Mr Papafakis arranged and GM'd a game of Rogue Trader while Tytus was in the country with his excellent Escher models.
++++ Imperial Record 1A 2019.11 +++++
Imperial propaganda held that Anotla station and its surrounds had been purged for a heretical misspelling of 'Emperor' in documents accompanying the monthly tithe. The truth was more sinister. Imperial scientists had been conducting warp experiments that had ended in catastrophe. As a result the site had been cleansed. For years the station lay dormant ... until now.
| | | Deploying marines at the beach and Escher on the ruins outskirts |
Imperial light cruiser "The Emperor's Lengthy Lance" had been monitoring the site and had picked up heavy ordinance fire. A squad of Marines were dispatched to investigate and ensure the site remained clear.
| | | Marines deployed and avoiding the active bot at the carnage strewn ruins |
As the Marines landed Clan Escher scavengers pulled up in jury-rigged street cars on the outskirts of the ruins. Hearing reports of a viscous firefight the night before that had arrived to loot what they could from the defeated.
| | | Cyndi and her gangers arrive in their street cars |
| | | The rest of the Escher gang deploy alongside the bounty hunter Hans Olo |
The Space Marines had split into two forces. Brother-Captain Janus led a five man team towards the ruins on the left. It was clear that whatever had happened recently had unfolded in the open ground before these ruins. Mangled bodies of chaotics lay strewn about and towering over them with its back to the ruins stood a smoking and sparking bot, its assault cannon swivelling in search of a target.
| | | The assault cannon armed bot and a field of destruction. What is it guarding? |
Believing the crippled bot a serious threat the Marines did their best to avoid its attention. The Contemptor class dreadnought advanced down the middle using the forest as cover while the second squad looked to situate their missile launcher in a ruined tower overlooking the site.
| | | Battle brothers heading for the high ground |
Cyndi, the Escher gangs boss, led the bulk of her gangers towards the carnage strewn ruins hoping to get behind the crippled bot. The Bounty Hunter Hans Olo took the remaining gangers around the other flank. The converted street cars slowly made their way through the trees. Both Marines and gangers were approaching the scene with caution.
Suddenly the lead battle brother in the squad closest to the carnage strewn ruin turned on this fellow brothers and opened up with his bolter. At the back of the line another marine incinerated his brothers with a burst from his flamer. Brother-Captain Janus' final words were 'Witchcraft... Chaos!" which he broadcast across the coms before collapsing in a smouldering heap. In response the Contemptor class dreadnought moved from the tree line and blasted apart a traitor marine with its twin linked bolters.
| | | Brother-Captain Janus is incinerated by traitors |
| | | The dreadnought avenges his fallen Brother-Captain |
On the other flank a chaos addled squat had emerged from the forest and into the sites of the remaining marine squad. A krak missile put an end to the miserable creatures life.
Cyndi heard the bolter fire from the other side of the ruins but didn't have line of sight to the marine on marine conflict. She sought a tunnel entrance rumoured to be within these ruins. If she could find them the payoff would be huge and her gangs prestige would skyrocket. Thoughts of riches were the last of her independent thoughts before she and half her gangers turned their weapons on her fellows. Stub gun, shotgun and heavy stubber rounds fired widely as emotionless traitors turned on loyal gangers.
| | | Cyndi's willpower is weak and she turns on her fellow gangers. Tiffany the juve looks on. |
The core of the gang had been gutted and was without leadership. Only a handful of gangers and Hans Olo remained. Another chaotic squat wandered out of the forest toting a grenade launcher, it lined up one of the street cars but took a bolter round to the head before he could fire courtesy of Hans.
The Marines were having a bad time but it was about to get worse. In extracting some measure of vengeance for the loss of Brother-Captain Janus the Contemptor had entered the damaged bots field of vision. Bot 9985987.M2. opened up with its assault cannon rupturing the dreadnoughts cooling system and causing it to detonate. Just five marines remained.
| | | Part way through turn two. The dreadnought is down |
Panicked by Cyndi's betrayal Tiffany the juve fled, jumping into the closest street car and accelerating away. Unfortunately her escape brought her into the open momentarily and Bot 9985987.M2 tore her vehicle's engine apart with a sustained burst of assault cannon fire. She leaped from the damaged vehicle and hunkered down out of sight.
| | | Tiffany leaps into the blue street car to escape her possessed fellow gangers |
The swiftness with which everything had fallen apart for the both marines and gangers was stunning. The marines entered a 'safe' looking ruin from the north while gangers picked through the opposite section. Their search flushed out a flayed skinned cultist and a massive chaos spawn. The spawn raced towards bot 998598.M2 and the building beyond while the cultist trailed behind sticking to the tree line. The marines had a choice, go after the nearby gangers or pursue the chaos spawn. Chaos, being the true enemy, was prioritised. The marines took cover in forest and bounced bolter rounds off the spawns thick blubbery hide. The idiotic creature grunted in irritation before leaping off towards the ocean never to be seen again, without a leader to provide guidance the stupid thing probably drowned. The flayed cultist made it to the outskirts of the forest but not deep enough to be concealed. He was pursued by the bounty hunter who put him down with a bolter round to the brainpan.
| | | Chaos spawn runs at bot before stupidity kicks in and the brute wanders off to drown |
The few remaining marines were conflicted in how to proceed. Clearly something else was going on and it wasn't the Escher scavengers causing it. When in doubt refer back to the mission briefing. Eliminate the enemy, no exceptions. With the dilemma solved Brother Crassius fired a krak missile into a ganger street car turning its engine bay into a smoking wreck. Hans Olo and a nearby ganger Molly returned fire. Molly, armed with a plasma pistol, had the drop on two marines and had them dead to rights but then Tytus rolled terribly and the opportunity was lost. 'Molly' didn't get another chance. A krak missile ended her while a volley of bolter fire wounded the bounty hunter.
Cyndi and the other Escher traitors had moved deeper into the carnage strewn ruins allowing Tiffany to escape. The brave juve hooked up with a ganger pal and the pair edged their way into the forest in front of the ruins hoping to scavenge some armour or weapons from the fallen. Unfortunately their approach saw them enter a sphere of malevolent warp influence and the two juves minds were seized. Their loot forgotten, the possessed pair raised their stubbers and went out to defend the ruins.
Brother Vulcan's head up display was worrying him. It indicated that his target was an Imperial sanctioned bounty hunter. Their true foe was chaos, if anything this bounty hunter should be their ally. Brother Vulcan called out to his battle brothers to cease fire. He walked out into no mans land hailing the bounty hunter. The pair worked out a truce. Credits were transferred and an allegiance shifted. By Hans Olo's reasoning the Escher gang, his employers, were no more. A strict reading of the marine's mission brief meant that they had to 'clear' the area. As long as the bounty hunter quit the field the mission would be complete.
| | | Knife loving Brother Vulcan and Hans Olo 'cut' a deal |
During this momentary lull in the battle bot 9985987.M2 had a system failure and shut down.
The traitorous Tiffany and her juve companion emerged from the forest and began firing stub rounds wildly at the marines. The marines returned fire downing Tiffany's companion. Hans considered helping the scrappy juves but the credits he'd been paid were too great and he never liked those gangers anyway. He left them to their fate.
With the ganger threat neutralised the marines turned their attention to the sinister ruins that had been causing this. Brother Vulcan raised the bounty hunter again on the communicator and a new deal was struck. Hans Olo would assist them in purging the ruins for an additional payment. A sketchy plan was formed involving a vortex grenade and a street car sent on a collision course with the ruins. While both complicated and ingenious the plan was not required as a salvo of krak missiles obliterated the front of the sinister ruin and it collapsed killing all inside.
Tiffany regained control of her mind, groggily she scooped up the chaos squat grenade launcher near her and staggered towards a still running street car. Possession of chaos tainted goods is heresy and so Brother Cassius fired a krak missile into the street car. The resulting explosion took out Tiffany - the sole remaining Escher ganger. The gang truly was no more.
| | | Tiffany loots a grenade launcher but then dies when the car near her explodes |
Hans looted a heavy webber from a slain cultist well out of sight of the marines. He furtively stuffed it under his coat and hurried from the field. All in all he'd made out very well from this contract and the webber was a nice bonus.
| | | Hans Olo loots a heavy webber while the marines are distracted. Consider it a bonus |
The surviving marines picked through the rubble uncovering the bloated body of an 'Enslaver'. It seemed that the warp entity had made it through a rift during the disastrous warp experiments at the station. It had seized control of the minds of those who came near instigating their traitorous actions.
| | | The collapsed building is searched and the cause of the problem found. An Enslaver! |
| | | Close up with an Enslaver |
+++ End Record +++Some notes:* The 'what's going on' element of the mission would not have worked without a GM. While we worked out it was bad to approach the sinister building we had no idea what was causing it or how to stop it. The Enslaver reveal was nice even though the model didn't see any action on the table. * Vehicles and dreadnoughts have a bad day when on the receiving end of d10 damage weapons (assault cannons and krak missiles). They are not as tough as I thought they were. * We roleplayed the truce between the bounty hunter Hans Olo and marines. I had a feeling that if we didn't stop fighting each other the GM would win. I'm not sure how satisfactory that outcome would have been. It certainly would have been a first.
Mr Papafakis is back in the country so we gamed.
The hastily improvised scenario concerned an Imperial research station that had been razed by xenos raiders and in its death throes had released a spherical warp storm. This would move randomly warping all those who come too close. If marines suffered the sphere's baleful glare there was the chance that both their bodies and minds would be warped causing them to switch allegiance.
The fall of the research station and subsequent warp 'leak' was the result of a raid by an unlikely alliance of chaos squats and orks. These xenos remained on site. Space marines had been mobilised to evacuate scientists on the scene. These scientists were hidden in the forest too scared to move out on their own. Meanwhile scattered around the landing zone were crates some of which contained teleport beacons that could be used by either side to bring in fresh forces.
| | | The devastated research station with warp sphere looming overhead. Pic prior to deployment. |
| | | The xenos variant crusader bot would operate on remote until its programming could engage the enemy. |
| | | The infamous Ork fat bastard Kulo. Troll with meltagun in background along with some of the ladz. |
| | | The xenos line. Two ork squads, a troll, some chaos squats and a crusader bot. |
Kulo heard the whine of jet cycles close by. The marines had arrived before he could finish the cowardly scientists off. He and one of the chaos squats fell back to the devastated research base to pick through the cargo looking for the teleport beacon. The rest of his troops lumbered towards the forest looking for the scientists.
| | | The space wolf bullock jet cycles split up to locate the teleport beacon and missing scientists. |
Brother Dorn swooped his cycle low over the forest. He spotted a ground car full of scientists. This was lucky as he had feared the evacuation would take some time. The scientists started the cars engine and slowly navigated through the woods.
< First turn a ground car was discovered. There were 6 'wood' sections on the board with the odds of finding a ground car 1 in 6. >
| | | The warp sphere moves towards the xenos. |
| | | The baleful glare of the warp sphere gifts long necks, scaly skin and poisonous flatulence. |
The xenos line advanced. Back at the research station Kulo discovered a teleport beacon amongst the debris. Discovering this so soon had him roaring in triumph. In orbit above them Kulo's space hulk readied a variant crusader pattern robot for porting to the surface.
The warp sphere raced towards the xenos line causing chaotic transformations amongst the troops.
| | | Me moving a bullock cycle into the ruins for cover. |
The marine jet cycles kept a slow pace scouting the woods for the second group of scientists. While they didn't find them they did locate a teleport beacon and would be able to beam down a squad of Mk 1 Goodwin pattern terminators.Brother Rogal powered down his bullock cycle guiding it into the cover of a ruined building before taking a pot shot at an advancing ork. The first shot fired in the game. He missed.
| | | The second ground car full of scientists is discovered by the chaos squats. |
A thorough search of the woods uncovered the glint of glass and metal. The second and final car load of scientists had been discovered by the chaos squats. Korgan the unburnt levelled his flamer as he moved in on the cars flank while the terrified scientists fumbled to start the engine.
| | | The first car load of scientists is halted by a variant crusader bot freshly teleported in. |
The orks on board Kulo's orbiting space hulk responded to the active teleport beacon by beaming down a crusader bot with unnerving accuracy. The droid collided with the front of the first scientists vehicle. Both the robot and the car sustained damage from the collision. The scientists found they had lost control of the vehicle's grav drive. The car was attempting to gain altitude but could not do so as the crusader bot had it pinned with its power claws. The vehicle would continue to struggle for altitude while being slowly torn apart.
| | | The terminators port in and charge. The xenos flee. Sensible cowards! |
Commander Russ could hear the screams of the scientists over the comms from the battle barge. A recently activated teleport beacon would allow him and his terminator brothers to intervene. The first group of scientists were lost given the damage to their cars grav drive. They would never make it to the evacuation point but the second car load of scientists might. He intoned the sacred rite and activated the teleporter.Russ and his brothers arrived on the xenos flank. He called on his brothers to charge the stunted ones while he brought his righteous storm hammer to bear on the crusader bot. The xenos fled, their stunted legs pumping, leaving the terminators looking foolish and out in the open.The chaos squats, who had recently fled, turned and fired at the terminators. Their rounds bounced harmlessly off the marines terminator armour. Korgan the unburnt lit up the car sheltering in the woods causing the scientists to slam the now blazing vehicle into reverse.
| | | Commander Russ hammers into the back of the bot which does not flee as it has WS 8! Korgan the unburnt watches on. |
Commander Russ realised he was outmatched as the Crusader bot turned to face him brandishing its power claws with obvious skill. However the Captain had the Emperor on his side as he hammered into his robotic foe. The Captain's hammer smashed the servo's in the bots leg while he took a solid blow in return. Despite the wound he pressed on with righteous fury somehow landing blow after blow on his foe destroying the bots cannon. His righteous armour stopping all but the bots first blow.
| | | Kulo dodges heavy flamer fire. |
| | | The bots programming sees it wailing on the ground car instead of more important targets. |
| | | Fragile jet cycles lit up by an ork flamer. |
With the scientists located the jet cycles roared towards the xenos line hoping their speed would see them avoid ground fire. The squats and orks shrugged off the cycles bolter rounds and returned fire. Flames and bolter shells engulfed the bullock cycles causing their tanks to explode spectacularly. The flaming wreckage of three bullock cycles crashed into the forest starting a small blaze.
| | | The warp sphere re-entered the board and warped the carload of terrified scientists. |
The warp sphere had drifted off the field of battle earlier as it floated past the xenos line and across the ocean. It returned to a largely abandoned quadrant where a crusader bot was slowly tearing apart a ground car full of scientists.
