Heralds of Chaos

Session 26 - Bacon!
session

Players:Arcane, Jesse, Nick and Philippe



Here is the recording

The tavern is no longer fit for habitation and our party sets forth to gather information. First a quick stop in with A. Griffin and a meeting with the Lady. Here they are presented with an aid, one Mr. Bakunhaeg Muphin, presented by A. Griffin as an agent to help our heroes navigate the deadly back-streets of Altdorf. Our next stop is to the Gardens of Mor to speak with the Director. Disaster! The Direct is missing and signs lead to his kidnapping. Swift action leads to a foot chase as Kazrack Kazaar finds that there is one brother too many within the gardens. The rest of the gang follows a trail that Moz is able to trace out of the Gardens and into a deserted bakery. Some hijinks insue as the bakery is investigated and the Director is found, still alive but poisoned. A hasty plan is thrown together to move the director from the bakery to the healing mercies of the Temple to Shalya, but the procession is interrupted by an attack!

We get back to our game with a new player, introducing Philippe playing the fantastic Bakunhaeg Muphin. Richard is absent from this recording but we hope to have him in the party again soon.

View
Session 25 - Artifacts Abound

Players: Jesse, Richard, Nick and Arcane
This session was recorded on 10-14-12



Here is the recorded session

Recovering from the attempted assassination, the PC’s try and follow up on some clues. Visiting their friendly butcher’s shop (the backroom harbors the business office of Hargor – leader of the OTHER gang in this section of town) we learn that the Murder Boy’s are lead by Two brothers and are given directions to a curio shop that the brothers run. They also find out that a calling card left behind in the assassination attempt does NOT belong to the Murder boys and in fact seems to be the calling card of the cities Thieves Guild. In the shop, the PC’s meet Gerard Oarson, the younger of the brothers. After some back-and-forth maneuvering, the group leaves with the knowledge that the Murder boys do NOT in fact have a hit out against them. It’s also found out that one of the Hertie family is responsible for the assassination contract. Heading home, the group finds that the food in the pantry has been poisoned. They are also interrupted by two guests, The Doctor that they have been searching for and The Mouth of Griffin. The Doctor fills them in on a little information surrounding the Axe Man in Black along with his suspicions that this man has infiltrated the King’s palace and is working from within with many resources at his disposal. From The Mouth, we learn that an assassination attempt had been launched against the Lady and her servant, but with the aid of Griffin’s men they both escape with only minor injuries to The Lady’s body servant. They are currently guest being entertained at Griffin’s estates. We also learn that the new Watch captain in their neighborhood (Elric Morningstar) is one of The Axe Man’s pawns. The session ends with some consideration as to the events that should happen next.

I may have gotten some of that in reverse order, but I think that pretty much covers things.

After this session we lost Jesse and the game kind of floundered. I still have hopes of bringing it back after the holidays, but for now all is silent.

View
Session 24 - The Murder Boys of Pigeon Street
session

Players: Richard, Jesse, Nick, Arcane



Here is the complete session.

Death stalks the rooftops with silent tread. Unaware, our heroes are bedded down for the night with the exception of one lone dwarf, lost in thoughts of vengeance and better times. In the dark streets a stately carriage carries our Lady and fledgling mage back home, will they sense the danger?

Of course they do! Garett and the Lady spot the danger and go into action. Teleporting to the rooftops, our mage first tries to reason with the killers. Failing that, lightning begins to fly! Meanwhile the Lady climbs atop the carriage and rains death upon the heads of the assasins from an impossible distance. Fun game if abbreviated. We started late and finished early, but it was fun none the less.

View
Session 23: The Tax Man
session

Players: Nick, Richard, Arcane, Jesse



Here is part 1
Here is part 2

The gang decides to take on the Murder Boys of Pigeon Street in hopes of finding property taken from the much sought after street doctor who once resided in their new dwelling. Kazrack finally introduces himself to the Dwarven Thane of Altdorf, Claudius speaks with the Lady to find out exactly how Mr. A. Griffin figures into the Lady’s past. Meanwhile, Moz is playing to the crowd as he continues his scam of being the next crime boss of the district. And finally, Garett wakes up in a fine feather bed in a fancy room… sans clothing….

It’s been over a month since we played last and we try and pick up the threads of the game. I’m going to start back-filling the recordings as I go along, so with any luck, each week I will post our games from the newest to the oldest.

View
Session 22: Big Men on the Street
Session

Players: Richard, Nick, Arcane Jesse



Here is part 1
Here is part 2

Things go bump-in-the-night and ours heroes find one more thing wrong with their new residence: ghosts! It seems the spirit of a young girl and boy haunt the establishment. Garett’s big day arrives as well. A short interview with his sponsor and Garett is scheduled to take an examination to place him into his new academic life style. Moz struts his stuff and proves to a gang of toughs that he is the new Big Man on the block. He also makes a tidy profit in a high stakes social engagement. The Mouth of a certain A. Griffin is consulted, but a fee for the right information is still in debate. We also have a mysterious Doctor that is linked to the ghosts and to a certain Black Ax.

The game is afoot! What at first seems as diversionary plot threads start to come together for our team.

