Session 14 – Spider Rider

Maruviel and Vedasi do a perimeter check one mile around the keep. Near the Winter’s Keep Pass, they come across a group of woodsmen cutting down trees. There are about a half dozen men  and a dozen children here. Continuing on, they find evidence of wood-elves in the area. There is a small grove of trees where they appear to be.

The elves go to the grove of trees and sees that they are “deep wood scouts.” Normally elves don’t care about anything outside of their forest, but the evils in the world have gotten worse and some elves have branched out to try to help in other wooded areas.

A male comes to greet them and Vedasi says that they have come to “meet the neighbors.” The elf says that they’ve noticed that the keep has new tenants, and that they travel with strange folk. Maruviel says that they have rooted out the evil of the black arrows. Vedasi says that his lord asked that he be a bodyguard of a mapmaker. The scouts visibly relax as they are discussing, though they say that it seems a waste of talent to defend one person. Vedasi agrees but he says that it’s in order to understand this area better.

The elf’s name is Thioros. There are several others who seem younger than him: Corlolvath, Koladoc, Thilvoth (males), Syrissen, Ylana (females). Vedasi mentions that we have river transportation and also the skaven, ogres and woodsmen are discussed. The woodsmen may work for Hauptner. The area that we’re in is the Hvargar forest.

Thioros gives them a quiver of arrows that are “signal arrows.” He says to light and fire one of them into the air if we need help. He also asks us to be on the lookout for their signal arrows.

The elves return to the keep and we decide to head back to the tunnels. We head in but are not able to navigate very well. There are at least nine branches off of the main tunnel so far and we see that they keep spreading out. Maruviel suggests that we flood the tunnels, but Tobruk says that this would be a temporary measure. The other options would be to collapse the tunnels manually (needing lots of laborers) and to plant explosives. We decide to cut our losses and head back to the surface. Any plans against the skaven will have to wait.

We decide to head to the Boss’s castle via the river, but first we head to the woodcutter camp. We ask them to provide wood for the construction of our various efforts. The man says that his name is Maxwell (the others are Rolf and Theodore) and he explains that the wood belongs to Hauptner. He seems quite well learned for a woodsman. He says that he went to the university to learn to be an engineer, but. He says that we can’t have their lumber because it is promised to Hauptner. We offer them the ability to live in the keep and work for us, but Maxwell says that he will compromise for now because he doesn’t want to take the risk. They will do some work for us and assess the keep, but they need to keep doing work for Hauptner.

Suddenly we hear a crunching sound as something is coming through the woods. We see a group of forest goblins coming from the northeast. We start to fend them off and the woodcutters back away quickly to protect their families. Suddenly a huge spider descends from the trees and a goblin is riding it! He holds a wand of some kind and casts magic at us.

The spider advances on us and the goblin continues to attack. Arrows suddenly protrude from the spider’s thorax as we see Thioros and the other elves come to help. The spider goes down and some goblins that tried to escape are taken out by the elves.

We assure the woodcutters that the threat is done. The elves say that it’s strange for the goblins to be this far. Perhaps word that the Black Arrows have been removed has caused them to become more bold. In a stunning move, Tobruk thanks the elves. They say that they were merely protecting the area.

Maxwell says that he will come back to the keep and begin moving their sawmill to the river. The elves say that while we are in Groghaven they will make sure the keep stays safe.

Session 13 – Rat Party

Realizing that people are using these caves, we think about putting a watch here and either charging tax or kicking people out and letting them know that this place is under new management.

We head to the next area and see evidence of people climbing up the embankment of the gorge. It is quite rocky here and there are other caves above us. Vedasi free climbs up and ties a rope so the rest of us can go in.

Upon entering we see old bedrolls and a circle of stones for a fire pit. There is also a knapsack here with 5 gold and a small dagger. As we are looking around, Jean smells something strange, like a wet musty odor coming from the left wall.

We take a look and see a hidden fissure covered by stones and netting only about a foot wide. The air is clearly coming from the next cave over. We head over there and check the right wall of that cave. It smells much stronger here and gets worse toward the back of the cave.

There is a red flash and Tobruk dodges out of the way as a jagged curved blade comes out of the wall. It is a skaven, a man-rat, and they are wearing black armor and wielding swords. Several of them swarm from other entrances toward us. One has a globe of strange liquid and runs toward us. It explodes and three of the skaven are caught in the blast, as well as a few of our party. Brokk gets a big whiff of it and feels intense pain, vomiting and doubling over. He runs away from the fight, hacking and coughing.

