Warhammer


What party happened under these wattles?

What party happened under these wattles?

At the end of the last session, our heroes had successfully destroyed a disease cult near Separation City, though at a high cost in disease and wounds, and without capturing its ultimate leader. They now knew, however, that this leader could be found somewhere in the distant town of Store, and had a better idea of his plans for Separation City.

In this session, we find our PCs at loose ends for the first time since they arrived in Separation City. Greeted as heroes by the residents of the town and having restored the healers to their rightful place, the PCs were able to relax and receive some much-needed healing, as well as take part in a great Steamlands tradition: the wattle-viewing party. All around Separation City the wattle trees had come into bloom, and the city had turned golden in the reflected light of their heavy blossoms. Parties were held under stands of these trees, and the PCs were invited to every party they passed on account of their heroic deeds. In between visits to the healers, the whole party was able to remain constantly drunk and fed.

Unfortunately, most members of the party were too sick to travel, and so after three days of convalescence it fell to only two of the group – the elven scout, Laren and the dwarven troll-slayer Azahi – to leave town on their next mission, while the other party members rested to recover from the ghoulpox they had been inflicted with in the previous adventure.

The next mission began easily enough: as part of their reward for freeing the town of its disease cult, the party had been offered the services of a single healer, to live permanently at their onsen. Laren and Azahi took on the responsibility of escorting the healer to the onsen, and also checking their onsen was still functioning well. They took with them the 10 monkey-men who they saved from pustulent death, for these monkey-men had now bound themselves to the party and would not leave them.

Laren and Azahi and their charges reached the onsen with no trouble after a short journey, and soon had the healer resting in the onsen. The monkey-men they dispatched to the steam valley to the rear of their spa, with the intention of establishing a new village there. The monkey-men would grow mangoes and keep watch over the narrow valley.

The next morning the pair learnt that the onsen’s remaining guards had seen evidence of goblin patrols in the hills nearby. They set out immediately to find these goblins and destroy them. Azahi’s grudge against greenskins is so furious that he refused to wait for the convalescing party members, but insisted that just the two of them go to war, taking with them three monkey-men as support.

They soon found goblin trails, and Laren was easily able to track them to their lair, a small cave system in the hills a few hours’ march from the onsen. Even though these goblins appeared to have been resident for at least a year without causing trouble, Azahi refused to leave them be, and so they attacked. The plan was simple: Azahi moved as stealthily as he could to the cave mouth and attacked the two goblins on guard there, with Laren providing covering fire. The battle opened with the immediate death of the first goblin, but the second raised a ruckus and refused to back down, and as Azahi engaged him a giant spider descended from the cliff face above the cave mouth and attacked him from behind. Unfortunately, Laren’s first shot missed spider and goblin and skewered Azahi perfectly in the back, and before she could find her aim she had already badly wounded her own ally.

Fangs the size of milk bottles...

Fangs the size of milk bottles…

The battle lasted a couple of rounds, and though Azahi was in no danger of losing while Laren supported him, from deeper in the cave network they could hear more goblins preparing for battle. Azahi had only just dispensed with the spider and the remaining goblin when a mob of four more goblins came charging into the cave from a narrow tunnel at its darkest recess. These met their immediate doom on his falchion, and though he could hear more sounds from below, none charged up the stairs. He called in Laren, and they braced themselves for more battle.

A tunnel led from the rear of the cave deeper into the complex, heading down in a spiral to a lower cave in which they could hear eight goblins preparing for battle. Thinking it wise to act first, Laren used her elven trick shot, firing an arrow that curved perfectly down the spiraling tunnel to meet its mark somewhere in the deeper darkness. They heard a scream, a goblin yelling “no, don’t do that…” followed by a gurgle, smashing glass and a sudden explosion of flames. After some more screams and the sound of barrels of water being splashed around, the goblins came charging up the tunnel. Only six emerged into the top cave, and one of them obviously badly burnt; Laren and Azahi slaughtered them at the tunnel mouth, though not before Azahi took some more damage. Though they were winning, Azahi was taking wounds and refusing to back down, his expression grimmer than Laren had ever seen and his resolve firm. They would die here, or conquer.

They descended the tunnel and emerged into a scene of chaos. The cave at the tunnel bottom was a guard room, largely empty but for some weapon racks and a table. Lying on one side of the room were the badly burnt corpses of two goblins, surrounded by smashed lanterns and soaked in water. It was clear what had happened here: Laren’s trick shot had mortally wounded one, who had staggered into another. The arrow protruding from the first had penetrated deep into the second, and in his agonized flailings he had knocked over the lanterns that stood on a rack next to him, accidentally torching both of them and spilling some flaming oil onto a third. The remaining goblins had upended all their barrels of drinking water to douse the flames, and then in their rage they had all charged unthinking up the tunnel to their doom. The cave stank abominably of burning oil and roasted goblin, a stench that Laren had never experienced and Azahi remembered only from the time his family, starving, had been forced to grill a plague-ridden fox one winter. Both of them, gagging, fled the cave and headed deeper into the complex.

At the bottom of the tunnel they found a supply cave, common in many goblin complexes: an underground stream ran through the middle of it, and next to the stream was a pile of mouldering giant mushrooms, giving off a dim phosphorescent light. Crates of old loot and a few goat carcasses littered the room, but there was nothing of interest. However, Azahi remembered an old tale amongst dwarves, that with the right preparation the gobins’ mushroom lights could be rendered explosive; and Laren, using her nature lore, was able to come up with a rough concoction of urine, salt and blackpowder that would do the job. They prepared a single bottle of exploding goblin-mushroom, and followed the tunnels out of the storeroom into the deeper darkness.

Here they found their target: the goblin chieftain with the last eight warriors of his tribe. Azahi waited some way up the tunnel, and Laren threw her exploding mushroom bottle from the shadows. This landed right amongst the chieftain and his crew, exploding with a ferocious light and stench. Laren fled up the tunnel to take a position behind Azahi; moments later the eight goblins came charging up the tunnel, their chieftain behind them. Four of these goblins were badly burnt, but the chieftain was taking no chances. He sent them ahead urging them on at sword point. He was a huge beast of a goblin, fully half again the size of a normal man, decorated in a bizarre mix of stolen armour, heavily scarred and almost black with years and grime. His beady eyes shone with rage in a grizzled face twisted in a rictus of hate; his left shoulder-guard was covered with the dried skin of a dwarven face badly removed from its hapless owner. Smoke drifted from various parts of his burnt clothes and hair, and he screamed in rage as he ascended the tunnel.

The eight goblins met Azahi with a thunderous crash, and in moments he had dispensed with four of them in a frenzy of short, savage chops of his falchion. Laren skewered several of them, but the chieftain charged into the gap Azahi had made, beating his own allies aside as he entered the fray. Unfortunately Azahi’s wounds were too great for him; before he could deliver the killing blow the chieftain felled him with a massive chop across the back of the head, leaving only Laren to finish the battle. As he stood baying his victory over the slumped troll-slayer, she shot him in the face. Even this didn’t kill him, but it did draw him back to his rage, so that instead of severing the head of his defeated foe he charged for the elf. She ran daintily up the tunnel, leading him back to the monkey-men where they stood guard; they surged past her to join combat, and she turned and fired back into the fray.

The chieftain was brave and brutal, but he was already badly wounded and no match for three enraged monkey-men. One he slew with a cruel and vicious slash to the shoulder, but then the other two were onto him, ripping and tearing and hooting and smashing, and they did not stop until nothing remained of him but a bloody smear. Laren stepped over the remains and ran to Azahi’s aid, relieved to find him still alive though bloodied. His injured state saved her from witnessing the grimmest part of a troll-slayer’s duty: had he been well at the end of battle he would have proceeded into the breeding caves at the rear of the complex and slaughtered all the women and children too, but he could only sit slumped in exhaustion against the wall and watch in helpless anger as those innocents fled up the tunnel to take their chances in the wilderness.

