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.