TEXT:  
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  Thhee  T
  Tiieess  T
  Thhaatt  B
  Biinndd  
  An Adventure for Warhammer Fantasy Roleplay 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Written and Designed by: Bryan Kropp 
   
  Uneasy lies the head that wears a crown. 
  --William Shakespeare, Henry IV 
  Introduction 
   
  This adventure can be played at any point in the 
  middle of a campaign, or used as a way to 
  introduce a new group of characters to each 
  other under adverse circumstances.  It should 
  provide sufficient challenges for a group in a 
  basic or first advanced career, and offer some 
  interesting situational roleplaying along the 
  way. 
   
  The scenario begins during the harvest season at 
  a coaching inn situated in the fertile farmlands 
  fed by the Aver River.  You can easily place it 
  in any isolated farming village along any river 
  in the Empire and even adjust the time of year 
  as necessary to suit your campaign.  The 
  original setting was north of the Aver, between 
  the river and the Stirhügel, but should be 
  adaptable anywhere. 
   
  A restful nights stay at the Inn of the Falconer’s 
  Regret is interrupted when the innkeeper’s 
  daughter is spirited away through the wheat 
  fields by a river troll.  The innkeeper’s son and a 
  hastily assembled rescue party set out in pursuit 
  of the troll.  The beast is tracked until it 
  disappears into a hillside barrow, which houses 
  much more than just a fugitive troll.  The Player 
  Characters will need their wits about them to 
  bring the girl out, but perhaps there is more to 
  be learned before the night is through. 
  
   
  2
  The Falconer’s Regret 
   
  A coaching inn should be a welcome sight to 
  any traveler after a long days journey through 
  the wilds.  The Falconer’s Regret is no 
  exception.  The largest structure in this small 
  and isolated farming community, the inn’s 
  success must be attributed to the fact that is it 
  the only civilized establishment for many miles 
  in either direction along the Aver.  A very good 
  model of a coaching inn exists on pages 17-18 
  of the Game Masters Pack.  Large fields and the 
  occasional farmhouse surround the inn, while 
  gentle hills lie just beyond the farmland.  
  Villagers can be seen bundling grain, and 
  harvesting squash. 
   
  Set the scene by describing to the players their 
  arrival at the inn.  They will be coming in out of 
  a light rain.  A warm fire provides solace from 
  the coming night‘s chill air, as locals in the bar 
  room chat excitedly about nearing the end of 
  Harvest-Tide.  A jovial man wipes glasses 
  behind the bar, while patrons of the inn await 
  their meals, and servers bustle about.  The PC’s 
  meals will be interrupted as you read them the 
  following highlighted text.  Throughout the 
  adventure, highlighted text like this should be 
  read or paraphrased to the players. 
   
  Shouts from outside rouse everyone as a crowd 
  forms at the windows and doors.  A woman can 
  be seen disappearing into the wheat field across 
  the road, slung over the shoulder of what 
  appears to be a troll!  “No,” shouts the frantic 
  innkeeper.  “Esmer, my beautiful girl, someone 
  help her!”  It becomes apparent that very few 
  people here are willing to chase after the beast.  
  A young boy named Hans joins the innkeeper, 
  trying to recruit other to go with him to rescue 
  his sister. 
   
  As the adventuring party will be some of the 
  stoutest patrons in the bar, they will eventually 
  draw the attention of Hans and his father, Dieter 
  Plotreiber.  It turns out that Dieter is not only 
  the bartender, but also the proprietor of the inn, 
  and he is desperate to save his only daughter 
  from the troll.  Perhaps the PC’s will feel pity or 
  duty compels them to help.  If necessary, 
  cajoling, begging, and even offering of a reward 
  will be tried in turn by the frantic innkeeper and 
  his son. 
   
  The Chase 
   
  Tracking the troll through the fields of squash 
  and wheat proves fairly simple, as there are 
  large footprints, downtrodden crops, and 
  occasional traces of sludge left behind.  Due to 
  these factors, a successful Easy (+20%) Follow 
  Trail Test will allow a character to stalk the 
  troll across the fields.  Occasionally, the trolls 
  head and shoulders (and hence Esmer’s limp 
  body) can be seen above the stalks.  At the very 
  least, the unusually strong odor will allow the 
  party to continue in the right direction, and give 
  the least seasoned traveler a chance to realize 
  that the kidnapper is a river troll.  Fortunately, 
  the creature is heading away from the river, so 
  perhaps there is a chance of catching him before 
  he devours his victim. 
   
