Showing posts with label Death on the Reik. Show all posts
Showing posts with label Death on the Reik. Show all posts

Saturday, 20 April 2024

The Enemy Within Campaign & the Three-Clue Rule Part I

I saw a challenge/question yesterday about what changes would have to be made to Death on the Reik to make it a true sandbox and also use the 'three-clue rule' to help get and keep players on the right track. This post is just about using the three-clue rule to bolster the structure of The Enemy Within Campaign.
 
There are some minor spoilers below, but I have tried to avoid the most obvious stuff.

Mistaken Identity

The only thing that *needs* to happen in Mistaken Identity is that the characters get to Bogenhafen at the end. That's it. They can fluff everything else, every other element is entirely optional except for the activities of the bounty hunter, which are going to occur no matter what the PCs do - although clearly the outcome of that is in their hands, to some degree. Given that, I would argue that Mistaken Identity does 'kinda' comply with the 3-clue  rule anyway, although in quite a disguised fashion. Because they have no real idea of why the 'adventure' wants to get them to Bogenhafen, the 'clues' here are really 'incentives', although on a metagame level this serves as 'clues' to the meta-mystery: 'where is the adventure?'.

The PCs start with one 'clue' - the advert to join the Prince's expedition; plus each of the PCs have individual motivations of varying strength to go to Altdorf. This directs them to Altdorf. On the way to Altdorf, they have an encounter which gives them a 'clue' to go to Bogenhafen. When in Altdorf, they get a second (weak) 'clue' to go to Bogenhafen, via the friend, with a third 'clue' via the idea of the fair.

However, all this could certainly be beefed up. We can divide this adventure into two bits: 1 - get to Altdorf; 2 - go to Bogenhafen. There are already two 'clues' to go to Altdorf (or maybe one-and-a-half). Others could include:

1 - If one or more of the PCs have participated in The Oldenhaller Contract, Oldenhaller could contract them to pick up an item from Gustav at the Coach & Horses, to take to Altdorf, with cash on delivery.

2 - If any PCs are interested in a military career, you could have rumours that an Imperial or mercenary regiment is recruiting there; or any similar desired training or mentor. This is basically a catch-all motivation at any point in a WFRP campaign. Even if the character doesn't yet have the XP to change to the career, the fact that they have been trained/taught/mentored will allow them to make the change when they do.

3 - Any magical or criminal characters could have been sent (or given the address) of a place to pick up a special item: a magical ingredient, a valuable stolen item, an important message etc.

The key thing here is that the motivation to go to Altdorf should be relatively strong, but can also be completed quickly and then leave the character at a loose end; alternatively, for example in the 'recruiting' suggestion above, the focus could conceivably move to Bogenhafen ("Yes, they were recruiting here deary, but they have all headed off to Bogenhafen - they often try and recruit lads at the fair...usually the ones who have taken in a bit much ale!").  Similarly for the third suggestion above, the contact in Altdorf could easily give them another job in Bogenhafen (or perhaps in Weissbruck, if you wanted to vary things a little).

Since this is a starting adventure, one mechanism you might use is to take half a character's starting money away, but have the reward for completing this side-quest as x3 or x4 that amount. It is a good way of introducing extra NPCs too.

Shadows Over Bogenhafen


What are the vital pieces of information in Shadows Over Bogenhafen? They might boil down to three:
 
There is a secret temple in the sewers (part one of the adventure)

'Something is going on' (part two of the adventure)

An evil magic ritual is going to take place in the Warehouse (part three of the adventure).
 
The main railroad-y element in SoB is that the adventurers have to witness the goblin escape and then follow it into the sewers. The MC has to hope/ensure that the adventurers pursue it long and hard enough to find what the adventure needs them to. To be fair, I find it fairly difficult to imagine a situation where an adventuring group won't be in a position to witness the set-up and do the chase. But the fact that what we imagine is wrong is the point of the 3 clue rule, no?  However, the Thieves' Guild can also provide some clues. So essentially we just need one more clue which points to 'goings on' in the sewers.  Two ideas:
 
Josef is approached by a friend who falls slightly on the other side of the legal/illegal side of the water transport trade. One of the friend's associates/family/friends went into the sewers to try and find a safe place to cache some contraband for the duration of the fair, but they haven't come back. Could the party assist? Josef as a character who 'knows lots of people' can be very helpful here.
 
A local Bogenhafer has noticed some 'funny goings-on': movements into and out of one of the sewers in the middle of the night, with some masked and hooded people carrying bags of what looks like swag. The Watch (or perhaps, only the Watch officers, to the puzzlement of one of the junior members of the Watch) are not only not interested, but they are a bit too insistent that there is nothing to see here. Perhaps there are some ill-gotten gains to seize?

In the second half of the adventure, it doesn't matter too much what the adventurers actually do, as long as they do something. Doing anything will bring them to the attention of the Inner Council, and then their friends and foes will push them onto the right track. The adventurers will already have one 'clue' that something funny is up, from the results of their adventures in the sewers. Again, the information from the Thieves' Guild is compositely at least one additional clue, and maybe more. There are a couple of other 'kinda' clues: the madman's prophecy, the dead Dwarf, and the lying watchman. But it might not hurt for an inexperienced group to get have one more clue. The assistant Andrea might approach the adventurers with a feeling something is up with her boss, or a confused watchman perhaps might serve to reveal that pressure is being exerted to keep people from investigating certain things.
 
At the end of the adventure, as long as the PCs know roughly were to go, the details will take care of themselves. As in the first part, the main clue is a a really, really big clue, so not much else should be needed. However, two additional sources for clues could be:
 
1 - Anyone who the adventurers have helped and confided in (to some degree) can point to the warehouses as the right places to look. A thief who is a friend of the potential victim; Josef can know someone who has seen some puzzling activity (e.g. movements, stevedores acting as guards).
 
2 - Magirius might have included the information in a real note that can be delivered to them by a messenger, or via a trusted friend. This might apply even if the characters don't follow the servant-messenger who gives them the 'main' message.

Death on the Reik

Death on the Reik struggles a bit with motivations and clues. It is not always obvious how the characters or players (or MC!) would know what they 'should' be doing. In that sense then, the idea of running it as a sandbox of the Reik between Altdorf and Nuln is quite good. There does need to be some 'adventure' in it though, otherwise it will perhaps conflict quite heavily with their characters' starting motivations.The links between the various elements in DotR are a little weak. This encourages that authors to try some quite weird railroading and get themselves in some trouble.

The PCs have one clue to go on at the end of Shadows Over Bogenhafen: a name and address of an obviously and self-avowed bad sort. The clue pretty much says 'I am the next baddie'. In 'Optional Encounters', the authors suggest a couple of ways to get a group that hasn't played SoB to go to Grissenwald. Including both of these regardless is a good idea, as is the idea of Heironymus Blitzen (or whoever would fill that role for your group) pushing them that way too.

