Morning broke over the River Reik with an unease that clung to the mist like a stain. What little rest the companions had managed aboard their riverboat did nothing to dull the sense that Wittgendorf itself was watching them—hungry, resentful, patient. The village lay quiet, too quiet, its gaunt inhabitants kept at bay by the thin line of water and wood that separated them from escape. That fragile boundary would not last.

The sound came first: hooves, iron-shod and numerous, rolling down toward the docks in a measured, deliberate rhythm. When the armored men emerged from the road—steel catching the early light, kettle helms low, crossbows cradled with casual familiarity—the meaning was unmistakable. This was no courtesy call. Authority had come riding, and it had come in force.

Qavitrae met them on deck, her expression unreadable, eyes flicking from banner to breastplate, counting, measuring. Thindruk soon followed, refusing to be hailed like a common petitioner from the dockside. When Captain Doppler announced his intent—to seize the boat “for its own protection,” to remove it to the castle’s keeping, to delay their audience yet another day—the words landed like an insult wrapped in protocol. The quarantine was his justification. The plague, his excuse. But beneath it lay something simpler: command.

Steelbone would not bend. His refusal rang sharp and public, invoking rank, law, and the Empire itself. For a heartbeat, it seemed enough. Then Doppler barked an order, and armored boots thundered onto the gangplank.

The moment stretched thin. Crossbows rose. Hands tightened on hafts and grips. Felrick’s fingers hovered near his firearm, already calculating angles and bodies tumbling into the river. Wanda stepped forward, voice like iron striking stone, forcing the captain’s gaze back to her. Words cut where blades had not yet fallen—warnings of consequence, of blood spilled in the Emperor’s name, of a dock slick with bodies before the day was out. The guards faltered, peril etched across their stances. Doppler ground his teeth behind his mask, weighing obedience against disaster.

In the end, neither side claimed victory. The order shifted: the boat would leave Wittgendorf entirely, escorted clear of the docks, and return later—by river—to the castle itself. It was a retreat dressed up as compliance, and everyone knew it. As the lines were cast off and the village slid away behind them, the tension did not fade. It merely followed, drifting in their wake.

They did not flee downriver in shame. Instead, they turned upstream, drawn by the impossible silhouette of Castle Wittgenstein looming atop its cliffs. From the water, it was every nightmare given stone: sheer walls clawing at the sky, towers balanced where no tower should stand, bridges and battlements stacked like a madman’s boast. Smoke curled from unseen chimneys, but there was no sign of life along the parapets—no banners snapping, no guards pacing. Only the sense of being watched from a height too great to challenge.

Below the cliffs, half-hidden in shadow, they found it: a narrow, crooked inlet where the river bit into the rock, concealing a dark mouth that could swallow a boat whole. A secret harbor, or the promise of one. Defensible. Dangerous. Likely trapped. They lingered just long enough to confirm its existence before prudence prevailed. Whatever lay up there would not yield easily.

With their path blocked and patience exhausted, they chose distance over defiance. Days later, Kemperbad received them like any other river traffic—anonymous, unremarkable, safe. There they stocked their hold with food fit for starving mouths: cured meats, bread, ale, sustenance that could buy trust where steel could not. They acquired a spyglass as well, an eye to pierce distance and lies alike. Quiet inquiries turned up nothing of Volker Reiss beyond the fact that he had already passed on, leaving only a name and a trail gone cold.

Before returning upriver, Felrick secured the boat’s safety the only way he trusted—by hiring Aubrey Hennig. Blade-ready, bow at hand, and paid far better than the work required, she agreed to guard the Fraulein with discretion and loyalty. With their lifeline secured, the others set out on foot, leaving the river behind them.

The woods closed in quickly. Under Qavitrae’s guidance, the path was swift, almost unnaturally so, but the forest itself felt wrong. Fungal growths clung to trunks and roots—yellow-green, slick, and shaped like leering faces frozen mid-mockery. The air smelled of rot and damp cloth. No birdsong followed them. No wind stirred the leaves.

