TEXT: TTHE
  HE GGREAT
  REAT H
  HOSPICE
  OSPICE
  A Sanctum of Shallyan Sanity at Frederheim
  A Sanctum of Shallyan Sanity at Frederheim
  Warhammer Fantasy Roleplay - The Great Hospice
  Warhammer Fantasy Roleplay - The Great Hospice
  Page 1
  Page 1
  Copyright © Games Workshop Limited 2007. Games Workshop, the Games Workshop logo, Black Industries and their respective
  logos, Warhammer and all associated marks, logos, places, names, creatures, races and race insignia / devices / logos / symbols,
  locations, weapons, units, characters, products, illustrations and images from Warhammer are either ®, TM and/or © Games
  Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world. All Rights Reserved.
  Written by Graeme Davis, based on the novel ‘Drachenfels’ by Jack Yeovil
  Written by Graeme Davis, based on the novel ‘Drachenfels’ by Jack Yeovil
  Updated for WFRP 2nd edition by Alexander J Bateman
  Updated for WFRP 2nd edition by Alexander J Bateman
  
  Warhammer Fantasy Roleplay - The Great Hospice
  Warhammer Fantasy Roleplay - The Great Hospice
  Page 2
  Page 2
  The Nuns of the Order of the Bleeding Heart, or the
  Sisters of Shallya as they are more informally known, is
  one of the largest groupings of the faithful within the
  Shallyan priesthood. Members of the order may be found
  throughout the Old World working with the poor and sick,
  sometimes alongside male followers of Shallya. Most
  members however are stationed at one of the many
  hospices that are scattered throughout the Old World. 
  These Hospices are large hospital-monasteries, estates
  that are dedicated not just to the worship of Shallya, but
  also to the practical arts of healing. Some of the hospices
  deal in general healing and take any patient who comes
  to them in need; others specialize in particular ailments
  and conditions, and draw their patients from all over the
  Old World. The hospice at Seuchenshof in Nordland, for
  example, specializes in the treatment of the Black
  Plague, while the one at Frederheim in the Reikland
  specializes in the treatment of insanity.
  Frederheim
  Frederheim
  The village of Frederheim lies not far from the point
  where the highway from Altdorf forks for Middenheim and
  Delbertz. It is a tiny, undistinguished place of seventy five
  or so souls who typically scratch a living from simple
  farms, selling what little they over produce directly to the
  Hospice. Despite being situated just off the busy Altdorf
  to Middenheim road, few people ever stop here, although
  there is a quiet Four Season coaching inn situated on the
  road. Few maps even bother to record Frederheim’s
  position, even though it is a part of the Imperial estates.
  The locals are reluctant to talk about the Hospice, not
  because of any disrespect to the Sisters, but from simple
  fear that the madness that haunts the place is infectious,
  just like any other plague.
  Past Frederheim, but not quite through it, runs a dirt road,
  linking the Great Hospice to the Altdorf road. The turning
  is not marked by a post or milestone, and is easy to miss
  if you are not sure of your way. Despite appearances, the
  road is capable of handling coach traffic and winds
  through the dark forest for two or three miles until the
  high, grey walls of the Great Hospice suddenly loom out
  of the trees.
  The Hospice
  The Hospice
  The Great Hospice was founded in 2243 by a grant of
  land and money from Eberhardt the Just, who was then
  Emperor of the Reikland. A postulant priest of Shallya
  himself, Eberhardt suddenly had the leadership of the
  House of Holzkrug thrust upon him when his father was
  A Sanctum of Shallyan Sanity at Frederheim
  A Sanctum of Shallyan Sanity at Frederheim
  murdered by a von Carstein assassin and his elder
  brother was found issuing decrees to an electoral
  assembly which consisted entirely of potted plants.
  Despite dwelling in a dark time of a divided empire, ever
  threatened by the forces of the Vampire Counts,
  Eberhardt expended a great deal of time and money,
  much of it his own, on improving public health in the
  Reikland's towns and cities. He was especially interested
  in the causes of madness, and as soon as the newly
  endowed hospice was built he sent local militias scouring
  the towns and countryside for lunatics to occupy it.
  Eberhardt hoped that by studying lunatics a cure might
  be found for madness, but the Sisters of Shallya placed
  the well-being of their patients above any academic
  priorities, and no startling progress has been made.
  The Great Hospice of Frederheim continues to receive
  financial support from the crown, but this has reduced
  drastically over the years. For the last century the
  Hospice has relied on “donations” (they refuse to call
  them fees), from the families of their more wealthy
  patients. No one has yet been turned away.
  Sworn statements by two physicians are necessary
  before a patient can be admitted here. In the case of poor
  patients who cannot afford a physician, Sister Margaret
  will provide one signature and Sister Marie the other.
  Once admitted, a patient remains in the care of the
  hospice until he is demonstrably cured (which is rare),
  until he dies, or until his family, if any, instructs otherwise.
