TEXT: IT’S YOUR FUNERAL
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  WARHAMMER FANTASY ROLEPL AY
  No part of this publication may be reproduced, stored in a 
  retrieval system, or transmitted in any form by any means, 
  electronic, mechanical, photocopying, recording or otherwise 
  without the prior permission of the publishers.
  Release: v1.1 August 2020
  Warhammer Fantasy Roleplay 4th Edition © Copyright Games 
  Workshop Limited 2020. Warhammer Fantasy Roleplay 4th 
  Edition, the Warhammer Fantasy Roleplay 4th Edition logo, GW, 
  Games Workshop, Warhammer, The Game of Fantasy Battles, 
  the twin-tailed comet logo, and all associated logos, illustrations, 
  images, names, creatures, races, vehicles, locations, weapons, 
  characters, and the distinctive likeness thereof, are either ® or TM, 
  and/or © Games Workshop Limited, variably registered around 
  the world, and used under licence. Cubicle 7 Entertainment and 
  the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 
  Entertainment Limited. All rights reserved.
  CREDITS
  Design and Writing: Graeme Davis and others
  Illustration: JG O’Donoghue, Ralph Horsley, Josef Kucera, 
  Sam Manley, Scott Purdy, Erin H Rea, Tom Ventre
  Cartography: Dániel Kovacs
   Managing Editor: Síne Quinn Editor: Chris Walz
  WFRP Producer: Pádraig Murphy
  The Cubicle 7 Team: Dave Allen, Anthony Burke
  Emmet Byrne, Walt Ciechanowski, Elaine Connolly, Zak 
  Dale-Cutterbuck, Donna King, Dániel Kovacs,
  Tim Korklewski, T.S. Luikart, Rachael Macken, Sam Manley, 
  Rory McCormack, Dominic McDowell, Pádraig Murphy
  Kieran Murphy, Eileen Murphy, Ceíre O’Donoghue, Jonathan 
  O’Donoghue, Síne Quin, Jacob Rodgers, Christopher Walz
  Publisher: Dominic McDowall
  Special thanks to: Games Workshop
  Published by:  Cubicle 7 Entertainment Ltd,
  Unit 6, Block 3, City North Business Campus, 
  Co. Meath, Ireland
  CONTENTS
  Introduction .................................................................3
   
  Running the Adventure ..........................................3
  The Garden of Morr ....................................................4
    
  The Wall and Gates .................................................4
   
  The Chapel .............................................................4
   
  The Rose Garden ....................................................4
   
  The Tombs ..............................................................4
   
  Map of the Morrspark ............................................4
   
  The Graves ..............................................................5
  Starting the Adventure .................................................5
   
  Characters' Introducion ..........................................5
  Plot Summaries............................................................5
   
  Plot 1 - The Good Doktor ......................................5
   
  Plot 2 - The Privilege of Rank .................................5
   
  Plot 3 - The Apprentice ..........................................5
   
  Plot 4 - A Suspicious Character ..............................6
   
  Plot 5 - Creating a Scene ........................................6
   
  Plot 6 - For the Safety of All ..................................6
   
  Plot 7 - Emergency Logisitics .................................6
  Events  ..........................................................................7
   
  Early that Morning .................................................7
   
  Noon .......................................................................7
   
  Timeline ........................................................... 7-10
  Resolution ..................................................................11
   
  Aftermath .............................................................11
  Non-Player Characters...............................................12
   
  Curators of the Dead ............................................12
   
  The Town’s Finest .................................................12
   
  The Recently Bereaved ..........................................13
   
  The Upper Crust ...................................................14
   
  The Apprentice .....................................................15
   
  The Investigator ....................................................15
   
  The Wayward Son and His Allies ..........................16
   
  The Assassin ..........................................................17
   
  The Smugglers ......................................................18
   
  The Restless Doktor ..............................................18
  Player Map ................................................................19
  
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  IT’S YOUR FUNERAL
  A MULTI-PLOT ADVENTURE FOR
  WARHAMMER FANTASY ROLEPLAY
  BY GRAEME DAVIS AND OTHERS
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  Running this AdventuRe
  This adventure is divided into the following sections:
  The Garden of Morr: This section describes a typical Garden 
  of Morr, which might be found in any city or larger town 
  throughout the Empire, and indeed, the Old World. With a 
  few changes to NPC names and other details it can be reused in 
  your own adventures.
  Starting the Adventure: This section provides a selection of 
  leads to bring the party here for this adventure. You can use 
  them, adapt them, or substitute them for whatever works in 
  your own campaign.
  Plot Summaries: This section lays out the seven plots that are 
  colliding in the course of the adventure.
  Events: This section sets out what will happen if the PCs take 
  no action. It is intended to help you rather than restrict your 
  options, so do not worry if you find that events take on a life of 
  their own.
  Resolution: This section covers experience point awards and 
  offers some possibilities for future adventures.
  Non-Player Characters: Individual profiles are provided for all 
  of the named NPCs, and generalised profiles are given for each 
  type of lesser NPC.
  The main thing to remember is that an awful lot of things are 
  happening at once. Needless to say, events from different plots 
  will end up clashing with each other, and of course, there is 
  no accounting for what Characters will do, even in the most 
  straightforward of situations. When things do go wrong, as they 
  surely will, you decide what happens.
  INTRODUCTION
  At GenCon 2019, I gave a talk that I called ‘Whose Night is 
  Rough Anyway?’ in which I described the process of creating 
  multi-plot adventures like those in the newly-released Rough 
  Nights & Hard Days. As the audience called out ideas, we 
  created the germ of the adventure that you are now reading.
  
  WARHAMMER FANTASY ROLEPL AY
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  THE GARDEN OF MORR
  This adventure takes place in a Garden of Morr belonging to a 
  large town or small city anywhere in the Empire. The garden is 
  situated a short distance from one of the town or city gates, 
  and is reached by a short, gravel-topped road.
  the WAll And gAtes
  The Garden is surrounded by 12-ft high spiked iron railings, 
  except for the front where a stone wall flanks a pair of iron 
  gates. To either side of the gates are the sexton’s cottage and the 
  tool shed. The cottage is a simple, two-room affair, and the shed 
  holds various pieces of equipment: a wheelbarrow, picks and 
  shovels, and gardening tools for maintaining the rose garden 
  and the rest of the grounds. Both buildings are kept locked.
  the ChApel
  In the tradition of Morr’s worship, the chapel is an open structure 
  of dark stone. It has no doors, its open portals symbolising the 
  fact that Morr’s kingdom is always open.
  the Rose gARden
  The traditional black roses of Morr grow wild throughout the 
  graveyard, but a formal rose garden is laid out around the chapel.
  the tombs
  The nobility, and the wealthier middle classes, insist on a 
  family mausoleum rather than a plot of humble graves. These 
  monuments are designed to show off the wealth and prestige 
  of their owners, and as with their houses, the location is as 
  important as the structure itself.
  The tombs of the nobility and the wealthiest townsfolk surround 
  the rose garden, facing inward toward the chapel. No expense 
  has been spared as the families strive to outdo each other. Other 
  family tombs line the four main walkways, with the grandest 
  closest to the chapel. The humblest tombs are those at the back 
  of the garden, along the walk that leads to the paupers’ plot.
  One of the tombs (marked X on the map) is actually a store 
  room for ritual equipment  — necessary since the chapel has 
  no doors and, therefore, cannot be locked up. It is disguised as 
  a tomb to preserve the architectural harmony of the Garden. 
  Anyone who looks will see that it bears no family name or 
  insignia.
  the gARden of moRR - gm veRsion
  
