Alberto Laranscheld's grimoire contains various necromantic magics that creep most of the party out. Kelgar is able to use what he knows of magic to determine that the spells are often rather sloppy, either missing key components or containing unnecessary components. Kelgar also claims that the book is evil and that the party should burn it and should definitely not carry it around (Throg can carry it with impunity, if he so desires). There is also this journal...
Entry 1:
Five years. It's been five years. I really only took this job because I was out of money, but dammit, I had some hope that I'd uncover something. Anything. I'm no closer to true power than the day I started here. It's as though every volume containing real magical knowledge was purged from the libraries of Altdorf before I even arrived. All I find are remnants and allusions. I've spent every free hour poring over these dusty tomes, but at this rate, I'll go blind before I unlock the secrets of life and death. I don't know what I'll do if things don't change soon. For now, I must get back to hunting for some mundane book for some priests of Sigmar. Or was it some duke? I forget. It doesn't matter.
Entry 2:
How did Saunhelm do it? He spent most of his life working alone, as I am now. Loathe as I am to admit it, he had more power in his little finger than I've gained here. Oh, what I wouldn't trade for his spellbook. But it's too late for that. At least I'm alive. The old man thought I was the fool for leaving Tartham. Well, now he's dead. Who's the fool now, Saunhelm?
Entry 3:
I've begun my own experiments. Progress has been slow, but what little information I've gleaned from the old books has contributed. I still only have a taste of true power. It's intoxicating. I must remember to proceed cautiously. There are eyes everywhere.
Entry 4:
A breakthrough! Those college mages were thorough, but I've finally found an oversight. Over a century ago, some researcher collated all items relating to certain dwarven clans, and for some reason that collation ended up between major sections of imperial tax records and, well, it doesn't matter. I've found a clue that no one else alive today would know: Karak Azgal. There lies the Star of Dawn. I'm still not sure exactly what it is. Some jewel or other bauble. But I am convinced that it has powerful life-controlling properties that I can harness. Apparently some eons ago, the high elves of Ulthuan were close allies of the dwarven clans. Different times, I suppose. The dwarves lost the Star of Dawn, and the disgraced clan responsible for the loss gave up their Book of Grudges in recompense. It seems that this began a chain of events that produced the friction between those two races that persists to this very day. How amusing. The Star of Dawn was lost in the now-ruined halls of Karak Azgal. More recently, descendents of the disgraced dwarves that lost the Star in the first place attempted to mount an expedition to recover it, but the attempt was postponed because of the Skaven invasions that ravaged the area. This would have been a little over a hundred years ago. All I need to do here is find everything I can on Karak Azgal to pinpoint the Star's last-known location. It might not have gone far: that section of the ruins is deep and is populated by orcs. They won't be able to touch the artifact without suffering painful burns. I should be able to manipulate them into giving me the Star. Orcs are excellent tools if one knows how to deal with them.
Entry 5:
I still can't find that elusive map of Karak Azgal. There are newer ones, but they're no good. I need the old one. Where is it? At least my other, more involved research has been paying off. Meager as my necromantic talent is, even I should be able to wield great power if I can acquire the Star of Dawn.
Entry 6:
I've just taught my last history class to the arrogant spawn of Altdorf's nobility. My colleagues discovered my necromantic studies, leaving me no choice but to flee earlier than I'd planned. I still haven't pinpointed the Star. That means I'll have to do more work on-site.
Entry 7:
They sent a witch-hunter after me! Are things so uneventful for the empire these days? I think he's lost my trail. I convinced some local goblins to waylay him while I doubled back. I'll be out of the Empire soon enough.
Entry 8:
Unbelievable. The witch-hunters are still pursuing me. I don't know how many. I've tried to cover my trail. Nothing works. They'll be on me tomorrow.
Entry 9:
I have arrived at Karak Azgal. It turned out that the witch-hunters weren't after me for my workshop in Altdorf, at least no primarily. They were pursuing me because one of the old tomes I grabbed had once belonged to an infamous necromancer named Orm. I'd never have figured it out. If I'd known, I'd have ditched the book. While hiding in a cave, I met Orm, face-to-face, quite unexpectedly. He said that he was preparing for the return of his master. Even though a mere aspirant such as myself is of little use to such a powerful being, Orm said that by retrieving his book, I'd passed some sort of test. He said that the next step was to uncover the Star of Dawn, and that if I succeeded, he'd make me a real necromancer.
Entry 10:
I've been busy with the locals. There are some old necromantic powers in part of this place, and my ability to unlock them has given me something of a bargaining chip. The orcs are the major power here, but they're not quite united. From what I gather, there was a group of powerful goblin shamans running the show, but they left for some reason. They didn't have the Star. One of the bosses, Skrunch, seems willing to negotiate. He doesn't know about the Star and he's more interested in some dwarven axe. The other boss is a problem. Skabnoze, a shaman, has taken control of the level above me. And then there are the forces of Chaos. They have their own interests here, but I don't know what those are yet. I don't want to get in the middle of an orc civil war, so I'm covertly collaborating with the Chaos forces for the moment.
Entry 11:
Damnation! That Magrak Manbane betrayed me. I don't know what Skabnoze offered him. Maybe nothing. Maybe they just wanted to get me out of the way after I completed my work on their magical gate. And we were so close to reaching my goal. The Star is down there. It has to be. But now I'm locked in a tiny cell and my equipment is in my room.
Entry 12:
Perhaps the dark gods of this place are favoring me. Some clueless adventurers freed me from my prison. It's so simple. They fight Skabnoze and the chaos warriors. Everyone kills each other. I take my key back. I take Magrak Manbane's key (he won't be needing it if he's dead). Then I go through the gate and deal with Skrunch.