Chaos Cultist Game Summary

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Danke Dave
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Sat Apr 06, 2019 10:25 pm

Hello!

I have had some amazing games with a great bunch of players and I've decided to write a short summary of some of the games we have had. The game itself it set in Marienburg and starts with our players having little to no idea about the corrupting influences of Chaos, and follows their slow (or in some cases QUICK!) decent into madness. Players were aware that they would be setting up a cult and falling to Chaos later, and so their characters were made with that in mind. To start, I had my players write me some answers to a few questions so I could properly corrupt them and goad them towards their ends. The questions were as follows:

Where are you from?
How religious is your character?
What do you hate?
What do you love?
How many/what family members do you have?
How was your family life?
What is your deepest, darkest secret?
How would you vanquish a Dragon?
What is your short term goal?
What is your long term goal?
What are you most fearful of?
What is your deepest regret?


To get all my players together, I made them have some horribly crippling debt that needed to be paid off, it needed not be financial, juts overbearing enough to force them into a workhouse. The workhouse itself was horribly decrepit, smelling of the dead and in the worst district of the great city of Marienburg; The Dead Canal. The district itself is named after the sorry excuse for a canal that takes up much of the waterside property. Full of garbage, bodies and worse, the canal has a horrible reputation among natives and foreigners alike, the canal getting it's name from the lack of water flow and previously mentioned 'sights'.

The starting party consisted of:

Herr Doktor Manndible Schlecterberg of Stirland - Human Embalmer
Frau Elvie Kluge of Averland - Human Noble
Herr Ludwig Guth of Talabheim - Human Litigant



The campaign started with our bumbling antiheros arriving at their new humble abode and making themselves at home. Some had an easier time then others, Manndible finding the damp, dark and moldy basement to his liking, while Elvie was appalled at the horrible situation she has got herself into. The house itself was relatively bare with the exception of a few crates, a coffin, moldy rug and an anchor. These small items were quickly taken by the party, first come first serve. None of the characters knew why the others were there, only that they would be forced to work together to work off their debts. After a week of adjusting to their new lives, their first job was slipped under the front door for them to discover in the morning, a simple mission: Find Herr Fleischer's missing daughter.
Last edited by Danke Dave on Mon Apr 08, 2019 1:24 am, edited 3 times in total.
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Danke Dave
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Sat Apr 06, 2019 11:22 pm

WARNING: SPOILERS! (Sing for your Supper, Plundered Vaults)

With a few simple changes I moved the location of the adventure from Nuln to Marienburg, but overall this adventure was relatively unchanged besides a few bits of added flavour to give the players a better feel for the city they will be staying in for the foreseeable future.

Herr Ludwig Guth was the first to read the letter and first to take on a role of shepherd of this wayward flock. Herr Fleischer lived in the pompous and gaudy district of the Gold Mound, known for being a fashionable upper-class neighborhood, and getting there was the first order of business for the party. Marienburg itself is mostly composed of large islands with canals running through the various districts, allowing for easy transport via gondolas and row boats, the players only needed to call out to one of the many passing boatmen and pay a fee (based on a charm test).

A short trip later, they arrive in the Gold Mound and eventually find Herr Fleischer's estate, number 182. The building itself was medium sized and unimposing when compared to the other larger buildings in the area, the house itself gated and fenced. Near the gate, a long chain is found that is linked to the house. Pulling on the chain,a bell rings and a thin soberly dressed man arrives at the gate. He asks their business and is pleased to hear they are here to assist in his master's needs. Being lead into the house through a long bare corridor, several of the players notice empty places where paintings once hung, alluding the the desperation Herr Fleischer may be in. They are then seated in the servant's dinning room next to the kitchen, a red faced woman brings them a large plate of sausages and a tray of strong ale. Ludwig and Manndible are ecstatic with the feast laid before them and begin to feast while Elvie looks on in disgust. Finishing their meal, they are then asked to join Herr Fleischer in his study. Herr Fleischer himself is a sweating, corpulent and bearded man clearly in some manner of distress, something the players take advantage of later. He gives them the details of the job:

-Hanna Fleischer, his daughter has gone missing for several days and nights now
-She was last seen with her friend Carla Lindt
-Herr Fleischer owns three separate shops in different districts, asking his employees may help
-Hanna has a locket with a picture of her father in it
-Unrelated, someone broke into one of his shops several times, but nothing was stolen



Herr Fleischer offers them 5gc per character up front, and upon the return of his darling daughter Hanna, a lifetime supply of sausages and 25gc per person. The sly players of course haggle to receive 10gc up front, a substantial amount and likely the most they have seen at any point in time (except for the Noble Frau Elvie Kluge). A less then happy butler sees them out, and informs them to not come back until they have good news. Standing outside the house gate, they notice an elderly woman on a balcony eyeing them with interest. Approaching the building they notice that her balcony clearly oversees the Fleischer's small garden. Calling up to the woman, they find her oddly chatty and willing to talk and gossip about much of the neighborhood. Of course, there is a catch. Frau Marguerite Garten is the classic nosey neighbor, willing to gossip and talk about anything she knows, but she wants something from the players. She has been looking for an excuse to go to the restaurant Chez Louis, and it just so happens a very young and well mannered litigant has arrived at her doorstep... Elvie and Manndible would have to stay at another table and pay for their own meals.

The party leaves while Ludwig freshens himself up with a bath and proper change of clothes before meeting Frau Garten at her house for a wonderful night of food and gossip. Chez Louis is possibly the most exclusive restaurant in town, the waiting list itself can be several weeks. While Frau Garten is more then happy to pay for both her and Ludwig's meals, Elvie and Manndible had to spend their own money, the least they can spend being 6s per head, for bread and water (and disdain from the wait staff). Ludwig learns several things over the evening:

-Frau Garten is a cougar
-Hanna was seeing a young man from Otto's Glassworks in the Craftsmarket, a man named Hans
-Three nights in a row, Hanna was serenaded by a man dressed in a wide hat and dark cloak. Frau Garten thinks it may be Hans, but she didn't know he can sing
-Fleischer's sausages are popular because of he uses rare spices/herbs from Kislev
-Chef Louis had to let a troublesome employee go several days ago, a girl by the name of Greta Fischer


*continued later*
Last edited by Danke Dave on Mon Apr 08, 2019 1:24 am, edited 3 times in total.
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Danke Dave
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Sun Apr 07, 2019 11:11 pm

*continued*
The meal itself was superb, so much so that the players felt it needed to compliment the chef himself, Louis only happy to listen to how amazing his food is. A few glasses of wine later and the players learn that several people have been robbed of their jewelry, all without the crime being noticed until after. Chef Louis himself figured it was because of how enthralling his recently hired soprano, a Tilean by the name of Maria della Miragliano. With their bellies full, and their appetite for information sated, the party departs to follow up on their first lead: the boy name Hans at the glassworks.

The shop itself seemed to radiates heat, and as they drew closer it grew to levels almost unbearable. Entering into the shop, they met and quizzed the owner, Otto Uhl, who happily informed the players about his apprentice Hans and allowed them to ask him a few questions. Hans sheepishly admits that Hanna and him have been seeing each other for three months in secret, and that he has been worried about a rival suitor who has been singing to Hanna almost nightly. Thanking the men, they party continued onto their next lead, one of the three shops owned by Herr Fleischer.

The first shop, located in the Guilder Field (a major commercial district catering to the rich) was run by a man named Uter. The shop is immaculate, brightly painted with a fine marble counter that is sparkling and seems to be hardly used. Hearing that the players have been hired by his boss, Uter is more then happy to answer questions. Unlucky for the players, he has little to no information about Hanna as he didn't know her at all. but suggests going to see Albrechte in the Craftsmarket district. One of Uter's assistants overhears the conversation and informs them that he knows where Hanna's friend Carla lives and gives them the address. Thinking this the best bet, the players seek her out, only to find she is not currently at home, and will be available later. And with that, they venture to the Craftsmarket to have a chat with the butcher Albrechte.