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  IT'S YOUR FUNERAL
  I
  Tying Up Some Loose Threads 
  The Characters are following the trail of an assassin nicknamed 
  ‘the Seamstress’ because of her preference for poisoned needles. 
  It has led them to this town on this day, where they have reason 
  to believe the assassin will strike again — although they may or 
  may not know the name of the intended victim.
  Just Passing Through
  Any kind of business might have brought the party to the town, 
  and they may simply see the crowd of mourners gathering and 
  decide to see what is going on.
  PLOT SUMMARIES
  Plot 1 – The Good Doktor
  This afternoon sees the burial of Doktor Albrecht Ledermann. 
  A large crowd of mourners is expected, made up in large part of 
  those whose lives the good doktor has saved during his 40 years 
  as the town’s most prominent physician. His popularity is due 
  in no small part to the fact that he never refused to treat those 
  who could not afford to pay his usual fees. Of course, he lost a 
  few patients, as any physician must do from time to time, but 
  almost no one in the town suspects that some of his ‘failures’ 
  were actually necromantic experiments — or that his greatest 
  experiment, with himself as the subject, is to take place shortly 
  after the funeral, when he intends to rise from the dead as a 
  Liche.
  Plot 2 – The Privilege of Rank
  It just so happens that the aged Countess Elise von Fürstenrecht 
  died shortly after the good doktor. Her heirs are eager to see her 
  buried as soon as possible so that her will can be read and her 
  estate distributed among them. The family expects that their 
  rank will be respected, and any other funerals will be postponed. 
  What they do not know is that the newly-widowed Greta 
  Ledermann has a compelling reason to make sure that the 
  Fürstenrecht family tomb remains closed until after the doktor’s 
  funeral (see Emergency Logistics below).
  Plot 3 – The Apprentice
  Becoming a Liche, arguably the most powerful of the Undead, 
  is not something to be undertaken lightly. Doktor Ledermann 
  has made extensive preparations for his apprentice to carry 
  out. Christof Burcke is his apprentice in both medicine and 
  necromancy, and has acquired a body from some grave robbers 
  along with a coffin (coffin C) which is identical to the one 
  holding the doktor’s body (coffin A). The apprentice’s plan 
  is to switch the coffins and, with the help of the same three 
  grave robbers, Morri, Klaus, and Willi, to spirit the doktor’s 
  body away to a secret laboratory where an ancient Khemrian 
  manuscript and other necessary items are waiting.
  the gRAves
  The rest of the populace bury their dead in the four quadrants 
  of the garden, beneath headstones and other small monuments. 
  The upper middle classes are buried closest to the centre, with 
  those of more modest means toward the edges of the garden. 
  At the very back is a grassy area where the unmarked graves of 
  paupers, criminals, and the unknown are located. Maintained at 
  public expense — which is to say, at no expense at all — these 
  graves are untended and the area is generally avoided.
  STARTING THE ADVENTURE
  The adventure starts when the preparations for the doktor’s 
  funeral are underway, at noon on the day of the ceremony.
  ChARACteRs’ intRoduCtion
  The Characters can have many different reasons for being at the 
  Garden of Morr on this particular afternoon. Here are a few 
  ideas. Feel free to adapt them to suit your game, or make up 
  something of your own!
  The Trail of the Loathsome Brine
  While investigating a ring of necromancers, the Characters 
  recently uncovered the name of Doktor Ledermann’s home 
  town on a note regarding the shipment of ‘pickled goods’. They 
  have reason to believe that this description applies to illicit 
  shipments of bodies and body parts in casks of brine. Arriving 
  in town, they learn almost immediately that he has recently 
  died, and that his funeral is today.
  A Vital Message
  During their adventures, the Characters have made the 
  acquaintance of a priest of Morr  — or perhaps, one of them 
  is a priest or devout follower or the god of death. They have 
  been sent to Father Erwin Trauer with a letter from one of his 
  old comrades in the Order of the Black Guard. Perhaps the 
  letter is in reply to an inquiry he made regarding his suspicions 
  of the doktor, or perhaps it concerns another matter entirely. 
  Whatever the case, Father Erwin asks them to wait until he has 
  dealt with a couple of funerals.
  Where There’s a Will — There’s a Relative 
  Noble Characters might be allies or even distant relatives of the 
  Fürstenrecht family, come to pay their respects, and hopeful of 
  a mention in the will — or at least, of the chance to increase 
  their influence with this minor noble house. Arriving on the 
  appointed day, they find that the funeral of some person from 
  the town has inexplicably been given precedence.
  
  WARHAMMER FANTASY ROLEPL AY
  I
  Plot 4 – A Suspicious Character
  Gustav Weil is an Amethyst wizard who has been following a 
  trail for over a year — that has led him to Doktor Ledermann. 
  Arriving in town — just in time to hear of the good doktor’s 
  death — he is attending the funeral incognito, in order to 
  determine how many others are in league with the dead 
  necromancer.
  Plot 5 – Creating a Scene
  The townsfolk do not know that the good doktor has an 
  illegitimate son, now an adult. The only thing Albrecht Wenger 
  ever got from his father was his first name. His mother died of 
  a broken heart. Now Albrecht plans to take his revenge at the 
  funeral.
  He has engaged the services of Ute Maller, an aspiring actress, 
  to play the role of a spurned mistress. Ute will turn up at the 
  funeral with a child in tow to embarrass the Ledermann family. 
  What Albrecht does not know is that the child is a Halfling 
  assassin in disguise. Ute herself is aware that her companion 
  is a Halfling — she follows the old adage about never working 
  with children or animals — but is quite unaware that she has 
  been tricked into hiring an assassin rather than a fellow actress!
  Plot 6 – For the Safety of All
  The good doktor corresponded with several other necromancers 
  across the Old World, and at least one of them fears being 
  exposed as a result of the funeral. They have hired the assassin 
  Willa ‘the Seamstress’ Belbrag to kill Christof, Ledermann’s 
  apprentice, who knows too much, along with anyone else who 
  might know, or find out, anything that could lead back to them.
  Plot 7 – Emergency Logistics
  Unknown to all but a few close associates, Greta Ledermann 
  is the town’s foremost smuggler. While everyone assumes that 
  the doktor made all the money, in fact, she earns far more than 
  her husband ever did. A vital part of Greta’s supply line is a 
  storeroom and staging area in the Fürstenrecht family crypt. 
  With the sudden death and impending burial of Countess 
  Elise, though, Greta and her crew, Einzel and Kautabach, have 
  only a short time to move some illicit goods that are currently 
  stored there. To that end she has acquired two identical coffins. 
  One (coffin A) contains the body of her late husband, while the 
  other (coffin B) is in the Fürstenrecht tomb, filled with a king’s 
  ransom in Ranald’s Delight.
  Greta cannot give way to the Fürstenrecht funeral, and is 
  counting on a disturbance at the gates to provide a diversion 
  so that she can switch the coffins, securing the contraband in 
  the Ledermann family vault and hiding the coffin with her 
  husband’s body under a canvas behind the tool shed.
  
