The Crusade of the Child (my 1000 Thrones)

By valvorik, in WFRP Gamemasters

So fun to play out but kept me on toes as they split party and did things unexpected, delivering Karl to the Maria Borger…

Will be pondering how to remix the original adventure's plots lines and scenes (many of which I like) given where we are now.

They kept making those damned compelling aura checks!

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74th advance, all players present though heroes not together.

Anselm's player controlled Sister Helena for this session having "most of her cards" (not all, that would be revealing too much…)

Death on the Reik

Anselm had purchased passage on the Saucy Wench, a ship named to his liking. However a day or two up the Reik he realized two well-armed men were watching him. He managed to get off the ship without them realizing and ended up paying for passage again on a different one, the less entertaining Hermit's Delight.

On Hexensnacht, he was visited by the spirit of Grandmother Lucinda, who looked as if she had been savaged and decapitated (2 stress) as she told him again he was a good boy and gave him advice (something about stopping a wedding…. [foreshadowing the coming events]).

Meanwhile, aboard the Maria Borger….

Let us first flash back several days to when the heroes approached Lady Therese in Schienfeld…

During the delay that Lady Therese’s helpful suggestion involved (another night in port), she prepared her ambush by taking on some “special cargo”. Looking forward to Hexensnacht in only two days, she knew this would be the time to separate Karl from these useful fools.

Though originally sent to Marienberg aboard a fast ship that arrived before heroes, even though she left Altdorf after them, to take revenge on these meddlers who tampered with the Lahmia games involving Graf Steirlich von Bruner, she decided to make them tools of the Lahmia when the prized child was revealed.

Her pose of pious Sigmarite has payed off beyond her wildest dreams (if vampires did dream, they dare not of course for that is Morr’s realm). Father Erich has delivered the child to her wrapped up in a bow!

The night of Hexensnacht is too opportune a time for a vampire to pass up. She has been fortunate the heroes have not suspected her, using her Defy the Dawn ability to be seen in daylight for brief periods always helps avoid suspicion about her nature. So few know more than peasant gossip about vampires (or make the necessary Education or Folklore checks to know more….).

Still, she presses her luck as each day passes and now is the time to strike. While heroes fitfully dreamed, she set her plans in motion releasing vampiric thralls from their “cargo boxes” and entering Karl’s cabin through the secret door (having placed him in one adjoining hers). As an undead, his compelling aura has no affect upon her of course.

She attempts to convince the Karl that he should come with her, there is something special to see in the night sky – (2 successes, Comet, Chaos star). He comes with her not suspecting anything amiss (curious Karl you know), however, they make some noise and Sister Helena is disturbed in her rest (that Chaos star that any dice pool against Karl gets). She was dreaming, well let us skip what she was dreaming. She comes to her door to open it, to see what she heard, and of course opens it to the thrall - her screaming may warn the heroes.

The scream gives everyone a chance to "wake fully" as their rooms are entered (1 to each room, meaning Sister Helena and Findulas who are alone in cabins @ face one thrall and Hans and Father Erich who are sharing a cabin face one). However, only Hans passes the Easy Observation (eavesdropping - which is hearing) check, meaning that Father Erich and Findulas do not act in the first round as they are groggy and Findulas suffers a free attack as claws rake him in his bed (Double Attack action by vampire thrall).

Sister Helena causes the vampire to doubt itself, which causes it to hesitate to marr that fair neck with its fangs. Hans glows bright and holds back the thrall in doorway so Father Erich can put on armour. Findulas snatches his assassin's blade from under his pillow and surprise attacks the vampire looming over him - stabbing it in the knee.

From above Karl is heard crying out "help me Sister Astrid". A riple of fortune passes over heroes giving each 2 fortune dice on their first action but Sister Helena gets 4 (for some reason). She dodges past the thrall into the passage and races to the deck (perform stunt). Hans does wonder "who is Sister Astrid" (the heroes did of course hear of a Sister Astrid von Nimlshein in Marienburg, one who interviewed Karl and gave him a clean bill of health before having to flee city for her dangerous ideas about mercy for mutants… but they don't appear to remember).

- other heroes continue fighting the thralls, which are falling to their blows and spells -

On deck she sees Lady Therese looking deadly and pale with fangs showing (Fear 3) and the crew of boat and the Lady's Tilean duelest bodyguard between them. Karl has been gagged and restrained by the Lady's handmaids [they did that last round when he called out, the luck ripple being the chaos star on that action against him - every dice pool rolled against Karl gets an auto chaos star as part of his 'luck'].

The crew seize Sister Helena and throw her overboard into the icy waters of the Reik where she is Freezing (condition) - though not before she sees space warp around Lady Therese and Karl as he vanishes. She is thrown into the "Reik side" of the ship (on one side shore is Medium distance, on the other Long - that's the Reik side). Hans comes on deck and finds himself transported by warping space into the Reik, even further than Sister Helena was tossed (medium range from ship) by Lady Therese's magics, though not before she mocks him saying she never expected to be made a gift of Karl.

And neither she nor I did, she was supposed to pass by as heroes went with Karl on the Crusade's path to Altdorf - but things worked out differently. That a vampire was a patroness was in the original adventure from start. The teleport spell is Translocation from Dreadfleet POD - difficult to cast but not opposed and no "save" etc. just moves target 2 ranges - and it did come in the "naval pod" so moving someone "overboard" appears a legitimate use of it.

Father Erich comes up and grabs a cable from the sail, swinging over the interposing crew to reach Lady Therese and attack her ( perform stun as manouevre ). Swirling dark magics ( Black Fires of Arnizapal ) and her unearthly speed make her hard to attack but he smites her nonetheless.

He is then subjected to the same warping effect and finds himself plunked into the Reik. Hans has managed to swim back to the ship and climbs aboard but the cold water has nearly caused him to pass out. He climbs up seeking to avoid notice (and does) casting a spell to help himself but evokes a Chaos Star (and an extra one because it's Hexensnacht) - the miscast very appropriately is a cold snap that makes all water nearby freeze (1 Fatigue is dealt by the miscast but the effect of water freezing is ruled as causing 1 more Fatigue to him since he's dripping wet just from the Reik).

Hans failed his cold dunk check in Reik for more Fatigue as well of course. Hans may well find he has the sniffles or worse tomorrow.

Sister Helena swam back to boat and climbed back to deck but rushed below (having used blessing to remove her Freezing condition).

Findulas comes on deck, Sister Helena having healed him of some of wounds he suffered facing vampire thrall. He fired a storm of arrows at Lady Therese and despite the sacrifice of three of her maid servants throwing themselves before arrows ( 2 soak each essentially for her ) she falls under the barrage of mostly silver arrows.

Findulas retreats below deck but is pursued by the Lady's vengeful duelist who stabs him with a dueling move, and a sailor who comes down to join the fight and cuts Findulas with a boat hook (3 in an engagement is about what the space allows belowdeck). Lady Therese having fallen does not seem to diminish the "fight" in her servants at all.

Father Erich, in the icy water, manages only not to be swept off by the current that round (don't know if the Resilience check against cold was made, by the way armour soak value adds misfortune dice to swimming checks).

We break with Hans at exactly twice Tougness Fatigue (one from falling unconscious) concealed in the prow, Father Erich swimming at Medium distance from the ship in the icy waters of the Reik, Findulas and Sister Helena below deck facing duelist and sailor, three other sailors on the deck above.

Karl nowhere in sight…. (heroes have not 'tweaked to fact' they were moved medium range out into river and in the other direction shore is medium range……one way or another I'm prying Karl out of their hands, and Lady Therese has another action card from that POD that means we may not have seen the last of her…….)

75th advance, all players present though Sister Helena continues to be played until Anselm rejoins others near end of session.

The blurry image resolves once again to show the heroes separated, Hans on deck (and not concealed after all since he still glows with a light so bright it makes it hard to hit him), Findulas with Sister Helena below and Father Erich in the cold waters of the Reik.

Lady Therese’s duelist bodyguard makes a dramatic flourish that distracts Findulas from the following strike that nearly fells him (would have if advance not spent at start of session on improving wound threshold) , and the boatman alongside him then backhands Findulas with his boathook, felling him and leaving him ‘spitting teeth’ ( wounds go over threshold, critical suffered - player remarks the extra wounds from spitting teeth critical makes it worse than any but those permanent wounds ).

Sister Helena is now alone with foes below and she takes advantage of their gloating at Findulas to squeak by them and race back to deck (perform stunt). Meanwhile, on deck boatmen had attacked Hans but not injured him while one of their number mourned their mistress, “felled by that foul forest fiend” and swore it would not be so, slashing his own throat as he falls over her body….

And Lady Therese rises! Only Hans sees, a fear 2 check for him, he passes. Hans is nearly dead on his feat though (his Fatigue near to dropping him) and he Assesses the Situation to regain some just before space warps and he is dunked back into the Reik (last recharge token on her Translocation spell).

She has the half dead action also from Dreadfleet POD - have to say many trash this pod but as a GM it's the best one yet, bwah hah hah. The sacrificing minion was just fluff I added for dramatic effect. I was going to wear my Monty Python, “Not Dead Yet” t-shirt for tonight’s game but decided that would have given it away.

Father Erich tries to swim back to the ship but the current carries him further away instead (1 additional manouever’s worth of swimming to get back).

Hans invokes Berona’s time warp and the heroes are able to act ahead of Lady Therese and her minions. Father Erich is inspired to a Herculean success with his swimming and makes it back to the ship, tiring himself to race up the anchor chain and engage Lady Therese and bring down the Hammer of God on her (spending fatigue and all tricks pulled out, fortune dice for expertise dice per warrior priest ability etc.) but misses her! Ah, what foul luck aides the undead on Hexensnacht. Hans fails to swim any closer to the ship.

Lady Therese steps back from the warrior priest (who is not wounded and in pretty good shape overall) and composes herself (flip from reckless to conservative) to cast Translocation again, this time the conservative version for transporting self. Were it not for Hexensnacht’s fickle winds she would have cast so well as to also be able to transport foes (though on the conservative side as an opposed check), so she is content with transporting herself and vanishes. (having gone to the bank where Karl was sent)

Sister Helena throws a rope to Hans and helps pull him aboard as Father Erich shows the duelist that hammer-wielders have their own moves and leaves his ribs staved into his chest and expiring on the deck. The heroes overcome the remaining three boatmen easily and have prisoners.

In the final mopping up moments, Father Erich heard the sound of reins snapping and horses from the darkness of the river bank as some conveyance gets underway….

The episode ends. Findulas was down 9 wounds over threshold but a combination of efforts revives him to consciousness.

The ship is searched and aside from its trade cargo and Lady Therese’s wardrobe, heroes find a copy of “the Life of Sigmar”, well worn and annotated in places (in Lady Therese’s hand it seems) and a casket of financial papers about the winding up of von Sydow interests in Marienburg. Father Erich takes the first and later spends time reading it to discover it is a valuable 500-year old 1st Edition of the well-known book (first published in 2005, 200 years before the Great War Against Chaos). The casket of papers is left (no one mentioned taking them and Father Erich specifically said they were likely too bulky to carry).

The boatmen are interrogated. Father Erich fails to intimidate them but Hans is more imaginative and lurid in his threats and though they are unfailingly loyal to their mistress they let slip that they were bound for Altdorf but that the Scion (oh no, did we call him that in your hearing, curses – boons on the roll ) was to “go on to points beyond”.

The heroes manage to guide the ship to running aground on the same bank they believe Lady Therese teleported Karl and then herself (the north bank).

After executing the boatmen as in league with the undead (though spending more time talking about it than most Sigmarites, College mages or wood elves would have), the heroes continue on to the spot in the snow where any eye can see a wheeled vehicle and horses have been and gone off up river. Keen tracking skill realizes it’s a coach with six horses and as the trail is followed that it’s moving fast even for a carriage with a team of six. Findulas had spotted lights not far ahead and the heroes find a small walled river-side village.