The terrified screams of the scientists changed to garbled chaotic gibbering and feral snarls. The scientists inside the car were warped into monstrosities and tore each other apart within the confined space. All the while the bot continued rending and tearing at the vehicle that steadfastly refused to blow up.
| | | After a failed charge Kulo is 'terminated'. |
Kulo barrelled towards the terminator holding the heavy flamer. As he ran he bellowed a challenge "Fight me puny marine. Kulo will crush you!" The marine retreated before the corpulent ork. He had learned from the squats earlier cowardice. With Kulo hung out to dry the terminators formed a line and tore the ork warlord apart with a withering hail of storm bolter fire.
| | | A crusader bot was knocked to the ground by the terminator Commander Russ. With damaged sensors it was 'out'. |
Commander Russ finally felled the crusader bot. With sensors damaged it toppled forwards. The crippled leg servos could not right it. It lay thrashing futilely in the mud. Meanwhile the two remaining bullock cycles rounded on Kurgan the unburnt. They felled the stunty with a burst of twin linked bolter fire.
| | | The second carload of scientists reversed their flaming car to the teleport beacon and escaped. |
The xenos troll shrugged off his bewildered state and along with a handful or squats turned his attention to the reversing and still burning car full of scientists. The squats gunfire did little other than dent the vehicles body. The trolls melta gun landed a lucky blow severely damaging the cars structure but not significantly enough to cause a malfunction. The scientists reversed the car to the ruins that housed the teleport beacon. This was no small task as the vehicle had been burning for some time after being hit by Kurgan the unburnt's flamer. The flames finally died down as the scientists scrambled into the ruins and huddled around the beacon. High above them the Imperial battle barge activated the teleporter whisking the scientists to safety. They had been evacuated. The forces of the Imperium were triumphant. The remaining leaderless xenos scattered into the ruins.+++++Here's what I learned: * We did the jet cycle rules wrong. When reduced to 0 damage they should roll on the malfunction chart and not simply blow up. That should make them more resilient. * The warp sphere was a non event. It had the potential to deny zones to the marines with its threat of corruption but its random movement saw it play no real role. * Robots and vehicles are hard to kill. The malfunction charts don't escalate in severity when high amounts of damage is inflicted. The dreadnought malfunction tables are better thought out. * Finally running from a charge seems to be a sensible tactic with no down side. Who knew.
| | | It's not 'The Enemy Within' without some Ian Miller art. |
This is an actual play recording of Death on the Reik, a chapter in Games Workshop's classic campaign The Enemy Within.
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Download Episode from Googe Drive (37.7MB)
Heroes present were Esmerelda Potter the Shallayan initiate, Herdan Van Helsing the vampire hunter, Jotunn the dwarf veteran, Walter Cinder Corbit the halfling agitator, Solomon the halfling smuggler and Magnus the dwarven prospector.
We left the heroes in possession of Castle Wittgenstein's main gatehouse. They had repulsed a sortie of guards led by the craven Lieutenant Doppler and caused their foe to retreat to their barracks. Victorious they had flung the gates open and thirty allied outlaws moved up from nearby woods to join them. The assault on Castle Wittgenstein was off to a good start.
Key points from Episode 19
| | | The heroes worked hard to secure the outer bailey |
(7:10) Sigrid, the outlaw leader, encouraged the group to take the middle gatehouse as quickly as possible reasoning that the guards manning it would soon notice the commotion and raise the drawbridge.
The group organised the outlaws with bows into groups and co-ordinated fields of fire on the barracks to keep Lieutenant Doppler and his guards hemmed in.
(12:09) The party swept anticlockwise along the outer bailey walls. Their first stop was the stables where they gave valuable looking horses covetous looks. Their greed was distracted by a worrisome green glow coming from an obscured stable stall. Herdan's curiosity was piqued. He discovered the source of the green glow when confronted by a shimmering stablehand brandishing a pitchfork. The pair chatted and agreed to leave each other alone. The stablehand blamed a black rainstorm that had occurred years ago for his mutated condition.
The band finished reconnoitring the grounds running into a number of mutant servants whom they put on notice to behave.
(18:33) Axes and shovels were hefted and the middle gatehouse's side door charged. The dash to the door drew crossbow fire from the barracks. Herdan led the charge shrugging off bolts that clattered harmlessly off his armour. Magnus embedded his pick in the gatehouse door and levered it from its hinges. With one mighty stroke the middle gatehouse was breached
(26:00) The band found the ground level deserted and raced up the gatehouse stairs to confront the shell shocked guards. Solomon and Walter provided cover fire with their slings as Herdan and Jotunn waded into the foe. A grievously injured Magnus shied from combat, instead he watched over the outlaws as they secured the ground level.
| | | Georg Hegel - Ex-Captain of the Guard ventured from his tower to attack the rear of the group. |
(29:00) While Magnus may have sought to avoid confrontation, trouble found him when six skeletons from the nearby Captain's tower joined the battle for the ground level of the gatehouse. As the undead lurched across the courtyard they were caught by a hail of arrows from outlaws the group had stationed in the stables, smithy and coach house. Alas the missiles had no effect on their bony enemy. Trailing behind the skeletons was a black armoured corpse surrounded by a shadowy nimbus. Esmerelda, who had provided moral support in the battle against the gatehouse guards, spied the undead from a window and called out in alarm. Herdan, sworn to serve Morr the guardian of the dead, was eager to do battle with his gods enemy and fell back to the ground level. This left Jotunn to battle four gatehouse guards with only the meagre support of the halflings.
(33:10) The skeletons could not be considered alive which allowed Esmerelda to clobber them with her quarterstaff. It's a rare moments when the priestess strikes out in anger and given her lack of combat experience her blows were ineffective.
(38:13) Magnus guarded the shattered doors at the entrance to the gatehouse. He smashed several skeletons apart before the shadowy form of ex-Captain Hegel swept in to confront him. The undead's deathly cold blade struck Magnus who could not prevent the blow through the fortuitous use of a lucky charm...
... At this moment I had to rescue spring rolls from the oven which left the group on a momentary cliff hanger! ...
... Fortunately for our hero the wight's blade left Magnus reeling on 0 wounds, mercifully avoiding a devastating critical hit.
(40:36) Jotunn, outnumbered four to one in the melee on the second level of the gatehouse, managed to fell a pair of guards in quick succession. The remaining guards were so intimidated by the dwarf's martial prowess that they surrendered. The halflings secured the guard's weapons and kept an eye on them while Jotunn raced down the stairs to aid in the conflict with the undead. Alas upon seeing his foe the dwarf was cowed by fear. In contrast Herdan attacked with righteous vigour and speared the wight's arm off. The crippled spectral ex-Captain retreated.
(46) The heroes pursued their foe into the courtyard and were met by a volley of bolts from the barracks. They shrugged the quarrels off and remained focussed on the retreating enemy. In a frantic flurry of blows Herdan snapped the wight like a twig. With the creature defeated the warriors scurried back to the gatehouse, but not before they gave a one fingered salute to Lieutenant Doppler and his guards holed up in the barracks.
(51:56) Amongst the guards Jotunn had cowed into submission was Sgt Kurtz whom the group began to question. They were interrupted however by a cry from the inner gatehouse where the final outpost of guards standing between the group and Castle Wittgenstein were based. 'What's happening?' they demanded. The group had Sgt Kurtz respond that everything was fine and that Lieutenant Doppler had put down a bandit attack. There was nothing for the inner gate guards to worry about.
Kurtz went on to spill the beans on the castle's defences, residents, guests and layout. His co-operative approach earned him his freedom. Though who could tell what peace a former guard with rotting flesh would find roaming the Empire.
(59:09) To thank Sgt Kurtz for his assistance Esmerelda recommended some chamomile tea and jojoba extract for his horrific skin condition, a condition Kurtz blamed on the night of black rain.
| | | Lieutenant Doppler could be called risk-averse though to be fair he was badly wounded. |
(61:37) With the main and middle gatehouses secured and Sgt Kurtz interrogated the group decided to seize the barracks before taking the fight to the inner bailey and castle proper. They rushed the barracks, ignoring the crossbow fire. The entrance was rent asunder under the groups manic blows and the five remaining guards and Lieutenant Doppler were confronted. Jotunn called out a challenge 'Doppler lets end this nobly. You verse me. One on one.' Doppler agreed, inviting Jotunn to step out from cover to confront him. Honourable, gullible or perhaps a bit of both, Jotunn obliged stepping forward and making himself a target. Doppler gave the order to "shoot the bastard." Quarrels were loosed but luck was with the dwarf and none found their mark.
(67:12) Jotunn cursed Doppler as a coward and charged. Doppler retreated but encouraged his men, 'Look how injured they are. Why that dwarf can barely stand. This will be an easy fight.' While charging Jotunnn got tangled amongst chairs the guards had set as a makeshift barricade. Combat was joined and once Doppler had retreated out of sight a number of guards broke and ran only to be cut down. Skirting the edges of the melee Jotunn bolted up the stairs in pursuit of the craven Lieutenant.
| | | Doppler's pitiful hostage of uncertain identity was trapped within a crow's cage |
(72:49) Jotunn cornered Doppler in his immaculately furnished rooms. These beautiful rooms seemed at odds with the decay and corruption of the Wittgenstein's. Ruining the splendor was a horribly tortured man trapped within a crows cage. Doppler held a blade to the man's throat which stopped Jotunn in his tracks. "Stand back or I shall kill this important noble hostage! This is Von Tassernick, he went on an expedition to the Grey mountains and vanished and yet here he is. You don't want his blood on your hands." Jotunn negotiated and sheathed his blade. He would escort Doppler and the surviving guards out of the castle. When safely beyond the gates Doppler would turn the hostage over.
(77:00) Confident that he was in control, Doppler sheathed his sword. He ordered one of his few remaining guards to fetch a loaded crossbow. As he reached for it Jotunn struck with the reflexes of a cobra, quick drawing his rune blade Barakul he sliced cleanly through Doppler's leg. The magic of the rune blade ensured that Doppler's armour remained intact though the torrent of blood pouring around his greaves left little doubt as to the Lieutenant's fate. Doppler's death saw the remaining guards surrender. The outer bailey was secure.
| | | The mission: seize Castle Wittgenstein and end the Wittgenstein's mad reign. |
This is an actual play recording of Death on the Reik, a chapter in Games Workshop's classic campaign The Enemy Within.
If you cannot see the audio controls, your browser does not support the audio element
Download Episode from Google Drive (27.7MB)
Heroes present were Esmerelda the Shallayan initiate, Herdan van Helsing the vampire hunter, Jotunn the dwarf veteran, Walter the halfling agitator, Solomon the halfling smuggler and Magnus the dwarven prospector.
We left the heroes having successfully navigated the tunnels beneath Castle Wittgenstein. They had been on a reconnaissance mission for the camp of outlaws they were allied to. Now they stood beneath a trapdoor they knew would lead them into the castle's courtyard and the heart of the enemy camp.
Key points from Episode 18
| | | A shanty town of mutants could be found within the outer bailey |
(1:00) With great effort the group hefted a block in the ceiling of the tunnel aside. It granted them entry to the Castle Wittgenstein's squalid courtyard. The block was difficult to move as atop it sat a scraggly mutant cradling a rancid potato. The unfortunate was dismissively spoken to while the party got their bearings. They had emerged in a ruined building in the castle's courtyard and were surrounded by a shanty town of crippled and disease struck mutants. Magnus took pity on the wretches telling them that if they wished to take their chances they could escape by following the tunnel from which the heroes had emerged.
| | | Castle Wittgenstein's Gatehouse did little to stop the adventurers |
(8:05) Huddled amongst the rubble, surrounded by inquisitive mutants the group planned their attack on the keep. They talked at length on how best to employ their poison wind globe before recalling that they had left it hidden beneath the hull of their boat.
| | | Castle Wittgenstein's outer bailey was the scene of this session |
(12:30) They donned rancid garments to appear like any other outer bailey beggar. Suitably disguised the heroes made their way to the gatehouse, using the shanty town in the courtyard as cover. The inner door to the gatehouse was unlocked and they burst in to confront a single guard reclining at a desk, fetid lips puffing away on a pipe. He had his helm by his side which revealed his horrid rotting visage. The sight shocked the group with Esmerelda shrieking and Magnus throwing up in his mouth. Jotunn and Herdan were made of sterner stuff and charged. It was over quickly with the hapless guard impaled on Herdan's spear mid pipe puff.
| | | The Wittgenstein guards spent their down time playing Yahtzee |
(19:15) The group raced up the stairs catching the gatehouse guards on the level above unprepared and in the midst of a game of Yahtzee. In response to the groups sudden arrival the guards flipped the table and readied their weapons. A dangerously wounded Magnus hurled himself into the fray and, thanks to a lucky charm, survived. Esmerelda locked down the room baring all exits. It was to be a fight to the death.
(22:30) There's a magic sword called Barakul in Wittgendorf that takes some thinking to convert from 1e to 2e. The change to the way armour works makes the 2e version more powerful than originally intended. After some discussion we settled on the way Barrakul interacts with shields and parries. A foes first parry would be ineffective as the warp blade phases through the parrying blade and slices into the enemies arm. Assuming they survive the opponent can parry normally as they change their approach to swatting away the hand holding Barakul.
(29:15) As the final guard fell Esmerelda seized the hunting horn, raced to an arrow slit and sounded a single blast signalling their outlaw allies to rush the gatehouse.
(31:50) Herdan took the gatehouse key from a corpse and locked the exterior door just as a squad of guards arrived from the barracks to investigate the commotion. The group contemplated how best to use the cauldrons of lead and water they had seized.
(37:57) The guards in the courtyard called to the locked down gatehouse demanding to know what the ruckus had been about. Herdan did his best guard impersonation explaining that he had been excited and had started shouting having won the pot in Yahtzee. In fact he had been so excited that he had sounded a horn to celebrate. When the guards demanded his name Herdan quickly responded with "Hans". I ruled there was a 60% chance that there would be a garrison guard called Hans. Alas the dice were cruel and there was no Hans. The lieutenant leading the guards called Herdan's bluff and his men rushed the gatehouse. They were met by a volley of crossbow fire.
(40:15) Esmerelda realised that while loading crossbows may put her on shaky spiritual grounds with Shallya the act itself didn't violate any specific oath. She justified it to herself by saying that all she did was load the crossbows and if the halflings happened to kill someone with them she was hardly responsible. A couple of guards fell peppered with bolts as they attempted to break down the gatehouse door. As they fell the remaining guards breached the entrance and rushed the heroes position.
| | | Lieutenant Doppler was a coward who learned that flails aren't all that great |
(44:40) Herdan threatened his foes from the top of the internal gatehouse stairs with a cauldron of tepid water and a cauldron of solid lead. He hoped to bluff them into believing each contained boiling liquid. The guards paused allowing Jotunn to pelt them with heavy spears. As they nervously advanced Herdan pushed the heavy cauldron of lead at them. The cumbersome cauldron bounced down the stairs like a giant bowling ball crushing an unlucky soldier. In the ensuing melee the disorganised guards failed to bring the might of the full garrison to bear. In frustration at the way things were transpiring the garrisons commander, Lieutenant Doppler, emerged from the throng to battle the hero's. He quickly found that he was outclassed and was forced into a humiliating retreat. Herdan hacked at the lieutenant's back and the halflings peppered him with crossbow bolts as he fled to the safety of the barracks. Somehow Doppler survived and he and his men hunkered down for a siege.
