First, the tone of the characters that the players play, and second, the tone of the world.
The Characters: In some RPGs players play mighty heroes vanquishing foes and gaining awesome powers and skills. They are shining knights, powerful mages, etc, working their way through a world of dungeons and dragons that are ready to be bested. By contrast, in Zweihander, the players tend (at least initially) to play regular folk: soldiers, sailors, tinkers, tailors, rich men, poor men, beggar men, and thieves. Regular folk, richly drawn and with strange days ahead of them. In fact, often the only thing that marks the player characters as out of the ordinary is the fact that they are destined for some interesting and dangerous encounters - and that they are not fated to die the very first time that they run into trouble (but maybe the second or third...) The player characters are reluctant heroes thrust into exceptional circumstances by a combination of events and a refusal to just go quietly into an obscure grave.
The World: Zweihander is more than a set of rules - it is an amazingly detailed world. A grim world of perilous adventure. Of low fantasy, mud, guts, and moral decay. There is magic, but it is dangerous and feared. There is technology, but it is risky and unreliable. There is faith, but it is precarious and compromised. There is society, but it is corrupted by the horror of Chaos lurking beneath the tissue thin surface, dangerous and feared, but also desired and worshiped.
The basics of Zweihander.
Unlike Dungeons and Dragons, Zweihander is a grimdark fantasy setting TTRPG that is powered by a d100 game mechanic system.
PRIMARY ATTRIBUTES: All characters have seven Attributes: Combat, Brawn, Agility, Perception, Intelligence, Willpower, and Fellowship. Each Attribute is rated from 1 to 100. Beginning characters usually start with Attributes around the 25 - 55 range. Your Attributes are the base numbers you need to look at when using Skills and making Skill Tests.
PRIMARY ATTRIBUTE BONUS:Generally, your Character's Primary Attribute Bonus will be the tens digit of the Primary Attribute, so, if you have an Agility of 53, your Primary Attribute Bonus will be 5.
SKILLS:There are thirty six Skills in the game that are available for characters to learn, and are each classified as either Common or Special skills. Common skills can be roundly used by anyone whether you have Ranks in them or not. Special Skills require a more deeper understanding to use them and, unless you have Ranks in them, cannot use them without penalty - see below.
SKILL RANKS: You learn Skills and improve in them by applying Skill Ranks to them. Each Skill has a total of 3 Ranks. For each Skill Rank you have in a Skill, you get a cumulative +10 bonus when testing that Skill per Rank.
SKILL TESTS:Making Skill Tests is the meat of the game and are made by rolling a d100 following the formula below.Difficulty Ratings, assigned by the GM, range from -30 ARDUOUS to +30 TRIVIAL. If your roll is equal to or lower than the Target Number, it's a Success, otherwise a Failure. Talents, Special Traits, and your Peril Condition are additional modifiers that can further effect Skill Tests, but we'll go over those later.
Target Number = (Attribute + Skill Ranks +/- Difficulty Rating)
CRITICALS: A Criticalis when both dice show the same number, whether you succeed or fail, and it makes the result more impactful: either a Critical Success or a Critical Failure, depending on the result.
FLIPPING: Sometimes, because of a Talent, or situation, you are allowed to flip the results to succeed, meaning you may swap the tens and ones on the result rolled for a more favorable outcome. Similarly, if you have to flip the results to fail, you swap the tens and ones to get a less favorable outcome. As mentioned earlier, Common Skills can be tested by anyone, using only their relevant Primary Attribute if you have no Skill Ranks in them. Special Skills may also be tested by anyone using their relevant Primary Attribute if you have no Skill Ranks in them, but they have to flip the results to fail.
HELPING: Another player can Help you with a Skill Test. They must have one rank in the Skill you're testing. When you make your Skill Test, roll d100 and an extra d10. Pick whichever tens die is lowest. For example, if you roll a 67 on your d100 and a 3 on the d10, your result would be 37!
FURY/CHAOS DICE: The Fury Die is a special D6 that is used in combat to determine damage after you hit. Whenever it lands on a face “6”, re-roll the result and add them together. You keep doing this until you roll anything but a "6". The Chaos Die is a special D6 rolled under given circumstances, usually during casting magic, or determining Injury. If it lands on a face “6”, something terrible happens.
Example 1:Lets see how this basic concept works. Cora is attempting to make a Coordination Skill Test. Coordination is an Agility based Skill, so we look at her Agility first to start: 45. Now we add the bonus for Skill Ranks. Cora has two skill ranks in Coordination, so that's an addition +10 per rank for a total of +20 so now her Target Number is: 65. Next, this is modified by Difficulty - in this case, the GM decides it's a "Challenging" task, so that's -10 to her Target Number. Cora's final Target Number is: 55%. She rolls d100 and gets a 23. Success! If Cora rolled a 22 - that would be a Critical Success! If she rolled over 55, she would have failed. If she rolled a 77, for example, that would have been a Critical Failure.
Example 2:Cora is trying to pick a lockbox that she found with a complicated lock. She needs to make a Skulduggery Skill Test to try and open it. Skulduggery is also an Agility based Skill, so we start with her Agility score of 45. She has one Skill Rank in Skulduggery, so that's a +10 bonus, so now her Target Number is 55. Next, the GM decides this is a "Hard" Difficulty, so that's -20 to her target number which is now 35. Cora rolls d100 and gets a 61. That's above her Target Number so Cora fails - BUT! - she has a Talent that allows her to flip the results to succeed, so the 61 becomes a 16. Cora passes!
ACTION POINTS Each player in combat starts the turn with 3 Action Points, or AP, that you can spend to do a variety of things. You can spend your action points on your turn, or bank some to use later in the round if you want to Dodge, or Parry, for example. When a new turn begins, you refresh back to 3 AP - you can't bank AP. There are Movement, Attack, Stunts, Special, and Reaction actions that are available to use during your turn. Each require a different amount of AP to execute. Movement actions hustle you across the battlefield. Attack actions allow you to damage opponents. Stunts allow you to try and put Conditions (like, Disarmed, Blinded, or Prone) on foes, Special actions include reloading, aiming, or waiting, for example. Finally, Reactions allow you to Parry, Dodge, or Counterspell, for example.
