Monday, December 20, 2021

From the Journal of one Wigmar Heck, pt 32 (Detour to Achern-am-Reik)


13 Ulrichzeit

I have uncovered more nefarious business in Wittgendrof, all of it pertaining to the late Doctor Rousseaux, Lady Margritte's good friend and accomplice (and the man who tried to broker a deal with the Red Crown). It seems he was mixing warpstone dust into his remedies and feeding it to his patients. He made detailed accounts and if his records are to be believed some of his patients made astounding recoveries. Broken bones healed. Fatal diseases cured. But at what price? No good can ultimately come from ingesting chaos. Rousseaux also supplied warpstone infused rotgut to the poor of Wittgendorf. I have made a detailed recording of who has been exposed. They must be examined and properly taken care of.

I have sent word by river to Castle Reiksgard, asking that a garrison be set up here to watch the castle. And priests and witch hunters to make sure the rot is cut away from the village.

25 Ulrichzeit

A barge from Castle Reikgard arrived around midday. Eighty men under Rittmeister Grünner, sent by Feldherr Tracht, commander of Castle Reikgard, and one Father Mürt of the Temple of Sigmar. The Rittmeister was, and I cannot really blame him for it, a rather suspicious man. The good Father, however, had attended my wedding and knew me to be a well-connected man of impeccable character. With that unpleasantness out of the way the Rittmeister warmed to me and even agree to lend me the Reiksgard barge so I could transport my new recruits and all my loot to Nuln.

26 Ulrichzeit

We packed up and made ready to depart. Lieutenant Shif Doppler and his few good men, Sergeant Sigrid Stein and her merry band, and the odd villager out to see the world beyond Wittgendorf. Twenty five in number all told.

27 Ulrichzeit

A steady wind from the north, with associated sleet and snow, pushed us upriver and we arrived in the town of Achern-am-Reik, principal trading post of the Duchy of Walfen. The dead knight from the Barren Hills hailed from Walfen.

28 Ulrichzeit

Had a few days to kill while my new river boat got fixed up (quite leaky you see), so I decided to go on a little expedition to see where the man had lived. Not much to see really. After the man never returned his house fell to ruin.

32 Ulrichzeit

Stopped at Grissenwald to inquire about Etelka. Nothing interesting to be learned. She probably came this way, saw the tower ruin, then grought the remaining gobos - and the troll - with her to join the Red Crown beastmen she'd brought down from the north.

2 Vorhexen

We arrived in Nuln. Weather continues to be atrocious but at least the wind is strong and steady, pushing us upriver despite the current. 

Wednesday, December 8, 2021

From the Journal of one Wigmar Heck, pt 31 (The castle at the center of it all)

I haven't written in a while. Not since Kemperbad. That was, what, two weeks ago? Something like that.

4 Ulrichzeit

We stopped at von Wittgenstein's old island observatory on our way upriver. The tower was very close to completion and the remaining dwarfs in a good mood. It was baking day on the island, a casket of beer was opened, no one died, and the dead did not stir from their graves. I revisited the secret underground lair and came away with some interesting odds and ends. Among them a golden crown set with precious stones, worthy of a king of old, and a ring made like a serpent biting its tail.

5 Ulrichzeit

I persuaded the dwarfs to come work for me. They packed up their things and came along on the boat. The rest of the bread and the beer came along for the trip.

7 Ulrichzeit

We bade the dwarfs and the lady of the boat farewell and took the ferry across the River Reik. We had to go across in twos to bring the horses. In hindsight we didn't really need our steeds. At all. But along they came.

Wittgendorf, the village of Castle Wittgenstein, was a surprisingly pleasant place. Well cared for and filled with what seemed fairly well-fed and happy little peasants and craftsmen. A far cry from the downtrodden, miserable, stinking pack of ner-do-wells we had been expecting.

As is my fashion I immediately arranged for drinks at the local inn. Along came Lady Margritte, daughter of the House of Wittgenstein, our riding on this fine day in early winter. A fine woman she was, groomed like a noble lady used to the feather beds of Altdorf and the good things in life. A woman after Wigmar's taste I would say. Her man, Lieutenant Doppler was not fine. An ugly, coarse lump, face burned in some fire long ago. I had a mind to run him through but I did not. Temperance.

We were invited to dine at the castle the following day but were not invited to stay the night. That was contrary to my plans. We made arrangements at the inn instead. After dark we snuck out to have a look around. Some undeads - or mayhap "unfortunates" I did not check so closely - at the graveyard we dealt with. Then we found a band of outlaws in the temple of Sigmar - abandoned since the last priest was murdered by a mad beggar.

I don't much like outlaws. But this band promised to be useful to my cause. Their leader, Sigrid, offered to show us a way into the castle. A secret way, unguarded. We accepted the offer and into the forest we went...

Castle von Wittgenstein

The way in was not entirely without peril but it was unguarded. Perhaps even unknown by the castle's occupants. We found ourselves in a ruined building in the outer bailey, two glasses or so after midnight. It was most fortunate that we had been shown the secret path. Castle von Wittgenstein is a formidable fortress of two imposing baileys, with an impossible stone bridge in between. An entire army could bleed itself dead trying to take this place.

We moved quickly and decisively, avoiding for the most part contact with the few guards and servants that were out and about. Those we could not avoid, my dead Thesalva quietly killed. We did release a prisoner though: a man claiming to be the priest of Sigmar. He seemed honest and sincere, but later I learned that he wasn't the priest, but the madman who'd killed Sigmar's man. I'll make a note not to release everybody I come across. Not without making sure they are innocent and worthy of release.

A rainstorm brok as we cross the bridge towards the inner bailey. High winds and driving rain and sleet. We got real wet but the storm let us get across without the guards seeing or hearing anything. We let them taste the steel and that was that.

Of the horrors that awaited inside the walls of the inner bailey I will be brief: 

We burned a vile temple to the ground and purged the heretics inside by fire and blade and gunshot and glorious grenades. 

