The Drakwald loomed ominously, its ancient trees whispering secrets only the wind could decipher. The party moved cautiously, their steps muffled by the dense underbrush. Ahead, a chilling sight greeted them: a wrecked Four Seasons coach, its surrounding steeds slaughtered and strewn about like discarded dolls. The stench of death mingled with the earthy scent of the forest, and the twisted forms of mutants lay scattered, grotesque in their final repose.

Felrick’s keen eyes picked out a wolf-headed mutant woman amidst the carnage. With the grace of a hunter in his prime, he nocked an arrow and let it fly. The projectile found its mark, embedding itself in the mutant’s throat. Qavitrae, her expression stern, invoked an elven curse that crackled through the air like distant thunder.

The ensuing battle was fierce and swift. Nora’s athletic prowess saw her darting through the fray, her blade singing as it cleaved mutant flesh. Thindruk’s hammer swung with the force of a landslide, each blow a testament to his dwarven heritage. Wanda’s gavel-like strikes were unyielding, her resolve as solid as the laws she upheld. In short order, the mutants lay defeated, their blood soaking into the forest floor.

As the dust settled, Nora’s gaze fell upon a fallen dwarf, his visage eerily similar to Thindruk’s. Clutched in his lifeless hand was a letter of inheritance, its wax seal broken but the contents intact. The party exchanged somber glances, the weight of their discovery pressing down on them like the oppressive canopy above.

Their journey took them to Altdorf, the city’s white walls rising before them like the teeth of some great beast. Closer inspection revealed grime and wear, a facade of purity masking the city’s true nature. Gunnar and Holtz, the coachmen, paid the toll, allowing the party entry into the bustling metropolis.

Altdorf’s streets were a labyrinth of activity, buildings looming over narrow roads that twisted and turned unpredictably. The party navigated the chaos with practiced ease, each member noting the city’s familiar yet ever-changing landscape. They arrived at Königsplatz, a sprawling square where the cacophony of criers hawking their inns and services filled the air.

The Four Seasons coach house was their destination, and upon arrival, they were handed off to porters. Lady von Strudeldorf, with her usual air of nobility, informed Thindruk of her plans to stay at her family’s apartment in Zukusta, a district known for its opulence. Thindruk, Qavitrae, and Nora shared what they knew of the area, their recollections painting a picture of wealth and secrecy.

The northern part of Altdorf, with its industrial sprawl and the enigmatic Colleges of Magic, lay before them, a realm where reality bent and twisted in the presence of arcane forces. Lady Isolde provided her address for future contact, and the party gathered their belongings, considering their next move. Qavitrae suggested the Broken Beard, a tavern she remembered fondly, though its current state was uncertain.

As they deliberated, a keen-eyed member of the group spotted a trio on a balcony across the crowd. The pair of men and a woman, dressed in quality clothing, seemed focused on the party, their interest palpable. Nora, with her strength and agility, was deemed the best to push through the throng. Wanda’s intimidating presence cleared a path, and they made their way through the sea of bodies.

A parade commanded their attention, soldiers in shining plate armor carrying the banners of Reikland and the Emperor. The spectacle of knights, war wagons, and long guns spoke of a formidable military presence. Yet, the party’s curiosity about the observers from the balcony remained undiminished.

Entering “Ye Olde Harbor,” a nautical-themed inn, they encountered a drunk man who grabbed one of them, pleading for help with a stonework dispute. Felrick, ever the pragmatist, incapacitated the man with a well-placed strike, causing a commotion. Nora and Wanda ascended to the balcony, their vantage point providing a clear view of the parade.

The man on the black steed, draped in golden banners, drew their eyes. His heavy armor and commanding presence suggested he might be the Emperor himself. Rumors of financial siphoning for the military swirled, and the possibility of doppelgängers and conspiracy loomed large in their minds.

Their search of the building yielded no trace of the observers, and Thindruk discussed their next steps, including a potential meeting with a prince. The letter directing them to Bögenhafen, en route to the Grey Mountains, provided a clear path forward. Discussions on the Empire’s political structure and the role of the crown prince of Ostland furthered their understanding of the intricate web of power.

As night fell, lanterns were lit, and the city took on an almost festive atmosphere. The group’s search for the Broken Beard led them through crowded streets, encountering various taverns along the way. Qavitrae’s memories of the tavern after a battle against Chaos stirred a sense of nostalgia, but it seemed the establishment had long since vanished.

