The dawn broke over Bögenhafen, casting a pale, uncertain light through the narrow streets and alleys of the city. In the modest apartment above the city courts, the companions stirred from a restless slumber. Shadows clung to the corners, and the air was thick with the lingering scent of fear and uncertainty. The magistrate, Heinz Richter, lay stricken in his bed, the pallor of his skin a stark contrast to the dark circles beneath his eyes. The dreaded purple brain fever had taken hold, a sinister affliction that threatened not just his life but the very soul of the city.
Gertie, the magistrate’s devoted housekeeper, moved quietly through the apartment, her footsteps muffled against the worn wooden floors. The aroma of sizzling bacon and freshly baked bread wafted through the air, a meager attempt to ward off the encroaching despair. As the companions gathered around the small kitchen table, the gravity of their situation weighed heavily upon them. They exchanged glances, unspoken questions lingering in the air. Time was slipping away, and with each passing moment, the shadows of chaos grew longer.
“We must act,” one of them urged, breaking the silence. “The magistrate’s life hangs by a thread, and the forces that struck him will not rest.”
Gertie approached, placing plates of food before them. “Heinz always spoke highly of those who stood against the darkness,” she said softly. “I believe he would trust you.”
After a hurried meal, they decided their next course of action. They needed allies, someone within the city’s tangled bureaucracy who could help them unravel the conspiracy tightening its grip around Bögenhafen. Their thoughts turned to Andrea, the magistrate’s assistant—a woman of sharp mind and, they hoped, an open heart.
Navigating the labyrinthine corridors of the town hall, they encountered indifference and thinly veiled hostility. Clerks and officials shuffled papers and mumbled excuses, directing them from one office to another. Eventually, they stood before a narrow-faced man with a hooked nose guarding the magistrate’s office.
“The magistrate is unavailable,” he intoned, attempting to close the door.
“This cannot wait,” one of the companions insisted, wedging a foot in the doorway. “Lives are at stake.”
A tense standoff ensued, but their determination won out. Reluctantly, the man directed them to the courts where Andrea might be found.
At the courts, they found Andrea immersed in stacks of documents, the weight of responsibility evident in her eyes. She looked up as they approached, recognition flickering across her face. “I remember you from the proceedings,” she said cautiously. “What brings you here?”
They recounted the harrowing events—the magistrate’s sudden affliction, the insidious reach of chaos within the city’s highest echelons, and their suspicions regarding Councillor Teugen. Andrea’s expression shifted from concern to disbelief.
“Councillor Teugen is a respected man,” she protested. “These are serious allegations.”
“Respected or not, the evidence points to him,” they replied. “The magistrate sought his counsel before he fell ill. We fear he may be involved.”
Andrea hesitated, the conflict evident in her gaze. Finally, she nodded. “I will inform the city watch to guard the magistrate. But tread carefully—accusations without proof could cost you dearly.”
Leaving the courts, the companions knew they needed more than official channels. The whispers of prophecy echoed in their minds, leading them back to the Schaffenfest and the tent of the mystic Magritte. The festival grounds were alive with activity, but a sense of unease permeated the air, as if the city itself sensed the gathering storm.
Inside the tent, Magritte awaited them, his eyes reflecting the flicker of candlelight. “I have been expecting you,” he murmured. “The threads of fate are taut around you.”
He took Nora’s hands, his touch cold and trembling. As he delved into his visions, his voice took on an otherworldly timbre. “The great have killed the small, and the highest serve the lowest. The eye is upon you. Seven and two—one of the two will destroy the others.”
The companions listened intently, deciphering the cryptic messages. Connections formed in their minds—the Ordo Septenarius, the secretive gatherings beneath the city, the merchants entwined in dark rituals.
“Beware the man who is not a man,” Magritte warned, releasing Nora’s hands. “Great evil watches you.”
With renewed urgency, they departed the tent, the seer’s words fueling their determination. The sun cast long shadows as they made their way to the Steinhager warehouse along the riverfront. The docks bustled with activity, laborers hefting crates and shouting orders, oblivious to the sinister undercurrents flowing beneath their daily toil.
