The Steward of Grauwerk (home brew adventure report)

By valvorik, in WFRP Gamemasters

This adventure's seeds have been getting planted in campaign for a bit as the real parentage of Anselm the orphan Ratcatcher, Seer, Charlatan was gradually been revealed.

Graf Steirlich von Bruner, Steward of Grauwerk is mentioned in Lure of Power. I have taken the material there and worked it up as Anselm's mysterious father.

We start this the same session as end of Favour for Fostenklauster, 56 advance still - Father Erich Priest of Sigmar, Magister Hans of the Light College, Findulas the Wood Elf (newly a Captain), and Anselm newly a Herald (see below).

The heroes undertake a mission for Lord Aschaffenberg which is really a cover for Anselm to meet his father for the first time, the reclusive Steward of Grauwerk (with Lord Rickard's blessing).

Anselm is newly made a Herald for Lord Aschaffenberg, who was well pleased with the heroes' assistance to the Monastery of Fostenklauster and further swayed by Anselm's diplomatic charm. So much so that when Anselm is in Ubersreik for at least a week (typically the minimum inerlude period) he had duties reducing his interlude actions from 2 to 1, but earning him 25 shillings (which he earned this past interlude of Kaldezeit 24-30).

The income is based on Herald retainer card in Lure of Power.

At Lord Aschaffenberg's picking up the casks of Couronne Red to take as gift to Graf Steirlich, the heroes ask to see the wedding gift he sent Lord Rickard, a painting. Lord Rickard shows them where it hangs, it's by Steirlich himself - a woodland scene.

The heroes' observantly notice the painting has concealed figures in it, woodland nymphs behind trees and a tree that seems to be caught in mid-stride. The scene reminds Findulas of Athel Loren but the trees are more suitable to a more nothern climate.

A reminder of Anselm's previous talk with Lord Aschaffenberg,

Lord Rikard,

"Ah, off to see the Steward of Grauwerk eh? You could be "related" you say. [knowing nod, there being only one sort of 'relation' likely in this instance]. Interesting chap. Accounted for a respectable number of cultists in his youth as is the von Bruner habit. Haven't seen him in a decade or so ever since the von Bruners sent him up there to Graudstadt, couldn't make it our wedding but I didn't take that personally - bit of recluse now.

Hmmm, now that you mention it he did send a nice painting as a wedding gift, good eye for art. We sent him a thank you note, but a more personal thanks might be in order. When you're set to head off, pop by and I'll have a crate of Couronne Red for you to take as a proper thanks.

Unlucky in love poor chap ... [pause] no recognized heirs and doesn't seem likely to get any now.

Please don't look like you're appraising the place for me. Wouldn't want to look like I was appraising the family silver. Unless my father-in-law Lord Heinrich wills it otherwise, the holdings there will eventually come to my good wife Ludmilla. Graf Steirlich is steward of the mansion on his behalf. Mines were worked out several decades ago, just a fortified manor now I understand, village abandoned. Von Bruners maintain it and keep the area clear of menaces as part of their ancestral duties. It has no income I can see so it's a bit of burden though there are some tales that the waters there are quite restorative for rest cures."

What everyone knows about bastards: It is wide and common knowledge that a bastard has no legal claims in the Empire but they are at times used as "heirs of last resort" if someone really wants a blood heir, which is a common desire. Without formal recognition, even if there were no other heirs, a bastard would have no claim. A common plot of plays and "wish fulfillment" comedies for the low classes is the poor boy who makes good when he is revealed to be the bastard heir etc, and a common plot of tragedies favoured by nobles is the kindly grandmother or grandfather who takes in the bastard of their dead son in an effort to continue the line as is repaid badly since how can anyone not properly bred and properly raised turn out other than badly?

Anselm had once previously, in Altdorf, sought to gather information about Graf Steirlich von Bruner (learning mostly only he has a dark reputation) after learning from his Strigany grandmother that this was his father. He learned this after the heroes freed the Strigany his Grandmother was among from beastmen planning to sacrifice them (Return of Krokargh), earlier the month before.

It was Grandmother Lucinda, not revealed as his grandmother, who encouraged him to buy from her what turned out to be a magic charm at a bargain price back at Hugeldal (clearly that side of his family was keeping track of him).

Grandmother Lucinda was very worried by Anselm's close brush with a vampire that was also set on destroying the beastmen Anselm and his comrades freed the Strigany from. This was when she revealed she really is Anselm’s grandmother and he learned he is the son of her daughter Gretta and Graf Steirlich von Bruner!

Grandmother says 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 in Ubersreik 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.

With all of that background re-iterated, we start:

So the heroes take a barge 3 days down river to the small imperial town of Rottfurt. There they stay at the Golden Crown and Anselm seeks information about the Graf Steirlich, revealing his party is going up the Rosswater to Grauwerk.

The innkeeper is a cheery elderly woman, Magarethe Krone, who is assisted by her husband. They serve 'shepherd's steak', bits of bacon, onion and lamb on sticks and roasted on fire.

Magarethe whispers caution to Anselm, "Do you know where you are going, and what you are going to? Are you expected?" She indicates that many who go there do not come back, if not expected. She has taken a liking to the young herald and gives him some herbs saying "it will help to not become one of them" (Graveroot).

This is pretty much the early scene in Dracula except it was a crucifix the character got, down ot the name of the inn.

The heroes leave Rosswater on the 1st of Ulriczeit. It is early in the winter and the snow is not too much trouble for travel as they follow the stream up into the Hagercrybs.

They pass some roadwardens and soldiers who have killed two bandits and are in the process of questioning, before hanging, a third. They have no trouble explaining themselves in Aschaffenberg livery as their Herald speaks. Roadwardens warn that the Hagercrybs are dangerous if one does not know them, keep to stream and straight on to the manor to be safe. Present themselves to the Steward and don’t be skulking about and get mistaken for bandits.

The heroes ask about Grauwerk, worried because of what they heard at the inn, and the Roadwardens dismiss the silly notions of townsfolk - the Graf is a force for order, hunts down bandits, no beastman or bandit makes it past that valley.

