Finally we can depart on The Enemy within Campaign. Only Felix's player is missing but we decided to have him along as a silent NPC
We rejoin our heroes in the aftermath of the battle At Grimaz Azamaz, surrounded by the croaking cacophony of multitudes of frogs and toads.
The heroes gather their belongings and continue towards the Coach and Horses Inn. Upon their arrival there they are nearly run down by a Four Seasons Coach.
Another coach stands in the courtyard belonging to the Ratchett Lines of Altdorf.
a couple of grooms can be seen outside the stables busily rubbing down a team of four horses. From the inn itself comes the delicious smell of cooking and the sound of merry laughter.
We rejoin our heroes in the aftermath of the battle At Grimaz Azamaz, surrounded by the croaking cacophony of multitudes of frogs and toads.
The heroes gather their belongings and continue towards the Coach and Horses Inn. Upon their arrival there they are nearly run down by a Four Seasons Coach.
Another coach stands in the courtyard belonging to the Ratchett Lines of Altdorf.
a couple of grooms can be seen outside the stables busily rubbing down a team of four horses. From the inn itself comes the delicious smell of cooking and the sound of merry laughter.
The bar room of the inn is a bright and cheerful place. On opening the door, the PCs can smell fine foods cooking and hear the laughter of the two coachmen who are telling jokes to each other. From across the room the adventurers notice the icy stare of a finely-dressed young woman (Lady Isolde von Strudeldorf). She sits at a table with two other women; one is tall and heavily built (Made, her bodyguard) while the other is small and mousey-looking (Janna, her servant). Sitting at another table is a young man (Ernst Heidlemann) who appears absorbed in the book before him. Leaning on the bar is a foppish gentleman (Phillipe Descartes) who stares closely at the characters before fixedly returning his gaze to the bar. Behind the bar is a thin-looking barman and the overweight landlord.
The Heroes settle at a table and order rooms and food, Lothar and Abel secure passage on the coach that will leave in the morning.
Abel also tries to have a conversation with Ernst but the man is not a conversationalist and has nothing much to say.
When some of the crew are up to their old schemes, trying to goad the coachmen into a game of chance, Phillipe comes up to their table, introduces himself and proposes a card game. at first the bats are low and the Brettonian loses his games but when the game gets serious and gold is placed on the table, he takes away the winnings with ease. Even the (inspired by drink) double or nothing goes to him.
Phillipe buys a lot of drinks following this and the heroes have found a new friend.
The Heroes settle at a table and order rooms and food, Lothar and Abel secure passage on the coach that will leave in the morning.
Abel also tries to have a conversation with Ernst but the man is not a conversationalist and has nothing much to say.
When some of the crew are up to their old schemes, trying to goad the coachmen into a game of chance, Phillipe comes up to their table, introduces himself and proposes a card game. at first the bats are low and the Brettonian loses his games but when the game gets serious and gold is placed on the table, he takes away the winnings with ease. Even the (inspired by drink) double or nothing goes to him.
Phillipe buys a lot of drinks following this and the heroes have found a new friend.
The next morning is misty and overcast. All the passengers assemble in the common room of the inn at 8 o'clock where breakfast is served by Gustav. The coachmen are nowhere to be seen - they are still in bed sleeping off their drinking of the previous night. An hour later it is apparent that they are not going to show up. A quick look at the coach shows that it has not even been prepared for the Journey. Mandred and Lothar check up on them and after forcing Gustav to open the door they find the two still in their beds, groaning, moaning and nursing titanic hangovers.
After another hour one of the coachmen managed to prepare for the journey but the other has gone to the outhouse where he fell asleep. When finally the coach is ready for departure, another problem becomes apparent. for only six characters can travel comfortably inside. Lady Isolde flatly refuses to 'be "crammed in with commoners", claiming "it is bad enough having to travel with riff-raff without their knees and elbows being constantly thrust into one's face." The coachmen are of no use in this argument; they climb unsteadily into their positions and sit there clutching their heads. They seem in no hurry to depart.
