TEXT: Masquerade of Horrors is a short adventure designed 
  for characters in their first or second careers. It can be 
  adapted for weaker or stronger parties by adding some 
  wreckers to Von Barbe’s Players (see below).  
   
  The action begins when the party finds the wreck of 
  a boat drifting slowly down the Reik. On board, they 
  encounter a deranged witch hunter and discover a 
  strange mask - a cursed item, an artifact of Slaanesh. 
  Meanwhile, a Chaos cult masquerading as a river-borne 
  theater troupe discovers that the party has the mask. 
  They arrange to intercept the party in the next town and 
  give them a performance they’ll never forget...  
   
  This adventure is set in the vicinity of the village of 
  Halbherzig, a tiny settlement on the Reik halfway 
  between Grissenwald and Kemperbad. The adventure 
  could just as easily be set almost anywhere else in the 
  Empire, as long as there is a village and a river nearby.  
   
  The adventure also assumes the party is traveling by 
  boat, but they could just as easily be traveling by road 
  alongside the river. A possible hired boat is briefly 
  described in “Von Barbe’s Players” on page 15. 
  Background  
  The Von Barbe family is a minor noble family of 
  Averland with an estate in Streissen, where they are 
  patrons of the local university and are known for their 
  artistic bent. The family has a black mark on its name 
  due to its involvement in the revolution there in 2502, 
  but have since managed to ingratiate themselves with 
  the powers-that-be in Averheim.  
   
  By all accounts the Von Barbes were an attractive, 
  intelligent, well-bred bunch; when the handsome 
  young Gustav wed Gretchen, a ravishing but demure 
  young woman with immense musical talent (and a 
  third cousin by marriage to the elderly Grand Countess 
  Ludmilla, no less) the family rejoiced and placed 
  much hope in the offspring of their union. Given the 
  exceptional beauty and talent of the young couple, 
  everyone was certain their child would be something 
  very special.  
   
  Some ten months later, Hermann Von Barbe was born, 
  and he was indeed a special child - but not in the way 
  his parents had hoped.  
   
  Whether by Chaos-inspired mutation or by some 
  more natural fluke of nature, Hermann was born a 
  hermaphrodite, having both male and female sexual 
  organs. Gustav was devastated, and in a rage, strangled 
  Gretchen, who he accused of consorting with demons 
  and bringing mutation into his family.  
   
  Luckily for the child, Vera Hungus, the midwife 
  who attended his birth, spirited him away before his 
  distraught father could have him destroyed. Vera was 
  extremely close to Gretchen - she was also a hedge 
  wizard, She was determined that young Hermann 
  should be spared. She stole away to the small village of 
  Aussen near Grunburg, where she managed to live in 
  secret.  
  Masquerade of Horrors
  A Short Adventure for Warhammer Fantasy Roleplay
  By Seann McAnally & Colin Campbell
  v
  1
  
   
  Vera was burnt at the stake by witch hunters a few 
  years later, and Hermann grew up on the roads as an 
  orphan. Very early on he became attached to a theater 
  troupe and fell in love with the life. Over the years, he 
  became the leader of the troupe. 
  During his travels, Hermann picked up all sorts 
  of knowledge, both wholesome and unwholesome. 
  Realizing the benefits of magic to his stage show, 
  Hermann took some time off to study in Altdorf, and 
  became well-versed in the Gray Order of Magick. 
  Unfortunately, he also became exposed to secret 
  whispers, dark rumors of a greater power to be had 
  through the gifts of the Chaos Gods. When he learned 
  more about Slaanesh, Hermann considered the 
  condition he was born with and became convinced that 
  he had been marked from birth to serve the Lord of 
  Pleasure.  
   
  When Hermann left his studies in Altdorf, he had 
  enough coin to pick up a small river boat, which he 
  converted to a floating theater and called the Paradise. 
  He recruited some talented but morally ambiguous 
  thespians and began to travel the waterways of the 
  Empire, seeking out fellow cultists and spreading as 
  much decadence and sin as he could. Von Barbe began 
  brazenly using his real name, but so far no one has 
  voiced any suspicions about his parentage - after all, 
  many theater folk use stage names.  
   
  Eventually, several small cults of Slaanesh came to 
  Hermann’s attention. These formerly isolated groups 
  began to communicate, using Hermann as their go-
  between to exchange messages and useful items, with 
  the theater troupe as a cover. Hermann became a close 
  associate of one Vanessa Haut-Gropus, a minor noble 
  who was the head of a small Slaaneshi cult based in 
  Grissenwald. Rather taken with the young man, and 
  perversely interested in his special condition, Haut-
  Gropus showed Hermann an artifact she possessed - a 
  fabulous theater mask, the right-hand side of which 
  was male and the left-hand side female. Haut-Gropus 
  hinted that the mask was an artifact fashioned by the 
  Lord of Pleasure himself, and that it possessed unholy 
  power. Hermann became obsessed with the mask. To 
  possess it, he felt, was his destiny, because it it seemed 
  to represent his own secret affliction. He began to lay 
  down plans to take the mask from Haut-Gropus - but 
  he never had the chance.  
   
  A Sigmarite witch hunter from Altdorf named 
  Gunnar Krauthosen discovered Haut-Gropus’ cult in 
  Grissenwald, and captured or scattered its members. 
  He confiscated the mask, but found that he could not 
  destroy it - it resisted the blows of his hammer and 
  was unaffected by flame. After setting the night ablaze 
  with captured heretics, including Haut-Gropus herself, 
  Krauthosen decided to take the mask to Altdorf, so 
  that officials of the cult of Sigmar could determine if it 
  could be destroyed.  
   
  He never got there. Hermann Von Barbe and his 
  minions ambushed Krauthosen’s boat, slaughtered his 
  crew, and critically wounded Krauthosen, leaving him 
  for dead. Unfortunately for Von Barbe, he could not 
  find the mask - Krauthosen had hidden it too well. In 
  a towering rage, Von Barbe stormed away to search 
  elsewhere for the wicked artifact, leaving one of his 
  henchmen to keep an eye on Krauthosen’s boat.  
   
  Enter our party of bold adventurers...  
   
  Beginning the Adventure  
   
  Masquerade of Horrors is best suited as a one-shot 
  adventure played as a break during an extended period 
  of river travel. If the party is traveling by road, the 
  adventure can still take place as long as a river is nearby.   
   
