Showing posts with label NPC Extras. Show all posts
Showing posts with label NPC Extras. Show all posts

Wednesday, October 16, 2024

Anchorite Kastyx Broadpaddle

Needed a memorable way to answer the gate at a nobleman's manorhouse for an upcoming session of D&D, so I dreamt this nonsense up:

Sister Kastyx Broadpaddle is a gnomish anchorite who lives in on a noble family's property and advises them spiritually without ever leaving the blessed dovecote in the backyard (it's the site of some famous miracle, that justifies an anchorite taking a vow to prove their devotion by never leaving the bird-hut). 

Visitors who seek spiritual advice (or the next plot coupon, in the case of the PCs) may approach from the side gate to the grounds and ring a little bell there. She uses Thaumaturgy to answer the door remotely: making her voice 3 times as loud to be heard, but requiring the visitors to hollar their name and intention in return or ring the bell twice for no, etc... Then using Thaumaturgy again to make the gate swing open or closed as appropriate. If some business the PCs bring to her requires the attention of the noble family, she uses Speak With Animals to send a dove deeper onto the property (i.e.: to the manor house) to signal them.


Saturday, September 3, 2022

Is Ape Pagoda Dead?

Amusing silliness from the Feng Shui campaign tonight, as we went way off-script and into the weeds.

For context, The PCs were traveling in 690 AD and had managed to not screw up their chance to meet with Her Majesty Emperor Wu Zetian, Queen of Kings, Mistress and Commander of the Dragon Throne, Holder of the Mandate of Heaven, the Living Incarnation of the Devi of Pure Radiance, yadda yadda yadda.

When you introduce an NPC with that many titles, you never know if that's just going to trigger the PCs to mouth off and get into a battle in the middle of court. Instead, they impressed the Emperor by showing themselves to be knowledgeable worldly traders and explorers, and also via dramatic displays of horsemanship. 

She's the only reigning Emperess in Chinese History, but the word is gender-neutral in Chinese, so I'll be calling her Emperor below. The Emperor's a polo-playing athelete, so the horsemanship scores highly in her book.

There were three PCs present in the scene, two female westerners and one a supernatural fishman currently concealing his non-human nature behind a mourning veil. So the Emperor orders them taken to the bathhouse to be cleaned up and dressed more appropriately to have dinner with her. This was actually me putting a hurdle in their way, like how do you not piss off the Emperor but continue the charade that your fishman is a human woman? Instead, the fishman just strips down at the bath-house and dives right in, because he loves the water. I'm about to narrate servants and attendees screaming in terror, when a player points out https://en.wikipedia.org/wiki/Fish_in_Chinese_mythology ... and that amuses us all to no end.

A couple of interactions later, and the fishman is all the rage in Wu Zetian's court. Everything I'd planned for the second half of the session is thrown out the window in favor of wacky hijinks. Emperor Wu Zetian is in a power struggle with one of her children, whom various sexist ministers want to put on the throne in her place, and she's considering having her own child exiled or even executed, but to do so would mean no heir to the throne. "So Mr Fishman, can you please place your blessing of fertility upon her?"  *Long Pause* "To be clear, I am NOT asking you to have sex with the Emperor..." *Long Pause* "...unless that's how your magical blessing works." Etc.

There's a language barrier, as most of the PCs are from the modern day, and the Emperor is from 690 AD. Feng Shui encourages you to only worry briefly about language issues, and only if it's amusing or meaningful. So without thinking about it, I narrate the Emperor as understanding and even speaking fluent English. 

Then a player mentions that English as we know it doesn't even exist yet in the 7th Century. So I suddenly need an explanation for where she learned it. Off the top of my head I decide she was taught it by a previous time-traveler who had visited her court, but they needed to be dead or out of the picture, because more or less the point of this Juncture in Feng Shui is that whichever faction manages to win over Wu Zetian to their cause could gain control of the timeline. She's recently purged the Court Eunuchs (tools of the Lotus-Eaters faction) from the Palace, so her source is probably some other faction, and I want them to stand out as an obvious Chi Warrior... so maybe a Jammer or someone from the New Simian Army. Either of which, in the great tradition of Feng Shui uplifted cyberapes, would need a terrible monkey-themed pun for a name. (Canonical cyberapes include Furious George, Thrill Kill Mandrill, and Battlechimp Potemkin. Yep, Feng Shui is that kind of game.)

And thus was born (and retroactively killed off camera) the Emperor's dear friend Ape Pagoda. Which was amazing to riff off of, given that Abe Vigoda played the character Fish (on Barney Miller) and the existence of the "Is Abe Vigoda dead?" meme/site. The rest of the scene was laden with in-jokes and multi-leveled puns. It was amazing, and I'm so glad I just rolled with this nonsense instead of trying to stick to my plans for the big combat at the palace I'd initially envisioned. Good times.

Friday, July 9, 2021

Campaign Log 14: A Horse Of Another Timbre

 The following is the campaign log for the fourteenth session of my current Amber Diceless RPG campaign, entitled A Horse Of Another Timbre. One of my players keeps a log of the scenes, and another maintains a quote list.  As usual, I have combined them with a few extra notes of my own after the fact.  I post them here several months after, which allows me to add in a few little clarifications without worrying too much about spoiling future plotlines for my players.

You can also Start from Session #1 or just pick up at Session 13.

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The PCs are:

  • Dalziel, son of Prince Bleys of Amber. A scientist.
  • Maarit, daughter of Princess Sand. An orphan with a magic pendulum. 
  • Medore, nonbinary orphan of Princess Dierdre .
  • Spinturnix, (aka Nix), son of Prince Julian. Grew up in Forest Arden.
  • David Weyreth is a retired officer from the militaries of Amber.
  • Abn Haram, the human-shaped son of Lady Nykae of Chaos, and the long-dead Prince Osric of Amber. 

Most of the NPCs are from the novels, and at each other throats. Tonight's session also has some deep dives into Amber lore, because in Medore's visions several previous Queens of Amber show up, such as Caine and Julian's mother Rilga, Corwin and Deirdre's mother Faiella, and Osric and Benedicts's mother Cymnea.

There's a few new NPCs as well, such as the Ledornes, which were inspired by some other campaign's summary of Great Houses of Amber. Thanks, whoever you are! I haven't seen their campaign, I just have the summary document that one of the players asked if we could use so we'd know the names of major non-royals in Amber. I said sure, because having lists like that made it easier to put in motion my planned subplots about local schemers. Everything came together nicely.

There's also this mysterious black unicorn that keeps getting attacked by the standard white unicorn that Amber reveres.  Oh, and I should mention Umbra, a magical raven that works with Medore.

Setting the Scene: When last we saw our heroes:  Maarit has led Medore's army to the shore to possibly help Rebma, which has been invaded by Tritons and/or Martin and/or Caine. It's complicated. Medore is about to ascend the stairs to Tir-na Nog'th, in search of a vision that might confirm or deny their crazy "this Black Unicorn is actually Deirdre" theory. 


Campaign log: 1 March 2021, turn by turn

Scene 1a:  Maarit and Llewella - the shore between Amber and Rebma -

Marrit and Llewella are surriptiously invading Amber (or maybe Rebma says the GM) with an army.   Llewella nees a rest, so they let off so she can brief the army about Rebma.  Captain Markell (the highest ranking officer on the Marrit side) talks to Marrit about strategy and tactics in order to have a handle on what action in Rebma will be like.

Marrit and Llewella establish that time in Armyland is significantly slower than time in Amber.  Approximately 5/9ths the speed. Maarit will call her back in half an hour or so, which will give Llewella an hour to prep for invasion.

Scene 2a:  Dalziel and Bleys - Oosland -

Dalziel, hanging out with Moose the Goose, gets a tarot call from his father Bleys.  He is in distress underwater.  When Dalziel pulls him through he comes with a large amount of boiling water, and scalds Dal.  Bleys is quite scalded as well.

Dalziel goes into the river to cool himself down; Bleys doesn't.  Much talk about how cool Bleys is, but frankely, I don't see it.  (GM: Like a movie-star, he's dry almost immediately. That sort of thing.)

Bleys tells Dalziel that Martin is working with Caine.  He says that the slaughter in the bay was a trap layed by them.  Apparently they have a submarine that works in Amber and, presumably, Rebma.  Martin has the sibling of the [Jewel of Judgement], and may be using it to make magic work better in Amber.  Bleys says he is going to bring an army into Amber.  He believes that Caine is going to take Amber.

