The Return of Krokargh

By valvorik, in WFRP Gamemasters

46th Advance. All heroes present

This adventure picks up on events that "moved along on their own" after the heroes completed Mission of Mercy.

http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=165&efcid=3&efidt=521491

In Mission of Mercy they escorted the insane noblewoman Lady Agnetha von Bruner to the Shallyan hospice for the insane at Frederheim. This was done at the behest of their patron Lord Rickard von Aschaffenberg. In my campaign, Lady Agnetha is related to Lord Rickard via his wife so he wanted her to have good care (providing a healthy donation to hospice for private room etc.). Along the way the heroes stayed at the Inn of the Drowning Well and encountered the ghost of the beastman Krokargh along with traces of his wood elf nemesis from 200 years past.

The heroes have had 2 adventures since when on Aubentag the 18th of Brauzeit (September if thinking our seasons), the heroes are approached by Father Casper Freundlich (yes the NPC mentioned in published materials as ghost hunter).

Earlier, in Bögenhafen, the heroes told local Morrite Priest Jakodos Kolmfahre about the ghost at the Drowning Well inn. They now learn that father Kolmfahre called for Father Caspar Freundlich, an expert on unquiet spirits. He is a frail looking, rail thin man past middle aged but not yet elderly even if his frailness gives the appearance of being older (think a van Helsing for ghosts instead of vampires).

Father Freundlich tried to use a Morrite blessing to contact the heroes through their dreams – but it failed as apparently none of the names given at that time were a true name – Krieger a nickname, Hans Junkers not real name, Findulas unddoubtfully the dummied-down-for-humans version of something longer, and (new information) Anselm apparently having a “true name” given before he arrived at the almshouse were he was raised.

There is such a blessing, this was a bit of story fluff mostly pushing Anselm's personal story along.

Father Freundlich went to the Drowning Well inn and conducted a binding and destroyed the creature’s remains, intending that its dark energies be cast out and the soul banished with the remain’s destruction.

However, there was no resistance (this would be an opposed check in real situation, and a dangerous one, think the Exorcist) and Father Freundlich expects the spirit had transferred its focus, meaning his ritual had no effect. Father Freundlich realized it must have chosen someone or something “suitable” and in the inn the night that it was active – such as the heroes’ party, locals, the party of nobles from Bögenhafen, the bounty hunter Bernard Tauber, his two thief captives. He quickly ruled out the locals and nobles and from the ‘temporary coachman’ Malthus heroes had hired from area, he learned Lady Agnetha was odd in the head.

Father Freundlich then considered the heroes, Lady Agnetha and Tauber (Frau Odd and Herr Violent) as being the most likely candidates for the spirit’s focus. It could be possessing one (acting using their body) or simply riding them (e.g., directing their actions or coming out to act while they sleep).

He recently eliminated Tauber, and upon meeting the heroes they accompany him to a local Garden of Morr where they are eliminated as potential candidates. He asks about the woman they were transporting and is told she is at the Shallyan hospice of Frederheim (down the Reik from Altdorf). [different editions show different locations].

Father Freundlich asks if the heroes will accompany him to the hospice. Particularly Findulas, who bears the bow from the inn first used to kill Krokargh and that seems still blessed against him.

Anselm the Seer has a sudden premonition of the hospice a smoking ruin ( Player spontaneously riffing )

As they take boat and travel downriver, Father Freundlich shares more of what he learned since Father Kolmfahre enlisted his assistance. Father Freundlich researched the background of area to learn about the remains. They are from a beastman called Krokargh, spoken of in records from the Great War Against Chaos (over 200 years ago, 2302 – 2304, also the time of reunification of the Empire under Magnus the Pious and foundation of Colleges of Magic – it was during this time that Grunewald Lodge was fortified – the site the heroes were first of service to Lord von Aschaffenberg).

Krokargh was monstrous even for a beastman as he was a Tzaangor – a beastman favoured by the Changer of the Ways (Tzeentch). According to some tales he was a Gave, a beastman born of human parents, and such are often the most cunning and dangerous. This dread creature was served by other beastmen and mutants, often creatures able to command dark magics granted by Tzeentch. Krokargh welded many disparate followers in a warherd for himself and became a great threat in the region.

Krokargh’s herd laired deep in the Reikwald Forest, in the area of the Reikwald Circle (a concentric set of menhir circles in the forest, southwest of the Hagercrybs). Ultimately, his herd was destroyed in an ill-advised assault on Castle Grauenberg near Bögenhafen, though he escaped and continued to plague the area with his personal warband.

Local legend says that he then fell afoul of wood elves and was ultimately killed as the outcome of a vendetta between himself and a band of the elves which frequented the Great Circle and objected to his presence and was now able to act.

Father Freundlich says the heroes' encounters and various remains at Drowning Well support the legend.

The heroes take boat downriver for a couple of days and then disembark to walk inland to Frederheim, with Father Freundlich.

The hospice is an old fortified monastery that sits on a hill over the small village of Federheim.

Act 1 – Terror at Frederheim

They see wisps of smoke ahead, and coming into view see that it is from the hospice. The hospice of Frederheim has been partially burned down. The fires have been put out but still smoulder. Not everyone has been slain, but clearly some force has recently attacked and left death and ruin behind – gates are smashed, white robed shallyans are tending the remains of a pyre.

