TEXT: BURN AFTER PRINTING
  BURN AFTER PRINTING
  A SCENARIO FOR WFRP
  A Tale of Printed Pamphlets in the Empire’s Premier City
  By Alexander J Bateman
  Version 1.1
  - 1 -
  INTRODUCTION
  This scenario is written with the following structure. ‘Part
  One’ contains the set-up explaining how the characters
  come to be involved followed by a period of investigation
  where the characters can find out the particulars of what
  is occurring. ‘Part Two’ contains four possible courses of
  action for the characters to undertake and ‘Part Three’
  contains two consequences of the character’s choices.
  Finally ‘Wrapping it Up’ contains advice on experience
  and how to further develop the scenario. Due to this
  slightly non-linear nature, the GM should read through
  the scenario carefully, especially the with regard to the
  options and consequences.
  Also presented here are quick guides to both Three Toll
  Bridge and the Luitpoldstrasse Docks, including short
  descriptions of some of the inhabitants with their opinions
  on current events. These can be used to flesh out Gossip
  Skill Checks made during the scenario, and include a
  mixture of matters relevant to this scenario along with
  rumours that may or may not be true depending upon the
  GM’s whim. Note that any comments marked with a *
  should only occur after the burning of the Barge.
  PART ONE
  The scenario starts with the characters being accosted
  by a messenger summoning them to meet with Michaela
  von Jänke at the Hangman’s Tavern, located on Altdorf’s
  famous Three Tolls Bridge. This should ideally happen
  when they are located in a tavern, shop or other location
  that a messenger could have easily tracked them down
  too. The message is not written down, and if questioned
  the messenger will only say that he is employed as a
  footman at the Hangman’s Tavern, and that Michaela von
  Jänke is one of the taverns regular clients. He will lead
  the characters to the Hangman’s Tavern if asked and
  tipped a penny, although it is easy to find.
  Hanging out at the Hangman’s Tavern
  Despite the somewhat populist sounding name, the
  Hangman’s Tavern caters for Altdorf’s bourgeois of
  lawyers, Kommission officials and merchants. The name
  dates back to the time before Magnus the Pious, when
  smugglers and river pirates were hung from the bridge in
  accordance with the dictates of the Cult of Manann.
  WHY ME
  The obvious question the Characters may be asking
  is exactly why Michaela von Jänke has chosen them
  out of the hundreds of thousands of people living in
  Altdorf to aid her in this task.
  If any of the Characters has any contacts with any
  Altdorf nobles or merchants, then these can easily be
  used to have passed on their details to Michaela, and
  perhaps will even ask the Characters for a small
  appreciation for setting up the meeting. If the
  Characters have played through The Thousand
  Thrones, Paths of the Damned or The Enemy Within,
  then they will have almost certainly accumulated
  contacts that can serve this purpose. Alternatively,
  they may well be minor nobles or merchants
  themselves.
  Otherwise, Michaela may have heard of some of the
  past adventures the Characters have embarked
  upon, perhaps hearing versions that somewhat over-
  exaggerated their success based on stories they
  have told while drunk in the city’s taverns.
  A final intriguing possibility is that they could simply
  be employed by the city, for example as
  Luitpoldstrasse Watchmen, ordered by the superiors
  to go and solve Michaela’s problem. This option will
  obviously require some minor modifications to the
  scenario. 
  
  A Tale of Printed Pamphlets in the Empire’s Premier City
  Entrance is normally only accorded to those who are both
  well dressed (at least Good Craftsmanship Clothing or
  Average Craftsmanship Noble’s Garb) and well groomed
  (having had at least one bath in the last week). However,
  as soon as the characters mention they are here to see
  Michaela von Jänke they will be escorted to a private
  room she has booked for the occasion. The characters
  will then be left to wait in the room for ten minutes while
  Michaela is told of their arrival; in the meantime an
  attractive waitress offers them their choice of spirits or
  wine.
  When Michaela finally arrives, she glides into the room,
  clad in an exquisite dress of blue and lavender. She will
  explain that her predicament is rather embarrassing; she
  has learnt that a local publishing house intends to put into
  print a scurrilous pamphlet about her which borders upon
  the pornographic. Through her contacts, she has learnt
  that a thousand copies are currently loaded on Johannes
  Verknüpfung’s river barge, known as the ‘Miss
  Bedenklich’. This is due to transport them, along with
  various other publications, upriver to Nuln. Obviously
  wanting to prevent the pamphlets publication, she wishes
  the characters to sneak aboard the barge, steal the
  Pamphlets that refer to her, and destroy them, to give her
  time to petition the Imperial Courts of Justice to ban its
  publication. Due to Michaela’s knowledge of Academic
  Knowledge (Law) this should be made to sound pretty
  plausible to the characters, especially as it is, at least in
  the broad strokes, correct.
  Characters with Academic Knowledge (Law) will realise
  that stealing a thousand pamphlets is actually a pretty
  minor crime; each will be sold for around a single penny,
  so the total value is only around 4 gc. Even if the
  characters are caught and successfully tried (a dubious
  prospect at best) is almost certainly the maximum
  amount they will be fined.
  Barge Aboard
  The Miss Bedenklich is docked in the Niederhafen
  Bezirk, alongside wharfs clearly marked with symbols of
  the local Hook gang. Assuming they arrive in the evening,
  the quayside is almost entirely deserted, with Johannes
  Verknüpfung and all the stevedores having retired to
  various Altdorf taverns. A single Hook stevedore patrols
  this section of the docks, on the lookout for any
  troublemakers from the rival Fish gang. As he takes
  around half an hour between patrols, the characters
  should have plenty of time to locate and sneak aboard,
  aided by the evening layer of Altdorf fog.
  T
  Miss Bedenklich Random Crate Table
  1d10
  1d10
  Contents
  1
  1
  A Crystal Skull carved from solid Izril
  1
  2
  50 Printed Books in Classical on Necromancy*
  1
  3
  50 Printed Books in Reikspiel on Necromancy*
  1
  4
  50 Printed Books in Classical on Astrology
  1
  5
  50 Printed Books in Classical about Scarab Beetles
  1
  6
  A collection of various Polished Bones*
  1
  7
  1000 pamphlets in Classical on ‘State Censorship’*
  18
  8
  1000 pamphlets in Reikspiel on ‘the Lahmian Threat’
  18
  9
  1000 pamphlets in Breton on ‘the Goddess Cailledh’*
  1
  10
  1000 pamphlets in Reikspiel about Michaela von Jänke
  - 2 -
  The barge is a typical river vessel, with a small cabin at
  the back where the boatman dwells and a tarpaulin roof
  covering the cargo. The cabin door is locked, this can be
  opened with an Average Pick Locks Test. Alternatively
  characters could use a sharp knife to cut through the tar
  covered canvas.
  The barge has two levels of cargo; the upper contains
  stacks upon stacks of printed pamphlets and books. Any
  characters that have Speak Language (Reikspiel) and
  the Read/Write skill can quickly determine that everything
  on this deck is fairly dull - mostly recipe books,
  newssheets and cheap novels.
  The lower cargo deck is accessed by a short ladder, this
  deck is unlit and characters without Night Vision or a form
  of illumination will be unable to see. Unlike the upper
  deck the cargo here is stored in wooden crates, and will
  require a crowbar or other implement of brute force to be
  opened.
  There are ten crates here, each unmarked, rendering it
  matter of pot luck which is opened first. Have the players
  roll on The Miss Bedenklich random crate table each time
  they open a crate, re-rolling duplicates.
  All entries marked with a * are clearly illegal to own within
  the Empire. Should the characters keep any copies of
  these, they provide basic information upon their subject.
  The pamphlets on Michaela von Jänke are explicit and
  pornographic in their content – should the characters
  ever find a way to prove it, every word in them happens
  to be true.
  