  7
  IT'S YOUR FUNERAL
  I
  EVENTS
  These events can be affected by whatever the Characters do 
  and where they are at any particular time. You should also feel 
  free to change any event as desired.
  eARly thAt moRning
  Before the sun is up, Christof ’s grave robbers enter the Garden 
  using a secret entrance which only they know about. They are 
  dressed as labourers and have coffin C (containing a randomly-
  acquired corpse) on a hand cart. They pick the lock on tomb Y 
  (see map), move the coffin inside, park the hand cart behind the 
  tomb, and wait inside for Christof.
  noon
  Küster the sexton opens the store room and begins setting up 
  the chapel for a funeral. First, he drapes a black altar-cloth 
  over the plain, stone altar where the coffin will rest during the 
  service. Next, he sets a tall black-iron candlestick at each corner 
  of the altar, and places a black wax candle in each. Finally, he 
  sets up rows of folding chairs in front of the altar.
  1:15
  Townsfolk begin to arrive for the Ledermann funeral, milling 
  about in the rose garden. Among them is Gustav Weil. He 
  stands at the back, talking to no one but making sure he has a 
  clear view of the altar.
  Among the mourners is a woman no one recognises. She is 
  leading a small girl by the hand — five or six years old, judging 
  by her height. Both their faces are obscured by dark mourning 
  veils. They are Ute Maller the actress and Willa Belbrag the 
  halfling assassin. The woman sobs occasionally, raising her veil 
  to wipe her eyes with a handkerchief, and from time to time 
  she kneels down and clutches the child to her with a fierce 
  intensity. Anyone who approaches kindly will hear a sad tale of 
  an affair with the doktor, an unacknowledged child, and a life 
  of poverty and disgrace. Ute has been primed with this story by 
  Albrecht Wenger — it is based on his own story, with very few 
  changes — and over the next several minutes, the tale spreads 
  through the crowd. Albrecht, meanwhile, stands to one side, not 
  acknowledging Ute and Willa, but observing the effect their 
  presence has on the other mourners.
  Christof Burcke arrives quietly, bypassing the crowd and 
  heading for tomb Y — where he ensures that his grave robbers 
  are ready.
  1:30
  The Ledermann procession leaves town, and from the gate of 
  the Garden it is possible to see Greta and her sons, Reiner and 
  Dieter, walking behind the coffin, which is carried on a cart 
  drawn by a black horse and draped in black cloth. Behind them 
  is a long procession consisting of prominent guild folk and past 
  patients of the good doktor.
  1:35
  The Fürstenrecht procession leaves the town. It is grand, with 
  the coffin carried in an open-sided coach swathed in black and 
  gold, drawn by six large black thoroughbred horses with black 
  plumes on their heads, and flanked by six guards in Fürstenrecht 
  livery carrying halberds. Countess Minette von Fürstenrecht, 
  the grand-niece of the deceased Countess Elise and heir to the 
  family’s name and lands, rides behind in a smaller coach, with 
  four footmen walking beside her. Seated beside the driver is 
  Karsen, the family butler, and behind comes a procession of 
  servants and hangers-on which, while more richly dressed, is 
  noticeably shorter than its competitor.
  Seeing the Ledermann funeral in the lead, Karsen nudges the 
  coach driver beside him. His words cannot be heard from this 
  distance, but his gestures make it clear that he does not like the 
  fact that the Fürstenrechts are in second place to the funeral of 
  a commoner, however well-loved. The Fürstenrecht procession 
  speeds up visibly, the sound of the thoroughbred horses’ hooves 
  reverberating loudly, making haste while trying to maintain 
  decorum, despite the deafening clopping sound. Some of those 
  on foot are forced to break into a rather undignified half-trot 
  in order to keep up. The Fürstenrecht procession gains ground, 
  but there is nowhere on the road where that can overtake the 
  Ledermann funeral.
  1:45
  Both funerals arrive at the Garden of Morr, the Ledermanns 
  in front and the Fürstenrechts pressing hard from behind. The 
  Fürstenrecht guards try to take control of the gate and force 
  the Ledermanns to step aside and allow their betters through. 
  Tempers flare and scuffles break out between Ledermann 
  mourners and the Fürstenrecht servants. A group of Ledermann 
  mourners goes back to town to fetch the Watch. Meanwhile, 
  dark rain clouds begin to gather.
  2:00
  Scuffles continue as the Fürstenrecht guards prevent the 
  Ledermann mourners from entering. Father Erwin comes to 
  the gate just as six watchmen arrive led by Captain Schäler. 
  There are tense discussions as each funeral demands to be 
  allowed in first.
  With everyone distracted by the fracas at the gates, Einzel 
  and Kautabach put Greta’s plan into action. They take the 
  opportunity to recover coffin B from the Fürstenrecht tomb, 
  locking it behind them. Placing the coffin on a cart identical to 
  the one bringing coffin A from the town, they hide behind the 
  false tomb used as a store-room (X on the map).
  
