Tuesday, 10 November 2020

8th November 2020

 The PC's playing today:

  • Alan: Ron "Foul" Guttermann, a human who is a rat catcher by trade, and has a small but vicious dog named Dog.
  • Ali: Aeslor Arha, a Wood Elf who is a Wizard's Apprentice.
  • Cassandra: Fayth, a Human Initiate of Shallya who is fed up of religion.
  • Daniel: Grimmick Grimjaw, a Dwarf who is a Student Engineer.
The adventurers sat around Altdorf asking after vampires and the Purple Hand, but nothing.  Some tramps did try to claim a vampire had bitten someone's legs off, and that a gold crown would help, but nothing more concrete than that, so the team loaded the barge up full of cheap brandy (plus one case of good stuff) to trade and decided to head towards Castle Reikguard, and let the Purple Hand come after them if they wanted.

Along the way, they passed through a lock (1 silver shilling, Ron in charge of steering and doing a perfect job) and as they passed one of the new half built Signal Towers, two Dwarven engineers came running out.


The Signal Towers are one of the Emperor’s pet projects to give warning of any attack or other emergency.  This signal tower is being built on the remains of an older, partially ruined structure.

‘Oi! Give us a lift! We can pay!’

Before the adventurers have a chance to question the two Dwarfs, another one comes running down to the bank. The first two fall silent as the newcomer arrives.  She glowers at them and points at the half-finished signal tower, wheezing as she speaks: ‘Unless (gasp!) you want to be blacklisted (wheeze!) with every dwarf in the Empire (splutter!) you’ll get back to the site NOW!’

With a look that is a mixture of apology, embarrassment, and appeal, the pair of dwarfs trudge back up the bank.

The newcomer introduces herself as foreman in charge of the construction of the Emperor's signal tower, apologises for Thingrim and Belegol, and explains she runs a crew of twelve engineers, all good, solid dwarfs until this job. They were hired in Altdorf six weeks ago, with an Imperial Commission to build this signal tower as specified.

‘It seemed like an ideal site. Good visibility to the next towers up and down the chain, and this ruin is sound enough for a foundation. ‘Nothing went right from the start. There were accidents and injuries. And mind, these are trained and seasoned dwarfs. They’d no business slipping off scaffolding and dropping hammers on each other. Then they started disappearing. Two more vanished only last night, leaving six. The rest of the crew are asking for danger money now. They think the place is an accursed elven burial mound, and elf ghosts are behind it all.

She offers the party 5 GC to investigate.



The wall is made from blocks of a black, shiny and completely featureless mineral. The Dwarfs have managed to complete the bottom floor of the signal tower, It is from this room that the workers have disappeared. The players quickly discover that there is a trap door in the floor, but they are not able to open it, so they try digging up the floor surrounding it until suddenly, a powerful ghoul ghoul springs into the room from it and attacks.  the ghoul is wearing what looks like a strange, cylindrical key on a leather thong around its neck.

The fight is a long and brutal one - a critical hit to Ron's hand left it bleeding badly until he cauterised it after lighting a fire in the fireplace, and Fayth suffered a broken nose, until they finally managed to destroy the ghoul with fire and retrieve the strange key from around its neck. It is a rod of iron, 6 inches long and with a five-pointed star cross-section.

This is where we ended the session.


Sunday, 8 November 2020

1st November

 Missed a session last week and today's was a short one as Death on the Reik starts properly.

The PC's playing today:

  • Alan: Ron "Foul" Guttermann, a human who is a rat catcher by trade, and has a small but vicious dog named Dog.
  • Ali: Aeslor Arha, a Wood Elf who is a Wizard's Apprentice.
  • Cassandra: Fayth, a Human Initiate of Shallya who is fed up of religion.
  • Daniel: Grimmick Grimjaw, a Dwarf who is a Student Engineer.

The first part of the session focussed on shopping and deciding where to go.

There was an incident sailing from Altdorf to Fielbach where they saw a small trading boat called The Maria Borger travelling towards Altdorf.  A crew member called the PC's over as they had sick people on board.  The PC's boarded the boat and the crew introduced themselves as Hans and Karl, and said that thier Dad Bernhardt had taken sick two nights ago.  Examining and healing him revealed two small punctures in his neck. When this is brought to Hans and Karl's attention, they say: ‘That’s odd. They weren’t there yesterday, but he was just as bad. Must have been a rat or something. They’re a real problem when you’re carrying grain — get everywhere, they do, and bold as brass, too. They’ll go for you soon as look at you.’  Ron. knowing rats and looking at the size of the wounds, said, "Bloody big rat" as Bernhardt started saing things like, ’Away … keep him away … those eyes … I’m cold, so cold … don’t let him touch me … no … no …’

The PC's spotted a small silver pendant on the floor under Bernhardt’s bunk in the form of a stag’s head: the symbol of the god Taal. Berhardt sees it - ‘Mine,’ he mumbles. ‘Give it to me … give … took it off … he made me … he made me take it off …’

Hans and Karl reveal they are carrying a special cargo, to be delivered the day after tomorrow. When the boat was loaded two days ago, Bernhardt was approached by a large mercantile operation. None of their boats were heading in the right direction, and when they offered almost twice the normal rate, Bernhardt accepted the cargo.