  - 3 -
  A Tale of Printed Pamphlets in the Empire’s Premier City
  As soon as a crate is opened, a number of Glooms (See
  Appendix One) materialise in the upper deck, attacking
  anyone they find there. The number of Glooms will be
  equal to the number of characters in the boat. They do
  not venture down into the lower deck however, rather
  choosing to await the characters climbing up the ladder
  where they will be easier to attack.
  Lanriek Goethe cast a ritual to bind the Glooms into the
  boat, with orders to attack anyone stealing the cargo
  stored in the crates. He cannot change the instructions
  given to the Glooms unless he comes within 48 yards of
  them, which is unlikely to happen. Characters with
  Academic Knowledge (Runes) who spend a round
  searching the upper deck of the boat (presumably while it
  is on fire!) can determine the broad details of the ritual
  cast with a Challenging (-10%) Search Check.
  As a further complication, three rounds after the glooms
  materialise, a stevedore named Jakob Wandist will notice
  them and lob an incendiary onto the barge, setting it
  alight. Five rounds after this the boat full of paper will be
  burning along quite well, and anyone in it must make an
  Agility Test each round or be set on fire. (See WFRP, p.
  136.) Should they somehow fail to get out of the barge in
  fewer than 20 rounds after it being set alight, they pass
  out from smoke inhalation and will roast to a crispy
  cinder.
  CAILLEDH THE BLOODY
  Ancient Goddess of Rage
  The Goddess Cailledh was once worshipped by the
  Barrow People who populated areas of the Empire
  and Bretonnia before the rise of Sigmar. She is the
  daughter of Medhe the Stormlord and his bride
  Goederan, once worshipped by the powerful Druids
  of the Old Faith.
  Like many other ancient nature powers, such as
  Ahalt, Naiedhe and Q’orn, Cailledh’s worship is now
  prohibited, driven underground by the Witch Hunters
  of the Cults of Taal and Ulric. Still some followers of
  the old ways perform the ancient rites of sacrifice to
  garner Cailledh’s blessing, to fill their veins with the
  blood rage and slaughter all their foes in battle.
  Helping with Enquiries
  As the players make their way back onto the docks, they
  will be greeted by a patrol of six watchmen, almost all of
  who wear outrageous hats with large exotic feathers, who
  will assist them onto the wharf. As the last of the
  characters makes it off the Miss Bedenklich, there is a
  fearsome cracking noise as the burning barge suddenly
  sinks below the Reik, the only remains being a single
  stuffed crocodile floating down the river.
  The patrol of watchmen will then explain that they need
  to escort the characters to the Luitpoldstrasse Station for
  questioning. If the characters object to this (which is
  likely) have the patrol leader explain that “refusal would
  be tantamount to you admitting that you were compliant
  to the conjuration of unquiet spirits”, or for characters
  without Academic Knowledge (Law) “come with us or we
  will have to do you for necromancy”. If the characters
  protest that they are innocent the patrol leader will point
  out that he thinks that the fact they didn’t is “bloody
  obvious”, but the Captain will want to find out exactly who
  did. (If for some reason one or all of the Players looks like
  a Necromancer, adjust the dialog accordingly.)  The
  Patrol leader refuses to be bribed (“I thank you for the
  offer sir, but due to it being Undead taking that is more
  than our jobs are worth”), threatened (“Now I don’t think
  you want to start anything hasty, sir”) or bow to threats of
  “do you know who I am?” (“I am afraid not sir, but I am
  sure the Captain will, if you will just come this way.”)
  Assuming things do not dissolve into a fight they will be
  shown to the nearby Luitpoldstrasse Station. There they
  will be escorted to the office of Captain Marcus Trenker,
  who has drawn the short straw of dealing with
  Niederhafen’s gang problems.
  He will appear to be pretty conciliatory; explaining that he
  is fairly sure than the characters are not at fault, but
  regulation demands that they spend some time in the
  cells until the issue is sorted. If the characters protest he
  will appear to mull the situation over and then announce
  that there is a possible way to avoid this, if they simply
  agree to undertake some small tasks for him which will
  make them official adjuncts to the Watch. (If they do not
  protest he will have to make the offer anyway, but it will
  look much less like he is doing them a favour.) If they
  demand cash he will offer the standard wage of 6 silver a
  day unless they successfully argue they are worth more
  than that. (For an idea of a possible pay scale see the
  rules for Henchmen in Old World Armoury, if available.)
  The task is very simple, he wants them to go and ask
  Raimund Säger, the Hook gang’s foreman, for what he
  knows about the Miss Bedenklich. He spends his
  evenings drinking in the Mermaid, a rather notorious
  
  - 4 -
  A Tale of Printed Pamphlets in the Empire’s Premier City
  dockside tavern where watchmen are not especially
  welcome. Captain Trenker will assure the characters that
  Säger is unlikely to kick anything off with them, and even
  if he does the Mermaid has a strict no-weapons-inside
  policy.
  Assuming the characters agree to this task, as they leave
  the station they will overhear the arrested Johannes
  Verknüpfung bitterly complaining that Jakob Wandist has
  burnt his barge, while denying any wrong doing himself.
  The Mermaid
  Entrance into the Mermaid requires getting past
  Faustman the Killer, a retired Pit Fighter and the
  Mermaid’s Doorman. He insists that anyone entering the
  Tavern hands over all weapons, with no exceptions.
  The tavern is a huge open space with a long bar that
  sticks out like a pier through the centre of the room. The
  clientele is mainly made up of stevedores, boatmen and
  others who make a living along Altdorf’s Docklands. In
  one corner six Dwarf Trollslayers are sat around a table,
  boasting of past exploits and drinking copious amounts of
  ale.
  Service is available from Gebhard who works behind the
  bar or by calling upon one of the two Potboys (Hans and
  Hans) that deliver drinks and food to the tables.
  As well as buying beer here other services are available.
  Most obviously some costermongers hawk their goods
  inside the tavern, such as a Suderich fishmonger trying to
  sell the remains of the day’s catch and a Bromelhoff
  street girl selling oranges.
  Additionally there is a cloaked figure sat by the dartboard.
  characters who can read Secret Signs (Thief) will notice
  that “I am a dream dealer” is marked on a slate next to
  him if they pass a Perception Skill Check. This man is
  surreptitiously selling pouches of a powerful narcotic
  known as ‘Notropian Blue’, details of which can be found
  by Shubb Nibblewyff’s Profile in Appendix One.
  Raimund Säger is sat at one end of the tavern,
  surrounded by his Hook cronies. He is not in the best of
  moods having already heard about the whole burning
  barge fiasco and therefore is not really inclined to talk
  about it with a bunch of itinerant adventurers.
  Getting on Säger’s good side can be as simple or as
  difficult as the characters aspire to make it. Threatening
  him or insisting he help them because they are part of the
  watch will almost certainly end in a fight, while buying a
  round or two or letting him cheat them at poker will
  quickly get the Hooks to lower their guard.
  If asked for his opinion on the whole thing, Säger will
  quickly claim that the Fish are clearly responsible, and
  will mutter darkly that they have done things like this
  before. Apart from that, his men were paid to load all the
  crates onto the barge by the instruction of Lanriek
  Goethe, who runs the Van Damneg Print-Works on Three
  Toll Bridge. He did not look inside them, but he thought
  they were full of Printed Books. If asked if he saw anyone
  performing any Necromancy or Magic on the boat, he will
  tell the characters that he has no truck with that kind of
  thing. (If asked in the wrong tone, this question may well
  start a brawl.)
  While the conversation with Säger is the most important
  thing to happen here, many other events can happen in
  the Mermaid, from playing darts to the customary bar
  room brawl. 
  Should things get out of hand Gebhard the Barman is
  armed with a Blunderbuss, whilst Faustman the Killer has
  not only his own weapons, but the pick of everything left
  in his care.
  Note that the Mermaid is littered with possible Improvised
  Weapons, including Bottles, Chairs, Hot Poker, Pitchfork,
  Tables, Tankards and Tongs for melee as well as many
  item to throw, such as Buckets of Muck, Buckets of
  Sawdust, Flower Pots, Pots of Hot Smoked Mackerel
  Pottage, Spittoons, Tongs with Hot Coals and Straw
  Mattresses (The latter are dropped from the balcony
  above)
  Bill of Fare at the Mermaid
  Mug of Altdorfer Alt Ale – An amber beer with a
  strong taste of hops – 1 p
  Mug of Dunkel Schwarzbier – A strong and dark lager
  – 3 p
  Tankard of Gaslicht Zum Ale – Locally brewed nutty
  flavoured bitter – 2 p
  Tankard of Scallop’s Lobster Skrumpy – Very strong
  cider flavoured with fish wine – 6 p
  Glass of Wine – Cheap white Reikish Hock from a
  barrel – 5 silver
  Spitchcocked Reikeels – Traditional Altdorf docker’s
  fare – 1 p
  Smoked Mackerel Pottage – A filling meal with cheap
  homemade bread – 3 p 
  Pickled Fish and Fig Tart – A decent size pie suitable
  for two meals – 6 p
  HAND OUT ONE - THE MERMAID’S MENU
  
