The Story So Far...
Each of the characters are drawn to a job in Altdorf, and expedition with the Prince himself, promising riches. All become acquainted in The Coach and Horses, a coaching inn, where they are all waiting the coming of morning and the coach to the city. During the evening, a foppish looking man steps into the middle of the bar and asks if anyone is interested in a game of cards.
The Elf looks up at the man, "A game of cards would be a welcome distraction, however, I would hate to take money from a man who looks to spend as much on his wardrobe as the Lady here. I would be ashamed to think that I deprived such a man of another feathered cap."
Rising he stretches languidly and yawns, "But, seeing as I have need of coin, perhaps I can stand to be ashamed while I remove funds from your purse."
Tossing a coin to the landlord, he takes a seat at the central table.
The halfling takes a slurp of his beer and walks over to the table and takes a seat, "Greetings good fellow, I am known as Jocken. What game do you propose> I am not experienced with cards, but am willing to play for fun…"
"Welcome Jocken, I am Phillipe Descarte," says the fop, shuffling the cards clumsily.
"And you can call me Saren," smiles the Elf, nodding at the Landlord as he hands him a plate of food."
"Anyone else?" says Phillipe to the room in general.
The man drinking with the coachman walks over to the bar for another drink, "Thanks but no thanks."
The two men in brown robes stand up, "What game and do you wish to play for money?" asks the younger of the two.
"I’m sure we can have some small wager, though I see anything less than 10 silver as a waste of time. I don’t play for fun gentlemen."
"I’ll play," replies the man, "But not with your cards. No offense – it’s just a principle of mine. Perhaps the landlord has a deck?"
"Fine," says Phillipe, "Gustav? A new deck of cards please?"
The landlord reaches over the bar and throws a small wooden box to the Bretonnian. Putting away his own deck, he removes the crisp cards from the box, and removing the jokers he begins to shuffle. Satisfied, the robed man, who introduces himself as Keyr, takes a seat. His friend, Nicholas, sits beside him.
Phillipe looks across at the Dwarves, "And you good sirs? Care for a game?"
"No, go ahead," says one. The other just watches the game from where he sits.
"Very well gentlemen. Let us begin. Middenheim Poker, Aces High, threes wild. Shall we start on say, 10 silver?"
Everyone reaches into their purses, and after changing gold to silver at the bar, piling coins into the centre of the table. Gustav the landlord, stands at the side and watches.
First round, Saren wins, collecting his 50 silver with a smile to Phillipe. Each place another 10 silver and play again. This time Keyr wins, 50 silver. Third round goes to Nicholas. More drink flows.
"So are you all travelling to Altdorf in the morning?" says Jocken.
"Indeed. We read about the offer the Prince put forward."
"You are all joining the expedition?" asks the older of the two Dwarves, "Walking over to the table. Forgive me , but you don’t look like adventuring types."
"Looks can be decieving, bearded one," smiles Saren, "Do I take it you’re applying also?"
"Myself and my brother. I am Gimli Antipas and this is Herod."
The man that was drinking with the Coachmen comes over, "I’m joining up as well," he grins, "The name’s Fallon, Fallon Weiss."
"Gentlemen, much as I hate to interrupt, there is a serious game afoot here. May we continue?"
Everyone has god hands in the fourth round, but Jocken wins it with the best hand possible. He bounces on his hair with glee, pulling the coins toward him.
"Well, you’ve all one something. How about we raise the stakes? To 20 silver…"
"A crown per round. That’s serious money!" says Keyr, "Very well, I’m in."
The rest of the players agree and Jocken deals. Everyone has bad hands and Phillipe wins with two fours and two queens. Phillipe deals again and Nicholas wins with a straight flush. Keyr decides he’s lost enough and drops out (30 silver down)
Nicolas deals and Saren wins with a full house. Saren deals and both Nicholas and Jocken have the same hand. They raise the stake between them another 20 and cut the deck, Nicholas gets a Queen, Jocken an Ace. He grins as he collects his 120 silver.
"Gentlemen, I hate to play for such small coin. How about we raise the stake to 2 crowns? You are all better off than when you began. I’d like the chance to earn some back."
Everyone agrees, and the gambling begins again. Jocken wins again! He rakes his 160 silver into his growing pile. Next round goes to Phillipe, happy that he has finally made some money back.
"This is getting tiring," says Saren, "we all have an early morning ahead."
"Very well, one more round. Say, five crowns a stake?"
Jocken looks thoughtfully at his pile. Saren smiles looking at the Breton in the eye. He nods and looks at Nicholas who seems now to have lost more than he won. He nods.
Phillipe shuffles the cards and deals. Jocken and Nicholas have nothing and Saren and Phillipe both has straight flushes – but Phillipe’s is higher.
As he takes the large pile of silver, he starts pouring it into his purse, Jocken takes the ace from Phillipe’s card hand, "This card looks very different to the others in the deck," he says.
"Ah, just and newer card I guess. Sure Gustav has replaced cards among the deck as they get lost."
Saren takes the remaining cards and flipping through them, throws another Ace of Hearts onto the table.
"And this one?" he asks.
Phillipe gets up, "Well, gentlemen, I think now I should bid you a goodnight."
He backs from the table, looking for a way out.
Phillipe Descarte backs away toward the courtyard door.
"Thieving Human," roars Gimli dives for the door, pulling his crossbow from his back. The man twists right and heads up the steps to the upper floor. Nicholas dives after him and the Descarte pauses, pulling something from his jacket. There is a glint of silver and a loud bang. Nicholas is thrown back, revealing Descarte holding a smoking flintlock pistol.
"No!!" screams Keyr, running over to his fallen friend.
Gimli lets his crossbow fire up the stairs at the fleeing cheat. The bolt flies wide. Fallon reacts quickly, knocking chairs aside as he bolts up the stairs, knife already in hand.
There is another bang and Fallon backs down the stairs, hands in the air. The landlord of the inn, Gustav, comes down the stairs, holding his just fired Blunderbuss.
"What’s going on..oh my goodness!" he shouts, lowering his gun as he sees the pool of blood growing around the prone figure of Nicholas.
"You just let a murderer get away," snarls Fallon, finally pushing the fat landlord aside and lurching up the stairs.
Minutes later he comes back down, "He escaped out of a window. Sure he’s off into the night by now."
The group look down at Keyr’s oldest friend. Nicholas is dead.
A somber mood falls over the inn. The place is cleaned up and Keyr keeps a night long vigil over his friend.
At dawn the next day, Keyr and Gimli dig a grave some distance from the inn and hold a quiet funeral. Gustav offers to report the crime to the road wardens in the hope that Descarte can be punished for his crimes.
By 8am, the passengers assemble in the common room and Gustav serves breakfast. The weather is misty and overcast and the coachmen are nowhere to be seen.
By 9 o’clock it is obvious that they are not going to show up. A quick look at the coach shows that it has not even been prepared for the journey. By 9.30am Gimli is tired of waiting and storms up to the rooms and wakens the sleeping coachmen. Both are nursing titanic hangovers. They eventually get up and stumble around, getting the coach ready, moaning as they do.
Finally the coach is ready. Only six people can travel comfortably inside the coach. The three women you saw the previous night, turn out to be Lady Isolde, her bodyguard, Janna and maid, Marie. Lady Isolde flatly refuses to be "crammed in with the commoners" claiming "it is bad enough having to travel with riff-raff without their knees and elbows thrust into one’s face."
The coachmen are no help in the argument, they just sit unsteadily in their positions, clutching their heads. The four passengers that paid first (namely the three ladies and the studious fellow you noticed last night) are travelling inside. The rest of you draw lots. Herod the dwarf and Fallon are given the other two places. The rest of the group – Keyr, Saren, Jocken and Gimli, are forced to travel on top of the coach, in the elements. Once this is all agreed you are all set to leave, one of the coachmen has disappeared to the toilet and the other is snoring at the front of the coach. It is another half hour before the coachman returns, wakens his colleague and sets off. By then it is close to midday.
They whip their horses into a slow walk – about 2 miles an hour. You shout for more speed and the coach does indeed speed up to a slow trot, eventually slowing to walk again. At this pace, it is obvious you will not reach the next inn before dark. Fallon offers to take over and the coachmen gladly accept. One of them takes his place in the coach and soon fast asleep and Fallon takes the reigns and gets the coach moving.
You make good time for about an hour then you hit a bump. There is a loud crack and the coach lurches to one side, as a wheel rolls down a hillside. Luckily the coach doesn’t overturn and your journey stops. Two of the party retrieve the wheel and set about fixing it back on.and within half an hour, you are on your way again.
After another 20 minutes of good speed, the rain that heavy clouds have threatened all day, begins to come down, slowly at first but soon turning into a downpour, soaking the poor souls riding on top. After a couple of hours, the rain stops and some time later the coach reaches the junction with the main Middenheim-Altdorf road. A milepost clearly states the distance to Altdorf is 45 miles. There is an inn here, run by the Four Seasons coach company, but the coach is not sheduled to stop. You are making good time and continue with the journey.
The weather has brightened and clothes are starting to dry out. After a couple more hours on the road, the coach sweeps round a bend and Fallon draws the coach to halt as the passengers are met with a grisly site. Squatting on the road is a human figure, his back to you bent over the body of a man the familiar uniform of a Four Seasons coachman. The figure turns and you see a severed human hand hanging from the creature’s disgusting mouth. The creature is recognisably human, but is abhorrent to behold. Flesh hangs in shreds from its face and hands, and green ichor seeps from its eyes. Spitting out the hand, it rushed towards the coach, a bloody dagger clutched in its hand.
Herod slips out of the coach, reassuring the ladies of their safety. Gimli loads his crossbow and Jocken his sling. Saren slides off the roof, looking into the window.
"Fear not, ladies, I, Saren will protect you from the savage cannibals!"
Herod walks quickly past Fallon, motioning for him to wait before he attacks. Keyr and Saren follow behind.
"Rolf, it’s me, Herod," calls the dwarf, raising his hand.
The man continues to lope toward you, picking up the pace. Keyr and Saren are frozen by fear.
Herod’s hand goes to his hammer, but he doesn’t draw it until it’s obvious his friend no longer has his senses. A crossbow bolt fires over the deranged creature’s head, from Gimli and a sling stone from Jocken flies wide. Fallon remains in his seat, frozen in fear by the sight of this now inhuman beast before you. The horses strain at the leashes, then panic and bolt.
Herod’s mining hammer leaves his belt as Rolf is upon him. Herod ducks from the viscous knife and slams the hammer forward’s into his old friend’s gut, knocking the wind out of Rolf.
The coach flies past, but Gimli manages to perform a spectacular leap from the top of the coach, butt of his axe slamming into Rolf’s head in an attempt to knock him out. Gimli rolls, and brings himself to a standing position, axe ready. Rolf is knocked over, but amazingly begins to get up from the blow. Herod takes the advantage and slams his hammer down onto the prone madman, who rolls aside, and drags himself up.
With a dwarven roar, Gimli charges , axe swinging. Not pulling his punch this time, his axe beds itself into Rolf’s jaw, ramming his jawbone up into his brain. As Gimli tugs his weapon free, the man creature collapses to his knees, a fountain of blood pouring from the ruins of his face. With a thump he hits the floor, dead.
Herod looks back to the very pale looking Keyr and Saren behind him, then onwards to the coach which Fallon has managed to break, after the horses broke free, taking the other coachman with them.
Wiping the blood from his axe, Gimli kicks at the corpse to ensure it is exactly that before walking to the remains of his victim, a coachman. The rest of the party get out of the coach, including Lady Isolde’s bodyguard.
The coachman, it appears, was killed by a crossbow bolt through his neck. He still wears a sleeved mail shirt (if anyone wants to take this, please let me know) The tracks of the apparently ambushed coach continue down the road.
"We’d better go and find our coachman and horses," says Fallon gruffly.
With that a bestial cry rends the air from further around the corner. Gimli and Herod grip their weapons and Fallon draws his own sword. Seconds later crashing sounds can be heard coming through the undergrowth. Something is approaching fast!
You all tense yourselves, ready for anything after the horror that was Rolf, when a figure bursts through the bushes.
"It’s me…Hultz!" shouts your coachman, his clothes torn and bloody
from being dragged along by the horses.
"You people," calls Lady Isolde from the safety of the coach, "Go ahead and see what that horrible screaming is."
Gimli is already on the way, not because of any instruction from the woman, but acting on his warrior’s instinct. The rest of you follow behind, leaving the three ladies and coachmen to guard the coach.
Rounding the corner, you come to witness another ghastly scene. An overturned coach lies across the road, with two of its horses desperately trying to struggle free as a creature with a large body and an incredibly small head is hacking maniacally at them with an axe. Lying screaming by the coach is a human with a dog-like head. Blood pumps from a wounded leg while another mutant with a pointed head tries to bandage it. Another with cloven feet, is feasting on the body of a small child. Searching through the corpses scattered on the ground is a Human with scaly skin holding a loaded crossbow.
You have the surprise.
"I suggest we charge in and take advantage of the surprise," says Herod, surveying the scene before him.
"I’ll head through the bushes and try to flank them. I’ll take the one on the horses," grunts Gimli.
"Then I’ll take the crossbow man," Herod smiles, gripping his mining hammer.
"I’m with you Herod," says Keyr, knife in hand.
Saren just stares and mutters something like "Babykiller…"
Fallon draws his sword and prepares to follow Saren.
Jocken follows Gimli into the trees and a moment later you charge.
Saren is fastest but swinging his sword, but the cloven footed mutant turns and dodges in time. Jocken appears from the undergrowth, hacks with his axe at the small headed creature, but slices through air.
The mutant with the crossbow is quick and aims his bow at the approaching Herod. A viscious bolt flies over his head and embeds itself in tree. Fallon’s sword fails to hit home but Herod hits the bowman in the left arm with his hammer, causing the creature to yell in pain.
The mutants retaliate – Cloven Feet stabs his spear at Fallon, but misses. Pin Head turns to attack Jocken with his axe, but the halfling ducks beneath the blow. Keyr then stabs at the bowman in the gut, right up to hilt. As he pulls it out, blood pumps from the wound and the creature loses consciousness. A cheer goes up and Gimli flies from the bushes with a roar. His axe buries itself in pinheads belly, sending entrails through the air as he screams a bloody roar. The creature falls dead.
As two of their number have fallen, the others turn to flee. Saren takes a swing but misses. Jocken does the same as does Fallon. Cloven feet and Pointed Head have escaped into the undergrowth but as the injured creature with a beastial face tries to escape, Gimli cracks him in the leg. The blow smashes through the creatures pelvis caving in the lower abdomen. The creature falls dead in a fountain of blood.
You allow the escaped creatures to run while you check over the wreckage. There are a number of corpses – a young couple, and Initiate of Sigmar. Your attention is brought to Fallon who lets out a yell, "Ket!"
You see him standing on the coaches side (the vehicle has overturned) and is pulling a body from the wreckage. He holds a frail looking elf with ebony hair and a single white streak on the side. Her face his covered with blood, and Fallon begins to weep.
She opens her eyes and looks up at Fallon, and she herself begins to cry.
After a tearful reunion, it is revealed that Ket is Fallon’s woman. Both had presumed the other dead. Ket is an Elven Minstrel. She was on her way to Altdorf when the coach was attacked. That is all she remembers. You all introduce yourselves and continue the search through the wreckage. Gimli finds a locket with a miniature of one of the dead couple inside, a gold ring and a bag with 43 Gold Crowns, all on the the crossbowman, who quickly bled to death from Keyr’s attack.
Jocken finds something a little way off the clearing, in the bushes and he shouts back, "Umm, Mr Keyr? Do you have a twin brother?"
Keyr, intrigued by what the halfling has found, wanders over. There lies another corpse with two crossbow bolts in his, dressed in the clothing of a town dweller. Jocken has half turned him over and he looks exactly like Keyr!
The herbalist goes pale, and rolls himself a cigerette from his herb pouch, "Most strange," he says, lighting up with a small match book secreted in his robes, "I’ve never seen this man before, but it’s like looking in a mirror! Who is he? Does he have any identification on him?"
Protruding from his jacket pocket is a bloodstained piece of parchment (Handout 3 – The Inheritance) and in another pocket is an unstained letter (Handout 4)
After a discussion about the body and the possibility of Keyr passing himself off as Kastor Lieberung, Gimli takes his axe and with the aid of Herod and Saren, right the coach and starts dragging the bodies toward it. Fallon and Ket look on, holding onto each other as if their lives depended on it. Keyr smokes his cigarette, watching the gloom of the clouds overhead, which matches the darkness of the woods.
"What are you planning, Gimli?" asks the Herbalist, blowing a smoke ring.
"These people need a decent send-off. I’ll be damned if I’ll bury anywhere here, but a cremation is acceptable. We need to get rid of the body of your twin," replies the dwarf, "Miss Ket, I suggest you take whatever belongings you have here," he says, eyeing his brother, Herod.
"What is it brother?" asks the other dwarf.
"Go and fetch the other coach, I plan to get moving soon as this is done," replies Gimli.
It is then that Saren cocks his head, his exceptional hearing warning him, "Riders approaching from the Southwest. Most likely a guard patrol."
Gimli grabs the crossbow of one of the dead mutants, and scrambles with ease onto the branch of a nearby tree, "Keyr, fake amnesia. On the floor. Ket, act like you’re assisting him."
Herod draws his pick and stands in front of Keyr who is lying on the ground, clutching his head. Ket goes to him, and sits holding his head in her lap. Fallon stands behind and watches, wordlessly.
As the riders enter your view, you see they wear the uniform of Imperial Roadwardens.
"Friend or Foe?" shouts Herod.
"Depends who you are and what in Sigmar’s name happened here," replies the head of the group of 5 Wardens, and grey haired, bearded man, dressed in a mail shirt, sword hanging from his belt, "I am Magnus Athrect of the Roadwardens. Name yourself."
"I am Herod Antipas," says the Dwarf, somewhat relieved, "And these are my comrades in arms. We are bound for Altdorf – our coach is down the road. We happened upon a group of mutants ravaging this coach and its occupants. We killed as many as we could, scaring the others away."
You notice the Wardens are leading your own coachhorses
Gimli climbs from the tree, and lowers his crossbow.
"One of our men was killed," he says pointing at the corpse of Kastor Lieberung, "But we were amazed to find that this member of the attacked party looks exactly like our Keyr!"
As if on cue, Keyr groans and Ket strokes his brow. Gimli goes about dragging the bodies to the coach.
"We were about to cremate the bodies, not wishing to bury them here in the forest," says the Dwarf gruffly.
"Not a good idea setting light to anything here. The undergrowth will catch light and you’ll have the whole Empire in Flames! We’ll get the bodies to the next coaching in and arrange to have them buried there," says Magnus, "Franz, ride to the next inn and get four decent wheels, and we’ll get this coach up and running again. Mister Antipas, do you require any further assistance?"
"No sir, I think we can handle things from here, though I would prefer if we could take the body of our fallen comrade. We wish to, ermm, take him to his home in Altdorf."
"Very well," says Magnus, and untying a blanket from his horse, hands Herod a blanket, "Perhaps you’d like to wrap him in this. Good a shroud as any."
"Thank you sir, and fare thee well," says Herod, taking the blanket, and carefully wrapping the body of Kastor.
Saren takes the horses down the road and the coachmen hook them up to the coach, and drive it to the clearing. Saren has donned the Mail Shirt belonging to the dead coachman (it fits him better than Jocken who had his eye on it!) also, he takes the mutant's crossbow from Gimli along with ten undamaged bolts. Everyone get aboard the coach, hauling the body on to the roof, without telling Lady Isolde what it is. Before long you are off on your journey, the hungover coachmen now recovered and driving themselves.
The journey continues without much happening. You pass a couple of coaches bound for Nuln and later a detachment of Imperial Guard Cavalry. As darkness sets in, you reach the next coaching inn before Altdorf, The Inn of The Seven Spokes.
The inn is similar to the Coach and Horses and offers comfortable rooms and food aplenty. You are relieved to hear that Lady Isolde and her entourage are leaving you here for a "more civilised coach"
You hire three rooms – Fallon gets one for Ket and Himself (30sf) Herod, Jocken and Gimli share another (10sf each) and Keyr shares another room with Saren (Keyr pays the 30sf, feeling particularly flush!) Keyr also pays for you all to eat a slap up meal of pheasant and potatoes with thick gravy washed down with plenty of ale. (2GC) to celebrate the forthcoming inheritance!
There are three other coaches stopping at the inn that night and whilst mixing with the travellers, you pick up a number of rumours.
After a good night of drinking and carousing, you sleep in your adjacent rooms and get a good night’s sleep.
Next day, after breakfast, you find that Gunnar and Hulz are hungover again. It takes the best part of an hour to get them up and moving. During that time, Gimli and Herod bury the body of Kastor Lieberung in an unmarked grave.
The rest of the journey is uneventful and after another day’s travel, you see your destination.
Altdorf is the capital of The Empire and its richest city. From the outskirts, the Imperial Palace can be seen, rising above the River Reik and dominating the city. All year round, Altdorf acts as the playground of the nobility. Many young nobles travel from their parent’s estates to the city, where they spend their time drinking and flaunting their wealth in the streets. Many are supposed to be studying at the University but few attend lectures – much to the relief, it must be said, of the professors, who are able to concentrate on their more serious students, or in the case of the lucky few, dedicate themselves to research or simply to live on their ample incomes.
Just after it gets dark, the coach pulls into Konigsplatz (King’s Square) which overlooks the river. A number of agents from various inns converge on you, offering accommodation at the best inns in town at very reasonable prices.
Stepping off the coach, you are greeted by cries of "Angelino’s, best inn in town," and "Stay at the Cat and Fiddle – the finest foods and the best beds!" The cries are accompanied by the agents trying to take your luggage and leading you in the general direction of that agent’s inn. Arguments break out between agents as they rush to drag you to their respective inns. You grip onto your packs tightly.
"So where do we go, brother?" shouts Herod over the noise.
"Damned if I know lad," replies Gimli.
"I’m sure it’s late to visit the Prince about this job. Besides we have other things to discuss. Let us visit an inn and rest our bones. I here that Angelino’s serves good Tilean wine," smiles Saren.
In the confusion of the square, you notice two men approaching you. They appear to be normal Altdorfers, but they act in a strange manner. While one watches the crowd, the other scratches his left ear with the little finger of his right hand. As he does, he stares directly at Keyr.
Keyr looks at him, stunned as the man’s scratching becomes more pronounced. Keyr copies the action and as the man’s actions become more pronounced so do Keyr’s.
"Umm, can I help you friend," says Keyr.
The man looks confused, looks first at his friend, then around. His expression changes to one of relief and they hurry without a word to a stocky man who stands near a doorway to a house. They follow him through the door, which is quickly shut behind them.
"What now," asks Keyr, looking very bewildered by this encounter.
"A drink," says Fallon and looks for the agent of Angelino’s before you allow yourselves to be led to the inn.
As you follow the guide to Angelino’s, Gimli turns to Keyr, "I would suggest you follow those men. Take one bodyguard with you and meet at Angelino’s later. I suggest my brother Herod. He is handy with his weapon, should the need arise."
Keyr nods in agreement and he and Herod leave the group and head towards the house where the men disappeared.
The rest of you follow the guide and within five minutes reach the famous Angelino’s. The place is split into two sections – a fairly high class restaurant serving fine Tilean fair, and a large area forming a public house for those with more earthy tastes. Fallon takes the lead, holding Ket’s hand he strides in and finds the group a large table near a blazing fire. The bar is fairly busy, with plenty of noise of chatter and laughter.
Fallon pays a Gold Crown to the barman and gets two gallon jugs of ale and several tankards. You all settle and sip your ale. On Saren’s request, Fallon and Ket talk of their seperation when Orcs attacked Ket’s village. Both assumed the other dead. Fallon talks of Ket’s singing voice with some fondness and Ket agrees to sing. Saren motions toward the empty stage and she takes her pan flute and climbs up. Keyr and Herod arrive in the inn and take seats by the fire as Ket begins to play a soulful tune. The patrons of the inn quieten and listen as the elf begins to sing, her voice carrying them to other places. She sings three songs, all about Fallon and how she fell in love with him. Finally she sings of his death and the emptiness she feels without him. The song ends on a sad drawn-out note, and several of the patrons are seen weeping into their ale, including Fallon. After there is a whip round by the patrons and a handful of gold crowns (5) is handed to Ket as she steps from the stage.
She rejoins the group and smiles, "Well, that was easy. Guess I’m buying supper," she smiles and heads for the bar her earnings.
"So what happened," asks Gimli of Keyr, in hushed tones.
"The door was locked and no-one answered our knock so we looked round the back. The back door was open and both men were murdered. A fairly skilled swordsman by the look of it," replies the herbalist, rolling one of his herbal cigerettes, "I’m starting to like this whole thing less and less."
"We didn’t hang around to meet the murderer," says Herod, filling himself a second mug.
Two kitchen staff bring over large plates of steaming venison and roasted vegetables, thick slices of fresh bread and a large bowl of fruits.
"I still have money left for rooms, though they don’t have any here. We’ll have to head into town after dinner."
You all tuck into the food hungrily and a few men raise their mugs to Ket who smiles appreciatively.
"In the morning we need to visit a temple," says Gimli, holding the locket of the dead artisans, "They deserve to be blessed on their way to the afterlife."
"Whether we stay here and try to gain employment with the Prince or continue on to claim Keyr’s inheritance, we will need more supplies. Why not divvy up the bag you found earlier, good Gimli?" says Saren with a smile, looking at the others for there support.
"Very well," grunts the Dwarf, wiping his greasy beard on his sleeve. "43 crowns..that’s 6 each plus change. The extra I give to Ket towards dinner."
"Herod, have a look at this ring," he passes the gold band to his brother.
"Hmm, could be worth anything from 1 to 100 crowns. Need to get an expert opinion. Maybe in the morning," he says, about to pocket the ring.
Gimli holds out his hand and glares and the younger dwarf who hands the ring back with a sheepish grin.
Once the dinner plates are cleared, a man walks over from the bar. He tall bearded fellow with a boiler like belly, "Well, I’ll be buggered, if it’s not young Jocken!"
The halfling squints across the table, "Josef?"
"Aye my lad, but What a surprise! What are you doing it Altdorf. And in the company of Elves and Dwarves?!"
"Umm, travelling. I got tired of tending the flocks. Friends this is Josef Quartjin, an old friend. He used to pilot a boat past my field every day."
"Well, maybe you’d join me for a drink. I was just on my way to another inn by the docks!"
"Well, umm," says Jocken, looking at the others.
"We’d be glad to join you, Josef," says Fallon, holding out his hand, "Fallon Weiss at your service."
Gimli looks on with distrust written on his face, but you all get up and leave Angelino’s, following the big boatman to the docks.
"So where are you people headed?" he asks as you walk.
"Why should we be headed anywhere?" asks Gimli.
"Friend, forgive me, but you don’t look like a city Dwarf and Altdorf is a place of people passing from one place to another. You look like travellers to me."
"Well, actually, we were coming to join the Prince. He’s going on an expedition," says Jocken with some excitement.
"Ahh, you’ve come a wee bit late. He left yesterday morning – fairly large group with him as well," replies Josef.
Soon enough you arrive at the inn, a fairly rundown tavern called The Boatman Inn. Inside there are a number of river folk, the atmosphere is cordial and friendly and you feel welcome. Josef orders 7 bottles of wine and you all take a seat.
You chat with Josef, telling him tales of how you got here. At the mention of mutants he comments that mutations can happen late in life. A boatman who had worked the river for 20 years suddenly started to develop an oily yellow skin and bulging eyes. He’s dead now, of course, thrown into the river by his companions. As he finds out more about you, when he learns that Saren is a student, he kisses his fingers and holds them to his heart, "Steer clear of the University here my friend, there have been strange goings on. It’s full of Demonologists and Necromancers dabbling in those things that are better left alone. Strangely robed figures prowling the cloisters at night accompanied by chants and howls," he describes.
At that point, the door flies open and a tall, gaunt character steps into the bar. He has aquiline features and a deep scar on his left cheek. The dim lights shine on his black leather armour and he sneers as the patrons turn to look at him. You see patrons flinch as he passes them, and he demands a bottle of brandy from the barman, and throws a handful of gold coins onto the bar. He takes his bottle to a table, whose occupants scatter, and he sits and drinks.
"Yes, it’s perhaps the fortune of Verena that I run into you. I’m looking for some hands on my boat, for a journey down to the town of Bogenhafen," this takes Gimli’s interest as he recognises the name, "I have a shipment of Reikland Wine which I hope to sell at the local fair and livestock market known as the Scaffenfest."
He hands you a handbill advertising the fair (Handout 6 – The Schaffenfest)
"I’ll gladly pay four of you 10/- a day, and the rest of you can come aboard free of charge," says the boatman.
"Sounds fair," says Herod. You all nod in agreement, keeping one eye on the man in black, seated in the corner, "You know him?"
"Max Ernst," replies Josef, "A heartless and brutal thug."
It is then that two well dressed men, nobles by the look of it, enter the inn, with four gorrilla like bodyguards, "I saaaay chaps, what a quaint establishment," laughs one. They giggle in high pitched aristocratic tones, "Two of your finest beverages, Landlord!"
The two nobles are already drunk, by the look of it, and giggle a lot. They are genrally obnoxious, calling the locals, "smelly oiks" and "filthy commoners" One of them takes a large gulp of ale, and spits it over the floor, laughing. Then the other, wishing to outdo his friend, takes a large swallow of ale and throws it up, over Gimli’s head.
"hahahahahahah," laughs the noble, "That’s probably that dwarf’s first shower this year!"
"Oh No," whispers Ket.
Gimli spins on his chair, loaded crossbow in hand, pointed at one of the hysterical nobles, "Apologise," he grunts.
"Gimli, not here," says Herod, putting one hand on his brother’s arm. The four bodyguards step between you and the nobles, looking sober and menacing.
"It is not wise to upset a noble family, friend Gimli," says Josef.
There is a scrape of a chair, and Max Ernst gets up and strides over, "I wouldn’t if I were you, pea brains. Why don’t you just sit down and enjoy yourself?" he says in a dry rasping voice.
The whole inn goes quiet as everyone waits for your response. The nobles hide behind their bodyguards, giggling. Gimli turns his crossbow on the thug.
"Why don’t you country bumpkins wash the swill off you before you enter a civilised city," he asks and makes to knock the crossbow out of the dwarf’s hands. However, Gimli rocks back on the chair and the crossbow goes off, the bolt slamming into his right arm. Ernst grunts and jumps at Gimli, slamming a fist between his eyes, knocking his head onto the wooden floor.
Fallon moves in, but Ernst rolls aside as Fallon’s knuckle-dusters crack against the floor. Keyr grabs a chair, trying to smash it over the thug’s back, but misses, smashing bottles and tankards to the floor.
Gimli grabs a tankard, cracking it against the thug’s head, trying but failing to stun him. Ernst looms over the prone dwarf, a flash of a silver knife coming to his hand. It is then that Herod swings his pick from behind, the pointed end crushing through his left arm and crushing the thugs chest. Blood pumps from the wound and blood from the thug’s mouth as he collapses to his knees, staring at his killer’s brother. Gimli spits at the man’s face, pushing the corpse backward with his foot.
A cheer goes up from the crowd of locals. The nobles take a last look and are out of the door before anything else is said.
"Well, that could have been avoided," says Saren.
"I doubt it," says Josef, looking at the landlord.
The locals and the landlord drag the corpse into the back and clean up the blood. You are treated as heroes (especially Herod) and Herod is given Ernst’s money pouch which contains 50 Gold Crowns. When offering to pay for the damage, the landlord hears none of it. All seems grateful that this source of trouble has met his end.
Shortly after, you all leave the inn, Josef leading you to his barge.
"I don’t wish to concern anyone," says Keyr, "but I get the feeling we are being followed."
Eventually you reach the barge and Josef shows you your rooms. Gimli suggests setting up night watches, and takes the first.
The night passes by without event. Josef wakens you in the morning with news.
"The whole area is buzzing with news. Seems there was some fight and a noble was killed. My guess is it was the ones we ran into. Anyhow, it seems the Watch are looking to speak to you," he says gruffly, "I suggest we get moving straight away. Altdorf justice is not kind."
You all agree and deciding who will do the work and get paid ( let me know who this is) and who will just journey. The trip to Bogenhafen involves travelling along the Weissbruck Canal and then the River Bogen towards the town. Josef steers the barge towards the great lock at the entrance of the canal. Here Josef pays the 5GC toll and the barge floats up the lock to the canal itself.
During the morning you see a group of Roadwardens following you down the towpath from Altdorf. It becomes obvious that they are not looking for the group – they chat with Josef as they trot alongside, the captain speaking of bandits that are covering the area.
The journey along the canal takes three days, each night you stop in lock side inns and relax. The entrance to Weissbruck is through a tollhouse and lock.The boat is waved through having paid the toll in Altdorf. There are a number of barges tied alongside the wharf and many inns face onto the river and canal.
As you prepare to tie up the barge, Keyr notices a figure watching you and brings it to your attention. A shadowy, travel stained character stands in the doorway of the Black Gold inn. You recognise him as the stocky man you saw in the Konigsplatz when you arrived in Altdorf. You can see a crossbow is slung across his back. It is obvious that he is watching you but when he sees you all staring back, he turns and walks into the inn.
Fallon, Jocken, Saren and Gimli have been doing the work on the boat. So far they have earned 1GC and 10 silver
"I suggest we get docked and in to see this character quickly," says Herod, watching the inn door.
"Me, I would prefer to just journey along," replies Ket, "I agree with Herod. Let's follow
this familiar looking guy as soon as possible. Or maybe the group that's just journeying can follow while the rest that are working can catch up later."
"I'm all for following this guy, but just to remind you, we might not want to get too involved with anything else: Keyr's got an inheritance to pick up. But then again, maybe the Konigsplatz guy is related to Kastor Lieberung somehow," says Fallon, "Keterina, If the group is splitting up, I'd rather you stay here. You've said yourself that you're not the most adept fighter, and should violence break out, I'd rather you were safe than getting in the way and getting hurt. I'm sure I don't need to remind any of us that the last people we saw with this guy ended up dead."
"I know I'm not the most adept fighter, but I should be all right if I go off with these guys but if you really want me to stay, I will. My other thought is maybe it's better to go in numbers but I can also see your point of view. I don't want you disappearing on me again. So who wants me more is the biggest thing at the moment."
"I would suggest that we all have loaded weapons and that the boat is ready to leave quickly. Also,
anyone with a hooded cloak should wear it: if something unfortunate happens, we don't want to be
recognised everywhere we go," says Gimli.
"Well, if we are going to follow this man en masse, then perhaps we should
begin off loading Lord Josef's boat... It is not going to port its' own
cargo up the pier..." says Saren.
"No need to unload yet, Saren, we’re not ending the journey til we get to Bogenhafen," smiles Josef, "Go check it out and watch out for each other. I’ll stay with the boat."
You all buckle up, ready your cloaks and climb off the boat and head toward the inn. Gimli takes the lead and opens the door, one hand on the haft of his weapon. As you enter there is no sign of the man in the doorway. A few of the locals look across at you but most carry on with there business. Herod strides to the bar to speak with the barman. Gimli and Fallon head to the back.
"Did you see a man with a crossbow come in here?" asks Herod.
"That depends who’s asking," grunts the thin balding man behind the bar, cleaning glasses with a dirty rag, "And how rich he is."
Herod takes a Gold Crown and puts it on the bar, sliding it through puddles of ale.
