TEXT: SLAUGHTER OF SPITTLEFELD
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  SOMETHING KNOCKING
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  SOMETHING KNOCKING
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  otherwise without the prior permission of the publishers.
  CREDITS
  CONTENTS
  Introduction ....................................................................... 3
  Adventure Summary .................................................... 3
  Getting Started .................................................................. 3
   
  Foreshadowing  ............................................................. 3
   
  Event: The Abandoned Patrol Boat ............................... 5
   
  Event: The Travelling Shaman....................................... 5
   
   
  Yevgeni Dostal ........................................................ 6
  Part One: Something Knocking. ................................... 7
   
  Conversations with the Undead .................................... 7
   
  Permission to Come Aboard ......................................... 8
   
  Further Conversations with the Undead ....................... 9
   
   
  Klara von Holgau .................................................... 10
   
   
  Shade  ..................................................................... 10
   
   
  The Other Ghosts ................................................... 10
   
  Deadsight ..................................................................... 11
   
  To the Island ................................................................. 12
   
  The Skull of Bloody Klaas  ............................................ 13
  Part Two: Onto the Island ............................................ 13
   
  The Spectral Kaye ......................................................... 13
   
  Encounters and Hazards on the Island ......................... 14
   
  The Pirate Settlement ................................................... 15
   
  Pirate Cabins ................................................................ 15
   
  The Lock-Up ................................................................ 15
   
  Stores ............................................................................ 15
   
  The Goat Pen ................................................................ 15
   
  Graveyard ..................................................................... 15
   
  The Chapel ................................................................... 16
   
  Encountering Meinard Links ........................................ 16
   
   
  The Villain, Flusskapitän Meinard Links ................ 17
   
  Destroying the Skull ..................................................... 17
   
  Escaping from the Pirates ............................................. 18
   
   
  The Pirates .............................................................. 18
   
  In Pursuit! ..................................................................... 18
   
  A Ghastly Cavalry ........................................................ 19
   
  Good-byes .................................................................... 19
   
  A New Day ................................................................... 19
   
  Awarding Experience .................................................... 19
  Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop 
  Limited 2021. Warhammer Fantasy Roleplay 4th Edition, the Warhammer 
  Fantasy Roleplay 4th Edition logo, GW, Games Workshop, Warhammer, 
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  Games Workshop Limited, variably registered around the world, and used 
  under licence. Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo 
  are trademarks of Cubicle 7 Entertainment Limited. All rights reserved.
  Design & Writing: Robin Low
  Illustration: Ralph Horsley, Josef Kucera,
  Roena I. Rosenberger, Sam Manley and Scott Purdy
  Graphic Design & Layout: Rachael Macken
  Cartography: Safary Levente
  Editing: Chris Walz
  Managing Editor: Síne Quinn
  Developer: Dave Allen
  Proof Reader: Tim Gray
  WFRP4 Producer: Pádraig Murphy
  Publisher: Dominic McDowall
  Special thanks: Games Workshop
  Published by: Cubicle 7 Entertainment Ltd,
  Unit 6, Block 3, City North Business Campus,
  Co. Meath, Ireland
  Last Edited: April 2020
  
  3
  SOMETHING KNOCKING
  0
  Adventure Summary
  Over the last seven years a stretch of river has been subject to 
  mysterious pirate attacks. Boats are found drifting, stripped 
  of cargo and crew, only signs of violence remaining. Despite 
  patrols and several investigations, local riverwardens have failed 
  to discover the cause. In fact, a large party of wardens has 
  vanished recently, the deck of their drifting vessel found awash 
  with blood.
  A cult of river pirates led by Meinard Links, a devout follower of 
  Khaine, are behind these attacks. Links possesses the enchanted 
  skull of the infamous pirate captain, Bloody Klaas. The skull’s 
  dark magic renders their island home and ship magically 
  obscured, keeping them safe from discovery. All the murderous 
  death in the area has caused concentrations of Shyish and Dhar 
  to gather and stagnate, leaving many souls unable to move on. 
  These linger in the area as Undead creatures. The same magic 
  casts a pall of concealing darkness about the pirates’ hideaway, 
  and prevents the Undead from exacting their own vengeance. 
  One night, the Characters hear a knocking on the hull of their 
  boat. They must identify the Undead source of the noise and 
  find a way to communicate with the vengeful entities. With a 
  line of communication established and mutual trust in place, the 
  Characters are asked to find the pirates’ island and bring them 
  to justice. The Undead offer to help, but first the Characters 
  must get to the heart of the pirate’s settlement and destroy 
  the cursed skull, leaving them trapped and surrounded by 
  murderous pirates. Can they stave off the pirates long enough 
  for their Undead allies to reach them before it is too late?
  Getting Started
  This scenario benefits from foreshadowing. Rumours and 
  passing encounters taking place during earlier adventures help 
  establish the mysterious disappearances and offer ideas on how 
  to interact with the Undead. Ideas to help the GM are described 
  in Foreshadowing.
  SOMETHING KNOCKING
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  •
  INTRODUCTION
  Entry points into the scenario are varied, although you should 
  choose a stretch of river that is fairly well-travelled yet relatively 
  remote from larger settlements. The Characters could be familiar 
  with the region and its reputation (from previous adventures or 
  foreshadowing), but equally it could be quite new to them. It’s 
  probably best if they are boat owners themselves, as persuading 
  others to pursue the adventure might be challenging (though fun 
  for some groups). They might be professional riverwardens or 
  have been hired to investigate the problem by local authorities. 
  It’s even conceivable the Characters are river pirates themselves, 
  though ones who operate through cunning and honest thievery, 
  or want to secure a hideaway for themselves.
  Foreshadowing 
  There are two kinds of foreshadowing: rumours and events. 
  If Something Knocking is used as a side-adventure within a 
  larger campaign, such as Death on the Reik, there is ample 
  opportunity to slip them in here and there earlier in the 
  campaign. Save some for this scenario in case the Characters go 
  seeking clues or folk wisdom after first hearing the knocking. 
  Alternatively, if you are playing the scenario as a one-off, one of 
  the events can be used to introduce the adventure.
  
  4
  SOMETHING KNOCKING
  0
  Tales from The  
  river Bank – rumours
  Riverfolk love ghost stories as much as anyone, and many are 
  willing to share their own experiences if prompted. Most are 
  superstitious and believe in ghosts, but some prefer mundane 
  explanations for any experience. Talking about the knocking 
  or the supernatural in general leads to ghostly tales, some 
  suggesting ways to communicate with the dead, the etiquette 
  of interaction, and the risks and possible benefits of doing so. 
  If the Characters are part of a larger campaign, it would be 
  good to have them hear some of these rumours during the 
  sessions leading up to this adventure. These rumours could be 
  interspersed with ones from your main campaign, and picked up 
  whenever the Characters stop at a town, riverside inn, or meet 
  fellow travellers on the Reik.
  If you are playing the adventure as a standalone, this information 
  could be imparted by people encountered as part of the events. 
  It is particularly important to prime the party with knowledge 
  that the ghosts of the river can be communicated with.
   
