Journey with us now … into the grim the world of perilous adventures!
Alexius Wilhellm (Reikland initiate of Sigmar), El Cuervo (Estalian performer), Johannes Hengst (Averland fop), Thyrus Norrener (Middenheim mercenary), Tomas Radische (Wissenland gambler)
Chapter Three: Mutant Menace
Konistag, the 16th day of Sigmarzeit, 2522 IC … Another morning of thick fog and chilled air greets this Konistag (Kings Day); tensions are running high along wegs of the docks with yet another murder, a gruesome corpse found and displayed to send a clear message of warning.
Journey with Johannes Hengst, Fop of Averheim! In search of an investor for a business venture, sure to restore Johannes to the good graces of the upper social tiers of Averheim, Johannes struggles to balance his future with the current predicament that he has undertaken … the missing bride Estelle Werner. With bodies turning up daily and the mysterious Black Cowl pulling the strings of the underworld, has Johannes put his business dealings and life in danger? Only time will tell …
Tempt fate with gambler Tomas Radische! When his meeting with Johannes interrupted due to the turmoil in the docks Tomas now finds himself assisting this unusual band of investigators. Does he truly care about these missing persons? What’s in it for him to find these people? Now that this Black Cowl is coming to power, asserting control over the thieves, fences, and gamblers he knows well, Tomas finds himself in the center of it all. But is the spotlight where he truly wants to be?
Swing away with Thyrus Norrener, Mercenary! With his old friend missing and others now disappearing, Thyrus is now at the ready fighting injustice wherever it may rear its ugly head. With the directive of his former commander Marcus Baerfaust to seek out information regarding these disappearances, Thyrus has latched on to the band of men who seem to seek the same answers. Will the five of them be enough? Or will these unseen forces prove to be their undoing?
Praise Sigmar with Alexius Willhelm, Initiate! The rabble of the dockside is teeming with heretics, the unclean, and non-devout. It is no wonder that they are easily swayed by the machinations of this man in the black hood. With tensions on the rise and bodies with strange wounds being discovered, Alexius understands that only the fierce hand of Sigmar can right the wrongs of this downtrodden place, and it is through his hands this must happen.
Scoff at danger with El Cuervo, handsome foreigner! Critically wounded after the rescue at the burning barge, El Cuervo wonders if he will be alive to find the lovely Estelle as he promised her family. The flames offered clarity to the dashing performer, however, the docks of Averheim are not the stages and circuses of Estalia. These are dangerous places filled with dodgy people. Can he find Estelle and perhaps bring justice to those who might do her harm or will his carefree and daredevil ways bring about his final performance and his life’s curtain call?
With El Cuervo critically wounded, the pressure mounts as the group decides to up the ante to ferret out the Black Cowl by posing as a coaching team and trying to discover more about this mysterious and dangerous man. Will it work? Or will they only succeed in shaking the hornet’s nest? Five brash young fools, unlikely heroes thrust into the grim world of perilous adventure!
Frederick Grosz, racketeer fearing for his own life after several of his peers have been discovered dead by mysterious wounds, warns the party of their own danger in publicly pursuing their line of inquiries and mentions the enforcer of the Black Cowl, a man called Bischoff, a fearsome bastard of the Battle of Black Fire Pass. The mercenary, who also fought the 3rd Battle of Black Fire Pass[1] some two years previous, has heard rumours of this man Bischoff.
El Cuervo asks Johannes, if hombre (de negro aka the Black Cowl) has an ear to the docks how will the party’s ruse with a coach surprise him? The fop and the initiate agree that speed is the key, the quicker we can implement the plan the better the chance of success. Hengst, still a teenager, is anxious to add complexity to the plan by having ‘goods’ within the wagon to sell the deception; collect spoiled merchandise and containers from Stark’s burned out barge to put in the wagon. The young gallant also suggests dressing the coach up (to disguise it’s not a Red Arrow wagon) would be appropriate, yet the Sigmar tyro in his mid-twenties feels the opposite would be best, sell the fact it is a Red Arrow wagon drawing more attention to our cart.
The injured performer, wanting to contribute to the subterfuge, puts forward the distribution of rumour by our gambler that our wagon may have gun powder. Initiate Willhelm then brings up an important and relevant point: what if we are successful and an attempt is made to rob us? Hengst points out the capture of as many criminals is prudent, but instead of turning them over directly to the Averheim Greatswords the two (Alexius and Tomas) who questioned previous interrogation techniques take lead in questioning the prisoners.
The religious plebe is quick to admit he knows little of interrogation though is does know something about pain, the popinjay takes exception to his words for he was first and most critical of Norrener and Hengst for not extracting enough information from the captured arsonist before relinquishing him to the authorities. It is clear that both educated young men have different perspectives. Our foreign interlocutor interjects to disrupt the friction betwixt the upper stratum squabblers.
It is agreed that Alexius and Johannes will approach Graf von Kaufman about securing a wagon, Tomas will stir the rumour mill leaving Thyrus and El Cuervo to continue searching for Estelle. The Raven is doubtful of that action for he believes she is a prisoner of el hombre, he is more interested in killing the men under el hombre to get closer to the new criminal ringleader. The Estalian speaks of three ‘great motivators’, know to his countrymen: death, love and money. “We get paid the money to cause death for love, ‘tis beautiful, no?” El Cuervo will speak to Stark in hopes of getting some props for our cunning ruse. As Johannes and Alexius depart, the thesp asks petit-maître if he runs into Herr Luminary to relay El Cuervo wishes to speak to him once we find the missing bride as he will understand the reference.
Our vagabond spreads the word that he’s been hired to move some gun powder this day. He draws much curiosity from his contacts, many inquiring who the client is, Radische drops Johannes’s name. Rosalie, proprietor of the Upright Pig, takes particular notice. It takes a good part of the day with most wishing him well and to be safe amid all precarious goings-on of late. As the scalawag works the dockside stalls and peddlers he hears several folk comment on the disappearance of Ute or to the fact that no one has heard or seen her in the last day or so.
