TEXT: Passing the Buck 
   
  Passing the Buck is a short adventure that takes place in and around the small town of 
  Hoffsburgh, which can be situated near any foothills in the Empire, preferably on a major 
  coach line road.  It is a somewhat challenging scenario, thus it is more suited for a group 
  of 4-6 P.C.’s in the latter part of their first careers or just starting there second. Though it 
  is a linear adventure, there are enough surprises to keep a group on its toes. 
   
  Synopsis 
  Soon after entering the town of Hoffsburgh the P.C.’s will quickly find the nearest, and 
  only, pub to quietly drink their hard earned crowns away and fall into blissful inebriation; 
  only to find the pub packed with people and charged with excitement.  It seems all the 
  men of this small town are there trying to acquire a position on the celebratory hunting 
  party of the young Adolph von Hassenhoffenstien, the local Lord’s son.   It seems for 
  Adolph’s 17th birthday his parents have agreed to allow an expedition into the wood to 
  bag a mysterious, large, and beautiful snow white twelve point buck that has recently 
  been spotted by local farmers.  Since the Lord is ill, a group of experienced 
  woodsman/bold outdoorsmen will be sent in his stead to assist in his young sons trek into 
  to wood. And of course there is the matter of money 35G.C.s (or more, I personally like 
  to keep my party on the poor side) 
   
  Being of sterner mettle then the local bumpkins the P.C.s should jump at this 
  opportunity to get some easy coin, and for the same aforementioned reason, have no 
  problem being part of the expedition.  Once they have passed the exacting examination of 
  Johan Blamdorph, the lord’s manservant, the P.C.’s will be admitted to the hunting party, 
  and invited to the local manor house for a pre hunt dinner, in two days time.  There they 
  will meet the other members of the hunting party: Adolph von Hassenhoffenstien (a brash 
  young noble eager to catch his prize), Johan Blamdorph (the stern and rugged manservant 
  of the Lord), Gunter Bitterich (an old local woodsman), Gottfried Yonsben (a professor 
  from Nuln on sabbatical to study the various wildlife of the Empire) and Samuel 
  Dotgunburh and his two sons Augustus and Dillon (servants of the Lord).     
   
  After a pleasant, if somewhat unusual, dinner amongst the nobility, the party will 
  retire to well appointed rooms with a full belly of delicious food and fine wine, assuming 
  they do not make complete asses of themselves and get thrown out.  
        Early the next morning they shall head into the wild to bag their prize.  It does not 
  take long, however, to find that there is something amiss in the wood: local hunter’s traps 
  and sneers empty in otherwise plentiful game locations, fishermen finding fish with three 
  eyes or two heads, strange noises in the night, and a devastated bandit camp with signs of 
  horrible carnage. But by the time the group is piecing the puzzle together they shall 
  already be entwined in a two pronged plot of a chaos cultist and infernal rat men, and 
  let’s not forget about that buck, it seems it has a few ideas of its own… 
   
  Background 
   
  Three weeks ago Gottfried Yonsben the recorder of change, a position of the 
  Inconstant Heavens Cult, was looking to the stormy night skies searching for the signs 
  from Tzeench to tell when the next time for an appropriate meeting to be held, a moment 
  
  when the heavens would be aligned correctly and the power of knowledge and change 
  could be shared amongst the members of the cult.  For three years now Gottfried had 
  toiled every night at this task set before him by his superiors, and each night he whished 
  he could advance and pass this lowly, yet important job to a lesser member.  This night, 
  however, his prayers seemed to have been answered as he looked through the rain 
  drenched sky. He saw Morslibs visage spit forth a meteorite which zoomed across the 
  purple, hazy, pre dawn sky and onto the land. “THIS MUST BE A SIGN FROM 
  TZEENCH, A SIGN OF MY ADVANCEMENT!” he thought. After calculating the 
  meteors landing point the next step was to tell his superiors in the cult that he must travel 
  to the foothills to gain the insight of Tzeench by studying the heavens from their crests, 
  and thus Gottfried set out to claim his prize. 
   
  That same night, a grey seer of the skaven also spied the wonderful gift of warp 
  racing across the heavens, and sent his personal guard, Chitt to recover this precious 
  ingredient for his own.   
   
  Again that same night a band of mutants calling themselves the devoted of the 
  touching god also witnessed the star from the sky land in the foothills where they dwelt. 
  Knowing this to be a sign from Slaanesh they also set out to claim the prize for their 
  perverse god. 
  Unfortunately for all parties something else found it first. Near what locals call 
  Three Tree Run, a wooded valley near the Hassenhoffenstien lands, a heard of deer were 
  grazing when out of the stormy sky a lump of stone hit the earth.  Almost instantly these 
  docile creatures began to mutate into horrific beasts and combat each other until only one 
  was left, a huge mutated twelve point buck. 
  The Mutant band found the site first and the huge buck guarding the gift from 
  their god, thinking the buck was a divine creature, these rag tag bunch of mutants began 
  to worship it with perverse rites.  The buck, now rather intelligent thanks to the mutating 
  powers of the warpstone, accepted these creatures as its new heard with itself the alpha-
  male.  It was now time to hunt.   
   
   
  ~Welcome to Hoffsburgh~ 
  “The sun is setting and the crisp, wet, autumn day is late as you all reach the crest of a 
  hill and look into a cleared valley of farmland. Near the center of the valley lies a small 
  town and a road post near you states Hoffsburgh.  The inviting idea of a warm inn with 
  cold ale as opposed to the cold forest is enough to push you all onward to the main 
  gate.” 
   
   
  It does not take long to see the two watchmen guarding the gate, clubs at their 
  sides, it looks as though they are about to close the gate for the night.  After a short 
  exchange of words- the watch whish to know their names and what business brings them 
  to Hoffsburgh- (if the P.C.’s are not overly rude.) a charge of 5 shillings is asked for 
  admittance, however is the P.C.’s decided to get a little ornery then 8 shillings will be 
  asked.  Once the formalities are done a watchman can point out the only inn in town “The 
  long man” 
   
  
  ~The Long Queue? ~ 
   
   
  It is easy to for the P.C.’s to navigate the small town and locate the Inn, which 
  happens to be the only two story building.  Aside from that it is very loud, and there is a 
  line out the door.   
   
  “The inn seems to be packed with all manner of men talking excitedly and loudly.  
  It takes a few moments to finally get the attention of the barman- a large dwarf with an 
  eyepatch and balding scalp- trying to keep the ale flowing and the unusually large crowd 
  happy.  “ Aye there sirs, I be Namfloodle and  if T’cha be needigns a bed Iees’ sorry to 
  say we aints got none left! Doo Iees’ppose ya could rest in da commen room for de night, 
  doo Iees’ afraid it shant be quiet til’ after all dees rift raft be leevin.”   
   
  Lodging for the common room is only 5 shillings with breakfast provided for only 
  2 shillings more.  Dinner of a fine lamb stew is only 2 shillings with domestic ale about 
  the same price. Fine wine is also available along with stronger dwarfen beer; of course 
  these are considerably more expensive. 
   
