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  The Eye of Sigmar 
   
  A Scenario for Warhammer Fantasy Roleplay 
   
   
   
   
   
   
   
   
   
   
   
  Written By Dan Cole 
          Original Art By Dan Cole 
  Proofread By: Danielle Tharp, Tim Cole,  
  Murphy, Roy Whitford 
   
   
   
   
  Contents: 
   
  A Forward to Games Masters.....................................2 
   
  A Beginning and Introducing of Characters………..2 
   
  In Which the Dramatis Personae are Learnt Of…....3 
   
  In Which the Temple is Reached…………….………5 
   
  In Which Things are Discovered…………….………6 
   
  In Which Events Come to a Climax……….………...7 
   
  Appendix I: Character Profiles……………………..9 
   
  Appendix II: Character Portraits………………..12 
   
   
  
   
  2
  A Foreword to  
  Games Masters  
   
  The following scenario is meant 
  for a one-night game in which a group of 
  relatively 
  experienced 
  players 
  will 
  encounter an eccentric group of NPCs. 
  Although the scenario is meant for PCs 
  that are in or near their second career, it 
  can easily be tailored to make it easier or 
  more challenging.  
   
  This main idea of this scenario is 
  for the PCs to meet and befriend the 
  other group of travelers, learn a great 
  secret, and overcome a moral dilemma. 
  The leader of the group of NPCs is 
  Herman Colburg, a Witch Hunter, but he 
  also has a terrible secret: he is a mutant. 
  As a child he was shot with a Skaven 
  Jezzail and the warpstone bullet caused a 
  mutation of his right eye. With this eye 
  he essentially has the Witchsight ability. 
  He can see magic and sense Chaos. This 
  makes 
  Herman 
  the 
  perfect 
  Witch 
  Hunter; no mutant or heretic can hide 
  from his gaze. However, it also makes 
  him what he hunts.  
   
  It is the PCs job to figure out 
  Herman’s secret, decide whether to kill 
  him or not, and if they chose to, do it 
  successfully 
  without 
  being 
  killed 
  themselves.  
   
  A Beginning and Introducing of 
  Characters 
   
  While the PCs are journeying 
  down a forested road, preferably in the 
  Empire, but Lyonesse in Brettonia will 
  do 
  as 
  well 
  (near 
  the 
  town 
  of 
  Sigmarsheim), they spot another group 
  of travelers. A Perception Test (with the 
  normal bonuses for excellent vision) will 
  enable a character to see four human 
  sized individuals, three riding horses and 
  one on foot. As the PC’s get closer, one 
  calls out in a friendly voice: “Hail 
  travelers!”  If any of the PCs respond, 
  the group quickly closes the gap to 
  introduce themselves. An Easy (+20) 
  Common Knowledge (Empire) Test 
  allows anyone to recognize a few 
  individuals: the man that called out is a 
  Witch Hunter, a tall man dressed in 
  black leather with a wide-brimmed hat 
  and shining armor, whilst another is 
  obviously a Warrior Priest of Sigmar, 
  dressed in the white robes and gleaming 
  armor of his order, and wielding a large 
  two-handed hammer. The other two 
  men’s occupations aren’t as obvious; the 
  last man riding a horse is a huge man 
  covered in scars and wearing sheets of 
  metal lashed together as armor. The last 
  man, on foot, is easily the most 
  eccentric. He is nearly naked, with only 
  ragged pants and scars and wounds 
  covering his body. He has a head full of 
  dark blonde hair and a beard to match. 
  On his forehead is a crudely carved 
  twin-tailed comet. He is also hugging a 
  huge (and often used) flail.  
   
  If the PCs act friendly, this new 
  group introduces themselves: the Witch 
  Hunter is Herman Colburg of Nuln, the 
  Warrior Priest introduces himself as 
  Brother Markus, also from Nuln, the 
  huge man says he is Jurgen, “the 
  bodyguard,” and the crazed looking 
  fellow quickly shouts “I’m K-K-Karl!” 
  while darting his eyes all about. Herman 
  asks about the PCs and invites them to 
  join him and his companions, for more 
  swords mean more safety. If the PCs 
  ask, he tells them they are journeying to 
  a chapel of Sigmar not far from where 
  they are. He believes they would reach it 
  that evening and spend the night there. If 
  the PC’s seem hesitant, like they are in 
  the middle of a task, Markus suggests 
  that a note from a High Priest of Sigmar 
  could help if the delay would get the PCs 
  
   
  3
  into any trouble. If they PCs still seem 
  hesitant, or suspicious, Herman and his 
  group might continue on without them. 
  There is no need to force players into a 
  scenario they do not want to take part in.  
   
