You will have to wait to see, this week and next week games cancelled for scheduling difficulties.
54th Advance, all present.
As dawn fills the sky on the 21st, Anselm becomes under the weather as intoxication has worn off. A cheer goes up on the monastery’s north wall and looking to see the cause the heroes see the colours of the Imperial army and Graf von Jungfreud – troops must have marched from Ubersreik not long after midnight to confront the Greenskins. The greenksin mass moves to confront the imperials (this is the border garrison and Red Axes, it’s a pretty competent force).
Brother Dankmar is inspired and calls for the able bodied to sally forth and fall on the greenskins from behind. Though many of the monks are able bodied and train regularly (better than a simple militia man) this does strike the heroes as a bit over-zealous.
Anselm and Hans would have stayed within the walls and let the army sort it given his druthers, Findulas is ambivalent (he wouldn’t plan on getting close and has just discovered he can run very fast anyway) but Father Erich joins the sally and soon all the heroes have done so.
A small number of greenskins (2 henchmen mobs), 3 wolf-rider archers (thus also 3 giant wolves) and 2 orcs turn to face the sally. The fight is short and bitter, fatigue from the long night is wearing on the heroes (penalty dice being felt on some physical actions), Father Erich being the only hero in the fray alongside the Fostenklauster folk for most part while others support from a distance.
The heroes turn back the attack though Hans does suffer a critical wound (later healed by Father Erich's invocation of Sigmar's favour) when a wolf frenzied at loss of its goblin rider breaks through (using the rules about checks for wolves when rider dies). Eight of the 16 monks and hammer bearers who sallied fall in the melee (only one engaged hero meant more brunt of battle on them, misfortune dice were rolled an on failures a dropped monk or hammer bearer was dead, on a skull they could be saved by first aid, on a blank they would recover - rolled no skulls and lots of failures).
The heroes turn to the Fostenklauster and truly catch their breath as the imperial forces make green hash of the greenskins. Their esteem in the monastery and hospital rises to maximum for their valour [End of Act recovery]
(I actually expected this might be a social effort to persuade against the sally and not a fight, with the risk of losing favour – but a fight is fine, and little impresses Sigmarites more than diving into a fight when outnumbered).
Hans goes to check on the horn (profane artefact) which was brought from village and placed in bell tower. Opening its case he finds it gone! Sometime during the long night or the morning sally someone has taken it (assuming simply being under the bell overnight didn’t cause it to disintegrate).
Meanwhile, in the battle the greenskins are broken, the survivors fleeing south towards the foothills.
The Imperial forces regroup with most planning to continue on and hunt down survivors. They are lead by Graf von Jungfreud himself. The heroes could manage an audience if they wanted under these conditions (their brave sally) but decide against drawing attention.
(I point out that advancement and misfortune both attend on such encounters, riches etc. coming in Old World more from such things than looting dead goblins you just killed, on the other hand the heroes have avoided the risk of being drafted to go on a goblin hunt in the hills with soldiers who don’t like their Aschaffenberg colours).
Hans tries the daunting task of locating the horn with magical sight (4 challenge dice to find the disturbance it would cause in the winds through walls and such, assuming it’s in monastery). He is very successful and leads the heroes to the hospital and Brother Dankmar’s cell off its main hall (where Hans and Findulas searched previously). Dankmar is there, sleeping (most of the monastery folk have gone to bed or are otherwise sleeping, dead tired). Hans detects the emanations coming from the wooden chest he and Findulas opened before and found diseased rags and other “medical waste” in.
Father Erich retrieves the horn, wrapping his hand and arm in a shirt and avoiding disturbing the rags (Skullduggery, not his strong suit but he manages and does not have to check for disease). Unfortunately (chaos star!) as he pulls the horn out and is standing there (holding a profane artefact aloft over the opened chest of diseased rags) that’s when Dankmar wakes up and bleery-eyed begins challenging these intruders.
The heroes manage (amazingly) to both convince Dankmar they have found a profane artefact someone tried hide in his chamber and satisfy themselves this is indeed all news to him. He’s outraged of course. With his support they ask the hospital residents if anyone saw someone going into his chamber last night – Pyotr the Prophet of the Goose comes forward, the Goose is a witness! A coweled monk passed through with a package – the Goose noted the monk wore the fine quality sandals that monastery officials like Abbot Stafke and Prior Walther have imported from Ubsersreik.
