Category Archives: Warhammer

Session 7 – Play Within a Play

Jean shares a copy of his map:

1. Black Arrow Fortress (“The Castle”)
2. The Crossed Lances Coaching Inn
3. “GrogHaven” (Capital of Gillemet’s lands)
4. Bischoften
5. Nuendorf
6. Martilun
7. Steinhauser Homestead
8. Halbherzig
9. Volkbach (Capital of Hauptner’s lands)

The woman is wearing an emerald green dress and has long black hair. All of the heads at the bar turn to look at her. She walks over to Jean almost immediately and asks to sit with him. He agrees and she asks if she can get them some wine. Jean waves over the less-than-pretty serving wench and asks for a flagon of wine. The woman introduces herself as Fran Poppenbutel. She says that she has come to town to marry a local winegrower, and she is from Carcassonne, which is a city in Brittonia. She seems to be floundering and is clearly not telling the truth about her history.

She talks about her husband-to-be, a man named Rutgar, and says that he is somewhat of a brute and wishes that she could be married to someone with some class like Jean. She continues to drink and is getting quite drunk, almost draping herself on him but he is staying straight. She asks to meet him later and he agrees. She leaves.

Geeves talks with the locals and they are raving about the ship that came through here the other day with all of the entertainment. Local law wants people not to stay on the boats, though, and get a room at one of the local inns.

A really big guy comes into the bar who is dressed in an unnecessarily flamboyant way. He locks eyes with Jean and points at him, saying “How dare you flirt with my beloved bride!” Vedasi and Tobruk stand in his way and tell him to leave. He suddenly bursts into tears and falls onto Vedasi, embracing him and crying all over, asking Vedasi why she doesn’t love him and instead wants a “dangerous” man like Jean. Several of us notice that his clothes and furs are not real, potentially just a costume. We convince him to try and win her back and he leaves.

Later, another man comes in who is well-dressed and dripping with charisma. He says that he is Von Barr, the lead actor and owner of Von Barr’s players, which is on the ship that we saw in the harbor. He invites us to a preview of his play which he says needs work. Brokk is pretty drunk and says that he’d like to go. The others in the party aren’t quite sure.

We finally agree to go, and head back to our rooms to stow our things before we head to the boat. Tobruk sees that his room has been tossed; the bed is askew and the pillows have been slashed. Nothing has been stolen and we can’t see how they got in the room. The door was locked and the only entry into the room otherwise is a small window in the transom above the door. We don’t see any other markings there.

We head to the boat and get comfortable on one of the piers nearby. They have chairs and a set built up. The play starts and Von Barr comes out, dressed as Sigmar. Another man is juggling ink jars. Barr has him draft a letter about finding a wife. A chest is brought onto stage and a demon pops out. It is the woman, and she tries to tempt Sigmar but he denies her.

Suddenly they seem to be addressing us with their speech, saying things about how things were stolen off of a boat and that the boat was burned. We all sense danger and pull our weapons, and rightly so as they all move to attack us.

Tobruk rushes forward and slices one of the men’s legs off, and he dies in a gout of blood. The jester jumps into the water. The woman gets slashed in the leg and also dies. Brokk chops off another man’s arms and he dies. Finally the jester surfaces and we kill him as well.

 

We loot the bodies and see that they have some gold and things, then wrap them up. Von Barr has lots of good things but we also see that he has multiple sexual organs of different types. Clearly he has been tainted by chaos.

We start searching the boat after rifling the corpses. The upper deck had the stage and a deck house. In the deck house we find that it is essentially a “green room”. There is a table with a built in large mirror, lots of tins and cakes of costume make-up, several wigs of various styles and colors on mannequin heads, and a built in cupboard that has a costume for almost any occasion. They are theatrical in nature and wouldn’t pass as “real” upon inspection much like the costumes they wore when they approached us in the Muskrat. There is also a trunk with theatrical props like wooden swords, costume jewelry, an hourglass, drinkware, etc.

Below decks, most of the hold is set up as a common room. There are bunks along the sides that are all curtained off for privacy. We find the mundane trappings of all the crew members here. The center or the hold is setup with expensive looking divans, pillows, and a valuable, if worn rug imported from Cathay (China). To the rear of the hold is a curtained off doorway. Beyond that is where the nature of this boat becomes blatantly apparent. On the headboard of the bunk is a small statue of Slaanesh, Prince of Pleasure and the Lord of Hedonism and Excess. The bed itself is adorned with expensive fabrics and silks.

There is also a wardrobe containing several sets of best craftsmanship clothing, and a decorated iron box that contains a spectacular solid silver mirror, and a best craftsmanship dagger, covered in garnets. Beyond von Barbe’s chamber is the rear of the hold which has casks and crates of food and other provisions. There is also a strongbox that contains 350 gold crowns.

While we are searching the hold, four city watchmen and the harbormaster Herr Richard Blitzen boards they ship demanding you to turn the ship over to him as property of the city of Halbherzig. They have no interest in arresting us on charges of murder as the reputation of von Barbes Players is one of dubious nature to say the least, so we have actually done them a favor, but they want the boat and all its contents.

Thinking quickly, Geeves (aided by his newly acquired mask) throws on the silver Sigmar pendant we found on the crazed witch hunter the day before, brandishes the statue of Slaanesh, and tells the harbor master that this boat is being taken into custody of the Cult of Sigmar for proper purification and destruction, and anyone who attempts to obstruct him in carrying out his sacred duties is a thrice damned servant of the Ruinous Powers, and a heretic who will be put to the torch. The harbormaster and the watchmen relent and leave irritated but not wanting their souls to be crushed for eternity under the Hammer of Sigmar’s wrath. We now own a theatre boat.

Session 6 – Halbherzig

We spend some time at the inn and the keep and Jean works on some rough maps of the area. He gives out free drinks to anyone who gives out regional information.

Jean is able to find out that we’re in an area of the Border Princes that is a square section of about 6400 square miles (80 miles by 80 miles). The mountains and forests are to the north. The further south you get, the more undesirable the land is. It goes from scrub to desert badlands and also some swamp. To the east is the Border Princes of Maserschlas and to the west is Kypris. The Kyprian road connects all three areas and the tavern is on this road. The central area we’re in is contested by three separate rulers who have tried to claim the lands. Our keep is also here.

The north of the middle section is ruled by a prince named Sigismund Huptner (more farmland). The middle is taken over by Sasha Gilemet who goes by “Boss.” The south area is the principality of Capt. Orlando Giovanni. This is the least desirable landscape however it’s more powerful. One of the main cities is on the Black Gulf, so he has shipping lands.

We learn the most about the “Boss” who rules this area around the inn (however the Keep is not). She was a bandit and her kingdom was built on banditry and still supports itself from that. She has some valuable resources including some mines in the mountains.

Her main capital (if it can be called that) is Groghaven (renamed by her). It has a population of under 2000. Most other villages have between 50-150 maximum and there are only a few.

