TEXT: SLAUGHTER OF SPITTLEFELD
  •
  •
  TM
  ®
  Five Rapid-Fire Adventures in the Grim and Perilous Old World
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  •
  
  Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2020. Warhammer 
  Fantasy Roleplay 4th Edition, the Warhammer Fantasy Roleplay 4th Edition logo, GW, Games Workshop, 
  Warhammer, The Game of Fantasy Battles, the twin-tailed comet logo, and all associated logos, illustrations, 
  images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, 
  are either ® or TM, and/or © Games Workshop Limited, variably registered around the world, and used 
  under licence. Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 
  Entertainment Limited. All rights reserved.
  CREDITS
  Design and Writing: Ciaran O'Brien 
  Illustration: Ralph Horsley, Jerome Huguenin, Victor Leza, Sam Manley, Scott Purdy
  Graphic Design & Layout: Rory McCormack
  Editors: Síne Quinn, Chris Walz
  Producer: Pádraig Murphy
  Proof Reader: Tim Cox
  Production Team: Dave Allen, Anthony Burke, Emmet Byrne, Walt Ciechanowski, Elaine Connolly,Zak Dale-Cutterbuck, 
  Donna King, Dániel Kovacs, Tim Korklewski, T.S. Luikart, Rachael Macken, Sam Manley, Rory McCormack, Dominic 
  McDowell, Pádraig Murphy, Kieran Murphy, Eileen Murphy, Ceíre O’Donoghue, Jonathan O’Donoghue, 
  Síne Quinn, Jacob Rodgers, and Christopher Walz
  Publisher: Dominic McDowall
  Special thanks: Games Workshop
  Published by: Cubicle 7 Entertainment Ltd,
  Unit 6, Block 3, City North Business Campus,
  Co. Meath, Ireland
  Last Edited: November 19th 2020
  No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, 
  mechanical, photocopying, recording or otherwise without the prior permission of the publishers.
  
  3
  CONTENTS
  COME DROWN WITH ME
  Adventure Summary .................................................4
  Getting Started .........................................................4
  Part One: ..................................................................5
  A Long Goodbye ......................................................5
  An Unkindness of Ravens ......................................6
  Part Two: Wading In  ................................................6
  Part Three: Descent into Darkness ............................8
  Conclusion ............................................................9
  Rewards: ................................................................9
  NPCs ........................................................................9
  Henrietta Garland .................................................9
  Unkindness of Ravens............................................9
  Kurgorn Three-Eyes ...............................................9
  THE LOCK-IN
  Adventure Summary .................................................10
  Getting Started .........................................................11
  Fellows of the Cloth ..................................................11
  A Shot of Something Strong .....................................11
  Part One: Knock Knock ............................................11
  Part Two: The Lock-In ..............................................13
  I Pray You, Dismember the Porter .........................13
  None of Your Beeswax ...........................................13
  It Could Be You .....................................................13
  Exit, Pursued by a Bear ..........................................14
  Grudge Match .......................................................14
  Part Three: Maybe the Witch Hunter Has a Point ....15
  Rewards .................................................................15
  NPCs ........................................................................16
  Malthus Brunner ...................................................16
  Grumbles the Bear ................................................16
  Felda and Joli Gretsch ...........................................16
  The Helgas Schauer and Brun ...............................16
  Hilde, travelling entertainer ...................................16
  Old Hamish, retired soldier ...................................16
  Disc of Tzeentch ....................................................16
  THE SIEGE OF WALEN TEMPLE
  Adventure Summary ......................................................17
  Getting Started .........................................................17
  Part One: The Beastmen Are Coming .......................18
  Part Two: The Siege of Wallen Temple ......................19
  The Calm Before the Storm ...................................20
  Part Three: The Sins of the Father .............................21
  Where Do We Go from Here? ..............................22
  A Bloody Reunion .................................................22
  Missed Connections ..............................................22
  Rewards .................................................................23
  NPCs ........................................................................23
  Else Frink, militia captain ......................................23
  Tanner Family .......................................................23
  Old Hob, humble villager ......................................23
  Father Stihlman, priest of Sigmar ..........................23
  Klaus Bahlk, temple beadle ....................................23
  Krezok Soulflayer...................................................23
  CURD YOUR ENTHUSIASM
  Adventure Summary .................................................24
  Getting Started .........................................................24
  Part One: Curdled Ambitions ...................................25
  The Little Cheese Shop of Horrors ........................25
  Part Two: Chasing Leads ..........................................26
  A Gouda Man, Led Astray: Herbert Harzert ........26
  A Vintage Cheddar: Frau Duschen  ......................26
  Sleep Be Edam-ned: Gustav Klosch ......................27
  Part Three: In Whey Too Deep .................................27
  Harzert’s Cellar .....................................................27
  Absence Makes the Heart Grow Fondue ...............28
  Conclusion ............................................................28
  Rewards .................................................................29
  NPCs ........................................................................29
  Tomas Grunwel .....................................................29
  Anders Schuster, Klaus Schmidt,
  and Dieter Dunkel .................................................29
  Herbert Harzert ....................................................29
  Squitshank .............................................................29
  Adventure Summary .................................................30
  Getting Started .........................................................30
  Adventure Summary .................................................30
  Getting Started .........................................................30 
  Part One: Caught in a (von) Trapp ............................31
  Part Two: Howl if You Need Me ...............................33
  ‘All the Better to See You With’ .............................33
  Heinrich’s Map ......................................................33
  Those Tiresome Kids! ............................................33
  Fierce Notions .......................................................33
  Keep the Wolf from the Door ................................34
  Pack Your Bags! .....................................................34
  Part Three: Sniffing Out the Truth ............................34
  Rewards .................................................................35
  NPCs ........................................................................35
  The Limburgs ........................................................35
  Heinrich Cristoff von Trapp ..................................36
  Karl and Hugo .......................................................36
  A SHEEP IN WOLF’S CLOTHING
  
  4
  COME DROWN
  WITH ME
  •
  •
  GettinG Started
  Before playing this adventure, read it from start to finish at least 
  once. When you feel comfortable with the material, you’re ready 
  to begin. 
  The well travelled Weissbruck canal joins the Bögen and Reik 
  rivers. It allows ships to avoid the taxes of Carroburg, making 
  it very popular. There are any number of reasons the Characters 
  might be travelling the canal, such as pilgrimage to Altdorf, 
  travel to the Skaag Hill mines for work, or guarding one of the 
  many merchant barges that use the canal.
  If you are running this adventure as a once-off, simply choose 
  a suitable reason for the Characters' presence on the barge 
  based on their careers. If you are dropping this adventure into 
  an ongoing campaign, it makes a good diversion during a trip 
  to Altdorf in pursuit of work, or for any of the reasons given 
  above. If you wish to move the location of the adventure to suit 
  your campaign, it could take place on any recently built canal or 
  artifically diverted riverway.
  ADVENTURE SUMMARY
  Deep beneath the recently excavated Weissbruck canal, an ancient 
  war-chief sleeps away the eternity of death. Above, the rise and fall 
  of lock water slowly erodes the packed earth above his resting place. 
  All things that sleep may awake, however, and if the cause of that 
  waking is a deluge of filthy canal water, then it is unlikely to be 
  pleasant.
  Come Drown With Me uses the Hartsklein Lock and Lock 
  Keeper’s House (Buildings of the Reikland, page 10). While 
  you do not need that book to run this adventure, the extra 
  details found there will be useful for adding extra colour to the 
  adventure.
  The Characters are travelling the Weissbruck canal when 
  something inexplicable occurs. Upon leaving the Hartsklein 
  Lock, they arrive straight back at it, as if they have travelled 
  in a circle. To make matters worse, the undead begin to crawl 
  from the canal depths! The house of the lock master, Henrietta 
  Garland, appears to offer shelter, but it too is overcome with a 
  haunting presence.
  The construction of the Weissbruck canal came perilously close 
  to defiling the tomb of an ancient Unberogen chieftain, Kurgorn 
  Three-eyes. His resting place is directly below Henrietta’s 
  home, and the repeated rising and falling of the lock’s waters 
  has finally weakened the ground sufficiently to flood the tomb. 
  Furious at the disturbance, Kurgorn spat a mighty curse upon 
  the land above, cutting Henrietta’s home and the lock off from 
  the rest of the living world, and infusing the area with an aura 
  of fury and death.
  
  5
  ONE SHOTS OF THE REIKL AND
  5
  PART ONE: 
  A LONG  GOODBYE
  It’s a cold, foggy morning, and the Characters are saying their 
  goodbyes to Henrietta Garland. Skilled Riverfolk Characters 
  may have been helping her with lock gates to speed things 
  along, and Henrietta is quick to offer helpful travellers one 
  of her excellent vegetable pies for the trip. Henrietta is a very 
  chatty Halfling, and her pratter may challenge even the most 
  patient listener. She is ultimately a friendly and warm person, 
  however, and listens intently to what others have to say. When 
  at last the locks are properly flooded and the gates open, she 
  waves the Characters on with a cheerful and buoyant farewell. 
  ‘Do come back soon!’
  Henrietta and her home are quickly swallowed by the fog, and 
  the Characters on the boat may well be settling down for a 
  quiet journey, when the boat lurches suddenly. They’ve struck 
  something! Anyone on deck can see the boat’s prow has suffered 
  minor damage from hitting a set of lock gates. But the next 
  gate isn’t for miles. Then they hear the unmistakable voice of 
  Henrietta Garland coming from up ahead. She’s angry.
  ‘You nincompoops! You half-baked pies! If you’ve damaged the gates, 
  I swear on all the pastry in Mootland I’ll ... I ... Wait. What?’
  Her confusion is obvious. She looks to the other side of the 
  lock, where she had just waved goodbye to the Characters' 
  barge, and back at the Characters, impossibly on the opposite 
  side. Everyone has a moment to express their confusion before 
  being disturbed by a deep and gurgling moan rising from the 
  waters. A pack of zombies (WFRP, page 328) lurch from the 
  water, attempting to clamber into the barge and up the canal 
  walls, their tight, leathery flesh draped in river weeds and mud. 
  With the heavy fog and the added confusion of what just 
  happened, the normally slow zombies will likely surprise the 
  Characters (WFRP, page 169). There is at least one zombie 
  for each Character, and more erupt from the water each round, 
  certainly enough to overwhelm the Characters given time. 
  Should Characters attempt to hide below deck, the creatures 
  begin to tear the barge to splinters. Henrietta will cry to the 
  Characters to join her at the house, giving them a round or 
  two before she slams the door shut in fear. Should they flee 
  anywhere else, they stumble through the fog for a few moments 
  before arriving right back where they started, much as their 
  barge just did. If they dive into the water, grasping hands make 
  swiming extremely difficult - they must make a Challenging 
  (+0) Swim Test each round or gain an Entangled condition as a 
  Zombie grabs them. This could quickly become fatal.
  Once the survivors make it inside, Henrietta shuts and bars the 
  door. Solid iron bars across the windows prevent the undead 
  getting in, though smashed glass gets everywhere. Henrietta, 
  breathing heavily, offers them food and rest (and a stiff drink). 
  She welcomes them upstairs to the parlour, and helps tend any 
  wounds. As she works, an elaborate clock with a humorous 
  depiction of a Middenlander urinating on an Orc strikes noon.
  The room suddenly darkens, shadows bleed out from corners and 
  under furniture. The Characters feel an incredibly malevolent 
  presence. As abruptly as it appeared, it’s gone, the perfectly 
  normal silence all the more tense for what came before.
  Henrietta, shaking and white, stammers: ‘What in Esmeralda’s 
  name was that?’
  Outside, the walking dead continue to moan, their numbers 
  growing steadily.
  
  WARHAMMER FANTASY ROLEPL AY
  6
  an UnkindneSS of ravenS
  The Characters may take a moment to focus on the bizarre 
  circumstances they find themselves trapped in.
  Characters may make an Average (+20) Perception Test to 
  notice that the zombies are particularly strange-looking; their 
  flesh is leathery and shrivelled, their tattered clothes are made of 
  crude cloth and animal furs, and their armour and weapons bear 
  strange designs. A Character succeeding at a Difficult (–10) 
  Lore (History, Theology, or Reikland) Test will recognise the 
  clothing and weaponry as very early examples of Unberogen 
  smithing — the ancient tribe that birthed Sigmar over 2,500 
  years ago.
  This revelation confuses Henrietta, who says:
  ‘I hear some barge-captains say the folks who built the canal, they 
  dug up some old graves or some such. Didn’t think much of it ’til 
  today! If we can get away, we could get soldiers up here to check it 
  out all proper like.’
  Henrietta is bewildered by how the barge might have ended 
  up on the wrong side of the lock, but is certain that magic 
  is somehow involved. She has no knowledge of magic at all, 
  though is quite certain all the same. If the characters have 
  already realised that they cannot escape on foot, this fact will 
  only worry Henrietta even more.
  After the Characters have spent a little time recuperating and 
  discussing their predicament, have them make a Challenging 
  (+0) Perception Test. Any who succeed notice the zombies’ soft 
  moans have stopped, and the sound of cawing can be heard 
  from the roof. The undead are still outside, and will attack any 
  who venture out, but each is now standing still, staring upward 
  at the roof. Characters who go up to the watchtower (or who are 
  foolish enough to risk going outside!) will see that the building 
  is covered in large ravens, cold-blue flames flickering where 
  their eyes should be, each staring intently at anyone who looks 
  at them. This Unkindness of Ravens is clearly unnerving but 
  won’t attack unless the Characters do so first. Even if destroyed, 
  they return from the fog to perch on the roof as soon as nobody 
  is watching.
  The Unkindness is a manifestation of Kurgorn’s rage at the 
  defilement of his tomb. As Kurgorn’s strength grows, his 
  influence spreads through the house. He focuses his ire focusing 
  on the nearest living souls who might be responsible for this 
  travesty. Eventually the zombies resume their battering at the 
  door and walls of the building, their numbers growing to the 
  hundreds. Make it clear to the players that, should they simply 
  sit and wait, death will surely find them. Their only hope lies in 
  exploring the house and confronting the evil head on.
  PART TWO: WADING IN
   
  For the duration of the adventure, any Character who rests — 
  for example to get rid of a Fatigued condition — must make a 
  Challenging (+0) Endurance Test or find sleep impossible to 
  resist. Any Character who sleeps suffers a terrible nightmare. 
  (See Nightmare Visions, page 8.)
  4. the office 
  The office is a claustrophobic room for anyone other than 
  Henrietta or another Halfling. The floorboards creak ominously 
  with every footfall, and once-fine green paint is flaking off like 
  peeling skin — much to Henrietta’s horror. Characters entering 
  the office must make a Challenging (+0) Cool Test. Any who 
  fail soon hear the sound of distant battle, and begin to see blood 
  seeping from the walls in ever-increasing torrents. Characters 
  may dismiss this as a hallucination, especially if others passed 
  the Cool Test and see nothing, but once the blood rises above 
  their heads, any Character who can see it will begin to drown 
  (WFRP, page 181) until they leave the room. Survivors are 
  inflicted with one Fatigued condition which remains until they 
  rest.
  6. the cell
  This is a small room with a wide wooden door. The door has a 
  small viewing port with iron bars across it so people can see in 
  (if they’re taller than Henrietta). Anyone looking in through the 
  view port should make a Challenging (+0) Cool Test. Success 
  or failure, they see a dead body in Unberogen garb, hanging 
  from a noose tied to the rafters. If they open the door, then:
   
  0
  If the person opening the door passed the Cool Test, the 
  room is empty save for Henrietta’s gardening tools and 
  some potted mushrooms.
   
