The Enemy Within (actual play)

By valvorik, in WFRP Gamemasters

All Players present - for the last time.

Herrig's player's last session. Magnus' player is with us to July and hopes to continue afterwards as we make some shifts in play schedule to be friendly to commuter.
The melee in the tannery continues, the evening of Sigmarzeit 27th.
Herrig lies unconscious and the traitorous gold wizard Dagobert Gabor lies dead as the other investigators fight the tailed-mutant with weeping corrupt blade and the oversize mutant with warpstone embedded in his chest.
Korhadriel and Magnus use bow and sling while The Dwarf and Wilhelm engage foes, the close combatants dancing back and forth at times to allow clearer shots for ranged fire. The Dwarf falls to a boneripping attack by the huge mutant, but eventually the last mutant falls to the attacks of the remaining investigators.
Korhadriel attempts First Aid on the fallen, restoring 1 wound in each case ( or looked at another way, having ensured no further First Aid can help them with the minimal benefit possible due to the no-benefit-more-than-once-per-source rule - there is no real clamour for Korhardiel's untrained First Aid - the unconscious and incapable of objection patient seems the most common ).
The thirteen victims of whatever was done here are either dead or beyond saving. Wilhelm sees a still-moving Ute crumble to black ash before him at the effort of trying to speak when she recognizes him. Something has drained the life from all these wretched souls.
Examining the area and the fallen aside from a corrupt blade and a hunk of green-black glowy rock such as grandma warned you never to go near, there is a table with a gold chalice, a book of notes (think Leonardo da Vinci notebook but with lots of squiqqles and pictures of things called Screaming Bells surrounded by rat mutants) and what looks alike a bell clapper (such as the picture of the Screaming Bell shows) that glows with green light that comes off it like a mist.
I showed Players the Screaming Bell page of the Skaven Uniform book from the wargame.
Korhadriel suffers 2 points of corruption (failed check) just for poking around the table all this is on and looking at the book next to it all.
City guards are contacted and Wilhelm sends for Captain Baerfaust, Luminary Mauer and Gravin Clothilde von Alptraum.
The tannery is secured. Captain Baerfaust is pleased that the evil mind behind things, Dagobert Gabor, has been revealed and dealt with - mutants of course. Maeur examines Gabor and declares he has concealed mutations!
The weeping blade and the wound it dealt Herrig connect the tailed mutant to the murders and the death of Gravin Clothilde's bodyguard Giselburt. The Gravin is satisfied that justice has been done for Giselburt's death and appears to approve of "this sort of justice" at least in the case of such a cruel crime. If Wilhelm visits her tomorrow at the Averburg he will receive the reward (the 5 gold crowns she promised, that what she means of course).
Baerfaust and Mauer have a talk that Wilhelm manages to include himself in (Leadership) and Korhadriel overhears (Observation), wherein Mauer is insisting that the arts being employed here are those of the rat mutants and they must be behind things, a few normal mutants could not pull all this off. Captain Baerfaust allows this is so, unless of course they are part of the cult - the Red Crown being his view, with access to gold wizards and other resources. A chaos cult like the Red Crown could be responsible for all of this - eliminating the need to consider creatures from fairy tales.
A couple of investigators' Folklore is good enough to know of the Red Crown cult of mutants who embrace mutation and encourage it (say by sticking a bit of warpstone in their chest so they will grow big and strong enough to rip people apart with their bare hands), smuggle mutants out of cities and "save them", and who generally have a more direct and violent style than the more subtle cults people often fear.
The tannery is to be secured until Mauer can come back with containers to secure the corrupt items. Baerfaust calls for Lieutenant Schaffer to oversee this and make sure there is an inventory of everything. Anything that doesn't require Light College containment is to be turned back over to the Averburg.
Captain Baerfaust sends to the cult of Morr for priests to assess the remains of victims and determine if they can be interred or must be burned. The mutants will be burned of course.
There is no sign of gold treasures stolen from Graf Kaufman's exhibit nor the effigy.
Investigators later learn that Captain Baerfaust followed up with a raid on Gabor's quarters where what remained of the stolen items were recovered. The Captain took great pleasure in publicly having Averburg soldiers, including those who were detailed to originally protect the garden party, deliver Graf Kaufman's property back to him. They hadn't suggested this at all so got no credit.
The connection of the deaths of hold outs against the Brotherhood of the Black Cowl to the same blade used at Graf Kaufman's garden party, and the culprit being a mutant found here working with other mutants is enough that Captain Baerfaust concludes the Brotherhood is connected to a chaos cult, likely the Red Crown. He will be immediately ordering out the garrison to sweep the lower city and arrest anyone connected with the Brotherhood (as well as all the usual suspects of course) before word of events at the tannery can spread - "we will sort it out once we have them all in the Averburg's dungeons".
This is where Adele Ketzenblum could come in handy remarks the Captain (witch hunters being good at 'sorting it out down in the dungeon').
The remaining investigators have had a very long day and bear many wounds. They retire, some to seek care at the Shallyan temple the next day (with Gravin Clothilde's reference to make that "real care" of a couple of fortune die on their recovery check not just a bed in a corner that the masses get).
The 28th sees Herrig, The Dwarf and Korhadriel taking complete bed rest under the competent care at the temple (to get a Long Term care bonus of one less challenge die on recovery check). Wilhelm goes to see Clothilde and receives the 5 gold crowns (that he later distributes equally among his comrades), he also is charming enough that she suggests perhaps he might escort her to the opening of the next play at the Sulky Sun (they are reviving Sunset of Solland once Hexenachtabend finishes its run at end of month - oh end of the month, he'll have his next month's noble stipend allowance then, nice to have more spending money when escorting a lady). Player made Charm check, table talk noted if he really wanted to impress her he would have pshawed the reward and given it back but he's not quite that "noble".
Magnus, who stays at von Kaufman's mansion, was engaged in conversation by Curd Weiss this morning. Curd has heard of the tannery events and wants Magnus' version - which he receives. Curd is interested to know if any more of the Graf's stolen property was recovered (it was not, so sad). Though justice for Giselburt does earn the 1 gold crown (20 shillings each once divided) reward the Graf posted.
Magnus also talks to Amalie to see if she has news of his brother Gunnar. She has not heard from Gunnar and does not want to (being upset at being so used) and wants to know if all Ostlanders are like that! Magnus manages to avoid being painted with the same brush as Gunnar, and even ends up having Amalie agree to walk out with him sometime perhaps. (He had to roll to get her to talk to him and when he wanted to get a bit further roll again, passed both times. So though he does not look like him, perhaps there are some shared talents among the Holck brothers - or perhaps it's just that Amalie seems to consistently make bad choices about men) .
Magnus does not find his brother as he looks himself later in day but does hear word that an Ostlander was being hunted by the Brotherhood (before the sweep the night of the 27th) and there is talk that he ended up fighting off a band of cut throats alongside a Witch Huntress who was looking into it too (timeline being Magnus and Gunnar parted company predawn of the 27th, sometime after that but before about midnight the 27th Gunnar ended up in a fight where a Witch Huntress saved his bacon).
On the 29th (rest seeing wounds heal and several critical wounds recovered across the group) the investigators go to see Mauer, they also do some shopping to find a superior shortbow, healing draught etc. Professional medical are is sought by several from Doktor Draupnir (who sees them once Wilhelm gives reference, the Doktor does not usually treat brass tier) to aid recovery.
In the morning, during breakfast at the von Döhnenleiter mansion Wilhelm hears from his older brother Klaus the latest juicy gossip circulating in the Leitdorf camp (his family is in that faction despite his personal interest in Clothilde von Alptraum). Apparently there are whispers now about Clothilde still being single as she nears 30, despite all the suitors. It's very unusual, even unnatural. What with mutants being discovered hiding among us, even a college wizard being one, who is to say who else may be… perhaps Clothilde cannot afford a husband's inspection….. Wilhelm does not find this as amusing and entertaining as does Klaus.
With Luminary Mauer, the investigators are asked if they saw signs of "the other sort of mutant", alas they did not. When they reveal there was a sluice drain/sewer hole at the tannery that one of the mutants came out of he gets very excited. "A SEWER! Why didn't you tell me that at the time!" The investigators agree to go on a sewer hunt for Ska- ahem rat mutants (the Luminary is very excited - a new sewer to explore for Skaven!).
He relates what he has learned studying the recovered items (also being reported to the Averburg). The chalice is a hideous artefact used to extract life essence from victims to fuel dark rituals - doubtless used by the alchemist-gold wizard Gabor to break down the effigy and extract the powerful variety of warpstone that was being kept inert by being imprisoned in the effigy's amalgam material.
Luminary Mauer suspects the effigy is no more, that its warpstone was used in the construction of the corrupt bell clapper.
The investigators leave, planning to meet with the Luminary at noon the next day to go into the sewers.
That night, 11 days after they first began their inquiries, Wilhelm hosts his comrades for dinner at the von Döhnenleiter mansion. It seems they are actually becoming comrades and not merely awkward companions of the moment (what sort of comrades remains to be seen).
Herrig, The Dwarf and Korhadriel all feel fatigued, leaden and slowed by the time dessert comes (Resilience check result reveals how fatigued). Perhaps the rich food does not agree with the brass tier (silver Magnus and gold Wilhelm are fine).
They are all suffering delayed poisoning effects (Schlaff). It's the three who got medical attention earlier in day - though Players don't appear to have made the connection. There were two Doktors to choose from when seeking Medical care and they choose the one who is secretly himself a mutant and who helped "set the stage" for a Red Crown revenge attack - carefully so as not to draw attention to himself.
This takes a worse turn when the household is thrown into an uproar as it is attacked. A band of mutants has broken in and seeks out the investigators to attack, lead by none other than Bischoff! Five obvious mutants and five apparently normal men attack, in a close quarters fight.
The comrades defeat the attackers (metagame no crits means no injuries elsewhere in household, most people shut themselves behind doors, the house guards dealt with others in the mansion - all others were the weaker 'normal's, the obvious mutants being the most dangerous attackers). Magnus takes particular satisfaction when Bischoff falls to Herrig's rapid fire (and later takes his hand axes as trophies, Bischoff also had a few shillings).
Examining Bischoff, among his many tattoos is found a less obvious one that is a bluish, almost luminscent twisty shape. Korhadriel recognizes it as the mark of a chaos power, the Changer of the Ways.
Wilhelm sends for Captain Baerfaust and Luminary Mauer. The Luminary does not come (he can't be running about to every mutant attack really, he ha sa sewer hunt to plan!) but the Captain does (ever-interested in mutant reports is Captain Baerfaust it seems). The investigators take the opportunity to ask if he has seen Bischoff before and (Int check) the Captain recognizes him as a former soldier who served at Blackfire Pass and was among those recommended to the Expedition.
Captain Baerfaust puts it down to the Red Crown seeking revenge, they are like that.
Investigators retire and the next day, the 30th, at noon they are at Luminary Mauer's having gotten all the sewer spelunking gear he provides (think the Goonies) though no candles etc. are needed, "you have a Luminary with you!")
Alas, Luminary Mauer is to be disappointed. As they leave his Plenzerplatz house the bell of the Temple of Sigmar starts to peal, joined soon by every bell in every temple in the city. Crowds gather, a huge one in the Plenzerplatz as Captain Baerfaust and Steward Tochfel come out of the Averburg.
The Captain climbs atop the base of the great Pillar of Skulls monument to announce,
"The forces of Chaos have invaded the Empire! Our northern border is under attack. The Grand Army of Averheim will prepare to march. All those wishing to volunteer should report to the Vermeisterplatz tomorrow morning. All wagons and carriages are subject to being called upon as needed for the army's use. Trading in the cattle market is suspended until the army determines its needs to take north to support itself and contribute to the Empire's forces. All Glory to Sigmar and Hail the Emperor!"
Pandemonium ensues, "we're doomed", "we'll show those chaos bastards", "Sigmar save us", "Glory to Sigmar", "glad we don't live in the north, I'll take gobbos over chaos beasts any day".
The investigators see Baerfaust leaning over to the everpresent Lieutenant Schaffer and pointing at them (and Luminary Mauer). She makes her way over.
"Luminary Mauer, Altdorf has sent word you're wanted for that, what is is it, ark thing?" Mauer responds, "Ah the Luminark! Yes, hardly anyone knows how to handle it." He apologizes to the investigators, sewers will have to wait, he is, after all, a Battle Wizard!
Schaffer says the Captain wants to speak with Wilhelm and his men (the dwarf is a bit erked), oh and your dwarf and elf too of course.
Captain Baerfaust has not forgotten about mutants and brotherhoods. They swept up lots of Brotherhood men and maybe have the Black Cowl and don't know it but maybe don't. The thefts of blackpowder have taken on an even darker significance with the outbreak of war, Captain Baerfaust hopes they will be able to obtain an adequate supply in Nuln.
He has not forgotten the concern that the Averburg is compromised, perhaps a traitor at work. And now marching north, is that traitor to be with the army (or left in Averheim to work mischief while Baerfaust and others away?) He wants to know what Adele Ketzenblum has found out (she was onto the Brotherhood quickly it seems). He asks Wilhelm, and his comrades, to find her and see what she knows. If it's at all sensitive (as traitor information might be), he wants a personal report to him not a messenger or letter. Hopefully they can catch up to the army and tell him (they are to march to Altdorf to rendezvous with imperial forces).
The investigators agree and we break.

And so we have ended Book One in 27 hours of playing time - just getting into prologue of Book Two.

I'm puttering on revising the trip north (replacing Skaven with Slaanesh cultists) and will be using a bit more "one ring" style of giving more roles on the trip so it's not just "one of you aid or replace coachman" but some other tasks to help determine how trip goes.


We resume after a week hiatus.




Magnus' player absent and Herrig quiet (player moved away, some possibility of return).




During the past day or so, Wilhelm has contributed 20 shillings to the Young Blades dinner fund and Korhhadriel likewise to the Sun Society each moving to the first real rung of membership in those societies (a victory in a duel and a published paper being the respective requirements to advance further).




(Secret Society rules adjusted for the campaign - well not so secret public face - from Lure of Power)




The comrades go to the lower city to look for Templar of Sigmar aka Witch Hunter, Adele Ketzenblum. They find the inn she stayed at, The River’s Secret, and learn she left yesterday morning (Sigmarzeit 29th – reminder on the 28th Magnus heard word of a witch hunter helping his brother fight Brotherhood members on the night of the 27th it now appearing that 2 days later they left town).




I did not have her stay at White Horse as that made not running into her more plausible.




She took a Castle Rock Coach, it turns out from the Red Arrow depot. She used her authority as a Templar to commandeer the coach (not so much an official power of witch hunters as an ability to terrify people with risk of displeasing a travelling judge-jury-executioner whose job entry requirements include at least one insanity). It’s concluded this means she will be travelling with minimal layovers and it will be difficult to catch up with her.




Her departure takes on a darker aspect when it’s learned that Brotherhood-type thugs were looking for her too.




Wilhelm manages to see Captain Baerfaust (who is very busy). The Captain is concerned that Ketzenblum left town rather than seeking help or reporting discoveries to anyone including him. He is still concerned she knows information that could reveal a traitor and has Lieutenant Schaffer find a clerk to write up a writ to put a Red Arrow Coach at the disposal of the comrades so they may follow after Adele – still with the intention of reporting in person, perhaps with her, to the Captain. If she is unwilling to reveal what she knows to them or the Captain, he asks they encourage her to reveal it to officials in Altdorf or the Temple of Sigmar. Wilhelm tries to get a read of Schaffer’s feelings on things but fails.




With Korhadriel’s assistance, Wilhelm purchases some of the increasingly scarce blackpowder and shot for his pistol and other preparations are made to leave. At the Red Arrow Depot (which is secured against trouble makers by some ogre mercenaries) they encounter Graf von Kaufman talking with Luminary Maeur. The Luminary points at them and says, “They could do it!” and the Graf agrees.




Whatever "it" is, the matter is not one to discuss in the open and it’s about dinner time so all retire to a private room in the Journey’s End to eat and talk.




Luminary Mauer asks that the comrades take the corrupted clapper, sealed in a container that should keep it secure for at least a month, to Middenheim (which is only 2-3 weeks away). If they are going there anyway that works out wonderfully. A Middenheim correspondent and member of the Sun Society, Professor Robertus von Oppenheim has been working on a way to truly cleanse corrupt items. This would be so much better than storing them away under the Co, well never mind where. With the invasion this may become more important as chaos tainted items are sure to be left behind – who knows, there may even be military applications of von Oppenheim’s work!




The Dwarf asks if this is the “Middenheim Project”, causing the Luminary great consternation – how did he know the secret code name? Only the highest ranking members of the Sun Society (and apparently its patron Graf von Kaufman who is there for all this) know about it! The Dwarf must have overhead something riding coach (his job for past year or more).




The Player was joking but I had already in my own notes titled Oppenheimer's project so - this particular Player often thinks much as I do and it has produced humourous results many times as he is like Cassandra (right more often than expected but not believed).




Wilhelm is concerned the Professor’s work is legitimate not some chaos snare. Luminary Mauer extols the virtue of peer-reviewed research and gives an explanation of the general principles (using text from official version and riffing a bit on it) being explored which the Luminary believes are quite promising. It’s all over Wilhelm’s head but Khorhadriel’s Education (4D check) allows him to surmise that though the Asur have never come up with such a process the principles/theories being quoted are potentially valid – it’s just that if the theory could be turned into a practical application it would have such incredible energy requirements no Asur would likely bother to pursue such a line of inquiry if it occurred to them.




How is Professor von Oppenheim going to provide the fantastic amount of energy required??




I was doing my best over-top-hamming up at this point - it was high point of evening.




At any rate there is agreement to transport the sealed container in order to allow the Middenheim Project to test its solution to the problem of corruption. The Luminary asks that Professor von Oppenheim be assisted as required.




Since they are going to Middenheim, Graf von Kaufman asks them to look into a minor noble there who he suspects of being involved with the blackpowder thefts. Graf Wolfgang von Aschenbeck is a rival of von Kaufman who has connections in Nuln that could have breached the security of the shipments. If he has escalated their rivalry to this degree and engaged mutants, then he is a traitor and a danger to the Empire in this time of war in the north.




The next morning, the 31st (there are 33 days in Sigmarzeit), Werner the coachman hitches up a team and they set off. Werner has money and papers to call on support from coaching inns along the route, to see the travelling party through to Middenheim.




Comrades take on various roles of Experienced Traveller (Korhadriel), Companion of the Road (The Dwarf), Coachman (Wilhelm with Werner), and Lookout (also Korhadriel, who finds it harder to perform two roles at once +1 Challenge die to each) to see if they have favourable or unfavourable encounters, keep up spirits and avoid arguments during the long days increasing party tension, and most of all make good time. No favourable encounters result, but…




As noted in the GM thoughts thread, I have elaborated the Travel Rules to create roles for more than one Player. I'll also note that they are odd in positing one roll of a different type for every mode of travel. If in coach, yes the coachman determines speed but if all walking or riding, you're only as fast as the slowest individual rider or walker and everyone would be making those checks.




Travelling through Stirland, the coach must outrun a pack of giant wolves at one point, putting Wilhelm’s skills to the test and causing some minor wounds when the coach takes some hard turns.




At dusk on Sommerzeit 2nd, the first leg of the journey is complete as the coach pulls into the Crown of Vines Coaching Inn run by Gerte Hotlz and her family,on the outskirts of Wurtbad. (5 days, coachman check was passed)




At the inn they encounter a Roadwarden, Otto, who passes on news of the Electors of the western provinces martialling their armies to march to the Empire's defence. The comrades do not manage to engage in much chat with the inn staff, who are apparently intimidated by nobles, elves and dwarf slayers (miserable social rolls, each tested an Easy check of whatever social skill they wanted to see what they could learn and failed).