View
Session 21: Altdorf the Stinky!
session

Players: Richard, Jesse, Arcane and Nick


Altdorf is a large, teaming city filled with a varied populace that has produced architecture that is just as varied. The stench is the first thing you truly notice though, not the golden spires of Emperors seat, not the towers of the Wizards Colleges nor the halls of academia. Our first order of business is to find shelter in this cesspit of a city, and we have a lead on a fine piece of property. This property, it turns out, has a history all it’s own.

This is our first play session using Fantasy Grounds 2 as our virtual table. We’re still using Skype as well. While Fantasy Grounds 2 (hereafter referred to as FG2) has some truly nice automation features and has a superb interface for keeping track of all the fiddly bits, it seemed that we could not go half an hour without someone crashing. Recovering from said crashes was an easy enough endeavor, but it did take away from the game and did not make me feel all that good about the $115 price tag this software came with. Our problems were noted over at the FG2 forums, so with any luck, someone there will have answers for us.

View
Session 20: Fair Day
session

Players:Richard, Nick, Arcane, Jesse

Our Heroes arrive in Bogenhafen to the site of a fair grounds spread before them. We arrive at the beginning of Schaffenfest a yearly market to sell livestock, but over the years it has grown to be a three-day holiday of sorts. Many things are for sale, common and exotic, along with games, a jousting show and even a traveling zoo of oddities. The Lady wishes to spend some time enjoying the festivities and so the others are dragged along. The merchants that our Heroes are accompanying have planned to stay here overnight and enjoy the fair as well. Some information is gathered, the Hertie family once again comes up in discussion and Kazrak is on the mends from the pummeling he received in the winning of 2 gold in a sporting fight.

Feeling unwell for this one and in response, this is a more casual game where a few bits of information is dropped and color is added to the campaign. We also figure out that Moz’s gun is worth a cool 150g.

View
Session 19: A horse of a different colour
session

Players: Nick, Richard, Jesse, Arcane


Onwards! To Altdorf! Hot on the trail of the escaping brother! After only a couple of days of messing around in Ubersreik! Eventually it is decided to hire a wagon and travel overland, not by river, and try to get into the city unnoticed, the “Smiling Cow” provides a delivery convoy for the party to join, safety in numbers. Along the trail Kazrack Kazaar gets to know their travelling companions, including 2 Road Wardens and an unusal Bright Wizard and Moz shows off his skills with his pistols, lies to the Road Wardens about seeing beastmen and gets the party involved in flesh peddling. Later the convoy is attacked by real beastmen and Moz again shows off his skill with his pistols. The session ends with the party arriving in Bogenhoffen, a stop along the way to Altdorf, and home of the Hertie family…

View
Session 18: All Roads Lead To Altdorf
session

Players: Nick, Richard, Jesse, Arcane


Our heroes have one piece of evidence that needs following up on and are feeling the crunch of time. The armament proves to belong to one odd dwarf who claims to have lost it in a poker game, that he later found was rigged. Not wanting to let his prized possession be filed away as a piece of evidence, he agrees to help the party with what little he knows about the man who won the gun. The dead body-guard seems to work not for the Hertie family, but for the Sappenheims! With further verification the party finds that Graf Seigfried has a brother – Reginald who is in charge of the families finances back in Altdorf. Seigfried maintains that his brother is not in town, but does admit that the facts fit and he’s ready to throw his brother under the cart to ensure his election.

We have a new player, Jesse, who plays the odd dwarf who lost the firearm in a gambling house. This was a wrap up session and marks the start of a new story cycle as the players march off to Altdorf in the company of the Lady Amalia, to find out what they may of the coming Chaos incursion.

View
Session 17: The Cult of Naughty Things
session

Players: Arcane, Nick, Harry, Richard

The Herttie merchant family seems to be the source of the red seeds and our heroes are out to prove it. One daring breaking and entry later, the elven contingent of our party is in the Herttie house of trade and begins their exploration. It’s not too hard for these keen eyed savants to find a hidden passage cleverly disguised as a wall mounted clock. Further exploration finds them in a walled off section of the city’s sewer system. Ariadne takes point and walks right into the barrel of a gun as a masked guard unloads into our heroine. Unceremoniously, our feisty archer goes splash into the raw sewage of the city, but a few sword strokes later and Claudius has solved this particular problem. The pair leave quickly as the sound of the gun discharging seems to be bringing a mob of folks to investigate. Ariadne’s wounds are not grave, but there is some worry about the sewage getting into them.

A short consultation later with the rest of the group, and the heroes enter the sewers together. Their exploration is confounded by new construction that seems to be walling off a section of the sewer system directly below the Herrtie trade house and no way can be found to get around it. A short swim in the filth provides the answer as the entire party dives into the sewage and uses a sluice grate to pass beneath the wall. On the other side the party is confronted by six strange creatures that, while bestial in appearance, pack a certain…allure? The six breasted creatures make their attack and two of the party go down! Kazrak and Claudius are left to fend the beasts off their fallen companions. Poor footing causes the fall of two of the creatures into the sewage, which seems to drive the mad with distraction. The two remaining creatures scamper off into the darkened tunnels.

Assessing their wounds, the party decides to head back to the surface for help when a contingent of the city guard show up, having responded to a citizen calling in suspicious activity outside the trade house. The party makes their explanations and the guards do what they can to help, which includes sending for the Sigmarites and their battle leader Manon.

A fun session and seem really eerie combat in the sewers again. The players have found their first real proof that a Chaos cult is in operation in Ubersreik.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.