The next thread of adventure is picked up at the pre-set encounter at the Signalling Tower. They can't (although it seems clear that a very determined group should be able to, regardless) progress further until they pursue the lead on the baddie above. They then pursue that thread until it becomes clear that they are now the same thread. This allows the players to solve the last bit of the Tower mystery which then points to the location for the adventure climax. If the players go off-piste by some way, you can add two additional clues to get them to go to the Signalling tower: just add a rumour into the rumour table, and perhaps also add a rumour that some of the Dwarves of Grissenwald have heard. If there is a Dwarf amongst the PCs, any Dwarf they meet might be a natural source of this rumour.

I also propose that you shouldn't railroad the characters too hard if they do decide to take on the finale, before the finale. Assuming that they survive - that is a reasonably big if - then I don't really see that it is actually a massive issue.  Just assume that the Skaven had sniffed out their target some other way, it isn't as if the PCs could ever know either way. In that case though, there is obviously no confrontation with Crot. The remainder of the adventure (which is somewhat more profitable in any case) will lead up to a final confrontation with the baddie.
 
To get to the next pointed location, then they are given a vague direction and the assistance of a single NPC. I think it is worth having a couple of alternative possibilities here. The most straightforward way is to have one or two alternative guides: a hunter or herdsman or shepherdess or herbalist are all possibilities here. The second way is to allow a skill check of some description. If they are aware of the other party, and the other party is ahead of them (one of the NPCs tells them this) then it becomes a simple Follow Trail task. Another possibility might be to allow a check on Astronomy or History to give some idea of where in the Barren Hills the impact was. In any case, the other party do not appear to have had a local guide, so clearly it can be done!

In any event, there are 3 clues to get the characters back to the Signalling Tower: the key, the (two) dead horse encounters, and Brunhilde. You can make Brunhilde explain more than in the text in terms of locations, without her knowing any more of the main substance of the adventure: since she knows they key is what they seek, then she can also presumably point them in the right direction, if they didn't know.
 
Although the original of DotR doesn't specify, I think that the intention is that no matter how slow the players are, the last place they can be located is at the tower (i.e. they will wait there to bump into the player characters - if you need a rationale, assume that by this point they are at least vaguely aware of the characters and have decided to do away with them). One alternative is to encounter them between the tower and the finale location; and if in the final location, there are potential allies for them to have to really ramp things up!  If the players have already completed the finale ahead of time, this can still work - or alternatively, never encounter them and the place is deserted (and have them re-appear as NPC enemies at some later point in the campaign)!

There are at least 3 clues to the finale location anyway, so eventually getting the players to go there shouldn't be an issue.

Nothing in the Purple Hand thread actually matters. It is fine to leave it as unexplained weirdness.





Thursday, 4 February 2021

Death on the Reik - Playthrough

DEATH ON THE REIK PLAYTHROUGH (Many Spoilers !!!!!!)


 


n.b. This playthrough was done a while ago so it is possible that some minor details have been mis-recorded or mis-remembered.

 Please see here for the review of Death on the Reik

The party consists of Aesgalial (‘Aes’), an Elf Outlaw Chief; Ragna, a Dwarf Engineer; Diehl, a Human Outlaw and former Woodsman; and Leni, a Human Pedlar.

The party has just completed the adventure Shadows Over Bogenhafen

Sailing on the river to escape Bogenhafen, the party notices an apparently abandoned boat. Aesgalial spots a winged mutant spying on them from the banks.  Leni hits the mutant with an arrow shot, who then flies off.  The PCs then board the boat and get attacked by a couple of mutants, swiftly aided by a third who has long tentacles and is hiding in the water.   The PCs make quite short work of them, then find a pedlar called Renate hiding below decks.  She decides to join the party for a while.  The boat's original crew were all killed, so the PCs take ownership of the boat and its cargo (a large cargo of timber).

 

The PCs arrive in Weissbruck, looking for the potion and herb seller they met in Bogenhafen (Elvyra).  The PCs find that the house has been turned over and Elvyra is gone.  Eventually they find a little girl in the cellar.  She is caught by Aes and Leni calms her down.  The girl explains that Elvyra has been kidnapped.  Investigating around the town, the PCs get info at the Happy Man tavern, including the number of kidnappers (3) and the location of where she might have been taken (the 'Red Barn').  Bursting through the door, they surprise the sentry.  Aesgalial stuns him, then the PCs try to sneak up on the remaining thugs.  The PCs bungle their attack and the thugs escape quite easily: however, the thugs have no time to take their hostage with them.  The PCs find and untie Elvyra, who is suitably grateful.  She is very evasive however when asked about who the kidnappers were and what they wanted.

 

The party spend a week in Weissbruck not doing very much whilst Leni learns the rudiments of pharmacy from Elvyra.  The PCs club together to buy stocks of useful herbs from Elvyra at mates’ rates.  Just as they are about to leave Weissbruck, they have a bizarre encounter with a couple of pedlars, one of whom is doing his sales’ pitch (but ignoring the characters when they want to talk to him), whilst his partner makes a lot of funny gestures.  Eventually they both run off.


The group sails off towards Altdorf, with the intention of then going to Delberz.  They sell their cargo on the docks.  About to go shopping, they are quickly arrested and forced to spend a night in the cells! This was in connection with the murder of a pair of obnoxious young nobles during Mistaken Identity – but the real culprits have already been found, only this group of Watchmen hadn’t heard…

 

The PCs buy some additional weapons, armour and rations and suchlike, then go down to the docks to buy another cargo to trade – this time it is timber.  Whilst doing this deal, they notice a face from the beginning of their adventures: the young student Ernst!  He is just getting into a carriage however, and ignores the PCs when they hail him, appearing even more nervy, shifty and unsociable than the first time they met…

 

The PCs have a relatively uneventful journey to Delberz, where they meet with Lena’s family and also meet with a wizard she knows, Hieronymous Blitzen, to explain their adventures so far.  He advises them to pursue Teugen’s contact Etelka Herzen at Grissenwald, near Nuln.  He sends his apprentice Hans-Peter along with the party to help.

 

On their trip down the Reik, the PCs meet some dwarves at a signalling tower under construction.  The head engineer explains that someone or something is attacking the engineering team.  The PCs agree to help and wait inside...during the night, they are attacked by a particularly ferocious-looking ghoul that comes through a hidden trap door.  The group kill the ghoul, although Hans-Peter is slightly injured in the arm, fortunately not seriously.  Exploring the area beyond the hidden trap door, the group encounters a couple of Zombies, who they deal with relatively easily.

 

Ghoul Champion        


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

4

40

-

4

4

8

30

2

43

20

18

43

43

-

Other Equipment: Cylinder Key

Special Rules: Venomous attacks: anyone wounded must test vs T or be paralysed for D8+4 rounds.  If not under attack, and nearest opponent dead or paralyzed, Ghoul must test WP to stop and feed.  Flees if reduced to 2W or less.


Zombies


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

4

25

-

3

3

5

10

1

10

43

14

14

14

-

Other Equipment: Cylinder Key

Special Rules: immune to psychology, cause fear; not subject to stupidity or instability inside their home ground

 

There is nothing much of immediate value to be found, just disjointed bits – a map of the Empire indicating the Barren Hills, some portraits of the von Wittgensteins, some books in various languages.  There appears to be a room which needs six keys to enter, but the group only has five…

 

With nothing else to be done, the Dwarfs are suitable grateful for eliminating the threat to their work and their leader pays the group 62 Gold Crowns.  The group then continues its journey.

