The stench of old blood clung to the stone like a stubborn ghost as the fellowship descended again into the tower’s bowels. The screams and scrapes of the dead still echoed faintly in memory, but the chamber now lay quiet, lit only by the faint bluish glow seeping from the brass inlay at the floor’s center. Qavitrae studied that glow with narrowed eyes, taut as a bowstring. There was something wrong about its silence. It was the silence of a predator that had already fed.

Thindruk lingered nearby, battered but stubbornly upright. His eye had swollen into an impressive plum, but the dwarf refused to let pain slow his appraisal of the hexagram gleaming beneath the table. His pride might have been bruised, but curiosity, that old ember, burned bright.

The others fanned out through the chamber, each wrestling with unease in their own way. Nora toyed with the severed zombie limb she’d taken earlier, tossing it into the circle with the cautious bravado of someone hoping the answer would be simple. It wasn’t. The limb hit stone with a wet slap—nothing more. No sizzle, no curse, no rising horror. The absence of a reaction was somehow worse.

“Could seal the whole place in stone,” Qavitrae muttered as she circled the edge of the inlay. “Entomb it like a blight.”

“And doom half the mountain with it,” Thindruk sniffed. “This is dwarven stone. Sacred. You don’t bury secrets in it unless you want them to hatch.”

Felrick—who had spent much of the conversation eyeing the keys like a starving man eyes a roast—slipped a finger along the teeth of one. The things had a hateful artistry to them. Each was shaped like some impossible star, each with a raised node at its center. “We came all this way,” he said, voice low. “Be a shame not to see what the damned thing does.”

No one agreed. No one had to. The gnome was already moving.

He pressed the first key into its matching divot. The brass receded like wax under flame, reshaping into the star’s silhouette. A satisfying click followed. Felrick’s eyes gleamed. He pressed another. Then another. Soon the chamber rang with six identical clicks, each one a small betrayal of common sense.

“A moment, Felrick—” Qavitrae started.

Too late.

The keys turned.

The table in the center shuddered, split neatly down the middle, and slid apart like a pair of eyelids opening. Below, the floor simply… vanished. Stone dissolved into nothing, revealing a shaft of unnatural darkness and a ladder descending into its throat.

“Ah,” Felrick breathed. “A special hole.”

Qavitrae pinched the bridge of her nose.

They wedged the doors open before venturing deeper—no one wished to be sealed in a chaos-touched oubliette—and then Felrick swung onto the ladder, lantern dangling from his belt. The others followed, one by one, boots scraping the ancient rungs.

The air below was shockingly clean, free of the rot and ruin that plagued the tower above. The chamber stretched out in a perfect hexagon, its floor painted with a twelve-pointed star that seemed to shift as one stared at it. A desk lay near the ladder, open books resting atop it like abandoned thoughts. Six alcoves extended from the central chamber, each lined with shelves of older, stranger tomes.

Qavitrae’s breath caught when she opened the first book. Not because of the writing—though the archaic script was as pretentious as any human attempt at scholarship—but because the title page bore a name she had hoped never to read again.

Dagmar von Wittgenstein.

A century-dead wizard. A man whose prodigious arrogance had already stained Imperial history. And here lay his journal.

She read, lips tightening with every line. His writings spoke of omens, of the green moon’s strange influence, of celestial patterns that pointed toward one horrific conclusion: something had fallen from the sky nearly two hundred years ago, a shard of corrupted celestial matter. Warpstone. A nucleus of raw magic, potent enough to warp flesh and will.

And Dagmar had gone to find it.

The final entry chilled her more than any ghost. The wizard’s quill had scraped feverishly about prophecies, power, ascension—and a decision to travel to the Barren Hills. To retrieve the stone. To use it.

She shared the translation with the others. They read in grim silence, each face shifting through its own shade of dread.

“So the cursed town…” Nora said quietly. “Wittgendorf.”

“The castle,” Thindruk murmured, rubbing his now-throbbing eye. “Wittgenstein Castle sits above the village. His home. His descendants. If he made it back…” He didn’t finish.

