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  heatre of the Damned is a short scenario best suited for characters in their first or second careers, but it can
  be easily modified to suit any group. It takes a day of PCs time and can be finished in one session. The
  scenario is placed in Nuln but with very minor modifications any larger Imperial, or Bretonnian, town
  could be used.
  Theatre of the Damned consists of three acts. First, some background to the scenario and a brief synopsis are given,
  followed by the actual adventure. These are followed by descriptions of all the key NPCs, and a map.
  Background
  The story of the Froila brothers is, like their
  playwright profession, full of drama. Arias and Alvaro
  were born as twins in Altdorf some thirty years ago.
  But to the horror of their Burgher parents, one of the
  brothers  was  a  Mutant;  Alvaro,  younger  by  few
  minutes, was born with a tentacle for left hand. The
  horrified parents could not find it in their hearts to
  turn their baby over to the authorities. Instead, as soon
  as they learned that Witch Hunters were rummaging
  through the neighbourhood in search of mutant
  children, they fled to Nuln.
     The  twins  were  raised  by  their  parents  until  a  red
  pox epidemic claimed them fifteen years ago. Since
  then, the twins have had to cope on their own. The
  brothers have always been close, even though their
  demeanours differ quite a bit. Arias has always been a
  social and outgoing character, whereas Alvaro’s
  condition meant that he had to live a concealed life,
  forced to hide in the shadows and seek the company
  of his kind. While Arias was studying at the University
  of Nuln, Alvaro, skulking in the shadows and hideouts
  of the old building, quickly learned to read and write
  as well. And the brothers discovered that it was, in
  fact, Alvaro who had true skill with the pen.
     During  his  days  in  the  university,  Arias  learned  of
  the prestige and fame playwrights like Detlef Sierck
  and Stefan Sphielburg had achieved. He soon decided
  to become a famous playwright in his own right, one
  who would one day get to meet the Countess herself.
  But, knowing that his skills were quite modest in
  comparison to his brother’s talent, Arias convinced his
  brother to start writing plays in his name. He, in turn,
  used his social flair to promote the plays.
     Their first play, a satire called Sigmar’s Lost Pantaloons,
  was a huge success. Almost overnight Arias became
  the hottest new talent in Nuln, where fame and
  fortune come and go like nowhere else in the Empire.
  He was invited to lavish parties where he got to brush
  shoulders with the city’s crème de la crème.
     Alvaro, cursed by his mutation, was unable to attend
  any of these events. But, with the help of his Mutant
  friends, he often slipped into the dark gardens and
  balconies to sneak a peek at the festivities. And it was
  on one of those occasions when Alvaro saw Lady
  Anita von Liebeskummer. With her blond hair and
  bright blue eyes, she was an angelic apparition in
  Alvaro’s eyes. He fell in love with the girl on first sight
  and quickly became obsessed with her. He often snuck
  into the von Liebeskummer garden at night just to
  admire her sleeping form.
     Intoxicated with the success of
  Sigmar’s Lost
  Pantaloons, Arias urged his twin to write more. Alvaro,
  wallowing head over heels in his denied love, agreed.
  But his following plays were all syrupy dramas of love
  denied and doomed affairs. The jaded theatre-goers of
  Nuln 
  soon 
  grew 
  bored 
  with 
  these 
  overtly
  melodramatic performances. The agitated Arias
  watched his fame and new-found glory slip out of his
  grasp - he was becoming the laughingstock of the
  nobility! He scolded his brother for maintaining
  impossible fantasies about the noblewoman and told
  him how people laughed at his melodramatic stories.
  Arias demanded that he write something else, perhaps
  a parody or a satire– they were popular in Altdorf at
  the moment.
     Being sensitive, Alvaro took all the criticism and
  mockery very personally, an attack against his only
  light in life. But he would have his revenge. Alvaro had
  learned many dark and dirty secrets while he had been
  observing the city’s nobility from the shadows. Now
  he used that information to write a parody so dead-on
  and sharp-tongued that it caused a huge scandal on its
  opening night, and was promptly cancelled. Many
  influential people found themselves disgraced, and the
  finger of blame pointed at Arias Froila. The twins
  were barely able to flee from the lynch-mobs. To find
  a  place  to  hide,  Arias  sought  the  help  of  a  local
  Racketeer, Anton Schopranus, who had provided him
  with Mandrake Root every now and then.
     After the dust had settled and the matter seemed to
  be forgotten, the embittered twins decided to open an
  underground theatre where they could ridicule the
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  rich, and make a few Karls on the side. With the help
  of Alvaro’s Mutant friends, they secured old Dwarfen
  ruins that had been reduced to a part of the city’s
  sewer system. There they erected their underground
  stage. The thespians were mostly Mutants (in
  disguising costumes, of course). Arias started to
  promote his plays amongst the Burghers and
  Merchants of the city. Their enterprise was quick to
  attract attention, and the biting parodies of the
  Theatre of the Damned were soon the talk of the
  town. It did not take long for the nobility to learn of
  this new entertainment. They conveyed their distaste
  vocally and publicly, but a growing number of nobles
  sought to attend the performances in disguise.
     The brothers took note of this, and realized that
  they could pluck more money out of the nobles while
  making fun of them. It seemed almost too perfect to
  be true. Anton Schopranus, the Racketeer, had a nose
  for an opportunity to make a few extra Karls, and he
  was quick to offer the brothers “protection”. Arias cut
  a deal with him: in exchange for a share of the profits
  Schopranus would sell tickets to their shows, and,
  using his men and the Mutants, he would screen the
  buyers for Witch Hunters, certain Nobles, and other
  unwanted attendees.
     The mystery of the hidden plays and the selective
  right to attend quickly made the Theatre of the
  Damned the hottest ticket in town. But all this time
  Alvaro  had  upheld  his  fantasies  of  Anita  von
  Liebeskummer, and he still often sneaked into her rose
  garden. The night before this scenario takes place
  Alvaro was seized in her garden by Ezekel Aichorn,
  Captain of the Knights Panther in Nuln, and the
  number one enemy of Mutants in the city.
  Arias is growing nervous; he is starting to suspect
  something has happened to his brother. Fearing the
  worst, he has decided that today’s show will be the last
  one. He will reveal everything, before absconding,
  with the money, to find his brother. But little does he
  know  that  a  group  of  adventurers  will  be  in
  attendance…
  Enter the Principals
  The scenario starts when the PCs see a crier
  promoting a play. As they talk to the crier he suddenly
  flees a procession of Knights Panther escorting the
  captured Alvaro to prison. The whole scene should
  pique  the  PCs’  interest,  and  they  should  try  to  find
  tickets to the play.
     The tickets are sold in Shantytown by a gang called
  Brotherhood of the Oiled Palm, and the PCs must
  find and convince their leader, Anton Schopranus, to
  sell them tickets.
     Then they will be escorted to the underground
  theatre, with possible (optional) encounters in the dark
  sewers. During the performance Arias Froila will
  reveal that his brother is a Mutant, before attempting
  to flee. At that moment, the Knights, who have
  tortured the theatre’s location out of Alvaro, storm the
  place.  The  PCs  must  decide  if  they  side  with  the
  Knights or the Mutants. And what are they going to
  do with Arias?
  
