Witch's Song play report

By valvorik, in WFRP Gamemasters

I've just done part of this bit of the adventure, next week is going to be all the investigations into the town by Krieger (Mutant revealed was the last part of the last session). My players put together the healing potions and corruption after one of them suffered corruption after drinking a drugged one (two chaos stars on resilience check to over come sleep). They are thinking with Krieger on the 'whole town are possibly mutants' and the dwarf is holding a grudge against Saska. I'm really not sure which way they will end up going through the next bit. These reports are helpful for planning for different outcomes ;)

After a forced pause due to scheduling challenges we return...

41st advance, all heroes on deck.

The heroes went to find Baron Eldred von Stauffer, and found him confronting a group of zealots who were roasting pigeons and eying von Schnell on the Baron’s shoulder. Brother Erich interposed himself in the escalating conflict and tried to intimidate the zealots into behaving better (they not seeing the fuss over pigeons) – he failed, however they left (since he’s connected to Witch Hunter Krieger but this reduced standing among zealots - losing favour), but gaining some with noble von Stauffer family.

Returning to the manor with the Baron, they encounter a returning bog hunter who reports seeing the Great Beast moving about again.

At the manor, Krieger reappeared from interviewing Lady Theodora about the heroes’ accusations and asked the old man to confirm he was Lenko Sepp (he had been brought up to the dining hall/question room), the old man nodded appearing relieved. He asked Sepp if he killed Father Marbad and Sepp, in a croaking and unused voice said, “Yes”. Further questions about why, did he act for someone, was he associated with Heidrun, what was his relationship with Heidrun and the young man known as the Witch all received no response.

Removing to another room, Krieger questioned Baron Eldred if he knew of Heidrun’s fate etc. The Baron appeared not to know anything but admitted wistfully to his romance with Heidrun, he did not know of having a child by her, but admitted he could have and is interested to know if he did – having no children he knows of otherwise.

Matthias Krieger says Lady Theodora’s statement (he had a written copy of it) offers a different view of history, but that before he relays it to see what the Baron and heroes say he notes that it would “reveal certain information that “I offer a person here present a chance to disclose themselves in their own words if they prefer.” The Baron looked puzzled, and everyone else studiously didn’t look at Hans (who wasn’t saying anything, wanting to respond to whatever Lady Theodora had said without tipping his hand first).

Lady Theodora’s statement was that her accusations were motivated by self interest, her accuser stood to gain if her branch of family cast down as the Wizard Hans is the son of her daughter Ishild (she manages to avoid ever referring to him as grandson), who is a wanted fugitive. According to her, her bailiff Sepp lusted after Heidrun and after her son went to Altdorf , Sepp forced Father Marbad to secretly marry himself (Sepp) to Heidrun. Father Marbad tried to tell Lady Theodora of this but when she went to temple to speak to him she found him dead, Sepp and Heidrun gone.

In Lady Theodora’s view, if Heidrun had a child it was Sepp’s not her son’s. She didn’t publicize her suspicion of Sepp having murdered Marbad (she had no firm proof) though if she had found him it would have been questioned. As the “law” in Fauligmere at that time this was within her rights. At most, her fitness to rule is questioned and that is moot now. Her son Eldred knew nothing of any of this.

The heroes mostly don’t believe her (notably Brother Erich and Hans). Hans disdainfully states he has no ambitions regarding Fauligmere beyond rendering aid to situation.

Hans states that Heidrun’s son and he both having magical ability suggests it’s the von Stauffer line in question (i.e., Sepp not father). He fails to be convincing with Krieger and (chaos star) makes Krieger less certain which version is more believable. The heroes’ version was pretty good, but now the wizard son of a fugitive is throwing about odd theories.

Baron Eldred appears surprised to learn Hans is his nephew but not outraged and has kind words to say about his sister Ishild (he knew he had a nephew, he just didn’t know much beyond that due to Ishild’s life on run). Baron Eldred doesn’t take a side between “stories” but focuses on fact that in any event this young man in the swamp is Heidrun’s son and he would like to talk to him.

