A frail moon, marred by a sickly green hue, cast an unearthly glow over the narrow canals and twisting lanes near the wharf. Flames already licked at the side of the old warehouse, plumes of black smoke curling into the night. The stench of burning timber mingled with the tang of brackish water, intensifying the tension that weighed on everyone’s shoulders. There, on a stack of smoldering crates, Qavitrae quietly raised a crossbow, her eyes locked on a figure who clutched at arcane emblems beneath his robes. Though the elf’s vantage point was precarious, she took it all in with her usual, calculating calm.

Across the sodden planks and scattered debris, Thindruk Steelbone and Wanda Hahnemann battled a hideous, many-limbed demon. Its slick, rubbery skin glistened with flame-lit reflections, tentacles writhing frantically in search of flesh to rend. Wanda, sword clenched in her capable hand, circled the abomination. A wave of dread roiled through her, but she steadied herself—Wanda had confronted criminals and chaos alike in her past. A demon, while fouler than any mortal foe, would yield to steel and tenacity all the same.

Nora Abendroth, her blood alight with the pounding thrill of an old Blitzball match, waited for the right moment to rush in. Her heart raced, but she forced her breath to come steady. She was no stranger to collisions, to the physical force of bringing an adversary low. Timing it perfectly, she lunged at the demon, hoping to hurl it to the ground. Yet it was slippery with vile power, lashing out with its barbed limbs. Nora’s attempt fell short, the demon twisting aside as if mocking her attempt. A growl escaped her lips. She would try again.

Felrick Flappan, his trusty bow slung across his stout gnome shoulder, locked onto another grim spectacle: a robed figure scurried across the warehouse floor, chanting feverishly in the gloom. The swirl of nauseating color that shimmered about the man made Felrick’s blood chill. Not far away, Qavitrae exhaled, sending a deadly bolt from her crossbow straight into the robed figure’s back. The man let out a choking cry, staggering before crumpling where he stood.

The demon, an ever-shifting mass of limbs and jaws, shrieked in retaliation. Wanda seized that moment of distraction. Blade flashing, she struck a harsh blow. Sparks flashed as the creature deflected with unnatural speed, tentacles screeching across steel. Then it slashed at Wanda, clumsy yet desperate, scraping a twisted rune in the air as though to brand her soul. She twisted away in time, adrenaline fueling her limbs. Qavitrae’s voice echoed from across the warehouse—none could hear exactly what she called out, but the tone was urgent. Fire was spreading, and the structure groaned in protest.

Nora tried a second time, mustering all her determination. With a roar, she slammed into the demon’s flank. This time it toppled to the floor in a tangle of flailing appendages. Wanda lunged without hesitation. Steel bit deep into the roiling flesh. The demon let out a gurgling cry, and for one nightmarish heartbeat, it raised its trembling arms as though weaving a final spell. Then, in a ripple of foul essence, it vanished—withdrawn back beyond the mortal realm.

All around them, lesser cultists—some old, some frighteningly young—scrambled to escape. One wailed in terror, bound hands fumbling for a dropped dagger. Flames crackled higher, licking up the pillars and stacked crates. Realizing the place would soon collapse, the group made for the exit. A deafening crash drowned out all other sounds as a portion of the roof gave way, sending sparks in every direction.

Outside, panic reigned. Desperate men rushed to and fro, brandishing weapons or carrying torches. By the dim glow of the moon, Felrick spotted Gideon—a figure they had pursued through webs of betrayal—fleeing the conflagration. Felrick’s arrow flew with unwavering accuracy, striking Gideon between the shoulders. It would have been a mortal wound to a human, but Gideon spun about in a plume of hideous purple flame, arms stretched to the sky as raw magic burst from him. Several bystanders fell instantly, shrieking as the wave of sorcerous force charred them. Gideon’s form twisted, revealing for one flickering instant something unspeakably inhuman. Then, in a searing flash, he vanished, leaving only scorched earth and acrid smoke.

The group wasted no time. Though chaos raged and frantic voices cried out for justice or vengeance, they slipped into the shadows. Passing under half-collapsed fences and through darkened alleys, they evaded the worst of the patrols. Somewhere in the fog, a gravelly voice shouted accusations—clearly hunting for them—but they pressed on. At the wharf’s edge, they spun a quick deception, pressing coins into eager palms. The good coin was enough to convince a shocked guard to step aside.

They vanished into the night, hearts hammering with the realization that their enemies would be numerous… and relentless.

Nearing dawn, the party found their way to the magistrate’s domicile. The city had been whipped into a frenzy by the wave of deaths, but they sought this place for a singular purpose: the magistrate’s life hung by a thread, afflicted by the foul poison they had learned was meant to silence him. Though the halls were dimly lit and heavily watched, the group’s previous arrangements afforded them passage. Lamps burned low, and the cloying scent of medicinal herbs filled the magistrate’s bedchamber. An apothecary was already there, administering a fresh remedy procured from distant woodlands.

