TEXT: Introduction
           Plot Synopsis  
   
              Page 1
           Background                                                     1-2
           The Gift of Nurgle                                          2
  Timeline of Events
  3-6
  Dramatis Personae
  7-11
  Trotteldorf Locations
  12-16
  Burguine’s Hollow
  17
      Conclusion
  18
  Handouts                                                         19
  A Warhammer Fantasy
   Roleplay 2 Adventure
  By Jeff Mason
  
  is an adventure for 4-6 characters
  with more than one basic career behind them.  It is set in the
  sleepy village of Trotteldorf in Stirland, but with a little
  effort could be moved to any suitably rustic border region of
  the Empire.
  Plot Synopsis
  Magister Schlect, a founding member of the Cult of the Crimson
  Plague, with the assistance of the Bailiff of Trotteldorf and other
  cultists in the village, has summoned a plague bearer to sow the rye
  fields of Trotteldorf with a fungus that produces an insidious dis-
  ease known as nergotism.  Life in Trotteldorf goes “a-rye” as the
  villagers have begun to suffer the disturbing and sometimes fatal
  effects of nergotism.  Furthermore, the Bailiff has provided an
  infected harvest as Trotteldorf’s tribute to the Raven Knights of
  Morr, to avenge the downfall of his family as one-time rulers of the
  lands now held by the Knights.   If the adventurers don’t stop the
  Bailiff and Schlect, on the night of All Soul’s Eve, the plague dead-
  will rise to destroy the village.
  Behind the mortal puppets on this stage is the sinister hand of the
  Great Unclean One, Clavisepsis, patron fiend of the Covenant of
  the Crimson Plague.  Clavisepsis is pulling the strings of his follow-
  ers to undermine the vigilance of the Raven Knights in preparation
  for a chaos border incursion against the Empire.  The adventurers
  must determine the source of the plague in Trotteldorf, apprehend
  the villains, set fire to the rye fields, and intercept the caravan with
  the tribute bound for the tables of the Raven Knights in time to foil
  the dastardly scheme of Clavisepsis to weaken a strategic border of
  the Empire.
  Background
  Over 400 years ago, the minor House of Burgruine ruled
  the verdant forests and lush fields of Siegfriedhof and its
  demesnes at the easternmost extent of Stirland proper,
  along the border with dread Sylvania.  The Counts of Bur-
  gruine, though valiant in their defense of the town from the
  undead menace in the East, were rumored by many of the
  superstitious Stirlanders to have pursued unwholesome
  Necromantic practices to achieve their victories, as irrefut-
  ably evidenced by their pale appearance, dour disposition
  and tendency to severely punish even minor infractions of
  the law.
  Following the defeat of the Vampire Counts at Hel Fenn, a
  battle in which Count Dietmar von Burgruine was presum-
  ably wounded and so retired from the field (some claim he
  fled from the terror of the undead hordes but refused to
  admit his cowardice), an Inquisition was conducted under
  the auspices of the Raven Knights of Morr into allegations
  of  Necromancy practiced by Count Dietmar and his family.
  Upon evidence that the wound received in battle had mi-
  raculously healed and despite Dietmar’s protestations that
  a healing draught had contributed to his recovery, the von
  Burgruine line with all its male heirs ended in a roaring
  pyre, burned alive inside the ancestral von Burgruine man-
  sion.
  The Countess von Burgruine and her ladies were sold into
  slavery in Kislev.  The lands of the Burgruine family were
  confiscated by order of Elector Count Fasolt von Haupt-
  Anderssen and bestowed upon the Raven Knights of Morr
  under the leadership of Siegfried Haupt-Anderssen,
  Knight Commander and younger brother of the Elector
  Count, in gratitude for the knights’ gallantry during the
  Battle of Hel Fenn,
  Unbeknownst to the Inquisitors, however, the Countess
  Burgruine carried an unborn heir to the Burgruine title
  with her into Kislev.  The descendant, in an unbroken male
  line from Dietmar von Burgruine himself, is Leonid
  Grozny, the current Bailiff of Trotteldorf.
  Leonid grew up as a servant in Kislev, but escaped into the
  northern wastes.  It was there, starving and freezing, Le-
  onid met with a young priest of Nurgle, known as Magister
  Schlect.  Schlect had been one of the students at the Uni-
  versity of Nuln who founded The Covenant of the Crimson
  Plague after the drunken summoning of a Greater Daemon
  of Nurgle named Clavisepsis.  With Clavisepsis’ guidance,
  Schlect became a charlatan traveling the back roads and by
  waters of the Empire selling “cures” worse than their dis-
  eases to the unwary, until drawn inexorably, as all evil
  creatures were drawn, to Archaon’s
  Page 1
  
  Background (Cont.)
  legions gathering for the Storm of Chaos in the North.
  Schlect managed to convince Leonid that the injustice of
  life proved it to be nothing more than a sick joke, that
  laughing at disease and death was the only real wisdom; a
  juvenile worldview, perhaps, but quite successful with an
  impressionable juvenile.
  Following the repulsion of Archaon’s armies at Midden-
  heim by the Emperor’s forces, Leonid was filled with a foul
  humor and determined nothing could be more amusing
  than revenging himself upon the Raven Knights who had
  deprived him of his heritage.  Schlect was only too happy to
  help him achieve this goal, sensing that Clavisepsis had a
  larger scheme in mind.
  With the help of Schlect, Leonid succeeded in ingratiating
  himself with the Seneschal of the Raven Knights, the dour
  handed but not too bright Sir Dhambas, eventually becom-
  ing the replacement for the former Bailiff of Trotteldor,
  Heinrich Bauer, who suddenly died of a mysterious illness
  that ravaged his body with boils (The Crimson Plague).
  The season of boon-work over, with the Autumn harvest
  safely gathered in, the new Bailiff of Trotteldorf invited all
  his villeins to a merry feast of thanksgiving.  Wine, cheese,
  roast mutton and all the trimmings, including fresh rye
  loaves, were passed to all and sundry.  The Seneschal him-
  self toasted the health of the village and has now left with
  his tribute of bacon, cheese, rye flour and livestock, bound
  for the long tables of the Raven Knights in Siegfriedhof.
  There will be much dancing in the streets of Siegfriedhof
  this winter…
  The Gift of Nurgle
  The Gift of Nurgle received by Schlect is the disease  known
  as “Nergotism, which is carried by a fungus found on cereal
  grains, particularly rye.  For the first day following infection,
  Nergotism damages the central nervous system of the vic-
  tim, producing hallucinations (Test vs, Willpower -20% for
  hard difficulty or suffer hallucinations of the GM’s choosing
  and lose -20% from all percentage characteristics).  Soon
  thereafter, the nergot sufferer will perform strange dancing
  with lots of jumping and screaming and singing, usually
  ending with exhaustion after 1-2 days.  The victim gains 1
  insanity point as a result.
  An average save against toughness must then be made to
  avoid the final stages of Nergotism. If the save is failed,  the
  victim will suffer fatigue, cold/tingling sensations, severe
  muscle pain, swollen inflamed limbs and burning pain, fol-
  lowed by chills. Limbs become numb, turn black and mum-
  mify, causing permanent deformity and/or death.
  If the preceding toughness roll failed by more than 1 degree
  of failure, a random limb is lost and 2 points of insanity are
  gained.  More than 2 degrees of failure results in death.
  The blackening of the limbs associated with the final stage
  of nergotism, as though the victim had been burned alive,
  will lead many of the superstitious Stirlanders in the village
  to conclude that nergotism is “Burgruine’s Revenge” from
  beyond the grave, given the fate of the von Burgruine’s.
  They are correct, of course, but nergotism is actually the
  revenge upon them of Dietmar von Burgruine’s living de-
  scendant, Leonid Grozny, the Bailiff of Trotteldorf.
  Curing Nergotism requires both a successful Cure Disease
  spell and a successful Cure Poison spell.
  Plaguebearers of Nurgle, under the direction of Schlect,
  have been sowing the rye fields around Trotteldorf with the
  “Gift of Nurgle”.  Any character with skill in herbalism may
  make a normal test against intelligence to notice, if investi-
  gated, that the rye crop has been infected by an unusual
  fungus.
  Page 2
  
