The Crusade of the Child (my 1000 Thrones)

By valvorik, in WFRP Gamemasters

I remember you mentioning that about Anlsem's player, yes.

Another question if you get around to thinking on it: How does your group work with Party Cards? I have been reading your earlier adventures again (as I picked up the adventures myself finally, so kind of "reading along") and I notice more mentions of party stress in the earlier games than the later ones. Also over nearly 90advances, did theychange their card often?

They changed card one reflecting shift in attitudes but we stopped using party card and have tried a homebrew variant (posted on my blog). It's not really working either in my view and I'm mulling gonig back to party card or less extreme variant.

I like the idea of sharing skills, collective identity etc. but people don't really roleplay "how the talent is shared" etc.

Hmm, I guess the little I played we seemed to do fine with the Party Card as-is. You have *a lot* more hours in than I do though, but as you say it could be a group thing.

I am curious about what you are looking for for roleplaying the party talent?

Roleplaying talent sharing means if player A puts their Observation-assisting Talen on Party Card and Player b makes use of it Player B says something like, "remember the advice [Player A's character" gave me, I look more carefully"…

Interesting. I can see that. Sounds like your problem is, like most GMs, you simply don't beat your players enough. *nod* ;)

85th advance
The heroes continue on through the forest, having to push through brambles and trees that seem to conspire to keep them back and spot the paths that truly lead on and not fold back (Athletics and Observation checks by Father Erich and Magister Hans).
They are almost out, able to see snatches of snowy fields, when the Hunger Wood makes one last effort to add to its toll of victims and keep its secrets.
Logs, brushes and tree meld together in a huge monstrous forest beast that attacks them, its multiple branches as dangerous as the multiple heads of hydra. It is immune to critical damage (well at least those not inflicted by fire or weapons such as axes, neither being something the heroes bring to bear). Arrows from Findulas and Anselm damage it only lightly and Father Erich’s hammer similarly only dents a trunk. Hans “Hunters Eye” (rolled for Pierce 3 to all allies’ attacks) helps the heroes spot weaker spots where its disparate elements are joined, as his Education tells him this is a magical beast construct similar in a way to the fenbeast met months before in the Cursed Marshes.
[behind description of forest monster, it's a fenbeast with monstrous template and the hydra multiple head attack action among others]
The creature is slow but deadly, it misses its first swing of multiple branches at the puny humanoids but it same time stomps with its roots in a blow that nearly fells Father Erich who likely could not withstand another (21 damage!).
Helped by Hans advice, the heroes’ attacks begin to tell on the creature, though it does regenerate a wound each round as well. Its many limbs with piercing branches envelope Anselm in a blow he cannot take twice (another 21 damage) that threatens him with 4 critical wounds - Senor Bitey leaps up and bites on one piercing branch before it can cut Anselm and Anselm’s Tough as Nails resilience helps in avoid a 2nd, meaning he “only” suffers a Flesh Wound and Festering Wound.
The heroes catch their breath and bind some wounds, Anselm drinks a healing draught, Hans uses Splints and Bandages Father Erich, Findulas clams his mind to respond more quickly if another threat arises (reroll for lowest initiative token).
They leave the woods and can see, a few miles away, the smoke from chimneys in Helfurt and in the steep hills above it one fortress/ruin and south of it a fairy-tale-like castle on a rocky outcropping.
(google Burg Eltz winter if you want to see image - it's a beautiful fairy tale looking but real castle in Germany)
The night of Jahrdrung 19th, they make camp in a copse of woods and rest, healing more wounds such that they are nearly restored, and Anselm recovering from a festering wound before it can worsen, while it is still mild (leaving him with one Flesh Wound). It is just past the full moon and the night is clear.
But during the night a snowstorm blows in (xx roll on the It’s Snow Fun weather table). For once the heroes are happy to have to find their way through a snowstorm as it obscures their approach from any watchers.
Hans leads them with the help of Sir Rolph and the knights who have passed through the region before, to avoid getting lost.
The heroes make the bridge over the Hel River and into Helfurt before noon. Their plan is to ride to the castle and seek entry as a patrol needing shelter, relying on that tactic at least to get through the gate. Hans has changed into his apothecary clothes to be less recognizable as the wizard.
In Helfurt, a small village of 150 or so, there are a few people about despite the storm and one hails the riders to ask their business. Given the patrol tale, the villager is surprised (do not see Raven Knights here often) and advises they seek shelter up at the Mistgarten. This is the ruined fortress which has been partially rebuilt and is a spa and inn for visitors.
Hans' magic sight tells him this villager has the whisps of dhar and amethyst about him suggesting he may be under a vampire’s influence (such signs lingering on their victims, servants [the two often being the same] as well as on other victims of dark magic, curses etc. at times). He advises his companions of this after they have passed on, Sir Rolph shaking his head at the widespread corruption of Sylvania’s commoners.
There is no sign of shops or inns in Helfurt itself where heroes could get any supplies, or even a tavern (in Sylvania staying out late drinking is not a healthy idea, drink at home).
Riding on, ascending the trail out of town up the hillsides to Mistgarten and then along to the causeway that leads to Helfurt Castle, the better view - still partially obscured by blowing snow - as they ascend means the heroes see that below them, just south of the village is a camp of wagons that looks like it could be a Strigany band.
Anselm wants to see what his kin might know so while the others pause on the trail, pretending to see to horses and such, he rides back down and into the camp.
Anselm introduces himself to the Strigany about the fire (though he is at a loss for the name of his mother nor does he offer the name of his Strigany kin's clan - I think I forgot to throw misfortune dice into pool for that). He meets the headman Farouk, who offers him tea and pastries (pigs in a blanket with spices – very tasty little interlude as his companions huddle in the cold winds up on the hillside).