There are definitely orks in the hills just south of us, an ancient dwarven ruin and some caves, then further south of that is desert that rolls into rocky badlands.

To the east there are swamps called the “Boundless Bowels” that extend through the next principality. It is not well traveled. Most of the rivers go through the edge of there so river travel is common, but people are wary. Forests are a haven for beast men and other chaos creatures.

Jean wants to find out ways to trade with the other Princes and therefore wants to map the trade routes. He wants to sell his maps to the local lords.

We send Karl, the man-at-arms, down to the keep. We all visit the keep after a while and we see that things are in order here. We arm two men (Reinhardt and Otto) from the inn and have them stay here along with Karl. He will be training them.

Regarding the secret entrance, we put some heavy barrels on top of the trap door in the dungeon so no one can get in easily but we can get out. Brokk also organizes the dungeon in case we ever get prisoners.

As we leave from the keep we see a barge passing on the river. There is blood and gore on the boat. Vedasi rides up and calls out to see if anyone else is alive, but there is no response. We board the ship and the gore is too much for Brokk who begins losing his lunch over the side. It is slippery and listing to the side so it’s difficult for us to walk on. We hear moaning from the shiphouse and we head inside. We see the symbol of Sigmar here. There is a man inside who is barely alive and accuses us of coming to loot his things. He is completely insane and attacks us with his warhammer, and then with his black powder pistol. Tobruk slams him with his own weapon and kills him.

We look around to see what he might have hidden. Geeves finds a nail in the window frame with a strap attached and it goes all the way down into the water. It is attached to a case with a mask inside. The right side of the mask is a male face and the left is female. Geeves puts it on and as we watch, it melts into his head. We think that he looks more attractive.

The group looks around the boat for more gear. We see a bloody boot print on the deck that doesn’t match the man’s boot. We hear another boat coming by and Geeves speaks with the captain and assures him that everything is fine. He goes to leave and sees the gore on the deck and retches.

It looks like the boat definitely hit a rock but the footprints on deck were smaller. The people were killed with a combination of bladed and bludgeoning weapons.

We decide to burn the ship. After we do we see several tracks of bloody footprints that are not ours and follow them. There are four sets that go south along the river. We come upon the small village of Halbherzig which has river access and docks. We are in Hopner’s realm now. There is a “party boat” on the water that is all decked out.

The tracks head into down and toward the stables. Vedasi gives the stable boy a silver and asks for information. He said that three men and a lady came here and sold their horses, then went to catch a boat here. There are two places, the Shooting Star or the Muskrat. The former is much better kept up.

We head inside the Shooting Star. At first the maitre d is rude to us but Jean waves a bunch of gold under his nose and he becomes very friendly. Jean insists that his boots get cleaned. We see four scrubby men in the corner. Tobruk looks for dwarf beer but doesn’t find any. Jean does some gambling but we don’t find anything much interesting.

Next we go to the Muskrat and drink for a while. They have dwarf beer here and it seems to be okay. Not a lot seems to be going on here but we stay for a couple of hours and drink. As we are about to leave, a very attractive woman enters.

Session 5 – Not a Handle

Jean suggests that we cut the tattoo of the woman’s head a bit so the location of the gem is obscured. We do this with an arrow. The plan is for Brokk, Tobruk and Geeves to deliver the woman’s head on the platter while Jean, Vedasi and Maruviel sneak into the basement.

Later that night we range the area to check out the topography. Jean writes notes about where things lie. We also realize that we will need to hire more staff to take care of the manor if we intend to keep it.

We wait until morning and head back to the inn. Vedasi checks the outside of the building but finds no way in, and the windows are barred. The dwarves head upstairs to see Count Von Drachensburg and present the head to him. He asks to inspect it. He gives us the money and lets us keep the platter, and we exit posthaste.

The elves head downstairs and look for Kellerman. The bartender, Klaus, shows them the way. But the man is sitting at his desk and he has been stabbed. They quickly close the doors and see if anyone else is coming after them. They take the bartender down to the cellar and explain that it’s the safest place for him to be. He agrees and reminds them that Kellerman’s associate was Bruno, the former chief torturer. In the cellar they find the diamond in a bag hidden by a dusty bottle of wine. Vedasi takes it and the bartender doesn’t notice. He places a rock in the bag so nothing looks off.

The elves and Jean say that this is a dead end and they have to go back upstairs. They give the bartender two gold crowns and tell him to go back up and keep working. He agrees. They scrub their tracks and head back upstairs. They go out of the window in Kellerman’s office. They leave his body where it is.

The dwarves come down the stairs and the others and their horses are gone. They saddle up and meet the elves a ways away from the inn and exchange information. The dwarves show everyone the money and the silver platter, and Vedasi shows the diamond. We determine that the diamond is worth more like 2400 crowns rather than the 1200 we were going to get for it.

We decide to head back to the inn and confront the Count and his men, if he is indeed a count. The dwarves go inside and Tobruk orders a cask of spirits and pays 10 silver for it. He smashes it to start a fire and chops at one of the guards with his axe. He and Brokk kill all three of the guards quickly and then walk out of the burning building as if nothing is happening. Tobruk casually tells the elves that it is “their turn.”

Patrons come pouring out of the inn, coughing, and the elves see a window opening on the second floor. A rope comes out and a man tries to descend. The elves shoot him full of arrows, and they get back into the window but that man falls down. The dwarves go back inside but the guards aren’t coming out this way. Maruviel goes around the building and sees another window. The man there is trying to get out without a rope and the elf shoots him in the leg and he falls to the ground and dies.

We hear calls from the inn, and they are saying that they give up. Brokk tells them to come out and that we won’t hurt them. Vedasi says not to kill the man-at-arms. Tobruk holds back as the guards come out, but as soon as the count steps foot out, the elf shoots him with an arrow in the shoulder. Brokk and Tobruk attack and nearly kill the man. He starts begging for mercy and the dwarves stop fighting. They ask him to confirm that he was about to murder us and after some coercion he agrees. He says that he doesn’t know where Bruno is, though. After that confirmation, Tobruk kills him by chopping his head off.

As Vedasi is turning out the count’s pockets, he addresses the stunned man-at-arms and asks him if he’d like a job. He looks stunned but agrees. Vedasi announces that he has ‘acquired’ the deed to the place.

We help put out the fire and start cleaning up, including taking the armor from the dead guards. Tobruk explains that the tavern is under ‘new management.’ He tells the staff to start working again now that Kellerman is dead and Von Drachensburg killed him. They seem to agree and Klaus agrees to manage.

The man-at-arms is working with Geeves to clean things up and lets him know that Von Drachensburg is not from around here, he has a minor keep in the Empire. No one will miss him.

We do a full search of the place and we find money in his desk. Also there is a compartment inside Kellerman’s false foot with a key in it. There is a strongbox and the key opens it. There is 1600 gold crowns in here, so we split 2100 total gold six ways.

