After a quiet day in Altdorf, Josef, ever the gracious host, suggested a celebratory dinner at the Boatman Inn. As they walked through the seedy docks, the pervasive scent of the River Riek filled their nostrils, a reminder of the city’s rough edges. Inside the Boatman Inn, the atmosphere was thick with the mingling accents of river folk from all corners of the empire. Josef, in high spirits, ordered a hearty meal of fish, goat, rye bread, and ale, emphasizing the importance of a good meal for the hard work ahead.

The evening was filled with revelry and stories, the group’s camaraderie solidified by shared tales of adventure and danger. Josef spoke of the river’s treacherous beauty and the peculiarities of Bögenhafen, painting a vivid picture of the journey ahead. As the night wore on, Felrick, indulging a tad too much in the ale, found himself in a state of inebriation, his usually sharp senses dulled.

Their merriment was interrupted by the entrance of two young noblemen, Georgie and Jacob, their garish attire and haughty demeanor clashing with the inn’s humble ambiance. Their entourage, a mix of well-armed bodyguards and a tough-looking man in black leathers, added an air of menace to the scene. The nobles’ antics quickly soured the mood, their game of “The Brandy Bounce” drawing the ire of the patrons.

Thindruk, ever the diplomat, attempted to charm the nobles with his refined accent but was met with disdain. When words failed, he resorted to action, delivering a punch that sent Georgie crumpling to the floor. The bodyguards surged forward, but Felrick, already on edge, let loose an arrow that critically struck the man in black, sending him fleeing into the night.

The tension in the inn was palpable, but Thindruk’s quick thinking and the party’s presence of mind defused the situation. The nobles, chastened, were escorted out, and the inn’s patrons, buoyed by Thindruk’s decisive action, raised a cheer in his honor. They spent the remainder of the night in relative peace, though the events left a lingering unease.

The following morning, Josef’s urgent footsteps and hushed tones roused the group. Rumors of the previous night’s altercation had spread, and Josef advised a hasty departure to avoid entanglement with the city’s authorities. The group stayed below deck as the Berebeli set sail, their minds occupied with the mysteries and dangers that lay ahead.

As they sailed down the river, the weight of their journey began to lift. Josef, ever the teacher, shared his knowledge of sailing, the Berebeli becoming a vessel of both travel and learning. The group discussed the route through the Weissbruck Canal, the potential dangers, and the promise of Bögenhafen. The camaraderie and shared purpose that bound them were as strong as the current that carried them forward.

Their journey was punctuated by encounters with road wardens and rumors of dark tidings in Altdorf. The specter of river pirates and the enigmatic figures they had pursued loomed over their thoughts. Yet, amidst the uncertainty, there was a sense of resolve. They were a fellowship forged in the crucible of shared trials, their paths intertwined by fate and the promise of adventure.

As they navigated the locks of the Weissbruck Canal and ventured deeper into the empire, each member of the group carried with them the weight of their past and the hope for the future. The road to Bögenhafen was fraught with peril, but it also held the promise of discovery and the chance to carve their names into the annals of history.

The Berebeli, a symbol of their journey, sailed onward, its course set by the collective wills of those aboard. The Five, bound by destiny and driven by their individual quests, faced the unknown with a steadfast determination. The enemy within and without would test their mettle, but they were ready. Their saga was far from over, and the pages yet to be written promised tales of valor, intrigue, and the indomitable spirit of those who dared to venture into the heart of darkness.


