The continuing adventures of Anselm the Mystic (Ratcatcher), Findulas the Waywatcher (Hunter), Hans the Acoltye (Apprentice/Apothecary) and Krieger the Initiate of Sigmar (Soldier), following on from the events of Mind Your Manor
http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=165&efcid=3&efidt=411221
Renamed “The Young and the Restless” from "Edge of Night" because it’s more about rich and ambitious people jockeying about than about murder mysteries (the old Edge of Night soap). I’m also channelling Victor Newman for Graf von Jungfreud (no body beats me, “you got that”, make it happen I don’t care how).
The heroes have met Lord Rickard von Aschaffenberg and Graf Siegried von Saponatheim already (as described in Mind Your Manor). From these dealings their favour with Aschaffenberg is 3 and with Saponatheim 0 (-1 really, so a coach for my mother is like unto a cart for dead rats is it?).
22nd Advance is earned.
Some character-driven free form activities take place in Ubersreik before the events leading up to the Masquerade Ball really begin.
In addition to the map, I set up Ubersriek on the table as a series of location cards - dwarven bridge in middle, on one side wharf, rowdy tavern, magnus tower, on other marketstrasse, noble mansion(s), 3 temples (Verena is essentially Scribe Shop), inn (home base), some homemade ones for dwarven quarter and guild houses, then "generic" ones for alleys, broad streets, sewer entrances. This worked fairly well tracking movement around town and giving effects at various locations.
Findulas tries to see Lorin Silverleaf to ask if there is news of interest to his kindred but she is busy (giving a social poetry reading or something). Findulas purchases some herbs in market but antagonizes the herbalist who tells him as an elf he should be off in the woods finding them.
Anselm tries to find an excellent pie shoppe He's looking for one with the sort of mechanical benefits I gave Keila Cobblepot's pies - locating a benefit like this is going to be a 3D check . Anselm quickly recalls (as a native of Ubersreik) that one of the problems finding the best pies is that every pie shop in town has the same name “the Stoutheart Pie Shoppe”, as they are all operated by the Stoutheart Clan of Halflings – you can’t go 6 blocks without seeing two of them. He doesn't find anything (no success/boons) but does find out that Knox Stoutheart, Grand Piemeister of the Clan, is very superstitious and a mystic could get along very well with him (up to player to leverage that). there was a comet on the side
Anselm also locates a noble who might teach him how to shorten up his vowels and a few other things, but does not immediately gain his cooperation. Anselm needs to undertake some task to win Konrad von Mahler’s help. Konrad impoverished and bankrupted himself with a combination of an expensive wife and an expensive hobby (experimenting with blackpowder weapons). The task: Konrad wishes to recover two model bombs he was working on that are in the basement of his former mansion (when he was dispossessed it was mansion and contents seized, he’s pretty sure the models are still in the basement, each is the size of a whiskey jug, this is all part of this work on better muskets etc. by studying explosions and blackpowder properties). The dwarven money lender, Arik Ironhaft, is renting the manor to Baron Manfred von Holzenauer – one of the nobles jockeying for position in town. Yes, it's the manor for the ball that has homemade bombs in cellar.
Krieger goes to the temple of Sigmar, meets the high priest Gunthar Emming and prays. He does not distinguish himself well enough ( failed Piety check ) to impress anyone (Lord and Lady Aschaffenberg happened to be passing).
Hans pursues his personal story, his missing mother Ishild (longish bit of backstory player created that is fun) and the "down on his luck" noble she ran off with having possibly been in town. Asking around, and eventually enlisting his friends to help visit "a rowdy tavern" he learns Ishild and Ralf von Anwulf were working in the Gibbet, a rough tavern on the western waterfront among warehouses. Run by a disreputable fellow named Horst, it is a gathering place for criminals. A good place to find some shady employment (if you “know” someone and can get introduced), it is also is a good place to buy illegal goods or arrange to buy back something stolen – if you don’t mind the occasional raid by city watch rounding up everyone in the place for questioning. Anwulf was providing "useful documents" to people. Anwulf is really a forger/charlatan etc. sort not a noble, but a good partner for a womaon on the run, see next
He learns a female bounty hunter named Ursula Kopfgeld was looking for them and they left town leaving no trace of their next destination. His comrades had met her at the Three Feathers (during a "Rough Night" ) but he never had. The player's character from that adventure died in the Gathering Storm. His friends recall she was the one who arm-wrestled with the judicial champion - a formidable woman.
He also learns the pair were questioned by the Watch at one point, there is a probably a record of whatever they said for themselves at the Watch Barracks near Magnus’ Tower (if one had a noble family as Patron one could likely access those records...). bit more motivation to earn patronage.
The heroes hear that a Witch Hunter, Tobias Bach, has arrived fresh from Stromdorf where he routed out witches and mutants (Hildrette Krass is no more, the last of the Holtzes gone, and a few peasants from around Tempest Knap who were affected by the magical vortex) [reminder, had heroes tidied up some things faster in Stromdorf a Witch Hunter would not have been called in].
While investigating backgrounds of possible noble patrons, Hans and Findulas went to the Temple of Verena. Leaving it they encountered the Witch Hunter Tobias Bach demanding to enter to "audit" its library and being resisted. Hans tried to intervene, suggesting to Heinrich Gutenberg (the priest of Verena) that it would be best to cooperate - though he was not persuasive. The situation is diffused without incident (and without heroes being responsible) by the arrival of the Lector of Sigmar and some of his burlier acolytes who persuade Bach to back off. Hans' behaviour here and a Chaos star later at the Verenan library make him persona non-grata there and with the priest Gutenberg.