Dalziel calls Bleys out on his BS, saying that he doesn't think that Bleys understands the situation in Amber.  For the good of Random, Bleys plans on deposing the king.  Or maybe he doesn't?  It's not clear. ("His enemy is his son, so Random might not make the right decision." This is about as close as Bleys has gotten to acknowledging paternal instincts thus far.)

Dalziel warns Bleys that someone might nuke him or murder him from a distance with a space lazer.

Bleys betrays his weakness by worrying about politics more than power.  Like all Amberites, he is unable to think outside his very very small box.  He seems strangely confused that people move around on their own.

When Bleys wants to borrow Dalziel's horse (there's secretly a unicorn in the horse trailer), Dal points out a pickup truck for him to use instead and says that he doesn't have a horse.  Bleys takes the pickup and drives off.

Scene 3a:  Abn Haram, Sevran, and the new Steward - Gehenna -

Abn Haram goes shopping.  He gets a trump of Gehenna painted by his uncle Sevran.   He conjures a new Steward out of one of his descendants.  He has his sword Alsalakh silvered, then conjures some powers into it.  He sets up a new military force, the [Stairmasters of Gehenna], who are training to fight on stairs.  They are also breeding or finding mutant beasts who are just small enough to fit through a door.

Steward drives Abn Haram into other worlds seaking an abandoned pack of Tarots.  They are soon set upon by men in cars with spikes on them (like in Fury Road).  Abn Haram disables two of the cars with his  LazerMax Impirator™ laser pistol and ends up killing one of the drivers before convincing them to come with him.
 

The drivers are very impressed with his ability to create food and water from nothing, and agree to work for him as muscle. Jobber (pronounced Jabba!) in particular is quite impressed.

Scene 4a: David, Jarles, Colonel LeDorne, Countess LeDorne - Castle then City of Amber -

David is checking on his prisoner, and checking on the squad he sent to guard the queen.  Sir Jarles, an officer of the guard, tells him that things are bad in Amber, with more infighting than ever before.

As near as we can tell, the trouble started with men who had gone overboard during the fighting and washed up ashore. Men loyal to Caine started fighting near-men loyal to Bleys. The City Watch tried to intervene, and then several units of Personal Guard from various noble families were drawn in, and even the Docker's Union. I've seen troops in the personal colors of Denesh fighting Chantris, Feldanes fighting Karms. And the King is still West of town, last report we'd had. We haven't seen this sort of infighting in Amber in a thousand years, sir, not even during the interregnum.

David doubles the guard at the gates.  

David and a runner, Hix, are heading to Ladorn.  They are approached by an injured man who tells him that the colonel was there, and ordered them to help him escape. Half the squad did what he said, and the other half wouldn't, so there was a sword fight.

Hix is sent back to the castle to get more troops while David goes to investigate.  He comes across two people dueling.  David makes like a kangaroo and leaps a wall to get near the duel where he sees a man fighting off the colonel.  The bodies of the men he had sent earlier are strewn around the grounds near a carriage house.  David eggs on the poor bastard fighting the colonel, and throws a corpse at him at the same time.

David engages the colonel, and handily defeats him.  The colonel, arm broken, is pinned to the ground by David.

David checks on the queen, who attacks him with a saddle, but does not connect.  David calms her down.

David chats with the queen of Ladorn about her home, then escorts her and the colonel to the castle.  She says the Colonel's name is Lui LeDorne, and that he is her husband's first cousin and childhood friend. She does not seem to have much love for Claudio LeDorne (her husband and Prince-Consort who mostly rules LeDorne in her stead for at least the last 3 years).

The fighting in the city has advanced toward the castle.

Scene 5a: Medore, [Umbra], various Ghosts, and Dalziel watching by card - Tir-na Nog'th -

Medore is above the castle, by the three silver steps watching the castle with Umbra the blackbird.  He contacts Dalziel with a trump and waits. The staircase appears from the three silver steps, which he climbs. She makes it to the top of the stairs where he finds themself in a weird indistinct copy of Amber.  

Medore heads toward the copy of the castle.  Umbra folows along with her, and appears to be visible to the residents of this place.  When Umbra lands on Medore they become visible to the people here.  He approaches an old woman who has a corn cob, and they palaver together.

The woman refers to Medore's mother.  Aparently she came here a lot.  The cobblestones here are popping like soap bubbles. "Would you look at that.  Someone's boiling away the walk between the cities." - The Old Woman.

Medore pays her for the tea, and to answer her question.  She asks what will restore his mother to her true form.  The Old Woman reads their tea leaves, and gives a prophecy that seems to say that Amber is going to be destroyed.  She tells him that for further information she'll need to seek out three more wise women to ask questions of.

He heads toward the castle while the Old Woman prognosticates doom and urges haste.  She ends up in a huge hall with three women in it.  Two of them wear lovely gowns, and all three have lovely tiaras.  The third is wearing a nice trim pant suit, and looks like she is dressed for a fight.

As one of the women approach Medore she recognises her as Faiella.  He recognises the other women as being in the deck of Trumps, Rilga and Cymnea.  Faella is suddenly pregnant.  As Faella begins to give birth Cymnea taunts her with her death, and Rilga shoots a crossbow bolt at another woman tied to a spinning wheel.  "Who is it," says Medore.  "I don't know, but I'm going to shoot at her."

Medore gets around to asking their question.  Instead of answering it the women fight over petty crap.  

Faella's water breaks and it comes out boiling.  The stone floor starts to boil and pop. She tells Medore to take 'her' (Deirdre, probably) to the pattern.  Find the trap that XX layed for her.  Blue blood must flood the dungeon. (Didn't catch most of this).

Clarification: Take Cym to her cage.  Find the trap that Oberon made for Cymnia's blood.  Blue blood must flow under the door.

Medore runs.  Medore unmasks a woman revealing it to be a half white, half black unicorn.  He takes the unicorn with her.  They find a cage and take its lock.  As Medore inspects it a mushroom cloud grows in the cage.

When they reach the bottom of the stairs the unicorn splits into two women, Deirdre, and an unknown woman.  Deirdre tells Medore that she is going to be king, and the other woman scurries off on all fours.

Medore and his mother head to the pattern room, where they see someone is half way through walking the pattern.  This person changes shape as they walk, untill they reach the center of the pattern and change into a vaguely familiar woman.  "Tell Corwin that you see his memory of this." says D.  "Amber; Amber will be destroyed," says the woman in the pattern.

Each unicorn is a person locked into the wrong form, which only the other pattern can restore.  When someone makes a pattern they have to sacrifice their dick (Note: Not Dik the librarian).  Take Deirdra to walk one of the patterns.

Dalziel passes the black unicorn to Medore, cuts contact, and begins trying to spy on them.

The unicorn rushes to the pattern and starts walking it.  Medore immediately follows it. The unicorn has a hard time walking the pattern, especially the sharp turn just before the Grand Veil.

Tir-Na Nog'th, like a dream, can be railroady and logic-defying. It's an irresistable force of metaphor. That made this the most scripted sequence in the campaign thus far. You can read the GM's script (and a discussion of what played out differently) at: Medore in Tir-Na Nog'th.

Scene 4b: David, Colonel LeDorne, Countess LeDorne, Corwin, Lord Denesh - Castle -

David arrives at the castle.  Sends Colonel LeDorne to the dungeons, and puts the queen (Countess LeDorne) under arest in a nicer room.  

Somewhat bloody, Corwin meets up with David to get an update.  David reports that the castle is secure and that the queen was attacked.  Corwin heads off to the royal chambers.  David sends four men to spy on Corwin.  Later they report he went to the royal bed chamber, came out angry, then went out back to the silver stair to Tir-na Nog'th.

Some time later Random returns to the castle. David is ready with a meal for him, but His Majesty doesn't check in with David, and just heads straight to the Royal Bedroom. He sends Lord Denesh to debrief David. David tells Denesh everything that went down. Denesh won't comment on the political situation with LeDorne -- he's interested as head of security, but it's not his place to speak poorly of foreign royalty or engage in political rumor-mongering. He will tell the King, and assumes the King will have follow up questions for David. David asks what all the King's been doing, and learns they rode out to the Faiella-Bionin, were unable to get into Rebma, then went to Cabra and there engaged the Tritons successfully, largely due to having two Princes of Amber on their side. They returned to the City of Amber, only to find it in chaos. They quelled the trouble, and left half their company in place to keep the peace. The rest accompanied the King up to the castle. David says it's weird that The Weir did not attack the castle during all of this -- perhaps their goal isn't to attack the castle? He also thinks its strange that the King didn't ride into the woods to hunt down The Weir. Why go to Rebma? Denesh says that he knows His Majesty spoke with Martin, and can only conclude there were some promises of support made father to son. David seems generally supicious of this chain of events. Denesh also says that Queen Vialle was never in any danger, because she was not in the castle, but had been secreted out before Random went down the mountain. Denesh did not understand why Colonel LeDorne (and possibly Captain Redwyn, though David suggests that obstructionism was just loyalty for his commander) would strike against Vialle.