We met the old Baron Ludvig von Wittgenstein. Not dead at all, merely holed up in his own tower. Alive, but unfortunate, if you catch my drift. A most learned, noble, and cultured person. We spent longer with him than maybe we should, but musical touch was sublime. The baron begged us to deal with his corrupt wife, Lady Ingrid, and if possible, save his daughter Margitte from the clutches of evil.

Alas we could not. The daughter was her mother's daughter, corrupt through and through. We put them both down, as we did the chaos warrior and minotaur "guests." Ulfhednar was the chaos warrior's name. He turned out to be Ulfberth's son (adopted as it turned out) and as mighty a warrior as any I've crossed blades with.

With that out of the way we had only to contend with the storm raging outside and the last of the Wittgenstein's, Kurt, hiding in the high tower. Kurt and his monstrous golem of patchwork flesh and lighting power. After that only a little housekeeping remained. A torturer and an ogre jailer we found in the dungeons along with a few prisoners. Peasants and villagers for the most part, and one Imperial Bailiff. I didn't release them immediately, the priest-killer still fresh in my mind.

While we were doing all the hard work, the outlaws had snuck inside the castle and were busy taking control of it. A few of them made it into the inner bailey where they promptly murdered Baron Ludvig. I killed them on the spot for murdering their own liege. Bastards. Though I guess the fact that he looked more like a bug than he did their Baron may have had something to do with it...

8 Ulriczeit

The siege

Guess who suddenly showed up with an army of goblins and beastmen outside the gates? Etelka bloody Hertzen. Hundreds of greenskins and horned beastman. And a monstrously big troll - I guess they really did have a troll guarding that cave...

Brokered a truce between Sigrid's outlaws and Doppler's remaining guards. Between us we had just enough to hold the gatehouse. Add the troll and Hertzen's sorcery and we were forced back and back, until we had the inner bailey at our back and no hope of victory.

That's when the gods intervened: the lump of warpstone that we were so desperately fighting to keep out of Hertzen's hands... it was gone, stolen, carried off. So I offered the sorceress a deal: the Red Crown was free to claim the stone (they didn't know it was gone) while we got Hertzen. She agreed. I guess cultists really are blinded by inhuman zeal. She protested wildly when she realized the truth and called on her foul "god" to intervene. Nothing happened: out compact was carefully worded and theer was no getting out of it. Ulfberth made the blood eagle and it was glorious!

We routed the remaining greenskins and beastmen. With their leader dead and their quest foiled they had no stomach for fighting. 

Victory!!!

11 Ulrichzeit

I woke to snowy fields, a roaring fire, and Thesalva sitting by my side. 

They tell me I have been out for three days, sleeping from dusk till dawn, only stirring to greet the sun. 

The days I've spent by the window of my room (at the inn, the castle is not a fit place to recover) looking at things only I can see, mumbling to myself, hardly touching the food and drink they bring.

I remember nothing of that. 

But I do remember other things: A trip to Nuln. Arriving at home. Ghost and daemons stalking me. Anhk dead in the ruins of Castle Wittgenstein.

They tell me I have dreamt it.

It all seemed so real, more real than my room at the inn and the village outside. If the dream is more real than the real world, what is real and what is not?

I should get going. There are things to do, places to be. Gold to be had and justice to be meted out.

I need schnapps and herring.

But first...

Wednesday, October 13, 2021

Combat

 


COMBAT


Combat is largely based on 2ed combat, with attack rolls, reactions (dodge/parry), and damage rolls. Some 4ed elements have been adapted and some further adjustments made.

Initiative

At the start of the first round of combat each character makes an INITIATIVE (Ag-based skill) Test.

Each combatant then acts in order of SL.

·         If two or more characters are tied in SL, whichever has the higher Agility acts first.

·         Spending a point of Fortune at the start of the round lets you choose when to act during that round only (a good way to ignore surprise during the first round of combat, see below).

Awareness & surprise

At the start of combat characters are either aware of the impending danger (and can act normally) or they are not and gain the Surprised condition.

·         Surprised characters cannot act on their turn, cannot make reactions, and when they are defending the attacker gains a +20 bonus to their attack.

·         The surprised condition is lost at the end of the first round of combat or after a character has been attacked for the first time, whichever comes first.

Attack sequence

The acting character becomes the ATTACKER and may declare a single attack against a single DEFENDER.

·         Some talents and combat options allow for multiple attacks, either against the same target or multiple targets.

Attack step

Make a check using the appropriate skill (almost always WS for melee attacks and BS for missile attacks).

A success means a HIT, a failure means a MISS.

·         Attack rolls are frequently modified to account for difficult combat conditions. Darkness, bad footing, previous injury, fatigue, and many other effects can make hitting your target harder (or sometimes even easier).

Automatic success

Sorry, there is no such thing in Warhammer: Storm of Shadows. The Chaos/Dice gods are too fickle for that.

Critical hits

Any hit that is also a double is a CRITICAL HIT.

·         Some talents, combat options, and equipment grant additional critical conditions.

Example: Weapons with the Impale quality also cause crits on any single digit ‘0’ on the attack roll.

·         A critical hit can only be successfully defended against by another critical success.

In addition to hitting, a CRITICAL INJURY will be inflicted on the defender during the appropriate step (see below).

Automatic failure

Any roll of 96 or more is automatically a miss, even if your effective skill is higher.

Fumbles (critical failures)

Any miss that’s also a double is a FUMBLE. Since any roll of 96+ automatically misses, a double ‘0’ is always a fumble.

·         Fumbles vary in severity (but are never good): make a d100 roll on the Fumble table and suffer the effects.

Multiple attacks

Characters can normally make only ONE attack (or take another actions) during each of their turns, but some talents, combat options, and equipment grant additional attacks.

Note: You’re free to describe how your character lashes out at their enemies with great speed or whatever, but from a mechanical standpoint you only get one attack within the span of a round unless specifically granted more attacks by some source.

Some common sources of multiple attacks:

·         Dual Wielding: Characters armed with two weapons potentially (if the off-hand isn’t used to parry) get 1 attack with their main hand at -20 and 1 with their off-hand at -40. Certain talents (Dual Wielder and Ambidextrous, among others) will make dual wielding more effective.

·         Swift Attack increase base attacks by 1 but incurs a -10/-10 or 0/-20 penalty.

