Witch's Song play report

By valvorik, in WFRP Gamemasters

The continuing adventures of Anselm the Seer (Ratcatcher) and Senor Bitey, Findulas the Waywatcher (Hunter), Hans the Apprentice Wizard of Light/Apothecary and Krieger the Disciple of Sigmar.

Having completed their Mission of Mercy to escort the insane Lady Agnetha von Bruner (from Horror at Hugeldal ) to the Shallyan hospice for the insane at Frederheim, it is now Erntezeit 17, 2521 and the heroes have spent the day in Carroburg (a brief Interlude).

Near the end of the day, the heroes - who are physically healthy but suffering some conditions from their past adventures (mostly temporary mental distractions from having spent so long with the madwoman, they will go away first rally step) - encounter Father Anders, an itinerant priest of Sigmar, who is staring at them.

After being hailed, the Sigmarite introduces himself - saying it is a pleasure to see a fellow servant of Sigmar and a wizard of the Light and apologizing for staring. He is on his way upriver to Altdorf to seek aid for the fishing village of Fauligmere. Yesterday, a Strigany told him he would "find the help I sought when I met a hammer, a staff, a dog and a bow". He dismissed this as Strigany babble but now wonders if this was a true vision, seeing a Disciple of Sigmar, a Wizard of the Light bearing his staff, a man with a dog and a wood elf with a bow.

Father Anders explains that seven days ago he was in Fauligmere, which has no priest of Sigmar of its own only a dissolute priest of Manann [side note, the Players are advised that a small fishing village favouring Manann the god of the seas is not odd, and he is part of the Imperial pantheon]. That night a witch came out of the Cursed Marshes and attacked the town. Townsfolk drove him off but not before one of the them was badly wounded and a couple of buildings set on fire by the witch's cursed magic, which took the form of a seducing song.

The heroes agree to go to Fauligmere (5 days down river) as he asks, to protect it. He tells them to introduce themselves to Baron Stauffer, the ruler of Fauligmere, in his name - saying the Baron is a good sort if a bit odd in the manner of many isolated nobles. Father Anders intends to continue on to Altdorf and still seek aid from his order (not putting all his eggs in a basket from a Strigany).

Anselm is curious about this tale about a witch and asks the priest if he has any idea why the witch attacked the village? For a solitary witch to attack a village seems somewhat dangerous and foolhardy. Surely it must have had some sort of grudge against the village for it to leave the safety of its swamp? Anselm is under the mistaken impression witches are all women as well - a male witch, surely not (says the male Seer with magical sight now)

Father Anders nods and explains that Fauligmere is a poor fishing village of 200 or so hard working, earnest but unsophisticated people at the Empire's very edge (Marienberg, the closest city, is a free state and not part of the Empire due to the ignomious dealings of a greedy Emperor who sold it this status).

It is poor and boasts no well-armed militia or such - the witch was driven off by a bog-hunter who was bold enough to assault it with a spear - the poor fellow being blasted near to death for his trouble, Father Anders did arrive in time to save his life by the grace of Holy Sigmar. The priest of Manann is no aid, there are no magisters, Baron von Stauffer's family's fortunes are waning as the region's does and he has no real soldiers to command.

The area's poverty is explained by fact the Cursed Marshes have risen in past couple of decades, choking up waterways. It is increasingly a fishing village with few fish in vicinity (despite its folk's appeals to Manann, the Sigmarite notes), relying as much or more on hunting the nearby marsh for creatures such as bog-octupi (a main local staple, the heroes see Father Anders shudder somewhat at the memory).

Father Anders understands Anselm's question, for hedge witches and such are not known for their bravery - though as they become more powerful they are known for their increasing madness. The typical witch walks a path meaning they are shunned by right-thinking folk and then in turn despises and persecutes those folk claiming they are the victim - such is the way of evil, casting itself as victim even as it destroys the innocent.

All witches (the term is gender-neutral in the Old World of course) are mad to begin with so who can say what motivates them - some imagined wrong or an evil plan requiring sacrifices - for who but the mad would draw on tainted powers and bargain with Ruinous Powers for magic? What the Colleges of Magic teach their magisters to avoid such folk embrace. Fire is the only answer to cleanse such mad evil from the world.

Father Anders does, in the course of his answer/sermon ask Anselm about himself (having placed the Sigmarite Disciple, College Wizard well enough and a Wood Elf is, well, a Wood Elf insofar as the Sigmarite is concerned [being unaware of diverse kith bands etc.]).

The heroes can sleep on all of this before meeting Father Anders the next morning to take the boat he will arrange to take the heroes downriver - when he will bless them as they set off on Erntezeit 18 (an extra fortune point for them as they start next session).

Hans is strangely silent for once (usually vocal about taking up missions against Chaos etc.), but others do not notice as Krieger eagerly agrees to the mission from the more senior priest of Sigmar.

-- there is a break and we resume play, Players thus also have that time to ponder any questions to ask him in the morning.

-- A few campaign points being woven into the adventure, these are mostly all things on a "slow burn" to "manifest when they manifest".

(1) The strigany who spoke to Father Anders are the same Strigany the heroes have met twice before (on way to Hugeldal at the site of attack on Shallyans and then outside Ubersreik when they were victimized by Brettonian bandits): Grandmother Lucinda and her shifty looking grandson Helwig - thus the description of the heroes may have mundane explanation. The heroes didn't ask about them from Father Anders so don't know it. Anselm's abilities actually originate from the fact that foundlingis actually a half-Strigany - the son of a Strigany woman who had an affair with a noble(and was then raised in an Almshouse before being bought by now deceased Ratcathcer Werner to serve as his assistant). HIs long dead mother was Lucinda's daughter so Grandmother Lucinda really is Anselm's Grandmother (she is the one who encourage him to buy, at what turned out to be a low price, a real good luck charm from her) and Helwig is his uncle. Perhaps their interest is familial, perhaps because he's a noble by-blow and might be an angle to work someday - time will tell.

(2) Hans is being quiet as his mother Ishild was born Ishild von Stauffer, sister of the current Baron von Stauffer. He has never been to Fauligmere or met these relations (despite his mother's problems over past decade after her husband's death and the coming to power of the children from his first marriage, she never went home). He is thus the the nephew of Baron von Stauffer, grandson of Lady Theodora and cousin of a certain someone (who is a bit of an object lesson in what happens if you have magical talent like Hans and don't get properly schooled - looked at that way it falls on Lady Theodora that the witch is a witch). He will discover a faint family resemblance that will get him some "odd looks". Lady Theodora arranged Ishild's marriage to an honourable warrior who was later disgraced and executed (all suspicious, clearing his father's name is a bit of a mission for Hans). This means Theodora of course now regards Ishild as something of a disgrace not to be talked about but could actually come around to a grandson who is a "proper wizard".

(3) The smuggling operation that uses the Mouth of Morr etc. is part of the "The Count's Organization", the so-called Tilean Count Nunzio who has trade (smuggling) operations in several free towns. Anselm has crossed paths with this organization, actually being a low level operative without knowing it when he was Ratcatcher Werner's assistant, and now avoids it (skipping town for a bit to lay low was his original reason for joining the adventurers), Hans is interested as his missing mother and her male companion were last seen talking to two of the Count's operatives (perhaps arranging to disappear as bounty hunters are after Ishild, the bounty from her husband's first wife's children alleging she made off with jewels etc. when she fled the estate with Hans years ago). Krieger and Findulas are indirectly connected as they first met working as guards on a trade caravan from Bretonnia - one which was smuggling for the Count.

how did you get these character backgrounds on the players to be so integral to published campaigns? did you discuss them with players at generation, or did you reveal them to players without their previous knowledge, or did you discuss it with them?

It's a work in progress building on whatever players come up with and weaving it together etc., encouraging folks to look at career card entries etc.

Initially, the players chose careers (soldier, hunter [wood elf], rat catcher and watchman) - a group seeking a change in their lives, an elf the seer had foretold would find chaos to fight outside Athel Loren - a storm coming (Gathering Storm).

I suggested the wood elf came north through the pass to Ubersreik acting as a guard on a merchant caravan, the soldier (Krieger) also a guard they met up. The goods were received by the watchman (character died, Hans the wizard replaced him) who was part of getting them into town without paying full duties, the ratcatcher being a "lookout" for late night moving things about. The watchman on take and ratcatcher both wanted a change of life and so joined up with the other two to investigate missing merchant in Stromdorf. There was another player - he was a burgher so he was the one behind caravan in most immediate sense. It worked out player had to bow out so this most senior connection to the criminal organization now a NPC.

From there Anselm the ratcatcher's player created his criminal/ratcatcher mentor and thugs connected with that looking for him - which I invited him to elaborate on a bit and so Count Nunzio the Tilean's organization is 50/50 the player and mine creation, with it retrospectively realized their smuggling was in his bailiwick. As the player moved onto Seer etc. career I asked him he if had ideas about origin of his skills or minded my suggestions, he was open to being an unknowing half-Strigany (he doesn't know it's his Grandmother he met, in character or out). He's also created a whole alms-house he was first raised in and its strange/suspicious goings on.