They waited through tense hours as the magistrate’s swollen features eased from an ominous purple to a more reassuring pallor. When at last his eyes flickered open, they shared the full story of Bergenhofen’s hidden plague of corruption—how the Ordo’s charitable facade had masked dark rituals, how powerful merchants had trafficked with demons, and how the city would teeter on destruction if all was revealed. Grief and horror etched itself into the magistrate’s eyes as he took in these tidings, his voice raw as he cursed those who had turned their authority into a weapon of chaos. Wincing from pain, he pledged that what remained of Bergenhofen’s leadership must be cleansed of rot. Yet he also grasped the precarious balance of power that held the city together.

He urged them to leave at once, to slip away from the clamor that now threatened to crush them. In gratitude for having saved his life, he bequeathed to them a modest riverboat. With the city watch on high alert, the magistrate arranged discreet passage. At dawn, cloaked in loose-fitting robes and led by a trusted servant, the companions made their way to the wharf once more. The boat awaited them, bobbing quietly among larger vessels weighed down with trade goods. They boarded in silence, hearts heavy with the knowledge that they left behind a city smoldering in scandal and sorrow, yet safer for their intervention.

Their journey downstream proved rough at first; uncertain hands struggled with ropes and oars, and all were wary of shadows along the banks. Each day, however, the tension in their muscles eased as the current swept them closer to the promise of open roads and calmer harbors.

At last, they arrived once again in Weisbruck. Amidst the bustling docks and riverside taverns, they found a warm greeting from a familiar face. A friend—someone who had once offered them work, guidance, and a measure of respect—gave them a place to rest their weary bones and hear their tale. Over a shared meal, the group exchanged solemn glances, reflecting on the horrors they had witnessed. Though the memories of that fiery warehouse, swirling purple flames, and the twisted grin of a banished demon would never fade, they took solace in the knowledge that their efforts had halted one small piece of the darkness creeping across the empire.

And so the company made ready for new horizons, battered yet unbroken. The road ahead stretched endless and uncertain, and in the hush of midnight, one might still fancy hearing a distant chuckle carried on the wind—a bitter lament from the green-tinged moon overhead, resentful at being denied another taste of mortal tragedy. But for now, the companions savored a rare, fleeting sense of triumph, bracing themselves for whatever shadows lingered beyond the dim glow of Weisbruck’s lanterns.


Session Notes
  • Initiation of Round in Combat

    • Luke states the group stopped at the end of the previous round.
    • Michael mentions the combat tracker indicates Qavitrae is first.
    • Joe and Luke confirm they are at the top of the round.
  • Qavitrae’s Turn

    • Joe recalls reloading previously, which Luke confirms.
    • Joe decides to shoot at Johannes from atop smoldering boxes.
    • Joe rolls for Crossbow attack:
      • Targets Johannes.
      • Uses an extra Fury Die of 1.
      • Applies no additional bonuses, just a standard shot.
    • Michael notes the roll result is “69,” which fails.
    • Luke reminds the group they have 3 coins (Fortune Points) available.
    • Joe uses a coin to re-roll.
    • The attack succeeds. The crossbow has the “Fast” quality, giving Johannes a –10% to Dodge.
    • Johannes tries to Dodge at –10%; he fails his Dodge by a narrow margin (34 out of 33).
    • Joe rolls damage:
      • The damage is high (22 total).
      • The bolt pierces Johannes deeply, between his ribs. He collapses to the ground immediately.
  • After Qavitrae’s Attack

    • Qavitrae notices the boxes are catching fire.
    • Joe decides to move off the smoldering stack rather than remain atop it.
    • Qavitrae uses 1 Action Point for the attack, 1 to move, and saves 1 to Dodge.
  • Enemy Turn: The Old Man (Knife-Wielder)

    • Luke describes him as “prone” and near Nora, who had previously reversed his grapple.
    • Michael, Damian, and Luke discuss how he ended up on the ground:
      • He remains prone, still holding a knife.
    • Luke indicates that he attacks Nora out of desperation:
      • He slashes at her with the knife, making an unpracticed attack.
      • Rolls with a low chance to succeed (target needed was around 20–28).
    • He fails, tries a Fortune re-roll, but still does not land a hit.
    • He keeps 2 Action Points for defense.
  • The Demon vs. Wanda

    • The demon continues attacking Wanda, described as a creature with many arms and tentacles.
    • Luke notes the demon lifts two arms to ward off Wanda’s strikes and a tendril begins tracing a sigil in the air.
    • It tries to tag Wanda with one of its arms using a spell-like action.
    • The demon succeeds on its casting roll, requiring Wanda to make a Coordination test to avoid the touch:
      • Wanda (Michael) succeeds (a Critical Success of sorts), dodging the demon’s grasp.
    • Luke confirms lesser spells cost 2 Action Points, so the demon’s attempt ends there—no second attack.
  • Wanda’s Turn