The irregular and magpie seek Adolphus Stark, local merchant, a tall, thin man in his late thirties, with a large, long nose and a shock of black hair. He is intelligent and witty, though he can be stuffy and officious when dealing with business. Adolphus and his family were staying on a large, expensive barge, which was moored near the Upright Pig before being lit a fire. His wife, Frieda, is a attractive, fair-haired woman in her late twenties; they run a small exclusive business selling fine Cathaian silks to up-market tailors. He has twins, Bertha and Gertrude, which are eleven. They look identical apart from their hair - Bertha is dark and Gertrude is fair.
They find the burgher at his half-sunk hull of a barge. The day has warmed since morning and the sun peaks out through some heavy clouds. It is almost looking like summer. Stark greets to two men, asking after El Cuervo’s shoulder which is obvious bandaged and on the mend. The hambone intimates the merchant is very fortunate in that his lovely wife and beautiful girls were spared, for it is difficult to lose someone so close. He then continues to express his own desire to find a woman dear to him, Estelle Werner hoping Stark can lend a hand in the effort. The Black Cowl is uttered and the merchant shutters, advising the foreigner should not speak that name aloud for fear of endangering himself and those around him.
The Estalian’s accent is too thick (and dialogue too long-winded) for this distracted mercantiler, Thyrus interjects and divulges the plan of a faux trade wagon to drawn in highwaymen or the Cowl’s agents. They work to influence the local tradesman into helping them despite his fearful anxiety. Stark dreads the thought of the man in the black hood or his dispatchers learning this silk merchant is giving support to anyone opposing his underworld ambitions. The soldier of fortune is able to twist the milksop’s words towards bold action versus passive submission then the pantomimist uses style and grace with the rapier to illustrate his brash young band is capable of standing up to the recent criminal incursion. The battle veteran is unable to reinforce his position of muscle due to his retinue of confederates yet the dashing raconteur successfully exemplifies boldness of defiance upon which the denizens of the docks could use resist the pressures of extortion. The fearful father breaks down whimpering and in a brusque tirade defends his cowardice for the sake his twin daughters. El Cuervo’s eloquent oration of courage and bravado is too much for the weakened Adolphus and he acquiesces to their request for crates, supplies, and (useless) trade goods. In order to publicly safeguard his reputation and protect his family Stark mocks outrage and refusal with his demands for the two strangers to leave him alone.
The Journey's End Coaching Inn is a large two-storey building with wide mullioned windows, on the south corner of the square across from the Averburg.[2] The Red Arrow Office can be found next door where a modestly priced ticket on coaches ranging the Empire can be purchased. Inside the offices Willhelm and Hengst find several workers milling about and working, a bespectacled man with greying temples sets at a raised slanted desk, his hand and fingernails embedded with ink from years of bookkeeping. Hoping to meet with Graf von Kaufman the clerk directs the pair to manager of the coach line. Curd Weiss, aide-de-camp to von Kaufman, is a tall and officious man in his early forties. He has dark hair which he keeps neat and short. Curd dresses at all times in the livery of the von Kaufman family, a yellow tabard decorated with their coat of arms[3]. He has a slim and handsome face, though his cold and unfriendly nature is written in his haughty expression. He is a natural bureaucrat, with a fine head for numbers and management, but he is humourless and unfeeling.
The aspirant introduces himself and his fribble colleague, Weiss is already aware of both young men[4] and their stations. The bald Sigmar templar describes recent trouble met upon the high roads of Averland leading to Averheim but before much is said the overbearing manager directs the brace of silver-tiered youngsters to a private office. His normal demeanor cracks slightly as he mentions the serendipitous meet this day. The newly gained reputation from the docks preceded the scholarly duo. A common purpose is found, our search for missing denizens and prominent merchants concern for profit and property.
A missing shipment, overdue by 2 days with a few crates of wine, some chemical compounds for industrial use and Stark’s Cathay silks, needs attention so Curd hires the two and party, 5 bob per day. He recommends the group head north by foot on the Wurtbad road towards a way station, a coaching inn name the Welcome Rest (12 miles out) as part of the price a writ of stay for all party members to spend the night at the coaching inn gratis. The counter proposal is to borrow an old or used Red Arrow wagon loaded with crates, he agrees. It will be ready first thing Angestag.
En route back to the docks, Stephan greets the pair on the south end of the Penzerplatz. It is midday and he seeks alms for a meal, instead of following his own dictates to ignore the lad Alexius engages the whelp. The boy drops to polish the armoured boots of the devotional tenderfoot; Johannes drops a couple of clanks.
It is put forward that El Cuervo should see a proper physician (10 shillings) for treatment of his shoulder and wounds versus long term care at a hospice healer of Shallya (2 crowns). The gallant finds Dr Feldscher who treats the entertainer’s grisly wound yet the previous barber-surgeon treatment prevents him from doing much more than giving it a suitable cleansing and fresh dressings; he only charges 5 silver.
Johannes ventures to the Journey’s End, there he finds someone of social note: T Thaddeus Mott, popular gaudy playwright; introducing himself the beau hopes to seek advice on securing patronage, a common practice amongst artistes such as Mott. More of fashion-monger than Hengst, the dramatist is delighted to meet an innocent interested in his works and reputation; just back from a recent engagement at Altdorf’s famed Vagr Breughel Memorial Playhouse, in Detlef Sierck’s Drachenfels. Johannes spends time trying to schmooze and gain favour while drinking some brandy and proposing his idea for “Fearful Farthings”[5].
Less interested in a business venture, the young Hengst is, instead, invited as Mott’s companion to Graf von Kaufman’s Menagerie Soiree (social event of the season). In the wee hours of the morning the young fob heads home after too many brandies flattered by all the attention given by the social vanguard.
Tomas spends the evening gambling some more using his new found reputation to go home with a heavier purse. Alexius returns to the temple. El Cuervo retires early to rest his shoulder injury yet has a very fitful and restless slumber. Thyrus spends a quiet evening at the White Horse tavern.
