TEXT: Warhammer Fantasy Roleplay 
   
      A Portrait of a Grail Damsel 
   
  1 
  CONTENTS 
  Introduction – 
   
  2 
  Synopsis -  
   
   
  2 
  The Grail Damsel –   
  2 
  The Artists of Tzeentch – 
  3 
  The Pigment Creatures - 
  3 
  Little Village of Parfait - 
  3 
   
  Starting the Adventure – 
  3 
  The Black Dahlias – 
   
  3 
  The Plein Air Bar Room – 
  4 
  Investigating the Murder – 
  5 
  Ctangus Baitaxe – 
   
  5 
  Investigating the Corpse – 
  5 
  NPC Reactions – 
   
  5 
  PC Possible Conclusions – 
  6 
  Grail Chapel –  
   
  7 
  Tombs of the Grail Knight –  7 
  Pigments of Tzeentch - 
  8 
   
  The Cells – 
   
   
  9 
   
  Parfait Events – 
   
   
  10 
  Event One: The Village Elder – 
  10 
  Event Two: The Questing Knight – 10 
  Event Three: The Nobleman – 
  11 
  Event Four: The Next Victim – 
  12 
  Event Five: The Damsel Speaks – 
  13 
  Event Six: Burning the Damsel – 
  14 
  Event Seven: Art Attack! – 
   
  14 
  Event Eight: The Knights of Parravon - 
  15 
   
  Conclusion –  
   
  16 
   
  Experience Points –  
  16 
   
  NPC Profiles – 
   
  16 
  The Artists of Tzeentch – 
  16 
  Pigment Creatures –  
  18 
  Visitors to Parfait – 
   
  19 
  Villagers of Parfait –  
  21 
  Knights of Parravon –  
  21 
  In the Tombs of the Grail Knight – 
  22 
   
  MAPS 
  Map One: Parfait Village - 
   
  23 
  Map Two: The Plein Air Tavern - 
  24 
   
  Map Four: Tombs of the Grail Knight -  25 
   
   
   
   
   
   
   
   
   
   
  Written and 
  Written and 
  Written and 
  Written and 
  illustrated by 
  illustrated by 
  illustrated by 
  illustrated by 
  Andrew Jackson
  Andrew Jackson
  Andrew Jackson
  Andrew Jackson    
  and Ather World
  and Ather World
  and Ather World
  and Ather World    
  
  Warhammer Fantasy Roleplay 
   
      A Portrait of a Grail Damsel 
   
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  INTRODUCTION 
  A Portrait of a Grail Damsel is a short scenario that 
  takes place in a small village that can be set 
  anywhere in Bretonnia. The scenario can take 
  place at any time during a campaign or just as a 
  one-off adventure.   
   
  The scenario is suitable for characters in their 
  second careers; you are free to make any 
  adjustments to suit your gaming group. It is also 
  designed to be non-linear and to make sure that 
  the actions of the players do matter. If the PCs do 
  not intervene or make the wrong move then there 
  will be serious consequences for the unfortunate 
  locals of Parfait. 
   
  SYNOPSIS 
  Portrait of a Grail Damsel surrounds the 
  controversy between an obsessed noble, a small 
  group of travelling Artists, a lonely Tilean artist 
  and a Questing Knight over an oil painting of a 
  Grail Damsel, which is currently being displayed 
  inside a tavern in a little village called Parfait.  
   
  Upon arrival, the player characters encounter a 
  dead Dwarf below the sign of the village’s tavern, 
  The Plein Air. The inhabitants in the tavern bar 
  room are unaware that a murder had just 
  occurred.  
   
  Following this murder during the adventure will 
  be more events that draw attention to the Grail 
  Damsel painting where several characters are 
  trying to get their hands on it for various reasons.  
   
  The Questing Knight, Sir Rand of Lyonesse will 
  confiscate the painting, thinking it will provide 
  him a clue to the whereabouts of the grail. 
   
  Lord Michel de Grosse, the nobleman and one of 
  the recent clients of the Artists is trying to get his 
  hands on the Grail Maiden painting to satisfy his 
  own obsessive behaviour.   
   
  But for all these attempts to claim the beautiful 
  Grail Damsel portrait, there is a very sinister plot 
  being brewed by the Travelling Artists, secretly 
  known as the Artists of Tzeentch, led by Pablo 
  Rousseau. The cultists have created a chaotic 
  pigment that could make an image within a 
  painting come alive and even step out to appear 
  as a fully-fleshed out individual – they refer to 
  these animated beings as ‘Pigment Creatures’. 
  The Artist’s plan is to replace each individual in 
  Parfait one by one with a ‘Pigment 
  Doppelganger’ and each Doppelganger is 
  controlled via a ritual, summoned by the heavily 
  mutated cult member, Drone, who is hiding 
  below the Grail Chapel in the secret tombs.  
   
  Most of the paintings the Artist’s created are 
  hung inside the Plein Air Tavern (the Artists even 
  did a tavern sign). Some of the inhabitants also 
  possess one of the Artist’s paintings in their 
  homes, which Drone is very keen to ‘awaken’ at 
  any time. 
   
  Soon the player characters will unfold a rather 
  tragic tale behind the Grail Maiden’s beautiful 
  smile when they find Viggo Crevelli, the Tilean 
  Artist, imprisoned in a dungeon below the Grail 
  Chapel. Viggo had sent his travelling companion, 
  Pez, to deliver a message to Parravon to warn the 
  knights of the whereabouts of the Grail Damsel 
  painting. The knights have long wished to arrest 
  Viggo because of his suspected ‘relationship’ 
  with the real Damsel whom the portrait portrays.  
   
  THE GRAIL DAMSEL 
  As mentioned above and unlike all the other 
  paintings the Artists had made, the Portrait of a 
  Grail Damsel wasn’t even ‘painted’ at all. The 
  image itself was the result of a real Grail Damsel, 
  who was pushed by Kurt and chaotically 
  absorbed into a canvas congealed with the Artists 
  of Tzeentch’s special pigment. Pablo Rousseau 
  added the ‘finishing touches’ to the picture by 
  manipulating her lips to form a smile before the 
  mutated picture had fully dried.  
   
  The Artists discovered that Viggo Crevelli had a 
  secret relationship with the Damsel. Viggo tried 
  to eliminate the cult’s sinister plan, but he was 
  thrown into the Grail tomb cells, whilst the 
  Artists proudly allowed the Grail Damsel picture 
  to be displayed above the fireplace at the Plein 
  Air Tavern.  
   
  When the Questing Knight, Rand arrives and 
  claims that the portrait had blinked at him – 
  making him believe that she will lead him to the 
  grail – the Artists will then get very nervous and 
  
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  will try to make plans to destroy the painting to 
  keep their cult a secret. 
   
  Its important to note that the Grail Damsel can 
  never become a Pigment Doppelganger because 
  of the way the painting was formed. Some kind 
  of powerful and mysterious energy is preventing 
  the mutant Drone from doing so. 
   
  THE ARTISTS OF TZEENTCH 
  The Artists of Tzeentch are Pablo Rousseau, Kurt 
  ‘Handsome’ Entraineur, Sanfordar Goldenhair 
  and Drone. Being in Bretonnia, none of the cult 
  members will expose themselves as spellcasters, 
  let alone the fact they’re part of the Tzeentch cult. 
   
  During the adventure, Pablo and Kurt are 
  offering to paint portraits of each of the villagers 
  and will even ask the PCs if they can produce 
  preliminary sketches of them. Then they secretly 
  take their sketches to the Tombs below the Grail 
  Chapel during the night to start using the 
  pigments of Tzeentch that will allow the images 
  to animate out of the frame once Drone performs 
  the ritual. 
  At the start of the scenario, Drone controls the 
  Pigment Doppelgangers of Viggo Crevelli and 
  Eleanor Entendre from under the chapel and he 
  remains there until the PCs discover him. 
  Sanfordar Goldenhair is being a lookout to warn 
  the other artists of any potential threat; he prefers 
  not to show his own artistic gifts in Parfait and 
  being an elf gives him the advantage that no one 
  would suspect him of accompanying group of 
  humans. Obviously he seems keen to get rid of 
  the dwarf, Ctangus.  
   
  THE PIGMENT CREATURES 
  (See Page 18) 
  As mentioned in the Profiles section, there are 
  different types of Pigment Creature – but the 
  type preferred by the Artists in their efforts to 
  ‘replace’ each inhabitant are referred to as the 
  Pigment Doppelgangers – clones of each 
  individual made from the chaotic pigment 
  they’ve created. The real Eleanor Entendre is 
  already dead and her corpse can be found in one 
  of the rooms of the tombs. The real Viggo Crevelli 
  is alive and imprisoned. Since the PCs have never 
  met these characters before, they wouldn’t really 
  bat an eyelid when they meet those particular 
  Pigment Doppelgangers for the first time. The 
  resemblances are almost uncanny; it’s just that 
  Drone needs to provide the speech and actions of 
  each one that becomes animated.   
   
  During the adventure, the Artists next victim will 
  be the Village Elder, Dickie, who has a painting 
  of a Brionne seascape in his own home, which 
  Drone is more than happy to bring to life any 
  moment to commit another murder! 
   
  LITTLE VILLAGE OF PARFAIT  
  (Map 1) 
  When the characters arrive at Parfait, they will 
  notice that it is perhaps the most backwards place 
  in Bretonnia they might have visited. The farm 
  gates are constantly open, letting out the 
  occasional goat and chicken to wander the 
  villages thick, soggy mud paths.   
  As well as the usual filthy hovels and stone 
  housing (although the peasants do try their best 
  to look a little noble-ish), there is an abandoned 
  Grail Chapel that is in need of rebuilding. One 
  thing about this Grail Chapel is that it doesn’t 
  even face southeast towards Athel Loren and no-
  body even remembers the Grail Knight’s history 
  to which this Chapel is dedicated.  
  Le Breton must be turning in his grave.  
   
  STARTING THE ADVENTURE 
  The PCs reach Parfait at about 10 o’ Clock in the 
  evening. Their attention is naturally drawn 
  towards the Plein Air Tavern, which at this time 
  is the only lively and well-lit place, accompanied 
  by the usual merry making sounds of drunken 
  song and mindless profanity of its locals. Lying 
  outside the tavern near the closed entrance door 
  and under the Tavern sign that has snapped one 
  of its hanging chains is a dwarf. At first the 
  characters assume he is drunk until they 
  approach the tavern. At this point they realise 
  that the dwarf’s neck has been twisted very badly 
  and his eyes have almost bulged out of their 
  sockets. This is very clearly a murder. 
   
