The Enemy Within

Session 7
All aboard the Jolly Nobber

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The birds tweet, the water ripples and the sun shines on a nice spring day on the river Bogen. Rowlocks, Werner, Gnoblar, Wandy, Renate and Elvis all sit on the deck of the trade barge, exhausted, bleeding and traumatised. It’s been a long few days.

After a short getting-to-know-you chat with Renate and a reflection on the events on the barge they all agree that it’s a good idea to let Renate travel with them, for a bit at least.

Rowlocks needs some serious medical attention for his demon gash on his arm. Being still a day away from Weissbruck, Gnoblar offers to put Rowlocks out for 24 hours using his last dose of Tarrabeth, which, although it wont completely heal him, should do the trick and reduce the need for doctor. Rowlocks goes off to his cabin for a big sleep and the others have some downtime.

They sink the two rowing boats, and set about cleaning up and sorting out the boat. Gnoblar and Renate hop off and head into the forest in an attempt to restock some of Gnoblars dwindling herb stash. Werner, whose been rowing through the night, takes to a bed in a cabin absolutely shattered. Wandy sits in the sunshine on the deck with Elvis at his feet and begins to study Teugan’s spellbook.

Later that day, Gnoblar and Renate return, having been reasonably lucky and Renate sets about saying thank you to the guys by generally being helpful, washing and darning their clothes and cooking some dinner.
The following day, Rowlocks wakes up feeling a lot better and they sail the barge towards Weissbruck.

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They pull up at Weissbruck with the plan of Gnoblar, and his bodyguard Werner, heading into town and see if they can find Elvyra. Gnoblar had hit it off with Elvyyra at the Schaffenfest, and she had offered to teach him the ways of pharmacy if he was ever passing through. The rest of the gang remain on the boat.

They are immediately accosted by a pair of street peddlers keen to show them the benefits of their wares. Whilst one is sales pitching Gnoblar, the other begins to surreptitiously signal Werner in a weird manner. Werner is confused. After some deliberation, Werner repeats the symbols back to the peddler, who nudges his mate and begins to quickly leave, but before they do, he outstretches his hand to Werner. They shake hands and they disappear into the crowd.

Werner and Gnoblar then set off to Elvyras.
On the way, Werner notices his palm is now purple, which adds to his confusion.

They follow the directions to Elvyras and as they approach the cottage which they believe is hers they notice a broken window and a smashed window box. They cautiously approach the cottage and peek through the broken window and see signs of a struggle. They call out, but nothing.

Gnoblar climbs through the window and Werner stands outside the house on guard. Gnoblar searches the trashed parlour and just sees a slip of paper, which he reads. It says – bring the goods to the red barn at midnight. He continues the search and opens the door to the also trashed kitchen.
Nothings getting past Gnoblar today and his ultra keen senses pick up a draft coming from behind a cupboard. He shifts the cupboard out the way, which is not easy for a halfling, and a hidden door is revealed. Narrow stairs lead down into the darkness of a cellar. Something makes him jump! A quick flash of movement is seen before it moves off into the darkness.

Luckily, Gnoblars brought his torch! He sparks it up and descends into the cellar, narrowly dodging a missing step.
In the depths of the cellar, Gnoblar is surprised to see a small scruffy girl cowering in the corner.
Being a friendly chap, he calls out, trying to reassure the girl that hes a friend and here to help – shes not having it. He tries again, stating he’s friends with Elvyra but the girl doesnt want to know.
As Gnoblar moves round to slowly see what’s in the basement the girl bolts for the stairs! In a split second Gnoblar drops the torch and grabs the young girl round the waist. She bites him and struggles like fuck, but Gnoblar holds on gently reassuring her that it’s alright.

After a while she calms down and opens up. Elvyras been arguing with some people, there was noise and shouting, then she was gone. The girls called Liza and Gnoblar and Werner dont know what to do with her. They decide to head back to the town centre and the boat and drop her off with the town watch.
A change of plan occurs and they take Liza to the boat, where Renate comforts her as they get the squad together to think about a rescue.

Rowlocks, Wandy, Gnoblar and Werner leave the boat, but being the highly suspicious types, and only having just met Renate, Wandy places one of his newly learnt magic alarms on the rope that’s attaching their newly named barge ‘The Jolly Nobber’ to the wharf.

They head to the market where Werner buys some carpentry tools he needs to do some repairs to the boat, and some new snazzy gloves that he needs to hide his purple hand.

He doesnt wear the gloves or attempt to wash off the purple and they ask about Elvyra and a red barn, but they dont get very far and no one really helps.