[Father Erich's player jokes, of course not he has to eat - the vampire idea having been picked up]

The Roadwardens, Dirk Cloos and Jonas Gickel, say there's not much up there except the manor. Graudstadt being the old abandoned mining town that made the von Bruners a fortune a century ago but played out three decades ago.

Anselm asks why the manor is still there and Graf there, sounds like there's no income. The Roadwardens aren't impressed - perhaps Lord Aschaffenberg only does things for the income but the von Bruners are real nobles - they're in it to fight chaos. When they received the grant for the mine they promised to keep the area free of beastmen and other menaces. Even though the mine has played out, they're still keeping their promise. That's a real noble family for you!

The heroes move on, Father Erich remarking that Lord Aschaffenberg's herald doesn't seem to be doing much for his reputation.

A bit later they pass some shepherds from a village a couple of miles away - the shepherds' dogs barking a warning (Anselm having to keep Senor Bitey from answering and getting into tussle - after taking down beastmen and chaos champions, Senor Bitey does not easily put his tail between his legs for sheep dogs).

The shepherds are happy to hear about bandits being hanged (sheep rustling being the main sort of banditry in the region)

They make camp, Father Erich's past as a soldier on campaign serving him well as helping find (Nature Lore [locate shelter] Average test to avoid bad shelter) a suitably snug campsite that there is not risk of chill or coming down with sniffles.

The next day, the 2nd of Ulricziet the heroes continue and reach the valley.

Most stands of trees seen in journey were scraggly, wind-bent efforts to grow in the rocky hills – the valley is an exception, a dense forest. The heroes have a sense of presence among the trees. The thick wood threatens at times to hem in the trail alongside the stream. Barely visible through the boles of the trees are remnants of log cabins and huts of a village.

It does seem to be the forest in the painting.

A Creepy Forest location card comes out (Fear check). Findulas receives a handout (he knows the forest is Awake, similar to Athel Loren, but Asrai don't share the lore of such things). The Creepy Forest is not a good place for urban trait PCs (like Anselm) but Asrai belong in Creepy Forests and so don't mind them so much. If there's an encounter, the Creepy Forest gives the GM a 4 misfortune die budget for each PC for ways the forest "gets in way".

As they pass through the forest heros note some things - (each player can make one check)

Father Erich (nature lore) realizes there is an anomaly in size of the trees and growth generally with age of abandoned village – there are trees that must have been growing for several decades more than the 30 or so yaers the buildings have been abandoned.

Findulas (observation) notices a whispering wind seems to stir branches even when no wind otherwise felt, and that the forest is quieter than you would expect, even for winter.

Anselm (folklore) recalls tales that enchanted woods can defy seasons and time in them can be strange, men are often forever lost in them (distances can change inside such woods which accounts for much of the time/losing way effect).

The trail comes to the stream's source, the tarn at the valley's centre that several streams from the hills feed. Across the small lake (couple of hundred yards) lies Grauwerk Manor – a fortified manor standing on a small rise, with a lone tower rising above it to survey the surrounding land.

As heroes make their way around the tarn, a watch horn sounds from the tower and they are met at the manor gate.

Captain Fritz Noll greets visitors and asks them their business here in von Bruner lands. Anselm announces their mission to present gift and the Captain is impressed. The heroes are given personal chambers (though it will take servants a couple of hours to prepare them, don't get many guests). They must still not wear martial weaponry around the manor but their weapons will be stored in their rooms (not kept locked away as they would be on a poorer reaction). Father Erich is allowed to bear a one handed warhammer as a Sigmarite token, knives and daggers are permitted as tools really, and a sword or rapier would be allowed as a gentleman's weapon.

The Manor is a (location cards): Rundown Manor, Noble's Mansion with Crumbling Watchtower. Well built but seen better days, covered with fines and looking more like a garden (though with show).

The heroes are taken to a parlour to wait for the Graf, passing a hall with several more paintings. The Captain expects the Graf will wish to have the heroes for dinner but in meantime some hot cider will be sent to warm the heroes up.

(Father Erich raises an eyebrow at the wording about dinner, pointing out Graf is effectively "Count"...)

The heroes' beverages arrive shortly and at the same time a Magister of the Jade College pokes his head in to make introductions. He is Magister Felix Grenz, the Graf's advisor, and is pleased to see a colleague from the Colleges of Magic and very pleased that an Asrai is visiting and would very much like to speak with him (Findulas seldom meets a human who knows the proper name for his race). [heroes suspect he's just desperate to talk to anyone being cooped up here in hills].

We break

Great report - nice story - I look forward to following the next installments :)

57th advance - Father Erich's player absent.

In which we have only one brief combat at the end, but have much revealed before then....

- Stepping back for events skipped last session (player had to step out), we see that Hans did not recover from either of his critical wounds during the week long interlude in Altdorf , though on the trip he managed to recover from one and was left only with a minor nuisance troubling his willpower checks.

- Hans shopped for healing draughts, finding 2 but there is a likelihood one of them is flawed in some way (chaos star), and buying a crossbow (which turned out to have some damage needing repair, another chaos star).

Magister Grenz offered to take Findulas for a walk on the manor walls, eager to talk with him. Magister Hans Junkers followed, strangely to Grenz’s dislike as he had been eager to talk to him too. In the walk, Grenz answers questions from Hans revealing (with a tut tut, did not the young Magister use his mage sight in the valley to see this for himself) that the Green Wind of Ghyr flows strongly down from the surrounding hills via the streams that feed the tarn. Ghyr pools in the valley promoting the growth of the forest and other manifestations, before dissipating.

Findulas is engaged in discussion of Athel Loren by Magister Grenz who is most interested in how the Asrai came to dwell at peace in their forest. He appears to know more of this already than many humans (knowing for example it’s not all faerie tral-la-laing in Athel Loren, but a relationship hard won etc.).

Findulas tries to dissemble but finds himself (failing drastically behind in successes rolled in competitive check) revealing information Grenz is fascinated to hear (critically that the relationship involves not just ongoing ritual but ongoing “sacrifice”). Grenz remembers he has some notes he must finish and hurries off.