Long story short, the cargo was a crate containing two coffins, each with a pile of dirt inside, but no vampires.  The PC's dumped the coffins in the river, and go out of there when they saw bats landing on the boat...

They then traded at the next own and decided to return to Altdorf.  On their return they asked about the Maria Borgia, half expecting Altdorf to now have a major vampire problem, but it had sailed straight through a couple of nights before without incident.

Rumours they picked up this week (will be added to the News and rumours post from September 30th!) were:

Crown Prince Hergard von Tasseninck has been killed while on an expedition in the Grey Mountains. He was the only son and heir of Grand Prince Hals von Tasseninck, the ruler of Ostland. Some of them that were with him came back raving about beastmen using guns! Have you ever heard such tripe!

The Grand Prince of Ostland blames Grand Duke Gustav von Krieglitz of Talabecland for his son’s death. He says that an assassin working for the Grand Duke murdered his son. Gustav has long had designs on the Ostland forests. Everyone of consequence knows that.

As the PC's traded and loaded their boat, they noticed two men in hats with purple feathers staring at them.  Ron called them over and they said the PC's should 'hand over the money' and, in two single blows, the party had killed them both.  A watchman came over, but he was more interested in getting bribed to not arrest them especially as Ron had said that they had come over demanding the party hand over all their money. When Ron suggested he search the bodies, he pocketed the money they had and threw a piece of paper they were carrying on the floor, which the party picked up.


The party had a discussion and have decided to stay in Altdorf for the time being and sort out the Purpe Hand once and for all...

Calendar at end of session:



Sunday, 25 October 2020

18 Oct 20

 The PC's:

  • AJ: Harbull Junior, a Halfling Prowler training to become a Thief.
  • Alan: Ron "Foul" Guttermann, a human who is a rat catcher by trade, and has a small but vicious dog named Dog.
  • Ali: Aeslor Arha, a Wood Elf who is a Wizard's Apprentice.
  • Cassandra: Fayth, a Human Initiate of Shallya who is fed up of religion.
  • Daniel: Grimmick Grimjaw, a Dwarf who is a Student Engineer.
  • Peter: Iva Getyouoff, a Human Lawyer, who now owns property in Bögenhafen so is staying there.
  • Richard: Nobber "Nobby" Hudson, a human who was a Watch Recruit who wants to be an adventurer


Playing today were Grimmick, Aeslor, Fayth and Ron.

Calendar at start of session:

Picking up where we left off, with the characters outside the Red Barn on a mission to rescue Elvira, this was met with little resistance - just three kidnappers all of who they made short work of - killing one and letting the other two run off after questioning them, which was a little frustrating: "We was hired by a tall man. Tall-ish. Not quite my size. Sort of. Looked about forty, I suppose, though it’s hard to tell with posh folks. I dunno. Middling years, perhaps. Piercing-blue eyes, he had, like ice. Right hard looking, in a soft sorta way. Or were they brown? Or maybe green. He definitely had two of them. I noticed that."


For her part, Elvira would only reveal that someone in Altdorf wanted her to do something she definitely didn’t want to do. Beyond that she refuses to explain anything. She is happy to be free though, and polite enough with her thanks. She gave Fayth contact details for a witch friend, Tartella Witchypants, over in Altdorf, and provided some training in herb lore (and a book on herbalism) to Aeslor.  They discovered that they are no longer wanted for the murder of the two Nobles in Altdorf - somebody has already been hanged for that, though there are still a few old Wanted posters up.

The rest of the session was shopping, trading and training as Aeslor needed to spend a week at the College of Magic to get his licence to become a wizard, Ron bought cargoes and travelled between Altdorf and Fielbach buying and selling for a small profit.

We left the session as the characters prepare to leave Altdorf.  

Gossip, news and rumours heard during the session has been added to the gossip post!

Calendar at end of session:



Sunday, 18 October 2020

11 Oct 2020

The PC's:

  • AJ: Harbull Junior, a Halfling Prowler training to become a Thief.
  • Alan: Ron "Foul" Guttermann, a human who is a rat catcher by trade, and has a small but vicious dog named Dog.
  • Ali: Aeslor Arha, a Wood Elf who is a Wizard's Apprentice.
  • Cassandra: Fayth, a Human Initiate of Shallya who is fed up of religion.
  • Daniel: Grimmick Grimjaw, a Dwarf who is a Student Engineer.
  • Peter: Iva Getyouoff, a Human Lawyer, who now owns property in Bögenhafen so is staying there.
  • Richard: Nobber "Nobby" Hudson, a human who was a Watch Recruit who wants to be an adventurer


Playing today were Grimmick, Aeslor, Fayth and Ron.

The game was picked up where we left off, with the characters in Josef's boat in Bögenhafen, which they have just saved from becoming a portal to the realm of Chaos, but instead of being heroes, they wanted for murder, and they know that the authorities in this town are never going to believe their own story.

At this point in the game, the calendar becomes important, so I will update that first: Yellow highlight shows where we currently are from the start date of the campaign.


Ima Gettyouoff, the party lawyer, decides to stay on in Bögenhafen and use his charm to try and smooth things over.  After all, he now has property in the town.

The rest of the party sail up to Weissbruck with Josef.  Along the way they discover that there is a new law banning the killing of Mutants - people are saying that the Emperor must be a mutant to pass such a ridiculous law.

