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Well, some good and some bad I suppose.

The bad, at least, isn't catastrophic. Well, hopefully. We did just reveal that there's apparently superhuman sleeper agents in the fucking castle, though not so superhuman that they don't die when sworded.
 
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Oh, well, no problem! We will just continue our interviews, and then pretend to find something wrong with each of them. If they attempt to eat our face, well Bob's your uncle.
 
oh dear. Well, if we can trust anybody to face off against gribblies, its da boss
[x] Find Van Hal
 
Sudden agony shoots up your leg and you drop the sword, its point embedding itself in the soil. You whirl around to see a cat sprinting out of the room, it's mischief apparently done. You rub at your calf and wince as you feel dampness of the fabric. The little bastard drew blood through your robes, and how did it even get down here, what sort of horrible demon cat-

Your thoughts are scattered as the sensation of the raw energy of death unleashed fills the room, and you whirl once more and then take several steps back as you see sinister purple light arcing across the length of the sword. The Shyish dances up and down the blade, seeking an escape, and then turns inwards and the sword turns red with rust as it ages decades in seconds. Before your eyes it flakes away to nothing, and the now-released death energy sinks into the earth.

You stare in horror. If you had still been holding the sword...

Hah, knew there was a trap in some of them.
Bloody hell.

If necromancers and vampires are luring us to a tomb which had nothing that could actually kill an elector count with runefang, the loot in it would, at least be trying to kill us.

You huff. "There is a couple of other reasons. The first is that I've got a bit of an ardent pursuer, if you get my meaning. Vain, too. Really likes mirrors."

The smile falls off Regimand's face at that. He looks over to the bartender and jerks his head towards the door, and the man hurries out from behind the bar and starts shooing the morning crowd out the door, steins still in their hands. In moments the room is empty, and the bartender scurries through a back door and closes it behind him, leaving the two of you alone. "What foolishness have you been getting up to in that blasted province-"

"Oh, it's not new," you reassure him. "This has been an ongoing thing since... '65, I think. When I filled that practice room with sticky fog that melted candles."

"Why didn't you say something," he asks, aghast.

You shrug. "At the time, I didn't want to admit that the incident was an even bigger screw-up than everyone thought. After that... well, I guess I just got used to it. There's actually less mirrors around than you'd think, and it's easy to get in the habit of dulling the shine on blades and silverware."

He shakes his head in disbelief. "I wonder if it's too late to transfer you to the Bright Order..."

Heres the second facepalm that we just ignored it.
My sides.
"Hmf. Found in Stirland, I take it? So Asoborn construction... oh, I know what this is. Bloody primitives. There was a belief back then that the Winds of Magic were the souls of the dead, so some twit wizards put enchantments on the weapons to absorb ambient winds thinking that would mean it would eat the souls of those killed with it. Nasty stuff, except wrong in literally every way." He closes the case with a click. "So instead you end up with the swords sucking in all sorts of magic and it ends up mixing and curdling and next thing you know it's Dhar. At that point the best thing to do is find a nice volcano to drop it into. You've got the exception to the rule, though - looks like it's been soaking up nothing but Shyish, so it hasn't been tainted." He shrugs. "Not that it's any good. The enchantment itself is lost and could be interesting to work with, but you can't reverse-engineer the enchantment without grounding the Shyish, and unless you do it right the first time, that takes the blade and thus the enchantment with it and you're left with nothing."
...I'm very surprised that they lived long enough to build tombs.

Though that means we got...50 odd Shyish batteries, which LOOK like kickass magic weapons, but would just discharge pure death into anyone trying to do anything more than move them around?

...I hope they won't randomly discharge.
Four days it took, to head back to Wurtbad and ask the bemused Van Hal for a replacement letter of introduction and come all the way back to Altdorf.


Four more days to Wurtbad and back. Van Hal couldn't decide whether to laugh at your predicament or worry about the hideous bruise that had spread across your face by then.