MELEE AND RANGED ATTACK SKILLS To make a Melee or Ranged attack, you make a Skill Test using one of four Skills, each based on the Combat Primary Attribute: Simple Melee, Simple Ranged, Martial Melee, or Martial Ranged. Which Skill you use depends on the weapon you're wielding. Simply reference your Combat Primary Attribute, apply your bonus for the skill ranks in the appropriate skill to figure out your Target Number, and roll d100. If any, the GM will apply a Difficulty Rating to further modify your Target Number. If you roll equal to, or lower, than your Target Number, you hit! (If your opponent has any AP left over, they can use it to Dodge, or Parry.) Your Peril adjustment, which is a tracker that reflects mental stress, and the GM's Difficulty Rating, also modify your Target Number.
DAMAGE Whenever you hit an opponent that does not Dodge or Parry your attack, you roll a 1d6 Fury Dice and add your Combat Attribute Bonus to the roll. That is your total damage done which is then compared to your foe's Damage Threshold. Remember, if you roll a "6" on the Fury Dice, you get to roll again and add it to the damage. You keep doing this until you stop rolling "6"s. So, if you hit with a weapon and have a Combat Attribute Bonus of 4, and roll a 5 on a 1d6 Fury Dice, you do 9 damage to your foe on your strike.
DAMAGE THRESHOLD AND DAMAGE TRACK Unlike D&D, Zweihander does not use a hit point system. It uses a wound system called Damage Threshold and has four levels. Your Base Damage Threshold is figured out by taking your Brawn Attribute Bonus. The second level is Brawn Bonus plus 6, the third level is Brawn Bonus plus 12, and the last level is your Brawn Bonus plus 18. So, if you have a Brawn Bonus of 4, your Damage Threshold is: 4 (10/16/22). As you take damage, you move down a number of steps on your Damage Track based on the damage of the hit referencing your Threshold PER HIT. The Damage levels are:
Here's how it works. We will assume you are Unharmed. Let's use this damage threshold as an example: 4 (10/16/22). Say you get hit. If the damage done is equal to or less than the first number, you suffer no damage. If the damage you take on that hit exceeds the first number, you move down one level on Damage Track. If the damage you take exceeds the second number, you move down two levels on the track. If the damage you take exceeds the third number, move three levels down the track. If the damage you take exceeds the last number, you are automatically killed. Remember, damage is compared to your Threshold each time you are hit.
INJURIES Each time you move down the Damage Track and hit Moderately Wounded, Seriously Wounded, or Grievously Wounded, you have a chance to suffer Injuries. These are really bad and take a while to heal. Most of them inflict Conditions, but the most serious ones cause limb loss or instant death. You don't suffer Injuries as you move up the track, only down.
PERIL CONDITION AND PERIL TRACK:Unlike damage, the Peril Condition Track is a temporary setback caused by excessive physical or mental strain. Many reasons will cause you to take Peril damage. Peril damage affects your ability on Skill rolls and gives you negative modifiers until you recover from it. Like Damage Threshold, it has a track: 4 (10/16/22) for example, and levels:
EXAMPLE:Lets see how all this works. Cora draws her short sword and attacks a bandit. Her Combat Attribute is 45 and she has two skill ranks (+10 each) in Martial Melee (which is the skill you need to properly wield a short sword) so her Target Number is 65%. The GM imposes a -10% chance to hit because it's raining heavily and the ground is slippery, so now her Target Number is 55%. Cora has no penalty at the moment due to her Peril, yet. She rolls d100 and gets a 22! A critical! Normally, a hit is defendable if the target has AP left over in the round to try and Parry, but critical hits are undefendable against! How fortunate! To calculate damage, she rolls a 1d6 Fury Die and adds her Brawn Bonus of 3, and gets a 6! She rolls the Fury die again and gets a 4, for a total of 13 damage! The bandit's Damage Threshold is 4 (10/16/22) so the bandit moves two levels down his Damage Track to Moderately Wounded because the damage exceeded the second number. The GM would roll for potentially suffering an Injury as well! Combat goes back and forth until someone reaches Slain on the damage track, or flees.
The world of Zweihander is a low-magic, low-fantasy world of grim and perilous adventure. This is a dark age, a bloody age, an age of demons and of forbidden sorcery. It is an age of battle and death, and of the world's ending. Amidst all of the fire, flame and fury it is a time, too, of heroes, bold deeds and great courage.
Dire circumstances have recast your fate. You were a normal, everyday person in a Renaissance-inspired, low-fantasy world until something in your immediate past dramatically changed your life's path. You now find yourself among others of similar disposition. Retribution and violence are the hallmarks of your unfortunate birthright. The world you live in is largely uncaring, cruel, and selfish. The fetid stink of the corrupt wafts from every cobbled street and echoing hillside. The people are bound by a strict social strata and rarely break free from the yoke of servitude. Ethnic identity bind communities together and also builds barriers between them. Prejudice manifests widely in this humanocentric world.
While superstition is the foundation of faith, religious ceremony and pagan rites dominate every facet of society. Medicine is esoteric; it's practitioners far and few between. Sorcery is reviled by all and those who would dare call themselves true wizards are often burned at the stake for heresy. Ancient monsters and festering mutants exists among the periphery of civilization and in the darkest of recesses. Finally, capricious and sinister forces vie for agency over the world's people from the Abyss using an influence known as Corruption. Violence, intrigue, sorcery, disease, unimaginable horrors, madness, Order, and Chaos are many themes present in this world.
The grim and perilous world you are about to enter is not a story of how people change the world, it is a story of how to world changes people.
We now begin our tale.
A BITTER HARVEST - A ZWEIHANDER TALE
THE WEDDING DAY LOCATION: RIVER PORT TOWN SWANZI
The day had finally come. One month ago, you received the invitation. Your cousin, Aristocrat Maximilian Steiger from the village of Vorberg, was to marry Helena Raffke. A great celebration was going to be held at the river port town of Swanzi, about a day away from Vorberg. Helena Raffke was the daughter of Businessman Franz Raffke - Vorberg's biggest buyer of their hemp crop - and thus, the union between Maximilian and Helena would be quite advantageous indeed for business at Vorberg.
