{
	"label": "Journals (Death on the Reik)",
	"folders": {
		"Adventure": "Adventure",
		"Companion": "Companion"
	},
	"entries": {
		"The Emperor Luitpold": {
			"name": "The Emperor Luitpold",
			"pages": {
				"Adventures on the Emperor Luitpold": {
					"name": "Adventures on the Emperor Luitpold",
					"text": "<p>Here are a selection of adventure seeds that can be used with the <em>Emperor Luitpold</em> or one of its sister vessels.</p><h3>Murder Most Foul</h3><p>A group of apparently unrelated travellers effectively trapped together on a long journey: this is a favourite setting for murder mysteries. In a <strong>WFRP </strong>adventure the Characters must solve the mystery before the liner reaches the next stop and the murderer can get away. The first thing to do is decide on the murder victim. Next, you need a motive, a means of death, and a group of fellow-travellers. Ideally, most of the other travellers will have a Dark Secret which links them to the victim and provides a motive for murder. Each NPC should have an alibi which makes it impossible for any of them to have done the deed. Then add at least one handful of red herrings…</p><p>For example, suppose that the murder victim is Handrijk van den Kuyster, a truly obnoxious merchant. There could be a good many people who would be happy to see him dead. Given his foul treatment of underlings, he might have heaped abuse on one or more of the stewards. He could have been caught cheating at cards, or he might have had a streak of luck which resulted in him winning a vast sum from a fellow passenger who can clearly ill afford it. He might have made improper advances to the daughter of a noble passenger. There might be another merchant on board whom he has recently crossed in a dubious business transaction, and with whom he quarrelled violently on the first night aboard.</p><p>Those are the obvious clues. Most of them, at least, will be red herrings, but as the Characters investigate further — assuming, of course, that they have the Fellowship scores and Skills for other passengers to cooperate with them — they uncover deeper and more secret motives. One of the passengers or crew might be the victim’s illegitimate offspring, whose deserted mother died of a broken heart. Another might be the victim of blackmail. And so on, until you have a suitable web of intrigue.</p><p>On to the time of death and the method employed. Let us suppose that the victim is found dead in his cabin by a steward who had gone to call him to dinner. He is laying face-down on the bed with a dagger between his shoulder blades. The last time he was seen by any of the passengers was around the middle of the afternoon, when several people saw a violent argument in the lounge between him and another passenger.</p><p>So, off the Characters go, questioning passengers, checking alibis, uncovering clues, and so on. There are only three days before the <em>Emperor Luitpold</em> docks in Talagaad, and there are no planned stops in between: the Characters must work quickly to uncover the murderer’s identity before then. If they need any encouragement, the finger of suspicion points squarely at one of their number, who is chained up on the oar deck to be handed over to the authorities in Altdorf. If the other Characters don’t clear his name before then, their comrade is doomed!</p><p>The truth of the matter can be as straightforward or as bizarre as you like. The Characters may well discard the obvious motives once they begin to uncover the secret ones, but one of the ‘cleared’ suspects might be the murderer. Alternatively, a large number of the passengers might have arranged this trip purely for the purposes of murdering their mutual enemy and have arranged each other’s alibis. Or the whole murder might be a fake, arranged by the so-called victim to frame one of the other passengers, to escape from mounting debts, or for some other reason.</p><p>Setting up a good murder mystery can take a lot of time and work, but it can produce a very challenging and rewarding adventure, especially for groups who like complex plots with a lot a character interaction.</p><h3>To Catch a Thief</h3><p>A variation on the murder mystery is the jewel theft. Nobody dies, but some priceless jewellery or some other highly valuable object is stolen. The professional jewel thief is a far cry from his lower-class brethren: he is someone who can move as he likes through the upper classes, who can deal with locks and alarms without even thinking about it — and most important of all, he has the everyday personality of someone who is completely incapable of planning and executing a brilliant robbery. Many impoverished nobles and similar characters try their hands at this glamorous occupation, but few are skilled enough to have long careers. This type of adventure is also about checking alibis and uncovering people who are not what they might seem. The Characters have to be trusted by their fellow passengers in order to get any useful information from them, and again, you might concentrate the Players’ minds by having one of the Characters — or an NPC who is vital to their current adventure — locked up and facing jail or worse.</p><h4>The Thing in the Locker</h4><p>At the eastern end of her journey, the <em>Emperor Luitpold</em> is joined by Professor Marius von Groninghof, a scholar of some renown and a professor at Altdorf University. He has been on an expedition into the Worlds Edge Mountains and has brought back several interesting finds from his journey. These are stored in crates in and around the lockers on the oar deck.</p><p>Among the finds being brought back to Altdorf are the contents of the centuries-old tomb of an Ogre chieftain. The actual nature of the finds is not being made public to avoid undue concern among the passengers and crew, but they include the bodies and artefacts of the Ogre chieftain and two of his warriors.</p><p>Partway through the river journey, the Ogre chieftain is roused from his rest, driven to punish those who have disturbed his eternal rest. The body breaks out of the crate in which it is stored, takes a few weapons and magical items from some of the other crates, and sets out on a killing spree. Staging is all-important in an adventure of this type. You could simply have the undead Ogre break out of its crate and kill everything until it is overwhelmed by the Characters and a few brave NPCs, but this would not do justice to the idea.</p><p>Far better if the monster behaves intelligently, killing when it finds a victim alone and hiding the rest of the time. First the crates are found burst open, and then one of the crew is found horribly mutilated. The captain approaches the Characters, swearing them to secrecy to avoid causing panic on board. They must search the oar deck, possibly splitting into small groups so that the creature doesn’t escape. The encounter should be run as a tension filled thriller, an impossibly adept enemy lurking in the dark, always just out of sight.</p><p>The undead Ogre might use the profile of a @UUID[Compendium.wfrp4e-core.actors.6B7LMdYtunAftsFN]{Crypt Ghoul}, or you can create a unique creature for this encounter.</p>"
				},
				"The Crew of the Emperor Luitpold": {
					"name": "The Crew of the Emperor Luitpold",
					"text": "<p>Any post aboard the <em>Emperor Luitpold</em> is a prestigious position, and most crew members are viewed with a certain envy, and even awe, by those who meet them. This is reflected in a higher Status for many crew than their Career level would typically merit.</p>\n<div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\">\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/regina-willendorf.webp\" width=\"208\" height=\"251\" />\n<p style=\"text-align:center\">@UUID[Actor.qmyTFgfbGqPl1cT9]{Captain Regina Willendorf}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/ella-greendale.webp\" width=\"199\" height=\"223\" />\n<p style=\"text-align:center\">@UUID[Actor.DosEWIDMLtXPCMSo]{First Pilot Ella Greendale}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/hans-sauber.webp\" width=\"184\" height=\"269\" />\n<p style=\"text-align:center\">@UUID[Actor.6455iMweyeMpYj9T]{Bosun Hans Sauber}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/eberhardt-kleingeld.webp\" width=\"212\" height=\"220\" />\n<p style=\"text-align:center\">@UUID[Actor.JxoG6n49gRjNg6kR]{Purser Eberhardt Kleingeld}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/maximillian-berryhill.webp\" width=\"223\" height=\"226\" />\n<p style=\"text-align:center\">@UUID[Actor.JgMiudqnXlYViAOG]{Chief Cook Maximillian}</p>\n</div>\n</div>\n<div style=\"display:flex;text-align:center;justify-content:space-around;flex-wrap:wrap\">\n<p>@UUID[Actor.3zrEqowes3kjsbOP]{Second Pilot Reiner Petersen}</p>\n<p>@UUID[Actor.Jt8EG8i0KLadHXju]{Sailing Crew}</p>\n<p>@UUID[Actor.vu4Z1dGlOE1xd3s6]{Oarsmen}</p>\n<p>@UUID[Actor.lwV4qSJ0n31COQ0a]{Kitchen Staff}</p>\n<p>@UUID[Actor.tJZor0Cob9PdPifY]{Stewards}</p>\n</div>\n<h2>Travelling Companions</h2>\n<p>The passengers on the <em>Emperor Luitpold</em> are a cross-section of the upper echelons of Imperial society, leavened by an occasional but equally distinguished traveller from beyond the borders. A selection of potential travelling companions is presented below, which you can develop into more detailed NPCs as desired.</p>\n<h3>Merchants</h3>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/actors/merchant.webp\" width=\"176\" height=\"253\" /></div>\n<p>Wealthy merchants are frequent passengers aboard the <em>Emperor Luitpold</em>; it is a favourite means of transport for Ostermark and Talabheim merchants coming to Altdorf, since they think that they can impress the merchants of the capital by arriving in such great style.</p>\n<p>@UUID[Actor.UwiVxXsGAf3FqNtp]{Self Made, Obnoxious Trader}</p>\n<p>@UUID[Actor.Mz3PWB0kZ8WlussY]{Quick-witted Dealmaker}</p>\n<p>@UUID[Actor.sTHKz6t9BrnGpDB3]{Experienced Broker}</p>\n<h3>Aristocrats</h3>\n<p>The <em>Emperor Luitpold</em> carries the highest class of passengers, often including members of the nobility. Here are a couple of sample aristocrats:</p>\n<p>@UUID[Actor.g16FaMiaWUfmpLZA]{Elderly Duchess}</p>\n<p>@UUID[Actor.TwMIxQHXELK0cOnW]{Young Blood}</p>\n<h3>Gamblers</h3>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/actors/gambler.webp\" width=\"219\" height=\"192\" /></div>\n<p>Gamblers frequent riverboats as much as they do roadside inns, for there is a great deal of money to be made from fellow-travellers. A typical gambler aboard the <em>Emperor Luitpold</em> is at the very top of the profession, able to move among the aristocracy with ease.</p>\n<p>A Gambler may be of any Species, mature age, level 3–4 Charlatan and/or level 4 Bawd, chance of one or more levels in a Courtier Career.</p>\n<p>@UUID[Actor.hRwq4t2RXObUIk7K]{Dwarf Gambler}</p>\n<h3>Army Officers</h3>\n<p>Senior military men and women have to travel regularly between the capital and their bases. Their precise rank varies, but those who can take passage on the <em>Emperor Luitpold</em> are always be high-ranking. They might be commanders of border regiments, heads of orders of knighthood, or other senior commanders.</p>\n<p>@UUID[Actor.l4L2tkcw2A2ELU0F]{Frontier Commander}</p>\n<p>@UUID[Actor.eXgTGfKnR4vhgZnQ]{Armchair General}</p>"
				},
				"The Emperor Luitpold": {
					"name": "The Emperor Luitpold",
					"text": "<p>The <em>Emperor Luitpold</em> is a luxury river liner, named after the father and predecessor of Karl-Franz I. Run by the large and powerful Hindelin Lines of Altdorf, it plies the River Talabec from Altdorf to Bechafen near the Worlds Edge Mountains. Built by the Spee boatyards in Altdorf in 2510, the <em>Luitpold </em>and its sister-ships the <em>Emperor Wilhelm</em> (Altdorf–Nuln) and the <em>Emperor Magnus</em> (Altdorf–Marienburg) give Hindelin Lines an unrivalled luxury fleet. The ‘Imperial-class’ river liners are much favoured by wealthy merchants, those on Imperial business and the lesser nobility.</p>\n<p>The <em>Emperor Luitpold</em> has two passenger decks; the upper passenger deck holds eight luxury staterooms and 14 three-berth servants’ cabins, while the lower holds 16 twin-berth luxury passenger cabins. Fares are as follows.</p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align:center\"><em>Fares</em></h3>\n<table style=\"width:94.0184%;height:64px;margin-left:auto;margin-right:auto\" border=\"1\">\n<tbody>\n<tr style=\"height:16px\">\n<td style=\"width:16.9657%;height:16px\"><em><strong>Cabin Type</strong></em></td>\n<td style=\"width:19.2496%;height:16px\"><em><strong>Full Journey</strong></em></td>\n<td style=\"width:31.6476%;height:16px\"><em><strong>Talabheim to Altdorf</strong></em></td>\n<td style=\"width:30.9951%;height:16px\"><em><strong>Other (per 10 miles)</strong></em></td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:16.9657%;height:16px\"><em>Stateroom</em></td>\n<td><em>@Pay[50gc]{50 GC}</em></td>\n<td><em>@Pay[20gc]{20 GC}</em></td>\n<td style=\"width:30.9951%;height:16px\"><em>@Pay[1gc]{1 GC*}</em></td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:16.9657%;height:16px\"><em>Passenger</em></td>\n<td><em>@Pay[5gc]{5 GC}</em></td>\n<td><em>@Pay[3gc]{3 GC}</em></td>\n<td style=\"width:30.9951%;height:16px\"><em>@Pay[6ss]{6/-}</em></td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:16.9657%;height:16px\"><em>Servants'</em></td>\n<td><em>@Pay[3gc]{3 GC}</em></td>\n<td><em>@Pay[2gc]{2 GC}</em></td>\n<td style=\"width:30.9951%;height:16px\"><em>@Pay[1ss]{1/-}</em></td>\n</tr>\n</tbody>\n</table>\n<p><em>*A stateroom must be booked for a minimum of one week’s travel, calculated at 30 GC downstream and 24 GC upstream.</em></p>\n</blockquote>\n<p>The fares cover the cabin plus three meals a day. All other services — drinks and snacks during the day, for instance — are ‘extras’, and a bill for these is presented at journey’s end.</p>\n<p>The captain has the discretion to discount fares <em>en route</em> but is forbidden by company regulations to offer a discount of more than 10% on the full fare. If all passenger cabins are full, they may offer passengers any spare servants’ cabins at the servants’ fare.</p>\n<p>Passenger and servants’ cabins may be equipped with an extra folding bunk on request, but only if all other cabins of the same class are full. There is a 25% surcharge for this service.</p>\n<div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/the-emperor-luitpold.webp\" /></div>"
				},
				"The Journey": {
					"name": "The Journey",
					"text": "<p>The <em>Emperor Luitpold’s</em> downstream journey starts at Berghafen, a small town on the upper Talabec a few miles beyond the edge of the forest; this is the highest point on the Talabec which can be reached by large river traffic. By transferring to smaller craft and then to mules, it is possible to follow the Upper Talabec all the way to the Dwarfholds of Karak-Kadrin and Karak-Ungor.</p>\n<p>There are few regular stops along the first part of the route, mainly for fresh supplies, but the <em>Emperor Luitpold</em> will stop to pick up and set down passengers as required. Flagpoles are set up on wharves along the route to signal the boat to stop for passengers. Once the <em>Emperor Luitpold</em> reaches Talabhelm, the journey becomes more regular. The boat always stops at Ahlenhof and Schoppendorf, and often at Volgen as well.</p>\n<p>The <em>Emperor Luitpold’s</em> combination of sails and oars makes it a rapid means of travel. Its 750-mile trip takes around 2 weeks downstream and 2 ½ weeks upstream: an average of 45 and 38 miles per day respectively.</p>\n<h3>Rules of Passage</h3>\n<p>All the laws of the Empire apply aboard the <em>Emperor Luitpold</em>. For legal purposes, the liner is treated as being within the jurisdiction of the legal authorities of Altdorf. There are also certain rules which passengers are expected to observe while on board:</p>\n<p><strong>Weapons</strong>: All passengers are permitted to carry one sword and one dagger while on board. All other weapons — including hand weapons other than swords, unless the passenger can plead a special case — and all armour must be handed over to the purser for safe-keeping in the liner’s strongroom, although they are available on request if passengers want them for shore visits along the way, or in the event of the liner being attacked.</p>\n<p><strong>Magic</strong>: Spellcasting of any kind is forbidden on board without the express permission of the captain. This includes the use of magical items. In practice, this rule is difficult to enforce, but anyone openly casting spells will be reported to the captain.</p>\n<p><strong>Morality</strong>: All passengers are expected to observe ‘common decency’. Basically, this means not doing anything in public which is liable to shock, offend, embarrass or outrage one’s fellow passengers. The captain is the final judge of such matters.</p>\n<p><strong>Religious Observance</strong>: After dinner each day, the captain leads the company and passengers in a five-minute period of prayers to Sigmar, Ulric, and Taal. Attendance is not compulsory, but those who do not take part are considered impolite (Fellowship Tests become one step more difficult when dealing with any member of the crew). Passengers are free to make any observances demanded by their particular religions, subject to the laws of the Empire, but animal sacrifice of any kind on board is banned.</p>\n<p>Passengers who flout the rules of passage will be given one warning, except in extreme cases. The captain has the power to put offenders off at the next stop, handing them over to the local authorities if Imperial laws are broken.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout-ticket.png\" width=\"310\" height=\"147\" /></div>\n<h3>A Typical Day</h3>\n<p>A day aboard the <em>Emperor Luitpold</em> revolves around mealtimes. Breakfast is served an hour after dawn, lunch at noon, and dinner at 7pm. Mealtimes are announced by the boat’s stewards, who walk the length of the passenger deck ringing small handbells. Meals are served in the passenger lounge, but passengers may arrange to take some or all meals in their cabins. No charge is made for this, but a tip of at least @Pay[5ss]{5/–} per person per meal is customary. Between meals, the passengers are left largely to their own devices. The passenger lounge is closed for 20 minutes before and after each meal as the stewards convert it from a dining-room back to a lounge, clearing away the folding tables and so on.</p>\n<p>Light meals and water is available in the passenger lounge throughout the day, and wines and spirits are served from noon till midnight, though ales are only normally available on board if the crew has had prior notice of a Dwarf dignitary travelling, or if a paying stateroom passenger has specifically requested they be available. These are all ‘extras’ and must normally be paid for at the time, although a request for an account, to be settled at the end of the trip, is seldom refused. The <em>Emperor Luitpold</em> has a bill of fare comparable to that of a high-class restaurant in a large Imperial city, both in range and price.</p>\n<p>During the day, various deck games are available for those who wish to play, and weapons practice and friendly duels (to first blood) are permitted on the promenade deck by prior arrangement. Those wishing to engage in friendly competition must inform the captain or purser before any fight. If the crew are not aware of any prior arrangement, they will treat the incident as a common brawl and step in to restrain the combatants.</p>\n<p>After dinner, entertainments are staged in the passenger lounge: it is common, for example, for a musician or other entertainer to work his passage in return for a reduced fare. The standard fare reduction is 50% and is not subject to negotiation. A Character wishing to strike this kind of deal must make a successful <strong>Difficult (–10) Perform</strong> or <strong>Play </strong>Test, modified as follows for each of the listed skills:</p>\n<table style=\"margin-left:auto;margin-right:auto;width:77.2455%;height:78px\" border=\"1\">\n<tbody>\n<tr style=\"height:17px\">\n<td style=\"text-align:center;width:26.6%;height:17px\"><strong>Reaction Mod.</strong></td>\n<td style=\"text-align:center;width:73.4%;height:17px\"><strong>Activity</strong></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"text-align:center;width:26.6%;height:17px\">Forbidden</td>\n<td style=\"text-align:center;width:73.4%;height:17px\">Fire Breathing</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"text-align:center;width:26.6%;height:17px\">-10</td>\n<td style=\"text-align:center;width:73.4%;height:17px\">Clowning, Miming, Bagpipe, Horn</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"text-align:center;width:26.6%;height:17px\">+0</td>\n<td style=\"text-align:center;width:73.4%;height:17px\">Acrobatics, Juggling, Rope Walking, Lute</td>\n</tr>\n<tr style=\"height:10px\">\n<td style=\"text-align:center;width:26.6%;height:10px\">+10</td>\n<td style=\"text-align:center;width:73.4%;height:10px\">Dancing, Harpsichord, Violin</td>\n</tr>\n</tbody>\n</table>\n<p>You can derive modifiers for other specialisations following this pattern. Anything involving fire is banned since the <em>Emperor Luitpold</em> is built almost entirely of wood. Animal acts are not generally acceptable, since an unfortunate incident three years ago involving a dancing bear, and more ‘refined’ arts and instruments are favoured over more ‘rustic’ or ‘vulgar’ entertainments. No entertainment may include material that is insulting to the Emperor, the nobility, or any of the major religions, or which is in any way ‘in bad taste’ (as decided by the captain). These rules are explained to every entertainer at the outset, and any breach results in the captain disallowing part or all of an entertainer’s discount. If an offending Character protests that he or she cannot pay the full fare, the captain hints darkly that they have contacts on the staff of the notorious Mundsen Keep debtors’ prison in Altdorf.</p>"
				}
			}
		},
		"Chapter 1: Bögenhafen To Altdorf": {
			"name": "Chapter 1: Bögenhafen To Altdorf",
			"pages": {
				"Kidnapped!": {
					"name": "Kidnapped!",
					"text": "<p>Alberich Hollzauber, a daemonologist in Altdorf, has discovered that Elvyra is wanted there under another name. He is using this information to try to blackmail her. Some of Hollzauber’s minions arrived in Weissbruck two days ago, with a message threatening to turn her in to the authorities there unless she gave him some rare and skilfully mixed ingredients for a powerful spell.</p>\n<p>Elvyra rejected their demands and threats until the daemonologist’s lackeys grew frustrated. They kidnapped her and gathered up every ingredient they could find in the house. The plan is to take her to their master in Altdorf. As the adventurers arrive in Weissbruck, the thugs are holding Elvyra in a disused barn just outside the town, not far from the canal.</p>\n<h3>The Watch</h3>\n<p>Elvyra is unpopular in certain quarters due to her fraudulent medicines, including the commander of Weissbruck’s Watch. </p>\n<p>Reporting the apparent crime to the town Watch has little effect. The half-dozen volunteer watchmen have their hands full keeping order in the town, and are aware of their commander’s low opinion of Elvyra. They are even busier when miners from the nearby Delfgruber mine visit to drink away their pay. Elvyra simply isn’t wealthy or influential enough to merit more than the promise of an investigation, maybe, possibly, at some point, in the fullness of time… perhaps. It should quickly become clear that the adventurers are pretty much Elvyra’s only hope of rescue. Saying that, the watchmen are not entirely unhelpful, and one of them will offer to look after Liza with his wife until Elvyra can be found.</p>\n<h3>The Happy Man</h3>\n<p>The adventurers need to win over the locals to get any information in The Happy Man inn. They can buy drinks, entertain the crowd, or simply chat to people and turn on the charm. Making an <strong>Average (+20) Charm</strong> Test will determine how people react to them and, depending on what questions are asked and how much drink is poured, the adventurers can obtain one piece of information for each Test.</p>\n<p>Three strangers did stay at the inn a few days ago. Last night they settled up and left. The landlord remembers that they were expecting to meet ‘a boatman friend’ who was to take them to Altdorf, but he wasn’t due until tomorrow morning. </p>\n<p>The landlord was a little puzzled about where they were going to stay, but not particularly curious. ‘Folks have a right to their own business,’ is his attitude.</p>\n<p>There are lots of barns hereabouts. Some of them might well be red. Barns come in lots of colours. According to everyone ‘good old Otto’, the tavern’s geriatric potman, is a great source of information. He has worked here for as long as anyone can remember, and he sees everything.</p>\n<p>For his part, Otto remembers that he saw three strangers leave last night with a large trunk piled on a wheelbarrow. He knows, though, that his memory is not what it once was. A drink or a few coins have miraculous restorative powers. Otto does remember that the strangers headed north, towards the canal. There is a red barn near there, on the far bank.</p>"
				},
				"Weissbruck": {
					"name": "Weissbruck",