Confronting the warehouse foreman, they inquired about the supposed death of the elusive goblin. The man spun a tale of bravery, claiming he had slain the creature himself with a crowbar. Skepticism etched on their faces, the companions pressed him further. The foreman’s bravado faltered under their scrutiny.
“Show us where it happened,” they demanded.
He led them to a nondescript area, devoid of any signs of struggle or blood. Sensing deceit, one of the companions drew a blade, the cold steel pressing lightly against the foreman’s throat.
“Truth now,” they hissed. “Or you’ll wish you’d never lied.”
Fear gleamed in the foreman’s eyes. “Alright! It was Herr Franz Steinhager,” he confessed. “He ordered me to say the goblin died here. I don’t know anything else, I swear!”
Satisfied, they released him, slipping a few coins into his trembling hand. “Keep this to yourself,” they warned before slipping back into the throng of the docks.
Darkness began to cloak the city as they approached the Crossed Pikes tavern, a modest establishment tucked away in a less-traveled corner of Bögenhafen. Inside, the dim lighting and sparse clientele gave the place an air of quiet secrecy. Franz Bauman, the tavern’s proprietor, regarded them with a measured gaze as they ordered ale and inquired about more than just the menu.
“Information has its price,” Bauman said, his fingers drumming lightly on the countertop.
Coins exchanged hands, and the companions found themselves in a secluded corner, the murmurs of other patrons fading into the background. Bauman spoke in low tones of the happenings beneath the Steinhager offices—the hidden entrances to the sewers, the nocturnal gatherings of merchants, the unsettling sounds echoing through the underground tunnels.
“Chanting, screams, bodies turning up missing their hearts,” he detailed grimly. “Whatever they’re doing down there, it’s nothing good.”
“We intend to stop it,” they declared.
Bauman studied them carefully. “You’re braver than most. Or more foolish. Either way, you’ll need help.” He offered tools for their venture—pry bars, ropes, and masks to conceal their identities. “And a place to bring anyone you might capture. Discretion is key. The city’s elite won’t take kindly to your interference.”
Preparations were swiftly made. Back at the tavern, they donned quilted jerkins provided by Bauman, testing the weight and fit of the protective gear. As they readied themselves to depart, one of Bauman’s associates approached with a bag of tools and a solemn nod.
Stepping out into the chill night air, they felt a palpable tension. The streets were quieter now, the usual bustle subdued. Looking up, they saw Morslieb, the accursed green moon, hanging low and ominous in the sky. Its sickly luminescence bathed the city in an eerie glow, casting distorted shadows that danced at the edges of their vision.
A sense of dread settled upon them. Thindruk and Wanda found themselves transfixed by the moon’s visage. To their horror, the mottled surface seemed to contort into a leering face, eyes like voids staring directly into their souls.
“Do you see it?” Wanda whispered, her voice barely audible.
Thindruk nodded slowly, a chill crawling down his spine. “It’s watching us.”
They shook off the unease, forcing themselves to focus. Time was of the essence. Guided by Bauman’s directions, they slipped into a hidden entrance leading to the sewers—a dank, labyrinthine underworld beneath Bögenhafen’s cobblestone streets. The stench was overpowering, the darkness nearly absolute save for the dim glow of their lanterns.
As they navigated the fetid tunnels, the sounds of the city above faded, replaced by the distant drip of water and the scurrying of unseen vermin. The walls seemed to close in, the weight of the earth pressing down upon them. Every so often, they exchanged glances, the gravity of their mission reflected in their eyes.
They reached a solid wooden door set into the damp stone—a likely entrance to the Steinhager offices above. With tools in hand, they prepared to breach the barrier, hearts pounding in anticipation.
Above them lay the heart of the conspiracy—a nexus of power and corruption that threatened to engulf the city. The companions steeled themselves, knowing that failure was not an option. The path ahead was fraught with peril, but they were united in purpose.