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  ‘It’s a bad river for disappearances. We find the boats drifting 
  or caught up, but nobody on board — just blood and robbed 
  holds. Sometimes even stoves and furniture are gone. A 
  wedding boat full of nobles vanished last year — a whole 
  minor house just gone! Strigany, too, and probably more than 
  we know about, since they’re none-too fond of us. You find the 
  occasional mutilated body we can link to a particular boat, but 
  mostly people just disappear. Been going on six, maybe seven 
  years and no sign of the culprits. You’d think it was ghosts!’ 
  (Told by a riverwarden)
   
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  ‘Used to be an island in the river where they buried the dead, 
  so they say. Kept bodies safe from wolves, see? Don’t know 
  if it was upstream or downstream. Vanished, see? River fog 
  swallowed it up one night, and it ain’t never been seen since. 
  Proper spooky! When did this happen? Only a half dozen or 
  so years ago. You ask around, you can find people who tied up 
  there.’ (Told by an old herbalist)
   
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  Yes, I remember an island in the river. I tied up there one 
  misty day and had a look round. Rough ground, little chapel 
  of Morr in the middle, and old gravestones. Don’t think it 
  was still in use. Thing is, I’ve been up and down that stretch 
  and it’s just not there now. Maybe I’m muddled in my old 
  age. Maybe it was a phantom. Maybe I’m thinking of another 
  river. (Told by a bargeswain from Marienburg)
   
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  ‘You don’t want to tie up at the bend by the willows on that 
  stretch of the river. Not at night, no-ways. Something not 
  right in the water. You hear things there. What sort of things? 
  Not rightly sure. Never tied up there myself. Not at night, no-
  ways.’ (Told by a young fisher)
   
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  Knocking on your hull? It’s driftwood. Or sleeping Reik 
  turtles. Don’t you mind any o’that ghosts nonsense. No such 
  thing. I saw a walking corpse one, though. Should never 
  have married him in the first place!’ (Told by a scorned 
  boatwright)
   
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  ‘Have you heard it, too? The knocking on your hull below the 
  water? It’s drowned children, you know? Trying to find their 
  mothers. Poor little mites. Light a candle for them.’ (Told by 
  a young, cowled hedge witch)
   
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  ‘You ever see glowing lights in the water, not on it, deep down 
  in it, you steer clear, right? Ghosts they are, river ghosts. Get 
  too close and they’ll pull you down with them!’ (Told by an 
  orphan)
   
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  Ghosts are one thing. It’s the bodies you got to watch for! 
  Bloated and hungry! Clambering over the gunwales with 
  leeches all over their pale skin. Eels for tongues! (Muttered by 
  a washed up drunk)
   
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  ‘Lots of ghosts in the river. Drownings, accidents, murders. 
  Then there’s the Janni Verdtfang and the Naiads. Won’t come 
  aboard though, not unless you invite them. Just stay out of the 
  water. Wouldn’t even trust rowboats. That’s where they’ll get 
  you.’ (Told by a Halfling cook)
   
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  ‘One knock for “yes”, two knocks for “no”. Three knocks for 
  “”don’t know”. You can use a flame in a closed lamp, too, just 
  watch for flickers. One flicker for “yes”… (Told by a fortune 
  teller, for a few pennies)
   
  0
  ‘Oh, ghosts can get aboard, even if you don’t invite them. Can’t 
  get you though, you’ll just hear slow footsteps and creaking 
  boards. Sometimes you’ll see wet footprints on the decks. You 
  have to invite them aboard if you want to talk to them, so they 
  say.’ (Told by an unlicensed ‘physician’)
   
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  ‘You invite them aboard, they’re guests and have to behave. 
  There are rules, see? Mind you, there’s a lot of argument over 
  what the rules actually are…’ (Told by a Strigany trader)
  
  5
  SOMETHING KNOCKING
  0
  evenT: The aBandoned PaTrol BoaT
  The Characters discover a drifting boat, clearly a riverwarden 
  vessel. There are no signs of life aboard, but gobbets of 
  congealed blood are spattered about on the deck. A log book 
  reveals the vessel’s home port (a coat of arms on the cover helps 
  the illiterate), which ought to be a destination large enough to 
  support its own river patrol (if you are playing Death on the 
  Reik, Altdorf ’s Reik River Patrol Terminal is the most likely 
  home port). The log contains details of an ongoing investigation 
  into the disappearances of river craft on this stretch of water. 
  The book is stained with blood and water, and most of the entries 
  are illegible, but a recent one reads: ‘Knocking was heard again 
  last night. We spoke with a travelling trader today who claimed that 
  she and her family often hear it, too. She insisted that the noises 
  were made by the spirits of the drowned. She said that there might 
  be ways to talk to these spirits using Morrite rituals or contraptions, 
  but hasn’t the skill to do so herself. I pray to Morr that he take these 
  unquiet dead before I ever have to speak with them!’ 
  Towing the boat back to its home port yields the Characters 
  a finder’s fee of 5 gold crowns. This makes a good scenario 
  entry point: whether immediately or at a future date, a senior 
  riverwarden asks the Characters to discreetly investigate the 
  stretch of river where other boats have been found drifting, 
  sharing with them details from the logbook if they cannot read.
  evenT: The Travelling shaman
  An unusual battle cry alerts the Characters to a conflict along 
  the river. They spy a tall, lean man in a rowboat fighting for 
  his life against some aquatic beast, such as a Bog Octopus. 
  Assuming they come to his aid and drive the beast off, they 
  become the friends of a boatman named Yevgeni Dostal. He 
  hails from the far-off marches of Kislev. Yevgeni has the habit 
  of referring to folk from the Empire as chegan. A Character who 
  passes a Hard (–20) Language (Kislevite) Test understands 
  that Steppe Nomads use this term to describe ‘worthless people’ 
  they take offence, he laughs and treats them to a hearty slap on 
  the back. Despite this habit, Yevgeni is friendly and appreciative 
  of the Characters for providing him with assistance. If asked 
  why he is so far from home, he explains his tribe’s shaman Dafa 
  told him he had things to do in this far land. As well as being a 
  mighty warrior, he tells them, he was also an apprentice shaman 
  and can commune with the spirits. 
  This encounter can be run before this scenario, with Yevgeni 
  going his own way afterwards. The Characters can track him 
  down later. Alternatively, it can take place early in this scenario. 
  
  6
  SOMETHING KNOCKING
  0
  Yevgeni Dostal
  This tall, lean boatman hails from the vast grassy plains that 
  stretch out to the northeast of Kislev. He is proud of his 
  achievements: A fine horseman! A great warrior! Apprentice 
  to the great shaman Dafa! Oh, and the tales of his adventurous 
  travels! 
  Why is he here, of all places? Dafa told Yevgeni he had things to 
  do here, so he came. These things were many and varied: ‘Fight 
  the fish that flies’, ‘Listen for noisy water,’, and ‘Make friends! Our 
  lands may need chegan someday’ and similarly odd ideas. 
  Many folk can find Yevgeni rather loud and irritating, yet miss 
  him when he’s gone. Besides having a strong arm, he has some 
  understanding of spirits and the dead. Culturally, he is more 
  tolerant of ghosts, wary but less fearful.
  Yevgeni offers some extra muscle and insights into the spirit 
  world — rumours regarding communicating with ghosts could 
  come from him, although he will phrase them in somewhat 
  broken Reikspeil, insists on the term ‘vaiduk’ rather than ‘ghost’, 
  and has no knowledge of Morrite ritual.
  YEVGENI DOSTAL
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  35
  30
  42
  35
  35
  40
  35
  30
  30
  40
  12
  Traits: Armour (Leather Jack) 1, Weapon (Bow) +6, 
  Weapon (Sabre) +8, Weapon (Spear) +8
  Skills: Animal Care 35, Athletics 48, Charm 48, 
  Charm Animal 33, Consume Alcohol 37, Dodge 47, 
  Endurance 42, Gossip 44, Haggle 43, Intuition 40, 
  Language (Battle 32, Reikspiel 35), Melee (Basic 45, 
  Polearm 37), Lore (Kislev 33, Magic 38, Steppe Nomads 
  45, Undead 48), Outdoor Survival 37, Perception 37, 
  Ranged (Bow) 35, Ride (Horse) 55, Row 48, Swim 49
  Talents: Fisherman, Gregarious, Rough Rider, Second 
  Sight, Strider (Marshes), Strong Swimmer
  Trappings: Bow, Covered Row Boat, Leather Jack, 
  Sabre, Spear
  