  0
  If they failed the Cool Test, the body is still visible. It 
  twitches, screams, and throttles whoever opened the door. 
  The character gains a Fatigued condition and loses 1 Wound 
  each round they are held by the apparition, and must make a 
  Challenging (+0) Cool Test at the start of each round. Once 
  they pass, the vision disappears, and they find their own 
  hands around their throat.
  7. the SittinG room
  Anyone in the sitting room hears low whispers in an ancient 
  tongue. Characters instinctively feel the words are hostile. 
  Characters who try to rest in this room must first pass a 
  Challenging (+0) Cool Test to ignore the whispering.
  
  ONE SHOTS OF THE REIKL AND
  8. the Storeroom 
  Henrietta’s supply of meat, vegetables, and other food succumbs 
  to rapid decay. The stench of rot is overpowering, requiring an 
  Average (+20) Endurance Test to remain in the room for any 
  length of time, increasing to Challenging (+0) and finally Hard 
  (–20) as the minutes pass.
  9. Garden
  Characters entering the garden are attacked by the Unkindness 
  of Ravens. The birds peck free chunks of flesh and swallow them 
  greedily. Any Character that loses at least one wound to the 
  ravens begins to understand their caws. Each screeches about a 
  different part of Kurgorn’s life, from leading his people to victory 
  over neighbouring tribes, to swearing fealty to the great chieftain 
  Sigmar, through to his death at the hands of a Orc warband who 
  fled destruction at the Battle of Black Fire Pass.
  10. ParloUr
  The ceiling of the Parlour looks like a surface of water as seen 
  from beneath, with ship hulls passing by above. Characters 
  must make an Average (+20) Cool Test when they first witness 
  this surreal scene. Any who fail immediately begin to drown 
  (WFRP, page 181) until they leave the room, gaining a Fatigued 
  condition as they do so. If a character dies in this way, their body 
  ‘floats’ up toward the ceiling before disappearing from view — 
  treat their unnaturally rising corpse as having Terror (1) while 
  this occurs.
  11. Bedroom
  The room stinks like a stagnant pond. Anyone standing for more 
  than a few seconds in the bedroom must pass a Challenging 
  (+0) Toughness Test or become subject to Nausea (WFRP, 
  page 189) as their stomach fills with the rancid slimy waters 
  leaking into Kurgorn’s tomb. Characters so stricken have a 
  chance to contract Galloping Trots (WFRP, page 187).
  
  WARHAMMER FANTASY ROLEPL AY
  8
  PART THREE:
  DESCENT INTO DARKNESS
  The Characters will hopefully deduce from the terrifying events 
  that whatever’s happening, the answer lies underneath the house. 
  Though she’s loath to allow it, Henrietta’s floor must be ripped 
  up, to see what’s underneath. Sure enough, after hours of work, 
  or less if they think to use Henrietta’s gardening tools or know 
  where to look from Nightmare Visions, above, the Characters 
  uncover a dusty set of flagstones. A single large stone sports a 
  pair of handles so it can be lifted. Beneath is a thin, winding 
  stairwell descending into the darkness. Characters without 
  Night Vision will require torches to descend, or make a Hard 
  (–20) Athletics Test to avoid tripping and falling 1 yard in the 
  dark (WFRP, page 166).
  Some 70 feet below the surface, the stairs end and open up into 
  a chamber, with inexplicably lit torches in the walls casting 
  everything in an eerie pale-blue light. A skeleton sits atop a 
  granite throne in front of them. The skeleton is dressed in more 
  embellished versions of the tattered furs and leather of the 
  zombies above. A crown of lead sits on his brow, a brilliant-green 
  gemstone set in the middle, with a smaller shard of obsidian 
  set within it, like the pupil of a third eye. Foetid, muddy water 
  that stinks of the canal dribbles from the cavern roof, carving 
  a channel into the modest piles of gold, silver, and precious 
  stones, and into the ancient dust settled over everything.
  The skeleton is Kurgorn Three-Eyes, and he is angry. Savvy 
  characters may be able to reason with Kurgorn — those who 
  show respect, who sympathise with Kurgorn, or who can address 
  him in Classical are likely to be heard out. Luckily, any who 
  lost wounds to the ravens can understand and be understood 
  by Kurgorn. Perhaps they can offer to repair the tomb, plug 
  the leaks, and seal Kurgorn back up? He’s not evil, per se, just 
  very eager to go back to sleep. On the other hand, destroying 
  him will work just fine too, and come with the added bonus of 
  looting the grave goods in his tomb! These include gems, gold, 
  and silver artifacts worth 5D10 GC, as well as Kurgorn’s own 
  trappings.
  Should the Characters fail to realise that Kurgorn is beneath the 
  house, the ancient chiefling will eventually come to them. After 
  several days trapped in the house, the Characters will be startled 
  by the sound of cracking stone and shattered wood coming from 
  beneath the staircase. Kurgorn, accompanied by a retinue of 
  eight zombies, bursts forth from the earth to have his revenge 
  upon the living. Have the Characters make a Challenging (+0) 
  Endurance Test. Due to the terrible conditions of the Lockhouse, 
  each Character will be suffering from two Fatigued Conditions, 
  -1 for each SL achieved on the Endurance Test. In addition, 
  Kurgorn is in a particular foul mood, and all Fellowship Tests to 
  deal with him are made at -20.
  8
  12. kitchen
  Any Character in the kitchen hears a choir singing abysmally: 
  a character who makes a Difficult (–10) Lore (History, 
  Theology, or Reikland) Test, or who has been wounded by the 
  Unkindness of Ravens, can understand an Unberogen battle 
  song about a wise and far-seeing leader who fought against, 
  and eventually with, Sigmar himself. In the reflective surfaces 
  of spoons, ladles, and the like Characters can see the room filled 
  with a throng of dead Unberogen warriors, their withered flesh 
  lending a rasping, monstrous quality to their song. A Character 
  who sees this horde surrounding them must make a Cool Test 
  as if witnessing a Terror 2 monster.
  OTHER EVENTS
  These events advance the plot in one way or another and are 
  not tied to any specific room. Combine them however you like 
  with the other rooms in the house, and the Characters will 
  gain a little understanding of what’s happening, and how to get 
  Kurgorn Three-Eyes to rest in peace again.
   
  0
  Get Out! — Messages in Classical appear as if drawn 
  in condensation or blood on the walls and mirrors in 
  the hallway, next to the stairs. If none of the Characters 
  can read Classical, Henrietta has a rudimentary 
  understanding, and can translate some of the words. 
  The messages are threatening accusations: ‘Drowners of 
  the dead!’ or ‘The earth will consume you!’ or similarly 
  unpleasant messages. Some are quite graphic in detail, 
  and Henrietta flat out refuses to translate these if asked.
   
  0
  Headbanger — The characters hear the sound of fighting 
  from the garden. If they go outside (the ravens are, 
  suspiciously, not present), they see a man just left 
  of the doorway (where the staircase inside meets the 
  wall), dressed as an Unberogen, beating the head of a 
  man from another tribe against the stone wall. With 
  a wet crunch, the front of his victim’s head caves in 
  completely. The Unberogen triumphantly shouts, ‘For 
  Kurgorn Three-Eyes!’, before the unkindness of ravens 
  bursts from the smear of gore dripping down the wall.
   
  0
  Nightmare Visions — Any Character who sleeps in the 
  house will suffer terrible nightmares of being buried 
  alive. Soil is placed atop them, then stone, and at last 
  a tall wooden house. Finally, they are half drowned as 
  water begins to flood into their grave. Any who have 
  this dream awake with their mouth full of wet soil that 
  stinks of the canal. Those who pass an Average (+20) 
  Initiative Test will recognise the house as being the lock 
  house — those who achieve +2 SL or more will be able 
  to recognise that the site of their grave was beneath 
  the stairwell.
  
  9
  ONE SHOTS OF THE REIKL AND
  conclUSion
  The only ways to escape the lock are to either talk Kurgorn into 
  returning to his rest or destroy him. This will cause the fogs to 
  lift, the ravens to vanish, the zombies to collapse, and the house 
  and lock to return to the Old World. If Henrietta survives, she 
  will be eternally grateful to the Characters, who will certainly 
  never have to pay her part of the Weissbruck lock fee ever again. 
  Though she will happily tell passersby of the time she was saved 
  from the undead by the crew of a river barge, tall tales are many 
  on the river and few will believe it. 
  Should Henrietta not survive the adventure, her lock house will 
  be taken over by her next of kin, Harold Garland, a particularly 
  dour Halfling with rarely more than a grunt for travellers. 
  rewardS:
  The following Experience Points should be awarded at the end 
  of the adventure, plus any standard awards you offer at the end 
  of each session:
   
  Y
  50 XP for having a good time roleplaying
   
  Y
  50 XP for convincing Kurgorn to return to his rest
   
  Y
  25 XP if they dug up the stairway before the event 
  Nightmare Visions
   
  Y
  25 XP for saving Henrietta
   
  Y
  25 XP for destroying Kurgorn
   
  Y
  15 XP for retrieving Kurgorn’s crown
  nPcS
  henrietta Garland
  Henrietta is in her 90s, positively antediluvian by Human 
  standards, but for a Halfling she’s merely ‘getting on a bit’. 
  She is just shy of 3-ft tall when wearing her favourite hat, her 
  stooped back costing her near 6 inches of height. She considers 
  herself lucky in her position: it’s an interesting job with a great 
  house. She gets to tend her garden, bake delicious pies, and 
  smoke her pipe, which is all any Halfling really wants out of life.
  On the rare occasions someone is heartless enough to threaten 
  her, Henrietta is a crack shot with her sling. She’s not as fit and 
  strong as she used to be though (years of pipe smoke hasn’t 
  helped), so she wouldn’t last long in an extended fight.
  HENRIETTA GARLAND
   — HALFLING TOLL KEEPER (BRASS 5)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  3
  25
  45
  28
  31
  34
  25
  35
  45
  35
  45
  9
  Traits: Size (Small), Ranged (Sling) +7
  Skills: Bribery 55, Gossip 65, Perception 44,
  Ranged (Sling) 75
  Trappings: Pipe and Tobacco, Sling and 12 Lead Bullets
  UnkindneSS of ravenS
  A manifestation of Kurgorn’s fury at the desecration of his 
  tomb. If destroyed or driven off, it re-forms and returns after 
  a few minutes.
  UNKINDNESS OF RAVENS
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  2
  25
  —
  6
  15
  25
  40
  —
  15
  20
  15
  10
  Traits: Fear 2, Fly 150,  Skittish, Swarm, Weapon (Beak 
  and claws) +1
  Special: Characters wounded by the ravens gain the 
  ability to read, understand and speak rudimentary 
  Classical. This ability does not last beyond this adventure.
  kUrGorn three-eyeS, Semi-deceaSed 
  UnBeroGen chieflinG
  Long before the Colleges of magic, some practiced beliefs and 
  customs that would be considered heresy today. Ancient leaders 
  of the tribes were sometimes interred in tombs with the bodies 
  of honour guards and servants, ready to rise from their sleep if 
  disturbed. Kurgorn Three-Eyes is one such chieftain.
  He stands almost 7-ft tall with black, leathery hide stretched 
  tight over his bones. His empty eye sockets sport two pools of 
  sky-blue flame, and his armour and weapons are pitted with age 
  and corrosion. A warrior-warlock from a more brutal time, he 
  was roused from death by the canal flooding his tomb. Little 
  remains of Kurgorn’s sanity, but he is cunning and powerful, and 
  his long unlife has given him a unique perspective on the flow 
  of time, which enabled him to drag the Lockhouse above out of 
  the world. Unlike most wights, however, Kurgorn just wants to 
  go back to sleep, which he’ll do as soon as he exacts vengeance 
  for the defilement of his tomb, or is otherwise placated.
  KURGORN THREE-EYES, SEMI-DECEASED 
  UNBEROGEN CHIEFLING
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  75
  —
  40
  50
  30
  30
  30
  45
  55
  25
  19
  Traits & Talents: Armour 3, Champion, Dark Vision, 
  Fear 3, Painless, Spellcaster (Arcane, Necromancy), 
  Undead, Weapon (Sword) +8
  Trappings: Band of the Three-Eyed
  Band of the Three-Eyed:
  This band of lead and stones was made long ago by means 
  since forgotten. It grants any who wear it the ability to 
  see the winds of magic (as per the Second Sight Talent) 
  but also blinds them while worn. Kurgorn himself, 
  unnatural fiery eyes blazing in his skull, is not subject to 
  this drawback.
  Spells (Necromancy): Reanimate, Screaming Skull, 
  Vanhel’s Call
  
  ADVENTURE SUMMARY
  A quiet night at the bar, a few drinks, a warm fire, and passable 
  company — what could possibly go wrong. There's even talk of a 
  new, and notably enthusiastic, Witch Hunter travelling the region, 
  so honest, Sigmar-fearing folk have even more reason to rest easy. 
  Time for a well deserved, restful evening at the Pouncing Pegasus.
  The Lock In uses the Pouncing Pegasus map (Buildings of 
  the Reikland, page 7). While you do not need for to run this 
  adventure, the extra details found there will be useful to adding 
  extra colour to the adventure.
  The Characters are tucking into their dinner when Malthus 
  Brunner the Witch Hunter arrives with a sizeable mob of 
  zealots. Malthus denounces the inn and all the sinners inside 
  and gives the inhabitants until dawn to submit themselves to 
  his judgement peacefully, after which he will burn the entire 
  place to the ground.
  As patrons panic, several events occur. Escape attempts end in 
  comic failure at best. Some vote for a scapegoat, others pray 
  for deliverance, a Dwarf starts a bar fight, and a large bear is 
  released. While trying to keep everyone from murdering each 
  other, the Characters discover that there really are cultists in 
  the inn.
  Tensions are high and time is tight. The Characters must work 
  fast: one cultist is revealed, but the others have an escape plan. If 
  the cultists can get to the top of the inn’s watchtower, they can 
  summon a Daemon to carry them away. 
  If the Characters stop the cultists, they can hand the whole 
  group to the Witch Hunter and save the inn.If not, Malthus 
  absolutely will burn the inn to the ground to be on the safe side 
  — after all, Sigmar will know his own.
  10
  THE LOCK-IN
  •
  •
  