A brief exchange between the heroes sees Felix, Gotrak, Hans and Lothar to the roof of the coach and they finally set off for Altdorf. When the coach slows to a crawl Gotrak has had his fill, bitch-slapping the driver he manages to get the coach to a reasonable speed. Then it starts pouring.
After another hour one of the coachmen managed to prepare for the journey but the other has gone to the outhouse where he fell asleep. When finally the coach is ready for departure, another problem becomes apparent. for only six characters can travel comfortably inside. Lady Isolde flatly refuses to 'be "crammed in with commoners", claiming "it is bad enough having to travel with riff-raff without their knees and elbows being constantly thrust into one's face." The coachmen are of no use in this argument; they climb unsteadily into their positions and sit there clutching their heads. They seem in no hurry to depart.
A brief exchange between the heroes sees Felix, Gotrak, Hans and Lothar to the roof of the coach and they finally set off for Altdorf. When the coach slows to a crawl Gotrak has had his fill, bitch-slapping the driver he manages to get the coach to a reasonable speed. Then it starts pouring.
After a couple of hours the rain stops, and some time later the coach reaches the junction with the main Middenheim - Altdorf road.
There is a coaching inn at the junction, owned by the Four Seasons line. The heroes think a moment to leave their coach for one of the Four Seasons but this will include paying a second time so they decide to carry on.
a couple of hours after the coach joins the main road. The road sweeps around a bend and, halfway round it, the coach's passengers are met by a grisly sight. Squatting in the road is a human figure, his back to the coach, bent over the body of a Four Seasons coachman. The figure turns, and the adventurers see a severed human hand hanging out of the creature's disgusting mouth. The creature is recognisably Human, but is abhorrent to behold. Flesh hangs in shreds from its face and hands, and green ichor seeps from its eyes. Spitting out the hand, it rushes towards the coach determined to slash and kill with its bloody dagger.
Abel is shocked to his very core, the mutant is no other than his old-time comrade in crime Rolf.
Before he reaches the coachman however, the mutant meets Gotrak's axe and is cleaved in two. Otfried jumped out of the coach but twisted his ankle. Meanwhile the horses have panicked and bolted, dragging the driver into the woods. Sheer luck and a bit of skill from the other coachman sees the coach itself safe.
As the adventurers wonder what to do next, a bestial cry rends the air from further down the road.
There is a coaching inn at the junction, owned by the Four Seasons line. The heroes think a moment to leave their coach for one of the Four Seasons but this will include paying a second time so they decide to carry on.
a couple of hours after the coach joins the main road. The road sweeps around a bend and, halfway round it, the coach's passengers are met by a grisly sight. Squatting in the road is a human figure, his back to the coach, bent over the body of a Four Seasons coachman. The figure turns, and the adventurers see a severed human hand hanging out of the creature's disgusting mouth. The creature is recognisably Human, but is abhorrent to behold. Flesh hangs in shreds from its face and hands, and green ichor seeps from its eyes. Spitting out the hand, it rushes towards the coach determined to slash and kill with its bloody dagger.
Abel is shocked to his very core, the mutant is no other than his old-time comrade in crime Rolf.
Before he reaches the coachman however, the mutant meets Gotrak's axe and is cleaved in two. Otfried jumped out of the coach but twisted his ankle. Meanwhile the horses have panicked and bolted, dragging the driver into the woods. Sheer luck and a bit of skill from the other coachman sees the coach itself safe.
As the adventurers wonder what to do next, a bestial cry rends the air from further down the road.
Rounding the corner, the adventurers are witnesses to a ghastly scene. An overturned coach lies across the road, with two of its horses desperately trying to struggle free as a creature with a large body and an incredibly small head is hacking maniacally at them with an axe. Lying screaming by the coach is a Human with a doglike head. Blood pumps from a wounded leg while another mutant with a pointed head tries to bandage it.