·         Lightning Attack talents increase base attacks by 2 respectively but incurs a -20/-20/-20 or 0/-20/-40 penalty.

Defense step

If the attack hits, the defender may attempt a defensive REACTION, either a PARRY (WS-based weapon skill) or a DODGE (Ag-based skill).

·         To PARRY, the defender must have ready a suitable melee weapon or other object, otherwise a parry cannot be attempted. Swords, parrying weapons, and shields grant bonuses to parries.

·         To make any kind of defensive reaction, the defender must be aware of the attack, otherwise no defense may be attempted. In most cases it’s enough not to have the Surprised condition but the GM may rule otherwise.

To defend, make an OPPOSED skill check vs the attackers roll. If the defender wins, the hit is canceled. If the attacker wins, the hit is maintained but the attacker’s SL is reduced accordingly.

·         Some talents, combat options, and equipment grant additional reactions. Only a single reaction can be attempted per attack, even if the defender has multiple reactions.

Shields & parrying weapons

If the defender has a shield or a second weapon in the off-hand, he gains a bonus parry reaction each round.

Example: Thesalva is armed with two vicious poisoned daggers. She’s eligible for a bonus parry reaction but instead makes a frenzied two-weapon attack and hopes her dodge reaction will be sufficient.

Two-handed weapons

If the defender is armed with a two-handed melee weapon, he gets a bonus parry reaction. This includes fighting two-handed with hand weapons.

Example: Ulfberth wields his fearsome beard-axe with two hands, giving him the extra leverage needed to both attack and defend. He gains a bonus parry reaction (so he could parry twice or make one parry and one dodge).

Example: Wigmar grabs the ancient longsword he got from the undead Knight Panther with both hands. He gets a bonus parry reaction (so he could parry twice or make one parry and one dodge).

Note: Fighting with two-handed weapons is superficially similar to fighting with two weapons but there is no option for a bonus attack, just the extra defense. Effectively the same as wielding a shield, except shields have better defensive options. Then again, two-handed weapons do more damage so it evens out.

Defending against missile weapons

Defenders can react normally to missile attacks in melee (predominantly pistols and the odd archer with special talents), dodging or parrying by knocking aside the weapon.

Additionally:

·         Thrown weapons can be defended against normally using dodge at +0 or parry at -20.

·         Other missile weapons (arrows, bolts, bullets etc.) can only be dodged at -20.

·         Shields provide their AP bonus vs all missile attack unless the GM decides the attack comes from a quarter not protect by the shield. This can typically happen if the defender is surprised or attacked from a great distance.

Fighting defensively

If the defender foregoes attacking on his turn, he gains a bonus parry or dodge reaction until his next turn.

Example: Ulfberth want to buy his allies time to get into position so he foregoes attacking with his two-handed beard-axe to gain a bonus parry reaction (or a bonus dodge, but his WS is better than his Ag), for a total of two bonus parries or one bonus parry and one bonus dodge.

Damage step

Roll 1d10 and add the weapons damage bonus.

·         If the number of SLs is higher than the number rolled, the attacker may cancel the damage die and add the number of SLs to damage instead, even if that number exceeds ‘10.’

Hit location

Determine hit location by reversing the dice of the attack roll and referencing the hit location chart.

·         Some abilities, combat options, and equipment affect hit location determination.

Revised hit location chart (WIP):

·         01-39 (11, 22, 33, 10, 20, 30): Body

·         40-49 (44, 40): Head

·         50-64 (55, 50, 60): Right/main arm

·         65-79 (66, 77, 70): Right/main leg

·         80-89 (88, 80): Left arm

·         90-99 (99, 90): Left leg

Damage reduction

·         Armor: Reduce damage by the number of armor points (AP) in that location.

·         Toughness: Further reduce damage by a subtracting the defender’s Toughness bonus.

Injury

If any damage remains, the defenders has been INJURED. Reduce the defender’s CURRENT WOUNDS by the amount of damage suffered.

·         Some abilities and combat options, such as poison, are only triggered by wounding attacks (as opposed to triggering from a hit) as opposed to stuff that triggers from a successful hit.

Zero (0) Wounds

When the defender reaches 0 Wounds, he’s reached his limit and immediately collapses, helpless and at the mercy of his enemies.

·         Champion-tier opponents may make a Willpower +0 test to keep on fighting. If they fail, they are not necessarily dying or even seriously injured (depending on their critical injuries, if any), but they are bruised, battered, and unwilling/unable to keep fighting.

·         Characters with at least 1 point of resolve (PCs, companions, and Master-tier enemies) may keep on fighting despite their injuries until critical injures put an end to them.

Note: Even if a character manages to keep on fighting at 0 Wounds, he’s in grave danger: any wounding hit will automatically become a critical and his luck will soon run out…

Critical injuries

Critical injuries are caused by critical hits and by any hit against a defender with 0 Wounds.

Not all critical injuries are equally severe. Roll d100 and cross-reference the table for that hit location.

·         If the defender is at 0 wounds, add 5 to the critical roll for each remaining point of damage.

Example: Anna is currently at 1 Wound (after having been brutalized by a now-dead troll) and is hit by a goblin arrow in the face doing 6 Wounds after Toughness. The goblin adds 6-1=5x5=25 to the critical roll. It rolls 48 for a total of 73, breaking Anna’s jaw, stunning her, and ruining her good looks forever. The moral of the story: don’t let trolls beat your woman and then allow goblins to shoot them in the face.

Armor deflection

When a defender suffers a critical hit, he can choose to have his armor deflect the blow. Reduce the severity of the crit by 20. Then permanently (can be repaired) reduce AP in that location by 2 (if AP is 1 reduce the crit by 10 instead).

·         Only Champions and Masters, or opponents with at least 1 point of Resilience, can use this option. The lesser folk may not.

Example: If Anna had been wearing a helmet (which she never will, being a vain female wizard), she could have reduced the crit to 73-53, “Fractured Jaw.” Still painful but not nearly as permanent.

Note: Unless you’re at 0 Wounds, this rule will prevent your from randomly dying to a lucky crit.

