Summary 39

In which we say farewell to Lothar Hochvard,
a loyal and original member of our valiant troop

You successfully brought down the Chaos Monolith, only to find that it was home to some hideous multi-hued maggot creature of some sort. Not only did it spit acid and have many attacks but it seemed to be able to enrapture individuals to aid it. After much effort, and with some aid, you slew the fiend. The surviving engineers elect to determine their duty done and set off home.

You decide to return to the village, initially for healing from the suspicious 'old wise woman' and to discuss whether you regard the task as done. Your suspicions are aroused by the village and villagers. Jakob (ever the pragmatist) proposes to return praising the village as a paragon of tsarist virtue, Kara wants to return and report your (unfounded) suspicions and Lothar wishes to seek out what he has determined to be a chaos influence. Sadly your voices rise during the debate and as you reach a conclusion, the villagers attack you. Routing them, the wise woman attempts to enter a basement to an unknown end. The next part is hazy, but seems to involve Morgan in some way. The next thing that you realise is that a magnificent 'creature' has ascended from below. Massive fate point losses all around lead to the haze, and most of you flee despite its undoubted beauty and lure. Later tales will refer to a tactical withdrawal, but you all (bar one) ran away crying for your mothers; Jakob even drops his magical falx. Lothar is left alone and elects to heroically fight the creature despite many promises of fame and fortune. He dies. Mark would like me to dwell on the heroic nature of the fight, and it probably was. But this is Warhammer and Lothar is dead; end of story!

When everyone finally stops running (both Wolf and Morgan nearly suicidally standing to fight a horde of peasants at one point), you elect to return to Preslav for reinforcements, although Kara seeks to remain to spy on the village. When you return with a ramshackle group of templars and militia (noting that the Order of the Teardrop are clearly a powerful force), you find all the villagers mysteriously dead. Tidying up a variety of loose ends, you prepare to move on. Lothar's body has been badly abused and you return it for burial, after a little bickering about what to do with his possessions.

Given your experience and reasonable status within the Colony now, you are offered alternatives - and also have the option of suggesting your own. We have the following:

1. There are the mines and slaves to be freed deep into Hill Men territory. Just though I'd mention it! 

2. Within the mountains, there are the symbols of the mouth that you found and agreed to consider returning to.

3. There are still a number of unresolved issues within Preslav, including Konev (who allegedly arranged the Lorenzen desertion and might be after Sigrid), the Chelm family, oZo and other pre-war issues, and the 'magical' archway and undercity.

4. Were you to consider and review the past adventures, there are many threads that you could attempt to follow up - including goods arriving through an impassable Pass, the assassination attempt etc.

5. North of Tairapol a number of "disturbances" have been reported in the form of disappearances at fortified homesteads. You would report to Tairapol to take command of a local field force and investigate. This force is the Marienburg troops from WheatCEF.

6. Another simple 'fly the flag' mission to Baku and an inspection of the Gorodische Forts, there to liase with the Military Governor, Anastasia Denisovia.

7. You have enquired about Nebala, but not with any real effort. You might want to find out more.

8. Discover what any of your contacts/ friends have been up to in the last few months. These include a whole array of different socio-economic and cultural groups.

9. Jakob has lost the falx; maybe you want to follow a demon to retrieve it? Did I say demon? Surely, I mean 'creature'....?

10. Anything else that you wish to consider

 

Other Issues

Kara has gained an insanity, to be determined (and I prefer players to come up with their own thoughts for playing, Phil). Others were gained in-game and rolled up. For example, Morgan now seems very introverted.

You have lost your prized falx.

 

Experience (including carried over)
Jakob  60
Wolf  50
Whys Parr  75
Kara  100
Morgan  85
Thomas  20