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  The Queen of Embers 
   
   
   
   
  A Warhammer Fantasy Roleplay Adventure 
  by Sami Uusitalo 
   
   
  
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  Written and Designed by  
  Sami Uusitalo  (sami.uusitalo1@gmail.com) 
   
  Maps made with Paper by Fifty Three. 
   
  This work was inspired, amongst other things, by: Tamurkhan: Throne of Chaos, The Forges of Nuln, 
  Bioshock Infinite, The Dark Knight Returns, Lone Wolf and Cub, Sigmar’s Heirs 
   
   
  This is a completely unofficial, fan-written adventure for Warhammer Fantasy Roleplay 2nd Edition. 
    
  All relevant trademarks and copyrights are used without permission and in no way intended to challenge 
  their ownership by Fantasy Flight Games and Games Workshop. 
  Warhammer Fantasy Roleplay © Games Workshop Limited 1986, 2005. This edition © Games Workshop 
  Limited 2012. Games Workshop, Warhammer, Warhammer Fantasy Roleplay, the foregoing marks’ 
  respective logos and all associated marks, logos, places, names, creatures, races and race 
  insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products 
  and illustrations from the Warhammer World and Warhammer Fantasy Roleplay game setting are either ®, 
  TM and/or © Games Workshop Ltd 1986-2014, variably registered in the UK and other countries around the 
  world. This edition published under license to Fantasy Flight Publishing Inc. Fantasy Flight Games and the 
  FFG logos are trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners. 
   
   
  
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  The forge has gone quiet;  
     The anvil lies mute. 
   
  The forge has gone quiet; 
     No more does the Hammer fall. 
   
  Only fading embers remain 
  And my hearth grows cold. 
  One kiss from You 
  To rekindle it all. 
   
  The forge has gone quiet;  
     The bellows blow no more. 
   
  The forge has gone quiet; 
     The smiths have gone home. 
   
  Only fading embers remain 
  And my hearth grows cold. 
  One caress from You 
  To light the fire anew. 
   
  The forge has gone quiet; 
     Only cinders remain. 
   
  My hearth has grown cold 
  And darkness falls. 
  Did I wait in vain for 
     My Queen of Embers? 
   
  - The Queen of Embers, author unknown 
   
   
  
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  Introduction 
   
  The Queen of Embers is a Warhammer Fantasy 
  Roleplay adventure for player characters well into 
  their second careers. All the information necessary to 
  run this adventure is provided, but for the best 
  possible play experience it is recommended that in 
  addition to the WFRP Core rulebook you also have 
  access to Tome of Corruption and Forges of Nuln. 
  The events of The Queen of Embers take place in Nuln 
  and Wissenland over eight connected chapters and 
  take weeks or even months of the player characters’ 
  time, and several gaming sessions, to complete. With 
  some work, several chapters can be used as stand-
  alone scenarios in other campaigns or interludes 
  between other adventures. Converting The Queen of 
  Embers to other editions of WFRP should be rather a 
  straightforward affair. 
  Background 
  Life in the Empire can a harsh and unforgiving 
  existence and many people seek solace in superstition 
  and old beliefs to find a sense of security and control.  
  Superstitious folk all over the Empire turn to odd 
  beliefs and rituals to appease the gods and secure 
  continued good fortune every day. Most of these 
  superstitions are ancient and their origins lost to the 
  ages, yet people observe them without question.  
  One such belief concerns a distant constellation of 
  stars known as the Spinster. It is ascendant during the 
  winter months, especially around New Year, and is 
  believed to be the protector of lovers. Indeed, every 
  time the Spinster is in the sky, young lovers sneak out 
  for a secret tryst under the night sky. 
  However, for one night every year, usually around 
  Geheimnisnacht, a single star in the constellation - the 
  Spinster’s Eye - shines upon all widows and widowers, 
  lovers lost, and those betrayed by love. It is believed 
  that a request made to the Spinster under the Eye’s 
  cold stare is answered. Thus, many seek to speak to a 
  dead spouse for one last time or ask for unrequited 
  love to be reciprocated. 
  There seems to be a connection between Morrslieb 
  and the Spinster’s Eye that many Celestial Wizards find 
  troubling. What is more, any Astromancer studying 
  the star is soon plagued by horrible nightmares and 
  visions they refuse to elaborate upon. As a result the 
  Celestial Order has banned all studies of the Eye until 
  further notice. 
  The Spinster’s Eye does indeed hide a secret: a 
  Daemon of Slaanesh is trapped within it. She is 
  Pyrenzhia and she was once a Daemon-Queen. Like all 
  powerful Slaaneshi daemons, Pyrenzhia is a unique 
  expression of the Dark Prince’s mood and emotion at 
  the time of her creation. In her case, the emotion is 
  something quite foreign and loathsome to the Prince 
  of Pleasure, something too mortal – unrequited love. 
  Despite all her allure and influence, Pyrenzhia has 
  never been able to entice Slaanesh to reciprocate her 
  love. Instead, she is an anathema to the Prince of 
  Pleasure, a reflection of man’s denial of His love. 
  Pyrenzhia desires nothing more than to show her god 
  and master her true nature, to prove her mettle and 
  devotion to Him. 
  Pyrenzhia grew to be a powerful entity. Not quite as 
  mighty as a Keeper of Secrets, but a Daemon-Queen 
  with her own harem of Daemonettes bound to her will 
  nonetheless. Determined to win Slaanesh’s love, 
  Pyrenzhia mustered an army and descended upon the 
  world of men. She would gift Slaanesh with the most 
  beautiful of the cities of men and make its citizens 
  slaves to His will. Then her master would surely 
  recognise the depth of her love for Him. 
  The great library of Nuln displays a lone painting in 
  one of its side rooms. The painting is said to be from 
  the Age of Three Emperors and believed to picture the 
  Elector Count of Wissenland slaying a Daemon of 
  Slaanesh with his Runefang. Even though the full story 
  is long forgotten, the painting reveals the truth - 
  Pyrenzhia failed. The Runefang banished her back to 
  the Realm of Chaos. 
  Disgusted and disappointed, Slaanesh punished 
  Pyrenzhia by banishing her “beyond the stars” where 
  
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  she was imprisoned by powerful hexagrammatic 
  equations of dark magic. Every time Morrslieb is full, 
  she is allowed a brief glimpse at Nuln to remind her of 
  her failure. 
  The Queen of Embers 
  Elector Countess Emmanuelle von Liebwitz, Grand 
  Countess of Wissenland, Countess of Nuln, and 
  Duchess of Meissen is the Sun the political and social 
  life of Nuln revolves around. Her court is a collection 
  of advisors and nobles, hangers-on and sycophants, 
  circling her in ever widening orbits, all seeking to gain 
  her favour. Every now and then some poor soul flies 
  too close and ends up burning his wings.  
  Rumors about the Countess’ promiscuous lifestyle and 
  gossipmongers’ tales of yet another new lover seen 
  sneaking from her chambers are familiar to all 
  Nulners. Yet she is widely loved and respected even 
  though some think she is too frivolous to be much of a 
  leader. 
  Slaanesh is associated with all the different emotions 
  that comprise pleasure, but He is also Purpose. This 
  Purpose is expressed in mortal creatures as their 
  pursuit of, and need for, pleasure. To many, Countess 
  Emmanuelle von Liebwitz is the embodiment of mortal 
  pursuit of pleasure. Naturally it follows that Slaaneshi 
  Cultists have tried to corrupt her and show her the 
  truth that is the Lord of Pleasure. 
  So far, Emmanuelle has resisted all attempts to 
  corrupt her. And this has the Cult Magus’ covet her 
  even more. This has in turn attracted the attention of 
  Slaanesh – and evoked feelings of Unrequited Love in 
  Him. Slaanesh’s feelings feed Pyrenzhia - the 
  embodiment of those feelings - as she stirs in her 
  prison. Already she is able to reach out, send the weak 
  and the willing visions and dreams when Morrslieb is 
  full. 
  Pieces on the Board 
  The Queen of Embers takes place in Nuln where 
  Pyrenzhia is about to return. This is not a tale of an evil 
  sorcerer or a single cult seeking to summon the 
  Daemon-Queen, however. Instead, her presence 
  affects several different factions with very human 
  goals, heightening their ambitions and drawing them 
  all into an all-consuming maelstrom that revolves 
  around the Countess. 
  All the factions described below have a part to play in 
  the coming events and the characters will interact 
  with all of them during the adventure. Some of them 
  are allies, some are enemies, and some may start as 
  one to become the other later on. The key factions are 
  shortly described below to give the GM an overview of 
  their motivations and goals. These will be expanded 
  further when the events of the adventure call for it. 
  Countess Emmanuelle von Liebwitz 
  Avoiding the brutal winters of Wissenland is not the 
  sole reason why Countess Emmanuelle seeks to 
  separate Nuln from Wissenland, but it is definitely a 
  welcome benefit. Along with the deplorable weather, 
  Wissenland’s uncouth burghers and uncivilized 
  commoners with their mundane problems are a 
  constant distraction depriving her of time better spent 
  attending matters more deserving of her attention, 
  not to mention taxing to Nuln’s coffers. 
  Conversely, the Countess loves everything about Nuln 
  - its culture, its wealth, even its politics - and wants to 
  dedicate all her time to the Jewel of the Empire. 
  Especially now, when it is once again one of the richest 
  and most influential cities in the Old World. Nuln 
  escaped the devastation of the Storm of Chaos for the 
  most part and equipping Karl Franz’s armies filled the 
  city’s coffers with gold. The merchants enjoyed 
  unforeseen profits as cannons and steam tanks were 
  rolled out to bolster the war effort.  
  Emmanuelle seeks to divorce Nuln from Wissenland 
  altogether, but she needs to find a way to retain Nuln 
  with her own Electoral vote while Wissenland would 
  receive its own. With the help of her colleague in 
  Talabheim, she has started negotiations with the 
  Emperor regarding large loans to the Imperial war 
  coffers. She has also promised Elector Count von 
  Raukov military and financial support in rebuilding 
  Ostland in exchange for his vote. 
  Understandably, her plan has the other Elector Counts 
  worried. Still, many discount the Countess on the 
  account of her reputation and expect her to abandon 
  the plan when some other fancy takes her. Some, 
  however, give her more credit and presume this is an 
  
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  elaborate scheme to increase her power while diluting 
  theirs. 
  The Saltpeter Men 
  The Gunnery School, the foundries, the Engineering 
  School – one could say Nuln lives by guns and 
  gunpowder. Especially now, as a source of the city’s 
  new found wealth, gunpowder is Nuln’s lifeblood and 
  in order to make gunpowder one needs saltpeter. The 
  sudden increase in demand for saltpeter means one 
  group in particular has suddenly become very 
  powerful and influential – the Saltpeter Men. 
  These ruthless men have a mandate to ensure Nuln 
  has access to necessary levels of saltpeter, and 
  gunpowder, at all times. They have basically been 
  given carte blanche to make sure the need for this 
  essential resource is met no matter what. 
  The Saltpeter Men are supposed to answer to the 
  Countess but are growing more independent and 
  secretive by the day. Unscrupulous and corrupt even 
  before the war, they are now akin to a secret police 
  with very few limitations to their power. People feel 
  they abuse their position and that they are all corrupt.  
  They are a clandestine group, their structure, numbers 
  and ultimate goals veiled in secrecy. Not much is 
  known about their organization except it is supposedly 
  run by a small clique of Pyromancer-Alchemists and a 
  mysterious, unknown leader. The Saltpeter Men are 
  influential, but their leader has his eyes set on an even 
  more powerful position. 
  The Guiding Hand 
  The Guiding Hand is a cult of Handrich; a fraternity of 
  greedy, venal men who gather to offer their thanks to 
  the God of Trade, drink, and collude to fix prices, 
  lower taxes, and undermine their competition. Four 
  Nulner Merchants make up the Guiding Hand: Viktor 
  Geldman, Markus Zachs, Meryle Lintz, and Bruder 
  Lehmann. They are all brilliant men, but absolutely 
  ruthless with their workers and utterly merciless when 
  it comes to their competitors. 
  At the height of the Storm of Chaos, the four 
  Merchants, looking to profit from the war effort, 
  sought to create a more powerful, more efficient 
  version of the iconic steam tank. Their insane idea was 
  the Marienburg class Land Ship1 – a ship moving on 
  wheels, powered by a steam engine. The project came 
  to a halt for various reasons, the biggest of which was 
  a horrible accident at the Geldman & Zachs foundry 
  when an experimental steam engine exploded. 
   
  The war in the North ended before they could finish 
  the project and the men found themselves with 
  unfinished Land Ships no one wanted. And they 
  couldn’t even get them to work. 
   
  So, the Guiding Hand’s attempt to build a Land Ship 
  ended in an unmitigated disaster and left the men in 
  dire straits financially. That was when the Merchants 
  were approached by a mysterious Dwarf who offered 
  to help. The sinister looking Dwarf promised to finish 
  the Land Ships if, in return, they helped him have six 
  bell-towers built.  
   
  The Guiding Hand accepted the offer and took 
  blueprints of the towers to one professor Hausdorff 
  from the Engineering School with whom they already 
  collaborated. The professor convinced the Countess 
  and the towers were built on an expedited schedule. 
  As a sign of trust, and to seal their business 
  arrangement, the Dwarf invited the Merchants to join 
  him in an ancient Dwarfen ritual. The men agreed 
  mostly because they didn’t want to offend the Dwarf.  
   
  So far, the Dwarf hasn’t delivered on his promise and 
  the Land Ships remain unfinished. What is more, the 
  Merchant’s find their workers getting more restless 
  and troublesome by the day. 
  The Dawi Zharr 
  The sinister looking Dwarf who approached the 
  Guiding Hand is Bhakrak the Blackened, one of the 
  feared Sorcerer-Prophets of the evil and self-centered 
  race of Chaos Dwarfs.  
  Some years ago Bhakrak had led his troops into the 
  Black Mountains in search of a rumoured lost mine. 
  Instead of the mine, the baleful light of Morrslieb 
  revealed an ancient temple hidden between the 
  windswept peaks. The black stone structure had lain 
  undisturbed for centuries, until the Dawi Zharr 
                                                             
  1 Land Ships come from Forge World’s Tamurkhan: 
  Throne of Chaos. The backstory has been modified to 
  suit the needs of this adventure. 
  
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  stumbled upon it. A sudden blizzard forced them to 
  retreat inside - and Bhakrak found his destiny. 
  Faded murals depicted a she-daemon tearing down 
  the human city of Nuln. Bhakrak felt instantly and 
  instinctively that he was guided here by Hashut, the 
  daemon-god of the Chaos Dwarfs. What Bhakrak 
  doesn’t know, is he was actually touched by the 
  stirring will of Pyrenzhia.  
  The Daemon-Queen manipulated Bhakrak to believe 
  he was exalted by his god and given a holy mission – 
  to solve the Great Equation. Guided by his visions, and 
  careful not to alert his jealous brethren to his findings 
  Bhakrak took his most loyal followers and made his 
  way to Nuln. He could feel it – Nuln was a nexus of 
  geomantic energies – a node of fire and ash sacred to 
  the Father of Darkness. How else could it be the 
  center of human endeavors with soot, and ash, and 
  gunpowder? He would burn it all down in His glory, 
  and the Great Equation was the key to achieving this. 
  Through his spies in the foundries he learned of the 
  Guiding Hand and their ridiculous Land Ships. He had 
  resolved enough of the Equation to know he needed 
  to build six bell-towers to power the great ritual. He 
  approached the Guiding Hand and manipulated them 
  to ensure the towers were built. With this 
  collaboration Bhakrak achieved two things. Firstly, the 
  towers were a geomantic focus for a ritual that was 
  part of the Great Equation. Secondly, professor 
  Hausdorff would help solving the Equation. 
  Bhakrak doesn’t know what solving the Great Equation 
  does exactly, but he feels the holy presence within. 
  The towers are built; the Equation is almost solved. 
  Soon, he will see Nuln burn for the glory of Hashut. 
  XIII 
  The first attempt by the Guiding Hand to build a land 
  ship ended in a disaster. The experimental steam 
  engine didn’t fire up properly and a young apprentice 
  was sent to find out what the problem was. Without 
  warning the malfunctioning machine exploded in a 
  fiery blast that killed a dozen men.   
  Maybe the stars were aligned just right; or maybe it 
  was the work being done on the Great Equation; or 
  perhaps it was destiny. The fact is, the young man was 
  saved, and transformed, by Pyrenzhia’s will. She 
  shielded the young man and gave him new breath. She 
  made him the Fireborn. 
  Soon, word spread of a young man who had been 
  disfigured by the flames only to carry the fires of 
  revolution inside him. They call him the Fireborn, or 
  the Sootstained Prophet. Ever since the accident the 
  young man has had an air of irresistible charisma and 
  purpose about him.  
  It started with small groups of people coming to listen 
  to the man who had survived so miraculously. With a 
  soft, but strong voice and eyes burning with purpose 
  the young man preaches about the greed of 
  merchants and the corruption and venality of the 
  Saltpeter Men. He urges workers to demand safer 
  working conditions and higher wages; and he tells 
  them to rise up against the men who have grown rich 
  and fat off of their labor. 
  He carries a simple wooden sword, blackened in a 
  forge’s flames, with him that has become a symbol for 
  what he stands for. They call it the 13th Runefang, and 
  his followers use the numeral XIII as their sign. The 
  Runefangs are symbols of the Elector Counts’ power 
  and his is the 13th - the Runefang of the People. His 
  cause is gaining more followers by the day. The fires of 
  revolution are rising. 
  Enter the Heroes 
  The Queen of Embers takes place over the course of 
  eight chapters that start in Nuln and see the PCs travel 
  to several places in Wissenland before their return to 
  Nuln for the adventure’s climactic end. Below is a 
  short synopsis of the eight chapters. 
  Adventure Synopsis 
  Chapter 1 – The action begins in Nuln on 
  Geheimnisnacht. The Countess wants the 
  city fully illuminated on this ominous night 
  and the PCs have been hired as protection 
  to a lamplighter. They run into some 
  strange things before stopping a group of 
  human traffickers. 
  Chapter 2 – Their heroics in the first chapter don’t go 
  unnoticed and the PCs are dispatched to 
  investigate a foul stench that has fallen 
  over the city. During their investigations 
  
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  they encounter both XIII and the Saltpeter 
  Men before their investigation leads them 
  to a site of a dark ritual and a mutated 
  professor – and the first signs of a greater 
  plot against Nuln. 
  Chapter 3 – The Countess’ plan to divorce Nuln from 
  Wissenland moves forward. Previous 
  events have earned the PCs the trust of 
  one the Countess’ chief advisors and now 
  the Countess herself has a mission for 
  them. They have to escort her chief legal 
  advisor to Wissenburg with a rather 
  peculiar ride. 
  Chapter 4 – The PCs help the legal advisor and find 
  themselves at a party in Wissenburg trying 
  to protect a local luminary in order to 
  secure his support. After preventing one 
  murder, they find there has been another 
  as part of a plot against Nuln and the 
  Countess. They gain a surprising new ally 
  and find out that the advisor left behind 
  notes that point to three different 
  locations in Wissenland. 
  The PCs are free to choose the order in 
  which they visit the locations in chapters 
  five through seven. 
  Chapter 5 – Following the clues from chapter 4, the 
  hunt down a forbidden book only to find 
  out the person carrying it is being pursued 
  by a fanatical Verenean Investigator. If 
  they manage to get the book, they get 
  valuable information on Pyrenzhia. 
  Chapter 6– The PCs are thrown in the middle of a 
  conflict between a band of mercenaries 
  and the Elves. If they manage to navigate 
  the precarious situation successfully, they 
  are rewarded with evidence regarding a 
  plan to infiltrate the Countess’ coming ball 
  to celebrate the Nuln/Wissenland 
  separation. 
  Chapter 7 – The characters infiltrate a salt mine of one 
  of the Guiding Hand Merchants and find 
  out the men have been co-operating with 
  the Chaos Dwarfs. 
  Chapter 8 –Our heroes return to Nuln. They have to 
  tie up loose ends from chapters 5 through 
  7 and recruit allies made earlier in the 
  adventure in order to stop Pyrenzhia. To 
  complicate matters the Countess is having 
  a ball, a revolution begins, and the Chaos 
  Dwarfs decide it is time for Nuln to burn. 
  Advice on Running the Adventure 
  Here is some advice on running The Queen of Embers.  
  First of all, you should prepare by reading through 
  the whole adventure before running it. This way 
  you gain an understanding of the big picture and 
  know what is to come. The adventure in itself is 
  rather straightforward, but the plot is not. Instead, 
  it is rather complicated with several factions and 
  NPCs with overlapping goals. Reading through the 
  whole adventure beforehand helps you 
  understand their place and purpose within the 
  adventure as a whole. 
  Any one character class or career isn’t absolutely 
  necessary, but having an Elf in the party can be 
  helpful and provide interesting roleplaying 
  opportunities. Also, having a Wizard can be helpful 
  considering the PCs will encounter some 
  spellcasters. At least one character should have 
  Read/Write skill (at the very minimum the party 
  should be accompanied by an NPC with this skill). 
  Please take a look at Forges of Nuln for more 
  information on the city. Also, the website 
  www.kalevalahammer.com features excellent 
  maps of Nuln. 
  There are a few instances where the PCs are given 
  missions by very powerful and influential NPCs. 
  However, this doesn’t have to mean the players 
  need to feel railroaded. Character motivation plays 
  an important part in ensuring this and you should 
  strive to ensure the characters have a personal 
  stake in the fate of Nuln. This can be included 
  already in character creation. If you are using 
  existing characters, opportunities to create these 
  ties are provided in the early chapters. 
  Even though the through-line of the adventure is 
  rather straightforward, emphasis has been put on 
  character choice in individual scenes. Be prepared 
  
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  to react to the choices and approaches your 
  players take and adjust the adventure accordingly. 
  Let the players shape their story and always 
  remember their characters are the heroes of the 
  story. 
  Take notes. The choices and interactions the party 
  has with different factions and NPCs during the 
  adventure will have repercussions in the final 
  chapter. Encourage your players to take notes. At 
  the start of each session recap what has happened 
  previously. 
  Finally, and most importantly, make this adventure 
  yours. No one knows your and your players’ 
  preferences better than you. Add new parts, take 
  out parts you don’t like, adjust and modify when 
  necessary. The goal is to create, together with your 
  players, a story you all enjoy. 
  Themes 
  There are certain recurring themes that run through 
  this adventure to tie the different chapters and events 
  together in a narrative whole. These are: 
  Countess Emmanuelle von Liebwitz. Her influence 
  is felt everywhere. Love for her manifests in a 
  myriad of ways. 
  Gunpowder, ash, and fire. 
  Dark magic, sorcerous equations, constellations, 
  astrology. 
  Pyrenzhia’s influence and the power ambitions 
  and desires have over people. 
  The conflict between workers and the merchant 
  class. 
  Racial tensions between Men and Elves. 
  The weather changes towards autumn and winter. 
  It gets darker and colder as the adventure 
  progresses. 
  Awarding Experience 
  The PCs are expected to gain around 150 to 250 
  experience points per chapter. Grant higher amounts 
  if they complete side plots and always award good 
  roleplaying.
  Timeline 
  Here is a timeline of the events preceding Chapter I. 
  Please note the timeline references some NPCs and 
  events that are introduced later. Return to this chart 
  after you have finished reading through the 
  adventure. 
   
   
  Sometime During 
  the Age of Three Emperors
  Pyrenzhia fails to conquer Nuln. Slaanesh 
  banishes her 'beyond the stars'.
  Storm of Chaos
  The Guiding Hand start the Land Ship project.
  The Saltpeter Men start gaining power.
  Storm of Chaos Ends
  The Land Ship project is in trouble. Hexenstern 
  joins the Astrologers' Guild of Mordheim* . 
  *See Chapter III
  Bhakrak the Blackened finds
   the ancient temple.
  Bhakrak arrives at Nuln, begins work
   with the Great Equation .
  Thornroot becomes the Countess' food taster.*
  *see Chapter IV
  The Countess declares effort  to  separate Nuln 
  from Wissenland, appoints Rosalia Schultz*.
  *see Chapter III
  Explosion at the foundry, the Sootstained 
  Prophet is 'born'.
  Last Hexenstag
  Hexenstern foils an attempt at the Countess' life.
  Bhakrak approaches the Guiding Hand.
  Construction of the bell towers begins. Professor
  Hausdorff* starts work on the Great Equation.
  *see Chapter II
  The Sootstained Prophet starts gaining
  followers who call themselves XIII.
  The Guiding Hand sells the Emmanuelle *
  to Captain Glaubrecht
  *see Chapter III
  Hexenstern suspects a plot against Nuln and 
  contacts Schultz*
  *see Chapter IV
  This Geheimnistag
  Adventure begins with Chapter I
  
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  Chapter I 
   
  The adventure begins in Nuln on Geheimnisnacht, the 
  Night of Mystery. Like Hexensnacht Geheimnisnacht 
  sees the twin moons Morrslieb and Mannslieb full on 
  the night sky and the veil between worlds grows thin. 
  It is a night of magic and dark powers when no-one in 
  their right mind ventures out.  
  Last Hexensnacht (the Witching Night) there was an 
  attempt at Countess Emmanuelle’s life. She was saved 
  by the timely intervention of Astromancer Tychonus 
  Hexenstern, who read signs of the coming attack in 
  the stars and rushed to stop the assassination 
  attempt. The attack claimed the life of her former 
  court astrologer, and Hexenstern’s mentor, however.  
  The events of that night left the Countess so terrified 
  she ordered certain measures to be taken. Six bell-
  towers were built, their sole purpose to toll on every 
  Hexensnacht and Geheimnisnacht to scare away evil 
  spirits. Furthermore, she ordered every lamp and light 
  lit through the dark hours of these accursed nights. 
  This is where the player characters come in. 
  The characters find themselves on escort duty this 
  Geheimnisnacht. There are numerous ways how the 
  PCs can end up in this situation. Any PCs in Warrior 
  careers could have been hired by the city, or 
  appointed here by their superiors. Wizards could have 
  received the order form their mentor or Order. The 
  same goes for Priests and Initiates. Academic 
  characters could be sent here to write down 
  everything that happens tonight. Or the PCs could be 
  here just to make a few extra gold crowns.  
  As you start, go through each PC’s reason and 
  motivation for being here.  You can do it already 
  during character creation or describe it in a short 
  montage at the start of the session. Alternately, you 
  can hand the narrative reins to your players and let 
  them explain how they ended up here. 
  Gunpowder Square 
  The night starts at Gunpowder Square. It is a little 
  square in Nuln’s Handelbezirk (trade district) made 
  famous by Magnus the Pious. The story (every Nulner 
  knows this) goes that, when young Magnus was just 
  starting his crusade to save the Empire he performed 
  one of his first miracles on this square. A well-known 
  gathering place at the time for Merchants, many of 
  them had been complaining about their wares 
  combusting spontaneously and seeing grinning faces 
  in the flames. Magnus arrived at the square. He 
  poured some gunpowder on the ground, said a payer 
  to Sigmar, and set the gunpowder alight. Then he 
  called forth and exorcised a ravenous fire-spirit from 
  the Merchants’ wares in front of dozens of witnesses. 
  Since then the place has been known as Gunpowder 
  Square. 
  Tonight, there are no Merchants peddling their wares. 
  Instead, the square is full of armed men, lamplighters, 
  and priests. Cold night air is filled with anxious barks 
  and growls of muzzled dogs, nervous coughs from the 
  gathered men, and barked orders from City Watch 
  Sergeants.  
  The PCs stand and wait with the Lamplighter they are 
  to escort tonight, Amadeus Lichtmann (for stats see p. 
  87). They have been assigned a district in Shantytown 
  and will be paid 5 gc each after sunrise. Their job is to 
  escort Amadeus and make sure all street lights are lit 
  all through the night. 
  Stern-faced Sigmarite Priests walk from one group to 
  another. Each is followed by Initiates carrying smoking 
  censers and chanting somber hymns. One of the 
  Priests comes over to the PCs’ group and stops in front 
  of each of them to recite a prayer from the Deus 
  Sigmar. Then he plants a prayer ribbon on their 
  armour or clothing. Next, an Initiate steps forth and 
  presses a hot wax seal on the ribbon, attaching it to 
  the PC’s equipment. Wearing this Prayer Ribbon 
  grants the same effect as the spell Armour of 
  Righteousness from the Lore of Sigmar (WFRP Core p. 
  166). Removing the seal removes the effect. 
  Otherwise, the effect lasts until sunrise.  
  The Priest moves on to the next group and the PCs are 
  sent on their way.  
   
   
  
  11 
   
  Shantytown 
  Shantytown is the disgrace of Nuln. It is the part of 
  town where all the diseased and other untouchables 
  live, and where mutants are whispered to ascend from 
  the sewers. The district is a haven for thieves and 
  murderers.  
  Shantytown is a maze of narrow, muddy streets that 
  snake between wooden shanties, shabby cottages, 
  and illicit businesses. Dilapidated houses lean into 
  each other like a row of rotten teeth. It is the PCs’ duty 
  to move through the district going from one street 
  light to the next. Luckily (or unluckily), most side 
  streets and back alleys don’t have street lamps. 
  Amadeus Lichtmann is a recently recruited 
  Lamplighter. Usually friendly and talkative, 
  Geheimnisnacht makes the young man more than a 
  little nervous and fidgety. For the first couple of lamps 
  his hands shake so much he can’t seem to light them. 
  A few encouraging words go a long way to help him 
  calm down. Amadeus can inform the PCs about the 
  events of last Hexensnacht if they haven’t heard about 
  them already (the assassination attempt and resulting 
  measures). 
  The streets are devoid of people, but eyes peek from 
  behind parted curtains and weird sounds echo down 
  the narrow streets. There is a strange, coppery taste 
  to the night air.  
  The following three optional encounters are meant to 
  evoke the strangeness and mysteriousness of 
  Geheimnisnacht. Use as many of these encounters as 
  you see fit. You can also ask a player or two to 
  describe a memory their character has regarding a 
  past Night of Mystery. 
  Optional Encounter 1 – The Spinster’s Eye 
  The PCs make their way deeper into Shantytown. 
  Amadeus lights another street lamp and its pale 
  yellow light catches a shadowy figure running on all 
  fours. It disappears into a narrow alley between two 
  dilapidated houses. A Routine (+10) Perception Test 
  reveals it to be about the size of a man.  
  If the PCs hesitate to follow the figure, Amadeus 
  suggests they check it out to make sure it is not 
  something that will follow them, or try to put out the 
  lights. 
  The alley leads to the waterfront and a small, crooked 
  pier. At the end of the pier stands a couple looking up 
  at the night sky. A young Burgher’s son has fallen in 
  love with a simple peasant girl and the two snuck out 
  to ask the Spinster for a way to be together.  
  An Average (+0) Perception Test reveals the shadowy 
  figure sneaking closer to the couple. The figure is 
  actually the girl’s mutated brother who fears the 
  Burgher’s son will steal his sister away from him. The 
  Mutant, its fragile mind affected by Morrlieb’s glare, is 
  here to kill the boy (use Mutant stats, WFRP p.230). 
  There are several ways to solve the situation. Play 
  these up for dramatic effect. 
   
  The PCs can warn the couple. In that case, the 
  girl recognizes her brother. She can, with a 
  little help from the PCs, ensure her brother 
  she is not about to leave him. This requires 
  good roleplaying and a successful Average 
  (+0) Charm Test. 
   
  A successful Average (+0) Intimidate Test 
  scares the Mutant away. 
   
  They can distract the Mutant (or let the sister 
  do it) and then try to sneak up on it. This 
  requires an Opposed Silent Move Test 
  against the Mutant’s Perception (31%). 
   
  They can attack and kill the mutant. If they 
  capture it, City Watch will come to collect it. 
   
  Or they can find some other solution. Let 
  them be creative. 
   
  If the Mutant is wounded, it tries to flee. The 
  sister tries to stop the PCs from killing her 
  brother. 
   
  If they fail dramatically in any test or do 
  nothing, the Mutant attacks the boy. If they 
  still do not interfere, the Mutant kills the boy. 
  This probably calls for an Insanity Check. 
  If the PCs solve the situation, the couple, or Amadeus, 
  tells them about the Spinster’s Eye (see p.4). Or, have 
  them make a Routine (+10) Common Knowledge (the 
  Empire) Test. 
   
   
  
  12 
   
  Optional Encounter 2 – The Candlemaker 
  Amadeus notices he is running out of candles. There is 
  no reason to worry though, as a familiar 
  candlemaker’s shop lies nearby. The shop is indeed 
  close by, but upon arrival they find the door eerily 
  ajar. The shop, a dark, cramped space full of candles of 
  all sizes and shapes, seems to be abandoned. Anyone 
  with Sixth Sense has a bad feeling about this place. Let 
  the PCs proceed into the shop and look around before 
  they see light shining from under a trapdoor and hear 
  muffled noises. 
  Ascending the short stairs the PCs see the 
  candlemaker, a thin and haggard figure, fighting to 
  keep rows of freshly made candles lit. A nauseating 
  stench rises from a large tub that seems to be full of 
  some kind of waxy goo. A closer look reveals a ghoul-
  like creature slowly rising from the tub. The sweating, 
  wheezing candlemaker pleads for help to keep the 
  candles from going out.  
  What is happening here then? The candlemaker was 
  commissioned by a nefarious figure (a Necromancer) 
  for candles made of human fat. The candlemaker, in 
  need of all the work he can get, took the job. He lured 
  a beggar into his shop and killed him, then started to 
  work on the candles using the tub.  
  Then Geheimnisnacht happened and something 
  animated the corpse in the tub. It seems to be 
  mystically connected to the candles made from its fat. 
  The more candles are lit the weaker it seems to be, 
  but a breeze from the tub keeps putting out the 
  flames. Sooner or later they all burn out and the 
  creature attacks. An Average (+0) Intelligence Test or 
  a PC with Witchsight is needed to understand this, if 
  the players don’t figure it out on their own. The 
  candlemaker tries to explain it to them, but his panic 
  makes him hard to understand. Insanity Check is in 
  order for anyone who learns the truth about the 
  creature and the candles. 
  Use Zombie stats from WFRP Core p. 231 for the 
  creature. It attacks everyone coming near the tub. It 
  won’t be able to leave the tub until all the candles are 
  extinguished. It is destroyed if all the candles are lit. It 
  takes combined 4 levels of success in Agility Tests to 
  light all the candles. Conversely, combined 4 levels of 
  failure puts out the candles. Setting the creature on 
  fire or reducing it to 0 Wounds destroys the creature 
  as well. 
  If they want to turn the candlemaker over to the 
  authorities, a City Watch patrol is not far away. 
  Optional Encounter 3 – What’s in a Name? 
  This encounter takes place on an unnamed street in 
  Shantytown. Amadeus lights another street lamp and 
  the group prepares to move on to the next one, when 
  one of the characters notices that the lamps behind 
  are going gone dark one after another. Let the PCs 
  ponder what to do for moment. There is no sign of 
  anyone in the darkness, and it is eerily quiet. Turn up 
  the tension by asking for Initiative Rolls. When they 
  decide on a course of action, the lamp they just lit 
  goes out. Suddenly, it is pitch black. 
  Go through a quick round asking each player what 
  their character does (don’t give them any time to 
  plan). Candles or light-based spells do not pierce the 
  darkness. No-one attacks them though. What happens 
  instead, is a PC (choose one, or pick the one with 
  lowest WP) hears someone whisper her name right 
  next to her ear. Again, give the PCs a chance to freak 
  out. Then, the street lamps light back up one at a time, 
  like something or someone was slowly retreating away 
  from them. 
  At first, the PCs may not notice anything is amiss. 
  However, when it comes up the PC who heard the 
  whisper cannot remember her name to save her life. 
  Even in the case she is told her name she forgets it 
  right away. The name comes back to her at sunrise. 
  Who took it and what was it used for? The character 
  will probably never find out. 
  The Orphanage 
  On the far side of the PCs’ appointed district lies a 
  small orphanage run the Cult of Manann. For several 
  years, Annyke Buuren - an elderly Temple Guard - has 
  been running an orphanage for children who have lost 
  their parents to the Reik. However, years on the river 
  and the unsavory conditions of Shantytown have left 
  her with chronic Weevil Cough and deteriorating 
  health.  
  Those seeking to exploit others often have a keen eye 
  for human weakness. So it was with Annyke as well. 
  
  13 
   
  She has treated her cough with Black Lotus long 
  enough to developed a serious addiction. The men 
  providing her with the drug promised her enough 
  money and Black Lotus to treat her condition for a 
  long while. All she had to do in exchange was to mix a 
  vial of poison in the orphans’ food, get her belongings 
  and never return. Earlier tonight, she did just that. 
  When the characters arrive at the orphanage (it is too 
  small to have a proper name), they see a Priest of 
  Morr instructing a group of surly men (All the PCs 
  know that Geheimnisnacht is a sacred night to the 
  followers of Morr). They are loading small bodies onto 
  a cart. Once they notice the PCs, the men stop what 
  they are doing to regard the newcomers. The Priest of 
  Morr approaches the group and introduces himself as 
  Father Baer. He seems unwilling to loiter and the men 
  he’s with are visibly suspicious. 
  Father Baer is quick to tell them that it seems some 
  foul creature has claimed the lives of these poor little 
  souls. He was fetched by the alarmed Temple Guard 
  who attended the place and they are now taking the 
  bodies to the nearest Garden of Morr for last rites. 
  These are, of course, all lies. The men are members of 
  a notorious group of human traffickers. Orphans are 
  perfect targets for them as no-one ever comes looking 
  for them. 
  Uncovering the Scam 
  The purpose of this scene is to get the PCs to do the 
  right thing and save the orphans. This way, Master 
  Hexenstern has a reason to recruit the heroes of 
  Geheimnistag the following morning. So, it is 
  imperative the PCs take interest in this scene. How to 
  ensure that then? First of all, they should get the 
  feeling that something fishy is going on here as soon 
  as they arrive at the scene. Any character with Sixth 
  Sense gets the feeling that something is wrong. 
  Furthermore, all the men (number of PCs + 2 + the 
  Priest) look armed and dangerous. If everything else 
  fails, Amadeus tries to convince them something is 
  afoot, or one of the orphans on the cart moans - 
  indicating she is very much alive. 
  Questioning the Priest 
  Father Baer (in reality a Smuggler and human 
  trafficker called Aldred Baer, for stats see p.88) wants 
  to get rid of the characters as quickly as possible. He, 
  however, knows the PCs are here as city officials and 
  doesn’t dare to attack them outright. He was counting 
  on not being disturbed on Geheimnisnacht so his 
  cover is simple and straightforward: He was fetched 
  here by the alarmed Temple Guard who attended the 
  place and now they are taking the bodies to the 
  nearest Garden of Morr.  
  The Temple Guard 
  She is nowhere to be seen. The Priest says, rather 
  ominously, that the woman left as soon as they got 
  here, scared of the evil forces clearly afoot. 
  Furthermore, the Priest says she had allegedly 
  witnessed a hag-like creature drift through the wall 
  and start sucking life energy from the orphans. That 
  was when she ran to fetch the Priest. 
  Investigating the Orphanage 
  The Temple Guard indeed seems to have left. 
  However, if she left in a hurry, she took the time to 
  take most of her stuff with her. An Average (+0) 
  Perception Test finds a small vial hidden under her 
  bedding. Another successful Heal, Prepare Poison, or 
  suitable Common Knowledge Test suggests the vial 
  smells of a potent sedative. This poison was 
  administered to make the orphans unconscious and 
  corpse-like for a few hours. 
  There is no sign of any kind of supernatural creature. 
  There are no signs of fighting.  
  Investigating the Cart 
  The problem with investigating the cart is that the 
  men guarding it won’t let the PCs inspect the bodies 
  too closely. They state that on a night like this one has 
  to be careful with corpses. A suitable skill or a ruse is 
  needed. 
  The bodies are covered with a cloth. At first glance the 
  orphans look dead. A closer inspection reveals their 
  lips smell the same as the vial found inside the 
  orphanage. They also have the faintest pulse.  
  The Kislevite Witch 
  When the PCs start to get too nosy Father Baer tries to 
  scapegoat a Kislevite Wise Woman living nearby, 
  saying the Temple Guard witnessed the Witch skulking 
  
  14 
   
  around. The hag-like creature that drifted through the 
  wall must have been the Witch!  
  The Wise Woman lives just two blocks away. Father 
  Baer is willing to send two of his men, Gotz and Jorg, 
  with the PCs should they be willing to go take care of 
  the Hag right away. 
  As the PCs leave towards the Kislevite, the Priest and 
  the rest of his men take the cart towards the 
  waterfront. All characters from Nuln are allowed an 
  Easy (+20) Intelligence Test to remember there is no 
  Garden of Morr in that direction. 
  Kill them! 
  If the party uncovers the scam, refuses to go after the 
  Kislevite, or the Priest thinks the jig is up he orders his 
  men to kill them (see p.88). Baer himself and two 
  other men take the cart and flee towards the 
  waterfront where a river boat is waiting. The men fight 
  until they are clearly outnumbered then try to flee. 
  Kislev Town 
  A small part of Shantytown is populated by the 
  Kislevite immigrants living in Nuln. It is called Kislev 
  Town and most of the Kislevites who live there are 
  labourers and their families. Dazhia the Wise Woman 
  is their de facto leader. The shanties and wooden 
  sheds that make up Kislev Town have a distinct 
  northern feel to them with skilled woodwork and bear 
  motifs clearly at display. 
  Kislev Town, like rest of the city, looks quiet and 
  abandoned. Tolling of the protective bells is barely 
  audible here. Amadeus points to the end of a street - 
  the Hag lives there. Knee high mist lingers over the 
  street and wooden wind chimes clatter hollowly. 
  Stuffed animal heads and weird charms are mounted 
  on lintels. It looks very much like the last place you 
  want to enter on a night like this. 
  But enter they must. The Hag’s cabin lies at the end of 
  the street. As they approach, the PCs feel eyes upon 
  them and hear something akin to soft drumming. A 
  faded cloth serves as a makeshift door. The small hut 
  is lit by a single candle. A motley collection of herbs, 
  jars, and charms litters the place and the air is heavy 
  with strong aromas. Dazhia (see p.87) sits by the 
  candle softly banging a witch drum (to keep evil spirits 
  at bay). The Wise Woman looks up and says with a 
  heavy Kislevite accent: “I was expecting you.”  
  Dazhia is not guilty of killing the children. Give the PCs 
  a moment to talk to the Wise Woman. She knows 
  Kislevite orphans have gone missing in the past. And 
  she knows the PCs are not to blame (maybe the spirits 
  told her, maybe someone saw them lighting the 
  lamps). She is quick to see through the fake Priest’s 
  ruse and calls them on it. When the Thugs realize that 
  the PCs are hesitant about killing Dazhia, or that the 
  Hag blames them, they do what they were sent here 
  to do - kill the PCs and the Hag. If the PCs kill the Hag, 
  the men still try to kill them. 
  If the Hag is attacked at any time, or if it seems the 
  characters have trouble defeating Gotz and Jorg, a 
  group of Kislevite labourers joins the fight. The Thugs 
  fight until one of them is dead or unconscious, and 
  then the other one surrenders. Dazhia only fights in 
  self-defense. 
  Once the fight is over, Dazhia urges the PCs to stop the 
  fake Priest before he can get away with the children. If 
  some of them are heavily wounded, she gives them a 
  Healing Draught. A couple Kislevite Labourers join 
  them, if you think the PCs need a helping hand. 
  The Persistent Viper 
  Father Baer is rushing towards the waterfront and The 
  Persistent Viper waiting there. The captain of that 
  notorious river boat is Balthanyir, a Dark Elf (see Reik 
  Lionfish sidebar). The PCs catch the Thugs just as they 
  arrive at the pier. When Balthanyir realises his men 
  have been followed, he orders all witnesses killed on 
  the spot. He will not respond to any reasoning or 
  negotiating. So, most likely a fight ensues.  
  Depending on how much action the PCs have already 
  seen tonight and how big of a fight you want to make 
  this, you have several options. 
   
  The PCs face Father Baer and one or two 
  Thugs. 
   
  A City Watch patrol is nearby and arrives at 
  the scene in 1d10/2 Rounds. Their arrival may 
  be enough to stop the fight and the Thugs 
  surrender. 
   
  The Kislevite Labourers and/or City Watch 
  and the Thugs engage in a fight. Make their 
  
  15 
   
  Reik Lionfish 
  The Reik Lionfish is a rare venomous fish that lives 
  in the Reik. Venomous spines that protrude from 
  the body, similar to a mane, give it the name 
  lionfish. It is known to sneak aboard river boats 
  with bilge water and sting crew members.  
  The Reik Lionfish is also a nickname for a 
  mysterious criminal organization operating all along 
  the Reik. It has no official name, and the Reik 
  Lionfish name comes from the black silhouette it 
  sometimes brands cargo with. 
  Besides, the Reik Lionfish is a suitable metaphor to 
  a dangerous organization of smugglers, pirates, and 
  assassins. Riverwardens whisper that an outcast Elf 
  family in Marienburg is actually an exiled Dark Elf 
  bloodline that runs the organization and uses it to 
  spy on the Empire. 
   
  fight background to the PCs fight and don’t 
  bother with dice rolls. 
   
  Balthanyir’s priority is to escape. He orders 
  some of his crew (Thugs) to unfasten the 
  boat. If you want to make the fight 
  considerably more difficult, have Balthanyir 
  (see p.89) join Baer to fight the PCs. He will 
  not fight to death and surrenders when he 
  realizes the fight is lost (he knows he will be 
  able to escape sooner rather than later). 
  Action! 
  Here are a few options to make the fight more 
  memorable: 
   
  Save the cart! Two thugs try to push the cart 
  aboard. They must be stopped and the cart 
  must not be allowed to fall into the river. 
   
  The Thugs unfastening the boat must be 
  stopped. 
   
  Barrels, crates of fruit, and the river boat 
  provide props for the fight. 
  Once the fight is over, all the Thugs as well as the PCs 
  are escorted to the nearest Watch station. This takes 
  us straight to Chapter II.
   
   
   
   
   
  
  16 
   
  Chapter II 
   
  This chapter picks up right where the first one ended. 
  It is already past sunrise and the PCs are being 
  questioned about last night’s events at the City Watch 
  station. They have been held here for hours as one 
  clerk after another comes to ask them the same 
  questions over and over again. They are not suspected 
  of anything, probably, but should be feeling suitably 
  tired, hungry, bored, and frustrated.  
  Any surviving Thugs and Balthanyir are locked up. The 
  Watchmen don’t allow anyone to talk to them, but if 
  the PCs insist they will probably find a way. Balthanyir 
  doesn’t say a word, only stares at them with eyes dead 
  as a shark’s (he most likely manages to escape later). 
  Once the PCs are close to a breaking point a Wizard 
  enters the Watch station. He walks up to the Sergeant 
  and whispers a few words in his ear. The Sergeant 
  points at the PCs and the Wizard nods a quick thank 
  you. He approaches the PCs and says: “I’m sure you 
  are tired and hungry after a long and busy night. If 
  you’ll allow me, I would like to offer you breakfast so 
  that we can converse in a more pleasant milieu. I 
  would like to discuss a certain matter with capable 
  people such as yourselves.” 
  Hopefully, the PCs agree to join him as the next part of 
  the adventure hinges on it. If they seem unwilling to 
  follow him, the Wizard tells them that he has their 
  payment from last night and there is plenty more 
  where that came from. And if they don’t take up the 
  Wizard’s offer there is no telling when they will be let 
  go. 
  Breakfast 
  A small group of upset citizens has gathered outside 
  the station house. They fling rotten vegetables at the 
  windows and guards standing outside and demand to 
  see the captured “Elf child killer”. Apparently word of 
  last night’s events is spreading fast. 
  The Wizard knows a suitable tavern serving breakfast 
  in Handelbezirk. On the way there the characters 
  cannot help but notice an awful stench hanging over 
  the city. It is almost indescribable with a hint of 
  sulphur and something… not of this world. Folks are 
  retching or covering their faces with a piece of cloth or 
  their sleeves. 
  The Wizard buys them breakfast and pays them what 
  they are owed from last night. While doing that he 
  introduces himself as Tychonus Hexenstern, a Celestial 
  Wizard and the Countess’ chief advisor in all matters 
  astrological (see p.90) He thanks them for their service 
  and says that he could really use their help now.  
  The problem? The stench. It started sometime last 
  night and Master Hexenstern suspects dark sorcery. 
  He says he read hints of something sinister in the 
  stars, but it was the odour’s otherworldly quality and 
  the fact the Winds of Magic flow strangely that 
  convinced him. Any character with Witchsight can 
  confirm this. The Winds of Magic look like a disturbed 
  pond at the moment. 
  Now, he needs the PCs look into this. Why them? 
  Well, they just proved themselves to be a capable 
  punch and he wants outsiders, someone only he 
  knows about. Master Hexenstern doesn’t have much 
  more information to share. It seems the stench is 
  stronger on the other side of the river so maybe they 
  should start there.  
  As payment, he promises them 10 gc plus another 5 gc 
  if they bring however is responsible to his attention. If 
  some of the PCs are heavily wounded he advises them 
  to start at the Temple of Shallya. Mentioning his name 
  guarantees they get treated immediately. 
  Investigating the Stench 
  The horrible stench seems to originate somewhere in 
  Faulestadt. Faulestadt is the newest part of Nuln. It 
  was created when all industries that create foul 
  odours or handle offensive material were moved to 
  one place. It is a busy district of tanners, dyers, 
  slaughterhouses, and, of course, the foundries. On a 
  good day the air is thick with the smell of blood, 
  sweat, and acrid chemicals. Now, the conditions are 
  almost unbearable. Everyone goes about wearing a 
  scarf, a cloth, or a mask of some kind. 
  
  17 
   
  Ask for a Gossip Test or two. The level of success 
  determines the time or the amount of coin the PCs 
  need to drop to get any information. Eventually, they 
  find out the following: 
   
  The stench started sometime last night. 
   
  No-one seems to know where it comes from. 
  Most seek to blame their neighbor or 
  competitor. 
   
  Many people remember waking up to 
  nightmares. Most don’t remember what it 
  was about. Some might remember minor, 
  obscure details like eyes in the stars or 
  laughing flames. 
   