Alas, on Hexensnacht in particular the gate guard is not prone to open to night-time travellers. The heroes want to buy horses to pursue Lady Therese and offer the goods on the beached ship which is attractive, but the gate guard (Father Erich fails Diplomacy) says that “it will have to wait till morning and Hexensnacht’s end, if you are still men when the sun shines on you we will talk then”.

The heroes realize this villages is the place were a road now runs to Altdorf and overland travel by coach or horse is more practical. Lady Therese appear to have had a back up plan (you don't last centuries without always having a plan B).

On New Years’ Day the heroes take villagers to the ship – where they find that another river boat has come across it and a dispute over claim to the goods erupts, till Father Erich and his hammer make clear the heroes' (and thus villagers’) claim.

There is a (happy?) reunion with Anselm for this is the Sober Hermit that he was on. Anselm manages to find Lady Therese’ duelists’ superior quality rapier that had been left with the corpse.

The heroes obtain horses (at Hans’ urging, Anselm uses his Animal Handling to make sure they are not getting nags) for themselves and Sister Helena and ride on for Altdorf - with the ship's cargo as payment (the villagers are up about 20 crowns on the deal).

Two other things happened during the time that passed after the fight aboard ship but before the heroes ride on.

Hans found time, with Findulas, to talk to Sister Helena (while Father Erich and Anselm were dealing with the ship cargo issue) and ask her about “who is Sister Astrid”? Sister Helena admits that her real name is Astrid von Nimlshein and she was forced to flee Marienburg after her views of mercy for mutants and the hope of Shallya’s cure for them someday made her unpopular. She believes that Karl will be able to cure mutants when he comes of age for she has seen a vision of Shallya’s Mercy curing mutation and believes he is its fulfillment.

Hans is using insight to judge her veracity and sees both that she is being honest and that when she speaks of the vision there is indeed a transcendental quality to her (whatever the vision was it was more than too much sacramental wine). He also realizes that Astrid von Nimlshein was the Shallyan who gave Karl a “clean bill of health” in Marienburg when Abess Maida Widdman asked the Shallyan temple for aide concerning the “strange child”.

(So the mutant loving shallyan was the one who said karl is fine …)

Secondly, Father Erich found time to scan the annotations in the Life of Sigmar.

This is the Life of Sigmar by Matthias Ralfmann. First edition, published 200 years before the Great War against Chaos (2005 to be exact, during the dark time when the Empire was divided).

A book with many detailed woodcuts telling the story of Sigmar from birth, through his great battles and accomplishments, to his last journey alone to the Tree of Hope and his ascension. It is a marvelous text for any literate Sigmarite and studying it before resting adds 1 stress to overnight stress recovery and is also worth 15 gold crowns. It has marginal notes, particularly near end when he defeats the invading forces of Nagash and slays the Great Necromancer in his last great battle.

The last section is “Sigmar at the Tree of Hope” – and handwritten note says, “Could Ralfmann have seen Lanfranchi’s triptych? He studied once at Siegfriedhof.”

Father Erich relates this information to his comrades and Hans tries to recall his education included anything about Lanfranchi’s triptych.

A great success on Challenging roll means he does recognize the reference to the 15th Century (eg.., 1100 years ago) Tilean nobleman, crusader, artist, mystic and engineer Giovanni Lanfranchi (oh those Tileans and their all-around excel at everything style, must be a word for that… we’re just not at that time period quite yet….). He recalls that Lanfranchi was a crusader in the invasion of Araby, that he founded a vampire-hunting order of some sort, the Priory of the Spear which established a branch on the borders of Sylvania at the town of Siegfriedhof . The triptych is a lost work of art, its three panels showing different mortals’ ascension to divinity (a tricky subject in Empire, in Tilea some say Myrmidia and Ranald ascended but in the Empire only Sigmar is believed to have ascended).

The heroes have some premonition their pursuit of Karl's kidnappers may take them far across the empire to that borders of that ominous county, Sylvania…..

But in the meantime, they still have days of winter travel to reach Altdorf and who knows if they can overtake the coach that is ahead of them.

76th advance, all present

The heroes ride on to Altdorf , alongside the cold waters of the Reik. Morrslieb does not fade after Hexensnacht but glows more powerfully with a grinning menace that seems to peer into the soul of any who meet its gaze (if carrying no corruption, on a chaos star make corruption check for meeting Morrslieb’s gaze – two heroes must check by time Altdorf met but Father Erich and Magister Hans resist).

- I have a strange eons-made deck of "morrsliebs" to randomly determine what the effect of a particular appearance of the chaos moon means

A snowstorm hits and rather than risk the difficulty of travel in it, and chance of mishap, they wait it out for three days, in a snug camp Father Erich oversaw creating. Findulas heals from his severe wound. When weather clears, heroes ride on though to Altdorf arriving on Nachexen 8th.

They find the city in a manic state with riots breaking out and demagogues all about (more than usual), Luther Huss is in town preaching against corruption in Sigmar’s Faith and daring his opponents to bring him to trial (it is the corrupt hierarchy that shall be on trial!!!). Decadent behaviour, creative satires and other phenomena are increasing and some say it is like unto the last days of Mordheim. A vigilante (The Vengeance of Sigmar) is killing mutants and cultists no one else suspected (or at least that's what the notes on the bodies say when people no one thought were cultists or mutants show up dead).

The heroes, at Father Erich’s urging, make straight for the von Sydow estate when they arrive (easy Folklore to find it in the refined Obereik District). There is smoke coming from chimneys but no one answers the front or back doors to the mansion. Findulas deftly opens the lock on the back door and the heroes enter the quiet, but illuminated, mansion. Coming into the main hall they find a still warm corpse, a servant with broken neck it seems.

Anselm and Senor Bitey go to fetch the watch. Findulas listens and in the otherwise stillness makes out a cry of pain from somewhere above. The heroes (minus Anselm) race up the stairs, being drawn up to the third floor and making out the cries more clearly as they do, someone crying in pain and saying, “please stop, I don’t know where she is, really”. Has a witch hunter beaten them here?

Ah folks are truly getting into the vibe of the Old World when they hear someone crying in pain and pleading for the questions to stop and instead of criminals, cultists or vampires they first suspect witch hunters.

Coming into a study on the top floor they find two servants being held by well-armed bravos who are working them over (a total of six bravos, a henchman gang of 4 and 2 individual ones it turns out) under the supervision of beautiful woman, oh oh, a beautiful woman who snarls at them as they enter showing her fangs! Fear Check! (and we just sent the vampire hunter away…)

A melee ensues, the vampiress ordering one of the bravos to “take the papers to Theodora”. She fails to influence Father Erich with her Beguiling countenance (or 'wardrobe malfunction' action as one player calls it).

The heroes overcome their opposition – the vampiress’ corpse blackening as if burned as she falls under silver arrows and spells - though Findulas takes two critical wounds and Hans almost passes out from fatigue loss being beaten upon by thugs whose talent is subduing prey “alive”….. One bravo did run through curtains and it turns out onto a balcony to jump onto a nearby roof and try to get away. Father Erich managed to shoot him with a crossbow bolt just before he passed over the peak of a roof (stapling shot).

By the time Anselm returns with watch, the heroes have obtained the papers that were being taken away and have a prisoner from among the bravos. They question the servants who don’t know where Lady Theresa is, she left suddenly for Marienburg a few weeks ago. The vampiress, Sophia she was called by her servants, was angry she had not returned, having been expected to return with a child.

Two of the servants had been killed already in questioning for what they knew about Lady Theresa’s whereabouts. Deiter, the surviving bravo, is tricked by Anselm into talking and though he reveals nothing of his mistress curses the traitorous Theresa for failing to deliver the child as expected, also revealing she was being watched for everywhere she might have come to Altdorf and not seen.

The Watch takes control of situation and is told about Lady Theresa – the scene they arrive to making it more believable. They will advise Lady Theresa’s brother-in-law Augustin von Sydow (who has been making all sorts of accusations against the widow, though not vampirism) and exhume her deceased husband to make sure he’s “truly dead”.

At Findulas’ urging the surviving servants will be put to the question for what they know about their vampiric mistress (so their rescue definitely is a good news/bad news story from their perspective…). To avoid legal arguments about putting the servants to the question, the watch commander asks Father Erich to swear to a statement later today or tomorrow at the watch station, he give the Watch some holy water “just in case”.

This all happened in late afternoon of the 8th.

The papers recovered:

- a letter
- a religious treatise about mortals ascending to divinity (a Sigmarite text disputing claims anyone but Sigmar has done so) with annotations in Lady Therese's hand again.

The letter

Sister of the Wood,

Eldest sister perceives movement among the Tilean Count’s creatures. They may have found the missing Scion. Be ready to act and we may see the Time of a Thousand Thrones established before the Ruinous Powers call down the Storm of Chaos upon this land and transform our herds into foul-tasting things of Chaos. The 31st of Jahrdrung of this coming year will be most auspicious if it can be arranged- for the Witchling Star shall shine upon this night and make the ritual most effective.

Your Sister Acolyte, Lydia von C.

Annotations in text (next to text about Sigmar's ascension):

Sigmar was Champion of Light before becoming a god – what connection? What is the Champion?
Visit the Myrmidian temple in Wurtbad - Myrmidia panel of Lanfranchi’s triptych was basis for the vault’s mosaic.

The heroes note Therese has an interest in this sort of thing.

The heroes also picked some nice maps from Lady Therese’s chambers, including one of Sylvania ….

That evening Magister Hans visits his mentor in the College of Light , Ebbe Strazfurd to report and also pursue his personal inquires. Ebbe is happy to see him and receive his report. Hans tells Ebbe about the Crusade and heroes’ activities and asks if Ebbe knows anyone who would know about some of these vampiric matters. Ebbe recalls that Wizard Lord Konrad Messner has a friend, he has to pause but the name comes to him, a retired vampire hunter named Theodora Pferig.

* The heroes seem reluctant to search out a vampire hunter named Theodora, having heard the name in the fight at von Sydow mansion though of course there are lots of Theodora’s in the Empire, what odds the Theodora the vampire ordered papers taken to is the same retired vampire hunter Theodora …

They are different people it is just a coincidence. One is vampire from 1000 thrones and one is from Spires of Altdorf which I am using for some characters.

Ebbe gets an update on Hans progress putting his studies into practice (when Hans suddenly “learns” a new spell [takes new spell action] it means he has gained enough understanding of magic to work spells he has studied previously, they’re not ‘coming from nowhere’ – it’s sorcerers getting aid from Ruinous Powers who just “get spells out of the blue”). Hans realizes that Ebbe is puzzled about one spell Hans has mastered (Berona’s Time Warp) – because it was not in any of the texts Hans studied. Ebbe stops short of saying this and only Hans’ insight and intuition causes him to realize reason for the puzzlement Ebbe has – which also then puzzles Hans as he indeed cannot recall ever studying that spell before using it (2 stress).

Hans tells Ebbe of his continuing frustration trying to find his mother and discerns Ebbe is truly empathetic and saddened at Hans’s situation but is lying when he says he can’t think of anything to help find her. Consistent with the conversation Hans heard earlier, Ebbe knows more about Hans’ mother’s location than he is saying.

Hans makes it clear he doesn’t believe Ebbe and that he will have to seek aid and counsel elsewhere in the College in future, not believing Ebbe’s protests that anything Hans does not understand is something he must have trust is all for the best and for Hans own good (insight indicating Ebbe truly thinks it’s for the best but is a bit conflicted on whether it’s for Hans’ own good).

