The sun hung low over the bustling town of Bögenhafen, casting long shadows that mingled with the festive chaos of the Schaffenfest. The air was thick with the scent of roasted meats and the echoes of laughter. It was amidst this vibrant backdrop that Qavitrae, Thindruk Steelbone, Wanda Hahnemann, Nora Abendroth, and Felrick Flappan found themselves drawn into a web of intrigue and peril.

The festival grounds buzzed with excitement as the adventurers immersed themselves in the festivities. The bare-knuckle fight between Nora and the Crusher drew a crowd, Nora’s athletic prowess earning her victory and the respect of onlookers. Felrick’s cunning shone as he turned a con artist’s trick into a profitable venture, his sharp mind navigating the social labyrinth with ease.

Despite ominous warnings from a fortune-teller, the group’s spirits remained high. They were captivated by Dr. Malthusius’ Zoocopia, a show of strange and magical creatures that promised wonder and danger in equal measure. Yet, it was the escape of a three-legged goblin from a broken cage that truly set the stage for their next trial. The creature bolted into the crowd, prompting a chaotic chase through the festival grounds.

Wanda’s whip cracked through the air as she attempted to entangle the goblin, but the nimble creature evaded capture. The party pursued it through the fairgrounds, their coordination tested by the bustling crowd. Felrick’s keen eyes and quick reflexes were put to the test as he navigated through obstacles, his determination unwavering. The goblin’s trail led them to the riverside, where it disappeared into a grate, leaving behind a trail of dark green blood.

As they assessed the situation, guards arrived, questioning the commotion. A humorous exchange about the goblin’s origins ensued, leading to a negotiation with Dr. Malthusius. The promise of a bounty for the goblin’s retrieval solidified their status as bounty hunters, and they attended the Zoocopia show, enthralled by the bizarre performances.

The party’s journey took a darker turn as they descended into the sewers of Bögenhafen, the foul stench and oppressive darkness testing their resolve. Felrick’s tracking skills guided them through the labyrinthine tunnels, the trail of goblin blood their only beacon. The encounter with a gelatinous creature highlighted the perils lurking in the shadows, their tactical use of fire proving essential in overcoming the threat.

Their exploration led them to a stout wooden door, barred and marked with goblin blood. The signs of sorcery within the room beyond filled them with dread. As they forced the door open, a demonic presence manifested, smoke coalescing into a seven-armed monstrosity. Qavitrae’s warning echoed through the chamber as the party faced the full horror of a servant of Zinche.

Fear gripped them, and Nora collapsed, unconscious from the terror. Thindruk’s strength and leadership shone as he carried her, urging the group to flee. The demon’s pursuit was relentless, its whispers haunting their every step. They emerged from the sewers into an unfamiliar part of the city, the stench of the sewers clinging to them as onlookers recoiled in disgust.

The aftermath of their encounter with the demon weighed heavily upon them as they considered their next move. Reporting the demon’s presence seemed a wiser course than continuing their search for the goblin. The implications of Chaos within Bögenhafen loomed over them, their resolve tested by the darkness they had faced.

As the sun set over the town, the adventurers reflected on their harrowing ordeal. The bonds of camaraderie forged in the crucible of danger would guide them through the trials to come. Their journey was far from over, and the enemy within still lurked, waiting for the moment to strike.


Session Notes
  • The session opens with the GM, Luke, setting the scene in a narrative style.

    • Luke describes the adventurers arriving in the bustling Town of Bögenhafen.
    • The party visits the foreboding office of Lock, Stock, and Barl, located in the Artisan’s Quarter.
    • They are greeted by a young clerk who mistakes them for the notorious Kazzrik Lakkarsson.
    • A shrill whistle triggers a trap, and a fierce woman accuses Thindruk and his companions of colluding with Chaos, demanding their surrender.
    • Thindruk vehemently denies the accusation, blaming a wayward brother, and chaos ensues.
    • The woman orders the building to be set ablaze, but no fire occurs; instead, there is a tumult of steel and screams.
    • The party escapes through the back, witnessing the carnage that befell their would-be ambushers.
  • Qavitrae and Dawnbroke search for information about the Order of the Purple Hand in the City Records Hall but come up empty-handed.