The others continue fighting as more skaven come out, at least ten of them. They secrete a horrible smelling musk when they are scared or injured. We fight them off and one gets away. Before pursuing them we try to heal up, but Brokk completely fails at it, even with a poultice.

Picking through the skaven belongings, in a pouch Tobruk finds three pieces of glowing green rock, three nuggets of it. He is not sure what it is at first, but Vedasi realizes that it is refined Warpstone. It’s very dangerous, but common for skaven to use and even eat.

We head back to the keep and heal up, then sleep through the night. The next day Jean remembers that he took a book on skaven from the house we recently visited. It mentions the way that skaven wage war and an “under empire” which is where they live, including a city called Skaven Blight. They have a large empire underneath the ground. His other history books mention nothing of the skaven at all. Tobruk relates that they are second only to dwarves when it comes to engineering and that at least one dwarven hold was destroyed by the skaven. Vedasi relates that Britonia held back an attack by skaven long ago, and the wood elves fought against them other times as well.

We decide to undertake an effort and check around the keep to see if there are threats around. We take some of the cloaks and swords and spread them around the lower caverns so it looks like they were hit by skaven and this is why the rifles and such are missing.

It’s determined that the skaven are the gravest threat. We start planning a trip to a nearby city to get help in defeating them. We haven’t decided where yet — either to the Boss, Hauptner, or someone else.

Session 12 – Go Home Giant, You’re Drunk

After leaving the house, we notice that no time has passed which is very strange. We are exhausted and head to the Muskrat for a few drinks. After this we return to the boat and the crew is ready to go. They have returned with some supplies.

As we head upriver, we break down the stage and lash the wood to the deck for future use. It gets late and we have to stay the night on the river at a place the crew chooses.

In the morning, we leave at around 10am. In the early afternoon we see four small, fast boats heading downstream toward us. We get nervous and ask the crew about it. They say that it’s likely “tax collectors” who are employed by the Boss and they are going to ask us for money, or even take our ship.

Gottfried, our captain, says that usually they just collect money and let people on their way. We heave to and they board, two boats on either side. They have crossbows and one person with a longbow. They come aboard and ask us what our business is. The man’s name is Gunther and knows Gottfried. We tell them that we are bringing supplies north for the people in the region. Jean tells him that we got the boat because the previous owners were killed in the troll attack.

Gunther says that he heard about the troll attack and that we were instrumental in helping. He says that because of this, his boss Sasha would like to see us. This can be at a time of our choosing in Groghaven. We agree and say that we’d like to pursue partnership.

He asks for us to pay the tax and we convince him that if we’re going to work for his boss, he may not want to be asking us for money. Tobruk looks menacingly at him and Gunther decides to take his leave.

As we continue, Jean starts a very detailed and ornate map of Sasha’s area that he plans to present her when we meet. Upon reflection, he adds more strategic details to the map.

We stay the night again on the river and the crew cooks for us. Vedasi stays up and starts hearing some noise from the woods, a big crashing sound. He goes to investigate and sees a seventeen-foot-tall giant lumbering through the woods. It seems to be quite drunk.

Vedasi shoots the giant in the same leg twice. The rest of us try and creep up on it. It passes out and almost falls on Tobruk but he is able to leap out of the way. He grabs Brokk and slams him on the ground. The others continue attacking and finally after getting up and falling down a few times we finally kill him.

There is a halfling in a cage at the giant’s waist. We find the key and unlock him. The halfling’s name is Thomas, and he is a farmer. We ask him to come along with us and he agrees. Vedasi takes the giant’s head and testicles as souvenirs.

We head back to the ship and explain what happened to the crew, and they are pretty incredulous. The head of the giant is mounted on the bow and testicles are mounted at the stern. The next day we travel back to the keep and introduce Thomas to Sleeves and the others.

We decide to check out the caves. There looks to be a staging area and some storage here. We go back and check the one at the level of the riverbank. There are similar things here.

We come across twelve greatswords that are marked with the symbol of Averland, which is used by their military. They must have been plundered. We find another long crate that is sealed. There are three Hochland rifles in here. Sylvia seems to know what these are, and they are worth 600-700 gold crowns.