  ONE SHOTS OF THE REIKL AND
  11
  GettinG Started
  Before playing this adventure, read it from start to finish at least 
  once. After you feel comfortable with the material, you’re ready 
  to begin. 
  This adventure works equally well as a one-shot game or part of 
  another campaign. It may be cliché, but more than one band of 
  would-be adventurers got their start over one too many drinks. 
  Inns are vital social hubs and meeting places, and they are often 
  situated along dangerous roads to provide respite from bandits, 
  Beastmen, and worse. 
  Altdorf is the Empire’s capital, and Bögenhafen is a critical 
  trade stop. Both provide a wealth of opportunities and reasons 
  to travel between the two. If your game isn’t set in the Reikland, 
  not to worry! There are inns along every major road in the 
  Empire, and a quick name change here and there will make 
  the Pouncing Pegasus fit right in on the roads to Talabheim, 
  Middenheim, or anywhere else.
  fellowS of the cloth
  Malthus is an experienced Witch Hunter. Unfortunately, 
  experienced Witch Hunters see heresy everywhere they look. 
  Malthus acknowledges no god bar Sigmar, so non-Sigmarite 
  Priests won’t convince him of much. But what if a Character is a 
  Priest of Sigmar? They’re on the same side, surely? Well, yes and 
  no. There are orders and sub-orders within the cult, and some of 
  them are extreme enough to declare another heretical over even 
  trivial points of doctrine.
  If a Sigmarite Priest, Warrior Priest, or similar Career tries to 
  reason with Malthus, he just points at one of the Character’s 
  items denoting their faith, pronounces it to be damning evidence, 
  and denounces them as adhering to a heretical offshoot of the 
  true Sigmarite church. Of course, the true faith just happens to 
  be Malthus’s own sect. 
  a Shot of SomethinG StronG
  The Characters may well think it prudent to introduce Malthus 
  to the working end of a crossbow. However, there are some 
  factors they should consider. First, Malthus has an army of 
  followers who would gladly throw themselves in front of a 
  bullet, or bolt, for Sigmar’s champion. Then, of course, the mob 
  is very large, and ironically the only thing keeping them from 
  overwhelming the inn is the Witch Hunter. Another problem 
  is that shooting at a Witch Hunter is proof enough for almost 
  anyone that you had something to hide. And lastly, Malthus 
  himself is an excellent shot and melee fighter, well able to 
  defend himself. 
  As the old Witch Hunter saying goes, ‘whatever doesn’t kill me 
  has made a grave mistake’.
  PART ONE: KNOCK KNOCK
  The adventure begins in the taproom. After a long day, everyone 
  is sitting down to a well-earned hot meal and tankard of ale. 
  The large room is almost full. Joli is busily serving drinks, food, 
  and cheerful banter. Give the Characters time to exchange 
  pleasantries with strangers, and generally feel relaxed. It’s warm, 
  comfortable, and everyone is having a good time.
  Small wonder then that the patrons fail to notice the approaching 
  mob. Characters not engaged in chatting may attempt a 
  Difficult (–10) Perception Test to notice the shouting outside. 
  If that fails, the half-brick smashing through the window to 
  plop messily in their bowl of stew will certainly garner their 
  attention. Amid uproar, someone is certain to wander outside to 
  see what’s happening. They quickly find a large and well-armed 
  mob surrounding the inn and occupying the courtyard, hurling 
  stones and abuse. From the passenger gate next to the taproom, 
  the Characters spot the two Helgas, crossbows in hand, not 
  aiming but ready to fire. If Characters ask the guards what’s 
  going on, they shrug and reply: 
  ‘Angry mob, mate. Crept up in the dark before lighting the torches, so 
  we couldn’t close the gate in time. You get them sometimes, thinkin’ 
  the baron who raised their taxes is in here. They’ll run out of steam 
  after a couple hours. They so much as step foot inside, then Helga an’ 
  I will sort them out, don’t you worry.’
  When the crowd finally does go quiet, it is to let Malthus speak. 
  Stepping forward, he motions for silence from the crowd, and 
  calls for the inn’s patrons to listen to him. He has a clear voice 
  that carries well, and the mob hangs hangs on every word every 
  word.
  ‘Inhabitants of the Pouncing Pegasus, I am Malthus Brunner, 
  humble servant of Almighty Sigmar. The stench of evil is about 
  you! This house and those within are guilty of harbouring the vilest 
  heresy, the most abhorrent sin, and I come unto you this night with 
  righteous judgement! Surrender yourselves peacefully, and your 
  trials shall be swift and painless.’
  
  WARHAMMER FANTASY ROLEPL AY
  12
  In response, one haughty merchant steps up and calls the Witch 
  Hunter’s bluff.
  ‘Hogwash and nonsense! If I’d known some blathering braggart 
  would be camping outside, I’d have kept riding to the next inn! I am 
  a tax-paying citizen of Altdorf and I’ll have you know I’m a close 
  personal friend of—’
  He’s cut off by the crowd surging forward, grabbing him and 
  his bodyguard. The guard shoots two, but sheer numbers win 
  out, and he and the merchant are dragged away from the front 
  door. Should the Characters try to intervene, the surge of the 
  crowd pushes them back inside the inn. Malthus beckons for 
  the merchant and bodyguard to be dragged over to him and 
  forced to their knees, and calls for quiet again. 
  ‘You see? The guilty flee like rats, showing their crimes to the world! 
  No sinner can escape the wrath of Sigmar’s holy servants!’ 
  With that, he draws a pistol and shoots the guard on the spot, 
  to much cheering from the crowd. The merchant, painted with 
  the insides of his late employee’s head, is dragged screaming 
  into the crowd, where a makeshift pyre is being built. Malthus 
  turns back to the inn.
  ‘This is the price of filth and heresy! Make your peace with Almighty 
  Sigmar this night, for I put the torch to this den of sin at the light 
  of dawn!’
  He then disappears into the crowd, shouting for more firewood 
  and stakes for the unbelievers.
  The guard who assured them it would blow over loudly mutters 
  ‘Well, bugger.’
  
  13
  ONE SHOTS OF THE REIKL AND
  PART TWO: THE LOCK-IN
  Understandably, the guests are upset, and retreat to various 
  rooms to discuss what to do. The scenarios below are listed with 
  their location. Depending on where the Characters go, they 
  can involve themselves in different events before the situation 
  escalates. These can happen in any order, and can be combined 
  if you wish; perhaps the angry bees get into the bear’s crate in 
  the coach house, causing his escape!
  i Pray yoU, diSmemBer the Porter 
  — no fixed location
  A merchant, Albert Blofeld, is convinced that the inn’s porter 
  is a witch, after he hears him mutter ‘I hope you stub yer toe’ in 
  response to Albert’s abrasive demeanour. Albert shows up at 
  awkward times in other events, and becomes increasingly zealous 
  in his demands for the Characters to arrest the porter and throw 
  him to the mob. If asked for proof, he is only too happy to show 
  off his stubbed toe. The porter, Hansel Fleischer, is an elderly 
  fellow who wouldn’t hurt a fly. He is quite distressed by all this.
  none of yoUr BeeSwax 
  — 5. rear coUrtyard
  Sebastien Lang, a coachman, invites anyone who wishes to the 
  rear courtyard to pray to Sigmar for deliverance, perhaps as a 
  display of piety to the mob to prove they are not heretics. The 
  mob isn’t buying it, however, and flings rocks and worse over the 
  walls. Things go from bad to worse when a stray rock topples 
  a beehive in the courtyard, enraging the unfortunate insects. 
  The swarm attacks those present at random — victims may 
  attempt an Average (+20) Athletics, Dodge, or Endurance 
  Test; they take a Wound from bee stings for each negative 
  Success Level by which they fail. Any Character who treats, 
  or is present while others treat, the guests for stings afterwards 
  may make a Challenging (+0) Perception Test to spot several 
  unusual tattoos on Sebastien’s arms. A Hard (–10) Test with 
  an appropriate Skill reveals these to be related to the Ruinous 
  Powers. Suitable skills include Lore (Magick or Religion) or 
  Secret Signs (Forbidden Cults).
  it coUld Be yoU — 9. SnUG
  Characters of Silver Status or higher may be asked to join a 
  group of the wealthier guests. The arrogant middle-class are 
  voting on which of them to offer Malthus as a scapegoat, in 
  the hopes of saving the rest. The current plan is for everyone to 
  prepare a short speech on why they should be spared, then vote; 
  whoever gets the fewest votes is the scapegoat. The Characters 
  are encouraged to say a few words in their own defence. You 
  don’t have to do a speech for all the guests, but the Players 
  should hear from a couple of significant patrons to set the tone.
  WORDS TO LIVE BY
  Everyone in the snug is certain that, whoever is sent out to 
  appease Malthus, it should by no means be themselves. If you 
  wish, Characters may make use of the Public Speaking rules 
  on WFRP page 120 to convince the eight or so people in the 
  snug to pick someone other than themselves. Below are some 
  examples of the sort of pleading that the merchants will blather 
  through — though frightened, most quickly warm to the cause 
  of praising themselves. 
   
  0
  Gunther Hollendaz: ‘I think I should be spared because 
  I sell warm clothing up and down the Empire, and if I 
  die tomorrow, hundreds of people will catch their deaths. 
  Please, think of the cold little children and send someone 
  else out to die. As well as that, I’m extremely wealthy 
  and successful, and will surely become a respected town 
  mayor before long…’
   
  0
  Hilde: ‘The world needs laughter and song, and by the 
  rattle of my purse after performing this afternoon, it’s 
  clear most of you agree! If I’m spared, I’ll write ballads 
  about this night, and the bravery of the people who saved 
  my life by giving theirs.’
   
  0
  Old Hamish: ‘I et my own hand off once. Got my arm 
  trapped during a siege, aye. Oh, them was the days. 
  Marchin’ to an’ fro, all the lassies loved to see a man in 
  uniform, so they did. Heh, there was this one time, we 
  was headin’ to Ubersreik, an’ I caught the eye of a noble 
  lady, although I soon found out she weren’t no lady… 
  Wuzzat? Witch Hunters? Bah, they don’t make Witch 
  Hunters like they used to. That reminds me of the time 
  me and the lads…’
  Should the denizens of the snug settle upon an unfortunate 
  victim — Gunther Hollendaz is a likely target, or perhaps one of 
  the Characters if you are feeling especially cruel — the mob will 
  not be satisfied with a single offering. They are certain that the 
  inn is simply rife with heresy, mutants, obscene poetry, and so 
  on. This belief will only be confirmed when Malthus 'persuades' 
  the unwilling victim to confess that everyone in the snug, who 
  are of course called out by name, are fellow cultists, all of whom 
  delight in worshipping the Ruinous Powers.
  
  WARHAMMER FANTASY ROLEPL AY
  14
  exit, PUrSUed By a Bear
  — 16. coach hoUSe/inner coUrtyard
  One of the caravans contains a ferocious bear bound for the 
  Imperial Zoo. A particularly rowdy section of the mob breaks 
  through the gate to the inner courtyard, stables, and coach 
  house. They attempt to seize anyone who looks likely to be a 
  cultist, which in their view is just about everyone. Somehow, 
  during the commotion, the bear bursts out of its cage! Perhaps 
  a stray arrow or bullet destroys the lock, or hits the creature, 
  enraging it. 
  The bear, for its part, carves a bloody swath through the mob, 
  chasing them from the coach house, helpfully allowing the gates 
  to be closed and barred once more. The bear is large, hungry, and 
  very dangerous, but afraid of fire. The Characters may try to kill 
  it, or employ cunning (or Beast magic, if available) to drive it all 
  the way out of the inn. 
  The event panics the horses in the stables, which Characters 
  may attempt to calm with a Hard (–20) Animal Care Test. 
  Any Character working with the horses may make a Difficult 
  (–10) Perception Test to see that one horse has a mutant forked 
  tongue. If they can remember which horse was in which stable, 
  they can talk to the stable hands to determine the owner of the 
  mutant animal is one Maria Bauer.
  GrUdGe match — 8. taProom
  A Dwarf guest, Ludi, decides that if he’s to die, he might as well 
  have a good drink first. He’s in the taproom, singing and telling 
  stories of his ancestors, encouraging others to join in and face 
  their deaths with a smile. It’s all going well until the story about 
  his granduncle Okri Olafsson adventuring alongside a Reikland 
  lord named Rudolff Leipzig. One of the other guests, Harald, 
  keen to claim his link to the tale, interrupts with:
  ‘By Sigmar! Rudolff was my great great grandfather’s half-brother!’
  Ludi’s face turns purple as he splutters :
  ‘What!? That bare-chinned rat-fancier ran off on Okri with half his 
  loot! He’s in my family’s Book of Grudges! I may die at dawn, but by 
  Grungni I’ll avenge one more insult afore I go!’
  Inevitably, a fight ensues between Ludi and Harald, with 
  supporters of both keen to join in. The participants are unarmed 
  save for their fists and any improvised weapons lying about the 
  pub such as tankards, wooden stools, and so on. Play up a little 
  slapstick humour: bowls of stew to the face, bottles smashing 
  over heads, and the like.
  In the end, however, order is restored. Ludi agrees to stop the 
  violence, but the grudge still stands and Harald owes Ludi’s clan 
  the princely sum of a full pouch of tobacco — Okri’s adventures 
  didn’t pay well towards the end. An easily settled debt, but as 
  the two shake hands to forgive and forget, a rip in Harald’s shirt 
  reveals an eyeball growing on his arm…
  
  15
  ONE SHOTS OF THE REIKL AND
  PART THREE: MAYBE THE 
  WITCH HUNTER HAS A POINT
  The Characters have several chances to discover at least one 
  cultist in the Pouncing Pegasus: Harald, instigator of the bar 
  room brawl; Sebastien, victim of bee stings; and Maria, owner of 
  the mutated horse. Unless the Characters make their discoveries 
  known, only Harald, whose oddly placed third eye was revealed 
  to everyone during his brawl, is revealed publicly, and the other 
  guests are confident he’s the only one. Optimism swells in the 
  inn, as they feel handing over Harald might save them all. Any 
  co-conspirators not outed denounce the discovered cultist, or 
  cultists, to allay suspicion. 
  However, the remaining cultists are certain Harald will give 
  them up under the Witch Hunters’ ministrations, and quickly 
  make their own plans to escape. In order to do this, they need 
  the cult trappings in their separate rooms, including Harald's 
  warpstone amulet, carved into the shape of an indistinct figure, 
  which, since Harald's capture, is now under lock and key in the 
  road warden barracks upstairs, guarded by one of the Helgas. 
  Felda and Joli ask the Characters to accompany them to the 
  front of the inn to broker a deal with Malthus: execute the 
  heretic Harald and spare everyone else. This is when Maria and 
  Sebastien (if still hidden) make their move. Sebastien climbs out 
  a window to break into the barracks from outside, while Maria 
  distracts Helga inside. Characters who are outside can make a 
  Difficult (–10) Perception Test to notice Sebastien climbing 
  the roof in the dark. If they stop him from outside, Maria kills 
  Helga and makes her own attempt to get the amulet. If they 
  run inside, Maria attempts to stall them with words or violence 
  while Sebastien nabs it. Either way, at least one remaining 
  cultist makes a break for it.
  The moment any cultist gets their hands on the amulet, they 
  immediately begin to open their souls to it, unleashing its 
  Chaos magic to slay hapless bystanders and members of the 
  mob alike. Twisting winds of cruel magic carry any living 
  cultists swiftly to the top of the wooden watchtower, while the 
  mob mills about in fear as random bursts of pink lightning leap 
  from whichever cultist is carrying the amulet to strike those 
  assembled below. Once they reach the roof, the cultists begin 
  casting Manifest Lesser Daemon (WFRP, page 256) to summon 
  a Disc of Tzeentch to carry them away.
  This is the final showdown. None but the Witch Hunter himself 
  are willing to climb the tower to confront the growing ritual. If 
  Malthus goes alone then, for all his faith and experience, he will 
  surely perish. The cultists will complete the ritual and flee on 
  their terrible steed, incidentally exposing all present to a source 
  of Moderate Corruption. If the Characters can stop the cultists, 
  they earn Malthus’s grudging respect, and his acknowledgement 
  that perhaps the inn doesn’t need to be burned down after all.
  A JOB WELL DONE
  If the Characters manage to nab all three cultists, they are 
  not out of the woods yet. Malthus is not keen to let anyone 
  leave until he has coaxed a confession from the cultists. 
  The Characters may be relieved to hear that this goes quite 
  successfully, with any surviving cultists quickly breaking down 
  and confessing all to the Witch Hunter.
  However, the cultists also tell Malthus of the amulet. Eager 
  for a final bit of theatrical purification for the mob, Malthus 
  demands it be brought to him. If it is not provided, Malthus 
  points at a surviving NPC or Character, naming them as a 
  fourth accomplice and condemning them to the pyre instead. 
  It will be up to the Characters to talk or fight their way out.
  If he is given the amulet, Malthus will proclaim 'By Sigmar's 
  Holy Fire be cleansed!'' while tossing it onto the pyre. This, 
  as it turns out, is a terrible mistake. After a few moments the 
  fire takes on an evil pink glow. Flames begin to leap from the 
  pyre and onto the assembled mob. 1d10 + 5 members of the 
  mob are set alight, as well as any Character who fails an Easy 
  (+40) Dodge Test. Those set alight gain 3 Ablaze Conditions. 
  Unless the Characters intervene, half of the members of the 
  mob set alight die after three rounds. Anyone who dies while 
  ablaze begins to moan in exquisite agony, before their tortured 
  flesh peels away, leaving a Daemonette of Slaanesh standing in 
  their place (WFRP, page 335). These Daemonettes do not suffer 
  from the Unstable condition as long as the pyre continues to 
  burn, which it will do for hours unless extinguished.
  If, somehow, Malthus survives what follows, he will seem 
  distraught at his error for just under three minutes. He will then 
  rationalise it by claiming the event as proof that, even in those 
  who chose to follow him, there were unworthy souls vulnerable 
  to the beguilements of the Ruinous Powers.
  rewardS
  The following Experience Points should be awarded at the end 
  of the adventure, plus any standard awards you offer at the end 
  of each session:
   