  - 5 -
  A Tale of Printed Pamphlets in the Empire’s Premier City
  Showdown at the Van Damneg Print-works
  The characters may wish to go and visit the Van Damneg
  Print-works under their own initiative, otherwise upon
  their return to Luitpoldstrasse Station, Captain Marcus
  Trenker will ask if they can check it out as the station is
  inundated with problems.
  Asking the neighbours about the Print-works, or making a
  successful gossip test about town, will reveal that the
  owner keeps himself to himself and is generally well
  regarded as a perfect neighbour. The Works itself is a
  small building adorned with a painted sign of an open
  book; inside it contains several hand-powered wooden
  printing presses that cause little noise. Breaking in is
  relatively simple, requiring an Average Pick Locks Skill
  Test to open the door noiselessly, or a Routine (+10%)
  Strength Check to simply force it open.
  Inside the press is in use, despite the room being unlit.
  The operators all have an unhealthy pallor, being made
  up of particularly mechanically minded Zombies. These
  are not hostile, as they have been ordered to print
  leaflets not guard the warehouse, but if they or the
  printing presses are attacked they will retaliate. (Zombie
  profiles can be found on page 231 of WFRP)
  Upstairs there is located a small flat which has clearly
  been somewhat hastily left, with food, clothing and
  documents all being left discarded around the room. On
  one wall is stood a half finished painting of Michaela von
  Jänke – with the flesh drawn as flayed from one side of
  her head, revealing her skull tattooed with a rune of
  Slaanesh. A Daemonette stands directly behind her,
  caressing her with its claw.
  Searching the desk will reveal a bag of 50 coins and a
  pile of correspondence, mainly petty lists of material to be
  printed. One letter however is a lot more personal, as any
  character with the skills Speak Language (Reikspiel) and
  Read/Write automatically spots.
  Give the characters the Hand Out Opposite or read it
  aloud.
  The money here is not the normal coinage of the Old
  World, being made up of disks of some black metal
  bearing the likeness of a skeletal lord. Characters making
  an Average Common Knowledge (Araby) Skill test will
  recognise that this is the coinage of the Kingdom of Ka-
  Sabar.
  Finally, the door to the small closet through which waste
  is dump straight into the Reik below stands ajar, and from
  it hangs an extremely long rope ladder descending into
  the evening fog.
  This concludes the First Section of the Scenario.
  Lanriek Goethe, Van Damneg Print-Works, Three
  Toll Bridge, Altdorf
  Indeed the Dwarf has revealed what we have
  suspected and hopefully this will be the first step
  towards me regaining my fathers favour. Once the
  agent has recovered the item you should travel to
  join my father at Spine Mountain Keep, which is but
  a week’s travel south of Kroppenleben, high in the
  Black Mountains.
  Speak well of me to my father and be careful to stress
  the aid and advice I have given you. When he ascends
  to Lichhood and I succeed him as head of the Dark
  King’s mortal cult I will remember your aid and
  reward you with secret knowledge I have stripped
  from the dead of the elder races.
  Beware though, that fool Kemmler plots against my
  father and indeed against the Dark King Himself. He
  seeks the Item as much as we do – aiming to anoint
  Kell in the Dark King’s rightful place at the right
  hand side of Nagash. Avoid at all costs falling into his
  clutches and journey not into the Grey Mountains
  where his servants make their homes. La Maisontaal
  has thwarted him often enough and it shall hold the
  second prize from him while we build up our forces.
  All hail the Third Age of Nagash.
  Alberto Laranscheld, care of the Three Skulls Inn,
  Deadgate
  HAND OUT TWO - THE LETTER IN THE DESK
  WHO IS ALBERTO LARANSCHELD?
  While no real records exist in Altdorf of anyone
  named Alberto Laranscheld, characters spending
  time researching him can find out that his father,
  Gunther Laranscheld, was once a Magister of
  Altdorf’s Celestial Collage of Magick. Responsible for
  both divining the future and researching the past,
  Gunther was employed by the Council of State to aid
  in preparing policy for upcoming events that would
  threaten the Empire. This plan went sour however,
  when he stole the Celestial College’s copy of the
  accursed Grimoire Necris and absconded from the
  city.
  