Fresh out of ideas they initiate their favourite plan of ’let’s go to the pub’ and they head to the Happy Man for a pint and some food.
Following some stew and beers they get talking to the innkeeper who directs them to Otto the potman. After financially assisting him with his diet, his lips loosen and he gives them some info about a red barn. Werner tries further bribery about his purple hand, and although he doesnt get anywhere he learns about 3 blokes who were at the pub last night with a wheelbarrow and a large trunk. They conclude that these guys stuffed Elvyra in the trunk.

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The boys find the dilapidated barn and hide in the bushes.
Rowlocks stealths through the undergrowth and does a lap of the building. He sees a man, asleep on a chair with half a chicken and bacon sandwich in his hand, but nothing else inside of note. At the back of the barn there are big doors on the first floor. A plan forms and Rowlocks and Werner head to the back doors as Gnoblar and Wandy wait in the bushes.

As quietly as possible, Werner boosts Rowlocks up to the first floor and Rowlocks opens the door.
Inside two rough looking blokes spin round and are surprised to see the ranger jumping into the room. Rowlocks draws his trusty sword and launches at the closest one cutting him deep in the side!
He then sees Elvyra bound and gagged on a chair in the corner of the hay loft.
The two thugs strike back at Rowlocks. He manages to dodge one blow but is crunched badly on his bad arm by the other. Elvyra starts to rock around on her chair as Werner uses his expert climbing skills to jump into the loft.

Wandy and Gnoblar hear the sounds of combat and decide to head into the barn via the main doors where they run into the newly awakened sentry. Wandy tries to hit him with a sleep spell but misses the touch. The sentry whacks Wandy in the chest with his club but the blow is fortunately absorbed by his freshly donned leather jerkin.
On the other side of the barn. Werner runs round the back of the two kidnappers and slams one in the arm with his axe.
Rowlocks, annoyed at being hit in his arm again thrusts his sword at the already wounded thug. It punctures his belly and he drops to the floor. Werner attacks again at the thug and floors him with a blow to the knee. He then sprints off to Wandy and Gnoblar, shield and axe in hand.

Rowlocks starts to cut Elvyra free.

Now surrounded, the sleepy guard bottles it and makes for the door. As he turns his back, Werner cuts him down.
Gnoblar rushes to see Elvyra and shes never been so happy to see a casual acquaintance before in her life and hugs are thrown about. With Elvyra keen to be reunited with Liza they leave the barn. All except Werner.

Darkness descends as Werner gets the 3 dying men and lines them up all next to each other and cues his axe. He brings the blade down and after a few swings chops off all their heads. The beheaded corpses are rolled out in the hay, covered over and he rejoins the others.

Back at the Jolly Nobber, spirits are high as Elvyra and Liza are reunited and the gang celebrate their successful rescue mission.
Over the next week, Gnoblar gains a crash course in Pharmaceutical matters as the rest of the party relax on the boat, go to the pub and do general maintenance. Wandy returns to reading through Teugans spellbook and stroking his dog.

session ends

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Session 6
Warehouse 13

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The sun has set in Bogenhafen, the cheers and celebrations from the last night of the Schaffenfest can be heard in the distance, as the fog from the river Bogen begins to roll in over the docks. The town is in chaos with the alarm raised, buildings on fire and lynch mobs but all is silent on the Ostendamm.
Inside warehouse 13, our party sit in darkness, having taken up positions amongst the crates as they wait for the ritual to begin. Werner and Rowlocks take front positions standing on crates, with Gnoblar and Wandy further back.
They wait.

At about 7 or so, they here a coach arrive and the door opens. In comes, who they now know to be Steinhager, and two bruisers. The heavies drop a sack and leave and Steinhager begins to set up the the ritual.
They wait in the darkness.

After a while, Teugan and the other merchants arrive, they chat and begin to get their robes on. The party are getting twitchy but..
They wait

More heavies arrive and drop off a sack. A sacrificial woman is bound and gagged and after a while brought to the centre of the pentagram. Things are ramping up now as the cultists take their positions and begin to chant. Teugans in the middle standing over the victim.
They’re seriously thinking about it but…
They wait.

The chanting reaches a weird, loud discordant cacophony, Teugan begins to raise the knife high up in the air over the dark haired woman and…
THEY DON’T WAIT!!

THWANG Rowlocks unleashes a shot from his Elven bow and hits Steinhager in the leg. Another shot rings out from Wandy in the darkness at the back of the warehouse and hits Teugan in the shin and he drops to his knees. Teugan looks round in a panic as the chanting stops. Werner jumps down from the crates and charges the inconspicuous man standing near the door and slashes him wildly with his axe hitting him in the shoulder! KERTHUNK
Teugan stands and him and Gideon, who Werner just wounded, begin incantations and gestures.
A few moments later, both Rowlocks and Werner are drooling, gibbering idiots, licking the crates and picking dirt up off the floor.
Teugan yells his friends to avert their eyes as Gideon begins a grotesque metamorphosis from man to winged demon. The merchant cultists all listen to him but one, who is frozen to the spot in fear. Gnoblar cant see from his position, but Wandy witnesses the change. Wandys not fucking scared of demons.