As they began their ascent into the unknown, the faint echoes of chanting reached their ears—a haunting melody that chilled the blood. The air grew thick with a malevolent energy, the very fabric of reality seeming to waver.
They exchanged one final look, a silent vow passing between them. Whatever awaited beyond the door, they would face it together. The fate of Bögenhafen hung in the balance, and with grim determination, they stepped forward into the shadows.
The session begins with Luke, the GM, inviting the players to gather for the next part of their adventure in Bögenhafen, setting a tone of intrigue and danger. The party, having gathered evidence regarding a murder linked to the Teugen family, confronts Magistrate Heinz, who is initially skeptical. However, the weight of the evidence, including the sight of a dwarf’s corpse and a significant clue, convinces him of the imminent threat they face. Magistrate Heinz vows to consult the town council for assistance against the chaos that is rising in the city. As night falls, the party mistakenly believes they are escorting the Magistrate to his home in Edelring. They soon realize they have instead brought him to the Teugen family mansion, causing surprise and dismay among them. After consulting with a fellow counselor, Magistrate Heinz requests to be taken to his apartment above the city courts. The party decides to set up a watch in his apartment, fearing potential assassins may come for him during the night. During the watch, Nora notices the housekeeper leaving the apartment in a hurry. This prompts Felrick to investigate further, revealing that the Magistrate has fallen ill with purple brain fever, a dire condition. The group learns that a mysterious figure has vanished, leaving behind a sense of malevolence, which heightens their urgency to find a cure for the Magistrate. Their quest for the necessary mushroom to cure the Magistrate leads them through the dark streets of Bögenhafen, guided by a forager, while the ominous glow of Morslieb looms in the sky. After regrouping in the Magistrate’s apartment, the party strengthens their resolve to face the challenges ahead, united by their courage and hope. Luke transitions the scene to the morning after, where Gertie, the housekeeper, begins cooking breakfast, filling the air with the scent of bacon and oats. The players express satisfaction with the improved living conditions compared to their previous accommodations, remarking on the cleanliness and comfort of the Magistrate’s apartment. Michael inquires about the duration of Gertie’s service to the Magistrate, reinforcing the sense of concern for his well-being. The players discuss their plan for the day, emphasizing the importance of reporting the Magistrate’s condition to the council and potentially contacting his assistant, Andrea, regarding the situation. Gertie mentions that Andrea will likely be in the Magistrate’s office today, adding a sense of urgency to their plans. The party debates their roles, with Joe suggesting that some should stay to protect the Magistrate, while others, including Thindruk and Wanda, head to the town hall to speak with officials. The party enjoys their hearty breakfast, discussing their plans and the need for vigilance, given the threats they face. Luke describes the town hall as an imposing structure in the center of Dreykaplatz, featuring a dwarf-built clock and bell, indicative of the city’s wealth. Upon entering the town hall, the party initially faces indifference from the clerical staff. Joe nudges Thindruk forward to assert his noble status and request information about the Magistrate’s assistant. The clerk, initially unhelpful, eventually points the party toward the counselor’s office after some persistence and confusion regarding their request. As they arrive at the indicated door, Joe takes charge, pushing it open to confront a thin, nervous man claiming to be the assistant. Joe asserts their urgent need to speak regarding the Magistrate’s condition. The assistant expresses skepticism and attempts to shut the door, leading Joe to push back and assert the seriousness of their situation, revealing the Magistrate’s condition and the suspicion of chaos involvement. The assistant continues to resist, leading to tension as the party asserts their presence and the gravity of their claims. The party’s interactions highlight their diverse approaches: with Joe’s determination to gain access, Nora’s support, and the assistant’s reluctance to believe without proper verification. The session showcases the growing tension surrounding the political intrigue in Bögenhafen, setting the stage for further confrontations and investigations into the chaos threatening the city. Morning Interaction Discussion of the Writ Casual Banter Video Issues Problem-Solving Character Dynamics Contract Discussion Fellowship Roll Magistrate’s Illness Urgency in Action Confrontation with the Office Manager Next Steps Awareness Check Discovery of the Merchant House Symbol Speculation on Chaos