Hans went to look at the forest, seeing if his skill in natural lore (picked up as apothecary) could tell him more about it. He became fascinated with its luxurious growth, this is a forest that (if the season were right) would easily yield precious herbs such as valerian and faxtoryl (one less challenge die finding them). However, he forgot the warnings of the gate guards (avoid straying into the woods) and found himself in amongst the trees to his distress (2 stress) and hearing a strange, feminine “calling” to him from deeper in the woods (2 chaos stars on his nature roll). He resisted the “calling” and fled the woods ( another Chaos Star means he will add a Challenge Die next time he makes the Fear test entering the woods ).

Anselm meanwhile found a maid Freida to show him around the manor a bit. He learns the staff are really two families and all loyal to the Graf, the maid has been here for 7 or so of her 17 years and is also a little afraid of the Graf and unwilling to talk about things “above her pay grade”. Anselm notices that every room has a “box” set into the wall. Returning to the parlour where his comrades have regrouped, he notes one there too and opens it up to see what it is.

The heroes find the box contains some wooden stakes, two silver daggers and a cluster of garlic bulbs. Someone seems to be worried about vampires. Hans Education tells him that garlic is a myth and stakes, well nothing really likes a stake through its heart does it – scholars are always amused the peasants say staking and beheading is how to kill a vampire, what with a heart or head isn’t that a way to kill, but he has also read that silver does cancel some vampiric defences.

The heroes are then taken to their rooms, that have been made ready. Each has their own chamber (two adjoining, facing the other 2 across hall). These rooms also have an “in case of vampires” box. Tallying up, the heroes release that silver daggers in every room isn’t cheap in a manor that clearly has seen better days.

Cleaning up they go down for dinner.

Magister Grenz and Captain Noll are there and the Graf Steirlich von Bruner himself joins them. The Graf is a handsome man in his late 30’s, long limbed and delicate fingers, slightly bloodshot eyes, wearing vest with von Bruner boar’s head crest and with a gold-chased rapier at his side. Anselm is a bit surprised the Graf is not older (hmmm, well, if he sowed is oats in his late teens/early 20’s, perhaps the timeline works).

The Graf is pleased with the gift of Couronne Red and toasts Lord Aschaffenburg. He is clearly more interested in hearing about these and other matters than the von Bruners (his own family). The heroes’ exploits are recounted to the interest of the table, Captain Noll particularly interested to hear more at some point about the battle the heroes were recently part of between imperial troops and greenskins (near Fostenklauster).

The Graf asks if there is any sign of a champion, an heir to Sigmar appearing as the Twin Tailed Comet may have foretold (the heroes tell him they have heard nothing of such). The forest comes up (Magister Hans) and the Graf/his aides explain that it has been an “ally” against beastmen and things of Chaos, and helped them in their hard fought confrontation with a Strigoi vampire some nine years ago (half the manor’s defenders were slain before the creature was hunted down and killed in the wood, the forest “helping”). The forest has a way of hindering or helping those it likes or dislikes. Lately, something more has been going on and they are concerned at Hans’ encounter. Hans insight tells him they are being truthful but holding back information.

The Graf’s own activities and past associations are questioned a bit and the heroes’ encounter with Strigany and a vampire revealed. During the table chatter, Hans notices that Magister Grenz’ attention has been drawn to the lucky charm Anselm wears (an antler token of Taal , obtained from his Grandmother).

Anselm says he was given it by Strigany the heroes rescued and Graf is interested in these Strigany. Dinner becomes a series of revelations – Anselm revealing (as a funny anecdote) that a Strigany woman said he was her grandson, the Graf asking if the woman’s name was Lucinda (it was) and after the rest of her family (admitting he had encountered Strigany in his own youth, when fighting vampires), apparently saddened to learn/not having known her daughter died in childbirth, with the heroes’ encounter with a Strigoi vampire also eliciting interest – the idea that the animalistic Strigoi vampire would forego attacking them strikes the Graf’s party as very odd, though the Graf ponders that perhaps if Anselm was Strigany the stories about vampires having a “chattel more than cattle” attitude there may be true. Magister Grenz seems unpersuaded by that and keeps wanting to “but” until the Graf gives him a look that shuts him up.

The Graf asks if Anselm knew his father whereupon Anselm says no, raised in orphanage. The Graf seems sad about that and congratulates Anselm on having done well for himself (from orphan to herald to a noble). The Graf invites heroes to stay on a couple of days. There is interest (Findulas expressed) in helping the Graf’s men hunt for bandits. The Graf’s efforts to keep valley and region safe had been an earlier topic of conservation, revealing his well trained (small) military force and indirectly the “finality” of the justice the Graf executes. That recently they had been hunting one particular bandit group with little success was revealed.

The Captain is to lead out a patrol to hunt for them tomorrow and Findulas is happy to join it. Anselm says he will too, whereupon the Graf says he will join the hunt.

Dinner eventually breaks up and the heroes return to bed. In the night, Anselm is awoken by a noise in his room. Evidently the cleaners didn’t oil the secret panel hinges when they prepared the room. This is stressful at first but it turns out the Graf himself has come for a private word.

The Graf immediately puts aside the charade that Anselm isn’t/doesn’t know he is the graf’s son. He tells Anselm the charm he wears belonged to Gretta (his mother), having been a gift from Katrinelya of Rhya (the priestess who married Gretta and Streirlich). Anselm learns simultaneously he has been carrying something of his mothers (the charm gains a two fortune die bonus for him now) and that he isn’t a bastard at all!

The Graf then explains his actions, and why Anselm must forever remain a bastard in public eyes – Anselm’s conception had been intended, but those who had this plan had not expected the Graf to fall in love with Gretta. When the Graf realized Gretta had conceived (the first daughter of the first daughter of the first daughter of the clan of Malfi under the signs of the Dragon and Scorpion facing each other), he knew that to protect her and his child he had to conceal this from those who watched. He abandoned her and cut off all connections as part of this strategy of pretending she had not conceived – never doing anything in the years since that would arouse suspicion in any who still watched him.