A man and a woman emerged from the crowd, their deliberate gestures suggesting an attempt at covert communication. When the group failed to respond as expected, confusion and anxiety crossed the pair’s faces. Qavitrae, ever the assertive leader, confronted the man. Wanda stepped along side her, her whip coiled menacingly in her hand. The man’s companion tried to de-escalate the situation, and a city watch member’s approach prompted the group to follow the pair discreetly.

Their quarry led them to the Tankard and Cock, a tavern with a sign depicting a tankard and a rooster’s head. Inside, the man and woman headed towards a back door, and Felrick, recognizing their intent to flee, followed. He eavesdropped on their conversation with a stocky man who allowed them through a doorway.

The group’s pursuit revealed the pair had been searching for someone on the street. Deciding to stay at a large inn on the Street of a Hundred Taverns, they negotiated for better room prices, Wanda and Thindruk’s bargaining skills proving invaluable. Settling in for the night, they planned their next steps over breakfast.

Their inquiries about the Crown Prince led them to his residence near the river, only to find he had departed for Bögenhafen. Resolving to follow, they discussed reconnecting with individuals three days ahead and considered visiting Nora’s family.

A dark-skinned woman in a green robe at the Jade College turned them away, her demeanor prickly at their suggestion of her being a hedge wizard. Qavitrae, sensing the winds of magic, confirmed her legitimacy, and the group decided to leave.

At the docks, they found Nora’s uncle, Josef, a river trader. His boat, the Berebeli, became their next venture as Josef offered them work for two shillings a day. Grateful for the opportunity, they agreed, planning to leave in the morning.

Qavitrae’s gambling provided funds for daily expenses, and a street preacher’s prophecy of darkness and danger in Bögenhafen added a sense of urgency to their plans. The group’s shared sentiment about humans and magic highlighted their wariness of Chaos.

Settling into their cabins on the Berebeli, they noted the cramped quarters and received praise from Josef for their efforts. Dinner at the Boatman Inn provided a moment of camaraderie, and the session ended with the group’s anticipation for what lay ahead, their path fraught with peril and intrigue.


