TEXT: The Riverboat 
  1 
  The Riverboat 
  By Rich Ahlgrim 
   
  Background 
   
  Hans Von Karlstein & the Burgeresses 
  There was never any question as to which occupation Hans Von Karlstein would take up. The youngest son of five of 
  Heinrich Von Karlstein, famed witch hunter, whose family, the Von Karlstein’s, had served the Empire as witch hunters for 
  five generations. At the age of fifteen Hans began his apprenticeship to the Order Templar as a bounty hunter, then he 
  served with his older brother Karl hunting vampires in Sylvania before finally earning his spurs. Hans’ reputation began to 
  grow within the ranks of his order as a true servant of the law as he rooted out more and more mutants, cultists and 
  heretics, his complete devotion to duty unquestioned.  
   
  Then only two years ago, Hans began to hear stories of a mutant child being sheltered by a rural family, the Brugeress. 
  As is the witch hunter way, Hans ‘inspired’ the local population’s support and marched them towards the Burgeress’ 
  farmstead to confront the accused. He found Marl and Anna Burgeress working in their fields and had them detained. 
  Alone he entered the Burgeress’ home and found Conrad before him. Conrad tried to bar Hans' way and was almost cut 
  down, somehow managing to avoid a killing sword blow from Hans and they grappled on the floor. Hans, being older, 
  stronger, and more experienced, finally managed to pin Conrad down, but before he could administer a killing blow he 
  was attacked from behind by Dieter, Conrad’s older, and now mutant, brother.  
   
  Dieter did the only thing he could think to do. He sunk his now razor sharp and poisoned teeth into Witch hunter’s boot. 
  The poison rocketed through Han’s system, almost killing him. As Hans thrashed about on the floor, both Conrad and 
  Dieter made good their escape into the woods. Once recovered, Hans had both Marl and Anna burned alive for their 
  crime, and to sate his vengeance. Hans spent three months searching for the brothers, before being called away by the 
  order to investigate another matter. Recently though Hans has begun to question his faith and his calling. How could such 
  a devotee of Sigmar and loyal servant the Empire become that which he most reviled, a mutant? 
   
  Although Dieter’s poison failed to kill Hans, it would have been better for him if it had. Han’s feet have started to mutate 
  into claws. At first Hans thought he had a rash, then some rare disease. It is only recently, as his feet are now beginning 
  to resemble those of a hawk, that Hans has accepted the truth. His family’s bloodline has become tainted. The honour of 
  his family’s name destroyed. There is only one thing for Han’s to do. Leave his beloved Empire; leave his homeland, leave 
  his calling, never to return. 
   
  The Altdorf Queen 
  The Altdorf Queen is an old riverboat, having seen more than ten years of service, and hundreds of trips up and down the 
  River Reik from Altdorf to Marienburg. Her captain and owner, Albrect Gustoff is proud of his vessel. Having served on 
  riverboats since the age of twelve, Albrect saved almost every penny he earned doing so, to buy his own boat. Since 
  commissioning the Aldorf Queen’s building till now, he has made himself a small fortune, and now plans to build a small 
  shipping fleet based in a village just north of Altdorf, where his wife and three of his four children reside.  
   
  This being his last voyage up the river, his first mate, Karl Johannas is going to take over as Captain of the craft for 
  Albrect. The crew of the Aldorf Queen, four deck hands and a cook, are all extremely loyal to Albrect and Karl, as they pay 
  and treat them all extremely well. Good treatment such as this is considered an extremely rare oddity among the riverboat 
  community.  
   
  The Aldorf Queen is also a marvel of the riverboat community, and incorporated many innovations in riverboat design. 
  First she carries triangular sails both before and after the mast on two separate booms, allowing the sails to be configured 
  in the standard pattern of a square sail or in a line with a third sail rigged forward. The Queen’s bottom is flat, but her bow 
  is tapered up to a point to better cut through sallow waters, and for easier beaching. She is also almost twice the size of a 
  normal riverboat, allowing her to carry almost twice the cargo. The most innovative design feature though is the 
  crisscrossing of her keel and hull support beams, which makes her hull many times stronger than the standard designs. 
  Currently Albrect has commissioned three more sister ships to the Aldorf Queen, which are slated for completion within 
  the next three years, each one to be captained by one his three sons, all of whom are now experienced river men. 
   
  
  The Riverboat 
  2 
  Below decks is the cargo hold. The forward compartment can be converted, by removable walls, into a series of up to four 
  cabins for passengers. The central compartment is used for main storage of goods. The rear compartment is the crew 
  quarters, a small place with just enough room for five hammocks. Up top the forward area can be used to store extra 
  cargo. Towards the rear of the boat rests a three-room cabin, one for Albrect, one for Karl and the Galley. The boat’s tiller 
  is just behind the main cabin, on an elevated platform, just high enough for the boat’s helmsmen to see over the cabin. 
  Under this platform are stored a couple of two-man rowboats, which are used to tow the riverboat during periods of calm 
  winds or off of sandbars. The crew’s pay and tariff funds, plus any profits for they venture are kept in a small iron box, 
  under Albrect’s bed. This box is affixed to the deck of the cabin by strong iron bolts and only Albrect and Karl have keys to 
  the dwarven made lock. (-30% lock pick). At any time during the trip there are 5d10 Gold Crowns in the strong box.  
   