  4
  ACT I
  he opening act sets the mood for the scenario and introduces our principals to the plot. The scenario starts
  with  the  PCs  learning  of  the  Theatre  of  the  Damned.  Soon  after,  they  witness  a  procession  of  Mutant
  prisoners and possibly prevent one of them, Alvaro Froila, from escaping. After some enquiries, they learn
  from whom to get tickets to this exclusive show, and after convincing these thugs to sell, provide a piece of skin for
  the tickets…
  Hear Ye, Hear Ye!
  The scenario starts with the characters seeing a poster
  promoting the Theatre of the Damned (use the
  scenario  cover  as  a  hand-out).  They  should  see  the
  poster in several places, plastered on fences, posts and
  walls. The one that really should get their attention is
  plastered on the wall on a small market square. A crier
  dressed in rags of fading blue and green stands next to
  it, ringing a rusty bell and shouting:
  Hear ye, hear ye! Come and see the Theatre of the Damned!
  Tonight, for one last time! Witness with your own eyes this
  masterfully witty parody starring the city’s well-to-do! See how
  our skilful thespians recreate such moments as Baron von Luzt’s
  burning codpiece!
  To assure the PCs’ attention you can include
  embarrassing details about one of them in the sales
  pitch (whether true or not). As the PCs approach the
  crier he suddenly turns white with fright and flees
  down  the  ally  behind  him.  He  flees  down  an  open
  manhole and disappears into the sewers where he
  quickly loses anyone trying to follow him.
     Feel free to allow the PCs to briefly assume that the
  crier was fleeing from them.
  The Knights Panther and Their Prey
  The truth of the matter soon dawns on them though,
  as a procession of Knights Panther emerges.
  Frightened townspeople scramble to make way for the
  riders. The grim Knights slowly make their way across
  the marketplace, their daunting Captain, Ezekel
  Aichorn, at the head (for description and stats, see p.
  17).  The  riders  are  followed  by  a  line  of  shackled
  prisoners wearing head cages, hurried along by
  Sigmarite Zealots. An Easy (+20%) Perception Test
  tells them that all the prisoners are Mutants, with more
  or less unsightly mutations. The Zealots whip the
  crowds into a frenzy with prayers and curses on the
  damned, and soon people start pelting the Mutants
  with rotten vegetables.
     As the procession passes the PCs one of the
  Mutants suddenly makes a run for it. He tackles one of
  the Zealots and lunges for the alley. But, being
  shackled by his feet, his movement is very restricted,
  so he grabs one of the PCs by his garments and begs
  for mercy with absolute terror in his eyes.
     The fleeing Mutant is Alvaro Froila (stats for Alvaro,
  see p. 16). The purpose of this encounter is to let the
  PCs see him so that they will recognize his likeness
  with Arias later. How the PCs react to the situation is
  up to them. Being shackled, Alvaro’s Movement is
  only 2, so he is quite easy to stop and subdue. If they
  decide to attack him, the Zealots do not actually rush
  to stop them, thinking that he is just one more Mutant
  who deserves what he gets. Of course, they can just
  push  him  away  and  watch  as  the  Zealots  catch  him
  and beat him into submission.
     The number of Knights and Zealots should be high
  enough to discourage the PCs from trying to help
  Alvaro escape (stats for the Zealots, see p. 18). If they
  nevertheless decide to do so, and are able to escape
  with their lives (it is a serious offence after all), they
  will find Alvaro values his own hide far more than his
  helpers’. The Mutant quickly makes his escape into the
  sewers, where he can hide and lose possible pursuit
  owing  to  his  better  knowledge  of  the  sewer  layout.
  The PCs, however, would do well to dodge knightly
  patrols from now on, especially if they are easily
  distinguishable from general populace (as typical
  adventurers are wont to be). If this happens, the GM
  should consult the What If They Don’t Bite-sidebar, and
  throw an occasional mutant-smeller their way.
     If Alvaro escapes, he will hide in the sewers. He will
  not go to the theatre in fear that he could be followed
  and thus expose the theatre and his brother.
     After the fugitive has been subdued the procession
  continues on. As the Knights are leaving, one of them
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  notices the poster on the wall and, with a venomous
  comment about “damn underfolk”, tears it off in
  disgust.
  Finding Tickets
  The posters say: Tikkets, look for X. Any character with
  Common Knowledge (the Empire) or Academic
  Knowledge (Theology) realises  that  this  is  a
  reference  to  Ranald,  and  his  followers.  A Routine
  (+10%) Gossip or Streetwise Test reveals that the
  gang Brotherhood of the Oiled Palm is rumoured to
  provide these much coveted tickets, and they can be
  found in Shantytown.
     Shantytown is the disgrace of Nuln. It is the part of
  town where all the tanners, dyers and other
  untouchables live, and where mutants are whispered to
  ascend from the sewers. The Shantytown is a maze of
  narrow, muddy streets that snake between wooden
  shanties, shabby cottages, and illicit businesses. The
  inhabitants have gathered in small groups to beg or sift
  through garbage for anything useful or edible. It is
  immediately evident that nobles are not welcome here,
  and anyone venturing such an undertaking would be
  mugged, or worse, in short order.
  What If They Don’t Bite?
  If the encounter above does not get the PCs
  interested in seeing the play, you can use this hook to
  reel them into the scenario. Shortly after the incident
  on the square, the PCs are approached by the Valet
  of one Velko Popovich, an influential Kislevite
  Merchant. Herr Popovich has been paying nightly
  visits to a certain well-known Pit Fighter’s room in
  the Reaver’s Return.
     Anton Schopranus, a local Crime Lord, learned
  Popovich’s dark secret by chance, and in hopes of
  making a few Karls decided to blackmail the
  Merchant. He is anonymously threatening to reveal
  the secret to this underground theatre that makes fun
  of nobles and their dirty secrets, unless he receives a
  hefty sum of Karls. Popovich feels the revelation
  could be disastrous to his reputation and his
  businesses, but, being a frugal and stubborn man, he
  does not want to pay.
     The sceptical Popovich has heard all the rumours
  but wants to see the theatre himself. He hires the PCs
  to get tickets for tonight’s performance and escort
  him to witness the play.
  Rumourmongering
  The PCs should overhear people talking about the different
  matters indicated in this sidebar to give them insight into the
  background behind the scenario. The PCs are also likely to
  ask around about the theatre, the Brotherhood of the Oiled
  Palm,  or  the  captured  Mutants.  Below,  some  rumours  that
  they can learn are given. For example, for every degree of
  success in a related Gossip or Knowledge Test they learn
  two rumours.
  Concerning Mutants:
  �
  There are swarms of Mutants hiding in the sewers.
  �
  A Mutant was captured last night stalking the
  beautiful Lady von Liebeskummer.
  �
  Ezekel Aichorn, Captain of the Knights Panther in
  Nuln, is the number one hunter of Mutants in the
  city.
  Concerning the Theatre:
  �
  They say that the Brotherhood of the Oiled Palm in
  Shantytown can sell you tickets.
  �
  They say that the Theatre of the Damned is run by
  Arias Froila, the exiled playwright.
  �
  They say the Countess herself is planning to attend.
  (False)
  �
  The Theatre is the hottest ticket in town. It makes
  fun of the nobility, and many disguised Nobles try
  to get tickets to see it.
  Concerning Brotherhood of the Oiled Palm:
  �
  They can be found in Shantytown. They hang
  around the Black Swan.
  �
  Allegedly, they can get you tickets to the Theatre of
  the Damned.
  �
  Their leader is Anton Schopranus, a devout
  Ranaldite. (This should only come from a thief or a
  Ranaldite).
  �
  They are the most bloodthirsty gang in Nuln.
  (False)
  Concerning Arias Froila:
  �
  He was exiled after some controversial play that
  insulted the nobility.
  �
  His most famous play is Sigmar’s Lost Pantaloons.
  �
  They say he runs the Theatre of the Damned.
  �
  He had a passionate affair with the Countess.
  (False)
  