Some spent pennies and minutes later, the party arrives at Albrechte's shop. The shop itself is not in bad shape, but it would be abbhorent to compare it to the likes of Uter's spartan and sparkling shop. A small crowd is gathered inside bickering about the prices of meat, the butcher himself busy dealing with the customers asks the players to give him a moment while he finishes carving up the lamb. Eventually, he arrives back at his counter, gripping the table as if for balance, and asks the players what he could do for them. Asking Albrechte about Hanna doesn't get any new leads, but a very vocal locals pipes up saying to Albrechte "Why don't you do us all a favour and work for Herr Stark? You can gossip all day in his shop", to which another customer shouts "Yes, but only 'cos Stark has not customers!". Asking about this Stark character informs the player that he is a rival butcher that has recently gone through some hard times. Stark's shop itself had no chance to compete with the Fleischer's chain, and had recently fallen into near bankruptcy, this coupled with the death of his wife has left him a bitter man who blamed Fleischer for his own failings. With this lead seemingly run dry, it was off to the final shop located in the South Dock, ran by a butcher by the name of Erich.

The building itself is of key importance to Fleischer as it was the first shop he had ever opened, and so was well kept but not as gaudy or pompous as the one in the Guilder Field. As they arrive, they see an assistant beginning to close down the shop. Introducing himself as Karl, the players ask him several questions about the recent events. From him they learn the following:

-Hanna has been getting a bit fat recently
- Albrechte's shop was broken into
- Albrechte can be found off hours at the Green Bottle Tavern
-The location of the Green Bottle Tavern
- Albrechte can be persuaded into giving them the keys as long as he has some ale in his belly


The tavern itself was located in the South Dock, and for the most part was unremarkable so far as a tavern in the Old World might be. Albrechte was easy enough to find, sitting in the common room, wedged behind a long table in the corner with a stout stick leaning on the wall beside him. Having already talked to the players, Albrechte warmly welcomes them before veering off into unrelated conversations about his nephew in Talabheim. Cutting him off with an ale, the players ask him further questions about the break in itself. Not wanting to go back to the shop itself, Albrechte gives the players the key to his shop as well as the following information:

- Albrechte's shop has been broken into three times in the past month
-Nothing was stolen
-Whoever it was left gobbets of meat behind
-Seems like they were using the shed with the meat grinder in it for their own use

With this information the players quickly leave before Albrechte has the chance to talk their ears off. Arriving at the shop shortly after dusk, they find the street much quieter then before, although the shop opens up easily enough with the key. Searching the main building they find nothing out of the ordinary; bloody knives, cleavers and unidentifiable bits of meat. The shed behind the building is another story. The shed itself is a windowless room with a hatch on the roof to admit light and air in an otherwise claustrophobic room. The door itself is unlocked and inside is a large table besides a hand cranked mincing machine, hundreds of sausage links dangling from the ceiling. Clearly this is the heart of Herr Fleischer's business. Searching around they discover the following:

-The hatch in the ceiling is to rusted to properly close, a likely entrance for the thieves
-Behind a barrel of sawdust they find what appears to be a bloody human leg
-Next to a bundle of sausages hands a small locket


Upon discovering the bloody leg hidden behind a barrel, the players begin to suspect the worse. Doktor Manndible examines the leg, and states matter of fact that it is in fact a human leg. Ludwig, being a bit smarter then the Doktor examines it and deters it to be made of wood and simply coated in gristle and blood, but it does nothing to calm the Doktor or Elvie. Elvie herself finds the locket besides the sausage links and opens it up to reveal a picture of Herr Fleischer. By now the players are beginning to realize that maybe Herr Fleischer's sausages may contain a bit more then pork and spices. Looking out the hatch they see the sky beginning to darken and make their way to Carla's house in hopes that they can question her before the day is over.

*continued later*
Last edited by Danke Dave on Mon Apr 08, 2019 1:25 am, edited 1 time in total.
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Danke Dave
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Mon Apr 08, 2019 12:09 am

*continued*

Arriving just in before dark at Carla Lindt's house, the players ring the bell and wait. A few minutes later, a girl with tear-stained face opens the door. The girl is none other then Carla. Upon asking why she is crying, she replies that her family has put her under house arrest until Hanna is found, fearing that Carla may be in danger as well. This has upset Carla as she cannot see her darling Wolfie (a marine), and fears he may set his eyes upon another during their time separated. Wiping the tears from her face, she begins to tell the players about the night Hanna diapered, giving the following information:

-Hanna went to the Gunner's Arms tavern with Carla, Wolfie and Hans
-Location of the Gunner's Arms
-Some rich noble lady was complaining about her necklace and ring being stolen
-Carla lost track of Hanna while dancing with Wolfie, the soprano's voice that night was entrapping
-The soprano was a Tilean lady


With another lead dried up, the players continue their search by going to the scene of the disappearance: The Gunner's Arms. Located in the South Dock, the Gunner's Arm is a well known drinking establishment of both merchant marine and sailor alike. Inside is rather spartan and reminded the players more of a barracks then any tavern they have seen. Filled with rowdy sailors and marines, the players first decide to chat with one of the barmaids. Upon asking the barmaid about Hanna and her friends, she seems to become uncomfortable and looking quite guilty about something. Further questions reveals that her name if Greta Fischer, and she is in fact quite guilty... of having an affair with a married man. Her uncomfortable disposition is because of the very real free that the married man's wife had hired an investigator to find Greta and the man's guilt. The players seize the opportunity and promise not to tell anyone as long as she supplies them with some information about a certain Tilean soprano. From this conversation they find out the following:

-She used to work at Chez Louise but was fired after several of the guests complained about her attitude
-She was working in the kitchen at Chez Louise a few nights ago when the Tilean soprano Maria della Miragliano was singing
-As the soprano sang, she walked through the crows and began to help herself to the audience's jewelry
-The audience and staff were as still as statues and did not react
-Maria turned and noticed Greta staring at her, the soprano herself stopping her singing
-Immediately the crowd burst into applause and acted as if nothing had happened
-Later Maria approached Greta and offered her some pearl earrings if she stayed quiet
-The two worked out an agreement to rob where ever the soprano would work


While questioning the woman, Elvie is beset by two well-dressed and very drunk men. Not taking kindly to their words she quickly spins it on them and makes them look like fools, who then aplogize and introduce themelves as Wolfgang and Leopold. A bit of a short chat with the two men turns into the two asking if the players had seen their friend Rudi. Asking further about this friend of theirs, they learn that he had been missing for several days after the "incident" at a local fundraiser. The incident involved the young Rudi telling off a Herr Emil Stark for being a selfish and hollow man. A short shouting match ensued before Stark left in anger. They didn't think anything of it, and it was said that Stark even apologized. The only bit of information they can note that was out of the ordinary for Rudi was that several days before he went missing, he arrived at home with a large amount of lovely smelling sausages. They then ask the players to keep an eye out for their friend Rudi, and offer a payment of 10gc upfront. The players take the money and retire for the night, sleeping on the information they had collected.

The next day the players continue their search in one of the worse off parts of the South Dock, an area where Stark's "Fine" Meats is located. The building is ugly, it's paint peeling and the sign above the shop barely legible. The dilapidated two-story house is sandwiched between an abandoned chandlers and the side of a warehouse that backs onto the wharf. The players enter into the poorly lit shop as a massively fat sweating bald man appears from behind the moth eaten curtains that separates the section of the shop from the butchery itself. He cheerily greets them and informs them that pies are on special. Manndible, despite his better judgement buys a pie and later eats it (with no ill effects shockingly). Conversing with the oddly friendly man they gain the following information from him:

-He doesn't know where Hanna is
-He did have a shouting match with Rudi, but later understood the errors of his way and apologized to him
-He did have a spat with Herr Fleischer, but he has no time for feuds and is trying to get on with his life


Right before leaving the shop, they notice an urchin tapping on the window, to which Stark gives a motion for the child to meet him around the back. Suspicious of Stark to begin with, this only piqued their interest further. Waiting on the urchin to come back around, they notice he has a letter on him. Calling to the urchin, they bargain with him to give them the letter, for a small fee of several shillings of course. The urchin informs them that he was supposed to give this letter to a man named Herr Fleischer in the Gold Mound and that Stark has been visiting a run down hovel in the Dead Canal while looking extra guilty. Opening it, they find a letter with the following written on it in poor hand writing:

"Don't expect to see your daughter again. I have you to blame for all of this. Soon my vengeance will be complete"

*continued later*
Last edited by Danke Dave on Mon Apr 08, 2019 1:25 am, edited 1 time in total.
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Danke Dave
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Mon Apr 08, 2019 1:12 am