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Gnoblar stealthily makes his way across the warehouse and tries to shake Rowlocks out of his state. Wandy fires his crossbow again but the bolt whistles into the wall. Gideon runs to the back of the warehouse screeching and snarling. He scans for threats.
The cultists begin to bottle it and start heading to the door. Teugan is almost hysterical as the holds the door shut and screams for them to remain and finish the ritual. Steinhager and Teugan have a row.
Rowlocks begins to come round as Gnoblar throws down his crossbow and grabs his sling. He winds it up and unloads a sling bullet which flies straight for Gideon and hits him between the eyes.
Gideon sees Gnoblar in the darkness and unleashes a fireball towards him. Gnoblar is officially the luckiest halfling in the Empire as it just manages to singe him as he dives behind a crate. Meanwhile, the cultists try to push and pull Teugan from the door.
Werner finds a small beetle on the floor squishes it up his nose.

Rowlocks brings himself to his feet, jumps down from the crates and charges Teugan whilst drawing his sword. Rowlocks dishes out the damage as he critically wounds Teugan, slices his finger off and blood splurts all over the shop. Teugan screams and once again drops to his knees.
Another bolt from Wandy whistles through the chaos.

Gideon races back to where the action is and immediately starts to attack Rowlocks cutting him deeply with his claws.
Teugan writhes around on the floor bleeding and shouting.
Wandy and Gnoblar rush to the front of the warehouse. Gnoblar tries to snap Werner out of it but Werner’s having none of it. Wandy checks the girl, looks at Teugan and joins the battle with Rowlocks against Gideon. Surprisingly, Wandy hits Gideon with his sword and hurts him. Gideon hits back wounding Wandy. He then takes a chunk out of Rowlocks arm injuring him heavily. Gnoblar joins the fray hitting Gideon.
Steinhager and the rest of the panicking cultists throw open the door and flee out onto the dockside. Teugan bleeds out, the girl is paralysed with fear and Werner starts to wake up.
Rowlocks, clutching his gashed arm, swings at the hell beast and connects with an almighty blow, cutting deep into his flank and putting the bastard down!
Now Werners mad. He grabs his axe and walks slowly and purposefully towards the contorting demon.
Gnoblar unties the girl as Wandy tries to speak to Teugan. Teugan bleeds out.

Werner grabs the fiend by a horn, raises his axe high and brings it down clean slicing the head from the monster.
Gideon’s bodie smokes and bubbles as it
becomes a screaming vortex that siphons up the world around him.
Thugs from outside the warehouse appear and start to look at each other confusingly whilst surveying the scene.

The heroes begin their exit strategy. Grabbing their stuff, they try to take the unwilling sacrificial victim to the door. She is out of her mind with trauma and is proving difficult. Rowlocks’ wounds are pouring and he is heavily wounded and in pain, Gnoblar is burnt and Wandy is injured.
QUICK! To the dockside to steal a boat!!

They leave the girl and rush to a small rowing boat, Rowlocks drags himself aboard, Gnoblar follows and begins to immediatly bandage him up. The town watch are streaming down the main street to the docks as more thugs appear! Wandy and Werner sprint to the boat, Werner jumps in and starts rowing like fuck. The watch swarm the wharfside and there is shouting, screaming, bells ringing and a whole host of carnage.

The rowing boat is about 10 ft from the dockside, when, out of the fog comes a whelping which turns to a bark. Standing on the edge, with sad dog eyes on full blast is Elvis, Wandys friend from the Schaffenfest!
The boats pulling away when Werner stops rowing and looks at Wandy. Rowlocks is bleeding out with Gnoblar furiously trying to staunch his wounds. Werner and Wandy, despite the immediate life threatening danger begin the “here boy, come on boy, come on Elvis, here boy!” process.
Hes thinking about it, the river bogen is black and rolling, Werner starts to grab a rope, the watch are heading their way screaming for them to halt.
It’s a 50/50, will he or wont he, then, at the last possible second, Elvis plunges into the darkness and doggie paddles to the boat. Wandy grabs him, Werner again rows like fuck, Elvis shakes and sprays the team with Bogen water, the watch and the people on the docks continue to shout halt! as the small rowing boat disappears into the darkness and the fog.

The lights, noise and smoke of Bogenhafen begin to retreat into the darkness and soon become a dot on the horizon, as Werner pulls the group further down the river. For the first time in a long time our heroes draw a breath.
They made it.