  The Black Dahlias 
  The Tavern sign has a picture of a gorgeous open 
  Bretonnian landscape, sunny skies and multi-
  coloured Dahlias in the foreground.  
  
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  If the PCs investigate the corpse, they will find 
  that a lot of pressure has been applied around his 
  neck, almost cutting it. The player characters 
  could assume that the killer must have used a 
  rope to throw over the sign and to hoist the 
  dwarf making him hang, but clever PCs would 
  consider that the tavern is too busy for the killer 
  to perform such a murder at this time. 
   
  What really happened was that the dahlias in the 
  tavern sign had animated out from its painting 
  and entangled the dwarf’s fat neck, lifting him 
  upwards in a tight strong grip and squeezed the 
  life out of him. One of the tavern sign’s chains, 
  snapped due to the dwarf’s weight. The PC’s 
  arrived at the scene, minutes after the animated 
  pigment dahlias released the dead dwarf. 
   
  THE PLEIN AIR BAR ROOM 
  (Map 2) 
  Redemund Entendre owns the Plein Air tavern. 
  The bar room has filthy unpolished furniture, but 
  bringing life and colour to the bar room are the 
  many paintings which Redemund has hung up in 
  exchange for bed and food for the travelling 
  artists. Paintings of beautiful landscapes like the 
  one on the tavern sign and also portraits of some 
  of the village’s common locals are dotted around 
  the barroom.  
   
  Catching the PCs eye above a fireplace, a Portrait 
  of a beautiful blonde lady in a white dress, edged 
  with fleur de lis patterns, brings a real dominant 
  presence to the room – Bretonnian characters will 
  instantly recognise this lady as one of the 
  mysterious Grail Damsels.  
   
  Redemund is very pleased that the paintings, 
  especially the Grail Damsel portrait, have 
  brought plenty of attention from the locals. He is 
  even more pleased that his wife, Eleanor, has 
  agreed to cover up the portrait of herself with a 
  cloth, but Redemund is a bit downtrodden that 
  he will start to lose costumers because his wife 
  had hung two pictures of undead creatures 
  known as ‘knockers’ (see Knights of the Grail, page 
  80) near the bar – he would say that “the pictures 
  of the knockers belonging to my wife are simply 
  distasteful for my tavern”, he has never quite 
  worked out why guests have found the remark so 
  amusing.   
   
  There is enough accommodation available for the 
  PCs if they require it, more likely they will stay at 
  the tavern for the night (the events that follow 
  will waken them). The only other characters who 
  have accommodation at the Plein Air are Pablo, 
  Kurt, Sanfordar and Ctangus Baitaxe.  
   
  As for beverages, Redemund regrets that he only 
  serves cheap ale and of course their special wine 
  – mainly consisting of squeezed lemon and thin 
  urine – not that visitors would know any 
  different in Bretonnia, apart from the fact that it 
  looks overly frothy to be wine. A successful 
  Toughness Test must be made to avoid throwing 
  up the next day if anyone desires to consume the 
  wine, costing an extortionate 12sp.  
   
  When the characters enter the tavern, they will 
  see the following inhabitants:  
   
  • 
  An elf sat at a table near one of the 
  windows is admiring himself very 
  artistically upon the reflection from a 
  shiny dagger, taking care to perfect a 
  single strand of hair loose from his head, 
  he will glare at any dwarf PC for a 
  moment before returning his gaze back to 
  his reflection. (This is Sanfordar 
  Goldenhair). 
   
  • 
  A rough, dark, but brightly dressed 
  handsome man is admiring the Grail 
  Damsel painting. (This is the Viggo 
  Crevelli Portrait Doppelganger; the real 
  Viggo is imprisoned below the Grail 
  Chapel). 
   
  • 
  A bald-headed man (Pablo Rousseau) and 
  an stern looking man (“Handsome” Kurt 
  Entraineur) are both sat in their stools, 
  using charcoal onto paper, making swift 
  sketches of three drunken farmers posing 
  comically in front of them (Ferragus, Nik-
  Nik and Troie).  
   
  • 
  The landlord behind the bar is 
  Redemund, along with his wife Eleanor 
  (his wife is also a Portrait Doppelganger). 
   
  
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  • 
  Two very pretty petit blonde 
  maidservants, Mindi Bonsevere and 
  Clarice Lefevre.  
   
  • 
  There are six more locals in the Plein Air 
  Tavern, feel free to invent names and 
  characters from them. 
   
   
  INVESTIGATING THE MURDER 
  You may run this event how you wish, the NPC 
  Reactions below are basic guidelines to how they 
  will react to the PCs questioning. Improvise any 
  details if possible as some NPCs are either liars or 
  that they just don’t know Ctangus that well 
  enough to give any useful information.  
   
  CTANGUS BAITAXE 
  Ctangus Baitaxe came to Bretonnia after leaving 
  Karak Norn, his home city. His reasons were to 
  travel to Lyonesse to catch up with an old friend. 
  Passing through Parfait on his journey back 
  home, he had made many new friends, especially 
  Redemund and the village elder of Parfait, 
  Dickie. But since the arrival of the Artists, 
  Ctangus was often suspicious of them, but worst 
  of all he was taken to boiling point by the 
  irritating elf, Sanfordar Goldenhair, who 
  continuously mocked him for being a dwarf.  
  At best, Ctangus had a very controlled attitude 
  for a dwarf, if only not to disappoint Redemund 
  within the tavern.  
  Before the PCs arrived at Parfait, Ctangus was 
  looking forward to speaking with the Artists, 
  Pablo and Kurt, and their wonderful paintings, 
  but left the tavern to prevent himself from 
  causing a bar room brawl as Sanfordar kept on 
  hurling verbal abuse. When the dwarf slammed 
  the front door behind him, he walked straight 
  into the trap that was waiting, creeping from the 
  tavern sign… 
   
  INVESTIGATING THE CORPSE 
  Ctangus was clearly strangled, but if the PCs 
  wish to search his corpse for any further clues, a 
  Perception check will reveal that there seems to 
  be faint multi-coloured markings around his 
  neck. These are smudges of paint, which the 
  creeping animated Dahlias had left. You don’t 
  have to reveal this to the PCs unless they 
  investigate the marks thoroughly. If they suspect 
  it of being paint, then the Artists are very likely to 
  be questioned. 
   
  NPC REACTIONS 
  Below are some guidelines for different NPCs 
  should the PCs start to interrogate them over the 
  murder. 
   
  The Artists Pablo and Kurt: Although their 
  motives are to try and wipe out the whole village 
  by allowing the Pigment Creatures to perform the 
  killings, Kurt and Pablo certainly did not plan the 
  death of this dwarf, nor would they have any 
  other reason for making him the next victim. 
  Because of this, they will not have any useful 
  clues to give to the PCs if questioned. If the 
  Artists notice that the sign they had painted for 
  Redemund outside is hanging loose, then they 
  will definitely realise that this was Drone’s action 
  for animating the image of the dahlias to strangle 
  the dwarf. Pablo offered Redemund the sign as a 
  kind gesture of the village’s welcome (other 
  villages have not been so kind to the Artists due 
  to their ‘foreign art’).  
  The PCs could question the Artists whether they 
  know of another artist around in Parfait that 
  could be responsible (if they judge by the 
  colourful markings around Ctangus’s neck), 
  Pablo and Kurt may deny that they know any 
  other artist in Parfait. If they need to, they could 
  always rely on the Viggo Doppelganger to act as 
  the ‘culprit’ of the murder to try and divert the 
  PCs away from them. 
   
  Sanfordar Goldenhair: Sanfordar was the reason 
  why this dwarf had died. Sanfordar wishes every 
  dwarf he had ever met would just die: This is 
  more than just simple animosity – it is his own 
  dark psychological urge to see the mass genocide 
  of the dwarves as he considers them to be “not 
  perfect”. As the locals are aware, Sanfordar had 
  been insulting the dwarf, Ctangus, far too much. 
  Ctangus at one point threatened to kill Sanfordar 
  for his cruel remarks if he ever did it again.  
  Luckily for Sanfordar, he could not be accused as 
  an actual suspect as a murderer because he had 
  been inside the tavern sitting at the table after 
  Ctangus had left. This will not stop some of the 
  locals to consider Sanfordar as an accessory to the 
  murder (which he is). Sanfordar had access to 
  
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  1. “I reckon it be that elf over there! 
  Sissy creatures the lot of them! They 
  ‘ave the power to kill at a distance 
  them elves, without even looking at 
  their victims”. (Partly true – but they 
  wouldn’t say this if any elf is nearby) 
   
  2. “Ctangus once told us he had many 
  enemies – some even followed him to 
  Bretonnia!” (True – but has no 
  relevance to his murder) 
   
  3. “Why Redemund allowed that 
  painting of that Damsel above the 
  fireplace is beyond me – that sort of 
  thing is illegal in most places in 
  Bretonnia!” (True) 
   
  4. “Elder Dickie, was never keen on 
  foreigners. That’s why he hasn’t 
  come out of his hovel all this time. I 
  fear Pablo and Kurt could be the 
  next victims of the killer as they 
  don’t belong in Parfait!” (False)  
   
  5. “Might have been my imagination – 
  but weeks ago, in the middle of the 
  night, I saw a weird looking thing 
  with many arms and no legs, but was 
  floating about!  Several men in robes 
  accompanied him  - I did not see who 
  they were or why they were there.  I 
  had to sleep quick!” (True – this local 
  witnessed the Artists arrival, 
  Drone through the Viggo Crevelli Pigment 
  Doppelganger and asked to make Ctangus the 
  next victim if he happens to walk under that 
  tavern sign. 
   
  Redemund Entendre: Redemund will be very 
  shocked to hear that Ctangus is dead and 
  demands to see his corpse. When he sees 
  Ctangus, he will fall to his knees and weep. 
  Ctangus was one of his favourite customers who 
  always had a tale to tell. Redemund struggles to 
  understand why anyone would want to kill him. 
  He has absolutely no idea who would have done 
  this. 
   
  The Viggo Crevelli Doppelganger: Drone 
  impersonates the artist quite well since he is 
  stuck under the chapel with the real one. 
  Through this pigment doppelganger, Drone had 
  planned Ctangus’s death with Sanfordar without 
  Pablo and Kurt knowing.  
  If the Viggo Doppelganger is questioned, it will 
  speak in a very deep Tilean accent and will claim 
  that it knows nothing at all about Ctangus, nor 
  would know anything about who might have 
  committed the murder. He would certainly 
  defend the Artists if the PCs get too close to the 
  truth. 
   