Session Notes
  • The party arrives at the gates of Altdorf as night falls, heading to the Four Seasons Coach House in Koenigsplatz.
  • Lady von Strudelorf informs Thindruk of her intention to stay at her family’s apartment in the Südküste (South Bank).
  • Nora and Wanda notice a trio on a distant balcony and push through the crowd toward the street of a hundred taverns.
  • A grand parade with Reikland soldiers briefly diverts their attention.
  • Their search for the mysterious observers leads them to the Tankard and Cock Tavern.
  • Felrick observes the trio join a dangerous-looking man and overhears them discussing searching for someone unknown.
  • Felrick loses track of them when they slip out the back of the inn.
  • The next day, inquiries about the crown prince lead them to his residence by the river, only to find he had departed for Bögenhafen.
  • At the docks, they meet Nora’s uncle, Josef, a river trader who offers them work on his boat, the Berebeli, which is also headed to Bögenhafen.
  • The party agrees to work on the Berebeli and plans their departure the next morning.
  • Josef offers to take the party out for dinner and drinks to celebrate joining his crew.
  • The Berebeli is described as a decent-sized river barge, not immense but functional, with a leaning crow’s nest on a gimbal.
  • The main cabin serves as both sleeping quarters and a communal area for meals and other activities.
  • Altdorf is built at the junction of several large rivers, making it a broad body of water with large boats.
  • Josef welcomes the party and teaches them their basic duties, though he doesn’t expect them to do much on the first day.
  • Josef mentions that if the party takes their duties seriously, they can learn the fundamentals of operating a boat and potentially gain the pilot skill and a free focus in boat.
  • Josef emphasizes the importance of showing competence before allowing anyone to take the tiller.
  • He mentions that it’s dangerous to ply the river at night, so they usually anchor and rest.
  • The journey to Bögenhafen is expected to take about six days, longer than initially thought, but still faster than by road.
  • The party discusses the route through the Weissbruck Canal, which is more expensive but saves time.
  • Josef and Nora spend the afternoon catching up, with Josef warning Nora to be cautious and not let anyone take advantage of her.
  • Nora reminisces about her childhood and her first game of Juvie Blood Blitz, sharing a laugh with Josef.
  • The party has a few hours to explore the city or join Josef for dinner.
  • Kavitrae spends the rest of the day gambling and joins the group before dinner.
  • Nora hangs out with Josef, walking around the docks and catching up with other river captains.
  • Josef gathers the party for dinner at the Boatman Inn, a favorite haunt of his in Altdorf.
  • The party notices the seedy nature of the docks at night, with dark alleyways and people skulking about.
  • Josef jokes about the river’s smell, calling it the River Riek, and explains that it gets better once out of the city.
  • The party enters the Boatman Inn, which has a middle-sized crowd and a vibe of river folk.
  • The group enters a tavern filled with a mix of accents from various parts of the empire, including Altdorf, Middenland, Talabekland, and Ostland.
  • Joseph finds a large table for the group and introduces them to the woman tending tables, who seems to be running the place.
  • Joseph introduces Nora as his niece and her friends, joking about making river folk out of them.
  • Joseph orders fish, goat, hearty rye bread, and ales for the table, emphasizing the importance of a good meal for the hard work ahead.
  • Joseph shares that they eat well on the river, mentioning Gilda’s good cooking and their supply of salted pork.
  • Joseph drinks a lot of ale and encourages the group to share stories about their journey and lives.
  • The group discusses whether Joseph prefers dark or uplifting stories, leading to a tale about murdering pirates.
  • Joseph enthusiastically responds to the pirate story, mentioning the blood of the river god and toasting to it.
  • The group discusses their drinking habits, with some choosing to drink moderately and others indulging more.
  • Kavitrae opts for quality over quantity, requesting Talayan wine, which Joseph arranges with Una, the woman running the place.
  • Felrick drinks heavily and fails a toughness check, gaining the intoxicated condition, which increases his damage threshold but also causes physical peril and corruption.
  • The group considers gathering rumors and news from Joseph and other tavern patrons.
  • Wanda asks about dark tidings, particularly concerning Bögenhafen, where they are heading.
  • Felrick raises a toast to Bögenhafen, prompting a cheer for the Schaffenfest from another patron.
  • Joseph brings a flyer about the Schaffenfest, detailing the events and attractions, including a joust, livestock market, and traveling fair.
  • The group discusses the possibility of Felrick jousting and jokes about finding a pony for him.
  • Wanda and Kavitrae gather information about the route to Bögenhafen, learning that river pirates are a general concern but not a specific threat on their route.
  • Rumors about the emperor circulate, including outlandish claims of a doppelganger and the emperor’s readiness for war.