  Y
  50 XP for having a good time roleplaying
   
  Y
  15 XP for surviving the night
   
  Y
  15 XP if no innocents were handed over to Malthus
   
  Y
  15 XP for revealing Sebastian or Maria as cultists
   
  Y
  25 XP for preventing the completion of the ritual
   
  Y
  15 XP for defeating the Disc of Tzeentch
   
  Y
  5 XP for each Daemonette of Slaanesh defeated
  
  WARHAMMER FANTASY ROLEPL AY
  16
  NPCS
  You may use the stats for Humans and Dwarfs on WFRP page 
  311 to represent most of the guests at the inn. Add any relevant 
  Skills and Talents as appropriate.
  malthUS BrUnner
  Malthus hunts evil like a man possessed, but don’t use that word 
  around him. He is tall, gaunt, athletic, and wears the unmistakable 
  garb of a Witch Hunter. Brunner would cut a handsome figure 
  but for his terrible scars; deep stress lines; and a pair of cold, 
  pitiless eyes that have seen more horror than anyone should. 
  Malthus is a gifted speaker, capable of whipping a crowd into 
  a frenzy of religious fervour, eager to bring forth heretics for 
  Sigmar’s judgement. His single-minded determination borders 
  on insanity, but he’s no fool, and maintains a cool head in 
  matters strategic. Once he has joined battle, however, he fights 
  with enough savage fury to worry an Orc. 
  MALTHUS BRUNNER 
  — WITCH HUNTER (SILVER 3)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  44
  61
  38
  47
  32
  31
  42
  27
  56
  47
  16
  Traits: Armour (Leather Jack) 1, Weapon (Club 
  +7, Silvered Sword) +7, Weapon (Pistol) +9
  Skills: Charm 56, Consume Alcohol 55, Heal 37, 
  Intimidate 51, Intuition 41, Lore (Torture 45, 
  Witches 55), Melee (Basic 65, Brawling 55), 
  Perception 41, Ranged (Blackpowder) 75
  Talents: Dual Wielder, Menacing, Public Speaker
  Trappings: Hand Weapons (Club, Silvered Sword),  
  Leather Jack, Kindling, Pistol and 12 shots, Rope
  GrUmBleS the Bear
  An unusually large and angry bear, Grumbles just wants to get 
  far away from the maddening crowd. 
  GRUMBLES THE BEAR
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  35
  -
  55
  45
  20
  25
  15
  10
  15
  -
  56
  Traits: Armour 1, Bestial, Bite+9, Night Vision, 
  Size (Enormous), Skittish, Stride, Weapon+8
  Because of her Enormous size, Grumbles does double 
  damage and inflicts Terror 2 on Average creatures, or 
  triple damage and Terror 3 on Small creatures. 
  felda and Joli GretSch
  Felda and Joli Gretsch run the Pouncing Pegasus with a deft 
  hand and a keen eye for trouble. Felda is a shrewd trader, while 
  Joli adds her hearty laugh and a welcoming atmosphere to the 
  inn. Both women are well liked by their staff and regulars.
  the helGaS SchaUer and BrUn
  Additional Skills: Melee (Basic) 65, Perception 55
  Helga Schauer and Helga Brun are the inn's guards. While they 
  believe that their matching first names are mere coincidence, in 
  fact Joli arranged their hiring as something of a private joke. 
  Both are nevertheless quite competent.
  hilde, travellinG entertainer
  Additional Skills: Entertain (Sing) 52, Lore (Folklore 44)
  Hilde makes a decent living entertaining the inns between 
  Altdorf and Bögenhafen. She’s shrewd, cunning, and has an 
  excellent singing voice.  Her songs display a thorough knowledge 
  of history, folklore, and religion, which may be of use to certain 
  adventurers trying to decipher strange tattoos.
  old hamiSh, retired Soldier
  Additional Skills: Melee (Basic) 55, Consume Alcohol 85
  Old Captain Hamish has a permanent room at the inn, 
  investing his retirement pension in comfortable lodgings and 
  regular meals away from his relatives (which brings Hamish no 
  small amount of delight). He is blissfully unaware of current 
  events and getting the danger across to him is impossible. He’s 
  never without his walking stick in one hand, and only without a 
  glass of brandy in the other when he is asleep. 
  SeBaStien, harald, and maria
  Vile cultists to the dark gods, travelling for some unknown 
  purpose. They wear excellent disguises as regular Sigmar-
  fearing citizens.
  CULTISTS OF THE POUNCING PEGASUS
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  35
  35
  35
  35
  35
  35
  35
  35
  45
  35
  13
  Traits: Spellcaster (Chaos), Weapon (Dagger) +6
  Skills: Melee (Basic) 55, Language (Magick) 75, 
  Lore (Chaos) 55
  diSc of tzeentch
  A bizarre living platform, a Disc of Tzeentch is often used 
  as a flying mount by potent sorcerers. Its motives cannot be 
  comprehended.
  DISC OF TZEENTCH
  M
  WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  1(50) 40
  —
  51
  56
  55
  44
  25
  44
  58
  —
  20
  Traits: Armour 1, Corruption (Moderate), Daemonic 9+, 
  Fear 2, Flight 50, Night Vision, Unstable, Weapon+9
  
  17
  THE SIEGE
  OF WALEN TEMPLE
  •
  •
  ADVENTURE SUMMARY
  A tolling bell calls folk to temple, but it is not usually acompanied by 
  fearful screams and the sound of inhuman bleating and braying. The 
  stench of Beastmen is on the air. This, however, is no random attack 
  — there is a guiding hand behind the assault, as one of Walen's 
  forgotten sons has come home. 
  The Siege of Walen Temple uses the Walen Temple map 
  (Buildings of the Reikland, page 12). While you do not need 
  that book to run this adventure, the extra details found there 
  will be useful for adding extra colour to the adventure.
  The Characters are woken by the bell of the Walen temple 
  of Sigmar — Beastmen are attacking! The villagers race to 
  the temple for protection, the survivors packing in before the 
  stout doors shut. Depending on previous actions, villagers may 
  welcome or curse the Characters, and cool heads are required to 
  avoid violence and save the wounded. 
  A worried Father Stihlman confides in the Characters that 
  help is a long way off, having received news of the state army 
  marching away from Walen. Though he lacks the bombast and 
  fire of some Sigmarite priests, Stihlman has a sharp mind, and 
  believes sinister forces manipulated the army away from the 
  region. The Characters must rally the village militia to push the 
  Beastmen out and fortify the temple if they are to have any 
  hope of survival.
  Should they manage to do so, the leader of the attack reveals 
  himself: Krezok Soulflayer, a fearsome Bray-Shaman. He offers 
  a deal: he will spare the village if they cast out the beadle, Klaus 
  Bahlk. The Bray-Shaman is Klaus’ son, abandoned in the forest 
  years past. Do they give in and sacrifice Klaus? Or make a stand 
  against Krezok, perhaps exploiting the creature’s mad bloodlust 
  and desire for vengeance?
  GettinG Started
  Before playing this adventure, read it from start to finish at least 
  once. After you feel comfortable with the material, you’re ready 
  to begin. 
  Walen could be any village in the Empire. A scattering of small 
  homes for the farmers and workers, a tavern or two, and a temple 
  to Sigmar are almost guaranteed features of any settlement. 
  If you need to set the adventure somewhere else, just change 
  the village name and it can fit along the road of any region 
  of Sigmar’s lands. No matter which direction the Characters 
  travel, they’ll find a village like Walen before long.
  
  WARHAMMER FANTASY ROLEPL AY
  18
  PART ONE:
  THE BEASTMEN ARE COMING
  The Characters begin asleep in the upper rooms of The Crooked 
  Crook tavern, across the street from the temple. They are woken 
  in the early morning by ringing bells and shouts from outside, 
  hearing cries of: 
  ‘Beastmen! Beastmen are coming! To the temple! Sigmar protects us!’ 
  Father Stihlman is at the doors of the temple, ushering villagers 
  inside as quickly as he can. In the distance a crude war horn 
  sounds, answered by bestial howls that send shivers down the 
  spine of any who hear them.
  The Characters have enough time to grab their equipment and 
  dress quickly. Leaving the tavern, there’s a strange smell in the 
  air, like wet dog mixed with a slaughterhouse, and the sounds of 
  battle are close at hand. The village militia forms a buffer zone 
  outside the temple, letting terrified villagers past and cutting 
  down Beastmen who run ahead of the herd. Characters who 
  wish to assist may do so, but the village is being overrun, and 
  the militia will be pushed back to the temple before long, or die 
  in the streets.
  A particularly close scream draws attention to a limping farmer 
  being helped to the temple by his wife and adult daughter. He 
  keeps shouting for them to leave him and get to safety, while 
  a small band of Ungors races toward them. Else Frink, militia 
  captain, calls for the (presumably) well-armed Characters to 
  help, if they can. If they choose to stand and fight, the villagers 
  will be far more trusting of them later. 
  There are two Ungors, with an additional one for each Character, 
  or another two for each Character if they delayed in leaving the 
  inn. The creatures bray and inexpertly fling javelins at the family, 
  which double as spears when they close the distance to close 
  combat. The Characters have a single round to make any ranged 
  attacks before the Ungors engage in melee. If they manage to 
  substantially wound any of the creatures, they change their 
  focus from the family to the Characters. Increase the number 
  of Beastmen each round until the Characters, urged on by the 
  militia and those already inside, fall back to the temple.
  If the Characters don’t help, Else and other militia give them 
  dark looks, but no one dashes to help in their place. The last 
  thing anyone sees before the temple doors close behind them is 
  the limping man tripping and falling, dragging his family down 
  with him. The beasts fall on them, spears thrusting downwards. 
  Any screams are cut short by the slam of the doors.
  With the doors shut, Beastmen try to force apart the iron bars 
  across the windows. The militia stab through the grating until 
  the wave of attackers is blunted and they relent for a while. 
  WE FIGHT TO THE BITTER END!
  For the adventure to run as written, it is essential for the 
  Characters to make their way into the Temple. This is aside 
  from the fact that it is quite a rational place to defend. However, 
  some Characters may be intent on doing things their own way 
  — this is fine if you feel comfortable improvising based on their 
  actions. However, there are some things you can do to try to 
  keep events on track.
  If the Characters choose to fortify the inn instead of the temple, 
  be sure to point out that the inn's wooden walls will not provide 
  the same protection as the solid stone temple. Mention that 
  the smell of smoke is already pervading the village, and that 
  the rest of the inn's denizens are quickly making the run across 
  the street to the temple. If, however, your Characters insist on 
  staying put, you may use the Drum and Hat map (Buildings of 
  the Reikland, page 9) in place of the Crooked Crook. Allow the 
  Characters to reinforce the tavern, and play through its harrowing 
  defense. They will be able to hear Krezok's pronouncements and 
  demands, but without the other NPCs it will be difficult to 
  put together what is happening. Eventually, if they survive the 
  onslaught of Beastmen, they will see Klaus shoved from the 
  temple and into Krezok's grasp.
  If the Characters make it to the street, but insist on fighting 
  there instead of entering the temple, be sure to pile on additional 
  Beastmen until it becomes clear that they cannot survive without 
  the protection of the temple's stout walls. Remember that 
  Advantage is lost each turn if a Character is outnumbered — 
  which they certainly will be by the bestial tide that floods the 
  village. Allow them a couple of chances to flee. If they fail to get 
  the message, and seem to be posing Krezok's forces a problem, 
  he will dispatch a team of eight Minotaurs to deal with them 
  (WFRP, page 332). Characters forced to spend a Fate point to 
  survive will find themselves dragged into the temple by a helpful 
  militia member.
  
  ONE SHOTS OF THE REIKL AND
  PART TWO: THE SIEGE 
  OF WALLEN TEMPLE
  Those who could make it are now inside the temple, the doors 
  of which are closed and barred. The militia keeps a lookout for 
  any more survivors, ready to let them in, but none come. The 
  bleating and guttural howls of the Beastmen are somewhat 
  muted by the thick stone walls, but never gone. Villagers flinch 
  at each new howl and bestial roar.
  If the Characters saved the family, Else Frink takes them aside 
  for a little praise:
  ‘Good work out there. You went out of your way to help. Folk here 
  won’t forget that, and I’ve got your back as long as you’re here.’
  If the Characters avoided the Ungors or let the family die, 
  instead she tells them: 
  ‘Lot of tough choices in war. Sigmar preserve me, we both know if 
  you’d stayed to help the Tanner family, you’d all be dead. But don’t 
  expect the same understanding from the others. The Tanners were 
  well liked, and everything these folk have is tied to community. 
  Mind yourselves, aye?’
  There are several people in need of healing after skirmishes 
  with the beasts, who are brought to the cellar for protection. 
  The beadle, Klaus, is doing what he can, but his healing skills 
  are limited, and his bedside manner worse. The Characters can 
  make themselves useful by helping the locals with their injuries. 
  Klaus grumbles, but steps back to let a better healer work.
  Minor scrapes and cuts: Seven villagers. Nothing to worry 
  about; just clean the cuts to prevent infection. An Easy (+40) 
  Heal Test treats all in one go with ointment.
  Broken bones: Three villagers, Marley, Jakob, and Frya, have 
  suffered arm or leg fractures. The fractures are not too serious, 
  but care should be taken to set the bone to heal properly. An 
  Average (+20) Heal Test for each sets the bone straight.
  Gaping belly wound: One villager: Old Hob Weiss. He is 
  bleeding, his guts all but hanging out. He will die within minutes 
  without help. If a Character has the Surgery Talent, they can make 
  an Extended Challenging (+0) Heal Test, needing 6 SLs to stop 
  the bleeding. He has one Bleeding Condition when surgery begins, 
  and he can suffer 10 more Wounds before expiring. Remember, a 
  failed Test can also inflict Bleeding and damage!
  If the Characters left the Tanner family to die, the villagers 
  refuse their healing. Difficult (–10) Charm Tests are required to 
  convince them to let the Characters help. Old Hob in particular 
  is spitting furiously at the loss of his friends:
  ‘I saw what you did to the Tanners! I’d sooner kiss a snotling! You 
  take your help an’ shove it where Morr Himself won’t find it!’
  He would genuinely rather die than trust the Characters. 
  Attempts to Charm him are Hard  (–20).
  If the Characters saved the Tanners, the father, Artur Tanner, 
  is suffering from a dislocated knee (WFRP, page 178) If 
  the Characters also treat him, he and his family are eternally 
  grateful. ‘You saved our lives back there, and you saved me leg now. 
  We get out of this, you’ll always be welcome in our home.’
  
