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  Fan Material for Warhammer Fantasy Roleplay : This Old House 
  THIS OLD HOUSE 
  A WFRP Adventure of Greed and Revenge 
  By Steve Darlington 
   
  Playtesting by D. Sinnamon, B. Matthews, S. Pinel, R. Smith, S. Hollings 
  Map by Helga Erichsen  
  
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  Fan Material for Warhammer Fantasy Roleplay : This Old House 
   
   
  CONTENTS 
   
  Introduction...............................................................................................................................3 
  Summary ...................................................................................................................................3 
  Pfeffering: A Visitor’s Guide ...................................................................................................4 
  Murder by Night........................................................................................................................5 
  Detect and Deduct....................................................................................................................6 
  Examine the Body................................................................................................................6 
  Search the Office..................................................................................................................6 
  The Scene of the Crime .......................................................................................................7 
  The Temple of Sigmar..........................................................................................................7 
  The Temple of Verena..........................................................................................................8 
  Talk to the Townsfolk ..........................................................................................................9 
  Into the Woods ...................................................................................................................10 
  Return to Altdorf ................................................................................................................10 
  Events in Town .......................................................................................................................11 
  Father Knows Best.............................................................................................................11 
  The Offer Stands ................................................................................................................11 
  A Midday Blessing .............................................................................................................11 
  The Sickly Child .................................................................................................................12 
  Rachesucher Pays A Call..................................................................................................12 
  Dinner and a Show.............................................................................................................12 
  Rats in a Maze.........................................................................................................................13 
  The Truth Will Out ..................................................................................................................14 
  Sifting Through the Ashes ....................................................................................................15 
  Profiles ....................................................................................................................................15 
  Map of Pfeffering and Surrounds .........................................................................................19 
  
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  Fan Material for Warhammer Fantasy Roleplay : This Old House 
  INTRODUCTION 
   
  This adventure is designed for characters on 
  their first or second career, but all types and 
  power levels of characters would be suitable.  
  The only exceptions are if the characters have 
  become high-level fugitives or highly ranked 
  nobles: such characters would have trouble with 
  or no interest in claiming their inheritance, 
  respectively.  The adventure can take place 
  anywhere and any time in a campaign.  No 
  great changes befall the characters, they need 
  only travel a short distance, and little combat is 
  needed to complete the adventure, so fatalities 
  should be low.   
   
  SUMMARY 
   
  Ten years ago, the fortunes of the small town of 
  Pfeffering reached their lowest ebb, when the 
  plague arrived on top of their long years of 
  poverty.  This bad fortune changed, however, 
  when Father Corrotto, a humble priest of 
  Sigmar, had a vision of the comet, rising up out 
  of the nearby lake.  He knew this was a 
  blessing, and urged the townsfolk to bathe in 
  the lake, and the next day, the plague was 
  gone.  Of course, that was not the end of evil in 
  Pfeffering.  A young woman named Lindel – 
  who was known to keep a pet cat, talk to herself 
  and offer herbal remedies – declared that some 
  of the patients she ministered to still complained 
  of symptoms of the plague.  In the face of this 
  heresy, Corrotto had her and her entire family 
  burned for witchcraft.  Few noticed or cared that 
  Lindel was the only challenge to Corrotto’s 
  authority over the village, or that his burning of 
  Lindel cemented his image as its great 
  protector. 
   
  Ten years passed, and Pfeffering’s fortunes 
  have reversed entirely.  The Storm of Chaos 
  has sent refugees in from the north, and the 
  new signal tower nearby has brought in money 
  and labour.  The lace industry has revived.  The 
  legend of the Lake of the Comet spread as well, 
  and Pfeffering has become a centre of 
  Sigmarite revival, especially for the weary 
  refugees.  Church money has rushed into the 
  town, and the town’s small chapel has been 
  greatly renovated.  Yet Corrotto has even 
  greater plans for the town.  He wants to build a 
  cathedral in honour of the miracle, and to 
  increase his chances of being named a bishop.  
  However, to build his cathedral, his church 
  needs more land, so Corrotto has been 
  bleeding the town dry with his evangelical 
  preaching in order to raise the funds to buy the 
  land and the materials, and hire the craftsmen.  
  The last house remaining to be bought is an old 
  manor house owned by an elderly and wealthy 
  member of the lace-maker’s guild. 
   
  The house is now very run-down, and hasn’t 
  been lived in for ten years, since the owner 
  moved to Carroburg to escape the plague.  That 
  owner is a PC’s great Aunt Inge, twice removed, 
  and with no closer relatives, the endowment 
  goes to him.  News of this reaches the 
  character, and he is invited to come to 
  Pfeffering to receive his inheritance. 
   
  When they arrive, the characters are informed 
  there is already a sizeable offer on the house 
  from a mysterious buyer.  Despite appearances, 
  this buyer is not Corrotto, but a second player in 
  all this.  Lector Hal Rachesucher, Annointed 
  Priest of Verena was just an initiate when his 
  secret lover Lindel was murdered to suit 
  Corrotto’s political aspirations.  Over the last 
  decade, Rachesucher has watched Corrotto 
  take control of his town and grow fat from the 
  profits bought with Lindel’s blood, and planned 
  his revenge.  Rachesucher has been getting his 
  revenge by buying the land around the church 
  and selling it on at inflated prices.  He has been 
  using the profits to pay skaven sappers to dig 
  tunnels under the land, and lace it with flecks of 
  warpstone.  Corrotto will get his cathedral, but it 
  will collapse into the hollow ground and be 
  tainted with Chaos long before it is finished, 
  bringing doom upon Corrotto and all his 
  servants.  Meanwhile, Rachesucher can pass 
  the money he makes onto the community he 
  loves. 
   
  Unfortunately, the last house he wants to buy 
  has gone to the PCs, and they are unexpectedly 
  curious.  He thus arranges for the town clerk 
  who shows them their house to be murdered, 
  soon after the PCs arrive.  Blame falls upon 
  them, and both Corrotto and Rachesucher 
  indicate to the PCs they should probably leave 
  quickly.  The clerk’s replacement will re-iterate 
  the huge offer on the house from a “buyer in 
  Altdorf” (actually Rachesucher, through a 
  relative) while Corrotto will promise the PCs a 
  stained-glass window in their honour if they 
  donate the decrepit money-pit to his cause.   
   
  Investigating the murder will uncover some hints 
  of the skaven, but the body will be buried by the 
  church very quickly, to remove any chance of a 
  scandal.  Investigating the church will lead them 
  to uncover Corrotto’s meteoric rise to power.  
  Investigating the town will uncover something of 
  
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  the price of that rise, and Corrotto’s drive to raise 
  money.   The Temple of Verena will reveal that it 
  has been the sole haven against this, and also 
  has a memorial to Lindel, to establish motive.  
  Exploring underneath their new house, the 
  grounds around it or the woods nearby leads 
  them to discover underground tunnels and plenty 
  of signs of the Skaven. 
   
  Two events that night will bring things to a head.  
  First, Rachesucher will pay his rodent associates 
  to burn down the house, although he will ask the 
  PCs to dine with him first, not wanting them hurt.  
  In the aftermath of the fire, they will spy skaven 
  tracks, or observe Rachesucher going to meet 
  with them, or find them in the underground 
  tunnels.  Whether they battle or parley, they will 
  discover the Skaven are being paid by 
  Rachesucher to taint the land with Chaos.   
   
  If they return and search the town, they’ll find 
  their culprit missing.   Gripped with insanity and 
  despair, Rachesucher goes to confront Corrotto 
  directly.  Anyone joining them in the church will 
  be told about Lindel and Corrotto’s evil grip on his 
  town.  He’ll then order his few supporters to fight 
  with steel and magic, while he drags Corrotto up 
  into the spire of the chapel to beat a confession 
  out of him.   Rachesucher is clearly mad and 
  dangerous and needs to be put down (although 
  this can be softened if the GM wants a more 
  morally ambiguous campaign), but stopping him 
  leaves the town in the hands of Corrotto, who will 
  continue to manipulate it for his own aspirations.  
  Bringing down this corrupt (but not Chaotic) priest 
  is left as an exercise for a longer campaign, or 
  simply a reminder of the harsh realities of the Old 
  World.  Complicating both issues is what to do 
  about the warpstone flecks already placed in the 
  soil – again, dealing with this can form a longer 
  campaign.  With the house destroyed, however, 
  the PCs have no specific reason to remain, and 
  can turn to other adventures.  
   
  PFEFFERING: A VISITOR’S 
  GUIDE 
   
  The town of Pfeffering is oriented north-south.  
  On the west side, the town nestles against a line 
  of tree-covered hills, which slowly flatten out into 
  thick forest as they run north.  A stream flows 
  down from the hills and through the town, 
  effectively dividing it in two.  All the richer houses 
  and businesses are situated on the northern side 
  of the river, including the Temples of Sigmar, 
  Verena, Shallya and Morr, and the refined Bog 
  Octopus Tavern.  The more popular inn, The 
  Drunken Duck, and the Goods Store sit just on 
  the southern side of the stream.  These buildings, 
  the bridge crossings and the nearby wells are the 
  site of daily gossip.  Near to this is a small rise of 
  land which has wooden planks laid across it to 
  form a platform; this is used for making speeches, 
  holding the band at dances or by travelling 
  salesmen on market day.  Father Corrotto has 
  taken to using it to preach his sermons as well, as 
  the Temple of Sigmar is now too small.  At the 
  southern end of town are the stables and smithy, 
  and the newly-constructed shanty town of houses 
  and tents for the refugees and seasonal workers. 
   