David is told to remain in Amber, and keep the gate guards aprised of any travel outside the castle. He is given quarters in the castle, and is relieved of any immediate responsibilities. So he goes to get some sleep.


Scene 1b:  Maarit, Llewella, Captain Markell - the shore -

Maarit sends through the rest of the Army. Llewella's expertise seems to be in logistics and support, not invasion. She and Maarit discuss how to get past an ice-plug. Maarit's pendant suggests a small side gate, that Llewella is barely aware of, but it's on the map. They have some zero-G trained soldiers in space-suits that might be able to operate underwater. The ladies are focused on how to deal with the pressure and the stairs, but Captain Markell votes for the direct route of just dropping down in the pressure suits from above. Llewella says they shouldn't be certain their air-supply will work as expected, so that's a possibility but she needs more recon first. Llewella has a way to do that recon, just on her own.

As Llewella's about to go out for a swim, Maarit says "for safety, maybe I should have you on Trump contact, ready to pull you out. You'd get the bends, but that's better than capture or murder."

Llewella weighs the option, and whether or not to trust Maarit. She eventually says "If you were going to betray me, you would have allready done it while I was on the beach surrounded by a thousand of your soldiers. Or you'd let me go down there, and notify my enemies of my approach. Instead, you're trying to help. I will take you into my trust.  Yes, I'll consent to you being on the card while I'm down there, but on one condition: you something weird is going to happen early on in this scouting, and you have to promise not to speak of it. There will be a part, early on, when you'll think I'm drowning. I'm not, just don't freak out and let me work through it." Maarit agrees.

Llewella gets in the water, and swims out and down. Farther than Maarit thinks she could have held her breath. Llewella loosens the lacings of her leather armor, so it barely fits and stays on her, and continues deeper still. She starts to choke, and through the Trump Maarit can feel the water and pressure on her lungs. Just as it's almost unbearable, it suddenly lightens up and Llewella transforms. She's like a selkie or something. Some sort of cetacean creature, no longer human. Maarit takes this in stride, no weirder than the stuff Dalziel was telling her about Dworkin the other night.

Llewella gets to the city, swims over the walls. She finds the water is still a little bloody, and there's few civilians about, but lots of patrols. The closest patrol is one of Caine's sailors, 2 Rebman city guard, and a couple human soldiers of unknown origin. Llewella-selkie swims away, and only the native Rebmans are able to keep up.

When it's just them, she talks. Llewella claims to be a visitor who has friends in Rebma. She says she arrived for a visit just as things were going down on the stairs. Her lie is practiced, and believable. She's from a world of the [Coral Branch], and her Rebman friends run a restaurant near the palace, so she's knowledgeable about local politics. She gets the guards to explain that the Tritons attacked, and were repelled. The city is secure, but there's supposedly still some fighting in the castle. Prince Martin has saved the city, by using the [Jewel of Intuition]. He froze the gate. Queen Psamathe and the next 4 in line for the throne of Rebma died in the insurrection, and Martin "had no choice" but to take the Throne and Crown to save the city. He is King Martin the First of Rebma.

The city watch tell her to go to [Moinsbay] for the short term, or to return home to her shadow-world by hitching a ride on the fleet. They say that everyone in Rebma is on edge, and that non-humans are probably in danger here. The Tritons were until tonight part the [Coral Branch], so people would fear the Selkiefolk also being potential enemies. Llewella-selkie asks the guard to tell her friends at the restaurant that she (her false selkie-name) tried to visit and wishes them well. Maarit can tell this is some sort of coded message to friends of conspirators of Llewella who may still be alive in the city.

Llewella leaves them and swims around the outside of the city. The gate that Maarit's pendant indicated is so old and disused it's covered in barnacles and looks hard to open. There's little point to it tactically. Any troops that could survive the pressure here would likely just swim over the wall anyway. It makes no sense for the pendant to point here. Llewella checks the other main routes in and out of the city. All are guarded, but it's most telling that the route to [Wellaswell], where Llewella had fled to during the Triton attack, is the most heavily guarded. Even more so than the gate closest to Cabra which seems to be the direction you'd expect an attack by Tritons to come from.

Llewella is angry, sad and enraged. Before today, she genuinely liked Martin. That's over. She needs a little time to swim alone with her thoughts, so Maarit ends the contact.

Scene 2b: Dalziel and Science! - deep in shadow -

Dalziel spies on Medore and the Black Unicorn via the Pattern Lens. Tir-Na Nog'th is just lines of magic in the air, and Dalz can only see the Pattern if he's looking from below it so the entirety of the Pattern is backlit by the moon. It glows as the unicorn struggles on it, and it's blinding to see. Dalziel lets the Lens go.

Dalziel decides that he needs not an army, but a think-tank, to help him experiment and ponder reality. So he heads out first for better and better time differential, and the shadows go wild along the way. Flying cities, fearsome Kaiju, spaceships, noneuclidean space. The GM goes a little wild on the descriptions of the hellride. The first university is too weird, and it's annoying to look to the right and see the back of your own head when the local microcosm is toroidal. So he reigns it in a bit and gets back to something less migraine-inducing. A facility where a half-dozen alien species study science. It's Euclidean, Technological, Academic, and has a nice big Oak tree that's kind of a nice grounding touch of home for when you need to feel at ease.


The Quotes Of Chaos

Dalziel: “And I can tell you, If I were your enemy in this, I’d have a space laser!”


Abn Haram: “I don’t want to take up too much of your time, but if you are willing to spend a week in a dark place, that would be ideal.” 


Medore: “I’m not used to crossbows being used to deliver babies.”


Corwin: “Don't start without me, Medore”.  Medore: LEEEEEEEEEEEEEEEROY JENKIIIIIIIIIIIIIINS!


"Everyone else is raising armies, Dal is raising a Think Tank."


Dalziel: "See, it's hard not to start a cult in this situation."


Dalziel (to Bleys): "In a way, I'm MORE paranoid than you! I'm just scared of different things."

Wednesday, July 7, 2021

A Horse Of Another Timbre - Campaign Log 13

   The following is the campaign log for the thirteenth session of my current Amber Diceless RPG campaign, entitled A Horse Of Another Timbre. One of my players keeps a log of the scenes, and another maintains a quote list.  As usual, I have combined them with a few extra notes of my own after the fact.  I post them here several months after, which allows me to add in a few little clarifications without worrying too much about spoiling future plotlines for my players.

You can also Start from Session #1 or just pick up at Session 12.

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The PCs are:

  • Dalziel, son of Prince Bleys of Amber. A scientist.
  • Maarit, daughter of Princess Sand. An orphan with a magic pendulum. 
  • Medore, nonbinary orphan of Princess Dierdre .
  • Spinturnix, (aka Nix), son of Prince Julian. Grew up in Forest Arden.
  • David Weyreth is a retired officer from the militaries of Amber.
  • Abn Haram, the human-shaped son of Lady Nykae of Chaos, and the long-dead Prince Osric of Amber. 

Most of the NPCs are from the novels, such as the brooding-pack-of-literary-references known as Prince Corwin, his too-clever-for-anyone's-good sister Princess Fiona, or their brother King Random and his wife Queen Vialle.

There's a few new NPCs as well, and in tonight's these include some people from a Kingdom in the Golden Circle known as Ladorn. Ladorn is a vassal state to Amber, benefiting from the extensive trade of Amber's universe-traversing navies. The Queen of Ladorn currently lives in the City of Amber, distant from her conniving Prince Regent. These characters were basically lifted from some other group's Amber campaign. A couple sessions in to my game, when the Question of David's family came up, David's player said he'd chose the name Weyreth from someone's list of the Great Houses of Amber. At the time he thought the list was canonical because it mentioned Lords Feldane and Chantris, which I had already name dropped in our campaign. Those two Lords are from the novels, they are the only non-family witnesses to Deirdre's demise at the end of book five. So he had this cool document he wanted to use, and I was already brewing a subplot with the Chantris's, so I just said sure, that document is now canon to our campaign. And then I started weaving in elements from it into the plot structure I'd already been building.