Werner (with a little help from the others) rows through the night.
Bogenhafens most wanted (three counts of murder, arson, theft, resisting arrest and a host of other offences) see a peaceful sunrise on the river, the birds tweet and the wind rustles through the forests on either side.
Just as they begin to relax, they see a body floating towards them riddled with crossbow bolts and they are once more on their guard.

Round a bend in the river they see a barge, apparently adrift. No signs of life.
They tentatively bring the rowing boat along side and they all hop on apart from Werner.
Within seconds they are set upon! A winged beastman swoops from the trees as two wounded other beastmen burst from below. Wandy is pinned in by the winged bastard as heavily wounded Rowlocks finds himself, once again, in battle.
Werner jumps onto the barge and begins to unleash his pent up bodyguard frustration.
Wandy is wounded by the winged mutants spear as tentacles burst out of the water and try to drag Gnoblar down into the murky depths – he evades them skilfully!
Werner and Rowlocks start taking chunks out of the beastmen as Gnoblar once again evades the thrashing tentacles from the river.
Seeing the tide of battle turn, and nursing their wounds the beastmen turn and dive into the water fleeing the scene.
The party take stock, the barge is littered with bodies. They begin the rifle through the corpses and shove them into the river when they hear a sound from below.
They head down, weapons drawn, and they find, hiding in a box, a terrified woman.
They reassure her, bring her upstairs and she introduces herself as Renate. She is incredibly grateful and informs the party of the events on the barge when the beastmen attacked.
The, wounded, exhausted, dirty, smelly outlawed, and generally fucked group of ragtag friends sit in the morning spring sunshine. Wow. What a few days it’s been
Rowlocks decides that the outlaw life might just suit him after all…
session ends

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Shadows over Bogenhafen

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We rejoin our heroes in the dead of the night, under the cover of darkness as they stand inside the Steinhager offices, in the main office, after breaking in and finding the secret door. They decide a swift exit is required and they slip out into the side street, covering the tracks of their criminal activities.

With no base or inn, and wanting to keep a very low profile they head east back to the Crossed Lance’s to see if their mate Frans at the thieves guild will put them up for the night. Paying over the odds they manage to secure a room and get some rest.

The next morning over breakfast, heavy discussions take place while the team plot what direction to take, which leads to follow and what to do. This proves difficult and many different possibilities are mulled over.

Eventually, Gnoblar suggests that they head to the main square and seek out the madman doom sayer they had heard about the other day.
They had passed through the square a few times recently but not seen a madman, but today he was in full swing and easy to spot.
After listening and taking note of his ravings from afar they decide to approach. He looks through the groups faces, fixes his glare on Werner and states “the mark is upon you bringer of chaos!” Before looking terrified and running through the crowd.
Luckily Rowlocks is able to track him and they give pursuit only to see him just hop on the ferry to the pit at the last moment. The guys wait for the next ferry.

Once in the pit they immediately feel and look out of place in the slums. They ask some of the locals about the distinct looking madman but are met with distrust and suspicion and no one wants to talk to them.
They decide to head to an inn to try their old favourite trick of greasing the palms of the innkeeper.
The Frogs Head is officially the biggest shithole in the whole of the Empire but they have a pint and manage to loosen the lips of the staff and find the whereabouts of the madmans hovel and head there immediately.
Our team cautiously surround the hovel and Werner knocks the door. No answer so they push it open and head in. They find the madman facedown in his pad with a missing throat and flee the area not wanting to be incriminate.
From the pit the guys head back across the river and go to check out the warehouse where Richter told them the goblin had been found.

A knock on the warehouse door brings the door keep and they lie saying they have been sent by Richter to enquire. He regales them with his epic tale of bravery and how he clubbed the goblin to death, they ask a few more questions and he asks them to leave. They snoop around the outside of the warehouse just to see if there is anything out of the ordinary, which there doesnt seem to be.
Pondering what to do next, frustration begins to set in and they decide that a scrawny alcoholic would be the ideal person to rough up and they knock on the warehouse door again.
Alchoholic Anton answers and an arguement ensues ending with Anton telling them to “check the fucking warehouse yourself then” Finding nothing, our “heroes” decide to beat him up. All 4 pin him down but he sticks to his story. Werner pulls a blade and sticks it to his throat and after a nick of blood he spills the beans telling them that Richter put him up to it.

Armed with this information the gang storm back east through the town, through the hustle and bustle of the final day of Schaffenfest to the festival court.
Outside the court, they see the armed court guards and re-evaluate there plan and decide to go see Doc Malthusius instead.
Hes happy to see them and they have some pipes and brandy while they catch him up to events. The only thing the Doc has found out is that, when asking about the Ordo Septenarius, is that anyone making enquiries is to be sent to see Councillor Magirius at the Merchants guild. They head there straight away.