Well, Ranald and Van Hal there are both enjoying this...I can see why Ranald blesses us. He gets so much entertainment for so little work!

He peers at you through the haze of smoke and his own drunkenness as he recounts his tale. "There's a group of 'em that are always together, and though I ain't ever seen your boy getting up to mischief, the others in that group are right proper arses. Always makin' us recite hymns to Sigmar, and if we don't know the words we get a beatin'. And if we say we follow one of the other Gods we get a bigger beatin'. I asked my Priest, and he says that's not right."

You murmur agreement that it's not right, your eyes narrowing.
Zealot, Diligent.
Given our army is going to be a huge mix of Morrites, Ulricans and Sigmarites he's going to be trouble.

You're introduced to a dizzying array of young nobles with more pistols than sense, and none of them have anything bad to say about Gustav von Jungfreud. They seem to hero-worship him, each competing to tell stories of the man charging impossible odds with a repeater pistol in each hand, dealing out improbable amounts of death. You listen carefully nonetheless, and a picture forms in your mind. Gustav is always the first into the fight, the boys are all eager to tell you. Now, you're no strategist, but it occurs to you that leading from the front is all well and good, but there's a time and a place for it, and the time isn't always and the place isn't everywhere.
So he's got good Martial, Brave and possibly Reckless on top.
Pick this guy if you think you want more hotheads.

Luckily for the famous Gunnery School of Nuln, they're entirely welcoming to you, and more than happy to talk of the man who put his chances of tenure in jeopardy to volunteer for service in Stirland. Everyone speaks of how brilliant he is; how he miniaturized the bird-bomb, how he demolished the stables with what he insisted on calling the greatgreatcannon, how he tried to replicate the dwarvern gyrocopter and ended up creating a sort of ballista that fires enormous spinning blades.

You're shown into his workshop, which is a picture of absolute chaos. Parts and pipes and tools and scraps of parchment lie everywhere, half-covering prototype devices of unidentifiable purpose. You eye writing scrawled across the stone wall in charcoal, which appears to be calculating how big you can scale up a mortar until steel is no longer sufficient to contain the blast. Then it starts speculating about the properties of gromril.

Ambitious. Inspired. And quite possibly insane.
And a mad scientist. Oh dear.
Well not actually MAD I think.

I'm reading Genius, and Ambitious. Not sure why he'd want to leave the Gunnery school, but I'm willing to bet that this is due to experiments they wouldn't allow him to perform.

The man's voice trails off, apparently picking up on your suspicion. For a long moment the two of you stare at each other over the table, filling the room with silence.

When he moves, it is with inhuman speed - if his legs hadn't been tucked under the table, he would have had you. As it is, him having to push his chair back and rise to his feet before he could throw himself at you gave you time to draw your greatsword and meet his pounce with your swing.

Once again, silence descends upon the room, broken only by the the blood dripping from the enormous gash in the man's torso, almost splitting him in half.

You stare in horror at the cleaved body of the man that seconds ago you were talking to. You look down at the spray of blood marring your grey robes. You look at your trusty flamberge embedded in the flesh of the thing that just tried to kill you. Then you turn away, and vomit your half-digested lunch against the wall.
I did not expect gribblies in the castle staff.

Thank Ranald for GREATSWORD.

[X] Hide the body and the stains as best as you can. Head to the Courtyard, appraise Markus of the issues of monsters infiltrating, and try to find where Van Hal is. Failing that, group up and head for Kasmir. You want to have everyone together as much as you can without raising the alarm and setting off a general slaughter.

I'm assuming this is a problem we want to link up with our council with.
And have a better fighter.
...and a priest.

But first, da boss.
 
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Right. Well, as soon as it comes out that we found one infiltrator, a bunch of the rest of the infiltrators are going to start taking action, believing that we're on the verge of discovering them and well and assuming that if they ever want to accomplish their objectives it'll have to be right now. That could get very nasty, very quickly.

