The continuing adventures of Anselm the Mystic once Ratcatcher, Findulas the Waywatcher (once Hunter), Hans the Wizard Acolyte sometime Apothicary and Krieger the Scout sometime Soldier.
17 advances earned to date. This bit was played after the interlude and some social encounters in Ubersreik (about half the fortune points players had for session were gone by time of fight, spent shopping etc.)
This is Eye for an Eye slightly revised. A little beefing up of foes given PC's well along, using the Nemesis Group card for "Lurking Threat" for the cult's activities (adjusting the tracks to match adventure's), and changing daemon at end to be a daemonically twisted Andreas coming back after a year and a day.
The adventure title changed for my players since Eye for an Eye gives things away a bit.
On the 4th of Vorgeheim, the heroes were invited to meet a manservant of Lord Aschaffenberg's, Vern Hendrik.
They accept the task of passing among the staff of his Lord's new hunting lodge/manor in guise of new guards/porters to determine who is reliable, what vices or other mischief is going on, just how far their insubordination extends and report to Lord Aschaffenberg – in particular any evidence warranting the severing of their service. It was explained that the retainers were all Bruner retainers transferred with manor and Lord Aschaffenberg didn't want to dismiss them without some cause to show his inlaws.
The heroes will each be paid a gold crown if the manor can be given a clean bill of the health in Lord Rickard’s eyes within the next week (10 days) – before his wife the Lady Ludmilla arrives.They are paid 16 shillings each in advance. There is a 4 shilling each bonus for every day faster than eight that they can conclude matters (e.g., get it done in one day, then 28 shillings extra each).
[i put the "clock" on it to encourage them not to take their time and get on the investigation promptly]
The Grunewald Lodge lies in the Reikwald Forest, near the village of Geissbach. It is a little over a day’s travel from Ubersreik.
The heroes meet Vern the next day at the Aschaffenberg mansion, where he is with the drover and wagon loaded with oilskin wrapped items.
They travel a day to Geissbach and stay overnight in the village (rather than going through forest at night). The day is spent mostly hearing Herr Hendrik complain about the remoteness of Grunewald Lodge, the deficiencies of rural folk (slow witted, impossibly thick backwater accents, seem to think they have all day to do anything, full of superstitions), and the pain of his injury (his bandaged right hand, wounded in beastman attack a week back).
[his criticisms of course partly describe the effects of schlaff on people, the thick accents are like yorkshire ones]
- the heroes muse quietly to selves perhaps they have already found reason the servants are unccoperative...
- Hendrik muses to self, 'well at least they didn't bother me with lots of awkward questions about manor, area, its history etc. etc'
[Players asked no questions about history, why the manor had been masterless 10 years etc.]
On Vorgeheim 6 they leave the village and quickly enter the forest.
- villagers musing, 'hmmm, new lot going to the manor, guess they didn't know some of us have relatives who work there and might have told them a couple of things if they asked' [i had some rumours for them if they asked around]
After almost an hour they almost reach the hunting lodge/manor - they are in sight of it - when they are attacked by beastmen.
A fierce melee breaks out in which Anselm and Findulas are both wounded, Anselm spitting teeth and Findulas suffering a sickening blow. The beastmen are all slain, the last of them dying as the heroes withdraw from engagement and a volley of crossbow bolts is fired from the manor gatehouse.
The gates open and the wagon and heroes can enter (Hendrik and drover emerging from underneath it).
[Anselm in particular took quite a few wounds, he got some first aid but still has half a dozen including the critical, Beastman are nasty for dishing out criticals with 2 successes on their standard attack - the gor + 3 ungor henchmen close and similar long did better than I thought they would, players were rolling badly in their first round of attacks]