Session Notes
  • The session begins with the GM setting the scene in the eerie Drakwald, where the party encounters a wrecked Four Seasons coach surrounded by slain steeds and mutants.
  • Felrick, with stealth, shoots an arrow at a wolf-headed mutant woman, while Qavitrae invokes an elven curse.
  • A fierce battle ensues, with Nora, Thindruk, and Wanda swiftly defeating the mutants.
  • In the aftermath, Nora discovers a dwarf corpse resembling Thindruk, clutching a letter of inheritance.
  • The party travels to Altdorf, where they are greeted by the city’s gates and the sight of its white walls, which appear less pristine up close.
  • The coachmen, Gunnar and Holtz, pay the toll for entry into the city, and the party enters Altdorf.
  • The city is described as busy and crowded, with twisting streets and buildings looming over narrow roads.
  • Qavitrae, Thindruk, and Nora have all been to Altdorf before, with Nora having visited in her youth for a religious journey and to see family.
  • The party arrives at the Königsplatz, a large open area where multiple coaching companies have their houses.
  • They hear criers representing various inns, offering lodging and services.
  • The party makes awareness checks as they navigate the busy area.
  • The coach arrives at the Four Seasons coach house, where the party disembarks and is handed off to porters.
  • Lady von Strudeldorf informs Thindruk that she will be staying at her family’s apartment in Zukusta, a part of the city known for its nobility and wealthier residents.
  • Thindruk, Qavitrae, and Nora make folklore checks to recall information about Zukusta.
  • The northern part of Altdorf is noted for its industrial area and the presence of the Colleges of Magic, where strange and disorienting things can happen.
  • Lady Isolde gives the party her address in Zukusta for future contact.
  • The party gathers their belongings and considers where to stay, with Qavitrae suggesting the Broken Beard, a tavern she remembers fondly from a past visit.
  • The Broken Beard was originally a dwarven establishment but may have changed over time.
  • The session ends with the party making another round of awareness checks as they decide on their next steps in Altdorf.
  • A character makes a private roll and gets a 26 out of 34, which they interpret as five or six degrees of success.
  • They spot a pair of men and a woman dressed in quality clothing on a balcony overlooking the Königsplatz.
  • The group realizes the people on the balcony are focused on them.
  • The building with the balcony is on the other side of a large crowd, making it difficult to reach quickly.
  • The building appears to be an inn with a side balcony on an upper floor.
  • Nora is suggested as the best person to get through the crowd due to her strength.
  • Nora decides to push through the crowd, and Wanda suggests using Intimidate to clear a path.
  • Wanda rolls to Intimidate the crowd, succeeding despite the challenging roll.
  • The group manages to push through the crowd, seeing soldiers in shining plate armor carrying banners with the emblem of the Reikland and the Emperor.
  • The parade includes knights on horses, war wagons, and giant banners with the Emperor’s coat of arms.
  • The group debates whether the parade is more interesting than the people watching them from the window.
  • They decide to scrutinize the situation further.
  • The parade features soldiers with long guns, indicating advanced military technology.
  • The group enters an inn called “Ye Olde Harbor,” which has a nautical theme.
  • A drunk man grabs one of the characters, asking for help to settle a dispute about stonework.
  • Felrick goes for a nut shot on the drunk man, causing a commotion.
  • Nora and Wanda decide to go upstairs to the balcony.
  • The parade continues with soldiers, cannons, and a man on a black steed draped in golden banners.
  • The man on the steed is heavily armored and looks very important, possibly the Emperor.
  • The group discusses rumors about the Emperor siphoning money for his military.
  • Wanda Hahnemann is mentioned as having a good view of the parade.
  • The group considers the possibility of doppelgängers and a conspiracy.
  • They search the building for the people who were watching them but do not find them.
  • Thindruk discusses the group’s next steps, including meeting a prince or continuing their planned route.
  • The letter Thindruk received directs them to an office in Bögenhafen, which is on the way to the Grey Mountains.
  • The group discusses the political structure of the Empire and the role of the crown prince of Ostland.
  • Nora and another character speculate about a conspiracy involving doppelgängers.
  • The group notes that most people in the inn are not paying much attention to the parade.
  • They decide to find a place to stay for the night and compare prices.
  • A local recommends seeking help from Zeke Aide at the Green College for any trouble involving doppelgängers.
  • Qavitrae tries to gather the group to find a tavern as lanterns are being lit in the streets.
  • The group observes the lamp lighters, noting the city’s similarities to Marienburg.
  • The group is searching for a tavern called the Broken Beard.
  • Qavitrae recalls the Broken Beard from centuries ago, but it seems to no longer exist.
  • They encounter various taverns, including one called the Sly Harlequin.
  • A passerby mentions a dwarven tavern that existed years ago.
  • Qavitrae reminisces about the tavern after a battle against Chaos.
  • The group thanks the passerby and considers checking out another tavern.
  • The street is crowded with people, some bar hopping, creating a festive atmosphere.
  • A man and a woman emerge from the crowd, making deliberate gestures towards the group.
  • The man scratches his nose and tugs his earlobe, signaling something unknown.
  • The group speculates if the gestures are related to a Thieves Guild or Underground Society.
  • The man and woman seem confused and anxious when the group doesn’t respond as expected.
  • Qavitrae confronts the man, grabbing him by the scruff of his neck.
