The streets of Bögenhafen were cloaked in the kind of pervasive gloom that only an overcast night could muster, casting wavering shadows across the cobblestone paths. The air hung heavy with the promise of rain, the atmosphere thick with a palpable tension that mirrored the unease gripping its inhabitants. The party—a motley assemblage of unlikely allies—retraced their steps to Riverside Haven, their erstwhile sanctuary amidst the city’s cold reception. Here, they had first encountered the enigmatic sigils of the Ordo Septonarius, and here they would begin their relentless quest to unearth the city’s dark secrets.

Qavitrae, with her keen elven senses and enduring poise, took the lead, her voice a clarion call echoing in the mind of Magistrate Hines. Despite his initial skepticism, her impassioned advocacy sowed the seeds of doubt in the magistrate’s mind, drawing him closer to the gravity of the chaos threat. Yet, their warnings fell on deaf ears at the City Watch, their claims dismissed as mere fabrications. Undeterred, a guardsman was reluctantly assigned to them, setting the stage for their grim discovery.

The stench of death clung to the air in the sewer temple, its desecrated remnants a testament to the hasty retreat of its sinister occupants. There, amid the squalor, lay the mutilated remains of a dwarf and a goblin—a macabre tableau that underscored the urgency of their mission. Alberta, a woman of dubious intent, divulged critical secrets of the city’s underbelly, and with grim evidence in tow, the party prepared to confront the magistrate once more.

The confrontation with Magistrate Hines unfolded with mounting tension. The dwarf’s corpse, a grotesque exhibit of the cult’s malice, prompted a shocked response from the magistrate. Metal shavings, a clue linking the case to a merchant family, added weight to their claims. Convinced of the peril, the magistrate agreed to consult with the town council, the seeds of doubt now blossoming into concern.

In light of potential danger, the party offered their protection to the magistrate, their collective presence a shield against the chaos cult’s insidious reach. As night fell, they accompanied him to his family home, a bastion of wealth and security nestled amid the affluent neighborhood. The grandeur of the Adelring, its manicured landscapes and fortified walls, was a stark contrast to the chaos brewing beneath the city’s surface.

As the group settled into their vigil, Nora’s instincts led her to spot a hurriedly departing housekeeper, a detail that piqued the party’s curiosity. Felrick, with his gnomish agility and perceptiveness, stealthily entered the magistrate’s apartment, discovering it unlocked and filled with ominous groans emanating from the bedroom. The magistrate lay within, stricken with Purple Brain Fever, and a cloaked figure vanished into the night, leaving behind an air of malevolence.

Urgency gripped the party as they sought a cure, their path leading them to an apothecary who identified the need for a rare mushroom. The moon Morslieb loomed ominously overhead, its green glow a harbinger of impending doom. Guided by Gizmondo, a mushroom forager, they ventured into the night, aware that time was their greatest adversary.

Back at the magistrate’s residence, Dr. Heisdorn confirmed the dire diagnosis, his examination corroborating the urgency of their quest. The housekeeper, Gertie, recounted the events leading to the magistrate’s affliction, her account weaving into the tapestry of intrigue that enveloped the city. As the group regrouped, their resolve solidified, unwavering in their determination to save the magistrate and unravel the chaos cult’s machinations.

The night wore on, the party’s vigilance unwavering as they prepared to weather the trials ahead. Amidst the shadows of Bögenhafen, their bond was forged in the crucible of adversity, their collective mettle tested against the encroaching darkness. As they huddled in the magistrate’s apartment, the gravity of their mission weighed heavily upon them, yet hope flickered in the depths of their hearts—a beacon guiding them through the perilous night.

The session concluded with the party poised on the brink of uncertainty, their path fraught with danger yet illuminated by the promise of discovery. In the grim and perilous world they traversed, their story was but a thread in the grand tapestry of fate—a saga of courage, camaraderie, and the relentless pursuit of truth in a land shrouded in shadows.


Session Notes
  • Introduction by the GM (Luke): The session opens with a narrative describing the characters as heroes confronting the ruinous powers in Bögenhafen. Despite their journey’s end, they face rejection as their rooms are canceled, and their belongings nearly lost. Thindruk manages to salvage the situation, but suspicions of betrayal linger.

  • Return to Riverside Haven: With their original accommodations lost, the party returns to the modest Riverside Haven. They have encountered sinister sigils and the Ordo Septonarius, casting a shadow over their endeavors.