"He left out the back. You friends of his?" he says dropping the dripping coin into his apron pocket.
"Do you know him?" asks Saren.
The barman looks at Herod’s purse. Gimli comes back shaking his head, the man nowhere in sight.
Herod slides another coin onto the bar.
"He’s a bounty hunter – arrived in Weissbruck last night. I might know where he’s staying…"
With a sigh, Herod slides another gold crown onto the bar.
"The Trumpet Inn."
"Thank you," grins Herod, and motions his finger in a circle, above his head, and walks out of the bar.
Everyone leaves the bar and ask for directions to the Trumpet. It is fairly easy to find and you wait outside the bar Herod peeks through the window and sees the man at the bar conversing with three thuggish looking men. He tells the others what he sees.
"Can you hear anything?" asks Gimli.
"No, maybe if one of us could sneak in an get close enough…"
"I can do it," says Jocken," I’m small enough to go unnoticed and have good hearing."
Without another word, he slips through the door and Herod watches as he enters and remains unnoticed by the Bounty Hunter. He sits near the bar. After a few minutes, the man shakes hands with the thugs and one of them leavesand heads toward the door.
Herod ducks and everyone runs to the side of the inn, watching as he leaves and quickly heads into a side street. A few more words are exchanged then he and the two other thugs leave.
Jocken comes out and Saren whistles him over.
"I didn’t hear it all," says the halfling, obviously flustered by his first attempt at espionage, "He was telling one of the men to watch the boat and tell him if it left. He told the other two to meet him back here later tonight."
"Good work, Jocken," says Fallon, slapping the halfling on the back.
"Yes, we’ll make a spy out of you yet," grins Keyr, taking a toke on his cigerette.
"What do you have in those things?" asks Herod.
"Oh just some herbal concoction of mine. Helps me think," grins the herbalist.
"OK we’re not much better off than before," whispers Gimli, "Other than knowing this man is a bounty hunter and where his hired help are going to be. So what do we do now? Take on the thug watching boat? Raid the inn tonight and take our chance against three of them?" shrugs the dwarf.
"Whatever you decide, I intend to do a little shopping while we talk." Says Saren.
You soon find a general store where Saren gets he gets a blanket (2GC) and a tinderbox (30/-) he is unable to find a waterproof overcoat within his budget (they cost 10GC!) and cannot find a holster for his crossbow.
"I'd prefer to corner the bounty hunter, but i hate raids in public quarters," says Herod as you wait for Saren to buy his goods, "Perhaps a meeting with the henchman watching the boat under a cover of darkness will do us well. And, of course, if things get ugly, and we are able to dispose of him quickly, we can be off, and well-ahead of the hunter, since his only alerting-sentry would then be dead. Josef says we've got a ways to go still. These guys aren't our quest--they're more like an obstruction. If we can avoid the obstruction altogether, then that's fine; Bloodshed is fine, but not when it's needlessly done."
"Good point," says Gimli, "A raid would probably get us killed, but what about a trap? After all, if we took out his spy, he would still learn the truth in the morning, and he has already caught us up once. I would suggest we leave myself and Fallon somewhere hidden by the boat while Herod goes ahead. Then the boat will leave without us, making the guy alert our friend, while the boat stops a short distance away. The bounty hunter will go after the boat, allowing us to follow, until he runs into Herod, where we can catch him."
"Yes, I don't mind Fallon & you staying behind Gimli, & Herod going on the boat, but what about the rest of us? I would like to be a part of something.
"I like the trap idea, but let's try to avoid this obstruction since we have an inheritance to pick up soon. Just a thought," smiles Ket.
"I like the sound of a trap," says Jocken, "Could be quite useful...I'd like to find out why this bloke's following us (something to do with Keyr's dead twin, I'll bet!). There's something odd afoot, methinks!"
"I'd like to take this time to point out that we are saying we want to out-trick, out-track, and out-run a bounty hunter," says Herod, letting this sink into the minds of the others. "Ok. Now, for more practical stuff. Do either Gimli or Fallon have good tracking skills, or quiet movement, or anything like that? If you don't, my guess is that you'll be noticed and left to fight the hunter with a depleted supply of help I'm seriously against the idea of splitting up for this. We have safety in numbers at this juncture, and let me remind you what happened to those two back in the town who Keyr and I saw lying in a puddle of their own blood. I recommend keeping us together for this one. If a trap can be devised that keeps us all together, then great. Besides, I'd like to see Ket smash somebody over the head with a mandolin...that would be fun. If you two are caught and killed, the rest of us venture on without you,
never knowing what happened. I don't think Ket is interested in letting Fallon disappear again, and while you can be annoying big brother, Gimli...I'm not for seeing you disappear, either. In short, I'm not for this particular plan."
"'Tis a fair point, friend Herod. I would hate to lose my new-found friends, but would like to know what he is about," says Jocken, "Perhaps someone else will get the inheritance if Keyr does not show up, and that person has hired bounty hunters to ensure that he does not? If we were to capture the chap keeping an eye on the boat, perhaps we could make him talk and find out what they are up to. If we put him out of action, we would then have one less bounty hunter to face at a later date...
This of course has the added bonus that we are not splitting up, giving us
that much valued (and quite rightly too) safety in numbers!"
"Right now i think we could try and lose this bounty hunter guy if we capture the guy watching the boat and get out of town," says Keyr.
"If he is following us and keeping an eye on us we could get rid of this guys eyes and hopefully escape and be well on our way before he figures out what is happening. I really don’t feel like attacking the bounty hunter because I think he is a BAD man if he was the guy that killed the two guys Herod and I saw. But I would like to find out what his friend knows. Maybe we could all sit out on the boat at night and let Herod use some rogue skills and sneak up behind him and hit him over the head."
"Do you guys think a crippling of this henchman would slow the hunter at all?" replies Herod, "I'm assuming he has feelings and is loyal to his company, but as a bounty hunter, i doubt it. Just a thought though. If we can dispose of this watch and be on our way, we'll have the advantage of the cover of darkness, as well as a head-start. This bounty hunter may be a bad man, but I don't think he alone is capable of taking us off of our mission. If we can take out a henchman at a time, we will keep our numerical advantage. We don't have any real heroes, so our numbers are essential."
"My suggestion would be for all of us to confront him when he meets with the rest of the thugs at the inn," says Fallon. "We'd have the advantage in numbers, plus I doubt that he'd want to start anything in a public place. I'm not saying we beat them up or anything--it's been my general experience that there are few bounty hunters that cannot be bribed."
"Maybe we can lure the bounty hunter to the docks, confront him there, ask him our questions, if he tries to attack us, then we hop onto the boat, leave quickly," says Ket.
"I think we need to divide our enemies and conquer them one at a time. Lets just take the guy watching us on the dock and beat him for info and then move on. If we are still followed then we can deal with it then," says Keyr, puffing on his cigerette.
"Fallon's probably right...the chances that this henchman knows something is next-to-none," says Herod, "He was given one simple task...to alert the hunter once we got on/near the boat. After that, his "hunting" is probably over. I much-prefer the dastardly to the hack 'n slash, though I'm not one for plans. I'm not against sneaking up behind the bounty-hunter with my pick...i'm not too bad at being quiet...even for a dwarf. Failing all else I'm for confronting the henchman a moot move, but leads to the next move, disposing of him, and getting down the river, as Keyr suggests. We'll deal with our hunter as time goes on. I'm not against paying the hunter off, but my guess is that he is aware of why he's hunting...and would want a sizable piece of the pie, as it were. I'm more for paying off the henchman to wait an hour after our departure, and direct the hunter that we've headed the opposite way (or, if Josef knows a longer route to where we're going, feed that information as our destination to the henchman) I'm guessing the payoff to the one with "dead cow-brains" will be significantly less than that of the hunter."
"I like the idea of bribing the henchman, smiles Ket, "Lets do that then deal with the bounty hunter as he shows up. I'm for that plan. If not, let's kill the henchman & leave. If push comes to shove then let's face the bounty hunter, but I'd prefer not to."
"Right, much as I hate to say it, Ket would have the best chances of bribing this fellow. Fallon can go with her as muscle I reckon 12 Crowns should cover it, but you should add the clause that he should give false information, tell him we headed back north in order to evade him. Everyone cough up a couple of crowns each."
You all take two crowns from your purses handing them to Ket, who adds two of her own making 12 Gold Crowns.
"We’ll be waiting within shouting distance – Fallon, if it turns ugly, shout," growls Gimli.
Ket and Fallon head off toward the boat, the others staying a fair distance away. Ket loosens a couple of buttons on her blouse, lets down her hair and walks purposefully toward the thug that is sitting 50 feet from the rivers edge, outside a candle shop.
"Good evening," smiles the minstrel.
The thug sits up, taking in her whole body before he sees her face, and that of Fallon behind her, he stands quickly, hand on the sword. He waits, choosing his words carefully, "What do you want?"
"To offer you a job," she smiles.
His hand loses its tension, and he sneers, "I am already in a well paid job," he grunts.
"We have a very attractive offer, 12 Gold Crowns."
His eyes light up, "What’s the job?"
"To tell a certain Bounty Hunter that the barge you are watching headed North this night, about an hour from now," she smiles holding a small bag containing the bribe.
He smiles and nods.
"And you should tell me what Adolphus told you," Ket says, holding the bag in the air.
"Nothing – just that I was to watch and report when you left."
"Good, then you should do that, as instructed," she throws the bag and the thug snatches it from the air, and greedily runs his fingers through the coins.
As he does Fallon gives a whistle and the rest of the party come rushing. Fallon signals them to the boat and gives the thug a wink, pointing north, "Don’t forget, you don’t move for one hour."
Josef casts off the boat once Gimli explains what is going on, Fallon and Ket jump into the boat.
The trip goes on without much happening – Bogenhafen is another four days and once you are clear of Weissbruck, it looks like you’ve lost the Bounty Hunter. You travel through the night and the whole of the next day , taking shifts in working as Josef and the other workers need rest but you have no intention of stopping. The following night you stop at the bank and settle for a nights rest, Fallon, Gimli and Herod take shifts to watch.
Some of you are awakened by a thud of a crossbow bolt into the side of the boat. Those not awakened by that are soon brought round by Fallon’s shout, "We’re under attack! He’s found us!"
Ket and Saren are first onto the deck, their Elvish Nightvision sends there eyes flaring as they come into the light of Fallon’s lantern. Ket sees the burning bolt embedded in the bolt and rushed over to it.
"Somebody help me put out that flame!" she shouts.
Jocken and Herod appear – the halfing runs to help Ket, Herod runs to Fallon’s side, squinting to allow his eyes to adjust to the light.
"He’s there at the edge of my light," grunts Fallon, gripping his sword, resting the lantern on a hook on the cabin wall, "You with me?"
"You rush him, I’ll take him from the side. GIMLI!"
Gimli appears crossbow in hand. He throws it to Ket’s side, "If any of them board, that’ll make a better weapon than your musical instruments," he shouts as he draws his axe, regretting he didn’t take time to grab his shield as well.
Fallon jumps onto land and Gimli follows him, the two warriors charging the mounted figure, roaring battle cries. Herod slips off the boat into the shadows. The man fires another flaming bolt which flies wide of Fallon and thuds into the front end of the boat. Keyr rushed over to try and put it out.
As the warriors reach the horsebacked man, they realise it is indeed the bounty hunter, Adolphus Kuftsos. Throwing his crossbow to the floor, he draws a sword to meet his attackers.
Fallon takes a stab, but misses his target. Gimli axe has more luck, slicing into his left arm. Followed by a hack to his left leg. Adolphus screams in pain.
Back on the boat, Ket has smothered the flames at the back of the boat with a tarpaulin. Keyr is filling a bucket with river water to extinguish the one at the front. Jocken loads his sling and Saren grabs the crossbow, loading it. A man appears out of the shadows at the front end of the boat, carrying a bucket. Saren raises the crossbow and fires. The bolt flies wide and the man throws the contents of the bucket at the still burning deck.
Adolphus hacks at Gimli with his sword and the Dwarf manages to dodge. Fallon swings but fails to hit home. The Herod appears behind Adolphus and with dagger overhead tries to plunge it into the bounty hunters back. The horse moves and Herod misses his target. Gimli swings, Adolphus dodges his first blow and Gimli fails to hit with his second swing.
The boat suddenly explodes in a flash of light as the deck is awash with burning oil. Keyr fails to jump clear and his hands are burnt (-2 Wounds) though luckily he avoids igniting as the bucket of water in his hand falls, soaking his robe.
Jocken swings his sling and fires at the bucket carrying thug, hitting him in the shoulder.
In the midst of combat, Adolphus swings at Gimli, who fails to dodge. The blade hits the dwarf in the head. Luckily Gimli had his helmet on so the worst of the blow is deflected (-1 Wound). Fallon takes a swing and misses as does Herod. Gimli misses with his first swing but his second hits the horse in the head. It’s legs buckle and Adolphus rolls clear.
On the boat, Josef has started hauling buckets of water, passing them to Ket who throws them across the deck. Saren has reloaded the crossbow and fires at the thug who retreats to the shadows. The bolt flies wide. Keyr runs back from the fire.
Fallon takes advantage of the prone bounty hunter and smashes his sword into Adolphus’ hip, destroying it totally. The leg hangs limply, a mass of tattered and pulpy flesh with protruding fragments of bone. Blood sprays as a bone severs a major artery. Adolphus lies dead.
As the thug flees into the shadows, Jocken fires one last stone, hitting him in the back of the head. He goes down, stunned. Fallon and Herod run over, and as he is trying to get up, Fallon thumps him in the back of the head, knocking him out.
The group on he boat soon have the fire under control, though the boat is damaged somewhat. As Fallon drags the unconcious thug back to the boat, Herod joins his brother who is searching the corpse of your assailant. He finds the following..
Crossbow
35 Bolts
Sleeved Mail Shirt (heavily bloodstained)
Rope – 20 Yards
3 pairs of manacles and keys
Riding Horse (dazed, but unharmed)
Sketch of "Kastor Lieberung"
As Josef sets about making repairs on the boat, with the help of Gimli and Fallon, Herod takes the manacles and secures them to the unconscious thug, attaching each hand to a leg, completely hampering movement.
"That should hold him," smiles the Dwarf looking at Jocken who nods in agreement.
"Jocken, pass me that bucket of water," he says pointing to the deck of the boat.
"Anyone heard of this title Magister Impedimentes?" calls Gimli from the boat.
"Nothing I’ve ever come across," says Keyr, stepping up to help Jocken with the heavy bucket.
Herod takes the bucket and throws it over the thug’s head, bringing him round with a shock. After struggling momentarily, he looks at the bloody corpse not far from him. His head is jerked around as Herod grabs him by the hair to stare him in the eyes.
"We want to ask you a few questions, human," spits Herod, doing his best downtown gangster impression.
Keyr crouches beside him, not getting too
close, "Who sent you?"
The thug is understandably shaken and obviously does not plan on resisting, "I—I-I was hired by the Bounty Hunter. Said I was to get your boat burning then help him take you down."
"Well, he obviously underestimated us, or does he have some more thugs around?" asks Herod.
"N-No sir, just me. I guess he had you down as pen pushers and such, not skilled warriors."
"Did he tell you why he wanted me dead?" asks Keyr.
"No, he never mentioned why."
"Did he ever mention a society or did you hear him talk to anyone else about a society?" asks Keyr.
"No, I know nothing about that…Please, let me be. I was just trying to earn a bob or two. My wife and two daughters are starving."
"Likely story," grunts Herod, and cracks the man’s head against the tree behind him, just enough to knock him out again.
"What do you think Herod?" says Keyr, rising to his feet.
"I don’t think he knows anything, but he is an attempted murderer not to mention arsonist. I say we leave him here for the Roadwardens. That way we don’t have to worry about the corpse as well, he can take the rap."
"Unless the Beastmen get him first," smiles Josef.
"Fair point," says Keyr, "I suggest we get moving as soon as we’re river worthy. How long, Josef?"
"About another half hour and we should be off," says Josef, "Sooner if the rest of you help."
The Dwarf nods and grabs the crossbow and bolts, putting them on the boat.
"I’ll take the horse," says Ket, in no uncertain terms.
It seems to take to her and is easily led onto the barge, though it keeps a wary eye on Gimli.
Within twenty minutes you are on the river again, heading towards Bogenhafen.
The next day passes uneventfully, as does the following night.
On the morning of the day after, you enter the town of Bogenhafen. On the west bank rows of warehouses give way to residential buildings beyond, where the East side is where most of the town is. Josef steers the barge toward a wharf on the East Bank, known as Haagan’s Wharf.
Josef takes care of tying up and settling the Wharf Tax, as you all gather your belongings. The Docks area seems fairly quiet though you can hear the sounds of merrymaking in the distance.
"I presume the Schaffenfest has started already," says Saren.
"I love fairs," smiles Ket, a childlike glint in her eye, "I must find myself a Mandolin at some point."
Josef offers your payment, but Gimli tells him to keep it, after all the damage to the boat was because of your group. He seems satisfied and explains he has to visit the offices of Herr Ruggbroder to collect payment for delivery of the wine and to arrange uploading by the local Stevedores. He suggests you take the opportunity to have a look around the Schaffenfest, which is most definitely "not to be missed!"
"I’ll be leaving in the morning. If you want a lift back to Altdorf, be here at 9am. Maybe we can have a drink tonight, whatever you choose, I’ll be here at 8 tonight, so if want a farewell drink, meet me here."
"That sounds good," says Herod. Fallon nods in agreement, shaking Josef by the hand.
Josef points you in the direction of the fair; "Turn left onto Hafenstrasse and go straight. You can’t miss it!"
As you head off along the rundown warehouses Herod expresses his thoughts, "I think we should look for a lawyer for Keyr, find out what his rights are."
"Well, Messrs. Lock, Stock and Barl are based here according to the letter. We should take the Identity papers and claim the inheritance," says Jocken.
"Oh Jocken, my naïve young friend. I believe the whole thing was a trap to kill Kastor Lieberung," says Herod.
Keyr nods, "It is likely, though that money would have come in handy," he says, lighting up one of his ciggy’s.
"We should be on the lookout for whoever wrote the letter, this QF fellow," says Herod.
As you turn onto the main street, you see it is decorated with coloured bunting and the crowds get thicker as you head East.
"Well, no harm in having a look around before we get to work," says Keyr.
You pass by the Stevedores and the Teamsters guilds, lots of cobbled streets lead off from the main street and the flow of people is heading east.
The main road splits either side of a large town hall with the town courts opposite. Keyr nods to the entrance, "I’m going to ask in there about this lawyer. Fallon, care to back me up?"
The warrior nods and follows behind, as the rest of you wait outside.
The reception is fairly empty, just a desk and a few chairs. An old lady sits writing behind a desk. She looks up and squints through her glasses at the robed figure of Keyr, "Father, come in, come in. What can I do for you today," she cackles, her eyesight obviously mistaking Keyr for a priest.
"I have just arrived in town and was wondering if you could direct me to the offices of Lock, Stock and Barl. They are a law firm."
The wizened old woman shakes her head, then refers to a thick volume, running her finger down a page, flicking back and forth through pages.
"No, no such firm in Bogenhafen. Have you an address?" she asks.
"Garten Weg?" suggests Keyr, reading the address.
"There is no such street in this town," says the woman, "I know every street here, lived here since I was a little gal."
"Very well, thank you for your time," Keyr says, bowing and retreating.
He reports what he found to the rest of the group.
"So perhaps out theory is correct," says Herod.
"Maybe," says Keyr thoughtfully, "Let’s go and have a look at this fair."
You continue heading East, past the Mourner’s Guild, a Temple of Shallya and a Temple of Bogenauer. You then enter the crowded main square, Gottenplatz, which houses a Temple of Sigmar, of Ulric and Myrmidia. To the right of the square, you notice a ring of very opulent town houses.
As you go with the flow, approaching the East Gate, you pass a Physician’s Guild and then reach the main East Gate. A Large sign beyond points down the main road, declaring that as the direction to Nuln. However, just outside the gate, you see a mass of tents and stalls. First thing you see is the livestock market. Two auction rings are surrounded by masses of livestock pens. The rings are busy as stock brought from the pens under the critical eyes of local farmers. Jocken seems especially interested and makes a mental note to return later.
Beyond a garishly dressed showman stands in front of a roped-off area.
"Step right up and make yourself five crowns! That’s right, sir, Five Whole Crowns, for no more than a few minutes’ mild exertion! All you need to do is last three minutes in the ring with the champion here! Five Gold Crowns if you last three minutes, ten if you defeat the champion within that time!"
"You sir – you look pretty fast on your feet – do you think you could stay out of trouble for three minutes, it’s not that long you know!"
Looking about there are other stalls to visit, entertainers, Bunko Artists offering games of chance, Fortune Tellers, a Large tent with stocks outside.and a Freak Show among other things.
You stand by the wrestling ring talking about what is the next move.
"I will do anything as long as I can buy a Mandolin," says Ket, watching as the huge man in the ring pummels a poor farmer into the ground.
"I think we should start checking around," says Herod, "And get Keyr to an inn."
"At least one fighter should stay with Keyr at the inn while the rest of us try to find information on this Kastor guy," says Ket as a cheer goes up and the unconscious farmer is dragged out of the ring, the referee holding the champion’s arm in the air.
"Roll up, roll up…."
"Being an innocuous looking fellow, I may do fairly well at asking around about Kastor and this QF," says Jocken, "Hopefully not many people will take offence to me!"
"Fair point," says Herod, "Brother, what do you… Gimli??"
You all look around the Dwarf and see he has taken off his mail coat and shirt and climbing into the ring. He stands facing up to the champion who is almost twice his height. The ripples on Gimli’s well-honed body glisten with sweat as the referee quietly explains the rules. "No weapons, otherwise anything goes."
"Ladies and gentlemen, we have a new contender, GIMLI ANTIPAS!"
A few claps and cheers go up though most of the crowd is for the champ.
"And the reigning champion, Crusher Braugen!"
"Clean the ring with his beard!" calls one man.
"He’s not even up to his belly!" calls another.
A bell rings and the fight begins – you all watch in disbelief.
The champion looks tired. He breathes heavily as he circles the ring, eyeing the dwarf. Gimli cracks his knuckles and moves in taking a boxing stance.
As he reaches the champ, he jumps up, swinging both fists, one connecting with Crusher’s jaw. As Gimli lands on his feet, Crusher shakes his head from the unexpected blow. The crowd roars with laughter, Herod and the party cheer.
Herod moves in again, swinging at Crusher’s gut but missing. Crusher ducks and weaves, not making any move. Gimli keeps going and eventually connects with his fist in Crusher’s belly. The fighter doubles up in obvious pain. As Gimli follows up, Crusher rises and starts to attack. He swings, obviously a skilled fighter, Gimli ducks the blow.
Gimli takes two swings and misses and Crusher swings down with his hands together, but Gimli rolls across the ground in an amazing feat of agility (for Dwarf)
Gimli moves in and takes another two swings and Crusher’s massive fist hits nothing but air. Gimli jabs, right then left. Crusher dodges and plants a fist into Gimli’s belly (-3 W) sending him back against the ropes. The Dwarf quickly recovers, hitting Crusher with a powerful blow to the arm. Crusher swings back but misses.
Gimli takes another two blows but hits nothing. "One minute!" shouts the referee.
Crusher then plants a fist into Gimli’s belly again, lifting him into the air, sending the Dwarf flying over the ropes to crash into several of the crowd. Herod moves over to where he lies followed closely by Keyr. As the ringmaster declares Crusher the winner, Keyr checks the Dwarf’s pulse. He’s alive but unconscious.
"I think we’d better get him to an inn!" says Fallon, "Herod, grab his legs."
You carry him away among cheers from the crowd.
Re-entering the town, you get directions to the nearest inn this side of town, The Journey’s End. You find the place fairly easily. It looks clean and there are about twenty customers drinking in the bar. As you enter, a number of the customers come over to help and clearing a table to put him on.
"What happened," asks one young man, listening to his heart. He seems to know what he’s doing.
"Are you a doctor?" asks Keyr.
"Indeed, most of the drinkers here are from the Physician’s guild over the road. Now what happened?"
"He was ummm, accosted in the street," lies Herod, "Thieves I guess," shrugs the young dwarf.
The rest of the customers go back to their drinks and leave the patient to the young doctor. Reaching into a pocket of his waistcoat, he draws a small vial of powder and waves it under Gimli’s nose. The Dwarf soon comes round, and reaches up to his stomach.
"Anything broken?" asks the physician.
"Big bugger," grunts Gimli, "I’ll have him next time."
"Ok brother, lets be getting you to a room," says Keyr, before Gimli lets slip the real reason he’s been pummelled half to death, "Thank you doc," he says handing the doctor ten silver shillings, and helping his brother to his feet.
Fallon comes over from the bar, a pint in hand; "I secured us three rooms for the night."
"Looks like that’s not all you secures," he stares enviously at the ale.
You get Gimli up to a bed, "I suggest you get some rest, brother. Keyr, stay here as we suggested."
"I’ll bring you a pitcher of ale up," says Fallon, heading back towards the bar.
"We’ll get some food, then make a start on our investigations," says Herod.
Buying food and ale, you decide to stay in your rooms for a while.
After eating, you get ready to head out back to the fair to find a mandolin for Ket and continue the search. Keyr and Gimli stay put.
You reach the fair ground again and find a stall that sells finely crafted instruments, but they are priced way out of your league. The cheapest Mandolin is 30 Gold Crowns. You could probably afford it between you, but then you’d be broke and you have already run up a large tab at the Inn.
As you get to the livestock pens, you see that they have stopped for lunch. However, you hear another stallholder who appears to be drumming up a large and excited crowd.
"Roll up, roll up! In just one hour from now you will witness the most original and astounding display of zoological curiosities ever placed on exhibition in the entire length and breadth of this glorious Empire!"
You walk over to get a closer look.
"Doctor Malthusius’s Zoocopeia – gathered for your education, entertainment and edification from the far corners of the known world at incalculable expense! The unusual! The bizarre! Yes, even the faintly disgusting! You will never see it’s like again, my friends, not if you live to be a hundred!"
A semi-circular rope enclosure stands against the town wall. At the back are two wagons, one of which has a banner on the side proclaiming Doctor Malthusius’s Zoocopiea – strange creatures from all corners of the world! The marvellous, the bizarre, the disgusting – brought to you at enormous expense – no other like it in the world! The other wagon is a flat bed with half a dozen stout wooden cages on it.
"Marvel at a myriad of malformities! Misbegotten things whose very existence defies Nature! You will be amazed and astounded my friends. I give you my personal guarantee of that!"
You elbow you way to the front of the crowd, eager to get a closer look. You see that the cages are all cover with tarpaulin except one which holds a strange creature that looks like a three-legged goblin, huddled miserably in the corner, tethered to the cage by a rope attached to an iron collar. A rascally looking Dwarf is skulking around the cages, preparing for the show. He approaches the goblin, and pokes at it with a stick. It screeches and suddenly leaps from the corner slipping the bars, the rope having broken. As it ducks a sudden swing from the Dwarf’s stick, people run in fear, leaving you standing and the goblin running directly towards you.
"I’ll get the little bastard," screams Herod jumping at the creature, but it slips past him, only to run into Fallon’s waiting arms. He grabs one of its three legs and lifts it into the air. Looking at it curiously as it writhes and spits and hisses. Ket pulls a disgusted face and looks away.
"Well done that man," calls Malthusius, "Many thanks.. Grunni get the creature back in that cage."
The Dwarf limps over and grabs the goblin, tying the rope again and securing the creature.
"You’re welcome," says Fallon, rubbing his hand on his breeches.
"Here, as a token of my gratitude," says the ‘doctor’ handing each of you a gold crown, "And come back in an hour to see the show..no charge."
"We may well do that," smiles Herod, watching the other Dwarf warily.
You continue to explore and find a large tent with the town’s coat of arms hanging outside. This is the Festival Court and is guarded by two men-at-arms with large sharp looking halberds. Outside the court are two sets of stocks. One is empty, the other contains a disgusting looking pitiful Dwarf. His beard and clothes are cover in rotten fruit and he appears only semi-concious. A small group of urchins are gathered around, taunting him and throwing various items.
"Please, brother," he calls to Herod, "Lend me a Crown so I can be set free."
"What did you do?" asks Herod, "I should not want to release a menace to society."
"He’s a drunk," says one of the guards, "He needs some time in the stocks to sober up."
"I’ll pay his fine," says Herod, "It’s disgusting the way you people treat my brethren."
He hands the coin he got from Malthusius to the guard and the Dwarf is released.
"What is your name, brother?" asks Herod of the Dwarf who gets to his feet unsteadily.
"Gottri. Gottri Gurnisson..thank you friend, you have my eternal gratitude," he holds Herod by the shoulders, still obviously very drunk and stinking, "You have made a friend for life. THIS DWARF IS THE GREATEST FRIEND I EVER HAD" he shouts to no-one in particular, putting an arm around Herod’s shoulder, smearing rotten tomato across his back.
"Listen, Gottri. How about you go get yourself a drink. There’s a beer tent just over there. Here’s a crown, go and enjoy your freedom," smiles Herod, ready to throw up from the stench.
Gottri takes the coin, grins, and staggers of aimlessly, hands in the air, "I have a friend!"
Herod cleans himself off as best he can and you carry on looking around.
As you walk about, Herod shows the picture of "Kastor" to several people, asking if he’s familiar. No-one is especially helpful and soon an hour has passed and you’ve discovered nothing. You head back to the freak show.
As you get there, the show has already begun. Assisted by his sidekick, Grunni, Doctor Malthusius displays various freaks and curiosities, including a child with long hair growing on every part of its body, a dog with one eye in the middle of its forehead and a very small goblin with three legs. As the goblin, Grunni leads out the one Fallon caught earlier, it suddenly turns and bites his hand viscously and makes a break for freedom. People in the crowd begin to scream and run about wildly. Fallon and Herod try to grab it, but people get in their way. The creature disappears into a small grating in the wall that has rusted away to nothing. A small crowd gathers around the hole and very soon a watch patrol arrive to find out the cause of the disturbance.
"Where does that lead to?" asks Fallon.
"It’s a long shaft that leads to the town sewer system," says one man.
One of the watchmen comes over, "Gentlemen, Ma’am, I think you’d better come with us to Festival Court."
The party follows the guards and Malthusius to the Festival Court. Within is well dressed, grey-haired man sitting behind a large desk. A staff of office leans against the tent wall behind him. He is introduced at Magistrate Councillor Heinz Richter.
The head of the patrol explains what has happened. It is explained that the hole into which the goblin disappeared is one of the breathing holes situated around the town’s walls, leading into the sewer system. Doctor Malthusius explains that he will offer 50 Gold Crowns for the safe return of the goblin and Richter offers the same amount for clearing it out of the sewers. You are also offered free accommodation at The Journey’s End, at the town’s expense.
_________ Turn 18...prior turns missing _______
Gimli is already on the other side of the room, investigating the black liquid as the thing appears. He whips his axe from his belt and looks at the others. Keyr tries to shake Herod out of his frozen state. Fallon draws his sword, “Demon!” he shouts.
The creature then lets out a plume of black smoke and a roar. “Begone from this place. You are not welcome here.”
“Not welcome?” Yells Gimli, raising his axe, “Neither are you.”
The dwarf leaps forward, bringing his axe up at the demon. He cuts into the demon’s left arm. Fallon assists, stabbing the creature in the leg. The beast yells, swinging a claw to hit Fallon in the belly (-3W). Gimli hacks again, opening a wound in the demon’s leg and Fallon hits for a flesh wound in the same leg.
The demon is enrages and a huge claw hits Gimli in the left hand. His fingers shatter and his shield is thrown across the room.
Ket manages to shake Saren back into action but Herod and Jocken are still frozen in fear.
Gimli backs off, wincing at the pain in his left hand. Fallon takes the signal and backs off. The Demon stays within the circle.
“Leave immediately or I will be forced to call my plane for assistance,” Yells the demon, clutching at its leg to stop the bleeding. It looks badly hurt.
“Where is the goblin we followed here?” asks Fallon.
Gimli kicks the three socketted pelvis bone across to Fallon and picks up the scrap of cloth, wincing as he wraps it round his ruined fingers.
“I tried to explain to the three-legged fellow that he couldn’t stay but he wouldn’t listen,” growls the demon, “Now leave this place..”
Gimli inches around the room, grabbing his shield on the way.
“Who is your master, demon?” asks Keyr, now relaxed enough to light a cigarette.
The demon doesn’t answer. Instead he produces more smoke and looks to the ceiling, talking in a strange language.
“Methinks it’s time to get the hell out of here,” says Keyr, lifting Jocken off his feet and leaving the room. Fallon drags Herod out and the rest of you follow, Gimli pushes the door shut behind you wincing it pain in his throbbing fingers.
As you make your way quickly out of the sewers,
Herod and Jocken come round, obviously shaken and happy to get out of the sewer.
As soon as you’re out, Herod has Gimli sit so he can look at his fingers. As
he unwraps the rag he found in the temple he notices it is a handkerchief, monogrammed
with the letters “F.S.”
“So many dead,” mutters Gimli despondently as
Keyr attends to his hand, “Gazul will cleanse this place with fire.”
“Gazul?” says Keyr.
“Gazul is our god of the Underearth. Little known outside the Dwarven mountains,”
explains Herod.
“Wha-what was that, friends?” asks Jocken, “I have never seen its like before.
My apologies for such unheroic actions…I don’t know what came over me.”
The halfling looks at the Dwarf warrior’s throbbing hand and then picks up the
hankie, “FS? Does anyone know what this means?”
“Perhaps we should get to an inn. Get some rest,” says Fallon.
“I might suggest a couple of us pay a visit to the magistrate. Give some explanation
for the goblin and perhaps find out whom this handkerchief belongs to,” says
Herod, standing and wiping slime off himself.
“I will join you Herod. The rest of you should get to the inn,” says Fallon.
“I will come and see the magistrate as well,” says Jocken, “Maybe I will hear
things said you might not.”
Jocken, Herod and Fallon go to the Festival Court where Magistrate Richter is presiding over a case involving two brawling labourers and is unable to see them. His clerk Andrea asks them to call back in 15 minutes.
The trio wait outside and when they are finally shown through to the magistrate he explains that he is sorry to have wasted their time, as the Goblin was crushed by falling crates in a warehouse on the Ostendamm about an hour after they entered the sewers. The case is closed.
“That cannot be,” says Fallon, “We tracked the
goblin into the sewers. We found…” he pauses looking at Herod for a sign it’s
ok to talk.
“We found the remains of the goblin,” says the Dwarf, “It was in a temple within
the sewers and we have reason to believe demonlogists are at work.”
“On what do you base this accusation?”
“We saw…something..that cannot be easily explained. My brother was attacked,”
says Herod.
“I am sorry gentlemen, but as I said, the case is closed. If you wish to visit,
the warehouse is number 4 on the Ostendamm. It is owned by the Steinhager family.”
“Perhaps you know to whom this might belong?” asks Jocken, holding up the handerkerchief.
“FS? Those are the initials of Franz Steinhager. Where did you find this?”
“What of Ordo Septenarius? Does that mean anything to you?” asks Herod.
“I am sorry gentlemen, I have no idea what that is. Now I must bid you a goodnight.
It has been a long day.”
“Very was, Magistrate, thank you for your time,” says Herod, secreting the handerchief
in a pocket.
As the trio return to the inn, they retell the story to the rest of the group.
“Well, we have a name. Franz Steinhager. If his
family own the warehouse in question, we can assume they have some wealth and
presumably power in town. So why was his handerchief in the temple guarded by
a demon?” says Keyr, “It’s beginning to feel like there’s a shadow over Bogenhafen.”
