TEXT: © Copyright Games Workshop Limited 2005. All Rights Reserved. Games Workshop, the Games
  E-Mail - kisko.sam@gmail.com
  Web - http://mysite.verizon.net/vze4zjyn/
  Workshop logo, Warhammer, Warhammer Fantasy Roleplay, the Warhammer Fantasy Roleplay logo,
  Editing - Darcy Lynn Kisko
  Black Industries, the Black Industries logo, BL Publishing, the BL Publishing logo and all
  associated races and race insignia, marks, names, characters, illustrations, and images from the
  Version - 1.0   Thursday, October 13th 2005
  Warhammer universe are either , TM, and/or  Games Workshop Ltd 2000-2004, variably
  ®
  ©
   
  Art - Samuel Kisko
  registered in the UK and other countries around the world. All rights reserved.
  A Dog Eat Dog World
  A Dog Eat Dog World
  Written and Designed by :    Samuel Kisko
   
  Playtested by : Chadwick Alt, Ian Hutzel, James Jones
                   Nick McGinnis, Rob McGinnis, Joe Noll 
  Table of Contents
  Table of Contents
   Introduction........................................................2 
       A Grim History .........................................................2
   1. Weathered Roads.............................................3
       A Halfling's Plight......................................................4 
   2. Dunkelbild Blues............................................
   
  6
       In Service of the Emperor..........................................
                                                                                
    
  6
        
       Dog Catching................................................................7
                                                                                
     
  3.  The Kennels...................................................10
       Jitters............................................................................11
       The Beast.....................................................................12
  4. Pat on the Back, a Job Well Done.............12
      Full Moon Fever........................................................13
  Aftermath.....................................................................14
         Appendix 1 : Bestiary.......................................15
         
      
  1
  1
   "Willnae hold on, I dinnae if its worth the trouble for me and me lads.  Y'say ye wannem all dead?"
     "Yes, indeed Sir."
  "The wee doggies too?"
     "You mean the weenier dogs ? Especially those.." 
  , Scott 'Otter' Driver
  Special thanks to Sam, the ugliest dog in the world
               http://www.samugliestdog.com/ 
  
  IInnttrroodduuccttiioonn  
    
  This adventure is best suited for games between 
  major campaigns or as an introductory adventure 
  for new PCs.  The PCs should be traveling in the 
  Middenlands, and it would be best if they were 
  unemployed.  This adventure takes place in the 
  village of Dunkelbild, which lay south of 
  Middenheim along the river Delb.  The original 
  intention of this adventure was to be played 
  between Ashes of Middenheim and Spires of Altdorf.  
  As such, it is written with second-career PCs in 
  mind and some slight adjustments should be made 
  for beginner PCs. 
   
  A Dog Eat Dog World takes place at the village of 
  Dunkelbild, which has an recurring problem with 
  hounds that have infested the village.  In years past 
  Baron Vornamen Otterbaugh of Dunkelbild was 
  one of the Hound Masters to Karl Franz.   He is 
  well known for his skill with all manner of beasts, 
  in particular the famed breeds of Middenland 
  Wolfhounds.  These hounds grew a legendary 
  reputation and the dogs were sought after by the 
  nobility of the Empire as loyal companions.  The 
  Wolfhounds are greatly prized for their size, 
  strength and loyalty.  As the years past, the Baron’s 
  love for the breed only increased, and sadly he grew 
  senile in his old age.  He made sure his loyal dogs 
  would never be harmed through a plethora of 
  absurd laws which protected the dogs more than 
  the villagers themselves.   
   
  The people of Dunkelbild were forbidden to harm 
  the animals, they were obligated to feed them if 
  dogs came hungry to their door, and the hounds 
  were given free reign to roam where they please.  
  Over time, the dogs grew more feral with their new 
  freedom.  They began to travel in packs, hunt the 
  livestock and occasionally terrorize the locals.  In 
  recent years even more strange behavior from the 
  animals has been observed; no livestock is safe in 
  the village, strange sightings have been reported of 
  beastly dogs of huge proportions, and the hounds 
  have become both clever and organized. 
   
  Recently, the old Baron was called to the service of 
  Karl Franz to defend Middenheim.  The Baron did 
  so and gave the power of law over his lands to the 
  Reeve Stephen Shaw.  Stephen is a loyal man to the 
  Baron, but is also practical enough to know that a 
  serious problem has developed with the hounds in 
  the town and he is desperately looking for answers 
  – enter the PCs.  Stephan will find the PCs an ideal 
  solution, since they can be the scapegoat if the 
  Baron’s ire is raised. 
   
  AA  GGrriimm  H
  Hiissttoorryy  
   
  Unknown to Stephan Shaw, Baron Vornamen 
  Otterbaugh and his wayward younger brother, 
  Nigel Otterbaugh, were cursed when they were 
  young men.  As young nobles they stole a Lupine 
  artifact, a crescent moon necklace, from a band of 
  traveling gypsies as a prank.  The gypsies eventually 
  found out about the theft and confronted the 
  brothers and their father - the former Baron of 
  Dunkelbild.  The gypsies demanded their property 
  returned but the former Baron had them all 
  burned at the stake when the two young nobles 
  accused them of being witches. The patriarch of the 
  gypsies lashed out and managed to wound the two 
  brothers with his teeth and nails and cursed the 
  brothers with his dying breath as he was burned 
  alive.  
   
  From that day forward both brothers were cursed 
  as Lupines (werewolves). Over time the Baron 
  learned he had far more control than his brother 
  has over his transformation.  To save his birthright 
  and family name, the Baron exiled his brother 
  Nigel to the wilderness and warned him to stay 
  silent.  In the many years of his rule, the Baron has 
  used his abilities to increase his station and his 
  2
  2
  
  affinity for animals.  This is one reason why the 
  Baron protects the dogs.  Nigel has not forgotten in 
  these long years, even though he is more beast than 
  man.  Nigel only wants the curse ended and he 
  thinks that the only way to do this is to return the 
  crescent moon necklace to the burial site of the 
  gypsies (note - Nigel is wrong, in true Warhammer grit 
  there is no way to end the curse).  Baron Otterbaugh 
  however has thwarted his brother’s plan all these 
  years, despite Nigel using various tactics to terrorize 
  the locals. 
   
  Nigel gave in to his feral side long ago and has lived 
  in the woods for decades with his only companions 
  being his dogs.  He seeks only to return the 
  necklace but the Baron and his men are too much 
  to overcome. Nigel schemed to take his revenge on 
  the Baron’s son, Victor Otterbaugh, but found the 
  boy to be useful to him.  Nigel saved Victor’s life 
  many years ago when his pack of hounds attacked 
  him while he was riding.  Nigel strode forth and 
  thwarted the false attack and Victor thinks of him 
  as a benevolent being that protects him.  Nigel 
  learned much from Victor and the boy became his 
  unwitting pawn against the Baron.  They speak 
  occasionally, but recently Victor has become of age, 
  16 years old, and now is beginning to question who 
  Nigel really is. 
   