A bit later some travelling entertainers arrive, pleased with the day's take from the local area and drinking wine and ale, happy to chat, optimistic the Emperor will send these chaos scum whipped back to the north before winter. (sharing rumour)




Their leader, Lanric - a conjurer in the entertaining sense (the others being two dancers and a fiddler) - invites the other guests to join a dice game of Cheater's Bones. Otto and all the comrades join (Korhadriel and The Dwarf initially resistant but giving into Lanric's charm and the free wine and ale at the table).




Wihlhelm's player chose to play the others didn't want to wherein I made them roll Discipline vs Lanric's Charm to see if they avoided being convinced it was fun, harmless passtime - both players failed. Once again, I am lucky to have mature players who of course accept their characters being influenced by NPC social skills, as I said, "many people a few hours after being convinced of something by Lanric mutter 'what was I thinking'".




The dice game goes on several rounds of betting, Lanric being knocked out early, Korhadriel folding, and Wilhelm ultimately winning a pot of almost 200 shillings! If only his luck held for the rest of the night. Lanric is a gracious loser and holds no grudge.




At this point Wilhelm and The Dwarf are intoxicated (all checking, harder check longer in game - Korhadriel had a 2D Resilience-Poison check to avoid it, but the others had 4D checks).




Several Roadwardens arrive, looking for Otto to join them in chasing down some bandits whose camp they have word of - a night raid will catch them napping! The Dwarf thinks this is a grand idea (hiccup) and joins them.




As it draws closer to time to retire, a last guest arrives. An fancily-dressed fellow who it seems has already been visiting at least one tavern tonight. This turns out to be the arrogant and insulting Rodrigo - an Estalian who opportunes the dancing girls and insults the locals.




Wilhelm will not stand for this and tries to put the annoying foreigner in his place with some Intimidation but fails and is challenged to withdraw or draw steel. A duel ensues between the two drunken opponents. Despite Korhadriel's pointers (Find Weakness) the duel goes badly for Wilhelm who does not lay steel upon Rodrigo once (Rodrigo's only wound comes from a table edge while demonstrating a Peerless Strike, following from his Agile Strike and Dazzling Display).




Wilhelm falls - suffering three critical wounds by the time he loses consciousness - a cut above the brow, and a possibly permanent garish scar as he is marked in the duel.




It really was amazing, Wilhelm's player kept making misrable rolls, often exactly matching success/failure results in pool. Rodrigo only failed to hit once.




Rodrigo proclaims the superiority of Estalian manhood (for the benefit of the women present) as Korhadriel applies untrained first aid to Wilhelm that restores him to consciousness (barely, his Wound Threshold exactly).




We break….




It remains to be seen if Korhadriel or Wilhelm spot the knowing glances between the entertainers and Rodrigo, or how they react to the test they are yet to make for what was really in that wine and ale they were drinking courtesy of Lanric…..

All present

While all of the foregoing happened in the inn common room, Magnus was upstairs with a dancer drinking and “being entertained” – to the athletic and imaginative extent of 1 Fatigue, 1 Stress and 2 Wounds. This was actually a Maddening Dance action by a Slaaneshi cultist described "slightly differently".

Those comrades who were intoxicated resist further influence (something in their drink) and all but The Dwarf (out in the woods with roadwardens) fail. They feel strangely inspired, energized or invigorated.

It is late and everyone retires (including Werner), Wilhelm pays 20 shillings for a comfortable private room (+2 wound bonus to healing, inn room card effect).

All check Intuition as they interact with the entertainers but only Magnus, last to return to his room, after others are in bed, notices anything – as he and his recent ‘partner’ return to rooms and pass Rodrigo and his dancing girl partner doing same (her being spoils of Rodrigo’s victory) Magnus notices that despite open fear/lechery being presented - when they think he’s not looking it’s a friendly smile and thumb’s up being exchanged as Rodrigo goes downstairs.

Korhadriel is still awake, awaiting The Dwarf’s return as Magnus keeps an ear to the door to see if something is up. Indeed, in a few minutes all the entertainers quietly leave their rooms and head downstairs.

Magnus and Korhadriel are hesitant to get involved in anything (Wilhelm is dead to the world and has locked his door). They remain alert and hear the sound of hooves – horses? Magnus goes down, trying to be stealthy, to see what’s going on. The common room is empty and going to the front door to look out into the courtyard, he sees the outer gate is open and the entertainers and Rodrigo are all there – leading the four coach horses away out of the courtyard (for some reason they are not taking Wilhelm’s more expensive riding horse).

There being five horse thieves and only the two of them they are hesitant but (perhaps fearing the rebukes their comrades will deliver if the tale is told otherwise) after a moment's delay, they try to stop the theft by shooting through the dark yard (3 misfortune, though only 1 for Korhadriel).

Rodrigo is wounded and the lead entertainer Lanric turns, hurling a blasphemous litany against Magnus concerning price of defying the Jade Sceptre – which transforms one of his wounds from his exotic encounter upstairs into a critical wound (a painful injury – a sudden inflammation somewhere - once again thank you random card deck you deserve your own fortune point reward ).

Magnus retreats into the inn and the wounded Rodrigo and other two men focus on getting the horses away while the two dance girls try to distract and then cut up Korhadriel. They are not very successful and in the end fall back too, though one does not escape the arrows and sling stones shot at her.

The fight was ‘sobering’ for Magnus who shook of his intoxication but also found the strange positive inspiration he had felt passing, followed by stress (oh oh, that takes him into mental stress territory) fatigue and a lack of self-confidence – Shakes and Yellow Streak temp insanities (one from stress and one from rolling poorly on resisting whatever this is, Korhardriel finds himself momentarily subject to sadistic thoughts and Wilhelm is filled with Trepidation –what was in that wine???).

The Dwarf returns from an unsuccessful bandit hunt to find what has happened in the meantime. The report of bandit camp was the cultists drawing roadwardens away to leave the inn open to their attentions.

The next day, Sommerzeit 3rd, the comrades find they must replace their coach horses and are at risk of delaying their mission. Draft horses of this sort are plentiful but it’s war time and they are shorter supply (one challenge die harder to find). Still Khorhadriel manages to locate 3 horses in the morning (success =1, triple success = 2, comet adds a 3rd) and one more in the afternoon. The 75 shilling each cost eats substantially into the financial and gambling profits the comrades had been accumulating in their endeavours.

Wilhelm (who has recovered many wounds but still suffers three critical wounds) tries to see someone in power in Wurtbad. The Prince of Wurtbad, also Elector Count of Stirland, has left the city with the army to march north to Talabheim – Wilhelm wasn’t really trying to see him anyway (a bit over Wilhelm’s pay grade) but much of the court is with the Prince.

In the course of navigating functionaries, Wilhelm learns the armies of the various provinces are to rendezvous with the Emperor in Talabheim to then advance into Ostland and confront the chaos horde.

It takes Wilhelm until the morning of Sommerzeit 4th to see Captain Thomas von Volstadt who is in charge of Wurtbad’s defence for the moment. Wilhelm relays his story and warns of cutlists in the area, von Volstadt says he will order suspicious entertainers and Estalians to be arrested.

Asked about the “Jade Sceptre”, the Captain says it’s a chaos cult, a pleasure cult not among the more dangerous – though of course still be hunted down and burned out.

Korhadriel had gone to the Temple of Verena to see what he could find in books about the Jade Sceptre and learns more – though consistent – a cult popular with bored nobles and upper class types exploring exotic pleasures and verging into forbidden ones such as torture and murder for fun (so perhaps the sort of cult one might find in a spa town like Wurtbad). Not as powerful as it once was since its own mishaps and the attention of Witch Hunters culled its numbers.

Also on this morning, the comrades thought to question if the body of the woman they killed would reveal anything. Magnus tracked it to the local Temple of Morr which told him that on examination a mark of Chaos was found on the woman’s body and it was burned.

The afternoon of Angestag Sommerzeit 4 the coach sets out again with its new team of horses. It is raining as they start this leg of trip into the Great Forest that fills Talabacland, making the road muddy and obscuring distance vision.

Wilhelm again drives coach, his horse loosely tied to run alongside (he will again make a check to see if keeping up with the slower but longer endurance draft horses winds his riding horse which would easily beat them in a race but is not as good at keeping the same pace for hours, same difficulty as the travel check generally 3D).

As they pass through the woods, a band of wolf-mounted goblins (4 gangs of 4 and a leader mounted on largest wolf) appear on a course trying to head off the coach. A choice of try to outrun them or fight is resolved by The Dwarf announcing that he’s jumping out to fight them whether the coach slows down or not!

Korhadriel, who rides in the rear-facing seat atop back of coach tries to shoot with his bow, Wilhelm performs the (3D) stunt of jumping from the coach seat into the saddle of his horse alongside the coach, Magnus climbs (Athletics) atop the coach to use his sling (which can’t be used from within the confines of the coach), and The Dwarf Jumps out to charge the goblins (having entered a Berserker Rage).

Though the heroes are outnumbered (something of a prerequisite for goblins to attack) they fight ably and soon several wolves are without riders (though passing a WP check to avoid breaking and running). Wilhelm closes after trying to shoot the goblin leader (the craven greenskin swung at the last moment leaving his mount to take the injury) and he and the Dwarf are in a grand melee.

The goblins, lead by Snig their leader, ‘swarm em’ and inflict a huge of wounds on the dwarf including a pulled muscle and mortal wound criticals! Wilhelm suffers a 4th critical wound (his To is only 3, he’s well and truly dead should he fall to wounds).

However Snig is slain and soon after even his wolf falls (requiring more WP checks, so far numbers and bloodlust are maintaining goblin morale, though they’ve gone from 4:1 to roughly 2:1 with one henchmen pack of wolves having fled after riders slain and the pack leader falls). As an Averlander, Wilhelm finds putting down these greenskins particularly satisfying (Hero's Call background).

We break, gobbos' turn to attack.

Snig was a D&D minature of a goblin with axe on wolf that was just begging to be used.

All present


The numbers turn against the goblins and once they don't outnumber the investigators, the goblins break and try to flee. Wilhelm rides down one, Korhadriel shoots a wounded one and The Dwarf's throwing axes finish a third so that only a few wolves manage to escape into the woods.


The journey to Talabeheim continues. The passage of Stirland's army along this route already and the heavy rains make the coach's going slower.


The coach passes a small village where the men are being drafted into the militia under the watchful eye of a local noble and his soldiers. Korhadriel recalls his own induction, the companions generally are not too concerned. Such is the necessity of war.


-- my players were not interested in getting involved in this and had good role playing reasons as noble, dwarf (do not all need to fight) and so on.


The pace falls even more as they come up to the rear elements of Stirland's army - baggage train and peasant units for the most part. Each PC has the opportunity to, based on their role in the journey make faster time by spotting choke points to avoid, managing to drive coach around mires of mud, urging peasants aside, keeping their own comrades from getting distracted by events. They do not do so well (only Magnus, the Experienced Traveller manages to keep peasants out of the way) and lost three days in crawling slowly ahead.


It is Sommerzeit 14 when they arrive in Talagaad, the town outside Talabheim, where the gathering armies of the Empire can be seen - the flags and colours of Reikland, Middenland, Stirland, Talabecland and Nuln are here with more troops arriving.


They stay in an inn and are woken in the night by soldiers and a witch hunter, Hans Luger. The witch hunter has word of cultist spies and traitors from Averland heading to Middenheim and suspects this party. Wilhelm's efforts to explain their mission are interrupted by a soldier coming in - they have found a Ruinous Power's symbol on the coach itself (carved into underside, Blood God Khorne's runes).


-- We now make Corruption checks for those who were exposed to this day after day - harder for those riding in coach that those atop it. All but Wilhelm have suffered some corruption.

-- A times checks are made "after/later" and you may not even know what the source was…


The mysterious sealed container in the party's possession is also suspicious. The investigators' must now use their charm, wiles or other skills not to proceed but simply to avoid being "put to the Question" and to determine how filthy the conditions in which they are held turn out to be, and to try to learn from their guards and interrogator anything about the source of these accusations.


After some initial questioning that is stressful and sees the Dwarf knocked about a bit (Concussion critical) and contract a weeping eye critical as the filth of the conditions brings on risk of disease, the heroes are mostly left to wait the availability of someone with authority to try a noble. They do not manage to learn anything about the source of the accusations and Herr Luger is not around after the first few days.


In all, the heroes are held more than a week before the Army of Averland arrives. Lieutenant Schaffer appears with a squad of soldiers and obtains their release. Luminary Mauer also appears - fortunately all their gear is intact (perhaps the captors did not want to risk corruption handling it - a wise choice actually). Luminary Mauer is distressed they are here - they should have been in Middenheim by now!


The Luminary declares the rune is not the Blood God's, it is a sham hiding a sigil of that power's rival, The Lord of Pleasures. This makes sense to the PCs.


The corrupted clapper's lead container is no more than a "stop gap" and is only good for a month at most. He gingerly hands the sealed container back to the PC's (later discarding the gloves he was wearing). They manage to replenish supplies of arrows and sling stones (no free blackpowder alas) and set off again, on Sigmarzeit 24th.


-- I am making disease and corruption put in more appearances.


Heading most west through Middenland, they are now moving away from the direction the army is setting off as it moves into Hochland and north to relieve the siege of Wolfenburg. The going is hard (two coachman checks) but the reckless pace they set makes up for that. They are entering the Drakwald and must make Fear checks contemplating its grim vision of the Empire's future if the bestial hordes of Chaos prevail.


Along the way, they encounter wolf-skin cloaked, armoured Knights of the White Wolf heading to join the army who tell them of the movement Drakwald creatures to the north east - answering the Call of Chaos.


They are also attacked by beastmen, eight ungors and a gor, who ambush the coach and try to pull riders off the top and attack those inside. The beastmen are defeated though not before their claws and crude weapons deal some severe critical wounds.


Continuing on, The Dwarf recovers from his eye-infection.


The coach reaches the capital of Middenland, Middenheim, on Vorgeheim 2nd. They could see the great high rock called the Ulricsberg for several days before they reached it - its great white rock pinnacle towers over the forest with the City of the Wolf perched atop it.


As they come closer they see the four great stone causeways rising up to wooden drawbridges spanning a dizzying drop. A confusion of cranes, chairlifts, and rope ladders dangle from the city's edges to haul up goods and sometimes people.


We break.


Edited by valvorik

We are down one player (Magnus) this session. The character is assumed present but silent.

On Vorgeheim 2, 2522 (summer), the Red Arrow coach carrying the awkward comrades arrives at Middenheim. It talks close to half an hour to make its way up one of the busy causeways that lead to the walled city atop Ulricsberg. They note that priority is being given to those carts and wagons that have a particular heraldric symbol on them (tree and brook).

At the eastern gate, they are passed through without difficulty (the Red Arrow coach seems part of reason aside from gate being very busy).

The city is crowded, many poorer-clad folk with bundles of possessions about - refugees from the war no doubt.

Werner the coachman knows where he is going, turning right at the first main cross street and arriving shortly at the Castle Rock Coaching line depot and the small silver-tier-trying-too hard pretentious hotel associated with it, in the Neumarkt distric. They are welcomed to Middenheim by Gunther who offers to arrange a stay.

The comrades are most interested in finding Professor von Oppenheim as soon as possible (and getting rid of their corrupt item). Gunther doesn't know him by name but a Professor would be found at the Collegium Theologica which is not far. Werner is agreeable to driving them there by coach (they really don't want to carry the corrupt clapper around, lead box or no).

The Collegia is the quiet Frieberg District to the north of Neumarkt (the comrades know little of Middenheim - indeed even recalling common knowledge requires a prompt - but realize quickly that "north is higher class, south is lower class").

At the entry to the complex of buildings, the coach is stopped by an older man bearing a wolfskin. The coach cannot enter the grounds. Korhadriel speaks with the wulfherold doorkeeper and learns that Professor von Oppenheim is to be found in Wulcan's (large building across the open campus). Korhardriel is not able to get permission for the coach to enter, even trying to use his Education and revealing that there is some dangerous item that requires clearing away bystanders to be transported. Amazingly, after revealing that he is still allowed in (though the doorkeeper is not so impressed by Educated arguments, having quite a bit of experience with such things) and the route is cleared.

For GM handy, PC's have tipped their hand now publicly that they brought something corrupt to city. Another Player was doing "facepalm" as Korhardriel explained the sensitivity of their mission to door keeper.

Finding von Oppenheim in the maze of offices and classrooms that is the Wulcan building requires an Intuition check that is passed, hearing some rumours along the way - students are worried that the Imperial army will not reach Wolfenburg in time to relieve the siege on it.

The comrades find the von Oppenheim's office and meet Max, his assistant. Claims to have an appointment etc. get nowhere (you're not in the calendar) until they produce a letter from Luminary Mauer. Max takes that inside and in a few moments they are ushered in to meet the Professor.

Von Oppenheim welcomes them, having Max bring cakes and brandy. He accepts the lead box and stows it a special compartment in the floor of his office ("Max, we had the lead replaced didn't we -- yes Professor"). He's very optimistic - if it was already eating through the lead of the original container that means it's a powerful bit of corruption. An excellent opportunity for the Middenheim Project to test its Ritual of Transcendent Cleansing. He regards there being four companions as being very auspicious, he needs four assistants for the Ritual. The companions are not enthused, they were not looking for so intimate a role in whatever this is (but recall [are reminded] that Luminary Mauer asked them to render whatever assistance von Oppenheim needed). They have learned that the ritual involves focusing the holy attention of divine thought upon the object (using the Sacred Flame of Ulric, which is of course a manifestation of Ulric's divinity and not gas).

Von Oppenheim assures them its safe, any risk will befall himself. Only mutants or those with corruption (i.e., 3/4 of the comrades) would have anything to fear, and Hammer of the Gods and Volans Third Treatise on Consequence suggest the Ritual would actually cleanse such Taint. He's pointing to the various books as he references them.

Korhadriel sees to the heart of the matter asking about access to the Sacred Flame. Von Oppenheim is impressed, this is exactly what he most needs assistance on. His letters to the temple have been unanswered and he himself has had some difficulties (some disputes over whether this theories are heresy and his support of the Temple of Verena's petition to the Law Lords to have wulf-kin zealots have to answer to the law for their disruptive conduct in the city and not be given the constant "soft handling" they are). The companions agree to try to intervene on his behalf.

Rooms are obtained at the Scholar's, a quiet silver-tier establishment also in Frieberg. Wilhelm pays for a private room, Korhadriel and The Dwarf share (Magnus TBD).

Wilhelm goes to the Temple and tries to get an audience to make the Professor's case. He manages to convince a distracted functionary, Priest Albercht to let him come back tomorrow to see Priest Frost.

The Dwarf goes out to markets and fails to find a great axe.

Korhadriel stayed behind to talk more with the professor and read. It turns out he was really trying to get a contact with the Middenheim Royal College of Magic. [laying groundwork for career transition] . The Professor is not a wizard and has no connections there. Korhardriel's interest wains at that point.

The comrades retire and the next day, Vorgeheim 3, while at breakfast Max the Assistant appears. He thanks the comrades for their help, the Professor is not good dealing with people and suffers a great deal of stress trying to. In fact Max asks for some more help. If he is to attempt this ritual, the Professor will need to calm his nerves. He had arranged to obtain a dose of Esmerelda’s Calming Nectar (a mere 12 gold crowns, fortunately the Professor's family is generous in his stipend to stay in the city [he is "VON" Oppenheim). However the halfing merchant, Drogo Proudfoot is now dissembling. Max thinks he is trying to sell it elsewhere for more. Max asks if the comrades could not "help the halfing see clear to keeping to his contract as is honourable" (looking particularly at The Dwarf)

This is my addition, the nectar is from 2nd edition

Wilhelm returns to the temple and sees the more active looking Priest Frost. Appealing to the war effort's needs and struggle against chaos, he obtains a meeting with High Priest Weiss - who is the one controlling the Temple in the absence of the Ar-Ulric (with the army).

