Wednesday, 17 October 2018

LotFP Solo - Part the Fifty-Eighth: „Es zogen zwei rüstge Gesellen...“

"Come in!"

"Dammit! Lycinia," thundered Manfred, "the bloody door's stuck!"

"Oh, good," said the elf as she opened the door, positively beaming, "that means the spell worked."

"Well, I'm glad your research has proved fruitful, though I could do without being made to look an arse thereby. I am -- moreover -- also happy that your research has now been concluded, for it is time we were leaving Wandlebourne."

"So soon? What's the occasion?"

"A summons. An old friend, or thereabouts: one whom I can't ignore."

"A friend? What's she like?"

"Oh, I'm sure you'll get on famously!"

Scene 0 - preparation

[I made one new PC, with 10% less XP than Manfred to start, which made her a 4th level cleric. I rolled her a random mission, and picked a random hex on the map for starters.]

Manfred leads Lycinia into Terentius' drawing room, where the friend is waiting for them. She seems to be the largest human Lycinia has ever seen, a towering, muscular woman with sharp features and skin the colour of red clay. She wears rugged chain armour, and an oversized holy symbol of the Light God.

"Princess Lycinia of Feyalldra," says Manfred, "may I introduce the Reverend Dame Brichtrethe, Knight of the King's army."

"This is your comrade-in-arms?" asks Brichtrethe. "Bit of a change for you, isn't it?"

"Charming," says Manfred. "I'll allow that unusual circumstances threw us together, but I dare say there's no one I'd rather fight alongside."

"She's an elf," states Brichtrethe.

"Perspicacious as ever, my dear."

"Don't you 'my dear' me, or I'll break your jaw again. I told you, Manfred, I'm on a holy mission; I don't think this is any time to throw in my lot with your little fairy princess, here."

"We need her. Especially where we're going. I know you don't trust wizards. Lycinia understands magic just as well as do they. Don't be obstinate; you can't afford not to have her along. Besides -- we've pledged our swords to fight together. If she doesn't go, I won't go either."

"Great Lord of Radiance! you are so full of shit Manfred. But as I have nowhere else to turn, you have me at a great disadvantage. So I'm going to take you at your word. You and your fairy friend can come with me on my mission. But if I so much as suspect her of practising the Dark Arts, I'll cave in that pretty little head of hers."

"You needn't worry. We've fought side-by-side against the most unholy aberrations... things even you would dread to approach. I don't say this lightly."

"Very well. My mission is to recover the Standard of St. Orvein the Just from the hidden tomb of the evil wizard, Hasshdilaz, which has been discovered after all these years. When our troops rally around the Standard, they'll have the Divine Blessing they need to finally take Castle Uldmere, and bring that Heretic out in chains! I, and I alone of my Order, have been given this sacred mission, to carry out as best I see fit. But quickly! for the King's treasury is not infinite, and the strain of keeping this army in the field will soon take its toll. I received my orders at the Monastery of the Blue Stones, and after a night spent in vigil I felt the Blessed Hand of His Great Luminescence urging my steps toward Wandlebourne. And here it was that I learnt of your... change in circumstances. But what better way to restore your family's holding than to strike a blow at the Heretic who is tearing this kingdom apart? I'm anxious that we leave as soon as possible. This city of merchants and moneylenders is a wretched place to try recruiting soldiers. You know I prefer to lead a small unit, but at the moment its just the three of us, and that's hardly enough for decent assault tactics. So, do you know any good fighters here who could fill out our ranks?"

"I'm so pleased to meet you!" screams Lycinia.

* * *

Somehow Manfred is able to keep elf and cleric from going for each other's throats, and by evening's end they have even come up with a plan. The next few days are spent in preparation; Brichtrethe hires a linkboy, Manfred buys horses and provisions, and Lycinia tracks down Thiery and Ruprecht, who readily agree to abandon their lives in Wandlebourne for a chance at a real adventure -- except that Ruprecht balks at deserting from the army (which would be the second time in his life that he's done it, though he keeps stumm on this particular). Brichtrethe agrees to talk to his captain, who is easily persuaded to attach Ruprecht to her 'special unit'.