  • The Schaffenfest, a lively festival, continues in stark contrast to the prior night’s terror.

    • Wanda and Nora, driven by curiosity and boldness, sign up for the Grand Melee.
    • Qavitrae also enrolls in the Grand Melee, as confirmed by Michael.
  • Felrick cleverly turns a con artist’s trick into a profitable venture.

  • Nora, emboldened by her Blitzball feats and drinks, faces the Crusher in a bare-knuckle brawl and emerges victorious.

  • Despite a fortune-teller’s ominous warnings, the group’s spirits remain high.

  • The party is intrigued by Dr. Malthusius’ Zoocopia, which promises strange and magical creatures from around the world.

  • Michael inquires about the group’s activities, ensuring everyone is on the same page about wandering around the festival.

  • Luke mentions updating the characters’ money on their sheets, noting that Thindruk may now be one of the poorer members.

  • The group discusses the possibility of Thindruk securing them a job or possibly gaining a title in the future.

    • There is humorous banter about Thindruk potentially becoming a cult leader, with Michael noting it’s a viable career path.
  • The GM, Luke, describes the growing crowd around Dr. Malthusius’ Zoocopia.

    • A dwarf dressed in motley jumps out to inform the party that the show will start in an hour.
    • Qavitrae suggests posting start times on the board to avoid such interruptions, leading to a brief exchange with the dwarf.
  • The party decides to stay nearby to secure their spot for the show.

    • Qavitrae offers to pay for everyone’s tickets, totaling 25 pence.
    • Wanda and Nora are tasked with maintaining their position at the front of the line.
  • As the crowd gathers, the dwarf and another man, presumably Dr. Malthusius, work to keep the crowd entertained and hyped for the show.

    • The dwarf accidentally drops a cage, resulting in the escape of a three-legged goblin.
    • The goblin bolts towards the crowd, causing panic.
  • Michael decides to use his whip to entangle the goblin, opting for a non-lethal approach.

    • Luke notes the goblin’s surprising speed, making the attempt challenging.
    • Michael’s attempt is not successful.
  • Attempt to Capture Goblin:

    • The session begins with the party attempting to capture a goblin that has escaped into the crowd.
    • Michael’s character, Wanda Hahnemann, tries to use a whip to catch the goblin, but the goblin evades and bolts into the crowd.
    • Dr. Malthusius calls out, adding to the chaos of the scene.
  • Discussion and Strategy:

    • Joe and Michael discuss the possibility of using fortune points.
    • Brian’s character, Felrick Flappan, draws his bow but decides against shooting the goblin.
    • The party decides to chase the goblin through the crowd, with Michael’s character using Intimidate to clear a path.
  • Clearing the Crowd:

    • Michael’s character successfully uses Intimidate to make the crowd split, snapping the whip to gain attention.
    • The goblin is very fast and heads towards the edge of the crowd around the Zoocopia, then barrels into the fairgrounds.
  • Chase Mechanics:

    • The chase through the crowd involves athletics checks.
    • Wanda fails her athletics check due to the muddy ground, but Felrick manages to close some ground on the goblin.
  • Encounter with Obstacles:

    • Felrick faces obstacles as a tall man steps in his path, causing him to lose momentum.
    • Wanda also gets slowed down by the crowd and the tall man.
    • Guards notice the commotion and start sizing up the situation.
  • Goblin’s Movements:

    • The goblin makes quick and sharp turns, evading capture.
    • The goblin heads towards a group of tents erected around the base of the city wall and disappears into one.
  • Felrick’s Pursuit:

    • Felrick pursues the goblin into the tent, startling performers inside.
    • He sees the goblin’s foot slipping out under the tent and follows.
  • Coordination Check:

    • Felrick receives a coordination check to navigate through the tent.
    • The area becomes more obscured as the goblin heads towards the riverside of the town.
  • Takedown Attempt:

    • Felrick remembers his skill to perform a takedown with a ranged attack.
    • He successfully uses his bow to pin the goblin’s jacket to the ground, but the goblin wriggles free and continues running.
  • Final Pursuit:

    • Felrick continues the chase, making another athletics check.
    • The goblin disappears into a grate with a rusted bar, leaving behind dark green blood.
  • Assessing the Situation:

    • Felrick and Wanda assess the situation, noting the goblin’s injury.
    • The goblin is now inside a dark passage, too small for the characters to follow directly.
  • Possible Next Steps:

    • Discussion about whether goblins reproduce asexually and the implications.
    • Consideration of opening the grate to follow the goblin.
    • Michael’s character considers using a threshing flail as a lever to open the grate.
  • Athletics Attempt: Wanda attempts to use athletics to wrap a bar and wrench it free but reveals her brawn is only 43 and she is untrained in athletics.