So the first order of business is to keep the fact that we just killed this guy quiet. The second order of business is to subtly secure all personnel that we care about keeping alive, and either follow Van Hal's orders or in the absence of any direction systematically handle the remaining servants- level of subtlety in doing so to be determined by how successful we were in keeping things quiet.
 
Well, the problem here is we're covered in blood, and we've already gone through a 1/4th of the servants. The second word gets out we came out of the interrogation room covered in blood, which we have no magical means of cleaning as far as I'm aware, the other infiltrators are going to fucking bolt or rampage.

Also, anyone know what these things could be, because I was thinking Vampire until they went down in a single greatsword swing.
 
Hah, knew there was a trap in some of them.
Bloody hell.

If necromancers and vampires are luring us to a tomb which had nothing that could actually kill an elector count with runefang, the loot in it would, at least be trying to kill us.



Heres the second facepalm that we just ignored it.
My sides.

...I'm very surprised that they lived long enough to build tombs.

Though that means we got...50 odd Shyish batteries, which LOOK like kickass magic weapons, but would just discharge pure death into anyone trying to do anything more than move them around?

...I hope they won't randomly discharge.


Well, Ranald and Van Hal there are both enjoying this...I can see why Ranald blesses us. He gets so much entertainment for so little work!


Zealot, Diligent.
Given our army is going to be a huge mix of Morrites, Ulricans and Sigmarites he's going to be trouble.


So he's got good Martial, Brave and possibly Reckless on top.
Pick this guy if you think you want more hotheads.


And a mad scientist. Oh dear.
Well not actually MAD I think.

I'm reading Genius, and Ambitious. Not sure why he'd want to leave the Gunnery school, but I'm willing to bet that this is due to experiments they wouldn't allow him to perform.


I did not expect gribblies in the castle staff.

Thank Ranald for GREATSWORD.

[X] Hide the body and the stains as best as you can. Head to the Courtyard, appraise Markus of the issues of monsters infiltrating, and try to find where Van Hal is. Failing that, group up and head for Kasmir. You want to have everyone together as much as you can without raising the alarm and setting off a general slaughter.

I'm assuming this is a problem we want to link up with our council with.
And have a better fighter.
...and a priest.

But first, da boss.
We can Magic Lock the door when we leave, maybe reverse our robes inside out. Might even be worth he complication of Mindholing anyone we see on the way to Marcus.
 
Good call

[X] Hide/Clean the blood and vomit stains(put something on top, invert it) or change clothes as best as you can, magically lock the room, mindhole any servant who sees you exiting or otherwise bloody. Head to the Courtyard, appraise Markus of the issues of monsters infiltrating, and try to find where Van Hal is. Failing that, group up and head for Kasmir. You want to have everyone together as much as you can without raising the alarm and setting off a general slaughter.
 
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At the very least we have to ditch our robe and hide the body. Locking the room when we leave would be great, and we managed to pick that spell up.

We'll have to be very careful who we talk to - if we tell the greatswords and they rush off that'll be a dead giveaway, pardon the pun. We also can't scurry off in a hurry, missing our robe with a sickened/panicked look on our face.

EDIT: Well, sort of ninja'd. I'd ask that we take a moment to compose ourself as best we can, and if we're wearing something suitable for walking about in under our robe, just leave them in the room.
 
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Well, the problem here is we're covered in blood, and we've already gone through a 1/4th of the servants. The second word gets out we came out of the interrogation room covered in blood, which we have no magical means of cleaning as far as I'm aware, the other infiltrators are going to fucking bolt or rampage.

Also, anyone know what these things could be, because I was thinking Vampire until they went down in a single greatsword swing.
There's no choice, lads.

We're going to have to strip off the full-body wizard robe. Just this once. For the good of the city.

Then we need to go find Van Hal immediately, and let nature take its course.
 
Oh, and we should make a not to clean up as best we can - no need to chance having vomit on our face/hair.
 