  WARHAMMER FANTASY ROLEPL AY
  20
  the calm Before the Storm
  When the Characters are done with the injured, Stihlman takes 
  them to his office at the rear of the temple for a word. He is a 
  pleasant man until he closes the door behind him, and worry 
  pours onto his face.
  ‘This temple should be filled, but a third of the villagers didn’t make 
  it. If we survive this, it will cast a dark shadow on Walen for a long 
  time. A long time. Thank you for the aid you’ve provided so far. Cool 
  heads and healing hands are very much needed. But we need more. 
  You must not tell anyone of this, or there will be panic, and we shall 
  be easy prey for the monsters outside.’
  He fishes a little roll of parchment from a satchel and shows it 
  to the Characters.
  ‘We had patrols from Auerswald come through here a matter of 
  weeks ago, and I had the good fortune to talk to them. They like to 
  keep tabs on local threats, and I remember them saying they were 
  satisfied that any herds of Beastmen in the region were a week’s ride 
  south into the forest. Now, I received a carrier pigeon this morning 
  from my colleague in Auerswald, Father Benjamin Holtz. He claims 
  that the council there ordered the Graf ’s armies north six days ago, 
  to deal with Beastmen bearing the same totems and banners as the 
  ones outside right now.’
  He lets the implications of this sink in. Characters with military 
  training are able to deduce that the Beastmen likely arranged a 
  feint in the north to draw the army away. If a Character asks if 
  Stihlman can send a pigeon back, he smiles sadly, and explains 
  that the pigeon coop is at the rear of the temple, which is 
  surrounded by Beastmen. The window bars keeping the beasts 
  out also keep the villagers in. Getting there without being 
  seen would take a miracle, and Sigmar doesn’t seem willing to 
  provide one.
  There’s no time to ponder further, as the temple doors are pounded 
  with tremendous force, shaking dust from the ceiling. Stihlman 
  rushes out to see what’s the matter, taking the Characters with 
  him. They’re just in time to see a colossal pair of horns pierce the 
  thick doors, throwing them wide open. A Minotaur (WFRP, 
  page 332) lays into the terrified militia, ripping limbs off with 
  its bare hands or cleaving soldiers in two with its brutal axe. 
  Some of the militia turn to flee, despite Else screaming bloody 
  murder at them. Characters may attempt a Challenging (+0) 
  Leadership Test to help rally the militia. A display of magic, 
  force, or a Miracle would make this test Average (+20) or 
  even Easy (+40) if a Character happens to be able to create, 
  or convincingly fake, a Miracle of Sigmar. Intimidation Tests 
  directed at the militia are Hard (–20) as Characters are unlikely 
  to be more threatening than the Minotaur.
  The Characters can also get stuck in to show them how it’s done. 
  Remember that the Size difference means the creature causes 
  Fear 1 in all Human-sized creatures! Defeating the Minotaur 
  allows the temple doors to be shut and barred once more, and 
  the Beastmen fall back, morale dipping at seeing their champion 
  brought low. If they defeat the creature, the Characters will have 
  bought another brief window of respite.
  TAKING STOCK
  The Characters will likely want to make use of every tool at their 
  disposal. You should allow them to make what preperations they 
  may from what they find in the temple. As it is also the milita 
  training centre, hand weapons, spears, and shields are easily 
  found. Blessed oils may be used to make expedient Incendiaries 
  (WFRP, page 295), and some food and medical supplies are 
  kept in the temple's store (area 9 on the map). There is no 
  secret exit, and attempts to deface the temple, for example by 
  moving its altar to block the door or smashing a marble statue 
  to make bullets, will be met with horror — this is the house of 
  Sigmar, after all.
  
  ONE SHOTS OF THE REIKL AND
  PART THREE: THE 
  SINS OF THE FATHER
  Things outside go quiet, but the lookouts can see that the 
  Beastmen have withdrawn to about a hundred paces down each 
  side of the street, waiting silently. After a few minutes of the 
  militia wondering aloud what they are up to, the leader steps 
  forth. Krezok is a mighty Gor Beastman, but covered in bone 
  charms and wielding a staff with a carved animal skull at the 
  head. He addresses the temple inhabitants in cracked, guttural 
  Reikspiel, with a harmonic quality, as if two voices speak from 
  the same mouth:
  ‘Humans. I am Krezok Soulflayer. I speak for my gods. Much blood 
  has spilled this day. Yours and ours. The gods smile. Enough to satisfy 
  all the Kurr-Gra’ak. Enough, save for one. There is a man among 
  you. His life, I claim. Send him out. Give Klaus Bahlk to me, and I 
  leave you to your lives.’ 
  The villagers, some weeping in fear, the others numb, whisper 
  amongst themselves, astonished. Krezok continues:
  ‘You do not challenge the Kurr-Gra’ak. We will find worthier foes. 
  The tribe moves on. I remain with only seven — my trusted guard. 
  I wait. Wait for Klaus Bahlk. I will not wait long. As long as this 
  torch burns, you breathe. Save yourselves. One life for many.”
  Having finished this proclamation, Krezok jams a crude torch of 
  wood and animal fat into the mud outside the temple. Anyone 
  making an Average (+20) Intelligence Test can tell it will burn 
  for an hour, at most.
  The villagers begin murmuring amongst themselves. They are 
  not without faith, but at least some among them whisper that it 
  might well make sense to trade one life for many. It would, after 
  all, be a true act of faith for Klaus to do so.
  
  WARHAMMER FANTASY ROLEPL AY
  22
  Characters observing Krezok can make a Challenging (+0) 
  Perception Test to notice he’s wearing something extremely 
  odd. Around the beast’s neck is a small silver amulet in the 
  shape of a hammer. If a Character fails, their attention is 
  instead drawn by Stihlman mumbling in fear: ‘No, it can’t be. 
  Not possible.’
  Pointing out the amulet to Stihlman, or asking him directly 
  what he means, stirs the man to action. He loudly calls for 
  Klaus. When Klaus surfaces from the cellar, Stihlman beckons 
  Klaus, the Characters, and any surviving militia to follow him to 
  his office. Once there, he absent-mindedly takes a poker to the 
  fire, lost in thought. Klaus breaks the awkward silence: 
  ‘What’s this about Stihlman? There are injured people I should—’
  ‘It’s your son, Klaus. Outside.’ 
  Father Stihlman turns from the fire, red-hot poker in hand. 
  There’s a hard look on his face. 
  ‘He wants your head, and I’ve half a mind to deliver it myself. You 
  lied to me!’
  Between the threatening of Father Stihlman and the presence of 
  the Characters (especially if they saw the amulet), Klaus breaks 
  down, sobbing. He relates the story of his only child’s birth. 
  Born with cloven hoofs, fur, and horns. A mutant, a monster 
  with the mark of the Ruinous Powers. The boy was a monster, 
  and yet Klaus couldn’t bring himself to kill his own flesh and 
  blood, nor could he bring himself to fetch Father Stihlman to 
  do it for him. So he took the boy deep into the forest, and left 
  him there, a hammer amulet around his neck in the desperate 
  hope that Sigmar might do what Klaus could not.
  where do we Go from here?
  What happens next is up to the Characters. Klaus is broken 
  with grief, and willing to die if it saves the village. Stihlman is 
  furious, but ultimately the safety of the village matters most. 
  Klaus has earned death as a penance in the eyes of Stihlman, 
  his longtime friend. 
  Of course, the Bray-Shaman is almost certainly lying about 
  sparing Walen. His herd has mostly moved on, but with his 
  sorcery alone Krezok could raze much of the village. But with 
  all his focus on Klaus, Krezok has made himself vulnerable. If 
  the Characters use Klaus as a distraction, it would create an 
  opportunity for some villagers to escape or for the surviving 
  militia and the Characters to launch a surprise attack. If they 
  can kill Krezok, the Kurr-Gra’ak tribe will almost immediately 
  fall to infighting, and the returning army can wipe them out, 
  saving Walen and several other villages besides.
  a Bloody reUnion
  If Klaus is sent out, Krezok addresses him:
  ‘The spirits told me of you, father. Are you proud of your son? I 
  survived, thrived, after you abandoned me! Let me show you what 
  the wilds taught me, where you did not.’
  Krezok grabs the sobbing Klaus by his shirt, before tearing his 
  throat out with snarling teeth. This bloody display sends the 
  Beastmen into a frenzy of wild calls and bloody jubilation, 
  giving the Characters a moment to act unimpeded. They may 
  choose to flee, or might take the time to get into position, be it a 
  sniper spot in the bell tower, sneaking out to the pigeon coop, or 
  simply getting ready to charge. His vengeance satisfied, Krezok 
  howls in triumph, and summons his powers to burn the village 
  and any other survivors in Walen.
  However, true to his word, Krezok will spare those in the 
  Temple, so long as they remain inside. Though this might 
  indicate some remenant of humanity lingers in the creature, it 
  is more likely that the Bray-Shaman wishes that someone lives 
  to tell the tale of his revenge. Characters who think to use the 
  opportunity to retrieve a messenger pigeon will be rescued the 
  following morning by the state army, hot on the tail of Krezok's 
  herd. If not, they will emerge to the smoking ruins of Walen, 
  and quickly learn of the depredations inflicted on neigbouring 
  villages before the army had a chance to catch up with the beast.
  Krezok has his seven most trusted Bestigor (use Gor with the 
  optional Size (Large) Trait; WFRP, page 331) lieutenants 
  flanking him. If the Characters attack, this is an opportune 
  moment. If they think to make use of them, and succeeded 
  in the Leadership test earlier or have otherwise gained the 
  militia's respect, they may use them to distract Krezok's guards. 
  At a push, the surviving militia could hold the Bestigors at bay 
  for three rounds, giving the the Characters a brief window to 
  attack Krezok head on. 
  miSSed connectionS
  Klaus can be convinced to stay in the temple with an Easy (+40) 
  Charm or Intimidate Test — the idea of leaving its safety is not 
  terribly appealing, after all. Klaus can be asked to speak to Krezok 
  from inside the Temple, but nothing he can say will change the 
  Bray-Shaman's mind. It might, however, serve as a distraction, 
  drawing the Bray-Shaman close enough to be grabbed through 
  the window bars by a Character making a successful Challening 
  (+0) Melee (Brawling) Test — or simply shot.
  If Krezok is not put out of action in some way, once the hour 
  has passed, he begins to batter down the door of the Temple 
  — if it has not been reinforced in some way, it will fall after a 
  few minutes of determined effort by the Bestigors. Once this 
  happens, it will be an all-out melee in the temple, with Krezok 
  staying near the back and defiling the temple of Sigmar with 
  every foul magick he knows.
  
  23
  ONE SHOTS OF THE REIKL AND
  rewardS
  The following Experience Points should be awarded at the end 
  of the adventure, plus any standard awards you offer at the end 
  of each session:
   
  Y
  50 XP for having fun
   
  Y
  15 XP for saving the Tanner family
   
  Y
  15 XP if they save Old Hob
   
  Y
  15 XP for healing the other villagers
   
  Y
  50 XP for defeating Krezok
   
  Y
  25 XP if they manage to prevent Krezok from killing 
  Klaus
  NPCS
  Use the stats for Humans on WFRP page 311 to represent 
  these NPCs. Add relevant Skills and Talents as appropriate. 
  elSe frink, militia caPtain
  Additional Skills: Leadership 55, Melee (Basic) 55
  A former Road Warden and State Soldier, she retired to the 
  peaceful village of Walen, where she trains the villagers to 
  defend themselves, as every temple of Sigmar requires. Brave, 
  taciturn, and a competent warrior and leader — Walen’s militia 
  are lucky to have her.
  tanner family
  Artur the father, his wife Lise, and their daughter Artya. The 
  Tanners are well-liked by everyone and, known to be friendly, 
  kind, honest, and pious in equal measure. If they were to die, the 
  village would suffer a heavy blow. 
  old hoB, hUmBle villaGer
  Not actually that old, just grumpy. But in a charming, witty way, 
  making him a beloved character about the village.
  father Stihlman, PrieSt of SiGmar
  Additional Skills: Leadership 55, Lore (Theology), Melee 
  (Basic) 55
  Peaceful and friendly, in stark contrast to the stereotypical priest 
  of Sigmar. He nevertheless has unshakeable faith, and if anyone 
  tests him, they will find that under his soft exterior lies a faith 
  as strong as gromril.
  klaUS Bahlk, temPle Beadle
  Taciturn and grouchy, always complaining about the lack of 
  donations to fix the bell tower. Klaus hides a terrible secret: his 
  only child was a Beastman, which he abandoned in the woods 
  twenty years ago. Whether he joined the priesthood to atone for 
  abandoning his son or for siring a Beastman, even he’s not certain.
  krezok SoUlflayer, Bray-Shaman of 
  the dark GodS
  Krezok was born to Klaus and Hilda Bahlk in Walen twenty 
  years ago. Klaus was horrified, but couldn’t bring himself to slay 
  the child, and instead took him deep into the southern woods 
  and abandoned him. He was found and raised by the Kurr-
  Gra’ak herd, who saw the spark of sorcery in him. He grew and 
  learned quickly, becoming a mighty sorcerer. The tribe’s leader 
  grew jealous of Krezok’s power, but none would dare raise their 
  blade against a Bray-shaman. Instead, he humiliated Krezok, 
  announcing his human heritage in front of the whole tribe, 
  showing him the silver hammer amulet that he had worn when 
  his father abandoned him.
  Krezok’s roar of rage, suffused with a terrible power, flayed the 
  skin from the leader’s body. Krezok gorged himself that night 
  on the old chief ’s heart, eating it in front of the assembly. There, 
  shining with impossible dark light, Krezok renounced his 
  humanity, swearing to the gods that he would slaughter his old 
  family. He now leads the Kurr-Gra’ak.
  KREZOK SOULFLAYER,
  BRAY-SHAMAN OF THE DARK GODS
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  40
  —
  34
  45
  40
  35
  25
  37
  50
  30
  16
  Traits: Corruption (Minor), Fury, Horns +6, Night 
  Vision, Spellcaster (Beasts, Chaos), Weapon +8
  Skills: Melee (Basic) 55, Language (Reikspeil 43, Magick 
  75), Channelling (Dhar) 75)
  Talents: Instinctive Diction 2
  Trappings: Clothing made of Furs and Tanned Human 
  Skin, Assorted Spell Ingredients, Silver Hammer Pendant
  SPELLS AND TACTICS
  If Krezok feels any single Character looks to be a 
  particularly dangerous threat, he casts Treason of Tzeentch 
  (WFRP, page 257) on them as soon as any fighting 
  breaks out. After this, or if he does not consider any foe a 
  particularly important threat, Krezok casts Flock of Doom 
  (page 245) or The Amber Spear (page 246) on any suitable 
  group of targets. 
  If no target in particular presents themselves, or if he 
  simply wishes to burn down a building, Krezok will cast 
  Breath (page 243), which manifests as twisting dark flames 
  that are almost impossible to extinguish. If a Character 
  gains an Ablaze condition from this spell, they are able to 
  see the spirits of each of Krezok's many victims trailing 
  him for as long as the condition lasts, and the victim gains 
  the Afraid (Krezok) Trait permanently.
  