In Swanzi, early afternoon on the day of the wedding, you were all there. The bride and groom approached from opposite ends of town in two processions, one of the women distributing flowers to other ladies for luck and one of the men distributing pennies to other men to please the Nightfather*. They meet in the town square before the wedding party enters the temple of the God-Emperor*. Once they emerged as a married couple, the festivities began!
(*The Nightfather is the Divine God of good fortune, commerce, and the patron of burglars and confidence men. The Nightfather is a trickster, though not malicious. Many assert that the Nightfather was originally a mortal who tricked his way into ascending into the court of the gods. Priests who worship the Nightfather are called Grey Guilders.)
(*The God-Emperor was once a strong and charismatic mortal, a champion of Order who ascended to godhood. He is the lord of civilization, courage, and humanity. The God-Emperor's divine light brings revelation to the darkest of places, worshiped universally as the chief god of humanity. Priests of the God-Emperor are called the Godsworn: hammer-wielding, militant paladins who root out mutants, chaos, and corruption in the name of humanity.)
THE RECEPTION LOCATION: ROADSIDE COACHING STATION IN SWANZI
The reception and festivities were being held at a roadside coaching station in Swanzi where you all were staying for the night and could take part in the festivities. Not only that, the booze was free, and plentiful. Food was available, and quite a lot of people were attending. You find yourselves together eating, having drinks, and mingling.
TASK:Go ahead and take a moments to introduce yourself and role play. You all know each other a short while, from a previous adventure you've had in the past before this day. In a few moments, the traditional wedding games will begin!
A small goblet of wine vanishes from the platter of a passing servant. Somehow, more than one penny disappears from the generous hands of men so assiduously upholding the Nightfather's legacy. Wrinm thinks it might give Him at least a brief chuckle, assuming that even half the stories about the God of mischief were true. Still, no sense in upsetting things - the letter he leaves on the Groom's gift-table contains an amount of pennies equal to what he took, minus one of course. No sense in upsetting traditions, after all. He bows respectfully towards the bride and groom.Good for old Maxi Steiger, that old stumpmoffett, finally making something of himself. Who knows - perhaps they might even have need for a puppeteer, once the children grew a few years. "Nothing like job security." he mutters under his breath, hiding his lips behind the rim of his glass.
Sipping his wine, he shuffles over to the food table, helping himself to a few hors d'oeuvres as he surveys the crowd. Spotting his friends and associates, here by hasty invitation, he walks over and greets his personal guests. Stooped and frail, you would not now place him as a veteran of the Summer War, some thirty odd years ago. Yet, behind a nose with more jagged turns than a mountain road, and deep pockets of patchy, splotched skin lie two hard brown eyes, keen and flashing with more mischief than a magpie in a jewelry store. In case any of his guests have forgotten him and what he looks like - it has been a few years now, hasn't it - he introduces himself once more.
"Ah, wonderful! I am greatly pleased that you all could make it in time. I am your immediate host, Werston Ronald Isaac-Noland Morse, cousin to Lord Steiger, your host proper. I believe I signed my name in your respective letters as one 'Wrinm,' a pleasantly shortened nomen, if it please you." With a grin, he doffs his floppy hat in a mocking bow, returning it to his balding pate in a jaunty slump.
"Savant of puppet-plays, storyteller, and survivor of the many cruel ways of this most whimsical of worlds."
Drop-dead gorgeous (drop-dead being an adjective used to describe her, in more ways than one), Pauladean hefts her toned and muscle rippled body out of her seat, and in one swift move, grabs Wrinm and pulls him into a playful headlock..."How you been, old Wrinmster?!" she jibes, playfully giggling. "I haven't seen you in, oh, make it ten years? Been that long? Yipes!"
Pauladean Buttersworth is a sprightly but washed up young adult, strikingly beautiful in her tattered old dress. Down on her luck, she hasn't had much success in the boxing ring for the last half decade. You know what they say...once you reach the pinnacle, it's all downhill from there. But being poor never stopped her from her dogged pursuit of making it back into the contender ranks.
"You still keeping yourself busy, borrowing coin from all the unwilling providers you can find?"
Perception check (making sure she notices any of Wrinm's attempts to pick pocket her): 83 vs. 40% Perception attribute
(Unlike in D&D, to make a perception check you roll an Awareness Skill Test. If you don't have any skill ranks in Awareness, You're still making an Awareness test, you're just using your Perception score as your base chance to succeed.)
Weddings. Wren hated weddings. Too many people. Too much touching, exchanging, conversing. Truthfully, he had only gone for his companions (although, he wouldn't admit to it) and for the promise of food, maybe a cake slice or two, but it would be difficult when so many people wanted to talk endlessly about pointless topics that didn't interest him in the slightest. He just wanted to go back to his studies in peace, but it would prove to be fruitless with all these people around. Grumbling, he closed his book shut and set it away in the pocket inside his coat, and focused on eating on he put on his plate, hoping to go for thirds after.
Wren was wore a loose fitting beige suit on his large frame, having wanted to not draw attention to himself during the festivities. Look as a plain as possible and people would leave you alone, he thought, however it clearly wasn't working since he had been asked who he was countless of times today. "A friend of the cousin of Maximillion," A dry, easy reply, showing no want to continue to converse, but the people here really didn't get it. Maybe one day he would learn a neat trick of giving the annoyances the sensation of being pricked at, but that would require much more study from him.
Which he would have loved to have done if he were anywhere but here.Think of the free food...He told himself, chewing on the last of his potato salad. Once that was done, he headed start to the buffet table and served himself another plate of whatever it was that could fit.
Rollback Post to RevisionRollBack
Aeydof the Dragons || Wood Elf / Way of the Ascendant Dragon Monk Demetrios Zalaoras || Protector Aasimar / Paladin of Torm Hawke || Kalashtar / Circle of the Moon Druid Morticia || Half-Aasimar Rogue Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm /ᐠ。ꞈ。ᐟ\
Wrapped in a hooded cloak, Dara stayed at the edges of the wedding. The old woman was beyond done with this wedding, and it hadn't even started yet. Her ebony skin was barely visible beneath her cloak, her piercing blue eyes watching everyone. Dara clearly used to be beautiful, but that was years ago, before a rough life (and flagellation) stripped her of it. Now, the slender woman's face is scarred and aged, not that she cares about her appearance. She devours her food from her heaping plate quickly, grumbling under her breath about the press, the chatter, and the general...shininess of the wedding.