As they draw closer, a figure springs up in front of them, a man with unkempt hair, in a long rent shift, holding a severed beastman’s head on a stick, and shouts “ BOOOH, I’m a monster, run away or I’ll eat you .” A weary-looking heavy-set Shallyan of middle years appears calling, in a Bretonnian accent, “ Fritz, calm down, we need to burn zat. ” (Sister Marie Duvallier).

The head animates suddenly, its left eye blazing with blue light, it swivels on the stick to look straight at Findulas, saying in halting Reikspeil “ Bow (boe) and bow will break and burn, I will come for you elf. ” A fearful sight generally but terrifying for Findulas ( Fear 1 everyone but Findulas who gets Terror 2, I finally remember to include the Ratcatcher's Dog in these checks, making it Animal Handling - Anselm is stressed but Senor Bitey is unphased, we know between them who the real hero is ).

After dealing with the excitement, the heroes speak to the Shallyans and learn that two nights ago (i.e., there has been an intervening day), a small beastman herd attacked Frederheim. Frederheim had few guards, so though the attackers were not many, they slaughtered defenders along with several sisters who were trying to get their charges to safety. Even some inmates who rushed towards the beastmen as if to saviours were hacked apart. The intruders sought out a particular wing of the building and carried off the woman there poor soul - Lady Agnetha von Bruner.

The beastmen also carried other captives (players made note of #'s). Some inmates also took advantage of ensuing chaos to escape.

The Shallyan Abbess Margaret von Aschendorf, asks Father Freundlich to give Morr's rites to the dead – he agrees.

The Shallyans sent upriver to Altdorf yesterday for assistance and expect word in a couple of days. There is no doubt (in their minds at least) that soldiers from Altdorf will pursue the attackers – but it doesn’t take Balthazar Gelt to realize the trail is growing colder.

The heroes "walk into" (very willingly) being asked to take up the trail ere it gets cold and rescue the captives if they are not already dead (captives were either likely killed shortly after being taken or are being saved for when Mannslieb’s full light in over 10 days time brings them a terrible fate at the hands of these monsters) or at the very least mark a trail for soldiers to follow when they come.

Father Freundlich fears it is no coincidence that the beastmen’s trail is towards the Skaag Hills. There is an ancient herdstone in the Skaag Hills, reputed to be where Krokargh first was marked by Tzeentch, a place where unspeakable acts were carried out during the darkest times of the Great War Against Chaos. The herdstone was cast down and destroyed near the end of the Great War but the locale is still shunned by all but the Strigany, who sometimes meet there knowing they will not be troubled.

Freundlich fears the beastmen seek to somehow resurrect Krokargh. This would be a great disaster, obviously – and a particular threat to anyone he has a grudge against ( hi there Findulas ).

Brother Erich suggests Father Freundlich is likely too frail for the trek and he agrees. He will come later with the soldiers if they come or if not wait here for heroes to return. Father Freundlich does give each of the heroes a “Seal of Morr” to help guard them against possession. He has been preparing these for past while hoping to have allies facing Krokargh.

This is a homemade card item - this is a parchment with Morrite scripture, must be worn to be useful at when worn a Chaos Star in combat can mean it is destroyed.

The heroes take three days to reach the site in the Skaag Hills.

For the trip I used an adaptation of One Ring RPG's travel rules, decribed here:

http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=165&efcid=3&efidt=577027

Brother Erich ensures they do not lose the trail, Findulas scouts their path and avoids hazards (for example at one point ensuring they avoid a bear and her cubs), Hans sees to their comfort in the wild and even manages to locate some woodland flowers that can be used to make Gesundheit (2 doses, still have to be prepared).

Anselm tries to keep up their spirits but fails and consequently the less hardened among them must make a Fear check upon finding two former inmates from Frederheim lashed to trees, mutilated and party eaten (only those without combat/military traits on career cards must check,). One of the dead evidently lived long enough to trace out in blood “V of Thorns” (player making a miscellanous comet asked this to mean a clue of this sort).

The second night the heroes see the chaos moon Morrslieb shining weakly down on them (a premonition of the dire Chaos events to come, I have created several "Light of Morrslieb cards, Weak, Strong, normal with varying effects riffing off the published ones from Edge of Night, this is a weak one that just reduces Stress recoveries and adds misfortune die to Fear and Terror checks).

Early on the third day, having crossed a river (Brother Erich swimming across with a rope, finding the logs lashed together beastmen evidently used as a flotation device to help their own crossing and arranging for them to go back over to rest of heroes to help them across), the heroes found several Strigany vardos with dead horses and four dead Strigany – apparent beastman work. 10 or so others appear to have been herded off in the direction the heroes are travelling.

NOTE -the players were in the travel scenario mostly just naming check and rolling "roleplay light" - in future I've reminded them to expect a challenge die or misfortune die at least spontaneously thrown into a pool at times). In any case, in part this meant they never when describing their actions in trip noted they were actually marking the trail they followed for any soldiers that dame after.....