Going personally to Markus and then to the Count is kind of slow. We already successfully interviewed sixty servants and we're in an interrogation room, meaning that we've almost certainly got writing materials. Presumably no one was listening in on our polite interrogation. Before emerging in our bloodstained robe and running around in a panic, why not write up messages for all prominent individuals in the castle, then have some of those servants run them to the appropriate locations? Mindhole anyone who sees us that we haven't already interviewed while getting our messengers, but presumably some of them are conveniently located right here.

Heck, then we don't even have to leave the body; we can call Van Hal or Markus over to us so that they can identify its type and assist us in knowing how to identify further nasties.

Edit: An already-cleared servant could also be sent to fetch us new clothes. Or switch clothes with us. If we care deeply about appearances, and all.
 
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Is burning the castle too much? :V
Cause this turn of event just might make that tempting. Also, how possible is it for gribblies to do something to the food store to make everyone loose their mind?
 
Can we use magic? Like sounds to call a servant to get Markus here asap?
 
Question can we use our shadow magic to contact someone without leaving the room? I remember us manipulating sounds once before, can we tell someone what happened before we need to leave the room?
 
Also, how possible is it for gribblies to do something to the food store to make everyone loose their mind?
Entirely too possible. Ulgu or Dhar could do it, and vampires have access to both. Hopefully we'd notice, but we've been out of the area a lot lately and didn't have any reason to look at the grainery.

@BoneyM, how were we doing these interviews? Did we have a previously cleared servant bring the others in one at a time, or one of the greatswords, is there a line outside the door...?
 
Going personally to Markus and then to the Count is kind of slow. We already successfully interviewed sixty servants and we're in an interrogation room, meaning that we've almost certainly got writing materials. Presumably no one was listening in on our polite interrogation. Before emerging in our bloodstained robe and running around in a panic, why not write up messages for all prominent individuals in the castle, then have some of those servants run them to the appropriate locations? Mindhole anyone who sees us that we haven't already interviewed while getting our messengers, but presumably some of them are conveniently located right here.

Heck, then we don't even have to leave the body; we can call Van Hal or Markus over to us so that they can identify its type and assist us in knowing how to identify further nasties.

Edit: An already-cleared servant could also be sent to fetch us new clothes. Or switch clothes with us. If we care deeply about appearances, and all.
Hmm. This approach could work... But we'd still have to clean up and go outside the room, carefully not opening the door wide, to dispatch messengers.
 
Going personally to Markus and then to the Count is kind of slow. We already successfully interviewed sixty servants and we're in an interrogation room, meaning that we've almost certainly got writing materials. Presumably no one was listening in on our polite interrogation. Before emerging in our bloodstained robe and running around in a panic, why not write up messages for all prominent individuals in the castle, then have some of those servants run them to the appropriate locations? Mindhole anyone who sees us that we haven't already interviewed while getting our messengers, but presumably some of them are conveniently located right here.

Heck, then we don't even have to leave the body; we can call Van Hal or Markus over to us so that they can identify its type and assist us in knowing how to identify further nasties.

Edit: An already-cleared servant could also be sent to fetch us new clothes. Or switch clothes with us. If we care deeply about appearances, and all.
Remember, the cleared servants aren't confirmed cleared. We could have just failed to catch them out on an inconsistency. This was just the first one who accidentally tried to claim to know a person we are personally friends with.

This particular route is how you have the messengers take the excuse to launch decapitation strikes and/or geeking the mage before she gets word out.

The reason to link up with Marcus is that, short of Van Hal, he's the single most killy person in the castle who likes us and who we trust. Once we have Marcus, we can find Van Hal, appraise him of the situation and get his orders, or if we can't find him(which is even more alarming), we get the third most killy person in the castle, Kasmir(who doesn't like us, but with the evidence he'd move).
Its also not unusual for us to spend time with them, so alarm level is slightly elevated

And then we have Fighter, Mage, Cleric and we can run this RPG style.
 
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