The Dwarf and Korhadriel go into the poorer Southgate district to see the Halfling merchant. Korhardriel's insight sees though the halfling's lies and The Dwarf's intimidation causes him to yield and surrender a small vial of the bright blue liquid. Drogo explains he could either disappoint the Professor or a grey wizard of the Royal College, Jocelin Herzog. (It works out that in the hierarchy of Halfling customer service it goes Professor - Wizard (not present) - Dwarf with an Axe (present).

The two comrades do promise that they will explain things to Herzog.

On the 4th, Wilhelm sees High Priest but does not make much progress. None of his arguments appear compelling and High Priest Weiss is busy. The interview breaks off and the High Priest will not be able to seek Wilhelm again until the 6th. [penalty for simple failure is "lost day", also loss of accumulated beneficial dice from prior interviews].

Korhadriel explains things to the Wizard Herzog at the Royal College. She is disappointed but he manages to avoid a confrontation. He was actually interested in establishing a friendlier contact [career goals] but fails to do so (Really he wanted that he should have arranged to get her the Nectar!].

As the three comrades are continuing about their business, having gone to markets to find various goods (healing draught, great axe) they are all ambushed - though Wilhelm is on his own and faces one attacker while The Dwarf and Korhardriel face several.

The bloody attack scares off passersby and several rounds of fighting see Wilhelm wounded, The Dwarf acquire a 'mangled eye' that hinders all vision-based actions and most of the attackers felled or fleeing by the time city guards respond. The Dwarf manages to tackle one fleeing foe and capture them.

City watch arrive, accompanied by additional guards in different livery (again the tree and brook).

We break.

GM Note - the Players zeroed in on "the Wizard's Task" and have not asked about/done anything on the Captain or Noble's tasks. The attackers are being instigated by Adele who by now knows of the arrival of a coach from Middenheim and suspects them of being "agents of the Black Cowl". That they brought some corrupt artefact to someone at university cements it in her view. While some are attacking PC's, she will be looking into this "corrupt artefact" using her Witch Hunter status (but really as a rival cultist).

Edited by valvorik
All present.
Flashing back (filling in for missed session by one player),
We see that Magnus asked after any coaches with witch hunters and Ostlanders at the Castle Rock Depot and learned that such a coach did arrive a week or so earlier. With a bit of charm and diplomacy, he learns that their luggage was sent on to the Prospect (the gold tier inn out of Wilhelm's price range).
At the Scholars, Magnus rented a private room for week at 16 shillings (like Wilhelm, comfort enough for a +2 wound recovery bonus each night) (Inn Card).
The evening of their arrival, Magnus used the opportunity of another lesson in reading and writing from Korhadriel to have a note to his brother written (Gunnar knows how to read, a well-rounded man of action is Gunnar). He dropped of the note at the Prospect and spent other time gathering knews of Ostland from refugees.
The news from Ostland is grim. The Holck family's original home village of Smallhof was in the direct path of the chaos horde as it struck for Woflenburg. It vanished from the map on the 10th of Sigmarzeit (about 60 days ago), less than a week after the main body of Ostland's army was defeated.
I gave the player a map of Ostland when he created his backstory and he choose Smallhof as original family home - by coincidence. I don't have the original Storm of Chaos material but Jackday's supplement does a nice job of laying out key events such as Smallhof's fate.
Wolfenburg has been besieged since the end of Sigmarzeit (about 37 days at this point) and the ambush of the Imperial army makes its relief in doubt.
More details are circulating about the ambush by a horde of beastmen. The Emperor fell from Deathclaw (his griffon), badly wounded. A troop of Averlanders with a White Wizard rushed to shield him and saw to his evacuation.
The Reiksmarshal Kurt Helborg is now in command (at least there is some good news there). There are rumours about traitors and a conspiracy involved to these events.
The morning of the 4th, Magnus got a response from Gunnar (which Korhadriel read to him), asking to meet at a tavern called Koch's (not far from the Prospect). While others went about various business and were attacked on the streets, Magnus re-united with Gunnar.
Magnus told Gunnar that the death of their brother Borgir on the Southlands Expedition was avenged (presenting his older brother with the two hand axes used by the murderous cultist Bischoff). Gunnar is moved and proud. He chokes up a bit, it will be hard telling father of Borgir's death but this will make it easier.
Magnus also told Gunnar of their mission, while Gunnar warned Magnus that the Witch Hunter Adele Ketzenblum suspects his party of being agents of the Black Cowl! She, and Gunnar, fled Averheim because assassins were on their trail - Adele was getting too close to revealing the true identity of this mastermind. She is convinced Magnus' coach from Averheim carried assassins in pursuit of her.
Gunnar is becoming fearful of the witch hunter, a disturbing woman though very "efficient" at questioning suspects (anyone would confess under her attentions). The key information he passes on is that Adele is certain that the real mastermind behind the plots in Averheim is one of the attendees at a dinner held at Graf von Kaufman's.
This was the dinner Magnus witnessed guests arriving for and chatted up Elke the serving girl to learn about: Graf von Kaufman, Captain Baerfaust, Luminary Mauer, Professor Schott Mandelbrot of that hotbed of political radicalism Streissen University, Frau Hurdleburger the cattle magnate's widow (ridiculously wealthy), and Unterlector Glotz (highest priest of Verena in Averheim).
Gunnar reveals the more immediate information that Adele has heard about some strange delivery to the collegium by this coach from Averheim and is convinced it is a ruinous artefact, part of some chaos plot. She plans to martial forces from the Temple of Sigmar and seize it.
Gunnar himself plans to part company with the witch hunter and try to make his way into Ostland to find what has befallen the Holck family. Their home in Ristedt is higher into the hills from Wolfenburg (on the "better side" than Smallhof was) and close to Castle Lenkster. He is hopeful that the family is safe (their parents, sister, brother in law etc., the Hoffs as well).
Meanwhile, the watch with the tree & brook livery partners question the companions at the two attack scenes (each unaware of the other at that point). Wilhelm cannot place the heraldry. In both cases there are plenty of witnesses to the attack and self defence is easily accepted - though the elf and dwarf have a bit more explaining to do being sure they didn't provoke the assault somehow.
The captive is taken into custody and will be questioned at the watch station. The watch recommends that the wounded get themselves seen to, asks where they are staying and ask them to come round to give a statement at the station.
Later, at station, they meet watch commander Ulrich Shutzman, a tall imposing man in his 50's with close cropped grey hair. He is a no nonsense sort and nobody's fool it seems. He wants to know why someone would want to kill the travelers - since this was obviously a coordinated attack. When the comrades, mostly Korhadriel but also Wilhelm, claim to be on important imperial business that they cannot reveal but cannot provide details, orders, seals or other evidence (and are also not in uniform or the members of any official knightly order or college etc.) this Daunting (4D check) proposition is rejected.
"If you won't tell me what it is you're involved in that has someone trying kill you, I'm limited in what I can do to stop it." The watch sees these "uncooperative victim" cases at times and it usually means underworld rivalries etc. This fellow will be questioned tonight. If you want to come back (he seems to suggest that after the prisoner talks perhaps the "victims" won't want to be seen by the watch). [PC's can come back on the 5th to see what has been learned].
The comrades meet for lunch and decide to act on Gunnar's warning about Adele's plans, heading for the Collegium Theologica. They find that a riot has already broken out as a mob of Sigmarites is demanding entry to the College, being kept back by wulfherolds with their staves and a vigorous student body. The top of a witch hunter's hat can be made out at the forefront of the mob (the entry to Collegium).
The Dwarf and Wilhelm force their way through the mob, though it is difficult and slightly dangerous, Wilhelm falling and suffering a wound in the pushing back and forth and both suffering fatigue. Korhadriel and Magnus attempted likewise but gave up quickly as neither wished to brave the sea of angry zealots.
I have a couple of generic "riot/mob" templates/progress tracks by now and pull out whichever makes sense (the shorter or more elaborate one).
As they near the front, Adele's voice can be heard calling out for the surrender of the artefact of chaos, warning she will burn down this entire college if she must to root out chaos!
The Dwarf and Wilhelm arrive at the same time (they both reached end of a 3 step progress track through mob on same turn) , coming face to face amid the mob with Adele and a trio of her hand-picked zealots. She is shocked to see them - and reacts faster than they do (initiative - that she won and reacts as a paranoid witch hunter would is key in how things went, this was all very fluid stuff mixing official Adele attitudes with the PC's actions) .
Apparently taking them for the assassins she believes have come from Altdorf (why that dwarf and human were among the staff at the cursed garden party where the savage artefact was stolen - ahah!) - she draws her pistol and fires point blank at Wilhelm, stabbing with a dagger-prosthetic at the same time (Execution Shot action).
She misses and curses chaos' protecting its minions. Wilhelm and The Dwarf try to persuade her they are not attacking her but witch hunters know better than to listen to the blandishments of chaos (checks fail, neither has great Fellowship) . Her aides set to on Wilhelm and club him into unconsciousness (he was still quite wounded from the assassination attempt - 3 zealot henchmen using NPC make a stand etc. actions) , and she pulls a second pistol and shoots the dwarf - who also falls unconscious (also having had quite a few wounds already).
Hah, take that Chaos, try to murder a witch hunter in her own mob will you?
However, the sound of a pistol being fired evidently triggers Middenheim's authorities (it's all fun and games until someone shoots a gun, or lights a torch). At the edge of the mob, Korhadriel and Magnus see halbediers moving into the street and blowing horns.
The mob collectively has 3 blue and 3 red dice rolling its will to avoid breaking, each round adding 1 challenge die as the soldiers make more progress. As it happens, it appears this was mostly a "lark", the mob fails its first check and starts melting away at the first horn sounding.
Magnus and Korhadriel approach, also trying to convince the witch hunter they are not a threat. She's slightly more reasonable now (no mob and she hasn't had time to reload her pistols) but it takes Magnus offering to volunteer to submit to questioning for her eyes to light up and her to decide to let the others be tended to and defer questioning them (at least for now).
Given Adele's proclivities, a nearly unwounded subject for her attentions is too good to pass up!
However, life is never easy for a witch hunter. A meddlesome watch captain, Kurt Koneigheim, shows up at the head of the halberdiers and is not impressed with an attempt to force entry into the Collegium and appears sympathetic to the claims the companions were not attacking (Wilhelm had not drawn weapons) - though Adele points out chaos cultists are famed for quickly drawn concealed weapons and special "it looked like I was not going to attack" moves.
The elf in our last campaign had several of these.
A test of wills between Adele and watch captain for who takes precedence (she is an official witch hunter, seal and all) is a draw. Everyone goes to the Temple of Ulric before Priest Frost.
This was a competitive check PC's could help captain on, it tied exactly.
The case is argued back and forth but it becomes fortunate that Wilhelm had been trying to get permission for a ritual to be used to cleanse a chaos item - as this adequately explains that issue. Opinion swings further to the companions' side when Gunnar appears and testifies on their behalf to them having been foes of the Brotherhood of the Black Cowl in Averheim and his certainty they are not assassins in the Black Cowl's service. As the man who came to town with the witch hunter this is what saves the companions from more rigorous questioning.
That cost Magnus a fortune point and is his last "Gunnar appears..." card so to speak.
Gunnar is now clearly not in Adele's good books. Koneigheim gives the comrades an escort back to their inn, since some are still badly wounded and he wouldn't want any "roving bands of Sigmarites to set on them by accident" (meaningful look at the witch hunter - oh sure, easy to stare down a witch hunter in a Temple of Ulric).
The companions retire to rest and recover wounds.
Magnus went out for the evening, looking mostly to relax he spent a few shillings at the Templar's Downfall mixing with music hall and theatre folk and an eclectic mix - including a couple who paid him a great deal of attention, spotting him for one of those who escaped the witch hunter's questioning and regarding him as a minor celebrity for the accomplishment (shades of Herrig's background benefit). He avoided drinking from the bottle they switched for one ordered, despite the bar man vouching for them as being "safe regulars".
Player wanted to go somewhere the artistic crowd goes, I offered Singing Moon and Templar's Downfall. He avoided getting drawn into some "extreme fun".
The next day, Wellentag the 5th of Vorgeheim, Korhadriel avails himself of chance to read some of Professor von Oppenheim's texts about the Flame of Urlic (daunting check to see if anything interesting learned, success reveals no record of anything like the ritual ever being attempted, otherwise learns about the lore and history of events around the Flame from founding of city to Sigmar's test in it etc - fluff but Player could roleplay using it to good advantage at some point) .
The PC doesn't find any issues with ritual as he has not actually convinced the Professor to share those key works.
Others go to the Prospect, to try once again to see Adele and fulfill Captain Baerfaust's mission. The discreet establishment claims no such person is staying there but offers to pass on any message (successful check) . A note is left and later in the day a reply arrives at the Scholar's - Adele will meet the comrades at the Half-Way House, a tavern in the Freiberg district (same one as their inn and the Collegium).
There is also some shopping, a healing draught is replaced by Wilhelm.
We break.

Thank you for sharing your playing experience! Reading it is very useful and it accompanies the meanwhile reading of TEW in a way that is just fantastic ....it's not the practice (that would be our own playing), but it is a step beyond mere theory (simply reading TEW) that help me to identify holes, traps, best/worst parts...and most important: solutions and ideas to conduct the plot!!

Thank you...and please continue ;-)

I wish you a happy playing!! :D

All present.
It is the afternoon of the 5th of Vorgeheim. The Dwarf takes a nap (still recovering wounds), Korhadriel and Magnus spend time with the Professor - who is anxious to know if the ritual can proceed and worried about that witch hunter coming back and trying to confiscate the corrupted bell clapper, though Korhadriel counsels against trying to move the item (a period of one or more PCs staying around the Professor in case something is tried by the witch hunter starts).
Wilhelm is pursuing personal interests - an interest in joining a knightly order. As a pistolkorps veteran he has so far followed a path often leading to a knightly order (so far the background is not unique to a particular order). Middenheim is home to the Knights Panther (crusaders against chaos technically not favouring any province) and the Knights of the White Wolf (ulricans), though he could possibly have met knights of almost any order.
I do require some ingame/roleplaying explanation of career transitions. Trollslayer-Giantslayer etc. is simple but many others require some connections, tutors or something.
In the evening, Wilhelm and Magnus go to the Half Way House to meet Witch Hunter Adele Ketzenblum. Wilhelm does most of the talking, explaining the companions' deeds and discoveries in Averheim, and generates some camaraderie speaking of killing mutants but fails to truly influence Adele's opinion (still suspicious).
Well rollplayed but never netted any successes, no notable bane/chaos star failures either.
Adele does at least share her reasons for suspicion, much as Gunnar had revealed to his brother, her questioning of criminals in Averheim leading to conclude someone at Graf Kaufman's recurring dinner is the Black Cowl. Adele also speaks of some loose organization calling itself "the Conspiracy" that supports soft-headed progressive ideas ignoring what centuries of experience has taught the Empire (soft headed ideas like not burning children of witches but sending them to be trained and turn into Luminaries, or doing experiments with tainted objects).
She has no big revelation for Captain Baerfaust, indeed does not consider him above suspicion for he was at all those dinners too (despite his having gotten her and her mentor Gregor out of a tough spot a few years ago). Her biggest suspicion is for the cult of the Red Crown, mutants and mutant sympathizers - mutants popping up at several points so far.
She reveals Luminary Mauer's history, child of witches, spared by her mentor Gregor Helstrum (obviously before Adele's time).
Magnus can tell she is not revealing everything she knows but the companions have failed to gain more of her trust.

The comrades retire.