  Trolls move faster then humans on foot; making 
  it unlikely the PC’s will catch up to the 
  kidnapper.  They may succeed in striking it with 
  a few arrows or other missiles but this should 
  not slow the troll due to his regeneration.  The 
  constant drizzle makes the fields muddy, so 
  even horses will be unable to catch up.  Hans 
  and the party will emerge from the tall grasses 
  to see the large from of the troll just 
  disappearing into a hillside cave.  Fear that this 
  is a convenient place for the kidnapper to enjoy 
  his snack should prompt the group to follow. 
   
  The descent into the cave reveals a crude 
  circular staircase, leading to an ancient wooden 
  door that has been torn aside.  Approaching the 
  door, anyone pausing to make a Listen Based 
  Perception Test will hear hushed voices and a 
  sound of grating stone coming from inside.  A 
  little stealth at this point will allow the party to 
  surprise the group of goblins who are attempting 
  to move aside the heavy stone lid of a 
  sarcophagus.  The sarcophagus lies in front of a 
  semicircular fountain, topped by a statue of a 
  mermaid with a dove perched on her finger.  
  
   
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  Alternatively, rushing in will put both groups on 
  an equal footing.  The goblins, annoyed by the 
  second intrusion, drop the stone lid and draw 
  weapons as they face the party. 
   
  Hans Plotreiber, Innkeeper’s Son 
  Career: Servant 
  Race: Human 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  46% 38% 37% 34% 43% 28% 44%
  39%
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  13 
  3 
  3 
  4 
  0 
  4 
  0 
  Skills: Animal Care, Blather, Common 
  Knowledge (the Empire), Dodge Blow, Drive, 
  Evaluate, Gossip +10%, Perception, Sleight of 
  Hand, Speak Language (Reikspiel) 
  Talents: Acute Hearing, Flee!, Hardy, Very 
  Resilient, Warrior Born 
  Armor: None 
  Armor Points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Hand Weapon (axe) 
  Trappings: Good Craftsmanship Clothing, 
  Pewter Tankard, Tinderbox, Storm Lantern, 
  Lamp Oil 
   
  Hans is a free spirited young man who stands to 
  inherit his father’s position and business in a 
  few years.  He is very concerned about his sister 
  Esmer, so will be very serious till she is rescued.  
  Once this is done, he will revert to his free 
  wheeling ways.  If none of the PC’s manages to 
  keep the golden circlet from the sarcophagus for 
  themselves, Hans will pitch in to help the story 
  along. 
   
  River Troll, Hungry Kidnapper 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  36% 15% 51% 44% 22% 18% 27%
  10%
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  3 
  29 
  5 
  4 
  6 
  0 
  0 
  0 
  Skills: Intimidate, Perception, Scale Sheer 
  Surface, Speak Language (Goblin Tongue), 
  Swim +10% 
  Talents: Fearless, Frightening, Natural 
  Weapons, Night Vision, Specialist Weapon 
  Group (Two-handed) 
  Special Rules: 
  • Regeneration: At the start of its turn 
  each round, a Troll regenerates 1d10 
  Wounds.  Wounds caused by fire cannot 
  be regenerated.  This ability ceases to 
  function if the Troll dies 
  • Stink Baaaad: Due to the especially 
  unpleasant stench of a River Troll, any 
  opponents in melee combat have -10% 
  penalty to WS, unless they have no sense 
  of smell or some means of nullifying 
  said sense. 
  • Stoopid: Trolls are quite stupid and they 
  often forget what they are doing.  Any 
  time a Troll encounters something that 
  might distract it, such as a fresh corpse 
  to eat or a particularly ripe smell to 
  investigate, it must make an Intelligence 
  Test or stop whatever it was previously 
  doing to engage with the new distraction 
  (in the above examples, eat the corpse or 
  investigate the smell).  If the Troll is 
  being attacked, it is far less likely to be 
  distracted and the test becomes Easy 
  (+20%) 
  • Vomit: A Troll can vomit on a melee 
  opponent as a full action, spraying 
  corrosive and ill-smelling digestive 
  juices whose foulness defies description.  
  The vomit attack hits automatically for 
  Damage 5, and ignores all Armor Points.  
  It may be dodged by not parried (for 
  obvious reasons). 
  Armor: None 
  Armor Points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Claws and Great Club 
  Slaughter Margin: Hard 
  