  As the party travels through the region, they may hear 
  some of the rumors listed on the next page. The river 
  traffic around them is typical - trading vessels bringing 
  goods down from Nuln and beyond; fishermen plying 
  the shallows; peddlars and pilgrams traveling along the 
  banks by road. 
  The GM is free to improvise whatever encounters 
  he wishes - this is a well-traveled route, and there are 
  plenty of folks to interact with. 
  All in all, it is a typical and uneventful journey - that is, 
  until the party crosses paths with Von Barbe.   
  2
  Masquerade of Horrors
  
   
  The Wreck  
   
  On a cool, clear morning as the party is traveling, they 
  encounter the drifting wreck of the Divine Retribution, 
  a small river boat that has seen better days. It is listing 
  heavily to one side, having taken on water, and is slowly 
  but surely sinking.  
   
  Such sights are not uncommon on the waterways of the 
  Empire, but this particular wreck is special. A Very 
  Easy (+30%) Perception test reveals a large number of 
  coins scattered upon the blood-stained deck. 
  Unfortunately this is not all the PCs can see - a 
  successful Perception test reveals a savagely mutilated 
  corpse half-hidden behind some broken crates. Several 
  crows pick at the corpse’s eyes. Depending on the 
  party’s background and experience, the GM may wish 
  to impose a Willpower test at this grisly sight. Those 
  who fail gain an Insanity Point as they ponder what 
  creatures will some day feed on their remains...  
   
  As the party gets closer to the Divine Retribution, they 
  will clearly hear a tortured moan coming from the deck 
  house. If the prospect of looting the boat does not 
  prompt the PCs to investigate, perhaps the desire to 
  rescue survivors will.  
   
  The GM should use any means at his disposal to 
  ensure that the party boards the vessel, as this is 
  imperative to the adventure.  
   
  If the party is traveling by land, getting to the boat 
  might prove to be tricky. The GM may wish to have 
  the craft close to the riverbank, perhaps snagged on a 
  sand bar or some overhanging branches.  
   
  If the party is traveling by boat, a simple Row test will 
  allow them to draw up alongside and tie on.  
   
  Moving about on a tilted, blood-spattered deck 
  shouldn’t be easy. The GM may wish to impose Agility 
  tests from time to time during the investigation, where 
  dramatically appropriate.  
   
  Once on the Divine Retribution, the first thing the 
  party will notice, aside from what they’ve already seen 
  from afar, is more evidence of a pitched battle having 
  taken place here. A few severed limbs lie here and there 
  about the deck in the drying pools of blood. Several 
  crates and casks have been broken open, their contents 
  carelessly strewn about. Most of these items are 
  mundane, but the GM should feel free to place 
  whatever items he wishes among the unclaimed loot. 
  The coins the PCs noticed earlier can be picked up, but 
  it will take time - about half an hour and a Hard (-
   “Did you hear about Grissenwald? Witch hunters 
  dug up a cult there, yes they did. Burnt ‘em all - and 
  good riddance, I say! The gods love the smell o’ burnin’ 
  heretics in the mornin’.”  
   “Times are hard up north. One o’ my cousins - third 
  cousin by way of marriage, understand - had a nice mill 
  near Krudenwald, but it ain’t there now. Burned down 
  by Archaon, they say. Too bad. My cousin was a nice 
  chap - for a Hochlander.”  
  “I hope you’re not planning on staying on yer boat 
  in any of the towns up ahead. Ol’ Count Bruno of 
  Grissenwald and the Town Council in Altbad passed 
  a law that says you can’t sleep on yer boats no more. 
  Gotta stay in town. Dirty coin-grubbers. They don’t 
  care about folks like you and me.”  
   “Have you seen the showboat? It stopped through here 
  early yesterday. What a show! Jugglin’, tumblin’, comedy, 
  tragedy...by Sigmar, us common folk need some good 
  entertainment in these dark times.”  
   “Watch out for wreckers near Kemperbad! There 
  was some trouble in the Belladonna family recently 
  - don’t ask me how I know - and a bunch of them dirty 
  Stirlanders they were usin’ as muscle got the sack...now 
  they’re loose on the river! It’s too bad the nobility don’t 
  look after us more.”  
   
  1-2
  7-8
  5-6
  3-4
  9-10
  d10
  Rumor
  RUMORS ON THE WATER
  While all of these rumors have some element of truth to 
  them, few have a direct bearing on this adventure. The 
  wreckers mentioned in the last rumor are actually nearby in 
  Halbherzig, but serve as a red herring and have nothing to 
  do with the main plot.  
  4
  Masquerade of Horrors
  
  Gunnar Krauthosen
  Race: Human
  Career: Witch Hunter (ex-Judicial Champion, ex-
  Mercenary, ex-Sergeant)
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  67
  61
  43
  50
  55
  41
  63
  49
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  3
  17
  4
  5
  4
  0
  6
  0
  Current Wounds: -2
     Skills: Academic Knowledge (Magick, Theology); Animal 
  Care; Charm; Command; Common Knowledge (The 
  Empire) +10%; Dodge Blow +10%); Follow Trail; Gossip 
  +10%); Intimidate +10%); Navigation; Outdoor Survival; 
  Perception +20%); Ride +20%; Search +10%; Secret 
  Language (Battle Tongue); Silent Move; Speak Language 
  (Classical, Reikspiel)
     Talents: Marksman; Public Speaking; Quick Draw; Rain 
  of Blows; Scary; Seasoned Traveler; Sixth Sense; Specialist 
  Weapon Group (Crossbow, Fencing, Gunpowder, Parrying, 
  Throwing, Two-Handed), Street Fighting, Strike Mighty 
  Blow, Strike to Stun
     Armor: Chain Shirt, Leather Jack, Leather Leggings 
  (Head 0, Arms 1, Body 3, Legs 1)
     Weapons: War Hammer, Pistols (2)
     Trappings: Good Craftsmanship Clothes; Tatty Hat; 
  Overcoat; Holy Symbol (Hammer) 
  20%) Perception test to get every single one. If any one 
  wishes to root through the blood and gore to find the 
  coins, he’ll be rewarded with a blood-stained, but 
  serviceable, 15 Crowns, 3 Shillings and 6 Pennies.  
   
  The corpse on deck is missing an arm, which can be 
  found far to stern if anyone cares to put the pieces 
  together. The body wears the tattered regalia of an 
  initiate of the cult of Sigmar. He has nothing of value 
  beyond a small wooden holy symbol about his neck. 
  The poor soul still clutches a broken sword in his 
  death-grip.  
   