  The Eleanor Entendre Doppelganger: Drone also 
  is controlling this being (since he has extra limbs 
  and mouths to move more than one during the 
  ritual). Eleanor would not say much, but might 
  repeat anything to the PCs Redemund had 
  already said. If the PCs are getting too far to the 
  truth, then Drone will not hesitate to use her as a 
  decoy by making her admit that she did the 
  killing. But even this would not convince most 
  people since she has been inside the bar for most 
  of the evening, serving the customers (with often 
  the wrong drinks). 
   
  Maidservants: Mindi Bonsevere and Clarice 
  Lefevre know Ctangus quite well. They will point 
  out that the elf, Sanfordar Goldenhair, had done 
  nothing but insult him every-time he speaks to 
  them, which proves that Sanfordar does get 
  jealous.  
   
  The locals: Some of these individuals have been 
  good drinking partners with Ctangus, they are 
  far too drunk to give the PCs any decent clues, 
  but they do have some rumours to spit out: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PC POSSIBLE CONCLUSIONS 
  During this event, the player characters could 
  draw out many different conclusions to 
  Ctangus’s murder. As GM, you should ensure 
  that the PCs attention is diverted away from the 
  Artists earlier on for more interesting events to 
  come. 
   
  It is possible that the PCs could try to see if the 
  assassin could be hiding anywhere or even 
  nearby Parfait – in which case let them and 
  improvise any details you see fit. 
   
  
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  GRAIL CHAPEL 
   
   
  Many years ago, the Grail Chapel was once 
  commissioned by a Grail Knight called Sir Jean-
  Lire of Bordeleaux, to be built after he had drank 
  from the Grail in this very spot the same year he 
  defeated his opponent, but has now been long 
  abandoned and its history was never known by 
  the locals. What remains of the chapel are broken 
  stained glass windows of the Lady of the Lake, 
  torn down tapestries, parts of the wall have 
  crumbled very badly and perhaps more insulting 
  to Bretonnia herself, the chapel does not face 
  south-east towards Athel Loren. The locals are 
  uncertain of the safety inside the chapel, but the 
  Artists tried to use it as a hiding place when they 
  first arrived before they presented themselves to 
  the inhabitants of Parfait. Drone was kept 
  concealed inside their cart (which is now left near 
  Farmer Waldon’s home) until the time was right 
  for him to move into the tombs. They discovered 
  a trapdoor leading down into the old tombs of 
  the Grail Knight. 
   
  TOMB OF THE GRAIL KNIGHT 
  (Map 4) 
  1. Entrance chamber 
  The stepladder from the Grail Chapel descends 
  down to this place (ladder is indicated). The 
  chamber has six niches (marked as * on the map) 
  where each has a statue of a Knight clutching a 
  broad sword by the handle with the blade at their 
  feet. The statues curve slightly upwards where all 
  their heads join to form a domed roof. There is 
  nothing of value in this chamber. 
   
  2. Corpse Chamber 
  This is the chamber where the Grail Knight 
  had buried his opponent, the ‘Dark Knight’ as 
  a gesture of honour. The corpse of Eleanor 
  has been slumped inside. Her jaw is hanging 
  loose and thick lumps of paint drops off her 
  mouth (the Eleanor Portrait Doppelganger 
  had choked her by moulding her arm straight 
  down her throat). 
   
  3. Resting place of Knight’s Horse 
  A large stone coffin contains the remains of 
  the Grail Knight’s trusty steed, Caressetour, 
  along with the armour it had once worn.  
   
  4. Resting place of the Grail Knight 
  Sir Jean-Lire himself, whom this tomb and 
  indeed the Grail Chapel is dedicated to, has 
  been placed in a large, decorated coffin in this 
  chamber. The coffin cannot be opened as the 
  bottom of the stone box is sunk under the 
  ground. If the PCs manage to have a way of 
  smashing it open, you may allow them to do 
  so. Inside, as well as Jean-Lire’s corpse, there 
  is his full plated armour and Great sword still 
  in good condition.  
   
  5. Mural Chamber 
  The legend of the Grail Knight to which his 
  followers have keenly desired to immortalise 
  him have produced a beautiful mosaic of the 
  Knight’s exploits and adventures, including 
  the actual story of how the knight achieved 
  the quest by the Lady to get the grail in which 
  he faces a foe, which isn’t the Green Knight as 
  in the tradition of most Grail seekers – but the 
  Dark Knight of Parravon.  
   
  When the PC’s near this chamber they begin 
  to hear a horrid grunting nearby. Drone, the 
  heavily mutated spawn, is currently under a 
  state of meditation as he is controlling the 
  animated portraits. If the PC’s had made any 
  noise or if the Artists in the village spotted 
  
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  ANIMATE PAINTS OF TZEENTCH 
   
  Type: Chaos (Tzeentch). 
  Arcane Language: Daemonic  
  Magic: 2 
  XP: 200 
  Ingredients: The Pigments of Tzeentch (see 
  above) must be used as the medium to 
  produce a picture upon a canvas of the 
  required subject.  
  Conditions: The ritual must be cast within 
  half a mile of a painting(s) that have been 
  produced by the Pigments of Tzeentch, to 
  animate them. 
  Consequences: If you fail the casting roll, 
  then the painting will not animate. If you 
  fail it by more than 5 points, the pigments 
  will immediately moisten and begin to drip 
  down the canvas, ruining the image 
  permanently.   
  Casting Number: 14 
  Casting Time: 4 hours 
  Description: For the duration of the ritual 
  after the casting time, as long as those 
  involved in the ritual remain chanting, the 
  subject in the portrait will begin to step out 
  of the frame to become a Pigment Creature. 
  Only one person can control one Pigment 
  Creature, unless you’re a mutant like Drone 
  who has plenty of limbs; landscape art 
  requires no actual ‘limbs’ to control. If the 
  ritual is interrupted at anytime, then the 
  Pigment Creatures will fall into a heap of 
  mucky paint, making the casters the 
  vulnerable part of the Pigment Creatures. 
  At anytime, the caster will allow the 
  Pigment Creature to absorb itself back into 
  its frame in order to maintain itself. 
  them entering the dungeons, the Drone will 
  be warned and will lay an ambush for them. 
   
  6. Minstrels Tomb 
  An honoured Grail Knight is never complete 
  without his minstrels and servants who carry 
  the tales of his adventures. These companions 
  have been buried in shallow and exposed 
  graves in this naturally made room. Bones 
  and scraps of clothing are littered everywhere 
  The Artists have used this room as a store 
  room for eleven stretched canvases over 
  wooden frames, 54 paint brushes, 24 cloths 
  stained with the pigment, 3 empty jars, 2 
  mixing boards stained with the pigment and 
  of course, stored in powdered form inside 
  some jars are the secret of their success: The 
  Pigments of Tzeentch. 
   
  PIGMENTS OF TZEENTCH 
  The first step in the process of creating Pigment 
  Doppelgangers of specific images whether 
  they’re portraits or flowers (like in the Plein Air 
  tavern sign for example) or anything, the 
  pigments must be made to a standard, which can 
  react to the ritual when performed.  When the 
  PCs find the powdered pigments, they will notice 
  that there are three jars of each of the eight 
  different colours: White, Blue, Yellow, Green, 
  Brown, Red, Grey and Purple. Clever players or a 
  successful Intelligence Test (+20 for spellcasters) 
  will realise that those colours are in fact the same 
  as the colour of magic - for this is colour magic in 
  its powdered form. 
   
  The pigments are safe to touch in their powdered 
  form until moistened by oil or water, in which 
  case it will become a hazard as Drone had found 
  to his cost. When Pablo, Sanfordar and Kurt use 
  these paints, they always make sure they paint at 
  a certain distance, with rough clothing and 
  gloved hands to ensure that the pigments do not 
  touch them. Unfortunately for Kurt, he has had a 
  few spurts of the paint unknowingly and has 
  given him a mutation that has made his own 
  insides way too smelly, especially when he cuts 
  himself (see Kurt’s profile). Sanfordar has also 
  been affected and has driven him insane. 
  The pigments had taken many years to create 
  successfully because of the different ingredients 
  they had to obtain. One such ingredient to ensure 
  that they get the correct colours is the sacrificial 
  ritual of spellcasters intoned with a particular 
  colour of magic, this was definitely the toughest 
  and longest part of the job.  Characters with 
  Magical Sense Talent will sense very powerful 
  magic coming from the jars of powdered 
  pigment. Characters who touch the pigments of 
  Tzeentch in their wet form have the same effect 
  as touching warpstone (without attracting 
  Skaven pests). The character must make a 
  Toughness with a modifier depending on how 
  much of the pigment they’ve touched. If failed, 
  then the character gains a Chaos Mutation. 
   
  
  Warhammer Fantasy Roleplay 
   
      A Portrait of a Grail Damsel 
   
  9 
  THE CELLS 
  When the Grail Knight built the tombs, he 
  imprisoned the defeated Dark Knight’s servants 
  in the cells as a punishment. However, what is 
  left of those beings is very evident from a 
  particular painting bought by Eleanor Entendre. 
  The cells are the darkest areas of the tombs and 
  require a light source or Night Vision to see. All 
  the cell doors are locked and Drone has kept the 
  keys close by to open them, although Pick Lock 
  skill will work as normal. 
    
  a. When the PCs enter this cell with no light 
  source, they will begin to notice some movement 
  and grunting noises coming from cell b. 
   
  b. When the PCs illuminate this cell enough or 
  with their night vision, they will see a group of 
  eleven ghastly undead creatures. These are the 
  Knockers (see Knights of the Grail, page 80. A 
  profile is included in page 21 of this scenario). 
  The cells are too well structured for any of these 
  creatures to even think of collapsing them. 
  However, if allowed to walk into Room 5, they 
  may be very tempted to collapse the pillar work, 
  causing a cave-in with a mild earthquake in the 
  village centre above. 
   
  c. This cell contains nine more knockers. 
   
  d. Curled into the farthest bottom-left corner and 
  keeping still to avoid attention from the undead 
  creatures is the real Viggo Crevelli. He will be 
  startled by the PCs when they open the door to 
  his cell or if they make a noise nearby. When the 
  PCs mention that they are not with the Artists, 
  then Viggo will be calm. When the PCs start to 
  speak to Viggo, here are some useful guidelines 
  as to what they might say: 
   
  Why have you been put inside this cell?  
  “Those cursed Artist’s locked me inside. My 
  beloved lady was sucked into one of their 
  paintings after that idiot Kurt pushed her! I tried 
  to warn the authorities back in Parravon about 
  their chaotic plans, but the Artist’s stopped me 
  before I got a chance. So I sent my only friend, 
  Pez, to deliver a message to Parravon. Soon the 
  Knights will come! 
   