Hans created the background that his mother was 2nd wife of a noble who was disgraced when he was young, executed as traitor under suspicious circumstances, his eldest son from first marriage moving into his position and Hans' mother Ishild running away with him to Altdorf where his magical aptitude was recognized and she remarried but then later ran away again. I added in a bounty on her announced by the eldest son (his half brother) at the time of her second "flight", the player created the fact her second marriage was more about stability for Hans (who then got that when he became part of College system) then it was love etc.

I made his mother's family the von Stauffers and told them the gist of that a while back, prepping for Witch's Song.

So it's mostly post generation elaboration, players creating things that can "plug in" (e.g., initially Anselm's player was very tentative about what sort of criminal organization it was, Hans just had generic noble ancestors and story of his mother etc.) and my finding "places to plug them in".

Hope that explains/helps.

Rob

I really love what you've done / what you're doing - with the characters, their backgrounds and the various plots they're working through. This one should also be interesting as it's the first scenario I've read through in full (though not actually run) before reading your take on it.

Thanks - I admit there is more swirling around in my head than often gets out on the table.

I wanted to add that I also changed Father Anders having a vision of heroes (in the original as written) to a Strigany fortune telling not just to work in the Strigany but also because source materials say Sigmar's faith is not as "omen" oriented as others so an omen/vision didn't fit right - if Anders was a bit loopier maybe then, but I have him down as a "solid sort, stoutly Sigmarite of course and processing everything he sees and learns through that lense, but practical and decent" being an itinerant priest.

so i have finally caught up on all your play session reports, and i must say that i am impressed by what you have done. I like how you are not "stuck" with what the published adventures say happens, and also on all you have done to tie in character backgrounds and goals. Your sessions are all an awesome read, and i hope more are to come. You have given me alot to think about, more so in what i can do with my campaign. Keep up the good work!

37th Advance (Findulas player absent)

- Krieger's player just managed to save up enough advances to increase Willpower to 4. Players generally have been focusing on stat advances quite often.

A nselm manages to avoid Father Anders immediate suspicion while talking with him but gets a Comet and Chaos Star that will figure later in a thread drawing on this conversation.

Father Anders will mention him to Matthias Krieger in a favourable light that will cause him to be "drawn into" dealing with Matthias where he will have to make tougher checks to avoid suspicion (the seer with magical sight).

Krieger, contempating a stay in a marsh-land fishing village buys some food supplies (a couple of crates) to take with them.

The heroes board the Maria Borger, a small sailing vessel that trades on the Reik. Its sailing master is the 40-something Bernhardt Dampfer, an experienced river-master aided by his two sons and a hired man. Father Anders gives Dampfer a gold ring from his finger to pay for the passage and urges Dampfer to make all speed (i.e., forgo the usual putting in at every port to trade).

Five days are spent sailing down the mighty Reik. Villages and towns appear from time to time along the river bank, though none the size of the city of Carroburg, or even Bogenhafen or Ubersreik. It is late summer, fall is almost here and the harvest is due to come in soon – heroes see fields of the Empire’s breadbasket ready for the harvest.

The broad river carries a great deal of traffic - other sailing vessels and barges carrying trade on the Empire’s main artery, smaller fishing boats, even the occasional pleasure craft carrying a noble or wealthy burgher, a few river-entertainers and river patrol boats (the equivalent of Roadwardens operating on the river). As the days continue the land becomes flatter.

-- a challenge die rolled to see if any mishaps on trip (chaos star) and no mishaps occur --

Drawn from Death on Reik, it would have been rowdy nobles coming aboard in search of liquor etc.

On the fifth day, Konigstag the 23rd of Erntezeit, the Maria Borger comes to a distributary of the Reik which Dampfer says is the River Bach.

Almost right away an unending expanse of marshland, with the odd hillock and stand of trees, lower areas often obscured by grey mists, extends to either side of the river. The crew passes on to you, “the Grootscher Marsh that is, though the locals have another name for it, the Cursed Marshes – full of bog octopi, giant spiders, river trolls, bog daemons and fen-loonies.”

The only break before your destination is passing a great raised causeway that bisects the marsh from south-east to north-west, through which the River Bach passes at an unmanned ferry station. This is the Great North Road, built on a raised dyke that runs from Marienberg a day to the south-west and passes through the Marshes, continuing on through Middenland, ultimately to the great northern city of Middenheim.

I had some minor information to pass on from crew if they asked about Fauligmere or marshes etc. but they didn't.

It’s just past mid-morning when a small town appears through the mists. The boat arrives at Fauligmere – a town small enough to take in at a glance – a collection of wattle and daub cottages and wooden huts with a wooden palisade that encircles it on three sides, the river being the fourth, the buildings cluster around a curious temple with a wooden bell tower that resembles the aft of a galleon. The village square holds a column atop which is a statue to Sigmar and a sturdy half-timbered inn with a yard and outhouses. A smithy is across the from the inn. At the far end of the village is a rambling, half-timbered mansion that has seen better days. Guards from the palisade hail into the village as the ship comes up to one of the several small wooden jetties, all looking a bit rickety, several rowboats moored along them.

I lay out location cards for all the notable spots as a "quasi map" of town. As NPC's are introduced I put little handmade cards out for them to remind players "who the players in town are".

As the boat comes in and is tied up a crowd quickly gathers to watch, poorly clad and mostly thin peasants by the look of it though their faces are open and curious.

It looks like the kind of place you could spend a week in during an afternoon. Disembarking, heroes notice a ripe smell of fish gone bad – Bernhardt says, “Oh, aye, I forget that smell – another reason to avoid the place.” [ Something Fishy comes out – Hans ends up Queasy , others suffer a bit of Fatigue, Anselm has a stray Comet that is narrated as meaning added resistance to some similar threat drawing from his resistance]. (Findulas yet to make the check)

A tall, thin man marches confidently through the crowd. His fine tailoring, neat beard and coiffure all mark him as a nobleman despite the fat gray pigeon perched on his right shoulder.

He hails heroes and welcomes them assuming they are those sent by Father Anders, which Anselm confirms - causing a cheer to rise from the crowd.

Anselm asks where they can stay and Baron von Stauffer directs them to the Three Hogs, inviting the heroes to join him for dinner to discuss situation.

The heroes go to the Three Hogs, meeting the de Goedes including 4 daughters and son. Anselm's contemplating the daughters is a good moment to bring out..

-- Group sheets for Nobles and Commoners with Favour tracks. Favour +1 with both for declaring selves here to help. It is noted that messing about with innkeeper's daughters might have different effect (if caught).

Note the cards and the adventure don't say anything about the Talent slots on them, my ruling is they become available at maximum Favour. For Commoners it is Stiff Upper Lip, for Nobles it is Smarter than He Looks. In both cases to access the talent, a member of the group must be present and player narrate how they draw on them for this effect.

The heroes could rest for afternoon and automatically get back a bit of stress and fatigue at the Homely Inn (e.g., from Something Fishy check banes) but instead each takes 1 action (in narrative sense) about town.

Krieger leads in interviewing Pirn van Beek about the witch. He also cures one of the 3 criticals Pirn suffers to the gratitude of his wife and child (+1 Favour Commoners again, to +2, benefits start to be felt). From the description of magic, it seems the effects were not beyond what a Bright Wizard of Hans' rank could do. Pirn is a bit critical of his comrades (he attacked witch with a hearty, "follow me lads" but apparently he was the only one who rushed forward, meaning witch was able to get away). The song cowed the town dogs (Anselm is concerned now for Senor Bitey) and his blasted fire at Pirn and nearby buildings.

Pirn says Father Anders saved his life and the village healer Saskia has been tending to him (he does suffer an Aches and Pains critical and is asking his wife if Saskia has been by with medicine yet - perhaps the pains account for his uncharitable comments about comrades).

Anselm spends his action trying to charm the de Goede family (all of them). He is very successful, resulting in free accommodations and Thomas saying he will try to put something better on their plates tomorrow. Anselm also gets a bit of information (draw from rumour deck) - the de Goedes telling about the elf who came out of marsh yesterday and is up at Baron's, searching for a lost elf ship of all things.

The heroes are suspicious of an elf appearing out of marsh.

[Hans' player was late so no action from him]

The heroes go to dinner in the "seen better days", "pigeon roost" von Stauffer mansion. There they meet Baronness Wandalina (who says nothing all evening), the Baron's mother Lady Theodora (who says little and looks disapproving most of time) and "Lady Voluria, an Elf from Ulthuan", who is seated at the Baron's right hand and apparently the only thing as interesting to him as a pigeon. Hans is very quiet at dinner and takes a seat far down table from Baron.