Wanda leaned against a pillar, arms folded. “Even if he didn’t, the stone did. And someone’s been breathing its air for a hundred years.”

There was no need to mention the mutants they’d encountered weeks earlier. Or the child who’d pleaded for her broken town. The implications hung thick, a noose woven of dread and duty.

They debated their next steps, voices hushed despite the emptiness around them. Altdorf offered knowledge, healers, and danger. Wittgendorf offered only peril—and the chance to seize the stone before the cultists they’d thwarted caught up to it.

In the end, the choice came not from bravery or folly, but inevitability. Whatever festering horror Dagmar had birthed, it was spreading. And someone had to face it.

“Then we go south,” Qavitrae said. The others nodded. Even Felrick, who hid his caution behind a crooked smile.

But first, they stripped the underground library clean. Books of magic, prophecy, and blasphemous history—dangerous to possess, deadly to abandon. The chamber yielded no stones, no artifacts, nothing but knowledge, potential, and doom.

A final awareness sweep revealed a single hidden vial—before Wanda shattered it by accident. The green liquid sizzled uselessly across the stone. Felrick gagged in anticipation of melted flesh, but the spill lay cold.

“Could’ve been valuable,” he muttered.

“Or poisonous,” Wanda countered. “Let the floor drink it.”

They ascended from the depths, loaded with books and unease.

The journey south brought a knife’s edge of luck. They passed through Altdorf under disguise, sold their cargo at a fortuitous price, and delivered their bank note before slipping away. But the road was not kind: Wanda’s festering wound worsened to the point of fever, and only the city’s healers kept infection from claiming her limb.

And so the days passed. The dwarf’s black eye faded. The elf buried herself in forbidden tomes. The gnome polished his pistol until its metal gleamed with anticipation. Nora watched the horizon, stomach fluttering with equal parts dread and purpose.

Six days later, the Dandiefraulein cut through dark waters toward Wittgendorf.

No lanterns burned in the village.

No smoke rose from its chimneys.

The streets were overgrown, choked with weeds. Buildings sagged like they were sinking into the earth. A half-starved dog darted across the road and vanished into silence. Above the cliffs, the crooked silhouette of Castle Wittgenstein leaned as though the land itself was trying to shrug it off.

The air tasted of abandonment. And something else—like the first breath before a storm breaks.

The fellowship exchanged glances.

Whatever Dagmar had woken a century ago, it waited here.

And it knew they were coming.


Session Notes
  • Opening recap (GM narration of prior events, as a vignette)
    • The GM recapped the party’s earlier battle with undead “ripped from Morr’s garden.”
    • Viscount Thindruk Steelbone fought on despite a badly blackened eye (described as “a bruised plum”) and refusing a stretcher.
    • Qavitrae rushed in to aid Thindruk, carving into a ghoul while “seething.”
    • Thindruk snatched the book from its pedestal and repositioned to “lead from the rear.”
    • Felrick Flappan, affected by cataracts, waited for a clear shot rather than firing into the mêlée.
    • Nora Abendroth severed a zombie’s arm at the elbow; the limb skittered near Thindruk’s boots and drew a joke about the zombie “giving you a hand.”
    • Wanda Hahnemann crushed a skull with her morgenstern.
    • A faster, more resilient undead creature knitted wounds mid-fight and lunged at Wanda, but failed to pierce her brigandine.
    • Thindruk pinned a corpse with an overturned workbench; Felrick drove a blade into its head while it still writhed.
    • Nora knocked down the nimble undead; during the chaotic exchange, multiple characters were described as falling to the ground in quick succession.
    • The most dangerous abomination was finally beheaded by Qavitrae after it rejoined itself; the head rolled away into shadow.
    • Post-fight exploration in the tower revealed portraits, a suspect’s staff, maps, and a notebook of “lunatic maths” confirming “doom work.”
    • The party arrived at the tower’s heart, a blasphemous chamber at the center of the basement beneath the tower.
  • Re-entry into the blasphemous basement chamber