 

Whilst on the river, they encounter a boat named the Maria Borger.  Its captain has two wounded crewmen on board, whom Leni treats successfully. One of the wounded crew has two puncture marks on the neck and no obvious signs of disease.  The captain suggests rat bites when the crewman was incapacitated.  It transpires that the captain is being paid over-the-odds to carry an unknown ‘special cargo’.  This cargo is in a large box with an ornate coat-of-arms on it.  The group persuade the captain that they must investigate the cargo, since it is too much of a coincidence that half the crew is down with unknown injuries or maladies since the box was brought on board.  There are two coffins, in one of which is a body, dressed in the fashions of 300 years ago…and there is a little fresh blood trickling from its mouth.  Not wishing to just destroy the body, which would make the Captain’s life difficult, they group goes ashore to gather garlic, which they then spread around the coffin.  The group accompanies the Maria Borger until Kemperbad.  Calling upon the Temple of Morr, they get a cleric to come and investigate their story.  Not only does the captain keep his money, they also get to share a reward of 25 gold crown from the Temple of Morr, whose Clerics say they will “take the matter from here”.

 

 

They sell their cargo and then reinvest most of the profits in a cargo of Brandy, the local speciality.   They are then approached by a group of shifty-looking individuals who (it transpires) are representatives of a Tilean ‘businessman’ working in Kemperbad called Luigi.   The task is a simple collection and delivery taskhowever, which the PCs successfully complete.  Luigi explains on delivery that his previous employees had attempted to rip him off, which led to “serious consequences” for the miscreants!  Luigi however pays well for the job, and tells them to look him up, if they need a little something if they are in town.

 

The PCs then move on to Grissenwald.  They discover in the inn that there has been a lot of conflict between the townsfolk and a Dwarven mining community.  The rude and aggressive Dwarves eventually turn up and unable to resist needling Aes, one of the detested Elves, a fight breaks out…

 

Dwarf Miner  


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

3

50

34

4

5

9

21

2

22

50

30

60

50

20

Weapons: Crossbow, Axe Armour: - Other Equipment: Pick, Shovel

Skills: Animal Care, Carpentry, Metallurgy, Mining, Orientation, Smithing

 

AES hits miner 1 in the body, 1W; and in lt. arm for 1W; Diehl hits miner 2 in lt leg for 3W; Miner 1 hits AES in thelt. Arm for 1W, misses; Miner 2 hits Diehil in body for 6W; AES hits miner 1 in head for 3W and in left leg for no damage; Diehl hits Miner 2 in lt.leg for 3W, misses,

 

After quite a hard fight, in which both Renate and Ragna are wounded, the Dwarfs break off their attack.  Resuming their tale, the townsfolk say that the Dwarfs are vicious and have started attacking remote farmsteads in the Grissenwald area.  The PCs agree to help and approach a farmstead, offering protection for bed and board only, which the farmers gratefully accept.

 

The farmstead is attacked by a force of Goblins mounted on wolves.

 

Guttbag Stoat Throttler


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

4

45

45

3

3

10

60

2

34

28

28

28

28

21

Weapons: Sword, Short Bow (16/32/150 ES3 Rld0) Armour: Sleeved Mail Shirt, Magical Shield (2AP) Other Equipment: Red Dress, Diamond Tiara (200GC), Key on chain

Skills: Dodge Blow, Street Fighting, Strike Mighty Blow

 

Goblin


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

4

25

25

2

2

5

40

1

24

18

18

18

18

18

Weapons: Sword, Short Bow (16/32/150 ES3 Rld0) Armour: Leather Jerkin (0/1 Body), Shield (1AP) Other Equipment: -

Skills: -

 

Great Wolves


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

9

41

-

3

3

5

30

1

-

10

14

14

14

-

 

 

Yokels


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

4

31

25

4

4

6

30

1

29

29

29

29

29

29

Weapons: Dagger or Club Armour: - Other Equipment:

Skills: Animal Care, Drive Cart, 25% Street Fighter

 

Aes is awake and hears the approach of the Goblin party and wakens the rest of the group and the farmers.  The adventurers’ missile fire wounds a couple of goblins, who break off the attack.

 

When the goblins reach the farmstead itself, Leni and Diehl despatch another goblin and a wolf respectively.  The farmer, his family and a couple of farm hands fight a group of five goblins, until the adventurers join in.  Aes and Diehl kill two more goblins and the farmer’s eldest daughter kills another goblin.  One of the farmhands has his leg bitten almost through by a wolf – Leni’s first aid saves his life (and leg).  The farmer and another farmhand have slight injuries from the goblins, but the goblins have had enough, discouraged by the fierce resistance of trained warriors and make a run for it.

 

The adventurers return to Grissenwald and prove that the recent attacks were not done by the Dwarfs but by the goblins (having their heads helps to prove the matter beyond doubt).  The dwarves are gruffly grateful and agree to a meeting with the PCs.  The Dwarves are bitter from having been ‘ripped off’ by selling what they thought was a worthless mine to Etelka Hertzen, but now they believe she ‘knew’ there was still gold in it. 

 

The adventurers head towards the mine, and find an injured Dwarf – Leni saves him.  The Dwarf was shot by Goblins as he approached the mine to check it out.  Leaving him to recover, the group sneak up on the mine which is situated next to a tower.  Aes manages to kill the Goblin sentry, then the group burst into the tower and kill the four goblins in the first room, and then the four gblins in the second room, Aes sustaining a nasty wound to the chest in the process.

 

The adventurers investigate the higher parts of the tower and get into another fight.  Aes is hard put to defeat the goblin leader, Gutbag, but manages to avoid his counter-attacks; this leaves the rest of the group free to deal with the rest of the goblins.  Eventually Gutbag goes down to a mighty blow from Diehl’s axe.

 

Searching the tower, as well as finding some valuable loot (including a useful grimoire for Hans-Peter), they find evidence that Etelka Herzen has left on an expedition to the Barren Hills – the area marked on the map in the undead-infested signalling tower earlier.  The group decide to pursue her…

 

The group equips itself in a brief stay in Kemperbad with all of the stuff needed for a long trek.  It leaves the Reik there and heads to Unterbaum.  The friendly locals welcome them, except to advise them that the Barren Hills are a chaos-infested waste that no-one in their right minds would go near…the local druidic priest Corrobeth explains that the area has been that way since hit by a strange meteor.  He also says that a small party led by a blonde-haired woman of the exact description of Etelka Hertzen had already been this way.

 

Corrobeth lends the party some canoes for the final part of the journey and accompanies them personally.  They find a dead pack horse on the way, with a map in it with the same markings as the map the PCs found in the observatory, but without the orbit of Morrslieb drawn on it.