  Recently, Nigel Otterbaugh has learned that the 
  Baron has gone off to Middenheim and he has also 
  learned that the Baron has likely left the artifact 
  behind with Victor.  Nigel does not know where 
  the necklace is, but seeks to manipulate Victor into 
  giving it to him.  Victor however, has been 
  reluctant to steal from his father and now Nigel is 
  using more forceful measures.  Nigel now has taken 
  his terror campaign to a new level; not only has he 
  been terrorizing the town but he has also infected 
  many of the townsfolk with Lycanthropy by 
  wounding many of them – now all he needs to do 
  is wait for the full moon and claim his prize. 
   
  AAddjjuuddiiccaattiinngg  SSkkiillllss  
   
  Many skill tests may be used in this adventure, 
  particularly animal related ones.  If the PCs lack 
  Charm Animal or Animal Training, it is suggested 
  that rolls be made on similar skills but at a -10% 
  penalty.  Animal Care, Charm, Command and 
  Intimidate can often cover similar ground when 
  dealing with the hounds in this adventure. 
   
  PPaarrtt  O
  Onnee::  W
  Weeaatthheerreedd  RRooaaddss  
   
  The roads south of Middenheim have the markings 
  that an army passed this way.  The roads are 
  muddy, pitted and worn beyond their intended 
  use.  Travel by wheeled coaches would be very slow 
  and cumbersome, but horse and foot travel is only 
  slightly inconvenient on the road to Altdorf.  
  Debris litters the roads; usually in the form of old 
  burned out camp sites, broken wheels, and 
  occasionally a piece of worn out equipment. 
  Shallow graves dot the fringes of the roadway of 
  those who fell during their journey.  The Camp 
  Followers have long since looted most of the 
  valuables but if the PCs look, they can occasionally 
  find a useful pair of boots or perhaps even a 
  weapon that found its way onto the ground. A 
  Hard (-20%) Perception Test can be taken for 
  every full day of searching for goods.  A success will 
  yield 2d10 Silver worth of goods. 
  3
  3
  
   
  For the most part travel is uneventful but the PCs 
  may run into a particularly slow and thorough 
  Camp Follower.  Since the roads are in such poor 
  condition, caravans and coaches can not efficiently 
  travel to the south - they instead head East and 
  then South to Altdorf.  Scavenger birds can 
  occasionally be seen but most wildlife has long 
  since been run off. 
    
  AA  H
  Haallfflliinngg’’ss  PPlliigghhtt  
    
  A full mile ahead of them, the PCs can see a 
  diminutive figure rustling about with a small hand-
  cart on the road.  As the PCs approach it is clear 
  the figure is a Halfling and he 
  is having a most difficult time 
  pushing his hand-cart.  The 
  Halfling is Donald ‘Don Don’ 
  Donwurst (Appendix 1) and 
  his cart is clearly labeled “Pie 
  King”.  Don Don is 
  exasperated by trying to pull 
  his cart down the road and 
  making little headway (¼ 
  movement).  Don Don is 
  quite friendly and will be 
  obsequious when he meets the 
  PCs as he has no qualms 
  about begging for help.    
   
  Upon seeing the PCs he drops to his knees 
  ‘Esmeralda have mercy, why did I choose to go south!  
  Please, I humbly beg ones as obviously mighty and 
  virtuous as yourself to aid a Halfling in his hour of need!’  
  He is clearly at the mercy of the PCs and he indeed 
  does need help if he is to move his cart. 
   
  Don Don will offer free food to those who help 
  them for as long as he is with the PCs.  He also says 
  that traveling to Dunkelbild and taking the ferry to 
  Altdorf would likely be faster and safer for all 
  involved.  An Average Common Knowledge, 
  Empire Test would discern that Dunkelbild is a 
  logging village slightly to the south east, which 
  indeed uses the river Delb to transport logs to 
  Altdorf.  Although the ferry is not used often, it is 
  quite possible it could be used as a means of 
  transportation to Altdorf. 
   
  If the PCs refuse Don Don aid, he will actually 
  latch onto one of their legs – mentioning he knows 
  a safer way to Altdorf that does not involve 
  traveling the roads filled the tax heavy Road 
  Wardens.  If the PCs still refuse, the adventure is 
  over unless they stumble across Dunkelbild on 
  their own – feel free to have the Road Wardens tax 
  them heavily and inspect them for the mark of 
  Chaos.  
   
  If the PCs agree, they will find Don Don to be a 
  fine cook with a seemingly endless supply of meat 
  pies in his cart.  Although pushing his cart is 
  somewhat slow, the road leading to Dunkelbild is 
  only three miles ahead and it will become much 
  easier from that point forward.  Don Don will 
  naturally be grateful, but somewhat cautious of the 
  PCs.   
   
  Reaching Dunkelbild takes roughly one full day of 
  travel when the PCs come across Don Don.  When 
  the PCs camp for the night they will hear the howls 
  of wolves in the distance.  A Routine (+10%) 
  Animal Care Test will note that these howls are 
  4
  4
  
  not by wolves at all, but likely by wild dogs.  Deep 
  in the night the PCs may hear the sound of brush 
  being disturbed in the distance and perhaps a glint 
  of eyes.  The dogs will stay well out of range of the 
  PCs during the night however. 
   
  In the early morning while Don Don is prepping 
  his cart for travel, a lone Wolfhound will run out 
  from bushes and snatch Don Don carrying him 
  away.  Luckily Don Don is quite verbal with a high 
  pitch shriek and is easily followed.  Those with a 
  movement of five can catch the dog and Don Don 
  in three rounds of running, movement of four can 
  reach them in four rounds and any slower will 
  reach them in five rounds.  Anyone with quick 
  access to a horse can catch him in two rounds.  The 
  wild dog is roughly four and half feet tall at the 
  shoulders with a silvery-gray coat.  A successful 
  Routine (+10%) Common Knowledge, Empire 
  Test will know that this hound is a Middenland 
  Wolfhound, prized by nobility throughout the 
  empire and are used as both pets, war dogs, and to 
  hunt wolves with. 
   
  Don Don will be wounded but not dead.  If the 
  dog is left with Don Don for seven uninterrupted 
  rounds, Don Don will be dead and ripped apart 
  with his choice bits taken away.  When the PCs 
  arrive the dog will attack viciously and to the death.  
  When killed the party will note the dog has a collar 
  with the initials ‘VO’ and they will note that the 
  hound is in a starved condition.  If the PCs passed 
  the before mentioned Common Knowledge, 
  Empire Test they will know that such beasts are 
  expensive, and it is odd for the breed to behave so 
  boldly, even when starved.  
   