  • Qavitrae’s Advocacy: Qavitrae, with her steadfast elven demeanor, takes the lead in informing Magistrate Hines of the chaos threat. Initially dismissed, her fervent appeal gradually sways the magistrate’s skepticism.

  • City Watch Encounter: Armed with a letter from the magistrate, the party attempts to alert the City Watch. The Watch Captain dismisses their claims as fabrications, but assigns a guardsman to accompany them to the chaos temple.

  • Investigation of the Temple: The party revisits the sewers, finding the temple hastily dismantled. They uncover a gruesome scene: a mutilated dwarf and a goblin’s chewed pelvic bone. Alberta, a woman of questionable intent, reveals more secrets about the city’s underbelly.

  • Confrontation with the Magistrate: The party carries the dwarf’s corpse as evidence, intending to confront the magistrate. They initially face opposition from the watch commander, who wants to dispose of the body, but Wanda successfully intimidates them into allowing the party to retain it.

  • Strategic Discussion: The group discusses their approach to dealing with the chaos cult. Michael, playing Wanda, expresses concern about openly challenging the cult, fearing it may draw unwanted attention. Joe, playing Qavitrae, believes in confronting the chaos threat head-on, recalling the chaos wars.

  • Racial and Political Dynamics: The characters discuss the potential for support from the Cult of Sigmar, despite their diverse backgrounds (elf, dwarf, gnome) and the cult’s racial biases. They consider appealing to religious fanatics to take action against the chaos cult.

  • Nobility Discussion: An in-depth conversation ensues about the ranking of nobility, particularly regarding Thindruk’s title as a Viscount. The players debate the hierarchy of titles, referencing real-world and Warhammer lore.

  • Travel with the Corpse: The party moves through the city with the dwarf’s corpse in a wagon, covered with a tarp. Despite efforts to mask the smell, they attract attention and ridicule from onlookers and a jester.

  • The group makes their way to the festival court through bustling crowds, noting the AI-generated background imagery. A discussion ensues about AI and its limitations in various professions.

  • The players discuss AI’s unexpected appearances in generated content, like a Predator character in an image, and share anecdotes about AI’s role in their professions. Michael mentions regulations against using AI for certain work tasks, despite its potential efficiency.

  • Joe shares a personal story about someone unsuccessfully using AI-generated responses in a job interview.

  • As the session progresses, the focus shifts back to the in-game world. The party returns to the tent where the magistrate is located. Michael and Joe discuss the logistics of securing their wagon, which contains crucial evidence.

  • Wanda volunteers to guard the wagon, ready to intimidate anyone who approaches, while the rest of the party meets with the magistrate.

  • The magistrate shows interest in the party’s findings and quickly concludes his current business to meet them. As he exits the tent, a humorous scene unfolds as he dismounts his elevated chair, revealing his shorter stature.

  • The magistrate is visibly shocked upon viewing the evidence inside the wagon, which includes the remains of a dwarf and a three-legged goblin. Qavitrae catches a falling cloak to maintain the magistrate’s composure and offers to discuss the findings inside the tent.

  • Felrick, having found a handkerchief with initials at the crime scene, provides it as part of the evidence. The magistrate examines the goblin’s unusual pelvis, which further confirms the party’s claims.

  • The magistrate acknowledges the potential connection to the Steinhauser Hall, hinting at possible involvement of powerful merchant families. He expresses a need to discuss the matter with other town council members.

  • The party offers their continued assistance in the investigation, subtly reminding the magistrate of their need for compensation. Felrick and others attempt to gauge the magistrate’s true feelings during the interaction.

  • Luke, as the GM, clarifies that the magistrate’s shock at the evidence seems genuine, though his diplomatic demeanor makes reading his intentions challenging.

  • The magistrate decides to close court early, indicating that he might require the party’s services again. He instructs them to return the next morning for further instructions.

  • Joe, playing Qavitrae, stresses the urgency of addressing the discovered chaos cult, warning of potential plans to advance their dark agenda.

  • The magistrate agrees to align council support against the cult and acknowledges the need for protection. He offers the party a payment of 15 shillings for escorting him to his apartment.

  • The conversation shifts to logistics and compensation, with the party considering the magistrate’s offer reasonable for their protection services.

  • As the session concludes, there are discussions about the next steps, including dealing with the evidence and preparing for their role as bodyguards, while also considering their current disheveled state from the sewers.

  • The session begins with the magistrate directing someone to take a body back to the watch barracks, emphasizing the importance of the task, despite prior instructions to discard it.

