The city of Kemperbad hummed with rumor and tension, the air thick with talk of blood and scandal. In the quiet offices of the Reikland Chancellery, a magistrate’s letter was sealed in wax—an official account of Lady Etelka Herzen’s death. The letter spoke of her body and that of her companion, both found in their chambers at the Golden Bull Inn, their throats cut and their belongings rifled through. To the magistrate, it was a tragic crime of passion or greed. To the fellowship who had killed her, it was an uncomfortable echo of unfinished business.

The group—Felrick Flappan, Thindruk Steelbone, Qavitrae, Wanda Hahnemann, and Nora Abendroth—watched the sun rise over Kemperbad’s riverfront, their thoughts turned toward escape. Lady Herzen’s death was cleanly executed, but the Empire had a long memory. Even now, they suspected, the city was waking to gossip of sorcery and murder. They spoke quietly aboard the Dandy Fräulein, the small riverboat that had become their refuge, debating what to do next.

They had found maps in the dead woman’s room—strange, ink-stained things that spoke of geometry and obsession. A great triangle stretched across the heart of the Empire, each vertex marked in precise angles as though measured by divine instrument. The southern point was circled, labeled only as The Devil’s Bowl. Another red mark appeared along the River Reik near Altdorf. And in the satchel they had stolen from her corpse, a peculiar key of brass—key-shaped, but without teeth.

Felrick turned the object over in his hands, watching it catch the morning light. “A key without a lock,” he muttered. “Or a warning without words.”

Their debate wandered through possibilities—north to Middenheim, south to Altdorf, or upriver toward the mark on the map. Thindruk, ever practical, chose the river route: it was on the way, and the boat was already paid for. Still, Felrick’s unease grew. Altdorf was not safe for them; their faces were on wanted posters there, remembered in song and story for a barroom brawl that had turned to murder. But the lure of mystery—and profit—was too strong. They would trade cargo along the way, keep up appearances, and follow the red mark downriver to see what secrets it concealed.

By midday, the group found a merchant willing to sell woven cloth at a decent rate—thirty bales for two hundred crowns, filling the Dandy Fräulein’s hold. The deal was struck with sharp words and sharper smiles, and they departed the next morning beneath a pale spring sky. The river was calm, its current lazy and green, and for two days they drifted in uneasy peace.

On the third day, a shape appeared along the southern bank: the ruin of an old tower, half-collapsed but not abandoned. Smoke curled from campfires at its base, and the shouts of dwarves echoed faintly over the water. Two of them, aprons smeared with soot, ran to the dock and waved the travelers in.

“Oi! Passage!” one called, desperation in his voice. “We’ll pay well!”

Before Qavitrae could answer, a stocky dwarven woman came storming down the slope after them, pipe clenched between her teeth. Her voice carried over the water. “You’ll do no such thing! Get back to work, you lazy bastards, or I’ll see you blacklisted from every guild this side of Altdorf!”

She was Angel Eisenbeard, forewoman of the crew—master artisan of the Altdorf Engineering Guild, as she would soon announce with pride. Thindruk, intrigued by the sight of dwarves at labor, came ashore to speak with her. She explained that they were constructing one of the Empire’s new signal towers, a vast network of beacons meant to carry messages across provinces in moments. The tower, she said, was being rebuilt upon the ruins of an older one, a structure of dark stone not native to these lands.

But all was not well. Dwarves were disappearing.

“They say it’s cursed,” Eisenbeard spat, smoke curling from her nostrils. “Twelve I started with. Six remain. No blood, no struggle—just gone, one or two a night.”

Thindruk frowned. “You’ve searched the grounds?”

“Aye. Nothing but strange tracks in the mud, light as feathers. I thought it was nonsense—till two more vanished last night.”

While Thindruk drank her bitter tea and weighed her story, Qavitrae and Felrick examined the ruin. The stone was dark and glassy, harder than granite, the kind of material one shipped from faraway hells. Felrick’s eyes narrowed at the fractures that spiraled through the base. “This wasn’t erosion,” he murmured. “Something blew this place apart from within.”

When he pried loose a chunk of stone, its inner face glittered like obsidian. “An explosion,” he said softly. “And not the powder sort.”

