The sun hung low, a bloody eye upon the horizon, as the Dandy Fraulein sliced steadily upriver toward Kemperbad. The cliffs rose higher with each passing mile, their sheer faces etched with scars of time and violent floods—testaments of ages where nature had clawed at stone, desperate to reclaim its dominion. Felrick Flappan lounged by the mast, his sharp copper eyes wary despite the comfortable rhythm of the river’s flow. The gnome bounty hunter had lived long enough to trust nothing entirely, least of all a deceptively placid current.

Qavitrae, poised at the wheel with a seasoned grace born of centuries, guided the vessel effortlessly toward the bustling docks, her emerald gaze scanning methodically for threats or curiosities. The wood elf captain carried her militant poise like armor, her strategic mind already mapping possibilities and outcomes of this new city, where wine barrels, wolves, and wizards mingled uneasily aboard her ship.

It was Thindruk Steelbone, the dwarven viscount with no lands yet a lifetime of experiences, who first noted the ostentatious vessel dominating the docks. Ornate and gaudy, it screamed wealth and privilege, its passengers cloaked in velvets and arrogance. Foremost among them stood a middle-aged figure, his crimson attire vibrant as fresh blood, the mark of imperial authority emblazoned upon his breast.

“Count Boorman,” murmured Felrick knowingly. The name carried weight like a broadsword, edged with caution. His gaze flicked, wary as ever, to a smaller, less remarkable boat moored unobtrusively—one they’d spotted repeatedly on their journey upriver. Its unassuming nature set the bounty hunter’s instincts aflame, a quiet suspicion threading tightly through his mind.

Docked and greeted brusquely by a flaxen-haired dock attendant, Qavitrae deftly negotiated their cargo and passage, her voice a melody of courtesy tempered with pragmatic authority. Yet even as coins exchanged hands, the group’s collective attention drifted inevitably back to Count Boorman and the smaller, mysterious boat.

Felrick’s unease grew sharply as he caught sight of a figure in drab grey, standing at the periphery, watching with calculated stillness. A traveler by appearance, perhaps—but the sword at his hip spoke differently. It whispered of shadowed intent and deadly purpose. Felrick’s narrowed gaze held the stranger’s until the man melted into the crowd, leaving only a lingering chill behind.

“He reminds me of someone,” Felrick muttered darkly, memories of previous dangers and ambushes surfacing unbidden. His companions understood; they too had been watched before, hunted before. A wary silence settled among them, an unspoken pact of vigilance reaffirmed.

Yet caution soon gave way to necessity. Docked at Kemperbad, the pressing urgency to offload their cargo—wine barrels of questionable provenance—led them into the heart of commerce. The city was a maze of intrigue, fueled by coin, whispers, and suspicion. Kemperbad’s merchant guilds pulled unseen strings, and Count Boorman’s sudden presence had stirred hornets among the moneyed elite.

Evening found them amid the raucous warmth of the River’s Rest tavern, trading rumors, gauging possibilities. But laughter turned to guarded silence as Thindruk was approached discreetly by two formidable youths, their confidence declaring them as hired blades even before their polite invitation was voiced. They served Herr Keitel, a man whose reputation preceded him as surely as his gold, and who now requested the dwarven viscount’s company for dinner and discussion.

Seated within Herr Keitel’s private chambers, surrounded by the trappings of wealth—fine cheeses, aged wines, delicacies whispering tales of distant lands—Thindruk quickly discerned the true nature of their meeting. The merchant councilor’s distress was tangible, carefully masked beneath civility as he spoke of Count Boorman’s disruptive arrival. Old contracts between Kemperbad and the Emperor, long forgotten or deliberately ignored, now threatened their careful autonomy and the profits sustaining it.

“It is not merely wine that brings you here, Lord Thindruk,” Keitel finally admitted, his voice low, strained with an anxiety seldom displayed by men of his stature. “It is influence—your presence could provide the perfect distraction for Count Boorman. Two or three days’ companionship, enough to occupy his mind and divert his scrutiny.”

The dwarf considered carefully, Qavitrae’s watchful silence lending weight to the pause. Obligations pressed upon them—time and safety were luxuries they scarce possessed. Yet the whispered threats of shadowy observers, the subtle menace of grey-clad strangers, reminded Thindruk sharply that their interests aligned precariously with the merchant’s.