  You had a relationship with a Grail Damsel? 
   Viggo suddenly becomes very worried by any 
  mention of this, “Well…er… is it not common for 
  a man such as myself to come to a Damsels 
  rescue, no?” 
   
  Rescue? 
  “She had been kidnapped by the evil Artists. 
  They wanted to burn her and grind her ashes to 
  create those dreadful pigments that turn people 
  into monsters!”  
   
  The Knights are on their way? 
  “I hope so, but this does mean that I too must 
  give myself to the law of the land.” 
   
  Have you ever considered she might be a false 
  Damsel? 
  “A false Damsel? Don’t you dare insult her!!!”  
  Viggo will refuse to speak to the PC long after 
  this. 
   
  Do you know Lord Michel de Grosse? 
  “Yes I do, I have done many paintings for Lord 
  Grosse. He was the only one, apart from the evil 
  artists, who knew of my relationship with 
  beautiful Damsel. I knew there was envy in his 
  eye, which made us both nervous of him. We 
  kept our distance from Lord Grosse ever since” 
   
  So what’s to be done with the Damsel? 
  “I cannot say, but I fear that little can be done for 
  her. The message I wrote to the Knights of 
  Parravon said that under no circumstances 
  should the portrait be destroyed! If the Knight’s 
  value Bretonnia’s Damsels, then they must take 
  her to the forests where she came from... in 
  desperate hope that the mysterious beings within 
  can do something to help her! But for now, we 
  must ensure that we stop those evil spellcasting 
  Artists before they absorb the whole of Parfait, 
  who knows what they plan to do afterwards!” 
   
   
   
   
   
   
   
  
  Warhammer Fantasy Roleplay 
   
      A Portrait of a Grail Damsel 
   
  10 
  PARFAIT EVENTS 
   
  As the player characters are investigating the 
  murder of Ctangus Baitaxe, you may present 
  these events as follows during any time at the 
  desired pace of your gaming session. 
   
  The Artists of Tzeentch’s vital weak spot is 
  obviously Drone. Even if the Artists are found 
  out and killed, Drone will try to continue the plan 
  as best as he can, using the Pigment Creatures to 
  distract or to even ambush the PCs if he realises 
  they are getting too close to the truth. Especially 
  when they manage to discover the secret ladder 
  leading down into the tombs. 
   
  EVENT ONE: 
  THE VILLAGE ELDER 
   
  Because the PCs have entered the Plein Air 
  Tavern a few minutes after Ctangus left the place, 
  the inhabitants may accuse the PCs of committing 
  the murder. If there is no satisfying conclusion, 
  they will turn to their Village Elder for advice.  
   
  The locals woke up Dickie to meet the accused 
  (most likely the PCs). Dickie will ask them for 
  their names and then will ask for any specific 
  evidence that might prove their innocence. He 
  will listen very carefully to the PCs, although he 
  is half deaf and will misinterpret almost 
  everything that is said. 
   
  If Dickie is accused of being the murderer since 
  he was not in the tavern at the time of the killing, 
  then Dickie will angrily protest against this and 
  will try to get support from the rest of the 
  villagers. Dickie will admit that he may not have 
  been fond of the dwarf, but he would never go as 
  far as to kill him. 
   
  Whatever the characters may consider, Dickie 
  will say: “sleep on it, I will come to a thorough 
  decision on this matter in the morning”, this is 
  just an excuse for him to go back to bed. 
   
  Unfortunately, Dickie is Drone’s next victim. 
  Unlike Ctangus, the Artists have actually planned 
  for Dickie to be killed next.  
   
  Dickie dislikes ‘foreign’ art and he declined the 
  offer for a portrait (but that hasn’t even stopped 
  the Artists of Tzeentch from secretly making one, 
  which is currently drying in the tombs below the 
  chapel). Dickie had accepted from the Artists, just 
  to be polite, a small picture of a beautiful 
  seascape that reminded him of the grand cliffs in 
  Brionne when he was a young lad. It is the only 
  splash of colour within his old, smelly, empty 
  hovel.  
   
  This landscape is the next Pigment Creature to be 
  controlled by Drone and he will wait until Dickie 
  is asleep to unleash the creature as the image of 
  the waves starts to reach out like vines and 
  entangle his neck with enough force to break it.  
   
  Eliminating and ‘replacing’ the Village Elder with 
  a Portrait is an important step for the Artists 
  because Dickie has good influence over the 
  inhabitants of Parfait. Unfortunately, the Artists 
  will not have the time to bring the Dickie Portrait 
  Doppelganger to life as the next events, and also 
  the PCs, will serve to make their plans all the 
  more complicated. 
   
  It is possible for the PCs to distract Dickie in a 
  way that would prevent him from re-entering his 
  home, depending on what they do. In this case, 
  Drone will miss his chance to kill him. It is also 
  possible for the PCs to keep a close eye on Dickie 
  should they believe that he may have been 
  responsible for the murder – allowing them to 
  witness the attack being made! 
   
   
  EVENT TWO: 
  THE QUESTING KNIGHT 
   
  Upon arrival, Sir Rand of Lyonesse is disgusted 
  at the way the villagers had never taken steps to 
  maintain the old Grail Chapel. He dismounts his 
  destrier, Soleildanseur, outside the Plein Air 
  Tavern and walks inside. Any locals will start to 
  quieten down now that they’re in the presence of 
  such a highly decorated knight. Rand orders no 
  drink but sits at one of the tables near the 
  fireplace to gather his thoughts and expresses no 
  wish to speak to anyone.  
  
  Warhammer Fantasy Roleplay 
   
      A Portrait of a Grail Damsel 
   
  11 
   
  He takes a moment to admire the paintings 
  displayed around the bar room, but the moment 
  he sees the portrait of the Grail Maiden above the 
  fireplace, he begins to freeze with an expression 
  of shock and immediately stands up from his 
  chair, almost knocking the table down. Everyone 
  inside will start to feel nervous at the knight’s 
  reaction. Rand remains in a transfixed state for 
  about a minute and then he kneels on one leg and 
  prays in prayer. Afterwards he stands up and 
  speaks: “That Damsel has given me a sign! My 
  quest is at an end! That Chapel must be 
  restored!” 
   
  The locals are dumbfounded by the Rand’s 
  actions, but even more so when Rand removes 
  the Grail Damsel painting off the wall. Rand 
  throws a small purse of coins towards 
  Redemund. 
   
  “Many apologies, friend, but please accept this 
  for this magnificent painting” 
   
  If the Artists are present, they will look at each 
  other in frustration, wondering exactly what 
  ‘sign’ the Damsel within the image actually had 
  given the Questing Knight. They begin to suspect 
  the worst in case it leads to them being exposed. 
   
  Sir Rand then immediately moves to the Grail 
  Chapel and leaves Soleildanseur outside. Anyone 
  inside the chapel will be told to move out.  
  When no one else is inside, he will rest the Grail 
  Damsel portrait upon the Chapel’s Altar, 
  unaware that there is a secret entrance inside. 
  Rand then kneels in prayer before the altar for the 
  next two hours, muttering words of prayer to the 
  lady, hoping for the Damsel image to speak, or 
  until disturbed by anyone entering the chapel, in 
  which case Rand would try to order them out.  
   
  If Rand is spoken to, he will say: 
   
   
   
    
   
   
  EVENT THREE: 
  THE NOBLEMAN 
   
  Michel de Grosse used to be one of the Artist’s 
  clients and has been following the Artists ever 
  since the beautiful image of the Grail Damsel had 
  caught his eye. It has driven him mad because of 
  the many sleepless nights wondering why they 
  have never offered the picture to him. As if this 
  man hadn’t had enough illegal items at his own 
  household back in Parravon – Michel de Grosse 
  also possesses many firearms from The Empire 
  and he is not afraid to use them to get to the 
  Damsel painting! 
   
  The first place Michel enters is the Plein Air 
  tavern. There he orders the Redemund’s fine 
  wine and enjoys it with great gusto. Michel has 
  left a stash of illegal Empire firearms within the 
  woods outside Parfait alongside his horse, Cric. 
   
  After consuming three whole bottles of wine, 
  Michel then starts to admire the works of art 
  within the bar room, a successful Intelligence 
  Test will reveal to the PCs that Michel seems to 
  be looking for something specific.  
  Michel approaches the covered picture of Eleanor 
  with great curiosity, thinking that it could be the 
  Grail Damsel painting – but when he removes the 
  rag that covers it, the canvas is entirely blank! 
  (Blank because the Eleanor Portrait 
  Doppelganger had already left it) He throws the 
  rag on the floor in frustration.  
  If Redemund discovers that the canvas is blank, 
  he will be very puzzled, but doesn’t give it a 
  second thought. If Eleanor discovers it, she will 
  quickly replace the rag over it, if enquired why 
  she does not seem to bothered about it, the 
  Doppelganger will simply say that she destroyed 
  the real one and didn’t want to hurt anyone’s 
  feelings so she covered a blank picture instead. 
   
  Michel does his best to disguise his own motives, 
  but eventually he will leave the tavern to look 
  around Parfait. Michel soon enters the Grail 
  Chapel and finds the Grail Damsel painting upon 
  the Altar. Rand will politely tell him to leave; not 
  willing to cause any real trouble, Michel obeys 
  but then waits until the Plein Air tavern is closed 
  “I have been given a sign! The Damsel blinked 
  and whispered to me to rake her to this very 
  chapel. She told me there was something I needed 
  to see – perhaps the rebuilding of this chapel is 
  what’s needed for me to find the grail! Please 
  leave, I must have solitude until she speaks 
  again” 
  
  Warhammer Fantasy Roleplay 
   
      A Portrait of a Grail Damsel 
   
  12 
  (about 12.00pm), when everyone is hopefully 
  asleep and makes his way back to his horse 
  where under a bush within the woods, the 
  firearms are hidden. He pulls out a pair of pistols, 
  loads them and returns to the Grail Chapel where 
  he threatens Sir Rand to surrender the painting.  
   