 

On the 14th day after setting out from Grissenwald, the group reach the area marked on the map – a crater called “The Devil’s Bowl”.  During the night they are approached by a female ghost, who leads them to a cavern where her grave is and asks them to restore it.  She explains that she was part of a group hired by Dagmar von Wittgenstein to retrieve a piece of meteorite; and after he retrieved it he changed – then murdered his companions.  She also tells them that the rest of the graves of her group and ‘that which they seek’ is in another part of the cavern.  At that point they are approached by a few Skaven.  The Skaven do not immediately attack – but the characters do.

 

Crot – Skaven Leader


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

5

50

45

4

4

11

60

3

36

29

30

24

43

20

Weapons: Sword, Dagger, Mace head on tail Armour: Chainmail Shirt (Body 1), Breastplate (Body 1), Helm (Head 1), Shield (1AP) Other Equipment: -

Skills: 30yd Night Vision

 

Skaven Warrior


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

5

33

25

3

3

7

40

1

24

24

24

18

29

14

Weapons: Sword, Armour: Chainmail Coat (Body 1, Legs 1), Helm (Head 1), Shield (1AP) Other Equipment: -

Skills: 30yd Night Vision

 

Aes and Crot engage in quite a drawn-out fight to the death.  Meanwhile, the Skaven and the rest of the characters engage in a massed melee.  Diehl again proves invaluable, since when he connects, as often as not, he kills.  At the end, even after some additional Skaven turn up (they had originally been trying to outflank the character), Crot and three other Skaven are dead or incapacitated, and the rest are running.  Both Aes and Hans-Peter are wounded, but fortunately neither of them seriously.

 

The Skaven out of the way and the wounded having been bandaged, the adventurers continue their exploration.  Reaching the cave indicated by the ghost earlier, as they try to get through the rock, they are attacked by a succession of skeletons, who ask for death but are simultaneously forced to fight.  Aes and Diehl make short work of them.

 

Skeletons


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

4

25

17

3

3

5

20

1

18

18

18

18

18

-

Weapons: Sword, Armour: Leather shirt (0/1) Other Equipment: -

 

Amongst the loot of the cave, the adventurers find the missing sixth key and they resolve to make all speed back to the signalling tower…

 

When they get there, although they approach the signalling tower with great caution, they set off a magic alarm and alert Eltelka and her group.

 

Etelka Herzen


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

4

40

35

4

4

10

60

1

38

42

55

43

49

30

Age: 31

Weapons: Knife Armour: Nil Other Equipment: 2 gold rings (15 GCea.), gold earrings (2 GC each), 567 GC, Wand of Onyx, Potion of Flight, Travelling case

Skills: Arcane Language – Magick, Cast Spells (all necessary), Demon Lore, Evaluate, , Herb Lore, Identify Magical Artifacts, Identify Plant, Identify Undead, Magical Awareness, Magical Sense, Meditation, Read/Write, Ride, Rune Lore, Secret Language – Classical, Scroll Lore

Spells: Petty: Gift of Tongues, Magic Alarm, Magic Flame, Magic Lock, Open, Produce Small Creature; Battle(1): Aura of Resistance, Cure Light Injury, Fire Ball, Hammerhand; Battle(2): Aura of Protection, Mystic Mist, Smash, Zone of Sanctuary; Battle(3): Animate Sword, Cause Fear, Dispel Aura

Magic Points: 27

 

Ernst Heidelmann


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

3

30

32

3

2

8

41

1

44

28

43

27

40

29

Age: 22

Weapons: Sword Armour: Nil Other Equipment: 758 GC, Phials, Travelling case

Skills: Arcane Language – Magick, Cast Spells (all necessary), Magical Sense, Read/Write, Ride, Secret Language – Classical, Scroll Lore

Spells: Petty: Curse, Gift of Tongues, Glowing Light, Reinforce Door, Remove Curse Battle(1): Strength of Combat, Wind Blast

Magic Points: 17

 

Thug   


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

4

31

25

3

4

7

30

1

29

29

29

29

29

29

Weapons: Knife or Club Armour: Leather Jerkin Other Equipment:

Skills: 25% Street Fighting, 25% Strike Mighty Blow

 

Ernst casts Strength of Combat on himself, Etelka and their two hired thugs.  Etelka casts Aura of Protection on herself.  Aes begins to fight one of the thugs.  Renate manages to shrug off a Cause Fear spell cast by Etelka and wounds one of the thugs.  Diehl and Aes also cast off the spell and continue to fight the thugs, Aes seriously injuring one of them.

 

 

 

Etelka then casts Animate Sword.

 

Animate Sword


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

6

57

-

4

5

6

-

2

-

-

-

-

-

-

 

The sword attacks Diehl, who manages to evade its attacks – Diehl then manages to destroy the sword.  Aes gets quite heavily wounded in the right arm by one of the thugs, although he is still in the fight and eventually knocks the thug down. Renate gets a scratch from the attack of the other thug but runs him through in return.  Etelka then casts a Fireball at Renate, who gets some painful if superficial burns.

 

Aes and Ragna are fighting Ernst, who is managing to evade and parry their blows, but Diehl connects with Etelka, who is seriously injured.  Quickly drinking a Potion of Flight, she escapes the adventurers, but Aes kills Ernst with a spectacular combination move.  With the final key, the adventurers get into a secret chamber, which reveals that Dagmar von Wittgenstein was the wizard who recovered the Warpstone which fell into the Barren Hills and took it to his castle.  There is a reasonable haul of magical loot there too (grimoire and a scroll).

 

The group go to Altdorf to recoup and re-equip; they failed to find an acceptable price, but they used their extra cash to buy some additional cargo – some iron.

 

The group then sail down the Reik to Castle Wittgenstein. On landing they see a pale young lady surrounded by guards in the distance.  In the village they see just how downtrodden and degraded the inhabitants are, when they find some of them trying to chase a dog to eat.  Mutations are openly visible.  They meet the village physician, a Bretonnian named Rousseaux, who invites them to dinner later to explain the situation in the village.

 

The adventurers investigate the village, naturally starting at the inn, which seems welcoming enough, given the degradation of the village.  The beer is decent, but the food looks so horrible that the adventurers choose to live off their own resources!  They are told about the Temple of Sigmar, which has been empty for six months.

 

The adventurers investigate this temple.  Its records indicate that until the year that Dagmar returned from his expedition, the land had been highly prosperous but after that it was blighted and the mutations began.  In the crypt, the adventurers find a magic warpblade which belonged to a deceased Sigmarite Templar, Siegfried von Kesselring. 