They talk, Anselm learning the Strigany are here fleeing the persecution in Stirland because of all the rumours and lies about them (whereas in Sylvania having people think you are league with vampires makes you safer).
Farouk and the others speak Reikspeil with a thick accent (unlike the very fluent Reispeil of Anselm’s actual Strigany relations) and talk turns to the Crusade as Anselm seeks to learn if the Strigany know about it. They do and Farouk has Anselm pause as he asks a woman to see if Mama Raluca is up to joining them, for “she will want to hear this”. A bent and twisted little old woman emerges from a vardo, bundled up against the cold, looking older than a Nekharan mummy, and settles in beside the fire.
Mama Raluca is very interested in this boy and whether he has real powers or is just the fanatical delusions of peasants. Anselm says his powers to sway people are very real. He is pretty honest with her about Karl but when asked to explain himself says only that he is “travelling with a patrol of Raven Knights” (whether this is believable is tested and only with his Mother's Gift of Good Luck does he at least keep even with Mama Raluca's insight). Mama Raluca advises him to part company with the Raven Knights, they are as bad as Sigmarites, and “it will end badly”.
Anselm uses his magical sight (after all no priests or college boys around) and sees that Mama Raluca is redolent with Dhar and Amethyst magic. She is either a sorcerer or necromancer of great power or a vampire or similar creature. Anselm pretty much assumed before looking that the old Strigany granny was a witch or similar of great power (he believes his own grandmother was) so is not alarmed. He fails to gain any more insight (Intuition 3D failure) meaning he doesn’t even really know he is making a 4D Discipline (charm) check which he also fails (results not specified…..)
(So forgetting misfortune dice okay, that worked out about as well as a GM could hope. In my version, using published adventure and expansions and my twists, Mama Raluca is actually a guise used by the Akana the Hag, 4000 year old vampiress manipulating other vampires in the 1000 thrones conspiracy).
Anselm takes his leave and rejoins his comrades. They ride up and pass the Mistgarten. The rebuilt section is mostly wood, looking like a high quality inn really with bright lights coming from inside. Some heroes (Father Erich) want to ride on to the castle but others hope to gain more intelligence. The Raven Knights wait outside (there are stables for horses) while the four heroes enter intending only to gather some information and continue on to the castle.
They come into the well-lit cosy looking main room and an innkeeper sees them and hurries over. Looking about they see five others in the main room – 2 couples and a woman who is eating a steak, all seated as far away from each other as possible. One of the men is Valin, who Hans and Findulas met and talked about Sylvania and vampires with in Wurtbad!
Valin would recognize them and they would recognize him, the question is who does first. A competitive Observation check is made and both heroes beat Valin. Findulas makes sure he faces away and Hans relies on being dressed differently and not giving a Valin a good look at his face. This allows a Guile check to avoid being spotted, which passes due to Hans genius.
As the innkeeper sees them to a table, in middle of room, Hans unveils his magical sight.
All five guests are all vampires (including Valin) and the innkeeper has the traces of a victim/servant. This calls for a Terror 2 check for Hans which he passes, thus pausing only slightly before asking the innkeeper if there is a private room the heroes could use – alas no, all private rooms are taken. The innkeeper will be back in a moment to take an order.
After innkeeper leaves, Hans reveals what he has seen - Terror checks all round, all made, only Terror 1 for Anselm as being a vampire hunter he does not suffer the increased difficulty for larger numbers of undead.
The guests are all looking at the heroes with sharp looks, particularly at Father Erich. The hooded woman in corner who was eating a very raw steak is pausing, fork with dripping morsel on it in mid-air and looking at Father Erich instead of what's on her fork….
Hans whispers warning to his comrades and whispered conversation ensues that mentions not wanting to start trouble that hurts their mission. Alas, vampires have notoriously good hearing – the woman in corner (successful 2D Observation) hears their whispers and rises, revealing her grey-cast face - more ghoul than human looking - casting the table in front of her away in one forceful move, calling out in a rasping voice that is like nails across a coffin lid (indeed the horses outside start neighing in terror), “They are here to stop the ritual!”
We break.
GM note:
Probably last session of this year.
I took the "vampire encampment" concept in Chapter 8 of the published adventure, since I don't plan on using Chapter 8 and the meeting of vampires from different bloodlines fits well with Ritual orchestrated by Sisters of the Wood.
The 5 vampires are 2 Lahmia (the women at tables), 2 von Carstein (men) anda 1 Strigoi (Frau Blucher, she whose voice causes horses to neigh in terror). They are "adult, thrall, advanced adult, thrall, advanced adult" in terms of threat level. "Advance adult" (valin and blucher) means more special features flecting bloodline.

86th advance

All present

Gaming shortened a bit by career choosing for next campaign.

We find our heroes in the inn portion of the Mistgarten, amidst five vampires (and an innkeeper). Father Erich charges towards the female vampiress who cried out their intentions but before he reaches her Finulas (Me First) sends a stream of silver arrows into Valin (who was looking at him and glancing meaningfully at the vampiress beside him).

Father Erich than brings the Hammer of God down upon the grave-reaking woman (as he closed with her he resisted becoming Queasy with a Resilience check). She will soon fall to a magic dart from Hans.

- She's a Strigoi, the stench and added effect.

Valin’s companion vampires conjures dark magic, despite Hans’ counterspell, and sends a bolt of black energy into Findulas [GM note – had heroes not stopped the flow of Dar from the Belthani Mound by repairing the circle there all black magic here would have been ‘just a bit nastier’].