  When asked what all the hub-bub is about, a commoner will explain about 
  the local Lord’s sons’ birthday hunt and, since Lord Hassenhoffenstien himself is sick, he 
  is searching for experienced woodsman/outdoors types to fill in.  A tidy pay is offered 
  and almost all the men of the town are excited to get easy money, however most are not 
  accepted, for the Hassenhoffenstiens’ manservant Johan Blamdorph is rejecting most the 
  applicants.  
  It is not hard to find the queue for the hunt; it stretches the length of the bar and 
  out the door.  It originates at the far left corner table and seems to be moving rather 
  quickly as stable boy after blacksmith apprentice, and farmer hand gets rejected.  Every 
  now and again a hardy looking young fellow will step up only for the huge, well groomed 
  man behind the table to give him a once over, consider him then send him on his way. 
   Most of the men are getting rejected and seem to form just as long a queue by the 
  bar for a drink. If the P.C.s whish to cut in line there will be a bit of a ruckus as the young 
  men applying for the positions will not take kindly to being stepped in front of. If a fight 
  breaks out, and no weapons are drawn, Jouhan will watch the fight, and keep those from 
  interfering out, to see the mettle of the combatants. If however, the fight seems to be 
  escalating to bloodshed, he and Namfloodle will step in while a barmaid fetches the 
  watch.(use the Footpad stats for the young men and the Innkeeper stats for Namfloodle)  
  After the fisticuffs or a half hour of waiting in line, Jouhan will inspect each P.C. 
  separately.  
  “Well now it seems we have a few here of solid worth, I am Jouhan Blamsdorph 
  and I represent his Lordship Felix Hassenhoffenstien, you seem well traveled (and if in 
  fight) and well versed in combat. The Young Lord Adolph is hosting a hunting expedition 
  into the wood to capture, and mount above his mantle for his 17th birthday, a great white 
  buck rumored to dwell in the wood around these lands.  I invite you to join this group and 
  attend the pre-hunt dinner at the Hassenhoffenstien manor in two days time.” 
   
  ~ Preparations ~ 
   
  In the two days prior to the dinner, the P.C.’s can wander about town to equip 
  themselves for the trek.  Hoffsburgh is a small town and does not have a huge selection of 
  market.  The local blacksmith is much more adept with making nails and horseshoes than 
  
  he is at more marshal endeavors such as swords or armour; although, he can repair any 
  damaged armour or sharpen any blade the P.C.’s may have. Moreover, he can provide 
  arrows and bolts, sorry no shot, at a reasonable price. There is a tailor in town that can 
  provide any blanket or cloak, along with any rugged clothing or tent needed for the trip.  
  An apothecary is also in town, who can sell a few healing draughts or salves, and may 
  even have an offer of a small job for the P.C.s (more on this latter). There is a small 
  shrine in town that gives homage to all the gods. And lastly there is a Halfling tanner 
  who, for the right price, is willing to part with a suit of good quality studded leather.  
   
  As stated before Hoffsburgh is far from the most happening place in the Empire, 
  however, there are a few things of interest the P.C.’s can pick up while conversing with 
  its inhabitants. 
   
  ~The P.C.’s will see Thatcher’s about town still patching some roof damage from 
  the horrible storm that passed through a few weeks ago. 
   
  ~Lord Hassenhoffenstien has been getting progressively sick since the death of 
  his first wife about 17 years ago; most believe it to be old age. 
   
  ~When the Lord re-married he chose his, very young, second cousin form 
  Hotchland, and it seemed less than one season passed, since their nuptials she had 
  Adolph, an unusually short pregnancy. 
   
  ~Only a few farmers have seen the white buck and then only from a distance and 
  near dusk.  They describe it as HUGE and beautiful. 
   
  ~ Some believe the real reason the Lord is asking for people to go into the wood 
  with his son is for protection from the bandits who pop up now and again to raid the 
  coaches that run by Hoffsburgh. 
   
  ~ The Lord has put a law into effect which prohibits, on forcible removeal form 
  the Hassenhoffenstien lands and a large fine, any hunter from claming his sons prize 
  buck.(This notice can be seen posted all about the town) 
   
   
  ~The apothecary (Earnst) has a somewhat short supply of stock. It seems that his 
  supplier, an old hermit who lives outside of town, and gathers much of his rare herbs has 
  not been seen in some time.  Old Hob, as they call him, normally visits once a week and 
  Earnst has not seen him for close to two weeks now.  He is worried and is willing to offer 
  up to 3 gold crowns per person for information. 
   
  ~ Snobs and Side-dishes~ 
   
  “The cold night air and light drizzle combine to chill you to the bone as you travel 
  up the Hassenhoffenstien hill near the outskirts of town to the manor home. The lovely 
  invitation given to you by a young page of the lord earlier is tucked away in your cloak in 
  a vain attempt to keep it dry.  Apon reaching the summit you are greeted by a tall stone 
  wall and an impressive, almost castle like structure before you overlooking the entire 
  valley.  The two guards, looking as miserable as you in this damp cold evening, flank the 
  gate and greet you.  After seeing your invitations, and disarming the group,  the guards 
  escort you all to a very warm and inviting hall, telling you all that  your gear shall be 
  delivered to your rooms. 
   
  The atmosphere of the hall is festive as the P.C.’s will notice a huge fireplace with 
  a roaring fire inside. A long table has been set in the middle of the hall and there are 
  servants scattering here and there to accommodate all who are present.  About the walls 
  of the hall are an impressive array of trophies, most mundane, some though, are more 
  
  magical in origin, a Huge spider is mounted in the far right corner of the hall and the head 
  of a wyvern, which had to have been moved recently from its place above the center of 
  the mantle as the soot around the old mounting can attest to since it is now bare rock, is 
  above the entranceway.   
  ROLE PLAYING THE PARTY:   This festive event should run smoothly with a great 
  opportunity for understanding who the group will be venturing into the wild with.  Each 
  character is explained in detail in the Cast of Characters selection.  Refer to this section 
  when your P.C.’s interact with the N.P.C.’s.  Though the atmosphere is festive there are a 
  few tidbits of awkwardness, especially when the Lord begins to have random outbursts.  
  All in all, however, the evening should go by pleasantly and the P.C.s will have a full 
  belly of great food and wine, with a warm plush bed to sleep in when it is all over.  
  Unless of course the P.C.’s decide to become rude, in which case the guards will 
  promptly escort the trouble makers out. 
   
  ~Into the Wild~ 
   
  You are awoken pre dawn by a young servant, who is rummaging about your 
  room collecting your chamber pot and pouring a fresh basin of wash water, seeing you 
  stir the youth informs you that the hunting party will be departing shortly.  After grabbing 
  you gear you head out of the manor into the chilly courtyard where the rest of the group 
  awaits.  The Lord Hassenhoffenstien is not present for the send off and the Lady of the 
  household is sitting in his stead.  Once the entire group has been mounted, Adolph is 
  given a glass of wine to toast his mother for a successful hunt.  Swallowing the contents 
  in one gulp he smashes the glass onto the cobblestones and rides out of the estate, his 
  mother waving her kerchief in parting.   
   