After a short wait at the Merchants guild they are lead in to see Magirius. He listens to what they have to say but insists he doesnt have time to speak to them right now and they arrange a dinner date at the plush Golden Trout for later where Magirius ensures them he will clear the matter up.

The team dont get dressed for dinner and head to the nicest place in town. After a delicious feast and a few drinks Magiruis explains the ordos charity based activities and explains why they insist on secrecy. Not believing a word of it, they enjoy their date and say goodbye to Magiruis.
Rowlocks tails Magirius and the others tail Rowlocks back to the Adel ring. The adventurers notice him drop a small note detailing a meeting to take place tonight at Teugans house.

Its stake out time as the guys inconspicuously hang about in the Adel ring dodging watch patrols and laying low. They see Magirius leave and head to Teugans along with other posh looking folk. Werner is concerned that something big is happening and they evaluate storming the building. The bodyguards, guards and watch patrols, along with cautious words from Rowlocks lead the adventurers to continue to stake out Teugans.

After the meeting they follow Magiruis home and hide in the park all through the night taking turns to guard and watch the house.
In the morning they are approached by a servant of Magiruis and they are quietly ushered to a secluded part of the garden.
Magirius has bottled it, no longer wants any part of Teugans plans and doesnt want people to die. He pleads with the team to stop the ritual and they go their separate ways with Magirius promising to contact them later of the details of where the new ritual is to be held.

Sensing the impending doom and being scared of the moon, the gang head to the merchants quarter to stash up on things they will need for a big fight. They buy helmets and spend time trying to acquire rare goods which they dont manage.
In the late afternoon they get word from Magirius messenger to come immediately to see him. They head straight over.

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The servant shows them in and they head into the office.
A gruesome sight greets them, Magirius is freshly dead and as they are trying to look at the scrawled message written in his own blood as he lay dieing they hear the servant shouting for the watch as a murder has taken place. The servant materialises in the room to take the piss for a moment and then vanishes.
It doesnt look good and the guys have most certainly been framed. They quickly weigh up their options and leg it out the  back door as the watch come in the front. Hiding at the backdoor they are confronted by a 10 foot wall. The watch begin to turn over the house.
Panic sets in as they look for an escape route when Werner suddenly remembers hes good at climbing.
They head across the garden to the back wall and the watch spot them through the window and give chase.
Werner skillfully climbs the wall and then hoiks Rowlocks up to join him as a 4 man watch patrol burst out the back door. Both Gnoblar and Wandy jump to grab Werners hand and both fall to the ground as the watch are literally feet away. One last chance. Both Rowlocks and Werner lean down to help their companions and in a last ditch attempt at freedom Gnoblar and Wandy leap and ‘just’ manage to grab hold. They are pulled up the wall as the hands of the law slip inches away from their boots.

Bogenhafens most wanted sprint for their lives as the watch begin to raise the alarm and step up the pursuit.
The chase is on and watch patrols appear all over as the companions weave through the streets of Bogenhafen using all their luck and cunning, narrowly avoiding arrest.

Puzzled by their cryptic message from Magiruis they once again head to the Crossed Lance’s to see if Frans knows what it could mean.
At the pub, Frans explains that it’s a common abbreviation of Warehouse.
Now with a location for the ritual identified they attempt to make their way across town.
They dont get very far before they see a burning building in the distance. Bizarrely, round the corner, comes, what appears to be an exact copy of Gnoblar, who grins and runs off. Following him are an angry mob who are accusing him of torching the building. The party try to hide Gnoblar from the mob but he is spotted and once again the guys are being chased thro the towns streets. They gain ground as the mob inform the watch and now it seems everyone is after our heroes.

Ducking and diving back the way they come they head towards the manhole cover where they first entered the sewers. Figuring they would be spotted, they once again head to the Crossed Lance’s to seek aid from the thieves guild.
With half the town after them, Frans is less than impressed, but offers to shelter them for a completely extortionate small fortune. With the pressure on and all hell breaking loose they reluctantly agree to pay and are led to the safe room.

With the clock ticking they leave the pub through the sewer door and retrace their steps to the temple they found.
With only a minor mishap, leaving Werner covered in shit and piss, they find the temple completely empty.
From here our companions head north toward the Ostendamm with the intention of heading to the warehouse.
They emerge from the sewers near the river and head to check out both warehouses as they dont know which one is the right one.

They conclude that the one with the cleared space at the front, with the sign of the red rose must be the place. With the building empty, they sneak inside and hide amongst the crates

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Bad Moon Rising

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So, after a long and disgusting night in the sewers, the team get washed in the river and head to the Journeys End to get their heads down. After a well deserved lie in, they head down for breakfast and are surprised to learn that the Inn expenses are not being covered by the town council as expected. The innkeeper explains that since the goblin had been killed in a warehouse on the other side of town, they had failed in their task and therefore their expenses had not been covered. Baffled by this information (as they had recovered the 3 pocketed pelvis from the temple) they finish up breakfast and decide to go speak to magistrate Richter about what had happened.