There's also this mysterious black unicorn that keeps getting attacked by the standard white unicorn that Amber reveres. 

Setting the Scene: When last we saw our heroes:  Dalziel and Medore were hiding a mysterious Black Unicorn.  Fiona and Maarit were exploring a strange new world. Nix is poking around Forest Arden trying to find out what happened to his father. Abn Haram had barely survived a mysterious attack that boiled Amber bay and destroyed Bleys' fleet.  David had foiled an attempted kidnapping or assassination against Queen Vialle. 

Campaign log: 15 February 2021, turn by turn

Scene 1: David looks for a situation report

He gains a situation report from the troops he's been given. They report that a naval battle has started between Caine's fleet and Bleys' fleet. Some of the Amber fleet have attacked Caine but that isn't uniform. He leaves a standing order that sizeable forces are still not allowed into the City, but wounded troops may be brought.

The officers ask if the Queen is okay -- David reports that she is, but wants to keep her location secret. David seeks out the longest serving members of the group to ask questions about the inner workings of the castle, and about Ladorn. David sends out a couple runners:

1. to find Colonel Ladorn and return with his location. David would go to the location.
2. to get Queen Ladorn and request/demand her return to the castle "for her safety"
3. He sends an interrogator to find out what can be learned from the prisoner.

Runner 1 returns and reports that Colonel Ladorn has left the castle by way of the stables. The runner is sure the Colonel has left the building. David tells him to go around again and spread the word that the Colonel's been branded 'suspicious.'

One of the Colonel's Lieutenant's comes to David and mentions that there's something strange going on in the water, something mysterious causing ships--mostly Bleys' ships--to break apart and go under the water. He further reports that he witnessed the Colonial speaking with his ranger scouts. Three of the men are dead now and the fourth is being held -- turns out to be THE PRISONER DAVID HAS TAKEN. He also says he's the one who told the runner about the Colonel's trip to the stables; his Captain Redwyn also withheld information that makes him seem guilty too. David asks for a list of the soldiers under Redwyn's command.

4. Runner for is sent for Captain Redwyn.


Scene 2: Nix and the Rangers at the Fallen Camp
The rangers and Nix arrive at the fallen camp to find the soldiers there dead. They collect the id tags of the soldiers. They also get the log for the camp, which indicates that one of Eric's men, "Ludwik," had been a regular visitor but may have been a weir and gave information to the wolves. He prepares a note reporting that the camp has fallen. They find one living soldier, whom they bandage up and prepare to return to Amber.

Four of Julian's Hellhounds show up, three of them crazily chasing the fourth, wounded one. Nix uses his experience with commanding the dogs and calms them, getting the three healthy ones under control and then bringing the fourth one in. He sends the three healthy ones back to the kennels, bearing the note reporting the camp's condition. Then he bandages the fourth and brings it with them. They leave the camp to return to Amber with the bird circling overhead.


Scene 3: Medore and Dalziel healing with the Unicorn
The news is reporting that "the thing in the lake" has been killing people lately.

They head out on a road trip in a camper with a trailer to let the Unicorn heal in the trailer. They notice that no matter where they go, "the thing in the lake" is a threat that everyone knows. They believe "the Goose" protects them against the lake creature.

On this world's version of Coast to Coast with Art Bell, one of the reports about the people who encountered the thing indicates that there was a dispute over a goose flock among siblings. Medore calls in to suggest that maybe "Moose" would be just as good at protecting against the thing in the lake, sparking lively debate.

The Unicorn seems to be healing, but is also very well behaved all of a sudden. Even when they let her out to graze, she heads back to the trailer after a little while. Dalziel acquires a Goose at the gas station. Within the next couple days, she shows greater health and enthusiasm. She also only goes to the bathroom when she's out of sight of Medore.

Medore uses his card to call Corwin, who is standing on, and tying up, a Triton. Medore suggests that the black unicorn is connected to Medore's mother. He mentions the painting and talks it over with Corwin. Corwin cautions that there's danger in letting the unicorn go to the pattern (where it may die). (Corwin is with Random.) Corwin tries to ask if Medore is sure that the Unicorn is of the family.

Some Corwin Lines I Had Prepared:
Medore, remember what I told you the other night about the pit where a loved one used to be? You're teetering on the edge there, about to fall into the deep dark grief. You don't want the weight of a dead unicorn around your neck, albatross-like, to make climbing out again that much more difficult. 
Four-legs and hooves are not meant to waltz the Pattern. I watched a stallion named Iago get spooked and step out onto it, and the Pattern consumed him. Random could confirm that - Iago was his best horse... And I'm a cold-hearted bastard for telling you to check that with him, given that Random's own kid sister died on a Pattern as well. Trust me it's a known danger, if you're not of Royal Blood, or you are but you've been recently leaking any of it, don't attempt the Pattern.

After that, he'll encourage Medore to go to Tir-na Nog'th instead.        
The moon is friend for the lonesome to talk to. Sometimes, she more than listens, whispering back the things you'd failed to notice for yourself. If you go, and something you see in the silver plays into your confirmation bias, you can always have her walk the tracery written in the clouds.

You'll have visions there. I used to think they were bunk, but then I learned otherwise. Traditional thinking is this will render up three visions, though I imagine you might not be one who holds much to traditional thinking. There'll be a lot motion, colorless shades milling about in moonlight, but three times in the night things will suddenly come in to clarity, and you'll be able to see each other, but never touch. You are as ghost to them as they are to you.

Tradition also holds that you have multiple escape routes. Sometimes a cloud will pass over the moon, and cause it or a part of it to fade away for a while. My favorite trick is to have someone on a card-call all the while. Someone you can trust, so probably not family. Best is someone you made in shadow for just this purpose, though... well, they can't all be Ganelons. If you start sliding through the floor, you'll need to escape quickly, and you can't count on being able to hold a card while falling. So it has to be someone else, holding your card, and an open connection the whole time.

Corwin suggests that Medore talk to "the moon," Tier Na Nogth. Corwin suggests that above the castle is a staircase to Amber's "reflection in the sky" where the question in your mind will be answered by visions. He offers advice about how to do it safely (using a spotter with a card, "find" someone out in Shadow who can help). They then discuss how to get Medore and Dalziel back home.  They also consider whether to watch out for the other Unicorn, who seems to hate the black unicorn. Corwin has to go, as trouble is afoot.


Scene 4: Maarit 'a walkin' with Fiona
Maarit has invited Fiona to go with her while she raises an army. Fiona is under the impression that the army is being raised for Maarit, rather than for Medore. They pass through the crooked forest where Medore has his army hanging out. Maarit uses pattern to push them through the forest toward the army. It's a Lewis Carroll kind of world. She pushes toward a world where the underbrush looks like small, tightly weaved heather. Fiona remains relatively silent until Maarit is able to really get the world shifting into the place Medore's army is. They see a comet with twinkly lights, and then find themselves among bunkers and sci-fi army sentries. The stars get harder to see. A large convoy of trucks approaches from behind. Maarit manipulates the pattern and pushes the trucks into an accident(?).

Fiona asks if Maarit is interested in looking for her mother. Maarit says she also likes the idea of checking out what's behind the other doors on the landing they visited. Maarit says the time might be out of sync. She shares her birth story with Fi, after Fi asks her about her world. Maarit admits she doesn't know how they knew she was family. Fiona doesn't know either, and suggests its weird that Llewella and Gerard would have found her together, as they've never been particularly close.

Fiona notices that the world they're going to is slow, so she works to help Maarit get them there faster. Finally, they arrive at an army drilling and doing training. They begin mustering the army.


Scene 5: Abn Haram slumming it.
Abn had curled up under a blanket, aiming for an hour or so in a shack. After a half hour, someone ushers someone else into the shed, offering shelter to someone else. Abn Haram peeks out and spots a man in the Amber Navy uniform, sopping wet, with a bandage around his arm and a burn on the left side of his face.

Abn sneaks up behind the man, pulls his dagger, and menaces him silently. "Hello friend..." He lets the man sit down. The main is afraid of Abn Haram and expresses his admiration of the swordsmanship. Haram questions the man about his orders and plans. The man tells Haram what he can and feels better when Abn Haram puts his blade away.  He says that they were in Heapania "5 days ago" and had to make speed for Amber, where they would participate in a show of force without battle.

 

You nearly killed me an hour ago. A fancy duelist's move that sent my sword wide, so I pulled my dagger as we slammed together, but you got under me somehow, and sent me over the rails. It was the finest piece of swordsmanship I'd ever seen, and I considered myself incredibly luck to have survived that, and the boiling bay that followed. Two escapes in one day. It's a sign, sir. I'm not fighting you, nor your fleet. My lady is helping me desert.