  • Guard Encounter: As Wanda and Felrick emerge, they encounter guards who saw the goblin. The guards question the group about the goblin, leading to a humorous exchange about its appearance and origins.

  • Goblin’s Origin: The group explains that the goblin came from Dr. Malthusius’ zoo, and the guards decide to escort them back to the Zoocopia.

  • Conversation with Dr. Malthusius: Dr. Malthusius appears anxious and inquires about the goblin. The guards confront him about bringing a goblin to the Schaffenfest, leading to an argument about responsibility and liability.

  • Negotiation for Goblin Retrieval: Wanda, with Felrick’s support, negotiates with Dr. Malthusius, who offers five crowns for the goblin’s return. Wanda and Felrick agree to the terms.

  • Performance at Zoocopia: The group watches Dr. Malthusius’ show, which features various oddities and curiosities. The show includes a large lizard, a hairy child from across the ocean, a one-eyed man, and a round creature called the immeasurable maw of the middle mountains.

  • Post-Show Plans: After the show, Dr. Malthusius prepares to meet with a counselor and asks the group to accompany him. The guards express their satisfaction with the show, though they note it would have been better with the goblin.

  • Goblin’s Behavior: Dr. Malthusius describes the goblin’s behavior, noting it is clever, quick, and likely to bite if cornered.

  • Escort to Counselor: The group is escorted through a less crowded area of the Schaffenfest to meet with the counselor. Along the way, they observe drunks being tormented in the stocks.

  • Discussion on Stocks and Pillory: A brief discussion arises about the difference between stocks (which lock feet) and pillory (which lock head and arms), and the misuse of the term “podium.”

  • Discussion on Terminology: The group engages in a discussion about the difference between a lectern and a podium. Luke clarifies that a lectern is the thing people typically think of when mentioning a podium, but an actual podium is the riser. Joe and Michael contribute, agreeing and discussing the terminology further.

  • Clarification on Pillories: Luke explains the definition and function of a pillory, describing it as a clapboard with holes for the arms and head, used for public punishment. Joe and Luke discuss the term and its meaning.

  • Encounter with the Pilloried Dwarf: The party observes a dwarf in a pillory being pelted with rotten tomatoes and cabbages by a small crowd. Wanda, played by Michael, expresses pity for the dwarf. The dwarf, Gotri, pleads for mercy.

  • Wanda’s Intimidation: Wanda decides to intervene. She faces the crowd and uses Intimidation to disperse them, threatening to break their legs if they continue tormenting the dwarf. Luke, the GM, determines that no roll is necessary, and the crowd disperses.

  • Interaction with Gotri: Gotri expresses gratitude for Wanda’s kindness and requests help to pay his fine of six pence. Wanda considers the request but decides to go talk to the counselor in charge.

  • Festival Court Interaction: The party enters a tent where a festival court is set up. They observe the city’s coat of arms and guards dressed in official attire. The purpose of the court is to streamline the legal system for public events.

  • Judge and Dr. Malthusius: The party approaches a city official, Counselor Richter, who is presiding as a judge. Dr. Malthusius explains the situation with the escaped goblin, asserting that it is not a significant danger despite its rude behavior.

  • Bounty Contract Negotiation: The judge asks the party if they will retrieve the goblin. Wanda mentions Felrick, the greatest bounty hunter in the realm. The judge agrees to issue a bounty contract. Felrick’s professionalism as a bounty hunter is acknowledged.

  • Alias Use for Bounty Contract: Thindruk, played by Robert, decides to use an alias, Cedric Stonehammer, to avoid complications with people who may recognize his real name.

