The forest closed around them like a fist.

What had begun as a hunter’s trail narrowed into a single, choked artery through bramble and thorn. Qavitrae felt the shift before she could name it. The air thickened. The hush deepened. The old woods were awake here, not merely growing but watching. She lifted a hand for silence and studied the thicket ahead—a living wall of briar so dense that daylight broke against it like surf on stone. Only the faintest crease in the green betrayed a path.

“Mayflies,” she murmured, her voice low and steady. “This place is warded. Walk lightly. And let there be no needless blood.”

Felrick gave a faint, crooked smile at that, but he did not argue.

They went single file, easing between hooked thorns and snagging vines. Qavitrae’s sharp eye caught the first snare—a bent sapling strung with tension, a trigger hidden beneath leaf litter. Another glance revealed the truth: not one trap, but many. Ropes were laid like spider silk, and behind them spears sat cocked and waiting, angled to scythe through flesh should a foot fall wrong. She guided them through with quiet gestures, her respect for the unseen builders growing with every step.

When they emerged, it was into a green bowl of unexpected life.

Within the thicket’s embrace lay a camp—tents stitched from hide and cloth, cookfires burning low, lines strung with drying garments. It was not a settlement, not yet, but it was no desperate scatter either. This was endurance given shape.

Their arrival shattered the fragile peace. Mothers snatched children from the open. Men and women seized spears and bows, forming a rough line before the heart of the camp. Suspicion flared in every gaze.

It was Thindruk’s measured diplomacy and Wanda’s steady presence that held steel at bay. But it was the wolf-toothed symbol at Wanda’s breast and Qavitrae’s ageless poise that won them audience.

Sigrid stepped forward—a young woman cloaked in brown, a simple blade at her side, eyes too old for her years. She studied them as one studies wolves at the tree line.

“How did you find us?”

“No one sent us,” Thindruk answered, voice smooth as polished stone. “Skill and fortune alone.”

They laid down their weapons at a respectful distance. So did she. The gesture was symbolic; there were enough armed folk behind her to ensure no treachery would go unanswered. Still, it was a beginning.

Around a modest fire they spoke.

Sigrid told them of Wittgendorf’s decay—the storm that had split the sky two years past, the creeping malaise that followed, the von Wittgensteins retreating into their cliff-perched fortress. People taken to the castle never returned. Beastmen roamed the woods by night, yet seemed almost leashed to the castle’s influence. She, a priestess of Raya, had gathered those who would not wait to rot. The forest protected them—barely.

When Thindruk spoke of an ancient artifact brought to the castle generations ago, Sigrid did not dismiss it. “Evil is drawn there,” she said simply. “It festers.”

The murmurs of her people carried anger, grief—and hunger for retribution.

There were caves, she revealed, beneath the castle. Old stories claimed the well in the bailey sank into those depths. They had tried them once. Narrow tunnels. Running water. And horrors in the dark.

“Lashworms,” she called them.

Long, slender things that hid in stone fissures, casting near-invisible filaments across passageways. Trip the thread, and a hooked barb would shoot forth with murderous speed, punching through flesh and dragging meat away. Two of her people had died screaming in that blackness.

Felrick and Wanda recognized the description. Thindruk’s brow furrowed. Knowledge was a blade; now they knew what cut.

They did not promise open war, not yet. Thindruk’s mind moved beyond bloodshed, weighing consequence. If chaos truly ruled those walls, proof would be as valuable as steel. Proof could turn accusations into justification. Justification into legitimacy.

But first, the dark.

Before they departed, Sigrid pressed damp earth and crushed leaves to Wanda’s brow, invoking Raya’s strength against the poison in root and stone. Wanda felt the weight of it—a quiet, natural benediction far removed from Sigmar’s roaring fury.

Then they were led away from camp, through hidden paths that bent and doubled back to avoid the castle’s patrol routes. By noon, they stood before a low, root-choked opening in a mound of earth. A black mouth.

The forest folk would wait nearby, hidden.

Felrick went first, pride and pragmatism intertwined. A dwarf and a gnome might follow an elf through woods, but underground was another matter entirely.

The cave swallowed them.

The first stretch was tight and oppressive. They crawled, wriggled, passed gear through narrow stone throats. The air grew damp and stale. Time dissolved; only the slow guttering of oil and torch marked their passing. Somewhere deeper, Thindruk and Nora began to hear it—the muted rush of unseen water, echoing through rock.

After more than an hour and a half, the tunnel branched.