  - 6 -
  A Tale of Printed Pamphlets in the Empire’s Premier City
  PART TWO
  Having visited the Print-works, there are three probable
  courses of action open to the characters. Pursue Lanriek
  Goethe into the sewers (See Option A), search out
  Michaela von Jänke to check if they are the dupes of a
  Chaos Cultist (See Option B), or retire to the pub thinking
  it is all nothing to do with them (See Option C).
  OPTION A – THE MARCH OF THE DEAD
  Climbing down the ladder is a fearsome task as it blows
  dangerously in the wind and tapers at an alarming angle.
  At the bottom it is tethered to a sewer outlet which flows
  from directly under the foundations of Three Toll Bridge
  and into the flowing Reik.
  This section of the Altdorf sewers is well constructed, with
  a ledge that stays above the level of the Reik apart from
  in times of flooding. However, characters performing
  anything other than a cautious walk (Including running or
  fighting) on this ledge must make an Average Agility Test
  each round or fall into the water, where they will contact
  the Galloping Trots.
  The main sewer tunnel runs directly under the
  Tempelstrasse in a straight line from Three Toll Bridge
  straight to the Grand Temple of Sigmar where it ends in
  an askew ‘T’ junction. Various smaller runs branch off this
  thoroughfare, but they are little more than dingy pipes
  that much be crawled down to make progress.
  While finding any trace of Lanriek Goethe (for it is he the
  characters are following) seems impossible, there is one
  source of salvation. A short way into the sewer is an
  alcove, in which sleeps Shubb Nibblewyff, a Halfling
  Sewer Jack. Although he cuts a somewhat sorry figure, if
  awoken and questioned, Shubb will assure the
  characters that he can lead them to “where that wizard
  geezer is held up, if you can first do us a favour, right?”
  Shubb is addicted to the drug Notropian Blue and will
  only agree to lead the characters to the Temple for a fix
  (A combination of having no money and being barred
  from every tavern in Altdorf prevents him obtaining his
  own). As he is totally addicted to the drug, nothing short
  of prolonged Torture will persuade him to relent.
  The alternative to this is to wander around the sewers
  randomly, which is unlikely to be productive. One way to
  stop this is to assault them with wandering monsters and
  other unpleasant sewer encounters until they get fed up
  of the whole thing. If it is available, example random
  Sewer encounters can be found on page 33 of The
  Thousand Thrones.
  Confronting Lanriek Goethe
  Entrance to the hidden temple can only be gained by
  leaving the walkway and entering the sewer channel –
  located here is an underwater passage that continues
  along to a large hidden chamber. The underwater portion
  of the passage is very short and should easily be
  traversable by any character holding their breath.
  Locating this entranceway without the aid of Shubb
  Nibblewyff is almost impossible, requiring characters to
  actually be in the sewer channel itself at the location and
  then succeeding on a Challenging (-10%) Search Test.
  Several things are in the chamber: namely Lanriek
  Goethe, a gigantic skeletal war machine and around
  thirty or so assorted Undead. While this may seem a bit
  of a hopeless battle, there are some factors which even
  the odds.
  Goethe is an inexperienced Necromancer, and must
  spend a Half-Action each round on maintaining his
  control or none of the Undead here may act. Therefore
  Stunning Goethe will result in all the Undead taking no-
  actions. When Goethe is killed all the Undead here with
  revert to being corpses.
  Goethe is expecting heavy resistance from inside the
  Crypt and therefore will only divert as many Undead from
  the Crypt wall as he thinks are needed. No more than
  one Undead should be attacking any of the characters
  each round. (Profiles for both Skeletons and Zombies
  can be found on page 231 of WFRP)
  Finally, the machine itself is giant construct of fused iron
  and bone powered by a gigantic amethyst Endstone the
  size of a man’s chest. As soon as the guards in the
  antechamber raise any alarm, the skeletal operators
  attempt to spur the machine into Unlife.
  After five rounds, unless the characters have killed
  Goethe or the skeletal operators, the huge Gromril
  toothed dragon skull will repeatedly swing into to wall of
  the chamber, quickly smashing through it and revealing a
  vaulted area on the other side.
  At this point, move to ‘Consequence A‘.
  If on the other hand the characters have killed Goethe or
  the operators, the war machine will fail to activate and the
  characters will have to make their own way back out of
  the sewers. Within an hour a messenger from the Grand
  Temple of Sigmar will summon them to an audience with
  Priest-coadjutor Gabriel Edelmann, which should lead
  into ‘Consequence B‘.
  
  - 7 -
  A Tale of Printed Pamphlets in the Empire’s Premier City
  OPTION B – THE PRIESTS OF PLEASURE
  Michaela von Jänke, along with the entire cult of Eternal
  Rapture, is still in the private room of Hangman’s Tavern.
  Once the characters had been dispatched to destroy
  Lanriek Goethe’s pamphlets (in which the accusations
  are entirely accurate) the cult gathered and robed up to
  summon a daemon into the mortal world.
  While the Cult has left distinct instructions that they are
  not to be disturbed, the manager has no idea who is
  actually in the cult, and characters making an Average
  Charm Test with a convincing story will be permitted up to
  the room. The alternative is to simply barge their way up
  there, over the protestations of staff.
  Confronting Michaela von Jänke
  The Cultists of Eternal Rapture are stood around a carpet
  on which a giant Ouroboros sign has been embroidered.
  On a plinth at the centre of it is Michaela von Jänke’s
  Chaos Icon, along with a Cultist and four naked children
  he is about to sacrifice. This is pretty incriminating
  behaviour and should instantly lead to combat.
  The Icon takes the form of a marble statue of a sensual
  goat-headed Beastman and the manner of sacrifice is
  immolation. As the characters burst in the Cultist is just
  about to pour lamp oil over his charges, and the
  characters should attempt to stop him, either by shooting
  him or otherwise engaging him in combat. Otherwise,
  three rounds after the Children are set alight; the
  Daemonette Painfury Spasmclaw will appear.
  Once the Combat is over the players will hear an
  almighty crash as the very earth tremors - Move to
  ‘Consequence A‘.
  OPTION C – SPLITTING THE PARTY
  There is the remote possibility that the characters will
  decide to both chase Lanriek Goethe and confront
  Michaela von Jänke by the dubious tactic of splitting the
  party. This can be tricky to run, as you will have to
  balance two climatic encounters at the same time, where
  the characters will most probably be seriously over
  matched.
  It is may be best to delay one encounter or the other and
  thus avoid having them happening simultaneously,
  perhaps by having Shubb Nibblewyff not present or
  having The cultists of Eternal Rapture meet in a different
  location. Read through Options A and B for details.
  CHAOS ICONS
  Academic Knowledge: Daemonology
  Powers: Each Chaos Icon has a specific Daemon
  bound within it, which can only be released through a
  specific ritual activity connected to it. Typical rituals
  often involve elements such as the sacrifice of
  innocents, self harm and hours of ceremony.
  History: Among the most prestigious rewards that
  can be granted to a follower, and conversely the most
  severe punishment granted to a Daemon, these
  Icons are often found among the forces of Chaos,
  particularly among followers of Khorne - who lack any
  sorcerers to perform Daemonic Summonsing. Chaos
  Icons are focus points for their god’s favour, and can
  be any size, shape and made form any material.
  Some are incorporated into weapons or armour, or
  even manifest as tattoos while others exist as altars,
  standards or even columns of living flames.
  OPTION D – GOING FOR A PINT
  Even more annoying than Option C is the possibility that
  the characters will simply ignore any sense of urgency
  and pursue neither option, most probably to report to
  Marcus Trenker or some other authority figure. In this
  case simply apply both ‘Consequence A and B‘.
  