I decided that the witch hunter would be in town rather than having just left it as he offers too much fun potential, trying back to Stromdorf. I used a slightly weaker version of the witch hunter in Witch's Song and depending on how things go Bach might become that one when we play that adventure. I made this a 4 round track rolling a challenge die each round - on a chaos star Bach would have assaulted Gutenberg and situation really gotten nasty.
Anselm manages to get hired as temporary help at the Holzenhauer manstion for the night of the masquerade. Spontaneous idea by player, fun, he roleplayed using the letters of commendation they've gotten, which have Aschaffenberg's name on one - this actually gave him 2 black die on his check but he made it. Player figures as a servant he will have easier time to get into basement to find his friend's property)
The Masquerade Ball of Baron Manfred von Holzenhaeur is announced on Vorgeheim 26, for Festag the 9th of Nachgeheim. Geheimnistag is before then.
On the Day of Mystery itself, the heroes encounter a father and son struggling to get grandfather's body to Morr's Garden before sunset (it being unlucky to have an unburied body around this night). They lend a hand moving their cart along (and not getting caught out after sunset) and this good deed reflects well on them in the eyes of the pious Aschaffenberg.
Geheimnisnacht (the night) actually passes without great incident in Ubersreik - it is not till the next night when Morrslieb remains in the sky and its dire astrological effects are felt that the tension in town begins to build.
As rumours and tensions mount in town, military, temples, watch, nobles and town council all try to maintain order and the heroes do their part.
I created a tracking meter with spaces for the "rumours" that would come out and 'events", 9 long as there are 9 days till the Ball. One token represents the time and advances automatically, the other represents building tension in town and advances +1/day and further for particular bad events.
They dispell a rumour that "the dwarves are going mad and will kill us all" by finding out a single dwarven slayer who was the self-appointed Geheimnistag guardian of the dwarven quarter went berserk and severly wounded a couple of dwarves. No one was killed.
This is a much re-written "over the edge"
Visiting the dwarven slayer at the Shallyan temple, Hans' Insight manages to get some recollections from the last "sane moments" the dwarf had when he fought some creature and killed it, its body falling in river. The dwarf is angry he didn't die and talking about the moon laughing at him, about shadows with knives and throwing stars, poisons.
Interacting with dwarves I was alert for chaos stas and gave an extra challenge die representing risks but none came up - no dwarf spotted that Krieger is walking around with Korden's Hammer still - the player has not reacted at all to the "book of grudges" reference on the item card, so sooner or later a dwarf is going to spot that item and when they do....
The heroes get this news out and see Lord Aschaffenberg, who is glad to know the dwarven rumour has been put paid. They are not quite far enough along to be invited to ball yet but he is glad to see them and know they are still fighting chaos etc. A wizard could be helpful figuring out what's going on with Morrslieb ~ Hans allows as he is not that kind of wizard (Celestial Order) whereupon Lord Aschaffenberg muses that isn't there a Celestial Wizard up in Stromdorf...
The heroes later find a mob gathering in the square across from von Bruner mansion, muttering about apples and trees and where there's one there's more and generally building towards violence. They intercede to delay, using social approach.
They are successful but in the course of intimidation (Findulas standing on steps of mansion and threatening first to move with arrow) and appeals to reason (Hans pointing out people who mob nobles always get hanged later regardless of whether the noble deserved it) and to coreligionsists (Krieger) etc., several chaos stars result in Tobias Bach showing up to egg the mob on and then a flaggelant of Sigmar also being drawn to the hub bub - he does not exort against the Bruner's so much as rant generally and raise tensions.
I explain the Witch Hunter as extending his writ as far as he can make stick, with the hard limits being he can't arrest/interfere with nobles unless he has backing of other nobles/higer ups unless the noble is caught in flagrante delecto, so here he could stir up the mob but not be first one through the door.
The climax comes with Anselm sending Sir Bitey to grab the hat off Bach's head and distract him and the mob with antics long enough for soldiers to arrive to set up a cordon. The mob and Bach melt away and only the ranting flaggelant remains.
This earns favour with all the nobles in town and by this time Aschaffenberg is willing to get an invitation to Masquerade for the heroes as part of his entourage. The von Bruners (cultists or not) are doubtless grateful too.
However, it is likely that Tobias Bach now bears ill will to some of the heroes such as Hans. Yet more good reason to have patronage of a noble for protection...
The heroes later hear of "monsters in the river", one having washed up downshore. They put this together with the dwarf slayer's story killing something that went into river. Having washed up out of town, the matter was likely military so they go to the Precinct/Magnus Tower and ask around and find out that a giant rat was found by some boatmen and a patrol burned it. It being standard that any mutant or chaos thing be burned, living or dead, as the way of cleansing chaos. They also learn that Kurt Groffnung the Agitator Anselm met earlier was looking into this and was upset that the body had been destroyed.
They are left pondering what to do regarding public tensions (giant rats being alarming too, such things not being "natural" but obviously "mutant"). They decide they will look around again in the wharf area of the dwarven quarter where Thrimm the slayer had his confrontation.
It is of course not a giant rat, but a skaven corpse, the skaven having been killed by the slayer Thrimm. Thrimm is mad through exposure to skaven throwing stars and other warpstone effects from his patrols trying to protect neighbourhood - and on Geheimnisnact - he built up Corruption and per the corruption rules, as a dwarf he went mad instead of mutating.
I found the “lead in” to the ball very weak and it required a fair bit of GM work to line up how it would work. Part of that was dissatisfaction with the way the rumours were set up. I revised the rumours so in each case there is "free information" that comes out starting it and giving heroes a reason to make inquiries and "roll dice" rather than "rolling dice out of blue".
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