Over dinner, Anselm (who takes closest seat) indulges Baron Eldred's interest in pigeons to degree little else is discussed. The "Hagersdorf Blue" homing pigeon, of which the Baron's prize von Schnell is an example, is a particular topic. The Baron puts off talk of witches until after dinner brandy.

Lady Voluria was asked about her reasons for being here and started to explain, though Anselm interrupted her with the tale of the heroes deeds at Stromdorf with the mapstone and sealing breaches etc. She was disbelieving the humans did this (he does not relate that Findulas was channeling an elf spirit when he did it, Findulas apparently isn't interested in clarifying anything for the high elf [player not present]) - but her Intution apparently tells her to believe the human's tale.

Anselm also manages to, in passing, insult Findulas and Voluria by lumping wood and high elfs together somehow ( when she goes off, he will be 2nd on list after Findulas - "and your little dog too" ).

The heroes do not question their dinner of mostly bog octopus, the pigeons etc. and Anselm's interest in pigeons - this all means +1 Favour nobility (now 2, no benefits yet).

After dinner, the heroes retire to study with Baron and Lady Voluria. Coming into study, Krieger makes a hard Observation check and notes that among the family portraits, a recent one depicts a man whose profile is very like Hans'. Hans notes Krieger's gaze on portrait and sees the same thing.

This is part of the group-specific story line about Hans' ancestry, it's a potrait of Edrik - the last Baron (and Hans' grandfather).

Voluria now does explain her presence. She is a scholar who was with two comrades searching for the lost ship from the evacuation of the colonies, having come from Marienberg. They were attacked by the witch and a huge monster it controlled. Her comrades were killed, valiantly trying to hold off the attackers as they were more martial than she – and she barely escaped, spending more than a week fleeing in the marsh while hunted by the beast, before managing to reach Fauligmere. [Only a high elf can spend a week fleeing through a marsh and the next day look this good].

I elaborated/revised her story to make it seem more plausible and fit with witch. She has no reason not to say she had encounter and she has every reason to spur humans on to want to kill witch. Her being alone in marsh doesn't make much sense. She changed timeline to avoid implication her actions drove him to town.

Players know, were reminded at dinner, they can make checks re Intuition etc. any time they want to - none check her story (which is largely true on some points, leaving out others). After initial suspicion, they seem to have accepted her at face value. They made one check to read her earlier in evening and two trying both simply failed (it was easy challenge dice several misfortune dice as it was actually over a minor thing she wasn't using resources to really hide).

She places this attack about the 16th of month, which would be several days after the witch was in the town.

Her flight through the marsh was so harrowing she has no idea where in it the confrontation took place (doubtless Findulas snorts, how can an elf not be able to retrace their steps through any wilderness, high elfs bah).

The Baron explains the course of action he had been on, having bog hunters look for signs of the witch or his lair whereupon he would lead an expedition to confront the witch.

Lead by Krieger the heroes ask questions and establish:

- the lost elf treasure is probably not connected to witch as in it is not a magical thing a witch would want etc., Voluria is mostly interested in regalia of value to her house in Ulthuan now that they are restoring their place (having offered Lord Eldred more mundane treasures that might be there if Fauligmere can assist finding it).

- they support the Baron's plan with modificaiton that when they find trace of the witch, the heroes should take lead, the Baron and bog hunters form a reserve and follow behind them, and all the militia stay in town to guard it.

The Baron accepts the heroes' proposed course of action. They leave and return to the inn.

Krieger was going to query Hans about the portrait back at the inn, but other events overtake them....

The Episode of the Missing Innkeeper

Act 1 - Into the Marshes

A tearful Emma de Goede, surrounded by her four daughters tells how Thomas and Karel went into the marsh to get something better for the heroes' table tomorrow as promised. They've not returned and she frets as shadows are lengthening (1 black die on actions for poor light).

Note in campaign history, Thomas de Goede long ago helped Hans and his mother and Hans owes him personal debt.

The module doesn't note poor lighting conditions but I give the standard progressing misfortune dice for light waning, with delays on dice meaning it wanes more. Note, my PC's are Rank 3 so I feel okay stacking a bit on top of module as written.

The heroes go looking and track the two to a pond where they find Thomas unconscious. Reviving him he tells of a troll attack and asks for Karel. The heroes easily note the tracks the troll made and follow (though a delay means shadows lengthen, 2 black dice on actions for poor light).

They find Karel hanging like a pheasant in a tree, amidst some tumbled stones that might be old ruins (Curses Ruins in Desolate Swamp). As they ascertain he still breathes, a Troll rises up out of the muck.

The Cursed Ruines + Desolate Swamp are my stacking up again. Also because Krijn won't be in Cursed Ruins (he hasn't avoided excess corruption all these years by living in such - no he's going to be in an Ancient Elf Shrine).

I also revised the Chaos Star on Desolate Swamp. 1 Fatigue for a Chaos Star is wimpy, it's 1 Fatigue and 1 Stress. Based on stuff in the hardbacks (free form list of dice effects) I have a lose Chaos Star potentially mean 2 Fatigue or 2 Stress (like a double double bane effect essentially) already.

Rally step and then

Act 2 - It's Behind You

The heroes fight the troll, Anselm in particular suffering many wounds (though Senor Bitey saves him from a critical), others taking fatigue. Hans' magic use twice triggers gaining a Corruption point (despite his conservative stance).

I kept the troll a Fear 2 check, because I was adding a Terror check next act.

The troll is badly wounded and blinded by Hans' spells when a huge tentacle comes from the muck and snakes around its ankle - lifting up the giant creature like a rag doll and sucking it down into the muck before it can do much more than squeak - its tentacles returning to feel about for another snack.

Rally Step - Karel is revived and warns the heroes they must stay silent and not move to avoid the creature's attention (cf Tremors).

Act 3 - Lurking Tentacles

Realizing the size of the creature they face is a Terror 2 check (Krieger fails). The heroes must remain motionless long enough the creature loses interest. They must all make Stealth (hide) 2D checks and it stays until they all make it, each round it stays is +1 stress (2 rounds and Krieger would be facing insanities).

I added a Terror 2 to the Beast - if the Troll is fear than the thing that takes it down in a gulp should be lots more! I revised the Stealth 3 to 2 but clarified how it works - seemed vague in text - adding the "everyone has to succeed in same round for it to count, otherwise +1 stress".

Luckily, all 3 heroes make their check the first round and the monstrous creature leaves the area.

Final rally step of evening, Hans uses Splints and Bandages and heals most of Anselm's wounds (due to its ability to ignore the To cap on healing).

Darkness has come (4 misfortune dice on vision related actions).

Act 4 to come as we break.

Great. Very please to see another update. And also interested to see how you deal with the whole elf plot. I found it very unconvincing myself - to the point that I might cut it completely.

I don't believe that the tunnel she's looking for - used already by human smugglers - can't be anything but a world-changing addition to the setting. Allowing the Empire to cut out the Marienburg middleman? That would destroy the city overnight! If I keep the elves, they'll simply be looking for a good, safe-ish route through the marshes of use to small groups of infiltrators - nothing more. Or they'll be looking for something else entirely.

The adventure dooms the tunnel if it plays out as designed, if not there are interests (Bretonnian) that would want to see it destroyed and the status quo maintained. However, I'm fine to allow apple carts upset by how players act etc.

The witch + elf can seem too much coincidence but deconstructed, it's the threat of the elf that causes the witch to surface and deal with town. I like the fact that the doomed witch precipitates the actions that one way or another (at hands of elf, at hands of PC's, witch hunter or delivered to colleges) destroy him. It's all "hammer style" gothic horror. Human weaknesses creating tragedy, the innocent destroyed because they try to do good etc. etc.

My perfect end will be trying to save Saskia or stop the elf's plan to prey on weak human settlements for captives, the witch resorts to using corruption points to strengthen magic and becomes a chaos spawn - all because he is trying to do right.

valvorik said:

As NPC's are introduced I put little handmade cards out for them to remind players "who the players in town are".

Karla-Wagner-Front-Face.png

Very nice, mine are just hand-written.

valvorik said:

Very nice, mine are just hand-written.

valvorik said:

The adventure dooms the tunnel if it plays out as designed, if not there are interests (Bretonnian) that would want to see it destroyed and the status quo maintained. However, I'm fine to allow apple carts upset by how players act etc.

Yes, I realise this. But it seems a bit lame to design a deus ex machina into the plot. If you don't want the setting being altered in a drastic way, you shouldn't make it an option. True, you said you'd be happy to let the players change history but...

This tunnel isn't new. Smugglers already use it, so how come Marienburg hasn't been crippled by this smuggled trade already? I think there are less world-shattering objectives that might lead the dark elves to enter the marshes; there's not really any reason it has to be dark elves at all. It could just as easily be some of the pirates/marauders from the Omens of War scenario that scare the witch into action.