  Most likely, the party will first be drawn to the moaning 
  from the deck house. Upon entering, they see pieces of 
  another initiate scattered about among the remnants of 
  what appears to be a hasty search. Several crates lie 
  smashed open and empty, their contents scattered just 
  as on the deck. Again, there is nothing here of 
  exceptional value, but the GM should have no qualms 
  about letting PCs dig through the blood-soaked tatters 
  looking for loot.  
   
  The Witch Hunter’s Last Stand  
   
  From a further, curtained doorway - most likely the 
  captain’s quarters - the moans continue. Pushing 
  through the curtain, the party sees a small room that 
  looks as if a storm struck it. A big man in black lies 
  writhing in a pool of his own blood on the floor. His 
  left arm hangs limply; his right clutches a massive war 
  hammer. Through his long black overcoat, the party can 
  see his chain shirt is badly gashed. This room, too, 
  shows signs of a search, but several relatively valuable 
  items lie in the wreckage - perceptive PCs may realize 
  the motive of this attack was clearly not simple robbery.  
   
  As the party enters the cabin, the man in black tries to 
  stand, a weird light in his eyes. He screams, “What! 
  More vultures come to pick my bones! I tell you, by the 
  Hammer, you shall never find it!”  
   
  This, of course, is Gunnar Krauthosen, the witch 
  hunter. The “it” he refers to is the Mask of Slaanesh, 
  which he has hidden by putting it in an old valise and 
  hanging it out of the cabin window on a string, so that 
  it is submerged in the Reik.  
  Unfortunately for Krauthosen, his fate has run out; his 
  last critical hit gave him one Insanity Point too many, 
  and he now suffers from a particularly insidious case of 
  Profane Persecutions. At best, he’s convinced the party 
  are opportunists come to loot his boat. At worst, he 
  sees them as minions of Chaos come to reclaim the 
  Mask. Combat with Krauthosen is inevitable.  
   
   
  Krauthosen is an experienced NPC. At full strength, he 
  would probably be more than a match for the party. 
  However, he is critically wounded, so the party should 
  have no trouble dispatching him rather quickly. Even if 
  the party entertains thoughts of healing and 
  rehabilitating Krauthosen, this will only make him 
  5
  Masquerade of Horrors
  
  stronger. His insanity has firmly taken root. It is important 
  to the story that Krauthosen not survive this encounter, so 
  the GM should ensure his death (which is likely in any 
  case).  
   
  The purpose of this fight is not necessarily to provide the 
  party with a challenging combat encounter, but to set a 
  disturbing tone as they are forced to kill a Sigmarite witch 
  hunter to save their own skins.  
   
  The Hidden Artifact  
   
  Upon dispatching the unfortunate Krauthosen, the party 
  will most likely wish to search for the “it” he referred to - 
  after all, someone was willing to kill for it. A Hard (-
  20%) Search test reveals a thin string tied to the outer 
  hinge of the shutter of the cabin window. The string runs 
  down the side of the vessel into the Reik, dragging 
  something that is submerged (the valise that contains the 
  Mask).  
   
  If the party does not manage to find the string, the GM 
  should take pity on them and have the valise bang 
  against the hull a few times to draw their attention to it. 
  At this point the Search tests will become easier until 
  they find it. It is not absolutely necessary that they locate 
  the Mask for the rest of the adventure to take place, 
  however.  
   
  Pulling the string will reveal a waterlogged valise, which 
  can easily be pulled on board. Inside the small piece of 
  luggage is a bizarre mask. The right-hand side is carved 
  in the fashion of a male face; the left-hand side, a female 
  face. It appears to be constructed of simple materials and 
  might not seem particularly valuable but for the fact that 
  Krauthosen took such great pains to hide it, and 
  someone else was willing to commit murder to obtain it. 
  PCs with Magical Sense might feel that there is 
  something odd or vaguely unwholesome about the thing, 
  but they will be unable to determine exactly what.  
   
  It is likely that the party will take the Mask. Since a 
  Sigmarite witch hunter was in possession of it and was 
  willing to die to protect it, they may wish to deliver it to 
  the cult of Sigmar or some other authority. They may, of 
  course, wish to sell it or otherwise profit from it.  
   
  Someone may even decide to try it on. If a PC puts on 
  the Mask, it seems to those watching that it is subsumed 
  into his face - within a few seconds, the character doesn’t 
  appear to be wearing a mask at all! His companions will 
  soon notice, however, that their friend has never seemed 
  as charismatic, attractive, and brilliant as he does at this 
  moment. In fact, the Mask raises a character’s Fellowship, 
  but ultimately, it has dire consequences (see the sidebar 
  on this page for details).  
  THE MASK
  The Mask of Slaanesh is one of several artifacts said to be 
  created by the Lord of Pleasure long ago. These were given to 
  favored worshippers to help spread the cult throughout the 
  Old World. 
  Wearing the Mask is like wearing a second skin. Once 
  someone actually places the Mask on his or her face, it 
  appears to be subsumed into the flesh. The wearer does not 
  appear to be wearing a Mask at all. Rather, they suddenly 
  appear to be more attractive and more charismatic than they 
  actually are. 
  Anyone who wears the Mask gains a +20% bonus to 
  Fellowship tests (and test of all related skills). However, 
  there is a down side. 
  Every time a character tries to remove the Mask, he must 
  make a Challenging (-10%) Willpower test. If this is failed, 
  the character permanently loses 5% from his Fellowship 
  score. If someone persisted in wearing the Mask, his ultimate 
  fate would be to be hideous without it – a victim of his own 
  vanity. 
  For every 24 hours the Mask is worn, the Willpower test 
  to remove it becomes more difficult – from Challenging to 
  Hard to Very Hard. If anyone should decide to wear the 
  Mask permanently, they would soon find that their minds 
  could not stand the Chaotic forces that surge through the 
  Mask. For every 48 hours a person wears the Mask, they 
  must make a further Willpower test or gain 1 Insanity Point. 
  For every 48 hours thereafter, the Willpower test becomes 
  more difficult, as described above. 
  6
  Masquerade of Horrors
  
   
  The rest of the Divine Retribution consists of the cargo 
  hold, where several boatmen lie dead. Some crates and 
  barrels of trade goods are here, and the GM may allow 
  the PCs to loot some of it for resale (but not much - 
  these, too, have been searched and mostly ruined).  
   