  There is a feud between local Dung Collectors 
  and some Tileans pushing in on their turf. 
  This has been going on for a fortnight now. 
  Maybe they have something to do with the 
  stench; they are handling dung after all. This 
  is a clue that will lead the PCs to the next 
  scene, so they should hear it from several 
  people.  
  Industrielplatz 
  Industrielplatz is the most important part of 
  Faulestadt. The foundries and forges that feed the 
  Imperial Gunnery School are located there. 
  Furthermore, there are several smaller artillery 
  workshops. No place in Nuln has as high casualty rates 
  as Industrielplatz, including the City Watch.  
  Eventually, their investigation brings the PCs here and 
  that is when they see the following. An Agitator stands 
  on top of a barrel of gunpowder and preaches 
  animatedly to a small crowd. He has couple partners 
  handing out pamphlets. The message of the speech is 
  the same as in the pamphlets: Join XIII. Join the 
  revolution. Rally behind the 13th Runefang as he 
  liberates the workers from their ghastly working 
  conditions and cuts the chains merchants use to 
  shackle them with. The pamphlet is signed XIII and the 
  Agitator and his mates have painted XIII on their 
  foreheads with gunpowder or oil. 
  If the PCs ask what is going on, they are told that these 
  men are followers of someone called the Sootstained 
  Prophet. The prophet survived some kind of a horrible 
  accident and has been demanding better workers’ 
  rights ever since.  
  After a few minutes, a City Watch patrol disbands the 
  gathering. The Agitator and his mates flee from the 
  scene. 
  The War for Dung 
  Dung Collectors are tasked with keeping the city’s 
  thoroughfares and streets clean. Shoveling offal all day 
  is not the most lucrative job, but at least the Dung 
  Collectors in Nuln do better than their counterparts 
  elsewhere. This is because they can sell the dried dung 
  to the Saltpeter Men who use it to make saltpeter. At 
  one time, the Collectors tried their hand at making it 
  themselves, but the Saltpeter Men put a quick and 
  violent end to that.  
  As a whole, collecting dung and selling it to the 
  Saltpeter Men is a lucrative business. That is why 
  Tilean crime boss Silvio Corlusbeni has declared a war 
  on the Dung Collectors, trying to take over their turf. 
  After the PCs have heard rumors of the war for dung, 
  have them walk into this scene. A Dung Collector’s 
  cart, full of offal, is blocking the street. Three men, all 
  clearly Tilean, circle the lone Dung Collector armed 
  with a shovel. The Tileans look for an opening and 
  attack as soon as they see it (see p.91). They quickly 
  disarm the Collector and throw him into the cart 
  intending to drown the poor man in the offal. Fearing 
  violence, bystanders are quick to disappear. It is up to 
  the PCs to save the man. They have approximately 5 
  rounds before the Dung Collector dies. 
   
  Challenging the Tileans works if they succeed 
  in a Challenging (-10) Intimidation Test 
  (Average if the PCs outnumber the Tileans). 
  Bribery can also work. 
   
  Chase the men off for long enough to pull the 
  man out of the cart. A coordinated charge will 
  do the trick. 
   
  Attacking the Tileans. They fight until at least 
  one of them is heavily wounded and then try 
  to flee. 
   
  Award and encourage imaginative problem 
  solving and good roleplaying. 
   
  Of course, they can watch the man die and 
  not interfere, or approach the Tileans 
  afterwards. This is a valid option as well. 
  After this scene, there are a few options open for the 
  PCs. They can approach the Dung Collectors, or they 
  
  18 
   
  can be approached for help. Alternately, they can 
  approach Corlusbeni. Both options lead the PCs to the 
  Sootstained Prophet.  
  In case the characters are worn too thin, the pacing of 
  the narrative demands it, or you are just pressed for 
  time, you can pass the dung war almost entirely. After 
  the above scene XIII contact the PCs directly having 
  seen them save the Dung Collector (move straight to 
  XIII below). Or, alternately, you can use the whole 
  dung situation as set dressing with either one or both 
  sides wreaking havoc on the party’s plans.  
  The Dung Collective 
  The Dung Collectors of Nuln live in a camp outside 
  Nuln. They dry their merchandise there to sell it later 
  to the Saltpeter Men. It is not the most sanitary place 
  and the smell is horrible – but not the stench they are 
  after. Most of the tents are in relatively good 
  condition, which tells something about how good the 
  dung business is at the moment. 
  The leader of the Collectors is Reiner Holt, a wiry man 
  of indeterminate age with leathery skin and a firm 
  handshake. He knows where the stench originates, but 
  the PCs must first help him with something. Only then 
  will he tell them what he knows.  
  Reiner’s problem is that Corlusbeni has bribed one of 
  the Saltpeter Men for an official document that 
  guarantees they only buy dung from one designated 
  operator in the future. This operator would naturally 
  be Corlusbeni. If the PCs can steal the document and 
  deliver it to Reiner Holt, he can change it so that the 
  Collective is named as the designated operator. The 
  document is in a Saltpeter Men compound in the 
  Industrielplatz. To get inside, Holt suggests the 
  characters get in touch with XIII. It is rumoured they 
  are planning to strike against the Saltpeter Men. 
  The Tileans 
  Alternately, the PCs approach the Tileans. Crime Lord 
  Silvio Corlusbeni has taken over the Sigmar’s 
  Outhouse tavern (see p.92). The decrepit watering 
  hole lies between a slaughterhouse and a dyer in 
  eastern Faulestadt. It is a two-storey building that 
  leans slightly to the left. The Tileans, all dressed in 
  Tilean style and proud of their accent, man most of 
  the tables playing cards or dice.  
  A Rogue character can get an audience with 
  Corlusbeni with little trouble. Others must succeed in 
  an Average (+0) Charm or Blather Test or surrender 
  their weapons and suffer through a pat down that 
  could see a small item or a few coins disappear. 
  Corlusbeni sits at a round table enjoying a drink and 
  the companionship of a woman of easy virtue. He has 
  heard about the incident earlier and treats them 
  accordingly.  
  Just like Reiner Holt, Corlusbeni knows where the 
  stench originates. It is not with his dung though and he 
  makes this very clear to the PCs. He is willing to tell 
  them what they want to know, but for a price of 
  course. It surprises no-one that he wants them to do 
  something for him. The Tilean has a spy inside XIII, but 
  he hasn’t heard from the man in a couple of days. He 
  wants the PCs to find out what has happened to the 
  spy. 
  XIII 
  Whether the PCs get here via the Dung Collectors or 
  the Tileans, it is time for the characters to meet one of 
  the most important NPCs of this story. Finding XIII and 
  their leader is easier said than done. Holt and 
  Corlusbeni both point them to the direction of the 
  Geldman & Zachs Foundry. XIII are known to spread 
  their propaganda around such large foundries. Make 
  the characters work for finding XIII and reward clever 
  roleplaying. For example, they could: 
   
  Try getting a job at the foundry (note that if 
  they enter the Geldman & Zachs Foundry 
  they see the unfinished Land Ships). 
   
  Try eavesdropping the workers. 
   
  Wait until a shift ends and talk to workers in 
  nearby taverns. 
   
  Or they could look for XIII sign (clothing, 
  tattoos etc.). 
   
  Talk about their hatred of the merchant class 
  and hope the right people hear them. 
   
  Succeed in Bribe, Blather, or Gossip Tests 
  with the right people.  
  XIII welcome almost all comers, but they are wary of 
  infiltrators. Any character who looks like a Noble etc. 
  better disguise herself. After the PCs have successfully 
  made contact they are introduced to Eustasius 
  Eilhardt, one of the Sootstained Prophet’s most 
  
  19 
   
  fervent followers and the Agitator they saw earlier. He 
  takes them to the XIII base. 
  All Your Bases Are Belong to Us 
  There are two Geldman & Zachs Foundries. One 
  operational (and building the Land Ships) and one 
  abandoned after the accident with the experimental 
  steam engine. XIII and their leader are staying at the 
  abandoned Geldman & Zachs Foundry where the 
  fateful explosion happened. 
  The large stone building is dilapidated and forlorn, 
  almost like a blackened sepulchre. The revolutionaries 
  are shacked up in the large main hall. Very little is left 
  of the roof and the floor is still covered in soot. There 
  are about two dozen men and women here, huddled 
  around small campfires. They don’t seem to have 
  much, but there is optimism and hope in their eyes.  
  The Sootstained Prophet 
  The Fireborn and his closest aides stay in one of the 
  side halls, a room where they manufactured the 
  experimental steam engines. Eilhardt disappears 
  through a crack between two huge metal doors. The 
  PCs have a few minutes to linger around, to meet the 
  revolutionaries. One of them motions with a bandaged 
  hand for them to come over. They are offered a place 
  by the fire, a bowl of hot soup, and they are welcomed 
  among XIII. An Average (+0) Perception Test notices a 
  canvas covering something in the corner. If the PCs 
  check it out, it is a stack of gunpowder kegs. 
  Time to meet the Prophet. After a few minutes the PCs 
  are invited into the room behind the huge doors. A 
  young man sits on a rusted gun barrel by a fire. There 
  are few other men in the room, all armed. The young 
  man motions for them to sit with him. His face is 
  covered in severe scars from the explosion, but his 
  eyes burn with determination. He is dressed in a 
  combination of workers clothes, a scarf, and brown 
  hooded robes (Academic characters with a suitable 
  skill notice he bears some resemblance to woodcuts of 
  Magnus the Pious). His hands are wrapped in 
  sootstained bandages (see p. 93).  
  A simple, fire-blackened wooden sword rests against 
  the barrel by his side. An Average (+0) Perception Test 
  suggests engraved images on the blade above the hilt. 
  The man’s voice is surprisingly soft as he welcomes the 
  PCs as believers in the 13th Runefang. He does not call 
  himself by any name. If they ask, he says: “The others 
  call me Fireborn, or the Sootstained Prophet, but what 
  I am called matters little. What matters is what we 
  do.” 
  “And what do we do? We are the fires of revolution 
  that will cleanse this city of corruption, greed, and 
  exploitation. We are the 13th Runefang, the Blade of 
  the People.” As they listen to him, the PCs find 
  themselves drawn to his words. There is something 
  mesmerizing about the Sootstained Prophet, an 
  inspiring quality that captures your attention and 
  kindles something inside you. An Average (+0) 
  Perception Test (as it is difficult to draw your 
  attention away from him) notices that everyone in the 
  room has stopped to listen to him. He picks the sword 
  up and runs his fingers along the wooden blade.  
  “This is my Runefang. This is the sword that will set my 
  people free.” He pauses.  
  “These engravings on the blade… They seem to foretell 
  what I’m to do. I have no recollection of carving them, 
  but more appear as my journey progresses… What 
  does the blade augur? The fire rising, first blood, and a 
  blow against the oppressor. The true revolution starts 
  tonight, and we could use your help.” 
  The Fireborn coughs up blood and stops talking. 
  Eustasius Eilhardt joins the discussion and reveals that 
  the plan is to strike against the hated Saltpeter Men by 
  attacking their compound to release captured 
  revolutionaries. It is assumed the PCs join the attack. 
  The Plan 
  The compound is in Industrielplatz and it is one of the 
  places where the Saltpeter Men make saltpeter. Their 
  leader is one Gregor Kohlhausen, a Bright Wizard-
  Alchemist (the Saltpeter Men employ a few 
  Pyromancers to invent more efficient methods of 
  creating gunpowder). There are supposed to be 
  around half a dozen Saltpeter Men and a handful of 
  labourers. The prisoners are kept in the main building. 
  Besides the Fireborn and Eilhardt only a handful of 
  revolutionaries take part in the operation (most are 
  not suited for this kind of action yet). 
  The plan is to infiltrate the compound after sunset 
  (but before nighttime as attacking sleeping enemies 
  
  20 
   
  would be dishonorable). All suggestions by the PCs are 
  welcomed. Make sure to include the PCs heavily in the 
  plan, encourage them to employ their skills and 
  expertise – in other words, let them shine. For 
  example, they could use either the Dung Collectors or 
  the Tileans to infiltrate the compound. Or they could 
  find a way to sneak in using the sewers or roofs of 
  neighboring buildings. They can stage a distraction, or 
  capture a Saltpeter Man to interrogate him and take 
  his outfit. 
  The Queen of Embers 
  After the plans are finalized and everyone knows their 
  part the PCs find themselves with everyone else in the 
  main hall waiting for sunset. The mood is nervous and 
  impatient. Many fidget their equipment nervously or 
  pace back and forth. Suddenly, the Prophet, sitting by 
  the fire starts singing. In a soft voice he starts an old 
  folk song familiar to every Nulner: the Queen of 
  Embers. Everyone stops to listen, then some join in. 
  Soon, the blackened hall echoes with their singing. 
  Then it is time to go. 
  The Saltpeter Men 
  The Storm of Chaos saw Nuln rise to prominence and 
  wealth as the war effort demanded more guns and 
  gunpowder to defeat the Chaos hordes in the North. 
  This meant the Saltpeter Men suddenly became 
  instrumental to the city’s success, and their power and 
  influence saw a meteoric rise. They were basically 
  given an open mandate to secure Nuln has an 
  adequate gunpowder stock at all times.  
  What had started as a collective of independent 
  operators grew into a bloated and venal organization 
  that often resorts to methods bordering on 
  extrajudicial and where corruption is rife. Now, the 
  organization’s importance to the war effort and the 
  open mandate has effectively transformed it into a 
  secret police terrorizing Nulners in the name of 
  internal security. Their internal structure is shrouded 
  in secrecy, but it is known that three Bright Wizards 
  hold important positions. 
  The Compound 
  It is impossible to cover all the options available for 
  the PCs. So, use the information provided here and 
  your narrative good sense to prepare and react to 
  their plans.  
  Staking out the compound reveals there are five 
  Saltpeter Men within (see p.94). The Saltpeter Men 
  are there to observe and manage the process of 
  saltpeter creation. They always leave the compound in 
  pairs. 
  Leader of the five men is Gregor Kohlhausen, a 
  Pyromancer (see p.94). When attacked, his priority is 
  to get all the documents (including the Tilean 
  agreement) to safety and exit the compound. He is 
  aware of his surroundings and tries not to burn the 
  whole city down, but will definitely defend himself. 
  Kohlhausen is the leader and his death or capture 
  means the rest of the compound surrenders. 
  The labourers do all the menial work. There are six of 
  them and they only fight to defend their lives. 
  There is an alarm bell. It is rung in case of emergency 
  such as fire. The Saltpeter Men will try to ring it as 
  soon as they realize an attack is underway. It will take 
  the City Watch (expecting fire) 1d10 Rounds to arrive. 
  Three captured XIII members are kept, chained, in the 
  main building. They have been severely tortured and 
  unable to walk without help. One of them is 
  Corlusbeni’s spy. The Spy actually decided to leave 
  Corlusbeni’s gang to join the revolutionaries and 
  admits as much. 
  The agreement the Dung Collectors want is in the 
  main building, inside a lockbox. A Challenging (-10) 
  Lockpick Test or a Routine (+10) Strength Test is 
  needed to open the box. The box also contains 21 gc 
  and inventory calculations. 
  The Sootstained Prophet fights ferociously and 
  without any regard for his own safety. Eustasius 
  Eilhardt is never far away from his side. Once the 
  captives are freed, the revolutionaries look to leave. 
  They are not here to kill everyone just for the sake of 
  killing. It is imperative that the Sootstained Prophet 
  survives this scene. He is given a Fate Point to ensure 
  this. 
  In case the PCs get into too much trouble there are 
  always revolutionaries around to come to their aid. If 
  an opportunity presents itself, have the Prophet save 
  one of the PCs (but don’t force it).  
  
  21 
   
  Map of the Saltpeter Men compound 
   
   
  1 – Walled workshop with barrels, furnaces, cauldrons 
  and tubs for boiling and leaching 
  2 – Workshop with access to water and barrels on a 
  framework of joists 
  3 – Firewood 
  4 – Brass-walled cauldrons for boiling 
  5 – Barrels of dung 
  6 – Gunpowder ready to be shipped 
  7 – Pier 
  8 – Well 
  9 – Main house; the labourers sleep here. 
  10 – Main house; the Saltpeter Men’s quarters. The 
  lockbox and the captives are held here. 
  11 - Shed 
  The Ferryman 
  Whether the characters sided with the Dung Collectors 
  or the Tileans they get the same lead if they got (or 
  destroyed) the document, or discovered the spy’s 
  whereabouts. If you skipped the war for dung 
  altogether, the Sootstained Prophet will give them the 
  information.  
  Nor Holt or Corlusbeni know exactly where stench 
  comes from, but they know who knows. Ferryman 
  Wenn was heard drunkenly blathering how he knows 
  where the stench came from.  He was last seen in the 
  Cannon Ball tavern near Faulestadt docks. The PCs can 
  try to Haggle a few coins for their troubles from Holt 
  or Corlusbeni. 
  The Cannon Ball tavern is easily recognizable by a pile 
  of cannon balls stacked next to the entrance. Wenn is 
  not so easy to find. Once they convince the proprietor 
  they mean the Ferryman no harm, he tells them Wenn 
  came in this morning and wanted a drink. He looked 
  shaken up. Once he got drunk, he started blathering 
  how he knew where the stench came from and how 
  
  22 
   
  no-one would believe him if he told them. The 
  proprietor remembers he drank with some Tileans 
  before passing out. Then, he was thrown out.  
  The passed out Ferryman was found by two Dung 
  Collectors who carried him aside. Drunkenly, he told 
  them he knew where the stench originates. The PCs, 
  after asking around or succeeding in an Average (+0) 
  Search Test, find him where the Dung Collectors left 
  him - sleeping against a smokehouse wall.  
  The PCs’ first thought is that the man himself is the 
  source of the stench. A bucket of water or a sharp kick 
  wakes him up. The skinny man with rotting teeth and 
  thinning hair reeks of alcohol. He is irritated and hurls 
  insults and curses at everything that moves. It takes a 
  Charm or Intimidate Test, or 
  promises of a pint, to get his 
  attention. Eventually, he tells 
  them what they want to hear, 
  but make them suffer the old 
  loudmouth for a bit first. 
  Unnamed Isle on the Reik 
  There is a small, unnamed island on the Reik just 
  outside Nuln. It is rumored to be a cursed place and 
  generally avoided by all decent river folk. Only 
  Smugglers use the overgrown ruins as a hideout every 
  now and then until River Wardens eventually raid the 
  island and flush them out.  
  Century and a half ago plague struck Nuln. Large parts 
  of the city were cordoned-off, but the plague showed 
  no signs of stopping. The nobility started to panic and 
  looked for a place to seclude themselves to. A small 
  island on the Reik just outside the city housed a spa 
  that was believed to be blessed by Shallya and bathing 
  there was supposed to cure all ills. The nobles fled 
  there en masse. Once the plague had passed, boats 
  came to retrieve them. The rescuers found that the 
  plague hadn’t touched them, but the Nobles’ quarrels 
  and infighting had escalated to a level where only a 
  handful of them remained alive. As a result, the 
  island’s name was stricken from all records and it was 
  declared cursed and off-limits. Today, the name of the 
  island and the spa is long forgotten, and no one goes 
  there. Except Ferryman Wenn.  
  Ferryman Wenn took a group of cloaked men to the 
  isle on Geheimnisnacht. He thinks there were six of 
  them. He took them to the island, and waited by his 
  ferry for their return. Soon, he started hearing strange 
  sounds and chanting. He could smell the distinct odour 
  of burning gunpowder. Then came weird lights and 
  growls no words can describe. He remembers hearing 
  screams and a horrible stench billowed forth from the 
  ruined spa. He was just about to leave, when one of 
  the cloaked men ran to the ferry and they took off. He 
  left the man at the docks and then got drunk to stop 
  the shivering. 
  It takes a full gold crown and an Average (+0) Charm 
  Test to convince Wenn to take them to the isle. If they 
  cannot convince him, he can give the PCs instructions 
  or the name of another ferryman who can take them 
  there for 1 gc.  
  It takes half an hour to get to the 
  unnamed isle. It is heavily 
  overgrown and what’s left of the 
  spa ruins is barely visible. Wenn 
  points them to where the spa’s 
  large pool was. The men went 
  there. 
  Brushing aside undergrowth finds the signs from 
  Geheimnisnacht are still visible. Several men have 
  walked through here. The isle is eerily quiet except for 
  the haunting, ethereal singing of some unknown birds. 
  The stench is surprisingly bearable, because of a 
  breeze blowing from the river. The ruins are quickly 
  reached. It is hard to tell this was a spa once, but a 
  Routine (+10) Perception Test reveals a crumbled 
  statue of Shallya and the large pool is still recognizable 
  as such. 
  The Ritual 
  The characters have to descend a short flight of 
  broken, overgrown stairs to get to the bottom of the 
  pool. Branches and roots form a canopy over the pool 
  making it look like a cavern. A light source is needed to 
  explore the area. Anyone with Sixth Sense or 
  Witchsight (dhar is strong here) has a very bad feeling 
  about the place. 
  The walls are covered with esoteric sigils drawn in 
  blood and hexagrammatical equations the PCs have no 
  way of interpreting (Wizards and Engineers recognize 
  them as “mathematical equations with magical 
  significance”). A magical circle has been burned on the 
  Getting Help 
  If the PCs go for help at any point, Master 
  Hexenstern assures them he will go to the 
  proper authorities while they should get 
  back to the investigation before the trail 
  runs cold. 
   
  
  23 
   
  ground with gunpowder. Furthermore, there are six 
  smaller circles evenly spaced around the larger circle. 
  This is where the cloaked men were standing when 
  they performed the ritual. Now, only five partly 
  burned and blackened cloaks remain (One cloak is 
  missing. It belongs to the man who got away with 
  Ferryman Wenn).  
  Examining the cloaks reveals they are dark grey and 
  one or two still have a recognizable emblem attached. 
  It is the emblem of the College of Engineering and 
  recognizable to any character of a suitable career or 
  with a skill like Engineering, Heraldry, or Common 
  Knowledge (Nuln). This is the main clue found here so 
  make sure the PCs get it (also, see sidebar Some 
  Dwarfs Just Want to Watch the World Burn). An 
  Average (+0) Search Test finds a blackened key under 
  one of the cloaks (it unlocks a door in the mathematics 
  department, see below). 
  Don’t Touch That! 
  If at any time a character steps inside the large magical 
  circle, she is immediately attacked. Dhar is still strong 
  here and the veil between worlds is thin. As soon as 
  someone breaks the circle an Ashbringer, one of the 
  Daemonettes dedicated to Pyrenzhia, reaches through 
  the veil (see p.116).  
  With a scream of a forbidden act of love time and 
  space are torn apart and a coal-black scythe-like 
  pincer attacks from midair. It attacks only once and 
  disappears in a shower of embers and strong smell of 
  sulphur. If you feel generous, the character gets to 
  attempt Parry or Dodge. Anyone witnessing the sight 
  must take an Insanity Check. The wound, if there is 
  any, feels like a burn but bleeds like a cut. Later, ask 
  for a Willpower Test. If successful, the throbbing 
  wound actually feels pleasurable. 
  After the PCs have found the College of Engineering 
  emblem, they are ready to leave. The stench sticks to 
  their clothing for several days. Anyone with Super 
  Numerate skill has nightmares about the strange 
  equations every night until a successful Willpower 
  Test is made. 
   
   
  Some Dwarfs Just Want to Watch the World Burn 
  The things Bhakrak the Blackened (see p.118) saw in the 
  lost mountain temple convinced the Chaos Dwarf that Nuln 
  is built on sacred ground. The city is a node of magical 
  energies, a nexus of fire and darkness. The fact that it’s the 
  Empire’s capital of gunpowder production attests to this. 
  And he wants to see it burn in the name of his daemon-god 
  Hashut, the Father of Darkness. 
  Bhakrak has been hiding in Nuln for almost two years now. 
  He has found the city fertile ground for experiments in 
  daemonsmithing. Visions revealed to him during his 
  meditations on the true nature of fire and darkness 
  revealed the Great Equation to him. However, he soon 
  discovered it was too complicated and he needed help. 
  The men of the Guiding Hand were in trouble. They wanted 
  to build a more powerful, more efficient version of the 
  iconic steam tank. Their answer was the Marienburg class 
  Land Ship – a ship moving on wheels, powered by a steam 
  engine. The war in the North ended before they could 
  finish the project. Soon they found themselves with 
  unfinished land ships no one wanted. And they couldn’t 
  even get them to work. 
   
  Through his spies in the foundries Bhakrak the Blackened 
  learned of their dilemma and approached the Guiding 
  Hand. His offer: he would help them finish the ships and in 
  return they would help him have six bell-towers built. 
  Bhakrak the Blackened told them he wanted the towers 
  built so he would get his Dwarfs some work. The Hand 
  would get to provide materials. The Dwarf gave them 
  rough blue prints and the Guiding Hand took them to 
  professor Hausdorff from the College of Engineering. They 
  were already collaborating with him on the land ship’s 
  steam engine. 
   
  With this collaboration Bhakrak achieved two things. 
  Firstly, the towers were a geomantic focus for a ritual that 
  was part of the Great Equation. Secondly, the professor 
  would help solve the Equation. The Guiding Hand know 
  nothing about his plans. With the help of Hausdorff and his 
  students Bhakrak was soon able to perform the ritual, 
  although all he knew was that it will set great events in 
  motion and see Nuln burn (with the ritual the 
  hexagrammatical chains binding Pyrezhia begin to unravel 
  and the geomantic part of the spell assures she will 
  manifest in Nuln in due time – next time Morrslieb is full to 
  be precise). 
   
  
  24 
   
  College of Engineering 
  The College of Engineering in Nuln was built to rival its 
  famous correspondent in Altdorf. The Countess 
  poured money on the project and Dwarfs built a grand 
  building indeed. It was staffed with the greatest minds 
  and the facilities were unrivaled. Unfortunately, it was 
  not meant to last. Treachery and deception caused the 
  grand building to burn down. All new creations were 
  lost. 
  Renovations were funded much less generously and 
  the building remains unfinished. The building is still 
  formidable; the college itself is built like a castle, 
  surrounded by barracks and students’ quarters. An 
  archway punctures a tall spiked wall – unfinished in 
  places – and lets into an unkempt yard. Everything is 
  either unfinished or already falling in disrepair. There 
  are some guards, but don’t take much interest in who 
  comes and goes. It’s like the College is a slumbering 
  giant in danger of never waking up from its 
  hibernation.  
  The characters most likely find their way here because 
  of the emblem. If they do not recognize the emblem, it 
  is not too difficult to find someone who does. Their 
  first stop is either talking to some students on the yard 
  or visiting the enrollment offices, which are near the 
  front archway. The students are happy to talk to 
  anyone civil. The enrollment officers might take some 
  coaxing (and maybe a Charm Test, or a character with 
  a suitable appearance/career/skill). The emblem itself 
  does not give any indication whom it belongs to or 
  from which department that person hails from.  
  Asking about missing students yields more results. The 
  clerks don’t know anything about it, but the students 
  have noticed several of their friends missing from their 
  quarters. These are their friends who are missing, so 
  the PCs would be wise to not appear creepy with their 
  questions (you can ask for a Charm Test). Of course, 
  they can pull rank and say they are on official city 
  business. It appears all the missing students are from 
  the mathematics department.  
  The students’ quarters run along the front of the 
  building on the ground and first floors. The missing 
  students’ rooms are typical for engineering students 
  except for the unusually large amounts of scrolls and 
  sheets of really advanced calculations and equations. 
  The friends say they were all involved in some project 
  with professor Hausdorff and had recently put in late 
  hours. 
  After seeing the hexagrammatical equations in the 
  ritual site, it is possible the PCs deduce this on their 
  own.  
  The Mathematics Department 
  Entering the College is not too difficult, but wandering 
  around asking questions and looking for missing 
  people is going to attract attention. The PCs are not 
  allowed to enter the main building without an escort 
  (a guard or a student) or a really good explanation. 
  Disguising oneself as a student or a guard allows them 
  to go almost anywhere. With an escort they are 
  allowed to enter all communal areas. Sneaking around 
  is not too difficult, but getting to the more off-limits 
  areas is more challenging. 
  Professor Hausdorff’s Room 
  The faculty has rooms on the second floor. These are 
  relatively nice rooms although often a bit worn and 
  shabby. Professor Hausdorff’s room is locked. It takes 
  a Challenging (-10) Lockpick Test to open it. 
  Additionally, the PCs must avoid being seen or distract 
  their escort.  
  The room is almost empty. Judging by the stuffy air 
  and the amount of dust, no one has stayed here in 
  quite a while. If asked about this, other faculty and 
  mathematics students can tell them that professor 
  Hausdorff moved most of his belongings to the 
  mathematics department to fully dedicate his time on 
  his latest project. 
  Classrooms 
  An open gallery with catwalks and balconies that rises 
  from the ground floor to the roof is where all the work 
  and classes take place. A place that once was a 
  beehive of activity now has small groups of students 
  scattered here and there. Besides the common halls, 
  the mathematics department has several smaller halls 
  and classrooms. Most of these are what you’d expect. 
  There is a lecture or two in progress. 
  There is a single classroom that is dedicated to 
  Professor Hausdorff’s students. This room is near a 
  corner of the main building and it has been closed to 
  everyone except his students because of a secret 
  
  25 
   
  project (for weeks now). Their escort will not allow 
  them to enter so they have to find a way to either 
  distract him or return here later. The door is locked. If 
  they found the blackened key amongst the cloaks on 
  the isle, it fits this lock. Otherwise, it takes a 
  Challenging (-10) Lockpick or Strength Test to open. 
  Too much time or noise attracts a faculty member. 
  The room has several large blackboards covered in 
  schematics, calculations, and equations (similar to the 
  ones at the ritual site). Several seem to feature 
  constellations and trajectories. And, importantly, laid 
  out on the table are blueprints of the six bell towers 
  Countess Emmanuelle ordered built after last 
  Hexensnacht. There is also a map of the city with 
  wooden miniatures of the bell towers. The map is 
  covered with markings and calculations. The room is 
  littered with quills, chalks, astrolabes, abacuses, and 
  trays of food. It is clear that someone has spent long 
  hours here. 
  There is also a door that leads to one of the towers 
  and professor Hausdorff’s office. 
  The Tower and Professor Hausdorff’s Office 
  Stepping through the door is like stepping into another 
  dimension. The professor had the entire interior of the 
  tower rebuilt. The stairway is now a spiraling manifold, 
  an affront to Euclidean geometry. At times the stairs 
  seem to turn unto themselves and the walls form 
  impossible angles. Climbing is not so much a physical 
  as a mental challenge.  
  The PCs need the number of PCs climbing +2 levels of 
  successes in Average (+0) Intelligence Tests to reach 
  the professor’s office at the top. Each round of tests 
  means 10 minutes spent climbing. The experience is 
  rather disorienting. If they have not failed too many 
  Insanity Checks so far, you might ask for one here. 
  Any character with Witchsight notices that the tower 
  siphons Winds of Magic to the top and turns them into 
  dhar.  
  The office is at the top floor. The walls are covered in 
  magical, hexagrammatical equations identical to those 
  at the ritual site. The room is a mess of mathematical 
  and astrological instruments, notes, books and 
  parchments. A spyglass is pointed at the sky through 
  an open window. 
  Professor Hausdorff (see p.95) sits behind his big desk, 
  barely visible behind tall stacks of books and scrolls. 
  He has grey hair and youngish features. Once he steps 
  out from behind his desk however, he is revealed as a 
  Mutant (this calls for another Insanity Check). A 
  writhing mass of three purple blue tentacles covers 
  the left side of his body and he has a third eye on the 
  back of his neck. He uses a tentacle to habitually 
  adjust his spectacles.  
  The professor is a broken man and willing to tell the 
  characters everything he knows. Like the rest of the 
  College of Engineering the mathematics department is 
  struggling and professor Hausdorff has been looking 
  for extra funding. One night he was approached in his 
  office by four unknown, rich-looking, men (the Guiding 
  Hand) who offered him a solution. They presented him 
  with preliminary plans for bell towers that would help 
  keep the city safer on nights like Hexensnacht. They 
  claimed to be just concerned citizens and asked for 
  nothing in return. All Hausdorff had to do was 
  convince the Countess to have the towers built. 
  The Countess, still shaken from last Hexensnacht, 
  approved the plan on the spot and the mathematics 
  department was commissioned to design and build six 
  bell towers. The extra money allowed Hausdorff to 
  enroll new students and acquisition new research 
  equipment. Soon after, the four men returned and 
  introduced him to a sinister-looking Dwarf. The Dwarf 
  needed help in solving an equation that was 
  “unsolvable”. They told him it was all about a new 
  design for a steam engine, but Hausdorff soon figured 
  out that was a lie. By then, however, he was already 
  mesmerized by the “unsolvable equation”.  
  Before long Hausdorff was obsessed with the 
  mathematical dilemma. He enrolled his best students 
  to work on small parts of the problem. Nightmares of 
  stars devouring him started to plague him. Then those 
  nightmares morphed into an epiphany and he had his 
  tower reconstructed. The tower seemed to increase 
  his mental capacity and helped solve the dilemma, but 
  the price was high – his body grew a mutation. 
  A week ago the sinister Dwarf returned. He said the 
  stars were right to perform a ritual that would be the 
  final key to solving the equation. Excited Hausdorff 
  brought his students to the small isle as instructed. 
  They performed the ritual under the Dwarf’s 
  supervision – and then everything went awry. The veil 
  
  26 
   
  between worlds was briefly ripped apart and the 
  horrible stench billowed forth. His students were 
  murdered by “fire and shadow given form”. Hausdorff 
  barely escaped and has been hiding in this tower, 
  contemplating suicide, ever since. He feels he 
  betrayed his students to some dark power and is to 
  blame for their deaths. He confirms that the 
  completion of the ritual was the source of the horrible 
  stench. He accepts any punishment without 
  resistance. 
  Decisions, Decisions 
  It’s time for some difficult decisions. Professor 
  Hausdorff seems to truly repent his actions. He 
  doesn’t know what the ritual was about or what the 
  equation was about in the end. He doesn’t know who 
  the Dwarf is, what happened to him, or where to find 
  him. He doesn’t know who the mysterious four men 
  are. 
  There is no big fight scene to conclude this chapter, so 
  you have to convey the weight of this decision to the 
  players. They have stumbled on a situation that could 
  have potentially embarrassing ramifications to some 
  very powerful people. What they decide here will 
  affect many. 
  Hausdorff is a respected figure who designed the bell 
  towers that are supposed to protect the city. The job 
  was commissioned by the Countess and the towers 
  were blessed by the temple of Sigmar. To claim they 
  are some sort of beacons for Ruinous Powers is to 
  court disaster. Anything that would bring shame on 
  the Countess or the Sigmarites will most likely land 
  them in hot water. Master Hexenstern can point this 
  out to them. 
  Letting Hausdorff go is an option. When they report 
  back to Master Hexenstern, he does not approve 
  (unless they lie to him). However, he pays them what 
  they are owed. 
  Killing Hausdorff causes trouble only if they were seen 
  entering the mathematics department. And even then 
  his mutations are there for all to see, so the PCs are 
  not in too much trouble. 
  Capturing Hausdorff is probably the safest bet. Taking 
  him to the Watch is a reasonable course of action and 
  they promise to take care of it. Taking him to Master 
  Hexenstern is another good option. The Astromancer 
  promises to take care of everything. 
  Going to Master Hexenstern. The Wizard can be 
  found in his tower in Altestadt. He listens to their story 
  and promises to take care of everything. He then pays 
  them what they are due. He instructs them to not say 
  a word about this to anyone because of the sensitive 
  nature of the matter. They may very well see 
  professor Hausdorff again in Chapter VIII. 
  The Sinister Dwarf and the Bell Towers 
  The sinister Dwarf and the bell towers both come up 
  in this chapter. The characters may feel like their job is 
  not done until they follow these leads. This is 
  discussed in the next chapter.  
  The stench dissipates in a couple of days. 
  This concludes Chapter II. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  27 
   
  Chapter III 
   
  After the hectic events of earlier chapters, the 
  characters now have a chance to catch their breath. 
  This is a good chance for you to introduce some 
  interesting NPCs and locations. This is also a good time 
  to insert a short scenario or two if you want. Use this 
  interlude to make Nuln feel alive and give the 
  characters a reason to care about the fate of the city 
  and its inhabitants. It will pay off in later chapters. 
  This chapter features several optional encounters and 
  story hooks that you can use. Furthermore, a list of 
  rumours is provided. You should make sure the 
  characters hear most of them before they leave Nuln 
  at the end of this chapter. 
  Optional Encounter: Kislevite Ambassador 
  If the characters saved the orphans in Chapter I, they 
  are invited to a rather fine Kislevite restaurant in the 
  wealthy Altestadt. The invitation is signed by 
  Aleksandra Korikovna, Ambassador to the Ice Queen 
  of Kislev in Nuln (see p.96). The PCs should at least 
  attempt to dress decently, but are not denied entry if 
  they come in their adventuring gear. 
  Aleksandra is an Ice Witch. She is a tall, beautiful 
  Kislevite woman whose blond – almost white - hair 
  sparkles like it was covered with tiny flecks of ice. Her 
  piercing blue eyes and arched eyebrows give her a 
  perpetually stern, almost unwelcoming, expression.  
  The Ice Witch introduces the characters to traditional 
  Kislevite cuisine. As they dine she thanks the 
  characters for saving the Kislevite orphans. They are 
  one of the most vulnerable groups in the city and she 
  has taken it upon herself to be their protector. 
  Kidnappings like these are sadly common along the 
  Reik. 
  This is a chance for the PCs to meet a relatively 
  powerful NPC who can be of use to them later in 
  chapter VIII. If need be, Aleksandra can be used as a 
  replacement character. If you want to expand the Reik 
  Lionfish thread from Chapter I, Aleksandra employs 
  the PCs to look further into the matter. It can be a 
  short encounter where the PCs track the criminals to 
  their hideout. Or, it can be part of a larger side plot 
  (see The Reik Lionfish Side Plot below). In case you 
  want to further expand the Kislevite part, please take 
  a look at Little Kislev by Dave Graffam and Wim van 
  Gruisen for ideas. 
   
   
   
  Rumourmongering 
  Make sure the PCs hear most of these rumours 
  before they leave Nuln. 
  Elves tried to kidnap children from an orphanage in 
  Shantytown. One Elf was captured, but managed to 
  escape, killing two Watchmen in the process. 
  The Sootstained Prophet will free us from 
  oppression. They say he carries an actual Runefang. 
  They say he was in some sort of accident and badly 
  hurt. 
  The Saltpeter Men have been even more aggressive 
  lately. Arresting people and dragging them into the 
  Iron Tower. 
  There is some sort of dung feud going on in 
  Faulestadt. 
  The Countess seeks to separate Nuln from 
  Wissenland. Good riddance I say. Those country 
  yokels won’t be missed. 
  The war has left many refugees homeless. Some say 
  they are like a swarm of locusts eating everything 
  on their way. Hope they are not headed here. 
  They say the Geldman & Zachs Foundry is in serious 
  financial trouble. 
  They say the source of yesterday’s horrible stench 
  was Bretonnian cooking. 
   
  
  28 
   
  Optional Encounter: Envoy in Trouble 
  This encounter is a repercussion of the events in 
  Chapter I. Many Nulners are mistrustful and closed-
  minded and find the Elves suspicious with their alien 
  appearance and strange ways. If Balthanyir the Dark-
  Elf was captured or anyone besides the PCs saw him 
  on board the Persistent Viper, people seize the 
  opportunity to direct their anger at the alleged Elven 
  child kidnappers. Unfortunately, their rage is 
  misguidedly directed at the Elven population of Nuln. 
  Marienne Mithaliel, an Elf Envoy (see p.96), was on her 
  way to a meeting with city officials when she was 
  spotted by an angry mob. Her harassment started with 
  insults, but soon escalated to thrown vegetables, then 
  rocks, and threats of physical violence. Envoy Mithaliel 
  and her two bodyguards are three blocks away from 
  the official’s estate. The mob is mostly street rabble 
  but there is quite a lot them. 
  If the characters want to save the Envoy they have to 
  act fast. Perhaps the PCs want to try a diplomatic 
  approach. Perhaps they try to escort her through the 
  crowd. Perhaps they threaten the mob. Allow them to 
  choose their own approach. Most of the mob 
  disperses at the sight of first blood. For the mob, use 
  Beggar stats, WFRP p.233.  
  If the Envoy is saved she is thankful. If there is another 
  Elf present, she reveals that these attacks have been 
  frequent ever since Geheimnisnacht and many Elves 
  consider leaving the city. Make a note how the PCs 
  deal with this situation. They will meet Marienne 
  Mithaliel again later. 
  Optional Encounter: Shadow of the Iron Tower 
  A market square; it is a busy day and business is good. 
  Customers mingle with vendors and street artists.  
  Suddenly, two men in black tunics and hooded cloaks - 
  Saltpeter Men - push through the crowd. They stop at 
  a street vendor’s stand and demand to know his 
  name. People look very uncomfortable; avoid looking 
  at the Saltpeter Men, and try to leave on the sly. The 
  vendor has a look of absolute terror on his face as the 
  men drag him away.  
  The characters may want to try to stop the Saltpeter 
  Men. A citizen grabs one of the PCs by the hand and 
  says they shouldn’t. These men are bad news. They 
  will take the vendor into the Iron Tower. Few taken 
  there ever return and those that do are forever 
  changed. 
  The Iron Tower rises from the center of the River Reik 
  black and menacing. It is a prison traditionally used by 
  Witch Hunters, but has recently served the Saltpeter 
  Men. Chilling rumors of torture abound.  
  If the PCs persist, the encounter will most likely come 
  to blows unless the Saltpeter Men are severely 
  outnumbered. Make sure the characters face the 
  consequences of their actions later. They might find 
  the vendor - or his family - gone the next day. 
  Further Investigations 
  Previous chapters may have left some loose ends the 
  characters may want to look into. 
  The Sinister Dwarf 
  The characters may want to follow up on the sinister 
  Dwarf. Bhakrak the Blackened has a part to play later 
  on, so they will not find him at this point. If they 
  mention the Dwarf to Master Hexenstern, he promises 
  to look into it. 
  You may throw them a red herring and let them go 
  harass the decent Dwarf folk of Nuln. Reward them for 
  their persistence with one senior Dwarf Engineer 
  telling them about whispers of the Dawi Zharr in Nuln. 
  He is quick to denounce such rumors as complete 
  nonsense, however. He most likely reveals this 
  information to a Dwarf or a Sigmarite, or, surprisingly, 
  an Elf if the Elf brings up the presence of the Druchii 
  first.  
  If they still insist on looking for the Dwarf, just tell 
  them straight out it seems they have no clues to 
  follow at this point, but they have a gut feeling they 
  will hear from the Dwarf again. Then it is time to 
  distract the players with something else to do. 
  The Bell Towers 
  Another matter the PCs might want to a closer look at. 
  There are six strongly built stone towers, all three 
  stories high. Grinning gargoyles look down from the 
  eaves and the walls are decorated with coats of arms, 
  skulls, and statues of celebrated historical figures. 
  
  29 
   
  The Astrologers’ Guild of Mordheim 
  A twin-tailed comet destroyed the city of Mordheim in the 
  Imperial Year 1999. The comet was believed to herald the 
  second coming of Sigmar. Masses flocked to the city to 
  witness the miracle, but grew hedonistic and decadent. It is 
  said daemons walked the streets. At the stroke of midnight, 
  the comet – believed to be Sigmar’s Wrath – destroyed 
  Mordheim. 
  An angry mob of survivors flocked to the observatory 
  outside the city proper blaming the Astrologers’ Guild of 
  Mordheim, demanding to know why there hadn’t been any 
  warning. The mob forced their way inside and found only 
  the Guild Master – catatonic and mutated from gazing too 
  long at the comet made of Warpstone. Someone, or 
  something, had helped the other nine Astrologers escape. 
  The mob crucified the Guild Master to the doors and burned 
  the observatory. 
  In 2303 Magnus the Pious cleansed cursed Mordheim by 
  burning it to the ground. Furthermore, he ordered the name 
  of Mordheim cleansed from all records.  
  Since 2000 there have been nine members in the 
  Astrologers’ Guild of Mordheim. Only the Guild Master 
  knows what saved them. The Guild, however, holds very 
  strong Sigmarite views. They believe that Sigmar’s Wrath 
  destroyed Mordheim. It was their duty not to interfere, but 
  to witness and record the momentous event. The Guild 
  holds that Sigmar periodically tests the will and strength of 
  His Empire. Those found wanting are destroyed. 
  The mission of the Guild is two-fold. On one hand, they 
  observe the skies for a sign from Sigmar that another test is 
  coming. On the other, they have taken it upon themselves to 
  recover and protect Mordheim’s legacy. They collect and 
  restore lost tomes. They record folk tales and family 
  histories. All this makes them a dangerous cult in the eyes of 
  the Witch Hunters. When the Colleges of Magic were 
  founded the Guild found a natural hiding place within the 
  Celestial College (although, not all 9 are Astromancers). 
  Hexenstern was recruited after the Storm of Chaos. The 
  Guild was looking to replace a lost member and the stars 
  guided them to Hexenstern. He accepted, as they knew he 
  would, and was sent to Nuln. The smuggled tomes are all 
  banned books about Mordheim. He strongly believes signs 
  point to Nuln being next to experience Sigmar’s Wrath. 
  Each tower is dedicated to an Imperial hero like 
  Emperor Mandred I, the Ratslayer; and the current 
  Emperor, Karl Franz.  The tower closest to the Grand 
  Palace in Altestadt is naturally dedicated to Magnus 
  the Pious. 
  Each tower has a great bell on the third floor. The bells 
  are rung only on Hexensnacht and Geheimnisnacht 
  and during great emergencies to ward off evil spirits 
  and protect the city and its inhabitants. Honorary 
  guard of four Bell-Keepers mans the towers at all 
  times. In addition, each tower serves as a Watch 
  station for the city guard. This means there are 
  1d10+2 Watchmen present at any time. The Bell-
  Keepers are elite soldiers handpicked for the duty by 
  the High Constable. 
  This is everything there is to learn about the towers at 
  this time. Again, if they insist, just tell them straight 
  out it seems they have no clues to follow at this point. 
  Master Hexenstern 
  Perhaps the characters want to take a closer look at 
  the court Wizard who hired them. You should 
  encourage this, especially if there is a PC Wizard in 
  your group and you want to use Hexenstern as a side 
  plot.  
  Tychonus Hexenstern is an Astromancer, a Wizard 
  from the Celestial College of Magic. Last Hexensnacht 
  there was an attempt at the Countess’ life. Hexenstern 
  caught a glimpse of the assassination attempt in the 
  stars and raced to the Palace to stop it. He arrived just 
  in time to save the Countess – but Hexenstern’s 
  mentor was mortally wounded.  
  As a token of her gratitude Emmanuelle named 
  Tychonus a successor to his mentor as her private 
  augur and Advisor on All Matters Celestial. 
  A successful Gossip Test with the right people and a 
  handful of Karls reveals this: 
   
  Saving the Countess seems a little 
  convenient, especially when the attack saw 
  his mentor die. Sounds almost like the attack 
  was staged. (It was not) 
   
  There are rumors of the attacker: the Reik 
  Lionfish, Ratmen, Cultists. Take your pick. 
  Hexenstern and the Countess have never 
  revealed who attacked them and never will. It 
  
  30 
   
  is not important for this adventure. Of course, 
  you can always expand on this and make it a 
  hook for the PCs to follow. 
   
  A servant working at the Palace reveals 
  Hexenstern and the Countess had a brief 
  affair. But after a while she moved on to 
  other things and he never cared for her that 
  much to begin with. As a matter of fact, 
  Hexenstern seems to rather dislike Nobles. 
   
  Asking around the docks or from rogue-types, 
  they learn that Smuggler Jonas Lochner of the 
  Forgotten Wish sneaks him old tomes every 
  now and then. It is all very secretive. The PCs 
  will meet the Smuggler in Chapter V. 
   
  Inquiring about professor Hausdorff, it seems 
  the whole matter has been swept under the 
  rug. 
  Hexenstern serves an important role in getting the PCs 
  involved in the plot, and has a role to play in the final 
  chapter as well. You can craft a side plot around him 
  and his background (see sidebar). He is also a red 
  herring. It is a common roleplaying trope that the NPC 
  who initially hires the PCs, or the powerful wizard who 
  first appears to be an ally, is the actual villain of the 
  piece. Use this to your advantage. Have the PCs 
  believe Hexenstern is the power behind the throne, 
  the evil puppet master. He isn’t, but they don’t know 
  that yet. 
  Meeting the Countess 
  Once you feel ready to move on with the main 
  storyline, Master Hexenstern sends a Messenger to 
  fetch the characters. The message is rather 
  straightforward: the Countess wants to see you – now. 
  The Messenger escorts them into the Old City. Clean 
  streets are lined with fine restaurants and specialty 
  shops, theatres and museums. People wear the latest, 
  often flamboyant, fashions. Parks and squares 
  decorated with fountains and statues of historical 
  figures create a feeling of spaciousness. The closer 
  they get to the Palace the bigger and more beautiful 
  the estates get. 
  The Emmanuelleplatz is a wide road leading to the 
  Palace. It is magnificent. Spires and turrets reach out 
  to the skies, stairs and walkways crisscross to connect 
  decorated balconies. Dozens of elite soldiers stand on 
  guard. The Messenger leads them through so many 
  reinforced gateways and decorated doors that they 
  lose count. The Palace is a maze of hallways and 
  passages. 
  Finally, the Messenger stops in front of decorated 
  double doors. Master Hexenstern is there waiting for 
  the PCs. First, he hands them all (except Nobles and 
  other well-dressed characters) dark blue cloaks with 
  instructions to wear them over their own clothes. This 
  helps make them all look presentable. Next, he gives 
  them a few directions. Do not speak unless spoken to. 
  Do not approach her unless she asks. Do not question 
  her. And, whatever you do, do not comment on her 
  age. If they say something stupid, they’ll be thrown 
  out. If they do something stupid, they’ll get jailed or 
  worse. 
  Just as they are about to enter the room, the doors 
  burst open and a man seething with anger barges out. 
  The man has the look of a Merchant about him. This is 
  Bruder Lehmann and the Countess has just turned 
  down his proposal of marriage in a rather coldhearted 
  fashion. The PCs will meet this man again later in 
  Chapter VII. 
  Emmanuelle von Liebwitz 
  Master Hexenstern leads them through the double 
  doors. A Valet standing by the doors announces them 
  in a shrill voice.  
  An art gallery opens before them. The decorated 
  ceiling is high and the walls are covered from floor to 
  roof with paintings. The Countess of Nuln sits on a 
  high chair in the middle of the room. She is every bit 
  as regal as one would expect – beautiful, refined, and 
  dressed in a gown so expensive it could pay for a small 
  Reikland town. She is surrounded by some kind of 
  strange assembly of small mirrors and pulleys. A young 
  Bretonnian – judging by his clothing and accent – 
  fusses about the construction. 
  Hexenstern informs them, in a low voice, that the 
  man, an up-and-coming Bretonnian artist Alain Celfy, 
  is showcasing an invention of his - a system that allows 
  one to paint self-portraits almost anywhere without 
  the need for cumbersome full-body mirrors and 
  adequate lighting. He instructs them to pay no mind to 
  the Bretonnian. 
  