  7
  SOMETHING KNOCKING
  0
  Part One: Something Knocking.
  The scenario begins at night. The Characters have tied up their 
  vessel on the banks of a lonely stretch of river, the nearest 
  fishing village half a day away. They may be aware of the area’s 
  reputation, but the alternative is travelling in the dark (if they 
  choose to keep sailing, they will still soon hear the knocking).
  At a time when at least some Characters are asleep, have 
  everyone make a Perception (Hearing) Test. For those below 
  deck, the Test is Easy (+40) if they are awake or Average (+20) if 
  they are asleep. For anyone on deck, perhaps keeping watch, the 
  Test is Difficult (–10), unless they’ve fallen asleep, in which case 
  it is Hard (–20). If everyone fails, allow another Test an hour 
  later. Those who succeed hear a distinct tapping or knocking 
  on the hull. Those on deck hear it echoing up from below. Its 
  pattern changes from regular and continuous to random and 
  without pattern. One Character (pick at random) might swear 
  they think it sometimes sounds like a tune they can’t remember 
  the name of. 
  If the Characters do not perceive the knocking, or ignore it, you 
  have a couple of options.
  Firstly, if you are running the scenario as part of a larger 
  campaign, the Characters can simply go on their way, but the 
  knocking occurs again whenever they pass this stretch of river. 
  It is louder and more desperate each time, making Perception 
  Tests made to hear it increasingly easy.
  Alternatively, if and Characters continue to ignore the knocking 
  and you wish to force the issue, it becomes so insistent that 
  a board in the hull is loosened and the boat springs a leak. 
  Detailed rules for damaging vessels are given in the Death on 
  the Reik Companion (see pages 29–30), but here is a summary 
  of the main points: 
   
  0
  The leaking vessel sinks in a number of minutes equal to 
  its Toughness (so 45 minutes for a typical barge).
   
  0
  Characters can busy themselves bailing out water, which 
  doubles the time it takes the boat to sink.
   
  0
  Every 20 minutes, the Characters can make a Trade 
  (Boatbuilding) or Trade (Carpentry) Test to fix the leak. 
  Seeing as the Undead have only caused a small hole, the 
  difficulty is Easy (+40).
   
  0
  This action is intended to inconvenience the Characters 
  rather than deprive them of their barge. There are many 
  bays and mudbanks along this stretch of river, so if the 
  barge does succumb to the leak, it would be better to 
  beach it rather than have it go under.
  From time to time the knocking changes where it is coming 
  from. The Characters first hear it one side, then on the other, 
  sometimes from the fore of the vessel, sometimes the aft. 
  Sometimes it comes from the very bottom of the hull. If the 
  boat is still travelling, the knocking follows them. What is clear 
  in all cases is that whatever is knocking is doing so from below 
  the waterline.
  Those with Second Sight notice a slight, wispy presence of Shyish 
  in the atmosphere close to the walls of the hull. If they go up 
  on deck to look overboard, they see its darkly swirling presence 
  in the water close to the hull. Looking out over the river, they 
  see points of Shyish very loosely scattered in the water some 
  distance from the boat, but surrounding them, like violet stars.
  What exactly happens next depends on the Characters. If 
  they actively engage with the knocking, you can proceed to 
  Conversations with the Undead. If they ignore it, don’t know 
  what to do, or otherwise fail in any attempt at communication, 
  the knocking eventually stops (it stops at sunrise, even if the 
  Characters are still trying to communicate). The knocking 
  happens again the following night at the same time, and the 
  night after that. If you are faced with these interludes, give the 
  Characters the opportunity to encounter NPCs who they can 
  talk to about their experiences (see Foreshadowing). If the 
  Characters are reluctant to talk, let the NPCs do the talking 
  — the Characters are not the only people to have heard the 
  knocking.
  Conversations with the Undead
  Probably the most likely thing the Characters do is knock back. 
  If they do, whatever is knocking responds to their tapping, 
  mimicking it. It may be fun to do this in real life. However, this 
  is unlikely to result in proper conversation.
  The next thing Characters might try is talking to the knocking. 
  They quickly discover whatever is outside the hull can hear 
  them. From here it’s a simple step to one-knock-for-yes-two-
  knocks-for-no. If the Characters have heard one of the rumours 
  described in Foreshadowing, they may decide to try using 
  a lamp flame in a similar way. What information this yields 
  depends on the questions, as it is limited to yes or no answers 
  — ‘Who are you?’ cannot be answered this way.
  Any Character who has been part of the cult of Morr as a Nun, 
  Priest, or Warrior Priest, or any Character who passes an Easy 
  (+40) Lore (Religion) or Challenging (+0) Lore (Empire) Test 
  has heard of a ritual known as a Morr Dial. The Dial consists of 
  an array of letters, numbers, and the words ‘yes’ and ‘no’ inscribed 
  in a circle on a flat surface, with an upturned drinking vessel 
  placed in the centre. For many, this is considered necromancy, 
  however, Morr Dials are one of several methods used by the 
  cult of Morr to communicate with restless spirits and are not 
  strictly illegal. The Characters can create a large one up on deck 
  or a smaller one on a floor or table below. As they start to use it, 
  the temperature drops and the Characters can see their breath. 
  Frost forms on metal surfaces. This happens regardless of the 
  season.
  
  8
  SOMETHING KNOCKING
  0
  Whatever methods the Characters try, communication comes 
  to an end at sunrise and can only resume again the following 
  midnight.
  Questions and Answers
  Here are some questions Characters are likely to ask and the 
  answers they get. Questions without yes-or-no answers are met 
  with silence (or no flicker of a flame). The response in brackets 
  indicates the letters a Morr Dial spells out, if the Characters 
  use one.
  1. 
  Who are you?
  Silence. (We are the dead.)
  2. 
  Are you Ghosts?
  Yes. (Some of us.)
  3. 
  What do you want?
  Silence. (May we come aboard?)
  4. 
  Are you responsible for the disappearances?
  No. (We are the disappeared.)
  5. 
  Will you harm us?
  No. (No. We give you our word.)
  Permission to Come Aboard
  The immediate aim of the Undead is to get permission to come 
  aboard. They want to talk clearly, face-to-face, and establish 
  trust. They won’t force their way aboard — that would be an act 
  of piracy, something they are victims of.
  If the Characters use a Morr Dial, the Undead eventually ask 
  directly to be allowed aboard. If the Characters run out of 
  questions, the Undead ask again. If the Characters repeatedly 
  ignore or refuse the request, or if they fail to get beyond yes-
  and-no questioning, the Undead have to become more direct 
  and manifest. However, they do this beyond the boundaries of 
  the boat (after all, Ghosts don’t need a surface to stand on).
  Whether on the vessel’s decks or off its gunwales over the water, 
  two Ghosts (WFRP, page 331) manifest themselves, growing 
  out of swirls of mist. The first is a young woman in a beautiful 
  flowing dress, glowing a deep aquamarine tinged with silver; 
  she looks like a bride. Drops of aquamarine light drip from the 
  edges of her dress. Her silvery hair is loose and gently waving all 
  around her as though underwater. The second is an altogether 
  different creature, swirling thick and oily, blackly brown against 
  the night, manlike in cloak and hood, with the occasional 
  rainbow flash of oil on water. 
  Characters who succeed on an Average (+20) Intuition Test 
  sense that the first Ghost radiates sadness and honesty. The 
  latter, a slightly sinister playfulness (somehow directed at the 
  Characters) and active malevolence (somehow not aimed at 
  them). Both radiate cold and, for those with Second Sight, a pall 
  of Shyish. 
  The bride identifies herself first, naming herself Klara von 
  Holgau. With an oily chuckle, the other entity says, ‘Call me 
  Shade. Sounds appropriate!’
  ‘We are murdered and we are not alone.’  
  At this point, in ones and twos, another dozen ghostly beings 
  flare into light around the boat, but at a distance intended 
  to avoid intimidation. Colours, shapes, and details vary, but 
  the Ghosts had strong personalities in life, so there’s always 
  something notable about them. Some wear the colourful shawls 
  of Strigany traders, others the buff uniforms of the Reik River 
  Patrol.
  At this point, the Characters should make a Challenging (+0) 
  Perception Test. Those who succeed immediately notice things 
  bobbing in the dark water. They appear to be heavy, bloated 
  bodies or thin skeletonised ones, others halfway between. They 
  shine under the ghostly light. Then (if the Characters had 
  previously given permission to come aboard), either side of the 
  two Ghosts, bony talons clasp the sides of the vessel and haul 
  their weed-dripping bones aboard. They shake like dogs, rattling 
  inside their rotten clothes, then reach toward the gunwales and 
  rap their bony knuckles, knock… knock… knock.
  Now, at any point from the Ghosts’ arrival onwards, frightened, 
  paranoid, or naturally aggressive Characters may attack. Some 
  Characters may harbour a Hatred (WFRP, page 190) towards 
  the Undead and must make a Challenging (+0) Cool Test 
  to resist the urge. This is fine — the Undead simply retreat, 
  withdrawing to a safe distance. The River Zombies (see page 11) 
  are slower (though still Move 4), but do not engage if attacked. 
  If the Zombies are destroyed, the remaining Undead do not 
  hold a grudge. They understand what they are, but they have 
  unfinished business and need help. They wait patiently for the 
  Characters to compose themselves and reconsider their actions. 
  However, if the Characters are having none of it, sunrise sees 
  them depart, and they do not come knocking again. 
  