The man was so easy to defeat, Abn Haram doesn't even remember him. Just one of dozens he faced in combat that morning.

The man suggests the Chaos creatures are horrific. He says it's not appropriate to receive a delegation from Chaos. Abn Haram asks about the thing in the water -- the man describes it as lit up, with a horn like a narwhal. Haram learns the man's name, Lurie.

Abn Haram adopts an inconspicuous but NOT SKULKING mode of walking and heads up for the castle. People from both sides of the battle are in town but are keeping apart from one another. Abn Haram uses some subtle prodding to break out a fight among the Men of Averness (Bleys) and the Amber Marines (Amber), which spreads among the soldiers and along the beach.

Abn Haram heads up to the castle.


Scene 1b, 2b, 4b: David in the castle, Nix returns, Abn Haram arrives
David gets a list of the scouts and anything else the Lieutenant thinks was, in retrospect, suspicious. While the Lieutenant is gathering that info, David gets some of his service record.

He reads up on Captain Redwyn, learning that he was present in the wars against Chaos and has a solid but unexceptional record. Runner 4 returns with Captain Redwin, who salutes angrily. David offers Redwin food, then reminisces about something he saw during the Chaos war. Building bridges.  The Captain has none of it, defends the other guy, makes snide remarks about David.

Runner 2 returns, having told them that Queen Ladorn was required, but left when he saw that there was a horse from the castle at the house. David dispatches a squad to find the Queen and, if she won't come, search the house for Colonel Ladorn.

Another runner returns from the harbor to report that many/most of Bleys' ships have sunk or retreated. Only a few ships in the harbor still fly the Amber flags.

David does a couple other things as well:
- Check on the status of the pattern
- Check on the staff guarding the dungeons
- Follow up on the list of VIPs in the castle
    Medore, Dalziel, Maarit, Nix - reports on the comings and goings of these are part of it.
    - he knows Nix is gone, thinks Medore and Dalziel and Maarit are safe in the castle
    - upon a further inquiry, finds the others don't answer their door.
    - David checks on the kitchen, and learns that Maarit and Fiona left through a Mystery Door, whose existence David laments.


Nix returns: The scene is chaotic and nervous. Nix learns of the battle, so he asks the Rangers to stay with him, sends the injured man to the infirmary and goes to Julian's wing to take the dog to the kennels. When the guards show up, Nix asks to be taken to David. They have a tet-a-tet, and David suggests that Nix can help figure out who did who and what they did. David asks Nix if he can help figure out what's up with the King.

Scene 5b: Abn Haram arrives at the Castle:

The front gate guard welcomes the him into the castle, but starts talking to other guards about him.  One of the guards goes to report to David that Abn Haram is in the castle. David goes to investigate, and learns that Haram is in the castle somewhere.

Haram goes looking for the King and finds a steward, who reports that the King and nearly everyone has left. Haram is escorted to a courtyard where he finds Nix picking at David's food. They chat about the battle in the sea and about Julian and then Nix asks about Brute and learns she's healthy.

David arrives and asks about Haram's adventures; he offers the tale of his adventures, but cannot offer a description of the thing that was sinking the ships. David asks whether Haram has contact with Nykae. Haram says he's offering his help to defend the castle. David grimaces about it.


Scene 5c: Abn Haram in Chaos:
Abn Haram steps aside to receive contact with Sevran, who indicates that he's being stalked by the "Wyverns of Hendrake," which isn't likely to be too dangerous, so he wants help. Haram offers to help by getting in contact with Nykae. Sevran needs help, so Abn Haram tells them he needs to go, and yeets out of there with a tarot.

He arrives in the chaos ravine with Sevran to find a bunch of Wyverns and other winged creatures. Abn Haram tests out his laser gun and learns it does work here. The folks from Chaos approach frighteningly. Haram starts a frightening spell, conjuring up some sort of golem.

Nix steps over to a different corner and reaches out to Random. Random asks about the battle in the harbor just as Nix reports that the Queen has been attacked. The King tells Nix to accompany David on the trip to arrest the suspects. They go off to see the one who's already been detained.


Scene 4b: Fiona plays Cards

Fiona finds a place she can sit down and cast the family tarot. She does 3 different tableaus of cards, each in a very different formation, possibly from 3 different occult traditions. At each one she frowns briefly, scoops up the cards, and tries again in a different spread. Maarit sort of closes in slowly as this is going on, and only gets a real good look at the last formation. Maarit asks "Is something wrong?" and Fiona replies "Not wrong, exactly, but surprising, and that rarely happens to me." The third and final spread of cards has 4 family "face cards" in it: Bleys, Caine, Julian, and Osric, plus some of the non-Trump minor arcana from the deck.

Fiona talks about how she goes to a lot of trouble fixing other people's problems, and then says she's off to do so again. Maarit asks if she should check in with her after a certain amount of time, just to be safe. Fi says that's not necessary, she can take care of herself, but if you want to call me sometime just to be friendly, she'd like that. Fi stands up, adjusts her skirt, and find the nearest visual obstruction to disappear behind.


Scene 3B: Dalziel and Medore's acrobatics

After explaining the plan to a Unicorn that probably doesn't understand them, Dalziel uses the card of the Muster Field to reach Amber, and brings with him the cards for Medore and Oosland. He arrives in the city, where there's still some hieghtened level of alert and trouble at the docks.  He heads up to the castle.

Guards at the castle gate say David was looking for him, and Dalziel tells them that he'll be in his own quarters, then in the library doing research, but will find the Major in a few hours or so when he's done.

He then walks part way to his quarters, before slipping out back and through the gardens toward the three steps to Tir-na Nog'th. The problem is that it's daylight still, making the moon not useful. So he finds a secluded spot near the stairs, and calls Medore. Brings Medore through, leaving the Unicorn briefly alone. Dalziel uses the Oosland card, and once beside the Unicorn again, calls Medore and gives them the Oosland card. This is a trust moment, as briefly Medore is in Amber, with no way to get to Oosland or the Unicorn.

Medore waits for dark and the moon to appear.  Dalziel agrees to call every few hours in Oosland time, which is every 15 to 30 minutes in Amber.  Umbra (Medore's Raven) arrives, actually flying from over by the stairs, as if Umbra knew what was going on. Umbra reports to Medore that it saw War and Magic and a Sea Monster in the bay.


Scene 4C: You and Whose Army?

Maarit calls Llewella. Llewella has updates from Rebmans who have fled from Rebma to Wellaswell. The initial invasion of Rebma was counter-attacked by Caine and Martin. Since Maarit has Medore's army all ready: Llewella trumps to the Muster Field. Maarit calls her again, and Llewella walks to the edge of town so they won't be seen as invaders. Maarit asks how Llewella found her in the first place. Llewella says that she had broken open Sand's diary, trying to find any clues to why Sand and Delwin never showed up during the Black Road War. She then clarifies that Gerard broke the lock on the diary with his "big meaty hands". Why do you ask?

Well, I recently met auntie Fiona, and --

Llewella cuts her off. "Fiona is dangerous."

"Like we all are?"

"No, Fiona is more so than most. I arrange my life so that she never has an excuse to call me. She's not as dangerous with a sword as most of our brothers, but you should assume she knows every form of magic and obscure esoteric power. She's also left a knife in a brother's kidney once. In hindsight, it was the right thing to do, but she did it under half a dozen noses and none of us had any idea it was her. Actually, I take that back, I've often suspected that Julian knew it was her, somehow, but I've never found a convenient moment to bring up the subject. Fiona's dangerous, and you should avoid her. Luckily, we have each other. We can watch each-other's backs. Just don't trust her."

A moment later, with Llewella at the edge of town, they begin passing troops through one by one.


Scene 5D: Never Wed A Hendrake Lass

Lord Sevran and Abn Haram negotiate with Gilva of House Hendrake, who has a terrifying form with 11 limbs, and is at the lead of a small army. Gilva is very accusatory, claiming Sevran made the rift, and that it's clearly martial in nature and thus endangers all of Chaos. Once the Amberites learn it exists, they'll make a preemptive strike against the courts. Abn Haram flusters her a bit, by pointing out that she sounds scared. She continues to accuse, and when they deny having created the rift, she then claims it for House Hendrake. Abn Haram then basically tricks her into accepting responsibility for the rift: it's House Hendrake's problem now, and all the courts will know it. She tells them they have 1 hour to vacate the headlands of the rift, or else she will remove them by force. No one really gets what they want. Sevran loses control of the Rift Headlands, but Gilva is left feeling manipulated and outclassed.