Asa didn't talk much to anyone at the wedding. She didn't really talk much to anyone ever. Her companions mainly kept her around because she was good at swordfighting, not because of her personality, or her appearance, or any other social reason. She didn't particularly mind it though. It wasn't like any of them were actually friends with each other. But still, she lied and mentioned that she was friends with Maxmillion's cousin, just to get into the door and eat and have something to do today.
Rollback Post to RevisionRollBack
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
"Pauladean, young lady. So glad you could make it! I trust your travels were not too taxing for you? Mr. Wren! Healthy as ever, I notice. Tell me, do the seamsters still groan at your approach? Or is that merely the rumble of your... er... digestion. Ah, Dara, my sweet. So glad you could make it. Did I repeat myself? Well, surely you all remember how I am at these things. Just bristling with excitement, don't you think? And Asa! Don't think I didn't spot you lurking over there. Welcome one and all to a party that is not my own! Help yourselves!"
Pauladean: "I'm starrrrrrving! Worked up a good apetite punching bags this morning, so I don't mind if I do!" as she scurries off for her first (of likely many) plates of free food.
Upon returning, she sits down next to Dara, and purposefully intrudes into her peaceful reverie by elbowing her and announcing "And so good to see you to, you quiet one! Don't think I didn't notice you sittin' over here all by your lonesome! How's your life been since we last battled together, all those years ago? Did you finally settle down and grow that brood of children you kept wish'n about?"
Dara stares up at the ceiling like she's entreating her god to remove her from this conversation. "I wish you wouldn't bring up that moment of ill judgement caused by your horrifically strong alcohol. Why would I want to bring anyone new into this world of sinners? Children have no place in a Doomsayer's life." The scarred woman narrows her eyes at Pauladean. "My life has been full of pain and misery. As it should be."
Pauladean to Dara: "So, what brought you here besides the free food and wonderful company? Came to spread your blessings to the new young couple? <whispering and winking in delight at the juicy rumor> I hear that Helena Raffke's old man is dabbling in the more...medicinal....versions of that hemp crop he's so famous for investing in. Here's hoping he brought some product to share at this reception!"
Ever so talkative Wrinm was. Wren looked over to the elderly man when he inquired about the seamsters, a grumble rumbling from the back of his throat. “Yes, but they would be glad I go to them regardless! They make a pretty coin out of me each time.” He huffs and returns back to his food, merely listening to their conversations now.
Aeydof the Dragons || Wood Elf / Way of the Ascendant Dragon Monk Demetrios Zalaoras || Protector Aasimar / Paladin of Torm Hawke || Kalashtar / Circle of the Moon Druid Morticia || Half-Aasimar Rogue Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm /ᐠ。ꞈ。ᐟ\
FREE BOOZE! (Making Attribute Tests and learning about Conditions) In a grim and perilous world, it's not uncommon for the population to drown their sorrows in the depths of a bottle. Some get stinking drunk, relieving themselves openly in public (or in their pants). Others grow increasingly belligerent, picking fights with anyone who looks at them the wrong way. The introspective attempt to pontificate upon the mysteries of the world and philosophize openly with those nearby (much to the chagrin of friends and strangers). Today at the wedding reception, it's time to get your drink on! The reception will last roughly six hours. You can choose to not drink at all, drink only a certain number of hours, or get completely sh*t faced - it's your call.
INTOXICATION For every hour you drink, make a Toughness Test at (Standard +/- 0%) Difficulty. Find your Toughness Attribute, and roll d100. You want to roll equal to or lower. CRITICAL SUCCESS: Hoi, that's one impressive liver! Its like you're drinking water. SUCCESS: You're good, you might be a little buzzed at best if you've had more than one glass of ale. FAILURE: You are INTOXICATED! You gain a +3 to your Damage Threshold, suffer 3d10+3 Peril, and suffer 1 Corruption. CRITICAL FAILURE: You become INTOXICATED! and drop down to INCAPACITATED! on your Peril Track for six hours until you sleep for 24 to rid your hangover. You also suffer 6 Corruption.
This post has potentially manipulated dice roll results.
Dara sighs. "I'm here because I was in the area and got the invitation from Wrinm. It seemed like an easy enough diversion." She will drink for two hours.
DARA:The ale is refreshing, cold, and strong today. And it's not even five o'clock. You were fine the first hour, but praise the God Emperor, you felt it the second hour. You feel very warm and fuzzy, but you're not completely drunk. You suffer Peril Damage and 1 Corruption. Mark the 1 Corruption on your sheet in the box in the center where you Order and Chaos alignment is.
Here's how the Peril Damage works. On page one of your character sheet, you'll see your Peril Thresholds. Dara's is 6 / 12 / 18 / 24. She took 20 Peril damage, so that's higher than 6, 12, and 18. Since it's higher than three thresholds, she drops THREE levels on the Peril Track from Unhindered to "Ignore 2 Skill Ranks". This means when you go to make Skill Tests of any kind, if you had two skill ranks in that skill, you'd ignore them, making the test harder for you. If you had less than two skill ranks, you'd simply ignore the ones you had in that skill. This is abstracted as the alcohol making you dizzy, or unfocused.
What makes Zweihander special? The Tone.
First, the tone of the characters that the players play, and second, the tone of the world.
The Characters: In some RPGs players play mighty heroes vanquishing foes and gaining awesome powers and skills. They are shining knights, powerful mages, etc, working their way through a world of dungeons and dragons that are ready to be bested. By contrast, in Zweihander, the players tend (at least initially) to play regular folk: soldiers, sailors, tinkers, tailors, rich men, poor men, beggar men, and thieves. Regular folk, richly drawn and with strange days ahead of them. In fact, often the only thing that marks the player characters as out of the ordinary is the fact that they are destined for some interesting and dangerous encounters - and that they are not fated to die the very first time that they run into trouble (but maybe the second or third...) The player characters are reluctant heroes thrust into exceptional circumstances by a combination of events and a refusal to just go quietly into an obscure grave.
