TEXT: Anger Mismanagement 
  This short adventure is designed to last only one or two sessions, and can be fitted 
  into almost any campaign. For instance, it would fit nicely between Through the 
  Drakwald and Ashes of Middenheim. If you intend to play in Anger Mismanagement 
  you should stop reading now. 
  Introduction  
  This adventure is set during the aftermath of the Storm of Chaos. The area around 
  Middenheim is still rife with the remnants of the Archaon’s armies, packs of 
  maraudering beastmen and human bandits; travelling even a short distance can be 
  extremely dangerous. 
   
  The adventure begins with the PC’s in the foothills of the Middle Mountains. En route 
  to wherever the next part of your campaign is set, the party traverses an isolated 
  valley. Here, the PC’s will encounter some unique Berserkers of Khorne and the 
  corrupt remnants of a regiment of  the local Elector’s troops. The GM should read 
  through this adventure carefully before running it, making notes if appropriate. The 
  profiles for all NPC’s are listed in an appendix at the end of the adventure. 
   
  If your campaign is not set in the aftermath of the Storm of Chaos, Anger 
  Mismanagement should be easily adapted to the wake of some other conflict, be it a 
  Skaven incursion, Orc Waaaagh or maraudering Chaos warband.  
  Plot Overview 
  To aid you in running this adventure, here is a brief overview of the background plot. 
  The local garrison were engaged in running battles with a warband of Berserkers of 
  Khorne, led by a fearsome mutant known only as “the Hound”.  
   
  On discovering that this mutant was creating his Berserkers by “infecting” the victims 
  of his tainted bite, a popular and ambitious junior officer, Lt. Küchenstein, mutinied 
  against his Captain, killing him and assuming the mantle of command. He placated 
  the other soldiers with a combination of threats and bribery.  
   
  They captured the Hound, and now keep him chained in their dungeon, where he has 
  been exploited in Küchenstein’s horrific money making scheme. The surviving 
  soldiers of the garrison “rescue” travellers and merchants, before confiscating their 
  goods and feeding them to the Hound. Many of those that he bites in turn become 
  Berserkers, which are released into the valley to threaten more travellers, luring them 
  into the “protection” of the garrison. 
  Structure & Outline 
  The main focus of this adventure is split between narrative, conversations with NPC’s 
  and combat (it is Warhammer, after all!). This is structured in a fairly linear fashion, 
  although you should feel free to mix things up if the fancy takes you. The adventure is 
  divided into three Acts: 
  
  • In Act 1, the PC’s encounter a few, isolated Berserkers, (hopefully) rescue an 
  NPC, before finding themselves facing insurmountable odds.  
  • Act 2 resolves this cliff-hanger through the arrival of an Imperial patrol. This 
  leads to the main “investigative” section of the scenario, when the PC’s can try 
  to discover the secrets held in the garrison fort.  
  • Finally, Act 3 resolves the plot by revealing the corruption of the local watch 
  commander. The PC’s discover the truth and must decide what to do about it.  
   
  It should be possible to run Anger Mismanagement in a single session, although it 
  could be easily stretched out to last two or three sessions if you prefer. The plot is 
  unabashedly linear. It is only a brief adventure, after all! 
   
  The descriptions of the NPC’s have been kept relatively simple; feel free to flesh them 
  out as appropriate. 
  Act 1 – to the Rescue! 
  Zorn Valley 
  Zorn Valley cuts off from the road as a sharp, steep-sided ravine containing a narrow 
  peddler’s track and a stream. After a few hundred yards, however, it opens out into a 
  wider bowl-like valley which is heavily forested. Remarkably, at first glance the 
  Storm of Chaos, which has wreaked havoc on neighbouring settlements, seems to 
  have left this peaceful valley comparatively unscathed. 
   
  To create a tone of anticipation you should juxtapose your descriptions of the 
  peaceful, pleasantly forested Zorn valley with ominously secretive dice rolls. These 
  don’t signify anything, but ought to foster paranoia nicely. 
  Attack! 
  Once the PC’s are suitably freaked out, they will find their suspicions justified when 
  they are ambushed by two Berserkers of Khorne. Profiles for a sample Berserker can 
  be found in Appendix 1 – NPC’s. If your party is particularly potent in combat you 
  may want to increase the number of Berserkers, although this is intended to be a quick 
  encounter which is not overly challenging for the PC’s. 
   
  The Berserkers will have Surprise on their side, as they burst from the undergrowth 
  on either side of the track, unless the PC’s have been taking precautions (moving 
  silently, scouting ahead etc.). They will attack single-mindedly, and cannot be 
  reasoned with. Indeed they are inarticulate with rage, blood-flecked foam and spittle 
  dripping from their distended, gaping maws as they rush at the party. 
   