The Graf wants to know if Anselm’s comrades know of his past and can be relied on not tell of it. Anselm gives a (less than outstanding) assurance that he doesn’t think they are a risk (to his father the ruthless man who has gone to great lengths to keep his son’s existence secret…..)

"If you become known as a Scion of Nagash, you are condemned to a pyre or a worse fate at the hands of those who would seek to gain his power or resurrect him. A wizard would seek to claim power through you, a priest to burn you, a cultist to awaken something, a vampire to bring their time of a Thousand Thrones."

He gives Anselm 48 gold crowns (4 years monthly stipend for a noble) as all he can do to aid his son. Anselm remarks in passing he is sad never saw his mother, and the Graf takes him by a secret passage up into the tower and the Graf’s private chamber. There is a painting, better than anything else the Graf has done, of a beautiful young Strigany woman (wearing the charm of Taal that Anselm now wears). Anselm’s fortune pool refreshes seeing his mother for the first time, the Graf takes him back to his room (tucked into bed by a parent for the only time in his life…)

No one else has events in the night.

(Hans did miss making a recovery roll for his remaining critical, he gets two fortune dice on the roll – the benefits of the Ghyr life magic in the valley).

At some point, Hans Education recalls that Strigoi vampires once ruled the land Strigos, and some say the Strigany are all that remain of the human subjects of that realm – most having perished defending their vampire overlords when other vampire clans destroyed Strigos and condemned the Strigoi to their current low state (thus the connection between them).

Hans has a theory the vampire slain years before has returned, knowing that vampires almost always "come back", and is manifesting in the awakened forest. If so, he can think of no way to stop this except destroying the "awakened forest" (essence/spirit) in the vein (hee hee) of logic that once someone is converted to being a vampire they can only be destroyed.

As the Graf, Captain, Findulas and Anselm gather with several soldiers in the courtyard to mount up for the bandit hunt, the Graf does quietly ask Anselm (as the Graf oils up his crossbow, eying Findulas across the courtyard), “Are you sure you can trust him?” Anselm repeats his slightly ambivalent assurance about his friends.

Hans and Brother Erich remain at the manor.

The patrol leaves the valley, heading down the Rosswater (the way the heroes came) with intent of striking north to see if the bandits have been around any of the villages. However, a short ways from the valley the patrol finds the remains of a camp by the shepherds the heroes met the day before. Something attacked them in the night, savaging the shepherds and their dogs and a few (though not all) of the sheep. Clearly not bandits.

Findulas looks for tracks and finds one larger, heavier set and a several human-sized ones (though with clawed feet). Findulas’ keen eye recognizes in the heavier tracks a singular mark he has seen before – the Strigoi vampire’s tracks met roughly two months earlier! It’s the same vampire who they managed to lose after the encounter with beastmen where they rescued the Strigany. It has come to the valley a day or half day behind the heroes! The Graf feared this from the nature of the attack, saying the other tracks are likely ghouls in service to it.

Findulas leads the party to follow the attackers’ trail (actually sending Anselm and guards back to warn the manor and tell them to ready to fight a vampire). This takes them through part of the valley (Fear check and forest seems to try to hinder Findulas) but they find the trail leads to an old abandoned mine. It’s early enough in day that Graf decides there’s time to get to the manor, unite with forces there and return to face the vampire.

They do this, the force setting out being the Graf, Captain Noll, Magister Grenz, 4 halberdiers armed with silvered weapons (silver tipped arrows and crossbow bolts having been made available as well), and the 4 heroes.

An Into the Woods tracking card comes out to see what misadventures the heroes have (and what encounters are triggered) – perhaps the forest delays them so long the shadows lengthen into night as the forest is unwelcoming. The local expertise of the Graf etc. adds expertise die to all the ensuing checks. Hans helps avoid missteps and is doing very well guiding heroes until a cloud of pine needles fall from a tree onto him – turning into a swarm of tiny stinging nettle-like flying humanoids (spites) that sting him (couple of wounds net) and Demoralize him. Anselm leaps forward and skewers one with his rapier, Findulas tries to shoot them but fails – whereupon he hears buzzing voices cursing the bad elf, and the swarm then flies off….

Anselm would have remarked that the best way to deal with this vampire who has holed up in the abandoned mine, would have been to bring some barrels of black powder along and blow up the entrance to the mine, sealing the vampire inside.

The captain says the old mines connect and sealing one entrance doesn't seal all.

The Graf says that vampires have different powers but many may change form, even to mists, and thus even burrying one under rubble may not suffice. He has pondered Magister Hans' theory and does not believe the vampire slain nine years ago would return so quickly, at least not without outside intervention. He would not have expected it back within, he pauses, a normal lifetime if ever as it was of the less remembered Strigoi.

The Graf adds, in terms of the silvered weapons, not to expect them to be remarkably effective - rather expect them not to be impaired in effectiveness (e.g., a normal, not holy/silver or something weapon will never inflict a critical wound on a vampire)

We break as the heroes are still making their way through the woods…


http://valvorik.livejournal.com/

A short write-up this time as a more "action less talk" session produces a shorter report.

All heroes present.

58th advance

We learn that before leaving Ubersreik, Father Eric was talking with Lord Aschaffenberg and laid the groundwork for becoming a Judicial Champion.

[backfilling a career change - I allow priests and wizards to dabble in related careers that can be narratively explained as fitting with the magic using one, partciularly as we await Hero's Call and Father Eric's player has maxed out his priest career]

The vampire-hunters continue to be opposed by the forest, encountering hostile treekin, dryads in warform and spites twice more leaving (in various pairings and roles of henchmen group or individuals).

I give the forest spirts an 'ambush' trait similar to beastmen, heroes have challenge die on initiative. I was using the one-ring style "take on roles to make way through forest" approach in general with a custom tracker printed up.

The Graf intercedes at one point (interposing himself between Anselm and harm) and challenges why the forest opposes, "We hunt a creature of Chaos, you have aided us in the past!" This does not produce any change in the forest’s reaction. Spites continue to bear a personal grudge against Findulas, bloodying his nose (Critical), but finally the heroes win free of the woods and are upon the hillside looking at the mine entrance. Magister Grenz uses the magic of Ghyr to try to tend to wounds Findulas has suffered, singling out the asrai to assist (to modest effect).

