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Ashes of Middenheim» Forums » Sessions

Subject: Rats in the Walls (ambvtow session 10) rss

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Wouter Dhondt
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My armor is contempt. My shield is disgust. My sword is hatred. In the Emperor's name, let none survive.
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When I now saw this Coppelius, the frightful and terrific thought took possession of my soul, that indeed no one but he could be the Sandman.
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Rats in the Walls

Players:
Snorri, a Dwarven journeyman runesmith
Ronny, a Human priest of Morr
Arwen, an Elf journeyman bright wizard
Alex, a Human hedgecraft master

The players decide to enter the sewers again and follow the tracks they found which should lead to the killer. Arwen casts a fire spell to create a torch that doesn't go out. After a few hundred meters the smell of the sewer is getting worse. None of the players know why this would be and they continue (they all failed their knowledge rolls). But the smell is getting worse every step they take when suddenly there is a loud bang and lots of fire. They all take damage and quickly turn to Arwen, but he doesn't know what's going on. Snorri suddenly remembers that it must be a gas pocket in the sewer system and informs them they have to put out the torch. Not an easy thing to do with a magical torch that doesn't go out. They decide to put the torch in the sewer water itself and continue.



After walking another hour they reach what looks like the end of the sewer. There is a hole in the wall on one side. It opens up to a tunnel where they can see a skaven guard. The skaven doesn't notice them and they are able to kill it without him sounding the alarm. They follow the tunnel and after a corner the cave widens and they can see several Skavens. They attack on sight. The skaven are surprised but respond quickly enough to start a good fight. A door opens at the far end and what looks like their leader runs out and starts shooting the players using a blowpipe. It's a standoff between the bright wizard and the skaven leader while the other players kill of the other skaven. It takes them a while to kill them all but in the end they finish them off. They search the place and see some beds in the skaven camp. Alex decides to go through the beds but doesn't discover much. He does get a nasty disease though. They also discover markings on one of the cave walls. They see something that looks like a clan sign. Alex knows the sign as a mark of the Skaven clan Eshin, a clan of assassins. They also discover a drawing of a skull with a dark brown substance but none of them knows what the substance is.

They continue to the door where the leader came from, discover a trap and enter the room beyond. There is a bed here as well and searching this they find the frame of the icon that went missing. The icon of Sigmar itself is nowhere to be seen. They retrace their steps and return back to the surface to report their findings to the watch commander. After telling him the priest was murdered with a black poisoned arrow the commander tells them there where three similar murders in the past week. Apparently a watchman of the Collegium Theologica was killed in the streets, a dwarf doorkeeper at the engineer's guild was killed and an unknown human was found dead in an alley in the Old Quarter district. The party splits up and decides to investigate these murders.



They can't find much information on the killing of the watchman at the Collegium Theologica. The dwarf is able to get into the dwarven engineer's guild and finds out a map of the sewer system was stolen from them the night of the killing. Lastly the others find out that John Doe is probably buried by the priests of Morr. There they find out that instead of burying him in an unnamed common grave, three armed men payed for a service and he is now buried in a separate grave. They decide to take a look at the grave and discover that his name was Gerhard Kroen. There is also a symbol on the grave: a crossed hammer and sword in front of a twin-tailed comet flanked with the letters O and F. Ronny knows this is the emblem of the Ordo Fidelis, a secret society of witch hunters, operating within the cult of Sigmar. They all go back to the watch commander and tell them everything.

With nothing else to do they wander through the city when a priest of Ulric requests them to come to their temple. There they talk a while about the rivalry between the temple of Ulric and Sigmar in Middenheim. Basically they are accusing each other of sabotage. The priests of Ulric are not worried as they believe they will always be the biggest church in Middenheim, city of the white wolf. They do have another problem however. Father Odo, a blind priest, had a vision. In this vision he saw a herdstone, standing on top of a mound somewhere in the forest. The mound cracked open and a man in black armour came out. His shield had the mark of Khorne. He had a skull around his neck, and the skull talked to Father Odo. The church of Ulric wants to retrieve this skull, a powerful artifact of chaos in order to destroy it. Father Odo can lead them to the place cause since he had the vision there has been a psychic connection to the skull. They accept and prepare themselves for the quest deciding to leave for the Drakwald next morning.



All our previous Warhammer 2nd edition sessions:

A merry bunch visits the old world: character creation and their first adventure.
Of Chickens and Vampires (a merry bunch visits the old world , session 2)
The docks of Taalagad (ambvtow session 3)
The Port & the Plague (ambvtow session 4)
The Desperate & the Dead (ambvtow session 5)
They have guns! (ambvtow session 6)
Opposition in the Eye (ambvtow session 7)
Man-Thing Army Breaker (ambvtow session 8)
Murder most foul (ambvtow session 9)

All images are (c) Black Industries
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