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  X Marks the Spot
  In Shantytown any inquiries concerning the gang’s
  whereabouts are met with blank stares, unless
  accompanied by a few pennies, or the crossed fingers
  of Ranald, in which case the PCs are instructed to look
  for men outside the Black Swan.
     The  Black  Swan  is  easy  enough  to  find  as  it  is  a
  relatively infamous establishment. The tavern is a two-
  storey wooden building with a time-worn façade. A
  group of men loiter about the building, throwing dice
  etc.
     With Secret Signs (Thief) skill, or with a successful
  Average (+0%) Perception Test, the PCs notice that
  one of the men sitting with one leg on another at an
  improvised gaming table has two crossed nails on his
  boot-heel, creating 
  an X-sign. He is Anton
  Schopranus, the leader of the Brotherhood of the
  Oiled Palm (for description and stats, see p. 17). He is
  wary of any outsiders and will lower his foot at once if
  approached by anyone suspicious (e.g. a Priest other
  than Ranald’s, a Witch Hunter, a Knight Panther, or a
  Noble).
     Schopranus has an agreement with the Froila
  brothers: he will take care of selling the tickets for a
  lucrative share of the profits. It is also Schopranus’
  responsibility to screen the buyers for any unwanted
  spectators, like Witch Hunters or certain Nobles.
  Therefore, he is very strict to whom he sells the
  tickets. Usually Schopranus sends his men, or the
  Mutants, to shadow interested buyers to check them
  out,  while  he  tells  them  to  come  back  later.  If  they
  check out, he will tell them how to get the tickets. But
  as the show is tonight there is no time for this, and the
  PCs must convince Schopranus then and there.
     Schopranus is expecting people to come for the
  tickets (as Nobles are not safe here, they send their
  servants to ask about the tickets), and he will soon
  approach the PCs if they did not see the crossed nails
  sign. He crosses his fingers to make the sign of Ranald
  and says:
  Such established people in Shantytown? Ye look like yous don’t
  belong here. Which means, ye must be lookin’ for someone, or
  something?
  When the PCs ask about the tickets, he continues:
  Yes, I might know where you could get yerselves some tikkets.
  But they are not sold to just everybody, ya know. So, I must ask
  ye a few questions first. To see if yer worthy, ya see. Nothin’
  personal, just gotta be cautious is all.
  Schopranus  will  then  ask  them  a  few  questions,  like
  where did they learn of the Theatre, and how did they
  find their way here. Have him ask a different question
  from a different PC each time. Schopranus is not so
  interested in what they say, rather how they say it. He
  will use this opportunity to study their body language,
  their garments, and the way they speak. This scene is a
  good opportunity for the players to flex their role-
  playing muscles. Have the PCs play out their answers
  and describe Schopranus’ reaction to them. Have him
  look suspicious and wary if they stumble with their
  words too much, or contradict each other too often.
  Eventually, take in secret an
  Average (+0%)
  Fellowship Test on behalf of the PC who has done
  most of the talking. Consult the table below for
  possible modifiers.
  Modifier
  For every gc they bribe Anton with
  +2%
  If they greet Anton with the sign of
  Ranald
  +5%
  If at least one of them convinces Anton
  of being a follower of Ranald
  +10%
  If they are dressed like upper class
  -5%
  If they talk like the upper class
  -5%
  If they disrespect Ranald in any way
  -5%
  If they threaten Anton, or draw weapons
  -10%
  If the test succeeds
  Anton Schopranus feels he can trust the PCs and gives
  them instructions on how to get the tickets.
  If the test fails by less than two degrees
  He  will  sell  them  the  tickets,  but  he  will  have  a
  member of his crew shadow them for the rest of the
  day. Allow the PCs to check every two hours or so, if
  they realise they are being followed. If they do
  something suspicious (like talk to the authorities) while
  being shadowed, see If They Offended Schopranus, p. 9.
  If the test fails by two degrees or more
  Anton Schopranus is offended by something the PCs
  say  or  do,  or  he  just  doesn’t  trust  them.  Instead,  he
  believes they are either after him, or the brothers. He
  will still tell them how to get the tickets, but decides to
  have them mugged on their way to the theatre (see If
  They Offended Schopranus, p. 9).
  In any event (regardless of the result), Anton
  Schopranus tells them that to get the tickets, they
  should enter the Black Swan and ask for Nadel. Then,
  
  7
  with a grin, he tells them that all they need to bring
  with them is 5 Karls and a piece of skin. To sustain the
  aura of ominous mystery, he will not explain himself.
  Five Karls and a Piece of Skin…
  The proprietor of the Black Swan directs the PCs to
  the basement. Nadel’s room is easily recognisable
  from the inkwell sign hanging above the door. His
  place is actually a tattoo parlour, and the tickets come
  in the form of tattoos. The reason for this is to
  prevent anyone going to the authorities, as the tattoo
  would then associate them with the theatre (the
  nobles, of course, do not enter Shantytown and have
  their servants take the tattoos instead, or have them
  tattooed on some piece of skin).
     As they enter his grubby room, the PCs see a wide
  collection of needles and inkwells strewn over tables
  and stools. The walls are covered with hazy sketches
  of tattoos. The small room reeks of sweat, ink, and
  alcohol.
     The man himself is a wiry, elderly chap, with a long
  scar running over his blind left eye, a memento from
  his  Wrecker  days.  And  he  still  talks  like  one  too,
  expressing himself very graphically.
     Nadel already knows the PCs are coming and greets
  them with a greedy grin. He asks for 5 Karls and any
  piece of skin that he can tattoo the ticket on. Of
  course, the PCs can let him use the needle on their
  own skin, but he will accept almost any kind of skin
  without asking too many questions.
     Nadel gives the PCs a gulp of Kislevite vodka before
  telling them to lie down on the dirty mattress lying at
  the centre of the room. Then he will take his needle
  and tattoo the ticket on a place indicated by the
  character. The tattoo features a happy face and a sad
  face with the date printed under them. If they don’t
  take the tattoos on their person, he will collect all the
  pieces of skin and tells them to wait upstairs. It will
  take him twenty minutes per tattoo. After he is
  finished with the tattoos, he gives them instructions to
  go to Gunpowder Square in Handelbezirk district
  precisely at midnight, without weapons. Someone will
  pick them up from there.
  Cordoned Off!
  As the PCs are getting their tattoos done, Captain
  Aichorn has learnt from his captives that tickets to the
  Theatre of the Damned are sold in Shantytown, and
  he has sent his men to cordon off certain areas by
  erecting makeshift barriers made of barrels and crates.
  Just  as  Nadel  is  giving  instructions  to  the  PCs,
  Schopranus suddenly barges in, an alarmed look on his
  face. He informs the PCs that Captain Aichorn’s
  Zealots have cordoned off parts of the Shantytown
  and they are evidently looking for someone.
     The PCs need to find a way out of Shantytown -
  fast. To create the proper mood, you can have the PCs
  hear shouting and the sounds of doors being kicked in
  draw nearer and nearer. To make sure no-one will rat
  him out, Schopranus is not willing to let anyone who
  has seen him get caught, and he is willing to help the
  PCs escape (even if they offended him). He will not
  show them the Brotherhood’s secret passages, but he
  is  willing  to  help  them  out  in  other  ways.  The  PCs
  have three options (unless they can quickly think of
  something else):
  Fight
  They can fight their way out, in which case they have
  to face groups of Zealots on several occasions on their
  way out (for Zealot stats, see p. 18; adjust their number
  to make the encounter challenging).
  Disguise
   Schopranus has the garments of two Plague Doctors,
  robes  of  a  Priestess  of  Shallya,  and  rags  for  plague
  victims from an earlier con. He lets the PCs use them.
  They have to convince the Zealots by succeeding in a
  Disguise Test made vs. the Zealots’ Perception.
     You can adjust the number and type of disguises to
  force the PCs to plan (in a hurry) who is going to wear
  what. If they are caught and fail to talk their way out
  of the situation (Challenging (-10%) Blather Test),
  the  Zealots  will  mete  out  their  God’s  judgement  on
  the spot.
  Sneak
  They can try to sneak past the Zealots, in which case
  they must succeed in several Concealment and Silent
  Move Tests. To make the scene more memorable,
  have them hide in piles of trash, within groups of
  angry beggars, or sneak between makeshift tents. If
  they  are  caught  and  fail  to  talk  their  way  out  of  the
  situation, the Zealots will seek to mete out their God’s
  judgement immediately.
  Once the PCs are out of Shantytown, they are in the
  clear as they can disappear into the crowds.
  