Ruprecht reacts to his new companions with his usual forbearance. He's just happy to have more interesting prospects than garrison duty.

Thiery is quietly awed by Manfred, and thinks Brichtrethe is patently ridiculous, though also a bit terrifying.

Brichtrethe finds Thiery beneath contempt, but likes Ruprecht because he's a proper soldier.

Manfred is simply disappointed that neither of Lycinia's friends is particularly attractive.

Oswold the linkboy is such a dud that no one really thinks about him.

female, Cleric, Level 4, Lawful
Cha 7 Con 16 Dex 12 Int 15 Str 18 Wis 12
Hit Points: 25
Social Standing: Knight & Priestess
Personality: pious, direct
Armour: chain & shield
Weapons: mace, miséricorde, heavy crossbow, lance


male, 0-level human, Neutral
Cha 8 Con 13 Dex 12 Int 8 Str 14 Wis 13
Hit Points: 7
Social Standing: commoner
motivation: avoid responsibility
personality: vacant, negative
lantern, tinderbox, oil

[Brichtrethe's personality was initially extrapolated from her stats and character class, especially the part where she'd be a better fighter than cleric. I also used the oracle for a while to see how should react to things in order to round her out. Oswold's personality was rolled randomly; he's even more of a gem than was Haddie.]

Day 107
Dame Brichtrethe insists they leave at dawn, but it takes some time for them all to assemble at the city gates. Thiery is unapologetically late (and terribly hung over). Manfred and Lycinia arrive last, having had to take their leave of Terentius and Lady Margiste. The lawyer assures Manfred that everything is in hand, and he shall administer Margiste's fortune as he does his own. He assures Lycinia that Margiste shall continue her fencing lessons. Margiste bids her brother and her 'new sister' a teary goodbye.

It is a long, but tranquil [no encounters] day's ride from Wandlebourne to the Church of St. Gelevaard.

[I started this adventure using CRGE as the yes/no oracle (and keeping Mythic for complex questions).

You may recall that when first we met Manfred, he was not only a vocal supporter of the heretic de Molleré, but was in fact on a dastardly errand of his own to kill one of the Orthodoxy's suppporters. Now he's gone over to the other side. Could this be a true change of heart, a political manoeuvre, or simple apathy? Whatever the case, his arrival at the Church necessitates consulting the CRGE Oracle:

Q: Any suspicions on Manfred? 45, No. Surge +2
Q: Any other trouble at the church? No. Surge to +4]

The courtyard is starting to fill up with the first pilgrims of the year, but Dame Brichtrethe is somehow able to secure indoor lodgings for her party. She is a bit incensed that none but Ruprecht and Oswold join her in the chapel for evensong (and these only out of a sense of obligation towards their commander). Their stay passes otherwise without incident.

Day 108

The next day they set out through the forest towards Lake Ild. When they reach the lake, Brichtrethe leads them south, saying that this is the surest route to Uldmere. There, they should be able to secure passage across the lake to the island, their destination.

That evening, just after the marvellous pink sunset has ceded the sky to the sombre blue of impending twilight, the riders happen upon a strange scene on the shore of the lake.

[random wilderness encounter (still using my old Expert rulebook for these): werewolf x4; 4d6= f f m m

Q: What were werewolves doing on the beach? Malice / Extravagance - robbing some people
Q: Are they in animal form? 88+4=92, Yes, but... they're changing back (reset surge)

surprise dice = 1 & 1; everybody surprised, encounter range 60'

Q: PCs come in in the middle of the metamorphosis? Yes. Surge+2

reaction=9, the werewolves will not immediately attack, but...