(54:00) With the guards contained the heroes flung the castle gates open allowing their thirty outlaw allies, who they had summoned with a blast of their hunting horn, access to the keep. The heroes had taken the gatehouse. The assault on the castle proper could begin.
| | | Beastmen haunt the Wittgendorf woods. One served as a tracker for the castle guards. |
This is an actual play recording of Death on the Reik, a chapter in Games Workshop's classic campaign The Enemy Within.
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Download Episode from Google Drive (39.1MB)
Heroes present were Esmerelda Potter the Shallayan initiate, Herdan van Helsing the vampire hunter, Jotunn the dwarf veteran, Walter the halfling agitator, Solomon the halfling smuggler and Magnus the dwarven prospector.
We left the heroes out the front of the Wittgendorf physician's house. It was merrily ablaze and the physician dead, technically by his own hand. The group were somewhat the wiser from the encounter and sought to return to their outlaw allies to plan the assault on the source of the regions troubles, Castle Wittgenstein.
Key points from Episode 17
(2:50) The group were troubled by the news of a Norscan taking up residence in Castle Wittgenstein. They tried to work out what their characters would know, without blatant meta-gaming, and leaped to the conclusion that they would soon face a chaos warrior.
| | | Sergeant Kratz will punch you in the face |
(5:00) Returning to the outlaw camp the heroes spied a group of castle guards moving through the woods. These guards followed a dog headed beastman who sniffed the ground and howled excitedly. Fortunately the heroes were downwind of their foe. They hid amongst the forest's rotting foliage and prepared an ambush. The attack opened with a blunderbuss blast catching the guards mounted leader. His horse reared in terror throwing its rider. Crossbow bolts struck the confused guards while Jotunn and Herdan rushed into combat.
(20:52) The surprise wore off and soon the guards had Jotunn, Magnus and Herdan surrounded and outnumbered. Things looked grim till the pacifist Shallyan priestess Esmerelda joined the fray. While she struck no blows she did even the odds.
(27:50) The battle wore on. Both sides were well protected in heavy armour. A telling blow from Jotunn's armour ignoring blade Barakul would turn the tide but the dwarf could not hit. Esmerelda took a chance and for the first time ever channelled the winds of magic to shock her foe. For months she had bemoaned magics terrible risk to her sanity, but due to the stalemate she threw caution to the wind.
(32:41) Jotunn finally landed a blow. Barakul phased through armour, slicing through a guard's torso. The two halves remained neatly encapsulated in the armour. The torrent of blood which doused his foe left none in doubt of Barakul's potency. Jotunn had a unique way of killing heavily armoured foes.
(35:48) Combat wound down with the party having the upper hand. There was a sense of inevitability until a desperate guard lashed out and Ulric furied Magnus. The guard's sword embedded itself in the unlucky dwarf who collapsed unconscious with internal bleeding. He fortunately fell in front of the Shallyan priestess who, in the midst of combat, set about frantically bandaging him before he bled out. The Old World is fickle and thus far had reserved all its critical hits for Magnus. The guard's lucky blow was a tragic footnote rather than a turning point as he and his fellows were cut down.
(42:50) Herdan and Jotunn carried their crippled companion back to the outlaw camp. In my house rules healing poultices must be fresh so as not to have them freely available. By the book poultices are a mixture of manure, cow urine and other foul things. Esmerelda, being the healer, played this angle up crying "Quick, poo in my hands!" Her healing skills failed to help the crippled Magnus but perversely fully healed the slightly injured Jotunn. Fortunately for the mangled Magnus, Sigrid the outlaw chief called on the power of Taal and the dwarf's wounds closed slightly.
(49:00) After lengthy discussion and despite Magnus' horrific injuries the group decided to attack the castle before the missing patrol was noticed. The outlaws were told to gather rope for scaling the castle walls and to prepare fire arrows. Thunder rumbled overhead. The group cursed the GM's foreshadowing of a storm. They wanted to burn Castle Wittgenstein to the ground.
(49:38) Magnus proposed a plan to feign retreat and lure the guards into a trap. Jotunn made the point that he never retreats. Later episodes will prove the dwarf's bravado false.
(53:20) Before entering the tunnels beneath Castle Wittgenstein the group organised hunting horn signals with the outlaws. Herdan's parting words were "If we are not back in an hour wait longer."
| | | The entrance to the tunnels beneath Castle Wittgenstein |
(56:22) The group were not long in the tunnels before their senses were assailed by screams and grunts echoing about the confined space and seemingly coming from every direction at once. At several stages members of the group glimpsed a disembodied head leering at them from the dark. The halflings at the back of the party were alarmed by a blood curdling shriek perhaps a meter behind them. Walter ran to the front ranks ducking beneath Esmerelda's skirts. Solomon bravely turned to face his foe and glimpsed a horrid visage receding into the gloom. Doubling back the group determined that they were being stalked by a creature that left a trail of slimy sucker marks.
| | | A glimpse of the natural caves beneath the castle |
(64:30) The group followed the tunnels in the direction they believed Castle Wittgenstein lay. The dwarves felt comfortable underground and kept the group on track. At one point the band were assailed by barnacle like creatures with razor sharp lash like tongues, lashworms! Such creatures might have posed a threat to a skulking halfling but the group's front rank wore armour too thick for a lashworm to penetrate. Magnus' armour piercing sword was brutally efficient at slicing the odd creatures from the walls.
| | | Former woodsman turned crazed mutant Brutagh |
(68:16) In time the group came across an icy underground stream. Employing a pole they determined it was 4ft deep making it a concern for short party members. Herdan got sick of the blood curdling screams hounding them and called their stalker out. "That's it. You and me. Lets fight. Come on!" He was surprised when the creature responded cogently from the darkness. They learned their pursuer had once been Brutugh the woodsman. Brutagh told them how to find both underground entrances to the castle before his moment of lucidity ended and he returned to animalistic grunts and howls. Magnus argued that they put him out of his misery but the group left him and pressed on to the castle.
(72:50) The warriors leaped across the stream while the halflings shimmied across it via a rope. Following Brutagh's directions they discovered a trapdoor which led into Castle Wittgenstein. Despite Magnus' grievous wounds they took a chance and mounted their attack. Hefting the trapdoor aside they emerged into Castle Wittgenstein's chaotic courtyard.
Optimus fobbed off family commitments and managed a final game before quiting the country. Some discussion and a roll on the random narrative generator meant we soon had the following:
Mutie the pig and his slaving company had ambushed some early model Imperial Walkers with their vastly superior Hellsreach model. The spoils, heretical xeno tech of Eldar design, would make Mutie rich if he could get them to safety. He called in a dropship to pick the group up.
Ultramarine Commander Gideon, flush with success after his triumph over Vlad Kirby, intercepted the slavers call. He personally led his battle brothers in the attempt to retrieve the heretical tech and at the same time bring the Emperor's justice to these slaving scum.
Eldar exodite Che-vy Ba-io had been too late to prevent the trade of his people's technology to the mon-keighs. He would have to get the goods back the hard way. He didn't mind. Killing mon-keighs was a fun diversion.
---+++---The walker strode across the field under the careful guidance of Lou Diamond Goldblum. Normally the slavers all rode in the walker but it was currently crammed full of xeno tech leaving only room for the pilot, a gunner and an outrider. The rest of the gang fanned out at the walkers feet.
| | | Mutie on the left was not long for this world. Upper left, my thumb ruining a good pic. |
Slivers of silver shot from the treeline raking the slavers. Mutie looked on in shock as high velocity shuriken tore apart his torso. For the boss it was over quickly. For his fellow slavers the terror was just beginning. On the slaver's flank the Ultramarines moved into the trees to prepare an ambush.
Lou Diamond Goldblum manoeuvred the walker to allow Papa Walken to fire a macro cannon round into the forest from which the shuriken burst had come. With a 3" burst template the macro cannon would deviate on a 2+. In a surprise to no one the round deviated badly missing everything.
| | | Foot slogging slavers were in for a bad day. Those in the walker would need to keep their heads down to survive. |
Che-vy Ba-io and his exodites hunkered down in the tree line. Their scatter laser tried ineffectively to damage the hellsreach walker. A second group of eldar broke off to tackle the troublesome marines. The only good mon-keigh is a dead mon-keigh.
| | | The walker had to break the exodite line in order to get the xeno tech to safety. |
The marines completed the humiliation of the slavers, gunning down the few left in the open. A krak missile streaked towards the Hellsreach Walker but failed to do any damage. It did however give away the marine heavies position and he was blown apart by the Eldar's lascannon.
| | | The Ultramarines were left in the walker's wake. There was little their bolters could do. |
Lou Diamond Goldblum pushed the walker to its limit striding away from the marines and towards Che-vy Ba-io's exodites. The sole surviving foot slogging slaver dove into the forest in the wake of the walker, trying his best not to get shot.
| | | The maco cannon blasts huge chunks of earth into the sky killing 0 Eldar. |
The earth shook as the walker strode towards the exodites. The crew of the walker kept their heads down and successfully avoided their foes las and shuriken fire.
| | | Che-vy Ba-io and a fellow exodite prepare to spring from the woods and board the walker. |
Che-vy Ba-io was not going to let the walker escape. He and a companion broke from the woods and tried to board the lumbering machine. While Che-vy's companion was crushed under foot the exodite leader scaled the walker and levelled his multi-laser. He had the mon-keighs at his mercy.
| | | Che-vy thinks he has the drop on the mon-keighs. He's wrong. |
But it was not to be. Lou Diamond Goldblum left the wheel and spun about, levelling a stub gun at his alien foe. The round tore through Che-vy's helmet and the xeno's delicate body tumbled from the walker's railing to land with an unceremonious splat on the ground below. Papa Walken, who had thus far killed no one with his inaccurate macro cannon fire, pumped his fist in the air to celebrate Che-vy's death. Unfortunately this meant his arm was above the protective railing and it was torn off by a hail of shuriken.
| | | Che-vy is blasted off the walker. Papa Walken loses his arm and plummets to his doom. |
After his companion's death Lou Diamond Goldblum focused on keeping his head down as he piloted the walker off the board and to victory!
| | | The Hellsreach Walker gets out of dodge. A single slaver survived to celebrate victory! |
With the walker gone the marines could do little other than work off some aggression against their Eldar foes. It was not without cost for Commander Gideon was sliced in two by a lascannon blast and two brothers were lit up by a flamer. In response the Eldar were purged with bolter fire. The handful of remaining exodites quit the field.
| | | Pesky interfering Xenos. Steel yourselves brothers. For the Emperor! |
That was probably the best game we had even though it was thrown together at the very last minute. The walker and in earlier battles the dreadnought confirmed that vehicles are very tough to damage. Sustained fire weapons like shuriken catapults seem superior to the forever deviating area effect weapons. Flamers seem the exception to the general uselessness of area effect weapons but only when lighting up foes at close range. The macro-cannon looked devastating on paper but after being fired about 10 times in various games managed to kill 0 opponents. A deviating macro cannon round might kill something in a massed battle but not in a skirmish game.
It was interesting relearning rules we haven't touched in ages. Nothing in Rogue Trader is too game breaking as long as you employ the rules to suit the scenario. It's a serviceable system that still has plenty to offer.
Optimus had been looking into 2 hour wargames material and talked about moving away from the 'I Go, You Go' wargame. The idea of playing a game not built on the warhammer chassis appealed. I'd read Cheetor's Get to the Chopper battle report using the Pulp Alley rules and figured this was a system worth trialling.
| | | Imperial Loyalists - Militia man Toby (follower), Trooper Karl (ally), Eddie the dreadnought (leader), Astropath Stelark (ally), Trooper Di Vito (ally), Brother Boreal (sidekick) |
| | | Cult of the Space Pudding - Sniper Jean (ally), Lay brother Franz (sidekick), Preacher Schwartzenhelm (leader), Muppet the cyber-hound (follower), Claude (ally) and Tuco (ally) |
| | | Plot point: Shotgun hobo was once a scientist before going native. He knows the code which grants access to the Hellsreach bunker. Will he share it with either side?
| | | Turn one - The Loyalists prepared to interrogate Shotgun hobo in the southern ruins while Eddie the dreadnought stalked Muppet the cyber-hound through the perilous woods. |
| | | Brother Boreal discovered a cache of data slates dumped in the forest. He used them to determine the code to access the underground bunker and soon he was piloting the Hellsreach Walker. |
| | | Given the walker's height the Space Pudding cultists were hard pressed targeting its pilot. They raced to the higher ground of the nearby ruins. |
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| | | The ruins were perilous terrain and Optimus played several fortune cards to ensure the cultists had a bad time. Several booby traps were set off felling Claude and Muppet. |
| | | The cultists took the high ground at great cost and exchanged fire with the walker. They ignored the challenging plot point of Shotgun Hobo's female captive. While she knew the access code to the bunker it was too late now. The walker had been unleashed. |
| | | Brother Boreal couldn't steer and fire the walker's cannon so he picked up Trooper De Vito to act as gunner. |
| | | Eddie and the walker blazed away and felled Lay brother Franz momentarily. Luckily for the cultists he recovered. Trooper Karl had earlier been executed by Preacher Schartzenhelm as the cultist stormed the ruins. |
| | | Trooper Di Vito aimed the walker's macro cannon at Preacher Schwartzenhelm and let rip. Unfortunately for him, and thanks to a well timed fortune card, a round misfired taking him out of action. |
| | | Optimus was particularly proud of killing Muppet the cyber-hound. Muppet had dodged a hail of bolter fire from many sources before falling to a mine buried at the base of some ruins. |
| | | While the Hellsreach Walker buggered off, Eddie stayed and exchanged fire with the surviving cultists. He tore up Jean the ratling sniper but found Brother Schwartzenhelm and Lay brother Franz harder to hurt. The Pulp Alley rules worked well in providing a pulp feel which ensured leaders and sidekicks were hard to take out of action. |
| | | Brother Boreal piloted the Hellsreach Walker off the board. The Loyalists had won. |
Optimus and I agreed that the Pulp Alley rules worked well for a Space Opera | Rogue Trader style game. The rules gave each side a competitive chance through the entire game while our recent Rogue Trader games have seen one side dominate. The survivability of leaders and sidekicks did feel odd though perfectly fits the Pulp flavour. By the end of the game all allies and followers had been taken out of action leaving battered sidekicks and leaders still standing.That's it as far as wargame reports go, at least for a good while. Optimus will be heading back overseas but while he was in Aus we got a decent amount of oldshool gaming in.
| | | Classic Ultramarines vs Orks diorama. This is what we were aiming for. |
Optimus and I managed two games of Rogue Trader and a game of Pulp Alley while he was in Aus. This scenario was a follow-up game to the whipping that was Vlad Kirby's enslaved Orks verse Silver Skull Space Marines.