  8
  ACT II
  n the second act our principals meet a colourful person, who acts as their guide when they must endure an
  eventful, and possibly treacherous, journey through the city’s sewers to the Theatre of the Damned. The mood
  of this act should be one of hidden threats and lurking horrors.
  The Descent
  Come midnight the PCs should be at the Gunpowder
  Square  as  instructed  by  Nadel.  The  square  is  in  the
  mercantile Handelbezirk district. The square is dimly
  lit and no watch patrols are in sight.
     Shortly before midnight, other retinues start to
  arrive. The theatre-goers gather around and soon an
  excited, yet nervous, buzz of conversation fills the air.
  There are clearly some Nobles in the crowd. They are
  all  “slumming  it”,  having  dressed  down  for  a  trek
  down  the  sewers.  Their  ragged  outfits  seem  to  be  a
  source of much delight and bemusement to the
  giggling Ladies. They all have their tattoos, either on
  the  skins  of  their  servants,  or  some  carry  items  like
  severed swine heads with tattooed foreheads. A
  successful Average (+0%) Perception Test reveals
  that many of the retinues seem to include at least one
  armed Bodyguard.
     Precisely at midnight the manhole cover makes a
  scraping  sound  as  it  is  lifted  from  below.   A  Jester
  climbs up, followed by an armed Thug carrying two
  lanterns. Gleefully the Jester cartwheels to stand in
  front of the gathered crowd, and welcomes them with
  a toothy grin full of rotting teeth. The Jester then
  proceeds to check everyone’s tickets, and that no-one
  is heavily armed. His inspection is not very thorough
  though, and any PC who wants to hide weapons on
  his person must either bribe the Jester with a few
  Karls, or succeed in a Blather, Charm or Intimidate
  Test.
  After the formalities, the Jester
  addresses the crowd:
  If the play you want to see,
  Then you follow me.
  But keep a handkerchief close,
  Or the stench will surely sting yer nose.
  And always listen to my bell and keep
  the lanterns in yer sight,
  Or you will get lost and take fright.
  With those words the Jester
  jumps down the manhole. The
  Thug scans the crowd and gives a
  lantern  to  one  of  the  PCs.  He
  tells the PC to bring up the rear
  and make sure no one gets lost.
  Then he takes his own lantern
  and climbs down. The theatre-
  goers 
  nervously follow 
  him
  down,  not  quite  sure  what  to
  expect.
  I
  The Jester
  Career: Entertainer
  Race: Human (Mutant)
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  30
  38
  28
  36
  50
  28
  30
  32
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  12
  2
  3
  4
  0
  0
  0
  Skills: Blather, Charm, Gossip, Perception, Performer (Acrobat, Jester), Silent
  Move, Speak Language (Reikspiel)
  Talents: Mimic, Public Speaking, Resistance to Disease, Tunnel Rat
  Mutations: Agile - +5% to Agility.
  Armour: None
  Armour points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Dagger
  Trappings: Rusty Cowbell, Trade Tools (Performer), Worn-out Jester’s Clothing
  Description: This Mutant is trusted with fetching groups from the city and
  escorting them to the theatre. Despite his ragged appearance the Jester has a
  melodious voice and a way with words. He is a coward and will flee at the first
  sign of trouble.
     The Jester is dressed in moth-eaten costume of fading greens and yellows in a
  motley pattern. His mouth is twisted in a constant grin of decaying teeth. A rusty
  cowbell clatters around his neck.
  
  9
  Through the Sewers
  The journey through the sewers is an unpleasant one,
  and you should let the dreadfulness of the sewers
  really hit the PCs. The tunnels are dark, pitch-black at
  times, and the only illumination comes from the
  lanterns. All kinds of sinister sounds echo down the
  tunnels. The PCs can easily feel nauseous and
  claustrophobic.
     The most dominant feature, however, is the stench.
  Even if the PCs cover their mouths and noses against
  it, the smell is overpowering. They must succeed in a
  Challenging (-10%) Toughness Test, or suffer a -
  10% penalty to any Intelligence and Willpower
  Tests while in the sewers.
     The sewer system under this part of town is decently
  maintained. The tunnels are 2 yards wide with a 2 feet
  walkway on both sides of the effluent. The journey
  from the manhole to the theatre takes around twenty
  minutes. The Jester entertains the theatre-goers with
  dark songs and strange acrobatics during the trip.
  If They Offended Schopranus
  If Anton Schopranus decided earlier to send his Thugs
  to  deal  with  the  PCs,  this  is  when  it  happens.  The
  Thug with the lantern suddenly stops as if to listen for
  something. Then he says that he believes they are
  being followed and asks for the PCs to come with him
  to check it out. If they refuse, he will signal his friends
  to attack immediately. If they decide to go with him,
  he leads them back to the nearest junction. There, the
  rest of the Thugs step out of the shadows, one from
  each direction. The Thug who led them here refers to
  their blunder with Schopranus and says:
  …and because of that ye must pay, or ye will ne’er leave these
  sewers alive. We want 5 Karls per head.
  It is up to the PCs to deal with the Thugs as they see
  fit.  If  it  ends  up  in  a  fight,  you  can  make  the  scene
  more memorable by having the Thugs try to drown a
  PC in the effluent, or have a Thug disarm a character’s
  weapon into the effluent, or darkness etc. The Thugs
  will fight until severely wounded, or when half of their
  numbers are slain, in which case they flee. Turning to
  flee, the Thugs douse their lantern and attempt to
  disarm the lantern from the PC carrying it, hoping to
  make good their escape under the cover of darkness.
  After the encounter, to track down the rest of the
  party, have your players make Follow Trail Tests in
  secret (to keep the scenario running smoothly, let
  them succeed regardless of the results). But, in order
  to maintain suspense, have the PCs wander around for
  a few moments until they hear the sounds of the rest
  of the group. They might have to do some explaining
  if  they  look  like  they  have  been  in  a  fight.  Being  a
  Mutant, the Jester is not one of Schopranus’ men, and
  he  will  still  lead  them  to  the  theatre  after  the
  encounter. If they confront him, he swears, truthfully,
  that he didn’t know anything about the Thugs’ plan.
  Brothers of the Oiled Palm (4)
  Career: Thug
  Race: Human
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  37
  30
  34
  35
  34
  26
  27
  26
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  2
  12
  3
  3
  4
  0
  0
  0
  Skills:
  Consume Alcohol, Dodge Blow, Gamble,
  Intimidate, Secret Language (Thieves’ Tongue), Silent
  Move
  Talents:
  Lightning  Reflexes,  Disarm,  Resistance  to
  Poison, Wrestling, Strike to Stun
  Armour: Mail Shirt and Leather Jerkin
  Armour Points: Head 0, Arms 0, Body 3, Legs 0
  Weapons: Knuckle-dusters, Hand Weapon (Club)
  