As they pressed deeper, signs emerged that set nerves on edge: trees scarred too high for boar or bear, symbols cut with deliberate intent. The markings spoke of beastmen—of old hatreds and older stories whispered in taverns and temples alike. Yet the trail itself betrayed human feet, carefully worn, even partially obscured, as though someone wished to be found only by those already too close.

At last, through the press of trunks and shadow, they glimpsed the outskirts of a small camp. Smoke drifted low and cautious. The forest bore the marks of habitation—subtle, but undeniable. Someone lived here, far from the river and the village, hiding beneath the same canopy that bore signs of darker things.

They halted at the edge of sight, hearts pounding, choices narrowing. Whatever secrets Wittgendorf harbored, they were no longer confined to the village or the castle above. The woods themselves had begun to answer—and the answers promised no mercy.


Session Notes
  • Session start / housekeeping and prior-session recollection
    • The group confirms everyone is signed in and begins with rolls to determine how many “shiny coins” (meta-currency) the GM receives.
    • The table briefly recalls the previous session’s end state:
      • The party had been at a dinner party that turned into an interrogation, with concerns about possible poisoning involving a face-peeling substance/sauce and/or tainted wine.
      • The party’s recent discoveries at the Temple of Sigmar in Vikendorf (also referred to variably as “Vickendorf/Wittgendorf” in conversation) left them uneasy.
      • The group had interacted with townsfolk who were described as both threatening and pathetic, and the party helped them eat a dog.
  • GM framing: Reikland Quarantine Office report (Vikendorf addendum)

    • The GM reads an in-world document titled: “Reikland Quarantine Office. Vickendorf Report Addendum. Ecclesiastical Irregularities and Civil Conduct.”

      • Filed by Senior Subadjunct Eric Vollman, 3rd Ledger, Altdorf.
    • Key findings and uncertainties in the report:

      • Conflicting reports exist on whether the Temple of Sigmar was damaged during the ferocious storm two years ago or after that event.

      • Reports indicate the sanctuary remained intact and properly consecrated.

        • Lanterns inside were observed to burn without fuel.
        • The Grand Temple acknowledges this as consistent with sanctioned miracle-working, requiring distinction between spiritual desecration and criminal vandalism (a distinction the villagers reportedly cannot make).
      • Adjoining chambers paint a darker picture:

        • The priest’s living quarters were deliberately burned months after the initial quarantine.
        • Religious texts destroyed, and property looted.
        • No remains recovered.
        • The priest, Ulthar Bracken, is listed as missing, not deceased, despite villagers claiming otherwise.
      • Findings beneath the temple:

        • The crypts show extensive disturbance: graves opened, bones scattered, and animal gnawing inconsistent with vermin.
        • The tomb of Templar Siegfried von Kesselring (reign of Boris Goldgather) was left untouched, which theologians claim is symbolically significant.
        • A collapsed wall revealed a crude earthen tunnel leading toward the village proper, apparently excavated from the outside.
        • The tunnel’s purpose is undetermined, but its existence violates ordinances.
      • Temple records suggest a long agricultural decline coinciding with the return of Dagmar von Wittgenstein about a century ago:

        • He arrived bearing a lead-lined crate and forbade inspection.
        • The report links this uncomfortably to later catastrophe and the present malaise.
      • Jean Rousseau, a Bretonnian physician resident in the area for five years:

        • Officially registered and taxed, but his testimony is described as fluid.
        • He admits to administering alchemical compounds without consent, misrepresenting facts around the priest’s death, and altering recollections for comfort.
        • His claim to be in good standing with Lady Marguerite von Wittgenstein remains unconfirmed.
      • The report concludes: Vikendorf remains under quarantine, observation, and administrative patience, with further reports to address the castle household.

  • Party reorients: temple findings, the wine, and suspicion of the castle household

    • The group recaps what they observed:

      • The sanctuary/sanctum area wasn’t ransacked, but the entryway was vandalized/desecrated.
      • The offerings bowl had been taken.
    • The party discusses a bottle of allegedly tainted/medicinal wine left by Doctor Rousseau, claimed to be a remedy from Lady Marguerite.