  Once the Berserkers have been dealt with by the PC’s, on a successful Perception test 
  they will notice that, while the Berserkers are obviously followers of the ruinous 
  powers, daubed with blood, unholy sigils and such like, their clothes are somewhat 
  unexpected for followers of Khorne. One of the Berserkers appears to have been an 
  Initiate of Shallya, while the other was a wealthy merchant, if the fine cut of his, now 
  ruined, clothes is anything to go by. 
   
  
  If the PC’s search they bodies they will find, among other things d10 Shillings, 2d10 
  Pennies, a bill of sale which identifies the dead merchant as Oscar Gefeilsche, a blood 
  stained wooden symbol of Shallya and a grisly collection of human ears and noses 
  which, it is immediately apparent, were chewed off their victims by the dead 
  Berserkers. The PC who unearths this unpleasant collection of body parts must pass a 
  WP test or gain one Insanity Point. 
   
  The PC’s can debate what to do with the bodies, but within minutes of the attack they 
  hear the baying of more Berserkers mixed with human screams and should go to 
  investigate. If they don’t, feel free to herd or coax them there as you see fit. 
  Rescue 
  The PC’s enter into a small clearing with a smouldering fire and a simple hut; a 
  charcoal burner’s settlement. The screams are coming from within the hut where 
  Günter Gestankbrand (profile in Appendix 1 – NPC’s) has locked himself. Outside 
  there are three more Berserkers, plus the partly consumed remains of another charcoal 
  burner. 
   
  The Berserkers are intent on breaking into Günter’s shack; he pokes and prods at them 
  with his rusty sword through the window and gaps in the wood (it is by no means a 
  secure abode). A Very Easy (+30 %) Perception test will allow the PC’s to notice that 
  strewn around the clearing are numerous tools such as axes, hatchets and burning 
  brands from the fire which could be used to evict Günter from his shack. Despite 
  these accessible tools, the Berserkers are mindlessly attacking the shack with their 
  bare hands in a frenzied rage. If the PC’s leap to the (incorrect) assumption that these 
  are, in fact, zombies, another round of observation and a Routine (+10 %) Perception 
  test will let them notice their heavy breathing, and the steady flow of blood from their 
  wounds which indicate clearly that the Berserkers are very much alive. 
   
  The PC’s are now faced with a choice. The Berserkers are so focussed on Günter, that 
  they will ignore the party unless one or more PC attacks them. If they do not 
  intervene, the Berserkers will break into the shack within a few rounds and Günter 
  will die shortly thereafter. At that point, the Berserkers will chase and attack the PC’s 
  anyway. 
   
  If the PC’s do attack, they will have Surprise over the Berserkers for the first round of 
  combat. The Berserkers will then break off from attacking the shack and focus on the 
  PC’s. Günter will, however, exit his shack and join in the fray. 
   
  Afterwards, overwhelmed with gratitude, Günter will gladly talk to the PC’s in his 
  thick, guttural accent. The key pieces of information Günter has to share are as 
  follows: 
  • The Berserkers have been attacking for about 4 weeks now 
  • They don’t seem to be all that intelligent, not like “normal” people 
  • One dead Berserker which Günter points out used to be a travelling peddler, 
  while another was a servant at the fortress.  
  • The third is a stranger, possibly a soldier from another province based on his 
  uniform (a tattered white Reikland uniform, almost unrecognisable under the 
  blood, mud and grime). 
   
  
  After a few minutes of talking to Günter, or immediately after fighting the three 
  Berserkers (if the PC’s chose not to help the charcoal burner), the party will hear the 
  baying of more Berserkers in the forest. A Very Easy (+30 %) Perception test will 
  reveal that there are far more than the PC’s can comfortably handle (at least 10 – more 
  if your PC’s have proved particularly adept at killing Berserkers), while a Routine 
  (+10 %) Perception test will indicate that the party is, in fact, surrounded. 
   
  The PC’s are free to act as they want, either scattering, hiding in Günter’s shack, or 
  preparing for a last stand in the clearing. Act 1 ends with the PC’s in dire straits. 
  Act 2 – Imperial Might 
  The tense cliff hanger of Act 1 will be quickly resolved. As the PC’s prepare to face 
  their end in whichever manner they have chosen, a patrol of Imperial Soldiers will 
  race in to the rescue. 
   