  If the PCs do decide to journey 
  with them, Herman promises hospitality, 
  at least one night with a roof over their 
  heads and at least one fine meal at the 
  chapel. During the trip, the PCs have a 
  chance to get to know these fellow 
  adventurers. None of these characters 
  have any racial prejudices, although 
  Herman and Markus will be weary of 
  any human wizards, although they have 
  less of a problem with elves.   
   
  In Which the Dramatis Personae  
  are Learnt Of 
   
  This section will deal with each 
  character individually, describing how 
  they would act and converse during the 
  trip. If your group is into heavy role-
  playing scenarios, this section is for you. 
  On the other hand, if your group is 
  content with a night of dice rolling 
  fights, you might want to get the basics 
  here and move on to the section where 
  the action picks up.  
   
  Herman 
  Colburg 
  (Witch 
  Hunter)- 
  Herman is a younger man, in his late 
  twenties with long black hair and a stern 
  face. He has a black goatee and eyes that 
  always seem to be hidden in the shadow 
  cast by his wide brimmed hat. He is 
  dressed in a long black leather overcoat 
  with 
  gleaming 
  armor 
  showing 
  underneath. While he is pleasant to talk 
  to, he is very hard to read. He talks in a 
  very straight-forward manner, with little 
  to no body language. He tends to not 
  make eye contact as well, constantly 
  looking ahead on the road.  
  As for conversations, he tries to keep it 
  light, but attempts to find out what he 
  can about the PCs. He is a Witch Hunter 
  after all, and suspicion is his trade. If 
  there are any wizards in the party, he 
  will do his best to avoid talking to them, 
  so as not to be caught in a hostile spell.  
   
  If the PCs ask, Herman and his 
  company are on their way to the nearby 
  chapel which is on the way to the next 
  large city (this depends on the setting of 
  your campaign. They could easily be 
  heading to Nuln, Middenheim, or 
  Altdorf, or even Sigmarsheim in the 
  Lyonesse 
  province 
  of 
  Brettonia). 
  Herman is reluctant to talk about their 
  reasons for journeying, but will provide 
  the following information if pressed: 
   
  Herman and Markus set out from 
  Nuln to Altdorf more than a year ago to 
  look into a cult of Chaos there. After 
  they succeeded in destroying it, a few 
  attempts on their lives were made. 
  Herman decided it would be a good idea 
  to hire some extra muscle, and found 
  Jurgen. While they left the city, they 
  happened upon Karl, who had heard of 
  their fame as cult destroyers and wished 
  to align himself with them. After the 
  group had a few more adventures, such 
  as rooting out and killing a Warlock, 
  stopping a mad vampire’s plot to take 
  over Sylvannia and any other such tales 
  of heroism you desire for them to have, 
  they decided to take a break in the 
  nearest big city at the temple of Sigmar 
  there, and they are on the way now.  
   
  Suspicious players, or greedy 
  ones, can take note that Herman carries 
  two leather bound tomes on his person. 
  An Easy (+20%) Common Knowledge 
  (Empire) test reveals that all warrior 
  priests keep a copy of the Deus Sigmar 
  on them at all times. It is a wonder that a 
  person would have two books with them, 
  
   
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  especially 
  whilst 
  adventuring 
  like 
  Herman does. This should be highly 
  suspect.  
   
  Brother Markus (Warrior Priest) -     
  A burly man dressed in the white cloth 
  of Sigmar, Markus is much older than 
  Herman, probably in his mid 50s. 
  Markus is heavily muscled as can be 
  assumed from carrying his huge two-
  handed Warhammer for years. He wears 
  a salt-and-pepper beard, but like all 
  Warrior Priests of Sigmar, his head is 
  shaven clean. Markus is especially 
  friendly toward Humans and Dwarfs, 
  though he is not unkind to Elves or 
  Halflings. He treats wizards, especially 
  Human, with the same disdain as 
  Herman. Unlike Herman, Markus talks 
  like a man who has seen much. Very 
  often he finds himself speaking with his 
  hands, and often will touch the listener 
  by patting them on the shoulder. His 
  voice is deep and loves to tell of stories 
  of the groups many adventures (see 
  Herman). The PCs should take a liking 
  to Markus, as he is probably the most 
  charismatic (not to mention sane) 
  individual the PCs meet.  
   