  The Timeline
  The village of Trotteldorf follows the ancient, slow rhythms
  of agriculture; the passage of seasons and the changing
  phases of the moons.  During their visit, the adventurers
  will experience a number of unusual “events”, which are
  not at all in the normal course of things.  The timeline can
  be changed as needed, of course, but the following repre-
  sents a suggestion for building dramatic tension toward a
  concluding confrontation on All Souls’ Eve.
  The stage of the nergotism plague in the village is reflected
  by the percent chance of infection of any villager encoun-
  tered on the day and hour listed below.
  The first percentage is the chance the villager is healthy.
  The second is the chance the villager is suffering from
        stage 1 (hallucinatory) nergotism
  The third is the chance the villager is suffering from
       stage 2 (gangrenous) nergotism.
  The final percent is the chance the villager is already dead.
  A single roll should therefore determine the health of the
  villager.  Note, all cultists are immune to the effects of Ner-
  gotism.
  The Day of Angestag
  9:00 am Terce  - Pastures of Plenty
  The clouded sky is gray as the party of adventurers heads
  south along the Siegfriedhof road along the eastern border
  region of the Empire, where yet a remnant of the Great
  Forest still can be found, great hoary trees of twisted limb,
  bearded with moss after centuries of accumulated age.  The
  time of year is Brauzeit when the leaves are changing and
  there is a smell of wood smoke in the air from the cottages
  of the woodsmen and trappers.  The air is crisp but not yet
  too cold.
  Rounding a bend in the forest road ahead, a caravan of four
  wagons loaded with the bounty of the harvest comes into
  view.  Leading the caravan is a tall, heavily armored knight
  bearing a shield emblazoned with a black raven on a red
  field (Successful Academic Knowledge Genealogy/Heraldry
  test to know Sir Dhambas is a Raven Knight of Morr; more
  than 1 degree of success to know the Counts of Stirland-
  ceded the desmesne of Siegfriedhof to the Knights of Morr
  in recognition of their bravery at the Battle of Hel Fenn).
  Behind him are six mailed men at arms on horseback, also
  bearing the sign of the black raven.  Four wagons loaded
  with foodstuffs, sacks of flour, kegs of beer, crates and
  casks, cages of chickens and tethered oxen roll
  slowly behind.  A driver sits astride each wagon, next to a
  soldier bearing a blunderbuss.  Ten foot soldiers bring up the
  rear of the wagon train.
  If the adventurers approach the wagon train, one of the men
  at arms will ride forward and call out, “Make way for the
  servants of the harvester of souls, the reaper of life’s bounty.”
  If the party still sits silently athwart the road, the knight will
  draw his visor and lower his lance, the men-at-arms will
  draw sword, the drivers will halt the wagons and the blun-
  derbuss wielding soldiers will take aim.
  If, however, the adventurers stand aside and hail the cara-
  van, the knight will ride over with a broad, vacant blue-eyed
  smile and greet them warmly.  If the adventurers make
  friends with Sir Dhambas, on a successful fellowship test,
  modified by relative social standing, he will regale them with
  long-winded tales of his valiant exploits.  One of the men at
  arms will yawn once Sir Dhambas starts his boasting, un-
  sling his lute and strum in time to the tale..
  If the characters are persistent, however, on a second suc-
  cessful fellowship roll, they may gain answers to the right
  questions:
  Q-Who are you?
  A- Sir Dhambas, Seneschal of the Raven Knights of Morr.
  Q-Where are you coming from?
  A- The small village of Trottledorf, some three hours journey
  to the south.
  Q-Where did all the food come from?
  A-He is carrying tribute from the village of Trotteldorf to the
  Raven Knights of Morr.
  Q-Where are you going?
  A-His destination is the Abbey of St. Aethelbert in Siegfried-
  hof, but he needs to collect additional tribute, so the road
  home isn’t quite straight.
  Q-What are the Raven Knights doing here?
  A-The Raven Knights are tasked to keep watchful eyes on the
  eastern border of Stirland.
  Q-Are there any dangers on the road?  Why so many sol-
  diers to protect  four wagons?
  A-The usual bandits, of course, but sometimes filthy beast-
  men from the deep forest have also been known to attack
  these caravans.  Of course, their depradations have been
  much less since Leonid Grozny, a skilled warrior from
  Kislev, was installed as the bailiff of Trotteldorf -- at his
  recommendation.
  Page 3
  
  The Timeline (continued)
  12:00 pm Sext (85%, 10%, 5%, 0%) - Welcome to
  Trotteldorf
  The adventurers will approach Trotteldorf from the north,
  arriving by Sext, as the deep-throated bells toll the liturgi-
  cal hour in the Temple of Morr.   Most of the adult male vil-
  lagers have been toiling in the fields and pastures since
  before sunrise, doing the week work for the Knights on the
  desmesne lands, gathering the last gleanings of the harvest.
  The Hayward supervises the field workers and the Reeve
  supervises the boon work being done at the Temple of
  Morr, where a gang of laborers is repairing the roof.  All
  will pause for the noon meal, gather around the bonfires to
  keep warm, sing songs, tell jokes and ghost stories.
  Morbius, the local priest of Morr,  is also likely to be bury-
  ing a wandering beggar in the Temple’s common graveyard
  when the adventurers arrive.  The gravediggers, the only
  attendants, shovel lime into the pit.  They lean on their
  shovels and smile at passerby with the look of those who
  know that someday everyone, rich or poor,  will find their
  way into the same dark and loamy hole, the common grave
  of mankind.
  In the village, the muddy roads are full of muddy children.
  They will take an eager interest in any outlandish looking
  folk, watching them intently and following them about, but
  not getting too close.  If the adventurers approach them,
  they will run away.  Animals wander about, dogs bark,
  geese hiss, carts rattle by, there is the smell of woodsmoke
  in the air.
  The village women are also hard at work when the adven-
  turers draw nigh, kneading dough, tending animals and
  small children, cooking, cleaning, singing.  A few cotters in
  the village are busy repairing the thatched roofs and wattle
  and daub walls of the village cottages.  The walls of the vil-
  lage cottages are frequently repaired and covered with a
  fresh coat of lime wash to protect them from the rain.
  The ringing of swords can be heard from the direction of a
  large manor house, the only stone building in the village,
  set upon a hill, surrounded by the gleaned and muddy ma-
  nure-rich fields.  This is the sound of the Bailiff and his
  men practicing their arms.  There is also the mouth-water-
  ing smell of baking bread coming from across the river,
  where the village ovens are in use under the supervision of
  Oswald the Miller.  The village of Trottleldorf seems very
  normal and is indeed thriving...or so it seems.
  The only thing odd is a villager who is crouched by a stone
  wall surrounding a sheep fold.  He is a young man, a shep-
  herd by the look of his muddy, ragged cloak,  with a tense,
  thin face and the look of someone who is hiding.  If ap-
  proached, he will put his finger to his lips in a gesture for
  the others to be silent.  “Be quiet!  They can hear, ya know!”
  Stavros has been infected by nergotism and is suffering a
  delusion.  On a successful fellowship test, he will confide to
  the adventurers his  conviction that the sheep are really
  chaos dwarves in disguise.  He is watching them so that he
  can report their every movement to the Bailiff.  Stavros
  cannot be persuaded that the sheep are just sheep.
  When they reach the village green, a pretty young girl
  smiles demurely at any character with a fellowship of 40 or
  above, but if there is a priest or wizard in the party, he or
  she will see the girl’s smile suddenly stiffen in a rictus smile
  of death, as she falls in slow motion to the ground.  The
  priest or wizard will then have a vision in which the sky
  suddenly darkens and the cold wind, Shyish, blows an ame-
  thyst chill of death in the air.  The crops wither in the field,
  the children stop in their muddy tracks and collapse on the
  ground, the women drop their baskets of bread, which
  break open to release swarms of flies.  The ghostly voices of
  children singing, “Ring around the rosie, a pocketful of po-
  sies -- ashes!  Ashes!” is heard and then the village is silent,
  desolate, lifeless.  The vision ends and the character re-
  turns to the real world.
  The priest or wizard has received a premonition.  The vil-
  lage is in terrible danger.  But there is no sign of any threat.
  If the characters try to warn any of the villagers, no one will
  listen.  On a good day, the fellowship tests of strangers
  among the suspicious villagers of  Trotteldorf are taken at a
  -20% unless inside the local tavern where they are more
  receptive of the outlandish.  If the characters try to tell the
  villagers they are doomed, an additional -10% penalty to
  fellowship will be incurred.  The most likely response is a
  slammed door and/or imprecation against “foreign divils
  stirrin’ up troubles fer everyone, not mindin’ their own
  business.”
  Page 4
  