Near the fork lay a human skeleton, crumpled and long abandoned. Tattered cloth clung to yellowed bone. Dried scraps of flesh still clung in places. Years, at least.

They turned right—the path Sigrid’s people had taken.

And then it came.

A scream.

Not human. Not beast. A shrill, tearing ululation that seemed to claw at the stone itself. It reverberated through the tunnel, directionless and everywhere at once.

Nora’s heart seized. The world tilted. She collapsed without a sound, oil spilling from her fallen lamp as darkness thickened around them.

Felrick caught the direction: right. The scream had come from ahead.

Qavitrae knelt, pressing smelling salts beneath Nora’s nose. The sharp scent snapped her back to breath and fear.

“What in all hells was that?” Nora rasped.

No one had an answer.

They relit a torch. Shadows danced wild across the stone.

As Felrick edged forward, torch held high and pistol ready, he saw it.

From a crack in the ceiling, a face extended—elongated, wrong, humanoid yet not. It emerged on a slick, retracting appendage, eyes glinting in firelight before snapping back into the fissure.

Chaos, Qavitrae thought. The word was both curse and diagnosis.

They pressed on, passing into a cavern faintly illuminated by sickly green glow. Mushrooms carpeted the stone, their bioluminescence dim but pervasive.

Thindruk studied them carefully. Not the sort to burst in choking spores—but wrong all the same. Leave them be.

They moved cautiously, watching the ceiling for filaments, the cracks for movement.

And then they found the nest.

A wider cavern opened ahead, strewn with refuse and gnawed remains. In the gloom, shapes shifted. Six-foot-long rats lifted their heads from the midden heap, fur matted, eyes reflecting torchlight with a hateful intelligence. Their bodies glimmered faintly with the same green corruption as the fungi.

The creatures regarded them in silence, whiskers twitching.

Steel was drawn.

In that breathless moment before violence, each of them felt it—the truth that this was only the threshold. Beneath Castle Wittgenstein, rot ran deep.

And something had screamed.


Session Notes
  • The party begins the session at the point where they are approaching a dense thicket in the woods near Wittgendorf, following hunting trails that appear more traveled than the village’s “no one goes into the woods” story suggested.

    • The GM frames the situation as the Imperial office trying to compile a report on what happened in Wittgendorf, with unknown conclusions.
  • The GM gives an event-based recap of the prior session’s key facts:

    • Servants/soldiers of Castle Wittgenstein rode into Wittgendorf and demanded the party turn over their boat as part of enforcing a quarantine.

    • The party refused; the confrontation nearly turned into a “bloodbath.”

    • Wanda intervened to de-escalate, resulting in a revised ultimatum: either leave the village or surrender the boat.

    • The party chose to leave the village, returned to Kemperbad (briefly), did shopping, and reconsidered plans (including Altdorf, but did not go).

    • They formed a plan to learn secret ways into the castle by bribing villagers with food and hired someone to guard the boat.

    • They anchored along the Reik and hiked toward the village; along the hike they noted:

      • Signs of human movement on hunting trails.
      • Signs suggesting beastmen movement (with the party considering whether those signs might be faked to scare people away).
    • The party ended last session approaching an extremely dense thicket with a narrow, obscured path inside it.

  • Qavitrae assesses the thicket.

    • The GM asks Qavitrae for an “elfiest” roll (Survival / Lore of the Wild).

    • Qavitrae succeeds and senses the thicket is protected by old forest magic, likely warding off those the forest believes “shouldn’t be there.”

    • Qavitrae clarifies intent:

      • She does not intend harm to anyone sheltered inside.
      • She assumes the people inside are those who fled the sickened town seeking safety.
    • The GM establishes the condition of passage:

      • If the party becomes violent against those sheltered here, the forest may consider them an enemy and respond with repercussions.
    • Qavitrae warns the party (directing particular attention toward Felrick) to avoid violence in the thicket to prevent repercussions.

  • The party enters the thicket single-file along a narrow path through brambles.

    • Qavitrae notices small human-made icons/tokens hanging among the brambles.

    • Wanda (as a follower of Ulric) and Thindruk (via upbringing/education) identify the tokens:

      • They are tokens to Raya, one of the four old gods (summer, love, nature; also noted as “strong” and associated with multiple aspects).
      • Raya is described as the wife of Taal (forest and hunt).
      • The GM names the other old gods in this framing: Morr (death) and Ulric (war, wolves, winter).
    • Wanda makes a point of displaying her holy symbol of Ulric prominently on her chest (over armor, with wolf trim), signaling religious alignment with the old ways.