“Aye, a shadow over Bogenhafen and a lie somewhere right in the middle of it,” says Gimli.
Fallon and Jocken head off to recce the warehouse.
The rest of you wait in the Crossed Pikes, and Ket asks the landlord for permission to sing. He grants it, glad of a little entertainment for his customers. He is not prepared to pay but is happy for you to collect from the audience.
She sings Elvish Ballads and human songs for two hours. A fairly large crowd is attracted as they hear that live music is on. Saren and Keyr (with cigarette hanging from the corner of his mouth) go round with a collecting basket every half hour and Herod even steps in for one song performing his Dwarvish jig. After the two hours, you make 9 Gold Crowns which Ket keeps hold of.
Jocken and Fallon return and you sit around a table and discuss what happened.
“Well, we had a chat with the guard of the warehouse.
He claims he beat the goblin to death with a club,” says Fallon.
“Well that differs to the story the Magistrate gave us,” says Keyr.
“Falling crates, my arse,” says Gimli with a grunt.
“Definitely something fishy,” says Herod, drinking from a large mug of ale,
provided free by the inn to thanks you for bringing him business.
“I have yet to bless the dead of those we found on the road. I am fairly new
to human cities and would be grateful in anyone could come with me,” says Gimli.
Keyr nods and gets up, “I could do with the fresh air.”
“Maybe we should all come. Sticking together might be a wise move, knowing something
might be happening in this town.
As you all head outside, in is fully dark, being
almost 8pm. You head to the temple of Shallya and Gimli enters carrying the
locket he found on the dead from the mutant attack on the road. He requests
a blessing and burial of the locket which his done. After that he looks for
a jewellers, but is unable to find one. As you walk about town, Keyr keeps looking
nervously at Morrslieb.
“I don’t know about you, but I’m exhausted,” says Ket.
Fallon puts and arm round her, “We haven’t slept since we got into this town.
It’s been a long day, let’s get some rest and continue our search tomorrow.”
Back at the Crossed Pikes, you crash in your rooms, and are soon asleep.
WELLENTAG 33, JAHRDRUNG
The next morning you awaken somewhat refreshed and head to the bar for a decent breakfast. Afterwards, you all head out into town. Not far from the inn see a large crowd. As you move in to have a look you see a filthy looking wretch with long straggly hair. He is shaking a fist at nothing in particular, yelling, “Doomed! We are all doomed! Chaos is upon us! The signs are everyone.”
You stand and listen to his rant with some interest.
Occasionally his rantings make some kind of sense, “I see seven, and I see nine,
all they had will be mine, mine, mine! The star within the circle is the sign
of death. Beware the man who is not a man. Doomed, we are all doomed!”
He then startes and points at Keyr, “The Mark is upon you! Beware the bringers
of Chaos!” he then turns and flees through the crowds.
A few of the audience stand and look at Keyr,
frowning. He shrugs and you move off away from the crowd.
“So where to now?” says Keyr.
“My friends,” says Jocken, “I suggest we try
and follow this strange man and ask him some questions.”
“Alright, lets head after that guy,” calls Fallon, already pushing through the
crowd.
“Just another nut to me,” grumbles Gimli, “Human cities seem to be full of them.”
You charge through the crowds, following Fallon.
After a chase towards the River through various backstreets, you meet Fallon
clutching his knees, out of breath.
“I lost him,” wheezes the obviously out of shape warrior, “He was fast!”
“Never mind, while you lot were running around town, I asked a few of the locals
about him,” grins Herod wandering into few, “His name is Ulthar the Unstable,
lives in a place called The Pit, the slum district on the West side of the river.
I have the address.”
“Well done Herod,” smiles Keyr, “Clever.”
“I believe that he was talking about the temple in which we encountered the
demon, when he referred to the star within the circle. As to who the man who
is not a man is, perhaps he is referring to Franz Steinhager, as a lot of clues
seem to point to him and his warehouse,” says Jocken, rubbing his chin in thought.”
“Right, let’s get to this pit then. You know the way Herod?” says Fallon.
“There is a ferry near the warehouse you went to last night. That should take
us across.”
You head off to the ferry and find the return trip is 5 silver each. Ket pays 2 gold crowns from her earnings and you travel the rickety river boat across the Bogen. As you approach the other shore, you see the houses beyond the warehouses are run down and among them towers an intimidating fort like building. The ferryman indicates that as Fort Blackfire, the town guards’ barracks.
As you disembark from the ferry and ask directions to the address Herod obtained, you soon find yourself walking through some of the roughest looking dwellings you have ever seen. The streets are unpaved and fouled with all sorts of filth and ordure. Keyr seems to be uneasy and comments that he feels someone watching you, but looking round you see no-one. After a while, Fallon begins to feel the same but the place is virtually empty with the odd small child, poking out of a hut here and there. Soon you find yourselves at the home of Ulthar, a dirty hovel amid a garden of weeds.
Herod knocks a couple of times but receives no reply. The door is ajar so he pushes it open and jumps as Ket screams. Her eyes adjust to the gloom easier than the rest but soon you see what she sees. Ulthar lies on the floor, contorted in agony, his throat ripped open and blood covering the floor.
“Damn! Another one,” yells Fallon, running over.
Herod walks into the room, taking in the surroundings, “No sign of burglary.
This was no random robbery.”
The dwarf kneels and searches the body.
“Herod..what are you doing,” says Ket, faintly disgusted at the looting of a
corpse.
“Looking for clues,” says the dwarf as he finds a medallion in the shape of
a rose stylised into a circular cross, “A valuable trinket for a seemingly poor
man.”
“Let’s get back to more civilised parts of the town. It is afternoon and I don’t
plan to be in these parts after dark,” says Keyr.
You all agree and head off back to the ferry where you catch the return boat, arriving on the south shore by 5pm. The sun is going down and you have not yet eaten, so you return to the in for dinner.
Over a meal of chicken and bread washed down with weak wine, you discuss the warehouse and your approach. Ket expresses her discomfort at the suggestion of her trying to seduce the guard. Gimli suggests a more direct approach. With only one guard, even with Gimli’s injuries, he should be no trouble for the party. Herod meanwhile, asks around to see if anyone recognises the symbol on the medallion. It turns out it is the heraldic symbol of the Teugen Family. The current head of the family is Johannes Teugen, a powerful man- respected town councillor and head of the town’s merchant guild.
After eating, you head off in force to the warehouse.
Keyr looks to the sky nervously. Morrslieb is even fuller and larger than normal
and seems to be hanging low over the town. As you get close to the warehouse,
three men step from a side street holding clubs. They are dressed in rough,
lower class clothing. Fallon holds the hilt of his sword as another two appear.
Looking around, more appear behind, some with knives, others with char legs.
There are eight in total. Herod, Ket and Saren notice that some of them wear
cheap metal pendants with rope and pulley symbols.
“They are not thieves,” whispers Saren.
“Stevedores Guild? Hired thugs,” replies Herod.
“We’ve got a message for you,” says one of the thugs, “Keep your noses out of what don’t concern you or you might wake up one morning at the bottom of the river. Why don’t you try your luck somewhere else, eh? I hear Altdorf is lovely at this time of year.”
He nods and the others disperse, as does the leader. You all look at each other, a little shaken.
“They know what we’re doing. We should call off
the warehouse, get back to the inn,” says Keyr.
“Agreed, seven on one are good odds, but 9 –7. I don’t fancy our chances,” replies
Fallon.
“No-one stops a dwarf,” growls Gimli.
“Calm yourself brother, we need not charge straight in,” says Herod, “We can
look elsewhere. This Teugen looks like a good link.”
“I agree,” says Ket, “If he is a councillor, we should report what we found
in the sewers, so the Town Hall seems like the best place to go.”
“But why was the old man carrying Teugen’s badge of office? A former employee?”
says Fallon.
“If that’s the case, I’m sure Teugen would interested to hear,” says Keyr.
“Fine, so we head to the Town Hall before they close for day, and report our
findings in the sewers,” says Fallon.
You head back to the centre of town and find the Town Council office. Entering, you find a clerk, with his coat on, ready to leave.
“We have something important to report,” says
Fallon.
“Can it not wait till tomorrow? We are closing for the day,” says the Clerk,
obviously irritated that he should be stopped from going home.
“I think this is something that cannot wait. I think we need to speak to someone
in authority. Is Herr Teugen in his office?” says Keyr.
“Councillor Teugen sees no-one without an appointment, besides, he is not here
at the moment,” he says, sighing as he removes his coat, “I’ll take the details
and pass them on. If you return in the morning you may see someone in the appropriate
department.”
“Very well, where do you want to start?” says Fallon.
“Name?”
“Fallon Weiss.”
“Residence?”
“Currently The Crossed Pikes Inn.”
“Nature of report?”
“We have witnessed a demon in the sewers.”
The clerk raises his head from the paper, eyebrows raised, “A Demon?”
“We were commissioned by Magistrate Richter to hunt a goblin. Instead we found
a temple and encountered a demon.”
“And you are looking for a new commission to rid us of this beast?” he says
incredulously.
“That is not the reason for our report. My friend here took a beating already
and we haven’t had a penny in payment yet,” he indicates Gimli’s bandaged hand.
“Hmmm, very well, I’ll be sure this goes to someone in authority. We’ll see
you in the morning.”
Fallon nods, realising the Clerk is not prepared to do any more than that. With
that you leave the office and head out into the night streets.
“So what now?” says Ket.
“We could track down this Teugen at his home, but if we are being watched, you
can be sure we’ll be seen in the rich part of town,” says Keyr.
“That much is true,” grins Herod, “But we can’t be troubled if we just watch.”
Keyr stops a passer-by, “Excuse me, do you know where Councillor Teugen lives?”
“Of course,” says the young man, a pretty lady on his arm, “All the merchants
live on the Adel Ring down there,” he points to the south part of town that
you’ve not yet visited.
“Thank you sir, have a good evening,” winks Keyr, lighting up a ciggie. The
familiar herbal smoke fills the air, as Keyr strides off to the south.
The Adel Ring is a circle of large town houses
surrounding a park. People in this area are well dressed. Groups of nobles heading
for a night on the town, merchants with torch and club wielding servants in
tow, young couples walking arm in arm. Each of the houses has a symbol above
the door. It doesn’t take long before you spot Teugen’s house with the stylised
cross above the door. Two thuggish looking bodyguards stand at the door, each
holding a large dog on a chain. You sit on a wall at the edge of the park and
watch. After half an hour, a couple of watchmen come and move you on.
“We are entertainers,” says Herod, thinking on his feet, “We were hoping to
do a little singing in the park.”
“Very well, but you have only one hour. Busking is restricted after 9pm in this
area. And keep it in the park.”
Herod nods his thanks and you move into the park and Ket introduces you, The
Altdorf Trio. Gimli, Jocken and Ket start singing and it sounds surprisingly
good with Ket and Jocken’s high voices and Gimli’s baritone. Herod displays
his dancing skills, and soon you get a crowd dancing as you sing. Saren and
Fallon have a collection from onlookers as Herod peels off and finds a good
hiding place. After thirty minutes of watching he sees movement in the upstairs
window of the Teugen House. It is hard to be sure, but he believes he sees a
winged figure in silhouette! It disappears as quickly as it appeared, and nothing
else of interest happens.
As nine o’clock approaches the show ends and you head back to the inn, having earned a mass of silver. In total you made 5 gold crowns which Ket keeps with the rest of the earnings. She congratulates Gimli on his excellent voice, surprised at how well he sings.
You are all worn out after the hard day and head
to your beds, after Herod describes what he saw. You agree to be up at dawn
to head to the Town Council.
Keyr spends some more time with Herod, rewrapping his hand and other wounds
(heals 4Wounds) and he treats Fallon’s wounds (Heals 4 wounds)
MITTERFRUHL - SPRING EQUINOX
After a good nights sleep you have a breakfast and head for the town hall. You
decide that Ket should do the talking, after all she has the charm and etiquette
required for any such occasion. Although a little nervous, she agrees, and Fallon
tells her to use whatever charms are necessary. The clerk is but a man, afterall.
Once there you meet the clerk again. He keeps you waiting for ten minutes as
he fills in the ledger. He then looks up and says, “Thank you for your help.
That will be all, your allegations are being looked into.”
“Is that it?” asks Fallon angrily, but Ket gently pushes him aside.
“Sir, I think perhaps it might be best if we spoke to the Councillor directly.
We have further information, which would interest him. He might, for instance,
like to know where we found this,” she shows him the badge you found on Ulthar.”
She smiles sweetly and the clerk clears his throat, uncomfortable at such a
strong willed female.
“Excuse me just a moment,” he rises and leaves the desk. After another 15 minutes,
he returns, “Please, follow me,” and he leads you through a door, “Councillor
Teugen has agreed to see you.”
The clerk leads you along a wood-panelled corridor to a stout oak door with a nameplate declaring it as Councillor Teugen’s office. After knocking on the door, the clerk waves you through into the darkness beyond.
Entering you notice that the curtains are all drawn, leaving the office in semi-darkness. Behind a large, mahogany desk sits Councillor Johannes Teugen, a large form silhouetted against the closed curtains. A pleasant and charming voice greets you, “Good day, please come in and close the door behind you. My apologies for the darkness, but I have a terrible headache today.” He motions to the chairs in front of the desk.
As you sit, Teugen reaches for a goblet of reddish
liquid with a pasty white hand. Around his neck hangs a gold chain bearing a
medallion with his family’s symbol on it.
“Mind if I smoke?” says Fallon.
The others looking at him in surprise.
“Please, go ahead,” replies Teugen.
“Keyr, may I?” asks Fallon.
Keyr shrugs and hands Fallon one of his rollups and his metal case of matches.
Fallon strikes one on the two days growth on his cheek. As the sulphur match
flares into life, Fallon stares at the illuminated figure of Teugen who flinches
slightly at the sudden light. His face is wrinkled and pale and his eyes are
dark with rings.
“I understand you have something of interest to show me,” he says, and you cannot
help but notice unusually sharp teeth.
As planned, Ket does the talking, “We have a number of things we would speak
with you about, primarily our dissatisfaction with the way we have been dealt
with. We were sent into the sewers to hunt a goblin,” she begins.
“Ah, yes, I was informed of that arrangement. As I understand it you failed
to recover the goblin.”
“And during our hunt, we discovered a temple…”
“A private shrine. It is not unusual for householders to have a shrine in their
cellars.”
“With a demon?”
“That is obviously ridiculous!” he snorts, again showing his teeth, “A trick
of the light and an overactive imagination.”
“Overactive imagination?” yells Gimli, getting to his feet, “Did a trick of
the light do this!” he holds up his bandaged hand.
“I really have little time for this nonsense. You had something else of importance
to discuss?”
Ket takes out the medallion.
Teugen picks it up and studies it, “This belonged to my brother. It was stolen
on his deathbed by a madman.”
“Ulthar the Unstable,” says Fallon.
“You have found the thief? He is in the hands of the watch? I must offer you
a reward,” says Teugen.
“He is in the hands on Morr,” replies Fallon, “He was found with his insides
ripped out.”
“I wish I could say it was deserved. That man caused me and my family much grief.”
“What is the Ordo Septenarius, Herr Teugen,” asks Ket, getting back on track.
“A charitable institution, of which I am part,” replies Teugen, “If you wish
to know more of the Ordo, I suggest you speak with Councilor Magirus at the
Merchants Guild, who I’m sure will answer your questions,” he rings a small
bell on his desk, “In the meantime, gentlemen, madame, I bid you a good day.”
The door opens and the servant waits to escort you out, “Thankyou for your time,
Herr Teugen,” says Ket and you leave.
Once outside, Fallon turns and looks at the offices,
“What the hell was that?”
“Vampire?”says Ket, now shaking after being at such close quarters. Fallon holds
her in his arms, “It’s Ok Ket, we’re out.”
“I suggest we pay a visit to the Merchants Guild and see this Magirius fellow,”
says Keyr.
“Agreed,” says Fallon, “Ket?”
“I’m fine,” she smiles, looking pale, but less shaken.
You find your way to the Guild and at the entry desk ask to speak with Magirius.
“He is rather busy at present,” replies the clerk, a snooty looking thin man
with half moon glasses.
“It’s regarding the Ordo Septenarius,” says Ket, stepping to the fore.
The clerk looks up immediately, nods and hurries to a back room.
While you wait, you look around at the walls. There are portraits of the major
merchants in town. The Haagen’s, the Ruggbroders, The Steinhagers and The Teugens.
As you take this in, Magirius enters. He is a distinguished and kindly looking
man in his early fifties.
“Please, come through to my office,” he smiles.
You are led through to a plush office with several leather seats. He invites
you to make yourselves comfortable before settling himself.
“We wish to speak to you about the Ordo Septenarius,” says Ket, glad to be in
more welcoming surroundings.
“And where might you have heard of us?”
“Believe it or not, in a temple in the sewers, where we also happened to encounter
a demon,” she smiles, trying to gauge his reaction.
“A demon indeed? It seems to me that this is no more than an unfortunate series
of misunderstandings. If you will do me the honour of having lunch with me,
I’ll explain the whole business to you. I can assure you that there is nothing
sinister at all.”
“We would be delighted,” smiles Ket.
Magirius leads you from the guild and to the
Golden Trout, a very exclusive restaurant on the other side of the Bergstrasse.
After being welcomed by the doorman, Magirius leads you into the Dining Room
where a table is laid up as you enter. You take seats around the table and uniformed
waiters hand you menus. None of you have experienced such luxury before.
“Order whatever you like from the menu, the Merchant Guild will pick up the
tab.”
After ordering a number of rich dishes and a couple of good bottles of Brettonian
wine, Magirius talks to you about the wool and wine trades. He asks what you
think of the town and the Scahffenfest, asks where you are from and other small
talk. You try to steer him onto the topic you are interested in, but he politely
explains he will be happy to discuss that after lunch.
Once the meal is over, Magirius orders a decanter
of brandy and begins to explain about the society.
“I can see how this series of misunderstandings has arisen. I suppose it’s only
natural, since we prefer to keep the society confidential. The Ordo Septenarius
is a club, if you like, and most of the members are drawn from the merchant
families of the town. There are forty-nine members in all – forty-two ordinary
members and an Inner Council of seven. We represent a kind of elite within the
Guild, and co-operate with each other in order to reap the greatest profit for
all. We make donations to the temples, and run a soup kitchen in The Pit for
the relief of the poor, in association with the Temple of Shallya.
“There are various reasons why we prefer to remain nameless – many of our members
are Councillors like myself, and many more are in a position would be open to
accusations of bribery and electioneering if they were to engage in these charitable
activities openly, and it would be a shame if the poor were to suffer because
we were afraid to do anything for them.
“Also, our co-operation in mercantile ventures is bound to incite a certain
amount of bad feeling amongst out competitors. As things are, people are aware
that some co-operation is going on, but they don’t know who is involved; thus,
they cannot openly accuse any individual of malpractice or take any reprisals
– and their suspicions tend to work against them, giving us an even greater
advantage.
“So you can understand out need for secrecy. There are many who would reap great
political advantage by discovering the membership of the Ordo, and some of our
junior members might be tempted by their offers. We need to offer the some..encouragement
to abide by the rules of the society. Because of this, the workings of the Ordo
are wrapped in a certain amount of ritual – or should I say the semblance of
ritual – with various ceremonies, oaths and grades of initiation. I find that
nothing concentrates the mind on thoughts of allegiance like participation in
ceremony and the promise of promotion.”
“And what of the temple we found?” asks Fallon.
“A meeting room, devised by Councillor Teugen to impress the Ordo’s lesser members.”
“And the demon?” asks Ket.
“A trick of the light?”
Again, Gimli presents his hand, “That illusion did this,” he grunts.
“Well, I’m not sure. Perhaps someone dressed up to scare you away. I don’t pretend
to know everything that is in the Inner Council’s minds. Well, it’s been a pleasure
lunching with you, I hope I’ve shed some light on your questions.”
“Many thanks for the lunch,” says Fallon, knocking back his fourth brandy.
You all get up to leave, as Magirius signs the bill and he leaves you outside
the restaurant as he returns to the Guild.
“Well, we seem to have come to a dead end,” says
Keyr, lighting up.
“Not quite,” says Herod, picking up a piece of paper from the floor, “Our host
dropped this.”
Unfolding the letter it is a hand written note. At the bottom is a five pointed
star surrounded by a circle. In the centre is the face of a bearded goat. He
hand sit to Keyr, he reads it to you.
“Two hours after noon at my house. All members of the Inner Council will attend.
It’s signed by Johannes Teugen. That’s half an hour from now.”
“Right, let’s head over there,” says Herod, “We can see who turns up.”
You rush over to the Adel Ring and split up to watch the houses, so as not to
attract the attention of the watch.
First you see Magirius, carrying a package, walking quickly across the Adel
Ring. Then you see Franz Steinhager, accompanied by two hulking bodyguards.
You recognise him from the portrait in the Merchant’s Guild. Over the next half
hour, another five visitors arrive. All are on foot and all carry a bundle.
Some are in the company of bodyguards, and nearly all come from houses near
the Adel Ring. The gates are closed and two guards stand outside with dogs on
chains. You watch in your own positions and wait a couple of hours before the
meeting seems to be at an end and the members leave. You meet up outside the
ring.
“Wonder what that was about,” says Keyr.
“Good question,” says Fallon, “Look, I need a hot drink, it’s freezing out here.”
“Sure, back to the inn then?” says Herod.
You all agree and head back to the inn where you get some hot tea. Not long
after you have settled in the bar, Magirius enters. Looking around, he comes
straight to your table. He looks pale and worried – a marked contrast from his
appearance at the Golden Trout, “I must speak with you on a matter of urgency.
And it must be private.”
“Very well, our rooms are upstairs,” says Fallon and you lead the man to one
of your rooms. Magirius is very agitated.
Once inside, he sits on bed and speaks quickly, “When Teugen came to us from
Nuln, he told us that, with our help, his sorcery could influence the entire
economy of the Empire. Bogenhafen would become great – greater even than Marienburg
– and we would all become rich beyond our wildest dreams. That is why the Ordo
Septenarius was established, and the lower ranks are no more than a smokescreen.
“Everything was going according to Teugen’s plans until you discovered the temple
under the Steinhager offices. I was instructed to reassure you – to make you
go away, so that preparations could carry on.
“The ritual will take place tonight. I don’t know where yet, but I will get
word to you as soon as I can. Teugen said that a human sacrifice will be necessary
to prepare the new temple, and that was too much for me. I didn’t realise that
anyone would be killed. You must help me. Going to the authorities is useles
– Teugen and the Inner Council control them all. You are my only hope.
He hands you a letter (Handout 5 on the website), “This letter came with a scroll to Teugen. I will leave now, but I will contact you as soon as I know the new location of the ritual.”
He leaves…
“My friends, I fear the worst,” says Jocken,
“If this sorcerer means to summon a demon and carry out a human sacrifice, we
must be very careful. I have no knowledge of such things, but I suggest that
we try and find someone in town who may be able to assist us and advise us on
how best to fight such a beast.”
“Whatever happens, I would choose to avoid fighting unless necessary,” says
Ket, unable to hide the shaking in her voice.
“Perhaps fighting is the only option. We should equip ourselves with arms and
armour, and garlic, for that Vampire,” says Fallon.
“We are broke, Fallon,” says Herod, “We have to go in with what we have and
pray it’s enough. At least we seem to have friends somewhere in the town.”
“If we are able to find somewhere that sells protection against the dark arts,
then I suggest that we purchase whatever we may – those of us with spell casting
abilities, prepare yourselves as we head into battle against this evil sorcerer
and his minions.”
“It is unlikely that we can find such a shop, let alone afford any such items,”
says Saren, “But perhaps a temple may be of help, with blessings and holy water.”
You head over to the temple of Sigmar. It is getting late in the day, the sun is setting and it is still cold and windy as dark clouds scud across the sky. Entering the temple, you all kneel and offer a prayer to the patron deity of the Empire. You ask a priest for blessings to give you courage in a battle ahead (you don’t explain to the priest where the battle is taking place) and fill a flask with holy water, donating a gold coin from Ket’s purse.
When you are ready, you step into the street.
As you do, a boy of about thirteen years, dressed in livery, approaches you.
He wordlessly hands over a rolled-up piece of parchment bearing the town seal,
and leaves without a word. Keyr unrolls the parchment and reads, “from the town
hall, Office of Councillor Magirus. I must see you urgently. Please come to
my house on the Adel Ring as soon as you are able. Signed Magirus.”
Before Keyr has rolled it up again, you are off and running toward the Adel
Ring.
You are there within a couple of minutes, and
as you knock on the door the same servant that brought the message answers it.
“Councillor Magirus has been expecting you,” he says and leads you through to
a heavy oak door on which he knocks and motions for you to enter.
At first glance, the study appears to be deserted. It is dominated by a huge oak desk, and a heavy wooden chair is overturned behind it. As you enter and move over to the desk, you see the body of Magirus. His throat has been cut and a widening pool of blood soaks the carpet. As you take in the scene, you notice traces of drying blood on the side of the desk – a last, desperate message from Magirus, scrawled in his own blood as he lay dying. The message consists of the letters ‘WHSE’ and a number which may be 13 or 17. The last number trails of inconclusively and it is hard to say whether it’s a 3 or a 7.
As you ponder the meaning of the message, you hear a loud cry “HELP! MURDER! MURDER!” from the front door of the house. Looking out the window, Fallon sees a four-man watch patrol running towards the house. At the same time, the servant appears in the room, seemingly out of thin air.
“You know,” he says in a deeply resonant voice,
that belies his apparent youth, “You really should have minded your own business.”
He vanishes again, but his deep, mocking laughter continues for a few seconds
after he has disappeared.
“I think that Teugen is trying to frame us for
murder to keep us from thwarting his plans,” says Jocken, “We should all run
from here quickly, and find out who owns warehouses 13 and 17. Ket, can you
and Keyr run into town and get some supplies – matches, torches, weapons, healing
stuff and food if we need it, while Fallon and myself go to check the two records
to see who owns the warehouses. Saren, Gimli and Herod – we’ll meet back at
the inn in a couple of hours.”
“I agree,” says Ket, “I don’t think those guards will be too friendly.”
You all charge out the back door and into a garden, charging towards a wall.
Fallon boosts you over one at a time.
“In the garden, quick!” shouts a voice.
As Fallon throws himself over, the guards charge through the back door.
“Change of plan, back to inn!!” calls Herod, and you all run to the inn and
head straight to your rooms.
As you catch your breath, Herod locks the door.
“I think showing up at the town hall might not be a good idea. I’m certain the
watch saw most of us and will be searching for us. We need some hooded cloaks
to get to the Ostendamm and the warehouses,” says the Dwarf.
“Well, Ket was first over, I guess they didn’t see her. Maybe you could go out
and get us some outfits,” says Fallon.
Ket seems happy to have something useful to do and heads out into town. She
is back within half an hour with a bundle of hooded cloaks.
“There were guards all over, questioning people,” says Ket.
“Right, my hunch is that it’s Warehouse 13,” says Jocken, “We could try both
but I say 13.”
“Fair enough,” says Herod, slipping the hood over his head, “Let’s go – the
sun will be going down soon.”
You head out of the inn, disguised. You weave
in and out of alleys. It takes longer, but you avoid questioning, and soon arrive
at the Ostendamm. You come to warehouse 17 first. It appears unoccupied and
just a faint flickering light inside. A sign hangs outside – a mailed fist holding
an ear of corn – the sign of the Ruggbroder family.
Heading further down the dock you see that Warehouse 13 is quiet. Over the door
hangs the rose-cross symbol of the Teugen family.
“Bullseye,” grins Herod.
Checking the doors, they are not locked and it appears to be empty of people.
The front of the warehouse has been cleared and crates are packed in the rest
of the warehouse. The crates are marked “Silas Hillberry, Appleford.”
“The note said and hour after sunset. I suppose we arrived at the party early,”
says Keyr, “So what now?”
“Well, it looks like we have a pretty nasty party
on our hands,” says Fallon, looking around to check no-one is watching.
“I say we go in there, we listen to what they’ve got to say and then we take
them to the town watch,” replies Gimli.
“Something tells me the leaders of the towns merchant’s guild won’t come quietly,”
comments Keyr.
“I’m all for finding a place to hide where we’ll still get a decent view,” says
Ket.
“I agree, we should get in there and find some decent hiding spots,” says Fallon.
You are agreed and you enter the warehouse and
spilt to find hiding places, “Nobody make a move until I give the sign. I don’t
think we should do anything until they do something that is incriminating. Follow
my lead,” says Fallon.
“Fine,” grunts Gimli, “But if we get into a fight, I don’t want any deaths,
strike to knockout only. We don’t need to be anymore shit than we already are.”
You all find good places to hide and watch the proceedings. Within a couple of hours a cart draws up outside. Some of you can see the window and see three men unloading a number of sacks. They carry them into the warehouse two of them young and thuggish looking, the other a grey haired middle-aged man. It is then that you recognise him as Franz Steinhager. The two others get back on the cart and drive off, leaving Steinhager alone . He lays out a copper circle, marking a pentagram on the floor in salt and placing the silver candlesticks you saw in the sewer, at the corners.
Within half an hour, five carriages arrive, within a quarter of an hour of each other. Johannes Teugen and a tall, well dressed man you don’t recognise, get out of one which has the Teugen symbol on the door. The passengers enter the warehouse carrying a small bundle each and the coaches drive away. There are seven other men along with Teugen, Steinhager and the well dressed man, who you here Teugen call Gideon. The men set about dressing in white robes with a five-pointed star surrounding an animal head emblazoned on the chest. They also wear pointed hoods that cover the face completely and after another half hour, another coach arrives and two thugs drag off a heavy looking sack and carry it into the warehouse.
The thugs leave and Gideon rips open the sack,
revealing a young woman, bound hand and foot and dressed in white robes. She
is lifted into the centre of the circle and the men start to chant rhythmically
as Teugen draws a dagger. He passes the blade ceremoniously through the flames
of the five candles and then stands over the girl with the dagger raised high
above his head.
Jocken, with his sling loaded, takes aim at the
hand with the dagger. As he does Ket jumps out of hiding and screams as loudly
as she can.
The sling stone hits Teugen in the arm and he yells in surprise.
“Shit! Blown our cover,” says Herod, pulling out his hammer and jumping out
of hiding. As the rest of you draw weapons and stand up, Gideon shouts, “Stand
Back!” to the seven in robes and chants and gesticulates as does Teugen,
Ket is quicker though and leaps at Teugen with a knife ready, aiming to stab
him in his chest, but the big man casts her knife aside, casting his spell at
her. She drops to all fours, gibbering. Gideon casts completes his spell before
anyone else can react and Saren drops to the floor and curls up in a feotal
position.
Jocken reloads and fires at Gideon, his stone flying high over his head.
Fallon is first to charge, swinging his sword at Gideon, who is closest. He
cuts the handsome man in the right arm, opening a nasty wound. Herod is not
far behind, going for Teugen, cracking him in the belly. Gimli joins Herod in
attacking Teugen, as the cultists crowd behind him. His axe cuts across Teugen’s
thigh.
Gideon roars and he transforms before you, his young handsome features melting into the visage of a hideous demon, small and wizened with long arms, spindly legs and deeply wrinkled scaly skin. From his bag sprout large bat like wings.
The sight of this change is truly horrifying and you are all frozen to the spot in fear. Teugen takes the opportunity to shepherd he cultists out of the door. Gideon steps back toward the door and prepares another spell.
Fallon, Herod and Gimli shake of the fear but
before they can attack, he sends two fireballs at the group, engulfing you all
in a mass of flame. (Ket –1 Fate Point, Jocken –6W, Fallon –4W, Herod –6W, Keyr
–2W, Gimli –2W)
Gideon steps toward you through the smoke and Gimli and Fallon step back to
attack. Gimli swings his axe but misses and Fallon’s sword fails to hit anything
solid. Gideon slashes out with his claws at Fallon but misses. His second strike
catches Fallon across the cheek though (no damage) Fallon slashes back but misses.
Gimli swings again, slashing into the demon’s legs.
Herod joins the fight, attacking the demon’s flank but missing. Gideon attacks
Fallon again, claws ripping through his leather jacket into his belly (-4W)
Fallon stabs out and cuts into the demon’s shoulder. Gimli swings and misses
and Gideon attacks him back, but the Dwarf jumps back. Fallon takes the opportunity
and stabs Gideon in the right arm. The demon screeches in pain. Gimli then hacks
into the same arm, destroying the shoulder joint totally, leaving the arm hanging
limply. There is a jet of blood flying into the air as Gideon collapses to his
knees, gurgling, “no..”
As he does, two thugs enter the room, ready for action, but seeing the dead demon and the blood soaked warriors before them, they turn and run. Gimli beheads the demon and grabbing its scraggly hair, walks into the night, looking for Teugen.
“TEUGEN! YOUR DEMON IS DEAD, COME AND FACE US!” he yells.
The cultists, who are not far off, scatter into
the night. Teugen is left standing, looking at you in disbelief, as Keyr, Fallon,
Herod and the now recovered Ket, stumble out of the smoke filled warehouse.
Jocken then stumbles out, having gone to help Saren.
“Saren’s dead, Gimli,” he says in a small voice.
“You bastard!” Yells the dwarf, now enraged, “You killed one of our own.”
Teugen drops to his knees, clutching his head
in his hands. All is silent until the clock strikes. It is midnight and with
each bell, he shudders.
A cloud of thick, black smoke gathers around him. There is a shattering scream
and when the smoke clears, as abruptly as it appeared, there is no trace of
him.
Figures appear out of the darkness. A number of townsfolk and members of the Watch, including Reiner Goertrin, the Watch Captain, were all witnesses to the events outside the warehouse.
You are taken to the watchhouse, where you explain the story. With the Captain as witness, it is not hard to convince the authorities of what has happened here and you are assured an investigation will take place to find the rest of the cult members, all of whom were disguised. Franz Steinhager, you are told, has disappeared.
Leaving the town watch to clear up the mess in
town, you have a burial for Saren at the temple of Shallya. Though the quietest
of your troupe, he will be missed by each of you and you vow not to forget him.
During the fight, many of you were badly injured and Fallin falls ill with a
disease that the Shallyan priests call Grey Ague that he contracted from the
slash on his cheek. He is hospitalised for 10 days during which time he has
no sense of his surroundings. Ket stays by his side the whole time. After that
time, he is very lucky to escaped with no physical effects, other than the three
scars across his right cheek. (+1 insanity point)
Once you are all recovered, you decide to forget about the obviously bogus inheritance and follow the lead to Grissenwald in search of Etelka Herzen, the person that supplied the scroll to Teugen. Tracking down Josef, he tells you he is heading towards Nuln anyway. As it’s a long trip up to Altdorf again and then down the Reik, he’s happy to let you carry on your duties as before, same arrangements.
The first major town out of Bogenhafen is Weissbruck, some 70 miles away, 3 days travel, working on an 8 hour day. The first two days are fairly uneventful and you learn more and more about handling a barge from Josef (any of you may learn Boat Handling at this stage, for 100xp)
BEZHALTAG, 3 PFLUGZEIT
On the third day, Jocken spots a corpse floating
downstream. Several crossbow bolts are still sticking into it. It looks badly
mutilated.
As you continue along, you notice a riverboat up ahead, apparently adrift. A
number of corpses litter the deck and float in the river beside it. As you get
closer, you see that some of the corpses are less than human.
Fallon and Keyr both shudder and look around. Both seem to feel like they’re
being watched. An owl hoots.
