Sunday, 28 February 2021

21 & 28 Feb 2021

The village of Wittgendorf lies on the west bank of the Reik, close to Castle Wittgenstein.

 

Although it is still inhabited, Wittgendorf has the appearance of a ghost town. The streets are choked with debris and rank vegetation, and many of the buildings are in ruins. Half-starved dogs (and some emaciated people) roam the streets looking for food..

The town’s wharf is the only place to moor a vessel along this rocky stretch of the river.

Most of the village is squalid and depressing.  The locals are wary of strangers, but beggars shuffle towards the boat as the adventurers tie up at the wharf.  Talking to the beggars yields nothing more than pleas for money and food, interspersed with incoherent ramblings that include no useful information.

Soon, they are approached by Emrer, a desperate young woman holding a baby wrapped in a blanket. She begs them to help her baby daughter who is dying. The village’s physician has been worse than useless — all Rousseaux gave her was some of his terrible rotgut, which only made the baby’s condition worse.  Her baby refuses to eat, she says, and has a terrible green pallor to her skin. To make matters worse.  Looking under the blanket, rather than an infant, the bundle holds a large but apparently docile spider.  Eight hairy legs sprout from its body, which is covered in green fur. 

The Pale Lady

As the adventurers reach the top of the track leading up from the wharf, they see a beautiful young woman dressed in dark blue, mounted on a white horse and surrounded by six armed guards amid a crowd of slack-jawed beggars. The guards bear the Wittgenstein family crest on their shields and wear full-face helmets with sleeved mail shirts.

 

The young woman is Lady Margritte, and she is supervising the abduction of a villager. A beggar lies on the ground with blood pumping from the stump of his arm.  the adventurers try talking to Lady Margritte but she stares coldly at the adventurers for a moment, says she's not interested in whatever they have to say and then returns to the castle with her unconscious prize.

Pretty soon, the adventurers met Herbert Marcuse, the Landlord of the town's solitary pub, The Shooting Star Inn, and Jean Rousseaux, the village physician. He explains that he is kept very busy ‘alleviating the suffering of these poor creatures’ - meaning the townsfolk, most of whom are crawling with lice and wander around drunk drinking from blue bottles of Rotgut, which, they discover, is sold to them by Rousseaux's assistant, Kurt Kutzmann, a dimwitted idiot of a man.

Aeslor and Fayth wanted to check out the physician's house so they paid a visit.  Rousseaux’s house is well maintained, one of the few without visible signs of decay. Rousseaux lives here with his housekeeper, Frau Blucher and Kurt.

Arriving at the house, the adventurers are met by Frau Blucher. She is an elderly woman, who is short-sighted and hard of hearing.  They talk to Rousseaux and he confirms he is selling his Rotgut to the villagers as a cure for their conditions.  

He also has a secret door leading to a cellar which fayth made a note of.  Talking to him, it seemed he is friendly with Lady Margritte, and thinks very highly of her. 

Rousseaux, Kurt and Frau Blucher decide later on to go to the pub, and it is at this point that Nobby and Fayth decide to break in.  Despite Ron warning them to be subtle, Nobby decided to just kick the door in.  This is when he and Fayth discover the cellar, which has a secret door leading to some tunnels.  He decides not to investigate the tunnels yet.  Manwhile, Fayth finds a magical weapon in the cellar which she takes.

In a desk drawer they find a letter from Lady Margritte.

They also find numerous bottles of coloured water and coloured sand, an unmarked glass bottle of blue rotgut, a pottery jar containing five Leeches, various surgical implements and other physician’s tools and a locked cash-box containing a signet ring bearing the von Wittgenstein crest (value 5 GCs), as well as 8 GC, 10/6 in assorted coins.

When Rousseaux returns home and discovers the break in, he believes it to be villagers after his rotgut, so the players are off the hook for the time being.  They manage to convince him (through threats) to search the house and cellar.

A flight of rickety wooden steps leads down into the cellar. Across the room is a table with several vials and bottles upon it. A locked wooden door leads to tunnels beneath the village. A strong stench of decay emanates from a buzzing mass of blackness lying on a bench against the far wall.

