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d6 Evil Men

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  1. Thanks Ralzar for the session report and on your work on converting the scenario to 3rd edition. I'm glad you enjoyed it. I really liked your idea of having Jago Stamm being mutated from handling the coins. @Emirikol: Taking heed from Ralzar's report, to avoid having the players feeling stuck, maybe you should have the printed note found in Isidro's room also clearly mention the printing house and its location in Ashendorf. This would give the players another clue to follow. Also, if you have Dave Allen's excellent An Inclusive Introduction to Agitators career pamphlet, there is a great example pamphlet about the Skaven conspiracy in it that you could use to create proper mood and inform your players about the Skaven conspiracy.
  2. One way to give the PCs extra motivation to follow Rottmeier down the well is to give him something the characters want. Maybe dying Armantero tells them Rottmeier has a piece of evidence or a dangerous artifact with him. Or maybe the cultists have an innocent NPC with them to give to Foulsqueek as a personal slave - just make sure the PCs have met this NPC earlier - and this innocent needs to be saved. And that means following Foulsqueek down the well. Emirikol's group has a Grey Wizard - maybe Rottmeier slips some hint of a possible conspiracy etc. that the Grey Wizard wants to interrogate him for and would thus want to follow the man down the well to capture him (or Foulsqueek).
  3. Ralzar, I'll copy here some comments I gave to Emirikol earlier regarding There are no such things as Skaven. Firstly, if you have Edge of Night you can easily incorporate things from it. In There are no such... the fire festival is featured more as background and context for the cultist hunt. What you could do is have the town's high and mighty arrange some competitions as part of festivities. The winners from these various events will get to attend a party held by the merchants and other notables at Rottmeier's mansion - the cultists and Rottmeier will naturally attend (Armantero could be held captive in the mansion as well - perhaps the PCs would then have to sneak him out without alerting the cultists). However, they will depart just before midnight to meet the Skaven at the glass factory. This will allow you to bring the festival more front and center, have your players attend some suitably warhammerish competitions and maybe highlight the innocent front the festival serves before the conspiracy is revealed in full. You could, of course, use Edge of Night's ending with this adventure as well. Maybe Foulsqueek has decided that it doesn't need manling cultists anymore (or is convinced that they are plotting against him) and has his Skaven first try to poison the town's noteworthy and then his troops will use well and sewers to swarm the city. Imagine Skaven climbing from sewers to attack the festivalgoers. Panic ensues and when you are in a middle of a fire festival that is bound to be bad news... Secondly, if your PCs decide to enter the sewers with the ratcatchers, you would perhaps want to consider having one or two of the ratcatchers be severely wounded in the Skaven ambush. The PCs then have to make the decision whether to follow the ratmen or help the wounded to safety. Thirdly, in the finale as it is written Rottmeier and the grey seer flee down the well. Several groups have hesited or even refused to follow them. You should probably keep this possibility in mind. Finally, you can find an additional handout for the note left on Isidro Armantero's door here: http://dl.dropbox.com/u/29503787/pamhplet.pdf Regards, Sami Uusitalo
  4. Sing for your Supper is a very good scenario, very warhammery IMO. Emirikol has made a 3ed adventure called The Lone Wolf. I believe you can find it here: http://gallery.rptools.net/v/contrib/emirikol7/?g2_page=2 There is also some pretty neat Nurgle stuff in The Thousand Thrones campaign. Check out Chapter V - The Metamorphosis of Villa Hahn.
  5. Really great stuff, guys. I love this kind of stuff. Keep up the good work!
  6. That is a very nice concept Ralzar. I like the backstory a lot. I have a few ideas for you to consider. Firstly, I would consider having the PCs arrive at the village before Johann disappears. Perhaps they are hired by some guests to escort them safely to the village for the wedding, or they could be hired as extra security (Graf Immerglück in attendance and all). Or, alternately, a famous halfling chef notorious for being a verbally abusive tyrant (a miniature version of Gordon Ramsay, if you will) has run out of some (dubious?) ingredients and hires the PCs to find some for him, fast and at any cost. Having the PCs there before Johann disappears gives you to the option to have them talk with him before his disappearance and learn about his doubts concerning the coming marriage. Having met the man they are also more likely to care about his fate. Furthermore, after he diappears, the PCs could even be blamed for it as someone (Bitter perhaps?) saw them talking to the young man prior to his vanishing act. In addition to meeting Johann, the PCs could also witness Bitter wooing Emilia. This will surely make them doubt the man as Johann's potential kidnapper/murderer later. Secondly, I would make Helena's sad fate a part of the wedding ceremony. Have the PCs witness a strange local custom that will grant the bride-to-be good luck and protect her from Helena's sad fate. No know remembers the details of the actual story or the origin of the local customs, but you can use them give out some hints and convey the proper mood. This also allows you to subtly foreshadow the fact that Helena is a Vampire (however, be careful not to give it away too soon). Thirdly, I would give Helena a human helper. A grave-digger or grave-warden who is mind-controlled by her and who, during the day, helps her find "guests" for the coming wedding. This is a NPC that you can use to give the PCs hints about Helena's true form, her motivations, history and use him to help steer the PCs in the right direction if need be. By making him eccentric with a dose of black humour in a typically WFRP-way will give you a great NPC to have some fun with. The records at the Sigmarite temple are a good way to give your players information about the backstory. I would also consider having some sort of a protective talisman there, Helena's wedding ring perhaps. The ring is believed to have protective powers over her. The local priest at the time knew this and, at the Noble family's request/demand, used this fact to convince the Witch-Hunter to leave the evidence in the village. However, the Priest could have been mistaken and the ring has no protective powers what so ever. Scenario-wise the reasoning for having such an item there is that it gives the PCs something to help them against this particular, rather challenging, opponent. Also, the ring could be used in some way to release Helena from her curse, or convince her that she is married and there is no more need to have these macabre weddings etc.