Optimus had acquired some 90's Space Hulk tiles and was eager to use them. We mocked up Vlad Kirby's underground bunker and unleashed the 1st Ultramarine Combat Engineers, equipped with las-cutters and supported by fearsome dreadnoughts. Would they be able to withstand Vlad Kirby's psychic onslaught?
Vlad Kirby had successfully fended off a strike force of Silver Skulls, incensing the Marines orbiting the planet. The spiteful Astartes began an orbital bombardment, levelling the sector. Once they had finished their ship's astropath picked up a faint psychic signal. Vlad and his Orks had retreated underground. They would need to be dug out.
The 1st Ultramarine Combat Engineers, equipped with siege dreadnoughts, were shuttled to the planet's surface. They would not risk another teleport incident. Commander Gideon would lead them. He would play only a minor role in the skirmish.
The Ork's defences were scattered. They were unsure which tunnels the Ultramarines would breach and so they tried to guard all of them. The narrow corridors meant they could not repulse the marines with massed bolter fire. The killing was going to be up close and personal.
| | | The engineers breached the northern tunnels and were met with a burst of fire from the Ork's flamer. With typical Ork accuracy it deviated badly. |
| | | The western tunnels were also breached and Eddie the dreadnought stormed down the narrow confines. Grotnob the Ork revved up his chainsword and challenged the metal giant. The dreadnought answered with a long burst of bolter fire. |
| | | The Orks rushed reinforcements to meet the rampaging Eddie, raising a barricade to delay the brute. Their bolter fire pattered of its armour like so much rain. A strength 4 hit verse toughness 6 is hard to pull off, add in a 3+ armour save and it ain't happening. |
Vlad made his move. He raced down the corridors, intending to fry Eddie's mind. Meanwhile the Ultramarine squad in the northern tunnels moved to engage the Orks that were attempting to flank them. An Ork flamer lit up Brother Bethor, Brother Marius and set the siege dreadnought aflame. Ignoring the napalm licking its metal body the dreadnought launched a plasma missile at its foe. Superheated plasma washed over the room leaving nothing but charbroiled chunks of Ork in its wake.Things looked grim and dark for the Orks. While bolters and flame throwers could theoretically damage the dreadnoughts the Orks were having no luck. It was up to Vlad.
Vlad could hear the sounds of combat, the whine of chainswords, howling Orks and the repetitive thud of explosive bolter rounds. He stalked through the tunnels towards the carnage and contemptuously stepped into the sights of Eddie. Vlad prepared to shrug off Eddie's twin linked bolters for the chance to fry the dreadnought pilot's mind. Eddie gave him everything he had. 2 twin linked bolters barked forth, both hit. 3 shells scored wounds. It was enough. Explosive bolter rounds detonated inside the chest of the Space Vampire leaving scraps of flesh spattered across the corridor. Commander Gideon, who up to this point had done little except punch an Ork's head off, celebrated his victory over the notorious Vlad Kirby by giving Eddie the dreadnought a high five.
| | | Vlad Kirby! Noooooo! |
Optimus (aka the one) can consider his honour redeemed after his Marines were routed last game. Dreadnoughts are tough and I chanced my arm facing down Eddie with Vlad. While the odds might have been with me, luck was not. The corridors called for non standard tactics. The Marines came up with the better tactical plan, using their dreadnoughts to spearhead their assault.
This was another challenging scenario. While tactics have played a part in both our recent Rogue Trader games, luck proved the deciding factor. Once again it was the strength of the scenario that keep things interesting, fresh and fun. Rogue Trader remains an excellent, characterful skirmish game.
| | | The physician Jean Ressauex's house. The best house in abandoned Wittgendorf. |
This is an actual play recording of Death on the Reik, a chapter in Games Workshop's classic campaign The Enemy Within.
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Heroes present were Esmeralda the Shallayan initiate, Herdan the vampire hunter, Joten the dwarf veteran, Walter the halfling agitator, Solomon the halfling smuggler and Magnus the dwarven prospector.
We left the heroes having evacuated the entire cursed town of Wittgendorf on their trading vessel 'The Hammer'. They planned to return to Wittgendorf to deal with the disturbing Wittgenstein family who they suspected of holding a warpstone meteor.
Key points from Episode 16
(3:44) On docking in Grissenwald with a boatload of Wittgendorf refugees the group were met by the Harbormaster. Despite his reluctance to take in possible mutants, the heroes used the recent pro-mutant Imperial edict to verbally out manoeuvre the Harbormaster. Esmeralda proclaimed "Has the Emperor not decreed that mutants are people too? As a priestess of Shallya I have vetted each and every villager and can vouch for for the sanctity of both their bodies and minds." The Wittgendorf refugees disembarked and moved into the slums on the edge of town.
(7:34) We learnt that the trading rules are inflexible, hard to utilise at the table and not to our taste. So I changed them. They will be there own blog post one of these days.
(8:56) The heroes struck a trade deal with Gorim Greathammer, leader of Grissenwald's dwarfs. They had aided the dwarves earlier in reclaiming their coal mine from goblins. In exchange for some timber to shore up the mine the heroes received a contract to sell the coal entitling them to 5% of sales. The first shipment of coal would be ready in a week.
| | | Care to travel aboard 'The Hammer'? Alas we are fresh out of strawberries. |
(16:40) While sailing to Wittgendorf the group pondered turning their boat into a dedicated passenger vessel. It's the Firefly angle the players find appealing. That and it seemed a more reliable way of earning coin than trading. I whipped together some very rough passenger rules that again will likely see its own blog post.
(22:02) While sailing Walter and Solomon, the groups halfling chefs, noticed that something had been eating the ships supplies. The boat had a rat problem. Perhaps it was time to invest in a ships cat? Later as they headed into Wittgenstein by row boat the sharp eyed in the group spotted rats jumping into the river in surreptitious pursuit. Jotun suspected Hilda, their outlaw guide, of being in league with the rats based on ... nothing really... he's a suspicious dwarven bastard. The halflings picked of the swimming rats with precision slingshots.
| | | Sigrid - Priestess of Taal and leader of the Outlaws |
(29:00) Hilda, their guide, had suffered the twin tragedies of having her husband taken by Wittgenstein guards on suspicion of collaborating with outlaws and then her newborn had mutated into a green furred spider. As it turned out she and her husband were outlaw collaborators and she offered to take the band to their woodland camp. They made the trip during the day. The corrupted wood was a haunt of beastmen, and they mostly come out at night ... mostly. At the camp they met Sigrid the outlaw leader and Priestess of Taal. Walter's contrarian nature almost argued the outlaws into leaving. "With the village evacuated you have no need to remain to defend your people. You should leave these cursed lands." Esmeralda reminded him that they needed the outlaws help against the castle defenders. Sigrid tells them of caves beneath Castle Wittgenstein and encouraged the group to explore them. The outlaws agreed to assist in any attack on the Wittgensteins.
| | | Kurt - a simpleton that ran the local still |
(40:10) The heroes decided they needed a map of the castle. The only person they knew who had been inside the place was Wittgendorf's physician Jean Ressauex. They set out on a simple snatch and grab. They waited at the edge of the vacant town and crept in at nightfall. First they searched the physician's shed. There they met Kurt the simpleton who operated the physician's still. The still was used to make a strong elderberry spirit that was passed out to the mad mutant beggars of Wittgendorf. Esmeralda convinced Kurt that the group were from the castle and that there was nothing to worry about, oh and could he lend them the key to the house? Examining the still revealed a growth of small waving tendrils near the spigot.
| | | Jean Ressauex - Wittgendorf's Physician - still caring for the down and outs |
(52:24) The group surrounded the physician's house and moved in with SWAT like precision. Jean Ressauex was confronted in his dining room by Esmeralda "J'acuse! We know you are in league with the evil Wittgensteins." Despite his outrage at the home invasion Jean Ressauex told them about the Wittgenstein family, their Norscan guest and guards. The group figured he was feeding them half truths and turned up the heat. Their lines of questioning focused on the warrior from Norsca who never left his armour as well as the apparent terminal injury to the Wittgenstein's Captain of the guard.
(61:12) While the interrogation progressed Herdan and Joten explored the house and ventured into the cellar. They discovered a horrendous smell which they countered with the old tunnel fighter trick of soaking a handkerchief in urine and wearing it as a mask. This caused the stench to be somewhat lessened. The cellar was set up as a lab full of pipettes, rubber hosing and surgical saws. Herdan approached a slab of fly covered meat on the cellar table using his lantern to shoo the buzzing swarm away. The meat, to no ones surprise, turned out to be a dismembered human body.
(66:20) Esmeralda headed down into the cellar to lend her apothecary skills to the investigation. She opened several vials to determine their contents. From one such vial a grey ooze leaped forth landing on the fly bloated corpse. The body shuddered and suddenly lashing tentacles burst forth. Joten gritted his teeth and put down the thing with two swift sword blows. Esmeralda had seen enough and screamed "Get the Doctor!" Jean Ressauex was manhandled to the body and ordered to investigate it. When asked what he should be investigating the group insisted he "Just use science or something." To everyone's surprise grey tentacles emerged from the corpse and wrapped themselves around the physician's neck. Herdan figured fire was the only answer here. He smashed his lantern on Ressauex and then tipped medical alcohol onto the ensuing conflagration. Ressauex was engulfed and his house became his pyre. Whilst he burned the party managed to catch a glimpse of his rapidly melting face. The speed with which his face melted suggested something was amiss, as if he wore a wax mask to conceal ... well now they will never know.
(79:00) The group conducted a rapid search while the house burned around them. The two notes below were found as well as a stash of coins.
| | | Notes found during the frantic search of Jean Ressaux's burning house |
(84:00) The heroes stood before the blazing building using the ample light to read Jean Ressauex's notes, trying to unravel the mystery of the physician. Esmeralda speculated that the physician had been a love stuck dupe used by the Wittgenstein's. Perhaps he had been concerned for the people's welfare after all. His misguided ministrations had clearly caused much misery to the locals. Everyone agreed the old world was better off without Jean Ressauex.
| | | Sadly we never recorded our 1990s campaign. |
Remember that awesome roleplaying session from high school? The one you and your friends still reminisce about today? For me it was my first run through Warhammer Fantasy Roleplay's The Enemy Within campaign. This was the first game I had played in that had carried on for more than 2 or 3 sessions. The details of what went down aren't clear anymore, its been 20 years. While Optimus, Pete and I had considered tape recording our sessions regretfully we never did. So when I decided to run the campaign last year I figured I would record it for prosperity. I was heavily inspired by this The Enemy Within campaign as well as the Fear the Boot podcast. Here's how I make my podcast:
I use a voice recorder app on my smart phone. I place the phone in the middle of the table and let it run. It picks up the clatter of dice, every cough and the squeak of floorboards as people move around the kitchen. The voice levels are a bit off but you can fix that later using The Levelator program.Once you have a session recorded you need to edit it down to something manageable. You should aim for an episode to be an hour long. I listen to podcasts on the way to and from work which means I can listen to one podcast a day. My friend Optimus had pointed out that my initial recordings were too long and I am in the laborious process of editing the early sessions down. A typical gaming session will be 6 hours long. Once you edit it down you should have 3 x 1 hour long podcasts. There will be in jokes, off topic talk, boring bits like equipment shopping and extended rules look-ups that you will want to remove. I use Audacity to edit the recording. It's free, intuitive and has online support. If you have a Mac then Garage Band is a valid option.
When cutting the sound file down to size I have a blog post on the go. I note down key points and how far in to the recording they occur. Later I go back and flesh them out. Sticking to one tense when writing helps the posts cohesion. After writing a post I might stew on it for a day and re-read it the following day.
Once I have an hour long episode cut down I run it through another free program called The Levelator. The program is great with voices as it boosts the quiet parts and tones down shouting.From there I record an introduction on my smart phone and drop it in to the session recording that's been run through the levelator; I do this all in Audacity. While in Audacity I import some back ground music. Fade this music in and out using Audacity. These days I play it safe and use royalty free music. I snagged my introduction music from here.With the introduction and music added to the session recording I export the file as an MP3. When exporting you get the option to edit the meta-data, things like the track number and date recorded. This is useful information if you plan on uploading the session to iTunes.I upload the mp3 file to a google drive folder. I can then share the link to the folder so other people can listen if they want. Taking this a step further I embed an audio player in my session blogpost. I follow these instructions to imbed the audio.It's a long process and I often don't feel like doing it because of the time involved. A 6 hour game session will take 12 hours to edit and blog. Once you get an episode finished it feels like an accomplishment. You now have a record of that amazing session that you can listen to in 5, 10 or even 20 years time.
Long time opponent Optimus (the one) returned to Aus. We plan on playing a short Rogue Trader campaign while he is here.
We needed a scenario and rolled on Rogue Trader's inspiring generator. I fully expected Abdul Goldberg or the Space Pudding to make an appearance. Instead we rolled a scenario where a space vampire had enslaved a 'crew' and had to be put down before he did anymore harm. It hinted at an Aliens bug hunt but we took it in another direction turning the crew into orks. Rolling on the complication chart we ended up with a number of storage sites with the chance that one of the sites contained the one's excellent Hellsreach Walker.