      • Thindruk expresses uncertainty about trusting either Rousseau or Marguerite, and frames Marguerite as potentially either an ally or a grave villain.
      • Nora notes the concern: if it is truly medicine, refusing it might be dangerous—but if it’s a lie, refusing it was correct.
      • Thindruk keeps the bottle available “if you change your mind,” but does not plan to drink it that night.
    • The party reflects on their upcoming interaction with the Wittgensteins:

      • They discuss whether they were invited or whether they had invited the baron/baroness to them; there’s uncertainty about who exactly was expected to be engaged.
      • They note they are supposed to be summoned/escorted to the castle on the morrow.
      • Nora questions whether it is normal to take “a whole day” to prepare for a meeting; Thindruk agrees it’s suspicious but also notes castle protocols could be slow—especially under quarantine.
  • Boat security planning and practical concerns

    • The party discusses how to keep the boat secure in their absence:

      • They consider removing the wheel controlling the rudder (making steering much harder), or even removing the rudder (time-consuming to remove and replace).
      • They decide it’s important to keep the boat able to depart quickly.
    • They assess supplies:

      • The boat has roughly two or three days of food.
      • Long-lasting food is not very palatable, and the wet environment makes storage harder.
    • They weigh security options:

      • Brian (Felrick) suggests giving townsfolk supplies and some coin to “watch the boat,” as a deterrent to ransacking.
      • Thindruk proposes using noble authority to request castle guards to protect the ship, but others worry guards might keep the ship safe while preventing the party’s quick departure.
    • Swimming capability comes up:

      • The GM rules that, consistent with medieval European history, most people are bad at swimming and avoid water.
      • Thindruk states he is not a fan of swimming, implying he “walks across bodies of water if he needs to.”
  • Morning: castle guards arrive at the docks

    • After a night watch, some villagers—especially beggars—eye the boat, but keep distance due to visible firearms and crossbows.

    • At sunrise/early morning, the party notices movement above deck and hears many horses.

    • A large contingent of armed men arrive at the docks of Vikendorf:

      • Initially described as about 20, then clarified as a smaller group mounted (about five on horses) with additional guardsmen on foot.
      • Their armor is described as serious business military armor, including kettle helms and breastplates, akin to partial plate.
      • Beggars and common folk scatter quickly when these armed men arrive.
    • The party debates whether this is aggression or a “flex”:

      • Thindruk recognizes it as a show of force and respect, not necessarily an immediate threat.
      • The GM emphasizes the town’s plagued and unconventional situation makes it hard to read.
  • Captain Doppler’s message and attempt to seize the boat

    • Captain Doppler calls out that his lady has sent him with a message for the Viscount.

    • Thindruk positions himself as a noble receiving a formal message, arraying himself in a chair in his quarters.

    • The party invites the captain aboard; Doppler responds by nodding to many men, and a large contingent marches down the dock—more than seems necessary.

    • Doppler announces the quarantine rationale and then delivers the order:

      • The lady’s agents will take the party’s riverboat to a more secure port near the castle.
      • The Wittgenstein family is not ready to receive the party for one more day.
      • The stated purpose is preventing locals from stealing the craft and spreading plague up and down the River Reik.
    • Thindruk insists on proper decorum and comes out to confront Doppler directly, reprimanding him for addressing the Viscount dockside rather than civilized conversation.

    • Doppler escalates:

      • He orders the men to take the boat.
      • Armed men begin walking up the gangplank.
      • Thindruk orders them to stand down in the name of Viscount Thindruk Steelbone and the business of the Empire, but the men do not hesitate.
  • De-escalation attempt: “Meeting of the Minds” and standoff at the gangplank

    • The group rapidly considers options (moving the boat, cutting lines, breaking or obstructing the gangplank).

    • Michael (Wanda) declares the use of an ability called “Meeting of the Minds” to reduce the hostile situation to talking.

      • The GM confirms the table will abide by the result: if successful, they refrain from shooting unless something significant changes.
    • Wanda uses Intimidate as the approach, framing it as the captain stepping on the Viscount’s authority.