  10
  The Theatre of the Damned
  After about twenty minutes they arrive at the theatre.
  The tunnel leading into the theatre is lit with braziers,
  and faded pennants decorate both sides of the
  doorway. Cheerful music can be heard coming from
  within the theatre. The Jester stops by the door and
  announces in a ceremonious voice, “behold, the Theatre
  of the Damned!”
     The theatre is built in old Dwarfen ruins. As the
  ruins are close to the surface, there is some ventilation,
  and the smell becomes bearable. The large space is
  littered  with  hundreds  of  candles.  So  many,  in  fact,
  that at times the air is thick with smoke. The
  illumination from the sea of candles creates a
  fascinating  display  of  shadows  dancing  on  the  walls.
  For a map of the theatre, see p. 19.
  The main room of the theatre is full of cheery people,
  creating a lively mood, in spite of its underground
  location. Most of the theatre-goers are dressed in rags
  or worn clothes, in spite of their social status. Excited
  buzz  of  conversation  fills  the  room.  For  a  few
  shillings, mugs of ale and sugar-coated apples are
  served.
     Entertainers of many sorts perform amongst the
  crowd,  jugglers,  dancers,  musicians  with  their  out  of
  tune instruments, even fire-eaters. A puppeteer gives
  an entertaining performance of Sigmar’s legend from
  behind a screen, using hand puppets. After the
  performance, with a successful
  Average (+0%)
  Perception Test, the PCs notice that only one man
  emerges from behind the screen even though several
  puppets were used simultaneously. The performer is a
  Mutant of course, and keeps his extra pair of childlike
  hands hidden under his loose tunic and voluminous
  cape.
     The stage is at the back of the room. There are many
  exits in the room, and they are all guarded by disguised
  Mutants and Schopranus’ men.
  Sewer Encounters
  You should use some of these encounters to make the journey more eventful, especially if the PCs are not targeted
  for an ambush by Schopranus’ men.
  1.
  With an Average (+0%) Perception Test the PCs notice a large inverted triangle, painted with faeces, on
  the wall. Large rats scatter as they approach, fleeing the light.
  2.
  Sounds of a Sewer-Jack patrol echo down the tunnel. The Jester motions for everyone to stay quiet. They
  can see the lights from the patrol’s lanterns as they pass the junction ahead. The Jester might even ask the
  PCs to knock out the patrol.
  3.
  One of the Noblemen attending, being unable to walk, insists on travelling in his palanquin. The
  palanquin, obviously, does not fit down the manhole. Somehow, from somewhere, his servants manage to
  procure a small dinghy for him to travel in while they pull it along with a rope. At some point, one of the
  servants slips and loses his grip on the rope (or the rope breaks), and the dinghy is pulled by the current
  towards the nearest exit to the river, carrying the hapless Nobleman along with it. He needs to be rescued.
  4.
  Mind your own business! Two Wizard’s Apprentices are scraping some kind of illuminating moss off the
  sewer wall. They are very secretive about their work, and try to usher the crowd onwards.
  5.
  Sinister chanting echoes down the tunnels.
  6.
  The effluent carries a gnawed doll towards the river.
  7.
  A filthy, mud covered, Halfling sits by the effluent, trying to fish something out of the sewage. With a
  successful Challenging (-10%) Perception Test the PCs hear him muttering something about his
  precious…
  8.
  With a successful Average (+0%) Perception Test the PCs notice light coming from one of the side
  tunnels. If they investigate, they find a gang of Smugglers loading barrels into a riverboat. The Smugglers
  could mistake the PCs for Sewer-Jacks and attack them, or try to bribe them.
  9.
  Someone pours something nasty down a manhole. A PC must successfully dodge, or he will be soiled. As
  a result he will suffer a -10% penalty to any Fellowship Tests.
  10. A Noblewoman takes a fancy on one of the PCs. When she catches his eye, she pretends to be tripping
  into the effluent, assuming the PC will come to her rescue.
  
  11
  ACT III
  he scenario will reach its climax in the third act. Our principals will learn the truth about the Froila brothers,
  and they will have to choose their side when the Knights Panther storm the theatre. The mood of this act
  should be one of mounting tension that will all be released in the climax.
  Showtime!
  When  all  the  theatre-goers  have  arrived,  a  sound  of
  trumpets alerts everyone to the stage. It is an elevated
  wooden structure made of rotten wood, standing four
  feet above the floor. A hunchbacked figure blows a
  trumpet three times to signal the start of the play.
  Some Nobles laugh in delight at the sad figure, as he
  limps off the stage, while the dark red, threadbare
  curtains slowly open.
     All the thespians are dressed in lousy garments, and
  their acting skills leave a lot to be desired. But the text
  is brilliant, the humour black and to the point. Soon,
  the audience roars in laughter, except for those whose
  turn it is to be insulted. You can even have a PC made
  fun of in one of the comedy bits.
  Letting the Mutant Out of the Bag
  After a few comedy bits, a pompously dressed,
  handsome man takes to the stage. He introduces
  himself as Arias Froila, and receives roaring applause.
  Any PC who saw Alvaro at the start of the scenario
  immediately recognises the likeness between the
  brothers.
     Arias performs a dramatic scene with another actor
  (a Mutant). In this scene a young man (played by
  Arias) desperately wants to become famous but his
  dreams are crushed by an evil Tilean critic, Simeon
  Covello. But, the young man soon learns that his
  Mutant brother (the mutation is a prop) has talent, and
  lures him into writing plays in his name.
     The young man soon becomes famous. His brother,
  on the other hand, falls in love with a noblewoman he
  cannot have. Seeing his brother’s torment the young
  man feels sorry for him and decides to give him the
  credit he is due…
  At that moment, Arias rips of the prop mutation from
  the actor playing his brother, revealing the real
  mutation for all to see. Then he turns to the shocked
  crowd:
  Yes, it is true! Much like this thespian here, my twin is a
  mutant who has written all the plays in my name. But now he
  has been captured because of a love denied, and I must save him.
  And with that, I bid you all farewell! I leave you here with my
  mutant friends, who probably have a score to settle with your
  intolerant, well-off hides…
  The Grand Finale
  Just as Arias has made his shocking revelation, and the
  Mutants start to close in on the Nobles, a horn being
  blown is heard. Captain Ezekel Aichorn has tortured
  the location of the Theatre from his captives, and he
  and the Zealots charge through the doorways at the
  back of the room. Captain Aichorn proclaims in a loud
  voice:
  I  am  Captain  Ezekel  Aichorn  of  the  Knights  Panther.  The
  Mutants of this blasphemous theatre, and all persons associated
  with  them,  are  forthwith  cast  out  from  Our  Holy  Sigmar’s
  graces, and declared Heretics as stated by the laws of His
  Empire. The penalty for this crime is death, put into effect
  immediately. Cease and desist!
  The result is a total pandemonium. The Nobles try to
  flee the theatre, their Bodyguards trying to pave them
  way.  The  Mutants  and  the  Thugs  clash  with  the
  Zealots. In the resulting panic, anyone in the crowd
  risks a chance of being trampled over.
  T
  