Q: Does the cleric act out? 68, yes surge+4

Initiative rolls were tied, so everyone goes in groups according to their DEX bonus.

+2 Lycinia, Thiery
 0 Brichtrethe, Ruprecht, α, γ
-1 Manfred, β, δ

The werewolves will each transform back to wolf-form in 1d6 rounds.

# sx DX  AC  change HP
- -- -- ----- ----- --
α  f 11 16/12 rd.1  22
β  f  7 15/11 rd.6  20
γ  m 10 16/12 rd.5  22
δ  m  6 15/11 rd.2  10

Werewolf: AC 16/12, HD 4, Mv 180'(60'), 1 bite 2d4, ML 8, Special: silver or magic to hit in wolf form, summon 1-2 wolves]

As they come to a small, tree-shrouded inlet, they see the torn and bloodied corpses of a trio of peasants, whose small boat is beached nearby. Surrounding them is a pack of four enormous wolves of an unnaturally evil countenance. Before the astonished eyes of the onlookers, they begin to change, assuming human form: two men and two women, naked save for copious amounts of blood around their hands, faces, and chests. One of the now-human werewolves notices the party's approach, and raises her hand as if in greeting, but...

[round 1]
...Brichtrethe merely lowers her lance and spurs her horse angrily, charging the nearest one. The lance tears through his shoulder, and he is thrown back into the sand, barely clinging to life [δ is hit for 10 damage, dropping him to 0hp].

The eldest woman [α] has arrested her change mid-way, and in the blink of an eye is once again a wolf-man. She howls, her voice shattering the evening stillness [summons wolves, who will arrive on round (1d4=)3].

The rest of the party draw their weapons, as their two remaining foes retrieve swords from the ground where their prey had lost them.

[round 2]
Lycinia charges the werewolf matron (α) swinging her magical sword. The canny werewolf rolls with the strike, but the silvery blade bites deep, and the wound smokes angrily as if doused in acid [1d8=3, x2 for charging, x2 for the sword's enchantment =12 damage, putting α at 10hp].

Thiery fires one of his pistols, though it is not clear at whom he was aiming [16+3-8 (-4 range, -4 firing on horseback)=11, miss].

Ruprecht rides up cautiously.

The werewolf matron [α] swipes at Lycinia with her terrible claws, but the elf fends her off with her shining sword.

The male [γ] swings his sword in a high, overhand arc at Brichtrethe, who slams it aside with her gauntleted fist [missed].

Manfred spurs his own horse and charges the swordswoman [β] with his rapier. She tries to cut him down off his horse with her broadsword as he passes. There is a terrific clamour as their blades clash, but that is all [both miss].

[round 3]
Lycinia swings again and again at the werewolf matron, who dodges every blow. Thiery draws his rapier, and rides closer. His second pistol is in his hand that grips the reins.

The werewolf matron catches Lycinia's sword arm in her powerful jaws. The elf is able to shake her off without being pulled from her saddle, but the arm is nearly dislocated, and it is only the strong mail she wears which kept her from losing the limb [α hits for 7 damage, leaving Lycinia with 15hp].

Ruprecht attacks the swordswoman [β], and delivers a glancing blow to the chest with his heavy mace [5 damage dropped him to 15hp]. The swordsman [γ] stabs Brichtrethe in a weak spot of her mail; she can feel the links and padding give way as the point of the blade is pressed into her abdomen [5 damage puts her at 20hp].

Manfred wheels his horse about, but cannot get close enough to the swordswoman without getting in Ruprecht's way [miss].

Two wolves arrive at a run. They nip at the horses of Ruprecht and Brichtrethe, but without effect [miss x2].

[round 4]
Thinking she's found the elf's weakness, the matron makes another leap at her sword arm. But Lycinia was anticipating it, and feints with her sword, moving it at the last instant into the path of the gaping maw. The blade slices the top of the werewolf's head clean off, and it falls, the frightful wound cauterised by the silvery weapon [α takes 8x2=16 damage putting her at -6hp, dead].

