Tuesday, April 06, 2004

WFRP Update 8

In the twilight, Magdelaine peered through the bars of the windows, looking into the small room for some way out. After a few seconds she realizes that she recognizes the room; it is the first place where they began to learn about the order of seven. She thinks hard and quickly forms a mental map of the sewers, visualizing the path that she must take to remove herself from this foul place. In her recollections she fails to notice the pair of rats approaching through the filth. With a squeal they leap upon her. She flails her fists and with much luck manages to drive the beasts squealing into the darkness. She quickly bandages her wounds, hoping that they are not infected and begins to wander the sewers. After many false turns and much walking she eventually emerges from an open sewer into a run down portion of town. Gathering her bearings and ignoring the taunts of the local children she begins to make her way towards the docks and her boat.
As she nears the boat she notices a patrol of guards is talking with someone on the boat. Realizing that approaching the boat would be a quick trip back to the prison she sets off across town. She sticks to the darkened streets and approaches the Crossed Pikes inn from the back. As she is contemplating how best to enter the inn, she hears some footsteps behind her and turns in time to watch the club connect with her head.

Frans Bowman, proprietor of the Crossed Pikes inn, approaches Rudolpho and announces that he has something that may interest him. Rudolpho follows him into the pantry where a hidden door reveals a subterranean passage. Within the passage, asleep, is Magdelaine. Rudolpho briefly contemplates the benefits of having her tossed into the river and then has her brought up to the room and everyone is reunited. After some quick first aid and discussion, the group is headed off towards the warehouses. Sticking to back alleys and avoiding main streets they arrive just as darkness settles over the city. As they begin to examine warehouse 17, they notice that there seems to be too much activity in the building and begin to discuss if they could have gotten the message wrong. Max is sent to scout the only other option, warehouse 13 and quickly discovers signs of an evil plot. The bars and slats on the windows as well as the sign of ToyGun and the unmistakable air of evil which surrounds the place all point to this building being the center of all of the problems to come. After a quick scout, it seems that the only entrance is the upper floor windows, so Max begins to climb the building. He arrives to find the upper windows barred as well, although there is enough room for him to squeeze through. He will have to find some other way for the others to gain entrance.

As Max begins to explore the warehouse a wagon pulls up in front of the warehouse. Three men open the doors and begin to unload something. The wagon leaves as the men lock the door and begin to assemble a large metal circle. Max is able to recognize it as the same circle that was in the sewer room, complete with a pentagram. Max also notices that the upper doors in the warehouse are much more secure, with a padlock preventing him from opening the doors. As he imparts this information to the others the 2 workers leave and a coach arrives at the warehouse. two more men enter and begin to done some sort of ceremonial garb. Max begins to work on quietly breaking the lock while the others await his signal.

As they are waiting a pair of Stevedor goons discover the heroes who are lurking in the shadows. After a quick fight the goons are dispatched and a cunning plan is hatched. Rudolpho will play the part of a Stevedor guard, with Magdelaine as a captive. They will try and bluff their way into the warehouse. But it seems that the villains are not so easily duped. They order Rudolpho to restrain the captive for later questioning. Magdelaine begins to work on opening the lock while Rudolpho continues to attempt to talk his way into the warehouse. Both activities come to a quick halt as another coach approaches. The heroes swiftly move into the shadows, only to encounter another pair of Stevedor patrolling guards. Once again, the heroes superior skill is shown and the guards are out down with little effort.

Hearing the coach approach, Max seizes on a desperate plan. He grabs a crowbar and waits. As the coach begins to stop, he leans on the bar with all his might and is rewarded. The hasp on the lock breaks off and the noise is covered by the horses below. After a number of people enter the warehouse, Max lets down and rope and the rest of the group quickly climb into the warehouse. As they peer down the stairs they see a strange and chilling sight. There are seven people, dressed in purple robes and coned hats, standing around the circle. Their robes all display the same pentagram imposed on a animal head as is displayed in the circle. The heroes can see two other people standing inside the circle, leading the ceremony. One of them holds a bloody knife and stands over the bloody remains of something. As the chanting increases another person begins to walk into the circle and kneel at the feet of the knife wielder. It seems that the sacrifice is willing!

Can the heroes react in time to stop the bloody carnage and save the town? Will they ever be able to clear their names? Will they ever be rewarded for their actions?
Only the face in the bloody chaos moons knows for sure.

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