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Showing posts with label Warhammer Fantasy Roleplay. Show all posts
Showing posts with label Warhammer Fantasy Roleplay. Show all posts

Tuesday, June 19, 2012

The Doomforge: The Aftermath

The cataclysmic eruption could be seen for miles in the dark.

The Doomforge

We had a truly bloody RPG campaign this time.  As war closed in on the Khazid Grimaz from all sides, the campaign was a race against time to find a new source of power for the clans and defend the hold from it's most imminent foe - the Bloo Moonz tribe, currently rampaging on the eastern side of the Grey Mountains in Bretonnia.

This time, rocks fell.  Everyone died.

Why did this happen exactly?  Well, in practical terms, our allotted time limit was well past.  The Doomforge ran for 18 weeks, which is a large chunk of time for a single game at the Wargate, and if you add to that all the other sessions played in the last two years, well...it adds up to a lot of time.  Which brings us to the next point...

We had advanced the player party a little fast for the long haul we gave them.  Fluctuating experience levels, encounter strength, and a large pool of rotating players and the game was simply "out of balance", to use a nonsensical term.  In the end, it was time for something new, and we needed to move past this.  After a few weeks of the players sitting in the dungeon without a full group to tackle the final perils, we could wait no more.

Of course our narrative continues on, though now without the assistance of the Deeping Well...but what happened to them is still very important.  Everyone was aware of what was on the table with what could happen to the Khazid - after all, this RPG game influences our tabletop battles in many ways.

There is now an active volcano in the Grey Mountains, where Khazid Grimaz used to stand.  The dwarfs there are tough and resilient, though their numbers depleted and their families torn.  The strongest thane and the wisest runelord are both gone.  Parts of the upper hold still stand, and the towers above the craggy peaks seem more stable than the land itself, but can the dwarfs continue to live here?  The coming war for Greystone Pass will be quite different now.

Yet, what exactly happened to cause all this?


The Seal at the Core of the Mountain

So long ago that the dwafs have no recollection of it, the servants of the Old Slann brought forth a set of mystical artifacts they would use to control the seismic upheaval of the upper hemisphere of the Warhammer World.  Reptilian warriors fanned out over the world, seeking the areas of the world most fraught with primordial upheaval.  Within the deepest volcanic vaults, beneath the mightiest glaciers, within the nexus of the deadliest fault lines, the servants of the Slann used their golden discs to quiet the elements and promote life in that region.

Wherever these shining discs were raised, they quieted the forces of the earth itself.  These discs were great elemental seals, made of purest gold and consecrated to the power of the Slann.  The artifacts were sealed away magically, and connected to the elemental threads that run deep into the heart of the world.  From their temples across the world, the Slann could connect to those threads and manipulate them.  In this way, the natural order we now know began to take shape.

As the Slann began to decline and lose their influence, many of the temples across the world were destroyed.  In the Old World especially, very little remains to tell of the ancient glory of the Slann.  After centuries of decline and neglect, the mystical connection of the temples to the elements began to erode.  As the world marched on, daemons and other creatures of chaos were drawn to the secret hiding places of the Slann's mystical seals, and all connection to the elemental threads were lost.  The world became a place of upheaval and dread, and the elements ravaged it through and through.


The Lady of Woe

In the year 2522 I.C., the connection to the Elemental Seal in the deepest parts of the earth under the Khazid Grimaz was severed.  A Dark Elf Sorceress known only as the Lady of Woe had been searching the world for them for quite some time, and her arcane power waxed so great she could nearly wrench the Seal from its extradimensional cradle.

Naturally, the Sorceress has many enemies.  High Elves of the dragonship The Venger and even the servants of the Old Ones themselves attempted to halt the Lady of Woe and her plans, which involve using the elemental powers of the seals to unleash massive destruction against her enemies in her own homeland.  Prince Spiridane and the Skink shaman sent to ward the seal were able to join forces, and pressed towards finding The Tower of Iron Woe, the Black Ark that is the Sorceress’ base of operations.

The Lady of Woe is a master of dark magic, and specializes in teleportation and extradimensional manipulation.  The Black Ark can manifest it’s spires all over the Old World from the safety of the deep sea, and the Sorceress can further her plans whenever and wherever she needs.