  Jurgen (Judicial Champion)-  
  Jurgen is the least social of the group. 
  He is a huge man, roughly 6’2” and 250 
  pounds. He is layered with muscles and 
  scars to match. He forgoes traditional 
  armor for large sheets of metal lashed 
  together with leather straps. He keeps his 
  hair cropped short and his face shaven 
  clean. Most of the time he will talk in 
  grunts, but a charismatic (and most 
  likely female) member of the group 
  could get him talking. If your party is the 
  type to make skill tests in lieu of 
  roleplaying this chart might help: 
  Charm Test: 
  Success: Jurgen tells the member that he 
  works for Herman only because he pays 
  well. He cares nothing for destroying 
  Chaos, because if he doesn’t, there are 
  obviously people out there who will in 
  his place. He also doesn’t trust Herman 
  all that much. He always seems to know 
  too much about what is going on, and 
  Herman has made hints about Jurgen’s 
  own past, even though he’s never spoken 
  to him about it. 
  One Degree of Success: Same as above, 
  plus Jurgen will mention how Herman 
  found him in Altdorf while looking for a 
  bodyguard. Jurgen will briefly mention 
  how Herman challenged him to a one-
  on-one first blood match to see if he was 
  worth the money and how he won. 
  Two Degrees of Success: Same as above, 
  plus Jurgen will go a little further into 
  his past, how he used to be a Judicial 
  Champion for a powerful noble up north 
  who died in the Storm of Chaos.  
  Three Degrees of Success or better: 
  Again, same as the last result, but Jurgen 
  will go even further into his past about 
  how he was a Pit Fighter in Middenheim 
  for many years of his life.  
   
  Crazed Karl (Flagellant)-  
  He is by far the most eccentric. Most 
  PCs warm up to Karl, as he is clearly 
  insane, but entertaining. Any PCs of the 
  cloth might be a bit suspicious of him, as 
  he rants about daemons, but he is 
  completely harmless. Karl is a tall, lean 
  man in his late 20’s, though he looks 
  much older. He has an unkempt beard 
  and scraggly hair starting to form 
  dreadlocks. He wears old, tattered livery 
  of Middenheim, although he has long 
  discarded the armor.  
   
  Things to note about his physical 
  appearance include: the highly defined 
  muscles, the lack of clothing (only torn 
  
   
  5
  pants and a shirt that covers little), the 
  crazy eyes, myriad of scars, and his 
  stomach. His stomach is of note due to 
  the fact that he has a very prominent scar 
  running from his right hip to nearly his 
  left nipple. If questioned, he will rant 
  and rave about a crazed daemon witch 
  who stole his belly button. He is utterly 
  convinced that the daemons are coming 
  back to take the rest of him to the Realm 
  of Chaos, as they were unable to finish 
  what they started with his belly button. 
  PCs might not believe this crazy story, 
  but he did, in fact, gain the scar during a 
  fight with a Daemonette of Slaanesh 
  during the invasion of Middenheim.  
   
  Karl is quite insane; he suffers 
  from the Numbness described on page 
  66 in the Tomb of Corruption. Karl 
  should be a fun character to roleplay by 
  shouting, talking quickly, and inserting 
  something about daemons every few 
  seconds. He trusts Herman with his life 
  though, as he has probably seen the 
  Witch Hunter banish a daemon at some 
  point during their travels.  
   
  In Which the Temple 
  is Reached 
   
   
  After a few hours traveling, the 
  party finally reaches the Temple of 
  Sigmar. The Temple is set back into the 
  woods with one path leading to it from 
  the road. The entrance to this path is 
  marked with two torches, both burning 
  brightly. Herman halts the group 50 
  yards from the torches and dismounts. 
  He asks Markus, Jurgen and Karl to stay. 
  He then looks to the PCs and picks the 
  one that most looks like a worthy scout 
  and asks them to join him.  
   