					"text": "<p>In @UUID[.sDCpxwZ4AINph6av]{Weissbruck}, the adventurers have the opportunity to buy equipment and supplies, and perhaps to train for Career changes. They may wish to trade their salvaged cargo, and to look up @UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra Kleinestun}, the herbalist they met at the @UUID[Compendium.wfrp4e-eis.journals.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{The Schaffenfest} in Bögenhafen. They may also make enquiries about the bounty hunter @UUID[Compendium.wfrp4e-eis.actors.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos}, whom they encountered there. </p>\n<p>First, however, they must deal with the Purple Hand cultists who are anticipating their arrival.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/items/blunderbuss.webp\" width=\"351\" height=\"138\" /></div>\n<h3>The Purple Palm</h3>\n<p>When the adventurers first arrive in the town, they are approached by two cultists disguised as pedlars. Under cover of an innocent-sounding sales patter, these two try to exchange secret signs with Lieberung’s double among the adventurers. If ‘Lieberung’ is dead, the pedlars will try to use secret signs to determine the cult loyalties of the other adventurers.</p>\n<p>While one ‘pedlar’ carries on with a normal sales pitch, the other scratches the right-hand side of his nose with the little finger of his left hand while inserting the thumb of his right hand into his right ear, palm to the front and the fingers fully extended. If any adventurer copies this gesture, both cultists will wink knowingly, and the one who did not make the sign will hold out his right hand to shake hands. The cultist’s palm is coated with purple ink, and after the handshake, the two will quickly disappear into the crowd or a maze of back alleys. The target of the handshake will have a stained, purple palm. This is a sign used by the cult to convey a warning. In this case the warning is ‘hand over the inheritance’, and there’s an ‘or else’ in there too…</p>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/actors/purple-hand-cultist.webp\" width=\"211\" height=\"318\" /></div>\n<p>If the adventurers don’t respond, the cultists’ gestures become more and more deliberate. They will eventually give up and disappear (as above, into the crowd or through a maze of alleys) when a Watch patrol appears. They don’t talk or answer questions, except for their false sales pitch.</p>\n<p>Until the ‘purple palm’ warning is properly delivered, the cultists will repeat the attempt, using a variety of disguises: beggars, Strigany, entertainers, and so on. After the first few encounters you can tell the adventurers that the odd folk gesticulating at them seem strangely familiar as well as just… strange. If the cultists have not managed to pass the purple palm after two days, they will leave for Altdorf to report to their superiors.</p>\n<p>The adventurers may try to tail the cultists either to their lodgings in Weissbruck or all the way to Altdorf. Both cultists are skilled at avoiding pursuit and relevant Tests are <strong>Hard (-20)</strong> or <strong>Very Hard (-30)</strong> at your discretion. If the adventurers do manage to corner the cultists, they will fight to the death rather than allow themselves to be captured. Use the profile for @UUID[Actor.coToMwKXdQLbuDVF]{Purple Hand Cultist} if required.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Red Barn</em></h3>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard4.webp\" width=\"100\" height=\"100\" /></div>\n<p><span style=\"font-style:normal\">Some Players familiar with the adventure may decide to head straight for the Red Barn as soon as they reach Weissbruck, and not bother investigating Elvyra’s house. This sort of ‘short-circuiting’ the story should be discouraged, so feel free to make the Red Barn a completely innocent farm building. You could add a vicious guard dog or three, and a farm hand who has a blunderbuss and is not afraid to use it. Meanwhile, the kidnappers are holding Elvyra at some other location.</span></p>\n<p><span style=\"font-style:normal\">Alternatively, Liza could be an ally of the kidnappers, acting out a grudge because Elvyra once refused to help her or someone she loved. She will lead the adventurers straight into an ambush.</span></p>\n<p><span style=\"font-style:normal\">The kidnappers themselves can be very different from the way the Players remember them: for a start, there could be more of them. They could be better organised and, perhaps, their employer Hollzauber is with them, with spells that tip the balance against rash adventurers. Instead of being a daemonologist, he might be a witch hunter who has arrested Elvyra as a suspected daemonologist. He has staged the kidnapping as bait to draw out any accomplices or, as he sees it, anyone who turns up to rescue her. Imagine The witch hunter's pleasure when a handful of highly suspicious, well armed characters stumble directly into his trap?</span></p>\n</blockquote>"
				},
				"Leaving Bögenhafen": {
					"name": "Leaving Bögenhafen",
					"text": "<p>Regardless of where they decide to go, the first leg of the adventurers’ journey is down the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{River Bögen} to @UUID[.sDCpxwZ4AINph6av]{Weissbruck}. @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD]{the Glorious Reikland} gives an overview of the Reikland and surrounding areas. If the Players decide to head in a different direction, the GM can use some of the ploys mentioned in the @UUID[JournalEntry.gnr5Hw8IJgA62V3R.JournalEntryPage.S580mI25DFXiq7gg#running-the-adventure]{‘Running the Adventure’ section} to discourage them from straying.</p><p>The mountains upriver are dangerous. Somewhere between the peaks, and among many other hazards including hostile tribes of Greenskins, lies the dread @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.uFGkN1WJQAhWlGOs]{Castle Drachenfels}. Following the Bögen to @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf} and @UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.T2VKrtELLt5N5tUc]{Grissenwald}. The highway leads south to @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.icaZcokQLawViHCq]{Übersreik}, which has nothing to offer, and north to Altdorf, a longer and more dangerous journey by road than by river. Other detours lead the adventurers into danger or present no opportunities for them to learn what is going on.</p><p>If your Players are determined to go another way, you can let them. They can travel for a while but, sooner or later, they will be recognised by an agent of the Purple Hand. With a little help from you, the unanswered questions about Kastor Lieberung, the Cult, and the events in Bögenhafen will gnaw at them, until they realise they cannot rest until they have found the truth.</p><h2 class=\"no-toc\">Leaving  Bögenhafen</h2><p>At the end of Enemy in Shadows, the adventurers have several compelling reasons to get out of town.</p><h3>The Long Arm of the Law</h3><p>Gideon, the daemon behind the whole plot in Bögenhafen, has framed the adventurers for the murder of prominent merchant @UUID[Compendium.wfrp4e-eis.actors.7rE1jYAeMNKfrgcQ]{Friedrich Magirius}, and probably for arson as well. The Bögenhafen authorities are actively looking for the party. They are likely to hang disreputable adventurers rather than listen to some elaborate tale about the town’s leading citizens being involved in a Chaos cult. After all, no one except @UUID[Compendium.wfrp4e-eis.actors.LG5qATEIFPE9bezB]{Teugen} knew about any link to the Ruinous Powers. To most of its members, the Ordo Septenarius was a club for merchants. To the Inner Council, it was using sorcery to make them all rich. Leaving town is by far the healthiest option.</p><h3>The Hordes of Chaos</h3><p>If the ritual in Bögenhafen succeeded and the Chaos portal opened, the town’s authorities have bigger problems than a band of suspected criminals. Equally, the Characters have bigger problems than being wanted. In the face of an unstoppable horde of abominations, their best option is to leave quickly.</p><h3>The Letter</h3><p>The adventurers may have found a @UUID[Compendium.wfrp4e-eis.journals.fCNnElQzxwEOeJWJ.JournalEntryPage.JW2bfqeUqXouuD8S]{letter} from @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} among @UUID[Compendium.wfrp4e-eis.actors.LG5qATEIFPE9bezB]{Teugen’s} papers, giving her address as Black Peaks near @UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.T2VKrtELLt5N5tUc]{Grissenwald}. The letter implies that she has been in correspondence with Teugen for some time. She almost certainly knows more about Teugen’s plans than the adventurers were able to learn. Perhaps she will even know how to close the gate and save the Empire.</p><p>At any rate, she is the only solid lead, so a trip to Grissenwald may be in order.</p><h3>The Purple Hand</h3><p>Ever since they first arrived in Altdorf, the adventurers have been followed by strange, gesticulating men with purple hand tattoos. These men seem to think that one of the adventurers is named Kastor Lieberung, and they are convinced that ‘Lieberung’ is part of their organisation and owes them something. Even though the authorities in Altdorf want to question the adventurers about the murder of a young nobleman, they may decide to return to Altdorf to track down this mysterious Purple Hand.</p><h3>The Bounty Hunter</h3><p>Also convinced that one of the Characters was Kastor Lieberung, @UUID[Compendium.wfrp4e-eis.actors.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos} the bounty hunter pursued the party from Altdorf to Bögenhafen. Kuftsos is dead, but the adventurers know he was active in Altdorf and Weissbruck, and they have recovered documents pointing to Nuln. If they can pick up his trail and identify his client, they may be able to learn why Kuftsos was after Lieberung. They may also discover his connection to the Purple Hand.</p><h3>An Open Invitation</h3><p>Closer than Altdorf or Nuln is the town of Weissbruck, home of the herbalist @UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra Kleinestun} whom the adventurers met at Bögenhafen’s @UUID[Compendium.wfrp4e-eis.journals.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{The Schaffenfest}. She invited them to visit, and may even offer a training opportunity to any Character interested in becoming an Apothecary or Charlatan. A few quiet days in a small town may be just what the adventurers need as they decide what to do next.</p><h3>Heading My Way?</h3><p>Lastly, the adventurers’ friend @UUID[Compendium.wfrp4e-eis.actors.nxLsH2WvU6xmjzfg]{Josef Quartjin} is taking his barge the @UUID[Compendium.wfrp4e-eis.scenes.fjSU58G83rHfvIDn]{The Berebeli} back to Weissbruck. He has a fresh cargo of local wine if all went well, or a group of terrified refugees if events went badly. At least some of the adventurers signed on as crew when the barge was headed to Bögenhafen, and he offers them a ride back to Weissbruck on the same terms: @Pay[2ss]{2 shillings} per day for up to four Characters who sign on as crew. The rest of the party may travel free of charge.</p>"
				},
				"The Pharmacist": {
					"name": "The Pharmacist",
					"text": "<p>Elvyra Kleinestun is well known in Weissbruck, and nearly everyone local can tell the adventurers where to find her. @UUID[Scene.XeqaGwPkcvKcnPLd]{Elvyra's home} is a simple, two-up-two-down cottage near The Happy Man inn. The cottage is well kept and recently painted, with window boxes of herbs and flowers. As the adventurers approach, however, they will notice that one of the windows has been smashed and its window box is broken. An adventurer making an <strong>Average (+20) Perception</strong> Test will see that it was smashed from the outside, and that a couple of threads caught on a broken glass show that someone has climbed through it. Looking through the window, the signs of a violent struggle are obvious, with broken furniture, glass, and so on. </p>\n<p>There are no signs of life in the house, and knocking doesn’t bring anyone to the door. The house seems deserted. The door lock is a normal one, and requires a <strong>Challenging (+0) Pick Lock</strong> Test, SL 2 to open. </p>\n<p>If the adventurers search the house, each one can make a <strong>Hard (-20) Perception</strong> Test or <strong>Very Hard (-30) Intelligence</strong> Test. Any who succeed will notice that there are no drugs, herbs, or other ingredients around the place. This is very odd for a pharmacist’s house.</p>\n<h4>A. Parlour</h4>\n<div class=\"journal-image float-right\"><img style=\"transform:rotate(15deg)\" src=\"modules/wfrp4e-dotr/assets/handouts/handout2.webp\" width=\"218\" height=\"89\" /></div>\n<p>This room has been thoroughly wrecked and there is broken glass on the floor. A <strong>Very Hard (-30) Perception</strong> Test reveals traces of blood on a few slivers of glass, but there is no discernible blood trail that goes anywhere. A <strong>Challenging (+0) Perception </strong>Test turns up a handwritten note (@UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.lLbtCMjxJSi6JF2F]{Handout 2 - Last Warning!}).</p>\n<h4>B. Kitchen/Storeroom</h4>\n<p>The kitchen has been thoroughly ransacked. The contents of the shelves and cupboards have been thrown on to the floor alongside pots, pans, and broken crockery.</p>\n<p>The steps to the cellar are concealed behind a large cupboard in the kitchen, and the hidden door will only be noticed if the Characters look behind it. An <strong>Average (+20) Perception</strong> Test will reveal a slight draft from behind the cupboard. If the hidden door is not discovered, you can give the adventurers a <strong>Very Easy (+60) Perception</strong> Test to hear a faint noise coming from the cellar. The noise is slightly louder near the cupboard.</p>\n<h4>C. Cellar</h4>\n<p>The hidden door opens on to a steep, narrow flight of steps leading 15 ft down into the cellar. As the adventurers open the door, a small, indistinct shape shoots to the bottom of the stairs and is lost in the darkness. Anyone who makes a <strong>Challenging (+0) Initiative</strong> Test is not surprised. The mysterious shape is about 3 ft high and humanoid, but nothing else can be seen in the dim light. Characters with the @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision} Talent will be able to see something moving behind a jumble of boxes. There is a faint scrabbling noise from the cellar, then silence.</p>\n<p>There is a missing step about halfway down the stairs. If the first Character down the stairs has the @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision} Talent, a light, or makes an <strong>Average (+20) Perception</strong> Test, the gap is spotted. If not the Character must make a <strong>Very Hard (-30) Agility</strong> Test or fall down the steps. Anyone falling the 6 ft to the cellar floor ends up with a twisted ankle; Movement and Initiative are halved for [[/r 1d10]] hours.</p>\n<p>A @UUID[Actor.XuxvUnVILyAvhDw1]{Liza Sauber} is hiding among a pile of rags and boxes in one corner of the cellar. A Human Character who makes an <strong>Average (+20) Fellowship</strong> Test will convince the girl that the adventurers mean her no harm. A non-human character must make a <strong>Challenging (+0) Fellowship</strong> Test. </p>\n<p>If the Test fails this, she will try to dodge around them and escape. Any adventurer between her and the door can grab her by making an opposed <strong>Challenging (+0) Initiative/Dodge</strong> Test. She wriggles and tries to bite anyone holding her. The bite is a normal attack, and causes 1 Wound to the holding arm. </p>\n<p>Anyone bitten must make a <strong>Challenging (+0) Endurance</strong> Test to keep a hold. The adventurers may repeat the <strong>Challenging (+0) Fellowship</strong> Test every Round until they calm her down.</p>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/actors/liza-sauber.webp\" width=\"201\" height=\"282\" /></div>\n<p>Once calm, the girl will say that her name is @UUID[Actor.XuxvUnVILyAvhDw1]{Liza Sauber}. She is ten years old, and an orphan: she thinks that Elvyra is her mother’s sister, but she is not certain. She works for @UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra}, cleaning the house and fetching and carrying in return for bed and board. If she is asked what happened to Elvyra, she says that some men came to see her two days ago, and then left after a lot of shouting. After their visit, Elvyra warned her to stay away from The Happy Man inn.</p>\n<p>The following day, @UUID[Actor.XuxvUnVILyAvhDw1]{Liza Sauber} was banished to the cellar after @UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra Kleinestun} caught her playing with her pretty coloured powders. Soon after there was a lot of noise from above, and she heard Elvyra scream. She also heard one of the men shouting something about ‘Taking her to the red barn’. The noise went on for a long time, and Liza hid among the boxes and stayed very still, hoping no one would find her. Everything has been quiet since then, but she has not dared to leave the cellar. When she heard the adventurers moving about in the house, she went up the steps to try to see what was going on. They frightened her when they opened the door.</p>\n<p>This is all @UUID[Actor.XuxvUnVILyAvhDw1]{Liza Sauber} can tell them. She has no idea who the men were or what they wanted, and she can only describe them as big and rough and smelly. </p>\n<p>@UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra’s} pharmaceutical cabinet is carefully hidden in the cellar. It is concealed behind a section of fake wall and it will take a very thorough search to find it. It will require a <strong>Hard (-20) Perception </strong>Test to spot the wall panel, and it has a very complex lock. Opening this requires a <strong>Hard (-20) Lock Pick </strong>Test, SL 5. You should feel free to improvise the cabinet’s contents. If the adventurers look for a specific remedy or herb, they will find [[/r 1D6]] doses of the desired preparation.</p>\n<p>Once rescued, Elvyra will be willing to sell the adventurers up to half her stock in the cabinet at a 50% discount. If the adventurers simply help themselves to her property she will be quite angry until she has been paid in full for her wares.</p>\n<h4>D &amp; E. Bedrooms</h4>\n<p>These two simple bedrooms each contain a wooden bedstead with feather mattresses and pillows, a washstand, bowl and jug, and a chest of drawers. Both rooms have been thoroughly ransacked. The mattresses and pillows have been cut open, and stuffing is strewn about the room, mixed with a tangle of bedding, clothes and other items.</p>"
				},
				"Weissbruck to Altdorf": {
					"name": "Weissbruck to Altdorf",
					"text": "<blockquote class=\"sidebar\"><h3 class=\"sidebar-title\" style=\"text-align:center;text-transform:uppercase\"><em>News and Rumours</em></h3><p><span style=\"font-style:normal\"><em>The following information can be learned as the adventurers travel from Weissbruck to Altdorf, and in the capital itself. As always, yo</em>u can choose news to fit the person speaking to the adventurers, or roll randomly. Don’t worry if the adventurers hear a rumour more than once. Repetition shows that lots of people<em> are talking about a particularly interesting or important topic. Feel free to word things differently or to change minor details if you want.</em></span></p><ol style=\"font-style:normal\"><li><p><em>Two more coaches have been ambushed on the way into Altdorf in the last two weeks! That’s terrible! The Emperor hasn’t done anything so far, but some of the city’s adventurous young nobles are talking about an expedition to clear the roads of bandits and mutants. Good for them! Despite the brave talk, though, no one is recruiting in the capital yet.</em></p></li><li><p><em>A friend of a friend (or a third cousin by marriage) works at the Temple of Sigmar, and says that the witch hunter Fabergus Heinzdork met with the Grand Theogonist about his destruction of the nearby village of Teufelfeuer. You can change what is heard next as you like, but according to what was ‘o’er’eard by my sister’s cousin-in-law’s third brother’s friend’, the witch hunter said that:</em></p><ul><li><p><em>The villagers were all horribly mutated, and were seen eating human flesh!</em></p></li><li><p><em>One of the villagers had a birthmark that looked like a symbol of Chaos. Imagine that!</em></p></li><li><p><em>The mother of a village maiden tried to prevent the witch hunter from having his way with her daughter, and her neighbours supported her.</em></p></li><li><p><em>Heinzdork overheard a local folk song with a verse about Taal and the changing of the seasons. Obvious that Taal meant Tzeentch, the — gulp! — Changer of the Ways! Couldn’t be clearer, could it? </em></p></li></ul></li><li><p><em>Emperor Karl-Franz has not been seen in public for a few weeks. He’s supposed to be ill, but the palace is saying nothing.</em></p></li><li><p><em>The Emperor’s edict on mutants is unpopular. Everyone knows about mutants! Everyone! And everyone knows they’re a right menace!</em></p></li><li><p><em>Crown Prince @UUID[Compendium.wfrp4e-empire-ruins.actors.3GcQxRuIm1MgoAMF]{Wolfgang Holswig-Abenauer}, the heir to the Imperial throne, remains at Castle Reikguard. Everybody thought he would hasten to the palace at the first word of the Emperor falling ill. Again, you can choose a reason why this is the case.</em></p><ul><li><p><em>He is a mutant and dare not show himself in public.</em></p></li><li><p><em>He is waiting for the Emperor to die, and using the time to bribe Electors and hire mercenaries.</em></p></li><li><p><em>He is afraid of being assassinated by someone. He has rivals, you know…</em></p></li><li><p><em>He has the same disease as the Emperor. In fact, he infected the Emperor. Or the Emperor infected him. Or both were infected by a (whisper it) secret conspiracy. Each informant will also name a different disease. </em></p></li></ul></li><li><p><em>The river wardens and excisemen are becoming more corrupt by the day, levying non-existent taxes and stealing anything that takes their fancy. Petitions have been sent to the Emperor, but he hasn’t done anything yet.</em></p></li><li><p><em>Crown Prince Hergard von Tasseninck has been killed while on an expedition in the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Grey Mountains}. He was the only son and heir of Grand Prince Hals von Tasseninck, the ruler of Ostland. Some of them that were with him came back raving about beastmen using guns! Have you ever heard such tripe! </em></p></li><li><p><em>The Grand Prince of Ostland blames Grand Duke Gustav von Krieglitz of Talabecland for his son’s death. He says that an assassin working for the Grand Duke murdered his son. Gustav has long had designs on the Ostland forests. Everyone of consequence knows that.</em></p></li><li><p><em>People have started arriving in Altdorf from the north. They say they were persecuted in Middenland for their Sigmarite faith. Some even report that two chivalric orders have been involved in the religious violence. The Ulrican Templars of the Order of the White Wolf, and the Knights Panther, the elite guard of the local Elector! Fighting! What is the world coming to?</em></p></li><li><p><em>Merchants in Marienburg are re-labelling Bretonnian brandy as ‘Produce of Sudenland’ in an attempt to dodge the import embargo imposed by the Emperor’s excisemen.</em></p></li></ol></blockquote><p>There is a toll of @Pay[18ss]{18/-} to take a boat into the Weissbruck canal, or @Pay[2gc]{2 GC} for barges over 12 ft wide. The alternative to paying is a journey down the river to Carroburg, then back up the Reik to Altdorf. This is approximately three times as far as the canal trip.</p><p>It takes three days to get from Weissbruck to Altdorf by canal, which is peaceful, with a regular river patrol presence. The chances of any attack are almost nil, but at your discretion the journey can be punctuated by hazards and human encounters. The <strong>Death on the Reik Companion</strong> section is a good place for inspiration. The adventurers will get a chance to practise their boat handling skills and become used to a waterway life in this comparatively safe and controlled environment.</p><h3>Altdorf</h3><p>The Empire’s capital looms above the dock, vast and full of promise. Though they may not know it, the adventurers are pressed for time, and can’t explore the fabled city any more thoroughly than when they were on the way to Bögenhafen. However brief, their visit this time will not be uneventful.</p><h4>A Routine Check</h4><p>A river patrol boat stops the adventurers while they are approaching Altdorf. The crew are friendly and not very thorough, so any hidden contraband goes undiscovered. The check should serve to make the adventurers feel uncomfortable. If they are carrying anything illegal, have the river patrol come close to discovering it. Encourage the adventurers to find a way to distract their visitors.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/actors/river-patrol-captain.webp\" width=\"203\" height=\"279\" /></div><p>One of the @UUID[Actor.Az8G5vd6t6lQk1hU]{River Patrol Crew} is, however, a Purple Hand agent. He stares suspiciously for a moment at the adventurers and particularly at ‘Lieberung’. He says nothing and goes about his business, avoiding further contact with the adventurers. As soon as the patrol boat reaches docks, he reports the sighting to his superiors in the cult.</p><p>The @UUID[Actor.xsp8SRHEsbicn702]{River Patrol Captain} will take a statement from the adventurers about how they came into possession of the boat. Depending on how much trouble you want to make for your adventurers there are a couple of ways of dealing with their salvage. The captain can issue them a Writ of Salvage giving them legal title to the boat and its cargo. This costs @Pay[5gc]{5 GCs}. He can, if they are in any way evasive, direct them to the Harbourmaster’s Court on the dockside. In this case, the adventurers can look forward to two or three days of bureaucratic delays, paperwork, and (even higher) documentation fees. </p><h4>In the Market</h4><p>If the Characters have not yet managed to find a buyer for the wool on the boat, shortly after mooring they will be approached by a Herr Hohenzoll. This merchant drives a hard bargain, and will offer them @Credit[10ss mode=split]{10 shillings} per sack of wool, but can be haggled up to @Credit[2gc mode=split]{2 GC} per sack by anyone who makes a couple of <strong>Hard (-20) Charm</strong> or <strong>Haggle</strong> Tests. Hohenzoll wants to do business, but he isn’t a charity. You should encourage your adventurers to spend some of this money on equipment. They will certainly need it later on in the adventure!</p><h4>Wanted!</h4><p>The adventurers may be apprehensive about entering Altdorf after the young noble’s murder during their last visit. They won’t know that the real culprits have already been caught and hanged. Wanted posters accurately describing two of the adventurers and offering a 10 GC reward are still posted around the docks, and in many of the surrounding villages.