  9
  SOMETHING KNOCKING
  0
  SO, THEY DIDN’T BITE
  If the Characters want nothing to do with the Undead, this is not the end of the adventure. The easiest way to proceed is to wait a while 
  and have the pirates attack them. The crew of the Spectral Kaye (see page 14) is large enough (a score or so of vicious, experienced 
  cutthroats) to take them alive. Then, it’s off to the hidden island as future sacrifices to Khaine, and hopefully a daring escape. 
  More subtle approaches are possible. They could be hired by the Imperial River Service to investigate the disappearances — the promise 
  of coin is a powerful incentive. They might meet a priest of Morr who is investigating rumours of local Undead or has found records of 
  the chapel on the island, but just can’t seem to find it. Alternatively, make it personal: when some friends or allies of the Characters go 
  missing, perhaps it’s time for them to go cap-in-hand to the Ghosts…
  Further Conversations with the Undead
  If the Characters are ready to listen, Klara von Holgau and Shade 
  explain what’s going on. You could read-out the following or 
  use it as a guide for a conversation between the Characters and 
  Ghosts. Encourage the latter, as it’s player led, allowing them to 
  take the adventure forward.
  Klara: ‘We are all victims of murder. Most were folk who lived 
  on the water, fisherfolk, traders, and Strigany. Some travelled to 
  visit friends and relatives. Even riverwardens investigating our 
  disappearance. A few were kidnapped from towns and villages to be 
  killed. Rich and poor alike. All of us now lie in the mud of the river, 
  hiding from the light.’
  Shade: ‘She talks as though we were all undeserving of our fate. 
  Some of those merchants were cheats and swindlers. And I never met 
  a riverwarden who couldn’t be bribed.’
  Klara: ‘Those who killed us are worse than mere thieves. They are 
  murderers and sadists. Even those of us who surrendered were taken 
  prisoner to be murdered later, sacrificed to… something. Don’t ask 
  us what, though. Dark God or Daemon, we do not know, it is hidden 
  to us. We only remember knives and skulls.’
  ‘The pirates dwell on an island existing only for them and the Dead, 
  hidden from the living by Dark Magic. However, while we can 
  see the island, the Darkness holding us here prevents us crossing its 
  boundaries. A similar Darkness hides their ship from the Living and 
  prevents us boarding.’
  Shade: ‘If we could, we would have dealt with our killers ourselves. 
  Oh, yes, we would have taken our revenge with great glee! Even her 
  gentle ladyship here would have smiled!’
  Klara: ‘There is something evil in the Darkness at the heart of the 
  island. We are certain that if it is destroyed, we can cross the island’s 
  edge. Then we can demonstrate to our killers the kind of mercy they 
  showed us.’
  Shade: ‘She means we’ll tear their hearts from their chests and 
  devour them. Mmmm. Tasty! Don’t be so shocked. The so-called 
  justice of the Living is oft as blindly cruel but less oft so clearly 
  deserved.’
  Klara: ‘We need your help. We cannot cross onto the island, but 
  can help you see it as we do. We believe the Living who can see it 
  can step upon its shores, just as our murderers do. We beseech you: 
  travel to the heart of the Darkness and destroy what is within. Or 
  carry it beyond the island’s boundaries; perhaps that will be enough. 
  With its destruction, we are free to come to your aid… and take our 
  vengeance.’
  Shade: ‘To help you see, we need only touch your eyes. It should not 
  hurt, but your lids must be open. Then, as the sun passes below the 
  horizon, you can see what is hidden from the Living.’
  If the Characters ask for more personal information about Klara 
  and Shade, refer to their descriptions below. Klara is quite open, 
  while Shade pretends to be evasive in order to fit its sinister 
  image (though in truth, Shade is not so sure of its own history).
  
  10
  SOMETHING KNOCKING
  0
  Klara von Holgau
  As a minor noble, Klara had a comfortable, undemanding life. 
  Her greatest joy was her forthcoming marriage to another 
  minor noble she had truly fallen in love with. They would have 
  a comfortable, undemanding life together, and their children 
  would have equally happy lives. And then, before the ceremony 
  took place, something smashed into her wedding barge. People 
  carrying knives and swords appeared out of nowhere and lay 
  about them yelling and screaming. Guests and family fell to 
  the decks with gaping bloody wounds. There was blood and 
  screaming and crying. As Klara looked around desperately 
  for her betrothed, she was suddenly overwhelmed by pain and 
  darkness.
  When she next became aware of anything, she was a Ghost. 
  But she can’t remember her fiancé’s name. She was not a cruel 
  or angry person in life, but the loss of a name has left a focus 
  of tightly coiled hate deep inside what remains of her in death.
  It is Klara who has organised the Undead, breaking through 
  their mindless hate, helping them reshape it into a goal — she 
  was a noblewoman after all. Organising others is what nobles 
  do. But now she needs the help of the Living and it’s time to 
  go knocking.
  Shade
  Shade has no idea who they were in life. But they don't plan on 
  letting anyone know that. Keep them guessing. Keep them on 
  edge. A little scared. Maybe a lot.
  Shade has a teasing and sinister personality. One minute they 
  have a cool edginess, like they really know the score. A minute 
  later, they're creeping you out. ‘I’m not that bad, though’, Shade 
  assures you. ‘But don’t get between me and my vengeance.’
  KLARA VON HOLGAUR
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  6
  30
  —
  30
  30
  30
  30
  20
  30
  30
  30
  12
  Traits: Dark Vision, Ethereal, Fear 2, Fury, Hatred 
  (Pirates), Undead, Unstable, Weapon +6
  SHADE
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  6
  30
  —
  30
  30
  30
  30
  30
  30
  30
  30
  12
  Traits: Dark Vision, Ethereal, Fear 2, Fury, Hatred 
  (Pirates), Undead, Unstable, Weapon +6
  THE OTHER GHOSTS
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  6
  40
  —
  30
  30
  10
  30
  20
  15
  15
  —
  50
  Traits: Dark Vision, Ethereal, Fear 2, Fury, Hatred 
  (Pirates), Swarm, Undead, Unstable, Weapon +6
  The Other Ghosts
  The ghostly mob are people who had lives, who had goals. 
  Families, friends. Enemies, even! ‘I was somebody, damn it!’ 
  They can’t remember it all, but they know they had things to do 
  and people they cared about. But now the dark river is all there 
  is. And a darker island with borders closed to them. Maybe if 
  they could have revenge on their killers, maybe that would be 
  enough. They hope so.
  