The 6th of Vorgeheim comes, the 4th night of the companions' stay in Middenheim having passed (their are paid up for 8 nights at the Scholars).
At breakfast, they hear the news that Graf von Aschenbeck has been arrested as a cultist and his militia (the veterans he has hired to supplement the city guard while so many men are at the front) have been disbanded - those with the tree and brook livery that were seen everywhere. As an aside, The Dwarf says that framing the man helping keep the city safe and getting his militia disbanded sounds more like what chaos cultists would do.
Wilhelm, Korhadriel and Magnus go to see High Priest Weiss to plead the Professor's case. Wilhelm leverages his military history and the potential value of the ritual against chaos to good effect, as well as it being the plan of Luminary Mauer, the wizard who helped save the Emperor in that ambush! All of this and Korhadriel's 'trivial knowledge' about the ritual adds lots of fortune dice to the roll. The High Priest agrees to clear some space in the busy schedule of pilgrims etc. propitiating the Sacred Flame.
However, Weiss cannot in all good conscience allow the Professor to attempt the ritual unless the Professor gains some favour with Ulric by gaining a wolfskin (meaning the Professor must himself kill a wolf). The comrades groan as the Professor does not seem to be the outdoorsy type.
Meanwhile, The Dwarf was approached while going to the Collegium by Watch Captain Kurt Koneighheim (captain for this district), the officer who argued against the companions coming under the witch hunter's jurisdiction. The Dwarf was unconscious for most of those events and does not recognize the man who is responsible for him not waking up in a witch hunter's custody.
Koneighheim introduces himself and is glad to see The Dwarf is recovering (for the 2nd time a critical wound to an eye has been recovered - fate really wants Trollslayers to be one-eyed it seems). Koneighheim is asking The Dwarf and his companions to see Lady Magarethe von Aschenbeck, daughter of the arrested Graf.
This was my attempt to get "the Noble's Task" a bit more on the written track. It doesn't have to, I take all of that as soft suggestions and chips can fall as they may.
The watch captain doesn't believe these charges, nor does Lady Magarethe, but since the Ashcenbeck Bravos (the disbanded militia) were so closely associated with the city watch, Koneigheim himself can't easily look into the case against the Graf without it looking suspicious.
The Dwarf is quite non-committal about all of this (now suspecting this is a play to distract him from keeping watch on the Professor, alas poor Kurt's hope of that famed dwarven sense of honour and paying debts would work fails if the dwarf doesn't remember). The Dwarf only promises to relay all this to his comrades.
At Wulcan's in the Collegium, the Dwarf finds the Professor and the volunteer student guards untroubled. The students are vigilant against those book-burning Sigmarites coming back.
When the companions all compare notes, at Wulcan's, Max makes sure that the Professor can expect their help on his wolf hunt (the Professor seems a bit bewildered by it all - a hunt, in the woods?)
The Dwarf continues to guard the Professor that evening as the others try to gather learn about the source of accusations against Aschebeck. They learn where his Bravos like to drink and go there - a tavern in the lower city called The Last Drop (noose for tavern sign).
It's rough place and Bravos are no longer sporting their obvious heraldry but Magnus spots a few older men talking and notices their trousers are the Bravo's colours even though they have changed tunics.
The companions buy rounds of drinks (cheap here) and try to draw out the Bravos on the subject. The men were actually arguing about it when the companions arrived, some swearing the Graf is salt of the earth and this is a lie, others disagreeing and saying they have been seeing something fishy "secret missions" the rest of the militia wasn't in on and that sort of thing. The companions note that one of these "there's something to the charges" men, Franz, is a bit shifty and they don't quite trust what he's saying (intuition).
However the hour is getting on and they have wolf hunting in the morning and retire.
On the 7th of Vorgeheim (5th night in Middenheim passing), The Dwarf has the suspicion of the Bravo Franz relayed to Captain Koneigheim before the companions set off with the Professor.
They leave the city by the west causeway and head into the Drakwald, the Professor with the Hockland long rifle Max obtained for him, courtesy of the generous allowance the von Oppenheim family sends to keep the Professor in Middenheim, and a book on wolves (we must be werry werry quiet). Only Wilhelm is mounted.
In the Woods we go (progress tracker) looking for wolves (act one). The ominous Drakwald is a bit stressful for some to enter (Fear 1) but the companions are very successful using various skills to find a pack of wolves (2 triple successes) though a bit of fatigue is suffered and the shadows have started to lengthen by the time they finally find some wolves. Strange hoots and noises in the Drakwald have also been a bit stressful to hear.
This Act was a customized progress track with special outcomes for various dice, delays mean the hours lengthen to dusk, chaos stars are Drakwald spookiness triggering more Fear etc.
Confronting the wolf pack is Act Two (rally step as they appear).
A melee ensues where the Professor - using an open book as a rest for his rifle so he can get some textual advice as he aims - manages to bag a wolf (henchman) with one shot! The companions then engage the rest of the wolves (8 henchmen in 2 gangs and a pack leader).
A fight rages back and forth in which The Dwarf, Korhadriel and Wilhelm both also account for one or more wolves which they alone defeated (only Magnus has not so far, the woods providing too much cover for wolves and foiling his sling).
We break when only an enraged pack leader and one wolf remain (and Act Three is yet to commence....)
Edited by valvorik
This session we have a treat, Herrig's player is back in town for a guest appearance. Much of what follows in Herrig's Story was done offline before play.
We resume as the comrades fact the remaining wolves. The Dwarf lays low the great wolf pack leader and the last remaining pack member then flees.
The Professor and Korhadriel, being clever sorts, skin the wolf each slew whereas The Dwarf and Wilhelm will carry a carcass each (7 enc, The Dwarf carries, Wilhelm puts over his horse).
As they are preparing to leave however, a deep-bellowing is heard from not too far off. Not the eerie yet somehow beautiful howl of a wolf, rather the monstrous cry of something that should not be and yet strikes fear into men.
New Act begins, Escape the Drakwald!
A custom progress track with special dice effects set out and Paizo's Chase Cards (Forest subset) used to spice up random challenges.
Not wishing to face whatever howls and whatever it calls, though The Dwarf is curious, the comrades set a quick pace through the shadowy woods. [Progress Track, 2 steps already progressed due to twice making triple successes during the hunt meaning they were not as far in as they might have been ]
All must keep up their pace, unless some are left to fall behind. Korhadriel avoids a snake, The Dwarf fails to jump over a log and slows comrades down, Wilhelm withstands the sight of something terrifying (random forest hazards - was that big foot?) but the companions manage to escape the Drakwald slightly ahead of whatever pursued them.
They return to Middenheim, it is late now. At the Scholars (the Professor returns to the Collegium) they find Herrig waiting for them with some news - looking a bit singed and soot-stained.
He relates his tale of what he has been doing since coming to Middenheim - pursuing Graf von Kaufman's request to look into Graf von Aschenbeck.
Herrig's Tale
This happy circumstance came together that Players had ignored the Noble's Task and Herrig's background connections to von Kaufman and Curd Weiss meant he would not have then explained what he was doing all the time his character was not with the others!
On Vorgeheim 2nd, Herrig was with his companions on the Red Arrow coach that pulls into the Castle Rock Coach Depot. As others made inquiries of the proprietor Gunther about witch hunters and professors, while turning down staying there in favour of rooms elsewhere, Herrig asks about Graf von Aschenbeck. Gunther is not very chatty as it turns out PC are not paying customers and only says, “We deliver to a warehouse of his in the Frieberg,.. [catching himself realizing party not staying here] but really if you want to know about merchants and nobles go to places like the market or the Prospect.”
Leaving his companions to look for underworld connections that might have word of von Aschenbeck, he spends 3 shillings to grease palms to get contacts (2 fortune dice). He ends up in the Drowned Rat, a seedy tavern in the Ostwald District (poor, cramped allies, stench – ah like home). Some false starts cause him to suffer 1 Stress in the unfamiliar town and it turns out his bribes were of no help, only his wits let him figure out where to gather this information.
He generated the banes necessary to attract von Markheim's notice.
He finds being an Averlander unexpectedly pleasant however, for word that Averlander soldiers saved the Emperor in that beastman ambush has spread. A big Averlander captain with a two handed sword cut down any beastman trying to get near (it sounds like Captain Baerfaust himself).
He learns that Graf Wolfgang von Aschenbeck is unpopular with the criminals of Middenheim. With so many soldiers and militia called up to the war, they were hoping for some rich pickings. But the Graf has augmented his regular household and warehouse guards by hiring retired soldiers and similar sorts to form a private mercenary company that he has put at the disposal of the Law Lords, keeping the city watch at nearly full strength. What’s more these new guys, former soldiers, have none of the “reasonableness” of your typical watchman and are like to draw a sword on you not a watchman’s staff.
Graf Wolfgang sounds rather much like Graf Friedrich von Kaufman in some ways: a minor aristocrat whose wealth exceeds his rank. His business acumen has allowed him to turn his small family fortune into a large family fortune. His daughter is quite the beauty they say, and being his only heir attracts no end of offers and interest. Though be respectful, if there’s one thing he guards better than his warehouses it’s his daughter.
During the day, he does go by the Prospect. The snooty Prospect discourages staff gossip and the check. He does learn the Graf has wide ranging business interests, extending as far as Nuln and often involving Castle Rock Coaches. As a noble he does not dirty his hands with the details of these things, having a Nordlander he hired to take care of the bourgeois aspect of business, Werner Markheim.
Another staff member seems to assume he was looking to pass on some sort of gossip and cuts him off, “Enough of this slander of his highness, this idea he is under investigation for consorting with agents of the Ruinous Powers is ridiculous. That sort of thing just doesn’t happen in Middenheim, at least not in the better families. The Graf is a model citizen, the youthful indiscretions of his former days are long past.”
It is now the 4th, and he moves to looking for Aschenbeck employees or others “in the know” to bribe for more information. The von Aschenbeck manor is in the Grafsmund District. Herrig is successful finding a footman who is willing to talk about the Graf, Uhler Tromm.
One of Markheim's agents
An older man with a limp, he says,
“Nobles are all alike. They like to put on a good show, going to the Temples of Ulric and Verena regular like and doting on their daughters in public but once a whoring wastrel always a whoring wastrel – them with that much gold never think they have to keep it in their codpiece. This talk of how he reformed after his marriage to his brother’s widow (oh yes, they like to keep it in the family they do) and the birth of his daughter – just show for the wife and her family (more title than coins that lot, don’t expect they want to hear anything bad about their son-in-law so long as the allowance flows). And those Bravos of his, yes, they go abroad they do to protect his business interests. I wouldn’t want to be a rival of the Graf’s with a shipment on a lonely road, no I wouldn’t. I’m not surprised you lot are finally on to him, why you’re the second this week to be asking me about him.” I assume you ask about any shenanigans involving blackpowder shipments from Nuln, Uhler doesn’t “But wouldn’t put anything past that fox.”
The first person who was asking about the Graf was a man named Brenner, though Uhler doesn’t know more about him than him name.
Late on the 5th he then got a note (Herrig can read) inviting him to “compare discoveries about the blackguard” and saying to meet at the Draken, signed Brenner.
On the 5th, he goes the Draken, a seedy inn, more boarding house really, observantly noting a faded Aschenbeck crest on the sign – part of the Graf’s far flung business empire.
Brunhilde, the landlady, a mousy woman who has survived a brush with the pox judging by the scars across her face, confirms that she has rented a room to a gentleman named Brenner, “Herr Brenner, yes, a very nice man. I can’t say whether he’s in at the moment,” she says. “He comes and goes at all hours, but he’s very quiet, so I don’t say anything. Is he expecting you?”
A 1 shilling gratuity is sufficient to be shown to Brenner’s door. Brunhilde is surprised to find it ajar. “That’s not like Herr Brenner, careful of his privacy he is”.
Herrig can tell the land lady has no compunctions about letting him into room and is happy and eager to take his money.
She opens the door and shrieks. Furniture is scattered about and overturned, (rather shoddy and 2nd hand furniture by the look of it). Two cloaked figures are in the midst of turning over furniture and looking under the mattress, going through saddle bags etc.
The landlady flees down the stairs shrieking “Watch, Watch!”
Herrig is left alone facing the two figures. He has just enough time to think “the landlady’s shock seemed a bit over the top, she was more interested in running off”.
One starts to draw a dagger but the other says, “The Watch” and the two of them jump out of the window (it’s a one story drop down to street), though the one who was drawing a dagger is second and says as he goes, “We do for you as we did for him if you keep asking questions.”
Herrig didn’t really want to fight two, but after the first one has dropped out the window (a firmer exit than just moving away), he uses his Me First action, draws bow, go one step into Reckless and Rapid Fires. Fortune Point spent.
He hits the scoundrel in shoulder but gives him a chance to engage, meaning he can’t keep “rapid firing”.
Having closed, the foe draws his dagger and slashes at for 8 damage, ah but with the comet he twists knife for another 4, 12 damage (the action he is using is “Cut Throat”), 9 after soak, and a critical – Herrig falls back hitting head against door jam gaining a Concussion.
Herrig’s next action is to flee! He does and by time he is on ground floor the watch is returning with land lady.
Returning with watch to the room, it is now empty.
Examining the room, the watch find a tattered journal that was concealed. None of them read, but Herrig sees it is full of notes of research Into a cult of the Lord of Pleasures. It includes sketches of blasphemous symbols and artefacts, and has in it letters describing lascivious cult activity by someone apparently extolling its benefits to members – letters signed “A”. Mixed with all of this is a litany of crimes the writer says von Aschenbeck has committed, ranging from fraud, highway banditry, to racketeering to murder (well blood sacrifices of ladies of the night to be exact) and heresy – but lamenting lack of proof, as the Graf would claim the letters were forged.
The watch patrol includes Aschenbeck Bravos, so he does not reveal the Graf’s name just that it is evidence of crimes etc and he goes along to report with an interest in seeing the evidence not “disappear”.
The watch reports to the District Captain, who other PC’s have met - Captain Kurt Koneigheim.
The Captain can read and glances through the journal while listening to his men report, he wants to know who Herrig is and gets the official version of sent by Captain Baerfaust, you know the hero of the ambush, and Luminary Mauer, you know the wizard who also helped out on mission to destroy ruinous item. He has to reveal being asked by Graf von Kaufman to look into Graf von Aschenbeck in order to explain his poking around.
At that point the Bravos shift about and look at him in a different and hostile light.
Captain Koneigheim raises an eyebrow at that revelation too. He tosses the journal onto the table in the watch station common room. “Can’t say I think much of this, where’s the fellow who is supposed to have written it?”
The absence of Herr Brenner is reviewed. One of the watchmen says, “We heard a report of two cloaked men throwing a third man off the east wall early this morning.” The Captain again is again not moved – compelling description (sarcastically) - if those two cloaked men and your two cloaked men are same is unknowable as if if that was Herr Brenner. “I’ve seen better smear campaigns and frame ups than this, but it has all the signs – evidence and hearsay, no one to testify. An accuser a man can’t face is no fit accuser.”
Herrig's intuition tells him that the Captain is that finds the journal more persuasive then he lets on and is bothered but it but is trying to “bury it”.
(Like several other things so far, this is rather stressful to Herrig)
The Captain is the same who approached the Dwarf, he is actually sweet on Lady Margarete and trying to help the family.
The Bravos are all nodding with the Captain, the Watch are a mix of concerned and ‘okay boss’. Herrig tries to argue that such evidence needs to be followed up on but fails to make any impression on the room. It's clear no reports of suspicions of Graf von Aschenbeck are coming out of this watch station.
Hmmmm, perhaps the Captain goes now from “great guy who helped us avoid questioning [torture] by witch hunter” to “hmm, the officer who generally hinders people suspected of being cultists from being questioned” (it’s all in perspective).
On the 7th, Herrig next tried sneak around to find out about the Graf’s accusers. These are the Three Bravos who are found to speak against him and his business manager Werner Markheim. They are at the Verenan Temple for trial in day but he follows then that evening.
They went to a side entrance to the von Aschenbeck manor, entered and then came out in a few minutes, then went to a house in south end of Freiberg and were let in by a woman. They left that house in a couple of minutes, walking non-chalantly but at quickening pace as smoke starts to come out of house's windows.
Herrig raises a cry of FIRE! and races into the house to see if anyone needs help or there is evidence. He sees a woman lying on the floor but is overcome by smoke and passes out.
Fortunately for Herrig, his cry of fire roused quick help and he is pulled out of the building only suffering some smoke inhalation. The woman is not so lucky.
Herrig is revived back at the watch station, and since this is the Frieberg again speaking with Captain Koneigheim. He tells exactly what happened and luckily for him the responders to fire confirm witnesses say him crying Fire and racing into building. The watch also identifies the house as belonging to Ilse, a known forger.
- Herrig does find he dislikes having people around him now, all this stress affecting his mind (temporary insanity which he fails to shake off)
Capatain Koneigheim finds a connection between witnesses against the Graf and a known forger very interesting indeed!
I made landlady and forger different people and the landlady really is the landlady, just a corrupt one, as I found the "fake landlady" thing too thin a ruse for the cult to pull.
And that is what Herrig relates half an hour later to his late-returning comrades.
Everyone retires (everyone having Episode End and then Full Night's Rest recoveries).
We next resume with the group's actions on the 8th, 2nd day of von Aschenbeck's trial.

Same play session continued.


It is now Vorgeheim the 8th, Backertag, the comrades just having spent their 6th night in Middenheimm (2 more are paid up). The nights are well-illuminated as Mannslieb is nearly full.


The burned forger's home is investigated. It still smolders but, suffering a slight burn (1 wound), Korhadriel manages to find what looks like a seal of the von Aschenbeck - a forger's prize as such things are made in limited lots. This looks to be even more evidence, and Captain Koneigheim confirms it - looking very pleased.


I changed the image on Seal to connect more to von A.


The companions all to go the von Aschenbeck manor, seeking to see the beautiful daughter of the accused Graf. Wilhelm and Herrig change into their better clothes (Wilhelm's superior ones giving Fortune die on social checks with his class).


Once they identify themselves they discover they are expected, briefly suspicious they then recall that Captain Koneigheim asked them to help the Graf and start by talking to his daughter.


They meet Lady Margarete (who is everything the talk says she is) and her steward Rodrik. She pleads for their aid, her father is being tried by that dreadful Sigmarite witch hunter - today is the 2nd day of the trial. These lies, how could Markheim (she practically spits saying the name, think how Jerry says "Newman") do this after all the opportunities her father gave him?


There is much roleplaying of meeting Lady M., only Korhadriel is actually looking in her eyes to gauge her honesty (they were prepared to believe she might be framing dad to get hold of fortune) though the Dwarf can at least claim it's just him looking at what's eye level.


Markheim is still living in a suite in the manor, and it turns out it must have been him those 3 Bravos saw yesterday coming in the side entrance. The perfidy! Thoughts of the comrades going and confronting him right now are discussed and she warms to the idea, but Rodrik cautions that "mistreating" a witness against her father could harm his cause.


She presses a purse of coins upon Wilhelm to help in the comrades efforts.


He does not reveal to his comrades that it holds 100 shillings.


The comrades end up, through the auspices of Rangel and Schpin, counsel for the defense providing testimony on behalf of the beleaguered graf (it wasn't looking good).


The noble Wilhelm, an Averlander, lays out the evidence they have found - 3 witnesses connected to Markheim, the other witness, connected to a forger who had a seal of the house of Aschenbeck. He sways the audience of priests and Middenheimers effectively though (double chaos stars) it is clear that Witch Hunter Ketzenblum is not pleased at all! (There will be no more drinking sessions exchanging mutant killing stories).


It's made clear his status as a noble is critical at this juncture.


The critical point is when Herrig is put on the stand to identify the 3 Bravos as men who were at the Ashenbeck estate and then the forger's (who they presumably killed before setting fire).


Herrig is a forger by career and has had to endure lengthly tirade about how vile this profession is, creating evidence against innocent noble. Ketzenblum puts him through extensive questioning, seeking to expose weaknesses in his testimony but (suffering stress for a fortune die) he just manages to hold his composure and stick to his story.


Facing all this testimony, from Averlanders no less, and seeing the sentiment of the room, Ketzenblum declares the Graf innocent, a victim of a perfidious plot and orders the three Bravos arrested immediately (she is going to see someone burn!). Markheim is ordered arrested too, but seems to have vanished.


Both Players had to make checks to be compelling in their testimony etc., this really was "let dice fall where they may" but they fell happily. It worked out very well for Herrig's player's "one night guest apperance", he got to be star witness.


The companions meet Graf Wolfgang as he wishes to thank his saviours. His daughter rushes to his side with his belt and sword (he was not permitted to be armed while held), lovingly girding him as he gives her a hug.


He invites the comrades and his legal team to join him and his daughter at a celebratory dinner tonight at his mansion.


"I will doubtless be spending most of the day putting right whatever mischief that blackguard Markheim has been up to, and seeing that the Bravos are reconstituted before thugs get complete run of the city, but we cannot let the day end without giving you all a proper thanks."

Edited by valvorik

Some notes:

I found the multiple threads challenging to manage etc. but they turned out to give lots of grist to use and let play go as it would.

I used Ashes of Middenheim book and Song of Middenheim site to augment with NPC ideas etc.

In the trial, I didn't use the page 102 instruction that Adele doesn't release Aschenbeck no matter what. "simple insanity" as driver doesn't interest me and the fact it was in a Temple of Verena and he is a noble could not be ignored. I did comment, "this would be going differently in a village square if it was just her, a few zealots and the same evidence". The players were rolling very well (Wilhelm) and pulling out all stops for bare success (Herrig) so I let them have their "moment". It also keeps Adele "wacky witch hunter but not completely over the top" and so a viable NPC to have around and "in play" going forward.

Late afternoon of Vorgeheim the 8th and the comrades have little to do before dining at the Aschebeck mansion.


Herrig, anticipating dinner will include a lengthy discourse of the evils of forgery (his criminal career), it having been a key part of the false evidence against the Graf, decides to forgo accepting the invitation (and fades into the background). [Player was back in town for one guest night]


At dinner, with the legal team of Rangel and Schpin, the comrades manage to explain their connection to von Kaufman without damaging themselves in von Aschenbeck's eyes. Margarete offers that if they were went by von Kaufman to investigate her father and cleared him instead, that shows what honourable, honest sorts they are.


[Failing to explain that okay would have reduced rewards from von A]


The Graf von Aschebeck is generous in his rewards, giving Wilhelm (obviously the leader, after all he's the noble) a purse to distribute as he sees fit (Wilhelm later disburses the 20 gold crowns equally, along with the 100 shillings that Margarete had given).


The Graf is pleased to report that Markheim has not damaged his business interests. No more pilfering than one expects of an industrious employee. Reports of the war are relayed, from the tales of the Averlander Captain and the Luminary who saved the Emperor, the Luminary now virtually his personal physician (odd thing that) to that annoying von Kaufman tagging along on the "all things Averlander" bandwagon by having his coaches transport the Emperor safely to Altdorf for his recovery.


He asks them about the Witch Hunter, she's a fanatic that one, not like her mentor Gregor Helstrum. Things would never have gotten that far under Helstrum. She's hardly a Middenlander about these things, more like one of those "burn first question later" Reikland Sigmarites. Just have to praise Verena that here in Middenheim we put more a leash on them.


Reiksmarschal Helborg's successes breaking through the beastmen and avenging the fall of Wolfenburg are reported. Alas, yes the capital of Ostland fell but while the chaos horded was pillaging it they became easy prey to Helborg's attack and were shattered, broken into smaller factions he now is destroying and driving out piecemeal.