“It’s a little early for owls to be out,” comments Jocken.
Keyr casually lights a cigarette and looks over
at the boat. Jocken scans the trees.
“I would advise you get under cover, Ket. I think we may be in for some trouble,”
says Jocken grimly, taking out his sling, “Josef, you may wish to do the same.”
“Bah, this is my boat and I’ll not hide below deck,” he says, loading his crossbow.
“Something is definitely not right about this. Be wary, I get this feeling something
is watching me,” says Keyr.
“As do I,” says Fallon, “Ket, do as Jocken says.”
Ket kisses him, “Be careful, alright?”
“I will,” he says, picking up his shield and slowly drawing his sword.
“Perhaps that hoot was a lookout, warning another,” comments Herod, “Jocken,
do you see anything?”
“Yes,” he replies, almost whispering, “The big oak, up ahead. There’s a woman
holding a spear..and she…she seems to have wings!”
“Mutants!” says Keyr, “I knew it.”
Almost on queue, there is an explosion of leaves
from the tree, as something launches itself out; it is indeed a lithe woman
with long black hair and black leathery wings. She holds a long spear and is
diving to attack.
Jocken and Josef fire at the same time. Josef hits her in the right arm, making
her shriek in pain. Jocken slingshot goes wide.
She aims her spear at Keyr, and he steps aside, his dagger flashing from under
his robe, cutting her across the back of her neck. She crashes into the deck,
and lies stunned.
As she does, two more figures appear from the cabin of the other boat. One has
most of his face covered with brown fur and wields a club. The other has a long
beak in place of his nose and mouth, and carries a sword.
“Gimli, knock her out!” shouts Fallon, “Ket,
take us closer to the other boat!”
The Berebeli starts to move forwards, towards the other vessel. The two mutants
drag bodies aside to make room to fight.
“Herod, you’re with me,” says Fallon, stepping to the side of the boat and getting
ready to board.
As he does, he feels something moving in the water and a tentacle shoots up
to grab his feet. He jumps back and it misses.
“Watch yourself, there’s one in the water!” he shouts, and taking a running
jump, lands on the deck of the other boat.
Herod, having short legs and not being keen on water, waits for the boats to
draw closer. He sees another tentacle come up beside him, and jumps away.
Jocken fires a sling shot across to the other boat, hitting the one with the
beak in the left shoulder, shattering it. He falls back against the deck, squawking
in agony. Fallon attacks the other with his sword, hitting it a glancing blow
on the head. It attacks back with its club, smashing into Fallon’s club.
Gimli steps up to the prone and stunned bird woman, and punches her in the jaw.
She remains conscious.
“He said knock her out, not touch her up,” comments Keyr, now sitting on a crate
watching and smoking, and having done his bit.
Gimli grimaces, lifts her by the front of her shirt and gives her a solid uppercut.
Blood spurts from her mouth but she still looks at him, dazed but conscious.
Meanwhile, Herod jumps across to help Fallon,
just as Fallon slashing into the beast’s hip joint, destroying it. The leg hangs
limply, a mass of tattered and pulpy flesh with protruding fragments of bone.
After a second, the mutant collapse, blood washing across the deck.
Herod steps up the beak faced creature that Jocken felled, and brings his hammer
down on the creature’s head, crushing it.
Gimli punches the female again, and this time, he head falls back, blood oozing
from her shattered teeth and nose. He lets go of her and she drops with a satisfying
thump. Gimli shakes his bruised fist and stares at Keyr who still watches with
a bemused look on his face.
Fallon and Herod cautiously search the boat for
signs of life. There are no other mutants, and whatever the thing with the tentacles
was, it swam away. As they search the cabin they hear noises coming from the
hold. The go down, watching out for each other. A couple of lit lanterns light
the room, which has a number of crates. Fallon sees one of them move slightly
and quietly points it to Herod.
“Who’s there,” shouts the Dwarf, crouched ready for action.
The movement stops.
The two walk over, and as Fallon gets ready to hit whatever comes out, Herod
pushes the lid off. There is a piercing scream as you find a woman covering
inside, holding knife. She almost collapses with relief when she sees you are
not mutants.
Helping her out of the crate, you see she is
fairly attractive with raven black hair, over which she wears a red headscarf.
Two large earrings hang from her ears. She introduces herself as Renate Hausier.
You take her across to your boat. She is obviously in shock, especially seeing
the corpses above deck, and you give her tea.
“What happened?” asks Ket, once the woman has
composed herself.
“I looked out and saw this horrible skull-faced creature – I knew I ought to
fight but all I could do was run. In the end I hid in the hold and hoped no-one
would notice me,” she sobs.
“We saw the skull faced one dead on the deck. Who were the people? Your family?”
asks Fallon.
“No, I just worked for them. Fritz Segel was the boat’s owner. There was his
son, Albrecht and daughter-in-law, Heidi. They’re all….dead.”
“Well, it’s all ok now,” reassures Fallon, “They’re all dead, except that one,”
he points to the bird woman, now tied and unconscious.
“Remind me to never bet on you in a boxing match, Gimli. That’s twice now,”
grins Herod.
“She had a steel jaw!” replies the dwarf, still nursing his hand.
“What is it?”asks Renate.
“Mutant. A creature warped from birth by Chaos,” grunts Josef, “Listen, do you
have any claim to that boat?”
“No, I just worked there, selling. I have no idea how to even run it,” replies
the woman.
“In that case, I suggest you claim salvage, Fallon. It’s the custom on the river,
the boat is yours. I’ve taught a couple of you enough to be able to run it and
you might even get to your destination a bit quicker. Renate here can come and
work for me. I could do with a decent saleswoman and I’m sure you can help out
around the place.”
“I’d be happy to,” replies Renate, obviously taking a shine to the big man.
“Right, it’s settled then. Let’s get to work,” smiles Fallon.
Dumping the mutants in the river (there are two
others, one with a skull face and one with, birds leg, a furry tail and a single
eye on the end of its nose) and wrapping the dead humans, you clean up the boat
of blood and take stock.
2 Sleeved Mail Coats (human sized)
2 Mail Coifs
2 Swords
1 Crossbow – 13 bolts
4 Daggers
1 Spear
2 Clubs
12 Gold Crowns
14 silver
7 copper
In the hold is the cargo, which is also yours
75 sacks of wool
Josef spends a little time explaining how trade works and wishes you luck (
info on this should appear on the website soon)
Having spent the day cleaning, and not moving
very far, you sail upstream for an hour, to get away from the bodies, and you
dock at a riverside inn. There is a roadwarden’s barracks and you hand over
the mutant who seems unable to talk.
You spend the night getting drunk with Josef, dancing and singing. Ket plays
for an hour to the customers and a whip round earns her a total of two gold
in silver and copper which keeps you in drinks for the night and gets you well
fed. Josef pays for your rooms and you get a good nights worry-free sleep.
KONIGSTAG 4 PFLUGZEIT
On the morning that follows, you all get up with
headaches but bid Josef a fond farewell, especially Joseph’s old friend, Jocken.
You head off and as your boat is faster than the Berebeli, you get well ahead
of him.
“Actually, while we’re in Weissbruck, I’d like to visit an old friend. We studied
together for a while, before I dropped out of pharmacy school. Her name’s Elvyra,”
says Keyr.
“Sure, no problem. Perhaps we could find a buyer for this wool, while we’re
there,” replies Fallon.
You arrive at Weissbruck by about three in the afternoon. The weather has been fine all day and the Brothers Antipas have been handling the rudder and sails between them. They seem to have become quite accomplished sailors. You dock, tie up the boat and enter the town.
As you do, two pedlars approach.
“We have some of the finest silks for sale, gentlemen..and madam, to you 40
gold a bundle. It’s a very fair price, I can’t be fairer than that…”
As one of them goes on with the spiel, the other looks directly at Keyr. He
scratches the right side of his nose with his little finger of his left hand,
while putting the thumb of his right hand, fingers outstretched, into his right
ear.
Keyr doesn’t hesitate as he repeats the sign
that the man gave him. Both men then wink knowingly and the one that was talking
holds out his hand for Keyr to shake. Keyr shakes it and as he releases, the
two turn and dash in the crowd.
Herod, ready to action, tries to grab the cloak of the nearest but doesn’t move
quickly enough. The two men disappear into an alleyway.
You all look at Keyr who shrugs, then looking down notices that the palm of
his right hand, the one he shook with, is coated with purple ink.
With not much else to do about the two men, you decide to spread the word through local merchants about your wool. You secure a merchant that offers you 285 Gold Crowns for the whole batch. Ket uses her charm to haggle him up to 305 and the sale is made. A tidy profit!
After unloading the boat, you follow Keyr to
seek out his friend, Elvyra. You have no trouble finding her home, a moderately
respectable building that you are directed to by a local woman – it seems Elvyra
is a well-known local character.
As you approach, you notice that one of the windows has been smashed and the
contents of the window box lies scattered on the pavement.
Herod examines the break, ciggie in the corner of his mouth, squinting through
the smoke and picking at something. He pulls loose a piece of thread, “Break
in. Someone has climbed through.”
There appears to be no sign of life in the house and the room beyond the window shows signs of a struggle – broken furniture, glass and so on litter the sitting room and there is no sign of Elvyra, or anyone else.
Keyr knocks on the door and finds it locked.
He shouts Elvyra’s name but gets no reply.
“I suggest a splinter of us go in the house and have a look around. Jocken, Gimli? We lower Jocken through the window and he can open the door. Meanwhile, the rest of you keep an eye out,” says Herod, with obvious expertise, “Jocken, keep your eyes and ears open while in there and be quiet!”
With relative ease, Jocken is lowered through the broken window and in seconds the front door opens. The two dwarves look around as they subtly enter, Gimli grumbling about the state of human civilisation and that dwarves would never do this.
The room you have entered through both window and door is the parlour. It has been thoroughly wrecked. Herod bends and picks up a note, with spots of blood on it. As none of you can read, he pockets it to show Keyr later. You notice a young man approaching the lookouts so you slip quickly into the Kitchen and out of sight.
The kitchen has also been ransacked. The contents of all the shelves and cupboards have been thrown onto the floor. As you search about, Jocken reports a draft from the back of a large cupboard. The Dwarves push it to one side, revealing a door. Opening it reveals a steep and narrow flight of steps into a cellar. As you do, a small, indistinct shapes darts to the bottom of the stairs. Although your Night Vision doesn’t help, looking from light into darkness, you all saw it was about 3 feet high and humanoid. There is a faint scrambling noise from the cellar and an instant later, silence.
Herod nods for his brother to take the lead, and Gimli nods, drawing his axe. Halfway down, he notices a broken step and avoids it, turning to point it out to the others. As you reach the bottom, Night Vision kicks in.
In the cellar which is small and damp, there
is a pile of rags and boxes in one corner. Gimli approaches, and with axe ready,
pulls one aside. Beneath sits a small girl who lets out a quiet squeal.
“It’s alright little gal, we’re not going to hurt ye!” grunts Gimli in his softest
voice.
“You might want to put the axe down, Gimli,”
grins Jocken as he ducks under his raised arm and approaches the girl, “Hello,
I’m Jocken. What’s your name,” asks the halfling with a cheery smile.
She noticeably calms to Jocken’s friendly demeanour and smiles slightly, “I’m
Liza. I’m ten!” she says proudly.
“Nice to meet you,” grins the halfling, “Where is Elvyra, Liza?”
“Some men came to see Aunt Elvyra, two days ago and left after a lot of shouting.
The next evening I was banished to the cellar for playing with the pretty coloured
powders. I then heard a lot of noise upstairs and I heard Aunt Elvyra scream.
I hid among the boxes until the noise stopped but I was scared to go out again.
When I heard you moving I came to see what was happening. You scared me,” she
giggles, excited, then bursts into tears, “I want my Auntie,” she cries.
Jocken hugs her and strokes her hair, slowly calming her again.
“She’s been through a lot,” says Gimli, “We should get her out of here.”
“Who were the men, Liza?” asks Herod.
“I don’t know. They smelled bad and were big and rough. After they came here,
Auntie told me to stay away from The Happy Man.”
“Who is the happy man, Liza?” says Jocken.
“Not a man silly, it’s the tavern down the lane,” she giggles, wiping a tear
with her grubby shirt.
You lead her out of the cellar and come out of
the house, to find the others conversing with a lanky youth over 6 feet tall,
dressed in ill-fitting mail. A sandy mop of hair on his head covers his eyes.
A shield hangs from his back and a battered sword hangs from his belt. He smiles
awkwardly at the three of you, then at the little girl.
“Let me talk to her alone first, without you
guys around and then I can go off and see if I can gather any information,”
says Ket.
“Fine but I want a walkthrough of the house,” says Herod, “After that I suggest
a team of us go to this inn.”
Ket takes the girl to one side and crouches in front of her, the two of them
talk animatedly. After a short time, Liza comes back to the group, and holds
a hand to Herod, as if wanting to Herod.
“Come on Mr Herod, we have important business,” she says, in a very adult manner.
She takes the dwarf by the hand and leads him around the house. The rest of
you can only watch in amusement as she gives him a guided tour. As well as the
parlour and kitchen, there are two bedrooms, both devastated, drawers pulled
out and scattered. In the cellar is an untouched cabinet, which Liza reveals
as full of herbs and preperations. She won’t let you take anything as it belongs
to her Aunt. There are no other clues and she is unable to describe the men
in any way other than how she has already.
After a brief discussion, Keyr, Jocken and Gimli
agree to stay in the basement with the girl. Herod, Ket, Fallon and Rafe head
off to the inn.
Herod hangs outside as Rafe goes in alone and sits at the bar. Ket and Fallon
enter having agreed that Ket will do the talking. Herod keeps watch outside,
smoking and watching.
Chatting around and buying the locals a few drinks, she gets some information…
On the red barn “There are lots of barns hereabouts, some of ‘em might be red.”
Of strangers, “Three strangers have been staying
in the inn over the last couple of nights. Last night they settled their bill
and left.”
The Landlord remembers that they were expecting to meet “a boatman friend” who
was to take them back to Altdorf, but that he was not due to arrive until tomorrow
morning. The landlord seems puzzled but chose not to pry into the business of
others. You are then directed to Old Otto, the inn’s potman and general odd
jobman.
The grizzled old fellow very helpfully points
out that he saw three men leave the previous night with a large trunk in a wheelbarrow.
When question further, he adds, “Well, I’m not sure how much I remember. My
memory isn’t what it used to be, you know – they say it comes of a poor diet,
but then what is a man in my position to do?”
Ket slips him a gold crown and his eyes light up, and suddenly recalls that
he saw them head north towards the canal, towards a red barn.
Meeting back at the house, you share the information
and decide what to do next. As the red barn seems the most obvious lead you
discuss your plan.
After some discussion, Herod and Ket agree to
stay in the house with the girl while the rest raid the barn to attempt to get
Elvyra back. Herod suggests he go alone first to recce the place, which you
all agree to.
He returns within twenty minutes, “The place appears empty, with no-one around
at all. It’s a group of barns and our target is the most northerly, just the
other side of the canal. The Red Barn is run down and overgrown with trees.
There are two exits – the main double doors, which slide open, and a pair of
doors at a higher level around the back, suggesting a second floor or hayloft.
There is plenty of straw at the back, creating a soft landing for anyone jumping
out, so I suggest we have the back covered. There are four side windows, all
boarded up. I also noticed an empty shed nearby, where Ket and I could hang
with Lisa so I could come running if you guys need help.”
“Good work, Herod,” says Fallon, taking charge, “You and Ket stay in the shed.
Gimli and Jocken, cover the back, missiles ready. Use your axes if they jump
out. Keyr and Rafe, we’ll move in from the front.”
“You’re making it sound like a military operation,” jokes Keyr, sucking on a
burnt out dog-end.
“This is serious business Keyr,” says Fallon, suddenly angry, “These men are
kidnappers and we can’t take chances, especially with your friends life at stake.
If we have to kill, I don’t want anyone here afraid to do what they need to
do. I’m sure they won’t hesitate to do us in, if we give them the chance.”
Keyr nods quietly, tapping the dagger under his cloak. You all leave the inn
in silence, Ket holding Lisa’s hand.
Crossing the canal, you find the group of barns and take positions. Keyr, Fallon
and Rafe stalk towards the front of the barn with red door, and give Gimli and
Jocken a moment to get round the back.
Rafe and Fallon draw swords as Keyr goes to pull the sliding door back. It moves
an inch and bangs into something.
“What the..” comes a voice from inside, and a scuffling of feet.
Keyr tugs again and it fails to budge.
“Who is it,” shouts the voice from inside.
“Grain Inspectors,” shouts Fallon, thinking quickly.
“We’ve been inspected already. Have a good day.”
Rafe grabs the door and helps Keyr, and the door slides open, allowing Fallon
room to jump in.
A heavyset man with an eyepatch, wearing a brown leather jerkin and carrying
a club stands ready but the barn is too dark to see beyond him. Fallon swings
the sword but the man ducks and spins and starts running to the back of the
barn.
“We’ve got company!” he shouts.
As light floods into the barn, you see a hayloft at the back and a woman bound
and gagged on a bale of straw. Two men stand at the balcony, rubbing their eyes
as if they just woke up.
Rafe leaps into the back and goes after the thug with the speed of a whippet.
He slashes at the thug’s back, ripping into the leather. A second slash goes
over the thug’s head, but makes him turn and face Rafe, bringing his club up
in defence. Fallon and Keyr run in, Keyr drawing his knife to aid Rafe, Fallon
running past them, throwing himself up a ladder.
One of the men in the hayloft throws open the back doors only to be met by fire
from Gimli and Jocken. Crossbow bolt and sling shot both clatter against the
wall of the barn as the other man picks up the woman and jumps out.
“We’re surrounded,” someone shouts.
As Fallon reaches the hayloft, the thug that opened the doors stands ready with
his club.
On the ground, Rafe takes two swings and misses; getting hit himself in the
left arm (-1W). Keyr takes a stab from behind, but fails to connect.
Outside, Gimli and Jocken throw down missiles and draw axes, advancing on the
kidnapper. The man drops the woman onto the straw and draws a short sword, “This
is not your affair, shortarse,” shouts the man.
This only serves to anger Gimli, who leaps at him, axe swinging and connecting
with the man’s chest. Jocken attacks but fails to strike.
Back in the hayloft, Fallon stabs his opponent in the left arm, only for the
thug to send a crashing blow to Fallon’s own left arm (-4W).
On the ground, Rafe stabs, opening a wound in the man’s left shoulder. Keyr
stabs again and misses and Rafe ducks another blow from the thug.
Gimli attacks ferociously, jumping and cracking the man in the head, knocking
him to the ground, following through with a 360-degree swing, chopping the man’s
arm off at the shoulder. Blood sprays in all directions and the man collapses
dead.
Fallon smacks his opponent in the head with hilt of his sword, knocking him
backwards dazed. Fallon then follows through, running his sword through the
man’s gut.
“One down,” shouts Gimli.
“Make that two,” replies Fallon, glancing to see Rafe’s progress.
Rafe dances around the man, slashing here and there as Keyr hangs behind in
a crouch, stabbing the thug in the arm. The thug yells as he swings at Rafe’s
head, but the young man deftly ducks, blocking the blow with his shield.
Fallon nods his appreciation at the young man’s skill with the sword and shield,
“You might as well give up, friend, your friends are dead,” he shouts down at
the man.
Rafe holds his attack, giving chance to surrender, but the man swings again.
Rafe ducks, slashing into the man’s right hand. The club clatters to the floor.
Keyr moves in, slamming his dagger into the back on the man’s neck. He twitches
for several moments and collapses. Keyr pulls the dagger and wipes it on the
man’s clothes, slipping it back under his cloak.
Fallon leans on the balcony and claps, as Keyr takes a bow, then shakes Rafe’s
hand.
“You fight well Rafe,” says Fallon.
“Thank you,” the boy smiles, obviously glad he has impressed someone.
Gimli and Jocken appear at the front door, with
a woman in her late thirties.
“Hello Elvyra,” smiles Keyr, “You ok?”
“Keyr!” she smiles and runs over to hug him, “I’m fine. They didn’t hurt me.”
“Who were they?” asks Fallon, climbing down the ladder.
“They were working for someone in Altdorf who wanted me to do something I didn’t
want to do. Where is Liza?”
“HEROD!” calls Fallon, “Gimli, get your man from the back in here. We’ll make
it look like they killed each other.”
Herod appears at the door, ready to fight and looks a little deflated that there
is no-one left, “C’mon Ket, it’s all clear,” calls the Dwarf.
Elvyra is reunited with her niece and after searching
the men and taking their belongings, you return to Elvyra’s house. (Various
glass vials stolen from Elvyra, that she reclaims, two pairs of knuckle-dusters,
two clubs, three daggers and a short sword. Three pendants in the shape of a
rat’s head (worth 1GC each) and a total of 9 Gold Crowns and 16 Silver in coins.
Elvyra cooks you a meal and tends to your wounds. (Rafe heals 1W, Fallon heals
3W) Before you leave Weissbruck she offers to train any of you to become Pharmacists
(this will take one week and cost 100xps)
She also offers her services for herbs. (Her price list appears on the site)
The week in Weissbruk is well spent. Both Herod
and Keyr decide to pursue the career of Pharmacist, with Elvyra as their mentor.
During the week, Keyr tries to get Elvyra to talk about her captors and what
they wanted her to do. No matter how much cajoling, she refuses to talk and
even goes on to say that after you depart, she and Liza will be moving on to
another town to start afresh.
As you find no further trails to Altdorf, you agree that the next stop will
be Delberz, where Fallon wishes to see his mother, with Ket, and Keyr to track
down another old friend.
Ket spends her time trying to find a merchant to buy cargo from. She is unsuccessful,
though in a town with a population of little over 70, it is not surprising.
As you are passing through Altdorf to get to Delberz, you agree to pick up something
there.
The rest of you enjoy the rest, heal your wounds and drink the week away.
Soon the newly training Pharmacists are ready to leave, new books given to them as a gift from Elvyra as a parting gift as you bid her and the girl, Liza, farewell.
kONIGSTAG, 12 PFLUGZEIT
It is thirty miles to the next settlement up the Weissbruk Canal, a ten-hour trip, so you choose to stay the night at Schlafebild, a village even smaller than Weissbruk. A dockside inn named after the town provides warm and comfortable rooms for the night. Ket provides a few songs, which pays for your room and food.
ANGESTAG, 13 PFLUGZEIT
Next morning you set off for the next stretch, which should see you arriving
in Altdorf a dusk. Passing through the pottery town of Hartsklein, you stop
off to look around the town, and buy a couple of hand made mugs as souvenirs.
As the sun sets, you sail into Altdorf, the magnificent
capital of the Empire. You are a little wary of returning though. Despite all
that has happened since you last left, you recall the dead noble and the possibility
that you may be fingered as the murderer. As you sail along the dock, in fact,
you see wanted posters offering 20GCs with accurate descriptions of Gimli and
Fallon.
“Maybe this is not such a good idea after all,” says Fallon, visibly going pale.
Before anyone can answer, a river patrol boat pulls up alongside your own and
river watch men prepare to board. Herod takes the lead, shaking his head as
Fallon touches his sword. It turns out to be a routine customs check, though
one of the men stares at Fallon for a few moments longer than normal. However,
soon they depart, leaving you to enter the city proper.
As you disembark, watchmen confiscate your weapons, providing you with receipts
for collection on leaving. Any of the party with Daggers is permitted to carry
them. The laws seem to have tightened since your last visit.
Taking no chances, Fallon covers his face with his hood, but Gimli stands proud.
Keyr enters the dock and takes a long breath, “Ah, it is good to be home,” he
grins.
“All I can smell is humans,” snorts Gimli, “Shit and Piss.”
“Eloquently put, brother. I sometimes forget how out of place you must feel
in human cities,” says Herod.
“Do you have family here, Keyr?” asks Ket.
“I suppose so. My mother lives with my young brother, Hans, and the twins Kirsten
and Bruno. They are barely grown,” says Keyr, lighting up a rollup.
“Do you not want to visit them? I’m sure they’d be glad to see you!” smiles
Ket.
“I doubt that very much indeed. Come, there’s a wonderful establishment down
Pier Street, over there. The serve Bugman’s Best Bitter!”
Keyr is obviously happy to be back on familiar
ground and leads you to the Rat’s Nest, a dodgy looking tavern, with a sticky
floor and even stickier seats. Ordering a couple of Pitchers of Bugman’s, the
black Dwarven Ale, he finds a table and starts filling a number of pewter tankards.
“To Altdorf!” he toasts.
You all drink, eat and acquire rooms for the night; grateful that no one has
noticed you as wanted criminals.
FESTAG, 14 PFLUGZEIT
Next morning, you head back to the boat, pick up your weapons and ready yourselves to set off. Herod speaks to a merchant and secures a cargo – more wool! He buys 75 sacks for 285gp, after some haggling.
You leave Altdorf once again and as you pull
away, you pass a Four Seasons coach by the quayside, and see a familiar face
boarding it. It is the studious fellow you first saw in the inn where most of
your first met and who travelled to Altdorf with you.
“Ernst something-mann,” says Herod, trying to recall the man’s name.
He looks up and sees you, and quickly buries his head in his book as you pass
by.
Leaving the big city behind, almost sad you didn’t
get to explore more.
“Den of corruption,” grumbles Gimli, looking back at the city.
Another twenty miles (7 hours) up the Talabec River and you stop at the small village of Geldrecht, last stop between you and Delberz. Stopping for the night, you rest in friendly inn, again Ket securing rooms by entertaining the patrons.
WELLENTAG, 15 PFLUGZEIT
Next morning you are of on the last slog to Delberz, a 65-mile trip, over two
full days, sleeping in the boat on the way.
MARKTAG, 17 PFLUGZEIT
At dusk of the second day, you pull into Delberz and sail another hour to the smaller village of Turmgever, where Fallon was born.
“It seems like only yesterday that I was here,” smiles Ket fondly.
The sign at the entrance of the small village denotes the population as 53.
Fallon takes you all to his mother’s cottage, in the centre of the village. His mother, a rounded woman in her late fifties, screams and hugs her son as she opens to door to him. Her eyes then fall on Ket and tears fill her eyes.
“Keterina? Is it truly you?” she releases her
son and steps to hold the elf girl’s hands, looking at her closely, “We thought…,”
she stops and embraces her.
Ket begins to weep, “I am fine,” she smiles, almost crushed in the big woman’s
embrace.
“And who are these handsome fellows?” she asks, looking at the motley crew that
stand back, looking a little uncomfortable.
“A few new friends,” says Fallon, “Keyr, Gimli, Herod, little Jocken and Rafe.”
“You always attracted odd looking friends,” she smiles, “In the nicest possible
way! Come in, all of you. I have a pot of stew on the go.
You enter warm cottage, removing your weather worn boots, and make yourselves at home in the parlour, where Mrs Weiss, or Gretchen, as she insists being called, gives you all wooden bowls of beef stew and warm, freshly baked bread.
“Where are Gilda, Kalra and Alfrida?”
“They are all working up in Delberz, left me all on my own. I suppose they were
bored. I mean, what can a girl do in the village, but fell timber!”
She keeps looking at Ket and smiling.
“Actually, Mutti, I came here for a reason, not just to show you Ket is alive,” says Fallon, he gets onto one knee in front of Ket, and pulls a ring from his breast pocket, “Ket, will you do me the honour of being my wife?
You all wait expectantly, watching Ket, as tears
fill her large yes.
“Nothing would make me happier,” he smiles, embracing Fallon as he rises.
“A celebration is order then!” calls Herod.
And indeed, a celebration, there is. The wedding is arranged within days and though Herod suggests a low key, private affair, to avoid attracting authorities, Gretchen will have none of it. She has heard nothing of her son being a wanted man and suspects no-one else in the village has either.
Keyr misses the celebrations, choosing instead to go to Delberz and find an old friend.
The wedding, which takes place on Konigstag 20 Pflugzeit, goes smoothly, the townsfolk helping to erect a huge pavilion and the local priest of Shallya performing the ceremony. Afterwards, there is much celebrating and wine and beer flows aplently. Gretchen takes a shine to Rafe, but he resists her whenever he can.
MARKTAG 25, Pflugzeit
Soon a week has passed by, and Keyr shows up. Fallon is not happy he missed his special day, but the grave look on Keyr’s face tells him the time has been well spent.
“I have information on Etelka Herzen. She is definitely in Grissenwald, and up to no good. I have also been training. I am now a Wizard’s Apprentice.”
He says nothing more and you pack up your things and get ready to continue your journey.
Saying your goodbyes to Gretchen and the rest of the locals, you set sail down the Reik. The journey to Grissenwald, near Nuln is almost 270 miles, nearly 14 days away. You sail back to Altdorf over the next three days.
Konigstag, 28 Pflugzeit
Pulling into the city, you see all signs of the
wanted posters are gone and you feel a little more relaxed. Finding a good quality
inn, you hire rooms for the night and plan your requirements for equipment for
the next day.
Angestag 29 Pflugzeit
After a good night’s sleep, you ready the boat for the journey down-river. Keyr fills you all in on what he learnt from his now master, Heironymous Blitzen.
“She is based in Grissenwald, near Nuln. He warned
me to be very careful, though. She is well known as a dabbler in the black arts,”
say Keyr, seriously.
“Nothing new there,” grunts Gimli.
“It would be a good idea to find her if she’s up to no good. J-j-justice must
be served,” stutters the young Rafe, his face reddening as he sees everyone
is looking at him.
“Could be dangerous,” adds Fallon, “But we’ve faced demons before now. A bitch-wizard
should be no problem.”
“Bitch-Wizard..Witch..hehe, funny,” laughs Jocken to himself.
“Fine, I need to spend an hour or so in town before we set off. Just to pick
up a few bits and pieces,” says Herod, slinging his pack over his shoulder.
Keyr follows him.
You wait for Keyr and Herod’s return and he is soon back with their bag stuffed with powders and the like (-3gp each) You then set off down the river.
In the hold of the boat, Keyr and Herod set up a little chemistry lab. Keyr learnt more about Pharmacy and sets about teaching the Dwarf his new trade, while the rest of you take care of the boat.
Part way through the first day out of Altdorf you pass by the towns of Kaldach and Autler, and Fallon makes a brief stop to research into the trade options there (see Gazeteer)
Festag 30 Pflugzeit
As night falls on the second day, you reach the fork in the river Reik, where the River Teufel branches off towards Grunberg. As you pass you see the towering stone fortress of Castle Reikguard, current residence of Prince Wolfgang Holswig-Abenauer – the Emperor’s chosen heir. The castle battlements bristle with guards in shining plate armour and here and there, a bombard’s barrel can be seen poking threateningly through the crenellations. You pitch up not far from the shadow of the castle and rest for the night.
Wellentag 31 Plugzeit
Setting off again the next morning, you travel further down the river and by midday cannot fail to notice a somewhat incongruous sight. Westwards, the grassy slope of a low hillock peeps above the top of the river embankment, its dome-like crest crowned by an odd-looking construction. The ruins of an ancient tower, whose preternaturally smooth stones reflect the light in a dull sheen, have become the foundations for a most unlovely granite edifice of undoubted Dwarven construction. And over all, perched on the very top, like some giant stick insect, is a strange configuration of beans, stanchions, ropes and pulleys. The mass of wooden scaffolding which surrounds the whole structure and over which swarm, several, short, bearded, tool-wielding figures, indicates that the work is not yet finished. A huge grin comes across Gimli’s face to see some of his own kind. He calls Herod up to see.
Rounding the bend in the river, you see two Dwarfs
waving frantically from the work site’s landing stage – normally only used for
unloading deliveries of supplies and materials. As the boat gets within earshot,
you hear cries of, “Oy! Give us a lift! We can pay!”
One of them holds up a bulging purse.
“Pull over,” says Gimli, “My countrymen need a lift.”
The boat pulls up to the stage and the Dwarves quickly hop on board, obviously in a hurry to leave.
“I am Thingrim and this is Belegol. Please cast
off straight away. If you are going as far as Nuln, we would be grateful,” says
one of them.
“What price are you willing to pay,” asks Herod. Gimli shoots him a stare.
“5 shillings each, per ten miles?” says Belegol.
“Done,” smiles Herod, shaking the Dwarves hands, “Herod Antipas, and this is
my esteemed brother, Gimli. Welcome to our humble boat.”
Just as you are about to pull away, another Dwarf comes running down the bank. He is somewhat overweight and his face is as red as his voluminous breeches.
“Hold up, Fallon, another passenger,” shouts
Herod, rubbing his hands at the money this taxi service is making.
“No, no, cast away, cast away,” yells Thingrim frantically.
As the newcomer arrives at the stage, your passengers falls silent. The newcomer, gasping for breath, glowers at them and points to the half-finished construction.
“Unless – GASP! WHEEZE! – you want to be listed as – COUGH! SPLUTTER! – wetbacks, -GASP! – you’ll get back to the site now!”
With a look that is a mixture of apology, embarrassment and appeal, Thingrim and Belegol march back up the bank.
Gradually recovering his breath, the newcomer introduces himself as Aynjulls Isembard – Master Artisan and foreman in charge of the construction of His Imperial Majesty’s latest signalling device. He appears to be under a great deal of stress – his eyes are red-rimmed and surrounded by dark circles, while a permanent frown furrows his brow.
“So what’s happening that is causing so many
problems?” asks Herod.
“Well, along with a team of 12 Engineers, I was hired some 6 weeks ago to oversee
the construction of a signalling device, in accordance with the Emperor’s latest
scheme. The work has been plagued from the outset; normally careful Dwarves
have fallen from scaffolding and broken limbs; others fell prey to a mysterious,
paralysing disease. Despite this, work continued, but about 5 days ago, workers
on watch in the tower started to disappear without trace during the night: two
more vanished only last night. Now the other Dwarfs are demanding danger money,
claiming that the place is a cursed Elven burial mound if not something worse.
Out of the original 12 engineers, only six remain. I’m at my wits end, my reputation
will be ruined if the work is not finished on time, but what can I do?”
“I’m sure we could help you,” Smiles Jocken.
“For a suitable fee,” adds Keyr quickly.
Herod nods in agreement.
“Of course. The fee shall be 1 Gold Crown each per day plus 50 Gold either when
the device is complete or when the mystery is solved.”
“Agreed,” says Gimli, before anyone can haggle. He glares at Herod who was obviously
about to ask for more, “That would be a suitable fee for helping a brother.
Now, show us this construct.”
You climb off the boat and follow Aynjulls up the hill. The two escapee builders sullenly follow.
The ruins of the tower on which the signal tower is being built is made of blocks of black, shiny mineral which is otherwise completely featureless. The signal tower itself has been completed up to the ground floor which houses the signal fire and mirror and supports the wooden pylon with the signalling arms. Both the tower and foundation are covered with wooden scaffolding.
“It is here that the workers have vanished, always
at night,” says Aynjulls.
“Fine, then I suggest we camp here and see what happens when the sun goes down,”
says Gimli.
“Simple as that?” asks Herod.
“In the tunnels, it is often best to wait for an ambush and be ready,” says
the Tunnel Fighter, his grey eyes sparkling at the thought of a possible fight.
“Fine,” says Keyr, handing a roll-up to Herod and lighting up for both of them,
“We’ll wait and see what happens. Aynjulls, tell your men we will be here until
nightfall to protect them. After dusk, send them off duty.”
Aynjulls nods, “I am glad such professionals as yourselves came along as you
did.”
You settle on the stone floor and wait. Gimli and Fallon have weapons drawn. The rest of you are more relaxed but become a little jumpy as the sun goes down and night begins to fall.