  Herman and the PC stalk through 
  the underbrush towards the Temple. The 
  great building sits in the middle of a 
  clearing. It is an old stone Temple, most 
  likely run by an Anointed Priest and a 
  handful of initiates. It is not nearly as 
  grand as a Temple of any large city, but 
  it could easily seat 100 parishioners, 
  though that many never attend.  The 
  front doors are closed with a torch 
  burning 
  on 
  either 
  side. 
  Another 
  noteworthy detail is the small group of 
  beastmen lurking around the clearing. 
  An 
  average 
  Common 
  Knowledge 
  (Empire) test reveals the beastmen to be 
  Gors, the bigger of the two most 
  common types of monsters. Herman 
  quickly counts the beasts and heads back  
   
  to the rest of the party.  
   
  Obviously this is not a good 
  thing. Herman quickly comes up with a 
  plan and will not listen to anything the 
  PCs have to say. These abominations 
  must be destroyed. Herman decides to 
  split up, his party taking the east side of 
  
   
  6
  the clearing while the PCs take the west. 
  After Herman and his group take care of 
  their share of the killing, they will head 
  to the back door of the chapel and enter 
  that way while the PCs enter the front 
  door. Herman’s group will take off 
  quickly, leaving the horses. Herman 
  instructs the PCs to wait five to ten 
  minutes 
  for 
  them 
  to 
  reach 
  their 
  destination 
  before 
  commencing 
  the 
  attack.  
   
  In the front courtyard are 3-4 
  Gor. This should be a fight of slight 
  difficulty, depending on how powerful 
  the characters are. One Gor per PC 
  should be alright if they are in their first 
  to second career. If all goes to plan, the 
  PCs should slay all of the beastmen and 
  gain access to the front doors. Now, 
  being PCs, they will think of something 
  not touched upon in this scenario. Be it 
  some crazy spell to stun all the beastmen 
  at once and gain entry quicker, or 
  blasting down the door before trying to 
  open it, who knows.   
   
  Regardless, once the PCs do get 
  to the door, something different happens.  
  Just before they are able to open the 
  door, Herman comes running around the 
  corner, his greatsword drenched in black 
  beastmen blood. “Do not go in!” He 
  yells to the PCs. He quickly explains that 
  there is a powerful beastmen shaman, or 
  a Bray Shaman, inside. He believes that 
  they are not much of a match for this 
  powerful entity. He probably also has a 
  small bodyguard force. If the PCs 
  question how he knows, he brushes it off 
  as not important, they must band 
  together now if they can defeat such a 
  powerful foe. Of course, Herman knows 
  this because of his mutation: he saw the 
  Bray Shaman work the winds of magic 
  inside the chapel. He knows he is 
  powerful, for the amount of magic he is 
  drawing is substantial. 
   
  Herman decides that the groups 
  will go in together, but will split up as 
  soon as they get inside. Herman and his 
  group will head straight for the Shaman, 
  while the PCs will take care of the body 
  guard, who are probably by the front 
  door.  
   
  This scene will probably go one 
  of two ways. Either the PCs will agree, 
  and fight the bodyguard, or they will 
  argue with Herman, making everything 
  difficult (especially for you!). If the PCs 
  accept the plan, skip the rest of this 
  paragraph. If they argue, or you think 
  they’ll argue, keep reading! After the 
  PCs state their case, Herman will brush 
  it off again. They are not Witch Hunters, 
  this is not their job. This should be up to 
  himself, Markus, Jurgen, and Karl. The 
  PCs will be safer fighting the bodyguard. 
  If the players still argue, Jurgen will get 
  upset and tell them he’ll fight them if 
  they’re so eager to die. If they still are 
  arguing (for whatever reason), have the 
  door burst open from the inside a 
  number of Brutes that equals half the 
  party of PCs look out at them. Herman 
  and his group take off into the chapel 
  leaving the PCs to have to fight the 
  beastmen. This group of beastmen is 
  tougher than before. Use the Brute stats 
  at the end.  
   