  31 
   
  The Look 
  When they exit the audience chamber 
  Hexenstern and Rosalia share a 
  mischievous grin. They point to a PC and 
  knowingly state that he (or she) got The 
  Look. They will not elaborate, but it is 
  implied the Countess has her eye on the 
  PC. This can be used as further motivation 
  for the PC and a source for possible Lost 
  Heart Disorder later. 
  There are others in the room as well besides them and 
  half a dozen guardsmen. An elderly woman, the 
  Countess’ chaperone, sits embroidering by a small 
  table. Scratching quills fly as a couple of scribes write 
  down minutes from an earlier meeting. A surprisingly 
  skinny, sinewy, Halfling sits by a small table full of fruit 
  and wine and scrutinizes them slyly. He is the 
  Countess’ Official Food Taster (and much more, see p. 
  104). A stylish woman dressed in a simple but 
  fashionable gown and a symbol of Verena nods at 
  Master Hexenstern as they enter and joins them as 
  they approach the Countess. 
  Master Hexenstern introduces them all by name and 
  deed. It turns out the stylish woman is Rosalia 
  Schultz2, the first female barrister in Nuln (see p.101). 
  Emmanuelle regards each and every one of the PCs for 
  a few seconds and then returns to her self-portrait.  
  Without looking at them she says:  “As you might have 
  heard I am in the process of seeing Nuln divorced from 
  Wissenland and given its own Electoral vote. This 
  rather tedious and time-consuming enterprise is finally 
  – thank the gods – about to reach its conclusion. 
  Barrister Schultz here, my chief counselor in all 
  complex legal - I feel I should say - absurdities 
  regarding the affair, needs to travel to Wissenburg to 
  finalize some matters.” 
  “My advisors tell me several of my fellow Elector 
  Counts are looking to seize this opportunity to harm 
  both my endeavors and barrister Schultz. I cannot 
  allow that. Master Hexenstern tells me you are just the 
  kind of folk to help me in this matter. To cut to the 
  chase, I need you to escort barrister Schultz to 
  Wissenburg and guarantee her safety. Master 
  Hexenstern will fill you in with the finer details. What 
  say you?” 
  Any question about details like compensation will be 
  referred to Hexenstern to be sorted out later. All the 
  Countess wants to hear from them is either a yes or a 
  no. Once she has, their business here is concluded and 
  they are escorted out. 
  We are being railroaded! 
  What if they say no? Well, they really shouldn’t. The 
  PCs are in the presence of one of the most iconic, 
                                                             
  2 Rosalia Schultz is from Forges of Nuln, p. 23. 
  powerful individuals in the Empire. There is 
  tremendous social pressure to say yes. Furthermore, 
  in the moment they have no way of knowing if a 
  refusal might get them jailed or exiled.  
  The challenge with this scene is that on the one hand 
  the characters should feel pressured to say yes while 
  at the same time the players may feel railroaded. You 
  can actually riff off of this and use that as motivation 
  for the characters – the faster they get this thing done 
  the faster they can go about their business. As a back-
  up plan you have both Master Hexenstern and 
  barrister Schultz to convince the characters to take the 
  job. Compensation promises to be worth it, and it 
  doesn’t hurt having an Elector Countess owe you one, 
  does it. 
  What Did We Just Agree To? 
  Master Hexenstern fills them in on the details.  
   
  They will be paid 60 gc each, 30 once they 
  reach Wissenburg and the rest upon Schultz’s 
  safe return to Nuln. He can be Haggled up to 
  80 gc. 
   
  They are provided with transport. They 
  should find Captain Glaubrecht near the 
  South Gate. 
   
  To provide distraction, a military unit lead by 
  Captain Tannfelder (see p.116) leaves Nuln 
  simultaneously. The Countess’ spies are 
  spreading word this is the real escort. 
   
  If they want to hire additional help, it’s their 
  job to pay for it and make sure all hirelings 
  are trustworthy. 
   
   
  
  32 
   
  The Wonder of the Age 
  Finding Captain Glaubrecht turns out to be very easy. 
  For one, a huge ship on wheels is rather easy to spot. 
  The plan clearly is that no one in their right minds 
  would try to sneak anything in something so… not-
  sneaky. 
  Three men in ornate 
  doublets and fur 
  lined cloaks are 
  having a heated 
  conversation with a 
  man in a large, 
  feather topped hat. A 
  successful Routine 
  (+10) Perception Test 
  overhears the 
  merchant-types 
  demanding an 
  overdue payment 
  from the Captain. 
  Before things get out 
  of hand, an ogre 
  leans over the side of 
  the land ship and growls menacingly. This encourages 
  the trio to retreat, with threats of consequences if 
  they don’t get their money. 
  Captain Wolfgang ‘Wolf’ Glaubrecht turns to the PCs 
  and greets them by removing his hat in a grandiose 
  gesture. He informs them that Barrister Rosalia Schultz 
  is already aboard the ship.  
  The Land Ship, the Emmanuelle, is a sight to see. It is a 
  bulky, armored ship that travels on two sets of wheels. 
  The front wheels are small while the back pair is huge. 
  The aft and forecastle are covered in decorative work. 
  The crow’s nest looks more like a Sigmarite Priest’s 
  pulpit. An oversized and rather untrustworthy boiler 
  powers the steam engine. A heavy blunderbuss is 
  installed to the prow. Additionally, the Ogre they just 
  saw carries a small cannon. For more on the 
  Emmanuelle and her crew, see p. 97-100. 
  The Captain welcomes them aboard. His crew at the 
  moment consists of Hrug, the Ogre, and Urgrim 
  Fireforge, the Dwarf Engineer in charge of the boiler 
  and the steam engine. This means the PCs have to 
  work for their upkeep. They can use any special skills 
  they have, or just do menial jobs like shovel coal for 
  the boiler. On the plus side, they can sleep on the ship 
  and save on coaching inn costs… 
  Road to Wissenburg 
  The trip from Nuln to Wissenberg takes approximately 
  four days. Of course, such guidelines are only 
  directional. Feel free to adjust the length of the 
  journey to suit your pacing and narrative needs. 
  Excuses to make the trip longer include bad 
  weather, the steam engine breaking down, 
  Roadwardens cordoning off roads, and being forced 
  to take a detour etc. Or, you can just determine that 
  the trip takes as many days as you need. 
  Below are a few optional encounters to liven up the 
  trip. This is also a good place to enter a short 
  scenario if you want. 
  The journey is a good opportunity for the PCs to get 
  to know the Captain and Rosalia better (see Love is 
  in the Air sidebar below). Rosalia is an excellent 
  conversationalist, but she soon grows bored of 
  hiding inside her cabin all the time. At some point 
  when they have ‘dropped the anchor’; a hustle to 
  find the missing barrister is in order. It turns out she 
  just went out to get some fresh air. 
  Optional Encounter: Zealots 
  Word of the Sootstained Prophet’s exploits travels fast 
  and it doesn’t take long for people to realize the 
  Emmanuelle is in fact the Land Ship that “birthed” the 
  Prophet. Soon a rag tag band of followers starts to 
  follow the ship. They pray to the gods, self-flagellate, 
  and sing hymns praising their moving shrine. Some 
  even try to physically attach themselves to the rear 
  wheels. 
  It starts to get annoying real fast and the Captain asks 
  the PCs to do something about the Zealots. Every time 
  they stop the Zealots crowd them, wanting to touch 
  the operators of the holy engine. 
  Many villagers and other travelers leave small 
  offerings by the Ship, or throw them aboard. The ship 
  generates around 2 gc in small coins every day. 
  Optional Encounter: Sell-swords 
  The ruse to hide Rosalia in the Land Ship didn’t fool 
  one Elector Count. He hired some Sell-Swords to 
  Show us the Money! 
  The experimental steam engine on 
  the first Land Ship exploded (and 
  created the Fireborn), so the 
  Guiding Hand (see p.117) sold its 
  useless wreck to Captain 
  Glaubrecht. The Captain took the 
  wreck to his old friend Urgrim 
  Fireforge, and the Dwarf was able 
  to fix the damned thing. 
  Glaubrecht hasn’t paid for it in full 
  yet, and the Guiding Hand 
  (Glaubrecht doesn’t know they call 
  themselves that) want the rest of 
  their money, or their – now 
  working – ship back. 
   
  
  33 
   
  The Reik Lionfish Side Plot 
  In case you want to include a side plot with the Reik 
  Lionfish consider the following. Captain Glaubrecht 
  owes the Guiding Hand a considerable sum. This 
  assignment from the city is good income, but he is still 
  short.  
  Soon after the Relentless Viper (from Chapter I) was 
  confiscated by the authorities a certain sealed box 
  was removed from the cargo hold and sold on the 
  black market. Glaubrecht bought it in the hopes he 
  will get good money for it in Wissenburg.  
  What is in the box? It is up to you, but probably 
  something highly illegal. Black Lotus? Warpstone? 
  Blue prints for an experimental volley gun? Certainly 
  something important enough for the Lionfish to come 
  after it. They start by leaving subtle threats, but soon 
  resort to more violent methods.  
  If Captain Glaubrecht becomes a PC’s love interest 
  (see other sidebar) consider mixing this side plot with 
  that. 
   
  launch an ambush (stats WFRP core p. 235). At a 
  suitably dramatic moment, the number of PCs x 2 
  riders catch up to the Emmanuelle and attack with 
  short bows. Two of them have Incendiaries (small 
  template, Agility Test to avoid catching fire).  
  The PCs have to help the Captain steer the ship (an 
  exercise in luck and finesse to avoid tipping it over). 
  Urgrim needs help from a character with suitable skills 
  to prevent the boiler from blowing up. The heavy 
  blunderbuss at the front needs to be manned. And, of 
  course, the characters can attack from the deck. If the 
  Zealots are around, they can be more trouble than 
  help. Make the battle as cinematic as possible, a wild 
  ride from one dangerous situation to another. 
  Arriving at Wissenburg concludes this chapter.
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  Love is in the Air 
  Pyrenzhia’s presence grows stronger and it 
  is only appropriate that her influence affects 
  the PCs as well. Both Rosalia and Captain 
  Glaubrecht make good love interests, but be 
  aware that any relationship with Rosalia is 
  going to have a dramatic end. Of course, if 
  your players are up for it, encourage them 
  to play out a love affair between their 
  characters. 
  
  34 
   
  Chapter IV 
   
  Wissenburg is the provincial capital of Wissenland. It is 
  a bustling town of 9000 people governed by the town 
  council. For an excellent source on Wissenburg and 
  Wissenland please see Wissenland: Under Nuln’s 
  Shadow by Alfred Nuñez Jr. 
  The arrival of something like a Land Ship is an event in 
  itself and people flock to see the miraculous 
  contraption. The Watch have trouble deciding 
  whether they should let the ship enter Wissenburg or 
  not. A bribe or good use of Blather or Charm will 
  convince them. The Countess’ town mansion is easy to 
  find and the PCs are allowed to stay there. Upon 
  arrival Rosalia Schultz sees that they are paid.  
  Captain Tannfelder’s unit arrives a few days later. 
  Several attacks were made against them and he lost 
  two men. If need be, Captain Tannfelder can be used 
  as a replacement character (In this case, you need to 
  make minor adjustments to coming scenes). 
  Imperial Politics 
  Sorting out all remaining legal complexities takes 
  Rosalia several days. Adjust the time according to your 
  narrative needs. This is another good opportunity to 
  enter a short scenario or two. Of course, Rosalia can 
  always introduce the PCs to some good old Imperial 
  backstabbing by dispatching them on errands like 
  stealing a letter, intercepting a messenger, or 
  convincing a politician to reconsider his vote. In case 
  you want to further expand the political aspects of this 
  adventure please take a look at Averland’s Disputed 
  Electorship by Rob Harper for inspiration. 
  Once you feel the PCs are ready to proceed with the 
  main plot, Rosalia summons them to the mansion. She 
  is almost done with her tasks here, but there is one 
  final hurdle to cross. Wissenburg town council needs 
  to vote on certain edicts (“Don’t ask, it’s all very 
  technical”) and she has secured the needed votes 
  except for one. Baron Oswald von Brunkhorst has 
  agreed in principle but being the shrewd barrister she 
  is Rosalia wants to see his seal on the agreement. She 
  is supposed to get it tonight during a party the Baron 
  is hosting.  
  There is a problem, however (like there always is). 
  Someone has made a death-threat against von 
  Brunkhorst. Rosalia’s spies (possibly the PCs earlier) 
  have found out that the Assassin will attend the party 
  wearing something blue. 
  Rosalia wants the PCs to attend the party either as 
  employees (servants, guards, cooks etc.) or as her 
  personal guards/assistants etc. Making sure something 
  happens to a cook so a PC can take his place can be 
  amusing, or it can be a drag. Spend as much time on 
  this as you think will amuse the players. Alternately, 
  you can use a short montage to describe how each of 
  them finds a way into the party. Use your narrative 
  judgment. 
  The von Brunkhorst Party 
  First of all, Forges of Nuln and the Edge of Night both 
  feature parties (masked balls, this is not a masked ball) 
  that you can use as a source of inspiration and ideas 
  for further guests. Only the most important attendees 
  are described here. Feel free to insert any guest you 
  see fit. Use suitable Noble, Servant, and Guard stats 
  from WFRP core rulebook as needed. 
  The information here depicts events as they unfold 
  without interference from the PCs. Adjust and adapt 
  based on their actions.  
  Baron von Brunkhorst’s Mansion 
  Baron von Brunkhorst’s mansion is a two-storey 
  mansion in the rich part of Wissenburg. The Baron 
  relishes the opportunity to display his wealth to the 
  cream of Wissenburg. Expensive rugs and paintings 
  decorate the halls. Huge chandeliers light the banquet 
  room. No expenses have been spared on food and 
  wine. 
   
   
  
  35 
   
  Von Brunkhorst Mansion
  1 – Stables  
  2 – Servants’ quarters  
  3 – The garden. A fountain made of Tilean marble 
  dominates the scenery. The guests are free to 
  mingle among red decorative lanterns. 
  4 – Well 
  5 – Pantry 
  6 – Kitchen 
  7 – Vestibule. Everyone is expected to leave to their 
  weapons here. 
  8 – Gallery. Expensive paintings cover the walls. 
  9 – Stairs to 2nd floor. 
  10 – Stairs to the wine cellar. 
  11 – The great hall. This is where the guests mingle, 
  dance and eat. A door leads into the garden. 
  12 – Servants’ entrance 
  13 – The wine cellar 
  14 - Von Brunkhorst’s man cave. A private 
  sanctuary where he entertains his inner circle 
  of friends. His collection of pornographic 
  woodcuts covers the walls. The door is locked. 
  There are two sets of keys to the cellar. Von 
  Brunkhorst and the head of house guard 
  Ehrwig Ober both have one. 
  Second floor is off limits to the guests. The 
  master bedroom and a few guestrooms are 
  found there. 
  The Murderer 
  Contrary to what the characters might expect, 
  the Assassin is not present when the party 
  starts. For years now, Oswald von Brunkhorst 
  has been an avid collector of pornographic 
  woodcuts - especially ones featuring Countess 
  von Liebwitz. It is illegal to produce and own 
  such images. So, naturally a small but active 
  underground market has sprung up. One man’s skill 
  engraving these graphic images is superior – block-
  cutter Hugo Haefner of Wissenburg (see p.102). 
  Despite being rheumatic and half-blind, the elderly 
  artisan still designs and carves images. 
  A while ago Von Brunkhorst ordered several woodcuts 
  of Countess von Liebwitz from Haefner. He recently 
  received them and they were perfect. However, being 
  a cheap bastard, the Baron refused to pay. He figured 
  Haefner can’t go to the authorities as it is illegal to 
  create such images. 
  Haefner is furious. He plans to infiltrate tonight’s party 
  and give von Brunkhorst one final chance to pay. If he 
  refuses, Haefner has a plan B. His daughter, Dora, is a 
  street entertainer – a dancer and a knife-thrower (see 
  p.103). Dora’s lover, Dietl, infiltrates the party as a 
  guard. He will wear a blue sash to point him out to his 
  fellow conspirators.  
  Haefner has been banned from entering the grounds 
  so Dietl lets him in during the party. Haefner confronts 
  von Brunkhorst and demands his money. If that 
  doesn’t work, Dietl lets Haefner’s daughter in via a 
  servants’ entrance next. During her performance Dora 
  
  36 
   
  uses throwing knives to - hopefully - scare the Baron 
  to loosen his purse strings. 
  The Host and His Staff 
  Oswald von Brunkhorst is a portly man whose family 
  owns rich silver mines in the Black Mountains (see 
  p.101). He has a tendency to speak more loudly than 
  the situation calls for and he’s rather blunt with his 
  words. Baron von Brunkhorst’s thin hair and scanty 
  beard might give him a slightly scruffy look, but his 
  cold, cruel eyes betray the shrewd opportunist inside. 
  Oswald von Brunkhorst is dressed in expensive, frilled 
  Bretonnian silks. He knows there is a threat against his 
  life but doesn’t take it seriously. He is also a 
  connoisseur of pornographic woodcuts.  
  Goran Brunch – The Halfling head chef is a stressed 
  out perfectionist who makes everyone’s life in the 
  kitchen a living hell. His shrill voice carries all the way 
  to the great hall. 
  Liebrecht Aulen – The Steward is in charge of the 
  party. All servants and maids answer to him. A willowy 
  man with grey hair Liebrecht is classically trained and 
  incredibly efficient. He knows everyone here by name. 
  Ehrwig Ober - In charge of von Brunkhorst’s personal 
  guard and security at the party. A burly man with 
  impressive handlebar-moustache. He seems fair and 
  competent, if a bit laid back. 
  Notable Guests 
  Lady von Brunkhorst – The wife of Baron von 
  Brunkhorst. As soon as she has one drink in her, she 
  cannot stop badmouthing Countess von Liebwitz. The 
  more she drinks the more personal and vile her insults 
  get. She feels absolutely betrayed by the separation 
  plan (not to mention her husband stands to lose 
  considerable influence). 
  Tobias Heileman, Trader – An experienced trader who 
  owns several river barges that travel all the way to 
  Altdorf and Averheim. He is quick to note how 
  separating Nuln from Wissenland is an opportunity in 
  disguise. He is frustrated with the Saltpeter Men 
  though. Their actions and illegal seizures are starting 
  to disrupt business. Optional: Tobias Heileman is 
  associated with the Reik Lionfish and is here to deliver 
  a warning. 
  Kristoforo  Essel, ‘the Baritone of Bögenhafen’ – A 
  charismatic man in his fifties with an aura of refined 
  elegance, an impeccable sense for proper etiquette, 
  and just the slightest touch of make-up. He is an opera 
  singer touring Wissenland at the moment. Well, that is 
  his cover. Kristoforo is actually an Elector Count’s spy 
  here to sabotage Rosalia’s efforts. 
  Joanna Grenz, Priestess of Verena – This petite, 
  elderly woman is dressed in simple Verenean robes 
  and a brown shawl. She has heard of a Verenean 
  Zealot wreaking havoc around Wissenland. If asked 
  about the separation plan, she confirms that the legal 
  side seems legitimate. Use this NPC to foreshadow the 
  events of Chapter V, especially if you place the events 
  of that chapter in Wissenburg.  
  Vladimir Tyudor, the Ice King of Kislev – This self-
  titled ice trader could attend the party. For more on 
  him see The Ice King of Kislev by this author. 
  Josef Kaster, the Tax Collector – A spectacled man 
  disliked by most in the city. He has a habit of crashing 
  these parties and drinking too much. To make matters 
  worse he is a mean drunk. Threadbare clothes and 
  shaking hands are telltale signs of advancing 
  alcoholism. 
  Something Blue 
  These guests are wearing something blue and bound 
  to attract the PCs’ attention. 
  Angelica Rhomberg – The buxom redhead wearing a 
  blue gown is Angelica Rhomberg, daughter of a local 
  Burgher, and a Cultist of Slaanesh (see p.102). Baron 
  von Brunkhorst’s party presents a great opportunity 
  for her. She is aware that the Baron is a connoisseur of 
  pornographic images and seems like a prime recruit 
  for their cult - Keepers of the Velvet Throne. Angelica is 
  here to indulge in hedonistic pleasures (and entice 
  others), approach suitable new recruits, and see von 
  Brunkhorst’s collection. 
  Dietl – A young man with neatly trimmed beard. He is 
  here disguised as a guard – and not making a 
  particularly good impression (he is doing a bit of a 
  guard caricature). Dietl is Haefner’s daughter’s lover 
  and he is here to help execute Hugo’s plan. He wears a 
  blue sash around his waist to indicate him to his fellow 
  conspirators. 
  
  37 
   
  Arman Lang – A Thief. Skinny and pale man with bad 
  teeth. He is dressed like an artist, with a blue scarf. He 
  walks around with a bottle of red wine in one hand 
  and pretends to be appraising von Brunkhorst’s art 
  collection. His goal is to nick the key to the private 
  room in the cellar and walk away with something 
  valuable. 
  Timeline for the Party 
  This is a general guideline. Be prepared to move 
  events or change times to keep the action flowing and 
  the players interested. 
  4:00 – Employed PCs report to duty and are given a 
  short introduction to their duties. 
  5:30 – The band arrives and starts setting up. An 
  Average (+0) Perception Test confirms: no blue 
  here. 
  6:00 – Guests start to arrive. A Valet announces each 
  guest. 
  6:05 – Dietl the fake guard arrives through the 
  backdoor, late for work. He is wearing a blue 
  sash. 
  6:10 – Rosalia Schultz arrives, possibly with some PCs. 
  6:15 – Arman Lang arrives. PCs notice his blue scarf. 
  6:20 – Angelica Rhomberg arrives. Her blue gown is 
  impossible to miss. 
  6:30 – Oswald von Brunkhorst makes a toast and 
  wishes his guests welcome. Any PC servants 
  etc. are needed in the main hall. 
  6:45 – The band starts to play. Dancing. Kristoforo 
  Essel, who supposed to be here to sabotage 
  Rosalia, lays his eyes on her for the first time 
  and is instantly smitten. He asks her to dance. 
  6:50 – Baron von Brunkhorst’s wife starts to 
  badmouth the Countess. 
  7:00 - An Average (+0) Perception Test to notice 
  Arman Lang lifting head guard Ehrwig Ober’s 
  keyring. Another Test to notice Angelica 
  noticing the same. 
  7:10 - Angelica takes Josef Kaster, the Taxman, by the 
  hand and leads him into the garden. She offers 
  him some Black Lotus behind the fountain. 
  7:20 - Rosalia tries to approach von Brunkhorst but 
  Lady von Brunkhorst interrupts her, rudely. The 
  Baroness knows why Rosalia is here and will 
  have none of it. The obnoxious lady guards von 
  Brunkhorst like a hawk for the rest of the 
  evening unless the PCs find a way to distract 
  her. 
  7:30 – Arman Lang skulks around trying to find an 
  entrance to the cellar. Enticed by Angelica, 
  Josef Kaster – now intoxicated –seeks Arman 
  out to pick a fight with him. Guards or PCs need 
  to break it up. Josef protests, saying a woman 
  complained the artist had groped her. The 
  stolen key is found. PCs can try to Sleight of 
  Hand the keys. Arman Lang is thrown out. 
  7:45 – The smitten Kristoforo Essel is so enthralled 
  with Rosalia he forgets his mission and starts an 
  impromptu recital in her honour instead. 
  8:00 – There is a messenger at the front gate asking 
  for Rosalia. The messenger gives her a note. 
  After reading it, she seems concerned, but will 
  not elaborate. If she is a PC’s love interest, 
  then: “I’ll tell you later”. The note is from 
  Samael Mortengeist (see below). If Rosalia 
  doesn’t have von Brunkhorst’s signature yet, 
  she wants it now. As soon as she has it, she 
  returns to her room at the mansion. She 
  demands the PCs stay behind to protect the 
  Baron (see The Second Assassin of the Night 
  below). 
  8:15 – Angelica Rhomberg approaches von Brunkhorst. 
  His wife doesn’t look pleased. The PCs need 
  Acute Hearing or need to be very close to hear 
  her suggest they go somewhere quieter. He 
  looks intrigued. 
  8:20 – Deitl comes to the front gate for a change of 
  guard. As soon as he is alone, he lets the block-
  cutter Hugo Haefner in. 
  8:30 – Furious Hugo Haefner barges into the main hall 
  looking for von Brunkhorst. He demands, 
  loudly, for the money he is owed (he doesn’t 
  say for what). Von Brunkhorst coldly orders 
  
  38 
   
  “the blind fool” tossed out. The protesting old 
  man is dragged out. 
  8:45 – Von Brunkhorst invites his closest friends and 
  hunting buddies for a pipeful of the finest 
  Tobaroan and some vintage Averland Red. 
  Angelica Rhomberg is invited. They go to von 
  Brunkhorst’s man cave in the cellar. He reveals 
  the truth about Hugo Haefner and the 
  woodcuts. 
  9:15 – The men leave the man cave. Von Brunkhorst 
  and Angelica stay behind and she tries to 
  seduce him. 
  9:30 – Deitl sneaks into the garden and lets a robed 
  figure in via the servants’ entrance. Lady von 
  Brunkhorst looks for his husband. 
  9:45 – Angelica and von Brunkhorst return upstairs. 
  Lady von Brunkhorst has a fit. Deitl sneaks into 
  the garden again to set up fireworks. 
  10:00 – The band announce the final, surprise, act of 
  the night. Von Brunkhorst is brought to the 
  front row. The band starts to play. The 
  fireworks start. A robed woman - a dancer - 
  steps forth. Dora, Haefner’s daughter, starts 
  her performance, and halfway through lets 
  her robe drop. She is wearing a midnight blue 
  outfit. If Dora is not stopped she draws forth 
  two throwing knives and throws them. The 
  first nails von Brunkhorst to his chair, the 
  second grazes his cheek. She hisses: 
  “Greetings from Hugo Haefner. Consider this 
  is your final warning!” If not stopped, she 
  escapes via the garden with Deitl. 
  The party is over. Questioning von Brunkhorst and/or 
  Dora and Deitl helps answer any questions the PCs 
  may have. If the PCs helped catch Dora and Deitl,the 
  Baron rewards them with 20 gc. The PCs can help 
  wrap things up, but head guard Ehrwig Ober takes 
  charge. The City Watch is fetched, unless it would 
  shame von Brunkhorst. If the PCs convince the Baron 
  to pay his debt to Haefner, make sure Hugo rewards 
  the PCs later with a gift or by returning the favour. 
  There is a slight drizzle as they return to the mansion. 
  The Second Assassin of the Night 
  There is no sign something is wrong until the PCs 
  reach the hallway outside Rosalia Schultz’s study. In 
  the dimly lit corridor a figure is bent over by the door, 
  groaning in pain. Blood flows profusely between his 
  fingers as Captain Tannfelder holds a hand to his right 
  eye. Clearly in pain, he lets out a guttural groan and 
  points inside the study. His sword, covered in his 
  blood, lies on the floor. Any character with Surgery 
  can try a Hard (-20) Heal Test to save his eye (Golden 
  Tears from Tome of Salvation works as well).  
  The study is lined by bookshelves. An oak desk 
  occupies the right side of the room and a circle of 
  chairs surrounds a table at the center of the room. A 
  fireplace on the far wall lights the room – and a 
  crumpled body in front of it. A cloaked figure dashes 
  out through a door at the opposite end of the room. 
  Books and scrolls burn in the fireplace. 
  Rosalia 
  The body is Rosalia’s. She is dead, stabbed several 
  times with a poisoned blade. If she had an affair with 
  one of the characters, then she musters enough 
  strength to whisper a final good bye. If they don’t 
  realize to save the notes from the fire, Captain 
  Tannfelder orders them to do so. Let them make a 
  Test or two, but the end result is the same (they don’t 
  know that). More on the notes below. 
  Chasing the Assassin 
  The Assassin – a Druchii member of the Reik Lionfish – 
  bolts from the study into a long hallway. Reaching the 
  end of the corridor she barges through a door into the 
  Countess’ private salon. Stopping briefly to regard her 
  surroundings the Dark-Elf dashes through another 
  door – to a huge, hall-like walk-in closet. The PCs catch 
  up to her there.  
  Treat the chase as Combat Movement with both sides 
  taking Running Actions. The Assassin has a 10 half 
  action lead on the PCs. The chase last 5 Rounds. Have 
  the players make Agility Tests each round. Every 
  success means they catch up by 1 half action. 
   
   
  
  39 
   
  Hide-and-seek 
  Four dozen complete outfits on mannequins in neat 
  rows of eight in a dimly lit room. That is the mise en 
  scène for their fight with the Assassin (see p.103). 
  There is a small ventilation window at the back the 
  room. The Assassin tries to either escape through 
  there (3 Rounds to force it open and crawl through) or 
  divert the PCs enough to escape via the door. While 
  looking for a way out, she tries to pick them off one at 
  a time.  
  Once the Assassin enters, she first uses two Move 
  Actions to hide amongst the mannequins. Then she 
  puts on one of the outfits (2 full actions). Finally, if 
  there is time, she reapplies poison to her blade. 
  This fight is all about tension, a prolonged game of cat 
  and mouse. Ask your players to describe what they do, 
  how they are equipped, how they communicate (the 
  Druchii understands Reikspiel). Describe moving 
  shadows and strange sounds. The mannequins look 
  rather creepy in the dark. 
   
  Keep Tests player facing as often as you can, 
  meaning prefer player tests over NPC tests. 
  For example, rather have a player test 
  Perception than have the Elf test 
  Concealment. 
   
  It’s dark. Do they have light sources? 
   
  The Assassin tries to distract them with 
  sounds and shadows. 
   
  She disguises herself as a mannequin and 
  attacks a when a solitary character is close. A 
  Perception Test or she gets Surprise. 
   
  Introducing fire to the room is a very bad 
  idea. 
   
  If they fetch back-up, she makes a break for 
  it. 
   
  She absolutely fights to the bitter end. If 
  captured, she swallows her tongue. 
  Once the Assassin is dead or escapes, the characters 
  should return to the study. 
  Food Taster, Poisoner, Halfling, Spy 
  Just minutes after the characters have killed the 
  Assassin (or she escaped) and Rosalia’s body has been 
  attended to, the Countess’ chief food taster arrives 
  with two Saltpeter Men. Thyrus Thornroot is – as the 
  PCs are about to find out - much more than a simple 
  servant. The Halfling stops to brush water from his 
  sleeves, and then dismisses his bodyguards with a 
  slight nod. Turning to the PCs, the stern Halfling says: 
  “We need to talk.” 
  Thyrus Thornroot3 starts by revealing he is the secret 
  head of the Saltpeter Men (for stats and more on 
  Thyrus Thornroot see p.104), the Countess’ poisoner 
  and the head of her network of spies. In fact, besides 
  the Countess, no one knows about the matter to be 
  discussed here next. Just a few days ago, Thyrus 
  Thornroot learned of a plot against Nuln and the 
  Countess. This threat is internal and much more 
  serious than anything coming from the other Elector 
  Counts. 
  How did he learn about the conspiracy? From Rosalia 
  (actually he learnt it by spying on Rosalia). Apparently, 
  she discovered something while investigating the 
  legalities of the separation plan. Thyrus Thornroot 
  started towards Wissenburg immediately, but, alas, 
  arrived too late. Thyrus doesn’t know what Rosalia 
  uncovered.  
  Investigating the badly burnt notes rescued from the 
  fireplace reveals the following clues: 
   
  The Esoteric History of Nuln and Wissenland is 
  mentioned several times. Looks like it 
  contains some crucial information. Someone 
  called Eberhardtus Hagen is believed to have 
  a copy of this rare tome. You can add a 
  location here if you want. Otherwise, they 
  have to ask around where to find Eberhardtus 
  Hagen. Anyone with Academic Knowledge or 
  Arcane Lore reckons the book is forbidden – 
  and therefore sought by Witch Hunters. (see 
  Chapter V) 
   
  Someone called Emil Gruden from 
  Horngarten is expected to manufacture 
  something of significance and send it to Nuln. 
  (see Chapter VI) 
   
  This clue is found either on the dead Assassin, 
  or if she escaped, on the floor among the 
  mannequins. A piece of parchment with 
  instructions to kill Rosalia Schultz. The agreed 
  price is 100 gc and there is a charcoal drawing 
                                                             
  3 Thyrus Thornroot was heavily inspired by the 
  character of Abeno Kaii from Lone Wolf and Cub. 
  
  40 
   
  of her (that is why the Elf didn’t destroy it). 
  There is a seal with a boar’s head and initials 
  B.L. on the note. Any Noble, a PC with 
  Common Knowledge (Nuln), and Thyrus 
  Thornroot recognizes it as the personal seal 
  of one Bruder Lehmann, a Wissenland 
  Merchant and salt mine owner. 
   
  Some badly burnt letters still show the 
  signature of one Samael Mortengeist (this 
  includes the note Rosalia received during the 
  party). Who is he? Is he an ally or an enemy? 
  In fact, he is an ally. Mortengeist is a 
  Shadowmancer - a Wizard of the Grey Order. 
  This NPC is first and foremost a crutch for you 
  to lean on when needed. Introduce him at a 
  time the PCs get stuck or miss a vital piece of 
  information. He is also available as a 
  replacement character. For more on Samael 
  Mortengeist see p.105. 
  We Are Being 
  Railroaded! Again! 
  A bit begrudgingly Thyrus 
  Thornroot asks the 
  characters to investigate the 
  conspiracy. It seems he 
  doesn’t like having to trust 
  adventurers (He’s lying. He 
  is happy to employ such 
  disposable assets.). Your 
  players should feel like they 
  have a choice here. They 
  can negotiate their terms 
  (ask for a Haggle Test). 
  Thyrus Thornroot is 
  prepared to promise them a 
  generous reward - money, 
  houses, titles (He has no 
  intention of delivering on 
  his promise.) He even 
  agrees to an advance 
  payment. 
  All the groundwork you have done with character 
  motivation and buy-in pays of here. The players should 
  want to save Nuln and their friends and families. If 
  they hesitate or refuse Thyrus Thornroot has several 
  aces up his sleeve. By now, he knows the PCs were 
  involved in the attack on the Saltpeter Men compound 
  – a serious offense. Furthermore, technically they 
  failed to protect Rosalia and are therefore duty-bound 
  to help solve her murder. 
  Investigating the Plot 
  Next three chapters describe the heroes’ 
  investigations into the plot against Nuln. They don’t 
  have to visit all three locations. However, each 
  location provides them helpful information, potential 
  allies, and reveals more of the backstory. 
  They can investigate these locations in the order of 
  their choosing. Or, alternately, you can determine the 
  order based on narrative needs and pacing. Chapters V 
  – VII are not set in any fixed locations to leave you 
  room for creative geographical positioning. This way, 
  you can decide how much travelling there is between 
  locations. The Emmanuelle and her crew are still at the 
  PCs’ service. And, once again, interludes between 
  chapters are prime opportunities to 
  insert your own encounters and short 
  scenarios. Here are two optional 
  encounters to give the journey some 
  added colour. 
  Optional Encounter: Why 
  Doesn’t She Love Us Anymore? 
  A couple peasant girls shyly come up 
  to a female character and ask: “Lady, 
  why does the Mother-Countess want 
  to get rid of us? Why does she want 
  to get rid of Wissenland? Doesn’t she 
  love us anymore? What did we do 
  wrong?” 
  Optional Encounter: The 
  Observatory 
  The Emmanuelle arrives at a small 
  village just before dusk. The village 
  seems eerily quiet. If the PCs stop for supplies they 
  find out the village is deserted. 
  A crooked, dilapidated observatory rises on a nearby 
  hill. As the sun sets they see that there are lights at the 
  observatory. Before the PCs get there, they see a 
  group of Skaven sneaking in the darkness towards the 
  village. The Ratmen proceed to ransack the village. 
  Triumvirate of Secret Protectors 
  It took the combined efforts of three 
  people, suspicious by nature to the point 
  of being paranoid, to notice something 
  foul is afoot in Nuln. Rosalia Schultz, an 
  inquisitive barrister, Tychonus Hexenstern, 
  a member of the Astrologers’ Guild of 
  Mordheim, and Samael Mortengeist, a 
  Grey Wizard.  
  At first, Hexenstern noticed something 
  strange about the six bell towers. Not 
  trusting Thyrus Thornroot, he chose to 
  take it up with Rosalia. She was convinced 
  having already found some clues 
  concerning the Guiding Hand. In turn, the 
  barrister approach Mortengeist, a Grey 
  Wizard, and asked him to investigate. 
  Together they were able to piece together 
  these clues. 
   
  
  41 
   
  The observatory has been taken over by a Skaven Grey 
  Seer. The Skaven Sorcerer saw in his divinations a 
  presence from behind the stars drawing closer. It 
  wanted to observe the night sky for signs. Having 
  previously provided the man with Warpstone the Grey 
  Seer knew of an observatory with a lone Wizard.  
  The Grey Seer took its most trusted warriors and 
  invaded the observatory and the nearby village. The 
  villagers are captured in cages ready to be transported 
  underground. Some of them may have escaped into 
  the nearby woods. The Wizard is dead.  
  If the PCs defeat the dozen Skaven and the Grey Seer, 
  the observatory reveals the following information: 
   
  The Wizard was a member of the Celestial 
  Order. He was also a member of something 
  called The Astrologers’ Guild of Mordheim. He 
  has an ancient medallion depicting an 
  observatory and a falling comet.  
   
  He was studying geomantic sorcery – how 
  placement of buildings and structures can 
  affect the Winds of Magic. 
   
  A letter from Master Hexenstern inquiring 
  about the Wizards studies. Hexenstern’s 
  letter has the same observatory and falling 
  comet symbol. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  42 
   
  Chapter V 
   
  This chapter sees our heroes track down Eberhardtus 
  Hagen and the tome The Esoteric History of Nuln and 
  Wissenland. The challenge is a zealous Verenean 
  Investigator has been wreaking havoc across 
  Wissenland recently. Right now, he is terrorizing Scroll 
  Quarter. And it just so happens that is where Hagen’s 
  bookstore is located. 
  You can place Scroll Quarter as close as Wissenburg. In 
  that case, make sure to foreshadow the events of this 
  chapter already during Chapter IV. For example, the 
  PCs overhear discussions about fanatical Zealots of 
  Verena terrorizing the city. As a result there are 
  rumours the town council is considering cordoning off 
  Scroll Quarter. Conversely, Scroll Quarter can be part 
  of almost any town in Wissenland as long as it is big 
  enough for a part of it to be cordoned off. 
  Finding Eberhardtus Hagen 
  Rosalia’s notes mention that Eberhardtus Hagen is in 
  the possession of a copy of The Esoteric History of 
  Nuln and Wissenland. It follows that the PCs’ first step 
  is to find out who Eberhardtus Hagen is and where to 
  find him. Whether you decide to place this chapter in 
  the provincial capital or somewhere else in 
  Wissenland the PCs can still start their inquiries in 
  Wissenburg. Their first clue is Hagen’s obvious 
  connection to books and old tomes. 
  Approaching followers of Verena, printers, other book 
  collectors, or Wizards is a good starting point. 
  Priestess Joanna Grentz from von Brunkhorst’s party in 
  chapter IV is a good lead. Whether Hagen is in 
  Wissenburg or elsewhere determines how hard these 
  people are to find. If Scroll Quarter is in Wissenburg, 
  most of these people are either caught inside or trying 
  to stay away from the district at all cost.  
  Depending on how much time you want to spend on 
  this, finding Joanna Grentz, for example, can be quite 
  challenging. Maybe she has friends who shelter her 
  from the Verenean Investigator. The PCs have to find a 
  way to convince these friends of their good intentions. 
  Or, for example, stake out the house where she is 
  hiding to find a way to charm or sneak their way in. 
  Once they get to talk to her, she tells them 
  Eberhardtus Hagen has a shop in Scroll Quarter. 
  If the characters previously investigated Tychonus 
  Hexenstern in Nuln, they may remember rumours 
  about Jonas Lochner smuggling books to him. This is 
  an opportunity to get Captain Glaubrecht involved. He 
  has lots of useful contacts and knows how to handle 
  delinquents.  Some legwork, a handful of coins, and 
  maybe a few Tests, lead to Calvin Lustig. Lustig is a 
  Fence claiming the docks as his turf where he is found 
  in a tiny shack of an office. Applying some monetary or 
  physical persuasion encourages the man to spill the 
  beans. Lustig divulges that the Smuggler Jonas Lochner 
  is known to traffic with wizard-types. He points them 
  towards the Smuggler’s last known location, Scroll 
  Quarter, but tries to pluck a few extra coins for his 
  efforts. 
  Whether it is through a few simple rolls, a quick 
  discussion with Joanna Grentz or Calvin Lustig, or 
  longer investigation our heroes eventually learn they 
  need to make their way to Scroll Quarter. 
  Trouble in Scroll Quarter 
  Scroll Quarter is a relative maze of narrow 
  cobblestone streets, winding flights of stairs and 
  Protection Racket 
  It is beyond the scope of this adventure, but 
  here is a good opportunity to expand the Reik 
  Lionfish side plot. Especially, if the Assassin 
  escaped in Chapter IV and/or you are using 
  Captain Glaubrecht’s side plot. Joanna Grentz 
  has a friend with connections to the 
  underbelly of Wissenburg.  
  This friend – looking to help but not knowing 
  better – went to the Reik Lionfish for help. 
  Now, Grentz, unsure whether she is a guest or 
  a captive, is held in a Lionfish base. You can 
  create a whole scenario around finding and 
  infiltrating the secret base to rescue the 
  Priestess.  
   
  
  43 
   
  houses leaning precariously over the streets. Like its 
  name suggests Scroll Quarter is home to printing 
  presses, scriveners, booksellers, small libraries, book-
  binders, and a temple of Verena. It is a lively district 
  where academics and clergy mingle in the libraries and 
  temples. Students gather on street corners for lively 
  debates.  
  Today, all that seems like a distant memory. At the 
  center of the district lies a small square. Several days 
  ago (adjust accordingly) a Verenean Investigator by 
  the name of Luther Sagebrecht invaded the square 
  with his band of fanatics and announced all of Scroll 
  Quarter under investigation for acts of heresy and 
  treason.  
  Immediately, Sagebrecht’s fanatics started conducting 
  illegal searches and arrests in the name of Verena. 
  Workshops were emptied and printing presses 
  destroyed as they searched for heretical material. 
  Horror and death had come to Scroll Quarter. 
  Once a venerable scourge of Ruinous Powers Luther 
  Sagebrecht is now but a shadow of his former self. 
  Two decades of tracking heretical texts and chasing 
  cultists have left his mind broken and unhinged. He 
  sees hints of blasphemy everywhere he looks. In his 
  mind, printed books in particular are an affront to 
  Verena and must be destroyed. 
  Cordon Sanitaire 
  The town council’s reaction to the atrocities 
  committed in Verena’s name is to do nothing. The cult 
  of Verena is very influential in Nuln and Wissenland. 
  Moreover, several high-ranking Sigmarites feel 
  Sagebrecht’s zealous actions serve as a cautionary 
  example - a reminder of the corrupting influence of 
  the enemy within. This has left the council too divided 
  to reach any kind of resolution. They ordered a cordon 
  sanitaire around the district and hope for the problem 
  to go away on its own. 
  No-one in town knows what exactly is happening 
  inside Scroll Quarter. Rumours of atrocities and stories 
  of escapees abound. Every street leading to the 
  district is blockaded with barrels, crates, and junk. 
  Worried people flock to the blockades looking for 
  news about friends and relatives trapped inside. 
  Nervous Watchmen try to ensure no-one leaves the 
  district. They are not supposed to let anyone in either, 
  but Charm, Intimidate, or a handful of coins takes care 
  of that problem.  
  Eberhardtus Hagen’s Shop 
  There are no street names to go by, so finding Hagen’s 
  shop is a challenge. Entering the district is like entering 
  some nightmare realm that, although resembling an 
  Imperial town, could not possibly be one.  Most 
  streets look abandoned and silent. If the PCs see 
  someone they quickly slink away. Then, turning a 
  corner they see a pile of burning books and scrolls. Air 
  is thick with ash and smoldering pieces of paper. 
  If the PCs asked for directions before they entered the 
  district, they eventually find the place. Each level of 
  success in a Challenging (-10) Navigation Test reduces 
  the time spent wandering around with 5 minutes 
  (start from 20). If they didn’t ask for directions you 
  might give a PC with Orientation/Navigation a chance 
  to shine. Otherwise, they have to find someone and 
  ask. This requires getting hold of someone or 
  convincing someone to open their door. If you want, 
  for every five minutes that passes they have one of 
  these encounters: 
   
  A group of people flee from something. Time 
  for quick decisions. 4 Rounds later 3 Zealots 
  come running down the street. If they spot 
  the PCs, they demand to know where the 
  people fled. They are not interested in the 
  PCs unless provoked. 
   
  A door opens and a woman beckons them in, 
  promising a safe haven. As soon as they 
  enter, several men with improvised weapons 
  (number of PCs +1) step forth and demand 
  whatever food they have. They are not Thugs 
  but desperate citizens. Use Proprietor stats 
  (WFRP p.235). It is rather easy to convince 
  them to lower their weapons. 
   
  Screaming. Someone screams and cries for 
  help. The screams echo and it is impossible to 
  find their source before they die out.  
   
  A group of students carry stacks of scrolls and 
  writing equipment. A Zealot with a lash leads 
  them towards the central square. 
   
  In the middle of a street, Otto Vogel (see 
  below) squats to pick up a piece of 
  smoldering book. He uses it to light his pipe, 
  then slowly walks up to the PCs and asks 
  
  44 
   
  whether they have seen a skulking 
  Bretonnian around (see sidebar). 
   
  An abandoned palanquin sits in the middle of 
  a street. It has been ransacked. A beggar is 
  scavenging a dead porter for any gold teeth.  
  Door to Hagen’s shop is off its 
  hinges. The shop is completely 
  trashed. Books are littered all 
  over the floors. Ink stains are 
  everywhere. There is some 
  blood on the counter (no one 
  died here so not that much). 
  Investigating the mess bags 
  them a clue – Hagen’s secret 
  ledger hidden under the 
  counter. It will take some time 
  to leaf through it, but one 
  entry is especially interesting: 
  [DATE] Esoteric History handed over to Jonas Lochner 
  of the Forgotten Wish to be delivered to Hexenstern in 
  Nuln 
  If you feel like you need an action beat, or the PCs 
  linger, a group of Zealots (see p.106) chances upon 
  them (maybe they return to see if they missed 
  anything). The PCs can either try to talk themselves 
  out of trouble (use Blather, Charm etc.), or they can 
  try to flee (the Zealots give chase for a block or two), 
  surrender (they will be taken to Luther Sagebrecht, 
  see below), or fight (the Zealots flee when 2/3 of their 
  Wounds are gone, but will not leave any of their 
  number behind). Or they can come up with something 
  else. Encourage creativity and good roleplaying. 
  We Have Options 
  From this point on there are three key locations the 
  PCs can visit. Each location is described below. The 
  book they are after can be in any one of them – it is up 
  to you. This is to give you more narrative control and 
  tools to react to player choices. 
  Descriptions for each location include notes on how 
  the PCs may end up there. Also, ideas on how to get 
  them to the next location are provided. This way you 
  can keep this section short – they go to one location 
  and get the book. Or you can make them run through 
  two or all three locations until they get what they 
  want. To get the whole story of this section, they have 
  to visit all three locations. 
  The Forgotten Wish 
  Jonas Lochner arrived at Scroll Quarter just before the 
  horrors started. He was promised 
  good money to get a certain book 
  from Eberhardtus Hagen (an old 
  associate) and deliver it to Master 
  Hexenstern in Nuln (another old 
  associate). Suddenly, all hell broke 
  loose. His crew deserted him. 
  Knowing it takes time and money 
  to find a replacement crew he 
  contacted Father Barthelm, a Priest 
  of Verena, and offered him a deal. 
  He helps the Priest evacuate 
  precious books before these crazies 
  burn them and, in return, he gets money and the 
  evacuees serve as his crew until they reach a safe 
  haven. 
  The Forgotten Wish is Jonas Lochner’s trusted river 
  barge. It has served him well for almost a decade. The 
  barge is easy to find as it is the only ship docked in 
  Scroll Quarter at the moment. Others managed to 
  escape from the Zealots, except for one that was set 
  aflame. Most likely the PCs find their way here based 
  on clues they gathered either in Wissenburg or at 
  Hagen’s secret ledger. They could remember the 
  rumours about Hexenstern and the Forgotten Wish 
  and find their way here.  
  When they arrive at the scene, they see the boat 
  moored at the pier and four Zealots standing guard. 
  They have learned from Hagen that Jonas Lochner 
  smuggles heretical material and have been on guard 
  ever since. Three of them stand on the pier whilst the 
  fourth is aboard the barge. There is no sign of Lochner. 
  The pier is loaded with barrels and crates. Sneaking 
  into the boat requires a couple Challenging (-10) 
  Silent Move Tests. These become Average (+0) if it is 
  nighttime. A distraction of some sort could improve 
  their odds further. If the Zealots discover them, their 
  reaction is to hit first and ask questions later. They try 
  not to kill the intruders but to capture them for 
  questioning. Searching the barge reveals that the book 
  is not there. They find a Symbol of Verena though (It is 
  A Fistful of Karls 
  Otto Vogel is a grizzled veteran Bounty-
  Hunter (see p.106). He has been hired by 
  some Bretonnians to track down Anton 
  Louis and kill him. He is to destroy the 
  guillotine as well. Vogel is a wild card, an 
  NPC you can use in case the PCs get stuck, 
  need more muscle, or you just want to mix 
  things up. 
   