  The Crew 
   
  Albrect Gustoff, Aldorf Queen’s Captain and Owner 
  Albrect is looking forward to his becoming a shipping baron. He talks constantly of the fishing he will do, his business 
  contacts, and about his oldest son Franz (named for the emperor) who is currently serving as a first mate on another 
  vessel, how he will make a fine captain for his new fleet. Albrect boasts of his three other children, two sons, and a 
  daughter, and his wife Alda often, but Franz is obviously his favourite. Albrect treats his first mate, and future business 
  partner, Karl like a younger brother, as they have sailed together for more than fifteen years. Albrect is not just well liked 
  by his crew but loved by them. 
  Description: An average built man with thinning brownish grey hair and brown eyes. Always a friendly expression on his 
  age wrinkled face.  
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  59 
  46 
  53 
  51 
  54 
  58 
  52 
  65 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
   
   
  3 
  18 
  5 
  5 
  4 
  0 
   
   
  Armour: Head: 0 Body: 0 Arms: 0 Legs: 0 
  Talents: Disarm, Hardy, Lightning Parry, Resistance to Disease, Swashbuckler, Seasoned Traveller, Specialist Weapon 
  Fencing, Street Fighting, Strike Mighty Blow 
  Skills: Command, Consume Alchohol X3, Dodge Blow X3, Gamble, Gossip X2, Intimidate, Perception X2, Row X2, Sail, 
  X3, Scale Sheer Surface, Swim X3 
  Trappings: Sword, Dagger, Leather Armour (Chest, Arms, Legs) 
   
  Karl Johannas, Aldorf Queen’s First Mate 
  Karl Johannas was once a hard drinking, hard fighting man. The type of river man who has ladies up and down the river. 
  That all changed when Albrect asked Karl to be his first mate, and also promised him a share in the Aldorf Queen’s 
  profits. Through Albrect’s generosity Karl has been able to save up enough crowns to buy into the venture and will 
  become a full partner and captain of the boat after this last trip. He is a quiet man who spends much time in 
  contemplation, he is well liked by the crew, who consider him a hard but extremely fair man.  
  Description: A tall, bald man heavily scared in both the face and chest. His right eye is missing and covered by a leather 
  eye patch. 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  44 
  39 
  43 
  55 
  47 
  38 
  41 
  49 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
   
   
  2 
  14 
  4 
  5 
  4 
  0 
   
   
  Armour: Head: 0 Body: 0 Arms: 0 Legs: 0 
  Talents: Hardy, Resistance to Disease, Swashbuckler, Seasoned Traveller, Street Fighting, Strike Mighty Blow 
  Skills: Consume Alchohol X2, Dodge Blow X2, Gamble, Gossip X2, Perception, Row X2, Sail, X2, Scale Sheer Surface, 
  Swim X2 
  Trappings: Sword, Dagger, Leather Armour (Chest, Arms, Legs) 
   
  (Loony) Louie of Parravon, Ships Cook 
  The crew members call Louie “Loony Louie” because his lazy eye, squat stature and matted hair give the impression that 
  Louie is a little unhinged. Nothing is farther from the truth. Louie comes from a family that has long lived as domestic 
  servants to the Knighted Family Merceaux of Parravon.  When Louie was very young, Richard Merceaux decided to make 
  an investment in his young future servant and had him trained to become a scribe. When Louie’s training as a scribe was 
  complete he was given to Henry Merceaux, Richard’s youngest son, and the two travelled to Marienburg together in 
  search of greater fortune.  Henry never faired well in his business dealings in Marienburg.  Henry and Louie along with 
  one other servant survived on a meager allowance from Richard and whatever money could be gained from Henry selling 
  Louie’s services as a Britonnian scribe. When Henry died suddenly, violently, and penniless in a Marienburg gambling 
  
  The Riverboat 
  3 
  brothel, Louie wrote a letter to Richard telling him of his son’s death and promising that he would return to Parravon by 
  summer.  With the best of Henry’s books tucked under his arm, Louie walked to the docks to catch a dream.  Nine years 
  later Louie still works for Albrect as a cook.  Although Louie enjoys a good read it takes a hard fight to get Louie to put pen 
  to parchment. He has been cooking for Captain Albrect for nine years now, and even serves as the cook for the Gustoff 
  family between trips up the river. He is fully literate and when not preparing a meal, or asleep, he can be found curled up 
  with some dusty tome of knowledge. The life of a river man, especially one who frequents Marienburg, allows him rare 
  opportunities to acquire all manner of books, some even banned within the Empire’s borders. When Hans comes on 
  board, Louie slips away to his galley to hide his copy of The Librium Mortainus, in a secret compartment in the galley floor 
  used for smuggling. The text discusses the philosophy of Necromancy, is a forbidden tome and contains discourses on 
  the use and formation of magic, but does not contain any actual spells. A person studying the tome for twenty hours can 
  attempt to learn the Aethyric Attunement with a +10 to their Intelligence roll. Louie loves his life of cooking and sailing free 
  on the river Reik. It is common for him to yell at his fellow deck hands  “I am a free man, water pig!  I can walk away when 
  I want and leave you and this crew with no stew.” 
  Description: A short round man with matted hair, balding on the top of his head and a lazy eye. 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  43 
  36 
  41 
  30 
  42 
  35 
  38 
  32 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
   
   
  1 
  14 
  3 
  2 
  4 
  0 
   
   
  Armour: Head: 0 Body: 0 Arms: 0 Legs: 0 
  Talents: Hardy, Swashbuckler, Seasoned Traveller, Street Fighting, Strike Mighty Blow, Etiquette, Savvy, Super 
  Numerate. 
  Skills: Consume Alcohol X2, Dodge Blow, Perception X2, Row, Sail, Scale Sheer Surface, Swim, Gossip X2, Drive, 
  Haggle, Trade Cooking 
  Trappings: Dagger 
   