Influence Plan to Visit the Town Court Arriving at the Town Court Accessing the Court Offices Meeting Andrea Details of the Investigation Andrea’s Reaction Councilman Teugen’s Defense Discussion on Trustworthiness of Characters Debate on Councilor Teugen Concerns About Chaos Influence Andrea’s Role and Assistance Plans for Investigation Luther’s Return Strategizing Amidst Chaos Next Steps and Leads Return to the Fortune Teller Collective Decision Making Arrival at Magritte’s Tent The session begins with Damian expressing agreement with another character’s observation about water, albeit with some hesitance. Joe interjects to clarify that the term should technically be “Walter,” prompting further agreement from Damian. Luke describes Magritte preparing for a seer reading, noting that he is setting up incense cones and lighting candles, creating a more elaborate atmosphere than in previous interactions. Joe asks to examine the Winds of Magic, to which Luke agrees. Damian makes a humorous comment about Felrick’s potential for profit from the situation, to which Joe replies affirmatively. Luke reveals that the character senses subtle movements in the Winds of Magic but cannot discern more specifics at this time. Magritte then has Nora sit across from him and instructs her to place her palms face up, which she does hesitantly while noting the elaborate setup. Magritte assures Nora that there is no charge for the reading and expresses hope that they can stop impending danger, hinting at potential chaos but being uncertain about the specifics. Nora becomes more engaged upon hearing Magritte’s concern, and he takes her hands, murmuring strange words and eventually raising his voice to deliver a cryptic prophecy: “The great have killed the small, and the highest serve the lowest.” He grips Nora’s hands tightly, warning her that she is in great danger and that a great evil is watching her. Damian asks if the danger is present in the tent, but Magritte admits uncertainty, acknowledging his limited powers while indicating that strong destinies can be sensed. Magritte mentions that he often knows when someone will come into wealth or face death, but does not confirm any specific death predictions for the group. Felrick questions whether any of them are still in danger, to which Magritte responds with a shrug, suggesting he has more insights to share. Magritte retrieves a rosewood box and prepares tea, explaining that this technique was learned from a traveler. As he prepares the tea, he instructs Nora to drink it all but leave the leaves before returning the cup to him. Nora takes the cup and stirs it with a sliver of bacon before drinking, and Magritte studies the leaves afterward, affirming he sees “seven” and “two,” ominously stating that one of the two will destroy the others. Michael asks how many counselors there are, leading to a puzzled moment amongst the characters as they seek clarity on the prophecy. Joe recalls a classical phrase he encountered previously, “Ordo Septenarius,” recognizing its connection to the number seven. Luke confirms the term’s significance, indicating that it might relate to an ominous order. Joe pushes for further information about the “Order of the Seven” and reflects on its negative implications from past encounters. The group expresses skepticism about the prophecy, with Damian speculating that a powerful figure might be working for Chaos. The conversation continues as they discuss the implications of the prophecy and the characters involved, with Brian humorously suggesting they might need to look for the number two in their surroundings. Luke reveals that the town council consists of 15 seats, prompting inquiries about the identities of the seven mentioned in the prophecy. As the characters ponder the meaning of “seven” and “two,” they consider the potential threats and connections to the chaotic influences in their environment. Joe humorously suggests they should be on the lookout for the number two, while the group attempts to piece together the significance of the prophecy. The session shifts to a scene where the party moves through a town square and encounters a filthy-looking man who is shouting prophecies, capturing the attention of passersby. The man repeatedly exclaims that “we are all doomed” and “chaos is upon us,” resonating with some audience members while annoying others. Joe decides to have Qavitrae listen closely to the man’s proclamations for any useful information. The man suddenly begins to shudder and speaks of “seven” and “nine,” declaring that all will be his, which raises eyebrows among the party members. Damian confirms the number mentioned as “nine,” leading to humorous banter about counting and the importance of numerology in their context. Luke describes the man as becoming more animated, locking eyes with Thindruk and proclaiming, “The mark is upon you,” which creates tension in the group. Michael expresses concern while Luke describes the filthy man trying to approach Thindruk, prompting Thindruk to retreat