The Perils of Chaos

Session 10 (2519-07-20): Night of Blood

Chiandra and company woke to the smell of their boat being on fire! Running to the deck, they were confronted by the scarred older gentleman who’d been following them. With the surprising help of Aritriel’s bow from the shoreline, they were able to stop the thugs from killing them in the middle of the dark and stormy night.

Celestial Wizard Lustig put out the fire and immediately docked the boat in an attempt to make repairs. Chiandra and Kaspar then met up with Aritriel and Loghar who followed them from Altdorf about the two nobles who were killed. Kaspar explained they weren’t responsible, and shared a letter he found on the old, scarred man’s body.

They stood near the Hooded Man Inn, and immediately found a blood trail in the ferry terminal shack. The adventurers then investigated the stable and found a cannibalizing mutant eating the body of a stable boy. After dispatching the mutant, they investigated the inn and found some shady characters they immediately didn’t trust including fat man Otto and ‘Roadwarden’ Hans.

Aritriel overheard Otto and Hans admitting they were Nurgle-worshiping Chaos Cultists. The adventurers then did a thorough investigation later in the night when they could feel a change in the Winds- a ceremony of some kind was being done in the inn. They disrupted the ceremony and killed the Cultists before Witch Hunter Heinricus Gebauer appeared with Road Wardens.

Gebauer took statements, looked over the evidence, destroyed the remaining Nurgle daemons, killed a Road Warden when he became infected, and burned the whole property to the ground. Gebauer then commandeered Lustig’s boat and wanted to take everyone to “what was once known as Castle Grauenburg” for further debriefing.

He also mentioned that his newly-adopted apprentice, Meingot Ripertus, would soon join them.

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Session 09 (2519-07-18): Mistaken Identity

Kaspar returned to the Haunted Cemetery and met with his mentor, brother and fellow Shroud, Roland Hindsmith. After Kaspar relayed his recent adventures with Hindsmith- including the Beastmen attack on the small town Werder, his doppelganger (or possible relative)’s body, and the strange vision/dream he had- his mentor decided he should investigate the doppelganger’s letter and large inheritance in Bogenhafen immediately.

Chiandra met a lanky Celestial wizard apprentice called Jocoff Lustig who asked her to be his bodyguard down to Bogenhafen. Chiandra accepted, and the two waited at the Boatman Inn for Lustig’s boat to be prepared and docked in Konigplatz where they ran into Kaspar who, after some conversation, decided to travel together on Lustig’s boat.

Suddenly, a dark-clad, vicious-looking man stalked into the bar: vigilante Max Ernst. The adventurers ignored him for the most part, until a pair of nobles walked in and started stirring up trouble. Chiandra wanted to start a fight but Ernst stepped in, insulting and blocking her from attacking the nobles. A bar brawl ensued and the nobles laughed at the spectacle. The fight ended in a draw, and Kaspar intimidated Ernst enough to leave the bar while he still could. The nobles also left now that the show was over.

Kaspar, Chiandra, and Lustig, head to Lustig’s boat. Along the way, Chiandra noticed they were being followed. They stealthily waited in an alley for their stalkers to walk by. It was the two odd men from the day before that tried to signal Kaspar with the ear-scratching signal. The two strangers were cut down by the older, scarred gentleman that signaled back to them from the day before.

Searching the bodies came up with a little loot and a purple hand tattooed on their chests. The adventurers came to the conclusion that they were cultists. Finally, they retired on the boat and woke up the next morning to Lustig coming back from the Merchants’ Square reporting he overheard that the two nobles last night had been killed and the Watch are looking for them for questioning.

With that, the crew left Altdorf, sailed through the Weissbruck Canal, and stopped temporarily at Weissbruck. There, they saw the older, scarred gentleman from before already at Weissbruck’s Black Gold Inn. After much debating, the three of them decided it was best to sail away from Weissbruck before that man finds out they’re here, and race away to Bogenhafen…

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Session 08 (2519-07-17): A Dream of Destiny

The adventurers had an odd dream that caused them to stress out- a vision perhaps? They didn’t dwell on it too long as Aritriel woke with a rat on her face and threw it onto newcomer Loghar Ironfoot who helped put out the fire in the Jolly Butcher the other night.