  The Timeline (continued)
  Many villagers suffer from delusions caused by Nergotism.  The
  following table can be used to determine the delusion a villager is
  suffering from. Or use your own imagination.
  Page 5
  Roll
  Delusion
  01-08
  Villager believes he or she is being pur-
  sued by a cloud of flies.  The flies bear an
  important public service announcement-
  from the Lord of the Flies to every orifice
  of the victim’s body.  Flee, you fools!
  09-16
  Villager believes he or she is a famous
  Estalian Diestro, Don Idiota, and defends
  the honor of a nearby  cow, Madame Bo-
  vary, by attacking the strongest party
  member with an improvised weapon.
  17-25
  Villager dances violently in a circle, leap-
  ing into the air shriekingVillager may
  urge party members to join the dance,
  didn’t you see the piper calling the tune,
  in fields of wither under a ruddy moon?
  Ring around the rosie, a pocketful of po-
  sies!  Ashes!  Ashes! We all fall down!
  The villager dances until collapse from
  exhaustion.
  26-33
  Villager has seen the ghost of Viktor von
  Burgruine, the cousin of Dietmar von
  Burgruine burned to death in Von
  Burgruine’s hollow.  He has returned to
  punish us!  Actually, this is an insane in-
  sight into Leonid’s real ancestry.
  34-41
  Villager believes he or she is the Emperor
  Wilhelm, also known simply as W.  It is
  time to lead a crusade against the terrorist
  Tomb Kings of Araby.  All able bodied
  folk must join in the holy war against the
  axis of evil.
  42-49
  Villager carries a heavy rock, which he or
  she claims is a warpstone that is mutating
  the village.  To save the village, the vil-
  lager will drown himself / herself in the
  millpond by jumping in with the heavy
  rock.
  50-57
  Villager believes one of the party mem-
  bers is Lord Morr and falls prostrate in
  the mud.  We are not worthy, O great
  King of the Underworld.  Spare us, we
  pray, another day.  Postpone our doom
  and protect our tomb.  Villager sobs un-
  controllably.
  58-65
  Villager believes a magic user in the
  party has conjured daemons to torment
  him or her.  A crowd gathers and regards
  the party with dark, superstitious awe,
  murmuring of witches and witch hunters.
  66-73
  Angry villager believes the wandering
  pedlar, Beppo, has poisoned the wells of
  the village.  If this result comes up more
  than once, Beppo will be lynched by the
  villagers if the party does not intervene
  on his behalf, which will earn them an
  important rumor from Beppo, namely
  that the Bailiff, Leonid, came to the vil-
  lage with the Magister and that Heinrich
  Bauer died of a mysterious disease
  shortly thereafter.
  74-81
  The Ghouls are seeding the fields of
  Trotteldorf with Dragon’s Teeth and
  soon the village will reap the whirlwind,
  as a result.  Morrslieb will be full and
  they will come for the village.  This is a
  demented reference to the plaguebearer
  this villager has glimpsed in the fields.
  82-91
  Villager believes the Vampire Counts are
  coming and that the party members are
  familiars or vampires themselves.  May
  try to drive a stake into one of them.
  92-00
  Villager believes that the village is under
  the curse of chaos, that evil walks the
  fields when Morrslieb is full and that the
  fields must be burned to save the village.
  This villager will probably be appre-
  hended and publicly beheaded at the vil-
  lage green with the Bailiff in attendance.
  
  The Timeline (continued)
  3:00 pm None -  (70%, 15%, 10%, 5%) The Quick
  and the Dead
  As the adventurers make their way along the village roads,
  they will witness one of the Kislevite overseers harass a
  young maiden.  As he turns from her, the overseer will suf-
  fer  a  sniper attack from Katya Nadzof.  If the result of the
  attack is the death of the overseer, the adventurers will have
  to convince Grozny and his men they had nothing to do
  with it.  He may offer them 100 gc to bring the sniper to jus-
  tice.  More of Grozny’s men may be shot by Katya.
  6:00 pm Vespers (55%, 20%, 15%, 10%) - Rumors
  and Allegations
  An evening at the Foaming Mug yields information.  The
  following rumors can be ascertained on a successful fellow-
  12:00 Compline (35%, 30%, 20%, 15%)  The Danse
  Macabre
  Morrsleib is full!  Plague Beareres appear in rye fields and
  orchard,
  The Day of Festag (All Soul’s Eve)
  6:00 pm Vespers (100% health  - Plague ends!) - All
  Souls’ Eve
  All Soul’s Eve is the night the dead supposedly return to
  Stirland.  The tradition is to make a lot of noise to scare the
  bad dead away and put food on the table for the good dead
  to remember home-cooked food.
  Oswald the Miller (see Dramatis Personae) will set off fire-
  works on the village green..
  The plague dead will then rise from the local graveyard to
  attack those still living during the fireworks display.  This
  represents approximately 30 zombies who will go from
  house to house killing villagers unless stopped.  Father
  Morbius (see Dramatis Personae) can use Destroy Undead
  to help the adventurers if his powers are restored.
  If Isabella is sacrificed in Von Burgruine’s Hollow by
  Schlect, the Autumn Carnival is coming to destroy the
  villlage.
  Schlect will lead an attack on the adventurers if they have
  not yet figured out who the villains are and attacked the
  manor.
  If the adventurers overcome Schlect and Grozny, they must
  still intercept the tribute and present proofs that Grozny
  and Schlect are traitors to the Empire.  Each handout adds
  +20% to a fellowship test with Sir Dhambas, when found,
  to convince him that the grain from Trotteldorf is infected.
  Other proofs may be found and modify the tests according-
  ly.  If they fail to convince Sir Dhambas, he will attempt to
  arrest them as agitators.  If successful, they will be recog-
  nized by the Raven Knights as “Protectors of the Grave-
  yard”, receive a gilt medallion and 100 gc.
  Page 6
  Roll
  Rumor
  01-10
  Villager suffering from Nergotism, use
  delusion table or make one up
  11-20
  The priest Morbius is unlucky for preg-
  nant women, having gotten one pregnant
  himself.  She died in childbirth.
  21-30
  Old Heinrich Bauer was a better bailiff
  than Grozny, but he died of a strange dis-
  ease.
  31-40
  Viktor Von Burgruine still haunts the
  hills where he once lived - he is now a
  revenant, an undead horror.
  41-50
  That Sir Dhambas lived down to his
  name when he put the Kislevites in
  charge of Trotteldorf.
  51-60
  Gerhardt Nadzof and his father abused
  Gerhardt’s wife Katya.
  61-70
  Beastmen have been seen in the forest
  near Trotteldorf.
  71-00
  You ferinners got lots of questions.  Why
  can’t ya leave honest folk alone?
  