  
  45 
   
  Father Barthelm’s). A successful Average (+0) 
  Perception Test discovers a stash of 20 gc. 
  At a suitably dramatic moment the following happens. 
  Another Zealots runs to the pier and shouts: “We 
  found the smuggler! He’s at the Idle Crown Inn. Let’s 
  go!” Three of the Zealots leave. The one on the boat 
  stays. The PCs can stay and overpower the remaining 
  man to search the boat, if they haven’t done so 
  already. They should realize though, that Jonas 
  Lochner is about to be captured and probably has the 
  book with him. Saving him would make things much 
  easier for the PCs. 
  Chase 
  This scene is a frantic chase to the Idle Crown. The 
  Zealots are not exactly sure where it is and navigating 
  the labyrinthine streets of Scroll Quarter gets easily 
  confusing. This should be a tense encounter of trying 
  to avoid the Zealots while at the same time staying 
  close enough to learn where they are going. Make it 
  an Opposed Navigation Test between the PCs and the 
  Zealots. Shouts and footsteps echo in the narrow 
  streets. It is possible to go to the roof level. A couple 
  Agility Tests are required to get to the Idle Crown 
  safely, but reduces the chance of running into the 
  Zealots. Clever characters can isolate and pick the 
  Zealots of one by one. 
  Once the PCs arrive at the Idle Crown they see another 
  group of three Zealots rushing in from the opposite 
  direction. If they arrive before the original Zealot 
  group, they have 4 Rounds before this new group 
  reaches the tavern. Getting Jonas Lochner’s location 
  from the proprietor quickly requires a successful use 
  of a suitable skill, or forcing the man to show them. He 
  is an elderly chap and prone to faltering in the stairs. 
  Whether the Zealots arrive first or second, they storm 
  the tavern and demand to know where the Smuggler 
  is. It takes them 4 Rounds to squeeze his location from 
  the proprietor or one of the patrons. Then they storm 
  the room. 
  Jonas Lochner has a room on the second floor. It is 
  locked. Normally this would be a Routine (+10) Pick 
  Lock Test, but the stressful situation may make more 
  difficult. You should really make the PC feel the 
  pressure by describing the sounds of approaching 
  Zealots and her friends rushing her. It takes two 
  successful Strength Tests to break the door in. Just as 
  the PCs enter, Lochner is climbing out the window (see 
  p.107). 
  Rooftop Chase! 
  Jonas Lochner flees across the rooftops being chased 
  by the PCs being chased by the Zealots. Ask for Agility 
  and Scale Sheer Surface Tests. A failed Agility Test 
  asks for another Agility Test or the PC finds herself 
  hanging of an edge. However, keep the chase 
  narrative instead of a test-fest. Ask tests at dramatic 
  moments like jumping from one rooftop to another, or 
  to Dodge an attack from a Zealot breathing down their 
  neck. Once the Zealots have dramatically failed their 
  rolls, or the PCs collectively get more degrees of 
  success for three rounds in a row, they escape. 
  Concentrate on keeping the chase exciting and 
  cinematic. 
  An alternative approach is to nominate a Zealot to 
  each PC. Both take Agility Tests (or Scale Sheer 
  Surface Tests). The winner (determined by degrees of 
  success) describes in a dramatic fashion what happens 
  that round and how the winner either gets further 
  away or catches up. The first to three successes 
  “wins”. 
  The PCs can try to communicate with the Smuggler by 
  shouting - a Charm Test. Success convinces him of 
  their intentions. Otherwise, they just have to catch 
  him. 
  He got away! – If the PCs don’t convince Jonas 
  Lochner to listen to them and don’t catch up to him, 
  he flees. They have to track him down again. Good 
  options are staking out the inn and his barge. He 
  actually flees to the Temple of Verena and then tries 
  to sneak aboard his barge at night. 
  The Great Escape – If the PCs escape and convince 
  Jonas Lochner to listen to them, he is willing to part 
  with the book for the 50 gc he is promised for it. He 
  either has it with him or he has left it at the Temple of 
  Verena – it is your choice. They can try to Haggle, or 
  try to encourage him to show some empathy to their 
  cause (way more challenging).  
  Caught – Jonas Lochner is caught the Zealots who give 
  him a beating of a lifetime and then drag his 
  unconscious body to the Imperial Library. If the PCs 
  
  46 
   
  are caught, they get a beating and are taken to see the 
  Verenean Investigator. 
  If you want to place the book in the Imperial Library 
  or the Temple of Verena, here are some ideas how to 
  get the PCs to the next location: 
  Ways to get the PCs to the Imperial Library: The 
  Smuggler is caught and taken to the Imperial Library. 
  He either has the book with him, or he knows where it 
  is. Or, the Zealots have found the book (in the boat, 
  his room, or on his person) and taken it to the library. 
  Ways to get the PCs to the Temple of Verena: The 
  Smuggler gave the book to Father Barthelm for 
  safekeeping, and tells the PCs as much. If need be, the 
  Priest lost his symbol of Verena in his barge when he 
  was discussing a deal with Lochner. The PCs find it 
  when searching the barge. The symbol points them 
  towards the Priest of Verena. 
  The Imperial Library 
  The Imperial Library lies next to the small central 
  square opposite the Temple of Verena. It is an 
  imposing stone building. Gargoyles decorate the eaves 
  and a relief of the Imperial Griffon looms over an 
  arching doorway. The library serves mainly as a 
  depository for Imperial records and official 
  documents. Huge bookshelves reaching from floor to 
  roof used to be full of scrolls and ledgers. Now all the 
  documents are scattered on the floors and stairs.  
  Verenean Investigator Luther Sagebrecht has taken 
  over the library and made it into his courtroom (see 
  p.107). A high-backed stair standing on top of a pile of 
  books and ledgers serves as his seat of judgment. 
  Zealots drag innocent academics, scholars, students, 
  and printers in an endless parade to hear a verdict on 
  something they did not do. Sagebrecht passes 
  judgment based on unhinged logic and crimes only his 
  paranoid mind can see. Terrified librarians are forced 
  to record all the mock trials and file the records on the 
  emptied shelves. 
  The sentenced are escorted out and into a prison 
  wagon next to the library. The wagon is overcrowded 
  so the Zealots have started to tie people to the wheels 
  and each other. 
  But the horror does not stop there. The same day the 
  PCs enter Scroll Quarter Luther Sagebrecht makes 
  known the true extent of his madness. His intention is 
  to make an example out of Scroll Quarter to strike fear 
  into the hearts of blasphemers and heretics 
  everywhere. And he has found a perfect instrument 
  for that. 
  The Bretonnian Shortener 
  Anton Louis is a failed Bretonnian Engineer (aren’t 
  they all?). Once he heard of a fellow engineer’s new 
  invention he decided to steal the plans for it. He 
  absconded Bretonnia via Loren Highway and arrived at 
  Wissenland. He was looking to sell the invention, but 
  needed to test it first. So, Louis rented a small 
  workshop to build his first prototype. While he was 
  building it a Verenean Investigator passed through the 
  town, learned of this new invention and immediately 
  realized the usefulness of such a device. 
  Louis (see p.109) and Sagebrecht are about to test the 
  Bretonnian’s machine – a guillotine – for the first time. 
  The Verenean hopes the spectacle and new found 
  efficiency in executing heretics will strike fear in in the 
  hearts of cultists everywhere. Therefore, he has 
  sentenced several men to their deaths (including 
  Hagen and Lochner if caught). 
  Louis’ machine is finally set up and they plan to test it 
  the next morning. The menacing apparatus stands on 
  the square in front of the Imperial Library. Several 
  Zealots guard it at all times. 
  Their plan is to start beheading people the morning 
  following the PCs’ arrival in Scroll Quarter. Naturally, 
  you are free to change the timing to suit your needs. 
  They start by herding people to the square as 
  witnesses. Then, Sagebrecht gives a short, rambling - 
  to the point of being incomprehensible - sermon on 
  the dangers of the enemy within. Next, Anton Louis 
  starts talking about his invention but is cut short by 
  the Verenean. Then they start beheading people. The 
  guillotine is a prototype and Louis isn’t much of an 
  Engineer, so it doesn’t work as well as planned. It 
  takes quite a while to execute even one person and 
  the blade seems to get stuck all the time. 
  Meeting Luther Sagebrecht 
  The manner in which the PCs come to meet Luther 
  Sagebrecht determines the nature of their meeting. If 
  they come to meet him on their own, they have to 
  
  47 
   
  first talk to the Zealots outside. After a few minutes, a 
  pale, frightened librarian comes to fetch them. They 
  can try to talk to him, but he is too scared to give them 
  much at first. The PCs have to wait quite a while in the 
  library witnessing the charade of justice on display. If 
  they manage to find a quiet spot, the librarian 
  describes what has happened in the last few days. 
  When they finally get to meet Luther Sagebrecht, they 
  should be aware they are dealing with a deranged, 
  dangerous individual. Make the discussion feel difficult 
  and frustrating for the characters. Sagebrecht 
  interrupts them all the time. He asks them questions, 
  doesn’t wait for their answers, jumps to conclusions, 
  and accuses them of random things. Make it feel like 
  they are walking across a minefield. However, unless 
  they offend him, fail miserably in a skill test, or carry 
  heretical tomes with them, they probably manage to 
  get out of the library alive. Sagebrecht assigns Zealots 
  to follow them though. 
  If the PCs ask him about the Esoteric History of Nuln 
  and Wissenland, he grows suspicious. A copy of the 
  book is rumored to be here. It is a foul tome and 
  anyone associated with it is a heretic in his mind. 
  Crafty PCs may coax out of him that it describes, 
  among other things, how a Daemon of the pleasure 
  god was defeated long ago. 
  If they ask about Eberhardtus Hagen, he reveals the 
  man was a trafficker in blasphemous material and has 
  been given the death sentence. 
  If the PCs are captured and brought in front of this 
  self-appointed judge, jury and executioner, he gives 
  them a quick trial. Again, he asks irrelevant questions, 
  doesn’t wait for their answers, jumps to conclusions, 
  and accuses them of random things. The PCs have no 
  chance unless you want to give a character a chance to 
  shine - maybe by downgrading a death sentence into 
  imprisonment. See The Prison Wagon. 
  The Esoteric History of Nuln and Wissenland 
  In case you decided to place the tome here, it lies on 
  the pile of books the Verenean Investigator’s seat of 
  judgment sits atop. It is most likely the PCs don’t know 
  what the book looks like. They have several options. 
  Search the pile – Almost impossible at day time, 
  unless they find a way to lure Sagebrecht outside, wait 
  until the beheadings start or convince him to invade 
  the Temple of Verena. A character with Keen Senses 
  from a good spot could attempt a Hard (-20) Search 
  Test (and there is still the problem of getting their 
  hands on the book). At night, Sagebrecht sleeps in the 
  chief librarian’s office. The Zealots are mostly outside. 
  Only the librarians doze in the main hall. 
  Bribe a librarian – More than money, he wants 
  assurances he will be saved. The librarian may 
  succeed, or fail and see his head get chopped off. 
  Ask Lochner what the book looks like – In this case, it 
  takes a successful Average (+0) Search Test when 
  digging at the pile to find the tome. Daytime, there is a 
  20% chance per round of searching that someone sees 
  them. At nighttime, there is a 20% chance they wake 
  up the librarians. You may allow a Silent Move Test to 
  avoid being detected. 
  The Prison Wagon 
  The prison wagon is located to the left of the library. 
  Horses are kept in a nearby stable. There are no 
  guards, but Zealots walk by regularly during daytime. 
  At night, a dozen of them sit self-flagellating in a circle 
  around a huge pile of burning books in the middle of 
  the square. The wagon falls just outside the circle of 
  light. 
  If the PCs were captured and sentenced, they are 
  brought here and tied to the wheels. It takes two 
  Challenging (-10) Agility Tests to free oneself. Jonas 
  Lochner and Eberhardtus Hagen are locked inside the 
  wagon. Picking the wagon’s lock takes a Challenging (-
  10) Test. The problem is the other prisoners. They beg 
  to be released if they see the PCs are free. At night, 
  they are asleep but you might want to ask for a Silent 
  Move Test. 
  If you want to place the book in the Forgotten Wish 
  or the Temple of Verena, here are some ideas how to 
  get the PCs to the next location: 
  Ways to get the PCs to the Forgotten Wish: Jonas 
  Lochner is held as a prisoner. He tells them the tome is 
  hidden in his barge (in case the PCs have not been 
  there yet).  Alternately, Sagebrecht tells them he 
  knows Hagen and Lochner have trafficked in illegal 
  tomes and he knows the Smuggler is in Scroll Quarter.  
  
  48 
   
  Ways to get the PCs to the Temple of Verena: 
  Imprisoned Jonas Lochner reveals he gave the book to 
  the Priest of Verena for safekeeping. Or, Sagebrecht 
  says he has learned the Priest of Verena possesses a 
  blasphemous tome and considers storming the 
  temple. 
  The Temple of Verena 
  The Temple of Verena lies opposite the Imperial 
  Library. It is run by Father Barthelm (see p.108). He 
  was the first to openly challenge Sagebrecht and that 
  encounter almost cost him his life. Had it not been for 
  the two Knights of Verena protecting him the Zealots 
  would have ripped the Priest to pieces.  
  Since that encounter the fanatics and the temple have 
  been in an uneasy standstill. Father Barthelm knows 
  Sagebrecht is mad and must be stopped – at any cost. 
  He is afraid the lunatics will invade the temple at some 
  point and wantonly destroy all the sacred texts. If not 
  for the two Knights they probably would have already.  
  He has been approach by the Smuggler Jonas Lochner 
  who volunteered to evacuate the Priest and his most 
  valuable tomes. He wants money and help in getting 
  his barge out of Scroll Quarter. Father Barthelm feels 
  very uneasy about this deal. As a devout member of 
  the Cult of Verena he has trouble trusting a known 
  Ranaldite. But this is a desperate situation. 
  Father Barthelm doesn’t know it, but his protectors 
  are having second thoughts as well. The younger of 
  the Knights has started to question whether the 
  Verenean Investigator is right and printing presses are 
  in fact an affront to old dogma. Once they are at the 
  temple, the PCs overhear the Knights arguing about it 
  in hushed voices. Make a note of how they deal with 
  this information as it may affect things a little later. 
  Meeting Father Barthelm 
  The temple most likely isn’t the first place the PCs 
  come to look for the book. However, they might find 
  their way here by wandering around or come looking 
  for answers. Any attempt to meet Father Barthelm 
  goes through the two Knights (see p.108). They escort 
  the PCs to the Priest and remain present through the 
  meeting. If you decide that Father Barthelm has the 
  tome, the Priest has it in his private chambers under 
  lock and key. He received it from Jonas Lochner and 
  admits as much if even a shred of evidence is 
  presented. 
  If you want to place the book in the Forgotten Wish 
  or the Imperial Library, here are some ideas how to 
  get the PCs to the next location: 
  Ways to get the PCs to the Forgotten Wish: The Priest 
  knows that the Smuggler has the book. Or, the Priest’s 
  diary mentions Jonas Lochner has the book. Or, the 
  PCs escape Scroll Quarter with the book and the 
  Priest. 
  Ways to get the PCs to the Imperial Library: The Priest 
  knows the Zealots have confiscated the book. Or, the 
  Priest knows the Smuggler has the book and he is 
  being held prisoner by the Zealots. 
  The Esoteric History of Nuln and Wissenland 
  If you decide the tome is in the temple, this is what 
  happens. The Priest is in a desperate situation. He 
  proposes a deal to the characters. They find a way to 
  make Sagebrecht leave, or at the very least destroy 
  the guillotine; and help him evacuate with Jonas 
  Lochner (they would be the crew). In exchange, he 
  promises to either give them the book or pay for it (if 
  Lochner has it). 
  This means the PCs have to find a way to destroy the 
  guillotine (see A Fistful of Karls sidebar), either locate 
  or liberate Jonas Lochner (unless he’s dead), and 
  finally get into the river barge with the Priest. 
  More unscrupulous PCs may think to just steal the 
  book from the Priest. Or use violence to get it. Or 
  persuade the Verenean Investigator to storm the 
  temple. These are all viable options. Sneaking into the 
  Priest’s private chambers requires two Challenging (-
  10) Silent Move Tests, unless they use a distraction or 
  come up with a plan to improve their odds. Picking the 
  lock is another Challenging Test. The book is inside a 
  chest under his bed. Getting caught means an 
  amazingly good explanation is required or there will 
  be blood. The Knights show no mercy to anyone 
  caught desecrating their temple. 
  Give the PCs some time to plan. To create a sense of 
  urgency, have Sagebrecht start executing people with 
  the Bretonnian Shortener. To make this scene suitably 
  dramatic the Verenean Investigator has learned that 
  the Priest is hiding heretical texts inside the temple. As 
  
  49 
   
  soon as the PCs have dealt with the guillotine and 
  found the Smuggler, the fanatics attack the temple. 
  The PCs have to fight their way out and find a way to 
  get to the barge. The initial attack is the number of 
  PCs + 4 Zealots. The Knights fight to the last. A 
  dramatic option here is to have the younger Knight 
  turn on his mentor and join the Zealots in the fight, 
  unless the PCs did something to make this option 
  implausible earlier. The younger Knight may even 
  sacrifice himself to give them enough time to escape, 
  if the PCs helped him to reaffirm his faith.  
  To complicate matters further, Father Barthelm has 
  two huge chests full of sacred texts he refuses to leave 
  behind. Carrying them while running slows the porters 
  down and may even require an Agility Test. Dropping 
  a chest means the Priest tries to carry as many books 
  as he can himself. The PCs have to convince him to 
  leave the rest. 
  To the Barge! 
  Wherever you decided to place The Esoteric History of 
  Nuln and Wissenland and however the PCs end up 
  getting their hands on it, an escape to the river barge 
  is a viable, climactic end to this chapter (another 
  option is to try to make it through the blockade). This 
  means another intense, claustrophobic chase through 
  the narrow streets of Scroll Quarter.  
  Make this another narrative sequence with quick 
  dashes towards the pier, followed by hiding to let a 
  group of zealots pass, or maybe a short, violent fight 
  with a few Zealots at the barge. Finally, the PCs have 
  to succeed in two Agility Tests (one for each rope) to 
  unfasten the barge or cut the ropes. The fanatics try to 
  board the barge, jump on board or set the boat on 
  fire. In the case it catches fire, a successful Agility Test 
  is needed to put out the flames. 
  Escaping Scroll Quarter with the tome concludes this 
  chapter. Give the players the excerpt from the 
  Esoteric History of Nuln and Wissenland below. 
   
   
   
   
   
  A bookmarked excerpt from The Esoteric History of 
  Nuln and Wissenland (show this to the players) 
  The Age of Three Emperors was a tumultuous time in the history of Sigmar’s great Empire. And it was not any less so for Nuln and 
  Wissenland. One of the less known incidents from that era is a story about a Slaaneshi Daemon-Queen called Pyrenzhia. Records of this 
  event have been eradicated with such fervor that only a few diary entries and allusive pieces of art remain. From these scarce and obscure 
  sources the author has been able to deduce the following. 
  Richter Kless states in his seminal work Liber Chaotica that most daemons of Slaanesh are born as an embodiment of a particular 
  emotion. In Pyrenzhia’s case this emotion is believed to be unrequited love –a peculiar emotion to be associated with the god of pleasure. It 
  has been suggested that Pyrenzhia’s attempt to conquer Nuln was motivated by her desire to prove her love for her ruinous master. 
  Indeed, Pyrenzhia led a horde of warriors, lesser daemons and Chaos Dwarfs down from the Black Mountains to Wissenland and all 
  the way to the gates of Nuln. According to some sources they, especially the Chaos Dwarfs, believed Nuln to be a sacred nexus of magical 
  energies associated with fire (this would certainly explain Nuln’s position as the gunpowder capital of the Empire). 
  The great library of Nuln displays a painting that is said to be from the Age of Three Emperors and believed to picture the Elector 
  Count of Wissenland slaying a Daemon of Slaanesh with his Runefang Blood Bringer. Even though the original story has been 
  suppressed, the painting reveals the truth - Pyrenzhia was defeated. The Runefang banished her back to the Realm of Chaos. 
  Disgusted and disappointed, Slaanesh punished Pyrenzhia by banishing her “beyond the stars” where she was imprisoned by powerful 
  hexagrammatic equations of dark magic. Every time Morrslieb is full, she is allowed a brief glimpse at Nuln to remind her of her failure. 
   
  
  50 
   
  Chapter VI 
   
  Horngarten is a small village by a river and a 
  surprisingly lively settlement for its size. This is 
  because it is situated along an important trade route. 
  The route is still used although less frequently than 
  before. 
  The Forest Fire 
  As the PCs turn the bend and near Horngarten a 
  Roadwarden patrol rides up to them and demands the 
  Emmanuelle to stop. The grim-faced men tell Captain 
  Glaubrecht a forest fire decimated large parts of the 
  area some weeks ago. Now, there is some unrest and 
  a lack of general supplies in the village. It is not known 
  what caused the fire. 
  Because of the lack, the Roadwardens are keen to 
  inquire about their cargo, if they happen to carry any 
  food or other necessities. Whether they do or not the 
  Captain denies it. He doesn’t want their foodstuffs 
  confiscated. If you want, the Roadwardens choose to 
  search the ship anyway. The Captain might be less 
  than excited about the idea, if you are using his side 
  plot. 
  Horngarten  
  There is a Riverwarden vessel docked at the river lock. 
  As the PCs pass by the Riverwardens commit a search 
  on a trader’s cargo. The trader protests loudly as the 
  men go through his wares. The PCs also notice a group 
  of Ostlander refugees huddled around a well. Tents 
  and moldy mattresses is all they have.  
  Altruistic PCs can find many ways to help these poor 
  wretches. They are in need of everything from food to 
  medical supplies to just a friendly pat on the back. 
  Talking to them reveals that the forest fire decimated 
  many barns and fields meaning the local peasants 
  don’t have any extra to share anymore. The situation 
  is made worse by the alleged Elf attacks. 
  Notable businesses in Horngarten 
  Rhya’s Remedies – A herbalist’s shop. Running out of 
  stock at the moment. 
  River Lock – Hans Troutmann is an experienced and 
  respected lockkeeper who runs the lock efficiently.  
  Blacksmith’s Shop – Gunther, the blacksmith, is 
  overworked at the moment.  
  Bakery – Run by two Halfling brothers, the bakery is 
  famous for its pastries. The friendly brothers are 
  secret informants for Thyrus Thornroot. 
  Pedlar for Elven Curios – A young man is selling 
  mementos and lucky charms allegedly made using 
  authentic Elven methods. 
  The Content Cannoneer 
  A wooden sign with a faded picture of a cannoneer 
  holding a ramrod indicates a large coaching inn - the 
  Content Cannoneer. It is a well-known establishment 
  in these parts. Even the Countess herself rested here 
  once – a matter of pride to the staff.  
  The two-storey half-timbered building stands by the 
  main road. It is loud and packed at all hours. Just as 
  the PCs are about to enter the door swings open and 
  the proprietor, Dirk, throws out two Ostlander 
  refugees and advices them never to return. Then, Dirk 
  smiles and welcomes them in. 
  He tells them to sit where they want, except for that 
  one seat by the fireplace. That is where the Countess 
  sat when she visited the Cannoneer and it is reserved 
  for her in case she ever decides to return. It is now 
  three years since her last visit. 
  The food is good and the ale plentiful. Spending a few 
  moments in the inn, talking to the villagers, and 
  listening to gossip learns them the following: 
   
  Both River- and Roadwardens stay at the inn 
  and there is friction between the groups. It is 
  as much about jurisdiction as too many 
  martially inclined men in one place. 
   
  There was a forest fire around three weeks 
  ago. Many barns and fields were destroyed 
  leaving the peasants in a tough spot with 
  winter around the corner. 
  
  51 
   
   
  Large parts of the forest were destroyed. No 
  one knows what started the fire. 
   
  An Elven community lives in the forest. There 
  has always been some trading and relatively 
  friendly relations. Since the fire, though, the 
  Elves have been raiding the nearby farms. 
   
  A noble from a neighboring county sent a 
  group of mercenaries to deal with the Elves. 
  They are staying by the large windmill. 
  Emil Gruden 
  Emil Gruden was an Apothecary in Nuln for ten years. 
  He was employed by the Geldman & Zachs Foundry to 
  prescribe cures to the laborers’ various ills. Horrible 
  working conditions assured he was overworked and 
  often in over his head. To combat fatigue and stress 
  Volkhard turned to alcohol. By the time of the 
  accident with the experimental steam engine he was a 
  full-blown alcoholic. Seeing the accident and treating 
  the dozens of injured men was the final straw – Emil 
  quit his job and left Nuln. He came to Horngarten and 
  opened a modest shop tending to the villagers’ 
  stomach aches and hangovers. 
  Still an alcoholic Emil came up with the idea of making 
  moonshine. He recruited two local fellows and built a 
  still in the nearby forest to hide his clandestine 
  activities from the Roadwardens. Several weeks ago 
  he was suddenly approached by his old friend 
  Eustasius Eilhardt (the Sootstained Prophet’s right-
  hand man). Of course, he had heard the rumours 
  about the Sootstained Prophet and XIII, but he was 
  surprised to see them seek him out. They hired Emil to 
  make them a patch of fake Kislevite Vodka and add 
  some extra ingredients to it, basically making the 
  liquor poisonous. They even provided the bottles and 
  labels. 
  Emil Gruden took the job and distilled the patch. The 
  fake vodka was loaded aboard the river barge Red 
  Herring and taken to Nuln. Gruden had a couple of 
  bottles of poison free vodka left so, satisfied with a job 
  well done, Emil and his two friends went to the still 
  and got drunk. They passed out and something went 
  wrong. The still caught fire and started the forest fire. 
  The men got out, but were captured by the Elves. 
  So, Emil has been missing since the fire. Being the 
  village Apothecary, he is a well-known and respected 
  figure in the village. All villagers can point the PCs to 
  his small shop at the edge of the village. Searching the 
  hut reveals typical apothecary paraphernalia. Quite a 
  few empty alcohol bottles lie scattered on the floor. 
  Interestingly, there is a box of freshly printed labels for 
  Kislevite Vodka. 
  Asking around, trying to find out where he has gone 
  eventually brings the PCs to the Pedlar of Elven 
  Trinkets. If they don’t go to him, the Pedlar comes to 
  them once he learns they are looking for Emil. 
  The Pedlar 
  Arrowheads, lucky charms, and small trinkets. These 
  are some of the items the Pedlar sells to travelers. All 
  of them are obviously fake. Some new pieces like a 
  dagger and some jewellery are a different matter 
  entirely. To any experienced eye these items are 
  clearly Elven made. When asked about them the 
  Pedlar doesn’t want to reveal where he got them. An 
  Easy (+20) Intimidation or Charm Test coaxes the 
  information out of him. He “found” them on two Elf 
  corpses near the farms the Elves have been 
  vandalizing.  
  This young man with ash blond hair, pockmarked skin, 
  and a catching smile is Peter Gutman. He is a true Elf 
  fanboy. Ever since he was little Peter has been 
  obsessively curious about the Elves and their ways. He 
  often wanders into the forest to see if he can catch a 
  glimpse of one or find some of their secret markings. 
  He finds the Elves utterly fascinating and talks about 
  them non-stop. The Elves, on their part, find Peter yet 
  another obnoxious human, albeit one who respects 
  the forest. 
  Peter refuses to believe the rumours about the 
  attacks. Instead, he thinks there must have been a 
  misunderstanding of some sort. 
  The Pedlar doesn’t know where Emil Gruden is. 
  However, he is aware the Apothecary has a secret hut 
  in the forest near the farms the Elves have been 
  attacking lately. Peter is more than happy to act as a 
  guide to the PCs and take them to the hut. 
  Emil’s Secret Hut 
  Typical dry, stony Wissenland farmland spreads 
  around Horngarten and farmhouses and barns litter 
  the landscape. Flanking the farms, the forest, dark and 
  
  52 
   
  imposing, looks outright nightmarish with burnt trunks 
  and stumps. Soot and dirt blacken the forest bed.  It is 
  a sad and frightening sight. 
  The Muller Farm is closest to Emil Gruden’s hut. Old 
  man Muller comes out to greet the PCs. He carries a 
  pitchfork while his wife peeks through the kitchen 
  window. They are clearly weary of something.  
  Talking to the Mullers has them confess they are afraid 
  of further Elf attacks. The Elves have been raiding 
  nearby farms for food. So far, it seems they haven’t 
  killed anyone though. The Mullers are aware Emil 
  Gruden had a secret hut in the forest. They saw him go 
  into the forest before the fire but haven’t seen him 
  return. They suspect him dead. 
  As the PCs are talking to the Mullers… 
  BAAAAAAAAA!!! 
  That is the sound a lamb makes when it is thrown at 
  the PCs by an enraged Treeman (see p.110). A massive 
  humanoid creature resembling a walking tree charges 
  from the burnt forest towards the Muller farm. It hurls 
  another sheep in their direction. Have the PCs take 
  Dodge Tests. Failure means they take a Strength 4 Hit. 
  The Treeman is badly burnt, its trunk charred black 
  and bleeding tarlike sap. It was hurt in the fire and 
  pain and grief have driven it insane. An enraged 
  Treeman is a truly horrifying creature. The PCs would 
  be wise to avoid a direct confrontation. Fleeing inside 
  the farmhouse gives them a few moments to 
  strategize while the creature proceeds to tear the 
  house down. 
  After surviving 4 Rounds against the Treeman, a group 
  of 4 Elves (see p.110) emerges from the forest. They 
  have been tracking the Treeman, trying to herd it 
  away from the settlements. They are accompanied by 
  a strange, green skinned maiden who bears 
  resemblance to the Elves. The maiden is a Dryad (see 
  p.111), the last surviving member of the Dryad harem 
  that used to attend to the Treeman. 
   
  Fighting the Treeman is incredibly dangerous. 
  Taking on the Elves and a Dryad as well is 
  suicidal. 
   
  The Elves are not here to hurt anyone. They 
  want to escort the Treeman back into the 
  forest where it can heal. They try to distract 
  the Treeman and give the Dryad time to sing 
  and talk to it. 
   
  The Dryad’s first and foremost concern is the 
  Treeman. It tries to sing and talk to it. If it 
  succeeds in 3 Charm Tests, the Treeman 
  stops its rampage and slowly lumbers back 
  into the forest. 
   
  If the Dryad dies, the Elves have no other 
  option but to end the Treeman’s suffering. At 
  this point they may even ask for help. 
   
  The Mullers are scared out of their minds. 
  They lash out at anyone who comes close. 
   
  Attacking or insulting the Dryad is a bad idea. 
  It hates humans and blames them for the 
  forest fire. If the PCs as much as think about 
  attacking the Dryad, the Elves try to stop 
  them – nonviolently at first. 
   
  Don’t make the PCs spectators to the Elves’ 
  efforts. The Elves ask them for help, 
  especially if there are any PC Elves. How can 
  they help? By distracting the Treeman 
  (Dodge, Parry, Faint, corralling it with fire, 
  light attacks) or protecting the Dryad. 
  In case the Dryad manages to calm the Treeman 
  down, the two return into the forest. If the Treeman 
  dies, especially if it’s killed by the PCs, the Dryad 
  bristles with rage. The Elves try to calm it down in 
  turn. If the PCs don’t provoke the Dryad any further it 
  retreats back into the forest. 
  Unless the PCs attacked the Elves, they can talk to 
  their leader, Urdithane. The Kithband Warrior shares 
  the following: 
   
  Urdithane doesn’t deny the attacks. Instead, 
  he says they have been committed by a small 
  splinter group. And the humans deserve it 
  being the ones responsible for the fire. 
   
  About the fire: there was a hut with a still in 
  the forest. The fire originated from the hut. 
  The Asrai have captured the guilty men and 
  are holding them captive.  
   
  The PCs probably want to talk to Emil Gruden. 
  Urdithane says he can take the PCs to see 
  their leaders to see if that is possible. 
  If the PCs agree to go with the Elves, their eyes are 
  bound and their weapons are confiscated. Then, they 
  
  53 
   
  Blood for the Blood God 
  If you want to paint the 
  Mercenaries as clear cut bad 
  guys, make them followers of 
  Khorne. They do not negotiate 
  and are more bloodthirsty and 
  aggressive. 
   
  are taken to a small clearing somewhere inside the 
  forest (the Elves don’t want to linger in human 
  territory with the Mercenaries around). 
  If the PCs don’t talk to the Elves they can either try to 
  follow them into the forest or look for the hut (only 
  ruins remain). In both cases, they are captured by a 
  group of 5 Elves and 2 Dryads shortly after entering 
  the forest. Then, they are taken to the same clearing. 
  The Small Clearing 
  First thing the PCs see when the blindfolds are 
  removed is a rocky outcrop rising in front of them. A 
  small stream runs down the outcrop into a pond in the 
  middle of the glade. The water is soiled with soot and 
  ash.  
  On the opposite side of the pond stands Envoy 
  Marienne Mithaliel (see p.96). The PCs recognize her 
  immediately (if you used the optional encounter in 
  Chapter III and she’s still alive). Several other Elves 
  watch silently from the edges of the glade. 
  The Envoy talks to them in Reikspiel. Take into account 
  the PCs’ earlier encounter with her and the Elves at 
  the Muller farm. The PCs are clearly not welcome 
  here. If they act respectfully, the Envoy will have a civil 
  discussion with them. Here are some of the topics that 
  may come up: 
  The attacks: A small splinter group led by a Wardancer 
  named Bloodleaf is behind the attacks. This is a 
  contested topic amongst the Elves. Some approve, 
  others don’t. Bloodleaf and some other younger Elves 
  blame humans for the fire. Why should the Elves 
  suffer when humans are to blame? If the party 
  includes an Elf PC, you can expand this internal 
  conflict. 
  The fire: It started in the secret hut with a still. The 
  humans responsible were captured by Bloodleaf and 
  her troupe. 
  Emil Gruden: He is a prisoner to Bloodleaf’s troupe. 
  The Envoy doesn’t where he is being held, but knows 
  where to find Bloodleaf. 
  The Mercenaries: They camp by the large windmill. 
  They managed to capture a few Elven Scouts. 
  Striking a Deal with Elves 
  Here is the deal. Should the PCs want to see Emil 
  Gruden, they have to help the Elves. Envoy Mithaliel 
  doesn’t want to risk anymore Elf lives. Therefore, she 
  wants the PCs to enter the Mercenary camp and 
  rescue the captives. In return, the Envoy promises to 
  take them to Bloodleaf. Whether they agree or not, 
  they are blindfolded again and escorted back to the 
  Muller farm. It is time to visit the Mercenaries. 
  Enterprising PCs may try to find Bloodleaf without the 
  Envoy’s help. It can be done, but requires at the very 
  least several Outdoor Survival and Navigation Tests. 
  Also, they risk running into Dryads. If the PCs decide to 
  go this route, see The Tainted Glade below. 
  Crimson Martyrs 
  The PCs can visit the Mercenaries before or after they 
  have met with the Elves. 
  It happened during the later days of the Storm of 
  Chaos. The men had all been wounded in a battle 
  against the northern invaders and brought to a camp 
  near Wolfenburg where sisters of Shallya attended to 
  their wounds. Then, word came of a sizeable war party 
  marching their way under enemy banners. There was 
  no time to get all the refugees and wounded to safety. 
  They were doomed. 
  The story goes that a grievously wounded man forced 
  himself up and grabbed a sister by the sleeve and 
  groaned: “You think your goddess could take away the 
  pain of our injuries just long enough for us to repel 
  these invaders?” Then he picked up his sword and 
  dragged himself towards the advancing enemy.  One 
  by one, injured warriors stood up, shaking of horrible 
  injuries, and followed him. Whether it was Shallya’s 
  blessing or just adrenaline and desperation in the face 
  of certain death something gave the men the strength 
  to fight and win that day. Some even hint at darker 
  influences… 
  After the war 
  these “blessed 
  martyrs” 
  formed a 
  mercenary 
  company. Many 
  see them as 
  
  54 
   
  nothing more than a band of glorified murderers 
  sponging of their reputation and the good will of 
  others. They have done little fighting after the war and 
  end up stirring trouble wherever they go. This is why a 
  neighboring noble was so eager to get the Crimson 
  Martyrs off his lands and sent them to Horngarten to 
  help solve the Elf problem. 
  Mercenary Camp 
  The Crimson Martyrs have camped on a hill by the 
  large windmill. They are almost thirty men – plus a 
  couple dozen camp followers. Tents have been set up 
  all over the hill with the officers’ tents closest to the 
  top. Smell of roasted beef and smoke hangs thick in 
  the air. A Sergeant screams at a group of warriors 
  running combat drills. Bone Pickers fight over a piece 
  of loot.  
  In fact, there are so many people coming and going 
  about at daytime that the PCs can walk right up to the 
  Mercenary Captain’s tent. There they are stopped by a 
  guard. Captain Volkhard Werhagen comes out to see 
  them. His first thought is the PCs are here to join the 
  company. (see p.111-112) 
  Striking a Deal with the Mercenaries 
  From far away one can see three Elves tied to the 
  windmill’s blades (the blades are not moving). The 
  Martyrs captures the Elves raiding a farm not far from 
  where the PCs met the Treeman. The Elves were 
  brought here and interrogated sporadically. Captain 
  Werhagen knows it would be suicidal to enter the 
  forest without knowing where to go. Therefore, he 
  needs to know where to find the Elves’ red-haired 
  She-Elf leader (Bloodleaf). 
  The PCs can offer to lead the Mercenaries to 
  Bloodleaf. In order to do that they would need to take 
  the captives to the Elves (or they found the Tainted 
  Glade on their own). Some good roleplaying and a 
  successful Challenging (-10) Charm Test is needed. 
  The PCs can offer to help the Mercenaries defeat the 
  Elves in exchange for Emil Gruden. Captain Werhagen 
  agrees to this, if they give him a reason to believe they 
  can contribute. 
  The PCs can offer their help to interrogate the Elves. 
  Captain Werhagen agrees to this, if the PCs manage to 
  give him a reason why they would succeed where his 
  men haven’t. 
  Captain Werhagen is a shrewd warrior and an 
  experienced strategist. He gives thoughtful 
  consideration to any and all offers/suggestions the PCs 
  make. If you think the PCs’ plan/suggestion leads to 
  potentially dramatic situations let the Mercenary 
  Captain give them the green light. 
  The PCs are free to choose their side in this conflict. 
  The main thing for them is to get their hands on Emil 
  Gruden. To do that they might come up a way to 
  circumvent the whole conflict, or play the sides 
  against one another while they go for Emil. Let them. 
  Freeing the Elven Captives 
  There are numerous ways the PCs can try to free the 
  Elven captives. As players are often wont to come up 
  with something no GM could have foreseen it would 
  be impossible to go through all possible scenarios 
  here. Encourage this creativity. Here is some 
  information to help you deal with whatever they come 
  up with. 
   
  It is impossible to turn the blades of the 
  windmill at daytime without the whole camp 
  taking note. It takes a successful Strength 
  Test to turn the blades. At night, the guards 
  test Perception to notice.  
   
  It is possible to get a disguise and turn the 
  blades under some guise. In typical 
  Mercenary fashion the Crimson Martyrs wear 
  a mish-mash of armour and equipment. They 
  identify themselves with a piece of red cloth. 
  The cloth comes from the banner of the war 
  party they defeated and is used as head and 
  arm bands, tied around waists, or nailed to 
  one’s shield. There is a myriad of ways they 
  can acquire these bands. 
   
  The Elves are guarded by two Mercenaries at 
  day and four at night. At daytime there is a 
  20% one of the Elves is being questioned by 
  the Mercenaries. 
   
  At night several bonfires are lit and half a 
  dozen guards patrol the perimeter. 
   
  There are a couple Shallyan Initiates who 
  follow the company, believing they are 
  blessed. It is possible the Shallyans would 
  
  55 
   
  treat the Elves so they don’t die of torture 
  wounds or dehydration. 
  The Tainted Glade 
  There are basically three ways the PCs can get to the 
  Tainted Glade. One, they are escorted there by the 
  Envoy after they have freed the Elven prisoners. Two, 
  they find their way there on their own. Three, they ally 
  with the Mercenaries and invade the forest (see 
  below). Of course, it is always possible they come up 
  with something else. 
  The Tainted Glade was a sacred place to the Elves until 
  the forest fire ravaged it completely. Now, it is a 
  barren, dead place of charred tree trunks and 
  blackened rocks. Dead leaves and soot covers 
  everything. The air tastes like ash. It starts to rain just 
  as the PCs reach the glade. 
  In the middle of the glade lies a rocky outcrop. Like an 
  entrance into a temple an archway of vines still stands 
  – in defiance of all the destruction – in front of it. As 
  the PCs get to the vine archway Bloodleaf and her 
  troupe suddenly appear (see p.112-113). One minute 
  the outcrop seems deserted. The next - the 
  Wardancers are there. It’s like a cold autumn breeze 
  carried them here. 
  There are six of them. They make no sound. Their eyes 
  say: we are the wrath of this forest. A she-elf 
  somersaults down to the other side of the vine 
  archway. Bloodleaf. She is an impressive sight with her 
  warrior’s physique and auburn hair billowing in the 
  wind. She is armed with an Elven Hunting Spear. Her 
  left arm is covered in intricate symbols painted with 
  red henna. In the rain the red henna drip-drip-drips 
  slowly. 
  If the PCs fought their way here, or invaded with the 
  Mercenaries, the Wardancers attack and fight to the 
  death (see The Resolution below). 
  If the Envoy brought them here or the PCs found their 
  way here on their own, Bloodleaf regards them with 
  silent contempt. The PCs notice several Dryads in 
  warforms standing among the burnt trees. The PCs get 
  the feeling the Dryads are seething with anger and the 
  Wardancers have very little control over them. 
  If the PCs come here with the Envoy, Marienne 
  Mithaliel and Bloodleaf discuss in Eltharin. She 
  describes how the PCs rescued the captives and asks 
  for Emil Gruden to be released. If you want, this is an 
  opportunity to shed some light on Elven internal 
  politics (especially if there are Elven PCs). The Envoy 
  and Bloodleaf debate once again on the correct course 
  of action. Bloodleaf wants blood; Marienne wants to 
  avoid further fighting. 
  Emil and his two friends are being kept captive in a 
  small cave near the Tainted Glade by the Wardancers. 
  Bloodleaf’s troupe has set up their camp near the 
  cave. There is always one Dryad guarding the Humans 
  even though the men are too weak to escape. If the 
  PCs find their way here on their own, they have to 
  defeat the Dryad to get to Emil. 
  In the end, Bloodleaf refuses to release the captives, 
  but she allows the PCs to talk to them – later. There 
  are several ways this scene can end depending on 
  what has happened before (and presuming the PCs 
  didn’t fight Bloodleaf).  
  If the PCs freed the captives, horns blare suddenly. 
  The Mercenaries attack.  
  If the Mercs aren’t attacking for one reason or 
  another, Bloodleaf takes the fight to them.  
  The PCs have to wait to speak to Emil Gruden. 
  The Resolution 
  There is a strong chance this chapter ends with a 
  climactic fight between Men and Elves. The PCs have 
  several options open to them.  
  After meeting both parties, they can choose to 
  side with either group - the Elves or the Crimson 
  Martyrs. 
  They can choose to side with neither and try to 
  find Emil Gruden on their own. 
  They can play the factions against each other and 
  see who comes out on top. 
  They can try to broker a truce. If they work for it, 
  show creativity and good roleplaying – by all 
  means let them pull it off. If the PCs manage to 
  negotiate a truce, Bloodleaf still insists on a duel 
  between herself and Captain Werhagen. You can 
  
  56 
   
  have the players take the roles of the combatants 
  for the duration of the duel. 
  Of course, there are always other ideas the PCs 
  can come up with. 
  It is more than likely this chapter ends in bloodshed. 
  To determine who attacks who and when you have to 
  take the PCs’ choices and actions into account and 
  respond to them accordingly. Who do they side with 
  and how does the other faction 
  answer? 
  On the Elven side the Asrai blame 
  the Humans for the fire, but they 
  don’t want war. They feel they 
  have lost too many of their 
  numbers already. Bloodleaf, 
  however, has committed herself to 
  Khaine and will take the fight to 
  the Mercenaries. Especially, if she 
  hears the captives have been 
  murdered. If it is the Asrai who 
  attack, Bloodleaf and her troupe of 
  five Wardancers accompanied by a 
  few younger Kithband Warriors 
  and Dryads attack the Mercenary 
  camp at dusk. 
  Captain Werhagen is prepared to wait, but he is forced 
  to respond if he loses his captives. Being a shrewd 
  fighter he is ready to seize an opening if he sees one - 
  meaning the PCs provide him 
  with one. If the PCs side with 
  the Crimson Martyrs they have 
  to fight their way to the Tainted 
  Glade and join the Mercenaries 
  in an assault against the Elves. 
  Assault into the burnt forest 
  should feel like invading a 
  nightmare world. 
  Whichever side initiates the 
  final battle the PCs should play 
  a central role. Basically, they should face either 
  Bloodleaf or Captain Werhagen in personal combat. 
  Include a few Mercenaries or Wardancers to make the 
  combat more challenging if necessary. Make other 
  combats background to the PCs’ fight and describe the 
  unfolding battle in broad strokes. Bloodleaf, or Captain 
  Werhagen, can come to their aid in a suitably dramatic 
  fashion if the PCs get into serious trouble. 
  Talking to Emil Gruden 
  Once the situation is solved, one way or the other (or 
  they find him on their own) the PCs get to talk to Emil 
  Gruden. 
  If the Crimson Martyrs win and the PCs sided with 
  them, the Apothecary is freed. He 
  and his associates are found in the 
  small cave, frightened and beaten 
  - but alive.  
  If the Elves win and the PCs sided 
  with them, a Dryad drags the men 
  from the forest. If Bloodleaf is 
  alive, she refuses to free the 
  captives. But she allows the PCs to 
  talk with them. An Elf PC might be 
  able to convince her to let them 
  go. 
  IMPORTANT: Here is the 
  information Gruden gives to the 
  characters. 
   
  He made a large patch of alcohol to 
  XIII. 
   
  They provided him with fake 
  Kislevite Vodka labels and bottles. 
   
  He was asked to 
  include an extra ingredient. It was 
  poison. 
   
  The patch was 
  loaded into a river barge called 
  Red Herring. It was headed to 
  Nuln. 
  Once the PCs have this 
  information, they are ready to 
  move on. 
  Actions Have Consequences 
  What happened earlier in this Chapter determines the 
  final scene. 
  If Bloodlead survives, she is forced to leave the forest 
  as an exile because she gave herself to Khaine. 
  Making the Fight Memorable 
  A burning Dryad dashes through the 
  battlefield. 
  Bloodleaf slays three Mercenaries in a 
  graceful dance of death. 
  Elf/Mercenary stands over a wounded 
  friend while three enemies close in. 
  A Dryad changes into its warform and 
  charges a group of Mercenaries. 
  Captain Werhagen cleaves a 
  somersaulting Wardancer in two. 
  Moral Dilemma 
  If the situation permits, you might 
  consider this short scene. Bloodleaf or 
  Captain Werhagen looms over their 
  defeated opponent ready to strike the 
  final, killing blow. The PCs can let it be 
  done, or they can try to convince the NPC 
  to spare the life of his/her opponent. 
  
  57 
   
  If the PCs sided with the Mercenaries, they see a row 
  of Elves hanged along the road leading out of 
  Horngarten. A couple of kids are poking one of the 
  corpses with a stick. 
  If the PCs sided with the Elves, they see Emil Gruden 
  and his friends hanged from trees at the forest’s edge 
  along the road to the farms. A crow pecks at Emil’s 
  eye. 
   
  This concludes Chapter VI. 
   
   
   
   
   
   
   
   
  
  58 
   
  Interrogation 
   
  This is a floating scene you should seek to insert 
  somewhere between Chapters V – VII after the PCs 
  have completed two or three of those chapters. The 
  scene can take place in any coaching inn or tavern in 
  Wissenland where the PCs stop to rest and spend the 
  night.  
  This scene serves several purposes. Firstly, it gives the 
  players a sense of a living world where NPCs’ plots 
  sometimes disrupt the PCs’ instead of the other way 
  around. Secondly, it shows the players that regardless 
  whether they have informed him of their findings or 
  not Thyrus Thornroot seems to know what they have 
  discovered. Thirdly, and most importantly, it tells the 
  players Thyrus should now be considered an enemy 
  instead of an ally. This foreshadows their eventual 
  return to Nuln and explains why they find themselves 
  wanted by the authorities. 
  Thyrus Thornroot has built an extensive network of 
  informants across Wissenland and Reikland by 
  recruiting Halflings working as cooks and help in 
  coaching inns, taverns, and restaurants. Even if the 
  PCs haven’t reported their findings regarding the 
  investigation to Thyrus he is aware of most of it via 
  eavesdropping Halflings. For example, the baker 
  brothers from Horngarten have reported the name of 
  the river barge carrying the Kislevite Vodka to Thyrus. 
  Now, Thyrus has come up with a new plan (more on 
  this in Chapter VIII). He deems the PCs have served 
  their purpose and it’s time to get rid of them. He sends 
  his most trusted Torturer to Wissenland with 
  instructions to capture the PCs and interrogate them 
  to see if they have any useful information. Then, he is 
  to kill them. The Torturer finds the PCs using the 
  Halfling network and sets up a trap. A Halfling cook in 
  a coaching inn (or a tavern etc.) poisons their food 
  with a sedative.   
  The PCs wake up in a cellar amidst barrels and sacks of 
  flour. The Halfling cook and a man with a collection of 
  wicked looking tools regard them. While preparing his 
  tools, the Torturer talks to the PCs. He explains Thyrus 
  Thornroot wants to know what they know. And he 
  tells them he has the methods to make them talk. 
  Then he begins. 
  This scene isn’t about the Torturer (see p.114) 
  interrogating the characters and the PCs resisting with 
  Willpower (although, that being said, he definitely 
  should give them a few Wounds’ worth of damage and 
  force some Willpower rolls). Instead, this scene is 
  more about the PCs finding a way out of their 
  predicament. Encourage your players to use their 
  imagination to come up with a plan. Ask for 
  Perception Tests. Let them notice useful items like hot 
  pokers, knives, pieces of a broken bottle etc. close by. 
  Ask them to describe how they help each other to get 
  an item. Or how they distract the Torturer while 
  another PC goes for an item. They will get free – it’s all 
  about making the process frightening and exciting. 
  Optionally some of the PCs are captured by the 
  Torturer and the rest of them have to find the captives 
  in time. Give the captives opportunities to give the 
  searching party some clues. Make the Halfling cook 
  look nervous and fidgety. Have them discover the 
  Torturer’s room.  
  If the PCs turn the tables on the Torturer and the cook, 
  they only reveal what was written above (the Halfling 
  Network, Thornroot’s order to interrogate and kill 
  them). To add a touch of irony, the Torturer himself 
  has a very low pain threshold. 
  The scene ends with the PCs aware that Thyrus is now 
  their enemy. If they for some reason think that Nuln 
  and the Countess are their enemies as well, use the 
  Shadowmancer Samael Mortengeist to correct them.  
  Nuln is still very much in need of rescuing. 
   
   
  
  59 
   
  Chapter VII 
   
  This chapter is a rather straightforward affair. The PCs 
  arrive at the Bruder Lehmann salt mine to find Nulner 
  soldiers surrounding it. The PCs have to find a way 
  inside the mine, locate Bruder Lehmann, and find out 
  why he had Rosalia Schultz killed. They will also 
  encounter a Chaos Dwarf Daemonsmith inside the 
  mine. 
  Rosalia Schultz’s killer carried a note with the seal of 
  the Lehmann family. Bruder Lehmann is a well-known 
  Merchant who owns a rich salt mine in Wissenland. He 
  is in fact the same man the PCs saw storming out the 
  Countess’ audience room in Chapter III after 
  Emmanuelle coldly turned down his marriage 
  proposal. The incensed man retreated to his mine and 
  announced he will stop providing Nuln with salt and 
  saltpeter now that the city is divorcing from 
  Wissenland. 
  The salt mine is an important source of saltpeter for 
  Nuln and thus valuable to the Saltpeter Men. And they 
  are not prepared to let one Merchant just decide to 
  deny them. By the time the Emmanuelle arrives at 
  Bruder Lehmann Salz Mine the Saltpeter Men have 
  already taken action.  
  Black-and-yellow tents are set up a short way away 
  from the mine palisades. A detachment of Nuln 
  military is camped outside the mine. If the timing 
  permits, the detachment is led by Captain Tannfelder.  
  When the Emmanuelle rolls in sight, soldiers motion 
  the Land Ship to stop. They seem tense and suspicious 
  about the vehicle. They haven’t 
  seen anything like it and 
  suspect reinforcements for the 
  mine. As the Emmanuelle 
  stops, Captain Tannfelder (see 
  p. 116) exits his tent and comes 
  to greet them. He is sporting a 
  brand new eye patch. 
  Situation Report 
  The Captain brings the PCs up 
  to speed. He invites them to his 
  command tent where he offers them wine. Tannfelder 
  relishes the chance to catch up with the characters. It 
  becomes evident rather quickly that the man is 
  wrecked with guilt over Rosalia’s death.  
  Remind the players they have seen Bruder Lehmann 
  before if they fail to remember him. The Captain tells 
  them the Merchant has his own militia guarding the 
  mine. They are good men and he knows their 
  commander personally. Commander Freitaler is a 
  respected veteran of the Storm of Chaos (if any of the 
  PCs fought in the war, he could have been their 
  commander). Tannfelder and his men are really 
  hesitant about attacking the mine. After all, they don’t 
  want to fight their fellow Wissenlanders. The Captain 
  has a detachment of 20 men under his command. 
  The Men in Black 
  The discussion in the tent is cut short by ruckus from 
  the Land Ship. A Saltpeter Man is pounding a notice to 
  the ship’s hull while two others stand by. The Saltpeter 
  Men declare they are hereby confiscating the ship. 
  Captain Glaubrecht doesn’t take the news kindly – in 
  fact, he and Hrug are about to come to blows with the 
  soldiers standing between them and the Saltpeter 
  Men.  
  Let the PCs take charge of the situation (if they don’t, 
  Captain Tannfelder will). A heated discussion follows. 
  The Saltpeter Men want to use the Land Ship to 
  breach the palisades and enter the mine. Captain 
  Glaubrecht will have none of that. Involve the players, 
  let them offer solutions. Force 
  them to calm down Captain 
  Glaubrecht.  
  Solution to this situation is tied 
  directly to how the PCs want to 
  get into the mine. They can side 
  with the Saltpeter Men and 
  convince Captain Tannfelder to 
  attack the Wissenlanders. The 
  Land Ship can be used to breach 
  the palisades. Or, they can side 
  with the Captain and find a less violent solution. The 
  Wanted 
  If you have used the Interrogation floating 
  scene by the time the PCs get here, they 
  are now wanted by the authorities. 
  However, word hasn’t reached these 
  Saltpeter Men yet. If you feel it adds to the 
  drama, they get the word when the PCs 
  are down in the mine and confront them 
  as the PCs return to the surface. 
   