They pause, while shadows lengthen and sun sinks on horizon, to tend to wounds – Father Eric is close to falling after being hemmed in by treekin (he was in the midst of a henchman mob at one point - I was using Verdant Reaver minis from D&D which work well as treekin, I have Warhammer Dryads which are very cool minis giving the terrifying impression of the Warform) . He brews up some herbs to strengthen a healing draught while having his wounds bandaged and set with splints (Hans action) to the point he is almost fully refreshed.

This was also an "end of Episode" recovery with "Through the Angry Forest" being a 3 Act episode (1 minor Spite encounter, 2 more serious encounters). Next up is the "Shadows in the Depths" episode.

The heroes descend into the mine’s darkness, the Graf’s men lighting up torches whose number is enough to reduce darkness penalties to a single misfortune die. It is an old mine and unsound [unassigned Chaos stars move along an unsafe mine track and trigger Coordination checks to avoid falling debris] . There is no trail to track only minute signs now and again of recent activity.

Following these, the heroes are swarmed by rats and see coming out of the shadows behind them two ghouls. These attackers are beaten off, the rats dispersed and the ghouls destroyed but not before their disease-ridden claws have torn at Hans’ flesh and he has failed to resist the onset of Ghoulpox, and suffers two Critical Wounds – one an injury to his leg where a ghoul bit it, threatening to become permanent! First Aid suppresses that wound.

Anselm quickly consumes the graveroot he was given by the innkeeper in Rottfurt, to ward off such exposures. So quickly he apparently forgot that graveroot must be made into a soup to be consumed usefully – and that it assists recovery checks not infection checks - thus while he must make the check to keep it down, he has done himself no good [i used Strange Eons to print up little talent sized cards to represent herbs, it says on it the relevant information – I give Players no warranty on failing to read what’s on card – Father Eric's player used a herb card noting it needed to be a tea thus pausing to brew tea, this one notes it needs to be a soup which Player ignored.]

59th advance

All heroes present

We decided in interim it would be okay if Father Erich as Judicial Champion was a church champion (more prosecutor than defense representative) rather than a noble's champion.

Continuing the expedition as shadows lengthen into dusk on the 3rd of Ulriczeit 2521.

The expedition heads deeper into the old mine, at least finding a steep upwards shaft that shows signs impressive claws have climbed it. Whatever hand holds or mechanism allowed miners to travel the shaft are long gone leaving it a climb (Athletics, Climbing Average). Hans makes out a colony of bats nesting on the passage roof higher up the passage, which is longer than the light of their torches.

Strongest and most athletic of the heroes, Father Erich climbs up the passage, with a rope. As he reaches the top (Long range from bottom) he is near darkness and releases he is not alone! The shadow humanoid figure is the same he and comrade met before months earlier – a Strigoi vampire (Fear 3)! Fearless Father Erich is not panicked.

Even hindered as he is (challenge die to initiative) his reactions are fast enough he can let himself fall down the steep slope (automatic three wounds, land prone [mechanical outcome courtesy of the Crows Nest card in Dreadfleed POD] . Hans tries to initiate dialogue (Elucidate) but the Vampire is a difficult interlocutor (between Challenging nature, impressive Willpower and the Dead Calm resistance to all Willpower targeting effects).

All in all we learn that Hans is not well suited to squaring off against vampires, but what chance more will appear in campaign...(eyeing my 1000 Thrones copy)

The colony of bats is disturbed and a swarm of them flies down the shaft, filling the air and obscuring vision – appearing out of the swarm is the Vampire himself, now in his fully bestial Strigoi battleform (all others Fear check – Hans and Findulas both suffer the Frightened condition) and coming up the passage behind the heroes are more ghouls.

This is a homebrewed vampire mixing Vampire, Rat Ogre for Strigoi (emirikol's suggestion) and some ideas from dreadfleet [heal 2 wounds each Expertise Die spent] and from earlier edition Nights Dark Masters - blook abilities like changing into a bat cost one from Bloodpool.

Melee ensues, heroes bottlenecked with a steep incline behind them, vampire and ghouls before them (all engaged in one massive melee), bats flying everywhere (misfortune dice to targeting and fatigue/stress once due to their buffeting).

Hans tries to create a protective ward that would daemons and undead at bay, but being of strong Willpower and seeing a desired prize within the ward the Vampire hurls itself forward and breaks through (it being realized that the ward isn’t terribly useful against high WP creatures, better at keeping out mook mobs) seizing on Anselm as if some prize! Anselm suffers grievous injuries but the vampire’s triumph turns to disgust as it curses Anselm for being “a sham, swill in a fine bottle, what deception is this”!

Father Erich’s holy hammer and Findulas silver arrows strike against the vampire, whose skin is like steel and which uses Improved Dodge at times in addition to having bats helping cloud him (almost like a swarm doing a good Guarded Position).

The ghouls, being held off by the Graf’s halbediers are decimated by Findulas’ arrows (partly because a frightened Findulas is desperate to clear a path to get some distance from the Vampire).

Having cast aside the “disappointmenting” Anslem the vampire is looking around the expedition and its eyes light on one someone or something, it plunges into the midst of band and seizes Magister Grenz to hold him aloft and rip his flesh with its claws while raging – perceptive heroes realizing that the words it speaks are being directed at an amulet Grenz wears which is eye level with the Strigoi as it holds Grenz up – the vampire swears revenge for this trick, it will "destroy your minions and come for you!”

Findulas manages to plant a damaging silver arrow under Vampire’s raised arm as it holds Grenz, causing it to cast Grenz aside – into a support column that give way causing a cave in! (Chaos Star on Findulas’ roll causes the last advance on dangerous mine track - one of those dice dictate but fits perfectly events!) . Everyone must make a Hard Coordination check to not be buried, also affecting how many Wounds they take.

The Vampire and Hans area buried but conscious, Grenz (badly wounded already) dies under the falling rocks. Others win free but suffer some wounds (through 3 halberdiers have perished between ghouls and the rockfall).