  • The man apologizes, claiming he and his friend are just out for drinks.
  • Qavitrae intimidates the man by coiling a whip in his hand.
  • The woman with the man tries to de-escalate the situation.
  • A city watch member approaches, asking what’s going on.
  • The group decides to follow the man and woman discreetly.
  • The man and woman meet a stocky man with a scar, who gestures them into a tavern.
  • The group follows them into the tavern called the Tankard and Cock.
  • The tavern’s sign features a tankard with a rooster’s head.
  • The group sees the man and woman heading towards a back door.
  • Felrick, the bounty hunter, recognizes they are trying to leave through the back.
  • Felrick decides to follow them and eavesdrop on their conversation.
  • The man and woman report to the stocky man, who nods and lets them through a doorway.
  • Felrick follows them into another tavern and tries to gather information.
  • The group learns the man and woman were looking for someone on the street.
  • The group decides to stay at a large inn on the Street of a Hundred Taverns.
  • The inn offers various room options, including a common room and private rooms.
  • Thindruk, low on cash, considers the cost of the rooms.
  • The group attempts to bargain for a better price on the rooms.
  • Wanda and Thindruk, both skilled in bargaining, work together to negotiate.
  • The group successfully bargains for the cost of the rooms.
  • The group settles in for the night, reducing their recovery time from colds.
  • The next morning, they have breakfast and plan their day.
  • Thindruk suggests finding the Crown Prince to get their payment.
  • Wanda and Thindruk ask around for the Crown Prince’s residence.
  • They are directed to the Crown Prince’s residence near the river.
  • A stone-faced guard informs them the Crown Prince has left for Bögenhafen.
  • The group decides to head to Bögenhafen to catch up with the Crown Prince.
  • The group discusses a drinking contest and the aftermath, with some members having followed others who returned drunk.
  • Thindruk suggests reconnecting with some individuals who are three days ahead, but the plan is to head towards the mountains.
  • Nora is encouraged to visit her family while they are in the area.
  • Thindruk mentions looking towards multicolored towers with green shingles.
  • Qavitrae elbows Nora and points at the green tower, and they decide to visit Nora’s family.
  • Thindruk plans to follow the group to a bar called the Doppelgangers.
  • The group discusses visiting a wizard in a green tower, which is identified as the Jade College.
  • They encounter a dark-skinned woman in a green robe who tells them the place is private and they should turn away.
  • Nora asks Qavitrae if the woman is a hedge mage, and Qavitrae uses her ability to sense the winds of magic.
  • Qavitrae confirms the presence of the green wind of magic, Garon, indicating the woman is a real wizard.
  • The woman bristles at being called a hedge wizard and insists she is a true wizard.
  • The group decides to leave and Qavitrae wanders off to make money for another room.
  • Nora reveals she has a relative in the area and suggests visiting him.
  • The group heads to the docks to find Nora’s uncle, Josef, who is a river trader.
  • They find Josef’s boat, the Berebeli, and are greeted warmly by him.
  • Nora throws a ball to Josef, who catches it and praises her.
  • Josef is happy to see Nora and introduces the group to his family on the ship.
  • Josef reveals their next destination is Bögenhafen for the Schaffenfest.
  • Josef offers to hire the group for two shillings a day to help on the boat.
  • The group agrees to the job and plans to leave in the morning.
  • Josef invites the group to dinner at the Boatman Inn.
  • Qavitrae gambles to make money for daily expenses and enjoys the activity.
  • The group encounters a street preacher who prophesies darkness and danger in Bögenhafen.
  • Qavitrae uses Magic Sight to assess the preacher’s prophecy and finds a dirty flow of magic in the area.
  • Qavitrae suggests leaving the area due to the unhealthy magic.
  • Nora scrutinizes the preacher and finds his timing suspicious, giving him a coin.
  • Qavitrae advises Thindruk to pay attention to the preacher’s words, hinting at potential danger.
  • The conversation begins with a discussion about the consequences of teaching humans magic, with one character expressing regret and another agreeing.
  • A character mentions that humans should not have been using magic in the first place, which is met with agreement and acknowledgment of the dwarven attitude.
  • The group expresses a shared sentiment about a man being too close to Chaos for their liking.
  • The group settles into their cabins on the ship named the Bare Belly, noting that there aren’t many cabins and they will be bunking together.
  • A young man named Josef assigns the group some light work around the Bare Belly after they get settled in.
  • Josef’s crew teaches the group some basic skills for working on a boat, as none of them have much experience in this area.
  • Josef praises the group, perhaps overly so, for their efforts and invites them to the Boatman Inn for an evening dinner and drinks.
  • It is noted that one character, Qavitrae, has experience with navigation, a seamanship skill, as part of her background.
  • The session ends at eleven o’clock as promised by the GM.
  • The players express their excitement and interest in the session, mentioning activities like wandering around town, gambling, and wizardry.
  • The GM comments on the importance and the many twists of the location they are in, hoping the players are enjoying the weirdness of it.
  • Nora and another character are noted to be going on a conspiracy tangent, with Brian encouraging them.
  • The city is described as agitating, crowded, and rude, causing one character to feel grumpy, possibly due to hunger.
  • A humorous suggestion is made to get the grumpy character a Snickers to sort out their mood.
  • The session concludes with a positive note about the location being a great place to be, once mystical.