  The town has a population of around 300 people, 
  of which about fifty arrived with the new 
  prosperity over the last two years, and another 
  fifty are refugees from the northern Storm.  Wool 
  is the primary industry of the town, and sheep 
  farms border the eastern and southern sides of 
  town.  Most townsfolk are involved in producing 
  wool products, particularly lace, embroidery and 
  woven cloth.  These goods are shipped off to 
  Altdorf, Carroburg and other larger towns.  Due to 
  this thriving industry, all clothes and cloth goods 
  may be bought for half the price listed in the 
  rulebook.  Both ends of town have benefited from 
  the recent return of the wool industry, but most of 
  the new building has occurred in the south.  The 
  northern buildings retain their centuries-old 
  stylings and materials, as a measure of status 
  and pride. 
   
  The town is ruled over by a council of five, made 
  up from the richer guild masters and the 
  prominent priests.  This council levees annual 
  taxes from the people, most of which goes to the 
  landowner, Grand Duke Leopold of Middenland.  
  The rest helps maintain public works and support 
  the ten-man volunteer Town Watch.  Both the 
  Watch and the council are housed in the small 
  Town Hall.  Currently, Josef Gettel is the 
  chairman of this council, which earns him the title 
  of Burgomaster.  A map of Pfeffring is included at 
  the end of the adventure.  
   
  INSPECTING THE 
  PROPERTY 
   
  The adventure proper begins once the PCs have 
  been told of their inheritance and have made their 
  way to the town.  Whether they travel by horse, 
  coach or foot, the PCs will arrive in Pfeffering in 
  the late afternoon.  The coach will stop at the 
  main inn, the Drunken Duck, and if they ask there 
  
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  or anywhere else about their Aunt Inge or the 
  inheritance, they’ll be immediately directed to the 
  Burgomaster in the Town Hall.  If they ask more 
  about Inge, they don’t get very much information 
  – only that she owned the house but left after her 
  husband died, and hasn’t lived there for more 
  than ten years, so nobody really remembers her.  
  The PCs can also find the house themselves, in 
  which case refer to the description of the property 
  below. 
   
  If they go to the town hall, they will be greeted by 
  Gerta Ironhelmsdotr, a pretty young dwarf who is 
  the assistant to the Burgomaster.  Gettel is a fat, 
  lazy man who leaves as much work as possible 
  to his clever and diligent subordinate.  Gerta 
  knows the PCs are coming (it was she who sent 
  them the letter) and if they don’t call on her, she 
  will come and find them as soon as words gets 
  around of their arrival. 
   
  Gerta is welcoming, friendly, and enthusiastic 
  about everything.  As she leads them to the 
  house, she will explain the situation: she has 
  been placed in charge of disposing with the 
  house, and can also deal with its sale should they 
  wish to sell it.  She has already had an offer, 
  which she describes as “tantalising”.  She also 
  describe the house in vivid detail as she walks. 
   
  “This 24th century two-story manor house is a 
  real find for those with a fancy for neo-Tilean 
  styles.  Although requiring minor repairs and 
  maintenance, the frame remains sturdy and 
  complete, and the dwelling could easily be 
  converted into a larger house, a guildhall, or a 
  fine goods store.  The ground floor is raised to 
  permit indoor heating, and there is a water pump 
  on both levels.  Note also the attractive gabling of 
  the roof, in the style of the Temple of Myrmidia in 
  Altdorf””   
   
  Naturally, this presents a false picture.  The 
  house is a ruin, a hovel with delusions of 
  grandeur.  Although the two-story central frame 
  does in fact remain sturdy, the rest of the wood is 
  weatherworn to paper thinness, and whole walls 
  are missing, inside and out.  The gabled roof has 
  lost more than half its slate, which, in falling, has 
  smashed the stone path and steps below, now 
  buried beneath knee-high weeds at the front.  
  Cobwebs and dust cover everything, neither of 
  the pumps work and the parlour has become a 
  home for a cete of noisy, enterprising badgers.  
  What few shutters are left hang tenaciously from 
  one remaining hinge, and every few minutes that 
  the PCs spend investigating, another one drops 
  off.  Any idea the PCs had of becoming rich 
  should be dashed in an instant – although the 
  land must be worth something. 
   
  Gerta however, still manages to find selling 
  points, such as the sturdy kitchen bench, perfect 
  for a shop counter, the real brass wash tubs, the 
  ornate spiral staircase and the magnificent view 
  of the lake.  If they bring up the expense of fixing 
  it, she will remind them of the offer already in 
  place.  Gerta doesn’t push a hard sell, however – 
  she is simply cheerful and wants the PCs to enjoy 
  their inheritance, whether they keep it or sell it. 
   
  Gerta can’t tell them who made the offer, 
  because she simply doesn’t know.  It was made 
  by a lace-maker’s consortium in Altdorf, working 
  through their lawyer.  She can tell them, however, 
  that the offer is five hundred crowns.  Anyone of a 
  wealthy background will know that this is a fair 
  price for a good house in this location, but quite 
  excessive for this ruin. 
   
  Let the PCs have a poke around their new place 
  for a while.  Anyone who walks around the back 
  and makes a Challenging (-10%) Perception Test 
  will spot the sign of the Horned Rat carved on a 
  tree (although they must make a Very Hard (-
  30%) Common Knowledge (The Empire) Test to 
  know what it signifies).  Those venturing upstairs 
  must make an Agility Test or put their foot 
  through a weak floorboard (no damage, but roll 
  some dice behind your screen to worry them); up 
  here is more closed in and two bedrooms have 
  survived the weather well enough to be dry and 
  warm.  The PCs thus have the option of staying in 
  their new house, or returning to the Drunken 
  Duck for lodgings.  Gerta will suggest the latter, 
  as dusk is now falling and she will also invite the 
  PCs to dine with her there beforehand, wherever 
  they choose to sleep.   
   
  If the PCs choose to stay in their new house, they 
  won’t get much sleep, however: the badgers 
  mating downstairs are loud enough to wake the 
  dead.  They’ll have to be chased off or killed (use 
  the stats for Dogs in the WFRP Rulebook, p232) 
  if the party want to get any rest, or hear anyone 
  coming.  
   
  MURDER BY NIGHT 
   
  Wherever the PCs spend their first night, Gerta 
  will return to her offices.  Here she reads a letter 
  she has just received from her sister Gelda in 
  Altdorf.  Curious that all the recent land 
  purchases were being organised by the same law 
  firm (Messers Hocksters, Hocksters and Grubb) 
  she asked Gelda to investigate them.  The letter 
  lists information on all the staff of Messers 
  Hocksters, Hocksters and Grubb and their 
  
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  families, including that the younger Hocksters is 
  married to a Lise Rachesucher – Hal’s cousin.  
  She then leaves this letter locked in her hidden 
  desk drawer, where the PCs may find it later.   
   
  Suspicious, Gerta goes to the Temple of Verena, 
  intending to research the town records, to try and 
  see why Rachesucher would want to buy this 
  land.  However, after finding some books, she 
  stumbles upon the man in question having a 
  meeting with his skaven associates.  
  Rachesucher panics, orders the ratmen to kill her, 
  and (seeing an opportunity) has her body 
  dumped near wherever the PCs are sleeping.  If 
  this is the house, the PCs will find the body in the 
  morning, and so will two wandering lads if they do 
  not quickly destroy or hide it.  Herfl and Piet can 
  be bribed for silence with a few pennies, but 
  within a few hours they will forget and tell their 
  parents what they have seen, who will then 
  summon the Watch. 
   
  If the players stayed at the Drunken Duck, the 
  body will be found by the tavern staff, who will 
  also summon the Watch immediately.  There is a 
  strong case against the PCs: they are strangers, 
  everyone saw them having dinner with Gerta last 
  night, and there is a suggestion from the crowd 
  that she resisted the advances of a handsome 
  male in the party.  The Watch will ask the PCs to 
  accompany them back to the Watch House to 
  answer some questions.  Running or resisting will 
  confirm their guilt (see “Wanted!” below for how to 
  proceed then), going with them will indeed involve 
  questioning, but from inside a jail cell.   Their best 
  option is to stall for time by appealing to the 
  crowd or demanding actual evidence.  However, 
  the Watch don’t actually have any real evidence, 
  or much authority (only what Corrotto gives them) 
  and the GM should try to present them as a 
  complication, rather than a serious threat. 
   
  If the PCs don’t run or fight, then it isn’t long 
  before Lector Rachesucher finds them and offers 
  them his services as a lawyer.  He immediately 
  gets the Watch to let them go, and will cast 
  Words of Truth (successfully, do not roll) if 
  necessary to convince anyone.  This should do 
  much to make the PCs see him as a friend, just 
  as he wishes.  When he’s established his good 
  intentions, Rachesucher will invite them to dine 
  with him that evening at the Bog Octopus tavern, 
  in the northern end of town.  If he has a chance 
  as they talk, and they are particularly friendly to 
  him, he will confide in them that Corrotto’s rule 
  over the town means trouble for any outsiders, for 
  they make the perfect scapegoats.  He also 
  suggests that if they can, they sell their house 
  quickly and move on.  Hopefully, the PCs will be 
  too curious to follow this advice. 
   