Anyway, it'll be interesting to see what you do (or what your players do) with this story. I love the way you introduced the faction cards too. Presumably the players don't realise there's a third faction still to come!

I don't think they have any idea about the Zealot faction to hit them. They know Father Anders is likely to send more aid - mentioned it at dinner with Baron - but haven't done the calculus on "this probably isn't the cavalry helping us because what sort of adventure would it be then...." I've kept the 3rd faction card hidden and even if they influence it interacting with Seth, I will keep that effect on it concealed until Matthias Krieger shows up.

It's nice, speaking of "Krieger" that the "Krieger" in my campaign has just now started going more as Brother Erich (that being his actual name, Krieger being a nickname, otherwise I would have the fanatic be his cousin just for fun). Unfortunately, Brother Erich/Krieger's player is to be absent next week so the PC will not be played when the Witch Hunter arrives which is a shame.

In terms of the smugglers tunnel and Marienberg, the smuggling operation is actually small. They know that if it gets out, then the Empire would just seize control of this end and tax it while Marienberg seized control of the other end and taxed it. The underground river isn't large enough for major ships to pass through (a dark elf raiding vessel being sleeker than a trade cog) so simply as a matter of volume, it would not displace Marienberg. I would put this end in the Empire as Fauligmere is but the other end is in the coastal Wasteland, which is considered part of Marienberg since Emperor Wilhelm III recognized it in 2429. There is enough trouble brewing (Emperor calling up troops, Norscan raiders etc.) that neither Marienberg nor the Empire would really go to war over it just now. Not seeing his mother's ancestral family home become ground zero for lots of conflict about that could be another motivation for Hans though is attitude to the von Stauffers is yet to be demonstrated.

valvorik said:

I don't think they have any idea about the Zealot faction to hit them. They know Father Anders is likely to send more aid - mentioned it at dinner with Baron - but haven't done the calculus on "this probably isn't the cavalry helping us because what sort of adventure would it be then...." I've kept the 3rd faction card hidden and even if they influence it interacting with Seth, I will keep that effect on it concealed until Matthias Krieger shows up.

That's fantastic. It'll be so much fun for the players when they arrive.

valvorik said:

It's nice, speaking of "Krieger" that the "Krieger" in my campaign has just now started going more as Brother Erich (that being his actual name, Krieger being a nickname, otherwise I would have the fanatic be his cousin just for fun). Unfortunately, Brother Erich/Krieger's player is to be absent next week so the PC will not be played when the Witch Hunter arrives which is a shame.

That's a real shame. I'm not saying you should always do this, but isn't there some way you can drag things out - send them off on a diversion so that you can delay the arrival of the zealots until your own Erich/Krieger player can be present? It seems such a waste of potential not to have this clash of interests played out - both for your missing player and for you and your other players. Can't you think of something else to occupy them in the swamp? Or some other social conflict in the town (or something with the family and/or the elf)?

In terms of ragging the puck (I am Canadian), I'm not keen on extraneous stuff (never liked random encounters).

They're in a tight locale, it's not a city where another PC's two trouble makers can show up. I've turned a few ideas over and decided against it - it's a story in which everything flows from a "situation" being disturbed by a "catalyst" and things all tie back into that (which is good*). The most sensible "not exhausting story" thing would be more marsh monsters driven out of their normal habitats by the Beast etc. (my explanation for the River Troll) but that's a bit of a yawn. The troll itself is enough on that front in my opinion.

I regularly have people miss sessions and don't slow stuff down - it's one reason there are 4 players, so one missing doesn't make us cancel. It's tempting to rejig but more trouble than its worth (there's a 50% chance the session gets cancelled anyway, I'm not investing energy in something 50% likely not to be wasted).

* I really do like the gothic situation unsettled by a "monster", it's a relationship map with a spanner thrown into it. I will be interested in other things Dylan Owen works on.

valvorik said:

In terms of ragging the puck (I am Canadian),

Er... what? gui%C3%B1o.gif

No, I get what you mean. That makes sense. I'm looking forward to the next installment, so hopefully it will go ahead!

38th advance. Anselm the Seer/Mystic/Ratcatcher, Hans the Physician/Acolyte/Apothecary/Apprentice, Findulas the Marksman/Waywatcher/Hunter (Brother Erich Donatus' player absent, Brother Erich having been nicknamed Krieger in his former pre-clergy life but giving that up recently - very coincidentally useful to avoid confusion as we shall see).

Findulas catches up with his comrades. They examine the cursed ruins they have found. Findulas determines they are not elf-made and no one can determine anything else about them. Anselm's magical sight notes dark energies (he does not know the name for them not being trained but knows this is the stuff of necromancy, witchery etc.)

- They are fimir ruins from the fimir/skaven war that created the cursed marshes.

Hans does ask about Anselm's magic sight, how he has this - noting it may need explanation, that dabbling in such things without proper training is a path to ruin. Anselm says well then he won't of course, not very convincingly.

An Eerie Mist rises as they are talking, obscuring vision even with a lantern. The group believes it is returning to Fauligmere, retracing its steps, and gets close enough to see a watch-light they can go towards. However, after a few minutes they realize it is leading them astray - into a patch of Quickmire.

Hans leaps clear quickly, as does Anselm but Findulas begins to sink. Anselm helps him with a rope, which starts to pull Findulas out but then drags Anselm in (Chaos Star forcing Anslem to make a check he fails). Eventually, a bit of fatigue later, everyone is free.

At this point they see something fly past them, the most observant noting it is a dove. Another light appears, coming closer, turning out to be a lantern carried by an older, paunchy man - one with tattered clothes. The stranger says nothing but motions for the heroes to follow.

The stranger does not speak. When Hans asks him to explain more he makes a hand symbol that heroes recognize as a sign of Shallya.

He leads them to a cave above the Knockenpfutze pool (terminous of the Bach River - though it seems it really flows underground through this cave). They see his makeshift home, and across the river some barrels and crates. The heroes ask Karel if he knows anything about this (Thomas is still a bit bleary) and Hans senses Karel knows something he's not telling, getting him to admit what it is.

Karel doesn't know anything about the old man (a fen loony he fears) but he knows the pool, the village comes here once a month to make sacrifices to Manann to try to win back his favour for the village. They don't bring the priest of Manann (having no respect for him), which makes this a bit questionable (religious services require a priest to be valid). He amkes this admission while Brother Erich is off praying and doesn't hear it.

The old man brews them some tea which has the effect of a healing draught (helping Karel and curing his only critical). Thomas recovers his senses a bit and the heroes note he's looking hard at the old man, troubled. The old man is ignoring them after giving them tea and bedding, himself bedding down.

Hans talks quietly to Thomas and aks him what it is. Thomas says the old man reminds him of Lenko Sepp, the old bailiff when Lady Theodora ruled - but he can't be Lenko. The man's been gone 19 or more years and anyway he wouldn't be out in marsh helping people in the night or making them healing teas - he was a ruthless head-knocker.

Due to the care they receive, the heroes have a regular night's rest and awake much recovered the next day, 24th of Erntezeit. The old man makes a breakfast of fish and then escorts them back to Fauligmere, as they leave his cave they see its entrance is not easily seen from the pool even though pool's overflow feeds the river that flows within it.

He leaves them after they are within sight of Fauligmere. Hans asks if they can do anything for the old man but he shakes his head, sadly.

The heroes re-enter the village, which had all but given up all of them for dead. The return of Thomas and Karel alive is met with hurrahs and Emma and daughters tearfully welcome them back. Favour Common Folk +2 (now 4, access to their Focus Talent of Determined).

The villagers are alarmed at word of a troll – trolls don’t come to this part of marsh. It must be the witch! They aren’t phased by mention of the ruins.

Once comfortably back at the inn, Hans explains to his comrades that Baron Eldred is his uncle, his mother Ishild being sister to the baron (making Lady Theodora his maternal grandmother). Hans goes by a pseudonym due to difficulties his family has had. He asks for his comrades' discretion.

The above paragraph is all campaign specific.

The heroes, Hans mostly, talked to the de Goede’s about Fauligmere’s plight, trying to discover some cause. Thomas is looking better, Saskia van Oort (village healer) came by and administered a healing draught – he has one less critical now. Thomas reviews the litany of misfortunes that the village suffered around the time things turned bad for them:
•the death of old Baron Edrik fighting Norscan raiders
•his son Eldred being too young and irresponsible to run things - running around with girls
•Eldred being sent to Altdorf to go to university,
•the old village priest dying and a year later being replaced by the never-much-better-than-he-is-now Father Salzig,
•Lady Theodora running things from time Edrik died until Eldred came back to take over barony.

