Gathering Storm summary of play

By valvorik, in WFRP Gamemasters

Guy, Matthias, Krieger, Anselm and Findulas arrive in Stromdorf on the 10th of Sommerzeit in search of Florian Wechsler. How they met and events leading up to here described here: http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=165&efcid=3&efidt=353613

Guys had heard a fellow member of merchant guild has gone missing, Florian Wechsler. His young wife Wertha hopes for his return, Guild wants to know what happened, wants him saved if in jeopardy, “message sent” to anyone who has harmed a guild member. Also recovery of his ring, which is also proof of death and would entitle Wertha to a widow’s pension from Guild.

( having earned 3 advances by this session )

They manage to get across the western bridge before the storm waters of the river carry it away and find themselves in the isolated town of 700 or so ( some Athletics checks to cross safely but no one dunked ).

They enter town, entry eased by fact there is a rat infestation in region ( optional rule, allowed 2 fortune point spend by Anselm the Ratcatcher's player to establish this fact ). Being good swimmers rats don't mind water-logged area.

Their stay at the Thunderwater Inn is paid for by Herr Thomas Gerber (events of lead in adventure). Their inquiries about Herr Florian Wechsler lead them to the Stewpot Inn where Keila Cobblepot serves a 5 silver delicious dinner and recounts the strange vanishing of her guest Florian 2 weeks prior ( added that a high quality halfling meal like this gives a fortune die on Resilience check that night to recover criticals, two PC's still suffering them ).

The practical joke at inn became a Fellowship test to see how well it was taken and target (Krieger) passed earning a round a free drinks and avoiding any ill feelings.

They track down Florian's body guards, the now down on luck Krantz and Olaf near the field of Verena (where they trying to drum up work from farmers to deal with rustlers). They relate similar story and how they only turned up that that his cart was driven out of town by the east gate (that leads to Nuln Road leaving area and othewise to the region's farms), before sun-up day he disappeared.

Anselm makes his own discoveries while doing some rat-catching for Keila Cobblepot. Metagame all players know, in game only Anselm knows - while doing some rat-catching work at the Stewpot he happened to see Keila opening a secret hiding cache in her kitchen (he was down on floor setting traps when she came in and she didn't see him with his check, just 1 stress from near call ). He later opens it up, sees some coins and rings and jewelry (one of these is Florian's ring but he doesn't investigate to find that, nor take anything, just scoping things out, he closes it up and leaves).

Based on fact Florian was seen speaking with a farmer, one of the Holtz family that farmsteads near the Oberslecht, they decide to head off in that direction - perhaps that was where he was headed when he left with cart (they haven't established it wasn't him). They hear the Hotlz's have a bad reputation (in bred hillbillies, and that from a town that doesn't see many outsiders!). Each spends 3 brass on some leather rain-gear though Mathias and Guy spend 2 silver for better quality/looking gear (they are now wearing the equivalent of leather dusters and broad-brimmed hats).

These inquires all took a couple of days. Most of their inquiries were made by Anselm ( acting as party face since Guys was feeling down [player absent]) who was in Conservative mode and rolled a delay every time, so the Act beginnning at end of inquiries below means Storm Track 1 has reached 5 when next events take place ).

On Sommerzeit 12 they set off for the Holtz farmstead, as the storm worsens noticeably. Matthias wants to know if they can get a carriage or something for shelter from storm as they travel but it's clear that's not really an option, Findulas telling him to "Man up buttercup" (+1 party tension and +1 Fortune in Party pool, leading to a refresh) . By this time Matthias has recovered from his critical wound but Findulas is still labouring under Aches and Pains .

They find the other area farmstead (Eigel family) in flames with the cloven-footed sign of beastmen about.

There are signs beastmen carried off many of those they felled (not clear whether alive or dead [dead]), and that two living sets of human tracks arrived and followed them. The heroes follow and enter the Oberslecht (+1 Party tension) , shorting finding a sign of futher battle where the 2 following humans were set upon and one fell, the other fleeing (in direction back out of mire towards the Holtz steading). Krieger in particular is hot-blooded to face the beastmen and they press on!

I made an Oberslecht location card with the effects all on it and added that "Once a session, Rural career character can descibe applicable knowledge/experience to add a fortune die to a check." (trying to encourage creativity, make career traits matter).

- session breaks -

Session went well enough though I didn't push out miscellaneous info about Stromdort and events in it as much as I wanted to going in (caught up in play and players were not very proactive in investigation).

As GM, now pondering how to stage events with them bypassing Holtz Farmstead to head straight into the Oberslecht in pursuit of Beastmen.

I intend to remind players that they can try to make Folklore and Education rolls for information about beastmen (and other creatures - converting over from earlier edition approach).

The overall mission requires Foaldeath/Marie more than anything else, so I'm thinking that they will get into a fight with a smaller band (establishing that they can't deal with large numbers), then a strange figure will lend magical aid and tell them to flee by a particular route, promising to lead the others astray (Foaldeath working out these adventurers can do what Holtzs were supposed to). The figure will probably say "Seek shelter with the Holtzes and have them bring you to me tonight at the Hag Tree, if you would save the works of man from blood and ruin."

They should get something for taking play down this route, define story a bit by it (I want this to be player-lead/created story as much as anything pre-scripted) so at least one of the beastmen they face in this short fight will have several flagons of Thunderwater Ale on a bandoleer (marked as such and recognizable to adventurers since they are staying there).

AWESOME!

I would welcome any sequel.

I am going to use the "Once a session, Rural career character can describe applicable knowledge/experience to add [W] to a check."

thanks

WK

Next session (4th advance earned at start).

Flashback, on Sommerzeit 11, Krieger had gone to the temple of Sigmar in morning (there was no service at that time, a few praying and a young acolyte tending altar), he made a shilling donation and left. [fortune die came up blank - if he had a vision I would have allowed him to use it for an expertice die in the combat that follows] .

The intrepid explorers spot some beastmen lying in wait for them (Findulas keen eyes despite foul weather) and dispose of them (a gang of 4 ungor and 2 gors), a few wounds suffered and two critical wounds by Krieger. Anselm's dog saves him from a critical wound (there's an action card to envy). They find flagons of Thunderwater Ale but no trail.

I remark I like how the critical system makes even "non-life threatening fights" matter - did you need to get into it or not etc.

They decide to wander the Oberschlecht looking for sign of their quarry ( okay this could go badly, I make them roll a forune die with blank/success/eagle outcomes, allowed them to use fortune points to roll additional die and take result they wanted, to see what happened, they got the best result of an encounter but manageable ). Spotting a lone beastman of great size (wargor) with a boar they follow him, as he makes his way towards a site where lightning is striking. Others join with him, different beastmen coming together until there must be a hundred of them (clearly more than a town of 700 such as Stromdorf could cope with).

Stealth allows them to observe the beastmen gathered around a standing stone being struck by lightning and keen observation realizes there is another stone fastened atop it that is really the thing being struck. A huge beastman is haranguing gathering in their strange argot language, Observation (hearing/Intelligence) makes out from bits of Reiklander mixed in some of what is being said: urging to set aside fears of leaving Obersclecht (apparently there is some old superstition warning against it), signs that works of man will be destroyed, every farm shall be meat for them etc. A cloaked figure with staff and horse-skull mask is trying, cautiously, to dissuade from war but the ligthning striking stone is seen as favouring the huge figure.

Matthias was spooked by the stone (suffered chaos star effect from being near it of temporary madness) . The last two survivors of raid are tied to stone and killed gruesomely as part of the beastman celebration ( if seen close up would have been a fear check but distance insulated them from fear of this scene and of wargors etc. ).

The party retreats, using Findulas' nature lore to find way out of swamp while minimizing their fatigue for pushing on. They come to the Holtz's in middle of night to warn of the beastmen coming and end up being invited in and giving warning, also eventually questioning the fate of Florian Wechsler. The Holtz's are evasive and story changes, it turns out that (a) they know of beastmen but didn't believe they would come out of Oberschlect; (b) after Insight pierces the family's dissembling (family using different stories all at once) Reiner Holtz relates he bought cart and horse from Florian after the latter woke him up at the Stewpot, wanting cash in middle of night (Reiner just having sold off family harvest etc. at marketday), he speculates the merchant was heading north to Altdorf but doesn't know. Pug-nosed Imelda has eyes for Anselm, who being a Ratcatcher isn't choosy, alas for both of them the majority of party (led by Matthias) don't want to sleep here and decide to push on to Stromdorf.

This would have been a Resilience check to see how many fatigue were suffered pushing on through night (base cost of 3 Fatigue, success means pushed on, failure means pay but didn't manage it in end still pay 3 Fatigue, 3 successes means only 2 Fatigue, 2 boons reduce fatigue cost -1 whatever outcome, 2 banes increase +1. However, Krieger spots a figure approaching the Holtz's just as they are walking away from the enclave. He suspects and is proven right it is the figure from the beastman clearing who was speaking against attack on humans.

Party ends up meeting Foaldeath, an acquaintance of the Hotlzes it seems - efforts to perceive more about him fail. The effort of Holtz's to use a cart to get to lightning stone and steal it away was frustrated by the fast success of the Madteeth - itself due to Izka having the discipline to not consume the thunderwater ale given the tribe until after the raid (as celebration the party then witnessed). Foaldeath says Izka allows no other beastman to sleep near the stone as "its visions are for him alone". Asked about it, he says the stone is some cursed elf thing that is the key to Izka's power - without it some other wargor would challenge him.

The party "sees the mission a mile off" and agrees to take on trying to get the stone the next day, while the beastmen are sleeping off their victory celebration.

They catch some abbreviated rest (-1 to all recoveries and black die on Resilience checks for healing). Matthias recovers from one of his two criticals (swimming vision) but stiff suffers from a dizzying blow just as Findulas still has his aches and pains. Otherwise all are healed.

Anselm is too tired to be further charmed by Imelda.

We did learn this session that Anselm's dog is apparently an Estalian breed, his name being "Senor Bitey".

Anselm's reactions to Imelda and the introduction of Senor Bitey put a point into party fortune pool (it having filled and been emptied last session).

So they got back on track without a Tristan scene (he's alive tied up in barn at this point, there was some hint at the Holtz story about Eigels and that all are dead had something wrong about it but it wasn't followed up).

Also by this point they have noted lighting striking the haunted ruins on hill (Tempest Knap), Sigmar's Temple and this beaststone.

Storm Card 1 is not at 9, meaning start of Act as they go into Oberslecht again will put it to 10 and start next card.

When shall we five meet again, in thunder, lightning or in rain (first PC death).

The heroes passed safely through the Oberslecht (acing the progress tracker and keeping the element of surprise - metagame this was easier for because they're 5 PC's to try things rather than the 3 the designers assumed as PC number, I could have adjusted for that but decided not to, they really needed surprise to have a shot at things). The party decided to forgo the cart as being too much trouble perhaps in the terrain.