“I shall give you two days,” Thindruk declared firmly, his voice measured yet immovable. “Two days of refined entertainment, rich feasts, and noble company to occupy your troublesome Count. But no more. Our own paths demand urgency.”

Herr Keitel nodded slowly, reluctantly acquiescing. The bargain sealed with wine and mutual necessity, he pledged ample recompense for their wine—far more generous than the vintage deserved—a clear price for Thindruk’s noble distraction.

Meanwhile, Felrick, ever the vigilant shadow, observed from afar, ensuring no treachery awaited. Beneath the rough facade of his genial mischief lay a steel trap of cunning and suspicion, honed by perilous roads and treacherous pursuits. He knew the comfort of fine chambers hid sharper dangers—wealth invited violence, and secrecy invited betrayal.

Nightfall wrapped Kemperbad in shadowed silk, the docks still bustling yet now tinged with caution. Aboard the Dandy Fraulein, Eusapia guarded their secrets—wine barrels, wolves, and the amber mage whose power and peril intertwined dangerously with their fates. Her whispered knowledge of Grey Wizards and Imperial eyes added urgency to their resolve to leave swiftly, before the fragile balance they walked shattered beneath a wizard’s wrath or an imperial’s scrutiny.

In the tavern below, Nora Abendroth and Wanda Hahnemann stirred the tavern’s lively spirits, their laughter hiding the careful watchfulness they’d honed in previous dangers. Nora’s athletic frame moved confidently through crowds, while Wanda’s piercing gaze never missed a detail, their presence a bulwark against the unseen threats lurking within the joyful clamor.

As the midnight bells echoed solemnly through Kemperbad’s ancient streets, Thindruk and Qavitrae descended from Keitel’s chamber, the dwarf’s brows knit with purpose. Tomorrow, he would charm, entertain, and distract an Imperial plenipotentiary, wielding politeness and flattery as deftly as any blade. Beside him, Qavitrae walked in thoughtful silence, mind already at work, strategizing for all eventualities.

They were a curious company—a dwarf lord without lands, an elf captain sailing human rivers, a gnome bounty hunter ever vigilant, and humans drawn by fate into uncertain glory. Together, they moved through the treacherous tides of Kemperbad’s politics and peril, knowing that their actions now would ripple far beyond the city’s cliffs and docks.

And beneath the gaze of shadowy observers, hidden agendas, and whispers of magic and betrayal, the company prepared for the coming storm, understanding clearly that their true enemy—ever elusive—lay waiting patiently within.


Session Notes
  • Opening & Previous Events Recap

    • GM Luke admits no prepared bardic recap; group briefly reviews last session themselves.

    • Confirmation that the young girl accepted apprenticeship with the village healer and is staying there.

    • Party dealt with emotional fallout of recent violence and learned:

      • Amber mage Elzabet is cursed, periodically losing control and becoming a blood-thirsty beast.
      • Elzabet outlined a plan to cure herself.
      • NPC Anate wanted Elzabet killed—specifically asked Felrick to do it—but party refused.
      • Party deceived Anate, claiming they would hand Elzabet to the Roadwardens in Kemperbad.
      • Instead, Elzabet was left in the care of an old healer crone in Doodledorf.
    • Payment to the healer included money and the girl’s apprenticeship (humorously framed as a “finder’s fee” / “permanent intern”).

  • River Journey toward Kemperbad

    • Party boards their riverboat Dandy Fräulein and sails upriver (south) toward Kemperbad—about one day’s travel remaining.
    • Description of geography: river cuts a deep canyon; city proper sits atop high cliffs; docks are at river level.
    • Massive dwarven cargo/passenger lifts traverse the cliff face.
  • Approach & Awareness Checks

    • Everyone makes −10 Awareness checks:

      • Success: Thindruk, Felrick.
      • Fail: Qavitrae, Wanda, Nora.
    • Observations:

      • Large, ornate riverboat docked; crew busily off-loading; middle-aged, heavy-set man in fine red velvet (Imperial crest) supervising.
      • Separate small, fast craft also docked—the same vessel the party noticed passing them multiple times on the journey. Small crew (likely two). Appears faster and more maneuverable.
  • Docking at Kemperbad

    • Docks crowded with dozens of boats.