The melee develops to be with 3 vampires as Valin flees the room, leaving two female and one male vampire standing. The spellcasting vampiress is so innocently beautiful is it hard to try to attack her (added challenge die) and the male so commanding with his transfixing gaze that if not averting eyes (adding challenge die) a chaos star means being transfixed (action aborted and paralyzed 3 rounds). Heroes repeatedly risk this and Anselm is transfixed for a few precious rounds.

- "innocently beautiful" is a Lahmia and "transfixing gaze" is a von Carstein

Hans suffers two critical wounds (up to 3) as the blood from one he already suffered attracted a Bloodthirsty Frenzy, and the vampires’ beguiling powers (sultry beauty and commanding presence respectively) caused Findulas to shoot at Hans and Father Frederich and Anselm to send Senor Bity to attack Father Erich! Father Erich incurs an increasing amount of fatigue in the fight, only adreline (boons on physical checks) really keeping from feeling it.

Sir Rolf and his knights come to the heroes’ aid after a round of fighting (bonus dice). Eventually, the final of the four vampires falls. Hans has doused oil and a tapestry is pulled down to start a fire to consume bodies.

A quick search finds being a vampire pays well (5 gold crowns – none from the stinking one though). Sir Rolf is concerned about any escaping vampire warning the castle (the snowstorm should conceal a fire, at least for a while).

(Rally step)

Father Erich calls Sigmar’s blessing power to heal Hans of one critical wound.

Findulas races out the door behind bar that Valin exited, finding the innkeeper dead and drained in hall (human minions are walking first aid kits for wounded vampires) and the arrows that had been in Valin scattered and broken, he continues on and out the back where he sees snow has recently blown in. Anselm has gone out the front of the inn.

In the back, where the hillside rises up steeply, Findulas meets Valin who quietly calls to him from in the rocks overhead, using them to shelter against attack. Valin asks if they cannot now have a quiet talk – he is not here to help the Ritual, he is here to stop it! They can try to kill him or the heroes can have an ally – if necessary, this can be between the Valin and Findulas if that Sigmarite won’t be reasonable.

Findulas pauses and replies, “No he wouldn’t be reasonable. Neither will I. ” He raises his bow to shoot - Act 2 begins!

Anselm is 2 manoeuvres away from Findulas’s location, the other heroes 3 away.

- And so the von Carstein agent seeking to prevent Lydia's rise to power fails to recruit the heroes to his cause (to explain why he was actually helpful when met in Wurtbad).

87th Advance

All present.

Afternoon of Jahrdrung 20th, as fire spreads in the Mistgarten spa, Findulas refuses Valin's offer of alliance, making the point with an arrow shot.

However, now outside once more in the winter storm, Valin having chosen a shielded spot in the rock above to speak from, and Valin revealing himself "a bit more than seemed before" (all those wounds still there, silver arrows after all, but they don't seem to trouble him as much as he let on when there were still other vampires to see), his Improved Dodge has recharged as well, and Findulas misses (Rapid Fire fails) . Howls are heard in the wind.

[As a von Carstein agent against the conspiracy of the Sisters of the Wood, Valin has a Lord template that he has been "pretending not to have"]

His allies are at the front of the buidling with the Raven Knights and as they try to come to his aid a pack of wolves appears. Five (regular and gang on 4 henchmen) intercept heroes, attacking Anselm first as he was in the lead, while one larger than normal wolf leaps to assist Valin by attacking Findulas.

Valin leaps down onto Findulas, the smell of blood from Findulas existing 2 critical wounds making him Seized by Bloodlust and rends Findulas with claws and teeth (a total of 3 more critical wounds, which aside from all their accumulating penalties such as Fade to Black and initiative penalties, means he has so many that if he falls in battle he will die).

Father Erich's crossbow fire pins down the wolves engaging the other heroes (around corner and out of line of sight of Findulas' struggle). Hans went around the other way and avoided wolves, coming up to cast Magic Dart at Valin. Alas, Valin is more challenging as a target for even the simplest spells and flashes a transfixing gaze Hans' way that Hans avoids. His magic dart barely scratches the vampire but the winds of magic turn against him and he is briefly Petrified (miscast, turned to stone).

Findulas flees, retreating into the burning building and risking the smoke to recovery his winter gear (not wishing to be out in the snow without it and hoping Valin will not follow into the fire). He avoids Fatigue damage from the smoke (Resilience checks per Burning Building location card).

Father Erich attacks Valin, invoking a blessing against the "man who is not a man" (fortune is with him for this blessing as foretold by the Prophet of the Goose - cf Favour for Fostenklauster adventure, an extra expertise die to add when the stituation applied, which it does here) . Valin is injured and retreats, though not before Beguiling Father Erich. The vampires is supernaturally Fast and disappears into the rocks and snow above. He has the aid of Sir Rolph and the raven knights as well.

As Hans recovers from his brief Petrification, Father Erich must resist the compulsion to attack him - he does but has no memory of having just faced the vampire Valin (those must have been tough wolves).

The heroes defeat the remaining wolves, the last fleeing into the show.

Rally Step, Findulas is cured of some wounds and Hans suppresses one of his criticals - Father Erich cures another (though Findulas still is at great risk in melees). Healing draughts are also consumed by more than one hero to recovery from their "stay at the spa".

The heroes engage in more healing and preparation actions (Hammer of God invoked by Father Erich) [metagame giving their next encounter, which alas is forewarned, about 2 rounds worth of advance preparation in terms of being ready to receive them].

The heroes ride along the hillside to the causeway bridge that leads to the steep isolated hill on which fairy-tale-like Castle Helfurt stands. Riding over the causeway, Anselm announces they are a patrol seeking shelter from storm, himself being Graf Anselm von err…. Bruner, yes Bruner that's it. [Had they really had to make a check to get in there might have been a penalty for not remembering the last name but as it happens the castle is expecting them…]

A voice calls down that it is no fit day to be out upon and they hear a portcullis being raised and a great bar being drawn back as the gates open.