  - 8 -
  A Tale of Printed Pamphlets in the Empire’s Premier City
  PART THREE
  There are essentially two outcomes which can happen
  based upon what the characters choose to do.
  CONSEQUENCE A – BREAKING THE VAULT
  Without the characters intervention, the war machine’s
  huge Gromril toothed dragon head will repeatedly swing
  into to wall of the hidden chamber, quickly smashing
  through it and allowing the Undead forces of Lanriek
  Goethe to swarm into the Temple vaults. Of course, if
  they are not actually there, the first the characters will
  hear of this event is when the vaults of the Temple are
  breached with a dull rumble that shakes the foundations
  of Altdorf.
  The vaults are guarded by Hammer Bearers of Sigmar
  initially, although they are soon reinforced by Templars of
  the Knights Griffon. The melee with be fast and
  confusing, with the Sigmarite’s careful formations
  shattered by the effects of fear.
  If the characters are actually here, they can either attack
  the Undead or hang back, although the latter may well
  have some Sigmarite Witch Hunters asking very pointed
  questions as to what exactly they were doing after the
  Undead are defeated.
  Goethe himself will attempt to escape, fleeing back into
  the sewers. Unless the characters succeed in stopping
  him, he will evade the Sigmarites and live to menace the
  characters another day. Apart from this wrinkle, the
  Knights Griffon will defeat the Undead. 
  After this Priest-coadjutor Gabriel Edelmann will either
  accost the characters, if they are still present, or summon
  them to him if they are not. Move forward to ‘Wrapping
  it Up’ or ‘Consequence B – Daemon Night’ as
  appropriate.
  CONSEQUENCE B – DAEMON NIGHT
  This consequence will take place when the characters
  meet with Priest-coadjutor Gabriel Edelmann – A ranking
  member of the Altdorf order of the Silver Hammer. If they
  were present at the Undead War Machine breaking into
  the Vaults, then they will be escorted to his private
  chambers through the Vaults of the temple of Sigmar,
  otherwise he will send a couple of Knights Griffon to
  summon them to him.
  Meanwhile, the cultists of Eternal Rapture will complete
  their ritual to summon Painfury Spasmclaw the
  Daemonette, who they will send to assassinate the
  characters and then assault the Grand Temple of Sigmar.
  This results in the Daemonette assaulting the characters
  just as they start discussion with Edelmann.
  Painfury Spasmclaw is a dangerous combatant, who will
  use her Invisibility to get within spell range of the
  characters and assault them when they seem vulnerable
  with her magic. If Edelmann is present, he will retreat to
  summon the Knights Griffon while the characters fight
  her. Overall Painfury’s objective should be to cause as
  much chaos as possible, as this whole assault is actually
  just a distraction. Whilst this takes place, an Eternal
  Rapture cultist that has infiltrated the Sigmarites as a
  Hammer Bearer, will steal an artefact from the Grand
  Temple of Sigmar’s vaults.
  Once Painfury is defeated, move on to ‘Wrapping it
  Up’.
  WRAPPING IT UP
  Regardless of how the Adventure ended, the characters
  should at this point be in conversation with Priest-
  coadjutor Gabriel Edelmann. This should provide the
  characters opportunity to account for their actions and
  report the various things that have occurred.
  After this Edelmann will thank them for their efforts
  (assuming they did not admit to doing anything really
  stupid, like witchcraft, daemonology or necromancy of
  their own) and tell them the Temple may call upon them
  in future. This effectively concludes the Adventure, and
  the GM should award 100 Experience to each character,
  with another 100 for successfully preventing either the
  Break In or the Daemon Summoning.
  There are also however multiple loose ends that have
  been left for the GM to play with: For example why did
  the Lanriek Goethe hate Michaela von Jänke? What was
  it was successfully stolen from the Vaults of the Temple of
  Sigmar? And why would anyone carve a skull out of Izril
  exactly? The GM is encouraged to develop these threads
  in any way he sees fit and incorporate them into an
  ongoing campaign.
  
  - 9 -
  A Tale of Printed Pamphlets in the Empire’s Premier City
  APPENDIX ONE - THE CAST
  MICHAELA VON JÄNKE – WEALTHY PATRONESS
  Human Mutant (Ex Noble – Ex Politician – Ex Cult
  Acolyte of Slaanesh)
  Daughter of a Bundesmarkt Noble, Michaela has spent
  the majority of her privileged life in Altdorf, hovering on
  the verges of Karl Franz’s Court. Michaela was inducted
  into the service of Slaanesh by Erwin Klosterman, a
  Soulflayer who dwells in the Fortress of Claw Peak, near
  Felspraag in the Grey Mountains.
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  41%
  33%
  29% 42% 51% 51% 53% 66%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  16
  2
  4
  5
  1
  0
  0
  Skills: Academic Knowledge (Arts, Daemonology,
  Genealogy/Heraldry, History, Law), Arcane Language
  (Daemonic), Blather, Channelling, Charm+10%,
  Command+10%, Common Knowledge (Bretonnia, the
  Empire), Consume Alcohol+10%, Evaluate, Gamble,
  Gossip, Haggle, Magical Sense, Perception, Performer
  (Actor, Dancer, Musician), Read/Write, Ride, Speak
  Language (Breton, Reikspiel+10%)
  Talents: Dark Magic, Dealmaker, Etiquette, Inured to
  Chaos, Keens Senses, Luck, Master Orator, Petty Magic
  (Chaos), Public Speaking, Schemer, Specialist Weapon
  Group (Fencing, Parrying), Streetwise, Suave
  Inured to Chaos gives Michaela a +10% bonus to resist
  gaining further Mutations.
  Mutations:
  Extra Joints (Legs): Grants 5% Agility and 1
  Movements, already included in profile. When in public
  this mutation is always concealed under her long and
  elaborate dresses.
  Combat:
  Magic: 1; Petty Magic (Chaos)
  The rules for Michaela’s Petty Magic (Chaos) spells can
  be found in Tome of Corruption, if you do not have
  access to that book substitute Petty Magic (Arcane)
  instead. 
  Armour (Light): Best Craftsmanship Noble’s Garb with
  Best Craftsmanship Leather Corset
  Armour Points: Head 0, Arms 0, Body 1, Legs 0
  Weapons: Best Craftsmanship Foil (1d10+0, Fast,
  Precise), matching Best Craftsmanship Main Gauche
  (1d10-1, Balanced, Defensive)
  Trappings: Green Velvet Cloak, Silver Garnet
  Necklace, Ouroboros Pendent of Slaanesh, Cult
  Vestments, Various Libertarian Pamphlets, Purse with
  125 gc, Valet, Extensive Wardrobe, Riding Horse with
  Saddle and Harness
  RAIMUND SÄGER – HOOK RINGLEADER
  Racketeer (Ex Stevedore – Ex Foreman)
  One of the ‘Hard Men’ of the Luitpoldstrasse, both of
  Raimund’s cheeks have the Hook symbol of his gang
  tattooed on them, marking him as holding the coveted
  position of a War Chief. Raimund spends his days
  supervising the Hook stevedores and his nights drinking
  in the Mermaid; both activities are occasionally
  punctuated with sporadic bouts of the old ultra violence.
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  57%
  51%
  53% 42% 46% 34% 47% 51%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  2
  16
  5
  4
  4
  0
  2
  0
  
  - 10 -
  A Tale of Printed Pamphlets in the Empire’s Premier City
  Skills: Command, Common Knowledge (The Empire),
  Consume Alcohol, Dodge Blow+10%, Evaluate, Gamble,
  Gossip, Haggle, Intimidate, Perception, Performer
  (Singer), Secret Language (Guild Tongue), Speak
  Language (Reikspiel), Shadowing, Swim
  Talents: Lightning Reflexes, Menacing, Night Vision,
  Public Speaking, Street Fighting, Streetwise, Streetwise,
  Strike Mighty Blow, Strike to Stun, Suave, Very Strong
  Combat:
  Armour (Light): Good Craftsmanship Clothing with
  Studded Leather Jack and Leather Watch Cap in Hook
  Colours
  Armour Points: Head 1, Arms 2, Body 2, Legs 0
  Weapons: Concealed Knuckle-Dusters (1d10+3,
  Pummelling), Heavy Club (Hand Weapon, 1d10+6)
  Trappings: Collection of Hook Tattoos, Whistle, 10
  Yards of Rope, 10 Wooden Spikes
  FAUSTMAN THE KILLER – MERMAID DOORMAN
  Thug (Ex Pit Fighter – Ex Veteran)
  Having retired from his successful Pit Fighting Career
  several years ago, Faustman was hired by Wertha Trotz
  to try and cut down the amount of bloodshed in the
  Mermaid by preventing the patrons carrying in their
  weapons.  Now in his thirties, Faustman maintains a
  reputation for both incorruptibility and for dispensing
  violent retribution upon anyone making too much trouble.
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  54%
  46%
  51% 54% 52% 26% 45% 33%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  18
  5
  5
  4
  0
  4
  0
  Skills: Common Knowledge (The Empire), Consume
  Alcohol, Dodge Blow+10%, Gamble, Gossip,
  Intimidate+10%, Perception, Secret Language (Battle
  Tongue, Thieves’ Tongue), Speak Language (Reikspiel)
  Talents: Disarm, Lightning Reflexes, Luck, Quick Draw,
  Specialist Weapon Group (Flail, Parrying, Two-Handed),
  Strike Mighty Blow, Strike to Injure, Strike to Stun, Very
  Resilient, Very Strong
  Combat:
  Armour (Medium): Sleeved Mail Shirt with Helmet
  over Full Leather Armour
  Armour Points: Head 3, Arms 3, Body 3, Legs 1
  Weapons: Flail (1d10+6, Impact, Tiring), Buckler
  (1d10+3, Balanced, Defensive, Pummelling), Knuckle-
  Dusters (SB+3, Pummelling)
  Trappings: Bottle of Good Craftsmanship Spirits, Purse
  with 1 gc in silver
  SHUBB NIBBLEWYFF – HALFLING SEWERJACK
  Halfling Sewer Jack (Ex Gambler)
  Brought up in a farming family on the borders of Sylvania,
  Shubb quickly tired of a life under the shadow of the
  walking dead and adopted a life of chance, gambling in
  the coaching inns of the Empire. This came to an end
  when word came that his family’s farm had been
  destroyed and Shubb enlisted in the Altdorf Sewer Jacks,
  although this did little to ease his conscious and he
  quickly became addicted to narcotics in a bid to blot out
  the past. Now heavily in debt, he dwells within the sewers
  and it is best not to analyse the substances oozing
  between his naked toes.
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  42%
  39%
  25% 31% 42% 34% 46% 49%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  10
  2
  3
  4
  0
  5
  0
  Skills: Academic Knowledge (Genealogy/Heraldry),
  Blather, Charm, Common Knowledge (Halflings),
  Concealment, Dodge Blow, Evaluate, Follow Trail,
  Gamble, Gossip, Perception, Scale Sheer Surface,
  Search, Secret Language (Thieves’ Tongue), Secret
  Signs (Thief), Silent Move, Slight of Hand, Speak
  Language (Halfling, Reikspiel), Swim, Trade (Farmer)
  Talents: Flee!, Night Vision, Resistance to Chaos,
  Resistance to Disease, Specialist Weapon (Sling),
  Streetwise, Tunnel Rat, Warrior Born
  