behind Wanda for safety. Luke narrates the man’s erratic behavior as he begins to paw at Wanda while delivering more cryptic warnings about death and chaos. Joe attempts to look into the Winds of Magic again, seeking further insights amidst the chaos unfolding. The man exclaims that the “star within the circle is the mark of death,” further intensifying the ominous atmosphere. The session concludes with the group preparing to confront the chaos and danger surrounding them as they navigate through the town. The session begins with a chaotic moment as a captured individual struggles to escape, yanking at his hand and shrieking, “LET ME GO!” This sets a frantic tone for the unfolding events. Michael’s character, Wanda, firmly responds with “No,” asserting control over the situation. Joe, playing Qavitrae, congratulates Wanda on successfully capturing a wealthy individual, calling out, “Hey, congratulations, Wanda! You’ve caught the rich!” This moment introduces a lighter interaction amidst the tension. The mysterious individual begins to provide cryptic answers to Michael’s questions about his origins, responding, “Here and there, here and there… Everywhere to nowhere,” suggesting a life filled with wanderings and secrets. As Michael continues to press for information, asking, “Where have you been?”, the individual states, “Lived in a big house, died in a small house,” hinting at a significant backstory and potential loss. Robert’s character inquires about who speaks to the captured individual, confirming earlier comments that Thindruk, played by himself, has been marked for something sinister. The captured individual appears conflicted and unsure, stating he does not know who speaks to him: “I don’t know, I don’t know. It could be the voice of Sigmar, it could be the voice of hell.” This duality introduces a sense of impending doom and uncertainty regarding the voices he hears. Michael suggests that the individual should “pray that it is Sigmar” and advises him to go to his church, demonstrating a practical approach to the chaotic situation. As the tension escalates, Brian’s character, Felrick, decides to take drastic action, declaring, “I’m gonna stab him through the neck,” which elicits laughter and surprise from the group. This moment emphasizes the extremes characters are willing to go to in the face of danger. Damian, playing Nora, attempts to intimidate the captured individual, rolling for the action amidst the heightened tension. The group discusses the mechanics involved, including critical failures and re-rolls tied to Michael’s character’s abilities as a bailiff. The captured individual, in a moment of desperation, suggests seeking shelter in the temple, specifically mentioning, “You should seek shelter in the eyes of the gods,” which creates a sense of urgency and desperation. As he attempts to flee, the group notices he is running towards the Temple of Sigmar, prompting a discussion about the potential ramifications of his actions for the city. Joe makes a remark about the string of unfortunate events surrounding Thindruk, indicating a growing concern for his character’s safety. The conversation transitions to the mention of a star within a circle, which is described as a sign of death. This reference leads to speculation about its chaotic implications and potential enemies. The group debates whether the star within a circle could represent a chaotic symbol, solidifying their understanding of the larger threats at play. Luke, the GM, interjects with a playful banter about demons and devils, adding humor to the tense atmosphere. The players engage in a light-hearted conversation about the differences between the two, referencing popular culture and their own campaigns. As the session progresses, Luke describes the group’s movement to a warehouse located on the riverfront, where they are tasked with investigating a crime scene. The players consider their approach, with Joe suggesting that Thindruk should take the lead, while others express their willingness to step forward. Felrick takes the initiative to engage with a stevedore, using authority to gain access to the warehouse and leveraging a city seal to assert their legitimacy. The foreman, a greasy-looking man, approaches, expressing confusion about the situation. Joe continues to press for answers about the goblin corpse found in the warehouse. The foreman claims responsibility for discovering the goblin, but his demeanor raises suspicion among the party, leading to further scrutiny. The players collectively decide to intimidate the foreman into revealing the truth about the goblin incident, showcasing their varied skills in intimidation and persuasion. Brian’s character, Felrick, draws a knife and threatens the foreman, while Michael assists with his own intimidation skills, creating a tense standoff. The foreman eventually reveals that the boss, Herr Franz Steinhager, ordered him to report that a goblin had died in the warehouse, indicating a cover-up or deeper involvement of the family. The