   If Don Don is alive, he will be frazzled and clearly 
  need medical attention, ‘Blimey! That thing is as big 
  as a horse and nearly took my arm off!’  If a healer is in 
  the party, they may make an Average Heal Test to 
  halt most of the infections.  The spell Cauterize 
  Wound will also clear the infection. Otherwise 
  Don Don will become quite ill by the time the 
  group arrives in Dunkelbild. 
    
   
   
   
   
   
    
    
  Middenland Wolfhound
   42%    0%   38%   41%  38%   18%   38%   0%
  1         8        3       4        6         0        0       0
  The Middenland Wolfhound is well known in
  the Empire by nobles and hunters alike.  The 
  breed is renowned for its loyalty to its owners
  and its ferocity when hunting wolves.  It's coat
  is usually a silvery-gray and dark highlights and  
  it stands four to four and half feet tall at the
  shoulders.  A Middenland Wolfhound can 
  feltch up to 200 GCs. Skills/Talents as Dog.
  5
  5
  
  PPaarrtt  TTwwoo::  DDuunnkkeellbbiilldd  BBlluueess
   
  Dunkelbild is a logging village roughly half-way 
  between Middenheim and Altdorf.  The small river 
  of Delb is used to carry the logs down stream and is 
  situated in a large valley surrounded by woods.  
  Though it is a few miles from the main road, 
  Dunkelbild sees its share of travelers seeking fine 
  woodwork.  Ancient and primeval trees, large ferns, 
  and layers of mosses and lichens dominate the 
  landscape.  Dunkelbild has 82 residents and most 
  folk either log, farm, or are in the service of the 
  Baron. The Baron and most of his men at arms 
  have left in service of Karl Franz leaving the Reeve, 
  Stephen Shaw, to keep order in the village and the 
  Baron’s son, Victor, to watch over the manor 
  house.   Stephen is a wood carver by trade but he 
  was a skilled mercenary in his younger days and is 
  quite clever.  
   
  The PCs will likely enter Dunkelbild near dusk.  
  They will see no one on the streets but they will 
  hear noises coming from the alleyways of dogs 
  fighting.  Occasionally they will see a lone hound 
  or two peer out from the darkness and the party 
  will have a distinct feeling they are being watched.  
  If the PCs ask the villagers for a doctor or ask about 
  the dog collar, the villagers will tell the PCs to 
  contact Stephan Shaw at the Smoke-House Inn and 
  Tavern.  
   
  The old meat smoke house in Dunkelbild is used as 
  a tavern and inn for travelers and tradesmen.  The 
  building is old, rickety, but is warm and well 
  stocked with meads and wild game that is thrown 
  in a cook pot when visitors arrive. Bjorn Shiver, an 
  aged man bearing the mark of pox scars from his 
  youth is the owner of the Smoke-House Inn and 
  Tavern.  He keeps the place orderly and fairly well 
  kept considering its age.  Prices for food and drink 
  are double normal, but room prices are 3 silver for 
  a private room per night.  At least 1-10 patrons are 
  at the tavern at all times, double this amount at 
  night.  During the night the PCs can hear many 
  howls of hounds, wolves or other unknown beasts.  
  Occasionally they can hear scratching on the 
  wooden exterior, which seem far to thin for 
  comfort.  That night the Reeve of Dunkelbild, 
  Stephen Shaw will contact the PCs. 
   
  Gossip   
   
  If the PCs ask the tavern patrons for general 
  information, a successful Average Gossip Test will 
  yield some information.   
   
  • “Y’see, it’s the Barons own hounds that have turned 
  against us.”   
   
  • “Word on the docks is that no ferry will leave, lest 
  stranger spread word that the hounds of Chaos infect ol’ 
  Dunkelbild.  Can’t have that now can we…”   
   
  • “The hounds have yet to kill a man but they have 
  maimed many.  Never walk alone at night – never.”   
   
  If the Gossip test was beaten by 10% or more  
  • “The Baron’s son, Victor, watches his estate. Ye poor 
  lad, barely a man, and the feral hounds seem to stalk him 
  like no other.”   
   
  If the Gossip test was beaten by 20% or more  
  • “The Baron and his brother were up to no good in 
  their youth.  To this day I’ll not forget the screams when 
  those two had those gypsies burned at the stake.  An ill 
  wind has lingered ever since.” 
   
  IInn  tthhee  SSeerrvviiccee  ooff  tthhee  EEmmppeerroorr  
   
  Stephan is a tall dark man, well into his middle 
  years.  His eyes are sunken but they spark with a 
  quick intelligence.  He is slimly built and his wiry 
  muscles have old scars. Stephen will hear about the 
  PCs coming to town shortly after their arrival and 
  6
  6
  
  he will meet with them at the Smoke-House Tavern 
  to assess if they are troublemakers or if he can hire 
  them.  If the PCs ask for medical aid, he will 
  retrieve his wife, Eliza Shaw, who has the Heal skill.  
  He if comes to recognize the PCs are not up to 
  trouble, he will approach them about the odd 
  hound problem Dunkelbild is having. 
   
  “The Baron is a good man even though the hounds have 
  the run of the place.  Several men have been bit and 
  things are clearly out of hand now.  It is perhaps a 
  blessing that the Baron was called to the Emperor’s 
  service – now I can tidy things up a bit by the time he 
  returns.  The problem is getting the Wolfhounds captured 
  and staying alive while doing so.  Especially now, the 
  hounds have ..changed.. since the Baron has left.  They 
  are more aggressive, feral and - perhaps you will think me 
  mad, but if you watch them you can see they think.  They 
  are clever beyond normal animals.” 
   
  Stephen Shaw goes straight to the point, and he 
  honestly knows little about why the hounds are 
  behaving so oddly.  As far as he is concerned, the 
  hounds have been given far too much freedom and 
  are now feral.  He will explain that the Baron was 
  one of the Hound Masters of Karl Franz, and he 
  was called to serve him in Middenheim.  He will 
  explain the Baron has a good natured love for the 
  animals but Stephan must solve the hound 
  problem for the sake of the town, and do so before 
  the Baron returns.  He knows that many of the 
  Baron’s hounds from the kennels have gone feral 
  since the Baron has left.  He will also explain the 
  numerous livestock attacks and he will be disturbed 
  if he hears Don Don was attacked. 
   
   Stephan will enlist the PCs as Imperial Dog-Catchers 
  and will even Guild them by his authority as an 
  assistant Hound Master of Karl Franz.  Stephan will 
  give them a writ giving them full authority to use 
  any means necessary to deal with hounds.  A 
  Challenging (-10%) Common Knowledge, Empire 
  Test will indicate the writ has no expiration date 
  and actually gives the holder some meager amount 
  of authority throughout the entire Empire as 
  Imperial Dog-Catchers. 
   
  Stephen Shaw knows of three main packs of 
  hounds, and he will offer the PCs a considerable 
  sum to capture or kill the bulk of the hounds.  He 
  will offer 200 gold if all three packs are brought 
  down; and additionally 5 gold per live captured 
  Middenland Wolfhound. Stephan will be clear that 
  he wants the Wolfhounds alive if at all possible.  
  The PCs may also stay at the Smoke-House free of 
  charge and will be given two square meals a day, 
  though they must pay for their own drink.   
   