  • Bounty Details: The judge sets the bounty at five crowns, with an additional five crowns as a reward from the city for their service. Counselor Richter agrees to this and records it.

  • Additional Negotiations: Felrick inquires about any additional fees for exterminating other goblins if found. Dr. Malthusius insists that the three-legged goblin should be returned to him. Counselor Richter agrees to compensate the party for eliminating any additional goblins.

  • Imperial Decree on Mutants: The party learns of a new imperial decree stating that mutants are no longer considered chaotic entities but rather individuals with illnesses that need treatment. This changes the legal status of mutants in the Empire.

  • Party’s Reaction to Decree: The party discusses the implications of the new law, expressing relief that their recent actions against mutants are still considered lawful. Counselor Richter encourages them to spread the word about the new decree.

  • Discussion of Decree: The session begins with the party discussing the implications of an imperial decree. Brian notes that it seems to go against the church, while Joe and Michael agree that the situation is chaotic and nonsensical. Robert inquires if the decree provides any further explanation for the sudden change in the law, to which Luke (the GM) responds that it does not, explaining that the emperor does not need to justify himself. The conversation briefly touches on the nature of the emperor’s nobility and the election process among the kings of the Empire’s kingdoms.

  • Signing the Contract: Counselor Richter presents a contract for the party to sign, including Dr. Malthusius. The GM, Luke, clarifies that the characters do not need to sign their names if they cannot write; instead, they can make a mark, which will be witnessed by Richter. Michael’s character, Cedric, makes a W instead of an X. Joe’s character, Qavitrae, humorously points out that Cedric should make his mark, jokingly calling him “Iron Stone Cutter.”

  • Ready for the Task: The party is ready to pursue the goblin. Damian’s character, Nora, jokingly smears ink on the document, which Michael’s character, Cedric, tries to stop. The GM confirms that the contract was handwritten and the time is now late afternoon, around four o’clock. The sun is getting lower in the sky as the party prepares for their mission.

  • Inquiry about Sewers: Michael asks if there is a sewer maintenance tunnel or entrance that the guards can provide access to. The GM confirms there are manholes around the city and instructs a guardsman to escort the party. The party is granted permission to enter the sewers, which are normally off-limits to non-city workers.

  • Considering Accommodations: Brian expresses a desire to find a place to stay and leave his furs to avoid them getting dirty in the sewer. The GM mentions that the city would pay for their accommodations if they do not have a place to stay. Damian and Brian confirm that they do not have accommodations, so the counselor writes a note for the Journey’s End Inn.

  • Journey’s End Inn: The party is escorted to the Journey’s End Inn by a watchman. The innkeeper, an attractive woman in her late 30s, welcomes them warmly and confirms their accommodations, noting that she is glad she does not have to evict anyone for them. The watchman insists they cannot stay long as they have work to do for the Merchants Guild. The party decides to leave their belongings and head out to the sewers.

  • Preparation and Humor: The party discusses the implications of wearing fur armor in the sewers, with jokes about the potential for permanent sewer smell. They debate the cost of fur armor and consider buying perfumes to mask the smell.

  • Collecting Belongings: The GM asks if the party collected all their belongings from the Riverside Haven. Brian confirms his saddle is still there. The party plans to bring their things to the Journey’s End Inn.

  • Heading to the Sewers: The party is guided to a sewer cover in the street by the guard. Joe’s character, Qavitrae, thanks the guardsman for his service, while Brian’s character, Felrick, asserts his role as a bounty hunter.

  • Brian’s Urban Bounty Hunter Experience: Brian, playing Felrick, mentions his familiarity with urban bounty hunting and sewer exploration, indicating his character’s readiness for the task.

  • Sewer Entrance: The party, led by Felrick, removes the heavy iron cover of the sewer, releasing a humid, malodorous air.

  • Nora’s Lucidity: Damian notes that Nora becomes lucid and expresses concern about the situation.

  • Money and Equipment Discussion: The group discusses the high cost of weapons and armor, with Michael noting their armor costs six gold pieces. Joe remarks on the expensive nature of their equipment.

  • Nora’s Financial State: There’s a conversation about Nora’s winnings from a previous fight and how the money was split. Damian confirms Nora has a pocket full of money she isn’t aware of yet.