  DETECT AND DEDUCT 
   
  By now, the characters will be aware that 
  someone wants their house, and someone wants 
  them in trouble.  There are many ways they can 
  investigate the situation, and the information they 
  can find from each are listed here.  Following 
  these are some encounters that may cross the 
  characters’ paths as they investigate. 
   
  1.  Examine the Body 
   
  Corrotto has heard the rumour about the Dwarf 
  girl being murdered by her suitor, and in order to 
  prevent a scandal in his town, has ordered the 
  Church of Morr to bury the body as quickly as 
  possible.  The players have less than an hour to 
  get away from the Watch and get to the Temple 
  of Morr before she is interred.  Once the body is 
  buried, the Initiates will not dig it up for any 
  amount of money or force, as such a thing is an 
  affront to Morr.  Enterprising PCs can dig it up 
  themselves, but this immediately gets them 
  labelled as Chaos worshippers and 
  necromancers, and the usual consequences 
  follow. 
   
  If they do get to the body, a Hard (-20%) Heal or 
  Outdoor Survival test will inform them that the 
  wounds on the body were made with claws and 
  teeth in a wild frenzy, rather than a blade.  
  Anyone they mention this to will immediately 
  conclude that the girl was attacked by wolves, as 
  the town has a pack not far out that has been 
  menacing the sheep herds.  Case closed.  The 
  PCs can also guess from the same roll that she 
  was likely killed indoors, not outdoors (not dirty 
  enough), but nobody will believe that. 
    
  2. Search the Office 
   
  Gerta lives in a small room attached to her office 
  at the back of the town hall.  Her room is quite 
  bare, as she lived a very simple life.  Her office 
  reveals a pile of notes on recent property deals.  
  It will take a total of two man hours to go through 
  it all, half that if any character has Academic 
  Knowledge (Law).  At the end of this time, having 
  the player with highest Intelligence make a test, 
  with the following results: 
   
  Failure: The town has gone through a property 
  boom in the last five years as the population has 
  increased and the industry revived.  A lot of plots 
  have been bought and sold, particularly by the 
  church. 
  
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  Straight Success: As above, but also noting that 
  the church has bought up large amounts of land 
  surrounding it, all of which would be owned by 
  wealthy merchants, at a level of expense beyond 
  the usual capacity of a church of its size. 
   
  One degree of success: Both of the above, but 
  also spotting that although a few houses were 
  bought outright from the owners, most of them 
  were bought from the same guild of lawyers in 
  Altdorf: Hocksters, Hocksters and Grubb.  The 
  notes in the margins suggest that Gerta 
  suspected the church was doing something shifty. 
   
  Two or more degrees: All the above, and the 
  discovery that Gerta of success was investigating 
  the church’s finances, and the law firm in Altdorf.  
  They find a copy of the letter she sent to her 
  sister in the capital, asking her to look into it. 
   
  A successful Challenging (-10%) Search Test 
  finds the hidden drawer, and a successful Pick 
  Locks will get it open.  If the players get all this 
  information, they will be able to conclude that 
  Rachesucher has been buying the land and 
  selling it on, but they will still need to work out 
  why.  Also, all this research will take time, the 
  Town Hall is busy and Gerta’s office has a 
  window facing the street.  Even with the 
  Burgomaster’s approval (see The Offer Stands, 
  below) people will be suspicious of these 
  supposedly innocent outsiders ransacking the 
  desk of the woman they didn’t kill.  The Watch 
  may be summoned again, and Rachesucher will 
  once again bail them out. 
   
  3. Investigate the Scene of the Crime 
   
  Whether poor Gerta was found near the Drunken 
  Duck or near the PC’s new house, a successful 
  Perception Test will reveal that she probably 
  wasn’t killed there – there isn’t enough blood, for 
  starters.  The same Perception test will also turn 
  up coarse grey hairs, like those of an animal.  
  Searching the area further (a Search Test) will 
  find traces of footprints as if from a giant rat.  A 
  Challenging (-10%) Common Knowledge (the 
  Empire) test will confirm that there are skaven 
  about.  Other than this, the site can tell them 
  nothing.  If they explore around the grounds of 
  the house, see Into the Woods, below. 
   
  4. Go to the Temple of Sigmar 
   
  Since they keep hearing about Corrotto, they may 
  want to check out the Father and his church.  
  Corrotto will come and see them as soon as 
  possible after their release, (see Father Knows 
  Best, below) but if they get here before he sees 
  them, simply move that encounter to when they 
  first enter the church.  If they have already met 
  Corrotto, he will greet them warmly again and 
  offer to show them around.  He is immensely 
  proud of all the work done on the church’s 
  interior, and will talk at length of his plans for the 
  Great Cathedral By The Lake.  Astute PCs may 
  have spotted the piles of lumber and tiles outside 
  on their way in – clearly there is a lot of money 
  tied up in this already, money that perhaps 
  Corrotto doesn’t quite have access to right now.  
  If they voice financial concerns to the priest, he 
  simply says that “Sigmar stands by the 
  courageous” and moves on. 
   
  The church is notably tiny: perhaps only fifteen 
  yards long, with eight pews a side and only two 
  side-chapels.  With six deacons, two vergers, a 
  scribe and twelve page boys, the chapel is 
  bursting even without its ever-growing 
  congregation.  This is why Corrotto has taken to 
  preaching outside (see A Midday Blessing, 
  below).  The church’s recent coat of paint and 
  nice new tapestries do not hide its need for stone 
  repairs, and anyone with Knowledge (History) can 
  estimate it was built more than six hundred years 
  ago. 
   
  Corrotto will point out all its strengths, however – 
  its cosy feel, its rustic charm, and be slightly 
  regretful that a new cathedral is needed.  He is 
  very glib, but will not be pressed on any issue.  
  Nor will his deacons be particularly forthcoming – 
  if anyone starts questioning them, they simply 
  offer to get Father Corrotto, who knows about 
  such things.  If the PCs want to find out more, 
  they will have to search the place, requiring a lot 
  of Silent Move rolls, and/or distracting the Father 
  with Charm or Blather.  Alternatively, the 
  Sneaking could occur during the religious 
  Too Much Information? 
  Player-characters are naturally suspicious, and as 
  such, they may go straight to Gerta’s office and 
  not rest until they have found a smoking gun.  
  There are, of course, a lot of clues in Gerta’s of-
  fice, particularly the letter, which is the smoking 
  gun that points to Rachesucher.  Hence your ad-
  venture may last all of five minutes.  Therefore, if 
  the players go to Gerta’s office first, you might 
  want to consider that she took the letter with her 
  last night, and it fell under a book shelf in the 
  Temple of Verena, or (perhaps best of all) is still 
  sitting in her jacket pocket, with her jacket now 
  being worn by one of the skaven who killed her.  
  In other words, choose the best dramatic moment 
  to drop this final clue.  The longer you keep them 
  guessing over who is their true enemy, the more 
  fun they’ll have trying to figure it out. 
  
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  ceremony mentioned below. 
   
  The place to silently move to is Father Corrotto’s 
  study, which he will point out in his tour (he will 
  complain that it is too small, and he is forced to 
  share it with the vergers, another reason he 
  needs a cathedral).  PCs who manage to get 
  inside it and make a successful Search check will 
  find the church’s financial ledger.  Finding this 
  takes half an hour, subtract ten minutes for each 
  success level on the Search check (minimum ten 
  minutes).   Finally, an Intelligence test must be 
  made to interpret the ledger entires. 
   
  Failure: The cathedral is costing a lot of money, 
  and all of the church’s savings are going towards 
  it – money that should be going to the poor.  
  Many things have already been purchased. 
   
  Straight Success: As above, but also noting that 
  the last piece of land outstanding is the PC’s new 
  house.  What’s more, the church has no money 
  left to pay for this land, having already spent 
  everything, despite the cathedral not being 
  approved. 
   
  One degree of success: Both of the above, but 
  the reader also realises that much of the raw 
  materials purchased have been bought on loan, 
  to be paid for when the cathedral is finished.  
  Corrotto has also borrowed money from the 
  church to pay for the temple. 
   
  Two or more degrees: All the above, and the 
  calculation that if the of success  temple is not 
  built, or delayed a year, Corrotto would be in debt 
  for around a thousand crowns, and his superiors 
  might remove him from his post for such a loss. 
  What is more, since many townsfolk have been 
  paid on credit, this loss would also hurt the town 
  greatly. 
   
  In the study the PCs will also find (no Search 
  check needed) the church records.  If they look 
  into the history of the town, they will read about 
  Corrotto’s arrival from Tilea, the coming of the 
  plague, the Vision of the Comet and the Miracle 
  of the Lake, and following that an entry on the 
  burning of the witch Lindel and her coven.  
  Although the church doesn’t advertise that last 
  event very much (they’d rather focus on the 
  miracles) they are also not ashamed of it, and 
  have no sense of it possibly causing ill-will.  Thus 
  if the PCs ask Corrotto or any of the deacons 
  about the burning, they will discuss it freely, albeit 
  with regret that such a young woman was taken 
  by Chaos and that such extreme measures had 
  to be used. 
   