  Stephan is unaware of Nigel Otterbaugh’s influence 
  among the hounds. Nigel has empathy with the 
  animals, but not full control.  The hounds are very 
  clever and will not fall for the same trick twice.  An 
  unearthly force is guiding them and the packs are 
  far from a mindless mob.  They are clever, 
  deceptive, and can coordinate ambushes, theft and 
  distractions.  Luckily the hounds' primary 
  motivation is food, but they do terrorize the 
  villagers. 
   
  DDoogg  CCaattcchhiinngg  
   
  The first pack roams the village itself looking for 
  scraps and picking through debris.  Stephan will 
  want this pack dealt with first since they are the 
  most immediate threat.  These hounds will attack 
  anyone who gets too close, but they can be lured by 
  food.  This pack contains 14 hounds, six of which 
  are Middenland Wolfhounds.  This pack also 
  contains three miniature Dachshunds, more 
  annoying than a threat. The other hounds are feral 
  dogs, use the Dog statistics in the Warhammer Core 
  Rulebook.  The demeanor of this pack is that of a 
  group of stray dogs, but not overly aggressive unless 
  attacked or if the party comes within 10 feet of 
  them.  An Average Charm Animal Test can 
  subdue a hound if they manage to get one alone. 
  Intimidate can also subdue a single hound. 
   
  7
  7
  
  The second pack that Stephan wants the PCs to 
  deal with has ten hounds and they are in the forest 
  outside of the village. Five of the hounds are 
  Middenland Wolfhounds. This pack is harder to 
  find as they roam periodically as far as four miles 
  from the village.  A successful Routine (+10%) 
  Follow Trail Test will locate the hounds, but this 
  will take 1-10 hours.  Dealing with this bunch will 
  be harder since the PCs options will likely be 
  limited.  The demeanor of this group is far more 
  aggressive than the pack in the village and they will 
  attack the PCs if they come closer than 25 feet of 
  them.  PCs that are alone for more than an hour 
  are actually stalked 10% of the time and will be 
  attacked by 1-10 hounds. This pack also contains 
  two miniature Dachshunds, more annoying than 
  a threat. 
   
  The third and final pack is near the river by the 
  Baron’s kennels.  The kennels are looked after by 
  Victor Otterbaugh, the Barons son.  Stephan tells 
  the PCs to contact Victor.  This encounter will be 
  described in Part 3: The Kennels. 
   
   
                    
   
   
   
  Catching the dogs can be done in a number of ways 
  and the GM should keep an open but realistic 
  mind about the PCs plans. Live dogs are expected 
  to be placed in the Kennels, in Part 3. Below are 
  the recommended ways to adjudicate them some 
  tactics that PCs may use. PCs that have the 
  Academic Knowledge, Strategy and Tactics skill 
  and make the Test should be made aware of these 
  options if they do not think of them on their own. 
   
  • Lure by food – Most of the hounds are hungry 
  and will head straight for a food source if they can 
  smell it.  Of course once the PCs have the hounds 
  eating it may prove difficult to restrain them.  If 
  only a little food is given, the hounds will promptly 
  attack one another to get at it.  Ten or more 
  hounds will be no small fight and the PCs should 
  be made aware that a straight forward attack may 
  be a bad idea.  Note that Don Don is an excellent 
  chef and can prepare meats the dogs will surely 
  smell and come for.  An Easy (+20%) Trade, Cook 
  Test can be used to create a sufficient lure. 
   
  • Ensnarement – Using nets or other ensnarement 
  devices requires either an Average Set Trap Test or 
  an actual attack to use a net.  The townsfolk will be 
  happy to construct a large net, though they will be 
  cumbersome to use.  Smaller nets are readily 
  available in the village.  Pits, leg snares, and other 
  traps will likely be less successful but may catch one 
  or two of the hounds.  Individual kennels can also 
  be used if the PCs manage to lure a hound or two 
  inside.  The Kennels are located in Part 3: The 
  Kennels. Standing on the kennel, using a rope or 
  other mechanism can trap a hound inside, a 
  Routine (+10%) Agility Test should be use to 
  successfully trap a hound.  Up to three hounds can 
  be stored in each kennel.  The kennels can be 
  attained in Part 3, the Kennels. 
   
  • Rouse the Village – Clever PCs can get the 
  villagers to work in their favor.  The PCs can collect 
  villagers simply by going to door to door and/or 
  speaking at the tavern.  An Average Command, 
  Charm or Intimidate Test will successfully gather 
  some villagers.  An Average Public Speaking Test 
  will rouse them to do the PCs will (within reason).  
  If the PCs write a speech, the task should be 
  considered Easy. The villagers have access to 
  torches and makeshift weapons.  As a group the 
  villagers can aid in herding or capturing the 
  hounds.  The Public Speaking Test must be 
  repeated each day - the villagers will disband when 
  it is failed.  
   
  • Hound Herding – Hounds can be herded in a 
  number of ways.  If the PCs have horses, the 
  8
  8
  
  hounds can be forced to certain locations of the 
  village.  A Challenging (-10%) Animal Training 
  Test or Intimidate Test should be used.  Fire is 
  also a good tool as the hounds stay away from it if 
  possible.  The hounds can be lead into an empty 
  building or pen with food or by corralling them.  
  The Kennels area in Part 3 is also a good area to 
  trap or restrain the hounds. The use of food, fire, 
  loud noises, villager, or larger animals will all 
  decrease the difficulty of the test. 
   
  • Divide and Conquer – Getting the hounds 
  when they are not in one large pack may be a good 
  idea.  The hounds generally travel as a pack but 
  there is a 30% chance that 1d10 hounds will be 
  separated and out scrounging elsewhere.  During 
  the day time this decreases to only 5% since the 
  hounds sleep, usually as one large pack in the 
  village alleys.  The same techniques as herding can 
  be used to divide a pack. 
   
  • Dog eat dog – The kennels hold about a dozen 
  noble-class Wolfhounds.  If the party can persuade 
  Victor Otterbaugh to use them to hunt down the 
  feral hounds, they would be up to the task.  
  Stephan and Victor both do not like this idea as it 
  would likely result in many hounds dead.  However 
  a successful Challenging (-10%) Charm Test can 
  convince them it is for the best. 
   
  • Extermination – Killing all of the hounds 
  outright is not in the best interest of Stephen Shaw 
  and he will make it clear that this should be a last 
  resort.  Stephen is already taking a chance at 
  displeasing the Baron and an all out extermination 
  would almost certainly cost him his job.  Note that 
  attacking a large number of hounds may prove a 
  difficult encounter.  When the Baron returns 
  Stephen Shaw will make the PCs the scapegoats if 
  all of the hounds are slain. 
   