Another bog hunter appears at manor, with various hangers on he must have acquired since coming in gate, including Seth Reizbar. Saskia has been seen with the young man “the Witch” up at the Knochenpftuze! Seth insists this shows the connection of the forbidden rituals villagers do up there with corrupted villagers under the sway of the Witch - it all fits together!

Krieger wants to go up and apprehend Saskia and the “Witch”, he doesn’t want “interested parties” involved which now appears to include the heroes (Hans at least) but Hans insists on going too. An intimidation contest ensues and Hans manages to hold his ground (though likely not winning any further favour with the Witch Hunter who probably views his decision to give in as “giving the wizard enough rope to hang himself” - ah, a 2nd witch hunter with dim views of Hans).

In the end, Hans and Findulas go with Matthias Krieger, Seth Reizbar and several zealots to investigate. Brother Erich and Anselm say in town to stop the remaining zealots running amok (as they did last time everyone went off into swamp).

Splitting the Party…..

In Fauligmere...

Brother Erich and Anselm manage to quell rising troubles in Fauligmere and stop the situation turning ugly. Brother Erich uses the food he brought to keep the zealots from using other methods of obtaining provisions; Anselm sends them on wild goose chases without himself arousing suspicion. Baron Eldred lends a hand calming villagers as well.

At the Knochenpfutze...

At the pool, Findulas finds signs of three sets of tracks (humanoid) recently passing the pool up the concealed cave entrance (who the 3rd set is a mystery). As Matthias and Findulas are trying to climb up to the cave (quietly), the waters of the pool ripple and the terrifying sight of the monstrously huge Beast of Fauligmere appears (Terror 2).

The beast plucks up Findulas but the wood elf manages to wriggle free, Hans using a magic dart to help a bit. The heroes eventually flee into the cave, zealots meet grisly ends and Seth flees back to town.

Who was plucked up was randomly determined (players were rooting for Seth to get it, was not to be)

The group is now Kreiger, Hans and Findulas who find that two people got in a coracle and went down river, one swam across river to the side with various goods and took a rowboat and followed (leaving one rowboat). The goods have changed a bit since heroes were last here, suggesting some leaving/some coming and heroes start pondering smugglers and who in town could be involved. They see several casks of gunpowder.

The heroes take a rowboat downriver (with one flask of gunpowder in case handy) and eventually (twice delays generated) pass through the underground river to the cost. Hans spots the waterway is likely dwarf work. This takes long enough that Seth returned to town, Brother Erich and Anselm came out to investigate and found no trace of Beast or their comrades and then went back to Fauligmere.

On the coast where the river comes out (on the other side of the hills), the heroes find the boats of those who came before and first see Saskia, calling for help as she is sinking in Quickmire.

As they approach to help her, they see “the Witch” and Lady Voluria (the 3rd person!) approaching from opposite directions. Accusations fly back and forth (she's the real witch, beware him), Krieger focuses on detaining the Witch (angering the protector fen beast the young man witch summoned with aid of ring he wears), as Findulas keeps an arrow notched but doesn’t shoot anyone and Hans tries to help Saskia. Voluria sends up a flare to “summon her kin” who are off the coast in a ship.

Findulas fails to see anything with his keen vision but as Krieger is caught up in conflict with the Fen Beast (it picks him and up and throws him in Quickmire), a horn is heard. Findulas manages (3 success Folklore) to identify this as a hunting horn used by dark elf raiders.

He doesn’t tell his comrades and, using the advantage of having had his bow drawn for a couple of rounds to ‘cover everyone” and thus not tipping off Voluria he suddenly lets off a stream of arrows at the “presumed dark elf”. He catches her by surprise (no active defences etc), as well as all his comrades, and kills her.

I should really have had her invoke Cloak of Dragonscales pro-actively to be careful but otherwise the fact Findulas spent two rounds with bow out not shooting at anyone and the Witch Hunter focusing on Krijn meant I played her as thinking all was going very well.