The rockfall clears away the bat swarm. Heroes try to dig Hans out ( Athletics checks, 6 successes needed in total ). When they have almost reached him ( 1 success left ) they suffer the misfortune of uncovering the Vampire ( Chaos Star on check ) which leaps upon Anselm!

Anselm falls unconscious as the vampire rips off one of his fingers (ripping off was narrated when the crit draw was permanent wound, 4th critical – one more and he would be dead in circumstances – automatically becoming permanent as the severity of all 4 is enough to qualify, so the finger's loss was so narrated). It cries triumphantly as it holds finger aloft, “ I will find you now ***** ”. Father Erich is trying (and failing) to free Hans (who is taking the time in his quiet premature grave to quietly Assess the Situation).

The vampire stalks away from the heroes, apparently having better things to do now, knocking Findulas aside with a dismissive swipe, transforming into a bat and flying off ( having aggression etc. resources to get some extra moves on - in case anyone was wondering vampires are one of those sorts of foes who always save a "get away" batch of those) . Findulas tries to send a flurry of arrows into the bat but fails to hit even once, Hans (freed at least) manages to wing it with silver tipped crossbow bolt but doesn’t bring it down.

The vampire is quickly lost in the turns of mine shaft which prevent continued ranged fire even if chasing it (and outside the night has fallen).

The heroes bind wounds and dig out Grenz's body. His eye-shaped amulet is examined and though it is not magical to casual magical sight, Hans recalls lessons from the College and focuses upon it anyway and discovers it is shielded from casual detection by an Aetheric Cipher (similar to the effect some, more subtle, vampires possess at times - from Night's Dark Masters ). Hans realizes the amulet would permit someone with its twin to see and hear was going on around it - it is bundled up.

Hans also finds a scroll of Death's Release (an Amethyst spell for speeding someone into Morr's Realm).

The Graf is working out the meaning of the vampire's disdain of Anselm and the relevation about Grenz. He has long suspected that Silvana had a spy in his household. She is the vampiress who wished to see him father a child upon Anselm's mother in order to produce a Scion of Nagash. He did not suspect it to be his oldest friend!

The Graf realizes now that it was all a ruse to draw Strigoi vampires to their dooms. Anselm was never a Scion. The Graf did not have to abandon Gretta, Anselm did not have to be left to grow up an orphaned bastard - there is no danger to him as long as it becomes widely known the Vampire deemed him unworthy.

This was all inspired by text in 1000 Thrones that the Lahmia create false scions to confuse rival vampires. I decided the real tragedy of Anselm's past is he is not a real scion at all, a false one, and his life has suffered all this time for a lie!

The Graf now publicly proclaims that this is Anselm von Bruner, his son and heir (though Anselm already secretly has all the immediate benefit this brings in cash). He urges the heroes to spread word of the vampire's declarations in order to protect Anselm.

The heroes decline to try to return to the manor after dark (through a creepy forest with a vampire perhaps lurking about). They find suitable resting place in the abandoned mine buildings and the night passes. The strong Ghyr flowing in valley aids recovery (2 fortune dice on overnight rest) .

The next day, Ulriczeit 4th, they return to manor skirting valley to the Rosswater and ridin up it at the Graf's suggestion of how to avoid the forest trying to mislead them.

Fearing the worst of what they will find (if the vampire came here in the night) they instead find the manor staff had no trouble that night. They go to Magister Grenz's room (having his key from his body).

A search finds nothing incriminating, only a text that Grenz was studying and his notes in Altdorf university argot - which Hans reads easily. This is the work the Graf knew Grenz was doing, examining a text "Historie of Druids and Nature Worship Before Teclis". The notes are studying a section in it the “Ritual of Calling the Forest Soul”.

The Graf is not quick to admit but as discussion goes on it comes out that this is what was done to wake the forest years ago. Grenz is trying to see if it can be undone. The ritual focus, a tree, could be destroyed to do that but this would destroy its other focus - a mortal who lends the forest awareness - the Graf (who also gains longevity). Grenz has not found any answer it seems.

It would take Hans about a week to try to figure out more than the notes say.

And we pause here.

All heroes present. 60th Advance

Heros stayed in Grauwerk Manor a week while Hans studies the 120-year old text on druids and “Jade magic before the Jade College ”, Findulas lending what aid he can with Nature Lore at times.

At the start of week all manor staff were interviewed by Hans while Father Erich looked on intently (Intuition/Observation combination) to detect any other spies for Silvana the Vampire. Hans feels the staff are all loyal though Father Erich’s silent gaze is troubling to them (Chaos Star meaning Challenge die to Father Erich interacting with staff in future ).

Over the course of week wounds heal and Father Erich even finds that he at last puts down certain troubling thoughts that have long plagued him (monthly check for insanity recovery succeeds obtaining the necessary 2nd token to eliminate insanity) .

Anselm’s finger heals over (no longer treated as a “critical” for death/severity cumulative purposes but card retained as reminder of lost finger and for text as to effectt, he now has permanent misfortune die on all uses of sword hand).

Hans unfortunately fails to recover from the Ghoul Pox disease, which worsens becoming more Severe (failed recovery plus Chaos Star, 2nd drawn disease also Severity 4 for symptom healing purposes, cumulative Severity at 8 with his Wound Threshold being 16) .

[A course of treatment by his Medicine gives him fortune die per rank, the valley Ghyr magic gives him 2 fortune dice on check for physical healing].

Hans manages to understand, though not truly master, the text (single success) . This is enough for him to declare he can’t see how this ritual could have woken the forest at all (never mind how to undo it). Waking a forest is clearly something requiring a huge amount of magical power and the ritual just doesn’t channel that much power. The Graf is asked to recount what he remembers of Grenz enacting it and recounts what the text describes so it seems this was the ritual Grenz used.

The heroes debate the meaning of this discovery. Was the forest already awake? Did the author of the text not know what they were setting down (it is recorded as a record of ritual once used, not as something the author has used/seen used)? Did Grenz not know this? Findulas observes that if Grenz was an agent of a vampire faction (Lahmia vampires the Graf has named them) that simply wants to destroy Strigoi vampires here, he wouldn’t want to undo the forest’s power as it is part of the “trap” in the valley.