Korhadriel gets an introduction to the Magister Kohl, a Bright Wizard who can help the elf master his magical talent. Magnus is given a lucrative offer to take to his patrons the Hoffs, if they survive, should they wish to more from the von Kaufman to the von Aschenbeck commerical factions. "Ostland will need to be rebuilt!" (lots of opportunity is the Graf's view).


[For elf explaining upcoming career transition to apprentice wizard]


The Graf von Aschenbeck is worried that Kaufman is using this opportunity to win contracts in the capital, supply for the army and such. He is worried at being cut out and is likely to go south to Altdorf in a week or so, with Margarete, to protect his interests and take him some of the city life - see some plays perhaps.


[Yes it will be 'that play']


The comrades also plan to go to Altdorf and the Graf offers to lay on a coach for them if they want to travel together. He will also be taking a half dozen Bravos as guards.


That looks like a good plan as they will not leave until after the 15th, when they hope to perform the ritual..


As dinner is breaking up and all are leaving the dining all for the grand foyer, Markheim appears in purple and gold cult robes, his left hand dyed purple. He has used his knowledge of the grounds and extra keys to gain entry and seek revenge - if the Graf's gold will not serve Tzeentch then his blood will honour the Great Conspirator.


[A homebrew Mansion Card oversized has been on table during dinner and now a fight in mansion with effects such as Foes roll Chaos Star - they threaten Margarete, you can move a step Reckless or be Inspired]


The servant who badmouthed the Graf to Herrig turns out to be mutant, and is joined by another and 6 cultists (2 gangs of 3) attacking the dinner party. Markheim is on a landing above them (misfortune die added to attacks against him) using his chaos magic to twist reality.


The comrades defend the Graf and his daughter (Rangel and Schpin have a special 'duck and cover' action common to members of their professsion) as melee moves about. Some damage is done to the Graf's furnishings by axes and swords swinging about. Chaos effects pop up throughout the battle - ruining all liquids at one point (all healing draughts destroyed!)


Markheim is pressed by Wilhelm and in desperation summons a magical rift, pleading to his master for help (causing Wilhelm to suffer 4 chaos star miscast effects). Comrades find their stances shifting wildly which is very stressful, particularly for the Dwarf. Tzeentch's answer is to transform Markheim into a demonic imp.


[narrative interpetation on Markheim dying from wounds and the miscast effect of imp being summoned all happening at once]


Before the Imp can do any mischief it is cut down by Magnus distracting it with sling hit (stinging its fingers) and Wilhelm then cutting it down.


All the cultists and mutants are slain and the watch sent for.


The Graf is very grateful. He gives the comrades a vial of healing herbs (critical reducing effect 6 times) and tells Wilhelm to return the next day as he 'has something in the stables for him'.


The something turns out to be an Averland warhorse the Graf came into that he thinks Wilhelm can make good use of (early acquisition of battle bred mount for upcoming Knight career).


[Note that the Graf wasn't going to insist on payment for the 20 schillings damages to property during fight that saved him and daughter, but having offered to pay for them would have further impressed him and 'earned dividends' - the damage was another location card effect, sorry I forget name of who came up with the mansion cards - they are what I drew it from]


The comrades then spend the time until the 15th, when wolf pelts are ready to wear healing wounds (using some of the healing salve just given, half in fact), spending their coins on superior weapons and other gear such as armour (taking advantage of Middenheim's quality in such).


A letter comes to Korhadriel, from his Sun Society colleague Luminary Mauer, urging him to bring results of test of Middenheim Project to Altdorf, with Professor Oppenheim as well.


Magnus and Korhadriel read up on corruption in the Professor's notes. Magnus in particular found texts theorizing about safe and useful applications of warpstone (is it not concentrated magic, do not the colleges handle magic safely - it is merely a matter of the right technique, and things such as changing base metals to precious ones are possible). Interesting reading (Corruption check to see if the whispers of the Ruinous Powers are heard, yes they are 2 points of Corruption).


[Reading texts about that sort of thing, roll a Chaos Star and this is what happens - the player is a long time Call of Cthulhu fan so perfectly accepts the dangers of reading]


Come the 15th they are ready for the Ritual. The Professor is there with his sheaf of notes, Max along (remember to take your nerve-calming Esmeralda's professor), the student body guards (they escort from collegium to temple but don't come to ritual), and Priest Frost who has cleared the great echoing sanctum of the Flame of Ulric.


Each of the four comrades has a task. The Dwarf, clad only in his wolfskin, must stand at entry and howl while the elf travels the perimeter with lighted taper, Magnus must hold aloft the stone chalice filled with wine and Wilhelm must stand ready with the corrupt clapper in its container.


I created a table aid of a 4 box chart with the task and starting check in each, standups on your chosen box and off we go.


As the Professor incants and traces symbols on the floor and draws closer and closer to the flame, each of the four undertake their tasks. All is well the first round but the second, Wilhelm finds continued exposure to the box is threatening corruption (passes) and Korhadriel nearly stumbles when stairs tilt on the route he must travel. It is Magnus who earns a glare from Max, as he is unable to keep the stone chalice steady and spills a bit of wine.


Very nice, needed someone to screw up a least a little.


As the Professor reaches the flame he gestures to Magnus to bring the wine, which he drinks (oh oh, mixing medications and alcohol) and Wilhelm to bring forth the clapper (another corruption check, passed).


The Professor enters the flame and is born aloft, still chanting, he voice becoming an echoing boom of supernatural proportions (Terror 3 check). As the flame changes colours the Professor stops moving his mouth and seems to be straining but the sound of his voice continues to echo.


There is a blinding flash of light and every comrade who has any corruption finds it purged from them - but the more corruption the harder the purge is on them (though those with wolf pelts have some fortune dice as well from Ulric's favour). Korhadriel and Magnus both suffer the permanent loss of 2 Wounds.


This was my tinkering. They had to make a 1D Resilience check with one misfortune for each corruption. Each net success reduced corruption by 1, then what was left was expunged but at cost of 1 permanent wound per 3 points, rounded up. I was using the Shallyan Cure Mutation blessing as the source of "cured but permanent would loss".


There is a "clanging" noise and as the flash clears the clapper lies on the temple floor - pure and shining! Praise Ulric! But of the Professor, there is no sign (well a light powder drifts in the air). Perhaps he has been taken directly unto Ulric?


However, Priest Frost's solemnity suggests he considers the Professor's fate otherwise. He urges the comrades to be sure the clapper has been cleansed.


Max is glaring at Magnus. If something went wrong that cost the Professor his life.... (if this is how reliable Ostlanders are, no wonder it fell to Chaos).


We break.

Edited by valvorik

I have decided to square the clapper not really being purfied with Ulric's Flame being at work (Ulric doesn't fail does he?) with the fact that the "purification" only purified the surface because that's the most it could do/what the twisted prayer ritual the Red Crown devised was to do. Picture a purity-coated candy of corruption.

It has just occurred to me that the mind behind that "sabotaged ritual" must a be genius. Tzzeench is one of course, but I don't let direct Ruinous Power creativity loose that way, the Great Conspirator may have "inspired someone".

Hmmm, Professor Schott Mandelbrot (my campaign's NPC, another Sun Society member, member of the Conspiracy, studies wht little is known of the Old Ones and Lustria stuff) - yes, I think he will be the true mind behind the ritual. Reading the falsified Hammer of Gods, a Sun Society member could spot some "Mandelbrot stuff" - is he basing his work on the same text (or is the text based on some his work....). Professor Mandelbrot will have to be in Altdorf.

I've got so many Altdorf ideas running around in my head, I may look into extending the length of time for the adventure there if I can do it without having it "run off rails". There are some lovely political games to pull. Captain Baerfaust certainly got "fail to save and then succeed" in the right order - he's sure to be ennobled, and look now he's a noble and he's been doing the job of Elector Count for a couple of years, just imagine how well he could do it if he had real authority... all he needs is someone to give him social graces. Enter everyone's favourite Gravin (the age difference is just right to be respectable, she won't be satisfied with some 'almost boy' and he needs a woman of substance not an18 year old chit).

All present
The Middenheim Ritual a mixed success, things are wrapped up at the temple. Max is unhappy - the Professor was supposed to be safe (glares at wine-spiller Magnus).
Magnus tries to persuade Max that cleansing taint may require sacrifice but he fails (Charm failed) and suffers stress instead under Max's accusatory glare.
Priest Frost says it is the god's will.
Comrades retire to rest.
On the 16th, there is more rest, Korhadriel continues his studies of magic (close to transition). Magnus (the not so pious) and Wilhelm go to the Templar's Downfall for some relaxation but who do they spot, spotting them, but an 'incognito' Adele Ketzenblum.
(PCs made Observation check to spot her - really it was competitive, she did better spotting them so by time they saw her, she was "witch hunter checking out suspect place" not "Slaashi girl out for a night letting her hair down" - I was pleased they didn't spot or figure that out but would have let them - play goes where it goes despite my fun plans for Adele if she make it to Altdorf)
Wilhelm goes over, a reluctant Magnus trailing, to talk to her as if there are no hard feelings at all. They relate the death of von Oppenheim (it turns out not to be widely known yet) and the 'cleansing' of the clapper.
Adele is surprised (so much so she forgets to glare and not talk to them) - that's unlikely! Have they had it checked? Wilhelm says they intend to (they don't before leaving Middenheim as it turns out).
They learn Adele is leaving for Altdorf, having requisitioned space on the next Castle Rock coach - and yes it appears to be the one leaving tomorrow morning (same time as their's... what's the chances?)
Adele says that having attracted attention (chatting about cleansing chaos artefacts etc.) she is not going to learn anything more here tonight and leaves.
... we do not go into detail about what Magnus and Wilhelm get up to the rest of night out, let's just say they don't have places like this up in Ostland or down in Averheim - you can really howl in the City of the Wolf....
When they get back to the Scholar's Rest they tell comrades about likely company on trip south to Altdorf. All turn in.
-- There is rally - Act transition -
All are woken middle of night by cries of fire from the nearby Collegium. Running over (it being beside the inn) - Magnus and Korhadriel first, Wilhelm donning armour and the Dwarf taking the clapper from him for safekeeping - they find Wulcan's on fire, the wing where the Professor von Oppenheim's offices are located.
Magnus in particular races in, braving the smoke (fatigue, eventually wounds) and the Dwarf follows him. They find the professor's offices - and two scorched young men who have thrown many books - ripping out pages to ensuring burning - and scrolls into flames and are searching for more – looking in chests, tapping the floor.
There was a Wulcan's is burning tracker/sheet with the effects of banes and chaos stars worsening as fire spread - used burning building card etc. for inspiration and built on it.
Seeing they are discovered, one immolates himself with oil and crying out Njawrr ’thakh ‘Lzimbarr Tzeentch , he throws himself in a suicidal gesture onto the Dwarf, leaving him burned (Scorched condition) [Dwarf fails Coordination dodge and automatically gets the condition representing the dying cultist grappling with him while burning).
- The Dwarf's player remarks "I only caught that last bit" (Tzeentch), there is also comment on "so how thick are your condo walls" since I do actually "cry it out"
The other raves, “ You are flies already trapped in the web of destiny. You cannot change what is to come. At the appointed time we shall rise from our secret places and throw down the towns and cities of The Empire. ” The dwarf cuts him down with his new axes before he can spout more chaos-loving nonsense.
Magnus tries to see if there was something the madmen were looking for but sees nothing ( Failed Observation ) has to retreat as all flee the building. That part of Wulcan's burns. Both Magnus and the Dwarf are Scorched and the dwarf suffers worse burns (Flesh Wound critical) as the flames are spreading by the time the two get out.
Outside Wilhelm is talking to the watch, Captain Kurt Koneigheim (who is grateful for the comrades' intervention on behalf of Graf von Aschenbeck). Wilhelm is concerned this is the work of cultists, "You mean Sigmarites?" asks the Captain (after all if a cult is burning a university, which one would it be ....) but it is clarified Wilhelm means "the other kind of cult".
- Wilhelm's player himself has noted with amusement that the official religions are still "cults" in the past so I couldn't resist.
As they are talking Max arrives, running up and wailing to see the professor's offices in flames. The professor had his "final findings" with him at the Temple of Ulric (so they are gone with him), and his notes and research leading up to them were all in his offices! Of course, chaos cultists are working to expunge the Middenheim Ritual.
Wilhelm observes that Max, being the Professor's student assistant, is likely the next target, with which Captain Koneigheim agrees. Max pales and seems to shrink, moving to stand close to the Captain and looking about as if a madman with a dagger might come running of the flame-lit night to kill him at any moment.
Korhadriel has treated the burns Magnus and the Dwarf suffered, at least to extent the Scorched condition is no longer paining them (First Aid checks) . All now go with Wilhelm and the Captain and Max to the watch station.
Max reveals the professor did have a secret hiding place for his key source documents, early editions of great works (always have to get the early edition before the priesthood pressures revisions to text), fireproof floor niche (the floor being stone). Exactly like the one they saw him put the clapper into when they first met (Magnus would have had an easier check if he noted 'looking for something like that'), the books being Mysterie Moste Divine and Hammer of the Gods.
All retire. Early the next day, the 17th, the still warm burn out wing is braved to recover the two texts. The comrades intend to take them to Altdorf, since the Professor is not available. Max insists he must come too to protect the Professor's legacy (and get out of Middenheim before some cultist gets to him).
Off to the Aschenbeck Manor all go, where the entourage for the trip to Altdorf is being assembled. There is a Castle Rock coach (for them) and a private coach for the Graf and his daughter.
There are two drivers, each has a Bravo riding beside him. Four more Bravos are mounted and armed with crossbows and swords. A spare coach horse and spare riding horse are part of the entourage.
Also having her luggage loaded onto the Castle Rock coach is indeed Templar of Sigmar, Fraulein Adele Ketzenblum.
Adele is being seen off by an overweight older man in his 60’s (Santa Claus in Black with a Witch Hunter's Hat). They having a chat and he gives her letters and they hug before she boards the coach.
Wilhelm is pleased to see that also joining the party is Sir Gundred von Sternhauer (of the Grimmenhagen Sternhauer family, cousin to Graf Elster von Sternhauer) a rotund Panther Knight in his 50’s. Wilhelm has been thinking about joining that order and having Sir Gundred as a riding companion will give him a chance to learn about it, perhaps even get a sponsor.
Both Adele and Sir Gundred are "NPC cards" with their own effects and modifiers for having them around or in fights alongside you. A mixed bag, Sir Gundred is a bit of a "cursed albatross' who has outlived all his comrades.
So off we go, Magnus, Korhadriel, Max and Adel in the coach, the dwarf riding up top, Wilhelm mounted and riding with Sir Gundred and the other escort riders.
Just as well they are a large party for the Drakwald has been stirred up by this Chaos Incursion and many soldiers and roadwardens that usually patrol it were sent north as part of Middenheim's war effort.
As the coach leaves the city and winds down the causeway, passing through the settled area around it, Max feels a bit queasy. It's a warm summer day (though the random weather card indicates not unusual modifiers), the coach is bumpy ride and he had a big dinner last night.
A big dinner with the Red Crown agents who were feeding misinformation to the Professor and fed him something sort of like the eggs in Winds of Change.
Soon his dinner is coming out, mostly out of the coach but its other occupants much check to see if they get Queasy (yes).
His condition worsens - my but that is a stomach problem, it's rumbling very loudly.... SPLISH SPLASH - entrails everywhere in the confined space as Max explodes/transforms into a Chaos Spawn - some mouths still screaming and others tauntingly echoing the cries for help (all in Max's tortured voice).
- Rally Step - 3rd Act in "getting out of Middenheim"
Well that's a Terror check with 2 misfortune dice on it! Oh, and an automatic Filthy condition as blood and entrails are all over anyone in the coach.
The others along on trip provide some modifiers, having a witch hunter with you helps resist terror checks but Sir Gundred is a font of tales of how all his various comrades over the years met gruesome ends that adds misfortune dice to Terror/Fear checks.
-- So yes we have a fight erupt in the coach with the two-least-combatty types while the two most are up top or riding outside it hee hee hee ---
Korhadriel and Magnus both decide to jump out of the (still moving for moment, with the penalties that provides) coach - automatic success but Perform a Stunt to do it safely. both fail and take some tumbling out, Magnus moreso as he manages to get run over by the rear coach wheel (wounds causing unconsciousness, mangled arm critical).
The Dwarf swings down into the coach and Magnus rides alongside and jumps into it (its a round of Perform a Stunts all over - made me happy to see them reaching for that card).
A cramped close quarters fight ensues in which 2-handed weapons can't be used and a chaos star + failed attack might mean hit a friend. The Spawn is all flesh and entrails - no armour equivalent and with Adele's help (though really it wasn't needed, on a comet she can be triggered to inflict 11 damage to a target) the two finish it off.
Fortunately (FP spend by a Player to insert something narratively) there is a stream nearby and a day is lost (but well spent in the view of travellers) getting cleaned up and cleaning out the interior of the coach (now you know why they don't upholster those things and use pillows etc. instead - all sorts of things go in in them and they have to be cleaned up easily - sort of like the back seats of cop cars and taxis).
+1 day to travel time to Aldorf
The coaches set forth again on the 18th and starts the first leg of trip to Altdorf in earnest.
My revised travel rules with 4 roles in effect - all are rolled before the encounters start (basically rolls tell the script then it's played out).
Korhadriel acting as Experienced Traveller (extra friendly encounter though some misfortune dice with one), Wilhelm keeping spirits up as Companion of the Road (cheers coachmen for their check, and impresses the Graf so much there is probably a social invitation once he gets to Altdorf, but oh oh, well end up triggering another "Adele check" - those have yet to emerge), the professional coachmen are skilled but it's slow going despite the Dwarf's aid (+1 day to travel time, they will have to recheck as will all PCs) and Magnus lookout skills fail meaning a hostile encounter.
As the days pass, a merchant is met who sells Korhadriel a healing draught and passes on rumours the Emperor's health is poor and he has not been seen since returning to Altdorf (Wilhelm mutters, "under the care of witch-born Luminary Mauer....").
One morning, coming to a bridge they see an armoured figure standing before it blocking the path - black spikey armour stained with blood. The Chaos Warrior calls out a challenge if any are brave enough to face him in single combat, mocking the weakness of their puny gods.
The Slayer sees a chance for a glorious death (ooh mee, pick mee), though Graf Aschebeck is for having his bravos fill the fellow full of crossbow bolts.
The Dwarf accepts the challenge and goes forward. He is just about to start "psyching up" (wanted to Berserk Rage) but the warrior charges forward as soon as a sign of acceptance made - closing distance with his attack action and smiting the Dwarf.
Blows are traded, the chaos warrior urging the dwarf to do better as his first swing misses "If I am not at least blooded the Blood God will not even count this a real fight, come on Child of the Dirt, do better." Well, the dwarf does smite back with his dual axes, cutting away at the chaos warrior.
The telling moment comes when despite wounding the chaos warrior again the Dwarf leaves himself open (chaos star) to an immediate counter attack (free basic melee - he has the Mark of Khorne) which sees the "wound accumulation" tilt to the chaos warrior's favour - Graf von Aschebeck whispers to his bravos "stand ready men, I think the Dwarf is about to give you a clear shot".
The Chaos Warrior then deals another brutal strike and the Dwarf falls - his off-hand badly mangled (severe injury crit drawn, permanent at total sev 9, currently total sev is 5).
- I love this game's random contributions at times, that this was a severe critical, that the random crit to Magnus jumping out of the moving coach was a mangled limb - fitting so well with being run over by a wheel - great stuff -
The Dwarf lies unconscious before the chaos warrior who triumphantly cries "Blood for the Blood God!"
We end (a rally step is called)

Will another step up for single combat? Will they dishonourably attack en masse (discovering the chaos warrior's retinue that does not intervene as long as fight on up and up - the Chaos Warrior is expiating a crime before Khorne's eyes and must defeat all comers 1:1 to do so)? We will see next week.