A cool continuation of dead-pan Findulas after Hugeldal and Doktor, I think we know what the elf words fin, du and las mean - feel lucky, punk?

With Voluria dead, Krijn (as the “witch” is called it seems) is less agitated and becomes more docile, the heroes manage to rescue Saskia. Everyone ends up in a rowboat (with Voluria’s body) going back up the river. As they enter the darkness the heroes catch a glimpse of two sleek boats (like war canoes) filled with dark elf warriors, with scantily clad elf witches at the fore, rowing furiously. A race back up the river ensues but heroes manage to beat the dark elf boats handily.

Findulas points out the gunpowder could be used to seal the passage and Hans tries to set the charges (using his Intelligence). This succeeds (barely, margin of 1, no real skills being used, just lots of other human etc. dice). There is a satisfyingly loud boom and the cavern collapses, sealing the dark waters forever (well for a good while at least).

An exhausted Krieger (from rowing), also exhausted Saskia (from Quickmire), Krijn, Hans and Findulas are now back the Knochenpfutze.

In Fauligmere, everyone outdoors (including Brother Erich and Anselm) heard an explosion from the direction of the Knochenpfutze.

We break.

Some notes

- Anselm's player controlled Krieger to give at least one of the two players of absent PC's a role, his portrayal was fine in my view and much what I would have done running him. He pursued the apprehension of the suspected witch, but did not initiate violence (many witch hunters would have not left much of a pause between "surrender" and "pistol shot")

- Was interesting to see where play followed/not module's outline (it has branches of what if this/that, I was a bit more open to "or another thing" than it suggests perhaps) - one point of convergence was putting the smugglers' gunpowder to its "plot intended purpose".

- In my version the ring is with Krijn, not in monster (that will figure in next session) and there was no marriage by Father Marbad of Heidrun & Eldred, instead Heidrun confessed her pregnancy to him and that was the reason he "had to die".

Next week we will wrap up with a "start of session, all fortune points refreshed and hopefully party re-united" confrontation with the Beast of Fauligmere, and then see how threads are wound up in Fauligmere.

Thank you for taking the time to write this. Lots of food for thought for my own campaign and well written and engaging to boot! Keep it coming.

good to see you be brave enough to allow the wood elf to get the drop on the dark elf and kill her outright. it can be tempting to fabricate some out for the villain to extract a opportunities to use their actions.

42nd Advance. Anselm’s Player absent.

Hearing the explosion, Brother Erich heads back up to the Knochenpfutze. Anselm remains in Fauligmere keeping an eye on zealots (player absent). Hans and Findulas are with Matthias Krieger and captives Saskia and Krijn.

The dead elfwoman’s body is examined and searched again, aside from finding she has many scars (evidently a hard life) nothing is found beyond the “Assassin’s Dagger” that Hans gives to Findulas.

Player is frustrated that there is no more info/stuff to glean from Voluria but I'm playing it that as an undercover agent she carried nothing informative period except "herself" and the dagger - if I was building up a whole dark elf story arc might have given something.

Krieger wants Krijn to surrender the gold ring he wears, which he was seen touching when the fenbeast appeared before. Krijn is reluctant, “it is all I have from my mother”, but Saskia (who seems somewhat resigned) tells him it’s for the best. Hans uses magical sight and sees it is not magical, also seeing a multi-coloured/turning muddy hue to winds around Krijn (oh oh, somebody has been mixing their colours together, pretty at first but just a dark mess when you’re done). Krieger (who now has ring) remarks that it is informative even if not magical, pointing out the three cups crest on it – the family crest of the von Stauffers.

Voluria’s body is put in a boat and towed along as the heroes set out for Fauligmere. They are about a third of the way there when they see Brother Erich approaching, but at that moment the great sea monster appears and attacks (the larger party as it seems to be mostly a vibration/motion-hunter). Krieger and Saskia now NPC cards to tap (despite all the wounds nobody tapped Saskia for 2 free wounds healed).