  • A drunk woman shares a bizarre story about doppelgangers growing from mushrooms on riverbanks.
  • Nora scrutinizes the rumors, trying to discern their truthfulness, but finds it difficult due to the drunken state of the patrons.
  • The group learns that the Schaffenfest is a major festival in Bögenhafen, with jousting, food, jugglers, and singers, and is eagerly anticipated by the locals.
  • Bögenhafen is described as a free city run by a council of rich merchants, with some money paid to a noble named Graf Wilhelm von Saponatheim.
  • The discussion begins with the mention of Grand Duke Leopold and Graf Wilhelm von Saponathime, who technically rules Bergenhafen but lost control to merchants due to financial issues.
  • The group jokes about the situation being akin to a medieval mafia, where the noble gets a regular payoff while merchants control tax policies.
  • Boatmen express distrust towards the Merchants Guild but acknowledge their stability compared to nobles who frequently change their minds.
  • A humorous anecdote about a past tax on eyebrows is shared, leading to a discussion about the difficulty of reading expressions without eyebrows.
  • The scene transitions to the evening at the Boatman Inn, around 9 PM, as indicated by the town courier.
  • Two young noblemen, extravagantly dressed with ornate hats, jewelry, makeup, and powdered wigs, enter the inn with four well-muscled, well-armed bodyguards.
  • The noblemen’s attire is described as over-the-top and out of place, even compared to Thindruk, who is well-dressed but not as flamboyant.
  • A tough-looking man in black leathers follows the group, sitting separately, indicating he is not part of the noblemen’s entourage but is still associated with them.
  • Wanda expresses interest in the tough-looking man, jokingly competing with Qavitrae for his attention.
  • Thindruk plans to refill his drink and observe the noblemen’s intentions, with a suggestion to get them to gamble.
  • The group discusses the cold weather and its impact on their peril levels, with a focus on gambling strategies.
  • The conversation shifts to a discussion about the Marvel Snap game, including deck strategies and experiences with different cards.
  • The group returns to the game, focusing on the noblemen and their bodyguards, who are not in uniform but are clearly prepared for trouble.
  • Nora is confirmed to be wearing the chainmail she acquired, which is noted to be heavy and uncomfortable.
  • The GM emphasizes the realism of the game by requiring Nora to make a physical peril check due to the discomfort of wearing heavy armor all day.
  • Nora successfully makes an easy toughness check but still takes one level of physical peril due to the armor’s weight and the day’s strain.
  • The session begins with a discussion about a character’s imperilment due to a cold and heavy armor, which is affecting their effectiveness.
  • The scene shifts to a tavern where two obnoxious young noblemen, George (Georgie) and Jacob, burst through the door.
  • George, the blonde with acne hidden by rouge, loudly comments on the establishment, drawing attention.
  • A scrutinize roll reveals that the nobles are genuinely entitled and harassing the common folk.
  • The establishment’s patrons are trying to avoid the nobles’ attention, with some attempting to leave discreetly but being intercepted by bodyguards.
  • The nobles, amused by the place, start tossing insults and playing a game called “The Brandy Bounce,” which involves drinking and vomiting brandy on other patrons.
  • Nora starts to seethe with anger but holds back, glancing around to see if anyone else will act.
  • Felrick, intoxicated, is also getting angry but manages to control his temper after a willpower (resolve) check.
  • Wanda scrutinizes a black-clad man in the bar, identifying him as someone looking for a fight, not necessarily aligned with the nobles.
  • The nobles approach the party’s table, making comments about each member.
  • Thindruk stands to address the nobles, attempting to charm them with his posh accent but fails the charm check.
  • Wanda tries to move towards the black-clad man but is stopped by the bodyguards.
  • Thindruk, after failing to charm the nobles, decides to punch Georgie with knuckle dusters, dealing significant damage and causing him to crumple.
  • The bodyguards surge forward, but Felrick, already on edge, shoots an arrow at the black-clad man, critically hitting him and causing him to flee in panic.
  • The session ends with the black-clad man running out the door, leaving the situation tense and unresolved.
  • A character attempts to rear back their arm but is stopped by a bodyguard grabbing their wrist.
  • The man in black flees out the door.
  • The bodyguards do not draw their weapons.
  • Felrick is surprised by the situation.
  • Wanda makes a statement about their lord’s rights.
  • Nora menacingly tucks her blitz ball under her arm and works on her knuckle dusters.
  • Nora’s uncle looks at her with wide eyes, confused by the situation.
  • The GM declares the situation routine but notes the bodyguards’ concerns about answering to the fathers of the young nobles.
  • Thindruk uses “Meeting of the Minds” to gain a +10 bonus and rolls a critical success.