  The first the PC’s will know of this will be when half of the Berserkers facing them 
  fall suddenly in a hail of lead shot to the accompaniment of a thunderous roar and a 
  dense pall of acrid smoke. The PC’s should feel free to join in with the slaughter; the 
  patrol will, however, easily deal with the Berserkers without assistance. 
  The Patrol 
  The Patrol consists of eleven soldiers led by Corporal Gerhard Feigling (Profiles in 
  for Corporal Feigling and a sample soldier profile appear in Appendix 1 – NPC’s). 
  Seven soldiers are armed with a handgun, a hand weapon and a shield, plus a 
  breastplate. Four of the soldiers carry halberds instead of hand guns. The Corporal 
  rides a horse and is armed with a pistol and a hand weapon and is more heavily 
  armoured. An Average (+0 %) Perception test will notice that their uniforms seem 
  slightly ragged, although given the cataclysmic nature of the Storm of Chaos this 
  should not come as too great a surprise. 
   
  PC’s of a sensitive disposition may be slightly off put by the aggressive behaviour of 
  the soldiers. The last, wounded, Berserker is toyed with by three soldiers with 
  halberds, who keep him between them as they push him back and forth with their 
  pointed bills.  
   
  After a few rounds of this, the Corporal will shoot the Berserker before tersely 
  ordering his men to head back to the fortress. If the PC’s try to intervene before hand, 
  the Corporal will act immediately, slaying the Berserker and preventing the soldiers 
  from acting on the obvious aggression they will display towards the “nosy” PC. While 
  the PC’s have been rescued, and this is a good thing, you should try to foster an air of 
  unease and discomfort.  
  Journey to Castle Käserbsen 
  Assuming the PC’s don’t resist, the Corporal will insist that the PC’s return with him 
  to the fortress of the local garrison, Castle Käserbsen. He will try his best to make the 
  invitation seem sincere and innocent, insisting that they must enjoy Captain 
  Küchenstein’s hospitality. If they do resist, the levelled guns of 11 soldiers ought to 
  convince them to comply. 
   
  
  As the Corporal knows Günter, he will give him the choice of staying or going. He’ll 
  very politely say that since the immediate threat seems to have been dealt with, he’d 
  rather stay here. A Challenging (-10 %) Perception test will reveal that he is more 
  scared of going to the castle than staying in the forest on his own – he knows 
  something the PC’s do not. Günter will scurry off into the woods before the PC’s can 
  act on this. 
   
  As the PC’s travel to the Castle (a journey of some 2 hours), the Corporal will talk to 
  them quietly. If any of them voice any concern over the behaviour of the soldiers, or if 
  they are suspicious about the Berserkers he will beg them quietly to keep their 
  thoughts to themselves. If the PC’s insist he will ride ahead of them, out of earshot, 
  leaving a vicious looking subordinate to watch the PC’s. 
   
  A Routine (+10%) Charm test, or Challenging (-10%) Gossip Test will reveal that the 
  Corporal is worried about something; he seems to be in a moral dilemma. If 
  confronted over this, he will ride off as indicated above. 
  The Castle 
  The Castle consists of a modest stone keep and a clutch of wooden out buildings, 
  surrounded by a high wooden palisade. In front of this palisade is a 10’ wide, 10’ deep 
  trench filled with sharpened wooden stakes. No test is needed to notice the dark stains 
  of old, dried blood on the wooden spikes, and the decomposing remains of dozens of 
  Berserkers. 
   
  An Average (+0 %) Perception test will let the PC’s notice how well defended the 
  fortress is; any PC’s with military experience should treat this as a Very Easy (+30 %) 
  test.  
   
  The ground floor of the keep is an entrance hall, guardroom and barracks. The first 
  floor is solely devoted to the Great Hall, and the third floor consists of the captains 
  chambers. There are two levels of basements, the first of which is used to store goods 
  (foodstuffs, arms, black powder etc), the second of which is the Dungeon.  
   
  The outbuildings contain guest quarters, kitchens, smithy, stables and other such 
  subsidiary functions, although they are mostly empty.  
   
  Once inside the PC’s are escorted to the Great Hall where, after a short wait, they are 
  greeted by Captain Küchenstein (profile in Appendix 1 – NPC’s).  
   
  Küchenstein will, at first, be charming to the PC’s, and will listen with polite (and 
  slightly creepy) interest to their story. He will insist that they join him for dinner and 
  stay the night, and will explain at length the danger represented by these Berserkers.  
   
  He tells the party that the valley is plagued by these mindless brutes, in seemingly 
  inexhaustible numbers. As such, he and his men have fortified their position here and 
  venture out only in small, armed patrols to protect travellers and merchants. The PC’s 
  were, Küchenstein insists, very lucky to have survived as long as they did.  
   
  
  If the PC’s offer to leave, to get word to Middenheim, or the local Elector, 
  Küchenstein will gently, but firmly, insist that this is too dangerous and that, for the 
  time being, they must remain his honoured guests. He then advises them that dinner 
  will be in four hours. One of the soldiers shows the party to guest quarters in the 
  outbuildings where they are given water to clean themselves up should they require it. 
  They are also warned in no uncertain terms to “stay out of the Dungeons…”. 
  Something Rotten… 
  The PC’s now have a few hours to kill. If the PC’s are a feckless lot and decide to 
  while away the hours pleating each others’ hair or polishing their weapons then skip 
  onto Dinner is Served. If they decide to have a look about the Castle, and speak to 
  some of the soldiers there is a list below of things which they can discover. The 
  Captain can occasionally be seen within the Keep or touring the ramparts of the 
  palisade, joking with his men. 
   