The next morning as the sun rises, it did not rain the previous evening or early morning yet there is still dew upon cobblestones and rooftops. The greyness is all but gone and it can be said summer has arrived albeit a day early. El Cuervo and Thyrus are the first to arrive at the Red Arrow offices. Curd is there and comments he has heard of the Estalian’s daring rescue of Stark’s family. Tomas is next quickly followed by Johannes, who makes it in time to introduce the gambler to coach line boss. Alexius is last and several minutes behind the rest. Weiss is less impressed after seeing the brash young fools assembled. Money and letter are given as well a short one-horse four-wheeled carryall cart with broad tarp.
The youthful macaroni drives the cart with the scamp while the babbler, novitiate, and scrapper hide under cover. Initially the Old Dwarf Road north is very busy with farmers taking their crops and cattle to market and other minor tradesmen heading to town. The Stirland high road is banked with orchards, grazing fields and farmlands. A couple hours out of the city a man in mangy clothes and broad-brimmed hat pushing a two-wheeled stall cart with various trinkets, fetishes, kerchiefs, beads and feathers, and odd-and-ends draped approaches the horse-drawn carryall. He appears to be a Strigany of sorts. The dandy is intrigued and buys a rabbit’s foot for good luck, then some pasta (for two) with crushed pepper and dried tomatoes. The Crow, from under the tarp, warns the drivers to be weary of the Tilean, for they are untrustworthy; the Crow makes a sharp, high-pitched squeaky sound (by sucking on the front teeth) and startles the horse to advance.
Pressing on, Tomas goats Johannes, asking several pointed questions about his family and lineage. The fob cautiously admits to being an orphan, he once believed the woman who raised him was his mother and her stories of his father was of a minor military officer killed battling Halflings during the Moot skirmishes. It turns out all of that was lie, for Johannes’ real father was the late Kohl Treuer by his wife Janna. With all the conversation the young driver nearly missed the signs of a wagon going off the road. He stops abruptly announcing his find.
Ulric is the first to get out of the wagon quickly following the tracks into the wooded area. Sigmar consoles Renald who feels a fish out of water. Myrmidia strains to get out having suffered much discomfort to his shoulder during the ride. Verena tries to steer the wagon down the path of the previous wagon’s tracks and surprisingly does a fine job but it becomes obvious it won’t be able to go much further.
Getting off the wagon the ninny turns his ankle and has to find a stick to aid his step. A top the makeshift rod Hengst affixes his rabbit’s foot. The adventurer and proselyte scan the woods; they are very attentive of possible attack or ambush. Along the tracking path a broken keg and other debris is spotted. The magpie notices the sludge believing it to be ruined black powder. Johannes fills a kerchief with the wet mix and stuffs an empty glass vile hoping to soak out the moisture.
Smoke is spotted ahead, the mercenary signals for quiet; he then suggests someone sneaks forward. The man in the breastplate declines, not his forte. The gamester volunteers to stealthily advance. The initiate notices the fop is quite anxious, clutching his symbol of Renald. He moves to calm the youth with the gift of Sigmar yet is rebuffed, the jack dandy believes his heightened state will keep him alert and alive. The whole group notices the awkward encounter and tension mounts.
As the party waits to hear from Tomas’ reconnaissance two large elk bound past creating a lot of noise; followed quickly by some odd sounding bird call. The group tenses up even more ready to encounter enemies. Alexius and Thyrus point out a figure in the trees, very agile moving from branch to branch; too large to be a rodent or bird, actually it looks to be a female. The guerilla draws a throwing axe in preparation. The magpie and popinjay move away to reposition themselves and get a better vantage point. The figure moves closer to the two battle-ready fighters when they get a good look at her; she is covered with hundreds of tiny, wart-like protrusions and her eyes are weeping pus. The raven-haired orator steps out slack-jawed as he too clearly sees the hideous creature.
Before the brash young fighters of justice sits upon a high branch, a creature corrupted and tainted by chaos, maligned by evil nature, and at its very core dedicated to the eradication of human-kind – not a beastman of legends and tales rather a real mutant, a true agent of maleficent gods.
Moving with determination and focus, a mighty toss of his combat throwing axe hurls toward the abomination without hesitation. The Ulric gladiator begins our extermination of what will turn out to be several horrific mutants. A solid hit center mass buries deep into her chest, only slowed by the abnormal thickness of her sternum. A loud whimper utters forth as she removes the axe and drops it in the undergrowth.
Back at the mutant’s makeshift encampment where our desperado lay watching in secret, Tomas sees emerging out of the main tent a tall, imposing brute with a large twist horn pushed through his rugged sickly-green skin. The muscle-ladened fiend draws up oversized spiked cudgel. The socialite moves towards the smoke thinking Radische may need help. Tomas, dark clothed with a large hat, remains unseen but draws his blade waiting for the mutants to move closer to his companions gaining him a flanking advantage.
The templar reels his massive maul striking the tree hoping to dislodge the mutant acrobat. She loses her footing but manages to hang on. The initiate’s hands numb with a ringing sensation and he drops his hammer. The mutant on high moves to another tree unable to remove the axe from her chest and yells a warning to brother abominations, “Intruders! Intruders are here! Hein. Wermer.”
Battle vet Norrener draws his second axe, he appears almost enraged with fury, and loses it at his first target strikes her shoulder blade as she lengthens the distance by fleeing. Alexius grabs up his long-handled hammer and moves to calm down Ulric but fails. El Cuervo finds the first axe and snags it. Johannes is able to secret himself in the brush as he notices two more mutants: a man of normal proportions and appearance save for a large pendulous wattle hanging from his face then a creature covered in blue features sporting a broad gnarled beak, some anomalous birdman.
Pustule girl jumps to the ground and warns her comrades of the three assailants coming (Thyrus, El Cuervo, and Alexius). The dexterous Estalian rearms the militant Middenlander; Thyrus moves closer to the mutant camp and El Cuervo follows. As the mutants pass his place of hiding, the scrawny well-to-do panics, he pulls off his good luck charm and lops his walking stick hoping to draw attention away from his position instead it makes him known to wattler and birdman. They rush him with their hand weapons, rooster face swings high and lodges his blade into a tree then beak-man connects with the young city lad yet loses his footing as Hengst kicks his legs while trying to dodge the attack.