Lord Rickard Ashaffenburg asked the adventurers to deliver a letter for him to Heissman von Bruner’s lodgings in Altdorf since they were headed that way. Chiandra agreed to do so. Next, they look for their promised reward but the Watchman who’d give them money was nowhere to be found- Chiandra assumed cowardice.

Finally the adventurers went to the dockside bar called the Smiling Inn and met Fondleburger, a jovial and effusive bar owner. Aritriel also had the opportunity to play cards with Phillipe Descartes, a local gambler, who lost a few rounds of cards before Aritriel decided she’d had enough.

When their ferry arrived, the cabin was filled up, and the adventurers were forced to wait on deck in the rain. Aritriel had had enough and sat inside until the noble lady asked her bodyguard to remove the wet Wood Elf from the cabin. The bodyguard threw Aritriel out, and she responded with pulling out her bow and firing upon the bodyguard- it hit, but didn’t hurt her as much as it did when it struck one of the ferrymen inside the cabin!

Now the passengers were shouting and cursing, scared of Aritriel. The Wood Elf’s companions did the best they could to calm everyone down before it got worse. They prevented the fight from continuing, but the ferry scraped along the side of the bank. No damage was done, but the adventurers spotted a female and male commoner waving their arms and crying for help. Mutants had attacked them and they were shouting for help.

Allowing the commoners onboard, the four companions went past the treeline to find that mutants had in fact ambushed a caravan and slaughtered the passengers. Aritriel noticed a boy among the mutants, who fired a crossbow bolt at her, then ran away. Kaspar, an Initiate of Morr, noticed a fellow priest who had succumbed to mutation.

The mutants were dispatched, the boy gone, and the bodies searched. The heroes found an uncanny resemblance between Kaspar, and one of the victims. He held a letter in his hand, which Kaspar took and read, but didn’t share with the group.

Roadwardens happened upon the grisly scene and helped the heroes pile the bodies into the coach, hitched their horses to it, and rode back to Altdorf along the bank with the adventurers. For better or worse, the ferry chose to leave them after they disembarked to fight the mutants.

The four companions arrived in Altdorf, capital of the Empire. Kaspar was immediately spotted by two normal-looking but odd-acting individuals who were trying to signal him. Kaspar refused to play along, but one of the men found a scarred, older man who signaled them over.

Tying up some loose ends, Aritriel and Loghar found some healing at a nearby temple of Shallya. Chiandra went ahead to drop off the letter to von Bruner’s servant. Kaspar decided to stop by the Haunted Cemetery…

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Interlude 07 (2519-07-16): A Night of the Seven Knights

Aritriel had lost contact with her group, and wound up at a small village called Werder, just outside the capital city of the Empire, Altdorf. She entered the Jolly Butcher inn and saw a group of knights who start as friendly begin drinking and become bloodthirsty killers who turn on each other, and even the Watch!

One Watchman seeks first aid at the Pretty Penny, another inn across the street, where two exceptional people are staying: Brother Shroud, follower of the god Morr, and Chiandra, High Elf Navigator. While the innkeeper tends to the Watchman’s wounds, the two residents make their way over to the Jolly Butcher.

This inn is now on fire, and everyone is dead except for one knight trying to break down a door. Shroud, Chiandra, and Aritriel kill the knight before he kills Lord Rickard Ashaffenberg. The celebration time is cut short when another Watchman comes back claiming that someone has jammed the front gate to the city, and feral beastmen are getting in!