So, deep beneath Khazid Grimaz, the Sorceress and her enemies met in mortal combat.  The resulting power destabilized the elemental seal, causing its vast power to well up in an uncontrollable surge.  This surge set the volcano alight, and the earth trembled. 

Raw elemental energy, kept bottled up for countless centuries, lashed out and destroyed much of the mountain where the Khazid stood.  Earthquakes caused the upper city to split, and molten magma choked the Alderhalls.  Where the Delve once stood, now a great split crag seeps lava as the cracked and blackened towers of the Khazid keep silent watch.

The volcanic power continues to rip through the Grey Mountains, causing upheaval and tremors miles away. Nearby Karak Norn and Nuln are abuzz with the tales of horror spread by the regugees pouring in, even as the Storm of Chaos abates.  Enterprising individuals are already investigating the tales of the mountain of fire 


Ruins of Khazid Grimaz

The ancient dwarven hold sundered and burned, and now the throng of the Khazid seek refuge in Karak Norn or in refugee camps at the edge of Wissenland.  The military might of this bastion of good is finally broken, and at much cost to the lawful races of the Old World.  With no more army of the Khazid to help defend the borders, it will be a short time before Wissenland is threatened and the Empire must react.

The now ruined Khazid is far from deserted, however.  The warpstone beneath the Khazid is active once more, and all the Chaos worshippers from beneath the Delve have migrated to the surface following the quakes.  Cultists and beastmen flourish in some of the abandoned halls and towers all over the area that the Khazid once kept.

Yet there are those who still carry on the fight.  Even in this dark time, the thanes of the throng of the Khazid Grimaz rally their people to persevere and stick together.  Dwarven heroes still battle inside the ruinous Khazid to reclaim some of their ancient honor, yet none have returned from this perilous place in months.

Perhaps sometime soon, the throng of the Khazid will muster again.  To reclaim their ancient hold from the dark forces that hold sway there will be an undertaking that will likely claim countless dwarven lives and last for generations of men.


Fantastic Game, Grim Ending

I want to thank everyone for taking part in our long term campaign.  We're going to try to keep the length of time between campaign segments much shorter from now on, so we can stay more focused and keep the same thematics going with each RPG campaign.  We got to see how far we could push the advancement system, and all in all it was quite enjoyable.

Thanks for the grim ending!  Destruction is winning more and more campaigns these days, and if we have a total party kill on many more of these RPG scenarios there might not be much for our armies of Order to fight for.  Now we have a centerpiece for our perilous adventure - the ruined, fiery crag of Khazid Grimaz!

We'll return to the Warhammer World next season for the Greystone Pass War!  That will be the first chance to help reclaim the lost Khazid, or make sure it stays firmly in the hands of evil.  


Thursday, May 24, 2012

The Doomforge Campaign Log


Kaldezeit 21, 2522 I.C.

Khazid Grimaz has faced tough challenges in the last year.   Depopulated and under pressure from several quarters, the city has seen better days.  Even the Imperials are starting to filter out, due to the invasion from the north.  Still, there are a few grizzled thanes and esteemed runelords whose tenacious grip on the old ways guides the Khazid on, and the hold continues to persevere despite the many setbacks.

Fighting broke out in the Delve months ago over the warpstone vein, and it hasn't been empty since.  Despite the best efforts of the Shieldbreakers, monsters, lunatics and adventurers run rampant throughout the hold.  Though significant headway for the Khazid was made during the exploration of these "Alderhalls", a good portion of the hold is considered dangerous wilderness.  Almost all military units belonging to the thanes are being consolidated with the express aim of taking the upper portion of the ancient city.

There are other issues emerging.  Though they have been steadfast allies in the recent conflicts, the men of Wissenland must attend to other problems.  The largest Chaos armies seen since the time of Magnus the Pious are making their way into the Empire from the north.  Though Praag is far away, there is talk that the army is larger than imagining - and is encroaching from many directions.  In Wissenland, many, many beastmen have been pouring out of the forests in small warbands, and on occasion have banded together to form large armies.  The Empire must guard itself now, and it may need allies in the near future.  This is a bad omen for the Khazid, whose list of allies is few.