This is the big finale fight.

Saskia (randomly determined) is plucked up much to Krijn’s horror. The heroes respond, including Krijn who is wildly channelling magic and hurling fire at the creature (rolling 4 challenge dice per attack, booh no chaos stars that would have made him mutate tragically). Krieger charges the creature and Findulas backs away firing rapidly, his arrows inflicting wound after wound though the creature is massive, tough and not easily slain. Several critical wounds are scored (including potentially permanent limb-severing ones – not as bad overall for a multi-tentacled creature but if cumulative severity triggers severing then the limb holding Saskia is the one severed).

Saskia is freed and the creature surges after Findulas to seize him up (suffering a critical that removes free manoeuvre, it spends Aggression points to do this). Hans tells Krijn, seeing that in his distress his cousin is bleeding tears of blood, to stop using his magic and get away and Krijn takes this literally once Saskia no longer in immediate danger (running off into marsh). Hans uses his magic against the creature and often taking the extra care (added challenge die) to injure the tentacle holding a victim to help them.

The fight continues as in close quarters the creature also inflicts many wounds on Findulas and Krieger, its vicious bite inflicting criticals on Krieger and ultimately Krieger falls unconscious (for a total of 3 criticals, one potentially permanent, the ‘score’ 1 short of permanency result, total #3 when Tougness 3 as he lies unconscious – a near death experience). Findulas finally manages, despite the hardship of being gripped by tentacle, to fire enough arrows into the creature’s vitals to kill it (death due to criticals > Toughness of 7).

I ruled that at 8 criticals even though wounds not down to zero (it was at 8 out of 40) the creature expired. The Rapid Fire Action again stars. Going to have to use fewer encounters of "one big target" and more of "lots of targets, several leading" etc.

Hans calls for Krijn to return and gets no answer. He asks Saskia to call and she refuses saying, “it’ the best for him”. Hans challenges that being in the marsh is best but she looks at the witch hunter and says it is (it does not appear Krieger hears this).

Hans tends Findulas (First Aid) and Krieger (Spints and Bandages and Medicine [latter useable since not in fight]). Krieger has a critical suppressed and regains consciouness. It’s decided Krieger will take Saskia and Voluria’s body back to Fauligmere while the three heroes pursue Krijn into the marsh.

And it’s a “mini-witch-hunt” replayed, as tracking required to follow trail, Nature Lore checks to avoid Marsh Hazards and finally (since they want to catch up) an Athletics check by Hans (as weakest in Str) to see if he can keep up the pace required to overtake Krijn. Hans fails and tells his comrades to go on, the next worst now having to check to see if he keeps up pace – Findulas succeeds and so it is Brother Erich and Findulas who catch up. The heroes (a) don't spot Krijn (fail Observation); (b) are spotted by Krijn (fail Stealth). Thus they have caught up but don’t know it yet.

Krijn casts a concealment-aiding spell to make it even harder to spot him (and seeks natural cover to further augment hiding/get defence dice). The heroes continue on and then hear the eerie witch’s song he sings (resisting Fear) but then Findulas is bound up in vines that spring from the ground to hold him fast.

Brother Erich and Findulas try to persuade or intimidate Krijn to surrender and return, at first it doesn’t look good for their efforts (dual track as his anxiety/desperation also gradually increases) but in the end Findulas convinces him with dual threat of “I have spotted you and have you in my sights” (that’s worth a fortune die on roll after Krijn saw Findulas in action vs Voluria and monster) and “Don’t you want to come back and confront your grandmother” (there’s another fortune die).

I modified the dual track used with Flea in Gathering Storm (I had done a paper print up of it and still had it around).

They rejoin Hans and the three, with Krijn, return to Fauligmere. Krijn joines Saskia in the manor basement/converted prison. The folk of Fauligmere are much cheered by the news of the great beast’s demise, the witch’s capture etc.