Sudden death criticals

Instead of tracking crits for Minions, the GM can use a simple d100 roll to determine their fate:

·         01-20: Grazing blow. No effect beyond laughing at your feeble attack.

·         31-40: Seriously injured. Fight at -20. Made a Cool test or immediately flee.

·         41-65: Critically wounded. Prone and stunned indefinitely.

·         66-100: Dead.

Some new combat talents

 


TALENTS


Tier 1 (100 XP)

Ambidextrous: Attack equally well with both hands, taking no penalties with either hand. Reduce the off-handed penalty by 10 when attacking with two weapons (-10 penalty instead of -20 when using the Dual Wielder talent).

Blather: Use the Charm skill to confuse an opponent.

Dual Wielder: When attacking with two weapons, you only take a -20 penalty on your off-hand attack (instead of -20 to the primary hand and -40 to the off-hand).

Wigmar gets this talent for free as it's part of the Noble career.

Tier 2 (200 XP)

Double Shot: You combine the power of two pistols into one powerful volley. Use the base damage and special qualities of the main weapon but roll 2d10 for damage instead of only 1 die. This attack can only be made in melee or at close range.

Double Strike: You plunge two melee weapons into the target at the same time. Use the base damage and special qualities of the main weapon but roll 2d10 for damage instead of only 1 die.

Swift Attack: You lash out at your enemies with fury and speed. You may make 2 melee attacks during 1 round, either with a -10 penalty to WS to both attacks or a -20 penalty to the second attack. You can attack the same target or different targets. You cannot make this attack with cumbersome weapons.

Tier 3 (300 XP)

Lightning Attack: You strike with unbelievable speed. You may attempt to make 3 melee attacks during 1 round, with a -20 penalty to all 3 attacks or  a -20 penalty to the 2nd attack and a -40 penalty to the 3rd attack. You can attack the same target or different targets. You cannot make this attack with cumbersome weapons.


Saturday, October 2, 2021

From the Journal of one Wigmar Heck, pt 30 (Run for the hills)

1 Kaldzeit

Three days of battling against the current, always surrounded by steep cliffs. It's a wonder there is any river trade at all along this hellish stretch! Full moon tonight. Maybe Ulfberth will turn and put us all out of our misery? I would not object. In the meantime I will get drunk on brandy and burrow my head into elven flesh.

3 Kaldzeit

We passed below an ancient pair of megaliths hulking on either side of the river. Renate says the druids of old built them. Using what cranes, I replied. Humans can't move rocks that big with only their hands.

Past the megaliths the canyon widens somewhat and the river flows smoother. Another few hours and we'll reach the Unterbaum locks. We've seen a few boats going the other direction but we've given them as wide a berth as the river allows.

4 Kaldzeit

Didn't even bother visiting Unterbaum. Had a chat with the locals down at the docks and they confirmed that Hertzen's party had come this way. They'd tried to get the smaller boat up the River Narn but it had capsized. We'll not make the same mistake. We'll go up the locks and Renate will wait for our return there. The cultists are about two months ahead of us. Can't see how we'll catch up with them.

5 Kaldzeit

Found one of the cultists ritually slaughtered and impaled on a wooden pole. My guess: they sacrificed one of their own to whatever foul gods they believe in.

6 Kaldzeit

The weather has turned to shit again. Cold rain and wind, with a hint of snow. Enough to make everyone wet and cold and miserable. Well, Ulfberth seems to be holding up just fine actually. His Norscan blood and wolf fur I suppose. I'm glad I have Thes to keep me warm. Ankh looks positively miserable though but he's a big lad - and has the warmth of the sun inside his heart.

7 Kaldzeit

The going is extremely hard. We're following the Narn upriver to avoid getting lost but there terrain is fiendishly rugged. Saw some large canoes on the river far below today. Looked like a more pleasant way to travel - if you know how to operate one.

9 Kaldzeit

We're getting closer to the dead land, I think. The trees here are different. Younger, gnarly-looking. Like they are slowly growing back.

10 Kaldzeit

We reached the barren part of the Baden Hills. Really barren. Not a single living thing beyond a line in the dirt, going on as far as the eye can see. I wonder what happened here.

Saw an undead stag eating on a corpse. Chased it away. Another of Hertzen's men, stabbed in the gut with an old spear. Someone had cut his throat after for good measure.

We camped near a circle of ancient standing stones. Lots of old bones in the ground. Reminded me of Unfer and the Drinker.

11 Kaldzeit

We found the spot: a muddy crater in the ground, half-filled with water. Lots of tracks and discarded equipment. No prize in sight. Found another dead man in the water, murdered. These deaths are not the same as the first sacrifice. Something else is going on.

Found their camp later in the day, abandoned in a great hurry, probably many weeks ago. Another corpse in the latrine pit. The big oaken box was there, so we pried it open. Another chest inside, made of pure lead. Just as empty. 

I think the cultists got here, didn't find what they were looking for because someone else had gotten to it first. But who are killing them? Monsters? I think not. Blades made those wounds, not claw or fang.

I had first watch with Thes. Fell asleep. When I woke my elf princess was gone and a dark shape stood before me. A ghost of a woman long dead. She begged me to show mercy, to give her body a proper burial, to say a prayer over her so that she might find rest. I agreed and followed her into the darkness.

Brunhilde and a few others had come to the hills nearly two hundred years ago to retrieve a piece of warpstone that had fallen from the sky. A big piece. They had found it - and then they had been killed by the leader of the part: Dagmar von Wittgenstein, the very man whose secret tower dungeon I had opened.

Brunhilde is the cause of the cultists's deaths: she had pleaded with them too, but they had mocked her, driven her off. So she had "released the darkness in their hearts" whatever that means. The result had been bloody murder: one man every night.

She brought me to a steep rock face. Found some bones there, bleached but untouched by scavengers (there are none in the dead area). Before I could bury her remains two skaven scouts appeared. Yes, the vile rat-men are not extinct but very much alive. A most fortunate rock-slide buried the pair - I guess the ghost was to thank for that.