  Hector Estaban, Deck Hand 
  Hector Estaban was an Estailian Desterio, who, after losing an eye in a duel, was drinking away his sorrows in a tavern 
  when Albrect found him. Albrect needed someone with the skill of a fighter for his newly commissioned Altdorf Queen so 
  he took pity on this lad, and taught this street tough how to be a boatman. Hector took to the trade with the same passion 
  he once had for fighting, and is an outstanding river man. Karl plans to make Hector his first mate, with Albrect’s approval, 
  but hasn’t told him yet. Hector’s temper is still quick, while on land, but his love for the river life is apparent in its almost 
  total disappearance while on the boat. 
  Description: Short, dark skinned male, whose dark hair is cut close to his scalp. Brown eyes dominated his face, above a 
  small nose and almost lipless mouth.  
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  55 
  41 
  45 
  41 
  54 
  32 
  37 
  21 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
   
   
  2 
  16 
  4 
  4 
  4 
  0 
   
   
  Armour: Head: 0 Body: 0 Arms: 0 Legs: 0 
  Talents: Hardy, Swashbuckler, Seasoned Traveller, Street Fighting, Strike Mighty Blow, Lightning Reflexes, Strike to 
  Injure, Specialist Weapon Fencing 
  Skills: Consume Alcohol, Dodge Blow X2, Perception, Row, Sail, Scale Sheer Surface, Swim 
  Trappings: Sword, Dagger, Leather Armour (Chest, Arms, Legs) 
  
  The Riverboat 
  4 
   
   
  Otto Auvast, Deck Hand 
  Otto claims he was born on the river and will die on the river. He rarely leaves the boat, and Albrect uses Otto as the 
  boat’s watchman. When Otto was only twelve years old, a travelling soothsayer told him that he would die on dry land 
  sometime after the age of eighteen. He took to the river at the age of seventeen and has only set foot on dry land three 
  times in the past five years since then. He is slightly insane and must pass a willpower test to leave the boat for dry land, 
  and another willpower test each hour afterward to remain on dry land. If Otto carries a bucket of river water with him he 
  gets a +20% to that roll as long as that bucket of water remains full and in his hands. Albrect understands Otto’s strange 
  behavior and allows Otto to live on the boat when it is not travelling on the river. 
  Description: A small round man, who sways when he walks. 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  49 
  46 
  35 
  37 
  32 
  25 
  39 
  26 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
   
   
  2 
  15 
  3 
  3 
  4 
  0 
   
   
  Armour: Head: 0 Body: 0 Arms: 0 Legs: 0 
  Talents: Hardy, Swashbuckler, Seasoned Traveller, Street Fighting, Strike Mighty Blow, Disarm, Strike to Stun 
  Skills: Consume Alcohol X2, Dodge Blow X2, Perception, Row X2, Sail X2, Scale Sheer Surface, Swim 
  Trappings: Sword, Dagger, Leather Armour (Chest, Arms, Legs) 
   
  Peter Reiksmann, Deck Hand 
  Peter is the son of a son of a son of a river man. His grandfather once owned a riverboat, but it was attacked and burned 
  by beastmen some fifteen years ago, killing both his grand father and his father. Albrect knew Peter’s father, Stavut, and 
  took pity on the now penniless family, by hiring on Peter. Peter considers Albrect his father, and even stays with Albrect's 
  family when in Aldorf. Peter has been promised a first mate’s position on one of Albrect’s new boats. 
  Description: A highly attractive youth with blonde hair blue eyes and well-defined muscles. 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  46 
  37 
  40 
  30 
  46 
  32 
  34 
  31 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
   
   
  2 
  13 
  4 
  3 
  4 
  0 
   
   
  Armour: Head: 0 Body: 0 Arms: 0 Legs: 0 
  Talents: Hardy, Swashbuckler, Seasoned Traveller, Street Fighting, Strike Mighty Blow, Savvy 
  Skills: Consume Alcohol, Dodge Blow, Perception, Row, Sail, Scale Sheer Surface, Swim 
  Trappings: Sword, Dagger, Leather Armour (Chest, Arms, Legs) 
   
  Conrad Hielmann (Brugeress), Deck Hand 
  Conrad has been sailing with Albrect for two years now. He originally signed on while the Aldorf Queen was docked at the 
  Kalcoat harbor, as a temporary replacement for a sick crewmember. On the return trip Albrect heard that that member had 
  succumbed to his malady and died. Conrad immediately impressed both Albrect and then Karl with his ability to learn 
  quickly the workings of a riverboat, and upon arrival at Aldorf they offered him a full time position. He does not speak of 
  his past before the riverboat. He and his whole family were accused of hiding a mutant, his brother, Deiter. His family’s 
  farm was burned to the ground and both his mother and father condemned to the stake for this crime. Both Deiter and 
  Conrad managed to escape. When the Aldorf Queen stops at Kalcoat Conrad often disappears for a time to visit his 
  brother Deiter, who is hiding in the nearby woods with a band of outlaw mutants. He has convinced all of the crew that he 
  is seeing a farmer’s daughter during these visits, and the crew often jokes about this. 
  Description: a tall youth with reddish-brown hair and green eyes.  
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  40 
  27 
  46 
  31 
  32 
  37 
  35 
  34 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
   
   
  2 
  14 
  4 
  3 
  4 
  0 
   
   
  Armour: Head: 0 Body: 0 Arms: 0 Legs: 0 
  Talents: Hardy, Swashbuckler, Seasoned Traveller, Street Fighting, Strike Mighty Blow 
  Skills: Consume Alcohol, Dodge Blow, Perception, Row, Sail, Scale Sheer Surface, Swim 
  Trappings: Sword, Dagger, Leather Armour (Chest, Arms, Legs) 
  