The heroes can see no obvious solution to this riddle [Hans not having rolled 3 successes, Findulas not making any successful Folkore or other checks to bring Athel Loren lore to bear - each of which would have suggested threads leading to the truth].

The Graf is very curious, noting that the forest did “start manifesting spirits” etc. immediately after the ritual (weakly at first, growing over years), and he eventually realized he was aging more slowly and feels the forest is not a threat to him (which he attributed to being linked to the focus Tree as the ritual says) – so it seemed to him it worked. He is hopeful it wasn’t really the ritual as described, if he does not have the link the ritual describes then the Tree could be destroyed and forest’s threat ended without harm to him.

The heroes wonder if some other agency such as the Vampire Silvana could have awakened the forest (though this does not seem to be the sort of thing a vampire could/would do).

[They were right of course about another agency, and a better roll by Hans would have realized the ritual “called” such an agency rather than awakened a forest directly].

Hans suggests that if the Graf and the “focus Tree” were together, he could use his Magical Sight to determine if they are truly linked or not. The heroes decide to go to the Tree, the Graf guiding them, to do this. With the Graf’s aid, travel through the Creepy Woods is easier though the woods are still trying to mislead the heroes.

As they pass through the woods, a storm starts to blow snow (Using a One Ringish assignment of roles to advance on progress track; Chaos Star on a check, 2 misfortune die to visual checks/ranged checks) and they spot a woman in a red dress being chased by Dryads in warform.

Intervening, Father Erich rushing to defend the woman (who turns out to have a slightly greenish hue to her skin - and so appealing it would be difficult to with her harm) the heroes defeat the dryads (not before taking a few wounds). She aids him during the struggle (repeated Guarded Position to improve his defence, recharge action faster) . Anselm tries to talk to the woman (a dryad not in warform) and manages only a brief success before she runs off (chaos star on a 1 success roll) . He has time for one question and asks, why she was being hunted.

The woman responds she was being hunted because she does not follow the path of Drycha, then flees.

All the heroes have heard of Drycha (varying levels of success on checks), a particularly powerful and also particularly mad “branchwraith” from Athel Loren said to have been driven mad when Morghul the Shadow Gave was slain (one of the times it was slain) in her grove.

Findulas recalls only this but Father Erich and Magister Hans both recall much more (1 success vs 5) , that Drycha travels beyond Athel Loren, turning forests against all mortal flesh, whispering to the trees of how they have been wronged and must avenge themselves, leaving a trail of torn flesh. Drycha could have woken up a forest (and a forest she woke up would get nastier as it woke up more and more).

[The checks failed before would have allowed putting together that the ritual called a powerful spirit, at least in spirit, Drycha being the spirit that answered meaning she “whispered her hatred” to the Tree and woke the forest to be inclined to her view of things - a really good roll would have realized only Drycha would ever be summoned - yes she's been around over 200 years, over 1000 in fact]

The heroes continue on to the Tree of Bones, the focus tree being a thing of horror now – corpses of shepherds and animals in its branches – spites flying about it [1 mob], dryads signing to it [1 mob doing guarded action on Tree], treekin guarding it (2 Treekin) and the Tree of Bones itself (creature and location effect in one a Treeman with Hag Tree like effects from Gathering Storm and a couple of extra powers to compensate for less mobility). This is a Terror 3 check though the heroes are mostly unaffected, the humans not knowing enough to be terrified, only Findulas understands the threat (3 Fatigue and Stress). Findulas damaged his bow firing it frequently in fight and it is slightly less effective now.

At Hans’ urging Anselm tries to reason with the Tree, putting on a false persona as a “friend of the forest” (Fake Out action) – but the Tree is a very alien being (+2 challenge dice to social) and Anselm fails. The Tree starts “singing” calling the forest which begins entangling the heroes such that all movement manoeuvres now require forcing one’s way (1 Fatigue per movement) through Findulas ignores such terrain movement penalties (being familiar with such tactics, often used by Asrai spellsingers).

The spites dash forward (Fysh bite) and slash with tiny claws at Anselm, as the Tree Kin also lumber to attack (spending aggression to get to heroes). Findulas’ arrows begin to fly but he recalls that without fire or similar effects he can do no critical wounds to the bulky tree kin and he suffers further stress (and now draws a temporary insanity, the situation being Supernatural Violence he draws an insanity with Violence trait and so keeps it as temporary for now) and begins to imagine spites dancing maliciously on his skin (Crawling Skin insanity, more Stress for any Fatigue –ooooh, that one is very likely to get more tracking tokens on it before end of Act) .

The Tree of Bones tries to summon winter winds to blast the heroes (worsening the snow storm that is already applying 2 misfortune dice to vision actions including ranged attacks) but Father Erich stands firm against the initial blast (effect test against best Strength) and it fades. Anselm’s rapier flashes among the spite swarm around him and leaves them all pinned or cut and dead (spite swarm negated).

--- We Break at point were rest of the foes (Tree Kin and Dryads) are to take actions

--- I observe afterwards I was surprised no one thought to ask the Graf if he had any spare barrels of lamp oil in the manor – before setting off into woods.

--- repairing damaged items – to make it a bit more interesting, minimum cost is 20th of item value [using list price, recall x10 modifier if superior, not counting any additional value for magic etc.], roll a misfortune die and on challenge it’s a 10th and on a bane it’s a 5th (that means 50% of time 20th, 33% of time it’s 10th, 16% of time it’s 5th).

- getting over Disease – Hans could have benefited to tune of 2 Expertise Dice on one check, if he could keep it down, from the soup that could have been made from the Graveroot that Anselm wolfed down but alas gone now, unless you have ideas of how to get more – it only grows in graveyards and places of death, where it would lie under the snow – being a root you can get it in winter however it is quite rare – 4 challenge dice to find it alas, it was really a lucky thing to be given. That’s the best assistance available for this situation. Specialization in Medicine – Disease would give another fortune die. I'll review rules to see if there is other aid but of course Disease is one of the most feared things in the Old World, leading some to the dangerous path of seeking Nurgel's blessing.....

double post deleted.