  • Descending into the Sewers: The party ties cloth around their mouths and descends one by one into the sewer, encountering a tunnel filled with rocks, slime, and a foul smell.

  • Lighting and Visibility: Luke informs the players about the darkness of the tunnels and the need for light. Michael lights a torch to help navigate.

  • Toughness Check: The players make a toughness check to withstand the sewer’s smell. Qavitrae and Nora take 1d10+1 physical peril but are not significantly affected.

  • Thindruk’s Critical Success: Robert rolls a critical success for Thindruk’s toughness check, prompting Luke to give him wisdom about the dangers of the sewer’s effluvium.

  • Tunnel Description: The sewer tunnel is described as reasonably large, with a rounded ceiling about 10 feet high. The walkways are three feet wide, and the central channel is about five feet across and deeper than a few inches.

  • Direction and Path: The tunnel runs southwest to northeast. Luke guides the party to head southwest, towards where they suspect the goblin entered.

  • Tracking the Goblin: Brian starts looking for distinctive tracks and blood trails left by the injured goblin. He rolls a successful tracking check.

  • Sewer Layout: The main tunnel slopes downward with smaller cross tunnels emptying into it. The party decides to avoid the smaller tunnels for now and continue along the main path.

  • Awareness Check: Joe’s character, Qavitrae, attempts an awareness check to look down the side tunnels but fails to see anything significant. They hear a flopping splash, indicating something is in the tunnel.

  • Goblin’s Trail: The party follows the goblin’s trail, marked by dark green blood and footprints in the muck, until they reach a small grate with goblin blood on it.

  • Goblin’s Escape Route: The goblin scrambled up into a smaller sewer tunnel. Luke describes the tunnel as traversable but requiring the taller humans to stoop or crawl.

  • Decision to Enter Smaller Tunnel: Despite the unpleasant conditions, the party prepares to enter the smaller tunnel, with Felrick leading the way.

  • Damian laughs, setting a light-hearted tone.

  • Brian comments on Wanda’s fanciness compared to other characters.

  • Michael expresses difficulty with a task.

  • Joe empathizes with Michael and suggests paying someone to clean the dirty clothes.

  • Brian mentions the benefit of free room.

  • Michael decides to buy new clothing instead.

  • Luke instructs the group to follow a direction and asks everyone to make a roll, looking for results over 50%.

  • Joe clarifies the type of roll needed.

  • Brian, Michael, and Joe confirm they rolled over 50%.

  • Luke reveals that everyone except Thindruk rolled over 50%.

  • Damian laughs again, indicating humor or relief.

  • Luke asks everyone except Thindruk to roll a D10.

  • Joe speculates about a disease check and mentions having disease immunity or resistance.

  • Luke confirms it is not a disease check but does not rule out future disease checks.

  • Luke narrates an event where waste pours over the characters, specifically mentioning Nora.

  • Joe jokes about holding breath and suggests making a toughness check.

  • Luke describes the waste as mostly urine, and Damian role-plays Nora sobbing quietly.

  • Brian compares the situation to a Blitzball locker room.

  • Luke instructs the group to make another survival check, mentioning the goblin’s wound being washed away by sewage.

  • Luke describes the blood trail reappearing and the group becoming disoriented, with the direction unclear.

  • Brian offers to make a roll, feeling confident in his abilities.

  • Joe suggests marking the wall to not get lost.

  • Luke agrees and allows a navigation check.

  • Michael rolls to help Felrick, and Brian rolls a standard difficulty check.

  • Luke narrates the partial success in orienting the direction, indicating the goblin is heading west.

  • Joe and Michael discuss the goblin’s likely direction.

  • Luke narrates an encounter with a large rat, which is quickly pulled into the water by an unseen force.

  • Brian and Joe react with concern.

  • Luke describes the scene further and suggests an awareness check.

  • Brian and Robert discuss the difficulty and feasibility of shooting arrows through sewage.

  • Luke confirms awareness check difficulty.

  • Robert and Brian attempt the check, with Brian successfully identifying a tendril-like appendage.

  • Damian, Brian, and Michael joke about the “Poop Kraken” and make humorous comments.