Of those allies, the Deathmaw ogre tribe camped nearby will most likely fight on the side of both the men of the Empire and the dwarfs of the Khazid.  They are unsteady allies at best, and if the war in the north gets any worse they will most likely head north with the Wissenland regiments.  The high elves of the Dawn Brigade have simply melted away, leaving only a few adventuring elves near the Khazid.  The dwarfs do not allow them  into the Delve, but many have reported seeing elves in the dungeons below...

In the forests, the beastmen still stir.  As if they can feel the storm coming...they bristle and surge forward with regularity.  Soon they will not be able to be ignored, and no one will be able to travel safely twixt Khazid Grimaz and Nuln.  As bad as this is, there are other whispers - tales of the walking dead, and monstrous lizard beasts that walk like men.

It is a time of glory in Khazid Grimaz.


There are more forces in play here than most know, but some who have seen the dark of the Alderhalls suspect something greater at work.  Many feel it in their hearts - the Delve is important.  Many will risk their lives to know its secrets, and more will die trying to plumb them.  The few who know what is truly down there all vie for a piece - wyrdstone, or treasure of a more mundane ilk.  Tales have spread, and many powers have a vested interest in what transpires at the Khazid.

The Runelords of Khazid Grimaz are the preeminent authority on the Delve, and their agenda is the most important, as it is the agenda of the Khazid as a whole.  They will reclaim the entire Alderhalls, by military force.  Ten levels have already been scouted - these are the "Upper Delve" the Runelords mean to secure and restore by the end of the year.  There are a few issues, however.

Even though the war in the north is becoming serious, there is a more eminent threat to the safety of the Khazid.  The Blood Moonz orc tribe has not been idle during all this - they have amassed a huge army near Greystone Pass, a way through the Grey Mountains into Wissenland.  However, if they take that pass they will have clear acess to the Khazid's roads and towers - disaster would follow.  The operation to secure the Alderhalls must succeed, but the cost must not be so high that the Khazid cannot afford the coming war for this critical mountain path.


The Deeping Well Mercenary Company


Veterans
  1. Crumpwit Tumblewine (Cat Burglar) - The Guildmaster of the Deeping Well.
  2. Damgrunt Heaganinson (Shieldbreaker) - 1st Commander of the Deeping Well.
  3. Fiach Fiachnasson (Demonslayer) - Great Slayer of Karak Azgal and the Khazid!
  4. Maneaus of the Hold (Journeyman Wizard) - Elf and Wizard of Fire.
  5. Dr. Jean-Marc Lecroix (Physician) - Company Chirurgeon.
  6. Heinz Dieter (Veteran) - Newcomer to the Company who saw action with the Deathmaw.
Recruits
  1. Olo Buttercreme - Halfling brain surgeon.  Specializes in "psychotherapy" - practiced with a circular bonesaw and steel probe.
  2. Jacques Cherez - A soldier from the Empire who's come to ply his halberd through enemies.
  3. Skinner III - Asur White Lion who accompanied the Dawn Brigade, he's taken to the wilderness around the Khazid with casual ease.
  4. Ferim Stout - A skilled miner, this warrior has his own grudges against those who would defile his ancestor's resting places.
Other Deeping Well Characters
  1. Grudal Skorgrimsson (Journeyman Runesmith) - Runesmith of the Khazid.
  2. Ilsa Gustav (Mercenary) - Loyal veteran of the Alderhalls.
  3. Martin Mueller (Sergeant) - Company Quartermaster
  4. Matron Thurid (Burgher) - Guildhouse matron.
  5. Ulbrecht (Soldier) - An enigmatic warrior from Middenland.
  6. Pazho (Soldier) - A Thunderer in the army of the Khazid Grimaz.
  7. Amendil (Beast Wizard) - An elf from Athel Loren who has become concerned about the magic at the Khazid.


