OddHammer - Session 3 & 4
Not much happened in these two, so I'm combining both!
Session 3 - Journey to Altdorf
The party (sans our tilean thief, who had to drop out of the game) decided to get the hell away from Nuln, what with the whole angry cultists thing, and Oldenhaller being extremely shady. They had their boats back, so they went up the Reik.
• Goblins attacked on the river, on small, evil canoes. The party captured the leader and traded him for Andreas, who got knocked on the head so bad his whole personnality (and CHA score) was reset. He's been recovering slowly since then. Konrad got sick again, but Mortogg and Klamgar saved the day.
• Some fishing, some chatting with suspicious roadwardens, and two even shadier gentlemen on a small boat, but not much went during the journey after the goblin attack.
• Passing by the main hook of the campaign (Kastor Lieberung's corpse), the party decided it looked like a trap and to stay away from the corpse look-alike. This meant that Mistaken Identity and Shadow Over Bögenhaffen would need to be adjusted in the future - I decided to just do my thing instead.
Post-Session: we were all fairly tired as IRL seemed determined to keep getting in the way of our gaming, so we didn't get much done.
Session 4 - Jelly Surprise
This time, Mortogg's player couldn't join us, so Andreas, Konrad and Klamgar began at the Golden Duck (no relation) in Altdorf, and spent half the session there:
• A scream from upstairs, a terrified serving wench, and a liquefied, boneless mess of a corpse in Gunther's bed. Konrad found it and got sick, Andreas too. Klamgar tried to steal the money behind the counter down at the bar while the innkeeper was busy mopping the mess. A mysterious trail of slime was found outside the inn, going who knows where?
• The party was about to mourn Gunther when he fell off the wardrobe, naked and passed out drunk - turns out he likes to watch, and invited the dead guy in his room the other night. He didn't see anything as he was out of it during most of the morning.
• The innkeeper freaks out when he realize the dead liquid guy is none other than the money-lender Gottfried Zimmerman, an influencial figure in Altdorf. As he laments his death in his establishment, a mysterious noble dame comes in.
• It's the Marquess of Struteldorf, and she a) was expecting to meet Herr Zimmerman, and b) hoped to find the PCs as she is often in need of troubleshooters - Oldenhaller had written to her about them.
• There's quickly a lot of tension between her and the party as she's a bit of a bitch, and better-than-thou, that is, an Old World noble. They do get in her coach, and find out Robert, some bretonnian's bodyguard from session #1, now works for her. He helps keep thing civil as he is nearly two meters tall and mostly muscles.
• In the coach, the Marquess explains: Zimmerman was helping her investigate heretical activities - they had just discovered that the Count Waldemar Von Jäger, currently visiting Altdorf's high society, is involved in a mystical society called the Baroque Logos, a group that the Marquess, Zimmerman AND Herr Oldenhaller were working against. She offers the party two jobs:
1. Find out who or what killed Zimmerman, and bring them to her.
2. Investigate Count Von Jäger, help bring him down, and the pay will be huge.
3. Fail her or try to skip town with her cash, and she'll feed them to her dogs.
After that little intimidation bit, she gives the party invitations to a soirée at her manor, which will have many big wigs including the Count, and sends them towards Maximilian Thystleberry, her tailor and informant. He'll get them sharply dressed so they can pass off as proper members of society, and some more leads to look into.
• They have to walk, though. And on their way to the tailor, they find a crowd surrounding a strange old seer accompanied by a Cleric of Sigmar, declaring apocalyptic prophecies on a podium. Things get weird as Konrad gets singled out by the oracle, then some hooded cultists break out of the crowd to try and murder the party! And the Cleric and prophet! Mayhem ensues, in which Konrad gets his bacon saved by the Cleric, then by Andreas, and Klamgar kills a dude with his bare fists. The prophet gets stabbed badly but escapes alongside the cleric. The city watch tells everyone it was Bretonnian spies.
• Eventually the party reaches Max's shop, and we spent the rest of the session talking funky dresses and colour schemes. In a nutshell: the humans are dressed sharp and look like nobles, the dwarf is more soberly dressed and will pass off as their bodyguard.
Some Thoughts
I gave up on trying to run The Enemy Within, again. One because it's a bit too long compared to my attention span as a GM, and two because it's full of really archaic railroady stuff. While the colour is nice, I can come up with this kind of stuff myself. So I'm running 3-4 more sessions of (hopefuly) high-intensity Warhammer Fantasy, then I'll move on to something else. Thinking about Traveller Classic, might write about it later.
Oh, and I scratched out the Critical damage rules, too complicated for Into the Odd. I'm keeping the sanity rules cause they don't interact with other rules and are fairly simple/situational.
