The sun had dipped low over the Reik, its reflection a bruised smear of red and gold on the rippling surface, when the company made their uneasy camp upon the western bank. Across the water, the dwarves’ fires guttered weakly, a dozen huddled flames barely holding back the dark. They had fled the cursed tower—too many gone missing in the night, too many screams swallowed by the mist—and begged the adventurers to do what they could not: stand their ground until dawn.

The tower itself loomed above, its base of strange black stone veined with an unsettling sheen that drank the dying light. The dwarves had built their scaffolds around it in good faith, believing it an ancient relic worth reclaiming. Now those wooden frames hung empty and half-finished, a ribcage around a malign heart. The air smelled of damp earth and old stone, but beneath it lingered another scent—ozone and rot, the taste of sorcery long curdled.

Wanda, still pale from her earlier encounter with a restless spirit, sat silent on the deck of the Dandy Fraulein, polishing her blade with the rigid focus of one who refuses to tremble. Qavitrae stood nearby, peering toward the tower through the murk. She could feel it: the wind of Shyish whispering faintly across her skin, cold and hollow as grave-breath. Death magic pooled here, stagnant as a forgotten well. Even Thindruk’s jests came brittle now; the dwarven viscount’s laughter was a poor shield against the creeping wrongness that seemed to seep from the very soil.

Night fell thick. Watches were set—pairs of weary eyes staring across the dark water, the forest muttering beyond. When Qavitrae and Wanda took their turn in the pre-dawn hours, the moon was a pale coin hanging low and swollen. It was Wanda who saw it first: a seam in the black foundation splitting open, not with the grind of stone but with the silence of breath withheld. From the gap emerged a figure—humanoid, yes, but lean and wrong. Its skin clung too tightly to its frame, its movements too fluid, too quick. Orange eyes flickered in the dark like banked coals.

It turned its gaze toward the boat.

Qavitrae raised her arbalest, her elven eye tracking the unnatural grace of the thing as it moved. She felt Wanda’s shoulder beside her, the bailiff’s breath hitching as she sighted down her gun. The creature paused—then darted, not toward them but toward the dwarves’ abandoned camp. Silent as mist, it slipped among the tents and then, just as quickly, returned to the tower. The stone parted to receive it, swallowing it whole.

At dawn, the tale was told. The company gathered at the base of the tower once more, the dew clinging to their boots as they studied the place where the thing had vanished. The foundation stones showed no seam, no hinge, no weakness. Only when Qavitrae lifted the strange key they’d recovered—the black iron sigil that opened the upper door—did the wall shudder and bloom apart like a wound reopening.

Within, the air was stale and thick with dust. The chamber beyond was no craftsman’s work; its geometry seemed to shift and tilt, a place designed to confuse the eyes. Strange symbols crawled across the walls in patterns that refused symmetry. Three doors awaited them, seamless, each marked only by an engraved hexagram.

Caution warred with curiosity. Felrick, ever the pragmatist, muttered something about wizard’s folly and kept one hand on his pistol. Nora’s eyes gleamed at the prospect of action; she rested her hand on her claymore and stepped lightly over the threshold. Thindruk set a small fire behind them, as though mortal flame might grant them an escape should things turn foul.

Qavitrae pressed the key toward the leftmost door. The stone rippled, folded, and opened upon a dim chamber beyond. The smell of rot met them first. Then the shapes resolved in the lamplight—two figures standing motionless amid tables strewn with rusted implements and shattered glass. At first, they might have been men, long-dead artisans or guards preserved by the still air. But then one raised its head, revealing eyes like milky marbles, its jaw working soundlessly. The other was worse: hairless, its fingers sheathed in splintered arrows, the skin puckered where flesh met shaft.

The first fell to Felrick’s shot before it could take a step. The crack of his pistol echoed like thunder in a tomb, and the corpse dropped as if its strings had been cut, a neat hole drilled through its eye. The second shuddered but did not fall—Qavitrae’s bolt took it squarely in the brow, yet still it advanced, silent save for the rasp of bone against stone.

Nora charged, her claymore flashing in the lamplight. She slammed into the creature with the force of a battering ram, toppling it backward. The thing thrashed on the floor as she raised her blade for the killing stroke, and even as she hewed away its arm, it writhed on. Its mouth gaped in a soundless snarl, exposing gums black with dried blood.

The others closed in. Wanda’s hammer fell with grim finality; Felrick reloaded, his eyes calm and cold. When the gnome’s next shot took its chest apart, the creature finally sagged. Only when Qavitrae’s second bolt took the head clean from its shoulders did the twitching cease.