Thiery takes aim and fires at one of the wolves, wounding it only slightly. But the tremendous report of the pistol frightens the animals, who break off their attack and flee [the wolves' morale dropped to 6 when the matron died, and guns force a ML check when used against anyone with a ML of 7 or lower, which the wolves failed].

The swordswoman is now between Ruprecht and Brichtrethe, who both pummel her with their heavy maces. She is bruised and battered, and her left arm hangs useless at her side, but she fights on [β takes 8+8 damage, leaving her with 3hp]. Her attempts to find weakness in the cleric's armour come to naught [miss].

The swordsman takes advantage of Brichtrethe looking the other way, and opens a grievous wound in her thigh [γ hits for 6 damage, putting Brichtrethe at 14hp].

In the whirl and confusion of the battle, Manfred once again cannot get close enough to strike [misses γ]. He curses his horse and the useless nag that bare it.

[round 5]
There is a mighty clash of arms, steel resounding on steel [everyone misses]. The swordswoman [β] drops her sword as the change comes over her, and she transforms into a black-furred, snarling wolf. Ruprecht and Brichtrethe pull back from it, fearing their arms may no more wound the frightful creature.

[round 6]
Lycinia sees the wolf about to leap at Ruprecht. She rides up behind it and brings her sword down upon its shoulders, neatly bisecting the horrible beast. It falls into the sand in two twitching halves [she hits β for 6x2=12 damage, dropping it to -9hp].

Ruprecht smashes the swordsman right in the sternum. But what should have been a fatal blow is merely a nuisance, as bristly grey fur sprouts under the mace head, and man becomes wolf [γ takes 2 damage, putting him at 20hp]. The wolf lets out a loud howl, not of pain, but of exhortation [γ made a successful ML check, so didn't flee. He summons 1d2=2 wolves as reinforcements, who will arrive in 1d4=2 rounds].

[round 7]
The sole remaining werewolf perceives the elf as the only real threat, and springs with praeternatural alacrity towards her throat. Lycinia's gleaming sword nearly disembowels him mid-leap [γ takes 12 damage, dropping him to 8hp], but it is not enough to arrest his momentum, and then he is upon her. His slavering jaws clamp down hard on her shoulder, bursting the rivets of her mail. She cries out, and nearly falls from the saddle [γ hits her for 3 damage, bringing her to 12hp -- 1hp away from (having to look up rules about elves and) lycanthropy].

[round 8]
The werewolf springs again at Lycinia, who fends it off with her sword. The blade opens a long gash in its side, which smokes and bubbles slightly after the werewolf crashes to the ground [10 damage puts him at -2hp].

The pair of summoned wolves arrive, trot round the margin of the battlefield for a few moments, then run straight back into the forest [failed morale].

[Q: Did/does Lycinia notice her sword has changed? 71+4, Yes surge+6]

The battle ended, Lycinia sits back in her saddle and stares fixedly at her sparkling sword.

"Lycinia! Lycinia!" bellows Manfred. "I think it's a fine weapon too, but dammit! this is no time to sit back and admire it! Some of them are still breathing."

The elf dismounts, and goes over to the unconscious werewolf. She takes its head off with a single stroke, and the body transforms back to its human shape. She then goes to the other man, who Brichtrethe's lance had felled. She hesitates, and looks at the hilt of her sword once more. "All of you, come round," she says, "I don't know if it will stay like this once the last werewolf is dead."

All her comrades (save Oswold, who is still far out of earshot) come over to see what Lycinia is on about. She holds out her sword's silver pommel for all to see. "Look," she exclaims excitedly, "it's a wolf's head! Not an old wizard's. Manfred, you know what my sword looks like. It's changed! Wait, everyone, let me see..."

Lycinia stands right beside the unconscious man, and begins counting out paces away from him in a straight line, as evenly as she can upon the sandy beach. "...13...14...15. Oh! it did! It changed back!"