    • Wanda (Michael) aims (+10%) and attacks the demon with the mortuary sword given by Qavitrae.
    • Her attack hits; the demon attempts to parry and succeeds, negating Wanda’s damage.
  • Felrick’s Turn

    • Felrick (Brian) tries to shoot the demon in melee combat with Wanda. The GM imposes a –10% penalty since it is engaged in melee.
    • Felrick rolls and misses (he decides to shoot wide to avoid hitting Wanda).
    • No other actions are taken by Felrick.
  • Voices Outside

    • The group hears a woman yelling from outside, shouting for more guards: “You lot, get in there! They’re killing us!”
    • No immediate arrivals appear in the combat zone, but reinforcements may be incoming.
  • Nora’s Turn

    • Nora (Damian) focuses on the old man who was once holding a knife to her throat. He is prone on the ground.
    • Nora attacks a prone enemy, granting an extra Fury Die. She attempts a melee strike:
      • Initial attack roll fails. She uses a coin to re-roll and succeeds (11 damage).
    • The old man tries to parry with a knife at a disadvantage and fails.
    • Luke asks Nora to roll 1 Chaos Die for an injury; she rolls a 5. No critical injury occurs since it needed a 6.
    • Nora contemplates finishing him or moving to help against the demon. She decides to move toward the demon:
      • She tries another Takedown on the demon by charging. Rolling Athletics, she fails despite the charge bonus.
      • She keeps 1 AP for defense.
  • Gideon’s Action

    • Gideon runs out into the street yelling, “It’s terrible! They’re using forbidden magic! It’s Kazur Galakarsson!”
    • Gideon continues fleeing, disappearing from the warehouse area.
  • Thindruk’s Turn

    • Thindruk (Robert) confronts an enemy swordsman (Albrecht).
    • Tries “Dirty Tricks” (spitting dirt/sawdust) into Albrecht’s eyes. Rolls a Guile-based test and fails or gets resisted.
    • Thindruk attempts a normal attack next:
      • Albrecht parries successfully with a critical success, negating Thindruk’s strike.
    • Thindruk ends his turn, retaining an AP to parry.
  • Bound Person on the Ground

    • A bound individual near the fight uses all his movement to crawl away from the battle, hands and feet still tied.
  • Albrecht’s Turn

    • Albrecht (Steinhager) slashes at Thindruk using an aim for +10%.
    • Thindruk attempts to parry and succeeds, blocking Albrecht’s attack. The round ends for Albrecht.
  • Qavitrae’s Next Turn

    • Top of the next round, Qavitrae sees the demon is still up. Considers continuing the fight or dealing with the people outside.
    • She opts to load and fire at the demon again, knowing it is out of AP to defend.
    • Qavitrae hits, deals damage (17). Rolls 2 Chaos Dice for an injury on the demon. Luke checks if the demon remains. The demon is still present for now.
  • Another Enemy Flees

    • Another figure (possibly one who had held Nora) crawls out the door shouting “They’re in there, murderers!”
    • This person runs away from the warehouse.
  • Demon’s Turn vs. Wanda & Nora

    • The demon tries to step away or find a better angle. Luke checks movement rules but ultimately the demon remains engaged.
    • The demon aims and attacks Wanda again:
      • Rolls twice, ends in a critical failure. This costs it concentration or otherwise disrupts its presence.
      • The demon disappears (“Looney Tunes itself out of existence”), leaving the mortal realm.
  • Wanda’s Turn Post-Demon

    • Wanda has no immediate demon target, so she considers the nearby foes.
    • The demon is gone, so she might aim to move or help others.
  • Felrick’s Next Turn

    • Felrick notes Gideon is in the street. He attempts to spot Gideon with an Alertness check:
      • He succeeds, sees Gideon running away.
    • Felrick takes a 2-AP Aim, fires his longbow at Gideon’s back:
      • Rolls a 21, a successful hit. Gideon does not see it coming, so no Dodge.
      • Damage total hits around 25. The arrow pierces Gideon’s back where the heart would be.
    • Gideon stumbles, releases a blast of blue and purple flame that kills several of his men around him.
    • Arcs of blue lightning crackle, and Gideon’s form briefly shifts into something inhuman before vanishing. He is gone in a flash.
  • After Gideon’s Disappearance

    • Several thugs outside die instantly in Gideon’s explosive release of energy.
    • One or two might survive, but they are terrified.
    • Qavitrae and Felrick discuss whether Gideon is truly gone. Qavitrae suggests that the demon could reappear if summoned again.
    • They confirm the immediate threat is ended.
  • Nora vs. Old Man Again