The heroes are not surprised that corruption resides at the very top of the monastery hierarchy, but are leery of bringing accusations based on the word of a goose (as translated by Pyotr). It’s noted this would be about par for the quality of testimony in many trials in the Empire but the Abbot or Prior is not a peasant girl accused of witchcraft and will take more to convince/convict. Father Erich is very aware of the Abbot’s influence.
They rolled well looking for witness but out of the residents would it be a reliable ex witch hunter or a mad Kislevite with a goose.... answer is obvious!
After some hurried discussion, the heroes decide to conceal that they have found the missing artefact and act as if it is still missing. They will secretly transport it to the hermit Brother Volker’s cave the next night for safety.
In the meantime, they (mostly Father Erich) ascertain that Brother Dankmar usually disposes of the “waste chest” by taking the whole thing – once full – out to a field and burning it in a bonfire. He gets a replacement chest (they’re sturdy wood boxes not elaborate – built to contain and then burn) sent from Ubersreik, usually ordering it before he burns the current one. They convince Dankmar to act as if time has come to burn the chest, placing his order for a new one – which would likely come in a day or two. They hope whoever hid the artefact in a “place no one mucks about in” won’t want it burned (that wouldn’t destroy it, but might reveal it) and thus will try to retrieve it and they can “catch them”.
Actually it was put there to frame Dankmar and the plan won't work, as the villain doesn't really care about it, but other heroes sabotage plan before a few hours pass anyway.
Dankmar cooperates. He is sure the Abbot is behind it all, trying to frame him. He says the Abbot only appointed him Hospital Master expecting him to fail and thus be able to get rid of him (one of the last of the truly faithful [Reds]) and is disappointed Dankmar hasn’t failed. The heroes are less convinced it’s the Abbot. The heroes go to their well-deserved rest, sleeping through to late afternoon (a night’s recovery).
At dinner, Hans and Anselm absent themselves to take the opportunity to search Prior Walther’s chamber (which is across hall from Abbot’s) to see if they can find any incriminating evidence. Suspicion is focusing more on Walther than Stafke. The two find a travelling chest, old and well worn, with a false bottom. Eagerly opening it, they trigger an intense conflagration (some sort of naptha-fire trap) [Chaos Star!] Diving out of the way (Coordination check, Dodge speciality) they are none-the-less singed, Senor Bitey saving Anselm from 1 of 2 critical wounds and Hans also suffering one.
Hans braves the fire (Resilience check) to try to retrieve something before everything (some of which is hopefully incriminating) is destroyed (the trap is dual purpose attack/destroy what it protects) – he comes up with what Education identifies as a Slaaneshi sacrificial dagger (not magical but a nasty thing, one doesn’t like to think how that is used….) – an odd curio to find in a Sigmarite Prior’s belongings.
Unfortunately, there will be no concealing the mess made even through the two clean up and do not to a superficial eye appear wounded.
After dinner, as the monks retire to their chambers for individual evening prayer, the heroes gather to share information. The plan had been for several of them to take the profane artefact to Volker that night, with Dankmar, however Father Erich is alarmed that his comrades may have alerted Prior Walther. He decides he must go to the Abbot immediately and Hans accompanies him, though Hans counsels against presenting the Goose’s evidence (as it is from a Goose).
Father Erich is a bit perturbed at his plan to lure the culprit with the burning the chest being short circuited - but that is to be the least of the situation his friends put him in......
They arrive to find the Abbot already meeting with Prior Walther, who is there reporting an intrusion into his chambers. The Abbot’s two hammer bearers, Felkil and Ortulf are present.
Father Erich asks to speak to the Abbot alone, though he has to press the matter for “alone” to be understood as without Prior Walther, and is unhappy that it does not in any case appear to mean without the hammer bearers. Prior Walther excuses himself, to look into the question of who was in his chambers (giving the two heroes a hard look as he says that).
Father Erich now walks a tricky line, conveying certain information as part of raising accusations against Prior Walther without going into muddy details of how obtained (breaking into rooms, from asylum inmates who translate for geese).
The Abbot is clearly dubious about accusations against his long time friend and dismisses the dagger as Walther’s penchant for souvenirs from their past – the Slaaneshi cult, where did we help Felburg deal with that, ah Delberz it was - but if there is a witness that saw Walther taking a profane artefact into Brother Dankmar’s cell – that is more serious.
The case is presented well-enough that Abbot Strafke’s legal mind is persuaded to go with the evidence (if on one hand justice favours one’s friends in the Old World, on the other, those with experience know even your friends can turn out to be corrupt). The Abbot sends his two hammer bearers to find and detain Prior Walther.