  During this fight, every few 
  rounds have a blast of colorful light 
  shine back in the chapel. It’s dark 
  though, so the only time they can see 
  what’s going on is when these blasts go 
  off. As soon as the PCs finish the Brutes 
  and rush to the back, Herman is wiping 
  the black blood off of Isabelle, his 
  greatsword. The Bray Shaman, a hulking 
  beastman covered in rags and strange 
  totems, with a monstrous staff lying next 
  
   
  7
  to him is crumpled on the ground with 
  many wounds, all bleeding black, sticky 
  blood. Herman and his party are all 
  wounded, either cut, scorched, or both. 
   
  In Which Things 
  are Discovered 
   
  Herman decides to call it a night 
  and rest. It is during this time that the 
  PCs can get to know Herman and his 
  companions if they didn’t try to during 
  the trip. This scene also brings forth an 
  interesting piece of evidence for the PCs 
  to find.  
   
  Jurgen, or some of the PCs, build 
  a fire in the middle of the chapel 
  (Herman insists it’s safer in here). The 
  pews make great beds (better than the 
  stone floor at least). Herman and his 
  group will head to bed quickly if 
  conversation isn’t brought up.  
   
  Before Herman packs up for the 
  night, he retreats away from the rest of 
  the group and produces a book. This 
  book is Herman’s journal, and the 
  greatest tool the PCs have in learning of 
  his greatest secret. If outright questioned 
  about it, Herman will quickly hide the 
  book and say he is heading to sleep.  
   
  If the book was noticed earlier, 
  Herman’s odd reaction to the mention of 
  it now should solidify its importance. 
  The PCs should want to get a hold of it. 
  A number of tactics will work:  
   
  While Herman is sleeping, a 
  Challenging (-10%) Sleight of Hand test 
  will free the book from Herman’s coat. 
  Knocking Herman unconscious while 
  he’s asleep will give access to the book, 
  but could prove troublesome in the 
  morning. 
  Certain 
  spells 
  might 
  “convince” Herman to give up the book, 
  awake or asleep. This should be a last 
  resort move, as Herman will not react 
  kindly to this and, unknown to the PCs, 
  Herman has a very strong will and this 
  tactic will not come easily. Of course, 
  the PCs could, and probably will, think 
  of something entirely different. But, it’s 
  your job to figure out how to handle it. If 
  the PCs think the book is important 
  enough, they’ll probably go a bit out of 
  their way acquiring it.  
   
   
  After they gain the book, they’ll 
  no doubt inspect it. Naturally, in order to 
  glean any knowledge from it, at least one 
  person must have the Read/Write and 
  Speak Language (Reikspiel) Talents. 
  While most of the entries are innocent 
  (for a Witch Hunter) and deal only with 
  his adventures, one entry near the 
  beginning stands out:  
   
  April 5th 2515 I.C.- 
  “I must say it. I must get it out. The truth 
  has been haunting me for years, always 
  there, always known. To me, but no one 
  else, as it must be, for if anyone was to 
  know… (there is a large space here) I 
  can see Chaos. I can see magic. I fear 
  this scar, my curse, is much more than a 
  scar. Those disgusting rat-men did 
  something to me as a boy. I must tell 
  someone somehow, this is the only way, 
  to tell, without telling. By writing what I 
  know to be true without anyone ever 
  knowing. I fear that I am touched. I am 
  what I seek. If another such as me were 
  to know, I would help him burn me. It is 
  my lot, my curse to be what I must 
  destroy, for I have taken an oath to 
  Sigmar himself to destroy Chaos. But I 
  cannot destroy myself, can I? I cannot 
  even ask Markus, my friend and mentor 
  for assistance. I must remain faithful and 
  continue with my course. If someone 
  were to learn of my terrible crime, I do 
  not believe they would be wrong to slay 
  me for I am a beast. But enough of this, 
  
   
  8
  tomorrow we are to invade a vampire’s 
  hold and rid the world of a greater evil.” 
   
   
  From this the PCs obviously find 
  that Herman is a troubled soul with a 
  terrible secret. It is now up to them to 
  decide to kill Herman or not.  
   
  In Which Events 
  Come to a Climax 
   
  Here is where things get tricky. 
  The PCs should have gained some clues 
  to Herman’s condition. First, Markus 
  and Jurgen’s distrust; second, Herman’s 
  remarkable knowledge of the Bray 
  Shaman; and third, the journal. If these 
  clues are not found, or not acted upon, 
  then the PCs miss the final possible 
  encounter and continue on none the 
  wiser. The journal is the most obvious 
  clue, so this should most definitely be 
  found.  
   