  Servant-Chaos Warrior- Chaos Knight
  Leonid is a large, young man with a heavy
  Kislevite accent.  He laughs at the sorrows
  of others and enjoys punishing anyone who
  fails to obey his every whim.  He is battle-
  hardened, but claims to admire the arts like
  the nobles he apes. Leonid is arrogant, am-
  bitious, ruthless and evil, but still manages
  to think well of himself.
  Bailiff Leonid Grozny, Chaos Knight
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  52
  36
  44
  54
  41
  31
  47
  36
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  2
  16
  4
  5
  4
  0
  0
  0
  Skills: Animal Care*2; Blather; Common Knowledge (the Empire); Dodge Blow;
  Evaluate; Gossip * 2; Perception; Search; Sleight of Hand; Speak Language
  (Reikspiel); Command; Common Knowledge (Chaos Wastes); Follow Trail; In-
  timidate; Outdoor Survival; Perception; Ride: Search; Speak Language (Kislevite)
  Talents: Acute Hearing; Etiquette; Lightning Reflexes; Marksman; Orientation;
  Specialist Weapon Group (Lance); Strike Mighty Blow; Strike to Injure; Chosen
  of Chaos; Menacing
  Trappings: 2d10 gc; Blanket; Breeches; Dagger; Hand Weapon; Lamp Oil; One
  set of Good Craftsmanship Clothing; Pewter Tankard; Purse; Shirt; Sling bag;
  Storm Lantern; Tinderbox; Wooden cutlery set; Wooden tankard; Sleeved chain
  Shirt, Iron Helm, Ring Kilt; Chain Pants; Flail; Lance; Long Sword; Shield;
  Destrier with Saddle and Harness;
  Student - Agitator - Charlatan-Cult Aco-
  lyte-Cult Magus of Nurgle
  Only 29, the formidable Schlect disguises
  himself to mask  the marks of Nurgle’s fa-
  vor he bears.  He will first spy upon, then
  harrass the characters, who he sees as
  threats to Clavisepsis’ plan.  On All  Soul’s
  Eve, he leads an attack against them.
  Magister Von Schlect, Cult Magus of Nurgle
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  39
  34
  38
  46
  49
  38
  53
  55
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  2
  15
  3
  4
  4
  3
  0
  0
  Skills: Acad Know: Daemonology, Botany*2, History; Comm Know: Empire;
  Channeling; Concealment; Disguise; Evaluate; Gamble; Gossip *2; Haggle; Heal;
  Intimidate; Magical Sense; Outodoor Survival; Petty Magic (Chaos); Perception
  *3; Prepare Poison; Read/Write * 2; Search; Secret Lang (Thieves); Sleight of
  Hand, Speak Language (Reikspiel, Dark Tongue), Speak Arcane Language
  (Demonic); Torture
  Talents:Aethyric Attunement; Dark Magic; Fearless; Flee; Inured to Chaos; Lin-
  guistics; Mimic; Public Speaking; Seasoned Traveler; Sixth Sense; Streetwise;
  Suave , 3 diseases (hidden with disguises and perfumes)
  Trappings: hardened cuirbolli leather jack and leggings under robes (counts as
  leather +1); staff, butterfly net, disguises; Cult vestments (hidden); purse; 25 g; 25
  s; robe; hat, boots, backpack with specimens; writing kit
  Hunter-Targeteer
  Born in Hochland, Katya wields her rifle
  with deadly accuracy, as her late husband
  and ex-father-in-law have recently discov-
  ered.  Affected by nergotism, she is now
  stalking  the Kislevite overseers of the vil-
  lage.  An avid hunter, she mounts all her
  trophies.
  Katya Nadzof, The Huntress
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  33
  47
  37
  34
  43
  36
  30
  35
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  15
  3
  3
  4
  0
  0
  0
  Skills: Common Knowledge (the Empire) * 2 ; Concealment; Follow Trail; Gos-
  sip * 2; Outdoor Survival * 2;  Perception * 2; Search; Secret Signs (Ranger); Set
  Trap; Sleight of Hand; Speak Language (Reikspiel); Swim
  Talents: Acute Hearing; Coolheaded; Lightning Reflexes; Marksman; Mighty
  Shot; Rapid Reload; Sharpshooter; Specialist Weapon Group (Engineer); Sure
  Shot
  Trappings:  2 Animal Traps; 2d10 gc; Antitoxin Kit; Backpack; Blanket; Skirt;
  Boots; Dagger; Hand Weapon; Light Armour (Leather Jack); Hochland Rifle with
  20 rounds; Purse; Cloak of Concealment; Wooden cutlery set; Wooden
  tankard;Worn boots; Gunpowder horn; brooch
  Noble-Squire-Knight
  Sir Dhambas is a crashing boor, delighting
  in sharing tall tales of his many dashing ex-
  ploits.  He imagines being named Seneschal
  of the Raven Knights in Siegfriedhof was a
  great honor when in fact he was given the
  job to get him out of the abbey dining hall.
  Sir Dhambas, Raven Knight
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  33
  42
  37
  39
  37
  33
  43
  46
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  2
  13
  3
  3
  4
  0
  0
  0
  Skills: Academic Knowledge (Genealogy/Heraldry); Academic Knowledge
  (Strategy/Tactics); Animal Care; Animal Training; Blather; Charm * 2;  Common
  Knowledge (the Empire) * 2; Consume Alcohol; Dodge Blow * 2; Gossip * 2;
  Perception; Read/Write; Ride * 3; Secret Language (Battle Tongue); Speak Lan-
  guage (ANY) * 2;  Speak Language (Reikspiel) * 2
  Talents: Etiquette; Public Speaking; Resistance to Disease;  Specialist Weapon
  Group (Cavalry); Specialist Weapon Group (Fencing); Specialist Weapon Group
  (Flail); Specialist Weapon Group (Two-handed); Strike Mighty Blow
  Trappings: 1d10 Gold Crowns; 25 gc 2d10 gc; Blanket; Breeches; Dagger;
  Demilance; Destrier with Saddle and Harness; Flail; Foil; Hand Weapon; Heavy
  Armour (Full Plate Armour); Jewelry worth 6d10 gc; Lance; Main Gauche; No-
  ble's Garb; Purse; Religious Symbol
  Page 7
  
  Soldier-Mercenary
  As in most of the empire, the mercenaries
  guarding the tribute of Trotteldorf don’t
  view the sacred quest of provisioning their
  employers with religious zeal.  They will
  defend the wagons, but they won’t will-
  ingly die for their employers.  They tend to
  have a cynical outlook on life and can’t
  resist mocking the Knights for their ideals.
  Men-at-Arms
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  36
  43
  31
  29
  38
  31
  39
  26
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  2
  13
  3
  2
  4
  0
  0
  0
  Skills: Animal Care; Common Knowledge (the Empire) * 2; Dodge Blow * 2;
  Drive; Gamble; Gossip * 2; Heal; Intimidate; Perception;; Ride; Secret Language
  (Battle Tongue); Speak Language (Reikspiel); Swim
  Talents:Disarm; Luck; Mighty Shot; Quick Draw; Rapid Reload; Strike Mighty
  Blow; Strike to Injure;Strike to Stun;;Super Numerate
  Trappings:2d10 gc; Backpack; Blanket; Breeches; Crossbow with 10
  Bolts;Dagger; Hand Weapon; Healing Draught; Banded Mail, Helmet; Purse;
  Shield;;Shirt; Tattered cloak;Uniform; Wooden cutlery set;Wooden tankard;Worn
  boots
  Soldier
  The conscripts, largely made up of peasant
  lads who wanted to get off the farm, are
  subject to routing if only a few of their
  number meet a gruesome fate.  Without the
  Raven Knights to lead them, they would
  flee from any pitched battle.  The wagon
  soldiers can aim, fire and reload their blun-
  derbusses without much skill.
  Wagon Soldiers
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  33
  37
  27
  38
  34
  28
  29
  36
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  11
  2
  3
  4
  0
  0
  0
  Skills: Common Knowledge (the Empire) * 2; Dodge Blow; Drive; Gossip * 2;
  Heal; intimidate; Speak Language (Reikspiel)
  Talents: Excellent Vision ;Quick Draw ; Sharpshooter ;Specialist Weapon Group
  (Firearm) ;Strike to Injure ; Strike to Stun ; Very Resilient
  Trappings: 2d10 gc;  Blanket ;Breeches; Dagger ; Blunderbuss and 10 shots;
  Hand Weapon ;Studded leather vest; leather cap; bracers; Purse ; Shield; Shirt ;
  Sling bag; Tattered cloak ; Uniform ; Wooden cutlery set; Wooden tankard ;
  Worn boots
  Soldiers
  These soldiers plod along behind the cara-
  van, bringing up the rear guard.
  Foot Soldiers
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  37
  33
  27
  38
  34
  28
  29
  36
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  11
  2
  3
  4
  0
  0
  0
  Skills: Common Knowledge (the Empire) * 2; Dodge Blow; Drive; Gossip * 2;
  Heal; intimidate; Speak Language (Reikspiel)
  Talents: Excellent Vision ;Quick Draw ; Sharpshooter ;Specialist Weapon Group
  (Two-handed) ;Strike to Injure ; Strike to Stun ; Very Resilient
  Trappings: 2d10 gc;  Blanket ;Breeches; Dagger ; Halberd; Hand Weapon
  ;Studded leather vest; leather cap; bracers; Purse ; Shield; Shirt ; Sling bag; Tat-
  tered cloak ; Uniform ; Wooden cutlery set; Wooden tankard ; Worn boots
  Initiate-Priest
  Priest of Trotteldorf for 5 years, Morbius
  served his novitiate at the Abbey of St.
  Aethelbert in Siegfriedhof.  He has been
  stripped of all powers by Morr for getting a
  girl pregnant who died giving  birth to a
  beastman child several years ago.  He is
  hiding his lack of divine power from the
  villagers.
  Morbius, Priest of Morr
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  29
  39
  33
  40
  30
  49
  39
  47
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  13
  3
  4
  4
  3
  0
  0
  Skills: Academic Knowledge (ANY) ; Academic Knowledge (Astronomy) ; Aca-
  demic Knowledge (Theology) * 2 ; Charm * 2 ; Common Knowledge (ANY) * 2
  Common Knowledge (the Empire); Gossip * 2 ; Heal * 2; Perception * 2;
  Read/Write * 2; Ride; Speak Arcane Language (Magick); Speak Language (ANY)
  * 2; Speak Language (Classical);Speak Language (Reikspiel) * 2
  Talents: Armored Caster; Marksman;  Public Speaking ;  Savvy ; Stike to Stun
  ;Suave ;Very Strong
  Trappings: 2d10 gc; Backpack; Blanket ;Breeches ;Dagger ;Hand Weapon
  ;Prayer Book ;Purse ;Religious Symbol ;Robes ;Shirt ;Tattered cloak ;Wooden cut-
  lery set; Wooden tankard ;Worn boots ;Writing Kit
  Page 8
  