  Gunter informs the young lord that since the white buck has been only seen in the 
  northern part of the lands it is probably at Three Tree Run, a valley in the foothills about 
  28 miles in the northern rolling wooded hills.  It is known to be a regular mating ground 
  for deer at this time of year.   
   
  For the first few hours the journey is boring as the group traverses nothing but 
  farmland. Although, by mid morning the last fenced land is behind them and nothing but 
  wooded canopy is in front.  At this point Gunter will have the entire group dismount, for 
  the coming woodland shall be too difficult for the animals to navigate.  Leaving the 
  horses with a page only the dogs and pack horses continue with everyone else on foot. 
   
  ~Day 1~ 
   
  Day one should pass almost boringly as the party simply travels into the forest.  It 
  is, however, rather pleasant woodland, alive with the sounds of creatures preparing for 
  winter.  Gunter will keep his eye out for tracks while Gottfried will point out various 
  made-up plant-life to be excited about. (If any of the P.C.’s have skills which help in the 
  identification of plant life, such as Trade (apothecary), and make a successful roll, they 
  can see that Gottfried has no idea what he is talking about, if this fact is brought up to 
  him he will easily dismiss them stating that they are familiar with the “common” term for 
  the plant and not the “scholars” term.) 
   
  
  ~Night 1~ 
   
  ~Day inevitably turns to night as the darkness descends upon forest, shadows 
  begin to expand and choke out any light in the dense canopy of dying leaves.  A suitable 
  clearing is found and camp is quickly set up as cool evening mists envelop the wood. 
   
  Samuel, Augustus, and Dillon will quickly prepare a fire and raise the young 
  Lords tent as the rest of the group begin to set there own tents.  Once the camp is settled 
  Johan will insist on a watch to be posted throughout the night and since this is the work 
  the P.C.’s signed up for they get the honors.  At around mid-night the G.M. should make 
  a perception test for the P.C. on watch duty, a base 5% chance to hear an odd noise in the 
  distance, to far to make out yet rhythmic. (It is in actuality the drums from the mutants 
  participating in a foul ritual)  The evening should go by uneventfully. 
   
  ~Day 2~ 
   
  ~ Once again you are awoken in the early hour, with only the faintest rays of the 
  sun obscuring the twin moons.  Breaking fast with the group Gunter informs everyone 
  that by mid-day the expedition should be near a well traveled deer path that goes into 
  Three Tree Run.  Camp is broken quickly and once again you are all into the wilds. 
   
  Again the trek is mostly boring, with Gottfried running off here and there to take 
  samples of trees and such.  By afternoon, however, the party will encounter two hunters 
  that Gunter knows.  Play their approach with high drama, characters getting ready to 
  ambush whomever or whatever is coming through the wood.  Make the tension high, if 
  only to alleviate the boredom of the previous day and night.  Then let the blood thirsty 
  group down when the two hunters step onto the path.   
   
  The two Hunters are Cullen and Ian, brothers from a small hamlet not far from 
  Hoffsburgh, Gunter knows who they are, but not very well. If asked any questions they 
  have these tidbits of information: 
  • They were near Three Tree Run, but had their traps set more to the east.  A 
  tree must have been hit with lightning and started a fire recently, for there 
  were signs of a blaze near there. 
  • They are heading back almost empty handed, most of their traps were empty, 
  witch is odd since it is mating season and game should be plentiful. Perhaps a 
  new pack of wolves are passing through.   
  • They have heard of the white buck, but have not seen it nor do they wish to, 
  for they have also heard the new law recently passed, and since they make 
  their living using the land of the Hassenhoffenstine’s, they find it is best to 
  leave it alone. 
  The G.M. should feel free to make up some other vague and foreshadowing information 
  he sees fit, however, most of their information will be useless to the group at the present. 
  After this encounter the group will find the deer path and continue on their way.   
   
  The rest of the day will be spent treading over increasingly steeper and rockier 
  terrain. Perceptive characters may notice that the sound of the wood (wildlife, insect, and 
  other) seems to have diminished some, moreover, the pack horses and dogs seem a little 
  more agitated.    
  
  ~Night 2~ 
   
  This night things may become more interesting.  Chitt and his three fellow Skaven 
  have found the hunting party and decide to see what they are all about.  During the night 
  they will toss meat, sprinkled with a sleeping draught, to the dogs.  They will then use 
  their stealth skills to observe the group.  Use the standard perception test to discover if 
  their poking about goes noticed or not.  If they are spotted they will flee into the dark 
  wood and be lost quickly. (note: it is important that if they are spotted the character 
  spotting them does not know that he is looking at a skaven, make them seem to be just 
  another animal in the wood. And keep the P.C.’s guessing.) It will not take Chitt long to 
  realize that he is outmatched and a direct assault against the camp would be foolish.  
  Thus the group of rat-men will pass the camp, hopefully, undetected in the night. 
   
  ~Day 3~ 
   
  Day three begins the same as the previous day, except if a perceptive P.C. notices 
  that the dogs are very sluggish, in fact the group’s guard should be down by now and they 
  may believe this to be the easiest money they have ever earned. Even Gottfried is less 
  enthusiastic about taking samples and scribbling in his book.  Let the P.C.’s fall into a 
  lethargic demeanor when dusk approaches and they come to a clearing in the wood… 
   
  ~The sun is beginning to set behind the canopy of skeletal trees.  Shadows from 
  those trees bare limbs smother the group in a mock sea of what appears to be reaching 
  hands.  Soon the canopy is broken as a small clearing is found.  In the middle of the 
  clearing a hut leans drastically to one side, looking as though the slightest wind will blow 
  the poor dwelling over.  A tiny garden next to the hut is choked in weeds and the small 
  privy to the rear must have fallen over some time ago.  Just as you take in the view, a 
  light chilly rain begins to fall and the hounds begin to bark. 
    
  This hut belongs to Old Hob, well formerly belonged to that poor old hermit; it 
  was taken, along with his life, by a bear, which up until a few weeks ago lived around 
  Three Tree Run.  Once the white buck arrived, however, it forced much of the creatures 
  prey away, and since it was preparing for hibernation, it moved with the game.  
  Unfortunately for all parties concerned it did so only after partaking of the tainted water 
  of the creek, thus it has acquired a few unsavory traits.  The bear is now settled into the 
  hut and will be very unpleased that the group has called.  
   
  Once the bear has been killed the group can plunder the small hut. It stinks 
  horribly of both bear leavings and a half decomposed and mostly eaten corpse.  Odd 
  trinkets can be found about the place and any with hedge wizardry or magic can tell they 
  are magically inclined ingredients.  Also there is a table at the far end of the hut with 
  planks of wood that have been carved into various scenes, some of beautiful gleans while 
  others of various woodland creatures, one though, is new with only half of the picture 
  done.  This carving depicts a stormy night sky and a shooting star racing across it.  
  Amongst the other refuse there is a piece of parchment with various herbs written on it, 
  the header at the top reads Earnest’s Apothecary. There is nothing of real value in the hut, 
  unless of course you feel the need to pepper it with some useful equipment.   
   