Along the way, the come across a riverboat adrift. There is no sign of life so Josef steers toward it and it becomes clear that it has been attacked by mutants, who are still aboard.  The party kills these mutants and there is only one survivor of the original crew left - the cook.  The owners of the boat have been killed.  

Josef explains that the salvage laws are that they can apply to have the boat officially registered to themselves at the next town, and that will include the cargo - several crates of wool - which can be traded.  Josef trains the PC Ron in boat handling and explains how trading works.

Once in Weissbruck, the party have a few different things they want to do.  First off is saying their goodbyes to Josef, who is loading a new cargo and returning to Bögenhafen.

Ron registers the boat, so it is now officially theirs.  He also hires the cook to stay on with them for 1GC a week.  The cooks name is Renate Hauser.


he then sells the cargo of wool any buys a new cargo of fine brandy (and a case of shit brandy in case the Dwarf gets thirsty) and, along with the Dwarf, encounters a couple of strange men. One carries on with a normal sales pitch, the other scratches the right-hand side of his nose with the little finger of his left hand while inserting the thumb of his right hand into his right ear, palm to the front and the fingers fully extended. 

They ask what the PC's have done with Kastor, then try to shake hands, which the PC's refuse, so one slaps Ron on the back leaving a purple hand print, before they disappear into the crowd.  The two PC's try to follow them, and despite passing their tracking rolls, lose them. Ron washes off the ink stain and returns to the boat.

Meanwhile, Fayth and Aestor head off to the home of a friend of Fayth's - Elvyra, a pharmacist who has offered to teach Fayth herbalism and who can put her on the path to learning magic.  Fayth knows her from her convent days, but Fayth is fed up with religion!

Arriving at Elvyra's house, though, finds it ransacked and Elvyra missing! Windows are smashed, herbs and potions robbed, and they find a note in the mess:


Hearing noises from the cellar, they discover a little 10 year old girl hiding - Elvira's niece Liza.  She says that some men had called round a couple of nights ago and had argued with Auntie Elvira.  The next day, Auntie Elvira had caught Liza 'playing with her pretty coloured powders' and drinking her booze, and had grounded her in the cellar.  

Auntie Elvira had told Lisa she was not allowed to go to the Happy Man Inn.  Later that day the bad men had come back and taken Auntie Elvira with them, while Liza hid in the cellar.  Fayth decided to take Liza back to their boat.


When all the party were back together, and Fayth had explained what was going on, (and Liza was eyeing up the cargo of brandy), they all went to the Happy Man and eventually got directions to the Red Barn, which is where we will pick up next week.

Saturday, 5 October 2019

The Enemy Within, 2019 Onwards

The Enemy Within Director's Cut.
I wasn't going to restart a blog, but having had quite a gap since the first part, Enemy In Shadows, and Death on the Reik finally being released, it is probably easier on the players to have a recap space to refer to, comment on and post questions.

This post is a full recap and contains spoilers for oursiders who haven't read it, so Im making this blog private.

I will quite likely add a post after each gaming session, so it is here when we switch to another game (because i think the rest of the modules are some time away, and this is a big campaign)

Recap of the story so far

I am putting in the key parts of the story, from the books and from memory - there will be bits that may have happened slightly differently, in which case, remind me and I'll change it.  You did gather all of the clues that are here and it is those which are important now that the game changes from fairly railroaded to a more sandbox style. 

(you may need to remind me who has died! I provide this as a reminder of how I remember the games and I’ll include where you got the various handouts)


Chapter 1 – Mistaken Identity

You all met just outside the Coach and Horses Inn, having decided to catch a coach to Altdorf to become adventurers. As you had seen Handout 1, “Wanted Bold Adventurers”. 

The coach drivers got a little drunk, but you managed to get passage and headed out the next day, sharing the coach with a posh noblewoman called Lady Isolde, her maid Janna and bodyguard Marie, a gambler named Phillipe and a student who did not speak the entire trip named Ernst.

A couple of hours after the coach joins the main road, it rounds a bend, and you saw, squatting in the road a Human figure, his back to the coach, bent over the body of a Four Seasons coachman. You saw a severed Human hand hanging out of the creature’s disgusting mouth. The creature is recognisably Human, but flesh hangs in tatters from its face and hands, and green ichor seeps from its eyes. Spitting out the hand, it rushes towards the coach brandishing a bloody dagger.

One of you recognised the mutant as Rolf Hurtsis, a fellow thief and old friend from their home town.  

There was a short fight and the mutant was killed, and, when you inspected the mutilated body of the Four Seasons coachman, you saw a crossbow bolt through the neck has killed him.

You found his coach around the corner, overturned and with the crew being eaten by other mutants.  Killing these, you inspected the bodies of the coachmen and passengers and were shocked to find one of the passengers looked exactly like Richard’s character!

A blood-stained piece of parchment was protruding from the corpse’s jacket - Handout 3: The Inheritance.  


In an inside pocket is another, unstained letter, Handout 4: The Affidavit.

You got the rest of the way to Altdorf without serious incident.

ALTDORF

The capital City of the Empire! 

Stepping off the coach, the Characters are greeted by cries of ‘Angelino's, best grub in town!’ and ‘Stay at the Cat and Fiddle! Finest music and the best beds!’ The cries are accompanied by ready hands reaching to take any passenger’s luggage in order to lead them in the general direction of their chosen inn. Arguments soon break out, and fists clench.  It is chaos.

