Tech problems seem to be quite prevalent right now and our new player @doc_griffiths was only able to join us briefly before broadband issues kept him away for the evening. Still, Karlstadt won’t save itself, and so our four stalwart adventurers continued bravely on (beware BTAM spoilers from here on in)
Beaten and bruised from their fight with the bandits they decided to rest for a couple of days in Thungen, and were most put out to learn that the locals were not as appreciative of them getting rid of the bandits as they’d hoped. Perhaps it was the avoidable murder by the bandits of one of the children that left them a bit cold… The lack of a heroes welcome was made all the worse when Balock was bitten by a rather unpleasant insect which had quickly injected something into his knee – something was moving around in there. It was only through some careful and well timed application of healing magic by Miklos that his knee was saved… it could have been very nasty!
Wilricus Elbinger, a transient Alchemist and his family fleeing from Gemunden (a village in the path of the Swedish Army) stopped at Thungen and after some haggling with the Black Dogs offers to sell them a batch of healing unguents. A fairly chipper fellow, he didn’t budge too much on the original cost of his wares and was somewhat put out by the direct and unsubtle threats levelled at him by Hemming: “There are bandits in the forest and you want your family to be safe…”. The tight-fisted group let some essential healing ointments slip through their fingers as Wilricus quickly fled Thungen.
Feeling their time could perhaps have been better spent but somewhat rested the adventurers decide to get back to their main mission. Rumours that The Seven do not allow any implements of violence into the town of Karlstadt lead to the group spending some of their cash having a false bottom installed in their wagon. They hide their main weapons and proceed on an uneventful journey to the town armed only with side weapons.
Approaching from the east they see the thousands of refugees desperate to find a way into Karlstadt crowded on the bank across the River Main. A sorry sight indeed, the camp consists of makeshift tents and hovels, a large part of the population crowded into this small area with no sanitation, little food and even less hope. Maldron barters with the ferry man and gets some information about Karlstadt… the laws of The Seven, their mysterious creatures and the control they place on entry into the town itself.
Unsure how they may find their way into Karlstadt they PC’s form a plan – to speak to those who may have left the town and discover what they can. Taking the ferry across the river, the adventurers are surrounded by desperate souls as soon as they touch land and have to force their way through the crowd. They have been warned to avoid the Burgerfriedensmiliz, the local militia under the control of The Seven, and so keeping their heads down gather some rumours about Karlstadt and the surrounding area.
- The Seven have headquarters in Goblin Hill, southeast of Hammelburg…
- There’s a giant cat seen near the swamp…
- The Seven were once eight…
With the Swedish Army bearing down, how are the party ever going to be able to complete their mission?