The interview moves along and to the point the Abbot wants to interview the witness in Hospital. At this point Hans decides to join the other heroes and make sure the hammer bearers have got ahold of Walther (leaving Father Erich to present Pyotr and Goose alone, the actual witness having not yet been named to the Abbot).
We break as –
Father Erich and the Abbot approach the entry to Hospital, the Abbot eager to get to the bottom of these accusations by interviewing the witness, Father Erich praying Prior Walther makes a run for it and his “witness” becomes moot.
Hans, Anselm and Findulas, having followed reports of where the hammer bearers went as they followed reports of where Walther went (apparently to check on his Tilean hounds), find the two hammer bearers dead – their throats torn out (hmmm, sort of like those murders at the Hill of Bones…)
- The high point was Hans player deciding to look for Walther and the others rather than accompany the Abbot and Father Erich to the Hospital. Having put Father Erich in the position of feeling he should bring things forward, he leaves him to "face the music" of telling the Abbot his arresting his long term friend on the word of a goose. The cross-table chatter was hilarious.
-- Comments welcome.
55th Advance all present.
In which buying Omens of War starts to pay off..
Our heroes are in two groups.
Father Erich and Abbot Strafke enter the hospital, the Abbot eager to meet the witness. Brother Dankmar is absent, which concerns Father Erich who asks after him and is told that he left a few minutes earlier, with Prior Walther. Father Erich gives the Abbot a “knowing look” but that Abbot sees only that the Prior is not fleeing. He again asks to see the witness, whereupon Pyotr the cassock wearing prophet of the Goose is introduced.
The Abbot’s left eyebrow starts to steadily rise and the right to steadily sink in an arch look as Pyotr happily recounts What the Goose Saw, adding that the Goose now says that the footwear seen on the mysterious figure was definitely not the Abbot’s.
Father Erich tries to diplomatically charm the Abbot into accepting the evidence and (miraculously, Sigmar must have been watching) he does – animal divinations have a long history in the Empire and have been used by Witch Hunters such as Stafke long accompanied or apparently the Abbot is familiar with the precedent of “The Estate of Giant vs. Jack” in which the Golden Goose’s testimony was pivotal.
Father Erich and the Abbot now hear a bestial scream/howl…
Flashing back a few moments, our other heroes had found the two guards dead with throats torn out. Magister Hans Junkers had time to confirm a large set of powerful jaws was involved (necks were broken as well as throat torn) before a dazed and bloody Brother Dankmar appeared.
Approaching Dankmar carefully, Hans realized that the blood on Dankmar isn’t his own, also found a strange chill radiates from him (1 fatigue). Backing quickly away he warns his comrades, this arouses Dankmar’s hostility who declares the heroes “the Abbot’s pawns, just like the others” and transforms into a larger-than-man-sized wolf creature.
This is a terrifying sight (Terror 2) – back in the orphanage poor Anselm was oft told stories of werewolves eating bad little boys who didn’t do their chores. The Goose’s prophecy of Ulric’s Cold hand reaching for him is relevant and an extra challenge die is added to his terror check (using up one of the three that can apply in this context, another one is used later in fight, leaving one when it’s done). Findulas also suffers fatigue and stress.
Father Erich ran through the monastery to the sound (spending 2 Fatigue) to arrive in the hall leading to kennel and join the fight.
Folklore recalls that silver is a myth but that werewolves do heal wounds not caused by fire.
[The heroes didn’t try much folklore etc., and only made a basic success when they did try, so never really go the connection of wolf/shapeshifter/Ulric/cold despite the invocation of Anselm’s dire prophecy of Ulric’s Cold Hand - others will make this connection afterwards]
A melee ensues, Father Erich trying to engage Dankmar to protect his comrades and being picked up and thrown into the midst of his comrades - landing on a couple so that most are prone as the werewolf (its ‘toss aside blockers to get at juicy targets’ action successful) follows up with a vicious bit that would have dealt a critical to Anselm had not Senor Bitey managed to distract the monster.
The werewolf’s cold aura makes it fatiguing for those close to it to spend additional manoeuvres. Father Erich’s positive prophecy warning him of the man who is not a man is used twice – the second time the expertise die it adds to a roll means that in the gooses honking he hears advice leading to a Comet/critical! (one use is left when encounter over). Father Erich also avoids a critical with Sigmar’s favour.