  WARHAMMER FANTASY ROLEPL AY
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  I
  2:15
  Einzel and Kautabach find an opportunity to take coffin A 
  (containing the doktor’s body) from the altar and replace it with 
  coffin B (containing the contraband). They then take coffin A 
  behind the tool shed, leaving it covered with a cloth sheet beside 
  a pile of dirt. They try to make it look like part of the pile of 
  dirt, and a Difficult (–10) Perception Test is required to notice 
  anything is wrong. The difficulty may be reduced to Average 
  (+20) if any Character has reason to believe that the coffin has 
  been hidden in that general area. The smugglers plan to return 
  to the cemetery later, recover coffin B and its contraband from 
  the Ledermann family tomb, and replace it with coffin A and 
  the doktor’s body.
  If Gustav Weil sees the switch (GM’s choice whether he sees 
  this automatically or whether he must make a Perception Test 
  whose Difficulty is determined by the circumstances at the 
  time) he will try to sneak away and keep an eye on Coffin A. 
  If he has an opportunity to examine it unobserved, he will do 
  so. There is a chance that Willa will see him, decide that he is 
  taking too close an interest in the doktor, and try to kill him.
  There are howls of outrage from the Fürstenrecht party, and a 
  handful of young nobles try to throw the Ledermann coffin off 
  the altar. The Watch intervenes, and Countess Minette orders 
  the Fürstenrecht guards to escort the miscreants back to town.
  2:45
  The Ledermann funeral begins with the Fürstenrechts waiting 
  impatiently outside, gesturing to Father Erwin to hurry things 
  up.
  2:50
  With a heart-rending cry, Ute Maller bursts through the 
  assembled mourners and throws herself on the coffin, clutching 
  it with the strength of one deranged by grief and howling semi-
  coherently about the love she and Doktor Ledermann shared, 
  his cruel rejection when she became pregnant, and the disgrace 
  and poverty he brought upon her. Father Erwin stands by 
  uncertainly as Greta Ledermann and her two sons do their best 
  to pry the seemingly hysterical woman off the coffin. Giving 
  the performance of her life, Ute allows Reiner and Dieter to 
  lead her away, apparently spent with grief, before twisting out 
  of their grasp and hurling herself back onto the coffin with even 
  greater emotion. Whispers run through the crowd as the tale 
  she spread earlier is retold to those latecomers who have not 
  already heard it.
  Under cover of this performance, Willa — seemingly a small 
  child tossed around like a rag doll amid this storm of emotion 
  — takes an opportunity to stab Father Erwin in the leg with 
  one of her poisoned needles.
  3:00
  It begins to rain, and although the Ledermann funeral is not yet 
  over, the senior Fürstenrechts push their way into the chapel to 
  get out of the rain — coffin and all. More scuffles break out, and 
  it takes a few minutes for order to be restored.
  3:15
  With the prayers over, Reiner, the elder of the doktor’s two 
  sons, gets up and begins to deliver a eulogy. As he speaks of his 
  relationship with his father, Ute responds with sobs and bitter 
  comments before throwing herself at the young man screaming 
  venom about how she and her daughter were cast off and 
  ignored. Willa manages to escape from her grasp and tries to 
  disappear into the crowd, hindered by well-meaning mourners 
  who try to help the ‘little girl.’ If she needs to, Willa will stick 
  a couple of them with a poisoned needle in order to get away. 
  If she can, she will ensure that her feigned flight takes her past 
  Christof, whom she stabs in passing. Ute is eventually subdued 
  and escorted back to town by two rival groups: friends of the 
  Ledermann family who suspect the truth, and want to know 
  who put her up to this (their suspicions strengthened by the 
  quick glance she shoots at Wenger on the way out and by her 
  lack of concern for her missing child), and those who long to 
  pump her for the juicy details of her affair with this respected 
  man.
  A SUSPICIOUS COFFIN
  Gustav Weil the Amethyst wizard is looking for evidence 
  that Doktor Ledermann was involved in necromantic 
  activity. His first step will be to use his Second Sight 
  Talent to look for any traces of Shyish on or around the 
  coffin which he believes to contain the doktor’s body. Rules 
  for this can be found on page 233 of the WFRP rulebook.
  If he detects the presence of Shyish, Weil will first approach 
  Father Erwin and then Captain Schäler, informing each of 
  his suspicions. Depending on the GM’s preference, they 
  could believe him right away, or some Charm or other 
  relevant Tests might be necessary. Remember that Weil 
  is an outsider, in town unannounced and investigating a 
  popular and respected person — and also that there is a 
  rivalry between the Amethyst Order and the cult of Morr 
  when it comes to dealing with necromancers.
  If Weil is unable to convince the authorities of his findings 
  — and assuming the Watch does not arrest him for his 
  pains — he may approach the party to help him if he sees 
  that they are also outsiders, or he may decide to take action 
  on his own.
  2:30
  Albrecht Wenger, Ute Maller, and Willa Belbrag take up 
  position at the back of the chapel. Christof Burcke stands to 
  one side. Greta Ledermann and her sons speak quietly with 
  Father Erwin, and a Difficult (–10) Perception Test allows 
  any Character to see some money exchanging hands. The priest 
  announces that all are made equal by death, and since the 
  Ledermann party arrived first their funeral will be held first. 
  
  9
  IT'S YOUR FUNERAL
  I
  3:45
  The Ledermann funeral ends and the pallbearers pick up coffin 
  B from the altar to take it to the family tomb. As they do so, 
  the Fürstenrechts push them out of the way and get their coffin 
  onto the altar as their guards hustle the mourners out.
  Coffin B is ceremonially placed in the Ledermann tomb, and 
  the mourners begin to disperse. If Weil is still alive, he tries to 
  edge closer to Christof, using his Second Sight Talent to scan 
  him for Shyish as he did with the coffin earlier. If he detects 
  any trace he will withdraw for now, intending to follow the 
  apprentice back to town and monitor his movements until he 
  has enough evidence to take action.
  Meanwhile, Willa takes care of any remaining targets she has 
  identified. To the unobservant eye, she appears to be a child 
  who has lost her mother and is wandering through the crowd at 
  random. After Willa is satisfied, she ducks behind a convenient 
  tomb and strips off her disguise, revealing the clothing of a 
  Halfling townswoman beneath. In this guise, she quietly makes 
  her way back to town.
  4:00
  With the Fürstenrecht funeral under way, Christof and his grave 
  robbers, Morri, Klaus, and Willi, open the Ledermann tomb, 
  having been provided with a duplicate key by their master, the 
  doktor. If Christof is dead by this stage, the grave robbers have 
  sufficient instructions to carry out the rest of the job. They switch 
  coffin B for coffin C. They now have the contraband, thinking 
  it is the doktor’s body; in the tomb is an identical coffin with a 
  stranger’s corpse. They sneak back into tomb Y with coffin B.
  FORGIVE ME, FATHER! 
  If (or more likely, when) Father Erwin is put out of action 
  by Willa the assassin or by some other mischance, the 
  funeral service is interrupted.
  If he can be healed — which will require the Characters to 
  intervene with just the right Skills and supplies — he can 
  carry on after a short delay, during which several of the 
  lesser plots may continue unhindered.
  If he is killed or put out of action, Küster the sexton will 
  be able to stand in and conduct an adequate funeral, if 
  not a very refined one. Like most sextons, he received an 
  initiate’s training so that he can assist his priest at need. 
  Needless to say, this option will not be at all satisfactory 
  to the Fürstenrechts, but unless one of the Characters or 
  someone else in the crowd happens to be a priest of Morr 
  they have no other option.
  Immediately Father Erwin collapses, foul play is suspected. 
  Simultaneously, Gustav Weil and Captain Schäler announce 
  that no one is to leave the cemetery. This results in an 
  argument over who is in charge, and when the leader of the 
  Fürstenrecht guards steps in claiming authority in the name 
  of Countess Minette, matters become even more heated. 
  Anyone who seems to be trying to leave is seized on with 
  suspicion. Tempers flare until there is a real danger that a 
  riot could break out.
  