  The Riverboat 
  5 
   
   
  Hans Von Karlstein, Witch Hunter 
  Hans is a fifth generation Witch Hunter, who is proud of his heritage. That is why he is running away. Hans is also a 
  mutant. The mutation is a recently developed affliction in which Hans’ feet are becoming claw like. He blames this on 
  Conrad’s brother, who managed to bite him in the ankle a couple of years ago during Dieter’s escape. He feels that he 
  can no longer hide his affliction so he is running away. To turn himself in would only bring shame to his family’s good 
  name, and could ruin his four brothers, who are also Witch Hunters. To this end he has commandeered passage on the 
  first available riverboat out of Altdorf, on which as fate would have it, works the brother of the very man he blames for his 
  affliction. Hans, who is wrapped in his own misery, will fail to recognise Conrad, but Conrad will not fail to recognise him. 
  Description: Average height, slightly built man with black well-kept hair and clothing. A pointed black hat tops his long, 
  hook nosed face. 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  65 
  63 
  48 
  50 
  47 
  43 
  65 
  45 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
   
   
  3 
  18 
  4 
  5 
  4(6) 
  0 
   
   
  Armour: Head: 0 Body: 0 Arms: 0 Legs: 0 
  Talents: Lightning Parry, Lightning Reflexes, Marksman, Menacing, Public Speaking, Sixth Sense, Specialist Weapon 
  Crossbow, Specialist Weapon Entangling, Specialist Weapon Throwing, Stout-Hearted, Strike Mighty Blow 
  Skills: Charm, Command, Gossip, Intimidate, Perception X3, Ride X3, Search X3, Silent Move X2 
  Mutation: gives him +2 movement when not wearing boots. 
  Trappings: Sword, Dagger X 5, Crossbow w/ 10 bolts, Leather Armour (Chest, Arms, Legs, Head) 
   
  The Mutant Outlaws 
  Dieter and his band of eight Mutant Outlaws, while mutants, are still not completely taken over by the chaos that infests 
  their bodies and souls. Yet the seductive call of the chaos powers is a constant buzz in their ears and with each passing 
  month they fall further and further under its sway. The band is currently in turmoil, each member disgusted with 
  themselves and Dieter because of the acts of depravity to which they have declined. Just last week the band ambushed a 
  caravan of traders, killing all but a few. Those unfortunate survivors were eaten alive, the lust for blood and fresh meat 
  having taken them after the short pitched battle. It started with Gabber, but all of them, even Dieter, succumbed to the call 
  of chaos and partook of the grizzly feast. The extremely human gesture of revenge against a Witch Hunter, one who 
  represents directly the persecution and authority which forces them to live such depraved lives enlivens the band though. 
  It is their own determination not to repeat the vileness of the incident with the caravan that they agree to not use deadly 
  force to secure their prisoner. The mutants have a merchant contact in Kalcoat who trades their ill got loot for food, 
  weapons, and clothing, at outrageous profits of course.   
   
  Dieter Brugress 
  Dieter is the mutant brother of Conrad. A long time ago, both were playing in the forest near their home, when Dieter 
  found some strange green berries. The chaos blood of a beast man had infected the root of the berry plant, and after 
  eating them that blood forced the mutation upon Dieter’s young body. His family managed to hide his mutations for three 
  years until Hans von Karlstein happened upon their village. There he discovered the truth about Dieter and condemned 
  his family to the stake. Soon after Conrad and Dieter were found by a band of mutant bandits. Dieter impressed the band 
  of mutants when he killed their previous leader and now enjoys almost unquestioned command of the group. Since Dieter 
  took over as leader this small band has prospered greatly, mostly due to information about riverboats and caravans that 
  Conrad passes on to Dieter.  
  Description: Tall bulky man with shoulders that angle up in a V. His torso and arms are covered in bone plating that can 
  be disguised by wearing a shirt or jacket, which is normally what he does. Dark hair, small red eyes and a mouth full of 
  small razor sharp teeth. 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  42 
  52 
  39 
  57 
  29 
  44 
  44 
  56 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
   
   
  3 
  18 
  3 
  5 
  3 
  0 
   
   
  Armour: Head: 1 Body: 3 Arms: 3 Legs: 1 
  Talents: Lightning Parry, Mighty Shot, Quick Draw, Rapid Reload, Sure Shot, Streetwise, Sharpshooter 
  Skills: Command, Concealment X2, Dodge blow, Drive, Ride, Follow Trail, Perception X2, Ride, Scale Sheer Surface X2, 
  Silent Move X2, Set Trap, Swim 
  Mutation: Bone Plated Chest and Arms. +5% Toughness, +5% strength, -1 movement –10% agility. Razor sharp 
  poisoned teeth. May be used as an attack, Damage SB-2. If a wound is caused, player must make a toughness test or 
  
  The Riverboat 
  6 
  take an additional 3 wounds. If the player rolls doubles on the toughness test (Either passing or failing) they will gain a 
  mutation in 1d10 months.  
  Trappings: Hand Weapons, Dagger, Bow w/ 12 arrows, Leather Armour (Chest, Arms, Legs) 
   
  Brog 
  Description: A tall woman with nearly glowing, thick mane of blonde hair, and skin so thin her internal organs can be 
  seen. Usually wears a hooded cloak covering her from head to toe. 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  41 
  25 
  35 
  18 
  35 
  37 
  33 
  30 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
   
   
  2 
  15 
  3 
  1 
  4 
  0 
   
   
  Armour: Head: 1 Body: 1 Arms: 1 Legs: 1 
  Talents: Rover, Sharpshooter 
  Skills: Concealment, Dodge Blow, Drive, Perception, Set Trap, Swim, Silent Move 
  Mutation: Translucent Skin; -10% toughness Causes fear. 
  Trappings: Hand Weapons, Dagger, Bow w/ 12 arrows 
   