Session 22a – It Never Hurts To Help

GM: Paul
Players: Jon-Simon
Game Date: December 22, 2018

Dec. 22, 2018, the same day that Alex, Zerk, Ian and Meaghan headed out to meet up with Zerk’s friends, Scotty was putting the finishing touches on re calibrating the cloning pods so that humans could use them also.

Scotty had run all his tests, diagnostics and simulations and was confident that the chamber was ready to scan the first human. The first human to enter the lab area was Simon. Simon was his usual inquisitive self and Scotty decided to take advantage of that. Scotty explained that the project the team had talked about to create back up copies of people was ready. Simon was interested. Scotty then hit him with the “Would you like to go first?”

Simon is pretty taken aback by this. “Uh, thanks for thinking of me first, Scotty, but…I’m not really an ideal male specimen? I’m nearsighted, I have allergies, acne, my metabolism isn’t that great so I have a hard time keeping my weight down. Wouldn’t you want someone else?”

Scotty explained, “You misunderstood. This will only be used to clone you if something would happen to you. There will only be one of you at any given time. Think of it as a safety net. But don’t forget it will only create you as you are now. Anything you experience between images is lost. Remember, we decided to do this as a way to preserve humankind. Someone will need to be first.”

“Uh, okay then, I guess I will do it. What does the process involve?” Simon replied.

Scotty continued to explain. “This is a painless procedure much like a CT scan from what I understand of your medical machines and there will be a couple pokes for genetic samples. It will take a little bit of time but that is about it.”

With that Scotty gets Dr. Odom (just in case) and begins the procedure. Within a minute of the procedure starting Simon is drifting off. He feels a soothing hum and a warm tingling sensation all over his body and mind. This is the most relaxed he has felt in a long time and wishes it could go on forever.

Outside the chamber that Simon is in there is a sudden sonic boom as something passes over head. (Unbeknownst to those in the room the sonic wave is also accompanied by another wave that causes the chamber to glitch.)

As he drifts ever further down into the pool of bliss there is a sudden stab of pain. It is as though another body was thrown on top of him from a tall building. Then there is a swirl of images, memories that are not his own. Strange planets, voices, creatures; Where are you? He feels a stabbing pain in his head!!

This seems to go on forever. Simon feels trapped. The exhaustion is overwhelming. Just as he feels he can’t bear it anymore there is a light and he is pulled back to consciousness.

As Simon regains his senses he sees Scotty and the doctor over him working feverishly. The doc is on his chest giving him CPR. When they see his eyes open and he gasps for air the doc stops. The doc says, “Lie still!” He gives Simon a shot of something that burns through his veins. As the burning sensation fades Simon feels more relaxed and a bit more alert. The only lingering effect is the massive head ache Simon has. he feels like someone hit him in the back of the head. As he think about it he is suddenly sick. He quickly pulls himself up and heave over the side of the cloning capsule. The sudden movement makes his head feel even worse and he heaves a second time.

The doc works on Simon for about an hour and eventually Simon is stable enough to move on his own. Simon continues to have one of the worst headaches of his life, but physically he seems good enough to go. The doc is able to scare up some migraine medication which calms the pain to a dull head ache.

Session 11 – Pat Minotaur

We search past the next door and it is a cloakroom. There are some coins here, and the dates on the coins is 2329, and we are almost 200 years later, in 2521.

The next room is a small reading room. There is a desk and some other furniture. A suit of armor stands in the corner. A book is open on the desk, and Jean reads it to see that it is all about torture. Suddenly two irons come out of the fire and attack us. Brokk believes that he is being shackled.

Vedasi takes the book and hurls it into the fire, but some sort of a demon that looks like a dwarf emerges and begins to attack us. Jean is petrified with fear.

The demon shoots a pincer out toward Geeves and hits him in the neck. Tobruk smashes it and it dissipates into dust.

We search the rest of the room as Geeves heals Maruviel who was badly hurt. Jean finds some books that discuss monster hunters and skaven. Geeves takes the suit of armor and puts it on.

The group heads to the next room on this floor and it is another sitting room. There are dust covers on everything. We see a portrait of a chaotic beast-man with a goat’s head standing over two fallen warriors. We hear a gurgling sound and blood stars gushing from the painting. The dwarves are just able to get out of the way. Suddenly the beast man steps out of the painting and attacks us. After a few quick strokes he is destroyed as well and the room gets noticeably colder.

We head up the stairs and down a hallway and see a room that is horribly decorated. There are pentagrams everywhere. We mess them up and nothing happens.