  Eventually the party will have to move on. If they seem 
  to be taking too much time poking about the wreck, an 
  approaching patrol boat of the Riverwardens might 
  serve to get the party moving...  
   
  The Watcher In the Woods  
   
  Little do the PCs know they have not gone about their 
  tasks unobserved. Well-hidden on the riverbank 
  nearby, Heinrich Weikal, a low-ranking member of 
  Hermann Von Barbe’s dark entourage, has watched 
  their every move. He was stationed here by Hermann 
  to keep an eye on the Divine Retribution, to ensure that 
  it eventually sinks and to report any strange goings-on. 
  As soon as the party leaves the wreck, Heinrich will 
  rush to his hired mount, which is hitched up nearby, 
  and rush to Halbherzig, where he will report 
  everything to Von Barbe. He will also be sure to give 
  Von Barbe a detailed description of the PCs.  
   
  It should be noted that even if the party does not find 
  (or take) the Mask, Heinrich still reports their 
  presence on the Divine Retribution. Von Barbe will 
  assume they have the Mask; at the very least, he’ll want 
  to learn whether they found anything he missed. He 
  will therefore move to intercept them in Halbherzig. 
  Von Barbe is a monster, but he is also shrewd and 
  subtle, and will try to steal the Mask before resorting to 
  out-and-out violence.  
   
  A Quiet Little Village  
   
  The village of Halbherzig is neither prosperous nor 
  well-known. Situated roughly halfway between 
  Grissenwald and Nuln, its primary importance is that 
  of a “boat-stop,” and there are very few permanent 
  residents.  
   
  At this particular time, there are not many visitors at 
  Halbherzig, either. As the party approaches the village, 
  they can see that the dock area is sparsely populated. 
  They do note a small but outrageously decorated 
  showboat in a berth at the far southern extremity of the 
  docks, and a few other trade boats, but in general it’s a 
  quiet day in a quiet little village.  
   
  As the party (or their crew) are tying up the boat, 
  Richard Blitzen, the so-called Harbor Master, 
  approaches.  
   
  “Hoy there, travelers. Welcome to Halbherzig. Just passing 
  on a bit of information by way of a friendly reminder - 
  them as knows what’s best for us - that bein’ the nobility 
  and the local councils, y’understand - have decreed that no 
  visitors are to sleep on boats, but must patronize the local 
  merchants. Hope you enjoy your stay, and try not to cause 
  any trouble!”  
   
  If the party is traveling by road, they will not encounter 
  the Harbor Master, nor have any need of his warning 
  unless they try to camp within view of Halbherzig.  
   
  Places to Stay  
   
  Halbherzig boasts two inns, the Shooting Star and the 
  Muskrat. The Shooting Star is of better quality, but the 
  master of the house, Herr Schlueter, has upper-class 
  pretensions and likes to “price out the riff-raff.” The GM 
  should apply a 5% mark-up on all costs. The Muskrat, 
  operated by Herr Bergwand, is much seedier and less 
  appealing, but has the benefit of being cheap. Times are 
  hard, and Bergwand is letting private rooms go at half 
  normal rate for the time being.  
   
  It does not matter which inn the party chooses. The 
  following text refers to the inn and innkeepers in a 
  generic manner, so the GM can simply substitute the 
  appropriate names.  
   
  Wreckers and Gamblers  
   
  Most of the patrons of the inn are local folks - 
  fishermen, charcoal burners, peasants, and the like. 
  Besides the adventurers, there are two other groups in 
  the inn tonight who are definitely not locals...  
   
  7
  Masquerade of Horrors
  
  At a corner table sit a loud and obnoxious group of 
  four burly men. One has an eye patch, another a peg 
  leg, and they have various other scars and physical 
  blemishes resulting from violence. These are indeed the 
  wreckers referred to in the rumor table, but they have 
  no direct involvement in this adventure.  
   
  They are, however, rude and not above picking a fight 
  for almost no reason. If things are moving slowly, the 
  GM may wish to have them start a brawl with the 
  characters (it will be broken up in 10 rounds by the 
  local watchman). The wreckers will draw off and leave 
  the inn if the fight isn’t going their way, but they’re not 
  above attacking the party later on down the river (or 
  road).  
   
  Louis-Phillipe Cheauteau is a Bretonnian gambler who 
  is passing through the region. He may offer the party a 
  game, and he may well cheat. If he is caught, he will try 
  to laugh it off and offer to buy the party a round of 
  drinks. If they insist on delivering justice (in the form 
  of a beating), the wreckers may decide to intervene if 
  the fight looks unfair. As above, the fight will be broken 
  up by the local watchman in 10 rounds if necessary. No 
  one is interested in prosecuting Cheauteau for 
  cheating; they’ll just run him out of town.  
   
  A Pretty Visitor  
   
  During the evening, a gorgeous girl will enter the inn. 
  She wears an emerald-green dress and has long raven-
  black hair, and her skin is the color of fresh cream. All 
  eyes turn when she enters.  
   
  After looking about in confusion for a moment, she 
  locks eyes with the most attractive male PC and 
  hesitantly approaches the party’s table.  
   
  “May I sit with you for a bit?” she asks. “I need a good 
  stiff drink and would prefer not to keep company with any 
  of the others in here,” she adds with a sniff of distaste as 
  she glances side-wise at the wreckers, peasants and 
  other locals.  
   
  This is, in fact, Fran Poppenbutel, a member of 
  Hermann Von Barbe’s entourage (see “Von Barbe’s 
  Players, Page 15). Her mission tonight is to ingratiate 
  herself with the party so that at the very least, Von 
  Barbe will know what room they are staying in - he 
  hopes to burgle the Mask before resorting to violence.  
   
  Fran will use her real name, but will say she has come 
  to Halbherzig to marry a local wine grower, Rutgar 
  Helstrom. She is staying in his house in the “widow’s 
  quarters” he built for his deceased mother until the 
  wedding, which is in two days.  
   
  Over the course of a few drinks, she will begin to 
  appear a bit giddy (she’s not), and lean in closer to the 
  PC she fixed her gaze on earlier. “Rutgar is such a brute,” 
  she says. “I wish my father had seen fit to arrange a 
  marriage for me with someone like you.”  
   