The heroes and knights ride into a small roughly triangular courtyard (narrow end being gate entry, broad end being the actual castle, to one side stables, to the other guardhouse).

Four knights in white armour flank the entry (2 and 2) as they ride in. As the last of the party enters, Hans trying to use magic sight to see what he can of their hosts etc., from the open doors into the castle they hear a familiar, happy voice, "YOU'RE HERE! MY FRIENDS!" It's Karl! Happy to see them, standing beside a beautiful noblewoman with dark features.

-- And now we check to see how happy heroes are to see Karl. Those who resisted his influence before check at one less challenge die, for Anselm however this is the first check. The other three pass, some barely, but Anselm does not and Karl is now Light of his Life (a card of Karlist benefits and effects given, it's not all bad, Karl is very Inspiring to be around).
-- By chance this means Hans is using magical sight to look at Karl, this is actually the first time Hans has done this (of course the white knights are undead of some sort, not vampires). He sees that Karl is surrounded by a magical effect of some sort, all the colours of magic woven artfully together not mushing into black as they would if a human tried - he's only seen things like that before looking at elf magic, it's sooooo complex and dazzling (Teclis really was right to prohibit humans from trying, how could I ever even come close to that) he must resist being Perplexed by it (he does). He realizes the effect would be a freakish random mutation, it is much more likely a powerful spell or artefact at work, in fact the way the effect wards and channels winds of magic, Hans believes it would completely ward Karl from even dark winds and corruptive influences such as warpstone - far from being a mutant, Karl is the only human Hans has ever encountered or heard of who would be immune to mutation.

[That was magical sight and education checks, figuring out more about the spell is Spellcraft]

Findulas is weighing seriously the option of sending a stream of arrows at Karl and ending this menace once and for all, regardless of the consequences to himself (or his allies).

As Findulas is deciding against this an old woman in colourful Strigany garb comes up, apparently a nurse or caretaker for Karl and the noblewoman, who introduces herself as Baronness Lydia von Carstein (the Plicticos name seems to have been discarded), welcomes the heroes inviting them in, "come as guests, leave as friends".

Hans magical sight informs him Lydia is a vampire and powerful magic user (as powerful as anyone he ever looked at in his College) and the old Strigany woman is also both - but even more powerful, in fact something about the dark energies around her matches those in the forest ruin the heroes explored. (he passes Terror 3).

Findulas has settled for Find Weakness against Karl, however this tests Intelligence vs Fellowship, and if Karl is anything he is "a charming boy" (test against stat x2 yours). Also it turns out "it's good to be Karl", any check against Karl automatically adds 2 failures and a chaos star to outcome pool. Findulas fails to Find Weakness (in a roundabout way succeeds at 'finding strength').

As the trio (the two women and Karl) turn and enter the castle, with the heroes and knights to follow, the heroes hear the sound of the portcullis coming down behind them and that heavy bar sliding back across the gate. Before they reach the castle entry, as Karl and the ladies have gone inside, another portcullis falls down over it and the castle doors swing shut.

Eight more knights in white armour appear.

[Lydia's enchanted skeletal guards in pretty plate armour are 4 improved Stilchelms from Gathering Storm +, 2 gangs of 4@ of such, all wearing Eldritch Armour that has some additional 'bad outcome lines' for attacks against wearer]

We break….

Inside the castle, "Lydia why aren't my friends coming yet, what are those noises outside?" "Oh Karl they're playing one of our games, you know how people are always crying for help and such here in the castle when we play our adult games of lets pretend, it's called roleplaying - it's lots of fun. We'll let them have their fun."

Metagame, Anselm recognized the strigany woman as the same he met in the camp down below - the one he failed two checks against. Her being here now might explain the castle being ready for guests, with the extra time used during 'rally step' being that much longer for the castle to get ready once she arrived to tell them of the guests on the way.

super thrilling how you manage and model the story - a master piece.

Perhaps you should write a WARHAMMER novel based on your group ;)

citizen_cane.gif

That's very kind of you. Pretty good players help inspire.

I forgot to mention that Sir Rolph and the other Raven Knights all failed their checks when meeting Karl and like Anselm are now all "Karlists". Per the official 1000 Thrones, this is not being an automation, you're still you, just a you who is certain Karl is wonderful etc.

Karl is really a "catalyst" for roleplaying and "showing what you are" by how you choose to react to him. For all that it is very uneven in parts, with some stuff to drop, it has so much that I have loved the 1000 Thrones - though it looks like a railroad there is so much stuff in here with competing factions each with own agenda etc. you can run it as a sandbox and it has lots of potential for big iconic moments. I'm getting stoked to run the new Enemy Within but admit not quite as stoked as 1000 Thrones has made me.

The whole table was not sure whether Findulas was going to try to kill Karl or not, including myself and the player himself - he was really mulling it as I was decribing scene and what Han's magic sight saw etc. That is part of the fun, finding out "where the story will go" by letting it go where it will - Findulas has a decent chance to kill Karl with his Rapid Fire if he rolled well enough, for all Karl's specialness etc., he's just a remarklably healthy and somewhat advanced for his age 9 year old - a stream of arrows will do the trick and two auto failures and a chaos star is not all that bad a modifier for Findulas who is about as tricked-out an archer as you can imagine.

Being a Karlist is not that bad. imo, you still have your own will and could pursue a plan for Karl as long he is convinced and does like it.

He is a boy and can be swayed if played right.

As you said, 1000 thrones has so many possibilities, so I started to use a mindmap with all the directions/plotlines as an overview.

Helps to have storyfood at hand if your players decide to take a totally odd turn ;)

All present.