The World: Zweihander is more than a set of rules - it is an amazingly detailed world. A grim world of perilous adventure. Of low fantasy, mud, guts, and moral decay. There is magic, but it is dangerous and feared. There is technology, but it is risky and unreliable. There is faith, but it is precarious and compromised. There is society, but it is corrupted by the horror of Chaos lurking beneath the tissue thin surface, dangerous and feared, but also desired and worshiped.
The basics of Zweihander.
Unlike Dungeons and Dragons, Zweihander is a grimdark fantasy setting TTRPG that is powered by a d100 game mechanic system.
PRIMARY ATTRIBUTES: All characters have seven Attributes: Combat, Brawn, Agility, Perception, Intelligence, Willpower, and Fellowship. Each Attribute is rated from 1 to 100. Beginning characters usually start with Attributes around the 25 - 55 range. Your Attributes are the base numbers you need to look at when using Skills and making Skill Tests.
PRIMARY ATTRIBUTE BONUS: Generally, your Character's Primary Attribute Bonus will be the tens digit of the Primary Attribute, so, if you have an Agility of 53, your Primary Attribute Bonus will be 5.
SKILLS: There are thirty six Skills in the game that are available for characters to learn, and are each classified as either Common or Special skills. Common skills can be roundly used by anyone whether you have Ranks in them or not. Special Skills require a more deeper understanding to use them and, unless you have Ranks in them, cannot use them without penalty - see below.
SKILL RANKS: You learn Skills and improve in them by applying Skill Ranks to them. Each Skill has a total of 3 Ranks. For each Skill Rank you have in a Skill, you get a cumulative +10 bonus when testing that Skill per Rank.
SKILL TESTS: Making Skill Tests is the meat of the game and are made by rolling a d100 following the formula below. Difficulty Ratings, assigned by the GM, range from -30 ARDUOUS to +30 TRIVIAL. If your roll is equal to or lower than the Target Number, it's a Success, otherwise a Failure. Talents, Special Traits, and your Peril Condition are additional modifiers that can further effect Skill Tests, but we'll go over those later.
Target Number = (Attribute + Skill Ranks +/- Difficulty Rating)
CRITICALS: A Critical is when both dice show the same number, whether you succeed or fail, and it makes the result more impactful: either a Critical Success or a Critical Failure, depending on the result.
FLIPPING: Sometimes, because of a Talent, or situation, you are allowed to flip the results to succeed, meaning you may swap the tens and ones on the result rolled for a more favorable outcome. Similarly, if you have to flip the results to fail, you swap the tens and ones to get a less favorable outcome. As mentioned earlier, Common Skills can be tested by anyone, using only their relevant Primary Attribute if you have no Skill Ranks in them. Special Skills may also be tested by anyone using their relevant Primary Attribute if you have no Skill Ranks in them, but they have to flip the results to fail.
HELPING: Another player can Help you with a Skill Test. They must have one rank in the Skill you're testing. When you make your Skill Test, roll d100 and an extra d10. Pick whichever tens die is lowest. For example, if you roll a 67 on your d100 and a 3 on the d10, your result would be 37!
FURY/CHAOS DICE: The Fury Die is a special D6 that is used in combat to determine damage after you hit. Whenever it lands on a face “6”, re-roll the result and add them together. You keep doing this until you roll anything but a "6". The Chaos Die is a special D6 rolled under given circumstances, usually during casting magic, or determining Injury. If it lands on a face “6”, something terrible happens.
Example 1: Lets see how this basic concept works. Cora is attempting to make a Coordination Skill Test. Coordination is an Agility based Skill, so we look at her Agility first to start: 45. Now we add the bonus for Skill Ranks. Cora has two skill ranks in Coordination, so that's an addition +10 per rank for a total of +20 so now her Target Number is: 65. Next, this is modified by Difficulty - in this case, the GM decides it's a "Challenging" task, so that's -10 to her Target Number. Cora's final Target Number is: 55%. She rolls d100 and gets a 23. Success! If Cora rolled a 22 - that would be a Critical Success! If she rolled over 55, she would have failed. If she rolled a 77, for example, that would have been a Critical Failure.
Example 2: Cora is trying to pick a lockbox that she found with a complicated lock. She needs to make a Skulduggery Skill Test to try and open it. Skulduggery is also an Agility based Skill, so we start with her Agility score of 45. She has one Skill Rank in Skulduggery, so that's a +10 bonus, so now her Target Number is 55. Next, the GM decides this is a "Hard" Difficulty, so that's -20 to her target number which is now 35. Cora rolls d100 and gets a 61. That's above her Target Number so Cora fails - BUT! - she has a Talent that allows her to flip the results to succeed, so the 61 becomes a 16. Cora passes!
Combat and Damage
Here's a brief explanation on how combat works.
ACTION POINTS
Each player in combat starts the turn with 3 Action Points, or AP, that you can spend to do a variety of things. You can spend your action points on your turn, or bank some to use later in the round if you want to Dodge, or Parry, for example. When a new turn begins, you refresh back to 3 AP - you can't bank AP. There are Movement, Attack, Stunts, Special, and Reaction actions that are available to use during your turn. Each require a different amount of AP to execute. Movement actions hustle you across the battlefield. Attack actions allow you to damage opponents. Stunts allow you to try and put Conditions (like, Disarmed, Blinded, or Prone) on foes, Special actions include reloading, aiming, or waiting, for example. Finally, Reactions allow you to Parry, Dodge, or Counterspell, for example.
MELEE AND RANGED ATTACK SKILLS
To make a Melee or Ranged attack, you make a Skill Test using one of four Skills, each based on the Combat Primary Attribute: Simple Melee, Simple Ranged, Martial Melee, or Martial Ranged. Which Skill you use depends on the weapon you're wielding. Simply reference your Combat Primary Attribute, apply your bonus for the skill ranks in the appropriate skill to figure out your Target Number, and roll d100. If any, the GM will apply a Difficulty Rating to further modify your Target Number. If you roll equal to, or lower, than your Target Number, you hit! (If your opponent has any AP left over, they can use it to Dodge, or Parry.) Your Peril adjustment, which is a tracker that reflects mental stress, and the GM's Difficulty Rating, also modify your Target Number.