61st advance

Findulas' player absent but has given permission he be played in absentia due to grand melee.

The heroes face the Tree of Bones and its fey servants, treekin being less effective in their second attempt to wreck damage than in their first. Hans uses his magic to send a dart of light into the Tree of Bones to damage it, causing the dryads around it to hiss in anger and charge forward to join the melee.

Though not as strong and deadly in one way, the dryads are faster and more adept at dealing damage, and the blood of Father Erich, Anselm and Hans starts to flow faster – Findulas being a step behind them to keep firing his arrows. Findulas receives a blessing from Father Erich that helps reduce the threatening amount of Fatigue and Stress he suffers. Arrows are not very effective against the thick-barked tree-creatures but eventually the heroes use oil Father Erich carried and rags to create flaming arrows for Findulas to fire.

Focusing on the Tree of Bones, attacks continue as more than one hero nears loosing consciousness due to wounds. Findulas fires using his knowledge of the Archers Paradox (wikipedia advises usefully - a reference to the mastery of archery that realizes to hit targets exactly where desired the arrow must actually not be pointed directly at them dead on, metagame this also refers to the fact that for real accuracy arrows must be fitted to the bow and all of the same nature or else in a flurry of shots such as we see, they will go different places not the same one) to fire a Flaming Arrow to deadly effect (the tree is not only resistant to normal criticals, it is flammable, taking additional damage = severity from a fiery critical).

The heroes manage to set the tree ablaze, whereupon the dryads flee and after one treekin falls the other also retreats into the forest.

The Graf feels dizzy (a crit for death of tree causes a mental nuisance) as the heroes return to Grauwerk Manor.

In the coming days wounds are healed. Findulas shakes off his temporary insanity and no longer imagines sprites dancing on his skin. Anselm and Father Erich ride to Rottfurt to see if innkeeper Magerethe has more Graveroot and (fortune die roll luckily, 1 in 6 chance) she has 3 more doses that Anselm buys and brings back for Hans to take as he rests. The heroes pass several days as Hans manages (just barely with the last dose of Graveroot used) to overcome the Ghoul Pox (that severity 4 was tough for our frail magister of light with no Resilience training).

The heroes eventually leave Grauwerk and at Rottfurt board a barge heading to Altdorf. Seven days later, in Altdorf, at his father’s suggestion, Anselm visits the bankers Klopstock and Billreuth and presents papers Graf von Steirlich wrote out. The bankers serve the nobility and also act as a repository of such genealogical documents. For 20 shillings Anselm’s status as a noble is appropriately filed (Anselm declines the offers of reasonably priced illuminated genealogies or mugs with his family’s coat of arms) .

At Altdorf Father Erich goes to the Temple of Sigmar and tells them of the vampires met and learned about, both the Strigoi and the unmet Lahmia Silvana. There is a danger this adds to the bad reputation growing around von Bruners and Graf Steirlich (vampire pawn) but Father Erich manages to give a glowing report of the Graf’s conduct that improves his public image. At the same time, word will spread of the heroes’ foiling of a Lahmia plot (not that the Lahmia would ever hear about that then….). [check to see how he manages report generates oodles of success and 2 chaos stars]

Hans goes to the College of Light to advise he destroyed the profane artefact as requested (Favour for Fostenklauster adventure). As he leaves the College, Hans is delayed for a moment in the corridors and hears something he likely wasn’t supposed to as two voices, which he recognizes as his Master Ebbe Strazfurd and the powerful Wizard Lord Konrad Meissner talking about him, fast progress that threatens some plan that culminates when “he becomes a Wizard Lord”, their efforts to encourage him to pursue other interests slowing his advance as they are not ready yet, mother not likely to be betray them but still she is a mother, and their hopes to “end the masquerade and welcome back their master”. Hans is very troubled by all of this, his missing mother for whom he has searched is part of some plot against him? He shares this with his comrades to see what they can make of it (not much).

- Wizard Lord Meissner is in the “deputy” category, one step short of Light College's Patriarch. He was in charge of the purge of the cultists loyal to the corrupt former Patriarch Horstmann and the Order of the Unblinking Eye in 2510 (efforts in which Lord Magistrate Heissman von Bruner was key as was the witch hunger Matthias Krieger) and also the purging (assumed, vanishing if talking literally) of Hans first mentor, Walther von Wurzbburg.

Otherwise, heroes are extremely successful restocking on healing draughts, finding several, though Chaos Stars on their checks mean some are likely inferior, defective or something…

The heroes take barge (being more conscious of cost than speed, so not taking sailing ship) downriver from Altdorf to Marienberg another 18 days, Hans going to see his uncle for family reasons. Baron Eldred von Stauffer winters in Marienburg this year with his wife's family.

Near the border, they encounter the black barge of Matthias Krieger (last seen at Fauligmere). Father Erich is pleased to see his old captain. Anselm meanwhile is not so pleased to see Krieger’s aides (who find Anselm suspicious [metagame – he does have magic sight and is half-Strigany] ). Anselm manages to allay the aides’ curiosity completely. Father Erich sees if he can learn anything for Hans given Matthias Krieger’s past connections with Lord Meissner. He has a single success and learns only that van Horstmann and the Unblinking Eye are a sneaky bunch and in the struggle against them there were layers and layers, if what was really going on wasn’t what it seems looking at it from the outside that’s no surprise. The success is not enough for him to “peel back” any layers and boons ascertain Krieger has a good attitude towards Wizard Lord Meissner.

Little does Hans suspect that though someone is not who everyone thinks, it is not the conspirators he heard...

Metagame, it wasn’t obvious from the mage sight though understanding Grenz’s text well enough would have predicted, though the Graf lives in the coming weeks he “ages” to his normal age (gaining about 10 years in effect).

So overall,

The heroes have helped Graf Steirlich and also rehabilitated his reputation a bit, Anselm is now officialy Anselm von Bruner, and the heroes have come to the attention of the Lahmia vampire kindred - and then left by barge for Marienburg ensuring Lahmia agents that took sailing ship could arrive before them...

Next, The Crusade of the Child (My Thousand Thrones, the finale of the campaign with these characters one way or another).