88th advance

The heroes are in the courtyard of Helfurt Castle surrounded by its white knights, with their own black knights of Morr as allies. Behind them is the barred entry to courtyard, to their front the barred entry to castle, to the left a stables and to the right a guardhouse, all around them foes.

Father Erich beings to chant I nspiring Words while Findulas ( Me First ) fires arrows even before the first words of his chant are spoken – seeking to destroy one of the knights blocking the way to the better tactical position in the stables (the heroes see that staying out in the courtyard is a recipe for disaster) – but is Rapid Fired arrows miss as the knights join shields and block incoming arrows (Improved Block and other defences).

Anselm shoots his longbow at one of the squads of four knights and kills two, as Hans calls for Sir Rolph and the knights to get the gunpowder kegs from his horse and blow open the entry to the castle.

The Players vacillated a bit between "get out of courtyard to stables" vs "blow up doors and get into castle" as their exit strategy from courtyard.

Then an old friend/foe appears, on a castle balcony above the gate – it’s Lady Therese! Fear 3 (well 4 due to the numbers of undead but still only 3 for Anselm the vampire hunter). The heroes resist but then the knights attack dealing damage to Father Erich, Anselm and Hans (missing Findulas) – their swords leave whisps of dark energy in the air as they swing and deal deadly wounds (damage in 16-19 range before soak). [G rave Blade action]

The lesser knights then attack and deal a critical wound to Findulas (Exposed Condition, lowing his soak – somewhere in Athel Loren Naeith raises her head, 1 wound can be all the difference… )

Hans then casts Beronna’s Time Warp and the foes find time slows for them as the heroes gain a “free round of actions”. Findulas shoots at and wounds Lady Therese (causing her to stumble against the parapet and break her nose [critical]) after she taunts Father Erich, “In all the Church of Sigmar’s many services to us, you, Father Erich, stand out having surpassed all in giving us Karl.”

Father Erich, who is still mounted, rides his horse forward – standing up upon it and with a Challenging (3D) Athletics leaps up on to the low balcony, aided by Sir Rolph (bonus dice coming from the NPC’s there to assist at various points through encounter, all are used by end), to swing his warhammer like the Hammer of God and put an end to this vilely treacherous creature – he staves in her shoulder and chest in blows that would slay any mortal creature and she falls to the ground motionless (with 5 crits as well, though we don’t bother to draw them - hey we’re Epic it’s time for the ‘action movie’ – what would Conan do – moves! To be fair though fore all that Hammer of God is impressive she would still have had 1 wound left had Findulas not already wounded her - sometimes 1 wound is all the difference) .

Hans disengages from melee, moving back away from the castle door and casts Burning Light to ward himself from attacks. Sir Rolph and knights have laid the casks and set a trail of gunpowder, they make a check to see how well they handled the unpredictable explosives and were successful but (chaos star) didn’t judge the time to get clear well enough and (failing Coordination checks to dodge as well) are knocked out by the blast. The castle doors and portcullis are blasted apart and the entry now open.

Anselm attacks a knight but then rides (he has the Ride skill) his horse well enough to weave out of the melee and enter into the grand hall inside the castle.

Findulas follows and they are in the entry, but then he is struck again by a white knight's black blade and falls (by one wound), his body rent by so many criticals that it is his life’s blood that spills out. A child of Athel Loren lies far from home, never to be taken back into the forest’s soul…

In Athel Loren, Prophetess Naeith sheds a tear ~ is this a sad outcome but necessary and intended or has a thread been cut before its time and the forest’s doom come closer. Only she knows.

[Note, in many respects it was really Valin that killed Findulas, for it was he that contributed most of the critical wounds Findulas still carried].

Hans runs into the castle and uses Splint and Bandages to tend to Anselm. Anselm takes up a Guarded Position in the entryway with his horse (it’s a large entry but with a horse he can effectively block the knights all swarming in after them).

The unconscious Sir Rolph and his fellow knights are dragged off by some of the knights….

Upstairs on the balcony, Father Erich pours oil onto Lady Therese’s remains and sets it alight.

Rally Step (healing draughts and self first aids etc.)

(Thinking about it, seeing Findulas slain should have caused some stress to his allies, something to ponder for next campaign, at least +1 to Party Stress)

During the Rally Step, above in the chamber off the alcove Father Erich sees Karl appear, “Father Erich (he sounds relieved to see him) we have to get out of here, these are bad ladies. They told me you were playing a game called roleplaying but I didn’t believe that - no grown men spend their time playing games like that.”

Father Erich tells him they are vampires, and Karl pales.

Once again Karl shows his talent for nipping off on his own away from watchers, oh that rascal.

Father Erich and Karl move to join their comrades downstairs but their path is blocked by the “strigany crone” who reveals her fangs and eyes as dark as the emptiness between the stars, with 2 ghoul servants (Fear check passed). Meanwhile downstairs, Lydia von Carstein has appeared to menace Hans and Findulas, also with 2 ghoul servants.

Father Erich invokes Sigmar’s power and wounds the crone but she calls down powers unknown to mortals (epic spell) and summons a crackling globe of purple energy right where Father Erich and Karl stand. Karl dodges but Father Erich fails his Coordination check and is Petrified by contact with the sphere – turned to Crystal (though still alive and aware, able to see what unfolds). The purple globe persists (Karl actually dodged to be on the other side than the crone, it blocks the passage they are in).

In the grand hall, Hans produces his scroll of Death’s Release, that he has been saving for just such an occasion. He succeeds the 5 challenge and boatload of misfortune dice check (invoking every trick he can to the point that only one fortune die I own is not in his dice pool!) and succeeds – the amethyst energies (untainted by Dhar) blast Lydia for 20 Wounds (that’s Wounds not damage!) which reduces her to bits of ash floating in the air (her wound threshold was 20).

