Here's the first session of our campaign. It contains spoilers to the Gathering Storm adventure (and other adventures later on), so players who might play it one day will want to stop reading now. We actually played this a good while ago as part of the playtest.
Gathering Storm, Session One
Village of the Damp
Thrumdorin, Ironbreaker
Will, Initiate of Sigmar
Asterion, Wood Elf Hunter
Thorvald, Human Roadwarden
Flan, Bright Acolyte
So you were hanging out in your local in Ubersreik, a pretty notorious gang of sell-swords. An agent of the Merchants' Guild approached you with a business proposition. He wanted you to go down to Stromdorf (a day or so away) and try to find a member of their guild who had gone missing mysteriously a week ago. He filled you in on the details, that the man, Florian Wechsler, and his possessions had disappeared overnight, while staying at the Stewpot Inn in Stromdorf, leaving his two porters confused. You agreed to the job but insisted one of the porters accompany you, which the merchant eventually agreed to. You arranged that the porter, Krantz, would take you to Stromdorf in Wechsler's own boat, the next day.
You had a pretty uneventful day's sailing in pleasant weather, while you took the opportunity to ask Krantz all he knew. He told you that Wechsler had put them up in the common room of the Stewpot while he had a private room. They had done all the usual coal deliveries and were planning on heading off the next day. But in the morning there was no sign at all of him. They looked for him for the whole day. The town watch were not overly concerned because people often disappear out in the swamp, drowned or taken by beastmen. The hapless porters could think of nothing else to do but head back to Ubersreik.
The next day, you continued to Stromdorf. As the day wore on the weather got worse and it began to rain strongly and you could see lightning and a big black cloud in the direction you were heading,. Krantz explained that Stromdorf had a reputation for having the worst weather in the Empire, and it wasn't unusual for it to be so rainy.
As you got closer you could make out the outline of a high crag, some way from the village, which lit up in silhouette by a burst of lightning, seemed to have some sort of ruined structure atop it. Asterion and Flan concentrated on the storm and both agreed there was something unnatural about it. Flan could detect unusual patterns of the magical wind of Azyr that he explained was carried upon storms and brought the power of prophesy.
As you approached the village, Krantz shouted that the bridge had been damaged and as you manoeuvred towards the dock, a log fell from the bridge structure and knocked him overboard. With quick thinking, Will tied a rope around himself and dived in after him. With an almost miraculous effort, he managed to grab the porter as he went under,. And everyone pulled the pair of them back on board. Will had undoubtedly saved Krantz's life.
You decided to head straight for the Stewpot, and also decided you should put Krantz up for the night there on your own coin. You noticed how the village, although raised above the swampy surrounding was water logged, and the main thoroughfares and the town square were set on raised logs to keep them less sodden. Everything was damp and wet but not as wet as Will. As you wandered into town everyone seemed to stop and stare at you; you got the impression they didn't get too many visitors, especially ones like Thrumdorin and Asterion and Flan. And to be honest, the town was a bit of a dump.
The Stewpot was a pleasant enough place though, and you were greeted by the smiling face of Keila Cobblepot the halfling landlady. After ordering food and drink you asked her about Wechsler. She explained that he had just up and left and that he had paid his bill the night before. You wondered how he could just leave like that but she seemed to think it would be easy enough. After a while she seemed to tire of the Wechsler chat and you asked her more general questions.
She explained about how Captain Kessler ran the town since the Burgomeister stopped being seen much since his wife died. She fell down the well, apparently. You all booked rooms for the night, and Will ended up getting Wechsler's room. The food was good and Keila said she added extra cloudberries for you. Some of you were a bit dubious of the strange berries, but they are an ingredient in Thunderwater Ale and they tasted good enough.
You decided to go and see the captain as he would be the obvious person with any information on Wechsler. He was based in a building on the town square, next to the Burgomeister's house. There was a long queue outside but you just walked straight in and demanded the desk sergeant admit you immediately. The ploy worked and in a few minutes you were talking to Captain Kessler, giving him grief like you were official emissaries of the Ubersreik Merchants' Guild (which you weren't really).