Even before you manage to organise a place to stay, Amid the bustle of the square, two men approach. They look no different from anyone else in the crowd, but they act strangely. While one watches the crowd, the other scratches his left ear with the little finger of his right hand. As he does so, he stares straight at Richard, and they continued this until they gave up and wandered off, their expressions suddenly change from confusion to relief as they hurry over to where a stocky man stands near a doorway to a house. They follow him through the door, which is shut behind them too quickly for you to follow.

Checking in on the Wanted: Bold Adventurers advert, you discovered that the Crown Prince has already recruited a party and has left Altdorf.

Going for a pint, you finally run into a friendly face amongst the bustle of Altdorf. Josef Quartjin is an old acquaintance, and owns a river barge, The Berebelli, which he uses to trade up and down the Reik.


He is chatty and helpful, and delighted to sit down and catch up with his old friends at the Boatman Inn. He passes on some news and gossip:

  • City folk are strange folk. Who wouldn’t be, living cooped up amongst buildings all day?
  • All members of the nobility are mad; they’re all inbred and tainted by Chaos, as everyone knows.
  • There have been strange goings-on at the University. It’s full of Daemonologists and Necromancers dabbling in things that are better left alone.  Strangely-robed figures prowling the University cloisters late at night, accompanied by sounds of weird chants, clapping bells, and sinister howls!
  • Mutations can affect you late in life. A boatman, who had worked on the river for 20 years or more, suddenly started to develop an oily, yellow skin and bulging eyes.  The boatman is now dead, of course, drowned by his own companions.

Outside the pub, a skinny street preacher dressed in rags clutches tight to a scroll as he screams his prophecy to any who listen. As you pass, he points at you and screams ‘I see Darkness Gathering as the Last House of Joy Falls - beware, for Shadows Over Bögenhafen stir! Then Beloved Morr, resplendent in Vestments of Green, stands astride Sigmar’s Great River. Yea, I see Death on the Reik and I despair! For then the Stained Hand guides the Once Mighty Lord, and this Power Behind the Throne curses us all. Lo, the Horned Rat then claims the Broken King atop his Throne of Lies, and the White Walls Fall, leaving our Empire in Ruins! Tremble in fear, ye mighty, for the End Times have come.’ - you look at him as if he is insane.

Inside the pub, later, a couple of posh nobles enter and begin insulting everyone and vomiting over people.  They have guards with them, who usher them our after an argument starts with you. 

Leaving the inn, Josef leads the Characters to his barge. Along the way, you become aware of being followed, by the two men who were doing he weird signs on the square when you got off the coach. 

As you are about to react, you see the two me suddenly cut down as a crossbow bolt slams into the back of one, and, as the other turns, another bolt thuds into his throat. Both are killed. There is no sign of the shooter.

A search of the bodies revealed no identification other than each had a small tattoo on the right breast, depicting a purple hand.  You spend the night on Josef's barge. The two nobles who were vomiting over you in the pub are found dead the next day, and rumour is that they were seen arguing with your party and that the Watch would like to speak to you in connection with their murder!  There are even Wanted posters going up!

Josef is heading out to Bögenhafen, and needs some crew... you decide it makes sense to head there as the Inheritance letter says to report there to collect a wad of cash, and there is a big annual fair on:


You hide below decks on Josef's boat until well outside Altdorf.  The trip to Bögenhafen involves travelling the full length of the Weissbruck Canal from outside Altdorf to Weissbruck, where it joins the River Bögen.


Weissbruck

It is early evening by the time you arrive in Weissbruck. As you prepare to tie up the barge, you notice a shadowy, travel-stained character standing in the doorway of the Black Gold, a nearby inn. You recognise the stocky man as the one from the Königplatz in Altdorf, who somehow made the oddly gesturing men retreat - the same two men who were crossbowed to death on the night before the party eft Altdorf, and this man clearly has a crossbow slung across his back. It is equally obvious that he is watching the Berebeli tie up, but before anyone can approach him he turns and walks into the inn.

Following him into the inn, he is nowhere to be seen.. Getting information out of the inn’s occupants reveals the man is a bounty hunter who arrived in Weissbruck late last night. 

Later that night, as you are in the barge, smoke starts to billiow from the stove - someone has covered the chimney!  Opening windows for air are greeted by pots of burning oil thrown by thugs.  You deal with this attack, killing the main attacker - the bounty hunter who shot the weirdoes!  On the body is a letter, Handout 7.  The drawing that accompanies it looks exactly like Richard's character.


Chapter 2 - Shadows Over Bögenhafen


The trip from Weissbruck to Bögenhafen takes four days. It is uneventful.  

The Berebeli puts in at Haagen’s Wharf. Josef and his crew deal with tying up and pay the mooring fees. The docks are relatively quiet, but sounds of merrymaking can be heard coming from the direction of the Schaffenfest, which has already begun. Josef explains that he has to go to the offices of a local merchant named Ruggbroder to collect payment for his wine and to arrange for its unloading by the local stevedores. He suggests the party takes the opportunity to look round the Schaffenfest, which is most definitely ‘not to be missed’. 

