Aubentag 4 Nachexen to Marktag 5 Nachexen
That evening as they rested in the Blessing of Taal, they received a message from a sender whose name they couldn’t interpret. It requested their presence at the Green Grapes for lunch the following day. Gard stood up and played both his flute and lute to the crowds and was so successful he quickly filled the place up. One serving girl was particularly enamoured of both his skill and his charm. So much so, Gard being the gentleman he is, allowed her to drag him off to her room where he showed her that he wasn’t just good at strumming his lute.
The next day saw the heroes set out to meet with Theodora Pferig, the retired Witch Hunter. They were welcomed into her home by her butler and the heroes quickly got off to a good start with Frau Pferig as Kadfina proved most willing to listen to her stories. Theodora, it appeared, was a Vampire Hunter and she told them the stories of how she had hunted and slain three of the ‘Demons of the Night.’ All the heroes seemed interested in learning how to kill such creatures and, despite the earliness of the morning, she broke out the ale and went into significant detail regarding how to hunt the creatures.
Finally the heroes turned to business, and when she learnt they were also trying to kill a Daemon she suggested that they try and talk to a Light Wizard. Upon hearing they were trying to meet with Lord Messner, she gave her approval and wrote another letter of introduction. The heroes departed, but not before agreeing to return for dinner three days hence.
The heroes then set off for the Green Grapes. Gard, perhaps tired by his exertions the previous evening, failed to hear the sound of approaching horses and was accidentally ridden down by the Knights of the Rising Sun. Finally making it to the Green Grapes, they introduced themselves to Lord Messner, who upon learning of the need for privacy, took them to a private club called ‘The Grove.’ Inside the heroes shared their letters of introduction and told him their story.
Neither the name of the dagger or the Daemon seemed to mean anything to Lord Messner but he agreed he would return to the College of Light and make enquiries. The heroes asked whether Lord Messner knew of a way to destroy a chaos artefact. Lord Messner admitted he didn’t, but he did suggest that some of the other colleges may have found a way to destroy magical items. He agreed that he would make further discreet enquiries into the issue.
The heroes then made their way to the Temple of Sigmar district. Standing before the mighty temple they were awestruck, both by the size and grandeur of the building, but also the massive stream of humanity pouring in and out of the doors. The heroes entered, seeking blessing for their weapons. They were taken to see a Father Durnhelm who peremptorily blessed their weapons before seeking to usher them out. They asked him a series of questions, which he grumpily answered, before he lets them know that Father Ranulf, from the Middenheim Temple of Sigmar, has recently arrived in Altdorf. The heroes try to find Father Ranulf but he cannot be found, so instead they leave, seeking first the Temple of Shallya, a much more modest building, to heal Gard’s injuries before returning to the Blessing of Taal.
Upon returning, Gard is once more called upon to play. As he is entertaining the crowd, a street urchin by the name of Berthold approaches the table with a folded letter. The heroes are suspicious and Andred goes to check the street outside. Detlef opens the letter, and in a puff of green flame and smoke, a small Daemon lands on the tables. 3 feet tall, with tentacles and long claw arms, it immediately try’s to scratch out Detlef’s eyes. Detlef and Kadfina quickly kill the thing, and Andred manages to catch Berthold before he flees. They frighten the boy, who quickly tells them that he was paid a couple of shillings to pass on the letter by a man who was covered entirely who spoke in a croaky voice. He also informs them that he was given a good description of Andred and Kadfina, but only a rough description of Gard and Detlef. Finally he tells them that this happened near the Three Beards tavern near the city walls.
The heroes drag Berthold out into the cold winter night and he takes them towards the Three Beards tavern. Before they arrive, a cart looms out of the darkness. The heroes manage to avoid it, but Berthold is run down, breaking his leg.
Andred chases the cart and finds the driver, drunk, unaware of what he’s done. Andred punches him and the driver falls off the cart. Before the driver can regather his feet, Andred steals his coin purse and runs back to the others, where Berthold is screaming in pain. The heroes decide to take Berthold to the Temple of Shallya, however they quickly become lost and come across a disreputable tavern. Kadfina and Detlef enter, where they see two fighters swinging at each other. Kadfina attempts to get directions to the Temple of Shallya, but the barkeep, a cantankerous sort, instead insults her. Kadfina draws her weapon and Detlef and Kadfina begin fighting against the barkeep and two of his thugs. It is an unmatched fight and the two heroes gain the upper hand. They slowly back towards the door and after a few insults, take Berthold back into the night.
They finally come across a gate and the guards there, call for a physician to assist them. A doctor arrives shortly and manages to reset the bone. He then takes him to the watch infirmary at Empire House telling Andred (Berthold’s supposed uncle) that he can pay the remainder of the bill later.
The heroes return to the Blessing of Taal, to climb up to their rooms, only to find they have been ransacked. They call Kaspar (the innkeep) who is surprised and apologetic. A quick questioning of all the staff suggests that this probably happened earlier in the day when the bald dwarf with the axe tattoo on his head and the big Norseman with the long scar on his arm had fought in the taproom.
The watch was called, and information was provided. Kaspar informed the heroes that only their rooms had been ransacked. All that was missing however, was a bottle of good whisky that Kadfina had been saving for a rainy day.
The heroes tired, confused and angry fall into their beds unsure what to do next.