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  2 
   
  Warhammer Fantasy Roleplay © Games Workshop Limited 1986, 2005. This edition © Games Workshop Limited 2012. Games 
  Workshop, Warhammer, Warhammer Fantasy Roleplay, the foregoing marks’ respective logos and all associated marks, logos, places, 
  names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, 
  products and illustrations from the Warhammer World and Warhammer Fantasy Roleplay game setting are either ®, TM and/or © Games 
  Workshop Ltd 1986-2012, variably registered in the UK and other countries around the world. This edition published under license to 
  Fantasy Flight Publishing Inc. Fantasy Flight Games and the FFG logos are trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved 
  to their respective owners. 
   
  Taking It Elsewhere 
  Riverfolk are even more superstitious and paranoid than 
  the rest of the Empire and similar stories and beliefs exists 
  in regards to all the major waterways like the Slaughterer 
  of Stir, or the Terror of Talabec, etc. Therefore, the GM 
  can easily take the Beast from Bögen and use it in any 
  other major river crossing the Empire. And Marienburgers 
  probably have their own mythical monsters as well. 
   
  Five Truths about the Beast of Bögen 
  “Have you heard the story about the Beast of 
  Bögen, stranger?”  One cannot travel the River 
  Bögen without having to answer this question 
  before long. Tales of the Beast of Bögen have 
  been told around those parts for as long as 
  anyone can remember, and everyone who lives 
  by the Bögen or plies their trade on its murky 
  waves knows someone, who knows someone, 
  whose brother actually saw the Beast once. 
  Travelers and outsiders usually consider these 
  stories nothing more than harmless old wives’ 
  tales, stories meant to frighten unruly children, or 
  fishermen’s 
  drunken 
  yarns. 
  However, 
  Old 
  Worlders are a superstitious lot and many believe 
  unknown things still lurk in the shadows of the 
  world… 
  Using the Beast of Bögen 
  Five Truths about the Beast of Bögen is suitable 
  for characters of any experience level. For the 
  purposes of the scenario it is assumed that the 
  Player Characters are travelling in a river boat 
  along the River Bögen, but the events described 
  here could take place along any of the many 
  rivers within Sigmar’s Empire and with a little 
  work even the river can be replaced with a road if 
  the PCs prefer travelling by coach. In addition to 
  the core rulebook 2nd edition sourcebook The 
  WFRP Companion could be useful, but not 
  mandatory since all the necessary information for 
  running the scenario is provided. 
   
  As adventurers are wont to travel quite a bit, a 
  colorful distraction is called for every now and 
  then, and Five Truths about the Beast of Bögen 
  can be used to make an otherwise uneventful trip 
  unforgettable. During the events of the scenario 
  the PCs hear four different stories about the 
  Beast before coming face to face with the 
  mythical monster themselves and realizing that 
  all lies contain at least a grain of truth.  
   
  Five Truths about the Beast of Bögen can be used 
  to compliment the GM’s current campaign, it can 
  be included as a side-plot in an ongoing 
  adventure, or it can serve as an evening’s 
  entertainment for those times when the GM 
  suddenly needs to pull something out of his hat. 
  However, due to the nature and structure of the 
  story, it probably works best when the events 
  described here are interwoven in an ongoing 
  adventure or used as interludes between other 
  short scenarios. 
   
  Written by: Sami Uusitalo (sami.uusitalo1@gmail.com) 
  Cover and art by: Pasi Juhola (http://pahapasi.deviantart.com/) 
  Thanks to Lauri Maijala, Jay Hafner and Ralph Seller for their comments. 
   
   
  
  3 
   
  A Long Time Ago on a River Far, Far Away… 
  The River Bögen is a tributary of the might River 
  Reik, and a relatively important one for 
  commerce.  Coming from the Reik, one must pass 
  through the Weissbruck Canal in order to get to 
  Bögenhafen. Travel along the canal takes almost 
  three days and the trip on the Bögen another 
  four days. As soon as the PCs arrive in Weissbruck 
  they can’t avoid hearing stories and rumors about 
  the horrible Beast of Bögen. It seems there 
  haven’t been this many sightings of the beast 
  since the Great Scare twenty years ago.  
  The scenario is written assuming the PCs are 
  travelling 
  from 
  Weissbruck 
  Canal 
  towards 
  Bögenhafen, but they could just as well be 
  heading the other way. The PCs should hear the 
  following four stories during their trip along the 
  canal or during the first two or three days of their 
  journey on the River Bögen. The Truths are 
  interchangeable; the GM can introduce them in 
  any order. 
  Telling the Tales 
  The GM should strive to make the following 
  scenes with the NPCs as engaging as possible. Get 
  the characters involved in the story being told, 
  have them ask questions, have the NPCs ask 
  them what they think happened next, or ask 
  them their opinion regarding the Beast. Let them 
  tell you what they find interesting and what they 
  believe the Beast of Bögen is all about. You could 
  even turn these tales into short cut-scenes, 
  where players play the different NPCs involved in 
  the story (see Appendix I). 
   
   
  Additional Rumors 
  You can use these rumors when the PCs meet NPCs along the Bögen, especially when they inquire about the beast. 
   
  There isn’t just one beast, but many. 
   
  The Beast is actually a school of predatory Reikeels. 
   
  Priests of Manann can bless your vessel against the Beast’s attacks. Naturally, they will ask for a small 
  donation… 
   
  This scale of the Beast I just bought will bring me good fortune. 
   
  An armor made from the Beast’s scales can turn aside all blows. 
   
  They say the blood of the Beast cures all ills. And inhaling powder made from its tusk assures your 
  manhood never goes down. 
   
  The Beast only attacks during the night/day/when Mannslieb is full etc. 
   
  Killing an albatross in flight incurs the Beast’s wrath. 
   
  There is no Beast, it is just a bunch of wreckers/followers of Stromfels using these tales to create fear and 
  cover their crimes. 
   
  They say long ago a Sea-elf She-elf was captured by river pirates and suffered greatly. With her dying 
  breath she cursed the river – the Beast is her curse manifest. 
   
  It is not a beast at all, I tells you! It is a contraption that’s made of wood and breathes steam. And it can 
  swim under water! And it is operated by rats that walk like men!  
   
  The Beast can attack overland as well! Just last week old Gunther had just one drink, but the Beast came 
  and put a spell on him so that he passed out - and then burnt his sauna. 
   
  
  4 
   
  No Sea Legs? 
  If the party is travelling by coach or foot, the GM 
  can still feed them the tales in Weissbruck as well 
  as in the coaching inns and taverns along the 
  Bögenhafen road. And when they have to take a 
  ferry to cross the river the Beast emerges. Or the 
  roads could be closed because of brigand attacks 
  and the PCs have to board a barge… 
   
  The First Truth - Mannfried’s Tale 
   
  This encounter takes place soon after the PCs 
  have cleared the Weissbruck Canal and on their 
  way up the Bögen.  After a day or so of travel 
  they stop at a small town to resupply, check the 
  boat for any damages, and spend the night. As 
  the PCs arrive, they figure they should have 
  maybe an hour of daylight left.  
   