  WARHAMMER FANTASY ROLEPL AY
  10
  I
  4:05
  In tomb Y, Christof and his grave robbers open coffin B and 
  discover that instead of containing their master’s body it 
  holds a fortune in Ranald’s Delight. They search the cemetery 
  frantically but discreetly for the missing coffin. The grave 
  robbers are dressed as labourers and will try to bluff their way 
  through if challenged (Fellowship 35), claiming to be doing 
  normal maintenance work. Only Father Erwin and Küster the 
  sexton know that they do not belong here.
  The Ledermann tomb is the first place they search, checking 
  that the coffin they left there (coffin C) does indeed contain 
  the body of a stranger. After that they widen their search, and 
  during the next half hour they can be encountered anywhere — 
  especially if their presence is inconvenient for the Characters. 
  They will do their best to avoid being noticed, and will flee from 
  any confrontation.
  Several rivalries play out over the course of events. Their 
  most obvious manifestations are covered in the timeline 
  above, but the GM should keep in mind that they will affect 
  all dealings between NPCs of rival groups. As a rule of 
  thumb, all Fellowship-based tests made between members of 
  rival groups will be one step more difficult than normal, and 
  the difficulty may increase as events escalate.
  The Ledermann Party and the Fürstenrecht Party: The high-
  born Fürstenrechts expect the Ledermann funeral to give way 
  to theirs as a matter of respect, but Greta Lederman must 
  buy time to move the contraband that her gang has hidden 
  in the noble tomb. Only she and her fellow smugglers, 
  Einzel and Kautabach, know this, though. To the rest of 
  the Ledermann mourners the conflict is either a prank, or 
  a matter of principle, with the many friends of the popular 
  doktor refusing to be pushed aside by the pompous and 
  self-entitled nobles.
  The Guards and the Law: While no one contests a noble 
  family’s right to maintain an armed retinue, the Fürstenrecht 
  guards often take the law into their own hands, pushing the 
  Watch aside and ignoring the Captain’s authority. To make 
  things worse, the guards are significantly better paid, better 
  armed, and better equipped than the Watch. For their part 
  the guards see the Watch as an irrelevance — even as an 
  annoyance when their actions inconvenience the family.
  The Priest and the Wizard: Many priests of Morr resent and 
  distrust the Amethyst Magisters. On one hand, a visit from 
  one is seen as an implicit criticism of their own abilities, 
  and on the other they distrust the wizards to resist the 
  temptations of necromancy. Many Amethyst wizards believe 
  that priests of Morr are too ill-trained in magic to be truly 
  effective against necromancy, which is after all a magical 
  discipline. Father Erwin and Magister Weil do not know 
  each other, so their initial attitudes will be informed by these 
  prejudices. As events unfold, the GM can decide whether 
  they come to respect each other and cooperate, or whether 
  they allow resentments to build and try to thwart each other.
  The Wayward Son: Albrecht Wenger is consumed by years of 
  resentment, but the Ledermanns at the funeral know nothing 
  of him until he starts to put his plan into operation. He does 
  not know about Willa’s true nature and mission, believing 
  that she is a young Halfling actress Ute has hired to play 
  the part of a Human child.
  The Former Colleagues and the Faithful Apprentice: The news 
  of Doktor Ledermann’s death sent a ripple of fear through his 
  various contacts and correspondents. They hired Willa to kill 
  Ledermann’s apprentice Christof Burcke, as well as anyone 
  else whom she suspects may know too much. Depending 
  on how events play out, this list will probably include Weil 
  and Father Erwin. The Characters may also find themselves 
  targeted. Meanwhile, Christof himself is simply trying to 
  ensure that his master’s body reaches the hidden laboratory 
  he has prepared, so that the ancient Khemrian ritual can 
  be performed that will transform Doktor Ledermann into 
  a Liche.
  RIVALRIES
  4:45
  The Fürstenrecht funeral service concludes, and the late 
  Countess Elise is carried to the family tomb. The tomb is found 
  to be unlocked, and a grave robber is cornered inside, trying to 
  hide after being caught searching the coffins, several of which 
  lie open with their contents scattered on the floor. A struggle 
  ensues as the man tries to escape, and seeing this Christof (if he 
  is still alive) and the remaining grave robbers leave the cemetery 
  as quickly and quietly as possible, using the secret entrance 
  through which they entered.
  5:00
  There is a commotion behind the tool shed as Doktor 
  Ledermann re-animates and forces his way out of his coffin and 
  the cloth sheet that covers it. Frightened and confused, he flees 
  at random, screaming horribly and spreading panic until he is 
  hunted down and destroyed.
  
  11
  IT'S YOUR FUNERAL
  I
  The Cult of Morr will appreciate any successful efforts to help 
  Father Erwin and thwart the necromantic plot, especially if the 
  whole matter can be resolved without anyone — particularly 
  the Amethyst Order — being able to claim any negligence or 
  wrongdoing on the part of the good Father. The rewards on 
  offer are similar to those available from the Amethyst Order: 
  assistance, training, and leads to future adventures.
  RESOLUTION
  AfteRmAth
  This adventure offers the Characters many chances to make 
  an impression — good or bad — on various potentially useful 
  NPCs.
  The Ledermann Family will be suspicious of anyone who 
  knows of their smuggling operation, but if the Characters help 
  them keep it from being exposed at the funeral, then with the 
  right background and some good dice rolls they can be turned 
  into allies. Helping cover up the doktor’s secret necromancy 
  will also win their goodwill. Smugglers can obtain illicit goods 
  (or regular goods cheaply) and can arrange for the transport 
  of people and cargoes in a hurry, and without the authorities 
  finding out.
  The Fürstenrecht Family will be grateful for any assistance that 
  preserves the dignity of the proceedings and ensures that their 
  own funeral goes ahead smoothly. Like most noble families, 
  though, their gratitude will be short-lived unless one or more 
  of the party has the Noble Blood Trait. Anyone else had better 
  ask for a favour before the day is out, and that favour had better 
  be no more taxing than providing an introduction or issuing an 
  invitation to a party. At the GM’s option, Countess Minette 
  may simply order one of her lackeys to toss the party a purse 
  containing no more than 20 Crowns.
  The Watch Captain will appreciate any success in preventing 
  a disturbance or restoring order, especially (though he will 
  never admit it) if it comes at the expense of the Fürstenrecht 
  guards. In return he may offer the Characters a mission or two 
  or give them some inside information on the town’s people or 
  its underworld.
  Christof Burcke will appreciate any help in getting his master’s 
  body to the appointed place before time runs out and the doktor 
  rises as a half-crazed Undead creature. Necromancy is a risky 
  business, though, and he will be slow to trust the Characters 
  until he feels that he has as much on them as they do on him. It 
  goes without saying, too, that Corruption is a constant risk for 
  those who meddle in such matters.
  The Amethyst Order will be impressed by any Character who 
  helps Weil expose the doktor and his apprentice, especially if 
  this leads to the recovery of information on Ledermann’s web 
  of correspondents and allies. With Weil as a sponsor, a wizard 
  Character who is not already affiliated with an Order may be 
  accepted for training in the Lore of Death. Even if this is not 
  the case, Weil can reappear as a useful contact and a source of 
  further adventures against necromancers and the Undead.
  ReWARds
  As well as the usual rewards for good roleplaying and bright 
  ideas, experience points should be awarded for the following. 
  There are variable amounts on offer: the more involved the 
  Characters are with resolving the situation, the more points 
  should be awarded.
   
  0
  10-400 points each time conflict between the Ledermanns 
  and Fürstenrechts is avoided, or order is restored.
   
  0
  10-50 points each time Willa is prevented from killing 
  someone.
   
  0
  10-50 points for helping capture Christof Burcke.
   
  0
  10-50 points for helping capture Willa Belbrag.
   
  0
  20 points for dealing with the undead doktor.
   
  0
  5-25 points for helping to expose the smuggling ring.
   
  0
  5-25 points for helping stop Ute creating a scene.
   
  0
  5-25 points for identifying Wenger and stopping the 
  scandal he aims to create.
  