  • Joe decides to draw Qavitrae’s sword for caution.

  • Brian mentions not wanting to disturb whatever is in the water.

  • Damian describes Nora equipping brass knuckles while still sniffling.

  • Brian suggests splitting the party tactically.

  • Michael offers to stay with those who can’t see in the dark, holding a torch.

  • Joe decides to stay with Wanda.

  • Luke asks if anyone will leap across the sewer, specifying it is a trivial athletics or coordination check.

  • Brian successfully makes the jump after initial hesitation.

  • Michael and Robert discuss the group’s positions and Brian’s lead.

  • Luke narrates Thindruk making a coordination check to avoid a tendril from the water.

  • Robert reacts by attacking with his axe but gets it stuck in the gelatinous mass.

  • Luke describes the mass in detail and initiates combat, indicating the start of an encounter.

  • Initiative Preparation:

    • Players discuss the initiative mechanics and setup for the upcoming combat encounter.
    • Michael explains how to use the combat tracker to roll initiative.
    • Luke, the GM, sets up tokens and places characters on the initiative track.
  • Combat Begins:

    • Brian (Felrick):

      • Felrick shoots at the amoeba, expressing concern that a jelly-like creature might not be affected by arrows.
      • Despite his concerns, Felrick believes in the power of his bow and successfully hits the creature.
      • Felrick rolls for damage, hitting critically due to the nature of his character’s abilities, and deals 15 points of damage.
      • The arrow pierces and disappears into the amoeba, prompting Felrick to believe it might be dead.
    • Joe (Qavitrae):

      • Qavitrae contemplates moving past Thindruk but decides to use inspiring words instead, granting all allies (except herself) a +1 to their peril thresholds.
      • She then attempts to throw a knife at the amoeba but fails, losing the knife in the sewer muck.
      • Qavitrae suffers 2d10+2 physical peril due to a critical failure and is left imperiled.
    • Damian (Nora):

      • Nora uses her Spirit of the Wolf ability to gain an extra action point.
      • She carefully moves past Thindruk, taking 2 AP to do so, and then attempts to attack the amoeba.
      • Nora misses her attack and decides to save her last action point for defense.
    • Robert (Thindruk):

      • Thindruk wants to attack the amoeba’s tentacle, but with multiple people having moved past him, he carefully moves past Nora using 2 AP.
      • Thindruk’s attack fails as the amoeba’s body reassembles, leaving him in the same position as before.
    • Michael (Wanda):

      • Wanda, at the back of the group, decides to move forward and attack with a torch.
      • She carefully moves forward and attempts to attack the amoeba but critically fails, suffering 2d10+2 physical peril.
      • Wanda almost drops the torch but manages to hold onto it after a coordination check.
      • Wanda repositions herself and prepares for possible consequences of her critical failure.
  • Amoeba’s Turn:

    • The amoeba heaves its bulk out of the water, stretching across the tunnel and creating a gelatinous membrane.
    • It lashes a pseudopod at Wanda, who dodges the attack, but the amoeba begins to advance, absorbing its tentacle and moving towards the party.
  • Brian (Felrick):

    • Felrick contemplates shooting again but considers making a folklore check to understand the creature better.
    • He sees bones and half-melted rats within the amoeba but no vital organs, indicating the creature’s resilience.
    • Felrick backs up, puts away his bow, and saves his action points for the next round.
  • Joe (Qavitrae):

    • Qavitrae considers using her Lore of the Wild ability but questions if there is any plant life in the sewer.
    • Luke confirms there is technically some scum, allowing Qavitrae to make a survival check to recognize the creature.
    • Qavitrae rolls a six on her survival check as she attempts to identify and understand the amoeba better.
  • Damian starts with a laugh, setting a tone of amusement.

  • Luke explains the nature of the viscous slime the party has encountered. He describes it as a non-intelligent, motile slime found in fetid water, which is big enough to eat meat and largely impervious to wounds. He mentions that it can be destroyed by cutting it into small pieces or using flame to open its membrane.

  • Joe acknowledges the information, noting that Qavitrae would tell the group to cut it apart and use fire.