Ashaffenberg conscripts the heroes into defending the gate while he closes the jammed gate. After a few waves of feral beastmen, the gate is closed, and just in time. A Halfhead Beastman, clearly the leader of the group roars in frustration as the opportunity to sack the village is thwarted. It also recognizes Aritriel for some reason…

After the remaining beastmen disperse, the adventurers are promised a reward from the Watchman in the morning. For now the heroes, and noble Lord Aschaffenberg, sleep in the vermin-infested common sleeping room of the brass-tier inn, The Pretty Penny…

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Session 06: The Winds of Chaos

This was a particularly long session. For easier reading, I’m breaking it up into five parts

Part One: The Other Side of the Chaos Portal

-the heroes arrived, not all unscathed from corruption, in a tower with no windows, finely dressed nobles, and silent daemon guards as still as statues. It was a tower for the pleasure and obsessions of nobles, six levels high with open alcoves each belonging to a noble as his or her personal portal room. Aritriel spotted a familiar face: Linus Heiligdorfer. Gustave immediately saw the Chaos-worshipping Grauenburg running away on the top floor whom the heroes decided to pursue, but were barred by a golden gate. Unable to find a way to unlock it, they explored the rest of the room.

Trying to get to the lower levels, they were blocked by a silver gate of similar design. They also briefly spotted another wood elf who, upon seeing Aritriel, quickly ducked into a portal and disappeared. Seeing them cause enough of a disturbance, Linus Heiligdorfer met the heroes and brought them into an unoccupied alcove.

Linus, clearly unhinged from his time being kidnapped by Cultists, claims that he planned to release monsters underneath the bottom floor of the noble tower and fill the area with monsters. He also mentioned the slave pits that Aritriel and Aghar had been in before. Linus said they were just down any of those hallways. Linus also explained that the gate opens with the corresponding currency (gold gate opens for a gold coin, silver gate for a silver coin).

Spoonsworth, after taking clothes from a dead noble, tried to blend in so as not to attract the guards’ attention. They made their way to the halls where Aritriel and Gustave saw their own desires in their respective alcoves (Aritriel saw her friend Siluvaine from Athel Loren, a fellow scout turned Waywatcher. Gustave saw Jocoff Lustig offering him the chance to become an apprentice wizard).

Aghar snapped Aritriel out of her hypnotic state, just in time to see a daemon construct walking toward them. Spoonsworth did his best to get Gustave to snap out of it (which eventually he did), and they all ran toward the other end to see a familiar open gladitorial fighting pit, with a game already on. The contestants: A large orc versus… Metrius, Captain of the Ubersriek local militia!

Part Two: The Fighting Slave Pits

Aghar and Gustave rushed to the edge of the pit to save him, then encouraged Aritriel to fire a bow at the orc, giving the losing Metrius time to defend himself. The spectating nobles booed at this interference, and before she knew it, Aritriel had been teleported to the middle of the pit, by Daemon Constructs!

While Aritriel and Metrius fought off the Orc, the Daemon guard was swinging and teleporting the heroes into the pit by mere touch, one by one. Spoonsworth was the last one to be teleported, but not before killing one of the Daemons. In the pit, a Giant Spider appeared next, and another slave is released into the pit. The slave was on his hands and knees, sweating and crying profusely.

Aritriel took this opportunity to enter the slave den, killed a guard, and then started freeing slaves. This was the same room she and Aghar first met Quintus. One of the slaves is Siluvaine, and he was real this time! They had no time to catch up as they rescued the remaining slaves and rushed out to the field.

Meanwhile, the Announcer, whoever he was, recognized Aghar and Aritriel from the last time they were here. He put two and two together, based on Grauenburg’s behaviour, and teleported the corrupt Lord into the pit as well. Just then, the whining slave bursted into a Chaos spawn and began attacking Grauenburg while his back was turned, striking him to the ground with critical blows, then knocked out Metrius. Aghar and Gustave barely killed the creature before Aritriel and the slaves appeared.

Part Three: The Escape

At this point in time, it appeared that Linus made good on his promise to release the monsters from their cages, and all hell broke loose. The creatures flew up the stands and attacked nobles left, right, and center. Aritriel, in a rare moment of commanding leadership, ordered the slaves to follow her before panic set in, and they ran for the stairs in the other side of the monster pit, which brought them up through the nobles’ room.

In the noble tower, they found that the magic had altogether stopped, and the nobles were trapped. Even Gustave couldn’t make the portal reappear in Grauenburg’s alcove. The heroes then lead the slaves to the top floor and into the Announcer’s Room, where he watched the fights. Inside the glass room, they saw a doorway that lead down a very long bridge, blocked by a portcullis and a pair of guards claiming that the adventurers were fools for disturbing the holy fighting pits of Slaanesh, and that their Lord had already escaped.