Her companions rush over to see, as she proudly holds up the sword, with its pommel once again the head of a dour, long-bearded man. Then she steps toward the werewolf once more, and the wolf head re-appears. She plunges the blade into the unconscious werewolf's heart, and as his life ebbs so too does the pommel regain its human guise.

[Q: What does Brichtrethe think? Struggle / The spiritual]

"Where did you get that?" asks Brichtrethe.

"Ummm... in a tomb. Of a wicked old king of the hill people. He wasn't using it, so..."

"Strange," replies the cleric. "Such a holy purpose, but in the hands of a pagan barbarian -- or an elf."

Lycinia merely shrugs in reply.

[Lycinia's sword automatically detects lycanthropes at 20', but the wielder must be paying attention to see the pommel change to the corresponding  animal head. It inflicts double damage on lycanthropes in any form, burning them as though coated in strong acid. Merely touching the weapon will cause them 1d4 damage per round. It counts as both a silver and a magical weapon for purposes of overcoming other monsters' immunities. Should the wielder contract lycanthropy, the sword will burn them for 2d8 damage and they will drop the weapon immediately, taking 1d4 additional damage if it must be removed from a scabbard first. Lycanthropes are no more aware of the sword's presence (nor its changing) than anyone else, though they do tend to pay more attention to silvered weapons when they see them. Unlike mundane silvered weapons, the sword will not break.

The 'peasants' killed by the werewolves were actually smugglers, so might have treasure.
Q: Do they? 41-6=No surge+8]

Brichtrethe insists the werewolves and their victims be buried. She intends to give them last rites, and pronounce the necessary exorcisms.

They only have two shovels, so as some start to dig, others collect firewood and set up camp. Brichtrethe pauses to ask the Light God to heal the wounds she suffered in Righteous Battle against the Enemies of Goodness [cure light wounds, 5pts brings her back to 19hp]. Manfred suggests tactfully that she minister to Lycinia's even more serious wounds, as without her sword none of them might have survived the encounter. Her insistence that elves have no souls is easily countered by Manfred reminding her that a true commander looks after her troops. Her conscience assuaged, Brichtrethe says a prayer to heal the elf [for 8 points, back up to 20hp].

Tuesday, 9 October 2018

LotFP Supplemental 2

It's been ages since I've posted anything for my first LotFP campaign, but I found a bunch of mostly-edited notes, so...

With the close of the last adventure, Lycinia holes up for three weeks of uninterrupted spell research, learning (1d20=)Wizard Lock, her free spell for attaining 4th level. Manfred has lots of legal business in the city of Wandlebourne during this time, after which the recently-abdicated Earl and exiled elven princess intend to head off together in search of adventure.

But a party needs nore than just a fighter and an elf. You may remember Ruprecht and Thiery from Lycinia's strange side quest in Wandlebourne. I'd already planned on bringing them back for the next adventure, but we last saw them two-game months ago. What can they have gotten up to in that time? It's back to the Midkemia Press Cities catch-up tables to find out. I'm going to try using them as written without any deviations just to see what happens; if either of them die they'll be replaced with a new by-the-book 3rd level character of the same class. I hope they'll at least make 2nd level, though. They each have 7 weeks of catch up to do, not including the end of the week in which they went on their Dangerous Mission with Lycinia. Manfred also gets 3 weeks of events of his own. Lycinia is sequestered Terentius Holzfäller's study the whole time, and so doesn't get any catch-up table rolls.

Not that it makes much difference, but week 2 is the last week of winter, with spring starting in week 3.

Thiery first:

Week 0
After his dangerous mission, Thiery has nothing to do but pay his cost of living:
80sp for lavish room & board, 15sp for clothes maintenance.