  
  60 
   
  mine is technically still in operation and carts arrive to 
  fetch the salt. Perhaps the PCs take one of the carts, 
  disguise as labourers and infiltrate the mine. Perhaps 
  they try to bluff the Wissenlanders and claim the Land 
  Ship is here to fetch a large shipment of salt. Perhaps 
  they convince both sides to stand down and find a way 
  to sneak in. Perhaps they choose the diplomatic way 
  and ask to parlay a truce. Let the players choose their 
  approach. 
  Lehmann Salz Mine 
  The salt mine is surrounded by mountains in three 
  directions. The rest is covered by the palisades. A large 
  reinforced gate leads through a wooden tower and 
  opens to a yard. Within the yard there are barracks for 
  the militia, a kitchen, toolsheds, and a Dwarfen built 
  lift into the mine. Bruder Lehmann’s dwelling is 
  actually inside the mine. 
  It is possible to climb the mountains or the palisades 
  to enter the compound. It takes a successful 
  Challenging (-10) Scale Sheer Surface Test followed by 
  a Challenging (-10) Silent Move Test. If caught, the 
  interlopers are taken to see Commander Freitaler. 
  There are about a dozen militia men inside the 
  compound (use Sell-Sword stats, WFRP p.235). Their 
  job is to first and foremost monitor the miners that 
  they do not revolt or try to steal anything. They are on 
  guard against potential Bandit or Orc attacks. 
  Commander Freitaler (use Captain Tannfelder stats 
  minus a hand) is an experienced leader who has seen 
  it all (and lost his left arm while doing so). He knows 
  he has very few men and his resources will soon run 
  out if there is a real siege. He knows Captain 
  Tannfelder and the men have mutual respect for each 
  other.  
  Commander Freitaler is very willing to find a peaceful 
  solution to the situation, but there is a problem. 
  Actually, there are two problems. Firstly, his boss - the 
  Merchant Lehmann – is not fit to make any decisions 
  at the moment. The man just drinks and laments his 
  situation in his office (inside the mine). Secondly, a vile 
  Dwarf has taken residence in the lower levels of the 
  mine and he is not about to give up without a fight. 
  Commander Freitaler is a reasonable, down-to-earth 
  kind of man. He thinks both sides are being 
  unreasonable and there is a way out of this mess 
  without anyone getting hurt. He is willing to listen to 
  the PCs and consider any reasonable suggestions. He 
  lets them inside the palisades to discuss if they 
  surrender their weapons at the gate. He is very 
  friendly to all military types and respectful towards 
  women, but does not suffer fools gladly and will not 
  be disrespected.  
  Good reasoning and good roleplaying convince the 
  Commander to let them talk to his boss. He assigns a 
  soldier to escort them to the lift and into the mine. 
  Once inside the mine, a Charm or Intimidate Test (or a 
  few coins) is needed to convince their escort to stay at 
  the lift and let them wander around. 
  Inside the Mine 
  Upper levels of the salt mine are Bruder Lehmann’s 
  dwellings. His wing consists of a bedroom, a dining 
  room, an office, and a large living room that have all 
  been carved out of the rock salt by the miners. On the 
  other wing are servants’ quarters and a kitchen. 
  The next level consists of a small temple complete 
  with statues carved of salt. After this come quarters’ 
  for the miners. The lower levels are where the salt is 
  being mined now. They are a labyrinth of crisscrossing 
  tunnels. The Chaos Dwarf has his chambers there. 
  The following map is not meant as an accurate 
  depiction of the mine. There are miles of crisscrossing 
  tunnels after all. Instead, it shows you the different 
  levels and conveys a general idea where different 
  areas of interest lie in relation to each other. 
  1 - Lehmann’s Dwelling 
  Servants dash back and forth throwing their 
  belongings and valuables into large trunks. It is not 
  immediately apparent whether they are packing the 
  items or stealing them. Talking to them reveals that 
  drunken Lehmann came to see the servants after 
  dinner and announced it is all over. It wasn’t clear 
  what he meant, but it was obvious he had given up on 
  something. The man was drunk, incoherent, and 
  seemed like he had lost all hope. His Steward told the 
  servants to start packing.  
  If they look for the Steward - Bastian Aulen - he is 
  found in the dining room packing the silverware in 
  front of a magnificent relief of Sigmar’s exploits. 
  
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  Bastian looks like he hasn’t slept in ages. As the PCs 
  enter he stops what he is doing to inquire who they 
  are. He can confirm that his master seems to have lost 
  all hope. Bastian thinks it has to do with what 
  happened with the Countess and the presence of the 
  strange Dwarfs. The arrival of the Nuln military was 
  the last drop. Bastian thinks his master is either in his 
  office or the temple one level down. 
  Bruder Lehmann’s office contains some interesting 
  items. There is a large family seal with a boar’s head 
  and initials B.L. carved on the wall. It strikes the PCs as 
  off somehow. If it occurs to them to compare the seal 
  and the seal in the assassin’s note, there are slight 
  differences in the boar’s design (you may want to 
  allow them an Intelligence Test to think of this). If 
  they look for a signet ring, one can be found on the 
  desk. The differences are found there as well. It seems 
  like the seal on the note is a forgery. 
  An Average (+0) Search Test finds a standard money 
  box. It contains 50 gc in coins and jewellery. There is 
  also a half empty bottle of red wine on the table next 
  to a small, empty vial. A PC with Prepare Poison or a 
  relevant Knowledge or Trade skill recognizes the 
  smell: Heartkill poison.  
  Checking Lehmann’s business ledgers reveals the 
  following: 
   
  He was paid by the 
  City of Nuln for providing building 
  materials for the six bell towers.  
   
  He has been in 
  close collaboration with 
  Merchants Geldman, Zachs, and 
  Lintz of Nuln. 
   
  He is in dire straits 
  financially because of a failed 
  business venture. The Merchants 
  were building four Land Ships but 
  didn’t manage to finish them. 
  2 - Servants’ Quarters 
  Very little of interest to the PCs. 
  The Servants are all packing to 
  leave. 
  3 - Temple of Handrich 
  A small, round chamber with an 
  arching roof. Two braziers light the room, one by the 
  door and another by the altar. A statue of Handrich 
  stands against the back wall. It depicts the God of 
  Trade as a contented and jovial figure with a friendly 
  expression holding a purse in left hand while the right 
  is held up with two fingers crossed. There is a small 
  pool at the center of the room. 
  Drunken Bruder Lehmann (see p.117) sits at the altar 
  and lobs gold crowns into the pool. He takes a long 
  swig of wine from a silver goblet. Some of it spills on 
  his shirt. He doesn’t even look up but continues to lob 
  coins into the pool. 
  “Are you here to kill me? Sent by my former partners 
  I’m sure. Well, here’s your blood money!” He throws a 
  handful of coins across the floor and the pond. “But 
  you can stay your blades. I’m already dead…” 
  “It’s ironic, don’t you think. It’s ironic, how one 
  moment you think you are in control, you have all the 
  power. And then… And then the very things that gave 
  you that power become your downfall.” 
  “We had money. We had influence. But of course we 
  felt we didn’t have enough. You never have enough. 
  You want more. You need more. And in the end our 
  greed cost us everything.” He takes another long swig. 
  
  62 
   
  “In our desperation we turned to someone we didn’t 
  understand. We agreed to something we shouldn’t 
  have. And so we gave the Dwarf control over us. And 
  the power we exercised over our workers ended up 
  giving them voice…” 
  “Like I said – ironic.” 
  The PCs probably have questions for Lehmann. He is a 
  man with truly nothing to lose anymore. He mixed the 
  poison the PCs possibly found in his office into the 
  wine. He is dying as they speak. Lehmann answers 
  their questions truthfully. Here are some questions 
  the PCs might ask. Modify these to suit their exact 
  questions. 
  Why did you have Rosalia Schultz killed?  
  “Is that what they told you? That I had her killed? So 
  that’s how they decided to get rid of me… Listen, I did 
  not kill her. My former associates had her killed and 
  framed me. Why? Well, first of all they think I betrayed 
  them by cutting all ties to Nuln and they think I am a 
  liability. Second, after professor Hausdorff was caught, 
  we knew someone was investigating us and our 
  plans.” 
  If they show him the seal, he confirms it’s a forgery. 
  What were these plans you mentioned? 
  “We manipulated professor Hausdorff into building the 
  six bell towers. We provided materials and Bhakrak 
  provided the plans and labour. It was Bhakrak’s plan. 
  In exchange, he promised to help us with the land 
  ships.” 
  Who are your former associates? 
  “Geldman and Zachs, Meryle Lintz. Nulner Merchants. 
  We called ourselves The Guiding Hand. We used to 
  come together to worship Handrich and collude on 
  fixing prices, lowering taxes and finding cheap labour.”  
  What kind of business venture did you have? What 
  about the Land Ships? 
  “During the war we had the idea of creating a cheaper 
  alternative to the steam tank – the land ship. We 
  couldn’t get it to work. And then there was the 
  accident – a big explosion at the foundry. It cost us a 
  fortune. We were desperate. That is when Bhakrak 
  came to us.” 
  Who are these Dwarfs? Why are these Dwarfs here? 
  Who is Bhakrak? 
  “Bhakrak is the leader of the Dwarfs who helped us. I 
  think they come from the east. He wanted us to make 
  professor Hausdorff convince the Countess to build six 
  bell towers. He gave us the plans and provided labour. 
  In exchange Bhakrak promised to help us make the 
  Land Ships work. Some of them came here to work in 
  the lower tunnels, testing some machines. We agreed 
  to the secrecy as we didn’t want our competitors to 
  find out. To seal the deal we participated in a Dwarf 
  ritual. It was esoteric… and dark. The ritual made us 
  realize these are not ordinary Dwarfs and we may 
  have helped them with something bad. That is why my 
  associates don’t want anyone to find out about our 
  involvement with the towers. That’s why the lawyer 
  bitch had to die.” 
  Where is Bhakrak now? 
  “In Nuln I think. Some of his Dwarfs are here, in the 
  lower tunnels.” 
  Once the PCs have all the information they need 
  Bruder starts spasming violently. Bloody foam runs 
  from his mouth and his heart stops. It suits the goals 
  of this adventure that Bruder Lehmann dies here. 
  However, a Cleric of Shallya with a suitable spell could 
  still be able to save him. 
  Around 100 gc lies at the bottom of the pool. Diving 
  for it could very well invoke the wrath of Handrich. 
  4 - Miners’ Quarters 
  Two rows of dirty, lice ridden cots. Three miners 
  sleeping. Pisspots in the corner. A chest lies at the feet 
  of every cot. Rummaging through the miners’ personal 
  belongings nets them personal belongings, letters 
  from home and 54 s. 
  5 - Small Shrine 
  A small, shallow chamber that looks like it has served 
  as sort of an impromptu shrine. Dozens of candles 
  light the chamber. The walls are covered with a relief 
  much like the one in the dining room except this one 
  doesn’t feature Sigmar. Instead, it pictures flaming 
  comets falling from the sky and Nuln in flames. In the 
  middle of the chamber is a three feet tall statue of 
  Emmanuelle von Liebwitz. She is definitely 
  recognizable. The statue stands in a bed of embers. 
  The flickering candle light makes shadows dance 
  across the relief. To anyone looking at it for more than 
  a Round it seems like a shadow of a feminine figure 
  
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  dances across the relief. Seeing the shadow calls for an 
  Insanity Check. 
  6 - Sleeping Quarters 
  Near the Miners’ Quarters is another sleeping 
  chamber. It is dirty, and the air is dank. This is where 
  the orphans from Chapter I would have ended up if 
  the PCs hadn’t saved them. Three orphans are here. 
  They are filthy, frightened, and malnourished. It takes 
  some coaxing to encourage them to let the PCs come 
  close or for them to speak. They are all Kislevite and 
  speak very little Reikspiel. 
  7 - Lower Levels 
  Mining carts and equipment. Sounds of mining echo in 
  the tunnels. A dozen miners are at work, setting up a 
  pile of gunpowder kegs. Two Chaos Dwarfs (see p.115) 
  are supervising their work with whips in hand. If they 
  see the PCs they attack. The miners will not fight for 
  the Dwarfs. Successful use of Command convinces 
  them to help the PCs. 
  8 - Chamber of the Daemonsmith 
  The Dawi Zharr have used this chamber in their 
  sorcerous experiments regarding the Land Ships’ 
  steam engines. They sought to infuse the engines with 
  daemonic energies. The chamber looks like a shop of 
  an insane Engineer. A large furnace breathes fire at 
  the far wall. Large wooden tables are covered with 
  strange apparatus and mechanical constructions. On 
  the walls – blue prints for the Land Ships, and a map of 
  Nuln with the six bell towers clearly marked. Magical 
  circles encircle the towers and lines lead from each 
  one to the Countess’ Palace. Make sure the PCs notice 
  the map. 
  There is one more thing. The Daemonsmith (see p.115) 
  stands defiantly in front of furnace. Two fuses start at 
  his feet and run into the tunnels (there are two stacks 
  of kegs). The Daemonsmith is not about to relinquish 
  their secrets to some Humans. It barks something in a 
  vile tongue that is an affront to spoken languages 
  everywhere. His words seep hatred and malice. 
  Suddenly, flakes of ash appear in the air. Shadows peel 
  back like velvet curtains and a creature black as coal 
  steps forth. Its eyes glow like embers and forbidden 
  runes coruscate orange on its inky skin. It has black 
  horns decorated with Slaaneshi sigils and jewelry; ash-
  grey hair cascades around a daemonic yet feminine 
  face. A skirt made of the skin of cheating lovers reveals 
  more than it covers. 
  This shadow-creature is an Ashbringer (see p.116). It 
  takes a step forward and picks up the ends of the 
  fuses. Its every move is seduction in motion. It winks 
  at the PCs and kisses the fuses, which ignite 
  immediately. Right at that moment another 
  Ashbringer rises from one character’s shadow. If a PC 
  had an affair with Rosalia Schultz, then it is that PC. 
  The Daemonette leans in and whispers a lovers’ pet 
  name shared between the pair alone – in her voice. 
  The PCs have 8 Rounds to cut the fuses leading to the 
  kegs in the tunnels. The explosions won’t destroy the 
  mine immediately, but start a chain reaction that 
  causes the lower levels to collapse. After the lower 
  levels collapse the mid-level chambers will be 
  destroyed. The upper level tunnels survive the 
  destruction. 
  The Daemonsmith is quite prepared to die here. It 
  fights to stop the characters from thwarting the 
  explosion (thus preventing it from destroying all the 
  evidence). The Ashbringers fight to the death or until 
  Instability claims them. It is a rather cheap way to kill 
  PCs by having the mine collapse on them. So, you 
  should probably ensure the PCs have enough time to 
  stop the explosions, or escape to the surface. Of 
  course, they don’t need to know that! Ask for an 
  Agility Test or two to give the players a sense of 
  tension and haste. Keep the tunnels collapsing just 
  behind their heels (even though they wouldn’t be in 
  any real danger). Once they reach the upper level 
  dwellings, they are in the clear. 
  Back to the Surface 
  The situation on the surface depends on the way the 
  PCs entered the compound. In case the PCs entered 
  the mine peacefully and with permission there is a 
  group of militia and servants anxiously waiting to hear 
  what happened. 
  If they fought their way in with the military, teary-
  eyed Soldiers wander around. Wounded men scream 
  and the smell of smoke and blood runs thick. The 
  Saltpeter Men peruse the mine’s stock smugly. 
  
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  If you want an action beat to end the chapter, a 
  handful of Chaos Dwarfs from upper tunnels storm out 
  of the mine and attack the militia. The Nuln troops 
  outside hear the sounds of battle and start breaking 
  the gate down. The PCs exit right into the thick of 
  things.  
  The Saltpeter Men might think to accuse the PCs of 
  setting off the explosion. But Commander Freitaler 
  and Steward Aulen, having witnessed Lehmann’s 
  downward spiral and seen the Dwarfs, can vouch for 
  the PCs’ story. 
  Once the dust settles, the PCs can board the 
  Emmanuelle and continue on their way.  
  What Did We Learn? 
  There are a few important clues that the PCs should 
  get their hands on. 
   
  The Guiding Hand was building Land Ships but 
  couldn’t make them work. Because of this 
  they were in financial trouble. Bhakrak 
  promised help in exchange for building the 
  towers. 
   
  A Dwarf called Bhakrak the Blackened 
  manipulated the Merchants and professor 
  Hausdorff into building the bell towers. 
   
  The bell towers are clearly of some 
  significance (judging by Lehmann’s story and 
  the map in the chamber).  
   
  The Guiding Hand had Rosalia Schultz killed 
  because they believed she found out about 
  their connection to the bell towers and thus 
  the Chaos Dwarfs. (Finding out they helped 
  have a few towers built might sound like a 
  cheap reason to kill someone. That is the 
  point. Scared and greedy men overreacted to 
  protect their own hides and Rosalia paid the 
  price.) 
  The PCs are ready to move on as soon as they have 
  this information and are again in possession of the 
  Emmanuelle. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  65 
   
  Chapter VIII 
   
  This chapter concludes The Queen of Embers. Ending is 
  often the most challenging part of a story to tell. It is 
  also the part that requires the most preparation and 
  work from the Gamemaster. Indeed, at this point 
  there are several open threads for the PCs to follow 
  depending how extensively they investigated the clues 
  from Rosalia Schultz’s notes. What is more, there can 
  be side plots and personal narrative arcs that need to 
  be resolved. You have to find a way to tie all these 
  together into a cohesive and satisfying climax. 
  Along their journey the players have made choices; 
  they have chosen some factions over others and sided 
  with some NPCs while angering others. Some of these 
  decisions bear fruit now while some doors have closed 
  for good. 
  As the GM it is your job to take into account their 
  choices and interactions and adjust NPC reactions 
  accordingly. It can all seem a bit daunting. In order to 
  help you this chapter gives you building blocks to 
  create an exciting and memorable ending to your 
  story.  
  Take what is given and mold it to your liking and the 
  preferences of your group. The truth is no one knows 
  your style, your party composition, or your players’ 
  preferences but you. You are best equipped to craft an 
  ending that is the most satisfactory and exciting finish 
  to your story.  
  The Queen of Embers doesn’t feature one classic 
  villainous mastermind behind the evil plot. Instead, it 
  is a story about desires and ambitions magnified by 
  the ever strengthening presence of Pyrenzhia. In this 
  maelstrom schemes and actions intersect at times, but 
  there isn’t one overarching evil plan. Therefore, it is 
  narratively justifiable that the PCs might have a 
  splintered picture of the overall plot. That being said, a 
  big part of character (and player) motivation is making 
  meaningful choices based on your understanding of 
  the situation you are in. in order to decide what you 
  want to do, you have to first know where you are. 
  To ensure everyone is on the same page you should 
  have the characters recap their situation while they 
  are on their way back to Nuln. Samael Mortengeist is 
  an invaluable asset at this point. Use him to give the 
  PCs whatever information they are missing. Use him to 
  help them piece the puzzle together. Use him to guide 
  the PCs towards their next goal.  
  Below is a summary of the most important pieces of 
  information the PCs (should) have at this point. This is 
  followed by a look into the different clues and options 
  the PCs may want to follow. Finally, we’ll discuss how 
  to bring The Queen of Embers to its climactic end. 
  So, What Do We Know… 
  Here is a summary of the most important plot points 
  so far. 
   
  The Countess is ready to divorce Nuln from 
  Wissenland. 
   
  There are several schemers: XIII and the 
  Sootstained Prophet, Bhakrak the Blackened 
  and the Chaos Dwarfs, Thyrus Thornroot and 
  the Saltpeter Men, and the Guiding Hand. 
   
  The Guiding Hand were building Land Ships 
  but couldn’t make them work. They made a 
  deal with Bhakrak the Blackened, a Chaos 
  Dwarf. The Hand made professor Hausdorff 
  convince Nuln to build six bell towers. The 
  plans for the towers came from Bhakrak the 
  Blackened.  
   
  The Guiding Hand had Rosalia Schultz killed 
  (and framed Bruder Lehmann) because she 
  found out they helped Bhakrak the Blackened 
  build the bell towers. 
   
  Professor Hausdorff and Bhakrak the 
  Blackened performed a ritual in Nuln during 
  Geheimnisnaht (that caused the stench). This 
  was probably the Great Equation mentioned 
  in The Esoteric History of Nuln and 
  Wissenland. According to the tome, 
  Pyrenzhia, a daemon of Slaanesh, was 
  imprisoned by these hexagrammatic wards. 
   
  XIII led by their Sootstained Prophet are 
  planning a revolution. They had Emil Gruden 
  manufacture them poisoned Kislevite Vodka 
  
  66 
   
  with fake labels. The Vodka was brought to 
  Nuln by the river barge Red Herring. 
   
  Thyrus Thornroot, the secret leader of the 
  Saltpeter Men, betrayed them and the PCs 
  are now wanted in Nuln. 
  Time and Pacing 
  As the PCs are returning to Nuln the Chaos moon 
  Morrslieb appears on the night sky. Its movements are 
  erratic and unpredictable at best, but it appears to be 
  waxing. At first, it appears as a sliver of baleful light, 
  but waxes unpredictably. As it 
  progresses towards full moon 
  Morrslieb’s baleful grin 
  eventually becomes visible 
  during daytime hours as well. 
  Morrlieb is your timer for the 
  finale. The fuller the moon, the 
  closer Pyrenzhia’s coming is.  
  The Chaos moon’s unpredictable 
  pattern allows you to modify the 
  timetable of the final days to suit 
  your narrative needs. You can give the PCs a month to 
  investigate and prepare for the final confrontation 
  while evading their enemies and fighting a sort of 
  guerilla war inside the city. Or, you can press the PCs 
  for time and give them just a few days before things 
  reach their climax and the Daemon-Queen comes. 
  While We Were Away 
  Things have changed since the PCs last saw Nuln. 
  Firstly, the number one topic on everyone’s lips is the 
  Countess’ recent announcement she will be handing 
  the official documents for divorcing Nuln from 
  Wissenland to the Supreme Law Lord Lector Agatha 
  von Böhrn of the Cult of Verena. Lector von Böhrn will 
  be arriving from Altdorf shortly and there will, of 
  course, be a grand ball to celebrate this historic 
  moment. 
  People of Nuln are falling under the influence of 
  Pyrenzhia. Following the Countess’ announcement 
  street performers have taken to the streets en masse. 
  Fire eaters perform on street corners. Poets recite 
  improvised and rather raunchy rhymes using simple 
  barrels and crates as impromptu stages. A puppet 
  show performs a play about the Countess and a 
  mysterious veiled figure that would make a Shallyan 
  blush. Bands march among the crowds and incite 
  people to dance. Couples display emotion and desire 
  openly. Every sound, smell and taste feels a little 
  richer. There is certain kind of electricity in the air. 
  Other parties have not remained idle either. When 
  Thyrus Thornfoot learned of a plan against Rosalia’s 
  life he left for Wissenburg, only to find the barrister 
  dead. He secured the legal documents Rosalia had 
  prepared and learned of her investigation into the plot 
  against Nuln and the Countess. He dispatched the PCs 
  to investigate further and returned to Nuln. His 
  network of Halflings informed 
  him of the Sootstained Prophet 
  and XIII’s plan to poison the 
  grand ball participants and 
  launch a revolution. He had an 
  epiphany: he would exploit their 
  plot to put himself on the throne.  
  Thyrus sent his Torturer to find 
  out if the PCs had any more 
  information and to dispose of 
  them. When that failed he put a 
  bounty on their head. He deduced that Hexenstern 
  had collaborated with Rosalia and basically 
  sequestered the man. His plan is to let the grand ball 
  attendees drink XIII’s sedated vodka. Then, his men 
  will kill select influential Nulners. He will assassinate 
  the Countess. In the following crisis Thyrus and his 
  Saltpeter Men will seize power. 
  Wanted 
  The characters are wanted by the authorities in Nuln 
  as part of Thyrus Thornroot’s plan. There is a 50 gc 
  bounty on each of them – alive. From the GM’s 
  perspective the fact they are fugitives serves an 
  important purpose. It prevents the PCs from just 
  walking to the authorities with their findings and say 
  it’s their problem now. Furthermore, it helps you put 
  additional pressure on the characters. Every time a 
  Watch patrol walks by, or they think someone is giving 
  them a long look, the PCs should start feeling nervous. 
  Beware though that having them actually caught and 
  imprisoned can bring the adventure to a screeching 
  halt. Use your judgment. Maybe a hurried escape or 
  chase through crowded streets that ends with them 
  evading the pursuers serves you better. Conversely, 
  you can make a memorable scene out of their 
  The Emmanuelle 
  Anyone riding a Land Ship to the city gates 
  is bound to attract attention. The PCs 
  probably need to come up with a plan to 
  get the ship into the city, or they can leave 
  it to Captain Glaubrecht. Don’t make it too 
  challenging though, as the ship can be a 
  source of some cinematic action in the 
  finale. 
  
  67 
   
  imprisonment. The clock is ticking and they need to 
  find a way out of the Iron Tower. There are several 
  NPCs who could help the PCs escape. Maybe their 
  jailer is a filthy, sadistic bastard – with a gambling or 
  drinking problem. Also, you can use the opportunity to 
  have Thornroot make a short appearance and come to 
  taunt them – and maybe reveal some of his plans in a 
  stereotypically villainous fashion. 
  What Next? 
  There are several clues from chapters V – VII the PCs 
  can pursue. These are discussed next. You should 
  actively seek opportunities to tie the PCs’ personal 
  narrative arcs and side plots (Reik Lionfish, revenge for 
  Rosalia, NPC connections in Nuln, personal 
  relationships, Captain Glaubrecht’s sideplot etc.) to 
  these events to bring them to a conclusion. Make sure 
  the PCs, at the very least, get the information from 
  Master Hexenstern. 
  Master Hexenstern 
  It is possible some players still believe Tychonus 
  Hexenstern is the main villain of the piece. There are 
  several other reasons for the PCs to seek him out as 
  well. His name was found in Eberhardtus Hagen’s 
  secret ledger in association with The Esoteric History 
  of Nuln and Middenheim (Chapter 
  V). If you used the optional 
  encounter with the observatory, 
  his name came up there as well.  
  Because of the bounty on their 
  heads there is no way the PCs can 
  go to the Palace and talk to the 
  Countess. However, even though 
  Hexenstern’s observatory-tower is 
  in Altestadt it is outside the Palace 
  grounds. And he was the one to 
  hire them in the first place. So, 
  they might want to talk to him. 
  Samael Mortengeist can suggest 
  they go see the Wizard. 
  Alternatively, Hexenstern learns 
  they have returned and seeks 
  them out. 
  The Astromancer’s observatory-
  tower is a tall, serpentine structure made of black 
  basalt. A dozen spyglasses stick out; a huge brass 
  cupola inscribed with magical sigils marks the 
  observatory at the top. The tower seems to cast 
  several shadows (one because of the Sun, one because 
  of Morrslieb). As the PCs approach ask for a 
  Challenging (-10) Perception Test. With a success they 
  notice a Saltpeter Man lingering around a nearby café 
  (if several PCs succeed, they each notice a different 
  man). The Wizard is clearly kept under a watchful eye. 
  Ever since Tychonus learned of Rosalia’s assassination 
  he has been afraid and at a loss what to do. He thinks 
  he is fighting the coming menace alone. So, he is more 
  than relieved to learn the PCs are alive and have been 
  investigating the matter. He was told – by Thornroot – 
  that they died defending Rosalia. Ever since her death, 
  the Astromancer has been under surveillance and his 
  access to the Countess has been almost non-existent. 
  Play Tychonus’ reaction off of the PCs’ initial attitude 
  towards him. He may have to prove his loyalty to the 
  Countess and his association with Rosalia first. If the 
  PCs come to him as friends he is relieved and invites 
  them to his study.  
  Inside, the tower is an open gallery with catwalks and 
  balconies that rise from the ground floor to the study. 
  The study is just below the observatory at the top. It is 
  a shadowy room lit by few candles. Large bookshelves 
  cover the walls and tables and 
  desks are covered with stacks 
  of books, scrolls and 
  parchments. At the center of 
  the room a large orrery 
  dominates the space. Several 
  star charts have been laid out. 
  Two spyglasses jut out of 
  narrow windows. They can be 
  used to spy on the Saltpeter 
  Men below. 
  Another man waits for them in 
  the study: professor Hausdorff 
  (if alive). Hexenstern didn’t 
  turn him over to the Watch (or 
  saved him from them). Instead, 
  he brought the mutated 
  professor over in secret. They 
  have been trying to decipher 
  what the Great Equation 
  Servant of Change 
  Rather use Hexenstern as a villain? In that 
  case, the Astrologers’ Guild of Mordheim is 
  a Cult of Tzeentch. Hexenstern plans to 
  use the coming of Pyrenzhia to seize 
  power in Nuln. He has professor Hausdorff 
  locked in a cell. The PCs still get the 
  information they need from the tortured 
  professor and Rosalia’s letters in the study.  
  Give him a magical breast plate (Chaos 
  Armour) and clockwork wings (Fly). Give 
  him Dark Lore (Tzeentch). In combat he 
  uses the tower‘s empty central space to 
  move around. He summons Horrors to 
  fight the PCs while he blasts them with 
  spells. 
  
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  actually brought about. If the PCs are suspicious of 
  Hexenstern (especially after seeing the professor) he 
  shows them his correspondence with Rosalia.  
  Here is what the two men have been able to find out: 
  The six bell towers functions as geomantic relays for 
  dark magical energies. They syphon dhar to the 
  Palace and it seems they are connected to the waxing 
  Morrslieb. When Morrslieb is full something happens 
  in the Palace. Destroying the towers probably 
  weakens this event, but won’t stop it from 
  transpiring.  
  The purpose of this clue is to inform the players that 
  by destroying the bell towers they weaken the evil 
  force is about to manifest in the Palace. If they got The 
  Esoteric History of Nuln and Wissenland (in Chapter V) 
  they can probably conclude the evil force is Pyrenzhia. 
  Again, Hexenstern can help them deduce this. More 
  on this below in The Endgame. 
  Master Hexenstern has a secret passage leading into 
  the sewers the PCs can use to leave unseen. 
  Investigating the Bell Towers 
  The six bell towers are clearly of significance and the 
  PCs might want to take a closer look at them. They are 
  strongly built stone towers, three stories high. 
  Grinning gargoyles look down from the eaves and the 
  walls are decorated with coats of arms, skulls, and 
  statues of great historical figures. Each tower is 
  dedicated to an Imperial hero like Emperor Mandred I, 
  the Ratslayer; and the current Emperor, Karl Franz.  
  The tower closest to the Grand Palace in Altestadt is 
  naturally dedicated to Magnus the Pious. 
  Each tower has a great bell in the third floor. The bells 
  are rung only on Hexensnacht and Geheimnisnacht 
  and during great emergencies to ward off evil spirits 
  and protect the city and its inhabitants. Honorary 
  guard of four Bell-Keepers mans the tower at all times. 
  In addition, each tower serves as a Watch station for 
  the city guard. This means there are 1d10+2 
  Watchmen present at any time. The Bell-Keepers are 
  elite soldiers handpicked for the duty by the High 
  Constable (use Elite Guard stats, p.119). 
  When the PCs are checking out the towers they 
  suddenly hear a friendly greeting. Amadeus Lichtmann 
  waves and comes over to talk to them (if he survived 
  Chapter I). He is dressed in the ceremonial armour of 
  the Bell-Keepers with an inscribed breastplate and a 
  black surcoat with the Nuln coat of arms. Amadeus 
  invites them for a drink. It turns out he was given a 
  position as a Bell-Keeper as acknowledgment of his 
  services last Geheimnisnacht. He is by no means an 
  elite soldier, but clearly enjoys the fame and nice coin 
  the job entitles him to. And the attention he gets from 
  the ladies these days makes him one happy man. 
  Amadeus is a valuable source of information and a 
  possible ally for the PCs. More on this below. 
  The Fake Seal on the Assassin’s Note 
  The fake Lehmann seal on the note found on Rosalia’s 
  killer was forged by one Petir Mann. He is easy enough 
  to find with the right connections. An alternative is to 
  pay enough coin to learn his workshop is in 
  Shantytown. Captain Glaubrecht has suitable contacts 
  and can help the PCs locate the man.  
  Petir is a gray-haired, skinny man dressed in an ink 
  stained apron and has a loupe hanging around his 
  neck. He is an expert at his craft and he knows it. The 
  man is all about condescending attitude and spits 
  vitriol at anyone foolish enough to actually try to talk 
  with him. Threatening him won’t work. Instead, he lets 
  them know he has very powerful, and deadly, friends 
  so they better back off (implying the Reik Lionfish – 
  and he is right). To get the information they seek, the 
  PCs have to offer him a significant amount of money 
  (20 gc or so). A Hard (-20) Charm Test and inspired 
  roleplaying loosens his lips enough. A successful 
  Challenging (-10) Perception Test sees a mock-up of 
  the seal in question on his shelf. Referring to it may 
  lower the Charm Test to Challenging. Of course, 
  unscrupulous PCs can resort to violence and beat the 
  information out of him. 
  Petir knows the following. The seal was commissioned 
  by a rich Merchant via a mutual friend (Reik Lionfish). 
  He made the seal from a sketch he received (hence 
  the mistake) and delivered it to the Merchant’s house. 
  He was instructed to use the password “Ponzi” (a 
  famous Tilean banker) in order to be allowed inside 
  the house. It seemed the house was guarded by their 
  mutual friends. He was paid and hasn’t heard from the 
  Merchant since. 
  You can use this scene to further the Captain 
  Glaubrecht subplot. For example, Petir can forge the 
  
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  necessary documents that transfer sole ownership of 
  the Emmanuelle to the Captain. As soon as the PCs 
  leave, Petir will go to the Merchant’s house to spill the 
  beans on their visit. 
  Going After the Red Herring 
  Red Herring is the river barge that transported Emil 
  Gruden’s fake Kislevite Vodka to Nuln. Asking the 
  Harbour Master learns the pier where the barge is 
  moored. Some of the crew is at the ship doing basic 
  maintenance. They direct the PCs to a nearby seedy 
  tavern. 
  The tavern is a typical dockside watering hole. How 
  loud, smoke-filled, and full of drunks it is depends on 
  the time of day. Red Herring’s Captain, Klaude Grissen, 
  and First Mate, Dagmar Kohl, are drinking and playing 
  dice with a fellow river barge captain. The men are in a 
  jovial mood having just made a decent amount of 
  money by delivering their cargo. They invite anyone 
  with a drink, a willingness to gamble, or a pair of 
  boobs to join them. 
  It doesn’t take much coaxing to get the men to tell 
  what happened to the fake Kislevite Vodka (they don’t 
  know it’s fake). Soon after their arrival Eustasius 
  Eilhardt (the Sootstained Prophet’s right-hand man) 
  came to check the cargo. He gave them a shipping 
  document for the alcohol and told them to take it to 
  the Palace. This they did.  
  At the Palace a skinny Halfling dressed in all black 
  came to check the shipment. The Halfling opened a 
  bottle, smelled it and took a quick sip. Then he 
  motioned servants to take the shipment inside. Then 
  they got paid – 20 gc extra too – and left. It has been 
  drinking and gambling for them since then. 
  What can the PCs deduce from this? Thyrus Thornroot 
  is the Countess’ food taster and poisoner so he most 
  likely detected the poison in the bottles. Yet he let the 
  shipment in anyway. Does he have a plan of his own, 
  or is he setting up XIII? 
  The Guiding Hand 
  XIII is out for the blood of Merchants and Burghers. 
  Fearing retaliation from their exploited labour force, 
  the Guiding Hand (see p.117) have taken refuge in 
  Viktor Geldman’s mansion. The mansion is in 
  Altestadt, in the Kaufmann District to be more exact. 
  Kaufmann District houses most of the city’s merchants 
  and traders. A cloud of fear hangs over the district. 
  Many fear the growing anger coming from XIII as they 
  grow more bold and violent by the day. Most doors 
  and windows are locked and barred at night.  
  Viktor Geldman’s mansion is one of the most well-
  known and everyone can point the PCs in the right 
  direction. The house is one-story stone building 
  surrounded by a six foot wall. All the windows and 
  doors are locked, even during daylight hours. A 
  wooden gate leads to the grounds. Normally, pulling a 
  cord to ring a bell would fetch a servant to the gate. 
  Now - a thuggish man dressed in a dark grey tabard 
  comes and opens a peephole. Giving him the “Ponzi” 
  password gets them in. Otherwise, they have to come 
  up with a ruse of some kind. 
  Four Reik Lionfish Thugs patrol the grounds (use Thug 
  stats p.88). Inside, there are two Druchii Corsairs (stats 
  p.89) and Félrieth Morgal (see p.118), the Druchii 
  leader of the criminal organization in Nuln (adjust 
  these numbers according to your needs).  
  All three men of the Guiding Hand are here. Clothes, 
  ledgers, dishes and valuables are scattered on the 
  floors and hallways. Open, half packed trunks lie here 
  and there. The Merchants have been busy packing (all 
  servants have been fired as they could not be trusted 
  anymore). 
  Right now, the money men are having a meeting in the 
  library. The fireplace is lit and shadows dance across 
  the bookshelves. Several maps are laid out and they 
  are busy discussing their plan to escape Nuln. Their 
  heated, almost panicked, discussion is interrupted 
  when a Dark Elf enters the room. This is Félrieth 
  Morgal. The silver-gray haired Elf walks with a slight 
  limp. He stops a few feet away from the table and 
  leans on his cane. Morgal and the Merchants proceed 
  to discuss the Druchii’s plan to smuggle them inside 
  crates aboard a river barge and ship them out of the 
  city. What the Merchants don’t know is Morgal 
  intends to sell them to slavery. 
  There are many reasons for the PCs to come here and 
  there are several ways they can approach this scene. 
  Maybe they are looking for answers. Maybe they want 
  to settle the Captain Glaubrecht subplot. Maybe they 
  want revenge for Rosalia. Maybe they want to know 
  
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  more about the Land Ships and the Chaos Dwarfs. 
  Maybe the Sootstained Prophet sent them here (see 
  below). Take into consideration what their goal is. Let 
  them come up with a plan how to get inside. Then 
  modify the scene and NPC goals/reactions/locations to 
  give them a scene where they can reach that goal in a 
  suitably dramatic fashion. 
  Perhaps they give the correct password and meet 
  Félrieth Morgal first. Do they make a deal with him? 
  Do they frame the Merchants? Or possibly they sneak 
  in and learn of the men’s plan to escape Nuln. Do they 
  follow them, or intercept them on the way? Maybe 
  you want the PCs to have a civil discussion with the 
  Guiding Hand before Morgal arrives. Use this scene 
  the way that best benefits your story. 
   
  XIII 
  The revolutionaries are still holed up in the same, 
  ruined Geldman & Zachs foundry. However, now the 
  authorities and the Saltpeter Men know where they 
  are. Why don’t they just barge in and arrest 
  everybody? The official reason is XIII’s numbers have 
  grown dramatically and it would take a lot of 
  manpower. Furthermore, it is easier to keep an eye on 
  them while they are in a known location above 
  ground. The truth is Thyrus Thornroot wants XIII to 
  launch their revolution. 
  It is rather easy for the PCs to gain entry inside the 
  foundry unless they complete angered or sold out XIII 
  earlier. The characters are escorted by two armed 
  revolutionaries (see p.92) through the large hall. The 
  foundry has changed dramatically since the last time 
  they were here. The walls are now covered with stolen 
  tapestries. Pieces of expensive furniture lie scattered 
  here and there. The number of people has multiplied 
  tenfold; and they seem better armed than before (one 
  of the perks of having so many skilled weaponsmiths 
  around). A successful Average (+0) Perception Test 
  tells them that the pile of gunpowder kegs is 
  significantly higher than before. Three alert men stand 
  guarding the kegs. 
  As they make their way through the hall, the PCs 
  notice the atmosphere is loud and rowdy. They see 
  two men fight over a looted painting. Little further in a 
  senior XIII member sits on a divan most likely 
  confiscated from some Merchant or Burgher. He 
  bosses some newcomers around while drinking beer 
  from an expensive pitcher with his friends. On the 
  other side of the hall, a Merchant is tied to a chair and 
  surrounded by a mob of grinning revolutionaries. As 
  the PCs pass, the bruised and bloodied man wets 
  himself and receives vicious ridicule from his captors. 
  Lots of people are drinking and many wear ill-fitting 
  pieces of good quality clothing. 
  The chatter has changed as well. Where XIII was all 
  about the workers’ rights in the beginning, the focus 
  seems to have shifted to a larger uprising. At first, they 
  struck against the merchant class and the Saltpeter 
  Men. Now they seem to crave noble heads as well. It is 
  an uprising against the upper classes, but seems to 
  lack focus and any concrete goals. 
  The Fireborn can still found in the side room behind 
  the large doors. His most trusted men share the space 
  with him. Where XIII have changed, the Sootstained 
  Prophet has not. If anything, he seems even more 
  focused and driven than before. A Routine (+10) 
  Perception Test, or if a PC specifically mentions it, 
  notices that the 13th Runefang is almost completely 
  blackened and engraved. 
  How this encounter plays out depends on what 
  transpired earlier and how the PCs want to approach 
  the matter. Perhaps the PCs come here to investigate 
  the Land Ships, the Chaos Dwarfs, or the Sootstained 
  Prophet. Perhaps they come to seek help with 
  destroying the bell towers. The revolutionaries are 
  willing to talk to them as long as they remain civil and 
  at least somewhat respectful. Here are some topics 
  that might be of interest to the PCs. 
   
  They should realize that trying to attack the 
  Prophet would be suicidal. There are dozens 
  of revolutionaries in the foundry. 
   
  Asking the Prophet about the Daemon-Queen 
  yields nothing. If they insist and refer to his 
  accident, he says he believes he was saved by 
  fate and the loving hand of the Queen of 
  Embers. He doesn’t elaborate. 
   
  Asking about the Land Ships. They learn that 
  after the accident the Ships were taken to the 
  other Geldman & Zachs foundry (everyone 
  can give them directions). 
   
  Asking about the Chaos Dwarfs. The Prophet 
  says nothing – but a successful Challenging (-
  10) Will Power Test (+10 from Schemer 
  
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  applies) reveals he knows something. Good 
  roleplaying and a successful Charm Test may 
  get him to reveal that a group of Dwarfs 
  sympathetic to their cause provides them 
  with kegs of gunpowder.  An Average (+0) 
  Gossip Test with random revolutionaries gets 
  them the same info plus the fact the Dwarfs 
  used to work on the Land Ships. 
   
  Asking about the revolution: “The time of 
  reckoning is coming. We will rise to demand 
  justice.” 
   
  Asking about the fake vodka: “I won’t deny it. 
  It is all part of the plan. We rise to demand 
  what is rightfully ours when the upper classes 
  gather to celebrate their schemes. Schemes 
  that aim to further exploit us.” 
   
  Asking about the Guiding Hand. The 
  Prophet’s eyes narrow and his voice is 
  reduced to a whisper. “Bring me their heads, 
  and you will be richly rewarded.” If the PCs 
  are here to seek help from XIII to destroy the 
  bell towers, this is the price – the heads of 
  the Guiding Hand. See The Endgame below. 
  When running this scene, bear in mind that, as 
  written, the Sootstained Prophet and XIII have an 
  important role to play in the climax of this adventure. 
  If the PCs do something to change that, you have to do 
  some extra work to adjust accordingly. 
  The Second Geldman & Zachs Foundry 
  Pretty much anyone in Industrielplatz can give 
  directions to the foundry. The unfinished Land Ships 
  were taken here after the accident. The Chaos Dwarfs 
  took over the work and Geldman & Zachs workers 
  were used as menial labour. An Average (+0) Gossip 
  Test, or talking to a friendly XIII member who used to 
  work for G&S, earns them that the Land Ships were 
  never finished. But, strangely enough, they 
  disappeared from the foundry just a few nights ago. 
  Asking around eventually finds someone who saw two 
  ships driven away from the foundry in the middle of 
  the night. No-one knows where they went. 
  The Second Geldman & Zachs foundry is very much 
  like the first one. Workers are absent because the 
  foundry is going out of business. The Land Ships were 
  their final, fateful, project. Now, large halls are left 
  dark and silent. Furnaces and crucibles stand unused. 
  A complex tangle of rope and pulley systems looks like 
  a gigantic spider’s net.  
  The back wall is covered with a huge mural. It depicts 
  a pale and veiled feminine figure looming above Nuln’s 
  burning ruins. It feels like the veiled figure watches 
  them – call for an Insanity Check. 
  The unfinished hull of the fourth Land Ship stands 
  alone in the hall. You can use the fourth ship to 
  provide the PCs with a new Land Ship if the 
  Emmanuelle is destroyed, or otherwise unavailable. 
  Or, they can scavenge the skeleton for replacement 
  parts and upgrades like an additional heavy 
  blunderbuss, 10 Wounds worth of extra armour, or 
  spare wheels. If you feel you are in need of an action 
  beat, one Dawi Zharr Daemonsmith and two Infernal 
  Guards are scavenging the ship (see p.115). They are 
  hard at work and don’t suspect anyone, so the PCs get 
  a drop on them. The Chaos Dwarfs fight to the death. 
  Additionally, enterprising PCs may think of blowing up 
  the bell towers. In that case, they find a few 
  gunpowder kegs the Dwarfs left behind. 
  It is possible your players get obsessed with the idea 
  of finding the missing Land Ships. The Chaos Dwarfs 
  have hidden them inside two abandoned warehouses 
  near the waterfront. There, they wait for the moment 
  when it is time to burn Nuln down for the glory of 
  Hashut. If your players are persistent and crafty and 
  you want to give them the opportunity to face the 
  Dawi Zharr before the big finish, it is totally possible 
  (like following the scavenging Dwarfs to the 
  warehouse for example). In that case, create a scene 
  around their plan. The Dawi Zharr are all with the Land 
  Ships, making final adjustments. However, as written, 
  this adventure presumes the Land Ships will be part of 
  the final act. If you want to keep it that way, it might 
  be a good idea to distract your players with other, 
  more pressing, matters at this point. 
  The Endgame 
  This is it, the conclusion to The Queen of Embers. 
  Again, this is the finale of your version of this 
  adventure and you have to bring it to a conclusion 
  your players find satisfying. What follows is a 
  framework for how the climactic events transpire. Use 
  it as a guideline and inspiration to mold the ending 
  according to your group’s needs and wishes. 
  
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  To get these events rolling the PCs should know the 
  following: 
   
  The Countess is throwing a Grand Ball to 
  celebrate Nuln’s separation from Wissenland. 
   
  The six bell towers channel dhar into the 
  Palace. Stopping their tolling weakens 
  whatever it is they are syphoning the dhar to 
  (they should be able to guess it is the 
  Daemon). 
   
  The Sootstained Prophet and XIII have 
  poisoned the alcohol served at the Countess’ 
  Grand Ball and will try to invade the Palace. 
   
  If they found Red Herring they might suspect 
  that Thyrus is up to something as well. 
  Use the Wizards Hexenstern and Mortengeist (or 
  other NPCs) to help the players piece this information 
  together and guide them in the desired direction if 
  necessary. What should the PCs do, then? They can 
  (and probably should) try to take down at least some 
  of the bell towers. Then, they have to make their way 
  into the Palace and save the Countess and Nuln. 
  The Bell Towers 
  Soon after they returned to Nuln the PCs met with 
  Master Hexenstern. He informed them about the bell 
  towers and their dark purpose. Hexenstern (and/or 
  Mortengeist) strongly suggest the PCs take down at 
  least some of the towers to weaken the flow of dhar. 
  There are several ways to approach the matter of the 
  bell towers.  
   
  The PCs can just ignore them. This is a viable 
  option. It means their encounter with 
  Pyrenzhia in The Finale will be more 
  challenging as all towers continue to syphon 
  dhar. 
   
  No exact location for the towers is given 
  except that they are in different parts of 
  Nuln. The reason is to give you the freedom 
  to place them wherever story needs dictate. 
   
  The PCs can start their fight against the 
  towers before Morrslieb is full, before the 
  night of the Grand Ball. You can even extend 
  this part so that the PCs take down one tower 
  at a time in a long covert war against the Bell-
  Keepers (and, by extension, the city) that 
  lasts for days. 
   
  They attack against the bell towers during the 
  Grand Ball when Morrslieb is full. To have the 
  PCs deal with all the six towers is a poor 
  narrative choice and probably too much of a 
  grind. Instead, consider having the PCs deal 
  with just one tower (or none at all) and have 
  their allies deal with the rest of them. The 
  tower the PCs attack is, of course, the one 
  closest to the Palace and the one where 
  Amadeus Lichtmann is stationed. 
   
  The towers don’t need to be destroyed. It is 
  enough to stop the bells from tolling (kill the 
  crew, crack the bells, detach the clapper etc.). 
  Finding Allies 
  When it has become evident something has be done 
  about the towers Hexenstern (and/or Mortengeist) 
  suggests finding allies to help them. During their 
  journey through the events of The Queen of Embers, 
  the PCs have encountered many different NPCs and 
  factions. They have made choices. They have sided 
  with some groups at the exclusion of others. These 
  choices come to play here when they try to recruit 
  allies. 
  Captain Glaubrecht and the Emmanuelle 
  If the PCs don’t ride the Emmanuelle to battle, the ship 
  and its crew can take down a tower on their own. 
  Captain Tannfelder and his Company 
  The Captain returns to Nuln. If he had a run-in with 
  the Saltpeter Men in Chapter VI, he is ordered under 
  house arrest in the barracks. The PCs have to find a 
  way to get a word to him. When he gets the word, 
  Tannfelder sneaks out. Wearing a cloak with a 
  voluminous hood, he meets the PCs in a tavern. He is 
  ready and willing to help. He can muster most of his 
  company, so they are more than capable of taking 
  down a tower or two. 
  XIII 
  If the PCs approached the Sootstained Prophet and 
  provided him the heads of the Guiding Hand he agrees 
  to help them. The revolutionaries can offer 
  gunpowder kegs and/or directly attack a bell tower. 
   