Space vampire Vlad Kirby had enslaved a space ork mob through the use of his insidious psychic powers. His lair had been discovered by Imperial forces who immediately teleported three squads of Silver Skull marines to his location in a surgical strike. Would they be able to best Vlad and his orks?
| | | Vlad Kirby watches over his 30 enthralled orks. They await the arrival of the marines who would teleport down in 3 x 4 man squads. |
The Silver Skulls beamed down on the left of the battlefield. They intended to search the supply bases located in each corner hoping to discover the Hellsreach Walker to turn on their foe. Zeta squad teleported off target and appeared in woods close to ork lines. The marines opened fire and a lucky deviating plasma missile hit the ground next to Vlad Kirby. The vampire was not wounded when struck nor at the start of his turn as he scurried away from the roiling plasma sphere.Ominously Commander Lucius and Silver Skull Beta squad did not beam down with their battle brothers. A third of the marines would not show up until very late in the conflict. The orks weight of numbers would prove telling.
| | | Zeta squad is routed in the woods and falls back to the supply dump behind the hill. |
Fleeing from the advancing orks the remnants of Zeta squad discovered the Hellsreach Walker. They boarded and unleashed the deadly MACRO-CANNON! It proved ineffective in the hands of the marines, firing two rounds and killing 0 orks.
| | | The Hellsreach Walker hits the board but with only two crew can do little to turn the tide. |
Alpha squad was eliminated in a hail of lucky bolter fire. 5 shots, 5 hits, 5 wounds and 4 failed armour saves saw the entire squad cut down. Vlad Kirby first mentally blitzed the walker pilot before turning his attention to the marine manning the macro-cannon. The space vampire augmented his psychic powers to ensure the marines had little chance of passing their psychic saving throw.
| | | The macro-cannon is silenced and Alpha squad cut down. Where is Commander Lucius and Beta squad? |
Optimus had to roll every turn to work out what had happened to Beta squad and their teleport mishap. On a 6 they teleported down late but safely, on a 1 they suffered a serious mishap. Beta squad finally beamed down as a single multi-limbed living organism. The mass of flesh was barely kept sentient by the supreme will of the Silver Skull commander Lucius, who battled the other minds for control.
| | | So that's what happened to the Beta squad. |
Lucius wrested control of the mass of flesh he and his battle brothers had become. He willed the arms holding the missile launcher to aim at Vlad and let lose. The plasma missile struck home followed by a salvo of bolter rounds. None managed to wound the resilient vampire who stepped unharmed from the boiling field of plasma.
| | | Beta squads fate revealed. Four marines become one thanks to a teleporter incident. |
From the top of Vlad's tower an ork with a heavy bolter lined up the space marine monstrosity and plugged it with a high explosive round. Vlad commanded his orks to fire and a hail of bolter rounds put the heaving mass of flesh down.
| | | The monstrosity that is Beta squad is put down. |
A fun if one sided battle. Vlad had the numbers and his psychic powers provided reliable kills. We hoped that teleporting and the Walker would give the marines a boost. Teleporting proved a disaster leaving the marines undermanned and the walker's crew were easily picked off by Vlad's mental blitz power.
Scenario two will be Vlad verse the marines in his underground lair which we intend to represent with Space Hulk tiles. Should be good. Now if we could only convince a friend to GM the battle for us.
| | | Castle Wittgenstein looms over the decrepit town of Wittgendorf. |
This is an actual play recording of Death on the Reik, a chapter in Games Workshop's classic campaign The Enemy Within.
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Download Episode from Goggle Drive (32.5 MB)
Heroes present were Esmeralda the Shallayan initiate, Herdan the vampire hunter, Joten the dwarf veteran, Walter the halfling agitator, Solomon the halfling smuggler and Magnus the dwarven prospector.
We left the heroes in the crypts of an abandoned Sigmarite temple on the outskirts of the cursed town of Wittgendorf. They had discovered, through their interactions with Red Crown cultists, that Wittgendorf was the likely site of a sizable chunk of warpstone. The group intended to seize the stone to prevent it being used for foul and corrupting purposes.
Key points from Episode 15
(0:50) Ominous hand dug tunnels were discovered in the crypts beneath the abandoned Sigmarite temple. Magnus put his mining skills to work and collapsed them.
(3:10) Further exploration uncovered the towns records in the temple's library. Walter, being the only literate party member, read through Wittgendorf's history. He learnt that the town had once been prosperous but two years ago a ferocious gale had enveloped the lands, the eye of the storm being the local castle. This was followed by a week of black rain. Since then the region had suffered from crop failures and increased mutations. The records also spoke of an expedition to the Barren Hills by the then Baron's son and known astronomer Dagmar Wittgenstein. The expedition had occurred three years ago and ended with Dagmar returning alone hauling a lead lined box. Finally the records provided a full lineage of the local nobles the Wittgenstein's.
| | | Ghoulish villagers, when there's no food in Wittgendorf what do you eat? |
(8:08) The band rested in the altar room feeling reassured by its holy presence. As they settled in they heard voices from the temple's foyer. Solomon crept as close as he dared to eavesdrop on a pair of dishevelled villagers who muttered in low tones about their hunger and complained about the collapsed tunnel into the crypt. As they spoke it became clear that they had turned to cannibalism to survive Wittgendorf's famine.
(11:18) The heroes confronted the villagers about their cannibalism. The unfortunates protested their innocence all the while refusing to enter the altar room to discuss things. Even the promise of food could not get them to cross the boundary into the temple proper. Their apparent fear of Sigmar sealed their fate in the adventurers eyes and the party attacked. In the ensuing slaughter a wretch was allowed to flee into the night, the dwarves could hardly catch him.
| | | Two headed sheep are much sought-after by the beggars of Wittgendorf. |
(21:49) The following morning the group considered heading straight to the castle but instead chose to observe the village first. It wasn't long before they saw a cluster of crippled beggars chasing a two headed sheep in their general direction. As the group of unfortunates came closer it was clear that they were afflicted with an assortment of minor mutations. The group usually killed mutants on sight but they held off. Killing every mutant in Wittgendorf promised to be long and bloody work. They gave the beggars a wide berth.
(24:42) Wittgendorf's local inn was called the Shooting Star. Despite the early hour is was crowded with locals. A word with the innkeeper let them know that many in the village wanted to leave but couldn't. The innkeeper explained that the commotion they had seen yesterday outside the inn was Lady Magritte Wittgenstein seizing the local Miller who she accused of being an outlaw collaborator. The inn keep also explained that these outlaws harassed the Wittgenstein soldiers from the dubious safety of the woods. The group formulated a plan to evacuate the entire town, all except the somewhat mutated beggars. Perhaps this act would provoke the Wittgenstein's into leaving the relative safety of their castle.
| | | After seeing the locals is it any wonder the group didn't trust Wittgendorf's physician? |
(32:27) The town physician Jean Rousseaux entered the inn, introduced himself and welcomed the group to town. He invited them to dinner that night and sang the praises of Magritte Von Wittgenstein. The group were non committal and the physician left.
(37:41) Walter used his public speaking skills to tell those gathered in the inn that the heroes boat would arrive at dusk and that anyone who wanted to leave was welcome to board it. The villagers should tell their friends but avoid telling the physician at all costs.
(40:51) As the group set off to get their boat Esmeralda the Shallyan initiate was approached by a distressed woman. It was the Miller's wife. Her baby was ill. She told Esmeralda that the town physician was useless and his aid had worsened her child's condition. Esmeralda agreed to help and examined the child in the safety of the abandoned temple. There she saw that the child was covered in fur and had taken many arachnid features. This was Esmeralda's second encounter with a mutant baby! The child was very ill and not long for this world. Esmeralda broke the news to the mother as best she could. Herdan put the child out of its misery.
(49:34) While the halflings fetched the boat the warriors watched the town. Joten spotted Jean Rousseaux waddle his way to the Wittgentsteins castle. Soon after the physicians arrival three heavily armoured guards headed from the castle and made their way to the inn where they menaced the locals. The group raced to the rescue and after a long melee put the guards down.
| |
| "We will return for you beggars of Wittgendorf."
(62:39) That evening the locals gathered at the inn. As dusk approached the heroes boat arrived at the dock where Herdan ushered the villagers, and not the towns slightly mutated beggars, onto to the vessel. A days sailing later and the townsfolk were resettled in the slums of Grissenwald.
(65:23) Now that she was a safe the grief stricken mother, whose baby was a mutant and whose husband was taken by Wittgenstein guards, confessed to aiding the outlaws. She offered to take the group to the outlaws as long as they tried their best to free her husband.
| | | The heroes would soon visit the unpleasant town of Wittgendorf. |
This is an actual play recording of Death on the Reik, a chapter in Games Workshop's classic campaign The Enemy Within.
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Download Episode from Google Drive (28MB)
Heroes present were Esmerelda the Shallayan initiate, Herdan the vampire hunter, Joten the dwarf veteran, Walter the halfling agitator, Solomon the halfling smuggler and Magnus the dwarven prospector.
We left the heroes standing victorious over the corpse of Etelka, a witch they had hunted for some time before stumbling across her path at Kemperbad's Cat and Fiddle inn. Before her death Etelka had revealed some of her plans to Herdan. She had intended to travel to Castle Wittgenstein where she believed the Wittgenstein family held a meteorite of corrupting chaos magic.
Key Points from Episode 14
(0:52) The party discussed how best to deal with Etelka's apprentice Urnst. The scrawny mage had surrendered rather than suffer his mistresses fate. The group bound and gagged the wretch and turned him over to the watch to interrogate. The watch, who had been on hand at Etelka's arrest, helped the group loot Etelka's still warm body and in the process kept half her wealth for themselves. Much coin was liberated and Etelka's dangerous artifacts turned over to the Sigmarite priests for burning.
(4:20) At the watch house Urnst was interrogated under the supervision of a cheerful Joten and a squeamish Solomon. Meanwhile Walter mixed with the gawking crowd and spread word that the Champion of Kemperbad had slain a witch. The mob were suitably impressed by the actions of their local hero. Before becoming a broken blubbering mess Urnst revealed that Etelka belonged to the Red Crown Cult, that he intended to betray Etelka and that they had intended to visit Castle Wittgenstein in pursuit of a sizable chunk of warpstone; a meteorite that had devastated the Barren Hills many years ago. In the end Urnst's cover story moved from undercover sanctioned wizard to independent hedge wizard on a mission of vengeance against Etelka. While Joten and Solomon believed the cultist, his motivation didn't matter as he was destined to burn in the fires of Sigmar regardless.
(10:25) Haggling ensued and Etelka's jewelry and perfume collection was sold off. Once again the party were rich. Magnus donated a generous 10 crowns to the Temple of Shallya to finance the rebuilding of their temple at Grissenwald. Esmerelda one-upped the dwarf by donating 100 crowns to the same cause. The warriors kitted themselves out in plate mail and Solomon pondered upgrading their boat with a deck sweeping blunderbuss.
(12:03) The group discussed the note that had been left pinned to their door the night prior. This note was intended for Herdan's body double Kastor Leiberung. Herdan became understandably worried that Purple Hand cultists were watching him and insisted they leave town.
(17:45) Solomon invested his wealth in cargo. In order to trade he purchased a 'legitimate' traders licence from his criminal contacts under the name Axle Schnitzel. He would have to use this false name when conducting business. The halfling smuggler went on to buy discount lumber that he planned to sell in the ship building town of Grissenwald. [The trading rules proved a complex time sink which I thankfully edited out of the podcast.] In the end 10 trade units of wood was purchased at the bargain price of 160 gold crowns.
(22:28) The group talked about leaving Kemperbad in a hurry but instead spent time shopping, haggling and taking on lumber. As this dragged on Herdan was constantly looking over their shoulder in case the Purple Hand struck. Walter re-assured the group that they had plenty of time before the cultists came calling as the warning note had given them at least a week to deliver a large sum of gold to Middenheim. Finally they set sail. Favourable winds meant it wasn't long before they arrived at the miserable town of Wittgendorf.
(24:30) Their ships crew were promised a bonus to assuage their fears of approaching the infamous Wittgendorf. They chose not to use the towns docks, instead they anchored out of sight. The group made their way through the forest towards the town and on the way noticed a foul corruption had gripped the land. Trees were twisted and overgrown with fungi while bloated beetles and grubs swarmed across the forest floor.
| | | Lady Magritte Von Wittgenstein loves harassing peasants. |
(30:34) The group hid on the outskirts of Wittgendorf and kept watch. Some distance off Solomon spotted an noblewoman atop a horse, surrounded by heavily armoured guards. She seemed to be conversing with a mob of ragged peasants. Given the distance they could hear only indistinct shouting before witnessing a villager struck down and hauled off in the direction of the castle.
(35:17) The group decided to explore the abandoned temple to Sigmar on the village edge. They did so stealthily with Solomon sneaking in and then throwing a rope through a back window so his companions could clamber in. The temple was rundown its floor scattered with bones, rats, rubble, ashes and detritus. Miraculously the altar room remained undefiled.
(41:38) Walter read the classic script illuminating the domed ceiling of the altar room. It told the tale of the founding of the temple, for it was here that there had been a key battle between the armies of Sigmar and the forces of Chaos. On this site a Templar of Sigmar, Siegfried Von Kesselring, had slain a Chaos Warlord, an act that shattered a chaotic horde. Alas in victory the Templar had been fatally wounded and upon passing, Siegfried was buried, along with his blade Barakul, in the crypts of this very temple.
| | | Walter read the passage and received a vision from Sigmar. |
(43:20) Walter read aloud a passage concerning the dwarves relationship with Sigmar and as he did so the statue of Sigmar that stood watch over the altar spoke to him. Only the halfling could hear Sigmar's words. The god asked if Walter would be ready to stand against chaos when the time came. The young agitator answered in the affirmative and was bade to find the source of chaos that afflicted Sigmar's lands. The halfling had received a vision from Sigmar!
| | | Sigfried Von Kesselring. Templar of Sigmar. |
(51:30) The heroes ventured into the temples crypts. The crypts themselves had been smashed open and, judging by the bones on the ground, their contents devoured. A glow visible only to Walter led the halfling to a niche marking the final resting place of Von Kesselring. Former grave warden Herdan said a prayer to Morr as the tomb was cracked open and Von Kesselring exhumed. Joten reverently took the long sword Barakul from the Templar's bony hands. The dwarf swore to put it to good use against Sigmar's foes.
| | | The logo I am using for the podcast. |
This is an actual play recording of Death on the Reik, a chapter in Games Workshops classic Warhammer Fantasy Roleplaying campaign: The Enemy Within.
If you cannot see the audio controls, your browser does not support the audio element
Download Episode from Google Drive (35MB)
The characters were Esmerelda the Shallyan initiate, Herdan the vampire hunter, Joten the dwarf veteran, Walter the halfling agitator, Solomon the halfling smuggler and Magnus the dwarven prospector.
We left the hero's victorious in the foyer of the witch Etelka's tower. The witch herself was long gone. With the help of dwarfs from the shanty town of Khazad Slumbol they had purged the tower of goblins and looted plenty of valuables in the process.
Key Points from Episode 12.
(1:16) We reminisced about Gutbag the goblin hero from last episode and his missed 'surrender lines' wherein he blamed society for his evils. We discussed ways that Gutbag could have survived and agreed to grant the plucky goblin a second chance.
(2:39) Herdan and Joten explored the possibility of recruiting the ex-farmers and former captives of the goblins Hans and Gretl. Herdan uncharacteristically asked 'Can they take an arrow?' A quick reminder of "What would Shallya think?" stopped this line of thinking. Which was for the best because, despite the manic gleam in their eyes, the farmers were poor warriors.
(5:12) Magnus broke with his clan citing irreconcilable differences. He turned his back on Gorim Greathammer and his clans drunken ways. While exiled it was considered a minor exile; no need to shave his head and hunt trolls, much to Joten's disappointment.
(8:25) The group returned to Grissenwald to hock Etelka's jewellery and silverware at Luigi and Salvatore's. There they haggled with Boris. For once their stories of the 'Emperor's own silverware' didn't work and they were comprehensively out-haggled much to their chagrin.