[between this and Lady Therese, we know why the DM designs encounters with more than one big bad when heroes have such impressive tricks up sleeves]

The white knights quail upon seeing their mistress (and creator) destroyed and retreat (failed their WP check vs 3D).

It was actually players who asked if the knights would keep coming after seeing that and I agreed it was possible they would fall back, make the check to see if they feared their creator's destroyer or would seek vengeance for her fall.

The ghouls are not deterred (Lydia was not their mistress, they are all with the crone, Akana the Hag) and attack Hans. The crone casts a spell and “pop” translocates herself to the side of the sphere with Karl, “ hello my pretty, time we were going… ”. Karl quails a bit before her (he’s an adventurous, lucky, plucky lad of destiny but he’s still a 9 year old raised by Shallyans). Crystal Father Erich can but watch.

The ghouls from upstairs join those below (4 now face Hans and Anselm) but Hans is clever enough (Int check) to see a way to use a Warding Circle to trap the ghouls, who have not the willpower to test against it.

Anselm, the path clear because white knights retreated, gets the “Box” that the Tilean gave the heroes in Kemperbad from Father Erich’s horse and (still mounted) charges his horse through the grand hall and up the broad stairs (Ride check succeeds – failure having had some interesting possibilities riding horse up stairs, another action move for an epic hero) – he sees the crystal Father Erich, purple globe and beyond it the crone and Karl (who Hans has advised likely doesn’t care about warpstone – which is what the heroes expect in the box as an “anti-vampire” weapon). Anselm completes his charge by opening the box and throwing its contents forward towards the crone.

It is indeed a greenish-black dust inside that spreads out and requires a 3D Corruption check (Anselm passes, the crone does not pass and takes 3 wounds and more importantly all her special ‘blood powers’ as an ancient [very, very ancient] vampire are now unusable for 3 rounds (vampires and warpstone don't mix well). Karl is not affected (a careful watcher would have seen the dust was repelled from him).

However, there is more to the box than the heroes expected.

[metagame, as was pointed out at the table by me to the players, Father Erich's player lowing his head to table shaking it…the heroes got the box as help from the Tilean (mysterious crime lord) in Kemperbad after Father Erich’s strategy to impress the Tilean with the heroes being the right tool to deal with his vampire foes was not allowed to work/failed (Anselm 'fouling his own team' on that one)– so the help the heroes got was “the help you get when your roll fails!”]

The dust does not fall to ground, it swirls in a purplish – then multi-coloured vortex as if a tunnel is forming behind it and far down that tunnel figures appear – approaching rapidly. A huge flat manta-ray creature on which stands/rides a gangly humanoid with a vulture’s head and wings, holding a slender staff – behind this pair is gaggle of malformed chaos horrors) [Terror 3 for Anselm, passed]

Rally step – Father Erich recovers from his petrification, the heroes hope that vampire and chaos creatures are more interested in fighting each other than them…..

We break.
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GM Reveal to the Players post session:

Now both the ‘younger sisters of the wood’ are destroyed, it can be revealed that had the crone’s ‘forbidden book’ been read successfully (and yes it was about as dangerous a book to read as you could find) or had the caged necrarch been talked to successfully or had the ghost’s message and conclusion heroes drew from it (nagash connection) been shared more broadly the heroes could have exploited the fact that what the crone is seeking/doing is NOT what the two other vampires – both the two “younger sisters” - and all the other vampires gathered, thought was being done and there was potential for a rift among them to be created/exploited – never mind a rift between the crone and the “bonus” chaos creatures.

That the crone is the last standing is very suitable in terms of "what is really going on…."..

______________________

GM note:

With the death of one PC and the epic fight looming, there is a good chance the next session is the last of the campaign… however if it turns out that the Chaos Daemon snatches Karl away he's delivered to the "chaos faction" (earlier chapter of 1000 thrones that was skipped when PC actions handed to the vampires ahead of schedule) and the campaign could continue a bit more. The Players are resolved they want to save Karl but will try to kill him before letting him fall into wrong hands as well. So we all, players and GM, have to see what the dice and choices hold for us next session.


89th advance, all the living present (Anselm, Father Erich, Hans).


FINALE!

As the chaos daemons approach through the vortex and the vampire crone cackles with glee over Karl rally/support actions are performed. Hans prays to Sigmar for the Hammer of God and Anselm Flusters the crone to distract her and make attacks more damaging.

However the crackling amethyst sphere the crone summoned suddenly sweeps down the corridor (Anselm chaos star triggering the sphere's movement) requiring dodges from Father Erich and Anselm.

By fortune, having been drawn past Father Erich to Anselm, and Father Erich having dodged it (avoiding petrification) the sphere is no longer between Sigmar's Champion ( custom rank 5 career choice this session, Champion career upped a bit) and the crone.

Father Eric charges forward and sweeps hiw blessed warharmmer down with the power of the Hammer of God, against the Flustered and slightly wounded crone (who is also unable to access special bloodpower tricks such as a temporary boost to soak etc because of the warpstone dust). His attack reduces the crone to floating dust, her body disintegrating under the holy assault (21 damage after soak).

The heroes see that unlike the last vampire who fell to pieces under a powerful magical attacks, the crone's ashes do not fall to the ground but waft off in a stream through the air. Hans education informs him that some decades or more in the future, this vampire may return, having prepared some place to receive her remains and regenerate.

Anselm shoots his bow at the approaching daemon, which in turn is swept forward atop its mount, sending an Arcane Blast for 18 damage at Anselm.