That night, Qavitrae opened her senses to the winds of magic. The air around the ruin throbbed faintly with Dar and Shyish—the sour winds of death and corruption. It clung to the stones like old blood. The elf shuddered. “This place remembers dying,” she whispered.

The next morning, Felrick set to work tracking the missing dwarves. The earth was damp from rain, and at first the ground told him nothing—until he found prints not made by boots. Human-shaped, yes, but elongated, with claws in place of nails. The marks barely pressed into the soil, as though the creature that made them weighed less than air. Following the faint trail, he found scraps of torn fabric near a collapsed tent and a few drops of blood that had darkened to rust. The tracks led away from the camp—and back to the tower.

He returned to the others grim-faced. “Whatever’s been taking them, it lives inside.”

They approached the sealed door at the tower’s base. Felrick drew out the key they had taken from Etelka Herzen’s corpse. It looked nothing like it should fit any lock, but as he raised it toward the door, the heavy stone portal shuddered—and opened of its own accord. A blast of freezing air poured out, reeking of the grave.

Wanda and Felrick were closest. The breath of that darkness struck them like a hammer. Felrick heard the voice first—a whisper in the wind, cold and commanding. Go back. Wanda saw more: a face, pale and translucent, rising from the gloom. Her heart seized. She fell where she stood.

Felrick staggered, clutching her by the collar, dragging her backward from the threshold. As soon as their feet left the shadow of the doorway, the stone slammed shut with thunderous finality.

They revived Wanda minutes later, her eyes wild and unfocused. “A face,” she breathed. “It spoke.”

The others gathered close. Qavitrae’s jaw tightened. “Then it warned us.”

“Or invited us,” Felrick muttered.

Thindruk folded his arms, thinking. “Either way, it’s the source of their trouble.”

The debate was short. The dwarves wanted to flee. Angel Eisenbeard herself wavered now, torn between pride and dread. The laborers muttered about curses and elf magic, and when Thindruk’s words failed to calm them, Qavitrae’s sharp tongue only hardened their resolve. Soon, tents were being packed, hammers thrown down. Felrick fired his pistol into the air, the crack echoing through the valley.

“Hold!” he barked. “No one leaves without leave!”

It slowed them, but only barely. In the end, Thindruk ordered them ferried across the river to camp on the far bank, within sight but beyond reach of whatever haunted the tower. It was a compromise between mercy and control.

As dusk bled across the water, the Dandy Fräulein’s crew stripped the wheel from their boat and dragged it into camp—a precaution against mutiny and theft. The night ahead would bring either quiet or horror.

Felrick stood staring at the sealed tower, the air around it unmoving, heavy with unseen presence. “If it comes for us,” he said, “we’ll be ready.”

Qavitrae’s eyes glinted in the fading light. “If it comes for us,” she replied, “it will regret it.”

Across the river, the dwarves’ campfires flickered like uneasy stars. And between them, on the hill by the ruin, the dark stone of the old tower drank the last of the daylight.


Session Notes
  • The GM reads a formal letter addressed to the Chancellery of the Reikland and the Office of the Imperial Colleges of Magic, reporting the death of Lady Etelka Herzen, a noblewoman and recognized celestial practitioner, at the Golden Bull Inn in Kemperbad on the morning of the 10th of Sigmarzeit.
    • Findings in the letter: the innkeeper discovered Etelka Herzen and a male companion slain in her chambers; the companion suffered a grievous throat wound; Etelka’s injuries were later obscured by a blade across her neck.
    • The room showed signs of being searched and robbed, though much remained; it was unknown what, if anything, was taken.
    • Witnesses placed Etelka with a gentleman in a broad hat, a sword-bearing hireling, and two porters; these attendants had departed and were not present at the time of death.
    • A mare, Daisy, remained masterless.
    • Rumors alleged she pursued improper subjects beyond her college’s remit; the magistrate dismissed these as tavern prattle.
    • The letter was signed by Magistrate Ursula Vailman of Kemperbad, vowing diligent inquiry and justice.
  • Party reactions and clarifications around the letter and prior events:

    • The group remarks on the spelling of Kemperbad (noting confusion with “Kemberbad”).

    • Table recollection (in-character): the party had previously killed Etelka Herzen in her sleep to prevent her from casting dangerous magic; they slit her throat afterward to conceal the real cause (an arrow), and quickly searched her chambers.