  • The party discovers a lethal trap within the thicket.

    • The GM calls for Qavitrae to make an Awareness check; she succeeds.

    • Qavitrae spots a concealed snare trap in the leaf litter.

      • It appears designed to grab and drag a target upward/off-course via a bent bow and concealed lines.
    • More importantly, Qavitrae identifies additional hidden mechanisms:

      • Drawn-back spear throwers rigged to crisscross spears across the path if triggered.
    • Qavitrae carefully guides the party past the trapped area, instructing them where not to step.

  • The party emerges into a concealed camp within the thicket.

    • The interior is notably more verdant and healthy than outside the thicket.

    • The party sees signs of habitation:

      • Simple tents.
      • Small cook fires.
      • Lines for drying clothes.
    • Their sudden emergence leaves them fully exposed with nowhere to hide.

    • Camp reactions are immediate and mixed:

      • Some people retreat behind tents.
      • Some grab children and run.
      • Roughly half of the visible adults seize weapons (spears, hunting bows), forming a line between the party and the rest of the camp.
  • First contact and de-escalation with the camp.

    • Wanda steps forward, presenting herself as respectful of the old ways and stating they mean no harm.

    • Thindruk adds a formal apology for entering unannounced and asks whom they may speak with.

    • Thindruk introduces Qavitrae as their skilled tracker and emphasizes:

      • No one sent them.
      • The camp was found through luck and Qavitrae’s ability.
      • They seek to understand what’s happening in Wittgendorf and hope to help “liberate” it from the current situation.
    • A young woman steps forward from the defenders:

      • Wearing a brown cloak, simple leather jerkin/armor, holding a steel sword low at her side.
      • She demands: how did the party find them, and who sent them?
    • She is skeptical but acknowledges the party does not “smell like” servants of the von Wittgensteins (stated as a figure of speech, with mention that some truly “have a rut”).

    • When the party mentions they have food, the camp visibly reacts to that offer.

  • The camp leader gives directions and begins controlled diplomacy.

    • The young woman identifies herself as Sigrid.

    • She orders three camp members to quietly check the area around camp and return immediately if they see anything.

    • She invites the party to sit at the fire and says she will answer questions.

    • The party gets a quick read on the camp’s permanence:

      • It appears long-term, but not a true settlement (suggesting months, not years, due to lack of more permanent structures).
  • Camp customs and weapon protocols are observed.

    • The camp does not forcibly take the party’s weapons, but requests they be placed aside at a safe distance so any grab for them would be obvious.
    • Qavitrae ties an Eltharin-style peace knot on her weapon (making it harder to draw quickly).
    • Sigrid sets her sword aside as a symbolic gesture, but many camp members remain armed.
  • Felrick assesses the camp’s combat readiness.

    • Felrick makes a Warfare roll and succeeds strongly.

    • Observations:

      • They are not trained soldiers; gear is generally rudimentary.
      • Some higher-quality arms are present (a few blades, maces, a crossbow).
      • The camp layout has defensible intent.
      • Overall impression: not professional fighters, but people hardened by necessity and experience.
  • The party and camp begin a structured exchange at the fire.

    • The camp offers the party modest “guest” food:

      • Foraged vegetables (wild carrots/onions mentioned).
      • A small amount of meat (suggested as typical small game like pheasant/rabbit; occasional boar).
    • The party considers offering their own rations immediately, but the GM notes it may be better to do so after the camp’s initial hospitality is established.

    • The GM sets the time at approximately 10:00 a.m. for the party’s arrival into the thicket/camp area.

  • Sigrid explains who the camp is and why they’re here.

    • The camp is composed of refugees from Wittgendorf who concluded they had to flee or die.

    • Sigrid identifies herself as a priestess of Raya, tied to these woods (tending forest, animals, and trees), and says she occasionally visited the village.

    • She recounts a familiar timeline:

      • A dark malaise has existed for many years.
      • It worsened drastically after a terrible storm two years ago.
    • She attributes the worsening to the von Wittgensteins and the castle:

      • Castle forces have tried to find the camp repeatedly.

      • When camp hunters go out, they are sometimes hunted in turn.

      • The castle’s people have “invited foul creatures” into the woods: beastmen.