   
  5. Go to the Temple of Verena 
   
  The town’s temple to Taal and Rhya is in the 
  woods nearby, and the Temple of Morr on the 
  outskirts, so the central streets are dominated by 
  three temples between the city hall and the 
  guildhalls: the church of Sigmar, the hospice 
  which forms the Temple of Shallya, and the 
  Temple of Verena.  The last is a single story 
  building that was once ornate but has fallen into 
  disrepair over the years.  The colonnade in front 
  features a wooden statue of the goddess.  Inside 
  is one long hallway, with four rooms coming off 
  either side.  The last two are Rachesucher’s 
  study and bedroom respectively, while the other 
  six make up the library.  Rachesucher is typically 
  the only one here: he has never found the will to 
  recruit any more faithful, and the few who sought 
  the wisdom of the temple have been slowly driven 
  away by his poor temper.  In contrast to the 
  bustling and progressive church of Sigmar not 
  fifty yards away, this place is empty, still and 
  fading in strength.   
   
  Rachesucher will warmly welcome the PCs if he 
  is in, and will assist any of their enquiries, even 
  offering them some warm gluckwein while they’re 
  reading.  He will tell them, even if they don’t ask, 
  that the poor girl Gerta came to the library last 
  night very agitated, and left in an equal hurry not 
  much later after looking at some books on church 
  law.  He takes little prompting to offer his theory 
  that Corrotto is making some shady deals and 
  Gerta found out about it, although he is loathe to 
  accuse the Father out of hand.  Yet, he will add, a 
  lot of goodly folk were burned to get rid of the 
  plague, and a man so inured to death could give 
  way to cold-blooded murder, if it suited his cause.   
   
  PCs can research the town’s history, which will 
  provide much the same information as the church 
  records.  There are also records from before 
  Corrotto’s time, but there is nothing sinister in 
  these or in his background.  He has stated that he 
  was a Tilean merchant who saw the light of 
  Sigmar’s blessing, and when he came out of his 
  seminary years, was posted to Pfeffering.  The 
  town records will paint a less miraculous view of 
  Too Little Information? 
  If the characters don’t ever go to the Temple of 
  Verena, they’ll need some other way to find out 
  about Lindel’s death, to help establish motive.  
  Some options include having Lena van Hoek or 
  another townsperson tell them about it, finding the 
  remains of her burnt cottage in the woods (the 
  shrine may even be placed there), or reading 
  about it in the church records.  Obviously, where 
  they find out will reflect what they find out, and 
  how it is presented – adjust accordingly.  
  
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  the plague, and those combing through them for 
  a few hours will realise that there were victims 
  after the miracle, which could throw a spanner in 
  Corrotto’s aspirations.   
   
  Most importantly, the PCs will find between the 
  shelves a small, personal shrine, containing a 
  lock of hair in a bronze clip, some incense, a 
  single candle, and a few flowers.  If they ask 
  Rachesucher about it, he will tell them about it in 
  general terms: that it is a memorial to an innocent 
  person burned by Corrotto’s fanaticism.  He 
  keeps the candle burning to remind him that 
  whatever prosperity Corrotto may bring to the 
  town in the future, his past deeds cannot be 
  forgotten. 
   
  If the players make a hard search of the library – 
  crawling under stacks and such – Rachesucher 
  will be curious but will not stop them.  On a 
  successful Challenging (-10%) Search roll, they 
  will find some spots of blood under a shelf.  If 
  asked, Rachesucher will say he cut himself fixing 
  a shelf a few days ago, but a Hard (-20%) Heal 
  check will indicate the blood is fresher than that.  
  The PCs may also find the letter mentioned 
  above while searching, if you feel the time is right.  
  Rachesucher will conclude the jig is up, suggest 
  Gerta dropped it, and then make an excuse and 
  leave.  As soon as he is out of sight, he’ll rush off 
  to give the skaven their marching orders, and 
  things move towards their climax – see 
  Rachesucher Pays a Call, below. 
   
  6.  Talk to the Townsfolk 
   
  The PCs may want to get a view of things from 
  someone besides Corrotto and Rachesucher.  If 
  they are staying at the Drunken Duck, they can 
  talk to the landlady, Lena van Hoek.  She has 
  lived in town all her life and knows the whole 
  history of the town: the harshness of the plague, 
  Corrotto’s arrival, the time of the vision, and the 
  rise in fortune since.  She is not, however, a 
  gossip and won’t theorise or hypothesise: if she is 
  asked what she thinks about someone, she will 
  simply shrug her shoulders and say “who 
  knows?”   
   
  If you want someone else to throw into the story, 
  one of the many people staying in the inn is a tall, 
  muscular halfling, whose demeanour and 
  weapons mark him out to be an adventuring type.  
  If approached, he introduces himself as 
  Fassbinder the Strong, circus strongman, and 
  may show off his skills with a friendly arm-wrestle 
  for a few shillings, or betting them he can lift a full 
  barrel of wine above his head (he can).   This is in 
  fact a cover identity: Fassbinder is actually a 
  skaven hunter, following up on a lead.  If the 
  players find a way to convince Fassbinder they 
  are trustworthy and not going to call the 
  witchhunters on him, he may reveal his real 
  mission and join up with them.  He knows nothing 
  about what’s going on in town, but he knows 
  everything about skaven, and could be handy if 
  the group get into more trouble than they can 
  handle underground. 
   
  Lena and Fassbinder’s stats are at the end of the 
  adventure.  If the characters talk to the man or 
  woman on the street, they can provide various 
  slices of information on Corrotto, Rachesucher, 
  Gerta and recent history, intercut with their own 
  particular brand of prejudice or ignorance.  In 
  general, newcomers and younger people will be 
  in favour of Corrotto, the cathedral and the new 
  economy, while the older locals are resistant to 
  the new-fangled changes and Corrotto’s singular 
  vision.  If in doubt, simply roll 1d10 and provide 
  one of the following responses: 
   
  1 – “We owe everything to Father Corrotto, really.  
  He has brought great prosperity to our town, and 
  all the blessings of Sigmar.  Clearly, the Gods are 
  with him, and Lector Rachesucher, and Sister 
  Dunkel.  I hope they will be so kind as to bless 
  our little Tilda at her Naming Day.”   
   
  2 – “I don’t trust that Father Corrotto.  Keeps 
  blessing all these newcomers and refugees, he 
  does.  If they’re so blessed, why don’t they go 
  back where they came from?  I preferred the 
  quieter life.  We may not have been as rich, but 
  we had our pride.” 
   
  3 – “The Lake of the Comet ain’t nothing to do 
  with Our Lord Sigmar.  My granpappy used to 
  bathe in it to cure his warts, long before any 
  vision.  He said that old wise woman told him it 
  Wanted? 
  If the players ran from or fought the Watch after 
  Gerta’s death, they may find themselves thrown in 
  prison for good, or hiding out in the woods 
  nearby.  As criminals, their house will likely be 
  declared public property and handed over to Fa-
  ther Corrotto by default, leaving the players with 
  no reason at all to remain in town.  In which case, 
  let them leave and perhaps bring them back for a 
  dungeon crawl when the city’s been destroyed by 
  the skaven.  If they remain, they won’t be able to 
  appear in town during daylight, but they will be 
  able to sneak into the Temples of Verena, and 
  Sigmar and their property without much difficulty.  
  Rachesucher will help them if he can, but every-
  one else will turn hostile and summon the Watch 
  the moment they spot the PCs.  Only finding proof 
  of the skaven’s presence or Rachesucher’s guilt 
  will clear their names. 
  
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  was blessed by the pixies, and I reckon that 
  sounds right!  Everyone knows that’s the kind of 
  thing pixies do.” 
   
  4 – “This huge cathedral of his?  Crazy! We 
  should spend that money on witchhunters, and 
  soldiers.  Chaos never sleeps, you know.  When 
  Father Corrotto came here, he was all for the 
  cleansing fires, but now – I think he’s gone soft” 
   
  5 – “I went to church last week and got a blessing 
  but it didn’t do anything for my dropsy, that’s for 
  sure as mutton.  In the old days we used to go to 
  the wise woman, but then – well, you know. 
  Course, half the time her remedies wouldn’t do 
  nothing neither! ” 
   
   
  6 – “They say that Sigmar is with us, but if he is, 
  then why are there so many bad omens?  The 
  east well has dried up, and the Dortmunder’s boy 
  is dying, and there are strange lights in the night 
  in the north woods.  Plague’s coming back, I 
  reckon.  We’ll all be dead come winter.” 
   
  7 – “All I know is we better get this new church 
  the Father keeps talking about right soon.  I’ve 
  got the lumber cut already and it ain’t gonna last 
  over the winter!” 
   
  8 – “I remember a time when Verena and Shallya 
  and Rhya were praised properly.  Now it is all 
  only to the name of Sigmar - bless his hammer, 
  and those that serve him - and the only voice at 
  festivals is the Fathers’.  It isn’t right, I say, and I 
  feel sorry for poor Master Rachesucher in 
  particular – he works so hard, and tries to be 
  heard, but the Father’s voice is always stronger.” 
   