Act 2 – the Vale of Thorns (rally step)

The trail leads to long valley whose steep sides hold several old mine heads. In the valley is a long-abandoned and decayed shanty town. The valley sides are covered by thorn trees. A small stream flows through the valley, overflowing from a decaying dam at the top of it.

From the west, a rocky outcropping overlooks the valley and dam, on which there stands a tall menhir (18’).

[various location cards from Rocky Outcrop, Herdstone Clearing, Precipices etc used).

Approaching the valley a ruckus can be heard, like animals braying or cheering.

The heroes approach along the top of the valley to scout. In what was once the town square, a crude stockade holds Shallyan and Strigani prisoners.

Across from the stockade there is a fight going on between two large beastmen while several apparent groups look on and shout encouragement, a lanky cowled shaman with a tall staff of wood that curls around several skulls looks on. After a hair raising and bloody match, one finally impales the other and beheads him – the shaman anointing victor who eats the loser's heart and throws other bits to his faction.

The apparent loser’s faction is “inspected” by the others, a few selected out by each with the winner’s faction picking first, and then the few that are left (half perhaps) are set upon and torn apart by all the others, including their former brethren.

There is no sign of Lady Agnetha, though the beastmen appear to lair in different abandoned mine heads (e.g., each faction has one and the Shaman has one).

The heroes don't know it yet, but the leaders of various beastmen factions "called" to the site are dueling for the "honour" of being host to Krokargh. Yup chaos is nutty.

Heroes creep along the western flank of the valley, up to the point where they find five beastmen (four unhorned ungor henchmen and one horned gor) near the rocky outcropping on which a herdstone stands.

They attack the five, Findulas’ arrows flying fast and furious and Brother Erich charging through the woods to engage the two who remain, but one wounded gor remains alive and brays a warning to its herd-members below. The heroes have a few moments before the beastmen will make their way to this spot, Findulas quickly recovers what arrows he can while Anselm tries to clean up any missed arrows (he fails to find all the pieces of one that broke) and the heroes move into the woods seeking to evade pursuit.

The beastmen find the broken arrow and from the wounds on their dead determine “elf!” They try tracking the heroes (Hans as the least stealthy determines their challenge and they have an edge tracking manflesh) but lose the trail (I gave them bonus dice as I feel that woods are their native terrain and they would be good tracking, but they rolled very badly) .

Later in the day the heroes return to the other flank of the valley. Findulas creeps up to look down, stealthily avoiding watchers he senses are in the woods. He sees a quartet of ungors guarding prisoners and though it is extreme range (down into the valley) he unleashes a flurry of arrows dropping them. However, his position is revealed and beastmen in the woods emerge – a wargor, ungor and quartet of ungor henchmen. The wargor charges Findulas and gores him as the others attack the other heroes. Hans rushes to apply First Aid to Findulas.

(we break after 1 round of melee - heroes have downed most of this "first wave", Findulas has taken a few wounds)

Couple More GM notes:

I'm using a "homemade" Forest card that gives a mix of increasing Fortune + Misfortune dice as ranges increase in Forest to Stealth and Ranged attacks (e.g., the further away something in woods, easier it is to sneak past it, harder it is shoot it - Findulas of course ignores first 2 of these with his wood elf ability) AND also imposes a risk of tripping and falling if "running" (moving more than your free move each round, though again forest-crafty creatures like wood elfs and beastmen can ignore first two tiers of that).

So far the 46-advance heroe have really only faced ungors and gors - this is hardly a challenge for them and mostly lets them feel "skilled" against these foes that would once have been more dangerous to them - it's in the 2nd wave and as Act develops/moves into Act 3 that the "real obstacles" will arise.

Great! Looking forward to more of this.

How much of all of this was 'scripted' / pre-planned, and how much was improvisation based on what the players were coming up with? Did you know/plan for the players following the beastmen to the valley? And then did you plan what the beastmen would do while being watched, etc?

Thanks.

This is pretty much the players "doing what I expected" - though I've been GMing some of these folks for 25 years (the newbie in the group only goes back 15 years or so) so it's not always hard to know what to expect (both ways, though I am always pleased when I surprise them).

An example, in the journey phase, one player noted he was looking for useful herbs - when I had noted that a good outcome rolling for that role would be..... finding useful herbs. In another example, the Seer player joked about Frederheim being in flames - which of course was close to truth though not bang on.

There were certainly places it could vary, I try to run a "say yes" game. For example, default was that Father Freundlich stays behind but if the heroes had convincingly asked for him to come along he would have (and slowed them down when they started playing hide and seek with beastmen in woods).

Once they got to the valley, "the situation there" was prescripted (location of prisoners, beastman factions dueling). This was essentially "where the railroad stops, and lets you off in town, up to you to decide what to do now" - there's a "default schedule of what would happen if no heroes showed up" with 3 "shake ups" of situation floating around to be injected and it's for players to decide what to do.

Their choices from there were their own and I was improvising what the beastmen would do in response., which will continue with the injection of the various "shake ups" at opportune times.