Coming up on slumbering, restless beastmen including Izka the group split with Findulas and Anselm to draw foe with missile fire, and then Krieger, Matthias and Guy to get in after the stone. The Beastmen were suprised but after initial surprise scented the waiting trio and the scenario played out with two gangs of hornless beastmen being drawn after the two and more weight of the Beastmen falling on the trio - including Izka.

The beastmen had to add a challenge die to their initiative reflecting surprise and all acted after PC's, PC attacks before the beastmen acted gained a fortune die each.

I extrapolated the "3 player" written version and made it Izka, two Gors and 3 gangs of 5 ungor henchmen types, Izka at stone, the others all medium to long range from it - scattered about clearing.

Findulas and Anselm dispose of the two gangs with little risk to themselves though this kept them from aiding their comrades. I rule that with missile weapons, taking down multiple foes with one shot means striking off that many arrows or whatever.

Matthias was badly wounded (even after using a healing draught), with he and Krieger suffering additional critical wounds. The three decided to fall back and the beastmen were lead a chase around to the waiting two (a roll is made to see how well they manage this, they do it well, even recovering some fatigue). Then Krieger's immobilizing shot slowed down Izka and another beastman (during this there was a Rally Step).

Matthias bravely engaged the beastmen, even though comrades called upon him to stay back so they could strike with ranged weapons alone longer, but was felled by their savage blows - dying under the beastman's savage strikes. Izka has suffered half a dozen wounds and a minor critical wound making him less agile at this point.

The session breaks...

(No chaos stars were rolled to inflict temporary insanity - one potential such was deemed inapplicable due to the fact engagement was off in woods away from the stone clearing and luck was obscuring the stone).

7th session of play.

The four remaining comrades faced Izka, a wounded wargor and an unwounded wargor. Izka's fearsomeness (Fear 2 test) was resisted and the fight carried on. Guy suffered two criticals, Guy and Anselm both suffered many wounds (Guy being 1 wound from falling), but eventually the foes were defeated and Izka slain. Accounts differ, perhaps Findulas' arrows struck again and again piercing makeshift beastman armour, until the beastman was ready to topple and perhaps the elf's arrows but annoyed the mighty creature until Senor Bitey lept forward and fastened onto the beastman's throat, tearing back and forth as the creature dropped to its knees and then toppled.

I forgot the Fear test when Izka first emerged but recalled it, it actually worked out well narratively having it come out when he dropped a PC.

The group got the "lighting stone" from atop the herdstone - though lightning struck as they did so leaving Anselm Thunderstruck for rest of act. Their escape from the Oberslecht, carrying it and Matthias' body, was carried out well and before its inhabitants were able to marshal against them, Krieger's strength bearing the stone and his Athletics making good time, Findulas' Observation avoiding threats.

I added being Thunderstruck for the lightning hit to give it more oomph since it happened after combat.

They went to the Holtz's to inform them of their accomplishment and get a cart for Izka and Matthias' body. Marie offered to tend wounds but their own efforts had already made her offer pointless (their untrained efforts having cured little). They declined resting there overnight (Imelda was disappointed Anselm was not staying). Marie asked after "their friend", the shaman and was told he was not encountered/seen. The Holtzs were happy to hear of Izka's demise. Initially they wanted to be paid for use of cart but Guy's charm obtained its use for free (they were told to leave it at the Stewpot to be picked up).

The cart has the "crossed fingers" sign of the Ubersreik Merchants Guild (evidently being the cart Reiner indicated he purchased from Florian Weschler).

This was free-formed, the cart card image if you look closely has two crossed fingers on the front of card so I riffed that as being the symbol of the local guild - maybe it means fingers crossed good luck, maybe it's what they do behind their backs when promising stuff.

The PC's at this point were focused on stone and completely skipping over Florian's fate - I decided to go with the flow and let them do that, using this as more a sand box - not that this plot line drops just that we let their actions be their actions.

The party pressed on to the town (making a Resilience test to see if they suffered fatigue, a bit suffered by some) .

Matthias was taken to the Temple of Sigmar, where an initiate (Chedwig Fromm) explained the temple would be pleased to prepare body to be sent to Garden of Morr. The party was ambivalent about paying for a funeral, Fromm sensing the "5 silver" disposition (simple [flat] marker) being the most they would agree to. Krieger pressed his comrades (pointing out Matthias' breastplate alone would cost one of them 5 crowns if they had to buy it) and they agreed to pay the 5 silver.

2nd time visit's fortune die came up blank in terms of what's going on at temple when visited.

There was some nice dialogue. Cheap ratcatchers wanting the pauper's funeral (no gravestone or ceremony, cost in brass not silver), Findulas wondering "don't you just bury himand plant a tree". Krieger (whose player was absent so being played by dead Matthias's player - but pretty much as Krieger would have been played anyway) arguing for some modicum of respect for fallen comrade.

The next day is Marketday, Chedwig asked if the day after would do for funeral and they agreed to gather at Temple at 10:00 am for trip to the Garden of Mor. Chedwig noted this allowed for morning prayers to be completed first and gave Anselm a dim look when Anslem said, "good we can sleep in".

This means they will have had two days rest before they go to the Garden. They have not been interacting with authorities at all so far but "luckily" demonio.gif a dead PC to lay to rest gives an alternate way to get them to the Garden. I'll be mulling more ways to give them info they need before then - see below. Again, sandboxy. So far, the way they've played it, nobody in town even knows what they accomplished in the Obeslecht.

It was late and after leaving Guy and the stone at the Thunderwater Inn, the others went to the cart off at Stewpot and decided to stay for pie (it being so tasty and helping rest if the premium 5 silver pie had, baked twice-daily, with the pie more than a few hours old sent over to the Thunderwater for its customers).

While his comrades enjoyed pie, Guy and the stone became the subject of interest of a wizard named Niklas Schulmann, of the Celestial College. His gaze fixated on the stone and he quizzed Guy about it. Guy was reluctant to reveal much and suspiscious of this interest out of the blue (competing Insight to see what this wizard is about and Willpower to get some information out of this burgher - the wizard won and gave nothing away while Guy was forced to reveal something), Guy revealed the stone was from Oberslecht and Niklas was curious about where etc.

Niklas wanted to talk someplace quieter, upstairs but Guy wanted to wait for his comrades. In meantime, inn staff confirmed Schulmann was a wizard, a guest, arrogant like all wizards but decent enough, gives local kids reading lessons once a week. The others eventually returned and all went upstairs, Anselm eager to see if wizard wanted to buy the item and revealing more information about its properties (essentially playing the greedy but bad bargainer ratcatcher, infuriating Guy the Burgher, wonderfully assisting plot, +1 Party Fortune ).

Schulmann was fascinated by the information but nonplussed at commercial talk, he was not here to buy anything and perhaps this was not something best bought or sold at all. He asked to be able to study it and it was agreed he could but the item would stay in Guy's room and Guy would observe (Guy still wants to see what this wizard is up to, doesn't trust him).

The heroes also asked Schulmann if he knew of Florian Weschler (realizing for all their adventures to date they seemed only to have found his cart).

Schulmann arrived in town on the 9th of Sigmarzeit (last month) - about 2 weeks before Florian disappeared. So when asked he related, "Yes I recall a youngish coal merchant from Ubersreik, Winkler or something. Had an argument with Herr Brenner." Upon clarification of which Herr Brenner (the Thunderwater Inn and Brewery having elder and younger Herrs of the Brenner family), "Klaus Brenner, the brewmaster" (oldest son of Sebastien the family head).

[Till now all information you have about Florian at Thunderwater is from asking Sebastien, who called over Klaus - Schulmann is the first non-Brenner asked about things at that location, perhaps any one of a number of other regulars often about might have related same information if asked. The murder mystery plot in Stromdorf is overlooked in official adventure plots so I've decided to weave it into Florian's disappearance.]

Rest that night recovered wounds but did little to alleviate the criticals suffered by party members.

On marketday, Anselm went in search of a wizard to join the party.

- This being the replacement PC Player of Matthias creating. The explanation of the new PC will be more than "hale fellow well met", he can be previously known to one or more PC's through connections similar to those of initial group. Perhaps a native of Ubersreik returning from Altdorf (where the Colleges of Magic are located) and forced to stay over in this forsaken town by the abnormal weather. Any other storyline is fine, it's just that new PC should be "no less logically a comrade" than any current PC. -

Krieger and Findulas went to see Dr. Hartlieb Schnieder and each paid 20 silver for his expert medical care (deciding the less expert care of the local barber surgeon would not do). More wounds were healed and each would receive 2 expertise dice on their next overnight resilience check (if they followed doctor's orders, took prescribed tonic, applied prescribed poultice and avoided activity etc.)

Schneider rolled optimally each time with his medicine skill and instead of him having to be present with them overnight I used the "prescriptions and doctor's orders" approach. I made sure to give him as much physical description as Schulmann as part of not over-flagging one NPC over another etc.

Krieger and Findulas have about half-a-day left it they want to do anything (non-strenous of course, Doctor's orders).

Guy stayed with Niklas Schulmann as he commenced his study of the stone (which involved moving apparatus and notes into Guy's room and half-crowding Guy). Guy will learn some things automatically (for one Schulman will relate some findings), Schulmann keeps his books etc. under lock and key and does not permit casual browsing (dangerous for the untrained, can't be responsible for the risk to you etc.) Guy can base trying to learn more on whatever strategy he chooses from social chumming to stealthy perusing of notes when Schulmann not looking to skullduggery prying into locked chests etc. (if he chooses to disregards Schulmann's warnings of risk to himself). Guy's efforts may hinder Schulmann's if he's unlucky.

Anselm may meet people etc. and have fun while looking for a wizard (he can relate where he goes in town on this mission).

The next night's rest may be a good one for healing given the medical care received (and they will likely eat more delicious pies).

Guy is insisting the lightning stone stay in his room - which means he's sleeping close to it for the 2nd night so he will have some visions (one way of getting information out instead of interviews with Adler etc.). I'm playing the stone needs to be in same place for a while before it becomes lightning magnet - depending on sequence etc. Schulmann may figure out need to ground it first or it may blast inn first, we'll see.

Given PC's are going to the Garden anyway, I'm not sure about the "rising of the dead" scenario - though having dead Matthias come back would be fun but that can be worked out without it happening that night, just as they bear him into the now-tainted Garden gran_risa.gif . Need to ponder it in terms of storyline.

We break at this point, 2 weeks till next update as next week we play some Trail of Cthulhu while one player out of town.

Rob

- Guys' player absent, his approach to Schulmann basically agreed by email and otherwise he wasn't active - his "dreams" postponed.

On Marketday, surplus leather armour is sold netting a silver shilling to each of the four surviving party members.

- I simply used reverse of prices when buying based on folklore check

Anselm meets a Wizard of the Order of Light, Hans and convinces him to join the group with talk of the "magic stone".