  The Witch Hunter   
   
  After the PCs deal with one pack of hounds, but 
  before they deal with a second, they will be aware 
  that a Witch Hunter has come to town.  The 
  villagers all speak of him, a tall man with white hair 
  dressed in black. Most of the villagers will be 
  terrified of him more than the hounds.   
   
  The Witch Hunter is Klid d’Mur, an official Witch 
  Hunter in the service of the Empire.  Klid d’Mur 
  has come into town recently and is questioning the 
  villagers.  He has already slain six feral dogs 
  including three Wolfhounds (these are not related 
  to the three packs).  Stephan Shaw is upset at the 
  killing of the Wolfhounds but does not push the issue 
  with the Witch Hunter.  Klid d’Mur will eventually 
  want to speak with the PCs.  If the PCs are 
  capturing live Wolfhounds he will be very curious 
  as to why.  Klid d’Mur will continuously sniff the 
  air, muttering that he can ‘Smell the Chaos in this 
  place’.   
   
  A successful Hard (-20%) Charm Test on Klid 
  d’Mur will put the PCs on friendly terms with him.  
  Otherwise he will be suspicious, although he will 
  not directly interfere with their affairs unless they 
  are clearly up to no good.  Klid d’Mur will instead 
  keep a close eye on things and kill any feral hounds 
  he comes across.  If the PCs have not killed Nigel 
  in three days after Klid d’Mur’s arrival, he will have 
  Victor Otterbaugh burned at the stake – this is 
  rationalized by the artifact of Chaos in his 
  possession, the crescent moon necklace.  He will 
  then leave considering the job done. 
  If the PCs attempt to stop Victor from being killed, 
  it will be very hard without bloodshed.  There is no 
  trial, only Witch Hunter justice.
    
  9
  9
  
  PPaarrtt  TThhrreeee::  TThhee  KKeennnneellss  
   
  Victor Otterbaugh currently manages the kennels 
  and the manor house for his father, Baron 
  Otterbaugh.  Victor has recently come of age and 
  has learned many disturbing things.  In his youth, 
  Victor’s life was saved by Nigel, his uncle.  Nigel 
  used this to manipulate Victor and only now has 
  Victor come to realize this.  When Baron 
  Otterbaugh left to Middenheim he left his son to 
  handle the affairs of his manor house, including 
  the crescent moon necklace.  The Baron had no 
  idea Nigel has been in contact with Victor.  Nigel 
  has since been trying to persuade Victor to give the 
  necklace to him but so far Victor has refused to 
  steal from his father.  Nigel, more beast than man, 
  has gone to using more forceful measures and now 
  terrorizes Dunkelbild with his hounds to persuade 
  Victor.  Victor still refuses and Nigel has become 
  enraged by this.  
   
  Unknown to Victor, Nigel has infected many of the 
  townsfolk with his Lycanthropy by injuring them.  
  Nigel hopes to drive Victor to the brink of sanity - 
  When the next full moon strikes (very, very soon) 
  much of the town will transform into werewolves 
  under Nigel’s control and he will get the necklace 
  from Victor one way or another. 
   
  JJiitttteerrss  
   
  Near the river sits a solid looking blockhouse that 
  watches over a stone manor house and a long 
  yarded court which acts as the kennels.  The PCs 
  can hear the hounds inside the kennels, but these 
  noises are far more civil than the wild hounds they 
  had heard earlier.  The kennels can only be reached 
  by going through the manor house or scaling the 
  walls and it is constructed to keep the hounds 
  inside and safe.  Two dozen cages line the walls 
  inside the kennels, of which 9 are being used.  
  Furthermore a yarded lot can also hold a dozen or 
  more hounds.  Victor Otterbaugh is the lone 
  resident here at the Manor house and he watches 
  over the kennels and the dozen or so trained dogs 
  within.  He is convinced the only reason he is alive 
  is because the Baron’s hounds protect him.  He is 
  paranoid to the extreme and overly cautious with 
  10
  10
  
  nearly everything he does.   The pack of feral 
  hounds routinely terrorizes Victor, although he is 
  never outright attacked. 
   
  Victor will creak open the chained door and speak 
  with wide eyes, ‘hullo - no time, no time! you must leave 
  before they come!’. He will be very wary of the PCs 
  until they reveal the writ Stephan Shaw has given 
  them. He seems partly insane and it is hard to 
  decipher what he says ‘Geah! Don’t let them bite me!’, 
  ‘You don’t know! You just don’t know!’, ‘The eyes, they 
  will eat your soul if they stare into your eyes!’, ‘We must 
  keep it safe from him!’ – and so forth.  Moving 
  shadows scare the daylights out of him and he will 
  pause and listen to every odd sound that he hears. 
   
  If the PCs want to use the kennels to store any wild 
  hounds, they will be allowed to do so as they as 
  they have the writ.  Victor will naturally be even 
  more paranoid when the wild dogs are brought 
  near him.  He will often clutch his ears and 
  mutter to himself, ‘Go away! Make them go away!’.  
  The domesticated Wolfhounds should not be 
  placed near the feral hounds, they will fight to the 
  death.  If the PCs convince Stephan and Victor to 
  use the domesticated hounds to fight the feral 
  ones, a Routine (+10%) Animal Training Test 
  should be used to control more than four of the 
  Wolfhounds.  Nine hounds total are available. 
   
  If the PCs speak to him about the feral hounds that 
  patrol around the river he will give the party a 
  description of where they may find him.  He also 
  tells them that the pack leader, a grey wolfhound 
  should be killed at all cost (this is Nigel). Victor is 
  implicit about this, although he will not say why on 
  his first meeting with the PC.   
   
  If Victor sees the PCs are successful with dealing 
  with pack of hounds in the village or in the forest, 
  he will be more open with his information.  This 
  will likely occur the second time or even third time 
  the PCs go to the Kennels.   It will take some 
  coxing for Victor to reveal that his uncle, Nigel, is 
  behind the attacks.  An Average Charm Test or 
  Command Test should be used to gain this 
  information, and only if the PCs are calming and 
  friendly. If Victor is calmed he will speak of the 
  crescent moon necklace that Nigel wants.   
   
  “Nigel is his name, the horrid grey wolf that leads the 
  feral hounds.  I am sad to say we share the same blood, 
  for he is my father’s younger brother.  In their younger 
  days my father and Nigel stole a necklace from a group of 
  traveling gypsies as a prank.  Although my father speaks 
  little of it, I understand things turned sour and the gypsies 
  confronted my family.  My grandfather, the Baron in 
  those days, had the gypsies burned at the stake for rousing 
  his ire.  I know little of the details, but some say one of 
  the gypsies lashed out and attacked my father and my 
  uncle, Nigel.  Since that day both were cursed, although 
  my father had far more control than Nigel.  Nigel seeks 
  the necklace that they originally stole”, he displays a 
  crescent moon necklace.  A Challenging (-10%) 
  Academic Knowledge, Arcane Test can determine 
  the item is indeed magical and very old, predating 
  the Empire. 
   