  This battle should not be too difficult for the group to overcome, during it 
  however, Gottfried will run screaming off, playing the role of a coward.  He will return 
  when the bear is defeated.  Once it is all said and done the clearing makes a good spot to 
  rest and if any characters have apothecary skills they will be able to see a few herbs that 
  
  can heal them in the garden. Adolph will not be overly interested with the corpse, but 
  Johan will insist on a proper burial. 
   The young Lord Adolph will be pleased at bagging a bear but still whishes to 
  capture his prize buck.  (Note: the mutations the bear possesses are not noticeable on the 
  outside, thus the group should not know that the bear is tainted.) Once the group has 
  made camp for the night the rest of the evening goes uneventfully. 
   
  ~Day 4~ 
  This day begins as the others with camp being broken in the early hours and 
  Gunter leading the way down the deer path.  A light rain will begin to fall and will slowly 
  become more and more powerful as the day progresses, making the trek all the more 
  miserable, and chilling the hunters to the bone.  Tucked into their cloaks the group will 
  tread on in cold, damp, silent misery as the weather seems to suck the fun out of the hunt.  
  By late afternoon Gunter will lead them to the end of the deer-path they have been 
  following as it terminates at Big Creek, one of the creeks that run into Three Tree Run. 
   From there the group will follow the creek bed.  The land begins to become 
  steep, and the wet earth will make for terrible footing, and create a vast area of mud.  As 
  the tedious day wears on and on they will eventually come to an odd sight.   
  Near the creek they can see two fishing poles propped into the ground with rocks, 
  the owners of the poles no where to be found.  In fact the two fishermen these poles 
  belonged to have been taken by the band of mutants. As Günter and the group begin to 
  look for clues they find a small encampment with a fire that has long since burnt out.  
  The rain has washed all traces of the battle that raged here and the gore that would have 
  been all over the ground away.  However, there are a few trinkets left, a spear is next to a 
  bedroll, and a sac is hanging from a nearby tree.   
  When the sac is inspected the group will find seven fish within. Although six of 
  the fish are normal one of the fish is not right, it has three eyes!  As they are rummaging 
  around this campsite one of the poles begins to shake.  (Have the character trying to pull 
  the fish in make an opposed strength test against the fish’s strength of  15%, it will take 3 
  consecutive successes to bring the fish to shore or two successes for the fish to break the 
  line.)  Once the character has the fish above the water they will find it has two heads one 
  at the front and the other at its rear!   
  By this time the group will be very curious about what is going on in these woods, 
  however if they bring up the idea of quitting this expedition the young lord will tell them 
  he will not give them pay! This should convince them to stay.   
  After a few more hours of travel Gunter will find a nice cave near the creek to 
  make camp for the night out of the rain.  The rest of this night shall go uneventfully; 
  however, you can play up on the paranoia of this day by describing a creepy stormy night 
  in the cave near the woods. Also once again make a base 20% perception test around 
  midnight for the character on watch. If something is detected once again it is not known 
  what sound it is only that it seems to be rhythmic. 
   
  ~Of Rats and Men~ 
   
  Chitt and his group have pushed onward throughout the night and day; they have 
  marched tirelessly until they came to a valley where three separate creeks run into one.  
  There they saw their prize; unfortunately it seems to be guarded by a group of odd man-
  
  things and a large creature. The odd band has a few other man-things tied to trees and 
  seems to be performing odd rituals on them.  Not knowing how to proceed, Chitt has 
  ordered his band to lay low and wait for an opportunity to present itself. 
   
   
  ~Day 5~ 
   
  By this time the storm has let up and the hunting party is very close to Three Tree 
  Run. This fact seems to bring new moral to the trek as the whole group seems to be 
  having more fun. As they continue to travel the creek bed they will begin to notice the 
  dogs becoming more and more agitated.  There will be few birds and insect noises, and 
  the whole wood seems to grow quieter and quieter.   
  Gunter will stop suddenly and point out a few odd tracks leading to the West; he 
  will ask the young lord if they should follow them.  Adolph will jump at the opportunity 
  to investigate.  About a twenty minuet walk, all the while the dogs are barking and trying 
  to go faster, the group will enter a clearing in the wood.  
  This is in actuality the base camp for the fortunes fools’ bandits.  Unfortunately 
  for these bandits about a week ago the mutant band led by the white buck stumbled upon 
  the camp and a deadly battle ensued. After a terrible fight two of the bandits who were 
  still barely alive were dragged off to become part of some perverse ritual in honor of the 
  white buck and Slaanesh. 
  The scene is one of horror (WP test or IP gained), three mutilated and half eaten 
  corpses litter the gore encrusted ground, no amount of rain could wash away that much 
  carnage, three tents and a small hut are all in shambles.  The smell is rancid and pungent.   
  While the group investigates one of the mutants, wee-man, is actually about camp, having 
  returned to investigate the campsite in hopes of finding the bandits hidden treasure trove 
  from their raids, hearing the dogs and the group he will use is skills to stay hidden and 
  observe the hunting party. As soon as the young lord mentions getting back to hunting his 
  prized buck, or if discovered, wee-man will flee into the wood and quickly disappear into 
  the thick foliage. Though the group will not know what it is they saw, it could have been 
  a large raccoon?    
  Searching the site the P.C.’s may pick up a few tidbits of gear: A few arrows, 
  some loose coin, nothing fancy though.  If the three corpses are inspected all will have 
  the same branding at the base of the neck, a Gold Crown with what appears to be cross 
  bones behind it. The three bodies will be rotting by now and Dillon will be trying hard to 
  not let the hounds take a bite of them.  Although the camp is a horrid rancid sight Adolph 
  seems pleased that the bandits who have eluded his father have gotten their just deserts.  
  Gottfried brings to light the fact that the bear they encountered the other day must have 
  come through this camp as well and wrought all this carnage. Adolph will ask Gunter to 
  press on and leave the thieves to the wolfs and insects.   
  Once again Gunter notices odd tracks, and a definite hoof print, heading north 
  from the campsite.  Adolph, who is rather excited at this news, instructs Gunter to press 
  onward north.  
   
