The adventurers return to the Templars Arms, where they discuss their excursion to the Drakwald Forest. They fear that the beastmen there are amassing for an attack. That, the skaven, the cultists and the weakening of Middenheim defences due to the taxes causes them great concern. The urgency of having these taxes repealed becomes more apparent.
Mandred and Frits discuss the upcoming trial, there has been a complication. The prosecutors are charging him with witchcraft, if they lose the case, Mandred will be burned at the stake. Feeling a bit depressed, the magician heads off to the Red Moon Inn and buys himself a courtesan. Felix follows in his wake to make sure no one else attacks him. Meanwhile the others relax and enjoy the festival while discussing their further plans and options.
Mandred and Frits discuss the upcoming trial, there has been a complication. The prosecutors are charging him with witchcraft, if they lose the case, Mandred will be burned at the stake. Feeling a bit depressed, the magician heads off to the Red Moon Inn and buys himself a courtesan. Felix follows in his wake to make sure no one else attacks him. Meanwhile the others relax and enjoy the festival while discussing their further plans and options.
ChampionShip - Final
The crew heads for the Marshallplatz for the last challenge to the champion. Lothar has to defend his title against a Knight of the Blazing Sun, sir Zimmerman. The knight proves to be a tough challenger and in a nail-biting display of martial prowess, Lothar manages to defeat him and is finally elevated to the lofty position of Champion of Middenheim!
The new champion is lauded and praised and invited to the palace, where he spends the night after meeting with the ruler of the city: Graf Boris Totbringer.
During the meeting Lothar brings the subject of the unjust taxes to his attention and the Skaven threat that lures beneath the city. The Graf first scoffs at the notion but later promises his support if Lothar can bring proof of these accusations. It is also clear that the Graf is suffering from something, he has a weak physique and is very distracted.
The new champion is lauded and praised and invited to the palace, where he spends the night after meeting with the ruler of the city: Graf Boris Totbringer.
During the meeting Lothar brings the subject of the unjust taxes to his attention and the Skaven threat that lures beneath the city. The Graf first scoffs at the notion but later promises his support if Lothar can bring proof of these accusations. It is also clear that the Graf is suffering from something, he has a weak physique and is very distracted.
One by one, the adventurers go to bed. However, their nights rest is cut short by a blood curdling shriek from downstairs. When they arrive they are shocked to find a band of mutants and even beastmen in a hostage situation. Apparently, the evildoers broke in through the basement from the sewers and the undercity.
Seeing the armed heroes they hold their weapons threateningly on their hostages and demand that the heroes find a way out of the city for them. The band is quite large, consisting of almost ten mutants, Ungor and Gor.
Fortunately, it is the middle of the night and there are few people about, the heroes lead them to one of the sewer entrances they know is not locked and lead the entire group into the sewers and into the bowels of the Fauslagh.
There, the heroes use a ruse to lull the vile creatures into compliance before slaying them with full force, none one of them escape with their life. When checking the corpses, the heroes find a curious note hidden inside a teddy bear.
Seeing the armed heroes they hold their weapons threateningly on their hostages and demand that the heroes find a way out of the city for them. The band is quite large, consisting of almost ten mutants, Ungor and Gor.
Fortunately, it is the middle of the night and there are few people about, the heroes lead them to one of the sewer entrances they know is not locked and lead the entire group into the sewers and into the bowels of the Fauslagh.
There, the heroes use a ruse to lull the vile creatures into compliance before slaying them with full force, none one of them escape with their life. When checking the corpses, the heroes find a curious note hidden inside a teddy bear.
Snotball play-offs
Recuperating from their nightly ordeal, the adventurers sleep late. They head to the Bernebau Stadium to witness the kick off of the Snotball play offs.
In Snotball, two teams of twelve players compete in a no holds barred fashion to get a snotling, wrapped in leather straps, to the other teams goal. The game is very popular, thanks to its violent spectacle and people from all over come to Middenheim to witness it. There are three main rules. First, no weapons or magic; second, no player may be in physical contact with the ball as it crosses the goal-line; and third, no fouling. This last rule is a catch-all, and simply permits the referee to send players off for excessive violence, such as eye-gouging, throttling and so on.
The streets of Middenheim are packed with snotball fans and hooligans, along with an ever increasing crowd of festival goers. It becomes increasingly difficult to traverse the large lanes of the city.
The heroes witness their first match between the Wolfrunner Coaches and Castle Rock Coaches, the Wolfrunner team wins by 1-0 in an exiting display of mayhem. The also see Gotthard Geubbels, who sits in one of the VIP lounges and after some shenannigans, Abel is able to gain an audience. Geubbels is in the company of three lewd women, probably prostitutes and posing as traders, the group is able to secure an invitation to his lounge for the next snotball match.
In Snotball, two teams of twelve players compete in a no holds barred fashion to get a snotling, wrapped in leather straps, to the other teams goal. The game is very popular, thanks to its violent spectacle and people from all over come to Middenheim to witness it. There are three main rules. First, no weapons or magic; second, no player may be in physical contact with the ball as it crosses the goal-line; and third, no fouling. This last rule is a catch-all, and simply permits the referee to send players off for excessive violence, such as eye-gouging, throttling and so on.