  The Hospice is a nunnery of Shallya and the whole area
  counts as Consecrated ground. There are certain rules
  which must be observed by all those visiting. No
  weapons or armour are permitted to be carried inside the
  grounds and neither are any magic items that are not
  obviously dedicated to Shallya. Items such as these must
  be kept under lock and key for the whole duration of the
  visit; and one of the Sisters keeps the key. No violence of
  any kind is permitted within the walls of the Hospice and
  Visitors must do as they are asked by the staff at all
  times.
  Violation of these rules and any other breach of common
  courtesy will result in the miscreant being asked to leave
  immediately. Anyone refusing to leave can expect severe
  repercussions, although typically not from the Cult of
  Shallya itself. Trespassing on the nunnery grounds is a
  serious offence, as the land is the property of the
  Emperor himself. In particular the Reiksguard make it a
  point of honour that they ensure that no one ever
  trespasses on the Emperor’s land twice.
  The Great Hospice
  The Great Hospice
  
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  A Sanctum of Shallyan Sanity at Frederheim
  A Sanctum of Shallyan Sanity at Frederheim
  
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  A Sanctum of Shallyan Sanity at Frederheim
  A Sanctum of Shallyan Sanity at Frederheim
  
  Warhammer Fantasy Roleplay - The Great Hospice
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  The People of the Great Hospice
  The People of the Great Hospice
  A Sanctum of Shallyan Sanity at Frederheim
  A Sanctum of Shallyan Sanity at Frederheim
  High Priestess Margaret von Aschendorf
  High Priestess Margaret von Aschendorf
  Abbot (Ex Initiate – Ex Priest – Ex Anointed Priest)
  “They're happy enough to dump their embarrassing
  “They're happy enough to dump their embarrassing
  relatives on us, but they don't seem to understand that
  relatives on us, but they don't seem to understand that
  it costs money. Just because we're priestesses, they seem
  it costs money. Just because we're priestesses, they seem
  to think we come by everything we need miraculously.”
  to think we come by everything we need miraculously.”
  Appearance: Elderly, slim, piercing blue eyes.
  Personality: Brisk, practical, worldly.
  Motivations: Keep Hospice running, get donations, cut
  costs.
  -- M
  Maarrggaarreett vvoonn AAsscchheennddoorrff --
  W
  WSS
  BBSS
  SS
  TT
  AAgg
  IInntt W
  WPP
  FFeell
  40%
  40% 42%
  42% 42%
  42% 45%
  45% 42%
  42% 68%
  68% 61%
  61%
  61%
  61%
  AA
  W
  W
  SSBB TTBB
  M
  M M
  Maagg IIPP
  FFPP
  22
  16
  16
  44
  44
  44
  22
  00
  00
  Skills: Academic Knowledge (History, Law, Philosophy,
  Theology+20%), Animal Care, Channelling, Charm+10%,
  Common Knowledge (Bretonnia, the Empire), Gossip,
  Heal+20%, Magic Sense, Perception+20%, Read/Write,
  Ride, Speak Arcane Language (Magick), Speak
  Language (Breton, Classical, Reikspiel)
  Talents: Divine Lore (Shallya: Enduring), Extra Spell
  (Cure Insanity), Fast Hands, Lesser Magic (Dormancy,
  Exorcism), Lightning Reflexes, Master Orator, Meditation,
  Petty Magic (Divine), Public Speaking, Savvy, Seasoned
  Traveller, Strike to Stun, Strong Minded, Suave, Super
  Numerate
  Combat:
  Combat:
  Magic: 2; Cure Insanity, Divine Lore (Shallya: Enduring),
  Dormancy, Exorcism, Petty Magic (Divine)
  Armour (None): Best Quality Simple White Robes
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: None
  Trappings: Silver Dove Cloak-pin, Prayer Book, Band of
  Woven Hair from Saint Cecelia (Relic), Writing Kit
  Sister Clementine Clausewitz
  Sister Clementine Clausewitz
  Monk (Ex Noble – Ex Student)
  “I hope it's for the best. It's so difficult to know what to
  “I hope it's for the best. It's so difficult to know what to
  do for them.”
  do for them.”
  Appearance: Late 20s, medium build, fair hair.
  Personality: Dreaming, well-meaning, emotional.
  Motivations: A simple life, welfare of patients.