  • Luke, the GM, narrates that the face of the body is barely recognizable, prompting a discussion among the players about how identification is possible given the body’s condition.

  • Damian humorously mentions how the group got wet, suggesting they dunked themselves in the river to alleviate the situation, which the GM confirms.

  • The party receives a payment of three shillings each for their efforts, which Joe reminds everyone to add to their character sheets.

  • The group travels through the Galton Plots, passing by various temples, before arriving at a wealthy neighborhood known as the Adelring.

  • As they enter the Adelring, they notice the grandeur of the area, with well-manicured landscaping and well-maintained cobblestone streets.

  • The members of the City Watch appear more equipped and give the party a scrutinizing look but recognize the magistrate.

  • The magistrate removes his powdered wig and robes, revealing his affluent status, which prompts mixed feelings among the group about their modest payment.

  • The party approaches a large estate with 15-foot-high stone walls topped with iron spikes. The gate is open, displaying a rounded golden cross that is unfamiliar to the group.

  • The GM offers to show a picture of the symbol, but it is not recognized by the characters.

  • The magistrate instructs the party to wait outside while he enters the estate, leaving the group to speculate on the nature of the building, with some humorously suggesting different terms for its size.

  • Michael and Damian, as Wanda and Nora, fail their awareness checks while attempting to look around, distracted by the architecture.

  • Felrick, played by Brian, skillfully observes the mansion and notes the security measures, including seeing a boy in a window with a bowl of cream who waves at him.

  • Felrick also notices the fortress-like nature of the estate, with particularly strong and high walls compared to neighboring properties.

  • The group discusses the potential threat of the boy in the window, with some joking about the possibility of using violence if the situation turns sinister.

  • They observe well-trained hounds, described as guard dogs, on the estate grounds, indicating a high level of security.

  • The magistrate returns after a short period, indicating that actions are being taken regarding the situation they discussed.

  • Felrick queries the magistrate about the ownership of the estate, learning it belongs to another city councillor, Herr Teugen, who is highly regarded by the magistrate.

  • The magistrate assures the party that Herr Teugen will investigate the issue thoroughly and that communication is already underway.

  • The party offers to escort the magistrate to his own home, which he accepts, noting the court docket is likely canceled for the day.

  • Felrick humorously suggests celebrating with drinks, but the magistrate reveals he abstains, aligning with the First Emperor’s teachings.

  • The session closes with a discussion about Herr Teugen’s potential involvement in previous events, particularly relating to a dwarf, indicating ongoing intrigue and potential conflict.

  • Robert initiates a conversation asking if Sigmar was the first emperor, to which Luke affirms, adding a humorous remark about Sigmar declaring an empire.

  • Joe, playing Qavitrae, humorously claims never to have met Sigmar but mentions compatriots’ positive opinions of him.

  • Luke, the GM, suggests an interest in discussing ancient times with Qavitrae over a meal, met with Michael’s (playing Wanda) jest that Qavitrae can’t stop talking about old times.

  • Joe offers that Qavitrae has many stories, some nerve-shaking, but some are pleasant tales of the woods.

  • The group is led back to the streets, reaching the Drake Plots, specifically the largest building known for its spiky structure.

  • Joe inquires whether they asked Herr Teugen why his house would pay for the release of a dwarf.

  • Luke confirms the matter was made clear, and Joe clarifies the dwarf’s connection to the court and the House Twilgen’s involvement.

  • Luke explains Johann’s philanthropic nature, stating he routinely releases pilloried drunks, relying on a servant to assess their remorse.

  • Joe humorously misinterprets this as a joke, but Luke clarifies it isn’t, highlighting cultural differences in humor.

  • Luke reassures that Johann will inquire further about the dwarf’s situation post-bail.

  • Joe and Michael express appreciation for the magistrate’s kind words and payment, discussing plans to meet at the court in the morning.

  • Luke describes the magistrate’s apartment setup above the city’s courts, noting a back entrance and a housekeeper letting him in.

  • The magistrate thanks the party for their service to Bögenhafen and the Empire.

  • Michael and Damian express skepticism about the magistrate’s survival by morning, suggesting a potential assassination.

  • The group discusses the lack of inns nearby, contemplating staying to protect the magistrate but wary of loitering in the governmental area.

  • Michael humorously proposes hanging out on rooftops, eliciting further discussion on potential surveillance strategies.