  12
  Pandemonium!
  Below are some random sights the PCs
  might  see  when  making  their  way
  through the panicking crowd.
  �
  A brazier is knocked over and
  someone falls on the embers,
  catching fire.
  �
  A group of Zealots mows
  down the crowd, attacking
  both Mutants and theatre-
  goers.
  �
  Mad laughter is heard over
  the cacophony.
  �
  A Mutant with a gaping maw
  has pinned a Noble down and
  tries to chew the man’s arm
  off.
  Going through the crowd reduces Movement to 2
  yards per round. A successful
  Average (+0%)
  Strength Test is required to make any progress. If the
  test  is  failed  by  more  than  40%,  the  character  in
  question  has  fallen  to  the  ground  and  receives  a
  Strength 0 hit every round until he gets up. Standing
  up  requires  a Challenging (-10%) Strength Test.
  Shouting or using any social skills has no effect on the
  frenzied crowd.
     Arias quickly disappears offstage (see map of the
  theatre, p. 19). With a successful Routine (+10%)
  Intelligence Test the PCs realise that most people
  are fleeing towards the exits, instead of the backstage.
  As Arias fled there, there must be a way out - a way
  that must be much less crowded.
     You can use Velko Popovich (see p.  5) to prompt
  the PCs to follow Arias. Popovich, who has sneaked
  among the audience to see for himself if the rumors
  about this theatre are true, has now seen enough to
  convince himself of the fact that Arias Froila must be
  the mysterious person blackmailing him.
     The PCs, despite the chaos around them, witness the
  portly Kislevite gesturing wildly at the fleeing Arias,
  his face red yelling at full volume promising riches and
  rewards for those who capture that despicable
  criminal.
  
  13
  Behind the Scenes
  To follow Arias, the characters must make their way
  across the stage. A complex apparatus is built around
  an old Dwarfen furnace to provide the necessary
  smoke  and  mirrors  for  the  acts.  The  Mutants  know
  this apparatus as The Machine, and in order to follow
  Arias, the PCs have to get past the infernal construct.
  As the PCs approach the stage, The Machine rumbles
  to  life.  This  deviltry  is  run  by  the  Operator  from  a
  booth offstage. He is looking to help Arias escape and
  will use the apparatus to attack and hinder the players.
  The Machine uses the Operator’s BS of 45, and has 2 Attacks it can use on the following features:
  �
  Smoke: As a Full Action it can release a cloud of smoke. Anyone inside the cloud has their field of vision
  reduced to 2 yards, and suffers -10% to their WS and BS.
  �
  Mirrors: The Operator sees the stage via a set of four mirrors. The mirrors can be flashed as a Half Action
  to confuse foes, as per Dazzling Brightness spell, WFRP p. 155. For every mirror (T 2, W 4) destroyed, The
  Machine’s effective BS is reduced by -10%.
  �
  Stream of Fire: As a Full Action the apparatus can release a stream of fire from the old furnace towards any
  foe within 6 yards. Use the Cone Template. All foes under the template take 1 Damage 4 hit, and must
  succeed on Agility Test or catch fire (see Fire, WFRP p. 136).
  �
  Steam Valve: With a successful Average (+0%) Academic Knowledge (Science or Engineering) Test
  the PCs notice that The Machine’s power is regulated by a steam valve. Every time the valve is hit, the
  attacker must succeed in an Agility Test or take one Damage 4 hit that ignores all armour as the valve
  releases a blast of steam. The valve has T 4 and 10 Wounds. Reducing its Wounds to 0 stops the Machine.
  �
  Swinging Chains: The Operator’s booth is protected by chains operated via ropes and pulleys. As a Half
  Action (or twice as a Full Action) he can use the chains to entangle a foe (see Snare, WFRP p. 106). In order
  to reach the Operator, the chains must be successfully evaded.
  The Operator
  Career: Engineer (ex-Student)
  Race: Human (Mutant)
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  40
  45
  32
  32
  35
  45
  35
  25
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  15
  3
  3
  4
  0
  3
  0
  Skills: Academic Knowledge (Engineering, Science), Common Knowledge (Dwarfs), Drive, Perception, Read/Write,
  Secret Language (Thieves’ Tongue), Silent Move, Speak Language (Khazalid),
  Talents: Frightening, Specialist Weapon Group (Engineer)
  Mutations: Rotting Skin – The Operator has the Frightening Talent, if he removes the sackcloth.
  Armour: Leather Apron
  Armour Points: Head 0, Arms 0, Body 1, Legs 0
  Weapons: Rusty Mace
  Trappings: The Machine, Engineer’s Kit, 6 Spikes
  Description: The Operator is the only Mutant with the skills to operate the Machine. His background is unknown to
  all but Alvaro, but he seems to be very intelligent and academically educated.
     His face is covered with sackcloth, leaving only his left eye and a mouth full of sharp teeth visible. The Operator is
  suffering from a throat cancer that has reduced his voice to an inarticulate hiss. He feels strangely perverted, familial
  love for the brothers, and he is utterly loyal to them. He will fight to his, welcomed, death.
  