Another, with cloven feet, is feasting on the body of a small child. Searching through the corpses scattered on the ground is a Human with scaly skin holding a loaded crossbow.
The adventurers recognise the coach as the one who nearly ran them down while approaching the Coach & Horses Inn.
A fierce combat ensues ending when the heroes are victorious. Only one mutant managed to escape alive. While checking the victims for survivors the heroes are in for a shocking surprise. One of the corpses - they remember him as the one hanging outside the coach- is the spitting image, no, even the identical twin- of Mandred!
Another, with cloven feet, is feasting on the body of a small child. Searching through the corpses scattered on the ground is a Human with scaly skin holding a loaded crossbow.
The adventurers recognise the coach as the one who nearly ran them down while approaching the Coach & Horses Inn.
A fierce combat ensues ending when the heroes are victorious. Only one mutant managed to escape alive. While checking the victims for survivors the heroes are in for a shocking surprise. One of the corpses - they remember him as the one hanging outside the coach- is the spitting image, no, even the identical twin- of Mandred!
Rifling trough his belonging, Mandred finds two documents:
The firsts reads thus:
"Messrs. Lock, Stock, & Barl
Civil Lawyers, Commissioners for Oaths, etc.
Garten Weg
Bogenhafen
Dear Herr Lieberung,
After many lengthy researches, we have come to believe that you are the only living relative of one Baronet Lieberung , late of the town of Ubersreik. This being the case, and any other , herefore unknown and pertinent factors notwithstanding, I am herewith charged to inform you that you are the sole beneficiary of the Baronet’s last will and testament (hereafter referred to as the document of the first party).
I, the undersigned, acting in my capacity as legal executor of the aforementioned document of the first party, do therefore urge you to make you way with all speed to my offices in the fair town of Bogenhafen. Thereupon, providing you can produce an affidavit of your identity as Kastor Aloysius Lieberung, signed by two witnesses, we shall be pleased to hand over the title deeds to the Baronet’s manor house together with its contents (which include a most tastefully stocked wine cellar), its extensive estates and the sum of twenty thousand gold crowns.
I remain, you most humble and respectful servant,
(Signed) Dietrich Barl, K.C., LL.B.(Alt)
Signed, this day, the 10th of Nachexen, in the two thousandth, five hundred and twelfth year of the Empire."
The second, smaller one says this:
"We the undersigned, do solemnly declare that the bearer of this document is one Kastor Lieberung
Signed: Ingrid Zicherman, Priestess of Sigmar. Oskar Helmut, Guild Master of the Merchants Guild."
Obviously this leads to an intense debate among the heroes on what to do while the corpses are being buried. They recieve a small blessing by Otfried.
Sounds of approaching hooves can be heard and with uncanny foresight Abel comments that it's the law. Sure enough, a band of roadwardens appear who, after veryfying the heroes are not bandits, accompany them back to the Four Seasons Inn where the coach is repaired.
The firsts reads thus:
"Messrs. Lock, Stock, & Barl
Civil Lawyers, Commissioners for Oaths, etc.
Garten Weg
Bogenhafen
Dear Herr Lieberung,
After many lengthy researches, we have come to believe that you are the only living relative of one Baronet Lieberung , late of the town of Ubersreik. This being the case, and any other , herefore unknown and pertinent factors notwithstanding, I am herewith charged to inform you that you are the sole beneficiary of the Baronet’s last will and testament (hereafter referred to as the document of the first party).
I, the undersigned, acting in my capacity as legal executor of the aforementioned document of the first party, do therefore urge you to make you way with all speed to my offices in the fair town of Bogenhafen. Thereupon, providing you can produce an affidavit of your identity as Kastor Aloysius Lieberung, signed by two witnesses, we shall be pleased to hand over the title deeds to the Baronet’s manor house together with its contents (which include a most tastefully stocked wine cellar), its extensive estates and the sum of twenty thousand gold crowns.