  Kislevite Kossar
  Grigory Feodorvich is a bully, a drinker
  and likes young girls.  As a result, he is de-
  spised by the villagers.  He is also village
  executioner, which doesn’t help his popu-
  larity.  There have been more executions of
  late, as some of the village hot-heads are
  becoming resistant to the thugs from Kislev
  Leonid brought with him.
  The Reeve
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  33
  28
  31
  31
  30
  33
  37
  32
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  12
  3
  3
  4
  0
  0
  0
  Skills:
  Common Knowledge (Kislev) Common Knowledge (the Empire) Consume Alco-
  hol Dodge Blow Gamble Gossip Outdoor Survival Perception Search Speak Lan-
  guage (Kislevian) Speak Language (Reikspiel)
  Talents:
  Coolheaded Sixth Sense Specialist Weapon Group (Two-handed) Strike to Injure
  Trappings:
  2d10 gc Backpack Blanket Bow with 10 arrows Breeches Dagger Great Weapon
  (Two-handed Axe) Hand Weapon Light Armour (Leather Jack) Light Armour
  (Leather Leggings) Medium Armour (Mail Coat) Purse Shirt Tattered cloak
  Wooden cutlery set Wooden tankard Worn boots
  Kislevite Kossar
  Arkady Dimitruvich isn’t very bright but
  he has a big sword and he knows how to
  swing it. He does what Grigory tells him to
  do which is mainly to rough up anyone
  who gets in their way.  This is something
  Arkady enjoys.
  The Hayward
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  35
  22
  30
  35
  29
  26
  45
  33
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  12
  3
  3
  5
  0
  0
  0
  Skills:
  Common Knowledge (Kislev) Common Knowledge (the Empire) Consume Alco-
  hol Dodge Blow Gamble Gossip Outdoor Survival Perception Search Speak Lan-
  guage (Kislevian) Speak Language (Reikspiel)
  Talents:
  Coolheaded Sixth Sense Specialist Weapon Group (Two-handed) Strike to Injure
  Trappings:
  2d10 gc Backpack Blanket Bow with 10 arrows Breeches Dagger Great Weapon
  (Two-handed Sword) Hand Weapon Light Armour (Leather Jack) Light Armour
  (Leather Leggings) Purse Shirt Tattered cloak
  Kislevite Kossar
  Boris, Dimitry and Kazimir are three Over-
  seers in the village who are probably the
  most despised, Kislevite bullies of all, be-
  cause they have direct contact with the vil-
  lagers every day and that contact may
  involve a whip or an unwelcome fondling.
  These overseers are at the top of Katya’s list
  of potential targets.
  Overseers
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  33
  28
  32
  30
  36
  24
  30
  24
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  10
  3
  3
  4
  0
  0
  0
  Skills:
  Common Knowledge (Kislev) Common Knowledge (the Empire) Consume Alco-
  hol Dodge Blow Gamble Gossip Outdoor Survival Perception Search Speak Lan-
  guage (Kislevian) Speak Language (Reikspiel)
  Talents:
  Coolheaded Sixth Sense Specialist Weapon Group (Two-handed) Strike to Injure
  Trappings:
  2d10 gc Backpack Blanket Bow with 10 arrows Breeches Dagger Great Weapon
  (Two-handed Axe) Hand Weapon Light Armour (Leather Jack) Light Armour
  (Leather Leggings) Medium Armour (Mail Coat) Purse Shirt Tattered cloak
  Burgher-Cultist
  Oswald the Miller is unfaithful to his young
  and pretty wife and regularly beats her.  He
  became a cultist when Schlect told him how
  rich they would all be when Stirland falls to
  the forces of Chaos.  His mill ground the
  grain that will soon be baking in the Abbey
  ovens.  Leonid will then behead Oswald as
  the fall guy for the plot.
  Oswald the Miller
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  28`
  27
  30
  28
  30
  32
  27
  31
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  10
  3
  2
  4
  0
  0
  0
  Skills:
  Common Knowledge (the Empire) * 2 Drive Evaluate Gossip * 2 Haggle Percep-
  tion Search Speak Language (Breton) Speak Language(Reikspiel) * 2
  Talents:
  Dealmaker Resistance to Magic Savvy Suave
  Trappings:
  2d10 gc Abacus Blanket Breeches Dagger Hand Weapon Lantern One set of Good
  Clothing Purse Shirt Sling bag Tattered cloak Wooden cutlery set Wooden tankard
  Worn boots
  Page 9
  
  Rogue-Servant-Innkeeper
  Remas is Sartosian, rumored to have once
  been involved with the notorious Mus-
  someli merchant family.  Remas married
  Gilda Bauer and has 3 children, two boys,
  Luigi and Gambini and a daughter Isabella,
  who is missing.  He likes colorful clothing
  and never goes anywhere without his gilt
  dagger and feathered hat..
  Remas the Innkeeper
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  29
  39
  38
  37
  31
  27
  31
  31
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  16
  3
  3
  4
  0
  0
  0
  Skills: Animal Care; Blather * 3; Charm * 2; Common Knowledge (the Empire) *
  2; Consume Alcohol; Dodge Blow; Evaluate * 2; Gamble; Gossip * 3; Haggle *
  2; Perception * 3; Performer (Storyteller); Read/Write * 2; Search Secret Lan-
  guage (Thieves' Tongue); Speak Language (Tilean); Speak Language (Reikspiel);
  Trade (Cook)
  Talents: Acute Hearing;Ambidextrous; Hardy; Lightning Reflexes; Marksman;
  Public Speaking; Sixth Sense; Street Fighting; Streetwise; Strike to Stun
  Trappings: 1 or more Servants1d10 gc; 2d10 gc; Backpack; Blanket; Breeches;
  Dagger; Deck of Cards; Hand Weapon; Inn; Lamp Oil; One set of Good Crafts-
  manship Clothing; Pewter Tankard; Purse; Shirt; Storm Lantern; Tattered cloak;
  Tinderbox; Wooden cutlery set; Wooden tankard; Worn boots
  Servant
  Gilda is very attractive, with long Auburn
  hair and green eyes, favoring low-necked
  bodices, the daughter of Heinrich Bauer,
  former bailiff of Trotteldorf.  She suspects
  Grozny and Schlect may well have had
  something to do with her father’s demise
  but can prove nothing.
  Gilda the Barmaid
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  32
  31
  38
  24
  41
  39
  37
  48
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  11
  3
  2
  4
  0
  0
  0
  Skills:
  Animal Care; Blather; Common Knowledge (the Empire); Dodge Blow; Gossip *
  2; Haggle; Perception; Search; Sleight of Hand; Speak Language (Reikspiel)
  Talents:
  Etiquette; Excellent Vision; Flee!; Lightning Reflexes; Savvy
  Trappings:
  2d10 gc Backpack Blanket Breeches Dagger Hand Weapon Lamp Oil One set of
  Good Craftsmanship Clothing Pewter Tankard Purse Shirt Storm Lantern Tattered
  cloak Tinderbox Wooden cutlery set Wooden tankard Worn boots
  Peasant
  Virgaters of Trotteldorf are distinguished
  from Cotters because they have their own
  virgate (approx. 24 acres) of land to farm.
  They owe the abbey both week work and
  various rents and remissions, but have a lit-
  tle piece of earth to call their own.  Stats
  below are for a typical virgater.  Virgaters
  are somewhat surly and superstitious.
  Virgaters of Trotteldorf
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  31
  35
  30
  31
  26
  30
  28
  25
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  12
  3
  3
  4
  0
  0
  0
  Skills:
  Animal Care; Charm Animal; Common Knowledge (the Empire); Concealment;
  Gamble; Gossip; Outdoor Survival; Scale Sheer Surface; Set Trap; Speak Lan-
  guage (Reikspiel); Swim; Trade (Farmer)
  Talents:
  Acute Hearing; Excellent Vision; Flee!; Hardy
  Trappings:
  2d10 gc; Blanket; Breeches; Dagger; Hand Weapon; Leather Flask; Purse; Quarter
  Staff; Shirt; Sling bag; 1 set of good craftsmanship clothing;  Wooden cutlery set;
  Wooden tankard; Worn boots
  Servant
  Cotters differ from Virgaters in that they are
  serfs, attached to the landholding of the Ab-
  bot and are not free to come and go as they
  please.  They have no land of their own.
  They are looked down upon by the virgaters
  and are cruelly treated by the Kislevites.
  Cotters of Trotteldorf
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  30
  30
  39
  30
  33
  30
  35
  25
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  11
  3
  3
  4
  0
  0
  0
  Skills:
  Blather; Common Knowledge (the Empire); Dodge Blow; Evaluate; Gossip * 2;
  Perception; Search; Speak Language (Reikspiel); Trade (Cook)
  Talents:
  Acute Hearing; Hardy; Lightning Reflexes; Marksman
  Trappings:
  2d10 gc; Backpack; Blanket; Breeches; Dagger; Hand Weapon; Lamp Oil; Ragged
  Cloak; Pewter Tankard; Purse; Shirt; Storm Lantern; Tattered cloak; Tinderbox;
  Wooden cutlery set; Wooden tankard; Worn boots
  Page 10
  