    • Items earlier found in Etelka’s rooms (recapped):

      • Multiple maps: of the River Reik, the River Stir, and Narn regions used for plotting routes.
      • A very old regional map marked with an inverted equilateral triangle spanning a wide area of the Empire; the bottom vertex intersected the southern region of the Barren Hills and was circled and labeled “Devil’s Bowl.”
      • Another map mark along the Reik toward Altdorf with no label.
      • A key-shaped object without teeth (function unknown).
    • The group escaped the Golden Bull Inn after the killing.

  • Strategic discussion on next steps (locations and risks):

    • Options debated: travel to the Barren Hills vertex, investigate the unlabeled mark near Altdorf, or explore the broader triangle region.
    • The party recalls being wanted for questioning in Altdorf over prior incidents (noble youths assaulted and later murdered by unknown parties), increasing risk if entering the city.
    • They consider Middenheim (sometimes misspoken as “Mindenheim”) as a possible destination because Etelka was to deliver the key there, but note it lies outside the triangle.
    • They discuss trade logistics for profit while traveling (boat, river routes, safe ports).
  • Decision to acquire cargo in Kemperbad before departure:

    • Seasonal context (spring turning to summer): wine, grain, and wool products (yarn/woven goods) are available; the party leans toward processed textiles over wine (to avoid past mistakes selling wine into wine-producing regions).
    • Negotiation: the merchant initially asks 8 crowns per 10 Encumbrance; an opposed Bargain test (with flip-to-succeed and a coin spent on the party side; the merchant also flips) results in the party winning by FB 10 vs. 9, securing 7 crowns per 10 Encumbrance.
    • Capacity and purchase: the boat holds 300 Encumbrance, so they buy 30 units (each 10 Encumbrance) of textiles for 210 crowns total.
    • Party funds tracking (as stated aloud): had 811, spent 210, leaving 601; they note a need to set aside 315 for Uncle Josef’s investment; discuss extracting “walking-around money” vs. avoiding excess bribes/gambling.
    • Banking discussion: letters of credit between major city banks are possible; they could obtain a letter in Kemperbad payable in Altdorf or Middenheim, but Altdorf is risky due to wanted status.
  • Logistics and timing:

    • The party spends the 10th of Sigmarzeit in Kemperbad negotiating and loading cargo; the boat is loaded early the next morning.
    • They sail out on the 11th of Sigmarzeit; during those two days no authorities question them about the dead noblewoman, though rumors circulate; Thindruk amplifies rumors that the deceased had meddled in the dark arts.
  • Navigation to the red mark along the Reik:

    • A Navigation test (routine, assisted, with extended-time bonus) succeeds; by pacing landmarks (including Castle Reikguard referenced variously in play), they estimate arrival.
    • They recognize the site from a previous pass: a ruined stone tower whose upper half is gone, a camp at its base, and a temporary dock.
    • As they approach at midday, two dwarves run to the dock, waving for passage and offering payment.
  • Initial contact at the tower site:

    • A heavyset dwarven woman with a pipe arrives, scolding the two dwarves as “slackers and shirkers,” threatening blacklisting across guilds; she identifies as the forewoman.
    • The party learns this is an Imperial Signal Tower project: a mirror-based network to relay messages rapidly across the Empire (e.g., Altdorf to Talabecland or Middenheim). The current site reuses an old stone base with wooden superstructure for speed.
    • The two dwarves insist workers have been disappearing at night, calling the site cursed; the forewoman scoffs at superstition but later entertains help.
  • Site survey and stonework observations:

    • Tower description: intact stone base (~15 feet high) with a door; the upper tower is gone; large dark, flat-sheened stone blocks are piled nearby (not local to the area); the blocks show minimal weathering despite age.
    • Wood scaffolding and stairs/ladders rise outside the stone base to a wooden platform where the mirror mechanism will be installed; no mirror is present yet.
    • Awareness check by Qavitrae fails to determine the cause of destruction.
    • Felrick, leveraging recent experience with black powder mishaps, critically assesses the stones: the shearing/breakage suggests an internal explosion destroyed the upper structure; the lower roof/chamber must have been rebuilt to support current construction.
  • Gathering accounts from workers (Wanda and general mingling):