We plan on spending some time here, potentially a few weeks, learning about the local area and allowing Jean to keep working on his maps.

Session 4 – Right in the Face

We finish cleaning up the room and hiding the bodies, and Geeves recommends that we have more of a strategy next time. We agree and decide that the dwarves will go first to do close combat and the elves will cover us from behind.

Jean listens at the door and doesn’t hear anything except the wind. It seems to open to the courtyard. Tobruk goes first and hugs close to the wall. Jean listens at all of the other doors. He smells animals at one and another seems to be a kitchen.

We decide that our target is probably upstairs, and devise a plan to keep all of the doors down here closed so they can’t flank us. We use the manacles from the jail and tie ropes across the courtyard so the doors keep each other closed. No one seems to notice our little

Then we head upstairs. This is a middle level with stairs to the battlements on the south side and some other rooms. We hear voices but from upstairs several more. There seems to be a hall up there. We attempt to tie these doors closed as well.

We head up the stairs and there is a landing here with a large door to the south. We hear at least half a dozen voices from the room, and they are bragging about people they stole from recently. Tobruk kicks the door in and we advance immediately. There are eight of the Black Arrows in this room at a large table. Tobrok chops one of them in the chest and kills him instantly. Brokk stabs one but he crawls away. Three of them rush to get bows off of the wall but Vedasi throws a bomb into the back of the room and it explodes on them. There is a big cloud so it’s hard to see what is going on.

One of them slices Brokk in the arm. One runs away from Tobruk and he slices him in the leg, and the man falls and dies. Tobruk runs across the room and takes out another one who was near Brokk. Maruviel puts an arrow into the cheek of the one who stabbed Brokk, and he falls to the floor and drops his sword.

Brokk and Tobruk crawl under the table to set up their next attack (not to retreat!). Suddenly a woman appears and rides the chandelier down onto the table. It breaks and lands on top of Brokk and Tobruk, knocking them to the ground. She has a bomb with a long fuse in her hand and she threatens to blow everyone up if we don’t throw down our swords. The elves keep firing their arrows, however, hitting her in the face a couple of times.

Tobruk heaves upward and knocks her off of the table but she manages to keep her footing. She tries to hurl the grenade but the fuse has gone down too much and it explodes in her hand, turning her arm into bloody pulp. She crumples to the ground. Tobruk comes up and chops her leg off and she perishes.

Brokk runs and restrains one of the men coming in the south stairwell and as he lifts him up, Vedasi puts an arrow in his face. Maruviel hits another one right in the face. No face is safe!!

Geeves drinks a healing draught and runs forward, chopping another one down.

The fight is done and we search the woman. She has a key in her pocket and some weapons but nothing more.

We head upstairs holding shields. We see a landing with a double door to the south and a spiral staircase. The man has come through the doors and is getting medical attention by two others. We take them out and continue up the spiral staircase.

At the top is the Black Arrow’s room. The chandelier was suspended from this loft which is how she got all the way down. We find a chest under her bed and we smash it open. It has gems and coins but no diamonds. 200 gold crowns and 100 gold worth of gems.

We find words tattooed on the woman’s head in Breton (which Jean can read) and it shows the heraldry of the crossed lances in a nursery rhyme that warns children that if they aren’t good they will be locked in the cellar. We see that as a clue that it may be hidden in the cellar either here or at the crossed lances.

Looking through the rest of the keep we find no one else. There are stables on the bottom floor and four horses. We go into the kitchen and we hear whimpering from the cupboard. We coax him out and it is a fat halfling named Sleeves. We ask him to stay and cook for us and he is astonished that we were able to get rid of the Black Arrows. He seems to be the only one here. Tobruk gives him a silver piece which is more money than he’s ever seen.

The halfling cooks us dinner and we invite him to eat with us. He says that Annalisa kept all of her valuables in her room, so no leads there. He says that he worked for the previous Black Arrow which was Kellerman, and after he was injured by bounty hunters, he left and made the inn.

The second floor has six beds with foot lockers, and 100 crowns more. The pantry has beer and some sundries, and there is a well. There are food and supplies for the horses as well.

We offer Sleeves one silver per month (1/30th of the going rate) to help keep the place up and he is ecstatic. Searching the rest of the place, we don’t see any sign of the diamond. It is probably at the Inn in the cellar.

We stay the night here and plan to leave in the morning.

Session 3 – Kindly Take Your Bomb Back

Brokk is still talking with the Heathen, who says that his name is Geeves.

The barman takes the rest of the group through a door behind the bar to meet Mr. Kellerman. They see two people in the room behind, a fat bearded man with a well-muscled man beside him with a wooden peg for a foot. The shutters are closed and bolted behind them. The man with the peg foot introduces himself as Kellerman.

Jean inquires about a job and Kellerman says that he has information on a diamond called the Blue Flame that has been lost for some years. He asks if the group is interested and they hem and haw a bit. He seems unwilling to divulge anything without confirmation that they will take the job. He says that the job pays 200 crowns.

Jean discusses with the group and he says it does pay quite well and it would give him the opportunity to go through the countryside. However, it will be tougher since the man doesn’t have a map.

Jean assures Kellerman that we’re sincere and that we’ll take the job. Kellerman agrees and begins telling us about the blue flame. Otto Kessler is the man who stole the gem, but he is now deceased. After the theft, he hid the jewel and supposedly never told anyone where. He says that his friend Bruno (the man sitting next to him) has cast some doubt on the claim. Bruno was the chief torturer to Count Von Drachensburg who captured one of Kessler’s old companions. Bruno interrogated him but didn’t tell the count. The man said that Kessler’s daughter named Annalisa, now known as The Black Arrow, knows the location of the gem. Bruno came to him and told him about it. Kellerman used to lead the Black Arrows before he lost his foot and knows where their hideout is.

The Black Arrows are in a castle deep in the forest, which is secret. He knows of a secret passage into the keep that he will tell us so we can gain entry. Once inside we’ll find out from the Black Arrow where the jewel is, then let Kellerman know. The castle is 35 miles north of here and there is a hollow oak tree 100 yards southeast from the entrance that leads to the dungeons. Jean freehands a rough map of the area for us.

Kellerman agrees to pay our room and board while we are here. Tobruk asks if he wants to buy the tortoise shell that we have and he declines. It’s too late to set off for the castle tonight, so we stay at the inn for the evening.

The route is slightly winding past a toll bridge and then later a bridge that goes across a large chasm. We’ll continue from there to the forest and castle.

We are reveling through the evening and one of the well-armed men from the corner come over and demand that we come to speak with their master. Most of the group declines even though they are urging insistently. Brokk and Geeves agree and go upstairs. The others go next to the remaining guards in the taproom so they will be at a tactical disadvantage. They order ale for the guards.