Visiting the Lawyers

Enquiries along the Garten Weg will be a dead end; no one has ever heard of a law firm by the name of Lock, Stock, and Barl. Indeed, no one has ever heard of a law firm with offices on the Garten Weg. The letter is a hoax.

The Shaffenfest

The fair has many attractions and you explore these freely. Two things stick in your minds - 

The Drunken Dwarf — You notice a drunken Dwarf in the stocks outside the Festival Court 


The Runaway Goblin — You witness the escape of a three-legged Mutant Goblin from Doctor Malthusius’s Zoocopeia, and accept the job of going into the sewers to find it and return it to its owner.

During your search of the sewers, you fing the body of the Drunken Dwarf - The body is horrifically mutilated, and shows evidence of many knife-cuts. One arm is missing, and appears to have been torn or bitten completely off. The chest is torn open, and the heart is missing.  You also find a hidden temple, inside which is a daemon, chewing on the remains of the mutant goblin, sat inside a pentegram that has the words "ORDO SEPTINARIUS" inscribed. 

 Defeating the demon and searching the temple turns up a monogrammed silk handkerchief - the monogram is the initials F.S.

The investigation following all of this reveals, in brief, that the temple is directly below offices belonging to one of the four major merchant houses, (Franz Sternheiger) the authorities in the town do not believe any tales of hidden temples, the authorities claim that the goblin was found dead in a warehouse, squashed by boxes, the ORDO SEPINARIUS is a charity run buy the top nobles in the city, but is actually a front for summoning a demon that will swallow the entire town...

Your characters investigations prove that the top officials in Bogenhaffen are in on this, though whether they know it is to summon a demon you are not sure: what is certain is that you manage to prevent the summoning, but not before being framed by a doppleganger demon named Gideon for the murder of one of the top nobles... the clues to all this were as follows.

Teugen is one of the top merchants


On the morning of the day of the ritual, one of the top nobles of the town - Magirius - contacts you. He looks pale and worried He insists on being taken to a place where they will not be disturbed or overheard, and only then does he reveal the cause of his agitation.

‘When Teugen came to us from Nuln, he told us that, with our help, his sorcery could influence the economy of the Empire. Bögenhafen would become great again — greater even than Marienburg — and we would all become rich beyond our wildest dreams. That is why the Ordo Septenarius was established, and the lower ranks are no more than a smokescreen.

‘Everything was going according to Teugen’s plans until you discovered the temple under the Steinhäger offices.

‘The ritual will take place tonight. I don’t know where yet, but I will get word to you as soon as I can. Teugen said that a human sacrifice is necessary to prepare the new temple, and that was too much for me. I didn’t realise anyone would have to be killed. You must help me. Going to the authorities is useless as Teugen and the Inner Council control them all. You are my only hope.’

Magirius then gives you a letter  -  Handout 10: Herzen’s Letter.
 

Later that day, you receive the following note from an errand boy.


Going to his home after you find him dead, and scrawled on the floor in blood by his body is this:


The next thing you notice is the errand boy who delivered the note is stood in the doorway laughing  at you.  He them shouts into the street: , ‘Help! Help! Murder!’ from the front door of the house. Looking out of the window, you see a four-man Watch patrol running towards the house. At the same instant, the servant appears in the room, apparently out of thin air — ‘You know,’ he says, in a multi-toned, resonant voice that is spine-quiveringly unnatural, ‘you really should have minded your own business.’ and vanishes again, but its deep, many-throated, mocking laughter continues for a few moments after it has disappeared.

You do manage to evade watch patrols and head towards the warehouses, in search of Warehouse 13, where you manage to prevent the ritual taking place and save the City!  

However, there are several dead nobles, you are known in the town for going round making accusations against the leaders of this town, and you are wanted for the murder of Magirus... 

Time to make a hasty exit!

We pick up the game at this point: You are all hiding below decks on the Berebelli, Josef is laughing at you and asking if you intend to be on Wanted posters in every major town you visit, and from here it is up to you exactly what you want to do.

During this game there is lots of rumours and gossip that you hear.  I'll compile those into a separate post you can refer to - some will be true, some outright lies, some partly true, as with all news, rumours and gossip!




Sunday, 15 September 2013

Terror in Talabheim - Sessions Four and Five

Sunday 1st September 2013
Sunday 15th September 2013

Both sessions highlighter the worsening situation in Talabheim, and continued to be frustrating.

Those characters with the Grey Ague eventually recover - though not without loss of Fate Points.  At one point, Mo the Elf, thinking that the Bounty Hunter Ulrich had died, threw his body out into the stables (where they have been instructed to put any dead out for collection by the authorities), leaving him to awake in the morgue, having to find his way out and back to the Threeapples naked, which did not best please him.  

In revenge, Ulrich waits until Mo is asleep and then puts him out for corpse collection. When he awakens, though, it isn't a morgue.  He is surrounded by a pile of twitching, stitched together body parts, and encounters a hunchback who intorduces himself as Igor.  When some of the bodies move towards him, he runs away, bursting out of what appears to be a secret room in a large house in the better end of town.  Without noting his surroundings, he makes his way back to the Threeapples, (through the unique method of approaching the Watch while naked...)

Daubler comes up with an antidote to the Grey Ague, but is unable to manufacture enough of it.  The Shallyans are helping gather ingredients but all that will take quite some time.  The disease is indeed both a magical poison as well as a disease.