  9 – “Silver and gold, laddies, silver and gold!  
  Things have been well good for me these last five 
  years, Ranald’s luck (he spits over his shoulder), 
  and I hope to see more growth to this town, and I 
  praise the day Corrotto came to town and cut out 
  whatever canker was lurking.  Turned things right 
  around he did, with the help of Sigmar.” 
   
  10 – “I’ve seen them, you know, though they think 
  I don’t.  In the churchyard, even!  Wearing animal 
  skins, and baying at the moon, and more besides.  
  Disgusting.  DIS-gusting.”  
   
  7. Into the Woods 
   
  Whether they suspect Skaven or wolves, the 
  characters may want to search the woods.  The 
  western side of town nestles at the bottom of a 
  rise, and the trees come right down to the 
  houses, so that much of the town backs onto 
  these woods, although it only becomes thick 
  much further up the slope.  Walking upwards they 
  will discover some children playing hide and 
  seek, the small shrine to Taal and Rhya and the 
  cottage of the Dortmunder family.  If they make 
  successful Follow Trail tests, they can track both 
  wolves and skaven following along the faint 
  paths.  When they get deeper into the woods 
  (after an hour of walking and searching) have 
  them make a Perception check.  Whomever fails 
  the most suddenly disappears from view as they 
  fall into an unseen pit.   
   
  They aren’t hurt from the three foot fall, although 
  they may look a little foolish.  Examining the pit 
  shows that it is a tunnel entrance, and that the 
  tunnel heads off both towards and away from the 
  town.  If the characters lack torches, they will not 
  be able to see anything after going a few feet in 
  either direction.  Night Vision won’t work either.  
  The tunnel also narrows in both directions, and 
  the earth is soft.  Generally, you want the players 
  to feel really uncomfortable going down these 
  without some information or precautions.  On the 
  other hand, PCs are heroic (ie stupid) types, so 
  they will mostly likely charge down them anyway. 
   
  If they do, refer to Rats in a Maze below.  
  However, if you don’t want your game to enter its 
  end phase yet, or the players need to gather 
  more information, feel free to have both tunnels 
  end in a cave in.  Alternatively, for more fun, have 
  the tunnels lead into an incredibly complicated 
  maze, and unless the leader makes a Very Hard 
  (-30%) Intelligence check, the group will simply 
  keep ending up back at the way they came in.  
  Don’t cross the line between funny and frustrating 
  however, and be sure to reward clever or 
  courageous solutions or good rolls with the 
  success they deserve.  In such cases, the players 
  will find their way to the skaven camp, and may 
  simply have to discover their enemy’s motives 
  after they discover his identity. 
    
  8. Return to Altdorf 
   
  After discovering evidence that either the church 
  or a lace-makers’ guild may be making crooked 
  deals, the party may be keen to follow this up by 
  heading to the capital, where both organisations 
  are centred.  They may also want to expose 
  Corrotto to his superiors.  This is certainly 
  possible, and there is evidence to be found in 
  Altdorf.  The problem with the idea is that it is two 
  days’ fast ride to the capital and two days’ back 
  again.  In their absence, the skaven will complete 
  their sapper work, causing much of the north end 
  of town to collapse into their warren, and most of 
  the town will be eaten.  The PCs will return to find 
  
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  a ghost-town, with only the blood trails and claw 
  marks to speak of what happened.  Even without 
  knowledge of this, intelligent characters will know 
  that the longer the murder of Gerta goes 
  unsolved, the colder the trail will become, and 
  there is likely more evidence in Pfeffering then in 
  the far-off capital. 
   
  The Watch are also unkeen for them to leave, 
  and will move to stop them if they are observed 
  doing so.  They can be bribed to let them leave, 
  at ten crowns for each of the five –man squad, 
  but it still looks very suspicious and they may be 
  declared guilty by association and made into 
  outlaws.  Neither Corrotto nor Rachesucher want 
  them to leave without settling the matter of the 
  property, and each will counsel against it.  Both 
  parties will suggest, however, if the characters 
  are adamant, that they instead send a message 
  boy with their questions or instructions.  Finally, 
  mercenary characters should be reminded that 
  the extra hundred crowns on offer (see The Offer 
  Stands) are conditional on a fast sale, and going 
  to Altdorf and back will lose that, if not the buyer’s 
  interest completely. 
   
  On the other hand, if you want the players to go 
  to Altdorf and still keep the adventure on track, 
  there’s no great reason why Rachesucher’s plan 
  can’t take a week longer to finish.  In Altdorf, they 
  will discover that Hockster, Hockster and Grubb 
  are affiliated with Rachesucher, and that despite 
  his mercantile background, Carrotto is generally 
  well respected in the church, and despite his 
  worries, the cathedral has already been rubber-
  stamped.  Then they can ride back to town for the 
  final confrontation. 
   
  EVENTS IN TOWN 
   
  Father Knows Best 
   
  This encounter should be run as soon as possible 
  after the characters are released by 
  Rachesucher.  Wherever they are, they will be 
  approached by Father Corrotto, flanked by his 
  deacons.  He strides wide and fast for an aging 
  man.  He shakes their hands warmly, blesses 
  them with the Sign of the Hammer, commiserates 
  them for the death of their aunt and congratulates 
  them on their good fortune.  He then takes them a 
  few steps away from his staff for a more personal 
  chat, man to man. 
   
  He tells them that he knows that their land is not 
  quite what they were expecting, and he explains 
  his dreams for a cathedral – dreams that depend 
  on him acquiring that last, vital piece of land.   He 
  knows they may have other offers (although he 
  knows nothing of the other interested party), and 
  he can only offer a meagre fifty crowns for their 
  trouble, but he will instead emphasise how close 
  they are to completion, how great this will be for 
  the town and its inhabitants and most of all, what 
  great honour and blessing in the sight of Sigmar 
  they will have for such a donation.  He promises 
  them a stained-glass window with their image, 
  and a chapel named after them, perhaps a bust 
  or a fresco even.  And, he intimates, the church 
  does not forget those whom they owe favours. 
   
  The PCs will probably look this particular gift 
  horse in the mouth, and Corrotto is expecting 
  that.  He will therefore not push too hard, saying 
  that they must have time to consider making such 
  a large donation, and leave them.  As he leaves, 
  however, he will tell them to watch their backs, for 
  he believes there are those in town who do not 
  want the cathedral built, and may be working 
  against the PCs as well.  With this cryptic 
  message, he will bid them good-day and return to 
  his church. 
   
  The Offer Stands 
   
  Burgomaster Josef Gettel is not happy that his 
  best assistant is dead and he now has to do all 
  his work himself again, but he finds time to 
  represent the rich Altdorf lawyers of Hocksters, 
  Hocksters and Grubb to the best of his ability.  He 
  will send a small boy to give the characters a 
  letter.  This states – with a lot of legalese – that 
  with the passing of Gerta, he is now acting as the 
  agent adjudicating any sale of the house, and he 
  would like to inform them that the interested party 
  has raised their offer from five hundred crowns to 
  six hundred crowns, conditional on a quick sale.  
  If the PCs go and question Gettel about this, they 
  find him swamped in work and too angry to talk to 
  anyone, and then later, drunk and asleep.  If 
  pressed, he can show them the letter he got this 
  morning with the increased offer, signed by 
  Hocksers, Hocksters and Grubb.  He’ll then tell 
  them that he’s got no idea about anything else to 
  do with property, that was all Gerta’s affair and 
  he’ll be months sorting it all out.  If they ask him if 
  they could look into her files, he’ll acquiesce – 
  he’s fine with anything that gets the PCs away 
  from him as fast as possible.  However, if the 
  Watch later query him about this permission, he’ll 
  deny he said anything of the sort. 
   
  A Midday Blessing 
   
  Near the centre of town there is a small rise of 
  earth with some planks laid across it; anyone 
  
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  passing through or near the area around the 
  middle of the day will realise a crowd is slowly 
  gathering around it.  Some come eagerly, others 
  are just curious or (in the case of refugees) 
  unoccupied, but anyone can tell the PCs that it is 
  time for Corrotto’s midday blessing, which he 
  offers every day before the midday meal.  Within 
  moments of the PCs arriving, Father Corrotto 
  strides out from his church and stomps up onto 
  the “stage”. 
   
  His speech takes just a few minutes.  He talks 
  first of the horrible death of Gerta, assuring the 
  populace that he grieves with them, and will help 
  them deal with this horrible event.  But, he says, 
  Sigmar has blessed them with courage to endure, 
  and endure they shall.  And the new cathedral will 
  be built, for they are now but one step away from 
  beginning work.  If he’s got a good sense from 
  the PCs, he will then put them on the spot by 
  announcing that the only thing remaining is 
  whether the new visitors will sign over their land 
  to their holy cause, as they had promised.  The 
  audience turns expectantly, all eyes on their 
  answer.  Any response that isn’t a resounding 
  yes, and may it please Sigmar to see this great 
  temple raised, will result in a lot of mumbling from 
  the assembled, and the PCs will now be 
  considered by many to be money-grubbing 
  misers.  Others, particularly local business 
  owners, will see what really happened and 
  commiserate with them. 
   