- Matthias' replacement, same player.

Guy decides to try befriending Niklas Schulmann with Charm to learn more and ( 7 successess and two chaos stars ) is so successful that Schulmann spends the whole morning talking to him and expounding his ambitions and dreams (to learn more of the power of Azyr magic of course, studying the strange weather in Stromdorf for surely it is an effect of Azyr magic, perhaps he can find a way to alleviate the weather, this stone is surely something of Azyr magic, perhaps connected).

Unfortunately ( chaos star 1 ), this took Schulmann away from actually studying the stone and realizing it was "on a clock" for how long it would be in one place before attracting lightning. The rest of the group had returned with the new wizard acolyte and went up to see the stone just as a bolt of lightning hit room ( chaos star 2 ).

Several heroes were thunderstruck . Hans made a poor impression on Schulmann (acolyte, not even a real wizard harummphs Schulmann) and cements it with comments that a morning not spent drinking and talking might have avoided this.

Schulmann convinces Herr Brenner that a contraption of bronze alongside building side (lightning rod) will prevent the storm afflicting his inn again (that the stone attracted the lightning is not mentioned). He spends rest of day overseeing construction of this contraption.

Hans' magic sight confirms the stone is blended magic such as either elves or chaos sorcerers use with Azyr dominant. He tries the harder check to learn what it does but all the fragment does is attract lightning - need the rest really to learn what it does.

Findulas asks around about the Obersclecht, who would know about it and is directed to Franz Bieber. Bieber comes in that evening to sit at his favourite chair by fire in the inn (he's a friend of the inn's owner Herr Brenner). Findulas makes a disastrous attempt to talk to him (Bieber replies that a human obviously has nothing useful to tell an elf and sends him on his way).

Anselm then tries with aid of a flagon of Thunderwater Ale (recovered from beastmen, I gave them a mini-sized card to represent it ) and tale of the adventures of Senor Bitey and the Beastmen. He rolls very well (fortune die for ale and one for citing beastmen - turns out Bieber hates them passionately). He rolls very well and befriends Bieber who is now chatty.

Bieber relates there's more beastmen in Oberslecht than most give credit - for some reason they don't leave, at least not to the west. Asked about elven things in it, he relates how there's lots of elven things there as a whole army of elves fought a whole army of dwarves there long ago and their dead lie under the mire. Some nights they can be seen still fighting.

Bieber is impressed by Anselm's tale, it has details making him believe it. The defeat of a big bull wargor meets with approval and the tale of how the beastmen did leave mire to attack Engle farm is greeted with alarm.

Bieber asks if the Burgomiester has been told, he should be - and he might reward the group. Thinking about it he says, on second thought, Burgomister is useless talk to Captain Kessler.

Party had been avoiding any public credit/reward for their work to date, this was setting them on that trail.

That night Krieger heals a critical wound (one left).

The next day, the heroes try to see Captain Kessler in morning but there's a long line and they haven't time before Matthias' funeral. People in line are mostly complaining about the Burgomiester.

At 10:00 am they go to the Temple of Sigmar where Iniate Fromm has Matthias' wrapped body. Waltrout Glockner has been enlisted to carry the body and guide party to the Garden of Morr ( this is what the cut-rate disposition gets you - the town dung-removal idiot is your pallbearer - this also got Waltrout into the funeral party ).

Waltrout is simple-mindely chatty on the way, cheerful despite the rain. He's happy to be going to see his friend Father Grabbe, he hopes the heroes are his new friends. He mostly talks to Matthias' body saying how he will be with lots of new friends, he has to be good and not get up now, if he's good for a few years then he will brought up, till then he's not to mind the rocks to keep him down since not all his neighbours are good.

The heroes see two people ahead of them on the trail but don't catch up till they get to the river and ferry crossing. Serjeant Balthus (who is friendly) is accompanying Burgomiester Adler (who is withdrawn and morose, his identity only emerging as time goes on), they already rang bell to summon Father Grabbe to bring raft across but got no answer.

Rather than the ill wind and Adler commanding them to appear (difficult since they weren't known yet) I decided he would go to the Garden of Morr himself (after all why involve others in tales of his dead secret lover) with an able guard. Thus the PC's will get exposition of information "in the moment" rather than a "speach beforehand".

Waltrout is distressed, perhaps Father Grabbe didn't hear because of the storm? Adler is emphatic he must see Father Grabbe and offers 10 shillings if someone will swim across for the raft. Krieger strips his armour and does so, avoiding Reik Eels in the water.

As they cross efforts to chat up the Burgomeister produce little. Anselm tells the tale of the Senor Bitey and the Beastmen to him and though he seems to believe them, he really can't be bothered, Captain Kessler is the person to talk to about these things. ( another social success with chaos star ).

The heroes are suspicious of the absence of Father Grabbe and make a circuit of cemetery, noting hole in wall. They decide to enter properly (everyone knows entering Grandfather Morr's domain improperly is a bad idea). They also note on the mausoleum side of cemetery a metal "lightning rod" contraption in principle like the one Schulmann was just building (stylistically different, e.g., not a suggestion Schulmann made this one).

Entering the underearth path to cemetery they find the "funeral parlour" area before the cemetery and put Matthias' body on the bier. Krieger says a few words and some water from the font beside bier is annointed on Matthias' remains. (They didn't take any holy water nor make checks to know what it does, it was purely roleplaying that they have prevented Matthias from rising as undead in a few moments.)

They continue on into cemetery, seeing tombstones, wilting black roses throughout. They observantly note the memorial in centre (with statue of hero like one in town) looks burst open. As they note this, they also see corpse hands thrusting up through the earth as a zombie horde rises.

Terror affects several heroes for 2 stress and 2 fatigue (everyone but Anselm).

The heroes are all for trying to cut a path back the way they came but Alder is emphatic he must find Father Grabbe (Findulas among the heroes also is concerned), he offers a gold karl each if the heroes instead get through to the mausoleum-like structure where the Father resides. This wins the heroes over instantly.

This is twice what I reckon to be the 50 shillings each mission pays originally but the PC's burned through cash on medical expenses and they need some topping up. A shiny gold karl was also good motivation.

Explaining this is the tale of the PC heroes not "how brave Serjeant Balthus carries the day" I give them a "Serjeant Balthus card", he can be drawn on for various aiding effects (sometimes at risk of wounds to him on chaos stars) representing his assistance in the fight - an expertise die, a fortune die, a misfortune die to a foe's attack, and "take the hit" (wounds PC would suffer) - one effect a round and each only once. Mostly he is protecting Adler from harm.

The heroes commmence to try to cut their way through the horde. Findulas suffers attacks threatening no hope or escape and takes quite a bit of stress and fatigue (nearing limits).

... we break with the heroes a couple of steps away from the end of zombie horde track and not having tapped out any Serjeant Balthus aid yet...

Excellent storytelling, a real pleasure to read. I like how you adapted the written adventure to your own ideas and how you really used the system to your benefit ("Serjeant Balthus Card", just brilliant!). I look forward to the next update.

Yes, good read. Loved: "Findulas telling him to "Man up buttercup"" happy.gif

8th advance taken.

The heroes fight their way through the zombie horde to the mausoleum and enter, barring door behind them as horde pounds on it.

zombies were about space 5 when heroes hit space 7, they only had one round of 3 mobs

Inside the macabre scene of candelabra etc. made of bones adds to tension and when skeletons rise from the bizarre artwork of the ossuary, Terror test must be made (generally faring better than last one). However, the skeletons are defeated in a couple of rounds of fighting without more than scratches and minor strain and stress.

Setting-wise, it is noted that common burials are dug up after about 10 years as graves are reused (actually a common practice in parts of world), when only bones left, and they are transferred to ossuary - so in general sight of many bones not odd, the "artwork" is bizarre but Alder notes it is Father Grabbe's "talent".

During Rally step, Waltrout continues to scold his "friends" (zombies and skeletons) for being bad. Adler is lost in musing over a picture of black haired woman in a dress, his beautiful Madriga, and relates his horrible dream about her being dead and wanting to be saved - his reason for wanting to speak to Father Grabbe. He fears now it is the work of the evil necromancer Lazarus Mourn. Serjeant Balthus relates how just over a year ago he was tried and executed, the gods showing favour with clear day for his burning - along with all the horrible things they had to truck out of his house (it still stands empty, should be torn down really).

The heroes descend into the crypt in search of Father Grabbe. They encounter the armoured skeleton of the hero they have seen, Stilchelm, and the corpse of the woman in Adler's picture/dream - Madriga - though it cackles and obviously is something else possessing her.

This is too much for Alderhe gets panicky, straining to see the body of his love from now on a Chaos Star unused for something else means he takes some wounds from getting in the way - and getting him out alive important to actually getting the money he promised and Waltrout again is running around asking friends not to fight (round 2 starting to get in way, black die on attacks) . Serjeant Balthus' aid is finally called on several times as melee and spells fly back and forth.

Eventually the body of Madriga is filled with arrows and blinding light sears it to the point whatever possesses it cannot continue to animate it and she collapses. Stilchelm falls moments later.

Hans' magical sight reveals the "stone shield" (like the plaques on his grave monument), his greatsword and the silver necklace Madriga wears are all magical. Suspicious of how this necromancer came back (Education revealing possession is possible but not "spontaneously once you're dead" as a rule, as a spell or as something a third party does etc.], Hans examines the pendant. He confirms it is dark magic not college or elven magic. Trying to understand it more his sight fails him but examining the pendant so closely he sees the silver holds a disturbing black gem that sucks in light and this triggers Terror 2 check (1+1 for the mausoleum).

Hans then uses a light order spell to try to revive Father Grabbe to speak to. A miscasting effect summons a chaos imp that causes some mischief before being destroyed.

Adler is tearfully mourning his beautiful Madriga. He asks Hans what the importance of the necklace is and Hans says it's how her body was possessed. The knowledge he caused this by giving her the necklace is too much for Adler and he gets the shakes [insanity card drawn] (after all the gold coins and gems from the necromancer's house weren't destroyed, they were taken by town).

Waltrout is scolding the dead telling them they will have to be buried again and this time lots and lots of rocks put on them.

Mourn and Waltrout were to begin their exchange regarding his tattoos the round Mourn went down, Mourn has really low Soak as written with no defence value and low aggression to spend on defence, and if Stilchelm can be forced back from door or an archer has the "ricochet shot" card etc. etc. Mourn doesn't last very long, I gave him +50% wounds but it still didn't make fight very menacing really - he's definitely "coming back" for a round 2 in order to be as menacing as he should be!

There is some concern from Anselm whether Adler's payment of gold karls will be in gold taken from the necromancer (odds not large, perhaps one in 50?)

The storm has gotten worse in the meantime Act transitions and delay rolls means the midpoint of second storm card reached, distance outdoor even more a hindrance to ranged attacks etc.