After a few days, a proclamation goes throughout the city.  The Duchess Elise, with the full and unanimous support of the Parliament, has declared all able bodied men are to offer their services to the City Watch, effective immediately. 

All inns are required to submit the number and type of guests they have. The government has made it very clear that they will harshly deal with anyone who harbours able-bodied men from their civic duty to Talabheim.  The men that show up for work detail with the Dogfaces promptly start getting referred to as “Pups” throughout the city.  Most are broken into small squads with a proper Dogface to lead them and given sundry unpleasant duties to attend to, which change daily.  The PC's are given the lovely task of Sewer Patrol.

After a couple of days of boring sewer trawling, as they are patrolling down beneath the Merchant District, they hear the sounds of running from the tunnel in front of them. They have just enough time to prepare themselves when a ragged figure charges around the corner. 

Cloaked in dark and bloodied rags, the rat-faced beast doesn’t even pause in its flight, it merely scampers part way up the stony walls and attempts to dive past the PCs. It is obviously fleeing from something, and is not interested in fighting.

So they kill it anyway.  

The wounds it was already suffering from as it ran indicate it had been shot several times by some kind of firearm.

Continuing down the tunnel, they smell something foul on the air long before they enter the low cavern at the end of it. The scent is a mixture of gunpowder, spilt blood, decay, and an unidentifiable musky scent. As they enter the room, they discover a massacre. 

The bodies of slaughtered Skaven stretch out across the cavern floor as far as they can see. Many of the corpses show signs of disease. But it was no plague that killed them. The majority of the Ratmen’s corpses have been punctured, many times over, as if an entire legion of Imperial troops had turned their firearms on them. Other patrols have been in this cavern within the last day but none spoke of any such sight. The bodies have grown cold, but this butchery was recent.
 

Many of them have small holes in their backs with gaping exit wounds in the front. There are many steel balls embedded in both their wounds and the stone of the cavern that are clearly firearm shot. One figure in particular is different from the others. The unusual Skaven has black robes with ornate markings that appear to be some sort of runic text, though the marks bear no resemblance to the runes of the Dwarfs. It has what looks to be a single stab wound to the head, which pierced its right eye. The wound appears not to have been caused by a cut, but a blade deepened it, i.e. someone used a blade to dig out whatever caused the wound.

When they report this, Hunter Lord Ketlef Kienholtz, commander of the City Watch, declares, in lieu of any other “reasonable” explanation, the foul Skaven must have slaughtered one another. The bodies are ordered burned where they lie, and the matter is quietly covered up. 

As they turn in that night, the City is overrun by Skaven - thousands of them - and the only option is to run.  Though the chase was eventful, with the PC's mostly escaping into sewers, the result was inevitable:

The Ratmen seized two of Talabheim’s neighbourhoods - The Tallows and the Old Market - as well as portions of the Ratholds and part of the Wizard’s Way, and now control those areas. Talabheims Nobles are of the opinion, "what can you expect from such untrained, ill-equipped, and cowardly folk? It’s not as if the City Militia even bothered to patrol the Tallows, and the poor don't matter."  One of the leading Knights of the Stag named Reinhold suggests retrieving gunpowder from the South Quarry and blowing up portions of the Tallows, which he feels nobody would miss anyway: Mr Perfect argues this point, feeling that sending Gunpowder into the Skaven controlled areas is a stupid idea... 


The next day as a foul wind arises in the city and the air grows thick with the faint smell of rot. The greater bulk of Talabheim’s military forces and no small number of civilians soon show the signs of having caught the Grey Ague. 

Within two days, the PCs find they are some of the only healthy members of the armed forces left in Talabheim.  They are given a pay rise to make up for this...
 

Then the Plague Zombies start showing up.

Detlef Kienholtz, the commander of the Dogfaces, makes it clear the PCs’ gravest duty is to keep an eye out for Skaven infiltrators. In the evening, two days after the Infestation (which is what the citizens of Talabheim have swiftly taken to calling the Ratmen’s seizure of the poor neighbourhoods), the PCs hear screams echoing over the cobblestones. 

They round the corner to a gruesome sight: three mostly naked men mauling a young, well-dressed man who is clearly trying to defend a young girl standing behind him. The girl is screaming as loud as her lungs allow because one of the attackers is chewing great bloody chunks out of the man's arm.  All three attackers are clad in white linen loincloths and nothing else. The first of the three has no eyes in his skull, he does, however, have a wide set of blinking eyes in place of nipples on his chest. His eye sockets have both been filled with elaborately carved blue glass of some sort. The second Zombie has a dull red glow instead of eyes - in all six of his eyes, in fact, both of his hands have been replaced with leering skulls that gnash their teeth and chatter as he advances. The third Zombie is chewing on the unfortunate young man. All three are covered with elaborate, expensive looking tattoos.

Once the PCs dispatch the Undead, It takes neither Priest nor Wizard to tell the Zombies’ bodies have been modified. An expert has sutured on the various extra parts.  Further, there seems to be a raised rune of some sort on each of the Zombies’ right ankles. The rune resembles a stylised G with perhaps another letter and a flourish. None of the PCs recognize the symbol.  The linen loincloths that the Zombies are all wearing are, strangely enough, of a quality that even the most exacting noble would approve of. 