When it is completely dark, you huddle together from the cold. Fallon puts his cloak around Ket to keep her warm. Keyr lights his tenth ciggie today, and coughs trying to break the tension.
Suddenly, something shifts in the darkness – part of the floor lifts up quickly and silently and a figure jumps out, surprising all of you. Gimli and Fallon are quickest to react, jumping up with weapons ready. The figure before you is hard to make out in the moonlight, but it’s humanoid, dressed in rags and holds a bone club. A cylinder swings from a thong on its neck. The stench of rotten flesh fills your nostrils and the thing hisses, revealing rows of sharp teeth.
Gimli, Fallon and Jocken are all frozen to the spot in fear!
“Back off, or we attack,” shouts Rafe, loading
his crossbow.
Keyr hands pouches to Fallon and Gimli, but they just stare at the shambling
creature, holding the bags loosely. Keyr puts one another pouch over his spear
tip, grips it to smear the contents and throws the pouch to the floor. Herod
crouches and applies some of his own paste to the sharp end of his pick. Ket
draws her knife and tries to rouse Fallon from his terror.
Rafe fires the crossbow one of the solo zombies,
hitting it in the left shoulder, knocking it back a few paces.
Herod looks at Keyr and nods to the one that Rafe just hit, “It’s up to us,
mate,” he grins, “Ket, bring the others this way,” and charges head on towards
the laboratory and the zombie standing before it. Keyr is not far behind. Herod
leaps into combat, his pick slamming into the zombie’s forehead. As he pulls
the pick out, the gaping hole pours black blood. The creature groans and shuffles
backwards through the door, a look of what you can only describe as terror in
its dead eyes.
Gimli shakes out of his fear, but Jocken and Fallon remain fazed. The Dwarf
draws his axe and stands between them and the three zombies on the north side.
Rafe drops the crossbow, draws his sword and faces the southeast where the remaining
zombie is coming from.
Seeing that Herod is taking care of that one
by himself, Keyr turns and sees the rest of the party back to back in the centre
of the room, Rafe and Gimli protecting the others. He runs back to aid Gimli.
Gimli’s first blow strikes hard, crushing through the left and into the ribcage,
sending dust flying. The creature is thrown aside. Swinging again, he hits another
in the hip, to less effect.
Rafe slashes the one facing him in the left arm, spraying himself with black
blood. He follows through with a strike to the right arm, cutting through the
shoulder, hacking halfway through the ribcage. Pulling his sword free, the creature
lets out a final groan and falls to the floor at his feet.
The two creatures facing Gimli lash out with filthy claws, but fail to hit. Keyr then appears, stabbing the third zombie in the leg with his spear. The creature groans, dead eyes wide and begins to shuffle backwards, impossibly fast, to escape.
Herod, meanwhile, follows through into the lab, swinging. The sharp end of his pick buries itself into the zombies gut and rips upwards, through the creature’s chest. The creature collapses in a heap of dust.
Jocken and Fallon remain frozen and Ket continues
to try to bring them round. Gimli faces the remaining zombie in the central
room, as Keyr slips through the north door to follow the terrified zombie. Rafe
turns and flanks the creature Gimli is attacking.
Gimli swings twice and misses. Rafe does the same. The Zombie lashes out at
Gimli, ripping a huge wound in his left arm (-4W) The Dwarf roars in pain.
Keyr stabs at his limping foe but the creature retreats.
Gimli roars as he swings, his axe cuts right through the creature’s midriff, sending two separate halves falling to the floor.
Rafe runs through the north door after Keyr and finds him with the zombie backed against the wall, held at spear point. The creature seems to be shrinking in fear.
“What’s wrong with it?” asks Rafe, “These things
are dead, they don’t have emotion.”
“It’s the graveroot I applied to the spear. Lethal to undead in a large enough
dose. It repels them in smaller doses,” replies Keyr.
“Finish it!” yells Gimli through the door, “We don’t have time for playing games.”
He winces clutching his wounded arm.
Keyr stabs out but the creature ducks aside. Rafe stabs the creature through
the belly, twisting the blade then pulling it free. The creature collapses,
unmoving.
You all meet back in the central room, carrying cylinders taken from the zombie’s necks. They are smaller than the one found on the creature outside but they are the same shape, six sided. Keyr patches up Gimli’s wound (+1W)
Looking around, it is apparent that these rooms have not been used in some time. They are windowless and lit only by your own torches, some of which have gone out so you light more, each of you carrying one. You decide to start searching, starting with the lab. The room takes up a quarter of the tower, being a quarter circle in shape. It is littered with all the usual alchemical apparatus; benches piled with beakers, retort stands, odd shaped jars, lumps of various ores and so on. Various esoteric calculations are chalked on most surfaces – walls, ceiling, floor, benchtops – and in one corner stands a gargoyle-shaped lectern bearing a large leather bound book. Keyr steps up to examine it.
“It’s a strange language, not seen it before. I think we should take it and get it looked at by an expert,” he says, closing it and making a mental note of where the page was open, and hefting it under his arm.
Doors from this room lead east and north.
“North should lead to a library, where Rafe killed the last zombie. I’d like to take a look there, see if there are any more interesting tomes,” says Keyr, walking towards the north door.
It does indeed lead into a library, which stretches round the outside of the tower in a half-circle. Shelves fill the room, stuffed with ancient looking books. Looking through them, they appear to be in a variety of languages on various subjects, mostly historical or religious.
“Some of these look ancient. I’d sure they’d
fetch a crown or two!” says Herod.
“If you want to carry them Herod, go ahead. There is little here of use to me,”
says Keyr.
Herod looks, but with no real knowledge of books, he hasn’t a clue of the value
of any of the tomes so he leaves them where they are.
Moving to the other side of the library, there is another door which opens into a study, which was guarded by the single zombie that Rafe killed. The door leading to the central area remains open and another, on the west wall, is closed. The room contains a large desk, a plain chest, drawing board and various ancient portraits hung on the walls, covered in dust and cobwebs. The desk has a single drawer, which is locked. Gimli inserts his axe and breaks into it. Within are dried up ink bottles, quills and parchment, the latter of which Keyr takes. There is also, underneath the parchment, a battered notebook, whose yellowing pages are covered with complex calculations and other records in a spidery hand.
Keyr scans the book, “It appears to be written by an astronomer, or someone who knows about astronomy. I studied it when I was a herbalist. The writer seems to be trying to predict the orbit of the chaos moon, Morrslieb.”
The chest holds several antique maps of various parts of the Empire – the Reikland and the western marches of Talabecland in particular (Handout 8) All the maps bear a number of intersecting lines which criss-cross the continent. The intersection in the Barren Hills has been roughly ringed. Keyr looks up excitedly, realising something.
“These lines! They represent Morrslieb’s erratic
orbit!” he says.
“And what about the ringed bit?” asks Ket.
“No idea,” replies Keyr, perplexed.
Looking about the rest of the study, Herod wipes off some of the portraits. There are no labels but the family resemblance between each painting is obvious. All have aquiline noses, high foreheads and thick, bushy eyebrows. Also, propped in one corner is an ornately carved staff. Keyr takes it, “Ah, my own wizard’s staff,” he beams proudly.
There is one final area you have not searched, the door on the south wall of the main chamber, which opens into a small corridor with doors leading into the study and the lab. On the floor is a six pointed star. Each point of the hexagram have a hole. Keyr slide one of the cylinders into it, fitting perfectly.
“We have five of these things and six holes,”
says Keyr.
“We’ve searched everywhere. It’s obvious the sixth key is not here,” says Herod.
You decide to head out to the open again and consult with the Dwarves. On the way, Keyr takes the notebook on astronomy for further examination. Herod takes a book about Sigmar and his relationship with the Dwarves, which Keyr selects for him. Rafe takes one about the history of the Empire, though he cannot read.
On emerging to the cool night air, you breath in the freshness of it, glad to be away from the musty, tomb-like chambers below.
“Anjulls,” calls Rafe, “Herr Isembard?”
Within moments, the grey Dwarf comes running to the foot of the tower, two of the engineers in tow.
“What did you find?” he says frantically as you climb down the scaffolding.
“Zombies and a Ghoul,” says Keyr, grimly “There are chambers below your device, ancient chambers.”
He is taken aback when he sees you up close. Most of you are covered in dust and black blood.
“I’m afraid your workers that went missing are dead,” says Gimli, “Grungni rest their souls.”
“Has the danger passed?” asks the foreman.
“We cannot be sure,” says Herod, “We destroyed what evil we could find but there
is a door we cannot breach. We were hoping you might have a key.”
“A Key? No, I do not. We have not seen anyway into the stone foundations. We
assumed they were solid.”
“A pity,” says Keyr, “We will search a little more in the morning, after we
have rested but if we cannot find anything, we will move on. I suspect you have
no further problems with your construction.”
“Who is employing you to create this construction?” asks Herod.
“The Emperor. This is one of his signalling devices, one of many being built
along the Reik,” replies Aynjulls, “It is unlikely he will abide any further
delay. If the danger has passed, we will continue in the morning. The sooner
this gets finished, the better.”
After getting cleaned up at the river bank, you join the Dwarves in their camp, and rest. Herod, having observed and trained with Keyr, helps tend to Gimli’s wound (+3) Keyr sets about making more Graveroot paste but is unsuccessful. He then studies the staff but finds nothing that might act as a key. You sleep for the rest of the night and wake at dawn feeling more refreshed.
Aubentag 32 Flugzeit
The morning sun seems to have brought cheer to the Dwarves. Fear seems to have been washed away with the coming of the dawn and the knowledge that heroes are in their midsts.
You re-enter the chambers which seem unchanged by the day, despite the sun streaming through the trapdoor. Another search with less tired eyes still produces nothing.
“It is time to move on, friends,” says Herod,
“There is little else we can do here without the sixth key.”
“That is true, Herod, but I think we have a couple of leads to follow,” says
Keyr, “The book needs translation, which may tell us more about this place.
And the intersection on the map predicting Morrslieb’s path, showing the Barren
Hills, we should investigate there. For anyone to predict the path of the Chaos
Moon is a huge discovery in astronomy.”
“Very well, but first we should follow our matter already in hand – that of
Etelka Herzen and Kemperbad.”
“I agree with my brother,” says Gimli, “Let’s finish what we started before
we get into some fools errand.”
Keyr nods and keeping the staff and books with him, he tucks the 5 small keys and the large one into his pack. You return to the surface to collect your payment.
Aynjulls pays up as agreed, 50 Gold plus 2 Crowns each for your troubles. He makes it clear that the money is from the Emperor and should it prove your task was not completed sufficiently to finish the building in safety, you will be dealt with to the full extent of the law.
You bid the Dwarves farewell and board the boat once more, casting off down the Reik.
The journey to Kemperbad is just over 100 miles, 4 days by boat, will little or no civilisation between. You are glad of the supplies you have stored in the hold and will have to stock up when you reach Kemperbad. From what you hear (none of you have been there) it is a thriving trade town and you should be able to get a good price for your wool as well as picking up a new cargo. Still, four days is a long time, as Jocken says, “Anything can happen in four days.”
By the end of the second day, you are beginning to wish something were happening. The journey is tedious at best, with little more than carriages passing by on the roadside and other trade vessels heading back up the Reik. After all your recent excitement, you begin to crave adventure.
Keyr and his lab assistant, Herod, are hold up below deck, formulating poisons. After two days he has mixed 6 doses of Graveroot (using up two jars of his powders)
Backertag 1 Sigmarzeit
On the morning of the third day, you approach a slow moving river boat, slightly smaller than your own, heading in the same directing. As you get close, a bearded man stands at the rear and waves, “Ho there! I’ve got two sick men on board – do you have anyone with you who can help?”
Jocken runs below deck and fetches Keyr. He squints
as he emerged into the daylight, “What seems to be the problem?” he calls.
“Two of my men took sick, night before last. Can you come over and have a look?”
“Certainly, let me get my herbs,” replies Keyr.
As turns to the hold, Herod stops him, “I don’t like this,” he says.
“If they have sick on board I can help them. You can all come if you like, though
if it’s contagious…”
“I’ll come,” grunts Gimli, “There’s no disease that can drop a Dwarf.”
Keyr gets his things and the boats pull close,
allowing him and Gimli to hop over. The man that waved helps you over. He is
in his early forties, well dressed with a full black beard. He introduces himself,
“I am Bernhardt Dampfer, Master of the Maria Borger. We run between Kemperbad
and Altdorf. This is Reiner, my only able bodied crewman,” he gestures to a
man of about 21 at the sail. Reiner nods in greeting.
“I am Keyr Aldron, and my associate, Gimli Antipas. We too are merchants, though
I am formerly a pharmacist and herbalist. Tell me what happened.”
He leads you below deck where two men lie in bed. They are deathly pale and apparently exhausted, with a sheen of cold sweat on their faces.
“Hans and Karl took sick the night before last,” says Bernhardt, “We found them like this yesterday morning. Reiner and I have been alright so far, but I don’t know what’s wrong with them or if it’s catching.”
Keyr approaches them men and examines them, looking for signs of disease, but finding none that he recognises. He does however, find two puncture marks in Hans’ neck, “What is this?” he asks Bernhardt.
“That’s odd. They weren’t there yesterday, but he was just as bad. Must have been a rat or something. They’re a real problem when you’re carrying grain – get everywhere, they do. Bold as brass too! They’ll go for you soon as look at you.”
Hans moans weakly and Bernhardt goes to comfort him.
“You’ll be alright,” he says, “Rest easy now,” he turns back to you, “There he goes again. He keeps seeing things. I don’t understand it at all – there’s no trace of fever, he’s as cold as ice.”
“Away….keep him away…those eyes…I’m cold, so cold…don’t let him touch me…no…no…”
“I really could do without this,” says Bernhardt, “I’ve got this special cargo, you see, and it has to be delivered the day after tomorrow. It’s as much as Reiner and I can do to keep the boat going.”
“What’s this cargo?” asks Keyr.
“I was approached by a large mercantile operation in Altdorf. None of their
boats were heading to Kemperbad so after pushing the price up to twice normal
rate, I accepted the cargo. Hopefully, they can put more my way in the future.
“Do you know what the cargo is?” asks Keyr.
“It’s a single crate, 8 ft square by four deep.”
“Could we see it?”
“You intend to rob me?” says Bernhardt, suddenly on his guard and wondering
why you are asking about his cargo.
“Not at all. It is possible this cargo may be connected to your problems with
your crew.”
He shows you to the hold, where the crate stands. Behind it are sacks of grain. The crate is nailed shut and a large lead seal is set on one edge, bearing a coat of arms.
“Recognise the coat of arms, Gimli?”
“No, Rafe is the heraldry expert,” grunts the dwarf, “Rafe get over here,” shouts
Gimli.
The lanky boy climbs onto the boat and enters the hold, “Rafe, what’s this coat
of arms?”
Rafe studies it carefully, “Very old, this is the Orlok family. But they died
out during the Age of Three Emperors.”
“When was that?” asks Gimli.
“About 1200 years ago,” replies Rafe, “What is it?”
“The name the shipment was booked under it Graf Orlok!” says Bernhardt.
“Bernhardt. I think we may need to look inside this crate,” says Keyr.
“I’m not sure. It’s a very important shipment,” replies the captain.
“Your life and the lives of the crew could depend on it,” says Keyr.
“Very well, do what you must.”
“Rafe, get the others. We need to discuss what we are going to do here,” says
Keyr grimly.
Rafe gets everyone over onto the boat and Keyr tells the others what he thinks is going on.
“This reminds me of some legends I heard when growing up in the Moot,” says Jocken, cheery as ever, “They talked about the vampire – an undead being that lived on blood and could only be killed by fire, sunlight, garlic or a stake through the heart. I think we should try and get this box into some daylight and open it so that we may kill the vampire without it feasting on our blood.”
Keyr passes out some double doses of graveroot to Gimli, Fallon and Rafe. Jocken asks for some also but Keyr puts the last two doses on his spear, “Double doses are lethal. Use them wisely.”
“Right, so we open the thing up on deck. If the
sunlight doesn’t do the job, we hit it with all we’ve got. Rafe, do you know
anything of the family’s business?” asks Herod.
“No, I do not. Heraldry I know, but history is not my strong point,” replies
the youth, coating his blade with Graveroot.
Herod, Gimli and Fallon get behind the crate and begin to push as Rafe and Keyr guide it up the steps. After half an hours hard labour, the crate is up on top deck. The sun is high and keeps dipping behind clouds. Jocken and Ket stand aside, looking nervous. Keyr sets about prying the nails out of the crate, dropping the sides of it onto the deck. Soon enough, the crate is dismantled revealing two coffins.
“Well, our theory holds up so far,” says Keyr, picking up his spear again. “Flip it open, Rafe.”
Everyone gets weapons ready. Bernhardt, the boat’s captain, looks on anxiously. Rafe flips the latches and pulls the lid off the first coffin. Inside is just a layer of soil. Keyr pokes it cautiously.
Rafe does the same to the second and for a moment you see body dressed in fashions of three hundred years ago, but no signs of decay. A trickle of fresh blood trickles from the corner of it’s mouth. Suddenly the skin begins to turn black and crack, as the sunlight hits it. The creature's eyes open and it hisses, revealing pointed teeth. Smoke pours from the coffin and it screams and thrashes, as its clothes are set alight. Within seconds the body is nothing but ash, smoking on a bed of soil.
“It is done,” says Keyr, turning to the Captain.
Herod pokes through the soil of the first coffin,
but finds nothing.
“I will still need to deliver the crate as arranged. Perhaps we should scatter
the ashes so they are not seen by my employer and accuse me of opening the crate,”
says Bernhardt.
“Agreed,” says Keyr, who starts to gather the cooled ashes and dump them over
board, “As I recall, running water is no good for these things.”
Once that is done, you reseal the coffins and crate and get it back into the hold. Checking on the crew they seem to be regaining strength though will take time to be fully recovered. You advise the Captain to use holy symbols and garlic to ward off any other evil spirits from the boat and go on your way with his thanks.
Sailing on down the river for the rest of the day, you enjoy a peaceful day. Fallon reassures Ket who was shaken up by the Vampire encounter.
Bezhaltag 2 Sigmarzeit
On the morning of the next day you arrive in Ostwald, a small village outside Kemperbad. The source of wealth seems to be through the local wine and brandy. Ket and Fallon meet a merchant selling Wine and buy a small amount of good quality Red for 33 Gold (100 enc.) from the group savings. After breakfast in a small and friendly coaching inn, you set off on the final stretch to Kemperbad.
By early evening you pull into Kemperbad. The ancient town of Kemperbad sits atop the cliff-like eastern bank of the River Reik, just north of the confluence with the River Stir. At this point, and for 20 odd miles north and south, the Reik’s eastern bank is nearly 500 feet higher than its western side and the river flows past the feet of towering cliffs. The river Stir, which rises in the Black Mountains many miles to the east, originally plunged into the Reik over a mighty waterfall, but centuries of erosion have cut a narrow gorge into the cliffs, and the waterfall has slowly moved upstream, to its present location at the confluence of the Stir and the Narn. Consequently, Kemperbad is perched on the cliff-tops, 500 feet above both rivers.
The Stir’s gorge is crossed only by a narrow rope-bridge, which makes the town all but inaccessible to road traffic from the south. Fortunately for the purposes of commerce, a dock has been built on the Reik at the foot of the cliffs and this is connected to the town via an ingenious system of lifts. These are basically baskets and platforms of varying sizes, suspended on Elven ropes from huge sets of block and tackle, being raised and lowered by counterbalances. The system is maintained and operated by Dwarven Engineers.
As you pull into the docks, they are bustling with Merchants, loading and unloading goods. This seems like a good spot to offload your wool. Ket sets off with Fallon in tow and speaks to a few merchants and soon enough finds a buyer for the wool, the lot for 310GC, a profit of 25 Crowns. He also offers 34 GC for the Wine, but 1 Crown profit seems negligible so you turn him down. She is unable to find anything else to buy, so returns to the boat.
Securing the boat you all disembark onto the wharfside, and notice a commotion near the passenger lifts. A company of 20 Imperial Infantry appears to be forming an honour guard and their commanding officer is busy clearing civilians away from one of the larger landing jetties. Shortly afterwards, a large River Patrol boat – the Imperial Ensign flag flying from her masthead – sails into dock. There is a fanfare of trumpets and a richly dressed, extremely corpulent character teeters down the gangway onto the dockside. The guard officer steps smartly forward to greet him and then, with another flourish of trumpets, the two of them step onto the lift and are borne aloft. The infantry company follows them in the next lift, then the queue for the lift is allowed to form again. Asking locals, you find out that the man was Count Otto Boormann, and Imperial plenipotentiary, sent to Kemperbad by the Emperor to keep and eye of the town council. It seems the Emperor has finally realised the Trade Barons of Kemperbad, thanks to the town’s charter of Independence, and wants Otto to discover if there’s an easy way of getting around it.
Soon enough you are in the town proper and keen to look around a buy some equipment for new careers or to find some information.
Splitting up, you all go about your own business around town, agreeing to meet up at the boat in two hours.
Jocken finds his way to the Dwarven Quarter and Olaf’s Weapon Designer’s Workshop, most renowned armour and weaponsmith in town, and parts with 52 Crowns for a custom made mail shirt. It will take two days to complete. He also buys a ready made shield for 6 gold and ten yards of rope for another 2 gold.
Rafe does a little research on Freelancing but there seems to be no connections in town he can find. His most likely option seems to be approaching a noble for employment, once he is ready for such a commitment.
Keyr stocks up on powders and pastes (-2 GC) He also finds a Hedge Wizard by the name of Hector, living in town selling Elixirs and Potions. He offers to teach Petty Magic spells for 100GC each, a little out of Keyr’s range, without dipping into the party stash. When asked to have a look at the book, Hector agrees to translate for 2 GC, which Keyr happily pays. Full translation will take 2 days, but he gives you the gist of it – it is a tome detailing research into the summoning of Skeletons, Zombies and Ghouls.
Herod searches the town for things for his lab. He purchases 9 doses of Valerian (9GC – heals 1W per dose) and 5 doses of Salwort (5GC – relieves unconsciousness) He also buys more powders to use in the making of Graveroot (-6GC) He then hits the taverns with Fallon, Ket and Gimli.
Having met up back at the boat, you decide to wait here for a couple of days and recuperate before heading to the Barren Hills. Ket sings to earn your beer, food and digs. After the two days Jocken collects his shiny new Dwarf Mail and Keyr his translation of his book.
Festag 5 Sigmarzeit
By the morning of Festag, you are all rested and Gimli is back to full strength
after the attention of Keyr and his trainee physician, Herod. You are ready
to head to the hills in search of Etelka Herzen and whatever was marked of the
map you found under the tower. Restocking the boat with food and water (and
the 100 bottles of Chateau Bogard!) you set off.
There is a massive lock and weir at the point where the Stir flows into the Reik. Paying the toll of 5GC you pass through without problem. Between the River Narn and the Reik, the River Stir flows through a narrow, sheer-sided gorge, about 600 feet deep and 90 feet wide. The water is very fast flowing and it is all you can do to keep the boat on a straight path.
The journey is long – you reckon it will take six days to get into the Barren Hills proper. As you pass through the gorge, you sail between huge pair of monoliths each side of you.
Backertag 9 Sigmarzeit
On the fifth day out of Kemperbad, you pull the
boat up alongside a dead horse, still carrying a pack. There is no sign of decay
on the horse and Fallon with the help of Rafe, manages to pull it close and
remove the pack.
Inside are a couple of weeks worth of now ruined iron rations, assorted sodden
spare clothing, and a sealed oilskin packet sealed with a symbol of a red crown.
Opening the packet you find a map similar to the one you found under the tower
– it marks a spot on the Barren Hills and clearly marks the spot where the tower
itself is.
“Looks like someone else knows about this tower,”
says Fallon, “What do you make of it Keyr?”
“Whoever it is lost a horse and maybe even their own life. And they don’t have
this map now!” he smiles, “It appears that we might not be the only ones seeking
this spot in the Barren Hills though, we may well be under some pressure to
get there first.”
Bezahltag 10 Sigmarzeit
As you approach the confluence of the River’s Stir and Narn, the river’s turbulence increases and a distant uninterrupted roar can be heard. Up ahead is a dramatic twin waterfall under which the basin boils and seethes like a cauldron and the roar of the falls is deafening. There is a landing stage on the northern bank and you head for it, getting soaked by the spray. The landing is sheltered from the turbulence by a wall-like outcrop of rock. A small sailing dinghy is moored there, covered by tarpaulin to keep it dry. Sitting in a nearby cave mouth are two women patching a hide canoe. Seeing you they smile and wave cheerily. To the south is a man made inlet with a ladder system of locks, allowing boats to get up and down the 400-foot drop. For now you decide to stop and talk with the women.
Astrid and Birgit, as they introduce themselves, are from the nearby village of Unterbaum. Though they seem disappointed that you don’t have iron to trade, they tell you the village will welcome you and offer whatever you need. They insist you meet with the village Elder and offer to lead the way.
“So where are you headed?” asks Astrid, as the
two of them lead you into the cave and through and upward sloping tunnel.
“The Barren Hills,” says Keyr, puffing happily on a rollup.
“Sigmar save us,” whispers Birgit, “No-one ever goes there! What business have
you there?”
“We are looking for someone,” replies Keyr, not to happy with the reaction of
the women.
“You should speak to Corrobreth, the Druidic Priest. He knows most about that
place,” says Astrid.
You find yourselves climbing a spiral staircase, hewn from the rock, with a rope banister to hang onto so you don’t slip on the slimy steps. At the top of the stairs is a narrow strip of grass between the forest and the gorge, providing a breathtaking view of the thundering falls. There is a track leading off into the forest and a rustic looking horse and cart waits by a magnificent oak tree. Birgit takes the reins as you all climb aboard with Astrid and trundle off down the track to the village of Unterbaum.
Unterbaum is an idyllic, rural community. It stands in the centre of a large clearing within the forest, most of which seems to be used for crop cultivation but there are a few goats and the odd pigsty. The inhabitants live behind a rough stockade in wooden, log-cabin-style buildings, ranged irregularly around a huge oak tree and all facing towards it.
As the cart pulls to a halt, two men approach. One is tall with brown hair and a kindly expression on his face. The second is slightly shorter and of slimmer build. His hair is jet black and he has deep score marks down each cheek. His robes tell you this is a Druidic Priest.
“This is Vorster, the village Elder and Corrobreth,
the Druid we spoke of,” says Astrid, stepping off the cart, “Vorster, these
fellows are looking for shelter. They are headed into the Barren Hills.”
“Welcome,” smiles Vorster, shaking each of you by the hand, “Welcome to Unterbaum.”
He leads you to the village hall and offers you all seats. Two servants bring bread, fruit and wine, which you tuck into with gusto.
“The ladies that brought us up here suggested
the hills were dangerous, and you might advise us,” says Herod, ripping a chunk
of bread with his teeth.
Correbreth looks at Vorster, who nods for him to reply, “Many generations ago
the beings of Chaos poured out of their vile wastelands to despoil the land
and gather souls for their despicable gods. It was a dark time indeed, for even
the vault above conspired with them. For days the sky screamed and the Chaos
moon howled and spat its evil upon us.
“To protect us, the Druids of old built a stone circle around the places where
its foul expectorations landed. But it was barely enough, the land up there
was blighted for generations and around Devil’s Bowl, where the largest piece
landed, strange unnatural growths began to appear. Now I fear there are evil
things lurking in the hills, waiting till the time comes for them to rise up
and sweep all before them.”
“Have anyone else been up here? Have you seen
strangers in the hills?” asks Keyr.
Corrobreth’s eyebrows raise in surprise, “Indeed. You are not the only ones
venturing into these hills. There was another group of strangers passed this
way recently. They did not call here, but they were led by a fair haired woman
and a dark haired man. They came up from the Twin Falls and headed straight
into the hills towards the Devil’s Bowl.”
“We need to get out there as soon as possible,”
says Herod, “It’s likely these strangers are looking for the same thing we are.”
“Then I suggest I join you. I am need of supplies of Gesundheit, that grows
in the hills, and I wouldn’t want you to come to any harm on your own,” says
the Druid.
You agree and after finishing your meal, set
out straight away. The journey will take 4 days, and as the river is too shallow
you will use a number of canoes, made from timber and hide. Each holds 2 people
and your gear. Gimli and Herod are not too keen, being closer to the water.
They are propelled and steered by paddles and takes some getting used to.
The lands above Unterbaum consist of a strange desolate wilderness – with few
signs of life other than large evil-looking crows. As you travel further into
the hills, the type of trees gradually changes – the ‘Imperial’ oaks begin to
appear somehow warped and twisted. The air becomes still and musty smelling.
Huge cobwebs span gnarled branches and whole groves of dead and dying trees
dot the landscape. From there stricken limbs sprout obscene growths of red and
purple fungi.
As night falls, you pull to the side of the river and set up camp, setting watch
shifts. Each of you has a feeling of unseen menace in the air. The next morning,
you set of again.
Konigstag 11 Sigmarzeit
As you get further into the hills the scenery changes even more. Bare rocky outcrops thrust skywards between the now sparse clumps of leafless trees. The river becomes shallower and faster flowing. There are stretches of rapids and minor waterfalls, which can only be bypassed on foot, carrying the canoes on your heads. At such times the stillness seems perceptibly to deepen – broken occasionally by distant crashes – but whether this is the collapse of a decayed tree or the lumbering movements of some unseen animal, it is impossible to tell.
Angestage 12 Sigmarzeit
By the time the expedition is into the Hills proper, there are hardly any trees at all, just stretches of badlands punctuated with meadows of thick moorland grass; but grass unlike any you have seen before. It is thick and coarse and seems to ripple as you pass – not with the wind, but seemingly with a mind of its own, sinister purpose.
Festag 13 Sigmarzeit
By midday of the fourth day, Corrobreth explains that you need to leave the canoes and continue on foot. As the sun begins to go down you see the stone circle ahead silhouetted against the darkening sky. Corrobreth suggests that this is a good place to camp for the night, “We’ll be safest in the lee of the stones,” he suggests.
As night falls, Morrslieb rises full in the sky
and hangs above the waterfilled crater. As midnight approaches, an eerie glow
begins to play over the water and the wind moans mournfully. From outside of
the circle a shimmering blue form begins to approach the stones. At the same
time, a wind whips up from nowhere and blows across your camp, sending dust
everywhere and blocking their vision. When the dust clears, you can see a torn
and tattered figure outlined with a blue light. Obviously translucent, and moving
without touching the ground, the figure has gaping wounds in her side, but no
blood flows from them.
In a strange, wheezing voice she pleads with you for aid, “He-lp meeee…please
help me. Lay my bones to rest, for I have stalked these hills a long, long time.
Follow me and see…follow and see…”
The figure then begins to move towards a cliff wall covered in trees and as Corrobreth rises, you follow. She leads you past the trees and into an almost concealed cavern. In the entrance you see the hump of a shallow grave and a few whitening bones poke through the top of the mound.
“Restore my grave, put my remains to rest, and reclaim the meteorite, the source of great evil,” she pleads.
You all work together, uncovering the grave and digging a proper one, laying the bones to rest. Corrobreth blesses it and you cover the grave. As the ghost begins to fade, she waves, “The other members are further in the right hand passage, along with that which you seek.” With that she fades away.
As you get ready to head on in, lighting lanterns,
you hear squeaking voices, coming from outside, as though several large rats
were holding an animated conversation. A few seconds later, a creature appears
in the entrance of the cave, silhouetted by the moon. You are sure you are seeing
things, as a six foot rat in leather armour stands upright with sword and shield
in hand, “Stand, Stand! Not move, Not move!” it squeaks.
“Gimli, stay low,” whispers Herod.
Gimli has already dropped into a low fighting stance, “Skaven <spit> we
hunted these buggers in the tunnels under Karak-Kadrin. Never saw one though,
just that smell.”
“They cannot be here for a good reason, my friends,” says Jocken, readying his
axe and shield.
Keyr slips off to one side of the cave, spear at the ready.
“Corrobreth, is there anything you prefer us to do?” asks Herod of the Druid.
“These things are undoubtedly evil…” he replies, before being interrupted by
the rat at the entrance of the cave.
“Stone, stone. Where, where?” it shrieks.
“So they are after the meteorite,” mutters Keyr from the shadows.
“Wait for my call before charging,” whispers Herod, “Gimli, Fallon, Rafe, make
up some battle cry to intimidate them.”
“CHARGE!”
“FOR KARAK-KADRIN!” shouts Gimli
“DEATH TO THE RATS!” shouts Fallon
“Ch-ch-ch-charge….” Mutters Rafe, nervously.
“We’re going to have to work on that,” says Herod, keeping back as the three
warriors charge a surprised looking Skaven.
Fallon reaches the creature first, hitting a
glancing blow past its shield to slash it in the arm. It responds quickly, slashing
Fallon across the belly (-4W). Rafe joins the fray, but his first strike clashes
against the Skaven’s shield. Gimli barrels in low, his axe hacking through the
creatures left knee, removing the leg below that. The creature falls to the
floor pumping blood from the ruined stump. Fallon follows up, ramming his sword
through the creature’s heart, putting it out of its misery.
Rafe jumps the short distance to another two of the creatures outside the cave,
but his sword slashes only air. Gimli is soon beside him, his axe slashing through
the second skaven, carving it completely in two across the belly.
The third skaven slashes at Rafe’s head but his shield and mail coif protect him from serious damage. Rafe swings and misses again. Fallon leaps across the dead leader and attacks but the creature dodges. Gimli attacks, his axe hacking into the creatures left arm, opening a wound and forcing the creature to drop its shield in pain. Gimli, Fallon and Rafe all hack at the creature but miss as it ducks and dodges. It then swings at Fallon’s head but the blow glances off his helmet. Fallon then swings smashing through the creatures and into the chest, caving in the rib cages. Blood sprays through the air as the creature drops to the floor.
Meanwhile back in the cave, Corrobreth and Herod are about to follow the warriors when they hear squeaking from further in the cave. From the shadows, another three of the creatures appear, wicked looking swords in hand. Ket turns, knife already in hand, and slashes out but the creature grabs her wrist and pulling the hand to his snout, sniffs it.
Keyr steps out of the shadows and surprises one of the others, touching its shoulder and saying a few words. The creature drops to the floor and curls into a ball. The skaven manhandling Ket shrieks as Jocken leaps four feet into the air, the halfling’s axe whacking him on the head. It lets Ket go and turns to face Jocken who lands behind it. Herod moves in to take on the third, his hammer swinging wide. The skaven swings at Herod and misses. Corrobreth aids the dwarf, hitting the beast in the head with his sword, though its metal helmet softens the blow. Jocken and his foe trade a few blows, the halfling looking like a formidable warrior in his dwarven mail. His axe eventually hits the creature in the neck, severing the carotid artery. Black blood sprays the halfling and he raises his axe and shield to protect himself from the shower as the skaven collapses.
Keyr steps in the help Herod, his spear going high. Herod pounds his hammer into the creature’s belly to little effect. Corrobreth opens a wound in its left arm. Ket attacks the creature from behind, stabbing it in the back of the neck. The thing shrieks and reels back, clutching at the blade, before hitting a wall and sliding down it, dead.
Ket retrieves her knife and wipes the blood from it as the warriors run back into the cave.
“We heard fighting, but it looks like you handled
yourself ok,” says Fallon, smiling with pride at Ket.
“I put one to sleep with magic,” says Keyr.