I made her a grave of rocks, a cairn, then headed back to camp. Ulf and Ankh were awake, with a bound Thesalva. She had tried to murder them in the night. I guess she too has darkness in her hear. But with the ghost gone she seemed her usual charming self so I had her released.

12 Kaldzeit

We made our way into the cave mouth revealed by Brunhilde's landslide. A little digging was required. I slithered inside and had a look around. Got ambushed by an undead knight that nearly was the death of me. Tried calling the light of Ankh but it didn't work. Of course it didn't - I had a lantern, didn't I? Ankh will give me light but only if I trust in his light and his light alone.

Another couple of undead - a dwarf warrior and a barbarian warrior - waited for me but were reluctant to cross the daylight filtering into the cave. Ankh gave them the light of the sun and that was it. We had a look around and secured whatever was left that had any potential worth. The knight's heavy sword for one. And a magical key from old Dagmar's pack, just like the one carried by the undead creature from the observatory basement.

More skaven appeared, trapping us inside the cave. A skaven warband, in broad daylight. They are getting bolder. They leader - Crot Scaback - spoke Reikspeil of sorts. He demanded we give them the warpstone or they would attack. I told him honestly we did not have it. He said he believed me, but that we had to die so the secret of the skaven's return would die with us. Then they covered the exit with tons of rock. We made our way out through a secondary exit, across a foaming stream, and into the hills.

13 Kaldzeit

We're out of the dead area. Found another stone circle. This one has been used more recently. By beastmen I think. Feasting on cultist flesh. Don't know how many were slaughtered. Ten maybe? A red crown was painted in blood on one of the stones. I wiped it away, foul thing.

Shot a deer to avoid starving. We should get out of these hills.

26 Kaldzeit

We ran into a villager from Unterbam, thank Sigmar. It's been nearly two weeks since the cave. I've lost track of the days and the miles walked. We've been utterly lost.

28 Kaldzeit

We're reunited with Renate, bathed, fed, drunk, and well fucked. Returning to Kemperbad should take only four days with the current and all. We'll rest there for a spell and plan our next move.

32 Kaldzeit

Kemperbad again. Finally. I must have brandy and a feather bed.

Thursday, September 30, 2021

From the Journal of one Wigmar Heck, pt 29 (Taking the plunge - a Kemperbad love story)

25 Brauzeit

In hindsight, our stay in the city of Kemperbad was largely irrelevant in terms of our quest and the advancement of the House of Liberungen. But I must say that of all the places I've visited Kemperbad ranks very high indeed. The place is clean and relatively orderly (unless you run afoul with the local crime gangs), the food is excellent, and the brandy second to none. It's a place where you can find all manner of goods, thing you'd normally have to go to Marienburg or Altdorf or Nuln to find. If I'm not much mistaken there is also a sizeable black market.

Anyway. After making friends with herr Otto, a surprisingly young and common-looking leader of one of the dock-gangs, we entered the city above. Took one of the damnable basket-elevators instead of the 1113 steps to the top. Our mission: to search for information about Hertzen. We quickly learned she had come through the place about two months prior. Then we didn't learn much more, which was frustrating, but probably due to the fact there wasn't much more to be learned.

26 Brauzeit

Made contact with Franz Helgmar Füller, a prominent merchant (I forget to ask what he traded with) an member of the Council of Thirteen (an ominous name for a city council if you ask me). Fortunately he seemed a tad bit nicer than the councilmen from Grissenwald (after that town and Bögenhafen I'm unlikely to ever trust a councilman again) and we didn't have to kill him or burn anything down. He had some additional intel on Hertzen, that she was well connected and respected, but ultimately nothing of importance. There was little to go on with regards to the Red Crown or any other cult. If we started randomly seizing people or inciting violence it would lead to... the plunge.

Let me explain: In Kemperbad, there are none of the Emperor's "unfortunates" and no overfilled prisoners either. Instead, these people take the "plunge," which is jumping off the cliff into the Reik below (trust me, no one can survive that fall). There is a marvelous inn called "The Plunge" that sits right next to the spot where the majority of mercy killings and executions take place. You can't see them do the actually jump (or be tossed) but you have a marvelous view of the plunge. Meanwhile you can enjoy a good meal and some fine wine and brandy.

28 Brauzeit

Much of the previous day is gone from my memory. Otto took me, Thesalva, and Ulfberth slumming in the city above. Shoved us all the good brandy spots. Woke up in the courtyard of a townhouse. Had to pick Thes down from the roof. I've never seen a drunk woman on a roof look that good. Must have been a grand night about town.

29 Brauzeit

I'm felt much better today. 

Went to the temple of Verena to check up on the von Wittgenstein family. It's an old family, with a small barony sitting on the western bank of the Reik, not too far upstream from Kemperbad. A big old castle on a bluff overlooking the river, a village called Wittgendrof (very original name) nearby. We rode past the place coming down the river, but with the rain and everything you could hardly see across the Reik. I probably wouldn't have noticed anyway: there must be a hundred old castles along the Reik.

The current ruler is Baroness von Wittgenstein, the widow of Baron Ludwig (Dagmar's great-grandson). They have three adult children, Gotthard, Margritte, and Kurt. The Wittgenstein lands lie fully within the Markgraviate of Mackenstein but the family owes allegiance directly to the Kurfürst (Elector-Count) of Reikland (who happens to be the Emperor Lutipold I).

30 Brauzeit

My blood was up today. No idea why. Ended up in a big old quarrel with Vincenzo, another crime boss (this one from Tilea). Fortunately, things settled down before the killing began. We got confirmation that Herzten had passed this way almost tow months ago with a small barge and an even smaller river boat. Here party counted twenty or more people. They had a big oak casket bound with iron bands and carrying handles. A curious thing to bring into the wilds. 

31 Brauzeit

Finally managed to extricate myself from Kemperbad. We're on a mission here but somehow we've wasted a week doing nothing much of anything. Gotta love the place. I'll look into acquiring a small house in the city. Or I can stay at the Plunge when I'm in town.

Up the locks we went, into the calmer, but still spirited River Stir. A few days upriver we'll reach Unterbaum and another set of locks. That's where we'll debark and head into the hills.