After he leaves, Hans realizes that when Ebbe verified his progress (he has just taken Wizard Lord career) Ebbe should have set in motion the formal convocation process to make his title and status official (as it stands Hans is mechanically a Wizard Lord but doesn’t have the formal recognition and status, also privileges in order, that come with the position, Wizard Lords being the top of the order under the Patriarch Vespasian Kant - who replaced Egrimm van Horstman when the latter was revealed to be a chaos sorcerer - the ones entitled to challenge to lead the order as Patriarch and the ones often charged with special duties and responsibilities – “department heads, VPs” sort of). Konrad Messner, the other part of the suspicious conversation Hans overheard before, is one of the handful of Wizard Lords.

Anselm looks about for garlic and other vampire hunting paraphernalia (to be resolved, he can make a Folklore check, just how useful the stuff he wants to be determines the challenge). This will likely take into the next day (9th).

Father Erich goes to the Temple of Sigmar and its library to seek information about the 1000 Thrones. He meets Holy Reverend Klara Roban (all the men are out dealing with riots and blaphemies etc., just as well for she is really who he needs to see) She is very knowledgeable about chaos threats and other menaces such as vampires. She tells Father Erich that the 1000 Thrones is part of what passes for religion among vampires, their mystic beliefs concerning events in the early part of their history and hopes of undoing the curses on them (which all their needs/weaknesses are in their view, curses from gods of ancient Nekhara the oldest known human civilization, destroyed by the Great Necromancer Nagash). Further research will require staying here the next day.

Other checks, 4 challenge die education etc. were made to piece together what acolytes and the wood etc. might mean among vampires (the letter) and Hans recollects (buidling on a previous very successful check) that although vampire bloodlines are fierce rivals there is a renegade group of Acolytes of the Wood that spans the usually very hostile Strigoi and Lahmia (its members traitors to both groups mainstream sides).

Note - Sigmarite temple libraries contain books about Imperial History (particularly battles), Political Philosophy (what would Sigmar do), Imperial Law and Dwarven Runes. Forbidden libraries (secure access) are used to safeguard tomes detailing the Empire's foes: Chaos, Necromancy, Greenskins, heresies against Sigmar and dangerous fallacies like intelligent ratmen. (all that mostly courtesy Liber Fanatica IV)

Findulas has yet to seek out Loel the Spellsinger, Queen Ariel’s eyes and ears, and sometimes voice, in Altdorf (who the heroes met and rescued in the Strange Winds). He wants to speak to someone from Athel Loren about the fate of the Arthain Sec.

We break.

76 advances, I am in awe (actually I am even more in awe of 76 sessions written up!). And your players seem to be on track and up to speed on a complicated plot-line; no stolen trousers, psychotic dwarves or disreputable cats. (Though, thinking about it, you do have a dog, and some of your players do favour rather extreme measures). Anyway, respect.

Hmm, I'm almost taking that as a challenge, how to work up scene of a psychotic dwarf bursting into room and making off with trousers….

The cats will appear at Siegfriedhof, where I plan to make Anselm's player work to keep Senor Bitey in line and not chasing the cats in every room. I've been mulling Siegfriedhof's cats given its connection to Lanfranchi and his to Nekharan ruins where doubtless the Nekharans must have had a "cat goddess" seeing as how they're pseudo-Egyptians.

More seriously, thanks. It's a fun system and setting encourages range of play from "getting into what it means to a College wizard" to recurring "not suitable for work" jests about all the "hammer love". From table chatter I suspect there will be a dwarf in group next campaign (mental stability to be determined).

I do enjoy "cheap tickets" as well.

77th advance, all present.

Findulas met with Loel the Spellsinger and relayed all (ALL) he knows about Karl’s history and the fate of the Arhain Sec. His (unopposed) Charm check to see how engaged and forthcoming she is fails to generate any benefits so he receives only casually helpful information (the heroes did save her life).

Loel tells him,

(a) she thinks the Archain Sec that Findulas met were all of the mysterious kith band that remained, meaning they are no more and if some danger they feared/created is loose it falls to others to deal with it;

(b) she is alarmed that this special child Karl was originally a Bretonnian child taken by the Asrai – if the Arhain Sec have been diverting some of the children to a different purpose (need I emphasize no other heroes were around for that exchange!) then what are they doing, is this connected with their special project some whispered about, “the Warriors of Destiny”;

© in answer to whether there are Asrai in the east where Findulas is heading she says no, though there was a colonial era (pre Asrai/Asur distinction) elf city in the Sylvania woods and the “woods may remember” (woods were elves have lived often remember them, Findulas may be able to hope for some favour in that sense).

Hans stays overnight at the College of Light (in the dormitories, not having personal quarters). Anselm goes to the von Bruner townhouse, accompanied by Father Erich and Findulas. It turns out the family head Lord Magistrate Heismann von Bruner himself is in town (famed chaos-smashing judge involved in bringing down Egrimm van Horstmann, relations’ paths crossed by party several times in Eye for an Eye and Horror at Hugeldal etc.).

Anselm thus has the chance to formally introduce himself as a newly-recognized von Bruner to the head of the family. Heismann is aware of him due to the filing of papers with Klopstock and Billreuth per Anselm’s father’s instructions (Graf Steirlich von Bruner).

Heismann is not inclined to treat a by-blow of Graf Steirlich’s well, aggravated by Anselm wearing von Aschaffenberg colours (jumped up new blood only 200 years noble, one of the Great War parvenus) and Anselm cheerfully filling in that his mother was a 'Strigany lady' (a pairing of words Lord Heismann repeats as if testing out how they sound together and finding them ill-fitting). Anselm’s companions (Sigmarite and elf) strike Heismann more favourably and his fight against undead and Chaos is positive – all told a 4 challenge die Diplomacy with boatload of misfortune dice and smattering of fortune to see how he gets on with the head of the family. Anselm gets a bare (single) success so is recognized as a von Bruner (3 days hospitality sort of thing) but receives no icing on the cake (no gifts, sinecures, helpful introductions etc. etc. - this rather than looting dungeons being the sort of way knick knacks are acquired)

The next day, 9th, Father Erich goes to the watch station and gives statement about what happened at von Sydow estate. He then goes to but fails to gain access to the Temple of Sigmar’s prohibited books section (poor roll demonstrating Piety which was required for access) so he and Hans instead go to the University district and seek out lore on the 1000 Thrones, Sylvania and such there. Both are successful, Hans particularly so, and they build on what they already know (without triggering any ‘research encounters’).

- The “inter-bloodline” vampire faction recalls the very early days of vampirism 17 centuries before the birth of Sigmar, in the land of Nekara. The progenitors of the five bloodlines were once the royal court of the city of Lahmia, Jewel of the Crystal Sea – its Queen Neferatem who later took the name Neferata (the Lahmia bloodline), her brother Ushoran (Strigoi), her husband the great warrior Vashanesh (thought destroyed with no bloodline but some suggest the von Carstein’s are in fact his bloodline), the commander of the Queen’s guard Abhorash (Blood Dragons), and the high priest W’soran (Necrarchs) who created the elixir that made the first vampire.

- This “Acolytes of the Wood” faction is associated with the Hungerwood on Sylvania’s western border (Siegfriedhof being close by).

- The vampiric prophecies of the 1000 Thrones speak of a way to lift the curses upon them and seize power through some union of their bloodlines. The exact means of this is disputed and different bloodlines and vampires have their own theories of how it can be brought to pass.

- All the best material about this ancient time and distant land comes from translations of materials called "The Zandri Scrolls", a trove of materials brought back by the Tilean merchant prince Giovanni Lanfranchi and housed at Siegfriedhof in Stirland, to which scholars often seek access. Translations of the materials are often uncertain.

The "research check" was whichever of Education or Observation the character has fewer ranks in since Ed. needed to understand texts and Obs. needed to spot them and spot references in them in the chaotic library system. I was ready with "research encounters" if they rolled chaos stars or banes - drawing from Liber Fanatica IV but they just rolled successes. I explained "this is where it gets more like Call of Cthulhu, library roll..

Findulas also obtained some more arrows, particularly a good supply of silver ones.

Hans seeks out Battle Wizard Otto Nerz, Imperial Battle Mage and inventor of the Luminark, to raise his concerns about his mentor in the College. At first Nerz thinks this is a practical joke by one of his Reiksguard comrades, admonishing Fritz that he can’t be dressing boys up as Hierophants, he could get the lad in trouble (Fritz denies involvement). Nerz apparently thinks Hans is too young (by a decade or more) to be a Wizard Lord.

Eventually Hans demonstrates sufficient knowledge of Spellcraft (passes 4D check to show he has that level of knowledge) that Nerz apologizes (still wondering, what were you, a child prodigy?) and takes him seriously. Nerz is not inclined to think badly of Strazfurd – he is more inclined to think Strazfurd has a good reason and there probably is an explanation etc., but says he will talk to him on Hans’ behalf.

I'm riffing off two things here, one part of the story and another game oddity. Hans is a very young Battle Wizard as in game time barely over a year has passed since starting play, that's the system. Hans started younger as an acolyte than I should have let him really. In the story, Hans really is a prodigy (getting spells in his mind from nowhere) for 'mysterious reasons'…..

Hans also learns that Nerz doesn’t think Hans’ original master, Walther, was chaos cultist – may have played his cards close to vest but not tainted (Nerz was in College during van Horstmann era, though mostly outside Altdorf with the army). Hans expects to leave Altdorf tomorrow on his urgent pursuit of vampires etc. so hopes this is settled when he returns.

Hans looks for healing draughts, going to Saskia at the apothecary and finds some, and even a Healing Salve that he buys for 2 gold crowns. Saskia is happy to see him, telling him about a dwarf witch hunter who was asking questions about him some weeks past, Gottri. She spoke well of him of course (not mentioning the mutant cousin).

The player rolled 3 successes on Folklore looking for healing draughts so in additional to 3 of them for sale I allowed him the chance to buy a Healing Salve, it being expensive but very nice item.

Hans and Father Erich track down this witch hunter through the Temple of Sigmar (a dwarf witch hunter being recognizable) - Gottri Hammerfist - and go to see him. Gottri is surprised but happy that Hans has come to him, being forthright that he suspects Hans and other Light wizards of corruption – Egrimm van Horstmann’s influence. He offers Hans “the comfy chair” as he casts aspersions on anyone taught by Master Chanter Elrisse (van Horstmann, Konrad Messner, Ebbe Strazfurd and by extension Hans).

Hans is bellicose in return and insults Gottri’s intelligence asking who has been badmouthing him (suspecting vampires or such) but Gottri sees that as the cultist wanting to silence witnesses and reacts badly – things almost come to blows (being bellicose with dwarf or witch hunter not liking to end peacefully).

However Father Erich steps in and calms Gottri , giving his personal testimony of Hans’ reliability. Gottri accepts Hans is probably not tainted. He wants to know what Hans thinks of others such as Ebbe Strazfurd and Messner… (Hans does not say anything bad of them).

The heroes get caught up in a bread riot (hoarding is raising prices which in turn is causing disquiet). Making their way through it they suffer fatigue and some even wounds (various checks) until they get free, finding themselves in an alley with eleven armed men (6 in front and 5 behind) who want to know “where the boy is”, suggesting the heroes make it easy on themselves.

Before it comes to blows, as appears imminent, Father Erich says they will tell what they know if these men say who wants to know. The leader of ruffians believes him (Father Erich does mean it, just doesn’t mean the ruffians will be walking away afterwards) and says it’s the “Count who wants to know, so you’ll talk if you know what’s good for you”. The heroes correctly recall this must be “the Tilean Count”, “Count Nunzio”, the crime boss whose agents and interests have cropped up at various times particularly in Anselm’s past.

The heroes have never linked the chaos cultists in the Crusade to the Tilean Count so don't know he's much more than a crime boss.