The next day, the 26th, three people are to be burned as mutants (all victims of Saskia’s tainted healing draughts – she has gone from “our beloved healer” to a considerably less favoured status in the village very quickly, cell probably safest place for her), and Lenko Sepp to be hanged for murder of Father Marbad (he still has said nothing more).

Krijn explains his encounter with Voluria (he gives description, didn’t know name, doesn’t even know an elf per se) in marsh as she and others summoned some beast to come to them from the sea and then show them the way back. A great tentacled monster did eventually appear, but they spotted Krijn in meantime and fight ensued, his protector showed up which disrupted the ritual causing monster to go berserk and kill all the group doing ritual except Voluria – who it pursued off into marsh. He came to town to warn his friend Saskia of this monster and the strange woman, was set on by dogs etc.

Krieger finds this believable given the events he witnessed personally with Voluria and the sea monster etc. It must have come via the underground river from sea and she wanted it to show her the way back. Eventually she did find out about the underground river from Knochenpfutze by being in town as reports came in from bog hunters and the heroes.

Saskia and Krijn’s fates are judged, in terms of crimes temporal and spiritual. Baron Eldred speaks on behalf of mercy and Matthias Krieger’s “attention to detail” makes outcome much different than it would be in a “rush to judgement”. Hans in particular speaks on behalf of Saskia having been truly surprised to learn of her healing draughts’ tainted effect, and for that matter Krijn (who also claims not to have known of any such issue, what’s Chaos?) says Saskia has no blame, any fault is his.

Hans does not speak of the tears of blood he saw Krijn shed (though he does not appear to believe this was a sign from Shallya, leaving other less wholesome explanations to ponder).

Krieger finds that Krijn didn’t kill anyone, he defended himself when attacked at first. Pirn’s death was due to mutation not his wounds from fight. So the real issue is responsibility for tainted healing draughts - however those go back to Krijn who may or may not have known what he was doing. Saskia is off hook (legally, the folk of Fauligmere have their own views).

Krieger decides that Krijn must go to Altdorf to be surrendered to the Colleges who will determine his fate (can he be safely trained as a wizard or is he lost and will he “vanish never to be seen again”). His own views are negative vis a vis the tainted draughts and he will relay those when he hands Krijn over.

To decide outcome, I put misfortune and fortune dice into a pool for bad/good arguments etc and we rolled, net success (meaning not executed) and 2 banes (meaning Krieger will speak against him to College).

Lady Theodora remains in her room (no case against her has been proven).

That means it’s 3 mutants to burn and one murderer to hang. The community is downcast during the burnings but cheerful and supportive of the hanging of Lenko Sepp, murderer of their last decent priest and doubtless the man responsible for Manann’s disfavour upon them all these years since.

As Lenko Sepp hangs, a crack sounding as he drops (neck breaking cleanly), a salt-air wind blows through the village and rotting fish odour that clings to Fauligmere is washed away- Fauligmere’s 20 year run of bad luck may be ending. At the same time there is a shriek from Lady Theodora’s room – something apparently startled her but she doesn’t say what it is and returns to her usual close-mouthed self.

Some miscellaneous vistion promising Manann's vengeance, to be delivered by mortal hands. Lady Theodora may be found floating in the Knochenpfutze some morning soon, but that happens off stage.

Krieger and company head off on their barge that afternoon, with Krijn in custody.

Findulas has arranged to have the goods from cave entrance moved to town – it’s about 8 gold crowns worth of wine and other goods. The heroes propose to give half of this value to the town to help it recover and use half to help pay the cost of an “express passage” back up the Reik to arrive in Altdorf in time to appear when Krijn handed over. Hans wished to go, Anselm did not wish to go aboard Krieger’s barge and others agreed, though Krieger would have welcomed Anselm (if not Hans).

The heroes are aware there must be some smuggling going on (Krijn says he has seen a boat at night sometimes) but consider that "small time" and not their reason for being here etc. Hans does wonder if it is connected to "the Count" they have heard of before around Ubersreik.