Adventure Log
  1. The Varghestwald Stone - The players encounter Imperial Magisters each bent on the same goal.  Our heroes attempted to aid both, and in the end journeyed to the heart of the dark forest at the base of the mountain and destroyed a filthy Fekul-Stone.
  2. A Sword For Your Trouble - A band of rogue adventurers enter the Khazid against the will of the Council of Thanes, and the Deeping Well is dispatched to, well...dispatch them.  The players have a time in the lower parts of the Khazid, harangued at all times by skilled and intelligent opponents.  In the end, the players find Von Kalde the Alchemist and encounter the Dead King, but they are left in a tight spot and with the soulless body of their captain, Damgrunt Heaganinson.
  3. The Death of Crumpwit Tumblewine - The party gathers at the Deeping Well Guildhouse after many perilous adventures, and a huge hobbit fight breaks out!  Olo Buttercreme accidentally killed Crumpwit, and the entire company buried their former guildmaster near the Khazid with the honors required a halfling of his station.  Damgrunt takes control of the company, and a new charter is drawn - no more senseless killing of helpless prisoners nor allowing obviously insane halflings to give orders.
  4. From the Sands - The party encounters multiple supernatural evils searching for the Runewell, which they eventually stumble upon.  After encountering a terrible, nameless cult deep below the Khazid and doing battle with a monstrous mutant, there was a reckoning with Fate.  The nasty encounter ended in a bloody mess, and only Olo remained standing (barely) to help everyone else back to consciousness.  The Deeping Well very nearly found itself dead to a man, but survived to (not quite) remember a hard lesson of battle.
  5. Sorcerous Oaths - The Deeping Well faces trouble from the council of thanes, and several wizards appear out of the woodwork to demand various things from the mercenaries.  Notable among them are the Magisters Eldebrandt and Von Kalde, who have been working in the area for some time.  Now, the players are contracted to Von Kalde, and will re-enter the Delve under his command to reveal the secret of the Doomforge once and for all.
  6. The Tome of Red Steel - The party returns to the Delve with Von Kalde, and make significant headway.  They find the shattered gromril anvil and the Tome of Red Steel, but after a confrontation with a wicked necromancer and the ghost of Fireblood, the upheaval in the mountain finally makes itself known as a serious problem.  The earth cracks open and the players find themselves in a volcanic vent, without help or a way out.
  7. The Doomforge Alight - Underneath the Khazid Grimaz, the party finds an active flow of magma.  More puzzling encounters follow, including finding a way out from under the mountain.   Following mysterious corpses back into the depths,they find lizardmen and dark elves, along with more questions.  However, their delving is cut short by the sorcerous plans of a dark elf witch.  Time simply runs out, for everyone in the party, the Khazid, and everyone from Le Long du Riviere to Nuln itself.  Rocks fall, everyone dies.

Thus, the epic struggle concludes.  It is a sad day in Khazid Grimaz.

The impossible has happened...a volcano exploding from the mountain, freed from it's sorcerous restraints beneath the earth.

All of the Deeping Well are presumed dead.  It would be almost impossible for anyone to survive that blast, and the resulting catastrophic reshaping of the mountain.

Most of the dwarven city has collapsed and slid down the mountain.  Lava chokes the underground passages of this ancient home of the dwarfs, sealing them forever.

What will become of our lands?  We'll see later the impact this has on everyone during the coming war for Greystone Pass, when we examine the aftermath of this horrible calamity.

Until then, fair travels.

Wednesday, April 25, 2012

Rulebook Ruminations: Warhammer Fantasy Roleplay & Old World Armory

Our latest RPG campaign is winding down, and I thought I'd take a moment to appreciate the game we've been playing for the past few months.  We've played it before and liked it, but there's a certain elegance to Warhammer Fantasy Roleplay, 2nd Edition that ensures it's going to be a favorite around here for some time to come.

This isn't going to be much of a 'review' - instead I'm going to focus on how WFRP 2e and it's conventions have been expressed in our group, and what we consider now to be the foundation of the game.  That foundation is the basic rulebook, and the Old World Armory.  If you can only pick up two volumes, these are absolutely the ones to get.

Some folk might say Old World Bestiary or Realms of Sorcery fall on their own 'essentials' list, and they'd be right.  Really, WFRP 2e isn't complete without all of that and more.  However, the Old World Armory provides something more like the basic rulebook - something for players to really dig into.

What do I mean by that?  Well, lets just say the old WFRP 2e rulebook is well used at our table.  I've stated before that there are rules-oriented players in our club, and we probably owe a lot of that to how our competitive games are set up.  So, I always have the rulebook available to any player that wants to look at it, no matter which game I'm running.  I try to drum up additional copies of the main rules when I can, and encourage every player to get at least the basic rulebooks for wargames and rpg's they truly enjoy.