  If your PC’s role-play this section well there is no need to force dice rolls on them. If 
  you, or your players, are more comfortable using mechanical means to determine 
  what they find out, your players should make Perception, Charm or Gossip Tests, 
  modified accordingly based on their role-playing.  
   
  • Any attempts to leave, even just to the other side of the ditch, are barred by 
  soldiers, who say the Captain has ordered that their guests must stay wihin the 
  perimeter. “‘Tis not safe out there.” 
  • If any female members of the party are alone with any of the soldiers they may 
  make inappropriate suggestions… 
  • Captain Küchenstein’s  uniform doesn’t seem to fit very well a Hard (-20 %) 
  Perception test, or Easy (+10 %) Trade (Tailor) test will spot a crudely 
  stitched repair in the back (under cloak) and the remains of a dark blood stain 
  there. 
  • Captain Küchenstein is apparently a minor noble, a direct vassal of the local 
  Elector Count. 
  • Küchenstein’s manners, and the coarse jokes he shares with the soldiers seem 
  inappropriate to this background  
  • In the basement there are crates of supplies which are marked with the name 
  “Gefeilsche Trading: Wissenland”. (this is the name of the former Trader who 
  was among the first of the Berserkers which the party encountered) 
  • Several of the soldiers have odd personal possessions; one has a nice, 
  expensive ear-ring obviously meant for a noble Lady. Another, despite being 
  illiterate has several gilt-edged books. A third possesses an expensive and 
  intricate eye-glass. They are all close mouthed yet possessive of these items if 
  questioned. 
  • There are a lot of soldiers here. At least thirty, possibly more. 
  • The soldiers are wild – wilder than normal. They seem somehow reckless, 
  aggressive and drunk on their own power. There is a sense of lawlessness to 
  their behaviour. 
  • Some of the soldiers can be overheard talking about Corporal Hinterkopf (who 
  is out on patrol). He sounds even more wild than the soldiers. 
  
  • There is apparently a prisoner in the dungeon; the leader of the Berserkers. 
  Whenever he’s mentioned the soldiers snigger and laugh, making a harsh, 
  barking sound. There is a trace of fear beneath the humour. 
  • There are no servants here. The soldiers do all the domestic chores, often 
  badly.  
  • Many of the soldiers will be curt / rude to the PC’s. Others will be pleasant, if 
  a little nervous and distracted.  
  • If any of the talkative soldiers are pressed over any of the PC’s suspicions, 
  they will insist they are busy preparing dinner, and that they “mustn’t upset the 
  Cap’n.” 
   
  Hopefully the PC’s will uncover some, if not all, of these clues and will begin to 
  realise that something is amiss. If the PC’s decide to speak to Corporal Feigling then 
  he will avoid their questions, but will promise to seek them out later. 
  Dinner 
  Dinner is served four hours after the PC’s arrive in the castle. The food is mostly 
  bland, with a few impressive looking (but disgusting) centrepieces. When the Captain 
  tastes these, he reacts explosively, sending the soldier responsible from the hall.  
   
  Captain Küchenstein will engage the PC’s in discussion, talking about what they’ve 
  seen, the war, etc. If the PC’s say anything offensive, confrontational, or relating to 
  their suspicions, his “pleasant” demeanour will change. Growing steely, he will rise, 
  say that dinner is “not to his taste”, and ask the PC’s to come with him. Progress to 
  “the Hound”.  
   
  If the PC’s remain pleasant throughout dinner, and talk to the Captain, he will end the 
  dinner pleasantly, with a glass of fine Bretonnian Brandy. He will then ask the PC’s to 
  join him; he want to show them something special. 
  The Hound 
  Küchenstein takes the PC’s to the dungeon, accompanied by 4 armed guards. He 
  shows them the Hound, a massively mutated champion of the ruinous powers, and 
  explains that he keeps him alive in the hope he can “understand the mind of the 
  enemy”. An Average perception test will reveal he is lying.  
   
  While talking, the Captain will pick up a spear which rests against the dungeon wall, 
  with which he will idly torment the Hound, prompting snarls of impotent rage.  
   
  If the PC’s don’t say anything to rouse the Captain’s anger, he will release the PC’s to 
  their own recognisance. They will, however, be trailed at all times by the four guards, 
  who will remain outside their chambers if they retire for the night. 
   