  11
  SOMETHING KNOCKING
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  RIVER ZOMBIES AND SKELETONS
  These Undead are water-bloated corpses with fish-eaten eyes. 
  Bodies that have shed a lot of weight, just ragged clothes and 
  brown rotting flesh hanging off bones. Skeletons wearing only 
  the muck and weed of the riverbed. There’s not much left going 
  on inside their heads, but they understand the purpose Klara has 
  given them. And they are very, very angry.
  RIVER ZOMBIES
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  15
  —
  30
  30
  5
  10
  15
  10
  —
  —
  12
  Traits: Construct, Dark Vision, Distracting, Fear 2, 
  Painless, Undead, Unstable, Weapon +7
  SKELETONS
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  25
  25
  30
  30
  20
  20
  25
  10
  —
  —
  12
  Traits: Armour 2, Construct, Dark Vision, Fear 2, 
  Painless, Undead, Unstable, Weapon +7
  Deadsight
  To see the hidden island, the Characters must be touched by 
  the dead. Specifically, one of the Ghosts must place an ethereal 
  fingertip on the bare eyeballs of at least one Character. It is not 
  a painful process, but it is an unnerving experience and requires 
  a Challenging (+0) Cool Test to keep the eyelids open. Anyone 
  who fails can try again after a few minutes, but a second failure 
  means the Character is disturbed and suffers from the Rattled 
  Condition (see box). If they fail again, they’ll never find the 
  courage. As long as just one Character has Deadsight, this is 
  not a problem. If none succeed, the Ghosts suggest finding a 
  braver person to ally with (Yevgeni Dostal, for example, who 
  automatically succeeds on the Test).
  For the purposes of this scenario, with the coming of dusk, 
  Deadsight allows the Characters to see the hidden island, 
  enabling them to cross its boundary. It’s a kind of Second Sight, 
  limited to Shyish and Dhar. The additional ability to see in the 
  dark is a possibility, although this spoils the atmosphere and 
  risk of exploring a mysterious shadowy island in the dead of 
  night.
  Any Character without Deadsight cannot see the island. 
  However, like the victims of the pirates, they can be physically 
  hauled across the boundary by those who can. This requires 
  only a tight grip, but provides an additional complication if 
  clambering up the slippery rocky sides. Once on the island, they 
  can see as well as anyone else on a dark night.
  The power of Deadsight vanishes with the final passing of the 
  Undead (even if Shade decides to linger on a while…).
  Characters with Second Sight may be able to perceive the island 
  too, though the more specific Deadsight is clearer. Any relevant 
  Tests made with Second Sight alone should be more difficult by 
  two steps.
  RATTLED CONDITION
  This is a new Condition intended to be used in circumstances 
  where Characters have faced a disturbing phenomenon, but not 
  one that is so clearly threatening so as to leave them Broken.
  A Character gains this Condition when they fail a Cool Test in 
  an ominous environment or worrying circumstance.A Character 
  might also become Rattled after being intimidated. A Character 
  who is Rattled gains +10  to Perception Tests as they pay 
  additional attention to every creaking floorboard and looming 
  shadow, but all other Tests are at a –10 penalty as they find it 
  hard to concentrate. This Condition does not stack: you are 
  either Rattled or you’re not. The Condition is removed if the 
  Character gains a Broken Condition, or once the disturbing 
  phenomena passes. If the disturbing presence lingers for a long 
  time, the Character can take an Average (+20) Cool Test to 
  remove the Condition every half hour.
  Any Skill, spell, or other effect that can remove Broken 
  Conditions also removes the Rattled Condition.
  
  12
  SOMETHING KNOCKING
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  Chapel of Khaine
  Garden of Morr
  Meinard's Cabin
  Lock-up
  Stores
  Goat Pen
  Vegetable Patch
  1
  2
  3
  4
  5
  6
  7
  7
  6
  3
  2
  4
  1
  7
  5
  7
  Bramble Patch
  Goose Nest
  Pirate Patrol
  
  13
  SOMETHING KNOCKING
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  To the Island
  Once they have a guide to the island, the Characters still 
  have to travel to it. When dawn comes, the Undead depart 
  and the Characters must find it for themselves or at least its 
  general area, as their Deadsight won’t help until dusk falls. The 
  Characters likely have a rough idea where the island is from the 
  Ghosts (even if it’s only upstream or downstream; details often 
  elude the Undead), but may have picked up helpful rumours 
  of a vanished island during earlier investigations. Alternatively, 
  the Characters could spend the next day asking questions and 
  chasing down rumours to help them find the right area (perhaps 
  a Hard (–20) Gossip Test to meet an old fisherman who 
  provides an actual landmark on an adjacent riverbank, ‘I recall 
  a rocky outcropping with a wind-bent old tree on top’). They may 
  also want to do some preparation for their coming adventure, 
  so provide a convenient village or chance meeting with a river 
  trader so they can do some shopping.
  If you want to add some other events to the journey, here are 
  some ideas:
   
  0
  The pirates have struck again! The Characters find a 
  small vessel floating in the river. Nobody is aboard, just 
  signs of robbery and bloodshed. You could link this to the 
  three captives in the pirates’ lock-up (see page 15).
   
  0
  It’s a body! The body of a young man lies floating face 
  down in the water. If turned over, there is a single, 
  exceptionally clean stab wound to the heart. It looks like 
  the body’s been in the water for a few days, and his face 
  and chest wound have been nibbled by fish. 
   
  0
  What was that? The Characters’ vessel is suddenly 
  subjected to a sudden buffeting in the water. Looking 
  to see what has caused it, they spot the wake of another 
  vessel racing away from them… but there’s no vessel! 
  The invisible source of the wake very swiftly heads away, 
  leaving the Characters with just the muffled sounds of 
  raucous laughter. They have just had a close encounter 
  with the pirates and the Spectral Kaye.
  Once in the general area of the hidden island, and once 
  darkness has fallen, Characters with Deadsight can see the 
  island. What catches their eye is not so much the island, but the 
  darkly glowing fog of Dhar coiling threateningly around it, shot 
  through with violet streaks and flashes of Shyish. Now they can 
  see it and know it’s there, the magic that has shifted it out of 
  reality no longer affects them. It is time to cross the boundary.
  The Skull of Bloody Klaas 
  Thirty years ago, Klaas Vissier, or Bloody Klaas as he was known, 
  was a murderous pirate terrorising the Reikland’s rivers. His 
  cruel piracy was finally curtailed in a river battle that saw Klaas 
  taken alive while his vicious crew were slaughtered to a man. 
  Klaas was found guilty after a swift trial and hung from his 
  battered ship’s mast. Klaas’s body was left hanging overnight. 
  In the morning, it was found on the deck, but without its 
  head! This tale is still told on the river and in the port where it 
  happened, with much gruesome speculation.
  As a notorious killer, Klaas and his trial attracted the attention 
  of a devotee of Khaine, the God of Murder. Under cover of 
  darkness, the priest cut Klaas’s body down and removed the 
  head. After boiling off the flesh and scraping out the brains, 
  prayer, ceremony and Khaine’s divine will turned the murderous 
  pirate’s skull into a darkly enchanted object. 
  The skull has the power to conceal a murderer’s hideout — a 
  location with clear boundaries (the walls of a room or building, 
  or as in this scenario the edges of a small island) that have been 
  drizzled with the blood of a murder victim, by the murderer. 
  The detached mandible has similar though weaker properties. 
  The magic renders the location invisible and allows no sound 
  to emerge from it. It does this by subtly shifting the location 
  out of reality and filling in the gap with natural surroundings so 
  nobody can accidentally wander into it, which is why no boats 
  have crashed into an invisible island in the middle of the river.
  In the thirty years since Bloody Klaas’s hanging, the skull has 
  passed through a succession of bloody hands. The current owner, 
  Meinard Links, has demonstrated considerable ambition, 
  successfully murdering enough people to a gorily consecrate 
  the edges of the island his pirates use as their base. His crew, 
  all having contributed to the ritual and regularly reinforcing it, 
  enjoy its blessing, too.
  The skull currently sits on the altar of a defiled chapel of Morr 
  on the island. However, its mandible is detached and is inside 
  a chest on the Spectral Kaye. As long as the rest of the skull 
  is intact, the jawbone provides similar benefits to the bloodily 
  consecrated boat. The difference is that it doesn’t shift the boat 
  out of reality the way the skull does the island — it is possible 
  to bump into the boat and hear voices from on board, although 
  they sound muffled and distant. If the skull is destroyed, the 
  jawbone’s magic is greatly weakened (the skull is not affected if 
  the jawbone is destroyed). 
  