I remain, you most humble and respectful servant,
(Signed) Dietrich Barl, K.C., LL.B.(Alt)
Signed, this day, the 10th of Nachexen, in the two thousandth, five hundred and twelfth year of the Empire."
The second, smaller one says this:
"We the undersigned, do solemnly declare that the bearer of this document is one Kastor Lieberung
Signed: Ingrid Zicherman, Priestess of Sigmar. Oskar Helmut, Guild Master of the Merchants Guild."
Obviously this leads to an intense debate among the heroes on what to do while the corpses are being buried. They recieve a small blessing by Otfried.
Sounds of approaching hooves can be heard and with uncanny foresight Abel comments that it's the law. Sure enough, a band of roadwardens appear who, after veryfying the heroes are not bandits, accompany them back to the Four Seasons Inn where the coach is repaired.
Finally, a day later, the coach finally arrives in Altdorf.
At this time, despite the recommendation in the scenario, I decided to give the players some opportunity to hang around the capital and take care of their business. This will allow them to tie their backgrounds into the adventure and gives me the chance to develop an extra theme thread troughout the campaign.
We start off with Abel, who has a rendez-vous with Grimblin Oddsock (who he met at the Three Feathers Inn) at the Pissing Cat Tavern. The Tavern is located in the Ogasse District, near the docks. Oggasse is the name of an informal district in south Altdorf, east of the Nuln road. It’s out of the way and considered unimportant. The area’s cheap housing attracts workers from other provinces and the poorer locals. Deeper into the district from Schmutzplatz, the area quickly turns unpleasant. The housing here was once respectable, but is now run down.
During the day, Oggasse is a colourful place awash with folks going about their daily business, making and spending money. The locals usually get by well enough, even if most don’t have much money to spare, and there is some sense of community. As night approaches, the district echoes with the sound of boisterous drinking and high-spirited conversations. Night time is dark and quiet. Gangs of footpads and thugs own the streets and law abiding locals keep themselves behind closed doors. The watch generally prefer to ignore the place as much as they can.
The Pissing Cat once started out as a small tavern, run by halflings. Beyond the small door and the crooked building's facade the tavern has expanded into nearby buildings, with interconnecting doors, stairs and corridors. Abel and Lothar meet with the Halfling who proposes them a job. Their "organisation" is planning a nightly visit to an unidentified building, they need someone to keep a lookout and provide distractions should something go amiss.
Abel agrees to help his new friend and they arrange to meet the next evening.
At this time, despite the recommendation in the scenario, I decided to give the players some opportunity to hang around the capital and take care of their business. This will allow them to tie their backgrounds into the adventure and gives me the chance to develop an extra theme thread troughout the campaign.
We start off with Abel, who has a rendez-vous with Grimblin Oddsock (who he met at the Three Feathers Inn) at the Pissing Cat Tavern. The Tavern is located in the Ogasse District, near the docks. Oggasse is the name of an informal district in south Altdorf, east of the Nuln road. It’s out of the way and considered unimportant. The area’s cheap housing attracts workers from other provinces and the poorer locals. Deeper into the district from Schmutzplatz, the area quickly turns unpleasant. The housing here was once respectable, but is now run down.
During the day, Oggasse is a colourful place awash with folks going about their daily business, making and spending money. The locals usually get by well enough, even if most don’t have much money to spare, and there is some sense of community. As night approaches, the district echoes with the sound of boisterous drinking and high-spirited conversations. Night time is dark and quiet. Gangs of footpads and thugs own the streets and law abiding locals keep themselves behind closed doors. The watch generally prefer to ignore the place as much as they can.
The Pissing Cat once started out as a small tavern, run by halflings. Beyond the small door and the crooked building's facade the tavern has expanded into nearby buildings, with interconnecting doors, stairs and corridors. Abel and Lothar meet with the Halfling who proposes them a job. Their "organisation" is planning a nightly visit to an unidentified building, they need someone to keep a lookout and provide distractions should something go amiss.