Week 1
Event: He is accused of a crime! One of his enemies (he never finds out which) accused him of acquiring his new-found wealth through elicit means. He's hauled before the magistrate, and it looks like the odds are against him (-11% conviction on the conviction roll for all the people he's Offended, and an additional -15% for being a plebian). [1d%=]50-26=Convicted. The magistrate sentences him to 1d8+2= 4 weeks in gaol. However, he's got money, and that makes a difference; he can bail himself out for 100sp/week of sentence. He will still have the gaol term on record, but may walk free. Our hero snidely counts out 8 gold coins (400sp) right then and there. This has been an expensive week; 95sp room&board and maintenance costs are paid out on top of it all.
+25xp (which he wouldn't have gotten if he'd gone to prison)

Week 2
No events this week. He goes out gambling with 200sp, but only manages to break even. He treats himself to a few nights on the town as a reward for dealing with the courts (=level 6 Companionship) totalling 300sp, and pays the usual 95sp for lifestyle maintenance.

Week 3
event: And now he offends yet another townsperson, earning an additional -1% penalty to avoid another conviction. The dice are unkind to him, both the real-world and the in-game ones; he gambles with 400sp, and loses double his stake! He's learnt his lesson about not getting nearly murdered, but still may have some work to do on the not being an arse front. He makes another show of paying his debt in gold, coin by coin (16gp). 95sp more go to living expenses, but he's not really hurting for money at all.

Week 4
Event: This week he Helped an Aristocrat -- probably with a loan at the gambling table to avoid the threat of impending violence. The aristocrat has connections, and offers a minor title in recompense.  He is now Sir Thiery, and you can be certain that he shall always introduce himself thus from now on. I even wrote the 'Sir' on his character sheet. He gambles 250sp this week and loses it all; I will interpret this as not an actual loss at the table but rather as the loan mentioned above, which he'll never actually see repaid, no matter how adamant his new friend was that he will honour the debt. 95sp maintenance.

Week 5
No event. Breaks even gambling. -95sp maintenance.

Week 6
Event: He is given chance to invest. This being Wandlebourne, the investment is probably in a shipping concern. And this being Thiery -- exuse me, SIR Thiery -- the offer probably comes from one of his gambling 'friends'. He invests 2000sp, hoping that it will do well, not really caring if he loses it all. He gets to roll on the investment chart with neither bonus nor penalty; the investment will realise a 5% return next week (10sp). He gambles an additional 200sp the traditional way, and breaks even. -95sp expenses.

Week 7
No event. Loses 250sp gambling. Realises +5%(cum.) return next week on his investment, and collects 10sp due to him. Spends 95sp on expenses and 300sp on lvl6 debau-- I mean, Companionship.

In 7 weeks, he's only earned 175xp (total xp: 805), and so remains 1st level.

Sir Thiery
Specialist, Lvl 1, Neutral
CHA 11 CON 12 DEX 17 INT 11 STR 9 WIS 6
HP 5 AC 14
Social Standing: BurgerKnight
Skills: stealth 2 tinker 2 sleight 2 climb 2
leather armour, dagger, pipe, tobacco, tinderbox, wooden holy symbol, brace of pistols

Now on to Ruprecht:

Week 0
After completing a dangerous mission, he needs to roll to keep his job (as a charcoal burner). By some miracle he makes the roll (there was only 15% chance as it's a plebeian job).  He saves no money this week, but at least the roof over his head and the food is all free. He doesn't know what to do with all the gold he's just earned, so finds places to hide it whilst he ponders his situation.

Week 1
Event: Thieves steal 1d100=62% of his money (1sp, 1cp, 19gp). To offset this loss, he does manage to save 75% of his salary: 3sp. Things aren't that great right now.

Week 2
Event: He has an opportunity to enlist in military, and decides that going back to soldiering has to be better than burning charcoal all day for a pittance. As he's technically a deserter, he claims to be from Cheapington (it's near enough to Badger's Glen where he grew up). He is given enlisted rank and will earn 10sp/week, of which he manages to save 75% (7sp, 5cp) this week.