Then silence.

Nora’s breath came fast, her heart drumming in her ears. The air felt heavier, as if the death within the room had a weight all its own. Felrick muttered, “We’ll need to burn the bodies.”

But before they could, another door in the hall yawned open. The sound was sudden and wrong—a whisper of stone on stone, though no one had touched it. Thindruk turned just in time to see the same clawed horror from the night before dart through. Its movements were faster now, less hesitant, as though the darkness of the tower lent it strength.

He raised his burning brand by instinct, flinging it in defiance. The flame arced wide, landing against a gargoyle-shaped lectern that began to smolder. A heartbeat later, the creature was upon him, bone weapon flashing.

Then chaos.

Felrick fired again, the shot punching clean through its ribs but failing to slow it. Qavitrae reloaded and loosed in the same motion, another bolt sinking deep into the creature’s side. Nora shouted for space and barreled forward, the ground trembling under her boots. Her blade rang against bone as sparks leapt from her strike. Still it fought on, its flesh tearing, black ichor hissing where it splattered the stone.

When at last it fell, it did not fall alone. A second door burst open, and another shambling corpse lurched forth—a grotesque parody of the first, its sharpened bone still wet from prior kills. Thindruk tried to stand his ground, but the blow caught him hard, the sharpened point glancing across his face. He reeled back, blood mixing with ash, the beginnings of a black bruise spreading beneath his eye.

And then—the first creature returned. Its ruined head, half-sealed by dark sorcery, gleamed with new flesh. Whatever corruption animated it, death alone would not hold it long.

The group braced for another onslaught. The tower itself seemed to pulse, the air thrumming faintly, alive with the echo of some long-forgotten spellwork. Every breath felt borrowed, every heartbeat a wager.

By the time the sun rose, its light would touch this cursed stone. But until then, the company stood within its shadow—surrounded by the dead, haunted by the unseen hand that had called them here, and knowing that the true master of this place had yet to show its face.

The enemy within the tower had awoken.


Session Notes
  • Recap of prior findings and scene setup

    • The GM reminds the party that they previously sensed Shyish (the purple Wind of Death) and Dhar (corrupted black magic composed of all colors gone stagnant) around the tower.
    • Light humanoid footprints with claw marks were found in the mud/grass near the tower; Felrick had tracked recent comings and goings after a rain.
    • The tower is several centuries old in appearance; dwarves believe it was built about a century ago but with non-local stone (possibly basalt).
    • After a tense exchange with the dwarven work crew, the party ferried the dwarves across the river to camp on the opposite bank; the Dandy Fräulein remained moored by a small pier on the tower’s side.
    • Background on disappearances: dwarves sleeping in the same tents had been vanishing at night (first by ones, then by twos) until 6 of 12 were missing; the group infers something is emerging from the tower to abduct them.
    • Wanda is shaken and would recover best with a night’s rest; there is concern that camping near the tower is dangerous.
  • Identification and lore checks

    • Education / Folklore / Wilds checks are discussed.

      • Thindruk: Education check — no insight on the creature; Beastmen are considered and dismissed (hooves).
      • Qavitrae: Education check — success; the strange tower, magic traces, and behavior suggest a wizard’s tower. Footprint weight/trace implies the thing is very light or supernaturally nimble.
    • Wanda’s practical wards: suggests salt (purifying, protective) and simple woven grass/stick charms for ghost-warding.

    • Architectural oddity: the stone foundation is unusually tall (~12 ft); more than necessary, hinting at a sub-level.

  • Plan for the night

    • The group decides to rest on the Dandy Fräulein to let Wanda recover, and to post watches in pairs through the night.
    • Rule reference: safe rest fully recovers peril; unsafe rest has limits. Wanda’s Nerves of Steel talent improves recovery even in unsafe conditions.
  • Pre-dawn watch and sighting

    • Last watch (~4:00 a.m.): Wanda and Qavitrae.

      • Awareness (hard): Wanda crits; Qavitrae fails.
      • Wanda observes at the base of the tower’s foundation: a silent stone door outline appears, opens, and a hairless humanoid (~5.5–6 ft, ragged clothing) with unnaturally orange-glinting eyes emerges, looks directly toward the boat, then rapidly skitters to the abandoned dwarven camp, lingers briefly among tents, then returns to the tower; the stone aperture silently opens for it and closes after.
    • Qavitrae attempts a medium-range hard arbalest shot into the gloom — a shot is loosed but no clear impact is seen; they choose not to wake the others.