  
  ~Dusk~ 
  By the time the group is heading out of the bandit camp wee-man has reported 
  their intentions to the white buck, who is eagerly awaiting the arrival of more sacrifices.  
  It decides to lay a trap for the would be hunters. 
  The day drags on as the wood becomes more and more haunting.  All the animals 
  seem to be more agitated, and so to does the hunting party.  The feeling that something is 
  not right will be creeping in.  Adolph at this point though, is almost fanatical, he wants 
  his prize!  He continues to push the group onward to Three Tree Run, which Gunter says 
  is only a few hours away, so he can set up a hunting spot and wait for his prize.   
  ~ The sun is beginning to set once again and Adolph keeps pushing the pace 
  faster, claiming he wants to reach Three Tree by nightfall.  Just as the group is beginning 
  to climb a hill Gunter gives a gasp, looking to the crest of the rocky slope you see a 
  HUGE animal with almost sparkling white fur glistening in the fading sunlight its antlers 
  casting a forest of shadows down the slope. You only catch the sight for an instant as the 
  creature bounds off, like a bolt of lightning, towards the setting sun and out of sight 
  behind the top of the hill.  Glimpsing it for such a brief moment of time you are almost 
  left wondering if you imagined the whole thing, when Adolph charges past you 
  screaming!~ 
   
  ~The White Buck~ 
  As the group follows the young noble over the hill and into the valley of Three 
  Tree Run, they will notice that indeed there must have been a fire in the wood recently 
  for most of the valley appears to be charred and dead.  Many trees are husks of their 
  former selves, and others seem to have died completely.  There is a circular area 
  completely clear of all trees, and it appears the white buck is heading there.  Do not give 
  the characters a lot of time to register their surroundings, make the odd mutated trees they 
  run past seem burnt or charred, ideally they should not notice the dogs whimpering and 
  running away, or that there is anything unusual at all, aside from being in a valley 
  devastated by a fire, until the first bolts of the mutants crossbows begin to find their 
  mark.   
  THE BATTLEGROUND:  this battle will take place in a charred valley of mutation.  
  Much of the plant life is gone or oddly deformed in some way leaving only an area of 
  rock, shells of trees, and mud.  From the North, Northeast, and Northwest, three creeks 
  join together in the middle of the valley to form one larger creek which then flows in a 
  south-western stream out of the valley. On the western bed of that large creek is a crater 
  about the size of a small coach. Near this crater is an encampment of four tents and a pole 
  with two dead humans roped to it.   
   
  The white buck will run toward the encampment then make a sharp right near an 
  outcropping of rocks and trees.  Here in the trees Wee-man and Sampson will begin to 
  fire their bow and cross bow at the group while, Sludge and Ziglafield will run out form 
  behind the rocks to engage the group from the rear. Once the hunting group is properly 
  surprised, Connie and the white buck will attack in unison from the front.  
   
  Depending on how you wish to end the adventure you can run this battle three 
  different ways.   
   
  
  ~RAT ATTACK~ 
   
  In this ending the characters will fight off the ambush by killing the mutant band 
  and the white buck, during their battle Gottfried will once again play the coward and take 
  off, however this time he will sneak his way into the crater and take the fist sized piece of 
  warpstone.  Since all the characters will be occupied defending their lives they should not 
  notice this happen.  In fact the only ones who do notice will be the Skaven. 
  After the battle Gottfried will once again emerge, with the warp stone tucked into 
  a pocket. The party is most likely heavily wounded and weakened after this hard battle. 
  Adolph will ask that the mutants, along with their campsite, be burnt; although Adolph 
  will take the head of the white buck as his prize. Claiming he will come back to burn the 
  entire valley, Adolph will leave the funeral pyre burning as the hunting party leaves the 
  valley of horror and once again travels into the wilds, the Skaven band, however, will not 
  be far away.   
  Gottfried seems to become more and more agitated as the warpstone he is hiding 
  begins to change him. Pulling his cloak all about him to hide, he will begin to slow down 
  and become more and more ill.  If anyone tries to help him he will shoo them away 
  stating that it is just his nerves from the past few days of bloodshed and strife, he is not 
  used to seeing such violence.  As dusk approaches, however, he will become horribly ill.  
   
  Soon camp will need to be made and young Augustus says he will help the ill 
  professor with his tent.  When dinner is served Augustus will take it to their sick 
  “comrades” tent, this will prove to be the youths doom, for Gottfried has now fully 
  embraced the power of warp and now seeks to summon a daemon to destroy the hunting 
  party, as his first sacrifice to almighty Tzeench. Using his spells to silence the boy so his 
  screams cannot be heard, Gottfried will quickly cast his summoning spell, and due to the 
  increased power of the warpstone, summon a potent daemon to annihilate the group. 
  Before the characters know what is wrong a hulking daemon will tear out of the 
  tent and attack the party.  The skaven see this as their opportunity to strike and claim their 
  prize.  Since the group will be extremely occupied with the problem at hand, the small 
  band of ratmen shall slip by and dispose of the evil cultist.  Ideally the group will not 
  know what happened to Gottfried as only a mutated corpse is left behind and bloody 
  tracks of what appear to be large rats head off into the wood. 
   
   
   The journey to Hoffsburgh will be uneventful aside from Adolph “advising” the 
  P.C.’s that they are not to mention anything of the strange events they witnessed; he 
  makes it clear this would be “unwise” as his political enemies could use this against him.  
  He gives the P.C.’s extra gold as hush money and “gently” has his guards “escort” the 
  characters out of town.  A few weeks later the group may hear from a traveler or 
  coachman that there was a huge brush fire in a valley near the Hassenhoffenstien lands, 
  which is rather odd for this time of year.  
   
  ~Magic is Fickle~ 
   
  In this ending the P.C.s will once again be battling for their lives in the valley of 
  Three Tree Run.  This time however, the skaven join the fray immediately following 
  Gottfrieds’ theft of the stone.  Blue, purple and pink fire shoot from the cultists hands as 
  he revels in his new power seeking to change all in his view.  But with his great power 
  comes horrid consequences.  As the neophyte chaos sorcerer begins to cast more and 
  more potent spells one goes horribly wrong, preferably when the characters are done with 
  
  the mutant band and focus their efforts on killing the traitor, as the air crackles with the 
  power of some horrid spell Gottfried is going to unleash upon the group Tzeenche’s curse 
  take affect.  Just before the spell is released, or a killing blow can be landed, a portal to 
  the chaos realm is opened and Gottfried, along with the stone, is sucked into the void, his 
  smoking buckled shoes are all that remains.  If the Skaven are still alive they will flee. 
  Adolph will have the bodies burnt, not before claiming his prized buck’s head however, 
  and as stated before a tidy sum of hush money is paid along with a quick exit from 
  Hoffsburgh and the Hassenhoffistien lands.   
   
  ~It’s MY party and I will scheme if I want to~ 
   
  This ending is a little more complicated than the previous two for you can use 
  either the rat attack or magic is fickle with one MAJOR difference; neither the skaven nor 
  the cultist takes the warpstone in the end.  Instead the Skaven are discovered in the act 
  and are killed along with the cultist, and now there is a small hunk of green glowing rock.  
  Adolph will be impressed with the raw power this amazing stone can offer to further his 
  ambitions. Having the mutants, skaven, and Cultists bodies burnt he will personally take 
  the stone with him in a leather sac, telling the group he will hand it over to the proper 
  authorities to be destroyed.  
   In truth though, when the group returns to Hoffsburgh, and Johan is out of sight, 
  Adolph will then give them an offer they can not refuse, tell no one of the stone and leave 
  the Hassenhoffistien lands immediately.  If they decide to cause trouble they will be 
  marked as bandits and murderers of the late Professor Gottfried and the road wardens will 
  hunt them down, Adolph can assure this, and he of course will give them some extra gold 
  for their effort.  Having no real choice in the matter the characters will be sent away.  A 
  few weeks later they may hear of a small town being put to the torch by witch hunters 
  who had found it overrun with mutants, just one more casualty of the storm of chaos.    
   