  Baldie 
  Description: An overly large man at almost 8’ tall with bone plated arms and an extremely small head, ¼ the size of a 
  normal head that is almost a solid mass of bone.  
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  45 
  41 
  28 
  34 
  34 
  15 
  27 
  28 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
   
   
  2 
  13 
  2 
  3 
  4 
  0 
   
   
  Armour: Head: 5 Body: 1 Arms: 3 Legs: 1 
  Talents: Rover, Strike to Stun 
  Skills: Concealment, Dodge Blow, Drive, Perception, Set Trap, Swim, Silent Move 
  Mutation: Bone plated arms can be used as shields, shrunken head, -20% intelligence, causes terror 
  Trappings: Hand Weapons, Dagger, Bow w/ 12 arrows 
   
  Craw 
  Description: A short hunched back man with a prehensile nose and a crab clawed left hand.  
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  41 
  41 
  36 
  39 
  41 
  42 
  30 
  31 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
   
   
  2 
  12 
  3 
  3 
  4 
  0 
   
   
  Armour: Head: 1 Body: 1 Arms: 1 Legs: 1 
  Talents: Rover, Strike to Stun 
  Skills: Concealment, Dodge Blow, Drive, Perception, Set Trap, Swim, Silent Move 
  Mutation: Crab Clawed left hand, may be used as a shield. Has nose like an ant-eater. 
  Trappings: Hand Weapons, Dagger, Bow w/ 12 arrows 
   
  Gabber 
  Description: A slightly built average sized woman with scaled skin, like a snake’s and a mouth full of razor sharp teeth in 
  an overly large mouth. Her eyes are a huge and have a hypnotizing effect. 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  36 
  40 
  31 
  33 
  48 
  31 
  34 
  32 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
   
   
  2 
  14 
  3 
  3 
  4 
  0 
   
   
  Armour: Head: 3 Body: 3 Arms: 3 Legs: 3 
  Talents: Rover, Sharpshooter 
  Skills: Concealment, Dodge Blow, Drive, Perception, Set Trap, Swim, Silent Move, Hypnotism 
  Mutation: Scales +2 AP, overly large mouth full of razor sharp little teeth. Attack SB-2 
  Trappings: Hand Weapons, Dagger, Bow w/ 12 arrows 
  
  The Riverboat 
  7 
   
   
  Hangtooth 
  Description: A normal looking male figure with scraggly grey hair. His teeth have grown into a solid mass of yellowish 
  white bone. Hangtooth is the Liaison between this band of mutants and their merchant contact in Kalcoat. 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  49 
  33 
  24 
  26 
  40 
  45 
  29 
  31 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
   
   
  2 
  14 
  2 
  2 
  4 
  0 
   
   
  Armour: Head: 1 Body: 1 Arms: 1 Legs: 1 
  Talents: Rover, Strike to Stun, Haggle, Gossip, Intimidate 
  Skills: Concealment, Dodge Blow, Drive, Perception, Set Trap, Swim, Silent Move 
  Mutation: Teeth have grown together in to a solid mass of yellowish white.  
  Trappings: Hand Weapons, Dagger, Bow w/ 12 arrows 
   
  Jinks 
  Description: An average sized female with a right arm and leg twice the size of a normal human. She walks with an 
  exaggerated limb due to her abnormal leg. 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  40 
  36 
  39 
  32 
  48 
  37 
  22 
  34 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
   
   
  2 
  15 
  2 
  3 
  2 
  0 
   
   
  Armour: Head: 1 Body: 1 Arms: 1 Legs: 1 
  Talents: Rover, Strike to Stun 
  Skills: Concealment, Dodge Blow, Drive, Perception, Set Trap, Swim, Silent Move 
  Mutation: Right arm & Leg is twice the size & strength as normal +10% strength, –1 to M. 
  Trappings: Hand Weapons, Dagger, Bow w/ 12 arrows 
   
  Pots 
  Description: A smallish man whose head is large at the top and tapers down into his neck like a flowerpot. The top of his 
  head is flat and bald. Overly large eyes, ears and nose dominate his misshapen head. 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  40 
  44 
  32 
  32 
  48 
  32 
  36 
  38 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
   
   
  2 
  13 
  3 
  3 
  4 
  0 
   
   
  Armour: Head: 2 Body: 1 Arms: 1 Legs: 1 
  Talents: Rover, Strike to Stun 
  Skills: Concealment, Dodge Blow, Drive, Perception, Set Trap, Swim, Silent Move 
  Mutation: Mishapped head, looks like a flower pot. 
  Trappings: Hand Weapons, Dagger, Bow w/ 12 arrows 
   
  Yaps 
  Description: A grey skinned, female of average build and an extremely attractive figure. She has an overly large mouth 
  that extends to the edge of her face like a frog’s. 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  36 
  33 
  35 
  30 
  34 
  28 
  32 
  30 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
   
   
  2 
  14 
  3 
  3 
  4 
  0 
   
   
  Armour: Head: 1 Body: 1 Arms: 1 Legs: 1 
  Talents: Rover, Sharpshooter 
  Skills: Concealment, Dodge Blow, Drive, Perception, Set Trap, Swim, Silent Move 
  Mutation: Large mouth and sticky tongue. skin is grey-greenish in color. 
  Trappings: Hand Weapons, Dagger, Bow w/ 12 arrows 
  
  The Riverboat 
  8 
   
  Operation of the Riverboat 
  Loading and Unloading 
  Albrect and Karl oversee the loading of all cargo and passengers. If cargo is delicate, like silks, or suchlike, it is wrapped 
  in a waxed tarp and secured on the forward part of the deck. All other cargo is stored in the main Cargo hold below decks. 
  When Passengers are taken aboard, the crew erects temporary walls in the forward portion of the cargo hold, forming up 
  to four cabins. Each of these cabins will accommodate three people each.  
   