All present

As the dwarf lies unconscious before him, the black armoured chaos warrior magnanimously offers to allow the coaches to now pass if they do not dispute his claim to the skull before him for Khorne's Throne (of skulls), or if they prefer another may face him in single combat.

Graf Aschaffenberg has other ideas and orders his bravos to fire their crossbows (they miss). Korhadriel correctly predicts that the warrior had company, as eight (2 gangs of 4) norsemen in light armour charge from the woods on the other side of stream to join the fray. The fight is short however as Wilhelm and Sir Gundred charge forward, the chaos warrior being finished off quickly and his would-be replacements prove unworthy.

The coaches continue on. In the next stop-over, the comrades hear of a village wisewoman who may have healing herbs, lucky charms or fortunes to tell available - but the sight of a witch hunter has made her scarce and the effort to locate her fails (those misfortune dice - narratively the witch hunter but mechanically those were the ones earned on the travel check to have to be overcome on next potentially friendly encounter).

Speaking of Adele, during the coach rides and at stop-overs she manages to question each comrade, though they may all choose to try to avoid getting drawn into conversation (also not getting a chance to draw her out) or risk more stress in talking with a suspicious witch hunter.

Adele asks Wilhelm if they had the clapper examined for corruption. She does not believe it could have been cleansed, it's a trick of some sort. He admits they didn't get the chance - she is exasperated, well at least you have it secured in a lead container and aren't simply carrying it around for the 2 week trip to Atldorf? Wilhelm says of course (no actually, it's not in a lead container anymore) - Wilhelm manages to carry off this guile [check].

Wilhelm manages to draw out her thoughts on Luminary Mauer - yes, he is her prime suspect to be the Black Cowl, assuming of course the clapper is still corrupt - since this attempt to cleanse her was all his doing. She recites her reasons for suspecting him, witch born wizard (well that proves it right there) including his connections with Averheim's underworld established when he first came to the city 5 years earlier - a prerequisite for the Black Cowl's venture.

The Dwarf remains taciturn and escapes serious questioning (after all he is a dwarf).

Magnus also engages with her and draws out her thoughts on the Southlands expedition. Ah, the Southlands expedition, that is what first drew her attention. Templemann, who had many aliases, was a smuggler, pirate, fraud and affiliated with the Red Crown cult - smuggling mutants among other things. That Kaufman chose him to lead his expedition is very suspicious - it really all being about the corrupt effigy. An effigy that was stolen when Graf Kaufman arranged for it to be under guard of "unprofessional group" (she watches the comrades carefully for reactions) instead of the von Kragsburg company that was otherwise securing it. If not for Luminary Mauer being such a good suspect, she would suspect Kaufman.

Adele also connects the cultist Bischoff to Captain Baerfaust, who recommended him as one of the veterans for the expedition.

Korhadriel tries to draw her out but fails and acquires some stress (which will be very telling later, though less than a human would since he was not raised on tales of witch hunters). All he manages to learn is that her prime suspect Mauer is in that Sun Society, along with Oppenheim - if she's right about the clapper being corrupt this makes the Sun Society very suspect..... (she knows Korhadriel is also a member).

Before they can complete this leg of the journey, the coaches are attacked by a small band of beastmen, who fell a tree across the road. The fear check and the bestial howl of the wargor leader are too much for Korhadriel and the Dwarf who both pass out, Wilhelm also finding himself badly stressed. Wilhelm finds himself 'easily goaded' and Korhadriel acquires 'the shakes'.

The bravos, Adele and Gundred help the comrades fight while the coachmen try to get around the deadfall - causing the unconscious dwarf and elf on top of it to be thrown off it onto the forest floor (3 challenge die check for coach, unconscious character failing their -only challenge dice- check to not fall off coach) [NPC effects being bravos making one crossbow shot as gang each round, Gundred for his recharge 3 blocked an attack ability, Adele for her on comet 11 damage to chaos scum].

Characters unconscious due to stress are revived through first aid [houserule that an unconscious/out of it due to stress character can be 'brought around' to 1 below 'out of it' number by tactics ranging from smelling salts to slapping them 'come out of it man'.

One of the bravos is killed before the beastmen are destroyed. Wilhelm gets over being easily goaded but Korhadriel is visibly shaken by all of this and now has 'the shakes' [severity 1 Insanity, one check the 23rd of each month to try to get over it]

- Sir Gundred is impressed by Wilhelm - more courage than sense - good lad, just the sort of fresh blood the Order needs....

At Delberz, after 8 days on the road (including +1 for pausing to clean up post Max and +1 for the first coachman roll failing), the comrades sleep over the night of Vorgeheim 24th.

On the road they encounter pilgrims going to Altdorf. Sigmarites, they have heard the Emperor is still recovering from his wounds at the Battle of Griffon's Fall and are going to Atldorf to pray for him. They ask the comrades to join them in prayer.

Wilhelm and Magnus join them, the dwarf and elf do not (the elf making a dismissive comment) - despite the misfortune from the non-participants, Magnus impresses the pilgrims. They share what they have heard and warn the Magnus and Wilhelm against the temptations of Altdorf - the annual dicing league will be in full swing when they arrive. The pilgrims also say not to believe any of these stories that the Emperor was exposed to chaos corruption and has become a mutant and that's why he's closeted away.

The night after Delberz, staying over at Mittelweg's coaching inn, the comrades are sharing quarters so that one may keep watch. Korhadriel is sitting up, in the dark that is not quite so dark to his eyes when he sees shapes moving - something has got in past the lock on door - something quiet and humanoid.

Though his reactions are impaired by his shakes, Korhadriel manages to shout a warning to his comrades (those unfamiliar with the elves of Ulthuan might mistake it for a girlish scream) and snatches up his bow, shooting in the dark and hitting a target that squeals.

Bizarre chittering ensues in which the only discernible words are 'quick quick - kill kill'. A tight-quarters melee ensues as comrades rouse (groggy for 2 rounds each, everyone WP3), Korhadriel has been contemplating Magister Kohl's guidance and his first use of magic is to light the candles in the room to reveal...

Skaven! Well, rat-mutants actually (really - after 9' tall beastmen and chaos spawn, really a mutant rat man - not even worth a fear check).

A rat-mutant in robes with a greenish staff shoots warp lighting at Wilhelm which illuminates the clapper within the backpack beside him - it glows with white light which infuriates the skaven. "ruined it, ruined, bad bad mens - must work many years skaven slave to make up".

Groggy or not, the comrades are more than a match for these weak mutants.

One of the rag-clad knife wielding mutants is slain, the spell-caster vanishes in a puff of green smoke when Wilhelm attacks him and the other rad-clad mutant that looks like something out of a gutter squeals and beats a retreat out the open door and down hall to jump out a window.

As he runs, Korhadriel shoots at him and the Dwarf chases after, seeing at the window that the sorcerer is down on the ground outside inn where the fleeing mutant landed, the dwarf jumps down to pursue them.

We break.

Edited by valvorik
Wilhelm's player absent.
The rat mutants are defeated, The Dwarf and Korhadriel destroying them. By the time the rest of the inn's guests have gotten into halls there aren't any bodies though - just smears of black goo where the corpses were - Wilhelm and Magnus actually saw the one in their room dissolve (the rag clothes and weapons do not).
A less effective night's rest passes (two misfortune die on recovery checks, -1 auto wound). The coaches continue on the next day (in total another 5 days of recovery checks are made before reaching Altdorf, only Magnus still has a critical wound at that point, with Korhadriel having his shakes insanity).
Korhadriel, who has just begun to use magical sight, examines the clapper and sees only a bright light - the sort of light around holy objects or Qyash magic (not divided winds).
I am using earlier edition guidance on magical sight (Tome of Salvation, and my own concepts of the arts of the slann bridging mortal magic and divine magic)- my 'cleansed clapper' is really 'a shell of purity around the corrupt clapper', with the purity being what is detected. The College of Light does this to contain the corrupt things it houses in its vaults, though it must do it continually, the shell is really the same thing accomplished by different arts - and not permanent.
The 3rd day from Delberz, Adele calls for the coach to stop as she has seen something. She gets out and walks back, Magnus coming with her.
The is a plank nailed to a tree with a hammer burned into it – it is set up at the turning to a village down a side road. This is the widely known sign often posted anonymously to call for a a witch hunter.
Adele is torn, she has a mission to Altdorf but people are calling for the aid of Templar of Sigmar - these calls are only made when situations dire. She borrows the spare horse and parts company with the coaches.
Magnus asks if there is anything they can do for her, she replies they must make sure the College of Light, not Luminary Mauer, verifies the clapper is purified.
The comrades are happy to be rid of her - though just how rid they soon find. The coaches have not gone on 10 minutes when they hear a shot, then another. They pause and decide to go back, bravos and all (though the PC's coach is in front).
They find Adele lying with her back against a tree. Her horse is dead, and five mutants are scattered where she has slain them - the fifth fallen across her with her sword through it. (Now slayer, that's now an epic last fight goes).
Korhadriel tries to tend her but she is mortally wounded. His first aid has the effect only of letting her make final utterances equal to the wounds it would have healed. Suprisingly, she has tears rolling down her face as she says, "I am sorry." (she is looking the comrades as she says this). "Chaos leaves no choice, there is no cure for the mutant but fire, the mutant has no choice but to serve Chaos - but if it's really purified that changes everything .... burn me."
And so dies Fraulein Adele Ketzenblum, Templar of Sigmar.
If they had come with her it would have been a fight and she might have lived on to play a role in Altdorf.
They pull the mutant from her and see her wig (that Magnus spotted) is ajar. Under it, two horns have been sawed off at the base.... she was a mutant!
They honour her wishes and burn her, as The Dwarf says, "with the rest of the mutants".
They inspect the trunks with her belongings and apart from more wigs (on silvered skull holders), witch hunter gear and clothes, they also find strange robes marked with sigils that remind them of the one that was on their coach coming north, and two texts with very suspicious names (they do not open either). They are thinking she was more than just a mutant.
They also take her two pistols and the powder and shot for them (unlike the pistols on the bandits outside Averheim, these do not have troublesome markings saying they belong to the imperial army or such).
Lastly, they look at the notes she had. In addition to what she had already shared they see speculations -
50 barrels of blackpowder, enough to arm a force for short period, blow up a few things, blow up one very large thing - Red Crown - Dagobert Gabor mutant gold wizard, how did he come to be in Averland - Effigy made into rat mutant device, the sort of thing Mauer knows the most about -Mauer got custody of corrupt clapper - Mauer sends to Middenheim.
Suspects (1) Mauer if clapper corrupt still (it must be!), (2) if not then Kaufman, it was all his expedition, he organizes the conspiracy in Averland, he is the most ambitious, (3) if not then Baerfaust, he hates nobility and wants free city, probably let Leitdorf die - saved emperor - just what reward will he get, (4) if not then Mauer playing a deeper game. She has notes on everyone else, the dinner mates in the conspiracy and Gravin Clothilde von Alptraum - the note there being "she's everywhere , but no one listens to her, not part of conspiracy"
She ruled out all other suspects including Clothilde when she realized the Black Cowl had to have been at a dinner of Kaufman's conspiracy - the dinner was moved at the last minute once and that one time the Black Cowl failed to appear to his minions when expected, ergo - since no other Black Cowl appearance happened a dinner-night either - she believes one of them is the Black Cowl.
On Vorgeheim 31, the coaches reach Altdorf. With the noble von Aschenbeck they take only about 5 minutes getting past the line at the city northern gate (not the longer a commercial coach would have or the much longer the masses take).
The coaches proceed down a broad avenue towards the Konigplatz – the dropping off point for all coaching lines. The square is filled with hawkers, entertainers, preachers as well as criers for various inns and taverns, theatres and “other entertainments”, also promoting the taverns along the Street of a Hundred Taverns.
The list of main attractions and events is revealed through these announcements – Dicing League; Professor Schott Mandelbrot’s lecture about Mysteries of the Old Ones Revealed tonight; opening of Cobweb Castle next week, on Nachgeheim 4th – still time to get tickets, evening prayers every Konigstag for the war effort and emperor’s recovery, noon services on Festag at the Great Cathedral, agitators denounce excesses of the Great Ball being held at Electoral Palace of Stirland, guest of honour Countess Emmanuelle von Leibwitz, to celebrate victories in the north, theme, "Mission Accomplished", being held on Nachgeheim 2nd. (calendar with all these dates put on table).
Sir Gundred heads off, though he tells Wilhelm he should come by the Chapter House of the Panther in Altdorf (in the Oberhausen Disctrict, across the river).
This is where the Castle Rock coach bearing the comrades stops; the Graf’s personal coach drives on after the Graf bids a brief farewell.
Graf Wolfgang and Lady Margarete, along with Bravos, plan to stay in wealthy and noble Palast District at the gold tier Laurel’s Rest, the Graf tells Wilhelm to send word where he is staying and perhaps they will have dinner or take in a show.
As the Graf’s coach pulls off, Curd Weiss appears, glad the comrades have arrived at last. He says that Captain Baerfaust, Luminary Mauer and Graf von Kaufman have been awaiting the arrival of the comrades from their mission to Middenheim – they were starting to worry something had gone wrong.
Curd recognizes the von Aschenbeck livery and asks what is the meaning of the companions arriving with that man’s coach. He is disappointed to hear von Aschenbeck is not a cultist, "one can't have everything".
He recommends the Mermaid to stay at and tells the comrades where they can find each of the three men (Kaiserplatz barracks, Laurel's Rest Inn, Old Horse Tower - all places close to each other across the river near the Palace and Temple of Sigmar).
The comrades want some place a bit better class and the Seven Stars or Crown and Two Chairman are suggested. Curd has called over an ogre, Berk, in Kaufman gold and black livery, to keep riff raff back from the luggage being offloaded.
Plans are not finished being sorted when Explosion!
Where my plot swerves and I borrow a bit from the earlier edition version.
To men who have been on the battlefield it sounds like several cannons all firing at once in terms of intensity. It is less than a half-mile away to the southwest across the Reik. Looking down the Street of a Hundred Taverns they can see cloud of black smoke obscuring the dome of the Great Cathedral, and hear screaming.
An uproar occurs around as people rush in to the streets. Cries start circulating: “The Chaos Hordes have come!”, the “Cathedral of Sigmar is under attack”, “They’ve murdered the Emperor”, “The Grand Theogonist is dead!” Most of the comrades are smart enough (Int check) to realize no one here could know so quickly whatever really happened, but the dwarf is not so quick witted and suffers some stress from the hysteria.
Curd rushes off saying he must find Graf Kaufman.
The comrades pay Berk to carry their belongings (including Adele's two trunks) to the Seven Stars where Magnus takes a single room (20 shillings/week, good lock on door, +2 wound recovery/night) and the dwarf and elf share one (12 shillings @/week).
Checking in marks end of the trip - Episode Recovery all round.
Outside the city is still in an uproar. The comrades (who show no great curiosity about whatever just happened) decide to run some errands.
They go across the river, again Berk being paid to carry Adele's trunks and incidentally helping them to make headway through the crowds - paying the three tolls on Three Toll Bridge. As they approach the area of the explosion, there are soldiers, knights, priests and witch hunters all around.
The explosion was in the Templegarten (the park to the east of the Great Cathedral). Witch Hunters and Knights of the Fiery Hart discovered a plot to smuggle gunpowder into the cathedral to bring in down upon worshipers. The plot was foiled and in a confrontation the cultists behind it blew up their blackpowder rather than be taken prisoner – martyring several knights and witch hunters.
The comrades drop Magnus off at the Witch Hunter's Chapter House, where he gives the trunks and news of Adele Ketzenblum's death. A junior soldier on guard takes his information, including name and where is staying. They will want a statement but everyone is busy right now, they will send for him in a day or too. The guard thinks to ask, "Her death isn't part of all this happening today is it?" Magnus says no and leaves to get dinner.
(I didn't require a guile check, it seemed to me Magnus' player really thought the assassination of the witch hunter investigating the Black Cowl who was stealing gunpowder was not connected to what was happening in Altdorf today).
Meanwhile Korhadriel has used his magical sight to find the College of Light and he, Wilhelm (presumably) and the dwarf ask to see someone about it.
Eventually (delay roll) Wizard Lord Konrad Messner appears, an imperious fellow with long silvery-black hair and a staff of light. After being moderately nonplussed by Korhadriel's manners (no last name to give in introductions??), he examines the clapper and declares it not tainted.
It has the kind of "not one wind of magic" energy generally seen in holy objects- well if purified in Ulric's Flame that makes sense.
Messner asks lots of questions - he is sure it's a trick. He asks an apprentice to check if a holy clapper of this description went missing - maybe cultists created a corrupt one to copy it and then switched them to make it look like the corrupt one was purified.
-- in short he really finds the idea that a corrupt object was turned into a purified one less likely than almost any sort of complex trick.
He is aware generally of Luminary Mauer's project and seems shocked it worked. The fact that the Professor whose doing this was and his research notes and research assistant have all gone up in smoke one way or another (the last one burned after turning into chaos creatures and being slain) is "just perfect". So rat-boy, errr, Mauer is the only one left who knows how it was done. Wonderful. At least we have two of the primary source documents the Professor used.
He has a couple of guarda assigned to the comrades while they escort the Clapper to Luminary Mauer, since he's the closest thing there is to an expert on the Middeneheim Project.
Unfortunately, when the comrades go to the Laurel's Rest, Mauer is not in. The comrades do get a good look at the inn . It is four houses that shared a common courtyard (private gated community) which have been purchased and made into a single inn which rents out suites to very important people looking for more than a room, rather a "home away from home" but who are just short of the level of wealth to "keep a home in Altdorf for when they visit". The comrades do not get further than the clerk at the entry gate.

Wilhelm, and the two guards, keep the clapper secure. Others go to Professor Schott's lecture.
Magnus had purchased tickets earlier, 3 'standing room' 2 shilling ticket and one 5 shilling seat near the front. The Dwarf and Korhadriel are standing and Magnus seated for the lecture...
Professor Schott has maps and rubbings of the gold tablets, he even has a few of the actual expedition items - less significant ones such as the peculiar fetish head and the egg that almost broke on the day of the exhibition in Averheim.
The Professor outlines the history of the expedition and then explains its real findings, beyond gold and valuables, lore confirming that the same race built the pyramids of Lustria and the Southlands - a race not human, dwarf, elf or any similar. These super-beings commanded great magics, indistinguishable from the gods, and when they sensed the coming of Chaos they transcended this world becoming gods. But their inscriptions are also prophecies and they will return, to pass judgement on whether the world is too corrupt to continue. He can verify the findings of Ehrwig von Dankien and go further, for to understand the powers of these creatures, how mortals could wield as if magic the powers of gods, you must understand the true nature of magic and gods and the source of the ....
At this point the lecture is interrupted.
The idea here is to hint at how the clapper trick is being pulled off, without revealing it yet as a trick.
First, a white wizardess of the College of Light and a squad of armed vigils turn up, " Silence, you have no licence to speak on magic - you are under arrest ". However, from the other side of the auditorium appears a witch hunter and a squad of zealots, " Captain Wilhelm Leopold of the Temple of Sigmar, this man is under arrest for heresy. Krause, you're not getting him like you did Dankien! "
The audience is divided between students rushing to defend the professor and those wanting to get out of here. The PCs are mostly just enjoying the "popped seeds from the New World" that were offered as a confection on the way in (white and fluffy) and watching things unfold.
(progress tracks for wizards of light and witch hunters each trying to get their man)
The player who is a professor says he only wishes students were that engaged...
However, after one round of progress, students jostle the displays and that egg falls off its stand and cracks. There is a swirling bright light of dancing sigils around the lizard creature inside that is hatching and growing suddenly to enormous size - some prehistoric monster lashing about with a mace like tail.
This was a Battle-beast-in- a-can so to speak. First round a "cold one", then grows and gets hero template. Que Go-Go-Go Godzilla.
Magnus, being in the front row, and the Professor are both badly hurt. Magnus beats a retreat, shouting Inspiring Words (and receiving failed first aid from Korhadriel). The Dwarf moves forward and enters a beserk rage. Meanwhile, the Witch Hunters beat the Wizards to the podium and their captain orders his men to "get Mandelbrot out of here and away from her" as he interposes between the Professor and the creature.
This is mostly for the benefit of those who have read the fluff about Dankien and how the College of Light silenced him.
We break with the creature to attack either the Dwarf or the engagement with the witch hunters and professor.
Edited by valvorik

So we had about 52 hours of play in reaching Altdorf. You can decide for yourself how that lines up with expectations of character rank by time it's done.