The daemon's flying manta-ray mount sweeps at Father Erich and attacks him, missing. Father Eric's quick reflexes allow him to retaliate immediately striking back at the daemon mount - and (chaos star) trigging the amethyst orb's movement to threaten Father Erich, the manta mount and its daemon rider - a Lord of Change according to Hans' lore.

Father Eric and the mount avoid the orb (Hard Coordination) but the greater daemon does not and is petrified! ( It is an epic spell so that it can affect a greater daemon is logical - the orb's effect really did make the encounter mostly turn on "who makes or fails their coordination checks ).

The mount was actually in the middle of its flyby attack and completes its second move portion of this "move from medium, attack, move again to medium range", carrying its now-petrified master back down the chaos portal which begins to close.

The other daemons that followed after have emerged, a Herald of Tzeentch and a Horror. Hans exorcises and banishes the Horror before it can split into more and the last daemon is destroyed.

The few ghouls and other undead left in Helfurt Castle flee the triumphant heroes. Father Erich had told Karl to flee during the fight but he reappears. They find considerable wealth in the castle and the remains of the fallen knights of Morr.

Before they can make the return journey, that night Valin returns on behalf of his real master, Mannfred von Carstein. He is pleased that Lydia's plans have been thwarted but wishes to claim Karl for his master. He is accompanied by two other vampires and a pack of ghouls. The heroes defeat and destroy him, tying off this loose thread.

The heroes return to Seigfriedhof, with the knights horses they are able to transport their remains and Findulas'.

Only the "chaos faction" is still active and in pursuit of Karl (the one that originally got him out of Marienburg).

(resolved narratively using an indie system's approach to stating good/bad outcomes and resovling what happens among them)

Karl is, as Hans suggests, exposed to a cadre of able protectors such as other knights of the raven from Siegfriedhof who assist in guarding him on his return trip to Altdorf.

The powers of Chaos (the surviving faction after Karl going back to Crusade's genesis in Marienburg) bedevils the heroe's plans and hopes, ambushing them as the larger group is harder to conceal. They are driven off but is is clear they pose a continuing threat to Karl.

In Atldorf, Karl's future is decided by a council of the Temples of Sigmar and Shallya, though the Shallyan influence is minimized as the attempt of the mutant-loving Shallyan heretic Astrid von Nimlshein is revealed. Due to Hans' persuasion, the College of Light also included in counsels about Karl's future.

The heroes become Karl's guardians, as the Council decides Karl is not a mutant and has great potential as a champion against chaos if he is raised properly. [ metagame, he is heading towards the destiny seen in Father Erich's vision of a champion for the Empire - not the one Sister Helena wanted that would have decided whether that "cure mutation" blessing really exists or not - bah, it's a grim world and such a thing does not belong in the game anyway].

However, the Chaos Threat remains and the future is uncertain. More even that Father Erich and Anselm von Bruner know.

Hans is constantly troubled during this time and at long last realizes why he can cast spells he does not remember learning and why his mother cannot bear to meet him: he is not really Hans Junkers.

The real Hans' mind was destroyed, his soul sucked into the Aethyr, in a ritual that left healthy but 'vacant' body. The mind within Hans is none other than Egrimm van Horstmann arch villain of the Light Order who has escaped all efforts to locate him!

When he heard other wizards talking about welcoming their master back, this means that the Light Order is corrupted still. His mother part of it, all the "ill spoken of her" is completely true, she is a cultist not the "innocent woman maligned by stepsons" that her son liked to believe.

[Had the narrative resolution for this been different, it would have been the opposite, he would have been his missing mentor, the loss of Hans' soul an accident allowing the mentor to hide from von Horstmann as he had helped bring down the villain but was exposed to his 'membership curse' since he infiltrated the sorcerer's cabal - in losing on this resolution the player also dictates the order of light still has corrupt members]

Due to Karl's influenced, van Horstmann's identity will not manifest fully under Karl's influence. Hans realizes as long as he stays close to Karl, the corrupted essence that is van Horstmann cannot manifest.

Hans' efforts to keep his "false surface identity" intact and not "become his true self" is an internal battle. If he were ever to try to communicate this to another, it would give enough validity to the van Horstmann ego that it would then manifest.

Thus Hans, Father Erich and Anselm take Karl into hiding to be guarded and raised until he is of age. With the vampires behind conspiracies destroyed, the isolated Grauwerk Manor in the Hagercrybs is an excellent choice lying as it does under the control of the von Bruner family (stout foes of Chaos of which Anselm is now an official member).

Hans must be ever vigilant of the "aid" the College of Light provides for he knows that van Horstmann's corruption was never completely expelled from it and there are still Wizard Lords in it who are loyal to the sorcerer.

Findula's remains are returned to Athel Loren, that he may be at one with the forest again. By counsel of Naeith the Prophetess he is instead interred in the woods of Grauwerk, that were awakened by the Graf's ritual and where Karl will be raised. As he grows and comes to terms with his abilities and destiny, Karl decides to take a new name.

The woods surrounding Grauwerk manor are thus continued to be developed as awakened forest, manifesting more powerfully over the years such that, even as in Athel Loren, it's paths and byways sometimes pass through time strangely.

Thus it will be that only a few months later, as time passes in the world at large, a handsome young man with Sigmar's own strength and skill with a hammer, who defends villages of the Hagercrybs from beastmen, meets the Sigmarite priest Luther Huss and introduces himself as Valten…..

And so we end.

GM Notes

I have loved the 1000 Thrones campaign. So much grist for play and so much warhammer lore etc., the online free expansions good resources. We didn't even get to use all of it that I wanted to after having cut parts of it (will have to recycle some things as stand alone adventures sometime).

WRFP 3rd edition play at 89 advances was getting a bit out of hand - it is pretty clearly beyond what the system was intended to support so no criticism there of the system, very hard to throw anything at players they don't mop floor with or which doesn't tilt easily between disaster and victory. Don't think I would recommend trying to take play to this level.