Father Erich tells how the boy has been taken by vampires, which the ruffians believe and their leader is consternated to hear. A fight now appears less likely as he waves his mean off. Before the ruffians depart, a meeting is requested with the Tilean. The heroes are told to expect to be contacted in Kemperbad (having relayed enough of their intended pursuit east that it’s clear they will pass through that town).

Father Erich makes a point of telling the ruffians to make sure the Count knows that a fight would have gone badly and that the heroes are not to be taken lightly. He is building towards something but Anselm only hears the Count’s men being warned to “go all out if you come for us” and interferes so much that Father Erich gives up on his intent (it was to be an effort to convince the Count that if he really doesn’t want the vampires to do whatever they are doing with Karl he would see the heroes as the best option).

Unlike some previous character friction that was all good fun, this was actually a bit of table tension. Father Erich's player was pissed that Anselm's player kept telling him to stop talking up the heroes' ability to the Count's men and wouldn't let him carry out his plan. I've tried to get them all to read Play Unsafe or some other "improv-based" - say yes to each other's ideas and build forward sort of playstyle guides in past but no one has ever taken me up on it.

The heroes ride out of Altdorf on Nachexen 10th and make the seven day ride to Kemperbad. The weather is cold (though not as cold as the relationship between Anselm and Father Erich, who is quite perturbed with Anselm's interference) but no storms or other hazards arise to slow travel. They stop over in coaching inns and so the ride is not too difficult (1D travel check, 1 misfortune for cold).

The heroes avoid one mishap that was arranged for them by the black coach that is now several days ahead (peasants who were going to trigger a log-pile collapsing and rolling into path of their horses, which would have required ride checks to avoid horses being crippled). Father Erich admonishes the peasants to avoid being tools of darkness but is merciful to them (doesn’t even break any legs).

Arriving in Kemperbad on the 17th, heroes are contacted by the Count’s agents and told to come to a particular tavern that night. Hans makes a 4D check to convince the Count’s agents that he, Father Erich and Findulas are worth an audience (Anselm does not wish to go, the check is harder for the # of characters coming – the Count apparently prefers more intimate tete-a-tetes it was 2D for one PC to see him +1 for each additional PC).

From the tavern they are lead to a warehouse, which they can tell holds numerous armed figures in shadows and on catwalks overhead, as they come forward into a pool of light where an ornate, heavy wooden chair has been set and in which sits a middle-aged olive skinned man, a bit portly (as most successful middle aged men are in the Old World), with a thin curled moustache, well dressed with a fine rapier at side – Count Nunzio the Tilean.

The Count hears of their mission and supports Karl being taken away from the vampires. It is clear he has his own interest in the boy, “a charming boy, who is friends with such a boy, what could they do”, and doesn’t seem too worried about keeping his own wits about him if meeting Karl. That their interests converge insofar as stopping the vampires’ plot is clear, “it’s after that things get complicated”.

The Count gives the heroes a small sealed casket which he admonishes them is to be used when they face the most dangerous vampire, and not before, – “throw this on them and they will not be able to use those tricks”. Hans asks if it is “dangerous” to the user and the Count responds if it is needed, there is already so much danger, using it is less dangerous than facing such a vampire with all its tricks.

The Count remarks on Anselm's absence (knowing his name) and the heroes indicate he feared to come. The Count plays down the need to fear him so, all these stories exaggerate so - though they do keep the riff raff in line. (It’s not clear if any but Anselm have heard the stories in question….)

The casket has an Enc of 2, and is well-sealed – it takes 2 manoeuvres to open up its latches. Heroes don't know though I think Hans suspects it contains Warpstone Powder and yes using it will trigger a nasty Corruption check. I use 2nd Edition Night's Dark Masters material and give more important Vampires "blood powers" to activate with Expertise dice - changing to mist etc., Warpstone is a bane to them and the powder would make these powers inaccessible. The vampire listed in the base 3rd edition rules is essentially "the boring lower tier vampire" in my campaign.

Hans reveals his personal interest: the Count is looking for his mother and her companion (as is Hans). The Count is puzzled about this until Hans reveals his mother is Ishild (von Kleinberk, von Stauffer) at which the Count nods and says that his mother’s companion took something of the Count’s. “You should not take things from people if you are not prepared to deal with the consequences. I do not take things unless I am prepared to deal with consequences.”

Hans doesn't know what was stolen. Ishild's lover is a priest of Ranald and stole the Count's daemonic 'contract list' which allows him to destroy offending parties who "signed up" - such as the investigators who infiltrated the cult to bring down van Horstmann - if the document falls into the count's hands he can take a long delayed revenge that would affect Hans - who in case readers haven't figured it out - isn't who he thinks he is, he is really one of those investigators "in deep cover" to protect him from the daemon.

The Count is more interested in Hans after this revelation and eyes him carefully. Hans in turn has his magic sight that notes (apart from fact some of the things pointed at him and companions from shadows are magical) that the Count looks to magic sight much the way a wizard would (someone who channels the winds of magic). Hans does not try to make any Magic Sight check to learn anything more. That could have been fun if he had.

The interview ends and we break.

Note – the heroes have not mentioned inquiries about where Sister Helena/Astrid stayed the night of the 8th, on the 9th, or travelling with them thereafter. As the heroes went about their business, Sister Helena, revealed on the journey to Atldorf to be the disgraced Sister Astrid von Nimlshein, has vanished. Where did she go, when did we last see her? Sometime just after the von Sydow mansion and not since. She has vanished away into the turmoil that is Altdorf at the best of times. Doubtless to pop up when it is interesting…

78th advance

Update

Anselm's player absent absent

Heroes depart Kemperbad and travel on to Wurtba on Nachhexen 27. It’s bitter cold and a bit fatiguing for some but otherwise uneventful trip. (randome weather roll, two players fail travel checks and incur fatigue)

The heroes reach Wurtbad, the provincial capital of Stirland, “wine capital of the empire” (yes, wine capital of a land of beer drinkers, make of that what you will).

They seek some comforts, paying 5 silver each for good lodging in the upper town with its high class eateries and clean white washed buildings. Hans seeks out some blood sausage, with Finulas in tow, and Father Erich goes to pay respects at local shrine of Sigmar (it’s a shrine not temple as Wurtbad favours Verena and Morr).

Each has an encounter:

- Father Erich meets Sigmarite zealots of the flagellant variety, beating themselves as they chant ‘ Death to the Mutant, Burn the Heretic ' and other Sigmarite core “words of action”. Father Erich gives them a few silver, which they thank him for – being pleased to see a priest. They ask him to join them in cleansing the local temple of Myrmidia with its heresy (Myrmidia having ascended, only Sigmar ascended!). He convinces them that is not the best use of their energy.

- Hans, and Findulas, meet a nobleman who also enjoys blood sausage, Valin von Plicticos who turns out to be an emigrant who left Sylvania (for his health) and a good source of information about that region and vampires. They end up relating something of their searches, Lady Therese etc., and though he has no personal knowledge of their targets he gives them some advice about how to recognize different vampire bloodlines (von Carstein’s by their egos and ‘over the top’ approach to everything, Lahmia by the pretty boy servants they like etc.). He explains that the towns in the north of Sylvania, along the River Stir, are fairly safe (as long as you don’t like moonlit strolls) but that as one goes south the territory is more and more in the sway of vampires and they are more blatant about it. Valin is amused to learn they are travelling with a “vampire hunter” (declaring that profession when entering Sylvania is asking for trouble).

(Both the above encounters could have turned to violence or other things but play took them otherwise. Valin "saw" in Hans the influence of the makers of Blood Sausage in Ubersreik - it has some very particular blood in it - and assumed he was an agent moving against the renegade Lydia)

- Father Erich also goes to the local temple of Verena and is allowed to search its library and records. It serves as repository of legal documents as well as other texts. He stays late into the night and finds references to a noblewoman Lydia who married Baron von Plictocos of Helfurt and was embroiled in a legal case claiming inheritances from Talabecland several years ago, losing the case when she declined to appear in person to dispute it.

- Hans and Findulas go to visit the local temple of Myrmidia. It’s been messed up a bit – Sigmarite zealots here a few days ago until city guard ejected them. Hans uses a cantrip to reproduce image of the mural on its ceiling (3 challenge die check) and gives the attending priest, a Tilean named Pirello, 5 silver to help with costs (so the heroes are funding both sides). This and Hans’ educated talk (I allowed Education to be used as a social skill given Veranan respect for learning etc) makes Pirello happily warm to the subject of the mural – painted by great artist and engineer Miragliano who came north with Giovanni Lanfranchi. He helped Lanfranchi build the monastery at Siegfriedhof and then went to Altdorf and entered emperor’s service. This mural painted on the way. Oldest northern artwork using star signs in it, this lore (now well spread) just then being introduced from Araby by returning crusaders. Those Sigmarite brutes would destroy such beautiful and historical work.

- It is not till morning the next day that the heroes compare notes and put Valin and Lydia’s last names together. They go to find Valin but he is gone, however a note at the eatery has been left for Hans telling him, “Lydia is the one you seek, she an embarrassment, best of luck”.

The local temple of Morr is also visited, it recommends consulting the Order of the Shroud at Siegfriedhof. The Raven Knights being famed foes of undead – it is rumoured that vampires they destroy actually “stay dead”.

That 'true death' for vampires (given warhammer vampires often reincorporate eventually if they are remembered etc.) is something I added, an added 'secret' of Siegfriedhof that is the real reason they aquire something Skaven then come looking for….

Leaving Wurtbad the heroes encounter four musicians in a wagon who ask to travel with them. Hans immediately uses his magic sight to check them out suspecting them of being agents of some sort (they do not appear notable to magic sight) and the heroes extend their protection.

Regular cultists and assassins serving the Tilean Count don't look different to magic sight.

The musicians are going to Helfurt in Sylvania for a wedding on the 31st of Jahrdrung, the noblewoman Lydia von Plicticos. They don’t know who she is marrying. Heroes speculate it might be even be Karl, connecting this wedding with the date in correspondence they found about a ritual being best performed on that specific date.

The heroes travel on to Siegfriedhof, passing the ruins of Mordheim (seeing the eerie green glow at night). On Jahrdrung 4th, they reach Siegfriedhof, a small town that keeps its gate closed and checks everyone entering.

The musicians are detained, to be questioned by a monk, when they announce Sylvania to be their destination. The heroes go on, stopping by the Widower’s Comfort inn, but then making the steep climb up to the monastery (fort really) built atop the rocky high ground overlooking the lake below.

They ring the bell at the gate and are greeted by two black-armoured axe-bearing warriors (Black Guard) and a fat monk, Brother Horaitius. They explain their business and the Brother says they will likely get access to the library for research. If they wish to stay in the monastery (it is a steep tiring climb up from village - Resilience check to avoid fatigue) they should see the Abbot – which they wish to.

The heroes are escorted through the ancient monastery, seeing its design of columns and arches showing southern influence. It’s half fortress, having large stone courtyard, stables and other features more often found in a castle. They are struck by how many cats wander about, scarcely a chamber does not have one or more, and the amount of exotic bric-a-brac – mummy caskets, urns and statuettes etc. of Nekharan origin - picture an ancient stone labyrinth of columns, buttresses, silent guards in black armour, monks in black robes, eerie knick knacks from the land were undeath started things moving and eyes watching in shadows, oh that’s just the cats –great news is if you wanted to sneak around in this place bonus fortune dice.

After about a 20 minute wait they are escorted in to see Abbot Darius Geistwach.

We break.

79th advance, all present, slightly shortened session

Heroes enter Abbot Geistwacht’s chambers, seeing the expensive mirrors in which he can view all who enter, the large Nekharan statuettes of cats and the elderly, sober looking Abbot with another cat, a large grey one.