  • The bodyguards apologize to Thindruk.
  • Kavitrae starts a chorus of “Hip Hip Hooray” for Thindruk.
  • The crowd cheers for Thindruk, calling him one of the good ones.
  • Once the young nobles leave, some patrons repeat the “bloody bounce” joke.
  • Una hands out wet cloths to clean up and restore the mood.
  • The patrons feel protected by Thindruk and decide to stay longer.
  • Nora explains to her uncle Joe that this is a typical night for them.
  • Josef thanks the group for bringing good cheer to the Boatman Inn.
  • Felrick suggests trick shots and questions why he shot the man.
  • The group discusses whether to follow the fleeing man.
  • Felrick decides not to drink more alcohol and buys a round of the cheapest ale for the patrons.
  • The group pays two shillings for the ale, and a cheer goes up for Thindruk’s generosity.
  • Kavitrae returns to the table and informs Thindruk that the drinks are on him.
  • The group decides not to stay too late and plans to leave early.
  • Josef encourages the group to stay until around midnight.
  • The group thanks Josef for the evening and prepares to leave.
  • Felrick apologizes for the bloodstains as they leave.
  • The group walks through quieter streets, with Wanda and Kavitrae keeping a lookout.
  • Felrick attempts to find the trail of the man who took the arrow.
  • The GM sets the awareness check difficulty as challenging due to the darkness.
  • Felrick fails the awareness check.
  • The GM provides setting information about the two moons, Manslieb and Morslieb.
  • The group encounters two people who mimic a gesture and stare at Thindruk.
  • The man questions Thindruk’s actions.
  • The woman is shot with a crossbow bolt and goes slack.
  • Felrick attempts to spot the shooter but fails the awareness check.
  • Thindruk and Kavitrae take cover.
  • Nora shields her uncle from potential danger.
  • No more bolts are fired after a moment.
  • The group considers checking the woman’s condition with a medical check.
  • The group discusses the appropriate skill for a medical check, deciding on “Heal.”
  • Qavitrae examines the supposedly dead bodies for identifying marks and rolls a 09, but fails the check.
  • The bodies were killed by crossbow bolts, with one bolt in the neck.
  • Qavitrae confirms one of the bodies is dead, noting the crossbow bolt and significant blood loss.
  • Felrick searches the bodies for items or identifying marks, finding daggers, three shillings, and 19 pence.
  • Felrick discovers a small purple tattoo of an open palm on the right breast of each body.
  • Qavitrae attempts a folklore check to identify the tattoo but fails.
  • Thindruk is asked to check the tattoo but is not allowed due to the lack of an extended lifespan.
  • The group speculates the bodies might belong to cultists and discusses the implications.
  • Josef suggests returning to the Berebeli and asks what to do with the bodies.
  • The group debates whether to leave the bodies or throw them in the river, ultimately deciding to dispose of them in the river.
  • Thindruk and Qavitrae handle the bodies, dragging them to the river and disposing of them.
  • Felrick recalls there was a third person involved in the previous night’s events, suggesting a skilled crossbow user.
  • The group discusses the possibility of a single person being able to fire two crossbow shots quickly.
  • They confirm the bodies were disposed of in the river and return to the Berebeli.
  • The group prepares to sleep, with Nora needing help to remove her armor and performing squats before bed.
  • Felrick falls asleep quickly, and Qavitrae gargles salt water before sleeping.
  • The group is awakened by Josef’s urgent footsteps and his call to rise and shine.
  • Josef informs Thindruk privately that there are rumors of the two lads being killed and suggests leaving Altdorf immediately.
  • Thindruk agrees to keep the group below decks to avoid suspicion.
  • Josef instructs the group to stay below decks and check the rigging on the crates and barrels.
  • Kavitrae scrutinizes Josef and senses something is wrong.
  • Josef reassures Kavitrae that the trouble is not something they can fight through and insists they stay below decks.
  • The group checks the cargo and hears activity above deck as the boat prepares to leave.
  • Kavitrae plans to check for a signal that it is safe to come out on deck once the activity dies down.
  • Wanda, feeling unwell, goes back to bed.
  • The boat starts moving away from the dock after about an hour, with Josef giving orders to trim the sails.
  • Once the boat is well out into the river, Josef comes down below deck and informs everyone that the ship is underway and they can come up on deck.
  • Qavitrae expresses interest in learning how to sail, and Josef is happy to teach her between the three regular crew members.
  • Wolmar and Gilda are busy operating the boat, while Josef spends a fair amount of time steering and calling out orders.
  • The Berebeli heads out from the docks, down the river, and into a large natural harbor outside the city walls on the southern side of Altdorf.
  • Josef calms down as they leave Altdorf, returning to his normal happy self.
  • The group is sailing downstream towards the mouth of the Weissbruck Canal.
  • Wanda performs a prayer to Moor, the Lord of Death, as they leave the city walls.
