WFRP - Karak Azgal

The Inn of the Seven Spokes
Altdorf Ahead

After the adventurers inspect the scene of the ambush, they notice a group of horseman riding from the direction of Altdorf. This is a group of 5 Roadwardens who demand to know what is going on whilst looking over the scene very suspiciously. The party manages a polite explanation about the mutants, and the Roadwardens cause them no trouble. The Roadwardens then accompany the coach in which the party is riding to the next staging inn. Before leaving, the Roadwardens pile the bodies into the coach, hitch some of their horses up to it and drive off towards the next inn. The remainder of the journey passes without mishap. The party’s coach passes a couple of other coaches bound for Nuln and a detachment of Imperial Guard cavalry. As darkness sets in, the coach reaches the next coaching inn before Altdorf.
The Inn of the Seven Spokes is of a similar design to the Coach and Horses. It is fairly crowded as presently there are three coaches staying overnight here. The coachmen, Gunnar and Hultz, drink heavily as before, and the noblewoman, her servant and bodyguard leave the coach and book seats on a Four Seasons Coach, which departs for the capital in the morning. The remainder of the journey to Altdorf is uneventful.

Blood on the track
Howls on the wind, & the mayhem mystery tour

A couple of hours after the coach has been traveling on the main road, the road bends and the party encounters a figure with rotting flesh standing over the body of a Four Seasons coachman in the middle of the road. As it hears the coach approaching, it turns around and a severed human hand can be seen hanging out of it’s mouth! The Bounty Hunter recognizes this poor creature as an old acquaintance, Rolf Hurtsis. (See Handout #2)
[[File:489588 | class=media-item-align-none | TEW_-_Handout__2.png]]
Rolf promptly spits the hand out and charges the coach wielding a bloody dagger. The coach is halted and Rolf is dealt with in short order.The body of the coachman is seen to have a crossbow bolt through the neck, and still wears a sleeved mail shirt. At this point, a bestial cry is heard from around the bend, and crashing sounds can be heard coming from the undergrowth to the side of the road. Coming warily around the bend in the road, the party is greeted by a grisly sight. (See Map #2)
[[File:489584 | class=media-item-align-none | TEW_-_Map__2.jpg]]An over-turned coach lies in the road, with two of it’s horses struggling free of their harness as a creature with a large body and an incredibly small head hacks maniacally at them with an axe. Lying screaming by the over-turned coach is a human with a dog-like head, blood pumping from a wounded leg, while another human with a pointed head tries to bandage it. Another human, with cloven hooves for feet, is feasting on the body of a small child. Searching through the corpses on the ground around the coach is a human with scaly skin holding a loaded crossbow. A prolonged combat ensues, with the Tomb Robber guiding the party’s coach out of harm’s way.
With only a few minor wounds, the party is victorious. Searching through the scene of battle, the party finds the bodies of a second Four Seasons coachman, a young child and his parents (both artisans), an Initiate of Sigmar, and a laborer. The second coachman still wears his sleeved mail shirt, and his blunderbuss and shot lie next to his body. All told the party finds the following:
2 sleeved mail shirts
Blunderbuss & shot
1 Axe
1 Spear
3 Swords
1 Crossbow
43 Gold Crowns
1 Ring, valued at 40 Gold Crowns
1 Silver Locket valued at 8 Gold Crowns
The party also notices a pair of feet sticking out from the bushes to the side of the road. This is uncovered and another body can be seen lying face down, with two crossbow bolts in it’s back, and it’s clothing seems to be that of a town dweller, possibly also an artisan. Turning the body over, the party is shocked to see that the corpse looks exactly like the Marine, Leopold! Protruding from his jacket pocket the party finds a blood-stained piece of parchment. (Handout 3) In an inside pocket is found another, unstained letter. (Handout 4)