(Social Encounter, maximum duration set by lowest Intelligence score in group)

Anselm speaks first ( his herald ability preempting other heroes, to their chagrin ) and speaks eloquently of the respected library of Siegfriedhof that the heroes wish access to, not only advancing their cause in this respect but improving image of heroes on monastery “favour track”. Father Erich adds that their interest is fueled by a struggle with dark forces (he is not specific) and in speaking with fellow lectors in Altdorf ( dropping the “I’m a lector of the Church of Sigmar” card, that’s worth a couple of fortune dice ) and though he does not shift attitudes has the Abbot nodding.

The Abbot is glad Sigmarites are turning their attention to such menaces as Morrites hold lore on, and shares his concern that reports of undead are rising in Sylvania but also Stirland, Reikland, Ostland and Middenland. He is looking searchingly at the heroes as he speaks of the undead’s increasing number of living agents, paid or dupes who advance their masters’ cause without knowing it. The weakest willpower in group is targeted by the Abbot’s Intuition ( it’s the Abbot’s action, so the NPC is acting party and gains the “rules favour acting party” benefits in opposed tests ) to not betray anything (the heroes having brought Karl over to Lady Therese) at this and the Abbot detects Findulas is trying hard not to look at this comrades, betraying that there is something there. The favour gained by Anselm’s eloquence is lost.

Findulas himself, unaware of the Abbot's thoughts, asks the Abbot if it will be possible to speak with any of the (Raven) Knights as he is not so interested in the library. In a few days, the 8th, it is the Day of the Spear – a sacred day of Morr's daughter Myrmidia – and the Abbot expects some Raven Knights to return to the abbey to pray at the tomb of Lanfranchi, which is opened on this day. [The hero’s arrival has been most timely]

As this interaction is going on, the Abbot’s cat wanders about under the heroes’ chairs, brushing up against them. Anselm succeeds in keeping Senor Bitey in check ( Hard Animal Handling ), Anselm cannot see but others spot that the cat pauses and sniffs under Anselm’s chair and gives a silent hiss.

Hans considers the cat to have good instincts and tries to pet it as it approaches his chair. His attempt to interact succeeds only to extent he snatches hand back fast enough to avoid being scratched as the cat reacts even worse to him than to Anselm.

At this point both Anselm and Father Erich try to talk, over each other ( taking up the first two action slots and imposing two misfortune dice on each other’s actions - note had there not been two PC tokens above the NPC initiative token then both PC's would have gone after the NPC ).

They reveal they are in pursuit of vampires who have stolen a child etc. – which is catches the Abbot’s interests – but their efforts to quiet his growing concerns fail.

Brother Horatius advises the Abbot that since the heroes have been exposed to vampires they should undergo the Purification Ritual before being allowed into library, or indeed to be allowed to stay in Siegfriedhof at all. The Abbot confirms this. Findulas consents freely.

Father Erich (Lector “card”) however impresses the Abbot well enough he is exempt from the ritual. Tanira (the Abbot’s cat) didn’t react badly to him and he is a high ranking Sigmarite after all ( well he hasn’t actually been formally inducted into the rank of lector but he seems to be skipping over that with the Abbot ).

Father Erich goes to have dinner and chat with the Abbot about vampires and 1000 Throne prophecies and Karl (the abbot knowing about the first two but not the 3rd), extending into after-dinner brandy in the Abbot’s chambers (where the Abbot reveals he has alarming word of Baroness Lydia von Plicticos in Helfurt and Father Erich learns the Order of the Shroud is secretly planning a spring campaign into Sylvania - lead by Raven Knights - to “purify it”).

This includes the Abbot learning that Karl's ancestry is part Strigany at which he declares Karl might be Scion, carrier of the blood of Nagash and the key to lifting the Old Gods' curses on the vampire bloodlines.

At the same time, the other three heroes go to the Temple of Morr and fast until midnight when they undergo the Purification. Father Erich returns to them at this time.

At midnight they inhale the fumes of strange substances and feel themselves grow light as if flying up to the temple’s oculus and see a dark gate (no “bright light” in the Old World). The ritual purifies them of influences (such as a Vampire’s hold over its prey) by sending them almost through the gate of death.

This vision into the beyond is terrifying ( exactly as a certain Morrite spell is in fact ) and after it the heroes have strange visions (for Morr is the god of dreams and visions as well) but Anselm does not recall them later, only Hans and Findulas.

More spectacularly, Hans shakes and sweats and dry heaves as the purification finds something in him to expel, as he dry heaves he tastes blood sausage (though he has not consumed any in over a week) and observers see he is sweating blood [though not his own to explain why he did not suffer wounds just fatigue] (so much for his only set of white robes).

Brother Horatius quietly whispers to Father Erich a vampire must have fed Hans its blood – making Hans susceptible to influence by it [ mechanically if Hans had ever come up against that Vampire his Willpower would have been reduced in tests with it, of course Horatius does not tell Father Erich that as side effect of being under one vampire’s sway is that it is harder for a different one to put you under their sway [so why go through with this Rob, aside from unveiling things in campaign– Hans has just been cleansed of influenced from a Vampire in Ubersreik so he is now open to influence by others in Sylvania….. ]

During this exposure to Morr's influence:

- Hans has visions of a monk suffering from age or something being walled up and then emerging hale and sound with a dove on shoulder.

- Findulas has a vision of blue-tattooed ritualists bleeding into a shared chalice among standing stones before knights appear and kill them all, pulling down stones.

The heroes go to their rest in the guest quarters.

The next day they breakfast and meet the other priests, brothers and sisters in the abbey. They hear chatter of missing foodstuffs being blamed on hungry villagers and others saying they should be sharing more with the villagers, one brother wondering at the great stores they have laid in “enough to feed an army” (the invasion plans are a secret) - a few consternation-filled glances among those in know. Hans recognizes an elderly monk, Brother Erasmus, as the monk in his vision.

The Abbot and librarian Brother Gottlieb take them to the “Secret Library”, the Abbot being convinced of the need to grant access by the revelations about Karl, the Abbot praying and pushing back the wards and advising them where not to step in the stairs down to it.

The heroes spend the rest of day here researching, which does not exhaust the material by any means. This day Anselm searches for advantage against the masters of night in various books of vampire and undead lore, unfortunately among the banned books are more lascivious vampire tales and he ends up spending the day reading bodice rippers instead ( Education roll to glean useful information fails ).

Hans braves the dangerous writings of mad necromancer Kadon’s translation of one of the volumes of Nagash’s memoirs. It is a bit stressful but he avoids acquiring insanity outright as he reads of Nagash’s supposed apotheosis – the reason the Tree of Hope has withered – and more usefully finds references to prayers to the gods of Nekhara that cause three of the curses upon vampires to manifest fully (e.g., a vampire who has tricks allowing them to withstand the sun is stripped of them and made fully vulnerable to it). Pronouncing them correctly would be an Education check (if one cares to speak prayers to heathen gods of course).

Due to Findulas’ vision, Father Erich chooses to study the tablets retrieved by Lanfranchi from a blood cult in the Hungerwood. He reads the accounts of Lanfranchi’s expedition against them, launched when he first came to region. Father Erich realizes that though Lanfranchi’s record shows he is convinced the cult is in service to undead the account of its extermination includes no accounts of facing undead, necromancy or similar phenomemon. He finds Lanfranchi’s notes about the original order of the standing stones that were pulled down (Lanfranchi being particular that having them set up in that order again would be a sign of danger). Both he and Hans recognized the figures in the vision as Belthani – the woad-tattooed tribespeople who lived in this region before the tribes that founded the Empire entered it, who are associated with druidism and standing stones.

Father Erich and Hans ask the Abbot about Brother Erasmus, revealing Hans’ vision. Brother Erasmus is Master of Stone, responsible for the catacombs, tombs of Aldebrandt and Lanfranchi, and the Sequestrium. The Abbot is surprised and seems hopeful, he is very interested in the vision and what it could mean, the dove being a symbol of Shallya, Morr’s daughter.

Heroes know that living entombment is used as a form of execution at times when a protocol of not officially killing the subject is being followed. The Abbot says he doesn’t know what the walling up part is about as they would never entomb a living brother (Hans detects prevarication in this statement – apparently they would!). The heroes do not push on this matter more at present.

- At this point the accumulation of “last until used, don’t expire” special fortune points is revealed and distributed - representing gleanings of information or knick knacks found shopping that can be narrated as spent to be fortune points on any roll involving undead. Different researches and talks with NPC’s have been gaining these, in addition to “narravite exposition” for couple of sessions but the mechanical aspect only revealed now.

I will likely use this again from time to time and will likely again not reveal when “chatting up NPC gets fortune point pool” vs “just gets information etc.”. The intent is to made research and NPC interviews useful mechanically but not make them about “Oooh, I rolled 3 successes so that’s 2 fortune points” rather than roleplaying.

We break

In case anyone interested for "fluff" purposes, the three prayers to Old Gods (education check, failure makes you ill-fortuned but heroes don't know that yet) are:

- Ptrah, I honour thee source of all life, burn with thy searing wrath those who turn against life.

- Subekh, who governs the coursing of the water of life from the skies to the sea, washing away all in time, carry away the soul of one that would defy time.

- Tahoth, who guards our sleep and dreams and guides us to the final threshold, forbid those who neither sleep nor dream to cross all thresholds.

- re Subekh and effect of running water, really liked the way running water affects a vampire was described in the Ulrika the vampire series. I liked those books more than I thought I would and that was the first time I "bought" running water being a menace to vampires. The idea that it is pulling their soul right of of them as it passes in a tormenting experience.

80th advance, all present

On the 5th, as others researched in the hidden library underneath Siegfriedhof's conventional library, Findulas goes down into the town to see what he can learn. At the Widower's Comfort inn/tavern, he spends 5 silver shillings on fine wine and gets the keeper a bit chatty. The scarred, one-armed Otto turn turns out to a retired Raven Knight (retired only due to injuries sustained).

Otto gives him some advice about dealing with undead (e.g., fighting zombies look for a necromancer or vampire who raised them, taking that target down might destroy the zombies). Most vampires in Sylvania are really Lahmia not von Carstein line. The von Carstein's were broken 400 years ago when Manfred von Carstein's attempt to invade the Empire failed and he was defeated at Hel Fen, with the scourging of Sylvania that followed. Otto says the Lahmia moved in afterwards to keep their von Carstein rivals from rising again to power.

This I took from the Ulrica the Vampire novels as I liked the logic of it and the way it demonstrates the bloodline rivalries, which are also part of 1000 Thrones.

That night, the heroes retire to guest quarters in the abbey. Hans, however, recalls talk of food going missing and wonders if there is more than hungry villagers at work. He decides to sneak off into the food stores (the kitchen, refectory - dining hall - which has been converted to store extra supplies on first floor, more on 2nd) and lay in wait. He convinces Findulas to come with him, though Findulas spends the time napping (Lethargy insanity roleplayed).

That was good roleplay, should have rewarded at time. Findulas gets an extra Fortune Point next session.

After midnight, Hans hears something rustling - up in the ceiling! He rouses Findulas and investigates, looking for sign of any hole in ceiling etc. Finding none, they go upstairs to see if there is something on floor above. They pass in front of a Black Guard on duty and explain their purpose - he does not abandon post but blows whistle then summons two more Black Guards.

In the upper food store chamber, they find (concealed under a crate) a hole that has been crudely hacked or chewed in floor - a couple of feet by a foot. A bulky person or man in armour would not fit through but someone not over Str or To 3 (not so big, muscular etc) can fit down which makes Hans the candidate.

Hans crawls down into the unintentional crawlspace that exists between the wooden beams that constitute the floor support (with wooden planks and plaster etc. above and below). He calls upon the wind of Hysh to conjure light, which Findulas and the guards can see shine through the floorboards to follow him (construction being what it is in the Old World, and this being an old building).