Gimli strides up, puts one heavy boot on the sleeping beast’s head and brings his axe down on its neck, “Only one thing better than a sleeping Skaven, and that’s a dead Skaven!”
Herod treats Fallon’s wound (+2hp)
You pull the bodies from outside, into the cave and pile them in a corner before heading further into the cave. The cave forks off left and right, faint daylight can be seen at the end of the right passage, which you assume to be the way the skaven came in from behind you. The left passage leads to a pile of rocks blocking the passage.
“This must be where the others the ghost spoke of are,” says Corrobreth and starts to clear the rubble.
You all join him in shifting the rock and soon enough you clear a hole big enough to get through to the corridor beyond. Suddenly, something runs towards the hole from beyond – a running skeleton carrying a club!
“Finish me!” it pleads, as it scrambles through
the hole. Gimli doesn’t have to be asked twice and he swings his axe, but the
skeleton dodges and swings its own weapon, missing the dwarf by half an inch.
Herod’s hammer is not far behind smashing the bones of the skeleton’s left hand.
Fallon the smashes the thing with the flat of his sword, sending bones crashing
into the stone wall. Shortly after, another three come, one after the other.
They are quickly dispatched, first by Gimli, then Fallon and the final one by
Herod. No further injuries are taken. As they are destroyed you hear whispered
a thank-you and they collapse into dust.
Collecting the remains you did more graves with the first and re-inter them
to the ground, with Corrobreth blessing the mounds.
Now all obstacles are out of the way, you climb over the rocks and into the cave beyond. Inside are some rotten backpacks and other items of equipment. There is a total of 200GC and 34 silver as well as a silver hipflask with some sweet smelling syrup inside. Amid the debris you find another cylinder, identical to the ones you found under the signalling tower. Keyr stashes it with the others. Searching round, there is nothing else here and no other exits from the cave.
“What do you suppose happened to the stone, Corrobreth?”
asks Keyr, referring to the thing the ghost told you to find.
“I am not sure. It doesn’t look as if anyone got her before us. Perhaps it has
long been gone and the party that died here was seeking it but it wasn’t here
then. They seem to have been here some time ago, judging by the state of the
remains,” replies the Druid, “You seem to have found something you were looking
for anyway, so I trust this was not a wasted journey?”
“Indeed,” replies Keyr, “You have been most helpful, Corrobreth.”
The journey back to Unterbaum is uneventful apart from a feeling of being watched.
Marktag 16 Sigmarzeit
You decide your next course of action should be to get back to the signalling device and find out what the final key will open to you. The journey back is about eleven days, so you stock up on food in Unterbaum and set sail.
Konigstag 27 Sigmarzeit
The journey back is uneventful except a party
you have on the boat on the 18th which is Sigmar’s holy day, which you celebrate
with plenty of wine and beer! Hangovers for some last a good couple of days.
By the time you reach the signalling tower, you are glad to be on dry land.
The construction is coming along well by the look of things and Aynjulls greets
you as a long lost friend and leads you up the bank to show off his work.
“You know why we have returned, Aynjulls. We
intend to investigate the foundations,” says Herod, “We have found means to
get in.”
“Fair enough,” says Aynjulls, “A word though, if I may. Two odd humans have
been hanging around, asking questions. One weaselly looking chap and an aristocratic
woman, stinks to high heaven with perfume and carries a black cat around. They
were asking about the tower and what was found underneath. They gave me money
to let them have a look. That was yesterday and they’re still down there.”
“Perhaps it might be wise if Gimli and I disguise ourselves as builders and
go and coax them out,” suggests Herod.
“Perhaps nightfall would be the best time for such an operation,” says Keyr.
“I agree,” says Jocken.
“I am not against this idea,” says Ket, “We might have the best advantage from
up here simply due to numbers. Either way, I’ll be tending to Fallon’s wounds,
so let’s not get into any big fights for a bit. Or else you’ll have to deal
with me later,” she says half-menacingly.
After waiting and watching for a couple of hours there is a scream from below. Gimli and Herod are first to their feet and heading for the scaffold. Fallon and Rafe are not far behind.
“You fool, Heidelmann, how dare you oppose me! Etelka Herzen!” shouts a woman’s voice from within the basement of the tower.
Gimli and Herod reach the platform.
“Give me a good reason why I should spare you!” the woman’s voice shouts.
The dwarves hear a whimpering from below. As they look down they see a blonde woman standing over a weaselly looking man, who cowers on the floor. A sword lies to one side and a black cat skulks in the shadows. The woman chants and waves her arms.
Gimli takes aim with his crossbow and fires but the bolt flies wide. It’s enough to distract her though and she continues the chant, staring at the hatch. Her arm stretches out to the sword on the floor and it lifts from the ground and starts to fly upwards. Gimli and Herod duck back and draw weapons. The sword flies out of the hatch, and comes down the attack Gimli, as it held by some invisible warrior. It slashes him across the chest (-3W) Gimli swings back but the thing floats out of reach. Herod smashes the sword with his hammer and sparks fly.
As Fallon and Rafe climb onto the platform, the sword turns and attacks Herod, stabbing him in the belly (-4W) Gimli swings his axe, hitting the sword cleanly between blade and hilt, smashing it in two. The pieces clatter to the floor harmlessly.
“Get up you fool, we are being attacked!” shouts the woman from below, and chanting begins again. Fallon pokes his head over the hatch and as he does, the woman throws something glowing towards him. As he ducks back, a small flame comes through the whole and stops just above the platform.
“That was close,” says Fallon, falling back on his back side.
The flame then expands into a ball before exploding in a massive burst of flame.
Gimli is engulfed (-4W Unconscious), Fallon avoids the worst of it (-3W) Herod is thrown clear and lands safely on a hedge at the bottom of the tower (-1 Fate Point)
Rafe manages to leap from the tower, only being
mildly scorched (-2W) before falling 30 feet, his legs breaking the fall, with
a load snap. Blood begins to pump as he dies instantly from the shock and blood
loss.
“Let’s get up there and get that hatch closed,” shouts Keyr, scrambling up the
scaffold.
Jocken stands by the motionless form of Rafe, “Rafe..We will avenge your death.
Quickly my friends, let us close the hatch so the witch cannot rain fire on
our heads.
Herod pulls himself out of the bush, fuming in
anger, he screams out for all to hear “ANJULLS! CALL UPON YOUR DWARVES TO JOIN
BATTLE. THE WOMAN ATTEMPTS TO DESTROY YOUR EFFORTS. REAL DWARVES ROOT OUT SUCH
RODENTS AND SLEEP WITHOUT FEAR SHALL COME ONLY WHEN SHE IS DEAD. THOSE WHO CHOOSE
NOT TO COME ARE AS DWARVES WITHOUT BEARDS.!”
There are cheers and yells as the remaining engineers charge from their camp
towards the foot of the tower.
Meanwhile, on the top platform, Fallon looks across at the prone form of Gimli. Without a moment’s thought he leaps into the hole, throwing himself down the ladder and launching himself at Etelka Herzen. She steps aside and he rolls across the floor, rising to a fighting crouch, “You’ve thrown your last fireball, Witch. Prepare to die!”
“What are you waiting for, worm?” she shouts at her comrade, “Get him.”
Fallon then recognises the weaselly looking man as the student he met on the carriage in Altdorf, back when this whole adventure began. Ernst Heidellmann is his name. Ernst reaches for the sword as Etelka begins to chant, weaving a spell. Fallon readies himself for an attack, when Heidellmann attacks the witch!
He is obviously not skilled with the sword, but it is enough to distract her. Fallon takes the opportunity and strikes her a blow across the head with the flat of his blade. As she staggers back, he follows through, slashing through her right shoulder joint almost totally, leaving the arm to hang loosely, a mass of tattered and pulpy flesh with fragments of bone. Within moments, blood sprays from the wound and her shocked face fixes Fallon as she collapses dead.
Heidellmann takes one look at Fallon and slowly lowers the blade to the floor, “I am at your mercy,” he whimpers.
Keyr is first to the top of the tower and as
he reaches the trapdoor, cautiously peering over, he watches Fallon’s blade
do it’s work on the Witch. Seeing the danger is passed, he climbs down, followed
by Jocken and the Dwarf band. Ket remains outside tending to the unconscious
Gimli.
“Good work Fallon,” says Keyr, “Foolhardy but effective.”
“I realised this weasel was no friend of hers. He distracted her.”
Keyr turns to the cowering form, and recognises him from Altdorf.
“Heidellmann isn’t it? We met on the coach out
of Altdorf. You were on you way to University or something, were you not?”
“In-indeed…I fell in with…a bad crowd. I was abducted…brought here against my
will to aid the witch you finally dispatched. You…you are a fine swordsman,”
he stutters to Fallon, something of admiration in his voice.
Fallon simply nods and climbs the ladder to check Ket is ok.
“Aynjulls, take this one upstairs and have your fellows guard him. We have business here, then we’ll discuss what we are to do with him,” says Keyr.
The Dwarves take care of the body of Rafe and the prisoner. Keyr brings Gimli round again (+2W) You then set about searching the witch. Beside her is a large case which contains a number of items including hundreds of tiny perfume bottles. The whole chamber stinks of the stuff as if she bathed in it. A large sack of money containing handfuls of gold (567GC) is also found. There is also a spell book which Keyr pockets. She also carries a dagger, 2 Gold Rings, a pair of Gold Earings, a jet black wand and a potion marked Flight.
You then head for the sections where the keys are required and using the five keys you found here and the sixth one from the barren hills, you slot them into the holes. As the sixth slides into place, a hexagonal section on the floor begins to lower into the ground. You jump on as it takes into through the hollow floor into large library. The section of stone settles on the ground and your lantern light flickers on ancient looking book shelves. Keyr lets out a slow whistle.
There is a large table to one side which bears three large books. Keyr wanders over as the rest of you have a look around.
Two of the books are ancient tomes – “Sternschau’s Astronomical Records – Being a Guide of the Mysterious Phenomena of the Night Sky” and “Omens and Prophecies of the Seer Unserfrau” Both books are open at pages (handouts 7 and 8 respectively)
The pages of the third tome are filled with a
spidery script which only Keyr is able to read .
The others come up with two interesting Grimoires with a spell in each (again
only Keyr can read these) and one book with a false compartment inside containing
a bottle of green viscous liquid.
“OK, first thing I need is some time to study what we have found. We will stay here throughout the day and I will explain all at camp tonight. I suggest you all get some rest,” says Keyr.
“Keyr, I think that we are in your hands as your understanding of all that is going on is much more than ours,” says Jocken.
“Agreed,” says Ket, “I will follow the group. Keyr is the best one to make decisions for the group right now since he’s the only one that understands all the information.
“Come on, let’s leave Keyr to the books. We’ll get something to eat outside,” says Herod.
You return to the dwarf encampment and rest, eat and drink as Keyr studies beneath the tower. As night falls, he emerges with books under his arm and summons you all to the fireside.
“To begin, I have spoken with Heidellman. He seems a quiet sort, fearing for his life, but glad to be free of Herzen. It seems they were looking for a warpstone meteorite for her masters who he knows nothing about. They evidently had no more luck than us. Aside from that he could tell me little, apart from the potion we found which he says is a healing draught. As for the perfume, he says she stank under it all, the chaos within her causing a pungent stench which she disguised. He also told me she owns a mine, though he has not seen it, in the Black Peaks.
“From what I have gathered, we have two options.
The first has to deal with what I have found in the library. This scrap of paper
is from a journal of a powerful wizard named Dagmar Von Wittgenstein. It says
‘And so I, Dagmar Von Wittgenstein shall possess the largest piece of Warpstone
ever known outside the cursed city of Skavenblight! And straight from the Chaos
Moon itself. I shall become the most powerful wizard the Empire, nay, the whole
world, has ever known.
At last my years of research are about to be rewarded. Everything is prepared.
Nothing has been overlooked. A team of experts has been hired for the expedition,
a special lead-lined receptacle has been built to transport the meteorite. And
a magically reinforced chamber awaits backi in the castle. I leave for Kemperbad
tomorrow.’
“From what I can decipher, he was part of the
expedition to retrieve part of the meteorite that we just came back from looking
for. What I can not be sure of is if he has it or not but it would seem that
he has taken it to his castle since we did not find it.”
“Is there not a Castle Wittgenstein further down the Reik?” asks Fallon.
“Indeed there is, and I assume he is of the same family,” replies Keyr, “We also can continue on and search for Etelka Herzen’s hideout and see if we can get any more information on her involvement. What seems to be the best course of action is to do both, at least for now. We can continue on to the village of Wittgendorf which is close to the castle and see if we can discover anything of interest since it is on the way to Grissenwald. I think we should see if Etelka Herzen has anything else to tell us by searching her lair and then we can investigate the Wizard
“Everything else we found is grave news indeed. Any dealings with Warpstones are dangerous. We should not be on a quest to obtain any of this stone for our power gain, but this quest is worth taking to keep this source of evil falling into the hands of others.”
Ket shivers and Fallon holds her.
“Is this stuff really so bad?” asks Jocken, chirpily.
“It should not be taken lightly. Warpstone corrupts…absolutely,” replies Keyr, with a hint of menace, “So, what do you all say?”
“Keyr, I think that we are in your hands as your understanding of all that is going on is much greater than ours,” says Jocken.
Everyone else remains silent but slowly nod in agreement.
You all settle for the night, but no-one sleeps well, dreams of chaos and warpstone invading your thoughts.
Angestag 29 Sigmarzeit
As dawn breaks you pack up camp and return to the boat. Heidellman is released to go on his way, with a warning that should he cross your path again you will not be so merciful.
Bidding the Dwarves farewell, you push off from the bank and head back downriver, deciding to scout out Wittgendorf, the town around Castle Wittgenstein, before heading to find Herzen’s hideout. The journey down the Reik is long and arduous. Seven days pass before you cover the 150 miles to reach Kemperbad. As you pass by you stop at a river side inn and speak to some fellow merchants about the castle.
“Stay away from that place,” warns one.
“Bodies have been fished out of the river bearing marks made by a sadistic hand.
Limbs crushed and body parts ripped out,” says another.
Undeterred you sail on and travel for another two days before you see what you have been looking for.
Angestag 3 Sommerzeit
The dark towers of Castle Wittgenstein stand upon the impressive cliffs which rise above the Reik. The castle seems to brood ominously over the river, casting its dark shadow onto the waters below.
Your attention is drawn to a river boat, the crew gesticulating wildly to gain your attention. As the boat heads closer you see they are clearly alarmed. The river boat pulls alongside and the Captain, speaking in a heavy and breathless wastelander accent, shouts over to you.
“Do not go near the Castle! It is a place of great evil. Keep on the east bank.”
“Thank you for the warning, but what is the reason for this warning? You seem alarmed,” asks Keyr.
“Come and see for yourself.”
Keyr and Fallon climb over, leaving the rest on your boat. The captain shows you a tarpaulin on the deck and pulls it aside revealing the remains of a man. Once human, he now resembles a bloated fish. In places, the corpses skin gs in shreds, elsewhere it has been completely stripped away. The body is bent and broken and all the limbs have been snapped. Even more distressing are the rubbery pink growths under the armpits looking disturbingly like small, sucker tipped tentacles. Both immediately turn and vomit over the side of the boat at this shocking sight.
“We found it floating downstream this morning,” explains the Captain as the men compose themselves, “Not realising what it was we fished it out of the river. Two of thecrew reacted the same way you did. I’m heading to Kemperbad to hand it over to the authorities but I have little hope they’ll do anything to put a stop to the vile goings-on at Wittgenstein. The Von Wittgenstein family is protected by an ancient Imperial charter gained during the reign of Empress Margeritha.”
Having seen enough, Keyr and Fallon return to your boat and wish the Captain luck. She warns again of the castle before casting off upriver once more.
“Perhaps it would be good idea not to stop here just now. This area seems diseased not to mention the family being under the protection of the Emperor,” says Fallon.
“I agree with Fallon. There is evil in this place and I don’t like the smell,” says Gimli, “We should continue on to Herzen’s mine maybe to return here later. What do you all say?”
“Well, I wanted to scout round this area maybe looking at the village before we move on to the Black Peaks. The village is the opposite side of the river from the castle so we won’t need to dock near to it,” says Keyr.
The others soon agree on a short recce into the village before heading off downriver. Soon you pull up to a rotten, ramshackle wharf, cluttered with ropes, capstans, anchors, fishing nets and other river refuse. An old ferry house stands to one side and appears abandoned, the door hanging by one hinge. The whole place smells of bad liquor and vomit. You step off the boat and tie it up before you notice a number figures appear from the boathouse. Half a dozen men in tattered clothes, covered in grime, shuffle out of the building moaning and calling for alms.
“Gimli, perhaps you should keep an eye on the
boat, especially with the wine on board. You think you can handle these?” says
Keyr.
“No problem,” grunts the Dwarf, one hand on his weapon.
Keyr leads the way up the path, throwing 6 silver coins aside to distract the beggars. They scramble in the mud, fighting among themselves as you climb the embankment towards the village.
After a 10 minute climb up the steep path, and reaching the top you see a number of armoured warriors guarding a well dressed woman on horseback. The guards are surrounded by beggars and slackjawed villagers. One beggar lies on the ground, with blood pumping from a severed stump of his arm. Struggling vainly against the guards is a young man. Upon seeing the you he cries for aid bu is quickly beaten senseless by the guards. The woman stares coldly at you for a moment before turning to ride away.
“Play it cool friends,” mutters Herod and strides
up to the guards. As he does, they step into line, a barrier between him and
the mounted woman.
“Hello there!” says the dwarf cheerily.
The woman looks back briefly and continues to ride. The guards stare impassively.
“Nice day,” Herod smiles at one of the guards.
Silence…
“We are merchants wishing to discuss trade,” he tries.
“The is none of your concern, step away,” says one of the guards.
Once the woman is a safe distance, the guards fall in behind her on foot, two
by two.
Herod looks to the others for support. Gimli shakes his head, “Not today lad,”
he whispers.
Keyr kneels beside the villager with the severed arm and sets about bandaging
the flow. The young man has lost a lot of blood and after a few minutes the
man dies. An older woman shrieks in grief, pushing Keyr aside and holding the
man's head, sobs.
The villagers look at you with suspicion and anger. There is little you can
say to placate them. It is then you notice that all of them are deformed in
some way. Limbs missing or withered, facial deformities such as no nose or eyes.
Some have overlong teeth and most are covered in running sore. Keyr backs away
to the rest.
“I fear there is some kind of infection here.
These deformities are not the work of a woman’s sword,” he whispers.
“I agree. We should see what we find out about the castle, though these don’t
seem too receptive,” says Fallon, “I suggest we have a look round the village.”
As you walk through the village, it appears to be made up on one main road and a number of ramshackle house. You see a few other beggars, sitting in the streets. At one point a beggar is seen fighting with a dog over a bone. Before you can react, the dog has ripped out the throat of the man and the dog runs off with the bone. Moments later more dogs arrive and a number of beggars appear and drive them off, carrying the body off toward the boat house.
Continuing to look around Keyr stops and looks around, “I get the feeling someone is watching us,” he says before fixing his eyes on a fairly well dressed man standing outside a townhouse. Keyr waves and the man nods, waiting as you walk over to him.
He is a rather chubby gentlemen, unlike the scrawny beggars that make up most of the village. He appears to be in his mid 40’s and his skin is very pale. He stands holding a pouch from which he sniffs brown powder.
“Greetings good sir,” smiles Keyr extending his
hand, “We were wondering if we would meet someone that could talk to us.”
The man simply nods and instead of taking Keyr’s hand takes a pinch of the snuff
from his pouch before sneezing violently.
“Jean Rousseaux at your service, gentlemen…madame..” he says in a Brettonian
accent smiling at the sight of Ket, “Welcome to Wittgendorf. My sincere apologies
for not coming to meet you earlier, I have been very busy. Forgive the villagers,
it is rare we see strangers in Wittgendorf and even rarer to see such an unusual
mix of races. Men, Dwarves, Elves and a Halfling travelling together?”
“We are traders,” says Herod, “We are looking for information regarding the
Castle. We have fine wine to trade, if one might be interested. Do I take it
you are mayor of this town?”
“No, merely a physician,” his Brettonian accent coming through, “I ease the
suffering of the poor creatures here.”
“Then we share interests, monsieur Rousseaux,” says Keyr, “I too am a trained
pharmacist.”
“Most interesting. You will excuse; I have some business to which I might attend.
Please, come by my house tomorrow morning and we will talk some more.”
“We’d be glad to,” says Keyr, “Would you recommend a place to stay?”
“The Shooting Star inn is as good a place as any, just back down the main street
there,” adds Rousseaux, “Good-day Gentlemen…Madame,” he smiles again at Ket
before entering the house behind him.
Heading back through the houses, you reach the main path again and follow it northwards. Passing a small shop which appears to be closed you find the Shooting Star, a larger building than the rest. As you are about to enter, you notice to the north another large building across a stream. A large hammer symbol on the roof denotes this as a temple of Sigmar.
Entering the inn you see it is a simple room
and bar. The landlord and a handful of locals are sat around staring into mugs.
The landlord greets you with a smile, polishing a glass with a grubby cloth.
“Evening lads, what can I get you?”
“We were looking for rooms. We understand you have some available?” asks Fallon.
“Indeed there are three rooms upstairs. They have been empty nigh on three years,
but they’re yours at 20 shillings per room, per night…in advance,” he adds.
Gimli tosses 4 crowns on the bar, “Beer and food, keep it coming,” grins the
Dwarf.
“Beer I have plenty but food is short. I can manage some chicken and vegetables.”
Gimli grunts and you all take a corner table. The innkeeper brings you beer
and after half an hour a plate of six chicken legs, two scrawny breasts in gravy
and unnaturally coloured vegetables. You are all too ravenous to question it
and dig in. Soon the ale starts to take effect and after a few pints you retire
to your rooms. Fallon and Ket take one, Keyr and Jocken another and Gimli and
Herod take the third. The rooms are small and the bedding mouldy but this is
your first time in a real bed for some time and you are glad of it.
Festag 4 Sommerzeit
Next morning you are awakened by the crowing of a cockerel. Keyr looks out into the backyard which his room overlooks, to see a few chickens scratching around. He rubs his eyes as he is unsure what he sees is real – the chickens have two heads and three legs!
You dress and meet in the common room of the bar. The landlord greets you and asks if you slept well, which you did. You tell him you are not sure if you’ll stay another night, but he assures you he won’t rent to rooms to anyone until he hears from you.
Heading outside you are stopped by a young woman
holding a baby wrapped in a blanket.
“Please..” she sobs, “My baby is dying, you have to help.”
“Madame, have you not been to see Monsieur Rousseaux?” asks Keyr.
“He has been worse than useless. He gave her some of his terrible rotgut which
only made the baby worse. She refuses to eat and she has a terrible green pallor
to her skin. I know you tried to save my husband. He was the man who died yesterday.”
Keyr nods and takes the bundle of blankets from the woman. As he looks at the
child his face goes very pale, but he manages to keep his cool.
After a moment he hands the baby back, “I’m sorry, there is nothing I can do
for her.”
The woman sobs but nods understanding and walks away clutching her baby.
“What, what was it Keyr?” asks Ket.
Keyr turns and promptly throws up against the wall of the inn. Wiping his mouth,
he turns his head, looking at the woman sorrowfully, “You don’t want to know.”
Once he has composed himself, you all head down the main road again and through the houses towards the physician’s house. A sheep with two heads charges past you with a number of beggars on crutches chasing it.
Reaching the house of Rousseaux, you bang on the door and it is answered by a diminutive elderly woman with thick glasses. She peers at you straining to see.
“We are here to see Monsieur Rousseaux,” says
Keyr.
“Can I help you,” she says.
“We were invited yesterday by the doctor,” says Fallon, slightly louder.
“Do you have in invitation?”
“Yes, as we said, we spoke to the doctor yesterday…”
“What’s the matter, cat got your tongue? Can’t you hear me? Come in, come in.”
She shows you through a hallway with a wooden bench against one wall and a large coat stand, “Please leave your coats here,” she says, before leading you into the surgery, “The doctor will be with you shortly.”
You are left alone the office. Looking around there is a desk, four chairs, a couch, a wall cupboard and a bench. A skeleton hangs suspended from an iron frame in one corner of the room. Hanging on the wall behind the desk is a framed parchment declaring Jean Rousseaux to be a graduate of Quenelles University’s department of Physicians.
“Fallon, keep an ear to the door. I’m going to
take a search around,” whispers Jocken.
“My thoughts entirely,” says Keyr, “This town and all the mutations gives me
the creeps and this physician could be the basis of it. Be aware friends, there
are too many mutations here to be explained by coincidence and I suspect Warpstone
is the cause of it. The rock is said to cause mutation though nothing has been
proved. I advise against large quantities of food and drink while we’re here.”
“I doubt that certificate is even authentic. Keyr, have you heard of Quenelles
University or the department of Physician’s?” asks Herod.
“Quenelles is out in Brettonia. Most citizens of the Empire have never visited,
myself included, so would make an ideal alibi,” responds Keyr.
Meanwhile, Jocken has been checking the desk. On the desk is a letter which
Keyr quickly reads,
“My Dear Jean, Since the night of the storm, a strange malady seems to have
affected the villagers. I have noticed that many of them have turned to begging
rather than continue with honest labour in the fields. I have included a little
something for you to see if this will help heal this strange disease.”
The letter bears a crest split into four, two quarters bearing a sheaf of corn
and the other two a mountain with a star falling from the sky.
Inside the cupboard are numerous bottles of coloured liquid and sand. Among
them is a blue glass bottle that stands out from the rest. There is also a clay
pot but Fallon indicates the doctor approaching and you quickly sit down. (If
Jocken wishes to pocket any of these items, please inform me this time. The
pot is too large to hide successfully.)
“Good Morning Gentlemen, Mademoiselle,” smiles
the physician, is round face breaking into a smile as he takes Ket’s hand to
kiss it. He then takes a seat behind his desk, “The reason I asked you to come
here this morning was to properly welcome you to Wittgendorf and ask if I can
help in your travels. You look like adventuring sorts and perhaps you have wounds
I might treat for you?”
“Your welcome is most gracious,” says Keyr, “Though we are in fact merchants
heading down the Reik looking for somewhere to sell our wine. We carry arms
only to protect ourselves in these dangerous times.
“I am, in fact, a Pharmacist by profession,” says Herod, “I am astounded by
the deformities present among the folk of this village.”
“Indeed, there is much suffering in Wittgendorf and it is something I struggle
with daily. I do all I can to alleviate their suffering and make their lives
more peaceful. These are the inevitable results of inbreeding in such an isolated
community,” replies the Doctor.
“Who is the mayor of the town and where might we find him?” asks Herod.
“We are governed by the Von Wittgenstein family from the castle over the Reik.
Lady Margritte takes care of affairs of the village, in fact I can arrange a
dinner with her this evening, if you wish to meet her in person. She is a charming
woman and might even be persuaded to by your wine.”
“Sounds like an excellent idea,” says Keyr.
“Very well, I will make the arrangements. Call here at 7 this evening. Remember
the Lady is nobility – it would be wise not to attend armed and armoured! Now
I must be getting on, I have much to do today and my first patients will be
arriving soon.”
Shaking the doctor’s hand, you leave the house and return to the boat to discuss matters and find a change of clothes.
“I suppose we should find a change of clothes for the dinner,” says Ket.Returning to the boat to clean up and rest, Keyr sets about investigating the bottles filched from the doctor’s study. Finding nothing of interest, Herod starts to write things on the bottles, ‘Bugman’s Firebomb’, ‘Rock Clearer’ and ‘Smasher’. He grins as he slips them into his pack, “A little contingency plan,” he mutters, also tucking a knife into his boot.”
Fallon and Jocken head into the village and try to talk to the locals. No-one
is willing to talk about ‘the lady’ and quake with fear when she is mentioned.
There is no sign of the woman with the baby and after a fruitless hour, the
two return to the boat.
Soon enough, the sun has set and you make final preparations to leave for dinner.
Keyr carries his staff, sheathed to hide the fact that it’s a spear and Herod
his knife. Otherwise you carry no weapons. Fallon and Jocken hang back as you
approach the house and knocking on the door, you are greeted by the housemaid
who leads you through to the study.
With the doctor, is the Lady Margritte Von Wittgenstein, to whom Rousseaux makes
introductions. She is young and beautiful though seems to be wearing a little
too much makeup, in Ket’s opinion. Rousseaux offers you brandy and cigars and
you sit and make small talk before dinner.
“We are two guests missing,” says the doctor, “Are the others not joining us?”
“Sadly Jocken and Fallon have pressing business on our boat,” says Herod, “You
will forgive us for not informing you sooner?”
“Not a problem. I’ll inform Frau Blucher to reduce the table settings.”
“It is a pleasure to meet you,” says Margritte, “The Doctor informs me you are
merchants.”
“True enough,” says Herod, “We are currently carrying a shipment of wine you
may be interested in.”
“Haha, you certainly go straight for the hard sell, Mr. Antipas! Castle Wittgenstein
has extensive cellars and a regular supply comes from Altdorf. Mostly Brettonian
though the wines of the Tilean States are most pleasant.”
“Actually, we have some interest in other matters. Have you heard of a Frau
Etelka Herzen?” asks Herod.
“I can’t say I have,” he reaction is unreadable, “Is she a local woman?”
“Just an old friend we are seeking. We were told she resides in these parts,”
adds Keyr.
“We are also saddened by the village here. It seems there is a great deal of
deformity,” says Herod.
“Times are hard and there is a great deal of inbreeding among the people. It
is sad and we do what we can. I thank Shallya every day that the doctor is here
to take care of the daily needs of my people.”
Frau Blucher enters to inform you dinner is served and you are led to the dining room where a long dinner table in immaculately laid. Taking your places, Frau Blucher brings out a meal of roast Pork and vegetables. It all looks succulent and wholesome and none of you have seen a meal this good in a long time. You get ready to tuck in.
Keyr stands as you all sit, “I propose a toast for this fine meal!”“The food is poisoned! Herod, take my staff!” Throwing of the hood to reveal the spear head, he tosses it to the Dwarf. Keyr then dashes for the kitchen door, pulling a small key from his pouch. Herod steps to block the other exit as the Lady and Doctor head for it. The door flies open and a club hits Herod around the back of the head. He goes down like a sack of potatoes. Keyr casts a spell on the Kitchen door as another two guards step in, allowing The Lady and doctor to pass. Gimli tries to face them, but is beaten to submission. A further three guards come in dragging the unconscious bodies of Fallon and Jocken, there faces bloody and beaten. As the guards the surround you, you are grabbed and tied with sacks over your faces and dragged out of the house.
You awaken to darkness, your bodies battered and bruised. The cold stone beneath
you shows you have been stripped to your undergarments. Your equipment stripped
from you. As your eyes become accustomed to the dark, or your night vision kicks
in, you see the others around, all in similar states. The air smells foul –
sweat mixed with excreta and the stench of unwashed bodies.
“Wakey Wakey!” comes a shout from outside the iron bars of the cage, and into
view comes a creature over ten feet tall – an ogre. The light from his torch
is blinding but soon enough you focus on the hideous thing with bright green
skin and orange hairs growing out of its huge arms. It wears a huge shirt of
studded leather and carries a massive axe.
“Ahh, yer awake then. Ready for something to eat?” he grunts, revealing brown
fangs.
“Unnnnnhhh..my head,” moans Jocken.
“You all ok?” whispers Herod to the rest of you. Everyone grunts affirmative
and he stands to meet the ogre, thankful he is neither bound nor gagged.
“Nice table manners, Keyr,” he sneers, “Ah my kind host, we were wondering when
dinner would be served,” says the Dwarf to the Ogre.
“Well, I thought you should get some grub inside yer before the torturin’ starts.
Unless of course you want to tell me where the money is now and have done with
it,” he grunts, opening a small hatch in the gate at ground level and sliding
through a wooden tray of grey looking meat and hard bread.
“Any chance of a mouthful of wine as well?” asks Jocken, stepping up the bars.
“Money? We have no money. You took our belongings I presume?” asks Herod, taking
a hunk of bread for himself before shoving the tray to the others.
“Oh yeh, they’re in my room, back their,” he points down the corridor, the way
he came, “I’ll be back in half an hour,” he grins and returns back up the passage
before you can ask anything else.
As you tuck into the food, Herod takes a look around the cell and finds some
writing scratched on a stone in the back wall. Showing it to Keyr, the wizard
reads it, “The Way Out to Hermann’s Hermitage”
Tugging the stone, it pulls out to reveal a lever. Pulling the lever, the whole
back wall swings out revealing a dusty passageway beyond the fresher air. Leaving
the food, you all duck into the passage, closing the door behind you.
“We need to find our way back to these cells to find our gear, but meanwhile we should try and find some arms. Gimli and Fallon, take the lead as you are best with bare fists. If we run into trouble, we all fight,” says Herod.
Gimli and Fallon lead the way down the rough stone corridor until you come to a brick wall. Herod steps up and taps here and there until he finds a loose brick, again revealing a lever. The door slides open revealing a passage left and right. The left would take you north, back in the direction of the cells.
“Perhaps us all travelling like this is not to wise. How about one of us finds our gear while the rest wait in the cell. The ogre won’t notice one of us missing and one alone is less likely to be discovered,” says Keyr.
“Not a bad idea but there is safety in numbers,” says Fallon, “We only have half an hour, even less now, until one us gets taken in for torture, perhaps we should stick together.”
After a brief discussion, you agree that Herod and Gimli should scout ahead while the rest of you return to the cell. Agreeing to ten minutes each way, that gives you plenty of time to be back before your captor returns.
After some fifteen minutes, Herod comes back alone and leads the way through a number of tunnels, past a staircase down, past a number of closed doors and to a room that stinks of rot and excrement. Gimli awaits, with you gear. You dress quickly and find your weapons. Once you have everything, you a yell from down the corridor.
“OI! WHAT YOO DOIN’ IN MY ROOM!”
Looking out the door, Herod sees the Ogre come through the door at the end of the corridor.
“Get ready people, we have company,” says Herod.
“Let me do the talking,” smiles Herod, “As one of the most intelligent of the most intelligent race, if I cannot out-talk him, I shall out-wit him! Ket be ready with your feminine charms…just in case.”
As the ogre approaches, dragging his huge axe along the floor behind him, sending sparks showering.
“Ahhh, my good man, here you are,” says Herod,
pulling his jacket straight, “Well done, you found us!”
“That’s right, and now you’re coming back with me!” he grunts.
“Ahh, not quite. By taking so long to find us, you have committed treason against
your master. You see, Madame Wittgenstein sent us to test you – to see what
kind of guard you really are. It seems you are as lazy as she suspected and
we escaped and recovered our equipment.”
“I’m not lazy! I went to torture chamber to get ready,” replies the Ogre.
“Well, we escaped, nonetheless. We have been well paid and thanked for finding
the flaw in her dungeons and I have to say it looks pretty bad for you.”
“No! No…not lazy, Slagdaarg good guard. Don’t want to go way of Ograard,” his
voice turning to a whine.
“Well, I’m sure Lady Wittgenstein will want your head for this, but that whole
thing is not our concern, so we won’t report that we’ve seen you,” smiles Herod.
“Oh, thank you master, thank you,” says Slagdaarg, dropping his axe and weeping.
“Right, there is one condition though. The Mistress was not kind enough to show
us how to return to our boat. If we get you away from Castle Wittgenstein, can
you get us to our boat as quietly as possible. We don’t want the guards to see
us helping you. Do we have a deal?”
The Ogre nods quickly, “We help each other. Quick, let me get things.”