   
  4
  Quick Guide To The Barrow 
   
  1. Entrance.  A crude circular stone 
  stairway leads down from the hillside 
  cave entrance.  The door to Room 2 is 
  barely still on its hinges. 
  2. Crypt Room.  Goblins have made a 
  campfire and several unlit torches hang 
  from the walls.  The goblins are 
  attempting to open the ancient 
  sarcophagus, and have apparently 
  imprisoned one of their number under 
  the hinged floor grate. A mermaid 
  fountain bubbles on the south end, while 
  two statues of soldiers stand unmoving 
  at the north. 
  3. Small Living Area.  The door is slightly 
  ajar, and no fire burns in the fireplace.  
  However there is a pile of sleeping furs, 
  a chest, and another statue behind the 
  door.  This statue looks exactly like the 
  two in the north corner of the Crypt 
  Room.  However this statue seems only 
  half done. 
  4. Growls can be heard coming from this 
  room, beyond the portcullis, which 
  proves impossible to lift.  It does not 
  look as if the troll entered here, as the 
  portcullis seems rusted shut.  This room 
  is not intended to be entered, but to 
  provide a distraction and mystery.  In 
  reality, there is a Wyvern here, which 
  the undead have locked away.  When it 
  expires they plan to make it into a 
  mount.   
  5. Fog fills the passageway leading up to 
  the main audience chamber of the 
  Ancient Prince Osorkon.  See the map 
  for where the fog begins and where it 
  starts to glow with light from the magma 
  pit.  The warmth and humidity increase 
  near the entrance, and the fog obscures 
  the raised portcullis from view 
   
  The full-size map on page 6 shows squares in a 
  scale of 1 square = 2 yards/meters, which is the 
  standard WFRP scale.
  
   
  5
  The Barrow Under the Hill 
   
  There are only four goblins trying to open the 
  sarcophagus, and they are probably not a serious 
  threat to the party.  One of their number is 
  locked under the hinged grate in the floor, so 
  there must have been some squabbling.  The 
  prisoner is likely to survive the fight unless the 
  PC’s are feeling particularly mean (he is fairly 
  helpless locked up under the floor as he is).  He 
  or any other goblins that are left alive will 
  attempt to beg for their lives through gestures 
  and grunts. 
   
  They don’t speak any human language, and few 
  characters speak the Goblin Tongue.  You may 
  also choose to have them attempt to show that a 
  large beast came through here, and that he was 
  bearing someone on his shoulder.  Acting this 
  out for your PC’s could prove entertaining.  The 
  goblin will mime a hunched beast with a 
  burden, and point down a hallway leading 
  deeper into the cave.  One of the goblins has a 
  pouch containing 4 Mad Cap Mushrooms. 
   
  A flickering campfire in the center of the room 
  has the goblins’ dinner cooking over it.  Two 
  old looking statues stand in corners of the room, 
  and there are a couple of cobweb covered, unlit 
  torches in holders along the walls.  The lid of 
  the sarcophagus lies most of the way open, and 
  something within glints in the dim firelight. 
   
  The lid can be removed completely with effort 
  from a couple of PC’s, revealing a complete 
  skeleton lying within.  Traces of ancient, 
  decaying fabric cling to the bones, and a 
  delicate golden circlet crowns the skull.  Most 
  tantalizing of all is a sizable cut amethyst resting 
  freely among the bones. 
   
  Hopefully, your players will remember their 
  reason for being here, and continue to track the 
  troll.  As they proceed down the hallway, they 
  will encounter an intersection with a portcullis 
  and two possible directions to go.  One leads to 
  room 3, and the other leads further into the cave.  
  The portcullis proves impossible to open, as 
  large amounts of rust seem to have frozen it in 
  place.  While there may be growls coming from 
  within, this is just a red herring so don’t spend 
  too much time on it. 
   
  The passageway just north of room 3 is blocked 
  by a cave-in.  Underneath the rubble is a half 
  buried skeleton of some unfortunate who did not 
  make it out in time.  He still wears a plate bracer 
  on one of his arms.  There is a full set of plate 
  leggings buried under the rubble if someone 
  takes the time to dig the body out. 
   