As the Characters move towards the buzzing mass, hundreds of flies swarm into air, revealing a decaying human body. The flies are harmless, and settle back onto the corpse after a few minutes. The body once had four arms, but they have all been sawn off; the bones and a surgical saw can be found in a bucket under the bench.  On the table are a set of scales, a pipette, and assorted vials of coloured water and sand.  There is also a gallon jar of rotgut, a length of rubber tubing, a funnel, and a stock of empty blue bottles.


The party thought that the tunnels would lead directly to the Castle, but they don't.  They lead to a crypt below the Temple of Sigmar and a set of tunnels inhabited by cannibals, who have been eating the bodies in the crypt.  Although the temple itself is in ruins and is closed, it would seem the bodies in the crypt are fresh enough to eat, and the cannibals are friendly enough and say that they only eat people who are already dead but that Rousseaux has been suggesting they start eating the villagers.  Rousseaux has taken over a room in the Temple and it is here that they find his notes on rotgut and an unfinished letter to Lady Margritte.  


The cannibals also tell the party that the tunnels don't go to the castle, but there is an outlaw camp in the forest who know of secret ways into the castle.  If they want to find the outlaws, they need to talk to Hilda in the village.

In the Temple, they discovered a magic sword which Ron tried to draw but couldn't.  Aeslor then tried and managed to draw it, and became attuned to it.  This sword is in perfect condition. Its name, Barrakul, ‘Hope of the Mountains’ - is inscribed with Dwarf runes along its blade. It is undoubtedly the creation of a Runesmith of no mean skill. When wielded in combat, the blade shimmers, visible one moment and gone the next, and only the red glow of its runes is constant. Non-magical armour is useless against this blade - ignore the AP of any non-magical armour or shield. It possess the Unbreakable quality, but gains the Undamaging flaw if weilded against a Dwarf.

We ended the second session with the characters leaving the Temple.


Sunday, 21 February 2021

7th and 14 Feb 21

 In the first of these two sessions, the PC's and Corrobreth travelled to the Devil's Bowl, part way in canoes and the rest of the way on foot.  On their way they, they came across a dead horse.  in the horses packs were the following items:

  • Two weeks’ worth of iron rations, soaked and useless.
  • Assorted pieces of clothing (female), some of which might be useable if dried out.
  • A sealed oilskin packet whose seal bears the device of the Red Crown. Inside is a rough map of the Empire, with a circle drawn around the area of the Barren Hills, and with the position of Dagmar’s observatory clearly marked and labelled. This map is similar to the handout found in Dagmar's study, with the addition of the observatory and without the superimposed markings.
Once at the Devil's Bowl itself, they found the main crater has filled with water over the centuries. It is surrounded by a stone circle, which is eerily silhouetted against the darkening sky. Corrobreth suggests that this is a good place to camp for the night, ‘We’ll be safest in the lee of the stones,’ he says.



As night falls, Morrslieb rises full in the sky, hanging above the crater.  As midnight approaches, an eerie blue glow begins to play over the water, and the wind blows mournfully. From outside the circle a shimmering blue form approaches, and at the same time a wind whips up from nowhere and howls across the adventurers’ camp, sending dust everywhere and impairing vision. When the dust clears, the adventurers can see a torn and tattered female figure. Translucent and outlined with blue light, the woman moves without touching the ground, and no blood flows from the gaping wounds in her side.

In a distant, wheezing voice, she begs for aid. ‘Heelp meee... please help me. Lay my bones to rest, for I have walked these hills a long, long time. Follow and see... follow and see.’ The figure begins to
move towards the caves...

Brunhilde Gratten – Ghost
A hundred and twenty years ago, Brunhilde was a scout for Dagmar von Wittgenstein’s expedition to find the warpstone meteorite. After finding what he sought, Dagmar murdered his whole party, stabbing Brunhilde repeatedly while she slept and burying the rest alive in the nearby cavern.

Since then Brunhilde has haunted the area around the Devil’s Bowl, yearning for a proper burial for herself and her companions. She tells the tale of Dagmar’s betrayal — of how he led them into the lush hills to find a meteorite that he calculated had landed here, and of how he changed when he found it, becoming first secretive and then murderous.