  14
  The Stand-Off
  Backstage, Arias Froila attempts to flee to the surface
  by using an old Dwarf-made lift (see Map of the theatre,
  p. 19). He releases the weights holding the lift down
  and  jumps  on  board  as  it  starts  to  ascend.  But  his
  flight is intercepted by none other than Ezekel
  Aichorn who has made his way here via a secret
  passageway (the whereabouts of which he learned
  from Alvaro). Aichorn lunges for the brake lever on
  the other side of the room, leaving the lift hanging 5
  feet from the ground.
     When the PCs barge in, the men are in a stand-off;
  Aichorn can’t let go of the lever, and Froila can’t leave
  the lift. Both men plead to the PCs. Aichorn demands
  that they help him remove the heretic from the lift. He
  makes it very clear that if they disobey, they will all
  receive a heretic’s treatment as well. Froila, on the
  other hand, offers them money. He has the moneybox
  with  him,  and  is  ready  to  throw  them  each  20 gcs
  (adjust the sum to make it appealing to the PCs) if
  they help him escape.
     This scene is the dramatic climax to the scenario, so
  you should strive to make it a high-tension, exciting
  situation for your players, where their decisions
  determine the outcome.
     To create the appropriate mood of tension and haste
  for this scene, describe how the PCs hear the sounds
  of the Zealots ravaging the theatre get closer and
  closer;  how  they  can  smell  smoke  in  the  air  as  the
  Sigmarites are torching the place; how the two men
  frantically plead to them. Any discussion with Froila
  and Aichorn quickly degenerates into a shouting
  match, and Alvaro’s fate is bound to be brought up –
  either by Aichorn to condemn the Mutant and his
  brother, or by Arias to accuse the Knight of murder.
     You should strive to convey to your players the
  feeling that they are pressed for time, and decisions
  need  to  be  made  quickly.  The  PCs  could  try  talking
  Arias into giving himself up, or they could force him
  down from the lift. Alternately, they could attack
  Aichorn (he is a formidable opponent). Trying to
  convince the Knight Panther to let Arias go is a
  hopeless task, but he could be cleverly tricked into
  releasing the lever or attacking Froila. This is another
  opportunity for your players to show their role-playing
  skills, so let them shine. Allow them to be creative. If
  they can come up with a plausible way of solving the
  situation, then let them pull it off. To maintain the
  sense of urgency, or if they seem to take too much
  time thinking through the situation, you could
  consider setting them a time limit to decide what to
  do.
     Once the stand-off is defused, one way or the other,
  the PCs can use the lift to escape the theatre that is
  quickly becoming a deathtrap. As our principals reach
  the surface, the tale of the Theatre of the Damned has
  reached its final, and the PCs have played their part in
  the drama. There might be some loose ends to tie up,
  and these are discussed next.
  Aftermath
  As the pale morning dawns over the soot-tainted roofs
  of Nuln, the Theatre of the Damned is nothing but
  smoking ruins, whispers of its legend the only thing to
  remain. Most of the theatre-goers managed to escape,
  and, to the great astonishment of their fellow Nulners,
  crawl out of manholes all around the city. Within a few
  hours the PCs start hearing wild rumours of what
  brought about the theatre’s demise, and the fate of its
  Mutant thespians.
     The outcome of the scenario depends largely on the
  actions  of  the  PCs,  and  whom  they  decided  to  side
  with in the end. If they helped Captain Aichorn, he
  commends them on helping him rid the world of
  Mutant scum when he holds a public speech in front
  of huge pyres before burning the captured Mutants.
  Velko Popovich could also reward the players with a
  few Karls, if they bring him evidence of Arias’ demise.
  If they sided with Arias, they would do well to avoid
  any  knightly  patrols  from  now  on.  The  city  is  soon
  filled with wanted-posters of Mutants (and possibly
  the PCs). If Aichorn survived the encounter, they have
  made an enemy for life.
     Furthermore, if Arias escaped, he is looking to find
  his twin. It is up to you if Alvaro is still alive. Arias
  might ask for their help in trying to help him break
  Alvaro out.
     Most of the Brotherhood of the Oiled Palm is either
  captured or dead. Anton Schopranus has already fled
  Nuln,  and  might  have  it  in  for  the  PCs  if  he  has  a
  reason to suspect their involvement in the theatre’s
  downfall.
     If the PCs took the drafts from Alvaro’s desk, they
  might discover some very interesting secrets that you
  can use as hooks for further adventures.
  
  15
  Awarding Experience
  Act I
  �
  Finding Schopranus and getting tickets, 10 xp
  �
  Escaping the cordon, 10 xp
  Act II
  �
  Sewer encounters, 0-10 xp
  �
  Optional: dealing with the Brotherhood of the Oiled Palm, 10 xp
  �
  Getting to the Theatre of the Damned, 10 xp
  Act III
  �
  Finding out Arias and Alvaro are twins, 5 xp
  �
  Defeating the Machine, 15 xp
  �
  Defeating the Operator, 5 xp
  �
  Resolving the conflict between Aichorn and Froila, 10 xp (20 xp if there is no bloodshed)
  �
  Good role-playing, 5-30 xp
  Written by Matti Kekki, Mikko Savolainen, and Sami Uusitalo
  Special thanks to Eero ”Warden” Ruokolainen for proofreading and valuable comments.
  Cover, map, and banners by Pasi Juhola, www.darkcrafts.net
  Thanks to our playtesters: Pauli Kiova, Tommi Kujansuu, Tuomas Latvala, and Jari Åkerström
  
  16
  Dramatis Personae
  Arias Froila
  Career: Charlatan (ex-Entertainer)
  Race: Human
  Main Profile
  WS
  BS
  S 
  T 
  Ag
  Int
  WP
  Fel
  38
  33
  33
  38
  36
  43
  40
  60
  Secondary Profile
  A 
  W 
  SB
  TB
  M 
  Mag
  IP 
  FP
  1 
  15 
  3 
  3 
  4 
  0 
  1 
  0
  Skills: Blather, Charm, Common Knowledge (the
  Empire), Disguise, Performer (Playwright), Evaluate,
  Gossip, Haggle, Perception,
  Read/Write,
  Secret
  Language (Thieves’ Tongue), Silent Move, Speak
  Language (Reikspiel)
  Talents: Mimic, Scale Sheer Surface
  Armour: None
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Sword, Dagger
  Trappings: One Set of Good Craftsmanship
  Clothing, 1 Vial of Perfume, Moneybox with 100 gcs
  Description: Arias is a social and outgoing personality
  who has the ability to charm over anyone on first
  impression. He has always been the public face of the
  twins. He is quite ambitious and resourceful, but his
  concern for his younger brother has always kept him
  back. Because of this, he has recently felt thoughts of
  regret, bordering on bitterness. But now that Alvaro
  has gone missing, he is worried sick and intends to
  close the theatre to find his brother, and move on with
  him.
     Arias is a well-groomed, handsome man with wavy
  brown locks, and friendly brown eyes. His melodic
  voice is soft and emphatic.
  Alvaro Froila
  Career: Entertainer (Playwright)
  Race: Human (Mutant)
  Main Profile
  WS
  BS
  S 
  T 
  Ag
  Int
  WP
  Fel
  30
  25
  25
  40
  35
  42
  31
  26
  Secondary Profile
  A 
  W 
  SB
  TB
  M 
  Mag
  IP 
  FP
  1 
  12 
  2 
  4 
  4(2)
  0
   4
   0
  Skills: Common Knowledge (the Empire), Gossip
  +10%, Perception, Performer (Playwright) +10%,
  Read/Write, Secret Language (Thieves’ Tongue),
  Silent Move, Speak Language (Reikspiel)
  Talents: Mimic, Scale Sheer Surface, Tunnel Rat
  Mutations: Tentacle – Alvaro’s left hand is a tentacle,
  granting him +10% to all Grappling Tests.
  Armour: None (Head Cage)
  Armour Points: Head 1, Arms 0, Body 0, Legs 0
  Weapons: None
  Trappings: Hair Shirt, Head Cage, Manacles
  Description: Because of his mutation, Alvaro has
  always lived a life of hiding. Even though their parents
  loved them in equal measure, Alvaro has always shied
  away from people. He rarely speaks with anyone
  besides Arias. He loves his brother deeply, and he feels
  camaraderie with the Mutant thespians.
     Alvaro looks very much like his brother, except that
  he is thinner, and his skin has an unhealthy pallor to it.
  His eyes are sunken, and his hair an oily, tangled mess.
  Alvaro’s left hand is a bluish-purple tentacle.
  Overwhelmed with shame, he keeps it hidden under
  loose clothing.
  