  • Josef points out large Imperial warships in the harbor, laughing at their landlocked state due to Marienburg’s exorbitant taxes.
  • Wanda confirms that the warships, including the Emperor Wilhelm III, have never left the harbor in their 70 years of service.
  • Josef and Wanda discuss the foolishness of maintaining such a navy instead of improving roads or hiring more road wardens.
  • The Berebeli enters the Weissbruck Canal, passing through a large lock to adjust to the canal’s higher water level.
  • The group discusses sailing, trade, and logistics with Josef as they travel.
  • They notice a band of road wardens on the towpath alongside the canal, coming from the direction of Altdorf.
  • Wanda salutes the road wardens, showing respect for their service.
  • Felrick and Nora help out on the boat but are not particularly interested in learning to sail.
  • Qavitrae and Thindruk make sure to stay out of sight of the road wardens.
  • The road wardens catch up to the barge, and the sergeant chats with Josef and the group.
  • Josef mentions they are headed to Schaffenfest, and the sergeant wishes them well.
  • The sergeant informs them of murders in Altdorf the previous night, where two young noblemen were attacked.
  • Wanda asks Josef if the murders are why they left Altdorf so quickly, and Josef confirms that river folk look after each other.
  • The sergeant mentions that the murders occurred at the Boatman Inn and suspects ne’er-do-wells were involved.
  • Wanda throws a package of salted pork to the road wardens as a gesture of goodwill.
  • The road wardens warn the group to be careful and ride off down the road.
  • Thindruk and Qavitrae discuss the wisdom of hiding below decks.
  • Josef confirms that they left Altdorf quickly due to the murders and the potential danger.
  • The group continues their journey, planning to stop in Weissbruck after about three days of travel.
  • The session ends with the group earning 150 reward points and recovering from their sickness.
  • The GM rolls for corruption, with Felrick and another character receiving order ranks.
  • Discussion about a character’s toughness and street brawling skills.
  • Appreciation expressed towards Robert.
  • Strategy of giving opponents a chance to back down before engaging in a fight.
  • Mention of Patrick not backing down.
  • Advantage of having a nobleman in the group.
  • Attempt to charm and resolve situations peacefully.
  • Reference to a nobleman with MMA fighting skills.
  • Recollection of a previous game session involving a street brawl.
  • Characters’ plan to rile up the crowd against nobles, leading to a mini insurrection.
  • Crowd’s reaction to the nobles, leading to guards intervening.
  • Chris’s character shooting a noble, causing a grievous wound and severing his spine.
  • Discussion about playing characters true to their stats and backgrounds.
  • Decision to pick up the Interrogation skill to avoid flipping to fail.
  • Clarification on the cost of acquiring the Pilot skill and associated free focus.
  • Instructions on how to add skill ranks and unique advances in the character sheet.
  • Debate on whether to improve skills in rumors or interrogation.
  • Clarification on the requirements for entering a second profession.
  • Discussion on the cost and process of acquiring skills outside of one’s profession.
  • Mention of the Zweihander Skills Compendium Pack.
  • Discussion on various advanced professions like Duelist, War Dervish, Blade Dancer, and Assassin.
  • Clarification on the meaning of attribute bonuses and their uses.
  • Explanation of the fellowship bonus and its effects on skills like Litany of Hatred and Inspiring Words.
  • Clarification on how to add skill focuses and their benefits.
  • Discussion on the cost of focuses based on character upbringing.
  • Explanation of the different upbringings and their favored attributes.
  • Clarification on the cost difference for focuses based on upbringing.
  • Discussion on the process of learning skills outside of one’s current profession.
  • Clarification on the narrative requirement for learning new skills.
  • Explanation of the cost and process of skill replacement.
  • Discussion on the process of adding unique advances and skill focuses in the character sheet.
  • Mention of the need to reserve skill ranks for out-of-profession skills.
  • Clarification on the process of retconning skill purchases.
  • Discussion on the organization of the Zweihander book and its rules.
  • Mention of the need to replace a skill rank when acquiring new skills.
  • Decision to un-buy Navigation and pick different skills like Martial Melee and Martial Ranged.
  • Mention of the character’s role in teaching logistics despite not being trained in Navigation.
  • The players expressed their enjoyment of the game, highlighting the land warfare aspect.
  • One player mentioned the need to go to bed soon.
  • The group collectively praised the game, noting the fun and engaging story.
  • There was a discussion about the enjoyment of taking notes for the game.
  • A player shared their readiness to confront an NPC, describing a scenario where they would grab the NPC and demand answers about mysterious signs.
  • The player mentioned feeling increasingly angry and ready to act on that anger during the game.