  If they criticise or condemn him, he will immediately have them taken to their 
  quarters, where they will be placed under guard.  
  
  The Truth 
  If the PC’s haven’t already figured out the Captain’s scheme, they will receive a 
  visitation from Corporal Feigling, who speaks to them in hushed, urgent tones. 
   
  He has obviously been drinking, and has come to the momentous decision that the 
  PC’s may be able to help him escape the terrible position he is in. He mumbles about 
  the Prisoner, the Berserkers, a secret, thieves…filthy thieves, brigands…mutiny… 
   
  Eventually the PC’s should be able to understand what Küchenstein has been up to. 
  The danger should be obvious to them, if not, the Corporal will explain that in the 
  morning they will be “fed” to the Hound… 
   
  At this point, Corporal Hans Hinterkopf arrives and insists Feigling accompany him. 
  Captain Küchenstein “craves a moment of his time.” (Hinterkopf’s profile can be 
  found in Appendix 1 – NPC’s). 
   
  Hinterkopf is brutal and brooks no argument, ordering the PC’s beaten if they try to 
  intervene. The PC’s can see Feigling being dragged off towards the Keep, while 
  Hinterkopf mutters “dogmeat…” under his breath. 
  Decisions, decisions… 
  As the third act begins, the PC’s now need to decide what they want to do. They have 
  the night to come up with a plan, although if they fear for Corporal Feigling’s life 
  they may wish to act sooner.  
   
  There are two guards outside their rooms (the other two having left with Corporal 
  Hinterkopf), which can be overcome physically, or avoided through stealth. Both have 
  been drinking, so suffer -10% on all tests. If the PC’s offer the soldiers another drink, 
  they will accept gladly, but insist on at least one PC matching each drink. Make 
  Consume Alcohol tests as appropriate – see Warhammer Fantasy Roleplay, page 115.  
   
  The PC’s will probably be unable to fight their way out. They are in a well guarded 
  keep. If they make a particularly impressive plan, then perhaps this may succeed. 
  Equally, a stealthy escape is unlikely. The Soldiers on patrol have not been drinking. 
  Also, there should be some consideration for Feigling’s survival. 
   
  Once out of their quarters, the PC’s can move relatively  freely as long as they are 
  discreet. Most of the Soldiers are asleep, or on the walls of the palisade. Getting to the 
  dungeon will be easy, and this should be their first course of action. 
  Release the Hound! 
  If the PC’s go to the dungeon they will find Feigling, suddenly sober, in the cell 
  opposite the Hound. If they don’t have an ingenious plan, he will suggest releasing the 
  Hound. As he says this, it becomes apparent that the large, dog-faced mutant is paying 
  attention to his words, placidly and with apparent intelligence. 
   
  
  If the party releases the Hound he ought to create a big enough diversion to allow the 
  PC’s time to escape. Assuming, of course, he doesn’t kill them in the process. This is 
  the safest option for the PC’s (unbelievably!) but it must still be executed with care. 
  The heavy chains which bind him to the wall will need to be broken or unfastened, 
  and there is always the risk that he will attack anyone nearby once free. 
   
  PC’s may make an Average Charm, Charm Animal or Hypnotism test or a Very Hard 
  (-30 %)  Intimidate test to approach the lock on the Hound’s chain without being 
  attacked. If a PC approaches the Hound without any visible weapons, slowly, and 
  showing the key with which they intend to free him, the Charm or Charm Animal test 
  becomes Easy (+10 %). 
   
  Feel free to reward ingenuity here…for instance, if the PC’s decide to hide in the next 
  cell over and shoot the chain, don’t unduly penalise them if it would be suitably 
  dramatic. If the PC’s are reluctant, Feigling will volunteer.  
   
  Once the Hound is out, he will race from the cell, howling loudly. Unbeknownst to 
  the PC’s, this howl is summoning his Berserkers to him. If Feigling is the one who 
  freed him, he will grab the Corporal in his massive jaws and take him with him. He 
  will attack any soldiers he sees, and Hinterkopf and Küchenstein once they join the 
  fray. Once they are all dead, he will turn on anyone else (the PC’s…) if they are still 
  in the keep. Otherwise, he will only attack the PC’s if they are directly in his path, and 
  try to stop him. He has a score to settle with Küchenstein and his men. 
   
  The PC’s should be able to retrieve their gear quickly, and get out with only a few 
  soldiers getting in their way, plus some Berserkers if they take too long. Make your 
  descriptions of the Hound and his Berserkers suitably bloody and terrifying. The PC’s 
  should not want to idly hang around! En route to the exit they may encounter lone 
  Berserkers / Soldiers – these should be only minor threats.  
   