  • Joe also mentions Qavitrae’s possession of Quicksilver and Royal Water, although Luke explains these are for medical ailments, with Royal Water being a powerful acid but not useful against the slime.

  • Joe indicates Qavitrae is at the back and must push past everyone to grab the torch as the slime moves forward. He inquires about the depth of the water.

  • Michael confirms that one can stand in the water.

  • Luke adds that the water is likely not deeper than head height.

  • Joe decides to leap across the sewage in front of Felrick to slash at the slime and prepares for a coordination or athletics check.

  • Luke describes Qavitrae’s successful leap and subsequent attack with a new sword she acquired.

  • Joe rolls for the attack and hits, causing 11 physical peril, but the damage only passes the first threshold.

  • Luke explains that the slime seals up behind the cut, making it difficult to damage.

  • Damian announces that Nora will take Qavitrae’s advice and use a Bottle Bomb. She spends an action to retrieve it and two actions to aim.

  • Luke describes Nora lighting the Bottle Bomb and throwing it, resulting in a curtain of flame that burns the slime, causing it to ripple, warp, and eventually retreat into the water.

  • Michael and Damian celebrate the slime’s retreat.

  • Luke notes the importance of having a torch to light the Bottle Bomb, and Brian hands a torch to Qavitrae.

  • Joe thanks Felrick and comments on the necessity of the torch for future encounters.

  • Michael remarks on the party’s composition, and Luke confirms they continue down the path.

  • Damian inquires about any unusual skeletons in the slime, but Luke confirms there were none.

  • Brian jokes about gelatinous cubes being filled with skulls, leading to a humorous exchange among the group.

  • Luke asks if the party will proceed in the direction the slime retreated, and they agree.

  • Luke describes the party reaching a branch in the tunnel with a stout wooden door, noting it’s not the first door they’ve seen in the sewers.

  • Luke provides details about the door, including an eye-level opening with iron bars and green-black goblin blood on them.

  • Joe checks if the door is unlocked, but Luke indicates it’s barred.

  • Michael suggests someone must have let the goblin in, and Joe knocks on the door.

  • Luke describes Felrick using the torchlight to make out details inside the room, including a copper ring, a seven-pointed star, a ram’s head, dark splotches, and unlit black candles.

  • Joe queries if the scene is reminiscent of Chaos Wars, and Luke confirms it looks like sorcery.

  • Joe attempts to use the Winds of Magic but fails due to chaotic circumstances.

  • Joe warns the party that the scene looks like sorcery and suggests the goblin might be dead and sacrificed.

  • Michael and Joe discuss the amount of blood present, noting it’s more than seen before.

  • Joe expresses the need to open the door, and Luke inquires if anyone has lockpicking skills.

  • Robert reveals he has Skullduggery +10 and proceeds to use it to unlock the door.

  • Luke describes the process of unlocking the door, which swings open to reveal a small room with a cabinet and no other exits.

  • Joe suggests checking the cabinet for the goblin, and Luke describes the room as having a closed stone ceiling with no windows or other exits.

  • Michael comments on the strangeness of the sewer summoning, and Luke confirms it looks that way.

  • Joe approaches the cabinet, prompting Luke to prepare for the next set of actions.

  • Discovery in the Sewers: The party, while exploring the sewers, notices a small piece of cloth near a cabinet. Before they can investigate further, a stream of thick, foul-smelling black smoke begins to emanate from the center of an octogram inscribed with a star.

  • Manifestation of the Demon: The smoke rapidly takes form, revealing a demonic entity with seven arms. The room is suddenly illuminated by blue and pink magical energies whipping around.

  • Initial Reactions: Thindruk, Wanda, Nora, and Felrick express shock and disbelief at the sight of the demon. Qavitrae identifies the creature as a lesser demon, a servant of the chaos god of magic and change, Zinche.

  • Qavitrae’s Warning: Qavitrae, recognizing the danger from her time in the Chaos war, warns the group to flee, shouting “ZINCH DEMON, RUN AWAY!”.

  • Fear Check: The GM instructs everyone to make a fear check. Qavitrae successfully passes her folklore check and fear check. Those who fail the fear check receive six corruption.

  • Nora’s Collapse: Nora shrieks in terror and collapses, unconscious from fear.