One player absent (Magnus). Continuing off down my own path.



Backfilling



Wilhelm took a room at the Freudenhaus , for 40 shillings a week a private room (well a room for only him and his chosen company…). It is around the corner and up a side street from the Seven Stars where the rest of the comrades are staying.



Wilhelm had also rushed down to the river when the explosion went off, seeing the commotion there but being unable to cross as the bridges were closed by then. He thus was first to learn it was the Priest’s Rest tavern in Tempelgarten destroyed not the Temple of Sigmar. “Please to remember the 31st of Vorgeheim, gunpowder treason and plot, ….”



Note – Wilhelm has 2 GP in allowance he could collect from bankers Klopstock and Bilreuth.



Returning to the Action



Professor Schott Mandelbrot’s lecture’s finale is cut short by The Dwarf ’s twin axes cleaving deep rents into the giant lizard’s neck and flank, then finally Korhadriel ’s first use of Aqshy to inflict harm – Magic Dart.



Witch Hunter Captain Wilhelm Leopold gives The Dwarf an approving nod as he and his men usher a bewildered-looking Professor Mandelbrot away. Hierophant Ingrid Krause and her Vigils watch in frustration ~ whichever of these legal authorities seized him first essentially has him (College for expounding on magic without approval; Witch Hunters for heresy – talking about Old Ones and their powers and how divine blessings and wizardry are associated manage to be both at once – even if one never gets beyond saying that is what one plans to talk about), since escalating to direct violence is not “done”.



There is a rally step as Luminary Mauer and two Reiksguard Knights arrive. It transpires he was nearby in a university library and came when commotion was heard. He is pleased and surprised to see the comrades but must first talk to his colleague. Korhadriel hears talk of what the Professor is likely to say to witch hunters – the Luminary saying he has cautioned Mandelbrot about his hyperbole and filling in his theories for findings, both are concerned at he will say to the witch hunters. Krause says, “that can’t be allowed”.



Krause and her Vigils leave, giving Mauer chance to learn of the ritual’s outcome from comrades. He is shocked to learn that purification didn’t mean safely expelling taint from the materium (the principle of the conservation of chaos otherwise meaning safe destruction of such is impossible) but actually transforming it into something apparently holy. “_That changes everything_” he says, the same words a dying Adele Ketzenblum uttered.



He is disappointed Professor von Oppenheim, his aid and his notes are all lost – a great blow. He will want the comrades to go over everything they recall of the ritual.



It is late, and he will be at the palace caring for the Emperor all morning, so asks the comrades to come and talk to him at his suites in the Laurel’s Rest in the afternoon the next day, Vorgeheim 32nd.



During this time, Wilhelm has been trying to see Captain Marcus Baerfaust at the Imperial Barracks on the Kaiserplatz, learning from Lieutenant Schaffer that he will not be back from the palace till midnight. He learns that Baerfaust has connected the explosion to the missing gunpowder, particularly since one of the figures among the cultists is reported as a big fellow in a black cowl. The Lieutenant says Baerfaust doesn’t think the Black Cowl died in the explosion – masterminds are never so easily disposed of (not unless they were not really what it’s all about…)



So late at night, The Dwarf and Wilhelm return to see Captain Baerfaust. They and he are all tired (misfortune dice). He is stunned to learn Adele Ketzenblum was a mutant but consoled that she died killing mutants. He reveals that he is convinced there was a traitor at work in the fiasco of Griffon’s Fall – orders were tampered and troops out of place, the Emperor should never have been left so exposed.



Baerfaust will not reveal details about the Emperor’s condition though eventually comrades piece together (him, Lieutenant Schaffer, Mauer) that the Emperor was not directly wounded, he suffered a fall when Deathclaw was struck by evil magic. Baerfaust was there to keep foes at bay and Mauer apparently leaped from the Luminark and rushed to the Emperor’s side to tend to him (Lieutenant Schaffer – “never thought the little man could move that fast”).



[Metagame, well there is that nice “slow time for others or speed if for me depending on your view” spell some Light wizards have]



The reason Schwartzhelm trusts only these two is the view that if either of them wanted the Emperor dead, he would be dead.



Wilhelm ponders a theory that an Emperor incapacitated not dead could be what a conspiracy wants, which Baerfaust reacts to strongly – the whole Empire would be afflicted by the kind of directionless crisis that Averland has experienced for almost 2 years! Wilhelm has laid this out well enough that Baerfuast will raise the concern with General Schwarzhelm.



[Metgame, Wilhelm checks his Intelligence to see how plausible etc. his theory seems as presented – though it is a “good theory” (A VERY GOOD ONE) a PC is never “in character” going to be more effective in cleverness than their stats meaning an Int 2 character may be a “Cassandra” being ignored as they give their “idiot savant” insights, success & boon]



[The Player does say "really", and I explain the above logic which is accepted, not joyously, but accepted. Once again, good table of Players]



The comrade’s inquiries etc. interest Baerfaust and he wants them pursued. He asks Schaffer what sort of authority they can get and she suggests he go through the general to get a writ for Wilhelm (who is a noble after all).



The comrades retire, and sleep a bit late the next day.



This night was the first night’s rest at end of journey from Middenheim, a full night recovery in all respects is received.



Vorgeheim 32nd



That morning, a messenger comes from “The Temple” for Magnus, to come and give statement on the death of Adele Ketzenblum. He goes, leaving her personal notes and pistols with Wilhelm. He is not seen for the rest of the day or that evening.​



Which works out well for player being absent.



Others spend their day’s time:



(1) A bit of shopping (Wilhelm, healing draught replacing one ruined by chaos magic in Middenheim) and fail to learn any interesting gossip (Korhadriel at Bright College).



(2) Regrouping to go and see Luminary Mauer at Laurel’s Rest. They pass his Reiksguard and go up the stairs to his suite where he is ensconced with papers and pestles etc. They complete bringing him up to speed and learn he believes the Emperor will make a full recovery soon (more hopefully than certainly according to Intuition – he otherwise appears to be honest in his concerns etc.)



[Metagame – I expected a few more Intuition checks and reminded even for this one, of course some checks have unrevealed automatic failures etc. just like some cards]



Mauer takes custody of the clapper, and when Wilhelm talks of getting it back at some point wonders what Wilhelm thinks he would do with it? Mauer does not want to speculate on what it could be used for but he has very great hopes. He’s not surprised Wizard Lord Messner doubts the purification – a man of limited vision (the man who calls him ‘rat boy’). He does delicately ask the comrades if any of them felt different afterwards – any lessening of dark voices or inclinations (e.g., corruption points removed, if you’re oblivious to your corruption level in roleplaying oh well, that will come out sometime). If living people survive the process and are reduced in their corruption – that is very significant! Of course, von Oppenheim did not survive which is troublesome.



Mauer is told, by The Dwarf, that Adele Ketzenblum was a mutant. This reduces the Luminary to a helpless, guffawing, table-slapping state (if he is the Black Cowl, PC’s will regret not attacking at that moment of helplessness) which he fails to straighten up from a couple of times before finally restoring his wizardly gravitas, “_that’s a tragedy_” (a tear of laughter still running down his cheek).



He asks the comrades to come back on the afternoon of Festag, Nachgeheim 1 (entered in the calendar of events – see below). He is very pleased overall (holy clapper, the witch hunter’s a mutant) – best day he’s had in weeks! The Dwarf also told him about encountering skaven (not “rat mutants”). Best Day Ever!



He rewards each comrade with 50 shillings, saying she’s been very generous with his living allowance. The Dwarf asks who and he says Gravin von Alptraum, it’s she who is paying for his rooms here at the Laurel’s Rest.



This takes to early evening. The comrades dine with Lieutenant Schaffer who stands the Dwarf rounds hearing him tell of the battle with giant lizard. She’s impressed and commiserates he didn’t find his doom, having the good taste to “wish he finds it soon”.



Wilhelm does get a writ, signed by Graf Otto von Bitternach of the Emperor’s Council of State (the J. Edgar Hoover of the Imperial government) granting him (by extension his retainers etc.) a wide authority to investigate matters concerning treasonous plots involving gunpowder, the Templegarten events, the disaster at Griffon Fall etc.. It’s valid until Nachgeheim 32nd (a little over a month).



[Metagame – this isn’t actually authority to do anything or go anywhere, it’s rather immunity from being arrested or otherwise abused for asking questions and wanting to go places etc. and suggests to others, “well if you don’t cooperate, Graf von Bitternach will hear of it”]



[Note, for the duration of the writ, Wilhelm’s noble rank is +1 due to prestige]



Returning to Seven Stars, Korhadriel finds a note waiting – Curd Weiss saying the Graf von Kaufman wants to meet the next morning.



That night, coming into the Freudenhause, Wilhelm is greeted boisterously by Gerhardt von Leitdorf – a fellow Averlander noble (of greater family) and member of Young Blades, in fact a big part of the scandal that saw several like Wilhelm have to leave the Pistolkorps – he killed a von Alptraum in a duel and had to leave the province while things sorted, turns out he’s been passing the time here. He is encountered half clad, a Freudenhause “attendant” under each arm and roaring one of his (he thinks) clever limericks “Leitdorf – we’re mad, we’re bad, but we make the ladies glad!” (just as well he’s a ‘hair trigger duelist’).



Gerhardt is glad to see Wilhelm took his advice about coming here – and just in time, in a couple of days it’s Geheimnisnacht – you haven’t experienced the Night of Mystery until you’ve spent it at the Freudenhause “Dusk till Dawn” party, “if you’re going to be up all night, be UP ALL NIGHT !” (say what you like about Gerhardt, but he knows where to find the biggest wildest party).



Another night passes. Wilhelm gets over his wrenched back (critical) with the gentle ministrations of his bed mate(s).



Vorgeheim 33rd, Saga.



The Dwarf plans to celebrate it at some point so can only spend the earlier part with his comrades.



In the morning, comrades go to the Witch Hunter’s Temple to try to interview Professor Mandelbrot (arrested the evening of 31st). They meet with Witch Hunter Captain Leopold and after some initial exchanges (in which Wilhelm manages to leave impression clapper purification meant destruction without saying it but not contradicting Leopold’s assumption of that equivalency) they learn that Professor Mandelbrot has escaped/been stolen away.



This is shocking – no one has ever escaped from the Temple. Admittedly, he was being held as much for own safety as a suspect. He did not show any signs of being a Chaos Sorcerer ( we have ways of knowing these things… ) – the working theory is that those Light Wizards spirited him away before he could reveal anything that would undermine public confidence or even the legalization of wizardry – that’s what the Witch Hunters really wanted from him (though the witch hunters say “sorcery”). With the information comrades provide, the possibility he is part of a conspiracy – perhaps even the Black Cowl – is raised as well.



At midday (the Dwarf’s last action before Saga events), comrades go to see Graf Friedrich von Kaufman (thus several hours later than asked). The Graf is in some cramped suites in the “Horse Tower” surrounded by efficient young men in Kaufman colours rushing to and fro (picture all the underclerks in Ebenezer Scrooge’s firm) and a couple of ogres.



He asks Korhadriel if he will accompany the Graf to the Grand Ball at the Elector Count of Stirland’s palace on Wellentag the 2nd – there to provide some erudite commentary on the Southland Expedition findings. He will be compensate and of course clothed (properly clothed). Korhadriel agrees.



  • It’s not mentioned but the Graf is assuming The Dwarf bodyguard will accompany the elf, they make quite the conversational set – of course “clothing” the dwarf would spoil the whole effect and the Graf may even be smart enough to know a Slayer don’t wear fine linens with high collars.


The Graf also asks if Korhadriel, who has yet to publish a paper for the Sun Society , would write on the same topic – something putting it all in proper context, moving away from the incendiary claims of Professor Mandelbrot. The Graf does not deny the validity of anything the Professor was saying, in fact he remarks that the world is such truth must be clothed in half-truths. He offers 5 gold crowns for a month’s work producing a paper, which would have to pass peer review. Access to the expedition findings, which are here in the city, would be provided.



Korhadriel wants more time to write the paper and manages (success and chaos stars) to get six months but also have an additional editor, Professor Lessing of Nuln. Korhadriel knows that this is another corresponding Sun Society member.



  • Korhadriel has thus managed to negotiate that instead of 1 month’s work for 5 gold crowns, it is 6 months work for 5 gold crowns – with peer review and an editor to make sure it really is SIX MONTHS WORK . The Graf didn’t get to be rich by being anyone’s fool. If Korhadriel is “smart enough” he can produce the requisite output with less time.


We break – though the Graf has other things to ask and there are arrangements to make.


Edited by valvorik

Links in above post reflect that we have started using Obsidian Portal to host play logs and I'm using its wiki features etc.

I'm quite liking it, if anyone else uses it and has tips etc. please pm me or email if you already have my email.

At this point I'm well and truly off the written adventure's sequence of events. I'm still using Black Cowl and events that were planned but mixing in lots of other stuff.

The whole idea of "a corrupt item becoming a purified even holy item" is a profound one (if true) for the Empire as so much law and doctrine underlying views of witch hunters to panther knights etc. based on a no-mercy-because-there-is-no-way-back view of corruption and taint. If there is in fact a way back from corruption, why that could create doubt of so many policies. Offering false hope of that would be a great chaos plot. At minimum I want to play up the "this could change everything" thread as a result. With one PC aiming to become a Panther Knight and the other thinking about becoming a Witch Hunter that could be very fun.

Bonus points to anyone who id's "Professor Lessing of Nuln's" origin - I recently downloaded all four of those Mad Aldfred items and will likely steal a bit from them for some future stuff.

This is a 1:1 session with Magnus' player catching up what he was doing.

Magnus and the Witch Hunters

So tell me in your own words, remember this is for posterity

Though others slept late on Kongistag, Vorgeheim 32nd, word comes from the Temple for Magnus to give his information about Fraulein Adele Ketzenblum’s death.

He goes (leaving pistols and Adele’s personal notes behind, Wilhelm has them) and enters the imposing fortress-like building – which lies in the shadow of the Great Cathedral (Fear 1 check going into Witch Hunter HQ)

He is first interviewed by a secretary, Walther Lowengren, the interview is initially “tell us in your own words” (a good WH lets the suspect provide all the rope for hanging himself).

Magnus makes a good impression on Walther (after all this is a witness statement though of course everyone is potentially suspect) [Charm triple success] and so this is not probing questioning.

However, when a connection to Black Cowl in Averheim is revealed the interview is suspended and Witch Hunter Captain Wilhelm Leopold appears (the fellow who lead arrest of Professor Mandelbrot). The interview “starts again from the beginning”.

Magnus does not make such a favourable impression on the Captain and his questions probe every gap and ambiguity ensuring that only outright lies would permit not revealing all – and Magnus does not lie.

Some stressfully-pointed questions are also asked, “Why did you let her go to investigate a situation alone?” “Did you try to track the mutants who ambushed her?”

Magnus also fails a straight Intelligence check 2D to see if he manages to “tell in your own words” without misspeaking and getting in to a bit of trouble.

He reveals the existence of her notes though not identity of suspects.

Magnus also reveals that the clapper was purified and made holy by being placed in Uric’s Flame. Leopold is very interested in that and wants to know where the clapper is currently (as far as Magnus knows it’s with Wilhelm).

When a corrupt clapper is mentioned, Leopold calls for a priest. A Sigmarite priest enters, Father Klepzeig – he is an elderly, heavily scarred man with a limp (a life of service with no shirking). He looks at Magnus and prays to Sigmar to grant him the strength to see the taint of corruption and Chaos’s hold upon mortal flesh. He turns to Leopold and says, “There is no taint of corruption upon him, not even such as coming near unto a tainted item would yield. He is as pure as a newborn babe [one that passes the 10+1 test of course].” [or as someone who only 2 weeks or so ago was subjected to the Middenheim Project’s test run]

Note, there is an Sigmarite blessing to reveal corruption. I find that a bit too “simple” for a grey world and if was used by player a Chaos star might mean false reading (either way).

Though he has not induced a friendly disposition (e.g., no chatting sharing of thoughts, Leopold keeps whatever cards he has close to vest), Magnus has impressed Leopold by:

  • describing Adele as a zealous persecutor of chaos rather than a mutant etc.;
  • referring to ‘mutants looking like rats’ not ‘skaven’ (no need of hysteria-inducing language);
  • describing the clapper’s purification in religious terms not as some experiment by professors and wizards;
  • being a pure man according to the Father.

However many pointed questions were asked and the interview is very stressful. Magnus finds himself feeling he is all alone and must count only on himself. Who to aid even is difficult to tell – poor Adele was left in same situation in a way. [stress has induced temporary Reclusion insanity]

The Witch Hunters are interested in Adele’s notes about the Black Cowl, that Magnus indicates his comrades possess and want to retain as they continue their own investigation. They don’t have a very active investigation there (since the man in black cowl was blown up with the others) but they are still interested in tying up loose ends (there’s always someone else involved, another layer, some still to burn).

However, this is cut short as a bell starts ringing (a fast chime) – there is a big commotion. It turns out Professor Mandelbrot has escaped or been spirited away! This is shocking – no one has ever escaped from the Temple. Admittedly, he was being held as much for own safety rather than as a suspect. He did not show any signs of being a Chaos Sorcerer (…we have ways of knowing these things…). Magnus hears lots of shouting and suspicion that Light Wizards spirited him away.

Captain Leopold now has bigger fish to fry (a whole school of them wearing white). He verifies Magnus will be at the Seven Stars and sends him off with the secretary, who is to look at Adele’s notes and consider if there is anything important in them. Magnus leaves, with Secretary Lowengren.

Magnus is not required to return for any more questions, he has provided a satisfactory statement and conducted himself as a reliable, sound sort – and revealed to be a pure one.

It is mid-afternoon when they reach the Seven Stars and his comrades are out and about (giving the clapper to one of Adele’s suspects as it happens). There is no sign of the notes. Lowengren leaves, asking to be told when they are found (recall that Lowengren is the one Magnus did influence to be friendly to him).

Magnus goes out to find a place to have a quiet drink and think about things. He is not feeling very sociable. In addition to everything else, the shrine to Taal that he was thinking of visiting here in Altdorf was by the Priest’s Rest – blown up by these cultists.

Reclusion became permanent when all Willpower dice rolled blank at end of Act leaving the Temple.

He is told there are several taverns that cater to more artistic sorts, the Black Velvet and the Moon are probably the sorts of places he’s looking for, places that put on cabaret shows and cater to more artistic crowd.

He goes out the night of Vorgeheim 32nd and stays out late, having found a corner to have a drink in. He is not back in his room at the Seven Stars the morning of the 33rd when the comrades set out that day – where could he be?

Could he have ended up sleeping somewhere else after the cabaret show (…. oh those Holck brothers)?