  Beastmen
  About a dozen brays and ungors have a
  small camp in Von Burgruine’s hollow.
  These beastmen are mutated children of
  Trotteldorf who were exposed in the
  woods.  Schlect and Leonid have brought
  them food from the village.  In return, the
  beastmen become “scapegoats” for Shlect
  and Leonid’s evil deeds.
  Beastmen
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  30
  21
  31
  35
  30
  24
  24
  20
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  10
  3
  3
  5
  0
  0
  0
  Skills: Concealment, Follow Trail, Outdoor Survival, Perception, Shadowing,
  Silent Move, Speak Language(Dark Tongue)
  Talents:: Keen Senses, Rover
  Special Rules: Animalistic legs, Bestial  Appearance, 25% chance of additional
  mutation, Silent as the Beasts of the Wood
  Armor::  None
  Weapons: Hand Weapon or Shield, Spears
  Plague Zombies
  The victims of Nergotism will be raised
  from the dead by Schlect, using a scroll of
  ritual magic that can only be performed on
  All Soul’s Eve.  The zombies will mind-
  lessly attack everyone left alive in the vil-
  lage.  If Schlect is killed, the attack stops
  and the zombies collapse to the ground.
  Plague Zombies
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  25
  0
  35
  35
  10
  --
  --
  --
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  12
  3
  3
  4
  0
  0
  0
  Skills: None
  Talents: Frightening, Night Vision, Undead
  Special Rules: Never take or fail tests based on Intelligence, Will power, or Fel-
  lowship; Zombies can’t run
  Armor: Leather Jack; Arms(1) Body(1)
  Weapons: Hand Weapon
  Plague Bearers
  Schlect summoned 1-6 plague bearers to
  help spread the plague in the rye fields of
  Trotteldorf.  The nature of the ritual was
  such that the daemons can return whenever
  Morrslieb reaches a full phase.  They be-
  come unstable and disappear again by
  morning.
  Plague Bearers
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  45
  0
  36
  35
  40
  30
  44
  11
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  12
  4
  4(6)
  4
  0
  0
  0
  Skills: Dodge Blow, Perception, Speak Arcane Language (Daemonic), Speak Lan-
  guage (Dark Tongue)
  Talents: Ambidextrous, Daemonic Aura, Frightening, Natural Weapons, Night
  Vision, Strike to Injure, Will of Iron
  Special Rules: Chaos Mutations: Claws, Cloud of Flies, Foul Stench (-5% to WS
  all characters within 6 ft); Instability; Plague; Stream of Corruption
  Armor: None
  Weapons: Hand Weapon, Claws
  Clavisepsis - The Great Unclean One
  Though behind all the ill doings in Trottel-
  dorf, Clavisepsis will not manifest unless
  Schlect is killed, in which case he will res-
  urrect his favorite in a horrible way (see
  conclusion).  Clavisepsis’ name will also
  not be revealed in this scenario - he has
  cursed his followers so their tongues would
  rot in their mouths if they attempted it.
  Clavisepsis
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  84
  0
  65
  68
  43
  89
  89
  45
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  6
  69
  6
  6(8)
  4
  4
  0
  3
  Skills: Acad Knowledge(Daemonolgy)+20%; Academic Knowledge(Magic) +
  20%; Blather, Channeling, Charm, Command + 10%, Intimidate +20%, Magical
  Sense +20%, Read/Write, Speak Arcane Language(Daemonic), Speak Arcane
  Language(Magick), Speak Language(Dark Tongue), Speak Language(any 6).,
  Swim
  Talents: Ambidextrous, Dark Lore(Nurgle), Dark Magick, Daemonic Aura, Keen
  Senses, Lesser Magick (any two), Master Orator, Natural Weapons, Night vision,
  Petty Magic(Chaos), Public Speaking, Specialist Weapon Group(Flail), Strike
  Mighty Blow, Terrifying, Unstoppable Blows, Will of Iron
  Special Rules: Chaos Mutations: Claws, Cloud of Flies, Grossly Fat, 1d10-5 add.
  Mutations of Nurgle, Corrosive Flesh, Host of Nurglings, Infected, Instability,
  Malaise of Pestilence, Plague, Rotten Hide, Slippery Mucous Trail, Stream of cor-
  ruption
  Armor: Head/Arms/Body/Legs-5 Weapons Claws and Teeth, Flail:\
  Page 11
  
  The Village of Trotteldorf
  Trotteldorf is a village of nearly forty families or approximately
  200 inhabitants.  There are a total of 8 hydes consisting of 6 vir-
  gates (each virgate is 24 acres of arable land, the amount required
  to support a family) for a total of 1,152 acres, according to the
  Doomsday Book, an imperial survey of the countryside commis-
  sioned by the  Emperor Aegon the Apocalyptic.  The Abbey of St.
  Aethelbert, owner of the land, holds 3 hydes of arable land (432
  acres) in the demesne, along with 16 acres of pasture.
  The Bailiff holds the land from the Abbey of St. Aethelbert.  His
  responsibility is to ensure that that the village tenants perform
  their week-work and remit all dues and fees required by the Abbey
  from the land they hold.  The Bailiff has a carefully set tribute that
  must be provided to the Raven Knights in the Abbey  of St. Aethel-
  bert.  Any surplus represents a profit for the Bailiff.  The villagers
  are required to have their harvest ground by the manor mill and
  their bread baked in the manor oven and pay to use the pasture.
  The villagers labor on the Abbot’s demesne, but they also have
  their own stake.  Each household has a virgate of land to farm and
  also a small garden to call its own.  In front of every cottage is a
  fenced in section of small outbuildings for sheep and chickens and
  perhaps a cow, known as the toft.  In back is a fenced in garden
  called the “croft”.
  There are two classes of villager, the “virgaters” who actually hold
  a virgate of land and the “cotters” who rent cottages in the village
  but don’t hold any land.  Cotters weave wattles, dab daub, dig
  ditches, and shear sheep to earn their meager livings.
  There is a little local industry in Trotteldorf, but availability of
  goods should be considered at the Below 100 level because the
  adventurers haven’t lived in the village for nine generations or so.
  Page 12
  