  “Why I do not know, but I do know when my father left 
  to aid the Emperor, Nigel has come to me seeking it.  I 
  naturally refused to aid him, and so he terrorizes me and 
  the villagers for my impudence.  You would be doing a 
  great service for the Baron to put Nigel to the sword. Be 
  warned however, he is more beast than man and he will 
  show no mercy.” 
   
  Victor knows little details other than this. Victor 
  has the necklace hidden it in a wine bottle and will 
  allow the PCs to use it to lure Nigel out and kill 
  him.  He says the necklace glows faintly when Nigel 
  is near it.  Victor will not reveal the necklace if the 
  PCs do not coax it out of him. 
   
  If the PCs ask the other townsfolk, they may be 
  able to fill in some details.  A successful Average 
  Gossip Test will indicate the gypsies were burned at 
  the stake when the brother accused them of 
  witchcraft.  The gypsies are buried behind the 
  11
  11
  
  manor house and the old vengeful Baron had an 
  outhouse built on the site.  Although this is 
  incredibly bad karma, it is not the source of any 
  evil infecting the town.   
   
  TThhee  BBeeaasstt  
   
  The third pack of hounds is the most feral of the 
  bunch.  They will attack on sight and call for the 
  entire pack.  There are 11 hounds including Nigel.  
  Four of the hounds are Middenland Wolfhounds.  
  They will attack viciously and it will be much 
  harder to trap or control this pack; all tests to do so 
  should be considered Hard (-20%).  Nigel has 
  prepared a crude lair for the pack, a dirt enclave 
  under a large tree.  It is fairly easy to find although 
  the hounds will surely know the PCs are coming 
  when they are within fifty yards of the lair.  Victor 
  can give a general description of where it is, about 
  one mile south along the south river.  The pack will 
  roam at night along the river and occasionally in 
  the woods and village. Victor will know this. 
   
  If the PCs use the necklace to lure out Nigel, Nigel 
  will be aware that the PCs have it if one of his 
  hounds sees it.   The necklace will glow faintly 
  when Nigel is within 50 yards of it and more 
  brightly as he approaches. Nigel will immediately 
  rouse his hounds to claim the necklace at once.  If 
  the other packs are still around, Nigel will call 
  upon them as well.  This can potentially be 
  disastrous unless the PCs have a well thought-out 
  plan or have already dealt with the other packs.  
  Luckily Nigel is not much into planning and will 
  head straight for the PCs with his savage pack. 
  If the PCs give Nigel the necklace, he will snatch it 
  and leave for the burial grounds.  However, Nigel 
  will quickly learn it does not end his curse and 
  immediately attacks the village in force. 
   
   
    
    
  PPaatt  oonn  tthhee  BBaacckk,,  aa  JJoobb  W
  Weellll  DDoonnee  
   
  If Nigel is slain, the remaining hounds will act 
  confused and depart.  Any feral wolfhounds in 
  the kennels will return to being domesticated. 
  The entire village will congratulate the PCs and 
  in particular Stephan Shaw and Victor 
  Otterbaugh will be grateful.  Victor will still be 
  jittery, but quite a bit calmer than he was 
  previously.  Although the village can not afford 
  to pay the PCs an additional reward, they will 
  offer them a feast that night and gladly ferry 
  them to Altdorf when they desire.   
   
  If a majority of the Wolfhounds were taken alive, 
  Stephan will be very grateful and notify the 
  Baron of the PCs dedication to the hound’s 
  safety. The PCs will be welcome in Dunkelbild as 
  long as they wish and if they stay a day or two the 
  village will gladly repair their equipment, provide 
  12
  12
  Crescent Moon Necklace
   
  The Crescent Moon Necklace is a ancient relic
  dating before the founding of the Empire.  It
  was used by the cursed tribes of men to 
  control their Lupine heritage and manage
  thier rage.  The wielder of necklace may 
  make a Will Power Test to avoid the  
  Lupine transformation or to calm those 
  near him.  Repeated used of the necklace 
  allows for a Charm effect against Lupines.
   
  Anyone who carries the necklace for 
  longer than 3 full moons must make a 
  Will Test or they will be infected with 
  the Lupine Curse.
  
  some basic provisions and ferry them to Altdorf.  
  If the PCs are aware that the Baron is a 
  Lycanthropy, Stephan and Victor will ask the 
  PCs to keep this information to themselves.  
  They say it would be best for all in the village and 
  the PCs as well since they are technically in the 
  service of the Baron.  That evening the villagers 
  will celebrate and hold a feast for the PCs.  
  Assuming Don Don is still alive, he could not 
  pass up such an event. 
   
  The feast that evening is held outdoors and most 
  of the village arrives and brings food.  All 
  manner of meats, stews and sweets are brought to 
  the festival and oil lanterns are hung on long 
  poles.  A few of the villagers play some music and 
  a variety of ales and meads are available to drink.  
  The village is full of gossip about the Storm of 
  Chaos wars and they are eager to hear of any tales 
  the PCs have to tell. 
   
  Klid d’Mur will still be present and will not look 
  too pleased.  He will stay to himself but if the 
  PCs speak with him he will mention that he still 
  ‘smells the Chaos’.   He is fully armed and 
  watching all that goes on around him only 
  sipping some wine that was offered to him. 
   
  FFuullll  M
  Moooonn  FFeevveerr  
   
  In the early evening a large full moon can be seen 
  through the thick dark clouds as the villagers 
  dance and drink.  When the feast is in full-swing, 
  Victor will stand up and feel his chest with an 
  awkward expression.  From under his tunic he 
  will pull out the crescent moon necklace.  The 
  necklace glows – and brightly.  Note that the PCs 
  could possibly still have the necklace and they 
  will notice the glowing necklace fairly quickly.  If 
  the PCs realize the necklace glows only in the 
  presence of werewolves, they may be quick 
  enough to arm themselves before the villagers 
  transform. 
   
  It is possible the PCs suspect that some of the 
  townsfolk may be infected by lycanthrope, but a 
  Hard (-20%) Academic Knowledge, Arcane Test 
  would be needed to confirm their suspicions.  
  Klid d’Mur will however take this information 
  seriously if they inform him, although there is 
  little he can do. There is no cure however and 
  the villagers will think the PCs are paranoid if 
  they bring this knowledge to light. 
   
  In a matter of 90 seconds, roughly a third of the 
  villagers transform into werewolves – 
  uncontrolled and enraged.  About 62 people 
  came to the festival and 20 of them transform.  
  Carnage quickly overwhelms the festival despite 
  Stephan Shaw trying to stop the panic.  Klid 
  d’Mur will pull out his pistols and start blasting 
  away; Victor Otterbaugh shrinks to the ground 
  and whimpers to himself ‘When will it end! When 
  will it end !’  If Don Don is present he grabs his 
  pie cart and flees for his life.  In the unlikely 
  event that Nigel is still alive, he will attack the 
  village at this time. 
   