The shake ups are: (a) the biggest baddest beastman faction is yet to show up; (b) the heroes think their timetable is Mannslieb being full, meaning they have several days to whittle down beastmen, hope soldiers follow then - actually Morrslieb appeared last night and will wax fuller the coming night and be full the night after (its effect increasing) and that's their real timetable - it will be under Morrslieb's full light that the "winner" of the duels among beastmen is possessed fully by Krokargh's spirit and becomes Krokargh Returned (if they don't prevent it); © the Strigany have a protector (well really herd-owner) in the form of an ancient Strigoi vampire that will show up whenever it's most dramatic to free them and destroy anyone in the way of that outcome.

The actual descriptions of duels (what happens to losers etc.) was in the moment.

This covers 2 weeks, thus the 47th and 48th advances.

All players are present for both weeks.

The heroes dispatch the beastmen that set upon them and head back into woods, evading beastman pursuit (lucky!)

- Generally in poking around the woods it transpires the heroes are better at not being seen than seeing so there's lots of "ships passing in the night" so to speak in the hide and seek.

The heroes find a good place to sleep overnight (excellent results with Nature Lore on check find a spot as restful as a good bed indoors, no misfortune dice to recovery rolls for sleeping rough). During the night Morrslieb waxes stronger and now is gazing down banefully day and night adding a challenge die to all mental actions among other things.

- I have a set of homemade "light of morrslieb cards" with different effects and classed Weak, (no modifier) and Strong - via Strange Eons and a Morrslieb image from the Warhammer LCG. These take effects from the Edge of Night (when it's in place constantly, strong) and another source and mix them up (it's a chaos moon, shouldn't be same all the time). So draw a card and see what the Light of Morrslieb is like this time players...

They again creep about, this time Findulas ahead gets to edge overlooking the valley and sees the prisoners still in sight but no beastmen about. He keenly spots a couple in the shadows of a mine head entrance overlooking the prisoners (seems the beastmen have learned not to present easy targets)

Searching about more, Findulas finds signs another party of beastmen arrived last night including one larger and heavier speciman than any previously met. In another careful circuit, he finds sign of a different spoor - a single humanoid the size of a large human but with bare feet that are clawed has also been making a circuit of the valley and headed off away from it afterwards.

The heroes debate their plans to draw out the beastmen, not wishing to encounter the reinforced band all at once.

They spent a good chunk of 2nd session in particular debating various plans once they "knew general situation" and had to decide what to do. They didn't seem to begrudge the time.

They decide in meantime to follow the tracks Findulas found. Not far into the hills the tracks lead to a cave. Anselm, using all his charm, calls out to whoever might be in it and manages to elicit a gruff, terse response inviting entry (he rolled very good result vs 2 challenge dice).

The heroes all enter, making clear they are foes of the beastmen. They find, after a few turns, they are in close quarters with a tall, powerfully muscled humanoid with purplish skin like a corpse, tattered leggings, powerful arms and legs with claws, fangs and burning red eyes. Hans with a very successful Education check identifies a Strigoi vampire - one of the feral clan more noted for fury and savagery than subtle conversation at gala events or fantatical adherence to ancient codes of honour, the clan persecuted by the other vampire clans.

Brother Erich at this point, alert to the perils of treating in any fashion with such evil creatures, tries to pull his comrades back (being also alert to the peril of engaging such a creature in close combat). The other heroes are less eager to be gone immediately and Anselm in particular speaks enough with the vampire (who regards Anselm with a cocked head and intent gaze) to ascertain he is a foe to the beastmen, wishes their ritual plans stopped and would appreciate a distraction at the valley an hour after moonrise (Mannslieb) tonight.

Anselm the foundling is half-Strigany (though he doesn't know it yet) and in fact of the same clan that is being held captive - the "property" of this very Strigoi vampire which is why he is here. No one else raids his livestock. The heroes may no checks trying sense motives/attitudes etc of the vampire otherwise they would have known its terseness etc. was it controlling itself and not "feasting" on the humans set out before him.

The heroes leave, with Brother Erich lecturing his comrades about their peril and being adamant that no agreement, even tacit coordination of actions, with such a creature can be pursued. His arguments persuade Anselm (Findulas being neutral) but Hans is not persuaded (and at this time due to various rolls suffering from a Solipsism insanity meaning perhaps this all doesn't exist anyway).

There is quite a bit of debate here (all good roleplaying) and I have Brother Erich's player roll his Charm vs the best opposing Willpower + 1 misfortune for the other Player having Discipline trained etc. He succeeds by one hammer. I inform the other players (Hans and Anselm's) that this means they either change their views (at least temporarily) and agree or take 1 stress (I won't force you to make your PC choose a particular course of action but mechanics can indicate how psychologically costly it is). Hans' player spends the 1 stress but Anselm's doesn't (he's getting up there in Stress and also doesn't feel that strongly). I would use this same process for NPC's rolling persuasion skills vs PC. I try to balance player control of PC choice and not being "deprotagonized" with giving due weight to the persuasion or other social skills of NPC's etc.

The heroes end up returning to the area of the valley just after sunset, well before moonrise, and Findulas creeps up to valley edge to check out lay of land again. There he discovers the valley full of activity. The beastmen are herding the captives down the valley (apparently to the side where they would then march up to the precipice with herdstone) and a huge minotaur beastman is in evidence, along with shaman and Lady Agnetha!