  It’s important to note that while the Hound will let them pass while there are still 
  soldiers to fight, if the PC’s do hang around, they will eventually be attacked by him. 
  They may want to do a spot of looting on the way out. While this is certainly an 
  option, be sure to escalate the number of foes facing them every few rounds, until 
  they decide enough is enough, and flee.  
  Aftermath 
  Assuming the PC’s manage to escape they’ll find the valley much safer. All the 
  Berserkers are being summoned to the Hound, and will ignore the PC’s in their blind 
  rush to their leader. As before, however, this shouldn’t be taken as a licence to hang 
  around. In a short while they’ll be a functioning Chaos Warband again. 
   
  The PC’s are now free to carry on their original destination. They may decide to warn 
  officials once they get there, or even detour to a closer garrison or town. If the PC’s 
  released the Hound, and confess to doing so, they may be in trouble. Investigation by 
  Imperial Forces reveals no trace of Küchenstein or his men, and evidence that the 
  Hound’s warband has moved North, returning to the Chaos Wastes. 
   
  
  The Imperial Authorities will not acknowledge any wrong doing on Küchenstein’s 
  part, possibly even declaring him a hero. Any PC who makes too big of a stink over 
  this, may find themselves “encouraged” to get out of town. If Fiegling survived and 
  fled with the PC’s, he will comply with the cover up, denying any knowledge of any 
  wrong doing. He just wants a quiet life from now on.  
  Rewards 
  All PC’s who survived should get + 25 Exp for each Act in which they participated 
  (i.e. + 75 Exp if they took part in the whole adventure). Additionally, if the PCs 
  suggested releasing the Hound, they should each gain an extra 25 Exp. If any PC 
  engaged with the questionable morality of releasing him – whether by arguing, or 
  discussing, adopting a favourable or negative stance – they should gain a roleplaying 
  bonus of 10-50 Exp at your discretion. 
   
  In terms of material gains, the PC’s will gain little, unless they stopped for a little 
  looting on their way out. If they did so, feel free to reward them appropriately. 
  Suggestions for things which they could easily find: 
   
  • Horses 
  • Weapons & armour (nothing too exotic) 
  • Jewellery 
  • Money 
  • Cases of fine Brandy etc. 
   
  Whatever rewards should be at your discretion, to prevent unbalancing your 
  campaign. Feel free to have Imperial Officials confiscate any goods if you are feeling 
  evil.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Appenix 1 – NPC’s 
  Günter Gestankbrand 
  Günter is a burly, short (5’3”) man, with grey eyes and tousled brown hair. His skin is 
  dark, weather-beaten and grimy, and he wears the leathers and furs of a seasoned 
  outdoorsman.  
   
  — Günter Gestankbrand — 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  32 
  29 
  37 
  36 
  30 
  37 
  29 
  38 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  12 
  3 
  3 
  5 
  - 
  2 
  - 
   
  Skills: Common Knowledge (The Empire), Concealment, Gossip (+10%), Haggle, 
  Outdoor Survival, Perception, Scale Sheer Surface, Search, Secret Signs (Ranger), 
  Speak Language (Reikspeil). 
  Talents: Flee!, Fleet Footed, Very Strong  
   
  Trappings: 6GC, furs & leathers, Hand Weapon (Rusty Sword), tinderbox, charcoal 
  burner’s camp (wooden shack, blankets, firewood, tools etc.). 
   
  Career Path: Charcoal Burner 
  Captain Magnus Küchenstein 
  The Captain is a tall (5’10”), wiry man with a hard face, short blonde hair and cold, 
  blue eyes. He smiles rarely despite, or perhaps because of, his perfect white teeth 
  which seem sharp, almost vulpine. Since his mutinous action he has relished his 
  power as de facto commander of the garrison, and he spares little thought to the 
  heinous deeds he commits daily. His one, genuine, concern is that one day he too will 
  be usurped, perhaps by one of his Corporals… 
   
  — Captain Küchenstein — 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  58 
  36 
  42 
  40 
  39 
  33 
  43 
  51 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  15 
  4 
  4 
  4 
  - 
  5 
  - 
   
  
  Skills: Academic Knowledge (Strategy/Tactics), Animal Care, Command (+10%), 
  Common Knowledge (The Empire, +20%), Consume Alcohol, Dodge Blow (+20%), 
  Drive, Gossip (+20%), Heal, Intimidate (+10%), Perception (+10%), Read/Write, 
  Ride, Secret Language (Battle Tongue, +10%), Speak Language (Kislevian, 
  Reikspeil, Tilean), Swim. 
  Talents: Ambidextrous, Disarm, Lightning Parry, Marksman, Menacing, Quickdraw, 
  Sharpshooter, Specialist Weapon Group (Flail, Gunpowder, Two Handed), Strike 
  Mighty Blow, Strike to Injure, Strike to Stun, Wrestling. 
   