  Rand curses Michel for bringing in a firearm into 
  a Grail Chapel. Rand defends the Grail Damsel 
  painting with true bravery, drawing his sword. 
  But then Michel lets out the shot and wounds 
  Rand. 
   
  Anyone asleep will be awoken by the gunshot. If 
  the PCs look or are outside, they will see Michel 
  running off with the portrait in one direction, 
  leaving his rifle on the floor and an angry Rand, 
  rushing out of the chapel shouting, “Coward! Foe 
  of Bretonnia! Come back with the Damsel, you hear?” 
   
  Rand has suffered a very bad gunshot wound to 
  the leg, incapacitating it and putting him on zero 
  wounds, –1 Movement and cannot dodge. He 
  desperately asks for help and appreciates any 
  medical attention from the PCs as long as the 
  others are willing to stop Michel. 
   
  “That madman’s got the painting! Bring it back - You 
  do not realise its importance!” 
   
  If the PCs immediately chase Michel, Rand will 
  follow behind and so will the Viggo Portrait 
  Doppelganger.  
   
  If Michel reaches his horse, he will attach the 
  picture to the saddlebags and then ride off, 
  through Parfait, attempting to knock anyone in 
  his way and then make for the southern route 
  where he hopes to lose the pursuers at the next 
  village or town. If Michel is allowed to escape, 
  but the PCs decide to go and find him later, then 
  by all means, set up another village or town 
  setting and proceed from there. 
   
  If Michel manages to get past everyone else, then 
  the Viggo Portrait Doppelganger will try to hit 
  Michel with it’s fist – but whether he manages to 
  knock him off his horse or if Michel continues to 
  ride off after having been hit, the Viggo 
  Doppelganger had managed to ‘infect’ him with 
  the paint that it is made of, leaving colourful 
  slime on his boots that starts to creep up his leg. 
  After an hour, Michel then starts to develop a 
  mutation! Roll on the Chaos Mutation table to 
  see what happens to him. 
   
  Any PC witnessing Viggo’s attempt to hit Michel, 
  will afterwards see Viggo running off into the 
  woods. This is because the attack he made by 
  trying to ‘infect’ Michel has left it’s fist in a messy 
  stump – the fist will then start to quickly reform 
  after 2 rounds.  
   
  If Michel is stopped before or after he leaves 
  Parfait, he will try his best to run off with the 
  painting as much as possible. If given time, he 
  will reload his pistols and use them against the 
  PCs if they do not leave. 
   
  When the PCs manage to recover the Grail 
  Damsel painting intact, you may then go to Event 
  Five, whilst Event Four is taking place. 
   
  EVENT FOUR: 
  THE NEXT VICTIM 
   
  This event happens when Pablo orders Drone 
  (via either of the Portrait Doppelgangers in 
  secret) to release another assassin, this time from 
  the portrait of Waldon, which is hung in one of 
  the rooms of his farmhouse.  
   
  Some time during the early hours of the morning, 
  Farmer Waldon’s wife, Mathilde, screams out of 
  the farmhouse, saying that there is an intruder 
  trying to kill her husband. The PCs are very likely 
  to intervene this and rush over to the farmhouse 
  to discover that in the main bedroom of the 
  house, there are two identical Waldons!  
   
  If the PCs enter the hallway, where the portrait of 
  Waldon was hung, they will notice that the 
  picture is completely blank! The decision the PCs 
  have to make is: which Farmer Waldon is the real 
  one? Let the PCs work out how to do this, they 
  could decide to split the two Waldons apart and 
  perhaps cut their finger to see what colour(s) 
  they’re bleeding. The one with the multicoloured 
  blood is without a doubt, the Doppelganger itself. 
  They could take their chance if they wish and 
  attack the one who is constantly hitting the other 
  clone; unfortunately this is unwise because the 
  
  Warhammer Fantasy Roleplay 
   
      A Portrait of a Grail Damsel 
   
  13 
  You hear a lady’s whisper, although her lips 
  don’t move, you immediately know that the Grail 
  Damsel within the painting is speaking: 
   
  “Do not be afraid, but I am imprisoned by the 
  paints created by those Artists who do not serve 
  Bretonnia. They plan to replace each inhabitant 
  with a replica made from those paints – find their 
  pigments and destroy them” 
  “I am uncertain of their actual whereabouts, but 
  when the handsome knight, Sir Rand of Lyonesse 
  kept me inside the Grail Chapel, I felt that the 
  pigments were very close as though all the 
  nightmares of pain and suffering were mixed 
  within them. This was why I could not speak to 
  Rand whilst inside that damaged chapel – it has 
  not been illuminated by the light of the Lady 
  herself!” 
  real Waldon is fighting back. Use the Typical 
  Parfait Villager Profile for both Waldon and 
  Mathilde. 
   
  The PCs could even just watch what happens, 
  which Mathilde would not approve and will 
  constantly shout, “Please, make them stop!” If the 
  PCs choose not to stop them, or if they wait too 
  long, then the Pigment Doppelganger, Waldon 
  will then push the real one aside and literally 
  force his arm down his throat, making the paint 
  congeal and distort into his lungs, choking him 
  instantly – Farmer Waldon will die in 3 rounds.  
   
  If allowed to escape, the doppelganger will flee 
  through the open window of the room (in an 
  effort to confuse the players that he passed 
  through the window and not from the portrait) 
  and then, if he can, will make his way to the back 
  door of the farmhouse and try to return to the 
  framed canvas where he reforms as the portrait 
  before anyone notices (A Perception check for the 
  characters can be made to notice that someone is 
  entering through the back entrance if they are 
  still in the house). Otherwise if he does not have 
  that chance, then he will continue to run into the 
  forest if pursued. If the PCs managed to catch up 
  and kill the Doppelganger, by judging from the 
  very colourful gory mess that something very 
  chaotic is at hand in Parfait. 
   
  If the Waldon Portrait Doppelganger returned to 
  its frame, then the PCs may choose to destroy it 
  (see profiles).  
   
  By now, the PCs will begin to suspect, if they 
  witnessed Farmer Waldon taking his portrait 
  from the Artists, that the travelling Artists have 
  something to do with this. This might even lead 
  the PCs to enter the Plein Air Tavern to destroy 
  all the paintings to prevent any more 
  Doppelgangers emerging. In this case, Drone will 
  notice this and will not hesitate to unleash the Art 
  Attack (see Event Seven). 
    
   
   
  EVENT FIVE:  
  THE DAMSEL SPEAKS 
  This event shall occur when the PCs have 
  managed to rescue the painting. 
   
  Up until now, the Artists of Tzeentch have not 
  been worrying at all about what happens to the 
  Grail Damsel painting. But now that so many 
  characters are interfering with it, especially after 
  Sir Rand claimed it ‘had given him a sign’, then 
  without s doubt, they are really nervous.  
  The Damsel in the painting finally speaks to the 
  PCs. Read the following passage: 
  The PCs might ask her what had happened to 
  her, she will explain that she was pushed into the 
  canvas that was covered with those evil paints 
  and was mutated to become the picture, she will 
  also say that the four Artists, Pablo, Kurt, 
  Sanfordar and Drone are cultists of Tzeentch. 
   
  If the PCs ask her where the pigments could be 
  found, she will say the following: 
  The Grail Damsel had not known about the secret 
  Tombs below the Grail Chapel, because she was 
  covered in a cloth amongst all the other paintings 
  that were stored within the Artists cart, left near 
  the farmhouse. 
  
  Warhammer Fantasy Roleplay 
   
      A Portrait of a Grail Damsel 
   
  14 
  “Villagers of Parfait. Kurt and I wish to express 
  our most honest gratitude for your wonderful 
  enthusiasm for our works and for helping us fit in 
  within Bretonnian society. However, it has come to 
  our attention that we have caused an uproar 
  amongst some of you over this particular painting 
  of a beautiful lady, not realising the importance of 
  her role in Bretonnia – a foreigner’s mistake you 
  might say. We wish to respect your traditions 
  within your graceful country. Kurt, you may 
  continue to burn the beautiful Damsel” 
  The PCs might also be wondering if there is any 
  way for the Grail Damsel to be rescued from the 
  mutated painting, in which case she will say: 
  If you think that the Grail Damsel painting might 
  have been aware of the coming of the Knights of 
  Parravon, she will say that they must take her 
  away and to let them decide what is to be done 
  with her. 
   
  If Sir Rand of Lyonesse is accompanying the PCs 
  during this event, he will, after the conversation, 
  kneel down in prayer and call for the Lady’s 
  blessing of Ward of Light (to gain +10 to all tests 
  to resist harmful magic), in preparation to help the 
  PCs deal with the Artists.  
   
  EVENT SIX:  
  BURNING THE DAMSEL 
  This event shall occur only if the portrait falls 
  into the hands of the Artists. If not, then ignore 
  this event. 
  The Portrait Doppelganger of the village elder, 
  Dickie, has asked the locals to make a pyre to 
  place the damsel painting on top. The Artists 
  witness this, knowing that their secret would 
  remain perfectly safe now that the Damsel will be 
  burnt. The Artists do in fact have an act to play 
  out because they still wish for their plan to 
  dominate Parfait to succeed – so the absolute 
  trust of the villagers is needed. To do this, they 
  try to show a display of respect to Bretonnian 
  tradition. But also as a distraction to allow Drone 
  unleash the attack of all attacks from the pigment 
  doppelgangers! Pablo, Kurt and several village 
  volunteers gather to collect enough wood to form 
  a pyre. Once this is done, if the portrait of a Grail 
  Damsel is still in their possession, they will fit the 
  painting somewhere within the pyre. Then Pablo 
  delivers the speech: 
  Sir Rand, Michel and the real Viggo will be 
  extremely horrified if they witness this and will 
  stop at nothing to retrieve it. If more than one of 
  these characters try to claim it at the same time – 
  then that will lead to a violent conflict between 
  them unless the PCs find a way to prevent it. 
   
  The Screaming Damsel 
  Once Kurt has lit the pyre, the painting will begin 
  to taste the flames after 5 rounds in which a 
  horrific event will happen – The Damsel in the 
  painting begins to SCREAM!!!!  
  Any character within 12 yards of the painting 
  must make a Challenging Will Power Test (–10) 
  or become temporarily deafened for 2D10 
  rounds. 
   
  The Damsel is freed – only she is suffering a 
  hideous death as the picture spills entrails and 
  then four rounds later a charred skeleton 
  crumbles out of the burnt painting as if it came 
  from nowhere. Anyone viewing this must make a 
  Challenging Cool Test (-10) or gain an insanity 
  point. 
   