    • The group confirmed they had entered the chamber at the center of the basement.
    • The party framed this as their second permanent metal ritual circle (with earlier circles including one in a sewer and one drawn circle in a warehouse).
    • The GM described the room as dim, though the party had brought their own light, and emphasized that the inscribed floor pattern glowed with its own light.
    • The central feature was a wooden table (roughly 5 to 6 feet across), marked with dark stains, scored markings, and perimeter points suitable for bindings, implying restraint or assembly work.
    • The party established that this table sat directly beneath a trapdoor/opening far above (connected to earlier discussion about letting “life-giving lightning” in).
  • The ritual circle itself (physical description and initial caution)

    • The floor contained a hexagram set into a ring, described as a metal inlay (brass), glowing independently.

    • Qavitrae chose to inspect at a distance, circling it without crossing the line.

    • The GM called for an Awareness test for Qavitrae with a +20 bonus; Qavitrae did not gain decisive insight from the roll.

    • The party discussed destruction and containment options:

      • Wanda directly asked: “How do we destroy this?”

      • Qavitrae proposed two courses:

        • Demolish the entire tower (with concern this would anger the dwarven workers outside).
        • Seal it up, take the book and keys, and make the problem a wizard’s responsibility (specifically a Grey Wizard).
    • Concern remained that the circle’s glow implied magic, but no one could immediately explain its function.

  • Testing the circle and accounting for bodies

    • Nora proposed an experiment: remove a leg from an incapacitated undead and toss it into the circle to see what happens.

      • The GM described Nora hacking off a leg, dragging it in, and flopping it into the center.
      • Result: nothing magical happened; no color change, no surge, and the severed limb did not animate.
    • The GM confirmed there were no spare limbs lying around in this specific ritual chamber, though the party had seen jars with body parts in an earlier room with glassware.

    • The party revisited the fate of the missing dwarves:

      • The GM stated the party found chewed remains (mostly bone fragments; “they probably wouldn’t eat the beards”).
    • The group discussed proper treatment of dwarven remains:

      • Thindruk emphasized the propriety of returning dwarven remains for burial, while the GM noted coworkers outside could handle clan and family rites.
      • The party agreed on separating undead corpses from the eaten dead, with intent to remove bodies and burn the undead.
  • Looking for signs of recent activity

    • The party asked whether anyone besides victims and monsters had been here recently.

    • The GM called for additional Awareness checks with a +20 bonus.

    • Thindruk and Nora succeeded, and the GM described:

      • A clear path through dust leading from the north door to the central table.
      • Crucially, small divots in the metal at each point of the star.
  • Keys inventory and matching the divots

    • The party counted their keys:

      • Keys recovered from multiple undead plus one obtained from Atelka.
      • The GM confirmed the party had six keys total.
    • From a safe distance, the party assessed whether the keys fit the divots:

      • The GM explained the divots matched the shape of the keys’ star-like ends, aligning with their unusual nodes.
  • Felrick initiates the key mechanism (while the party argues)

    • While others debated risks (turning it off vs summoning something worse), Felrick placed a key into a divot beside him.

    • The GM described the mechanism:

      • The metal receded to form the star shape for the key’s end.
      • The key seated with a satisfying click.
    • Felrick removed the key:

      • It required a small tug and produced another click.
      • The metal filled back in, leaving only the divot.
    • Felrick repeated this in-and-out cycle multiple times, then left the chamber with the others.

  • Researching the recovered tome and scribbled calculations

    • Qavitrae took the large book (taken earlier from a lectern/podium) to reading desks in the library.

    • The GM clarified the book’s language:

      • Qavitrae recognized it as a precursor to modern Reikspiel, framed as educated humans writing in a “classical” academic form (analogous to medieval Latin).
      • Marginal notes were in modern Reikspiel and referenced anatomy.
    • Qavitrae began an extended, hard Education test, assisted by Thindruk, to study the tome over much of the remaining day.