The streets of Middenheim are packed with snotball fans and hooligans, along with an ever increasing crowd of festival goers. It becomes increasingly difficult to traverse the large lanes of the city.
The heroes witness their first match between the Wolfrunner Coaches and Castle Rock Coaches, the Wolfrunner team wins by 1-0 in an exiting display of mayhem. The also see Gotthard Geubbels, who sits in one of the VIP lounges and after some shenannigans, Abel is able to gain an audience. Geubbels is in the company of three lewd women, probably prostitutes and posing as traders, the group is able to secure an invitation to his lounge for the next snotball match.
Shnittensneider
Otfried brings Abel to the tailor shop of herr Snittensneider, the information broker where they present him with the curious note found inside the teddy bear. The tailor says he made the teddybear for one of the Law Lords but he is unwilling to tell them who. He agrees to give them this information of the heroes can link the lost necromancer Klaus Gurtelrose to the evil Brotherhood of the Fetid Maw, a cult of Nurgle. He also tells them they must not miss the Red Arrows Flying display the next day.
The issue with Joseph Sparsam.
The adventurers head to the Royal College of Music, to see the continued story of the Barbarian of Seville but mostly to talk to Joseph Sparsam, who they know will attend. After some difficulty, they manage to talk to him during the intermission and learn that he is a fervent antique collector. Gotrak casually mentions the elven axes he found back during the adventure: the Curse of Haki Kazrikson. The crew manage to make an appointment later that day to sell one to him.
During this appointment the heroes discover that Sparsam has become addicted to wierdroot, a substance that was smuggled into Middenheim by Abel. No one knows about Abels smuggling earlier.
The Chancellor's problems started about 10 months ago when he saw Law Lord Wasmeier inhaling a white powder. On inquiry Wasmeier said it was a simple tonic, offering some to Sparsam. Later Sparsam tried the sample to beneficial effect. Asking his antique dealing friends he was given the name of Frau Kenner. Months passed and the regular visits of Frau Kenner to Sparsam increased.
Initially very enthusiastic about the tax changes he changed his mind when subjected to abuse and demonstrations. Unfortunately, when voicing his new opinion he was contacted by Frau Kenner who told him that continued supply of the drug would only be maintained if he kept up support of the taxes. Sparsam eventually breaks down and, inbetween sobs, expresses guilt over his drug addiction and the trouble he has caused by supporting the tax.
The only information Sparsam has about Frau Kenner is that she visits him once a week, the next visit being due on the last day of the Carnival. Sparsam gave her a pass sho she can come and go without any hassle, he implores the heroes to help him.
During this appointment the heroes discover that Sparsam has become addicted to wierdroot, a substance that was smuggled into Middenheim by Abel. No one knows about Abels smuggling earlier.
The Chancellor's problems started about 10 months ago when he saw Law Lord Wasmeier inhaling a white powder. On inquiry Wasmeier said it was a simple tonic, offering some to Sparsam. Later Sparsam tried the sample to beneficial effect. Asking his antique dealing friends he was given the name of Frau Kenner. Months passed and the regular visits of Frau Kenner to Sparsam increased.
Initially very enthusiastic about the tax changes he changed his mind when subjected to abuse and demonstrations. Unfortunately, when voicing his new opinion he was contacted by Frau Kenner who told him that continued supply of the drug would only be maintained if he kept up support of the taxes. Sparsam eventually breaks down and, inbetween sobs, expresses guilt over his drug addiction and the trouble he has caused by supporting the tax.
The only information Sparsam has about Frau Kenner is that she visits him once a week, the next visit being due on the last day of the Carnival. Sparsam gave her a pass sho she can come and go without any hassle, he implores the heroes to help him.
Murder by demand
Abel has gotten a message from The Man, who agrees to meet him if Abel does one last thing, assassinate the Bailif Kees Steuersünder, who is an agent of Mr. Gouda. The adventurers recognize the man as the same one who got them to pay their taxes when they first entered Middenheim. Abel checks out the South Gate but doesn't find him there. He will continue this avenue at a later time, despite the objections of some of his comrades.
Mandred's trial.
After that evening dinner, it is time for Mandred's trial. Accompanied by his comrades and Fritz, they head to the Southgate barracks. The court is held on the training grounds, ominously flanked by execution implements such as a pyre, gibbet and stocks. The trial is held by judge Eisenfaust, accompanied by the three Law Lords. First the accusations are made: The use of unauthorised magic in a public place, the reckless use of magic with death as a result, and most heinous of all: the use of witchcraft.
Three eye witnesses are put forward. A drunk festival goer, an old woman who lived under the roof where the cultist had died and the elf Farnoth who fought and lost against Lothar on day 2 and who somehow managed to magically poison him.