Hans focuses on the torc that Brother Dankmar still wears and wonders if it is a means of shapeshifting. Sifting his memories, he recalls no stories of such items but does recall that the Old Faith (which favoured magic dealing with plans and animals etc., and has a bloody reputation) did create items for controlling beasts – it’s not a torc of shapeshifting, it’s a torc of “obedient werewolf” – a means to control the monster!. A chaos star on the roll turns a “free action for what you know” into a “moments lost in thought” action.
The fight rages on, Anselm getting a torch off the wall to use to Fluster the monster and aid his comrades. Critical wounds to the werewolf injure its claws (misfortune dice to its claw etc. attacks, not to bites – its favoured kill attack). Eventually the monster falls (not burned though).
[there is no werewolf monster in game, I used Stone Troll stats, gave it a “challenging monster, extra challenge die on all actions against it”, and set of werewolfy actions with a couple of Ulric blessings as special effects, as well as keeping some of Dankmar’s “mad zealot benefits” (insanity severity one-time abilities to increase soak, amp up damage etc.) – this created a foe that made my 55 advance set of PC’s work for their kill], its "toss and attack" combo was my GM fiat of letting the Athletic toss action if successful combine with an attack - necessary let a solo monster be menace.
The heroes catch their breath (Rally Step) as they hear the sound of the doors to the hall closing and being barred, and in the shadows at the far end see Prior Walther and his two Tilean hounds.
The Prior muses aloud, “Such a shame you will have found the werewolf responsible for the deaths but not survived the encounter…” as his Tilean hounds transform into daemonic Flesh Hounds of Khorne and he takes on a bloody aspect, producing a black sword (Chaos Champion of Khorne).
[the heroes come out of the first fight with some respectable wounds, some key actions such as Findulas’ multiple shot action still recharging – this was also important to keeping the pressure on in the 2nd fight, had they not been softened up/some things recharging, the 2nd fight wouldn’t have been as dramatic]
[The flesh hounds are straight flesh hounds, 2, the Champion is a straight Champion but with the “challenging monster, add challenge die to all actions targeting” mod].
This is a Fear/Terror set of checks and the fight ensues. Findulas and Hans manage to destroy one Flesh Hound before the monsters engage. Senor Bitey worries the torc off the fallen werewolf’s neck and returns it to Anselm (to the consternation of Hans who wanted to try to unlock its secret to seize control of the werewolf, which still haven’t been burned).
- metagame – the werewolf was ‘down’ for one round per severity of accumulated criticals – heroes did lots before it fell so it was down for count really – this approach means if a werewolf or similar creature “springs up” it springs up having healed all those etc. and being “fresh” (likely time for a rally step).
Father Erich again tries to shield his comrades. However, he pays dearly for his bravery. The remaining hound leaps upon him and its jaws clamp upon his wrist rendering his right hand useless (potentially Permanent Critical, sword hand useless – hand not lost yet, but just about the worst draw in the critical deck for a one who favours 2-handed weapon).
The Prior is a dangerous opponent with his sword and difficult to damage (high soak) and fells Father Erich (who gets another potentially permanent critical wound – garish scar, Fellowship penalty – not nice for a priest - Omens of War brings the grimness excellent) and then Anselm (whose dog was among the few sources of damage getting to the Prior due to bypassing some soak), and bloodies Hans severely (one more hit from falling probably), while Findulas has run out of room to back up and shoot by the end of fight.
Healing draughts etc. revive the two fallen enough they can add their efforts to the desperate fight [about 4 healing draughts were used this evening, I think that’s a record] and finally the Abbot and final Flesh Hound fall…..
- Obvious outstanding issue is Hans’ profane artefact. (chances to address that have passed - the effect of turning all hammers in monastery into "fosten's hammer" can be invoked by pious (Piety check) bellringer IF the monastery is under attack (such as by goblins or werewolves etc.) - but heroes never figured that out.
- A time-limited offer is made to the players – the Abbot was a witch hunter’s aid and can likely ‘figure things out’ (or put together his story very well). If a Player/Players put forward a theory (it would have to be the only theory endorsed by heroes, taking 4 wild shots hoping one hits doesn’t work) of “so what happened” – who killed who, why, what’s a werewolf got to do with it (3 things then), this will earn a notable reward or avoid a notable problem (depending on what is really going on). They can post it on our own message board or discuss at table next game night, though resolving this by post clears more time for moving play along.
- Phew that was fun – pending the high level box I’m using my own approach to “amping up” monsters and I think it’s working but itching to see the Hero’s Call stuff on this; this was the most melee-fest session we've had for a while which is okay now and again.