  14
  SOMETHING KNOCKING
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  The jawbone alone makes the bearer invisible, but not silent 
  (breathing, sneezing and so can be heard by Characters who 
  pass a Very Hard (–30) Perception (Hearing) Test). Also, to 
  grant invisibility, the jawbone must be anointed with 1 Wound 
  equivalent of blood, taken from the victim of a murder. Its 
  power of invisibility comes into effect only between the next 
  dusk and dawn. Come dawn, it must be anointed again to be 
  of use. Additionally, it is a cursed item and if not anointed at 
  least once a month, the owner becomes subject to the Animosity 
  (Everyone) Psychology (WFRP, page 190). The only way to 
  break this curse is for the owner to destroy the jawbone.
  Part Two: Onto the Island
  The island lair of the river pirates is an oval plateau some 600 
  yards in length in line with the river by 400 yards. Its rocky sides 
  make it easy to tie on to, but rise steeply, two yards and higher 
  in places. The rock is slick with weed and water, requiring a 
  Difficult (–10) Climb Test to avoid slipping and falling in the 
  water (see WFRP, page 166 for more on falling). Once ashore, 
  the ground is extremely uneven, with mossy hollows and grassy 
  hummocks where the Characters (or pirates) can hide. There 
  are large areas covered with brambles and rank weeds, with 
  scattered thickets, branches twisted and dripping with moss. It 
  is night when the Characters visit the island, and even with 
  their Deadsight, shadows are deep and dark. It is a creepy place, 
  stained with blood and suffering. There is the taste of rust in 
  the damp air.
  If the Characters take the time to sail around the island, they 
  eventually discover the pirates’ boat, the Spectral Kaye, secured 
  fore and aft by sturdy ropes to metal staples in the rock. Adjacent 
  are a series of stepped rocks. While slippery, they offer a safer 
  path onto the island.
  The Spectral Kaye
  The pirate’s ship is equivalent to a Patrol Boat (for details of 
  Patrol Boats, see Death on the Reik Companion, page 35). It is 
  an ordinary example of its type, the only notable features being 
  the bloodstained gunwales. Inside the captain’s cabin there is 
  a small wooden chest. It is not locked, and inside, wrapped in 
  red velvet, is the jawbone from the skull of Bloody Klaas. If the 
  jawbone is destroyed, Meinard Links immediately wakes up. He 
  is aware something is wrong, but not exactly what. He quickly 
  dresses and goes to the chapel of Khaine, where he sits and 
  contemplates the skull for the rest of the night. Sooner or later, 
  the Characters will disturb Links’ meditations, but how it plays 
  out depends on how the Characters go about their explorations.
  Encounters and Hazards on the Island
  The pirates are confident in their security and do not post watches 
  or patrol the island. This allows Characters considerable freedom 
  of movement — only bad luck or shocking incompetence should 
  alert the pirates to their presence. Bad luck and other hazards 
  may come in the form of:
   
  0
  An insomniac pirate taking a stroll or perhaps encountered 
  answering a call of nature over the edge of the island. 
  A Challenging (+0) Stealth Test is required to avoid 
  attracting her attention.
   
  0
  A wild goose that lets rip with a loud honking if disturbed 
  by a Character who fails an Easy (+40) Stealth Test whilst 
  passing by her nest. This wakes a pirate, who decides to go 
  shut the annoying bird up.
   
  0
  A Character stumbles into a rocky hollow (pass a 
  Challenging (+0) Agility Test to avoid falling and 
  suffering 1d10 + 1 point of Damage)
   
  0
  A Character catches an exposed area of skin on some 
  nasty brambles (pass a Challenging (+0) Willpower Test 
  to avoid crying out; pirates get a collective Perception 
  (Hearing) Test, difficulty based on how close the 
  Characters are).
   
  0
  There is a population of wild goats on the island, and 
  the Characters suffer an encounter with a territorial ram. 
  Goats’ screams can sound horribly human; while the 
  pirates are used to them, a protracted fight or a screaming 
  retreating animal might provoke the interest of a pirate 
  or three.
  Pick two of these when the Characters are first exploring the 
  island, saving the others for environmental complications in any 
  chase sequences later in the adventure.
  The PiraTe seTTlemenT
  Meinard Links and his pirates have been here for several 
  years and have built themselves a surprisingly comfortable 
  home. Various buildings have been constructed, mostly from 
  the broken-up boats they have attacked. Although the pirates 
  steal most of what they need, Meinard Links encourages self-
  sufficiency to limit the need for excursions to civilisation, so 
  there are also vegetable plots, two stores, and a goat pen. The 
  chapel of Khaine is at the heart of the settlement.
  Pirate Cabins
  Loosely scattered around the chapel of Khaine are small huts 
  and cabins the pirates have built for themselves over the years. 
  Some live alone, others as couples or smaller groups. Most have 
  stoves and other furnishings looted from boats they’ve attacked. 
  The pirates don’t live in luxury, but certainly in more comfort 
  than they deserve. Most of the cabins have vegetable patches 
  alongside them and some have a still for making vegetable 
  spirits. Doors tend to be unlocked, although some have simple 
  bars on the inside.
  
  15
  SOMETHING KNOCKING
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  If the Characters start investigating the cabins, they could 
  reveal their presence. Hard (–20) or even Very Hard (–30) 
  Stealth Tests are needed to enter any cabin without disturbing 
  the inhabitants. Similarly, even if they manage to silence them 
  before they cry out, attempts to search cabins for loot require 
  a Challenging (+0) Stealth Test to avoid making a sound. 
  However, other pirates are not likely to take an interest unless 
  they hear multiple failures.
  Any money or valuables in the cabins is for the GM to decide. 
  However, in Meinard Links’ cabin there are three items of 
  interest: a jewelled Dagger worth 3 GCs, a collection of high-
  quality butcher’s knives, and Links’ heavy leather diary, a 
  detailed collection of atrocities.
  The Lock-Up
  The pirates keep a lock-up — a windowless log cabin — for 
  sacrificial captives. The door is secured with a hefty wooden bar, 
  which is easily removed from the outside. The lock-up is not 
  guarded. 
  It has three occupants, two women and a man, dirty and bloodied, 
  their clothes as worn and ragged as they are. They are weak and 
  need assistance. If they become aware of the Characters, they 
  immediately cry out for help and, if not immediately reassured, 
  attract the attention of a pirate 3 Rounds later. Depending on 
  the season, it is cold or stuffy inside. If the Characters end up 
  inside the lock-up, they require a cunning plan to escape.
  Stores
  There are two sturdy sheds where stolen goods are kept. One 
  is for food and the other for items useful to the pirates such as 
  tools and clothing, alongside saleable goods. Each is guarded 
  by a quartermaster, who bars themselves in and sleeps inside. 
  When a quartermaster leaves, they padlock the doors.
  The Goat Pen
  A dozen goats are kept in a high-fenced pen, with a ram kept 
  adjacent but separate. The pirates use them for milk and meat. 
  They take an interest if Characters come close, suddenly rearing 
  up, resting their hooves on the pen bars, and bleating at them. 
  Some Characters might be startled (an Easy (+40) Cool Test to 
  suppress a surprised cry).
  Graveyard
  The rotting remains of wooden fencing surrounds an area 
  beyond the chapel’s exit: a Garden of Morr. It was a simple 
  affair, with a few wooden and fewer stone markers now lost 
  within a tangle of grass and bramble. Anyone making a rather 
  prickly search of the Garden finds a single standard black rose 
  tree, struggling in the tall weeds.
  The Garden is old and untended. As followers of Khaine, the 
  pirates tend to avoid it if they can. They make do with pitching 
  their own dead into the river.
  The Chapel
  At the heart of the island lies the stone chapel. Formerly of 
  Morr, it is now dedicated to Khaine. Even from some distance 
  away, anyone with Second Sight can see Shyish and Dhar gathered 
  churning around it, carrying a sense of sweaty terror. The 
  building is kept in fair condition despite its spiritual corruption; 
  the stone is crumbling and the few Morrite carvings defaced, 
  but the wood-tiled roof keeps the rain out. Roughly 10 yards 
  long by 6 yards wide, it has a doorway at either end (an entrance 
  symbolising entry into the world, an exit symbolising death). 
  Both doorways have been desecrated with the addition of 
  wooden doors, which are barred on the inside during sacrifices. 
  Its windows, placed just above Human head-height, are boarded 
  up, although there are gaps which can be peered through. The 
  inside is simple: an open space with a central altar. The once-
  plain walls are now blood-stained and hung with rusty old 
  daggers and swords. Grimy skulls dug up from the graveyard 
  are scattered about. At night, it is dimly illuminated by four very 
  large black candles in brass candleholders at each corner of the 
  altar. The candlelight just about stretches to the walls, around 
  which are chairs and stools used by the pirates during worship.
  The altar is the dominant feature within the chapel. It is a solid 
  rough-carved block of dark grey stone, large enough to bear a 
  sizable coffin. The image of a raven carved on its surface has 
  been defaced and crudely replaced with scratched and painted 
  symbols of Khaine (mostly daggers, but also skulls and horned 
  heads).
  On top of the altar, nestled upon a crumpled heap of crushed red 
  velvet, is the Skull of Bloody Klaas. When the Characters first 
  come close, under the flickering light of the candles it appears 
  