  24
  CURD YOUR
  ENTHUSIASM
  •
  •
  ADVENTURE SUMMARY
  In the mood for cheese? Harzert's Cheesemonger has a fine curdled 
  curiosity to satisfy every palate. But can one man's obsession with 
  creamy cottage cheeses go too far? A rather disgusted clerk thinks so...
  Curd your Enthusiasm takes revolves around Harzert’s 
  Cheesemonger of Distinction (Buildings of the Reikland, page 
  3). While you do not need that book to run this adventure, the 
  extra details found there will be useful for adding extra colour 
  to the adventure.
  Tomas Grunwel, a clerk at the Ubersreik Municipal Sub-
  surface Sanitation Office (more commonly referred to as ‘Sewer 
  Maintenance’) approaches the Characters with a bizarre story, 
  seeking their help. A dinner he planned in search of a promotion 
  at the Sanitation Office has ended in tragedy. His house burned 
  to the ground, his immediate superior was killed, and the others 
  still suffer from what a confused healer could only describe as ‘a 
  most esoteric distress of the bowels’. Tomas is certain that the fancy 
  cheese he served from Harzert’s Cheesemonger was the cause 
  of the grotesque magical disease that befell his guests. Being the 
  only one who did not eat the cheese, Tomas is sure Harzert’s is 
  to blame.
  Despite being innocent, Tomas covered up significant and 
  scandalous details to protect himself and his employers, blaming 
  the fire on an errant ash bucket. Now he wants the Characters 
  to find out the truth. He is willing to pay them handsomely.
  Harzert is responsible for Tomas’s plight, though not 
  intentionally. After losing his wife, Klara, a year ago, his 
  mind is somewhat frayed — he believes Klara lives on in a 
  cheese sculpture in his cellar. This delusion has been cruelly 
  nurtured by a Skaven named Squitshank. The creature has 
  been impersonating Klara, and has tricked Harzert into selling 
  warpstone-infused cheese to Squitshank’s targets, as part of 
  Squitshank’s plans to destabilise Ubersreik.
  The Characters may wish to observe Harzert and his shop, as 
  well as interview the tenants who rent the floors above. Frau 
  Lise Duschen, thanks to her large family, is a source of local 
  gossip (if the Characters can convince her to share). Gustav 
  Klosch is an artist struggling to pay the rent every month; 
  constant nightmares inspired by the presence of warpstone 
  in the building have made the sensitive artist’s recent work 
  creepily unappealing. 
  A cunning spy, Squitshank will likely become aware of the 
  Characters’ investigations quite quickly, and will lead his best 
  and brightest to the cheese shop to put an end to them. Thus 
  begins a showdown between our unwitting heroes and the vile 
  ratmen over the fate of Ubersreik’s finest cheesemonger! 
  GettinG Started
  The Characters may have been introduced to Tomas Grunwell 
  by a mutual acquaintance, or perhaps Tomas searched the 
  taverns of Ubersreik for a band of mercenaries who looked 
  capable (and affordable). However they meet, he wishes to hire 
  them to investigate his recent misfortunes. 
  
  25
  ONE SHOTS OF THE REIKL AND
  PART ONE: CURDLED AMBITIONS
  Tomas will approach the Characters in some distress, and while 
  he seems eager to have their aid, he is strangely reticent to 
  describe in full what exactly the matter is, save that it involves a 
  rather unfortunate dinner party. If asked to recount the events 
  of that night, Tomas provides the following account. 
  Tomas threw an intimate party for his three superiors: Dieter 
  Dunkel (and his wife, Greta), Klaus Schmidt, and Anders 
  Schuster. The evening was going well and his guests were 
  remarking favourably on his hospitality. Tomas thought for 
  certain he had secured his promotion. 
  Perhaps half an hour after eating, Klaus Schmidt looked to be 
  sweating slightly, and retired to the privy to relieve himself. 
  Within minutes Tomas and the others heard horrified screams 
  in the direction of the privy closet. Thinking Klaus had injured 
  himself, Tomas and his guests rushed to the lavatory to aid him.
  What they saw was … not pretty, but not in the manner 
  expected. His guest was splayed out on the floor, britches around 
  his ankles, convulsing in bewildered pain as his bowels voided 
  a seemingly endless stream of tangled, matted hair soaked in 
  bile and mucous — far more than could possibly fit in the man. 
  Reeling back from this horrendous scene, Anders grew suddenly 
  pale and began vomiting gouts of live, squirming maggots. 
  Dieter’s belly visibly swelled to eye-watering proportions and 
  he began choking. Greta, herself now belching noxious greenish 
  fumes and stricken with terror, tried to clear his windpipe by 
  thumping him on the back. Suddenly Dieter became the victim 
  of uncontrollable, torrential flatulence that ignited on escaping 
  his body. Fierce gouts of intensely hot flame set fire to his 
  clothes, his hair, his poor wife, and anything that came near his 
  weaponised posterior.
  Unfortunately, Tomas’s house was built from good, dry wood. 
  He, Klaus, and Anders managed to escape before it burned to 
  the ground. They couldn’t get near Dieter or Greta, as the flames 
  were too hot. Their screams faded in death before Tomas had 
  escaped the house. Fearing persecution and scandal over such 
  wholly unnatural sickness, they went to a back-alley apothecary 
  for help and secrecy. Tomas is stony-faced as he tells the story, 
  daring the Characters to laugh at his plight.
  the little cheeSe ShoP of horrorS
  Tomas has done a little snooping, but is no sleuth. Harzert’s 
  shop is on Altstrasse, a four-storey building, long and narrow to 
  minimise frontage tax. The cheesemonger occupies the ground 
  floor, and Harzert’s home is on the floor above. Harzert lives 
  alone, but leases the two floors above his apartment to other 
  townsfolk. His nieces and nephews act as shop assistants, so he 
  has at least one sibling in Ubersreik, although who they are and 
  what they do is a mystery to Tomas.
  QUESTIONS FOR TOMAS
  The following tidbits may also come up if the Characters have 
  questions:
   
  0
  Tomas has been lactose intolerant since he was a boy. 
  That’s why he avoided eating the cheese. If the Characters 
  remain suspicious, they could try forcing him to drink some 
  milk to prove it. He’s desperate enough for their help to 
  do it — anyone witnessing the result will have no reason to 
  doubt that his distress is quite genuine.
   
  0
  Telling the truth or accusing Harzert would surely bring 
  half the priests and Witch Hunters of Reikland down on 
  them, with arrest and imprisonment for all regardless of 
  innocence. ‘Besides, Harzert has friends and customers 
  in high places. Without concrete evidence, any legal case 
  would inevitably resolve in his favour.’
   
  0
  Tomas is apprehensive about the party questioning the other 
  surviving guests due to the unholy nature of the sickness. 
  He’s already sure that they will punish him when they 
  recover. ‘If they find out I told anyone, they’ll ruin me 
  completely!’
   
  0
  Elsa Bitemauer, the Apothecary who treated the survivors, 
  is the epitome of discretion, to the point where Tomas is 
  unsure he could find her again even if a Character insists 
  on talking to her. However, if they persist in tracking her 
  down, the most she will be able to tell them is that she 
  suspects magic was involved.
   
  0
  Characters who are suspicious of Tomas may attempt a 
  Challenging (+0) Intuition Test to determine that the worried 
  clerk is motivated partly out of loyalty to his employers, 
  whom he hopes to both avenge and protect from scandal 
  (and Witch Hunters). A small part of him believes he can 
  still turn his situation around if he gathers evidence in 
  secret. Not the most noble of motives, but he’s not hiding 
  anything else.
   
  0
  If the Characters insist on meeting Anders and Klaus, they 
  may attempt a Challenging (+0) Charm or Intimidate Test 
  to convince Tomas to introduce them, but he won’t be 
  happy about it. He brings them to the abodes of Klaus and 
  Anders, who are bedbound but recovering. They corroborate 
  Tomas’s tale. Their own motivation is to find someone 
  to blame: if the Characters cannot build a case against 
  Harzert, they settle for Tomas.
  If there are no more questions, Tomas wishes the Characters 
  luck and hands them an address. He’s taking a leave of absence 
  from work for a few days, and will be at his sister-in-law’s home 
  by the docklands. He has to find a new house.
  
  WARHAMMER FANTASY ROLEPL AY
  26
  PART TWO: CHASING LEADS
  The Characters can investigate Harzert himself, Frau Duschen, 
  or Gustav Klosch.
  a GoUda man, led aStray:
  herBert harzert
  He’s pleasant to his customers, offering samples, suggesting 
  wine pairings, and so on. He has little time for chit-chat, and 
  if the Characters aren’t buying, he asks them to leave. He is not 
  above calling for the guards to deal with shady riff-raff.
  In the shop, Characters who pass a Hard (–20) Perception Test 
  overhear one of his assistants murmur:
  ‘We’re almost out of Bastonne Bleu, shall I nip downstairs and—’
  Harzert interrupts her with a frantic: ‘No! No, you handle the 
  counter, I’ll get it. Most of it isn’t ripe, and you don’t know the 
  Bretonnian cheeses.’
  Make it obvious to the Players that even in whispered 
  conversation, Harzert overreacted to a simple suggestion.
  Pungent Poetry: Harzert’s Apartment
  The Characters can break into the shop at night or Harzert’s 
  apartment by day. Altstrasse is a busy street and well-patrolled; 
  Opposed Tests related to stealth or larceny are Hard (–20) by 
  day and Difficult (–10) by night for anyone trying to break in. 
  The Characters can take a full day to observe patrols, in which 
  case opposed Tests become Difficult (–10) by day, Challenging 
  (+0) at night.
  The exception is Harzert’s apartment, which is unoccupied 
  during business hours. Tests relating to breaking into the 
  apartment are Challenging (+0) by day and Hard (–20) by 
  night, with Harzert easily woken.
  The apartment is plain. It’s clear from small laundry piles 
  and unwashed dishes that the owner lives alone and doesn’t 
  entertain. There are a number of portraits of a young, pretty lady, 
  presumably the late Frau Harzert. There are books of romantic 
  poetry, and sheafs of parchment in the bedroom containing 
  Harzert’s own amateur poetry. They are morose and melancholy, 
  and heavily feature the motif of the ageing of a fine hard cheese 
  as a metaphor for love. There is nothing incriminating to be 
  found, though his poetry may well be a crime against literature.
  a vintaGe cheddar: fraU dUSchen 
  Frau Lise Duschen is an imposing woman. She is at home all 
  day on the second floor, enjoying the quiet while her five adult 
  children are out working and her six younger ones are asleep or 
  causing mischief in the streets. She’s pleased to see new faces, 
  because they mean new gossip, and will try to ferret out all she 
  can about the party’s adventures.
  Frau Duschen collects gossip, using her large family as a spy 
  network. She can easily be convinced to share all manner of 
  trivial gossip about folks living along Altstrasse. It stands to 
  reason that she has heard a few bits and pieces about Harzert 
  that would help the Characters’ investigation. 
  If the Characters ask Duschen about Harzert, however, her 
  demeanour changes. She’s very protective of ‘her Herbie’, 
  and people snooping around him could mean trouble. Only 
  Characters who pass a Hard (–20) Charm Test can convince 
  her that they mean Harzert no harm, at which point her mood 
  will shift and she will happily begin talking about 'her dear 
  Herbie'. Frau Duschen will speak endlessly about the man, but 
  only a handful of facts will prove useful.
  DEAR HERBIE
  Characters wading through Frau Dauschen's tirade of gossip 
  will find it difficult to sort the useful material from the trivial. 
  For every SL on an Average (+20) Charm or Gossip Test, reveal 
  one of the following to a Character interviewing Frau Duschen:
   
  0
  Up until four months ago, she often heard Harzert 
  weeping for his lost wife, Klara, in his apartment a 
  floor below. Then it stopped. Duschen thought he 
  had made peace with the loss, but he still refuses her 
  advances.
   
  0
  A dockland gang burgled the shop three months ago, 
  and a week later they were all found dead of the Bloody 
  Flux, a particularly virulent affliction usually contracted 
  by eating spoiled food. ‘The guards say their hideout 
  looked like a slaughterhouse and smelled worse, but do 
  you know they didn’t find any weapons? Just a small 
  set of cheese knives. Herbie got his money back, mind 
  you, so all’s well that ends well.’ 
   
  0
  ‘Did you know Herbie sings to his cheese? That’s 
  probably why it’s the best in Ubersreik!’ Frau Duschen's 
  fifth daughter, Alfreda, heard that a friend’s brother’s 
  wife was walking by a week ago just after closing, and 
  swears she heard Harzert in the cellar, singing to his 
  cheese.
  
  27
  ONE SHOTS OF THE REIKL AND
  SleeP Be edam-ned: GUStav kloSch
  Gustav lives on the second floor, and is reluctant to answer the 
  door to strangers. He is lanky, skittish, and exhausted. When 
  the Characters visit, he thinks they are debt-collectors and begs 
  for his life and kneecaps, promising the new exhibition will be 
  finished soon.
  He only meets Harzert to pay the rent, which is weeks late. If 
  the Characters ask him about his distracted manner or nerves, 
  call for an Opposed Charm versus Cool Test. If the Characters 
  lose the Test, Gustav explains he hasn’t slept well these last four 
  months. Observant Characters may connect this with Frau 
  Duschen’s account of Harzert’s mood change. 
  If the Characters win the Opposed Test, Gustav elaborates 
  that he suffers from nightmares, an inspiration for his art that’s 
  powerful, but very unpopular. If the Characters wish to view it, 
  he’s happy to oblige, hoping he might finally sell some. Gustav’s 
  paintings are indeed disturbing; each counts as a creature with 
  the Minor Corruption and Fear 1 traits (WFRP, page 339). 
  Prominent themes include the fell moon Morrslieb; red eyes 
  in the dark; and being eaten alive by swarms of locusts, rats, or 
  other vermin. He’s used to selling art for several Gold Crowns, 
  but these works are so unpopular he’d let them go for mere 
  pennies each — a bargain for any macabre art collector.
  PART THREE: IN WHEY TOO DEEP
  Ultimately, Characters will have to make their way to Harzert's 
  cellar to uncover the truth of the situation. This might be done 
  by stealth, breaking into the cellar at night, or by convincing or 
  threatening the cheesemonger.
  harzert’S cellar
  The cellar is reached by a trapdoor at the rear of the shop. It is 
  dark, cool, and stinks powerfully with cheeses from across the 
  Empire and beyond. The stinky cheeses are slowly maturing on 
  shelves running the length of the room. There is a small office 
  desk in the room by the entrance, covered in shipping manifests 
  and other banal business details. Each cheese is painstakingly 
  labelled, numbered, and grouped by type to avoid contamination. 
  Some have notes pinned to them like ‘reserved for Councilman 
  Ruegen’. Harzert takes his cheese very seriously.
  Any Characters with the Second Sight Talent (WFRP, page 
  144) feels that something is not quite right, though they can’t 
  put their finger on what. Such a Character, if they examine 
  the cheese shelves, may attempt a Hard (–20) Perception 
  Test; success means the Character determines that a handful 
  of random cheeses are tainted with finely powdered warpstone, 
  the stuff of Chaos itself. It is cunningly folded into the cheese 
  to make detection difficult, even for Wizards. Any Character 
  foolish or unlucky enough to eat tainted cheese is exposed to 
  Major Corruption (WFRP, page 183).
  