Laren and Azahi had prevailed, but at great cost: Azahi nearly dead and one monkey-man lost. They gathered up the goblins’ pitiful treasure and left the cave to return to the onsen, where their newly-installed healer would be able to repair Azahi. Laren was uninjured but for this, and for her first hasty shot into battle, there was bad blood between them, the old enmity of elves and dwarves briefly rekindled. Nonetheless, they had proven themselves a good team.

Back at the onsen they were greeted by a messenger from Separation City, who told them bad news: rumour was abroad of a stranger in the graveyards, and the lady von Jungfreud suspected a survivor of the disease cult still lurked about town. She wanted Azahi and Laren to return to town to investigate and capture this last survivor.

Truly there is no rest for the righteous; nor, indeed, for our heroes…

Photo credit: the image is by Andrew Babington.

Continuing my thoughts on developing a simplified version of Warhammer Fantasy Roleplay 3 based on the Fantasy Flight Games Star Wars system, in this post I will present some suggestions for simplifying the magic system. It is likely that my suggestions for magic will tend to over-power magicians, because that’s exactly what I like in a system…

Introduction

Magic in the simplified WFRP system should be based on strain, rather than magic points, and will use a simplified spell system in which wizards choose three or four ladders of spell types. Each ladder has a first, second and third rank spell, approximately equivalent to the spells in the cards currently available through the WFRP3 set. Spells are cast using a spellcraft skill check, with  difficulty determined by the rank of the spell and the attribute of a target. Spells will have a strain cost, and will incur additional strain from rolling banes. Spell casters also have a talent tree (as in the case of the rogue) but will have to purchase spells using development and experience points.

Spell-casting and strain

All PCs will start with a strain score equal to 8+WP. Strain is incurred through failed combat actions, and can be recovered after battles through discipline checks, and then through rest. When a spell is cast it costs 2+Rank strain; so a rank 1 spell costs 3 strain. Each additional bane rolled on the spell check incurs an additional point of strain; chaos stars incur an additional point of strain + a miscast card. Thus the average level 1 wizard with strain of 12 can safely expect to cast 3 spells in one battle; the 4th spell will carry a risk of being rendered incapable of further action.

If a spell takes a human target, the difficulty of casting the spell is set by the target attribute (usually WP, but this can vary); the spell incurs an additional misfortune die per rank above 1. If the spell has no human target, the difficulty is set by the rank: one misfortune die at rank 1, and then an additional challenge die for every rank above 1.

Spell types and effects

The basic role of spells in WFRP3 is to apply conditions to targets, or to damage them. This is easily represented through revised spell descriptions in simplified warhammer. A simple approach is to set the damage done by a spell at 2+Spell Rank+ Int. Conditions can be more diverse than those described by the cards in WFRP3. For example, a rank 1 spell can apply one misfortune die to checks with one attribute; a rank 2 spell can apply this misfortune die to all physical or all mental actions; a rank 2 spell could alternatively apply one challenge die; and rank 3 spells could apply two challenge dice or a combination of effects. Duration can be the caster’s intelligence, with modifications available from the talent tree. Other enhancement options could be damage modifiers in combat (e.g. +1 dmg per rank), stance dice enhancements, soak and defense modifiers, and other aspects of conditions (manoeuvre restrictions, changes in critical states). These effects will vary according to the ladder down which the spell steps, and don’t necessarily even need to have spell names – every player could make up their own spell names for their particular set of effects.

Table 1 shows an example of the key spell ladders and the effects that might be contained in differing ranks of one ladder.

 

Table 1: Example spell ladders

Class Order Equivalent Effects
Elemental Fury Aqshy Elemental damage attacks
Elemental Body Aqshy Elemental melee enhancements (defenses, damage)
Elemental Mind Aqshy Enhancements to social checks, reckless stance dice, bravery
Celestial luck Celestial Force target rerolls, improve luck, regain fortune points
Celestial movement Celestial Fast movement, flight, teleportation
Illusion Stealth Grey Order Shadows, Hide in plain sight, Invisibility
Shadow Damage Grey Order Conditions affecting int, willpower, control enemy
Shadow Transformation Grey order Fear, disguise, doppelganger
Shadow Body Grey order Defence effects, become insubstantial
Alchemy Gold order Damage machines, transform items, enchant items
Alchemical Enhancement Gold order Improve soak, improve int based checks, improve defence
Necromantic Protection Amethyst Prevent damage; prevent criticals; prevent death
Necromantic Perception Amethyst Detect living/dead; enhance int-based checks; speak with dead
Necromantic Attack Amethyst Cause fear; cause damage
Transformation Amber Change shape (wolf, crow, bear)
Wild Combat Amber Enhance damage; cause damage

 

Each ladder should have its own general spell effects, determined using a willpower check, that last WP in rounds during combat, or WP in minutes out of combat. Spell effects out of combat should last WP in minutes, with an extension to hours by increasing the challenge.

Wizard talent tree

The Wizard talent tree is shown in Figure 1. The extra strain talent can be taken multiple times. This talent tree doesn’t allow any option to increase duration of spells, which may be something that could be changed.

Figure 1: Wizard talent tree

Figure 1: Wizard talent tree

Alternative: spell-less magic

It would be fairly easy to categorize most magical effects in terms of conditions, damage and their equivalents, and to use an entirely spell-free magic system in which magic has a difficulty value and causes strain as the total of number of failures + number of banes. In this case magic would be equivalent to just a different and more interesting range of ways of doing skill checks. It would probably require a simple table of difficulties (comparing, e.g. applying one misfortune die to a single ability score vs. all ability scores vs. granting a target one additional reckless die, or a training die, and so on). This would lead to a very flexible and interesting magic system that gave magicians the ability to directly affect dice pools and character traits in complex and interesting ways. It could be worth a session to try out…

The people of the Steamlands view faith in a practical light, preferring mostly to avoid the attention of the greater powers in the hope of a peaceful life. That there are Gods and magic imbuing the entire land is a fact unquestioned; the utility of loyal service to them is noted; but the ultimate benefits of fealty are weak, and questionable. This is because the gods of the Steamlands divide into two bitterly opposed factions: the uncaring, capricious and probably not-even-sentient gods of the main churches, whose beneficence is limited to their closest servants; and the malicious gods of Chaos, who offer greater but uncertain rewards to those sick enough to join with them, in exchange for a life of secrecy and pain.

The gods of the main churches are universally accepted as real, but to show faith gains nothing. Even to their closest followers they offer no eternal salvation or redemption. Their teachings offer no hope for a better future, no life beyond death, no reward for goodness and no benefits to casual faith. Those who attend church regularly to offer their prayers to these gods are given no promise that the gods will attend to their needs. The ordinary citizens of the Steamlands are simply told that ruin follows from a neglect of fealty, and expected to believe in all the main gods, and accord them respect, for no better reason than the fear of floods and earthquakes that are visited upon unbelievers. Only those who dedicate their lives to service of a single church gain any benefit from their faith: for these select few, temporal power can be gained through the power to cast benedictions and to have prayers answered. For the rest, faith and worship are reflexive acts, practised to avoid the wrath of unfeeling and unsentimental elder powers rather than out of love for or hope of a greater good on this world or any other. All followers of the main gods of the churches will live out their short, nasty lives in pain and suffering, eased only by the occasional ministrations of the Shallyans, and when they have served out their allotted mortal term will be coiled up into the earth, to return to the worms and the darkness. The best hope for ordinary mortals in the Steamlands is to live their lives unnoticed by church, god or secular powers, to avoid major mishaps (or to be tended by the Shallyans when they occur) and to die with dignity, hopefully not in too much pain, and hopefully surrounded by loved ones. Thus do the gods promise that all humans are equal.