  The town seems like your typical, lively, Imperial 
  town. Narrow cobblestone streets twist and turn 
  between wooden shanties and one and two-
  storey timber townhouses. Regardless the fact 
  that the sun is setting and the shadows are 
  quickly growing longer, people are out and about, 
  and small squares here and there are crowded 
  with carts, stalls, and vendors. It seems there is 
  much bustle about town as people are getting 
  ready to celebrate some local festival. 
  Finding lodging can prove a bit tricky under the 
  circumstances, but the PCs should be able to find 
  lower class accommodation, maybe after a 
  successful Average (+0%) Haggle Test. Asking any 
  locals will quickly inform them what the fuss is all 
  about: the locals are celebrating their annual 
  Flood Festival. 
  Around half a century ago, the towns in this part 
  were almost completely drowned as the Bögen 
  experienced unprecedented flooding.  After the 
  towns and villages were rebuilt, the people 
  started celebrating an annual Flood Festival. It 
  started as small gatherings of people praying and 
  making sacrifices to the gods in order to appease 
  them and be spared from facing such a calamity 
  again. Since then the event has transformed into 
  a merrier time of celebration, although the initial 
  meaning has not been completely lost. 
  The Flood Festival  
  The Flood Festival starts at sunset, when the 
  villagers gather at the riverbank. Families light 
  candles and place them on beautiful, skilfully 
  carved wooden icons of Manann, Taal and Rhya, 
  and Sigmar. Then, with prayers to these gods, 
  they gently set the icons down and let the 
  receding current carry the floating candles down 
  the Bögen. This custom is believed to ensure 
  good fortune for the coming year. Then, drinking, 
  singing and dancing commence and continue 
  throughout the night. 
  The PCs are encouraged to take part in the 
  festivities by the welcoming locals. They are free 
  to partake any way they see fit, but the GM 
  should make sure that at least one or two of 
  them see the following. A burly, thick bearded 
  fisherman makes his way through the crowd with 
  a skinny friend in tow. Both men are clearly 
  enjoying themselves as they are stinking drunk 
  and singing obnoxiously. A short moment later 
  two foreign men, Cathayans, who are not drunk 
  in the least, make their way through the crowd 
  slowly but with determination. An Average (+0%) 
  Perception Test reveals that their gaze is fixed on 
  the two drunken fishermen and that they are 
  armed.  If the PCs decide to follow, the GM 
  should use a group of revellers, a fetching wench 
  or any such ruse to intercept them just long 
  enough for the men to disappear from sight. They 
  get to meet them soon enough, though. 
  
  5 
   
  What are the Cathayans up to? 
  The Cathayan Trading Company is a front for a group of 
  sorcerers and necromancers exiled from Cathay. These 
  vile men have made the Empire their new home to 
  continue their foul experiments in dark maleficium. 
  They use the Cathayan Trading Company to smuggle 
  equipment and corpses for them. One of their secret 
  cabals operates in Bögenhafen. 
   
  The Morning After 
  As the next morning dawns, the PCs will at some 
  point make their way towards the pier and their 
  boat. On the way there they run into the skinny 
  fisherman from last night, who is still drunk. The 
  man, Frantz, is calling out to his friend Mannfried, 
  trying to find him (for stats se p. 16). If the PCs 
  ask him about it, he, drunkenly and at length, 
  explains that his friend just disappeared last night 
  and has been missing since. 
  If the PCs decide not to help Frantz, skip directly 
  to Suspicious Foreigners below. However, if they 
  choose to help Frantz, have them decide where 
  to start looking for the missing fisherman.  His 
  friend is totally useless, and will only lead them 
  randomly from one place to the next while 
  recounting their debaucheries from last night. 
  The GM should play up Frantz as an annoyance as 
  well as a source of some humour (if that suits 
  your style). Have the PCs make some Easy (+20%) 
  Search or Gossip Tests to learn hints where 
  Mannfried and Frantz have been spotted last 
  night. With a success of two or more degrees 
  they learn, from a tavern keeper or a maid 
  perhaps, that some suspicious foreigners seemed 
  to be interested in the men last night. The clues 
  should eventually lead the impromptu search 
  party to the warehouse district near the docks. 
  Suspicious Foreigners 
  The warehouse district is a maze of narrow 
  streets and back-alleys that twist and turn 
  without rhyme or reason. Furthermore, the 
  dilapidated, shabby warehouses have been built 
  without any general plan or design, with some of 
  them built on top of the old ones and many 
  leaning precariously over the streets, casting the 
  whole area in shadow. 
  Here the PCs run into the Cathayans (for stats se 
  p. 16) that followed the two fishermen last night 
  (by accident, if they decided not to help Frantz). 
  The men are dressed in flowing black silk shirts 
  with frog buttons and high collars traditional to 
  their native land. Both are clearly armed. The 
  men are pulling a cart with a tarp covering its 
  cargo – dead bodies and Mannfried, who they 
  think is dead (see What are the Cathayans up 
  to?).  
  If the PCs confront the Cathayans, they will not 
  under any circumstances reveal their cargo to the 
  PCs. If the PCs try to force them, a fight ensues 
  unless the Cathayans are clearly outnumbered in 
  which case they try to flee. 
  If they seem at a loss what to do, or if they decide 
  not to interfere, or if the situation drags, 
  Mannfried (who is under the tarp having been 
  knocked out and believed dead) suddenly comes 
  to and tries to escape from under the tarp. The 
  same thing happens after a block or so if the PCs 
  decide to shadow the Cathayans. Mannfried’s 
  sudden resurrection surprises his captors as 
  much as anyone else and they try to knock him 
  out again. Frantz tries to interfere. A fight ensues 
  unless the Cathayans are clearly outnumbered in 
  which case they try to flee. 
  Once the PCs have saved Mannfried, he and 
  Frantz want to show their gratitude by treating 
  them to a round at a local tavern (which the PCs 
  may very well end up paying for). While having 
  the drinks, Mannfried tells them how one of the 
  Cathayans suddenly appeared in front of him last 
  night, blocking his way. He was about to punch 
  the guy in the face when someone knocked him 
  out cold. The next thing he knew, he woke up on 
  a pile of dead bodies. More importantly, 
  
  6 
   
  Mannfried also shares his story about the Beast 
  of Bögen with them. 
  Mannfried’s Tale 
  Mannfried breaks into a long and winded story 
  that often gets tangled up in insignificant detail 
  (another pint will help get the story going again). 
  His story goes like this… 
  It had been a long day for Mannfried and his 
  father in one of their favorite fishing spots near 
  the Seat of Manann, a huge statue that sits in the 
  middle of the river. It is a place where rhombus 
  (fat fish with hairy backs) really take the bait. The 
  sun was already setting and they were getting 
  ready to return when, without any warning, the 
  river turned pitch black and tarlike, and a horrible 
  stench made them retch. They hadn’t seen 
  anything like it before. But that wasn’t the end of 
  it. Just then, a huge fishlike behemoth burst from 
  the depths! It was a huge, gray-black monster 
  with teeth like a shark’s, just ten times bigger and 
  razor-sharp! It crashed against their boat, almost 
  upending the vessel, and Sven, the third member 
  of their small crew and as honest an Averlander 
  there ever was, fell into the river. The men fought 
  to pull Sven back in, but the thing yanked him 
  under. 
  The Beast disappeared into the black waters, but 
  the tarlike substance prevented them from 
  moving. After the longest moment of dead calm 
  and without any advance warning the Beast 
  attacked again. It landed on the aft of the boat, 
  its weight forcing the stern under. Mannfried was 
  able to get a hold of the mast, but his father fell 
  and slid down the slippery deck right towards the 
  Beast. He kicked at the monster and struck it with 
  his knife, but the blows just glanced of its iron 
  hard scales. The Beast caught his father and bit 
  the kicking and screaming man in half with one 
  snap of its huge jaws – and he was no small man 
  either! 
  Its eyes, black and gleaming on stalks, turned 
  towards Mannfried and its blood drenched jaws 
  snapped in anticipation. Mannfried’s eyes caught 
  sight of a torch they used to light their way in the 
  dark. Mad with panic, he did the only thing he 
  could think of and swung the torch at the Beast. 
  To his complete surprise it let out a long, loud 
  shriek and disappeared under the waves. 
  Mannfried doesn’t remember how he got back, 
  but the Beast did not return. He must have 
  frightened it off. 
   