Saber in hand the fop swipes at the fowl man down [pun intended], clipping his shoulder and neck. Backing away from the rushing pair Johannes is engaged by the large horn-head greenie with spike club taking a crushing blow as the point only tears his clothing. Obsessed with destroying the mutant sentry woman the mercenary throws his regained axe hitting for a third time. Just behind the Ulric scrapper, the rapier wielding Estalian finishes the job in killing her.
Alexius roars out, “For the glory of Ghal Maraz and by the shield of Sigmar, I batter thee!” He comes to dandy’s aid. Seeing the inward bound assistance the fallen Johannes holds tight his rabbit’s foot in his left hand. The great weapon punches hard the muscled green skin of the large leader, massive internal damage assured. Radische arrives for his strategic infiltration to the battle, with a nimble strike of his blade he too assaults the blue-feathered monstrosity inflicting serious damage.
The furry, donkey-eared mutant goes for our acrobat and misses horribly allowing the foreign rapier to riposte. Both turkey-neck and azure plume try for Tomas and fail to connect being surprised by his appearance. Guarding his position Johannes shuffles about. Horn-head moves towards Initiate Willhelm but his injuries betray him and he misses; Sigmar’s vessel counters smacking the green mutant again. Their leader exposes his sharpened teeth in a growl of rage yet his eyes let slip his fear. Thyrus attacks the mutant ass staggering him yet the merc leaves himself slight exposed to a counter attack. The high roller takes the chance given by his god Renald and plucks the life from the avian monster. Wattler flees into the underbrush.
The donkey-eared assailant weakly stabs at the sell-sword but only scratches him. Both templar and horn-head swing at one another, neither connects in the blur of battle. The socialite strikes with Sigmar’s blessing but misses by blades width, the plebe curses the sign of Renald for failure. Our tumbler leaps after rooster face tackling up and preventing his escape. The rapscallion slices at the weapon hand of donkey-faced furry mutant, dicing of a couple of fingers; blood splatters all over the jack-dandy. It looks down at its hand then to Tomas before it falls over dead. El Cuervo and man with a pendulous wattle struggle before the mutant finally yields. Ulric and Sigmar unite again in purpose and vanquish the twisted-horn green monstrosity but in the fray the merc’s heirloom sword is damaged.
By the looks of everyone after the mutant clash, Hengst has suffered to worst of it with several deep cuts and lacerations. Willhelm offers to heal to the best of his ability if the charm wielding Renaldite will accept his aid. The fop doesn’t understand the initiate’s comments for Johannes worships Verena so he would logically welcome medical assistance. The patrician closes his eyes and faintly feels the taint of corruption upon his body; he does not admit this to anyone. Others are aided by bandaging and laying of hands.
Found in and around the camp: three chaos-tainted swords, coins totalling 125 brass (25 bp a piece), broken shards of a cart and crates, bones and flesh of a horse, upon a fire spit the remains of the driver, a trellis with drying strips of meat, an open crate of famed Rohrhausen Riesling wine with only a few bottles intact, bolts of Cathay silks stowed within their original crates, yet the chemicals are missing. We shall interrogate our prisoner once we have gathered ourselves.
[1] Averheim's elector Marius Leitdorf, was famous in the Empire for two reasons; first, for being one of the best swordsmen in the Empire, and second, for being completely mad. This prompted some unsubtle 'guidance' from Karl Franz to curb the worst of Leitdorf's excesses. Leitdorf was eventually slain by an Orc Warlord at the Third Battle of Black Fire Pass in 2520, though it was his holding action (accompanied by his Greatsword bodyguards) that gave time for the Reiksguard to rally and rout the invaders. According the position of Averland Elector is now in dispute, since the last Elector Count never returned from the Storm of Chaos.
[2] The coaching inn is one of the most sumptuous and well-appointed taverns in the Empire. It features a comfortable bar that serves a wide array of expertly cooked dishes prepared by experienced halfling chefs, strong ale imported directly from dwarf breweries, and fine wines sourced from renowned vintners in Averheim and Wurtbad. The inn provides the hub of the Red Arrow coaching network, and the owners of the coaching house pay handsomely to see that the Journey’s End is always staffed with trained professionals and equipped with a surplus of everything it needs to run smoothly. Few inns or boarding houses in the Empire provide such lavish accommodation to their guests.
[3] A black Imperial cross on a yellow field; the cross is encircled by a stylised red corona, as if it eclipses the sun.
[4] Johannes Hengst has his gelding Rathebur stabled at Red Arrow mews. Alexius Willhelm is a member of the Sun Society not unlike Weiss’ employer, though Willhelm is a junior member with much less social status. The Sun Society (Sun of fallen Solland) is an association of academics. It meets regularly (every two weeks) at the Journey’s End Coaching Inn in Averheim. It’s the most prestigious and erudite academic society in Averheim. It’s also the only such society. Membership: Graf Friedrich von Kaufman a minor aristocrat with a small estate in Averland and an impressive townhouse within Averheim, co-owner of the Red Arrow Coach line. Unterlector Viktor Glottz of the Temple of Verena. Luminary Konrad Mauer. Lady Mildred Dimplebach, noble woman and dilettante. Herr Samuel Gleason, glass merchant. Herr Anton Kluge, scribe and novelist. Lord Matthias Krieger, nobleman and businessman. Frau Gretchen Lang, librarian of the Temple of Verena. Master T Thaddeus Mott, playwright and thespian. Her Adolphus Reinholt, wine merchant. Initiate Alexius Willhelm.
[5] Begin publishing small pamphlets or loose bound "readers" for a farthing (1/4 brass penny) each. The stories are aimed at young readers (mostly boys, in this medieval society); lurid tales surrounding myths, legends, and fairy tales but in a more sensational narrative. Moral messages will be incorporated and lessons given in the stories about being good Sigmarians, upstanding Imperials, respecting good farming/ranching values, and virtues of masculinity. The Readers are intended to help all the youth in Averheim (and even Averland) to learn to read at an earlier age, promote better common education, advocate for apprenticeship, and to work for a better and more prosperous Averland. The Readers should also teach the need for our nobility and gods--and respectively, their sovereign rights and ecumenical mercy. Altdorf leads the Empire in higher learning with its university and such, Averheim should take the initiative to begin that learning at an earlier age and subsume Altdorf's reputation for publications and periodicals.