The Chaos gods whisper in the ears of some arrogant or cruel folk that they can rise above this tawdry cycle, and offer commensurate benefits. There is no ever-lasting life in Chaos, but the Chaos gods do promise a longer life, possibly much longer than any human can hope for naturally, great temporal power to aid their followers in pursuing whatever corrupt material goals they desire, and freedom from disease and pain not through the humble ministrations of healers, but through the domination and ultimate subjugation of the human condition: in short, long life and the ability to ignore or control disease, pain and terror. Those who serve the gods of Chaos well do not go to some dark and horrific hell, as is often threatened by the preachers of Sigmar: they die peacefully and return to the earth as do all mortals, all their cruel deeds and corruption unpunished forever. However, very few of the followers of the Chaos gods live long enough to gain this reward, because the Chaos churches function on hatred, cruelty and treachery. Those who first enter the church are pawns for their more powerful brethren, used horribly and treated cruelly so that only the strongest and bravest survive. Those who fail to rise to the early challenges of entry into these creeds of darkness die soon, and horribly, or are cast out to suffer the flames of the established churches. Those few who succeed in rising above the level of initiate are then able to inflict the same cruelty they experienced on others, and to use their followers as they see fit. But for those who reach these higher echelons of the Chaos church, a more dangerous fate awaits. For though the Chaos gods reward their longest-lived and most faithful followers with peace after a long life, they punish those who fail them terribly. Leaders of chaos cults or disease sects who fail to achieve the tasks they are given, who are revealed and captured by the churches, or who betray their cult, are given the worst punishment of all: their souls are thrown into hell, and tortured until the Chaos gods tire of them. Some scholars contend that it is only through this punishment that the Chaos gods are able to generate the supernatural power they need to reward their followers, since they have been cut off from whatever godhead underlies the powers of the gods of the main churches. Others contend that so long as there is pain, suffering and treachery in the world of ordinary mortals, the Chaos gods will always have supernatural power to bestow on those they seduce away from the path of righteousness. Whatever the truth of it, the reality of the Chaos cults is always the same: the new entrants are abused and used as their elders see fit, but those same elders must always succeed, lest they be fed into the great and terrible cauldron of punishment that the gods of Chaos reserve for their own kind. Should they avoid an early death and conduct themselves well in the service of their gods, however, servants of Chaos can hope to live long lives blessed with temporal power and fanatical followers who will do their every bidding.

This is the choice that faces ordinary mortals in the Steamlands: thankless piety to uncaring, capricious gods who offer them no sanctuary from the bitterness of ordinary life; or a brutal struggle to gain the favour of dark gods through fell deeds, in the small hope of extending their mortality beyond that of their kin, and slaking their lusts on the weak and the innocent. The preachers of the main churches contend that humanity is weak and morally frail, and this is why the majority of ordinary people show a cynical view of the churches and offer only the weakest semblance of piety. But the truth is that neither the gods of the main churches or the Gods of chaos offer any reason for mortals to respect them, and none to love them. For the majority of the residents of the Steamlands the presence of immortal powers is a curse, the churches a bane, their promises empty and their threats vexing. It is in this spirit that the people greet their preachers – is it any wonder, then, that the Chaos cults always seem to spring up anew, no matter how hard good folk try to destroy them?

Falconfox often begs tobacco off of strangers...

Falconfox often begs tobacco off of strangers…

When we left our heroes, they had just entered combat with the Cavalcade of Ruin. They were joined almost immediately  by a dwarf of dubious intent, Colonel Cornelius Lodestone XIX of the Glass Hills (15th Assistant to the Grand Artificer) (2nd Class Airship Pilot in His Majesty’s Royal Air Corps, Group 5, Wyvern Squadron, Azure Wing) (Field Agent 85A , Hazardous Delvings Department, Section 6)… Colonel Falconfox to his friends … This short and generally not very useful man appeared at the window of the Healer’s Hospice almost as soon as battle was joined, firing his loud but largely useless black powder pistols into the fray. Fortunately the party had another, much more effective dwarf to aid them, the indomitable Azahi the Trollslayer, and though the battle was tough they ultimately prevailed.

The battle was a raucous affair. Azahi took the Plaguebearer – the great, fat, rotting ogrish figure – front and centre, and while he slugged it out with this ham-fisted and abhorrent creature the elven Scout, Laren, and the wizard attempted to deal with the Chaos sorcerer and his marauders. This didn’t work out so well for the party: Laren found herself inflicted with three diseases, and the wizard suffered two diseases before he was knocked unconscious under a bevy of critical injuries. Laren the elf managed to distract the Chaos sorcerer’s Nurglings from battle through judicious application of a well-cooked kidney pie, freeing her up to concentrate on the sorcerer himself. The initiate attempted to aid Azahi to little avail, but finally Azahi crushed the Plaguebearer and they managed to overcome the sorcerer. The surviving Chaos marauder fled, but was cut down by the newcomer Dwarf; and after a few minutes of chaos and slimy, bloody confusion the party managed to destroy the Nurglings. The poxy cavalcade threatening Separation City had been vanquished!

Though they were largely too sick to stay upright for long, the party searched the bodies of their foes. They discovered nothing of value, but they did discover a large object wrapped in cloth. Upon unwrapping it, they found that the cavalcade had brought with them to the healer’s hospice the body of a mutant. Though they couldn’t be sure, their suspicion was that the cavalcade of Ruin intended to install the mutant in the empty hospice, so as to imply that the Healers had been attempting to cure a mutant. Throughout the Steamlands, mutants are killed on sight, being servants of Chaos; but there are rumours – never confirmed – that some healers are so zealous in their pursuit of Shallya’s mercy that they will even try to heal mutants. By placing the corpse in the Healer’s hospice, the cavalcade of Nurgle would have been able to discredit Separation City’s healers and give strength to an old rumour. This would have guaranteed that the town’s healers were burnt at the stake, and freed up the town for the forces of Nurgle to infest. Fortunately, our heroes had defeated this nefarious plot.

They searched the cavalcade’s caravan and captured their remaining servants, but got nothing useful except more diseases. Finally, exhausted and afflicted, the party returned to their tavern and collapsed in a pox-ridden heap, to await the accolades they deserved – and some healing.

The healers returned after two days, and the party received all the healing they needed; but with the healers came Madam von Jungfreud, who after some perfunctory apologies for her mistakes demanded that the PCs should head off into the wilderness to find the leader of the cult of Nurgle, and destroy it. Our heroes, being in possession of certain letters to the doctor, were fairly sure that the leader of the cult was not located anywhere near Separation City. However, they realized that the plague afflicting the lands around Separation City must have some cause, so they set off the following day to find – and destroy – whatever outpost of Nurgle had afflicted the lands west of Separation City.

On the evening of the first day of walking, the party came to Monkey Mountain. This mountain holds a community of creatures somewhat like primitive humans, who cannot speak any language humans know but are peacable enough to be able to communicate and trade with local farmers. When our heroes reached it they soon found themselves accosted by an enraged Monkey Man, who was clearly also very, very sick. The Initiate calmed the Monkey Man by gestured signals indicating he could help, and the Monkey Man led them to his community on Monkey Mountain.