  In route. 
  The Riverboat makes seven regular stops on its trip both up and down the river. Most of these are to deliver supplies to 
  remote villages at wharfs along the river. The trip takes five days in good weather, one way.  The stops are listed in order 
  from Aldorf to Marienburg. (See Attachment A) 
   
  During the duration of each stop the passengers will be allowed to go ashore, but must return before the Aldorf Queen 
  sails again. Passengers left behind are on their own and anything they left behind on the boat can be recovered at 
  Albrect’s warehouse in Marienburg and Aldorf respectively. A storage fee of a schilling a day is charged for any gear 
  stored in the warehouses. 
   
  The Stranger 
  The Adventures for their various reasons have booked passage on the Aldorf Queen, (5 schillings per person, or 1 Gold 
  Crown for a private room), to Marienburg. All the cargo is stored, and the Queen is just about to set sail, when a tall, 
  skinny man, dressed in black and wearing a grey hooded cloak, hails the Captain. Albrect allows the man aboard and 
  speaks with him privately. Characters who have lip-reading skill or acute hearing will have a standard chance to overhear 
  the conversation. 
   
  Albrect - How may I help you good sir? 
  Hans von Karlstein - I am Hans von Karlstein, on imperial business. I require passage to Marienburg, boat master.  
  Albrect -  Very well Herr Karlstein. I assume you shall want a private room sir? 
  Hans - Of course. 
  Albrect - I shall have one readied for you immediately.  
   
  Albrect will the then inform the party, if necessary, that their sleeping accommodations will have to be modified. If any 
  object, he will remind them that Hans is a Witch Hunter and thus by Imperial edict, he can commandeer this craft and boot 
  all the passengers off, which so far he has not done. 
   
  For most of the journey Hans will remain mostly locked away in his cabin, only venturing forth for meals, which he eats 
  either alone on the deck or in his cabin. 
   
  The Trip up River 
  The trip up the river is a quiet and lazy one with few upsets. Attachment A has a list of all the stops made by the Altdorf 
  Queen and notes, which list specifics about them. Feel free to embellish each stop as necessary. Note that the only night 
  the boat actually spends on the river is the night after the Kalcoat stop. This is when Dieter and his band of mutants will 
  attack the ship. It is important that you play up Conrad’s nervousness around Hans. Of course most of the crew is nervous 
  of the Witch Hunter, but Conrad’s efforts to avoid the Witch Hunter’s few appearances on deck should be noticeable to 
  anyone with an easy perception test (+20%).  
   
  The crew will interact with the PCs in a friendly manner, asking for news and gossip from the various parts of the world 
  they are from. Albrect has a standing order that the crew may not gamble with a passenger under any circumstance, but 
  other than that they are free to do as they wish, as long as their boat duties are not interfered with.  
   
  The crew’s reaction to Hans Von Karlstein: 
   
  Albrect 
  Albrect has had many a Witch Hunter aboard his vessel and knows to tread softly with them. His is respectful with them 
  but will brook no argument on how his boat is run.  
  “Aye laddie I’ve worked for those black hatted bastards before. Just mind your P’s and Q’s and don’t go mucking 
  around in their business. Give em no reason to turn their suspicions upon ye”  
  “This one is a strange one, not so as I can tell, all those Witch Hunters are a strange lot, but this one scares me the 
  most. Hasn’t bothered me about me crew he hasn’t. Isn’t right and makes me nervous it does” 
  
  The Riverboat 
  9 
   
  Karl 
  Karl simply ignores the Witch Hunter, he has a ship to run and a crew to care for.  
  “Just another passenger and this is just another trip up river. You there, Otto, tighten that line, I’ll take that sail outta 
  yer pay ere she rips.” 
   
  Conrad 
  As noted before Conrad will avoid the Witch Hunter as much as possible. Bending to a task or making a quick excuse and 
  get away whenever the Witch Hunter comes on deck. Conrad’s emotions are in complete turmoil, He is scared to death of 
  being recognized by Hans and yet burns to avenge his parents murder.  
  “No good that is what they are. Black hearted bastards them all, whipping up people into a mob to kill their own 
  neighbors. I ain’t seen no evil nor no chaos but I seen those devils at work.” 
   
  The Rest of the Crew 
  All have traveled with Witch Hunters before and know to keep to their tasks and do as the Captain says, give them no 
  reason to suspect them. Louie will be nervous about the Witch Hunter at first but will shortly relax, realizing that Hans is 
  not here about his forbidden book.  
  “Is ill omened to have one aboard. Last time, we had one of these black hats aboard we ran afoul of beastmen we did. 
  I can still remember Loony Louie rapping this great big horned on the noggin with ‘is frying pan. Complained for a month 
  about how that Morr-be-damned pan was dented.”  
   
  Conrad’s Sweetheart 
  Once the cargo for Kalcoat is unloaded, Conrad will slip away with a nod from Albrect. The new cargo is loaded without 
  Conrad. Any player who wishes to follow Conrad will be able to with a simple shadowing test (+20%) until Conrad leaves 
  the city gates. Once outside Conrad will head north and west along the river for two hours. At which point the shadowing 
  will become more difficult, (normal test). If Conrad discovers that he is being followed he will do his best to lose the 
  player(s) shadowing (-20%) for an hour before he gives up and slips into a roadside inn about one mile north of Kalcoat. 
  During the night around two AM he will attempt to sneak out of the inn again to meet with his brother Dieter. Shadowing 
  Conrad now is another simple shadowing test (+20%). If Conrad manages to lose the player(s) they can attempt to follow 
  his trail at a simple follow trail test (+20%).  
   