  16
  SOMETHING KNOCKING
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  horribly like the skull is perspiring, but it is only condensation 
  (although if anyone dares wipe the moisture with their finger 
  and taste it, perhaps it is a little salty…). The mandible is 
  missing; if the Characters haven’t already found it, the jawbone 
  is on The Spectral Kaye (see page 14).
  Those granted Deadsight can sense the ‘Darkness’ the Ghosts 
  spoke of, coiled like a snake around the skull. Anyone with the 
  Second Sight Talent sees a shockingly intense concentration of 
  Dhar within the skull with no need of a Test. It is difficult for 
  someone with Second Sight to look at it for too long.
  Upon entering the chapel for the first time, the Characters 
  should make an Average (+20) Cool Test or receive the Rattled 
  Condition (see page 11).
  Encountering Meinard Links
  GMs might want the Characters to formally meet the main 
  villain of the scenario, Meinard Links, rather than just 
  encounter him during a final battle scene. It is suggested in The 
  Spectral Kaye that Links is woken if the mandible of Bloody 
  Klaas is destroyed, after which he goes to the chapel of Khaine 
  and meditates on the skull. This is an obvious opportunity for 
  a meeting, and GMs could place Links in the chapel regardless 
  of what happens with the mandible. Unless the Characters are 
  exceptionally careful in their approach and entry to the chapel, 
  Links can raise the alarm even if he cannot get out and evade 
  the Characters. This leads to a situation similar to destroying 
  the skull in the chapel and the ensuing scream. The difference is 
  the presence of Links. 
  Links is a bargaining chip, and he can order his pirates to 
  hold back. Links is egotistical, happy to tell the Characters 
  about himself and everything he’s achieved, and tries to tease 
  out information about the Characters. He’s also quick with a 
  knife (even if disarmed, Daggers and Swords are all over the 
  walls), though he won’t risk it unless he can either easily take a 
  Character hostage or the skull is threatened. Links is completely 
  unaware of the Undead, but if the Characters make him aware, 
  he is very disturbed by the news, although he tries to hide it.
  
  17
  SOMETHING KNOCKING
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  The Villain, Flusskapitän Meinard Links
  Meinard Links believes he is the son of Bloody Klaas. This 
  may or may not be true: his mother, a riverwoman, told him 
  so during an angry exchange in his youth. She became his first 
  victim, the first of many more. Murder, as Links discovered, 
  is very easy along the river and a good way to make a living 
  if one is careful. And Links has been careful. The only person 
  to discover him was someone with an advantage — a priest of 
  Khaine searching for new followers for his god. Previously only 
  a killer for commercial reasons, Links found Khaine’s priest 
  offered him something he didn’t realise he was missing: divine 
  meaning. That and the skull of Bloody Klaas. The priest’s death 
  was only a matter of time; after all, that was how he’d acquired 
  the skull himself.
  As a priest of Khaine, Links became ambitious: create a safe 
  base, create a following. He tells his followers he is the son 
  of Bloody Klaas, and if he dies, the power of the skull dies, 
  discouraging knives in his back. Even Links is surprised at how 
  solid his community of Khainites has become. He’ll abandon 
  any of them in an instant if he has to, but while they’re useful to 
  him, he’s the best friend they have. The only things he’s true to 
  are himself and Khaine. He’s quite fond of his knives, though.
  Destroying the Skull
  It should be clear to the Characters that it is the skull protecting 
  the pirates and preventing the Undead coming onto the island, 
  and that it must be destroyed. It’s worth noting the mandible on 
  The Spectral Kaye does not have to be destroyed as well (although 
  the Characters might worry about it.) They may wonder how 
  THE VILLAIN, FLUSSKAPITÄN MEINARD LINKS
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  5
  42
  35
  35
  40
  51
  52
  40
  48
  34
  47
  14
  Traits: Armour (Leather Jerkin 1), Cunning, Fast,  
  Weapon (Large Dagger) +6, Weapon (Throwing 
  Knives) +5
  Skills: Athletics 56, Charm 52, Cool 37, Consume 
  Alcohol 40, Dodge 58, Endurance 44, Entertain 
  (Speeches) 49, Gossip 51, Heal 49, Language  
  (Battle) 50, Leadership 52, Lore (Reikland 51, 
  Theology 55), Melee (Basic) 62, Outdoor Survival 54, 
  Pray 48, Ranged (Throwing) 55, Row 41, Swim 39
  Talents: Bless, Coolheaded, Dual Wielder, Fisherman, 
  Flee!, Inspiring, Savvy, Sixth Sense, Strider (Marshes), 
  Strong Swimmer
  Trappings: Large Knives, Throwing Knives, Jewelled 
  Dagger, Leather Jerkin, Diary
  Blessings: Blessing of Battle, Blessing of Courage,  
  Blessing of Finesse, Blessing of Grace, Blessing of  
  Savagery, Blessing of Wit
  destruction is best accomplished. In practical terms, it doesn’t 
  matter: smashed, covered in oil and burned, attacked with 
  damaging spells, they’ll all work. It could be carried and thrown 
  off the edge of the island. Ultimately, it is down to the decision 
  of the Characters. The longer they take to decide, however, the 
  greater the chance the pirates become aware of their presence.
  If the skull is physically destroyed, whether inside or outside 
  the island’s boundaries, it emits a soul-shattering shriek that 
  lasts a full minute and alerts the pirates. The scream might be 
  muffled if the skull is wrapped up, say inside the heap of crushed 
  velvet it rests on, before it is damaged. Carrying the skull off the 
  island and throwing it in the water beyond the island’s blood-
  anointed edges is the only way to avoid the scream, but the 
  time it takes to carry it to the edge only increases the chance 
  the pirates become aware of the Characters or that the skull is 
  missing. It also leaves the skull intact, and it may be recovered 
  or found by a new owner. 
  If the skull is destroyed inside the chapel or near the pirates’ 
  cabins, its scream immediately wakes the pirates, even ones 
  sleeping off a night of drinking. If the Characters have 
  completely wrapped the skull in the velvet, there’s a chance 
  they’ve muffled it (the pirates get a Very Easy (+60) Perception 
  Test). If it’s destroyed elsewhere, the chance of the pirates 
  hearing the scream decreases with distance from the pirate 
  cabins. If the Characters make it to their own vessel, the pirates 
  require a successful Very Hard (–30) Perception Test to hear, 
  and if they muffle the skull, the pirates won’t hear it at all. 
  