- There's a Player comment that monsters don’t care about many criticals -yup I see that as intentional, the draw a critical on monster outcome is sometimes useful and sometimes not - the werewolf's dice pool on some actions was affected by some done it.
- After we wrap this adventure, it's an Interlude for personal agenda and shopping - then off to see Anselm's absentee father the reclusive Steward of Grauwerk (from the Lure of Power fluff).
Sounds like a nice adventure :)
Whats the party composition crunch-wise? (careers, Strenghts & weaknesses, actions / tactics etc ... )
Our EotE SW campaign (just starting): 'Smuglers Delight' www.obsidianportal.com/campaigns/57238
Father Erich is a Soldier-turned priest of Sigmar - good physical stats and working on raising priestly ones (Sigmarites have some blessings that aren't so based on stat), pursuing zweihander 2-handed attack skills. His best attack, when he amps it up, and does really well can deal 3-4 criticals at once. He's not so much the healer etc. He has advanced wounds every chance (has 17 or so) and as play shows mechanically and roleplay wise he's the defender/tank.
Magister Hans Junkers is a wizard of light, dabbling as apothecary and investigator. He dislikes having to quick cast (fears the miscast) so usually sticks to lower cost spells and as wizard of light not a "blow em up good" caster in any event. He's reliable with a magic dart, can blind foes at times and has some nice daemon etc. targeting spells. He's a weakling physically and not very personable. He just got a 3rd rank spell that makes him too bright to look at - a boat load of misfortune dice on attacks against him that declines gradually (saved his bacon this fight). He is the first aider/healing draught administrator (apothecary skill). He tends to be an enabler/shoring up (he deals the smidgen of damage with a spell that drops something after Findulas did a load of wounds to it).
Anselm the Ratcatcher/Seer/Charlatan is a mostly social face man, favours ranged attacks with sling or an occasional Nimble Strike and not too great with them, his best attack actions are using Pet Tricks with Senor Bitey and things like the Fluster action (which he roleplayed really well, making up grabbing a torch off wall to wave around in front of werewolf as part of Fluster action, I gave him a fortune die on roll for the description) - this fits his character concept as being someone who doesn't risk his own hide too willingly. His Seer ability to create a comet-roll is used very effectively to amp up other heroe's at critical moments. We alternate between joking the party is just there to bolster Senor Bitey (the real hero) and ditto Findulas (the humans are reallly just meat shields for the elf). He's the source of surprises in combat.
Findulas is a Scout/Waywatcher/Marksman and the only one who has taken any Omens of War advanced "remove dice from pool to amp up effects" action cards so far (in parrticular to increase his Pierce). He is the deadliest with the "up to 3 arrows into same target if I keep rolling well enough" action that can take down a villain in one round, and a variety of other ranged actions. He's just started picking up some melee actions recognizing he can't always be at a distance (and probably seeing my wheels turning about how to set up encouners where the archer can't get to a safe spot to shoot from). Overall, he's the largest source of straight out damage.
Thanks for the run down it was interesting ... sounds like you have a nice rounded of party :)
Does all the characters have some sort of social actions? Intimidate, Guile, Charm, Discipline, Leadership etc
Speaking of ranged attackes - archers has a lot of great actions, rapid fire is good ...but my favorite (from my last campaing playing an archer) has got to be Immobilizing Shot, thats just sooo effective at locking down and splitting up opponents ;)
Our EotE SW campaign (just starting): 'Smuglers Delight' www.obsidianportal.com/campaigns/57238
Does all the characters have some sort of social actions? Intimidate, Guile, Charm, Discipline, Leadership etc
Hans has Elucidate and Staring Contest actions (so he uses intellect or willpower), and a talent to use Int for Intimidation. He's no social skills trained having such a poor fellowship. The player does a pretty good job of roleplaying this - in past he's often been party diplomat/spokesperson but he now often plays doing that poorly (take the profane artefact into monastery and not tell authorities/ask permission was a roleplaying choice - just Hans being an arrogant wizard). He's got Intuition trained and often is trying to detect lies when others talk to NPCs.
Anselm has Guile trained twice, the Fake Out and Fluster Actions. In social situations he's usually passing himself off as something he's not or being insincere (playing to his Guile) - which does backfire at times. The player is a lawyer and tends to play people riffing off of client he's had - he does insincere very well.