  - 11 -
  A Tale of Printed Pamphlets in the Empire’s Premier City
  Insanities:
  Mandrake Man: Shubb is addicted to Notropian Blue
  instead of Mandrake Root, see the Sidebar for special
  rules.
  Combat:
  Armour (Light): Studded Leather Jack over Poor
  Craftsmanship Clothing
  Armour Points: Head 0, Arms 2, Body 2, Legs 0
  Weapons: Cudgel (Hand Weapon, 1d10+), Crossbow
  with 10 Bolts (1d10+3)
  Trappings: Lantern, Dice, Deck of Cards
  LANRIEK GOETHE – ANGUISHED DEATH CULTIST
  Warlock (Ex Tradesman – Ex Hedge Wizard – Ex
  Witch)
  Lanriek came to the study dark magic at an early age,
  when coming across several treatises on Necromancy
  written by Gerard Laramere. It was not long before he
  discovered the Van Damneg Book Company in
  Marienburg, through which he was recruited into the Cult
  of the Dread King. Lanriek has spent his years aiding the
  book company in the distribution of Cult materials
  throughout the Empire, while building up the resources to
  pull of an audacious theft.
  NOTROPIAN BLUE (ROUTINE)
  Cost: 6 gc for a 5 dose pouch
  Enc: –
  Availability: Rare
  This high strength strain of weirdroot is sold in small
  packets that contain five pressed tight wads of blue
  leaves that seem to shimmer as if slightly metallic.
  These wads are chewed in a manner similar to
  chewing tobacco and act as a powerful
  hallucinogenic. Notropian Blue is a popular drug that
  can be found for sale in many Old World sea-ports.
  In Altdorf at this time a dealer must be a paid-up
  member of the Apothecaries’ Guild in order to supply
  any form of weirdroot, including Notropian Blue. This
  will be known by any character on a successful
  Academic Knowledge (Law) Skill Test.
  To gain any effect, a wad of Notropian Blue must be
  chewed slowly over the course of an half an hour and
  then spat out (Many taverns selling the drug will have
  spittoons for this purpose). There is no effect from
  swallowing this drug, making it unsuitable for use as
  a poison.
  Notropian Blue acts as a powerful hallucinogenic and
  anyone taking a dose must pass an Intelligence
  Characteristic test or be confused by the strange
  visions that the drug grants. This will result in them
  falling to the ground, occasionally giggling
  uncontrollably and being unable to significantly act for
  the next hour (if forced into Combat or similar, treat
  this as a -20% penalty to all characteristics). Any
  additional doses taken while in this state extend this
  effect by an hour, with no further Intelligence
  Characteristic Test allowed.
  After these initial effects of the drug have worn off,
  the character will regain their senses but will acquire
  a strong craving for food. Additionally they must also
  pass a Willpower Characteristic Test or gain an
  Insanity Point from the strange visions and euphoria.
  Characters may become addicted to Notropian blue,
  in the same way as Mandrake Root.
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  41%
  38%
  34% 47% 45% 56% 48% 48%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  15
  3
  4
  4
  2
  5
  0
  Skills: Academic Knowledge (Necromancy),
  Channelling, Charm, Common Knowledge (The Empire,
  the Lands of the Dead, Tilea), Concealment, Disguise,
  Drive, Evaluate, Gossip, Haggle, Heal, Hypnotism,
  Intimidate, Magical Sense, Perception, Read/Write,
  Search, Secret Language (Guild Tongue), Speak
  Language (Reikspiel), Swim, Trade, (Apothecary, Artist,
  Printer)
  
  - 12 -
  A Tale of Printed Pamphlets in the Empire’s Premier City
  Talents: Dark Lore (Necromancy), Dark Magic, Hedge
  Magic, Petty Magic (Hedge), Resistance to Disease,
  Savvy, Super Numerate, Very Resilient, Witchcraft (Curse
  of Rust, Deathsight)
  Lanriek’s Witchcraft talent allows him to cast the two
  listed spells from the Lore of Death and Lore of Metal.
  Combat:
  Magic: 2; Curse of Rust, Dark Lore (Necromancy),
  Deathsight, Petty Magic (Hedge)
  Armour (None): Dashing Black clothing with Hood
  and Cloak
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Good Craftsmanship Silver Headed Cane
  (Hand Weapon, 1d10+3)
  Trappings: Silver Half Mask, Charred Flint carved with
  symbol of Cailledh on a leather thong (Counts as a Lucky
  Charm), Healing Draught, Purse with 10 gc, Trade Tools
  (Apothecary), Print-works and contents, Legion of
  Undead with Undead War Machine
  GLOOMS
  Lesser Ethereal Undead
  In ancient times it was custom for a man’s slaves to be
  entombed with him at the moment of his death, or to be
  thrown alive onto his funeral pyre, so that they may
  continue to serve him in the afterlife. These unfortunates
  often return as a form of Undead known as Glooms,
  animated by rage over the unfairness of their fate and
  further fuelled by an undying resentment of the living.
  Unlike many Undead however, the conflicting emotions
  that power them grants a measure of free will, making it a
  challenge for any necromancer to truly bind them.
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  25%
  0%
  25% 25% 10% 25% 30% 20%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  10
  2
  2
  4
  0
  0
  0
  Traits: Frightening, Night Vision, Undead
  Special Rules:
  Ethereal: A Gloom is insubstantial and weightless. It
  can pass through solid objects, including walls and doors.
  Note that this does not give any ability to see through
  solid objects, only pass through them. A Gloom partially
  hidden inside an object gains a +30% bonus on
  Concealment Tests. A Gloom that wishes to be is
  completely silent, with no need to make Silent Move
  Tests. A Gloom is also immune to normal weapons, which
  simply pass through its body as if it wasn’t there.
  Daemons, spells, other ethereal creatures, and and
  opponents armed with magic weapons may all injure a
  Gloom normally. A Gloom cannot normally affect the
  mortal world, and thus cannot damage non-ethereal
  opponents without recourse to its ‘Throttling Dead Hands’
  special ability.
  Shambling: Glooms are relentless but slow. They
  cannot take the run action.
  Throttling Dead Hands: When a Gloom attacks its
  foe, it attempts a Grapple (see WFRP, p. 131.) Each
  round the opponent may make a Strength Test to break
  free. However, each round after the first, it becomes more
  difficult as the air supply is cut off. Successive Strength
  Tests increase in difficulty. Average (+0%) on the first
  round, Challenging (-10%) on the second round, Hard (-
  30%) on the third round, and Very Hard (-30%) on the
  fourth and following rounds. (Note that unlike normal, this
  Strength Test is not Opposed) On any round that a
  Gloom spends successfully throttling a foe, it no longer
  gains any of the effects of the Ethereal Trait.
  Tormented: Glooms retain an element of their past life
  that urges them on to finally be laid at rest, despite their
  master’s bidding. Whenever a Gloom is given an order by
  its Controlling Necromancer that it does not wish to
  perform, it may make a Will Power Test. If the Gloom fails
  it will perform the necromancer’s bidding as normal,
  however on a success it will spend the round trying to
  fight off the dark magic that animates it, and performs no
  actions.
  Combat:
  Armour (None): Insubstantial tattered funeral robe
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Throttle (1d10-2, Special)
  Trappings: None
  Slaughter Margin: Easy (Hard without a Magic
  Weapon or Spells)
  Skills: Academic Knowledge (History),
  Concealment+20%, Perception+20%, Speak Language
  (Classical)
  