    • Meanwhile, Thindruk examined the chalked and scrawled writings in the laboratory areas:

      • He made a hard Education test and succeeded (aided by spending a fortune point when needed).
      • The GM described calculations scrawled across corners, walls, floor, and ceiling, and the contrast between orderly notebook work and frantic wall-writing.
      • Conclusion from the evidence: the writer appeared obsessive and losing grip on reality.
    • From extended study, the party learned:

      • The tome contained detailed anatomical studies of humans and animals, including drawings.
      • Later sections hinted at encoded magical formulae.
      • The final section contained designs of stitched-together, unnatural creatures, consistent with the abomination the party fought.
      • Importantly, nothing obvious indicated demonic summoning as the central pursuit.
  • Commitment to the six-key action

    • With no direct evidence the mechanism was explicitly tied to demon summoning, the group leaned toward engaging it.

    • The party agreed to wedge doors open so they would not be trapped if the key mechanism tried to close the doors:

      • The GM confirmed the doors could be blocked with furniture and would not overcome a solid wedge.
  • Inserting all six keys: correct placement and activation

    • Felrick collected the keys and inserted them in the appropriate divots.

    • The GM specified key placement rules:

      • The key from the fast, abnormal monster fit the point of the hexagram farthest from the entrance.
      • The key originally obtained (the one the party “came here with”) fit the point closest to the entrance.
      • The remaining keys from the other zombies filled the other points.
    • When the final key was inserted:

      • All keys turned by themselves.
      • The central table flashed with light, and a line of light traveled down its center.
      • The table split into two halves.
      • The stone floor silently vanished, revealing an open shaft at the center of the hexagram with a ladder leading down.
  • The newly revealed shaft and descent

    • The shaft was described as 15 to 20 feet deep.
    • With darkvision-capable sight in the party, they could see another floor below with something painted on it, though details weren’t clear from above.
    • The keys remained in place and did not disappear.
    • Felrick volunteered first, climbing down the ladder, with Qavitrae following.
  • Lower chamber: layout, symbols, and atmosphere

    • The GM revealed the lower area as a hexagonal chamber with a multi-pointed star painted on the floor (the party recognized it as a composition involving two 6-pointed stars, forming a larger star motif).

    • A desk sat near the base of the ladder.

    • There were multiple alcoves radiating outward from the central chamber, lined with bookshelves in the adjoining spaces.

    • A red object on the floor was identified as a rug, not a coffin or sarcophagus.

    • Environmental shift:

      • The air was dry, lacking the damp rot of the chambers above.
      • There was a thin layer of dust, but the room felt sealed, orderly, and undisturbed.
      • The GM stated there was no sign anyone had been down here recently.
  • Books on the desk: titles and identification

    • The party examined three books at the desk:

      • Two were open; a third was closed.
    • Titles identified:

      • “Sternschau’s Astronomical Records: Being a Guide of the Mysterious Phenomena of the Night Sky” (as read out in play).
      • “True Omens and Prophecies of the Seer Unserfrau” (as read out in play).
      • A third book had a title page in a spidery magical script.
    • The GM called for:

      • An Incantation test for Qavitrae to interpret the spidery script.
      • A Folklore test for Wanda at standard difficulty (Wanda did not succeed).
  • Qavitrae deciphers the spidery script title page

    • Qavitrae recognized the script as the “language of magic”, used for complicated, esoteric concepts.

    • She determined the title page was a clumsy transcription of Reikspiel into magical script, which she found characteristically human.

    • Qavitrae translated the title page as:

      • “The Journal of the Year 2405”
      • “by the hand of wizard Dagmar von Wittgenstein.”
    • The GM clarified the nature of the journal:

      • It was not primarily a grimoire, but a diary written in magical shorthand that could be translated with effort.
  • Translated excerpts and “notes from the signal tower” thread

    • The GM provided translated pages for the party to read (the group referenced them as “notes from the signal tower”).

    • From these notes, the party focused on:

      • A historical account involving unusual celestial events and a period-based phenomenon (the party discussed a “hundred year period” framing).