From the Journal of one Wigmar Heck, pt 28 (The old tower)

Totally not the Inquisition's rowboat

23 Brauzeit

Came across a small island in the middle of the Reik. It was getting dark (and still raining orks and goblins) so we docked in the backwater behind a stone jetty. Came across a couple of dwarfs all too eager to book passage - Kemperbad or elsewhere, just off the island. Their overseer was not impressed and threatened expulsion from the guild and worse. The workers were convinced something evil was afoot. the overseer insisted nothing of the sort was happening.

The tower the dwarfs were building was part of a chain of new signal towers ordered by the Emperor, running from Nuln to Altdorf. They used a system of powerful lights and reflective mirrors to signal further and more accurately than the old signal fires.

Long story short: the new tower was built atop and older structure. I became convinced there was a way inside but we could not find it. Not until I discovered the disturbed graves for five people. One of the dwarfs had looted the graves and something had awoken inside to tower...

Armed with five special keys taken from the dead I was able to get inside. And behold the secret laboratory and library of a long-dead wizard. We found the gruesome remains of the missing dwarfs, half-eaten and badly decomposed. I was set upon by a foul undead creature (it had another type of key that opened a secret door to the outside). Perhaps the tower's original occupant, perhaps someone else. Put it to rest, looted the place, and sealed it behind us.

After looking through some old papers I've come to belive that the owner of the tower, one Dagmar von Wittgenstein, was after the very same thing we're going to the Baden/Barren Hills to claim. A coincidence? I think not.

25 Brauzeit

It finally stopped raining. We reached Kemberbad in bright sunshine. And what a sight it was: a wall of rock, a cliff as steep as any I've seen running along the entire north-eastern  side of the Reik. The white houses of Kemperbad on the top, a vast network of docks built on wooden pillars below. As we drew nearer we heard the roar of the River Stir running swift and white though a gorge, spilling into the Reik. A series of locks running from the Reik, past the rapids, so that rive boats and barges can more towards the distant eastern lands. 

Tuesday, September 28, 2021

From the Journal of one Wigmar Heck, pt 27 (Along the Reik)

 

15 Brauzeit

Rode through Nuln on our ay north. Stopped by the castle to pay my respects. Found the Kurfürstin dressed and ready to ride. Going to visit her ancestral lands up by Meissen.

Before she parted wats she showed me a decree made by the glorious Emperor Lutipold I, long may he reign. There are no mutants. They don't exist. They are human like us, citizens of the empire. They are unfortunates that must be cared for an protected. Emmanuelle wasn't too impressed. I'm not sure what to think. I've met more than a few mutants and none of them were even remotely redeemable.

17 Brauzeit

Shot a fine stag in the woods east of the road. Technically poaching but what's a couple of servings of venison among nobles?

Brought it to the Red Griffon Coaching Inn and had a meal prepared. Sitting before the fire with Ulf on one side and Thes on the other, with my own sun-priest talking about how Ankh-Akh first taught men to hunt (according to Ankh-Akh anything good was given to Man by Ankh-Akh)… this is the life. 

22 Brauzeit

Spent the night in the town of Arthdorf (yes, that's it's real name) on the bank of the Reik and continued north the day after in pouring rain. It's been getting progressively colder and wetter sine we left Nuln. The charm of being on the road again has been well and truly strangled.

Later in the day we came across a brightly painted river boat drifting close to the bank, either caught on something underwater or in a backwater. We could not see any crew but the craft itself looked undamaged.

We sent Ulfberth swimming. He's our only swimmer (I have this vague idea that maybe Thesalva can swim if she really needs to but doesn't want to). He got dragged down by something. Blood and ink in the water. He resurfaced and made his way to the boat. We were attacked by a harpy or some such. I shot it quickly lest the rain ruin my powered. It fell into the river and was gone. Ulf slew a couple of unfortunates aboard the barge that tried to murder him. One had a beaked face, the other fur. Not mutants but river pirates. For which the penalty is death.

Found a crewmember alive: Renate Hausier, a young woman of (in my opinion) obvious strigany heritage. She insisted she was nothing but a good Stirlander far from home. The boat belonged to her family. her uncle, now dead, had been the captain. The other crew were also family members, cousins or whatever.

The poor girl couldn't run the boat alone so we decided to go to Kemperbad with her. Ankh will take the horses. He's a big boy. If something happens he can take care of himself.



Monday, September 27, 2021

From the Journal of one Wigmar Heck, pt 26 (Cursed treasure)

 

8 Brauzeit

It's been a busy few days. 

The good news first: Thesalva will live thanks to Ankh-Akh. Ulfberth is busy recruiting soldiers and I have the credit needed to get them equipped. We're waiting for the bronze cannon. The rest has been delivered.

The bad news: The dwarfs are getting worse. The first of them has died. Ankh is looking after them but even he can't find a means to cure them.

The weird: The mighty Elector-Countess of Nuln had me whip one of the court ladies with a skaven tail before showing the girl the pleasurable ways of the flash. Then the esteemed lady joined in herself. I should not have written this but I could not in good conscience skip it. If von Liebwitz had been a commoner this would have been a perversion. But because she's a Kurfürstin it's just good fun. Oh, and the girl will be sent to Liberungen. I cannot do anything but accept.

Tomorrow we leave Nuln proper for calmer pastures. Von Liebwitz has lent us a manor just south of the city. There the dwarves can recover in the fresh country air. Plus I now have in my employ seventy armed dwarfs, two score human foot, and a smattering of engineers, gunners, and other specialists hired in the city. Soon to be armed with cannon. Nobles and city councils typically don't like too many strange armies camping inside the walls.

9 Brauzeit

I quite like it down by Nuln. The weather has turned again and we're enjoying fine autumn days in the sun and cool nights. I should get me an estate here. Then I could enjoy the country life and ride in to Nuln whenever I felt like it.

On to more somber matters: three more dwarfs have died and no cure in sight. Got them separated from the others. More are feeling ill. Only dwarfs have been affected. Curious that.

