The adventurers gather at the breakfast table in the Templar's Arms Inn. They discuss their plans of the day, Gotrak & Abel will leave to scout the area where they will stop the agent of Mr. Gouda of reaching the city. He is due to arrive on the next evening but to be sure, they want to plan their ambush ahead. The others have a meeting with the high Priestess of Verena that evening. Besides that, there is the challenges to the Graf's champion, in which Lothar competes, the Festival of Fine Ales and The Elven Gymnasts display in the royal Gardens. Mandredd wants to revisit the Wizard and Alchemist Guild in the hopes of finding out more about the sacrificial dagger they found in the house of The Crossed Keys.
Meanwhile, the festival has started. The streets of Middenheim are filled with visitors, merchants, buskers and all kinds of entertainment one can imagine. In the dwarven district, a display of merry engineering feats, such as a roller-coaster captures their attention. Fritz, their young guide proves invaluable navigating the maze like streets of the city.
The fair is a lively, boisterous, place. Coloured streamers in blue and white decorate the stalls and stands of the villagers and farmers who have come to trade and sell their wares. A group of children throws vegetables at a grubby man in the stocks, his punishment for whatever crime he has committed, while a guard stands by, keeping an eye on him and the other two in stocks. Two fools dance and leap about, entertaining the people who walk by. All around people are haggling over prices, inspecting the quality of items, and seeing what there is for sale.
Meanwhile, the festival has started. The streets of Middenheim are filled with visitors, merchants, buskers and all kinds of entertainment one can imagine. In the dwarven district, a display of merry engineering feats, such as a roller-coaster captures their attention. Fritz, their young guide proves invaluable navigating the maze like streets of the city.
The fair is a lively, boisterous, place. Coloured streamers in blue and white decorate the stalls and stands of the villagers and farmers who have come to trade and sell their wares. A group of children throws vegetables at a grubby man in the stocks, his punishment for whatever crime he has committed, while a guard stands by, keeping an eye on him and the other two in stocks. Two fools dance and leap about, entertaining the people who walk by. All around people are haggling over prices, inspecting the quality of items, and seeing what there is for sale.
Challenges to the Champion
The heroes arrive in the Square of Martials. This impressive open space is used for drills and reviews of the City Garrison, for military parades at festivals, and occasionally for heraldic exhibitions and the like. The square has a central fountain and statue of Graf Gunthar Todbringer, and there are many wooden benches along the north side before the palace railings. There are also many hawkers and traders selling cheap and tacky souvenirs. The current Champion, Dieter Schmiedehammer, loses his first bout to an Estalian Diestro. He doesn't seem to mind though. Lothar is next against the duellist and after surviving an inital attack from the man, he smacks his wooden sword so fast & hard on his opponents arm that the Diestro is forced to surrender. Lothar is the current champion! Much to the pleasure of his companions. Afterwards they have a chance to talk to the former champion. He seems a nice guy and a friend of the dwarfs and he is about to marry Kirsten Jung, one of the ladies in waiting. However, when asked about his opinions on the taxes, his voice gets a monotone quality. He says things like: "Well, I think they are a good idea. The Priests have been stacking the gold up for years. Look at the Temples! Excellent laws. Everyone knows the Wizards have chests of gold put away, nevermind the Alchemists making the stuff. Dwarfs are thrifty people and can afford to pay. Besides, the city needs the money, those best able to pay must do so." However, in the thrill of victory, the heroes decide to celebrate first and return to the topic of taxes later.
The Wizards Guild
Meanwhile, Mandredd heads for the Frieburg district to the guild of Wizards & Alchemists. This is a three-story building, built in a grand but eccentric style which would look out of place anywhere in the world except the Freiburg. Coloured hues of smoke belch out of the chimneys, testament to the myriad of alchemical experiments inside. A gathering of eccentric looking wizards are discussing their fine arts on the doorstep and inside.