      • References to meteorites falling in different places, including:

        • The Uplands of Talabecland, near the headwaters of the River Narn (as read aloud).
        • A prophetic phrase about the “Spittle of Morr” and power for whoever possesses it (as paraphrased by Thindruk during discussion).
    • The party connected these writings to Chaos themes and the god referenced as Zinj:

      • The GM confirmed Zinj as a Chaos entity associated with sorcery, noting wizards who “go bad” are drawn to it.
  • Digging into Dagmar’s journal: the final entry

    • Qavitrae used the “classic” approach of starting from the last entry.

    • The GM identified the final entry’s title as “If I Did It.”

    • The party interpreted the entry as:

      • A record of an expedition and involvement with dangerous material.
      • Clear suggestion that warpstone was central (the group repeatedly called it warpstone).
      • The journal included symbols and a drawing suggestive of a glowing stone.
    • Qavitrae and others discussed the implications:

      • The name von Wittgenstein implied nobility.
      • The party linked “Wittgenstein” to the area they had traveled through, including the town of Wittgendorf and its reputation as plagued or cursed.
      • They recalled prior information about mutants escaping from Wittgendorf and rumors of dangerous containment there (iron or lead-lined storage was discussed in-character as the likely method).
  • Strategic debate: what to do next

    • The party identified multiple possible paths:

      • Return to the Barren Hills.
      • Go to Altdorf and seek information or contact with wizard authorities.
      • Head directly to Wittgendorf to investigate the suspected source.
    • Concerns driving the discussion:

      • The possibility that the organization backing Atelka still existed and would continue the search.
      • Fear that Grey Wizards might kill the party if they appeared entangled with Atelka or Chaos evidence.
      • The risk of being recognized in Altdorf due to wanted posters and prior crimes (as perceived in-world by the party).
    • Despite suspicion of Altdorf’s risk, the party remembered an important practical need:

      • A bank note tied to repaying Josef required action in Altdorf.
  • Looting the tower and denying resources to enemies

    • The party agreed to:

      • Take valuable and useful items from the tower.
      • Destroy (burn) books and materials they could not safely carry, both for profit denial and to prevent others from using the knowledge.
    • The GM quantified the haul:

      • Everything from the tower could be packed into roughly 20 cargo units, which the party deemed manageable given the ship’s much larger capacity.
    • The party discussed hiding contraband:

      • No true smuggler’s compartment was built, but they planned to conceal the most dangerous books under other cargo (notably furniture and other items).
  • Searching the lower library: awareness results and the broken vial

    • The GM called for Awareness checks for those searching.

    • Wanda suffered a critical failure:

      • She picked up a book that felt oddly light, opened it, and a glass vial hidden inside tumbled out.
      • The vial shattered on the stone floor, spilling green liquid.
      • The GM confirmed the liquid did not immediately steam or react; it simply spilled and was lost.
    • The GM distinguished the lower library’s character from the upper:

      • Upper levels: many rotted books, broader histories and sciences.
      • Lower level: older, esoteric books, heavily focused on magic and prophecy, potentially valuable to the “right buyer,” but dangerous if discovered by witch hunters.
  • Travel and commerce decision: stop at Altdorf

    • The party committed to a quick turnaround in Altdorf:

      • Conduct essential banking related to Josef.
      • Sell the textiles without spending days shopping for the best buyer.
      • Minimize time in the city due to risk of recognition.
    • The GM framed the timeline so that reaching Altdorf placed them on the 16th (as referenced in play), with departure shortly thereafter.

  • Medical complications: infection and injuries

    • The GM introduced a pressing injury complication:

      • Wanda’s bite wound showed infection: swelling, redness, burning pain.
    • Mechanical implications stated in-play:

      • While infected, Wanda could not recover steps on damage or peril tracks.
      • If not treated properly within 24 hours, Wanda would lose 1% Brawn per day.
    • The party opted to secure treatment in Altdorf (the largest city, where skilled care could be found).