   
  
  73 
   
  Amadeus Lichtmann 
  The PCs can approach him and convince him (with 
  good roleplaying) to turn on his fellow Bell-Keepers. 
  Amadeus can be useful in many ways. He can provide 
  information. He can let them in secretly. He can set up 
  explosives (but does not have the necessary skill). Or 
  he can join them in the fight. Characters with loose 
  morals could even provide him with poison to slip into 
  the Bell-Keepers’ food (This requires serious 
  convincing or threats, as it is against Amadeus’ nature 
  and morals). 
  Aleksandra Koriakovna 
  If the PCs saved the orphans in Chapter I and met the 
  Ice Witch afterwards, she can be convinced to help 
  them. She can provide them with Kislevite Soldiers (if 
  necessary, use Sell-Sword stats WFRP p.235). 
  Aleksandra herself will be in the Palace so she can 
  maybe let them into the Palace or show them a 
  shortcut to the Ballroom etc. Asking Aleksandra to 
  warn the Countess is a good idea. If the players come 
  up with it, then tell them during the Finale that 
  Emmanuelle didn’t drink the poisoned alcohol because 
  of her warning. 
  Master Hexenstern and Wizard Mortengeist 
  Two powerful Wizards and ready allies. This is a way to 
  separate these two NPCs from the PCs for the 
  Endgame. This adventure is all about the PCs, after all. 
  They can help take down a bell tower. Hexenstern can 
  provide them with some advance information (an 
  obscure warning about the Chaos Dwarfs maybe). He 
  can also be the one to let the PCs inside the Palace. 
  Mortengeist can join the PCs, but he insists on being 
  among those who go to the Palace (to save 
  Emmanuelle). 
  The Elves or the Crimson Martyrs 
  Depending which side they supported (if either) the 
  PCs can go to them for help. The Crimson Martyrs are 
  not in Nuln, so a messenger needs to be sent to get 
  them. Additionally, they are Mercenaries who expect 
  to be paid. Depending on how Chapter VI unfolded the 
  Envoy and the Elves of Nuln are a potential ally. They 
  are able to take down a tower on their own. As the 
  Elves are not very popular at the moment, Marienne 
  Mithaliel is not invited to the Palace. If Bloodleaf 
  survived she left the forest as an exile. Again, 
  depending on the way things went down the PCs can 
  possibly track her down and recruit her. 
  The Dung Collectors or the Tileans 
  If the PCs interacted with either or both of these 
  parties, they can be available as allies. Not very useful 
  in hand-to-hand combat to take over a bell tower, but 
  they can be utilized in creative ways. 
  Reik Lionfish 
  A powerful ally who definitely can take down a tower. 
  But they come with a price. And that can be a price 
  the PCs are not willing to pay. Owing a favour to an 
  organization like the Lionfish is not the most tempting 
  idea. Then again, these are desperate times. 
  The Order of Events 
  Not accounting for the actions of the Player 
  Characters, here is a rough timeline of the events for 
  the final night. Morrslieb’ grinning face turns upon 
  Nuln as the Chaos Moon casts its baleful light upon the 
  city.  Tonight is the night of the Grand Ball. Despite the 
  Chaos Moon, and because of Pyrenzhia’s influence, 
  ordinary citizens are out and about in a festive mood. 
  Firecrackers go off. People sing and dance. Street 
  performers are out en masse. After it gets dark the 
  bells start pealing because Morrslieb is full. Soon after, 
  a grand display of fireworks lights up the sky. This is 
  when all hell breaks loose. 
  As the fireworks start XIII launch their revolution. They 
  start from the Industrielplatz and advance across the 
  bridges towards the Grand Palace. On the way there, 
  they cause much destruction and mayhem. They 
  attack Merchants and their houses. They chase down 
  Burghers and their families. Soon, homes burn and 
  looters start breaking into shops. 
  At this time the guests at the Grand Ball have been 
  drinking the poisoned alcohol and start to show 
  symptoms (drowsiness, vomiting). Thyrus Thornroot 
  has his most trusted Saltpeter Men at the ready to find 
  and execute selected powerful Nulners (city officials 
  and nobles). 
  As XIII are wreaking havoc, Bhakrak the Blackened 
  decides it is time to attack. Two Land Ships roll out and 
  attack everything in sight. Bhakrak’s vessel crosses the 
  river via the Great Bridge. It continues towards the 
  
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  Palace laying destruction all around it. The other 
  vessel crosses the Iron and Glory Bridges to attack the 
  Imperial Gunnery School. Several hidden caches of 
  gunpowder explode. The Iron Bridge is destroyed after 
  the Land Ship has crossed. 
  XIII reach the Palace gates, but are unable to enter. 
  Fortunately for them, Bhakrak arrives and destroys the 
  gates. The revolutionaries storm the Palace and face 
  the Elite Guard guarding it. 
  At this point, everyone who drank the poisoned 
  alcohol is having symptoms. Thornroot gives the order 
  for his executioners to proceed with their ghastly 
  business. 
  Narrating the Fight against the Bell Towers 
  This is a good opportunity to let your players plan their 
  strategy. Encourage them to come up with ways to 
  best employ their allies. Also, having the allies in a 
  meeting with them is a great roleplaying opportunity. 
  Especially, if some of the NPCs 
  do not get along. You may ask 
  for Command and Academic 
  Knowledge Strategy/Tactics 
  Tests and reflect the results in 
  the coming battle. 
  You can just narrate the results 
  based on the PCs’ plan and the results of their (and 
  their allies’) Command and Academic Knowledge 
  Strategy/Tactics Tests. An easy method is to rule that 
  every tower that is attacked by a group of allies is 
  vanquished (at the minimum the bell stops tolling). 
   Another method is to give each player an ally to 
  control. Then, play a part of that battle out in a short 
  scene with one player controlling a key NPC. Other 
  players can take supporting, or even enemy, roles. For 
  example, the Elves have agreed to take out a bell 
  tower and the plan is that they sneak in and 
  assassinate the Bell-Keepers. One player takes the role 
  of the Envoy Marienne Mithaliel, other players control 
  Kithband Warriors. Then describe a short scene with 
  maybe a few Tests and a round or two of combat. 
  Next, go to another group of allies where another 
  player controls, for example, Captain Tannfelder. 
  Intertwine these scenes with the actions of the PCs 
  and pay attention to dramatic pacing. Dramatic 
  cliffhangers are your friends when transitioning into a 
  cut-scene – for example, a Chaos Dwarf is about to hit 
  a PC when you transition into a cut-scene where a 
  Bell-Keeper is about to hit an Elf. 
  Third option for handling the Bell Tower battle is to 
  use a simple game mechanic. This option requires 
  extra preparation on your part. Here are two 
  examples. In the first one, you assign the allies a 
  Strength, Toughness, and Wound value based on the 
  unit’s perceived efficiency (low for Dung Collectors, 
  high for Captain Tannfelder’s men). When assigning 
  these values take into account the players’ plan and 
  whether allies are combined with another unit. For 
  example, a group of Dung Collectors armed with a keg 
  of gunpowder would have low Strength. But on the 
  round they use the gunpowder, it could be doubled. 
  Resolve the battles the following way.  Every round (in 
  this case a round is several normal Rounds of combat, 
  use your narrative judgment) roll 1d10 + Strength for 
  the allies and the tower. Highest score Wounds the 
  opponent.  Reduce Toughness from the result of the 
  Strength roll (Strength +1d10 – 
  Toughness = Wounds). The side to 
  run out of Wounds first, loses 
  (dies, flees, surrenders etc.). Each 
  bell tower has, for example, S 5, T 
  8, and W 20. 
   Another mechanic is to use the 
  table below for each group of 
  allies. Again, a round is several normal Rounds of 
  combat, so use your narrative judgment. Roll d100 and 
  consult the table. The side who suffers 100% Damage 
  first, is defeated. Modify the rolls according to the 
  table and apply situational modifiers like you would to 
  a skill test. For example: one-time bonus of + 50 for 
  detonating a gunpowder keg; or +20 to first roll to 
  reflect a surprise attack. 
  d100 
  Roll 
  Combat Result 
  1 - 15 
  Ally takes 50 % Damage. 
  -20 to roll next round. 
  16 - 35 
  Ally takes 35 % Damage,  
  and deals 10 % Damage.  
  -10 to roll next round. 
  36 - 65 
  Ally deals 25 % Damage. 
  66 - 85 
  Enemy takes 35 % Damage,  
  and deals 10 % Damage.  
  +10 to roll next round. 
  86 - 100 Enemy takes 50 % Damage. 
  +20 to roll next round. 
  The Bell-Keepers 
  The constant flow of dhar has started to 
  affect the Bell-Keepers. Use Elite Guards 
  stats p.119 and add a mutation to each 
  Bell-Keeper. 
  
  75 
   
  Please note that these are quick and dirty methods 
  meant to first and foremost guide your narrative. If 
  you and your players enjoy such a thing, feel free to 
  create a more complex and mathematically sound 
  system for solving the battles. Whatever your chosen 
  method is, remember to keep the focus on the PCs 
  and their actions. If they take on a tower make it the 
  tower closest to the Palace. Concentrate on the fight 
  they are involved in and describe battles at the other 
  towers in short montages. Pick strong visual images 
  from different fights and intertwine them with the 
  PCs’ scenes. Consider having an important ally die 
  tragically to heighten the drama. 
  XIII 
  XIII are a seething mass of angry, torch wielding 
  workers. Several banners featuring XIII and 13th 
  Runefang imagery are carried up front. Many carry 
  signs declaring the downfall of the upper classes and 
  the liberation of the common man. Almost every 
  revolutionary has XIII drawn with gunpowder or ash 
  somewhere on his or her body. They are armed with 
  swords, maces, clubs, and cudgels. Few carry pistols or 
  blunderbusses. The Sootstained Prophet is nowhere to 
  be seen. His right hand man, the Agitator Eustasius 
  Eilhardt, leads the mob. 
  The revolutionaries start their march towards the 
  Palace from Industrielplatz. Once they cross the Great 
  Bridge, the march turns into pandemonium. The 
  revolutionaries break into the homes of Burghers and 
  Merchants and drag them and their families to the 
  streets. Houses are set on fire. Stores are looted. 
  Watch Patrols and revolutionaries clash. Blood runs on 
  the streets. 
  Some short vignettes to describe the scene: 
  Two revolutionaries drag a man and his wife to the 
  street by the hair and proceed to scalp them. 
  A chair is thrown through a window to the street. 
  A Watch Sergeant tries to talk to the mob. 
  Someone throws a rock. The Watch Men fire their 
  crossbow. Then it turns into a bloodbath. 
  Revolutionaries paint XIII on doors, statues, walls. 
  A Priest of Taal protects the Deuz Elm with two 
  dogs. 
  In the middle of a street with people fighting all 
  around her, a woman holds her child in her arms. 
  The child was trampled in the chaos. 
  A man with hair on fire runs through the crowd. 
  A bloodied Watchman rips a banner from the dead 
  hands of a revolutionary and wipes his sword 
  clean. 
  The Dawi Zharr 
  Once XIII cross the Great Bridge, Bhakrak the 
  Blackened decides the time has come for Nuln to burn. 
  Two Land Ships roll out of nondescript warehouses 
  near the waterfront and lurch towards the bridges. 
  Bhakrak’s ship crosses the Great Bridge, ramming 
  through revolutionaries, citizens, and Watchmen alike. 
  Acrid smoke trails the Land Ship as its crew keeps 
  firing upon the crowd.  The other Land Ship crosses 
  the Iron and Glory Bridges and attacks the Imperial 
  Gunnery School. Explosives hidden under the Iron 
  Bridge detonate and sink it. 
  Bhakrak’s ship sails through the streets. Its mast raises 
  high above the surrounding rooftops and the huge 
  wheels strike sparks from cobblestones. The Sorcerer-
  Prophet stands in the prow. Eyes gleaming in ecstasy 
  he screams exaltation to Hashut and rains fire upon 
  the city. 
  Some short vignettes to describe the scene: 
  A volley from fireglaives mows down a squad of 
  Imperial Handgunners positioned on a tavern’s 
  roof. 
  A group of Scouts jumps aboard the Land Ship and 
  a skirmish ensues. Bhakrak cuts down the men 
  with his flaming axe. 
  A barrel of full of fireworks is hit by a stray shot. 
  The fireworks shoot all over the streets.  
  A throng of civilians flees away from the battle. 
  Suddenly, the Land Ship takes the corner and 
  bursts down the street. People turn on their heels 
  to return where they came from but fall over each 
  other. The ship plows right through them. 
  The other Land Ship rolls guns blazing towards the 
  Imperial Gunnery School. Troops rush from the 
  
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  School to meet the ship. They try to set up a 
  cannon, but a shot from a heavy blunderbuss 
  annihilates the crew. 
  A small group lead by a Master Engineer sneaks 
  onto a roof and jumps aboard the Land Ship 
  attacking the Gunnery School. They are quickly cut 
  down, but the Master Engineer manages to drop 
  the ship’s anchor. It causes the vessel to swerve 
  and crash into a building. Volley guns and cannons 
  from the School open up on the ship and it 
  explodes in a magnificent ball of fire that colours 
  the skyline orange. 
  The Palace 
  Nuln is in chaos. People are dying on the streets. And 
  what do the wealthy and powerful do? They dance, of 
  course!  
  The Grand Ball 
  The Countess’ Grand Ball to celebrate Nuln’s 
  separation from Wissenland starts with all the proper 
  etiquette and pomp. Important and influential guest 
  from Altdorf, Averheim, and Talabheim are announced 
  as they walk into the grand ballroom. Countess von 
  Liebwitz receives the delegations one at a time and 
  long pleasantries are exchanged.  
  The last to arrive is also the most important guest of 
  the night - Lector Agatha von Böhrn of the Cult of 
  Verena, Supreme Law Lord of the Empire. She is here 
  to receive official documents of an inquest into the 
  legalities of divorcing Nuln and Wissenland and Nuln’s 
  proposal on how to proceed in this matter. Lector von 
  Böhrn, officially and in the presence of witnesses, 
  receives the documents, and vows to review them 
  before they are put up for vote with the Elector 
  Counts.  
  Then it is time to dance. 
  Completion of the formalities and the beginning of the 
  separation process is celebrated with a salute from the 
  Imperial Gunnery School. This is followed by a massive 
  display of fireworks. The dancing begins, starting with 
  the Countess herself. Guests are offered drinks. 
  Among them the poisoned vodka. Thyrus Thornroot 
  has made sure the poison doesn’t kill the guests, only 
  sedates them. 
  The Palace Gates 
  The PCs should make their way to the Palace either 
  after dealing with a bell tower or straight away 
  (trusting their allies to take care of the matter or 
  ignoring the towers). Now, the PCs probably 
  (hopefully) have some sort of a plan. They know that 
  silencing the bells has slowed the flow of dhar but 
  doesn’t stop Pyrenzhia from manifesting.  
  Bhakrak the Blackened’s Land Ship arrives at the 
  Palace gates and blows the doors open (see p.118). 
  Revolutionaries cheer and storm the Palace courtyard. 
  If the PCs’ plan is to sneak into to the Palace, then 
  Bhakrak drives the Land Ship into the courtyard and 
  proceeds to bombard the Palace with the ship’s guns. 
  The Palace Guard retaliates. The PCs have to either 
  deal with Bhakrak and the Land Ship, or find a way 
  past it.  
  The courtyard is large and it is possible to sneak past 
  the Chaos Dwarfs. It shouldn’t be too difficult, but it 
  should definitely be exciting. The battle rages between 
  the guard and the Chaos Dwarfs. Cannon shots blow 
  heads off statues the PCs hide behind. Bhakrak’s spells 
  set trees ablaze and banish the shadows the PCs were 
  just about to sneak into. A Wounded guardsman falls 
  near a PC’s hiding place and pleads for help while 
  bleeding to death. A blunderbuss shot slays a cannon 
  crew. The cannon is left standing there, ready to fire 
  and pointing at the Land Ship. 
  If, on the other hand, the plan is to ride the 
  Emmanuelle to the Palace then the PCs are in for some 
  ship-on-ship action. Two Land Ships doing battle in the 
  narrow streets of Nuln has all the ingredients of a 
  great action scene. Take full advantage of the 
  possibilities. Let the PCs parkour rooftops to board the 
  ship. Describe how fusillades annihilate facades. Have 
  the ships navigate narrow streets, plow through stalls 
  and carts, and maneuver around buildings. Have fun 
  with it. 
  Besides Bhakrak there are four Chaos Dwarfs manning 
  the guns, one beating a war drum, and one driving the 
  ship (his skill is 45%). To raise the challenge level add a 
  Chaos Dwarf Sorcerer or two. Statwise Bhakrak’s ship 
  is the same as the Emmanuelle without any upgrades. 
  The biggest difference is that the Sorcerer-Prophet has 
  bound an Ashbringer to the ship’s steam engine. 
  Therefore, his ship doesn’t suffer the effects of the 
  
  77 
   
  calamity chart. Instead, every time the steam engine 
  takes a direct hit or the pilot fails a Drive (Landship) 
  Test by three degrees the Ashbringer makes an 
  Instability Check. If it fails, the Ashbringer returns to 
  the Realm of Chaos and the Land Ship stops. 
  Bhakrak and his Dwarfs fight to the death. If the PCs 
  are having trouble with this fight Nulner forces can 
  come to their aid armed with a cannon and 
  accompanied by Handgunners.  
  After the PCs have snuck past or fought Bhakrak, 
  finding entry into the Palace is the next obstacle. 
  Possibly, the PCs have an ally like Master Hexenstern 
  or Aleksandra Koriakovna who can let them in via a 
  secret side door. Or, they can choose to climb through 
  a window. This requires an Average (+0) Scale Sheer 
  Surface Test and might attract the wrong kind of 
  attention. Third option is to wait as the revolutionaries 
  use a makeshift battering ram (a statue of Karl Franz) 
  to break down the doors. 
  Inside the Palace 
  The chaos spreads inside the Palace.  
  Some short vignettes to describe the scene: 
  Shouts and screams echo in the winding 
  corridors.  
  Revolutionaries tear down paintings and 
  tapestries. They bash in doors to get to the 
  nobles and servants locked inside. 
  The Palace Guard have set up a barricade of 
  furniture and statues. Revolutionaries try to scale 
  the barricade while guardsmen hack at them. A 
  Sergeant stands on top of the blockade and takes 
  aimed shots with his pistol. The smell of blood 
  and gunpowder hangs heavy in the air. 
  In one of the many side rooms a revolutionary 
  dances with a terrified servant while another 
  revolutionary accompanies them on a 
  harpsichord – badly. 
  A fallen chandelier lies scattered all over a 
  hallway. Shattered glass gleams in a pool of 
  blood. 
  XIII smeared all over the walls in blood. 
  The PCs make their way towards the ballroom. Battles 
  break out all around them, so the PCs can be attacked 
  by either the revolutionaries or the guardsmen (unless 
  they are accompanied by a NPC the guards recognize). 
  Keep in mind though, that the PCs are about to enter 
  the climactic fight with Pyrenzhia. If they are already 
  wounded, you might want to relegate all Palace fights 
  to the background. On the other hand, if they have 
  had it easy so far, you can throw them right into the 
  thick of a vicious battle. It is up them which side to 
  fight for (if either).  
  If they are in a bad shape, an ally or a corpse of a 
  Guard Sergeant can provide them with a Healing 
  Poultice or two. Eventually, the PCs find their way into 
  the ballroom. 
  The Ballroom 
  The ballroom is most likely the most luxurious, lavishly 
  decorated room the PCs have ever laid eyes upon. 
  Huge chandeliers light up the room. Beautiful 
  tapestries decorate the walls. Long tables bend with 
  exotic dishes. 
  The rest of the sight is less glamorous. Spilt chalices lay 
  scattered across the floors. Retching nobles lean 
  against each other or sit hunched over. Scent of 
  expensive perfumes mixes with the acrid reek of 
  vomit.  A confused jester in a motley outfit wanders 
  among the guests complete clueless what to do. The 
  Countess is nowhere to be seen. 
  The PCs are taking it all in when they notice a sinister 
  group moving from guest to guest.  A Pyromancer-
  Alchemist accompanied by two Saltpeter Men 
  crouches next to a guest and lifts his head to have a 
  look at his face. The Wizard nods to one of the 
  Saltpeter Men who draws his knife and coldly slices 
  the noble’s throat. These men are here to kill certain 
  key people at the behest of Thyrus Thornroot. 
  Suddenly, one partygoer gets up and sprints towards 
  the PCs. The elderly woman is Countess von Liebwitz’s 
  chaperone Maghilde (they saw her briefly in Chapter 
  III). She sprints to the PCs to escape certain death in 
  the hands of the execution squad. The Saltpeter Men 
  notice her and their attention is drawn to the PCs.  
  
  78 
   
  The men start threateningly towards the chaperone. 
  They warn the PCs not to interfere as they just want 
  “to put down another traitor to the city”. 
  The chaperone knows the Countess’ current 
  whereabouts i.e. the location the PCs need to get to. 
  Therefore, make sure they get this information from 
  her (by killing the Saltpeter Men, or convincing them 
  not to waste their time on an old woman like her etc.) 
  The PCs can fight the Saltpeter Men (see p.94), but 
  keep in mind they are moments away from the final 
  boss fight. If you feel they should save their strength 
  have a NPC or a group of guards deal with the 
  Saltpeter Men. Alternatively, the battle - suddenly and 
  violently - spills from the halls into the ballroom and 
  carries the Saltpeter Men away. 
  This scene is your chance to set the party up for the 
  grand finale. It is an opportunity to separate any NPCs 
  that you don’t want in the final scene from the party. 
  These NPCs can rush to fight the Saltpeter Men, or 
  help the poisoned nobles, or escort the Supreme Law 
  Lord von Böhrn to safety. Turning it around, this is an 
  opportunity to insert a useful NPC to the party if 
  necessary. Also, you can use an NPC at this location to 
  provide healing to wounded characters. 
  Once you feel everything is set for the climax, the 
  chaperone tells them where the Countess is.  
  The Finale 
  As soon as she heard word of the uprising and her 
  guests started showing the first signs of poisoning the 
  Countess, in a calm and collected manner, left the 
  ballroom to retreat to a secret location. She asked her 
  food taster to join her presumable to protect her from 
  poisoning. 
  The fact of the matter is Emmanuelle von Liebwitz is 
  far from being just a damsel in distress here. She is 
  taking an active role in the unfolding events, as we will 
  soon see. 
  Finding the Countess 
  Supposedly, the PCs want to find the Countess to 
  ensure her safety. Also, they are safe to assume the 
  Daemon-Queen has something to do with the 
  Countess (for example, if they saw the statue in the 
  mine in Chapter VII). If the PCs seem reluctant to find 
  the Countess or are at a loss what to do, there are 
  several NPCs who can point them in the right 
  direction.  
  Chaperone Maghilde was given instructions not to 
  divulge the Countess’ whereabouts, but it is in her 
  nature to worry about her. Maghilde can plead the PCs 
  to find Emmanuelle (yes, she actually says 
  Emmanuelle) and make sure she is safe. “She is with 
  that Halfling and I don’t trust that imp.” The Wizards 
  Hexernstern and Mortengeist can also demand they 
  make sure the Countess is safe. 
  The chaperone reveals the Countess’ current 
  whereabouts the PCs need to get to. She has retreated 
  into a secret winter garden deep in the old parts of the 
  Palace. Maghilde gives them instructions how to get 
  into the garden. It involves going into one of the 
  Countess’ private salons and finding a secret door. 
  The Secret Door 
  A small corridor leads from the ball room deeper into 
  the Palace. The private salon is easy enough to find. 
  You can ask for a Search Test to see how long it takes 
  for the PCs to find the hidden door. The main point is 
  to stress to them they are in a hurry and hopefully 
  have them trash the room in a frantic search. The door 
  is inside a walk-in closet behind a row of expensive 
  dresses. 
  The Winter Garden 
  A narrow and lightless corridor opens behind the 
  secret door.  The arched architecture looks old and 
  alien (this is part of the Elven ruins Nuln was built 
  upon). Almost completely worn-out embossing is 
  barely detectable (it is easier to feel it with your 
  fingers). The corridor goes on for some thirty yards; 
  then a short flight of stairs leads up to a gilded 
  decorative door. It is clearly Elvencraft and locked. 
  Through the door the PCs can see the secret garden. 
  The Countess’ chosen lifestyle means she has been 
  forced to make painful choices in her life because of 
  her title and all that it entails. This hidden garden in 
  the oldest parts of the Palace is sacred to Emmanuelle 
  and she retreats here every time she wants to escape 
  hectic court life. Besides Emmanuelle, only people 
  who know about this place are her chaperone 
  Maghilde and Thyrus Thornroot (because of his skill 
  
  79 
   
  with different poisons and remedies he once helped 
  her). 
  A decorative wrought iron ceiling opens to the night 
  sky where fireworks still bloom and Morrslieb looms 
  menacingly. Lush rosebushes surround somber basalt 
  cherubim. Serpentine paths lead deeper into the 
  garden under the foliage of magnolias. 
  The front of the garden is decorated with a small 
  fountain depicting Rhya pouring water from a vase. 
  Two people stand by the fountain: Emmanuelle von 
  Liebwitz and Thyrus Thornfoot. The PCs are behind the 
  locked door. They need to either pick the lock or force 
  the door open.  Whichever method they prefer, it 
  takes a moment. 
  The Countess is a magnificent sight in her bejeweled 
  carmine gown sewed from the most expensive velvets 
  and silks. Her Runefang is a part of her gown in such a 
  way that the blade; the high, gold-embroidered collar 
  of her gown; and her coiffure form a complex 
  interwoven ensemble. 
  Death of the Poisoner 
  Thyrus Thornfoot is here to kill Countess Emmanuelle 
  and has laced his dagger with Heartkill poison. His plan 
  is to kill the countess and several key court members 
  and declare a state of emergency. Exploiting the 
  following crisis and confusion Thyrus, with the help of 
  his Saltpeter Men, will seize the throne. 
  When the PCs arrive at the door, Emmanuelle and 
  Thyrus are having a discussion. Thyrus assures the 
  Countess everything will be all right and she will be 
  completely safe here. Emmanuelle thanks the Halfling 
  for his reassuring words and crouches to hug him. 
  Thyrus’ hand moves slowly towards his dagger. 
  As they separate Emmanuelle gently brushes Thyrus’ 
  cheek and smiles in that special way only she can. 
  Thyrus’ fingers curl around the hilt. Emmanuelle 
  stands up and lets her hand drop on her food taster’s 
  shoulder. The copper amulet around Thyrus’ neck 
  starts to turn green. 
  The amulet is made of Thrice-blessed Copper and it 
  turns green every time it comes close to a poisoned 
  substance. Realization reaches Thyrus’ eyes when a 
  single drop of blood runs down his cheek.  
  Emmanuelle steps away from the Halfling. On one of 
  her rings, a small needle glistens with poison. 
  “There is no fighting it Thyrus. The poison is extracted 
  from an extremely rare flower found only in - and I’m 
  sure you can appreciate the irony - the Moot.” 
  The Halfling crashes against the fountain. His dagger 
  falls to the ground with a sharp cling. 
  “Surprised? Well, you shouldn’t be. I have been on to 
  you for quite some time, my dear poisoner.” 
  “You really thought you could usurp me? Me, an 
  Elector Countess. I have played these “games” since I 
  was a child. No, it will take more than a mere poisoner 
  to best me.” 
  Thyrus tries to say something but manages only a 
  throttled gurgle. Spams strain the muscles on his neck 
  and his veins swell dangerously. The Halfling falls on 
  his back, foaming at the mouth. The Countess 
  crouches next to the spasming Halfling. 
  “There is no fighting it Thyrus. Let go. It’s time to pass 
  from this garden to the next.” 
  She waits until he is dead, then passes her hand over 
  his eyes. 
  “Farewell, my dear poisoner.” 
  Pyrenzhia Comes 
  Several things happen next. The PCs get the door 
  open. Emmanuelle stands up to face them. Behind 
  her, The Sootstained Prophet, guided here by the 
  Daemon-Queen, steps forth from amidst the foliage 
  and stabs the Countess in the side with the 13th 
  Runefang. Her blood spills on the floor.  
  Pyrenzhia comes. 
  Grinning Morrslieb looms. Blood coating the 13th 
  Runefang sizzles. Out of nowhere, smoldering ash 
  begins to fall from the sky. Water in the fountain turns 
  into tarlike ichor. The cherubim start to bleed black tar 
  from their eyes. All the roses open up and turn black.  
  It is time to face the Daemon-Queen (see p.120). 
  Again, there are several options open to you and these 
  are examined next. 
   
  
  80 
   
  Option 1: The Non-Combat Ending 
  The Countess’ blood spilled in this location was the 
  final key she needed. Pyrenzhia comes and begins a 
  battle for the Countess’ mind.  The Sootstained 
  Prophet falls to his knees. Tears run down his cheeks 
  and the 13th Runefang clatters to the ground. 
  Pyrenzhia is a twisted reflection of all the love and 
  desire for Countess von Liebwitz and the embodiment 
  of Slaanesh’s emotions of unrequited love. The PCs 
  can hear the Daemon-Queen tempting the Countess, 
  whispering honeyed words into her mind. They cannot 
  be sure whether they actually hear the words, or if 
  they echo in their minds. Pyrenzhia tempts the 
  Countess with power and promises of Slaanesh’s 
  Eternal Love.  
  “What burden for you to always be the Beloved and 
  never the Lover. For is it not the Lover who dictates 
  what from love takes? And is it not the Lover who 
  seeks to impose his desires on the Beloved? What 
  burden to be loved by so many who all want 
  something from you, want to tear you down and rip 
  you apart to find that secret something that would 
  make you theirs. Don’t you want to leave all that 
  behind, if just once? Embrace Slaanesh and He will be 
  your Beloved. You get to be the Lover. You get to Love 
  – on your terms…” 
  Right in front of them the Countess starts to change 
  into the Daemon-Queen. Her left hand turns into a 
  gleaming black pincer. Her legs start to turn into 
  cloven hooves. Her skin goes porcelain white and she 
  sprouts long, black horns. At the same time she goes, 
  slowly but determinedly, for the Runefang fastened to 
  her back. 
  These two things are your meters on how the PCs are 
  doing. The Countess’ is being possessed by Pyrenzhia 
  and the degree of change indicates the Daemon-
  Queen’s progress. Simultaneously, how far the 
  Countess is in unfastening the Runefang indicates the 
  PCs’ success in helping the Countess resist the 
  possession.  
  To see how long it takes for Pyrenzhia to possess the 
  Countess, see the Effect of the Towers table below. 
  The PCs need to accrue 4 + the number of towers 
  remaining degrees of success in Fellowship and 
  Intelligence Tests (depending on the nature of their 
  arguments). Determine the degree of difficulty each 
  round based on the characters’ arguments. The more 
  personal, heartfelt, sincere, and relatable to the 
  Elector Countess their arguments are the better.   
  While the characters are helping the Countess, 
  Pyrenzhia affects them as well. She evokes the PCs’ 
  inner demons to fight them. Distorted, corrupted 
  versions of memories wash over them. The darker side 
  of their character is evoked. These are to be role-
  played out, but if you want to put a test to it than a 
  failed Challenging (-10) Willpower Test means they 
  don’t get to talk to the Countess that turn. To crank up 
  the challenge level for groups who defeated most of 
  the bell towers, ask for these tests more often. 
  There is one more thing. The 13th Runefang. It lies on 
  the floor, blackened and coated with the Countess’ 
  blood. The sword is a Slaaneshi Weapon. Maybe it is 
  the voice of the weapon, or maybe it is the voice of 
  Slaanesh Himself, that starts whispering to the PCs. 
  The voice, which is more like an intuitive feeling than 
  any actual words, urges the PCs to grab the sword 
  from the floor and run the Countess through. The 
  voice promises to reward them, to fulfil their deepest 
  desires. It promises the throne and wealth. It promises 
  power. It promises love. You can ask for Willpower 
  Tests to resists, but the purpose of the 13th Runefang 
  here is to tempt the players and give them a last resort 
  to defeat the Daemon-Queen. Using the 13th Runefang 
  kills the Countess and traps Pyrenzhia within the 
  blade.  
  Don’t make this scene about the dice. Instead, it is all 
  about your players flexing their roleplaying muscles. 
  Don’t let them off easy, either. And because of all the 
  dhar flowing to the garden, no spell should be a free 
  ticket to victory. Instead, award clever spell use with 
  bonuses. 
  When the PCs have garnered enough successes, the 
  Countess manages to unfasten her Runefang and 
  hands it to the PCs. They have to strike her down. This 
  doesn’t kill the Countess, but slays Pyrenzhia. A 
  horrible, loud scream pierces the air, the roses wither, 
  and the raining, smouldering ash turns cold. They have 
  defeated Pyrenzhia. For what happens next see 
  Victory is Ours! below. 
  
  81 
   
   (* Roll an additional 1d10 that does not count to 
  Casting Roll, but does count for the purpose of 
  Tzeentch’s Curse.) 
  Option 2: Pyrenzhia Possesses Emmanuelle 
  This is a combat version of the previous scene. 
  Wounded by the Sootstained Prophet, the Countess 
  flees deeper into the garden. Her wound is not deadly, 
  but she is bleeding heavily. As she disappears into the 
  garden, the Sootstained Prophet follows her. 
  Pyrenzhia talks through the Prophet and possesses the 
  Countess. 
  While the Countess is turning into the Daemon-Queen 
  the PCs are kept busy. Darker than night except for 
  blasphemous sigils glowing orange Ashbringers step 
  forth from behind the cherubim (see p.116). Smoke 
  coils around them. Different from the Ashbringers 
  they have seen earlier these all seem male.  
  Remember, how the Guiding Hand agreed to 
  Bhakrak’s ancient Dwarfen ritual? Well, this is the 
  price the Merchants paid. They are eternally bound in 
  servitude to Pyrenzhia. The number of male 
  Ashbringers equals the number of dead Guiding Hand 
  members. A PC with Witchsight can see these are 
  newly damned creatures and may even detect 
  something familiar in their aura. You can just reveal to 
  the players who the Ashbringers are to highlight the 
  final price tag on the Merchants’ greed. If you need to 
  make the fight more challenging, add normal 
  Ashbringers as needed. 
  The Countess leaves a trail of blood that is easy to 
  follow. It leads the PCs deeper into the garden and to 
  a small patio. Here they lay eyes on the Daemon-
  Queen for the 
  first, and 
  hopefully, last 
  time. Seeing 
  her calls for an 
  Insanity Check. 
  Pyrenzhia’s 
  porcelain 
  white skin is 
  adorned with 
  barely visible 
  ash-grey sigils 
  of foulest blasphemy. A veil composed of small 
  oxidized keys to people’s hearts and desires covers the 
  lower part of her face. Above the veil almond eyes 
  glow like embers.  Her hair, black as soot and tied in 
  braids, cascades all the way down to her thighs. Long, 
  gleaming black horns curve back and jingle with 
  festooned jewelry and Slaaneshi symbols. Her silk 
  gown is revealing and the deepest shade of purple. 
  Pyrenzhia’s left hand is a gleaming black pincer while 
  her right hand either holds the 13th Runefang or 
  crackles with magical energies. 
  Where is the Countess’ Runefang? You have two 
  options here. It is on the ground still fastened to 
  Emmanuelle’s torn gown. Or, it is fastened to 
  Pyrenzhia’s back. The PCs need to be in a proper 
  position, maybe need a distraction, and a successful 
  Challenging (-10) Strength Test to rip the sword from 
  her back. 
  The Sootstained Prophet is the wild card here (see 
  p.93). He can fight the PCs alongside his Mistress, in 
  which case he wields the 13th Runefang. Alternately, 
  once Pyrenzhia possesses the Countess the Prophet 
  realizes he has been used. The PCs can try to convert 
  him to their cause. He may even redeem himself by 
  sacrificing himself to help the PCs. Third option is for 
  the Daemon-Queen to thank the Prophet for his 
  invaluable service by running him through with her 
  pincer. Disturbingly, the look on the man’s face spells 
  rapture as he dies. The effect of using the 13th 
  Runefang is the same as in the previous scene. This 
  time however, you need normal combat rolls to hit 
  Pyrenzhia. 
  At the start of the battle Pyrenzhia seems distracted 
  for a second (maybe loses a half action). She shakes 
  her head angrily, causing the jewelry on her horns to 
  Effect of the Bell-Towers 
    
  Number of Towers Left 
    
  0 - 2 
  3 - 5 
  6 
  Ashbringers / Profile 
  Normal Profile 
  +2 Wounds 
  +2 Wounds 
  +1 Attack 
  Ashbringers / Instability 
  Normal Instability 
  From Magical 
  Weapons only 
  From Runefang only 
  Pyrenzhia / Profile 
  Normal Profile 
  +4 Wounds 
  +6 Wounds, +1 Attack 
  Pyrenzhia / Instability 
  From Runefang only 
  From Runefang only 
  No Instability 
  Time to Corrupt the Countess 
  16 Rounds 
  12 Rounds 
  8 Rounds 
  Spellcasting 
  + 1 to Casting Roll 
  +1 Chaos Dice* 
  +2 to Casting Roll 
  +1 Chaos Dice 
  +3 to Casting Roll 
  +2 Chaos Dice 
  
  82 
   
  jingle. This short distraction is a sign to the PCs that 
  Emmanuelle is still there, and she is fighting the 
  Daemon-Queen from within (you may need to point 
  this out to the players). Reaching 
  out to the Countess requires a 
  full action and a Charm or 
  Intelligence Test (the challenge 
  level determined by the strength 
  of their message). Success forces 
  Pyrenzhia to take a Willpower 
  Test. If she fails, she loses a half 
  action. 
  Making the Fight Memorable 
  Here are some suggestions how 
  to make the fight more 
  cinematic and memorable. 
  A blow to the head rips 
  Pyrenzhia’s veil apart and 
  keys spill across the patio. 
  Pyrenzhia addresses the 
  PCs with petnames known 
  only to their lovers. 
  Upon a successful hit she 
  pulls herself in and kisses 
  the PC. It fills the character 
  with pleasure, even though 
  she bites his lips with her 
  sharp teeth.  
  Upon a successful hit she 
  leans in and whispers 
  something to the PC. A 
  failed Willpower Test 
  means a specific lover from 
  the character’s memories is 
  replaced forever with the 
  image of Pyrenzhia.  
  Each hit she takes causes 
  her to giggle in delight or 
  sigh in pleasure. 
  Shadows moan and roses 
  whisper honeyed promises 
  as the fight rages around 
  the garden. 
  Upon defeat Pyrenzhia burns to ash with the 
  scream of a tortured lover. Her eyes are last to 
  darken. 
  Once Pyrenzhia is defeated see 
  Victory is Ours! below. 
  Option 3: Pyrenzhia 
  Possesses the Sootstained 
  Prophet 
  Wounded by the Sootstained 
  Prophet, the Countess flees deep 
  into the garden. Her wound is 
  not deadly, but she is bleeding 
  heavily. As she disappears into 
  the garden, the Sootstained 
  Prophet is wracked by horrible 
  spasms. Blood splatters from his 
  mouth. The flesh from his left 
  arm peels away as a black pincer 
  gleaming with blood pushes 
  through. The Prophet’s horrible 
  veiling turns into an orgiastic sigh 
  as Pyrenzhia forces her way into 
  this world through her earthly 
  vessel.  
  Similar to the previous scene, the 
  Ashbringers appear to fight the 
  PCs. Pyrenzhia, wielding the 13th 
  Runefang, goes after the 
  Countess, speaking to her like in 
  the Non-Combat version of this 
  scene. Pyrenzhia is not here to 
  kill the Countess; she wants her 
  to fall for her charms and 
  embrace Slaanesh.  
  Emmanuelle von Liebwitz is a 
  strong woman, but no one is 
  strong enough to resist the 
  Daemon-Queen infinitely. See 
  the Effect of the Towers chart to 
  see how long it takes for 
  Pyrenzhia to corrupt the 
  Countess without the PCs 
  interfering. Engaging her in 
  battle, or addressing 
  Emmanuelle, definitely counts as interfering. 
  Blood Bringer 
  Ever Since Alaric the Mad forged the 
  twelve Runefangs they have served the 
  Elector Counts, passing from ruler to ruler 
  until the present day. Blood Bringer is the 
  Runefang of Wissenland and carried by 
  Countess von Liebwitz. During the Age of 
  Three Emperors the Elector Count of 
  Wissenland slayed the Daemon-Queen 
  with the blade. One would think Pyrenzhia 
  would want to be nowhere near the 
  sword. On the contrary, she wants the 
  blade that drew her blood in her 
  possession. 
  The Runefang is an iconic, incredibly 
  powerful sword that exists for the sole 
  purpose of protecting the Empire and its 
  leaders. Wielding Blood Bringer is not 
  something to be taken lightly. As soon as a 
  PC grasps the hilt she feels the mighty will 
  of Blood Bringer enforcing itself upon the 
  PC. The Runefang’s purpose and 
  determination dominate the PC’s thoughts 
  to the exclusion of everything else. The 
  wielder loses her sense of self as she is 
  drawn into this moment with an 
  overwhelming sense of purpose and drive. 
  Letting go of the blade feels almost like the 
  PC gives up their life’s purpose. It is 
  something the PC will always remember 
  and the sense of purpose she had for that 
  brief moment is something she yearns to 
  experience again for as long as she lives. 
  For the purposes of this battle Blood 
  Bringer has the following: Hand Weapon 
  (Sword); hits ignore all Armour Points; 
  counts as magical weapon against 
  Daemons; wielder is Fearless. Wielding 
  Blood Bringer calls for an Insanity Check; 
  success yields 1 IP, while a failure results in 
  2 IPs. 
   
  
  83 
   
  This version of the final battle sees the PCs fight 
  Pyrenzhia alongside Countess Emmanuelle von 
  Liebwitz. No, there are no stats for the Countess. 
  Everything she does is determined by your narrative. 
  The fight is a war of wills between Pyrenzhia and 
  Emmanuelle, and physical between the Daemon-
  Queen and the PCs. Use Making the Fight Memorable 
  from above. 
  The Countess’ Runefang is fastened to her back. Two 
  successful Agility Tests are required to unfasten it 
  (using Strength is the brutal alternative). While a 
  character is unfastening the sword the Countess has 
  an exchange with the PC. Depending on whom the PC 
  is the exchange can be a series of snappy instructions 
  from the Countess, a charged back-and-forth banter, 
  or relieved co-operation. Instill a sense of urgency and 
  take the most out of the roleplaying opportunity. 
  Understandably, you could be uncomfortable with the 
  idea of a Player Character wielding something as iconic 
  as a Runefang. In that case, it is probably best that the 
  Countess wields it. And if the Countess is the one 
  wielding it, she should probably strike only once - the 
  killing blow. The fact Emmanuelle is the one to slay 
  Pyrenzhia makes narrative sense and reflects her 
  victory over the Daemon-Queen, and Slaanesh, both 
  physically and mentally.  
  However, the Countess is supporting cast to the 
  triumphs of your players. You don’t want to steal the 
  spotlight away from them. What you can do is let a PC 
  wield the Runefang. In that case, see the Blood Bringer 
  sidebar. Or, let the PCs do the heavy lifting and create 
  an opportunity for the Countess to land the killing 
  blow. There is an opportunity for self-sacrifice when a 
  PC takes a vicious hit from the Daemon-Queen. Her 
  triumph changes into terror as she realizes that the PC 
  left an opening on purpose to take the hit and allow 
  the Countess to strike. Of course, it is possible to 
  defeat Pyrenzhia without using the Runefang at all. 
  Once Pyrenzhia is defeated see Victory is Ours! below. 
  Option 4: Pyrenzhia Enters Through a Portal 
  One further variant is that a portal tears open with an 
  ecstatic scream and Pyrenzhia steps through. 
  Wounded by the Sootstained Prophet, the Countess 
  flees deep into the garden. Her wound is not deadly, 
  but she is bleeding heavily. As she disappears into the 
  garden, both the Sootstained Prophet and Pyrenzhia 
  follow her. Like previously, the PCs are attacked by the 
  Ashbringers. 
  Resolution is the same as in the previous scene except 
  this time all three - the Countess, the Sootstained 
  Prophet, and Pyrenzhia - are present. 
  Victory is Ours! 
  The Countess collapses to floor, weak from blood loss. 
  Or, if she was possessed by Pyrenzhia, she reverts 
  back to herself, unconscious and bleeding from the 
  13th Runefang wound (and possibly from a wound 
  where the killing blow struck Pyrenzhia). She is dying 
  and potent healing is needed to save her.  
  If a player character is a skilled healer let that player 
  shine and deduct that there is no time to fetch the 
  High Priestess of Shallya (if there is no healer, pick a 
  player). The Countess needs to be rushed to the 
  Temple of Shallya immediately. 
  The idea here is that the PCs carry the Countess out 
  the Palace through the crowded streets and to the 
  Temple of Shallya where the High Priestess (with the 
  help of any healer PCs) saves her. Inside the Palace, 
  the fight still rages on and no-one pays any attention 
  to the rescue party. Inventive PCs may think of getting 
  the Palace guard to escort them. This is fine, just don’t 
  let them dump the Countess on the guard and be 
  done with it.  
  Instead, the PCs exit the Palace and enter the streets. 
  Because of all the fireworks, burning buildings and 
  gunpowder the air is full of falling ash and coiling 
  smoke. Shouts and screams echo down the streets 
  filled with bodies, broken XIII signs, torn banners, and 
  pooling blood. Nuln military is getting an upper hand 
  and pressing the revolutionaries out of the Altestadt. 
  The revolutionaries are clearly caught fighting a losing 
  battle. 
  The PCs have no other option, but to push through the 
  mass of soldiers, revolutionaries, and innocent 
  civilians. Then, someone notices it is the Countess the 
  PCs are carrying. The word spreads through the crowd 
  like a ball of lightning.  
  With Pyrenzhia’s presence banished and thus 
  Slaanesh’s gaze averted from Nuln, the image of the 
  
  84 
   
  wounded Countess is the jolt needed to snap people 
  out of their haze. No longer swept up and driven by 
  their base emotions fighters lower their weapons and 
  the fighting quiets down. Shouts of “the Countess is 
  wounded” and “the Countess is dying” spread through 
  the crowd. Without any prompting the crowd divides 
  and a path opens up to let the PCs through. Worried 
  faces and crying eyes flank the PCs’ way to the 
  Temple. 
  Optionally, one final obstacle stands in their way. They 
  can already see the Temple with the High Priestess 
  waiting for them at the top of the stairs when 
  Eustasius Eilhardt, the XIII Agitator and the Prophet’s 
  right-hand man steps forth to block their passage. He 
  is armed and accompanied by a handful of bloodied 
  revolutionaries. Eilhardt states that he cannot let them 
  pass – the Countess must die. Suddenly, it is deadly 
  quiet. Tension is felt thick in the 
  air.  
  This scene is not meant as a 
  combat encounter, but a last gasp 
  of XIII and Pyrenzhia’s presence. 
  Use it as an opportunity for the 
  PCs to show the masses of Nulners 
  a peaceful solution and a symbolic 
  end to the bloodletting. They 
  convince Eilhardt to lower his 
  weapon and let them pass. Or, you 
  can use it to highlight how Nulners 
  claim back their city and free will. 
  Either encouraged by the PCs or 
  on their own initiative the mob 
  grabs the Agitator and drags him 
  to the ground. The path to the 
  temple is clear. 
  The Countess is carried inside and 
  a nervous crowd gathers around 
  the temple to wait for a word on 
  her fate.  First pale rays of the 
  rising sun touch Nuln’s rooftops 
  when the High Priestess (and any 
  healer PCs) finally appear at the 
  top of the temple stairs and 
  announce that the Countess will live. The crowd 
  erupts into cheers. Nuln is saved. 
  Aftermath 
  The Countess and Nuln 
  The Countess resumes her duties within a fortnight.  
  Whether it is because she sees the events that took 
  place as a bad omen, or the cost of rebuilding required 
  in Nuln is too much, Countess von Liebwitz puts the 
  separation plan on hold indefinitely. Cynics and 
  mudslingers say she, as is her wont, grew bored with 
  the bureaucracy or was distracted by her next masked 
  ball. To them this is just another example of her 
  mercurial nature and reasserts her “dumb party girl” 
  image. 
  The Countess has the image of being a party girl and a 
  barely competent leader as it is. But taking a closer 
  look at what she accomplished here shows why she 
  has been able to retain her position as an Elector 
  Countess this long. The recent 
  events served the Countess in 
  many ways.  
  The separation process served 
  to reveal her allies and enemies 
  among the Elector Counts. Now 
  she knows where she stands 
  with each of them. She was 
  able to lure out a traitor 
  amongst her own entourage in 
  Thyrus Thornroot and 
  dismantle a faction grown too 
  powerful on her own backyard 
  in the Saltpeter Men. Maybe a 
  few key political rivals of hers 
  didn’t, unfortunately, survive 
  the attempt to poison the 
  court. And she saw a dawning 
  revolution crushed without 
  having to initiate bloodshed, 
  thus inciting even more 
  rebellious attitude.  
  Perhaps the Countess is just a 
  dumb party girl. Then again, 
  could it be she is actually a 
  ruthless, manipulating schemer to rival a Tzeenchian 
  Cult Magus and the party girl image is just a deliberate 
  façade? 
   
   
  If Pyrenzhia Wins… 
  Nuln is doomed. The Daemon-Queen takes 
  the Countess’ place and soon the city 
  becomes a cauldron of lascivious behavior 
  and pursuit for evermore thrilling 
  experiences. Brilliant works of art soon 
  become acts of depravity. Nulners are 
  caught in a never-ending quest for 
  pleasure; and Slaanesh, lounging on his 
  velvet throne, laughs. Master Hexenstern’s 
  fear of Nuln becoming the next Mordheim 
  might actually come true… 
  In case Pyrenzhia is defeated, but not 
  before she manages to corrupt the 
  Countess, the PCs have a difficult choice to 
  make. If they witnessed the Countess 
  pledging her loyalty to Slaanesh, the PCs 
  have to decide what to do with her. Do 
  they still save the wounded Countess? Do 
  they kill her? Do they inform the Witch 
  Hunters? And if they do, what then? It is a 
  decision they have to live with the rest of 
  their lives. 
   
  
  85 
   
  Rewards 
  The official version of the events is that the characters 
  saved the Countess from the revolutionaries and 
  carried her wounded to the Temple of Shallya. The 
  attempt to poison the court is put solely on Thyrus 
  Thornroot. The Saltpeter Men are dismantled and 
  their duties incorporated into the Gunnery School. 
  Every detail about Pyrenzhia is kept secret and the PCs 
  are sworn to secrecy on pain of death. 
  Publicly, the PCs are celebrated saviours of the 
  Countess. They are invited to parties and celebrated as 
  heroes, until someone else comes along to catch the 
  nobles’ fancy. They are rewarded with the sootstained 
  townhouse of one of the dead Guiding Hand 
  members. The character that got The Look in Chapter 
  III may end up having a very short, very secret fling 
  with the Countess. 
  Finally, to immortalise the characters’ bravery and 
  Nuln’s gratitude, their names are etched on a newly 
  cast cannon. A year later, on the next Hexensnacht, 
  the cannon lies abandoned and rusting on some 
  forgotten battleground, its crew killed in a horrible 
  misfire. Cold wind sweeps snow from the engraved 
  plaque, revealing the characters’ names. In the night 
  sky, high above the forlorn battle site, the Eye of the 
  Spinster opens, glowing like an ember…  
  Experience 
  Award the PCs with 200 XP and 1 Fate Point for 
  defeating Pyrenzhia and saving the Countess. 
   