session concludes with the party reflecting on their findings, discussing the implications of this new information, and determining their next course of action. The session begins with a casual conversation among the players, discussing potential leads and information regarding movements in the sewers of Bögenhafen. Michael inquires about the individuals involved in the sewer activities, specifically whether they are associated with the Teugen family or if there is a larger group involved. Joe mentions the possibility of a head of the family being involved, suggesting that the situation may be more complex than just one person. The conversation shifts to the concept of “the seven,” indicating a connection to a larger plot or organization that the characters are trying to unravel. Michael expresses a desire to understand Brittles, implying that he may have difficulty deciphering the riddles associated with this entity without the ability to read. Joe humorously comments on the challenges of interpreting prophecies, suggesting that they often lead to confusion rather than clarity. The players reflect on their characters’ experiences in similar environments, with Michael stating that he and Felrick are the only ones accustomed to such places. Joe suggests that Thindruk may have frequented similar establishments, potentially indicating a past of financial misfortune due to gambling. The GM (Luke) provides directions to a small tavern known as the Crosspikes, explaining its location relative to the eastern gate and the Schaffenfest. The characters arrive at the Crosspikes, where they find it modest and seemingly in the process of opening for the day. Luke describes the setting, indicating it’s around noon and the players may be the first customers. The tavern’s bartender is introduced as a stern-looking man with slicked-back hair, holding a dagger while serving drinks, which adds an air of danger to the establishment. The bartender engages with the players, asking if they are in town for the shopping fest, and offers them a pint along with some cheese and bread for lunch. The players discuss the bartender’s demeanor, with Michael considering how dangerous he appears and whether Wanda may be attracted to him. Luke encourages the players to make a scrutinized check to gauge the bartender’s demeanor, leading to Michael’s assessment that he seems calm and confident, despite the presence of a dagger at his belt. The players note the presence of two large men in the tavern, likely bouncers or enforcers, emphasizing the tavern’s potentially dangerous atmosphere. The players are the only patrons present, as it is early in the day, with some staff members seen cleaning and preparing for customers. Michael expresses interest in ordering cheese, bread, and ale, while joking about the bartender’s demeanor and the unusual cross-guard on his knife. The bartender begins to serve drinks and food while inquiring about the type of information the players are seeking, leading to an exchange about potentially incriminating notable individuals in the city. Michael attempts to negotiate the price for information, revealing that he has bargaining and intimidation skills. The bartender, skeptical but intrigued, mentions a wastelander working for the city and prompts the players to ask their questions. Michael inquires about who has been trafficking in the sewers, specifically beneath a building known as the Steinhager offices. The players struggle with the name, with various humorous mispronunciations. The bartender states that for information on the Steinhager offices, he would charge 20 pence for each piece of information. Felrick, feeling generous and curious, places five shillings on the table, indicating he is willing to pay three times the amount requested. The players engage in bargaining, with Joe expressing interest in assisting Felrick with the negotiation. The bartender accepts the offer and begins to share information about the Steinhager offices, revealing that an entrance to the sewers was installed there 12 to 18 months ago. He notes that members of the Steinhager family and other merchants have been seen entering the office at odd hours, accompanied by strange noises from the sewers, including chanting and screams. The bartender mentions finding mangled bodies in the sewers, typically missing their hearts, which raises the stakes significantly for the party. Joe, in a comedic moment, asks if the bartender has observed any overt agents of chaos or demons, to which the bartender admits he does not have the knowledge to make such conjectures. Michael tries to solidify their alliance by warning the bartender about the dangers in the city, emphasizing the need for allies as they plan to confront the chaos they believe is occurring. The bartender, Franz Bauman, expresses a vested interest in the safety of Bögenhafen and indicates he is intrigued by the party’s intentions. The players begin to introduce themselves, with Joe humorously mentioning their encounter with a