Findulas decides to risk a long range rapid shot at the Shaman - hoping to bring him down and stop the ritual that way. His elven vision means despite the dark (with light of Morrslieb only it's 3 misfortune dice) only a single misfortune die from poor light applies, plus a couple from the crowd around his target plus then the normal target dice. His attack falls short of his intent as he wounds but does not kill the target and a large detachment of ugor beastmen under a wargor are sent to pursue him as he races back to his comrades (fortunately for him and them the pursuing beastmen roll poorly to track him - meaning the heroes have, without planning it, divided the beastman forces as some rove about woods looking for heroes and others continue with captives to the herdstone on the precipice overlooking valley).

The heroes move quickly ( accepting the offer - spend fatigue to get there before something starts ) to circle around the beastmen in the woods looking for them and get into view of the rest of the beastmen as they are reaching the herd stone outcropping with their captive Strigany, Shallyans and lunatics. Because of the fatigue spent, they arrive before ritual starts and open a volley of fire at the shaman. They manage to kill him, sending the beastmen into a rage (though they are looking directly at the herdstone as they are shooting at shaman beside it, meaning its chaos star temporary insanity affects are in play - we have two of those by the time this session ends).

The light of Morrslieb and Herdstone have not been kind to the heroes as several now have temporary insanities (2 truly temporary from herdstone, 2 normal temp roll to recover from stress/Morrslieb).

The closest pack of ungors (4 henchmen) race forward and the minotaur charges (Fear 3, 4 challenge dice under Morrslieb!). The fight is fierce and the minotaur a terrifying target (much stress all round, Findulas is strained . The creature's attack is devastating as it targets Anselm and then the elf who slew the shaman. Both Anselm and Findulas are badly wounded. The heroes concentrate attacks upon the minotaur and are one critical from killing him when their actions end and it's time for the ungor pack that has engaged to go again, and then a new round starts with one of the beastmen groups first ..... the minotaur perhaps......? Brother Erich, Anselm and Findulas are each looking "one good or even passable hit" away from dropping and Hans still isn't sure any of this is really happening.

Note 1 - Since they are 40+ advances on, I make boss critters tougher at times. The Minotaur is treated as an advanced creature with the "add a challenge die to actions targeting him" target and extra wounds. I did check with the players at end of session and they feel that the difficulty is scalling appropriately.

Note 2 - I play that even if a creature has wounds left, if you do more criticals than its To score it drops. This compensates a bit for many criticals not being very bad for a creature - for example one of the ones the minotaur has is the "impressive scar" permanent - oh he won't like that will he, hah hah.

We break for next week's climax!

I adivse players that Mannslieb Moonrise has not happened yet but there has been much commotion... will the vampire-we-did-not-treat-with-since-we-didn't-do-as-asked show up..... If the want to be "lucky punk", they can spend fortune points. For every 2 spent, 1 expertise die will be rolled and on a comet the Vampire shows up (if you regard that a lucky).

GM Comment:

I realy like how Warhammer is scaling at high level with its dice system. With more expertise dice and using the freeform outcomes from hardbacks for all dice, the players are really effective and can do great things but the bad dice (rather than making it a mill so of add 5, subract 4 etc.) mean at the very same time they run more risks, take more hurts etc.

This is feeling much better than a numerical modifier to a d20 type system or even many "add and subtract" from d6 pool systems.

All present, 49th advance.

A band of 4 ungors closed with the fray and distracted heroes from their main target, making it more difficult to attack the minotaur (henchman group doing Guarded Action, success for two misfortune dice added to attacks on targets in engagement – themselves and the minotaur).

The Minotaur then launched a savage strike at Findulas knocking the elf unconscious and marking his features with what will be an impressive scar (permanent wound). [targeting Findulas through process of – choose a target damage likely to drop from the damage, which is Erich, Anselm, Findulas, okay choose which is more exposed – you can tell when dodge or parry etc. is recharging because someone is off balance, has their weapon out of place etc., which is Anselm and Findulas and then randomly, Findulas (if there wasn’t a particular elf-grudge at work the man-hate of beastmen would have tipped to Anselm].

Brother Erich then strikes with his hammer into the minotaur’s nose, driving bones up into his brain and the creature falls dead (lots of wounds and 6th critical). Anselm attacks the ungors without success and Findulas receives Splints and Bandages from Hans, reviving him.

The beastmen are taken aback and check discipline to see if they break and run (3 blue, 2 purple) but they pass! The last gor standing sees it as his chance for glory to lead the ungors to finish these humans! However a “chaos star” on their roll turns into their bad luck – the Strigoi Vampire shows up.

A Rally Step takes place – more first aid, attempts to recover stress and fatigue.

The beastmen start fleeing as the vampire passes through the ungor ranks like a whirlwind. The heroes see the beastmen fleeing the field into the woods as the vampire pursues them, whenever he catches up more ungor falling (the gor had the best head start). Morrslieb looks pouty and starts fading (effects of the Strong Light of Morrslieb end).