  Then Drone – if still hidden under the chapel and 
  controlling the portrait doppelgangers – will 
  make all the paintings in the Plein Air tavern 
  come to life (including the landscapes!) and move 
  or crawl to attack the villagers and PCs in the 
  next event.  
   
   
  EVENT SEVEN:  
  ART ATTACK!!! 
   
  This scene should be as chaotic as you like. 
  Different types of Pigment Creatures will appear 
  depending on how nervous the Artists became 
  during the adventure due to the PCs actions. The 
  earlier the PCs come to knowing the truth about 
  the Grail Damsel painting and the Artist’s chaotic 
  plan, the more the Artists will be ready to order 
  Drone to animate all the undamaged paintings at 
  once to attack all the inhabitants and the PCs. 
   
  The PCs and villagers will have to deal with the 
  Viggo and Eleanor Doppelgangers, the two 
  ‘Knocker’ Doppelgangers, the Portrait 
  Doppelgangers of four locals and eight portrait 
  
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  15 
  creatures of landscapes. You may vary the 
  number depending on your desired complexity 
  of your gaming group. Do not allow all these 
  creatures to attack at once, each round another 
  pigment creature will emerge from its frame, 
  giving the PCs to destroy the actual pictures 
  before they animate. 
    
  Kurt’s bad mistake 
  This event will occur if  ‘Handsome’ Kurt 
  Entraineur realises (or thinks) that the PCs have 
  found them out. He will start to panic more than 
  the others. He will make his way down to the 
  tombs now that no-one else is inside. To cover up 
  all the evidence, he will immediately grab all the 
  jars of pigment stored in the room – and if not 
  stopped, he will throw them all into the river. 
  Kurt is far too cowardly to realise the horrible 
  consequences. But if the Doppelgangers are 
  destroyed or if Drone has been disturbed earlier, 
  he will protest wildly against Kurt’s decision to 
  throw the pigments away, thereby giving the PCs 
  plenty of time to stop him from rushing past 
  Drone to throw the pigments into the water. 
   
  If the pigments are thrown into the underground 
  stream, they will begin to mix and react very 
  violently, and what comes out the other end of 
  the tunnel (number 8 on Map 1) will be very ugly 
  indeed! 
   
  Firstly, anyone viewing the river in Parfait will 
  notice that the water is beginning to change 
  colour, many colours in fact. After which a thick 
  sludge will start to form out of the tunnel like an 
  overgrown amoeba. Then bursting from the 
  hideous sack, making a screeching noise, many 
  horrible creatures will begin to emerge. What 
  these creatures will look like is entirely up to you; 
  use your imagination – make it look like ‘Hell’ 
  from a Heironymus Bosch painting. 
   
  These creatures will attack any inhabitant or PC 
  nearby, including the Artists because Drone has 
  no control over them. Let some climb the 
  rooftops or enter the villager’s homes. Some of 
  the creatures will excrete more of the slimy 
  pigment to create even more horrid creatures.  
   
  How many of these creatures appear will depend 
  on how big the adventuring party is as a guide to 
  vary complexity. About three pigment creatures 
  per PC should be more than enough.  
   
  When Pablo discovers what Kurt has done, he 
  will vent his anger by attempting to spit Burning 
  Blood on him, whether he succeeds or not is no 
  relevance, but he will order any of his Artists to 
  find and destroy the Portrait of the Grail Damsel 
  for good. Sanfordar Goldenhair will try to leave 
  Parfait; he will not care what will happen to the 
  Artists.  
   
  EVENT EIGHT: 
  THE KNIGHTS OF 
  PARRAVON 
   
  The adventure will now draw to a close when the 
  knights arrive at around seven o’clock the next 
  morning. By then the PCs might have killed or 
  restrained the Artists of Tzeentch by some 
  desired method.  
   
  The Knight Captain, Sir Grant O’Neale has led 
  twelve knights to Parfait, what will happen now 
  will pretty much depend on how well the PCs 
  have progressed. 
    
  Sir Grant O’Neale of Parravon 
  Gesturing for the knights to stop, Sir Grant 
  O’Neale will dismount from his destrier and asks 
  the PC for where Viggo is, if he is not around. 
   
  If Viggo is present, he will mention the 
  whereabouts of the painting (even if it has been 
  damaged), the accused Artists responsible for 
  bringing terror to Parfait and of course, the PCs 
  heroism for saving Parfait (or perhaps their 
  uselessness and villainy – don’t go giving praise 
  too easily!). 
   
  The knights will then take Viggo, the Artists or 
  anyone else accused away. If Viggo is dead or 
  missing, the PCs may explain to the Captain what 
  has happened. Use your judgement and how the 
  players explain the situation to come to Grant 
  O’Neale’s conclusion. Mostly the knights are after 
  the painting and due to Viggo’s letter they have 
  received, they were given instructions not to 
  destroy it, but to take it in someway to the 
  mysterious Forests of Loren – this could even 
  
  Warhammer Fantasy Roleplay 
   
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  16 
  EXPERIENCE POINTS 
   
  If the Grail Damsel painting is safe and 
  given to the Knights of Parravon:  
  125 points each. 
   
  For each Artist of Tzeentch killed or 
  arrested: 20 points. 
   
  For stopping Lord Michel de Grosse:  
  20 points. 
   
  For discovering the Tombs beneath the 
  Grail Chapel: 30 points. 
   
  For destroying the Pigments in anyway 
  other than throwing them into water:  
  50 points. 
   
  For saving Farmer Waldon: 10 points. 
   
  For good roleplaying or any other heroic 
  action within Parfait: 5-30 points each. 
  lead to another adventure afterwards if you 
  choose. 
   
  If there is no response from anyone, Sir Grant 
  O’Neale will immediately order all his knights to 
  search the whole village. All of the paintings 
  created by the Artists will be taken away, 
  Redemund’s tavern will be ordered to close 
  down along with his arrest. Anyone suspected of 
  possessing the Grail Damsel painting will be 
  arrested without question, this includes Michel 
  and Rand if they happen to still be around. 
   
  If the PCs pass the Grail Damsel painting to the 
  knights, they will be pleased if it is still in good 
  condition. They will reward the PCs with 100gc 
  each. In addition, if the Artists are exposed, dead 
  or alive, add an extra 50gc for each Artist. 
   
  If the Portrait of a Grail Damsel is destroyed, then 
  Sir Grant O’Neale and the knights will definitely 
  not be happy. They will demand why it has been 
  destroyed and arrest all that are responsible, even 
  the PCs. What you do with them once the 
  Knights of Parravon arrests them is up to you. 
   
   
  CONCLUSION 
   
  What happens after these events in Parfait is 
  entirely up to you. You may decide in the end 
  that all was well for the Grail Damsel trapped 
  within the painting and that she was free and that 
  she lived happily ever after with Viggo and so on 
  blah, blah… but that really isn’t Warhammer! The 
  Warhammer-way would be that the Damsel can 
  never be freed due to the heavily mutated 
  strength of the chaotic pigments and the poor 
  Damsel is left to suffer forever.  
   
  It is perhaps for the best to show nothing to the 
  player’s what will actually happen to the Damsel 
  painting. This scenario should maintain the Grail 
  Damsel’s air of mystery; so let the players guess 
  for themselves… 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NPC PROFILES 
   
  THE ARTISTS OF TZEENTCH 
   
  PABLO ROUSSEAU 
  Human, male, Cult Magus of Tzeentch. 
  (Ex-Artist (Tradesman), Ex-Cult Acolyte of Tzeentch) 
  Age: 48 
  Personality and Appearance:  
  Height: 5’9”. Medium build and Bald headed. 
  Pablo Rousseau is the main genius behind the 
  pigments of Tzeentch, as well as being the cult 
  leader of the Artists for over 15 years. He appears 
  as a very kindly gentleman and over tends to 
  over-act his maturity in order to gain respect 
  from those younger than he. He speaks fluent 
  Bretonnian easily as though it were his mother 
  tongue, even though he is from Estalia. Pablo 
  understands that his oil paintings might not get 
  the same respect as anywhere else within the Old 
  World now that he is testing his chaotic pigments 
  to create animated painting spies in Bretonnia. 
  Luckily for him and his group, the small village 
  of Parfait is just perfect enough to try out this 
  
  Warhammer Fantasy Roleplay 
   
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  method. He replaced the original cults leader 
  after so many failed attempts the same year he 
  dedicated his life to art.  
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  43% 34% 36% 48% 47% 68% 51% 42% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  14 
  3 
  4 
  4 
  2 
  8 
  0 
  Skills: Academic Knowledge (Art +20, 
  Daemonology +10), Blather, Channelling +10, 
  Charm, Command, Common Knowledge 
  (Bretonnia, Estalia), Disguise, Evaluate, Gossip, 
  Intimidate, Magical Sense, Perception, 
  Read/Write, Speak Arcane Language (Daemonic 
  +10, Magick), Speak Language (Classical, 
  Bretonnia, Estalia, Reikspiel), Trade (painting and 
  Sculpture). 
  Talents: Acute Hearing, Aethyric Attunement, 
  Controlled Corruption, Coolheaded, Dark Lore 
  (Chaos - Tzeentch), Dark Magic, Etiquette, Fast 
  Hands, Inured to Chaos, Lesser Magic (Magic 
  Lock and Silence), Linguistics, Meditation, Petty 
  Magic (Chaos), Public Speaking, Resistant to 
  Magic, Seasoned Traveller, Schemer, Strong 
  Minded, Suave, Very Resilient. 
  Armour: None. 
  Armour Points: Head 0, Body 0, Arms 0, Legs 0. 
  Weapons: Sword and Dagger. 
  Trappings: A small metal box containing 
  charcoal, paper materials, Religious symbol of 
  Tzeentch concealed under Best Quality Clothing, 
  Cult of the Artists of Tzeentch, 26 GCs. 
   