                                 - The End -
  
  86 
   
   
   
   
   
   
   
   
   
  Dramatis Personae 
   
   
  
  87 
   
  Chapter I 
   
  Amadeus Lichtmann 
  Career: Lamplighter 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   30 
  26 
  32 
  30 
  35 
  28 
  30 
  31 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
   12 
   3 
  3 
  4 
  0 
  0 
  0 
   
  Skills: Common Knowledge (the Empire), Consume 
  Alcohol, Gossip, Haggle, Perception, Outdoor Survival, 
  Scale Sheer Surface, Speak Language (Reikspiel) 
  Talents: Excellent Vision, Flee!, Street Fighting 
  Armour: Leather Jack 
  Armour points: Head 0, Arms 1, Body 1, Legs 0 
  Weapons: Hand Weapon (Cudgel) 
  Trappings: Lamp Oil, 20 Matches, Storm Lantern, 
  Tinderbox, 10 Wax Candles, 10’ Lamplighter Pole 
  Amadeus is a recently recruited Lamplighter. Usually 
  friendly and talkative, Geheimnisnacht makes the 
  young man more than a little nervous and fidgety. For 
  the first couple of lamps his hands shake so much he 
  can’t seem to light them. A few encouraging words go 
  a long way in helping him calm down. 
  Amadeus wears a Lamplighter’s uniform. He carries a 
  punch of candles on his back and a lantern in his hand. 
  A circlet of candles over a leather coif and a 
  Lamplighter’s pole complete the outfit. 
  Dazhia the Wise Woman 
  Career: Wise Woman 
  Race: Human (Kislevite) 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   25 
  25 
  25 
  30 
  30 
  40 
  35 
  36 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
   12 
  2 
  3 
  3 
  0 
  0 
  0 
   
  Skills: Academic Knowledge (Spirits), Charm, 
  Command, Common Knowledge (Kislev), Gossip, Heal, 
  Magical Sense, Perception, Performer (Storyteller), 
  Trade (Herbalist), Speak Language (Ungol, Reikspiel) 
  Talents: Savvy 
  Armour: None 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: None 
  Trappings: Healing Draught, Small Charms, Small 
  Drum, Kislevite Shawl (Good Quality) 
  Dazhia is one of the most well-known and respected 
  figures in Little Kislev. People flock to her for stories of 
  Kislev and the old days. A gifted healer, she provides 
  herbal remedies, healing draughts, protective charms, 
  and auguries to Nuln’s Kislevite population. Dazhia is 
  often found sitting outside her tiny, crammed hut 
  playing a traditional Kislevite drum. On nights like this 
  she stays up to placate the spirits and ward her people 
  against the Ruinous Powers. 
  Although wrinkled and grey-haired her eyes have a 
  lively sparkle to them. She always wears a traditional 
  Kislevite shawl around her shoulders. 
   
   
  
  88 
   
  Thugs 
  Career: Thug 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   35 
  30 
  43 
  35 
  32 
  26 
  35 
  29 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
   12 
  4 
  3 
  4 
  0 
  0 
  0 
   
  Skills: Common Knowledge (the Empire), Consume 
  Alcohol, Gamble, Gossip, Intimidate, Perception, 
  Secret Language (Thieves’ Tongue), Silent Move, Speak 
  Language (Reikspiel) 
  Talents: Disarm, Lightning Reflexes, Resistance to 
  Poison, Strike to Stun, Very Strong, Wrestling 
  Armour: Leather Jack 
  Armour points: Head 0, Arms 1, Body 1, Legs 0 
  Weapons: Hand Weapon (Club) 
  Trappings: Hooded cloak 
  Rough men who value brawn over brain. Dressed in 
  dark, dirty clothing. Many attach rusty nails, bones, or 
  wanted notices to their tunics to intimidate their 
  victims. 
  ‘Father Baer’, Thug Gang Leader 
  Career: Thug Leader (Reik Lionfish)  
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   40 
  35 
  43 
  35 
  38 
  35 
  35 
  31 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
   13 
  4 
  3 
  4 
  0 
  0 
  0 
   
  Skills: Command, Common Knowledge (the Empire), 
  Consume Alcohol, Dodge Blow, Gamble, Gossip, 
  Intimidate, Haggle, Perception, Secret Language 
  (Thieves’ Tongue), Silent Move, Shadowing, Speak 
  Language (Reikspiel) 
  Talents: Coolheaded, Disarm, Lightning Reflexes, 
  Resistance to Poison, Streetwise, Strike to Stun, Very 
  Strong, Wrestling 
  Armour: Robes 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Dagger 
  Trappings: Robes of a Priest of Morr, Symbol of Morr, 
  Purse with 34 s 
  This is not the first time the leader of the Thugs works 
  for the Reik Lionfish. They have developed quite a 
  successful operation in Nuln, but the authorities seem 
  to have caught their scent recently. The Thug Leader is 
  not worried about the City Watch or afraid of being 
  sent to the Iron Tower however. What he truly fears, is 
  letting down his superiors. The City Watch is nothing 
  compared to the wrath of the Lionfish. 
  The Thug Leader has disguised himself as a Priest of 
  Morr. A couple of skulls hang from his belt, and he 
  wears a symbol of Morr around his neck. 
   
   
  
  89 
   
  Balthanyir 
  Career: Corsair (Reik Lionfish)  
  Race: Dark Elf 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   45 
  44 
  35 
  31 
  48 
  33 
  36 
  30 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  2 
   13 
   3 
  3 
  5 
  0 
  0 
  0 
   
  Skills: Common Knowledge (the Empire, Elves), Dodge 
  Blow, Gossip, Intimidate, Navigation, Outdoor Survival, 
  Perception, Row, Sail, Scale Sheer Surface, Search, 
  Secret Language (Thieves’ Tongue), Speak Language 
  (Eltharin, Reikspiel), Specialist Weapon Group 
  (Crossbow), Swim, Torture 
   
  Talents: Ambidextrous, Coolheaded, Excellent Vision, 
  Lightning Reflexes, Menacing, Night Vision, Warrior 
  Born 
   
  Armour: Full Leather Armour, Hooded Sea Dragon 
  Cloak 
  Armour points: Head 2, Arms 1, Body 3, Legs 1 
  Weapons: Two Hand Weapons, Repeater Crossbow 
   
  Trappings: Purse with 1d10 gc, The Persistent Viper 
  Most men can’t tell a difference between a Druchii 
  and an Asrai. Then again, most men have never even 
  heard of Dark Elves. Balthanyir doesn’t care what any 
  man thinks. He feels infinitely superior to all 
  inhabitants of Nuln. And his arrogance is matched only 
  by his cruelty, which is reflected in his fighting style – 
  patient but ruthless like a wolf on a hunt. 
  The Reik Lionfish Corsair has dark eyes like a shark’s, 
  ash-grey skin, and his bald head is covered with 
  ritualistic tattoos. 
   
   
   
  
  90 
   
  Chapter II 
   
  Tychonus Hexenstern 
  Career: Master Wizard (Astromancer)  
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   30 
  33 
  31 
  40 
  46 
  58 
  72 
  45 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
  14 
  3 
  4 
  4 
  3 
  0 
  0 
   
  Skills: Academic Knowledge (Magic) +10%, Academic 
  Knowledge (Mordheim, Daemonology), Channeling 
  +10%, Common Knowledge (the Empire), Gossip, 
  Magical Sense, Perception, Read/Write, Search, Speak 
  Arcane Language (Magick), Speak Language (Classical, 
  Reikspiel) 
  Talents: Aethyric Attunement, Arcane Lore (Heavens), 
  Fast Hands, Lesser Magic (Aethyric Armour, Blessed 
  Weapon), Mighty Missile, Petty Magic (Arcane), Savvy, 
  Suave 
  Armour: None 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Dagger, Staff (SB-2, Defensive, Pummeling) 
   
  Trappings: Grimoire, Scrolls, Chosen Ingredients 
  (Tuning Fork, Star Chart), Purse with 40 gc, Writing Kit, 
  Best Quality Robes, Astrologers’ Guild of Mordheim 
  Amulet, Small Spyglass, Tower-Observatory in Nuln 
  Tychonus’ parents were devoted Sigmarites and they 
  instilled their beliefs on the young boy at a young age. 
  Tychonus was discovered by the Colleges at an early 
  age, but all the training and new knowledge he gained 
  never made him waiver in his beliefs. He has always 
  upheld strong Sigmarite values. He is certainly more 
  religious than most of his fellow Astromancers. 
  It was Tychonus’ strong Sigmarite values and belief in 
  what the Empire stands for that had him among the 
  first to volunteer for duty when the Storm of Chaos 
  broke. He fought in Middenheim where he gained 
  recognition by taking out a Hellcannon and its crew all 
  by himself during a particularly heavy period of 
  fighting. 
  Unbeknownst to him, Tychonus had caught the eye of 
  a few fellow members of the Celestial College even 
  before his exploits. These men were members of the 
  Astrologers’ Guild of Mordheim – a secretive order 
  that had existed since the fall of that thrice-cursed 
  city. Their duty is to collect lost knowledge and ensure 
  the legacy of Mordheim is not lost. They are all 
  devoted Sigmarites who believe their god tests his 
  followers periodically to strengthen their resolve. They 
  believe another Twin-tailed Comet, like the one that 
  destroyed Mordheim, is coming - soon. 
  The Astrologers’ had seen the signs in the night sky 
  and approached Tychonus. He felt the Guild’s beliefs 
  and goals really resonate with him. After a brief 
  initiation period was made privy to the Guild’s secrets 
  and then stationed in Nuln. The Guild had seen 
  obscure signs that something was brewing in that city. 
  Tychonus was placed under the mentorship of a fellow 
  Astromancer and the Countess’ Chief Advisor on All 
  Matters Astrological (not a Guild member though). 
  Soon after he had arrived, Tychonus divined from the 
  stars an assassination attempt against the Countess. 
  He raced to the place just in time to stop it, but his 
  mentor lost his life to the assassin’s blade. The 
  thankful Countess appointed Tychonus as her Chief 
  Advisor and the two had a short fling. 
  Different omens and divinations have left Tychonus 
  with a growing sense of some force maneuvering in 
  the shadows. He contacted Rosalia Schultz, an 
  outsider to the political backstabbery, and shared his 
  fears with her. Rosalia had also noticed hints of some 
  plot. They have investigated the matter since. 
  Tychonus has night-sky-blue eyes and a neatly 
  trimmed goatee. Unlike most Astromancers who wear 
  midnight blue, Tychonus wears black robes decorated 
  with astrological symbols visible in the light of the 
  Moons. He has an astrolabe-like machine on his belt 
  and there is a weird sextant-orrery apparatus on the 
  top of his staff. 
   
   
  
  91 
   
  Dung Collectors 
  Career: Dung Collector 
  Race: Human 
  Main profile 
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  BS 
  S 
  T 
  Ag 
  Int 
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  Fel 
   28 
  26 
  28 
  40 
  31 
  26 
  28 
  24 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
   12 
  2 
  4 
  4 
  0 
  1 
  0 
   
  Skills: Animal Care, Common Knowledge (the Empire), 
  Consume Alcohol, Drive, Haggle, Perception, Search 
  Talents: Coolheaded, Resistance to Disease  
  Armour: Leather Jack 
  Armour points: Head 0, Arms 1, Body 1, Legs 0 
  Weapons: Knuckle-dusters, Hand Weapon (Club)  
   
  Trappings: Cart, Shovel, Bag of Maggots, Dung 
  You could say Dung Collectors are the bravest people 
  in Nuln. You could also say they are the most 
  disgusting. Either ways, these waste disposal 
  professionals serve an important role; keeping the 
  streets clean of offal they help stop the spread of 
  diseases and rat infestations.  
  The filthy job consists mainly of pushing their cart 
  from one steaming pile to the next and shovelling the 
  dung. Unsurprisingly, they are all dirty and stinking 
  individuals who tend to live outside the city walls. 
  Nulner Dung Collectors have it better than their 
  colleagues in other Imperial cities as they can sell most 
  of their produce to the Saltpeter Men. 
  Tilean Thugs 
  Career: Thug 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   35 
  30 
  43 
  35 
  32 
  26 
  35 
  29 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
   12 
  4 
  3 
  4 
  0 
  0 
  0 
   
  Skills: Common Knowledge (the Empire), Consume 
  Alcohol, Gamble, Gossip, Intimidate, Perception, 
  Secret Language (Thieves’ Tongue), Silent Move, Speak 
  Language (Reikspiel) 
  Talents: Disarm, Lightning Reflexes, Resistance to 
  Poison, Strike to Stun, Very Strong, Wrestling 
  Armour: Leather Jack 
  Armour points: Head 0, Arms 1, Body 1, Legs 0 
  Weapons: Hand Weapon (Club) 
  Trappings: Hooded cloak 
  The only thing that sets them apart from their Imperial 
  colleagues is better taste in dirt-caked clothes. 
   
   
  
  92 
   
  Benito Corlusbeni, the Tilean Racketeer 
  Career: Racketeer 
  Race: Human (Tilean) 
  Main profile 
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  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   45 
  40 
  40 
  35 
  38 
  35 
  45 
  31 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  2 
  15  
  4 
  3 
  4 
  0 
  0 
  0 
   
  Skills: Command, Common Knowledge (Tilea), 
  Consume Alcohol, Dodge Blow, Evaluate, Gamble 
  +10%, Gossip, Intimidate, Haggle, Perception, 
  Shadowing, Secret Language (Thieves’ Tongue), Speak 
  Language (Tilean, Reikspiel) 
   
  Talents: Coolheaded, Disarm, Menacing, Streetwise, 
  Streetfighting, Strike to Stun, Wrestling 
   
  Armour: Leather Jerkin 
  Armour points: Head 0, Arms, 0, Body 1, Legs 0 
  Weapons: Rapier (SB -1, Fast), Knuckle-dusters (Rings) 
  Trappings: A Mismatch of Good Quality Tilean 
  Clothing, Cheap Jewellery, 12 gc, 8 s 
  Corlusbeni is a minor crime boss in Nuln. Several years 
  ago, he and his men had to flee Tilea to avoid the 
  authorities. Eventually, they ended up settling in Nuln. 
  The metropolitan city had at least some style 
  compared to the complete lack thereof elsewhere in 
  this Empire of uncouth barbarians.  
  Corlusbeni decided to carve himself a territory in Nuln. 
  Intense competition and violent clashed with other 
  gangs meant the business was slow, until he stumbled 
  on a great idea: he would take over the lucrative dung 
  collection business. All he has to do is to frighten the 
  meek, disgusting Dung Collectors to submit under his 
  rule. 
  Corlusbeni enjoys the good life, namely wine, 
  gambling, and ladies of the night. He is round-faced 
  and slightly overweight. He wears Tilean fashions, 
  favours large hats, and speaks with an almost 
  caricaturish Tilean accent. 
  XIII Revolutionaries 
  Career: Labourer 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   32 
  28 
  41 
  31 
  30 
  28 
  30 
  30 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
   12 
  4 
  3 
  4 
  0 
  0 
  0 
   
  Skills: Common Knowledge (the Empire), 
  Concealment, Drive, Gamble, Gossip, Perception, 
  Secret Language (Guild Tongue, XIII), Speak Language 
  (Reikspiel), Silent Move, Trade (Gunsmith or 
  Weaponsmith) 
  Talents: Flee!, Very Strong, Savvy, Streetwise 
  Armour: Leather Jerkin 
  Armour points: Head 0, Arms 0, Body 1, Legs 0 
  Weapons: Hand Weapon (Cudgel) 
  Trappings: Trade Tools, Sturdy Set of Clothing, 1d10 gc 
  (“confiscated” from a Burgher) 
  These hardworking men and women toil at the 
  foundries under horrible working conditions. The pay 
  is relatively good, so there is always a supply of new 
  workers. They are dirty folk covered in sweat and 
  grime; their aprons and tunics are stained with soot 
  and blood. But they are also tough folk, proud of every 
  single stain. 
  The Sootstained Prophet represents hope and 
  freedom from the tyranny of the Merchant class to 
  these people. They are simple people who have had 
  enough and want to affect change. They are 
  mesmerised by the strong personal charisma of their 
  enigmatic leader who can, in their eyes, do no wrong. 
   
   
  
  93 
   
  The Sootstained Prophet 
  Career: Leader of XIII, Chosen of DAEMON (Prophet-
  Demagogue)  
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   55 
  45 
  35 
  50 
  50 
  48 
  40 
  50 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  2 
   16 
   3 
  5 
  4 
  0 
  0 
  1 
   
  Skills: Common Knowledge (the Empire), Blather, 
  Charm +20%, Command +20%, Disguise, Dodge Blow, 
  Gossip, Intimidate, Magical Sense, Outdoor Survival, 
  Perception, Read/Write, Speak Language (Reikspiel), 
  Trade (Gunsmith, Weaponsmith) 
  Talents: Streetwise, Master Orator, Public Speaking, 
  Street Fighting 
  Armour: Robes 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: The 13th Runefang (Hand Weapon, Fast, 
  Armour Piercing)  
   
  Trappings: Brown Robes, XIII, Ruined Foundry 
  The Sootstained Prophet. Fireborn. The 13th Runefang. 
  The young leader of the XIII is known by many names. 
  Just a year ago he was only a young, inexperienced 
  apprentice working on the Land Ship project at the 
  Geldman & Zachs foundry. On that fateful day they 
  were doing a trial run and, once again, the steam 
  engine broke down. Being agile and lean, he was 
  ordered to climb up the scaffolding to see what had 
  gone wrong. Without any warning the boiler exploded 
  in a massive fireball. Dozen men died instantly and 
  another twenty suffered horrible burns. 
  In a way, you could say the young apprentice died as 
  well. No one remembers his name. It is like he ceased 
  to be; and the Sootstained Prophet was born. Maybe 
  the stars were aligned just right; or maybe it was the 
  work being done on the Great Equation; or perhaps it 
  was destiny. The fact is, the young man was saved, 
  and transformed, by Pyrenzhia’s will. She shielded the 
  young man and gave him new breath. She made him 
  the Fireborn. 
  Being touched by the Slaaneshi Daemon-queen, the 
  Prophet received her blessings. He is a very, very 
  charismatic leader and people are attracted to him like 
  moths to a flame. He is a powerful speaker and driven 
  by an undeniable sense of purpose. And that purpose 
  is to strike against the venal and greedy Merchant 
  class. Of course, no-one knows - not even the Prophet 
  himself - that Pyrenzhia has plans for the young man 
  (She has no direct control over him, but affects him 
  through dreams and visions). 
  The Sootstained Prophet is surprisingly soft-spoken 
  and quiet. But when he does talk or take action, it’s 
  like he is driven by an inner fire that will burn down 
  everything in its way. The youngster’s face features 
  severe scars from the explosion, but his eyes burn 
  with determination and desire. He is dressed in a 
  combination of workers clothes, a scarf, and brown 
  hooded cloak. His burnt hands are wrapped in 
  sootstained bandages. He carries a simple wooden 
  sword – the 13th Runefang. The blade is blackened by 
  fire and engraved with images. The Prophet thinks he 
  does the engraving, but never remembers doing so. 
  Whatever the case, the images seem to guide him like 
  some esoteric auguries. 
   
   
  
  94 
   
  The Saltpeter Men 
  Career: Saltpeter Man 
  Race: Human 
  Main profile 
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  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   45 
  45 
  40 
  40 
  42 
  38 
  35 
  33 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  2 
   14 
   4 
  4 
  4 
  0 
  0 
  0 
   
  Skills: Academic Knowledge (Gunpowder), Common 
  Knowledge (the Empire), Concealment, Intimidate, 
  Gossip, Perception, Read/Write, Ride, Search, Secret 
  Language (Guild Tongue), Secret Signs (Saltpeter 
  Men), Shadowing, Silent Move, Trade (Gunpowder) 
  Talents: Master Gunner, Specialist Weapon Group 
  (Gunpowder), Strike to Injure, Sure shot 
  Armour: Leather Jack 
  Armour points: Head 0, Arms 1, Body 1, Legs 0 
  Weapons: Hand Weapon (Sword), Pistol (10 shots), 
  Dagger 
  Trappings: Black Tunic and Hood, Trade Tools 
  (Gunpowder), Purse with 1d10+2 gc, Copy of Liber 
  Ignium 
  The Storm of Chaos meant the Emperor’s armies 
  needed more guns and Nuln was more than happy to 
  provide them. Once the war was over, the city found 
  itself one of the ‘winners’ of the war, having gained a 
  fortune on building steam tanks, cannons, and volley-
  guns. 
  All this meant gunpowder had become the life’s blood 
  for Nuln. And with it, the Saltpeter Men had suddenly 
  become a very powerful and influential group. 
  Unscrupulous and corrupt even before the war, they 
  are now akin to a secret police with very little 
  limitations to their power. And the Saltpeter Men do 
  not shy away from exploiting that power. 
  The Saltpeter Men are all dressed in simple black (the 
  colour of Nuln) tunics and hoods. They are armed with 
  swords and pistols. Additionally, as a badge of office, 
  each Saltpeter Man has a book chained to his belt 
  called Liber Ignium. It is a collection of gunpowder 
  recipes and other trade secrets and serves as a badge 
  of office. 
   
  The Saltpeter Men Pyromancer 
  Career: Bright Wizard-Alchemist 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   30 
  30 
  29 
  35 
  41 
  45 
  48 
  32 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
  14 
   2 
  3 
  4 
  2 
  0 
  0 
   
  Skills: Academic Knowledge (Magic, Gunpowder), 
  Channeling, Common Knowledge (the Empire), 
  Intimidate, Gossip, Magical Sense, Perception, 
  Read/Write, Search, Secret Signs (Saltpeter Men), 
  Speak Arcane Language (Magick), Speak Language 
  (Classical) 
  Talents: Aethyric Attunement, Arcane Lore (Fire), Fast 
  Hands, Petty Magic (Arcane), Savvy 
  Armour: None 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Dagger 
   
  Trappings: Copy of Liber Ignium, Grimoire, Ingredients 
  (Ball of Sulphur, 3 Matches), Purse with 3d10+5 gc, 
  Trade Tools (Alchemist, Gunpowder), Writing Kit 
  The key to power for the Saltpeter Men is their 
  knowledge and expertise in the esoteric secrets of 
  making gunpowder. These secrets are collected in 
  Liber Ignium, a book each Saltpeter Man carries with 
  him. This knowledge is advanced and expanded by 
  Wizard-Alchemists in the employ of the organization. 
  These three Bright Wizards all rank high within the 
  unstructured hierarchy of the Saltpeter Men.  
  The Wizards have basically cut off all their connections 
  with their Order, which doesn’t please their masters in 
  Altdorf. Accordingly, unlike their former brothers, the 
  Wizard-Alchemists wear black robes in lieu of their 
  current employer. 
   
   
  
  95 
   
  Professor Hausdorff 
  Career: Professor of Mathematics (Scholar, ex-
  Engineer)  
  Race: Human (Mutant) 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   23 
  22 
  29 
  25 
  30 
  65 
  50 
  38 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
  11 
   2 
  2 
  4 
  0 
  0 
  0 
   
  Skills: Academic Knowledge (Engineering, Science) 
  +20%, Common Knowledge (the Empire, Dwarfs), 
  Charm, Gossip, Perception, Read/Write, Search, Speak 
  Language (Classical, Reikspiel), Trade (Gunsmith) 
  Talents: Coolheaded, Etiquette, Public Speaking, 
  Savvy, Super Numerate, Specialist Weapon Group 
  (Engineer) 
  Mutation: Tentacle-like arm (left arm) - +5% to 
  Grabble Tests. 
  Armour: None 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: None 
   
  Trappings: Engineering College Tunic, Spectacles, 
  Writing Kit, Charcoal Sticks, Scroll case with Scribbled 
  Notes, Mathematics Department 
  The Professor of Mathematics at the Nuln School of 
  Engineering. His fate is a tragic one. First, he was 
  manipulated by the Guiding Hand into lobbying and 
  building the six bell towers. Then, he was seduced by 
  the Great Equation introduced to him by Bhakrak the 
  Blackened. The mathematical conundrum became his 
  obsession to the extent it engulfed his whole life. He 
  became a recluse who shut himself in the 
  Mathematics Department, meeting only an inner circle 
  of his most gifted students. 
  Finally, Bhakrak solved the Equation with the help of 
  the Professor. The Dawi Zharr Sorcerer performed a 
  ritual with the professor and his students present, and 
  unknowingly started the process that will free 
  Pyrenzhia. Ashbringers, Daemonettes bound to 
  Pyrenzhia’s will, appeared and slew the students. The 
  Professor fled back to his tower. 
  Thin and worn, Hausdorff is an exhausted and broken 
  man. Delving too deeply into the mysteries of the 
  Great Equation gained him a mutation – a writhing 
  mass of purple-blue tentacles where his left hand used 
  to be. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  96 
   
  Chapter III 
   
  Aleksandra Korikovna 
  Career: Ice Witch (Ambassador)  
  Race: Human (Kislevite) 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   35 
  30 
  31 
  45 
  42 
  58 
  70 
  50 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
  15 
  3 
  4 
  4 
  3 
  0 
  0 
   
  Skills: Academic Knowledge (Magic), Channeling, 
  Command, Common Knowledge (Kislev, the Empire), 
  Magical Sense, Perception, Read/Write, Speak Arcane 
  Language (Magick), Speak Language (Kislevarin, 
  Reikspiel) 
  Talents: Aethyric Attunement, Fast Hands, Lesser 
  Magic (Aethyric Armour, Blessed Weapon), 
  Meditation, Petty Magic (Ice), Witch Lore (Ice)* 
  *See Realm of the Ice Queen (If you don’t have access 
  to it use Fire Lore and change descriptions) 
  Armour: Enchanted Robes 
  Armour points: Head 0, Arms 1, Body 1, Legs 1 
  Weapons: Dagger 
   
  Trappings: Best Quality Winter Clothing, Mansion, 
  Access to 1500 gc of Wealth 
  Aleksandra Korikovna is an Ambassador to the Ice 
  Queen of Kislev in Nuln. Aleksandra is also an Ice 
  Witch. She is a tall, beautiful woman whose blond – 
  almost white - hair sparkles like it was full of tiny flecks 
  of ice. Her piercing blue eyes and arched eyebrows 
  give her a stern look. She comes off as a cold and 
  distant person who is very courteous, but lacks any 
  real warmth and friendliness. 
  Marienne Mithaliel 
  Career: Envoy 
  Race: Elf 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   37 
  42 
  33 
  26 
  45 
  45 
  40 
  38 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
  13 
  3 
  2 
  5 
  0 
  0 
  0 
   
  Skills: Charm, Common Knowledge (the Empire, Elves), 
  Evaluate, Gossip, Haggle, Perception, Read/Write, 
  Secret Language (Guild tongue), Speak Language 
  (Reikspiel, Eltharin), Silent Move, Trade (Merchant) 
  Talents: Dealmaker 
  Armour: Leather Jack 
  Armour points: Head 0, Arms 1, Body 1, Legs 0 
  Weapons: Hand Weapon (Elven Sword), Dagger 
   
  Trappings: Good Quality Elven Clothes, Purse with 20 
  gc, Writing Kit, Copies of Trade Agreements 
  Marienne, a relatively young Elf, has lived most of her 
  life in Nuln’s Elven Quarter. She is probably as 
  accustomed to dealing with Humans as Elves get. Still, 
  she can appear well accustomed one minute to seem 
  utterly alien and incomprehensible the next.  
  She is well-known among the city’s Merchants and 
  Burghers, having brokered deals with them many 
  times. She has even met the Countess once, albeit 
  very briefly (She complimented her dress). Recently, 
  the Elves of Nuln have noticed more tension in their 
  dealings with the Humans. 
  Marienne’s exotic Elven looks get her a lot of attention 
  in Nuln. She has long, black hair tied in fine braids, and 
  her almond shaped green eyes sparkle with almost 
  childlike curiosity. 
   
   
  
  97 
   
  Captain Wolfgang ‘Wolf’ Glaubrecht 
  Career: Land Ship Captain (ex-Smuggler, ex-Mate)  
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   50 
  42 
  40 
  40 
  42 
  38 
  38 
  46 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  2 
   16 
   4 
  4 
  4 
  0 
  0 
  0 
   
  Skills: Charm, Command, Common Knowledge (the 
  Empire, the Reik, Criminal organisations), Dodge Blow, 
  Drive (Land Ship) +20%, Evaluate, Gossip, Navigation, 
  Perception, Read/Write, Row, Sail, Secret Language 
  (Thieves’ tongue), Search, Silent Move, Swim, Trade 
  (Shipwright) 
  Talents: Dealmaker, Orientation, Seasoned Traveller, 
  Specialist Weapon (Gunpowder), Suave 
  Armour: Leather Jack 
  Armour points: Head 0, Arms 1, Body 1, Legs 1 
  Weapons: Hand Weapon, Dagger, Custom Pistol with 
  10 Shots (SB 5; Range 4/8; Impact, Unreliable) 
   
  Trappings: Spyglass, the Emmanuelle + crew, 
  Moneybox with 68 gc, Several Road and River Maps 
  Ruggedly handsome, witty with self-deprecating sense 
  of humour, Wolfgang is the quintessential courteous 
  rogue. Son of a river-boatman, ‘Wolf’ has lived and 
  worked on boats for as long as he can remember. In 
  his twenties he tried his hand at smuggling, and was 
  relatively good at it. This is when he was able to forge 
  friendships and connections to the underworld around 
  Wissenland and Reikland (He has heard of the Reik 
  Lionfish, but hasn’t – luckily – crossed paths with 
  them.) In the end, run-ins with the law and the 
  constant fear of being stabbed in the back convinced 
  him to quit the life of crime. 
  Wolfgang continued to work on river barges as a First 
  Mate and later as a Captain. He made profitable runs 
  to both Marienburg and Tilea, until he had enough 
  money to afford a ship of his own. On one of these 
  journeys he found Hrug the Ogre standing on a rock in 
  the middle of the Reik. It turned out he found a friend 
  in the hulking brute, and they have travelled together 
  ever since. 
  Immediately when Wolfgang learned of the 
  opportunity to buy a damaged, unfinished Land Ship 
  he felt that was his vessel. The truth is, he knew the 
  Reik like the back of his hands and had been looking 
  for new challenges, new adventures to embark upon, 
  for some time. He paid a down payment to the 
  Merchants and named the ship the Emmanuelle. As 
  luck would have it, and Wolfgang is a strong believer 
  in luck, he ran into Urgrim and convinced the Dwarf to 
  repair the ship’s steam engine. He had a ship and a 
  crew. Now he needed somewhere to go… 
  Although, Wolfgang is an outspoken and social person, 
  he keeps his true feelings to himself and finds it 
  difficult to talk about personal matters. He can also be 
  quite prideful, bordering on stubborn, at times.  
  Wolfgang wears a long dark green leather jacket over 
  a dark blue, embroided doublet. Several belts 
  crisscross across his chest and hold ammo pouches, a 
  spyglass, powder horns, and prayer ribbons. His 
  custom made pistol looks like a yawning fish. A 
  Mananite prayer is engraved on his blade. 
  Urgrim Fireforge 
  Career: Engineer (ex-Miner)  
  Race: Dwarf 
  Main profile 
  WS 
  BS 
  S 
  T 
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  Int 
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  Fel 
   49 
  53 
  38 
  46 
  20 
  48 
  35 
  21 
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  1 
   17 
   3 
  4 
  3 
  0 
  0 
  0 
   
  Skills: Academic Knowledge (Engineering, Science), 
  Common Knowledge (the Reik, Dwarfs), Drive (Land 
  Ship), Perception, Read/Write, Scale Sheer Surface, 
  Speak Language (Khazalid, Reikspiel), Trade (Steam 
  Engines (Int)) +10%, Trade (Miner) 
  Talents: Orientation, Master Gunner, Specialist 
  Weapon (Engineer), Very Resilient 
  Armour: Leather Jerkin, Sleeved Mail Shirt, Leather 
  Skullcap 
  Armour points: Head 1, Arms 3, Body 3, Legs 0 
  Weapons: Hand Weapon (Large Wrench)  
   
  
  98 
   
  Trappings: Engineer’s Kit, 6 Iron Spikes, Misc. Cogs and 
  Gears, Toolbelt, Goggles 
  Urgrim hails from Karak Hirn. He toiled as a Miner until 
  he decided to pursue his true passion in engineering. 
  Wissenlanders mine in the mountains as well, and 
  Urgrim often came to contact with Human Miners and 
  got along with them rather well. He has always had a 
  knack for tinkering with mechanical apparatus and he 
  was often asked to fix this or that in the Human 
  settlement. Eventually, he came to see himself as an 
  older brother like figure to the fumbling young ones.   
   
  Urgrim doesn’t talk what the incident was that drove 
  him to leave his brethren and travel down to the 
  Human lands. He travelled around, doing odd 
  engineering jobs here and there, until he ran into 
  Captain Glaubrecht. The Dwarf saved Wolfgang from a 
  severe beating in the hands of rivals and they have 
  been partnered ever since. The enterprising Captain 
  had learned of a new business opportunity and he 
  convinced the Engineer to join. The temptation to get 
  something as ambitious and crazy as a Land Ship to 
  work was too difficult to resist. And he has become a 
  whiz in interpreting the machine’s quirks. Glaubrecht 
  trusts Urgrim completely and regards him as a father 
  figure of sorts. 
  Urgrim’s grey-streaked beard is often tucked under his 
  belt for safety reason. A pair of goggles is lifted up on 
  his forehead. His hands are perpetually dirty with soot 
  and grease.  
  Hrug 
  Career: Mercenary 
  Race: Ogre 
  Main profile 
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  T 
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  Int 
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  Fel 
   35 
  29 
  47 
  45 
  24 
  24 
  35 
  20 
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  3 
   24 
   4 
  4 
  6 
  0 
  0 
  0 
   
  Skills: Common Knowledge (Ogres), Consume Alcohol, 
  Gamble, Perception, Search, Speak Language 
  (Grumbarth, Reikspiel) 
   
  Talents: Disarm, Fearless, Frightening, Specialist 
  Weapon Group (Two-handed; Engineering), Street 
  Fighting, Strike Mighty Blow 
   
  Armour: Belly-plate 
  Armour points: Head 0, Arms 0, Body 3, Legs 0 
  Weapons: Leadbelcher Cannon (Experimental; Impact 
  and Slow in melee)  
  Note: WFRP doesn’t really feature rules for shooting 
  people with cannons. It is a weapon best served by 
  narrative description of the damage. However, there 
  are times when you need some mechanics. For the 
  purposes of shooting at NPCs a failed Agility Test 
  means death. Against buildings and vehicles it always 
  attacks with Strength 12 and Reload 6. Attacks against 
  named NPCs should always have a narrative 
  resolution. 
   
  Like all his kind, Hrug is an imposing figure. He is big 
  and burly, with brutish features. His long, black, greasy 
  hair is tied in a ponytail. A large round shield with a 
  grinning face is tied with leather straps around his 
  waist. It serves as armour, protecting the Ogre’s belly -
  its most vital body part. 
  A lifelong Mercenary, Hrug has fought in many battles 
  across the Old World. Once, a battle on the Reik found 
  the Ogre the lone survivor and stranded on a small 
  rock in the middle of the river. Captain Glaubrecht 
  came upon the hapless creature (he can’t swim) and 
  saved Hrug from its predicament. The Ogre has been 
  his loyal bodyguard and crewmember ever since. 
  Glaubrecht suspects Hrug feels he owes some kind of 
  a life debt to him, but the beast’s short grunts don’t 
  shed much light on the matter.  
  Hrug is fiercely protective of every crew member of 
  the Emmanuelle. His days consist mainly of carrying 
  things around or eating them. 
   
   
  
  99 
   
  The Emmanuelle 
  Vehicle: ‘Marienburg’ Class Land Ship 
  Land Ship Stats 
  M 
  TB 
  W 
   4 
  8 
  100 
   
  The front wheels have 12 Wounds and the rear wheels 
  have 20 Wounds. Once a wheel is lost the Land Ship 
  comes to a halt. The Pilot must make a Drive (Land 
  Ship) Test. If he fails by three degrees or more, see the 
  Land Ship Calamity Chart below. 
  The Land Ship can hold 15.000 units of Encumbrance. 
  It needs only a crew of 3 to move and can carry up 20 
  people. 
  There are two cabins; one in the aft castle and one in 
  the forecastle. The Captain’s cabin is located in the aft 
  castle. Wolfgang’s room is in a perpetual state of 
  organized chaos. Tables are covered with road and 
  river maps. Lists of Toll-keepers and bribery sums are 
  nailed to the walls. There is also a rather extensive 
  collection of Tilean Red Wines (Wolfgang has a story 
  for each one). The other cabin is reserved for 
  passengers. 
  The crew sleeps in the cargo hold. The galley is also 
  located under the deck. Large section of the cargo 
  hold is reserved for coal to feed the steam engine. 
  Land Ship Combat 
  Weapons: 
  Heavy Blunderbuss mounted to the prow 
  Dam: 5; Range 16/-; Reload 3 Full; Shrapnel, Unreliable 
  2 Pintel-mounted Blunderbusses to each side 
  Dam: 3; Range 16/-; Reload 3 Full; Shrapnel, Unreliable 
  Additionally, Hrug carries a Leadbelcher Cannon (see 
  Hrug above). 
  Ramming: A failure in an Agility Test to Dodge the 
  ramming ship results in a nasty, graphic end. Ramming 
  a vehicle at full speed requires a successful Drive 
  (Land Ship) Test and causes 20 +1d10 Damage, and 
  the Ship itself suffers 10+1d10 Damage. 
  Land Ship Hit Locations 
   
  Roll a 1d10 to determine a hit location for any ranged 
  or magic attack made against a moving Land Ship. 
   
  1-3   Exposed Crew Member 
  4-8   Hull 
  9-10 Steam Engine 
   
  Every time the pilot makes a maneuver other than 
  slowing down or going straight ahead, he must use a 
  half action to make a Drive (Land Ship) Test (the 
  situation can call for modifiers). If he fails, everyone on 
  board must make an Agility Test to keep their feet. A 
  failed Agility Test means they have lost their balance 
  and must use a half action to regain their balance. 
   
  If the Land Ship is moving fast, or maneuvering, each 
  round a character would spend a half action to move, 
  the character must make an Agility Test with the 
  difficulty determined by circumstances. Failure results 
  in the character losing his balance and falling down.  
   
  If a character is near the edge of the vessel when 
  losing his balance, he must make a Strength Test or 
  fall over the edge. The character falls and takes the 
  appropriate damage based on distance fallen (see 
  Jumping and Falling WFRP p. 138 for details), 
  causing +1 Wound for falling off a moving vehicle. 
  These rules are modified from Vehicle Combat Rules in 
  Old World Armoury. Remember, you don’t want to 
  turn combats into test fests – excitement and narrative 
  needs should always come first! 
  The Land Ship Calamity Chart 
  Every time the Steam Engine takes damage or the pilot 
  fails a Drive (Land Ship) Test by three degrees or 
  more, the Steam Engine operator (Urgrim gets +20%) 
  must take an Intelligence Test: A failure means a roll 
  in the chart below. 
  1 Abandon Ship! With an appalling cracking sound, 
  the main axles snap, spars shatter and the wheels are 
  crushed, dumping the ship unceremoniously to the 
  ground in an almighty crash. The Land Ship is 
  grounded, takes 3d10 Damage, and requires several 
  days’ worth of repairs. Everyone on board must 
  succeed in a Strength Test or take Falling Damage. 
  
  100 
   
  2-5 Arrrrgh! The boiler backfires, sending the Land 
  Ship hurtling forward. The ship suffers 2d10 Wounds. 
  6-9 All hands to the Wheel! The Land Ship slews 
  perilously out of control. Roll a 1d10: 1-3 the Ship 
  swerves left; 4-6 it swerves right, 7-8 it makes a 
  sudden u-turn, 9-10 the crew manages to drop the 
  emergency anchor and the ship stops. If it hits 
  something the Ship takes damage based on what it hit. 
  10 Boom! Between the over-pressurised boiler 
  exploding and the powder magazine detonating, the 
  Land Ship makes a spectacular fireball. Everyone 
  aboard takes a Damage 6 Hit, a successful Agility Test 
  reduces it to Strength 3 Hit. The Ship takes 5d10 
  Damage and requires days of repair. 
  This table is based on the chart in Tamurkhan: Throne 
  of Chaos by Forge World. 
  Repairing damage: As a general rule it takes 1 gc to fix 
  1 Wound. It takes 1 day to fix 5 Wounds. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Kaboutermanneke 
  Sailors all over the Old World believe spirits 
  called Kaboutermannekes dwell in ships’ 
  figureheads. Kaboutermanneke is supposed 
  to guard the ship from sickness, rocks, 
  storms, and dangerous winds.  
  When a ship sinks its Kaboutermanneke 
  guids the sailors' souls to the Garden of 
  Morr. To sink without a Kaboutermanneke 
  condemns the sailors’ souls to haunt the sea 
  forever. 
  Sometimes, when they have dropped the 
  anchor and everyone is asleep, ‘Wolf’ grabs 
  a bottle of Tilean Red and goes down to 
  discuss his feelings and concerns with the 
  ship’s figurehead. 
  
  101 
   
  Chapter IV 
   
  Rosalia Schultz 
  Career: Barrister 
  Race: Human 
  Main profile 
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  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   26 
  24 
  26 
  29 
  36 
  46 
  46 
  42 
  Secondary Profile 
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  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
  12 
  2 
  2 
  4 
  0 
  0 
  0 
   
  Skills: Academic Knowledge (Law) +20%, Academic 
  Knowledge (Heraldry), Charm, Common Knowledge 
  (the Empire), Gossip, Perception, Read/Write, Secret 
  Language (Guild tongue), Speak Language (Reikspiel),  
  Talents: Dealmaker, Etiquette, Public Speaking, Suave 
  Armour: None 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Dagger 
   
  Trappings: Excellent Quality Clothing (Barrister), Good 
  Quality Travelling Clothes, Purse with 100 gc in coins 
  and gems, Writing Kit, Several Books and Scroll Cases 
  full of Legal Documents, Symbol of Verena 
  Rosalia Schultz - the first woman to graduate from 
  Nuln’s College of Barristers. She is trusted by the 
  Countess herself with masterminding the legalities of 
  Nuln’s separation from Wissenland. In the eyes of 
  many she is a living, walking scandal and bad tongues 
  hint at collusion with the Ruinous Powers. 
  The Countess assigned Rosalia to her current task from 
  the College of Barristers where she was a professor. It 
  is a tremendous honour, which also earned her whole 
  new slew of enemies. Emmanuelle seems to have full 
  faith in her abilities however. 
  Rosalia is a stylish woman, always meticulously 
  groomed and dressed in the finest. But her true allure 
  comes from an aura of resolute belief in herself and 
  her abilities. She is refined, but not in a self-absorbed 
  way. At times, she can be a little haughty. 
  Oswald von Brunkhorst 
  Career: Noble Lord 
  Race: Human 
  Main profile 
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  T 
  Ag 
  Int 
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  40 
  31 
  31 
  29 
  34 
  39 
  40 
  45 
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  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
   11 
  3 
  2 
  4 
  0 
  0 
  0 
   
  Skills: Academic Knowledge (Heraldry), Charm, 
  Command, Common Knowledge (the Empire), 
  Consume Alcohol, Gossip, Perception, Read/Write, 
  Ride, Speak Language (Reikspiel, Khazalid) 
  Talents: Coolheaded, Etiquette, Public Speaking, 
  Savvy, Specialist Weapon (Fencing) 
  Armour: None 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: None  
   
  Trappings: Best Quality Clothes, the mansion and 
  everything in it 
  Oswald von Brunkhorst is a portly man whose family 
  has made its fortune mining silver. He has a tendency 
  to speak more loudly than the situation calls for and 
  he’s rather blunt with his words. Von Brunkhorst’s thin 
  hair, and scanty beard might give him slightly scruffy 
  look, but his cold, cruel eyes betray the shrewd 
  opportunist inside. Von Brunkhorst is dressed in 
  expensive, frilled Bretonnian silks. He knows there is a 
  threat against his life but doesn’t take it seriously. He 
  is a connoisseur of pornographic woodcuts.  
   
   
   
  
  102 
   
  Angelica Rhomberg 
  Career: Dilettante / Cultist of Slaanesh  
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  28 
  26 
  26 
  30 
  43 
  39 
  31 
  45 
  Secondary Profile 
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  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
   11 
  2 
  3 
  4 
  0 
  2 
  0 
   
  Skills: Academic Knowledge (Arts, Daemonology), 
  Blather, Common Knowledge (the Empire), Gossip, 
  Perception, Read/Write, Secret Language (Cultist), 
  Speak Language (Reikspiel, Kislevite), Trade (Artist) 
  Talents: Etiquette, Keen Senses, Resistance to Poison 
  Armour: None 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Dagger with a wavy blade  
   
  Trappings: Good Quality Blue Gown, Jewellery worth 
  25 gc, Small Vial of Aphrodisiac, Invitation to the Party 
  Daughter of an up and coming Wissenburg Burgher 
  Angelica Rhomberg is invited to parties like the one 
  tonight all the time. It was in one of those that an 
  alluring woman approached the bored Dilettante and 
  introduced her to a whole new world of sensations 
  and temptations. She has been a Slaaneshi Cultist ever 
  since.  
  The Cult Magus appreciated her easy access to high 
  society events and quickly noticed the girl’s knack for 
  recruiting new members. Angelica quickly became a 
  “honeytrap” for the Keepers of the Velvet Throne. 
  Tonight, she is here to recruit new members. The cult 
  has had its eye on von Brunkhorst for some time. And 
  interesting rumours persist of a certain collection of 
  ‘art’ in his basement. 
  Angelica is a striking young woman with cascading 
  blond hair and warm, inviting brown eyes. Excessive 
  use of illegal substance is clearly starting to leave its 
  mark though. The blue gown she wears for the party 
  compliments her voluptuous figure quite nicely. 
  Hugo Haefner 
  Career: Artisan (Woodcarver)  
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   29 
  28 
  26 
  32 
  32 
  33 
  36 
  27 
  Secondary Profile 
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  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
  11 
  2 
  3 
  3 
  0 
  0 
  0 
   
  Skills: Animal Care, Charm, Common Knowledge (the 
  Empire), Drive, Evaluate, Gossip, Haggle, Perception, 
  Read/Write, Secret Language (Guild Tongue, Thieves’ 
  Tongue), Speak Language (Reikspiel), Trade 
  (Woodcarving) +20% 
  Talents: Dealmaker, Savvy  
  Armour: None 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Improvised Weapon (walking stick, SB-4) 
  Trappings: Simple Tunic, Trade Tools 
  Hugo Haefner is a well-known and respected Artisan in 
  Wissenburg. His skill in carving wood is legendary and 
  sought after. Besides his usual orders Hugo also caters 
  to a small, chosen clientele with a taste in 
  pornographic woodcuts. These are, of course, illegal. 
  So, that side of his business is very hush-hush, and 
  very lucrative. 
  Von Brunkhorst decided not to pay for a set of 
  woodcuts featuring Countess Emmanuelle. Haefner is 
  here to get his money. 
  Hugo is bent like a gnarled tree. His white hair is 
  thinning fast and his right eye is blind.  
   
   
  
  103 
   
  Dora, Hugo Haefner’s Daughter 
  Career: Entertainer 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   29 
  39 
  26 
  30 
  36 
  33 
  28 
  36 
  Secondary Profile 
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  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
  11 
  2 
  3 
  4 
  0 
  0 
  0 
   
  Skills: Animal Care, Charm, Common Knowledge (the 
  Empire), Evaluate, Gossip, Perception, Performer 
  (Dancer, Knife thrower), Sleight of Hand, Speak 
  Language (Reikspiel) 
  Talents: Flee!, Quick Draw, Contortionist, 
  Sharpshooter 
  Armour: None 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Throwing Knives (4) 
  Trappings: Blue Dancer’s Outfit, Wooden Castanets 
  Hugo Haefner’s daughter is not half the dancer that 
  she is a knife-thrower. Nevertheless, Dora is a 
  passionate performer. The pockmarked girl is here to 
  help her father get his money. 
  Druchii Assassin 
  Career: Assassin (Reik Lionfish)  
  Race: Dark Elf 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   55 
  54 
  40 
  36 
  58 
  38 
  36 
  30 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  2 
   16 
   4 
  3 
  5 
  0 
  0 
  0 
   
  Skills: Concealment, Common Knowledge (the Empire, 
  Elves), Disguise, Dodge Blow, Gossip, Intimidate, 
  Outdoor Survival, Perception, Row, Shadowing, Silent 
  Move, Scale Sheer Surface, Search, Secret Language 
  (Thieves’ Tongue), Speak Language (Eltharin, 
  Reikspiel), Specialist Weapon Group (Crossbow), 
  Swim, Torture 
   
  Talents: Ambidextrous, Coolheaded, Excellent Vision, 
  Lightning Parry, Lightning Reflexes, Night Vision, 
  Resistance to Poison 
   
  Armour: Full Leather Armour, Hooded Sea Dragon 
  Cloak 
  Armour points: Head 2, Arms 1, Body 3, Legs 1 
  Weapons: Two Hand Weapons, Repeater Crossbow 
   
  Trappings: Note with Rosalia’s Picture, Vial of Black 
  Lotus 
  She is a typical Druchii with pale skin, cruel features, 
  and unforgiving eyes. 
   