The heroes get the captives (Strigany, Shallyans, lunatics and a dazed, drugged apparently, Lady Agnetha) organized and head off away from the site, trying to avoid the beastmen still in woods, vampire etc. They do avoid all and eventually rest.

End of Act recoveries, a couple of “for this Act” insanities from herdstone pass, and recovery checks are made for other temporary insanities. Brother Erich clears his head (only his permanent insanity he already had remains) but Findulas finds his mind is still magnifying all his woes (+1 severity to diseases, crits etc. insanity still in effect and now permanent).

Hans’ skill in medicine is useful and Findulas manages to recover many wounds and heal his “permanent” critical (leaving its ongoing effect now).

The heroes spend 3 days travelling back to Frederheim, arriving back on Brauzeit 28. (travel roles rules used again).

They travelled quickly as they had the first time (this time two fortune dice on the check to keep to trail since they were this way before) and Anselm is very effective diplomatically keeping the rescued people moving and not arguing etc.

In fact, Anselm is so successful that Grandmother Lucinda of the Strigany starts talking to him and taking an interest in him (not that she hasn’t before, after all it was she who encouraged him to buy from her what turned out to be a magic charm at a bargain price back at Hugeldal). He ends up relating the encounter with the vampire and she asks if it heeded him much, he says no but his comrades are nearby and correct him, noting that the vampire did seem to regard Anselm intently with head cocked (at time they thought it was eying a potential dinner).

Grandmother Lucinda is very worried about that and says to Anselm that she is so very sorry, seeming saddened. She draws him away from the general group (though he agrees to have his friends come with him). She reveals that she really is Anselm’s grandmother. He is the son of her daughter Gretta and a nobleman (randomly drawn by player from four possibilities of nobles in Lure of Power) Graf Steirlich von Bruner!

Graf Steirlich wanted nothing to do with Gretta after he “had his way” with her and she turned up pregnant, and when “Anselm” was born the Strigany family realized the birth was under a particular conjunction of stars that meant his conditions of birth (to a mother without partner, being of a very particular bloodline among the Strigany, under this conjunction) made him a candidate to play a role in an ancient prophecy. He is not necessarily unique (any child of the bloodline born in similar situation would suffice).

Poor Gretta died in childbirth. Grandmother Lucinda arranged for Anselm to be left at the orphanage as a way of hiding his ancestry and the circumstances of his birth. Grandmother Lucinda seems reluctant to name the bloodline in question in the presence of Brother Erich and Hans.

Grandmother is worried about the vampire’s attention fearing the vampire recognized something in Anselm. For the prophecy concerns an era of vampiric domination of the world, when all other powers are swept aside and the strongest vampires rule from a thousand thrones (the time of The Thousand Thrones). Whether Anselm or a similarly born person is the catalyst to bring about this age or the key to stop it is not clear.

[so now Anselm knows where he gets his “seer” blood, he is half-Strigany, and half a von Bruner].

During their trip back to Frederheim, Findulas scouts so well he realizes the group is apparently being paralleled by the vampire (he finds the same tracks it leaves that he found before). As the group is travelling speedily, they use this information to lose the vampire and get back to Frederheim.

At Frederheim, Father Freundlich awaits and successfully exorcises the possessing spirit of Krokargh from Lady Agnetha, banishing it forever on the next day, Brauzeit 29. She is now once again merely mad, though her ramblings now include some new bon mots about burning forests and such (apparently she remembers a few things from possessing spirit).

The Shallyans are very grateful and give each hero a healing draught. It is also noted that the care of Frederheim is available to them if they need it (e.g., bonus on rolling monthly insanity check if one wishes to reside there a bit).

The heroes return to Altdorf, arriving in 2 days time, Brauzeit 31 (reminder old world months often have more than 30 days).

Altdorf Interlude

In Altdorf where there is an interlude until Kaldezeit 6 (an 8 day week). Findulas finds a trainer in one of the exotic human martial skills (to explain later taking actions in a duelling style), Anselm gathers information about his father, the noble Steirlich von Bruner. He learns his father resides at Grauwerk (he is Steward of Grauwerk) - a fortified manstion in an isolated part of the Hagercryb Hills in heart of Reiklwald Forest. Rumours swirl about the reclusive nobleman alleging all sorts of things, though others say this only Chaos seeking to besmirch a noble von Bruner to retaliate for their deeds against Chaos.

Hans and Erich both undergo the formal ceremonies, tests and interviews to become a Priest and Wizard respectively.

Per fluff in the rules text and in earlier edition materials I made formally getting Rank 3 spellcasting career "a bit of deal", it's not just knowing the stuff, it's being "formally called the bar" etc..

This is a roll against 2 challenge dice of whatever skill the player narrates as applying. They will get the mechanical benefits and formal title (no prosecution for practising etc.) regardless of roll (mechanical entitlements are safe) but circumstances and events may vary. Both roll strong success (3+) with various bonuses on side, Hans though also getting a Chaos Star.

Brother Erich is elevated and offered his choice of sinecures (20 shilling a month posts) though he wishes to remain a wanderer. He does say he is concerned for the villages around Ubersreik, not enough Sigmarite presence, and he has impressed Sigmarite clergy enough they deem that a grand idea and agree that is his posting, with the sinecure. His success is also grand enough they give him a Blessed Weapon (great hammer) to better smite chaos, daemons and undead (… like vampires).