(14:15) Lucky charms were purchased. These took the form of pieces of a mast from a wrecked ship, sanctified by priests of Sigmar as well as blessed river pebbles that if you look at them from the correct angle seem to contain the visage of Sigmar. Brother Hertzis supplied these charms for a suitable donation. They came with his blessing and small passages of scripture which were tacked to the heroes armour.
(17:23) The group contemplated turning in Etelka's heretical books to Brother Hertzis but saved them for their favourite book burning priest in Kemperbad.
(18:10) Grissenwald's dilapidated and vacant Shallyan temple was discovered much to Esmerelda's shock. She and the warriors settled into the ruin for the night in order to pursue tales of ghosts. The halflings returned to the luxurious Pfiefferroucher hotel, where Walter had arranged to perform.
(21:15) Joten and Herdan did ghost impressions to scare off locals looking for a late night thrill at the abandoned temple. After an uneventful night Magnus, an expert miner, skillfully moved the rubble from the temple stairs.
(21:48) The temple's cellar was uncovered and the group were attacked by four skeletal skaven who laired within. One landed a lucky blow on Magnus but otherwise the skeletons were trounced. A mysterious glowing orb full of swirling mist (Poison wind globe) was discovered along with the gnawed bones of a child.
(34:20) The watch, known as the Pfieffers and the local Sigmarites were alerted. Esmerelda declared the temple could be reconsecrated but unfortunately as an initiate she wasn't qualified to do it. Alas she needed to move on but promised to tell the temple at Kemperbad to send a Shallyan priestess urgently.
(36:30) The party pooled their coin to purchase a boat. The man to see to buy a vessel was Gerlich Fuchs, the racist and misogynistic head of the Fisherman's mission. The un-savvy Herdan was coached on what to say and then sent to negotiate on his own. He hefted the boat funds, a sack of 480 crowns, through the rough streets of Grissemwald's Altdstadt all the while trailed by his anxious companions. Esmerelda contributed 90 crowns to the purchase of the vessel and Walter and Joten 40 crowns between them. Solomon had the largest stake in the vessel and was declared the captain.
| | | The group now proudly own 'The Hammer'. |
(37:48) Gerlich Fuchs sold them a boat called 'The Hammer'. A small fast sailed vessel with little cargo room. Before the purchase the group had hired an expert called Ulric to assess the vessel. When questioned on the vessels worthiness Ulric replied 'Why yes Master Gerlich you have kept this ship in tip top shape'. The sailed vessel was 12m long and could house 30 people in the hold if they all stood. Herdan was assured the rot on the vessel was cosmetic 'Surface rot, cleans right up that does.'
(42:40) Two crew, Ulric and Sigfried were hired. The group took it upon themselves to form the remainder of the six crew required to sail the ship. Passengers were booked by the halflings who acted as touts. The boat wasn't kitted out as a passenger vessel yet so they could only comfortably take on four passengers. This made for tight profit margins.
(45:08) Ulric and Sigfried harnessed the power of a localised storm, avoided mishap on the river and made excellent time to Kemperbad. They arrived in two days instead of three, which allowed for a profit from the passenger fares. On the way they passed accursed Castle Wittgenstein. The crew warned the heroes that they wanted nothing to do with the location.
(48:44) The group were waved through Kemperbad's gates as Herdan was recognised as the local champion. Solomon explained that the poison wind globe was being kept in a box beneath their boats waterline.
(49:35) The group visited Father Erkhart who spoke of Kemperbad's growing independence movement, the recruitment of militia and the general sense of excitement in town. He told them other provinces have defied the mutant loving edict but none had done so as aggressively as Kemperbad. They surrendered Etelka's heretical texts and a potion that part time apothecary Esemeralda couldn't identify.
(51:41) The halflings worked their contacts looking for a sanctioned wizard to explain the significance of a ring they had liberated from Etelka's tower. Its crown and beast design intrigued and confused them. They learnt of the presence of Herionymous Blitzen, an astrologer of the Celestial College who was in town. The wizard told them a wealth of information on cults. He also informed them about the stars last night 'the hammer constellation is looking a bit sad right now and is not in its dominant position. While the stars above Kislev, the northern stars, have gone dark.' Finally he identified the purple hand as a likely cult symbol.
(60:18) Etelka arrived at the Cat and Fiddle inn while Walter was performing his routine. She was intrigued by Herdan's Champion of Kemperbad status and as a result Herdan had an awkward job interview.
(65:15) Herdan infiltrated the witches band and learnt Etelka's plans. She intended to head to Castle Wittgenstein to acquire a meteorite. No doubt for nefarious purposes.
(74:27) Walter eloquently introduced himself to Etelka and promised to arrange a meeting with a discrete ship captain who could sail her south. Etelka agreed to meet the captain in the morning.
(76:28) Etelka's group, along with Herdan, settled in to their rooms for the night. Herdan had first watch and announced it loudly in the common room so his companions could hear. The party feverishly plotted Etelka's downfall.
| | | This Episode took place in and around the Cat and Fiddle Inn. An inn a bit bigger than this. |
This is an actual play recording of Death on the Reik, a chapter in Games Workshops classic Warhammer Fantasy Roleplaying campaign: The Enemy Within.
If you cannot see the audio controls, your browser does not support the audio element
Download Episode from Google Drive (20MB)
Heroes present were Esmerelda the Shallyan initiate, Herdan the vampire hunter, Joten the dwarf veteran, Walter the halfling agitator, Solomon the halfling smuggler and Magnus the dwarven prospector.
We left the hero's at Kemperbad's Cat and Fiddle Inn. An inn run by crime lord Luigi Belladona. Luigi is Solomon's smuggling contact. Etelka, the witch they had been seeking, had entered the inn with her entourage. She sought a strong warrior to accompany her south to Castle Wittgenstein and so hired on Herdan. As a result Herdan had learnt some of her plans and now the group plotted her downfall.
Key Points from Episode 13.
| | | Villainous Witch Etelka and her suspicious cat. |
(01:04) The planning began with a discussion of lobbing a poison wind globe, found last session, into Etelka's room and holding the door shut. The idea was discarded as the group didn't know what the gas would do or if it might hurt others staying in the inn. There was some discussion about taking Etelka alive in order to learn more about the broader conspiracy but they decide not to risk it. There was conjecture that her pet cat was a disguised demon along with concern over Luigi's reaction should they kill someone in his inn.
(13:10) The heroes settled on the following plan. Solomon would pretend to be a crusty river captain plan who would offer to take Etelka's party south; no questions asked. Once Etelka left the inn the ambush would be sprung. The town watch would also be informed to ensure no miscreants escaped. Herdan, Joten and Magnus were expected to do all the killing. As an undercover member of Etelka's entourage Herdan is not informed of the plan. He spends a restless night guarding Etelka's chambers waiting for his companions to act.
(14:28) The watch are visited during the night and just like the law in the town of Bogenhafen they are surprising accommodating. This could well be the result of Herdan's town wide popularity having become the Kemperbad Champion. The Watch Captain agreed to clear the streets and be present in case things got out of hand.
(19:32) The plan swings into motion with Etelka heading downstairs the following morning for a meeting with Solomon the Ships Captain. Prior to this meeting a note was left under the door to Walter's room. It was addressed to Kastor Leiberung (Herdan's look alike). The note promised to further complicate things.
(24:08) Solomon's negotiations with Etelka were interrupted by a Purple Hand cultist who cast something at Herdan, which the warrior resisted. Everyone including Etelka looked bemused as the robed figure then dashed for the kitchens. Not wishing to complicate their ambush plans the group let the cultist escape.
(29:05) Solomon extorted an exorbitant sum of coin from Etelka for the hire of his boat. They left the Cat and Fiddle Inn and the ambush was sprung.
(30:45) In the plan Walter had one task to do, bring out the warrant for Etelka's execution and announce it loudly for all to hear in the hope that her guards would back off. He neglected to do this so he could focus on breakfast. With Walter's inaction it was up to Magnus to start things. The dwarf stood casually from his position near the inn's door and followed the witch and her group outside. Once on the street he hefted his two handed pick and swung for Etelka's back. Thus mission 'gank the mage' began. A surprise round left Etelka on death's door.
(34.49) Walter remembered his lines, drew out the warrant and scared off Etelka's guards. Walter's words were backed by a volley of crossbow bolts fired by the town watch. Etelka's weedy looking assistant Urnst was struck by a quarrel. He weighed up his options and promptly professed to also be after Etelka and that he would aid the hereos in their effortst. Etelka remained defiant.
(38:06) Magnus' initial swing of his pick had embedded itself in Etelka's back. He withdrew his weapon and struck again ripping straight through the witches left arm, leaving it so much pulped meat. Etelka swigged a potion in response levitating ever so slightly off the ground before her kneecap was blown asunder by a well aimed sling stone from Solomon. Etelka was no more.
| | | Urnst knew the game was up but could do little to extract himself from the mess. |
(41:05) No one believed Urnst's terrible 'Undercover Imperial agent' story. He was roughly handed over to the Sigmarites for trial. Etelka's cat hissed and spat at the group; guarding her dead mistress as best she could until Jotan cut it in twain with his blade. Harsh but to be expected in the cruel Old World.
| | | The Twisted Maw tribe, allies of the witch Etelka, were about to have a very bad day. |
Here's a link to part 6 of our groups Death on the Reik play through.
We left the protagonists at a farmstead on the outskirts of the Imperial town of Grissenwald. They had just defeated a raiding party of wolf mounted goblins from the Twisted Maw tribe. Etelka's tower in the Black Peaks was their next stop and they intended to arrive on her door step with an angry mob of slightly inebriated dwarves led by a warrior called Gorim Greathammer.
Heroes present were Walter Cinder Corbit the halfling agitator, Esmerelda the Shallyan initiate, Solomon the halfling smuggler, Joten the dwarf veteran, Herdan Van Helsing the vampire hunter and Magnus the dwarven miner.
Key points from part 6
* 8:05 The assault on Etelka's tower was planned. The tower had no windows so a frontal attack was deemed best. The halflings were awful climbers so scaling the roof to descend via the skylight was ruled out. Much to the DM's chagrin the group had the assistance of ten dwarves from Khazad Slumbol. They split their force into four groups. Two groups would flank the main attack and focus on clearing the side rooms, Gorim would take point and a few dwarves would act as a rearguard.
| | | The dwarves gave the group the layout of Etelka's tower. | * 10:35 The goblins noticed the large group approach and slammed the tower entrance shut while shrieking for assistance. Doors are no match for dwarven axes and soon Gorim and friends had barged in.
| | | Gutbag Stoat-throttler! | * 14:15 Gutbag Stoat-throttler led the goblins in the defence of the tower. The greenskins let loose a hail of arrows from the towers balcony to little effect. Combat was joined and it became apparent that the goblins were outnumber and outclassed. All except the oddly attired Gutbag Stoat-throttler who began a deadly duel with Herdan. Gutbag wore a fine tiara and exquisite red dress that was much too long for the goblin. The bottom of the garment had been trampled and ripped. * 31:15 The assault on the tower had not gone unnoticed as a band of goblins mounted on great wolves sped from the neighbouring coal mines. The mines had once belonged to the dwarves of Khazad Slumbol but had been 'stolen by the witch Etelka!' The wolf riders peppered the rear guard with arrows slaying an unfortunate dwarf. Solomon, who had been with the rearguard, was left dangerously exposed and fled into the tower.
| | | Wolf riders barely lasted a round. | * 39:15 While Gutbag and a pair of goblins held the balcony the wolf riders sped into the towers foyer and were ambushed by the dwarves who had hastily prepared for them. Despite being surprised, one of the wolves unleashed an Ulric's Fury on Magnus. It appeared as if the dwarfs entrails had been torn from his belly though later it would be revealed that he had merely suffered a flesh wound and fainted [Fate point spent]. * 53:20 The ambushed wolf riders were slaughtered and fled, leaving the parties dwarven allies free to break out their crossbows and assist Herdan and Joten. The heroic pair continued to battle the goblin champion Gutbag on the balcony. The dwarves of Khazad Slumbol unleashed nine aimed crossbow bolts in the greenskins direction though they either missed or were deflected by Gutbag's shield. * 63:00 Gutbag made a heroic stand. He fended off the heroes Herdan and Joten while landing telling blows on both. In the end he suffered the ignominy of being shot twice in the gonads by dwarven crossbow bolts before a final shot ruptured his internal organs. The brave goblin had left such an impression that the players demanded I somehow have Gutbag mysteriously escape death. We shall see.
| | | Etelka and her cat. Hardly the ugliest of villains. | * 71:20 Etelka's tower was searched and everything of value taken; cutlery, ruined finery, loose earrings, the lot. A painting of Etelka was found. It's the groups first glimpse of the witch. * 75:30 Etelka's personal chest was searched and a false bottom revealed. If there is one thing D&D taught us it's that important chests always have a false bottom. Inside they discovered a signet ring with cult markings. It was at this moment that Esmerelda got a 'magic' vibe from the dwarven shield Gutbag had used to great effect. The shield was emblazoned with magic dwarven runes of defence. * 83:20 Etelka's study was ransacked. Solomon was disappointed at the destruction of a number of stuffed animals as his fellows insisted they be torn asunder in the hope of discovering a secret cache. A stuffed alligator and bear were ruined and a good source of coin wasted. Important correspondence was discovered in Etelka's desk which went some way to soothing Solomon's disappointment at their financial vandalism.
| | | Dumpling, Etelka's personal chef. |
| | | The note found in Etelka's study. |
I frequent the Oldhammer Forums soaking in the old Citadel goodness and posting pics of my "little mans". Out of the blue I received a PM from fellow forumite LeadAsbestos asking if I would like to paint some minis in return for some 1980's Lord of the Rings lead. I agreed to paint some Fir Bolg as the chance to stock up on minis without delving into Ebay was appealing. These ugly bastards are Alternate Armies sculpts. Their rough charm grew on me and by the end of the project it was sad to see them go.The models have a Celtic/Aztec vibe which had me try my hand at painting woad. All those swirls and whorls annoyed me and I went with Woodland Indian war paint about mid way through the project.
| | | Test model |
| | | All fifteen Fir Bolg prior to their flight to the USA. |
| | | Grissenwald. Home town of Etelka Herzan, known witch and consort of chaos. |
Here's a link to part 4 of our groups Death on the Reik play through.
We left the protagonists in Kemperbad where they had encouraged the local independence movement in reaction to a pro mutant Imperial proclamation. After stirring the pot they planned to head south to Grissenwald in search of the witch, Etelka Herzan. The hero Herdan had also won a pit fight tournament becoming the Champion of Kemperbad.
Heroes present were Walter the halfling agitator, Esmerelda the Shallyan initiate, Solomon the halfling smuggler, Joten the dwarven veteran and Herdan the vampire hunter.