Findulas has no social skills trained and no social actions. To your point about ranged actions, he sometimes mulls taking social or other, but another tasty ranged action always calls to him on advance. The elf is puzzled by humans (why do you stay in inns, they always turn out to be filled with murderers or cultists) and lacks social graces (after filling the town physician with arrows I will sling the body over my back and walk through town, and when a local fearfully asks me, is-is th'that the Doktor? reply "Yup" and keep walking). I see him as Dirty Harry but with a bow.
Father Erich has trained Charm (free Diplomacy speciality as Ascaffenberg retainer) but has a Fellowhip of 3 and no social actions. As a priest of Sigmar/former soldier he often speaks with "authority" but has see what the dice say about success.
We originally had a 5th player, a merchant with several social actions but the player had to give up game due to other pressures on time.
In which the heroes once again are rewarded for saying and not saying the right things...
56th Advance all present, though Hans' player has to step out for a moment.
The heroes bound the werewolf/Brother Dankmar – unsure of whether this was a creature to be killed out of hand or something else given the obscure lore and variations of shapeshifters/werewolves recollected.
Abbot Stafke Garmann arrived and was informed of the “good and bad news” of the revelation and death of Prior Walther as a warrior of Khorne.
The hero’s information put together with the Abbot’s knowledge suggested that Walther had secretly been collecting things that should have been destroyed and was corrupted by the very sword he was wielding when attacking the heroes. His corruption may have started when he resorted to murder to stop the radical Red monk Reinhold becoming Abbot (not knowing there was no danger of this as Strafke was to give a report on him) – a true follower of Khorne would not resort to secretly poisoning people, so the Abbot thinks Walther would not have been far gone at that point but this act doubtless opened him to corruption. Others were killed when they started to suspect too much.
The Abbot is quick to see Ulrican-mischief-folly at work in Brother Dankmar’s fate. The torc was another item Walther got his hands on somehow, but Dankmar likely became a shapeshifter due to his sojourn on the Hill of Bones (says the Abbot who has forbidden such sojourns). It is after all a burial mound for Unberogens of ancient times (ancestors of the Reiklanders, the tribe of Sigmar), who would have worshipped Ulric the patron of wolves.
The Abbot is not sure exactly of the way this happened but sees a connection. He plans to have Dankmar imprisoned till Altdorf can send word on whether this is a curse that can be lifted or not – and sees perhaps a chance to embarrass Ulricans…
The Abbot is not happy at the outcome but accepts it. The heroes (Father Erich) indicate they will report his support for their investigation and that brightens him up (just what he wanted to hear), whereupon he notes their many wounds and great effort being worthy of reward (3 gold crowns each) and he offers Father Erich in particular something to aid him – a Holy Medallion of Sigmar (+1 Equilibrium etc.)
The remaining issue is the profane artefact Hans brought to be destroyed by the Hammer of Fostenklauster, which the heroes believe is summoned by the bell being rung. The Abbot is pleased to learn this (a holy bell, more pilgrims!).
Mechanically, it’s a Piety check by bellringer with challenge dice set by need (when the former Abbot did it as a novice, a daemon of such power its foot melted stones was attacking, Easy; if the heroes had done this when the goblin Waggh was attacking Average, now it’s just to destroy and evil artefact Hard [if it was just out of curiousity etc, Daunting]).
Father Erich succeeds, feeling the righteous fury of Sigmar fill him and seeing his (and every hammer) in monastary glow - he destroys the artefact but it shatters into particles that threaten to spread its corruption to those in close range (Chaos Star). Father Erich's one existing corruption point spends itself hoping to get buddies, making it a 4D check! But Father Erich makes it and so emerges corruption free and feeling cleansed by the whole experience.
The heroes rest a couple of days (nights of Kaldezeit 21 and 22) to recover some wounds (3 have 2 criticals, Father Erich had about 18 wounds – right at Threshold), before returning to Ubersreik on the 23rd.
In Ubersreik, there is a week long Interlude before the heroes leave on the 31st to see the Steward of Grauwerk.
(this was about a third of evening, we did some interlude accounting etc. and then started next adventure)
I did a check on "so how are we feeling about game" Feeling good, like the creativity dice system can bring. Not enough career options for wood elves though.
Necro-ing my thread to post links.
I have written up this adventure for others to use if they wish, removing some more PC specific things and adding a bit of other stuff.
Several folks also gave some editing feedback on it that improved some bits and presentation quite a bit.
It's still only for those who like investigating etc. as much as bonking things on the head.
Copy and revise and use-as-you-will.
Emerikol/Jay has arrnaged for it to be posted couple of places