Inside the private room upstairs, it has a similar layout to Kellerman’s office. We see a gentleman leaning against a table and four more guards. He introduces himself as Count Amadeus von Drachensburg. He asks us to find the leader of the Black Arrows, named (unoriginally) The Black Arrow. He is offering 500 crowns for the head of the Black Arrow — on a silver platter. He even gives us a platter. We start asking more questions about where this person is, or who he is, and he says that he has no information. He says that we can find the band of rogues almost anywhere around here. We continue asking and he kicks us out of the room. As they go back downstairs, Brokk and Geeves comment on what a good negotiation they’ve done.

Meanwhile the other party members have been feeding the guards ale and they are stone drunk. One of them vomits and passes out, and the other thinks that Tobruk is his best friend. The man says that he is from Drachensburg, 20 miles east of here.

We retire early to our rooms and Tobruk takes first watch in the hallway. We stoke the fire and cover the windows. Maruviel is on third watch and hears a window crashing, and also someone laughing maniacally and saying “My friends, your time has come!”

Vedasi awakes to see a bomb with a lit fuse in the middle of the room. He quickly grabs it and throws it out the window and hears a bang and a scream. Jean is also awake and comes to the window with his bow ready, but he doesn’t see anyone. Geeves in the other room wakes up as well.

Geeves, Vedasi, Maruviel and Tobruk go down to the courtyard and see what remains of the man who let the group back to the back room and Vedasi had shown his back to him. They find some loot from him including a couple of bombs.

We decide to leave early since most of us are already up. We pack things and have some breakfast before we head out. There are enough horses for all of us and Geeves’ old mare goes along as a pack horse.

We pass the toll bridge and come to the river without difficulties. The river starts to go downhill to a chasm and there is a rickety bridge that spans the chasm. We go across and soon we are at the hollow oak where we need to enter. We go in and follow a tunnel, and at the end see a flagstone. By lifting it we see a tunnel ahead of us. Vedasi hears a scratching sound. We see a long reptilian tail and whatever it is appears to be walking on two legs away from us. The thing is about five feet tall.

Tobruk is shoved up into the cavern and he attacks the lizard. Brokk goes up after him and hits him with his sword. Jean pops his head up through the hole and covers us with his bow. They see guards above and both Jean and Vedasi fire arrows into him. A couple of guards appear Tobruk smites the lizard down to the ground and as he reaches up to swipe at us, Brokk cuts his right arm clean off, killing the lizard and sending a spray of blood up at one of the guards, blinding him.

The guards try to swipe at us through the grating above, but it is 10 feet and their swords can’t reach the diminutive dwarves. One of them takes an arrow in the leg and goes down. The other one, not being very smart, opens up the grating to try and attack us. As soon as he opens it, Vedasi puts an arrow in his head.

We climb out and search the dead guards. They have some money, armor and shields as well as a ring of keys. There are bows and quivers of arrows as well. Jeeves and Brokk take the armor and shields, and Geeves takes one of the bows. We also take the black masks, but they smell awful. We open up the cell furthest away from the room’s door and put the dead guards in there. Also, we hide the body of the lizard in the pit.

Session 2 – Healing Arrow: It Makes All Your Pain Go Away

Brokk looks after Tobruk and heals his wounds. We continue our journey down the Khyprian Road. After a while we come upon a small hamlet called Freistadt. It is basically a couple of small buildings and one large building. The large building is a coaching inn, which is a mini fortification where you can stable your horse, a tavern, an inn and a fence around it to keep some form of protection. They are common throughout the Empire. The inn is called the Crossed Lances.

There is a small gathering of peasants that are watching something happen. They have someone lashed to a stick and someone is addressing the crowd. The man is wearing armor and weapons, and has a wide-brimmed hat. He has four henchmen along with him.

The dwarves head into the crowd and try to see what is going on. The man is going on about how “We have tracked this foul creature of darkness through forest and mountain, across our great lord Sigmar’s empire to this savage wilderness. He thought he could escape Sigmar’s wrath, he thought wrong!” People in the crowd are chanting “Burn him!”

Brokk asks one of the townspeople who the heretic is, and they say they don’t know. They just arrived in town with him.

The heretic speaks up, saying “Oswald, you fool, you know…” and doesn’t finish as one of the henchmen clocks him with a club. He has longer hair and looks sturdy, but is really beaten up. He seems like a Norska, with a Scandinavian look.

Tobruk asks one of the other townspeople what he did, and she says that he was communing with the devil. He and He then approaches the witch hunter, which and the man greets him warmly. He says that Sigmar favors dwarves. Tobruk asks if the man could be put into service instead of burning him, and the man laughs.

We start thinking that the witch hunter does not have any charges because he is being very vague. Brokk tries to turn the crowd from being rabid into questioning the witch hunter but it doesn’t take. He continues chanting “Where’s the proof?”

Tobruk asks the man if he’s done anything, and he responds that he was just helping in the fields and they arrested him. The thug goes to hit him with the club again and Tobruk goes to stop him. The witch hunter whirls and draws his rapier, his eyes ablaze. The man who was going to strike the prisoner tries to hit Tobruk and misses.

Jean, the cartographer, moves away toward the tavern.

Brokk steps in between Tobruk and the witch hunter and says that he is Brokk’s prisoner, so the man can’t touch him. He sneers at Brokk.

Tobruk is hit in the chest by the guard he is near, and hits him in the chest. Tobruk grapples him. One of the thugs takes two arrows, one in each arm, and then a third in his chest, breaking his ribs.

Maruviel looses an arrow and hits the witch hunter in the chest, but it doesn’t wound him much. He retreats and fires his pistol at Brokk, hitting him in the arm. Brokk turns and hurls his bola at the man, trapping him.

Tobruk slashes the guard in the leg and he falls. A second blow hits him in the gut and destroys his internal organs, killing him instantly. “We’ll make kidney pie later!!” Tobruk says.

Vedasi shoots one of the guards right between the eyes with an arrow. The prisoner, Geeves, breaks out of his bonds. The witch hunter drops his pistol and gets out of the bola. Vedasi fires an arrow at a fleeing thug and kills him. Jean shoots Oswald in the right arm and he drops his rapier. He goes further insane (he was already doubly so) and now thinks that he is worthless. Tobruk chops that same arm right off and he falls to the ground, dead. The last guard is shot dead and the group checks all of the bodies. We take a bunch of their equipment. We notice that they have scars on their backs but don’t realize that they are probably flagellants. Brokk heals himself.

Jean reads the witch hunter’s book and they are insane ramblings, about how he is going to conquer the world with his mental powers. He also has a thigh bone with him with a stylized hammer on it, the mark of the Cult of Sigmar. We pile the bodies into the burn pile and set it ablaze.

Geeves, the man who was about to be burned, goes to the stables and finds all of his stuff. He comes back and asks help to be healed. Brokk says that we should go to the inn and he will help him. Geeves introduces himself and says that he is a traveler who was working as a farmhand nearby and was arrested for no reason. Brokk heals him quite well.