Sadly, the Monkey Man’s tribe were dead – all but about 10 of them. They had died of some kind of plague. Familiar by now with the machinations of the cult of Nurgle, the party soon found a bag of pus secreted at the source of the Monkey Mountain’s streams, and identified here the cause of the clan’s disease. Noting also a pile of goods obtained from recent trade with the nearby farmers, they guessed that the Monkey Men had been used as the locus of disease throughout the area. Though subsequently the party found other streams with the same contamination, it was obvious that the Monkey Men had been infected en masse as a source of disease for the farmers in the area. The Initiate identified that the disease disseminated here was ghoulpox, and since the party had cures for the ghoulpox, obtained from the doctor in Separation City, they were soon able to cure the few surviving Monkey Men. This cure, unfortunately, renders its victims suggestible; so when they left the Mountain the party had secured themselves a force of 11 loyal Monkey Man followers …

They passed on through the ravaged farmlands west of Separation City. For two days, they found nothing but occasional sources of infection, but in the evening of the second day they stumbled upon something new …

By now they had passed beyond the farmland around Separation City and were passing though typical highland forest: silent stands of eucalyptus forest, eerily silent but for the occasional lone cry of unnamed birds. Near evening, they heard a new and strange sound over the silence of the forest, like a huge swarm of insects; and over the subtle lemonbalm scent of eucalypts came the strong stench of ordure, as if they were nearing a military encampment. Thinking they might have stumbled on the military mission that left Separation City a few weeks earlier, they headed to the source of the smell …

… and found a horrific site. They entered a small clearing, at the centre of which was an onsen of medium warmth. Floating in the middle of the onsen was a strange construction, consisting of two canoes, one upturned over the other and the pair locked together. Trapped within them was the body of a man, and about him thronged a huge horde of stinging, biting and parasitic insects. They had stumbled on a scaphism – someone was being tortured by means of the boats. Drawing the boats into the edge of the onsen, the PCs were assailed by a terrible smell. The wizard used his spell The Howler Wind to disperse the insects, revealing beneath a sight to horrify even a Dwarven graverobber such as Colonel Falconfox: beneath the cowl of insects was Separation City’s priest of Sigmar, reduced to a moaning and suppurating mess, all his skin punctured and ruined by insects. Worms swam in his eyes, and ran down the streaks of vomit that smeared his cheeks; the stench that came off him was horrific to mortal men, and his arms pulsated with larvae and grubs soon to hatch. He had been tortured most foully, and his last delerious days were upon him.

The priest opened his cracked lips to reveal a swollen, insect-infested tongue. He begged the party not to kill him, and told them that every morning at dawn two cultists came to his pool, and these two cultists had a key to the tower. The PCs saw their chance: they set the priest adrift on the water again, and laid a trap for the cultists.

The following morning two cultists came to the water, and were duly caught. Azahi, showing no patience with them, dragged one down to the water. He drew in the boat, smothered the priest to death against his (feeble, human) will, and tore him from the boats. Then he picked up the cultist and told him, “you go in the boats, or you die quickly.”

These cultists were no fools – they knew that when caught, a cultist of Nurgle can choose only the manner, not the fact of their demise. This one quickly sprang to his own defense, and offered to tell the PCs all they needed to know.

The other one went in the boats.

The PCs then headed up the hill in the direction the cultists had come, soon finding themselves facing a small tower. The graverobber approached under stealth but was seen and attacked by a wizard in the tower. The elf and the wizard approached the tower disguised as cultists, and were hailed as friends with the warning “rush to the door, someone waits to ambush you.” This they did, but the wizard’s ice spell failed and their plans to invade the lower room quickly were ruined. Nonetheless, they soon bested the guards at the lower level of the tower. They then spent several minutes faffing around casting various spells while they tried to discern magically whether there was a trapdoor in through the roof; finally, learning there was, the elf and the initiate began climbing the outside of the tower. Once they were well on their way, the remaining residents of the higher regions of the tower charged down to attack the remnants of the party: Azahi the trollslayer, Captain Falconfox and the wizard found themselves fighting three plague-zombies, a shaman and a powerful wizard. This latter was the Plague Captain: a chap in a suit bearing a pipe, who surrounded himself in evil magics and attempted to cripple his enemies with disease and corruption.

After a brief and brutal battle our heroes won the day, and finally the disease cult were eliminated. Searching the tower, they found a map of a part of the catacombs beneath the town of Store, and a key – evidence, perhaps, that they could use to pursue the ultimate leader of this cult of horrors. It was clear that they had not captured the final leader of this branch of Nurgle’s cult, but they had saved Separation City from a host of terrors, and found clues as to the ultimate leadership of this cult.

Satisfied, they returned to Separation City. Would they pursue a crusade against the cult of Nurgle, or return to their onsen to enjoy a quiet life? Only time will tell …

Farmers near Separation City, before the plague

Farmers near Separation City, before the plague

When last we left our heroes, they had begun investigating the mysterious heresies being perpetrated by the Matriarch of Separation City. In this week’s session were the dwarven trollslayer, the human wizard, a human initiate in service to the war god Myrmidia, and the elven scout. Previously (though unreported here), the party had asked the healers they rescued to visit their onsen for a few days, to give healing to the guests there by way of repayment for having their lives saved. Let us assume that the coachman and roadwarden decided to accompany the healers back to the Onsen, and thus the party composition had changed.

The doctor’s hidden horrors

This session the group’s first task was to investigate the doctor. Given that the wizard, Sangar, was afflicted with a serious case of bog lice, and Aza’hi the dwarf had sustained a hideous injury that even the healers were unable to tend to, the natural way to investigate the doctor’s situation was simply to attend for a consultation. The PCs walked from Iron Ring to the settlement called Turtle River, a 30 minute stroll through rice paddies, orchards and the occasional stand of eucalypts, past the local temple of Sigmar. Passing the temple of Sigmar the PCs noticed it was strangely empty but for a small group of ragged-looking men and women who they subsequently discovered were refugees from farms to the west. They paid it little mind though, and marched straight into the doctor’s surgery for some medical care.

The doctor’s surgery consisted of a waiting room, a private office and the consulting room itself, and with the doctor currently seeing a patient only the receptionist was present. She bade them sit and then excused herself, explaining that she had to help the doctor with his tasks. While she was out of the room the wizard Sangar cast his newly learnt spell Whispering Wind, which he then sent wandering through the doctor’s private office looking for suspicious clues. He soon found that the doctor’s study contained a large table on which lay a partially dissected goblin corpse. The wind also warned him of a crate full of potions, and some kind of mysterious magical flask on a shelf. The group decided that while Aza’hi and the wizard were seeing the doctor, the elf Laren and the (as yet unnamed!) initiate would enter the study and investigate in more detail, guided by the remnants of the wizard’s whispering wind.