  • Brian suggests using stealth to find a hidden vantage point to monitor the magistrate’s safety.

  • Luke allows Brian to use his bounty hunter background to find a suitable stakeout location, providing a skill bonus.

  • Brian identifies two options: breaking into an office for a view or accessing a rooftop, weighing the benefits and risks.

  • The group decides on breaking into an office after work hours for surveillance, noting the timing of office closures.

  • Brian and Joe humorously recall past mishaps during such attempts, emphasizing caution this time.

  • By 5 o’clock, the area empties, leaving the group to plan the break-in.

  • The group debates the lack of skills in breaking and entering, realizing Thindruk possesses the necessary skullduggery skill.

  • Robert, playing Thindruk, volunteers to pick the lock, joking about becoming a crime lord.

  • Robert checks whether Thindruk has the necessary tools, humorously considering using a writing kit for lock-picking.

  • The session begins with the party in a first-floor office of the local bureaucracy. The door is locked, but it is not a particularly robust lock, offering a potential opportunity for entry.

  • Thindruk Steelbone, played by Robert, considers using fishing hooks, suggested by Felrick Flappan (Brian), to attempt to pick the lock. Luke, the GM, agrees that fish hooks could reduce the difficulty of the task.

  • Despite the reduced challenge, Thindruk fails to unlock the door, narrowly missing success. The group considers using a fortune point to reroll but ultimately decides against it. Felrick laments the loss of his lucky fish hook in the process.

  • Thindruk’s attempts leave multiple fish hooks stuck in the lock, making the lock unusable. The characters joke about leaving a humorous note regarding the situation.

  • The party discusses options, noting that breaking the door would be conspicuous and could attract unwanted attention. Wanda Hahnemann, played by Michael, suggests the need for discretion to avoid detection.

  • The group considers scaling the building or checking windows for alternative entry. Felrick successfully finds an unlocked window, providing an entry point without breaking the door.

  • Felrick enters first, followed by the rest of the party. The room appears to be an office for accounting or bookkeeping, with a clear view of the magistrate’s front door.

  • The characters decide to take turns keeping watch. Nora Abendroth, played by Damian, volunteers for the first shift, while Qavitrae (Joe) and Thindruk plan for the darker shifts due to their night vision.

  • Discussion ensues about the season, identified as early to mid-spring, which could affect their watch strategies and environment.

  • Nora makes an awareness check during her watch and succeeds, observing the housekeeper leaving the magistrate’s residence in a hurry. The party debates the significance of the housekeeper’s actions.

  • Nora attempts to scrutinize the housekeeper’s demeanor from a distance, but the difficulty is high due to the distance, and she fails to gather conclusive information.

  • The presence of a light in the magistrate’s residence is noted, indicating someone is still awake, which adds to the urgency and intrigue surrounding the night’s events.

  • Damian expresses uncertainty, and Michael comments on the expense of something unspecified. Luke discusses the size of flames and their suitability for lighting, suggesting either small flames or large fireplace flames.

  • Damian decides to wake Felrick, gently poking him and mentioning the housekeeper’s absence. Felrick reflexively reacts in a way that could be considered aggressive, which is humorously acknowledged by Luke and Michael.

  • Damian explains to Felrick that the housekeeper left for a drink, suggesting an opportunity to investigate. He compliments Felrick’s stealth abilities, indicating suspicion about activities nearby.

  • Brian asks if people walking away are still visible. Luke describes the medieval street layout, indicating multiple streets converging at odd angles, which obscures the view.

  • Damian suggests the housekeeper might have left for a drink due to the Shopping Fest. He considers sneaking but admits his broad shoulders might cause disturbances, encouraging Felrick to investigate.

  • Brian questions the nature of the housekeeper’s departure, while Damian speculates she left the premises unlocked for her return.

  • Damian proposes a cautious approach to checking the door, encouraging Felrick to seize this unique opportunity to explore.

  • Brian and Damian agree to proceed with the plan, with Damian offering to keep watch outside while Felrick investigates.

  • Luke confirms that only Nora and Felrick are involved in the investigation, while the others presumably remain asleep.

  • Brian and Damian banter about the effects of interrupted sleep, emphasizing the importance of allowing the rest of the group to sleep undisturbed.

  • Luke describes the door mechanism as a simple lever or handle, suggesting it may not be locked. Felrick turns the doorknob, gaining entry.

  • Inside, they find a small foyer with coat hooks, a cubby for boots, and a narrow, creaky stairwell leading up.

