin creating the character now. Probably four levels of Smart hero, Spot, Listen, Bluff, and Diplomacy should be among my skills.
 

Professor Johannes von Tritheim
Smart Hero 4th level; Grim Tales character

Professor Johannes von Tritheim appears as a young scholar. He was a university teacher until his own chambermaid accused him of witchcraft. He was prosecuted, and during the trial Johannes declared that it was but absurd to compare the idiotic tales of a stupid and ignorant domestic with the words of one of the empire's most brilliant minds. If the judges could not understand that, then Johannes would not afford to waste his time debating with inferior intellects. For some reason, these obtuse judges refused to acknowledge the obvious, and instead of condemning the chambermaid, threw Johannes into jail. Needless to say that even while being now a Panther Knight, Johannes has sworn to chastise the imbecile chambermaid whenever he gets the opportunity…

Background: Academic. Allegiance: Himself, Knowledge, Order of the Knights Panther (although not of his own choice…). Reputation: +2

Johannes von Tritheim: Human, Smart 4th-lvl. (hero)
Combat: Hit-points: 22; MAS 13; Initiative: +0; Speed: 30 ft.; Defense 11 (touch 11, flat-footed 10); BAB +2; Grap +3; Atk +3 melee (1d4, dagger), or +3 ranged (2d6, pistol); AP 7.
Saves: Fort +2, Ref +1, Will +5.
Abilities: Str 13 (+1), Dex 10 (+0), Con 13 (+1), Int 17 (+3), Wis 12 (+1), Cha 12 (+1).
Racial Traits: Human
Skills: Bluff +8, Craft (bookbinding) +8, Craft (calligraphy) +8, Decipher script +8, Forgery +8, Heal +8, Knowledge (arcana) +10, Knowledge (history) +9, Knowledge (local) +9, Listen +10, Profession (teacher) +6, Research +8, Spellcraft +13, Spot +10.
Talents: Linguist, Magical adept (arcane magic).
Feats: Alertness, Iron will, Personal firearm proficiency, Simple weapons proficiency, Skill familiarity (Heal), Skill focus (Spellcraft).
Languages: Riekspiel (native), Arcana, Classic.
Spells Caster level: 4 (with houserule); Spell burn resistance: 3; Spell list:
0-Level: Dancing Light, Detect Magic, Flare, Know Direction, Message, Prestidigitation, Read Magic, Repair Minor Damage, Resistance.
1-Level: Alarm, Comprehend Language, Grease, Obscuring Mist, Protection from Chaos.
2-Level: Protection from Arrows & Bullets, Spider Climb.
Equipment: sturdy clothing, dagger, MW pistol (plus powder and bullets for 20 shots), lantern and oil, parchment - ink - quill.
Note: Pistol (cost: 150gp, Damage: 2d6, critical: 20/x3, Range Inc: 30ft, Wt: 2 lbs, Type: P, Size: Medium). Ammo: bullets (10), 2gp, 1 lb
 
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- ancient Proficiency of the Ruinous Powers

Karl, I think there is a typo here... (I mean: first post of the game thread in Playing the Game). I guess it should read "ancient Prophecy of the Ruinous Powers"...
 

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