The adventure begins!
A stagecoach in the rain

The party arrives at the Coach and Horses Inn early in the evening of Festag, the 24th of Jahrdrung. As they approach the inn, a coach is just leaving through the gates. The coach belongs to the Four Seasons Company and heads North, away from the party. As they enter the courtyard, they find a bustle of activity. Two groomsmen are rubbing down a team of four horses. A coach belonging to Ratchett Lines, of Altdorf, is parked nearby. The fresh smell of horse manure mixes with the smell of cooking from the inn, and the sound sod merry laughter can be heard. Stepping through the door of the inn, the party is greeted by the very talkative landlord, Gustav, who welcomes them. The interior of the inn is bright and cheerful, and is populated by the two coachmen of Ratchett Lines, who are laughing and drinking at one table, while a foppish-looking chap in a lace-trimmed shirt and embroidered jacket and breeches watches their arrival intently as he leans on the bar. Another table is occupied by three women; one finely-dressed young woman, one small and mousey-looking, and one tall and heavily-built, who take no notice of the party. Sitting at another table is a studious-looking young man with his nose in a book who also largely ignores the new arrivals. The party settles down at a table of their own to a warm meal and drink. In short order, the Bretonnian gambler, Phillipe Descartes, engages some of the party members in a game of chance. The Tomb Robber attempts to make the acquaintance of the ladies, buying them drinks and attempting to charm the pants off the tall, heavily-built bodyguard, to no avail. The student with the book also rebuffs the drink offered him, and the evening passes otherwise uneventfully. The next morning, problems arise when it is time to depart, as the party has booked passage on a coach that is already filled with 6 passengers. Not only that, but the two coachmen are very much hung over and in no good condition to drive. Arrangements are made for the party to ride on the outside of the coach and it eventually resumes it’s route North towards Altdorf. When it becomes apparent that the coachmen can only handle a pace no faster than walking, the Tomb Robber offers to drive, the coachmen promptly agree and curl up to sleep off the drink from the night before. After about an hour of this, disaster strikes as a wheel comes straight off the axle, sending the coach veering in the opposite direction! Repairs are soon underway with the aid of the party members, and the coach continues on it’s way again under the control of the coachmen. After about 20 minutes, it began to rain and soon turned into a bonafide downpour, which soaks all party members quite thoroughly. After a couple of hours, the rain lets up and after a bit the coach reaches the junction with the main Middenheim-to-Altdorf road, at which a milepost clearly states the distance to Altdorf as 45 miles. There is a coaching inn at the junction owned by the Four Seasons line, but the coach the party is on passes it and continues on it’s way to Altdorf.

Character Summary
Who does what best

As things stand at the outset of the campaign, the party’s stout dwarven noble has the best chance to hit in melee combat, but the human marine has the potential for landing more blows. While the dwarf’s dependable halfling valet technically has the best ranged combat capability, the human Bounty Hunter is equally skilled in ranged combat. The Tomb Robber is the most agile of the group, while the Initiate of Morr is easily the most intelligent. The party’s four humans are otherwise about average in characteristic scores. The dwarf noble appears to be the most skilled and talented of the group. Interestingly, the entire party is literate with the exception of the Marine and the Bounty Hunter.

We begin with the adventurers trying to find a coach to take them to Altdorf, the capital of the Empire. The characters each have a copy of a flyer advertising for adventurers to enlist in an expedition funded by Prince von Tasseninck.

A coaching inn can be seen in the distance, but the party has not yet reached it. If they continue on the road at their present pace, they can expect to arrive early in the evening. The characters have never met before, so this is a good opportunity for them to introduce themselves to each other…

Character creation session
Two Humans, A Dwarf, and a Halfling

Everyone came up with workable characters. Mike’s dwarf noble and Jerry’s human marine appear to be complete and ready to begin play.

There are a couple of things to note:

Rah still needs to roll for starting Wounds and Fate Points, and still needs to take her one free profile advance for her halfling valet.

Alysen still needs to take her one free profile advance for her human bounty-hunter.

The party has a noticeable lack of magic and religion. This will be interesting…

Welcome to your campaign!
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1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

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5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

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