   
  ~Cast of Characters~ 
   
  Adolph von Hassenhoffenstein: Standing at 5’ 11” and a lean 160 lbs. This 
  charming fellow has a youthful face not yet completely touched with the facial hair of his 
  seniors.  He knows full well he is not the product of his mother and Lord 
  Hassenhoffenstein; however, he does appreciate the fact he is the lords legitimate heir. 
  Not only this but Adolph is rather pleased at the fact he does not share the same mind 
  illness his mock father has.  Adolph does not hate the lord, nor does he love him, he 
  views him as simply a means to and end.  And if his father were to die… well it would be 
  a shame but not a horrible loss.  He feels he is ready to take on the responsibility of Lord, 
  moreover, he feels he is ready to expand his holdings in the near future and knows that 
  Johan can help in this matter, that is why he lets him stay so close.  Since the Storm of 
  Chaos swept through his homeland of Hotchland he whishes to return in force and carve 
  out a new holding where his families once was.  Brash, ambitious, yet still a little 
  youthfully naive Adolph knows that when his seventeenth birthday arrives his father will 
  not be long in celebrating it, for he will rightfully be old enough to rule, and his mother 
  knows this as well.   
  
  Name/Type: Adolph von Hassenhoffenstein 
  Career: Noble 
  Race: Human 
  WS=39%  BS=40%  S=32%  T=35%  Ag=32%  Int=33%  WP=36%  Fel=40% 
  A=1  W=13  SB=3  TB=3  M=4  Mag=0  IP=0  FP=0 
  Skills: Command, Common Knowledge (the Empire), Performer(musician), Charm, 
  Gossip, Read/Write, Speak language (Reikspiel), Ride 
  Talents: Etiquette, Luck, Savvy, Schemer 
  Armour: Studded Leather (Full) 
  Head=2 Arms=2 Body=2 Legs=2 
  Weapons: Bow (20 arrows), Sword (Fine) 
  Trappings: Nobles garb, jewelry worth 200GC 
   
  Johan Blamdorph: Johan is an imposing man standing at 6’3” and about 280 lbs. of 
  muscle, he would make even the stoutest troll slayer step aside as he passes by.  Johan 
  has worked in the service of the Hassenhoffenstine family since he was a child, starting 
  off as a page, latter a guard, and finally the Lords personal manservant.  He is well paid 
  and well liked by most who meet him.  A little course around the edges, no doubt from 
  his military background, he can, however, be very humorous at times, though these 
  mirthful times of his are never while he is working.  Johan knows the Lord is slowly 
  dieing and that there is nothing anyone can do to prevent it.  He is also aware of the fact 
  that Lady Hassenhoffenstien has “liberties” with other men, many of them servants of the 
  Lord, but is to wise to bring this to light for fear of being banished.  So Johan spends his 
  time with Adolph, who he is suspicious of even being the Lord’s son, knowing that one 
  day Adolph will be his new Lord.  He feels his duty is to the Hassenhoffenstien family 
  and will fulfill all his oaths.  Johan is a very decent man with strong charisma if not 
  looks, easy to anger yet just as easy to relax he looks out for those he considers comrades 
  and takes his job very seriously. 
  Name/Type:  Johan Blamdorph 
  Career: Manservant (ex- bodyguard, ex- servant) 
  Race: Human 
  WS=48%  BS=32%  S=42%  T=47%  Ag=37%  Int=27%  WP=32%  Fel=27% 
  A=2  W=14  SB=4  TB=4  M=4  Mag=0  IP=5  FP=0 
  Skills:  Common Knowledge (the empire), Dodge Blow +10%, Gossip, Intimidate, 
  Perception, Command, Speak Lang. (Rikespiel) 
  Talents: Disarm, Specialist Weapon Group (2-handed), Street Fight, Strike Mighty Blow, 
  Strike to Stun, Sturdy, Very Resilient, Very Strong. 
  Armour:  Full leather, Breastplate 
  Head=1 Arms=1 Body=3 Legs=1 
  Weapons: Sword (Fine), Shield, Crossbow (10 Bolts) 
  Trappings: Good clothing, Sling bag, (2) Healing Draughts, Cutlery (wood), Brass 
  tankard 
   
  
  Gunter Bitterrich:  Gunter and his family have been living in Hoffsburgh for many 
  years, in fact his family still lives in the same hut his great grandfather built.  Being a 
  somewhat diminutive man only standing at 5’6” and a lean 140lbs. his long hair and 
  beard almost mesh together in long dreadlocks while his tick fur clothing leaves no doubt 
  that he makes his living off the land.  When Gunter heard of the young lord’s expedition 
  he signed up right away for he has a new child on the way and can use the money.  
  Besides, the woods have been odd these past few weeks since the storm, and maybe 
  while  Gunter is out there he can find out why. Gunter is a devout follower of Tall and a 
  complete peasant through and through.  Although he is a genuinely friendly man who 
  will not hesitate to talk about Helga, his wife, or his two sons Hans (age 3) and Gregory 
  (age 9).   
  Name/Type: Gunter Bitterrich 
  Career: Hunter 
  Race: Human 
  WS=32%  BS=50%  S=41%  T=34%  Ag=35%  Int=28%  WP=27%  Fel=38% 
  A=1  W=12  SB=4  TB=3  M=4  Mag=0  IP=0  FP=0  
  Skills: Concealment, Follow Trail, Outdoor Survival, Perception, Search, Secret Signs 
  (Ranger), Set Trap, Silent Move 
  Talents:  Specialist Weapon Group (Longbow), Lightning Reflexes, Marksman, Rapid 
  Reload 
  Armour: Leather skull cap 
  Head=1  Arms=0  Body=0  Legs=0 
  Weapons: Long Bow (12 arrows), Sword 
  Trappings: Animal traps (2), Sling bag, Tent, Fur clothing, Blanket 
   
  Gottfried Yonsben:   Only standing at 5’ 9” and being rather portly from all the years 
  behind a desk, Gottfried looks to be a hapless scholar.  But behind this guise of weakness 
  lies a potent wizard of chaos.  Using his disarming masque he glides through life 
  exploiting others weaknesses to get what he wants, power. Ever since he saw the gift 
  from Tzeench streak across the sky, only one goal has coursed though his mind, to 
  capture his prize. Originally Gottfried sought to find a few hired hands in Hoffsburgh to 
  help him navigate the wood to his prize, but when he learnt of the young lords hunting 
  party he knew he had found something even better.  Masquerading as a professor on 
  sabbatical he eased his way into the party.  Now the only thing left for him to do is figure 
  out what to do with the band once he has claimed his prize.   
  Name/Type: Gottfried Yonsben 
  Career: Journeyman Wizard (ex- apprentice wizard) 
  Race: Human 
  WS=29%  BS=30%  S=25%  T=40%  Ag=34%  Int=50%  WP=57%  Fel=35% 
  A=1  W=12  SB=2  TB=4  M=4  Mag=2  IP=10  FP=0 
  Skills:  Academic knowledge (Demonology, Magic +10%, Astrology), Channeling, 
  Common Knowledge (Empire), Gossip, Magical Sense, Perception, Read/Write, Search, 
  Speak Arcane Language (Magick), Speak Language (Classical, Dark Tongue, Reikspiel), 
  Ride 
  Talents: Aethyric Attunement, Coolheaded, Dark Lore (Chaos), Dark Magic, Petty magic 
  (Arcane), Savvy, Strong-minded. 
  