The heroes are interested if anything was taken out of marshes, anyone/thing came into village around this time but the de Goede’s can’t think of anything. Thomas relies on Emma for much of this as he was away for most of it (having gone with Hans’ mother when she was married off as part of her household). Emma confirms things, though her recollection of young Eldred is different, she has a more romantic view of his activities, her father owned the Three Hogs then and she worked here with her friend Heidrun, young Eldred used to go walking with Heidrun and was very sweet to her – not running around etc. The heroes ask what happened to Heidrun, and Emma says she left around time Eldred was sent to Altdorf . Some folk thought Heidrun followed after him, but after Eldred came back he asked Emma once himself what happened to Heidrun so Emma doesn’t think that was the case – or at least she never found himagain if she did go after him.

Hans tries to read Emma to see if there’s more she’s not saying The dice results tell us that perhaps Hans is not good at reading women generally and his intuition is no match for a woman’s dedication to the confidences of the BFF of her youth.

The heroes ask if Eldred has always been this odd (pigeons). Thomas and Emma think he’s gotten worse over the years. Emma says he was depressed when he came back from Altdorf (apparently he preferred Altdorf to Fauligmere, imagine!) and about his arranged marriage. He was never that interested in the village, and this hobby has become a mania over the years.

On the “did something from marsh explain the trouble” front, Thomas recommends asking Stephan Visser, he knows more about the marshes and history of village than anyone.

Anselm pursues interviewing Stephan Visser, an old bog octopus hunter who is laid up with some critical wounds. He’s whittling in front of his house and chats with Anselm. In his opinion it was the death of old Father Marbad – that was when it went bad. Fishing started to worsen almost immediately. He has no kind words about Lady Theodora, saying how she married her children off for her own advantage – hedging bets, Eldred to the daughter of Marienberg merchant family that way (pointing to the west) and her daughter Ishild to a noble family in Empire that way (pointing to the east). Anselm asks how that worked out and Visser snorts, having a good laugh, “Hah, the merchants went bust and the noble turned out to be a traitor, serves her right, har har.” (Hans bristles at this and later angrily insists to the rest of the heroes that his father was no traitor).

Visser says that Eldred’s neglect of village is better than Lady Theodora’s attention to it was – she had visions of grandeur and her thug-bailiff would crack the head of anyone who didn’t bow fast enough.

Findulas tries to “read” Hans over the traitor issue etc but fails to learn anything and increases Party Tension +1 (chaos star).

It’s mid-morning and the heroes hear the “haloooo, boat coming” cry from the militiaman on river watch. They go down to docks with rest of village and see a boat with black sails painted with symbols of Sigmar and Skulls coming up to the dock. Folklore tells Anselm that this is the symbol of the famous Witch Hunter Matthias Krieger (so soon does Hans’ warning about magical sight being a path to trouble if not properly explained start turn out to be relevant). Hans also recognizes the Witch Hunter’s emblem, recalling that Matthias Krieger played a role in taking down the cult in Altdorf that his former master was accused of participating in, some 10 years ago – the Eldritch Order of the Unblinking Eye.

The boat docks and the black cloaked, Sigmar-symbol festooned, fearsome looking Witch Hunter appears – a special head-piece holding blazing hot coals atop his head (have to have a fire source handy in case you find a heretic or witch). He has sixteen or so zealots with him including an assistant who bears the implements of questioning. Announcing himself to the villagers and receiving a welcoming cheer (perhaps a bit less hearty than that the heroes received day before) he asks for those Father Anders sent ahead of him and meets the heroes.

He removes his headpiece to speak to them, revealing a firm middle aged face with honourably earned scars, greeting them warmly. He is grateful for their presence and asks them to join him at Baron Eldred’s. A Sigmarite, a Hierophant of the White College (well almost), a member of an Elder race known for its hatred of Chaos – he is very pleased, but he singles out Anselm, who Father Anders was impressed by - a common man fighting against Chaos alongside College Wizards and Sigmar’s Priests, a member of the Elder Race – such is the stuff the Empire is made of, the common man who does his duty and is the true hero (and we see what a Comet and a Chaos star turn into for a Seer being introduced to a Witch Hunter.

Matthias asks if the heroes are those he heard destroyed the chaos cult at Grunwald Manor and is told yes. He is impressed for this was a survival from the cult he helped smash in Altdorf 10 years earlier, “like termites they are, hard to get all of them”. He asks if they did truly destroy that foul painting and Anselm says Senor Bitey did in his own “style” (Stunt Action, “my dog pisses on the painting to ruin it”) – Matthias gives a hearty laugh saying he thought that part was just a tavern tale. He bends down and pats Senor Bitey saying “good boy, good boy”. (Senor Bitey is not a lap dog and growls a bit but no Chaos Star rolled on the challenge die so he doesn’t bite the witch hunter).

Matthias has taken a real shine to Anselm, puts his arm around the Seer and congratulates him – yes indeed, the Witch Hunter will want Anselm with him as much as possible, will want to have Anselm’s views, will spend lots of time with Anselm, will “insist” Anselm dine with him …… The heroes can see a couple of the witch hunter’s existing followers casting dark looks at Anselm while Anselm tries to not look like he wants to be anywhere else but alongside a Witch Hunter.

Zealot Faction card comes out. Favour +1 for the good impression made on Matthias Krieger.

They go up to the manor, Krieger’s followers coming after them and positioning themselves around manor, only two (including the keeper of implements of questioning) coming in. Eldred relates to the Witch Hunter all he did to heroes with the update for Brother Erich’s plan for when the bog hunters turn up a lead. The Witch Hunter nods approving of the plan.

There is part of what Father Anders described that has troubled Krieger, it turns out to be the same thing Anselm had been troubled by – what did the witch want (ah the same question springs to mind of both does it, Matthias nods approvingly, all the more impressed by Anselm). Matthias confirms the timeline, that over a week passed from the time witch driven off and the heroes arrived, and witch did not come back. He wonders if the witch was intercepted coming into town – Anselm again speaking the thoughts Matthias is thinking – perhaps he was leaving when the dogs alerted people. Perhaps he had accomplished whatever he intended, that’s why he never came back – whether poisoning a well, planting some dark talisman or perhaps meeting with someone. The town will need to be investigated. It’s a small town, should be possible to interview everyone in just a few days (just what every town wants).

In talking about plans, Matthias Krieger does seem to be a by-the-book witch hunter, “gold standard” even. He won’t have anyone tortured unless there are grounds to suspect them to begin with (think of it as we have to have grounds to arrest you before we go to that level) – it’s widely known that many witch hunters skip straight to torture (and not a few skip past that straight to burning).

The heroes suggest that the thing to do is start by interviewing Pirn van Beek, (Findulas’s suggestion) the man who fought off the witch hunter, and the questionable priest of Manann Father Salzig (Anselm’s suggestion – never go wrong with a Sigmarite by badmouthing another sect). Matthias thinks those are good ideas and goes off to do that, with Anselm alongside. Anselm’s protests are swept aside, clearly he has the right stuff and in his short stay he may already have learned more than he realizes. “It’s the little things that give people away you know”, Matthias says to the Seer with unexplained Magical Sight (who is fearing just that).

Hans and Findulas decide to tour the village with Hans’ (legally explainable) magical sight to see if that turns up anything (which Matthias also endorses, grand – none of this nonsense about they can leave now and turn it over to him, no they’re obviously invaluable – Sigmar provides!).

Interviewing van Beek, Matthias and Anselm find him in some distress from his bandaged wounds. Not long into interview (which doesn’t clear up the “was witch coming or going” question), a mutated hand springs out through the bandages from around his midrift and seizes up a knife (from a tray with bread etc.) to stab at the Witch Hunter.

Matthias jumps clear and calls out “Mutant!”, and makes short work of Pirn with Execution Shot from his pistol and the follow up sword blow. He shakes his head sadly, “Poor fellow, the witch’s magic must have tainted him.” He is in midst of explaining to Anselm the hard, sad truth that mutation and corruption aren’t just the consequence of choosing dark paths, they can find people who are just unlucky or indeed acquire them by facing evil, but that however they arise they have to be dealt with the same way, when Pirn’s corpse breaks apart and an amorphous tentacled mass spawns from it Terror 2 check – “Chaos Spawn!” the Witch Hunter cries, and a more serious fight begins – which Hans and Finduals join (having hear the pistol shot before and coming quickly to van Beek's).

Anselm takes many wounds and Senor Bitey again saves him from a critical but the heroes and Matthias finally destroy it.

Matthias thanks the heroes and again speaks of the sadness of chaos’ corruption. He says that Pirn must be remembered as a hero, for in truth he gave his life fighting the witch – it was by his valour that he came to make this sacrifice.

Matthias gives a mini-sermon on the need to be merciless expunging chaos such is the scope of its threat, how sympathy for an innocent mutant is understandable but wrong-headed for all mutants will become servants of chaos and must be cleansed as soon as possible to minimize harm.

Hans' player is covering up his 2 corruption points (just gained at Cursed Ruins) with his hands at this point in mock discretion.

