Warhammer FRP 3rd - Campaign

Chapter 2
An Eye For An Eye

Part 1: A Job Offer

It has been nearly 2 months since Khoriboon’s return from the elven city of Ulthuan and he stares down into his amber colored drink. The high elf diplomat that had promised him reward for his return of the coach’s package snubbed Khoriboon with only a small reward of 3 silver, nearly all of which has been spent on food, drink, and lodging.

Lodge

Khoriboon looks around the bar and notices another traveler with a similar expression upon his face. The two strike up conversation. The man’s name is Baltimore, a former Bailiff, who has recently been let go by his former employer due to Baltimore’s unconventional handling of prisoner’s and his greedy taxation on his former provence. Baltimore is finely dressed and is carrying a large shield strapped to his back, with a family crest of sorts across its shining surface. The two heroes hit it off immediately and take turns in the purchase of rounds of drinks. They recall past adventures and grudges, and both express their deep desire to find work again very soon. As the afternoon turns to evening Khoriboon takes a break from conversation and scans the surroundings of the bar. On the wall he notices a posting of sorts; it reads:

“LOOKING FOR WORK? Resourceful and intrepid fellows required to assist in house move. Job involves discretion, danger, and some heavy lifting. Only honest applicants will be considered. No layabouts. Hired candidates will earn 6 silver schillings a day for their labour, plus any expenses incurred. INTERESTED? Ask for Herr Hendrick at The Red Moon Inn in Ubersriek. Don’t delay – seek Herr Hendrick today!”

Khoriboon relays his finding of the posting with Baltimore and before long the two have set out towards the Red Moon Inn to find Herr Hendrick.

The Red Moon Inn rests on the waterfront of Ubersreik. The heroes enter the Inn. The common room of the Red Moon is smoky and dark and smells sharply of a mixture of fish, smoke, and sour beer. The bar is little more than a plank, and the furnishings are shabby. Against one wall are a series of snug booths, many with curtains of tattered linen slung across them to offer some privacy. A scattering of candles and oil lamps light the room, as the small, grimy windows offer very little illumination from the outside.

Upon entering the inn Khoriboon heads up to the bartender and asks if he has seen Herr Hendrick. The bartender points over to a corner booth where an apparently moody, mid thirties, man in decent servant style clothes is sipping an amber drink. The man is also fidgeting with a bandange on his right hand and grimacing with each touch. Khoriboon thanks the bartender and makes his way over to the booth to introduce himself.

Baltimore and Khoriboon introduce themselves to the man, who is indeed Herr,(Vern,) Hendrick, and they join him at the booth. They exchange brief pleasantries about the weather and the changing seasons before inquiring about the posting they had seen earlier requesting assistance. Hendrick is very hesitant to hire them on initially. He gives them a brief interview to get a sense of their trustworthiness and after gaining some lays out the details of the job. He states,

“Lord Ashaggenberg is most concerned with the state of his new manor. He thinks there may be some kind of rebellion fomenting in the ranks of the staff, on the whole a shiftless and uncooperative crew to a man. He wants to hire people to look into this matter. Ostensibly you will be there to help unload the lord’s coach and arrange his furniture, but really you are there to covertly spy upon the staff, learn what you can of any insubordination, and report it to Lord Ashaffenber.”

Khoriboon then asks if there is anything else he should know about the task at hand, maybe if there are any dangers he should be aware of, and also asks what happened to Vern’s hand.

Vern replies, “There are herds of beastmen on the move in the woods around the lodge. Last week a band of creatures attacked the manor. They were repulsed by the guards, but a number of guards and staff were injured in the attack. We hit them harder than they hit us, but they may return if their nerve recovers.”

Khoriboon, who is familair with the beastmen of the Riekland’s, pulls Baltimore aside briefly to discuss the task, and after a moment turns back to Vern and states that they will take the job. The heroes and Hendrick finish their drinks, then set out upon the open road towards Grunewald Lodge.