  Room 3 may be of interest.  While no fire burns 
  in the fireplace, someone might have holed up 
  here at one time.  Another statue, identical to the 
  two found in room 2, stands partially completed 
  behind the door.  There are furs piled on some 
  straw for someone to sleep on, and a chest.  The 
  chest contains 7 shots worth of gunpowder, and 
  73 brass pennies.  Once the group decides to 
  continue down the eastern passage, they may 
  notice occasional sludge and seaweed, 
  confirming their choice of direction. 
   
  Where this passageway turns south, the party 
  will find the air growing damp.  Shortly 
  thereafter, a dense mist will obscure vision 
  beyond 4 yards, and make it dangerous to move 
  at more than normal rate.  At the next 
  intersection, be sure to inform your PC’s that 
  they can feel the humidity increasing, as sweat 
  beads up on their bodies.  Also, inform them 
  that a dull yellow glow emanates from the 
  passage to the east. 
   
  Anyone following the passage leading to room 4 
  to the north will quickly encounter a warm, 1 
  meter deep pool of water which stops at another 
  impassible portcullis.  Feel free to have leeches 
  or something else in the water if you want to 
  make it a bit nastier.  However, following the 
  remaining passage will cause the PC’s to 
  emerge into room 5.  The mist extends some 4 
  yards into the room, so they will be completely 
  inside the room before the mist trails off and 
  they can see for normal distances. 
   
  The first thing they will feel is the warmth of the 
  pit of magma at the north end.  At the south end, 
  
   
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  there is a burbling spring 
  surrounded by a pool of water.  
  The magma appears to be the 
  cause of the yellow light seen in 
  the mist, and together with the 
  spring, explains the extreme 
  humidity and foggy conditions. 
   
  The troll can be seen kneeling 
  over the still form of the 
  kidnapped girl at the far end of 
  the room, and he appears be 
  preparing to eat.  This should 
  spur the party into action, 
  providing ample opportunity for 
  simultaneous rescue operations 
  and combat.  Enterprising 
  characters may find ways to use 
  the magma pit against the troll. 
   
  Surprise Ending 
   
  As the fight draws to a close, or 
  if the PCs appear to be losing, 
  observant characters (making a 
  successful Listen Based 
  Perception Test) may catch the 
  creak of bows being drawn back.  
  Everyone will certainly notice 
  that the troll resembles an over-
  used pin cushion a moment later, 
  as a number of arrows are now 
  protruding from his upper torso.  
  A heavy portcullis crashes down 
  just as the troll falls, and the 
  PC’s find themselves sealed in 
  the room.  Anyone looking up 
  will notice many skeletal hands 
  holding the bows that were just 
  fired.  It is difficult to see into 
  the shadows without Night 
  Vision, but those with it may 
  make out at least 30 skeletons 
  behind stone battlements on the 
  level above. 
   
  Three withered, glowing eyed 
  figures step down to block the 
  base of a circular stairway.  The 
  
   
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  stairway appears to lead up to a dais on which 
  stands another.  The creature on the dais is 
  wrapped in cloth and fine vestments, and 
  flanked by additional guards. 
   
  The guards are wights, as are two of the figures 
  at the base of the stairway.  The third figure is a 
  priest, and may be described slightly more 
  dramatically if you like.  A Very Hard (-30%) 
  Sight Based Perception Test may clue in 
  someone that this mummy on the raised 
  platform (the dais from the description) wears a 
  circlet very similar in design to the one found in 
  the sarcophagus in the first room. 
   
  The ancient mummy speaks in an 
  unrecognizable language.  One of the figures at 
  the base of the stairs (the priest) translates into a 
  strange sounding dialect of Reikspiel. 
   
  “The Grand Prince, Osorkon, wishes to know 
  why you bring such filth into his hall.” 
   
  Regardless of the response, the next translation 
  will be: 
   
  “The pit of fire you see before you, which His 
  Eminence preserves here to remind us each of 
  our… ephemeral nature… should serve.” 
   
  He will gesture towards the magma pit and the 
  troll in turn if no one gets the hint that they 
  should burn the trolls body.  If asked about the 
  fire and water, or the fog, he will first look to 
  Osorkon for guidance.  After a short 
  incomprehensible conversation, the translator 
  will simply say that, “It serves to keep down the 
  dust.”  Feel free to adlib for any additional 
  questions, but bear in mind that the undead have 
  short patience for the living. 
   