  With that done, Corrotto will bless them all and 
  the fruits of their labour, and then stride back to 
  the church.  If the PCs manage to catch him 
  afterwards and complain about the speech, he 
  will say he simply hoped to show them what such 
  a gift would mean to the good and faithful people 
  of the town, and to prove that it is not for himself 
  that he wants this building.  He apologises glibly 
  and then moves on to other things. 
   
  The Sickly Child 
   
  As they walk through the street, the characters 
  will be passed by a woodcutter family, the father 
  bearing his son in his arms.  The child is clearly 
  very ill – as pale as death and bleeding from a 
  dozen open sores on his face, arms and legs.  
  The family are rushing the boy to the temple of 
  Shallya and have no time to stop.  If they ask the 
  townsfolk about it, they will say that the 
  Dortmunder family have clearly been cursed, for 
  their other boy was taken ill recently as well.  
  They will then make the Sign of the Hammer and 
  wonder about the plague returning.  The truth, 
  however, is that both boys were choirboys and, 
  thanks to Rachesucher’s work, have become 
  Chaos-tainted.  In a few weeks, five inch 
  tentacles will sprout from each wound. 
   
  If the PCs go to the Temple of Shallya, the 
  Dortmunder parents are too grief-stricken to see 
  anyone right now.  The sisters will not prevent a 
  physician from examining the boy, but otherwise 
  will prefer the characters to go away so they can 
  do their jobs.  A successful Hard (-20%) Heal roll 
  will reveal to any examining the boy that he 
  doesn’t have the usual signs of plague, and in 
  fact the symptoms do not match any of the 
  common diseases encountered. 
   
  Rachesucher Pays A Call 
   
  Late in the afternoon, when nobody is in his 
  Temple, Rachesucher will slip quietly out the 
  back, circle around the back streets and head up 
  into the woods.  Anyone watching the Temple will 
  see him leave, and a successful Shadowing test 
  will keep him in sight all the way into the woods, 
  whereupon he will disappear from sight, dropping 
  down into a pit.  He’s off to tell the skaven to burn 
  down the character’s house that night, and 
  following him will trigger the events in Rats in a 
  Maze. 
   
  Dinner and a Show 
   
  If they see him during the day, Rachesucher 
  reminds them about joining him for dinner.  He is 
  very keen on the idea, and the cuisine and wine 
  at the Bog Octopus is quite excellent.  If asked 
  why he wants to have dinner, he says he wants to 
  show them that not everyone in town is so 
  judgemental.  It is also clear that he wants an ally 
  against Corrotto.  If questioned about that, he will 
  admit he does not like the man, disagreeing with 
  his plans for the town and the way he conducts 
  his faith, which is very much burn first, ask 
  questions later.  He does not apologise for his 
  strong opinions, he sees them as just for a man 
  like Corrotto. 
   
  Of course, the  real purpose of the dinner is to let 
  Rachesucher pry into their investigations, find out 
  what they know and make sure he isn’t close to 
  being implicated.  Moreover, he keeps them out 
  of the way while the skaven burn down their 
  house, and establishes an alibi for himself for this 
  crime. 
   
  Whether they go to dinner at the Octopus or not, 
  within ten minutes of nightfall, skaven warriors will 
  throw incendiaries into the ground floor of the 
  PC’s house.  PCs that are in it at the time will be 
  able to get out quickly (one advantage of having 
  no walls).  If they are very quick, they can even 
  
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  pursue the firebugs into the forest.   
   
  If they are not in the house the first they know 
  about it is when they smell smoke and hear the 
  outcry.  By the time they get there, a bucket chain 
  is forming but half the house is already in flames.  
  This is a good chance, incidentally, to remove the 
  PCs equipment if you want to.  And for those with 
  softer dispositions, rest assured that all the 
  badgers got out fine. 
   
  Any PC watching the fire can make a Challenging 
  (-10%) Percerption check – success means they 
  spot some figures running away into the woods.  
  Giving chase will lead them to the cave entrance 
  (see Rats in a Maze).  If they don’t spot them or 
  look for the perpetrators, Rachesucher will point 
  them out, and may even summon the Watch to 
  help.  The truth is that he is guilt-ridden over what 
  happened to Gerta, and seeing his fellow 
  townsfolk band together to stop the fire has made 
  him decide to cut all ties with the skaven and deal 
  with Corrotto himself.  Such events will make up 
  the dramatic conclusion of this story, see The 
  Truth Will Out, below. 
   
  Rachesucher may have had his guilt attack 
  previously, and already tried to call off the 
  skaven, but he still asks them to light the fire, 
  because as well as getting rid of the ratmen, he 
  also needs to get the PCs to leave, as they are 
  the people most likely to expose him and ruin his 
  last chance for personal revenge. 
   
  RATS IN A MAZE 
   
  Whether they have their house burned down or 
  not, the PCs should end the day with a sense that 
  someone really wants their house badly, and that 
  person hired the skaven to help them get it.  And 
  before too long, they should find themselves in a 
  skaven tunnel, looking for trouble. 
   
  If they’re tracking or shadowing Rachesucher, 
  and have adequate light, it will not take them long 
  to move towards the centre of the maze, where 
  they will be able to see greenish lights burning.  If 
  they have only skaven tracks to follow, they must 
  make a Follow Trail test (or a Hard (-20%) 
  Intelligence check if they lack that skill) to find 
  their way into the centre.  Every time they fail, 
  they spend another hour blundering in the dark.   
   
  In the centre of this particular maze is the 
  skaven’s makeshift camp.  They are not 
  expecting discovery and unless the PCs make a 
  lot of noise, have only one skaven on guard.  He 
  is standing near the two tunnel entrances into the 
  cavern, sword drawn.  The others are typically 
  sitting around a charnel pit, eating sheep 
  carcasses and plotting their next strike.  If a 
  player makes a Silent Move check they can get 
  close enough to see all of the cave.  There are six 
  Clan Skryre skirmishers, led by Clanmaster 
  Abrak.  He is easily recognisable as he is 
  adorned with many of the inventions of his clan: 
  he wears a gas-mask and carries a host of 
  bombs, warp-pistols and Poisoned Wind Globes.  
  His second-in-command proudly wears Gerta’s 
  overcoat, despite it being too small for him. 
   
  If Rachesucher is here when the PCs arrive, they 
  will arrive in the middle of an argument between 
  him and Abrak.  Rachesucher is saying he 
  doesn’t want their help any more, and Abrak is 
  pointing out that he doesn’t really care.  If the 
  PCs reveal themselves, Rachesucher won’t try to 
  bluff his way out of it – he will panic, order the 
  skaven to kill them and run down another tunnel, 
  back to the church. 
   
  If the PCs arrive when Rachesucher is not 
  present, the skaven are making a map of the 
  area, marking out the length of the trenches they 
  have dug under the town.  They do nothing 
  interesting for a long time, until either 
  Rachesucher comes to tell them to light the fire,  
  or, if the fire has already happened, they bed 
  down to sleep.  All the PCs will need to make four 
  Concealment or Silent Move (Concealment if they 
  are watching the cavern, Silent Move otherwise) 
  checks, one for each hour, to last until the skaven 
  go to sleep, or just two checks if they are waiting 
  for Rachesucher.  One guard remains on duty 
  while the others sleep. 
   
  If they attack when the skaven are sleeping, they 
  get a surprise round and the sleepy skaven can 
  only defend for the next round as well.  The 
  skaven will only fight if they appear to be winning; 
  as soon as possible Abrak will throw his globes 
  and the skaven will vanish into their tunnels.  
  Pursuit is impossible, or at least impossibly 
  dangerous.  The fleeing skaven will leave Gerta’s 
  coat behind with the incriminating letter, however.  
  Also in the cavern are some ancient spell books 
  recognisably from the Temple of Verena, and 
  Rachesucher’s golden owl medallion, a symbol of 
  his holy office, a down payment for services 
  rendered.  There should be no doubt what has 
  been going on.   
   
  Finally, PCs will also find Abrak’s work area, 
  complete with maps of their excavations and 
  many shards of warpstone.  Anyone who touches 
  one of these  with their bare hands must make an 
  immediate Easy (+20%) Toughness test or 
  acquire a mutation (roll on Table 11-1, p229 in 
  
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  Fan Material for Warhammer Fantasy Roleplay : This Old House 
  the rulebook).  The maps indicate that much of 
  the northern side of town is undermined, 
  particularly the church, which is ready to collapse.  
  Symbols of the Horned Rat mark certain 
  intersections of the tunnels: if players check it 
  out, each of these symbols corresponds to a 
  piece of warpstone stuck into the tunnel ceiling.  
  Most of them are under the church. 
   
  Skaven, as mentioned, are not stupid and if the 
  PCs don’t immediately rush in to kill them, they 
  are perfectly open to making another deal, 
  especially since Rachesucher is outliving his 
  usefulness.  Abrak is even clever enough to play 
  innocent, putting all the blame on “the evil book 
  man” who told them to dig, dig, dig.  They are 
  very happy to go away without a fight, although 
  they may ask for money for providing their 
  information before they do so.  Again, pursuit is 
  impossible – the skaven know the tunnels too 
  well and cannot be tracked fast enough to catch 
  them. 
   