As soon as the two of them entered the study, they were struck by the horrors of the goblin’s corpse. In the gloomy half light of the office, with its partially severed head drawn back to stare blank-eyed at the door and its innards strung over a retort stand it was a truly hideous sight, even for those who knew what to expect. And the smell! So intense was the initiate’s shock at the sight of the corpse that he suffered immediate stress and began to shake. The elf, being typically unconcerned with the fate of lesser races, breezed on by and began investigating the corpse for clues. Between them they made short work of the room, and discovered:

  • A crate of metal vials, with a note indicating they had been delivered from Store to the Bloody Shower tavern in Separation City. A second note indicated that they were a cure for the ghoulpox, but advised the doctor not to treat lady von Jungfreud’s husband, and suggested that the potion would combine with her grief at the loss of her husband to make her more susceptible to suggestion. The note also told the doctor to suggest to von Jungfreud that she send the priests of Sigmar out to investigate an area west of Separation City that was suffering from the plague, and told the doctor that a messenger would come soon to give him the instructions for the next stage of the plan. This messenger would come disguised as a troupe of wandering performers, and he was to visit the troupe at midday to meet his contact once it had arrived. The letter was simply signed “F”
  • A single, strange flask, which contained a swirling green gas and was obviously dangerous. Subsequent investigation by the wizard revealed it would release a noxious cloud that could be used as a trap
  • Laren identified that the doctor had been experimenting on using the goblin’s brains as a breeding ground for ghoulpox[1]. Because elves mummify their dead, and all elves are taught the process when they are at school, Laren was an expert at removing brains through noses, and was able to draw the entire goblin brain out through the nose to take away for a sample[2]
  • A book entitled “The Proceedings of the Annual Conference of the Justified Experiment and Research Kommission” dated for a 10 year period ending about 10 years ago, that was so rich with evil magic that the initiatie of Myrmidia refused to touch it[3]

Having grabbed this stuff (except the book), elf and human ducked out the back entrance to the study, and everyone met up a little way down the road. From there they returned to Iron Ring, carrying the letter that proved the doctor had allowed von Jungfreud’s husband to die, and that he was in league with a mysterious man called “F.” Judging by the simple of the black crescent moon engraved on the bottom of the bottles, “F” was from the distant Shadowlands, which have a bad reputation for evil magic throughout the Steamlands.

The doctor’s secret schemes

Given this, the PCs decided to confront the lady von Jungfreud with their knowledge, and convince her to allow the healers to return. This didn’t work out for them, and she had them kicked out before they could convince her, and refused to believe any stories about the doctor. They did discover that she, too, was taking some kind of medicine that the doctor had given her – possibly a medicine that was causing her to be sick. Laren the elf sneaked back into her house after they had gone and stole a bottle of this medicine, but when Sangar the wizard investigated it he determined that it was actually a potion for curing disease[4]. He promptly drank it, to cure his bog lice, and incurred another, mildly painful symptom as a result. Sangar, always a puny half-man, was beginning to become increasingly debilitated under the weight of his disease symptoms.

The PCs were now confident that the doctor was running a very evil plan in the town, which involved driving out all the major religious organizations and then engaging in some kind of final act of heinous viciousness when his messenger in the travelling cavalcade arrived. They were further sure that he was acting in league with a dark power from the Shadowlands. The time had come to act. They took rooms in the Bloody Shower tavern and returned to the doctor’s surgery after it had closed for business. Their plan was to grab him, drag him down to the beach at turtle river, and torture him until he confessed to everything. This proved remarkably easy: he was alone in his office, had left the back door open, and had no defenses of any kind. They grabbed him in one round, knocked him out, dragged him to the beach, and with a completely minimal amount of slapping around he revealed everything.

The doctor, they discovered, had been a member of the Justified Experiment and Research Commission (JERK) in his university days. Mostly an avenue for young firebrand atheists in engineering and the physical sciences to rail against the power of the church, it was occasionally used as a vehicle for more sinister plots by evil tricksters. It was here that the doctor met a “famous phsyician” from the Shadowlands, who he now knows only as “F,” under whose thrall he slowly fell. All of his actions have been part of some plan of F’s, originally presented to the doctor as a plan to increase the influence of physicians in the Steamlands, but now apparently becoming something much more sinister. The first stage of F’s plan was the delivery of the ghoulpox treatments, and the revelation that the ghoulpox was ravaging the area to the west of town. As refugees came into the town they brought the pox with them, but this pox was immune to the efforts of the healers; at this point the doctor began treating them. He allowed von Jungfreud’s husband to die, and then suggested to her that she send the priest of Sigmar and all the dwarves in  the town out to “cleanse the blight.” They never returned, probably ambushed and slaughtered (the doctor doesn’t know). He then, again on F’s advice, convinced von Jungfreud to cast out the healers. Aware that witch hunters would be sent to Separation City if the healers reached Heavenbalm, and not blind to the risks as von Jungfreud was, the doctor undertook to have the healers murdered on the road, and gave the bandits two goblin bodies he had planned to dissect for use as false clues as to the perpetrators. He expects the messenger from F to come any day now, with the final part of F’s plan. Realizing that it will be very nasty, the doctor has begun to realize that he has been used by a dark power, and is in way too deep in a scheme of great evil. He wants to escape it, and was eager to help the PCs if they can find any way to keep him alive.

The PCs offered to help him escape town if he would convince von Jungfreud to recall the healers, and also help them deal with the messenger. He agreed, and they went straight to von Jungfreud’s house. Confronted by the doctor’s confession and still suggestible from his medicines, she agreed to help him flee and to recall the healers. Having achieved this goal, the PCs retired to sleep, and wait for the arrival of the cavalcade.

The circus comes to town

Sure enough, the cavalcade arrived the following morning, with three large caravans rolling out of the hills into the open scrub in front of the main gates to Iron Ring. Four performers capered beside the wagons, leaping and frolicking, while two of the wagons were driven by a large, powerful looking couple whose pale skin and red hair suggested they hailed from the Shadowlands. The four performers approached the gate and asked permission to troop through town that afternoon, advertising their performance. The gate guards agreed, and the cavalcade was set for 1pm. The PCs, meanwhile, decided that the doctor should not visit the camp at midday as ordered, but should speak to the members of the cavalcade and arrange for his contact to visit him in the healers’ hospice that evening – where the PCs could set an ambush.

As the cavalcade passed through the town, the initiate managed to a glimpse of the mark of Nurgle, a pustulent emblem that grows on the bodies of those devoted to the chaos god of disease and corruption, Nurgle. The cavalcade were servants of darkness, indeed, and had to be stopped! Once the cavalcade had trooped through town, while the doctor was talking to the members to arrange the new meeting point, one of them slipped away in the crowd and headed towards the hot spring at the centre of town, carrying what was clearly a bag of pus. Suspecting an intent to spread disease, the characters sent the elf to intervene: she used an act of skullduggery to bump the girl carrying the bag, and replace it with a bag of rotten mangoes in the confusion. This worked, and so they were able to stop the town being given a second disease epidemic. The mangoes were cast into the onsen, and when the elf dragged them out later they proved to be quite delicious from the parboiling they had received. In the evening they would ambush the contact and find out if that was the entirety of F’s plan – they suspected it wasn’t.

The plagubearers

In the evening they laid their trap. The doctor waited in the main room of the healers’ hospice, and the elf Laren hid in a storage closet close enough to hear all that was said. The remainder of the party waited outside, hidden in the darkness. Soon they saw who F had dispatched to meet the doctor:

  • A tall, thin man wearing tattered, broken armour and rotten clothes, carrying a sword. He was obviously riddled with disease, but also obviously reeked of demonic magical power
  • The two Shadowlanders, armed with hammer and sword
  • A great, fat horrifically disfigured humanoid, perhaps 2.5 m in height, dressed in rags and hobbling along on one twisted and ruined leg. His belly was cut with deep slashes from which guts and pus oozed, and his body was covered in sores and pustules. His face was a mess of snot, blood and decay, and behind him trailed a miasma of stench. This was a class, old-fashioned plaguebearer of Nurgle, dragging himself through the night in all his inglorious horror
  • Three cat-sized disease imps, misshapen devil figures commonly referred to as nurglings, that chuckled along behind their sorcerous master

This misshapen crew of festering evil slouched its way into the healers’ hospice, clearly relishing the chance to defile somewhere so pure and simple. Once they had all shuffled, chittered and oozed their way inside, the sorcerer spoke to the doctor. Outside, the party ghosted in towards the door, ready to spring a trap as lethal as they could think of.

In a voice that hissed and sighed with sickness and ruin, the thin man said to the doctor, “You were told to come at midday. You did not. This has inconvenienced us, and it angers me. But no matter, you have arranged to meet me exactly where I wanted you. Now we can enact the last stage of our plan – which begins with killing you.”