  The withered translator will mount the stairs, 
  saying with finality, “Remove the warm from 
  the domain of the cold.”  The portcullis rises as 
  the mummy and his translator can be seen 
  disappearing into an upstairs chamber.  The 
  wights at the base of the stairs will remain.  A 
  wise group should take the girl and depart, as it 
  is obvious that a fight at this point will not go 
  well for them. 
   
  If anyone seems to think it’s a good idea to 
  confront the undead further, Hans may remind 
  them that not only are they outnumbered, but 
  also the undead hold the advantage of ground, 
  and have cover.  Also consider the effects of 
  fear emanated by them.  The sauna effect from 
  the magma pit and spring also render Osorkon 
  immune to normal flammability rules.  There 
  appears to be more than one reason for the 
  magma pit. 
   
  A Warm Welcome 
   
  The PC’s will find no further impediments to 
  their retreat, and will arrive back at the inn to a 
  warm welcome from Dieter.  Esmer has begun 
  to recover from the shock of her ordeal at this 
  point, and heads off to rest with one of the 
  servers.  Meanwhile, Dieter offers free rooms to 
  her rescuers, and invites them to join a feast in 
  their honor.  Boisterous drinking and carousing 
  will last well into the night, when guests will 
  finally make their way off to bed. 
   
   
   
  It is likely that one of your PC’s will have 
  chosen to keep either the circlet or the amethyst 
  for themselves, so keep track of who took what.  
  In the event that none of them wanted to 
  become a tomb robber, Hans will have secretly 
  pocketed at least the golden circlet.  No one will 
  see him do this; he will wait until no one is 
  watching to pilfer the sarcophagus.  In the event 
  someone noticed the circlet matched Osorkon’s 
  and made a fuss about returning it, Hans will 
  
   
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  return later and take it.  It will become apparent 
  why he does this. 
   
  A Rude Awakening 
   
  In the middle of the night, the party will be 
  awoken by a commotion and frantic calls from 
  the other guests.  Several people are staring out 
  the windows at a small army of the dead, which 
  has surrounded the inn.  Play this up by 
  allowing the PC’s to run to various windows, at 
  each they will see a line of skeletons. 
   
  Some are armed with bows, and others with 
  hand weapons.  A few have torches, which hiss 
  in the rain.  Some of the undead appear to be 
  zombies and wights, but in the dimness it is hard 
  to tell.  Osorkon and his priest (the translator 
  from before) sit atop nightmares in front of the 
  main entrance to the inn.  Other undead can be 
  just seen lurking at the edge of the torchlight. 
   
  The army will simply wait.  It should again be 
  obvious that the party faces an insurmountable 
  force.  If someone is foolish enough to fire out a 
  window, or otherwise provoke them, some of 
  the torchbearers may move forward, implying 
  that they can set fire to the inn.  Dieter and other 
  locals were blissfully unaware of this army of 
  undead, as no one had the nerve to explore the 
  barrow before.  The rain has rendered Osorkon 
  and his army very wet, so normal rules of 
  mummy flammability do not apply.  Osorkon 
  has a mind for tactics, and is an experienced 
  battle leader.  He does not come unprepared. 
   
  At this point, the PCs are faced with the 
  dilemma of discovering why the mummy and 
  his army have surrounded the inn.  If someone 
  addresses the prince and his attendants, Osorkon 
  will respond through his translator as before, 
  with the priest always speaking for his lord.  In 
  a booming voice the priest will ask, “Art thou 
  thieves?”  If there is no response, he will next 
  say, “Return what has been taken!”  The undead 
  will be very terse, as Osorkon is quite annoyed. 
   
  Resolution 
   
  The last comment was a big clue, and should get 
  the party discussing what they could have taken.  
  Since Osorkon is no longer standing above 
  them, they have a better chance of noticing that 
  he wears a circlet on his head that bears a strong 
  resemblance to the one from the sarcophagus 
  earlier.  If the party is struggling, allow someone 
  to make a Routine (+10%) Sight Based 
  Perception Test to notice this.  If anyone is 
  brave enough to go stand before him and talk, 
  the Perception Test should become Easy 
  (+20%).  Remember that all undead radiate 
  fear, and so anyone wishing to approach and 
  talk will have to pass a Fear Test in order to 
  approach.  If you wish to add complexity, the 
  rain can drown out voices, such than someone 
  must take the initiative to go and talk with the 
  undead. 
   