  Typical Peasant Cottage
  In front of every cottage is a fenced toft, where the animals (pigs,
  chickens, sheep) are kept when not in the village paddock.  Behind
  every cottage is a small garden surrounded by a stone wall known
  as the croft, where the villagers grow vegetables for their own con-
  sumption or perhaps trade with other villagers.
  The villager’s cottage is a small timber-framed wattle (hazel wands
  forming a lattice between the timbers) and daub (a mixture of clay,
  straw and water) structure, lime-washed to protect the clay.  The
  roofs are thatched, most commonly with rye straw, also lime-
  washed to reduce the risk of fire.  Maintaining these flimsy struc-
  tures is a continual chore for the cotters.
  The first floor is dedicated to cooking the meals and there is a fire-
  place often not well ventilated.  Soot is a common sight on a
  villager’s face.  There are household utensils and supplies, usually
  of poor quality, and possibly tools such as a spinning wheel or
  loom, if the virgater or cotter earns additional income from cottage
  industry.   The second floor is a sleeping loft.
  1. The Foaming Mug
  The Foaming Mug is a two story Inn with a large common room
  and 4 guest rooms.  It is run by Remas the Sartosian and his wife
  Gilda who also serves customers food (see Dramatis Personae).
  Many of the virgaters and occasionally a cotter will come to the Inn
  in the evening for a well-earned mug of ale.  There is singing and
  laughter on most evenings, muffled only by the chance arrival of
  the Kislevites in Leonid’s employ.  Many of the patrons will finish
  their mugs and leave once the Kislevites arrive.  It may also be that
  a drunken cotter comes into the Foaming Mug and will be run off
  by the virgaters with kicks and cuffs.
  The Foaming Mug is so named for the custom in Stirland of thrust-
  ing a hot poker into a tankard of ale, which Remas privately re-
  gards as barbaric but keeps an iron or two by the fire nevertheless.
  Halflings are likely to receive bad treatment from the locals of Stir-
  land, who have not forgotten the concession of good farmland to
  the Mootfolk.  All fellowship tests for halflings in Trotteldorf are
  taken at -20%.
  Food and drink is available (subject to the under 100 population
  restriction) at normal prices, but anyone who eats bread or por-
  ridge in the village must test against Nergotism.  The fungus can’t
  be tasted after it has been ground up and baked, so only a unusu-
  ally successful perception test (3 degrees of success) will notice
  “something off” about either food.
  2.  Gerhardt Nadzof’s Cottage
  The adventurers will hear a dog yipping and whining and may in-
  vestigate this average cottage.  The door is swinging wide open.
  Both Gerhardt Nadzof, husband of Katya Nadzof, and Abelard Na-
  dzof, his father, have been shot to death and lie in a pool of their
  own blood.  There will be a great hue and outcry once the double
  murder is discovered.  The Bailiff himself will ride down from the
  manor with his henchmen and the redoubtable “Magister” in tow.
  He will ask the adventurers their business in Trotteldorf and view
  their answers with suspicion.  He will remind them that the village
  belongs to the Order of the Raven Knights and that lawbreakers
  will be severely punished.   The Bailiff will conclude that robbers
  and footpads are about (with a dark look at the adventurers) and
  have apparently kidnapped Gerhardt’s wife Katya.  Only Gilda
  knows Katya was from Hochland and quite skilled with the prized
  Hochland rifle.  She will say nothing, because Gerhardt was a bully
  who beat his wife and the father was worse, unless the adventurers
  agree to search Von Burgruine’s Hollow for her daughter Isabella.
  She will then confide her suspicions.
  3.  Heinrich Bauer’s Cottage
  This cottage stands abandoned, the wattle showing through the
  daub, the yard overgrown with weeds, deserted and empty.  This is
  the village Emma Bauer repaired to after her husband, the former
  Bailiff of Trotteldorf, died of a strange disease.  If the adventurers
  spend 10 minutes searching the cottage and make a successful Per-
  ception test, they will discover a plain wooden box containing
  Handout #1.
  Page 13
  
  4. Morhausen Kirche
  During the Nergotism outbreak, the worship area in the temple
  will become crowded with coffins.  Many of the dying may also be
  hospitalized in the temple, moaning and crying as the gangrenous
  and fatal phase of nergot poisoning works through their bodies.
  Morbius will claim that nergotism cannot be healed by divine mag-
  ic,  that it is a punishment on those whose forefathers killed Viktor
  von Burgruine.  If someone among the adventurers, however, has
  contracted the disease and then been healed by Cure Disease and
  Cure Poison spells, they may wonder whether Morbius really tried
  to cure the disease.
  The truth is that Morbius has been stripped of all divine power be-
  cause he fathered a child on a young girl, Matilde, a cotter’s daugh-
  ter, who died in childbirth after giving birth to a beast child.
  Matilde took her secret to the grave, but Morbius’ son, whom she
  named Morgan, was abandoned by the villagers in the surround-
  ing forest where he joined the camp of beastmen in Burgruine’s
  Hollow.  Morbius knows where Morgan is hiding.  He saw his son
  in the forest and tracked him to the beastmen’s camp.
  Morbius must either confront his son as a beastman and ask his
  forgiveness or kill him to regain his divine powers.
  The adventurers may hear the rumor that Morbius fathered a son
  on a young girl who died in childbirth, which is why he is never in-
  vited to a house where someone is pregnant.  They may also notice
  an odd reaction when  someone suggests that the plague is carried
  by those gods cursed beastmen and that the villagers should find
  their camp in the forest and drive them out.  Morbius will use his
  talent for Public Speaking to convince the villagers that beastmen
  can’t carry the disease because it is a punishment from the gods
  and the only gods the beastmen serve are The Unspeakable Ones.
  Anyone who makes a successful Perception test may detect that he
  is genuinely opposed to driving the beastmen out of the forest.
  Most of all, if anyone asks where Isabella, the daughter of Remas
  and Gilda is, he will visibly color and claim he doesn’t have the
  first idea.  A perception test reveals he is lying.  If the adventurers
  persist, he will break down of a failed WP roll and admit that he
  thinks the beastmen have her captive.  He can lead them to her.
  Whether Morbius kills his son or asks his forgiveness or is himself
  killed in battle with the beastmen is up to the GM, but without a
  Destroy Undead spell from the Lore of Morr, dealing with the
  plague zombies when they rise on All Soul’s Eve may be difficult.
  5. Village Green
  The village green is where produce and the products of cottage in-
  dustry are traded, public announcements are made, executions are
  conducted and the stocks and whipping posts can be found.  It is
  usually the cotters who suffer village justice.  Whipping a lazy la-
  borer is rather a common spectacle.  Whenever such an event
  takes place, there is usually a good crowd of virgaters in atten-
  dance.
  Page 14
  
  6. Trottel Manor
  Sitting on a hill overlooking the village, Trottel Manor is the resi-
  dence of the Bailiff, Leonid Grozy, and his unshaven, swarthy
  Kislevite cronies who look out of place in the faded elegance of
  their surroundings.
  The grounds are surrounded by low flagstone walls, but Leonid is
  enough of a seasoned warrior to always have an overseer watching
  the road that leads from the village up to the manor grounds.  Tak-
  ing the Kislevites unaware will require an effort at concealment or
  subterfuge -- otherwise, Leonid and Schlect and the staff will be
  well prepared for any sort of assault that occurs.
  The outbuildings of the manor include barns, stables, a dovecote
  and granary, animal pens and housing for the overseers and ser-
  vants of the manor.  The servants will not fight in any battle but
  will instead hide until it is over.  Any attack will be defended by the
  Bailiff, Schlect, the Reeve, the Hayward and as many of the Over-
  seers as are left alive by Katya Nadzof.  The strategy will be to bar
  the massive oak front doors of the manor and to shoot missile
  weapons, throw rocks and cast spells from the hard cover of the
  battlements above the main entrance, accessed via double glass
  doors from the balcony of the great hall.
  The double doors of the manor, barred from inside,  have a T-6
  and can sustain damage equal to 20 Wounds.  It would be a good
  idea to reconnoiter the manor and come up with a solution for the
  doors prior to the engagement.  Procuring a barrel of  black pow-
  der from Oswald the Miller (for the All Souls’ Eve festivities) might
  prove to be such a solution.
  Schlect will cast the Petty Magic Spell Blessing of the Master to
  increase both his Toughness and Leonid’s Weapon Skill, if he has
  time.   If Schlect is warned of an impending attack, he will also
  gather his spell ingredients in advance of battle.  He has one ingre-
  dient for each of the spells he casts
  Schlect will send his defiance to the attackers via the Foul Messen-
  ger spell, directed at anyone who looks like they are casting a spell.
  Scum, death and rot await you.  Flee, dung and filth, before the
  flies settle on your decaying corpse.
  Anyone struck by the message will have their spell disrupted.
  Schlect will use Plague Winds to spread disease and cause terror
  among the attackers at the doors of the manor.
  Page 15
  