  Armour: None 
  Head=0  Arms=0  Body=0  Legs=0 
  Weapons: Dagger 
  Trappings:  Fine clothing, Sling Bag, Brass tankard, Brass cutlery, Cloak, 30G.C. 
   
  ~Devoted of the Touching God~ 
  This foul band of mutants have claimed Three Tree Run as their home and the White 
  Buck as their Patron, in fact one of their members has even become its grotesque mate.  
  Now they seek only to satisfy their perverse pleasures and hunt! 
   
  Name/Type: The White Buck 
  Career: N/A 
  Race: Mutant 
  WS=45%  BS=N/A  S=45%  T=45%  Ag=35%  Int=28%  WP=20%  Fel=0 
  A=2  W=19  SB=4  TB=4  M=8  Mag=0  IP=0  FP=0 
  Skills:  Perception (+10%), Swim, Speak Language (Dark Tongue) 
  Talents: Natural Weapons, Acute Hearing, Keen Senses, Strike Mighty Blow, Unsettling 
  Mutations: Horns (3), Bizarre Coloring (Albino), Claws, Regeneration, Thick Fur, 
  Warped Mind (+10% Int) 
  Armour: Thick Fur 
  Head=1 Arms=1 Body=1 Legs=1 
  Weapons: Natural 
  Trappings: None 
   
  Name/Type: Wee-Man 
  Career: N/A 
  Race: Dwarf/Mutant 
  WS=49%  BS=31%  S=21%  T=31%  Ag=21%  Int=31%  WP=31%  Fel=21% 
  A=1  W=12  SB=2  TB=3  M=2  Mag=0  IP=5  FP=0 
  Skills:  Common Knowledge (Dwarf), Speak Language (Khazilid, Dark Tongue, 
  Rikepiel), Trade (Miner), Concealment, Outdoor Survival, Silent Move 
  Talents: Dwarfcraft, Grudge Born Fury, Night Vision, Flee, Resistance to Magic, Stout 
  Heart, Sturdy, Acute Hearing 
  Mutations:  Bizarre Coloring (Blue), Large Ears, Large Nose, Shrunk! (-10% S, -2 M, -2’ 
  to size, he is only 3 apples high) 
  Armour: None 
  Head=0 Arms=0 Body=0 Legs=0 
  Weapons: Dagger, Crossbow Pistol (10 bolts) 
  Trappings: A few mis. Coins, Floppy white hat, White pants and Shoes. 
   
  
  Name/Type: Connie 
  Career: N/A 
  Race: Mutant/ Human? 
  WS=31%  BS=31%  S=20%  T=41%  Ag=41%  Int=31%  WP=31%  Fel=15% 
  A=1  W=11  SB=2  TB=4  M=4  Mag=0  IP=4  FP=0 
  Skills:  Com. Knowledge (Empire), Speak Language (Dark Tongue), Outdoor Survival, 
  Concealment, Charm Animal 
  Talents: Flee!, Natural Weapons 
  Mutations: Emaciated Appearance, Leathery Skin, Tail, Animal Legs, Claws 
  Armour: None 
  Head=0 Arms=0 Body=0 Legs=0 
  Weapons: Claws 
  Trappings: Naked 
   
  Name/Type: Sampson 
  Career: N/A 
  Race: Mutant/ Human? 
  WS=31%  BS=31%  S=36%  T=41%  Ag=41%  Int=31%  WP=31%  Fel=31% 
  A=2  W=11  SB=3  TB=4  M=4  Mag=0  IP=5  FP=0 
  Skills:  Concealment, Gossip, Haggle, Outdoor Survival, Scale Sheer Surface, Search, 
  Speak Language (Dark Tongue, Rikespiel) 
  Talents: Flee!, Very Strong, Rapid Reload 
  Mutations: Eye Stalks, Tail, Leathery Skin, Three Eyes 
  Armour: Full Leather 
  Head=1 Arms=1 Body=1 Legs=1 
  Weapons: Sword, Bow (10 Arrows) 
  Trappings: Nothing of Value 
   
  Name/Type: Sludge 
  Career: N/A 
  Race: Mutant/ Human? 
  WS=41%  BS=31%  S=30%  T=41%  Ag=36%  Int=31%  WP=31%  Fel=31% 
  A=1  W=12  SB=3  TB=4  M=3  Mag=0  IP=3  FP=0 
  Skills: Concealment, Outdoor Survival, Perception, Silent Move, Speak Language (Dark 
  Tongue), Search 
  Talents:  Flee!, Specialist Weapon Group (2-Handed), Orientation 
  Mutations: Grossly Fat, Leathery Skin, Short Legs 
  Armour: None 
  Head=0 Arms=0 Body=0 Legs=0 
  Weapons: 2-Handed Sword 
  Trappings: Naked 
   
  
  Name/Type: Ziglafield 
  Career: Brute 
  Race: Mutant/ Human? 
  WS=51%  BS=20%  S=49%  T=41%  Ag=31%  Int=21%  WP=31% Fel=20% 
  A=2  W=11  SB=4  TB=4  M=4  Mag=0  IP=2  Fel=0 
  Skills:  Command, Intimidating, Outdoor Survival, Speak Language (Dark Tongue) 
  Talents: Ambidextrous, Strike Mighty Blow, Flee!, Frenzy, Natural Weapon 
  Mutations: Blood Lust, Hulking, Scales (3), Pincer Hand (Right), Warped Mind 
  Armour: None 
  Head=3  Arms=3  Body=3  Legs=3 
  Weapons: Sword 
  Trappings: Naked 
   
  ~Servants of the Horned Rat~ 
  These foul rat men are scouring the wilds near Hoffsburgh to claim their prize.  Being 
  few in number, for the Gray Seer Amubolt Quirk does not wish his rivals to discover the 
  precious warp prize and send their own pawns to seek it, the band is led by Chitt a very 
  talented Shadow Rat. 
   