Mattias then questions Jana, Pirn’s shock-striken wife, if she knew of his mutation. If she did, then concealing it is the kind of wrong-headedness he means, and is a capital offence – it’s clear Matthias would do his “sad” duty if he decides she is guilty of concealing a mutant. Jana insists she didn’t know and Matthias nods, he would like to think that, but she will have to come along to the manor for formal questioning (that’s the interview step, no torture yet).

- Jana did witness her husband's mutation manifest, his killing, his body giving rise to spawn (a Terror check for her too) - all in all some pretty distressing events, her steps falter as she is lead away (she has a temporary insanity, Faltering Steps to reflect her trauma).

We break, the heroes to decide if they observe/participate in Jana’s questioning…. (and Father Salzig not having been interviewed).

What Brother Erich was doing all this time to be decided by that player – perhaps he was deep in discussion with Father Salzig about sobriety and duty, perhaps while praying in front of the statue of Sigmar he had found a like-minded Sigmarite in this town of Manannites and gone off to get his “insights” on the situation.

valvorik said:

- They are fimir ruins from the fimir/skaven war that created the cursed marshes.

Awesome! I actually re-set The Fauligsmere in my homebrew province (far away from the Wasteland), and the marshes are riddled with ruins, the most significant of which is ruled by the Fimir. In my version, they're ancient elven ruins, and the master ruin sits astride a ley line and is a nexus for the winds.

valvorik said:

- They are fimir ruins from the fimir/skaven war that created the cursed marshes.

Awesome! (Is this just something you made up, or does it come from the adventure? And this firmir/skaven war... Is that official history, or something of yours? If it's official, where is it from? Is it in the adventure, or in an older book somewhere? Or the Warpstone 'book' of the firmir?)

What are/have been your players' attitudes to the witch hunters? Are they aware of the sort of reputation they have in the old world? Are or were any of them sympathetic? And have any of them changed their views in the time since Kreiger's been in town?

Also, would you say the part is pretty much in agreement (generally, and now specifically) when it comes to witch hunters? Or is Anselm's path (career) putting him on a collision course with an ever more devout Brother Erich? If so - do the other two tend towards one side or the other?

And do you have any indication as to where Anselm's player wants to take this? i.e. Does he want this to lead to his character becoming a chaos-worshiping witch at some point? Or is he just pretty liberal when it comes to dabbling with the dark side of the 'shades of grey'?

Angelic Despot said:

valvorik said:

- They are fimir ruins from the fimir/skaven war that created the cursed marshes.

Awesome! (Is this just something you made up, or does it come from the adventure? And this firmir/skaven war... Is that official history, or something of yours? If it's official, where is it from? Is it in the adventure, or in an older book somewhere? Or the Warpstone 'book' of the firmir?)

What are/have been your players' attitudes to the witch hunters? Are they aware of the sort of reputation they have in the old world? Are or were any of them sympathetic? And have any of them changed their views in the time since Kreiger's been in town?

Also, would you say the part is pretty much in agreement (generally, and now specifically) when it comes to witch hunters? Or is Anselm's path (career) putting him on a collision course with an ever more devout Brother Erich? If so - do the other two tend towards one side or the other?

And do you have any indication as to where Anselm's player wants to take this? i.e. Does he want this to lead to his character becoming a chaos-worshiping witch at some point? Or is he just pretty liberal when it comes to dabbling with the dark side of the 'shades of grey'?

re fimir ruins, this is official from earlier edition. Marienberg Sold down the River gives background on Cursed Marshes. Fimir have not appeared by name in 3rd edition though the reference in this adventure to bog daemons is likely to them.

No one has given "my views on witch hunters" declarations so we only see it from play:

- Hans appears antagonistic to witch hunters as another one (Tobias Bach) burned Hildrette Krass of Stromdorf as a witch as part of investigating the town after heroes were there (Hildrette had tended to Hans when he was poisoned).

- Anselm wants to avoid them because he's a Mystic/Seer;

- Findulas finds the human kithbands hard to understand and is mostly just inscrutable while waiting for something of Chaos to show up so he can kill it;

- Brother Erich - we shall see.

I have made efforts to portray Matthias Krieger as "gold standard", the best you can get, no more insane than minimally required by job and that likely just over-confidence facing adversity, also using him as mouth-piece for the best "actually, given the threat of chaos, there is something to the treat it like plague and contain it, killing carriers who threaten others" chain of logic (which Hans has admitted has some sense). There's no sign yet of a change in attitude due to all of that.

The party's views thus unclear, Brother Erich likely the wild card. As noted, Hans has been questioning Anselm about his magic sight so there is a "bit of a crack" there. Then again, Hans is carrying around the book from Hugeldal, Doktor Verfullen's medical/text grimoire that started him down his corrupting path when Morrslieb shone .... and just took the Physician career..... (I don't think the player is playing into a story there but there definitely is one I won't be ignoring).

It's all coming out at table, I think mostly "what feels right at time" so where Anselm will take it hard to guess. The player is a lawyer and bases many characterizations on various clients he has had but that leaves a wide field from stupidly naively ambitious to cunningly sinister. My bet would be on the former.

39th Experience Point, Findulas absent.

Hans Yunkers, Hierophant of the White College is now Investigator/Physician/Acolyte/Apothecary/Apprentice
Brother Erich Donatus is Disciple, Initiate, Soldier
Anselm is Seer, Mystic, Rat Catcher.

While others were engaged with Matthias Krieger, Brother Erich was asking around town to see if something townsfolk did not recognize as troublesome could be source of their ills. He found nothing but did get told of Seth Reizbar, a Sigmarite who takes his devotion rather far (even in Brother Erich's views).

Reconnecting with the heroes, Brother Erich is pleased to see Matthias Krieger. When he was a soldier, his mercenary company aided Krieger on one of his missions and Krieger's exemplary conduct was part of what Erich remembered that later caused him to become an Initiate of Sigmar.

[Fortune point spent to establish the connection, player knows Krieger's background – the player had been thinking about back story and I allowed this since it’s fun, cost a fortune point as it does give bonus on interactions with Krieger. He also knows that Grier the torturer is reputed to enjoy his work a bit too much].

Brother Erich goes with Krieger to manor to witness Jana's questioning (ascertaining if she knew Pirm was a mutant). The other heroes go off to pursue other interests.

Anselm has a drink at the Three Hogs, and hears an altercation outside between Emma de Goede and some woman named Berkel - starts as a run in but quickly becomes ranting about some strip of land beside the inn.

Hans wants to talk to the village healer about her healing draughts. It turns out she is called to manor to testify she bandaged Pirn after the fight and told Jana not to disturb bandages etc.

Jana stands up to Krieger's questioning without giving false readings of suspicion that would cause "the question" to be put harshly. She is released and Saskia takes her home, meeting Hans.

[i explain that the procedure is a intimidating interrogation over facts, and torture only used if reasonable grounds to suspect established etc., an innocent person can read false/misstep in such a process creating suspicion (e.g., generate a chaos star in a check against Intimidation if you were PC) – NPC for Jana I require a player to roll two challenge dice, if either comes up Chaos Star she falters in her story and is put to question – she does not and is released. As much as false convictions are fun, this works out well actually as the players see “how it goes when Krieger is there” and because of their own actions they will later see “how it went when he wasn’t”].

They talk and she explains her "draughts" are made from ingredients from nearby marsh and not like the ones that you can carry around etc., they have to be used within a few hours of being made (good for a day or so basically). She says if Hans were to stay in Fauligmere a while and accompany her, she could show him.

[she’s lying of course and playing for time, hoping Hans won’t stay (when was th last time a visitor stayed in Fauligmere!) – ironically though Hans became an Investigator this session, very fitting with his background and can fit with Wizard of Light I think, and player was very “how can she make healing draughts” curious, he did not make any checks about whether she was telling him truth].

Around this time, Jaco de Valk, a bog-hunter returns with word of the witch. In the manor, the heroes hear of the ruins north of town where Jaco found hut with strange contents, and on ground nearby the dead body of another bog hunter, Boermann.

It is noon and heading out will mean pushing selves but the heroes feel delay is ill advised. Krieger has endorsed the plan for Baron and heroes to go, though Brother Erich asks if Krieger shouldn't come (check successful) and so it's Krieger not the Baron along with the hunting party. Jaco, some other bog hunters and Saskia are along, Saskia volunteering out of concern some healing will be needed.

[i made it clear in back and forth that only question was does Baron Eldred or Krieger come along with them, with Krieger having full confidence in them going as he continues investigation in town. Brother Erich rolls to convince him to come along [based on past relationship giving him a bit more leeway to “open what is presented as closed question”] and rolls well enough to do it (not what the script calls for but so be it, I try to run a tour not a railroad). So Krieger comes. That changes things a bit but actually is fine – in this version, “if you had gone along with his plan he would have been in town to oversee his zealots and lieutenants’, as it is, Krieger is not in town because heroes convinced him to go with them, and the town has been an afternoon, day and at least another morning with the zealots and sadists running loose. There will be no “von Schnlell’ pigeon arriving in this version.]