The next couple of seconds were filled with the doctor’s gasps, gurgles and final whispered pleadings as the plaguebearer smothered and destroyed him. Fortunately, none of the PCs were there to see it, and by the time they could burst into the room the doctor was already done for. Unfortunately, the dwarf had failed to move quietly enough, and the thin man was ready. He cast a spell as our heroes burst into the room, drawing about himself a swirling cloud of dark and diseased power as a cloak of protection.

Laren fired an arrow from the darkness that penetrated this cloak; the initiate succesfully hit with his mace, and Sangar conjured thorns all through the sorcerer’s body that harmed him viciously. Unfortunately, the sorcerer was protected by the mark of Nurgle, and though the elf could not be seen from her hiding place, nonetheless she was struck with a horrible disease. The dwarf slammed straight into the plaguebearer, dealing a vicious wound with his sword, though not so vicious that the plaguebearer was not able to strike back …

… and at this point the session ended for the night. In six weeks we will rejoin our heroes as they do battle against the servants of Nurgle. Will they come out of the battle alive and free of the pox? Fortunately, the healers will return in a day’s time … if anyone is left alive to benefit from their services …

fn1: she rolled a chaos star on a failed observation check.

fn2: originally I was going to have her just dig around in the skull, thus incurring a disease risk, but she proposed this part of the elf’s past, and for her creative interpretation of her character’s history I decided to let her escape the disease check

fn3: he also rolled a chaos star on a successful observation check specifically targeting the books.

fn4: two chaos stars on an unsuccessful magical sight check

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The Four Kingdoms are a group of four dwarven nations, located on an island to the east of the Steamlands, which I have previously mapped. Being a dwarven holding, they are not well understood by the humans of the other lands, but more is understood of the history and geography of the Four Kingdoms than, for example, the homes of the dwarves of the Shadowlands in the far north, because the Four Kingdoms were once a human land. Unlike other dwarven kingdoms, it is sometimes possible to find maps or even histories in the great libraries of the Steamlands  – though even then the history of the ancient humans who lost this land to the dwarves is not well understood. The presence of a network of ancient and sinister shrines across the surface of the Four Kingdoms suggests, however, that the ancient human residents were worshippers of chaos, and this was their undoing.

In addition to the strange historical accident by which their kingdom was revealed to them, the dwarves of the Four Kingdoms have another unusual trait: they are masters of both the earth and the heavens. They build their cities beneath the mountains, just as do dwarves of every land, but above the ruins of the old human settlements they have constructed mighty towers, from which they send forth airships of astounding size and beauty, to ply the trade routes of the nearby islands, and to defend their kingdom against incursion. These airships are filled with helium, which the dwarves of the Four Kingdoms mine deep beneath the earth using secrets only they know. The airships are their prize possession, and have given the Four Kingdoms great wealth and power. Many is the foolish human lord who has staked their future popularity on a campaign to reclaim the lost human birthright of the Four Kingdoms, only to be brought to ruin by the massed cannon and bombs of the dwarves’ inassailable airships; and no sight is more feared on the battlefields of the Steamlands than a mercenary dwarven aerostat as it hoves into view above the battlefield, its bomb bays open and ready to rain fire on the hapless footsoldiers below.

Rumours abound regarding the lost human settlements of the Four Kingdoms. Some say that the dwarves destroyed the humans utterly and usurped their claim to the land; others say that even to this day the descendants of its original inhabitants are enslaved to the will of the dwarves, and toil in their fields while the dwarves live lives of luxury and corruption in their gilded halls. Some scholars note the network of sinister and ruined shrines above ground, and observe that sometimes in their deep delvings the dwarves waken dark powers from their slumber. These scholars suggest that the humans of the Four Kingdoms worshipped chaos, and their evil religion was their undoing. Dwarves are renowned for their hatred of chaos, and whether the dwarves destroyed these humans out of duty, or arrived too late to save them from their own doom, or simply inherited a devastated and empty land, no one knows. To learn the truth of this secret past would require the unravelling of secrets long buried deep in dwarven halls, and it is clear the dwarves do not care to reveal what – if anything – they know of the land’s ancient secrets. So, if humans are to learn of the folly – and the doom – of their ancient brethren on this island, it will fall to a team of dedicated adventurers to pierce to the heart of the dwarven strongholds, there to learn the truth of the dark powers that stalk the island and its subterranean depths …

fn1: the picture is from this NZ site on all things dwarven (oddly appropriate, given the season!)

I had my third near-total party kill (TPK) in yesterday’s Warhammer 3rd Edition session. This one was so savage that I had to drop a hidden thief from the monster roster, because it was clear that I’d overpowered the opposition. This is an adventure I’d previously run using Pathfinder, and the difference in deadliness of the setup was obvious, though I don’t think it was a difference due to the system per se. This change in lethality also affected the flow of the adventure and forced very different decisions on the players. Since this is the first time I have ever run exactly the same adventure twice, it was interesting to see how the adventure changed the second time.

The basic setting of the adventure was a fairy stolen from an onsen (hot spring) that the PCs had been sent to chase. They were following the gnomes who stole it down a steamy volcanic valley, but what they didn’t know was that the onsen fairy – which gives the onsen its healing powers – had been sold off months before by the owner, and the pot that the fairy was imprisoned in, that the gnomes had stolen, was empty. The adventure resolves when they find this out and go back to confront the onsen owner, but to find it out they have to somehow deal with the gang of gnomes who stole it. In this world, gnomes are criminal thugs, a kind of race of East London grafters, with little honour or regard for each other and no respect for non-gnomes.

The near-TPK occurred when the group of three PCs were approaching a jumble of rocks in the middle of the valley, just on the far side of a muddy stream of hot water and shrouded in steam. Behind the rocks were three gnome minions with steam rifles, a half-orc sorcerer and a gnome fighter. Because the party scout had failed his observation check the gnomes got a free surprise attack with their steam rifles, and firing as a group with the Rapid Fire action card they managed to seriously mangle the group in the first round – they hit the insane dwarf troll slayer and nearly killed the elven scout, and only narrowly missed the wizard all in their first action. The party were already carrying critical wounds from the previous session (an encounter with some steam mephits) and the results were devastating. The dwarf charged into battle but he spent the ensuing couple of rounds incapable of hitting anything due to the gradually accumulating effects of his wounds; the wizard spent half of the following rounds casting healing spells; and the scout took a mortal wound the following round. I decided to give the wizard one chance to pull off a heal spell to prevent death on this scout, which he managed (though he couldn’t bring the scout back to consciousness) and it was at this point that the fourth gnome thief should, in the original plan, have backstabbed the wizard. This would surely have killed the entire party, because by this point the dwarf was really labouring and his enemy still undamaged. So I let the gnome thief idea slide, and even then their main foe managed to run away – the dwarf was literally too exhausted to run after him, and just let him go[1]. At the end of the battle the tally was: dwarf and wizard on half hit points, dwarf carrying three critical wounds, wizard and scout carrying two critical wounds (one away from death!) and the scout on 1 hit point. This from a battle with a single fighter, a single wizard and three minions. I guess I overpowered the fighter slightly. Also in this session I was using a house rule I conceived of after the previous adventure: the wizard can only attempt to heal any one set of wounds on one person once, and so needs to wait for a PC to become injured again before attempting another healing spell. This is because the rechargeable spells could be used infinitely often outside of combat were this rule not to apply, and adventuring would become trivial.