</p><p>While they are in the city there is a [[/br 20%]] chance per day that someone will report the adventurers and claim the reward. Perhaps someone stares at them in the street, then hurries away. A six-man Watch patrol arrives later to arrest the adventurers and, if they don’t bribe or bluff their way out, they will spend three days in a damp, lice-ridden cell. Their captors release them when it comes to light that the case is solved. However, it’s quite possible that some of their gear mysteriously goes missing while they are incarcerated. This is your opportunity to remove one or two items that are a little too useful to the Characters.</p><p>If and when the adventurers next visit Altdorf, the wanted posters have disappeared, pasted over with new announcements. There is no further danger from the Watch over that incident. </p><h4>Keeping Tabs</h4><p>The Purple Hand has been expecting the adventurers to arrive in Altdorf, as they were tipped off by their agents in Weissbruck when the adventurers’ boat left town. </p><p>While the cultists are watching the docks, this time they do not attempt to make contact. Instead, two low-level cultists tail the adventurers night and day, trying to learn what ‘Lieberung the Magister Impedimentae’ and his companions are doing. When the adventurers leave Altdorf, the cultists will hire a small boat and follow them.</p><p>Twice each day you should make a secret <strong>Challenging (+0) Initiative</strong> Test using the highest Initiative value among the adventurers, and grant a +10 bonus to any Character with the @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense} Talent. Make the Test when the adventurers stop for the night and when they resume travelling in the morning.</p><p>If the adventurers spot the cultists, you should give them a brief description. The cultists should make an <strong>Average (+20) Intelligence</strong> Test to realise that they have been spotted. They will then do their best to evade any fight with the adventurers. If the Test is failed, they will walk straight into any ambush set by the Characters. </p><p>If the cultists are captured or killed, the only information that the adventurers will find is a note (@UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.tLMVwSDNdwO3JkiF]{Handout 3}).Do not worry if the cultists in Weissbruck failed to pass on the purple palm. Your Players will be mystified as to what is going on. Let them come up with all kinds of entertaining theories as to the nature of the note’s ‘purple palm’.</p><p>The shadowing continues, using replacements for any cultists killed, until the adventurers are confronted in Kemperbad.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout3.webp\" width=\"395\" height=\"387\" /></div><h4>Pursuing the Kidnappers</h4><p>If the adventurers didn’t rescue @UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra Kleinestun} and have rushed to Altdorf in the hope of saving her, they are going to be disappointed. The pharmacist has vanished, and there is no chance of finding one person hidden in a city of this size.</p><p>Of course, news of the adventurers’ inquiries could reach the ears of Alberich Hollzauber, the daemonologist. He might take steps to silence them using hired thugs, a summoned daemon, or some other means. He is always careful to shield himself from any unpleasantness, though, and the Players may never learn his name. His hirelings are paid in cash through intermediaries. All anyone knows is that someone of wealth and power paid well to be rid of the adventurers.</p><h4>Training and Advancement</h4><p>Altdorf is a vast city with inhabitants from all walks of life. If the adventurers can gain the right introductions, they will be able to find training in almost any Skill. They will also find instructors to prepare them for any required Career change.</p><p>As at other times during this adventure, you can handle training in whatever way suits your group’s playing style. Bear in mind that staying too long in one place takes away the sense of urgency that should be driving the adventure forward.</p><h4>A Familiar Face</h4><p>As the adventurers leave the city for the second time, one of them (you can pick one at random) will catch sight of an oddly familiar face. </p><p>Boarding a coach at the @UUID[Compendium.wfrp4e-eis.journals.XGUpnYfS67guNIWJ.JournalEntryPage.R2BCxi4CJH4hUrru#four-seasons-coaches]{Four Seasons} depot near the docks is @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann}, the ‘Physician’s Student’ they met at the @UUID[Compendium.wfrp4e-eis.journals.mbXVJGCGSm8m7ANd.JournalEntryPage.U1AyyYhJ5Oqyb6VP]{Coach and Horses Inn}. They travelled with him at least part of the way to Altdorf some time ago. The adventurers’ boat passes fairly close to the coach on the dockside. Heidlemann looks out from the coach window and makes accidental eye contact with one of the adventurers before hastily ducking out of sight. The coach pulls away before the adventurers have time to stop it. If you want to be particularly dramatic, a cloud crosses the sun just at that moment…</p><p>Heidlemann is a member of @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{The Red Crown} cult. His superiors have ordered him to go to @UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.T2VKrtELLt5N5tUc]{Grissenwald} and help another cultist, @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} the wizard, to organise an expedition into the Barren Hills. He and the adventurers will meet again. </p>"
				},
				"The Red Barn": {
					"name": "The Red Barn",
					"text": "<p>Just across the canal is a group of miscellaneous buildings. The Red Barn, below left, stands at the northern edge of this group, dilapidated and almost overgrown by foliage. Only the barn doors are properly red, and even then the paint is faded and peeling.</p>\n<p>Inside, the three thugs (see The Red Barn @UUID[Actor.xUFB9X37gs00Pe6e]{Kidnappers}) are holding @UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra} in the hayloft, gagged and tied to a chair. </p>\n<div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\">\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/elvyra-kleinestun.webp\" width=\"234\" height=\"232\" />\n<p style=\"text-align:center\">@UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra Kleinestun}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/kidnappers.webp\" width=\"312\" height=\"229\" />\n<p style=\"text-align:center\">@UUID[Actor.xUFB9X37gs00Pe6e]{Kidnappers}</p>\n</div>\n</div>\n<p>One of them is supposed to be a sentry, but is dozing, slumped against a broken cart near the doors. The other two thugs are asleep. Elvyra is drifting in and out of sleep, because she is simply not comfortable enough to get any rest. </p>\n<p>The adventurers have a good chance of being able to approach the barn undetected. The dozing sentry should make a <strong>Challenging (+0) Perception</strong> Test to hear them coming. This is an <strong>Average (+20) Perception</strong> Test if the adventurers simply walk up to the barn. Shouting a challenge or being noisy will always alert the sentry. </p>\n<p>If he hears them coming, the sentry readies his weapon and stands behind the door. It is wedged shut, and needs a <strong>Challenging (+0) Strength</strong> Test to force it open. Up to three Characters can make separate tests to do this at any one time, and only one needs to succeed. The noise of a complete failure always wakes the sentry and he arms himself to confront intruders. If the sentry isn’t awake, he gets up as soon as the adventurers enter the barn. He is automatically @Condition[Surprised] if he was woken. </p>\n<p>The sentry tries to imitate an irate yokel, and protests in a cod-rustic accent that the adventurers have damaged his door and have no business on private property. He even tries the classic ‘<em>Get orff my lahhhnd!</em>’ approach with them. He is not terribly convincing, though. Any adventurer who makes an <strong>Average (+20) Intelligence</strong> Test spots that he is an imposter. You can give anyone with local knowledge or a Career from the Peasant Class a +10 bonus to the Test if you wish. If the Test fails then the two thugs in the hayloft have time to prepare a response (see below).</p>\n<p>As soon as he realises that the adventurers aren’t leaving, the sentry shouts a warning to his comrades and makes a dash for the back of the barn. He ducks and weaves to make maximum use of the cover from the cart and stalls. He takes two Rounds to get to the back of the barn. If he makes an <strong>Average (+20) Initiative</strong> Test each Round he put some cover between himself and the adventurers. Missile attacks have a -20 penalty if he does.</p>\n<p>The other two thugs in the hayloft take two Rounds to react to the sentry’s warning or the sounds of fighting. On the first Round, they look over the 3 ft high railing on the hayloft, and dodge back as soon as they see the adventurers. The second Round is wasted in panic, as they were not expecting trouble. On the third Round, they hoist Elvyra out of the chair, leaving her hands and feet bound. Should the adventurers come up the ladder, the two thugs are standing behind Elvyra with a dagger at her throat.</p>\n<p>The thugs do not intend to kill Elvyra; she is valuable to their master. They do expect the threat to make the adventurers hesitate, giving them time to push her out of the hayloft into a pile of mouldy straw outside, jump after her, and then escape as best they can. The plan is not perfect by any means, but it is the best that they have. If it becomes clear that they cannot win in a stand-off or fight, the thugs will surrender, hoping to make a run for it when they are led out of the barn.</p>\n<p>Elyvra’s rescue should pose little trouble. If the adventurers fail she will be taken to Altdorf, never to be heard from again. </p>\n<p>If possible, you should arrange matters so that the thugs all escape or are killed. If necessary, have Elvyra kick one of them so that he falls onto a pitchfork or hits his head. She will be distraught at the death. The point of this is that if the adventurers get to interrogate the thugs they may be tempted to waste time in Altdorf looking for a daemonologist. </p>\n<p>If an interrogation does happen, then the thugs admit:</p>\n<blockquote>\n<p> We was hired by a tall man. Tall-ish. Not quite my size. Sort of. Looked about forty, I suppose, though it’s hard to tell with posh folks. I dunno. Middling years, perhaps. Piercing-blue eyes, he had, like ice. Right hard looking, in a soft sorta way. Or were they brown? Or maybe green. He definitely had two of them. I noticed that.'</p>\n</blockquote>\n<p>After a while, the adventurers should realise that the thugs know nothing useful about their employer, except for the fact that he paid them 5 GC and promised another 20 GC on Elvyra’s delivery. Searching the barn and the thugs turns up an assortment of glass vials and bottles from Elvyra’s house, three @UUID[Compendium.wfrp4e-core.items.ahlxlfIl8xUhBkic]{Dagger}, two pairs of @UUID[Compendium.wfrp4e-core.items.kOfcQJQOgmGsqA5U]{Knuckledusters}, and a total of @Pay[10ss]{10 shillings}.</p>\n<p>If asked about her kidnappers, Elvyra will say that they were working for someone in Altdorf who wanted her to do something she definitely didn’t want to do. Beyond that she refuses to explain anything. She is happy to be free though, and polite enough with her thanks. </p>\n<p>If the adventurers ever return to @UUID[.sDCpxwZ4AINph6av]{Weissbruck}, @UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra} and @UUID[Actor.XuxvUnVILyAvhDw1]{Liza} are gone, moved to a new town under new names. </p>\n<div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/kidnappers-barn.webp\" /></div>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>A New Career</em></h3>\n<p><em>If the adventurers succeed in rescuing Elvyra, she will willingly train anyone who wants to become a Charlatan or Apothecary, and Characters may enter those careers for 100 fewer XP than it would typically cost. She can also introduce any suitably qualified adventurer to the town’s Physician. Other opportunities for training and advancement are at your discretion. Elvyra knows a wide variety of people in Weissbruck, and some may agree to provide an adventurer with training.</em></p>\n<p><em>You can decide how long any training takes, depending on your group’s preferred play style. It might be a week before any adventurers can use a new Career, or a new Career can be available for the next play session.</em></p>\n</blockquote>\n<h3>The Bounty Hunter</h3>\n<p>The adventurers may decide to spend some time inquiring in the riverside inns for @UUID[Compendium.wfrp4e-eis.actors.rYlDGJx20M72PydJ]{Bengt}, @UUID[Compendium.wfrp4e-eis.actors.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Compendium.wfrp4e-eis.actors.BLrqbYcSiVvWnmws]{Willi}, the three thugs hired by @UUID[Compendium.wfrp4e-eis.actors.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos} to attack their barge on their last visit to the town. </p>\n<p>At your discretion, and with some <strong>Average (+20) Fellowship </strong>Tests and a little bribery, it will be possible to track the three labourers down as they are quite well known on the docks. The Test will be <strong>Challenging (+0)</strong> or harder if the adventurers are suspiciously pushy or hostile. </p>\n<p>Three or four failed tests should mean that the labourers hear about the adventurers’ inquiries and decide, not unreasonably, to disappear. Armed people asking questions are usually trouble, after all.</p>\n<p>If the adventurers pursue their quarry, the thugs lead them a merry chase around and through a variety of warehouses and inns. Use the @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#pursuit]{Pursuit} rules and make the adventurers sustain a series of successful Tests to keep up with the trio. You can keep the chase going for as long as your Players enjoy it, adding complications to reflect the fact that the labourers are on their home ground. </p>\n<p>If it looks like the adventurers are having a hard time, remember that thuggish types rarely have too many friends, and that a bystander will always point the adventurers in the right direction. No one is going to be too upset if @UUID[Compendium.wfrp4e-eis.actors.rYlDGJx20M72PydJ]{Bengt}, @UUID[Compendium.wfrp4e-eis.actors.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Compendium.wfrp4e-eis.actors.BLrqbYcSiVvWnmws]{Willi} get a bit of a thumping… or worse. </p>\n<p>Capturing one or more of the labourers allows some questions to be asked, but without many helpful answers. ‘The boss man’ paid in cash; he might be an Altdorfer, they didn’t ask about his business with the adventurers, they ‘Just did a job, y’know… that’s all. Bit o’ fun and a larf.’ Kuftsos was a very recognisable figure. The adventurers can find plenty of dockside innkeepers and bar patrons who remember him. However, he never spoke to a Weissbruck local about the business that brought him there.</p>"
				},
				"Bögenhafen  to Weissbruck": {
					"name": "Bögenhafen  to Weissbruck",
					"text": "<p>The journey to @UUID[.sDCpxwZ4AINph6av]{Weissbruck} can be as peaceful or as eventful as you wish. If things went badly in Bögenhafen, the river is choked with refugees fleeing the doomed town. Rumours abound about the terrible things that happened there, and every nearby town and barony is desperately mustering soldiers. If Bögenhafen was spared, traffic on the rivers runs as normal.</p><p>This journey offers a perfect opportunity to introduce Players to the @UUID[JournalEntry.WR8ZAD6yw9lYgzeY.JournalEntryPage.fv0905hHiihpshgD]{boat handling rules}. You can also try out some of the hazards and encounters described there. Conversations with passing riverfolk, or in riverside inns at night, allow the adventurers to pick up news and rumours.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title\"><em>News and Rumours</em></h3><p><em>You can give out the following news and rumours as the adventurers talk with fellow travellers and riverfolk between Bögenhafen and Weissbruck. Choose which titbits to impart, or roll a [[/r d10]]. Feel free to reuse a particular piece of news with some of the information changed or misreported.</em></p><ol style=\"font-style:normal\"><li><p><em>The road to Altdorf is troubled by bandits and coaches are failing to get through. One traveller spoke of horrible mutants attacking his coach, and the road wardens have recovered some partially eaten bodies. It’s time the Emperor did something!</em></p></li><li><p><em>The village of Teufelfeuer to the south of Altdorf was recently burnt down by Fabergus Heinzdork, the witch hunter. Word in the capital is that mutations are on the increase in rural areas.</em></p></li><li><p><em>Foresters are reporting that beastmen are growing bolder. It’s something to do with Morrslieb, which has been behaving oddly in recent nights according to the scholars. Beastmen worship the moon, you know!</em></p></li><li><p><em>Emperor Karl-Franz has fallen ill with some unknown disease. All hell could break loose if he dies, because it’s well known that his heir — Prince Wolfgang — is (voice lowers to a whisper) a complete imbecile. The other Electors are unlikely to accept his accession.</em></p></li><li><p><em>Crown Prince Wolfgang Holswig-Abenauer is being held prisoner in his own castle on the orders of the Emperor. This is because (you should choose a different explanation each time the adventurers hear the rumour):</em></p><ul><li><p><em>He’s been touched by Chaos and has sprouted a rat’s tail.</em></p></li><li><p><em>He’s contracted Tomb Rot, Red Pox, or some other horrible disease. You can choose a different disease each time this tale is retold.</em></p></li><li><p><em>'It’s for his own protection. His jealous brothers are out to have him assassinated!</em></p></li></ul></li><li><p><em>Emperor Karl-Franz has issued a new edict declaring that there are no mutants in the Empire. The practice of exiling or slaughtering those unfortunate enough to carry some sort of physical deformity purely because of their appearance is henceforth illegal and punishable by death. (Give the Players @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.aubTBmqvCOpstku3]{Handout 1})</em></p></li><li><p><em>The Crown Prince is not a prisoner, but he won’t let anyone see him except to deliver food. This is because (again, you should choose a different cause on each retelling):</em></p><ul><li><p><em>He’s taken to worshipping the Chaos Gods. This is a treasonous story, and will only be passed on by someone who trusts the adventurers’ discretion.</em></p></li><li><p><em>He’s a raving lunatic. Prince Wolfgang always was a bit strange, and now he’s gone completely round the bend. </em></p></li><li><p><em>’E’s been made mad by one o’ them there daemonyologists, and the Emperor’s tryin’ to keep it secret.</em></p></li></ul></li><li><p><em>The river wardens and the excisemen are all crooks, you know. They’ll confiscate your cargo with the slightest excuse and then sell it themselves. It happened to my friend/brother/casual acquaintance/vagabond I met once only last week.</em></p></li><li><p><em>Crown Prince Hergard von Tasseninck, the only son and heir of Grand Prince Hals von Tasseninck, the ruler of Ostland, has been killed while on an expedition in the Grey Mountains. They say there's beastmen out there, throwing lightening out of green sticks. Some say the have the scars to prove it! Have you ever heard such tripe?</em></p></li><li><p><em>There have been riots in Middenland, to the north. The locals have always followed Ulric, and now they’re turning on the true followers of Sigmar. It’s time the Emperor declared them rebels and sent troops to deal with them!</em></p></li></ol></blockquote><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/handouts/handout1.webp\" /></div>"
				},
				"Resolution": {
					"name": "Resolution",
					"text": "<h3>Rewards</h3><p>Beyond any points you offer for good roleplaying and clever ideas at the end of the session, XP should be awarded for the following:</p><ul><li><p>@Exp[40,Securing the abandoned river boat]{40 points for securing the abandoned river boat.}</p></li><li><p>@Exp[50, Rescuing Elvyra]{50 points for rescuing Elvyra.}</p></li><li><p>@Exp[15,Calming down Liza]{15 points for calming down Liza.}</p></li><li><p>@Exp[15, Tracking down Kuftsos's thugs]{15 points for tracking down Kuftsos’s thugs.}</p></li></ul>"
				},
				"A Boat In Need": {
					"name": "A Boat In Need",
					"text": "<p>So far, the adventurers have been lucky that their travel plans have coincided with those of Josef and he let them tag along. Now, though, it’s time for them to part ways. Josef has his own life and business, and he cannot wander all over the Empire with a group of adventurers. He has customers to serve and contracts to fulfil. By now, the adventurers have hopefully learned a little about boat handling, and they should be ready to strike out on their own. All they need is a boat.</p>\n<h3>The First Victim</h3>\n<p>It all begins when one of the party spots a human corpse floating in the river, face down, with several crossbow bolts sticking out of its back. As the <em>Berebeli </em>draws closer, other terrible wounds can be seen.</p>\n<p>If the adventurers left Bögenhafen by road, the encounter starts a little differently. A tattered, bedraggled man comes staggering towards them from the direction of the river. He is bleeding from a number of wounds, and two crossbow bolts protrude from his side. He sees the adventurers, points back towards the river and, before he dies, gasps, ‘Mutants!’ The corpse has nothing of value or interest. Following his trail, clearly marked by blood, back to the river is quite easy.</p>\n<h3>The Boat</h3>\n<p>As the adventurers continue along or beside the river, they see a riverboat of the same type as the Berebeli. The boat is adrift, and a number of corpses — some human, some less so — are on deck and afloat in the river. There is no sign of life. A rowing boat is conveniently tied up along the bank, allowing road travellers to reach the drifting boat without swimming.</p>\n<p>At this point, you can ask any adventurers with the @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense} Talent to make an <strong>Average (+20) Intuition</strong> Test. Don’t give any information regardless of the result: the intention is that the adventurers should have an uncomfortable feeling that they are being watched, and that ‘something is out there’.</p>\n<p>The boat has been attacked by a band of mutants (@UUID[Actor.LU1GuIBsrcwGkNjR]{Tentacled Mutant}, @UUID[Actor.RFvY1DZtLCZVC1u0]{Beak-Face Mutant}, @UUID[Actor.lYCFrEGSkken5SBz]{Furry Mutant}, @UUID[Actor.SF8pUozAlQ7gFSbw]{Winged Mutant}) and the surviving marauders are still on the scene. A winged mutant is keeping watch from a tree and anyone making a <strong>Hard (-20) Perception</strong> Test will spot the creature. It will warn its companions on the boat by imitating an owl call, and Ranger Characters who make an <strong>Average (+20) Intelligence</strong> Test should be told that this is an odd time for owls to be out and about. There are two mutants ransacking the boat’s cabin, and a Beastman is lurking in the water on the other side of the boat from the adventurers.</p>\n<div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\">\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/tentacled-mutant.webp\" width=\"257\" height=\"224\" />\n<p style=\"text-align:center\">@UUID[Actor.LU1GuIBsrcwGkNjR]{Tentacled Mutant}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/winged-mutant.webp\" width=\"250\" height=\"202\" />\n<p style=\"text-align:center\">@UUID[Actor.SF8pUozAlQ7gFSbw]{Winged Mutant}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/tokens/beak-face-mutant.webp\" width=\"200\" height=\"200\" />\n<p style=\"text-align:center\">@UUID[Actor.RFvY1DZtLCZVC1u0]{Beak-Face Mutant}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/tokens/furry-mutant.webp\" width=\"200\" height=\"200\" />\n<p style=\"text-align:center\">@UUID[Actor.lYCFrEGSkken5SBz]{Furry Mutant}</p>\n</div>\n</div>\n<p>As soon as the adventurers attempt to board the boat, the winged mutant dives toward them. The two mutants in the cabin attack anyone trying to enter and they fight to the death. The winged mutant flees if it sees the other two killed, or if it is reduced to 3 or fewer Wounds.</p>\n<p>After one Round of fighting, the @UUID[Actor.LU1GuIBsrcwGkNjR]{tentacled Beastman} rises from the water and reaches up to the deck, trying to seize anyone on its side of the boat. Characters who are close to the rail must make a <strong>Challenging (+0) Cool </strong>Test or gain a @Condition[Surprised] condition. It will seize a leg of someone near the rail if it makes a successful <strong>Melee (Brawling) </strong>Test and drag its target into the water. Targets are wrapped in the creature’s cloying tentacles, suffering SL @Condition[Entangled] Conditions, with a Strength equal to the mutant’s. It will attempt to surprise and entangle a Character each Round until it succeeds or until it is reduced to 3 Wounds or fewer, at which point it will try to flee. Characters who are warned about the mutant by someone who can see it emerge  automatically pass the <strong>Cool </strong>Test and will not be surprised.</p>\n<p>Entangled Characters may attempt to escape by making an Opposed <strong>Strength </strong>Test. Additionally, the creature’s tentacles may be cut away by any suitable bladed weapon. They are a static target, and the victim is cut free if the tentacles take 5 or more Damage.</p>\n<p>At the beginning of the Beastman’s Round, if it has @Condition[Entangled] a victim, it will pull them over the side of the boat. The target may make a <strong>Difficult (-10) Strength </strong>Test to grab hold of the rail and avoid being pulled into the river. </p>\n<p>Failing costs 1 Wound regardless of armour and Toughness. The Beastman tries to hold its target under water until they drown. Characters pulled into the water in this way can hold their breath for their Toughness Bonus in Rounds — after this, they lose 1 Wound per Round until they fall unconscious.