        • The forest keeps beastmen docile/afraid during the day.
        • Beastmen become bold when the moon rises.
        • Some beastmen are said to live at the castle.
    • Qavitrae asks if beastmen signs were just track-cover; Sigrid confirms beastmen are real and active.

  • The party explains their broader mission and introduces the artifact.

    • Thindruk describes the party’s pursuit:

      • They are tracking an artifact brought to Castle Wittgenstein roughly 100 years ago by Dagmar von Wittgenstein.
      • The artifact’s arrival is tied to the “beginning of the end” for the region, with failing crops and worsening conditions.
      • The storm two years ago changed something; the party suspects the artifact was once contained but is now free to spread chaotic influence through the castle and land.
    • Sigrid responds that this fits what they have seen:

      • Evil is drawn to the castle.
      • She would not be surprised if an object brought in has tainted the people inside.
  • Camp attitudes toward the von Wittgensteins and action against the castle.

    • A man asks directly if the party plans to do something about the von Wittgensteins.

    • The party states their intention is to remove the artifact and acknowledges that dealing with the castle’s occupants is likely unavoidable.

    • Some camp members react with rising hope (“maybe this is our chance”).

    • Sigrid, however, asserts leadership and draws a firm boundary:

      • The camp will not commit itself to shedding blood at the base of the castle walls without a credible plan.
  • The camp provides actionable intelligence about castle infiltration.

    • Sigrid confirms there are caves beneath the castle that may lead up into it.

      • The camp has explored them only a little.
      • They are narrow, dark, dangerous; they lost two people in the caves.
      • They could not move the whole camp through them.
    • The camp estimates they have about 30 people who can fight (with others often out hunting/patrolling).

    • Sigrid suggests practical options if the party can enable entry:

      • If the party can get onto the walls and drop ropes, that could allow the camp to climb.
      • Opening the gates might draw too much attention, but is considered.
      • She specifically mentions a water gate as a relevant feature.
    • The camp notes they lack boats; the party notes their boat could potentially carry many (and the hold is mostly empty aside from recovered furnishings/antiques).

  • Discussion of the camp’s preferred assault concept (if entry becomes feasible).

    • The camp’s outline plan (described as previously discussed among them):

      • Attack at night.
      • Move quietly to the castle before alarm can be raised.
      • Climb the walls and/or reach key points quickly.
      • Kill as many defenders as possible before defenders can react (particularly by reaching the outer bailey/barracks area).
    • They believe their numbers could be comparable to the castle’s defenders (though they suspect more defenders exist than the “20 knights” seen, possibly including converted river travelers/cultists).

  • The party asks about threats in the caves; Sigrid describes lashworms.

    • Sigrid describes creatures in rock holes/cracks that lash out:

      • Tendrils/filaments are nearly invisible in cave darkness.
      • When tripped, lashworms fire a hook-like barb at high speed (described like a “tooth on a tongue”), capable of punching through some armor and embedding in flesh.
      • They reel back to tear away meat.
    • Party knowledge checks:

      • Education/Folklore checks are rolled by party members; multiple succeed.
      • The GM identifies them as lashworms and explains their hunting method and danger (especially in colonies).
    • The party discusses countermeasures:

      • Triggering with a long pole (10-foot pole concept).
      • Using bait (meat) or rolling an object ahead.
      • Using a whip as an alternative to carrying a pole.
  • Clarifying the cave risk and uncertainty.

    • Sigrid emphasizes:

      • The caves are a maze; they have no map.
      • They could hear water flowing and believed it might run down to the river, suggesting a path to follow.
      • Stories claim an old well in the castle bailey sinks into the cave system, possibly providing a route upward, but they never found it.
      • After losing two people, continued exploration felt unjustifiable.
  • Discussion of the plague/affliction and notable castle figures.

    • The party asks whether symptoms relate specifically to the face; camp consensus:

      • The affliction takes many forms and is not solely facial.
      • A story is shared (with mixed reactions in the camp) that a neighbor’s newborn became a dog-sized spider.
    • The party asks about the masked castle captain.

      • The camp identifies Captain Doppler, captain of the castle guard.
      • He is described as a sadist and murderer.
      • His mask is explained with the claim that he “doesn’t have a face anymore”; someone reports seeing him pull it off, revealing a skull with some remaining flesh.
  • Thindruk considers political consequences of overthrowing the castle’s rulers.

    • Thindruk worries that if the party helps the camp take the castle, the Empire might later punish the peasants for defying their feudal lord.

