Misery at the Championship
A short rewind to the night before.
As requested by the Arabian Delegates, the Challenges to the Champion will be held at night. Lothar faces a veteran man at arms who proves to be his strongest opponent yet. But after an exciting, nail-biting match, Lothar is once again victorious. He is invited to the Arabian pavilion tent where Salladh-bar offers him the honour of working for the delegation.
Lothar respectfully declines but in doing so he knows he aroused the ire of the powerful Arabian.
Meanwhile Ottfried has spotted two unsavory figures who are looking strangely at Mandred. Having been warned of these unwanted attentions, Mandred heads to the nearest outhouse and starts casting spells to help him in a probable confrontation with The Purple Hand. However, is the the choice of location, an nonalignment in the stars, a fault on his part or just plain bad luck, something goes terribly wrong.
It starts with the Celestial Wizard vomiting uncontrollably and with far more amounts than can possible be contained in his stomach, but then he blacks out. His body starts glowing slightly and his face contorts to an unnatural visage with red, glowing eyes. Sure enough, on the adjacent roof an assassin looses a crossbow-bolt at him but the Mandred-deamon just holds up his hand, causing the bolt to stop mid-air, and then clenches his fist. The would be assassin implodes with a sickening crunch and copious amounts of blood.
Meanwhile the rest of the companions arrive, having been informed of a possible attack by the cultists. what they see shocks them to the core. Believing their friend lost, the group tries to capture him alive. The possessing deamon proves formidable indeed, hurling Gotrak away as if he is a child's toy. The combined efforts of the group bring Mandred to his knees, but once again, the Trollslayer misjudges his own power and almost caves in Mandredd's skull. The half-dead magician is rushed to the temple of Sigmar amid the chaos and panic in the carnival. The high pries there verifies that Mandred is no longer possessed and has him spirited away to the temple of Shallya together with Fritz.
Then the adventurers spot the corpse of the Witch Hunter (see end of previous session).
As requested by the Arabian Delegates, the Challenges to the Champion will be held at night. Lothar faces a veteran man at arms who proves to be his strongest opponent yet. But after an exciting, nail-biting match, Lothar is once again victorious. He is invited to the Arabian pavilion tent where Salladh-bar offers him the honour of working for the delegation.
Lothar respectfully declines but in doing so he knows he aroused the ire of the powerful Arabian.
Meanwhile Ottfried has spotted two unsavory figures who are looking strangely at Mandred. Having been warned of these unwanted attentions, Mandred heads to the nearest outhouse and starts casting spells to help him in a probable confrontation with The Purple Hand. However, is the the choice of location, an nonalignment in the stars, a fault on his part or just plain bad luck, something goes terribly wrong.
It starts with the Celestial Wizard vomiting uncontrollably and with far more amounts than can possible be contained in his stomach, but then he blacks out. His body starts glowing slightly and his face contorts to an unnatural visage with red, glowing eyes. Sure enough, on the adjacent roof an assassin looses a crossbow-bolt at him but the Mandred-deamon just holds up his hand, causing the bolt to stop mid-air, and then clenches his fist. The would be assassin implodes with a sickening crunch and copious amounts of blood.
Meanwhile the rest of the companions arrive, having been informed of a possible attack by the cultists. what they see shocks them to the core. Believing their friend lost, the group tries to capture him alive. The possessing deamon proves formidable indeed, hurling Gotrak away as if he is a child's toy. The combined efforts of the group bring Mandred to his knees, but once again, the Trollslayer misjudges his own power and almost caves in Mandredd's skull. The half-dead magician is rushed to the temple of Sigmar amid the chaos and panic in the carnival. The high pries there verifies that Mandred is no longer possessed and has him spirited away to the temple of Shallya together with Fritz.
Then the adventurers spot the corpse of the Witch Hunter (see end of previous session).
Expedition to the Drakwald Forest
The next morning, Fritz tells the heroes that Mandred is doing much better, the hospice has done wonders. But as a consequence of casting magic illegally there will be a formal trial, Fritz returns to the hospice to go over the details and possibilities of the upcoming trial with Mandred. Fritz is confident he can reduce the sentence to a whipping, which is far more preferable to a jail sentence or worse, burning for witchcraft.
As the challenges to the champion are delayed, the adventurers decide to head into the forest in search of the fugitive necromancer Gavius Klugge. They meet up with Kjarl Tjörgussen and Fanmaris, the master of the hunt. Even Fritz joins, having bought a shield and axe. And Mandredd, although he still feels awful from the night before.
The expedition heads deep into the Drakwald Forest, towards the area that corresponds with the Wynd district of Middenheim. Soon, they encounter signs of corruption. Mutated plants and twisted trees remind the heroes of the forests surrounding castle Wittgenstein. The nearer they come to their destination, the more clear the signs of chaos become. Piles of skulls adorn the roots of the gnarled trees. and chaos stars are carved in their barks. After a while, they enter a clearing where they find a large hole in the ground, the surrounding trees are littered with the corpses of the poor. Inhabitants of Middenheim who cannot afford a place in Morr's Field. The pit goes deep and bends to the direction of the Faustslag mountain. At its bottom lies a wicked booby trap with long wooden spikes. Yet before the heroes are able to venture deeper, the surrounding woodland echoes with the sound of warhorns.
As the challenges to the champion are delayed, the adventurers decide to head into the forest in search of the fugitive necromancer Gavius Klugge. They meet up with Kjarl Tjörgussen and Fanmaris, the master of the hunt. Even Fritz joins, having bought a shield and axe. And Mandredd, although he still feels awful from the night before.
The expedition heads deep into the Drakwald Forest, towards the area that corresponds with the Wynd district of Middenheim. Soon, they encounter signs of corruption. Mutated plants and twisted trees remind the heroes of the forests surrounding castle Wittgenstein. The nearer they come to their destination, the more clear the signs of chaos become. Piles of skulls adorn the roots of the gnarled trees. and chaos stars are carved in their barks. After a while, they enter a clearing where they find a large hole in the ground, the surrounding trees are littered with the corpses of the poor. Inhabitants of Middenheim who cannot afford a place in Morr's Field. The pit goes deep and bends to the direction of the Faustslag mountain. At its bottom lies a wicked booby trap with long wooden spikes. Yet before the heroes are able to venture deeper, the surrounding woodland echoes with the sound of warhorns.
The Beastmen attack
As the heroes make ready to defend themselves, Kjarl transforms himself into a massive bear and the first braying beastmen pour out of the forests. The ensuing combat is hard and brutal, the beastmen are reinforced by one of their vile shamans and massive Bestigors. Kjarl's bear form proves to be of great help, Fanmaris not so much, but in the end the adventurers are victorious. As they discuss how to proceed further, the Elf ranger notes that they will not be home on time for the Championship challenges. And so, with much chagrin from the Amber Mage and Mandred and Gotrak, the crew returns to Middenheim.