  WARHAMMER FANTASY ROLEPL AY
  12
  I
  NON-PLAYER CHARACTERS 
  (NPCS)
  CuRAtoRs of the deAd
  Father Erwin Trauer, Priest of Morr
  Father Erwin is a tall, gaunt man with dark hair and a dark 
  beard. His intense dark eyes are deep-set, and he seems to 
  blink only rarely. He is dressed in the dark robes of a priest of 
  Morr. His voice, when he speaks, is deep and resonant.
  Hans Küster, Sexton
  Hans goes about his appointed round slowly and quietly, with 
  barely a word for the living. His gaze is downcast, his clothes 
  stout but worn, and his stringy grey hair hangs down in his eyes 
  beneath his battered, broad-brimmed hat.
  the toWn’s finest
  ERWIN TRAUER – PRIEST (SILVER 1)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  27
  30
  31
  35
  32
  34
  33
  37
  34
  34
  12
  Traits: Weapon (Dagger) +5
  Skills: Entertain (Storytelling) 45, Leadership 42,
  Lore (Theology) 75, Pray 56,
  Talents: Bless (Morr), Hatred (Grave Robbers, 
  Necromancers), Invoke (Morr), Read/Write
  Trappings: Robes of Morr, Portal 
  Pendant, Dagger, Book of scripture.
  WATCHMEN (SILVER 1)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  35
  30
  35
  30
  30
  30
  30
  35
  35
  30
  12
  Traits: Armour (Arms 1, Body 1),
  Weapon (Halberd +7, Sword +7)
  Skills: Charm 35, Cool 40, Gossip 35, 
  Intimidate 40, Lore (Local) 45, 
  Melee (Basic 40, Pole-Arm 45)
  Talents: Etiquette (Guilder), Fearless 
  (Criminals), Nose for Trouble
  Trappings: Leather Jack, Hand Weapon 
  (Sword), Halberd, Badge of office.
  HANS KÜSTER – TOWNSMAN (SILVER 1)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  32
  34
  33
  36
  33
  35
  32
  37
  35
  32
  15
  Traits: Weapon (Club +7, Dagger +5)
  Skills: Consume Alcohol 43, Dodge 37, 
  Endurance 46, Lore (Theology) 27
  Talents: Hardy (1), Read/Write, Sturdy (1), 
  Strong Back (1)
  Trappings: Rough clothing, Dagger, Hand 
  Weapon (Club), Pick, Shovel, Wheelbarrow, 
  Keys to garden gates, shed, and cottage.
  Typical Watchman
  Schäler’s watchmen are a mixed bunch, chosen more for their 
  local knowledge, intelligence, and interpersonal skills than for 
  their ability in combat.
  
  13
  IT'S YOUR FUNERAL
  I
  Captain Robert Schäler
  Robert Schäler is tall and stout, with a round, reddish face 
  and a dark, bristling moustache. He is affable, outgoing, and 
  diplomatic, always preferring to defuse a situation with words 
  rather than making things worse through confrontation.
  the ReCently beReAved
  Greta Ledermann, Widow (and Smuggler)
  Greta is a heavy-set woman in her 50s, with deep-set blue eyes 
  and a shrewd expression. While the world knows her as the 
  wife of a respected local physician, she secretly runs a major 
  smuggling gang that accounts for more of her household’s 
  income than her late husband’s patients. From ‘Tax Free’ 
  Brettonian wines to illegal Weirdroot, there are few products 
  Greta hasn’t moved in her day. She has been using the von 
  Fürstenrecht family tomb as a staging area, and in addition to 
  attending her husband’s funeral in the role of grieving widow 
  she suddenly has to move a coffin full of illicit goods before it 
  is discovered.
  GRETA LEDERMANN
  MASTER SMUGGLER (BRASS 5)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  28
  32
  33
  36
  45
  42
  46
  53
  52
  36
  14
  Traits: Weapon (Dagger) +5 
  Skills: Bribery 46, Charm 41, Cool 57, Consume 
  Alcohol 46, Evaluate 58, Gossip 46, Haggle 46, 
  Leadership 41, Lore (Local 58, Medicine 58), 
  Perception 50, Secret Signs (Smuggler) 58
  Talents: Briber, Cat-tongued, Dealmaker, Etiquette 
  (Criminals, Guilder), Nose for Trouble
  Trappings: Dagger, Mourning Dress
  ROBERT SCHÄLER – WATCH CAPTAIN (GOLD 1)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  45
  32
  52
  36
  35
  29
  32
  38
  49
  61
  15
  Traits: Armour (Arms 1, Body 3, Head 2), 
  Weapon (Halberd +9, Sword +9)
  Skills: Charm 68, Cool 55, Gossip 67, Intimidate 57, 
  Leadership 71, Lore (Local) 46, 
  Melee (Basic 55, Pole-Arm 57)
  Talents: Argumentative, Commanding 
  Presence, Etiquette (Guilder), Fearless 
  (Criminals), Nose for Trouble
  Trappings: Leather Jack, Breastplate, Hand Weapon 
  (Sword), Halberd, Open Helm, Badge of Office.
  
  WARHAMMER FANTASY ROLEPL AY
  14
  I
  Reiner and Dieter Ledermann, Sons (and 
  Smugglers)
  The Ledermann boys are both tall, rangy, and handsome, with 
  ready smiles and an easy charm. As far as the town knows, both 
  were apprentices to their late father. Now in their early 20s, 
  it is widely expected that one or both of them will take over 
  his practice. However, they have spent far more time helping 
  their mother with her smuggling operation, and their medical 
  knowledge consists mainly of a few half-understood words and 
  an ability to imitate their father’s bedside manner.
  the uppeR CRust
  Countess Minette von Fürstenrecht
  The new head of the house of Fürstenrecht is a thin, beak-nosed 
  woman in her early 50s. She has been waiting for her great aunt 
  to die for some years, and is determined that her first act as head 
  of the family will be to give the departed Countess a funeral 
  that will impress the locals, do honour to her memory, and 
  cement Minette’s position as a leader.
  Typical Junior Fürstenrecht
  Countess Minette is accompanied by several lesser Fürstenrechts. 
  If a profile is needed for any of them, this one can be used.
  Typical Townsperson
  The town’s middle class has come out in force to mourn this 
  respected and popular physician. Whenever you need a profile 
  for a townsperson, you can use this one.
  MINETTE VON FÜRSTENRECHT
  MAGNATE (GOLD 5)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  25
  28
  27
  32
  41
  26
  35
  48
  37
  48
  11
  Traits: Prejudice (the lower classes), 
  Weapon (Dagger) +3 
  Skills: Bribery 53, Charm 53, Consume Alcohol 42, 
  Intimidate 32, Intuition 46, Leadership 53, 
  Lore (Local) 53, (Politics) 58, Perception 46
  Talents: Etiquette (Nobles), Noble 
  Blood, Read/Write, Schemer
  TOWNSFOLK – TOWNSMAN (SILVER 2)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  33
  33
  33
  33
  38
  35
  33
  38
  33
  38
  12
  Traits: Weapon (Dagger) +5
  Skills: Charm 43, Gossip 43, Lore (Local) 48
  Talents: Etiquette (Guilder), Gregarious
  Trappings: Dagger, Goods Worth 1d10 Brass Pennies
  REINER AND DIETER LEDERMANN
  SMUGGLERS (BRASS 3)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  33
  33
  32
  35
  38
  41
  39
  33
  37
  38
  12
  Traits: Weapon (Dagger +5, Sword +7)
  Skills: Bribery 43, Charm 43, Cool 42, 
  Consume Alcohol 45, Gossip 43, Haggle 43, 
  Lore (Local 38), Perception 43, 
  Secret Signs (Smuggler) 37
  Talents: Briber, Criminal, Dealmaker, 
  Etiquette (Criminals, Doktor, Guilder)
  Trappings: Dagger, Hand Weapon (Sword)
  JUNIOR FÜRSTENRECHT – SCION (GOLD 1)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  35
  30
  30
  30
  35
  30
  35
  30
  30
  35
  12
  Traits: Prejudice (The Lower Classes), 
  Weapon (Dagger +5, Rapier +7)
  Skills: Bribery 40, Consume Alcohol 40, 
  Intimidate 40, Melee (Fencing) 43
  Talents: Etiquette (Nobles), Noble Blood,
  Read/Write
  Trappings: Dagger, Rapier, 3d10 Silver Shillings
  