 

The next day, guards from the castle come down and impound the adventurer’s boat.  Later, they are having a drink in the inn, when a few guards attempt to beat up an old man: the adventurers intervene and kill the guards quite quickly.   At this point, a young lady called Hilda (granddaughter of the village miller) comes and lets them know about the existence of a gang of outlaws close by and she takes them to it.  Next day they leave to return to the village – they want to interrogate the physician to find out what he really knows.  However, on the return journey they see a group of seven guards and a beastman, searching for something…

 

Guard 


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

4

39

29

3

3

6

35

1

30

30

30

40

30

16

Weapons: Sword, Crossbow Armour: Sleeved Mail Shirt, Helmet, Shield Other Equipment:

Skills: Dodge Blow, Secret Language – Battle Tongue

 

Sergeant


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

4

50

40

4

4

10

45

2

40

50

40

40

40

30

Weapons: Sword, Crossbow Armour: Sleeved Mail Shirt, Helmet, Shield Other Equipment:

Skills: Dodge Blow, Secret Language – Battle Tongue

 

Anyone with 2yds must test for T for fight with -10WS from the smell

 

Hilda


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

4

45

40

4

3

9

36

2

34

33

36

28

32

36

Weapons: Dagger, Short Bow Armour: Leather Jerkin (0/1 Body) Other Equipment:

Skills: Concealment Rural, Disarm, Dodge Blow, Ride, Scale Sheer Surface, Secret Language – Battle, Set Trap, Silent Move Rural, Spot Trap, Strike Mighty Blow, Strike to Stun

 

Chaos Beastman


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

4

41

25

3

4

11

30

1

30

29

24

29

24

10

Weapons: Spear Armour: - Other Equipment:

Skills: -

 

Guard 


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

4

39

29

3

3

6

35

1

30

30

30

40

30

16

Weapons: Sword, Crossbow Armour: Sleeved Mail Shirt, Helmet, Shield Other Equipment:

Skills: Dodge Blow, Secret Language – Battle Tongue

 

Sergeant Kratz


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

4

46

46

5*

4

10

44

2

40

50

40

40

40

30

Weapons: Knuckledusters, Flail Armour: Sleeved Mail Shirt, Mail Coif, Shield Other Equipment:

Skills: Consume Alcohol, Disarm, Dodge Blow, Gamble, Secret Language – Battle Tongue, Specialist Weapons – Fist, Flail, Parrying, Two-Handed, Street Fighting, Strike Mighty Blow, Strike to Injure, Strike to Stun, Very Strong

 

The adventurers ambush the guards and beastman.  Their initial volley is totally useless, but one of the guards looses off a crossbow bolt which hits Hans-Peter in the stomach and he is seriously hurt.  However, Aes manages to kill Sergeant Kratz with his first blow, and despite his injuries, Hans-Peter kills one of the guards, almost ripping off his arm.  Soon another guard and the beastman are down too, and the remaining guards run off. 

 

They send Hilda off to check on her grandfather.  Then, suspicious of the physician, the adventurers break into his house and discover that he is the source of the warpstone which is afflicting the villagers.  So they burn it down to destroy the brewing equipment.  Then they go with Hilda to reconnoitre a hidden tunnel into the castle.

 

Entering it, they soon find a skeleton, sucked dry.  They are also attacked by bats:

 

Giant Bats


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

1

33

-

2

2

5

30

1

-

10

14

24

24

-

Special Rules: +10I in first round, fly as hoverers

 

The group drive off the bats without much trouble.  The tunnels are incredibly eerie, but eventually the group make their way through them into a ruin in the outer courtyard, where they wait and identify patterns of life, before going back into the tunnel complex.

During the return, they are attacked by a monstrous leech, but Aes makes short work of it.

 

Monstrous Leech


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

3

33

-

2

2

5

30

1

-

14

1

14

14

-

Special Rules: if inflicts wounds, becomes attached; +1W/round until killed or gorged (6 on d6/round); 40% infected wound

 

The group then find the inside of the Watergate, where their boat is impounded.  They attack and kill the three guards there, then open the portcullis and jam the mechanism fast to prevent it being closed again.

Guard 


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

4

39

29

3

3

6

35

1

30

30

30

40

30

16

Weapons: Sword, Crossbow Armour: Sleeved Mail Shirt, Helmet, Shield Other Equipment:

Skills: Dodge Blow, Secret Language – Battle Tongue

 

The group then find the inside of the Watergate, where their boat is impounded.  They attack and kill the three guards there, then open the portcullis and jam the mechanism fast to prevent it being closed again.  They then investigate the dungeons and find a way into the main hall – they return to the dungeons release five imprisoned villagers, an Imperial tax collector and a lunatic. 

 

They then go down through the Watergate and return to the Outlaw camp and make a quick plan with Sigrid, which is for Renate to lead a group of Outlaws through the cavern to the ruined outbuilding, whilst Sigrid leads the other group to near the castle walls and attack on Renate’s signal.  The rest of the PCs will attack and hold the inner gatehouse, soaking up the counter-attack and allowing the outlaws to take easy hold of the main defences.

 

Guard 


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

4

39

29

3

3

6

35

1

30

30

30

40

30

16

Weapons: Sword, Crossbow Armour: Sleeved Mail Shirt, Helmet, Shield Other Equipment:

Skills: Dodge Blow, Secret Language – Battle Tongue

 

Sergeant


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

4

50

40

4

4

10

45

2

40

50

40

40

40

30

Weapons: Sword, Crossbow Armour: Sleeved Mail Shirt, Helmet, Shield Other Equipment:

Skills: Dodge Blow, Secret Language – Battle Tongue

 

The PCs begin the attach by seizing the inner gatehouse from the main hall side – the guards immediately attack, but four go down quickly.  At this point, the main outlaw attack begins and the disorientated guards are surprised by the multi-directional attack.

 

Once the outer gatehouse is secure, the PCs then go into the main building.  They encounter a beastman which is quickly killed, but its death arouses a chaos warrior!  After a lengthy battle, Aes and Diehl overcome him (it?) and kill him, with a two-handed axe blow right through the warrior’s armour…

 

 

Ulfhednar the Destroyer – Chaos Warrior


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

5

59

49

4

4

10

60

2

89

89

89

89

89

18

Weapons: Hand-Axe Armour: Full Plate Armour (2 AP), Helmet, Shield Other Equipment:

Skills: Dodge Blow, Magical Sense, Very Resilient

Mutations: Elastic Arms; Very Fast

 

The adventurers loot some valuable jewellery and grimoires, including much which appears to be Necromantic.  At the top of the top tower, in the middle of a terrible storm, the adventurers encounter the pale young lady from their arrival at the village…who has raised some kind of Frankenstein’s monster!

 

Lady Margritte von Wittgenstein – Necromancer


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

5

59

49

4

4

10

60

2

89

89

89

89

89

18

Age: 21

Weapons: - Armour: - Other Equipment: Spell ingredients, Wand of Jet (-D4 MP each spell), Ring of Protection from Fire, Silver Skull Necklace (75GC)

Skills: Arcane Language – Magick, Arcane Language – Necromancy, Cast Spells – as relevant, Blather, Charm, Demon Lore, Etiquette, Heraldry, Identify Plants, Identify Undead, Luck, Magic Sense, Meditation, Read/Write, Ride, Rune Lore, Scroll Lore, Secret Language – Classical, Wit

Spells: : Curse, Gift of Tongues, Magic Alarm, Magic Lock, Open, Remove Curs; Battle(1): Aura of Resistance; Steal Mind; Strength of Combat; Necromantic(2): Hand of Death; Summon Skeletal Champion; Summon Skeletons; Zone of Life Necromantic(3): Extend Control; Stop Instability; Summon Skeleton Minor Hero

Magic Points: 35

 

The Wittgenstein Monster


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

5

59

49

4

4

10

60

2

89

89

89

89

89

18

Special Rules: Causes Cl test or flee in fear for D6 rounds; immune to psychology

 

 

PCs advance; Lady Margritte casts summon skeletons (MP 33); 4 skeletons appear

 

Skeleton


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

4

25

17

3

3

5

20

1

18

18

18

18

18

-

Special Rules: subject to instability and if uncontrolled, stupidity; immune to psychology

 

As the PCs advance, the Lady Margritte summons 4 skeleton warriors and directs them against the adventurers.  Diehl destroys a skeleton almost instantly, but another skeleton’s blow evades Hans-Peter’s guard and it looks as if it is about to connect with his arm and lop it off, when a bone flying off the dead skeleton diverts the blow and Hans-Peter escapes!