    • Crew composition/history: the site began with 12 dwarven engineers about 12 days ago; accidents and injuries plagued the start; later workers fell ill without obvious cause.
    • Disappearing workers: starting about 5 days ago, dwarves began vanishing at night; almost every night someone disappeared; two dwarves vanished the previous night; now 6 remain (including those encountered).
    • Forewoman’s stance: bound by contract to finish; skeptical of “elven burial mound” rumors; acknowledges bad luck, is open to help.
    • Named dwarves mentioned: Belagal (blonde dwarf concerned for safety) and Thengrim (dark-haired dwarf focused on the sealed door).
  • Formal meeting with the forewoman:

    • She identifies herself as Angels Eisenbeard, a Master Artisan of the Engineering Guild in Altdorf; she explains the project’s urgency necessitates wood construction atop the old stone base.
    • She confirms the unusual dark stone was not quarried locally and estimates the old tower is only a few centuries old (exact age unclear).
    • She recounts the pattern: accidents, illness, then disappearances over the last 5 days.
    • She asks for assistance; she can pay a small bonus pool of 5 crowns if the party solves the problem.
    • Thindruk agrees to investigate, requesting cooperation from her crew.
  • Magical sensing at the site:

    • Qavitrae opens senses to the Winds of Magic and detects Dhar (corrupted composite) and Shyish (death) pooling weakly at the site; the presence seems settled but meager.
  • Tracking and physical evidence around the camp:

    • Felrick conducts a Survival/Awareness investigation (with a critical success), searching damp ground after recent rain.
    • He finds humanoid barefoot tracks about human-sized, each foot showing five long claw marks at the toes; impressions are unusually shallow, indicating a creature that moves very lightly (suggesting nonhuman/supernatural movement).
    • Signs indicate victims were taken from under tent walls, with a little blood, then dragged quickly and likely lifted (trail intermittently lost).
    • The tracks arc around camp but lead back toward the tower, ending at the base of the new exterior stairs up the stone base.
  • The sealed door and the key:

    • The stone base has a sturdy door partway up a short stone stair.

    • The party produces Etelka Herzen’s key-shaped object; when brought near the door, the door swings open on its own (no visible keyhole used).

    • Resolve checks (easy) are called for Felrick and Wanda at the doorway:

      • Wanda critically fails: immediately incapacitated on the Peril track and takes 3 Corruption.
      • Felrick fails but remains on his feet (peril applied as appropriate) and also takes 3 Corruption.
    • An icy wind rushes out; a voice whispers “Go back”; Wanda also perceives a spectral face in the wind before collapsing.

    • Felrick drags Wanda back a few feet; the door slams shut.

  • Immediate response and tactical debate:

    • Wanda regains consciousness shortly thereafter but remains heavily impacted on the Peril track.
    • The party debates entering vs. ambushing the creature outside at night; concerns are raised about boat theft or mutiny if the dwarves panic.
    • The forewoman and crew confirm both the base door and an upper trapdoor were sealed before (they attempted to get in and failed), implying magic had sealed the structure.
    • Thindruk attempts to calm and steady the crew with Charm (using “Shaken, Not Stirred” to reroll); he fails to sway them.
    • Qavitrae attempts a hardline Leadership appeal (assisted), urging them to let the party work; the roll fails; morale breaks.
  • Evacuation of the workers and securing the boat:

    • The workers insist on leaving the immediate site; the party offers to ferry them to the opposite riverbank and set a visible camp there.
    • The workers break down a tent and move minimal supplies; they do not commit to returning in the morning.
    • To prevent boat theft, the party unmounts the ship’s wheel (removing pegs) and takes it with them; Nora remains to guard and deter any approach.
    • The party plans to keep watch through the night and ambush whatever is taking dwarves if it emerges from the tower; they consider improvised log traps/scarecrows, but recognize uncertainty against a possibly spectral foe.
    • Wanda notes her Nerves of Steel talent can recover Peril with a full night’s rest, but the group balances that against the need for overnight watches.
  • Session close positioning:

    • Workers are across the river in a separate camp within eyesight.
    • The boat is secured (wheel removed), and Nora is on watch.
    • The party prepares an overnight stakeout/ambush near the tower door, intending to confront the abductor if it emerges; further actions are deferred until the next session.