In the next room, there is a bed here and a ghost appears. It is a middle aged man and he claims to be the manservant of the owner. He says that a magical ceremony was performed in the ceremony room or the attic and the house became cursed, and he died.

The next room is quite large and has half of a pentagram. Two more abominations are here. Jean shoots an arrow through the woman’s third eye and she crumples to the ground, dead. The man rushes at us and Tobruk crushes his arm and then takes the top of his head off. The pentagram in here is nicely made and is inlaid with silver. Brokk messes up the pentagram and nothing happens.

We go through the doors and there is a small staircase here. There is a deep dark on the stairwell and we ascend for what feels like forever. Finally we reach the top and there is a door ahead. We hear a hideous laughter. There are three thrones in the room with small tables between. Each one has a plain gray robe lying on the throne and each table has a golden bowl. A sealed vial and a towel are next to each.

Brokk sits on one of the thrones but nothing happens. We approach the door at the end of the room and a ghost appears. The room gets very cold and he is wheezing. “Last ones to come. You must destroy it or perish! I meddled with time and raw chaos! Now it comes to destroy!” A black claw emerges and squeezes the ghost. Then it falls apart and is destroyed.

The doors swing open and we are sucked into it. The room continues on forever it seems. There is a pulsating sac of a beast with tentacles in front of us. It drips goo and has a protruding eye, and faces are screaming in its intestines. Whenever it is hit, it spews burning blood onto us. We destroy it and get away before it bursts.

Back in the previous room, we see the paintings have changed to show the modern day. Tobruk jumps through the painting. We follow him and suddenly we are on the street. We look behind us and see that there is no house. People look at us funny. We decide to go back to our boat.

Geeves checks the ring that Brokk found and it is not magical, but it has a nice ring to it.

Session 10 – It’s Free Real Estate

After a long day of negotiation and figuring things out, we stay the night at the Muskrat this time. The owner lets us use our rooms that we had already arranged for. We drink at the bar and have a good time. Gottfried and the crew stay here as well.

The next morning we have breakfast. As we are here, a letter is delivered to Jean by someone named Leviticus Hanik. He has invited us to his home. We decide to go and head up to his house. It is an older area of town. We make a loop around the house and see that it’s not very well taken care of.

Going up to the front door, we see a note stuck there that says to wait in the smoking room, as he is taking care of a small matter. It is signed by Hanik. We head inside and it is quite dilapidated here. There is a mist inside and it is cold, even though it is summer outside. There are pipes all around and we take a look.

Suddenly a small hookah and figurine on the mantle emerges and begins smoking and an avatar of flame begins emerging. It attacks Brokk but he is able to get out of the way. He tries to smash the figurine but breaks part of the mantle. Geeves uses a breeze spell but it doesn’t dissipate.

The elves grab a rug and smother the fire spirit with it, and it goes out. Jean looks outside and sees people walk by, but suddenly they appear as if they have older fashions, as if they have traveled through time.

We try to get out the front door, but it is locked. The door will not break and neither will the windows. We search the smoking room and find a small bone key inside a drawer. There are no locks to open in this room, however, and the key doesn’t work on the front door.

All of us head into the next room which is a dining room that is all set. As we enter, the doors slam shut and the candles light. Geeves uses a spell to make a gust of wind again and the candles go out. Suddenly the candles and steak knives rise up into the air and menace us. Brokk jumps onto the table to attack one of the knives and slips and falls on the ground. A candelabra smashes him on the head. We smash them after a long battle.

We head out of the room and Vedasi hears a strange scraping sound. It is kind of like metal on metal. Also, the elves smell meat cooking. We go into another room and we see a horrific scene. There are two zombies and one is turning some meat on a spit. They turn to attack us and Brokk begins seeing visions of small men. It’s all very bizarre. We destroy the zombies and the little men, and search the room but find nothing else.

The door to the south of us is larger with gargoyles on it. We see a lock and the key fits into it. We open the door and there is a grand staircase.

We go into the door next to us and there is a small room. A spectral entity attacks us and wraps its hands around Tobruk. Brokk is terrified. Thankfully Tobruk kills it, and Brokk finds a gold ring under the bed.

Session 9 – A Handful of Seamen

As we come back ashore, the Harbormaster greets us and professes his thanks for saving the town from the river trolls. He says that he will pass on this information to Prince Hauptner and perhaps there will be a reward, but not right away.