For WFRP 2e, these two basic books are fairly short, as far as rpg's go.  They can get really big, but there's not a lot of pages to both these volumes put together.  A lot of folk complained about the lack of a good description of the world, or places and things in it.  Yet, like I said - it's really for people who are wargaming anyway and want to roleplay.  We already have all that Warhammer material in the form of multiple editions of the battles game, along with multiple editions of our favorite army books.

The rulebook itself, to some roleplayers, looks pretty bare.  It covers all the rules you'd expect for a roleplaying game, including combat and magic.  Even a few monster stats.  If this is the only Warhammer World volume you have, and you're used to other rpg's, you might think you got gypped.  Yet, if you put this rulebook together with both a knowledge of the Warhammer World and the wargame - it becomes a lot more than the Dungeons & Dragons clone a lot of folk who are new to the 'verse are expecting.

Various conventions from across multiple game lines converge here, making it one of the most versatile and supported systems out there.  It's easily translatable to D20 - it scales on 5% increments to 100% (well, 98%) instead of +1 increments to 20, but the whole system is there.  It was designed by some of the guys from the original D20 SRD (Dungeons & Dragons, 3rd Edition), so it's easy to see the same similarities.  However, the mathematical design of the game is overlaid on the basic rules of the older version of the game, making it far from a D20 clone, even though it shares the math and things such as Talents (Feats) and Skills.


The Old World Armory takes care of a bunch of things players care to know without burdening the GM with tons of extra material to pore through all the time.  The Availability system roots out a lot of the hassle.  Just let your players know this book is on the 'standard' rack - that is, things are freely available from it - and watch their interest flare up.  Of course, every single thing they want won't be available...

You'll get to see a lot of interesting things come up because of the gear available to players just using this book.  It pretty much covers everything anyone could want, and if it's not in there, there's something similar.  My players were able to utilize a lot of the items in here, but incendiary bombs might be the top used item for my particular campaign.

I used this while writing encounters as well, often using it a idea springboard.  I'd  be in a spot searching for a clever idea, then I'd open this book and try to make a piece of equipment the focus of that particular section of the adventure.  It's a good way to get the more exotic items into the campaign, or to open your players' eyes to items they may have overlooked, but you consider to be something they might want to look into, such as healing draughts for chirurgeons.

These are both excellent tomes, and absolutely vital for campaigns of WFRP 2e.  Having them on the table for the player group has increased their excitement and helped to create a vibrant atmosphere of cooperation.  I'm going to continue this trend going forward, and will have an equipment book on hand for every game I run that has one, such as the old school Arms & Equipment Guide.

We have added more books to our 'basic' pile since we started our first WFRP 2e campaign two years ago.  Those include almost all the published works, but for players themselves really only Realms of Sorcery is truly player oriented.  Most of the other works are good for the GM, but I've found that these two are the best for bringing players in.  The page count is low, keeping real-time consultation times to the minimum.  It also means the rules aren't that complex, and are easy to teach, especially to players of the wargame.

In short, we've had a blast.  We're getting more WFRP 2e campaigns ready.  There is still plenty more for us with this out of print game.

Wednesday, January 11, 2012

The Quest for the Doomforge Begins


Almost two years ago,  we started the first campaign that's actually on record here at the Wargate.  We had already finished with World of Warcraft by then, and had actually been doing some roleplay before it became serious.  We played Space Marine before there was Death Watch and even lived through the end of the old World of Darkness.  Then, we started a game of Warhammer Fantasy Roleplay and took it a little too seriously.  Now, we're about to revisit the characters we had when we first started the website and adopted the name:  The Wargate!

There are a ton of articles on the site that deal with our history on this.

To begin with, here's our recap of the last campaign.

And a briefing on Khazid Grimaz itself.

Mordheim campaign log taking place in the Delve, just after the discovery of the Alderhalls.

And a snippet from our short mini-campaign last summer.

And our Warhammer Fantasy Battle campaign focused on Wissenland during this time.

We've dovetailed a lot of games into this storyline - meaning that our new campaign, The Doomforge is actually the capstone to what will be 2 solid years of gaming with our friends the dwarfs.

Check out the new campaign page for The Doomforge here!

We've got a lot more players than we did when we first played these characters.  I hope everyone has had a fun and exciting time, and enjoys how our campaigns fit together so nicely.  One of the best parts of the club, for me, is getting to watch our stories play out in a continuous narrative.