  Name/Type: Chitt 
  Career: Sneak 
  Race: Skaven 
  WS=35%  BS=45%  S=30%  T=40%  Ag=40%  Int=25%  WP=25%  Fel=15% 
  A=2  W=9  SB=3  TB=4  M=5  Mag=0  IP=0  FP=0 
  Skills:  Command, Concealment (+10%), Dodge Blow, Follow Trail, Navigations, 
  Outdoor Survival, Perception, Scale Sheer Surface, Shadowing, Silent Move, Speak 
  Language (Qeekish), Swim, Common Knowledge (Skaven) 
  Talents: Sure Shot, Orientation, Rapid Reload, Rover, Specialist Weapon Group 
  (Throwing, Snare) 
  Armour: Leather Armour (Full) 
  Head=1 Arms=1 Body=1 Legs=1 
  Weapons: Bola (5), Throwing Daggers (10), Sword 
  Trappings: Nothing of Value 
   
  Name/Type: Skaven Night Hunters 
  Career: Clan Rat 
  Race: Skaven 
  WS=30%  BS=35%  S=30%  T=30%  Ag=40%  Int=25%  Fel=15% 
  A=1  W=9  SB=3  TB=3  M=5  Mag=0  IP=0  FP=0 
  Skills: Common Knowledge (Skaven),  Concealment (+5%), Outdoor Survival, 
  Perception, Scale Sheer Surface, Speak Language (Queekish), Silent Move, Swim 
  Talents: Night Vision, Tunnel Rat, Specialist Weapon Group (Sling) 
  Armour: Leather Armour (Full) 
  Head=1  Arms=1  Body=1  Legs=1   
  Weapons: Sword, Shield, Sling (10 stones) 
  Trappings: Nothing of Value 
  
   
  ~Beasties and Horrors~ 
  These statistics are for the bear the adventures run afoul with and the possible Daemon 
  they could encounter, I did not include the two hounds that will accompany the group nor 
  the pack horses, but their stats can be found on page 232 of the main rulebook. 
   
  Name/Type: Big Brown Bear 
  Race: Animal 
  WS=42  BS=0  S=55  T=47  Ag=25  Int=10   WP=25  Fel=0 
  A=2  W=20  SB=5  TB=4  M=4  Mag=0  IP=0  FP=0 
  Skills: Perception, Swim 
  Talents: Keen Senses, Natural Weapons, Strike to Injure, Strike Mighty Blow, Unsettling 
  Mutations: Thick Fur, Hulking 
  Armour: Natural 
  Head=1 Arms=1 Body=1 Legs=1 
  Weapons: Claws 
   
  Name/Type: Inconstant Horror 
  Race: Daemon 
  WS= 42  BS=0  S=41  T=40  Ag=36  Int=50  WP=60  Fel=15 
  A=2  W=15  SB=4  TB=4  M=4  Mag=2  IP=0  FP=0 
  Skills:  Channelling (+20%), Dodge Blow, Perception, Speak Arcane Language 
  (Daemonic), Speak Language (Dark Tongue) 
  Talents: Ambidextrous, Daemonic Aura, Frightening, Natural Weapons, Night Vision, 
  Will of Iron 
  Special rules: Living Magic (Can Cast Spell), Instability 
  Mutations: Claws 
  Armour: None 
  Head=0  Body=0  Arms=0  Legs=0 
  Weapons: Claws 
   Special Spell:  Tzeench’s Fire 
  Casting Number: 6 
  Casting Time: Half action 
  Ingredient: None 
  Description: The Daemon hurls a ball of shimmering pink, blue, and purple fire at one 
  opponent within 48 yards. This is a magic missile with damage 4. Anyone struck by this 
  spell must also make a Will Power test or be stunned for 1 round as the magic courses 
  through them. 
  
  ~N.P.C’s of note~ 
  These people are those the characters will interact with but who have no real, at least 
  combat wise, part in the adventure. 
   
  Samuel, Augustus, and Dillon Bolgunburgh:  This family has worked in the 
  service of the Hassenhoffenstien line for ages. Being of the third and fourth generation to 
  continue service, they take their duties seriously.  Samuel is the Father of Augustus and 
  Dillon, he is the lord’s seneschal, and keeps a tidy shift of the manors servants.  When the 
  young lord presented his whishes of having hunting expedition it was Samuel, along with 
  Johan, who organized the event, and since the young lord will need to be taken care of 
  while in the field, he and his two sons have come along. Augustus is the youngest 
  Bolgunburgh and spends most of his time assisting his father in the more menial tasks, 
  despite being only 12 years of age, he is shaping up to be a fine assistant.  Dillon is 15 
  and aside from his usual tasks at the manor he is the official hounds’ keeper.  The three of 
  them are all very friendly and helpful, and since they should not take an active role in the 
  fighting, I have provided no stats for them, however if you need to give them a profile 
  use the servant stats from the Old World Armoury (pg 107). 
   
  The Lady Hassenhoffenstein: The lady of the house is still a beauty at 30 years of 
  age.  Never fully wanting to leave her land in Hochland to marry her older cousin, she 
  longs to return, even more-so now that it has been devastated by the Storm of Chaos.  
  Over the years she has been teaching her beloved son how to rule, for she knows the Lord 
  will not live much longer.  In fact she plans for him not to.  For the past 8 years she has 
  been poisoning the Lord with a special draught that weakens his mind. Since he has been 
  less than adequate in fulfilling her lusts she has also taken liberties with various servants.  
  Now that Adolph is of ruling age she plans for this excursion into the wood to be his last 
  childhood hurrah, and upon his return to put her plans into full compliance.  The Lady is 
  every bit Noble, treating those she deems lesser with contempt and those she sees as 
  useful with respect, but she always puts people in their place. Aside from all this secrecy, 
  publicly she pours affection on her husband and reprimands those who would mock him. 
  She does find people who are exotic attractive, however, and may come on to one of the 
  adventures during the dinner. (This option, of course, is entirely up to the G.M.) 
   
  Lord Hassenhoffenstein: The lord is a mere shadow of his former self.  At one time 
  he was a great leader of men, a kind Lord, and an above average warrior; however, the 
  past few years have been harsh.  He is slowly loosing his mind and health.  He does not 
  know it is his wife who is slowly killing him, and all the physicians who have seen him 
  believe it to be his old age, for he is now pushing 53.  Prone to outbursts of gibberish or 
  obscenities, much like Tourette syndrome, he tends to twitch and shake. Unfortunately 
  when he speaks now he tends to spout out stories of his youth or battles, some of which 
  he never took place in.  At the dinner party he will only make a brief appearance before 
  his twitching and blabbering will cause the Lady to give him some more “medicine” 
  which will put him to sleep. 
   
  
  ~Experience Points~ 
  The following xp awards (per P.C.) are suggested for this adventure, but modify these to 
  suit the circumstances of your campaign. 
  1) Role-playing in Hoffsburgh and at the Party: 10-50 xp 
  2) Killing the Bear: 25 xp 
  3) Helping Johan give Old Hob a proper burial: 10 xp 
  4) Reporting what happened to Old Hob to Ernst the Apothecary: 10 xp 
  5) Pulling the mutant fish in: 10 xp 
  6) Killing the Band of Mutants: 150 xp  and a fate point 
  7) Killing the Skaven: 50 xp 
  8) Killing the Cultist Gottfried and his Daemon: 40 xp 
  9) Telling Witch Hunters of Adolph’s treachery: 40 xp 
   
   
  And there you have it an Adventure by Nate Elwood, if you have any constructive 
  comments drop me a line at b00mswager@yahoo.com.  Cheers! 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/Passing the buck.pdf