Aritriel noticed that the only other way out is a trap door, big enough to fit one person at a time. With the monsters running out of nobles to feed, they were slowly picking off the slaves. Gustave knew they didn’t have enough time to get all the slaves through the trapdoor, so Aghar used his impressive strength to lift the portcullis while everyone else overwhelmed the two pit guards.

The two guards, already resigned to their purpose, fended off the heroes until their last breath. Aritriel then had the slaves follow her on foot across the bridge while the monsters break into the room. Gustave got as many slaves through the portcullis before he closed it on the pursuing monsters.

Unfortunately it looked like this eventuality was thought of, and the bridge fell apart. The heroes and slaves fell with the bridge, landing on a mountainside. Looking up, they saw that the fighting pits was a floating castle, surrounded by some strange sphere of magic. The shimmering sphere disappeared then, and the floating brick and mortar crashed into the mountainside along, causing a massive explosion and dust storm…

Part Four: Epilogue

It took hours for the dust to settle, but the heroes found as many slaves as possible, including Metrius (still alive), and Gruenburg (dead, but not a big loss). Siluvaine was missing. About 40 slaves in total had survived. It wasn’t everyone, but at least it was some. They saw a small community in the base of the mountains. It took a day to reach it.

By the end of the next day, Spoonsworth convinced the guards of the small mining town Esk (in the province of Hochland, about 400 miles from Reiklands!) to let them in. After some bureaucratic nonsense, they packed all the refugee slaves in a town hall and tended to their wounds and listened to their statements.

The heroes also took the time to send a messenger to Aythe Dorfbacher letting her know about the situation, and that they had to help these poor slaves first before coming back. Spoonsworth wanted to leave the slaves to themselves, but Gustave disagreed. Their heated argument ended with Spoonsworth leaving the group.

The authorities of Esk, lead by Meingot Ripertus, clearly disliked the idea of having these people here, and didn’t believe Gustave’s statement of a flying slave pit in the Middle Mountains. Whatever dust cloud was there was probably caused by a green skin tribe warring with beastmen mutants.

In total, the heroes spent almost a gold to give the remaining slaves the minimal food, clothes, and other resources they needed to go on their way back home. They gathered them in groups based on location, whether from Ostermark, Reiklands, Talabecland, etc, and in about a week, the refugee slaves had been processed and given enough to be set on their way. They thanked Gustave, Aritriel, and Aghar for their help and promised never to forget their generosity.

Esk was now back to its small town self, and the heroes were fully rested and healed. There were still loose ends to tie up: Where did that bridge go from the flying fortress; is there a base of operations near or around the Middle Mountains? What about Dorfbacher; do the heroes go back to her? And who was the Wood Elf that Aritriel walked into, and where’s Siluvaine now?

Whatever the heroes choose to do now, this adventure is far from over…

Part Five: Bonus XP

The party receives a bonus XP for completing this story.

The GM’s wife also receives a clean shaven husband with flowers and a romantic card for facilitating game time with his friends while she looked after their kid.

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Session 05: A Dance with Danger

The heroes are approached by Gelfrat the commoner who’s asking for help to take back his town from a self-proclaimed Emperor forcefully taking over Ussingen and other farming towns in the Reiklands. They’re also approached by a confident, beautiful agent Aythe Dorfbacher who will pay more to root out a suspected Chaos Cultist in Castle Grauenburg. Gustave, Aritriel, and Spoonsworth choose Dorfbacher’s request because of a sense of priority, money, and Aythe herself, respectively.

Aghar lets Gelfrat down gently by offering three days’ worth of food, shelter, and baths, at the tavern they were staying in. The heroes then sail upriver (with a crew of sailors who are very nervous and superstitious regarding the stopped rivers) to Castle Grauenburg where Aythe confides that three Elector Counts staying over the next few days are suspected of being associated with Chaos. The heroes need proof that at least one of them is guilty.