You all look at each in relief and check you have all your belongings.
He lumbers into his room and starts to pile things into a large sack, random bones, rocks, a wooden plate, a large fur and his axe. He breaks into a smile as he returns after a couple of minutes, his jagged rotten teeth like sharp rocks, “Ready!”
Leading you back to the spiral staircase, you follow him down until you come out of a cave-like opening into daylight on the edge of a lake surrounded by the cliff walls. Your boat is docked in front of you. To your right, some 50 feet away, set in the cliff wall is a solid wooden door. It is open but from this angle you cannot see in. At the edge of the lake is a huge portcullis, and beyond that you see the River Reik.
You hear a shout from the beyond the door, “Oi Franz! What taking so long?”
You duck back into the cave opening and spy a guard coming up from the hold carrying a crate of your best Chateau Bogard!
“Just grabbing some booze,” yells ‘Franz’ as he steps off the boat and into the room.
“Look Slagdarg,” says Herod quietly, “It’s likely
that the guards have not been warned of your betrayal, they may expect you to
help them. Don’t listen to them. We have to take them out if we are to make
your escape through the gate easy.”
“No problem, Master, Slagdarg has axe,” he grins a toothy grin.
“Right, Gimli, Fallon and I will rush the guards and get the gate open. Ket,
Keyr and Jocken will get things ready to roll on the boat,” whispers Herod,
“And don’t forget to get our wine back. Let’s go!”
The two Dwarves and Fallon run in a crouch toward the door in the cliff face. Slagdarg lumbers behind. Reaching the door, Gimli stands to one side, Fallon to the other, weapons in hand. Herod loads his brother’s crossbow and stands before the closed door, before kicking it open violently.
“NOBODY MOVE! THIS IS A ROBBERY!” yells Herod, taking in the site of three guards wearing full face helmets, playing cards. One is standing, opening a bottle of your wine, and Herod lets loose, his bolt hitting the guard in the gut, sending his flying back against the wall, sending the bottle of wine flying to smash on the floor.
Gimli and Fallon charge into the room, taking a guard each. Gimli’s axe hacks into right arm as the guard reaches for his sword. Fallon swings but the guard dodges back, knocking his chair scattering across the floor, before slashing at Fallon’s head with his longsword, the blow glancing off Fallon’s helmet.
Slagdarg steps past Herod, and stoops through the doorway. The guard that was shot by Herod gets to his feet and draws his sword but the ogre is on him in seconds. The huge axe slams into the stone wall as the guard ducks.
Gimli roars as his opponent finally draws his sword, the dwarf’s axe slicing through the helmet like butter, the guards flying off to the left to clatter against the wall. The body stands for a moment, blood jetting from the remains of the neck, before falling forwards to crash on the floor. Gimli follows up, jumping up onto the table, bringing his axe down on the Fallon’s opponent, embedding his axe in the guard’s back. Fallon lunges, running his sword through the guards stomach, entrails spilling out as he removes the blade, killing the guard instantly.
The one remaining guard stumbles back against the wall, dropping his sword and looking on in shock. He raises his hands in surrender and Slagdarg is about to finish him.
“Slagdarg, wait, spare him,” yells Herod, but his control over the ogre is not enough.
The huge axe falls cutting the guard through the shoulder and splitting him down the middle, blood and entrails spilling across the floor. The Ogre looks around for something else to hit, blood covering his face. Herod raises a hand and Slagdarg calms down.
“Slagdarg, get the gate open, Fallon, Gimli, get the wine,” says Herod, looking about the room.
The ogre pulls a lever in the wall and the gate outside begins to creak open. Gimli and Fallon grab the case of wine and head to the boat. Seeing a pile of coin on the table, Herod gathers them and drops them into his pouch (16 shillings) before running out the boat. Helping Slagdarg get on the boat, as Keyr and Fallon push the boat away from the dock, you slip out through the gates and back onto the Reik, heading south again.
Once you are out of sight of the castle, you pull to the shore and let the Ogre off. He is grateful for your help and thanks you all before heading off into the forest, sack over his shoulder.
Taking stock of your cargo, thankfully you have just lost one bottle of wine so the value is not too badly diminished. You sail off south and plan what your next stop will be.
Wellentag 5 Sommerzeit, Late Afternoon
“I suggest we head to Etelka Herzen’s house as we originally planned. Our foray to the castle was supposed to be only information gathering and turned into abduction and possible death,” says Keyr, as you all sit on the deck of the boat.
“Good idea,” says Herod, “Though I would like to get in that castle again at some point, there are things I want to check out there.”
“Not to mention riches to filch?” grunts Gimli, looking back up the river at the castle disappearing on the horizon.
“I’d like to sort that woman out as well,” says Fallon, cracking his knuckles, “We still have plenty of business there.”
“Well, let’s not forget we have all this stock to sell,” says Ket, “And maybe pick something else up for trade.
“Excellent idea,” says Herod, “Next town we come across, we’ll see how much we can get. What is the next town?”
“According to the map, there are no towns between here and Grissenwald. From there we’ll have to find land transport to get to the Black Peaks.”
You settle in for the journey, knowing Grissenwald is at least 2 days away.
Backertag 8 Sommerzeit, Midday
The journey to Grissenwald is fairly incidental, passing a few trading boats heading the other direction, none of which stop to give you more than a cursory wave.
Grissenwald is a small, friendly settlement situated where the River Grissen joins the Reik. As you pull in to the wharf you see a number of boats here and plenty of riverside inns burgeoning with activity. Deciding to find a buyer for your wine first, Ket and Herod set about talking to various merchants. It doesn’t take long to find an interested party and soon Ket is haggling to set a price. Eventually a price of 37 gold crowns is set, a clear profit of 4 gc despite the missing bottle. Taking the money there is nothing interesting to buy today, so you head into a nearby tavern to clean up and partake of the local refreshments.
The Smugglers Rest is a fairly standard riverside tavern. Rooms are available
as well as locally caught fish and fried potato chips with warm bread. Herod
hands the barkeep 5 crowns to take care of two private rooms for all of you
and food and drink for the night.
You all take a bath (even Gimli!) and enjoy a good meal and drink aplenty, glad
to have your freedom from the castle and to be on solid ground again.
Inviting a couple of locals to chat, Herod buys them beer and you ask about the local area, in particular the Black Peaks.
“Ooo, the Black Peaks Coal Mine, tha’s what your after,” says Albrecht, a grizzled old fellow with a thick grey beard, “About 5 miles t’ south, disused now though. What you wanting down thar?”
“We are looking for the owner, Etelka Herzen?” says Herod.
“That’ll be the noblewoman. She bought it from the Dwarfs that used to run the place. Bunch of useless drunks…no offence intended. She visits town once in a while for supplies, but she has a house down by the mine.”
Suddenly the door of the inn bangs open and two Dwarfs enter. They are obviously drunk by the way they are staggering.
“Hey do you smell something strange?” shouts one out loud.
“Yeh, its coming from that dead Elf over there!” the other grunts, pointing at Ket.
Fallon’s hand goes to his sword, but Herod stops him.
“It moved, it can’t be dead,” says the other.
“Well, we could always fix that!” shouts to his partner.
Fallon is enraged. Standing, his chair flies backwards, he grabs a handy bottle. One of the Dwarfs grabs a bottle, the other grabs two pewter tankards.
“Look, let’s just calm this down,” shouts Herod,
standing between Fallon and the Dwarves.
Ket touches Fallon on the shoulder and he relaxes.
“Argh, a countryman, though he dresses like a human. One o’ them city Dwarves are ye?” yells one of the drunks, still holding two tankards threateningly.
“I am Herod Antipas of Karak-Kadrin, and this is my brother, Gimli Antipas. These are our friends and we will fight you if that is want you want.”
“If you are Elf Friend, you are an insult to your Clan! Get ‘em!”
Picking up the two mugs, the first Dwarf swings at Herod. The other, with bottle in hand, goes for Fallon.
Herod is faster on his feet, punching his assailant in the left shoulder. Steel flashes in the light as Fallon’s sword flies from its scabbard but the Dwarf stumbles under the sweeping blow. Both Dwarves swing and miss. Fallon stabs out again, cutting the drunk in the right arm, making him drop the bottle with a grunt.
Quiet chanting fills the air as Keyr weaves his hands, waving about him a piece of down. Stepping forward, he touches the Dwarf facing Fallon. The Dwarf drops to the floor like a sack of potatoes and starts snoring very loudly. Jocken suddenly appears on top of the bar, holding a chair as big as himself, and brings it down on the other Dwarf’s head. Wood flies everywhere as the Dwarf collapses.
Just as Fallon puts away his sword, the door of the inn bursts open and the town watch burst in. Seeing the Dwarfs they shake their heads and start to drag them out. The sergeant comes over to.
“Sgt Kole. We’ve had plenty of problems with this lot, so a night in the cells won’t hurt them. Watch yourselves. There’ll be lots of these murdering scum looking for you know. Normally we’d run you in, but as it looks like self defence, we’ll overlook it. But I don’t want you around here again. Stay out of town, or it’ll be the lock-up for you.”
Nodding to the bar keep, he leaves following his watchmen.
“Murdering Dwarf’s!” grunts one of the locals, “They ought to be rounded up and hanged. Going round pickin’ fights. They’re just scum!”
“Who were they? What is their problem?” asks Herod.
“They’re murdering swine,” says another local, “They’ve burnt down three farms and killed all the inhabitants. I don’t know why the watch don’t do nothing about ‘em.”
“Where do they live?” asks Keyr.
“Shanty Town at the edge of Grissenwald,” says the Barman.
“Thanks,” says Keyr, and collecting your things, you leave the inn.
“I think we should go to this town and find their leader. Something just doesn’t smell right here,” says Gimli.
“Fallon, you and Ket stay with the boat. I think we might have an easier time if you’re not seen,” says Herod, and Fallon agrees.
Herod, Gimli, Keyr and Jocken head off to edge of town and soon enough reach a village of old wooden huts. A number of drunken looking Dwarves stumble about the village and Herod marches up to one and starts speaking in Khazalid. Eventually the Dwarf shrugs and leads you to the larger of the huts in the centre of the village. The door is low and Keyr has to stoop to get inside.
The building is full of smoke and sputtering torches are spaced around the walls. The floor is covered with moth-eaten wolfskins and two large moths fly into the air as you enter. It is difficult to see and breathe and Keyr begins to cough.
From the other side of the room a deep commanding voice calls, “Well come in and stop coughing. Ain’t you used to proper air?”
Moving forwards you see Dwarf with a thick beard,
wearing a mail coat sat upon a stone seat, a great hammer upon his lap. Two
armoured Dwarfs stand fully armoured, beside him.
“Well, what do you want? I ain’t got all day!”
“Herod and Gimli Antipas of Karak Kadrin, and friends Jocken the Halfling and Keyr Aldron. Who do we address?”
“Gorim Greathammer of Khazid Slumbol,” replies the Dwarf.
We come to ask about the mine and its owner, Etelka Herzen,” says Herod.
The Dwarf spits, “The evil wizard drove us from the mine. She wanted our gold you know and left us with little choice. Rather than face her wrath we sold the gold mine for a pitiful sum.”
“Your people have a bad reputation in Grissenwald.
People of the town believe you responsible for a number of raids on the farmsteads,”
says Keyr.
“Bah! We are accused of such to discredit us! How dare you, a human, come here
to accuse us!” Gorim stands, obviously angry.
“I meant no offence, mighty Gorim, we only bare rumour that we have heard and wanted to offer our aid in solving who is truly behind this,” says Keyr, dropping to one knee in supplication.
“Whatever is attacking you will find in the hills. We have nought to gain from attacking human homesteads.”
“Then we will investigate and clear the good name of your clan,” says Herod, bowing before Gorim.
“Very well. If you require muscle, I can provide warriors for 25 gold a day. Return if you require aid.”
Bezhaltag, 9 Sommerzeit
Leaving the village, you collect Fallon and Ket and head out south to the farmsteads. A wandering yokel tells you there are 14 farms around the towns and a majority are to the south between the fork in the river, including those that were raided. It is also the road to the Black Peaks and Etelka Herzen’s mine. The mine is some 6 ½ miles away.
After a couple of hours, you reach the first of the raided farms. The buildings are burnt to the ground and bales of black hay lie around. As you search around for clues, Jocken comes across a short sword. He runs over to Herod and hands it over.
“GOBBOES!” Gimli yells.
“You are right, brother. This is without a doubt goblin workmanship. And look there – goblin footprints,” replies Herod.
“And Wolves, by the look of these tracks,” says Fallon.
Leaving the farm you head for the next and it looks much the same – more footprints, both goblins and wolves. The third farm is exactly the same.
As night descends you reach another farm. You are still a couple of miles from the mines and Keyr suggests you stop for the night.
“If we are really lucky, there will be another attack and we can slap some Gobboes!” grins Gimli.
Approaching the farm, the farmer meets you from farmhouse, blunderbuss in his hand.
“Dwarfs! Gerroff my land or I’ll fill you with lead!”
“We are friends,” calls Herod, “We are not from here but we are here to stop the raids. We bring weapons and are ready to fight in your defence.”
“They’ll not have my farm, wretched Dwarfs!”
“Your enemies are not Dwarfs, my friend. We have reason to believe there are goblins in the hills!” calls Keyr, “Now will you let us help you or not?”
“Right, you can set up in the barn over there. I’ll have the wife bring you some food.”
Soon enough you are settled in the barn, eating chicken broth. Once your bellies are filled you prepare yourselves for the night and the possibility of an attack. Ket sits in the hayloft on lookout, her night vision allowing her to see across the fields.
It is past midnight when you hear the baying of wolves in the distance. Over the next half hour, the baying gets louder and soon enough she shouts down to the rest of you, “There’s a group of Greenskins approaching from the forest to the south. And they’re riding wolves!”
“Ket, go get the farmer and his wife!” yells Keyr, taking charge of the situation, “Gimli, Herod, Fallon work on getting some of those bales to the loft. Jocken, get up top and build a wall from the bales. And get ready ready with your sling.”
Everyone jumps into action, and within a minute, Ket returns with the farmer and his wife, still in night shirts, the farmer carrying his blunderbuss.
“I’m not happy being locked in here with them
Dwarves!” blusters the farmer.
“Well, you can always take your chances with the gobboes,” grunts Gimli, lobbing
a hale bale up to Fallon in the loft.
The farmer looks out, catching a glimpse of the fast approaching wolves before
Keyr slams the doors shut, “I advise you get up top with that gun. I’ll hold
them back here.”
Keyr begins to chant and wave his arms, a small silver key in his hand. Kat stands beside him with her knife. Gimli, Jocken and the farmer take positions behind the newly formed haybale and take aim at the approaching goblin riders. Fallon and Herod wait below, melee weapons ready.
“Eight of them, carrying torches!” yelps Jocken.
“Take out as many as you can before they get close enough to throw them,” yells
Fallon as Keyr completes his spell, locking the main doors.
Gimli is first to get a shot as soon as they get within 30 yards. The crossbow bolt flies wide. There is a loud bang as the blunderbuss goes off and shortly after Jocken lets fly his sling. After the first volley nothing has gone down and the wolves are charging fast. Two wolves bound round the either side of the barn out of sight, the remaining four pulls up short of the barn a good six yards away and attempt to lob torches onto the roof. All four torches fall harmlessly, not getting high enough.
As Gimli and the farmer reload, the goblins pull out more torches, frantically lighting them. Jocken lets another stone fly, missing his mark as the goblin ducks. You hear screeches as the goblins surround the building. Fallon draws his sword and heads for the back door, “Bastards are trying to smoke us out!” he yells.
Gimli takes another shot, missing by a mile and another of Jocken’s sling stones goes wide. The wolves move closer as the torch wielding goblins try another lob. One hits his mark, landing squarely on the roof.
“Direct hit! Get down below,” yells Gimli.
Meanwhile Fallon kicks the back door open to find two goblins holding torches to the back wall, trying to light it. Their wolf mounts rear up in surprise and Fallon takes the advantage, slashing at one of the wolve’s forelegs, almost severing it. With a second slash he slices through the shoulder joint, tearing the leg off completely and sending the wolf crashing. The rider fails to throw itself clear, becoming trapped under the great wolf. The second wolf reacts, snapping the great jaws at the warrior but Fallon ducks back.
Jocken, the farmer and Gimli scramble down to the main barn. The wall to the right of the main doors is ablaze and Keyr is removing his spell on the main doors. Smoke begins to fill the room and Ket and the farmers wife begin to choke.
Herod runs out the back to help Fallon, only to come face to face with the other two goblin riders from the other side of the barn. He stands back to back with Fallon and draws his hammer.
As Keyr gets the doors open, he tries to stop anyone rushing out but Gimli is already running, axe in hand, his hatred of goblin-kind overcoming any sense. The fire burns through the wall and parts of the roof begin to drop, in flaming balls. Jocken and Ket get the farmer and his wife out as Keyr heads for the rear exit.
Fallon slashes out twice but the goblin is fast. The wolf rears up and snaps at his neck, but Fallon’s neck brace prevents serious injury (-1hp) The goblins sword whistles pase his head as he ducks. Herod braces himself as the other two charge. He crouches in a warriors stance, ever the tunnel fighter and lets loose a swing that would make his brother proud. It hits the goblin in the wrist, causing it to yelp and drop the sword. The other goblin swings but Herod ducks. Both wolves snap at the Dwarf, one biting into each arm (-3hp total)
It is then that Keyr appear behind him, and quickly stabs over the Dwarf with his spear. The shaft pierces the gobboes belly, lifting him clean off the wolf as Keyr instinctively slams the poor creature against the wall of the barn, but jarring the spear from Keyrs hands.
Meanwhile at the front of the barn, Gimli looks about for foes and sees the attackers are now circling the farm house itself. With a roar that everyone hears, he charges at the nearest one, axe swinging. With a massive upper cut he hits the goblin clean in the jaw, sendng it flying off it’s mount. Gimli follows up with an over head smash into the shocked wolf’s collarbone, sending it crashing into the dirt with a yelp.
Back at the rear, Fallon strikes out, smashing his last remaining foe in the chest sending it crashing to the ground then hacking into the wolf’s head for minor head wound.
Suddenly there is a piercing whistle. The wolves that remain standing pick their riders in jaws and bolt off. Gimli finishes off the wounded at the front and Fallon makes sure the job is done at the back.
Three goblins and two wolves lie dead. Keyr retrieves his spear before you all retreat from the burning barn, to the safety of the house.
“We owe you our lives,” says the farmer quietly, holding his wife and watching the barn collapse in on itself.
“Don’t mention it,” says Keyr, “But we have to get after those goblins, track them to their lair. Gimli? You ready?”
“Aye Lad, I reckon I am!”
You follow the wolves trail along the road until the road splits off and an old track runs into the hills. A tree stands at the crossroads and you hear a groaning. Leaning against the tree is a Dwarf, surrounded by four dead goblins. The Dwarf appears close to death and has three goblin arrows in his chest.
Gimli is first to reach him and the Dwarf grabs him by the arm, “Gobboes! There’s Gobboes up at the mine! Lots of them, they’re takin’ our gold!”
He loses consciousness and Keyr rushes in to help but the wounds are too grave for anything short of a surgeon.
Wolf tracks lead from hear along the old track.
“Revenge!” grunts Gimli.
Heading up the track it winds up a hill and at the top you see a grey stone tower and the mine entrance. There are lights in the windows of the tower and a couple of goblins are standing in the cave entrance.
“I say we try and take the goblins out from a
distance,” whispers Jocken as you crouch behind a pile of rocks between you
and the cave entrance.
“Too risky,” says Keyr, “If we don’t take them out with the first shot they
can raise the alarm and have the whole force down on us. I think stealth is
needed here.”
“I agree,” replies Fallon, “Jocken and I are
lightest on our feet and should be able to get close enough from either side
to take them out.”
“Keyr, do you have any invisibility spells you could try to help us get close,”
says Jocken.
“No I don’t. You should be ok though and we’ll cover you with Gimli’s crossbow
if anything goes awry.”
“I would rather go back and get help,” says Ket, “We are injured and this is
dangerous.”
“I wish we had time,” says Herod, “But we should hit them while they’re injured
and before they clear out or worse, call for the help of another tribe. The
last thing we need is a gobo army breathing down our neck.”
Fallon and Jocken head back to a safe distance and approach the mine shaft from either side. Moving quietly, they move in and get behind the goblin guards. Jocken swings, hitting his enemy in the left arm, the goblin squawks in surprise and drops his shield. Fallon hacks into the second goblins left shoulder, completely shattering the joint. Blood sprays as the goblin falls to the ground dead. The remaining guard turns to face Jocken. The Halfling slashes across the goblin’s belly, sending it staggering back to lie on the floor in a growing pool of blood. It gurgles, trying to call for help and Fallon steps up and finishes the job.
Fallon gives the all clear and drags the bodies away from the cave entrance as the rest of the party move quietly toward the entrance. The stench of wolves and goblins fills the air.
Looking at the mine, the entrance is held up by badly decayed timbers. Just inside the entrance is an old mine truck on rusted tracks.
Keyr chants quietly and a flame appears in the palm of his hand, illuminating the area for him and Fallon who do not share the night vision of the others. Gimli and Herod take up lead positions with everyone else following in single file. Jocken brings up the rear, watching your backs.
About 25 feet into the tunnel, more tunnels branch off to the left and right, also with tracks running along the ground. Heading down the right hand branch another 20 feet in, the tunnel opens into a chamber and the voices of Gobboes can be heard. Giving Fallon the signal that he and Jocken should charge in the Gimli. The others should hold back and guard the rear.
Moving swiftly, the dwarf, human and halfing run into the chamber, surprised the three goblins lying by a small camp fire. Before they can get to their feet you are on them.
Gimli smashes his axe through the hip joint of one, sending blood and bone spraying through the air. Jocken swings his axe but his target rolls across the floor. Fallon hits the other in the left arm. Gimli jumps the gobo that Jocken must and hacks off its head in one clean sweep. Fallon takes a second strike at the one remaining goblin, but misses.
The goblin is now on its feet, short sword in hand. It looks around for an exit, but seeing none, launches itself at Jocken but the Halfling is faster. Bringing is axe up on and underarm swing, he smashes into the goblin’s rips cage tearing into a lung. Jocken loses his axe as the goblin staggers back against the wall and slides down it. The joists holding up the room creak and dust falls on your heads.
Retrieving the axe, Jocken wipes the green blood of the blade.
“These tunnels have had better days,” says Gimli, “Too much fighting and they’ll come down on our heads. We should move on quickly.”
The only other tunnels from here seem to be blocked up by fallen rock, so returning back to the crossroads, you go straight over to the left hand side of the mine. 20 feet in, you enter another chamber, empty but for the stench of wolves. Bones are scattered everywhere around the chamber and you guess this must be the sleeping pen for the wolves.
Back to the crossroads, you get back onto the main tunnel and heading down it, it soon bears off to the right towards another chamber. You hear snoring and Gimli creeps ahead to have a look. Two more goblins lie sleeping. Fallon and Gimli entering quickly and slit their throats.
There are no further chambers in the tunnel and you head back to the entrance with just the tower left to investigate. The tower is a two storey construction made from slabs of grey stone. Gimli and Herod agree that it is of Dwarven construction.
Approaching as quietly as you can, you ready yourselves as Fallon opens the door. Inside the floor if paved with polished red stone slabs. Although there are no lanterns, the room is well lit. A goblin that was obviously aware of your approach darts back down the corridor toward a spiral staircase leading to the upper floor. Mirrors line stairway and it is they that are providing the light. Fallon is fastest and charges down the corridor behind the goblin. Before the goblin reaches the stairs. With a diving tackles he slams the goblin to the ground and begins to pummels the goblin in the back of the head with his knuckledusters. The goblin soon lies unconscious on the bottom of the steps.
Looking around the entrance chamber, there are
three doors on this level. Two of the doors fly open and eight goblins charge
out into the hall.
Ket, being without a sword hangs back but the rest of the party charge into
the fray. The battle is over within four minutes. Jocken slays three, Gimli
two, Herod one, Fallon one and Keyr one. Keyr has taken a cut across the left
side of his face (-2hp) and Fallon suffered two wounds, a crack to the head
(-2 hp) and a deep gash in his side (-3hp)
Keyr tends to Fallon and stops the bleeding (recovers 3hp) and binds his own wound (+2hp)
As Keyr is playing doctor, Jocken and Herod check the rooms the goblins came from. Both appear to have once been opulently furnished reception rooms. However, the fine furniture has since been destroyed, the stuffing pulled out to make bedding and soiled heaps of it lie in the corners of the rooms. One of the rooms has a large pile of torches. The other has a huge stack of arrows.
Investigating the third door, Herod opens it to find a dining room. A large wooden table surrounded by eight high backed chairs dominates the room. There are cabinets around the room, all empty and every available surface is covered in goblin filth. A door on the other end of the dining room leads into a kitchen. It appears to be surprisingly in a tidy condition though the table and worktops are very low. Jocken suddenly gets very excited.
“A Halfling kitchen!” he yelps, opening cupboards with a grin. Finding a larder, he starts to take out food, putting in the work table, “I’m starving. Anyone for dinner?”
There is a creak across the room and a small door that you didn’t notice before slowly opens. A female Halfling in a nightdress and holding a candle peeks out, “Who’s that in my larder,” she whimpers.
“It’s ok, we’re friends..come out,” says Ket, stepping in front of the Dwarves before they get happy with their axes.
“Ooo, ooo, guests! I’m sorry there’s nothing ready. Are you here with Ms Herzen?”
“I’m afraid not. When did you last see her?” says Keyr.
“She left here several days ago with a weasely looking fellow who brought her a letter and left these goblins here. She said she was going to Norn’s River to get some Bare Pills. I was planning to leave her employ and head to Grissenwald, but the vicious beasts wont let me leave. Who are you if you’re not here with the mistress?”
“We are here to clear out the goblins. I’m sorry to say Miss Herzen is dead. We would be happy to escort you out when we’re finished,” says Jocken with a mouthful of bread and cheese.
“Are you the cook for these people?” she asks of Jocken.
“Not at all,” says Keyr, “Jocken here is our Scout. We are adventurers.”
“Scout? You mean you left the Moot and you are not a cook! I am very impressed! My name is Dumpling Hayfoot.”
She extends a hand to Jocken, who shoves a loaf under his arm and shakes the hand heartily, “I’m Jocken, just Jocken. Pleased to meet you.”
“Dumpling, what can you tell us about the goblins? How many are their?” asks Ket.
“Hard to say. Well over twenty, though, most of them sleep at the mine. The leader, Master Grottbag lives up in the tower. I saw him yesterday in the mistresses clothes. Can’t imagine what she was thinking.
“Dumpling, you should get dressed and gather your belongings together. You should be safe to leave here soon, but it might be best if you wait in a safe place. We will escort you out of here once we have slain the rest of the goblins and Grottbag. Do you know anything of Grottbag – does he have any magical abilities or weapons?” asks Jocken.
“I have no idea. What I do know is that he is the leader and he must be stronger than the rest. At least you’ll know who he is, in mistress’s dress!” smiles Dumpling, still looking a little nervous.
“Fine. Stay in your room,” says Keyr, “We’ll be back shortly.”
Jocken addresses the rest of you through a mouthful of bread and cheese, “Grab some vittels friends. You will need your strength! How about the layout of the tower upstairs, Dumpling?”
“There are 6 rooms. A laboratory, library, Solarium, living room, the mistress’s bedroom and the guest room,” replies Dumpling. Grabbing a pencil she sketches the rooms on the back of a shopping list.
Everyone grabs a little food and then head back into the hallway, “We’ll be back,” mumbles Jocken, flashing a grin at Dumpling.
As you head over to the stairs, Keyr speaks, “I don’t trust her.”
“What do you mean? She’s a Halfling. What’s not to trust?” says Jocken, offended.
“She works for Herzen. Until she proves otherwise, we treat her as an enemy,” says Keyr, “Don’t let your heart, or your stomach, rule your head Jocken!”
“Humpph,” says the Halfling, unholstering his axe, ready to slice some Gobboes.
Ket grabs a goblin short sword from one of the dead guards.
Reaching the top of the stairs, you come out onto a wooden floor, with a number of doors around in the circle. One blackened door lies on the floor and an opening to one of the rooms reveals where it came from. There are four other doors all closed. Above you is a glass roof with mirrors reflecting moonlight into the tower.
“That opening appears to be the laboratory, according to this map,” says Keyr, “Check it out first, then we’ll hit Herzen’s bedroom and take Grottbag by surprise.”
Fallon draws his sword and motions for Jocken to move over the open doorway. Fallon follows as the rest of you watch from the top of the stairs.
The interior of the room is wrecked. Broken shards of glass cover the floor and broken tables and benches are scattered about. Not seeing much of interest, you leave the room alone and get ready to storm the main bedroom.
Creeping over, Jocken and Fallon stand either side of the door and Gimli lifts a huge boot and kicks the door open. Nothing could prepare you for the sight ahead.
Evidently a ladies bedroom, a four poster bed dominates the room with a large wooden chest at the foot. Stuck on the headrest is a severed Dwarven head and on the wall is a picture of Etelka Herzen. Women’s clothes are scattered over the floor along with a number of bones. On the far side of the room sits a comical sight. A large goblin, in an even larger red dress and a glittering tiara on its head. He is a shocked for a moment but composes himself and begins to chant, waving his hands in the air.
“Everyone with ranged weapons, open fire – try and distract him from his spellcasting,” shouts Jocken, drawing his axe. Gimli already has his crossbow ready and pops off a bolt that slams into the bed’s headboard.
Herod starts to shout something about Heidellman leading you here but Fallon pushes him aside, leaping at the spellcasting goblin. Swinging at the creature’s head, his sword cuts the air with a swish as the goblin ducks. Ket is just behind with her newly found goblin sword. Her slash at the goblin’s leg does nothing but make it yelp.
Disturbed from it’s spell weaving, it shrugs and draws a long sword from the back of the dress. Fallon takes another slash but the goblin jumps back onto the bed.
With a fiendish yell, Jocken charges in, leaping onto the bed, swinging his axe wildly with both hands, a massive blow cutting to the creatures left arm. Gutbag swings at the Halfling but misses, almost losing his balance as the two bounce on the bed like a trampoline.
Fallon and Ket both try and slash at the goblin but miss again. Jocken crouches and bounces up, hacking into the Gutbag’s right shoulder, almost disarming him. Gutbag slashes twice but the fast moving Halfling avoids the blows.
There is twang and another crossbolt thuds into the far wall. Gimli clearly needs lessons with that thing.
Jumping to the side and off the bed, the injured goblin raises his arms, “Alright, I surrender,” he whimpers, “We wuz forced into this ya know! We wuz a nice peaceful tribe, nevva did any ‘arm, didn’t caws no trubble. But we was picked on and forced outta da mountains by erm….trolls. Yeah! Big trolls it wuz! …Hey if ya let uz go, we wunna cawz no trubble!”
“Fallon, finish this,” says Herod.
Taking the word, Fallon smashes his sword into Gutbag’s right hand, smashing bones and forcing him to drop the sword. With a second swing he cleanly removes the goblin’s head. A fountain of blood arcs up to the ceiling as the body topples to the floor. Holding out his axe, Jocken catches the falling tiara on the end, as the head lands on the pillows, a look of shock on his face.
Outside there are sounds of goblins frantically trying to get away, Gimli is about to follow when Herod holds him back, “Let them go brother.”
You set about searching the tower for information and treasure. You find the following:
A shield, crudely painted with goblin symbol
but another symbol underneath.
Diamond Tiara
Grotbag’s Sword
Grotbag’s Shortbow
Grotbag’s Sleeved mail shirt
A grimoire (written in Arcane Language Magick)
An enamelled red phial of dark green liquid
A letter addressed to Etelka Herzen (handout 10 http://myweb.tiscali.co.uk/knifesedge/WH_handout10.htm)
A key to Herzen’s personal chest which contains:
398 Gold Crowns
823 Silver Shillings
1034 Copper Pennies
12 Silver Plates
Set of Silver Cutlery (12 pieces of each)
Silver salt and Pepper set
18 silver rings
37 pairs of ear-rings
An assortment of half empty perfume bottles
KET ALSO FINDS A FALSE BOTTOM IN THE CHEST:
Red cloth bag containing a gold necklace
A Gold Bracelet
A silver ring bearing the device of a red crown
Herod whistles as you look at the horde you have collected.
“I suggest we turn the mine back over to the
Dwarves. We would do well to have some friends in our debt and this little lot
is more than recompense,” says Fallon.
“I agree,” says Herod, “We have enough on our plate than to inherit a mine.
Ket, go and get Dumpling. I think we’ll need help carrying this lot.”
“What a haul, my friends, what a haul!” grins Jocken, “We should stow some of these valuables or at least have a nights rest in a nearby inn and stock up on supplies. Does anyone recognise the symbol under the goblin one on the shield?”
Keyr picks up the grimoire and the red phial, is gaze then turning to the items in the bottom of the chest, “Knowing Herzen was a wizard, we should be wary of those concealed items. I will safeguard them while I inspect them for magical properties.”
Herod takes his knife and scratches at the shield, removing the goblin markings. Beneath is the original device of a Dwarven axe.
“It’s Dwarven!” says Herod, “Finely crafted.”
“We should get everything to the boat and keep it communal for now,” says Fallon, “Until everything has been evaluated, at least. We should sell as much as we can, perhaps in Kemperbad to make it easier to carry.”
“I can evaluate without much problem though I feel we should divvy everything fairly, with everyone picking an item of equal value or taking the monetary equivalent,” says Herod.
“Fine. We can discuss that later. For now, let’s get out of this place. Ket, go fetch the Halfling, my love,” says Fallon.
Soon enough you have loaded your loot into bags and set out to the boat. Dumpling has agreed to help carry the load for 5 gold crowns which despite trying to haggle, Herod agrees to.
“So Dumpling,” says Jocken as you walk, “You told us earlier that your ex-mistress was heading to Norn’s River for some Bare Pills. We found a letter addressed to her telling her to go to the Barren Hills – do you think that you may have misheard her?”
“I could have,” she shrugs, “I didn’t understand much of what Mistress said.
“Did she give anything else away or tell you anything?”
“Not that I’d know what you wanted to know,” she says.
“Or trip to the Barren Hills was pretty fruitless,” says Gimli.
“Indeed,” sighs Keyr, lighting up a roll up, “It seems that Herzen didn’t find the warpstone meteor and I can only guess the only other person who might have found it and recovered it is Dagmar Von Wittgenstein. The note we found really does us no good because we know that Herzen did not find the meteor. I am assuming she had gone to the observation tower to look for clues as to where the meteor might be and we interrupted her. I suggest we go back and stealthily figure out a way to inspect the castle for clues. All of the sickness around the castle also leads me to believe that the meteor is there.”
Eventually you reach the Dwarf’s town of Khazid Slumbol and announce that the mine is now free and the Gorim Greathammer and his people may return and consider it their own. The Dwarves are very grateful and swear loyalty should you seek it. They even take on Dumpling as their cook and everyone is happy. Paying the Halfling her fee, you get the loot aboard the boat and cast off back upriver, heading north again towards Kemperbad to sell your wares and investigate more of the mysterious Castle Wittgenstein.
As you travel, Keyr studies his new grimoire and Herod sets about evaluating and cataloguing your new found stash. The three day journey to Wittgendorf passes uneventfully.
Festag, 12 Sommerzeit
Tying up your boat a little downstream of the towns wharf, for fear of discovery again you hide the boat and walk towards the village. As you do, a figure steps out of the trees ahead of you. It is a lithe woman, dressed in green and brown leathers, her blonde hair in a rough pony tail. Over her shoulder is a bow and quiver.