  18
  SOMETHING KNOCKING
  0
  Escaping from the Pirates
  If the pirates are alerted while the Characters are on the island, 
  they give chase and try to capture them. If the Characters are 
  still inside the chapel, they have the chance to run while the 
  pirates are still waking up. Alternatively, they can bar the doors 
  and barricade themselves inside (the blades on the walls and 
  the chairs can be used to wedge the doors or hamper the pirates’ 
  access through them; just remember there are two doors). In 
  this situation, the Characters are hopelessly outnumbered, but 
  there’s a chance they can hold the pirates off long enough for the 
  Undead to arrive and even the odds. This could entail a battle 
  on two fronts as pirates assail both doorways. The Characters 
  could also play for time by engaging the pirates and their leader 
  in negotiation. The pirates are happy to talk, as they believe 
  they hold all the cards, being entirely unaware of the very angry 
  Undead heading their way if the skull is destroyed.
  Alternatively, the Characters may decide to run for it, leading 
  to a running battle as they race to get off the island. The pirates 
  are initially tired and confused, so the Characters need not 
  be immediately overwhelmed. If the Characters are already 
  elsewhere on the island when they destroy the skull, they have 
  a head start on the pirates, who are unsure exactly where the 
  Characters are. The scream will have given them some idea, but 
  an order to spread out is given by Meinard Links, thinning the 
  pirate outs. However, if a group of pirates catch up with the 
  Characters, their cries of battle draw in more and the Characters 
  become increasingly hard pressed.
  The Characters might decide to split up or a stealthy Character 
  could trick the pirates into following them and then attempt to 
  hide. The Characters might all try to hunker down in a group 
  of trees or behind a rocky outcrop. It’s important to allow the 
  players to come up with ideas to escape or play for time and let 
  them try. Emphasise that time is of the essence, though. If the 
  Players get stuck in lengthy discussions, have a small group of 
  pirates spot the Characters to spur them into action.
  Another option is surrender. This sounds risky, but the pirates 
  are cultists of Khaine and prefer to kill in cold blood, rather 
  than the heat of battle. If they can take the Characters prisoner, 
  they will, stripping them of weapons and possessions before 
  roughly throwing them into the lock-up. If the Characters have 
  destroyed the skull, this is not a bad situation as the Undead are 
  on their way. If they have not destroyed the skull, then they’ll 
  have to escape. The pirates take time to search the island in case 
  there are other intruders, but eventually return to make some 
  sacrifices to their bloody-handed god. The Characters’ time is 
  short. (If you have previously introduced Yevgeni Dostal and he 
  wasn’t already with the Characters, he could come to their aid, 
  having used his own shamanic means to discover the hidden 
  island. Or, the Characters are not the only people the Undead 
  have successfully persuaded to help them.)
  The Pirates
  Sadists and murderers, drawn to the shining darkness that is 
  Meinard Links. There is little good to say about them. There are 
  20 to 30 of them.
  THE PIRATES
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  35
  30
  30
  30
  30
  30
  30
  30
  30
  30
  12
  Traits: Armour (Leather Jack) 1, Weapon (Cutlass) +7
  Skills: Athletics 37, Dodge 35, Endurance 37, Melee 
  (Basic) 45, Perception 35, Row 45, Sail 38, Swim 42
  Talents: Strong Back, Waterman 2
  Trappings: Cutlass, Leather Jack
  In Pursuit!
  There are at least two opportunities for chases to happen: when 
  the pirates hear the skull scream and if Meinard Links flees 
  during the final battle. The following starting distances are 
  suggestions based on the pirates being asleep in their cabins at 
  the start of a pursuit. See WFRP, page 166 for more on running 
  chases.
  In the chapel: 2 (Characters are loosely surrounded by the 
  pirates’ cabins, so negative SLs may represent having to evade 
  sleepy pirates as they emerge; or swap the Athletics Test for a 
  Strength Test to shove the pirates aside).
  Outskirts of pirate settlement: 4 (negative SLs may represent 
  environmental complications, such as those in Encounters and 
  Hazards on the Island (page 14); or the hazard increases the 
  difficulty of the test).
  Out of sight of the settlement: 8 (pirates must succeed in a 
  Challenging (+0) Perception (Hearing) Test to work out 
  which direction the scream came from, otherwise they spread 
  out to search).
  Meinard Links’ head-start depends on whether or not the 
  Characters have kept an eye out for him. If they have, then the 
  starting distance is only 2, otherwise it is 4.
  
  19
  SOMETHING KNOCKING
  0
  A Ghastly Cavalry
  Hopefully, the Undead arrive to take their revenge before the 
  Characters are overwhelmed. First to arrive are the Ghosts, 
  howling through the mist. Klara and Shade come individually, 
  the rest together as a Swarm. Assuming the subsequent action 
  happens around the settlement, this takes about 8 Turns. The 
  water-bloated River Zombies and weed-clad Skeletons follow, 
  silently shambling from the shadows of the trees, bringing 
  unfinished business and great anger. They arrive about 12 Turns 
  after the skull is destroyed, with more arriving over the next 6 
  Turns (due to the oval shape of the island). The Undead arrive 
  sooner if the action happens closer to the island’s edge.
  How the Characters experience this and how soon depends on 
  where they are at the time: they could be barricaded in the chapel 
  and fighting or playing for time, stripped of their possessions 
  and crammed into the lock-up, somewhere on the island, on 
  their boat or even the Spectral Kaye. If they successfully made 
  it off the island with the skull without the pirates knowing, the 
  Characters can join the Undead in their final act of revenge or 
  they may decide they have no wish to witness the slaughter. 
  If they stay involved, let the Characters fight their own 
  skirmishes, occasionally aiding individual Undead and vice versa, 
  but assume the pirates are eventually overwhelmed. Remember 
  the chaos of battle: screaming, the moon-lit darkness, feasting 
  corpses, and the chill of an angry Ghost streaking past. You 
  can break combat up by having some pirates surrender or lock 
  themselves into their cabins.  Another group, led by Meinard 
  Links, can make a break for the Spectral Kaye. Giving each 
  Character a chance to spot this (Challenging (+0) Perception 
  Test) and give chase provides a more interesting challenge for 
  the players than just mopping up the Undead ’s leftovers.
  Good-byes
  With the skull destroyed and the pirates slain, the Undead are 
  free to depart, no longer bound to the river. The remaining River 
  Zombies and Skeletons trudge to the island’s edge, stumble into 
  the river, and gradually vanish beneath the surface. As they go, 
  some turn their heads to the Characters, giving a single jerky 
  nod.
  The Ghost Swarm performs a brightly multi-coloured circuit 
  around the Characters. It flies up into the night sky, then down 
  and through the entrance of the chapel of Morr, emerging from 
  the exit, breaking apart and rapidly fading to the darkness.
  Klara and Shade remain to speak to the Characters.
  Klara: ‘I will not stay long. I offer you my thanks. And for all of us. 
  Now I must go and see if I can find my betrothed. I think his name 
  was… well, I will find out. If you ever visit my home, place a flower 
  for me.’
  With that, Klara drifts off slowly towards the river, gradually 
  fading to a spark of turquoise light that suddenly blinks out.
  Shade grins, perhaps. It’s hard to tell.
  Shade: ‘Not too bad for a night’s work! I’m feeling much better 
  about everything now. Not so tied down, either. You know, I might 
  just stick around for a bit. Have some fun. Had enough of this river, 
  though. Time to see the sights! Never know, I might bump into you 
  all again sometimes!’
  And with that, Shade zig-zags off into the distance and vanishes.
  The Characters are alone on a dark island at night, surrounded 
  by corpses.
  A New Day
  What next? Well, the Characters find themselves in the middle 
  of an island with the makings of a functional village. It’s 
  somewhat tainted by a history of murder, but aside from that 
  it’s just waiting for new residents. Perhaps the Characters wish 
  to become landlords. Or maybe they just loot the stores, or even 
  return some stolen items to their rightful owners.
  The cult of Morr is likely to come looking for the Characters, 
  whether they stay on the island or not. By rumour, instinct, 
  or divine guidance, senior priests become aware something 
  significant has happened. The cult wants to cleanse and 
  reconsecrate the chapel and debrief the Characters. It can 
  always find uses for people like them.
  Maybe some of the pirates escaped the island: the Undead’s 
  vengeance need not have been total. If one of them was Meinard 
  Links, there is definitely trouble ahead.
  Awarding Experience
  Rewards
  As well as the normal XP you offer for good roleplay and having 
  fun, you should apportion XP at the end of each session using 
  the following guidelines:
   
  0
  5 XP for any Character who figures out a way to ask 
  questions of the spirits before the board the boat.
   
  0
  5 XP for allowing the spirits to come aboard.
   
  0
  10 XP for any Character who allows themselves to be 
  touched by the dead and gain Deadsight.
   
  0
  15 XP for finding the Island
   
  0
  10 XP for boarding the Spectral Kaye
   
  0
  5 XP for finding the Skull of Blood Klaus
   
  0
  10 XP for destroying the skull
   
  0
  15 XP for defeating Meinard Links
  
  To find out more about the Enemy Within companions,  
  as well as a host of other game expansions and resources, visit
  www.cubicle7games.com
  LET THE EPIC ADVENTURE CONTINUE WITH...
  
  To find out more about the Enemy Within companions,  
  as well as a host of other game expansions and resources, visit
  www.cubicle7games.com
  THE RIVERS OF THE EMPIRE  
  HOLD MORE SECRETS AND THREATS.  
  DO NOT MISS THE INDISPENSABLE...
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/4th Edition/Something Knocking.pdf