10 Brauzeit

Sergeant Gort, an Ostlander veteran I've just hired, made me aware that one of the dwarf corpses had been disturbed. Someone had cut the dead dwarf open and ripped out his insides. Gruesome. I ordered the corpses burnt. Burial traditions be damned - these a plague victims, not the honored dead.

11 Brauzeit

Caught us the culprit. One of our new men. He cut up the dwarf to look for treasure. That old folk tale again: dwarfs eating gold and gems. Only this time it was true. The dwarf had gold in his belly. My gold, taken from Hertzen.

The tale became stranger still: the soldier had in turn eaten the gold and was now quite ill. The first human to fall victim to the illness. We hanged him and tossed him on the pyre. Then I made a discovery: where the dwarfs had been burned we found the remnants of fool's gold. Could it be that Etelka Hertzen had used magic to turn fool's gold into true gold? Indistinguishable from the real thing unless thrown into the fire? Another thing Hertzen owes me for.

The mystery thus solved we had the other sick dwarves put to the question. They admitted eating gold - describing a hunger they could not resist. We got the gold out them them without anyone else dying and that was that.

15 Brauzeit

I'm taking Ulf, Thes, and Ank to Kemperbad. We'll go by road, I think. It'll be like the old days. Me, my friends, and the darkly overgrown ruts they call roads in the Empire. We'll have rain and cold, get attacked by mutants, drink heavily, and dance to the fiddle. A grand adventure.

I've given my orders and directions to Greathammer, Blackaxe, and Gort. They are to remain at the manor, drill, and wait for the cannon to be delivered. Then they will march to Liberungen and report to Lady Isolde.

Etelka Herzen, I'm coming for you.

From the Journal of one Wigmar Heck, pt 25 (Countess most fine)

 

2 Brauzeit cont.

A most dashing rescue commenced. I was forced to shoot one fleeing cultist dead in the middle of the palace. This caused some amount of chaos but with the captain vouching for me we managed to reach the chambers of Emmanuelle von Liebwitz, Kurfürstin von Wissenland, Gräfin von Nuln, and Herzogin von Meissen the Elector Countess of the Grand Province of Wissenland. None too soon I might add.

I quickly stated my business and convinced her of my good intentions towards Nuln and it's ruler. All present parties were ordered to strip, myself included, and inspected for physical signs of corruption. None were found, so were were safe for the time being. A similar check was extended to all servants, guards, retainers, and members of the household.

Emmanuelle von Liebwitz is a quite agreeable woman. Attractive despite her years (it must be said she doesn't look a day older than thirty, if that), clever, witty, and dare I say, playful. I'd like to think of that night as the start of a long and fruitful friendship. Did we make sweet love on that night? I would never tell and neither would the guards and servants present in the room. Let's leave it at that.

3 Brauzeit

I got a fine seal on a ribbon from my new friend, Herr Junker, the Master of the Seal. It's good for the duration of my stay, no need to get it renewed. Brought a warrant for the ogre's release to the prison and had him released. He was very happy to get out. I offered him a place in my household and he gladly accepted.

After attending some other business, which included checking up on my dwarfs (doing fine - although that would soon change) and First Magister Frimm (who had some rather interesting names for me, including the name of the guard that had tried to murder me, a courtier named Mautzer that had already been checked, and Gregor, envoy - I guess ambassador - form the Moot), before meeting Wolfgang Hertz, the chief of rat-catchers (I guess someone must have such a title in a city as big and rat-infested as Nuln).

One more thing: I had little success with the local dwarfs when I tried to rouse them. Cowards and drunkards the lot of them. Told them as much to their bearded little faces. Only a single dwarf, Sturm Blackaxe joined my cause - and that was because he found my shaming of the city dwarfs amusing rather than for any great love for my cause. Dwarfs.

I would have liked nothing better than to never set foot in the sewers but von Liberungen leads from the front. Into the sewers I went with a few choice companions and Rick watching the exit (he was too big to fit). We went down during the night as it seemed the most likely time to catch the skaven about. Long story short: we found and killed a single rat-man but found no sign of their lair. Not a complete was but rather disappointing.

4 Brauzeit

After a good scrub I returned to my dear Emmanuelle von Liebwitz in the early hours of the morning (more like noon) to present her with my findings: rats in the pantry so to speak. And who do I find in her chamber but another rat? The vile cultist (though I readily admit a most well-trained and handsome man) named by Frimm: Freiherr Mautzer. I called him out. He tried to slink away but the countess would have none of it: a duel would determine right or wrong in this matter. Long and short steels, bare chests, to the death. We fought on the balcony and he was quite the swordsman but Philippe - curse his name - has trained me well and I ran the bastard through and threw him from the balcony.

Note to self: check up on the halfling envoy.

I spent some time in von Liebwitz's charming company, sharing with her my idea: dam the river, divert water into the sewers, flush out the rat-men. She was not as exited as I had hoped. Something something great damage to the city, something something unhappy rich people. I suppose I see her point: if it was my mansion filling with sewage from below I would be most cross.

At the same time, she wanted dead rat-men and their tails to prove it. I had not the heart to tell her no, so into the sewers once more. But before that I took the opportunity to see to my other affairs. My credit was starting to dry up but with with Master of the Seal on my side my writ with Nacht's seal regained its power. Recruitment resumed, the flow of equipment resumed, the innkeeper didn't toss out into the streets, and everyone was happy again. Except Greathammer's dwarfs who had contracted some disease and were therefore of no use.

The city dwarves, however, did come through this time. The head of a skaven, put on a tavern table, was what convinced them to stop drinking and moaning, and grab their arms and don their armor. They may be cowards and weaklings, hardly worthy of being dwarfs, but they have not forgotten the old enemies like we humans have.

5 Brauzeit

On the 5th of the Brewing Month, while the rest of Nuln was busy with Market Day, we descended into the bowels of the city. Von Liberungen, his loyal Thesalva and other henchmen, a contingent of city dwarves (and the Blackaxe), a trio of rat-catchers to guide us. Funny how the rat-catchers had known about the skaven all along but told no one. Because no one wanted to listen. At best you'd get ignored, ridiculed, or chased out of town. At worst you'd get arrested for inciting unrest. Harsh penalties for that in any city.