He also offers us free room and board in the town for tonight as well as free docking fees. Jean makes sure that we are put up in the Shooting Star, which is the nicest place in town and also the place that turned us away when we first arrived. The maitre d is not happy to see us, but the harbormaster explains the situation and he smiles through his teeth at us and bears it.

Jean orders the most expensive thing on the menu for dinner and requests the finest room and sheets. Tobruk takes a bath and gets it all filthy. Jean steals the terry cloth robe from the room when we leave.

We begin looking for a boatman who can handle our boat to take it up the river, and we find an older man named Gottfried Schmalls. Geeves speaks with him and he agrees to come to our boat and check it out. He thinks that it is river-worthy and we would just need to get rid of the stage. We offer him 100 gold for 2 months. We will get him and all of his crew, which includes Diego Calabria, a Tillian; Giles Simone, a Britonian; Udo Richter, an Imperial; Silvia Batanero, an Estallian; Vera Holz, an Imperial. Vera appears to be Gottfried’s first mate. He will help us load up our barge and fix up the landing area a mile from our keep as a trading outpost.

Gottfried also mentions that we may have some caverns under the area of our keep that we could use for smuggling and storage. We will have to deal with “the Boss” as she may try to extort us. Schmalls agrees and he says that he will tow his boat behind ours.

Session 8 – The Mud and the Blood and the Filth

Jean confesses to Tobruk that he is actually the reason that his room was broken into. He gave the woman Tobruk’s room number when they agreed to meet later. He didn’t trust the woman and thought that they might break into the room, but that Tobruk would be able to handle whatever happened.

As we are finishing our conversation with the harbormaster, suddenly we hear a loud bell ringing in alarm. Almost immediately we see three river trolls emerge from the water and start to attack people on the piers and nearby boats. They are vomiting a horrible substance on them, smacking them with huge clubs and eating them.

Vedasi fires off several arrows but they don’t seem to have much effect on the trolls. The dwarves run back to shore and then across to the other pier to reach one of the trolls. Tobruk attacks one of them several times and finally fells the beast, therefore becoming an actual “slayer of trolls.” He also yells to the others that the trolls are vulnerable to fire and also that they are stupid.

The third troll swims away. A fourth troll emerges out of the water near the town and the elves.

Brokk attacks one of the trolls but gets vomited on. Maruviel starts firing flaming arrows at it. Jean takes a lantern and hurls it toward one of the trolls but also hits Brokk and Tobruk. One more lantern toss immolates the troll entirely and he falls into the water.

The fourth troll continues to attack the elves and Geeves approaches, using a small pin to cast a shock spell on him. The others continue to shoot flaming arrows at him until one finally hits him in the heart and he dies.

Geeves heals everyone using healing draughts and poultices. We look through the troll’s bodies and find XXXXXXX. Deciding we’ll go after the trolls, we ask the harbormaster for a skiff. We head after the fourth troll and take the skiff into the troll lair. It is smelly and close in here and we see the troll and his victim (one of the townspeople) is here. After we attack it for a long while it finally goes down.

We search the area, though it is filthy, and we find a dwarven rune axe wrapped and in fairly good shape. Also there is a wood elf cloak that is magical. These make you harder to see and harder to hit by some weapons. We also find four healing draughts.

We leave and take the remains of the townspeople, and later make a small caern for their bones.

Session 7 – Play Within a Play

Jean shares a copy of his map:

1. Black Arrow Fortress (“The Castle”)
2. The Crossed Lances Coaching Inn
3. “GrogHaven” (Capital of Gillemet’s lands)
4. Bischoften
5. Nuendorf
6. Martilun
7. Steinhauser Homestead
8. Halbherzig
9. Volkbach (Capital of Hauptner’s lands)

The woman is wearing an emerald green dress and has long black hair. All of the heads at the bar turn to look at her. She walks over to Jean almost immediately and asks to sit with him. He agrees and she asks if she can get them some wine. Jean waves over the less-than-pretty serving wench and asks for a flagon of wine. The woman introduces herself as Fran Poppenbutel. She says that she has come to town to marry a local winegrower, and she is from Carcassonne, which is a city in Brittonia. She seems to be floundering and is clearly not telling the truth about her history.

She talks about her husband-to-be, a man named Rutgar, and says that he is somewhat of a brute and wishes that she could be married to someone with some class like Jean. She continues to drink and is getting quite drunk, almost draping herself on him but he is staying straight. She asks to meet him later and he agrees. She leaves.

