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 Post subject: Fun with the Ruinous Powers
 Post Posted: Mon Oct 05, 2009 2:44 pm 
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Joined: Mon Mar 09, 2009 8:37 pm
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Location: Jefferson, OH
Using Khorne cult:

The party gets involved with an underground fight circuit, possibly hired by a noble who's son has gone missing. They must work their way up through a series of matches, starting with first blood matches out in the forest, then eventually knock out matches in abandoned warehouses. The final set of matches take place in the house of the very noble that hired the party, and the blood spilled on the prepared ritual circle/fight ring summons a bloodletter.


Nurgle:

The party is trapped within the walls of a small fortified community as a force of beastmen lay siege. Then as Morrslieb waxes full in the sky, the buildings and town walls begin to age and collapse as though the forces entropy and decay had gone wild. The party must decend into an sealed off tomb where a relic of nurgle is focusing his will.

Tzeentch:

Chaos and change are in the air. At night the sky shimmers with the winds of magic so bright that even those without the gift of witchsight see the colored streamers of unnatural light. In the morning things are subtly different. On the first night house pain has changed color. On the second, houses switch places. As the event progresses, the changes get more and more radical. People start changing genders. Houses are turned inside out. The party needs to find the cause before a true chaos rift is open.

Slanesh:

The party's defeat of a small pack of beastmen in a riverside town has earned them the gratitude of the boatmen who was harbored there. He invites them to travel for free on his large riverboat. They are initially excited to see that the riverboat not only contains cargo, but a hidden casino as well. During their trip they get to carouse with wealthy travelers and beautiful women who are all to willing to fawn over them. When they realize they are in the clutches of a pleasure cult and escape they discover their trip has been taking them deeper into the dark forest.

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 Post subject: Re: Fun with the Ruinous Powers
 Post Posted: Mon Oct 05, 2009 5:07 pm 
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GM
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Location: Glasgow, Scotland
nice ideas !

in perticular i like the last 2 those sound fun and easy to slip into adventures as a fun little side track :)
as i said in the cast there are numerous cool ways to present chaos its just most people seem to go with the obvious ad boreing ones (for an rpg anyway)

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host of the Small but Vicious Podcast available on I-tunes

"It's a miracle !"
"If it's a miracle, Colour Sergeant, it's a short chamber Boxer Henry point 45 caliber miracle."
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 Post subject: Re: Fun with the Ruinous Powers
 Post Posted: Mon Oct 05, 2009 5:33 pm 
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Bah, I prefer to have players working with the Ruinous Powers. Woe to ye not as blessed as the men of the North! :wink:

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 Post subject: Re: Fun with the Ruinous Powers
 Post Posted: Mon Oct 05, 2009 5:46 pm 
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Location: Glasgow, Scotland
i think your going to like episode 10 then :)

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host of the Small but Vicious Podcast available on I-tunes

"It's a miracle !"
"If it's a miracle, Colour Sergeant, it's a short chamber Boxer Henry point 45 caliber miracle."
"And a bayonet, sir, with some guts behind !"


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 Post subject: Re: Fun with the Ruinous Powers
 Post Posted: Mon Oct 05, 2009 5:55 pm 
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I look forward to it.

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 Post subject: Re: Fun with the Ruinous Powers
 Post Posted: Mon Oct 05, 2009 6:24 pm 
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An interesting and fun use of a Cult of Khorne that the bloke that used to run WFRP for us did was thus...

Our party was pretty much traveling to Nuln for various reasons (my knight on a quest to save the kidnapped daughter of the Baron to whom he owed fealty, with many a sign pointing to the Imperial City as the brigands' destination). As it so happened, we came across a small village, and choose to take lodging at the inn.

In short, pretty much the entire village was involved in the Blood God's cult, using the "quaint old village off the beaten path" as a lure to draw in travelers, where they'd be trapped in the "local inn" while the townsfolk worked themselves up into a frothing frenzy before laying besieging to the place, with said "inn" simply being rebuilt after each incident.

We managed to learn something was afoot when our party's Entertainer/Charlatan/Facewoman managed to befriend one of the local girls, who wanted nothing to do with the cult's murderous ways (especially as it seemed the young lass took quite a shine to the elf that was traveling with us). A bit more poking and prodding around revealed an alter to Sigmar in what looked to be the remains of a chapel had been befouled and turned into a Chaos alter lined with skulls and drenched in blood, the ground around it almost marshy from the vast quantities of the stuff. We were even warned of the attack by one of the stableboys, who pined for the same village girl our Entertainer had befriended, particularly as she was also marked for sacrifice on the night of the attack. It did lead to a rather pitched battle and some concern by my fellows of our victory, but the Lady did smile upon usl, and the savages that would have our lives fell before the combined might of blade and arrow and spell. (Took a big nasty berserker-type's head off with a single swing of my sword; gotta love Ulric's Fury and the Lady's Blessing that lets you treat any weapon as being an Impact Weapon).

But the "village with a secret" ploy is certainly not what you'd expect from a Khorne cult.

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