We head into the taproom. There are men playing cards in the corner. Tobruk buys a round for everyone in the bar and explains that they were madmen, and apologize for the mess. They seem to accept us.

We speak with Greeves and he says that he came from the north and was captured by a neighboring clan. He was a captive for a long time until they got raided and then he fled south. He has some skills with healing and alchemy. Brokk gets to know him a bit and they sit and eat.

The others get up and check to see if one of the other bar patrons is Wolfgang Kellerman, as he might be the one who could give us a “quest for hidden treasure” as the note we found had said.

Session 1 – Getting Off on the Wrong Foot

The year is I.C. (Imperial Calendar) 2521. The Empire of Man teeters on the brink of Armageddon, as a great Chaos Horde led by the dreaded Chaos Champion Archaon: The Three-Eyed King, Everchosen of Chaos, and Lord of the End Times sweeps southward into the Empire from the northern Chaos Wastes. The vast horde made up of forces loyal to all four of the Ruinous Powers has ravaged the northern kingdom of Kislev, sacking their two greatest cities Praag and Erengrad, pressing further south into the northern lands of the Empire. The eastern and western borders of the Empire have been assaulted as well by lesser Chaos Champions.

To the east, the forces of Crom the Conquerer have eradicated the war band of the Black Orc warlord Grimgor Ironhide in High Pass, laid siege to the Dwarven hold of Karak Kadrin, the Slayers Keep in the Worlds Edge Mountains, and have even entered the lands of Sylvania, home to the Vampire Counts.

To the West, the Witch King Malekith has broken through a nigh impenetrable High Elven naval blockade and has landed on the shores of Ulthuan.

The Storm of Chaos is upon us…

Which means extremely little to the inhabitants of the largely lawless, frontier known as the Border Princes, or the Borderlands. It is more or less business as usual south of the Empire. Surely the Emperor, and his alliance of Elves and Dwarves will be able to stop some filthy savages and Chaos-warped freaks from making it this far south. As a matter of fact, the influx of Imperial residents fleeing southwards into the Borderlands to escape the ravages of Chaos offers more opportunities for fleecing, robbing, and general exploitation than usual. This may prove to be an extremely profitable time for the residents of the Princes…

———

Tobruk Tobrukson of Clan Iron Cleaver (Bill), a dwarf from Karak Norn, was to make a high powered alliance for his family through betrothal, but the family was double crossed and the bride was given away to someone else. Tobruk still crashed the wedding, and although this is not unusual in the dwarf world, the Stone Biter clan used it as a reason to throw him in prison. With his honor lost, he knew the only way to atone was to seek a glorious death.

Brokk Udo of Clan Ashen Forge (Jon), one of the jailers of the prison, fully believed that Tobruk was being framed for political reasons, and disenchanted with his own lot in life, sprung the dwarf from his cell on the condition that they leave the dwarf holds in seek of adventure (and glorious death) elsewhere in the Old World.

Jean Christophe Moitessier (John), a Lyonesse cartographer from Bretonnia, has been commissioned to draw maps of the region known as the Border Princes for the purpose of setting up new trade routes. His patron, Duke Adelhard, reached out to a local KithLord from Athel Loren and asked for a guide to take John through the mountains to the Border Princes territory and assist him in his mission. An elf named Vedasi Avalmon (Paul) was assigned for this duty.

The two set off from Athel Loren, and later they met an elf mercenary named Maruviel (Matt) who also agreed to come along. As they moved south into Karak Norn, they happened upon the two dwarves who were traveling in the same direction. The elves and dwarves came to an agreement to assist Jean Christophe on his way through the mountains, and an unlikely alliance was formed.

———

Vedasi Avalmon has light blondish brown hair with icy/crystal blue eyes. 5’10” with a medium build. Woodland colored clothes (greens and browns) Leather Jerkin. Finely carved Elf Bow and a long sword that looks rarely used.

———

We come through Winter’s Teeth Pass and arrive in the Border Princes region on the 15th of Borgeheim, during summer.

On the northern side of the trail, we see something huddled in the brush. Tobruk goes to investigate, but Maruviel immediately shoots an arrow into it. Tobruk sees that the man now has two arrows in him. The other one is a black arrow with a note attached to it. The note reads “REWARD! Three hundred crowns to whoever can bring the head of the dastardly brigand known as The Black Arrow to his Grace, the Count Amadeus Von Drakensberg. His Grace has means of detecting substitutes.”

After checking the man, he has been robbed almost completely but a secret pocket is found with a rolled-up notice that says “Heroes wanted to go on a quest for hidden treasure. Some danger. Great reward. Contact Wolfgang Kellermann at the Sign of the Crossed Lances.”

Maruviel finds a trail that goes to the direction we were heading. The Cartographer reads out the note and says that it may be of interest. We continue west along the Khyprian road until it begins getting dark, and then we make camp for the evening. The place we find has probably been used as a stopover before.

During the night, while Vedasi is on watch, he hears something moving nearby. He kicks Maruviel to wake him and they hide. They see some orks and goblins coming by, and Maruviel is pretty sure that they saw him as well. Vedasi takes a couple of shots with his bow and the others wake up soon after. The greenskins start charging us but they come to a stop after they see that we have two elves with us. Apparently goblins are afraid of elves.

Vedasi moves up into the woods and sees that there is an ogre crashing through the trees toward us. He comes back to the campsite and sees that a goblin is coming toward Jean. He fires an arrow into a goblin, killing it instantly.

Tobruk slashes at the ork with his greataxe, severing its arm. Maruviel fires arrows at one of the goblins. The goblins and the ogre try to attack us but all miss. The ork dies from blood loss. The goblins are taken out in succession.

Tobruk moves up to attack the ogre and swipes at him with his axe. Vedasi shoots him with an arrow directly in the hand, which is made useless. Maruviel hits him in the leg and it turns into a bloody mass. He falls to the ground. Maruviel says “It looks like we got off on the wrong foot.”

Jean shoots an arrow into the goblin attacking Brokk and he stands there stunned for a moment, then dies. Brokk thanks him, and he replies “In my country, we all this a coup de grâce.”

The ogre doesn’t die immediately but Tobruk swings his axe again and smashes his face, killing him instantly.

We search the bodies and find that the goblins are of the Yellow Eye Tribe. The ork is a black ork, which is strange because they generally are not in this area. They have basic armor and weapons on them. We find a crumpled up piece of paper on the ogre that has a recipe for sheep’s bladder soup. The ork has a tortoise shell box that seems well made on him. Tobruk says that we could ask between 150-200 gold crowns for it. We also come up with 35 gold crowns from the other corpses. The coins are mixed denominations and types of currency.

Jean keeps the shield that the ork was using even though it is huge. It almost covers him and his pony as well.

Tobruk says to Vedasi that he didn’t need help killing the ogre, but that was good shooting. Vedasi nods, and Tobruk grunts and walks away. It may not seem so, but a great deal of respect was shown here.