  What others say about Mannfried’s story? 
  The poor man’s father was a drunkard and a fool. 
  They probably got wasted on the river, run their 
  boat on the rocks, and the fool managed to 
  drown himself. 
   
   
  
  7 
   
  The Second Truth – Tomas Spanner’s Story 
   
  This encounter takes place in Weissbruck or any 
  other larger town along the way. While the PCs 
  are making their way about the town they are 
  alerted by angry shouting. Just as they see a 
  gathered crowd, have one or two of the PCs 
  make an Average (+0%) Dexterity Test to dodge 
  a few cabbage heads suddenly flying their way 
  over the curious onlookers (hits do not cause any 
  damage). 
  As they push through the crowd the following 
  scene opens before the PCs. At the feet of an old, 
  crooked bell tower two scrawny scribes try to 
  protect themselves against an onslaught of 
  cabbage heads, tomatoes and apples while trying 
  to prevent their attacker from entering the 
  tower. The man pelting them with edibles is a red 
  faced Noble, who hurls insults at someone called 
  Spanner, insisting that the man comes down to 
  face him for disgracing his daughter’s honor. 
  While shouting angrily at Spanner, the Noble 
  continues to grab more ammo from the wares of 
  a helpless vendor. The target of the Noble’s 
  wrath stands on a balcony at the top of the bell 
  tower trying to make his voice heard to plead 
  innocence of any wrongdoing.  
  As soon as the vendor sees the PCs emerging 
  through the crowd he pleads them to stop this 
  madness. The vendor quickly explains that the 
  Noble, Kastor von Steinhofer, accuses Spanner of 
  using his spyglass to spy on his daughter from 
  atop the bell tower. Allow the PCs to get creative 
  and roleplay out how they defuse the situation. 
  Defusing the Situation 
  Calming down von Steinhofer requires a 
  successful Challenging (-10%) Charm, Haggle or 
  Blather Test. Trying to subdue the elderly Noble 
  would not be too challenging were it not for his 
  Champion who stands by, watching the show 
  with an impassionate expression. The PCs can try 
  to convince Spanner to come down with a 
  successful Average (+0%) Charm or Intimidation 
  Test, providing that they can convince him he will 
  not be harmed. The scribes, Spanner’s assistants, 
  will try to bar anyone entry into the bell tower, 
  but will make way at first sight of true violence. 
  For all stats, see p. 18. 
  Spanner is a cartographer and he claims he is 
  doing important observations. If the PCs visit the 
  top of the tower they can see that there indeed is 
  a view to Kristina von Steinhofer’s bedroom from 
  the balcony. The spyglass points to the river at 
  the moment, but a closer inspection (and maybe 
  a Routine (+10%) Perception Test) reveals signs 
  in the dirt/dust that the spyglass was previously 
  placed in a spot with a clear line of sight into the 
  girl’s bedroom. What the PCs do with this 
  information is up to them. 
  After a while, the PCs should be able to defuse 
  the 
  situation, 
  maybe 
  by 
  convincing 
  von 
  Steinhofer that nothing happened and that 
  Spanner will continue his observations in a 
  different location in the future. One of them 
  could also face the Noble’s Champion in a duel to 
  see honor restored. Spanner will be grateful if he 
  is not thrown into jail or his equipment isn’t 
  ruined and he will offer to treat the PCs to a 
  dinner at a local restaurant as a sign of gratitude. 
  If you want to make things interesting during the 
  dinner, you can have Kristina von Steinhofer 
  make an appearance. During dinner Spanner will 
  tell them his Beast of Bögen story. 
  Tomas Spanner’s Story 
  Tomas has been obsessed with charting the River 
  Bögen ever since his encounter with the Beast. 
  Here is his story… 
  
  8 
   
  Spanner was travelling the river towards 
  Bögenhafen when their vessel reached a strange 
  pass at nightfall. The ship slowly glided between 
  the imposing rockwalls rising on both banks. 
  Spanner and the ship’s crew could see several 
  caves on the walls on both sides and sharp rocks 
  jutting from the river just above the waterline 
  were decorated with 
  numerous sculptures 
  of unknown creatures 
  that sent shivers down 
  their spines. Under 
  the quickly growing 
  shadows it seemed to 
  the cartographer like 
  some of the 
  rock 
  formations and cave 
  mouths had almost 
  bestial 
  features 
  to 
  them, 
  like 
  huge, 
  distorted faces leered 
  at them from all sides.  
  Suddenly and without 
  any warning, storm 
  clouds rolled in and darkness enveloped them. 
  Spanner could hear thunder roar in the distance 
  and lightning struck somewhere in the clouds. 
  The crew looked around nervously and many 
  made signs of Manann. Some even whispered the 
  name of Stromfels, before the first mate struck 
  one of the men on the mouth.  
  Despite of the strong winds, a horrible stench 
  filled the pass. And then, just as lightning lit up 
  the sky, Tomas saw purple-blue tentacles burst 
  forth from beneath the waves. They grabbed 
  several men and dragged them kicking and 
  screaming into the river. The men drew weapons 
  and captain Stübing tried to organize the 
  panicking men into a desperate defense. They 
  hacked at the tentacles, managing to make them 
  bleed and even cut one of them off, but again 
  and again the monstrous things attacked.  
  As the ship was coming all the way from 
  Marienburg, they had one of the Priest-
  Navigators of Manann from the Order of 
  Albatross with them. The navigator gathered the 
  men around him at the bow. Shouting into the 
  wind he led them all in a prayer to Manann. 
  Tomas hung on to the man’s leg and prayed like 
  never before. In a 
  fierce 
  protest 
  the 
  winds 
  howled 
  maddeningly in the 
  caves on both sides of 
  the pass and still the 
  tentacles 
  dragged 
  men, 
  including 
  the 
  captain, 
  into 
  their 
  deaths. In a desperate 
  last effort, the Priest-
  Navigator threw his 
  amulet 
  of 
  Manann 
  into the river and the 
  river started boiling 
  and hissing angrily - 
  and 
  suddenly 
  the 
  tentacles withdrew. Soon the storm clouds 
  cracked and Bögen settled like nothing had 
  happened. 
  Since then, Tomas Spanner has been charting the 
  River Bögen, trying to find that eerie pass again. It 
  is not marked on any maps, and although some 
  claim to have heard of it, no one has actually 
  seen it. Tomas is obsessed with finding the Pass 
  of the Beast and has been travelling up and down 
  the Bögen in a desperate attempt to find it. 
   