Geeves talks with the locals and they are raving about the ship that came through here the other day with all of the entertainment. Local law wants people not to stay on the boats, though, and get a room at one of the local inns.

A really big guy comes into the bar who is dressed in an unnecessarily flamboyant way. He locks eyes with Jean and points at him, saying “How dare you flirt with my beloved bride!” Vedasi and Tobruk stand in his way and tell him to leave. He suddenly bursts into tears and falls onto Vedasi, embracing him and crying all over, asking Vedasi why she doesn’t love him and instead wants a “dangerous” man like Jean. Several of us notice that his clothes and furs are not real, potentially just a costume. We convince him to try and win her back and he leaves.

Later, another man comes in who is well-dressed and dripping with charisma. He says that he is Von Barr, the lead actor and owner of Von Barr’s players, which is on the ship that we saw in the harbor. He invites us to a preview of his play which he says needs work. Brokk is pretty drunk and says that he’d like to go. The others in the party aren’t quite sure.

We finally agree to go, and head back to our rooms to stow our things before we head to the boat. Tobruk sees that his room has been tossed; the bed is askew and the pillows have been slashed. Nothing has been stolen and we can’t see how they got in the room. The door was locked and the only entry into the room otherwise is a small window in the transom above the door. We don’t see any other markings there.

We head to the boat and get comfortable on one of the piers nearby. They have chairs and a set built up. The play starts and Von Barr comes out, dressed as Sigmar. Another man is juggling ink jars. Barr has him draft a letter about finding a wife. A chest is brought onto stage and a demon pops out. It is the woman, and she tries to tempt Sigmar but he denies her.

Suddenly they seem to be addressing us with their speech, saying things about how things were stolen off of a boat and that the boat was burned. We all sense danger and pull our weapons, and rightly so as they all move to attack us.

Tobruk rushes forward and slices one of the men’s legs off, and he dies in a gout of blood. The jester jumps into the water. The woman gets slashed in the leg and also dies. Brokk chops off another man’s arms and he dies. Finally the jester surfaces and we kill him as well.

 

We loot the bodies and see that they have some gold and things, then wrap them up. Von Barr has lots of good things but we also see that he has multiple sexual organs of different types. Clearly he has been tainted by chaos.

We start searching the boat after rifling the corpses. The upper deck had the stage and a deck house. In the deck house we find that it is essentially a “green room”. There is a table with a built in large mirror, lots of tins and cakes of costume make-up, several wigs of various styles and colors on mannequin heads, and a built in cupboard that has a costume for almost any occasion. They are theatrical in nature and wouldn’t pass as “real” upon inspection much like the costumes they wore when they approached us in the Muskrat. There is also a trunk with theatrical props like wooden swords, costume jewelry, an hourglass, drinkware, etc.

Below decks, most of the hold is set up as a common room. There are bunks along the sides that are all curtained off for privacy. We find the mundane trappings of all the crew members here. The center or the hold is setup with expensive looking divans, pillows, and a valuable, if worn rug imported from Cathay (China). To the rear of the hold is a curtained off doorway. Beyond that is where the nature of this boat becomes blatantly apparent. On the headboard of the bunk is a small statue of Slaanesh, Prince of Pleasure and the Lord of Hedonism and Excess. The bed itself is adorned with expensive fabrics and silks.

There is also a wardrobe containing several sets of best craftsmanship clothing, and a decorated iron box that contains a spectacular solid silver mirror, and a best craftsmanship dagger, covered in garnets. Beyond von Barbe’s chamber is the rear of the hold which has casks and crates of food and other provisions. There is also a strongbox that contains 350 gold crowns.

While we are searching the hold, four city watchmen and the harbormaster Herr Richard Blitzen boards they ship demanding you to turn the ship over to him as property of the city of Halbherzig. They have no interest in arresting us on charges of murder as the reputation of von Barbes Players is one of dubious nature to say the least, so we have actually done them a favor, but they want the boat and all its contents.

Thinking quickly, Geeves (aided by his newly acquired mask) throws on the silver Sigmar pendant we found on the crazed witch hunter the day before, brandishes the statue of Slaanesh, and tells the harbor master that this boat is being taken into custody of the Cult of Sigmar for proper purification and destruction, and anyone who attempts to obstruct him in carrying out his sacred duties is a thrice damned servant of the Ruinous Powers, and a heretic who will be put to the torch. The harbormaster and the watchmen relent and leave irritated but not wanting their souls to be crushed for eternity under the Hammer of Sigmar’s wrath. We now own a theatre boat.