  7. Another good source on real life witch hunts is The Spanish Inquisition by Joseph Perez.
  8. As already mentioned The Witch Hunter’s Handbook and the Mathias Thulmann omnibus are good sources of information on Witch Hunters. Witch Hunters are also featured in several 2nd edition books. The career description can be found in the Core Rulebook as well as in Career Compendium (with a couple adventure seeds). A few paragraphs on them can be found in Sigmar’s Heirs (p. 31). Tome of Corruption Chapter IX: Defenders of the Empire (p.123) takes a bit more detailed look at Witch Hunters. It describes their history and tactics and gives a few ideas on adventures revolving around them. It also describes Renegade Witch Hunters, meaning Witch Hunters who are not Templars of Sigmar. A new career, Cloaked Brother, is also featured. These shady characters are a splinter group of the Templars of Sigmar who focus on gathering information and spying. I believe Realms of Sorcery has more extensive information on the Witch Hunters as well. The adventure Ashes of Middenheim features Ordo Fidelis, a secret society of Witch Hunters working within the cult of Sigmar. The Thousand Thrones campaign has two Witch Hunter NPCs in very minor roles. Also, I have featured Witch Hunters in two fan supplements I have written. You can find them here and here.
  9. This sounds like a very good and atmospheric scenario. You seem to have the outline pretty much figured out, but I thought I would share a few ideas and thoughts that came to mind. Suggestion for background Ludwig Schliemann and his brother hail from a region that is preparing for a conflict against its neighbour (Border Princes?). In preparation for the coming conflict the entrepreneurial brothers figured that good money was to be made in trading arms. Through some nefarious contacts they found about a person (a spy, a traitor, a student from Nuln etc.) who was looking to sell blue prints to an experimental cannon. The brothers wagered all their money on this opportunity and purchased the prints and had a prototype made in secret. Now, before they could start selling these new cannons they needed to test their prototype. Bribes, blackmail, and outright lies finally got some Imperial officials to grant them a Wolfship and a crew for a secret mission. Ludwig’s brother took the cannon and went with the ship. Ludwig stayed behind. The secret mission was to sail North to the Sea of Claws and test the weapon on an unsuspecting norse village by bombarding it from the sea. The Wolfship found a suitable village and the new cannon turned out to be a success as it reduced the helpless village into rubble. The crew went ashore to inspect the results closer and to finish off any survivors. Amongst the ruins they found a mortally wounded witch-doctor. The villagers had worshipped Nurgle and with his dying breath the witch-doctor laid a curse on the crew. As the crew returned home the curse slowly started to turn the Wolfship into a Nurgle plagueship. Some suggestions for the scenario Now the ship has returned. The captain of the local naval mission orders his men to board the vessel to investigate. None return. Panic starts to spread. The PCs see people rushing to the docks to see the mysterious ship. They should investigate. This is a good chance to some wildly speculative rumours, as well as some hints at the truth. The authorities gather to decide on a right course of action. Just before nightfall they announce that the mystery ship will be sunk the next morning by sending a warship to bombard it. Ludwig Schliemann seeks the PCs out and hires them to sneak aboard the ship and find out what happened to his brother. He also wants them to retrieve his brother’s journals (with their valuable notes on the cannon). The PCs have just this night to achieve this. First, they must find someone to take them to the ship. This will be challenging as the ship is cordoned off by dinghies manned by city watch with storm lanterns. Once they get to the ship, instead of having them climb aboard, you could have them enter through a strange hole in the side (a botched attempt by the first mate to blow up the ship). It is dark inside and the use of any sources of light might alert the watch to their presence. The PCs have to work their way up the ship from the lowest levels to the main deck and the castles. To help create the mood for mystery, you could start by gradually giving up more and more hints of something sinister. Awful stench, odd scratch marks on the walls (Sigmar save us! etc.), signs of the botched attempt to blow the ship up, swarms of flies, odd sounds coming from the upper decks (strange moaning that comes from the previous boarding, which has been absorbed as a part of the Forecastle.) As they make their way up they can find the first mate’s diary with more clues (their initial mission). Also, the ships mutations become more and more evident (slime here and there, odd boils throbbing on the walls) until, finally, they see the boarding party absorbed into the ship (main deck, mast, aft castle?). Finally, they find the captain’s quarters and the log (it talks about the curse and reveals how the ship and crew gradually changed). The mutated captain is in the forecastle and about to use the experimental cannon (now a Hellcannon) against the city. He might be loading the cannon with Nurglings (who used to be the crew?). They must stop the captain and escape the living ship. As a final clue they should find the brother’s journal (it reveals the brothers’ plan). They also find clues that the brother (now slimehound or some other sort of Nurgle beast) has abandoned the ship and is probably hiding somewhere in the city. Eventually, it will most likely try to seek out its brother. Now, the PCs have to decide what to do with Ludwig and his mutated brother. If Ludwig finds out about his brothers fate before the PCs get to him, he might set them up for an ambush at his townhouse.
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