 

Just as the first bunch of Skeletons is finished off, Lady Margritte summons more to take their place – however, this time Aes and Leni manage to get close enough to attack the Necromanceress herself.  She evades the danger however and takes cover, summoning a Skeletal Champion into the fray.  The skeletons are rapidly being destroyed by the PCs but the Skeletal Champion saves Margritte herself – briefly.  Aes manages to get through and kill Margritte but at this point the monster lumbers into action – amazingly Leni, Aies and Diehl run, whilst Ragna the Dwarf and Hans-Peter the wizard stand their ground!!!

 

Skeleton Major Hero


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

4

45

37

4

4

9

40

2

28

28

28

28

28

-

Special Rules: subject to instability and if uncontrolled, stupidity; immune to psychology

 

Their blows are feeble and do not hurt the monster, but their action inspires the others to return to the fight – a lucky blow from Diehl brings down the monster.  In returning/exploring the castle, they stumble upon a temple – a former chapel to Sigmar, now desecrated and converted to evil.  A Daemonette of Slaanesh comes forth!

 

Daemonette of Slaanesh


M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Profile

4

57

42

4

3

28

60

3

89

89

89

89

89

-

Special Rules: subject to instability and if uncontrolled, stupidity; immune to psychology

Magic Points: 4

Spells: Acquiescence

 

There is a short fight, but Diehl and Aes soon manage to overcome the Daemonette.  The adventurers spot a secret passage around the altar.  Following it, they find a chamber in which there is an empty 3’ box.  There is a also a crack in the chamber, with large rat-like footprints leading down it.  The adventurers follow gingerly and see some Skaven slowly retreating down the crack.  The adventurers begin to follow but soon there is a sound and a poisoned cloud seems to be coming towards them.  As they run, they feel a tremor and Ragna realizes that these tremors have been started deliberately – someone is trying to destroy the castle!  The adventurers head quickly towards the Watergate and escape.  They rejoin the outlaws and a feast is organized to celebrate the victory…

 

The Party:

 

Name: Aesgalial Race: Elf Sex: Male Career Class: Warrior Age: 35 Height: 6’2” Weight: 140lbs Hair: Corn Eyes: Grey-blue

Description: Average Build, Charismatic Eyes Current Career: Outlaw Chief Career Path: Career Exits: Demagogue, Highwayman, Mercenary Captain, Scout

Birthplace: The Mirror Moors Siblings: Brother (15), Sister (57) Parents: Father (136), Mother (120) Family: -            Social Level: -1

Profiles

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Starter

5

48

46*

3

5*

5

74*

1

37

46

58

49

38

55*

Advance

 

+20

+30

+1

+3

+5

+20

+2

+10

+30

+10

+10

 

+10

Current

 

68

56

 

 

7

84

3

 

 

 

59

 

 

Weapons: Sword, Bow and arrows

Armour: Helmet, Shield, Sleeved Mail Shirt

Skills: Animal Care, Concealment Rural, Disarm, Dodge Blow, Excellent Vision, Lightning Reflexes, Marksmanship, Musicianship, Ride – Horse, Sail, Scale Sheer Surface, Secret Language – Thief, Set Trap, Silent Move Rural, Spot Trap, Strike Mighty Blow, Strike to Stun, Very Resilient

Spells:

Fate Points: 1

Power Level:

Magic Points:

Experience Points: 80

Other Equipment: Practical Clothes, Hooded Cloak, Boots, Sling Bag: Pewter Tankard & Cutlery, Tinderbox, Blanket; water flask Marked cards, spare aces, dice, loaded dice; lanterm,  77GC, 8SS

 

Name: Diehl Schwarzwald Race: Human Sex: Male Career Class: Ranger Age: 18 Height: 5’11” Weight: 210lbs Hair: Dark Brown Eyes: Dark Brown

Description: Heavy Build, Overweight, Barrel-Chested Current Career: Outlaw Career Path: Career Exits: Bounty Hunter, Explorer, Mercenary Captain, Outlaw Chief

Birthplace: Auerswald Siblings:      Sister (21)       Parents: Father (40) Family: -                        Social Level: 0

Profiles

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Starter

3

34

37

6*

6*

6

32

1

35

26

34

24

27

32

Advance

 

+10

+10

 

 

+2

+10

+1

 

 

 

+10

 

 

Current

 

44

47

7

 

8

42

2

 

 

 

34

 

 

Weapons: Sword, Two-Handed Axe, Crossbow and bolts,

Armour: Sleeved Mail Shirt,  Helmet

Skills: Concealment Rural, Dodge Blow, Follow Trail, Identify Plants, Orientation, Prepare Poisons (Herbal), Sail, Secret Language – Ranger, Set Trap, Silent Move Rural, Specialist Weapon – Two-Handed, Spot Trap, Secret Signs – Woodsman’s, Very Resilient, Very Strong

Spells:

Fate Points: 4

Power Level:

Magic Points:

Experience Points: 70

Other Equipment: Travel Clothes, Hat, Hooded Cloak, Boots, Backpack: 2 blankets, cutlery, tinderbox, cooking pot; water flask; 39 GC 10SS, 20 yards rope, Grappling Hook

 

Name: Leni Race: Human Sex: Female Career Class: Rogue Age: 16 Height: 5’1” Weight: 106lbs Hair: Black Eyes: Hazel

Description: Puny build, underweight, attractive face Current Career: Pedlar Career Path: Career Exits: Bodyguard, Fence, Outlaw, Trader, Trapper

Birthplace: Schwarzmarkt Siblings: Male (9), Sister (9), Sister (11)          Parents: Both dead Family: - Social Level: 0

Profiles

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Starter

7*

25

36

2

3*

6

58*

1

33

24

35

28

29

47*

Advance

 

+10

+10

+1

 

+2

+10

 

 

 

 

 

 

+10

Current

 

35

46

3

 

8

68

 

 

 

 

 

 

57

Weapons: Knife, Sword, Crossbow and bolts

Armour: Sleeved Mail Shirt, Helmet, Shield

Skills: Animal Care, Blather, Dodge Blow, Drive Cart, Evaluate, Flee!, Fleet Footed, Haggle, Herb Lore, Lightning Reflexes, Sail, Secret Signs – Pedlar, Specialist Weapon – Fist Weapons, Astronomy