Session 6 – Halbherzig

We spend some time at the inn and the keep and Jean works on some rough maps of the area. He gives out free drinks to anyone who gives out regional information.

Jean is able to find out that we’re in an area of the Border Princes that is a square section of about 6400 square miles (80 miles by 80 miles). The mountains and forests are to the north. The further south you get, the more undesirable the land is. It goes from scrub to desert badlands and also some swamp. To the east is the Border Princes of Maserschlas and to the west is Kypris. The Kyprian road connects all three areas and the tavern is on this road. The central area we’re in is contested by three separate rulers who have tried to claim the lands. Our keep is also here.

The north of the middle section is ruled by a prince named Sigismund Huptner (more farmland). The middle is taken over by Sasha Gilemet who goes by “Boss.” The south area is the principality of Capt. Orlando Giovanni. This is the least desirable landscape however it’s more powerful. One of the main cities is on the Black Gulf, so he has shipping lands.

We learn the most about the “Boss” who rules this area around the inn (however the Keep is not). She was a bandit and her kingdom was built on banditry and still supports itself from that. She has some valuable resources including some mines in the mountains.

Her main capital (if it can be called that) is Groghaven (renamed by her). It has a population of under 2000. Most other villages have between 50-150 maximum and there are only a few.

There are definitely orks in the hills just south of us, an ancient dwarven ruin and some caves, then further south of that is desert that rolls into rocky badlands.

To the east there are swamps called the “Boundless Bowels” that extend through the next principality. It is not well traveled. Most of the rivers go through the edge of there so river travel is common, but people are wary. Forests are a haven for beast men and other chaos creatures.

Jean wants to find out ways to trade with the other Princes and therefore wants to map the trade routes. He wants to sell his maps to the local lords.

We send Karl, the man-at-arms, down to the keep. We all visit the keep after a while and we see that things are in order here. We arm two men (Reinhardt and Otto) from the inn and have them stay here along with Karl. He will be training them.

Regarding the secret entrance, we put some heavy barrels on top of the trap door in the dungeon so no one can get in easily but we can get out. Brokk also organizes the dungeon in case we ever get prisoners.

As we leave from the keep we see a barge passing on the river. There is blood and gore on the boat. Vedasi rides up and calls out to see if anyone else is alive, but there is no response. We board the ship and the gore is too much for Brokk who begins losing his lunch over the side. It is slippery and listing to the side so it’s difficult for us to walk on. We hear moaning from the shiphouse and we head inside. We see the symbol of Sigmar here. There is a man inside who is barely alive and accuses us of coming to loot his things. He is completely insane and attacks us with his warhammer, and then with his black powder pistol. Tobruk slams him with his own weapon and kills him.

We look around to see what he might have hidden. Geeves finds a nail in the window frame with a strap attached and it goes all the way down into the water. It is attached to a case with a mask inside. The right side of the mask is a male face and the left is female. Geeves puts it on and as we watch, it melts into his head. We think that he looks more attractive.

The group looks around the boat for more gear. We see a bloody boot print on the deck that doesn’t match the man’s boot. We hear another boat coming by and Geeves speaks with the captain and assures him that everything is fine. He goes to leave and sees the gore on the deck and retches.

It looks like the boat definitely hit a rock but the footprints on deck were smaller. The people were killed with a combination of bladed and bludgeoning weapons.

We decide to burn the ship. After we do we see several tracks of bloody footprints that are not ours and follow them. There are four sets that go south along the river. We come upon the small village of Halbherzig which has river access and docks. We are in Hopner’s realm now. There is a “party boat” on the water that is all decked out.

The tracks head into down and toward the stables. Vedasi gives the stable boy a silver and asks for information. He said that three men and a lady came here and sold their horses, then went to catch a boat here. There are two places, the Shooting Star or the Muskrat. The former is much better kept up.

We head inside the Shooting Star. At first the maitre d is rude to us but Jean waves a bunch of gold under his nose and he becomes very friendly. Jean insists that his boots get cleaned. We see four scrubby men in the corner. Tobruk looks for dwarf beer but doesn’t find any. Jean does some gambling but we don’t find anything much interesting.

Next we go to the Muskrat and drink for a while. They have dwarf beer here and it seems to be okay. Not a lot seems to be going on here but we stay for a couple of hours and drink. As we are about to leave, a very attractive woman enters.