From this ambush the PCs’ goal was to head down the valley to its mouth, where they would attack the gnome camp and recover the onsen fairy. But with such a heavy accumulation of wounds and no idea whether they were going to be ambushed again, they changed tactics. They retreated and set an ambush of their own, on the assumption that gnome soldiers would come up the valley to finish them off. So instead of stumbling on the camp and overhearing the gnome crime boss complaining about the missing onsen fairy, they waited and were rewarded in the morning with hearing him walking up the valley, ranting to his underlings about what he was going to do when he found the fairy. At this point the players didn’t know the onsen fairy was missing – had the gnomes already got possession of the fairy the adventure would have been over at this point, since they would have left without coming back to kill off the PCs. Gnomes don’t bother with vengeance when they can settle for money! So actually, had the adventure been a straight “rescue the stolen goods” operation they’d have failed at this point, and would have either lost the fairy or would have had to track the crime boss for days, suffering a regular series of ambushes on the way (and the initial risk of losing him altogether). They basically only completed the adventure because of the twist of the missing fairy.

In this case the players almost “lost” the adventure without actually dying, because they basically had to give up on their original plan. I think this is yet another example of how even when the party has healing magic available to it, WFRP3 has the same atmosphere of extreme danger and weakness that imbued WFRP2, but without the associated constant frustration of not being able to do anything successfully. In WFRP2, adventuring was dangerous because the PCs were useless at it. In WFRP3 it is very dangerous even though the PCs are good at it, with a range of magical abilities and skills they can use. For me this is the perfect combination: adventurers who feel like adventurers rather than cowherders with a gun, but who are under the constant very real threat of death. I think in their next adventure the players are going to be very, very careful …

fn1: This arose because the dwarf had a critical wound that prevented him using a free manoeuvre, and another critical wound that meant every melee action cost him a fatigue. Getting into battle and then hitting people and changing stance thus accrued fatigue rapidly, and had he chased the gnome he would have been so fatigued by the time combat resumed that he wouldn’t be able to move. He literally just lowered his axe and slid down it into the mud once the gnome started running! I really like the fatigue rules in WFRP3, they put a huge extra dimension of risk-taking into combat.

This is a semi-sandbox adventure module for Warhammer 3rd Edition, and my god would it have been useful a year ago when I was running a semi-sandbox campaign in Ubersreik. My adventure even had Skaven, just like The Edge of Night. Though I think my approach to the skaven was better, my map definitely wasn’t, because The Edge of Night is a well-presented product, with a great deal of content.

The Edge of Night presents an adventure in the town of Ubersreik, based on a skaven conspiracy, against the backdrop of a political conflict between three noble families. To facilitate this adventure, the book provides background information on the town of Ubersreik sufficient to, essentially, ground an entire campaign in the setting. The adventure itself builds up to a climax that occurs at a ball held by one of the noble families, but the path by which the PCs can reach this ball is left open, with the adventure description making it clear to the GM that he or she has an almost infinite range of ways of handling the PCs progress to this ball. In order to facilitate the adventure, the book contains a map of the town, with key locations described not just in terms of their contents, but their relationship to the three noble families, and a couple of rumours at each location that may or may not be relevant to the adventure. These rumours can open up into whole other adventures if the GM wants to do the work, or can be dead ends or red herrings or clues to the adventure plot. This gives the GM an almost infinite amount of time to track the main adventure; or if he or she wishes, to have the events of the main adventure happen anyway if the PCs fail to get in tune with it, which leaves the PCs having to deal with the fallout. It also means that the adventure setting essentially can be turned into a campaign setting with a bit of extra work, which means that you’re getting a lot of value out of your 56 page module (and this is important with Warhammer 3, because the products aren’t cheap).

A key part of the build up to the adventure is the development of patronage with one of the noble families, and as is typical with a WFRP 3 product, the designers have developed the progress tracker/party sheet mechanism to include a system of patronage. Basically, each noble house provides its own “family sheet,” which the PCs advance along according to how their actions affect the noble family. As they advance, they gain recognition, an invitation to the ball, and finally patronage. Each house has its own traits and allies, and each family sheet provides benefits in the form of a talent accessible to the whole party when they achieve patronage. Because the map describes which locations contain people sympathetic to specific houses, it is easy for the PCs exploration of the town to lead to opportunities for patronage. Furthermore, the adventure itself contains a few simple encounters for the GM to use to offer advances along the family sheet. Patronage is valuable in its own right, so the family sheet is of use if the GM decides only to use the town as a campaign setting; or, if the GM decides to deepen the political intrigues, the patronage system could be useful in helping to place the PCs on particular sides of political and military conflict, possibly without their having realized what is happening. The family sheet is a good example of the way Fantasy Flight Games have developed a flexible mechanic and found ways to extend it to cover a wide range of possible contexts. It’s a creative idea.

Like other modules, The Edge of Night comes with a wide range of suggestions on how to lure the PCs into the adventure, including but not limited to references to other modules. It also comes with a set of new cards (actions and magic for skaven), new adventure locations, new cardboard standups, and the new mechanic for patronage. I don’t use the standups in this system very much at all (I’ve never been able to incorporate miniatures into my gaming) but the patronage mechanic is useful not just in its own right, but as yet another example of the versatility of the progress chart mechanic, which I thoroughly recommend to all gamers.

I would go so far as to say that The Edge of Night, in addition to providing a fairly complete setting and an interesting adventure, is easily as good as the classic warhammer settings, but with the addition of some very nice descriptions of, and mechanics for handling, political tensions between families in the world. I think this aspect of the game makes it possibly on a par with the classic warhammer modules, and reaffirms for me that WFRP 3 is providing a lot of new and interesting ideas for both Warhammer and for role-playing games generally. I’m hoping to set up a gaming group during the next year, and I will be aiming to run a campaign in Ubersreik with the material in this module. I think that, even if you are planning on sticking to WFRP 2, this module could provide some useful material for your campaign, as well as a complete setting. It’s another example of Fantasy Flight Games’ commitment to high quality work, and to maintaining the authentic feel of the warhammer setting.

Britain’s rioters have been returning Games Workshop products, it has emerged.

The final session continued where the previous session left off, with our heroes standing on a pile of corpses… again.Having looted their victims, but none the wiser as to the purpose of the rat-catchers’ guild they were so efficiently destroying, they decided to go back to the start of the sewer complex and explore every room. Amongst the pile of recently-dead they found a map of the sewers in full detail, though it didn’t tell them that a nest of giant spiders was waiting for them near the entrance, or that the warehouse for normal sewer workers was situated perilously close to a Giant Toad’s lair, but inevitably they would deal with these obstacles in the time-honoured fashion. They returned to the entrance from the safe-house above, and set about exploring the remaining spaces in the sewers.

The Giant Spiders

Some distance from the rat-catchers they had previously killed the PCs stumbled into a room containing 4 giant spiders. The spiders’ attempt at a stealthy ambush was only partially successful, and in the ensuing battle three of them died very quickly. Several of the PCs were bitten, but no venomous effects ensued, and the remaining spider panicked and fled. The PCs discovered that its lair hid an entrance to an ancient jeweller’s workshop, and looted it accordingly[1]. This old gem cutters room seemed to have been long forgotten by the sewer’s other denizens, and the last person to stumble into this room was now enshrouded in webs, his last healing potion unused and free for the PCs to take. They marked the location of the remaining spider, and retreated to the main causeway.