  -- CClleemmeennttiinnee CCllaauusseewwiittzz --
  W
  WSS
  BBSS
  SS
  TT
  AAgg
  IInntt W
  WPP
  FFeell
  36%
  36% 34%
  34% 33%
  33% 35%
  35% 39%
  39% 61%
  61% 45%
  45% 46%
  46%
  AA
  W
  W
  SSBB TTBB
  M
  M M
  Maagg IIPP
  FFPP
  11
  15
  15
  33
  33
  44
  00
  00
  00
  Skills: Academic Knowledge (Genealogy/Heraldry,
  Philosophy, Theology), Animal Care, Blather, Charm,
  Common Knowledge (The Empire), Gossip+10%,
  Heal+10%, Perception, Performer (Musician),
  Read/Write, Ride, Speak Language (Classical, Reikspiel)
  Talents: Etiquette, Linguistics, Luck, Savvy, Schemer,
  Seasoned Traveller
  Combat:
  Combat:
  Armour (None): Simple White Robes
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: None
  Trappings: Silver Dove Cloak-pin, Prayer Book, Writing
  Kit
  TTOME
  OME OF
  OF SSALVATION
  ALVATION
  Full Details of the Monk, Abbot and Temple
  Guardian career can be found in ‘Tome of
  Salvation’, as can information on the Enduring
  Spell List for Shallya and the Dormancy Lesser
  Magic Spell. The Exorcism Lesser Magic Spell
  can be found in ‘Sigmar’s Heirs’.
  
  Warhammer Fantasy Roleplay - The Great Hospice
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  A Sanctum of Shallyan Sanity at Frederheim
  A Sanctum of Shallyan Sanity at Frederheim
  Sister Marie Duvallier
  Sister Marie Duvallier
  Physician (Ex Initiate – Ex Monk)
  “The mind is a complex organ – more intricate than the
  “The mind is a complex organ – more intricate than the
  finest clock a Dwarf ever made. We do not even
  finest clock a Dwarf ever made. We do not even
  understand how it can be broken, so we have a long way
  understand how it can be broken, so we have a long way
  to go before we know how to mend it.”
  to go before we know how to mend it.”
  Appearance: Middle-aged, heavy build, grey hair, blue
  eyes.
  Personality: Gentle, patient, slight Bretonnian accent.
  Motivations: Welfare of patients, researching
  treatments for insanity.
  -- M
  Maarriiee DDuuvvaalllliieerr --
  W
  WSS
  BBSS
  SS
  TT
  AAgg
  IInntt W
  WPP
  FFeell
  31%
  31%
  32%
  32% 34%
  34% 36%
  36% 51%
  51% 63%
  63% 52%
  52% 50%
  50%
  AA
  W
  W
  SSBB TTBB
  M
  M M
  Maagg IIPP
  FFPP
  11
  15
  15
  33
  33
  44
  00
  00
  00
  Skills: Academic Knowledge (Astronomy, Science,
  Theology), Animal Care, Arcane Language (Magick),
  Charm, Common Knowledge (Bretonnia, the Empire),
  Gossip, Heal+20%, Perception, Read/Write+10%, Speak
  Language (Breton+10%, Classical, Reikspiel), Trade
  (Apothecary)
  Talents: Lightning Reflexes, Linguistics, Public
  Speaking, Resistance to Disease, Suave, Surgery
  Combat:
  Combat:
  Armour (None): Simple White Robes
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: None
  Trappings: 4 Healing Draughts, Silver Dove Cloak-pin,
  Prayer Book, Trade Tools (Medical Instruments stored in
  the infirmary), Writing Kit
  Sister Anna-Lise Leverktse
  Sister Anna-Lise Leverktse
  Monk (Ex Barber-Surgeon – Ex Tradeswoman – Ex
  Physician)
  “Will it work? How can I know? How do I know what
  “Will it work? How can I know? How do I know what
  works if I'm not allowed to test anything?”
  works if I'm not allowed to test anything?”
  Appearance: 30s, tall, slim, always wears gloves.
  Personality: Brisk, efficient, unsociable.
  Motivations: Develop new Compounds for treating
  insanity, welfare of patients.
  -- AAnnnnaa--LLiissee LLeevveerrkkttssee --
  W
  WSS
  BBSS
  SS
  TT
  AAgg
  IInntt W
  WPP
  FFeell
  31%
  31%
  25%
  25% 36%
  36% 42%
  42% 48%
  48% 70%
  70% 45%
  45% 47%
  47%
  AA
  W
  W
  SSBB TTBB
  M
  M M
  Maagg IIPP
  FFPP
  11
  16
  16
  33
  44
  44
  00
  00
  00
  Skills: Academic Knowledge (Magic, Science+10%,
  Theology), Animal Care, Arcane Language (Magick),
  Charm, Common Knowledge (The Empire), Common
  Knowledge (Tilea), Drive, Evaluate, Gossip+10%,
  Haggle, Heal+20%, Perception, Prepare Poison,
  Read/Write, Secret Language (Guild Tongue), Speak
  Language (Classical, Reikspiel, Tilean), Trade
  (Apothecary+10%, Herbalist)
  Talents: Linguistics, Resistance to Disease, Resistance
  to Poison, Savvy, Strike to Stun, Super Numerate,
  Surgery, Very Resilient
  Combat:
  Combat:
  Armour (Light): Simple White Robes over Leather
  Corset
  Armour Points: Head 0, Arms 0, Body 1, Legs 0
  Weapons: None
  Trappings: 4 Healing Draughts or other Potions, Silver
  Dove Cloak-pin, Prayer Book, Trade Tools (Barber-
  Surgeon’s and Medical Instruments stored in the
  infirmary), Writing Kit
  
  Warhammer Fantasy Roleplay - The Great Hospice
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  A Sanctum of Shallyan Sanity at Frederheim
  A Sanctum of Shallyan Sanity at Frederheim
  Sister 
  Sister Ulrike Messner
  Ulrike Messner
  Monk (Ex Entertainer – Ex Tradeswoman – Ex
  Student)
  ““The mind isn't physical and it's not chemical. The
  The mind isn't physical and it's not chemical. The
  mind itself is greater than cogs and drugs.