demon in the sewers and the purple brain fever affecting the magistrate. Michael jokingly introduces Wanda as a Capricorn, adding to the levity of the moment despite the serious context. The bartender acknowledges that he has a couple of side businesses and reiterates his interest in the safety of the city, asking what the players plan to do about the chaos. The session concludes with the players discussing their experiences in battling monsters and mutants, while the bartender shows skepticism regarding their qualifications as monster hunters. The session opens with a discussion among the players about their past encounters with mutants, specifically stating that while there were mutants previously, they have since been eradicated. Brian confirms they killed the last four mutants, and Luke acknowledges this with a nod. Joe expresses his intent for the group, indicating that if there’s a monetary incentive, they are certainly interested, while adding a personal vendetta against sorcerers, stating they “can go fuck themselves.” Luke hints at the involvement of the Steinhager family in a cover-up related to a dead goblin, which the party had been pursuing that led them to a demon. Joe encourages gathering more information regarding the Steinhagers, particularly mentioning Franz Steinhager and possibly his family members. Luke reveals that Franz Steinhager has a brother named Heinrich and a son named Albrecht, indicating that they may not all be involved in the chaos worship. The party reflects on the chaos present in the city, with Joe stating that their actions were not intended to create a power vacuum, but chaos might arise if left unchecked. He warns that the city could be overrun by ratmen if not addressed. Michael interjects about their current predicament, reminding the group that they are facing serious consequences after having murdered a town councillor, and they are now in danger of being hanged. Joe remarks that their town councillor ally could be a valuable asset, but only if he survives his illness—purple brain fever. He elaborates on the urgent need to procure a rare mushroom for the cure, which will require a journey into the forest. Brian expresses concern about the potential for additional cultist attacks on the magistrate, emphasizing the urgency of their situation. The conversation shifts to the potential involvement of other merchant families in the chaos, with Luke repeating “Sept” multiple times, indicating suspicion towards the Sept family. Joe recounts an encounter in a small room behind Steinhager’s offices where a demon appeared, and a circle inscribed with the “Ordo Septenarius” was found. Luke prompts the players to consider making a charm check, suggesting that they identify trustworthy individuals associated with the Ordo Septenarius to extract information from them. Joe suggests that anyone with charm abilities should step forward, acknowledging that he has a base skill but not much training. Brian mentions he has been trying to charm Franz, and Luke confirms he should attempt a flip to succeed on the charm check. The discussion continues about the nature of their inquiries and strategies, with Luke advising caution and suggesting they could use interrogation methods to extract information. Joe mentions that they know a location suitable for questioning those connected with demons, while Michael humorously suggests they prepare disguises to evade detection. Franz, a character in their interaction, suggests that the Steinhager family is known for their strange hours, hinting at their potential involvement in the chaos. The party deliberates on their approach and agrees they should conduct their activities under the cover of night to avoid being seen. Luke outlines the need for preparation, emphasizing the importance of disguises and tools for breaking and entering. The players discuss the need for stealth and tools for their mission, with Brian commenting on their lack of subtlety and Joe humorously noting their limited resources. Luke suggests procuring kerchiefs or masks for disguise, leading to light-hearted banter about their appearance and the need for anonymity. The group agrees that they should execute their plan that night, recognizing the urgency surrounding the magistrate’s worsening condition and potential chaos. They explore additional preparations needed for their infiltration, mentioning items like rope and tools to help locate secret entrances. The session highlights their camaraderie, strategic discussions, and humorous moments as they prepare for their upcoming actions against the Steinhager family and the chaos in Bögenhafen. Preparation for Breaking In: Discussion of Disguises: Armor and Equipment Concerns: Lack of Holy Water: God of War Reference: Armor Costs Discussion: Potential for Wealth: Humorous Comparison: Availability of Armor: Armor Mechanics: Sewer Entry Plans: Franz Bauman’s Assistance: Atmosphere Before Departure: Resolve Checks: Effects of the Moon: End of Session: Closing Remarks:Session Notes