  Once Conrad meets with his brother, in a clearing near the outlaw camp. They player(s) will see Conrad embrace Dieter 
  and they will sit down and talk. Calmly at first and then more excitedly. The PCs will not be able to hear what is being said 
  but will be able to get a clear view of Dieter. They only talk for fifteen minutes before Conrad embraces Dieter once again 
  and then returns to the Aldorf Queen.  
   
  The Attack 
  It is late in the evening. Louie has just closed up the galley for the night and retired to his hammock with a copy of 
  Portents of the Stars. Albrect has also just turned in, with all of the crew except for Conrad, who has volunteered for night 
  watch, and Otto who is manning the boat’s helm. The dark shapes of the mutants, who are using felled trees as flotation 
  devices, swarm the boat as it lazily makes its way upriver. Conrad and Otto are quickly and quietly subdued and the boat 
  is run aground. The whole boat will come awake with a resounding crash as the keel of the boat scapes ashore. As the 
  PCs leave their cabins they will see a wounded and subdued Hans being carried off by a hideous and huge mutant with 
  an extremely small head (Baldie). Terror checks will need to be made, and any player failing will gain one insanity point, 
  and hide in their cabin for 1d5 hours. PCs who make it to the top deck will be attacked by at least one mutant, as the rest 
  are busy subduing the crew. Conrad lies on the bow where a nasty blow to the head has left him unconscious. The melee 
  with the crew will last another three rounds before all of the crew are subdued and the mutants escape. If the PCs kill a 
  mutant he will be left behind. The mutants will not be trying to kill anyone and all attacks will be to stun or incapacitate 
  their opponents (striking to stun). If a character's wounds reach 0 they are knocked unconscious. Once all the PCs and 
  crew have been subdued the Mutants will escape with their prize, Hans von Karlstein. Note that none of these wounds are 
  permanent, and all will be recovered by morning. 
   
  The Rescue? 
  In the morning the PCs will recover enough to find the crew tending Conrad and Albrect who are the most seriously 
  wounded of them all. Karl will be ranting that they are all as good as dead, and wondering why the mutants just didn’t 
  finish them. If any of the PCs followed Conrad, and they can recognised Deiter during the attack, they can accuse Conrad 
  of helping the mutants. Only a successful fellowship roll starting at –30%, unless the player can sound extremely 
  convincing will convince Karl of Conrad’s guilt. If this is successful Conrad will confess and Karl will have him put in chains 
  
  The Riverboat 
  10 
  to be handed over to the witch hunters. Later Albrect and Karl, upon hearing Conrad’s tale will allow for his escape in 
  Marienburg with a warning to never darken their future.  
   
  Regardless whether the above happens or not, Karl will make it clear that the Order Templar will consider them all in 
  league with mutants unless they can at least recover the body of the Hans. The authorities of the empire know the names 
  of each and every crew member and passenger because the law requires that every boat travelling the river turn in a 
  passenger manifest at Carroburg. Thus pretending that the incident never happened will do no good. Hans must be saved 
  or his body recovered. Karl implores the PCs to do this, as he needs his crew to help with repairs to the Aldorf Queen, and 
  get her away from shore as soon as possible. While disabled the boat is easy prey for river pirates, bandits or who knows 
  what else from the shore. If pressed he will offer a reward of three gold crowns to each player to bring Hans to 
  Marienburg, dead or alive. If the PCs refuse, he will strand them on the shore and sail on to Marienburg without them. 
  Once back in Carroburg he will blame the death and disappearance of the Witch Hunter on the PCs.  
   
  Following the Mutants 
  Following the trail left by the mutants will be easy (easy follow trail or perception tests), as the mutants expect no pursuit. 
  The Boat was run ashore only fifteen yards from where the forest gives way to the swamp. It will take the player(s) three 
  hours of travelling through the woods to find the outlaws’ camp. The camp is a scattered collection of shacks surrounded 
  by a four foot wooden stockade. The entrance to the stockade is a hole in the wall five foot wide and is always guarded by 
  at least one outlaw. When the party arrives Gabber will be on duty at the entrance. The rest of the band, including Dieter, 
  are recovering from any wounds they may have received and from their late night excursion by sleeping within the shacks. 
  Gabber is tired and almost asleep on her feet, with her back up against the wooden wall. Han van Karlstein is being held 
  in a 4’ by 4’ by 4’ wooden cage suspended 5’ from the ground by a hastily constructed set of poles. He is still fully dressed 
  but his weapons are gone, except for a dagger hidden in the small of his back. The fire pit near the cage is full of smoking 
  embers and the lingering smell of roasted meat lingers in the air.  
   
  Options: 
  Sneaking in. The PCs may try to sneak up on Gabber, (Silent move +20%), and incapacitate him. If they manage to do 
  so, they will be able to get into the camp and free Hans without waking the sleeping bandits. Give the bandits only a 5% 
  chance of awaking while the PCs are within the camp. If they do not, it will take them at least an hour before they realise 
  their prisoner has escaped and give chase. 
   
  Frontal Assault: If the party fails to surprise Gabber and subdue her within the first round, she will shout a warning. Roll 
  one die for each mutant and add five, that is the number of rounds it will take for each mutant to join the fray. 
   
  Once Hans is free, if the PCs managed to spirit him away he will wait for an hour before turning on the party. If the PCs 
  overcame all of the bandits or manage to free him before all the mutants are disabled he will steal a weapon and attack 
  both the bandits and the adventures. 
   