He follows sign of disturbance causing others to have to wake the Abbot as his path leads him under the Abbot's quarters (alarming the Abbot). Eventually he finds that it leads into the rock face the abbey is build against and to the Catacombs.

More abbey staff have appeared, Mother Alexia master of arms. She is worried about ghouls (burial area + tunnelling = ghoul, whether in the Old World or Arkham).

It is of course the Skaven. The heroes are finding them before the attack adventure schedules for latter. The adventure has its own 'finding them first' options and the heroes were trying and making all the rolls to do it so they did.

Word is sent to rouse Father Erich and Anselm while Hans, Findulas, Mother Alexia and two Black Guards go into the catacombs. These centuries-old tunnels are a large labyrinth, though it is travelled to visit tombs and such. It is Hard to discern recent disturbance but Hans and Findulas as team are up to the task.

They head off, ahead of their comrades who are still being roused, donning armour etc., going deeper in the catacombs into little used areas and ultimately finding them going down a narrow tunnel armoured Black Guard can't pass through. Hans, Findulas and Mother Alexia continue, the Mother (who has a battle axe, she is matron of arms) saying they must be getting close to the old lower town (abandoned since the Vampire Wars).

The tunnel goes underwater eventually, with clear signs of something having come/gone in/out of the water. Findulas decides swim down the tunnel in hopes of finding it coming up (or returning in time to avoid drowning if nothing found) - with a glowing dagger to light his way courtesy of Hans' magic.

Act One - Blood and Water

After a Hard swim he comes up in a ruined basement to see… EIGHT RATMEN!

More to the point, they see him! But his reactions are fast and he dives back underwater. Unfortunately for him, ratmen are good swimmers - one dives into water after him and overtakes him - stabbing him to deal considerable damage to the unarmoured Findulas (the skaven knows just where to drive that knife in) and inflicting a minor critical.

No poison though, underwater I didn't apply it.

Findulas emerges bleeding from the water to warn his comrades but quick-quick after him come five ratmen. It's a narrow passage and Mother Alexia tries to hold them back while Hans tends to Findulas' wounds. Hans is suffering misfortune dice on all actions for having been up so long.

Mother Alexia only manages to hold them back briefly (2 rounds)
Despite the narrow width of passage, the ratmen surge forward in a mass of fur and teeth - an Overwhelming Horde.

Healed, the heroes fight back against the Skaven and slay several though the leader - the one who stabbed Findulas - squeaks and dives back into the water to retreat.

(Rally Step)

Act Two - Blood on the Show

The heroes return to the abbey where the abbot is present.

Reporting rat men to the Abbot elicits a "I knew they would return!" Suspicion that the skaven are in the old lower town, that this is where the ruined basement is located, leads the Abbot to order the Black Guard to go down to it immediately - which the heroes agree with and accompany.

It is the dark of the moon on the winter night as the hunters search the ruined town by the lake. Sure enough there are ratment waiting (narratively, half of the force that was there is fighting Black Guards a short distance away while the other half face the heroes).

The heroes narrowly avoid being surprised. (Senor Bitey helped with that, giving 2 fortune dice not just one, as its rattishness about).

The heroes face the same dual-knife wielding assassin as before, a stormvermin skaven in armour, and several other gutterrunner skaven (who the knife-wielder hides behind). Findulas' arrows clear away several skaven and Father Erich charges the stormvermin to smite him with the Hammer of God (having prepped it in Rally Step, 21 damage!). Anselm and Senor Bitey join in the attack and the stormvermin falls.

The assassin hits Findulas with a warpstone throwing star, though Findulas resists the corrupting influence.

- Note that Hans has a body of light spell running that is providing illumination (but also ensured they didn't surprise the skaven as it makes him a walking beacon).

-- We break --

Two weeks play since the first was really combat (yes you can a grand melee all session long in this system, not often though).

81st advance (all present)

As the skaven assassin falls, the heroes catch their breath in cold night air. Those who rushed out without winter gear still managed to resist the cold (Resilience 2D check) and some healing is done as the sounds of battle and scurrying still surround heroes.

Act 3 - Send in the Storm Vermin!

The heroes see another wall of skaven coming at them, nine armoured ratmen with hooked halberds - one in particular a fearsome brute (Fangleader + 2 squads of henchmen), behind them looms an immense Rat Ogre wielding a Desolate Blade of green glowing ruins and peeking out from behind the Rat Ogre's sheltering bulk is a robed skaven with a horned mask who seems to give of puffs off green dust when he walks.


A fierce melee ensues in which the Hammer of God and a stream of arrows dent the opposition but do not drop them. As the Overwhelming Horde of skaven hits the heroes, the Rat Ogre moves up to strike down over the heads Recklessly Cleaving with his blade. Anselm is struck and injured, Senor Bitey blocking a critical (from corrupt blade, the dog later has to check for corruption 4D, passing but chaos star gaining 1 point on its 4 threshold). Hans strikes with his reliable magic darts and flares of blinding hysh magic and even alters the flow of time with Berona's Time Warp to allow the heroes another round of attacks.


Though the skaven are weakened and some stormvermin fall, Senor Bitey attacks the Rat Ogre but though he bites its ankles he is so suprised at the size of this rat (he tries shaking it but it's him who is shaken) that he loses his last obedience (chaos star on the ice) and runs off. Anselm is struck again and loses consciousness, Findulas is firing arrows recklessly and furiously and exhausting himself - and the Skaven are at times using fatigue inflicing attacks. The Skaven Seer unleashes warp lightning at Hans. The Rat Ogre at last falls but Findulas passses out from the exhaustion. The Storm Vermin Fangleader takes the Rat Ogre's fall as his chance to shine and he charges in. Father Erich falls, at first thought unconscious but only stunned, for a moment it seems only Hans is left standing - determined not to abandon his comrades as the skaven close on him.


(we break - that was all one evening)

82nd advance, all present

Father Erich summoned Sigmar's blessing and sprang up to his feet, attacking the Skaven Seer and wounding him such that the ratman must pass a Discipline check to avoid retreating. He does, and the Seer instead invokes the Horned God and spits forth a green verminous cloud of poison gas - despite Hans attempt to Counterspell. The wounded Seer is recklessly poisoning the entire area (close range of Father Erich and also of Hans and his foes, the unconscious Findulas) damaging his allies as well as foes and inflicing the Overwhelmed condition.

However, Father Erich and Hans manage to defeat the Fangleader (who was badly wounded by this point) and the last regular stormvermin. The seer now does use Skitterleap to vanish in a puff of green smoke. Its dark and there are decayed buildings all about but Hans makes out (observantly) a disturbance making the direction it has reappeared. Alas, Father Erich suffers from an injury that gives him no free maneouvre and cannot spend the Fatigue to chase after the fleeing foe - so the Grey Seer escapes to tell how despiteses his brave brave and cunning actions slaying many many foes, the hordes ofs humans overwhelmed the stupid rat ogre and quailing, squeaking good-for-nothing stormvermin.

The battle has concluded elsewhere and heroes tend wounds (Anselm is still unconscoius, End of Episode) - Findulas comes around. Monks arrive from the monastery. It was a large force of ratmen - if they had not been discovered and confronted, the Master at Arms doesn't like to think what would have happened if they did infiltrate the monastery and attack. The monks and black guard are impressed and grateful to the heroes (monastery favour +3).

Old Brother Erasmus appears to collect up the warpstone-tainted items left lying on field with dead skaven to be isolated (after all he doesn't have long anyway).

The heroes return to their beds and sleep late the next day, the 7th of Jahrdrung.

The next day Findulas stays in bed and rests (to get fortune dice on his next night’s recovery roll, wanting to get over some critical wounds) while others return to the Secret Library ™.

Hans dares the mad writings of Kadon and escapes insanity reading why it’s useful to torture people before sacrificing them to gain magical power, and adds to his knowledge of the undead (more special fortune points to use in situations involving undead).

Father Erich reads the attempts at translations of Zandri scrolls and finds translations about the Temple of Blood and the belief some ancient Nekharans opposed to the vampires and Nagash had in a descendent of Nagash being a great threat, some notes suggesting this bloodline is ultimately in the Strigany now and worried about the slaughter that would follow publicizing this fact (later turns out these notes are the Abbot’s).

Anselm tries again to learn from the various texts on vampire and related lore but once again gets lost in stories of buxom barmaids and mysterious men with exotic accents (another failed check).

Knights of the Raven start arriving for the ceremony on coming Day of the Spear.

Another night passes, Father Erich is now critical wound free. Anselm is still recovering from aches of his now permanent scars. Hans and Findulas still also have critical wounds.

This day Father Erich seeks out the Abbot to confer about the need to move against Helfurt and prevent the ritual on the “wedding day”. The Abbot is supportive and sees the urgency. The full force of the Raven Knights will not be ready till spring (when a cleansing of Sylvania is already planned) but the nine gathered now would gladly take on such a task (in fact if they learn of threat be hard to restrain). The Abbot confirms again with Father Erich that the boy Karl is himself innocent.

The Abbot is concerned that if the Raven Knights learn Karl is a Scion of Nagash (as it seems, or at least as it seems the vampires think) they will not hesitate to kill him at first opportunity. It would be a shame for an innocent child to die if there was any alternative Sir Rolph in particular, the “commander in field” since Lord Voss is too elderly to take the field, is one for killing all who in any way aid vampires etc. If in a village a third are willingly helping a vampire overlord and 2/3 only because of fear of the overlord, he would see them all as complicit and act accordingly.

(This Abbot is very soft hearted for a priest of Grandfather Morr - doesn’t want to see Strigany pogroms, doesn’t want to kill children with dangerous bloodlines, then again he has a kindred soul in Father Erich the most merciful Sigmarite in his class).

Hans decides to try these books Anselm can’t find anything but “necro porn” in and discovers several useful texts (turns out a Wizard of Light is not distracted by illustrations), so much so it will take 3 days to get all the useful information out of them.

Meanwhile Anselm and Findulas speak with said Sir Rolph, as one of the Raven Knights who has gathered. They have arrived in two pairs of two and a group of five lead by Sir Rolph. The first carried the remains of a comrade slain in Sylvania, for burial. Sir Rolph has the remains of two vampires boxed up for the Sequestrium, “young ones not past their first century, were with packs of ghouls roaming the Templehof Road”. Findulas observantly notes a knight (not in Sir Rolph’s group) shaking head and frowning at Sir Rolph’s mention of Sequestrium.

Sir Rolph happily reveals that yes boxing up vampire remains in the Sequestrium keeps them from ever coming back.

Sir Rolph has most recently burned out a coaching inn full of vampire sympathizers and agents. Findulas approves (really all coaching inns should be burned, nothing good happens there, and people should sleep in the woods). Sir Rolph is a fan of fire for vampires – catch ‘em someplace and wait for sunrise, them let them choose to burn or come out into sunlight. Sir Rolph is looking forward to the Day of the Spear to see if Lanfranchi indicates his favour.

The funeral comes, though the deceased’s remains are difficult to manage as he is in several pieces that come apart (Anselm and Findulas must make Resilience checks to avoid nausea, Findulas suffers 2 Fatigue representing nauseau).

Afterwards Sir Rolph and another knight argue, the other knight critical of Sir Rolph for burning down the coaching inn, an overreaction – alleging Sir Rolph is an illiterate who should have become a Sigmarite Witch Hunter if he wanted to just go about burning everything. A duel ensues in which Sir Rolph is seen to make up for what he lacks in finesse with shear ferocious force (he would give a Rat Ogre a close run in a contest for smashing things), emerging victorious as the other knight is carried off nursing broken ribs (critical).