Toad-in-the-Hole

They crossed from the main causeway back past the entry to the sewers, to another causeway that placed them roughly diametrically opposite the location of the spiders. Here the causeway flowed deeper into the sewers, but first it passed a storage room for sewer workers, the stairs from which led up to a perfectly normal city building, such as sewer workers might occasionally use to prepare for their work. This room contained nothing of interest, but at one end there was a closed door, which the characters wanted to enter. Next to it a rough note had been scrawled on the wall:

Be careful of Frogs

Assuming this to be a warning against some kind of giant beast, the PCs girded themselves and opened the door. They passed through into a large cave-like room, the floor of which was flooded with stagnant water. One of them threw a rock into the middle of the pool but nothing happened. They decided to what PCs throughout time and space always do in this situation, and press forward. Sure enough, as soon as they were into the pool, a massive toad lunged from the water and struck out with its tongue, which wrapped up Heinze the soldier and started dragging him into the pool. This toad was big enough to eat a grumpy Reikland soldier whole[2], so everyone charged recklessly into the fray. The wizard, unfortunately, had to pause to draw power, and Suzette the Disciple was also somewhat under powered. While Aruson the thief fired arrows into the toad’s repulsive, warty hide, Suzette grabbed its tongue and tried to help Heinze free his sword arm. She offered him just enough assistance to be able to get in one good strike, and he managed to stick his spear right through the toad’s mouth and out one eye. It gargled horribly and died. The PCs continued through the room to a rough-hewn tunnel on the other side, and stumbled on the secret they had been searching for.

The Rat-catchers’ Secret

Beyond the abode of the hungry toad was a dark corridor, at the end of which was perhaps a vague light. Aruson crept forward and found himself facing an opening into a larger cave, guarded by two rat-catcher sewer guards. He couldn’t pass them easily into the room and couldn’t see inside, but voices inside the room carried easily to his hiding place. He listened to a conversation between a frightened-sounding man and a strange, sibilant voice that was surely not human:

  • [Sibilant Monster]: Have you opened the entrance?
  • [Frightened Man]:Yes, it has been opened. Since we kidnapped the nobleman’s daughter he has been very helpful in teaching us how to open it. He still believes his daughter will be returned after we execute the plan.
  • [Sibilant Monster]: Good… but, recently your activities have been discovered, have they not?
  • [Frightened Man]: I’m sorry to say that we have been discovered by some new adventurers
  • [Sibilant Monster]: Do you think they’re servants of the nobleman?
  • [Frightened Man]: I don’t think that’s the case. The nobleman is too scared of losing his daughter to employ any adventurers. We don’t know why these adventurers have become involved. We’re moving against them, but the task has consumed many of my rat-catchers
  • [Sibilant Monster]: I don’t care to hear the excuses for your failure. If your organization is no longer convenient to me I don’t need you, and if evidence of your relationship to me is discovered before the attack, I will have to remove all evidence of it. Do you understand me?
  • [Frightened Man]: I understand. We will resolve this problem with the adventurers soon. Then my remaining rat-catchers will help you in the attack.
  • [Sibilant Monster]: That would be best. Your assistance in this plan has made it easier to carry out, but if you fail your organization will no longer be useful to me.
  • [Frightened Man]: (gulps)
  • [Sibilant Monster]: Okay, I’m returning. I leave this in your hands. Don’t fail me.
  • [Frightened Man]: We will put all our efforts in!

This was followed by the sound of light footsteps, and a door being opened and closed. The Frightened man began calling in guards from other parts of the cave system, and the PCs realized it was time to act. Aruson picked off the two guards nearest to the PCs with a single volley of shots, and the group charged into the main cave. Here they found the boss of the rat-catchers’ guild, a bodyguard and 6 sewer guards. The battle that followed was brief and brutal, but soon finished with minimal injury to the PCs. They took the sewer lord captive, and offered him a simple choice – tell them everything or spend the last few hours of his life in the spider’s lair.

With this option before him, and looking at the bodies of the last 8 members of his organization, the rat-catcher leader realized that his only safety lay in betraying his monstrous master, and he told the PCs everything. His rat-catcher’s guild was working as spies for a group of monsters that lived below the city, and had been doing their bidding for a little while. Most members of the guild didn’t know about these monsters and believed they were doing the bidding of a local nobleman. In fact the nobleman in question was doing what the rat-catchers told him, because they had abducted his daughter and were holding her prisoner as security against his good behaviour. In fact, his good behaviour was essential to the monster’s plan. They had uncovered an ancient entrance from the sewers to the Temple of Sigmar, but the door could only be opened by a specific key – a key that was a long forgotten heirloom for an Ubersreik noble family. This nobleman was from that family, and had found the key for the rat-catchers. Now they were biding their time, clearing out the area around the door and preparing for a large force of the monsters to attack Sigmar’s Temple from the sewers. Apparently there was something in the temple that they wanted, and they intended to slay all of Sigmar’s servants while they sought it. They knew that the High Priest of Sigmar would be away in Altdorf within a month, and so they were going to attack then, when she and her strongest bodyguards were away.

The rat-catcher the PCs had found all those weeks ago when travelling to Ubersreik had been on a mission for the monsters. Apparently these monsters had been having difficulty with an orc tribe whose territory abutted their own somewhere underground, and had asked the rat-catchers to send a spy aboveground to find out if the orc tribe were connected to any other tribes or groups that would make it dangerous to attack. He had somehow failed, and the Orcs had been trying to dump his body in a way that hid their presence in the area when the PCs found him. It was purely through happenstance that the PCs had become entangled in the rat-catchers’ plans at all.

When asked to describe the monsters, the sewer lord told them that they were a kind of twisted, monstrous hybrid of rats and humans.

Skaven.

The Rat Ogre

The PCs demanded he take them to the nobleman’s daughter to free her, and he duly did, leading them down a long, dark tunnel. He didn’t mention, however, that the room at the end was guarded by a rat ogre. The PCs almost blundered straight into this beast’s grasp but were sensible enough to scout ahead. When they saw it they roughed up their captive a bit, then set out to ambush the Rat Ogre. Though fearsome in aspect, this thing fell quickly and easily to their combined forces, and they were able to rescue the girl from her captivity at the edge of the room. From there, having eliminated the rat-catchers’ guild, caught its leader, looted its possessions and uncovered its plans, there was nothing for it but to go to the Temple of Sigmar and explain the situation.

Resolution and Rewards

The High Priest of Sigmar was very interested in this news, and together they set a trap. The sewer lord was put under a geas and forced to return to the skaven and tell them that he had destroyed the adventurers, and that rumours abroad in town suggested the High Priest was moving a dangerous and evil item to Altdorf within days. The skaven would have to attack sooner than expected. This he did, and the Priests and soldiers of the town set a trap for them in the basement of the temple. A force of maybe 50 Skaven emerged from the sewers a few days later, and were set upon in a vicious battle that claimed many lives. The skaven quickly withdrew, but were unable to take all their dead with them, and so the town of Ubersreik were able to find physical evidence of those beasts that were previously only an evil rumour. The High Priest quickly took these bodies and their possessions away, “to do research in Altdorf,” and all that remained of the battle in Ubersreik was rumour and hearsay. The PCs were able to find out that the Skaven had entered the temple to steal a piece of warpstone that was being held there under guard while the Priests of Sigmar sought ways to destroy it.

As a reward for their efforts, the PCs were given some money, and a deed of land title over Black Rock Keep, in nearby Heideldorf, where recently they had vanquished some mutants and uncovered a cannibalism ring. None of the players viewed this as a particularly good reward…

Conclusion

Because of my sudden move to Tokyo this campaign had to be wrapped up quicker than expected, so the truth of the guild and the skaven had to be revealed in a sudden ending rather than dripping out piece by piece. In my next post I will give some final thoughts about Warhammer 3, GMing in Japanese, and Skaven.

fn1: In case you know it, I’m using an entry from the One-Page Dungeon for this adventure’s map…

fn2: If you’re wondering how a toad that big can hide in a pond, try visiting an Australian crocodile farm sometime. In those places, beasts big enough to be dinosaurs can hide from view in a foot of water. They are truly loathsome beasts…

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