Hi guys, I really enjoy reading other GM's play session reports, so I wanted to return the favour and share my own now that we have started out.
We began with the demo scenario, Day Late Shilling Short. This served as a rules primer and introduction. Vaerun's box contained a letter, the contents of which was not revealed, but which bore the personal seal of Lord Teclis. We ended with that cliffhanger, and then rolled up characters.
Azgrim Stonefist - Dwarf Agent
Ivor Graeson - Bretonnian Scribe
Argyistin Shanaar - High Elf Soldier
Lotte Schneider - Rat-catcher from Averland
They all have excellent and detailed backgrounds, which I will not post here! Maybe later into the campaign.
Session 1 - Dog Tired: A Night in Nuln
Nachexen 2, 2522
The adventurers find themselves in a cheap deck seat on a cargo boat heading into Nuln. They discover that they are all heading south to Ubersreik, though Lotte the Ratcatcher, Azgrim the Dwarf agent, Ivor the Bretonnian scribe and Argy the High Elf soldier mostly keep their purposes to themselves. Knowing the perils of travelling in the Empire alone they at least find common cause to stick together for now, though Ivor and Argy seem to know each other already.
The other passengers on the boat seem to all be merchants, who mostly keep to themselves. The party do find out that there is a siege parade in Nuln in a few days time, and the place will be very busy with the celebrations and influx of merchants.
They arrive in Nuln in the evening; the stenches, belching pollution and majestic wonder of the old city greet their eyes and nostrils. As the passengers disembark, a long line is formed to wait for inspection by the customs official. After waiting nearly an hour they are each interrogated by the ageing official, who picks on the wealthier looking of the group and rifles through their belongings. He takes a particular dislike to the elf, and finally gets what he wants – a bribe. The group is finally let past, but by now the previously busy streets were almost empty, and they are faced with having to find an inn for the night.
The party searches the waterfront, trying various inns. At The Laughing Bear Azgrim strikes up conversation with a dwarf-friendly Kislevite, who begins to tell him that he lost ownership of the inn to someone, but abruptly changes the subject. He apologises that he has no room left. After searching some more, a patron of the inn approaches the group, introducing himself as Grolsch, and offers to lead them to an inn that he is sure will have vacancies (and argues that they will get lost without a guide). Lotte forks up 5 brass, and they follow him (after searching the rest of the waterfront).
The party is suspicious of Grolsch, but he seems outwardly very charming and genuine. Ivor finally intimidates him with his formidable intellect, and Grolsh gives back the 5 brass, saying he was just trying to help, and wouldn’t try anything. After all, he is outnumbered four to one. He eventually leads them down a narrow alley with a doorway at the end, and a thug steps out of the door and hands him a club. Two more appear from the end of the alley, and ask the group to drop their weapons and their money.
Azgrim instead draws his hammer and approaches Grolsch. A crossbow bolt flies from the alley entrance and pierces his arm. In the ensuing fight, Grolsch is savagely picked on and goes down before he can react, with a hammer blow, an arrow shot from Igor, and an arrow from Argy, which hits him in the eye socket. Argy moves towards to support Azgrim. This is too much for one of the thugs who runs away, but the one with the crossbow barges through, and assisted by his friend by the door, gives Argy a good bash in the face with his crossbow, gouging at his eye and severely injuring the elf.
The thug by the door attempts to flee back through the door he came out from, but Lotte’s quick wits prevented his escape, as she nimbly wedged herself in the door and pushed it open. The thug with the crossbow gets an intimidating barrage of baffling insults by the Bretonnian, drops his weapon and bolts back down the alley. Lotte unsheathes her pronged rat-catching stick and mercilessly disfigures the remaining thugs nether regions, insulting him as she does so. He dies with much pain and indignity.
Ivor tends to Argy’s mangled eye, and uses all his ability to dress it properly. He does such a good job that Argy seems to be able to manage fine, for now. Argy then tends to Azgrim’s arm, pulling free the bolt. Ivor claims the fallen crossbow. They eye up the cellar behind the door, but Ivor knows that street thugs have friends, and the key they found has some kind of emblem on it. It could be a hideout. They search the cellar nonetheless, and find a secret passage. They follow its twists and turns but it just leads out into another alley. Argy pulls out a faintly glowing stone, and attempts to search the tunnel. His bung eye seems to have affected his depth perception and he instead walks into a wall. Ivor does spot a hidden alcove and finds a rat eaten money pouch, now half empty, containing about 100 silver.
After searching the streets for another hour they stumble upon a run-down inn called The Reaver’s Return. After a brief exchange involving a broken door, they are offered some late dinner by the Grassners. They all partake of the stringy meat and are shown up the creaky stairs to the attic room, which reeks of the canal outside. Exhausted they all fall asleep.
Sometime during the night, Argy wakes up, and struggling with sleepiness, senses something else in the room with them. Pulling out his faintly glowing stone, the shadow bolts for the window and climbs through. With a shout, Argy gives chase. The others wake, and also pursue. After a brief chase of jumping from roof to roof, Ivor makes a flukey shot form the window with the crossbow bolt (which had previously been lodged in Azgrim’s arm), and knocks the thief down. Argy lands on top of him, and they force him back to the room.
The thief is a young Tilean boy named Bertoldo. Argy finds two coin-purses on him. He earns a small amount of favour from Azgrim by returning his money, and that of the rat-catcher. Rudolf Grassner arrives to see what the fuss is, and recognises Bertoldo as a regular thief in the neighbourhood. Kayla has called the watch, but the party decide to let Bertoldo run for it. He bolts down the stairs. Argy hears a commotion however – it seems the watch arrived in time to catch him. Concerned, he goes downstairs and witnesses the ‘justice’ of Nuln’s night watch – the boy is beaten, and accidentally killed. The guards threaten to pin the murder on Argy if he tells anyone, and walk off. Azgrim advises Lotte to dump the body in the canal, which she does. On-lookers don’t seem to care that much, and slam their shutters against the night.
In the morning Argy comes down with a bad case of diarrhoea from the food the night before. Kayla prepares breakfast – she brings a small dog from the back room (sibling to dinner the night before) and is about to chop a limb off when Lotte dives forward, catching the cleaver in mid-air with her rat prong. She trades Kayla one of her fattest rats for the dog, and names it Fido.
Rudolf recommends they see about travel south sooner rather than later, as the parade will no doubt disrupt normal travel. They investigate the Cannonball Lines, and Freidrich agrees to take them south providing they leave that day, giving him enough time to be back in Nuln to reap the benefits of wealthy merchants leaving to nearer locales.
With the time they have left, the group head to town to see the sights. Azgrim purchases some brigandine armour and a shield from the Dwarfen traders. Argy investigates some bows, finding a superbly made one, but finding it out of his price-range. Desperate to end his rampaging trots he seeks an apothecary, finding only a run down shack under a bridge, with a man offering nothing but leeches for his ailments. He then finds a shooting range and practices. Ivor buys some ammo for his crossbow and sells his short bow. Lotte talks to some sewer-jacks for dog training advice and is not happy with their methods. She spends some time bonding with her dog.
At about midday they reconvene and load up the coach, heading through the South Gate and out of Nuln. Out of sight of the city, Freidrich pulls the coach to a stop, seeing a log blocking the road. Behind some trees steps a finely dressed man in leather armour, bearing a crossbow. He introduces himself as Marco Vasari of the Valantina Gang, father of Bertoldo, vowing to kill them for the murder of his son. They hear shouts from behind the road banks, and the Valantina goons break cover and charge the coach…