The Day of the Spear comes. Hans suspends reading “Perilous Beasts” for a day to join the other heroes in the daylong ritual. The first part is endless prayers and recitations, requiring a willpower check to stay awake (Findulas fails, and gets 2 more Fatigue), then the crypt is opened (broken into, it’s kept truly sealed and re-bricked after each year’s Day of Spear).

A ‘line to pay respects’ forms as people file into the spacious crypt (obviously built to hold more than just one sarcophagus) and contemplate the stone tomb in which the skeletal Lanfranchi stands in an opened stone sarcophagus (tiled up 45 degrees) holding a spear and one panel of his tryptich, the Ranald panel it seems.

Father Erich is first among the heroes and take the opportunity to study the panel for clues, Observation 4D in the circumstances (as he can only look without drawing attention and doesn’t have long). He fails and (chaos star) is visited by a Terrifying vision of Morr’s Gate which he resist (having to use his fearless talent to reroll a check). Hans is next and though he too has a vision (and resists) he observantly spots that there seems to be a catch of some sort at one side of the panel.

(metagame others suggest asking Abbot about this later, or note that “the mortar on reset bricks will still be soft tonight…., however Hans is not one to wait….)

Hans fakes swooning and falling against the up-tilted remains to covertly flip the catch he spotted without it seeming intentional (after all he just a vision of Morr’s Gate). He fails the 4D Skullduggery check (he’s an interesting wizard of light he is…. very interesting), meaning he has flipped the catch but it is obvious he intended to do so. The monks and knights, and his comrades are stunned by his action and by the revelation that behind the Ranald panel (it is the trickster god after all) is another one of a black figure with a spikey crown approaching the Tree of Hope.

Whispers of “Nagash” circulate.

A “social encounter” is now triggered with initiatives rolled, challenge die on other players for the “surprise” at Hans’ action. However, Anselm’s quick thinking (Herald ability) allows him to pre-empt what could have been a nasty interrogation as he proclaims it’s a sign from Morr, a miracle! His Guile (con game) is tested against Challenging (4D) roll for this outlandish claim with two misfortune dice for trying to trick priests of Morr (if there hadn’t been something interesting behind the panel, roll would have been even harder).

Anselm’s claims are convincing (7 successes! Challenge dice produced no failures!) and the situation is diffused immediately.

Abbot Geistwach cries out “The Gloaming”! The constellation in the image is an astrologer’s way of saying something is not true –“Lanfranchi is saying Nagash did not ascend!” The beliefs of some (his followers and his foes) that Nagash succeeded in his quest for godhood are false (well, according to the Abbot’s interpretation of what Lanfranchi apparently was communicating – Lanfranchi carries a great deal of credibility with the audience in question). This is seen as a great positive omen to spread news about (Nagash being the ubervillain to end all ubervillains to Morrites, father of undeath etc.).

[so Anselm saves the day for Hans ~ now there is an unexpected turn!]

The Day of the Spear ceremonies are suspended (not everyone gets a chance to come before Lanfranchi) as the Abbot, the heroes, Lord Voss and Sir Rolph discuss matters. Father Erich forces matters with informing Sir Rolph and Lord Voss about the looming threat in Helfurt. Word of the likely Vampiress Lydia, who may have stolen Zandri lore, and is performing some ritual in a marriage ceremony near end of month with other vampires present is shared (nothing about Karl is mentioned).

The Raven Knights are eager to proceed against Helfurt. Play breaks as discussion turns to strategy. Travel by the Templehof Road will face ghouls and other menaces and more importantly may be seen (every 2nd set of eyes in Sylvania spies for the blood drinkers is Sir Rolph’s advice) and could lose the element of surprise. The direct route through the Hunger Wood keeps the element of surprise but may face other hazards.

Hans is also interested in visiting the stone circle (from vision, some information learned in library), which lies not far from Siegfriedhof, just this side of the Hungerwood, perhaps a half-day’s ride.

GM comments:

In same session heroes saw (a) monk in hans’ vision picking up warpstone; (b) read notes in secret library reminding vampires don’t like warpstone; © learned of the Sequestrium where vampire remains are secured preventing their return. … never asked any questions about why a horde of ratmen were interested in attacking the monastery to begin with…..

High point of session, Father Erich, “if Karl must die a painful death to stop the time of a 1000 Thrones, so be it”, much teasing at the “so alternative isn’t a “quick merciful death for Karl” it’s a “painful one?” - Anselm, “yes, if we have to torture him over hot coals, with the rack, we will sadly have to”.

Edited by valvorik

Been away from the board a bit but great to catch up and see the game still going.

I enjoys how Hans' lust for blood sausage ends up entangling him in plot poimts for the third or fouth time now.

All Present. 83rd advance

We check to see if any heroes caught a wound-based disease (as all suffered 2+ criticals in same fight, from the just-now-absorbed-text in GM Guide – GM “may” – of course GM “may” = GM will if it’s grim and perilous!), with a couple of fortune dice to reflect that Nurgle’s influence is somehow not as likely to affect wounds out in the cold snow. All pass. However, Hans rolls a Chaos Star which means that his wounds were exposed to some of the warpstone dust floating about from the Skaven and he takes a point of Corruption.

Heroes spend 2 more days in Seigfriedhof (the 9th and 10th) while waiting for Hans to finish reading tales of various vampire hunts and encounters from which he assembles a summary of vampire weaknesses (bloodthirst, sunlight, running water, warpstone, Sigmar’s holy symbols – e.g., Guarded Position is much more effective vs Vampires using Sigmar’s holy symbol – as if one needed more proof of which god is most worthy!)

During this time they talk with the Raven Knight field commander Sir Rolph about the expedition and whether to take Templehof Road or risk the Hungerwood to get to Helfurt (map sketched out on table top). Sir Rolph favours surprise by risking the woods, but is prepared to give weight to the heroes’ counsel. The heroes decide to take the Hungerwood route. Sir Rolph also offers to send four knights by the Templehof Road to distract any watchers (eyeing the 4 who did not arrive with him for the Day of the Spear, including the one he duelled), but Father Erich believes that is not useful enough to run the risk to the four.

Findulas asks about the musicians who were detained on way to the wedding in Helfurt. They are still being held and seem legitimate. A letter about their commission, that was taken from them, is reviewed. There is musing about pretending to be musicians (Tradecraft- Performance) but Hans is concerned that “She” has seen the three of the heroes already and so simple disguises will not work.

The heroes are able to obtain silver arrows and sling bullets and even 3 small casks of gunpowder (item card) to take on the expedition.

On the 11th, 20 days before the wedding is to take place, the heroes leave and, at Hans’ urging, deviate from course slightly to visit the ancient Belthani mound where once a stone circle stood (from Findulas’ vision).

They arrive at the hill before noon and see it deserted. Hans and Findulas both use their particular skills, Findulas’ keen observation sees that area seems bereft of animal life (no rabbit tracks in the snow etc) and Hans' magical sight sees that the winds are swirling around the site and pooling, twisting together into Dhar that runs off – a black slick of corruption – into the Hungerwood.

So powerful is this dark vision that Hans must make another Corruption resistance check to avoid the lure of the easily used power (Kadon wrote of its value…) - he passes.

Hans and Father Erich go up the mound to examine the fallen stones, while Anslem, Finduals and the knights wait. Both try to decipher the runes and carvings on them and see what their education may have taught them about such things. The individualized runes marking each stone (the ones whose meaning Father Erich found in the library) are Belthani whereas the stylized scrollwork engraved on all the stones is elven.

The two realize, principally Hans, that the stones were once similar to an elven waystone, acting to safely channel away winds of magic that coalesced on this spot. Lanfranchi’s destruction of the circle actually caused the Dhar corruption. As they move about the site discerning this (Chaos Star!) the effects of centuries of Dhar soaking the burial mound manifest – boney hands reach up from the soil to grasp the two and try to drag them underneath the ground to join the dead.

Father Erich dodges (Coordination) the grasping hands but Hans does not and starts being pulled underground. Hans is not strong enough to break free of the boney grasp but draws upon the lore of Hysh to Exorcise the undead spirits animating the bones (Exorcism spell) and succeeds in banishing them.

The heroes realize that restoring the stones would be beneficial but requires block and tackle and frames to raise them. Sir Rolph wonders if they can’t handle all this later, on way back, and get on with going to Helfurt but heroes believe it will affect how dangerous their path forward remains. The entire party returns to the monastery and Anselm convinces the Abbot that Lanfranchi erred (not an easy task, in fact a Hard one) and that the monks should aid this effort.

The next day, the 12th, carts bring tools and gear to the site and over course of day, with the added manpower, the stones are raised once more without mishap. Since it took most of day, the heroes again postpone leaving and return to sleep in monastery. Father Erich makes sure the monks will correct their records about the stones. That night the heroes are visited by the spirits of slain Belthani, released by the circle’s restoration, and blessed by them – each receives a permanent +1 Wound bonus (Father Erich and Hans examined the stones and understood what had to be done, Anselm convinced the Abbot, Findulas had and shared the original vision so all shared in blessing – had any not played a role in the outcome they would not have been included in blessing).

Finally, on the 13th, the heroes and knights leave the monastery for the last time and enter the Hungerwood, a Creepy Forest.

To find their way and ignore mishap checks of various skills are required. Hans and Findulas guide the party the first 4 days. The first night, the fire almost fails till Hans spots it and stokes it up – he himself having overcome drowsiness on watch – spotting a circle of ghostly spirits drawing close out of the dark wood.

All wake and must make Fear check and pass – with 3 successes. This level of courage means they look clearly enough at the spirits (a simple pass would not have gotten this outcome) and realize their demeanours are not hostile. Though they keen in a disturbing way it seems they are trying to communicate something. It takes a raw Intelligence check to figure out what language they are “talking in” and read their lips and gestures.

Hans realizes they are Strigany and are saying, “The Scion becomes the Ancestor” – several heroes speak the name Nagash in shock or fear. Father Erich makes out “The ritual of union must not happen”. The spirits then unleash ghostly howl (which all PC’s resist being wounded by, no ears start bleeding) and vanish.

Father Erich now fears Karl will have to die.

The troop continues on through the woods and on 4th day, they intersect an actual trail. Findulas sees tracks, bipeds – some skeletal feet – heading north within the past day. Though it takes them off their path, the heroes decide they have enough time to investigate (it’s faster riding on trail then making way through rough forest).

It is not long before they are attacked by a pack of huge corrupted wolves (hero wolf and 2 packs of 4). The woods make fighting difficult. [The knights become pools of positive dice to draw upon - I note that no Player actually narrated what they did when drawing on them, the pools will be smaller next time….]

With his quick reactions (Me First), Findulas manages to send a storm of arrows to destroy 4 wolves but Father Erich trips trying to charge forward to attack the leader. It springs at Findulas and clamps its mighty jaws about the wrist holding his bow, breaking it (critical wound, severe – shield hand useless).

Meanwhile Father Erich unleashes the Hammer of God (he had been praying to Sigmar as they rode) on the unworthy 4 pack members facing him and sends their broken bodies flying through the forest (killing all 4). Anselm has set Senor Bitey against the pack leader, drawing first blood. Hans is a bright light now trying to defend Findulas. Findulas draws his Asssassin’s blade with a sudden knife move and stabs it deeply.

We break…

Edited by valvorik

I may not be posting summaries in future. I'm finding the site redesign makes porting text over, as what I post is edited from what I do on our private message board, more difficult.

For even more fun, for some reason it thinks I'm in Italy or something at the moment, all the command options names' coming up in Italian or Spanish etc.

At a minimum that explains lack of GM notes added in text above.

There has been a site redesign? I haven't event noticed. You do what you feel is best for you, but I must say I would be sad to not read the conclusion to your story.

You don't post it on your site in your sig do you? I clicked on it before, but never saw it.