  What others say about Spanner’s story? 
  The man is a known Black Snuff addict. That 
  damned poison probably made him see all kinds 
  of things. He has been in the clear ever since his 
  encounter with the Beast, though. Probably 
  explains why he hasn’t seen it since, if you know 
  what I mean. 
   
  
  9 
   
  The Third Truth - Sergeant Winterhalter’s Version 
   
  This scene takes place when the PCs are visiting a 
  settlement and they have gone ashore. It might 
  make things more interesting if one or two of 
  them stay behind. As the rest of them are about 
  to return, a group of wildmen storm their vessel. 
  These Wreckers are cultists of Stromfels and they 
  are here to steal the PCs’ riverboat (for stats, see 
  p. 17). 
  If some of the PCs stayed behind in the barge, 
  have them take a few Silent Move Tests to stay 
  hidden. If they are found or try not to hide in the 
  first place, the Cultists close in on them with 
  thirst for murder in their eyes and rusty, wicked 
  looking blades held aloft. However, they are 
  interrupted by the arrival of the authorities. 
  Riverwarden Sergeant Winterhalter arrives just 
  before the rest of the PCs and opens fire on the 
  Cultists before taking cover behind a row of 
  barrels (for stats, see p. 18). 
  The PCs hear the rapport of the gun shot and see 
  both Winterhalter and the Cultists as they arrive 
  at the scene. With the help of the Sergeant the 
  PCs have to reclaim their boat. If the Cultists have 
  captured any PCs who were aboard, they will use 
  them as hostages to flee when things turn sour 
  for them. If things take a turn for the worse for 
  the PCs, more Riverwardens arrive at the scene in 
  d10/2 rounds. 
  After the Wreckers have been defeated, Sergeant 
  Winterhalter helps the PCs to clear up the mess. 
  He tells the PCs that the men were Cultists of 
  Stromfels and they worship the Beast of Bögen. 
  He will then, at a suitable moment, share his own 
  Beast of Bögen story with them. 
  Sergeant Winterhalter’s Version 
  Sergeant Winterhalter came face to face with the 
  Beast several years ago, when he was still a 
  young man learning the ins and outs of his 
  profession. During a routine patrol down the river 
  his patrol came across a small flotilla of brightly 
  painted, poorly maintained boats cluttered with 
  pots, pans and all kinds of random paraphernalia. 
  It was exactly the kind of typical small boat 
  community the river Strigany are usually moored 
  in. The riverwardens often received complaints 
  how the Strigany sold fake charms and potions to 
  the superstitious riverfolk. 
  Usually such communities are lively places, but 
  this one seemed eerily quiet. A horrendous 
  stench hung in the air above the flotilla. 
  Suspecting the worst, the riverwardens boarded 
  one of the ships. They found the canvas covering 
  the boat torn and the interior stained with blood. 
  Pistols at the ready, they started along the 
  gangways, moving from ship to ship, pushing 
  aside bloody and torn clothes left hanging on 
  lines drawn between the boats.  
  Finally, they came to a boat at the center of the 
  community. There, on the deck of that bright red 
  ship was something that Winterhalter can only 
  describe as if the riverbed itself had come alive 
  and dragged itself aboard the ship. The hulking 
  mass was ripping the arms of one of the Strigany 
  to eat it. The sight and the stench were so 
  unbearable that several of the riverwardens 
  threw up.  
  The Beasts was alerted to their presence. It cast 
  the Strigany’s body aside and charged the 
  wardens. The men fired. The shots ripped apart 
  sediment and rotting vegetation, but did little to 
  slow the monster down. It charged their sergeant 
  and with one swing of its huge arms sent the 
  man’s broken body flying from one boat to the 
  next. Right then, the rest of them fled. 
  What followed was a horrible game of cat and 
  mouse inside the flotilla. The Beast chased 
  
  10 
   
  Mannricht from one boat to the next. He tried to 
  dodge pots and pans hanging in his way and 
  avoid rotting floorboards. He could hear the 
  Beast closing in on him. Somehow, Winterhalter 
  managed to hide behind a sheet left hanging out 
  to dry. He heard the Beast stomp around the 
  deck, rummaging through possible hidey-holes. 
  Suddenly it tore down the sheet and stared right 
  at the riverwarden. The Beast looked straight at 
  him and Winterhalter found himself frozen in 
  fear, unable to even lift his pistol. The Beast just 
  stood there – and then slowly moved away in 
  what seemed to Mannricht like slight confusion. 
  He hadn’t moved, and the beast had not seen 
  him. 
  Once he could hear the beast on the other side of 
  the flotilla he dashed to their patrol boat. Again, 
  he could hear the Beast start after him. He got 
  aboard, ran to the heavy blunderbuss mounted 
  on the prow and fired just as the Beast was 
  climbing aboard. The shot drove the Beast into 
  the river and it disappeared under the waves. 
  What others say about Winterhalter’s story? 
  The riverwardens in these parts are especially 
  brutal and suspicious towards the Strigany. This 
  story is just an attempt to cover up their 
  massacre of those pariahs. 
   
   
  
  11 
   
  The Fourth Truth - Marius Raab’s Recollection 
   
  The characters can meet Marius Raab almost 
  anywhere along the river as he is a riverboat 
  captain. As the PCs pass Raab’s ship along the 
  river, the Captain waves them over. His barge, 
  Beast of Bögen, has grazed an underwater rock 
  and they are taking in water. Captain Raab asks 
  for help with repairs and possible needs them to 
  tow the Beast to the nearest town. As per the 
  laws of the river, they really have no other option 
  but to help him. 
  To help with the repairs the GM should have the 
  PCs use any relevant skills and tools they at their 
  disposal. There could be an injured sailor or two. 
  Or if one of the PCs is a Priest, one of the sailors 
  could have deceased and his body needs to be 
  blessed. 
  In his younger days Marius Raab was a smuggler 
  and a fiend (for stats, see p. 19). Although mostly 
  law-abiding nowadays, he hasn’t completely 
  abandoned his old ways. Raab has four long 
  wooden boxes partly hidden in the cargo hold. 
  These boxes contain dead bodies wrapped in 
  shrouds, and he is smuggling them for the 
  Cathayan Trading Company (see What are the 
  Cathayans up to? p. 5). If the PCs want to snoop 
  around to find out what is in the boxes, they have 
  to succeed in an Average (+0%) Silent Move Test 
  and a Routine (+10%) Strength Test to open the 
  boxes unseen. 
  Confronting Captain Raab about the corpses 
  could very well lead to trouble unless the 
  characters are very careful with how they handle 
  things. In such a case, any confrontation should 
  wait until after Raab has had a chance to share 
  his Beast of Bögen story with the PCs. 
  During the repairs, or when they get ready to tow 
  the Beast, Marius Raab tells the PCs his Beast of 
  Bögen story. It could come up as they discuss the 
  name of the vessel, or the PCs could mention one 
  of the many rumors they have heard about the 
  mythical creature etc. 
  Marius Raab’s Recollection 
  Marius and his crew of thugs and miscreants 
  were smuggling a shipment of Bretonnian brandy 
  from Altdorf to Bögenhafen. In the capital a pale 
  She-Elf approached the smuggler and offered to 
  pay good money for a passage of the no-
  questions-asked variety. He had taken the deal, 
  and would later be glad that he did. 
  Just a day or two before they were scheduled to 
  reach their destination, Raab and his crew arrived 
  at a small skerry just as the sun was setting. On 
  the small, rocky island stood a crooked, 
  abandoned lighthouse long since fallen into 
  disrepair and ruin. They moored at the rotten and 
  precarious looking jetty to investigate. Some of 
  the men ventured to the bottom of the tower 
  and reported curious, weather-beaten and rusted 
  gibbets hanging inside the lighthouse. Despite the 
  eerie ruins, the smugglers reckoned this was a 
  good hiding place and decided to stop for the 
  night. 
  Raab woke up to the sound of eerie chanting 
  echoing inside the lighthouse. For a minute, 
  Marius wondered whether he should send some 
  of his men to investigate, but then a horrible 
  stench filled the air, and they could see hooded 
  figures moving with a strange gait about the 
  tower. Immediately, Marius gave the order to cut 
  the ropes, and they separated from the jetty.  
  As their barge slowly drifted farther, they 
  watched how the hooded figures threw what 
  they thought was fish innards into the river from 
  the top of lighthouse. Just as the lighthouse was 
  disappearing from sight, a sinister green light 
  