  SANFORDAR GOLDENHAIR 
  Elf, Mutant, male, Apprentice Wizard 
  (Ex-Artist (Tradesman)) 
  Age: 69 
  Personality and Appearance: 
  Height 5’ 9”. Slender build. Flauntless 
  complexion and well-kept hair shows that this elf 
  is a little too corrupted by the affliction well 
  known amongst the upper crusts of human 
  society: narcissism. Even his attitude of 
  perfectionism can get far too repetitive. Sanfordar 
  accompanied the Artists several years ago 
  because of their taste in what he calls ‘normal art’ 
  and none of that inferior Bretonnian tapestry 
  muck! Pablo managed to entice the gullible elf to 
  become not only a dedicated art member but also 
  of his cult, and to help formulate the plan of 
  creating animated doubles of inhabitants. 
  Sanfordar has always been a buttress of 
  perfection and brings that clearly to his own 
  splendid works of oil art, making the cults plan 
  nearly flawless. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  38% 43% 32% 34% 48% 46% 
  49% 24% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  12 
  3 
  3 
  5 
  1 
  6 
  0 
  Skills: Academic Knowledge (Magic), 
  Channelling, Common Knowledge (Elves), 
  Magical Sense, Perception, Read/Write, Search, 
  Speak Arcane Language (Magick), Speak 
  Language (Classical, Eltharin, Reikspiel, 
  Bretonnian), Trade (painting). 
  Talents: Aethyric Attunement, Excellent Vision, 
  Fast Hands, Night Vision, Petty Magic (Arcane), 
  Savvy. 
  Armour: None. 
  Armour Points: Head 0, Body 0, Arms 0, Legs 0. 
  Weapons: Sword. 
  Trappings: 17GCs, 19 SPs 
  Mutations: Madness 
  Insanity: Venomous Thoughts. 
   
  “HANDSOME” KURT 
  ENTRAINEUR 
  Human, Mutant, male, Cult Acolyte of Tzeentch. 
  (Ex-Artist (Tradesman)) 
  Age: 34 
  Personality and Appearance: 
  Height: 6’ 1”. Medium build. Kurt is from 
  Parravon, where he first met the Artists of 
  Tzeentch cult after trying to form his own. Kurt 
  became friends with Pablo the moment they met 
  and immediately became enthusiastic about 
  Pablo’s idea to create a chaotic pigment that 
  would allow their paintings to come to life. Kurt 
  is much more interested in keeping the portrait of 
  a Grail Damsel for himself, even at the expense of 
  not helping the rest of the group. Kurt is a 
  naturally gifted painter but he doesn’t commit his 
  life to it, he is more interested in whether Pablo’s 
  plan to consume villages and perhaps even cities, 
  is going to work. 
   
  
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  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  34% 27% 36% 43% 39% 45% 49% 32% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  15 
  3 
  4 
  4 
  1 
  3 
  0 
  Skills: Academic Knowledge (Daemonology, 
  Art), Channelling, Charm, Common Knowledge 
  (Bretonnia), Disguise, Intimidate, Magical Sense, 
  Perception, Read/Write, Ride, Search, Speak 
  Arcane Language (Daemonic), Speak Language 
  (Bretonnia). 
  Talents: Aethyric Attunement, Dark Lore (Chaos 
  - Tzeentch), Dark Magic, Inured to Chaos, Petty 
  Magic (Chaos), Resistant to Magic, Very Strong, 
  Very Resilient, Warrior Born. 
  Armour: None. 
  Armour Points: Head 0, Body 0, Arms 0, Legs 0. 
  Weapons: Sword and Dagger. 
  Trappings: Religious symbol of Tzeentch 
  concealed under Best Quality Clothing. 
  Mutation: Blood Substitution (Excrement – If 
  wounded, all adjacent living creatures must make 
  a successful Toughness Test or suffer –10 to WS 
  and BS for D10 rounds due to the stench). 
   
  DRONE 
  Human, Mutant, male, Cult Acolyte of Tzeentch. 
  (Ex-Artist (Tradesman)) 
  Drone is perhaps the most disturbing member of 
  the Artists of Tzeentch. Once he was a training 
  apprentice wizard of Pablo’s; now after years of 
  become the guinea pig of trying out Pablo’s 
  chaotic pigments as well as the over exposure, 
  has reduced him into a levitating sphere of flesh 
  with many limbs and eyes. When travelling, the 
  Artists had to confine Drone inside a large make-
  shift ‘coffin’ to ensure no-one witnesses him, this 
  was how the Artists sneaked him into the village 
  and down the Tombs of the Grail Knight before 
  they were eventually thrown out by Rand, who is 
  not in the least aware that the grotesque mutant 
  is hidden underneath the Grail Chapel. Drone is 
  the being that performs the ritual to bring the 
  portraits created by the pigments, to life. During 
  which time, he is in a state of constant meditation 
  to help maintain the animated portraits. Drone 
  can control any number of these animated 
  paintings with no trouble and whatever the 
  painting can ‘see’, he sees. This is also a great 
  way for the Artists to communicate with Drone 
  as it also adds to the illusion. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  38% 
  9% 
  31% 58% 23% 56% 
  30% 17% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  3 
  18 
  3 
  5 
  2 
  2 
  5 
  0 
  Skills: Academic Knowledge (Daemonology, 
  Art), Channelling, Common Knowledge 
  (Bretonnia), Intimidate, Magical Sense, 
  Perception, Read/Write, Ride, Search, Speak 
  Arcane Language (Daemonic), Speak Language 
  (Bretonnia), Ventriloquism. 
  Talents: Aethyric Attunement, Dark Lore (Chaos 
  - Tzeentch), Dark Magic, Frightening, Hoverer, 
  Mimic, Night Vision, Petty Magic (Chaos), 
  Resistant to Magic, Terrifying. 
  Armour: None. 
  Armour Points: Head 0, Body 0, Arms 0, Legs 0. 
  Weapons: Bare Fists (nine of them!) 
  Mutations: Additional 18 Eyes (+90% to 
  Perception based Tests), Multiple Arms (9 Arms), 
  Extra 13 Mouths, Malign Sorcerer, Grossly Fat, 
  Levitation, Massive Intellect, Short Legs, 
  Madness.   
   
   
  PIGMENT CREATURES 
  A Pigment Creature is the broader term for 
  anything animated from a painting that has been 
  made with the Pigments of Tzeentch – but the 
  specific type manipulated by Drone to represent 
  the inhabitants after they have been killed are 
  known as the ‘Pigment Doppelgangers’.  
   
  When the ritual is not activated, the Pigment 
  Creature remains within the painting, just as an 
  innocent picture. But when activated, the 
  Pigment Creature controlled by the caster, can 
  step out of its frame, becoming three-
  dimensional, with any limbs or other body parts 
  reshaped to create a fully formed individual, this 
  takes 3 rounds to complete. Afterwards, the 
  caster can control the portrait doppelganger, 
  providing it with voices and actions by 
  mimicking – Drone having more than one set of 
  limbs, eyes, can control all the paintings at once if 
  ordered to. The caster can also see through the 
  eyes of each portrait doppelganger he controls.  
  
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  Characters who know the subject of the 
  doppelganger personally can make a Routine 
  Perception check (+10%) to realise that there is 
  something very unusual about them. The check 
  needn’t be made if the characters have never met 
  them before. Pigment Creatures ‘bleed’ paint if 
  wounded and don’t feel any pain unless the 
  caster decides to make it act out the pain, any 
  ‘splatter’ results from the Critical Hit Table 
  would result in the attacker having a 40% chance 
  of being hit by the runny chaotic pigment, which 
  would then have the chance of causing a 
  mutation to the person (see Pigments of 
  Tzeentch).  
  Pigment Creatures cannot wear armour and gain 
  no Armour Points for any part of their illustrated 
  being that resembles Armour (so a Pigment 
  Doppelganger of a Knight does not gain any APs 
  for its ‘Plate Armour’).  
   
  PIGMENT DOPPELGANGER 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int* 
  WP 
  Fel* 
  35% 25% 36% 36% 36% 32% 40% 17% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  13 
  3 
  3 
  4 
  0 
  0 
  0 
   
  PIGMENT CREATURES 
  Use the following profile for any ‘non-portrait’ 
  animated paintings such as landscapes. 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int* 
  WP 
  Fel 
  35% 
  0% 
  36% 36% 15% 32% 40% 
  0% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  12 
  3 
  3 
  3 
  0 
  0 
  0 
   
  *Use the Int and Fel of the ritual caster 
  controlling the portrait doppelganger – the scores 
  in brackets belong to Drone. 
  No Skills or Talents are provided for these 
  creatures, although Knowledge skills are the 
  same as those of its ritual caster. 
   
   
   
   
  VISITORS TO PARFAIT 
   
  SIR RAND OF LYONESSE 
  Human, male, Questing Knight 
  (Ex-Knight Errant, Ex-Knight of the Realm). 
  Age: 29 
  Height: 5’ 11”. Medium build. Rand is very 
  handsome, with short dark, wavy hair and looks 
  younger for his age. Rand had decided to leave 
  Lyonesse and go in search for the grail five 
  months ago. His search so far has taken him to 
  the village of Parfait, where he caused a mass 
  uproar amongst the locals the moment he got 
  there. First, Rand expressed his anger over the 
  ruined Grail Chapel which none of the villagers 
  had made any effort to rebuild, since their heads 
  are stuck firmly up their own derrieres because of 
  their willingness to decorate Parfait with more 
  ‘foreign’ methods; secondly, Rand forced the 
  Artists out of the ruined Grail Chapel as he did 
  not want them to take shelter inside it. Unknown 
  to Rand, Pablo kept the secret ladder down to the 
  tombs covered with raw canvas. And thirdly, 
  Rand took away the Portrait of a Grail Damsel 
  considering it not only an offence to the sacred 
  Damsel’s form, but also at the moment he saw it – 
  he believed it had blinked at him and was calling 
  for his help. Rand now guards the painting inside 
  the chapel and waits patiently for another sign 
  from the Grail Damsel image. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  67% 33% 52% 56% 59% 38% 
  48% 57% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  16 
  5 
  5 
  4 
  0 
  2 
  0 
  Skills: Academic Knowledge 
  (Genealogy/Heraldry +10%, Strategy/Tactics), 
  Animal Care, Animal Training, Charm, 
  Command, Common Knowledge (Bretonnia), 
  Dodge Blow +10%, Gossip, Outdoor Survival 
  +10%, Perception, Ride +10%, Secret Language 
  (Battle Tongue +10%), Speak Language (Breton, 
  Reikspiel). 
  Talents: Schemer, Seasoned Traveller, Specialist 
  Weapon Group (Cavalry, Two-handed), Strike 
  Mighty Blow, Strike To Injure, Strong-minded, 
  Sturdy, Very Resilient, Very Strong, Virtue of 
  
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  Chivalry, Virtue of Knighthood (Virtue of the 
  Impetuous Knight), Virtue of the Quest. 
  Armour: Full Plate Armour 
  Armour Points: Head 5, Body 5, Arms 5, Legs 5. 
  Weapons: Sword and Shield. 
  Trappings: Icon of the Lady of the Lake, Destrier  
  (Soleildanseur) with saddle and harness. 
   