</p>\n<p>The victim may fight back while underwater, but only using thrusting weapons such as swords, spears, or daggers, and even these suffer -2 damage. While held underwater, the usual -10 penalty for actions taken while <em>Entangled </em>becomes -20 instead. The Beastman will continue to attempt to drown its victim until they break free, until it is reduced to 3 Wounds, or its victim falls unconscious. If the latter happens, the creature will happily  depart, dragging its next meal with it.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>We Were Expecting Mutants!</em></h3>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard5.webp\" width=\"100\" height=\"100\" /></div>\n<p><span style=\"font-style:normal\">Experienced Players will be expecting mutants, so you may wish to keep things fresh with different foes for the adventurers to wrestle the barge away from.</span></p>\n<p><span style=\"font-style:normal\">Mundane human river pirates are a possibility, throwing the bodies of the boat’s crew overboard and preparing to get under way for Weissbruck. Once there, they intend to sell the boat and its cargo. Perhaps they plan to just sell the cargo and keep the boat to be fitted out as a pirate vessel. In this case there are three pirates on board, all humans with Warrior-Class Careers.</span></p>\n<p><span style=\"font-style:normal\">If they see the adventurers coming, one of them will blow a horn just before battle is joined. On the fourth combat Round, a pirate boat comes around the bend with 4–8 more pirates on board. The number varies depending on the party’s combat strength. Three of the pirates will be working the boat, while the others attack with bows and crossbows, showing little regard for the safety of their fellow pirates on the captured vessel. They keep up this fire for three more Rounds, by which time the two vessels will be alongside each other, and hand-to-hand fighting can take place. </span></p>\n</blockquote>\n<h3>Taking Stock</h3>\n<p>Once the marauders have been defeated, the adventurers can look over the boat. There are five corpses in total: three of them are Humans (a man and a woman in their mid-twenties and a man in his forties) and the other two are mutants. One has a skull face and eyestalks, the other has bird’s legs, a furry tail, and a single eye on the end of its nose.</p>\n<p>A search of the bodies will reveal: 2 @UUID[Compendium.wfrp4e-core.items.i76oPVM2eFEs5IBh]{Mail Coats} (which will fit two of the adventurers), 2 @UUID[Compendium.wfrp4e-core.items.4xV16ttsxCa311vl]{Mail Coifs}, 3 @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{swords}(one broken), 1 @UUID[Compendium.wfrp4e-core.items.ksRqHiMVpIL07Ij1]{Crossbow} and 13 @UUID[Compendium.wfrp4e-core.items.kFROfGFdExfyJTg9]{Bolts}, 4 @UUID[Compendium.wfrp4e-core.items.ahlxlfIl8xUhBkic]{Daggers}, 2 @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{Clubs}, and a total of @Credit[30ss mode=split]{30 shillings} in mixed coinage.</p>\n<h3>Something Down Below</h3>\n<p>As the adventurers search the boat, they hear the sound of movement in the hold. If anyone searches the hold, they will find many sacks of wool and 10 crates. A <strong>Difficult (-10) Perception</strong> Test lets that Character see a crate lid move ever so slightly. If that test is failed, a second <strong>Difficult (-10) Perception</strong> Test allows an adventurer to hear a faint sound from inside the crate.</p>\n<p>If the adventurers call out ‘Who’s there?’ (or anything else) all movement stops abruptly. If the crate is opened, there’s a woman cowering inside. She screams and brandishes a small knife ineffectually as the lid is removed, but then collapses with relief at the sight of friendly faces. Or perhaps it’s at the sight of normal, non-mutated faces…</p>\n<p>This is @UUID[Actor.wwwoy9PIIDOQZdF8]{Renate Hausier}, a pedlar from Grünburg and passenger who was on her way home after the @UUID[Compendium.wfrp4e-eis.journals.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{The Schaffenfest}. She was in the hold when the mutants attacked. ‘I looked out and saw this horrible skull-faced creature — I knew I ought to fight, but all I could do was run. I hid in here and hoped no one would notice me.’ Renate will be able to identify the three human corpses as Fritz Segel, the boat’s owner, his son Albrecht, and his daughter-in-law, Heidi. If asked, she thinks the cargo belonged to the Segels rather than being a contract load. </p>\n<div class=\"journal-image centered\"><img style=\"margin-bottom:-20px\" src=\"modules/wfrp4e-dotr/assets/actors/renate-hausier.webp\" width=\"299\" height=\"345\" /></div>\n<p style=\"text-align:center\">@UUID[Actor.wwwoy9PIIDOQZdF8]{Renate Hausier}</p>\n<p>There are, if anyone wants to count them, 75 sacks of wool in total, each the equivalent of 3 Encumbrance Points. </p>\n<h3>What Now?</h3>\n<p>If the adventurers are unsure of what to do after winning the fight, Renate encourages them to take over the boat and cargo so that she can get to her destination in Weissbruck. If the adventurers are still travelling with Josef, he points out that normal practice on the river is to take over a salvaged boat and work it until any next of kin can be traced, keeping any profits as salvage fees. It’s not uncommon for the next of kin to pay a reward too, if they are traced. An <strong>Easy (+40) Lore (Riverways)</strong> Test by an adventurer will bring this to mind, or Renate or Josef can tell the adventurers about salvage. The adventurers have now acquired a boat, a cargo, and a passenger who could serve as a replacement adventurer if one is needed. They are now ready for the next part of the adventure. </p>\n<p>If they are travelling with Josef there will be a fond, and moderately alcoholic, farewell. This can take place now, or when the two boats arrive in Weissbruck. </p>\n<p>If none of the adventurers have Row or Sail Skills, Josef will spend a day teaching at least one of them the rudiments of boat handling. This is not enough time to learn a Skill, but each of the adventurers being taught should make a <strong>Challenging (+0) Intelligence</strong> Test. Those who succeed gain a +10 bonus to any Tests involving boats that you decide are relevant until they properly acquire either Skill. </p>\n<p>Even if Josef is available, Renate will offer to help with the boat. It’s the least she can do for the heroes who rescued her.</p>\n<p>Her offer is quite sincere, but she is quite gushing in her praise when she makes it: she has been shaken by the mutant attack, and is very glad to be alive. Renate is actually quite useful around boats, too.</p>\n<p>@UUID[Actor.wwwoy9PIIDOQZdF8]{Renate} or @UUID[Compendium.wfrp4e-eis.actors.nxLsH2WvU6xmjzfg]{Josef} can also explain how to trade the cargo on arrival at a suitable port. See the @UUID[JournalEntry.VZwUZdMLeYOqKhDL]{Trading Rules} for more details.</p>"
				}
			}
		},
		"The Imperial Semaphore Service": {
			"name": "The Imperial Semaphore Service",
			"pages": {
				"The Signal Towers": {
					"name": "The Signal Towers",
					"text": "<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/reikland-semaphores.webp\" width=\"253\" height=\"463\" /></div>\n<p>@UUID[Scene.8MQkKCUMV45D08D2]{The Signal Tower} built on the remains of Dagmar’s hidden laboratory plays an important role in the events of <strong>Death on the Reik</strong>, but it is not a singular creation. There are currently several of the devices being built across the Empire, with the intial line designed to connect Altdorf and Nuln. If your Characters take an interest in the effort by assisting the Dwarf workcrew, you can use the material in this chapter as a basis for further exploration of the Semaphores which, to the average Imperial citizen, appear to operate by what is essentially magic.</p>\n<p>Communications within the Empire are typically slow. News travels at the speed of a coach or a river barge, and until recently, military dispatches were limited to the speed of a rider on a fast horse. While some magical communications exist — certain Colleges use them, and the temples of Verena are known to be in regular contact with each other regardless of distance — the Emperor decided that a new, quicker form of communication was needed, that did not rely on magic and the uncertain loyalties of organizations that are not directly under his control. Thus, by a decree of 2510, Emperor Karl-Franz instituted the Imperial Semaphore Service.</p>\n<p>So far, one chain of signal towers has been substantially completed, running in nine stages between Altdorf and Nuln. It has been estimated that a message from one city can reach the other in less than an hour, and initial tests are planned as soon as construction is complete. Building crews from the Dwarven Engineers’ Guild, like the one the Characters encounter near Castle Reikguard, are hard at work finishing the great structures, while Imperial surveyors are scouting locations for further chains connecting the capital to the Empire’s other great cities, and beyond them to key border forts and passes.</p>\n<p>When the network is complete, it is estimated that an alarm from anywhere in the Empire will be able to reach Altdorf in less than half a day, allowing Electoral and Imperial forces to respond to any threat — from armies of Chaos pushing through Kislev to Greenskin hordes pouring through Black Fire Pass — with a speed and flexibility previously unknown.</p>"
				},
				"Construction": {
					"name": "Construction",
					"text": "<p>Situated on hilltops and other prominences within sight of each other in clear weather, the signal towers are built of stone using the strongest and most durable Dwarven techniques. They vary in height, but the apparatus at the top is always the same.</p><h3>Signal Ramp</h3><p>Running around the outside of the tower’s base, a spiral ramp allows personnel and supplies to reach the lowest level. The door at the top of the ramp is heavily fortified and is winched up and down rather than opening on hinges. In the event of an attack, the crew need only lower it to be relatively safe: it is too heavy for outside forces to raise, and the ramp outside is too narrow to permit the use of a battering ram.</p><h3>Living Quarters</h3><p>The towers are designed for a crew of six: two officers and four observer-operators, divided into two twelve-hour shifts of three people each. The living quarters are sufficient for three people: an economy that pleases the Imperial treasurers more than the crews themselves.</p><h3>The Beacon</h3><p>A great fire, backed by a huge mirror, is laid behind an iron shutter, which opens on the side of the tower that faces the capital. This allows urgent messages to be sent to Altdorf even at night, although messages from the capital must wait for daylight and are sent using the semaphore paddles.</p><h3>The Pylon</h3><p>The tower is topped by a circular wooden structure, equipped with a Dwarf-built crank-and-gear mechanism that allows it to be rotated to face either one of its neighbours. There is an observer’s post with a telescope and an operator’s post with controls for the semaphore paddles. Each position is equipped with a writing surface, and a locked strongbox holds a pair of code-books — one for the operator and one for the observer — along with a supply of parchment, pens, and ink. The key to the strongbox is held by the duty officer, who is also charged with destroying the code-books in the event of an attack. Picking the lock on the strongbox requires 5 Success Levels with a <strong>Challenging (+0) Pick Lock</strong> Test: attempts to break it open must overcome its Toughness of 50 and 25 Wounds.</p>"
				},
				"Support and Supply": {
					"name": "Support and Supply",
					"text": "<p>Because the towers are often built in remote places — the greater part of the Altdorf to Nuln chain runs through dense and dangerous forests — they and their crews must be able to hold out for weeks or even months without seeing another soul. Each tower is equipped with a capacious cellar beneath the floor of its living quarters, capable of holding enough non-perishable supplies for three months.</p><p>The Emperor’s plan calls for fresh supplies to be brought every four weeks from the nearest town or city, if necessary in armoured carts escorted by local troops. This has not yet been put into practice, and some Imperial counsellors worry that local forces from a small town or village could not guarantee to get supplies through in the event of an attack by Beastmen, or — in some cases — even prolonged bad weather. This part of the plan is under review, and among the options being considered is the construction of garrisoned depots at the settlements in question, with supplies and relief troops ready to respond to any alarm. However, many questions remain to be answered, including how these depots will be paid for and how, exactly, the tower can raise an alarm that will be heard at a depot several leagues away.</p>"
				},
				"Careers": {
					"name": "Careers",
					"text": "<p>Crews for the semaphore towers are still being recruited, largely from the local military forces in their home areas. Most successful recruits have at least one level as a Soldier or Scout; all are required to have the @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write} Talent, and before taking up their assignments all are trained in the Imperial semaphore alphabet and the use of a standard code-book.</p><p>While a posting at a remote signal tower does not offer many possibilities for wide-ranging adventures, Characters may wish to join a semaphore crew temporarily for some adventure. As mentioned above, all applicants must be literate. Those with Leadership are eligible to be officers. Other Skills and requirements are for the GM to decide, depending on how important the posting is to the adventure: military backgrounds are considered desirable, but in remote or especially dangerous places the authorities take whomever they can get.</p>"
				},
				"Adventure Seeds": {
					"name": "Adventure Seeds",
					"text": "<p>In <strong>Death on the Reik</strong>, the Characters encounter a semaphore tower that is built on the ruins of an earlier structure with an unknown past and some dangerous inhabitants. Other towers might offer different possibilities for adventure. Here are some ideas.</p>\n<h3>State Secrets</h3>\n<p>Each tower is equipped with a code-book that holds the standard Imperial codes for transmitting military secrets and other sensitive information. Truly sensitive messages are transmitted down the line using top-secret ciphers that are not in the standard books, so that the crews do not know the contents of the messages that they are passing on.</p>\n<p>Even so, there are some people who would pay well for a current set of Imperial codes, ranging from disaffected Electors to would-be rebels, cultists bent on causing confusion, and the spies of foreign powers. </p>\n<p>While the Characters are at a signal tower — forced there by bad weather or marauding Beastmen, perhaps, or having gone there on some other errand — they contend with a spy or thief who tries to steal the tower’s code-book. Alternatively, the Characters themselves might be hired to steal the book, or — a little farcically — to replace a faulty volume with a corrected one without the crew’s knowledge. This might be because the authorities want to avoid the embarrassment of admitting to a mistake, or it might be an exercise to expose an enemy agent who has been intercepting signals with the help of an accomplice at the tower.</p>\n<h3>The Altdorf Imperial Society of Pigeon Fanciers</h3>\n<p>While the towers are poorly understood, many are quick to talk up their supposed capabilities. It is generally presumed that they will make many forms of communication, such as writing, or perhaps speaking, obsolete. Many are put out by this suggestion, but few more so than the Altdorf Imperial Society of Pigeon Fanciers. They have come up with various plans to interfere with the towers, culminating in the despatch of a half dozen pigeons laden with small incendiary bombs to roost in the tower! One fire has already started, and the smell of roast fowl abounds. Can the Characters prevent the entire tower from going up in smoke?</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/items/knife-dagger.webp\" width=\"345\" height=\"116\" /></div>\n<h3>Beseiged!</h3>\n<p>The forests of the Empire are full of Beastmen and worse things, and Characters travelling through the deeper woods may find themselves pursued. They may be taking supplies or equipment to a new tower, or engaged in some other adventure in the area, but suddenly they find themselves pursued by a horde of enemies so numerous that their only hope lies in flight. They reach a signal tower mere minutes ahead of their pursuers and must persuade the crew to open the door and let them in before the enemy arrives. An alarm is set up and sent down the line, but it takes a day or more for a relief force to arrive and the tower must be defended until then.</p>\n<p>The first wave of attackers breaks on the near-impregnable tower, and a period of quiet follows as the enemy leaders consider their options. There may be drumming and chanting in the woods, infiltrators and assassins climbing the walls, destructive spells, summoned Daemons, and other forms of attack, all of which the Characters must thwart. For added fun, perhaps one of the tower’s crew is a secret cultist, who decides to throw in his lot with the Chaotic horde outside and begins a series of grisly, ritual murders in secret.</p>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/set-pictures/the-forest-tower.webp\" width=\"272\" height=\"409\" /></div>\n<h3>King of the Hill</h3>\n<p>The foot of the tower stands on a small hill that the Imperial surveyors took to be a natural feature — but in fact, is an ancient burial mound going back to pre-Sigmarite times. The mound’s owner, a @UUID[Compendium.wfrp4e-core.actors.GgSxlomoV220kd3G]{Ghost}, @UUID[Compendium.wfrp4e-core.actors.hMbcLVjk7eUdxtqC]{Cairn Wraith}, @UUID[Compendium.wfrp4e-core.actors.TWy5l4uYTRAtjfit]{Tomb Banshee}, or other powerful Undead creature, sets out to destroy the tower and punish its crew.</p>\n<p>The creature may be alone, or it may be the remains of an ancient chieftain or chieftainess who was buried with a retinue of servants and warriors — now lesser Undead creatures, such as @UUID[Compendium.wfrp4e-core.actors.Mt5JAoOSaEH1PdcP]{Skeletons} and @UUID[Compendium.wfrp4e-core.actors.T79RqnDOAQLn3I1s]{Zombies} — who climb the tower and try to dismantle it stone by stone while their leader deals with the terrified mortals within. To make things even more horrific, the Undead leader may have a rare Trait which causes those he or she kills to rise as Zombies or other Undead creatures a few Rounds after their deaths.</p>"
				}
			}
		},
		"The Empire's Rivers": {
			"name": "The Empire's Rivers",
			"pages": {
				"Locks And Tolls": {
					"name": "Locks And Tolls",
					"text": "<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/set-pictures/the-lock-house.webp\" width=\"233\" height=\"304\" /></div>\n<p>Vast numbers of ships and boats ply the waterways of the Old World, and as with the roads there are tolls to be paid for passage. Along narrow waterways and canals, tolls are collected at locations where vessels can be easily halted; swing bridges or locks being very popular places for the collection of tolls. Where the course or width of the river prevents this, a strategically placed castle (complete with catapults, ballistae or bombards) can be very effective in convincing passing traffic to stop and pay any tolls. Tolls in these instances can be fairly high, as maintaining a castle is not cheap. Other areas employ booms across the river which can be winched or towed out of the way.</p>\n<p>Such locations are best designed by the GM. Most locks are unexceptional places where boats pay a toll to go through to the next stretch of river. Each lock is maintained by a lock keeper, whose family may live in the lock-house as well.</p>\n<p>The frequency of riverside toll points varies, but they generally occur every 20 or 30 miles. Where a section of river crosses the lands of a number of landowners, tolls have been known to be charged every few miles. This behaviour is frowned on by the Imperial authorities, though, and some form of common agreement is usually enforced.</p>\n<h3>Tolls</h3>\n<p>Tolls vary from a few silver up to a crown for a small barge, to as high as 6-12 GC for the largest kind of vessel. As with all tolls, these vary from place to place, according to the level of traffic and the greed of the collecting authority. Toll keepers may be River Patrol officers (see @UUID[JournalEntry.nb2WIUXzQEmZYPox]{The Imperial River Patrol}), or they may be bailiffs employed by the local ruler or town council.</p>\n<h2>Locks</h2>\n<p>A lock is normally stationed at a point where the river falls steeply; rocks and rapids are generally present in more remote areas; in busier waters these have been removed and replaced with a fast-moving weir. The lock itself is a clear, straight channel, bound on either side by a stone wall and with a pair of gates at either end, each equipped with a winch-operated sluicegate. The river can be as much as 15 feet lower on the downstream side.</p>\n<p>A boat wishing to go up or down enters the lock; the gates are closed, and the sluices on one end are used to let water into or out of the lock, raising or lowering the water level — and the boat along with it — as desired. The sluices can only be opened by a key, which is held by the lock keeper.</p>\n<p>A lock keeper's house is usually home to a lock keeper's family, but in dangerous areas, or areas where a high toll is charged, armed guards are often in residence to protect their lord's interest.</p>\n<h3>Lock Keepers</h3>\n<p>This does not mean, of course, that all lock keepers are completely incorruptible, and some may be open to bribery or actually in league with a band of pirates.</p>\n<p>Locks often have attendant lock keepers who operate the locks and charge any tolls. Like toll keepers on land, lock keepers are capable of looking after themselves in most situations and co-operate with the authorities in pursuing criminals and other fugitives.</p>\n<p>Most lock keepers are deputized members of the @UUID[JournalEntry.nb2WIUXzQEmZYPox]{The Imperial River Patrol}, in the same way that toll keepers stationed along roads — and at spots where a road runs alongside a river or crosses it via a toll bridge — are members of the Imperial Road Wardens. Some are bailiffs or other officials in the employ of a local lord who enjoys the right to exact tolls through ancient custom or Imperial charter.</p>\n<p>Lock keepers have a notorious lack of patience with people who cannot handle their boats properly and will keep up a torrent of abuse until the boat is finally in the lock. ‘There are other people wanting to use this lock this week, you know’ is a favourite cry.</p>\n<h3>Negotiating Locks</h3>\n<p>Characters with the appropriate boat handling Skill (Row or Sail) will have no trouble in using a lock. Other Characters must make an <strong>Average (+20) Boat Handling </strong>Test whenever they approach a lock. If the Test is failed, the boat fails to enter the lock properly; results are as follows:</p>\n<p>Lock gates have Toughness 8 and [[/r 4d10]] Damage points (average 22). Handle Damage to lock gates as if it had taken place in normal combat. Critical Damage destroys one of the lock gates, putting the lock out of action until it can be repaired. A <strong>Hard (–20) Trade (Carpentry) </strong>Test is required to repair a lock gate. Each Test takes [[/r 1d10]] hours; if successful, it restores [[/r 1d10]] Damage points to one gate, at a cost of @Pay[6ss]{6/-} per point. By the code of the river, the guilty party pays for repairs — plus a fine of at least [[/r 1d10]] GCs — and is detained until they are complete.</p>\n<p>Characters who bungle an attempt to enter a lock suffer a penalty to all <strong>Fellowship</strong> Tests made while talking to the lock keeper or any travellers they delay. Depending on the amount of Damage suffered by the lock gates, this penalty ranges from –10 to –30.</p>\n<h3 style=\"text-align:center\">Lock Navigation Failure Table</h3>\n<table style=\"width:93.9628%;height:289px\" border=\"1\">\n<tbody>\n<tr style=\"height:17px\">\n<td style=\"width:39.0343%;height:17px;text-align:left\"><strong>Failure Level</strong></td>\n<td style=\"width:60.1419%;height:17px;text-align:left\"><strong>Result</strong></td>\n</tr>\n<tr style=\"height:68px\">\n<td style=\"width:39.0343%;height:68px;text-align:left\">Marginal Failure (-1 to -0 SL)</td>\n<td style=\"width:60.1419%;height:68px;text-align:left\">The boat scrapes the side of the lock, taking one hull hit for +5 Damage and causing identical Damage to the lock gates; with a little pushing and pulling, it gets into the lock safely.</td>\n</tr>\n<tr style=\"height:68px\">\n<td style=\"width:39.0343%;height:68px;text-align:left\">Failure (-2 to -3 SL)</td>\n<td style=\"width:60.1419%;height:68px;text-align:left\">The boat runs into the side of the lock, taking one hull hit for +10 Damage and causing identical Damage to the lock gates; it must be backed up and attempt the approach again.</td>\n</tr>\n<tr style=\"height:51px\">\n<td style=\"width:39.0343%;height:51px;text-align:left\">Impressive Failure (-4 to -5 SL)</td>\n<td style=\"width:60.1419%;height:51px;text-align:left\">The boat runs into the bank beside the lock, taking one hull hit for +10 Damage and with a [[/r 1d10]]{20%} chance of grounding.</td>\n</tr>\n<tr style=\"height:85px\">\n<td style=\"width:39.0343%;height:85px;text-align:left\">Astounding Failure (-6 SL or worse)</td>\n<td style=\"width:60.1419%;height:85px;text-align:left\">The boat misses the lock and runs over the adjacent weir (taking one hull hit for +15 Damage and with a [[/r 1d10]]{30%} chance of grounding) or rapids (taking one hull hit for +20 Damage and with a [[/r 1d10]]{40%} chance of grounding).</td>\n</tr>\n</tbody>\n</table>"
				},
				"The Aver and Stir": {
					"name": "The Aver and Stir",