Hans is also elevated, and receives a Wand attuned to Hysh, and his choice of one spell on a Scroll. However, his Chaos Star means that he is also given a task. Dire times are coming and the Order believes it important to destroy what profane artefacts it can beforehand. It has had a particular Profane Artefact (horn of daemonic beastman from the Great War Against Chaos) for a while. The daemon was slain in the Great War by the hero Fosten the Fury, a Priest of Sigmar from the Ubersreik area. The Order believes it could be destroyed if smitten with Fosten’s Hammer (whereabouts unknown). Fosten founded a monastery of the Anvil near Ubersreik (the Fostenkloster) and it is thought to be in that area. They give the Profane Artefact to Hans to safekeep and take, with a mission to try to destroy it (this is the item card of that name, less recovery sleeping etc. ).

The heroes return upriver to Ubersreik. Anselm would like to take a side trip visit his father in the Hagercrybs but having heard the rumours about him the others, who are willing to accompany him when he does go, suggest it would best to dispose of the Profane Artefact first rather than take it to an isolated fortified manor owned by a noble about whom such rumours swirl.

This was a bit of Darth Vaderish joking around that, "that you son for bringing me the last thing I need for my grand plan, as he holds the horn aloft and hordes of daemonic beastmen pour out of the hills to follow him...." was on player's vision of how it would go.

Travelling up-river by boat along the Reik to where the Teufel enters it, overseen by mighty Castle Reiksguard, then past Grunburg, Rottfurt, Auerswald, Stromdorf and ultimately Ubersreik.

The cost of the fare is 20 shillings each and the trip takes 10 days, thus the heroes return to Ubersreik on Kaldeziet 16, 2521 (about 2 and half months to go before year's end).

Up next is, A Favour for the Fostenklauster . However, we take a bit of a Xmas break and a test of the One Ring game (where I got the travel role rules from).

valvorik said:

Grandmother Lucinda is very worried about that and says to Anselm that she is so very sorry, seeming saddened. She draws him away from the general group (though he agrees to have his friends come with him). She reveals that she really is Anselm’s grandmother. He is the son of her daughter Gretta and a nobleman (randomly drawn by player from four possibilities of nobles in Lure of Power) Graf Steirlich von Bruner!

The Order believes it could be destroyed if smitten with Fosten’s Hammer (whereabouts unknown). Fosten founded a monastery of the Anvil near Ubersreik (the Fostenkloster) and it is thought to be in that area. They give the Profane Artefact to Hans to safekeep and take, with a mission to try to destroy it (this is the item card of that name, less recovery sleeping etc. ).

Travelling up-river by boat along the Reik to where the Teufel enters it, overseen by mighty Castle Reiksguard, then past Grunburg, Rottfurt, Auerswald, Stromdorf and ultimately Ubersreik.

Up next is, A Favour for the Fostenklauster . However, we take a bit of a Xmas break and a test of the One Ring game (where I got the travel role rules from).

Great! (As usual!)

What were the other 3 families that Anselm could have drawn? (And did you have ideas of what to do with each of them, or did you just blag it?)

What is the 'Favour for the Fostenklauster' adventure? Is that from 'Lure of Power'? I really need to get it!

Just in case you weren't aware, it's (officially) Castle Reikguard, not Reiksguard. Yes, the castle is named after the 'Rightguard' men's deoderant... (according to one of the Warpstone interviews some years ago)...

Oh; not sure which forum you'd post it in (GM's?) but I'd really like a review of the One Ring. The games you run sound just the way I like WFRP, so I'd be really interested in your thoughts on that game too.

Angelic Despot said:

What were the other 3 families that Anselm could have drawn? (And did you have ideas of what to do with each of them, or did you just blag it?)

What is the 'Favour for the Fostenklauster' adventure? Is that from 'Lure of Power'? I really need to get it!

Just in case you weren't aware, it's (officially) Castle Reikguard, not Reiksguard. Yes, the castle is named after the 'Rightguard' men's deoderant... (according to one of the Warpstone interviews some years ago)...

Oh; not sure which forum you'd post it in (GM's?) but I'd really like a review of the One Ring. The games you run sound just the way I like WFRP, so I'd be really interested in your thoughts on that game too.

The other possible "dads" for Anselm were: Graf Wilhelm von Saponatheim, Graf Tobias Aschaffenberg, and .... Graf Sigismund von Jungfreud (all have short bios in Lure of Power). All had possibilites based on those families already figuring in campaign, being crossed/patrons etc. I just picked the ones that sparked ideas but left developing anything until one chosen - they were nothing more than names scrawled on the back of out of date business cards to be pulled from. I've since pretty much figured out what's up with his "dad", bwah hah hah, hee hee hee. (they think dad's a villain, my current thinking is no he's not at all, but it won't be a happy re-union by a long shot).