  • Selling textiles: bargain outcome and profits

    • Wanda handled the sale of textiles in Altdorf with a negotiated deal:

      • The GM called for a hard Bargain test, assisted.
      • The result was treated as a critical success.
    • The GM justified the market conditions in-world:

      • The Imperial Army was buying up fabric for uniforms and related needs, increasing demand.
    • Transaction numbers stated at the table:

      • The party had purchased 30 units of textiles for 210 gold crowns (7 per unit).
      • With the critical success, the party sold them for 300 gold crowns (10 per unit).
  • Purchases and treatment in Altdorf

    • The party paid for:

      • Two suits of brigandine at 33 gold crowns each (66 total).
      • A high-quality healer at 12 gold crowns.
      • Total stated cost: 78 gold crowns.
    • The healer’s competence was described as very high (treated as 80% skill for the relevant work).

    • Thindruk’s injuries:

      • His black eye (a moderate injury) was treated via painful, practical medicine and swelling reduction, beginning the recuperation properly.
    • Wanda’s infection:

      • The physician treated the infected bite with cleaning, cutting, bloodletting, and leeches, describing the condition as poisoned blood and imbalanced humors.
      • Over several hours, the physician monitored improvement and confirmed the infection calmed.
    • The party discussed that a lead-lined container would be ideal for warpstone, though they did not purchase a custom lead box at this point.

  • Disguises to avoid trouble in Altdorf

    • The GM requested a Disguise test as the party moved through Altdorf.
    • Thindruk rolled exceptionally well (a very high roll still counted as success due to the ease of the task and bonuses from his traits).
    • Thindruk presented himself as a servant or attendant of a fabricated noble, enabling smooth transactions while avoiding scrutiny.
  • Organizing funds and obligations

    • The party ensured that the funds intended to repay Josef were deposited with a bank in Altdorf.
    • They discussed leaving word for Josef at a known tavern so he could retrieve the money if necessary.
    • The group also referenced their previously banked funds in Kemperbad (473 gold crowns noted during their accounting discussion).
  • Studying the looted magical books during river travel

    • During the river journey away from Altdorf, the GM allowed time for reading while travel remained relatively quiet.

    • The GM called for hard Education checks to glean usable information from the strange magical texts:

      • The rolls were largely unsuccessful overall, but the GM summarized what the party managed to learn by the end of the session.
    • Information the party extracted about warpstone (also called witchstone and mage’s gold):

      • It is a concentrated source of power that can greatly fuel magical rites and rituals.
      • Prolonged exposure to a large piece is hazardous and can cause mutation.
      • Lead can shield against its harmful effects.
      • The texts did not provide a “safe” method to neutralize it; instead, they suggested the stone weakens as its power is consumed or dissipated, implying “destroying” it means using up its energy.
      • The party explicitly rejected the idea of simply smashing it with a hammer, with the GM reinforcing that striking it would likely cause something terrible.
  • Arrival at Wittgendorf (end-of-session scene setting)

    • After travel time quantified by the GM (six days from Altdorf), the party arrived in the region on Festag, Sigmarzeit 22nd, mid-afternoon.

    • The GM described Wittgenstein Castle looming on high cliffs:

      • Visible walls stood near the cliff’s edge.
      • A tower on the castle appeared crooked and leaning, unstable enough that time might destroy it without siege.
    • The village of Wittgendorf was about a mile downriver from the castle and was the first reasonable point to bring in a boat and proceed inland.

    • The party debated approach:

      • Some wanted to go straight toward the castle.
      • Others insisted the village was the practical route and best place to gather information.
      • The GM noted the alternative would be tying off upstream and hiking overland to the cliffs.
    • Final village description (the session’s closing image):

      • The village was quiet and possibly abandoned.
      • No people were visible.
      • Streets were choked with debris and weeds, vegetation pushing through cracks where a maintained village would have cleared it.
      • A half-starved dog trotted down the road and vanished behind a low wall.
  • Session wrap (mechanical state)

    • The GM awarded 100 Reward Points to each character.
    • The GM announced intent to transition to a different corruption tracking system and set all characters’ starting value to 1 corruption due to cumulative exposure to demonic circles and Chaos-tainted environments during the campaign.