  The GM will have to handle this encounter carefully, 
  depending on the roleplaying style of his group. Fran 
  will not want to arouse the PC’s suspicions, but she is 
  determined to find out what room the PC is staying in. 
  Her “ace in the hole” will be to arrange a pre-dawn 
  meeting with the PC. She will pull him aside and 
  whisper, “I so long for one moment of real passion before 
  my lifetime of drudgery! My betrothed will go out to check 
  his vineyards before dawn, so I will be able to get away for 
  several hours. Tell me what room you are staying in, and I 
  will meet you here!”  
   
  Failing this, Fran will leave, looking as if she feels 
  utterly rejected. She will then bribe the information out 
  of a maid or some other minor functionary at the inn 
  (she will automatically succeed). If the PC accepts her 
  offer to meet him later, she will smile shyly and tell him 
  she cannot wait. She then says she had better get back 
  before she is missed, and leave the premises.  
   
  Of course, she’ll go right around the corner into the 
  alley behind the inn and sneak back in through the 
  kitchens and the back stairway. Using her skill as a 
  contortionist, she will enter the PC’s room through the 
  open transiom over the door (or some similar opening - 
  the point is that she does not pick the lock, and is only 
  able to get in due to her special talents).  
   
  Once in the room, she’ll go through everything in an 
  attempt to find the Mask. If the Mask is actually there, 
  8
  Masquerade of Horrors
  
  she’ll take it and run! If it is not, she will return to the 
  Paradise and report as much to Von Barbe.  
   
  The Cuckold  
   
  To make sure the party is distracted while Fran is busy 
  upstairs, Rutgar Helstrom, another member of Von 
  Barbe’s entourage, bursts into the inn and glowers at 
  everyone in the room. His eyes fix on the same PC 
  Fran attempted to seduce earlier. In a rage, he 
  approaches and begins to castigate the PC:  
   
  “What kind of a man are you? How dare you shamelessly 
  flirt with my beloved little flower! I should cut you in half, 
  you rascal!”  
   
  Rutgar is huge. He does not look like a wine grower, 
  even if he is dressed like one. He will use his Intimidate 
  skill to best effect, but has no intention of actually 
  attacking. If the PC denies any involvement with Fran, 
  the wreckers (if they are still there) will happily chime 
  in, reporting that they “saw the whole thing.”  
   
  Just as the situation looks like it might actually erupt 
  into violence, Rutgar’s face will twist from rage into a 
  pathetic sadness, and he will burst into tears. Where 
  just before he seemed ready to kill the PC Fran was 
  flirting with, he now sinks down to his knees, weeping, 
  and hugs the PC instead.  
   
  “Why doesn’t she love me?” he wails. “I’m a hard worker...
  I’m honest...she is smitten with wild men who have no 
  home, who seek their fortune over the next hill...she has 
  read too many silly romances...oh my little Fran! My dear 
  little Fran!”  
   
  The GM should play this up for laughs, but not for too 
  long. Soon, Rutgar will stand up and run out into the 
  night, weeping. He only needs to give Fran ten or 
  fifteen minutes to go through the room. He is also new 
  to acting (see “Von Barbe’s Players,” Page 15) and Von 
  Barbe has warned him not to “overdo it.”  
   
  The Invitation  
   
  As the night winds down, but before the party goes off 
  to bed for the evening, Hermann Von Barbe himself will 
  enter the inn. An extremely charismatic and handsome 
  man, he is done up to the hilt in his theatrical regalia. 
  The wreckers may tease him a bit if they are still present, 
  but he simply laughs off their comments. After ordering 
  a drink from the innkeeper, he will mosey over to the 
  party’s table.  
   
  “Greetings!” he says. “I hope you don’t mind if I join you 
  for a moment?” Assuming he is allowed to sit, he comes 
  quickly to the point. “My name is Hermann Von Barbe, 
  and I am the master of ceremonies, director, writer, and 
  lead actor of Von Barbe’s Players, whose boat, the Paradise, 
  you no doubt saw earlier this evening. I have a bit of a 
  problem, however. We have a performance in Silberwurt in 
  a few days, - but we are woefully under-prepared! You see, 
  we have a new piece, a farcical little romp entitled ‘Sigmar’s 
  Folly.’ It’s quite entertaining. It’s about the real reason 
  Sigmar left no heirs. We’re just a little out of practice, you 
  see, and some of our troupe have fears that it might be a 
  little...well, controversial. A bit of a stretch for these local 
  folks, I fear. I don’t suppose you’d be willing to come out to 
  the Paradise tonight and preview the performance, and let 
  us know what you think? We routinely do a preview show, 
  but there is no time and - well, look around you. I think 
  you’re the only folks in Halbherzig who could even begin to 
  appreciate High Art!”  
   
  If necessary, Von Barbe will offer free refreshment 
  COMPLICATIONS
  It is possible that one or more members of the party are 
  foolish enough to actually have the Mask sitting on their 
  table, or to try to put it on to seduce Fran, or follow some 
  other unforeseen course of action. If Fran can clearly see that 
  they have the Mask, she will not bother to burgle the room, 
  and Rutgar will not appear. Simply move forward to “The 
  Invitation,” below. 
  If Fran actually managed to steal the Mask, Von Barbe will 
  be elated - but he will decide that the party must die, regard-
  less. They could be a potential thorn in his side that might 
  prevent or complicate his plans to work further dark mis-
  chief along the river, and therefore they should be eliminat-
  ed. The GM should move to “The Invitation,” below. 
  9
  Masquerade of Horrors
  
  during the performance. As a last ditch effort, he will 
  say that the Paradise often comes across salvageable 
  wreckage, and they have collected some well-preserved 
  trade goods they have no intention of actually selling. 
  He will offer these to the party if they are hesitant.  
   
  If the party flat-out refuses to go with him, Von Barbe 
  will not have to do much acting to show his 
  disappointment, but will leave graciously and activate 
  his last-ditch effort (see “Plan B” below).  
   