*continued*

The urchin leads the players to the hovel before attempting to make his get away, but is stopped by Manndible who asks him to bring any interesting bits of information to him at a later date for payment. He happily agrees and leaves. The hovel itself is a small one room shack with a boarded door and window. Without much effort, the players take down the boards and open the door to reveal a room filled with rags and old sacks, coupled with a strange but vile smell. Looking further into the room, they notice one of the sacks is moving, and crying. A metal spike is hammered into the ground, and a chain can be seen attached to a sickly looking foot under the blankets. Pulling back the blankets, the players reveal a revolting sight. Hanna is no longer the small petite thing as described by her loving father, her body easily doubled in size and host to numerous open festering sores that weep vile fluids from a rotting body. Her blond hair is matter to her head with pus and grease, and her left eye is closed shut and crusted with filth. Through her blackened lips she mumbles praise to the party that her father didn't forget about her. She makes quick mention about how the "fat man's bad sausages did this to her", and she seems powerless to stop eating, something about songs in her head. She lets out a slight moan before fainting. A debate happens outside the hovel as to what to d, and they just barely notice a robbed individual turn onto the street corner, notice them in-front of the hovel with the door open, and quickly turn away. They give chase, and Elvie lets loose a bolt from her crossbow that sees the man fall onto his face. Threatening the man they learn he was just being paid to watch the hovel by Herr Stark, and didn't know what was going on inside. Debating on his fate, they decide to let him go as long as he promises to think more wisely about his choice of employers.

Up until this point, none of the player characters had ever came face to face with a mutant or any other agent of chaos for that matter. A short argument outside sees the party split ways. Ludwig seeing the job completed insists that they return to Herr Fleischer, he would know what's best to do in the situation (or at least be easily blamed). Elvie insists that she brings proper Imperial justice to Emil Stark. Doktor Manndible is unsure what to do until he hears a whisper in the back of his mind, barely audible, but promising that great rewards lie within the shop for him. It is agreed that perhaps they should see to their payment first and they return to Herr Fleischer with the information about the hovel, Stark's deeds, and that he may not want to see his precious daughter again. Fleischer thanks the party, and informs them that he will deal with Stark later. This is not good enough for Elvie or the power hungry Manndible, and so they return to Stark's Fine Meats without Ludwig.

Arriving once again to the dilapidated building, they notice Stark's silhouette in the upstairs window. The lower part of the shop is clearly empty, and the streets around the shop deserted. Being smart, they decide to go around back of the building and see if the backdoor is unlocked. Unluckily for them it is not, and after several attempts to open it then return to the front door, the silhouette no longer in the window. After even more failed attempts to open up the front door, they bust it open only to see it filled with twisting chains of sausages dangling from the ceiling. Just as they are finished taking in the scene, a small white dog darts out of the darkness, snatches a link of sausages and bounds off the counter-top and out the front door, the bell on the dog's collar marking it's journey through he streets. Elvie, thinking quickly, draws her crossbow and shoots the poor animal before it has a chance to infect the rest of the city. Manndible enters into the building while Elvie deals with the dog, pulling back the curtain to the back of the shop and witnessing a horrific sight. On the floor is a lit lantern, providing enough light to see Stark easing his bulk through a metal grate on the floor. Between him and Manndible is a flapping tentacled monstrosity. Stark holds a small medallion that glows with a faint green light above his head and commands the mutant. "Rudi Attack! Destroy them!" he shouts as poor "Rudi" springs forward after the Doktor. Manndible starts a sloppy fighting retreat out into the city street, Elvie catches a glimpse of the monster and stands in place afraid to act in any way. The Doktor fights in place for almost a minute before having his arm ripped from it's socket by the monster, passing out in a pool of his own blood as the monster turns to the noble girl. Elvie finally gets over her fear and fires a shot into the monster, doing very little. She then flees as the monster chases her through the streets. She attempts to lose the monster by jumping down onto the docks of the wharf behind the store, only to her horror for the monster to follow. It is here she notices a boat tied to the dock with what appears to be a person with a bagged head strapped to the front. Fleeing for her life, Elvie passes by an open sewer only to assaulted by an unseen cultist. Her steel drawn, she begins to fight with the man as the monster behind her grows ever closer. Emil Stark gleefully exits the same sewer with a chuckle and he makes his way to the boat, removing the bag from the person's head to reveal Maria della Miragliano who begs to be let go. Stark raises the amulet higher and higher, and demands that she use her voice to stop Elvie. The soprano begins to sing.....