The second day of the Schaffenfest is in full swing as they made their way to the festival courts, trying to avoid any sort of drama at all.
At the court they are told Richter is presiding over a case and they should come back 15 mins later. They decide to hang about in the vicinity and wait. During this time Rowlocks spots a young thief attempting to loosen a nobles purse. He gives the noble the heads up, the thief runs and the noble continues his chat with friends.
Gnoblar, for the first time since coming to Bogenhafen, hears what appears to be genuine sales patter from one of the herbalist/tonic stall. Intrigued, he heads over for a chat. His natural charisma and sociability skills kick in and he strikes up a good rapport with the stall owner. She informs him that if he should seek to expand his career into pharmacy he should seek her out in Weissbruck, he thanks her and the squad head back to the court.

They are shown in to see Richter who commiserates them on their failure and thanks them for their efforts explaining that the goblin was killed in a warehouse in the Ostendamm shortly after they entered the sewers. Concluding this to be lies, our party immediately distrust Richter and decide to not tell him the full story or show him the Pelvis. They push him for further details and he gives them the address of the warehouse where the goblin was killed and they leave.

Next port of call is to see Doctor Malhusius at the freak show. He greets them warmly and they enter his trailer for brandy and tobacco. Initially he doesnt believe our party’s story, but after seeing the pelvis, they start to piece together the parts. The authorities wont release the body to the doc, because they dont have one, there is some kind of cover up. The doc is distraught at the thought of the demon infested underground temple but is reluctant to put himself in danger, although he wants to help. They press him further, he suggests maybe speaking to the thieves guild or having a look in the library at the temple of Verena. The guys persuade the doc to let them keep the pelvis, they reassure him that they will return it and leave.

An in depth discussion is required and our heros try to piece together the information they have. A whole host of leads, ideas and opportunities present themselves and our party decide to try and trace overland their steps in the sewers to locate the building which would be above the temple.
After some confusion, Wandy pinpoints the Steinhager offices as the place. Rowlocks suggests that he stakes out the building while the rest of the team head to the temple library.

At the temple, Werner, Gnoblar and Wandy have a good chat with Greta who runs the temple. Greta, having lived in Bogenhafen all her life, proves to be a great source of information. They learn of the merchant families of the town, connect the warning of the red rose from the fortune teller to House Teugan, learn that the ordo septenaruis is a secret society to do with the merchants guild and that Franz Steinhager matches the initials seen on the hanky in the temple. The plot thickens as they realise the connections with the steinhager offices being above the temple. Werner concludes that the founding of the ordo timeline matches Johannes Teugans return from Nuln and his take over of the House Teugan.

Rowlocks continues his stakeout of the offices and sees various merchants come and go.

After retrieving further details from Greta, Wandy and Gnoblar decide to conduct further research in the temple library and as Werner cant read, he heads off to see what Rowlocks is doing.

Rowlocks and Werner take up the Thieves guild lead and head to the general area they presume is above the secret entrance they found in the sewers. Werner guesses that it will be a pub and they spot the Crossed Lance’s tavern and head in. Their suspicions are confirmed when they see their “friend” who they met the other day at the bar. They discover that gold helps loosen the lips of the barman and he provides information that confirms their suspicions about the temple and the goings on over the last 6 months, many more connections are made and the pieces of the jigsaw begin to slot together. The lads have a pint then head back to the temple to see how the others got on.
The chaos moon, Morrsleib, has been acting bizarrely over the last few days and the academics find info in the library relating the unnatural events of chaos and the coming of the great mutator. They also find suspicious accounts of the death of Johannes Teugans brother and him having received the mark of chaos.

Now evening time, our heros decide to call it a night and pick up their investigations the next day. At the last minute Gnoblar suggests that they break into the Steinhager offices under the cover of darkness and see what they can find.

Our party waits till midnight, get in the mindset of burglars and head to the offices. Wandy magically unlocks the outside door and they sneak in. Inside the courtyard they are immediately set upon by a guard dog who the pacify and befriend with food. They then begin a thorough search of the offices. Behind the first door they find a sleeping man in bed. They do not wake him, quietly close the door and place Werner outside to make sure he doesnt wake up and the others continue their search. After finding not much in most of the place they find the head office and begin to turn it over big time. They find in the desk drawer a note from Teugans, details of warehouses and links to the ordo septenarius. Rowlocks, not being happy with finding just that, takes the desk to pieces. Behind the draw, hidden at the back they find a leather bound book with the name of Teugan on the front. Wandys skill at reading arcana concludes that it is a spell book and he takes it. Even though they have broken the drawer, they carefully place everything back, and continue the search of the room. Behind one of the wooden panels they find a secret hidden door. They conclude that this is the secret door to the hidden temple.