View
Chapter 1
The Missing Coach

Warhammer Beastman (Wargor)

Our Adventurers meet up at the Red Moon Inn and share a few drinks. Gormak, the Burgher, has been staying there for a few days and tells his new drinking companion Khoriboon, the Mercenary, that he has been awaiting the arrival of his new Roadwarden partner Rutger Abend. The coach Rutger is traveling on is now 2 days late and he expresses his concern. Khoriboon mentions that he too was awaiting an important package to be delivered to a high elf diplomat in the city of Ulthuan, and it too is late. Upon further discussion the two are able to ascertain that they may have one in the same goal. As the midmorning turns to early afternoon Khoriboon becomes increasingly restless, and the two decide to head off down the road to find the missing coach. In the meantime the skies overhead begin to darken; a storm is brewing.

After traveling for some time down the old dirt road, the Reikland forest surrounding them on all sides, they come to a clearing in the woods. In the clearing they witness a terrible sight. The wagon is broken down, one of the axles lies in the mud shattered. The coach itself looks like the back of a porcupine and is bristling with spears. The coach’s horses lie dead and bloodied, their broken bodies strewn across the landscape. In the midst of this carnage terrible horned creatures cavort and howl, their cloven hooves leaving deep marks in the dirt and mud. One of the creatures is rummaging through the back of the coach and throwing boxes out into the woods. Two beasts are on either side of the coach using their heads and fists to attempt to gain entry into the coach itself. A fourth, much larger creature, with fur bunched around its calves and horns twisted about its animal skull, is standing over whats left of the barely conscious Rutger Abend! A second coachman lies dead in the dirt, his worn blunderbuss lies next to his lifeless form. The battle appears to have been waging for some time. The heroes briefly exchange glances to eachother both nodding in agreement as to what needs to be done. Khoriboon makes a quick check into the surrounding wilderness to see if this is the entire pack of beasts, but the storm has now settled directly above them and it has become too damp and dark for him to see very far in front of him.

The heroes quickly engage the beastmen. Gormak fires his crossbow at the largest of the creatures burying the bolt deep in the beasts leathery hide. This enrages the creature, and he and the nearest beast pounding on the coach door begin to move towards Gormak. In the meantime, Khoriboon makes a move towards the beast at the rear of the coach and upon getting in range fires his blunderbuss. The Ungor at the rear takes Khoriboon’s gunfire right in the face nearly killing it outright. Both heroes then drop their ranged weapons and pull out the melee weapons to prepare to take on the three encroaching beasts in close combat. The fourth beast continues to try and enter the coach. During the fight the heroes also become aware of a surviving man still inside the coach, screaming obscenities at the beastmen and heroes alike, and stating repeatedly that no one will enter until he is sure the surrounding area is safe.

As his last few minutes in the Old World look fleeting the final surviving beastman presses a large bone horn up to his bloodied snout and blows. The horn’s sound rises into the dark sky and reaches far into the woods. Within seconds a loud horn blares in response just behind the heroes from a spot nearby in the surrounding foilage. The heroes brace themselves for what may be coming. A moment later a second group of beastmen stalk out of the forest, this one clearly much more powerful than the last. A heavily armored Wargor surrounded by 3 Gor henchmen carrying banners, spears, and rusted axes roar at the small band of heroes.

The Wargor presses forward towards the heroes while the Gor henchmen and remianing UnGor from the earlier party begin to form what appears to be a ceremonial circle around the wagon. Rutger Abend meanwhile continues to hang on to life but has begun to bleed very badly and passes out from his wounds; his time is short. The battle with the Wargor proves to be much more daunting than expected and the heroes suffer a few critical wounds. In time, the Wargor falls, and the surrounding beastmen, discouraged by the fall of their leader trudge off back into the Reikland forest.

The heroes quickly tend to Rutger wounds and are able to stabalize him enough to get him to walk with some assistance. After some coaxing and charming the heroes are also able to get the surviving coachman to open the door, and allow them entry to obtain Khoriboon’s desired package.

Upon reaching town, Khoriboon firmly shakes the hand of Gormak, who has Rutger leaning upon his left shoulder. Khoriboon understands that Gormak’s current responsibilities as Roadwarden restrict him to being able to travel outside the current provence, and expresses his hope that someday they meet again. At this time our two heroes part ways, and Khoriboon begins his long journey to the elven town of Ulthuan to finish his delivery.

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.