  12 
   
  shot from its top. Its ominous gaze followed them 
  all the way to the next bend in the river.  
  About an hour later they suddenly heard Old Jans 
  screaming in the cargo hold. Upon investigating, 
  all they could find was bloody drag marks leading 
  to a port hole. Soon another man screamed in 
  the stern and vanished into the river. After 
  minutes of nervous searching they found wet 
  claw marks on the deck.  
  It was then that the Beast charged from its hiding 
  place. It had sleek features, jagged shark-like 
  teeth and black, lifeless eyes. Its fingers ended in 
  long, sharp claws and its slimy skin was covered 
  in scales crisscrossed with scars. With a gurgling 
  howl the Beast tore into the men, clawing and 
  biting at them viciously. 
  The creature slashed Marius across the face. 
  Piercing pain filled his senses and he could feel 
  warm blood running across his face. The creature 
  opened its jaws to go for the kill – but the she-elf 
  stopped it by stepping in front of it. She just 
  stood there, and said something to the creature 
  in that language of theirs. Spitting and hissing 
  viciously, its gills opening and closing rapidly, the 
  Beast cowered and slowly withdrew back into the 
  river. 
  What others say about Raab’s story? 
  The She-Elf was a sorceress. Clearly, she cast 
  some kind of spell on the crew. That is, if there 
  ever was an Elf to begin with. Raab probably just 
  got into a fight with his crew and made up a story 
  of the beast and the She-Elf to cover up the 
  murder of his men. 
   
  
  13 
   
  The Fifth Truth - Facing the Beast of Bögen 
   
  Once the PCs have heard all the stories it is time 
  for them to come face to face with the Beast of 
  Bögen to have a story of their own to tell. The 
  idea here is to take all the feedback you have 
  received from your players earlier about what 
  they think the Beast of Bögen is all about and use 
  it in this scene.  
  This scene should fall upon the characters when 
  they least expect it. The Beast usually attacks just 
  after sunset. Storm clouds suddenly roll across 
  the sky and lightning strikes. Or not. The Beast 
  could attack in the early hours of the morning, 
  with clear skies. Using some element in setting up 
  the last scene that would make it possible for 
  players to later pin their experience on should 
  also 
  be 
  considered 
  (like 
  heavy 
  drinking, 
  sleep/dreaming etc.). 
  If the GM thinks his players are willing and able, 
  he can actually hand over the narrative reins of 
  this last scene to them. Ask them to choose 
  elements from all the stories they have heard so 
  far and use the ones they liked the most, or make 
  their own variations of them. The players can 
  narrate the location of the encounter; describe 
  the beast’s appearance and form of attack. It is 
  then up to the GM to select a weakness for the 
  Beast. 
  However, if the GM is not willing to relinquish all 
  narrative power to his players, he can let them 
  choose from the options below, choose them 
  himself, or randomly determine the various 
  factors (see the table on p. 15). A profile for the 
  Beast is provided for all the four Truths (see p. 
  14). The GM should mix and match these profiles 
  and the different aspects of the four Truths to 
  come up with a version of the Beast for the 
  players to face (It is useful to have one NPC ready 
  to die to display the Beast’s power to the PCs).  
  The point is that the last scene should include 
  elements from several of the stories the PCs have 
  heard and thus make them realize that stories 
  such as these are never the whole truth, but 
  more often than not contain at least a small part 
  of it. 
  Slaying the Monster & Further Adventures 
  It would perhaps be more fitting that the Beast is 
  defeated but manages to retreat. Of course, the 
  PCs could slay the Beast, but who is going to 
  believe them? 
  The purpose if the final scene is to give the 
  players a Beast of Bögen story of their own. 
  Facing the Beast is a dangerous endeavor and 
  their goal should be to find a way to escape with 
  their lives. The different profiles provided here 
  for the Beast are meant to represent a mythical 
  monster that has survived dozens of encounters 
  with men and facing it in battle is truly a 
  dangerous ordeal. If the PCs decide to try and kill 
  the Beast, then they should really have to work 
  for it and be smart how they go about it. 
  For further adventures, the Cathayan Trading 
  Company might have some unfinished business 
  with PCs. Some of the NPCs they have 
  encountered during their journey down the 
  Bögen might have some further adventures for 
  them. 
  Awarding Experience 
  Completing The Four Truths        30 xp per Truth 
  Completing The Fifth Truth          50 xp  
  Good roleplaying                            10 – 50 xp 
  
  14 
   
  The Beast of Bögen - Constructing the Final Scene
  Mannfried’s Tale 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   69 
  0 
  70 
  60 
  28 
  28 
  35 
  - 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  2 
   35 
   7 
  6 
  8 
  0 
  0 
  0 
   
  Skills: Navigation, Perception, Swim 
  Talents: Natural Weapons, Strike Mighty Blow, 
  Terrifying, Unstoppable Blows (-30% to Parry 
  attempts) 
  Armour: Hide 
  Armour points: Head 1, Body 1 
  Weapon: Jaws with razor-sharp teeth (counts as 
  Armour-piercing) 
  Fears Fire: The Beast must take Fear Tests against fire. 
  Even seeing fire is enough to cause a test. Any Wounds 
  caused by fire, after deduction of Toughness and 
  Armour, are doubled. 
  Tomas Spanner’s Story  
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   35 
  0 
  75 
  55 
  55 
  20 
  50 
  - 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  4 
   30 
   7 
  5 
  2 
  0 
  0 
  0 
   
  Talents: Terrifying, Unstoppable Blows (-30% to Parry 
  attempts) 
  Armour: Thick Hide 
  Armour points: Tentacles 2 
  Weapon: Tentacles: Each Tentacle has 6 Wounds and 
  2 Armour Points. Once 5 Tentacles are cut off, the 
  Beast flees. Each tentacle has the Impact Weapon 
  quality. 
   
