Thousand Thrones Campaign
Your characters arrived in Nuln three months ago to launch adventuring careers. For your first contract, a man named Albrecht Oldenhaller paid you to retrieve a blue gem from the undercity of Nuln. You retrieved the gem and while escaping from the undercity, you teamed up with the well-connected smuggler Dirk Huygens to defeat several cultists of Nurgle who were blocking your exit from the sewers. Over the next few weeks, you performed another contract for a prosperous butcher which required you to find his kidnapped daughter. It turned out that a rival butcher had kidnapped the poor girl and force-fed her chaos-tainted sausages. You dispatched the man and claimed his river barge as your own. By hiring a lawyer and bribing the relevant officials, you obtained legal title to the “Brandied Sausage,” as well as permits to trade on the River Reik.
Meanwhile, Gottri still needed to capture or kill Karl Warburg, a notorious fugitive from the Emperor’s justice. In exchange for providing you with information on the possible whereabouts of Warburg, you agreed to help Dirk Huygens with a small smuggling job. All you were required to do was pick up a crate from the docks and deliver it to a coaching inn called the Empire’s End. Matters became complicated when several Nurgle cultists ambushed the men delivering the crate, releasing a “White Lady,” who escaped into town. Dirk asked you to investigate the Empire’s End. When you arrived the inn was empty and you were ambushed by a large party of Beastmen. On your way back to Nuln, you stumbled across the creepy lair of a necromancer in the woods and burned down his house of horrors.
Back in Nuln, you investigated rumors that Bruno Hoffman, owner of the Empire’s End, was actually still alive and that his wife was in a Shallyan hospital. Over the next few days, several of the men involved in the ill-fated crate delivery were murdered and you and Dirk decided that you would need to go on the offensive before you met the same fate. While investigating, you killed a Dark Elf assassin trying to sneak into the Shallyan hospital. The next day, much to your surprise, you saw Karl Warburg in the street. You gave chase into the undercity, slew some sewer-dwelling Night Goblins and were in turn ambushed by the vampire Bruno Hoffman, whom you slew. As you were escaping from the undercity, you saw a third group of what you assumed to be Nurgle cultists ambush Bruno’s men and encountered a Vampire Hunter named Kirsten Stumpfnase, who said you should meet her tonight at 38 Marienstrasse.
At the meeting, in which Dirk Huygens was also in attendance, you were introduced to Rutger Feuerbach and Kirsten Stumpfnase, members of a secretive and ancient sect of vampire hunters known as the Andanti. They explained to you that you had gotten mixed up in some sort of plot “with a larger and unknown purpose” involving a vampire known as Maria D’averaux. Rutger then provided historical background on the vampires and their great progenitor, Nagash, who once ruled the Land of the Dead in ancient Araby. Over time, the vampires eventually spread throughout the Old World and were organized into five bloodlines: aristocrats or the Von Carsteins, the Strigoi, Necrarch, the Blood Dragon and the Lahmia. The “White Lady” from the docks was Maria d’Averaux a Bretonnian vampire, who had recently arrived in Nuln aboard the ship Andronikus. They had been shadowing Maria d’Averaux for several weeks and it appeared that she was in Nuln searching for some sort of blue gem that they hypothesized had something to do with the ancient Vampire Prophecies, which foretell the eventual rise of the vampires to take dominion over the lands of men.
Maria and her crew of Dark Elves had been asking questions around town about Albrecht Oldenhaller—the very person for whom you had retrieved a blue gem just weeks ago! It remained unclear to all why the Cult of Nurgle would be interested in this blue gem. The Andanti learned that Oldenhaller had just left Nuln via riverboat to Marienburg, possibly to investigate the spontaneous rise of a “Crusade of the Child” centered on a young boy who was supposed to be the incarnation of Sigmar himself. Events such as this one often attract the attention of vampires because in their mythology they herald the dawn of a new age, what is referred to cryptically as the Age of 1,000 Thrones. At the request of the Andanti—and in hopes of self-preservation—you agreed to travel to Marienburg to investigate the Cult of the Child and hopefully destroy Maria d’Averaux, and possibly Albrecht Oldenhaller, before they destroyed you.
Chapter 1: Marienburg
After defeating a contingent of Dark Elves, you arrived in Marienburg, where you discovered that the Crusade of the Child had left several days ago. Your investigations revealed that the boy Karl had been raised in a Shallyan orphanage, placed there by a Witch Hunter named Osric Falkenheim who had recovered the boy from a raid on a Chaos temple of Stromfels, god of the sea. After a dangerous trip through the Cursed Swamp outside the city, you discovered and destroyed the temple of Stromfels where the boy had been born. Some papers of the temple’s priest Dahlbert the Maw (named so because he was a mutant with the head of a shark) indicated that the cult was looking for some individuals in Marienburg who were asking questions about the boy.
Back in Marienburg, you investigated and discovered a hidden temple of the Cult of the Three Moons, a band of Nurglists. They had left behind a slug-like Chaos horror and an insane man in a cage whom you surmised to be a former cultist. You discovered a letter that indicated the Cult of Nurgle planned on using Karl for its own nefarious purposes and that the Cult was in some kind of power struggle with a man named “Oldenhaller” who was a worshipper of Tzeentch, Chaos god of change and magic. Oldenhaller was on his way to the small town of Pfeifeldorf, the letter claimed, to “pursue his fruitless researches into the Vampire Prophecies.”
You reported the results of your investigation back to your Andanti contact, who requested that you stop in Pfeifeldorf to check out the Oldenhaller lead on your way to catching up to the Crusade of the Child, which was on its way to the Imperial Capital of Altdorf.
Chapter 2: Pfeifeldorf
You arrived in the small town on the southern edge of the haunted Drakwald Forest to find it in disarray from the recent passing of the Crusade. Neighbors were at each other’s throats, animals had gone missing and there was a general air of isolation and despair. It didn’t help that it was unseasonably cold. Upon arrival, however, you were arrested by the authorities on suspicion that you had aided in the escape of a condemned criminal: the former Abbess of Marienburg’s Shallyan temple (which, indeed, you had). While the town’s steward sorted out the matter, he asked that you help him with a troublesome citizen’s request that he track down some missing livestock, which turned out to be a chicken named Gretta, owned by a cantankerous and very sturdy matron named Gertrude. Your investigation led you to a series of bizarre and interesting characters, including a retired scholar named Johannes Gephardt, and ending with your interview with Walter Schnee, the fat and loathesome “reeve” of Pfeifeldorf. After threatening Walter with a beating, you found out that he had been paid by the younger brother of the governing noble family, Lucas von Speier, to implicate his older brother Lennhardt in the theft. You decided to call it a night and resume investigation in the morning.