Alexius Wilhellm (Reikland initiate of Sigmar), El Cuervo (Estalian performer), Johannes Hengst (Averland fop), Thyrus Norrener (Middenheim mercenary), Tomas Radische (Wissenland gambler)
Chapter Three: Mutant Menace
Konistag, the 16th day of Sigmarzeit, 2522 IC … Another morning of thick fog and chilled air greets this Konistag (Kings Day); tensions are running high along wegs of the docks with yet another murder, a gruesome corpse found and displayed to send a clear message of warning.
Journey with Johannes Hengst, Fop of Averheim! In search of an investor for a business venture, sure to restore Johannes to the good graces of the upper social tiers of Averheim, Johannes struggles to balance his future with the current predicament that he has undertaken … the missing bride Estelle Werner. With bodies turning up daily and the mysterious Black Cowl pulling the strings of the underworld, has Johannes put his business dealings and life in danger? Only time will tell …
Tempt fate with gambler Tomas Radische! When his meeting with Johannes interrupted due to the turmoil in the docks Tomas now finds himself assisting this unusual band of investigators. Does he truly care about these missing persons? What’s in it for him to find these people? Now that this Black Cowl is coming to power, asserting control over the thieves, fences, and gamblers he knows well, Tomas finds himself in the center of it all. But is the spotlight where he truly wants to be?
Swing away with Thyrus Norrener, Mercenary! With his old friend missing and others now disappearing, Thyrus is now at the ready fighting injustice wherever it may rear its ugly head. With the directive of his former commander Marcus Baerfaust to seek out information regarding these disappearances, Thyrus has latched on to the band of men who seem to seek the same answers. Will the five of them be enough? Or will these unseen forces prove to be their undoing?
Praise Sigmar with Alexius Willhelm, Initiate! The rabble of the dockside is teeming with heretics, the unclean, and non-devout. It is no wonder that they are easily swayed by the machinations of this man in the black hood. With tensions on the rise and bodies with strange wounds being discovered, Alexius understands that only the fierce hand of Sigmar can right the wrongs of this downtrodden place, and it is through his hands this must happen.
Scoff at danger with El Cuervo, handsome foreigner! Critically wounded after the rescue at the burning barge, El Cuervo wonders if he will be alive to find the lovely Estelle as he promised her family. The flames offered clarity to the dashing performer, however, the docks of Averheim are not the stages and circuses of Estalia. These are dangerous places filled with dodgy people. Can he find Estelle and perhaps bring justice to those who might do her harm or will his carefree and daredevil ways bring about his final performance and his life’s curtain call?
With El Cuervo critically wounded, the pressure mounts as the group decides to up the ante to ferret out the Black Cowl by posing as a coaching team and trying to discover more about this mysterious and dangerous man. Will it work? Or will they only succeed in shaking the hornet’s nest? Five brash young fools, unlikely heroes thrust into the grim world of perilous adventure!
Frederick Grosz, racketeer fearing for his own life after several of his peers have been discovered dead by mysterious wounds, warns the party of their own danger in publicly pursuing their line of inquiries and mentions the enforcer of the Black Cowl, a man called Bischoff, a fearsome bastard of the Battle of Black Fire Pass. The mercenary, who also fought the 3rd Battle of Black Fire Pass[1] some two years previous, has heard rumours of this man Bischoff.
El Cuervo asks Johannes, if hombre (de negro aka the Black Cowl) has an ear to the docks how will the party’s ruse with a coach surprise him? The fop and the initiate agree that speed is the key, the quicker we can implement the plan the better the chance of success. Hengst, still a teenager, is anxious to add complexity to the plan by having ‘goods’ within the wagon to sell the deception; collect spoiled merchandise and containers from Stark’s burned out barge to put in the wagon. The young gallant also suggests dressing the coach up (to disguise it’s not a Red Arrow wagon) would be appropriate, yet the Sigmar tyro in his mid-twenties feels the opposite would be best, sell the fact it is a Red Arrow wagon drawing more attention to our cart.
The injured performer, wanting to contribute to the subterfuge, puts forward the distribution of rumour by our gambler that our wagon may have gun powder. Initiate Willhelm then brings up an important and relevant point: what if we are successful and an attempt is made to rob us? Hengst points out the capture of as many criminals is prudent, but instead of turning them over directly to the Averheim Greatswords the two (Alexius and Tomas) who questioned previous interrogation techniques take lead in questioning the prisoners.
The religious plebe is quick to admit he knows little of interrogation though is does know something about pain, the popinjay takes exception to his words for he was first and most critical of Norrener and Hengst for not extracting enough information from the captured arsonist before relinquishing him to the authorities. It is clear that both educated young men have different perspectives. Our foreign interlocutor interjects to disrupt the friction betwixt the upper stratum squabblers.
It is agreed that Alexius and Johannes will approach Graf von Kaufman about securing a wagon, Tomas will stir the rumour mill leaving Thyrus and El Cuervo to continue searching for Estelle. The Raven is doubtful of that action for he believes she is a prisoner of el hombre, he is more interested in killing the men under el hombre to get closer to the new criminal ringleader. The Estalian speaks of three ‘great motivators’, know to his countrymen: death, love and money. “We get paid the money to cause death for love, ‘tis beautiful, no?” El Cuervo will speak to Stark in hopes of getting some props for our cunning ruse. As Johannes and Alexius depart, the thesp asks petit-maître if he runs into Herr Luminary to relay El Cuervo wishes to speak to him once we find the missing bride as he will understand the reference.
Our vagabond spreads the word that he’s been hired to move some gun powder this day. He draws much curiosity from his contacts, many inquiring who the client is, Radische drops Johannes’s name. Rosalie, proprietor of the Upright Pig, takes particular notice. It takes a good part of the day with most wishing him well and to be safe amid all precarious goings-on of late. As the scalawag works the dockside stalls and peddlers he hears several folk comment on the disappearance of Ute or to the fact that no one has heard or seen her in the last day or so.