  In truth, Osorkon is only interested in the 
  headband circlet.  It belonged to his wife in life, 
  and while she does not share his undead status, 
  he continues to honor her after death has parted 
  them.  He will not leave until it is returned, and 
  is willing to burn the inn down if necessary to 
  recover it.  However, he knows he can get it 
  back faster and more reliably if he doesn’t have 
  to raze the building and kill to get it.  He is not 
  evil, but neither is he a nice guy.  He is a ruler 
  who is used to acting in an imperious fashion 
  and getting what he wants. 
   
  Feel free to reveal pieces of information to the 
  PC’s as they continue to talk, and remember that 
  Osorkon’s answers through his interpreter will 
  be short and to the point.  Think of it as if 
  someone has stolen your wedding ring, and you 
  want it back.  He has no interest in the gem that 
  was buried with his wife’s body, but will not 
  necessarily say so.  Hence there is still a fairly 
  valuable prize the PC’s can walk away with.  
  The idea here is to build tension as the guests at 
  the inn continue to wonder what it is the undead 
  want returned.  It should not be too easy, but 
  must be possible to determine who has it, as no 
  one is likely to walk out of here unless the item 
  is returned. 
   
  
   
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  If any of the PC’s took the circlet, then it is up 
  to the party to get them to admit to it and hand it 
  over.  If none of them did, and Hans has it, he 
  will start to look around shiftily, and perhaps get 
  red faced.  With a little prodding, he will burst 
  out with a confession.  He is frightened for his 
  father’s inn, which is also their home.  
  Nonetheless, he is also afraid to admit that his 
  actions brought the wrath of the undead to his 
  father’s doorstep. 
   
  Once it is out in the open that someone stole the 
  circlet, it should be a simple matter to return it, 
  once again bearing in mind possible fear effects 
  when approaching the undead.  Assuming 
  someone walks out the front door and hands the 
  circlet to one of the undead, it will be passed 
  quickly to Osorkon’s priest, and then to the 
  prince himself.  He will examine it, and then 
  simply turn and leave.  The undead army will 
  march back to the barrow and disappear.  It is 
  ideal if this happens before sunrise, but these 
  undead will not be perturbed by light of day if it 
  takes that long. 
   
   
  Sometimes Things Go Awry 
   
  There are a couple of possible scenarios which 
  might be tried by desperate PC’s or ones who 
  don’t’ want to surrender their gold.  If someone 
  tried to enter combat, a fusillade of arrows 
  should convince them of the folly of a direct 
  assault, and possibly burn up a fate point in the 
  process.  Alternatively, another guest might try 
  this and be quickly shot down.  Undead are not 
  the best soldiers, but there are hundreds of them.  
  Another option that might get the PC’s away is 
  to run the blockade with horses or a coach.  This 
  is a rather creative solution, and you may allow 
  it to succeed if you wish.  However, it will leave 
  the rest of the inn’s guests at the mercy of the 
  undead, who will raze the inn to the ground a 
  short while later. 
   
  It is fairly unlikely that the PC’s will press the 
  point so far that the undead do decide to attack.  
  Osorkon is worried that in the confusion of a 
  full battle he might lose his precious circlet 
  forever.  However, if pressed, he is prepared to 
  burn the inn and kill all of these pesky creatures 
  whom have built so close to his home.  It should 
  not be necessary to go this far though, so give 
  your players every chance to realize what is 
  going on and return the property. 
   
  Aftermath 
   
  Once Osorkon has the circlet, and his army has 
  disappeared back into the barrow under the hill, 
  calm returns and it will be as if the undead had 
  never risen.  No sign will be seen of them even 
  if someone watches the hillside cave for days.  
  Now the PC’s know that there is an undead 
  being of some power living not far from a small 
  village, they may decide to try and take some 
  action, or leave it to the witch hunters or some 
  other military force.  The prince does, after all, 
  seem to have the ability to summon a large army 
  if pressed. 
   
  A few villagers may be worried at this 
  newfound threat, however some of the elders 
  may begin passing out advise like, “Stay away 
  from that hillside, no need to rouse their ire.”  It 
  will become apparent to anyone who sticks 
  around, that the common wisdom becomes to 
  adapt, just as the people of the old world adapt 
  to many other threats. 
   
  Osorkon, like many of his kind, has no wish to 
  spend much time outside his burial home.  In 
  fact, he has more incentive than most, since this 
  is where his consort was buried.  He is 
  somewhat sentimental for a mummy, and not 
  likely to want to make himself a target for those 
  who wish to hunt his kind.  Hopefully this 
  adventure provides some interesting insight for 
  the players into the psyche of one of the most 
  vital of the undead. 
  