Sevran breaks camp, and he uses a card to go home to Moenways, bringing Abn Haram with him. There, he makes a single-use sketch of Gehenna for Abn Haram, who goes through. AH calls Sevran, who goes into Gehenna with equipment to make a card of it for AH's future use.

(Reference: "Never Wed A Hendrake Lass" is an in-universe canonical song in Merlin's saga)

Scene 3C: I Spy With Dalziel's Eye

While waiting with the Unicorn, Dalziel uses a mysterious new Power to spy on Amber. He sees the bay, and can tell something is "wrong" at and just below the surface of the water. Essentially, the energy-lattice that defines reality is different there than elsewhere in Amber. He's still a bit uncertain on what Magic, Pattern, Entropy, Tarot, etc look like via his remote viewing Power, so he's not really sure what it means, but his guts says it seems more like Family meddled there, then Chaos. He needs to do more research.

He rests a bit, checks on Medore's card, rests some more, and then remotely examines Faiella-Bionin, the stairs to Rebma. He sees that the stairs are basically energy "rails" with some sort of powerful magic (?) that runs the length of them, and that stepping off the rails midway would be dangerous. That much he more-or-less expected, but there's more. There's a little blip at the spot where he and the Unicorn appeared on the stairs the previous day, and he's not seen enough to know if its a permanent feature or just an after-effect that will wear away. There's something else/more at the base of the stairs / the gates of Rebma, it's a disrupted energy-lattice much like what he saw in the bay. This one fills the gates, and is terribly cold, with the corresponding physical space filled with ice. As he watches, it starts somehow leaching heat out of him via his Pattern Lens, making him shiver. He drops his remote view, and feels exhausted. He needs to take another rest.



The Quotes Of Chaos

Nix: Takes book from a fort full of dead men “I haven’t read that yet.”


Medore: Who are we to stop her

Corwin: That’s a loaded question


Abn Haram: I merely have your knife as a precaution. 


Sailor to Abn Haram: You can’t stand up to those things. True Grotesques!


Abn Haram: "I'll remember you now." THIS SHOULD NOT MAKE YOU FEEL BETTER.

 

Abn Haram: “I abhor violence”


Colonel Redwin: “Your unit was wiped out almost to a man, wasn’t it sir?”
David: "It was a hard day, for some of us more than others."

Jeremy (David's Player): Low blow, man


Guard: Abn Haram who I earlier reported as in the dungeons has just entered the castle through one of the gates.
David: I see they have expanded the size of his cell…


Abn Haram: It’s a good thing I arrived when I did.


Llwella: “you understand she’s dangerous”

Maarit: “I understand she’s family” 


Sevran: “The Amberites will see this thing that is clearly made only for war and they will attack us.”

Abn Haram: “Do you fear them so greatly?”


it occurs to me that if medore desired to invade amber this would be an amazing maneuver. getting someone else to secret her army in while separately smuggling herself to someplace well behind the castles defenses...









 












 

Friday, June 27, 2014

Middenheim NPC Cards

SPOILER ALERT: This blog post reveals plot points and NPC stats for The Enemy Within for Warhammer FRP 3rd Edition. If you're a warhammer player and haven't already completed Book 2 of that adventure, you should probably skip this post.

This weekend my play group reunites for some more Warhammery goodness after about a month-long break. We're on Book Three of The (New) Enemy Within, which takes place in Altdorf. Since we've left Book Two behind, I can safely post a few GM's aids I put together for the Middenheim section.

The rest of this post is mostly NPC stat cards for plot-relevant characters (plus a few other related bits). The adventure really should have come with cards for all of these characters, but (probably for budgetary concerns) didn't. It's especially annoying because the index of monster and NPC stats at the back of the adventure doesn't include them either. For reasons that completely boggle my mind, it only includes stats for NPCs from Books 1, 3, and 4. As a matter of fact, many of the important NPCs in Book 2 lack stats entirely, or list only the difficulty to sway them with a Fellowship check and leave any further interactions up to GM improvisation.


NPCs for "The Wizard's Task" in Book 2
Let's start with a gaggle of Ulrichian Priests:

 Acting High Priest Weiss is the guy you really want to talk to.  He appears on pages 89-90 of The Enemy Within, but doesn't really have stats there other than those specifically pertaining to the social rolls needed to sway him to the cause. I filled in the rest of his stats as befits a career official in one of the most macho cults in the empire. The art for the card I screenshot-ed out of some fan supplement for Warhammer Fantasy Battles, but I'm afraid I've lost track of where that came from or who the artist was. My bad.

 Unfortunately, getting to Weiss is complicated because he has a number of gatekeepers in the way.  Priest Frost is the more capable and sympathetic of the two. I based his stats on the generic Priest card, which I then upgraded a little to represent that he was an up-and -coming Priest before his tragic accident (the lingering effects of which I loosely based on the rules on page 14 of Liber Carnagia).

Priest Albrecht, the first gatekeeper the PCs encounter, is not sympathetic at all. He is likely to be played as either annoying or farcical, depending on the GM's whim. Correspondingly, he's actually a down-graded version of the NPC Priest card. I never saved nor used the art for the other side of the card, as it was far too manly and competent looking for the character as written up. Instead, when I went to introduce the character to the players I used a Paizo Gamemastery "Face Card" that showed some old fat guy in robes.

To even get an audience with the Priests the PCs first have to meet up with Professor Robertus von Oppenheim. There's a good chance the players will haul him off on a wolf-hunt, so he needed stats and again the adventure doesn't really provide any. I considered giving him some dreadful "2" ratings in attributes, but was worried it would make him too likely to die and stall out the plot. I decided instead to simply make his stats very average with modifiers depending on his access to reference materials. This resulted in the PCs carrying around an amusingly large stack of books to help him out, so I consider it a success. Again I used a card from Paizo as a visual aide for the players. I find their face cards extremely helpful as reminders, especially when running a complicated scenario with as large a cast as The Enemy Within.


NPCs for "The Noble's Task" in Book 2
 One of the other major plotlines going on in the adventure involves the trial of Graf von Aschenbeck, so I made cards for him and his daughter. His cards (and most of what follows) are devoid of artwork, because by this point I'd decided to just use Paizo cards for all my remaining major NPCs. I made the Graf's stats deliberately underwhelming since he's effectively just filling the "damsel in distress" role. The rules for Noble Rank presented here aren't technically correct (or at least are a liberal interpretation), but they're close enough for NPCs and somewhat more elegant than what's in the Lure Of Power rulebook. The other special ability is of functionally identical to having socketed one of the least practical Talent cards in the game.
Chances are I'm mistakenly applying the Freiin title to Margarete, I don't claim to be an expert on the noble titles of Germany, the Holy Roman Empire, or the Warhammer Empire. Sadly she's a relatively minor bit of set-dressing / clue-giver / damsel-in-distress / red herring, without much depth. In retrospect I wish the scenario did more with her.

The red image here is my interpretation of the von Aschenbeck crest as described in the book, useful for marking the Graf's properties and businesses, and for marking the Bravos when they first show up.
The lives of those poor nobles above are being ruined by this fellow. He's the weaker of the two villains of Book 2. He's also rather less dangerous than the thugs and mutants he can throw at the PCs if he realizes they're on to him. The adventure is heavily stilted towards him escaping in the night, and I imagine if the PCs got their hands on him it would be a little anticlimactic, as he's a pushover in combat. Good thing there's bigger fish to fry and a Book 3.

Ilse the con-woman is a minor criminal caught up in Markheim's scheme. I only used one of her prepared scenes, personally, as my players were pointed straight at Markheim and the Bravos without her testimony. I was a little torn about whether or not to include the bit where the villain tries to tidy up loose ends. The Bright Wizard in my party could have used the spotlight moment, but stopping the arson/murder would have taken exactly one easy die roll (he has the spell that controls fires and renders them harmless) and thus had zero dramatic tension. For the record, one of the Paizo decks has a perfect Ilse card, but I never used it because it was only going to draw attention to her before the PCs learned she was a baddie. I wanted her to feel improvised and unimportant until the PCs had reason to suspect her, which is probably a dirty meta GM trick on my part. So sue me.
 
The Aschenbeck Bravos are the most legitimate set of goons that Markheim can send after the PCs.
 