Session 3 - Journey to Altdorf
The party (sans our tilean thief, who had to drop out of the game) decided to get the hell away from Nuln, what with the whole angry cultists thing, and Oldenhaller being extremely shady. They had their boats back, so they went up the Reik.
• Goblins attacked on the river, on small, evil canoes. The party captured the leader and traded him for Andreas, who got knocked on the head so bad his whole personnality (and CHA score) was reset. He's been recovering slowly since then. Konrad got sick again, but Mortogg and Klamgar saved the day.
• Some fishing, some chatting with suspicious roadwardens, and two even shadier gentlemen on a small boat, but not much went during the journey after the goblin attack.
• Passing by the main hook of the campaign (Kastor Lieberung's corpse), the party decided it looked like a trap and to stay away from the corpse look-alike. This meant that Mistaken Identity and Shadow Over Bögenhaffen would need to be adjusted in the future - I decided to just do my thing instead.
Post-Session: we were all fairly tired as IRL seemed determined to keep getting in the way of our gaming, so we didn't get much done.
Session 4 - Jelly Surprise
This time, Mortogg's player couldn't join us, so Andreas, Konrad and Klamgar began at the Golden Duck (no relation) in Altdorf, and spent half the session there:
• A scream from upstairs, a terrified serving wench, and a liquefied, boneless mess of a corpse in Gunther's bed. Konrad found it and got sick, Andreas too. Klamgar tried to steal the money behind the counter down at the bar while the innkeeper was busy mopping the mess. A mysterious trail of slime was found outside the inn, going who knows where?
• The party was about to mourn Gunther when he fell off the wardrobe, naked and passed out drunk - turns out he likes to watch, and invited the dead guy in his room the other night. He didn't see anything as he was out of it during most of the morning.
• The innkeeper freaks out when he realize the dead liquid guy is none other than the money-lender Gottfried Zimmerman, an influencial figure in Altdorf. As he laments his death in his establishment, a mysterious noble dame comes in.
• It's the Marquess of Struteldorf, and she a) was expecting to meet Herr Zimmerman, and b) hoped to find the PCs as she is often in need of troubleshooters - Oldenhaller had written to her about them.
• There's quickly a lot of tension between her and the party as she's a bit of a bitch, and better-than-thou, that is, an Old World noble. They do get in her coach, and find out Robert, some bretonnian's bodyguard from session #1, now works for her. He helps keep thing civil as he is nearly two meters tall and mostly muscles.
• In the coach, the Marquess explains: Zimmerman was helping her investigate heretical activities - they had just discovered that the Count Waldemar Von Jäger, currently visiting Altdorf's high society, is involved in a mystical society called the Baroque Logos, a group that the Marquess, Zimmerman AND Herr Oldenhaller were working against. She offers the party two jobs:
1. Find out who or what killed Zimmerman, and bring them to her.
2. Investigate Count Von Jäger, help bring him down, and the pay will be huge.
3. Fail her or try to skip town with her cash, and she'll feed them to her dogs.
After that little intimidation bit, she gives the party invitations to a soirée at her manor, which will have many big wigs including the Count, and sends them towards Maximilian Thystleberry, her tailor and informant. He'll get them sharply dressed so they can pass off as proper members of society, and some more leads to look into.
• They have to walk, though. And on their way to the tailor, they find a crowd surrounding a strange old seer accompanied by a Cleric of Sigmar, declaring apocalyptic prophecies on a podium. Things get weird as Konrad gets singled out by the oracle, then some hooded cultists break out of the crowd to try and murder the party! And the Cleric and prophet! Mayhem ensues, in which Konrad gets his bacon saved by the Cleric, then by Andreas, and Klamgar kills a dude with his bare fists. The prophet gets stabbed badly but escapes alongside the cleric. The city watch tells everyone it was Bretonnian spies.
• Eventually the party reaches Max's shop, and we spent the rest of the session talking funky dresses and colour schemes. In a nutshell: the humans are dressed sharp and look like nobles, the dwarf is more soberly dressed and will pass off as their bodyguard.
Some Thoughts
I gave up on trying to run The Enemy Within, again. One because it's a bit too long compared to my attention span as a GM, and two because it's full of really archaic railroady stuff. While the colour is nice, I can come up with this kind of stuff myself. So I'm running 3-4 more sessions of (hopefuly) high-intensity Warhammer Fantasy, then I'll move on to something else. Thinking about Traveller Classic, might write about it later.
Oh, and I scratched out the Critical damage rules, too complicated for Into the Odd. I'm keeping the sanity rules cause they don't interact with other rules and are fairly simple/situational.
Why even play Warhammer without critical hits though? They're the best part!
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