  • Luke notes dim light from upstairs, prompting an awareness check for Felrick and Nora. Brian and Damian prepare to ascend quietly.

  • Felrick and Nora perform stealth checks to avoid making noise on the creaky stairs. Felrick carefully ascends, guided by Damian’s silent encouragement.

  • As Felrick reaches the top, he observes a modest but comfortable apartment. The living area includes a fireplace, furniture, and art, with a balcony overlooking Bögenhafen.

  • Felrick notes light from a nearly closed bedroom door and hears sickly groans. Luke describes the groans as potentially from illness or injury.

  • Felrick cautiously checks the room for occupants, confirming through an awareness check that it’s clear before approaching the bedroom.

  • Luke describes the magistrate in bed, his face swollen and purple, struggling to breathe. Felrick reacts with a gasp, incurring mental peril.

  • Felrick’s presence prompts the floor to creak, and the door swings open to reveal a tall, cloaked man with pale skin. The man remarks on Felrick’s unexpected presence.

  • Felrick attempts to shoot the intruder with an arrow, initiating a round of initiative rolls.

  • Brian rolls low initiative, and the cloaked man engages playfully, disappearing in a puff of smoke as he retreats.

  • Felrick, shaken by the encounter, smells of fear. He hesitantly enters the bedroom to assess the magistrate’s condition, acknowledging his lack of healing skills.

  • Felrick’s Attempt to Assist the Magistrate: Felrick notices the magistrate is still alive but struggling to breathe. He attempts to aid him by sitting him up or rolling him on his side to alleviate his difficulty breathing. Despite his efforts, Felrick is unsure what more he can do and considers attempting a tracheotomy, jokingly claiming to be a pioneer in medical techniques.

  • Brian’s Dilemma and Failed Heal Check: Brian (Felrick) decides to perform a heal check, despite it being his worst attribute, with the difficulty set at negative ten, challenging. The check fails, and Felrick realizes he has no idea how to alleviate the magistrate’s choking predicament.

  • Nora’s Response: Nora, upon hearing Felrick’s call for help, considers running back to the building or using her Blitzball to alert others. She chooses the latter, throwing the Blitzball at the window to wake everyone up.

  • The Group’s Reaction: The rest of the party, hearing the noise, gathers quickly. They grab their weapons and prepare to rush to the scene. Felrick informs them of the presence of a sorcerer who vanished, causing the magistrate’s dire condition.

  • Qavitrae’s Successful Heal Check: Qavitrae examines the magistrate and performs a heal check, succeeding with a roll of 01, which prompts a discussion about whether it counts as a critical success. Despite the rules about flip-to-fail mechanics, Qavitrae identifies the ailment as Purple Brain Fever.

  • Discussion of Remedies and Materials: The group discusses potential remedies and medical supplies, including Quicksilver, royal water, smelling salts, and various herbs. Qavitrae shares her knowledge of the treatment, which requires rare herbs to be compounded and administered past the tongue.

  • Urgency for an Apothecary: They realize the need for an apothecary to compound the cure and debate the timeframe, deciding that the magistrate could survive for days or even a week in his current state.

  • The Search for an Apothecary: Qavitrae and Wanda decide to find an apothecary, taking the magistrate’s coin purse to ensure they can pay for services. They debate whether apothecaries live above their shops and consider waking one up.

  • Locating the Apothecary: After asking around, they locate an apothecary on the northern end of town. They explain the urgency of the situation to the apothecary, who is groggy but willing to help.

  • Missing Ingredient - Toad Hips: The apothecary informs them that she is out of the crucial ingredient, toad hips, which are required for the cure. She suggests they need to be foraged from the forest as they are uncommon.

  • Plan to Find the Mushroom: The apothecary describes the mushroom needed: a small, triangular cap resembling a Robin Hood hat, purplish with blue streaks. She offers to contact a mushroom forager in the morning.

  • Awareness Checks: Qavitrae and Wanda perform awareness checks while in town, both succeeding. They learn from the apothecary about a mushroom forager she typically employs, who will be contacted at daylight.

  • Time Constraints: The apothecary notes that even if they find the forager, mushrooms cannot be located in the dark, indicating that they must wait until morning. The group is pressed for time but has a lead on how to obtain the necessary component for the cure.

  • Discussion Outside the Apothecary: The group, outside the apothecary, experiences an overcast night with a humid atmosphere and some fog. The clouds part briefly, revealing the moon Manslieb and the ominous green glow of the moon Morslieb, which is known as a bad omen.