Abel agrees to help his new friend and they arrange to meet the next evening.
When Lothar exits the tavern, he is greeted by a messenger from the Arabian Embassy. Lothar is summoned by ambassador Ibn Al Shadirn who orders him to investigate the dissapearence of an agent named Hassan Abbaz near Schmutzplatz. Lothar employs the aid of Gotrak Mittnachson, who spent most of his youth there as a member of a local gang. A short while later he is informed that an arabian was found dead in the sewers the day before and is now waiting for burial near the Gardens of Morr. Heading there, lothar looks trough the carts of the dead where he finds the agent next to what appears as a burned mutant with animalistic legs and an elongated snout. The burned mutant has two man-made claws strapped to his forearms, which, Lothar is sure are the murder weapons. These items have no trace of burn marks on them whatsoever. Puzzled and intrigued, Lothar decides to take these with him for further study.
Meanwhile Mandredd visits the College of Azyr (Celestial Magic) to meet his master. He's been kept waiting for quite a while and when the door opens a fat arabian exits with jewel-encrusted rings on each finger and a large turban. Talking to Lothat later reveals this man as being The Greast Shamballah, Master Wizard. When Mandred finally meets his master he is told to prepare for his next step in training and given a scroll on how to create his own wizard's staff.
He may now consider himself a final-year apprentice, which means he is supposed to travel the empire in search of knowledge and power.
At the same time Gotrak meets up with his old gang and spends 50 gold in order to find out when and where he would be able to meet the group's nemesis Wolfgang Bach, who was responsible for Mandredd's kidnapping.
Lastly, we join Otfried Orsten at the Cathedral of Sigmar. He tells his story and leaves Hans and the baby (who they named Ludovic) in the care of the temple. Otfried is then seen by his new superior who expresses curious interest into the amulet Otfried found. He claims that it has an uncanny likeness to the amulet originally worn by Sigmar Heldenhammer himself!
He advises the young initiate to seek out history books and paintings on Sigmar to verify his presumption. finally he orders Otfried to travel to Bogenhafen to deliver the latest creeds of the church to its inhabitants.
He may now consider himself a final-year apprentice, which means he is supposed to travel the empire in search of knowledge and power.
At the same time Gotrak meets up with his old gang and spends 50 gold in order to find out when and where he would be able to meet the group's nemesis Wolfgang Bach, who was responsible for Mandredd's kidnapping.
Lastly, we join Otfried Orsten at the Cathedral of Sigmar. He tells his story and leaves Hans and the baby (who they named Ludovic) in the care of the temple. Otfried is then seen by his new superior who expresses curious interest into the amulet Otfried found. He claims that it has an uncanny likeness to the amulet originally worn by Sigmar Heldenhammer himself!
He advises the young initiate to seek out history books and paintings on Sigmar to verify his presumption. finally he orders Otfried to travel to Bogenhafen to deliver the latest creeds of the church to its inhabitants.
When the heroes meet again that evening in The Pissing Cat and share the events of the day, the crowd suddenly hushes when a gypsy seer enters, holding a skull. She immediately joins their table telling them that Jorric (the skull) told her to come here to read their fortunes. Everyone but Mandredd (who doesn't want anything to do with hedge-magic) agrees and these are the prophesies told (in short).
Abelhelm: will lead an army of shadows or come to an untimely end
Gotrak: Cursed to live in shame, will find his death from one of the greatest enemies of the dwarven race.
Lothar: Will find betrayal amongst his own but also salvation.
Otfried: Will find many dangers and in the end an answer to his orders greatest question: What happened to Sigmar?
To be continued...
Abelhelm: will lead an army of shadows or come to an untimely end
Gotrak: Cursed to live in shame, will find his death from one of the greatest enemies of the dwarven race.
Lothar: Will find betrayal amongst his own but also salvation.
Otfried: Will find many dangers and in the end an answer to his orders greatest question: What happened to Sigmar?
To be continued...