  - 13 -
  A Tale of Printed Pamphlets in the Empire’s Premier City
  PAINFURY SPASMCLAW – HARBINGER OF CHAOS
  Daemonette Temple Guardian (Ex Maledictor – Ex
  Doomweaver)
  Bound into an icon by the renegade Amethyst Magister
  Hasak Venomspawn, this daemon’s true name is
  D’haer’ss’oathl. For many years Painfury guarded the
  temple of the Priests of Pleasure near Burgsburg, and is
  now looking forward to being able to induce havoc for the
  Eternal Rapture.
  Skills: Academic Knowledge (Daemonology, Magic),
  Channelling, Common Knowledge (The Empire),
  Charm+20%, Dodge Blow+10%, Gossip, Intimidate,
  Magical Sense, Perception, Read/Write, Performer
  (Dance), Search, Speak Arcane Language (Daemonic,
  Magick), Speak Language (Classical, Dark Tongue,
  Reikspiel), Swim, Torture
  Talents: Ambidextrous, Aethyric Attunement, Cool
  Headed, Dark Lore (Chaos), Dark Magic, Lesser Magic
  (Dispel, Silence, Skywalk), Mighty Missile, Petty Magic
  (Chaos), Savvy, Stout-Hearted, Strike Mighty Blow, Strike
  to Stun
  Traits: Frightening, Natural Weapons, Night Vision
  Mutations:
  Animalistic Legs: Increases Movement by 1,
  included in profile.
  Invisibility: Painfury can become invisible, which she
  will use to infiltrate the Temple of Sigmar. If you have
  access to Tome of Corruption, rules for using this
  Mutation in Combat can be found on page 41.
  Pincer Hand: Grants a Natural Weapon attack with the
  Precise Quality
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  54%
  0%
  45% 42% 62% 56% 70% 65%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  2
  15
  4
  4(6)
  5
  2
  0
  0
  Special Rules:
  Aura of Slaanesh: A Daemonette is so seductive and
  bewildering that living opponents within 4 yards suffer a –
  10% penalty to their Weapon Skill and Will Power
  Characteristics.
  Daemonic Aura: Daemonettes are made from the
  very stuff of magic, which protects them when they are in
  the mortal world. Any time a non-magical weapon hits a
  Daemonette; her Toughness bonus is treated as if it was
  increased by +2. Additionally, the Daemonette’s own
  attacks are considered to be magical. Lastly,
  Daemonettes are completely immune to the effects of
  poison and suffocation.
  Instability: On any round, if a Daemonette is injured in
  melee combat, but fails to inflict any wounds in return,
  she must succeed a Will Power test or be banished back
  to the Realm of Chaos from which she came.
  Will of Iron: Daemonettes are immune to fear and
  terror, as well as the effects of the Intimidate skill and the
  Unsettling Talent.
  Combat:
  Magic: 2; Dark Lore (Chaos), Dispel, Petty Magic
  (Chaos), Silence, Skywalk
  The rules for Painfury’s Petty Magic (Chaos) spells can
  be found in Tome of Corruption, if you do not have
  access to that book substitute Petty Magic (Arcane)
  Instead.
  Armour (Light): Black Leather Jack
  Armour Points: Head 0, Arms 1, Body 1, Legs 0
  Weapons: Pincer Hand (1d10+5, Precise)
  Trappings: None
  
  Once this area was all warehouses, but riverside
  properties have increased in value and many of them
  have become shops, taverns or even residences for the
  more affluent of riverside workers. In turn this has led to
  the warehouses themselves being located further from
  the wooden wharfs, much to the complaint of the
  stevedores.
  There was once a project to build massive stone
  embankments here, but it was never fully completed,
  allowing the Reikside streets to occasionally flood.
  Businesses built beside these areas often have wooden
  walkways outside them so that patrons do not have to
  wade through muddy puddles of stagnant river water.
  During the day costermongers work the quayside, selling
  goods to the gangs of stevedores and boatmen that work
  here. As evening falls the area become less busy as the
  workers retire to the nearby Street of a Hundred Taverns,
  although still the occasional dealer or street walker can
  still be found plying their trades.
  Hugo Fleabatta – Dockside Beggar
  Hugo is a particularly annoying beggar, who wanders the
  docks pestering people eating by showing them his
  ‘leprous’ leg, adorned with fake suppurating sores. Hugo
  would sell his mother for a few clanks or a bottle of rotgut
  brandy.
  “Clank for us guvn’r.”
  “I might have seen that, if you make it worth my while,
  if you know what I mean?”
  Roscoe “Fatty” Konkling - Halfling Pie Seller
  Instantly recognisable by his large battered pig shaped
  hat, ‘inherited’ from a noble during Pie Week many
  moons ago, Roscoe is one of the Luitpoldstrasse’s
  premier pie sellers. Specialising in his Ground Pork and
  Fig Pies, which he proudly proclaims contain absolutely
  no rat at all, Roscoe is a popular figure on the quayside,
  selling to boatman, Fish and Hook alike.
  “Hans Zweifel is selling fried slices of parsnip
  flavoured with exotic spice from the sun drenched
  Islas of Estalia!”
  “The Mermaid’s a sound tavern. Good for a pint and a
  half-decent fish stew. It’s a lot quieter now as well, ever
  since Wertha Trotz barred Tarwin Fleischer – one of
  the Fish’s bully boys.”
  “They say the reason that the Arch-Lector will not put a
  statue of Valten among the 24 heroes is that Valten is
  still alive, selling Pies in Marienburg. I just hope he
  stays there, last thing I need is competition from
  Sigmar reborn!”
  Gunther Schläger – Boatman Association
  Enforcer
  A heavy in the Altdorf’s Boatman Association, Schläger’s
  job is to find any boatmen working the Altdorf docks who
  are not paid-up members of the association and
  ‘persuade’ them to hand over dues. Schläger is a brute of
  a man who grew up in Altdorf’s notorious Drecksack
  Slums, where he learnt the fine arts of gutter fighting and
  bare knuckle boxing.
  “Verknüpfung is a sound trader. He always pays his
  dues on time and causes no trouble – I ain’t believing
  he is any necromancer.”*
  “During the Great Fog Riots Schygulla killed a member
  of the Reiksguard by throwing him into the Reik and
  watching him drown. I wouldn’t cross him if I were
  you.”
  “If you see that Halfling Nibblewyff, watch your purse.
  He would swipe from his own mother for a stick of
  weirdroot.”
  Schygulla – Dock Manager
  Schygulla is an old man who spends his day gossiping
  about the goings on in the palace while his apprentices
  do all work. Schygulla used to run with the Hooks and
  also has strong links to the Luitpoldstrasse Watch,
  making him in his own way one of the most powerful men
  in the Niederhafen Bezirk.
  “Typical trick this. Oh, it’s not the first time those Fish
  scum have tried this, that Tarwin Fleisher is always
  collecting creatures and setting them amok in our
  warehouses.”*
  “Adrian Hoven, Grandmaster of the Knights of the
  Fiery Heart and Edhur von Gudjohnsen, Grandmaster
  of the Order of High Helms came to blows last week, as
  they are both seeing the same courtesan.”
  “They say that Klaus von Tschütscher is in enthralled
  by one of those High Elves from Marienburg and is
  preparing to grant them special privileges upon
  Altsalem Isle. Only a few days ago he and a dwarf
  almost came to blows over the loss the dwarfs will take
  in taxes.”
  APPENDIX TWO - LIFE ON THE LUITPOLDSTRASSE DOCKS
  - 14 -
  A Tale of Printed Pamphlets in the Empire’s Premier City
  