The heroes return to Stromdorf with the aged Father Grabbe semi-conscious. The undead have all fallen with Mourn's passing. They realize their good fortune in annointing Matthias with holy water (they can see that other bodies in alcoves behind curtains in same room obviously did "get up", recently dead people not yet buried).

They take items of note - the pendant now inside a metal box Hans scrounged (as if that will do any good) , the magical sword and stone. These are both larger and heavier items but the party including Serjeant Balthus and Waltrout can manage them.

Hans has not scrutinized the stone or sword yet.

Serjeant Balthus suggests all go to the Town Hall, he does suggest to the heroes perhaps it's best to not tell people about the Burgomeister's present (the necklace) and that necromancer possessed Madriga, "it would just cause distress to family and others who loved her."

Serjeant Balthus is a "good guy" but he's also the "trusted guard" Adler takes with him on personal visits to lovers etc etc., he knows all about affair and he also knows enough not to blab. Who Madriga's family is etc. is not revealed.

Entering town Balthus is generally very upbeat about the heroes' role and tells gate guards, " These four men have just saved our town! "

A growing congregation of folks attend the group then as they progress through town (kids, passersby) wanting to know what happened, is that Father Grabbe, and Balthus gives a stirring description of the heroes bravery and how they rescued Father Grabbe from the literal clutches of the evil necromancer Lazarus Mourn - returned as undead! Townsfolk are impressed, all "stranger" penalties to social actions are revoked (at least while the glow lasts), young girls smile winsomely, old men want to shake the hand that brought down that evil man.

Herr Adler supports Balthus' statements but says little (he's now got 3 insanities- the two he started with and the one gained from revelation of his role in Madriga's corpse's possession - one more and he's completely gaga, and not in a best-selling kind of way either).

Father Grabbe likely needs medical care (Dr. Schneider) though Adler insists he have personal room at town hall (which is a large mansion really, where Burgomeister lives).

Captain Kessler appears. He wants to know what happened from heroes and Balthus, he has the Burgomeister looked to, " You've had a trying day sir " and takes charge of situation. Adler does say to him, "These men deserve reward Kessler, a gold karl each, make it so."

Kessler raises (one) eyebrow at that but will make it so (the four who were at cemetery each get a gold karl). He is skeptical at first of what is said but becomes more receptive as tale is told and ends up nodding and giving heroes look of respect (these are likely lads he's thinking, hmmm, those troubles the farmers to south are reporting...)

Whether heroes broadcast Alder's role with necklace and name Madriga to be seen.

Mourn to "return", I'm ruling he passed close to the bodies in the embalming chambers in exit area and possesses the body of dead girl (I described how they had risen and are found lying on chamber floor on exit). He will "come to town" this night seeking the pendant (likely still with PCs) and animating some dead along the way - essentially we will have the "ill wind" encounter at end of adventure rather than start with Mourn along. Waltrout will of course put in an appearance "psychically called by his friend".

9th advance taken.

Findulas’ and Guy’s players not present this session and PC’s were not played

- I use a house rule that an absent player can take an advance if they roll a challenge die - chaos star means draw a critical wound.

At the townhall (Burgomeister mansion), Kessler hears of both the Garden of Morr and Oberschlecht events. Kessler cites Senor Bitey as the bravest Estalian he has heard of. He provides a gold crown to each of Anselm, Findulas, Hans and Krieger as instructed.

Hans asks for his advice about the silver pendant, Kessler is stumped himself but says that Lector Gottshaulk at the Temple of Sigmar is best person to talk to, though he recalls there is a wizard staying at the Thunderwater Inn at present, Schulmann, perhaps he could give some advice.

The sword and stone are not discussed with Kessler (they’re with Waltrout in lobby).

The heroes had a little tête-à-tête to recollect what they know of Wechsler's disappearance according to who - players deciding to focus on this mystery for a bit.

They explain they are looking for a missing merchant and hope Kessler doesn't object to them asking questions around town. He has no problem with it and tells them to bring any wrongs they find to him. He does warn them to be careful of the Brenners and Gerbers as they are the powerful families in town, on town council etc.

Krieger asks Kessler if he knows anything about the disappearance of Wechsler. Kessler knows of the report by two mercenary guards of Wechsler’s vanishing, local farmer bought cart and horse. He remarks he doesn’t trust the farmers that live out to the east by Obsersclecht such as the Hotlzes but has no evidence against them.

Asked why he doesn’t trust them he gave no specific reason; it was more, “ well have you seen them ”. It was remarked Anselm thought the family daughter was attractive enough, which caused Kessler’s one eyebrow to rise as he was clearly re-assessing his favourable impression of at least of the heroes, then shrugging as it was realized, “well, a ratcatcher can’t be fussy”.

[Anselm's player refers to the Holtz daugher as "ellie may" though we have clarified she is not a blonde hottie from a sit-com – the table chatter here about Anselm's tastes etc. was worth a fortune point in party pool - Anselm's player accounts for a good chunk of these one way or another].

Though frank with Kessler, more generally the PC’s take Serjeant Balthus’ advice about not generally broadcasting Adler’s role in giving necklace to Madriga and not mentioning that Mourn possessed her body in particular (to spare emotional angst to her kin etc.).

Balthus shakes their hands and thanks them, he goes to Sigmar’s temple to make a prayer of thanks but says he doesn’t want the heroes to think he doesn’t recognize, “ Who is doing Sigmar’s work!

Kessler is quietly chagrined at Adler’s role in taking necklace and giving it to Madriga but says, “ he’s not been himself, he’s a better man, and much better burgomeister, when he is .” (having his love die etc.)

The trio, with Waltrout still helping to carry items for his new friends, head to the temple. No services, just a few devout folk praying (Balthus has apparently been and gone).

First, Initiate Fromm notes Findulas’ absence and asks if there’s another funeral to be arranged. When he realizes these are the heroes of whom word is sweeping town he too is impressed – and frustrated that he’s stuck here sweeping temple floor when an afternoon’s walk away there was evil to smite! Of course the heroes can see Lector Gottshaulk (they decide to go down into crypt to see him rather than have him come up and talk in the large echoey temple chamber).

They do down into crypt (a bit apprehensive, last time they went to a graveyard …), but all is well as they meet the bull-necked, scarred, branded, sigil bearing Lector Magnus Gottschaulk. He’s a straight talker, appreciates what they did for town and Father Grabbe. There’ll be a lot of work reburying people.

Lector Gottschaulk identifies the sword as Stilchelm’s and says it should be reburied with him (cursing Mourn for animating remains of a hero!), the heroes leave it with him to see to that.

The Lector suggests giving the pendant a whack with his hammer – the heroes are a bit leery of side effects of destroying item recklessly etc. but the Lector is game to give it a go, Gertie (his hammer) hasn’t been put to any real good use for four years or so. It’s put on floor and he gives it an impressive (particularly for a man his age) wallop, which dents floor but not the necklace. “ Well it’s obviously foul magic. ” They leave it with him and he says he will pray to Sigmar for guidance.

They ask him about stone and he takes a careful look at it (no PC having said they were doing this) he says, “ hmm, have you noticed how the inscription about Stilchelm is in mortar that’s been applied to a stone – when you say it’s magic, is it the stone or the whole thing? ” Hans looks again and realizes the mortar with inscription is not magical. With heroes’ permission Gottschaulk uses a smaller hammer to strike off the mortar and… they realize they’re looking at another fragment of marble with elven inscriptions and map-like squiggles! The Lector doesn’t know anything more about it.

They go back to town hall to see if Father Grabbe is recovered enough to talk to, but no he will need a day or two.

Crossing marketstrasse/town square, a man on the memorial statue is haranguing passersby about Adler’s incompetence as burgomeister, and challenges heroes to say whether Adler was actually, “ any more use than a barrel of warm spit ”, and didn’t it take “ heroes from out of town ” to save the day at Morr’s Garden. The heroes (mostly Krieger) are very gracious about Adler’s role, noting truthful (if edited) facts such as it was Adler who wanted to press on and not retreat. This causes crowd to shout down the agitator, some fruit being thrown and cries of “ shut up Mucke, give it a rest ”.

- straight roleplaying by players, they have spontaneously improved Adler's public reputation when they could have torpedoed it.

Returning to the inn, Anselm and Hans take the “new stone” up to Hans' room to think before showing it to Schulmann. They see a withdrawn looking young Hannah Brenner (cf Rough Night at Three Feathers, she who was with Pfeifraucher) with Thomas Gerber (cf same, he who objected violently to that, also the one paying for their rooms), who is talking with an obviously displeased Sebastien Brenner (Hannah's father, patriarch, ‘master of the house’). Thomas takes his leave looking pleased and nonchalant; Sebastiern is glowering and Hannah forlorn.

- Thomas is forcing Sebastien to increase the dowry, otherwise he will reveal Hannah as "damaged goods" and break marriage contract - see the link top of this thread to the earlier Rough Night session where Thomas and Hannah were met.

Krieger enjoys free Thunderwater Ale for heroes and follows up the report of Klaus Brenner arguing with Wechsler (from Schulmann).

Sebastien is accommodating for the hero and sends his daughter Hannah to fetch his son Klaus from brewery (Klaus is brewmaster at the brewery that adjoins inn). Klaus explains his argument with Wechsler was over coal, Wechsler shorting the Brenners and giving more to the Gerbers. Krieger tries to see if he’s being truthful but the jocular young brewmaster is believable (true or not).

He's lying, he was trying to get Wechsler to reveal who bought Madriga's gift necklace from him and not believing Wechsler that no one had.

It does come to PC’s that Sigmar’s Temple has a “lighting rod” of older make just like the mausoleum did (runs right down through crypt). Hans being educated knows that educated people know enough about lightning to know about tall buildings like temples, metal rods etc. There is some debate whether this means presence of “stones” like the one now in Guy’s room at Thunderwater or simply that in a generally “stormy region” even when it’s not as bad as now some buildings might have these created anyway.

An side - in middle ages people knew lightning often hit churches with their tall towers, in real world lightning rods are 18th century though in the East people understood concepts well enough to put metal caps on tall buildings many centuries earlier apparently – the empire is 2400 years old so we’ll let them have some basic 18th century concepts

Meanwhile Guy pokes his head out from room where he and Schulmann have spent day. He apologizes to comrades for missing funeral, oddly he had a dream about the dead rising in a graveyard that had spooked him. Never thought the real thing was happening.

Since the stone is in his room he sleeps near it thus he's starting to get visions. This would have been played out with the Player/PC as it is he's effectively an NPC for a bit as life has taken Guy's player away indefinitely.

Guy reports that Schulmann is now certain the fragment is part of an elven item, it's Azyr magic, it’s connected to the region’s weather and could be key to safely channelling the energy causing the bad weather – this could free the region of its curse.

Heroes show Schulmann the piece they found and he is ecstatic – he knew it! There must be more of these, he plans to see Burgomeister tomorrow and insist a reward be posted to encourage people to bring what they have forward (PC’s are all for a reward being posted, can it be retroactive???).