Mandred asks an audience with the high wizard and, as a member of the guild, is directed to the deputy instead. Lady Janna Eberhauer is a beautiful young fire mage. Who is more than happy to receive him. Mandred discusses his findings with her, about Bogenhafen, Castle Wittgenstein, The Cult of the Purple Hand, the taxes and the Skaven threat in the undercity.
He learns that the Wizard guild is in staunch opposition to the taxes but without proof, there is little to nothing they can do. High Wizard Albrecht Helseher is already doing everything in his power to repeal the taxes.
As for the rat problem, she directs him to the temple of Verena. Mandred also shows the sacrificial dagger he found in the House of the Crossed Keys. After setting up the proper wards she investigates it and finds out that it is a Named Chaos artifact called an Anathema. Originally the sword of a chaos champion, an evil rite was done to split the sword into three shards, each of them more powerful than the original, combined they could be used to summon a powerful daemon.
Mandred asks an audience with the high wizard and, as a member of the guild, is directed to the deputy instead. Lady Janna Eberhauer is a beautiful young fire mage. Who is more than happy to receive him. Mandred discusses his findings with her, about Bogenhafen, Castle Wittgenstein, The Cult of the Purple Hand, the taxes and the Skaven threat in the undercity.
He learns that the Wizard guild is in staunch opposition to the taxes but without proof, there is little to nothing they can do. High Wizard Albrecht Helseher is already doing everything in his power to repeal the taxes.
As for the rat problem, she directs him to the temple of Verena. Mandred also shows the sacrificial dagger he found in the House of the Crossed Keys. After setting up the proper wards she investigates it and finds out that it is a Named Chaos artifact called an Anathema. Originally the sword of a chaos champion, an evil rite was done to split the sword into three shards, each of them more powerful than the original, combined they could be used to summon a powerful daemon.
The Klaus Gurtelrose Problem
On his way outside, Mandred is approached by an Amber Wizard named Kjarl Tjorjussen. He seeks the help of an experienced but independent wizard in tracking down a refugee from the Wizard Guild. The renegade mage is called Klaus Gurtelrose and he was excommunicated after it came to light he was dabbling in Necromancy.
Kjarl suspects the recent rise in chaos mutants and beastmen in the Wynd area of the forests has something to do with it.
Depite the fact that Mandred knows chaos and necromancy are two different kinds of magic, he agrees to help the mage.
More so because the ring that Lothar gave him is magical and on the inside is engraved the name of the supposed necromancer.
Kjarl suspects the recent rise in chaos mutants and beastmen in the Wynd area of the forests has something to do with it.
Depite the fact that Mandred knows chaos and necromancy are two different kinds of magic, he agrees to help the mage.
More so because the ring that Lothar gave him is magical and on the inside is engraved the name of the supposed necromancer.
The Elven Gymnasts
The heroes decide to visit another festival event, in the royal gardens there is is display of elven gymnasts. High culture is not really their thing but they hope to speak with some of the attendees about the taxes. After changing to finer clothes, the group heads to the park.
They spot Rallane Lafarel, the court minstrel and some of the Ladies in Waiting: Emmanuelle Schlagen and Petra Liebkosen. Janna Eberhauer is also present.
Using their wits & charm they speak to the minstrel. He clearly is not happy, despite what the dwarfs believe, with the taxes. the biggest reason for his unhappiness is precisely the dwarf attitude towards him. The ladies in waiting have no interest in the taxes, or any part of law and politics, they find the subject boring.
Petra is highly extrovert, and while being a gossip is very careful about what she says to whom. She is an extremely attractive woman who makes the most of herself with fine (but never flashy) clothes and likes extravagant (but not cloying) perfumes.
Emmanuelle is bright, sharp, a survivor. Once an actress, she became a Lady-at-Court through the influence of a past lover. She is very beautiful, graceful in gestures, and expressive. The crew picked up rumours that she is the Graf's Paramour, but they are unable to confirm this.