Week 3
Event: He befriends a townsperson. This gives a +1% to avoid conviction rolls, cancelling his old penalty. He only saves 1sp this week, but goes out gambling with an even 100 and wins 50sp on top.

Week 4
Event: He befriends an Aristocrat, who has a proposition (there was a list of options to choose from). She has a Dangerous Mission in mind which should pay well (1d6x normal). She needs him to guard a ship (via the random mission tables at the back) and can offer [1d20 [3] x 1d6 [2] x 100=] 600sp, to of course be paid in gold. Whether or not he accepts, he also gets a +10% bonus to avoid conviction. The pay could be better, but it's still tempting, and as he can get a week off from the army he accepts. He spends a few sleepless nights aboard a ship in the harbour, mace in hand, ready to repel a malefactor or malefactors unknown. Perhaps he should have declined... he's all alone with no one to back him up if there's a problem. Last time he had two helpers along... (I rolled 1d6 to determine his chances, and got a 6 which gives him a flat 60% chance of death... but I rolled a 00!) Perhaps the mere presence of a guard has scared off these unseen murderers, or perhaps they simply had something better to do. After three uneventful nights aboard ship he collects his 12gp. But as I'm doing this by the book, he gets full XP: 1d20x100= 1400xp. He spends a modest 12sp on modest companionship (level 3; he avoids the 5% chance of falling ill) and goes back to the barracks.

Week 5
Despite trying to maintain a low profile (INT 13 makes him eligible for the -20% modifier), an event still befalls him this week. And what an event! For he receives a marriage proposal. The woman in question is of plebeian background and has no dowry to speak of. He's not really ready to settle down, and so politely declines.
no savings this week, but +25xp

Week 6
Trying to lay low isn't helping. A friend (fellow soldier) of his offends their employer (captain). Ruprecht is not going to get involved, which results in his erstwhile friend becoming Offended (-1% conviction penalty) against him.
no savings again. +25xp

Week 7
Ruprecht has either offended the gods, or else is the least streetwise person in Wandlebourne. For the third time now thieves steal his money. This time he's a bit more fortunate than usual, as they only make off with (1d100=) 3% of his money: 36sp and 2cp.
no savings to offset the loss, +25xp

Ruprecht has earned a total of 1575xp for his 7-week catch up; it's enough to make him 2nd level (total xp: 2030). The lucky bastard rolls the maximum (8) for his hit point increase (which means next time he'll roll a  1, with my/his luck).

Fighter, Lvl 2, Neutral
CHA 7 CON 9 DEX 11 INT 13 STR 15 WIS 12
HP 16 AC 17
Social Standing: Peasant
mace, chain armour, shield

And finally, Manfred's turn:

Week 5
In all the to-ing and fro-ing between Terentius' townhouse and the courts, Manfred manages to befriend an aristocrat who feels pity at Manfred's plight and bequeaths him a present of 400sp to help finance his 'mission' to reclaim the castle. He's got no actual expenses at the moment as he's living under his benefactor's roof, and certainly isn't going to risk gambling away the remains of his fortune.

Week 6
Manfred is offered a chance to invest, but really can't afford to right now.

Week 7

male Fighter, Level 4
Cha 5 Con 17 Dex 8 Int 12 Str 12 Wis 10
HP 30 AC 15
Social Standing: former Marquis of Limenne
Personality: taciturn, curious
chain armour, rapier

And Lycinia's stats for completeness:

female Elf, Level 4
Cha 11 Con 14 Dex 16 Int 16 Str 15 Wis 9
HP 22 AC 18
Social Standing: Princess
Personality: taciturn, curious
chainmail, magic longsword, silvered dagger, wheelock pistol, spellbook(s), scrolls

And so everyone is caught up and ready for the next adventure, which begins as an old acquaintence of Manfred's comes into Wandlebourne looking for him, and presents him with an interesting proposition...