RULE: TARGET NUMBER = COMBAT ATTRIBUTE + RELEVANT SKILL RANKS - PERIL ADJUSTMENT +/- DIFFICULTY RATING
EXAMPLE: 65 45 + 20 - 10 + 10
DAMAGE
Whenever you hit an opponent that does not Dodge or Parry your attack, you roll a 1d6 Fury Dice and add your Combat Attribute Bonus to the roll. That is your total damage done which is then compared to your foe's Damage Threshold. Remember, if you roll a "6" on the Fury Dice, you get to roll again and add it to the damage. You keep doing this until you stop rolling "6"s. So, if you hit with a weapon and have a Combat Attribute Bonus of 4, and roll a 5 on a 1d6 Fury Dice, you do 9 damage to your foe on your strike.
DAMAGE THRESHOLD AND DAMAGE TRACK
Unlike D&D, Zweihander does not use a hit point system. It uses a wound system called Damage Threshold and has four levels. Your Base Damage Threshold is figured out by taking your Brawn Attribute Bonus. The second level is Brawn Bonus plus 6, the third level is Brawn Bonus plus 12, and the last level is your Brawn Bonus plus 18. So, if you have a Brawn Bonus of 4, your Damage Threshold is: 4 (10/16/22). As you take damage, you move down a number of steps on your Damage Track based on the damage of the hit referencing your Threshold PER HIT. The Damage levels are:
Unharmed -> Lightly Wounded -> Moderately Wounded -> Seriously Wounded -> Grievously Wounded -> Slain
Here's how it works. We will assume you are Unharmed. Let's use this damage threshold as an example: 4 (10/16/22). Say you get hit. If the damage done is equal to or less than the first number, you suffer no damage. If the damage you take on that hit exceeds the first number, you move down one level on Damage Track. If the damage you take exceeds the second number, you move down two levels on the track. If the damage you take exceeds the third number, move three levels down the track. If the damage you take exceeds the last number, you are automatically killed. Remember, damage is compared to your Threshold each time you are hit.
INJURIES
Each time you move down the Damage Track and hit Moderately Wounded, Seriously Wounded, or Grievously Wounded, you have a chance to suffer Injuries. These are really bad and take a while to heal. Most of them inflict Conditions, but the most serious ones cause limb loss or instant death. You don't suffer Injuries as you move up the track, only down.
PERIL CONDITION AND PERIL TRACK: Unlike damage, the Peril Condition Track is a temporary setback caused by excessive physical or mental strain. Many reasons will cause you to take Peril damage. Peril damage affects your ability on Skill rolls and gives you negative modifiers until you recover from it. Like Damage Threshold, it has a track: 4 (10/16/22) for example, and levels:
Unhindered -> Imperiled -> Ignore 1 Skill Rank -> Ignore 2 Skills Ranks -> Ignore 3 Skill Ranks -> Incapacitated
EXAMPLE: Lets see how all this works. Cora draws her short sword and attacks a bandit. Her Combat Attribute is 45 and she has two skill ranks (+10 each) in Martial Melee (which is the skill you need to properly wield a short sword) so her Target Number is 65%. The GM imposes a -10% chance to hit because it's raining heavily and the ground is slippery, so now her Target Number is 55%. Cora has no penalty at the moment due to her Peril, yet. She rolls d100 and gets a 22! A critical! Normally, a hit is defendable if the target has AP left over in the round to try and Parry, but critical hits are undefendable against! How fortunate! To calculate damage, she rolls a 1d6 Fury Die and adds her Brawn Bonus of 3, and gets a 6! She rolls the Fury die again and gets a 4, for a total of 13 damage! The bandit's Damage Threshold is 4 (10/16/22) so the bandit moves two levels down his Damage Track to Moderately Wounded because the damage exceeded the second number. The GM would roll for potentially suffering an Injury as well! Combat goes back and forth until someone reaches Slain on the damage track, or flees.
THE WORLD OF ZWEIHANDER
The world of Zweihander is a low-magic, low-fantasy world of grim and perilous adventure. This is a dark age, a bloody age, an age of demons and of forbidden sorcery. It is an age of battle and death, and of the world's ending. Amidst all of the fire, flame and fury it is a time, too, of heroes, bold deeds and great courage.
Dire circumstances have recast your fate. You were a normal, everyday person in a Renaissance-inspired, low-fantasy world until something in your immediate past dramatically changed your life's path. You now find yourself among others of similar disposition. Retribution and violence are the hallmarks of your unfortunate birthright. The world you live in is largely uncaring, cruel, and selfish. The fetid stink of the corrupt wafts from every cobbled street and echoing hillside. The people are bound by a strict social strata and rarely break free from the yoke of servitude. Ethnic identity bind communities together and also builds barriers between them. Prejudice manifests widely in this humanocentric world.
While superstition is the foundation of faith, religious ceremony and pagan rites dominate every facet of society. Medicine is esoteric; it's practitioners far and few between. Sorcery is reviled by all and those who would dare call themselves true wizards are often burned at the stake for heresy. Ancient monsters and festering mutants exists among the periphery of civilization and in the darkest of recesses. Finally, capricious and sinister forces vie for agency over the world's people from the Abyss using an influence known as Corruption. Violence, intrigue, sorcery, disease, unimaginable horrors, madness, Order, and Chaos are many themes present in this world.
The grim and perilous world you are about to enter is not a story of how people change the world, it is a story of how to world changes people.
We now begin our tale.
A BITTER HARVEST - A ZWEIHANDER TALE
THE WEDDING DAY
LOCATION: RIVER PORT TOWN SWANZI
The day had finally come. One month ago, you received the invitation. Your cousin, Aristocrat Maximilian Steiger from the village of Vorberg, was to marry Helena Raffke. A great celebration was going to be held at the river port town of Swanzi, about a day away from Vorberg. Helena Raffke was the daughter of Businessman Franz Raffke - Vorberg's biggest buyer of their hemp crop - and thus, the union between Maximilian and Helena would be quite advantageous indeed for business at Vorberg.