  The PCs have a number of options depending 
  on their demeanor.  There is no right or wrong 
  solution, only survival.  It should be made clear 
  the PCs have several options.  They will see many 
  powerful werewolves erupt from the villagers.  
  They will know the villagers will almost certainly 
  be slain if they are left without aid.  They will 
  know the ferry on the river is only about 100 
  yards away.   The following are the recommended 
  ways to adjudicate the encounter: 
   
  • Save the Village! - The villagers will eventually 
  mount a defensive and may actually succeed if 
  the PCs aid them.  If this is the case, nine 
  werewolves will attack the party. Three armed 
  villagers will aid them in this battle as well as 
  Stephan Shaw and Klid d’Mur.  Use the basic 
  Farmer stat block for peasants.  Stephan Shaw 
  and Klid d’Mur are listed in Appendix 1.  This 
  encounter may be difficult, but it is possible to 
  13
  13
  
  save the village.  If the necklace is destroyed (see 
  below), the PCs need only fight five werewolves.  
  If successful the PCs will have saved the village. 
   
  • Rescue the Villagers! – The PCs may opt to 
  save as many villagers as possible.  Optimally they 
  will need to make a break for the ferry on the 
  river with as many peasants as possible.  In this 
  case it is recommended the PCs fight two battles. 
  The first will be five werewolves at the festival; 
  the second will be four werewolves chasing the 
  group.  If the necklace is destroyed, the PCs need 
  only fight the later battle.  PCs with the 
  command skill can make an Average Command 
  Test to call for the villagers to flee with them.  
  Each test saves 1-10 peasants.  A maximum of 31 
  peasants can be saved in this manner.  Klid 
  d’Mur  will hold off the werewolves while the 
  PCs escape, he will be killed.  The rest of the 
  villagers will be slain and the village destroyed. 
   
  • Destroy the Necklace! – Destroying the 
  necklace will cause the werewolves to frenzy and 
  attack anything, including other werewolves.  
  This will actually help the village, but many will 
  still be killed.  The necklace has 3 toughness, and 
  can take 5 wounds before being destroyed.  Once 
  destroyed, the number of werewolves the PCs 
  battle (as listed above) will be reduced. 
   
  • Every man for himself! – Cowardly PCs can 
  flee, using the villagers as cover.  A successful 
  Average Concealment Test can get away with no 
  fight.  Otherwise the PCs will have one battle 
  with four werewolves to escape.  Heading to the 
  ferry would probably make the best exit.  A few 
  villagers have the same idea so it will be up to the 
  party in how to deal with them.  The entire town 
  will be slaughtered if the PCs flee.  Only Victor 
  will escape alive with the tale.  
   
  • Loot the town! – Particularly opportunistic 
  and immoral PCs can loot the town in the chaos.  
  They should find 1d10 gold crowns worth of 
  items per five minutes of looting.  They will be 
  attacked by three werewolves 20% of time per 
  five minutes however.  If the PCs escape with the 
  loot, the entire town will be slaughtered and only 
  Victor will escape with the tale.   
   
  AAfftteerrmmaatthh  
   
  Regardless of what occurred during the festival, 
  the town will be in a shamble.  If the PCs played 
  the hero and managed to save the town, they will 
  be heralded as heroes.  However, this is 
  bittersweet considering many people will likely be 
  killed.  Families will be torn asunder, graves need 
  to be dug, and refugees will need to be led to 
  Altdorf.  If the PCs fled with the villagers, they 
  will be asked to guide the remaining villagers to 
  Altdorf where the horrifying tale will be told.  An 
  ‘official investigation’ will be held into the 
  Dunkelbild debacle but little will result of it.    
   
  If the PCs fled without aiding the villagers, 
  Dunkelbild will be wiped from the map.  
  Travelers will eventually come here and find only 
  death and decay.  Victor will be the only survivor 
  and he will be quite mad.   
   
  If Don Don is with the party, his parting remarks 
  are said in a matter of fact manner, ‘You do this 
  for a living you say?  Esmeralda bless you friends, but I 
  think I will be making a detour, a detour in the 
  direction that you are not going’.  He will part ways 
  with the PCs at the first opportunity to do so. 
   
  Experience should be given out accordingly: 
   
  • 80 Experience – Completing the adventure. 
  • 20 Experience – Capturing some of the 
  wolfhounds instead of killing them all. 
  • 20 Experience – Learning about the Necklace 
  from Victor. 
  • 20 Experience – Killing Nigel.
  14
  14
  
  AAppppeennddiixx  11::  BBeessttiiaarryy  
   
   
  Skills – Gossip, Drive, Haggle, Evaluate, Perception, Trade 
  (Cook), Trade (Cartwright). 
  Talents – Dealmaker, Lucky, Flee! 
  Provisions - Pie cart labeled ‘Pie King’, makings for 85 meat 
  pies, dagger, sling and 15 stones, and 14 silver. 
   
  Don Don, as he likes to be called, is a Halfling 
  with a great deal of aspirations to become a 
  successful pie merchant.  He is likable, friendly, 
  and is generally kind hearted, although he is 
  practical enough to not be taken advantage of on 
  a whim.  His 3’ 10” frame is portly and muddy 
  brown hair that covers his head like a mop.  He 
  wears an apron and his hands are commonly 
  caked with flour and cooking spices. 
   
  Don Don was unfortunate enough to choose 
  Middenheim as his base of operations just before 
  the Storm of Chaos wars.  He was trapped in the 
  city during the siege and has experienced some of 
  the horrors of war.  Although he is shaken by his 
  experience, he still keeps his optimistic outlook 
  on life.  Don Don enjoys cooking almost as much 
  as he enjoys eating and he will surely share his 
  pies with those who treat him well. 
   
  Don Don’s most immediate goal is reaching 
  Altdorf alive and will gladly feed those who help 
  him.  Don Don has a strong sense of survival and 
  will ultimately choose his own life over honor, 
  money, or friends if it comes down to it.  He is by 
  no means brave and will likely avoid any physical 
  combat if at all possible. 
   
   
  Skills – Command, Dodge Blow, Gossip, Perception, Ride, 
  Swim, Gamble, Animal Care, Animal Training. 
  Talents – Seasoned Traveler, Strike Mighty blow, Strike to 
  Stun, Suave, Quick draw. 
  Provisions – Sleeved chain shirt, chain leggings, long sword, 
  and crossbow with 20 bolts. 
   
  Stephan Shaw is a tall dark man in his middle 
  years.  He is long dark hair is peppered with gray 
  hairs and his movements are stiff and weary.  
  Stephan was a soldier and mercenary in his youth 
  and has several scars on his wiry frame.  Stephan 
  is an Assistant Hound Master to Baron 
  Otterbaugh and is currently the Reeve of 
  Dunkelbild.  He has lived in the village with his 
  wife for over twenty years and he does his best to 
  keep the place safe. 
   