  If the party accepts his invitation, Von Barbe will be 
  delighted, and ask them to meet him at the Paradise, 
  which is berthed at the south end of the docks. “We 
  don’t want to bother the locals with our shenanigans,” he 
  winks.
  The party may, by this time, suspect that something is 
  amiss. They may make whatever preparations they wish 
  before they attend the showing of Sigmar’s Folly. 
  Plan B
  If the party has refused to accept Von Barbe’s 
  invitation, he does not simply give up. At some point 
  after Von Barbe has left the inn but before the party 
  retires for the night, a cry comes from just outside the 
  door to the inn, and a young man (Heinrich Weikal) 
  enters in a flurry. 
  “The boats! They’re stealin’ the boats!” he yells. He points 
  at the party members. “They’re stealin’ your boat! You’d 
  better hurry!” 
  Of course, if the party did not arrive by boat, it is 
  their horses that are being “stolen.” If they do not have 
  horses, Von Barbe will attempt the “damsel in distress” 
  trick, having Fran be “beaten” by Rutgar until the 
  party rushes outside. Almost any ruse the GM cares to 
  construct would work. 
  Once the party is outside, Von Barbe will order his 
  minions to attack, very put out that he did not get a 
  chance to indulge in his morbid dramatics. Other than 
  the change in location the fight will progress in more or 
  less the same fashion. 
  Sigmar’s Folly
  Sigmar’s Folly
  As the party approaches the Paradise, they see it is 
  decked out magnificently, and well-lit with attractive 
  paper lamps that blow back and forth gently in the 
  slight breeze. Comfortable chairs have been set out for 
  the party on the dock itself, and the whole starboard 
  side of the Paradise has opened to reveal a stage. 
  A young man (Heinrich, who reported the party’s 
  presence on the Divine Retribution, although they 
  won’t realize this) welcomes them and asks them to 
  be seated, providing them with wine and snacks of 
  tiny cheese squares and wafers (Von Barbe considered 
  poisoning the party at one point, but his flair for the 
  dramatic got the best of him). 
  No one else can be seen on the Paradise, as the 
  performers are all below decks waiting to go on. Soon, 
  Heinrich takes up his position to stage left and opens 
  a bulls-eye lantern so that a serviceable spot light 
  brightens the stage. 
  The party sees a magnificent bedchamber – a four-
  poster bed, a chair, and a table with some books, 
  papers, and writing instruments on it. A chest sits 
  next to the table. A backdrop behind the set features 
  a painting of a window looking out on the spires of 
  Altdorf. 
  At this point a disembodied voice rings out from 
  behind the scenes: “Ladies and Gentles, please make 
  yourselves comfortable for a tail of darkness and delight! 
  Von Barbe’s Players present for your edification and 
  amusement the story of Sigmar’s Folly.” 
  The GM may wish to gloss over or paraphrase the 
  action of the play, but those with a dramatic flair may 
  wish to actually “perform” it for their players as follows, 
  as Von Barbe cannot help but work the dialogue of the 
  play into a scathing diatribe against the players before 
  he launches his attack:  
  The action begins. Von Barbe, dressed as Sigmar, 
  enters from stage right, followed by his scribe (played 
  by Leopold Magnus – see”Von Barbe’s Players” on Page 
  10
  Masquerade of Horrors
  
  15). The scribe comically juggles ink bottles, a pen, and 
  a sharp letter-opener.
  Von Barbe walks to the window and gazes out over the 
  city. “Jocephus, my loyal scribe,” he declaims. “Look at 
  the progress we have made! I tell you, I have no doubt that 
  I have founded an Empire that will last for thousands of 
  years, one that will withstand the many lashings sure to be 
  brought upon it by the forces of Chaos in time to come.” 
  The scribe snickers, and continues to juggle as Sigmar 
  goes on. 
  “If only I had an Empress to stand by my side,” Sigmar 
  laments. “For a man without a woman is only half a man. 
  How I long for a woman to be the baldric in which I hang 
  my bugle,” he sighs. 
  The scribe looks at the audience and silently guffaws at 
  the innuendo. 
  “But alas,” continues Von Barbe as Sigmar, “I am 
  surrounded by a bevy of mindless courtesans. They are 
  pleasing to the eye, but I dream of a sturdy peasant woman 
  like my dear mother. A strong woman, who will rule beside 
  me, not under me.” 
  Again, the scribe guffaws. 
  “Scribe, take a letter,” says Sigmar, moving to the table. 
  His scribe sits, juggling the letter-opener and ink with 
  one hand while he writes with the other. 
  “To all my loyal subjects,” Sigmar begins. “The time has 
  come when I must secure the future of our Empire by 
  begetting an heir upon a woman who is worthy in my 
  eyes. I must now search high and low throughout this great 
  land, from the sturdy Teutogen girls of the north to the 
  sun-brown Brigundians in the southlands, for a woman 
  to be my bride and to rule over you all as Empress. But 
  alas, I fear no suitable woman shall ever be found. I ask 
  of you all, please help your beloved Emperor find a loving 
  hilt in which to rest his mighty hammer. Sincerely, Sigmar, 
  Emperor of everything, ruler of the heights and depths, et 
  cetera, et cetera.” 
  The scribe finishes the letter with a comic flourish, all 
  the while continuing to juggle. Sigmar says, “Now put 
  that letter with the rest of my missives and proclamations 
  and decrees and let it be distributed throughout the land!” 
  At this point, Sigmar stoops to pick up the chest that 
  is lying next to the table. Perceptive characters may 
  notice Von Barbe struggles a bit with the weight. The 
  scribe – still juggling with one hand – opens it, and a 
  Daemonette of Slaanesh leaps out, doing a full flip over 
  Sigmar’s head to land behind him. 
  Obviously, it is not a real Daemonette, but a woman in 
  a costume. An Easy (+20%) Perception test reveals that 
  it is, in fact, Fran Poppenbutel!
  “Look no further than me, Lord Sigmar!” the 
  Daemonette cries. “I will take you to the heights and 
  depths of pleasure!” 
  At this point in the performance, even party members 
  who are not in the least bit pious might begin to feel 
  uncomfortable – after all, this play borders on outright 
  blasphemy. 
  Von Barbe holds a warning hand up to the Daemonette 
  as the scribe, still juggling, backs away to the window in 
  mock fear. 
  “Stay away, foul spawn of Chaos!” says Sigmar. “Do you 
  not know that I am a man of the utmost integrity?” 
  “Indeed,” cackles the Daemonette. “I have heard it said 
  that you will become a god in ages hence! But what of 
  your progeny? Love me, and I will give you fine sons and 
  daughters!” 
  Sigmar stands firm. “I cannot!” he says. “For you are 
  from that nefarious pit to which all evil things eventually 
  descend; I cannot risk the future of my Empire by loving 
  such a foul creature as you! Be gone from my bed chamber, 
  or I shall be forced to hammer you harshly from now until 
  dawn!” 
  The Daemonette replies, “But my lord, am I not 
  pleasing?” 
  “Nay!” Sigmar yells. “You are a lie, and you travel with 
  11
  Masquerade of Horrors
  