   
  10
   
  The village will return to normal within a few 
  days, as people start loading up carts with 
  supplies from the recent harvest to take to 
  nearby towns.  Esmer seems none the worse for 
  wear, and she actually has a good number of 
  boys taking interest in her story, which suits her 
  just fine.  Dieter Plotreiber is being 
  uncharacteristically generous, perhaps out of 
  guilt for the havoc caused by his family.  If 
  Hans was the one who took the circlet, rather 
  than one of the PC’s, he will be spending a good 
  deal of time apologizing to nearly everyone. 
   
  If it was the PC’s who took the circlet, then it 
  might be best if they left as soon as possible.  
  While Dieter and some others are grateful for 
  their heroism, word spreads fast and those who 
  rouse the ire of the old things in the tombs are 
  unlikely to be popular. 
   
  Experience Points 
   
  The PC’s receive 50 xp for Esmer’s rescue, 75 
  xp for successfully talking their way out of the 
  mummy’s wrath and solving the puzzle of who 
  stole what.  Give 10-40 xp each for good 
  roleplaying and diplomacy.  Consider giving the 
  character that actually took the circlet 25 xp, 
  especially if they follow a roguish career or 
  have a thieving nature.  Remember also, 
  someone might have kept a cut amethyst worth 
  nearly 60GC. 
   
  Designer’s Notes 
   
  Leechu, though never mentioned by name, is 
  Osorkon’s priest, and the source of his 
  necromantic minions.  He has existed in an 
  undead state for a long time and as such knows 
  many languages, making him an ideal translator.  
  He is a close approximation of a Liche Priest, 
  given that nothing has been published as yet on 
  them.  For the most part, you should have no 
  need to show off his magic prowess in this 
  adventure, since he plays a passive role.  It is 
  just there for reference.  A mini bestiary is 
  provided in the next section for anyone who 
  does not yet own the Old World Bestiary. 
   
  On page 6, there is a map of the barrow under 
  the hill, including a grid.  The grid is rendered in 
  the scale of WFRP, 1 square = 2 yards/meters.  
  The entire map was physically constructed 
  during our playtest, which added greatly to the 
  atmosphere.  The adventure also served as a 
  good backdrop for a Troll Slayer to live up to 
  his name.
  
   
  11
  Bestiary 
   
  Goblins, Tomb Robbers 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  25% 30% 30% 30% 25% 25% 30%
  20%
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  8 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Common Knowledge (Greenskins), 
  Concealment, Outdoor Survival, Perception, 
  Ride, Silent Move, Scale Sheer Surface, Speak 
  Language (Goblin Tongue) 
  Talents: Night Vision 
  Special Rules: 
  • Animosity: Goblins, like Orcs, are a 
  fractious lot and they need very little 
  reason to squabble amongst themselves 
  or mix it up with other Greenskins.  A 
  Goblin offered any kind of excuse must 
  make a Will Power Test or immediately 
  attack the offending Greenskins, be they 
  Hobgoblins, Orcs, or other Goblins. 
  • Elvses is Scary: Goblins find Elves 
  extremely unnerving.  Whether this is 
  because of the ancient animosity 
  between the two races, or simply 
  because of the Elves’s superior 
  mannerisms and smell of cleanliness, a 
  Goblin must make a Fear Test if it and 
  its allies do not outnumber the Elves 
  present by at least two to one. 
  • Night Goblins: None of the Goblins in 
  this adventure are Night Goblins or 
  Fanatics, though one does carry a small 
  leather bag containing 4 Mad Cap 
  Mushrooms. 
  Armor: Light Armor (Leather Jerkins) 
  Armor Points: Head 0, Arms 0, Body 1, Legs 0 
  Weapons: Hand Weapon, Short bow, Shield 
  Slaughter Margin: Easy 
   
   
   
   
   
   
   
  Skeletons 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP
  Fel
  25%
  20%
  30%
  30% 25% 
  - 
  - 
  - 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
  1 
  10 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: None 
  Talents: Frightening, Night Vision, Undead 
  Special Rules: 
  • Mindless: Skeletons are animated bones 
  with no mind or spirit of their own.  
  They have no Intelligence, Will Power, 
  or Fellowship, and can never take or fail 
  Tests based on those Characteristics 
  • Shambling: Skeletons are relentless but 
  slow.  They cannot take the run action. 
  Armor: Light Armor (Leather Jerkin and 
  Leather Skullcap) 
  Armor Points: Head 1, Arms 0, Body 1, Legs 0 
  Weapons: Hand Weapon, Bow 
  Slaughter Margin: Routine 
   