[i had a Hunting Party group card of sorts and NPC cards where each NPC could be called on for certain bonuses representing their aid – bog hunters can help with fortune dice on nature lore, observation and melee, Krieger on Discipline and melee, Saskia can give back some wounds etc. – each also has losses/negative effects if a lose chaos star attached to them – e.g., Krieger increases Party Tension +1 in that case].

They set off, with Jaco leading. The heroes encounter several marsh perils along the way - pockets of marsh gas, eddies of dark magic and the corrupting influence of Cursed Marshes that seems to affect Hans in particular (Hans suffers 3 corruption from failed check and Chaos star, taking him to 5 - which is the "base number to which something else is added to find the number that when exceeded means mutation for a human").

[i made little “marsh peril cards” (really just a table with the entries then cut up) and had the player draw one every time a check was failed, they ended up failing 3. Hans racked up that whole 5 corruption in just two sessions, since coming to his mother’s home town – you would almost think it was cursed]

They find the ruin which still seems deserted. Hans uses his magical sight to see that different magics are at play and successfully (3D) reads that there is a protective ward about the place, woven of the delicate and beautiful tapestry of colours indicating high elf magic does - but within it, in the hut, there is a dark taint of collapsed winds such as witchcraft and others use.

The elf wards would make this place resistant to the dark effects of the Cursed Marshes. Hans finds this a strange place for a witch, though Matthias Krieger says that even witches are not always eager to embrace excessive corruption (though of course the true maddest cultists of chaos view all madness and mutation as gifts and welcome them).

[As noted earlier I changed Cursed Ruins to Ancient Elf Ruin + Crumbling Ruins, adding the warding effect to explain how someone lived out her all this time without being more corrupt than they are]

Looking about the heroes find the body of the bog hunter gone. Eventually they locate it weighted down in a nearby pool, with some sort of pole marker over it - Brother Erich's piety identifies this as a crude grave marker such as savages might use. Anselm finds another such marker over another pool, though it has clearly been there a decade or more - he finds this while looking around and realizing whoever has been living here has been here at least that long.

Hans finds a bubbling pot of some sort of healing draught mix, but one with a taint from the Cursed Marsh (it would make the user risk Corruption). He spills this out, explaining what it is to the rest of company.

Brother Erich finds sign that the bog hunter's body was not only moved to the pool, it was brought to the spot it lay (he did not fall there, he was brought from somewhere else). The apparent attempt at "burial" of the body is deemed odd behaviour for a witch.

[A couple of players made extremely good observation (minute detail) checks poking all over the ruins, Anselm in the course of looking for elf treasure – hoping this was where the lost treasures Voluria is seeking were].

Mathias Krieger agrees that these several strange facts bear considering and says this makes even more important his earlier urging that the "person of interest" be taken alive if at all possible.

It is late, the heroes pushed themselves to get here, and it is decided to rest overnight in this ruin. The elven wards make it the best place for such rest and the rest does several heroes good.

The next morning, they set off trailing the "witch" through the marsh. The little hunting party's tension increases (party meter hits 10 eventually) as they eventually find the witch - realizing it when they hear the strange wordless song.

[for them hitting 10 meant 2 stress and 1 step reckless, the stress hurt and was part of what pushed Anselm along into madness shortly]

They cannot see the witch readily (as he cloaks himself with magic), Hans is the only one who sees him - off in the marsh. As Brother Erich moves towards the spot, a huge fenbeast of swamp-muck and roots rears up and blocks his way (Terror 2).

Anselm acquires a temporary insanity due to his stress (he manages to remove it at end of episode but until then has shakes and Agility suffers, unfortunate for someone who favours ranged combat - a sling - as way to fight).

Krieger is entangled with the beast, damaged by thorns that wrap round him and eventually tossed like a rag doll (landing on Senor Bitey who loses 2 Obedience - as Anselm fails his Animal Handling to get Sir Bitey out of way).

[the heroes never actually damage or even hit Krijn, so the beast only interposed and entangled and then used a Stunt action (opposed Athletics) to the pick up and throw, which die 2 Fatigue loss to Krieger not wounds, 2 Fatigue to dog = 2 Obeidence. FFG support confirmed. They never got closer to him than Medium so he uses his actions on his defensive hiding spell, and literally “getting better cover” to add more misfortune dice to attempts to see him – e.g., I have two misfortune dice simply because he was using his action that way in addition to other bad dice in pool].

Anselm tries to hit the fenbeast with sling but does poorly, and makes one attack against the young man that does very poorly against his magical defences (Hans is envious, maybe witchcraft isn't such a bad idea).

[Anselm also used his Seer ability to help Brother Erich at one point, hoping Krieger would not notice anything “strange” going on. I made player roll a challenge die, on Chaos Star, Krieger notices something odd – blank comes up, whew for Anselm]

Hans tries to get closer to the "witch" and asks him why he attacked the town. The young man calls back he did not attack the town.

In the distance, the monstrous "Beast of the Marshes" appears (I note it’s actually about 4 times larger than the token for it suggests] and is coming gradually closer. Brother Erich having been thrown back, the fenbeast moves away towards the witch as he backs away (they are both faster in the marshes than the heroes, or the "Beast of the Marshes" for that matter).

[This was a free-form addition, at one point a surfeit of Chaos Stars were rolled. I use a table of free from boon/bane/chaos/comet etc. results derived from the hardbacks, and made surplus Chaos Star into “another force arrives” – being the Beast at Extreme range].

The young man warns the heroes of the approaching Beast and blames it on some woman, “it’s hers” (well a female pronoun is used). The last exchange before they get out of sight, still with Hans, is when the young man speaks of the danger of the woman in black.

The heroes evade the “Beast of the Marshes” and return to the elf ruins to rest again, spending a second night in the marsh. They ponder who they have met that would be a "woman in black". Only Lady Theodora, Baron Eldred's mother (Hans' grandmother) habitually wears black it seems - but what chance Hans' grandmother is some sort of villain?

[i did not see this final player conclusion coming at all, it was gold. Per adventure text, not knowing what an elf is etc, he just called her the woman in black – a bit more dialogue would have gotten strange woman etc. Findulas being absent meant he didn’t say “like him!” The players wonder who dresses in black, and I have Lady Theodora’s stand-up arranged with other NPC stand-ups/homemade chits and point to her as the only one they’ve met, dressed as she is still in black for her dead husband. I’m really hoping to see this play out – if they question her etc. She’s not at all the “witch”/summoner of beast of course, but she has secrets and in larger sense she’s the one responsible for situation, that could be fun.]

An overall GM comment – the party was spontaneously open to idea “witch” might not be villain after all and really did roll very well exploring his home to get all the clues about burial etc. This meant that in encounter, they didn’t immediately go all out attacking him, Hans really tried to talk. This felt a bit forced then on my part in terms of keeping him from “putting it all out there” but I played him as the xenophobic, untrusting outsider. When Hans was trying to tell him “the best thing would be for him to surrender” I should have been saying “why are you hunting me, just leave me alone etc.”. I’ll ponder how to get that across etc. In truth, the best thing for him is to be left alone so it’s not outlandish that he is pursuing that objective at same time as trying to mostly help Saskia. Once again, players let pass by a couple of opportunities to spot Saskia being evasive, concerned or otherwise acting oddly- more of that to come…., Saskia was present when Hans explained the healing brew was corrupted (looking at her then would have had a bonus to see someone shocked) and she knows it’s where she gets her healing draughts from and this information is eating away at her, she had a bad night over the matter and really wants to speak to Krijn about it.

A stray thing I mean to post.

If using adventure as written it starts with an encounter at the town of Eilhart and appears to be suggesting it is on the Reik.

Glitzman's most excellent map shows Eilhart is actually on Schilder, this accords with the warharmmer novel The Wine of Dreams. Sigmar's Heirs' map also appears to place it on that tributary of the Reik, as does the WFRP 3rd edition map of the "Glorious Province of the Reikland" (though those texts don't name the Schilder).

Father Anders would not be in Eilhart if on his way upriver to Altdorf.

Glitzman's map: http://www.gitzmansgallery.com/Warhammer_Maps/index.html

Nice, I've just run this bit but was far to tired to really do it and mucked it up so much the witch got captured... looks like I need to organize an escape attempt in the middle of the night. Luckly the PCs are happily gulping down health potions so they may be falling asleep and waking up to cut ropes and a missing village healer along with their prize. Suspicion on Saska ought to provide some material for next session tomorrow anyway

All heroes on deck, 40th experience point

- Anselm takes new career of Charlatan ("I was never a Seer, it was all an act, so no need for inquisitions etc.")