  • Persuasion Attempt: Qavitrae attempts to persuade the apothecary’s assistant to help them find the necessary remedy for the magistrate, emphasizing the magistrate’s importance and kindness to the city.

  • Journey Through the City: The party walks through a rough part of town, with the apothecary assistant leading them. Wanda displays a menacing demeanor to ward off potential threats. Qavitrae is visibly armed with a martial sword, discouraging would-be thieves.

  • Encounter with a Forager: The apothecary assistant brings the group to a small apartment where a scraggly man, identified as a mushroom forager named Gizmondo, is convinced to help after a brief argument. Gizmondo acknowledges the difficulty of finding the required mushrooms and agrees to start searching, motivated by two shillings from the magistrate’s purse.

  • Return to the Apartment: Back at the magistrate’s apartment, the housekeeper returns with Dr. Heisdorn, a middle-aged man with spectacles and a large leather bag. The party is initially questioned but explains their role as bodyguards.

  • Dr. Heisdorn’s Examination: Dr. Heisdorn examines the magistrate and confirms the diagnosis of Purple Brain Fever, agreeing with the potential treatment using herbs suggested by the party. He writes detailed instructions for the apothecary to prepare the treatment.

  • Felrick’s Account: Felrick recounts witnessing a cloaked figure who vanished in smoke, suggesting magical involvement. This information is shared with the group as they contemplate the mysterious circumstances of the magistrate’s illness.

  • Housekeeper’s Explanation: The housekeeper, Gertie, recounts the events leading to the discovery of the magistrate’s illness, describing his sudden symptoms after dinner and her attempts to provide first aid before seeking a doctor.

  • Plan and Observations: The group discusses their observations and plans while waiting for the others to return. They note the presence of Morslieb in the sky, its ominous glow visible through the windows.

  • Arrival of Qavitrae and Wanda: As Qavitrae and Wanda return, the group reunites, and they note the symbolic presence of Morslieb as witnessed by Gertie, who introduces herself formally to the party.

  • The conversation begins with a light-hearted discussion about the Sigmarian equivalent of crossing oneself, with some humor injected by various players.

  • Luke, as the GM, describes a scene where a character picks up a hammer and smashes something, possibly referring to a religious or symbolic action.

  • Joe humorously mentions being “rich in vermin,” to which Michael adds a remark about the actions of Sigmar, suggesting a series of exaggerated actions like shooting or cursing someone.

  • The GM, Luke, elaborates on a gesture like a closed fist over the heart, symbolizing protection by Sigmar, linking it to the accursed moon blamed for disease.

  • The discussion turns to recent events in the city, with characters connecting the current troubles to the Schaffenfest.

  • Joe, playing Qavitrae, returns the counselor’s purse, mentioning a gold crown retained as a fee for the group. This is met with acknowledgment from the GM, Luke.

  • Joe updates that they have found an apothecary and a mushroom hunter to create a cure for the purple brain fever, but it may take a day or more.

  • Qavitrae requests permission from the housekeeper to stay in the townhouse for the next few days to keep the counselor safe. The housekeeper agrees, noting the lack of beds but promising to make do.

  • The housekeeper discusses who needs to be informed about the counselor’s illness, mentioning his assistant, Andrea.

  • The group makes arrangements for a stay, preparing to sleep on blankets and pillows on the ground. Despite the lack of luxury, the accommodations are considered better than other places they have stayed.

  • Joe, as Qavitrae, jokes about the comforts of home, noting a chamberpot and a small closet for privacy.

  • The session concludes with reflections on their actions, acknowledging they have the chance to save the counselor’s life, which they might have missed had they returned to the inn.

  • The group humorously discusses their payment, mentioning a gold crown and shillings, with a nod to Wanda’s bad math skills.

  • Luke, as the GM, reminds the party that they acted bravely and selflessly, earning an order point with no corruption.

  • Players reflect on character development and the motivation for their actions, noting Qavitrae’s rarity in acting selflessly due to the chaos involved.

  • The conversation shifts to future challenges, foreshadowing potential conflict with a merchant described as a city pillar and a fortress-like house to infiltrate.

  • Players joke about “Shadows Over Bögenhafen” being a fitting name for the next chapter, referencing its original use in the adventure title.

  • The session wraps up with expressions of enjoyment for the game, system, and characters, and Michael announces intentions to retire early for the night.