  If the characters are still keen to pursue, remind 
  them that Rachesucher probably suspects they 
  are on to him and may do something drastic.  A 
  man crazy enough to hire skaven sappers is not 
  someone they want on the loose.  Statistics for 
  Abrak and his clanbrothers are included at the 
  end of the adventure. 
   
  THE TRUTH WILL OUT 
   
  Guilt-ridden for his part in Gerta’s death and in 
  framing the PCs for it, Lector Rachesucher has 
  finally come to terms with the extent of suffering 
  his plan will bring about, and has gone mad at the 
  thought of it.  He has decided that the real person 
  to blame is the man who drove him to such deeds 
  – the priest Corrotto, who burned his lover a 
  decade ago.  Rachesucher drinks a sizeable 
  amount of whisky, and sets out to end his quest 
  for revenge. 
   
  As the fire that consumed the PC’s inheritance is 
  finally extinguished by the newly arrived rain, 
  Father Corrotto holds an impromptu thanksgiving 
  service, giving praise that no-one was hurt 
  (Father Corrotto would hold a thanksgiving 
  service for the sun coming up if he had time).  
  This takes place in the church, due to the night 
  cold and the heavy downpour.  In the middle of 
  the service, Rachesucher storms in with a sword 
  and takes Father Corrotto prisoner.  He forces 
  him to kneel before the statue of Sigmar and then 
  orders him to confess his crimes.  If he confesses 
  nothing, Rachesucher will explain to the crowd 
  how Corrotto burned an innocent family, and who 
  knows how many more, for no reason but to 
  secure his own position as the town’s saviour.  
  He will then cast Words of Truth on Corrotto and 
  demand another confession.  However, Corrotto 
  is convinced that Lindel was a witch, and is not 
  lying when he says so. 
   
  This enrages Rachesucher further, and he 
  attempts to cast Trial By Fire on the Father.  At 
  this point, however, Verena decides that these 
  actions are about revenge, not justice, and 
  Rachesucher’s spell fails.  Running out of 
  options, Rachesucher will haul Corrotto up the 
  church’s belltower and threaten to throw him off 
  unless he confesses.  The rain turns into a storm, 
  and if no-one intervenes, Rachesucher and 
  Corrotto will likely both fall to their deaths.  Or 
  maybe Trial By Fire kicks in and they both burn to 
  ashes. 
   
  However, the PCs should arrive sometime in the 
  middle of all this, and will no doubt intervene like 
  crazy.  Rachesucher is not about to stop for 
  anyone, however: he will cast Shackles of Verena 
  on anyone who comes close to him. He is also a 
  well-trained swordsman, and has already cast 
  Sword of Justice on his blade.  If the players are 
  very proficient at combat, it’s likely that 
  Rachesucher has recruited a few townsfolk to his 
  cause – such as Herr Dortmunder, or some of 
  Lindel’s extended family.  They, along with the 
  shackles, might slow the characters down long 
  enough for Rachesucher to make it to the spire.  
  If he does so, only one character can attack him 
  at once as the stairway is very narrow.  Also, the 
  tight curve of the stairs makes more than one 
  attack per round impossible. Once in the belfry, 
  characters must make Easy (+20%) Agility tests 
  every round or be blown off balance by the storm.  
  This is treated as being knocked down.  
  Characters who fail by one or more success 
  levels must make another Agility test or find 
  themselves hanging over the edge!  A Strength 
  test and a full round is needed to pull themselves 
  back up.  Failing that, and they’ll need to spend a 
  Fate point, or take damage from the six yard fall 
  (Damage 5). 
   
  Rachesucher’s allies will surrender as soon as 
  they are Heavily Wounded, but Rachesucher will 
  fight to the death if he can.  He is suffering as if 
  under the Venemous Thoughts insanity, and as 
  such, attempts to talk him down will inevitably be 
  seen as plans for further propagating the cover-
  up.  He’s determined to either kill Corrotto or 
  make him confess, and the PCs will almost 
  certainly have to kill Rachesucher to save 
  Corrotto’s life. 
   
  If the characters manage to incapacitate or 
  
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  Fan Material for Warhammer Fantasy Roleplay : This Old House 
  restrain Rachesucher, he is not totally beyond 
  reason.  He can be made to realise the game is 
  up, and he will go quietly to his punishment, lost 
  in defeat.  As he is taken away, he will remind all 
  around that Corrotto killed an innocent woman, 
  and not to believe his lies.  Corrotto shakes his 
  head to see a man so young so debilitated by 
  dementia. 
   
  SIFTING THROUGH THE 
  ASHES 
   
  If Corrotto lives, the PCs will find him a different 
  man.  Humbled by his brush with death, he loses 
  his glib exterior, and does admit he was a 
  zealous man in his youth, and may have done 
  wrong.  He pledges himself to redeeming himself 
  through word and deed, for Sigmar and for the 
  townsfolk.  He will make sure first of all that the 
  skaven tunnels are all blocked up, sanctified and 
  the cathedral built on solid, holier ground, further 
  up the hill.  Corrotto will eventually get his 
  cathedral, and a fine study for himself, and his 
  humility lasts a good six weeks before he goes 
  back to glibness and graft.  How seriously he 
  takes the removal of the warpstone depends on 
  what you want to do with the campaign.  Good-
  hearted or Chaos-fearing characters should want 
  to stay around and help out. 
   
  The new cathedral site removes any need he has 
  for the PC’s land, and with Rachesucher dead, 
  nobody wants it any more.  The PCs are left with 
  a burned out shell on a yard full of weeds that 
  may be seeded with warpstone.  Their 
  inheritance is worthless, and the town has no 
  need for adventurers.  They could use a new 
  priest of Verena, however, if any characters have 
  such leanings. 
   
  If they head for the open road, there are two new 
  connections that could lead to adventure.  Having 
  seen them fight, Fassbinder is impressed, and 
  could enlist them in dealing with a far greater 
  skaven problem further south.  Also, Gerta’s 
  sister in Altdorf should be told of her sister’s 
  death and given her personal belongings.  Gelda 
  Ironhelmsdotr is a scribe for some of the biggest 
  guilds in the capital, and may have uncovered 
  more dark secrets that she alone cannot deal 
  with. 
   
  The characters receive 150 XP for completing 
  this adventure, plus another 50 XP each if they 
  saved Corrotto’s life or stayed to help with repairs 
  (100 XP if they did both).  A further 50 XP may be 
  awarded for good roleplaying. 
   
   
  NPC PROFILES 
   
  These are the major players in the story.  For 
  assorted townsfolk, farmhands, shopkeeps, 
  merchants, priests, watchmen, thugs and beasts 
  of the land and birds of the air, see pages 232-
  235 of the WFRP rulebook. 
   
  Gerta Ironhelmsdotr, Property Lawyer 
   
  Gerta lost her parents at a young age, and she 
  and her sister Gelda were raised by the Sisters of 
  Shallya.  Gerta entered the civil service as a way 
  of giving back to the community that raised her.  
  She is friendly, positive, vivacious and enjoys 
  providing a service.  She is also a hundred times 
  smarter than her boss, Josef Gettel, which gives 
  him another reason to detest her.  She would 
  have been destined for great things. 
   
  Career: Burgher 
  Race: Dwarf 
   
   
  Skills: Common Knowledge (Dwarfs), Common 
  Knowledge (the Empire) +10, Drive, Evaluate, 
  Gossip, Haggle, Perception, Read/Write, Search, 
  Speak Language (Khalizad), Speak Language 
  (Tilean), Speak Language (Reikspiel +10), Trade 
  (Smith) 
  Talents: Dealmaker, Dwarfcraft, Grudge-born 
  Fury, Night Vision, Resistance to Magic, Stout-
  hearted, Sturdy, Suave* 
  Armour: None 
  Armour Points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Hand weapon (Axe) 
  Trappings: Ledgers, Town Charter, Writing Kit 
   
  Hal Rachesucher, Vengeful Lover 
   
  Hal Rachesucher was born a lover of books, and 
  took to the Order of Verena instantly.  A quiet, 
  thoughtful and careful man, he never travelled 
  greatly nor married, and thought his whole life 
  would be an uneventful one, among scrolls and 
  vellum.  Then he fell in love, and a few months 
  later, watched his secret beau be burned alive at 
  the stake.  Rachesucher blamed himself for not 
  acting quick enough, or speaking out in some 
  way, and over the next ten years, his guilt and 
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  A       W      SB    TB     M     Mag     IP      FP 
  1        12      2       4       3        -         -         1 
    
  
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  grief have matured into hatred and obsession.  
  His plan took a great deal of arranging, and two 
  years to play out, suiting his calculating mind.  
  Now, in its final moments, he fears both its failure 
  and its success.  Now in his fifties, the wear and 
  tear all this angst has worked upon his soul also 
  shows in his face and body: always plagued by 
  expressions of weariness, worry and internal 
  conflict. 
   