  Trappings: 30GC & Jewellery worth 47GC, uniform, Foil, Main Gauche, Full Leather 
  Armour, Sleeved Mail Coat, Mail Coif, Breastplate and Helmet, a brace of pistols.  
   
  Career Path: Soldier, Sergeant, Captain. 
  NB: although he carries a Main Gauche to better “look the part”, the Captain does 
  not possess the talent Specialist Weapon Group (Parrying). 
  Corporal Gerhard Feigling 
  Gerhard Feigling was a good man, a good soldier, but as he grew older, he grew soft 
  and fearful. Now, though still tall at 5’11”, he walks with a stoop, and his muscle is 
  turning to fat. His dark brown eyes are bloodshot and weary, and his ragged brown 
  hair and beard grow longer and less well managed than in his prime. He was too 
  afraid to speak out at Küchenstein’s mutiny, but as “The Captain”’s atrocities grow 
  more and more intolerable, he seems only to be waiting for the right spark to ignite 
  the fire of his anger, and reawaken his slumbering sense of justice. 
   
  — Corporal Gerhard Feigling — 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  42 
  39 
  40 
  39 
  43 
  38 
  32 
  39 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  12 
  4 
  3 
  4 
  - 
  3 
  - 
   
  Skills: Academic Knowledge (Strategy/Tactics), Command, Common Knowledge 
  (The Empire, +10%), Consume Alcohol, Dodge Blow (+10%), Drive, Gossip (+20%), 
  Heal, Intimidate (+10%), Perception (+10%), Read/Write, Ride, Secret Language 
  (Battle Tongue, +10%), Speak Language (Reikspeil), Swim. 
  Talents:, Disarm, Excellent Vision, Rapid Reload, Seasoned Traveller, Specialist 
  Weapon Group (Gunpowder), Strike Mighty Blow, Strike to Stun, Sturdy, Wrestling. 
   
  Trappings: 12GC, uniform, Hand Weapon, Shield, Full Leather Armour, Mail Coat, 
  Mail Coif, Breastplate and Helmet, pistol, hip flask filled with Brandy.  
   
  Career Path: Soldier, Sergeant. 
  
  Corporal Hans Hinterkopf 
  Corporal Hinterkopf was only recently promoted by Küchenstein, thanks to his 
  brutality, and ruthless efficiency. He is a cold man, with dead, grey eyes, his face and 
  head are both clean shaven, and he bears a tattoo atop his skull, of two candles – a 
  symbol of Morr. He is essentially irredeemably evil, and lacks his superior officer’s 
  veneer of civilised urbanity.  
   
  — Corporal Hans Hinterkopf — 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  53 
  47 
  36 
  47 
  40 
  25 
  32 
  30 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  13 
  3 
  4 
  4 
  - 
  5 
  - 
   
  Skills: Common Knowledge (The Empire, +20%), Consume Alcohol, Dodge Blow 
  (+10%), Gamble, Gossip (+20%), Heal, Intimidate (+10%), Perception, Ride, Secret 
  Language (Battle Tongue), Speak Language (Reikspeil). 
  Talents:, Mighty Shot, Quick Draw, Resistance to Disease, Resistance to Poison, 
  Specialist Weapon Group (Entangling, Gunpowder), Strike Mighty Blow, Strike to 
  Injure, Strike to Stun, Very Strong, Wrestling. 
   
  Trappings: 17GC, uniform, Hand Weapon, Shield, Full Leather Armour, Mail Coat, 
  Mail Coif, Breastplate and Helmet, Whip, Dagger.  
   
  Career Path: Soldier, Veteran. 
  Sample Soldier 
  The following is a generic profile representing the typical soldier in the garrison. Feel 
  free to modify the individual profiles if you would like, or stick to the typical profile 
  for convenience’s sake. 
   
  — Sample Soldier — 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  41 
  36 
  31 
  31 
  36 
  31 
  36 
  31 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  14 
  3 
  3 
  4 
  - 
  3 
  - 
   
  Skills: Animal Care, Common Knowledge (The Empire, +10%), Consume Alcohol, 
  Dodge Blow, Drive, Gossip (+10%), Intimidate, Ride, Speak Language (Reikspeil). 
  Talents: Disarm, Mighty Shot, Specialist Weapon Group (Gunpowder, Two Handed), 
  Strike Mighty Blow, Strike to Injure, Strike to Stun, Wrestling. 
   
  Trappings: 8GC, uniform, Hand Weapon, Shield, Full Leather Armour, Mail Coat, 
  Mail Coif and Helmet, Hand Gun (firearm) or Halberd.  
   