The adventure says to use the generic Soldier card with a couple modifications based on equipment and (for the officers) skills trained. I didn't want to have to consult both a card and a page in a book at the same time to run the scene, so I made cards out of them. For all the cultists and mutants I could basically just use pre-existing cards (though I did stack the "Monstrous" Upgrade sheet under the especially leggy Mutant boss), so I didn't feel the need to make cards for them.


NPC for "The Captain's Task" in Book 2


Gregor Helstrum is a potential ally for the PCs, and an escape hatch / safety valve for the GM if things are getting out of hand with Adele or any of the other plots. But again, like so many of the NPCs in Book 2, he has no stats. That's fine if you plan to use him as a Deus Ex Machina, but I wanted to make sure the PCs could fight at his side should that be their intent. (In the end I didn't really need stats for him because the PCs at my table are pretty badass in a fight and also did a good job of following the clues. They put down two entire cults that the adventure script didn't really expect them to get anywhere near, so I was quite proud of them. But, I digress...) His "bad eye" isn't in the book at all. It corresponds to the eyepatch of the Paizo Face Card I used for him, and I think was based on a Critical or Serious wound card, but I don't remember whether I chose the image first and picked a wound to match or dealt a random serious wound and found a face to match it. Either way, GMs who want a less grizzled version of the character can freely ignore it. It's not present in the official picture of Hellstrum on pg 79 of the adventure, but that page has serious spoilers on it so I didn't want to flash it at my players anyway so a Paizo card was in order. Exactly which 2 insanities you attach to his NPC card will greatly color the character. (The same can be said for Adele Ketzenblum, for that matter.) I played Gregor as very shell-shocked and burned-out in the one scene I used him, which probably contributed to the PCs deciding not to ask him for additional help.


In closing:
I think that's all the official Enemy Within Middenheim NPCs that I made cards for. Hopefully they'll save some other GM a bit of work. I clearly had too much time on my hands.


I also made this Talent-sized card based on the Middenlander rules from Hero's Call. In practice it was rarely relevant or needed. I present it as a possible upgrade should the GM desire making the fights a little tougher, or if you really want to emphasize the differences between the various Imperial Provinces.

Beyond the above, I made stat cards for a few more NPCs that weren't in the adventure as written, introduced to give my PCs some spotlight moments and interesting subplots, or to build out the city into something a little more sandboxy and show more of the greater Storm of Chaos metaplot. That's probably worth a whole additional post some other time, as there's a lot of backstory to convey if I want them to be useful to other GMs.





Wednesday, August 7, 2013

What's "New" in the WFRP3 Creature Guide?

A few weeks ago I sat down with my Warhammer 3rd Ed Player's Guide and the various books it used as sources and made a big list of all the things they'd changed, clarified, or expanded upon. There were a surprisingly large number of updates and improvements therein, from subtle rebalances to major alterations. I decided then that I needed to buy the similar Creature Guide and Game Master's Guide compilation books, because they probably had important things I was missing.

As I did with that book, here is a page-by-page break down of the Warhammer 3rd Ed Creature Guide.  Critical changes that you don't want to miss are in bold. Underlined words represent important subsections worth discussing, and are often followed by further discussion in later bullet points. After the page-by-page walk through, I'll share my conclusions and opinions on the book.

Main Text

Chapter 1: Rules & Resources

This chapter is partly reprinted from the Game Master's Toolkit, and includes things from the earliest versions of the WFRP3 FAQ, plus some new content.
  • pg 4: Clarification on NPC's CR when using non-standard weapons
  • pg 4-5: Lots of coverage of optional new uses for A/C/E budgets. For example:
  • pg 4: New rule that Stance and A/C/E can be used on Initiative checks.
  • pg 4: New rule on defensive A/C/E use. It's not just for opposed checks, but for any attack or action that targets the NPC. A for attacks and physical actions, and C for spells and mental actions.
  • pg 5: Clarification on NPCs taking wounds (instead of fatigue) for extra manoeuvres.
  • pg 5: New Rule concerning Henchmen and Fatigue. If a henchman group spends Fatigue to get an extra manoeuvre, it only costs them 1 wound per group not 1 wound per henchman.
  • pg 5: Reprints the optional expanded A/C/E rules from the GM's Toolkit, expanding the things NPCs can do with Aggression and Cunning.
  • pg 5: New Optional Rule about using A/C/E to soak up Stress or Fatigue.
  • pg 5: Reprints from the GM's Toolkit the optional rules for "Preparing For Actions" and "Sacrificing Actions". These are entirely player-facing rules, and have no place in the Creature Guide. They should have been in either the Player's Guide or GM's Guide, not here.
  • pg 6: New guide to the Group Sheets from the Creature Vault. Group Sheets are essentially "Party Cards" for NPCs and Monsters, giving the groups special abilities and talent slots. If you've got the Creature Vault you probably figured them out pretty quickly, but if not the rules are here. If you don't have the vault, you can find the text of the group sheets on pages 105-107 of this book).
  • pg 7-8: New guide to the Creature Cards from the Creature Vault. Again, if you have the vault you probably already figured these out. The only thing I found confusing from just the cards themselves was figuring out which icon was Soak and which was Defense. For the record, Soak is the human with an exploding shield, and Defense is the skaven gutter runner.

Chapter 2: Combat Encounters

This chapter is entirely new. It's four pages about encounter design. The best parts are:
  • pg 10: Advice and examples regarding props and locations during combat scenes.
  • pg 11: Provides advice on "top down", "bottom up" and "grab bag" approaches to encounter design.
  • pg 11: Advice for the GM for on-the-fly adjustments should an encounter prove to be more challenging than you intended.

Chapter 3: The Bestiary

This chapter is mostly new material, woven with some reprinted text from the Tome of Adventure out of the coreset. I expected it to be mostly reprint, but it actually has a lot of cool new stuff. Each creature type is presented with fluff text and info on its societal structure, then advice on using them in encounters and scenarios,  descriptions and powers of each individual creature subtype, and lastly a short list of possible adventure seeds based around that creature or NPC type.

For each major category of creature, I'm going to list a page count of new vs reprinted content (which is always reprinted from the Tome of Adventure), a list of the new creature subtypes covered here, and then any individual new rules or changes to existing monsters and NPCs from the coreset.
  • Beasts: pgs 14-20: 1 page reprint from ToA, 5 new pages. 8 new monsters: Cockatrice, Cold One, Dragon, Fenbeast, Griffon, Harpy, Manticore & Wyvern.
  • pg 15: New Rule (also printed in Hero's Call) that Beasts use Willpower instead of Intelligence to make Observation checks. This makes it much harder to hide from a Boar.
  • pg 20: New Rules for mounted NPCs, and what happens to the mount if the rider or handler dies.
  • Beastmen: pgs 20-23: 0.5 pages reprinted, 1.5 pages new.  1 new monster: Minotaur.
  • pg 23: New Power: Wargors have a new "Man-Bane" power.
  • Chaos: pgs 23-26: 1 page reprinted, 2 pages new. 3 new monsters: Forsaken, Dragon Ogre, and Shaggoth.
  • pg 24: New Power: Chaos Warriors now have Resilience Trained, in addition to Weapon Skill.
  • pg 24: Suggestions on which talents and actions can best represent the influence or worship of each of the four chaos gods.
  • pg 24: Optional Rule/Advice: Chaos NPCs may have different Stance pieces available depending on which Chaos God they follow.
  • Cultists: pgs 26-27: All reprint. Not even any new adventure seeds.
  • Daemons: pgs 27-29: 1 page reprint, 1 page new. Good advice on using Daemons in your story, and avoiding making them too common or casual.
  • pg 28: New Power:  Flesh Hounds now use Willpower for Observation tests (just like Beasts)
  • Dark Elves: pgs 29-31: All new. 3 new monsters: Dark Elf Assassin, Corsair, and Witch Elf.
  • Dwarves: pg 30: 0.5 pages new content. Mainly instructions for converting any existing human NPC stat block or card to better represent a dwarf NPC. It's not quite the same as for PCs.
  • Forest Spirits: pgs 31-33: All new. 4 new monsters: Dryads, Spites, Treekin & Treemen.
  • Giants & Trolls: pgs 33-35: 0.5 pages reprinted, 1.5 pages new. Good advice on setting the tone of a troll or giant encounter.
  • pg 34: Updated Powers: Trolls and Giants cause Fear or Terror now.
  • pg 34: Updated Powers: Minor timing change on Troll Regeneration ability.
  • pg 34: Updated Powers: "Watch Out!" ability on a dying Giant changed to Challenge die instead of Misfortune die, and the bane result changed to a chaos star result.  Errata:  The WFRP3 FAQ says the Challenge symbol in the text was also intended to be changed to a Bane symbol when they changed the die. Only half the change was made on pg 34. This is a critical change. The entry in the Tome of Adventure had a 50% chance to hurt a PC. The entry in the Creature Guide has a 62.5% chance to hurt a PC. The entry in the FAQ has only a 37.5% chance to hurt a PC. Season to taste.
  • Greenskins: pgs 35-38: 1 page reprinted, 1.5 pages new. 2 new monsters: Black Orc, Squig
  • High Elves: pg 38: 0.5 pages new content. Mainly instructions for converting any existing human NPC stat block or card to better represent a high elf NPC. It's not quite the same as for PCs.
  • Human, Reiklander: pg 38-39: 0.5 pages new content. Mainly instructions for converting Human NPCs to Reiklander Human NPCs. This seems a little weird and pointless to me, since the stats already assume they're human, but I suppose it could be useful if you're using the regional stats for humans from Hero's Call.
  • NPCs: pgs 39-41: 2 pages reprint, less than half a page new content. New NPCs: Ruffians and Merchants.
  • Skaven: pgs 42-46: 1 page reprint, 3 pages new. Info on skaven clans and society. 6 new subtypes: Assassin, Packmaster, Plague Monk, Globadier, Skavenslave, and Stormvermin.
  • pg 44: New Power: All skaven now have Keen Senses power, which boosts their Observation checks. Note that in 2nd Ed they had Night Vision, which would actually be much more useful to them than Keen Senses most of the time. Just sayin'.
  • Swarms: pgs 46-48: All new. 3 New Monsters: Bat, Rat, and Insect Swarms.
  • pg 47: New Rules for Swarms make them actually feel like a collection of smaller creatures in the mechanics.
  • pg 47-48: New Stats and Powers: Rat Swarms as presented here (and on page 100 of this book) have radically different stats and powers than the Rat Swarm in the adventure The Edge Of Night.
  • Undead: pgs 48-50: 1 page reprint, 1 page new. 4 New Monsters: Cairn Wraith, Tomb Banshee, Spirit, Vampire.
  • pg 48: New Powers: All undead from the core set have gained 3 new powers. They are immune to fear, can see in the dark, and suffer movement/manoeuvre penalties.
  • Wood Elves: pg 50: 0.5 pages new content. Mainly instructions for converting any existing human NPC stat block or card to better represent a wood elf NPC. It's not quite the same as for PCs.