  In the case of being spirited away, once they are away from the camp Hans will feign weakness and ask to lean on the 
  strongest person in the party. He will then attack the adventurer (+40% WS) and steal his/her weapon and declare “You 
  can’t take me back, I am a damned man. I deserve to die, you have cheated me of that death, so now I will give you 
  yours!” and attack the rest of the party like a possessed man. If the PCs try to escape, Hans will let them go, cursing them 
  for cowards and head back to the outlaw camp to confront the mutants, and die. Otherwise, if they stay and fight the 
  mutants will arrive after ten rounds of combat. 
  
  The Riverboat 
  11 
   
   
  The Wrap Up 
  When they return to the shore, with or without Hans, there will be no sight of the Aldorf Queen. They will find their 
  possessions, which they left upon the boat stacked neatly with a note and a purse containing 5 Gold Crowns for each 
  adventurer. The note reads: 
   
  Please forgive me, but I cannot stay a moment longer, Pirates patrol this stretch of the river 
  looking for boats which have been disabled, and the threat to my Captain and crew is too great. I 
  have left you enough provisions for you to make the 4 day journey to Marienburg on foot from here. 
  There is a road due west only ¼ of a days journey from this spot. Once you reach that road follow it 
  north, it is well patrolled and has many fine coaching inns along the way. I have reimbursed each of 
  your passage fairs and added a little extra to hopefully recompense each of you for your trouble. 
  Once again I regret to leave you in such a position, but you must understand I have no choice.  
   
  Signed 
  Karl Johannas 
  First Mate 
  Altdorf Queen Shipping Company. 
   
  PS You can deliver Han’s body, if you recovered it, to the road wardens along the Kalcoat-
  Marienburg road. 
   
  The thought of losing his recent investment in the Aldorf Queen and worry over his Captain’s health, forces him to 
  abandon the PCs and sail on to Marienburg.  
   
  If the adventures managed to secure the outlaws compound they will find 15 Gold Crowns, 142 Schillings and 87 Pennies 
  scattered about in the various shacks, plus an assortment of weapons and Armour in various states of repair.  
   
  The PCs are now left in the middle of nowhere, with plenty of supplies, and perhaps a group of mutant bandits, thirsting 
  for their blood, and hot on their trail. So let them have it! 
   
  Award Experience, 
   
  25 Exp for uncovering Conrad. 
   
  50 Exp for recovering Han’s body 
   
  50 Exp just for surviving. 
   
  25 Exp for good role-playing. 
  
  The Riverboat 
  12 
  Riverboat’s Schedule: 
   
  City 
  ETA 
  Stay 
  ETD Cargo Delivered 
  Cargo Picked up 
  Altdolf 
  N/A 
  N/A 
  6 AM None 
  40 Barrels of Ale, Various foodstuffs, 20 
  bolts of various cloth (Silk, Linen, Satin)
  Gatesburg 
  8 AM 2 hours 10 AM 12 Barrels of Ale, Various 
  Food Stuffs 
  15 Crates of wool, 10 Crates of wine  
  Notes: Gatesburg is a small community of around 200 people. 
  Merry Mermaid 
  4 PM 
  Over 
  night 
  6 AM 8 Barrels of Ale, Various 
  Foodstuffs 
  None 
  Notes: The Merry Mermaid is a road side inn, next to the river. Use standard Inn building and room and board is 1 
  schilling for the common room, 10 schillings for a private room. Note the crew will use the common room or the boat to 
  sleep, while Albrect and Karl will share a private room. 
  Portestand 
  9 AM 2 hours 11 AM 
  18 Barres of ale, Various 
  Foodstuffs, 2 bolts of various 
  cloth 
  8 Crates of wool, Various Foodstuffs 
  Notes: Portestand is a trading community near Carroburg of around 300 people. Players will be able to find almost all 
  goods here for sale, at slightly inflated price. (Add 15% to standard costs) 
  Carroburg 
  1 PM 
  Over 
  night 
  6 AM 
  10 Crates of Wine, 18 Bolts of 
  Various cloth, 23 crates of 
  Wool.  
  40 Barrels of Ale, Various foodstuffs, A 
  crate of Blunderbusses 5 Barrels of Gun 
  Powder. (500 rounds of ammunition) 1 
  Barrel of Blunderbuss Shot (500 
  Rounds) 
  Notes: Carroburg is a major city of the Empire. Players will be able to find room and board and most other goods at 
  standard prices. 
  Bussesfoot 
  7 AM 5 hours 12 AM 10 Barrels of Ale, Various 
  food stuffs 
  Various Food Stuffs, 50 Iron Ingots 
  Notes: Bussesfoot is a miners outpost with all standard ammenities and hugely inflated prices (add 50%) only common 
  and uncommon goods can be found here though. 
  Wandering Druid 
  4 PM 
  Over 
  night 
  6 AM 9 Barrels of Ale, Various Food 
  Stuffs 
  Various Food Stuffs, 5 Crates of Wool 
  Notes: Another Road side Inn, next to the river. Again use the standard Inn building with room and board being 1 
  schilling for the common room, and 10 Schillings for a private room. Note the crew will use the common room or the 
  boat to sleep, while Albrect and Karl will share a private room. 
  Kalcoat 
  2 PM 
  Over 
  night 
  6 AM 21 Barrels of Ale, Various 
  food stuffs 5 crates of wool. 
    
  Notes: Kalcoat is a large town of the Empire. Players will be able to find room and board and most other goods at 
  slightly inflated prices (add 10%) only common and uncommon good are available. This is where Conrad will slip off for 
  the night to visit his "sweet-heart". 
  Marienburg 
  1 PM 
  Next 
  day 
  2 Days 6 AM All Remaining Cargo 
    
   
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/The riverboat.pdf