In Swanzi, early afternoon on the day of the wedding, you were all there. The bride and groom approached from opposite ends of town in two processions, one of the women distributing flowers to other ladies for luck and one of the men distributing pennies to other men to please the Nightfather*. They meet in the town square before the wedding party enters the temple of the God-Emperor*. Once they emerged as a married couple, the festivities began!
(*The Nightfather is the Divine God of good fortune, commerce, and the patron of burglars and confidence men. The Nightfather is a trickster, though not malicious. Many assert that the Nightfather was originally a mortal who tricked his way into ascending into the court of the gods. Priests who worship the Nightfather are called Grey Guilders.)
(*The God-Emperor was once a strong and charismatic mortal, a champion of Order who ascended to godhood. He is the lord of civilization, courage, and humanity. The God-Emperor's divine light brings revelation to the darkest of places, worshiped universally as the chief god of humanity. Priests of the God-Emperor are called the Godsworn: hammer-wielding, militant paladins who root out mutants, chaos, and corruption in the name of humanity.)
THE RECEPTION
LOCATION: ROADSIDE COACHING STATION IN SWANZI
The reception and festivities were being held at a roadside coaching station in Swanzi where you all were staying for the night and could take part in the festivities. Not only that, the booze was free, and plentiful. Food was available, and quite a lot of people were attending. You find yourselves together eating, having drinks, and mingling.
TASK: Go ahead and take a moments to introduce yourself and role play. You all know each other a short while, from a previous adventure you've had in the past before this day. In a few moments, the traditional wedding games will begin!
A small goblet of wine vanishes from the platter of a passing servant. Somehow, more than one penny disappears from the generous hands of men so assiduously upholding the Nightfather's legacy. Wrinm thinks it might give Him at least a brief chuckle, assuming that even half the stories about the God of mischief were true. Still, no sense in upsetting things - the letter he leaves on the Groom's gift-table contains an amount of pennies equal to what he took, minus one of course. No sense in upsetting traditions, after all. He bows respectfully towards the bride and groom.Good for old Maxi Steiger, that old stumpmoffett, finally making something of himself. Who knows - perhaps they might even have need for a puppeteer, once the children grew a few years. "Nothing like job security." he mutters under his breath, hiding his lips behind the rim of his glass.
Sipping his wine, he shuffles over to the food table, helping himself to a few hors d'oeuvres as he surveys the crowd. Spotting his friends and associates, here by hasty invitation, he walks over and greets his personal guests. Stooped and frail, you would not now place him as a veteran of the Summer War, some thirty odd years ago. Yet, behind a nose with more jagged turns than a mountain road, and deep pockets of patchy, splotched skin lie two hard brown eyes, keen and flashing with more mischief than a magpie in a jewelry store. In case any of his guests have forgotten him and what he looks like - it has been a few years now, hasn't it - he introduces himself once more.
"Ah, wonderful! I am greatly pleased that you all could make it in time. I am your immediate host, Werston Ronald Isaac-Noland Morse, cousin to Lord Steiger, your host proper. I believe I signed my name in your respective letters as one 'Wrinm,' a pleasantly shortened nomen, if it please you." With a grin, he doffs his floppy hat in a mocking bow, returning it to his balding pate in a jaunty slump.
"Savant of puppet-plays, storyteller, and survivor of the many cruel ways of this most whimsical of worlds."
Drop-dead gorgeous (drop-dead being an adjective used to describe her, in more ways than one), Pauladean hefts her toned and muscle rippled body out of her seat, and in one swift move, grabs Wrinm and pulls him into a playful headlock..."How you been, old Wrinmster?!" she jibes, playfully giggling. "I haven't seen you in, oh, make it ten years? Been that long? Yipes!"
Pauladean Buttersworth is a sprightly but washed up young adult, strikingly beautiful in her tattered old dress. Down on her luck, she hasn't had much success in the boxing ring for the last half decade. You know what they say...once you reach the pinnacle, it's all downhill from there. But being poor never stopped her from her dogged pursuit of making it back into the contender ranks.
"You still keeping yourself busy, borrowing coin from all the unwilling providers you can find?"
Perception check (making sure she notices any of Wrinm's attempts to pick pocket her): 83 vs. 40% Perception attribute
Last to know and first to be blamed...
As a free action, can I regret my life choices?
(Unlike in D&D, to make a perception check you roll an Awareness Skill Test. If you don't have any skill ranks in Awareness, You're still making an Awareness test, you're just using your Perception score as your base chance to succeed.)
Weddings. Wren hated weddings. Too many people. Too much touching, exchanging, conversing. Truthfully, he had only gone for his companions (although, he wouldn't admit to it) and for the promise of food, maybe a cake slice or two, but it would be difficult when so many people wanted to talk endlessly about pointless topics that didn't interest him in the slightest. He just wanted to go back to his studies in peace, but it would prove to be fruitless with all these people around. Grumbling, he closed his book shut and set it away in the pocket inside his coat, and focused on eating on he put on his plate, hoping to go for thirds after.
Wren was wore a loose fitting beige suit on his large frame, having wanted to not draw attention to himself during the festivities. Look as a plain as possible and people would leave you alone, he thought, however it clearly wasn't working since he had been asked who he was countless of times today. "A friend of the cousin of Maximillion," A dry, easy reply, showing no want to continue to converse, but the people here really didn't get it. Maybe one day he would learn a neat trick of giving the annoyances the sensation of being pricked at, but that would require much more study from him.
Which he would have loved to have done if he were anywhere but here. Think of the free food... He told himself, chewing on the last of his potato salad. Once that was done, he headed start to the buffet table and served himself another plate of whatever it was that could fit.