  WARHAMMER FANTASY ROLEPL AY
  28
  aBSence makeS the heart Grow 
  fondUe: the Shrine
  At the far end from the trapdoor, where some natural light 
  filters through the dirty glass grating from the street above, 
  there is a shrine to Klara Harzert. A pair of paintings on the 
  wall frame a small wooden altar, upon which sits a life-sized 
  bust of Klara, carved from a Reikland cheese so old it is almost 
  as hard as stone. Also on the altar are several of Herbert’s 
  terrible cheese-focused love poems. A Character who passes an 
  Easy (+40) Perception Test notices that the rear of the bust has 
  been eaten away, and the head is in danger of falling off. It’s a 
  habit Squitshank has been unable to resist. He knows Harzert 
  will soon notice, and will need to be eliminated as a result.
  The altar hides a hole in the wall just big enough for an average-
  sized Human adult to crawl through. It leads to the sewers 
  running underneath Altstrasse. Squitshank skulks on the other 
  side of the wall, wearing a magical amulet that transforms his 
  voice into that of Harzert’s wife. The acoustics of the sewer 
  tunnels are perfectly suited to making ‘Klara’s’ voice echo as if 
  calling to Harzert all the way from Morr’s kingdom of the dead. 
  If the Characters explore behind the altar they quickly get lost 
  in the sewers; the Skaven know well how to hide their lairs. 
  They can get back to the surface easily, although they will need 
  a bath before resuming their investigation.
  If they make little noise near the shrine, Squitshank assumes it’s 
  Harzert and speaks with the voice of Klara:
  ‘My love, did the Watch captain like the cheese I recommended?’
  A clever Character might attempt to mimic Harzert’s voice 
  with magic, or by passing a Difficult (–10) Entertain (Acting) 
  Test, to draw Squitshank into further conversation. With the 
  overpowering smell of cheese hiding their scents, Squitshank 
  would merrily incriminate himself, suggesting targets to 
  recommend the tainted cheese — savvy Players may connect 
  these names to cheeses marked as reserved — before making 
  some excuse (‘Morr calls to me, I must return. ’Til tomorrow night, 
  beloved!’)
  If the Characters give themselves away (for example, by 
  exploring the sewers or making Squitshank aware he’s not 
  talking to Harzert), Squitshank immediately withdraws. 
  He assumes Harzert’s usefulness is over, and quickly makes 
  plans to eliminate him and the Characters. He leads five 
  Clanrat bodyguards and a Rat Ogre back to destroy them 
  and the building. Squitshank forgets about his amulet, and his 
  underlings see no reason to remind him of it, so all this time 
  he sounds like Klara. This may causes much awkwardness if 
  Harzert or the watch investigate the sound of disturbance in 
  the cheesemonger’s shop. If nothing else, Harzert will quickly 
  attempt to investigate why his deceased wife’s voice is shouting 
  ‘Die Die, Man Thing!’ from the cellar.
  conclUSion
  Should the Characters manage to avoid rousing Squitshank’s 
  suspicions, they are left in a rather awkward position. They may 
  wish to inform the authorities, in which case the blame will almost 
  certainly fall on the cheesemonger, with tales of giant rats in the 
  sewers roundly ignored. Harzert is also difficult to convince of the 
  truth, but may be convinced if the Character’s approach him with 
  some sensitivity, or truly damning evidence. Either way, there is 
  little peace to be had unless Squitshank is dealt with.
  
  29
  ONE SHOTS OF THE REIKL AND
  rewardS
  The following Experience Points should be awarded at the end 
  of the adventure, plus any standard awards you offer at the end 
  of each session:
   
  Y
  50 XP for having fun
   
  Y
  50 XP if they resolve matters such that both Harzert and 
  Tomas keep their jobs 
   
  Y
  25 XP if they get Squitshank’s amulet
   
  Y
  25 XP if they fool Squitshank into thinking they are 
  Harzert at the shrine
   
  Y
  25 XP for defeating Squitshank and his cronies
   
  Y
  15 XP if they think to tell Gustav they solved his 
  nightmare problem
  NPCS
  Use the stats for Humans on WFRP page 311 to represent 
  these NPCs. Add relevant Skills and Talents, such as Trade 
  (Cheesemonger) or Artistic, as appropriate.
  tomaS GrUnwel, PUt-UPon clerk
  Tomas is dull in appearance and mannerism. Short and slight, he 
  has developed a noticeable pot-belly and jowls since joining the 
  civil service. He wears dull, sensible spectacles and dull, sensible 
  clothes. Before the destruction of his home, the most excitement 
  he craved was finding an extra pickle in his dinner at the local 
  tavern. He means well, but lacks all courage, especially after his 
  plan to sweet-talk his superiors went so badly wrong.
  anderS SchUSter, klaUS Schmidt, 
  and dieter dUnkel (deceaSed)
  Tomas’s superiors are blander than Tomas, and become irate at 
  anything spontaneous, such as hiring adventurers to investigate 
  their misfortune. If the Characters meet Anders or Klaus, they 
  are as stiffly polite as one can be when laid up in bed with 
  supernatural gastroenteritis. They are still in shock at what 
  they witnessed, and are mourning the loss of Dieter and Greta. 
  Like Tomas, they are not (intentionally) malicious, but their 
  insistence on protocol may make it seem otherwise.
  GUStav kloSch, StrUGGlinG artiSt
  Additional Skills: Art (Painting) 65
  Gustav lives alone on the top floor. He’s a bundle of nerves 
  and anxiety, only some of which is due to lean times making 
  rent hard to earn. His work has become deeply macabre and 
  unpopular in the last four months, which he puts down to 
  constant strange and frightful dreams.
  herBert harzert, cheeSemonGer
  Cheese is Herbert’s life. While there’s little competition, Harzert’s 
  claim to be ‘the finest cheese shop in Ubersreik’ is justified. He’s 
  extremely knowledgeable about cheese production, always excited 
  by new varieties from diverse suppliers. He’s also desperately lonely 
  since the death of his wife, Klara, last year. He secretly built a 
  shrine to Klara in the cellar, including a bust of her likeness carved 
  from hard cheese. Four months ago, the bust spoke to him in 
  Klara’s voice. He believes it houses the spirit of his wife, and will 
  do anything to please her. Klara makes excellent suggestions on 
  cheeses to recommend his customers. He is unaware that some of 
  these customers have died in bizarre circumstances.
  fraU dUSchen, widow
  Additional Skills: Gossip 95, Trade (Poisoner) 75
  Frau Lise Duschen lives on the floor above Harzert, with 11 
  children, three of their spouses, and two grandchildren. Her in-
  laws never fail to disappoint her, but she’d let her grandchildren 
  get away with murder. The in-laws sometimes wonder if she 
  already has. Frau Duschen is honest, forthright, and addicted 
  to gossip, and her large family keeps tabs on all the neighbours. 
  She is willing to trade gossip, but is tight-lipped about Harzert. 
  She has designs on Harzert, and his money, but to her irritation 
  he refuses to move on from the loss of his wife.
  SqUitShank, clan SkaB Stormvermin
  Squitshank is a Stormvermin of Clan Skab, a skilled warrior in 
  a Clan already noted for its soldiers. He was sold to Great Clan 
  Skryre as a bodyguard, a role he despised. However, all his Clan 
  Skryre owners met with extremely unfortunate and fatal acci-
  dents for which Squitshank could not possibly be blamed. With 
  nobody willing to purchase his contract, he was free to return 
  to Clan Skab as a respected (well, feared) warlord. Currently, 
  Squitshank is weakening Ubersreik’s infrastructure, ensuring 
  Skaven can enter and exit the city unseen. His latest scheme is 
  manipulating Herbert Harzert into selling warpstone-infused 
  cheese to select city officials.
  SQUITSHANK, STORMVERMIN OF CLAN SKAB
  M
  WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  65
  —
  51
  56
  55
  44
  25
  44
  58
  —
  20
  Traits: Armour 4, Clever, Elite, Leader, Night Vision, 
  Stealthy, Weapon (Sword) +9
  Amulet of Dead Echoes: A disturbing invention from 
  the sorcerer-engineers of Clan Skryre, Squitshank’s 
  amulet is composed of several rare metals on a brass 
  chain. There is a pin-prick hole in the top which leads to 
  a warpstone core. When a single drop of blood is poured 
  into the opening, the magic of the amulet changes the 
  wearer’s voice to that of the blood’s owner. Every time 
  the amulet is used, the wearer is exposed to Minor 
  Corruption (WFRP, page 182).
  
  A SHEEP
  IN WOLF’S CLOTHING
  •
  •
  Luther Limburg approaches the Characters for help. Two 
  months ago his son Hari shod Lord Heinrich Cristof von 
  Trapp’s horse, Wolfgang, which then threw the nobleman. 
  Feeling responsible, the Limburg family nursed Heinrich back 
  to health. Now seemingly recovered, he is still imposing on the 
  family’s hospitality, with his tight, expensive and garish shoes 
  well under the table, and won’t leave! Arriving at the farm, the 
  Characters are introduced to Luther’s impressive family: his 
  great aunt Mags; his wife, Rita; and their seven children. They 
  also meet Lord von Trapp, the snooty, unlikeable noble who is 
  overstaying his welcome.
  The Limburgs beg the Characters to be subtle, as they’re the 
  ones suffering Heinrich’s ire. The boorish noble is extremely 
  hostile to any suggestions of moving on, and is quick to 
  suggest that it wouldn’t go well for anyone if he is threatened. 
  Observant Characters will notice his mannerisms are slightly 
  off. His belongings are secured, but a determined rogue could 
  unlock his room, if others distract him. With effort, they may 
  soon discover that Heinrich is no noble.
  Just as the Characters are confronting Heinrich, bounty 
  hunters arrive. Their quarry has many aliases and titles, but 
  his description fits Heinrich perfectly. Despite how neatly this 
  would resolve things, Aunt Mags chooses this moment to issue 
  a prophecy that the ‘guest’ must be preserved at all costs! Will 
  the Characters hand ‘Heinrich’ over in order to see the back of 
  him, or protect the conman from two hardened fighters who 
  may well be acting inside the law?
  GettinG Started
  There are large farms all across the Empire, from just outside 
  the cities to deep in the wilderness. Farmers regularly have 
  to deal with Beastmen, bandits, and Orcs, and often seek out 
  adventurers to help with these threats, and adventurers are 
  always on the lookout for just that sort of work. If you are 
  running this adventure as a once-off, this is plenty of reason for 
  your Characters to be in the area.
  If you wish, this adventure can also be slotted easily into an 
  ongoing campaign. Limburg's farm could be almost anywhere 
  in the Empire, and Luther is searching for assistance at coach 
  houses, crossroads, and larger towns — exactly the sort of place 
  where the Characters are likely to stop during their travels. 
  ADVENTURE SUMMARY
  The nobility of the Empire are notorious among the common folk for 
  the ruin or bounty their whims can bring. Stories abound of nobility 
  passing among their subjects in disguise, rewarding those who treat 
  them well. Far more common in reality, however, are instances of 
  nobles making sport of the peasantry, or taking advantage of what 
  meagre hospitality they can offer. This fact has not gone unnoticed...
  This adventure revolves around Limburg’s Farm (Buildings of 
  the Reikland, page 5). While you do not need that book to run 
  this adventure, the extra details found there will be useful for 
  adding extra colour to the adventure.
  
  31
  ONE SHOTS OF THE REIKL AND
  PART ONE: CAUGHT IN A (VON) TRAPP
  ‘We can’t put up with his lordship no longer! He wanted to flog our 
  youngest t’other day 'cos we didn’t have cinnamon for his porridge — 
  whatever THAT is! I’m begging you, make him leave!’
  How they dislodge the unwanted lodger is of little concern to 
  Luther, as long as he and his family can get back to farming 
  without the wrath of a noble hanging over their heads. If any 
  Characters suggest killing Heinrich, Luther stammers and 
  worries about reprisal from the noble’s family, or Luther’s 
  neighbours. However, he very pointedly doesn’t rule it out, if 
  he and his family can be completely distanced from it. Times 
  are hard, and the Limburgs have been saving what they can 
  for the coming winter. But this gluttonous noble is seriously 
  endangering their stores, and Luther is desperate.
  The Characters might meet Luther at a crossroads, or encounter 
  him in a market where the man is desperately seeking help. 
  Tailor the starting location to your Characters' situation. The 
  focus quickly moves to the farmhouse in any case, so the details 
  aren’t critical.
  Luther approaches the Characters for their assistance with a 
  guest who has well overstayed his welcome. Luther’s son Hari 
  shod Heinrich Cristoff von Trapp’s horse, which threw its 
  rider soon after. Afraid of punishment, the family looked after 
  von Trapp as best they could. Two months later, he appears to 
  have recovered, but any suggestion that it might be a good time 
  to depart inevitably results in Heinrich’s injury flaring up once 
  again. He is always sure to mention the terrible misfortune that 
  would be fall the family should he come to harm on the road 
  due to his ‘grievous injuries’. All this, despite the fact that his 
  rather fancy shoes are laced uncomfortably tight.
  
  WARHAMMER FANTASY ROLEPL AY
  After agreeing to help, Luther carries the party in his wagon, if 
  the Characters don’t have transport of their own. The journey 
  could take a day or two if they met Luther in a settlement. If 
  they were already travelling the countryside, they could make 
  it in a few hours. The roads quickly turn into muddy tracks 
  away from the Empire’s main byways. The pastoral landscape 
  showcases the best of the Reikland: rolling bucolic hills, 
  towering evergreen forests, lush green meadows, wild flowers 
  abuzz with bees, and an old windmill standing proud against 
  the expansive sky. Luther will indulge the party in banter 
  despite the concerns weighing on him.
  Eventually the party arrives at the farm: a wide area of fields, 
  some growing crops, the rest for grazing their impressive herd 
  of dairy cattle. The farmhouse itself is a fortress, with broad, 
  high dark stone buildings surrounded by an equally imposing 
  wall. If anyone asks, Luther explains that so far away from 
  civilisation, farmers need to be able to protect themselves from 
  any threats. His sons open up the gates to make way for the cart. 
  Inside there are several dogs, cats, and chickens roaming freely, 
  and some children at play. 
  Luther bids the Characters enter his home and introduces them 
  to the family (see the NPCs section for more details):
  ‘This lovely lady is my wife, Rita. These are our children, Hari, 
  Angie, Mikkel, Albert, Hilda, Karl, and wee Baby Irma. This is 
  Aunt Mags (shh, she’s asleep), and—’
  Luther is interrupted by a shrill, entitled voice shouting, 
  ‘LuuuuuTHEEEEEEEEEER!’ from another room, which 
  awakens Aunt Mags with a yelp. He sighs.
  ‘...and that’s his lordship. ’scuse me a moment, he probably wants his 
  pillow fluffed again.Coming, yer worshipfulness!’
  He disappears upstairs, leaving the Characters with Rita, seven 
  curious children and Aunt Mags, who eagerly chats to them, but 
  also believes they are friends of hers from fifty years ago. This 
  is a fun roleplaying opportunity, as the Characters try to make 
  small talk with Rita and Hari, the children have thousands of 
  questions about adventuring, and Aunt Mags has a tenuous 
  grip on reality. After a little of that, Heinrich arrives, although 
  he is heard long before he is seen, snootily complaining to an 
  apologetic Luther trailing behind him.
  ‘...nevertheless, I quite specifically noted, did I not, that my ankle is 
  still very much the worse for wear, and I recall your healer stating 
  that the dressing must be changed regularly! Honestly, were I not 
  so trusting I would be inclined to think that you were trying to 
  PROLONG my suffering, and — Guests? We have guests and I 
  wasn’t informed? Oh really now, Luther!
  A deflated Luther turns to the Characters. ‘Presenting his lordship 
  Heinrich Cristoff von Trapp of Obelheim, Talabecland.’
  Heinrich eyes the Characters appraisingly, with a ‘Hmm’ here 
  and there as if noticing flaws in their attire or demeanour. 
  ‘Charmed, I’m sure. What brings you out here, to a common hovel 
  like this?’ If the Characters haven’t thought of an excuse for 
  being there, Luther claims they’re new farm hands to help with 
  the harvest.
  Heinrich will make some small talk with the Characters before 
  claiming he must rest, as he still gets headaches after his terrible 
  fall. The Limburgs provide food, and set the Characters up in 
  the bunkhouse around the back. Luther once again begs them 
  to try and resolve the situation without making things worse.
  During the conversation with Heinrich, Characters passing a 
  Difficult (–10) Lore (Talabecland) or a Hard (–20) Perception 
  Test realise that while Heinrich has a flawless Talabecland 
  accent, he uses very Reiklander turns of phrase. If pointed out, 
  Heinrich explains that he hadn’t even noticed, but has lived in 
  the Reikland so long that his figures of speech now match the 
  locals. He refuses to adopt the accent as a matter of pride.
  