  mind itself is greater than cogs and drugs.””
  Appearance: Late 20s, medium height and build,
  piercing blue eyes.
  Personality: Friendly, gregarious, talkative.
  Motivations: Investigate non-surgical, non-
  pharmaceutical treatments.
  -- U
  Ullrriikkee M
  Meessssnneerr --
  W
  WSS
  BBSS
  SS
  TT
  AAgg
  IInntt W
  WPP
  FFeell
  30%
  30% 34%
  34% 36%
  36% 36%
  36% 41%
  41% 57%
  57% 45%
  45% 56%
  56%
  AA
  W
  W
  SSBB TTBB
  M
  M M
  Maagg IIPP
  FFPP
  11
  14
  14
  33
  33
  44
  00
  00
  00
  Skills: Academic Knowledge (Philosophy, Science,
  Theology+10%), Animal Care, Charm, Common
  Knowledge (The Empire), Drive, Evaluate, Gossip,
  Haggle, Heal+10%, Hypnotism, Perception, Performer
  (Actor, Palm Reader), Read/Write, Secret Language
  (Guild Tongue), Speak Arcane language (Magick), Speak
  Language (Classical, Reikspiel), Trade (Apothecary,
  Brewer)
  Talents: Dealmaker, Etiquette, Linguistics, Mimic, Public
  Speaking, Seasoned Traveller, Suave
  Combat:
  Combat:
  Armour (None): Simple White Robes
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: None
  Trappings: Silver Dove Pendent, Prayer Book, Writing
  Kit
  Chief Orderly Sister 
  Chief Orderly Sister Hanna Bratsch
  Hanna Bratsch
  Temple Guardian (Ex Thug – Ex Initiate)
  ““I decided to stop killing and try healing instead. Any
  I decided to stop killing and try healing instead. Any
  objections? In the end I just swapped one bunch of
  objections? In the end I just swapped one bunch of
  lunatics for another.
  lunatics for another.””
  Appearance: 20s, short, stocky.
  Personality: Quiet, firm, slightly intimidating.
  Motivations: Serve the hospice.
  -- H
  Haannnnaa BBrraattsscchh --
  W
  WSS
  BBSS
  SS
  TT
  AAgg
  IInntt W
  WPP
  FFeell
  51%
  51%
  23%
  23% 33%
  33% 37%
  37% 36%
  36% 42%
  42% 50%
  50% 35%
  35%
  AA
  W
  W
  SSBB TTBB
  M
  M M
  Maagg IIPP
  FFPP
  22
  13
  13
  33
  33
  44
  00
  00
  00
  Skills: Academic Knowledge (History, Theology), Charm,
  Common Knowledge (The Empire), Consume Alcohol,
  Dodge Blow+10%, Gamble, Gossip, Heal,
  Intimidate+10%, Perception+10%, Read/Write, Search,
  Secret Language (Thieves’ Tongue), Speak Language
  (Classical, Reikspiel)
  Talents: Cool Headed, Disarm, Public Speaking,
  Resistance to Poison, Strike Mighty Blow, Strike to Stun,
  Very Strong, Warrior Born, Wrestling
  Combat:
  Combat:
  Armour (Light): Bleached Leather Jack and Leggings
  Armour Points: Head 0, Arms 1, Body 1, Legs 1
  Weapons: Quarterstaff (1d10+2, Defensive,
  Pummelling)
  Trappings: Healing Draught, Silver Dove Brooch
  
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  A Sanctum of Shallyan Sanity at Frederheim
  A Sanctum of Shallyan Sanity at Frederheim
  The Inmates of the Great Hospice
  The Inmates of the Great Hospice
  Skills: Charm, Common Knowledge (The Empire),
  Concealment, Evaluate, Follow Trail, Gossip, Intimidate,
  Outdoor Survival, Perception+10%, Performer (Acrobat,
  Dancer), Prepare Poison, Scale Sheer Surface, Search,
  Shadowing+10%, Silent Move+10%, Sleight of Hand, Speak
  Language (Reikspiel), Swim
  Talents: Marksman, Mighty Shot, Quick Draw, Rapid Reload,
  Rover, Sharpshooter, Specialist Weapon (Entangling, Longbow,
  Throwing), Strike Mighty Blow, Sure Shot, Swashbuckler
  Insanities: Blasted Brain, The Fear (Strangers), Heart of
  Despair, Knifes of Memory
  Combat:
  Combat:
  Armour (None): Inmates Uniform
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: None
  Trappings: None
  The Great Hospice has secured cells for twelve patients, and
  many more staying in one of the three dormitories.  A few
  example patients are given below.