  Drowner: If the Beast successfully grapples a victim, it 
  tries to drown him. If the victim loses an Opposed 
  Strength Test, he is dragged under the waves (see p. 
  136 of the WFRP Core Rulebook). It releases the victim 
  if that tentacle is wounded. 
  Holy Terror: Divine Spells cause the Beast double 
  damage after deduction of Toughness and Armour. 
  Holy symbols and the like work as a Hand Weapons 
  with the Impact and Armour Piercing qualities against 
  the Beast. 
  Sergeant Winterhalter’s Version 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   40 
  12 
  54 
  51 
  20 
  20 
  28 
  7 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  4 
   32 
   5 
  5 
  6 
  0 
  0 
  0 
   
  Skills: Intimidate, Swim +20%, Speak Language (Dark 
  Tongue) 
  Talents: Fearless, Frightening, Natural Weapons 
  (Claws), Specialist Weapon Group (Two-handed), 
  Unstoppable Blows (-30% to Parry attempts) 
  Armour: None 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapon: Great Weapon 
   
  Vomit Attack: Full Attack that automatically inflicts a 
  Damage 5 hit that ignores all Armour Points (may not 
  be Parried, but may be Dodged). 
  Poor Vision: The Beast has trouble seeing targets that 
  are not moving. It must make an Intelligence Test to 
  detect an unmoving target. If it is attacked the test 
  becomes Easy (+20%). 
  Regeneration: The Beast regenerates 1d10 Wounds at 
  the start of each Round. 
  Marius Raab’s Recollection 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   50 
  35 
  42 
  41 
  50 
  45 
  40 
  10 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  2 
   22 
   4 
  4 
  4 
  0 
  0 
  0 
   
  Skills: Concealment +10%, Dodge Blow, Heal, 
  Intimidate, Navigation, Outdoor Survival, Sail, Silent 
  Move +20%, Swim +20%, Speak Language (Eltharin) 
  Talents: Ambidextrous, Amphibious, Frightening, 
  
  15 
   
  Natural Weapons (Teeth, Claws), Strike Mighty Blow, 
  Strike to Injure 
  Armour: Scaly Skin 
  Armour points: Head 2, Arms 2, Body 2, Legs 2 
  Weapons: Claws and Teeth (counts as having Armour 
  Piercing quality). 
   
  Aquatic: The Beast can breathe underwater. It has 
  Movement 6 in water. 
  Drowner: If the Beast successfully grapples a victim, it 
  tries to drown him. If the victim loses an Opposed 
  Strength Test, he is dragged under the waves (see p. 
  136 of the WFRP Core Rulebook). It releases the victim 
  if it is wounded. 
  She-elf’s Curse: The Beast cannot attack Elfs (or 
  women, or Wizards, or a type of your choice). 
   
  Use this table to select or randomize elements from the four different Truths about the Beast. 
   
  Location 
  Appearance 
  Attack 
  Weakness 
  Truth 
   
  Mannfried’s Tale  
  The Seat of Manann 
  A huge statue of Manann 
  sits in the middle of the 
  river. It is difficult to say 
  whom the weather-
  beaten statue actually 
  depicts. It could be 
  Manann, but some say it 
  could be Stromfels as 
  well… 
  A behemoth of a fish-
  monster. It has hug 
  jaws with rows razor-
  sharp teeth, black eyes 
  on stalks, and steel 
  hard scales. 
  The stench is awful 
  It attacks from 
  below and chews 
  through 
  everything. It can 
  destroy a river 
  boat in mere 
  minutes. 
  Its tail is capable of 
  raising tall waves 
  and smashing 
  roving boats to 
  cinders 
  It releases a 
  tarlike, stinking 
  substance that 
  prevents its prey 
  from escaping. 
  The Beast fears fire. 
  Fire causes it 
  double damage. 
  The Beast is an 
  ancient river monster 
  that has lurked in the 
  River Bögen for 
  centuries. It could be a 
  creation of magic, 
  Chaos, Stromfels or 
  Manann even. 
  Winterhalter’s 
  Version 
  The Crime Scene 
  The PCs come across a 
  river boat, ferry, flotilla, 
  or river lock that is a 
  scene of a horrendously 
  bloody murder. 
  It looks like the 
  riverbed had crawled 
  up. It is a hulking, 
  humanoid mass of 
  rotting vegetation, fish 
  carcasses, slime and 
  sediment. 
  Huge hands, 
  possibly a huge 
  weapon, an awful 
  stench, and a 
  vomit attack. 
  It is a stupid 
  creature that 
  quickly forgets 
  what it was doing. 
  Therefore, it often 
  ignores non-moving 
  targets, or gives up 
  the chase. 
  The Beast is a River 
  Troll that lives in the 
  Bögen and periodically 
  attacks people.  Being 
  territorial creatures, if 
  it dies another one will 
  eventually claim its 
  territory. 
  Tomas Spanner’s  
  Story 
  The Abandoned 
  Lighthouse 
  An abandoned lighthouse 
  stands on a small rocky 
  isle in the middle of the 
  river. The crooked tower 
  has fallen into disrepair 
  and ruin, and rusty 
  gibbets can be seen 
  hanging inside. 
  A sleek, sharklike 
  mutant, or an 
  avatar/daemon of 
  Stromfels. Large jaws 
  filled with sharp teeth, 
  black, lifeless eyes. 
  Melee attacks with 
  sharp shark’s teeth 
  and claws. It drags 
  its victims under 
  water to drown 
  them. Prefers 
  sneak attacks. 
  The Beast cannot 
  attack Elfs (or any 
  non-humans, 
  women, wizards, 
  etc.) 
  The Beast is a mutant-
  champion of Stromfels 
  summoned by the 
  Stormgod’s followers. 
  The summoning 
  requires sacrifices and 
  there is always a price 
  to pay…. 
  Marius Raab’s 
  Recollection 
  The Forgotten Pass 
  High walls border this 
  dark pass, where wind 
  howls in the caves and 
  sharp rocks jut from the 
  black water. Small idols 
  depicting a strange god 
  can be seen everywhere. 
  A huge, ancient 
  monster, a daemon or 
  a river-god. All that is 
  visible are the purple-
  blue tentacles. Was it 
  to ever rise from the 
  depths, its appearance 
  would shatter the 
  minds of any and all 
  laying their eyes upon 
  it. 
  Tentacle attacks. 
  The tentacles drag 
  sacrificial victims 
  into the river 
  where, if they are 
  lucky, they drown 
  before being 
  devoured. 
  The Beast is 
  banished by prayers 
  to Manann (or 
  some other deity). 
  Holy symbols do it 
  harm. 
  The Beast is an 
  ancient river-god that 
  existed long before 
  man learned to walk 
  upright. 
  
  16 
   
  Dramatis Personae 
   
  Mannfried (use for Frantz as well) 
  Career: Fisherman 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   30 
  32 
  30 
  35 
  28 
  28 
  30 
  27 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
   13 
   3 
  3 
  4 
  0 
  0 
  0 
   
  Skills: Common Knowledge (the Empire), Consume 
  Alcohol, Navigation, Outdoor Survival, Perception, 
  Row, Sail, Swim, Speak Language (Reikspiel) 
  Talents: Hardy, Orientation 
  Armour: Leather Jack 
  Armour points: Head 0, Arms 1, Body 1, Legs 0 
  Weapons: Dagger 
  Trappings: Fishhook and line, rowboat 
  Mannfried is a fisherman like his father, and his 
  father’s father, before him. He is a burly man with a 
  thick, black beard, a weather-beaten face and a 
  booming voice. A doublet covered in fish-hooks, the 
  various cutting knives on his belt, and the pungent fish 
  smell wafting around him are dead giveaways 
  regarding his trade. He plies his trade on the Bögen 
  every day, and every evening he is in his cups in one of 
  the many taverns. 
  Cathayan Trading Company Thugs (2) 
  Career: Thug 
  Race: Human (Cathayan) 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   42 
  30 
  34 
  35 
  34 
  26 
  27 
  26 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
   12 
  3 
  3 
  4 
  0 
  0 
  0 
   