    • Nora attempts to take down the old man with her swagger stick. She fails initially but re-rolls, still misses.
    • She tries a second takedown on the prone or newly threatened targets, but ends up wrestling with them, no success on the final hits.
  • Thindruk vs. Albrecht’s Final Moments

    • Thindruk attempts “Dirty Tricks” again, this time tossing dirt or sawdust in Albrecht’s eyes. Albrecht fails to resist. He becomes blinded.
    • Thindruk makes a follow-up attack:
      • Initially looks like Albrecht might have inflicted a near-fatal blow on Thindruk, but they recall Thindruk’s shield grants +10% on parries. Thindruk’s parry is successful instead of being run through.
    • Albrecht is still on the ground, blinded. Thindruk decides to use a “Knockout” move while Albrecht is effectively defenseless:
      • Rolls Athletics, uses a coin re-roll, succeeds.
      • He deals 19 Peril to Albrecht and knocks him unconscious for 6 rounds.
  • Expanding Fire

    • Luke notes that the fires within the warehouse keep spreading. Tokens on the map are moved to reflect growing flames.
  • Conclusion of Warehouse Combat

    • Enemies either flee or die. Albrecht lies unconscious. Gideon vanished in an explosion. Johannes was killed. Certain others ran.
    • The group contemplates looting. Qavitrae searches Johannes’s body:
      • Finds a leather-bound book with runes—likely a warlock’s grimoire. She opts to keep it.
  • Outside Voices & Reaction

    • The group hears more guards or hired men approaching with lanterns. They decide the warehouse is on fire and it is time to escape.
    • Felrick fires a parting shot into the fog at the lanterns to keep heads down, misses, but successfully distracts them.
    • They hear a husky voice yelling for “Lackerson,” presumably the bounty hunter from earlier. The group remains cautious and flees.
  • Debrief in an Alley

    • The group converges in a dark alley, deciding next steps. They note the crier announces multiple council members are killed. The city is on high alert.
    • They weigh options:
      • Magistrate’s place for safety or leave the city entirely.
      • They recall the Magistrate was poisoned and should be cured soon. They had arranged for an antidote via an apothecary.
      • They also consider smugglers or other ways out of town.
    • They ultimately decide to return to the Magistrate, hoping the antidote arrived.
  • Arrival at the Magistrate’s Residence

    • City guards remain stationed outside. The group has stayed here before, so they gain entry.
    • The housekeeper mentions the apothecary is upstairs administering the cure.
    • Qavitrae goes in to confirm it is the same apothecary and the cure is real. She shares knowledge on the poison and how the antidote should work within an hour.
  • Magistrate Recovers

    • Over the next hour, the swelling on the Magistrate’s face goes down. He becomes more alert.
    • The apothecary departs after confirming the Magistrate’s improvement.
    • The party explains the recent chaos events:
      • They reveal the Ordo Septenarius is a Chaos cult.
      • They mention the major members are dead, except for a couple who fled.
      • They show the Magistrate the warlock’s grimoire from the warehouse and other notes from Steinhager.
    • The Magistrate is shocked, fearing the entire city charter could be revoked if the truth of Chaos infiltration is exposed.
    • He thanks the party, admitting there is much work ahead to contain this scandal. He urges them to leave for their own safety.
  • Securing an Exit from Bögenhafen

    • The Magistrate arranges for the party to receive one of Friedrich Magirius’s small riverboats. He will handle official paperwork, transferring ownership to the party in gratitude.
    • The group disguises themselves in the morning and quietly boards the boat. They sail downriver, presumably to Weissbruck.
  • Journey to Weissbruck

    • The group, not fully proficient at piloting the craft, navigates the boat. Travel is quicker downstream.
    • They watch for signs of the bounty hunter but see no direct pursuit.
    • They reunite with Josef (Nora’s uncle) at an inn in Weissbruck. He is relieved to see them safe.
    • They discuss the aftermath in Bögenhafen, hinting that the matter is “taken care of.”
    • Josef offers to help them learn more about operating a riverboat. He can stay a few days to advise them. He also suggests they hire an experienced hand if needed.
  • Selling the Fine Rapier

    • Wanda has a fine rapier taken from a young foe. She decides to sell it:
      • She haggles with a well-dressed traveler, attempts a Bargain check with Qavitrae’s help.
      • Successful negotiation yields 7 gold crowns for the rapier.
  • Session End

    • The session concludes with the group having completed the “Shadows Over Bögenhafen” arc.
    • They have a new boat, knowledge of river travel, and uncertain prospects for the road ahead.
    • Luke awards 200 Reward Points to each member for finishing this story arc.
    • Players roll for Corruption checks. Some gain Chaos Ranks for failing to exceed their current total.
    • Final note: They successfully escape Bögenhafen, leaving the city’s deeper fallout to the recovering Magistrate.