  Inmate Bratsch Erzbet Wegener
  Inmate Bratsch Erzbet Wegener
  Assassin (Ex Entertainer – Ex Bounty Hunter – Ex
  Targeteer)
  Erzbet is one of the Hospice’s more tragic patients, a withdrawn
  woman who seemingly cannot even remember her own name.
  Although docile now, initially she was on suicide watch for over
  three years, and her therapy is widely considered a success by
  most of the Sisters. 100 gold each year is paid to the Hospice
  for her upkeep, paid for by the banking House of Mandragora,
  by an account in the name of “Dieudonna”
  Appearance: Late 30’s, delicate build, wild tangled hair,
  deeply-etched face, vacant expression with eyes staring
  into space.
  Personality: Docile, quiet, seldom speaks or interacts
  with people in any way.
  Motivations: None. Erzbet seldom speaks, when she
  does it is often a soft recital of the long list of names of all
  the people she has murdered.
  -- BBrraattsscchh EErrzzbbeett W
  Weeggeenneerr --
  W
  WSS
  BBSS
  SS
  TT
  AAgg
  IInntt W
  WPP
  FFeell
  51%
  51%
  76%
  76% 36%
  36% 38%
  38% 63%
  63% 40%
  40% 48%
  48% 37%
  37%
  AA
  W
  W
  SSBB TTBB
  M
  M M
  Maagg IIPP
  FFPP
  33
  14
  14
  33
  33
  44
  00
  44
  00
  Anders Bohne
  Anders Bohne
  “I don't want to keep repeating myself, but I am sane.
  “I don't want to keep repeating myself, but I am sane.
  I'm not mad. I shouldn't be in here. There's been a
  I'm not mad. I shouldn't be in here. There's been a
  terrible mistake. Just talk to the Sisters, they'll tell you
  terrible mistake. Just talk to the Sisters, they'll tell you
  I'm right.”
  I'm right.”
  Appearance: Late 30s, slim build, fair hair.
  Personality: Quiet, reasonable, violent when he doesn't
  get his own way.
  Motivations: Escape.
  Insanity: Blasphemous Rage
  Hanni Eiferer
  Hanni Eiferer
  “I'm going to cut the wickedness out of your soul. You
  “I'm going to cut the wickedness out of your soul. You
  want me to hurt you. I can tell. There's an eye in the
  want me to hurt you. I can tell. There's an eye in the
  middle of your forehead that's winking at me. It's
  middle of your forehead that's winking at me. It's
  telling me what to do. So SIT STILL. I'M A SURGEON,
  telling me what to do. So SIT STILL. I'M A SURGEON,
  DAMMITT”
  DAMMITT”
  Appearance: Old (late 60s), slight build, drawn face,
  piercing eyes.
  Personality: Charming psychopath.
  Motivations: Destroy “wrongdoers”, escape to continue
  the “great work”.
  Insanities: The Beast Within, Delirious Saviour
  Jurgen Stumpfnase
  Jurgen Stumpfnase
  “Flies. Flies. Flies. That's the only thing for me. But
  “Flies. Flies. Flies. That's the only thing for me. But
  there's not much life in a fly, you know. Far more inside
  there's not much life in a fly, you know. Far more inside
  you. Or one of those nice ripe Sisters. Yummy.”
  you. Or one of those nice ripe Sisters. Yummy.”
  Appearance: Indeterminate age, scruffy, red-rimmed
  eyes.
  Personality: Deluded, believes that he is a Vampire. 
  Motivations: Live forever!
  Insanity: The Deviant Mirror
  Inmate 21B
  Inmate 21B
  “That wall’s a lying git!”
  “That wall’s a lying git!”
  Appearance: Early 20s, long hair, beard, unwashed.
  Personality: Almost non-existent, can barely deal with
  inanimate objects...
  Motivations: A quite life, away from everything.
  Insanity: Profane Persecutions (Objects), Venomous
  Thoughts
  
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  Page 9
  Page 9
  A Sanctum of Shallyan Sanity at Frederheim
  A Sanctum of Shallyan Sanity at Frederheim
  Additional Insanity Rules
  Additional Insanity Rules
  The WFRP rulebook offers a selection of mental
  disorders and some basic notes on the treatment of
  insanity. However, further disorders have been
  recognized by Old World medicine, and further
  treatments have been developed at the Great Hospice
  and elsewhere. Here is a selection of optional and
  advanced rules, which can be introduced into your WFRP
  campaign if you wish.