Most due to Hans' interest but with consent of rest of party, there is a desire to get to Altdorf in time to speak to Colleges about Krijn. This means a typical "stopping in and trading at every port" passage up the Reik won't do. An express passage costs 5 gold crowns (as the vessel is forgoing normal trading stops and layovers to sail directly). This means heroes must fund 1 gold crown after the 4 fcrowns from recovered goods (25 shillings each if split equally).

Findulas asks Hans to write for him a letter to be sent to the Ulthuan elves in Marienberg, telling them of a Dark Elf incursion here (arrangements to send to be made in Leydenhove). Arranging relatively reliable delivery of the letter will cost 5 shillings (to be paid).

It's pointed out the Ulthuan elves are going to get a letter in Reikspiel from a wood elf - that will merit an interesting reaction.

Baron Eldred wishes to speak to Hans privately before Hans goes. Baron Eldred thanks Hans for trying to see mercy done for Saskia and Krijn. He personally believes Krijn to be his son but “I may never know for certain”, which troubles him. “Your grandmother will take her secrets to her grave.”

Eldred is pleased Hans is going to Altdorf to do what he can for his cousin and assures Hans he does not share his mother’s views on magic (or anything really). “The great tragedy of this is that someone born with a talent of magic, whether he is my son or not, was raised where they could not be found and trained safely.” The Baron is interested in any news of his sister, Hans' mother Ishild (indirectly indicating to Hans that the Baron does not know where his sister/Hans' mother is).

An Interlude occurs with heroes able to allocate 2 actions as they wish between those in Fauligmere and those in the town of Leydenhove (which is a trading town on Reik under Marienberg control, in what Reiklanders derogatively call the Wasteland, the territory around Marienberg, and where due to trade any goods can be obtained normally etc.). It ends when they board the vessel to travel upriver.

A few notes wrapping up this adventure:

- Warharmmer generally - I liked the way rules can combine with narrative and free-forming. Examples being - yes the severed limb will be one holding Saskia; or hmm, chaos star rolled by PC in the marsh during fight with final monster – draw a marsh hazard why don’t you, chaos star on successful social check hmmm, the witch hunter takes a liking to the Seer with no good explanation for his magical sight and wants to pall around.

I fine this easier since I make aids that can be easily re-used. I had made a "deck" of marsh hazards from the Witch Hunt episode allowing ready use of them this way, and allowing re-use; I have a similar "deck" of sewer hazards from Edge of Night with some added that I will use when playing Winds of Change with its Sewer episode. I make "printed" tracks for major Progress Tracks at times with the details on them so I can bring them out quickly and this then allows re-using - whether it's the Witch Hunt "into marsh" rolls if going off into marsh again, or Flea's Trust from Gathering Storm re-appearing quickly as Krijn's Trust.

- That rapid fire ability continues to be very tasty in the hands of the ranged-combat specializing wood efl. I hate nerfing things but admit if another big bad drops mostly due to it will have to mull a bit, it’s cool and makes for fun “narrative”. Part of issue is circumstances of course, solo villains in open terrain are easier marks for any ranged ability than say more foes than heroes in close quarters. I will be making a point of trying some situations where it is less optimized than a "one big bad" scenario makes it.

- The adventure test says Baron Eldred and Wandelina are childless; the von Stauffer family card says he is indifferent to his wife and children. So you have to decide whether he has children or not. I made it childless in order to make his branch of family threatened with extinction - more interesting in my campaign since one of my players is a member of another branch of family.

- I think it’s a good idea to decide on a von Stauffer family crest, mention it early and then be able to describe it on the ring re the Fenbeast (rather than saying “It’s the von Stauffer family crest!”, unless your style is to be that direct). I made it three cups arranged in a pyramid shape (googling gave this as a crest for such a family).