They spot Rallane Lafarel, the court minstrel and some of the Ladies in Waiting: Emmanuelle Schlagen and Petra Liebkosen. Janna Eberhauer is also present.
Using their wits & charm they speak to the minstrel. He clearly is not happy, despite what the dwarfs believe, with the taxes. the biggest reason for his unhappiness is precisely the dwarf attitude towards him. The ladies in waiting have no interest in the taxes, or any part of law and politics, they find the subject boring.
Petra is highly extrovert, and while being a gossip is very careful about what she says to whom. She is an extremely attractive woman who makes the most of herself with fine (but never flashy) clothes and likes extravagant (but not cloying) perfumes.
Emmanuelle is bright, sharp, a survivor. Once an actress, she became a Lady-at-Court through the influence of a past lover. She is very beautiful, graceful in gestures, and expressive. The crew picked up rumours that she is the Graf's Paramour, but they are unable to confirm this.
Rats in the Walls
After joining with Gotrak, who has returned early from the stakeout, the crew meets at the Festival of Fine Ales. They discuss their findings of the day and enjoy the festival. In the evening they meet up at the Temple of Verena for their meeting with the Cult of Skavenslayers.
They gather in a secret room and have to sign documents of secrecy. They are introduced to some of the other skaven hunters. Bardrin, the dwarven fighter informs them of Skaven fighting tactics:
“The Skaven are smarter than they look. Don’t mistake them for being stupid—nor for cowards, neither. The reason they run is because the surface isn’t their home ground. They only fight when they've got the advantage: underground, in the dark, and with far superior numbers. In fact, if the Skaven attack, you know you're in trouble, because it means they think you don’t stand a chance. It’s much better to track them down and attack them by surprise. And they ain't too hard to track. Once they get underground, they don't expect anyone to follow them, least not in the cities. They smell like a plague pit too, so just follow your nose."
“A single Skaven, he is a weakling and a coward. Divide and conquer is the watchword here. In ones and twos, they will always fall under your sword, but in many numbers they will come from all sides, sneak around behind in the dark tunnels, even dropping from above, or crawling from below, and attacking without fear or any caring for their own lives. They are like the ocean tide, but like the tide, if you stand firm, then they will break against you. Keep your distance, strike and then fall back, and try to target the larger ones, most special the ones with black or grey fur rather than brown. These are the Skaven generals, and without them, the others will break much quicker. It is not so hard to defeat them, if you keep your heads against such numbers and such furies. Truly, down in the dark, it is fear that is your enemy, not the Skaven.”
“The first thing you notice about them is the smell. Not a stinking reek like Goblins, but a smell on the air, like a horse smells when it's scared. It changes too, when they charge, there's a smokey smell of sweat, and rage. When they run, it's an acidic musk of terror, like an entire regiment has pissed itself. I reckon they use their smell like we use our battle cries, or our tattoos, since I've seen the filthy bastards rub the smell all over their fur before a battle. Since this smell-oil comes out of their ears, and arse, and pizzle, it's no wonder these things are so damn disease ridden."
“When a Skaven gets his claws or teeth into you, he’ll never let go. I've seen Dwarfs come back from battle with severed Skaven heads still attached to their legs, the teeth buried in their bones. Their aim is simple: grab on tight and use their weight to drag you down onto your back so you can’t fight. We Dwarfs don't fall over so easy, but you manlings are in a lot of trouble, especially if more than one leaps at you. Always stand with a friend beside you, so each of you can prise off any that gets through to the other before you fall. Once you’re down, the rest will rush and join the pile-on, and then you’re good as dead.”