Brunhilde leads the adventurers past the trees into a cavern where the hump of a shallow grave can be seen. This is Brunhilde’s own grave, and a few of her whitening bones poke through the top of the mound. Brunhilde begs the adventurers to restore her grave, and to reclaim the meteorite.  She also tells them that the bodies of the other expedition members can be found in the right-hand passage.

Skaven Attack!
Before the adventurers can move further into the caves, they hear the sound of squeaking voices from outside. A few seconds later, the Skaven leader Crot Scaback appears in the entrance passage, sword in hand. ‘Standstill!’ he squeaks. ‘Standstill, or die!’ and, ‘Stone, stone!’ he demands. ‘Where, where?’

In the ensuing battle with the Skaven, and the skeletal remains of the rest of Brunhilde's companions who are forced to fight but are begging to be killed, the Skaven were wiped out.  The ghost points out a pack which she said belonged to Damar.  Inside this pack is the missing sixth key to the trapdoor back at Damar's Observatory.  The adventuresers decided to head directly there.

After a brief stop off at Kemperbad, where the adventurers were given a letter and Nobby chased down and killed the six year old boy who had been paid to deliver it (drawing the attention of the Kemperbad City Watch, who executed him on the spot... or at least thought they did as he spent a Fate Point to survive...)


The PC's then headed to Damar's observatory and, using the six keys, entered the trapdoor and a secret library below.  Inside the library already were Etelka Herzen and Ernst Heidlemann, who the PC's killed quickly.




In the library the adventurers found the following documents alongside a couple of Grimoires and some potions.





Having killed Etelka, the PC's gained her Wand of Onyx, her cat (Shadow) as a new pet, and some potions and cash.  The session ended with the players deciding to travel straight to Castle Wittgenstein, picking up rumours on the way as follows:
  • Altdorf Zoo's been shut for weeks. I heard Deathclaw, the Emperor’s Griffon, went on a rampage. Probably because the Emperor hasn’t been to see him for months.
  • Castle Wittgenstein is an evil place, cursed by the gods in punishment for the unspeakable sins one of the family committed a century or more back. Old Dagmar was a wizard of the worst sort, and this current generation is scarcely any better. The inhabitants of nearby Wittgendorf have fallen prey to a terrible, deforming plague, and pass along appalling tales of degradation within the castle.
  • The Emperor has called all the Elector Counts to Altdorf to discuss the situation between Ostland and Talebecland, as well as the reports of anti-Sigmarite violence in Middenland. The Elector Counts are usually slow to answer the Emperor’s call -  a reminder that he is an elected monarch and not an absolute ruler - but most agree that the situation is urgent: the meeting is expected to take place any month now.
  • Crown Prince Wolfgang Holswig-Abenauer is being held prisoner in his own castle on the orders of the Emperor. This is because He’s contracted permanent Galloping Trots






 

Saturday, 6 February 2021

31st Jan 2021

 In which we switched from Roll20 to Foundry, so much of the game time was taken up showing players around the new system.

They traded some stuff and headed towards Unterbaum following the leads they had found pointing them to the Red Crown's expedition to the Black Hills.  

While passing through Kemperbad again they were approached by a Purple Hand member wanting to 'Pass on a message" - ‘What have you done with Kastor, and where is the money?’ Ron tried to palm off the cultist by telling him to teell his mates Kastor had screwed the party over, too, and had stayed in Bogenhaffen -  the cultist warned them that the Purple Hand has got a lock of Grimick's hair, and the only way to get the Purple Hand off their backs is to deliver Kastor and / or the money to the head of the Cult in Middenheim.

Near Untebaum there were waterfalls preventing them taking thier boat any further upriver.  A series of locks could have taken the boat up the mountains but they left it outside a lockside Inn and walked to the village, crossing the river Narn on foot to get there.  A villager told them that Etelka had passed through here a few days ago (well, a noblewoman) on horseback but had not stopped.  In the village itself they met Vorster the Elder and a priest named Corrobreth who knows the Black Hills and is the only person who goes there, as the lands are twisted and cursed.  With a "You're hired" from Ron it was agreed he would be their guide...