The greenskins all killed, we bed down for the rest of the evening.

Session 12 – Blood for the Blood God

We ask Weinstein if he has a safe place to hide the box (and its contents), he does, so we leave the box with him and head back to the palace to find Leibniz. As we near the dwarven district, the pavement explodes in front of us, and we see another Dwarf demanding to know who we are and why we’re passing through. Rugnar sighs, shows the explosives, and makes haste towards the sentinel. The dwarves converse amongst themselves and let us through the checkpoint. We do not dally so as to arouse the suspicion of the several Dwarves ready.

We arrive near the palace, and sneak in past the timing of the guards once more. Lily, Amendel, and Mal-ren sneak, but they spot Rugnar and Barholomaeus — they manage to convince the guards that they were actually stepping out of the palace, and they’re escorted back to our room. The guards come knocking on our door, look through our rooms for whoever snuck in. We accuse them of having chaos delusions about people sneaking in as we are the only people in the rooms, so they kind of freak out and leave us alone.

We saunter through the palace, mill about through the foyer and head near the opposite end where Liebniz and his people are quartered; though we’re not allowed in the opposite wing, it seems. We casually poke around for a secret passageway (since Fr. Randolph was able to find his way to us), but don’t come across anything. We weigh our options — bribery, fraud, frontal assault, or just plain barrelling past them — and decide to just run, bashing them out of the way with our shields as we pass. Rugnar and Amendel knock their two guards over, Lily and Barholomaeus knock theirs about a bit — Rugnar pulls a pistol and tells him to back off.

We kick open doors along our way looking for Leibniz, and find Father Randolph. He asks if we were able to destroy the skull, but we tell him that the skull was replaced with Johann Opfour’s severed head. We tell him we’re looking for Leibniz, who we are told has left the palace to “pray,” and the guards were unwilling to detain him. Clearly, this is the work of chaos taking Leibniz over. We need to make haste to the church, because there’s probably some chaos being summoned — but we first pay a visit to commander Schutzmann. We tell him, to his alarm, that Leibniz has left the premises, and our theory that Chaos has a grip on his mind. We may need to act fast, as at any moment he could bring into existence something that could drive the enitre world into hell.

Schutzmann summons the palace captain and assembles a team to head towards the church — but he’s taking his sweet time in doing so, so we just up and leave, totally humming the Mission Impossible theme.

Things seem quiet in the temple, some light flickering from the ever-burning spark. According to legend, those highly favored by Ulrich shall not be burned by the flame. Rugnar senses a shift in the wind and hears a faint sound of chanting, and a massive flare of red light coming out of the great hall. We rock it straight through the wide-open gates, ready to rock.

Two men in full plate armor, brothers of the axe, in wolf-plate clothes, but with a red skull painted over with a red skull, stand in our path. We dispatch them with a barrage of missiles, and run full-steam ahead.

We come upon the fire of Ulrich, and find it surrounded by five more brothers of the axe (with the same red skull painted over the wolf) — Liebniz stands, in red and black robes, with the skull around his neck and a red light beaming forth from it, with a red skull painted on his face. We enter the room just as he’s drawing a jagged blade across the throat of one of the brothers. As we open fire on Liebniz, he moves to slit the throat of the next of the five brothers of the axe. Liebniz falls, and at that point the brothers of the axe awaken, pick up their weapons, and attack us. They start banging their chests and biting their axes while we attack them — eventually, we dispatch them, though we notice that their blood is being sucked into Liebniz, and we see a reddish glowing outline faintly appearing around him, and then a giant demon bursts forth from the once sacred fire of Ulrich.

Rugnar and Thorgrim bolt at the sight of this thing, but Mal-ren stands resolute and fells the beast with an arrow after it levels Amendel. The skull emits a high-pitched wail, and the demon dissolves into a red mist, as the skull falls to the ground and cracks. We return to a choking Leibniz in the fire, who cackles ant tells us that we are fools, and have emancipated the blood god from his mortal form and he can now return to the heart of chaos. “Zathradox, the red flayer, shall return to this world in his full strength and drink the blood of the weak and the mortal! Blood for the blood god!”

The flame erupts in a silver-white light, and we feel it all over our bodies, the bodies of Leibniz and the brothers of the axe are gone. We feel powerful, and hear a voice in the back of our heads: “You have protected my temple and my people, let strife be put aside as the enemy is confronted, let this mark be a sign for all.” We feel an intense pain on our right hand, looking down, we see a pure white mark of a wolf standing on two legs and holding a war hammer. This sensation subsides, though our spirits are still lifted.

As this subsides, Schutzmann storms in and asks what happens; Father Randolph looks at us, strangely, pointing to the marks on our hands: the Symbol of Unity, it would appear. We are taken back to the temple and our wounds treated, as we discuss what to do from this point forward. We agree to keep the specific events secret from the general public to avoid the strife it might cause. Father Randolph is elevated to position of Deputy High Priest; puts together a statement with the watch commander and the priest of Sigmar that the entire thing was a plot by Chaos to sow discord between the two factions.

Thus ends Act I.

Session 11 – Trial and Heresy

On our way to the sword and flail tavern in the Neumarkt district (in the northeast part of the city). This part of town has been somewhat ravaged from the battle, but we do find the tavern by the conspicuous sword and flail on the placard — and it’s in a bit better shape than the surrounding buildings.

We walk inside and find a lot of rough-and-tumble characters in there, heavily armed and armored. Some of them appear to be off-duty town watchmen. There’s no table or stools in here that might need to be replaced in a bar fight. The guy behind the bar is greasy and balding, with scars on his face. He’s behind the bar and everyone else is standing around drinking. There’s a door to the right.

Amendel buys a round of drinks for the party, he pours us some crappy beer. We debate how to get into the door that we presume leads down to the cellar… Lily starts rambling on about Pie Beer as a distraction as Mal-ren passes out his fliers. Meanwhile, Rugnar, Thorgrim, and Amendel sneak towards the cellar door. Although not terribly sneaky, they don’t get noticed by the bartender or patrons, thoroughly distracted (and kind of drunk already).

The sneaking party finds a stairway going up and down and of course heads down, pistols out. There’s a lot of crates and barrels down here, and they notice that one area of the floor is unusually clean — moving the barrels around, they find a trap door and an iron-rung ladder.

Rugnar, as soon as his foot hits the ground, gets rushed by two guys — one of them with a bestial face and big massive teeth, the other is humanoid and bald but with long claws on each hand — both with red skulls tattooed on their faces. Rugnar shoots them both with pistols, and Amendel shoots at the both of them from the ladder. This dude’s face is shattered and also the other guy dies.

Meanwhile, upstairs, Lily and Mal-ren hear some muffled gunshots — but pretty much nobody in the bar notices because they’re so smashed. Lily tells the enthralled patrons that she thinks her friend has a sample of pie beer that she’ll go grab for them and manages to sneak away down to the cellar door, and Amendel likewise sneaks away. They meet up at the iron ladder and smell gunpowder.