They gather in a secret room and have to sign documents of secrecy. They are introduced to some of the other skaven hunters. Bardrin, the dwarven fighter informs them of Skaven fighting tactics:
“The Skaven are smarter than they look. Don’t mistake them for being stupid—nor for cowards, neither. The reason they run is because the surface isn’t their home ground. They only fight when they've got the advantage: underground, in the dark, and with far superior numbers. In fact, if the Skaven attack, you know you're in trouble, because it means they think you don’t stand a chance. It’s much better to track them down and attack them by surprise. And they ain't too hard to track. Once they get underground, they don't expect anyone to follow them, least not in the cities. They smell like a plague pit too, so just follow your nose."
“A single Skaven, he is a weakling and a coward. Divide and conquer is the watchword here. In ones and twos, they will always fall under your sword, but in many numbers they will come from all sides, sneak around behind in the dark tunnels, even dropping from above, or crawling from below, and attacking without fear or any caring for their own lives. They are like the ocean tide, but like the tide, if you stand firm, then they will break against you. Keep your distance, strike and then fall back, and try to target the larger ones, most special the ones with black or grey fur rather than brown. These are the Skaven generals, and without them, the others will break much quicker. It is not so hard to defeat them, if you keep your heads against such numbers and such furies. Truly, down in the dark, it is fear that is your enemy, not the Skaven.”
“The first thing you notice about them is the smell. Not a stinking reek like Goblins, but a smell on the air, like a horse smells when it's scared. It changes too, when they charge, there's a smokey smell of sweat, and rage. When they run, it's an acidic musk of terror, like an entire regiment has pissed itself. I reckon they use their smell like we use our battle cries, or our tattoos, since I've seen the filthy bastards rub the smell all over their fur before a battle. Since this smell-oil comes out of their ears, and arse, and pizzle, it's no wonder these things are so damn disease ridden."
“When a Skaven gets his claws or teeth into you, he’ll never let go. I've seen Dwarfs come back from battle with severed Skaven heads still attached to their legs, the teeth buried in their bones. Their aim is simple: grab on tight and use their weight to drag you down onto your back so you can’t fight. We Dwarfs don't fall over so easy, but you manlings are in a lot of trouble, especially if more than one leaps at you. Always stand with a friend beside you, so each of you can prise off any that gets through to the other before you fall. Once you’re down, the rest will rush and join the pile-on, and then you’re good as dead.”
Under the mountain
The Skaven hunters will be going under the mountain, they will attack a known Skaven nest, using a pincer movement. The heroes will go one way, the hunters another. As they descend into the undercity the adventurers have to overcome many natural obstacles, difficult climbs and a horde of bats, before they reach their destination.
Soon after they enter a corridor, adorned with Skaven symbols, the crew is ambushed by the loathsome ratmen. The enemy tries its swarming techniques to bring down the intruders, using clanrats, assassins, a gatling gunner, poison globadiers and stormvermin. The encounter is brutal and frantic with more and more Skaven coming from all directions. However, even such sheer numbers are unable to withstand the combined onslaught of might and magic that our heroes release upon the foe. The Skaven squirt the musk of fear and retreat into the darkness.
As the conflict is over, the adventurers discover an ancient grave, belonging to one of the ancestors of count Totbringer, and a general of the emperor from the time of Mandred von Zelt, approximately 1000 years old. Mandred the wizard manages to dispel a powerful magical ward and the group loots the grave, finding a bow, some potions and a set of fabulous half plate armour.
After defeating another ambush, the heroes hear the voice of Abel! The poor young fellow lies hog tied in a corner. Apparently he got jumped by unknown assailants, the only thing he knows is that one of his captors said to "keep him alive and give him to them, we might still have use for him".
Unsure of what this means, Abel fears there might be a traitor in the ranks of The Man.
As they make ready to venture deeper, the alarm horn is sounded by the other team. Meaning they have to retreat back to the surface.
Bardin tells them the Skaven numbers have grown exponentially and there is no way the few of them could hope to defeat the ratmen.