I liked the adventure quite a bit. With a Warhammer patina, it is quite gothic. There was also enough information and material to let player choice and the dice take things in different ways. At times this was not what the adventure forecast but there was enough material to allow handling departures. If I had tried to force things down the assumed paths it would not have gone down will with the table (and would be the sort of thing as a player I would detest) but taking the adventure as "suggestions" not "edicts" it worked great. It had enough mystery elements that a player was rewarded for keeping notes and pondering them, figuring out the general outlines of mystery easily.

The personal connections from dice (Anselm), player choice (Brother Erich) and GM design (Hans) were played well at table and added lots of enjoyment. That's a general effect I find regardless of system, and of course good players are always a general benefit.

excellent. what are your thoughts on the witch's song?

New Zombie said:

excellent. what are your thoughts on the witch's song?

As posted above, I liked it. Takes GM flexibility/creativity to run well but not as much as Edge of Night, while being more "open to what players choose" than Gathering Storm. It doesn't give as much "longer term" potential in terms of background on a city or a region the way those other two do, though should make returns to Marienberg and prospect of going into the Cursed Marshes give heroes shudders in long run.

I've found your write ups (and thoughts/comments) on all of the adventures very interesting and helpful, but particularly Witch's Song, which does seem to be quite different in feel to most other adventures. Still warhammer, but not a city-intrigue, dungeon-bash or mountain-hike.

I'd like to hear (and see) more about the various aids you've made. Do you have, or could you take, a photo of them all? It would be good to see exactly what resources you've created/accumulated.

Oh, and after all of the adventures you've now run - can you say which has been your most/least favourite? How would you rate them all (briefly) compared to each other? And is there anything you wish you'd done differently? Or would do differently if running them again?

re image:

Thanks for kind words. I also learn and am inspired by reading others' posts etc., and ponder answers to your other questions then.

Most of the images are not flashy at all compared to the cool stuff some people do but I'll see if a decent picture can show them.

Final Bits of Adventure Wind Up and Interlude

A few "winding up" actions heroes took in an Interlude that spanned leaving Fauligmere and getting a passage to Altdorf in Leydenhove.

Brother Erich managed to find a man who had been a young witness to Father Marbad's murder and heard Sepp apologize to the priest saying, "She shouldn't have told you who the father was." [in my version it's not a marriage, it's Heidrun's confession of parentage of her child that is issue]. Brother Erich views this as supporting Eldred as father but it's too vague to be evidence against Lady Theodora. [The player made a Hard 3D roll to find someone and succeeded well so I created a witness too scared to talk earlier).

Hans, after lecturing Saskia to ensure she is careful in sourcing things in future, offers her a lifeline (literally given her neighbours' views) - she can come with the heroes to Altdorf. Hans used to work with an apothecary (part of background explaining his careers) and he will see if he can get her a job there to start a new life. She is desperately thankful. [later the player spends a Fortune point to guarantee the job opening rather than rolling to see if chance says there is one].

Hans has a last few words with his uncle Baron Eldred. The Baron has no news of Hans' mother, his sister Ishild. Hans wonders why his oldest step brother Hrodfulf von Kleinburk would have issued that bounty on her 10 years ago. Baron Eldred does not stay too much abreast of developments in the Empire but was more current 10 years ago, wasn't Hrodulf von Kleinburk appointed a counsellor to Elector Count Boris Todbringer of Middenland around then?

The heroes remove to Leydenhove, with Saskia and then sail up the Reik, passing the slower moving barge. They arrange to dock one night in same port whereupon Matthias Krieger latches onto Anselm to have drinks and talk. Anselm rolls trying to avoid creating any suspiscion talking with the Witch Hunter (chaos star - doesn't manifest yet but some notes have been made. by the Witch Hunter's diligent assistants ...). Hans gets to speak to Krijn (under guard) and counsels him. Krieger has asked Krijn which College he wants to be presented to (there being no central intake point, each College having its own standards etc.). Krijn is ignorant of the Colleges, as of much else, but Hans describes them. Krijn uses magic of fire, of life and of shadow so there are three possibilities. He is drawn to the Jade College of Life (summoning fenbeasts and vines etc.). He's mostly likely doomed but the more "value" a College sees in him the harder it will work to "prepare him".