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Session 3
All the fun of the fair

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So, our 4 friends spent a lovely few days on the Berebeli with Josef and the crew and arrived at Bogenhafen early morning on the first day of the Schaffenfest, the town’s annual fair and sheep festival!

From the docks, contingency plans were made with how to deal with collecting the inheritance and our team went looking for the lawyers. After talking to some of the locals they drew a blank. Wandy came up with the genius idea of seeking out the printers who made the inheritance letter. From talking to the printers our team concluded that Adolphus, the bounty hunter, had printed the letters. Why tho, still remains a mystery.

Disappointed and lacking some direction, our heroes revert to their default state of – fuck it, let’s have a beer, and head to the festival.

At the festival, excitement and merriment are everywhere and our team take in the sights and sounds. They stop at the livestock market and Werner nearly buys a flock of lambs and Gnoblar has an arguement with a medicine merchant. Drawn in by the crowd the guys head to the wrestling ring and Werner decides he can take the champ and steps into the ring to the enjoyment of the crowd! After a round or so it becomes apparent that the champion is not as tired as he appears. Werner gives him a blow to the right leg, and then he looks angry. A couple of blows later Werner taps out and hobbles out of the ring, much to the disappointment of the crowd.

Our crew continue thro the festival towards the freak show. On the way Wandy decides to have his palm read, the fortune teller offers some words then becomes agitated and gets him to leave.

At the freak show the guys assist in capturing one of the escaped exhibits, much to the gratitude of the showman and they recieve free tickets and top seats for the main event.

Whilst waiting for the show, Werner heads off to seek treatment for his leg and Gnoblar, Rowlocks and Wandy head to the beer tent. Rowlocks heads to the bar and uses his charm to avert a brawl, Werner gets healed and heads to the beer tent and Wandy befriends a mangy looking dog. Wandy checks his coinpurse to find he is short of 3 crowns. Wandy is very sad about this.

The freakshow is thoroughly entertaining but ends with drama, the goblin escapes again into the sewer system, the party and Doctor M are taken to the festival court to explain to the magistrate what happened. They are then hired to solve the problem.

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They are given accommodation at the town’s expense and the team prepare for a trip into the sewers.
Lanterns, food and water purchased the guys head to the manhole. After some serious skill by Gnoblar, the ladder is placed and they enter the disgusting horrible mess that is Bogenhafen sewer system.

Our team head east looking for the breathing hole the goblin entered. On the way they decide to investigate a minor sewer in which they find a weird door etched with a symbol. Wandy uses his powers to silently open the door and they enter a cellar in which they find 3 blokes.

Before they know it they are trapped, bound and gagged and find themselves being talked to by there new “friends”. After complying with their requests, they are escorted back to the sewers and continue looking for the goblin.
They pick up a trail of goblin blood from the breathing hole and follow it thro the sewer system which leads them to a door. With no other option they break down the door and enter what appears to be a underground temple to the ruinous powers of evil.

Before they have time to take in the scene a demon manifests itself and the party are gripped by fear. After a short interaction they turn and run, grabbing the 3 socketed pelvis on the way out and make their way to the nearest manhole.

Down the main sewer they come across a swarm of rats. Werner throws food across the channel, the rats take the bait and the party head to the manhole. With no ladder, it’s down to Werner to climb up and secure a rope.
After several dunks in the shit river he manages to secure exit for the party and they once again breath clean air and they head to the Journeys end inn. The landlord wont let them in, so they head to the river, get cleaned down and then go back for a rest as the sun comes up.

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Session 2
To Altdorf and beyond

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After a harrowing journey our heroes eventually arrived at the gleaming metropolis of Altdorf. After a bizarre series of interactions the guys got their heads down for the night. In the morning, they spent a few hours shopping in the Mercantile area then headed off to find the expedition. Too late, the expedition had already left!

Whilst wondering what to do our party bumped into an old friend of Rowlocks, Josef Quartjin, and they hit the inn once more. A fun night of drinking ensued, with a bit of a twitchy end. Some drunken nobles with big bodyguards set about obnoxiously insulting the party, and were then joined by a nasty protagonist. Not wanting any trouble the party left sharpish and headed to Josefs boat (after witnessing some murder on the way). During the evening, Josef asks if they will help him crew his barge on a trip to Bogenhafen to deliver some wine – this happens to be the place where they need to collect the inheritance, with Werner still pretending to be Kastor Leiberung. They agree as they are also prepared to work for gold.