Soon after they enter a corridor, adorned with Skaven symbols, the crew is ambushed by the loathsome ratmen. The enemy tries its swarming techniques to bring down the intruders, using clanrats, assassins, a gatling gunner, poison globadiers and stormvermin. The encounter is brutal and frantic with more and more Skaven coming from all directions. However, even such sheer numbers are unable to withstand the combined onslaught of might and magic that our heroes release upon the foe. The Skaven squirt the musk of fear and retreat into the darkness.
As the conflict is over, the adventurers discover an ancient grave, belonging to one of the ancestors of count Totbringer, and a general of the emperor from the time of Mandred von Zelt, approximately 1000 years old. Mandred the wizard manages to dispel a powerful magical ward and the group loots the grave, finding a bow, some potions and a set of fabulous half plate armour.
After defeating another ambush, the heroes hear the voice of Abel! The poor young fellow lies hog tied in a corner. Apparently he got jumped by unknown assailants, the only thing he knows is that one of his captors said to "keep him alive and give him to them, we might still have use for him".
Unsure of what this means, Abel fears there might be a traitor in the ranks of The Man.
As they make ready to venture deeper, the alarm horn is sounded by the other team. Meaning they have to retreat back to the surface.
Bardin tells them the Skaven numbers have grown exponentially and there is no way the few of them could hope to defeat the ratmen.
The Burglary
Before going to sleep there is one more thing to do. Felix has an appointment with his former teacher, Knud Finsterman. Knud asked his former pupil to help him in a burglary. The target is Anneloes Noordhoek, a wealthy fabric trader of Mariënburg. On the appointed hour the crew meets with Felix' former teacher and head towards the house. It is a small mansion in the Geldmund District. Impressive two and three storey mansions line the broad streets. One of these is the home of Lady Noordhoek. Luckily Knudd was able to get his hands on the building plans of the house, from the layout of these they determine that the documents Knudd seeks are either in the master bedroom or in the adjacent study.
While the less subtle heroes set up lookouts, Abel, Mandred & Felix start the burglary by going around the back and breaking into the kitchen. Abel and Mandred will keep watch as the two cat burglars creep upstairs. However, as soon as they do, Mandred detects a disturbance in the Winds of Magic. Using his Witchsight, he determines the source, the pantry, adjacent to the kitchen. While Felix & Knudd desperatley seek the documents, Abel & Mandred see a black, unnatural smoke wafting in underneath the door. Meanwhile, upstairs, Felx finally found the things they need and before leaving the study, spots a half finished letter on the dessk. It is a promise of payment to the Windhund Haulage Company, for the ridiculous sum of 5000 gold, she also thanks them for the delivery of her "special goods". Felix snatches the letter and returns downstairs. His companions there have gotten into a conflict with the -what they assume is- a daemon. Thanks to their quickness and some magic by Mandred, they escape.
When they return a short time later, they see the place is crawling with City Guards and the lady of the house is complaining to them about the theft. They decide to leave it for another time.
While the less subtle heroes set up lookouts, Abel, Mandred & Felix start the burglary by going around the back and breaking into the kitchen. Abel and Mandred will keep watch as the two cat burglars creep upstairs. However, as soon as they do, Mandred detects a disturbance in the Winds of Magic. Using his Witchsight, he determines the source, the pantry, adjacent to the kitchen. While Felix & Knudd desperatley seek the documents, Abel & Mandred see a black, unnatural smoke wafting in underneath the door. Meanwhile, upstairs, Felx finally found the things they need and before leaving the study, spots a half finished letter on the dessk. It is a promise of payment to the Windhund Haulage Company, for the ridiculous sum of 5000 gold, she also thanks them for the delivery of her "special goods". Felix snatches the letter and returns downstairs. His companions there have gotten into a conflict with the -what they assume is- a daemon. Thanks to their quickness and some magic by Mandred, they escape.
When they return a short time later, they see the place is crawling with City Guards and the lady of the house is complaining to them about the theft. They decide to leave it for another time.