  Once the door is compromised, the defenders will use the
  balcony above the great hall to attack.  Leonid will come
  crashing down on a spell caster by swinging from the chan-
  dalier.  If the manor is ransacked, treasure and Handout #2
  will be found, at GM’s discretion.
  Schlect will save Stream of Corruption for melee combat and
  if the battle is not well in hand by the time he is finished
  casting it, Schlect will attempt to cast From One to Many to
  escape the battle as a cloud of flies.
  Leonid learned the hard way in Middenheim the damage
  spell casters can cause, so he has trained his forces on killing
  and disrupting the spell casters first. The Reeve, Hayward
  and any surviving overseers will also attack spell casters in
  melee.   He will fight until it is clear that he the battle is lost
  at which time he will crash through a window of the great
  hall and run to the stables, where his horse is waiting to
  madly gallop away.  If killed, his body will dissolve into
  slime.
  7. The Bridge
  The bridge over the River Trottel offers very picturesque
  views in autumn but may start to choke with floating
  corpses as the plague progresses.  The bridge is also impor-
  tant because the Plague Bearers in the Rye Field and the
  Orchard at night can’t cross over the river.  Reaching the
  bridge allows the adventurers to escape pursuit by these
  daemons.
  8. The Mill
  Oswald the Miller (see Dramatis Personae) lives at this mill, grind-
  ing flour for the virgaters and splitting the profts with the Bailiff.
  He also has the village ovens on his premises and makes hard ci-
  der from the apples.  His young and pretty wife Elise usually has a
  shiner on one or possibly both sides of her face.  Their four young
  children are shy around strangers and also bear marks of Oswald’s
  anger.
  Oswald has a stock of fireworks and black powder; he puts on the
  annual display in Trotteldorf to frighten the spirits away, having
  one time briefly studied at the Gunnery School in Nuln.
  He also fancies himself a ladies man and will make not-so-subtle
  overtures to any female character with a Fel over 35.
  9. The Rye Fields
  The rye fields are already harvested, but Morrsleib at its full phase
  has the power to reinvoke the Plague Bearers who were sum-
  moned by Schlect to sow these fields with Nergotism.  1-6 Plague
  Bearers could be encountered here at night.
  10. The Apple Orchard
  Many of the apples are blighted by the proximity of the Plague
  Bearers who still walk this side of the river.  There is a constant
  buzzing of bees and the sickly sweet smell of decaying fruit.
  The Plague Bearers may also be encountered in the orchard, where
  Schlect summoned them.  In the center of the grove are portents
  of daemonic summoning ritual magic (remnants of a pentagram,
  for example) that can be detected by anyone with Academic
  Knowledge(Daemonology).  Anyone with Witchsight can detect
  traces of True Dhar in the orchard.
  Page 16
  
  Van Burgruine’s Cottage
  Burgruine’s Hollow is located about five miles into the forests
  southwest of the village.  The terrain is hilly and fairly uninhabited.
  These hills are supposedly haunted by the spirit of Viktor Von
  Burgruine, who was burned to death by the Raven Knights of Morr
  for trafficking in Necromancy, along with the rest of his family.  He
  had actually come to this retreat in the hills to research elvish
  magic, a favorite past time.
  On a successful search among the burned out ruins of the cottage, a
  few scraps of parchment with Elvish writing will be discovered.  If
  anyone reads Elvish, they can determine (on a successful Int test
  because the writing is so old ) that it has to do with Ley Lines and an
  obelisk somewhere nearby but nothing more can be discerned from
  the scraps.
  If the search succeeds by more than one degree of success, a bust of
  Viktor Von Burgruine will be found under a collapsed and burned
  beam of the roof.  On a successful perception test, the adventurers
  will realize that for this bust to look so much like Leonid Grozny,
  there must be a family  connection.
  The Beastmen’s Camp
  A dozen beastmen have made camp here and hold Isabella captive
  until All Soul’s Eve when Schlect plans to sacrifice her to call forth
  the Great Unclean One to Trotteldorf for the Autumn Carnival,
  which will result in the horrific destruction of the village and the
  death of any adventurers who don’t escape at the cost of a fate
  point, unless the ritual is prevented.
  The beastmen are very hungry and will attack the adventurers for
  food.  If the adventurers are generous with their provisions, how-
  ever, there is a chance equal to the highest fellowship in the group
  -10% that the beastmen will not attack. These beastmen only speak
  the Dark Tongue, but through pantomime the adventurers can
  communicate.  They may be able to get the beastmen to release Is-
  abella if the pantomime is understood.
  Isabella is a pretty young maid of 5 years old with auburn hair like
  her mother’s.  She is not afraid of the beastmen, who she calls
  “kitties”, “baby goats”, etc. -- some of the beastmen have become
  rather fond of Isabella.
  Page 17
  
  If Schlect is killed, Clavisepsis will manifest to reclaim his little brother’s body.  A foul and foetid miasma will rise from the
  ground around Schlect.  Save vs. Toughness to avoid a retching effect similiar to stream of  corruption.  The ground will
  putrefy and all plants in a radius of 20’ from Schlect’s body will die.  From the ground, worms will start emerging, as though
  after a rainstorm.  These worms will coalesce into the hideous form of Clavisepsis.  It would be terribly amusing to
  Clavisepsis if the adventurers decided to attack him.  He might well skin one of them alive for further amusement. It would
  be a very good idea for the adventurers to remain very still while Clavisepsis is manifest among them.  As GM, be sure to
  make it clear, while describing Clavisepsis, that it would be suicide attacking this thing.
  Lovingly, almost, Clavisepsis reaches out for Schlect,.  He holds his body close.  There is a sucking sound and Clavisepsis
  absorbs the remains of Schlect into his own hideous and diseased form.  Schlect’s head rises like a boil on Clavisepsis’
  massive shoulder.  His eyes open.  He starts to laugh - or is it madness, a terrible sobbing?  Perhaps the most terrible sound
  any of the adventurers has ever heard.  Whoever witnesses Schlect’s reclamation will suffer an insanity point.    Clavisepsis
  will regard the adventurers for another moment with an uncanny expression of amusement, malice and, worst of all,
  recognition.  He is not finished with them, his look seems to say.  Then he dissolves into worms and goes back into the earth.
  If, however, Leonid and Schlect escape from Trotteldorf, they will make their way to Wurtbad, the provincial capital of
  Stirland, where they have friends, as the evidence gathered from the manor house should suggest.  They will attempt to
  discredit the Raven Knights by suggesting they failed in their duties by allowing a horde of zombies to cross the borders of
  Stirland and destroy a village under their direct protection.  Leonid and Schlect will suggest this vile act was perpetrated
  by a band of agents in the service of unholy powers in Sylvania -- the adventurers!  Bounty hunters and possibly witch
  hunters and possibly vampire hunters may be dispatched to deal with the minions of Sylvania Leonid and Schlect say are
  responsible for the destruction of Trotteldorf - but that is another story.
  Experience Point Awards:
  Foiling the plot of Clavisepsis - 200 xp each.
  Killing Grozny or Schlect - 100 xp each
  Rescuing Isabella without killing the beastmen - 50 xp each
  Each plague bearer killed - 35 xp
  Each Kislevite killed - 25 xp
  Letting Katya go - 50 xp
  Beating the tar out of Oswald but not killing him - 25 xp.
  Page 18
  
  HANDOUT #1
  Page 19
  HANDOUT #2
  My dear Count Orloff,
  All is according to plan.  The children
  have sown the whirlwind; soon the Raven
  Knights will taste the flesh of Father
  Nurgle.  Your time is coming; this is only
  the first step in the great plan of our
  patron.  I only wish you could be here to
  share the sweet smell of decay that will
  soon rise from the bodies of the unburied
  dead.  Remember the days at the Univer-
  sity?  We have come so far from the
  drunken revelry that brought  the worms
  from the ground.  Soon the noisome dream
  of life will be taken and they will all
  awaken to the truth.
  Magister Schlect
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/Chaos in the rye.pdf