Whilst the PCs are deciding what to do next, one of the city’s newly employed street urchin runners comes dashing up to them with a message:  “Zombies! Lots! Knoll of Doctrines!” The PCs can hear screams and the muffled sounds of battle once they make it to the edge of the Taalgarten.

The scene that greets their eyes as they clear the trees of the garden and look upon the Knoll of Doctrines is one of anarchy. Varied Zombies, no two alike, wander over the brightly lit hill, attacking and being attacked in turn by a myriad of individuals in Priestly form. There, a Priest wearing the twin-tailed comet of Sigmar smashes a warhammer down onto an outstretched leg, dropping a four-armed Zombie to the ground. Here a trio of Initiates bearing Taal’s insignia are being driven back by an Undead monstrosity formed from two legless torsos stitched together at the waist. A squad of Dogfaces hack a Zombie to pieces, even as one of their fellows is being torn limb from limb.
 

As they reach the foot of the hill, a young man clad in sombre black robes walks over the rise of the Knoll. Even from a distance in the dark, they can see the gleaming blue of his sapphire-coloured eyes. He wanders down the mound, absentmindedly touching Zombies as he passes. Each silently falls to dust in his wake.

There is a round of cheers when the last of the Undead falls, and the PCs have time to take stock of the situation. The young man, clearly a Priest of Morr, walks up to them and introduces himself as Paul van Soleck.

He looks at them and says, “This is nothing. A display. A distraction. The true test will come soon enough. Run when you must, fight when you can. These bodies are marked. A proud sigil. An artist’s mark. She takes Van Hel’s dance too literally, I think. Though she, in turn, dances for Steeleye. Perhaps we all will.” He laughs, once, a harsh discordant sound, then turns and swiftly walks away. 


The Zombies on the Knoll are similar in all respects to the Undead the characters fought earlier. None of the other combatants has much to add, though the Dogfaces do mention that there have been Zombies spotted throughout Talabheim. “The Infestation, now this. It’s as if Taal has abandoned us. At least we have an idea where all those bodies have been going, eh?” 

In the morning, the PCs hear that even in the daylight, Zombies bearing the plague are still roaming the streets of Talabheim. They decide to follow up on the strange markings on the ankles of all of the Zombies - and are told to go to the Law Quarter and ask to look at the Artists Registers.  They are warned that dealing with the Judges in the law Quarter can be a bit frustrating.

Asking around gets the characters directed to the Central Registry, at the heart of the Law District, located across from the courtyard that houses the Obelisk of Laws. The Central Registry consists of a very large office, in which a pale little man sits behind a massive desk. A line some thirty persons long stands in front of the man’s desk.  After a 4 hour wait they are told, “You need a signature authorizing this request from your superior officer. Make certain he signs here and here. Then get this form stamped in the Hall of Records before returning here.” then the clerk says one of the signatures is too smudged for appropriate identification and demands a new one... Just as the PCs prepare to gut the law clerk, they notice a stylised G that is exceedingly similar to the Zombies’ mark on the base of a statue depicting the torture of a wracked miscreant that stands just behind the clerk. Asking about the statue gets an immediate answer: 

“Ah yes, that’s a piece by Doctor Gugula Skell. Not her best work, but it serves. What? Oh yes, she lives in Talabheim. Manor District I should think.”

So off they go to the poshest part of Town. 
 

When they get inside Skell's mansion (by kicking in the door - the place is empty) Mo the Elf recognises it from when he woke up in the morgue, but does not remember any specifics (such as where the entrance to the morgue actually was...) 

There is nothing to be found in the house that the characters wouldn’t expect to find in a physician’s home. A small study holds a number of books, but they eventually discover a false-back in a closet. The back panels have been cleverly designed to roll out and away, revealing a crudely hacked staircase leading down, far below the level of the street by a good 30 feet and into a circular room.  

A single table formed from a large piece of white stone rests in the centre of the room. It is covered with old stains that are clearly blood.  Several other tunnels lead off into the darkness about the room. A large series of cabinets sit on the far side of the room. The cabinets are filled with an array of scrupulously clean medical instruments as well as a number of saws. One box is filled with a wide variety of string, twine, and sinews. Another holds dozens of needles, ranging from small pins to large sewing needles.

They meet Igor, who tells them that the Doctor has gone away. Igor is bound to this place and cannot leave (indeed, he crumbles to dust as soon as moved from this room - as soon as the dust is placed back in the room, he reforms to his normal self... a fact that the PC's have fun with...) and they also meet a skeleton... 

“Have you gentlemen found what you came for?” 

His exposed rib cage is interwoven with a series of moulded bone plates and intricately engraved lengths of steel. The blazing blue pits of fire that once held his eyes regard the characters for a moment before his weirdly echoing voice continues.
 

“You come too late warriors, she has already answered her master’s call. I am, or was, Christoph Baumer.  I am bound to this place.  I offer you the only bargain I can. Swear in holy Sigmar’s name that you will release me if I will tell you that which you need to know. You must defeat me in one on one combat and have a Priest consecrate my remains. Otherwise, I will rise again at her call.”
 