  The Hangman’s Tavern is one of the many buildings that
  line the sides of Three Toll Bridge, a massive structure of
  stone which crosses the River Reik. The name is taken
  from the three districts you have to pass through on
  journeying over it; one collected for Domplatz Bezirk, one
  for Niederhafen Bezirk and one for Altsalem Bezirk. The
  latter of these is a small district that covers Altsalem
  Island, which juts out of the river like some colossal
  basalt shark’s fin, supporting the centre of the bridge.
  Unlike the Sigmar Bridge, which uses gigantic steam
  engines to raise and allow ships to pass, Three Toll
  Bridge is a fixed structure, and therefore towers over the
  city so that the masts of ships can safely pass below it.
  Businesses built upon the bridge fall into the jurisdiction
  of the Altsalem Bezirk, notorious city wide for the
  negligible rate of tax imposed. The Bezirk is run under
  the corrupt regime of Klaus von Tschütscher, an
  important local noble who sits on many of Altdorf’s many
  Kommision Councils, whose opulent town-house just
  happens to be located in the centre of Three Tolls Bridge
  itself.
  The Bridge is always busy, with wagons and carts
  constantly flowing across it. Additionally, Beggars, street
  artists, guttersnipes and costermongers line the sides of
  the bridge – all trying to attract a few clanks from the
  passing populace. Between them agitators and
  raconteurs stand on upturned barrels or soap boxes,
  preaching their messages to all who will listen, at least
  until von Tschütscher House Guard get around to moving
  them on for vagrancy.
  Yvette Böttcher – Badge Seller
  The somewhat confused girlfriend of a Journeyman Light
  Mage, Yvette Böttcher sells small copper badges
  endorsing the end to the policy of celibacy within the
  Colleges of Magic. While this is not one of the most
  populist movements in Altdorf, one of the main planks of
  her argument is telling bawdy tales that expose the
  hypocrisy of Magisters on this matter, which always
  gathers a fair crowd.
  “It is so unfair I tell you! If Magister Günter Hunold
  can attend the parties of Michaela von Jänke and
  engage in unrestrained debauchery, then why cannot
  my Magnus spend a night with me?”
  “Luther Huss is in Altdorf and is to preach upon the
  subject of Valten’s Heroism at the Mallusschmied
  Palais tomorrow.”
  Johan Kyttlie – Weather Scryer
  Johan makes his living selling weather forecasts to ship’s
  captains and anyone else who wants one. To do this he
  employs many traditional Reikland techniques, almost all
  of which require string, dried fish and a limited ability to
  call on the Winds of Magic. If questioned, he will stress at
  length that he is not in fact a Hedge Wizard, and that all
  of his divination methods are done with science, not
  magic at all. In common with other Altdorf Weather
  Scryers, Johan wears tattered robes covered with
  divination trinkets and carries a copper shod staff with
  seabird feathers pinned to it.
  “Something is not right, the weather has been wrong
  for the last two weeks and that incident with the
  burning barge just made it worse. There is a storm
  coming, mark my words!”*
  “A new guild of thieves from Stirland known as the
  Pale-Eye Gang has started up an operation on the
  docks, stealing whole cargos. It can only be a matter of
  time before they start an all out gang war with the
  Hooks or the Fish.”
  “Last week, Joseph the pavement artist chalked up a
  drawing of Klaus von Tschütscher involved with a
  goblin. It was just outside von Tschütscher’s town-
  house; about an hour before the ambassador from
  Karak Norn was due to arrive. Well they found Joseph
  three days later, holed up in the temple of Shallya with
  all his fingers missing.”
  Wolfgang Meinerzhagen – Verenan Student
  A student at the Ulli von Tasseninck School of Religious
  Studies, Wolfgang is undertaking extensive theological
  and legal studies to become a Litigant in service to the
  cult of Verena. He owns a small flat in the Schlafstadt
  district, from which he undertakes many a nightly foray
  into the Three Toll Bridge in search of wine, weirdroot and
  political opinion.
  “Michaela von Jänke is somewhat of an expert on legal
  liberties. She is also said to hold some of the most
  exquisite parties in Altdorf.”
  “A few weeks back the watch took hold of Andreas
  Gesetz the Cartographer, saying his maps were so
  contradictory he must have been taking Notropian
  Blue. It turns out though he was using a licensed
  supplier, so the case got dismissed.”
  “The problem is this city just does not value the written
  word! You can burn the works of Leonardo and suffer
  no more than a penny fine for destroying the
  parchment!”
  - 13 -
  A Tale of Printed Pamphlets in the Empire’s Premier City
  APPENDIX THREE - LIFE ON THREE TOLL BRIDGE
  
  - 14 -
  A Tale of Printed Pamphlets in the Empire’s Premier City
  Joey Proudhun – Halfling Agitator
  A little man with big ideas, Joey came to the capitol of the
  Empire demanding reform of the outdated political
  system in favour of a thinking man’s representative
  council based on the shire system of the moot. As a
  Halfling, Joey has been refused membership of every
  radical group he has sought to join, which he puts down
  to just another example of the outmoded ‘bigist’ ideas of
  the supposedly civilised humans. Each day Joey
  preaches from a barrel top about political reform, handing
  out leaflets and quoting passages from ‘the Blood of
  Innocents’ when the watch are not looking.
  “The Van Damneg Print-works does good rates per
  sheet, which is why they get so much custom.
  Everything from honest essays upon the plight of the
  working man to textbooks for surgeons and priests.”
  “Michaela von Jänke is just another example of the
  corrupt nature of the cities political elite – she is no
  friend of the common man regardless of his stature -
  that is for sure!”
  “The so-called rumours of Rat-men are no more than
  the Emperor’s Lies to confuse the common man – The
  legions of Fishmen are the true hidden enemy of the
  Empire!”
  A scenario for WFRP
  Writing and Layout: Alexander J Bateman
  Submitted for the 2008 WFRP Scenario Writing
  Contest run by Fantasy Flight Games
  All Rights Reserved to their respective owners
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Other/Adventures/Burn After Printing.pdf