Thanks

I would either go with on livejournal blog or the rpg.net section for actual play. The latter I think because I include stuff in this version that is "not for Player eyes" commentary like "nope not figuring out that the monks are using warpstone in their 'vampire remains vault', and my blog is open to players whereas they know to "keep out of the FFG forum GM section" (and are good about being on their honour about that sort of thing).

I will post it someplace someplace.

A general GM note, the trip through Hungerwood is using the free Expansions for 1000 Thrones material (Expansion 1) which is providing me lots of great stuff to choose from in how I handle the option of the different routes to Helfurt and what can transpire in the wood. It had the whole idea of the ghosts revealing the "deception of Nagash" (and in fact layingout the Nagash plot if you want to use it) which, if you can avoid running in terror (I made pass fear check with 3 successes, a way of rewarding 'pass with flying colours' for characters who have lots of dice to roll on these checks) and lip read (a skill in earlier edition that I made hard Intel [raw stat] check here).

The Expansion stuff generally is absolutely great, I recommend getting it (its on Liber Fantica site) even if you don't have or want to run 1000 Thrones it's got NPC's, encounters and just generally useable stuff to pick and choose from. It's earlier edition but as exampled above, that can be updated very easily. What they're going to find continuing down trail is entirely from these free pdfs and other than reading the pdf and pencilling some notes, selecting a few critter and action cards etc. is all the prep I am having to do.

I admit, I'm recycling things I've done before like a "Creepy Forest" location card and the approach to a "finding you way through wilderness progress track". I have a binder that I put all these things in after printing off to pull out as needed, just like location cards can be etc.

Ah, English returns to the editing buttons, let's see how this works.

84th advance all present.

The last remaining corrupted giant wolf falls, pierced through the eye to the brain by Anselm's rapier. Wounds are bound and through Sigmar's mercy, Father Erich's blessing restores Findulas' mangled wrist (critical healed).

The heroes and knights ride on, around a bend in the trail to find the forest becomes sparser as there are ruined stone buildings scattered through it. Hans' magical sight reveals many swirls and eddies that could mean magical wards, items, ruins, spellcasters - though he thinks overall the effect is rather much like looking at the ruin of a magic college complex might appear (why he thinks of those great edifices of the empire's elite lying in ruins we will not ponder).

Hans opens himself more to the winds of magic - seeing that a particular concentration of Dhar swirls around one building, Hans again resisting its corruptive call.

The heroes and knights approach this ruin and Hans vision reveals a smaller focused concentration of Dhar with Shyish (Amethyst) in the branches of an oak tree that grows beside the ruin. The heroes now fear a lurking vampire or other undead creature of power (which is what such a 'signature' suggests) but instead find an emaciated, near skeletal humanoid in a hanging gibbet cage.

Hans and Father Erich approach this creature more closely and see it is animate, with large fangs. It is writing on parchments and looks at them, which is disturbing given its eye sockets are empty.

(This is a Fear 3 check which Hans fails with chaos star and Father Erich passes)

Hans finds this frightening (condition) and stressful, and retreats from the tree. As he goes, the creature mocks him in a shrill, rhyming sing-song with a Bretonnian accent. "Your soul is meek, your spirit weak, when you her then you'll squeak!"

Father Erich is not daunted by this but refuses to attempt to speak with the creature, no good can come of converse with such corrupt beings. Sir Rolph concurs completely - noting he is already "in a tree" (the heroes decide against starting a fire that would be seen for quite a distance and Sir Rolph agrees out of his concern to keep element of surprise as they approach Helfurt).

Anselm approaches but also finds the creature's visage too fearful to confront. Findulas tries only to get close enough to see if it could have made any of the tracks they found but he too is "weak of spirit", as the creature continues to mock, " She’ll drain your blood and tan your skin! She’ll poke your eyes out with a pin! "

Findulas' player declares that the truly scary thing is my roleplaying of the sing-song squeaky French vampire voice (I'm sort of channeling Mr. Gold when he is Rumplestiltskin in flashbacks from Once Upon a Time). There are many monty python references as well to taunting French.

As Father Erich is the only one who could interact with the creature and will not there is no further dealing with it. Hans believes either a vampire that has not fed in weeks or months or a Necrarch - which would be a spell caster of great power.

The heroes look about and see that the tracks they found on trail are here too. They come out of the forest, approach the building beside the tree, mill about and then return to the forest. It looks like they have done this more than once.

A trap on the door is disarmed by Findulas with the aid of Hans' magical sight (the trap would scatter some Dhar-tainted dust) and the heroes enter - Father Erich and Sir Rolph first.

The interior is opulently furnished in what looks like Arabyan style - pillows, silks, hangings, with garish colours reminiscent of a Strigany fortune teller's skirts. There are scrolls, metal plates with writing on them and letters all over the place - it is a library as much as an abode.

There is also a bath with manacles for someone to be suspended over it….

Hans determines that the Dhar concentration in this place is the result of someone using Dhar magics repeatedly here - powerful magics over a period of decades or more. There is one tome of magical power - a dark forbidding tome that seems to whisper to him.

The heroes spend several hours sorting through the papers. Most are originals in the language of Nekhara (hieroglyphs) without even the partial translations those in Siegfriedhof had. They find two things which they understand:

- some letters in Reikspiel from various "sisters of the wood" - Lydia von Carstein, Lady Therese, Frau Blücher. These do not speak of Karl but talk of their plans for the time of a 1000 thrones, who among their bloodlines is a good choice to recruit (Therese is Lhamia, Blücher is Strigoi - though unlike most Strigoi that feed on the dead to avoid attracting attention, she has a taste for horseflesh). One of Lydia's letters speaks of her cousin Valin who is "young and arrogant, chaffing at the demands of the elders, a useful pawn".

- some large astrological charts whose markings are in Nekharan but which Hans makes some sense of (4D education) realizing: one chart shows the heavens as they were at the time of Sigmar's birth when the great twin tailed comet appeared; one chart shows the heavens as they were perhaps 9 years ago (when Karl was born); he does not know when the time was that a third chart shows but from the Siegfriedhof writings he does recognize that the label on this chart is the Nekharan symbols used to represent the name Nagash.

All three of these charts show a number of key heavenly bodies to be in the same positions in each case - when Sigmar was born, when Karl was born and for whatever is in the Nagash chart.

Magister Hans relates this to his comrades (really should have made Father Erich make a Stress check there, then again he's more open minded than a typical Sigmarite…)

The heroes take the three charts but leave everything else. It's too much to take all and once again they rule out starting a large fire. Father Erich smites the forbidden tome with his hammer but other than denting its impressive cover this doesn't affect it. Some holy water sizzles on it. It too is left.

It is late afternoon and the heroes decide to leave, striking through the forest at eastern edge of the ruins. There are thick brambles that try to entwine them and wrap them, Hans is nearly 'swallowed alive' but Father Erich pulls him out. They brave this and try to push through, managing to do so with only few wounds but finding themselves coming out of the thick brambles back into the city.

There is no magic at work, it seems the forest itself is moving to confuse them. It has also moved to swallow up the path they came in by. It is easier to enter the ruins than to leave them.

After some false starts, with a 4D Observation check to not be lead astray by the forest shifting and the required Ride/Athletics to push through the brambles, the heroe and knights manage to win free.

It is dusk by now and they must soon make camp. Father Erich and Hans find a good campsite. However, in the night a 9 ghouls and 4 skeletons attack their campsite - their numbers making their Fear effect stronger - and the forest itself looming in the dark to add misfortune dice to Fear checks (though not for Vampire Hunter Anselm) The heroes defeat them (Arrowstorm - Findulas goes through quite a few arrows and Hans hysh magic in particular).

[That was Act 3 in the woods, 1 wolves, 2 ruins, 3 undead]

The heroes believe they are likely 1-2 days from leaving the Hungerwood and still more than a week to the wedding (so it seems they have made good time etc).

We break.

GM Notes

This was all from the Expansions created for 1000 Thrones. I combined Hags Hollow and the Ruined Elven City.

The heroes have batted 0.5 on key things to learn/gain/do before reaching Helfurt.

They restored the circle and weakened the flow of Dhar - very useful, the vampire spellcasters in Helfurt would have been stronger if this not accomplished.

They have learned that Nagash returning is part of what is going on (Akana's plot, in my version of the Expansion work the Hag Akana is really a servant of Nagash)

They did not however learn anything from the caged Necrarch slave of Akana. He was a font of information if tapped into - in particular information that could be used to drive a wedge between Akanaa and her "sisters".

They did not "brave the forbidden book", which was very dangerous to read but would have revealed everything about the Ritual of Union that is being carried out at the wedding. It is actually "the evidence of Akana's treachery against her sisters, her true loyalty to Nagash" but they left it behind. Ah well.

In my version, Akana was a Qu'rashi maid who seduced the still living Nagash and bore his child. Kark is descended from Nagash and Akana. Thus her connection to the Strigani (who carry Qu'rashi blood). She abandoned her child to pursue immortality and went to the city of Lahmia, becoming a vampire but always really being loyal to Nagash. If she can bring him back through her descendent with him, she believes she will have a bond with him he cannot break.

Glad to have you continuing!

In your last paragraph, who is Kark? Nagash's son, I take it but you mention him like he is an established character and I am unfamiliar with the name. I don't have 1000 Thrones, is he in there?

Sorry, typo, Kark is Karl. This "conjunction" is me by the way, no canon connection between Nagash and Sigmar in that way.

Can't edit posts once navigating way from page etc.

Yes, porting over text from our private message board went back to being as easy as before once the language of buttons issue was fixed. Perhaps serendipity or something related.

No worries that makes sense, I just saw an odd word and my head went crazy. For some reason in my tired state I ended up with "Kark must be Anslem!" and thought the group may decide to kill him for being Nagash's blood. I have no idea how I came to that conclusion though.

Speaking of Anslem, has he basicly stopped using his Magic Sight and kind of abandon that entire Mystic career idea after the run in with Matthias Krieger? I just got and am looking over Witch's Song and it made me think of that and how I don't recall him using it ever since.

Anselm uses his magical sight sparingly and never "admits it in game" (everyone knows he has it and asks him about it at times, he protests, "I don't know what you mean, shouldn't you ask Hans"), he certainly doesn't volunteer it when there are pools of Dhar so powerful merely seeing them can corrupt you lying about (he is carrying more Corruption points than any other Player already). Hfans is also very kickass in his Magic Sight now having maxed out Int and stacked up fortune dice, training etc, seldom failing. The more "suspiscious" thing is Anselm's career ability from mystic of being able to grant someone a Comet (once session) with his mystical insight - Anselm gives very good advice at times, uncanny.

In game, I think it's played that people are so annoyed by Anselm's apparent cowardice (he isn't actually, he steps up and fights as with the wolf, he just only does it when it makes sense to him) and oily charm (oleaginous charm in the player's own words) that they don't think more about him in other ways.

Interesting.

It like they are brothers who don't really quite get on very well but are still brothers? It is hard to sometimes get a sensemof some things getting amrather "raw" GM recap of the sessions. Though we get the actual happenings without bias and I love the GM insight/notes you give, don't get me wrong. Just sometimes the characterizations aren't too clear.

(Verses, for example, friends follow my Game of Thrones game I play in, but I am the only one who publicly publishes nything andmit is all in-character. So everything is very biased and one sided as you see the whole game through a specific lens.)

DevoutBadger said:

Interesting.

It like they are brothers who don't really quite get on very well but are still brothers?.

An external observer would likely conclude that could the only rationale why they have not parted ways/killed each other. They would, however, strenouusly object to any suggestion they are related (and do act completely differently, Hans the noble-meaning curious scholar with occassional dark appetite, Anselm the irreligious, not the least bit introspective, doesn't mean anyone harm just doesn't see why he should do anyone good since no one ever did him any, lecherous con man - I think I've mentioned Anselm's player is a laywer who makes his characters amalgams of his former clients).