During the course of their investigation, in chronological order:
1) The heroes decide to work 24 hours on the case by doing shift work. Aghar and Aritriel doze during the day as they have keener eyesight at night. Spoonsworth and Gustave take the day shift.

2) Spoonsworth discovers a Chaos eye in the Shrine of Sigmar. Servant Godebert Boeglin catches him in the act of cleansing the shrine and vows to bring this issue to the proper authorities.

3) Gustave discovers Jocoff Lustig in the library and trusts him to do some searching for anything strange in the library or study.

4) They next visit the clerical wing to try and heal, and talk to the Sigmarites and one Shallyan about a recent raid that happened, lead by Lord Grauenburg and his foot soldiers.

5) Hoping to catch a glimpse of the suspected Electoral Counts, they notice the only one acting differently is Graueburg who keeps a much wider berth between him and his guard, and keeps them farther away from his room as compared to the Counts.

6) As the end of the day draws near, Spoonsworth, Gustave, Aghar, Aritriel, Dorfbacher, and Jocoff, trade information on their discoveries. Jocoff found defense plans from the north rather than the south, as if they expected an attack from the capital of Altdorf!

7) With Aghar and Aritriel starting their shift, they decide to steal a bottle of wine from the kitchen and the overworked halfling chef in hopes it would grant them an audience with one of the Electoral counts tomorrow morning.

8) Next they stop in the servants’ quarters to discuss the goings-on around the castle, learning that Grauenburg keeps even the servants away from his own room.

9) At the barracks, the local gossip is about the raid on a nearby Chaos camp. Grauenburg lead the attack, and promised he’d take some Chaos artifacts back to be destroyed properly.

10) At dawn, the heroes reconvene again to share their newfound information. They decide that Grauenburg has been acting so suspicious that his room should be investigated next. Dorfbacher demands that if they’re going to search their employer’s lord’s room, they better have irrefutable evidence when they come out. She says she can have the guards distracted at the end of the day.

11) Spoonsworth and Gustave spend the morning and early afternoon discovering that whatever artifacts that may have been found out in the raid didn’t wind up in the priests’ hands. Also, the priests and servants were told to ‘not start a panic’ by blabbing that someone desecrated the Sigmar shrine yesterday.

12) By late afternoon, everyone waits for the halls near Grauenburg’s room to be cleared by Dorfbacher before they come in and see that his room. Despite previously seeing Grauenburg go inside, the room ISN’T used at all, not even the bed! Aritriel discovers that a magic portal was used on the wall, most likely Chaos magic. When they hear Grauenburg returning, the heroes hide and watch him open a portal laughing about his banned magic, then walks through the portal.

The heroes unlock Gruaenburg’s room and call for Dorfbacher to see the open portal. She calls for the guards and priests. Aghar and Aritriel suddenly realize that they’ve seen this type of portal before when they were in the slave fighting pits! The heroes then decide to rush through the portal and-

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Session 04: A Feast for Rats

Having just killed the greenskins that captured the cart, the heroes survey the scene. Most of the regular steelwork is still there, but clearly the mythril is gone, and one of the horses that pulled the cart had been cut free and ridden away to Ubersriek.

Aghar, Aritriel, and Gustave, park the cart at a farmer’s barn before continuing onto Ubersriek. There, they split up to cover more ground: Aghar finds a smithy near Magnus Tower who met a human with a horse selling mythril, gives a description, and sends him to the city market.

Gustave searches near the river Teufel and meets an apprentice wizard whose college is among some people concerned as to why the rivers in the Reiklands have stopped moving, with no wind, gravity, or current, directing the water. He then suggests to Gustave to search the city market.

Aghar, Gustave, and the thief, see each other in the market at about the same time, resulting in a chase back to the bridge, and the thief ducking into the sewers where the two adventurers pursue him. They come across an injured woman equipped with a carving knife, a “worm-like” thing that was cut, and finally three monstrous furry creatures with gnashing teeth, vicious claws, and dead eyes, attacking them.

They barely defeat the Skaven before checking the mortally wounded bandit. Gustave tries to apply first aid to bring him to trial, but fails. Aghar then decides to kill him for mercy’s sake.