					"text": "<p>The Aver and the Stir are the major rivers of the southern Empire, giving their names the provinces of Averland and Stirland. Both rise in the Worlds Edge Mountains, and the dark waters that flow from that range give the rivers a deep, rich colour. They are major paths of trade to and from the great Dwarfholds of Karak Kadrin and Zhufbar. Ancient roads follow their course to towns that mark the furthest point upstream that riverboats can travel.</p>"
				},
				"The Empire's Rivers": {
					"name": "The Empire's Rivers",
					"text": "<p>While several major highways cut through the Empire, as described in the @UUID[Compendium.wfrp4e-eis.journals.XGUpnYfS67guNIWJ]{Enemy in Shadows Companion}, these are slower and often more dangerous than the rivers, especially for the transport of bulk goods such as timber, metals, and agricultural produce. The rivers are the Empire’s preferred highways for commerce and long-distance travel. All of the Empire’s great cities — and the vast trading-port of Marienburg in the Wasteland — are linked by the rivers, so that it seems foolish to move goods and people by any other route.</p>\n<p>In addition, the great rivers are the natural and legal boundaries between several of the Electoral Provinces, providing both clear demarcation and a frontier for squabbles between nobles.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Behind The Scenes</em></h3>\n<p><em>Just as the <strong>Enemy in Shadows Companion</strong> provided background information and advanced rules to cover journeys by road, this volume presents everything the GM needs to play river journeys in detail.</em></p>\n<p><em>River Navigation covers the most common types of vessel encountered on the waterways of the Empire, and presents detailed rules for boat handling, combat, accidents, and damage. Consideration is given to the locks and toll houses that punctuate many river journeys. Riverside inns, and the people who frequent them, are also described.</em></p>\n</blockquote>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/misc/spot-mutant-skull.webp\" width=\"251\" height=\"224\" /></div>"
				},
				"The Reik": {
					"name": "The Reik",
					"text": "<p>The Reik is arguably the most important of the Empire’s rivers, for it provides the realm with access to the outside world through the great port of Marienburg. Imperial goods flow down it, bound for Bretonnia and beyond, while the luxury imports demanded by the wealthy classes — Bretonnian brandy, Cathayan silks, and the perfumes of Araby, among others — make their way upstream, both legally and otherwise.</p><p>Rarely blocked by ice, the Reik is fed at its source by the Upper Reik and the Soll, while the @UUID[.XlhCYu4ClJHqCyOx]{Aver}, @UUID[.XlhCYu4ClJHqCyOx]{Stir}, and @UUID[.CW2w86aXWAd6ZpPl]{Talabec} rivers join it at Nuln, @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.jberdZpMtWm8UQfT]{Kemperbad}, and @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf} respectively. Flooding can be a problem in spring, as the snowmelt from the mountains swells the rivers. Cities and towns take what steps they can to mitigate the damage, but only Nuln and Altdorf have made much progress. The lower-lying parts of any riverside settlement tend to be the poorest, and the great and the good can always find more deserving uses for city funds, such as statues of past rulers and grand feasts for the city council.</p>"
				},
				"Lock Encounters": {
					"name": "Lock Encounters",
					"text": "<p>Here are a few brief encounters at a lock, which can be used as desired. These can provide a good diversion for Characters if recent events have become a little stale, and if used cleverly can be an a good way to get errant parties back on track. Bandits or smugglers might have come across @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} in her travels, before her persuastive use of money, or magic, convinced them to let her pass. Mutants or Beastmen attackers may have ties to @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{The Red Crown}, and know something @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka's} mission.</p>\n<h3>The Ringer</h3>\n<p>The lock keeper has been killed or tied up and hidden somewhere around the lock-house and has been replaced by an agent working for a gang of smugglers which is about to bring a valuable cargo through the lock. While waiting for the smugglers' boat to arrive, the replacement lock keeper tries to conduct business normally, but any Character who makes a successful <strong>Lore (Local) </strong>or <strong>Lore (Riverways)</strong> Test realises that something is wrong.</p>\n<p>A successful Test reveals that the bogus lock keeper seems unsure of how to operate the lock mechanism or arouses the Characters’ suspicions in some other way. If the party stay at the lock long enough — either by disabling the smugglers' agent or by returning to stake the lock out — they see the smugglers' boat going through and may alert the River Patrol or take action on their own. If they choose the latter course, there are four smugglers, including the one on the bank; their levels can be determined by the GM.</p>\n<h3>New Management</h3>\n<p>The lock keeper has been killed or disabled as above, and the lock has been taken over by a group of outlaws, who stand menacingly on either bank of the river. They are charging the standard toll rate for allowing boats through the lock (‘<em>After all,’</em> they say, ‘<em>we're not greedy. It's bad manners to be greedy.’</em>) but of course the money is being diverted to their own pockets.</p>\n<p>The precise number of outlaws is up to the GM; either there are so many that the Characters’ obviously have no choice but to comply, or there are few enough for the Characters to be able to defeat them without incurring serious losses which will affect their success in their current adventure. The bulk of the group are standard outlaw NPCs, with one high-level leader.</p>\n<h3>Accident</h3>\n<p>As the Characters’ boat approaches the lock, they see that a vessel has become stranded on the weir. The lock keeper and the boat’s crew are struggling to get it off before it suffers serious damage. Boatmen are on both banks of the river, pulling on ropes to try and refloat the vessel, and a couple of horses may have been borrowed for the task as well.</p>\n<p>Dragging the boat off the weir requires an additional 110 Strength points. Once the boat is clear, its captain provides drinks all round for all who helped and may be a useful friend if encountered again. The lock keeper is grateful to the Characters and may let them through the lock free of charge — ‘But don't tell no one, mind.’</p>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/mutant-head.webp\" width=\"160\" height=\"288\" /></div>\n<h3>Attack</h3>\n<p>The lock and house are in smoking ruins. The lock keeper may live long enough to tell of an attack by outlaws or mutants, or the attackers may still be on the scene when they arrive. If this is the case the raiders may run off. If they stand and fight, each attacker will each have lost [[/r 1d10-3]] Wounds in the recent battle.</p>\n<p>There may be a few items of value left in the ruins, but there is also the chance that Road Wardens or River Patrol vessels might arrive just as the Characters are picking over the rubble, leaving them with some fast talking to do if they want to avoid arrest. The GM can use such an event to give the players a few anxious moments, pointing out that bandits are normally strung up on the spot without the benefit of a trial. The Characters should be able to explain events eventually, either through bribery, charm, or by showing the bodies of dead mutants.</p>\n<h3>A Bit on the Side</h3>\n<p>The lock keeper overcharges the Characters for passage through the lock. If the Characters fail to notice that this lock seems to be more expensive than the last few, give each Character a <strong>Lore (Riverways)</strong> Test. If the Characters comment on the overcharging, the lock keeper apologises for the ‘mistake’ and rectifies matters immediately, or becomes abusive and refuses to let their boat through the lock until they pay the amount he/she has demanded.</p>\n<h3>An Inspection</h3>\n<p>A bailiff escorted by a River Patrol vessel, has moved into the lock and is inspecting every boat which passes through it. They may be looking for smugglers, or simply carrying out a routine inspection.</p>\n<p>In either case, boats are tailing back on either side of the lock, and it takes the Characters about two hours to reach the lock and be inspected in their turn. Their boat is searched (which might be embarrassing if they are carrying any illicit cargo) and they are questioned about where they have come from, where they are going, and why. The bailiff is unlikely to believe the truth, so a successful <strong>Charm </strong>Test is required to concoct a plausible story.</p>\n<p>Any contraband is confiscated, and a spot fine anywhere from 5–50 GCs is imposed, according to the size of the illicit cargo. At the GM’s option, the Characters may be taxed on their remaining cargo, at 1% of its wholesale value. This is a good way of dealing with a party which has acquired too much money, but you should be lenient if the party is running short of funds.</p>\n<p>The Characters may have trouble keeping their patience during this encounter, but the River Patrol boat is full of riverwardens who are simply itching for something to relieve the monotony. If the Characters back away from the lock and wait until the bailiff goes away, they arouse suspicion. They are stopped and searched with particular thoroughness — make two Perception Tests for the bailiff, and the search delays them for a further 2-3 hours.</p>\n<p>As a variant on this encounter, the bailiff may actually be a Charlatan, whose forged credentials have even convinced the River Patrol. Later in their journey, the Characters may encounter the ‘bailiff,’ having been exposed as a fake and on the verge of being strung up. Needless to say, the PCs are not be able to recover any of the money which was collected from them previously.</p>\n<div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/beastman-nom.webp\" /></div>"
				},
				"The Talabec": {
					"name": "The Talabec",
					"text": "<p>The Talabec begins in Kislev, where the waters of the Upper Talabec and Urskoy Rivers meet. A broad, slow river for most of its length, the Talabec is a major highway through the dark forests of the north, and is the preferred route for communicating with distant Kislev. Its waters are rich with life, and many small villages line its path, subsisting on the fish it provides. Its only major city is Talabheim, whose port of Taalgrad has a reputation for danger — and as a good spot for dumping anyone who cannot pay their fare.</p>\n<p>The Talabec also serves as a border between Talabecland and its neighbours to the north: Middenland, Hochland, and Ostland. It is a contentious border, with raids in both directions in times when Imperial authority is weak. Too wide to ford, ferry landings are frequent points of dispute, not least for their profitable toll-houses.</p>"
				}
			}
		},
		"Deck It Out": {
			"name": "Deck It Out",
			"pages": {
				"Deck It Out": {
					"name": "Deck It Out",
					"text": "<p>The @UUID[JournalEntry.WR8ZAD6yw9lYgzeY.JournalEntryPage.fZNJ3wA4kOfKMVQZ]{Riverboats of the Empire} represent the typical  vessels encountered on the Empire’s waterways, but there are many ways to modify a craft, if one has the money. Modifications may add to Vehicle Encumbrance, for every added point of Vehicle Encumbrance lose a point of Carries.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Fastest Barge on the Reik</em></h3><p><em>These rules allow for Characters to customise their barge to their liking, increasing its speed, defensive, and offensive capability. You will notice that prices are quite high — this is both because skilled artisans don’t work for free, and because Characters engaged in a good deal of trading up and down the Reik may have an excess of gold from which they must be parted.</em></p><p><em>These upgrades work best if you provide your Characters with some opportunity to benefit from them. Make use of the river encounters found throughout this book to challenge your Character’s presumed mastery of the Empire’s waterways. Should they be overwhealmed and robbed by pirates, they may well wish to deck out their barge with some weaponry and armour in the future. If they do, be sure to have the pirates revisit, haughitly setting upon a known ‘easy mark,’ only to find hidden guns and armoured plating awaiting them...</em></p></blockquote><h2>Hull</h2><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/items/knot.webp\" width=\"229\" height=\"159\" /></div><h3 class=\"no-toc\">Armour Plating</h3><p>@UUID[Compendium.wfrp4e-dotr.items.dFmFqI0lRDSZ8PJe]{Armour Plating (Bronze)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.TfM6LAHIQiFLpWBc]{Armour Plating (Iron)}</p><h3 class=\"no-toc\">Racing Hull</h3><p>@UUID[Compendium.wfrp4e-dotr.items.p2koJMixjjVp1PjV]{Racing Hull}</p><h3 class=\"no-toc\">Smoothing</h3><p>@UUID[Compendium.wfrp4e-dotr.items.mqdPFau0fgu2aUrB]{Smoothing}</p><h2>Steering</h2><h3 class=\"no-toc\">Broad Rudder</h3><p>@UUID[Compendium.wfrp4e-dotr.items.m0eJlsVuBagJzTxK]{Broad Rudder (Row Boat)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.HcODeEfQaFzLloKS]{Broad Rudder (Fishing Skiff)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.27zh83ZWBmeqmyB3]{Broad Rudder (Typical Barge or Patrol Boat)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.b9pHfs2BwjJkGJKK]{Broad Rudder (Large Barge)}</p><h3 class=\"no-toc\">Fore-and-Aft Rudder</h3><p>@UUID[Compendium.wfrp4e-dotr.items.wzTfpkxbwvwovaDE]{Fore-and-Aft Rudder (Row Boat)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.svilwYqG1icWDxhm]{Fore-and-Aft Rudder (Fishing Skiff)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.oPNqOvWaRguJMiAr]{Fore-and-Aft Rudder (Typical Barge or Patrol Boat)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.qArWUfjBUf41zK9A]{Fore-and-Aft Rudder (Large Barge)}</p><h3 class=\"no-toc\">Water Brakes</h3><p>@UUID[Compendium.wfrp4e-dotr.items.BAlHdsEJs1QX5g7A]{Water Brakes (Row Boat)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.NtiilaD1JmEnMlzR]{Water Brakes (Fishing Skiff)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.Rfwo40mg8VSQEWyx]{Water Brakes (Typical Barge or Patrol Boat)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.DhbLoPOnEbK4kdc9]{Water Brakes (Large Barge)}</p><h2>Superstructure</h2><h3 class=\"no-toc\">Armoured Walls</h3><p>@UUID[Compendium.wfrp4e-dotr.items.DiQ3oiXBunxToCiz]{Armoured Walls (Row Boat)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.tdIhEFVidKYKxx9F]{Armoured Walls (Fishing Skiff)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.PPRgubR8oXZkbsYk]{Armoured Walls (Typical Barge or Patrol Boat)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.EsGV80YVlHWMuyjt]{Armoured Walls (Large Barge)}</p><h3 class=\"no-toc\">Gun Ports</h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/items/carpenterstools.webp\" width=\"261\" height=\"168\" /></div><p>@UUID[Compendium.wfrp4e-dotr.items.J0huJ6NTBd4tCQcW]{Gun Ports (Small)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.O2pVvDiY0IAhCDNd]{Gun Ports (Large)}</p><h3 class=\"no-toc\">Luxury Cabins</h3><p>@UUID[Compendium.wfrp4e-dotr.items.XAFtDlv6ZF7ZKhsU]{Luxury Cabin}</p><h3 class=\"no-toc\">Raised Gunwales</h3><p>@UUID[Compendium.wfrp4e-dotr.items.Item.5InlrPpTE5DEntu7]{Raised Gunwales (Row Boat)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.Item.CrXHlfit3BGhcMzf]{Raised Gunwales (Fishing Skiff)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.Item.EImPMcvAAsqes7mK]{Raised Gunwales (Typical Barge or Patrol Boat)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.Item.cgUYHI62x0m2iPFH]{Raised Gunwales (Large Barge)}</p><h3 class=\"no-toc\">Stripped</h3><p>@UUID[Compendium.wfrp4e-dotr.items.fav1xVeiw6dIhCLu]{Stripped (Row Boat)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.9GvZlgtnivrwXS6Y]{Stripped (Fishing Skiff)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.1D3EAxQ6SKld08Xm]{Stripped (Typical Barge or Patrol Boat)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.QJLC9bbFnW5raZ1J]{Stripped (Large Barge)}</p><h2>Rigging</h2><h3 class=\"no-toc\">Flying Jib</h3><p>@UUID[Compendium.wfrp4e-dotr.items.gDpv99107lzypFi9]{Flying Jib (Row Boat)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.50lomqxMkIIx5jZm]{Flying Jib (Fishing Skiff)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.tzzrt9PB8SD2MATV]{Flying Jib (Typical Barge or Patrol Boat)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.rT9rbkHt09kxr2cR]{Flying Jib (Large Barge)}</p><h3 class=\"no-toc\">Racing Rig</h3><p>@UUID[Compendium.wfrp4e-dotr.items.I6k7WflAYaN6iACJ]{Racing Rig (Row Boat)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.dsxPXQuh4XHwslTL]{Racing Rig (Fishing Skiff)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.6oqnyS4OYQv2DdPM]{Racing Rig (Typical Barge or Patrol Boat)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.XMijIrB6PFOKMPFa]{Racing Rig (Large Barge)}</p><h2>Oars</h2><h3 class=\"no-toc\">Closed Rowlocks</h3><p>@UUID[Compendium.wfrp4e-dotr.items.BUwqY7CdN1eK7C4j]{Closed Rowlock}</p><h3 class=\"no-toc\">Spoons</h3><p>@UUID[Compendium.wfrp4e-dotr.items.DrRxzoz3eydKUbcG]{Spoons}</p><h2>Weapons</h2><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/set-pictures/pimp-my-barge.webp\" width=\"291\" height=\"369\" /></div><h3 class=\"no-toc\">Ballistae</h3><p>@UUID[Compendium.wfrp4e-dotr.items.pzvq6nN3KquVqZki]{Ballista}</p><h3 class=\"no-toc\">Cannon</h3><p>@UUID[Compendium.wfrp4e-dotr.items.8q6JqGkz243apv9T]{Cannon (Small)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.XJCQGKwZOnzCKxl7]{Cannon (Medium)}</p><h3 class=\"no-toc\">Catapults</h3><p>@UUID[Compendium.wfrp4e-dotr.items.yaCccGBqyJFWyFH1]{Catapult (Small)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.Cglbo7THNwrPHnuD]{Catapult (Medium)}</p><h3 class=\"no-toc\">Mortars</h3><p>@UUID[Compendium.wfrp4e-dotr.items.kC3V7qRZiIU6LKNK]{Mortar}</p><h3 class=\"no-toc\">Musket Rests</h3><p>@UUID[Compendium.wfrp4e-dotr.items.ozsU7yv8O6CRQ8gN]{Musket Rests}</p><h3 class=\"no-toc\">Ram</h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/items/volley-gun.webp\" width=\"261\" height=\"168\" /></div><p>@UUID[Compendium.wfrp4e-dotr.items.HdjNUR4cEVgsqoQG]{Ram (Small River Boat)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.PUlGl2qfOFgPrNaP]{Ram (Medium River Boat)}</p><p>@UUID[Compendium.wfrp4e-dotr.items.a99o5nuo0f2QHfub]{Ram (Large River Boat)}</p><h3 class=\"no-toc\">Swivel Guns</h3><p>@UUID[Compendium.wfrp4e-dotr.items.Me4sRLgUkY95C1zi]{Swivel Gun}</p><h3 class=\"no-toc\">Volley Guns</h3><p>@UUID[Compendium.wfrp4e-dotr.items.SSLhdMqpmL3xBYmQ]{Volley Gun}</p><h2>Propulsion</h2><h3 class=\"no-toc\">Magical</h3><p>@UUID[Compendium.wfrp4e-dotr.items.CG6l2uQ5in0bWx8S]{Magical}</p><h3 class=\"no-toc\">Steam</h3><p>@UUID[Compendium.wfrp4e-dotr.items.gKVXroddFeA0GOl1]{Steam}</p>"
				}
			}
		},
		"Waterborne Diseases": {
			"name": "Waterborne Diseases",
			"pages": {
				"Waterborne Diseases": {
					"name": "Waterborne Diseases",
					"text": "<p>The waterways of the Empire vary from sparkling mountain streams to fetid tidal marshes. Rivers that pass through cities can be virtual open sewers, full of human effluent, rotting refuse, dead cats and worse. Whenever someone drinks river water that has not been boiled first, there is a chance of catching a disease or ingesting a parasite.</p>\n<p>Drinking is not always a voluntary action, of course: a Character who fails a Swim Test accidentally swallows some water if they fail a <strong>Challenging (+0) Willpower</strong> Test.</p>\n<p>At the GM’s option, Characters with open wounds may also risk exposure if they fall or jump into the river.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Are We Having Fun Yet?</em></h3>\n<p><em>The Diseases presented in this Chapter vary from the disgusting, to the annoying, to the actual debilitating. They serve to remind Characters of the day to day difficulties, and even horrors, of living in the grim and perilous world of Warhammer Fantasy Roleplay. After all, the only thing worse than fending off Beastmen is doing it with a severe case of Reikworms.</em></p>\n<p><em>However, you should still take care in applying these rules too liberally. A careless Character constantly splashing about in the Reik’s murky waters should certainly call for a few Endurance Tests to see if they picked up any unwelcome visitors. Conversely, having Characters roll a Test for various diseases every time they take a drink with their meal at an otherwise clean (for the Empire) inn is going too far. If the entire party is constantly debilitated with an assortment of ailments, this will quickly get in the way of actual gameplay.</em></p>\n<p><em>However, this Chapter and Hortensia Puddlefoot’s various herbal cures and remedies given in Chapter 2 do give you some leeway here. If the party includes a herbalist or other healer who can treat the Character’s ailments, then these diseases are less likely to derail your game, and will make the herbalist Character very popular indeed.</em></p>\n</blockquote>\n<h2>Exposure</h2>\n<p>Every time a Character risks exposure to disease from river water, they may have to make a <strong>Challenging (+0) Endurance</strong> Test, modified by the circumstances. Consult the following tables: all modifiers are cumulative.</p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align:center\"><em>Exposure Table 1: Water Source</em></h3>\n<p style=\"text-align:center\"><em>The following modifiers apply to ingestion and immersion.</em></p>\n<table style=\"height:110px;width:77.7778%;margin-left:auto;margin-right:auto\" border=\"1\">\n<tbody>\n<tr style=\"height:25px\">\n<td style=\"width:77.305%;height:25px\"><em><strong>Location</strong></em></td>\n<td style=\"width:22.695%;height:25px;text-align:center\"><em><strong>Modifier</strong></em></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:77.305%;height:17px\"><em>City; swamp</em></td>\n<td style=\"width:22.695%;text-align:center;height:17px\"><em>-30</em></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:77.305%;height:17px\"><em>Within 5 miles downstream of a city; town</em></td>\n<td style=\"width:22.695%;text-align:center;height:17px\"><em>-20</em></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:77.305%;height:17px\"><em>Within 2 miles downstream of town</em></td>\n<td style=\"width:22.695%;text-align:center;height:17px\"><em>-10</em></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:77.305%;height:17px\"><em>Countryside</em></td>\n<td style=\"width:22.695%;text-align:center;height:17px\"><em>0</em></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:77.305%;height:17px\"><em>Headwaters, above highest settlement</em></td>\n<td style=\"width:22.695%;text-align:center;height:17px\"><em>+10</em></td>\n</tr>\n</tbody>\n</table>\n<p style=\"text-align:center\"> </p>\n<h3 style=\"text-align:center\"><em>Exposure Table 2: Wounds and Conditions</em></h3>\n<p style=\"text-align:center\"><em>The following modifiers apply to immersion only.</em></p>\n<table style=\"height:128px;width:66.0256%;margin-left:auto;margin-right:auto\" border=\"1\">\n<tbody>\n<tr style=\"height:16px\">\n<td style=\"width:77.3325%;height:16px\"><em><strong>Location</strong></em></td>\n<td style=\"width:22.8194%;height:16px;text-align:center\"><em><strong>Modifier</strong></em></td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:77.3325%;height:16px\"><em>1 Wound or less remaining</em></td>\n<td style=\"width:22.8194%;height:16px;text-align:center\"><em>-30</em></td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:77.3325%;height:16px\"><em>5 or more Wounds lost</em></td>\n<td style=\"width:22.8194%;height:16px;text-align:center\"><em>-20</em></td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:77.3325%;height:16px\"><em>0-5 Wounds Lost</em></td>\n<td style=\"width:22.8194%;height:16px;text-align:center\"><em>-10</em></td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:77.3325%;height:16px\"><em>Per @Condition[Bleeding]</em></td>\n<td style=\"width:22.8194%;height:16px;text-align:center\"><em>-10</em></td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:77.3325%;height:16px\"><em>Per @Condition[Stunned]</em></td>\n<td style=\"width:22.8194%;height:16px;text-align:center\"><em>-5</em></td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:77.3325%;height:16px\"><em>Per @Condition[Entangled]</em></td>\n<td style=\"width:22.8194%;height:16px;text-align:center\"><em>-5</em></td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:77.3325%;height:16px\"><em>@Condition[Unconscious]</em></td>\n<td style=\"width:22.8194%;height:16px;text-align:center\"><em>-20</em></td>\n</tr>\n</tbody>\n</table>\n<p style=\"text-align:center\"><em>If the Endurance Test is failed, roll on the @Table[waterborne], with a +10 modifier for each level of failure.</em></p>\n<h3 style=\"text-align:center\"><em>Waterborne Diseases Table</em></h3>\n<table style=\"height:129px;width:66.0256%;margin-left:auto;margin-right:auto\" border=\"1\">\n<tbody>\n<tr style=\"height:17px\">\n<td style=\"width:31.6456%;height:17px;text-align:center\"><em><strong>[[/r 1d100]]</strong></em></td>\n<td style=\"width:68.3595%;height:17px;text-align:center\"><em><strong>Disease</strong></em></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:31.6456%;height:17px;text-align:center\"><em>01-40</em></td>\n<td style=\"width:68.3595%;height:17px;text-align:center\"><em>@UUID[Compendium.wfrp4e-core.items.txeLd7R13qxSvmsr]{Galloping Trots}</em></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:31.6456%;height:17px;text-align:center\"><em>41-60</em></td>\n<td style=\"width:68.3595%;height:17px;text-align:center\"><em>@UUID[Compendium.wfrp4e-dotr.items.fUYD3itr7AlZwQDI]{The Gripe}</em></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:31.6456%;height:17px;text-align:center\"><em>61-70</em></td>\n<td style=\"width:68.3595%;height:17px;text-align:center\"><em>@UUID[Compendium.wfrp4e-core.items.1hQuVFZt9QnnbWzg]{Minor Infection}*</em></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:31.6456%;height:17px;text-align:center\"><em>71-75</em></td>\n<td style=\"width:68.3595%;height:17px;text-align:center\"><em>@UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}*</em></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:31.6456%;height:17px;text-align:center\"><em>76-80</em></td>\n<td style=\"width:68.3595%;height:17px;text-align:center\"><em>@UUID[Compendium.wfrp4e-dotr.items.PIqixe4OQgrVQpFc]{Cavity Worms}</em></td>\n</tr>\n<tr style=\"height:10px\">\n<td style=\"width:31.6456%;height:10px;text-align:center\"><em>81-90</em></td>\n<td style=\"width:68.3595%;height:10px;text-align:center\"><em>@UUID[Compendium.wfrp4e-dotr.items.0JMqXbCFSYGvBLnE]{Reikworms}</em></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:31.6456%;height:17px;text-align:center\"><em>91-00</em></td>\n<td style=\"width:68.3595%;height:17px;text-align:center\"><em>@UUID[Compendium.wfrp4e-core.items.herUmN51D9TiL2Vn]{The Bloody Flux}</em></td>\n</tr>\n</tbody>\n</table>\n<p style=\"text-align:center\"><em>*Re-roll if the Character is unwounded.</em></p>\n</blockquote>\n<h2>Diseases and Parasites</h2>\n<p>@UUID[Compendium.wfrp4e-dotr.items.PIqixe4OQgrVQpFc]{Cavity Worms}</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.fUYD3itr7AlZwQDI]{The Gripe}</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.0JMqXbCFSYGvBLnE]{Reikworms}</p>\n<h2>New Symptoms</h2>\n<p>@Symptom[Gripes]</p>"