The heroes and hunting party camp at the elf ruin night of the 24th. Saskia as only women ends up making dinner of course (muttering to herself some dialogue with her mother about how she should get married, "yes a man will mend my clothes, cook my meals, clean my house..").

Hans goes to help her, which surprises her but also pleases her (that's short lived!). He starts talking about the healing draught mix they found that was tainted and where she learned to make healing draughts, if hers made from marsh ingredients could be tainted too - maybe that's really how Pirn was made a mutant.

She starts crying, saying she has been wondering this (Krieger the witchhunter doesn't see this but heroes all notice). Eventually she admits to Hans that she doesn't make her draughts at all, she gets them from the witch, who she says is not evil, just scared and lonely.

Everyone has dinner and sets watches, but lethargy overcomes everyone - they've been Schlaffed! Hans is (randomly) the one on watch when it matters and he's actually knocked out completely by Fatigue when Saskia vanishes.

Anselm wakes (very little affected) and finds Hans asleep on watch, Saskia gone. Everyone decides she drugged them, and in morning examining her cookware discover she made part of dinner in a bowl that has a coating on it to contaminate food with Schlaff (the reason Hans didn't see her add anything).

[she has gone to find Krijn, she realizes she's in trouble but doesn't think he intended it.]

With several hunters fatigued, only Findulas wants to go after her, everyone else wants to go back to town. The question of what effect her tainted draughts have had over years weighs on minds and Krieger says it needs to be investigated.

Arriving back a bit before noon on the 25th of Erntezeit, the heroes find in the 2 days they have effectively been gone (1/2 day, full day, 1/2 day), the zealots have replaced militia as controlling town gates and docks and have been investigating people. They found a family concealing a mutant child, the blacksmith blasphemed when questioned etc., they've been holding people in manor cellar pending Krieger's return. Klemens Greier has only been using "the gentler methods" until Krieger authorizes more. The devote Sigmarite Seth Reizbar has been very helpful.

The heroes try to tell Krieger his business a bit, he humours them but isn't much influenced, he plans on proceeding methodically, questioning people in turn etc. The heroes decline to witness etc as he starts with Eidelbock family over mutant child (tended to by Saskia as it happens).

The heroes go to the Three Hogs and talk to Thomas and Emma de Goede. Hans questions Emma thinking she may know more than she's telling and while she seems to know nothing about Saskia or the witch, it turns out she does know that Heidrun was pregnant - she said with Eldred's child, when she vanished.

- we also learn that Emma received one of Saskia's healing draughts at one time (misfortune die, challenge result - that's what we do for any NPC to resolve if they're at risk)

The heroes decide that the "witch" must be Heidrun's child and the "other grave" they found Heidrun's. They wonder if Lenko Sepp was supposed to get rid of her but didn't (ultimately leading to some reformation/conversion to Shallyan devotion) - Emma is furious, that's the sort of thing Lady Theodora would do the old *****!

By the time heroes have finished this, Krieger has assessed Eidelbock situation (parents are to be hanged immediately for the crime of concealing a mutant, mutant is to be burned but that is put off pending finding more to burn - wood is a premium here). A few zealots take the mother and father out and hang them on a hastily erected gibbet.

I'm playing this that for every "encounter/bit of stuff" the players do, the witch hunter's inquisition moves ahead one step.

As Krieger moves to question the Berkel family, neighbours of the de Goedes, the heroes go on to question Lady Theodora, being escorted up by the elderly butler Bors.

Gradually they question and reveal things to her. She overtly admits nothing but Hans and Krieger press her and read her (between them) to determine that she didn't know about the witch being her grandson, thought him dead, is furious about failure of Lenko Sepp to dispose of Heidrun etc. She denies the possibility that her bloodline would produce a witch - little better than a mutant. "No von Stauffer has every whelped a user of magic!"

Hans then reveals that he, a wizard, is Ishild's son (so both her children had sons who were potential wizards). The old woman steadfastly refuses to overtly admit anything but does by her emotions and reactions reveal how angry this makes her. At one point she beseaches Sigmar why neither of her children could be worthy, and mutters something after that about "the witch!"

She still refuses to admit anything, "I will not bring shame on this house."

[i advise players I hope they understood that success can mean "you learn what the NPC has to tell you" without necessarily "forcing the NPC to do what you want exactly" - the same would apply to a PC, you can decide if under questioning you "rat out" your friends or not but not if the the dice turn out such that you do "betray them" by your reactions/expressons etc]

{Theodora's "that witch" statement refers to another witch, I said it in a way suggesting it meant someone particular, I decided that as further backstory, Lady Theodora was long ago cursed by a witch she betrayed after getting a philtre to win her husband, the witch cursed her, "Your line will end. Your man will fall to his foes. Your children will lead lives of sorrow and loss, and their children will the last of your line and in them my power will return to destroy you." [any suggestion to alter that welcome - idea is Hans and Krijn both use magic, Hans is light wizard, no kids in his future anymore than in Krijn's, and anything suggesting Hans has a dark future is fun].

By the time heroes have completed this questioning, Krieger has heard the Berkel's accusations about their neighbours. The de Goedes and much of town apparently are all going up to the Knockenpftuze once a month for some blasphemous ritual (no priest), this aligns with what Seth Reizbar has said (apparently Krieger was waiting for some confirmation of Seth's wild story that most of the town was participating in some questionable ritual - this was it).

[brother Erich notes that yes, a ritual of worship of some sort without priest is a bad thing]

That some old hermit is part of this is also suggested and Krieger wants to go bring him in. The heroes, haltingly, reveal they have met the old man and think he's not dangerous, perhaps even blessed by Shallya (dove appearing before he did) though he may have a part in everything.

The heroes then go to interview Lady Voluria. Hans is suspicous of her account of fight between her party of elfs and beast and witch. The beast she talks about is clearly the bigger creature that devoured the troll so easily, not the "fen-beast" (literally beast made of fen muck etc.) that appeared to aid the witch.

Hans discerns she is dissembling, a couple of times. She eventually allows that perhaps the witch was only present when the great beast attacked and not controlling it. She's not dissembling that it did attack and kill her comrades. After much discussion and Lady Voluria holding back information (and never revealing everything she clearly knows), she allows that the great beast is actually a sea creature that somehow has come to the marsh - suggesting the route her ancestor's ships were taking must still survive to some degree.

She, very grudingly, speaks of druchii - dark elfs - who might summon such a creature and do dress in black (cf "woman in black", heroes double check she's in blue and gold but don't search her closet). The Druchii raid coasts but can't reach interior since only naval route is up the Reik and Marienberg (and high elf outpost there) block that effectively.

If the Druchii found any sort of path between sea and Reik, that would be very, very bad - at least for the humans.

She is still not being honest about something. She frankly tells Hans that no elf or druchii would care to tell any other much of their quarrels.

-- heroes generally know of stories of dark elfs raiding coasts etc., though dwarfs say it's just elfs dressing up in different outfit and pretending "its our evil cousins, not us".

The heroes hear a commotion - it turns out that Lenko Sepp was coming into town and so Krieger's party "apprehended" him in record time. He is taken to manor dining all to be questioned.

The heroes say they have more important news to tell Krieger. So he has Sepp locked in cellar instead and they talk. Heroes lay their theory about witch's parentage and Lady Theodora's crimes before Krieger at this point. It hangs together and he finds it believable but there's no evidence (that pesky gold standard, especially for nobles).

He sends for Sepp to be questioned (even if he's not talking he can nod etc.), while he goes to speak himself with Lady Voluria (who heroes say is holding back information etc.). He asks them to track down Baron Eldred but not reveal theories to him. They all think Baron doesn't know anything about his son etc but want to test that before telling him theory.

We break.


Phew, lots of roleplaying and rolling Intuition to see if someone's lying. They rolled well vs Voluria so I kept saying she's holding somethng back and giving out something etc. I use "let it ride", you spot lies then you spot lies and don't make rerolls done for essentially same subject etc.

Lady Theodora scene was fun, when Hans finally revealed "you have two grandchildren with magical ability" it was sort of a "Luke I am your father" in reverse thing. I kept upping her arrogant statements about purity of her family blood etc. to see when he would let the hammer fall.

Players have essentially figured out about underground river going to sea. I've said it's not big enough for big ships but would be for skiffs and smaller vessels.

I'm manuevering to keep Saskia out of gaol so she and Krijn play roles in final confrontation - though way things have gone they will believe Voluria is villain immediately. Realistically, Saskia's also realized that if her draughts tainted she has no future left in Fauligmere - one way or another witch hunter or angry neighbours.

Brother Erich's player actually said, "so either there is something big we don't know or there are two things going on, one involving the witch's history etc and the other this big monster and elf business".

Pondering "what next", looking for Baron I think it's the zealots roasting pigeon/Baron event.

We don't play next week so 2 weeks before next update.