  liars. You and all foul beasts like you would slay all good 
  men! You would even kill a weak and defenseless witch 
  hunter, would you not? Would you not kill such a man, 
  then loot him thoroughly?” 
  If the party has still not figured out something is not 
  well, they are not thinking. 
  Von Barbe continues, but he now turns to the audience. 
  “Would you not take whatever blood-stained treasure you 
  could find? Would you not seek to profit from it, instead of 
  handing it over to HE WHO TRULY DESERVES IT?” 
  At these words, Leopold Magnus throws the sharp 
  letter-opener at the PC closest to the stage. Unless 
  the party specifically said before this point that they 
  were setting up a defensive position or were expecting 
  trouble, Leopold gets a surprise attack, and so do the 
  rest of Von Barbe’s players. 
  The rest of the fight should be a real challenge to 
  the party. Von Barbe himself will stay at a distance, 
  using his spells to the best effect possible. Leopold 
  will continue to throw knives from range. Meanwhile, 
  Fran leaps from the stage and attacks the party hand-
  to-hand, while Rutgar Helstrom – who the party will 
  surely recall from the inn, if they met him earlier in the 
  guise of Fran’s “betrothed” - will attack from the shore 
  end of the docks, hollering like a bull elephant and 
  swinging a great axe. Heinrich, meanwhile, will also 
  attack with a sword, but will mostly just serve to get in 
  the way…
  If the party looks like they will win the fight too easily, 
  the GM can have some extra hands emerge from 
  below decks (use the Wrecker profile from the main 
  rulebook). 
  If the party looks like they might be defeated, the GM 
  may wish to take pity on them. One of Von Barbe’s 
  spells could “accidentally” backfire, or the GM can fudge 
  Leopold, Rutgar, or Fran’s attack rolls. 
  If the party is defeated, but the GM doesn’t want to kill 
  them off just yet, the townsfolk can be alerted once the 
  party has taken a few critical hits and is close to death, 
  and come blundering down the dock to see what is 
  amiss. If this happens, Von Barbe will attempt to seize 
  the Mask and get the Paradise out of there. 
  If the party fights wisely, they may well defeat their 
  opponents. Von Barbe himself will attempt to run 
  away, using one of his minions as a distraction or cover. 
  If he escapes, he will surely swear vengeance upon the 
  PCs, and may turn up again some time in the future. 
  Whether he is killed or not, it is unlikely he can escape 
  with the Paradise, in any event. 
  If the fight goes on for many rounds or is exceptionally 
  loud, the villagers will hear, and the village watchman 
  will arrive in d10 rounds. However, he will be totally 
  unwilling to interfere, knowing full well that he is out of 
  his element.
  Looting the Paradise
  In case any local authorities do give the party trouble 
  for the events on the docks, a quick search of the 
  Paradise will reveal that Von Barbe and his minions 
  were thoroughly steeped in the worship of Slaanesh. 
  If the GM does not wish to give his players the 
  opportunity to loot the Paradise, simply have the local 
  watchman and harbor master rush in to explain that 
  the property must be disposed of according to law. If 
  the characters decide to fight the whole village, that’s 
  their problem…Alternatively, the GM could decide 
  that a stray sword-swipe cut a vital line, and the whole 
  vessel begins to drift down the river. 
  If the party does get to explore the Paradise, (or even if 
  the fight spills into it) this is what they find: 
  Almost all of the space on the main deck has been 
  given over to the “stage.” Several multi-purpose pieces 
  of furniture, a small table and chair set, and several 
  boxes of various props (wooden swords, an hourglass, 
  an old skull, etc.) lie in a small room to stern of the 
  stage. A small fore-house holds what appears to be a 
  combination “green room” and make-up area; a mirror 
  hangs on one wall, and two bright lanterns are still lit in 
  this room when (and if) the party arrives here. Dozens 
  of make-up tins, brushes, wigs, and several trunks of 
  12
  Masquerade of Horrors
  
  clothes are here. The clothes are of course costumes, 
  and any PC who takes the time to search through 
  them will find an outfit for almost any occasion, past or 
  present. 
  Below deck, things get more sinister. 
  A large common area takes up most of the hold. There 
  are traditional boat-bunks along the sides, over-large 
  and screened off with curtains for as much privacy as 
  possible. In the center of the room is a pile of pillows 
  upon a well-worn but once-valuable rug from far 
  Cathay. The floor certainly looks comfortable, and 
  seems a suitable area for the indulgences inherent in 
  worship of Slaanesh. Beyond the central floor area is a 
  curtained doorway. 
  Within the individual bunks, the party will find what 
  personal items Von Barbe’s entourage possessed. The 
  GM is free to improvise here, based on the items listed 
  in their trappings (see “Von Barbe’s Players,” Page 
  15). It is likely that each of them would have collected 
  at least a few valuable items over the course of their 
  activities. Exactly what is up to the GM based on how 
  much loot he wants the party to have. 
  Beyond the curtained doorway lies Von Barbe’s inner 
  sanctum. Here, a blatant representation of Slaanesh 
  – a small statue – sits on the headboard of Von Barbe’s 
  feather bed, which is draped with valuable silks and 
  other fabrics. A wardrobe is affixed to the wall. Inside 
  are several suits of Best Craftsmanship clothing and a 
  small iron box. The box is locked with a standard lock, 
  and it can easily be broken open. Inside the box is a 
  spectacular mirror – clearly Von Barbe spent a great 
  deal of time gazing into it. It is encrusted with jewels of 
  various types, and is made of solid silver. Surely such a 
  treasure will bring a pretty penny from the right buyer! 
  Beyond Von Barbe’s room lie the fruits of the Von 
  Barbe Players’ foray into Chaotic piracy. Depending 
  on the nature of the overall campaign, these might 
  be valuable trade goods – silks, oils, spices, and the 
  like – or something more mundane, in the form of 
  supplies or basic staples. There should be at least 
  one truly rewarding item here – perhaps a golden 
  candelabra taken from some costly riverboat, or a rare 
  illuminated manuscript, or even a cask full of gold 
  crowns. Defeating Von Barbe and his fellow cultists 
  was probably not easy, and the party should be allowed 
  some tangible reward. 
  Beyond the Masquerade
  At the GM’s option, the story of the Mask need not 
  end here. After all, if the party is successful, they still 
  possess the Mask. Will they turn it over to religious 
  or secular authorities? Or will they keep it, and try to 
  profit from it, either by selling it or using it (if anyone 
  persists in using it, remember its negative side-effects!). 
  If Von Barbe lived, surely he will attempt to reclaim 
  the Mask at some later time, perhaps after having 
  recruited a new cast of minions. Von Barbe himself was 
  well-regarded within the underground community of 
  Slaanesh cultists; perhaps they will get wind of how he 
  died and pursue the PCs. 
  It is also possible that the silver mirror the party found 
  in Von Barbe’s boudoir is, in fact, yet another Artifact 
  of Slaanesh. Perhaps the tale of the Mask is merely the 
  first chapter in a much larger, and much darker story.  
  “MASQUERADE OF HORRORS”
  Is Dedicated to the “Children of Gonen”
  Kansas City, Missouri
  Written by Seann McAnally & Colin Campbell
  Playtesters: Andrea Ashmore, Ryan Ashmore, Desiree 
  Bilbrey, John Bilbrey, Teresa Biswell, Jason Cotterel, 
  Colin Campbell, Cole Cummings, Connor McAnally.
  Page border borrowed from the good folks at Black 
  Industries - thanks for resurrecting WFRP!  
  If you enjoyed our adventure please let us know by 
  writing seann.mcanally@gmail.com
  This is not an official WFRP Product.
  14
  Masquerade of Horrors
  