      • Difficulty is set to a higher level (described as “challenging one notch up”), and Wanda notes a bonus that effectively evens it to a standard difficulty.
      • Wanda fails initially but uses a free reroll and succeeds.
      • The ability inflicts 9 Peril on those affected by the intimidate, which further increases their hesitation.
    • The GM narrates the effect:

      • Weapons come up; the armed men on the gangplank hesitate long enough for Wanda to assert the party will not allow the boat to be taken and that they are willing to talk.
    • Captain Doppler reiterates:

      • Orders from the Wittgensteins are clear.
      • The boat cannot stay at Vikendorf; the castle is not ready to receive them.
      • The party must either leave Vikendorf or allow the guards to move the craft to secure harbor.
  • Resolution of the dock confrontation

    • Thindruk responds with formal courtesy and authority:

      • States they will depart with their vessel and return on the morrow.
      • Frames it as consistent with the captain’s demand (leave now, return later).
    • Doppler grudgingly accepts (“grits his teeth”) and declares they will see the party off so the locals do not harass them.

    • Guards withdraw from the gangplank and wait beyond the end of the dock.

    • The party departs into the river:

      • The villagers are not seen until after the party casts off and is leaving.
      • The group discusses that the welcome is not cordial and debates whether to go directly to the castle immediately.
  • Reassessment: castle approach options and recalling a river inlet

    • The party considers an immediate approach to the castle by river:

      • They discuss that castles are not easy to enter and that a hidden port would likely be defensible.
    • Felrick makes an Awareness check (difficulty Challenging) to recall whether they noticed a port/inlet near the castle previously.

      • Multiple characters roll similarly (Awareness/Education/Folklore) to support the memory search.

      • The party’s successful recollection:

        • The castle atop the bluffs is memorable.
        • There is a narrow, craggy inlet beneath the cliffs under Castle Wittgenstein, large enough for a river craft.
        • It isn’t an easily accessible port, but the existence of such an inlet implies a way up from it—though likely inconvenient and defensible.
    • The group discusses the castle’s defenses conceptually:

      • Narrow approaches, halls that only allow a few attackers at a time, and defensive architecture typical of castles.
      • They also note Vikendorf is in a lonely stretch of river, though river traffic still passes by.
  • Clarifying who issued the boat-seizure order (“the lady”)

    • Thindruk catches on a key phrasing: Doppler referred to “the lady” instructing them to take the boat.

    • Thindruk attempts to determine whether “the lady” means the Baroness or Lady Marguerite.

      • The GM allows a Scrutinize-type determination at Standard difficulty.
      • Thindruk rolls a critical success.
    • Result:

      • Thindruk concludes Doppler was not referring to the Baroness.
      • The implication is that Doppler’s “the lady” likely meant Lady Marguerite.
  • Strategic pivot: avoid the docks, gather leverage and information

    • The party discusses returning to town and/or manipulating the situation:

      • They consider riling up villagers as a distraction by claiming the castle hoards food, but doubt the villagers can storm the castle (thick walls, small number of defenders needed behind fortifications).
    • The group agrees direct docking at Vikendorf is likely to trigger the armed guards again.

    • A plan forms:

      • Acquire food in bulk.
      • Approach the village indirectly (anchor away from town and hike in).
      • Use food to bribe villagers for local rumors and details about the castle (secret ways in/out, old stories).
      • Possibly miss the “appointment” to create a power play and reduce immediate guard pressure.
    • They also discuss contacting their prior wizardly acquaintance:

      • They recall the Grey Wizard they met earlier and discuss trying to locate him again.
      • The wizard’s name is recalled as Volker Reiss.
  • Travel to Kemperbad and resupply

    • The group decides to skip the castle’s scheduled escort/appointment and travels a couple of days downriver to Kemperbad.

    • Arrival is described as typical river traffic to the dockworkers/stevedores—no immediate trouble is noted.