The Characters agree and swear to do as he asks,.  He tells them this:

“Skell is a pawn of the Ratmen. She is bound to a powerful Skaven Wizard named Asorak Steeleye. The plagued troops that hold the poor quarter of the city are not the Steeleye’s though. They belong to a rival of his named Nelrich the Suppurater.” He shudders again, visibly attempting to restrain his hand. “The true battle comes soon... I know Steeleye wanted the Countess to send for help, but I don’t know why. Defend yourself, I can give no quarter.” With that, he enters combat with Drong, who agreed to fight him.

Drong manages to defeat him, but when he tries to claim the magical sword the skeleton warrior was weilding, the magic almost killed him... the PC's decide to leave the sword where it is.  They take the remains, as promised, to be consecrated. 

The next day, late in the evening, the troops manning the barricades about the Old Market smell something strange on the wind - a strong acidic scent.  It clings to the back of the throat and sets the few soldiers who haven’t succumbed to the Grey Ague to coughing. It is an ill night to begin with, as the full face of the Chaos moon Mórrslieb illuminates the streets of Talabheim with its sickly green light. A soft rumble shakes the cobblestone streets, and in the pause that follows all awake and some abed feel a second violent ripple shudder through the ground. 

Several columns of dust arise to the north of the city, along the base of the Taalbaston. And then the PC's hear it - a cry like that of thousands of angry birds or perhaps, rats, shrieking as one.

A large portion of the Taalbaston along the Old Market has collapsed with an enormous rumble, and the ground throughout Talabheim shakes with its fall. 

Next, A vast horde of Skaven Warriors charges up into the city from the collapsed rock.  These warriors move quickly through the Old Market area, appearing to slaughter the Skaven already occupying that area... There are thousands of them approaching the barricade...

End of session.

Saturday, 31 August 2013

Terror in Talabheim - Session Three

Session 3
Sunday, 25th Aug 13

The PCs have managed to gain entrance to one of the great cities of the Empire - a city sealed due to plague concerns, the very same plague some of them are carrying - and some of them don't have papers allowing them into the City.  Getting caught is not a very good idea. 

The marks the disease causes are readily covered by any clothing that covers the neck, but the coughing and shivering it brings are harder to disguise.  They need papers, they need somewhere to hole up, and they need a cure.

They find themselves in the cramped “avenues” of the Ratholds - actually located within the walls of the Taalbaston itself. Scattered throughout the massive cliff face are holes, tunnels, and warrens carved into the living rock of the crater wall. It was once said that any poor man with a pickaxe and determination could make himself a home in Talabheim. Some of these cave-homes are surprisingly large three- or four-room affairs, having wood flooring and even plaster, but these are rare. Most of these homes are little more than caves branching off from the crude tunnel-alleys that riddle the upper wall side near the Wizard’s Way.

Some legitimate businesses occupy the caves, such as tanneries and dye works. These foul industries only add to the miasmic atmosphere in the caves. There are various tunnels and pathways used by criminal gangs to smuggle goods and people inside the city. Although the City Watch makes frequent attempts to close these down, they seldom keep them shut for long. 


Few watchmen are comfortable going into the reeking dark of these tunnels, so a special squad of Halflings and Dwarves (alongside a few short humans) roam the numerous tunnels and warrens within the walls of the crater itself.  Though officially known as the Taalbaston Tunnel Brigade, most (including themselves) call these guardsmen “the Terriers” for their mission is to “find and kill the rats in the walls.” The PC's encounter a squad of Halfling Terriers in the Ratholds, who recommend their brother's place as a good place to buy the passes half the PC's need to get anywhere beyond the slums in the City.  The PC's go there and buy some very convincing looking ID, and manage to leave the Ratholds and Tallows area and into the Merchant's District.

Threeapples Inn 
Situated immediately across from the main gate, Threeapples Inn is a three-story building crafted from dark wood, with wide, open rooms that can fit almost a hundred people at a time. The owner, a Halfling named Wanda Threeapples, prides herself on welcoming everyone into her business, regardless of station, ethnicity, or race.  This is where the PC's decide to stay - for the first night in a common room, and thereafter in private rooms when they realised they were probably spreading the plague some of them were suffering from...

The PC's who were healthy explored the City a little whilst the rest coughed and spluttered their guts up in their room at the Threeapples (trying to make lucky charms to sell to people out of mattress straw, and not doing very well)

The Apothecary Daubler
When they located Daubler and got to speak to him, he sold them a cure for the Galloping Trots.  They then mentioned Nierhaus and give him Widenhotf's notes. 

“Do you know that the Captain is dead?” He rapidly scans over Widenhoft’s notes before saying, “This is Gotthard’s hand. Where did you come by these?” The scholar’s death takes him aback. “Gotthard was murdered? Ach, this is terrible. Who would do such a thing?” He agrees that Skaven did it “I think the vermin have tried this before, many times in fact. The history of our Empire is rife with plagues that come unexpectedly and weaken us at the worst possible time. I fear the rat folk have set their sights on Talabheim.” He agrees to work on a cure for the Grey Ague, telling them that the book they brought, The Plague & the Principality,  will help him immensely.  He tells them the Shallyans are working on a religious cure - and when they check this out, they discover that the Shallyans are relying on Holy water that they think may be contaminated, and they convince the Shallyans and the Judges in the Law Quarter to not use the water - and to only drink imported booze... the Judges agree to remove the Cup Tax on imported beers and spirits, to help the effort against the plague...

Daubler sets to work and the PC's set themselves to trying to live through the disease...