Key points from part 5
| | | Dwarves can be pricks sometimes. | * 63:05 Discussions with the locals discovered that the Dwarf mine in the Black Peaks had been purchased by Etelka, the witch they sought. The dwarves now lived in a shanty town Khazad Slumbol and caused grief for the good people of Grissenwald. The locals blamed the dwarves for everything including recent attacks on farmsteads. All this despite having no proof whatsoever. * 66:40 A beer map of the farms surrounding the nearby Black Peaks was scrawled across a tavern table and the party determined the farm most likely to be struck next. The raiders were due to attack that night.
| | | Gorim Greathammer - gold obsessed drunkard and leader of the dwarves. | * 72:00 The party paid a visit to Gorim, leader of the dwarves of Khazad Slumbol. Jotun encouraged them to regain the trust of the locals by heading out to defend the farms from attack. He called on dwarven pride and Gorim responded well. The dwarves headed out with purpose, they had nothing left to lose. * 79:30 The dwarves headed to a farm that could potentially have been attacked while the heroes manned the defenses of another. They planned as best they could, organising buckets to fight fires and determined the best vantage points for the coming onslaught.
| | | Crooked Maw goblins. Poor bastards never stood a chance. | * 86:50 Just past the witching hour a half dozen goblins mounted on wolves charged the farm house. They hurled burning torches at the buildings but what little fire they caused was swiftly extinguished by the halfling bucket brigade. Wolves leaped the farm fence and surrounded Herdan and Joten in the yard. A group of goblins broke down the farm house door but were met by a wall of pitchforks and spears wielded by determined farmers. Despite being horribly outnumbered the warriors held their ground, Jotun in particular seemed impervious to damage in his plate mail. Together Joten and Herdan slew enough goblins to cause a rout. More goblins were slain as they attempted to flee. The farm house was saved. * 131:20 Becoming the Champion of Kemperbad had done wonders for Joten's confidence. Thanks to the assistance of his wing man Walter he won the affections of the farmers daughter. * 136:10 Late the following morning the group met up with Gorim and his dwarves. The stout folk became furious when they learned that there were goblins in their mines. They marched with the heroes to Etelka's tower. * 137:45 On the approach to the mine the group came across an injured dwarf prospector surrounded by goblin bodies. It was Shane's second character Magnus, who joined the party in the assault on Etelka's tower.
| | | Could one of our heroes become the Kemperbad Champion? |
Here's a link to part 4 of our groups Death on the Reik play through.
We left the protagonists on the Reik's bank a few days from Altdorf having slain a vampire that had terrorised the region. They had booked passage on a swift sail boat to Kemperbad.
The PC's are Walter the halfling raconteur, Esmerelda the reluctant hedge mage, Solomon the halfling smuggler, Joten the dwarf sewerjack and Herdan the odorous gravewarden.
Key Points in part 4* 5:50 Esmerelda attempted to improvise a poultice for Joten. The vampire they had encountered last session had heavily wounded the dwarf. An expedition to the road was arranged in the hope of locating poultice friendly horse dung.
| | | Cameo appearance by Ernst | * 11:15 While searching the roadside for horse manure a Four Seasons coach rattled past. Leaning from the coach to get a better look at the group was the suspicious and incompetent physicians student Ernst. The group had shared a coach with the odd gent way back in their first misadventure. * 19:15 While stopping at the small town of Deisdorf, Walter arranged to perform that night at a parochial and exclusive Reiklander inn known as The Good Table. (Inn randomly generated thanks to this most excellent generator). Both Walter and the inn's bouncer complemented each other on their hats feathers for, as all right thinking men know, 'A mans worth shall be judged by the length of his feather.' * 24:15 Esmerelda's sixth sense let her know something was amiss. Her attention was drawn to a scuffle at the entrance of The Good Table where two scruffy looking men were refused entry. Their garish purple garments did not meet the inns strict dress code. Esmerelda's sixth sense coupled with the colour purple set alarm bells ringing.
| | | Worst cultists ever? | * 32:45 An awkward conversation was struck up with the scruffy out of towners. They were invited to watch Walter's performance, an offer they accepted only to become the punchline of his routine. They are labelled 'worst cultists ever' for their implausible cover story; they claimed to be labourers and crop pickers when their fine dress told a different story.
| | | Could Kemperbad be the first town to rebel against Imperial rule? | * 47:45 Arriving at the cliff side town of Kemperbad the group find a cluster of townsfolk around a message board. The mob are agitated at an Imperial edict announcing that there are no such things as mutants and all those afflicted should be treated with the same respect as any other citizen of the Empire.
| | | The Imperial edict that turned Kemperbad into a powder keg. |
| | | Count Otto Boorman, not Von Schnitzel | * 66:45 Reikland troops clearing the streets for the passage of an important noble set-off a near riot as Herdan leaps to the conclusion that the escorted noble is non other than Von Schnitzel the author of the mutant loving edict. Walter used his public speaking to attribute blame for the edict from Von Schnitzel to the Emperor which somewhat diffused the situation. As it transpired the beleaguered noble was not Von Schnitzel, but instead the Imperial Plenipotentiary, Count Otto Boorman. Otto offered the services of his personal doctor to attend to the heavily wounded Joten as well as a dinner invitation to the well spoken Walter as thanks for his rescue from the mob.
| | | Cat fan Dr Maximillian | * 86:45 Otto's Dr the spindly cat fancier Maximillian attended to Joten's wounds using fancy Elven herbs. They worked splendidly and Joten was ready for action after a good long nap.
| | | Luigi Belladona will make you an offer you can't refuse | * 92:15 Solomon contacted Luigi Belladona, local crime lord and owner of the Cat and Fiddle Inn. He delivered a sealed box and in doing so repaid his debt to the thieves of Bogenhafen. Luigi appraised the group's warriors and offered to sponsor them in the upcoming pit fights. He assured the naive Herdan that the fights were safe and 'above board.' * 107:30 Esmerelda completed her Shallyan initiation by serving 2 days and 1 night attending the sick and injured in the Temple courtyard. During her time she broke her oath of silence twice but was not heard by the priestesses. * 110:10 Walter attended a spartan dinner with the rulers of Kemperbad as a guest of Count Otto. During the meal he swayed the council towards rebellion, encouraging them to flout the Imperial edict. That night anti Imperial feeling ran strong and several Reiklander businesses were burned. There was talk of rebellion and Kemperbad asserting its independence.
| | | What's your game Kastor? | * 122:45 Herdan was accosted by a flustered looking man with a purple feather in his hat. The stranger insisted Herdan was Kastor and that his 'imbecile' act wasn't fooling anyone. He added that Herdan was supposed to deliver his windfall to the inner circle in Middenheim. Herdan got understandably annoyed and the belligerent cultist hurried off. * 128:15 A pit fighting tournament was held at the Cosy Snug inn, a seedy tavern in the wrong part of town. A troupe of warrior women drawn from across the Old World added to the novelty of the tournament. Joten was defeated by a warrior woman and former milkmaid Grechen. Herdan emerged the surprise winner and was hailed Champion of Kemperbad. He won fame and no small amount of fortune having backed himself to win at long odds from the beginning. In addition Herdan nearly scored the affections of Isla, an Ulrican warrior woman from Middenheim, who he faced in the final round and who he defeated with the Peoples Elbow. Alas he does not win her affections despite the best efforts of his wingman Walter.
| | | Welcome to the Imperial Capital Altdorf. The group didn't stay long. |
Here's the link to part 3 of our groups Death on the Reik playthrough.
We left the protagonists in Weissbruck having saved Elvyra the pharmacist from abductors. The group had haggled up a storm and were laden with gold.
The PC's are Walter the halfling raconteur, Esmerelda the reluctant hedge mage, Solomon the halfling smuggler, Joten the dwarf sewerjack and Herdan the odorous gravewarden.
Key Points in part 3* 1:50 the group came across wanted posters on the outskirts Altdorf and noticed that Herdan, Esmerelda, Joten and Walter were wanted for the murder of Lord Ewer of Altdorf. There were sketches of the group along with vague details of the supposed crime. Esmerelda suspected a set-up and the party kept a low profile, avoiding towns and camping in the forest.
| | | Who did we murder? | * 11:00 Walter used his disguise skill to conceal their identities and the group split up in order to enter Altdorf without drawing unwanted attention. Solomon smuggled in his pharmaceutical contraband successfully despite a cursory search of his wagon by gate guards. The guards extorted 5 gold in 'gun tax' for allowing the group's blunderbuss into the city. Only the halfings were thoroughly searched, an action we put down to racial profiling. Another sign of the oppression halflings suffer. More grist for Walter's antagonist mill. * 22:00 Solomon got in touch with the thieves guild in Altdorf. He sold his pharmaceutical stash and his smuggling wagon at a huge mark-up. I hate you haggle rules! * 29:00 Walter went shopping and loaded his dwarven friend Joten up with armour. A disguised Esmerelda chanced discovery as she helped at the Great Hospice of Shallya, an act that further cemented her future role as initiate. * 31:00 Herdan followed up on leads concerning the hunting of vampires. He purchased a fancy repeater crossbow. * 38:30 having bought plenty of new gear the group struggled to find enough coin to book passage on a ship to Kemperbad. They hoped to acquire more gold through 'adventure' and set sail with Captain Connor's crew on the ship Belladona leaving Altdorf behind.
| | | Castle Reiksguard | * 47:00 to pass the time on the boat trip Walter taught Soloman to read and write and Herdan practised with his repeater crossbow, slowly puzzling the contraption out. The group passed Castle Reiksguard but didn't stop. * 50:30 the group gossipped with the crew and learnt that the Emperor, Karl Franz, is feared to be dieing. His son, Prince Wolfgang is unlikely to be crowned his successor as he is considered either an imbecile or a mutant. With no clear successor the Empire may well fall into civil war.
| | | The Emperor's own signal tower. | * 56:30 the band spotted a partly constructed signal tower. Two dwarves waved their ship down and begged passage on the vessel. Before business could be concluded they were interrupted by a dwarven foreman who labelled the absconding dwarves wetbacks and shamed them into returning to the work site. * 60:00 the dwarf foreman, Anjel, moaned at the misfortune the site had experienced with a string of illnesses and missing workers. Walter and Solomon suggested not getting involved but Esmerelda couldn't help but offer her assistance, Shallya bless her! As way of compensation, and to sooth the grumblings of the mercenary halflings, Anjul offered 50 gold if they were able to resolve the mystery plaguing the site. * 69:15 Esmeralda examined an ill dwarf and spotted bite marks on his neck. She partly revived the dwarf and a chat confirmed her suspicion. Vampires! * 78:30 The group suspected the ruin on which the signal tower was being built as the site of something insidious. Finding no way in they enlisted the aid of the dwarven engineers and their heavy machinery. Together they tried to crack their way in to the signal towers foundation. Unfortunately night fell before they had gained access to the inner ruins. * 80:30 Disappointed that they couldn't force a battle during the day the group made camp and waited for a vampire. They were not disappointed. A secret entrance opened within the towers foundation and Graf Orlock assaulted them.
| | | Graf Orlock. Recipient of Ulric's fury. | * 90:30 Esmerelda fainted at the sight of Graf Orlock. Joten landed an Ulric's Fury all but felling the vampire early in the battle. The Graf struck out in a flurry of blows bringing the upstart dwarf to his knees. Joten rose and struck off the vampires arm. Graf Orlock turned into mist and fled back into the towers base. * 100:30 the group gave chase. The inner tower appeared to be a laboratory/observatory. While searching they were assaulted by zombies which were dispatched and some metal rods retrieved. The rods looked like keys and promised access to a sealed hexagonal vault where the group was convinced the vampire hid. They lacked the proper number of keys to access the vault, missing one which they couldn't find despite a thorough search. * 120:00 the group discovered a magic tome, maps, start charts, text books and a notebook. The notebook was written in a spidery hand they couldn't make sense of. It's astrological gibberish hurt their heads. * 130:30 Anjul offered to use Engineering to crack the hexagonal vault. He and his fellow engineers began work immediately.
| | | Dwarven engineers teach a magic seal a lesson. | * 136:00 The engineering equipment broke through the hexagonal seal revealing a library and a large trunk beneath. The trunk was hauled into the morning light and flung open causing the combustion of a crippled Graf Orlock. The group was victorious! Within the secret library further handouts were obtained including notes in an arcane script they cannot decipher.
| | | The group contemplate upgrading their wagon |
Here's the link to part 2 of our groups Death on the Reik playthrough.
We left the protagonists carting a noble passenger to Altdorf on their 'coach' service. A day or so earlier they had survived a river encounter with mutants where Joten the dwarf was nearly drowned by a tentacled monstrosity.
The PC's are Walter the halfling raconteur, Esmerelda the reluctant hedge mage, Solomon the halfling smuggler, Joten the dwarf sewerjack and Herdan the odorous gravewarden.