In two weeks we start "the Enemy Within", and the Storm of Chaos approaches - if "going the right way" Karl has always struck be as Valtenesque and with Athel Loren timey wimey oddity involked that can be explained.

These were great play reports Valvorik. I'd like to hear more about some specific highlights of what you thought about the following:

  • How did the story jive with the 3e rules? Were there elements of story that seemed to work extremely well or not very well when incorporated into rules?
  • At what point did you feel that the characters were just too powerful? As you say, they were either mopping up, or verging on disaster?
  • What did your players think as they advanced through differen't careers? Did they think that their characters became a little too varied or was it about right?
  • What house rules did you use?

Thanks,

jh

Emirikol said:

These were great play reports Valvorik. I'd like to hear more about some specific highlights of what you thought about the following:

1 How did the story jive with the 3e rules? Were there elements of story that seemed to work extremely well or not very well when incorporated into rules?

2 At what point did you feel that the characters were just too powerful? As you say, they were either mopping up, or verging on disaster?

3 What did your players think as they advanced through differen't careers? Did they think that their characters became a little too varied or was it about right?

4 What house rules did you use?

1. The 3e system was fine for handling anything the 2e system 1000 Thrones was written in included except some of the debilitating effects for necromancy/dhar (distinct from corruption). I found using the dice pools for battles etc. smooth and easy. Representing Karl's aura in 3e terms was fairly easy to work out. Nothing was really hard to figure out representing using 3d.

e.g.,

Personality: curious, fearless but not foolish, quick to pick up things, lonely and wanting a family, a mother above all. A very healthy, physically top notch specimen 4 fortune dice resistance to disease or fear) - inherent balance is the reason he’s not a spoiled brat despite his aura.

Magical Resistance: Karl creates a moving “knot” in the warp around which the winds concentrate to produce effects, which also make him hard to affect directly with magic (add 3 challenge dice to spell or supernatural effects targeting him).

Fortune Aura: acts assisting him gain two and acts against his interest gain two misfortune. This stacks with magical resistance and applies if the act must “reach him”. His own actions get a two successes and a comet added to dice pool and actions against himn directly get two failures and a chaos star added to dice pool.

Magical Sight sees the “knot”, and finds it fascinating - Discipline (resist charm) Hard ) to avoid the Perplexed condition for rest of Act. Trying to decipher the knot requires repeating this check with K for each challenge die in check. It is Challenging perception to see that Karl himself is the effect's source as he pushes the winds out again “resorted” to magnify his personal appeal, create fortune that benefits him and misfortune that hinders any thinking him ill – the more winds around the stronger this effect. 3 successes sees that Karl possesses natural magica talent that has been harnessed to produce this outcome.

Spellcraft (Hard) recognizes Karl's effect must be a very powerful spell or artefact at work or a freakish random mutation; 3 successes recognize Karl's nature precludes corrupting influence such as causes mutation; comet realizes at core Karl has an inherent nature that defies full comprehension, apart from anything mutation or enchantment has done.

Compelling Aura: coming within 20 yards (medium range) of Karl encounters his aura and triggers Epic (5D ) Discipline to avoid feeling love for Karl - Corruption points are spent to add to challenge - this is "he is wonderful and my best happiness is to see him happy" love. For a non-human, the check is only Average . The effect lasts until 4 rests pass without re-exposure, after which time it is treated as an Insanity Severity 3 with checks made daily. Recovery makes re-exposures an Easy test.

The aura, which triggers changes in the human mind in particular, does not affect undead, daemons, the soulless or completely corrupted such as the servants The Tilean (formerly Ruprecht) sent to capture him.

The aura is a magical effect and is not dependant on hearing Karl speak.

2. The last 3-4 sessions were where power really got out of hand. The 70's and early 80's worked okay. So maybe "mandatory retirement at 85" (no pension) is the lesson. Of the 4 PC's, 3 had at least one action tricked out (between it, stat, stat fortune, training, talents etc.) to point that they were each "well there's a big bad done in one shot" or nearly (e.g., the crone would actually have been standing after Hammer of God if not perviously wounded). They were having to roll their dice pools in "batches" at times.

3. Only at the final level was the advancement feeling really restricted (there being only priest/wizard careers at that level) and was I having to homebrew, "advanced version of that career". Earlier it was mostly the wood elf character feeling limited in choices. That player has decided to play a dwarf next campaign since the system shows dwarfs more love. Otherwise people were happy with choices and "feeling it".

4. Houserules.

To advance a Rank you must spend 4 non-career advances (putting a bit of a break on advancement, also given our sessions a bit short).

Tried homebrew approach to group card (as on blog) but will going back to regular one just blowing it up larger.

Used my 'travel roles" rules from One Ring for the journies across the empire.

I use trait restrictions on cards to more effect. only dwarf take 'slayer' etc.

Since our play sessions are typically 2.5 hours, I reduced fortune points to 2/session not 3.

As play reports indicate, represented NPC's as dice pools to draw on and limited additional actions at times (to give having them around meaning but keep the attention on PC actions).

For a while allowed more access to assigning various outcomes for comets etc. if none on cards/location etc. though stopped as it was to facilitate narrating cool stuff and players were just really using it for the dice - also I realized the nature of dice pools PC/NPC was such it was helping the Players too much vis a vis giving monsters just as good a boost.

On my side of screen, to play out the vampire elements of plot I developed 3e approaches to the vampire bloodlines and vampire weaknesses etc. E.G. von Carstein transfixing gaze, how Blood Powers work out of the Blood Pool, Guarded Position with Sigmar's Holy Symbol more effective etc.

Really cool!

jh