We rummage around for hours not fading a single rat-man. All day into the evening. It was not until I diverted from the main party with Thesalva and subsequently got a little bit lost that we ran into trouble. It was very dark to begin with and with no daylight we were almost blind. Even Thesalva could hardly see. We stumbled into a pocket of foul fumes we had avoided earlier and bumped into a few skaven. We slew them quickly and stumbled out of the areas, eyes stinging, throats raw.

That's when I realized: the skaven were using the fumes to hide. No one could live within the could of gas so the rat-catchers avoided them. The entrance to their lair lay within. I also most cleverly deduced another fact: the rat-men had used gas on Rock to knock him out. That's why he had fainted. My streak of brilliance did not end with that: I used my lantern to set fire to the gas, burning it away and giving us safe passage.

I'll not bore you with details of the battle that followed. Suffice to say than I and Thesalva took point and slew many rat-men in the pitch-black tunnels. They only light we had was from rocks the skaven carried around their necks, charms that produced a fait green-tinged illumination. Enough for Thesalva and the rats to see by, but not for me. Something wonderful happened then: Ankh-Akh save my actions and knew they were just and he knew my heart was good and so he sent me light to see by.

Wounds we took aplenty. Beautiful Thesalva was felled by cruel blades of pitted iron. I fought with the strength of an ogre to keep our assailants at bay, waiting for the dwarves to come to our aid. They finally did when we were both hovering near Morr's door. I put and end to the skaven menace by tossing an entire satchel of grenades down the main hallway. It collapsed, burying the rat-men forever. With my last bit of strength I hauled my dying sea-elf princess to safety.

From the Journal of one Wigmar Heck, pt 24 (Murder most foul)

33 Erenzeit

We entered Nuln some time after noon on the last day before the autumn equinox. It was a good time to enter, hardly any delay to get past the throng of commoners waiting to pass through Südtor, the southern gate. The Faulestad was anything but lazy, swarming with people of the lower classes about their business.

Took us most of the day to get to Der Halbinsel. Had a very good conversation with First Magister Felix Frimm based on some papers we had liberated from Hertzen. Fortunately he was not in any way in league with the villain, just an unfortunate business associated scrupulously duped and exploited. Frimm was kind enough to arrange for a small warehouse on the docks in the dwarf quarter. Left Greathammer and his men there to guard the treasure and get some rest.

Then on to the Vine & Grape. Can't have a baronet sleeping in no warehouse. The inn was full but my gentleman captain convinced them to arrange for accommodations. Ulfberth is a good man to have around and not just for killing. He's also good for beating people up - or scaring innkeepers.

Mittherbst, 2498

I have no real memories of the autumn equinox. I had intended to visit the gunsmith but got out of bed late and then got distracted by Joanna. Then someone mentioned today was the two month anniversary of my wedding and there was toasting and cheering. One thing led to another and lots of schnapps. Celebrating my newfound dwarfs and chests of gold. At some points everything blurred together: flesh, drink, and gold. I could get used to being filthy rich.

1 Brauzeit

First really chilly day. Wind and a light drizzle coming from the north. Summer is definitely over but down in the south we're as likely as not to have fine weather for another month. Nuln is so much nicer than Middenland.

Had another chat with Herr Frimm. Some boring business stuff. Names and numbers mostly. Potential associates of Hertzen's and such. That's when he informed my that Waldermar von Wilderstein had been murdered. Richter - Rich - the eunuch ogre had stabbed him and thrown him from the tower. The murderer was locked up in the Iron Keep awaiting execution.

My good friend von Wilderstein dead? At the heads of his own servant? It made no sense and I determined to get to the bottom of the case. No thanks to the city watch I quickly determined that the ogre most certainly hadn't done it. Unknown assailants had come up from the sewers through a narrow tunnel they had dug. They had murdered the master gunmaker and somehow gotten past the ogre. But there was more afoot. Money was mission. Schematics and prototypes also, including the breech-gun. Who knows what else they might have taken.

I did contemplate diving straight into the much so to speak but decided against it. After Bögenhafen I've become rather unhappy with sewers. Besides, the culprits would be long gone and Nuln has such extensive sewers I figured we needed aid from the local rat-catchers to find our way. No need to ruin my boots for nothing.

Popped by the prison to have a chat with the ogre. The guards were not very agreeable but then again it's their job not to be. Herr Feigel, the prison's director, was most helpful however. I was able to question Rick - and have the director promise to put his execution on hold for the time being. The ogre told a rather different tale: a sudden assault by black-clad assassins, fighting to defending his master, smashing the puny things to bloody pulp, then suddenly feeling nauseated and dizzy, then nothing. When he woke up the master was dead and the city watch had him arrested.

2 Brauzeit

Brought Ulfberth up to the castle. A gentleman must have his gentleman's gentleman at his side. Lacking that a Norscan captain of guards will do just fine. We had a good time going uphill, enjoying the sights and sounds, and sampling a few small taverns. Long story short: we got to see Captain von Grethold (despite lacking the seal of the day) and convinced him of my good intentions towards Nuln and the Kurfürstin. I told him of the gunsmith and the wrongly accused ogre. One thing led to another and soon we were deep inside the castle where the good captain showed something recovered from the sewers: a rat-like mutant, badly mangled, as if an ogre had grabbed it by the head and squeezed...

I wasn't convinced the thing really was a mutant though. It looked too much like a miniature version of the huge rat-mutant that rampaged through the Schaffenfest before I shot it dead. It looked altogether too much like the vile rat-men Uncle's housekeeper used to scare us kids with. Perhaps the Empire has it wrong and the housekeeper has it right: maybe the skaven aren't gone from the world.

On my way back to Ulfberth I was attacked by one of the guards. Completely out of the blue. No warning, just a flashing blade that came within an inch of ending my life - it instead hit the finest armor-steel the Empire has to offer. I put the villain down of course. That's when things went south: a daemon-snake attacked me, quick as a viper and fangs dripping venom. For the second time in minutes I was nearly slain but the gods willed it differently and I sent the foul think back to the Abyss.

Chaos cultists within the castle? Was no place safe? The Elector-Countess might be in danger!