The irregular and magpie seek Adolphus Stark, local merchant, a tall, thin man in his late thirties, with a large, long nose and a shock of black hair. He is intelligent and witty, though he can be stuffy and officious when dealing with business. Adolphus and his family were staying on a large, expensive barge, which was moored near the Upright Pig before being lit a fire. His wife, Frieda, is a attractive, fair-haired woman in her late twenties; they run a small exclusive business selling fine Cathaian silks to up-market tailors. He has twins, Bertha and Gertrude, which are eleven. They look identical apart from their hair - Bertha is dark and Gertrude is fair.
They find the burgher at his half-sunk hull of a barge. The day has warmed since morning and the sun peaks out through some heavy clouds. It is almost looking like summer. Stark greets to two men, asking after El Cuervo’s shoulder which is obvious bandaged and on the mend. The hambone intimates the merchant is very fortunate in that his lovely wife and beautiful girls were spared, for it is difficult to lose someone so close. He then continues to express his own desire to find a woman dear to him, Estelle Werner hoping Stark can lend a hand in the effort. The Black Cowl is uttered and the merchant shutters, advising the foreigner should not speak that name aloud for fear of endangering himself and those around him.
The Estalian’s accent is too thick (and dialogue too long-winded) for this distracted mercantiler, Thyrus interjects and divulges the plan of a faux trade wagon to drawn in highwaymen or the Cowl’s agents. They work to influence the local tradesman into helping them despite his fearful anxiety. Stark dreads the thought of the man in the black hood or his dispatchers learning this silk merchant is giving support to anyone opposing his underworld ambitions. The soldier of fortune is able to twist the milksop’s words towards bold action versus passive submission then the pantomimist uses style and grace with the rapier to illustrate his brash young band is capable of standing up to the recent criminal incursion. The battle veteran is unable to reinforce his position of muscle due to his retinue of confederates yet the dashing raconteur successfully exemplifies boldness of defiance upon which the denizens of the docks could use resist the pressures of extortion. The fearful father breaks down whimpering and in a brusque tirade defends his cowardice for the sake his twin daughters. El Cuervo’s eloquent oration of courage and bravado is too much for the weakened Adolphus and he acquiesces to their request for crates, supplies, and (useless) trade goods. In order to publicly safeguard his reputation and protect his family Stark mocks outrage and refusal with his demands for the two strangers to leave him alone.
The Journey's End Coaching Inn is a large two-storey building with wide mullioned windows, on the south corner of the square across from the Averburg.[2] The Red Arrow Office can be found next door where a modestly priced ticket on coaches ranging the Empire can be purchased. Inside the offices Willhelm and Hengst find several workers milling about and working, a bespectacled man with greying temples sets at a raised slanted desk, his hand and fingernails embedded with ink from years of bookkeeping. Hoping to meet with Graf von Kaufman the clerk directs the pair to manager of the coach line. Curd Weiss, aide-de-camp to von Kaufman, is a tall and officious man in his early forties. He has dark hair which he keeps neat and short. Curd dresses at all times in the livery of the von Kaufman family, a yellow tabard decorated with their coat of arms[3]. He has a slim and handsome face, though his cold and unfriendly nature is written in his haughty expression. He is a natural bureaucrat, with a fine head for numbers and management, but he is humourless and unfeeling.
The aspirant introduces himself and his fribble colleague, Weiss is already aware of both young men[4] and their stations. The bald Sigmar templar describes recent trouble met upon the high roads of Averland leading to Averheim but before much is said the overbearing manager directs the brace of silver-tiered youngsters to a private office. His normal demeanor cracks slightly as he mentions the serendipitous meet this day. The newly gained reputation from the docks preceded the scholarly duo. A common purpose is found, our search for missing denizens and prominent merchants concern for profit and property.
A missing shipment, overdue by 2 days with a few crates of wine, some chemical compounds for industrial use and Stark’s Cathay silks, needs attention so Curd hires the two and party, 5 bob per day. He recommends the group head north by foot on the Wurtbad road towards a way station, a coaching inn name the Welcome Rest (12 miles out) as part of the price a writ of stay for all party members to spend the night at the coaching inn gratis. The counter proposal is to borrow an old or used Red Arrow wagon loaded with crates, he agrees. It will be ready first thing Angestag.
En route back to the docks, Stephan greets the pair on the south end of the Penzerplatz. It is midday and he seeks alms for a meal, instead of following his own dictates to ignore the lad Alexius engages the whelp. The boy drops to polish the armoured boots of the devotional tenderfoot; Johannes drops a couple of clanks.
It is put forward that El Cuervo should see a proper physician (10 shillings) for treatment of his shoulder and wounds versus long term care at a hospice healer of Shallya (2 crowns). The gallant finds Dr Feldscher who treats the entertainer’s grisly wound yet the previous barber-surgeon treatment prevents him from doing much more than giving it a suitable cleansing and fresh dressings; he only charges 5 silver.
Johannes ventures to the Journey’s End, there he finds someone of social note: T Thaddeus Mott, popular gaudy playwright; introducing himself the beau hopes to seek advice on securing patronage, a common practice amongst artistes such as Mott. More of fashion-monger than Hengst, the dramatist is delighted to meet an innocent interested in his works and reputation; just back from a recent engagement at Altdorf’s famed Vagr Breughel Memorial Playhouse, in Detlef Sierck’s Drachenfels. Johannes spends time trying to schmooze and gain favour while drinking some brandy and proposing his idea for “Fearful Farthings”[5].
Less interested in a business venture, the young Hengst is, instead, invited as Mott’s companion to Graf von Kaufman’s Menagerie Soiree (social event of the season). In the wee hours of the morning the young fob heads home after too many brandies flattered by all the attention given by the social vanguard.
Tomas spends the evening gambling some more using his new found reputation to go home with a heavier purse. Alexius returns to the temple. El Cuervo retires early to rest his shoulder injury yet has a very fitful and restless slumber. Thyrus spends a quiet evening at the White Horse tavern.
The next morning as the sun rises, it did not rain the previous evening or early morning yet there is still dew upon cobblestones and rooftops. The greyness is all but gone and it can be said summer has arrived albeit a day early. El Cuervo and Thyrus are the first to arrive at the Red Arrow offices. Curd is there and comments he has heard of the Estalian’s daring rescue of Stark’s family. Tomas is next quickly followed by Johannes, who makes it in time to introduce the gambler to coach line boss. Alexius is last and several minutes behind the rest. Weiss is less impressed after seeing the brash young fools assembled. Money and letter are given as well a short one-horse four-wheeled carryall cart with broad tarp.