  If the PCs do not attempt to kill 
  Herman then the next morning the two 
  groups continue together until they come 
  to a fork in the road where they part 
  ways, or to the city they are heading to 
  where they will part ways. In this case, 
  they will have a powerful ally in the 
  church. Although, if his secret is found 
  out, and word spreads that the PCs are 
  known accomplices… you can fill in the 
  rest, I’m sure.  
   
  If the PCs do plan on killing him, 
  they’re in for a rough time. First of all, it 
  is doubtful they want to fight the whole 
  group, for they should seem formidable. 
  Smart or conniving PCs will realize that 
  they can convince at least Jurgen to fight 
  alongside them. If he is shown the book 
  he will immediately grow angry at 
  Herman for lying to him. But, he does 
  not wish him dead. He pays well. The 
  PCs must give him proof of Herman’s 
  corruption and a modest sum (at least 
  100 gold or the equivalent in weapons/ 
  items/attractive females). Once these 
  conditions are met, Jurgen will assist in 
  the slaying of Herman.  
   
  Karl, on the other hand, won’t be 
  so easy. In order to convince him, they 
  must already have Jurgen on their side. 
  If Jurgen can explain the situation to 
  Karl, Karl will become confused. If there 
  are any wizards in the party, the chances 
  of Karl helping decrease. If there are any 
  wizards in the party that Karl has seen 
  use magic (doubtful) then he is very 
  weary of helping. He has seen Herman 
  banish 
  daemons 
  before. 
  Good 
  explanations 
  and 
  roleplaying 
  can 
  convince Karl, or this chart can be 
  employed: 
  Charm test (yes, again): 
  Success: Karl will fight along side the 
  PCs 
  -20% if there is a Wizard in the party 
  whom Karl has seen use magic. 
  -10% if there is just a Wizard in the 
  party. 
  +10% if a good argument is presented 
  before the role. 
   
   
  Finally, there is Markus. Talking 
  to Markus will probably initiate the 
  battle. Once the PCs accuse Herman of 
  anything Markus will become very 
  defensive. It won’t be long before he has 
  heard enough and goes to tell Herman. If 
  this happens, Herman will panic and tell 
  Markus that it is true, but he saw that 
  these people were tainted. He was 
  waiting for the right time, but it seems to 
  have slipped by, and that time is now. 
  Markus believes him and the fight 
  begins. Markus and Herman are very 
  surprised that (possibly) Jurgen and Karl 
  are fighting alongside the PCs. This is 
  the final battle and should be climactic. 
  Markus will use magic, and Herman will 
  
   
  9
  start off with his twin pistols, switching 
  to his greatsword. Both men will use 
  swift attacks and charges wherever 
  possible. They are tactical fighters, 
  picking off the weaker PCs first. If Karl 
  or Jurgen are not recruited, they will 
  fight whoever is closest.  
   
  Obviously the difficulty of this 
  battle depends on whom the PCs were 
  able to recruit, and the starting abilities 
  of the party. For the most part, this 
  should be a fairly challenging battle as 
  Markus and Herman are both powerful 
  combat characters and are heavily 
  armored.  
   
   
  After Herman and Markus are 
  killed, for the will fight until the death, 
  everyone should be in a somber mood. 
  This did not end well. The PCs made a 
  group of friends and killed at least two 
  of them. But, this is the world of 
  Warhammer. If Jurgen and/or Karl 
  helped the PCs and survived the fight 
  they will travel with the PCs to the next 
  village or city. If any of the PCs were to 
  die in the last fight, Jurgen and/or Karl 
  could potentially be taken up as PCs 
  themselves, although they could easily 
  be much further ahead of the rest of the 
  group in experience.  
   