  • Thindruk’s Leadership: Thindruk, embodying his role as the leader, successfully picks up the unconscious Nora with an athletics check and prepares to flee.

  • Felrick’s Instinct: Felrick initially attempts to shoot the demon but is interrupted by Qavitrae pushing him out the door. His arrow is incinerated by the magical energies around the demon.

  • Escape: The group flees the room, with Qavitrae shutting the door behind them. They hear the demon’s voices urging them to flee.

  • Sealing the Exit: Wanda attempts to seal the door to prevent the demon from following, but the door swings inward, making it difficult to secure.

  • Navigating the Sewers: The party, led by Qavitrae, traverses the dark sewers, eventually finding a manhole. The tension is palpable as they hear whispers and feel the demon’s presence pursuing them.

  • Emergence and Orientation: The group climbs out of the sewers into a less familiar part of the city. It takes them a while to orient themselves, realizing they are in front of a gentleman’s club.

  • Public Reaction: Onlookers, including well-dressed patrons of the club, watch in horror as the party emerges, covered in filth and exuding a terrible stench.

  • Conclusion: The session ends with the party reflecting on their harrowing encounter and planning their next steps. They consider reporting the demon’s presence instead of continuing their search for the goblin.

  • Discussion of Previous Events:

    • Goblin Retrieval: Michael recounts that the party retrieved a goblin for a client, with the potential for extra pay for additional goblins.
    • Demon Encounter: Joe and Michael clarify that they encountered a demon but did not manage to retrieve proof of its demise.
  • Quest Clarifications:

    • Dr. Malthusius and the Goblin: Luke reminds the group that Dr. Malthusius wanted the goblin alive, while the city wanted it removed from the sewer.
    • Michael’s Summary: Michael humorously summarizes the situation, stating, “Good news, no more goblin. Bad news, the thing that killed it.”
  • Payment Discussions:

    • Payment Strategy: Brian suggests getting paid before delivering bad news to avoid jeopardizing their reward.
    • Contract Details: Joe and Michael consider the potential payments from both Dr. Malthusius and the city, albeit without proof of the demon’s death.
  • Past Group Failures:

    • Luke mentions that a previous group failed at the same point, hinting at a challenging encounter with the demon.
    • Group’s Experience: The group reminisces about their cautious approach upon encountering a summoning circle and a disembodied voice.
  • Future Plans and Preparations:

    • Armor and Rest: Michael emphasizes the need for proper armor and rest before confronting Chaos demons.
    • Qavitrae’s Strategy: Joe mentions Qavitrae’s historical knowledge of demons and the necessity of specific equipment for the fight.
  • Game Enjoyment and Mechanics:

    • Game Experience: Players express their enjoyment of the game, despite the challenges faced.
    • Critical Failures: The group discusses their unlucky streak of critical failures in combat.
    • Potential Hazards: Damian humorously anticipates possible disease from the sewers, adding a layer of grim humor.
  • Corruption Checks:

    • Corruption Rules: Luke instructs players on making corruption checks, emphasizing the need to roll over the corruption threshold to gain order.
    • Results: Michael fails his check, gaining a chaos rank, while others discuss the implications and humor of potential mutations.
  • Cultural Commentary:

    • Legal Mutations: The group humorously discusses the recent decree legalizing mutations, with Brian sarcastically noting societal acceptance.
    • Cultural Shifts: Luke and Brian joke about the difficulty of cultural shifts in attitudes towards mutants.
  • Character Impact:

    • Wanda and Nora: Both characters are notably affected by their first encounter with chaos, reflecting on the fundamental changes it brought.
    • Job Realities: The players lament the lack of payment for their efforts, regardless of the outcome.
  • Positive Reflections:

    • Successful Jobs: The group fondly recalls a well-paying job on a boat, highlighting it as a positive experience.
    • Nora’s Uncle: Joe mentions Nora’s uncle as a good employer, contrasting it with their current predicaments.
  • Future Adventures:

    • Future Plans: The group jokes about abandoning their current quest to live on the boat, considering it a more lucrative and enjoyable option.
  • Session Conclusion:

    • Farewells: As the session winds down, Robert and Joe signal their intent to head to bed, wrapping up the discussion.