				}
			}
		},
		"Herbs And Their Uses": {
			"name": "Herbs And Their Uses",
			"pages": {
				"Hook: Triage on the Reik": {
					"name": "Hook: Triage on the Reik",
					"text": "<section class=\"hook\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\">Triage on the Reik</h3><p>Travelling down river, the Characters come across a barge desperately in need of help. The crew are all terribly ill, with no two suffering from quite the same plethora of symptoms. Unexplained shakes, terrible headaches, nausea, hemorrhaging, and more have seen the barge turned away from every harbour on the river where a doktor might be found. It is clear that, without some assistance, at least some of the crew may well perish. It is only through the ministrations of a Bretonnian herbalist, Marie Du Pont, who happened to be aboard escorting her cargo of expensive herbal remedies that they have survived this long at all!</p><p>Unknown to the crew, the herbalist is the cause of their troubles. A few days ago, due to some poorly packaged sacks of dried herbs and a leaking brandy keg, some of her preparations leached into the barge’s drinking water. In small doses, most of the herbs are curative, but in uncontrolled amounts and randomly mixed they are exceptionally harmful! Marie is still studying the herbs of the Empire, and is unfamiliar with all of their effects. She is desperate to find the counteragent to each before someone dies, and will reward any knowledgeable local herbalist who might be able to help her!</p></section>"
				},
				"Herbs of the Empire": {
					"name": "Herbs of the Empire",
					"text": "<p>What follows is a selection of comonly used herbs in the Empire, with notes on their preparation and use taken from  Hortensia Puddlefoot’s <em>Common Herbal and General Concordance of Regional Herb Names</em>. While this is not an exhaustive list, it does provide a selection of herbal treatments to expand the repotoire of any budding @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.fTqkgehpmxk7kVT6]{Herbalist} or @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.86gkaanqt19xYCRa]{Apothecary}.</p>\n<table style=\"width:99.0712%;height:403px\" border=\"1\">\n<tbody>\n<tr style=\"height:16px\">\n<td style=\"width:25.4012%;height:16px\"><strong>Item</strong></td>\n<td style=\"width:12.263%;height:16px;text-align:center\"><strong>Cost</strong></td>\n<td style=\"width:10.0606%;height:16px;text-align:center\"><strong>Enc</strong></td>\n<td style=\"width:17.4073%;height:16px;text-align:center\"><strong>Availability</strong></td>\n<td style=\"width:18.6987%;height:16px;text-align:center\"><strong>Locality</strong></td>\n<td style=\"width:14.7629%;height:16px;text-align:center\"><strong>Season</strong></td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:25.4012%;height:16px\">@UUID[Compendium.wfrp4e-dotr.items.ROzJeAQVk3EshRuN]{Agurk}</td>\n<td style=\"width:12.263%;height:16px;text-align:center\">1GC</td>\n<td style=\"width:10.0606%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.4073%;height:16px;text-align:center\">Rare</td>\n<td style=\"width:18.6987%;height:16px;text-align:center\">Grassland</td>\n<td style=\"width:14.7629%;height:16px;text-align:center\">Autumn</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:25.4012%;height:16px\">@UUID[Compendium.wfrp4e-dotr.items.GoykR79bNKIeAQAv]{Alfunas}</td>\n<td style=\"width:12.263%;height:16px;text-align:center\">1GC</td>\n<td style=\"width:10.0606%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.4073%;height:16px;text-align:center\">Scarce</td>\n<td style=\"width:18.6987%;height:16px;text-align:center\">Coniferous forest</td>\n<td style=\"width:14.7629%;height:16px;text-align:center\">Summer, Autumn</td>\n</tr>\n<tr style=\"height:33px\">\n<td style=\"width:25.4012%;height:33px\">@UUID[Compendium.wfrp4e-core.items.WiPzDDFjCAo2EQDT]{Earth Root}</td>\n<td style=\"width:12.263%;height:33px;text-align:center\">3GC</td>\n<td style=\"width:10.0606%;height:33px;text-align:center\">0</td>\n<td style=\"width:17.4073%;height:33px;text-align:center\">Scarce</td>\n<td style=\"width:18.6987%;height:33px;text-align:center\">Grasslands</td>\n<td style=\"width:14.7629%;height:33px;text-align:center\">Summer</td>\n</tr>\n<tr style=\"height:33px\">\n<td style=\"width:25.4012%;height:33px\">@UUID[Compendium.wfrp4e-core.items.nRfcszo6wF2sVFDn]{Faxtoryll}</td>\n<td style=\"width:12.263%;height:33px;text-align:center\">15/-</td>\n<td style=\"width:10.0606%;height:33px;text-align:center\">0</td>\n<td style=\"width:17.4073%;height:33px;text-align:center\">Exotic</td>\n<td style=\"width:18.6987%;height:33px;text-align:center\">Mountains</td>\n<td style=\"width:14.7629%;height:33px;text-align:center\">Spring</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:25.4012%;height:16px\">@UUID[Compendium.wfrp4e-dotr.items.9WIdtena4dRBBghq]{Gesundheit}</td>\n<td style=\"width:12.263%;height:16px;text-align:center\">15/-</td>\n<td style=\"width:10.0606%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.4073%;height:16px;text-align:center\">Scarce</td>\n<td style=\"width:18.6987%;height:16px;text-align:center\">Mixed forest</td>\n<td style=\"width:14.7629%;height:16px;text-align:center\">Winter, Spring</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:25.4012%;height:16px\">@UUID[Compendium.wfrp4e-dotr.items.tWLwV2bXuyr3sV4R]{Graveroot}</td>\n<td style=\"width:12.263%;height:16px;text-align:center\">5GC</td>\n<td style=\"width:10.0606%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.4073%;height:16px;text-align:center\">Rare</td>\n<td style=\"width:18.6987%;height:16px;text-align:center\">Forest clearings, graveyards</td>\n<td style=\"width:14.7629%;height:16px;text-align:center\">Autumn, Winter</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:25.4012%;height:16px\">@UUID[Compendium.wfrp4e-dotr.items.Nh3NiZPL6dpdSo1n]{Juck}</td>\n<td style=\"width:12.263%;height:16px;text-align:center\">1GC</td>\n<td style=\"width:10.0606%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.4073%;height:16px;text-align:center\">Scarce</td>\n<td style=\"width:18.6987%;height:16px;text-align:center\">Forest</td>\n<td style=\"width:14.7629%;height:16px;text-align:center\">Spring</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:25.4012%;height:16px\">@UUID[Compendium.wfrp4e-dotr.items.GYkqqFzrDLaBvKux]{Mage-Leaf}</td>\n<td style=\"width:12.263%;height:16px;text-align:center\">1GC</td>\n<td style=\"width:10.0606%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.4073%;height:16px;text-align:center\">Exotic</td>\n<td style=\"width:18.6987%;height:16px;text-align:center\">Hills</td>\n<td style=\"width:14.7629%;height:16px;text-align:center\">Spring</td>\n</tr>\n<tr style=\"height:33px\">\n<td style=\"width:25.4012%;height:33px\">@UUID[Compendium.wfrp4e-core.items.OfGoWncevRmuj5TX]{Nightshade}</td>\n<td style=\"width:12.263%;height:33px;text-align:center\">3GC</td>\n<td style=\"width:10.0606%;height:33px;text-align:center\">0</td>\n<td style=\"width:17.4073%;height:33px;text-align:center\">Rare</td>\n<td style=\"width:18.6987%;height:33px;text-align:center\">Coniferous forest</td>\n<td style=\"width:14.7629%;height:33px;text-align:center\">Autumn</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:25.4012%;height:16px\">@UUID[Compendium.wfrp4e-dotr.items.XhzxqkiSTuOFaLJN]{Schlafenkraut}</td>\n<td style=\"width:12.263%;height:16px;text-align:center\">10-</td>\n<td style=\"width:10.0606%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.4073%;height:16px;text-align:center\">Rare</td>\n<td style=\"width:18.6987%;height:16px;text-align:center\">Grasslands</td>\n<td style=\"width:14.7629%;height:16px;text-align:center\">Spring</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:25.4012%;height:16px\">@UUID[Compendium.wfrp4e-core.items.mUTrC5DA6bF8DDWz]{Salwort}</td>\n<td style=\"width:12.263%;height:16px;text-align:center\">12/-</td>\n<td style=\"width:10.0606%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.4073%;height:16px;text-align:center\">Common</td>\n<td style=\"width:18.6987%;height:16px;text-align:center\">Mixed forest</td>\n<td style=\"width:14.7629%;height:16px;text-align:center\">Autumn, Winter</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:25.4012%;height:16px\">Sigmafoil</td>\n<td style=\"width:12.263%;height:16px;text-align:center\">5/-</td>\n<td style=\"width:10.0606%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.4073%;height:16px;text-align:center\">Common</td>\n<td style=\"width:18.6987%;height:16px;text-align:center\">Marsh</td>\n<td style=\"width:14.7629%;height:16px;text-align:center\">Summer</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:25.4012%;height:16px\">@UUID[Compendium.wfrp4e-dotr.items.kTRVWXs9H5K4Zfir]{Slowmind}</td>\n<td style=\"width:12.263%;height:16px;text-align:center\">2GC</td>\n<td style=\"width:10.0606%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.4073%;height:16px;text-align:center\">Rare</td>\n<td style=\"width:18.6987%;height:16px;text-align:center\">Marsh</td>\n<td style=\"width:14.7629%;height:16px;text-align:center\">Autumn</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:25.4012%;height:16px\">@UUID[Compendium.wfrp4e-dotr.items.10DNDv9cpd3dA2hw]{Speckled Rustwort}</td>\n<td style=\"width:12.263%;height:16px;text-align:center\">2GC</td>\n<td style=\"width:10.0606%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.4073%;height:16px;text-align:center\">Rare</td>\n<td style=\"width:18.6987%;height:16px;text-align:center\">Hills</td>\n<td style=\"width:14.7629%;height:16px;text-align:center\">Spring</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:25.4012%;height:16px\">@UUID[Compendium.wfrp4e-dotr.items.XwXrTpz1xZbhD2Lj]{Spellwort}</td>\n<td style=\"width:12.263%;height:16px;text-align:center\">3GC</td>\n<td style=\"width:10.0606%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.4073%;height:16px;text-align:center\">Exotic</td>\n<td style=\"width:18.6987%;height:16px;text-align:center\">Forest</td>\n<td style=\"width:14.7629%;height:16px;text-align:center\">Summer</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:25.4012%;height:16px\">@UUID[Compendium.wfrp4e-dotr.items.xxSKdVTXKfdihFwO]{Spiderleaf}</td>\n<td style=\"width:12.263%;height:16px;text-align:center\">15/-</td>\n<td style=\"width:10.0606%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.4073%;height:16px;text-align:center\">Common</td>\n<td style=\"width:18.6987%;height:16px;text-align:center\">Coniferous</td>\n<td style=\"width:14.7629%;height:16px;text-align:center\">Autumn</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:25.4012%;height:16px\">@UUID[Compendium.wfrp4e-dotr.items.rO3d16KikVqfoqwn]{Tarrabeth}</td>\n<td style=\"width:12.263%;height:16px;text-align:center\">10/-</td>\n<td style=\"width:10.0606%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.4073%;height:16px;text-align:center\">Common</td>\n<td style=\"width:18.6987%;height:16px;text-align:center\">Mixed forest</td>\n<td style=\"width:14.7629%;height:16px;text-align:center\">Summer</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:25.4012%;height:16px\">@UUID[Compendium.wfrp4e-dotr.items.w3IO3Z15wffAB64T]{Trinkwort}</td>\n<td style=\"width:12.263%;height:16px;text-align:center\">1GC</td>\n<td style=\"width:10.0606%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.4073%;height:16px;text-align:center\">Exotic</td>\n<td style=\"width:18.6987%;height:16px;text-align:center\">Forest</td>\n<td style=\"width:14.7629%;height:16px;text-align:center\">Autumn</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:25.4012%;height:16px\">@UUID[Compendium.wfrp4e-dotr.items.USYIGWygB03fwvMl]{Valerian}</td>\n<td style=\"width:12.263%;height:16px;text-align:center\">5/-</td>\n<td style=\"width:10.0606%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.4073%;height:16px;text-align:center\">Common</td>\n<td style=\"width:18.6987%;height:16px;text-align:center\">Mixed forest</td>\n<td style=\"width:14.7629%;height:16px;text-align:center\">Spring</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:25.4012%;height:16px\">@UUID[Compendium.wfrp4e-dotr.items.gi7WgQ5XiD3zpTHw]{Vanera}</td>\n<td style=\"width:12.263%;height:16px;text-align:center\">2GC</td>\n<td style=\"width:10.0606%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.4073%;height:16px;text-align:center\">Scarce</td>\n<td style=\"width:18.6987%;height:16px;text-align:center\">Hills</td>\n<td style=\"width:14.7629%;height:16px;text-align:center\">Spring</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:25.4012%;height:16px\">@UUID[Compendium.wfrp4e-dotr.items.6uvrIOfUgYG77IaG]{Vigwort}</td>\n<td style=\"width:12.263%;height:16px;text-align:center\">1GC</td>\n<td style=\"width:10.0606%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.4073%;height:16px;text-align:center\">Scarce</td>\n<td style=\"width:18.6987%;height:16px;text-align:center\">Grassland</td>\n<td style=\"width:14.7629%;height:16px;text-align:center\">Summer</td>\n</tr>\n</tbody>\n</table>\n<p> </p>"
				},
				"Poultices, Draughts, and Infusions": {
					"name": "Poultices, Draughts, and Infusions",
					"text": "<p>While, to the lay person, the art of herbal preparations may seem to be a singular pursuit, this is not the case. Different herbs require differing preparations to extract their potential, while some herbs can simply be chewed, swallowed, or rubbed onto the skin to unlock their benefificial — or harmful — effects. Additionally, some herbs can have wildly different effects depending on how they are prepared. For example, an infusion of dried @UUID[Compendium.wfrp4e-dotr.items.USYIGWygB03fwvMl]{Valerian} is said to neutralise the effects of an excess of alcohol, whereas the raw leaf induces mild nausea.</p>\n<p>The appropriate preparation for each herb is included in it’s description, as is the Skill required to prepare it. Note that for any preparation with a harmful effect, the Skill <strong>Trade (Poisoner)</strong> may be used in place of other <strong>Trade </strong>Skills.</p>\n<h3>Poultices</h3>\n<p>Poultices are carefully prepared pastes, usually made by griding up plant matter and mixing it with carefully chosen oils or other liquids. These can be stored for up to a month before losing their effect, or in some cases becoming toxic. Poultices are usually applied topically, often using a bandage or other covering to prevent the patient from rubbing the treatment away. Poultices require the <strong>Trade (Herbalist)</strong> Skill to prepare.</p>\n<h3>Infusions</h3>\n<p>Infusions are essentially teas, a mix of herbs and other ingredients added to boiling water. The trick is in carefully drying the materials while preserving the herb’s useful properties. Infusions are created using the <strong>Trade (Herbalist)</strong> Skill, and if stored correctly will last for years.</p>\n<h3>Draughts</h3>\n<p>Draughts are carefully brewed and distilled mixes of herbal ingredients, preservative fluids, and other, more arcane ingredients. They are created using the <strong>Trade (Apothecary)</strong> Skill, and a properly prepared draught in a well sealed glass vial or bottle will last for at least a year.</p>\n<h3>Raw</h3>\n<p>Raw perperations are exactly what they sound like - one simply chews, slathers on, or otherwise ingests the raw ingredient to benefit from it’s effects. Occassionally ingredients may be cooked in some way, but this is usually to make them more palatable and has little other effect. Raw ingredients must be used while still fresh, and raw preparations rarely last more than a few days before they spoil. No special skill is required to prepare such treatments, though use of the <strong>Trade (Cook) </strong>or <strong>Trade (Poisoner)</strong> Skill allows a Character to disguise the taste of unpleasant ingredients, for good or ill.</p>"
				},
				"Locality and Season": {
					"name": "Locality and Season",
					"text": "<p>Each herb has an Availability rating, just like all the commodities in @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN]{The Consumers' Guide} in the <strong>WFRP </strong>rulebook. In addition, many herbs are only found in certain environments, and are more plentiful in a certain season. The table below includes this information for all the herbs in the <strong>WFRP </strong>rulebook, as well as the new herbs described in these pages.</p><h3>Seasonal Availability</h3><p>Out of season, the Availability of any herb becomes one step rarer: Common becomes Scarce; Scarce becomes Rare; Rare becomes Exotic; and Exotic herbs cannot be found at all.</p><p>Herbs may be located and identified using the <strong>Lore (Herbs)</strong> Skill, but most complex preparations require the <strong>Trade (Herbalist)</strong> Skill and a suitable set of trade tools to create a useful poultice. Draughts can be brewed using the <strong>Trade (Apothecary)</strong> Skill. Correctly prepared herbal treatments, or poisons, can be administered by almost anyone and rarely require any special skill.</p><p> </p>"
				},
				"Herbs And Their Uses": {
					"name": "Herbs And Their Uses",
					"text": "<p>The herbs published in the <strong>WFRP </strong>rulebook are a small sample of those which may be found growing throughout the Old World. Herbalists have always tended to rely on local knowledge and herb lore handed down from teacher to student; textbooks on herbs and their uses are rare — perhaps due to widespread illiteracy in rural areas where knowledge of herbal medicine is strongest.</p><p>Because of this, the publication of Hortensia Puddlefoot’s book, <em>Common Herbal and General Concordance of Regional Herb Names</em> has generated some excitement — and not a little controversy — among physicians, herbalists, and academics in general. This renowned herbalist from the Moot has spent much of the last century collecting information on useful plants of all kinds, the names by which they are known in different parts of the Old World, and their different preparations and uses. The following extract covers a selection of herbs that may be of use to adventurers, with her comments on each.</p><div class=\"journal-image centered\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/hortensia-puddlefoot.webp\" /></div><blockquote class=\"sidebar\"><p><em>Notes on herbs, collected from the original </em>The Enemy Within<em> and the Hogshead Publishing supplement </em>Apocrypha 2,<em> give the Characters something to discuss with <strong>Death on the Reik</strong> NPC @UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra Kleinestun}, as well as some useful resources if they have the Skills to make use of them. Notes by Mistress Hortensia Puddlefoot, one of the Moot’s foremost herbalists, give important information on preparation and dosage, as well as the most common names by which each one is known.</em></p></blockquote>"
				},
				"Foraging": {
					"name": "Foraging",
					"text": "<p>Rather than relying on traders to procure herbs useful for the creation of poultices and draughts, those trained in the Lore (Herbs) skill may instead search for their own raw materials. This requires access to an area of the correct terrain — see the chart above for the locality in which specific herbs can be found. You may search any locality within a day’s travel of your current location. You may only search for Herbs that are in season.</p>\n<p>Make an <strong>Average (+20) Lore (Herbs)</strong> Test. The total SL achieved may be spent to acquire one dose of any assorted herbs found in that locality at the rates below. Any unspent SL are lost.</p>\n<table style=\"width:20.4352%;height:90px;margin-left:auto;margin-right:auto\" border=\"1\">\n<tbody>\n<tr>\n<td style=\"width:55.3969%\"><strong>Scarcity</strong></td>\n<td style=\"width:43.8291%;text-align:center\"><strong>SL</strong></td>\n</tr>\n<tr>\n<td style=\"width:55.3969%\">Common</td>\n<td style=\"width:43.8291%;text-align:center\">1</td>\n</tr>\n<tr>\n<td style=\"width:55.3969%\">Scarce</td>\n<td style=\"width:43.8291%;text-align:center\">2</td>\n</tr>\n<tr>\n<td style=\"width:55.3969%\">Rare</td>\n<td style=\"width:43.8291%;text-align:center\">3</td>\n</tr>\n<tr>\n<td style=\"width:55.3969%\">Exotic</td>\n<td style=\"width:43.8291%;text-align:center\">4</td>\n</tr>\n</tbody>\n</table>"
				},
				"Hook: Two Out of Three Aint Bad": {
					"name": "Hook: Two Out of Three Aint Bad",
					"text": "<section class=\"hook\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\">Two Out of Three Aint Bad</h3><p>The apothecary Fritz Schubert has a problem. A few weeks ago he was approached by a shifty but clearly wealthy individual about a special preparation of @UUID[Compendium.wfrp4e-dotr.items.XwXrTpz1xZbhD2Lj]{Spellwort} that Fritz had never heard of. The individual, one Schultz Langhosen, ordered three draughts and paid quite a few crowns to have it done quickly. Fritz took advantage of the strange offer, despite the fact he had ingredients sufficient to prepare only two draughts. Certain it could have no useful properties in any case, Fritz fudged the third draught, providing an inert mixture of similar appearance.</p><p>Three days ago, Schultz Langhosen was burned as a witch, and the authorities are looking for his two accomplices who somehow eluded a Witch Hunter and the licensed Wizard she works with. Now Langhosen’s angry associates, not to mention the Witch Hunter, are closing in on the terrified apothecary, who is desperate for help in proving his innocence, such as it is.</p><section><p>&gt;</p></section></section>"
				},
				"Gathering Herbs": {
					"name": "Gathering Herbs",
					"text": "<p>Optional rules for foraging and gathering many natural materials, including herbs, have been provided with @UUID[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3#options:-gathering-food-and-herbs]{Options: Gathering Food and Herbs}. However, you will find that, given the high prices certain herbs can fetch, these rules may prove a touch too lucrative for Characters with the skills to find several doses of costly herbs such as @UUID[Compendium.wfrp4e-core.items.OfGoWncevRmuj5TX]{Nightshade} or Graveroot.</p><p>While these rules are suitable for use in a pinch, especially if there is a pressing need for just the right remedy for an ailing Character or NPC, they are otherwise best avoided. Instead, the following @UUID[.klyuhGujQ31zWrhj]{optional Endeavour} may be used by Characters with the Lore (Herbs) Skill during the @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya]{Between Adventures} portion of a game. While it still provides plenty of opportunity for profit, it will at least keep your adventures from being bogged by long sessions of herbal foraging — time that might be better spent engaged in more adventurous activities.</p>"
				}
			}
		},
		"Chapter 2: Altdorf to Kemperbad": {
			"name": "Chapter 2: Altdorf to Kemperbad",
			"pages": {
				"Outside the Tower": {
					"name": "Outside the Tower",