He was defensive about the disappearance and the lack of action on the part of the watch but eventually conceded that you had a right to talk to the gate guard about it. There was some controversy about whether he was sure that Wechsler had been seen leaving by the guard, and if he hadn't then why not? You hoped to clear this up with a chat to the guard which the captain arranged for midday tomorrow.
You wondered about the Burgomeister who was a recluse since his wife died, or something. Some locals spoke to you as you were knocking on the door of the Burgomeister's house, and said that only the captain and maybe some watchmen went in there. And that the Burgomeister was a foreigner (from Ubersreik!) and that's probably why he wasn't up to the job. They hadn't seen him for months, and suggested you talk to the captain if you wanted anything done. You went round the back and checked out the security. You thought about breaking in that night, but thought maybe it might be better to wait and pursue more legitimate inquiries first.
While this was going on, Will went to the temple of Sigmar. There was a sermon on being led by a fierce looking priest with many battle scars. He listened to the sermon, which was lots of fire and brimstone, and when it was over stayed around to talk to the priest. The priest, Magnust Gottschalk, was old and battle-scarred. The two of them had a bit of a theological chat and talked about the Burgomeister and the village. Magnust said how he used to be in the army and travelled the world hitting things with a hammer.
You decided to check out the Thunderwater Inn and called in on the temple. You invited Magnust along, and Will insisted he give tomorrow's sermon, so the priest would be free to go. He agreed. As soon as he went Will took a look around the temple. He went down to the crypt. Amongst other treasures, there was a big old Geistbuch there which was obviously very ancient. Thumbing through it, Will accidentally ripped one of the pages of the priceless manuscript, and quickly put the book back and hoped no one would notice. Then he went up to write his sermon.
While writing it, Will seemed to drift off into a daze and strange visions came to him. He saw a richly dressed figure tied to a tree surrounded by beastmen, and a tall standing-stone crowned by another stone, a sort of tablet with strange writing, which was being struck by lightning. Then the initiate came in, to clean the temple, and disturbed Will's daydream. The initiate was Chlodwig and Will ordered him about and supervised his cleaning.
As you entered the Thunderwater Inn everyone stopped and looked at you. But once you'd bought everyone a drink it settled down and you even managed to chat with some of the locals. The place was busy and rocking, unlike the Stewpot. The priest told you how he had recently been getting strange visions of beasts and battle and the village disappearing under a flood. He said he thought it was a sign from Sigmar that something was going to happen, though he didn't know what.
You asked him why he had left the army. He explained that now he was too old and he has to serve Sigmar wherever the people of the cult send him. He did doubt that Sigmar had personally sent him top Stromdorf but now, after the visions, he is not so sure.
Speaking to the locals, they did not really think the disappearance of Wechsler was much of a deal as he appears and disappears every month or so. They said travellers and even locals often disappear near the swamp taken by beastmen or drowned in the mud. They also told you that no one ever goes up to the ruined crag, Tempest Knap, because there's not really any point. And someone pointed out the local ferryman, for you, who was very drunk.
At that point a blue wizard turned up and went upstairs to his room. Everyone looked at Flan and then looked at the blue guy and assumed they must be friends. You decided that by the look of him the blue mage was much more accomplished and powerful than Flan. Flan decided it might be a good idea to introduce himself. He knocked on the door of the wizard's room but was told to go away, but he insisted. The blue mage opened the door and told Flan that he was busy and tired and they could talk tomorrow if it was necessary, then shut the door in his face.
But in the brief moment they were talking, Flan noticed that the wizard had some sort of Azyr spell around his head, and he saw through it to see some terrible new-ish scar-burns all down the side of his face.
On the way back to the Stewpot you checked out the well and decided it was the driest thing in the village and you decided that no one had used it in a long time. Near the well was a small shrine to Shallya, which none of you were particularly interested in.
When you got back, you searched Will's room for any clues to Wechsler's disappearance but couldn't find anything. You decided that Keila Cobblepot was a good hostess who tidied her rooms well. And then you went to bed.