Spells:

Fate Points: 3

Power Level:

Magic Points:

Experience Points: 370

Other Equipment: Travel Clothes, Sturdy Clothes, Boots, Shoes, Lantern, Pack: Tinderbox, 4 blankets, 10yds Rope, 46GC 10SS, 3 pairs manacles and keys

Herbs: 3xAlfumas, 3xEarth Root, 1xFaxtoryll, 1xGesundheith, 1xNightshade, 3xSalwort, 5xSigmafoil, 2xSpeckled Rustwort, 2xSpiderleaf, 10xTarrabeth, 5xValerian

 

Name: Ragna Sindrisdottir Race: Dwarf Sex: Female Career Class: Academic Age: 29 Height: 5’1” Weight: 120lbs Hair: Ash-blond Eyes: Pale-grey

Description: Very tall, average build Current Career: Tunnel Fighter Career Path: Career Exits: Sapper, Smuggler, Tomb Robber

Birthplace: Karal-Azgal Siblings: Sister (23), Brother (27) Parents: both dead Family: - Social Level: +1

Profiles

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Starter

4

46

13

3

5

7

17

1

27

68*

37

53

59

23

Advance

 

+10

 

+1

+1

+2

+10

+1

 

+10

 

+10

 

 

Current

 

56

23

 

6

9

 

2

37

 

47

 

 

 

Weapons: Knife, Axe, Pistol, Spear, Crossbow and bolts

Armour: Leather Jack, Helmet, Shield

Skills: Carpentry, Cryptography, Dodge Blow, Drive Cart, Engineering, Metallurgy, Mining +20, Read/Write, Sail, Secret Signs – Engineers’ Guild, Set Trap, Smithing, Spot Traps, Super Numerate

Spells:

Fate Points: 2

Power Level:

Magic Points:

Experience Points: 70

Other Equipment: Practical Clothes, Hooded Cloak, Boots, Sling Bag: Nice clothes, soft shoes, Pewter Tankard & Cutlery, Tinderbox, Blanket; water flask Tool Bag, Hammers, Nails, Cold Chisels, Pick, Saw, Iron Spikes, Tongs, Pliers, Heavy Wire – 10 yds,  Rope – 10y, Grappling Hook, 34GC, 10SS

 

Party at End of Adventure:

Name: Aesgalial Race: Elf Sex: Male Career Class: Warrior Age: 35 Height: 6’2” Weight: 140lbs Hair: Corn Eyes: Grey-blue

Description: Average Build, Charismatic Eyes Current Career: Outlaw Chief Career Path: Outlaw Career Exits: Demagogue, Highwayman, Mercenary Captain, Scout

Birthplace: The Mirror Moors Siblings: Brother (15), Sister (57) Parents: Father (136), Mother (120) Family: -            Social Level: -1

Profiles

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Starter

5

48

46*

3

5*

5

74*

1

37

46

58

49

38

55*

Advance

 

+20

+30

+1

+3

+5

+20

+2

+10

+30

+10

+10

 

+10

Current

 

68

76

4

8

7

94

3

 

76

68

59

 

65

Weapons: Sword, Bow and arrows, Spear (+10/+10/-/-)

Armour: Helmet, Shield, Sleeved Mail Shirt, Mail Coif

Skills: Animal Care, Concealment Rural, Disarm, Dodge Blow, Excellent Vision, Lightning Reflexes, Marksmanship, Musicianship, Ride – Horse, Sail, Scale Sheer Surface, Secret Language – Thief, Set Trap, Silent Move Rural, Spot Trap, Strike Mighty Blow, Strike to Stun, Swim, Very Resilient

Fate Points: 2

Experience Points: 60

Other Equipment: Practical Clothes, Hooded Cloak, Boots, Sling Bag: Pewter Tankard & Cutlery, Tinderbox, Blanket; water flask Marked cards, spare aces, dice, loaded dice; lanterm,  173GC, 20SS, Silver Ring (23 GC)

 

Name: Diehl Schwarzwald Race: Human Sex: Male Career Class: Ranger Age: 18 Height: 5’11” Weight: 210lbs Hair: Dark Brown Eyes: Dark Brown

Description: Heavy Build, Overweight, Barrel-Chested Current Career: Targeteer Career Path: Woodsman, Outlaw Career Exits: Bounty Hunter, Explorer, Mercenary Captain, Outlaw Chief

Birthplace: Auerswald Siblings:      Sister (21)       Parents: Father (40) Family: -                        Social Level: 0

Profiles

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Starter

3

34

47*

6*

6*

6

32

1

35

26

34

24

27

32

Advance

 

 

+40

+1

+1

+4

+20

+1

+30

+10

+10

+30

+10

+20

Current

 

44

77

7

 

8

42

2

 

 

 

34

 

 

Weapons: Sword, Two-Handed Axe (-10/-/+2/-), Crossbow and bolts,

Armour: Sleeved Mail Shirt,  Helmet, Mail Coif

Skills: Concealment Rural, Disarm, Dodge Blow, Follow Trail, Identify Plants, Marksmanship, Orientation, Prepare Poisons (Herbal), Ride, Sail, Scale Sheer Surface, Secret Language – Ranger, Secret Language – Thief, Set Trap, Silent Move Rural, Specialist Weapon – Two-Handed, Spot Trap, Secret Signs – Woodsman’s, Strike Mighty Blow, Strike to Stun, Swim, Very Resilient, Very Strong

Fate Points: 5

Experience Points: 50

Other Equipment: Travel Clothes, Hat, Hooded Cloak, Boots, Backpack: 2 blankets, cutlery, tinderbox, cooking pot; water flask; 156 GC 13SS, 20 yards rope, Grappling Hook,

 

Name: Leni Race: Human Sex: Female Career Class: Rogue Age: 16 Height: 5’1” Weight: 106lbs Hair: Black Eyes: Hazel

Description: Puny build, underweight, attractive face Current Career: Physician Career Path: Pedlar, Pharmacist Career Exits: Alchemist’s Apprentice, Hypnotist

Birthplace: Schwarzmarkt Siblings: Male (9), Sister (9), Sister (11)          Parents: Both dead Family: - Social Level: 0

Profiles

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Starter

7*

25

36

2

3*

6

58*

1

33

24

35

28

29

47*

Advance

 

 

 

+1

+1

+3

+10

 

+30

+20

+30

+20

+20

+10

Current

 

35

46

3

4

8

68

 

53

 

65

 

 

57

Weapons: Knife, Sword, Crossbow and bolts, Spear

Armour: Sleeved Mail Shirt, Helmet, Shield

Skills: Animal Care, Astronomy, Blather, Chemistry, Cure Disease, Dodge Blow, Drive Cart, Evaluate, Flee!, Fleet Footed, Haggle, Heal Wounds, Herb Lore, Immunity to Poison, Lightning Reflexes, Manufacture Drugs, Prepare Poisons, Sail, Secret Language – Guilder; Secret Signs – Pedlar, Specialist Weapon – Fist Weapons, Surgery, Swim,