Unspoken - if the fact Krijn is already a mutant (crying blood is a mutation) is discovered, he will be executed and that is that. Unless an Imperial Edict about Mutant Rights should suddenly appear - I'm toying with that from the first edition.

The heroes layover for Mittherbst - the holy day of Rhya, Taal and Ulric. Great bonfires are lit and some of the harvest is sacrificed in hopes of winter not being too harsh. Anselm goes to participate in the celebration and witnesses the strange and terrifying omen of wolves with their pelts on fire fleeing from a burning forest. This is whispered to be an ill omen, suggesting the coming winter or even year will be dark-aspected. Heroes later learn that similar portents are being seen throughout the Empire.

The heroes complete their journey to Altdorf. Brother Erich tries for 2nd time to make a monthly check towards recovering from his insanity and for the 2nd time fails (he also failed every check the 9 days upriver on boat to recover a Severity 2 Critical - often because of the misfortune die I imposed because of being on a boat).

valvorik said:

New Zombie said:

excellent. what are your thoughts on the witch's song?

As posted above, I liked it.

valvorik said:

1) Hans used to work with an apothecary (part of background explaining his careers) and he will see if he can get her a job there to start a new life. She is desperately thankful. [later the player spends a Fortune point to guarantee the job opening rather than rolling to see if chance says there is one].

2) Hans has a last few words with his uncle Baron Eldred. The Baron has no news of Hans' mother, his sister Ishild. Hans wonders why his oldest step brother Hrodfulf von Kleinburk would have issued that bounty on her 10 years ago.

3) Anselm goes to participate in the celebration and witnesses the strange and terrifying omen of wolves with their pelts on fire fleeing from a burning forest. This is whispered to be an ill omen, suggesting the coming winter or even year will be dark-aspected. Heroes later learn that similar portents are being seen throughout the Empire.

Mwah, hah, hah...

1) This reminds me of the old Enemy Within campaign books who would introduce NPCs that were specifically designed to become replacement PCs if necessary. If one of your characters is killed at some point, perhaps Saskia could come back as a PC?

2) I don't remember if you've already answered this question, but do you know why Hans' mother was the subject of a bounty? Have you just left this as something to be explored and developed as necessary, or do you already have a pretty good idea of roughly what happened? Or even a couple of different ideas you're toying with?

3) What is this scary omen referring to? Something of your own creation, or is it from a published adventure?

i can't wait for the next installment!

Angelic Despot said:

1) This reminds me of the old Enemy Within campaign books who would introduce NPCs that were specifically designed to become replacement PCs if necessary. If one of your characters is killed at some point, perhaps Saskia could come back as a PC?

2) I don't remember if you've already answered this question, but do you know why Hans' mother was the subject of a bounty? Have you just left this as something to be explored and developed as necessary, or do you already have a pretty good idea of roughly what happened? Or even a couple of different ideas you're toying with?

3) What is this scary omen referring to? Something of your own creation, or is it from a published adventure?

i can't wait for the next installment!

1. We haven't talked much about replacement characters (except floating ideas on how many advances they get, accelerated catch up etc.). I would let her be a replacement if they wanted. Brother Erich came within 1 critical of dying last session.

2. Han's mother's backstory was created in general by the player without "reasons" and I have added to them. The bounty represents his eldest step-brother (the presumed villain in framing his father for treason and taking over family) "moving" on cleaning up loose threads. Other than that all ideas held loosely.

3. It's my own creation having read about omens of the gods in question and deciding "a bad omen for coming year" is in order. It was a Terror 2 effect for Anselm witnessing it and has stirred up rumours across empire, agitators and prophets and more important people wondering what is up. If FFG gives us some Enemy Within or Empire in Flames deal that will work, otherwise I may recycle one of the earlier edition campaign ideas. We're "catching up" with all the published adventures so will be more home brew/earlier edition converted in a few months.