  33
  ONE SHOTS OF THE REIKL AND
  PART TWO: 
  HOWL IF YOU NEED ME
  The Characters can snoop around the farmhouse at night, 
  although sneaking around an unfamiliar place in the dark adds 
  at least a –20 penalty on tests. There are also several dogs and 
  cats sleeping all around the yard, who are likely to wake and 
  cause uproar if the Characters make any noise. If they persist, 
  they’ll quickly learn that Hari, sleeping above the smithy, is an 
  excellent shot when flinging a boot while shouting, ‘Shurrup, 
  we’re trying to sleep!’ It will be much easier to investigate 
  Heinrich during the day, when the farm is full of life, and he is 
  not in his room. Of course, during the day they will have to help 
  Luther with the farm to keep up their cover!
  ‘all the Better to See yoU with’
  Aunt Mags occasionally utters cryptic foretellings, which the 
  Limburgs believe fully. They are vague enough that most of 
  them come true without trying, but if she foretold that, say, a 
  Character would bring misfortune to the farm, the family would 
  throw them out immediately. The Limburgs will not tolerate 
  any mockery of her prophecies. Some choice prophecies (feel 
  free to invent your own) might be:
   
  0
  Doom shall befall he who does not replant the thirteenth 
  carrot picked for tomorrow’s dinner!
   
  0
  The Town is empty, but I see… A Boy. No, more than one. 
  They… They have returned triumphant! They are Back!
  Heinrich has taken the master bedroom on the first floor, leaving 
  Luther and Rita with the room just outside it. Characters 
  searching his belongings automatically find papers identifying 
  him as a noble from Talabecland. By Passing a Difficult (–10) 
  Perception Test, a Character can find one of the following for 
  each SL:
   
  0
  Documents written in Tilean (if anyone can read Tilean, 
  they’re letters of introduction for one ‘Paulo Donatello di 
  Miragliano’)
   
  0
  A book entitled The Grand Duchy of Talabecland: A History
   
  0
  A map of the farm, several locations on it marked with 
  an X
  heinrich’S maP
  The marked locations are where Heinrich has hidden various 
  tools of his trade. Each contains items that cast doubt on his 
  nobility. Feel free to add more if the game warrants it!
  Those Tiresome Kids!
  Choose one of the marked locations. The items there have 
  already been found and moved by the mischievous trio Albert, 
  Hilda, and Karl. They saw ‘the posh man’ hiding things, and they 
  took the items when nobody was looking. They won’t say where 
  they’ve hidden the items — unless the Characters steal them 
  some sweet pastries their mother just baked. They can instantly 
  turn on the fake tears if refused, and cry for their mother, who 
  believes whatever horrible tale they tell about the Characters. 
  The Limburg children are as ruthless as any crime boss!
  Heinrich has excuses for most of these items. The first time 
  Characters confront him about one or more of them, he is deeply 
  (and loudly) offended at them pawing through his belongings. 
  ‘I hid that as I was worried some lout might go snooping around my 
  possessions. As we can see, I was RIGHT to be worried. I believe I 
  am owed a sincere apology!’
  Fierce Notions (Gallery)
  Behind a painting, Heinrich has hidden a noble’s signet ring. 
  A successful Challenging (+0) Lore (Heraldry) Test allows 
  a Character to determine that it belongs to the Prestrekovs, 
  a minor family of Kislev. If questioned about it, Heinrich 
  replies: ‘That ring was a gift from a very dear departed friend in 
  the Tsarina’s court. His name was Gustaf Prestrekov, and he died 
  defending Kislev against Norscan raiders. How dare you sully his 
  name!’
  
  WARHAMMER FANTASY ROLEPL AY
  34
  34
  Keep the Wolf from the Door (Main Hall) 
  (and Aunt Mags)
  Under a loose brick in the fireplace, near the sleeping Aunt 
  Mags, is a small bag containing approximately 1GC in several 
  denominations. At least, there should be. Characters searching 
  the fireplace will hear a cackle and see Aunt Mags (you could 
  have sworn she was out cold!) smirking at them. ‘Lookin’ fer 
  somethin’, dearies?’
  Aunt Mags is happy to tell the Characters where she hid 
  Heinrich’s bag, if they do her a favour. This can be tailored to 
  the Characters’ careers. An Apothecary might be asked for a 
  potion for her bunions, a Spy or Thief might be asked to steal 
  back her late husband’s wooden leg, lost to a neighbour in a 
  high-stakes card game. Aunt Mags is wily, and knows both 
  Heinrich and the Characters for what they are. She won’t betray 
  Heinrich, however, since he already paid her for a fake prophecy 
  as insurance (which will feature in Part Three). Honour among 
  thieves, and all that …
  On receiving the coins, Characters who pass a Challenging (+0) 
  Perception or Evaluate Test, or Hard (–20) Lore (Heraldry) 
  Test notice they’re from all across the Empire, and some have 
  been inexpertly clipped. If confronted, Heinrich explains: ‘Why, 
  this is rent from some of my tenants. Yes, I know the silvers were 
  clipped, but what was I to do, throw a poor widow out like some … 
  slumlord? I fully intend to have them recast…’
  Pack Your Bags! (Watchtower)
  A loose floorboard on the top floor hides a leather satchel, 
  containing letters of introduction for ‘Baron Archibald Hesperus’ 
  and ‘Captain Johann Straus’, and a small pamphlet, penned by a 
  learned Altdorf physician for army surgeons, discussing injuries 
  and symptoms likely to result from being thrown off a horse. 
  Heinrich can easily explain away the letters: ‘Why, I wrote them. 
  Archibald and Captain Strauss (and Paulo) are dear friends and 
  very loyal, so I prepared these as a favour.’ Despite a ready answer, 
  the pamphlet surprises him; he thought he’d destroyed it. He’ll 
  attempt to use Blather to wave it away with a dismissive hand 
  gesture as mere coincidence, but if the Characters press him on 
  this point his defences will crumble.
  PART THREE: 
  SNIFFING OUT THE TRUTH
  This part could be very short depending on the Characters' 
  decisions. By now they have plenty of evidence of Heinrich 
  being a con artist. It’s possible they might simply kill him, 
  especially if they discussed it with Luther previously.
  If the Characters decide to present the evidence to the family, 
  they will likely find the Limburgs along with ‘Heinrich’ in the 
  Kitchen. The ‘Noble’ is giving a fuming but silent Angie a lecture 
  on her ‘most unladylike behaviour’. Luther and Rita are sitting at 
  the table, trying to keep calm, and Aunt Mags is snoring by the 
  fire. On hearing the evidence, Angie asks, ‘So... He’s not a toff?’ 
  before flooring him with a right hook. The Limburgs are furious 
  at the deception, and about to take matters further when Hari 
  rushes in, claiming, ‘Fellas at the gate, askin’ fer someone that looks 
  like his lordship. Da, they’re bounty hunters!’ 
  Luther tells him to invite them in with a cold voice. Heinrich 
  pleads for his life until the bounty hunters, Karl and Hugo, 
  arrive. They list off Heinrich’s aliases, several of which match 
  the letters that he hid, and many charges of fraud and theft. At 
  this moment Aunt Mags awakes with an ominous groan, and 
  makes another prophetic statement:
  ‘I see doom! Oh woe, woe betide those who aid not the trickster in his 
  hour of need! Blessings upon blessings for he who calls him friend! Oh, 
  hear my words and take heed!’
  She falls asleep again. Things are awkward: on the one hand, the 
  Limburgs want Heinrich gone; on the other, they believe Aunt 
  Mags’s prophecies. Unless the Characters can convince them 
  otherwise, they’re likely to side against handing Heinrich over 
  to the bounty hunters.
  If the Characters side with the bounty hunters, the Limburgs 
  pay them 20 silver shillings, albeit grudgingly. They’re afraid of 
  the consequences of not heeding Aunt Mags’s prophecy, and the 
  Characters are warned to never return.
  If they side with Heinrich, Karl and Hugo are prepared to fight. 
  They’re skilled, but outnumbered, so they are willing to consider 
  peaceful solutions. Heinrich has a total of one gold crown on 
  his head from multiple agencies, and he has stashed that much 
  and more around the farm. A charming (and morally flexible) 
  character could make a deal … His miserable hide saved, 
  Heinrich thanks the Characters profusely, and promises to repay 
  them. (he could certainly provide training in Charlatan skills). 
  He flees on a stolen cantankerous horse at the first opportunity. 
  The Limburgs also pay 20 silver for helping them, along with 
  a week’s worth of good solid farm food. Whether Heinrich 
  escapes, appearing in later adventures, or is found injured in a 
  ditch after falling from a horse for real this time, is up to you!
  
  35
  ONE SHOTS OF THE REIKL AND
  35
  rewardS
  The following Experience Points should be awarded at the end 
  of the adventure, plus any standard awards you offer at the end 
  of each session:
   
  Y
  50 XP for having fun
   
  Y
  50 XP if they resolve the adventure without violence
   
  Y
  25 XP for getting Aunt Mags to give up Heinrich’s bag 
  of coins
   
  Y
  15 XP for bribing the children without their mother 
  finding out
   
  Y
  15 XP if they figure out that Aunt Mags’s final prophecy 
  is fake
  NPCS
  NPCs use the typical stats in WFRP, page 311. Add relevant 
  Skills and Talents such as Trade (Farmer) or Blather.
  the limBUrGS
  A close-knit family working the land. The older Limburgs are 
  nearing the end of their tether with Heinrich.
  Luther
  Additional Skills: Trade (Farmer) 55
  A hard-working, Sigmar-fearing man. The farm’s been in his 
  family for generations, and he hopes many more. He loves his 
  family dearly, obeying Heinrich more to protect them than 
  himself. He loves Aunt Mags too, although he tries not to be 
  too attached because, well, she’s not getting any younger...
  Rita
  Additional Skills: Endurance 60
  Luther’s loving wife. She works every bit as hard as Luther, 
  caring for the youngest and managing the cattle, finances, and 
  household. She would die (or kill) to protect her children. Rita 
  is less fond of Aunt Mags than her husband, but respects and 
  fears her prophetic ramblings...
  Hari
  Additional Skills: Trade (Farmer 55, Smith 36)
  Hari, the eldest Limburg child, is 26. Works the smithy, 
  repairing tools and shoeing horses. Remorseful over injuring 
  Heinrich the noble, mostly because he won’t bloody leave. If he 
  learns of Heinrich’s deception, he will be furious to the point 
  of murder.
  Angie & Mikkel
  Additional Skills: Endurance 55, Melee (Brawling) 50
  The next eldest Limburg children are: Angie and Mikkel. Angie 
  is 24, strong as an ox from fieldwork, and has knocked the teeth 
  out of men twice her age for underestimating her. She collects 
  them in a box to warn others. Mikkel is 21, sickly, and helps his 
  mother with the bookkeeping.
  Albert, Hilda, Karl
  Additional Skills: Dodge 35, Perception 40
  The next-to-youngest Limburg children: Albert is 10, Hilda 
  and Karl both 9. Equal parts energy, curiosity, and mischief, 
  they are prone to asking deeply personal questions in public 
  with unwavering stares.
  Irma
  Additional Talents: Luck
  Irma, the youngest, is a substantial toddler, only 3. She is fond of 
  wandering into dangerous situations that she inevitably survives 
  unscathed (although her siblings often get injured saving her). 
  Treat Irma as though she has unlimited Fate points — a trait 
  that is certainly not shared with anyone else about her. She calls 
  all four-legged animals ‘Puppy!’ with great delight. Perhaps 
  unsurprisingly, cats fear her like no other Limburg. She actually 
  possesses the gift of second sight, and insists on calling him 
  Hans', his real name, which … completely unnerves him. He 
  pretends she is saying ‘hands’ as some sort of a game. So any 
  time she calls him by his real name, he has to clap his hands. 
  This adds to his mounting discomfort and stress. 
  Aunt Mags
  Additional Skills: Gossip 95, Trade (Poisoner) 75
  Almost 70, which surprises her as much as Luther and Rita. 
  Never seems to leave her rocking chair by the hearth, draped 
  in blankets. Rarely awake except for meals. She appears to live 
  in her own world, humming ancient folk songs or smiling at 
  something no one else sees. She occasionally issues cryptic and 
  prophetic warnings, which the rest of the family respect greatly. 
  Much more lucid and sly than she lets on, she was happy to 
  take Heinrich’s money in exchange for foretelling that Heinrich 
  should go free. She hides a small fortune (12GC) under her 
  mattress.
  
  WARHAMMER FANTASY ROLEPL AY
  36
  heinrich criStoff von traPP
  aka Baron von Hesperus, aka Paulo Donatello 
  di Miragliano, aka Hans the Snitch
  Hans has many names, and is wanted by almost as many 
  Imperial authorities. A gifted con artist, he started out as an 
  actor in a travelling troupe, but was kicked out for abusing the 
  post-performance drinks kitty. He turned to identity fraud 
  instead, and has so far done very well. He feels trapped as 
  Heinrich, however, wondering if he pushed his luck too far this 
  time, but he’s in too deep to get out easily. He is 35, handsome, 
  with terrible taste in footwear, but extremely charming when he 
  wants something. When not impersonating someone, he has a 
  Reiklander accent, common as muck.
  HEINRICH CHRISTOFF VON TRAPP (ALLEGEDLY)
  — CHARLATAN, FORMER ENTERTAINER (BRASS 3)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  34
  25
  34
  35
  55
  45
  37
  45
  28
  56
  11
  Traits: Weapon (Shiv) +6
  Skills: Athletics 55, Bribery 50, Charm 68, Entertain 
  (Storytelling) 66, Gossip 66, Haggle 65, Perform (Dance) 
  55, Sleight of Hand 48
  Talents: Etiquette (Nobles), Mimic, Public Speaker
  Trappings: Fine Clothing, 1d10 Silver Shillings, Hidden 
  Shiv (Dagger), 3 Fake Gold Crowns (Lead thinly coated 
  in gold, worth 14 Brass Pennies)
  karl and hUGo
  An otherwise successful pair of bounty hunters, Karl is slight 
  and sly; while Hugo provides muscle and … little else. They 
  have been after Heinrich for months, learning his many aliases 
  in the process. He has evaded them once too often, and they 
  are not going to leave without him, , alive or dead, unless the 
  Characters are very convincing.
  Karl carries a crossbow and 20 bolts. Hugo wields a well-made 
  mace (Hand Weapon) and Buckler. While the bounty for 
  Heinrich pays more should he be brought in alive, either man 
  will not hesitate to attack if the 'noble' seems about to attempt 
  escape.
  KARL AND HUGO – BOUNTY HUNTERS (SILVER 3)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  42
  37
  49
  35
  30
  45
  34
  33
  34
  43
  13
  Traits: Armour (Leather Jack) 1, Ranged (Crossbow) +9, 
  Weapon (Mace) +7
  Skills: Athletics 55, Charm 45, Gossip 50, Haggle 65, 
  Intuition 35, Melee (Basic) 55, Outdoor Survival 40, 
  Perception 45, Ranged (Crossbow) 41
  Talents: Break and Enter, Strike to Stun, Marksman
  Trappings: Leather Jack, Rope, Manacles, Warrant 
  Papers
  
  VENTURE INTO THE SHADOWS IN THE EXCLUSIVE
  ENEMY IN SHADOWS
  COLLECTOR’S EDITION
  Enemy in Shadows is the first part of the legendary Enemy Within campaign, only for
  Warhammer Fantasy Roleplay 
  To find out about the Enemy Within campaign and its Companions, as well as a host of other games 
  expansions, visit
  www.cubicle7games.com
  
  WADE INTO THE MURKEY WATERS OF THE REIK IN
  DEATH ON THE REIK
  PART II OF THE ENEMY WITHIN CAMPAIGN
  To find out more about the Enemy Within campaign and its Companions, 
  as well as a host of other game expansions and resources, visit
  www.cubicle7games.com
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/4th Edition/One Shots of the Reikland.pdf