Next it is time for the defence to argue the case. Fritz explains to the court that Mandred had his training in Altdorf, a city known for its looser views on the law and that his client acted in self defence. He further argues that Mandreds magical power is so strong it might easily be confused for witchcraft. Judge Eisenfaust is not entirely convinced and then Farnoth argues that he is sure the proof of witchcraft can be found in Mandreds room back at the inn.
Gotrak creates a distraction by protesting loudly while Abel slips off and rushes back to Mandreds room. He removes any tome, chest or other magical stuff he finds there. Just in time as the city watch shows up for a full search of his room. Abel manages to screw the underhand plans of the Bastard Elf and after recess, Mandred is acquitted of all charges except the reckless use of magic. For that he is sentenced to a flogging of 30 lashes. At this point, Lothar objects and asks leniency. The judge agrees with the new champion of middenheim and lowers the sentence to 16 lashes instead.
At this point Ottfried is called away for business with the Temple of Sigmar.
Three eye witnesses are put forward. A drunk festival goer, an old woman who lived under the roof where the cultist had died and the elf Farnoth who fought and lost against Lothar on day 2 and who somehow managed to magically poison him.
Next it is time for the defence to argue the case. Fritz explains to the court that Mandred had his training in Altdorf, a city known for its looser views on the law and that his client acted in self defence. He further argues that Mandreds magical power is so strong it might easily be confused for witchcraft. Judge Eisenfaust is not entirely convinced and then Farnoth argues that he is sure the proof of witchcraft can be found in Mandreds room back at the inn.
Gotrak creates a distraction by protesting loudly while Abel slips off and rushes back to Mandreds room. He removes any tome, chest or other magical stuff he finds there. Just in time as the city watch shows up for a full search of his room. Abel manages to screw the underhand plans of the Bastard Elf and after recess, Mandred is acquitted of all charges except the reckless use of magic. For that he is sentenced to a flogging of 30 lashes. At this point, Lothar objects and asks leniency. The judge agrees with the new champion of middenheim and lowers the sentence to 16 lashes instead.
At this point Ottfried is called away for business with the Temple of Sigmar.
The Windhund Haulage Company.
True to form, the night ain't over till its over and the band sets out for a nightly raid. Felix talks to Knudd Finstermann to have some backup and to be initiated into the annals of Master Thief. The groups sets out to the Windhund Haulage co. It has tall walls, a double gate, a tower flocked with doves and a back entrance. The sneaky ones of the crew throw their grappling hooks and ascend the wall. When they peer over the ledge, their heart drops as they see a group of ragged zombies loading slaves into a horse drawn cart.
Using ropes, the burglars avoid these zombies and climb into the tower. Inside they find cultists who are dealt with silently and permanently. On one of the tower's floors, they find a book with deamonic script underneath empire script, some sort of translator along with other unsavoury items and objects, such as several tomes. One of these objects is an evil looking chest, one that they later take away and discover that it holds an evil looking dagger, thought to be the second Anatheme.
When they reach the top of the tower they are confronted by an old guy who is possessed by a deamon. Apart from the numerous dovecotes there are many scraps of paper, all with deamonic script on them, but most of these are burning in purple flames. A sign of the Purple hand and the sign of Tzeentch adorn the walls.
The Demonic possessed Cultist of the Purple hand proves a tough opponent, he has an anti-magical shield that also causes corruption on those that walk trough it and an arsenal of spells. However, he is still human, albeit possessed and alone, no mach for our heroes.
After defeating the possessed the heroes return downstairs where they find the undead no longer animated and a cellar full of potential slaves that are very happy to be rescued.
Other than that they also find a small room used by a necromancer to experiment with spells to create a sort of super zombie. Along with Arabian test they find out that the man that used this room was none other than Sahladd Barr.
Another successful day is concluded.
However, the heroes hand is played now, whoever is behind the evil in this city will surely have noticed these events...
Using ropes, the burglars avoid these zombies and climb into the tower. Inside they find cultists who are dealt with silently and permanently. On one of the tower's floors, they find a book with deamonic script underneath empire script, some sort of translator along with other unsavoury items and objects, such as several tomes. One of these objects is an evil looking chest, one that they later take away and discover that it holds an evil looking dagger, thought to be the second Anatheme.
When they reach the top of the tower they are confronted by an old guy who is possessed by a deamon. Apart from the numerous dovecotes there are many scraps of paper, all with deamonic script on them, but most of these are burning in purple flames. A sign of the Purple hand and the sign of Tzeentch adorn the walls.
The Demonic possessed Cultist of the Purple hand proves a tough opponent, he has an anti-magical shield that also causes corruption on those that walk trough it and an arsenal of spells. However, he is still human, albeit possessed and alone, no mach for our heroes.
After defeating the possessed the heroes return downstairs where they find the undead no longer animated and a cellar full of potential slaves that are very happy to be rescued.
Other than that they also find a small room used by a necromancer to experiment with spells to create a sort of super zombie. Along with Arabian test they find out that the man that used this room was none other than Sahladd Barr.
Another successful day is concluded.
However, the heroes hand is played now, whoever is behind the evil in this city will surely have noticed these events...