  15
  IT'S YOUR FUNERAL
  I
  Typical Fürstenrecht Servant
  The Fürstenrecht party is attended by a flock of servants, mostly 
  maids and footmen. If a profile is needed for any of them, this 
  one can be used.
  the AppRentiCe
  Christof Burcke
  Christof is a slender man of about 25, with mid-brown hair and 
  light-green eyes. He speaks little and many people think he is 
  modest, but beneath his quiet, well-mannered demeanour he is 
  secretive to the point of paranoia.
  MORRI, KLAUS, AND WILLI – GRAVE ROBBERS 
  (BRASS 3)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  45
  30
  40
  35
  40
  30
  35
  30
  40
  35
  19
  Traits: Armour (Arms, Body) 1, Flee! 2, Prejudice 
  (The Law), Weapon (Club +8, Dagger +6) 
  Skills: Athletics 40, Dodge 35, Melee (Basic) 50, 
  Perception 45, Stealth (Urban) 45
  Traits: Flee! 2
  Trappings: Hand Weapon (Club), 
  Dagger, Leather Jack
  FÜRSTENRECHT GUARD – GUARD (SILVER 2)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  40
  30
  35
  40
  30
  35
  30
  30
  30
  30
  14
  Traits: Armour (Body 2, Head 2), 
  Weapon (Sword +7, Halberd +7)
  Skills: Dodge 40, Endurance 45, Intimidate 40, 
  Melee (Basic 45, Polearm 50), Perception 35
  Talents: Etiquette (Servants), Strike to Stun
  Trappings: Hand Weapon (Sword), 
  Halberd, Mail Shirt, Open Helm
  Typical Fürstenrecht Guard
  No aristocrat of the Countess’s stature would ever set foot out 
  of doors without a retinue of guards. While they are mostly 
  intended to overawe the lower orders and enforce proper respect, 
  they are more than capable of protecting their noble masters.
  Christof’s Grave Robbers
  Morri, Klaus, and Willi, the three grave robbers are dressed 
  in dark clothing, with crudely-made pendants shaped like the 
  portal of death, one of Morr’s symbols. If challenged, they will 
  claim to be groundskeepers; if anyone points out that Küster is 
  the only groundskeeper here, they will claim that he has called 
  them in to help out with today’s busy schedule. However, they 
  will go to considerable lengths — including violence — to 
  prevent anyone checking with Küster about this
  FÜRSTENRECHT SERVANT – CAREER (SILVER 1)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  30
  30
  30
  30
  35
  35
  30
  30
  30
  30
  12
  Traits: Weapon (Dagger) +5 
  Skills: Dodge 40, Endurance 35
  Talents: Beneath Notice, Etiquette (Servants)
  Trappings: Refreshments worth 2d10 Brass Pennies
  CHRISTOF BURCKE
  WIZARD’S APPRENTICE (BRASS 3)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  35
  31
  33
  35
  31
  28
  31
  37
  36
  29
  12
  Traits: Prejudice (Strangers), Weapon (Dagger) +6
  Skills: Dodge 33, Heal 40, Language (Magick) 43, 
  Lore (Magick) 41, Perception 36
  Talents: Field Dressing, Petty Magic, Read/Write
  Trappings: Dagger, Grimoire containing 
  Raise Dead and Vanhel’s Call
  SPELLS
  Petty: Dart, Drain, Rot
  
  WARHAMMER FANTASY ROLEPL AY
  16
  I
  the investigAtoR
  Gustav Weil, Amethyst Wizard
  Gustav Weil is a tall, gaunt man with shoulder-length hair that 
  looks black in some lights and brown in others. He speaks little 
  and almost never smiles. Weil is in plain clothing, with nothing 
  about his person to identify him as an Amethyst wizard. He 
  carries his credentials in an inside pocket of his coat, along with 
  various spell ingredients.
  the WAyWARd son And his Allies
  ALBRECHT WENGER – TOWNSMAN (SILVER 2)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  32
  33
  30
  31
  37
  41
  32
  36
  32
  37
  12
  Traits: Prejudice (Ledermann 
  Family), Weapon (Dagger) +5 
  Skills: Bribery 42, Charm 42, Dodge 46, 
  Gossip 42, Haggle 42, Melee (Brawling) 38
  Talents: Dealmaker, Etiquette (Guilder), Read/Write
  Trappings: Dagger, Fine Clothes, Assorted 
  Love Letters between his mother and father.
  GUSTAV WEIL – MASTER WIZARD (GOLD 1)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  45
  32
  34
  42
  37
  41
  37
  48
  46
  35
  15
  Traits: Prejudice (Priests of Morr), 
  Weapon (Dagger) +5 
  Skills: Channelling (Shyish) 51, Cool 52, Dodge 46, 
  Intimidate 41, Intuition 60, Language (Magick) 61, 
  Lore (Magick) 58, Melee (Basic) 52, Perception 59
  Talents: Aethyric Attunement, Arcane Magic 
  (Lore of Death), Instinctive Diction, Menacing, 
  Petty Magic, Second Sight, Read/Write
  Trappings: College License, Dagger, Assorted Spell 
  Ingredients, Bribe Money (3d10 Silver Shillings)
  SPELLS
  Petty: Protection from Rain, Sly Hands, Warning
  Arcane: Aethyric Armour, Mundane Aura, Teleport
  Lore of Death: Caress of Laniph, Dying 
  Words, Sanctify, Swift Passing
  Albrecht Wenger, Wayward Son
  The product of a dalliance in the doktor’s student days, Albrecht 
  grew up believing that his mother was actually an older sister 
  until she confessed the truth on her death-bed. His attempts 
  to reconnect with his true father were rebuffed. Albrecht is so 
  embittered that he intends to cause a scandal and blacken the 
  Ledermann name. There is little to be gained by Albrecht in 
  publicly revealing himself to be the doktor’s son — especially 
  if the doktor’s necromantic experiments are uncovered — and 
  is only likely to reveal this fact to an especially charming or 
  sympathetic Character.
  