  Hermann Von Barbe
  Race: Human
  Career: Journeyman Wizard (Ex-Apprentice Wizard; Ex-Entertainer)
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel
  31 
  41 
  33 
  31 
  44 
  46 
  56 
  50
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP
  1 
  12 
  3 
  3 
  5 
  2 
  5 
  0
     Skills: Academic Knowledge (Magick); Animal Care; Charm 
  +10%; Common Knowledge (The Empire); Gossip +10%; Perception 
  +10%; Blather, Channeling +10%; Magical Sense; Performer (Actor); 
  Performer (Singer); Read/Write; Speak Arcane Language (Classical); 
  Speak Arcane Language (Magick)
     Talents: Mimic; Public Speaking; Aetheric Attunement, Petty Magic 
  (Arcane); Savvy; Arcane Lore (Shadow); Fast Hands; Meditation. 
     Armor: None
     Weapons: Dagger
     Trappings: Best Craftsmanship Clothes, 37 Crowns, fine jewelry, 
  theater make-up, pouch of various components, river boat (The Para-
  dise) and contents. 
  Leopold Magnus
  Race: Human
  Career: Outlaw (Ex-Rogue; Ex-Entertainer)  
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel
  41 
  47 
  34 
  32 
  45 
  33 
  30 
  32
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP
  2 
  15 
  3 
  3 
  4 
  0 
  0 
  0
     Skills: Swim; Blather; Charm +10%; Common Knowledge (The 
  Empire); Evaluate +10%; Perception +10%; Performer (Actor); Per-
  former (Juggler +10%); Search; Sleight of Hand 
     Talents: Quick Draw; Specialist Weapon Group (Throwing); Flee!; 
  Sixth Sense; Public Speaking
     Armor: Leather Jerkin (Head 0, Arms 0, Body 1; Legs 0)
     Weapons: Throwing Daggers (6)
     Trappings: Costume; Good Craftsmanship Clothes; 18 Crowns. 
  Fran Poppenbutel
  Race: Human
  Career: Thief (Ex-Entertainer) 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel
  35 
  41 
  27 
  34 
  51 
  35 
  32 
  54
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP
  1 
  15 
  2 
  3 
  4 
  0 
  2 
  0
     Skills: Animal Care; Charm +10%; Common Knowledge (The 
  Empire); Evaluate; Perception +10%; Performer (Acrobat); Performer 
  (Actor); Scale Sheer Surface +10%; Concealment; Disguise; Pick 
  Lock; Silent Move. 
     Talents: Lightning Reflexes; Quick Draw; Alley Cat; Trapfinder; 
  Contortionist.  
     Armor: Leather Jerkin (Head 0, Arms 0, Body 1; Legs 0)
     Weapons: Rapier
     Trappings: Costume; Good Craftsmanship Clothes; 12 Crowns; 
  Silver anklet.  
  Rutgar Helstrom
  Race: Human
  Career: Entertainer (Ex-Seaman) 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel
  50 
  34 
  47 
  32 
  35 
  21 
  29 
  38
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP
  2 
  15 
  4 
  3 
  4 
  0 
  2 
  0
     Skills: Common Knowledge (The Wasteland); Consume Alcohol; 
  Dodge Blow; Row; Sail; Swim; Charm; Gossip; Perception; Performer 
  (Actor); Charm Animal. 
     Talents: Street Fighting; Seasoned Traveler; Strike Mighty Blow; 
  Public Speaking; Wrestling  
     Armor: Leather Jerkin (Head 0, Arms 0, Body 1; Legs 0)
     Weapons: Hand Weapon (Axe)
     Trappings: Costume; Poor Craftsmanship Clothes; 2 Crowns; Furry 
  hat. 
  Heinrich Weikal
  Race: Human
  Career: Entertainer 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel
  32 
  35 
  27 
  31 
  45 
  30 
  35 
  28
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP
  1 
  12 
  2 
  3 
  4 
  0 
  5 
  0
     Skills: Swim; Charm; Common Knowledge (The Empire); Gossip; 
  Perception; Performer (Clown); Performer (Dancer); Mimic; Wres-
  tling 
     Talents: Street Fighting; Seasoned Traveler; Strike Mighty Blow; 
  Public Speaking; Wrestling  
     Armor: None
     Weapons: Hand Weapon (Sword)
     Trappings: Poor Quality Clothes. 
  Captain Sigmund Spule of the Happy Traveler
  If the party needs a ready-made boat ride, Captain Sigmund Spule is 
  always happy to provide room for travelers who need it. Captain Spule 
  is not the most successful river boat captain on the Reik, but he’s an 
  agreeable, affable fellow who is happy to cater to the party’s demands. 
  There is nothing particularly noteworthy about either Captain Spule 
  or the Happy Traveler – if stats become necessary, simply use the 
  Wrecker stats on Page 235 of the Warhammer Fantasy Roleplay rule-
  book.  
  Von Barbe’s Players
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/Masquerade of horrors.pdf