Downstairs, we find an altar made of stacked-up skulls and the reddish-brown stain of blood all around the floor and running down the skulls. Next to that is a lecturn, with a chain hanging from it. The chain is hacked off about even level with a big bite mark in the altar. Around the corner, we find an iron cage with a bound and whimpering man inside. Barholomaeus picks the lock and starts babbling, “Thank Ulrich and Sigmar that you found us, the other man must have sent you. I only caught a glimpse of him, but he fought like a tiger, and nearly fought the cultists back.” Realizing he is a witness who could help us out in a trial, we tell him we are going to sneak him out through the tavern but he must pretend to just be drunk.

We put him in a cloak and head back up. Lily drops some pie in the beer keg, mixes it up, and goes back up to resume her distraction while the rest of the group sneaks out the prisoner witness (Johann Opfour).

After getting out of the thing, we get back to the church, still surrounded by an angry mob (although we know the secret way in). We meet with High Priest Stoltz and present him with our witness. Stoltz says that Johann will be a surprise witness and asks us to bring him to the trial and serve as his bodyguard until then. The next morning at the Square of Marshalls in front of the palace, it looks like all of Middenheim has turned out for the trial, packed tight with tons of people. Watchmen are posted every few yards to make sure nobody crosses into the trial area, the judges and commander of the watch are there, as is a woman in a white robe and three men in judge’s robes. Bauer is there, in chains, with two large watchmen with swords and spears, his clothing bloodstained, but he holds his head high. The crowd throws poo and fruit at him, and a stake and pile of wood is there in the event of a guilty verdict. Amongst the crowd we see Werner Stoltz of the temple of Sigmar and Claus Liebniz of the temple of Ulrich.

A herald lists Bauer’s alleged crimes; Bauer says nothing and ignores the taunts from the crowd, as the herald announces the law lords and the members of the court. We position ourselves close to get ourselves in through elbowing and intimidation, working our way through the crowd, pistols in their face.

Leibniz presents his argument that Bauer is guilty of consorting with Chaos, and his possession of the tome Lieber Chaotis, a forbidden tome. His second argument is that his position as witch hunter is the perfect cover for involvement with Chaos. Stoltz, acting as Bauer’s defense, cites his years of loyal service in Ordo Fidelius, and offers us and his companions in O.F. as character witnesses; his possession of a forbidden book could be easily explained as part of his job as a witch hunter.

They call witnesses to the stand, including Bauer himself, the people who arrested him, one of us (who tells of the wells and the beast men); at that point, Stoltz calls Johann Opfour to the stand. Opfour tells of how he was snatched and imprisoned, and how Bauer fought his way into the cult hideout; he found the book chained to a lecturn — all cultists wore the mark of the red skull and told him he was to be a sacrifice to the “Blood God.”

Liebniz then calls Stoltz himself to the stand, and brings up the stolen icon. Liebniz goes over to his desk and presents an icon — Stoltz confirms that it was, indeed, the stolen icon. On the back of the icon is a symbol of Korn, chanting “further proof that the temple of sigmar has been infiltrated by heretics!” The crowd goes crazy trying to get at the Sigmariets. The crowd goes insane and starts to mob the stand. Those people as part of the trial (including us, as we are witnesses) are being shuffled into the Palace as a retreat.

As we’re being shuffled towards the palace, we notice Opfour has just disappeared from under our noses.

—–

Once shuffled into the palace, we feel a very (understandably) tense air. Stoltz yells out, “It can’t be!”, and asks if we saw it on the icon before we delivered it. We never saw the back of the icon as we never took it out of the frame, so we can’t confirm. Ivena darts an accusation at Liebniz — “Even if proven to be false, it could tear the Empire apart.” Liebniz, condescending, says that the wolves (Ulrich) will guard the Empire. Stoltz wrings his hands around Liebniz’s neck. One of the watch commanders tells us that rooms are being prepared for us and this dispute shall be concluded the following day.

We are escorted to nice rooms, discussing things amongst each other, when we hear a knock at the door. Pistols ready, Rugnar asks who it is — Father Randolph answers and asks to speak to us as it is very urgent. He has a large something bundled in cloth, unwraps it to reveal that it is the chest with the skull inside it. It must be destroyed. He directs us to the Collegium Theologica and Albrecht Weinstein, who ought to know what to do with this vile thing. He would take it himself, but must keep the peace at the palace. He knew Leibniz was intense but did not realize he was such an extremist.

Leaving the palace will be difficult as the entire city is under curfew and nobody is supposed to leave the palace and also we are carrying an incredibly evil artifact. Rugnar rigs himself up a suicide bomb with gunpowder and a metal cigar box.

Watching the guard patrols Mal-ren figures there is a 25-second window during which we can sneak out. We creep out the window, sneak out one by one, and Rugnar has the case. Mal-ren, then Lily, and Thorgrim, Barholomaeus, and Reinhardt all sneak out past the guards. Reinhard has removed all items identifying himself as a Sigmarite. We hop over the wall and run like hell.

Down the street we see a watch patrol breaking up a fight between a couple groups, we use the scuffle as cover, figure out a route. We fly around the corner, but then skit to a halt as we see carts being wheeled around, crates and barrels stacked around — a bunch of steely-eyed dwarves with muskets and crossbows pointing at us, telling us that there’s no passage this way. Rugnar points the pistols at his bomb, one of the Dwarven engineers figures out what it is, and the Dwarves back off and even offer to escort us to our destination. All through this neighborhood are Dwarves just up and ready to rock the shit. We see the Collegium at the other end of the block.

A patrol at the other end of the block does not notice us, and we’re in the main dorms of the college. Right inside the door is a directory, with Weinstein’s name on it, and we find his apartment. We knock, and introduce ourselves. There is a man who looks exactly like Einstein, carrying a very large book. We present Randolph’s message, which he reads, wipes stuff off of his exceedingly messy desk and starts to examine the box, and alerts us to that he is about to open it. Instead of a skull is Johann Opfour’s severed head. Something, clearly, is afoot. Weinstein’s eyes dart around the room, thinking, says we can assume Leibniz did this (which means Leibniz probably has the actual skull) — we need to have a conversation with him immediately.

Session 10 – Gettin’ Screwed Over

When we exit the warehouse, we notice a more tense atmosphere about the city; the watch presence has been increased, and the watch is interrogating citizens out past curfew. We see a house on fire, with civilians holding torches and pitchforks; a guy with caked blood on his face, swollen with bruises, with a sign around his neck labeled “Beest Man,” but on closer look, the horns on his head are just tied up onto his head with string. The symbol on his house tips us off to the fact that he is a moneylender.

The watch is not present at the home; we decide this is not our problem and return to the church. We see a four-man watch patrol chase a girl down an alley, and another group of people chases after the watch: we see that her hand has grown a separate hand. The mob moves in to strike, but at this point it is too late to save her and death will be a blessing. We figure that the more we dally, the longer it will take to remedy this situation.