    • Party queues for a berth; dockhand (blonde woman) records details:

      • Vessel: Dandy Fräulein.
      • Captain: Qavitrae (dockhand notes elf heritage).
      • Cargo declared: casks of Bretonnian wine.
    • Dock fees:

      • First day: 5 shillings (discounted).
      • Staying beyond next morning: 7 shillings per day thereafter.
    • Cargo-lift fees quoted:

      • 2 pence per cask.
      • “Leg tax” for passenger lifts: 2 pence per person, 4 pence per horse/mule (1 penny per leg).
    • Geography reiterated: long cliff stairs visible for those unwilling to pay lift fees.

  • Suspicious Observer

    • Second Awareness check (standard):

      • Success: Felrick, Wanda.
    • They spot an older man in drab gray cloak and floppy gray hat, armed with a quarterstaff and longsword, quietly watching the party’s dockside dealings.

    • Man blends into crowd, then boards the passenger lift; Felrick climbs the mast, sees him ascend, waves; man removes hat, briefly gestures back, then disappears over the cliff top.

    • Party speculates he could be a Grey Wizard scout looking for Elzabet.

  • Ship Security & Plans

    • Discussion of leaving Eusapia (Elzabet) aboard as guardian:

      • Eusapia prefers to remain on the boat; party authorizes her to defend the cargo.
      • Torvald Blacktongue (itinerant spellsinger) disembarks permanently at Kemperbad.
    • Party intent:

      • Sell wine quickly to avoid extended docking fees and Grey Wizard attention.
      • Repay debt to acquaintance Joseph with proceeds.
      • Reconnoiter city to locate potential buyers and gather information.
  • Rumor-Gathering in Kemperbad

    • Party visits taverns (notably The River’s Rest) to make Rumor checks (Bargain-assisted):

      • Findings on wine market: Kemperbad is a wine-producing region; local demand is low; selling for profit will be difficult.
      • Count Otto von Boorman: Imperial plenipotentiary unexpectedly in town to audit Kemperbad’s longstanding tax agreements with the Emperor; city leadership anxious.
      • River piracy/mutant attacks: Increased mutant/pirate activity on the Reik; Riverwardens deputizing posses; bounties available.
    • Thindruk discreetly spreads false rumor of a rogue Brown Wizard traveling away from Kemperbad to misdirect Grey Order pursuits.

  • Herr Keitel’s Invitation

    • In River’s Rest, two young, capable bodyguards approach Thindruk:

      • Represent Herr Keitel, merchant and member of Kemperbad’s Council of Thirteen.
      • Request private dinner upstairs; Thindruk brings Captain Qavitrae; Felrick shadows them unseen.
    • Scrutiny reveals bodyguards sincere and non-threatening.

  • Dinner with Herr Keitel

    • Setting: private room, fine decanters of wine, Estalian manchego, cured meats.

    • Herr Keitel:

      • Wealthy burgher, soft hands, spectacles, stylish medallion bearing family initial “K”.
      • Admits fondness for Bretonnian wine (pretense for meeting).
      • Greatly concerned about Count Boorman’s presence; reveals surprise arrival and tax investigation.
    • Proposal:

      • Keitel will buy entire hold of party’s wine at 10 crowns per cask (≈46 casks → 460 crowns), handle unloading & fees.

      • In exchange, Thindruk (plus Qavitrae) must entertain/distract Count Boorman with noble company and diversions.

      • Keitel seeks 3 days distraction; Thindruk negotiates down to 2 days (successful Bargain).

      • Keitel agrees: funds deposited in local bank under Thindruk’s name; unloading to commence next morning.

      • Keitel provides details on Count:

        • Enjoys gentlemanly pursuits, fine food, and wine.
        • Scheduled at town hall early next morning.
        • Lacks appetite for hard work; easily engaged by exclusive experiences.
  • Aftermath & Session Close

    • Party plans:

      • Deliver wine for unloading in morning.
      • Organize two-day social itinerary to occupy Count Boorman (ideas include exclusive taverns, potential Blitzball exhibition, inclusion of charming gnome Felrick).
    • Next steps teased: “The courtship of Count Otto von Boorman” to begin following session.

    • Out-of-character scheduling noted (player absence next game, etc.), and game adjourned.