   
   
  Experience in this adventure 
  should be rewarded for what the PCs 
  accomplished during the two days: 
   
  Traveling with Herman and his crew and 
  killing the Beastmen:  
  100 exp. 
  Learning Herman’s Secret: 
    50 exp. 
  Killing Herman: 
   
    25 exp. 
  Enlisting Jurgen and/or Karl:   25 exp./ 
   
   
   
   
  Character
   
   
   
  Appendix 1: Character Portraits and Characteristics 
   
  Herman 
  Human Witch Hunter (ex. Priest, ex. 
  Initiate) 
   
  Skills: Academic Knowledge (Astonomy 
  +10%, Theology +10%), Charm +10%, 
  Common Knowledge (Empire +10%, 
  Dwarfs), Gossip +10%, Heal +10%, 
  Perception +10%, Read/Write +10%, Ride 
  +10%, Speak Language (Riekspiel +20%, 
  Classical +10%) 
   
  Talents:  Ambidextrous, Very Strong, 
  Public Speaking, Suave, Sixth Sense, Strike 
  to Injure, Seasoned Traveller, Specialist 
  Weapon Group (Two Handed, 
  Gunpowder, Throwing), Strike Mighty 
  Blow 
   
  Weapons: Best Crafted Greatsword 
  (Isabelle), 6 Throwing Knives, Dirk, 2 
  Pistols 
   
  Armor Points: Head-1, Body-5, Legs-5, 
  Arms-5 
   
  Trappings: Plate Armor (minus helm), 
  Leather Hat, Leather Coat and Boots, 
  Survival Kit, Deus Sigmar, Journal, 
  Warhorse (Thunderbolt), Saddle, Rations 
   
  Main Profile 
  WS BS S 
  T 
  Ag Int 
  WP Fel 
   55 
  34 
  41 
  41 
  44 
  39 
  56 
  52 
  Secondary Profile 
  A 
  W 
  Sb 
  Tb M 
  Mag IP 
  FP 
   3 
  18 
   4 
   4 
   4  
    0 
    4 
    0  
  
   
  10
  Mutation: The Eye of Sigmar: Herman's 
  mutated eye allows him to see the winds of 
  magic as if he had the magical sense talent. 
  Sometimes, when he uses this talent, his 
  eye and scar glow green. This mutation is 
  invisible to other people's magical sense.  
   
  Brother Markus  
  Human High Priest of Sigmar (ex 
  Annointed Priest, ex Priest, ex Initiate 
   
  Skills: Academic Knowledge (History 
  +20%, Theology +20%), Charm +10%, 
  Gossip +20%, Heal +20%, Perception 
  +10%, Read/Write +20%, Ride +10%, 
  Speak Language (Riekspiel +20%, Classical 
  +20%), Channeling +10%, Common 
  Knowledge (Empire +10%, Dwarfs +10%), 
  Magical Sense +10%, Speak Arcane 
  Language +10% 
   
  Talents: Very Strong, Public Speaking, 
  Warrior Born, Armored Caster, Petty Magic 
  (Divine), Meditation, Fast Hands, Divine 
  Lore (Sigmar), Strike Mighty Blow, Lesser 
  Magic (Dispel, Magic Lock), Cool Headed, 
  Savvy, Specialist Weapon Group (Two-
  Handed) 
   
  Weapons: Best Crafted Great Hammer 
   
  Armor Points: Head-1, Body-4, Arms-1, 
  Legs-1 
   
  Trappings: Full Leather Armor, 
  Breastplate, Deus Sigmar, White Robes, 
  Warhorse, Leather Boots, 2 weeks Rations, 
  Penitent Seals 
   
  Jurgen  
  Human Judicial Champion (ex Veteran, 
  ex Pit-Fighter) 
   
  Skills: Consume Alcohol, Dodge Blow 
  +20%, Common Knowledge (Empire) 
  +10%, Gamble, Gossip +10%, Intimidate 
  +10%, Perception +10%, Speak Language 
  (Riekspiel) 
   
  Talents: Warrior Born, Hardy, Disarm, 
  Quick Draw, Specialist Weapon Group 
  (Flail, Parrying, Two-Handed), Strike 
  Mighty Blow, Strike to Injure, Very 
  Resilient, Lightening Parry 
   
  Weapons: Best Crafted Sword (Hand 
  Weapon), Best Crafted Axe (Hand Weapon) 
   
  Armor Points: Head-3, Body-5, Arms-3, 
  Legs-3 
   
  Trappings: Full Mail Armor, Breastplate, 
  Warhorse 
   
  Crazed Karl 
  Human Flagellant (ex Zealot, ex Soldier) 
   