We are approached by the City Watch — a large patrol, a dozen strong — who tells us to halt. We show them our writ, and the watch captain tells us they’re going to need to bring us to headquarters and we make haste, not wishing to waste any time. As we are being escorted towards watch command, we run into another party: an armed contingent of ten full plate-mail long-hair guys with axes. With them is Deputy High Priest Leibniz. Rugnar hails the high deputy priest when we see them, but one of our escorts tells us to shut our mouths and breaks off; Rugnar tries to walk over anyways and gets swords drawn upon him. Leibniz motions for him to calm down. “Possibly suspected agents of chaos,” our escort explains in relation to us. Leibniz calms down the watch captain, saying he’ll take over from here, with a bit of a smirk on his face, and says to the watch captain he’d make sure he’d get credit for the arrest. With a wink, he says to “escort the ‘prisoners’ to the temple.”

Out of earshot of the watch, Rugnar mentions that we have urgent news — but we will wait to discuss this until we get back to the temple. Back in the great hall of the temple. As we fall into the main chamber, we notice that along the main temple are men with crossbows trained on us. Rather than giving the order to stand down, Leibniz orders the guards to relieve us of our weapons. Father Reinhardt looks pissed at this situation, but lowers his weapons along with the rest of us, and they start dragging us down the stairs. Claus Leibniz says to us, sarcastically, “sorry to disappoint you, but you have outlived your usefulness,” throwing us (including Reinhardt) all into the same cell.

While roughly handled, Thorgrim and Mal-ren get a rough layout of where we were taken: 6 cells, three on each side of the hallway; an L-shaped hallway followed by a room with two doorways and a staircase leading up. The stone in our cell seems to be made from the rock the city was built upon.

While we’re talking, making plans for escape, weakly across the hallway we hear a voice: “You! I know you… I know your voices, you brought the brass skull out from the forest.” Standing in the cell is the very bruised face of Matthias Hoffer, one of the three witch hunters who saved our ass in the woods. “They took Bauer — when we were looking for prisoners, Bauer found a nest of cultists, in a tavern called the Skull and Flail; the book was there, the watch took him.” Mal-ren suggests the classic sick prisoner trick while Rugnar inspects the hinging of the bars. Barholomaeus uses the lockpick that the guards didn’t find when they searched us to open the door.

Mal-ren starts complaining as if he has caught the taint of Chaos, and we all start calling out as if something awful is happening. As soon as the guard comes over and slides the window open, Thorgrim and Rugnar push the door into the guard’s face, hear the sound of a cudgel hit the floor, and we pummel the piss out of the guy. We grab the keys and all of his equipment. We lock the guard in his cell and open Matthias’s cell, finding him unconscious. Rugnar heals him back to consciousness, though weary he can move. Barholomaeus and Amendel carry him.

We don’t see any living souls in the other cells, but search them for secret passageways or trap doors, and find none. We hear nothing coming from further down the hallway and so take the passage around the corner. In the next room, we find all of our confiscated equipment. We gear up (which takes a while), and also get Matthias in his gear. Once prepared, we don’t hear anything from the next door, so we use the key to open the door and find a long stairway which we start making our way up, weapons ready. At the top of the stairs we listen in at the next door and hear two voices discussing the glory of Ulrich.

While we talk about killing the guards, Fr. Reinhardt voices his moral concerns about killing potentially innocent initiates, so we agree to merely wound it. The less fuel that we throw on the Sigmar vs. Ulrich situation, the better, with Father Reinhardt being from the rival church of Sigmar. We make a noise to try to lure them to the door, and see a long-haired kid in a robe about 20ish, and the two Dwarves grab to toss the two of them down the stairs, probably getting rather bruised, locking the door behind us. The courtyard isn’t exactly teeming with people, so we start to sneak out; though Lily’s grumbling stomach nearly betrays our position, we do manage to sneak up towards the vicinity of two guards. Rugnar and Mal-ren sneak up on the two of them and grab them, subduing them into unconsciousness. We’re scot-free, and make our ways towards the temple of Sigmar upon Matthias’s suggestion.

It’s like morning and shit.

The streets are kinda empty — we make haste to the temple of Sigmar, which we find surrounded by an Angry Mob™ carrying table legs and axes and stuff, yelling “burn the heretic” — apparently a “minion of chaos” has taken refuge within the temple which is refusing to hand him over. It’s hard to get in through the main gate, but Hoffer knows of a secret entrance, though we will still need to get through the mob. We hide our sigmar symbols, and start to cake mud over Mattias and Fr. Reinhardt’s symbolic armor — we push and shove forcefully through the crowd, and once we nearly kill a few of the people, some of them finally clear out of our way. Although the entrance is guarded, they see Hoffer and quickly let us in through the door.

They let us in and bring us into a small chamber, along with Fischer, the balding doctor-looking member of the Witch Hunting trio, who is glad to see Hoffer back. The third member of their group, Bauer, was found on the streets with a book, Lieber Chaotis, and was apprehended by the watch, on trial as a heretic — a public event. It seems Claus Leibniz himself will be conducting the trial, with the watch commander, the lawmen, and the priestess of Erena serving as judges; the temple of Sigmar has been called upon to give evidence on behalf of Bauer.

Another initiate comes in and says to Fischer, and summons him to the high capitulor, Werner Stoltz, and he asks us to accompany him. Sitting in this desk is a vigorous man in his sixties, bald at the top, who nods to the two witch hunters as they enter and then looks over at us. He lists our accomplishments, and asks for our names, and sends out for water, saying that things for us are about to get a good deal busier for us.

He says this trial is an opportunity for the temple of Ulrich to humiliate Sigmar; with the townsfolk hungry for a scapegoat to blame this upon, Bauer’s life is at stake. But his is not the only life at stake. He won’t stop at Bauer — he’ll pursue the rest of Ordo Fidelus, pull down the temple, and call for us as well, which would signal all the lands for Ulrich to paint the temple of Sigmar with chaos, leading to an inevitable civil war; little would be there to stop the Empire from being overrun by the forces of Chaos.

Thus, we must allow the trial to continue but Bauer must be found innocent. Stoltz looks to us, asking us to seek the Skull and Flail tavern, find evidence of cultists, and bring the evidence either to him or to the trial.

We’re a bit wary to trust him after just getting screwed over, and so he gives us a big chest of money, as he just pretty well doesn’t care about money at this point. Rugnar suggests we expose the church of Ulrich for what they are; Bauer may have information which will shed light on this fact. We turn over the book to Stoltz, who refuses to touch it, and divulge our information regarding the warpstone.

Fr. Reinhardt and Matthias stay here; Hoffer and Fisher can give us a rough idea of where this tavern is: the Neumarkt district. We need to rest up and eat, and then need to make haste as the trial is just in two days.