Schulmann can’t fit the two pieces together but is sure it’s a map, likely of this region (or the region as it looked 1000’s of years ago when elves were here) and fact it’s broken up may be part of why the region has bad weather. He goes on at some length about this in self-congratulatory tone. Asked if he has a spells to find them, he pauses and thinks maybe, he’ll review his materials.

Of course he has such spells, they failed and caused problem that was his "pause" though he is wondering if with two of the pieces he should try again....

Heroes worry that putting two stones together or in proximity might be bad but Schulmann is convinced it’s being broken up that makes them dangerous and as the stones are put together they should be less dangerous. The two stones are now in Guys room (which has Schulmann’s lightning rod apparatus out window etc.). Schulmann also says he will see if anyone knows about history of region and stories about such stones, there’s a fellow Kophchen or something in town who knows such things he thinks.

Anselm and Hans go down into taproom and join Krieger, also getting some free rounds (everyone eventually has to make Easy Resilience check or become intoxicated, only Krieger is). Reinhard, a “bardish sort” with red hair and goatee comes by to hear the tale to make it into a song/ballad and Anselm regales him with it.

I use my variant, reverse intoxication for two fortune/one misfortune on fear, terror and intimidation checks so it hurts Krieger in the fight below but helps him pass the Fear check at start of it.

They haven't had the pleasure of hearing Reinhard sing yet... hee hee.

Heroes also think more about the timeline of events. They ask and learn the bad weather is seen as started and are told Sommerzeit 1st (first of this month, week or so before they arrived). Wechsler disappeared in month prior, Schulmann arrived before that. They ask in inn common room if anyone recalls anything special happening around Sommerzeit 1 but (fortune die roll) no one has anything to recount.

Hans ponders his lessons from his years in Altdorf college and realizes (triple success Education, having a bonus die when magic is involved) that if the stones are linked to the region as Schulmann says, with Azyr magic affecting weather, than if the winds of magic were channelled into the stones it might create the kind of enhanced storminess currently being experienced. This would be an external event it just wouldn’t “happen”, some force-entity-phenomenon would have been involved. If it was done by spells or rituals, it’s beyond Hans’ experience – Rank 3 at least (a real wizard).

Hans' player is really trying to figure out the stones etc. so I decided with a good enough check he should be able to get a general sense of how they might indeed be connected with the bad weather.

Hans is suspicious of Schulmann and Guy is asked if the next day he can focus on trying to see through any guile.

As the evening goes on there is a “someone walked over my grave moment” like cold wind that gives some a sense of insecurity (bonus die on initiative for next event for those sensing it). The talk in tavern is that if Mourn was back, he must have been behind the foul weather and being destroyed it should get better now, “back to raining only every other day”.

There is a commotion in the crowded tap room around 10:30 pm – what’s this, zombies appearing – a couple ripe (formerly hanging on Verena’s field) and several quite fresh (including a watchman by look of it).

The crowded inn hinders ranged attacks (and adds chaos star effects of innocents in the way getting hurt) . The heroes leap into action (only Hans finds the event stressful, fear check, Krieger finds being intoxicated sometimes helpful) against the five zombies. Then a “little girl zombie” appears being carried by Waltrout who is happily announcing that it’s wonderful his friend Lazarus isn’t dead after all! The “little girl zombie” cackles with familiar dead voice and declares “ You can never destroy me, hah hah hah ” in best megalomaniac villain style, then saying “ let them play, Waltrout ”.

In the ensuing melee Waltrout shields “his friend”, carrying her in his arms, from attacks as much as possible (essentially his wounds are gone through before she is hurt - giving Mourn a buffer to account for low Soak etc) . The room gradually thins out round over round as patrons clear away (hindrance drops from challenge die to 2 misfortune dice to 1 etc.) , run upstairs etc.

By 5th round it’s all clear, and heroes have all but defeated the attackers. Waltrout falls and the “little girl zombie/Mourn” is left. Though Anselm is on the verge of falling to his wounds, and Krieger and Hans have both suffered injury as well ( no criticals though ).

Hans has suffered more from his own magical miscasts (running the risks of quickcasting every round), gaining his first corruption point and, perhaps as a foretaste of what awaits someday when enough gained, suffering a temporary mutation as a tentacle springs out (fortune die indicates no townsfolk witness this, which might cause poor views of apprentice leading to warmth other than the warm glow of hero worship) .

[we break with melee unfinished at this point, likely one more round but people had schedules to keep to - fortune points will not refresh until after it ends]

Good read, Valvorik, keep up the good work. As a GM in the process of running TGS it's always useful to hear how other people's campaigns have turned out.

Looking forward also to reading about EoN later on (if you're going to play it), to me that seems to be a hell of a mess to run.

10th advance taken.

Anselm the Ratcatcher, Findulas the Elven Hunter and Hans the Apprentice Wizard of Light (Krieger's player is absent ill).

Just as a terrific thunderclap is heard ( end of 2nd stormtrack ), Findulas appears atop the stairs, drawn out of his room by the commotion (the wood elf passed up free ale in a crowded common room). Passing his Fear check he promptly plants an arrow in the zombie girl’s head and drops her. Mourn falls a 2nd time!

The inn patrons come out from hiding, murmurs shown conflicting views of “thank goodness these heroes were here” and “did the zombies come here because of them, weren’t they supposed to have stopped this problem already”. Anselm charmingly sways public opinion to ensure the heroes’ continued welcome.

Captain Kessler shows up, corpses are taken to be burned, he’s upset by the intrusion. He sends men to check on temple (where the necklace is) and heroes go over too but no disruptions reported save at inn. They wonder why Mourn didn’t go after his necklace first, does he “home in on it” or not, if he was after them how does he know where they were … Kessler notes he may have been after the Thunderwater Inn, as it was whilst in his cups there one night he let slip things that lead to his arrest when the innkeeper Brenner reported them.

Everyone goes to bed but a bad gale is blowing. The night is filled with howling winds and driving rain, not as restful as it might have been (-1 to all auto recovery totals, misfortune die on resilience checks resting). Hans is still critically wounded the next morning and Anselm still carries a few wounds (as does Krieger, a night’s rest in absentia applies and he got 1 wound back from some first aid).

(I put the big gale here rather than after 3 days, it just fit with the Storm Card transition and a couple of days for effects to be felt works fine).

In the morning, Guy recounts he had a strange dream. Not sure of significance but after the dream of dead rising and events at Garden, he relates it. He dreamt he was trapped in a well and crying for his mother. Heroes are not sure what to make of that (much jesting of what sorts of dreams Guy has and whether heroes want to hear all of them).

This was vision of Flea's situation in next chapter.

Schulmann also meets them at breakfast and they go to the Town Hall to see about having a reward set for parts of the stone to be brought in ( in effect PC’s roll to convince Captain with two fortune dice for Schulmann’s assistance - I don't have NPC's roll against NPC's ). Captain Kessler, and every Stromdorf authority figure for generations, has heard countless out-of-town well-meaning folk and hucksters with plans to solve the area's weather problem – so he’s a hard sell. He ends up offering what would work out to 50 shillings for the recovery of the rest of the stone (paid in fractions according to size of bits turned in) – any big reward would wait on results. He notes actually solving weather problem might even attract reward from Count von Jungfreud. All conditioned on stones becoming town property (though they can stay where they are in Guy’s room for time being).

Heroes find out the storm last night was very bad, did lots of damage and ruined a granary – speculation and worry are driving up bread prices (Keila Cobblepot’s pies will now be 6 sp not 5 sp).

The heroes then part company with Schulmann as he goes to talk to Hieronymous Kopfchen, a historian, and they resume thinking about Wechsler’s fate.

Given the suspiscion they have for him I was surprised they let him off on his own for that - and if they had gone with him they would have learned some surprising things, but c'est la vie.

Trying to confirm whether Wechsler did “leave town” four marktags (marketdays) earlier after getting cash from Renier Holtz (and having determined he didn’t take ferry) they go out to the East Bridge and talk to farmers in area. That it was day after a marktag helps pin down timing and farmers remark they would remember seeing a lone man on the road (odd occurrence) and no – in days around there a coach, some horsemen, band of flagellants – no lone men. They decide to try the road south from Stromdorf (towards the Blitzfelsen Hills) same way.

Similarly the farms along there report no sole travellers around that time. They get near to Tempest Knap doing this (the hill landmark reputed to be haunted by a necromancer’s ghost) and hear stories from locals of blue spectres dancing around atop it on Sommerzeit 1 – the first of the month.

This combined the Weschler investigation with storm & Tempest Knap which worked fine. Though maps don't show them, obviously there must be farms all around Stromdorf.

Heroes put together this was when weather started going bad and want to know more, are told it was unlike anything remembered recently (usually people just speak of hearing voices). Blue spectres dancing around and then shooting off in all directions.

The heroes decide to investigate the hill. From a distance Hans's magic sight can make out there is some magical power there – though it seems the interwoven strands of elven magic not the collapsed darkness of necromantic energies etc. As they get close to the white marble ruins, Findulas finds the site strangely comforting (and makes good use of bonus dice on Observation, Fear and Education checks that follow).

If it was a bright day seeing magic at a distance would not have worked well (cf magical sight skill text) but it being overcast the "faint glow" was more visible.

As they are exploring they hear moaning in the wind and all are acute enough of hearing to make out it’s words in some archaic elvish which only Findulas manages to understand. An elven spirit is anxiously conveying a large amount of information – cramming it into the heads of those who hear it, though only Findulas has any idea that it’s some sort of ritual to ‘heal wound in world” and that the elf has “implanted it” with some sort of trigger.

I have varied the adventure's ending and purpose of mapstone somewhat to make them blend better with Warhammer canon (destruction of a waystone is not a good thing!) This will become clear as play covers the issues.

They find that someone has, in recent past, dug up the ground in the ruin’s centre – earth piled around it. The hole they left has water (depth uncertain) in it (like any construction site in rain). Hans can tell the magic is mostly here. Findulas gets down to see what is under water (whoever was doing this didn’t take their shovel with them), Hans directing as straw boss and Anselm keeping an eye out for anything coming up on them.

Rather than relying on PC's digging, I decided Schulmann would have when he was poking around.

They figure out that the hole exposed an old stone floor, with a round depression about the size the curvature of their stone fragments suggests the “unfragmented original” would have been. There are small fragments of white marble with exactly the same aura as the stone fragments already recovered. They get out of hole before the rain-softened earth falls in on itself and decide to pile more earth on it – hoping that hinders anyone continuing some mischief here.

They had to make an Athletics check to get the info they wanted poking around in hole before the rain made sides collapse - failure would have caused lots of Fatigue getting out of mud.