					"text": "<div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/the-signal-tower.webp\" /></div><p>@UUID[Scene.8MQkKCUMV45D08D2]{The Signal Tower}</p><p>The wall is made from blocks of a black, shiny and completely featureless mineral. Breaching this wall is impossible without specialised siege or engineering equipment. Aynjulls will reluctantly agree to create a hole if the adventurers insist. This takes a couple of hours, and @UUID[Actor.aGPAXAzBh5AnTWFl]{Aynjulls} will worry all the time that it will compromise the tower’s stability. </p><p>The secret doors are completely indistinguishable from other sections of the wall, even though there are obvious paths that come to a dead end at a blank wall where the doors are hidden. The doors open automatically if the ghoul’s key (see <strong>The Magical Keys</strong>) comes within 1 yard, and close again when it is further away.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Magical Keys</em></h3><p><em>There are three types of magical keys associated with the tower. The @UUID[Compendium.wfrp4e-core.items.g3y373FnWJEAxgEB]{Detect Artefact} Talent will hint that each of the keys has a magical aura, but there is no clue as to what the keys do that’s magical.</em></p><p><em>The first key is on a leather thong around the ghoul’s neck. This gives access to the observatory, either through the trapdoor in the floor of the signal tower or through the secret doors in the observatory’s outer wall. These doors open of their own accord whenever the key comes within 1 yard of them, and close when it is more than 1 yard away. The key has no effect on any other doors. It is a rod of iron, 6 inches long and with a five-pointed star cross-section.</em></p><p><em>There are five other keys of the second type. These are carried by the five @UUID[Actor.xpL1PCjRpv8nWYea]{zombie} guardians of the observatory. These keys have a cross-section like a six-pointed star. Any one of these keys will open all of the observatory’s internal doors, except the entrance to the secret library. </em></p><p><em>The third type of key needs to be recovered from the Barren Hills. This key, plus the five carried by the zombies, opens the trapdoor entrance to the secret library (see below). The library holds the vital information that will lead the adventurers to @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein} and the climax of this adventure!</em></p></blockquote><h4>A. The Signal Tower</h4><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/set-pictures/signal-tower-gm.webp\" width=\"205\" height=\"637\" /></div><p>The Dwarfs have managed to complete the bottom floor of the signal tower, which houses the signal fire and mirror. The wooden pylon with its signalling arms has yet to be added. Both the tower and its foundation, which is the ground floor of the old observatory, are surrounded by wooden scaffolding.</p><p>The floor of the tower is actually the ceiling of the observatory. It is from this room that the workers have disappeared. They were attacked by the @UUID[Actor.YtXOCYBXgY0SHh3N]{ghoul} which entered from the observatory below through a secret trapdoor. Even if the Players suspect there is a trap door in the floor, they will not be able to open it from this side without the ghoul’s key. </p><p>If the adventurers decide to spend the night here, the @UUID[Actor.YtXOCYBXgY0SHh3N]{ghoul} will attack in the small hours. The trapdoor opens noiselessly and the ghoul springs into the room. The creature is so swift that no one can attack it until it is clear of the trapdoor and fully in the room. If, foolishly, no one is watching the trapdoor, no one knows of the ghoul’s presence until it attacks. The ghoul attempts to flee back through the trapdoor if it has 2 or fewer Wounds remaining. In this case, the adventurers will have time to follow it, or to wedge the trapdoor open before it snaps shut.</p><h4>The Observatory</h4><p>The adventurers can enter the observatory (see @UUID[Scene.8MQkKCUMV45D08D2]{The Observatory map}) through the trapdoor in the signal tower using the ghoul’s key, or from the outside using one of the zombie keys. (See The Magical Keys, above).</p><p>All of the observatory’s rooms are windowless and unlit, so the adventurers will require a light source. Leaving the trapdoor open provides enough dim light for those with the @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision} Talent. The place has a musty smell and is shrouded in dust and cobwebs. It has clearly not been used for a very long time.</p><h4>The Zombies</h4><p>There are five @UUID[Actor.xpL1PCjRpv8nWYea]{zombies} in the observatory. Three are in the library (e), one in the laboratory (c) and the final one in the study (d). Each carries a magical key that automatically opens any of the observatory’s inner doors. Without a key, opening a door requires a <strong>Hard  (-20) Pick Lock</strong> Test, SL 2. </p><p>The @UUID[Actor.xpL1PCjRpv8nWYea]{zombies} are usually dormant, moving only to attack trespassers or to help one of their number who is under attack. A reinforcement zombie arrives on the second Round of combat, and another each Round until all five have appeared. The zombies will not attack anyone carrying Dagmar’s staff (see @UUID[.khUlYVN4A1f5R6W9#d.-study]{Study}). They were enchanted by Dagmar so that they would not need a controller, and they do not suffer from the @UUID[Compendium.wfrp4e-core.items.D0ImWEIMSDgElsnl]{Unstable} Creature Trait while they are within the observatory.</p><div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\"><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/ghoul-champion.webp\" width=\"257\" height=\"256\" /><p style=\"text-align:center\">@UUID[Actor.YtXOCYBXgY0SHh3N]{Ghoul Champion}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/zombies.webp\" width=\"173\" height=\"251\" /><p style=\"text-align:center\">@UUID[Actor.xpL1PCjRpv8nWYea]{Zombies}</p></div></div><h4>B. Entrance Hall</h4><p>The hall is empty. Strange geometric patterns adorn the floor, walls, and ceiling. Obscured by years of dust, these patterns lend the room a strange aspect, giving the appearance of impossible, disorienting angles. All the doorways are covered in cobwebs, and dust falls from the ceiling as the adventurers pass through. When they first approach one of the doors, a mysterious and chilling wind will seem to rush past them. Any adventurer who fails a <strong>Challenging (+0) Cool</strong> Test will hear (or believe they hear) a ghostly voice whispering: <em>‘Go back!</em>’</p><h4>C. Alchemist’s Laboratory</h4><p>A @UUID[Actor.xpL1PCjRpv8nWYea]{zombie} stands in the middle of the room. It only moves if someone enters the laboratory or if a fight starts involving one of its fellows.</p><p>The laboratory is littered with alchemical apparatus. Benches are piled with beakers, retort stands, odd-shaped jars, lumps of different ores, and so on. Various esoteric calculations have been chalked on most surfaces: the walls, ceiling, floor, and bench tops. A gargoyle-shaped lectern bearing a large, leather-bound book stands in one corner.</p><p>The book is hand-written in Classical language and has copious marginalia and multiple revisions. An appropriately skilled Character would take days to read it thoroughly. Studying it for a couple of hours reveals that it contains research into the summoning and control of skeletons, zombies, and ghouls. </p><p>A reader making a <strong>Hard (-20) Research</strong> Test will spot several, deliberately elliptical, references to warpstone. The information contained in the book can be studied in the same manner as a spell. It enables a wizard to control these types of undead, but not summon them. A pinch of powdered warpstone is required for each undead creature, which the wizard may then control as if they had cast a @UUID[Compendium.wfrp4e-core.items.7BJDTRG65hwt1fUK]{Reanimate} Spell.</p><h4>D. Study</h4><p>This room is guarded by a @UUID[Actor.xpL1PCjRpv8nWYea]{zombie} that will attack anyone not carrying Dagmar’s staff.</p><p>The room contains a large desk, a plans chest, and a drawing board. Various ancient portraits hang on the walls.</p><p>Opening the desk requires an <strong>Average (+20) Pick Lock</strong> Test (SL 2), or it can be smashed open with an <strong>Easy (+40) Strength</strong> Test. An adventurer smashing it open will get covered in ink. This is harmless, but there’s no need to tell the Players that! Inside there are quills, bottles of ink (many dried up), and parchment. There is also a battered notebook with yellowing pages covered in complex calculations and notes written in a spidery hand. Anyone with the Lore (Magick) Skill quickly works out that the calculations are to do with the orbit of the Chaos moon Morrslieb. No test is necessary as the moon is mentioned several times in the text.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout5.webp\" width=\"283\" height=\"239\" /></div><p>The plans chest has several antique maps showing various parts of the Empire, the Reikland, and the western marches of Talabecland in particular. Give your Players @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.MRj437M5nzaMR0dU]{Handout 5}. All the maps have a number of intersecting lines carefully drawn on them. One intersection in the Barren Hills has been roughly ringed. Anyone who has grasped the calculations in the notebook and makes a <strong>Difficult (-10) Intelligence</strong> Test realises that the lines of the triangle trace Morrslieb’s erratic orbit. You can allow a +10 bonus if anyone has advances in the Navigation Skill, or a second adventurer has the Lore (Magick) Skill. There is, however, no clue as to what the ringed intersection means.</p><p>The drawing board itself is empty. The portraits depict various members of the von Wittgenstein family, though they are not labelled. The adventurers will not know this if they have not yet visited Castle Wittgenstein. However, the family resemblance between the portrait subjects is clear: all have aquiline noses, high foreheads, and thick, bushy eyebrows.</p><p>Propped in one corner of the room is an ornately carved staff. Anyone with the @UUID[Compendium.wfrp4e-core.items.g3y373FnWJEAxgEB]{Detect Artefact} Talent will feel a strong aura coming from the staff. The zombies will not attack anyone carrying it.</p><h4>E. Library</h4><p>There are three zombies in this room, which is lined with bookshelves from floor to ceiling. The books are written in a variety of mundane, secret, and arcane languages. They cover many subjects, from alchemical treatises to ‘novels’ of a somewhat insalubrious literary nature. There is nothing of immediate use to the adventurers, but anyone making a <strong>Challenging (+0) Evaluate</strong> Test will find [[/r 2d10]] books in the library that a book trader or collector would consider valuable. Their musty condition means that each is worth [[/r 1d10]] GCs. You can include a couple of historical or religious books if you want to pass on some background information to your Players.</p><h4>F. Inner Corridor</h4><p>The inner wall of this area is made of 2-inch-thick steel. If no one taps the wall, this is spotted by anyone who makes an <strong>Average (+20) Perception</strong> Test. There are two 18-inch-long bars attached to the wall at waist height, one at each end. If any two adventurers push on these bars, the entire wall rotates so that a gap in this wall will align with the central accessway (area G, below).</p><h4>G. Central Accessway</h4><p>Note: the entrance from the inner corridor (area f ) can only be opened and closed by two people in that area. If that entrance is closed and the adventurers enter through the trapdoor, they can only leave the way they came in.</p><p>The floor here is inscribed with a glowing hexagram, or six-pointed star. Anyone making an <strong>Average (+20) Perception</strong> Test will notice that there is a hole at each point of the hexagram. These holes are star-shaped, and the right size to accept the keys carried by the five zombies. Of course, one key is missing unless it has been brought from the Barren Hills. If all six keys are inserted into the hexagram the secret trapdoor in the floor will open (downwards). Anyone standing on the trapdoor must make a <strong>Hard (-20) Initiative</strong> Test or @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{fall 3 yards} into the secret library beneath. An <strong>Average (+20) Athletics </strong>Test will reduce the Damage taken.</p><h4>H. Secret Library</h4><p>The corridors radiating from the central hexagonal chamber are lined with shelves containing books. These are on a variety of subjects, mostly written in Classical and Magickal, though some have marginalia in Reikspiel, Bretonnian, and Tilean. </p><p>For each hour spent examining the books, there is a [[/r 1d10]{50%} chance of turning up one of the following. Where a spell is marked as Arcane, the GM may choose which Lore it is from.</p><ul><li><p>A grimoire with one of the following spells (your choice): @UUID[Compendium.wfrp4e-core.items.HOqmAugvYdgLwoQt]{Healing Light} (Light), @UUID[Compendium.wfrp4e-core.items.gJYXrZa4pW49R9Vu]{Blast} or @UUID[Compendium.wfrp4e-core.items.lM8c3LlW4s3KBVHR]{Push}(Arcane).</p></li><li><p>A section of false book fronts conceals a Potion of Healing. This is a green, viscous liquid that smells of almonds, and instantly restores [[/r 1d10+2]] Wounds when consumed.</p></li><li>A torn grimoire page with one of the spells (your choice): @UUID[Compendium.wfrp4e-core.items.pHITBuvCatCOBhZb]{Aethyric Armour} (Arcane), @UUID[Compendium.wfrp4e-core.items.dGSUQiUmXHrGqwxY]{Mindslip} (Shadows), or @UUID[Compendium.wfrp4e-core.items.Tv9BIBNTPT6JV0HG]{Mystifying Miasma} (Shadows).</li></ul><p>A table in the centre of the library bears three large books. Two are ancient tomes: Sternschau’s ‘<em>Astronomickal Records: Being A Guide of the Mysterious Phenomena of the Nighte Sky</em>’, and ‘<em>True Omens and Prophecies of the Seer Unserfrau</em>’. The books are open at the pages shown in @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.l7DAxuLNSZsZRhTw]{Handouts 6} and @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.dj4oXVTEQ55FJPo8]{Handout 7}, respectively.</p><p>The pages of the third volume are filled with a spidery script in the Magick language. The title page may be translated as ‘<em>The Journal of the Year 2405, by the hand of Wizard Dagmar von Wittgenstein</em>’. The final entry is reproduced as @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.0wJL6aUpSDRspa7q]{Handout 8}, and it is the most revealing. This provides the adventurers with the final piece of information they need to lead them to Castle Wittgenstein, and the climax of the adventure.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout8.webp\" width=\"473\" height=\"348\" /></div><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Signal Tower</em></h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard5.webp\" width=\"100\" height=\"100\" /></div><p><em>Veteran Players will already know all about the tower and its secrets, including the undead, the keys, and the books. You can make this location more challenging for them by making a few changes, like the following.</em></p><p><em>The iron rods worn by the undead are completely inert. Instead, the head of the ghoul, or its whole body, is required to open the trapdoor. The same goes for the five zombies. To open the trapdoor to the secret library, the right thumb of a zombie must be jammed into each hole at the star’s points. The sixth thumb key is a zombie that replaces of one of the Dagmar expedition skeletons (see @UUID[JournalEntry.VbIsVjYK2ttpvkG2.JournalEntryPage.njLfByWaqDw6PhnI#b.-the-cave-of-the-dead]{The Cave of the Dead}).</em></p><p><em>Neither the ghoul nor the zombies carry anything like a key around their necks. Instead, the keys are stitched into their stomachs. Anyone making a <strong>Challenging (+0) Perception</strong> Test will notice that the undead creatures have strange, crudely-stitched stomach wounds. You can allow a +10 bonus for anyone with the Detect Artefact Talent.</em></p><p><em>The books on the table in the secret library are closed, and are:</em></p><ul><li><p>Esme Puddlefoot’s Common Herbal<em> in Reikspiel. After reading the book, anyone who makes a <strong>Challenging (+0) Research</strong> Test gains a permanent +10 bonus to all Intelligence Tests connected to plants, herbs, and herbal preparations. </em></p></li><li><p>The Daemons Amonge Us<em> in Reikspiel. This book is so apparently authoritative, yet incredibly misleading, that any reader must make a <strong>Challenging (+0) Research</strong> Test or suffer a permanent -10 to any future Intelligence Tests involving daemons. </em>A Journey</p></li><li><p>Through Bretonnia<em> in Reikspeil, is entertaining, but no significant knowledge will be gained by any reader. </em></p></li></ul><p><em>The books with the handouts are on the shelves and it requires a thorough search to find them. For each hour spent searching, an adventurer can make an <strong>Average (+20) Perception</strong> Test to spot a book with a silk-ribbon bookmark indicating the handout</em> page.</p></blockquote>"
				},
				"Journey To Grissenwald": {
					"name": "Journey To Grissenwald",
					"text": "<p>The adventurers’ journey from Grissenwald and Black Peaks takes them up almost 270 miles of the River Reik. Once again, you are free to enliven the journey with hazards and encounters as desired. There are also some landmarks worth mentioning.</p><h3>Castle Reikguard</h3><p>As the adventurers travel up the Reik from Altdorf, they will pass the towering fortress of Castle Reikguard. This commands the point where the River Teufel flows into the Reik, bringing traffic to the capital from Grunberg, Auerswald, and Übersreik.</p><p>The castle’s battlements are thick with guards in shining plate armour, and cannon barrels can be seen poking through the crenels. Commoners are not admitted within the castle. Enquiries at any of the nearby villages will reveal wildly contradictory rumours that the adventurers can pick up elsewhere. See @UUID[.jberdZpMtWm8UQfT#kemperbad-news-and-rumours]{News and Rumours}.</p><h3>The Signal Tower</h3><p>One of the Emperor’s pet projects is the construction of chains of signal towers to give warning of any attack or other emergency. One chain of signal towers runs between Altdorf and Nuln. The adventurers pass a tower under construction a little way south of Castle Reikguard. From the river the characters can see the signal tower is being built on the remains of an older, partially ruined structure.</p><p>Perched on top of the tower is wooden scaffolding, with stanchions, ropes, and pulleys. All over this confused-looking mess swarm a number of short, bearded, tool-wielding figures. Clearly, work on the structure is not finished yet.</p><div class=\"journal-image centered\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/the-signal-tower.webp\" /></div><h3>Hitch-Hikers</h3><p>It is not necessary for the adventurers to stop at the signal tower on their journey to Black Peaks. However, they should return after they have been to the Barren Hills, as the key they will find in the hills opens the secret library beneath Dagmar’s ruined observatory.</p><p>As their boat rounds a river bend near the tower site, the adventurers see two Dwarfs waving frantically from a small wooden landing stage close to the construction works. </p><p>When the boat comes within earshot, the adventurers hear cries of: ‘<em>Oi! Give us a lift! We can pay!</em>’ One of Dwarfs holds up a bulging purse.</p><p>If the party shows no signs of stopping, the Dwarfs leap into a small rowing boat and row out toward the boat, shouting,<em> ‘Hey! Wait! Wait! You’ve got to take us!’ </em></p><p>They will not be able to catch up, however, and will soon be left behind unless the adventurers decide to stop.</p><p>If the adventurers stop for them, the Dwarfs clamber hurriedly aboard, introducing themselves as Thingrim and Belegol, Dwarven engineers ‘to the gentry’. They are in a great hurry to leave and want to go to Altdorf or Nuln, or as close as they can get. They can be haggled up to twice the usual fare, or @Credit[6bp mode=split]{–/6} per mile.</p><p>Before the adventurers have a chance to question the two Dwarfs, another one comes running down to the bank. She is somewhat overweight and gasping for breath, her face almost as red as her voluminous breeches. Thingrim and Belegol fall silent as the newcomer arrives. </p><p>She glowers at them and points at the half-finished signal tower, wheezing as she speaks: </p><blockquote><p>‘Unless (gasp!) you want to be blacklisted (wheeze!) with every dwarf in the Empire (splutter!) you’ll get back to the site NOW!’ </p></blockquote><p>With a look that is a mixture of apology, embarrassment, and appeal, the pair of dwarfs disembark and trudge back up the bank.</p><p>Gradually recovering her breath, the newcomer introduces herself as @UUID[Actor.aGPAXAzBh5AnTWFl]{Aynjulls Isembeard}, Master Artisan and foreman in charge of the construction of the Emperor's signal tower. Clearly the task has not been a pleasant one. Her eyes are red-rimmed with dark rings beneath, and a permanent frown furrows her brow. Aynjulls apologises for Thingrim and Belegol, whom she claims are simply 'overworked', but she does not look to be in any great hurry to get back to work herself.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/aynjulls-isembeard.webp\" width=\"222\" height=\"270\" /></div><p style=\"text-align:center\">@UUID[Actor.aGPAXAzBh5AnTWFl]{Aynjulls Isembeard}</p><p>If the adventurers try to strike up a conversation she can tell them:</p><blockquote><p>‘I run a crew of twelve engineers. All good, solid dwarfs until this job. We were hired in Altdorf six weeks ago, with an Imperial Commission to build this signal tower as specified.’</p><p>‘It seemed like an ideal site. Good visibility to the next towers up and down the chain, and this ruin is sound enough for a foundation.</p><p>‘Nothing went right from the start. There were accidents and injuries. And mind, these aren’t blockheaded manlings — no offence — but trained and seasoned dwarfs. They’d no business slipping off scaffolding and dropping hammers on each other. Then they started falling sick, with no cause anyone can find. </p><p>‘We carried on regardless. Contracts have been signed, after all. But five days ago the disappearances started. Two more vanished only last night, leaving six of us, including me. The rest of the crew’s asking for danger money now. Some think the place is an accursed elven burial mound. Or something worse. Them two favours the “something worse” thing.</p><p>‘We’re falling woefully behind. But… I gave my word and the tower must be finished on time. I’ll take any help I can get. I’ll pay good money for good work. What do you say?’</p></blockquote><p>Aynjulls can be haggled up to @Credit[6ss mode=each]{6/–} per person per day, plus @Credit[5gc mode=each]{5 GC} payable when the signal tower is complete (which will take seven more days). She will also pay the bonus if the mystery of what has been happening to her workers is solved. </p><p>She has a diagram (@UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.pZc0ifr3yzAQKGwT]{Handout 4}) which she will show the adventurers to explain how the signal tower works.</p><p>If the adventurers decide to help, keep track of how much time they spend at the tower. This will affect @UUID[.fXyDc5vrtm7tzDhx]{the timeline} which tracks their movements and those of the two Red Crown cultists.</p>"
				},
				"Kemperbad": {
					"name": "Kemperbad",
					"text": "<p>There are no required encounters or events for the rest of the journey to Kemperbad, although you can use <strong>Death on the Reik Companion </strong>as a source of ideas for enlivening the journey.</p><div class=\"journal-image centered\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/kemperbad.webp\" /></div><h3>The Town</h3><p>Kemperbad sits atop a 500-foot cliff overlooking the Reik, just north of its confluence with the River Stir. The Stir originally plunged over a mighty waterfall into the Reik, but the river has cut a narrow gorge into the cliffs. The waterfall has slowly moved upstream to its present location at the confluence of the Stir and Narn. The gorge of the Stir is crossed by a narrow rope bridge, and this makes the town all but inaccessible to southern road traffic.</p><p>Fortunately for commerce, a dock has been built on the Reik at the base of the cliffs. This is connected to the town by an ingenious system of lifts. There are baskets and platforms of varying sizes, suspended from huge block and tackle sets on Elven ropes, and all raised and lowered by counterbalances. The system is maintained and operated by Dwarven engineers. Remarkably, there has been only one fatal accident in the last fifty years. Some drunken young nobles tried to race each other to the bottom. The winner was too unwell to claim his prize.</p><p>Use of the lifts costs @Pay[2bp]{2d} per person on the passenger platforms (holding up to four average-sized individuals), and @Pay[2bp]{2d} per ten baskets or sacks of bulk cargo, or 30 encumbrance equivalent. For the poor, the miserly, and the athletic, 1,111 steps are cut into the cliff in a zig-zag staircase to the town. </p><p>A ferry service at the docks provides the safest way to cross the Reik between Nuln and Altdorf. It connects the Great North Road to Grünburg and Altdorf. The ferry costs @Pay[2bp]{2d} per passenger, and @Pay[4bp]{4d} for a horse. The locals joke that this is a foot tax. The @UUID[Compendium.wfrp4e-eis.journals.XGUpnYfS67guNIWJ.JournalEntryPage.R2BCxi4CJH4hUrru#four-seasons-coaches]{Four Seasons Coaching Line} maintains a large coaching inn and staging post at the nearby village of Jungbach.</p><h3>Government</h3><p>Thanks to an Imperial Charter from Boris the Incompetent in 1066, Kemperbad is an autonomous trading town or ‘Freiburg’. This means it is independent of the Reikland and answerable only to the Emperor. A Council of Thirteen governs the town. Its members are elected by the most influential guilds and families. The Emperor retains the right to appoint or dismiss any of the councillors, but has never done so.</p><p>Kemperbad has become very wealthy through trade, and all kinds of goods may be found here. It should be considered a City for item @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.mSfQGLILlnIVr27i#availability]{Availability}.</p><p>In theory, the removal of any liege lord, and their accompanying tax demands, should reduce the cost of living. In practice everything costs about as much as elsewhere, as the town’s council has simply increased local taxes and tolls. Therefore, Kemperbad is cleaner and better maintained than some other towns, as the council can afford to keep the streets in good order.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center\"><em>Kemperbad News and Rumours</em></h3><p><em>The following information can be picked up in Kemperbad. As always, you can choose these, or pick something randomly. Not all of the rumours are trup&gt;&gt;</em></p><ul><li><p><em>People are whispering, with many a nervous glance, that something bad has happened to the Emperor. He hasn’t been seen for a long time now. Perhaps too long…</em></p></li><li><p><em>Crown @UUID[Compendium.wfrp4e-empire-ruins.actors.3GcQxRuIm1MgoAMF]{Prince Wolfgang} has not left Castle Reikguard for weeks. He must have the same affliction as the Emperor! (Each informant will give a different disease.)</em></p></li><li><p><em>Crown @UUID[Compendium.wfrp4e-empire-ruins.actors.3GcQxRuIm1MgoAMF]{Prince Wolfgang} has not left Castle Reikguard for weeks! He must be plotting to seize the throne!</em></p></li><li><p><em>The Emperor’s mutant edict is suspicious. Why does he love mutants all of a sudden? Has someone close to him developed a mutation?</em></p></li><li><p><em>The Grand Prince of Ostland is hiring mercenaries and levying troops for an attack on Talabecland. War could break out at any time.</em></p></li><li><p><em>Mutant corpses are regularly found drifting down the Reik just south of Kemperbad. ‘Only the other week we pulled one out of the river with bright green fur, and four eyes on stalks.’ (These are failed ‘experiments’, thrown fp&gt;stle Wittgenstein’s battlements.)</em></p></li><li><p><em>River patrols have been recruiting wardens in all the towns between Altdorf and Nuln. Banditry and mutant attacks are threatening trade and the authorities have decided to act at last. Good thing too!</em></p></li><li><p><em>The city folk of Altdorf are only getting stranger. Some merchants came from there a few weeks back and were insistent that Kemperbad used to be on the other bank of the river, and we must have up and moved it! City folk are p&gt;ad.</em></p></li><li><p><em>Princess Isabella von Holswig-Schleistein, the Emperor’s sister, hasn’t been seen in public all year! Everyone knows this is because she had an affair with a peasant, a Priest of Sigmar, or a noble of low standing (ep&gt;will confidently name a different paramour).</em></p></li><li><p><em>Some down and out dwarfs over in Grissenwald have been causing trouble for half the town! You wouldn’t catch any Kemperbad dwarfs acting like that — they don't get involved in the affairs of humans.</em></p></li></ul><h3 style=\"text-align:center\"><em>Rumours about Wittgendorf</em></h3><p><em>Use these rumours in response to questions about @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein}, @UUID[JournalEntry.WKhLoiUL9sdUE2Gs]{Wittgendorf}, or the Wittgenstein familp&gt;&gt;</em></p><ul><li><p><em>Wittgendorf is an unhealthy place. All the villagers are simple, but ‘that’s what happens when too many relatives get married.’ It used to be a thriving little town, but no one goes there now.</em></p></li><li><p><em>@UUID[JournalEntry.musGjY0nSDY6gPY4]{Castle Wittgenstein} has an evil reputation. No one has gone near the place for years. Village mothers use the name of the place to frighten their children to sleep, though. ‘Behave, or the castle folk will come for you!’</em></p></li><li><p><em>@UUID[JournalEntry.musGjY0nSDY6gPY4]{Castle Wittgenstein} is a ruin. No one has lived there for years. No one comes, and no one goes.</em></p></li></ul></blockquote><h3>Arriving in Kemperbad</h3><p>The adventurers are most likely to arrive at Kemperbad for the first time as they travel south along the Reik, heading for @UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.T2VKrtELLt5N5tUc]{Grissenwald} and Black Peaks. They are also likely to stop here again on the way to the @UUID[JournalEntry.VbIsVjYK2ttpvkG2.JournalEntryPage.r83tFodzTXJHggQq#the-barren-hills]{Barren Hills}.</p><p>During the day, the docks are bustling. Riverboats load and unload cargoes, and the ‘lifts’ to the town proper are in constant use. If the adventurers have a cargo to sell, or are looking to buy one, they couldn’t have come to a better place!</p><p>In addition to trading, the adventurers may wish to find help in learning Skills or changing Careers. If the Players decide to take the time to do this, refer to @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.kZ7NZ8ywN3m3MIFE]{Training and Mentors}.</p><h3>The Purple Hand in Kemperbad</h3><p>The cultists of the Purple Hand are still tracking the adventurers, and are determined to apprehend the Character who they believe is their renegade Magister Impedimentae. His supposedly rich ‘inheritance’ is still to be acquired for the cult. </p><p>Shortly before the party leaves Kemperbad for Grissenwald, Lieberung’s double, or another adventurer, is jostled in a crowded street. The adventurer feels a sharp tug at their hair. There is just time to notice a man dressed in purple disappearing into the crowd, but no chance to stop or follow him.</p><p>A lock of the Character’s hair is gone! Nothing obvious will happen as a result, but the adventurers will have plenty of time to worry.  For a typical cultist profile, see @UUID[Actor.coToMwKXdQLbuDVF]{The Cultists}.</p>"