As for our characters, all the characters in this campaign will be eligible for a very special award.  Find out more as the game rolls on!  See you on Game Day!

Wednesday, March 30, 2011

Return to Khazid Grimaz!


It's an exciting time at the Wargate - we return to adventure in Khazid Grimaz tomorrow!  This short campaign is going to be held on the off-schedule for the next few gamemasters, getting in sessions where sessions need to be filled.  For a few Thursdays in April, we'll be using the characters from Into the Delve, our game from last year!


It's been six months on the Imperial Calender since we checked in on the Deeping Well mercenaries...

Kaldezeit 14, 2522 I.C.

Winter is closing in on the Old World, and it's sure to be an unforgiving and deadly time of sorrow for all who live their lives in the war torn lands where our story takes place.

The strife around Khazid Grimaz rages intensely, and has spilled out into the lands of the Empire.  Wissenland is now beset by a horde of warmongering orcs of the Bloo Moonz tribe, who have swept north and east since the stirrings of chaos in the mountains.  The Empire marshals it's forces, but is quite depleted from the Storm of Chaos.  Regiments from all across Wissenland pool in Pfeildorf for a push to aid their friends in the Grey Mountains.

At the Khazid itself, a dark pall hangs over what citizens remain.  After the attempt to reclaim the Alderhalls, the runelords of the hold now understand the wisdom of sealing the mountain and keeping its secrets hidden - vast hordes of enemies descend upon the mountain to claim the warpstone as their own.  Though they may regret their curiosity and their temerity to question the will of the ancestors, there is nothing to do now but fight.  However, the hold's warriors are few, and losses are mounting quickly, and a new enemy has emerged from the mountain.

Not seen since ancient times, lizardmen skulk about the caverns even farther below the Alderhalls.  There is an intense heat emanating from those chambers...and a mystery beckoning to more than a few souls who have since become lost.  Where do they come from?  What do they want?

The Deeping Well's members have been scattered from the Grey Mountains to Nuln attempting to draw attention to the Khazid's cause, and their availability as a mercenary company.  New warriors have been recruited, but will they be enough?

Tales of dread spread across Wissenland...orcs, ogres, goblins, lizardmen, chaos worshippers, the undead and beastmen surge forth from the wilderness, all of them intent on one thing - destruction.  Through all of this, the runelords have determined that there is a new, secret hope for survival and even prosperity in the face of their trying times.

As winter closes in on the Old World, we return to see our characters beginning to trickle into the Khazid, returning from their travels...

Monday, August 09, 2010

Into the Delve!!

After 15 solid weeks of Warhammer Fantasy Roleplay our summer campaign has come to an end! If I can say so, I'm going to say we had a blast - so much, in fact - that I believe this has to be the best game I have had the pleasure of running - ever!!

I can even tell you why!

We have a lot more stuff these days, folks...way more than we did back in school (grades 6-12)!! A lot more toys, a large group of good people to play with - hell yeah! The metagame is totally set up! People are familiar with the setting, which has it's schticks and it schticks to them. It was great!

Oh, you're interested in the characters and about the campaign itself? Lets see...

Lets start with Khazid Grimaz itself!!

The dwarf citadel has been beleaguered lately by all manner of foes, the foremost of which have been the Bloo Moonz clan of orcs which are massing for a WAAAGH!!! nearby. There were foes more insidious than this, of course...but the fact that they were vanquished (or that they were present in the Khazid at all) is a fact that has been kept secret by those who know the truth...so far. We'll just assume you are privy to the secrets, including the presence of Warpstone and Daemons.

Now, the mines that have been opened (on purpose or not) during the reclamation of the Alderhalls yield more precious metals, including the ultra-rare gromril ore. This was previously unknown to exist here, and the so-called "Black Vein" has had most of the warpstone siphoned away. However, the gromril from the Black Vein cannot be smelted normally - that requires the process the ancients described for the Doomforge.

The taint of the warpstone beneath the halls is being contained, for now...for only residual dust remains. The huge chunk of warpstone in the diabolic machine must have somehow siphoned it away from the Black Vein (the gromril) and distilled it into a summoning. However, for the unknown Daemonologist attending the machine, it did not go according to plan.