  Skills: Common Knowledge (Cathay), Consume 
  Alcohol, Dodge Blow, Gamble, Intimidate, Secret 
  Language (Thieves’ Tongue), Silent Move, Speak 
  Language (Cathayan, Reikspiel) 
  Talents: Lightning Reflexes, Disarm, Resistance to 
  Poison, Wrestling, Strike to Stun 
  Armour: Leather Jerkin 
  Armour points: Head 0, Arms 0, Body 1, Legs 0 
  Weapons: Cathayan longsword (Best Quality +5% to 
  WS, included in the profile) 
  Trappings: Cathayan clothing, 4 gc 
  These men are dressed in flowing black silk shirts 
  traditional to their native land with frog buttons and 
  high collars. Both are armed with rare Cathayan 
  longswords, blades of high quality.  
     These thugs are working for The Cathayan Trading 
  Company. The company is a front for a group of 
  sorcerers and necromancers exiled from Cathay who 
  have made the Empire their new home to continue 
  their foul experiments of dark maleficium in. They use 
  the Cathayan Trading Company to smuggle equipment 
  and corpses for them. The Thugs will not reveal the 
  identity of their hidden masters at any cost, not even 
  under torture. 
   
   
  
  17 
   
  Sergeant Winterhalter 
  Career: Riverwarden 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   40 
  42 
  35 
  30 
  35 
  33 
  30 
  30 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
   15 
   3 
  3 
  4 
  0 
  0 
  0 
   
  Skills: Common Knowledge (the Empire), Gossip, 
  Navigation, Sail, Perception, Row, Search, Secret Signs 
  (Scout) 
  Talents: Orientation, Specialist Weapon (Gunpowder) 
  Armour: Leather Jack 
  Armour points: Head 0, Arms 1, Body 1, Legs 0 
  Weapons: Pistol (10 Shots), Hand Weapon, Shield 
  Trappings: Uniform 
  Mannricht Winterhalter is a Riverwarden Sergeant, a 
  grizzly veteran of many years patrolling the Reik and 
  now the Bögen. This friendly and jovial man has 
  shaken down his fair share of smugglers, been slashed 
  in the face by a frenzied wrecker, and emptied his fish-
  shaped pistol at fleeing river pirates. He has seen and 
  heard it all, but he still gets the chills when he recalls 
  his one and only meeting with the Beast. 
   
  Cultists of Stromfels (the number of PCs) 
  Career: Wrecker 
  Race: Human (mutant) 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   36 
  32 
  40 
  40 
  38 
  26 
  27 
  24 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
   12 
  4 
  4 
  4 
  0 
  0 
  0 
   
  Skills: Consume Alcohol, Dodge Blow, Gossip, 
  Perception, Intimidate, Row, Sail, Scale Sheer Surface, 
  Speak Language (Reikspiel), Silent Move, Swim 
  Talents: Street Fighting, Seasoned Traveller, 
  Resistance to Poison, Strike Mighty Blow, Warrior 
  Born, Very Resilient 
  Armour: Leather Jack 
  Armour points: Head 0, Arms 1, Body 1, Legs 0 
  Weapons: Knuckle-dusters, Hand Weapon (Club) 
  Trappings: Symbol of Stromfels made from fishbone, 
  ragged clothing, 1 gc 
  Mutations: 
   
  Cultist 1 – Scaly skin: 1 AP on all locations. 
   
  Cultist 2 – Gills: The mutant can breathe under water. 
   
  Cultist 3 – Webbed hands and feet: The cultist has 
  Swim +20%. 
   
  These Stromfels worshipping Cultist-Wreckers wear 
  stained shirts and their armour and weapons are 
  fashioned from fishbone, scales, and fins. They smell 
  of rotten fish guts. Three of them have mutations. 
   
   
  
  18 
   
  Tomas Spanner 
  Career: Cartographer 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   32 
  25 
  30 
  30 
  28 
  38 
  35 
  30 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
   13 
   3 
  3 
  4 
  0 
  0 
  0 
   
  Skills: Academic Knowledge (geography), Common 
  Knowledge (the Empire), Navigation, Outdoor Survival, 
  Perception, Read/Write, Speak Language (Tilean, 
  Cathayan), Trade (cartography) 
  Talents: Excellent Vision, Orientation, Super Numerate 
  Armour: None 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: None 
  Trappings: Writing Kit, Dozen Scroll cases with maps of 
  Bögen, Pony with saddle/harness 
  Tomas Spanner is a cartographer. This tall, thin man 
  with greying hair has a nervous habit of repeatedly 
  correcting the position of the spectacles on his nose.  
  Wherever the man is he clearly stands out with a 
  dozen map cases hanging on his person and a look 
  about him that says he doesn’t belong there. Tomas 
  has been obsessed with charting the River Bögen ever 
  since his encounter with the Beast. 
  Kastor von Steinhofer 
  Career: Minor Noble 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   42 
  25 
  30 
  30 
  30 
  38 
  35 
  38 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
   12 
   3 
  3 
  4 
  0 
  0 
  0 
   
  Skills: Blather, Common Knowledge (the Empire) 
  +10%, Consume Alcohol, Charm, Gamble, Gossip, 
  Read/Write, Ride, Perception, Read/Write, Speak 
  Language (Tilean, Reikspiel) 
  Talents: Etiquette, Public Speaking, Specialist Weapon 
  Group (Parrying, Fencing), Suave 
  Armour: None 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Rapier 
  Trappings: Noble’s Garb, Purse with 30 gc, Jewellery 
  worth 20 gc, Horse with saddle/harness 
  Kastor is a minor Noble who has some influence in 
  these parts and an impeccable taste in very large hats. 
  The man tends to get extremely red in the face when 
  agitated in the slightest. And Kastor has been very red 
  recently, because his teenage daughter is the most 
  sought after young woman along the Bögen at the 
  moment, and this has the father tied up in knots. He 
  has been trying to find a proper match for her to get 
  the most benefit out of the marriage and he doesn’t 
  need any would-be-suitors who do not come with a 
  nice title and huge tracts of land to make matters 
  more difficult with some foolish notions of love. 
  Kastor von Steinhofer’s Champion 
  Career: Duellist (ex-Pistolier) 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   45 
  45 
  40 
  40 
  42 
  38 
  35 
  33 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  2 
   14 
   4 
  4 
  4 
  0 
  0 
  0 
   
  Skills: Blather, Common Knowledge (the Empire), 
  Charm, Dodge Blow, Gossip, Gamble, Intimidate, 
  Perception, Ride 
  Talents: Disarm, Etiquette, Mighty Shot, Quick Draw, 
  Specialist Weapon Group (Parrying, Fencing, 
  Gunpowder), Strike Mighty Blow, Strike to Injure, Sure 
  shot 
  Armour: None 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Rapier, Main Gauche, Pistol (10 shots) 
  An imposing man who is here to defend von 
  Steinhofer’s honor. He will fight honourably and 
  according to proper etiquette, unless his master is in 
  immediate danger.  
  