... And Elvie listens. The monster and the cultist make short work of her before departing on the barge with Herr Stark.

And that is how the first session ended, but it was only the beginning of the horrors to come. Elvie and Manndible later awake, stripped of all possessions, clothing and dignity. Manndible's arm is oozing infection and both feel very full despite not having ate for what felt like days asleep. Venturing back to the work house gave time to reflect on what had happened, but it did nothing to comfort the two. Over the next few days, they noticed something strange going on within their bodies: even after a week, despite how much they ate and drank, their bodies were retaining waste. Manndible also found himself shivering and pale.

Elvie was the first to feel a horrible churning of her stomach, and the sudden need to visit the privy. She ran down the stairs, feeling whatever was inside her pushing it's way out. Arriving just in time, her pain had only just began. After several intense minutes of attempting relieve herself, she is greeted by a very audible "splash" and a very diminutive chuckle. Getting up from her seat, and turning around she is greeted by a green and brown blotched creature, with tiny fangs and hands. It's red beady eyes locking on her's, the thing squeaks "Mama?". Horrified, Elvie flees back into the house and refuses to leave for several days until seeking out a Priest of Shallya in the Temple District. She asks for healing, but wisely does not mention her "child".

Manndible had a different outlook on the matter. Feeling he was a better Doktor then any Priest, he locks himself in the basement of the work house and begins healing himself. Several weeks pass, and still Manndible cannot make proper use of the privy. Then it happens: much like Elvie, Manndible rushes his way to the privy. After an hour of pushing, Manndible is greeted with an audible "splash", and upon turning around is greeted with very large green and brown creature. It's eyes lock with his and it squeaks "Papa?". At this point Manndible's mind had finally had enough, and he slips into insanity. Instead of fleeing the creature, he feels no sense of horror. In fact he feels nothing, not fear, not interest, nothing. The brown and green creatures seizes the opportunity and jumps out of the privy and embraces his new found father. And with that, the first adventure ended.
Last edited by Danke Dave on Mon Apr 08, 2019 1:34 am, edited 1 time in total.
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Danke Dave
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Mon Apr 08, 2019 1:23 am

To give you, the reader a bit of inside information, the players had the following status happen to them:

Elvie, gave "birth" to a small Nurgling. Many insanity points were gained
Ludwig, managed to avoid any insanity points, combat and mutation
Manndible, lost his left arm from the elbow down, gained the Nurgle Mutation Plaguebearer (The Shakes), the insanity The Numbness as well as giving "birth" to a larger Nurgling.

We then entered a period of downtime where the players could do as they wish. Elvie and Manndible took most of this time to heal themselves, and Ludwig applied for employment with the litigants guild.

Overall, I really enjoyed this adventure and think it's a good introduction scenario for players that are new to Warhammer Fantasy or RPGS in general. It gives a good feel of the world and the horrors they can expect to find in the future. I will be posting more in the future, but I'd love to hear what people think!

Next adventure will be the 1e adventure in Marineburg: Sold Down the River, the Lustrian Bubble. During that adventure we also gain two new characters:

Herr Klein of Nordland - Human Pit-fighter
Herr Sigmund Eisner of Talabecland - Human Bounty Hunter


After that, I lead the players through some of my own crafted adventured based on some of the amazing information given in Marienburg: Sold Down the River involving a wax museum and and ample amount of Black Lotus.
Theo
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Wed Apr 10, 2019 3:58 am

Looks like a pretty wild ride! Are the new PCs also fated to descend into Chaos and madness?
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Danke Dave
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Thu Apr 11, 2019 3:51 pm

Of course. In fact only one of my current players has no mutations.