  • Morning briefing and map

    • Around 6:30–7:00 a.m., Wanda and Qavitrae report: humanoid, hairless, ragged, very fast and quiet; different door in the foundation, not the upper one.

    • The GM sketches:

      • Pier at the river; path up the hill to the dwarven camp (tents, lumber).
      • Tower with a wrapping external stone stair to the upper door the party opened previously.
      • Scaffolding around the tower.
      • The secret foundation door is near the foot of the stairs on the path side.
  • Investigation at the base of the tower

    • Nora performs an Awareness (standard) sweep:

      • Finds no seams or hinges in the foundation wall; mortar is tight; no hairline door gaps.
      • Does find faint clawed footprints in the soft earth that go straight into the wall slightly offset from the path’s end.
    • Qavitrae senses the winds:

      • Resolve test — success; experiences a surge of Shyish (Death), with a momentary sense of life draining; confirms Death magic is present.
    • Tactical advice (in-character): against a wizard/creation, “stab it” (preferably when it’s distracted or asleep); arrows from afar are also effective.

  • Preparing entry

    • Debate about using the key (the same that opened the upper door) at the base:

      • Qavitrae produces the key and passes it over the suspected section.
      • A thick black stone door (~8 inches) silently swings out, exposing a hall inside.
    • Exterior door wedged: Wanda uses an iron spike and mallet to quietly pin the exterior portal in the earth; the door slab floats/moves rather than hinging.

    • Lighting: outdoor daylight spills in; lamp/torch used inside.

  • Interior hall description

    • The hall has strange geometric patterns on floor, walls, and ceiling; dust and cobwebs obscure details; the designs create a disorienting perspective (straight vs skewed/foreshortened depending on angle).
    • Three heavy wooden doors (tight-fitting, no knobs), each bearing an engraved hexagram at handle height.
  • Establishing a fire outside

    • The group starts a campfire near the tower with available seasoned construction lumber (better than green wood); intent is to have fire/brands ready if needed.
  • Tracks inside and initial door choice

    • Awareness (challenging) inside: there are light disturbances in dust — evidence something passes very lightly.
    • The trail leads through the left and right doors, but not through the end door.
    • Left door: Qavitrae waves the key; the door opens. The exterior portal remains open.
  • Room beyond the left door (first combat room)

    • Furniture/fixtures noted: large tables with glass vessels, metal stands, odd clay jars; a gargoyle-shaped lectern.

    • Two figures are present:

      • Closest: a walking corpse (patchy hair, gray pitted flesh, lips gone, cloudy white eyes, dried gore down mouth/chest) standing still until light enters, then its head lifts to fixate on the party.
      • Behind: a humanoid construct/aberration assembled from human parts and altered by magic (appearance clearly non-human).
    • Lore summary (Qavitrae’s Education success):

      • Zombies are hard to stop; best practice is to remove the head after dropping them, else they may rise again.
      • The second creature is an esoteric, constructed thing (“built from dead parts and reinforced with magic”).
  • Fear checks (upon seeing the undead)

    • Party makes Fear tests:

      • Qavitrae: initial failure → rerolls with a fortune coin → critical success; a fortune point is added back to the pool; Qavitrae avoids peril.
      • Wanda: GM spends a misfortune coin to force a reroll; Wanda succeeds.
      • Felrick: rerolls, then succeeds.
      • Thindruk: fails; with peril thresholds at 7/13/19, his result crosses to three levels, reduced by Impervious Mind to two peril levels.
      • Others succeed; final state: only Thindruk remains significantly shaken after rerolls.
  • Pre-combat declaration

    • Qavitrae targets the rear amalgam with an ability that reduces all damage that foe deals to her by her FB (declared at combat start).
  • Round 1 — Actions

    • Thindruk (first):

      • Retrieves a burning brand from the established fire, preparing to have flame at hand.
    • Felrick:

      • Steps to the threshold and fires his pistol at the rear creature (amalgam).
      • Massive damage (29) with exploding gunpowder dice; the ball passes through its eye socket; the rear creature drops immediately.
    • Qavitrae:

      • Aims and fires pistol at the front zombie; extremely high damage (35), leaving a smoking hole in its forehead, but the zombie remains standing.
    • Wanda:

      • Uses Inspiring Words (new class feature) to buff allies (not herself): +1 to Peril Threshold and Damage Threshold, and +3 Initiative.
      • Moves up with shield raised.
    • Nora:

      • Charges the front zombie; performs Takedown (Athletics, with Run Amok +20; Soldier of Fortune forces foes to flip to fail on resist/defend).
      • The zombie is knocked prone (wet thud as it hits the floor).
      • With Spirit of the Wolf, gains +1 AP this combat; attacks prone (extra Fury die from charge; not from the takedown bonus this time).
      • Damage (~24); the GM rules one arm is severed; the zombie is alarmingly unconcerned and continues.
    • Rear creature (amalgam):

      • Stands (AP) and darts to the right-hand door; the door opens for it and closes after it exits.
    • Zombie (prone):

      • Bites at Wanda; parried successfully (after reroll with shield bonus).
  • Round 2 — Setup and actions

    • Thindruk:

      • Attempts to barricade the door the creature fled through but realizes opportunity attacks cost 0 AP, so running past the zombie would still be threatened.
      • Instead, he throws the burning brand (Simple Ranged, improvised −10) at the zombie in melee; misses (no fumble). The brand lands burning near the gargoyle lectern.
      • Splits movement to return to his initial spot, saving 1 AP for defense.
    • Felrick:

      • Moves into close range around allies to the zombie and fires point-blank; damage ~35; the zombie collapses, a portion of its rib cage blown away.
    • Qavitrae:

      • Takes a hard shot into melee with the arbalest, crits, and then spends the extra AP for Punishing to add a Fury die.
      • Total ~22 damage; the bolt severs the head; the zombie is finished (head rolls away).
    • Nora:

      • Moves to the center/end door but finds no knob and hexagram only; recognizes it likely requires the key; falls back to form a line.
    • Wanda:

      • Smashes the fallen zombie’s body with the Morgenstern to ensure it is out of action; then posts by the doorway with AP reserved.
  • Amalgam returns; new threat appears

    • The other hall door (opposite side) bursts open; the amalgam returns and attacks.

      • It lunges at Thindruk with a sharpened leg bone, but its initial stab misses.
    • Thindruk:

      • Performs a Maneuver (2 AP) to disengage safely, then moves to nestle between Felrick and Nora.
      • Quick Education (13) glance at a book on the lectern: notes passages in Reikspiel and others in a wizard’s secret script; identifies it as a wizard’s book (detailed reading deferred due to combat).
    • Qavitrae:

      • Reloads and fires the arbalest at the amalgam: hit; 8 damage, the bolt sticks in its body.
    • Felrick:

      • Aims (+10 to hit; personal trait +3 damage when aiming) and fires pistol at the amalgam: 14 damage; a hole is blown through it; it continues advancing.
    • Nora:

      • Charges the amalgam to attempt Takedown (with Run Amok +20, flip to fail against resist); this attempt fails (after reroll).
      • Spends AP to swing two-handed with the claymore (Adaptable +1 damage available; Punishing requires AP after a hit) — attack fails (after reroll).
    • Wanda:

      • Steps into the doorway beside Nora, attacks with the Morgenstern and hits (after reroll).

        • Adaptable included (+1 damage); Powerful not used.
        • Damage ~14; collarbone crushed, but the arm still functions; bones rotate unnaturally as it keeps attacking.
  • Amalgam’s counterattacks

    • The amalgam loops around via doors and re-engages:

      • Bites Wanda: hit for 14only 1 wound after armor; Toughness (standard): critical success; a numbing tingling is felt in her hand where it bit, but no further effect.

      • Stabs at Nora with the sharpened bone:

        • Initial parry/attack roll exchange: both fail; after coin interplay, the final damage is 5, which is under Nora’s armor; no effect.
  • Additional undead joins

    • Because the party did not barricade the other interior door, a second zombie enters and attacks Thindruk:

      • First result (7) is absorbed by armor (8 with Inspiring Words).
      • GM spends a misfortune coin to explode damage to 18Moderately Wounded (2 steps).
      • Injury roll results in Black Eye (vision-reliant skill tests flip to fail); recuperation 5 days (subject to care).
  • End of session

    • Combat continues with the amalgam and a fresh zombie active within the hall complex.
    • The party is split across the hall threshold and interior room; exterior portal remains wedged open; three interior doors (left/right/end) are hexagram-sealed and operated via the key.
    • Session ends with Wanda and Nora holding the interior line, Felrick and Qavitrae providing ranged fire, and Thindruk injured (Black Eye) after retreating to the party’s formation.