The youthful macaroni drives the cart with the scamp while the babbler, novitiate, and scrapper hide under cover. Initially the Old Dwarf Road north is very busy with farmers taking their crops and cattle to market and other minor tradesmen heading to town. The Stirland high road is banked with orchards, grazing fields and farmlands. A couple hours out of the city a man in mangy clothes and broad-brimmed hat pushing a two-wheeled stall cart with various trinkets, fetishes, kerchiefs, beads and feathers, and odd-and-ends draped approaches the horse-drawn carryall. He appears to be a Strigany of sorts. The dandy is intrigued and buys a rabbit’s foot for good luck, then some pasta (for two) with crushed pepper and dried tomatoes. The Crow, from under the tarp, warns the drivers to be weary of the Tilean, for they are untrustworthy; the Crow makes a sharp, high-pitched squeaky sound (by sucking on the front teeth) and startles the horse to advance.
Pressing on, Tomas goats Johannes, asking several pointed questions about his family and lineage. The fob cautiously admits to being an orphan, he once believed the woman who raised him was his mother and her stories of his father was of a minor military officer killed battling Halflings during the Moot skirmishes. It turns out all of that was lie, for Johannes’ real father was the late Kohl Treuer by his wife Janna. With all the conversation the young driver nearly missed the signs of a wagon going off the road. He stops abruptly announcing his find.
Ulric is the first to get out of the wagon quickly following the tracks into the wooded area. Sigmar consoles Renald who feels a fish out of water. Myrmidia strains to get out having suffered much discomfort to his shoulder during the ride. Verena tries to steer the wagon down the path of the previous wagon’s tracks and surprisingly does a fine job but it becomes obvious it won’t be able to go much further.
Getting off the wagon the ninny turns his ankle and has to find a stick to aid his step. A top the makeshift rod Hengst affixes his rabbit’s foot. The adventurer and proselyte scan the woods; they are very attentive of possible attack or ambush. Along the tracking path a broken keg and other debris is spotted. The magpie notices the sludge believing it to be ruined black powder. Johannes fills a kerchief with the wet mix and stuffs an empty glass vile hoping to soak out the moisture.
Smoke is spotted ahead, the mercenary signals for quiet; he then suggests someone sneaks forward. The man in the breastplate declines, not his forte. The gamester volunteers to stealthily advance. The initiate notices the fop is quite anxious, clutching his symbol of Renald. He moves to calm the youth with the gift of Sigmar yet is rebuffed, the jack dandy believes his heightened state will keep him alert and alive. The whole group notices the awkward encounter and tension mounts.
As the party waits to hear from Tomas’ reconnaissance two large elk bound past creating a lot of noise; followed quickly by some odd sounding bird call. The group tenses up even more ready to encounter enemies. Alexius and Thyrus point out a figure in the trees, very agile moving from branch to branch; too large to be a rodent or bird, actually it looks to be a female. The guerilla draws a throwing axe in preparation. The magpie and popinjay move away to reposition themselves and get a better vantage point. The figure moves closer to the two battle-ready fighters when they get a good look at her; she is covered with hundreds of tiny, wart-like protrusions and her eyes are weeping pus. The raven-haired orator steps out slack-jawed as he too clearly sees the hideous creature.
Before the brash young fighters of justice sits upon a high branch, a creature corrupted and tainted by chaos, maligned by evil nature, and at its very core dedicated to the eradication of human-kind – not a beastman of legends and tales rather a real mutant, a true agent of maleficent gods.
Moving with determination and focus, a mighty toss of his combat throwing axe hurls toward the abomination without hesitation. The Ulric gladiator begins our extermination of what will turn out to be several horrific mutants. A solid hit center mass buries deep into her chest, only slowed by the abnormal thickness of her sternum. A loud whimper utters forth as she removes the axe and drops it in the undergrowth.
Back at the mutant’s makeshift encampment where our desperado lay watching in secret, Tomas sees emerging out of the main tent a tall, imposing brute with a large twist horn pushed through his rugged sickly-green skin. The muscle-ladened fiend draws up oversized spiked cudgel. The socialite moves towards the smoke thinking Radische may need help. Tomas, dark clothed with a large hat, remains unseen but draws his blade waiting for the mutants to move closer to his companions gaining him a flanking advantage.
The templar reels his massive maul striking the tree hoping to dislodge the mutant acrobat. She loses her footing but manages to hang on. The initiate’s hands numb with a ringing sensation and he drops his hammer. The mutant on high moves to another tree unable to remove the axe from her chest and yells a warning to brother abominations, “Intruders! Intruders are here! Hein. Wermer.”
Battle vet Norrener draws his second axe, he appears almost enraged with fury, and loses it at his first target strikes her shoulder blade as she lengthens the distance by fleeing. Alexius grabs up his long-handled hammer and moves to calm down Ulric but fails. El Cuervo finds the first axe and snags it. Johannes is able to secret himself in the brush as he notices two more mutants: a man of normal proportions and appearance save for a large pendulous wattle hanging from his face then a creature covered in blue features sporting a broad gnarled beak, some anomalous birdman.
Pustule girl jumps to the ground and warns her comrades of the three assailants coming (Thyrus, El Cuervo, and Alexius). The dexterous Estalian rearms the militant Middenlander; Thyrus moves closer to the mutant camp and El Cuervo follows. As the mutants pass his place of hiding, the scrawny well-to-do panics, he pulls off his good luck charm and lops his walking stick hoping to draw attention away from his position instead it makes him known to wattler and birdman. They rush him with their hand weapons, rooster face swings high and lodges his blade into a tree then beak-man connects with the young city lad yet loses his footing as Hengst kicks his legs while trying to dodge the attack.