Aghar and Gustave explain their situation to Captain Metrius of the local militia. He’s skeptic at first, but Aghar has proof with actual dead ratmen bodies. He takes their statements and allows them to go back to check on Aritriel…

…who’s caught dancing on tabletops for money, half-naked. (Oh the things we do for a little bit of silver…)

The heroes make a 3-day journey back to Bogenhafen, return the mythril and steel to the blacksmith who, after a few days from selling his wares, pays the heroes for a job well done.

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Session 03: A Storm and Steel

Aghar and Aritriel try to have their critical wounds healed by the priests of the Cult of Sigmar, but they do not succeed (next time try a disciple of Shallya, willya?). Outside the Church, they run into a blacksmith, and another mercenary by the name of Gustave.

The blacksmith Ditrich begs for help to have his cart full of unfinished metalwork returned to him after it was stolen by bandits. He’ll pay the heroes back with his finished merchandise (2 common quality items equal to the value of a merc’s pay). If they bring back the dwarven steel mythril he has, he’ll make 1 really special item for them.

Aghar, Aritriel, and Gustave, decide amongst themselves how worthy this task is, and decide they’ll get the cart now and negotiate more later. Unable to argue with Gustave’s verbal skills, Ditrich agrees. The heroes immediately walk towards Ubersriek, where they notice a Stone Troll marching along the mountainside.

In two days of rainy weather, the heroes have walked 50 miles, and found the blacksmith’s cart surrounded by Snotlings and a Goblin. Aghar charged in from the front while Gustave and Aritriel attacked with ranged daggers and rocks from the edge of the Reikwald Forest. Once half the greenskins were killed, the rest lost their resolve and tried to run back into the forest, only to be confronted by Gustave and Aritriel blocking their exit!

The rest of the greenskins were efficiently killed. Now, they can survey the cart, just as the rain begins to worsen…

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Session 02: A Clash with Chaos

Aghar and Aritriel visit the local tavern to find a rambunctious Baron Jorge Heiligdorfer parading around asking loudly if anyone could save his son from the monstrous Chaos Cultists. They agree to take up the job, as well as an eccentric gambler named Spoonsworth, who was new in town and enjoys a good, paying job.

Satisfied that they were the ones who could bring his son back alive, Heiligdorfer let his agent, Dorothie take things from there. She lead them through a 2-day hike into the Reikwald forest, stopping only at night to rest.

During that stop, Spoonsworth accidentally set off his gun which attracted a horde of beastsmen. The party defended themselves, killing off most of the ungor beastmen that attacked.

When they finally arrived at the Chaos Cultist’s location deep within the forest, the emanating magic from their poisonous temple made the heroes noxious but capable enough to negotiate Linus’ release. Linus refused to leave, causing Spoonsworth to resort to violence. A fight broke out, and despite the risks of Chaos magic infecting them, they overcame the cultists and forced Linus to come back with them (bound and gagged).

Back in Bogenhafen, Jorge Heiligdorfer was distressed his son was still crazy for Chaos, but agreed to pay the heroes for a job well done. They then returned to the Church of Sigmar for some healing.

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Session 01: A Game of Fight

Dwarf Aghar Steelfist takes a job searching for a missing person in Reinsfeld, southwest in the Reiklands province. Wood Elf Aritriel was searching for one in Dunkelburg in the western side of the Reiklands. At the same time, they both found a door in their respective cities with an odd symbol on it, and moved to open it.

Coincidentally, it brought them to a room full of locked prisoners who claimed to be in slave fighting pits. Though almost all prisoners had lost hope of ever escaping, one recent capture by the name of Quintus still had a spark of rebellion. Aghar and Aritriel were able to subdue a guard and steal his key. They opened Quintus’ cell, but it didn’t fit the locks of the other cells.

Aghar and Aritriel find the only way out is the rooftop fighting grounds. They marched up there and battled two pit guards.

After they won, Aghar, Aritriel, and Quintus, were offered the chance to walk away or fight the next challenge. Aghar Steelfist gruffly accepted the chance to walk away, and were taken to another portal door. Now they’ve stumbled into the municipality of Bogenhafen, and are resting at the Church of Sigmar.

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