  Skills: Academic Knowledge (Theology) 
  +10%, Animal Care, Charm +10%, 
  Common Knowledge (Empire) +20%, 
  Main Profile 
  WS BS S 
  T 
  Ag Int 
  WP Fel 
   52 
  47 
  57 
  45 
  39 
   49 
   62 
  59 
  Secondary Profile 
  A 
  W 
  Sb 
  Tb M 
  Mag IP 
  FP 
   3 
  17 
   5 
   4 
   4  
    3 
    0 
    0  
  Main Profile 
  WS BS S 
  T 
  Ag Int 
  WP Fel 
   72 
  50 
  49 
  54 
  40 
   41 
   51 
  32 
  Secondary Profile 
  A 
  W 
  Sb 
  Tb M 
  Mag IP 
  FP 
   3 
  20 
   4 
   5 
   4  
    0 
    0 
    0  
  Main Profile 
  WS BS S 
  T 
  Ag Int 
  WP Fel 
   41 
  42 
  42 
  62 
  26 
   25 
   47 
  40 
  Secondary Profile 
  A 
  W 
  Sb 
  Tb M 
  Mag IP 
  FP 
   2 
  19 
   4 
   6 
   4  
    0 
    2 
    0  
  
   
  11
  Dodge Blow, Gamble, Gossip, Heal, 
  Intimidate +20%, Speak Language 
  (Riekspiel)  
   
  Talents: Quick Draw, Strike Mighty Blow, 
  Specialist Weapon Group (Two-Handed, 
  Flail), Strike to Injure, Strike to Stun, Very 
  Strong, Hardy, Fearless, Frenzy 
   
  Weapons: Flail 
   
  Armor Points: Head-0, Body-0, Arms-0, 
  Legs-1 
   
  Trappings: Flail, Old Pants, Worn Boots, 
  Scar 
  Insanities: The Numbness 
   
  Beastmen 
   
  Skills: Concealment, Follow Trail, 
  Intimidate, Outdoor Survival, Perception, 
  Shadowing, Silent Move, Speak Language 
  (Dark Tounge) 
   
  Talents: Keen Senses, Menacing, Rover 
   
  Weapons: Hand Weapon, Shield, Horns 
  (SB-1 Damage) 
   
  Special Rules: Mutations: Animalistic 
  Legs, Bestial Appearance, Horns 
  Silent as the Beasts of the Woods 
  Armor Points: Head-0, Arms-1, Body-1, 
  Legs-0 
   
  Trappings: Leather Jack 
   
  Brutes 
   
  Skills: Concealment, Follow Trail, 
  Intimidate, Outdoor Survival, Perception, 
  Shadowing, Silent Move, Speak Language 
  (Dark Tounge) 
   
  Talents: Keen Senses, Menacing, Rover 
   
  Weapons: Hand Weapon, Shield, Horns 
  (SB-1 Damage) 
   
  Special Rules: Mutations: Animalistic 
  Legs, Bestial Appearance, Horns 
  Silent as the Beasts of the Woods 
   
  Armor Points: Head-0, Arms-1, Body-1, 
  Legs-0 
   
  Trappings: Leather Jack 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Main Profile 
  WS BS S 
  T 
  Ag Int 
  WP Fel 
   40 
  25 
  35 
  44 
  35 
   26 
   25 
  25 
  Secondary Profile 
  A 
  W 
  Sb 
  Tb M 
  Mag IP 
  FP 
   1 
  12 
   3 
   4 
   5  
    0 
    0 
    0  
  Main Profile 
  WS BS S 
  T 
  Ag Int 
  WP Fel 
   50 
  25 
  40 
  44 
  40 
   26 
   25 
  25 
  Secondary Profile 
  A 
  W 
  Sb 
  Tb M 
  Mag IP 
  FP 
   2 
  15 
   4 
   4 
   5  
    0 
    0 
    0  
  
   
  12
  Appendix II: Character Portraits 
   
   
   
   
   
   
   
   
   
   
   
   
  Jurgen 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Herman 
   
   
   
   
   
   
   
   
   
   
   
  
   
  13
   
   
   
   
   
   
   
   
   
  Karl 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Markus 
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/the eye of sigmar.pdf