  17
  IT'S YOUR FUNERAL
  I
  UTE MALLER – ENTERTAINER (BRASS 5)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  32
  28
  29
  32
  31
  37
  35
  32
  33
  37
  11
  Traits: Weapon (Dagger) +4 
  Skills: Charm 45, Entertain (Acting) 54, Gossip 44
  Talents: Attractive, Mimic
  Trappings: Fashionable Stiletto (Dagger), 
  Makeup, Wide Variety of Handkerchiefs
  Ute Maller, Actress
  Tall and blonde, Ute is a starry-eyed dreamer who longs for 
  fame on the stages of the Empire’s great theatres. For this ‘role’ 
  she has thrown herself into the character of a heartbroken and 
  mistreated lover, still clinging to the belief that the doktor truly 
  loved her more than the wife that duty bound him to. Her black 
  dress is worn and out of fashion, carefully chosen to highlight 
  that ‘Ute’ is down on her luck. Her over-applied makeup is now 
  ruined by her excessive crying. Her hair is tied back in a black 
  head scarf, which attracts more attention as she competes with 
  Greta for the role of ‘chief mourner’. Ute has put aside her 
  normally refined accent in favour of a loud and demanding tone 
  that the actress expertly projects over any crowd, guaranteed to 
  embarrass the family as much as possible.
  Though Albrecht did not tell Ute about the circumstances of 
  his own birth, she has figured out the truth from some of the 
  details in the ‘role’ Albrecht has tasked her with portraying at 
  the funeral. Should Willa be uncovered as an Assassin, Ute will 
  waste little time in attempting to deflect any accusations away 
  from herself and onto Albrecht.
  the AssAssin
  Willa ‘the Seamstress’ Belbrag
  Willa is dressed as a Human girl of about six years old, in dark 
  clothing with a veil obscuring her face. Beneath this disguise, 
  she wears the clothes of a Halfling townswoman. If Willa is 
  exposed, she will erupt into an extremely strong accent of the 
  GM’s choice and make a break for it, fighting only if cornered.
  WILLA BELBRAG – HITWOMAN (SILVER 4)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  3
  45
  27
  23
  40
  47
  55
  42
  42
  53
  26
  13
  Traits: Weapon (Dagger +4, Knuckledusters +7*)
  Skills: Athletics 63, Dodge 65, Cool 66, Endurance 45, 
  Entertain (Acting) 43, Melee (Basic 52, Brawling 55), 
  Ranged (Thrown) 43, Stealth (Urban 64, Rural 68)
  Talents: Beneath Notice, Careful Strike 3, Combat 
  Reflexes 4, Dirty Fighting 3, In-Fighter, Reversal
  Trappings: Concealed Dagger, Doll with 
  detachable limbs. When a limb is detached, it 
  uncovers a needle smeared with Black Lotus 
  (WFRP page 306), Knuckledusters
  *The damage from Willa’s Knuckledusters includes 
  the bonus from Dirty Fighting, which she will 
  always apply if forced to fall back on her fists!
  
  WARHAMMER FANTASY ROLEPL AY
  18
  I
  Kautabach, Smuggler
  Standing more than 7-ft tall and with his face almost completely 
  hidden by a mass of hair, beard, and eyebrows, Kautabach is 
  a striking figure. With his great strength and imposing build, 
  he is a great asset to the Ledermann smuggling operation. He 
  seldom speaks to anyone except Einzel, who does the talking for 
  both of them. Kautabach is a nickname. He tells no one his real 
  name  — not even Einzel. (It’s actually Vivian.)
  DOKTOR ALBRECHT LEDERMANN – UNDEAD
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  45
  -
  30
  30
  5
  10
  15
  5
  5
  5
  12
  Traits: Afraid (everyone except Christof Burcke), 
  Dark Vision, Fear 2, Frenzy (if cornered), Painless, 
  Undead, Weapon (Bite) +3, Weapon (Claw) +5
  Trappings: The clothes he was (almost) 
  buried in, Rings worth 3 Gold Crowns
  KAUTABACH – SMUGGLER (BRASS 3)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  43
  45
  55
  48
  38
  32
  33
  36
  42
  28
  21
  Traits: Armour (Arms, Body) 1, Prejudice (The 
  Law), Ranged (Crossbow) +9, Weapon (Sword) +13
  Skills: Athletics 43, Cool 47, Consume Alcohol 55, 
  Intimidate 68, Melee (Basic 55, Brawling 52), 
  Perception 43, Ranged (Crossbow) 51
  Talents: Criminal, Fast Shot 2, Hardy, 
  Strike Mighty Blow 4, Strong Back 4
  Trappings: Leather Jack, Hand Weapon (Sword), 
  Dagger, Heavy Crossbow and 20 bolts
  the Restless doktoR
  the smuggleRs
  Hannes Einzel, Smuggler
  A roguishly handsome individual in his early 30s, Einzel is of 
  medium height and athletic build, with dark-brown hair and 
  eyes. On the job he is focused and professional, projecting the 
  air of one who has seen and done it all. Beneath this world-
  weary exterior, he lives for the excitement of close shaves and 
  perilous situations. He and Kautabach have been partners for 
  years, and trust no one but each other.
  HANNES EINZEL – SMUGGLER (BRASS 3)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  33
  36
  34
  41
  42
  38
  37
  33
  36
  30
  14
  Traits: Armour (Arms, Body) 1, Prejudice (The 
  Law), Ranged (Pistol) +8, Weapon (Sword) +7
  Skills: Athletics 43, Bribery 35, Charm 35, 
  Cool 45, Consume Alcohol 48, Gossip 42, 
  Haggle 35, Lore (Local) 47, Melee (Basic) 47, 
  Perception 47, Ranged (Blackpowder) 45, Secret 
  Signs (Smuggler) 48, Stealth (Urban) 43
  Talents: Criminal, Dealmaker, Deadeye 
  Shot, Etiquette (Criminals)
  Trappings: Leather Jack, Hand Weapon 
  (Sword), Dagger, Pistol and 20 shots
  Doktor Albrecht Ledermann (deceased)
  Doktor Ledermann looks like a three-day-old corpse, which he 
  is. Without the Khemrian ritual by which he planned to rise 
  as a Liche, he is something like a Zombie, but self-willed and 
  possessed of a small fraction of his living intelligence. He is 
  confused, disoriented, and afraid of everyone and everything, 
  running blindly through panicking crowds until he is stopped. 
  Because of his unique condition he lacks the Traits Construct 
  and Unstable.
  
  19
  IT'S YOUR FUNERAL
  I
  the gARden of moRR - plAyeRs veRsion
  
  VENTURE INTO THE SHADOWS IN THE EXCLUSIVE
  ENEMY IN SHADOWS
  COLLECTOR’S EDITION
  Enemy in Shadows is the first part of the legendary Enemy Within campaign, only for
  Warhammer Fantasy Roleplay 
  To find out more, as well as a host of other games expansions, visit
  www.cubicle7games.com
  
  WADE INTO THE MURKEY WATERS OF THE REIK IN
  DEATH ON THE REIK
  PART II OF THE ENEMY WITHIN CAMPAIGN
  To find out more about the Enemy Within campaign and its Companions, 
  as well as a host of other game expansions and resources, visit
  www.cubicle7games.com
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/4th Edition/It's Your Funeral.pdf