  Career: Anointed Priest (Ex-Priest, Ex-Initiate) 
  Race: Human 
   
   
  Skills: Academic Knowledge (Astronomy, 
  History, Theology), Channelling, Charm, 
  Common Knowledge (The Empire, Religion), 
  Gossip, Heal, Magical Sense, Perception, Read/
  Write, Ride, Speak Arcane Language (Magick), 
  Speak Language (Breton, Classical, Reikspiel, 
  Tilean) 
  Talents: Aethyric Attunement, Armoured Caster, 
  Cool-headed*, Divine Lore (Verena), Fast Hands, 
  Lesser Magic (Aethyric Armour, Dispel), Lightning 
  Reflexes, Petty Magic (Divine), Public Speaking, 
  Strike to Stun, Suave*, Very Strong* 
  Armour: None 
  Armour Points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Hand weapon (Sword) 
  Trappings: Fine but simple robes, historical 
  books, burning drive for revenge 
   
  Father Arno Corrotto, Silver-Fingered 
  Patriarch 
   
  Father Corrotto was born to a wealthy merchant 
  family in northern Tilea, but spent most of his 
  time around soldiers from the Empire who were 
  barracked in town. He found their ways and 
  religion inspiring, and when the troops marched 
  out, he went with them.  Soldiering didn’t quite 
  take, however, so he left to pursue his faith at a 
  higher level.  He is now a well-respected priest of 
  Sigmar, but unfortunately, being a merchant runs 
  in his blood.  He was grafting as a soldier, and he 
  cannot help but improve his own finances as he 
  does his church – without even really noticing 
  that he is doing it.  He is quite able, in his eyes, to 
  serve God and himself at all times.  Yes, Corrotto 
  is bleeding the town dry and making shady deals 
  they can’t afford.  Yes, he was far too hasty to 
  burn an innocent woman at the stake to ensure 
  his own prominence.  But in both cases, he also 
  firmly believed what he was doing was the will of 
  Lord Sigmar, and nothing can shake him from 
  that conviction.  Corrotto’s iron will, and his 
  military background, are evident in his wide-
  legged stance and the way he strides everywhere 
  he goes, as if all the world is his own personal 
  victory parade. 
   
  Career: Priest (Ex-Initiate, Ex-Soldier) 
  Race: Human 
   
   
  Skills: Academic Knowledge (History), Academc 
  Knowledge (Theology) +10, Animal Care, 
  Channelling, Charm +10, Common Knowledge 
  (The Empire), Dodge Blow, Drive, Gamble, 
  Gossip +10, Heal, Intimidate, Perception, Read/
  Write, Ride, Speak Language (Classical, 
  Reikspiel) 
  Talents: Armoured Caster, Disarm, Lightning 
  Reflexes, Master Orator, Petty Magic (Divine), 
  Public Speaking, Sixth Sense, Specialist Weapon 
  Group (Two-Handed) Strike Mighty Blow, Strik to 
  Injure, Strike to Stun, Suave*, Very Resilient* 
  Armour: None 
  Armour Points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Great weapon (Two-handed 
  Warhammer) 
  Trappings: Ornate robes, Book of Sigmar, Fat 
  purse 
   
  Lena van Hoek, Font of Information 
   
  A Wastelander, Lena came to the Empire to set 
  up her own business, and she runs it well.  After 
  raising five strapping lads and running an inn for 
  twenty years, Lena is a sceptical woman who 
  takes nothing at face value, and makes sure she 
  gets paid in advance.  She is as wary, however, 
  of condemning people without proof as she is of 
  trusting their good intentions.  She has no time 
  for gossip, nor in any strong believers.  She 
  leaves such troubles for everyone else, and 
  focuses only on running a good inn, with clean 
  sheets and strong beer. 
   
  Career: Innkeeper (ex-Servant) 
  Race: Human 
   
  Skills: Blather, Common Knowledge (Pfeffering, 
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  38      31     41   45*    30     38      33      42 
    
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  Fan Material for Warhammer Fantasy Roleplay : This Old House 
  the Wasteland), Consume Alcohol, Dodge Blow, 
  Drive, Evaluate, Gossip, Haggle, Lip Reading, 
  Perception, Read/Write, Speak Language 
  (Reikspiel), Trade (Cook) 
  Talents: Acute Hearing, Dealmaker, Hardy, 
  Street Fighting, Streetwise, Strike to Stun, Very 
  Resilient* 
  Armour: None 
  Armour Points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Hand weapon (chair leg) 
  Trappings: The Drunken Duck Inn, five strapping 
  sons who are terrified of her. 
   
  Fassbinder the Strong, Non-Local Colour 
   
  Fassbinder was part of a mining crew in the Black 
  Mountains until the Skaven arrived.  Most of the 
  miners were slaughtered but the strongest men 
  were taken into the Under-Empire to work in the 
  warpstone mines.  Fassbinder watched all his 
  friends die around him from the backbreaking 
  treatment, but he was spared.  He grew strong 
  from the work, stronger than most humans.  
  Strong enough to break his chains, and crawl out 
  through a narrow rock shaft, and back to the 
  surface.  Now he roams the Empire as a skaven 
  hunter for hire, cleansing towns of ratmen and 
  their kin, under the cover of being a travelling 
  strongman.  In between his work he likes to 
  carouse, always trying to drown out his 
  nightmares in wine, woman and gambling. 
   
  Career: Mercenary (Ex-Miner, Ex-Charcoal 
  Burner) 
  Race: Halfling  
   
  Skills: Academic Knowledge (Genealogy/
  Heraldry), Common Knowledge (the Empire), 
  Common Knowledge (Halflings), Concealment, 
  Dodge Blow, Drive, Evaluate, Gossip, Haggle, 
  Outdoor Survival, Perception, Search, Secret 
  Signs (Ranger), Scale Sheer Surface +10%, 
  Speak Language (Halfling, Reikspiel, Tilean), 
  Trade (Farmer), Trade (Miner) 
  Talents: Night Vision, Orientation, Resistance to 
  Chaos, Sixth Sense, Specialist Weapon Group 
  (Sling), Specialist Weapon Group  (Two-Handed), 
  Strike Mighty Blow, Very Strong*, Very Resilient* 
  Armour: Medium Armour (Mail Shirt, Leather 
  Jack) 
  Armour Points: Head 0, Arms 1, Body 3, Legs 0 
  Weapons: Great Weapon (Two-handed Pick) 
  Trappings: Crossbow with 10 bolts, Shield, 
  Healing Draught, Symbol of Myrmidia, Copy of 
  “Barley and Bayem’s Travelling Follies” poster 
   
  Clanmaster Abrak, Duplicitous Digger 
   
  Abrak is quite smart for a skaven, and has risen 
  in the ranks to the point of being in charge of his 
  own tunnelling crew.  Their job is to scout ahead 
  new warren sites for Clan Skryre, but when Abrak 
  met Rachsucher, he saw a chance to make some 
  extra cash and come to the attention of his 
  supervisors.  Abrak has disobeyed his orders to 
  only dig around the church, and will not stop his 
  actions when Rachesucher tries to call it off.  He 
  is not at all prepared to risk his life for his goal, 
  however, and if the PCs present any hostile 
  action, he will throw his poisoned globes and run 
  like hell. 
   
  Career: Sneak 
  Race: Skaven 
   
   
   
  Skills: Academic Knowledge (Engineering), 
  Common Knowledge (Skaven) +10%, Command, 
  Concealment, Follow Trail, Navigation, Outdoor 
  Survival, Perception, Prepare Poison, Scale 
  Sheer Surface, Shadowing, Silent Move, Speak 
  Language (Queekish, Reikspiel), Swim 
  Talents: Master Gunner, Night Vision, Rapid 
  Reload, Sharpshooter, Specialist Weapon Group 
  (Gunpowder, Throwing), Sure Shot, Tunnel Rat 
  Armour: Medium Armour (Leather Jack, Mail 
  Shirt) 
  Armour Points: Head 0, Arms 1, Body 3, Legs 0 
  Weapons: 2 Warplock Pistols (treat as a Pistol 
  with Damage 5 and Range 10/20), 2 Poisoned 
  Wind Globes (the burning gas inside has the 
  effect of the Blinding Light spell, using the small 
  template, while anyone hit directly by the globe 
  takes a Damage 4 flame attack) 
  Trappings: Gas-mask, purse with 30 gold 
  crowns, five shards of warpstone 
   
  Clan Skryre Skirmishers, Abrak’s Loyal 
  Brood 
   
  These troops are fairly stupid and obedient, 
  which suits Abrak’s purposes very well: they dig 
  where they are told and don’t ask questions.  
  They are also unlikely to flee until he tells them to 
  do so. 
   
  Career: None 
  Race: Skaven 
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  34      43     48   31     53     34      33      46 
    
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  2        11      4       3       4        -         2        2 
    
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  40      55     46   41     54     39      15      15 
    
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  Skills: Academic Knowledge (Engineering), 
  Common Knowledge (Skaven) +10%, 
  Concealment, Outdoor Survival, Perception, 
  Scale Sheer Surface, Silent Move, Speak 
  Language (Queekish), Swim 
  Talents: Master Gunner, Night Vision, Rapid 
  Reload, Specialist Weapon Group (Gunpowder), 
  Tunnel Rat 
  Armour: Light Armour (Leather Jack) 
  Armour Points: Head 0, Arms 1, Body 1, Legs 0 
  Weapons: Sword, Warplock Pistol (treat as a 
  Pistol with Damage 5 and Range 10/20) 
  Trappings: Ground-in dirt 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Fan Material for Warhammer Fantasy Roleplay : This Old House 
  Map of Pfeffering and Surrounds 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Tin Star Games/Adventures/This Old House.pdf