  
  Career Path: Soldier. 
  The Hound 
  The Hound is a Champion of Khorne. He is a potent warrior, standing over six feet 
  tall, and almost as broad at the shoulder. His face and neck are heavily mutated into 
  that of a fearsome mastiff. This fearsome visage makes him a dangerous opponent, 
  but also renders him inarticulate. Thus, verbal communication is not possible with the 
  Hound. Unlike the Berserkers, however, the Hound is not in a perpetual rage. He can 
  be reasoned with, to a degree. He is, however, still a mutant and a champion of the 
  Dark Gods… 
   
  — The Hound: Champion of Khorne — 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  85 
  45 
  60 
  65 
  61 
  48 
  55 
  49 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  4 
  26 
  6 
  6 (9) 
  4 
  - 
  - 
  - 
  Skills: Animal Care, Common Knowledge (The Chaos Wastes + 20%, The Empire, 
  Norsca + 10%), Concealment, Consume Alcohol (+10%), Disguise, Dodge Blow 
  (+20%), Evaluate, Gossip (+20%), Intimidate (+20%), Perception (_20%), Ride, 
  Scale Sheer Surface, Secret Language (Battle Tongue), Shadowing, Silent Move, 
  Speak Language (Norse, Reikspiel), Swim. 
   
  Talents: Frenzy, Lightning Parry, Lightning Reflexes, Menacing, Specialist Weapon 
  Group (all non-ranged, & Entangling & Thrown), Street Fighting, Streetwise, Strike 
  Mighty Blow, Strike to Injure, Strike to Stun, Swashbuckler, Warrior Born, 
  Wrestling. 
   
  Special Rules: Mutation (Mastiff) - The Hound’s mutated head makes him cause 
  Fear on anyone facing him in combat. He may choose to attack with it as a Standard 
  Attack Action; if he hits, he may choose to lock his jaw in addition to rolling for 
  damage. His opponent is trapped, and must make an opposed strength roll to break 
  out. The Hound receives + 30% on this roll. Create Berserker - The Hound’s bite 
  can infect his victims. If the Hound bites a character, and does not kill them, they 
  must make an immediate WP test. If they fail, they immediately become frenzied (as 
  detailed under the frenzy talent). Over the next 24 hours they will remain frenzied 
  continually, and will gradually transform into a Berserker. There is no known cure. 
  Fell Howl – the Hound’s call is mystical in nature, and travels further than normal 
  sound. Any Berserkers within a five mile radius are immediately summoned to him, 
  ignoring all other creatures in their haste. Control – any Berserkers in the same area 
  as the Hound can be directed by him at will. Leathery Hide – the Hound’s tough, 
  leathery hide effectively gives him 3 armour points on all locations (reflected in 
  brackets in his profile above. 
   
   
   
   
   
   
  
   
  Berserker of Khorne Template 
  The following bonuses should be applied to any PC or NPC who is infected by the 
  Hound and becomes a Berserker of Khorne. These advances are not in addition to any 
  other Talents/Career bonuses – rather they replace the characters previous advance 
  scheme. Apply all bonuses which may be taken as the character succumbs to their 
  Berserker status. For instance, if the character has taken no advances to WS, they 
  should immediately gain +20% WS. If, however, they have already received +1 A, 
  they gain no further attacks.  No further progression is possible, as they are, in 
  essence, mindless slaves to Khorne. 
   
  — Berserker “Template” Advance Scheme — 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +20 
  - 
  +15 
  +15 
  +15 
   
  +15 
   
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +1 
  +4 
  - 
  - 
  4 
  - 
  - 
  - 
  Skills:  
  Talents: Strike Mighty Blow, Strike to Injure, Strike to Stun, Wrestling. 
   
  Special Rules: Mindless – Berserkers are almost completely mindless, and 
  inarticulate with perpetual rage. Any skill or action which requires more thought than 
  “ATTACK!” is beyond them. When within close proximity of the Hound, they are 
  capable of restraint, and attack only when, and where, he directs them. 
  Sample Berserker of Khorne 
  The following profile represents a typical Berserker of Khorne. Feel free to adjust the 
  stats slightly if you’d prefer. 
   
  — Berserker “Template” Advance Scheme — 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  56 
  31 
  46 
  46 
  46 
  31 
  46 
  31 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  16 
  4 
  4 
  4 
  - 
  - 
  - 
  Skills: Common Knowledge (The Empire, +10%), Consume Alcohol, Dodge Blow, 
  Drive, Gossip (+10%), Intimidate, Ride, Speak Language (Reikspeil). 
  Talents: Strike Mighty Blow, Strike to Injure, Strike to Stun, Wrestling. 
   
  Special Rules: Mindless – Berserkers are almost completely mindless, and 
  inarticulate with perpetual rage. Any skill or action which requires more thought than 
  “ATTACK!” is beyond them. When within close proximity of the Hound, they are 
  capable of restraint, and attack only when, and where, he directs them. 
   
   
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/Anger Mismanagement.pdf