Saber in hand the fop swipes at the fowl man down [pun intended], clipping his shoulder and neck. Backing away from the rushing pair Johannes is engaged by the large horn-head greenie with spike club taking a crushing blow as the point only tears his clothing. Obsessed with destroying the mutant sentry woman the mercenary throws his regained axe hitting for a third time. Just behind the Ulric scrapper, the rapier wielding Estalian finishes the job in killing her.
Alexius roars out, “For the glory of Ghal Maraz and by the shield of Sigmar, I batter thee!” He comes to dandy’s aid. Seeing the inward bound assistance the fallen Johannes holds tight his rabbit’s foot in his left hand. The great weapon punches hard the muscled green skin of the large leader, massive internal damage assured. Radische arrives for his strategic infiltration to the battle, with a nimble strike of his blade he too assaults the blue-feathered monstrosity inflicting serious damage.
The furry, donkey-eared mutant goes for our acrobat and misses horribly allowing the foreign rapier to riposte. Both turkey-neck and azure plume try for Tomas and fail to connect being surprised by his appearance. Guarding his position Johannes shuffles about. Horn-head moves towards Initiate Willhelm but his injuries betray him and he misses; Sigmar’s vessel counters smacking the green mutant again. Their leader exposes his sharpened teeth in a growl of rage yet his eyes let slip his fear. Thyrus attacks the mutant ass staggering him yet the merc leaves himself slight exposed to a counter attack. The high roller takes the chance given by his god Renald and plucks the life from the avian monster. Wattler flees into the underbrush.
The donkey-eared assailant weakly stabs at the sell-sword but only scratches him. Both templar and horn-head swing at one another, neither connects in the blur of battle. The socialite strikes with Sigmar’s blessing but misses by blades width, the plebe curses the sign of Renald for failure. Our tumbler leaps after rooster face tackling up and preventing his escape. The rapscallion slices at the weapon hand of donkey-faced furry mutant, dicing of a couple of fingers; blood splatters all over the jack-dandy. It looks down at its hand then to Tomas before it falls over dead. El Cuervo and man with a pendulous wattle struggle before the mutant finally yields. Ulric and Sigmar unite again in purpose and vanquish the twisted-horn green monstrosity but in the fray the merc’s heirloom sword is damaged.
By the looks of everyone after the mutant clash, Hengst has suffered to worst of it with several deep cuts and lacerations. Willhelm offers to heal to the best of his ability if the charm wielding Renaldite will accept his aid. The fop doesn’t understand the initiate’s comments for Johannes worships Verena so he would logically welcome medical assistance. The patrician closes his eyes and faintly feels the taint of corruption upon his body; he does not admit this to anyone. Others are aided by bandaging and laying of hands.
Found in and around the camp: three chaos-tainted swords, coins totalling 125 brass (25 bp a piece), broken shards of a cart and crates, bones and flesh of a horse, upon a fire spit the remains of the driver, a trellis with drying strips of meat, an open crate of famed Rohrhausen Riesling wine with only a few bottles intact, bolts of Cathay silks stowed within their original crates, yet the chemicals are missing. We shall interrogate our prisoner once we have gathered ourselves.
[1] Averheim's elector Marius Leitdorf, was famous in the Empire for two reasons; first, for being one of the best swordsmen in the Empire, and second, for being completely mad. This prompted some unsubtle 'guidance' from Karl Franz to curb the worst of Leitdorf's excesses. Leitdorf was eventually slain by an Orc Warlord at the Third Battle of Black Fire Pass in 2520, though it was his holding action (accompanied by his Greatsword bodyguards) that gave time for the Reiksguard to rally and rout the invaders. According the position of Averland Elector is now in dispute, since the last Elector Count never returned from the Storm of Chaos.
[2] The coaching inn is one of the most sumptuous and well-appointed taverns in the Empire. It features a comfortable bar that serves a wide array of expertly cooked dishes prepared by experienced halfling chefs, strong ale imported directly from dwarf breweries, and fine wines sourced from renowned vintners in Averheim and Wurtbad. The inn provides the hub of the Red Arrow coaching network, and the owners of the coaching house pay handsomely to see that the Journey’s End is always staffed with trained professionals and equipped with a surplus of everything it needs to run smoothly. Few inns or boarding houses in the Empire provide such lavish accommodation to their guests.
[3] A black Imperial cross on a yellow field; the cross is encircled by a stylised red corona, as if it eclipses the sun.
[4] Johannes Hengst has his gelding Rathebur stabled at Red Arrow mews. Alexius Willhelm is a member of the Sun Society not unlike Weiss’ employer, though Willhelm is a junior member with much less social status. The Sun Society (Sun of fallen Solland) is an association of academics. It meets regularly (every two weeks) at the Journey’s End Coaching Inn in Averheim. It’s the most prestigious and erudite academic society in Averheim. It’s also the only such society. Membership: Graf Friedrich von Kaufman a minor aristocrat with a small estate in Averland and an impressive townhouse within Averheim, co-owner of the Red Arrow Coach line. Unterlector Viktor Glottz of the Temple of Verena. Luminary Konrad Mauer. Lady Mildred Dimplebach, noble woman and dilettante. Herr Samuel Gleason, glass merchant. Herr Anton Kluge, scribe and novelist. Lord Matthias Krieger, nobleman and businessman. Frau Gretchen Lang, librarian of the Temple of Verena. Master T Thaddeus Mott, playwright and thespian. Her Adolphus Reinholt, wine merchant. Initiate Alexius Willhelm.
[5] Begin publishing small pamphlets or loose bound "readers" for a farthing (1/4 brass penny) each. The stories are aimed at young readers (mostly boys, in this medieval society); lurid tales surrounding myths, legends, and fairy tales but in a more sensational narrative. Moral messages will be incorporated and lessons given in the stories about being good Sigmarians, upstanding Imperials, respecting good farming/ranching values, and virtues of masculinity. The Readers are intended to help all the youth in Averheim (and even Averland) to learn to read at an earlier age, promote better common education, advocate for apprenticeship, and to work for a better and more prosperous Averland. The Readers should also teach the need for our nobility and gods--and respectively, their sovereign rights and ecumenical mercy. Altdorf leads the Empire in higher learning with its university and such, Averheim should take the initiative to begin that learning at an earlier age and subsume Altdorf's reputation for publications and periodicals.