  New Insanity – The Deviant Mirror
  New Insanity – The Deviant Mirror
  Someone who suffers from The Deviant Mirror believes
  that he is something other than what he truly is, to the
  point that they will se themselves as that when looking at
  their own reflection. This can be anyone or indeed,
  anything, at all. A Human character might believe he is an
  Orc, for instance, and behave exactly as he believes an
  Orc would behave. Note that it is what the afflicted
  character believes that matters, not the actual truth.
  Deluded characters might believe that they are Ores, or
  Dwarfs, or even trees or squirrels. Alternatively, a
  character might believe that he is a certain famous or
  historic individual, for example Giles le Breton or Teclis.
  As this Insanity is so broad in scope, the exact effects of
  this are left up to the GM. However at some point a
  character suffering from The Deviant Mirror will certainly
  find himself on the wrong side of the law, as behaving like
  a rampaging Orc will quickly get oneself into serious
  trouble with the watch, whereas telling people that you
  are Sigmar walking the earth again is likely to get your
  burnt at the stake by Witch Hunters.
  Delusions
  Delusions
  Delusions are similar to Insanities except that they are
  less encompassing and severe, having little to no real
  impact upon a characters life. Many people, especially
  the elderly or infirm suffer from one or two of these, and
  amongst the nobility they are typically refereed to as
  “Eccentricities” A character suffering from this disorder
  believes something which is very obviously untrue. The
  nature of the delusion can vary widely, and typically will
  affect the character's life some-what, but not enough that
  normal life becomes impossible. However, the character
  will be recognized as seriously eccentric and others may
  avoid him or at least tap their heads knowingly behind his
  back...
  Some examples of typical delusions are.
  ● The character believes that all members of a particular race
  or nation are slightly deaf, and always shouts when talking to
  them.
  ● The character believes that any entrance in the east of a
  building lets Daemons in, and will never enter any room
  which has an eastern door.
  ● The character believes that the meat of a certain animal
  causes baldness, and refuses to eat it.
  ● The character believes that earth can never conquer water,
  and therefore will never cross a stone or earth bridge over a
  river, because the bridge cannot possibly exist.
  ● The character believes that moonlight is dangerous, and will
  go to some lengths to avoid being struck by the rays of either
  moon.
  ● The character believes that boots and shoes are actually
  malignant life-forms that are just awaiting the signal to bite
  their unsuspecting victims' feet off, and will refuse to wear any
  kind of footwear.
  ● The character believes that mice are intelligent being from
  another world, and will spend hours talking to them in
  respectful tones.
  With the GM’s permission a player may trade a single
  Insanity Point for a delusion instead. Players should
  avoid taking too many delusions, and typical character
  should be careful to take no more than three. After this
  Witch Hunters, Priests and Physicians will start taking an
  Interest, and the Character may well end up locked inside
  the Great Hospice himself!
  AASYLUMS
  SYLUMS IN
  IN THE
  THE O
  OLD
  LD W
  WORLD
  ORLD
  The common reaction to characters of questionable
  sanity is either to let them wander the streets with
  beggars and the other dregs of society, or to ‘put
  them away’ in an asylum. Since most asylum
  owners charge a fee for their services, this latter
  option is generally open only to the more well-to-do,
  who pay handsomely to avoid the embarrassment of
  having a member of the family wandering about as a
  known lunatic. Most asylums are little better than
  dungeons: patients receive no treatment, and are
  often subject to abuse by the staff and other
  inmates. A spell in an asylum can often result in the
  patient’s condition deteriorating, as their purpose is
  to keep lunatics confined rather than cure them,
  making those institutions run by the Cult of Shallya
  even more of a rare blessing.
  
  A Sanctum of Shallyan Sanity at Frederheim
  A Sanctum of Shallyan Sanity at Frederheim
  New Treatments for Insanity
  New Treatments for Insanity
  Warhammer Fantasy Roleplay - The Great Hospice
  Warhammer Fantasy Roleplay - The Great Hospice
  Page 10
  Page 10
  As well as the treatments described in the WFRP rulebook,
  there are other means that can be used to try to cure
  personality disorders. Often distressing for the patient, they are
  neither gentle nor reliable, but occasionally they do work.
  Confrontation Therapy
  Confrontation Therapy
  This treatment is used in cases of “The Fear” and other
  conditions which arise principally from phobia. The patient is
  forced to confront the object of his fear, and hopefully repeated
  exposure will decrease the fear until it becomes manageable.
  Or it might drive the patient even further into insanity.