    • The party acquires provisions:

      • Items include casks of ale, cheese, cured hams/dried meats, potatoes, dried beans, and other staple foods.
      • They emphasize choosing foods that are both carryable and immediately edible to make villagers friendly quickly.
      • The GM prices a large supply at 4 crowns, described as enough to feed many people for several days and to restock multiple times if needed.
      • Thindruk notes skepticism that they’ll have the time to make repeated back-and-forth runs once food appears; the party still chooses to purchase the ample supply.
  • Spyglass purchase and bargaining

    • The party considers purchasing a spyglass for long-range observation from the river.

      • Price cited: 15 crowns.
      • They discuss it as a sensible riverboat/business expense.
    • Wanda attempts to haggle using the bargain rules (page referenced as 216), and the GM asks for a Bargain check.

      • An initial outcome is treated as no discount.
      • Later, Wanda realizes a rule interaction with her Born Trait: she was supposed to flip to succeed rather than reroll, which would have made the bargain succeed.
      • The GM retroactively refunds 1 crown and 10 shillings (described as “one and a half crowns back,” then corrected to “one crown and ten shillings”) to represent the discount.
  • Finances and bookkeeping status (as stated at the table)

    • The group briefly discusses how they track money and what is held where.

    • The GM summarizes current funds:

      • “Cash on boat” is the physical currency carried on the Fraulein.
      • 470 crowns are held in a bank at Kemperbad.
      • 375 crowns are held in a bank at Altdorf, earmarked for Josef, with the implication that a letter/message was left indicating money waiting for him.
  • Rumor-mongering: locating Volker Reiss

    • Wanda attempts to gather rumors about Volker Reiss.

      • The GM sets the rumor difficulty to Arduous.
      • Wanda flips to succeed on the rumor attempt.
    • Information obtained:

      • Reiss was trying not to leave much of an impression.
      • He likely stayed in cheaper establishments.
      • People recall a man named Volker matching the description, but he moved on at least a couple of weeks ago.
      • He did not indicate where he was going; after leaving the inn, they never saw him again.
      • Some note he spoke with an Altdorf accent, and he did not socialize much while in Kemperbad.
  • Returning upriver toward Vikendorf

    • The party sails back upriver over a couple days toward Vikendorf.
    • The GM advances time: Sigmarzeit 26th, with the season warming as summer approaches.
  • Additional security measures: dogs vs hiring a guard

    • The party considers acquiring a vicious dog (or guard dog) for boat security:

      • A trained hunting dog is noted as expensive (cited as three gold), while a small vicious dog is mentioned as four crowns.
      • The group worries about feeding a dog and whether it would eat their stored provisions.
    • They decide hiring a person to watch the boat is preferable:

      • They leverage contacts from a prior provisioner (name not recalled at the moment in the transcript).
      • They aim for a short initial term (three to four days) with the potential to extend if it works.
  • Hiring Aubrey Hennig as boat guard

    • The party hires Aubrey Hennig:

      • She appears capable with a blade and carries a bow.
      • Her role is clarified: she is not crew; her job is to keep other people from getting on the boat.
    • Wages are discussed:

      • A table of wages is referenced (with “35 pennies” mentioned as a baseline for skilled labor).
      • Felrick offers a crown per day as “hazard pay” and to ensure loyalty.
      • Aubrey is visibly surprised at the generosity and asks if it might become ongoing.
      • She states she will engage in no criminality; the party responds they require discretion and frame themselves as righteous.
      • Aubrey checks the party’s reputation and returns with positive reports from Kemperbad merchant houses that Thindruk is honorable and helpful to the city.
      • Aubrey accepts the arrangement.
  • Approach plan: anchor away from Vikendorf and hike in with food

    • The party returns to the vicinity of Vikendorf and chooses to anchor downriver and hike into town rather than dock.

    • The GM confirms backpacks/sacks for carrying food can be included in the provision costs and that most characters already have backpacks.

    • The party clarifies they will leave the boat anchored and rely on Aubrey to watch it while they go inland.