Hans gives his theory that though the stone fragments have been dispersed for a long time (Stilchelm’s memorial was centuries old), someone exposed this and did something (magical) to charge the scattered stones. This was the “blue spectres” event start of month and caused the weather to get particularly bad. Maybe they’re still doing it. Maybe they were trying to find stone fragments. Maybe they were trying to screw up weather. Maybe not etc.

I'm very happy that Hans' player is trying to use Education and his bonus on it where magic is involved, spending Fortune etc. on this - I hate adventures where the background etc. never comes out for PC's and Players.

The heroes return to town, arriving in evening. At inn Schulmann tells them of Professor Kopfchen’s theories about barbarian elf settlements in ancient days, and the Tooth of Verena that in pre-imperial times stood where Temple of Sigmar now stands (probably, Lector Gottschaulk would not let the Professor excavate under the temple).

The heroes fill Schulmann in on their findings at Tempest Knap (hoping to surprise him into revealing whether he already knew about shenanigans there – Hans very suspicious of the wizard, this is a good strategy if it were so, and gets a bonus fortune die) . However he betrays no signs of guilt only a mix of excitement and ego as he says this fits with the Professor’s statements, if the fragments are from some elven artefact that once was at Tempest Knap – yet another confirmation he’s on right trail ( I am a genius! All shall recognize the Great Schulmann! )

Tales of the “visions” from Tooth of Verena cause Hans to mention that Guy seems to be having such visions now (sleeping in room with 2 fragments currently).

Findulas tries his ( unskilled but Better Lucky than Good) Folklore to see if he has any tales from growing up in Athel Loren about elven stones like this. His low grade success means he of course recalls that elven magics are often bound into stones such as menhirs which become super-durable (the border of Athel Loren is marked by a series of these) and the elven colonists from Ulthuan, in ancient times, put similar menhirs to mark places of magical power. Elves respect and honour such places, guard them from desecration etc. However he doesn’t recall anything about weather and stones like this etc.

I noted that for an Athel Loren elf just as Folklore has a Reikland application and speciality, it would have an Athel Loren one etc.

The heroes then go to see if Father Grabbe is awake and he is – also very grateful to them. He gives them each a fingernail paring relic (homemade card provided with effect written out) . Talking with him they find out (a) on the first of the month he saw blue lightning hitting Stilchelm’s memorial [a few days before he was surprised by that woman’s corpse]; (b) he knows the general details of what happened vis a vis Mourn but didn’t know who gave Madriga the necklace or that it came from Mourn’s house (somehow his current hosts didn’t relay that information).

Father Grabbe is apoplectic when he is told Adler did this (as heroes do tell him, mostly Anselm). “That incompetent, gah gah, words fail – I was wondering how the Garden was subverted, how could dead rise in it, even a necromancer shouldn’t have defeated its wards – but that man took an artefact from the necromancer’s lair and it was buried on a suicide’s neck – of course the wards were weakened! The sheer irresponsibility!!!!”

Father Grabbe can’t bear to continue to be in Adler’s mansion (town hall) and casts about for alternative, asking heroes if they will take a message to Marcel Gerber asking if he can be moved to Herr Gerber’s home to complete recovery. PC’s agree to do this.

Grabbe did say that the sort of evil thing this necklace is (smacks of evil southern magic) lightning would destroy. Well lightning is not in short supply just now - attach it to a lightning rod and “Franz’s your uncle”.

The formal adventure skips over what happens if Grabbe learns how his cemetery was violated. The above reaction was pretty obvious to me and essentially moves Grabbe into Marcel Gerber's politcal faction and gives Gerber some explosive stuff to use!

Heroes go to Marcel Gerber’s and relay Grabbe’s request to Thomas Gerber (who they have met before). He calls for his father, “Father, you’re never going to guess…” Anselm explains the reason Father Grabbe wants to leave Adler’s home and Marcel Gerber positively beams – not since arriving in town have they seen as happy a man as Marcel Gerber hearing that Father Grabbe holds Adler responsible for the dead rising in the Garden of Morr. He calls for some tannery workers and they set off to get Father Grabbe as he asked. (Hans rebukes Anselm for getting too involved, Father Grabbe would have shared his views anyway, but Anselm protests he is just being honest).

During their visit Hans did talk to Thomas a bit and found out the scene earlier at Thunderwater was Thomas “renegotiating marriage contract with Hannah” (heroes correctly surmise “damaged goods” theory). Hans’ opinion of the Gerbers sinks further and he wonders aloud if maybe Wechsler crossed them.

[comment is also made that this town is like a soap opera – I respond, “and next adventure is the Edge of Night”]

Heroes then go to the Temple of Sigmar. Along way they confirm that at first of month, blue lightning struck the temple (there’s a pattern here!). To them that suggests a stone fragment is indeed in/under it.

Lector Gottschaulk recounts his vision he had last night - a green fiend, with a throne and crown of stone, both glowing with an eerie blue light; a voracious, fanged maw devouring livestock and people, a chattering horde of creatures shrouded by night.

The heroes tell him about theories regarding fragments of magical elven stones and the visions-inspiring Tooth of Verena that legend says was once where his temple is and Professor Kopfchen’s theories as Schulmann related them etc. They try to convince him to let them dig under crypt – a tall order as like Kessler he has heard every hair-brained theory about region’s weather imaginable and this all sounds like just another one (he's tough customer for Charm between his Willpower and innate 2 black dice resistance to having his crypt dug up, good roleplaying/logical theory adds some dice but roll fails, though no banes/chaos stars). He remains friendly to the heroes but refuses them permission to dig.

If they had rolled well I would have had him okay it - I'm not one to prevent players shaping direction of things, and it doesn't really change adventure.

However he’s happy to put Father Grabbe’s advice about Mourn’s amulet and lightning into practice, calling for the initiate, “ Chedwig, be a good lad, pop up on the roof and tie this off to the lightning rod will you.

Yes in the driving wind and rain, with lightning striking from time to time – an initiate’s life is no bed or roses – some table talk about if he slips and falls, Mourn has a ready-made fresh corpse to hand, should we go and help him, well no we’re talking with Gottshaulk etc. – well that’s too good to pass up, Player has to roll a misfortune die and on a bane [skull- how appropriate] exactly that happens –only a 1 in 6 chance – and bane comes up so that’s exactly what happens, off stage of course, will come on stage when time is right – a point into party fortune, when table talk comes up with such great twists it’s worth rewarding.

Meanwhile PC’s were talking with the Lector more. Findulas asks about examining the crypt at least and the Lector has no problem with that, just no picks and shovels etc., we (he’s not letting them loose alone down there) can go down now (it is getting on in the evening by this time….)

We break …
__________________________
Ironic, on first trip into crypt just after Garden, Players were briefly apprehensive about another undead feast awaiting them in the crypt, now on 2nd trip to the crypt when all seems well ...

This will be Mourn's freshest body yet, will give him +1 AG and 1 on defense instead of (0), he'll pause to kill some folks (it's evening, rain covers his actions) and raise them as zombies just as in the Ill Wind scenario. The fight will have a different dynamic then the last one as it will be zombies coming into crypt which is close quarters and party may well be surprised - though I will give the crypt the "dilapidated shrine" positive effects.

After running the Garden of Morr part, a warning if your group has trouble with a Wargor (because it hits hard and soaks a lot) : Olaus Stichelm is tougher than a Wargor, with a Necromancer covered behind him as support fire, that can go bad very quick. He hits as hard (base 12) and Soaks as well (base 9), but has Parry + Block Active defenses, WS trained with a Superior Weapon (yellow + white dice) basic, with a nasty basic attack that can hit up to Close Range (which covers the room in front or behind).

I didn't see Stilchelm is as tough as Izka in theory or practice and play in this thread did not find it so either (wondering a little where the comment comes from in terms of this thread's summary and issues it raises for any discussion).

Comparing them:

Stilchelm is St 5(7) with fortune for sword; Iska is 6(7) with stat fortune (base damage 12 vs 13 with Izka having 1 more St dice to roll on attack); Total Soak is same [4(5) vs (6)(3)] however Stilchelm having more from armour he is more vulnerable to the subset of armour ignoring attacks; Stilchelm is easier to hit and goes down faster (Def 1 and 15 wounds vs Def 2 and 18 wounds). Stilchelm has a weaker dice budget to help him (5/0/2 as opposed to 6/2/2), and his C2 stance is less likely to yield the "big line results" than Izka's R2.

Combined with fact Stilchelm is scripted to stand in doorway and so while only a limited # of foes can engage him directly, missile fire easier to keep up him than against Izka who comes to you - though Stilhelm does have his ranged attack with sword energy to keep from being sitting duck in doorway.

If Stilchelm has the spellcaster behind him, Izka has a load of buddies to help swarm foes, give aid dice etc.

Rob

your numbers are right (just missing an expertise dice on attacks with WS trained)

I was refering the the ability the GM has to stage the fight so the group is not straight up overwhelmed (as i did for the herdstone encounter by spreading them around and delaying Iska involvement)

In the crypt, you can't split/stage those 2

and also i'm sorry for the miss-thread post, it was meant to go the the other one discussing TGS Beastmen encounter. Feel free to moderate and move those 3 posts there gran_risa.gif

Thanks for explanation, all water under bridge (alot of that in this setting). gui%C3%B1o.gif

11th Advance taken

Findulas the Wood Elf Hunter, Hans the Acolyte Of Light, Krieger the Scout (Anselm off catching rats for the locals, player absent)

The crypt below Temple of Sigmar offers no immediate insights. Hans’ magical sight fails to detect any traces of Azyr from under the floor but the heroes are convinced something is down there. As they examine the crypt, Chedwig returns, with a few townsfolk he met after his fatal fall from the roof. The PC’s were not expecting this and there was no rotting waff of zombie air first (they’re all fresh) so a challenge die added to Player initiative rolls

- Lazaraus Mourn in a better body (can dodge now, with leather jerkin giving Def1) plus 4 regular zombies.

Fear check is made and some stress suffered, Findulas gains Frightened condition (with nowhere to run to stop taking stress from facing source of fear). Mourn seems to have a particular enmity for the elf whose arrow ended his last embodiment.

- Lector Gottshaulk is a “card” with some prayers of Sigmar that can be called on as players need them, he is used to help reduce Findulas' stress
- Crypt has special effect to aid heros on comets (same as "dilapidated shrine")

The zombies surge forward and try to drag down Findulas while eying Krieger’s brains. Findulas is grappled and suffers significantly more fatigue and stress as zombies paw at him (he is now stressed and at To in Fatigue). A short fight rages (2 rounds) in which heroes focus much of their attack on Chedwig’s body.

Krieger suffers a few wounds and Findulas becomes strained (To and WP exceeded by fatigue and stress) and gains a potentially permanent mental tick (Uncertainty), gains a critical wound and is at his wound total (1 more meaning falling and a 2nd critical). when the villain falls and all the zombies then drop. Findulas manages to shake of his mental tick.