  17
  Anton Schopranus
  Career: Racketeer (ex-Thug)
  Race: Human
  Main Profile
  WS
  BS
   S
  T 
  Ag 
  Int 
  WP
  Fel
  50 
  40 
  37 
  35 
  40 
  35 
  37 
  31
  Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP
  2 
  15 
  3
  3
  4
  0
  0
  0
  Skills: Command, Common Knowledge (the Empire),
  Consume Alcohol, Dodge Blow, Evaluate, Gamble,
  Gossip, Intimidate, Haggle, Perception, Shadowing,
  Secret Language (Thieves’ Tongue)
  Talents: Cool-headed, Disarm, Menacing, Streetwise,
  Streetfighting, Strike to Stun, Wrestling
  Armour: Leather Jerkin
  Armour points: Head 0, Arms 0, Body 1, Legs 0
  Weapons: Hand weapon (Sword), Knuckledusters
  Trappings: Hooded  Cape,  20 gcs (100 gcs stashed
  away)
  Description: In his lifetime of crime, Anton
  Schopranus slowly rose through the ranks to become
  one of the many Racketeers in Nuln’s underworld,
  although he still was, at best, a minor influence. But all
  that changed when his relationship with the Froila
  brothers  turned  out  to  be  a  goose  that  lays  golden
  eggs. He has reaped in great profits from the theatre,
  but now he fears that the more powerful gangs have
  turned their greedy gazes on his businesses.
     This devout Ranaldite can be quite ruthless, but also
  calculating. He will only go against weaker opponents
  and tries to avoid any direct confrontations, trusting
  he  can  bully  people  into  submission.  He  is  a  rather
  good judge of character.
     Anton Schopranus is a heavy-set man with beady-
  eyes, and a receding hairline. He can be quite animated
  when excited, frantically waving his arms around.
  Ezekel Aichorn
  Career: Captain (ex-Knight, ex-Squire)
  Race: Human
  Main Profile
  WS
  BS
  S 
  T 
  Ag
  Int
  WP
  Fel
  60
  40
  50
  50
  45
  45
  45
  30
  Secondary Profile
  A 
  W 
  SB
  TB
  M 
  Mag
  IP 
  FP
  3 
  17 
  5 
  5 
  4 
  0 
  1 
  0
  Skills: Academic Knowledge (Heraldry, Strategy),
  Animal Care, Animal Training, Charm, Command,
  Common Knowledge (the Empire), Dodge Blow,
  Gossip, Intimidate, Perception, Ride, Secret Language
  (Battle Tongue), Speak (Reikspiel, Tilean), Torture
  Talents: Coolheaded, Dealmaker, Etiquette, Lightning
  Parry, Menacing, Specialist Weapon Group (Cavalry,
  Flail), Strike To Injure, Sturdy, Warrior Born
  Armour: Full Plate Armour (No Helmet but 1 point
  from the Skull Plate)
  Armour Points: Head 1, Arms 5, Body 5, Legs 5
  Weapons: Flail
  Trappings: Destrier with Full Plate Barding, Saddle
  and Harness, 30 gcs
  Description: Ezekel Aichorn is the Captain of the
  Knights Panther in Nuln, and as the Order is fanatical
  about abolishing the Empire of Mutants, he is the man
  in  charge  of  the  hunt  in  these  parts.  The  Captain  is
  often seen patrolling the streets on his warhorse,
  sowing the seeds of fear.
     Captain Aichorn is probably the most dreaded man
  in Nuln. This is because, for ten years now, he has
  been the man who comes to collect newborn Mutants
  as the parents report them to the authorities. Everyone
  trying to hide a Mutant child knows that Aichorn will
  come for them – and sooner rather than later.
     Ezekel is an imposing character. He has dark eyes,
  emotionless like a shark’s, and he is bald except for a
  metal skull plate bolted on the back of his head due to
  an injury suffered during the Storm of Chaos. The
  plate is engraved with prayers from the Deus Sigmar.
  His armour is covered in seals and prayer strips, and a
  pelt of a black panther covers his massive shoulders.
  
  18
  Zealots
  Career: Zealot
  Race: Human
  Main Profile
  WS
  BS
  S 
  T 
  Ag
  Int
  WP
  Fel
  40
  30
  45
  35
  32
  28
  38
  28
  Secondary Profile
  A 
  W 
  SB
  TB
  M 
  Mag
  IP 
  FP
  1 
  14 
  4 
  3 
  4 
  0 
  1 
  0
  Skills: Academic Knowledge (Theology), Charm,
  Common Knowledge (the Empire), Intimidate,
  Read/Write
  Talents: Hardy, Public Speaking, Specialist Weapon
  Group (Flail), Very Strong
  Armour: Leather Jack
  Armour Points: Head 0, Arms 1, Body 1, Legs 0
  Weapons: Flail
  Trappings: Bottle of Spirits, Prayer Book
  Description: These fanatics are devout followers of
  Sigmar who believe their God is doing his holy work
  through the bloody hands of Ezekel Aichorn. The
  Zealots are unwavering in their courage, and they are
  ready to mete out their God’s vengeance at a
  moment’s notice. They are utterly loyal to Aichorn and
  willingly obey all of his commands.
     Their skin is covered with ritual tattoos and scarring,
  and prayer ribbons flap on their tattered robes. Many
  of them have a prayer book strapped to their backs.
  Damned Thespians
  Career: Entertainer
  Race: Human (Mutant)
  Main Profile
  WS
  BS
  S 
  T 
  Ag
  Int
  WP
  Fel
  30 
  29 
  30 
  30 
  33 
  28 
  30 
  32
  Secondary Profile
  A 
  W 
  SB
  TB
  M 
  Mag
  IP
  FP
  1 
  12 
  3 
  3 
  4 
  0 
  2 
  0
  Skills: Blather, Charm, Gossip, Perception, Performer
  (any two), Silent Move, Speak Language (Reikspiel)
  Talents: Public Speaking, Resistance to Disease,
  Tunnel Rat
  Mutations: See WFRP p. 229. If you have access to Tome of
  Corruption, it is preferable to use its much more exhaustive list
  of mutations.
  Armour: None
  Armour points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Dagger
  Trappings:
  Trade Tools (Performer), Worn-out
  Costume
  Nobles
  Use Rake stats, WFRP p. 235.
  Bodyguards
  Use Sell-sword stats, WFRP p. 235.
  
  19
  Map of the theatre
  1 - The Stage and The Machine
  See Behind the Scenes, p. 13, for description.
  2 - Backstage
  This room is where all the mouldy props,
  sets and decaying scenery are stored. This is
  also a place for actors awaiting an entrance
  during a play.
  3 - Prompt Box
  The prompt box is a place at the side of the
  stage where Alvaro is usually located during
  plays, 
  in 
  order 
  to 
  coordinate 
  the
  performance and prompt the performers
  when necessary. Now, the Prompter, a
  Mutant with scores of mouths on his body,
  is  trapped  here  because  his  leg  has  burst
  through a decayed floorboard.  He pleads
  the PCs to release him before the Zealots
  get to him.
  4 - Changing Rooms
  These  are  small  changing  rooms  for  the
  thespians. A Mutant dressed as the Countess
  is hiding in one of the rooms. Although
  unarmed, she will fight if cornered.
  5 - Wardrobe
  All the costumes are kept on racks in this
  large room. The costumes are of poor
  quality, moth-eaten, and most have been modified to conceal mutations of one kind or another.
  6 - Arias and Alvaro’s Quarters
  The twins live here. The door is locked and must be opened with a successful Average (+0%) Pick Locks Test or
  Routine (+10%) Strength Test.  The  room  is  a  mess.  It  smells  heavily  of  Mandrake  Root  (both  brothers  use  is
  occasionally). There are two mattresses in the corner. A desk is littered with unfinished scripts and quills, and on the
  wall above it several charcoal sketches of Anita von Liebeskummer are hung (her name is written on some of them).
  7 - The Lift-Room
  This room contains an ancient lift built by the Dwarfs. See The Stand-Off p. 14.
  8 – Secret Passage
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Strike-To-Stun Forums/Adventures/WFRP Theatre of the Damned.pdf