   
   
  MICHEL DE GROSSE 
  Human, male, Pistolier. 
  (Ex-Noble). 
  Age: 42 
  Height: 6’ 3”. Medium build. Michel de Grosse 
  lived and was born amongst the upper crusts of 
  Parravon City. Michel is a solitary individual 
  with a passion for Empire gunpowder weaponry 
  and illegally possesses many of them in secret, in 
  a cellar at his own residence in Parravon. How he 
  managed to smuggle such cowardly weapons 
  under the long Bretonnian noses is anyone’s 
  guess, but he has his own reasons for not actually 
  wanting to go to The Empire itself; over there he 
  is a wanted man. Guilty of murdering three 
  noblemen and is destined for the noose, should 
  the authorities there discover his whereabouts in 
  Bretonnia. Michel met the Artists, along with 
  Viggo and Pez, on his way back from The Empire 
  and had bought some of their works. But soon he 
  fell in love with the portrait of the Grail Damsel – 
  to the point of obsession! His first attempt to steal 
  it had failed and led to him being knocked out 
  and left for dead by ‘Handsome’ Kurt. Michel 
  woke up to find himself buried alive in a coffin; 
  he rung the bell cord inside the coffin to warn 
  those who found him unconscious that he wasn’t 
  dead.  
  A month later, Michel recognised one of the 
  Artists, Pez, who had revisited Parravon to warn 
  the knights of the whereabouts of the Artists and 
  their Grail Damsel painting. Michel decided to 
  quickly mount onto his horse, Cric, to reach 
  Parravon to claim the painting for himself, before 
  the knights arrive… 
   
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  58% 52% 46% 45% 42% 36% 42% 53% 
    
   
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  14 
  4 
  4 
  4 
  0 
  3 
  0 
  Skills: Animal Care, Command, Common 
  Knowledge (Bretonnia, The Empire), Consume 
  Alcohol, Charm, Dodge Blow, Gossip +10, 
  Perception, Read/Write, Ride, Speak Language 
  (Breton, Reikspiel). 
  Talents: Hardy, Luck, Master Gunner, Quick 
  Draw, Seasoned Traveller, Specialist Weapon 
  Group (Fencing, Gunpowder), Schemer, Strike 
  Mighty Blow, Sure Shot, Warrior Born.  
  Armour: Leather Jack and Leather Skullcap. 
  Armour Points: Head 1, Body 1, Arms 1, Legs 0. 
  Weapons: Pair of Pistols with Ammunition and 
  Gunpowder for 14 shots. 
  Trappings: Best Craftsmanship Clothing and 
  Light Warhorse (Cric). 
   
  VIGGO CREVELLI 
  Human, male, Artist (Tradesman) 
  Age: 33 
  Height: 5’ 8”, slender build. Viggo Crevelli is one 
  of the finest oil painters in Miragliano, Tilea. His 
  most popular works of art take in the form of 
  extra large portraits to show the full character 
  and heroisms of his subjects (occasionally in the 
  nude) to help disguise the facts that they are 
  bloodthirsty savages. Excited to expand his 
  horizons, he decided to travel around the Old 
  World, hoping to get to Marienburg to make use 
  of his artistic talents; unfortunately, due to mass 
  conflicts he could not travel through the Empire, 
  so with the help of vagabonds, he had to divert 
  across the Tilean sea into Estalia, where he met 
  who he considered at the time, the finest artist in 
  the Old World: Pablo Rousseau. Both Artists 
  made their way to Bretonnia, where as fate 
  would have it, Viggo met the Grail Damsel he 
  would soon be linked to having an affair with. 
  Viggo discovered from the Damsel that Pablo 
  was a member of a Tzeentch Cult, planning to 
  create a strange medium that would allow the 
  Artists to summon creatures from paintings. 
  When the Grail Maiden tried to run away, she 
  was pushed into a Tzeentch-pigment drenched 
  canvas and was absorbed to become the portrait 
  itself. Viggo is now imprisoned in the tombs 
  under the chapel in Parfait, where he waits for 
  the Knight of Parravon to arrive after he had sent 
  
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  21 
  his friend, Pez to deliver the message. He plans to 
  recover the painting to Athel Loren, in the hope 
  that the mysterious beings there might do 
  something to release the Damsel from the chaos 
  tainted canvas.  
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  35% 29% 44% 33% 40% 46% 45% 39% 
   
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  13 
  4 
  3 
  5 
  0 
  3 
  0 
  Skills: Common Knowledge (Tilea), Gossip, 
  Drive, Haggle, Evaluate, Perception, Read/Write, 
  Secret Language (Tilean Artist’s Guild), Speak 
  Language (Reikspiel, Tilean), Trade (Painting and 
  Sculpture). 
   Talents: Deal Maker, Fleet Footed, Savvy, 
  Suave. 
  Armour: None. 
  Armour Points: Head 0, Body 0, Arms 0, Legs 0. 
  Weapons: None. 
  Trappings: Best Craftsmanship Clothing. 
   
  VILLAGERS OF PARFAIT 
   
  DICKIE 
  Human, male, Village Elder. 
  (Ex-Mediator) 
  Age: 74 
  Height: 5’ 3”, Dickie has been the Village Elder 
  since the last one passed away 13 years ago.  
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  27% 32% 34% 27% 24% 55% 56% 74% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  15 
  3 
  2 
  4 
  0 
  0 
  0 
  Skills: Animal Care, Charm +10, Common 
  Knowledge (Bretonnia +20), Evaluate +10, Gossip 
  +20, Haggle +10, Intimidate +10, Perception +10, 
  Performer (Singer), Speak Language (Breton). 
  Talents: Dealmaker, Master Orator, Public 
  Speaking, Seasoned Traveller, Suave. 
  Armour: None. 
  Armour Points: Head 0, Body 0, Arms 0, Legs 0. 
  Weapons: None. 
  Trappings: Parfait Village, Walking Stick. 
   
   
  TYPICAL PARFAIT VILLAGER 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  31% 27% 33% 33% 35% 25% 
  30% 30% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  12 
  3 
  3 
  4 
  0 
  0 
  0 
   
   
  THE KNIGHTS OF 
  PARRAVON 
   
  SIR GRANT O’NEALE 
  Human, male, Captain 
  (Ex-Knight Errant, Ex-Knight of the Realm) 
   
  Age: 45 
  Height: 6’2”. Sir Grant is a heavily built man with 
  very broad shoulders. His face is marked with 
  three scars that indicate he once fought a deadly 
  creature, giving him a powerful, handsome 
  presence. Sir Grant O’Neale has orders to travel 
  to the village of Parfait and to find where the 
  Grail Damsel painting is so that it can be taken 
  away for the elves of Athel Loren to pick up and 
  deal with. Grant is also wanting to imprison 
  Viggo for suspected courting with a Grail Damsel 
  – which is purely beyond the Damsel’s character, 
  which would lead the knights to think whether 
  the Damsel says she is or not. 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  65% 44% 62% 54% 49% 54% 
  52% 59% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  3 
  18 
  6 
  5 
  5 
  0 
  0 
  0 
  Skills: Academic Knowledge 
  (Genealogy/Heraldry, Religion, Strategy/Tactics 
  +10), Animal Care +10, Animal Training, 
  Command +10, Common Knowledge (Bretonnia 
  +20), Dodge Blow +20, Fleet Footed, Gossip, 
  Outdoor Survival, Perception, Read/Write, Ride 
  +10, Secret Language (Battle Tongue +10), Speak 
  Language (Breton, Reikspiel +10, Tilean). 
  
  Warhammer Fantasy Roleplay 
   
      A Portrait of a Grail Damsel 
   
  22 
  Talents: Disarm, Etiquette, Lightning Parry, 
  Seasoned Traveller, Specialist Weapon Group 
  (Cavalry, Flail, Two-Handed), Strike Mighty 
  Blow, Very Strong, Virtue of Chivalry, Virtue of 
  Knighthood (Virtue of Audacity).  
  Armour: Full Plate Armour.] 
  Armour Points: Head 5, Body 5, Arms 5, Legs 5. 
  Weapons: Great Sword, Sword and shield. 
  Trappings: Icon of the Lady of the Lake, Destrier 
  with saddle and harness. 
   
  TYPICAL KNIGHT 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  46% 29% 45% 45% 45% 33% 30% 40% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  14 
  4 
  4 
  4 
  0 
  0 
  0 
  Skills: Academic Knowledge 
  (Genealogy/Heraldry, Strategy/Tactics), Animal 
  Care, Animal Training, Command, Common 
  Knowledge (Bretonnia), Dodge Blow, Outdoor 
  Survival, Perception, Ride, Secret Language 
  (Battle Tongue), Speak Language (Breton, 
  Reikspiel). 
  Talents: Etiquette, Seasoned Traveller, Specialist 
  Weapon Group (Cavalry, Two-Handed), Strike 
  Mighty Blow, Virtue of Chivalry. 
  Armour: Full Plate Armour. 
  Armour Points: Head 5, Body 5, Arms 5, Legs 5. 
  Trappings: Icon of the Lady of the Lake, Destrier 
  with saddle and harness. 
   
   
  IN THE TOMBS OF THE 
  GRAIL KNIGHT 
   
  KNOCKERS 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  20% 0% 
  50% 35% 10% 10% 40% 5% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  18 
  5 
  3 
  3 
  0 
  0 
  0 
   
  Skills: Concealment +20, Silent Move +20. 
  Talents: Frightening, Night Vision, Undead. 
  Armour: None. 
  Armour Points: Head 0, Body 0, Arms 0, Legs 0. 
  Weapons: None. 
  Special Rules: Pit Breaker – A Knocker given 
  three rounds to work uninterrupted can collapse 
  any normal tunnel. Dwarf work takes six rounds. 
   
  The Knockers in this scenario cannot use the Pit 
  Breaker affect where within the cells due to the 
  toughness of the walls, although they can use 
  them in the tombs where the walls are more 
  natural. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NOTES 
  
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      A Portrait of a Grail Damsel 
   
  23 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Warhammer Fantasy Roleplay 
   
      A Portrait of a Grail Damsel 
   
  24 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Warhammer Fantasy Roleplay 
   
      A Portrait of a Grail Damsel 
   
  25 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/A portrait of a grail damsel.pdf