SUMMING

The Witch Hunters now know most of the story of the Awkward Companions’ inquiries – Southlands Expedition, Clapper, Black Cowl, Dagobert Gabor, mutants etc. They were not told Mandelbrot was connected to the expedition (one thing they didn’t think to ask) or who Adele’s prime suspects were (which is in her notes).

The next day (play log above), the other PC’s revealed Mandelbrot may be connected to conspiracy. So the only key thing the Witch Hunters don’t have by the end of 23rd is identity of Adele’s suspects.

NOTE

This means when Wilhelm, on the 23rd, let pass Leopold’s statement suggesting the Clapper being “purified” means it was destroyed, Leopold was in fact testing Wilhelm to see if he would correct what Leopold knew was a mistaken statement.

Thus Witch Hunter Captain Leopold views Wilhelm as “unreliable”.

This will have implications for information sharing between any “concurrent investigations” going on.

All the companions go to lunch with Graf Friedrich von Kaufman at the Golden Stag, a gold tier eatery not far from the Old Horse Tower.

Entering, they see that Gravin Clothilde von Alptraum is at a table with an older woman in clerical robes adorned with scale and owl images (both look magnificent of course, as should ladies who lunch). A young initiate and older nurse stand off to one side (picture the middle-aged companion woman in the secular-nun outfit in Shakespearean plays, who looks daggers at anyone who gets ideas). Wilhelm notices his older brother Klaus von Döhnenleiter is seated at a table behind Clothilde, behind a potted plant trying to look inconspicuous – when he sees Wilhelm Klaus puts his finger to his nose signalling to be discrete.

The nurse's name is Kat, short for Katrina....

Wilhelm goes over to great the Gravin and wish her well. She introduces her lunch companion, Lector Agatha von Böhrn of the Cult of Verena, Law Lord and Member of the Emperor’s Council of State.

Just that we’re clear: that all means she’s a noble, she’s a Lector in the Verena’s church, she’s in the Emperor’s “Cabinet” and she’s pretty much as close to being “the Supreme Court” as you can get in the Empire’s context – final word advising the Emperor on interpretations of law, that’s a Rank 4 noble to you who score those thing. Clothilde and Graf Kaufman are Rank 3 (though he only by dint of his wealth – he would be Rank 2 if he lost it, Wilhelm is Rank 1 working on being Rank 2 if he’s knighted).

She asks if he got the warrant, looking over to Lector von Böhrn, saying that she thought it would be so much better from Count von Bitternach. He says he did.

Not sure Players are grasping that Clothilde is lunching with one member of Council of State and just name-dropped the name of a second member.

At the Graf’s table, Graf Kaufman asks the comrades if they know anything more useful about Graf Wolfgang Aschenbeck and is told that he did employ a cultist to manage his affairs – Graf Kaufman is pleased. Very handy snippet, hardly the sort of judgment you want winning contracts to supply the imperial army. He also asks if they have any news of the north but they don’t know anything he doesn’t already. Excellent (the companions continue to be in the Graf’s good graces). They have no particular questions for him.

The Graf may someday be more understanding of having trusted aides turn out to be parts of conspiracies - he and Graf Wolfgang will continue to parallel each other....

The PC's had no investigative questions/Intuition checks to make re the Graf. They are not pushing "who among Adele's suspects is it, or is it someone else" very much.

Clothilde and the Lector finish their lunch and the Lector leaves.

On her way out, Gravin Clothilde stops to greet Graf von Kaufman, being polite (Averlander to Averlander). The Graf inquires if she is going to the ball as the Stirland Electoral Palace and learns she is – a polite coded dance ensues in which it is established that she does not have an escort to the ball and no she is not interested in the Graf filling the position. The Gravin asks where Wilhelm is staying (causing him to have to think quickly as he doesn’t wish to admit to her where he is actually staying, he gives the inn where his comrades are, The Seven Stars). She remarks that is not far from the Temple of Drama and that he should make an effort to see Cobweb Castle when it opens. Wilhelm says he will, that he enjoyed the play she arranged for veterans to see in Averheim.

After she goes, the Graf is observant enough to have noticed young Wilhelm’s interest. He cautions Wilhelm that “she has sights set higher than us lad, she’ll be decorating the elector’s palace within the year, whoever the elector turns out to be”. He shares the gossip that some suspect she is waiting for Prince Luitpold to return (the Prince having been abroad seeking Bretonnian assistance against the northern invaders when his father was injured).

Wilhelm goes and speaks with his brother Klaus. Klaus is staying at the Imperial in the Oberhausen district.

That afternoon Korhadriel goes for fittings for clothes for the ball, courtesy of the Graf (he will receive them the day of the ball) – failing roll to learn any interesting gossip beyond worry about the Emperor’s extended poor health (it’s been weeks now).

The Dwarf goes to the chapel to the Ancestor Gods in the Great Catherdral, as it is Saga. He meets some other dwarfs and accompanies them to Metallshalck district for a night of drinking and singing Sagas. He does well with the Saga of Grungi (new action card, two successes gives 2 enduring fortune points that last until used).

During the evening he sees a human in the broad hat and leather coat favoured by witch hunters, but a very well-cut and made version of them and silver-chased pistols, try to speak with one of the dwarfs and get rebuffed. He learns from the dwarf, Vorgun, a Master Engineer that the man’s name is Verstholen and he works for General Schwazhelm – he was wanting to ask questions about black powder but Vorgun wasn’t having any of that on Saga.

Wilhelm finds Magnus Holck , looking in the more artsy establishments till he digs up the young Ostlander sitting in a corner of The Black Velvet cabaret nursing a drink – the same corner he’s been in for about 18 hours. Magnus is still not feeling sociable but comes along back to the inn.

All retire for another night.

The next day is Geheimnistag. The Dwarf sleeps late. Magnus and Korhadriel go to the bankers Klopstock and Billreuth so that Korhadriel can examine the Southland expedition artefacts to better speak of them at the ball. Korhadriel doesn’t learn anything new examining them, Magnus tries to ponder them as well but finds the strange runes cause his head to swim and he passes out.

The elf tries to get the bank staff to shift the twitching human (who is having visions of toad creature on floating discs, surrounded by armies of lizardmen, fighting hordes of daemons – lots of stress, he passed out – dodged temporary insanity). They refuse, he brought Magnus, so the elf hires passers by for a shilling to help carry Magnus back to the inn.

There is a note there for Wilhelm with the seal of von Alptraum family, Clothilde’s personal version (Folklore successful) – Korhadriel takes it to pass on, not opening it. Wilhelm does not arrive till late afternoon.

Before reuniting with his companions, Wilhelm first found the Official Investigation into The Treasonous and Blasphemous Plot Against Sigmar’s Faithful, lead by the priest Holy Inquisitor Father Johannes Siebolt, fresh from his successful prosecutions of heretic followers of the Child. Wilhelm produced his warrant and explained his purpose, sharing information about the theft of blackpowder in Averheim. Father Siebolt knew all of this, apparently Captain Baerfaust provided all this background already.

Father Siebolt notes the presence of mutants in the Averheim affairs, and reveals that digging out the explosion under the Priest’s Rest has produced a jumble of remains but some are clearly those of mutants. Wilhelm finds the presence of mutants in the city strange, wouldn’t they risk being revealed? Father Siebolt tut-tuts the innocent nobleman, mutants are everywhere . Wilhelm does not impress Father Siebolt nor befriend him and no further information is shared.

This is Father Seibolt from 1000 Thrones, still with poor Nils.

The Dwarf had gone to the Priest’s Rest site and sees the man who was in the dwarf quarter the night before, Pieter Verstholen, member of General Schwarzhelm’s staff. Verstholen explains he was seeking expert advice on blackpowder explosions to estimate the quantity used at the site – does it account for all the 50 barrels missing from Averheim shipments.

Verstholen is drawn from the Swords novels in which he is an agent/investigator for the General.

Wilhelm is passing and joins them, wondering if there might have been more – signifying other risks. Verstholen gives The Dwarf a note of apology to give Vorgun and promises to reward him (Vorgun) well for assistance.

The Dwarf then goes to seek out Vorgun and present the note, the engineer is easy to find (he is a Master Engineer) and he ponders it, saying the human looks like he can pay well enough to make up for his offence. He will seek Verstholen out after Geheimnisnacht .

Wilhelm then goes to see his brother (having been told at the bankers that since his brother is in the city, he has to draw his allowance directly). He talks with Klaus at the Imperial. Klaus admonishes him about associating with a von Alptraum, noting she is dangerous with her talk of a plenipotentiary. If the Leitdorfs do not gain the office of Elector, there will be no appointment and advancement for their supporters (such as the Döhnenleiters).

Wilhelm defends Clothilde, saying he believes she truly wants whatever is best for Averland and conducts herself always in such a way. Klaus shakes his head, that’s because she’s a good noblewoman – one must always appear to do what is right because it’s what right, that is what Wilhelm must learn, not because it brings recognition and advancement, appointments and opportunities. Clothilde knows how to play the game. But she won’t be a threat much longer.

Wilhelm does better convincing Klaus that having a friendly foot in the Alptraum camp could be useful, Klaus sees it, "an egg in the other basket". He is also impressed with the warrant from Graf von Bitternach. Instead of the 2 gold crowns allowance accumulated, he gives Wilhelm 3 gold crowns to cover expenses.

Klaus wants Wilhelm to attend the Festag services for Sigmar in the Great Cathedral, but in particular the one a week hence (e.g., the 2nd one coming up) as that service will include a recognition of the donations by the Leitdorf family and their supporters, including the Döhnenleiters, towards restorations in the Cathedral. “ Yes, Wilhelm, the von Döhnenleiter name is going to be mentioned in thanks by the Grand Theogonist himself, speaking from the pulpit of the Great Cathedral! ” Klaus is clearly beaming and happy, “ let her have her plenipotentiary then

Klaus is aware, as are many, and Clothilde notes below, that she came to Altdorf (before the Emperor was wounded) to lobby for an imperial plenipotentiary to be appointed to resolve the electorship issue in Averheim. Claiming only to want a resolution whoever it favours.

Wilhelm wonders if there is some risk, could some deface the work? Klaus is perplexed, it’s the Great Cathedral of the Warrior Emperor of the Empire – who is going to try to deface anything in it?

It’s late in the day when Wilhelm sees his comrades and reads a note from Clothilde asking him to come and see her at the Averland Electoral Palace (she is staying in the guest wing as a member of the former Electoral family) – at 2:00. It’s now past 4:00.

(Episode end recovery)

Wilhelm and his companions all go to the Electoral Palace to see the Gravin of Heinzstadt.

Clothilde is present with the nurse. She explains her unfortunate situation, and need for temporary agents. She is more agitated than they have seen her before, the woman who kept her cool when bandits were attacking the coach and Herrig was bleeding on her dress.

She explains, Graf Freiderich would assist me if I asked but I don’t want to presume on his generosity under the circumstances [she turned down his proposal] Captain Baerfaust is under great stress with the Emperor’s situation and his Greatswords need to recover from their ordeal in the north, so I don’t want to trouble him either.

Some now see her as a threat whose reputation must be destroyed even as the agitators and broadsheets have been paid to destroy other contenders.

She has learned that a muckraker has put together a scurrilous pamphlet supposedly detailing her life in Altdorf 12 years earlier as a lady in waiting at court – something bordering on pornographic, illustrated to ensure even the illiterate see the slander.

Enough of them to flood Averheim are loaded on a barge in the Old Docks that will sail upriver to Averheim in the morning. They are delayed to avoid being on the river on Geheimnisnacht.

Using courts risk the contents coming out. She prefers to deal directly as a noble deals with insults to their honour. This is not Averland so she has less overt rights, and her family has no agents here. A noble such as Wilhelm acting as her agent has pretty wide latitude in a low class neighbourhood.

The comrades agree to destroy the pamphlets and to find out where they were printed and make sure no more of them get printed.

She regrets it is so late in day, it may not be possible to deal with this and avoid being abroad after nightfall this Geheimnisnacht. She doubts that here in Altdorf any necromancers are raising zombie hordes and most unquiet spirits issue from taverns not graves. She promises to reward them well.

[she is a noble, not a merchant – she rewards people she does not pay them]

Mechanically, there will no official interest in anything that happens unless someone is killed or a critical wound of the serious sort is inflicted such as broken arms and severed limbs – a mere concussion will not interest authorities.

The comrades take their leave and return to the inn to change (arming up).

It is twilight by the time they reach the Old Docks area in the city’s lower class east end. People are already mostly off the streets in preparation for Geheimnisnacht. The comrades look for dockworkers, Fish gang members in this area, who would know which barge was loaded with printed material. A couple of possibilities are explored, the floating headquarters of the Fish Gang (which they decline to try to row out to) with the Broken Barrel tavern settled on instead.

The tavern is jam-packed. Wilhelm tries to spread coin to find the barge (a shilling worth five fortune dice in this establishment) but fails to gain the trust of these low class sorts. The Dwarf and Magnus recognize Frederick Grosz sitting at a table and go over to him, seeing them coming he holds out his hand, “Karl Meisl, good to meet you”.

Frederick/Karl and Magnus go back a bit and Magnus finds Grosz’s claim to know nothing about the barge of printed material disingenuous. For 5 shillings, he learns the barge’s name, the Madame Baum – anchored at the Isle of Eels. For another 7 shillings he learns the name of the printer, Schöffer.

The comrades go down the now-deserted docks to the Isle of Eels. Crossing over the bridge to the island they pass a pike set into the side with five caps impaled on it – they look like city watchmen caps.

The isle’s buildings emanate noise and light, but its streets are also quiet. They find the barge they want and Wilhelm lights a torch, approaching it. However, the comrades have not been completely unobserved.

Eight men armed with a variety of clubs, cudgels, knives and hooks spill out and object to their presence. Wilhelm and The Dwarf try to intimidate them, Wilhelm citing his warrant from Graf von Bitternach [which doesn’t actually apply to this situation but what do a bunch of peasants know].

He’s told to stuff his warrant where the sun don’t shine, we’re the People’s League Against Taxation and Nobility and we don’t care nothing for that – “ up the pike with them ” is the shout as combat initiative is called for.

I'm drawing on multiple sources, Shades of the Empire book has some info about Isle of Eels which really is run by a bunch of anarchists. PC's would have learned that with easy Folklore etc. if they tried.

Morrslieb grins down.

-- We break

Edited by valvorik

Burn Before Reading or Young Blades Gone Wild.

All present.

Wilhelm uses his newly-acquired pistol to shoot one of the impudent dock-scum, whose blood splatters comrades causing 2 others to turn and flee (how we explain 3 henchmen down to one pistol shot) , and The Dwarf cuts this way and that with his twin axes, killing 4 more.

Clothilde was at such pains to lay out how to avoid watch attention if not killing etc., ah well, they have threatened a noble – Wilhelm – and get what they deserve.

The last of the dockworkers now also flees ~ bitter tales of noble oppressors to be told on the Isle of Eels in the coming days.

The comrades search the barge and find 12 crates of pamphlets. Wilhelm takes a couple and the rest are unloaded and piled on the dirt of the Isle of Eels, set afire and watched to make sure they burn. This takes some time, from unloading to burning, and a new set of foes appears – it is after midnight.

Unlike the crudely armed dockworkers, these are sword-bearing masked bravos led by a well-dressed swordsman who is quickly revealed by his voice and words to be none other than Gerhardt von Leitdorf. He admonishes Wilhelm for helping that von Alptraum woman (after all the von D’s are supposed to be Leitdorf supporters), and taunts him for these are only the pamphlets bound for Averheim – the ones for Altdorf will go out from the printers in the morning, not that Wilhelm will be alive to see it – sword flourish (fellow member of the Young Blades Dueling Society ).

Wilhelm's Player had wondered in last session why the smear campaign was being done in Averheim if Clothilde is lobbying in Altdorf - as it turns out he gets his answer - it's being done both places!

A melee ensues, Gerhardt and Wilhelm squaring off while the bravos attack other comrades – and it is revealed that in the darkness lurks a crossbowman who unleashes two hounds that join the fight. Magnus and Korhadriel are pressed by their foes, falling back constantly and Korhadriel risking Geheimnisnacht ’s conditions to use his magic. Wilhelm and Gerhardt’s due is protracted, Gerhardt inflicting a small critical cut above the brow that briefly blinds Wilhelm with blood, while taunting Wilhelm and scolding him for disloyalty ( I Thought We Were Friends – or rather "I thought you were with my family not hers! ) – Wilhelm making a stunning display of swordplay ( 8 exploding successes and a comet - that was all the expertise dice I own ). The Dwarf suffers a bite uncomfortably close to the dongly bits from the dogs but puts them down.

Wilhelm finally pierces Gerhardt fatally, the von Leitdorf scion cursing that the Alptraum witch will be Wilhelm’s death too ( the comrades are sure he just misplaced a b with a w, that’s all - actually it was misogyny when spoken but unknowingly accurate.... ).

[rally step]

The three Bravos left standing at this point no longer have any fight in them. They turn out to be hired men who work for Gerhardt upon occasion and with this death see no point in fighting. Wilhelm accepts their surrender and even offers 15 shillings among them for their assistance dealing with the printer, whose name they give as Schoefer. He tries to get them to agree to deal with the printer but they are too intimidated by him to do more than agree to support the comrades.

Searching Gerhardt finds 3 gold crowns, his signet ring (1 gold crown value) and other jewelry (1 gold crown) [profitable foes to kill these nobles]

They cross the Talabec north and find the printing house around the witching hour. Briefly stymied – it’s locked up (where has that rascal Herrig gotten to) . Wilhelm has his warhorse kick down the door – which is effective albeit ensuring there is no surprising foes – as will be seen.

The printing shop is dark and empty, the bravos said the pamphlets were likely in cellar. The Dwarf and Wilhelm descend, Korhadriel remains in the shop, and Magnus stays outside with the bravos and Wilhelm’s warhorse.

The Dwarf and Magnus find a lit room with lots of boxes and search it, finding a dead (and messily so) man and realizing they are not alone in the room. Not by any means. It seems they have interrupted a summoning (but not quite early enough) this Geheimnisnacht . A Daemonette appears, along with 4 cultists and a cult sorcerer.

The Daemonette carves into Wilhelm’s armour and flesh and cultists attack. In the ensuing fight The Dwarf sends the daemon back to its realm in short order but the strange tongue-lashing the sorcerer gives Wilhelm weakens and overwhelms him, while the other cultists chant blasphemous and profane rites and the comrades feel flesh twist, wounds becoming critical wounds on the Dwarf and Wilhelm. They also attack Wilhelm carving strange runes on his flesh with knife cuts that leave him suffering Sadism (temp insanity) .

Korhadriel comes down into the fray and finds weakness against the Sorcerer, and Magnus’ inspiring words encourage the three bravos to enter the shop and descend to join the fight. He also uses his magic, incurring Geheimnisnacht ’s boon of strong flowing magic and risks of its wildness and a miscast effect resulting in a dwarf-like grudge temporary insanity (how appropriate both for a reckless wielder of Aqshy and one who studies dwarves).

We break

The ‘grudge insanity’ draw for miscast and the fact that Gerhardt’s attack dealing temporary blindness happened to coincide with a critical wound that is a “cut above the brow” two examples of the game’s mechanics helping to tell a story – if I could award the system fortune dice I would!

As it is Fortune Point into party pool for the jest of Morrite body-collectors building their marionette show made when I force a roll to see if the encounter the only folk legitimately out and about this night.

I got some of the ideas for this part of adventure from the fan scenario Burn after Printing.

Edited by valvorik

I know I am going to sound like a dirty old elf but if your gang missed burning one of those illustrated pamphlets please email it to me! :o

That was one document I did not create a handout for!

Edited by valvorik