  The patient makes a Will Power Check for each session of
  therapy. If the test is passed, the patient comes a little closer to
  mastering his fear; if not, the fear gets a little worse. Make a
  note on the character sheet of each passed test: 6 passes will
  cure the disorder, and each pass gives the patient a +10
  modifier for all subsequent tests. If the test is failed, the patient
  gains another insanity point. It is possible for a patient to be
  cured of one disorder and gain another in the process.
  Confrontation therapy can also be used to treat cases of
  “Profane Persecutions” but if the test is failed the patient does
  not gain another insanity point. Instead, the condition takes its
  normal effect, described in the WFRP rulebook.
  Aversion Therapy
  Aversion Therapy
  This technique seeks to alter a patient's behaviour by
  administering a sharp punishment every time the undesirable
  behaviour is displayed, in a way it gives the patient a phobia
  against the undesirable behaviour or against the treatment itself
  of course. Aversion therapy can be used to treat almost all
  disorders.
  The patient makes an Intelligence Check for each session of
  aversion therapy. Make a note on the character sheet of each
  passed test: 6 passes will cure the disorder, and each pass
  gives the patient a +10 modifier for all subsequent tests. If the
  test is failed, the patient gains another insanity point. A new
  disorder acquired while undergoing aversion therapy will always
  be “The Fear” typically manifesting as a phobia of physicians,
  the cult of Shallya, or of some other recognizable group of
  people associated with the treatment.
  Shock Therapy
  Shock Therapy
  As its name suggests, this treatment involves administering a
  sharp shock to the patient, dousing with cold water, for
  instance. It is mainly used in cases where the patient has
  become withdrawn (e.g. “Heart of Despair” and “Knifes of
  Memory”) and has also been used in cases of other dementias
  to try to shock the patient's mind back to full functioning.
  The patient makes a Will Power Check for each session of
  shock therapy. Make a note on the character sheet of each
  passed test: 6 passes will cure the disorder, and each pass
  gives the patient a +10 modifier for all subsequent tests. If the
  test is failed, the patient retreats further from the discomfort of
  reality and the disorder is reinforced: the patient gains a
  permanent -10 modifier to all subsequent attempts to treat the
  disorder.
  Deprivation Therapy
  Deprivation Therapy
  Known informally as “cold turkey” in our world, deprivation is
  often used to treat disorders such as “Mandrake Man” and
  “Terrible Thirstings” but it can also be used, in a modified form,
  to treat any other behavioural disorders which require a daily
  Will Power Check, simply by denying the patient the opportunity
  to indulge in the aberrant behaviour.
  For each day of deprivation, the patient must make a Will
  Power Check. If the condition being treated is a physical
  addiction, such as “Mandrake Man” or “Terrible Thirstings”, the
  patient must also make a Toughness Check daily. Each failed
  Will Power Check gains the character an additional insanity
  point, and each failed Toughness Check causes the character
  to lose 1d10 points from a random characteristic generated by
  the following table.
  All such losses are permanent. If any characteristic reaches
  zero, the patient lapses into a coma and must pass a
  Toughness check or die; patients who survive still have 1d10/5
  points in the affected characteristic.
  Each time a Will Power Check is passed, the patient becomes a
  little bit more able to cope with their addiction. The addiction is
  never cured by this process, but each successful test gives the
  character a +5 bonus to his daily Will Power Checks to resist
  the lure of his particular drug.
  #Table 1-1: Deprivation Therapy#
  #Die Roll#
  Charicteristic Loss#
  #1#
  Weapon Skill #
  #2#
  Ballistic Skill #
  #3#
  Strength #
  #4#
  Toughness #
  #5#
  Agility #
  #6#
  Agility #
  #7#
  Intelligence#
  #8#
  Will Power#
  #9#
  Will Power#
  #10#
  Fellowship#
  O
  OLD
  LD W
  WORLDER
  ORLDER NNARCOTICS
  ARCOTICS
  For GMs wishing to expand addictions beyond
  Mandrake Root, many other narcotics are known to
  exist. These include narcotics such as both Black and
  Red Lotus, Lustrian Stardust, Laughing Powder and
  Notropian Blue. One of the most common drugs is
  Wyrdroot, a mild hallucinogenic popular among Nobles
  and Students. Elves favour herbal narcotics such as
  Moonflower while the Dwarfs manufacture the harsh
  stimulant known as Whack or Ax-Powder.
  
  Warhammer Fantasy Roleplay - The Great Hospice
  Warhammer Fantasy Roleplay - The Great Hospice
  Page 11
  Page 11
  A Sanctum of Shallyan Sanity at Frederheim
  A Sanctum of Shallyan Sanity at Frederheim
  Adventures at the Great Hospice
  Adventures at the Great Hospice
  The Great Hospice of Frederheim can be used in a variety of
  ways in your WFRP adventures.