Gottshaulk is angry at intrusion, sad for Chedwig (good lad) and grateful for heroes’ help. Krieger decides to complete Chedwig’s mission, with Findulas’ aid. He makes a Hard Coordination check to get across the roof and tie off the necklace to lightning rod and within half and hour lightning blasts it and purple vapours disperse on the wind with a faint cry of “curses” being heard.

The heroes return to Lector and ask if they can at least open up the (empty) grave niches under the floor slabs to see if there is any sign of the item they seek. Gottshaulk agrees to this much and Hans magical sight (daunting check) now spots emanations from a grave-floor near where the lightning rod disappears into floor. Gottshaulk is sceptical of mage sight (sure you’re not making yourself see what you want lad?) but Hans manages (despite a low acolyte Fellowship) to convince Gottshaulk of his sincerity/reliability.

The Lector agrees to allow the heroes dig up and remove the item, so they do find the “tooth of Verena” of legend. He is sad when he learns this may reduce tendency of lightning to hit the temple (it adds drama to my sermons!) and Hans keeps quiet about his suspicion that it will cut down on the number of “visions” the priest gets too. The heroes ponder their pieces (still short a fill circle) but think they are now seeing enough to start correlating it to map of region (Findulas mostly does this) and are convinced there’s an elven ruin or something south of Tempest Knap.

The stone is returned to the Thunderwater Inn, becoming the 3rd stone in Guy’s room. Schulmann is very happy and wants to set about adding this into his calculations etc. right away. The heroes have a later dinner, seeing Serjeant Balthus flirting with some girls (he waves cheerily to them) and Franz Bieber in his accustomed chair by fire. They do (not Findulas) ask Bieber about any other features in area like Tempest Knap (magic/peculiar etc.). He recounts Frothing Ford where Stilchelm fought the undead, the Obesclecht with its elven and dwarven ghosts, and the stormwater stretch of river as notable landmarks but nothing where they are looking.

Hans makes an Education check to see if one of the azyr-stones underwater would produce turbulence like Bieber describes the river being constantly afflicted by in the stormwater stretch. It doesn’t seem to fit, it would attract lightning (which would be hazardous in a river) but turbulence.. no, doesn’t seem to fit for a shard of the stone (for sake of ease, Schulmann has taken to calling it “the mapstone” for the map on it).

I decided even in normal times the water there would be "choppy" due to nexus.

Night passes with a better rest than previously (Findulas recovers from his critical wound, Hans does not recover from his).

The next morning, Sommerzeit 17 (a Konigstag) Hans tries to use First Aid on himself to suppress his critical wound for day but fails.

Hans and Krieger go to the town hall. They report on finding another piece of stone and ask that reward go to the temple of Sigmar (something they promised the Lector). Captain Kessler is the one they see, he is approving of the money going to temple (town insitutions need to fund assistance and rebuilding). He hopes this was the last of Mourn.

Kessler remarks Father Grabbe is no longer a guest having moved to Herr Gerber’s – he’s not happy about that, no good will come of it. He shows no sign of knowing anything about any PC role in this development. The heroes confirm their facts about Wechsler and that his client list for “expensive knick knacks, bits of nice cloth, jewellery for your lady” sideline to coal would have been those with silver to spend in town, folks such as Gerbers, Flugels and Brenners (town council), Adler of course, Dr. Schneider and Professor Kopfchen (though Kessler can’t imagine what he would buy).

Kessler also remarks he plans to survey granary damage, it worries him.

Findulas accompanied Schulmann to see Kopfchen again, to try to decipher more of the markings on the stones they had found. There are sigils and a structure the heroes think looks like a “gate” and a large sigil that the heroes think is Tempest Knap (meaning the “gate” or structure of some sort lies south of it). Schulmann discourages Findulas from coming along, not sure of reception an elf would receive, but Findulas is undeterred. As it turns out, upon meeting the Professor he is very pleased to meet the wood elf, happy to chat, puts on some tea (tisane really, all the way from Marienberg – likely a reference to high elven trade enclave) – he seems a bit of an elf-o-phile in fact. Schulmann is sulky.

Schulmann was trying to avoid hero talking to Kopfchen for fear of what does happen - revelation of content of past dealings.

They chat away and Kopfchen says the large sigil is a sign for Azyr energies, some of the smaller ones are essentially map-guides relating to features in the Aethyr (though Aethyr likely changed by now). Land may have changed too, there were earthquakes in much of Old World between time the barbarian elf settlements fell and the rise of human civilization. From the fragments they have (of which they have rubbings and sketches to show Professor), he thinks rivers have changed and heroes have misidentified map’s features.

The “gate structure” is the ruin on Tempest Knap in his opinion and the big sigil (Azyr sign) is now where a river has moved its course to flow – the stretch of river identified to heroes by Bieber as known for constant turbulence – being called the ‘storm water’.

Kopfchen is happy to hear verification of findings regarding elf ruins and more about the "mapstone", " Hah, I knew it. Elder elf ruins here. That fool Thurman! We will see who should have been granted tenure. "

One other event transpires before tea with Kopfchen ends. He asks Schulmann about some ritual he gave him (something for finding scattered manuscript pages) and if he tried it. Schulmann awkwardly says no, wouldn’t really have worked for what he needed but Findulas' intuition tells him Schulmann is being misleading when he says “ no ”, though not when he later says, “ and trying to adapt it is really beyond me.

Session breaks.

In this version, instead of Schulmann getting that ritual from "his master" it was helpfully provided by the local historian (who has his own agenda....)

This is the clue that it was Schulmann who performed ritual at Tempest Knap on first of month.

There was lots of off-colour joking about just how interested Kopfchen was in Findulas and what might be in the tea (he's looking to complete his collection of elves etc.). Little do they suspect...

Two things I forgot to mention:

- When Players arrived I was wearing my black "I'm not dead yet" t-shirt (Monty Python Spamalot merchanise), which I also wore last time, it was recognized as "the dead guy's coming back" flag.

http://www.playbillstore.com/spbrmuimnotd3.html

- In the joking about Kopfchen, his tea and elves, Findulas player was saying things like, " Why can't I feel my legs anymore " etc. (most of the rest not suitable for work reading really) and then (thinking of how the table chatter around Chedwig's roof task lead me to call for a roll), he says - now you can't make me roll a misfortune die to see if that really happens!

Rob

12 Experience Point taken (all present)

Hans approached Schulmann about the ritual for collecting lost pages of a book - Hindemith’s Ritual of Reassembly. Schulmann told him it was no good for this purpose but when he insisted gave him the text to get rid of him (and a promise to return it when done). He went shopping for a shield (willing to live with a misfortune die on spellcasting and channelling) and then went to the Stewpot for some pie and to study the ritual while relaxing (coming to conclusion that with modifications it should work on stones if used at a place where they “belong”).

While split up invitations were received to have dinner with Mercel Gerber and his fellow town councillor Flugel (at the Stewpot) and with Herr Adler at the town hall/mansion. Anselm and Findulas went to dine with Gerber & Flugel; Hans and Krieger when to mansion.

At dinner with Gerber and Flugel, those heroes were thanked for their efforts on behalf of town. Adler’s incompetence was remarked on, his culpability in the Garden of Morr fiasco. The heroes’ discretion in not mentioning his lover’s name publicly is appreciated, Sebastien and Klaus have suffered enough. When the weather lets up, the town council will send a formal complaint to Graf Jungfreud laying out Adler’s misdeeds and demanding his removal. Findulas manages to avoid mentioning where the other two heroes are dining.

At dinner with Adler for the other two heroes, Captain Kessler is there as is a guest, the country gentleman Herr Gubo Ackerland.

Adler thanks heroes again, admits he’s not been at his best and plans to send letter to Graf offering resignation when weather improves, in meantime will do his best as the town needs efficient administration now with all these troubles. "Last thing we need is the leading families profiteering just now, as they did under their pet burgomeister Galen Peshke."

Captain Kessler explains, "before the graf tossed out their pet burgomeister and appointed Herr Adler, the town council ran the place as their private concern and sheered the locals like sheep – of course the locals like sheep didn’t know enough to object and now they bleat about the burgomeister’s efforts to improve their lot."

Kessler remarks he is still not entirely satisfied the damage to granary was the storm’s doing – it was the town granary so severely damaged (grain there all on consignment from farmers), the one owned by Herr Flugel (grain there owned by the three leading families in partnership), that is right beside it, escaped with little damage.

Herr Ackerland nods heartily and fears what will happen to prices for farmers if Flugel regains control of the market, though this is not his reason for being here. Herr Ackerland came to town to sell some sheep and to get help dealing with rustlers. When he heard of reward for strange stones that get struck by lightning, he immediately thought of Herr Baumer’s farmstead further south (in the Blitzfelsen Hills) and the field-marker stone he has. He’s sure Herr Baumer would part with it for reward.

Adler, assuming heroes are going to go look at it, offers them a gold crown if they also take care of the rustler problem (reward assumes its human bandits or similar, if it was something more dangerous reward would be adjusted).

The heroes rest, remaining normal wounds healing though Hans again fails to recover from his critical.

Before leaving town, Hans went to see Captain Kessler and told him that if they recover the final part of stone they have ritual to work at Tempest Knap. Hans is concerned Schulmann will stand in the way/object or outright refuse to permit this (others are sceptical, how much can he object, he’s only one man, of course they don’t know what a powerful wizard can do [or what his ego is like] the way Hans “I won’t need defensive spells when I’m 3rd rank, I will just incinerate my enemies before they can attack me” does).

Kessler does not give everything Hans is saying full credit but says he will have a wagon and couple of oxen laid on if needed to transport the stones to Tempest Knap.

On 17th, heroes spend most of day in Ackerland’s wagon riding to his farmstead. They talk to him about the rustling and get details. On trip only Findulas suffers under the weather effect (elves are smarter than to stay out in the rain this long as a rule!).

They arrive at the Ackerland farmstead, a proper “mini-settlement” of 33 souls with wall, look-out tower, outbuildings, smithy, fortified farm house etc. (Ponderosa, complete with buxom blonde 16 year old daughter, Ackerland’s matronly wife, granny, and tall burly son Kleb, as well as 9 other Ackerlands and then the hired hands etc) and meet the Ackerlands, enjoying a warm meal and change of clothes from them (Findulas recovers from being under the weather , others would recover some stress/fatigue but didn’t have any).

They look around the area a bit and note husks identified as a type of fungus night goblins use, Krieger inhales too deeply from a husk and starts feeling sluggish. Anselm and Findulas use Folklore to recall what they know of night goblins and also recall tales of their bizarre but deadly “squig” attack animals.

I'm using earlier edition style (and often text) for monster lores from folklore and education.