Aeyd of the Dragons || Wood Elf / Way of the Ascendant Dragon Monk
Demetrios Zalaoras || Protector Aasimar / Paladin of Torm
Hawke || Kalashtar / Circle of the Moon Druid
Morticia || Half-Aasimar Rogue
Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm
/ᐠ。ꞈ。ᐟ\
Wrapped in a hooded cloak, Dara stayed at the edges of the wedding. The old woman was beyond done with this wedding, and it hadn't even started yet. Her ebony skin was barely visible beneath her cloak, her piercing blue eyes watching everyone. Dara clearly used to be beautiful, but that was years ago, before a rough life (and flagellation) stripped her of it. Now, the slender woman's face is scarred and aged, not that she cares about her appearance. She devours her food from her heaping plate quickly, grumbling under her breath about the press, the chatter, and the general...shininess of the wedding.
Concept:
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Asa didn't talk much to anyone at the wedding. She didn't really talk much to anyone ever. Her companions mainly kept her around because she was good at swordfighting, not because of her personality, or her appearance, or any other social reason. She didn't particularly mind it though. It wasn't like any of them were actually friends with each other. But still, she lied and mentioned that she was friends with Maxmillion's cousin, just to get into the door and eat and have something to do today.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
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"Pauladean, young lady. So glad you could make it! I trust your travels were not too taxing for you? Mr. Wren! Healthy as ever, I notice. Tell me, do the seamsters still groan at your approach? Or is that merely the rumble of your... er... digestion. Ah, Dara, my sweet. So glad you could make it. Did I repeat myself? Well, surely you all remember how I am at these things. Just bristling with excitement, don't you think? And Asa! Don't think I didn't spot you lurking over there. Welcome one and all to a party that is not my own! Help yourselves!"
Dara sighed. She'd forgotten how much Wrinm...talked. It was exhausting. She gave the exuberant man a brief nod. "Yes, you repeated yourself."
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Pauladean: "I'm starrrrrrving! Worked up a good apetite punching bags this morning, so I don't mind if I do!" as she scurries off for her first (of likely many) plates of free food.
Upon returning, she sits down next to Dara, and purposefully intrudes into her peaceful reverie by elbowing her and announcing "And so good to see you to, you quiet one! Don't think I didn't notice you sittin' over here all by your lonesome! How's your life been since we last battled together, all those years ago? Did you finally settle down and grow that brood of children you kept wish'n about?"
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Dara stares up at the ceiling like she's entreating her god to remove her from this conversation. "I wish you wouldn't bring up that moment of ill judgement caused by your horrifically strong alcohol. Why would I want to bring anyone new into this world of sinners? Children have no place in a Doomsayer's life." The scarred woman narrows her eyes at Pauladean. "My life has been full of pain and misery. As it should be."
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Wrinm chuckles, wondering what put Dara in such a fine mood. Must be the wedding atmosphere.
Pauladean to Dara: "So, what brought you here besides the free food and wonderful company? Came to spread your blessings to the new young couple? <whispering and winking in delight at the juicy rumor> I hear that Helena Raffke's old man is dabbling in the more...medicinal....versions of that hemp crop he's so famous for investing in. Here's hoping he brought some product to share at this reception!"
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Ever so talkative Wrinm was. Wren looked over to the elderly man when he inquired about the seamsters, a grumble rumbling from the back of his throat. “Yes, but they would be glad I go to them regardless! They make a pretty coin out of me each time.” He huffs and returns back to his food, merely listening to their conversations now.
Aeyd of the Dragons || Wood Elf / Way of the Ascendant Dragon Monk
Demetrios Zalaoras || Protector Aasimar / Paladin of Torm
Hawke || Kalashtar / Circle of the Moon Druid
Morticia || Half-Aasimar Rogue
Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm
/ᐠ。ꞈ。ᐟ\
FREE BOOZE! (Making Attribute Tests and learning about Conditions)
In a grim and perilous world, it's not uncommon for the population to drown their sorrows in the depths of a bottle. Some get stinking drunk, relieving themselves openly in public (or in their pants). Others grow increasingly belligerent, picking fights with anyone who looks at them the wrong way. The introspective attempt to pontificate upon the mysteries of the world and philosophize openly with those nearby (much to the chagrin of friends and strangers). Today at the wedding reception, it's time to get your drink on! The reception will last roughly six hours. You can choose to not drink at all, drink only a certain number of hours, or get completely sh*t faced - it's your call.
INTOXICATION
For every hour you drink, make a Toughness Test at (Standard +/- 0%) Difficulty. Find your Toughness Attribute, and roll d100. You want to roll equal to or lower.
CRITICAL SUCCESS: Hoi, that's one impressive liver! Its like you're drinking water.
SUCCESS: You're good, you might be a little buzzed at best if you've had more than one glass of ale.
FAILURE: You are INTOXICATED! You gain a +3 to your Damage Threshold, suffer 3d10+3 Peril, and suffer 1 Corruption.
CRITICAL FAILURE: You become INTOXICATED! and drop down to INCAPACITATED! on your Peril Track for six hours until you sleep for 24 to rid your hangover. You also suffer 6 Corruption.
Dara sighs. "I'm here because I was in the area and got the invitation from Wrinm. It seemed like an easy enough diversion." She will drink for two hours.
Toughness attribute 51
Hour 1: 42
Hour 2: 98
Peril: 29
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
DARA: The ale is refreshing, cold, and strong today. And it's not even five o'clock. You were fine the first hour, but praise the God Emperor, you felt it the second hour. You feel very warm and fuzzy, but you're not completely drunk. You suffer Peril Damage and 1 Corruption. Mark the 1 Corruption on your sheet in the box in the center where you Order and Chaos alignment is.
Here's how the Peril Damage works. On page one of your character sheet, you'll see your Peril Thresholds. Dara's is 6 / 12 / 18 / 24. She took 20 Peril damage, so that's higher than 6, 12, and 18. Since it's higher than three thresholds, she drops THREE levels on the Peril Track from Unhindered to "Ignore 2 Skill Ranks". This means when you go to make Skill Tests of any kind, if you had two skill ranks in that skill, you'd ignore them, making the test harder for you. If you had less than two skill ranks, you'd simply ignore the ones you had in that skill. This is abstracted as the alcohol making you dizzy, or unfocused.
Asa will just mumble out a Hello to Wrinm and sit near the gang. She'll only drink water during the wedding.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
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