Fate Points: 4

Experience Points: 50

Other Equipment: Travel Clothes, Sturdy Clothes, Boots, Shoes, Lantern, Pack: Tinderbox, 4 blankets, 10yds Rope, 170 GC 10SS, 3 pairs manacles and keys, gold necklace (95 GC), potion of healing, gold choker (50 GC)

Herbs: 3xAlfumas, 3xEarth Root, 1xFaxtoryll, 1xGesundheith, 1xNightshade, 3xSalwort, 5xSigmafoil, 2xSpeckled Rustwort, 2xSpiderleaf, 10xTarrabeth, 5xValerian

 

1200 ENC refined iron

1480 ENC brandy

 


 

 

Name: Ragna Sindrisdottir Race: Dwarf Sex: Female Career Class: Academic Age: 29 Height: 5’1” Weight: 120lbs Hair: Ash-blond Eyes: Pale-grey

Description: Very tall, average build Current Career: Smuggler Career Path: Engineer, Tunnel Fighter, Smuggler Career Exits: Sapper, Smuggler, Tomb Robber

Birthplace: Karal-Azgal Siblings: Sister (23), Brother (27) Parents: both dead Family: - Social Level: +1

Profiles

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Starter

4

46

13

3

5

7

17

1

27

68*

37

53

59

23

Advance

 

+10

+10

 

 

+2

+10

 

 

 

 

+10

 

+10

Current

 

56

23

4

6

9

27

2

37

78

47

63

 

33

Weapons: Barrakul Magic Warp Sword (ignores armour, -2/-20 vs Dwarves), Axe, Pistol, Spear, Crossbow and bolts

Armour: Sleeved Mail Coat, Helmet, Shield

Skills: Carpentry, Cryptography, Dodge Blow, Drive Cart, Engineering, Metallurgy, Mining +20, Read/Write, Sail, Scale Sheer Surface, Secret Signs – Engineers’ Guild, Set Trap, Silent Move Urban, Smithing, Speak Additional Language – Kislev, Spot Traps, Strike Mighty Blow, Strike to Injure, Strike to Stun, Super Numerate, Swim

Fate Points: 2

Experience Points: 50

Other Equipment: Practical Clothes, Hooded Cloak, Boots, Sling Bag: Nice clothes, soft shoes, Pewter Tankard & Cutlery, Tinderbox, Blanket; water flask Tool Bag, Hammers, Nails, Cold Chisels, Pick, Saw, Iron Spikes, Tongs, Pliers, Heavy Wire – 10 yds,  Rope – 10y, Grappling Hook, 163 GC, 14SS, ruby earrings (25 Gc/ea)

 

Name: Renate Hausier Race: Human Sex: Female Career Class: Rogue Age: 23 Height: 5’4” Weight: 135lbs Hair: Black Eyes: Green

Description: Average build, very clear voice (+5 Comms tests)  Current Career: Fence Career Path: Pedlar, Trader Career Exits: Fence, Merchant, Thief - Clipper

Birthplace: Geldrecht Siblings: Male (25)  Parents: Father (42) Family: Husband (21), Daughter (5) Social Level: 0

Profiles

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Starter

6*

34

28

3

5*

7

33

1

37

25

33

34

37

31

Advance

 

+20

+20

+1

 

+4

+20

+1

+10

+10

 

+10

+10

+10

Current

 

54

38

4

 

9

43

2

 

 

 

 

 

41

Weapons: Knife, Crossbow, Spear

Armour: Sleeved Mail Shirt, Helmet, Shield

Skills: Animal Care, Blather, Bribery, Drive Cart, Evaluate, Fleet Footed, Haggle, Herb Lore, Law, Magical Sense, Numismatics,  Sail, Secret Signs – Pedlar, Specialist Weapon – Fist Weapons, Super Numerate, Swim, Very Resilient

Fate Points: 2

Experience Points: 80

Other Equipment: Bright gypsy clothes,  Shoes, cutlery, tinderbox, cooking pot; water flask;,  Hat, Hooded Cloak, Boots, Lantern, Pack: Tinderbox, 4 blankets, 10yds Rope, 108GC 17SS 6BP, 12 small knives and forks, 2 iron pots, 300 pins, 3 reels ribbon, gold bracelet (35 GC), potion of healing, emerald tiara (95 GC)

 

Name: Hans-Peter Schiller Race: Human Sex: Male Career Class: Acadmic Age: 28 Height: 5’10” Weight: 175lbs Hair: Dark Brown Eyes: Grey-Blue

Description: Average build, haughty expression  Current Career: Wizard 1 Career Path: Wizard’s Apprentice, Career Exits: Bodyguard, Fence, Outlaw, Trader, Trapper

Birthplace: Geldrecht Siblings: Male (25)  Parents: Father (42) Family: Husband (21), Daughter (5) Social Level: 0

Profiles

M

WS

BS

S

T

W

I

A

Dex

Ld

Int

Cl

WP

Fel

Starter

4

35

25

3

3

5

25

1

32

39*

35

33

32

28*

Advance

 

 

 

 

 

+2

+10

 

 

 

+10

 

 

 

Current

 

 

 

 

 

6

35

 

42

 

45

 

42

 

Weapons: Knife (+10,-,-2,-20), Sword, Crossbow, Spear

Armour:

Skills: Ambidextrous, Arcane Language – Magick, Cast Spells – Petty, Battle 1,  Magic Sense, Read/Write, Ride – Horse, Rune Lore, Sail, Scroll Lore, Secret Language – Classical, Swim

Spells: Curse, Open, Magic Alarm, Remove Curse, Sleep, Zone of Silence, Aura of Resistance, Flight, Steal Mind

Fate Points: 2

Power Level: 1

Magic Points: 21

Experience Points: 80

Other Equipment: Fashionable clothes,  Shoes Travel Clothes, Hat, Hooded Cloak, Boots, Backpack: 2 blankets, cutlery, tinderbox, cooking pot; water flask;, 98GC 12SS 6BP, Magic Dwarven Ring of Protection (1/2 damage from material undead; +10 to all tests against spells and special rules from them), Wand of Jet (-D4 MP/Spell); Book for Controlling Undead,  

Grimoire  (Of Basick Magick) Curse, Gift of Tongues, Magic Alarm, Magic Flame, Magic Lock, Protection from Rain, Reinforce Door); Grimoire (Of Elementary Magickal Artes): Curse, Gift of Tongues, Magic Alarm, Magic Lock, Open, Remove Curse; Grimoire (Zone of Silence, Cure Light Injury, Flight, Lightning Bolt, Zone of Steadfastness); Grimoire (The Magickal Combatte:: Aura of Resistance; Steal Mind; Strength of Combat); Grimoire (Animation, Bones & Chaos: The Elementary Arts of Death Magick): Hand of Death; Summon Skeletal Champion; Summon Skeletons; Zone of Life;  Grimoire (From Below the Ground & Above the Sky: On the Intersection of the Corpse & Chaos -: An Intermediate Text) Extend Control; Stop Instability; Summon Skeleton Minor Hero; The Necronomicon: The Sage’s Guide to the Dead (able to purchase Necromantic Skills)