  19 
   
  Captain Marius Raab 
  Career: Riverbarge Captain (ex-Smuggler, ex-Mate) 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   50 
  42 
  45 
  40 
  42 
  38 
  40 
  30 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  2 
   17 
   4 
  4 
  4 
  0 
  0 
  0 
   
  Skills: Command, Common Knowledge (the Empire, 
  Bögen, Criminal organisations), Dodge Blow, Evaluate, 
  Gossip, Navigation, Perception, Row, Sail, Secret 
  Language (Thieves’ tongue), Search, Silent Move, 
  Swim, Trade (Shipwright),  
  Talents: Dealmaker, Orientation, Seasoned Traveller, 
  Specialist Weapon (Gunpowder) 
  Armour: Leather Jack 
  Armour points: Head 0, Arms 1, Body 1, Legs 0 
  Weapons: Pistol (10 Shots), Hand Weapon, Dagger 
  Trappings: Telescope, Beast of Bögen + crew 
  Marius is a hardened old salt that wears a rag to cover 
  his blind eye and has a peg leg made of bone. He 
  bought it from a peddler who claimed it was carved 
  from the tusk of the Beast of Bögen. Little did the 
  peddler know Marius had come across the Beast back 
  in his days as a smuggler. 
   
  Marius Raab’s Crew (10) 
  Use stats for Wreckers, WFRP Core Rulebook p. 235.
  
  20 
   
   
  Appendix I 
   
  Running the Five Truths as Cut-scenes 
  Cut-scenes are a way for the GM to get players directly involved in telling of the four truths about the 
  Beast. Give each player a role to play and give them a few minutes to get acquainted with their new 
  characters and discuss them with each other. Then lay out the scene, give them the goal of the scene and 
  the elements to be included.  
  Then it is up to the GM to describe the scene and events and control the Beast as well as any extra NPCs as 
  usual. As soon as the goal is reached you end the scene and turn the focus back to the real characters and 
  the NPC telling the story. These cut-scenes are all about the narrative and very few if any die rolls are called 
  for. If you need to roll the dice than the simplest way is to use suitable NPC stats from those provided here 
  in Dramatis Personae or choose from the ones provided in the WFRP core rulebook. 
   
  Mannsfried’s Tale 
  Start the scene with description of the fishermen near Manann’s Seat as the sun is setting. 
  Goal of the cut-scene: Mannfried witnesses the Beast’s attack and survives 
  Elements to be included in the cut-scene: 
   
  The death of Mannfried’s father and/or the death of Sven to display the Beast’s bite attack. 
   
  The Beast’s fish-monsterlike appearance. 
   
  The stench and the tarlike substance. 
   
  Mannfried’s fire attack drives the Beast away. 
  GM’s role: The Beast 
  PC roles during the cut-scene: 
  Mannfried - When his story takes place, Mannfried is a young fisherman who goes out every day with his 
  father. He believes he is already a better fisherman than his old man ever was, and is thinking about buying 
  the small boat from him. He despises his father for his alcoholism and the way he treated his mother.’ 
  Mannfried’s Father - An experienced fisherman who knows the river like the backs of his hands. Rude, 
  condescending towards his son. He is also a mean drunk and often gets into fights when he is in his cups. 
  Sven – An honest Averlander. The third man in this party. Sven moved into Weissbruck just a few months 
  earlier. Why?
  
  21 
   
  Tomas Spanner’s Story 
  Start the scene with a description of the barge gliding into the strange pass just as the sun is setting. 
  Goal of the cut-scene: Tomas Spanner witnesses the Beast’s attack and survives. 
  Elements to be included in the cut-scene:  
   
  The Beast’s tentacle attack. 
   
  The stench. 
   
  Unknown nature of the Beast. 
   
  The fact that prayers to Manann (or some other deity) can drive the Beast away. 
  GM’s role: The Beast, extra crew members 
  PC roles during the cut-scene: 
  Tomas Spanner – Tomas Spanner is a cartographer. A tall, thin man with greying hair who has a nervous 
  habit of repeatedly correcting the position of the spectacles on his nose. He is excited to be here and map 
  the area. 
  Navigator-Priest - An experienced and respected member of the Order of the Albatross. A devout Mananite 
  who has the courage to face the Beast relying on his faith alone. 
  Captain Stübing – An elderly captain who is known to be harsh but fair. Feared and respected by his crew. 
  Will do what he can to rally his men and face the beast. May very likely end up killed by the thing. 
  Crew Members - Members of the crew. Some more experienced than the others. Decide what your role on 
  the ship is; give your sailor a name and one defining feature/trait. Very likely to die during this encounter. 
   
  Sergeant Winterhalter’s Version 
  Start the scene with description of the patrol coming across the Strigany flotilla. 
  Goal of the cut-scene: Sergeant Winterhalter witnesses the Beast’s attack and survives. 
  Elements to be included in the cut-scene: 
   
  The Beast is unable to see a target that does not move, or quickly forgets what it is doing. 
   
  The stench. 
   
  The Beast has devastating melee attacks. It can board vessels. 
  GM’s role: The Beast, possible extra Riverwardens or Strigany 
  PC roles during the cut-scene: 
  Young Winterhalter – A young rookie Riverwarden who is eager to learn the ropes of his chosen profession. 
  A brave man, but not a foolhardy one. Quick to think on his feet. 
  
  22 
   
  Sergeant – An experienced riverpatrol sergeant who is respected by his men. Long years patrolling the river 
  have left him a bit jaded. Sometimes hesitates in tight situations and is reluctant to give orders that could 
  land him in hot water. Very likely to die in this scene. 
  Riverwardens – Give your Riverwarden a name and one defining feature/trait. New to the job or an 
  experienced veteran? Is he an honest man of the law, or a corrupt official? Very likely to die in this scene. 
  Strigany Survivor - A Strigany who has just seen his friends and family butchered. Has been in hiding and is 
  terrified beyond words. Happy to see someone come to his rescue, but afraid to approach the wardens in 
  fear of attracting the beast. 
   
  Marius Raab’s Recollection 
  Start the scene with a description of the smugglers’ boat arriving at the lighthouse. 
  Goal of the cut-scene: Marius Raab witnesses the Beast’s attack and survives. 
  Elements to be included in the cut-scene:  
   
  The summoning of the Beast and the eerie nature of the lighthouse. 
   
  The stealthy nature of the Beast. 
   
  The death of several crewmen to display the Beast’s melee attacks. 
   
  The Beast fears Elfs (or Dwarfs, Halflings etc.). 
  GM’s role: The Beast 
  PC roles during the cut-scene: 
  Marius Raab – A cunning and ruthless smuggler captain. You are interested in two things: making a profit, 
  and not getting caught doing it. If things get nasty your number one priority is yourself, then your cargo, 
  and lastly your crew. You will lose your eye to the Beast in this encounter. 
  Smugglers – Give your smuggler a name and one defining feature/trait. Is he/she a newcomer or been 
  doing this for a while? What is your weapon of choice and your willingness to use it?  Are you loyal to 
  Marius Raab? You are very likely to be killed in this encounter. 
  She-Elf - Play her as a mysterious passenger who has her secret agenda. Aloof and not very willing to speak 
  with humans (especially Dwarfs). When the action starts, you are cool, poised and in control. You could 
  even be a Dark-Elf posing as a High-Elf. The humans can’t tell the difference anyway. 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Strike-To-Stun Forums/Adventures/Five_Truths_about_the_Beast_of_Bogen.pdf