Favour for Fostenklauster is a homebrew adventure I've created being sparked by a story in "Hill of Bones" (set of medieval to bit later short murder mystery stories). It had a mad zealot and various corrupt personages in it that just screamed "warhammer". I'm still polishing it a bit and "warhammering it up" more (debating whether goblins show up or not as a bit of red herring, "oh the goblins must have done it"). I'll be posting the "intro" do it shortly. Its a bit of an effort to let Father Erich the Sigmarite shine some more in terms of the "rotating spot light" though it has hooks for others too.

Oh, thanks for correcting me on name of Reikguard. I can write it off with players as my habit of "misspelling" names etc. at times because "spelling isn't standardized in this era you know, a name isn't written the same way every time" hee hee (e.g., my typos are all really thematic fluff and not mistakes).

One Ring, there are couple of reviews on rpg.net and great actual play report, "up the reeking river" of the sample adventure in rules. The test game kind of tanked in my opinion but I'm waiting for player feedback. I admit, I always want "more role playing" less "roll playing" and when learning new system I guess people focus on the mechanics first. Unfortunately for players, the adventure was one where if you didn't "act like a person would act" (not like a set of numbers would), you won't do well. If I do post thoughts on One Ring I'll let you know, though not sure one evening is enough of a sample.

valvorik said:

Favour for Fostenklauster is a homebrew adventure I've created being sparked by a story in "Hill of Bones" (set of medieval to bit later short murder mystery stories). It had a mad zealot and various corrupt personages in it that just screamed "warhammer". I'm still polishing it a bit and "warhammering it up" more (debating whether goblins show up or not as a bit of red herring, "oh the goblins must have done it"). I'll be posting the "intro" do it shortly. Its a bit of an effort to let Father Erich the Sigmarite shine some more in terms of the "rotating spot light" though it has hooks for others too.

One Ring, there are couple of reviews on rpg.net and great actual play report, "up the reeking river" of the sample adventure in rules. The test game kind of tanked in my opinion but I'm waiting for player feedback. I admit, I always want "more role playing" less "roll playing" and when learning new system I guess people focus on the mechanics first. Unfortunately for players, the adventure was one where if you didn't "act like a person would act" (not like a set of numbers would), you won't do well. If I do post thoughts on One Ring I'll let you know, though not sure one evening is enough of a sample.

I'm looking forward to reading more about 'Favour for Fostenklauster. The name, if nothing else, sounds good!

I found two reviews on rpg.net of the One Ring, but nothing resembling a review of an actual game. I'm not familiar with the site, and don't know my way around, so perhaps I missed it. Do you have a link?

What exactly went wrong with your test game? Did you have a problem with the rules, or a problem getting the feel of the setting right?

The most praised play report of One Ring is here, though note it has spoilers for the sample adventure that comes with game so if one expects to be a player one shouldn't read it:

http://forum.rpg.net/showthread.php?592009-The-One-Ring-Up-the-Reeking-River

Really great players make it good, as well as the system etc.

If you might be a player, this link takes you to page 2, past the adventure in book and into the group's homebrew doings.

http://forum.rpg.net/showthread.php?592009-The-One-Ring-Up-the-Reeking-River/page2

This is a post of a homebrew adventure in system:

http://forum.rpg.net/showthread.php?606669-The-One-Ring-A-Rhovanion-Saga

My player feedback on my test on One Ring is less negative than my own take, I think they made more allowances for learning the system and not adjusting for biases from other systems than I did - e.g., they played their characters as thinking facing hostile humanoids of their own size who outnumbered them 3:1 as starting characters would be an acceptable course of action. That ended with a demonstration of the " this more narrative, not grid based system's approach to how you flee combat ".

Because they were just learning, they didn't make use of any the "player empowerment" features of the system that I like (yes I'm a GM who loves shared authority as long as the rules/system ensures anyone using authority must be responsible in its use as a GM should be), which I think was my biggest let down in terms of "not seeing what I hoped for".

We will be playing it again this week so we'll see what the results are then. We're all still keen on Warhammer so this is just a "change up" and also because 5/6 of us are Tolkien fans. My comment above about the great way success and setbacks can come together from the different dice was echoed spontaneously by a player as we were chatting pre One Ring test.

valvorik said:

My player feedback on my test on One Ring is less negative than my own take, I think they made more allowances for learning the system and not adjusting for biases from other systems than I did - e.g., they played their characters as thinking facing hostile humanoids of their own size who outnumbered them 3:1 as starting characters would be an acceptable course of action. That ended with a demonstration of the " this more narrative, not grid based system's approach to how you flee combat ".

Because they were just learning, they didn't make use of any the "player empowerment" features of the system that I like (yes I'm a GM who loves shared authority as long as the rules/system ensures anyone using authority must be responsible in its use as a GM should be), which I think was my biggest let down in terms of "not seeing what I hoped for".

We will be playing it again this week so we'll see what the results are then. We're all still keen on Warhammer so this is just a "change up" and also because 5/6 of us are Tolkien fans. My comment above about the great way success and setbacks can come together from the different dice was echoed spontaneously by a player as we were chatting pre One Ring test.

That's great; thanks.

I'm a big Tolkien fan too, and really interested in this game. I've always struggled to see how an authentic-feeling but still engaging game could be run in the setting, especially if even a single one of the players was not quite keenly aware of how it should feel.