    • He explores whether there is a path to legitimacy:

      • Using proof of Chaos corruption in the castle to justify actions.
      • Potentially taking stewardship “until a suitable replacement can be appointed,” and then petitioning for the lands through political channels.
    • The GM indicates:

      • “Invading someone’s castle in times of peace” is not normally a legitimate claim.
      • However, irrefutable evidence of Chaos corruption can justify extreme actions in the Empire’s culture, which supports witch hunters and purges.
      • With the right audience and evidence, it could open the door to a political claim (though further maneuvering would still be required).
    • Thindruk references contacting the plenipotentiary in Kemperbad (a figure they previously befriended) for advice and support.

  • The party decides on priorities: scout first, equip later.

    • The party debates returning to town to buy weapons/rope versus scouting immediately.

    • Concerns raised about purchasing large quantities of weapons drawing attention in town (e.g., “Are you pirates? bandits? mercenaries?”).

    • A cover story is considered (outfitting a mercenary company / claiming to supply conflict elsewhere / war profiteering).

    • Ultimately, the party aligns on:

      • First: a scouting mission into the caves to confirm whether they provide a viable route into the castle.
      • Second: if viable, return to town for supplies (weapons, rope, cave gear such as mapping tools and better lighting).
    • Constraints discussed:

      • Beastmen become bolder at night; the party wants to be back to the thicket before moonrise.
      • The cave entrance is in the woods, not directly under the castle; the approach is possible in daylight.
      • The cave passage is described as slow, with squeezing/crawling sections; the camp’s scouts took several hours to reach the more dangerous “under the castle” zone.
  • Wanda requests a religious blessing before the cave expedition.

    • Wanda asks Sigrid for a blessing, noting it has been a while since she has been among followers of the old gods.

    • Sigrid performs a ritual:

      • Uses leaves and earth, marks Wanda with moistened earth.
      • Invokes Raya’s strength to help burn the “poison in the roots” of the woods out.
  • The camp helps the party with situational intelligence and planning.

    • The party requests as detailed a sketch as the camp can provide of the castle layout.

    • The GM clarifies the castle structure as understood by camp knowledge:

      • Two major defensible sections connected by a bridge.
      • The “shore side” portion includes the more public/logistics area (courtyard, stables, kitchen, towers), likely where most guards are based.
      • The “spire” portion over the river is more private, where the family resides.
    • The party discusses whether cave exits into the inner area are likely:

      • The GM indicates emerging under the river/spire area would be unlikely due to needing to go under the river and water infiltration.
    • Thindruk suggests Sigrid also consider a plan to lure some defenders out into the forest before an assault, reducing castle manpower.

  • The party is guided to the cave entrance.

    • The camp leads the party along obfuscated paths to avoid wider trails used by castle guards during forest searches.

    • Arrival time is set around noon.

    • The cave entrance is described as:

      • A dark hole in a damp mound of earth.
      • Roots partially cover the opening.
      • Spider webs are present, with large spiders visible.
    • Camp guidance:

      • The cave does not branch significantly until deeper inside.
      • Practical warning: “Don’t get stuck.”
      • Several camp members remain nearby, concealed, intending to wait until the party exits or until it gets late.
  • The party prepares for the cave and sets marching order and light sources.

    • Nora takes a large slice of salted/cured meat as potential bait.

    • Light and vision:

      • Qavitrae has an oil lamp.
      • Wanda has a torch (noted as only one remaining at that time).
      • Felrick and Thindruk have superior underground vision capabilities (with the group still relying on light for those without such senses).
    • The group establishes order with Felrick in front (best suited to navigate), with others close behind and a lamp/torch providing light for the rest.

  • The party enters the cave and advances deeper.

    • The cave alternates between:

      • Passages wide enough to walk.
      • Tight squeezes requiring “sucking in” and sidling.
      • Sections requiring hands-and-knees crawling or full crawling.
      • Points where gear must be passed through narrow gaps separately (Felrick crawls through, then gear is pushed/pulled through).
    • Time is estimated by lamp oil consumption; after roughly 1.5 hours, the party reaches a notable branching point.

  • The party reaches a prepared map point and finds remains.

    • At the branch in the tunnel, the party finds a human skeleton:

      • Bones scattered; dried flesh remains; old, moldy tatters of clothing.
      • The remains appear to have been there for years, not associated with the camp’s scouting party from “months ago.”
    • The party recalls/uses the camp’s reported route:

      • The camp explored to the right, then encountered a later left branch, followed it, and ran into lashworms, then retreated.
  • The party detects environmental cues deeper in the cave.