“We wish to speak with you, before you go further,” she says.
Others step out, behind and to the side of you, all dressed in the same fashion, some with bows drawn and loaded.
“We will not harm you. We need your help. Follow me.”
Looking at each other, Fallon nods and you are led into the wood, about half a mile before you come to a makeshift camp. There are well over two dozen woman sitting around, making arrows and sparring with wooden poles. A veritable army. You are led to a tent and inside sits a beautiful woman with shoulder length light brown hair. She is dressed the same as the other woman and you recognise a religious symbol around her neck, denoting her a follower of Taal.
“Welcome,” her warm smile fills the room,” I am Sigrid. Forgive the manner I which we brought you hear but we watched you during your last visit and saw you taken away. You have been into the castle and made it out alive. I would like to know how.”
“First off, how do we know who we are talking to?” asks Herod.
“I am Sigrid, former priest of Taal, now an outlaw in these parts. We have no love for the Wittgenstein family and we are readying for an attack on the castle. I have 30 strong fighting women and you are the only known survivors to have emerged from than den of evil.”
“We fooled our guard into letting us free,” says Herod.
“In fact, we had him help us,” smiles Fallon.
“Impressive. We gather you are no friends of the Wittgensteins, especially after your incarceration.” says Sigrid, “We would like you help us gain access. If you can get the main gate open for us lower ropes from the castle walls, we will do the rest. What do you say?”
“We have our own reasons for fearing and loathing that castle,” says Keyr quietly, “but if we are to trust you I would like to know why you wish it destroyed.”
“Indeed,” adds Fallon, “Is there something inside that you want?”
“All of us here have joined together to escape the tyrannical rule that the Wittgenstein’s have over this area. You have seen first hand what happens to anyone that stands against them,” says Sigrid, “Over a year ago, my husband was taken into that castle. I tried to stop them and in my anger killed one of the guards. I was forced to flee and became and outlaw like my sisters here. All of us have been wronged and want revenge.”
“You seem to have the numbers to storm the castle, why do you need our help?” asks Fallon.
“Our numbers are not great enough to scale the walls without aid and without losing most of our people. We need help planning an attack from the inside or aiding us with ropes over the walls. I know of a cave that leads into the castle, but madness lies that way. I went a short way into the cave myself but the strange, unnerving gibberings drove me back.”
“Your cause seems just and our goals seem to be similar but I ask again, is there something you want from inside?” says Fallon.
“Don’t worry, we have no wish for material possessions from that place. Whatever you find you may keep. All we want is revenge and the chance of seeing our loved ones again, if any survive,” says Sigrid through gritted teeth.
“Are we all agreed in this?” asks Fallon of the rest of you.
“I’m up for anything!” grins Jocken, cheerfully.
“My Axe thirsts for blood,” grunts Gimli.
“A discrete search of the Castle might give us a better idea of the layout. It would be better to do that before an all out assault,” says Ket.
“I’m in,” says Herod.
“I was hoping to complete some other errands first,” says Keyr, “But the group decides, I will follow.”
“Very well,” says Fallon, “A bond between our groups is formed. We will enter through this cave of yours, as our escape route last time is surely barred. We should head out under cover of night.”
You rest and eat with the Outlaws and hear their tales of woe. This only steels you further to righting the wrongs done by the inhabitants of that castle. As night falls, Hilda approaches with a bow and arrows slung over her shoulder and a bag of torches in her hand.
“Sigrid has asked me to guide you. We should move swiftly. Our area is protected by Taal from the minions of the forest but between here and the cave there are many dangers.”
Gathering your gear together, you set out. As you emerge from the camp you notice the lush vegetation gives way to the rot you have noticed common in the area. Tangled bushes and trees choke the forest, the path barely visible in the darkness.
Strange shadows flit among the trees and occasionally you catch the sight of bright red eyes staring at you. After about thirty minutes, everything goes very quiet..then suddenly screams and blood-curdling yells fill the silence. Even Hilda is momentarily shaken by this and she starts moving faster, leading you quickly through the dense undergrowth.
The cries seem to be coming from all around you. When they go quiet, Hilda stops.
“Quickly,” she hisses, “Off the path, into those bushes.”
Following her lead you get off the path and take cover. Within moments you see what startled her into hiding. An armoured figure, covered head to toe and jet black plate sits atop a huge black stallion, walking slowly. On a leash is a dog-like man, scuttling on all fours, sniffing the ground, straining at the leash. Behind the mount march six guards, all in sleeved mail coats and full face helms, hacking at the bushes with swords or scouring the trees above with loaded crossbows.
“It is Kratz,” whispers Hilda, “Sergeant of the Guard.”
You are perfectly situated for an ambush……
Deciding not to wait to be found, you nod to each other indicating you should ambush.
Jocken leaps out, taking a swing at the horses legs. He hits, but the horse doesn’t go down. Keyr follows, chanting, and touches the horses head. With a quiet neigh, the horse falls, throwing Kratz to the ground.
Ket leaps at the beastman, as it becomes unleashed from Kratz. She slashes the air then an arrow flies from Hilda and hits the thing in the chest.
Fallon moves out with Gimli, attacking the guards from the side and taking them by surprise. Fallon hits one and as it turns hits in the groin, making the guard double up in agony.
Jocken jumps over the horse and attacks the prone Kratz, his axe cutting through his chain armour.
Gimli attacks one of the guards beside Fallon, with one shot rips open the guard’s abdomen, spilling guts across the path.
Ket and Hilda focus on the beastman and the beastman snaps at Ket.
Jocken swings at Kratz as he gets to his feet. Kratz swings his flail, cracking Jocken across the head (-3W)
Fallon swings at the guard before him, removing the left leg at the hip, dropping him to the floor.
Keyr, having readied his spear, helping Ket with the Beastman, attacking from behind.
One of the guards from the rear charges into the bush, having spotting Herod. Herod readies his hammer and swinging, just misses. The guard slashes at Herod, cutting him across the chest (-8W)
Gimli attacks but misses and the guard attacks him.
Ket and Beatsman continue to trade blows.
Jocken cuts Kratz in the right arm and Kratz attacks back, missing Jocken by inches.
Fallon swings and misses and dodges the guard’s blow. Herod trades blows with his foe, both missing.
Gimli misses his strike and is cut in the arm (-2W)
Ket stabs with her knife and hits the drooling beastman. An arrow from Hilda flies over its head as it snaps again at Ket.
Jocken hits Kratz again, in the left hip. Kratz’ flail hits Jocken again across the head.
Herod jumps back to avoid a strike against him, tripping on a branch and banging his head as he falls, knocking him out cold (-1 Fate Point)
Gimli hits one of the guards in the groin, throwing him into the air, to land stunned on the ground.
Ket and Hilda both hit the beastman again and Ket avoids the creatures bite.
Jocken misses Kratz and the flail once again hits the Halfling in the head (-1W) Fallon swings with a massive strike, cutting one of the guards in half.
Blades continue to clash. Kratz hits Jocken again in the head (-1W).
Fallon stabs down at the guard that Gimli floored, ripping open his stomach.
Keyr stabs his spear at the back of the beastman and with a lucky hit, pierces straight through, ripping into several internal organs, killing it stone dead.
Gimli attacks another guard, the axe burying itself in the chest, killing him instantly.
One guard and Kratz remain. Kratz is looking battered but still swings the flail in the air, determined to take the Halfling down. Hilda fires her bow, hitting Katz in the hand. He yells, dropping his flail. Jockey takes the opportunity, ramming his axe up into Katz’ groin, throwing him to the floor.
Fallon runs and attacks the last guard standing, disarming him. Jockey jumps and knocks the guard on the head, stunning him.
Gimli holds his axe to the prone Katz’ neck and Jockey holds the axe to the other guard’s throat.
Keyr moves over to Herod and checks his wounds. The Dwarf is still out cold and the gash in his chest is bleeding badly.
“Bastards,” yells Gimli, clutching his axe, “I’ve gut ‘im alive!”
“Hold, Gimli,” yells Fallon, stepping between him and Kratz, “They may have information.”
Hilda steps up, “He’ll tell you nothing.”
“The bitch is right, I’ll tell you nothing,” grunts Kratz under his helmet.
Hilda kicks him in the head and crouching, yanks off the full face helm. The stench that greets you is almost unbearable. Fallon turns and vomits into the bushes.
Beneath the helm is a visage of horror. Kratz’ face is decayed to the point you can see the skull. Putrid flesh hangs from his cheek bones and his rotten teeth poke through blackened gums.
“It...It’s barely human, “gasps Ket, turning away.
“They’re all like this,” says Hilda, “Corrupted by the castle and the ruling family. Now do you see why we must go through with our plan?”
Gimli raises his axe and cuts through Kratz neck like butter. No-one stops him. He does the same to the other guard, before sitting beside his brother. Everyone is quiet.
Keyr finishes binding Herod’s wound (+1 W) and brings him round to consciousness.
“He’s not fit to travel, we should get him back to the camp,” says Keyr, looking at Hilda.
“No time. I will call for my comrades to collect him. We can fashion a stretcher and they will take him back.”
Using a whistle around her neck, she blows and it emits a shriek like a hawk. Three more blows and she stops. You set about finding branches and making a stretcher.
Within 30 minutes, four of the bandits arrive and Hilda tells them to take the Dwarf back to camp.
“We need to get moving,” says Hilda, “The castle guard will notice Kratz absence soon enough and this place will be swarming with them.”
Keyr searches through Kratz pouches and finds a large of skeleton key, “Outstanding,” he smiles.
Cleaning off your weapons, you bid farewell to Herod and head off into the forest.
It is close to midnight by the time you reach your destination. Hilda pulls aside thick bushes to reveal a narrow cave entrance. The area looks undisturbed.
“I will leave you here. The raid will begin at dawn, which gives to 6 hours to investigate and do what you will. The plan is to have half our people attack the outer bailey and half on the main gate. If you get that gate open or failing that get ropes over the walls, you have done well. You will hear my whistle three times when the attack is about to begin. Be careful.”
“Take care of my brother,” says Gimli quietly.”
“We will Gimli, he is in good hands. May Taal and Sigmar watch over you this night.”
Lighting torches, you step into the cave. Fallon and Gimli take the lead with Keyr and Ket behind and Jocken taking the rear. The cave is damp and dark and slops downwards into the earth. After about 5 yards you hear a deep grunting and you remember what Sigrid said about this place.
Steeling yourselves you move further into the cave when Jocken calls for you stop. He points out some marks on the walls, like slimy sucker marks. Ket shivers, wondering what could have made them.
You continue and soon come to a two way junction. Seems sniffs the air and seems very upbeat, almost at home in the environment. Pulling a small piece of chalk he marks a rune on the wall.
“Right will take us south in the direction of the castle. Straight on there is water – underground stream that I’m sure will lead to the Watergate,” says Gimli, “Herod would love this place,” he grins.
“If we can get to Watergate, we know where we are. I’m a little worried entering somewhere else when we don’t know where it comes out,” says Fallon.
“I agree,” says Keyr, “If we can get to relatively familiar ground that would be an advantage. Plus it’s unlikely they’ve noticed the ogre is missing so we should have free reign of the dungeon.”
Gimli nods and leads the way straight ahead. The patch bends around a corner and you come across the remains of a human skeleton. Having a close look you find that the bones have been snapped and the marrow sucked out. Suddenly a blood curdling scream reverberates around the cave. Fallon and Jocken get up and are about to run when Gimli and Keyr grab them.
“Stay put!” grunts the Dwarf, “Something is stalking us and wants us separated.”
A loud squeaking comes from up ahead and Gimli leads the way. You come to a three way junction and Gimli marks more runes in chalk before taking you to the right, “South,” he grunts.
Suddenly two saw-toothed lashes whip out of the walls. One hits Fallon in the leg but does no damage. The other almost hits Jocken but he jumps back. Gimli’s axe slashes out severing the one at the front. Jocken attacks the other, hacking into it but not severing it. Ket slashes with her knife but misses. Keyr stabs out with his spear and misses.
The thing lashes out again, this time at Ket, but misses. Gimli pulls her back with one hand and hacks into it with the other, severing the thing. The stumps hang limply from the walls.
“Be wary, there may be more of these things,” grunts Gimli, taking the lead once more.
Soon enough you find another junction. To the left you hear the sounds of running water so after making more marks on the walls, you turn to head there.
There is a yell from Jocken at the back and you turn to see him and another figure swinging at him with a hand axe. As your light falls on them, you see the newcomer is some kind of mutant, covered is hard green skin, with a long neck and tentacles for arms, each ending in a sucker. The right tentacle clutches the axe that Jocken has just dodged. The Halfling takes an instinctive swing but fumbles his axe and sends it clattering to the floor behind the creature.
“Keep him busy!” yells Jocken, dropping to all fours.
Grabbing Ket and pulling her back, Gimli leaps into combat with the tentacled beast. The Dwarf’s axe cuts into the creatures right tentacle though it thick skin turns most of the blow.
Tumbling with the skill of a trained acrobat, Jocken rolls, grabbing his axe in one swift move and springs to his feet. A swift slash in the back, opens a small wound.
“Go for the legs!” shouts Ket, seeing that the carapace does not cover it completely.
The beast swings his axe at Gimli, grunting as he misses and Gimli drops low, sweeping his axe low. Blood sprays the walls as the creatures legs rip open. Jocken does the same from behind, ripping through flesh.
Still standing the creature leaps up, suckers on its tentacles clinging to the rock. As it scuttles overhead, Keyr rams his spear upwards. The totally destroys the hip joint, leaving the leg to hang limply, blood spraying the area. Twitching for a few moments, the lifeless body drops to the ground. Wiping this spear head and looking very pleased with himself, he makes sure everyone is uninjured.
“You want to keep a better grip on that axe, young Halfling. You never know what we might run into,” grunts Gimli.
A little further down the passage you come to a point where it is broken up by the icy waters of an underground stream, two yards wide. Testing the depth with his spear, it appears to be no deeper than 4 feet. A couple of logs form a makeshift bridge to the other side.
“That’s obviously the way to the Watergate. But see the way the ceiling drops. If we were to try and swim, and we’re talking about 80 yards, we’d have to go under water. I for one don’t fancy that and we’d have to take our armour off and drag it behind us,” growls Gimli.
“It is a big risk. Perhaps we should stay on land and find the entrance we were sent to enter through,” says Fallon, “I don’t fancy getting wet and coming out the other side without armour on.”
You carefully cross the stream and continue into the tunnels. Before long the path branches off north and south, south being towards the castle. The sounds of bats can be heard to the north.
Following the southern passage it ends in a stone spiral staircase. Gimli leads the way as you creep up the many winding stairs. Eventually you end up in a seemingly featureless two-yard square room. Gimli directs your attention to a square of stone in the ceiling. Taking Keyr’s spear, Gimli gently taps around the edge until he finds a point, then pushing gently, the door pivots open.
Gimli helps each of you up through the trapdoor in turn and Fallon then pulls him up into a round stone chamber, with arrow slits in the walls. Something moves in one dark corner and Ket lights a torch to reveal two beggars cowering beneath blankets. One has large pustules on his head, the other has only one eye, the other healed over.
Keyr looks out of one of the arrow slits but it is too dark to see much except a path leading up to the main gate that appears to be next to this building to the west. A door in the north wall is the only exit and Fallon opens it quietly. More people are in this room and they scatter at your entry. As Ket brings light, you see at least another six of the dirty beggars, cowering against the walls. Two doors lead from the room, one north, one west.
“Have you come from the Inner Bailey,” says one of the beggars in a gravelly voice, “Have you brought food from her Ladyship?”
Ket shakes her head and Fallon opens the north door. Beyond is a ruined courtyard, choked with rubble. Only two paths are clear, one from what appears to be a large coach house on the far north side, to the main gate on your left. The other runs from the gate to a few steps leading up to a higher level.
The whole area is filthy with moss and mould growing on almost every surface and a terrible rotting smell hangs in the air. A number of beggars are curled up all around the courtyard. A couple wander about, kicking aside stones.
To your immediate left are a couple of large wooden inner gates, with a small door beside it, presumably leading into the guard house. To the immediate right are a couple of buildings, both with large double doors, most likely riding stables. Three buildings on the north side (where the clear path leads to) look like more stables and a coach house.
On the west side, steps lead up to another level housing two large buildings, one square and one smaller rectangular building attached to a round tower. This side evidently leads to the inner bailey.
“Head to the inner bailey?” asks Ket.
No-one speaks, shocked at the state of the beggars and the crumbling edifice that houses them. Ket takes charge and starts to lead the way.
Hurrying across the rubble-strewn courtyard , you head between the round northwest tower and the larger rectangular building. As you pass it, you see there are no doors to this building but there is an opening on the northside revealing a set of wooden steps. The smell of cooking comes from above. Standing at the corner, peaking round you see entrance to the inner bailey. A stone archway leads through to large wooden doors and you catch a glimpse of a guard in the shadows. Two small round guard houses sit beyond and you can make out the inner bailey, set on another pinnacle. You cannot see, but you would guess that a bridge connects the two, beyond that door.
There seems to be no easy way through, without a fight and risk setting an alarm off , You still have the kitchen building beside you or the tower to your north.
Gimli assesses the situation and quickly comes up with a plan.
“Find decent positions to use your missile weapons. One of us will disguise as a beggar, get a closer look at the gate and maybe bring the guard into a vulnerable position.”
“Good plan Gimli!” says Jocken, “I’ll disguise myself as a beggar and work my way over to the gate to see what I can find out. I’ll also ask some of the other beggars for some info on the movements around the gate and the inner bailey to see if I can find out something useful to help us.”
“Recon is a great idea, but I would advise against direct confrontation. We would be better getting the main gates open off there to the right and let the outlaws in. That way a direct assault on the inner bailey will be more likely to succeed,” says Fallon.
Jocken dirties himself up and finds a piece of wood to act as a makeshift crutch, before hobbling out of the shadows. Spying the gatehouse a square building forms the entrance with a double gate guarded by two armed guards. Beyond are two round towers with arrow slits, undoubtedly hiding more guards. A direct attack with your numbers would be suicide. Hobbling further round, Jocken approaches some of the beggars and tries to get something out of them, but they are unable to answer his questions. Returning to the rest of the group, he relays what he has seen.
“We have to make a choice. Do we try and take on the main gate from the inside, which should be fairly lightly manned at night, and let the outlaws in, or go back and bring them through the tunnels?” says Fallon.
“I assume they would prefer the direct assault through the front that is the impression I got. If they wanted to come through the tunnel, they would have done it by now. I say we tackle the main gate, get the thing open and let them in,” Says Keyr.
“Sounds like a plan. We have the element of surprise, if nothing else,” says Gimli.
Moving around the edges of the buildings, you head back toward the main gate. The inner gate is barred and there are no signs of guards beside it. Doors to the left and right of it lead into the square buildings that annexe the two round guard towers. If you can get inside each and disarm any guards inside, opening the gates should be fairly quick work.
Listening to the right, you hear sounds of laughter coming from the tower above. Presumably guards involved in a game of chance.
“This will be too easy,” grins Gimli, drawing his axe.
Pushing the door open, he sees a square room and a staircase leading up to the tower. A desk sits across the room and behind it a guard, making notes. A lantern on the desk casts light on his helmetless face, a rotten mess, with flesh hanging off. The guard is barely human.
Gimli barrels into the room before the guard can even react, and leaping up onto the desk, brings his axe down in a two handed sweep. Dodging the one side, the axe buries itself into the wooden chair. With a whoosh of steel, the guard has his sword drawn.
“Alarm!” he yells. “We are under attack!”
“A little help would be nice,” grunts Gimli, yanking his axe out of the wooden chair.
Jocken is already moving, his axe whooshing through the air, burying itself into the guard’s right leg, opening a big gash.
The guard turns and slashes at the Halfling, his sword flying over Jocken’s head.
Having regained his composure, Gimli swings twice, the first blow missing, the second is a solid strike to the head. The guard crumples to the floor, out cold.
Gimli jumps down from the table and is about to finish the guard when another two appear at the top of the stairs, “Men, we have intruders. Get them!”
Fallon meets them at the foot of the stairs. He hits one at the side of the head, sending him crashing off the stairs. Jocken jumps the meet the second guard, his axe cutting into the guard’s waist. The guard swings at Jocken, the blow cutting across the Halfling’s vest, throwing him backwards, stunned. (now on 0hp)
Gimli takes Jocken’s place, again striking to stun. A crack to the head and the guard falls off the side of the staircase. Fallon follows Gimli’s example and cracks the other guard around the side of the head with the butt of his sword, knocking him out.
Pulling the guard off the staircase to make way for the next two, Gimli and Fallon stand ready. Two more begin to lumber down the stairs, swords drawn. Gimli and Fallon launch attacks, both aiming to stun. Fallon’s guard takes a hit in the jaw, flying backwards up the staircase. Gimli swings and the guard dodges, leaping off the staircase and into the middle of the room.
Not expecting to land so close to Keyr, he lands awkwardly. The wizard reaches out, feather in hand, “Let me help you,” smiles Keyr grabbing the guards arm, and catching him as he falls instantly asleep, before dropping him carelessly to the ground, “Ooops,” laughs Keyr.
“That’s the last of them,” says Fallon, glancing up the stairs.
“Cut their throats, so we can move on,” says Gimli, dragging the guards to the centre of the room.
“Is that necessary?” says Ket, “Can’t we just tie them up?”
“The bandits intend to slaughter every man in this castle anyway so you won’t be sparing anyone. The place is riddled with evil and they deserve no less than death. Better we do while they’re out cold,” grunts Gimli.
Ket turns her back, as Gimli kills each one.
Gimli searches the guards and the desk but finds nothing of interest other than duty rotas that show five guards on duty in this section of the castle, rotation set to change in about three hours.
Heading up the stairs you find what appears to be a recreation room. A table with dice and 11 silver shillings sits in the middle of the room. There is a door to the right of the room, presumably where the portcullis controls are, being directly above the gate, and another door behind the stairs, presumably leading to the external tower that acts at the first defence of the castle.
Listening at the right door, there are no noises beyond. Carefully opening it, there is no-one in the room. The portcullis does indeed appear to be operated from here. A number of pulleys and a stout wooden frame support it. The middle of the floor is dotted with murder holes, each about 6 inches across and there is a supply of several dozen spears in racks along the east and west walls. The spears are short with heavy points, designed to be dropped through the holes.
Also in the room are two huge iron cauldrons, one filled with water and the other with a mass of lead. Both stand above unlit fires on wheeled iron frames. In the south wall is another door, which Fallon tries and finds locked.
Gimli indicates for Ket to listen at the locked door, but doing so she hears nothing. You then set about sabotaging the weapons. Tipping water on the wood, smashing the wooden spears with Gimli’s axe, the Dwarf just keeping one for himself. Meanwhile, Keyr tends to Jocken’s wounds (+1Wound)
Once satisfied that nothing here can be used against your allies, Gimli takes his axe to the locked door and within minutes has it open. Beyond is a small round chamber, the floor thick with dust indicating it has not been used for some time. A rack of 6 crossbows and well over 100 bolts sit on a rack and a trapdoor sits in the middle of the room, which is otherwise empty. Those of you that choose to, take crossbows and bolts. The others are destroyed.
Opening the trapdoor, it reveals a ladder leading down to another dusty room. This ground floor room appears to sit to the east side of the outer gate and has a number of arrow slits where attackers can be repelled from. A door in the north wall opens to another rooms with 4 more crossbows and well over 200 bolts lined on racks. Again, they are dismantled. Another door in the north wall leads back to the courtyard, is locked.
You have done sufficient to allow the bandits to attack, short of raising the gate. As there are three hours to dawn, you decide to wait in the unused rooms, rest and open the gate at the right time. During that time a change of guard is unlikely so you should be undisturbed.
Soon enough you hear cockerels crow and see the shadows of the bandits sneaking towards the main gate. Getting back to the portcullis control room, you raise it quickly and the women slip in silently and spread out across the outer bailey.
There are shouts and you hear the distinct sound of bows and screaming men – the attack has begun!
Heading into the courtyard, you head towards the Inner Gate where fight seems to be heading. Guards are falling but are returning fire with crossbows. Jocken, Keyr and Ket keep to the edges but Gimli and Fallon charge straight ahead, weapons drawn.
The fighting reaches the bridge and number of the women, including Hilda and Sigrid, are fighting hand to hand. Overhead the weather begins to worsen and towering black clouds sweep over the castle and rumbles of thunder can be heard in the distance. Gimli shoulder barges a guard, cutting him down with his axe. Fallon slashes another across the belly, knocking his aside with his shield. The two warriors and the two women charged onto the bridge to the inner bailey.
“We’ll hold the bridge but won’t go in further. Head inside and do what damage you can,” shouts Sigrid, running a guard through the stomach.
The inner gatehouse is open as guards have charged through, and no-one stands in your way. Keyr,Ket and Jocken join the warriors and run across the remaining section of bridge and into the inner bailey where there is relative calm, aside from the storm brewing overhead.
Your eyes are drawn to vast numbers of evil-looking black birds circling overhead and peering down from perches on the roofs of the buildings. The bird’s eyes seem to glitter with intelligence. Hopping along walls to watch you.
To the immediate right is a walled off area, some 8ft high, covered in strange green tendrils. To the left is a building with glass walls, but they are impossible to see through thanks to a thick green layer on the glass. A pair of green glass doors sit on the main side. Ahead a couple of steps lead further into the courtyard. The centre of the courtyard is a huge pit, surrounded by rocks and covered with a mesh of iron bars. Beyond the pit are a number of buildings on either side, including what seems to be a great hall on the south side and a temple on the north.
Gimli slings his shield over his back and straps his axe to his belt before readying his crossbow, “I’m heading straight across the yard to that big hall. If you lot are with me, stay in a loose group. If we get hit, at least they’ll have a smaller target. We’ll regroup at the entrance doors to the hall.”
Fallon takes Ket by the hand, keeping her close, “Stick close to me Ket. I don’t like the look of these birds, they give me the creeps like a chill night on Geheimensnagt.”
Ket eyes the birds warily before following Fallon.
Gimli turns for one last glimpse at Hilda and Sigrid, “A lot of damage will be given or received,” he grunts and starts to trot toward the hall, via the pit in the centre.
Fallon also heads over to the pit to look inside. Ket follows but continues to watch the birds.
A walkway overhangs the pit and at the edge is a huge boathook. In the centre of the bars is a hinged cage – seemingly the only way to open it would be to get on the walkway and use the hook from above to lift open the gate. Peering in from the edge, the pit is obscured by mist. Wispy tendrils rise through the bars but the unsettling sound of screams and moans can be clearly heard, sending shivers up your spine.
Moving quickly on, you head towards the south side and the entrance of the great hall. Large oak doors decorated with wrought iron scrolls stand closed at the entrance. Each door has a large brass knocker in the form of a demon’s head.
Gimli unloads his crossbow and switches it for his shield and axe. Jocken and Fallon both draw their weapons.
“Is anyone going to knock or are we just gonna try and open it ourselves?” jokes Gimli.
Jocken slowly pushes one door open, finding it unlocked.
Beyond, a huge hall containing a large dining table set for a sumptuous dinner. The walls are hung with dusty lanterns illuminating numerous portraits of past and present family members. Two polished mahogany staircases lead up to a balcony where faded battle banners and suits of armour can be seen. Between the two staircases, another narrower one leads down below the level of the hall.
The floor is made from oak boards, but appear to be covered in a thick layer of grease and grime. The meal on the table looks weeks old – sickly green with pallid grey moulds covering all of the food and the wine in the goblets fizzles and pops.
From beneath the shadows under the staircase appears and figure. As he steps into the light, you get ready to fight but he doesn’t seem surprised to see you. He must be at least 90 years old, a man with grey hair and a face lined with wrinkles dressed in a stained a dirty butler’s livery with a faded yellow cravate. He walks with a pronounced stoop, his head pointing to the ground and tilted to one side to see you.
“Make yourselves at home, ladies and gentlemen. You must be hungry after your journey. Do help yourselves, then I’ll show you to your rooms. Just ring the bell on the table.”
He then turns and hobbles back into the shadows under the stairs. You look at each other in surprise, as within seconds you hear gentle snoring.
“This place gives me the creeps,” says Jocken.
“I’m not sure about that snoring,” whispers Ket, “How do we know that’s even the butler. Maybe we should take a look around before we ring any bells.”
“I agree,” says Jocken, “Let’s explore a bit first. I’m worried that butler’s not all he appears to be.”
Meanwhile, Fallon survey’s the paintings. They appear to show different family members in chronological order. The oldest dates back some 250 years, starting with the oldest on the north side and what are presumably the current members on the south side. All the pictures appear to have been painted in this hall. The early paintings depict regal looking people, dressed in fine flowing robes and generally exuding a feeling of well-being and health. Later portraits, from 2402 onwards show a noticeable pallor in the complexion of the subjects. The more recent portraits of the last 50 years have developed a sinister atmosphere and the subjects positively glower out at you. Fallon touches some of the pictures, looking for spy holes but finds nothing, though he does notice strange things happening. Pictures seem to change subtly but only when he looks away. One picture that had carried a hand fan, suddenly holds nothing.
Keyr looks at some of the other items in the hall. There are a number of side tables with an assortment of items on them, a magnifying glass, and egg timer, a hand mirror and other such random items.
“Gimli, let’s make our way up the stairs and leave the butler to snore,” says Fallon.
Gimli readies his crossbow, “Jocken, load your sling and cover us.”
Fallon walks gingerly across the greasy floor and sniffs at the food as he passes the table, “Well the service may be quick but the food is lousy.”
Fallon leads the way up the stairs. They creak loudly with every step, sounding like someone in great pain, almost as if the staircases were alive and being hurt when trodden on.
Once at the top, Fallon inspects one of the four suits of armour. The helms are raised and human faces stare out from each one. They appear very lifelike as though the suits contained real people. Keyr come up behind him, sniffing the air.
“Formaldehyde. Embalming fluid. These are real alright, but preserved and stuffed like animals,” he says, gently prodding one of the corpses in the face. It doesn’t move. Ket shudders.
Sheathing his sword he carefully touches the helmet and inspects it, “Bah! Nothing but cheap ornamental tin. At least these halberds are solid enough.” Taking one he hands it to Gimli who straps it to his back. Fallon takes another for himself.
Adorning the walls are numerous faded battle banners, some of which date from the 1980’s when this part of the Reikland was the scene of many battles between the forces of the Empire and Talabecland.
A single set of stairs continues upwards and three doors stand on the back wall of balcony
“After you Gimli, age before beauty,” says Fallon as Gimli listens at the right hand door.
“Those Dwarven ears of yours hear anything?,” asks Fallon.
“Nothing,” grunts Gimli.
“We’ll enter the room together, shield by shield in case there are any surprises. But let’s do it quietly. Ket, Jocken, Keyr –stay behind us and keep your eyes and ears open for anything,” says Fallon.
Cautiously opening the door, the two warriors hold up their shields and slowly move through the door.
The area beyond is a small semi-circular room. Stuffed animals adorn the walls: specimens of deer, otter, bear and various birds and small mammals can all be found here, along with strange half birds with human faces, beastmen, mutants and humans. There is a workbench in the middle of the room with a table next to it containing taxidermy tools – scalpels. Glass eyes, cotton wool wadding, bowls and tubes for draining off fluids plus other devices.
Sat in a chair against the far wall is a middle aged male human corpse holding a pipe. There are also two mutants and two beastmen, one with a boar's head the other that of a goat, both supported on stands against the back wall. Of the mutants, one is covered in green fur, the other has four arms. The latter mutant stands behind the door and bears a strong resemblance to members of the Wittgenstein family.
“Ket,” calls Fallon out of the door, “Check the recent portraits of the Wittgensteins. Shabby looking fellow, early thirties, hair all over the place. Bearded with no chin,” he stares at the mutant, waiting for his wife to answer.
Looking over the balcony, Ket scans down the wall at the portraits, seeing Margritte, the woman that had you locked up, “Sound s like Margritte’s brother, Kurt. Born 2482. That would make him about 30.”
PICTURE OF KURT
“What year did he die, Ket?”
“He didn’t...”
With a shriek the mutant leaps towards Fallon, one hand reaching the table to grab a scalpel.
“Watch out!” shouts Fallon.
As Kurt reaches the scalpel and swings round, Gimli raises his shield, and swings it at the mutant’s head. The shield hits with a resounding *clunk* and Gimli is surprised when the scalpel still flashes in front of his face, Kurt is unhurt.
“Kurt Wittgenstein, submit to us!” yells Fallon, “We do not wish to fight! Give up and we can talk to you.”
“Come in here, hurt my friends?” He slashes again at Gimli, ignoring Fallon’s challenge.
Gimli bashes out with his shield once more, aiming for Kurt’s head. The mutant as fast, and dodges backwards.
“Gimli, push him down!” yells Fallon.
“I’m trying, the bugger’s fast!”
A sling-stone flies from the doorway, smacking Kurt smartly in the forehead, he staggers back with a yell.
Sending a table crashing, Fallon moves in, and tries to crack Kurt over the head with the flat of his blade. He hits but Kurt still doesn’t go down. The mutant comes back to his senses and slashes at Fallon, missing as the warrior dodges backwards.
“I’m sorry,” cries Fallon as he swings his sword in and overhead arc and brings it down on Kurt’s left shoulder. Steel cuts through flesh and bone, the severed arm falls to the floor, and a fountain of blood spray around the room as the mutant jerks around. Slamming into the wall behind him, Kurt slides down it, twitching as blood pumps from the ruins of his shoulder. Within moments, he is still.
Fallon drops his sword, the clatter filling the silence, “This creature could have been a good man if he was not tainted to evil way and body.”
Gimli snorts, “This family have been pawns of Chaos for a long time. None should be spared. Let’s go. Good shot Jocken,” and he stomps out of the room.
Ket steps in and touches her husband’s arm, “Fallon, let’s go.”
He turns and looks at her, anguish covering his face.
“You’ll need this,” she picks up his sword and hands it to her, “If you are to protect me and the people of this region.”
He nods, takes the sword and sheathes it.
Closing the door behind you, Gimli looks up and down the corridor, “Where to now?”
There are two more doors on the balcony, so you head for the next door. Opening it carefully you see a room similar in size to the last one. A vast assortment of old dusty and broken musical instruments are kept here. The room doesn’t appear to have been entered in decades. Closing the door, you head to the final door. Beyond is a bathroom, not filthy but certainly a layer of grime covering everything.
“Next floor,” says Keyr, quiet until now.
Gimli nods and leads the way up the staircase to the upper floor of the balcony. As you reach the top of the stairs you hear whispering, “Here they come. They’re almost at the top now.”
Gimli drops into a defensive stance, looking around. The hallway is similar to the floor below. Three doors on the external wall side and another three larger rooms opposite, with another corridor leading into the interior of the castle. No sign of life.
He steps up the last couple of steps, signalling the others to wait while he looks round, “What are they waiting for. They must be afraid,” comes the whisper.
“I’m afraid of no man,” grunts Gimli, “Show yourself coward. Stop skulking in the shadows!”
Fallon steps onto the top step and looks around, “There’s no-one here Gimli, it’s a trick.”
“Or a ghost,” says Keyr, “As it seems to know what we’re doing.”
Gimli stomps over to the middle door of the small rooms. Listening at the door he hears a deep snoring sound.
“Hehehe, he’s going to wake Crakatz. What a surprise they’ll get!” laughs the whisperer.
Return to the The Story So Far