We have:

Hermann Himmil
-Student, ex-Dilettante
-Signed his name into a magical contract with a sketchy Cathyan Ambassador
-Has the mutation Malign Sorcerer (+1 Mag point, can buy Dark Lore)


Jovanna Wolansky, and her bear Okotnik ("Oto")
-Cult Acolyte of Khorne, ex-Bear Tamer
-Fell in with the worst kind of people, the other players
-Has the mutation Strong (+1d10 Str, only got 2)
-Bear is fine, for now


Klein "Flail Face"
-Cult Acolyte of Khorne, ex-Pit Fighter
-Joined the local Cult of Khorne willingly after winning a blood tournament
-Gained his first mutation (minor cosmetic) after winning the tournament and receiving a flail to the face. The mark left by the flail never healed, and now strangely enough looks like a leering daemon
-Second was Tail (+1d10 Agi, gained 10) that looked like that of a wolf.
-And the most recent game we played he gained the Growth mutation (He grew to 9ft, gained +5 Str, +9 T, -10 Agi, +1 Movement, and +2 W)
-Game ended with him growing and breaking his armour/clothing in the middle of a Marienburg back alley


Sigmund Eisner
-Cult Acolyte of Khorne, ex-Bounty Hunter
-Joined the Cult willingly
-Gained his first mutation when Doktor Manndible fed him a "meat pie" (contained minced Nurgling w/ Herr Fleischer's sausages mixed in for flavour), got Regeneration (T test each round to heal 1 Wound)
-Second was after he joined the Cult, the oh so fun, Warp Frenzy
-Every time he makes a Fear/Terror test or takes damage he enters an uncontrollable frenzy, gaining (1d10+2)/3 random mutations, they go away after it ends. Has to attack allies after enemies are dead if he keeps failing his -10% WP test
-Had amazing fun with that mutation in the past


Elvie Kluge
-Cultist Acolyte of Slaanesh, ex-Noble
-Gave into the temptations of the Cult early, was my first player to actively join a Cult
-First mutation was Alluring (+1d10 Fel, she gained 7), gained after joining the Cult
-Second was Invisibility (Invis as a half action, T test each round or lose 1 w as you slip into the Realm of Chaos)
-Gained another mutant as a bodyguard, this mutant has Mindless (No int/wp, can be controlled by Magic users), Featureless Face (No features on his face, does not need to eat/breath), and is in plate


And then we have Ludwig Guth
-Politician, ex-Litigant
-Not a member of any cult
-No mutations
-Always being safe
-Lame
-Did sign the same magic contract that Hermann did (soon)
Whymme
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Thu Apr 18, 2019 1:35 am

    Danke Dave wrote:
    Sat Apr 06, 2019 10:25 pm
    To start, I had my players write me some answers to a few questions so I could properly corrupt them and goad them towards their ends. The questions were as follows:

    Where are you from?
    How religious is your character?
    What do you hate?
    What do you love?
    How many/what family members do you have?
    How was your family life?
    What is your deepest, darkest secret?
    How would you vanquish a Dragon?
    What is your short term goal?
    What is your long term goal?
    What are you most fearful of?
    What is your deepest regret?
    Nice questions. But I'd say something is missing - how do these things help the player in roleplaying his character?
    A trick I learned from Jude Hornborg is to ask some follow-up questions. So:

    Where are you from? How does this show in the way you speak and act?
    How religious is your character? How does this religion guide his actions?
    What do you love or hate? And what would you do if you were confronted with the object of your love/hate? What would you give up for it?
    What is your short term / long term goal? What will you do to accomplish that?


    And so on.

    Another way of asking questions that help a player deepening his character was found in the old Amber Diceless RPG. The book suggested questions like:

    * Describe your character's first, or most memorable, love affair. It can be anything from a pre-teen crush to a long-term romance. Be sure to describe the object of your character's affection, along with the changes that your character went through in terms of feeling and thoughts about that person. Dit it start out as maddening hatred? Instant love? Who fell for who first? How did it all end? And how does everyone feel about it now?

    * Take a Devil's Advocate stance. What are good reasons for other people to hate your character? What little, minor bad habit does your character have that would annoy anyone after a while?

    * When you return to an inn that has housed you in comfort numerous times over the years, you find that the kindly family has just been threatened, beaten up, and robbed. You track down the guilty bandit and capture him. What will you do now?


    Asking a few of these questions is great; it really makes players think about their new characters. The rulebook had two pages of those questions, and one of my GMs made us reply to all of them - she really hadn't understood how to use them.
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