Key Points in part 2 2:14 Esmerelda deployed her secret mutant detection plan organising a communal bath at the first town they come across while on the road to Altdorf. During the bath she did her best to check her companions and fellow coach passengers for signs of mutation. * 3:50 Local gossip was that Crown Prince Von Tessernick of Ostland and his expedition were killed in the Grey Mountains. * 17:00 Upon arriving in Weissbruck Joten and the group contemplated turning their wagon into a war wagon complete with blunderbuss array and small road clearing cannon. Sadly they did not have the funds to make Joten's dream a reality. * 22:14 The thieves guild of Bogenhafen had tasked Solomon with delivering a list to Weissbruck's pharmacist Elvyra. Solomon and Walter set off to met her only to find her cottage had been broken into. There were signs of a struggle within. The watch was called. * 31:00 Herdan had remained in the tavern. While finishing his breakfast he was accosted by two peddlers. One attempted to sell him pots while the second made odd signs. Herdan realised the signs identified the peddlers as part of a secret society. Herdan contemplated killing them but instead insisted that they had him confused with someone else. * 39:00 Searching the cottage Walter and Solomon discovered a 'secret door' behind a cupboard. They waited for their companions to arrive and heaved the cupboard aside. Beyond was a young girl called Liza who desperately tried to escape. Esmerelda calmed her down and they learnt the girl had heard a scuffle but nothing of real use. A thorough search of the house turned up a note that mentioned a 'red barn'. * 79:30 The group learnt the location of the 'red barn' from the locals and Solomon gave it a reconnoitre. Walter and Esmerelda hid in the woods at the back of the barn in case Elyvra's kidnappers fled. * 87:30 Herdan and Jotun forced the barn doors open. They confronted a guard whose "I am a simple farmer"* story fooled no one. The guard bolted for the ladder to the loft with the group in cautious pursuit.
| | | The thugs who took Elvyra | * 92:45 Elvyra's kidnappers threatened to slit the pharmacist's throat unless the group left. Negotiations broke down and just as the lead ruffian motioned to do the deed he was struck on the shoulder by a sling stone courtesy of Solomon. Elvyra twisted free and leapt from the loft towards Herdan's outstretched arms. Herdan misjudged the distance and Elvyra landed awkwardly. * 107:30 The sour faced leader fled, jumping from the loft out the back of the barn. Unfortunately for him Walter was waiting for just such a move and a sling stone to the cranium was his reward. The thugs head exploded like a rotten sausage. In the ensuing melee a single thug escaped into the woods. * 118:30 Esmerelda tried desperately to save a crippled ruffian whose arm had been severed by the dwarf Joten. Alas, she failed to staunch the bleeding in time. * 122:00 Elvyra explained that she was mixed up with a villain in Altdorf who had pressured her into supplying alchemical reagents for foul purposes. The kidnappers had been sent by this evil doer. The pharmacist offered them stock at a hefty discount as a reward. Solomon cleared her out of 'medicinal' black lotus with an eye towards turning a profit in Altdorf. * 130:00 A search of the dead thugs uncovered 2 silver pendants in the shape of rats heads. Another secret society! * 133:45 While shopping in Weissbruck Solomon exploited the haggling rules, selling the parties row boat for 150% its normal value. By way of justification it was pointed out that the row boat was the scene of the signing of an important treaty between the Elector of Ostland and the Elector of Middenland. It was no mere row boat but part of Imperial history!
| | | Talisman miniatures. 10 of 'em! |
I first encountered Talisman when I was in after school care around about grade 4. I had already had a go at reading Fighting Fantasy books and my parents had raised me on board games so Talisman was an easy sell.As I got older I fell out of love with the game, frustrated with how long it took to finish. Recently I became re-enthused after playing a game of the 40k variant 'Relic'. Given my eagerness for all things role-playing I thought I'd bolt the Talisman archetypes onto B/X D&D and create a unique quick play game. That stuff is still kicking around in my head and on a google doc. If it looks neat enough I might have a go at running it or at least putting it up on the blog.Games Workshop released mini's to replace the card cut out characters that came in the Talisman box. I am currently trying to collect the initial set of 14 with the intent of playing a game when my birthday rolls around.
| | | Minstrel, Wizard and Elf |
| | | Monk (almost as broken as the Prophetess), Troll and Ghoul |
| | | Sorceress, Thief and Druid |
| | | Death on the Reik - By Ian Miller |
Death on the Reik, often considered the highpoint of The Enemy Within campaign, is lauded for its open approach. Cruise the Reik on your river boat trading as you go. An interesting premise that falls apart if your party heavily invest in a shiny new coach. Ah the joys of roleplaying.
Here is a link to the recording of part 1 of Death on the Reik. Parts 2 and 3 will follow when ready and the other parts when we resume the game in February. I think there's about 3 x 9 hour sessions worth of play in Death on the Reik.
We left the protagonists in Bogenhafen where they were treated as hero's having purged the leading merchant houses, Steinhager and Teugen, of chaos cultists.
The PC's are Walter the halfling raconteur, Esmerelda the reluctant hedge mage, Solomon the halfling smuggler, Joten the dwarf sewerjack and Herdan the odorous gravewarden.
Key points in part 1 1:16 I'm shocked by the amount of gold the adventurers acquired during Shadows over Bogenhafen*. Armour is bought and a coaching service launched. * 4:30 Herdan spent time serving at the Garden of Morr. Heinz, the High Priest of Morr, warns him a Vampire known as Graf Orlock is plaguing the Reikland. Herdan considers a Vampire Hunting career. * 6:30 Esmerelda donated her wealth to the Temple of Shallya. She also spends many days helping out in the soup kitchen, earning a career change to initiate. * 17:07 Walter needed to complete two tasks to repay the groups debt to the thieves guild. The thieves guild provided them with plenty of help in the battle against the Bogenhafen cultists. The first task was to deliver a list to a Elvyra the pharmacist in Weissbruck. The second task was to deliver a small casket to 'Luigi' at the 'Cat and Fiddle Inn' in Kemperbad. * 26:00 The group were summoned to an audience with the bed ridden Albrecht, High Priest of Sigmar, as he had all but recovered from his bout of Purple Brain Fever. In relating the tale of how they saved Bogenhafen the Priest seized on the name Etelka Herzan. He'd heard of her evil and encouraged the group to pursue the witch. On parting Albrecht gave the group a powerful ring forged by the dwarves and said to protect the wearer from the undead. They are also given a warrant authorising them to hunt and slay the witch Etelka Herzan. * 62:00 Peiter, a bored noble and his bodyguard Deiter are the first passengers of the hero's coach service. They're promised a journey full of adventure. The group head to Weissbruck and encounter a dying boatman.
| | | The trading boat the group left adrift?!? | * 75:19 The boatman gurgled "Mutants" and gestured towards the river before perishing. The group split up. The fighters took a row boat and headed toward the drifting ship while the halflings remained with the coach. Esmerelda spotted a winged creature observing them from the trees, it flitted towards the coach. * 89:00 The halflings mounted a spirited defense against the winged mutant, hiding around and under the coach, using their small size to their advantage. As their friends raced back to save them, Solomon managed to plug the flying mutant with his crossbow, driving it off.
| | | Mutants! | * 107:00 Once again the fighters rowed toward the ship. Herdan boarded and was confronted by two mutants. Joten attempted to board next but failed to notice tentacles wrapped around his torso. He was pulled into the river where his fighting prowess was severely curtailed. * 113:48 Herdan battled with a beaked mutant while the second mutant, a shaggy brute, leaped into the rowboat capsizing it and tipping Esmerlda into the river. The somewhat drunk nobleman Pieter offered support from the shore with his bow. We learn the drowning rules. Joten feels sad. * 138:00 Herdan butchered beak face and dove into the river to rescue Joten. The shaggy mutant is felled by arrow fire from Peiter the noble. Dieter the bodyguard waded into the water and grabbed hold of the drowning dwarf to prevent him being dragged under. Herdan speared the tentacle mutant so badly that it retreated letting go of Joten. His companions rushed him to the shore where he vomited up half the river. He's alive, embarrassed and officially hates the river.
| | | Renate: mutant attack survivor | * 155:00 The boat is searched and Renate, a gypsy woman, is found hiding amongst the cargo. Despite the laws of salvage applying the group decide to leave the cargo laden vessel and continue to Weissbruck by coach. They buried the bodies of the boats former crew, took the row boat strapping it to the roof of their coach, and offered Renate a lift to the nearest town.
by Jim Bambra, Phil Gallagher & Graeme Davis
GW and later republished by Hogshead Publishing
Beginning characters.
WFRP finding its identityAs the first adventure for the fledgling Warhammer Fantasy Roleplay line Mistaken identity could have gone in any direction. It could mimic the big players like D&D or Runequest in presenting the safe and familiar. It looked to be doing just that as the adventure in the Rulebook was a dungeon/sewer crawl with a likely TPK at the end. Fortunately Mistaken Identity moved away from dungeons, but not sewers, with The Enemy Within campaign breathing life into Warhammer's Old World. Mistaken Identity is solid and my group had fun, later chapters are better but this sets the tone for the campaign and does a good job at setting up the world. It's a short railroad, but if your having fun you don't notice the tracks.
It's half sourcebookBeing half sourcebook is common for the adventures in The Enemy Within campaign. Each book explores a piece of the Empire. This source book touches on the history, politics and religions in the Empire. The Holy Roman Empire influence is there if you look for it. I see that as a positive. It's great that they based the Old World loosely on the real world. Its easier to run and find inspiration for. Useful parts in the sourcebook deal with movement along the Empire's roads and rivers as well as details on the soon to clash religions of Sigmar and Ulric. There's also two pages on herbs if that's your thing. I didn't find it useful in game. There's a map of the Empire. It's crap with little marked on it. That's OK though. There are plenty of good maps online.
| | | A good map of the Reikland where most of The Enemy Within Campaign unfolds. |
Watch out for pre-gensThe sourcebook has just the right level of detail and lays the ground work for the campaign to follow, but what about the adventure? We begin with pre-generated characters. This is a problem as your players will want to use characters they rolled themselves. Pre-gens are for tournaments and one shots, not a year long campaign. In order to link events the campaign assumes the use of pregens. Repurposing the pre-gen links to PCs is easy with the wizards apprentice potentially the trickiest to re-write.
What's great about it.Things kick off in a coaching inn, an iconic Warhammer location. A map of the place would have been handy. The NPC's within are well developed and full of character. They are a cross section of Warhammer society and include Urnst the irritated student with his big book on leeches, snooty Lady Isolde refusing to mix with the common folk, Gunner and Holtz the hard drinking coachmen, an ingratiatingly friendly innkeep and finally Phillipe the larger than life Bretonnian gambler. Phillipe gives you a nice opportunity to ham it up with an 'outrageous accent!' Things get interesting when the disparate group gets thrown together on the coach to Altdorf. There are plenty of opportunities for roleplay with these well realised NPCs.
Adventure highlights* A well planned battle with mutants that encourages tactics.
* A surprising double identity plot providing a strong hook for the opportunistic adventurer; a plot hook that is followed throughout the campaign.
* An introduction to the asshattery of the nobles of Altdorf. Nobles are easy to hate and these guys are tools.
* Amusing encounters with pantomiming cult members.
* An attack on a burning boat by a Bounty Hunter and his friends. The set piece combat encounters sure are neat.
What's bad? * Its a short string of encounters set one after the other. * The NPCs are interesting but need the GM to roleplay them to the hilt. They are the crux of the adventure and if you dont bring them to life the adventure can feel flat and brief. * The cultists shadowing the adventures in Altdorf are done poorly with the players given no opportunity to catch a cultist alive as they are always killed just before they are captured. The Thousand Thrones campaign did this as well with Nurgle cultists biting down on a poison boil to avoid being taken alive. This cheap tactic is a crap idea and sadly the campaign continues to take this line with cultists swallowing poison pills to avoid enlightening the adventures as to the broader plot. Bad call. * The witnessed deaths of the cultists from a single crossbow bolt is rubbish in the context of the system. One Ulric's fury I can buy into, two in a row is stretching things too far. Such marksmanship raised an eyebrow or two at the table. * The adventure takes place momentarily in Altdorf and Weissbruck, unfortunately neither location is adequately described. * Finally Max Steiner, the protagonist picking the fight in Altdorf, didn't play out well at my table. You might want to ratchet up the insults to force a fight as this better sets up following chapters.
I like this adventure a lot. The Enemy Within campaign is a classic and it starts strongly with Mistaken Identity. It's worth picking up for your 1e, 2e or 3e Warhammer Fantasy Roleplaying game. Even if you don't intend to run it the adventure is full of lootable NPC's and ideas. As a nice bonus you can download a 2e conversion of the stats in the adventure at Winds of Chaos.
| | | Will everything end in chaos and flames? |
And so to the conclusion of Shadows over Bogenhafen. This adventure takes a lot of prep prior to play. It's imperative that you take notes as you read it through. The note taking process helps you recall key facts, locations and plot points. By taking these notes you become familiar with the adventure, as if it was one of your own.
The players shook the plot up, they came up with desperate plans and I scrambled to keep up. The adventure sort of followed the expected course... if you squint your eyes... maybe. The decisive assistance of the watch wasn't planned but was well earned through the players actions.
Here is a link to part 5 of our recorded play through of the classic campaign The Enemy Within. I have the initial recordings of the next chapter, Death on the Reik, and they are equally great. Links to the other recordings and write-ups are on this page here.
We last left off with the adventurers holed up in a thieves guild safe house. They feared arrest by the watch after their failed raid on the Tuegen estate. They had identified the Tuegen's as key conspirators in a chaos plot to bring down the town of Bogenhafen.
The PC's are Walter the halfling raconteur, Esmerelda the reluctant hedge mage, Solomon the halfling smuggler, Joten the dwarf sewerjack and Herdan the odorous grave warden.Key Points from part 5* 3:50 Herdan and Joten were identified during the scuffle at Tuegen's house and were wanted by the watch. This limited their movement within the town. * 10:15 Leaving their easily identified companions behind, the group visit Franz Steinhager at the watch house. The watch sergeant tells them Franz broke when 'questioned' but he allows them to further interogate the merchant. * 11:15 Franz admits some of the rituals the Ordo conducted involved the sacrifice of 'scum' that wouldn't be missed. He claimed that he didn't agree with the sacrifices but that Johannes insisted. * 13:30 Franz tells them the location of his safe and in return begs the adventurers to deal with his brother Heinrich, who he is sure is behind his incarceration. * 16:00 A remorseful Franz suggests a plan. They release him and he will wait for the Ordo to send him the location of the upcoming midnight ritual. He was told the ritual would bring great wealth to Bogenhafen but he now believes it will bring doom instead. Once he knows the rituals location he will inform the group. * 22:00 Watch Captain Reiner agrees to the plan and releases Franz. Reporting the conspiracy to local ruler Baron Von Saponatheim and going through official 'legal' channels will take too long. Besides Reiner wants to do things the brutal old fashioned way. * 23:00 Esmerelda insists they not kill Heinrich Steinhager despite Franz's request. Heinrich may be a shady character but he wasn't an Ordo cultist. The group is happy to take Franz Steinhager's gold from his safe, despite reneging on the deal to kill Heinrich. * 25:00 the group realise that this adventure breaks the RPG cliche. Instead of the ritual occurring on the final night of the Shaffenfest, it occurs the following night once everyone has left. Nice one!
| | | Its a trap! | * 33:02 Late that night the group receive a message telling them to visit Franz urgently. The message boy gives them a bad vibe. Everything screams trap but the group cautiously play along. * 37:24 Walter suspects the message boy is Gideon disguised with magic. The whole "PCs are framed for the murder of Franz Steinhager" subplot unravels. Gideon escapes to the ethereal plane as the group find Franz's body. * 47:14 Watch Captain Reiner and four watchmen arrive at the murder scene. They agree to accompany the group to warehouse 17. Franz's final act, prior to bleeding out, was to spell the ritual location in his own gore. It is not clear if he scrawled 'warehouse 13 or 17'. Three watchmen are sent to warehouse 13 just incase. * 52:36 The heroes, Reiner and a single watchman plan a direct assault on warehouse 17. They quickly scatter the stevedore guards who had formed a ring around the warehouse. The sound of chanting force their hand before additional watchmen arrive. * 61:10 Warehouse 17's doors are kicked in and the cultist's ritual disrupted. The villains unleash a barrage of sorcery momentarily seizing control of Watch Captain Reiner's actions and having him hack at his former allies. Joten is stunned by tormenting visions. The group quickly surround Johannes Tuegan.
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| "Hello, mighty Tzeentch? A little help here". - Johannes Tuegen. |
* 79:54 Gideon drops his human guise and reveals his true demonic form. It dawns on the meta-gaming players that the demon's flameresque arm means dire news. They are right. Soon Joten, Walter and Reiner are human torches, writhing in multi-coloured flames.
| | | A note plucked from the dead hand of Johannes Tuegen. |