  The hound problem has caused Stephan some 
  conflict, as he is very loyal to the Baron but also 
  thinks the freedoms the Baron granted the 
  hounds are a bad idea.  He enforces the Baron’s 
  will however although he seeks an indirect answer 
  to the hound problem.  When the Baron left in 
  the service of Karl Franz, Stephan was left to 
  manage the affairs of the village and look after the 
  Baron’s son.  When the Baron left, the hound’s 
  temperament began to get out of control and 
  Stephan desperately seeks an answer without 
  slaying the valuable Middenland Wolfhounds.  
   
  Stephan will do his best to have the PCs capture 
  any Wolfhounds alive.  If many were to be slain, 
  15
  15
  
  it would surely raise the Baron’s ire and Stephan 
  would likely loose his position and livelihood.  
  However, with the many attacks on the village 
  Stephan will do what is ultimately necessary to 
  save the village. 
   
   
     
  Skills – Blather, Consume Alcohol, Gossip, Read/Write, 
  Animal Care, Ride. 
  Talents – Luck, Etiquette, Savvy, Schemer. 
  Provisions – Leather jerkin, leather leggings, crescent moon 
  necklace, and a quarter staff (dog stick). 
  Disorders – The Fear, Profane Persecutions (WFRP p.205-
  206). 
   
  Victor Otterbaugh is the Baron’s son and his only 
  heir.  Victor spent a good deal of his youth 
  learning the courtly ways of nobility in Altdorf.  
  He is relatively unfamiliar with the harsh life of 
  managing a small village deep in the woods and 
  he dreads his stays at home.  Victor is now 
  become of age and has returned home to learn 
  the ways of a Hound Master from his father.   
   
  Victor is just over five feet tall and his thin frame 
  is sickly.  His rich cloths and fair appearance are a 
  contrast to most villagers and he generally keeps 
  to himself.  In Victor’s youth, he was attacked by 
  a pack of wild dogs while riding and was thrown 
  from his horse.  He thought himself to be slain by 
  the wild dogs, but a large grey wolf saved him.  As 
  a young lad he thought this mystical beast was 
  sent by Ulric to save him.  Over the years the 
  beast occasionally came to him and they spoke of 
  the Baron’s affairs.   
   
  As Victor grew older he knew his childish 
  thoughts of the beast were not realistic and he 
  confronted the beast.  When he did so the grey 
  wolf transformed into a man, one who looks very 
  much like his father.  This was Nigel, his uncle; 
  and he attempted to manipulate Victor into 
  stealing the crescent moon necklace.  Victor 
  refused, and they have not spoken since.  When 
  the Baron left to serve the emperor the hounds 
  started to terrorize Victor.  Over many months he 
  was constantly stalked and mock attacked.  Victor 
  now lives alone in the manor house with 
  shredded nerves and a paranoid demeanor.  He 
  only wants the hounds to stop harassing him and 
  will gladly aid the PCs once he comes to know 
  them. 
   
   
   
  Skills – Concealment, Scale Sheer Surface, Perception, 
  Silent Move. 
  Talents – Dodge Blow, Frenzy. 
  Provisions – Nothing. 
   
  Many of the villagers have been wounded by Nigel 
  in the past several weeks.  Although no one was 
  killed by the attacks, many have been 
  unknowingly infected with lycanthropy.  Upon 
  the full moon they will transform into werewolves 
  and attack anyone in their wake.  This 
  transformation will take a mere 90 seconds and 
  will start with itchiness on the victims wound.  
  They will fall to the ground, convulse similar to 
  epilepsy and painfully change from human to a 
  half-man half-wolf.  Once they have sprouted 
  thick fur and a dog-like maw, they will attack 
  anyone in their wake.   
   
  16
  16
  
   
   
  Skills – Knowledge (History, Empire, Necromancy, Elves), 
  Concealment, Dodge Blow, Follow Trail, Ride, Animal 
  Care, Perception, Scale Sheer Surface, Silent Move, 
  Shadowing, Search. 
  Talents – Mighty Shot, Rapid Reload, Master Gunner, 
  Strike Mighty Blow, Strike to Injure, Stout Hearted, Tunnel 
  Rat. 
  Provisions – Sleeved chain shirt, chain leggings, chain coif, 
  long sword, riding horse, keg of ale, and two pistols with 20 
  shots. 
  Disorders – Terrible Thirstings (WFRP p.207). 
   
  Klid D’Mur is an albino Witch Hunter in the 
  service of the Cult of Sigmar and Emperor.  He is 
  fanatically loyal and has a true desire to hunt 
  down chaos where it lay.  Klid D’Mur, formerly 
  named Stannis Von Hubin, was attacked early in 
  his career by a Vampire.  His injuries were most 
  foul and they including draining much of the 
  vitality and color from his body.  As such, he is 
  now albino and the other witch hunters are 
  somewhat suspicious of him, not only because of 
  his albino appearance but also because he has 
  taken an Elven name from his past acquaintances 
  with them.  In his years of fighting evil Klid 
  D’Mur has taken to the bottle in a terrible way 
  and often drinks in great excess (see Disorder, 
  Terrible Thirsting page 207 WFRP).  Klid D’Mur 
  knows that one day he may fall completely from 
  favor of his superiors and it is his desire to 
  prevent this by gaining a reputation that could 
  not be questioned.   
   
   
   
   
  Skills – Animal Care, Animal Charm (+20%), Animal 
  Training, Concealment, Scale Sheer Surface, Perception, 
  Silent Move. 
  Talents – Frenzy, Frightening*, Perception, Tunnel Rat, 
  Dodge Blow. 
  Provisions – Nothing. 
   
  Nigel is the younger brother of Baron Vornamen 
  Otterbaugh and uncle to Victor.  Like his 
  brother, he was cursed with lycanthropy in his 
  youth, though he lacked the control of his 
  transformation that his brother has.  Nigel was 
  exiled before he could damage the family name 
  and now seeks revenge and to end the curse.  
  Nigel falsely thinks that returning the crescent 
  moon necklace to the grave site of the gypsies will 
  end his curse and this strives for its return.  This 
  is a false assumption, although Nigel is unaware 
  of this.  Nigel knows that Victor has the necklace 
  and terrorizes the boy to get it returned. 
   
  Nigel is usually seen as a large gray wolf with filthy 
  coat, unnatural eyes and fetid breath.  He never 
  takes human form but will transform into a 
  lupine, half-man half-wolf, when he has taken 
  more than 10 wounds of damage.  In this state he 
  will be considered to have the Frightening talent 
  and he will also Frenzy.  Nigel is usually beyond 
  reasoning with and he only desires the necklace at 
  all costs.  He will immediately attack once he is 
  aware of the necklace’s location.   At the GM's 
  discretion, PC's that are seriously wounded by Nigel
  (3 wounds or less), may contract Lycanthropy. 
  17
  17
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/A dog eat dog world.pdf