Appendices

Appendix 1: Blessing Actions (pgs 51-52)

Appendix 2: Melee Actions (pgs 53-73)

Appendix 3: Ranged Actions (pgs 74-77)

Appendix 4: Spell Actions (pgs 78-81)

Appendix 5: Support Actions (pgs 82-87)

These five appendices compile actions from various sources. If I'm understanding correctly, every NPC (or creature) action card from the core set, Signs of Faith, Winds of Magic, Edge of Night, and The Gathering Storm are presented here. In addition, a large number of new action cards (or technically reprinted from the Creature Vault if you prefer) for the new creatures in this book are provided in these sections. This could be useful if you prefer book reference to using the cards. Personally, I like the cards.
Warning: A quick glance through the WFRP3 FAQ reveals that there's a number of misprints in these appendices. So if you plan to rely on this part of the book, it'll be worth getting out the FAQ and taking a pen to your book.


Appendix 6: Creature Stats (pgs 88-110)

This appendix is a mixed bag of rules, charts, and other charts, and probably could have been subdivided into several appendices itself. So I'm going to discuss it in sections.
  • pgs 88-90: Explanation of creature stats. Most of this is reprinted and reorganized from the Tome of Adventure. It's somewhat redundant and covers a lot of the same ground as pages 4 to 8.
  • pg 89: Clarification that if you give an NPC a piece of equipment, he gets all the stats (including CR) and powers of that equipment.
  • pg 90: The new rules about using A/C/E defensively and/or on Initiative checks from page 4 appear here as well, and are explained best on page 90. The other clarifications and new rules about how you can spend A/C/E and how monsters interact with fatigue are not duplicated in this appendix. It's a little frustrating. Either this should have been integrated into chapter 1, or that chapter should have been moved here.
  • pgs 91-101: Monster stats by type. This section is nicely formatted, and easy to use. Monster stats appear in a familiar format that's easy on the eyes, and all the powers and special rules for those monsters appear on the same page as their stat bar. Organized by type, so all the Greenskins are on one page, and all the Skaven on another. In addition to the monsters in the Tome of Adventure (some of which have updated powers), this section includes stats for: Bat Swarm, Black Orc, Cairn Wraith, Cockatrice, Cold One, Dark Elf Assassin, Dark Elf Corsair, Dragon, Dragon Ogre, Dryad, Fenbeast, Forsaken, Griffon, Harpy, Insect Swarm, Manticore, Merchant, Minotaur, Rat Swarm, Ruffian, Shaggoth, Skaven Assassin, Skaven Packmaster, Skaven Plague Monk, Skaven Poison Wind Globadier, Skavenslave, Spirit, Spite, Squig, Stormvermin, Tomb Banshee, Tree Kin, Treeman, Vampire, Witch Elf and Wyvern.  
  • pgs 102-104: Another Monster Stat List. This one is kinda painful to look at, and hard to use. It's in a tiny font, and powers and the rules and powers for the creatures are not listed here at all. On the other hand, it includes a number of monsters not mentioned elsewhere in this book. Every monster and many of the NPCs from Edge of Night, The Gathering Storm, Signs of Faith and Winds of Magic are on this chart. If you want basic stats for Epedimius, Niklaus Schulmann, or a Feathered Fiend, they're here, but with no context other than listing which supplement they were detailed. While Tzeentch and Nurgle Daemons are listed here, Amber Order beastforms are not. Also the variant Rat Swarm from Edge of Night is not here.
  • pgs 105-107: The Group Sheets (monster equivalent of Party Cards) from the Creature Vault are reprinted here in text format. Printed here are sheets for Beastmen, Beasts, Chaos, Daemons, Dark Elves, Forest Spirits, Giants & Trolls, Greenskins, Skaven (four different versions based on Clan), and Undead. The Group Sheets are really useful for customizing monsters and making consecutive encounters feel different. One caveat to go with that: I find that many of the Group Sheets rely on a progress tracker that has no realistic chance of getting to it's end in the course of a fight. You may want to double the rate the trackers advance or else they'll be sitting uselessly on space 3 of 8 at the end of the fight.
  • pg 108: This is a reprint of the ability summary insert from the Creature Vault. It's mostly redundant, as at least 9 of the 11 powers are defined elsewhere in the book. The other 2 are a brief summary of Nemesis rules and a generalized Terrain-Walker ability that parallels the Forest-Walk and Swamp-Walk in other parts of this book.
  • pgs 109-110: The index. It's short, but very functional. Above average for a gaming index.

 

In Conclusion:

Since I like using the cards and components of Warhammer 3rd, I initially bought the Creature Vault instead of the Creature Guide. I imagined the Creature Guide to be mostly redundant. Not the case at all. There's a lot of great new material here, whether your tastes run to crunchy mechanical splat books, or narrative brainstorming and setting fluff.  A handful of the cards from the Creature Vault (such as everything Swarm-related) are all but unusable without the Creature Guide, which gives you supporting rules and explanations. Even if you already know the Warhammer World inside out, the plot hooks in each monster entry will serve up some great inspiration. The Creature Guide is very useful, and I'm glad I bought it.

However, it's far from perfect. Specifically, it seems to have fallen off the editing bandwagon. The appendices 2-5 are full of typos and appendix 6 is inconsistently formatted. Some subsections are worse than redundant, such as when they reprint and compile all the A/C/E rules from other books into chapter one, and then reprint only half of them in an appendix six. It boggles the mind.

Most, but not all, monsters from previous supplements are reprinted here in one form or another. Things you will not find here include the beasts an Amber Order Wizard can transform into, nor most of the daemon subtypes from the various Chaos God supplements. Even though stats for a Bear were included in Winds of Magic, you won't find them reprinted in the Creature Guide. The Great Unclean One's stat line does appear in the appendix, but it has no entry in the Daemon section of the Bestiary. These omissions are minor, but terribly annoying.

Another curious omission is the absence of the henchman and morale rules from the Tome of Adventure. The Creature Guide has a ton of advice and rules for handling encounters, but for whatever reason they didn't decide to reprint those two critical subsections here.

All those complaints aside, I still found the book helpful and well worth the investment.