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