   
  Zombies 
  Main Profile 
  WS 
  BS
  S 
  T 
  Ag 
  Int 
  WP
  Fel
  25%
  0%
  35%
  35% 10% 
  - 
  - 
  - 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  12 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: None 
  Talents: Frightening, Night Vision, Undead 
  Special Rules: 
  • Mindless: see Skeletons 
  • Shambling: see Skeletons 
  Armor: Light Armor (Leather Jack) 
  Armor Points: Head 0, Arms 1, Body 1, Legs 0 
  Weapons: Hand Weapon 
  Slaughter Margin: Easy 
  
   
  12
   
  Wights 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  40% 35% 45% 45% 30% 25% 35%
  20%
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  15 
  4 
  4 
  4 
  0 
  0 
  0 
  Skills: Perception, Speak Language (Classical) 
  Talents: Frightening, Night Vision, Undead 
  Special Rules: 
  • Wight Blade: Wights wield ancient and 
  deadly weapons infused with the power 
  of undeath.  In the hands of a Wight, 
  such a blade counts as a magical weapon 
  and inflicts SB+2 damage.  Furthermore, 
  when a Wight causes a Critical Hit, it 
  makes two rolls on Table 6-2: Critical 
  Hits and inflicts the deadlier result.  In 
  the hands of anyone else, a Wight Blade 
  counts as a hand weapon. 
  Armor: Medium Armor (Full Mail Armor) 
  Armor Points: Head 3, Arms 3, Body 3, Legs 3 
  Weapons: Wight Blade and Shield 
  Slaughter Margin: Challenging 
   
   
  Osorkon, Prince and Mummy 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  65% 33% 52% 61% 44% 48% 89%
  30%
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  3 
  32 
  5 
  6 
  4 
  0 
  0 
  0 
  Skills: Academic Knowledge 
  (Genealogy/Heraldry, History +10%, 
  Necromancy +10%), Command, Dodge Blow, 
  Evaluate, Perception, Read/Write +20%, Ride 
  +10%, Speak Language (Nehekharan) 
  Talents: Frightening, Night Vision, Specialist 
  Weapon Group (Flail, Great Weapon), Strike to 
  Stun, Undead 
  Special Rules: 
  • Ancient Will: Only individuals with iron 
  hard wills return to the world as a 
  Mummy.  They cannot be controlled as 
  other Undead.  Indeed, their will is such 
  that lesser Undead, such as Skeletons 
  and Zombies, obey them and they can 
  control Undead just like a necromancer 
  (see WFRP, page 161) .  Mummies will 
  almost always be encountered with a 
  dozen or more Skeleton warriors at their 
  beck and call. 
  Armor: Heavy Armor (Plate and Chain) when 
  he rides out to the inn, none in his audience 
  chamber. 
  Armor Points: Head 0, Arms 5, Body 5, Legs 3 
  Weapons: Flail, Hand Weapon 
  Slaughter Margin: Hard 
   
  Leechu, Osorkon’s Priest 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  42%
  37%
  42%
  46% 34% 53%
  69%
  20%
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
  1 
  29 
  4 
  4 
  4 
  4 
  0 
  0 
  Skills: Academic Knowledge (Theology, Magic 
  +10%, History, Necromancy +10%), 
  Channeling +10%, Magical Sense +10%, 
  Perception, Read/Write +20%, Ride, Search, 
  Speak Language (Nehekharan, Classical, 
  Reikspiel, Khazalid, Arcane Elf) 
  Talents: Arcane Lore (Necromancy, Shadow), 
  Aethyric Attunement, Dark Magic, Fast Hands, 
  Frightening, Meditation, Night Vision, Petty 
  Magic (Arcane), Savvy, Undead 
  Special Rules: 
  • Transfixing Gaze: May transfix an 
  opponent within 6 yards/meters as a half 
  action.  Target may resist with a 
  successful Will Power Test, otherwise he 
  is considered helpless for 1 round.  May 
  be maintained for a half action each 
  round thereafter. 
  Armor: None 
  Armor Points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: Staff 
  Slaughter Margin: Hard 
   
   
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/ties-that-bind.pdf