    • They briefly discuss stowing valuables on the boat:

      • The GM asks where they store their “treasure chest full of gold doubloons.”
      • The party notes they still have a lot of random furniture and items in the hold (bookcase, paintings), and imply valuables can be concealed among that clutter.
      • The GM notes it would be “interesting” if locals learned the party was carrying a family’s large paintings/relics.
  • Into the woods: survival-guided route and discovery of a hunting trail

    • The GM calls for:

      • One character to make a Survival check to lead the group inland.
      • Another character may aid.
    • The party succeeds strongly; the GM narrates that having Qavitrae (a wood elf) lead is especially effective.

    • Because of the strong result (including a critical success outcome being referenced), Qavitrae notices:

      • Signs of a recently used hunting trail, likely made by humans.
      • This trail leads away from the river, deeper into the forest.
  • Following the hunting trail: fungal growths and unsettling details

    • The trail is described as reasonably worn and used regularly.

    • As the group moves farther from the river, the forest becomes denser and darker.

    • The group sees many trees covered in a warty-looking fungus with yellowish-green coloration and a musty smell.

      • Wanda asks for checks; the GM allows Folklore or Survival.
      • Thindruk succeeds on Folklore; Wanda succeeds on Survival.
    • Conclusions based on successful checks:

      • The fungus is not recognized as anything known in the Reichwald (and not familiar from northern forests either).
      • The party’s instincts are that it looks strange and unnatural and should be avoided.
      • It appears wet/slimy; they do not see obvious spore pockets about to burst.
      • From certain angles, the fungus appears to form faces—twisted, gnarled, leering impressions in the growths.
      • The smell is explicitly not like wine; it is described more like a musty, wet smell comparable to a dirty towel left damp too long.
    • The party continues along the easier path sections and avoids brushing the fungus.

  • Alertness checks and the discovery of carved signs

    • The GM calls for Alertness checks (other skills are not allowed for this moment).

    • Only Felrick and Wanda succeed (as stated by the GM).

    • They observe marks on trees:

      • Bark is scored in a way initially reminiscent of boars tusking trees, but the marks are too high to be boars.
      • Some trees also bear symbols carved into the bark.
    • Wanda and Thindruk interpret the markings:

      • They identify the pattern and context as indicative of Beastmen signs (with variation but a recognizable arrangement).
      • The GM explains Beastmen as roving tribes of hooved animal-men (goat, bull, deer) with a hatred for humans and intruders in the woods.
      • The GM clarifies Beastmen are not mutants and not considered human, though there is lore (especially in the Midlands) that wild children can be drawn into the woods and become Beastmen (uncertain whether true).
    • The party clarifies recent encounters:

      • They distinguish earlier mutants encountered on the river from Beastmen; they have not encountered Beastmen directly in this campaign so far.
    • Qavitrae adds an important tracking observation:

      • The trail shows human footprints, not hooves.
      • Therefore, Beastmen likely did not make or use this trail, and a human presence is implicated.
      • The possibility is raised that someone could be using Beastmen signs to keep people away.
  • Orientation and end-of-session reveal: a camp in the woods

    • Continuing deeper:

      • Qavitrae uses strong navigation awareness and knowledge of the region to orient the group relative to the village.
      • The GM estimates they are about a mile from Vikendorf, roughly northwest of the village, meaning they are deeper into the forest than expected for such signs.
    • Qavitrae spots the outskirts of a small camp, obscured by the forest:

      • The GM notes that humans “can’t help but leave their mark on the forest,” making the camp detectable to Qavitrae’s keen elven senses.
      • The session ends with the implication that people are living out here.
    • The GM clarifies at wrap-up:

      • The Beastmen-like marks were found at least about half a mile from the camp; they are not immediately adjacent to the camp.
  • Session wrap-up: rewards and reflections

    • The GM awards 50 reward points to the party.
    • The group notes the dock confrontation with the guards was intense and exciting.
    • The GM states that if it had become a fight, it’s likely some characters would have died, citing the guards’ crossbows and sturdy armor.
    • The party briefly discusses hypothetical tactics they might have used (pushing men into the river, targeting the captain, using the gangplank choke point), but no combat occurred.
    • Wanda asks whether Warfare would be the skill to handle siege/keep-taking knowledge; the GM confirms it would be relevant for understanding strong/weak points, logistics, and tactics for taking a castle.