In the morning, Josef returns to the boat with news that the nobles from last night are dead and the gang are the prime suspects. They set sail up the Wiessbruck canal to Bogenhafen whilst hiding from the road wardens after being accused of a crime they did not commit.

That night in Wiessbruck they are attacked! Luckily, a watch was posted and a battle ensued. The Berebelli is set on fire and the bounty hunter Adolphus attacked. The battle was bloody and went to the wire, everyone was wounded, Werner was on his last legs. With Josef and the crew, they set off in the middle of the night on the smouldering barge, the Berebeli.

They had taken some prisoners aboard but they did not see out the night, and their corpses were gently slipped into the river.

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Our 4 friends now sit on the deck of the barge, in the middle of the night, licking their wounds and discussing what the fuck is happening. Werner, feeling his time as a carpenter is over, now works as a bodyguard for his friend Gnoblar.
Onwards, to Bogenhafen…

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Coach and Horses

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After entering the inn and talking to the innkeeper Gustav, our new friends settle down for a hearty meal and a few drinks. Werner, keen to secure passage to Altdorf, tries to talk to the coachmen, Gunner and Hutlz, who are outrageously drunk. He negotiates a price whilst Wandy speaks to a guy with his head buried in a book. It is clear he doesnt want to chat and Wandy leaves him to it.

After some suspicious eyeing from the bar, the guys are approached by a foppish gentleman called Phillipe, who buys them a round of drinks and offers them a game of cards to pass the time.
Gnoblar calls ‘hustle’ and an arguement breaks out, with calls of ‘cheat’. Phillipe, offended by this notion, leaves the group, but Werner wants to smash his face in. Bad blood ensues.

After offending the noble lady and entourage at the next table, our group finishes their drinks and retires for the evening.

So, after an entertaining evening in the inn, and a slow start to the journey (having had to drag the coachmen out of bed and even drive the coach for them), our band of friends finally hit the road, with our heroes riding on the top.

Werner, who is driving the coach with the coachmen fast asleep loses control on a bend, the coach tips and slams down in its side, injuring those riding on top and the wheel coming off. All passengers have to band together to lift the coach while Gunner puts the wheel back on.

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Upon reaching a secluded part of the forested road the coach is met by a grisly sight. Feasting on the dead body of a four seasons coachman is a gruesome beast, and someone who Wandy thinks he recognizes from Delberz.

The horses bolt dragging Hultz with them off into the forest and Rolf, the mutant, charges the coach. He leaps up and goes for Gunnar. Without a thought for his own safety, Johann draws his sword and tries to defend Gunnar who falls off the top of the coach. Johann cuts down the mutant saving the passengers and his body slumps to the floor. Gunnar is heavily wounded and Hultz is missing as the party take stock.

Screams are heard from round the bend and something rushes from the undergrowth. Everyone braces and aims their weapons, but at the last minute they realise its Hultz.

Inside the coach the noble passengers are terrified and are being calmed by Phillipe as horrifying bestial roars are heard round the bend.

With the coachmen injured and the passengers afraid, our party creeps up the undergrowth to take a peek.
Johann stealths through the trees and is greeted by a horrific sight of a Four Seasons coach which has been brutally attacked by a band of beast men. A plan is required.

Johann sneaks round the back of the beastmen while the others begin attacking them from afar with sling bullets and arrows. The beastmen attack!
A battle ensues as the beastmen rush the party. Gnoblar scores a direct headshot and drops one of them as Werner meets them head on.
Gnoblar continues to fire as Werner battles on multiple fronts. One of the mutants looks confused as Johann dives out of the bushes and runs the beastman champion through from behind with his sword. Wandy rushes out bravely with his dagger and manages to strike one of the beastmen – it does no damage and now looks annoyed.

The beastmen, seeing their numbers start to fall and the tide of battle turning feel their morale falter. Johann joins the fray and now they begin to overpower their enemies. They cut them down and the remaining beasts flee.

After the battle with the mutant beastmen, our heroes find themselves standing over the body of someone who bears an uncanny resemblance to Werner, they have found a letter of inheritance about his person. Looks just like Werner you say? Inheritance to collect you say? A dastardly plan is forming…

Phillipe, the ladies and book dude remain round the corner at the coach, one of the coachman is hurt, the other is freaked out. As the party are wondering what to do next they hear the distant sound of horses approaching from round the bend..

Road wardens arrive and the team, battered and bleeding, with bodies strewn around, begin to explain as best they can. Once their story is corroborated by the other coach passengers they are once again on their way

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Welcome to your campaign!
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1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Set the Campaign’s game system

Let people know what game system your campaign is using, and give your players access to any system-appropriate character sheet templates that have been made. You can use them for NPCs too!

4. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

5. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

6. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to you and your players.

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