    • Awareness checks are made; party members hear a faint rushing consistent with running water somewhere deeper.
    • Moisture/condensation is observed on stone surfaces, with water dripping in places.
    • The moisture does not appear to be water running behind the wall; it reads as condensation in the cave air.
  • The party commits to following the known route toward the lashworms.

    • The group explicitly chooses the direction that matches the camp’s explored path in order to know when to expect hazards and avoid stumbling into unknown routes unprepared.
  • A stress event occurs as the party turns right.

    • The GM calls for Stress tests.

    • Nora suffers a critical failure:

      • A blood-curdling scream echoes through the caverns.
      • Nora collapses into a heap, incapacitated.
    • Qavitrae’s oil lamp is affected during the collapse:

      • The oil spills; the wick goes out; the lamp stops providing light.
    • The party attempts to localize the scream:

      • Hard Awareness checks are rolled.
      • Felrick and Thindruk determine the sound came from the right, the direction the party is heading.
    • The scream is described as:

      • Not clearly human; not clearly animal.
      • Specifically not the bleating of goat-like beastmen.
      • Strange, with a character the listeners cannot easily categorize.
  • Nora is revived.

    • Qavitrae uses smelling salts from her supplies.

      • One dose is consumed.
    • Nora wakes disoriented and alarmed, stating she heard something but did not see anything.

    • Party members interpret the event as “demonic” or unnatural and prepare weapons.

  • The party re-establishes light and continues.

    • With the lamp out, the party relies on torches.
    • Thindruk draws his sword (“gentleman’s sword”) and the party moves forward along the right-hand route.
  • The party finds a dim green glow and discovers glowing mushrooms.

    • Down the tunnel, a faint glow appears.

    • Felrick and Thindruk can see clearly enough to identify mushrooms giving off a dim, sickly green light.

    • The GM calls for Awareness checks; Felrick spots a more immediate threat during this process:

      • In an 8-inch crack in the ceiling, a humanoid face extends downward on a retracting stalk/tentacle-like appendage.
      • It appears briefly, looks out, then retracts into the crack.
      • The crack curves upward; visibility is limited beyond the bend.
      • The creature is distinguished from lashworms (lashworms have no faces and are described as long, slender, “sausage-like” bodies in cracks).
    • The party reacts:

      • Weapons are readied (Nora draws her sword; Felrick readies his firearm).
      • Felrick carefully advances to inspect the crack while keeping distance, holding a torch forward to illuminate.
      • Nothing remains visible at the edge of the crack when examined.
  • The party assesses the glowing mushrooms.

    • Thindruk makes a Survival check assisted by Felrick; the result is a critical success.

    • Conclusions:

      • The mushrooms do not appear to be the type that release many spores (not immediately hazardous to breathe).
      • The glow is judged unnatural and “sickly,” implying corruption/unnatural influence.
      • They should not be eaten and are best left alone.
      • The mushrooms are not treated as an overt immediate threat, and the party can pass carefully.
  • The party advances past the mushrooms cautiously.

    • They watch for:

      • Further ceiling cracks.
      • Potential lashworm filaments/triggers.
    • Weapon readiness is discussed:

      • Wanda shifts toward using her morningstar as a general-purpose weapon (with a note that drawing a weapon is one action point in combat).
  • The party enters a larger cavern and discovers an immediate threat.

    • The tunnel opens into a larger space where the party finds a nest of immense rats:

      • Approximately six feet long.
      • Nesting in garbage and wastes.
      • Their bodies are also faintly glowing green, consistent with the mushroom glow.
    • Multiple rats are present and visibly react, staring back as the party’s light enters the cavern.

  • The session ends on the threat reveal.

    • The GM ends the session at the moment the party confronts the likely-hostile, oversized rats.
  • End-of-session mechanics and wrap-up (as recorded in play).

    • The GM awards 100 Reward Points (RP).

    • The GM references using revised rules for corruption exposure in the cave, requiring a Toughness check to determine corruption gain under these circumstances.

    • Due to her earlier critical failure, Nora is required to make an easy Toughness check:

      • Nora rolls a critical success.
      • The GM notes this does not remove corruption, but reflects exceptional toughness.
    • The GM grants Nora a session-to-session benefit:

      • Next session, Nora does not have to roll to provide the GM a coin (stated as a “free coin”), and the GM places responsibility on the group/Nora to remember it.