  The Course of True Love
  The Course of True Love
  A friend or associate of the adventurers has been conducting a
  reckless and passionate affair, and the father of his paramour
  does not approve of the liaison one little bit. After threats,
  bribery and outright violence have left both lovers unmoved, the
  disapproving father has resorted to desperate measures and he
  has bribed a couple of physicians to certify his daughter insane
  and has had her shipped off to the Great Hospice. The
  adventurers, perhaps with their friend in tow, must scout the
  Hospice and find some way of getting the unfortunate girl out,
  while avoiding sacrilege or any other trouble. Perhaps
  afterwards they will be called upon to prove her sanity in a court
  of law, not an easy task!
  Out of Harms Way
  Out of Harms Way
  This idea might be used as a group adventure, or as a solo
  adventure, or as separate but interlinked adventures for a group
  of characters who have become separated. The adventurers
  were hired to carry out a task of dubious legality, and things
  went wrong. They wake up in the Great Hospice, where they
  have been admitted as patients under false names. Perhaps
  they are together, or perhaps they have been separated. They
  have no equipment of any kind and no clothes other than a
  tattered night-shirt apiece. Their former patron had them
  admitted-shying away from actual murder; he still needs them
  out of the way, as they know too much. From this none-too-
  promising start, they must some-how escape, recover what they
  have lost and perhaps avenge themselves on their former
  patron.
  The Key Witness
  The Key Witness
  The adventurers are hired by a big-city lawyer or perhaps even
  a templar or witch hunter. A huge trial is about to start in the city,
  which could be Altdorf, Middenheim, Marienburg or anywhere
  else you fancy, and a vital witness has vanished. The trial could
  involve a major organized crime ring, a powerful Chaos cult with
  some members still at liberty, or any other large, powerful
  organization. The key witness has been admitted to the Great
  Hospice under a false name, and must somehow be found and
  freed, and brought back to testify. Again, it may be necessary to
  establish the witness's sanity before his testimony can be
  admitted at the trial.
  The Awful Truth
  The Awful Truth
  This idea would be best suited to a group which includes at
  least one character with Surgery or some other healing skill or
  magic. The adventurers are hired by a wizard, cleric, templar or
  witch hunter. A former colleague of their patron was conducting
  highly dangerous but vital research on the very edge of Chaos,
  when an experiment went disastrously wrong. The experimenter
  gained some vital knowledge, but was driven mad in the
  process and is now a patient at the Great Hospice. The
  information locked in the madman's-tormented mind is vital, and
  must be recovered at all costs-but how? Which of his ravings
  are real, and which are merely ravings?
  Brotherly Love
  Brotherly Love
  It is far from uncommon for patients at the Great Hospice to
  come from noble families, and the younger sons of noble
  families have been known to stoop to almost anything in order
  to get the succession (and the fortune) away from their older
  siblings and into their own hands. Such is the case here; the
  eldest son of a noble house has been falsely certified insane
  and is confined in the Great Hospice. The adventurers are hired
  by a faithful retainer to free the Young Master, prove his
  soundness of mind, and redress the wrongs done to him. The
  evil younger brother, meanwhile, will be happy to hire thugs,
  assassins and so on to make their lives just that little bit more
  interesting. Alternatively, perhaps the older brother really is
  mad, and the younger brother has decided to have him quietly
  done away with just in case he gets better and comes back to
  claim his inheritance. Or perhaps that is just what the
  adventurers are told - when you are dealing with skulduggery in
  noble houses, the truth seems to become rather changeable...
  Spare Parts
  Spare Parts
  In Altdorf the adventurers are hired to investigate a body-
  snatching gang. The trail leads to the Great Hospice, where a
  corrupt orderly on the staff is selling the bodies of dead lunatics
  to physicians, necromancers or other interested parties.
  Possibly the unfortunate lunatics were helped on their way in
  the interests of a quick profit. The gang will include a number of
  reputable people who will have too much to lose if their
  activities are exposed; if they realize that the adventurers are
  on to them they will try to have them put out of the way in the
  asylum (see Out of Harm's Way), quite possibly arranging to
  have them die in a short while.
  The Best of Intentions
  The Best of Intentions
  Sister Anne-Lise is permanently disgruntled with the hospice's
  administration for the way it puts the welfare of individual
  patients before the opportunity to test possible cures and, as
  she sees it-bring relief to a great many more people. Unable to
  contain her impatience, she has secretly been developing and
  testing a range of potions and preparations on the patients in
  the underground cells. One or more of these potions has
  produced some unfortunate side-effects, just when the
  adventurers are visiting the hospice on some other business.
  One potion, for instance, might contain a tiny amount of
  powdered Warpstone, causing the patient to develop Chaos
  mutations, it might even turn a previously harmless lunatic into
  a ravening monster which breaks out and threatens the whole
  hospice. If you combine this with one of the other adventure
  ideas, you could keep the adventurers' hands very full indeed…
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Other/Adventures/The Great Hospice.pdf