As night falls, Ackerlands patrol as usual. Findulas hides in copse of trees and others patrol field. Meaning only Findulas might not be seen by half-dozen night goblins (they fail spot) but they also avoid being seen (rain and dark) as they creep up and launch a “slackfungus” bomb at Anselm (who faces the 4d resilience check), with Krieger and Hans being close by (2d resilience check). The humans are now all sluggish (with added misfortune die for those who were hit by the “fresh” dose). Senor Bitey does not like this smell, he loses 4 obedience (doesn’t run off yet, he’s a made of sterner stuff than the farm dogs).

Bad weather and darkness penalties combined make medium+ range fire pretty pointless.

Findulas shoots from cover (with surprise advantage of goblin not knowing to dodge, having a fortune die) and despite weather feathers and kills a goblin with an impressive shot. The humans try to cast spells and fire on the goblins but the rain, darkness and fungus effects make their attacks fail. The goblins, however, react badly when one of their number is shot by unseen archer and they flee away south (into the hills) without making any attacks and leaving their dead comrade behind. Findulas takes one last “extreme range” shot with his longbow but misses. The heroes, three feeling sluggish, are disinclined to try to follow the goblins in the dark (though realize that the rain will wash away tracks by morning).

- we break -

Ooops missed that after their two dinners the heroes reconvened for late night talk in a "snug" in the Thunderwater.

Comparing notes when then meet again, the heroes are curious about who Madriga, the dead woman whose name they've not put about town, was.

I used dinner with Gerber/Flugel to push this at them, building on Serjeant Balthus' request for them to not mention her name - so finally they started figuring out who she was.

Hans manages to obliquely ask about recent losses in the Thunderwater (both a good and bad place to ask as it turns out, dice in pool reflecting this) and finds out that Madriga was the wife of Klaus Brenner (the jocular brewmaster) and she died in town well (suspected suicide but not publicly declared such, buried properly in Garden of Morr). Hans does not arouse suspicion of the serving maid he questions to learn about this "small tragedy".

I made her Klaus' wife to make him the angry husband and part of Wechsler mystery.

Also - above where Hans "figured out" the ritual. He rolled success + Chaos Star, so he figured it out but just doesn't know it's blooody hard to pull off the modified version (and once you start you can't stop trying, 4 challenge dice, 4 misfortune dice) - he's annoyed Schulmann enough Schulmann would let him "get burned" trying it.

One last addition, in potraying the "repentant but going ahead for now" Adler I channeled real world politician Larry O'Brien, mayor of Ottawa.

For non-Canadians/folks who don't know of him, earlier this month with election approaching he gave this statement to newspaper editorial board:

People believe and recognize that the first two years of my mayoralty were a complete — and quite frankly, self-diagnosed as a complete — disaster. I probably made every single major political mistake that was possible. … I think I even made quite a few mistakes that, quite frankly, were impossible to replicate. I just want to tell the citizens of Ottawa that I am sincerely sorry for the first two years. I completely regret some of my decisions and some of my actions. I am going to be asking them on a very personal level to give me a chance, to believe in me again. I am a changed man. The old Larry is gone, probably never to come back again — and probably a good thing,

From Ottawa Post website.

Google "the old Larry is gone" and you'll find it easily. So here it became, "the old Adler is gone, probably never to come back again..."

13th Experience Point Taken (Krieger the Scout former Soldier, Anselm the former Rat Catcher now Messenger, Findulas the former Hunter now Waywatcher - Hans' player absent)

Heroes returned to farmhouse to regroup and show the dead night goblin’s corpse to the Ackerlands. They were surprised and worried, hadn’t been goblins in these parts for generation or more.

Recovered from the slackfungus, they went out into the darkness and rain 20-30 minutes after goblins had fled and looked around (though Hans apparently took an extra-hard dose of dozey dust and is not able to go out with them).

Findulas managed to find sign of goblin retreat south, they were following a pre-existing small path into hills. The heroes followed, not intending to confront goblins but wanting to verify path they took. About an hour into their pursuit (well into the night, Anselm now Under the Weather after resilience check) they were ambushed by another group of six night goblins with a squig. The heroes disposed of their attackers with minor wounds, preventing any from escaping.

Having had to run down some fleeing goblins fatigued two of the heroes until they [ "end of Act" ] caught breath. They then discovered that over the rise of a hill lay a small fortified farmstead with no lights and small figures moving in darkness around it (Findulas’ vision making this out in the dark, with clouds obstructing the light of what would otherwise have been a just-past-full Mannslieb).

The players when asked how far they were following goblins said about a mile, well on the map that's about the distance to Baumer farm so I had the fight take place one hill short of it (hill obscures light and storm means sound of a fight doesn't carry).

Assuming the small figures were night goblins, and seeing more than they wished to confront in open fight, the heroes withdrew and returned to the Ackerlands. There they learned this was the Baumer farmstead, perhaps half the manpower of the Ackerlands. The Ackerlands were saddened to hear their neighbours were apparently no more.

Sleeping in till noon on Sommerzeit 19 (Festag, three days before next Marktag or 'marketday'). The heroes decided to marshal aid to deal with the goblins and convinced Herr Ackerland to send messengers to nearby farms to gather able bodied men. He believes about 30 can be gathered by next day. The heroes are making plans to assault the goblins with the aid of the armed farmers, perhaps using a wagon loaded with hay and soaked with lamp oil to set afire buildings.

Anselm and Findulas (the more stealthy heroes) then returned to scout out the farmstead during daylight (when the tables turn observation wise between them and night goblins). Findulas spotted a small figure emerging from the well and rooting about in vegetable garden (a place goblins evidently avoid) then darting back. Recalling Guy’s dream they surmise this may be a Baumer child who has survived in hiding.

While his comrades were away, Krieger apparently "took full advantage" of the growing approval and interest Marien (Herr Ackerland's buxom blonde 16 year old daughter) is showing in him.

[Player is to describe just what does that mean, in PG/fade to black over specifics but not leave much doubt terms - what sort of situation has he gotten himself into...]

The heroes return to Ackerlands and learn the child is probably Gildetta or “Flea”, the youngest daughter of Herr Baumer, Ackerlands are happy to hear she lives. They return to extract Flea before any such assault and Findulas creeps in past guards. While he is in the cabbage, there is a great commotion.

[i used the map card with goblin markings, players enjoyed seeing goblin view of world, I used the sick-face over garden to explain goblins don't like vegetables and that was least-interfered with part of place]

A goblin sorcerer or shaman who is carried about on a stone slab / palandquin (another piece of the map stone!) and wears a shard of stone on his head (yet another one!) and summons all the goblins to hear a rant, zapping one who didn't assume head down/bum up fawning stance fast enough. Findulas passes an Easy (1 Challenge D) Intelligence check to make some sense of his goblin-talk…...

"Sikboyz - listen upz. Umanz and won elfses, by te power of da glowy stone [smacks head-piece], Mighty Gobsmite az seen it. Theyz comin soons soo on yurz best looksouses fer intrudaz! All patrolz, no stopsses, no pickses nozes - oh, skay, pickses nozes a bitz, but on bestez looksouses! Livzes or deadses theyz for Bulge" After a bit of confusion (are they to continue cowering or get out), the goblins all cackle and jeer at the fate of the intrudaz and most of them leave to patrol around the area. Gobspite and his bearers and a few others remain (apparently in the farmhouse).

Finulas creeps over to the well and eventually convinces Flea it is safe to come with him (she’s only seen elfs in picture books). The heroes evade patrols and get back to the Ackerlands.

The heroes now are thinking they should send to Stromdorf (a day or so away) for the militia. It is sunset on the 19th, the next day is when able-bodied men from local farms are to arrive.

- We break -

GM Comments

- Ackerland is seen as sort of a "ponderosa" rancher and I went with that, and the idea he would be able to muster other locals. It was clear these are not armoured men, only a couple of shortbows, staves and axes as weapons. (they would likely panic and get slaughtered in a fight but the PC's might provide enough backbone, again in a "Sharp's men" type story).

- Anselm's Player was advocating "this is not the real world, this is a story we're telling" and for immediate heroic PC action, but the other players (including a former naval reservist) were all about not taking on long odds and were big on proper military strategy. When they saw "Flea" they decided they would have to extract her but otherwise they did not want to tangle with a whole mob of goblins. I can't really blame them for that approach, yes the book expects "heroes to try to sneak in" and I showed them the stone(s) as bait, and they realize Gobspite is getting visions, but they're not into running that risk. I don't know if other groups will see the same reaction by Players to "want to risk a fight with a horde of goblins?"

- If they send to Stromdorf it's (a) convince them to send the militia [which numbers 30], (b) have militia muster and come, which takes 1 day and 1 day - so it's day to get there, militia muster, day back - 3 days before they arrive ... so it will be plenty of time for Gobspite to get up to something or for that matter the Schulmann plot to move, or Foaldeath perhaps....

I'm pondering Gobspite's actions, others' thoughts welcome.

So far sketching outline:

- goblin patrols find the dead patrol (PC's did hide bodies), which are fed to Bulge to keep him placated.

- they find some trace of PC's but can't catch them, so between all this he knows umans and the un elf haz been eer.

- Gobspite becomes aggressive when cornered (he's a always raise stakes type) - attack the next humie farm (Ackerland's), with Bulge as shock troops (attack before Bulge gets hungry and starts eating live goblins, get more glory as great warleader to attract more goblins to his following), he does that at night of course, with volleys of slackfungus starting the assault and Bulge smashing through wall.

We get a fight at the Ackerlands to hold out until the militia can arrive - again a call back to westerns and Fort Apache etc.

Not sure how to blend Schulmann etc. in so far.

I've been really enjoying following your write-ups. I can't wait to see what happens next.

Just one thing I noticed: Flea has only seen elves in picture books? Surely it's normal for peasants to have books at all, even they don't have any writing? Of course, perhaps this means that this family were not 'normal' and one or more of them are / were a cut above the average (I haven't ready my copy of 'A Gathering Storm' yet). I don't know what is supposed to (or what will in your game) happen to Flea, but there's potential for her to be an interesting recurring NPC if she's been born a peasant but raised with an interest in books.

Thanks for comments.

I admit I came up with that because at first Findulas tried to lure Flea up whispering down well to her (failed the check though, after all, maybe it's a monster doing it), I use "let it ride" principle of you can't retry checks without changing circumstances, so he climbed into well (realizing failure now means maybe she screams or stabs at him with a knife or something) and retries and succeeds and I have her say, "what are you?" and he explains he's an elf and she responds with the line about only seeing them in picture book as a way of emphasizing the "most people don't see elves" attitude where a little girl puts them up there with the tooth fairy etc.

You're right, in Warhammer literacy is rare among peasants (it actually bugged me that the Engle farm had a sign with their name on it for example). If pressed by players I would make sure it was a "picture only" item and for peasants the book was actually a set of linked wood-carving/burnings. Elfs being very impressionistic in them. The Ackerlands I've made "country gentry" sort, Herr Ackerland salt of the empire, his farmpost using print out from earlier edition example of the "extended fortified homestead", there might be one Ackerland with enough letters to keep tally of sheep and accounts etc.

Rob