   
  
  104 
   
  Thyrus Thornroot 
  Career: Leader of the Saltpeter Men, Poisoner, Food 
  Taster  
  Race: Halfling 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  37 
  49 
  31 
  45 
  61 
  57 
  55 
  52 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  2 
  16 
   3 
  4 
  4 
  0 
  0 
  0 
   
  Skills: Academic Knowledge (Gunpowder), 
  Concealment, Common Knowledge (the Empire), 
  Consume Alcohol, Dodge Blow, Evaluate, Follow Trail, 
  Gossip +20%, Intimidate, Outdoor Survival, Perception, 
  Prepare Poison +20%, Read/Write, Shadowing, Silent 
  Move, Search, Secret Language (Guild Tongue), Secret 
  Signs (Saltpeter Men), Speak Language (Reikspiel), 
  Specialist Weapon Group (Crossbow), Silent Move, 
  Trade (Gunpowder), Trade (Poisoner) +20% 
   
  Talents: Master Gunner, Resistance to Disease, 
  Resistance to Poison, Resistance to Chaos, Schemer, 
  Sixth Sense, Specialist Weapon Group (Gunpowder), 
  Strike to Injure, Tunnel Rat, Very Resilient 
   
  Armour: Leather Jack 
  Armour points: Head 0, Arms 1, Body 1, Legs 0 
  Weapons: Pistol (10 Shots), Dagger (Poisoned w/Black 
  Lotus)  
   
  Trappings: Amulet of Thrice-Blessed Copper (+20% 
  Resist Poison, -1 to all Damage received), Copy of Liber 
  Ignium, Vial of Black Lotus, Vial of Powdered Emerald 
  (20% chance to neutralize poisons), Simple Black 
  Doublet (Best Quality, gift from the Countess), Homing 
  Pigeons 
  In the aftermath of the Storm of Chaos Thyrus 
  Thornroot braved the ruins of Wolfenburg as a 
  member of a special group of Halfling and Dwarfs 
  assigned with clearing Mutants and other Chaos 
  creatures from the ruins too big for men to enter. He 
  played a lethal game of cat and mouse with horrible 
  things in hazardous places but managed to survive. 
  Still, the things he saw during those dark and bloody 
  days haunt him to this day. 
  Thyrus learned an important lesson in Wolfenburg: 
  you cannot trust anyone but yourself. After the war, 
  he ended up in Nuln and found work with the 
  Saltpeter Men. He found himself right at home with 
  the organisation’s internal politics and power plays. 
  There was no real hierarchy or structure, so you could 
  carve yourself a strong position by siding with the right 
  people and knowing when to stab them in the back. 
  The war brought Nuln wealth and gunpowder became 
  a valuable resource. The Saltpeter Men were suddenly 
  a very powerful and influential group. Unscrupulous 
  and corrupt even before the war, they are now akin to 
  a secret police with very little limitations to their 
  power. 
  Thornroot and the three Wizard-Alchemists agreed 
  that more structure was needed and took over the 
  organisation. It was suggested that Thornroot would 
  take up a position as the Countess’ personal food 
  taster – a position with regular openings. This way he 
  would be privy to important information and the 
  workings of court politics. 
  But like Thyrus had learned – only trust yourself. Using 
  favours and threats he recruited a network Halfling 
  servants and cooks to provide him with rumours and 
  gossip. Soon, he found himself as the de facto ruler of 
  the Saltpeter Men. The more the Halfling gets 
  immersed in these cloak-and-dagger games the more 
  he feels alive and influential, and the more power he 
  craves.  
  Thyrus Thornroot is unusually skinny and sinewy for a 
  Halfling. He has attentive eyes. He wears a simple, but 
  expensive black doublet, a gift from the Countess. 
   
   
  
  105 
   
  Samael Mortengeist 
  Career: Journeyman Wizard (Shadowmancer)  
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  26 
  31 
  26 
  31 
  41 
  50 
  50 
  40 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
  13 
  2 
  3 
  4 
  2 
  0 
  0 
   
  Skills: Academic Knowledge (Magic), Channeling, 
  Common Knowledge (the Empire), Gossip, Magical 
  Sense, Perception, Read/Write, Search, Shadowing, 
  Speak Arcane Language (Magick), Speak Language 
  (Classical, Reikspiel) 
  Talents: Aethyric Attunement, Arcane Lore (Shadow), 
  Lesser Magic (Aethyric Armour), Mighty Missile, Petty 
  Magic (Arcane), Sixth Sense 
  Special:  
  Arcane Mark - Flicker: Light seems uncomfortable in 
  the Shadowmancer’s presence. Candles flicker, 
  lanterns dim and fires burn low when he is around. 
  Armour: None 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Hand Weapon (Sword), Dagger, 
  Quarterstaff (SB-2, Defensive, Pummeling) 
   
  Trappings: Sturdy Common Quality Cloak and Robes, 
  Purse with 20 gc, Writing Kit, Notebook, Locket 
  Brunt of the fighting during the last conflict was done 
  in the North. But tendrils of war reach far and wide. A 
  covert war between Shadowmancers and Chaos 
  Cultists was fought as far South as Altdorf and Nuln. 
  For Samael Mortengeist the war was fought in the 
  hidden lairs and dark back alleys of Nuln and 
  Wissenburg against the agents of the Ruinous Powers. 
  After the war was over, he was invited, along with 
  other veterans, to the Grand Palace where the 
  Countess herself extended them the city’s gratitude 
  for their sacrifice. For Samael that duty had been even 
  more personal. 
  You see, Samael is deeply, hopelessly in love with 
  Emmanuelle von Liebwitz. He knows his love is 
  unrequited and there is no realistic chance they would 
  end up together – she doesn’t even know who he is -
  but he continues to hope against all hope. 
  Mortengeist has continued to patrol Wissenland, 
  seeking Chaos cults and occasionally assisting Witch 
  Hunters. He knows Rosalia Schultz from way back 
  before the war. So, when she contacted him and 
  shared her suspicions, he immediately offered to help 
  (to protect the Countess). Samael does not know 
  about Hexenstern’s involvement, and vice versa.  
  The Shadowmancer wears grey robes and a 
  voluminous cloak. A deep hood and a dark grey scarf 
  cover his face. He is lean and accustomed to the 
  hardships of travel. Light seems uncomfortable in the 
  Shadowmancer’s presence. Candles flicker, lanterns 
  dim and fires burn low when he is around. 
  Samael is rather introverted and seems to carry the 
  weight of the world on his shoulders. He carries a 
  locket with a small relief of the Countess with him at 
  all times. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  106 
   
  Chapter V 
   
  Otto Vogel 
  Career: Bounty Hunter 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   37 
  38 
  42 
  30 
  36 
  32 
  40 
  27 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
   13 
  4 
  3 
  4 
  0 
  0 
  0 
   
  Skills: Common Knowledge (the Empire), Consume 
  Alcohol, Follow Trail, Outdoor Survival, Perception, 
  Search, Shadowing, Silent Move, Speak Language 
  (Reikspiel) 
  Talents: Ambidextrous, Rover, Specialist Weapon 
  Group (Entangling), Strike Mighty Blow, Strike to Stun, 
  Very Strong 
  Armour: Leather Jerkin, Sleeved Mail Shirt 
  Armour points: Head 0, Arms 3, Body 3, Legs 0 
  Weapons: Hand Weapon (Sword), Dagger, Crossbow 
  (10 Bolts), Net 
  Trappings: Manacles, 10 yards of Rope, 20 gc  
  Being a typical representative of his profession, Otto is 
  cunning and persistent like a hungry dog. Gruff and 
  unkempt, he is a man of few words. 
  Zealots 
  Career: Zealot 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   35 
  35 
  40 
  42 
  31 
  28 
  34 
  29 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
   13 
  4 
  4 
  4 
  0 
  2 
  0 
   
  Skills: Academic Knowledge (Theology), Charm, 
  Common Knowledge (the Empire), Intimidate, 
  Read/Write 
  Talents: Very Strong, Hardy, Public Speaking, Specialist 
  Weapon Group (Flail) 
  Armour: Leather Jack 
  Armour points: Head 0, Arms 1, Body 1, Legs 0 
  Weapons: Flail (SB+1; Two-handed; Impact, Tiring) or 
  Hand Weapon (Club) 
  Trappings: Cat o’ Nine Tails for self-flagellation, Prayer 
  Book 
  These fanatics are devout followers of Verena who 
  believe their god is doing his holy work through the 
  bloody hands of Luther Sagebrecht. The Zealots are 
  unwavering in their courage, and they are ready to 
  mete out their God’s vengeance at a moment’s notice. 
  They are utterly loyal to Sagebrecht and willingly obey 
  his each and every command. Their skin is covered 
  with ritual tattoos and scarring, and prayer ribbons 
  flap on their tattered robes. Many of them carry a 
  huge book on their back. 
   
   
   
  
  107 
   
  Jonas Lochner 
  Career: Smuggler 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  31 
  44 
  30 
  30 
  45 
  45 
  43 
  35 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
   13 
  3 
  3 
  4 
  0 
  0 
  0 
   
  Skills: Common Knowledge (the Empire), Drive, 
  Evaluate, Gossip, Haggle, Perception, Row, Search, 
  Secret Language (Thieves’ Tongue), Secret Signs 
  (Thief), Silent Move, Speak Language (Reikspiel), Swim 
  Talents: Coolheaded, Streetwise, Strong-minded 
  Armour: Leather Jack 
  Armour points: Head 0, Arms 1, Body 1, Legs 0 
  Weapons: Hand Weapon (Club), Dagger  
   
  Trappings: Common Quality Clothing, Pipe and 
  Tobacco, 3 gc, The Forgotten Wish 
  Jonas Lochner is a hardened old salt with a dozen 
  years travelling the Reik behind him. He has fought 
  Wreckers and evaded Riverwardens countless times 
  and has the scars to prove it. Jonas has an air of 
  confidence about him only experience can bring, and 
  walks with a swagger you get from staring death in the 
  face - and giving it the finger. The Smuggler’s weather-
  beaten hands are covered in numerous tattoos and 
  scars. 
  Luther Sagebrecht 
  Career: Verenean Investigator 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   41 
  41 
  40 
  42 
  51 
  63 
  49 
  49 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  2 
  16 
  4 
  4 
  4 
  0 
  6 
  0 
   
  Skills: Academic Knowledge (Law, Theology), 
  Command, Common Knowledge (the Empire), 
  Concealment, Disguise, Follow Trail, Gossip, 
  Intimidate, Perception, Read/Write, Search, 
  Shadowing, Silent Move, Sleight of Hand, Secret Signs 
  (Cultist), Speak Language (Classical, Reikspiel, Tilean) 
  Talents: Fearless, Menacing, Public Speaking, Master 
  Orator, Strong-minded  
  Armour: None 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Good Quality Hand Weapon (Sword) 
  Special: Venomous Thoughts disorder makes him 
  suspect everyone plots against him. 
  Trappings: Cat o’ Nine Tails for self-flagellation, Books 
  and Scrolls (carried by Zealots), Ornate Owl Mask 
  (+10% Perception, +10% Intimidate), Best Quality 
  Robes 
  Once a venerable scourge of the Ruinous Powers, 
  Luther Sagebrecht is but a shadow of his former self. 
  Two decades of tracking heretical texts and chasing 
  cultists has left his mind broken and unhinged. He sees 
  hints of blasphemy everywhere he looks and suspects 
  everyone plots against him. Printing houses in 
  particular are a conspiracy against Verena that must 
  be destroyed with fire. 
  The Investigator is a stern looking man in his fifties. He 
  has grey hair, beard, and bushy eyebrows resembling 
  those of an owl. Sagebrecht is always meticulously 
  well-dressed in a Verenean habit and cloak with an 
  owl feather collar. Every time he speaks in public or 
  deems it necessary to mete out martial punishment, 
  he wears an ornate, wooden owl mask. 
  
  108 
   
  Father Barthelm 
   
  Career: Priest of Verena 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   44 
  41 
  34 
  38 
  38 
  47 
  58 
  54 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
  15 
  3 
  3 
  4 
  1 
  0 
  0 
   
  Skills: Academic Knowledge (Law, Theology), 
  Channelling, Charm, Common Knowledge (the 
  Empire), Gossip, Heal, Magical Sense, Perception, 
  Read/Write +10%, Speak Arcane Language (Magick), 
  Speak Language (Classical, Reikspiel) 
  Talents: Petty Magic (Divine), Public Speaking, Suave 
  Armour: None 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Ceremonial Hand Weapon (Sword) 
  Trappings: Prayer Book, Good Quality Robes, Symbol 
  of Verena, Writing Kit, 2 Trunks full of Invaluable 
  Tomes 
  Father Barthelm is a diligent and punctual man who 
  appreciates routines and smooth sailing. The current 
  situation is a complete anathema to him and a 
  complete shock to his sensibilities. The Priest feels like 
  all control has been wrested from him and he is at his 
  wits end.  
   
  Father Barthelm abhors violence and has forbid the 
  Knights from resorting to bloodshed. And, admittedly, 
  he wants the warriors close by for it is only because of 
  them the Zealots have yet to invade the temple. But 
  he knows it is only a matter of time before the 
  inevitable happens. 
   
  Father Barthelm looks like your typical Priest with a 
  tonsure, brown Verenean robes and a symbol of 
  Verena. He carries a ceremonial sword, but it is a last 
  resort. Several ink bottles and quills hang from his 
  belt. Scroll cases are slung over his shoulders and 
  several prayer ribbons are fastened to his robes.
  Knights of the Scroll (2) 
   
  Career: Knight (Verena)  
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  57 
  41 
  42 
  45 
  43 
  34 
  41 
  43 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  2 
  14 
  4 
  4 
  4 
  0 
  0 
  0 
   
  Skills: Academic Knowledge (Heraldry, Religion, 
  Strategy/Tactics), Animal Care, Charm, Common 
  Knowledge (the Empire), Dodge Blow, Gossip, 
  Intimidate, Perception, Ride, Read/Write, Secret 
  Language (Battle Tongue), Speak Language (Reikspiel) 
  Talents: Etiquette, Hardy, Lightning Reflexes, Specialist 
  Weapon (Cavalry, Flail, Two-handed), Strike Mighty 
  Blow 
  Armour: Full Plate Armour 
  Armour points: Head 5, Arms 5, Body 5, Legs 5 
  Weapons: Hand Weapon (Sword), Shield, Flail (SB+1; 
  Two-handed; Impact, Tiring)  
   
  Trappings: Religious Symbol of Verena 
  The Knights of the Scroll are protectors of knowledge. 
  They protect Verenean temples, libraries, and 
  universities safeguarding the sacred texts inside. The 
  atrocities being committed in the Scroll Quarter 
  represent everything the Knights stand against. 
  Indeed, the only thing keeping the Knights from taking 
  the fight to the Zealots is their sworn duty to protect 
  the Temple of Verena and Father Barthelm. The 
  Knights’s armour is covered entirely in scrolls and 
  pieces of parchments. 
   
  
  109 
   
  Anton Louis 
  Career: Engineer  
  Race: Human (Bretonnian) 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   23 
  22 
  29 
  25 
  30 
  31 
  38 
  30 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
  11 
   2 
  2 
  4 
  0 
  0 
  0 
   
  Skills: Academic Knowledge (Engineering, Science), 
  Common Knowledge (Bretonnia), Charm, Gossip, 
  Perception, Read/Write, Search, Speak Language 
  (Breton, Reikspiel), Trade (Weaponsmith) 
  Talents: Savvy, Specialist Weapon Group (Engineer) 
  Armour: None 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: None 
   
  Trappings: Engineer’s Kit, Set of Bretonnian Clothing, 
  the Bretonnian Shortener 
  A failed Engineer who stole his competitor’s design for 
  a guillotine and fled to the Empire. He wears a dirty 
  frilled shirt and a long, threadbare tailcoat. His pockets 
  are stuffed with blueprints and notes. He has a buckle 
  hat that he keeps forgetting everywhere.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  110 
   
  Chapter VI 
   
  Kithband Warriors 
  Career: Kithband Warrior 
  Race: Elf 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   40 
  54 
  31 
  34 
  48 
  41 
  41 
  28 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
  12 
  3 
  3 
  5 
  0 
  0 
  0 
   
  Skills: Common Knowledge (Elves), Concealment, 
  Dodge Blow, Follow Trail, Outdoor Survival, 
  Perception, Scale Sheer Surface, Search, Silent Move, 
  Speak Language (Eltharin, Reikspiel) 
  Talents: Excellent Vision, Marksman, Night Vision, 
  Rapid Reload, Savvy, Specialist Weapon Group 
  (Longbow) 
  Armour: Leather Jack 
  Armour points: Head 0, Arms 1, Body 1, Legs 0 
  Weapons: Hand Weapon (Sword), Dagger, Elfbow with 
  10 Arrows (Armour Piercing) 
  Trappings: Cloak in autumn colours, Quiver across 
  back 
  Protectors of the Woodland Realm. They wear boiled 
  leather jacks under cloaks dyed in autumn colours. 
  Crazed Treeman 
  Race: Treeman 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   81 
  33 
  64 
  72 
  22 
  66 
  70 
  30 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  4 
   32 
   6 
  7 
  6 
  0 
  0 
  0 
   
  Skills: Concealment, Common Knowledge (Elves), 
  Follow Trail +20%, Intimidate, Navigation, 
  OutdoorSurvival+20%, Perception +20%, Scale Sheer 
  Surface, Secret Language (Ranger Tongue), Speak 
  Language (Eltharin, Malla-room-ba-larin +10%) 
  Talents: Ambidextrous, Frightening, Lightning Parry, 
  Natural Weapons, Night Vision, Strike Mighty 
  Blow, Strike to Stun, Will of Iron 
  Special Rules: 
  Flammable: When a Treeman is hit with a firebased 
  attack, any Wounds suffered are doubled. This is 
  calculated after any deductions for Toughness Bonus 
  or Armour Points. 
   
  Strength of the Forest: A Treeman’s natural weapons 
  are so deadly that they count as having the Impact 
  Quality. 
   
  Thick Bark: The tough bark of a Treeman’s skin grants 
  him 3 Armour Points on all locations. 
   
  Armour: None 
  Armour points: Head 3, Arms 3, Body 3, Legs 3 
  Weapons: Mighty Fists 
   
  An enraged Treeman is a truly horrifying creature. The 
  lumbering giant is badly burnt, its trunk charred black 
  and bleeding sap. It was hurt in the fire and pain and 
  grief have driven it insane.  
  
  111 
   
  Dryad 
  Race: Dryad 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   48 
  24 
  47 
  49 
  60 
  53 
  34 
  65 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  2 
   32 
   4 
  4 
  5 
  0 
  0 
  0 
   
  Skills: Charm, Concealment +10%, Common 
  Knowledge (Elves), Dodge Blow, Follow Trail, Gossip, 
  Heal, Intimidate, Navigation, Outdoor Survival, 
  Perception +10%, Scale Sheer Surface, Secret 
  Language (Ranger Tongue), Silent Move +10%, Speak 
  Language(Eltharin, Malla-room-ba-larin) 
   
  Talents: Ambidextrous, Natural Weapons, Rover, 
  Strike to Stun, Will of Iron 
   
  Special Rules: 
  Of Shifting Aspect: A Dryad is a natural shapeshifter. 
  In combat her body takes on the aspects of various 
  types of trees. For reasons unknown to other races, 
  save perhaps the Treemen, a Dryad cannot hold the 
  same aspect for more than one round at a time. At 
  the start of her turn each round, the Dryad must 
  choose a new aspect from among the following: 
   
  Ash: +20% bonus to her Toughness Characteristic. 
  Birch: +1 bonus to her Attacks Characteristic. 
  Oak: +20% bonus to her Strength Characteristic. 
  Willow: She may parry once as a free action any 
  time before her next turn. 
   
  War Form: In battle a Dryad transforms into the 
  personification of the forest’s vengeance. The switch 
  to this war form can be made as a free action and it 
  grants the Dryad the Frightening Talent and 2 Armour 
  Points on all locations. 
   
  Armour: None 
  Armour points: Head 0(2), Arms 0(2), Body 0(2), Legs 
  0(2) 
  Weapons: Claws 
   
  Dryads usually appear as unearthly, lithe and beautiful 
  Elf or Human maidens with green or otherwise 
  inhuman sheen to their skin. They are, however, 
  dangerous nature spirits that can turn into fierce, 
  snarling beasts that take on the aspects of various 
  types of trees. They are elusive opponents, mercurial 
  in their actions and difficult to read. 
   
  Crimson Martyr Mercenaries 
   
  Career: Mercenary 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   47 
  38 
  44 
  43 
  35 
  34 
  30 
  25 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  2 
  13 
  4 
  4 
  4 
  0 
  2 
  0 
   
  Skills: Gamble, Common Knowledge (the Empire), 
  Dodge Blow, Ride, Gossip, Consume Alcohol, 
  Perception, Secret Language (Battle Tongue), Speak 
  Language (Reikspiel) 
  Talents: Disarm, Strike Mighty Blow, Strike to Stun 
  Armour: Full Leather Armour, Sleeved Mail Shirt 
  Armour points: Head 1, Arms 3, Body 3, Legs 0 
  Weapons: Hand Weapon (Sword), Shield 
  Trappings: Backpack, Cutlery, Tankard, Bedroll, Purse 
  with 23 s, Dice, Bottle of Spirits 
  Each man is an experienced soldier and a veteran of 
  the Storm of Chaos. All have a piece of red cloth tied 
  around an arm, attached to a shield, or worn as a 
  bandanna. 
   
   
  
  112 
   
  Volkhard Werhagen, Captain of the Crimson 
  Martyrs 
  Career: Mercenary Captain 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   60 
  50 
  44 
  43 
  46 
  34 
  46 
  33 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  3 
  18 
  4 
  4 
  4 
  0 
  2 
  0 
   
  Skills: Academic Knowledge (Strategy/Tactics), 
  Command, Common Knowledge (the Empire, Kislev), 
  Gamble, Dodge Blow, Gossip, Perception, Read/Write, 
  Ride, Secret Language (Battle Tongue), Speak 
  Language (Reikspiel) 
  Talents: Disarm, Specialist Weapon (Two-Handed), 
  Strike Mighty Blow, Strike to Stun 
  Armour: Full Mail Armour 
  Armour points: Head 3, Arms 3, Body 3, Legs 3 
  Weapons: Great Weapon (Zweihander; Impact, Slow) 
  Trappings: Backpack, Cutlery, Tankard, Bedroll, 
  Moneybox with 300 gc in Tent, Healing Poultice, Bottle 
  of Spirits, Destrier with Saddle & Harness, Mercenary 
  Company 
  Border Princes, Tilea, Kislev – Volkhard Werhagen has 
  shed blood, and bled, on numerous battlefields 
  around the Old World. He is an experienced veteran 
  who rarely loses his composure. Werhagen is a harsh, 
  demanding leader who doesn’t tolerate cowardice of 
  any kind. 
  The Mercenary Captain is a brutal fighter. His style 
  resembles that of a bloodhound. He is relentless, 
  indomitable, and relies heavily on brute strength. 
  Werhagen is a heavy-set, muscular man covered in 
  scars. He has smoky-grey eyes and nose broken too 
  many times. After suffering a grievous wound during 
  the Storm of Chaos a metal plate engraved with a 
  prayer was fastened to his skull. A piece of red cloth is 
  tied around his sword hand. 
  Wardancers 
  Career: Wardancer 
  Race: Elf 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   55 
  53 
  38 
  41 
  60 
  41 
  45 
  40 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  2 
  12 
  3 
  4 
  6 
  0 
  0 
  0 
   
  Skills: Common Knowledge (Elves), Concealment, 
  Dodge Blow +10%, Follow Trail, Heal, Outdoor 
  Survival, Perception, Performer (Acrobat, Dancer, 
  Singer), Scale Sheer Surface, Silent Move, Speak 
  Language (Eltharin, Reikspiel) 
  Talents: Ambidextrous, Coolheaded, Excellent Vision, 
  Fleet Footed, Lightning Reflexes, Marksman, Night 
  Vision, Rapid Reload, Savvy, Specialist Weapon Group 
  (Longbow, Two-Handed), Stout-hearted, 
  Swashbuckler, Warrior Born 
  Armour: None 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Two Hand Weapons (Sword or Axe) 
  Special:  
  Bewildering - The Wardancer’s lithe body moves in 
  such a bewildering way that opponents within 4 yards 
  take -10% penalty to WS and WP. 
  Trappings: Warpaint 
  Loec is the Elven god of trickery, dance and revelry. He 
  is also the patron of the Asrai Wardancers. 
  Wardancers are responsible for upholding and sharing 
  the oral traditions of the Wood Elves through intricate 
  dance rituals. 
  In battle a Wardancer troupe is a sight to see. 
  Tattooed, bright coloured hair, and performing to a 
  deadly rhythm they weave a dance of death across the 
  battlefield. Forsaking armour for total freedom of 
  movement they backflip, somersault and dance 
  around their enemies seeing them gracefully 
  slaughtered in no time. 
  Members of the troupe are afraid of what Bloodleaf 
  has become and all don’t agree with her choices. 
  
  113 
   
  Bloodleaf 
  Career: Shadowdancer 
  Race: Elf 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   70 
  56 
  41 
  41 
  65 
  41 
  52 
  45 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  3 
  16 
  4 
    4 
  6 
  0 
  0 
  0 
   
  Skills: Common Knowledge (Elves), Command, 
  Concealment, Dodge Blow +20%, Follow Trail, Outdoor 
  Survival, Perception, Performer (Acrobat, Dancer), 
  Scale Sheer Surface, Search, Silent Move, Speak 
  Language (Eltharin, Reikspiel) 
  Talents: Aethyric Attunement, Ambidextrous, 
  Excellent Vision, Fleet Footed, Lightning Parry, 
  Lightning Reflexes, Night Vision, Quick Draw, Savvy, 
  Specialist Weapon Group (Longbow, Two-Handed), 
  Stout-hearted, Strike Mighty Blow, Strike to Injure, 
  Swashbuckler, Warrior Born 
  Armour: Tight Fitting Leather Jerkin 
  Armour points: Head 0, Arms 0, Body 1, Legs 0 
  Weapons: Wood Elf Hunting Spear (SB +1; Fast), Hand 
  Weapon (Sword) 
  Special: 
  Bewildering - The Wardancer’s lithe body moves in 
  such a bewildering way that opponents within 4 yards 
  take -10% penalty to WS and WP. 
  Autumn Leaves Falling – Bloodleaf’s attacks are a 
  deadly accurate flurry of blows. Each attack gains the 
  Impact Quality, and she scores Ulric’s Fury on 9 and 
  10. 
  She cannot take the Parrying Stance (but can use 
  Lightning Parry). Additionally, she takes 1 Wound 
  Damage each round from exhaustion. 
  Trappings: Ritual Tattoos 
  Shadowdancers form the devoted priesthood of the 
  Trickster God, Loec. They are the leaders of 
  Wardancer troupes. Yalanna was a Shadowdancer, a 
  leader of her troupe, and a herald of Loec. Then, 
  Humans burnt the forest and the Sacred Glade and the 
  anguish and hatred of the forest consumed her. 
  Ignoring warnings from her troupe she stepped on a 
  long forgotten path from which there would be no 
  return.  
  Yalanna became Bloodleaf, a herald of Khaine, the 
  God of War and Murder. Such was the sin committed 
  against the woodland realm it called for revenge. And 
  Yalanna, now Bloodleaf, was prepared to commit a 
  dark sin to see greater good done. 
  Her new name, Bloodleaf, refers to the last leaves of 
  autumn. The name honours her pledge to an ancient 
  dance believed to be a mere dark myth - a dance 
  dedicated to Khaine. In Human languages it is called 
  Autumn Leaves Falling, but the Eltharin name is much 
  more nuanced than that. It refers to red leaves 
  dancing briefly in the autumn breeze as they fall from 
  the tree. Their last dance is fierce and brief, and it 
  always means one thing – there will be blood. 
  Bloodleaf is an impressive sight with her warrior’s 
  physique and auburn hair billowing in the breeze. Her 
  emerald eyes burn vengeful. She is armed with an 
  Elven Hunting Spear and an Elven blade. Her left arm is 
  covered in intricate symbols painted with red henna. 
  She wears tight fitting boiled leather armour. Like 
  most Wardancers, Bloodleaf is arrogant and haughty. 
   
   
   
   
   
   
   
  
  114 
   
  Interrogation Floating Scene 
   
  The Torturer 
  Career: Interrogator (Saltpeter Man)  
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   35 
  29 
  43 
  35 
  36 
  32 
  45 
  46 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
   13 
  4 
  3 
  4 
  0 
  0 
  0 
   
  Skills: Charm, Heal, Intimidate, Perception, Torture 
  Talents: Menacing, Specialist Weapon Group (Flail), 
  Wrestling 
  Armour: Leather Jerkin 
  Armour points: Head 0, Arms 0, Body 1, Legs 0 
  Weapons: Flail (SB+1; Two-handed; Impact, Tiring) 
  Trappings: Knives, Blades, Hooks, and Screws, 3 sets of 
  Manacles, Healing Draught 
  A twisted man both mentally and physically. A 
  bloodied apron speaks volumes about his experience 
  and enthusiasm. The Torturer has beady eyes and a 
  toothless, cruel grin. He demands everyone to address 
  him as ‘Sir’. In his opinion, what he does is art and 
  feels he is a misunderstood artist. When he goes to 
  work the Torturer often talks to his knives and blades 
  like they were his friends - the only audience that 
  really understands true artistry. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  115 
   
  Chapter VII 
   
  Dawi Zharr Infernal Guard 
  Career: Warrior 
  Race: Chaos Dwarf 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   42 
  32 
  31 
  41 
  22 
  31 
  31 
  22 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
   12 
   3 
  4 
  3 
  0 
  0 
  0 
   
  Skills: Common Knowledge (Dwarfs, Dark Lands), 
  Drive, Haggle, Perception, Search, Speak Language 
  (Khazalid), Trade (Gunsmith) 
  Talents: Disarm, Dwarfcraft, Master Gunner, Night 
  Vision, Rapid Reload, Specialist Weapon Group 
  (Gunpowder), Stouthearted, Strike to Stun, Sturdy 
  Armour: Full Mail Armour, Helmet 
  Armour points: Head 5, Arms 3, Body 3, Legs 3 
  Weapons: Fireglaive with 18 Shots (Fireglaive is a 
  compact repeating handgun that also incorporates a 
  single-edged blade that can be wielded like a halberd.) 
  Close Combat: 2-handed; Dam. SB; Impact, Slow 
  Ranged: SB 4; Range 16/36; Special (see Repeater 
  Firearm), Experimental 
  Very Rare; Enc 200 
  Trappings: Trade Tools (Gunsmith), Symbol of Hashut, 
  Tinderbox 
  Twisted and evil Dwarfs who worship the daemon-god 
  Hashut. the Father of Darkness. They are irredeemably 
  evil, bitter and self-centred creatures, caring nothing 
  for the life of others.  
  The Infernal Guard are dishonoured warriors stripped 
  of an identity. Their faces are scalded and shut 
  underneath red-hot brass helmets, not to be removed 
  until they make amends for their misdeeds. 
  Forged from iron, fire, and blood their brass armours 
  are infused with pain and terror in the form of 
  smouldering runes of torment and death. The Dawi 
  Zharr are highly trained and disciplined warriors 
  absolutely loyal to Bhakrak the Blackened. 
  Dawi Zharr Daemonsmith 
  Career: Daemonsmith (Sorcerer) 
  Race: Chaos Dwarf 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   45 
  32 
  31 
  43 
  22 
  36 
  41 
  22 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
   14 
   3 
  4 
  1 
  2 
  0 
  0 
   
  Skills: Academic Knowledge (Magic, Theology), 
  Channeling, Common Knowledge (Dwarfs, the Dark 
  Lands), Intimidate, Magical Sense, Perception, 
  Read/Write, Search, Speak Arcane Language 
  (Daemonic, Magick), Speak Language (Khazalid), Trade 
  (Gunsmith) 
  Talents: Aethyric Attunement, Dark Lore (Chaos 
  Dwarf), Dark Magic, Dwarfcraft, Night Vision, Petty 
  Magic (Chaos), Stouthearted, Sturdy 
  Armour: Full Mail Armour, Helmet 
  Armour points: Head 5, Arms 3, Body 4, Legs 5 
  Weapons: Hand Weapon 
  Special: Stone Skin (+2 AP Legs, +1 AP Body; -2 
  Movement) 
  Chaos Dwarf Lore: Includes the following spells: Boon 
  of Chaos, Breathe Fire, Cauterise, Conflagration of 
  Doom, Crown of Fire, Dark Hand of Destruction, Fiery 
  Blast, Fireball, Hearts of Fire, Vision of Torment. 
  Trappings: Trade Tools (Gunsmith), Symbol of Hashut, 
  Tinderbox 
  Daemonsmiths are powerful Priests and Sorcerers who 
  hold powerful positions within the Dawi Zharr society. 
  They are Priests to the Father of Darkness and masters 
  of the forges. They fuse daemonology and technology 
  in vile rituals of fire and blood. 
  Forged from iron, fire, and blood the Daemonsmith’s 
  brass armour is infused with pain and terror in the 
  form of smouldering runes of torment and death. The 
  Dwarf’s beard is decorated with numerous brass rings, 
  
  116 
   
  each engraved with foul runes. It looks gruel and 
  unforgiving with its red eyes, ash-grey skin, and small 
  tusks. 
  The Daemonsmith is absolutely loyal to Bhakrak the 
  Blackened. 
   
  Ashbringers, Handmaidens of Pyrenzhia 
  Race: Lesser Daemon of Slaanesh 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  44  
  0 
  40 
  37 
  52 
  31 
  40 
  55 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
   12 
  4 
  3(5)* 
  5 
  0 
  0 
  0 
   
  Skills: Charm +20%, Dodge Blow, Gossip +20%, Night 
  Vision, Perception, Performer (Dancer), Speak Arcane 
  Language (Daemonic), Speak Language (Dark Tongue, 
  Reikspiel), Torture 
  Talents: Ambidextrous, Daemonic Aura*, Frightening, 
  Natural Weapons, Will of Iron 
  * Against non-magical weapons a Daemonette’s 
  Toughness is considered to be 5. 
  Special:  
  Aura of Slaanesh: The Daemonette is so seductive and 
  bewildering that opponents within 4 yards take -10% 
  penalty to WS and WP. 
   
  Chaos Mutations: Animalistic Legs, Pincer Hand. 
   
  Instability: On any round in which the Daemonette is 
  injured in melee but fails to inflict any Wound in 
  return, she must succeed at a Will Power Test or be 
  banished back to the Realm of Chaos. 
   
  Armour: None 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Pincer hand (Precise) 
  Ashbringers are Daemonettes of Slaanesh bound to 
  Pyrenzhia in eternal servitude. Horrible and 
  mesmerising at the same time, Ashbringers have 
  daemonic yet feminine faces with large, feline eyes 
  that glow like embers. Glowing orange symbols of dark 
  arcana and occult sigils coruscate on their coal-black, 
  lithe bodies. 
  Black horns decorated with Slaaneshi sigils and jewelry 
  jut through cascading ash-grey hair. A flowing skirt 
  made from the skin of cheating lovers reveals more 
  than it covers. 
  Their left arm ends in a black, scythe-like pincer with 
  which they can bestow the gentlest caress or the 
  deadliest slash. 
  Captain Tannfelder (use for Commander 
  Freitaler as well) 
  Career: Captain, Nuln Military 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   60 
  50 
  44 
  43 
  46 
  38 
  46 
  40 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  3 
  18 
  4 
  4 
  4 
  0 
  1 
  0 
   
  Skills: Academic Knowledge (Strategy/Tactics), Charm, 
  Command, Common Knowledge (the Empire, Kislev), 
  Gamble, Dodge Blow, Gossip, Perception, Read/Write, 
  Ride, Secret Language (Battle Tongue), Speak 
  Language (Reikspiel) 
  Talents: Disarm, Lightning Parry, Specialist Weapon 
  (Two-Handed, Parrying), Strike Mighty Blow, Strike to 
  Stun 
  Armour: Full Mail Armour, Breastplate, Helmet 
  Armour points: Head 5, Arms 3, Body 5, Legs 3 
  Weapons: Great Weapon (Zweihander; Impact, Slow), 
  Hand Weapon (Sword), Shield 
  Trappings: Backpack, Cutlery, Tankard, Bedroll, 
  Healing Poultice, Destrier with Saddle & Harness, 
  Nulner Military Company 
  An experienced and charismatic leader who is much 
  respected by his men. The Captain has a strong sense 
  of justice and he is willing to take risks to “do the right 
  thing”. 
  A ruggedly handsome man with salt and pepper hair 
  and trimmed moustache. He wears Nulner black and 
  yellow uniform. 
  
  117 
   
  Chapter VIII 
   
  The Guiding Hand 
  Career: Merchant (Cultist of Handrich) 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   33 
  32 
  34 
  33 
  35 
  59 
  54 
  46 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
  12 
  3 
  3 
  4 
  0 
  0 
  0 
   
  Skills: Charm, Common Knowledge (the Empire, 
  Dwarfs), Evaluate +10%, Gossip, Haggle +20%, 
  Intimidate, Perception, Read/Write, Ride, Search, 
  Secret Language (Guild Tongue), Speak Language 
  (Kislevarin, Reikspiel), Trade (Merchant) +20% 
  Talents: Dealmaker, Savvy, Schemer, Suave 
  Armour: None 
  Armour points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Dagger 
  Trappings: Best Quality Clothing, Signet Ring, Purse 
  with 200 gc (in coin, gems, and deeds), Writing Kit, 
  Town House, Business Empire (Foundries, 
  Warehouses) 
  The Guiding Hand is a cult of Handrich; a fraternity 
  where greedy and venal men gather to offer their 
  thanks to the God of Trade, drink, and collude to fix 
  prices, lower taxes, and undermine competition. Four 
  Merchants make up the Guiding Hand: Viktor 
  Geldman, Markus Zachs, Meryle Lintz, and Bruder 
  Lehmann. They are all brilliant men, but absolutely 
  ruthless towards their workers and merciless when it 
  comes to their competitors. 
  The Guiding Hand’s attempt to build a Land Ship, an 
  alternative to the Imperial Steam Tank, ended in an 
  unmitigated disaster and left the men in dire straits 
  financially. In their desperation, they turned to 
  Bhakrak the Blackened. The Chaos Dwarf offered to 
  help them finish the Land Ships if, in return, they help 
  him have six bell-towers built. The Guiding Hand 
  accepted and took blueprints of the towers to 
  Professor Hausdorff with whom they already 
  collaborated on the land ship’s steam engine. The 
  Professor convinced the Countess and the towers 
  were built on an expedited schedule. As a sign of trust, 
  and to seal their business arrangement, Bhakrak 
  invited the Merchants to join him in a Dwarfen ritual. 
  The men agreed mostly because they didn’t want to 
  offend the Dwarf. What they didn’t know is the ritual 
  subjugated their souls to Pyrenzhia (Bhakrak thinks it 
  was Hashut). 
  So far, the Dwarf hasn’t delivered on his promise and 
  the Land Ships remain unfinished. What is more, 
  workers are getting more restless and troublesome by 
  the day. 
   
  Viktor Geldman 
  Viktor is a rotund man with salt and pepper hair and 
  beady eyes. He sees workers as a necessary 
  inconvenience and has no sympathy for their 
  struggles. He owns two foundries with his partner 
  Markus Zachs.  
  Markus Zachs 
  Markus is a lanky fellow who loves expensive jewellery 
  and is a vigorous handshaker. His leadership style is to 
  rebuke his workers in public to instill a culture of fear 
  and zero tolerance for mistakes. He co-owns two 
  foundries with Viktor Geldman. 
  Meryle Lintz 
  A financier who operates a money lending business in 
  Nuln. He provided funding for the Land Ship project. 
  Meryle is a bespectacled man with a stylish beard and 
  an impeccable taste in Tilean wigs.  Nothing he says 
  can be trusted as he lies, exaggerates, and deceives 
  you out of pure habit. 
  Bruder Lehmann 
  Bruder is a bland and uncouth salt mine owner from 
  Wissenland. He has asked the Countess’ hand several 
  times, but Emmanuelle finds the Merchant loathsome 
  and vile. He is a ruthless taskmaster to his servants. 
   
   
  
  118 
   
  Félrieth Morgal 
  Career: Crime Lord (Reik Lionfish)  
  Race: Dark Elf 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   55 
  54 
  40 
  41 
  53 
  58 
  42 
  50 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  2 
   17 
   4 
  4 
  4 
  0 
  0 
  0 
   
  Skills: Charm, Concealment, Common Knowledge (the 
  Empire, Elves), Dodge Blow, Evaluate, Gossip, Haggle, 
  Intimidate, Outdoor Survival, Perception, Shadowing, 
  Silent Move, Scale Sheer Surface, Search, Secret 
  Language (Thieves’ Tongue), Speak Language (Eltharin, 
  Reikspiel), Specialist Weapon Group (Crossbow), 
  Swim, Torture 
   
  Talents: Ambidextrous, Coolheaded, Dealmaker, 
  Excellent Vision, Night Vision, Resistance to Poison, 
  Schemer, Sixth Sense 
   
  Armour: Sea Dragon Cloak 
  Armour points: Head 0, Arms 0, Body 2, Legs 2 
  Weapons: Walking Stick (Hand Weapon with Fast, 
  Armour Piercing, Poisoned (use Black Lotus rules))  
   
  Trappings: Reik Lionfish in Nuln and Wissenland 
  This silver-haired Druchii is the leader of the Reik 
  Lionfish in Nuln. He is a very dangerous Dark Elf, in 
  many ways. Félrieth walks with a slight limp and uses a 
  branch for a walking stick. The thorny branch comes 
  from a tree that grows in Naggaroth. Even when cut, it 
  lives for a decade and continues to produce poison.   
  Bhakrak the Blackened 
  Career: Sorcerer-Prophet (Sorcerer Champion)  
  Race: Chaos Dwarf 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   50 
  37 
  36 
  53 
  22 
  51 
  61 
  27 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  2 
   15 
   3 
  5 
  1 
  3 
  0 
  0 
   
  Skills: Academic Knowledge (Magic, Theology), 
  Channeling, Common Knowledge (Dwarfs, Dark 
  Lands), Magical Sense, Perception, Read/Write, 
  Search, Speak Arcane Language (Daemonic, Magick), 
  Speak Language (Khazalid), Trade (Gunsmith) 
  Talents: Aethyric Attunement, Dwarfcraft, Master 
  Gunner, Night Vision, Petty Magic (Chaos), Rapid 
  Reload, Specialist Weapon Group (Gunpowder, Two-
  Handed), Stout-hearted, Sturdy 
  Armour: Full Mail Armour, Helmet 
  Armour points: Head 3, Arms 4, Body 5, Legs 5 
  Weapons: Great Weapon (Great Axe; Impact, Slow, 
  Hell-rune of Fyre: blade burns and gives SB +1 for 1 
  minute) 
   
  Special: Stone Skin (+2 AP Legs, +2 AP Body, +1 AP 
  Arms; -3 Movement) 
  Special: Furnace Hell-rune – All Fire Damage against 
  Bhakrak is halved. 
  Mutation: Fast - M +1 
  Chaos Dwarf Lore: Includes the following spells: Boon 
  of Chaos, Breathe Fire, Cauterise, Conflagration of 
  Doom, Crown of Fire, Dark Hand of Destruction, Fiery 
  Blast, Fireball, Hearts of Fire, and Vision of Torment. 
  Trappings: Trade Tools (Gunsmith), Symbol of Hashut, 
  Tinderbox 
  Some years ago the Sorcerer-Prophet had led his 
  troops to the mountains in search of a rumoured lost 
  mine in the Black Mountains. To his surprise, 
  Morrslieb’s baleful light revealed ruins of a temple to 
  some ancient and forgotten god. A sudden blizzard 
  forced them to retreat inside - and Bhakrak found his 
  destiny.  
  
  119 
   
  Faded murals depicted a she-daemon tearing down a 
  human city. Bhakrak knew instantly and instinctively 
  that he was guided here by Hashut (he was actually 
  guided by Pyrenzhia). Bhakrak believes he was exalted 
  by his god and given a holy mission. He received 
  visions of the Great Equation and how it would 
  provide him with the answers.  
  Careful not to alert his jealous brethren to his findings 
  Bhakrak took his most loyal followers and made his 
  way into Nuln. They hid under the city and all the 
  while ignorant Humans caught up in their petty 
  schemes remained oblivious to their presence. He 
  could feel it – Nuln was a nexus of geomantic energies 
  – a node of fire and ash sacred to the Father of 
  Darkness. He would burn it all down in His glory, and 
  the Great Equation was the key. 
  To his chagrin, he wasn’t able to solve the 
  hexagrammatical problem on his own. Through his 
  spies he learned of the Land Ships and the Guiding 
  Hand. He had resolved enough of the Equation to 
  know that he needed to build six towers to power a 
  great ritual. He approached the Guiding Hand and 
  manipulated them to ensure the towers were built. 
  Furthermore, he got Professor Hausdorff – equally 
  seduced by the Equation – to assist him. 
  On Geheimnisnacht the ritual was completed and 
  something answered. Bhakrak is not certain what he 
  has called forth, but he feels its divine presence 
  guiding him. Now he prepares for the next time 
  Morrslieb is full for that is when Nuln burns. He has 
  secretly completed two Land Ships and provided the 
  XIII with gunpowder – all for the purpose of seeing 
  Nuln burn.  
  Bhakrak the Blackened is as vile, self-centered, power-
  hungry being as there is in the Old World. This is 
  reflected in his appearance. Eyes red as a hell-forge 
  and small horns protruding from his forehead give the 
  Sorcerer-Prophet a savage and malevolent visage. He 
  has cloven hooves that are slowly turning into black 
  stone. His brass armour writhes with blasphemous 
  sigils. Numerous brass rings decorate his beard and his 
  great axe simmers with runes of burning hatred.  
  Elite Guard 
  Career: Soldier 
  Race: Human 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   45 
  36 
  38 
  33 
  36 
  39 
  33 
  33 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  2 
  14 
  3 
  3 
  4 
  0 
  0 
  0 
   
  Skills: Academic Knowledge (Law), Common 
  Knowledge (Dwarfs, Dark Lands), Dodge Blow, Follow 
  Trail, Gossip, Heal, Intimidate, Perception, Search, 
  Speak Language (Reikspiel) 
  Talents: Coolheaded, Disarm, Hardy, Quick Draw, 
  Strike Mighty Blow, Strike to Injure, Strike to Stun, 
  Sturdy 
  Armour: Full Leather Armour 
  Armour points: Head 1, Arms 1, Body 1, Legs 1 
  Weapons: Hand Weapon (Sword), Shield, Dagger 
  Trappings: Lantern and Pole, Lamp Oil, Uniform 
  Veteran Soldiers who guard the Palace and other key 
  locations in Nuln. They are all brave men handpicked 
  for the duty. 
   
   
   
   
  
  120 
   
  Pyrenzhia 
  Race: Daemon-Queen of Slaanesh 
  Main profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  70  
  0 
  44 
  44 
  62 
  54 
  65 
  65 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  3 
  26 
  4 
  4(6)* 
  5 
  2 
  0 
  0 
   
  Skills: Channeling, Charm +20%, Command +10%, 
  Dodge Blow, Gossip +20%, Magical Sense, Night 
  Vision, Perception, Performer (Dancer), Speak Arcane 
  Language (Daemonic, Magick), Speak Language (Dark 
  Tongue, Reikspiel), Torture 
  Talents: Ambidextrous, Armoured Caster, Daemonic 
  Aura*, Dark Magic, Dark Lore (Chaos), Frightening, 
  Lightning Parry, Natural Weapons, Petty Magic 
  (Chaos), Will of Iron 
  * Against non-magical weapons the Queen’s 
  Toughness is counted to be 6. 
  Special:  
  Aura of Slaanesh: Pyrenzhia is so seductive and 
  bewildering that opponents within 4 yards take -10% 
  penalty to WS and WP. 
   
  Chaos Mutations: Animalistic Legs, Pincer Hand. 
   
  Instability: On any round in which Pyrenzhia is injured 
  in melee but fails to inflict any Wound in return, she 
  must succeed at a Will Power Test or be banished back 
  to the Realm of Chaos. 
   
  Armour: Ornate Slaanesh Body Armour (no penalties 
  from wearing armour; can cast spells normally)  
  Armour points: Head 0, Arms 1, Body 3, Legs 1 
  Weapons: Pincer hand (Precise), Chaos Weapon 
  (Sword; Enchanted: Fast, SB +1, ignores AP)*  
  *Not included in the profile 
  Richter Kless describes Slaanesh in his Liber Chaotica 
  as an amalgam of all the different drives and emotions 
  that surround the experience and concept of pleasure. 
  These emotions and drives include joy, contentment, 
  aestheticism, romance, and love. When created, 
  Slaaneshi Daemons take on the Prince of Pleasure’s 
  temperament and emotions at the moment of their 
  birth and thus become an embodiment of a particular 
  aspect of His will. Pyrenzhia is a reflection of 
  Unrequited Love, an emotion loathed by Slaanesh.  
  Despite all her allure and influence, Pyrenzhia was not 
  able to entice Slaanesh to reciprocate her love. 
  Instead, she was an anathema to the Prince of 
  Pleasure, a reflection of man’s denial of His love. 
  Pyrenzhia desires nothing more than to show her god 
  and master her true nature, to prove her mettle and 
  devotion to Him. 
  Pyrenzhia grew to be a powerful entity. Not quite as 
  mighty as a Keeper of Secrets, but a Daemon-Queen 
  with her own harem of Daemonettes bound to her will 
  nonetheless. 
  Determined to win Slaanesh’s love, the Daemon-
  Queen mustered an army to invade the human 
  Empire. She would enslave the citizens of Nuln and 
  make them love Slaanesh. Then her master would 
  surely recognise the depth of her love for Him. 
  Legends say that she allured the Dawi Zharr to her side 
  by delivering them their cousins’ most secreted 
  gunpowder recipes. 
  Pyrenzhia marched all the way to Nuln’s walls, but was 
  ultimately defeated by the Elector Count Wissenland 
  and his Runefang. Disgusted and disappointed 
  Slaanesh punished her by banishing her “beyond the 
  stars” where she was bound by powerful 
  hexagrammatical wards. From this prison, each time 
  Morrslieb is full she is allowed a brief glimpse at Nuln 
  to remind her of her failure. 
  Slaanesh is associated with all the different emotions 
  that comprise pleasure, but He is also Purpose. This 
  Purpose is expressed in mortal creatures as their 
  pursuit of, and need for, pleasure. To many, Countess 
  Emmanuelle von Liebwitz is the embodiment of mortal 
  pursuit of pleasure. Naturally it follows that Slaaneshi 
  Cultists have tried to corrupt her and show her the 
  truth that is the Lord of Pleasure. 
  Emmanuelle has resisted all attempts to corrupt her. 
  And this has the Cult Magus’ covet her even more. 
  This has attracted the attention of Slaanesh – and 
  evoked feelings of Unrequited Love.  
  Now, Pyrenzhia stirs in her prison. Slaanesh’s feelings 
  feed her, making her more powerful. Already, she is 
  able to reach out, send the weak and the willing 
  
  121 
   
  visions and dreams. First, she was able to do it when 
  Morrslieb is full. Then more frequently.  She felt 
  Bhakrak the Blackened finding her image in the 
  ancient temple and touched his mind. She showed the 
  Sorcerer-Prophet the Great Equation – the key to her 
  release. 
  Then, she saw a peculiar sight. Like a lone firefly in the 
  night, a young man in Nuln shone like a beacon 
  through the Aethyr. She saved the mortal’s earthly 
  vessel and bestowed her kiss upon him. He would be 
  her avatar – her gate to back to the mortal realm. Her 
  time of return is close; and she will convert the 
  Countess. Then, finally, Slaanesh will love her… 
  Pyrenzhia’s porcelain white skin is adorned with barely 
  visible ash-grey sigils of foulest blasphemy. A veil 
  composed of small oxidized keys to people’s hearts 
  and desires covers the lower part of her face. Above 
  the veil almond eyes glow like embers.  Her hair, black 
  as soot and tied in braids, cascades all the way down 
  to her thighs. Long, gleaming black horns curve back 
  and jingle with festooned jewelry and Slaaneshi 
  symbols. Her silk gown is revealing and the deepest 
  shade of purple. Pyrenzhia’s left hand is a gleaming 
  black pincer while her right hand either holds the 13th 
  Runefang or crackles with magical energies. 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Strike-To-Stun Forums/Adventures/The Queen of Embers.pdf