There are still strange things in the deep below Khazid Grimaz, but now at least the halls are quiet and the dead can rest. However, they are huge beyond reason...and the tunnels go on quite some ways. Some may even connect to other holds, though it is unlikely.

Of interest in the city now is the Deeping Well Mercenary Company, founded during the reclamation of the Alderhalls and named for the waterworks beneath the city that served as the principal entrance for the expeditions exploring the halls. Interested parties can inquire at their Guild Hall in the Upper Valley for securing sellswords for miscellaneous adventuring.

What's next in Warhammer Fantasy Roleplay?

Well, for the next few seasons we'll be running / playing in other worlds. The time has come to make our dimensional slip, but don't despair. You'll see these characters again. What are they doing in the meantime? Let's see...
  1. Crumpwit Tumblewine is the Paymaster for the Deeping Well Mercenary Company, and seeks to expand the options the new guild has going forward. He has his work cut out for him, but is surrounded at all times by the able hands of the Deeping Well's sellswords. He has traveled a bit around Wissenland, especially to Nuln to visit Doctor Lecroix.
  2. Jean-Marc Lecroix has traveled to Nuln to study with the Physician's Guild. A few short tests, and he is in the University...learning more about the fascinating and mystical world of Old World medicine. He hasn't forgotten his friends at the Deeping Well, and keeps in regular contact, planning to one day return as Commander of Surgeons.
  3. Damgrunt Heaganinson is a high ranking member of the Deeping Well Mercenary Company...one might say he is as close to Captain as they have. With connections throughout the Khazid on both sides of the law, he has made quite the inroads for the Company. During the following months, Damgrunt is at the head of operations for the few skirmishes the Company takes part in.
  4. Martin Mueller has decided to stay in the Khazid with his new friends. He had quite the resources and connections to the Exalted Imperial Guild of Armorsmiths, where his family has made their fortune for six generations. As such, he tends to add gravitas to meetings the Company takes part in. He has taken residence with the others at the Guild House, and the Deeping Well has installed a forge for him to ply his trade. He only makes a modest sum in the Khazid (he's only a man), his major function is Quartermaster of the Company.
  5. Grodal Skorgrimsson has known the members of the Company only a short while, but as he lives in the Khazid he stays in touch and becomes friends with many of the members of the Company. During the next few months, he is present during many of the proceedings and knows more about the history of the Khazid and the truth about the Black Vein than any of the other characters. He studies hard over the next few months, and learns the secrets of the Rune Smiths as a journeyman in that guild.
  6. Ilsa Gustav has become the de-facto bodyguard for the Company, staying close to Crumpwit, Damgrunt and Martin. Without anywhere else to go, she has come to adopt the Company as her family. She is present for many of the meetings Crumpwit has, even traveling to Nuln with him on occasion. Even though she's a hard woman, during the weeks after the destruction of the daemon...Ilsa still has nightmares about the goblin's giant spiders!
  7. Maneaus of the Hold asked to take his cousin's spot in the Company after the destruction of the daemon. He was deeply affected both by Ceaphous' death and by the magic he unleashed to combat the monster, and rested in the Guild House for quite some time before emerging from his room with new purpose. The path of fire calls to him, and he finds solace in war. The Deeping Well Mercenary Company makes great benefit of his skill with Aqshy...most of the time.
  8. Fiach Fiachnasson got really drunk. The slayer fought against a daemon of terrible power, and survived to tell the tale. Now, tales are told in hushed whispers...folk may yet come to know of the horrible tale of the daemon and the slayer who was involved. As he slides toward the undignified brand of Daemonslayer...Fiach got so drunk he wandered away from the Khazid one night. No one has heard from him since...but it's unlikely he's gotten himself killed. Yet, anyways.
  9. Pazho returned to service with the Throng of the Khazid. His unit went forward with the Imperial Army that arrived in the Khazid a few days before the destruction of the daemon, and has been deployed near Athel Loren ever since. Pazho is a grizzled old soldier however...it would be unwise to write him off just yet.
So, as we leave it...the Deeping Well Mercenary Company has become quite the figure and talk about the town. When we return at last to the Warhammer World, tell your friends if they have a problem, and no one else will help - if they can find them, then they can hire: The Deeping Well Mercenary Company.