				},
				"Resolution": {
					"name": "Resolution",
					"text": "<h3>Rewards</h3><p>Beyond any points you offer for good roleplaying and clever ideas at the end of the session, XP should be awarded for the following:</p><ul><li><p>@Exp[10, Helping complete the Signal Tower]{10 points for helping to complete the Signal Tower.}</p></li><li><p>@Exp[15, Defeated the Ghoul]{15 points for defeating the Ghoul.}</p></li><li><p>@Exp[25,Defeating the zombies and recovering the keys]{25 points for defeating the zombies and recovering their keys.}</p></li><li><p>@Exp[50,Accessing the secret library]{50 points for accessing the secret library (Note: they will need the 6th key from the Barren Hills to do so).}</p></li></ul>"
				},
				"Timeline": {
					"name": "Timeline",
					"text": "<p>Red Crown cultists play a major role in the next four chapters, although the adventurers will directly interact with them only rarely. However, you will need to keep track of where the cultists are, and in particular how and when they encounter the adventurers.</p><h3>The Schemes of the Red Crown</h3><p>@UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{The Red Crown} is a Cult of Tzeentch, and bitterly opposed to the Purple Hand: the servants of Chaos are, after all, rarely united. Where the Purple Hand is quietly gathering power and influence in high places, the Red Crown is dedicated to uniting the Old World’s mutants and Beastmen into an army that is poised to attack from within. Among its members are @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} and @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann}.</p><p>The Red Crown’s agents in Altdorf have recently, and unknowingly, replicated the research of Dagmar von Wittgenstein. They have learned that there might be large chunks of warpstone in the Barren Hills. @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann}, whom the Characters encountered briefly in <strong>Enemy in Shadows</strong>, has been ordered to visit @UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.T2VKrtELLt5N5tUc]{Grissenwald}, near Nuln, and consult @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}. She is the cult’s leading expert on warpstone. By coincidence, she supplied a vital scroll to @UUID[Compendium.wfrp4e-eis.actors.LG5qATEIFPE9bezB]{Johannes Teugen} in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.OONgV24fbQ8ZEqSr]{Bögenhafen}, and she wrote a @UUID[Compendium.wfrp4e-eis.journals.fCNnElQzxwEOeJWJ.JournalEntryPage.JW2bfqeUqXouuD8S]{letter} the adventurers should have found among Teugen’s papers.</p><div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\"><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/etelka-herzen.webp\" width=\"210\" height=\"316\" /><p style=\"text-align:center\">@UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/ernst-heidlemann.webp\" width=\"205\" height=\"313\" /><p style=\"text-align:center\">@UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann}</p></div></div><h2>Timeline</h2><p>This timeline starts when the adventurers see @UUID[Compendium.wfrp4e-eis.actors.NTvkBP3VP4dtBqM0]{Heidlemann} set out from Altdorf. The exact date is left blank, for you to fill in to fit your campaign. Subsequent events have been numbered by day, according to the mode of transport used and the distance travelled. You should feel free to alter these times to reflect your party’s actual progress. A detailed schedule is provided to help you keep track of everyone’s progress and position.</p><div class=\"journal-image centered\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/maps/trail-of-the-red-crown.webp\" /></div><h3>Unforeseen Delays</h3><p>By the time the adventurers reach Black Peaks, @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} must have left for the Barren Hills. From then on, the adventurers should follow her trail until they eventually catch up with her. If the adventurers spend a day or two at the Signal Tower, the Red Crown cultists will have left Black Peaks by the time the adventurers arrive. If it looks as though the adventurers will reach Black Peaks before the timeline has Herzen and Heidlemann setting out, you can use one or more of these delaying tactics.</p><ul><li><p>The adventurers’ boat is damaged by accident, requiring them to spend one or two days at a riverside inn for repairs. The <strong>Death on the Reik Companion</strong> includes several suitable events.</p></li><li><p>A river patrol boat stops the adventurers for an inspection (see @UUID[JournalEntry.49qp95QA3aWDRmWS.JournalEntryPage.L7wWxrzEBcU6rqlw#a-routine-check]{A Routine Check}). The patrol captain sees right away that the adventurers are not river traders, and interrogates them about their backgrounds, how they came to possess the boat, where they are going, and why. Each answer from the adventurers leads to several more questions, and by the time the patrol captain is satisfied (or bribed sufficiently) a whole day will have passed.</p></li><li><p>Ahead of the adventurers, a large trading boat has run aground to partially block the river, and has then been rammed by a second boat. Traffic is backed up in both directions, and it will take at least half a day before the adventurers’ boat can get past the obstruction.</p></li><li><p>The river passes through a series of ravines, and recent bad weather has caused a landslide. The river is impassable until the blockage is cleared away. The river patrol are working with a gang of labourers and a couple of Dwarf engineers. It will be two days before a channel is clear unless someone helps with magic or gunpowder.</p></li><li><p>@UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{The Red Crown} has ordered @UUID[Actor.wXB3Bam0z0kp45Ht]{Herzen} and @UUID[Compendium.wfrp4e-eis.actors.NTvkBP3VP4dtBqM0]{Heidlemann} to meet up in Kemperbad rather than Black Peaks. They set out for the Barren Hills on Day 9 rather than Day 17. The events of Days 8–15 are ignored, and the rest of the timeline is moved up by six days.</p></li><li>After the failure of their expedition to the Barren Hills, the cultists spend longer in Kemperbad than the day or two given in the timeline.</li></ul><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>What About Delberz?</em></h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard2.webp\" width=\"100\" height=\"100\" /></div><p><em>In the original campaign the pre-generated Characters came from the small town of Delberz. After the drama at the Red Barn, they had an opportunity to return there. One of their group, Wanda Weltschmertz the wizard’s apprentice, could return to her mentor’s house to complete her training as a Wizard.</em></p><p><em>Hieronymus Blitzen, the mentor, can be found in the Appendix of this book. He can now be placed wherever you need. This makes him a far more useful resource, and he can act as a mentor to any eligible adventurer. The heroes in this version of the campaign are all Player-generated, and could be from anywhere: the chance of Delberz being their home is very remote.</em></p><p><em>Of course, Characters who have an attachment to Delberz are welcome to go there, but the plot of this adventure does not require them to do so.</em></p></blockquote><h3>Meetings with the Red Crown</h3><p>@UUID[Scene.8MQkKCUMV45D08D2]{The Signal Tower} is an ideal location for a confrontation with the Red Crown cultists. This happens when the adventurers return there with the sixth key after exploring the Barren Hills. However, the adventurers may run across the cultists at some other point in time. Here are the most probable occasions.</p><h4>Between Kemperbad and Grissenwald, Day 13 – 15</h4><p>If the timeline continues without changes, the cultists will be travelling north to Kemperbad by road at the same time as the adventurers are travelling south from Kemperbad to Grissenwald by river. There is a chance that a sharp-eyed adventurer will recognise Heidlemann riding along the bank. He will be in the company of a lady and a couple of pack horses. After being recognised in Altdorf, though, Heidlemann is cautious, and has taken to wearing a broad-brimmed hat that hides much of his face. A <strong>Hard (-20) Perception</strong> Test is required to spot him, although you can allow a +10 bonus for any Character with the @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense} Talent if you wish.</p><p>When Heidlemann sees that he has been spotted, he and his ‘lady friend’, Herzen, will spur their horses to a gallop and be gone before the adventurers can reach the bank and disembark. The close encounter, however, should serve to pique the adventurers’ interest.</p><h4>Kemperbad, Day 15 or 16</h4><p>If the adventurers waste no time in Grissenwald, there is a small chance that they might reach Kemperbad before the cultists have departed. Kemperbad is a small town, but it is possible for the two parties to miss each other. If Heidlemann saw the adventurers on the river (above), he persuades Etelka that steps need to be taken. She pays a couple of dockside thugs to look out for the adventurers’ boat and set fire to it at night. If necessary, refer to @UUID[Compendium.wfrp4e-eis.journals.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO#the-bounty-hunters-plan]{The Bounty Hunter’s Plan} in <strong>Enemy in Shadows</strong>. </p><p>This attack, and the Watch inquiry that will follow, should delay the adventurers by anything from a few hours to a full day. If the attackers are captured, all they can say is that a ‘nice lady hired us to discourage an over-eager lover from bothering her’, further muddying the waters for the adventurers.</p><h4>Between Kemperbad and the Devil’s Bowl, Day 17 – 23</h4><p>The River Stir is narrower than the Reik, but it is still a major waterway and traffic moves freely along it. If necessary, you can use one of the ploys above to make sure the adventurers do not catch the cultists before they have reached the Barren Hills.</p><p>The River Narn becomes considerably narrower and faster as it rises toward the Barren Hills. Working a boat upstream against the current is a slow business. Half normal speed is good progress. The cultists will be able to travel faster on horseback.</p><h4>The Devil’s Bowl, Day 20 – 24</h4><p>This could be a good time and place for a showdown, especially if the cultists have reached the conclusion that the meteorite is not here. If the Characters are strong combatants, the situation could turn into a three-sided fight between the adventurers, the cultists, and the Skaven.</p><p>@UUID[Actor.HFtAZZmdaSukdtkd]{Brunhilde’s ghost} might join the adventurers if they need reinforcement, as she recognises the nature of the cultists. She could scare off any hired thugs quite easily, leaving the adventurers to deal with the two wizards. For extra reinforcements and drama, she might clear the rock fall from @UUID[JournalEntry.VbIsVjYK2ttpvkG2.JournalEntryPage.njLfByWaqDw6PhnI#b.-the-cave-of-the-dead]{B. The Cave of the Dead} with an impressive gesture. This allows the four skeletons to enter the fight under her command. A normal ghost could not do such a thing with normal skeletons. The manner of their deaths, and the presence of warpstone, have given the undead strange and unexpected powers. They also have a thirst for vengeance and hate the followers of Chaos…</p><h4>Between the Devil’s Bowl and Kemperbad, Day 24–29</h4><p>An encounter in this section could work well, but will be less dramatic than a confrontation at the Devil’s Bowl or the Signal Tower. If the party needs reinforcements, the conflict could take place near the village of @UUID[JournalEntry.VbIsVjYK2ttpvkG2.JournalEntryPage.YMz2qRfYwqkfavWD]{Unterbaum} or the @UUID[JournalEntry.VbIsVjYK2ttpvkG2.JournalEntryPage.L10SyzE8pl2Z32T4#the-inn-of-the-roaring-falls]{The Inn of the Roaring Falls}. Some of the more able NPCs in either location could help out. A mutant or two, recruited in the warpstone-irradiated hills, can be added to the Red Crown expedition if the adventurers’ party is strong.</p><h4>Between Kemperbad and the Signal Tower, Day 29–36</h4><p>Again, an encounter during this period can work well, but it lacks the drama of a confrontation at the Signal Tower. For a really dramatic conclusion to the chase, it might be preferable to have the two groups miss each other in Kemperbad. The adventurers then reach the Signal Tower first and the cultists arrive at a suitable later time. Alternatively, some of the tricks mentioned above could be used to delay the adventurers so that they find the cultists in control of the Signal Tower, with the surviving Dwarfs held prisoner.</p><h3>The Timeline</h3><p>The next part of the adventure revolves around the actions of two groups of people in different locations. Although the Players don’t know it yet, they are racing against @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.M5pnsRFFdFH7Obkt]{Red Crown cultists}. It may not seem much like a race, as travel is only ever as fast as the nearest horse or riverboat, but keeping track of events in the timeline will make your life as a GM a bit easier. There are long distances to cover, secrets to reveal, and not a lot of time for the Players to do either.</p><p>The ‘Day’ column is effectively a clock, measuring the progress of the cultists in obtaining the last key needed to get into Dagmar’s secret library beneath the Signal Tower. A game aid has been included at the back of the book to keep track of your party’s location. If the Players dawdle or delay too much, or get side-tracked by other events, you can inject a hint that they are wasting time by having a cultist or two watch them from a distance. This monitoring becomes more overt as Heidlemann moves towards his goal. If the Players are sluggards, then you should feel free to rearrange matters so that Heidlemann has the sixth key as he arrives first, rather than second, at the Signal Tower. The adventurers are then in a chase to prevent him reaching the secret library. </p>"
				},
				"Dagmar von Wittgenstein": {
					"name": "Dagmar von Wittgenstein",
					"text": "<blockquote class=\"sidebar\"><p><em>The original tower on the site was built as a small observatory about 120 years ago by Dagmar von Wittgenstein, a dilettante wizard and astronomer. This choice of remote location, far from the family’s castle at Wittgendorf, was deliberate. The family’s social position was secure, thanks to an Imperial Charter from Empress Margaritha in 1979 for unspecified ‘services to Imperial security’. Dagmar had his own reasons to keep his research away from prying eyes. The observatory was protected by various magical means, and its location was kept secret even from the rest of the family.</em></p><p><em>Some years later, Dagmar stumbled across an ancient tome of astronomical records in which the @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.l7DAxuLNSZsZRhTw]{following passage} (dated 2302) attracted his attention:</em></p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout6.webp\" width=\"321\" height=\"425\" /></div><p><em>Others would have regarded this as an astronomical curiosity, but Dagmar had recently finished translating an ancient scroll written in the arcane language of daemons. </em></p><p><em>@UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.dj4oXVTEQ55FJPo8]{One passage} read as follows:</em></p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/handouts/handout7.webp\" /></div><p><em>Dagmar realised immediately that the meteorite mentioned in the astronomical records must actually be a piece of the moon, Morrslieb. Checking his histories, Dagmar learned that the hills around the headwaters of the River Narn had come to be known as the Barren Hills sometime around 2302. This date coincided with the record of the meteorite’s fall and a major Incursion of Chaos. Concluding that the meteorite must possess great power, Dagmar set off for Kemperbad, where he raised a small expedition to journey into the Barren Hills.</em></p><p><em>According to legend, the expedition never returned. In fact, once he had located the meteorite, Dagmar slew the others and made his way home by a circuitous route to cover his tracks, with the chunk of warpstone safely stored in a lead-lined casket.</em></p><p><em>Unfortunately for Dagmar, he did not live to reap the fruits of his labours. One of his cousins, Hermann, known to chroniclers as Hermann the Mad, strangled Dagmar in a rage because his relative had refused to let him see the contents of a certain casket. In the customary manner of noble houses, the family covered up the murder. Hermann was confined in an outer tower of the castle, and quietly erased from memory. The strange casket and its deadly contents were also never mentioned again. So things remained until Lady Margritte, Dagmar’s great-great-grand-daughter, found his books and learned of the stone...</em></p><p><em>The Ruinous Powers, however, have also recently discovered its existence. Red Crown cultists and the Skaven ratmen are determined to possess it for their own terrible ends.</em></p><p><em>Over the years, the observatory tower has fallen into partial ruin, but some of Dagmar’s original protections are still in place. They include a powerful ghoul and five zombies, which are responsible for the deaths, disappearances, and paralysis afflicting some of the Dwarfs working on the site. There is also a set of magical keys without which it is impossible to access the observatory.</em></p></blockquote>"
				}
			}
		},
		"Trading Rules": {
			"name": "Trading Rules",
			"pages": {
				"Trading Rules": {
					"name": "Trading Rules",
					"text": "<p>The roads and waterways of the Empire are bustling with trade, and in Death on the Reik the Characters have plenty of opportunities to do some trading. The following rules are designed to help you handle this.</p><p>It should be noted that most trading groups have established relationships and long-standing contracts to ship bulk goods. These contracts are the reserve of talented merchants, litigants, the nobility, and others of means, and as such are inaccessible to the typical adventuring party. In any case, the profits are quite modest. Such trades are best handled by a Character in the @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h7GdfctKdjWL0Ejp]{Merchant} Career, using the @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya.JournalEntryPage.JX9ifRlgzzGrU2zh]{Income} Endeavour. </p><p>These rules represent the casual trading opportunities that Characters may take on during their travels on the waterways of the Reikland. It is at your discretion if the gold made from these trades is exempt from being lost to the @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya.JournalEntryPage.BpwePtm5CHEfnexN#money-to-burn]{Money to Burn} rules. If you choose to allow Characters to accumulate vast amounts of wealth, remember that the cost of living, taxation, banditry, boat repairs or upgrades (see @UUID[JournalEntry.FtADtP0t2I9PBiSa]{Deck It Out}) and @UUID[JournalEntry.EBkKmwPreDndWqoc.JournalEntryPage.prfMvzrSMhiMmHtF]{lock fees} should all take their toll on any profits that are generated. While some Characters will find the accumulation of wealth a worthy goal in its own right, it is possible that they may gather more money that they know what to do with, trivialising major purchases, and ultimately giving rise to the question of why such wealthy individuals partake in the dangerous business of adventuring at all…</p><div class=\"journal-image\"><img src=\"modules/wfrp4e-dotr/assets/set-pictures/cargo-loader.webp\" /></div>"
				},
				"Gazetteer of the Grand Principality of Reikland": {
					"name": "Gazetteer of the Grand Principality of Reikland",
					"text": "<p style=\"text-align:center\"> <strong>d100</strong>: Use this column so select a random settlement, when required.</p><p style=\"text-align:center\"><strong>Size</strong>: 1=Hamlet, 2=Village, 3=Town, 4=City. W=@UUID[.e85Gyxoede4a9YQ3#demand]{Wealth}.</p><p style=\"text-align:center\"><strong>Garrison/Militia</strong> = A Garrison are made up of standing, professional soldiers, available at most times. A Militia is raised from the local populace, and available only seasonally.</p><p style=\"text-align:center\">The letter after the number indicates soldier quality. a=properly drilled, well trained and equipped soldiers. <strong>b</strong>=average troops, moderately trained and equipped. <strong>c</strong>=poorly trained troops, possibly required to bring their own equipment, which is generally old and/or of poor quality.</p><table style=\"width:99.3631%;height:1613px\" border=\"1\"><tbody><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\"><strong>[[/r d100]]</strong></td><td style=\"width:12.3102%;height:16px;text-align:center\"><strong>Settlement</strong></td><td style=\"width:5.0313%;height:16px;text-align:center\"><strong>Size</strong></td><td style=\"width:11.1497%;height:16px;text-align:center\"><strong>Ruler</strong></td><td style=\"width:9.85662%;height:16px;text-align:center\"><strong>Pop</strong></td><td style=\"width:6.23723%;height:16px;text-align:center\"><strong>W</strong></td><td style=\"width:18.574%;height:16px;text-align:center\"><strong>Produces</strong></td><td style=\"width:18.8551%;height:16px;text-align:center\"><strong>Garrison/ Militia</strong></td><td style=\"width:12.4235%;height:16px;text-align:center\"><strong>Notes</strong></td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">1-8</td><td style=\"width:12.3102%;height:33px;text-align:center\"><strong>ALTDORF</strong></td><td style=\"width:5.0313%;height:33px;text-align:center\">4</td><td style=\"width:11.1497%;height:33px;text-align:center\">Emperor Karl-Franz I Holswig-Schliestein</td><td style=\"width:9.85662%;height:33px;text-align:center\">1000000</td><td style=\"width:6.23723%;height:33px;text-align:center\">5</td><td style=\"width:18.574%;height:33px;text-align:center\">Trade, Government</td><td style=\"width:18.8551%;height:33px;text-align:center\">1800a/26000b</td><td style=\"width:12.4235%;height:33px\">Imperial Capital, Great Cathedral of Sigmar</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">9</td><td style=\"width:12.3102%;height:16px;text-align:center\">Autler</td><td style=\"width:5.0313%;height:16px;text-align:center\">2</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">124</td><td style=\"width:6.23723%;height:16px;text-align:center\">2</td><td style=\"width:18.574%;height:16px;text-align:center\">Timber,Grain</td><td style=\"width:18.8551%;height:16px;text-align:center\">-/10c</td><td style=\"width:12.4235%;height:16px\">Ferry</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">10</td><td style=\"width:12.3102%;height:16px;text-align:center\">Blutroch</td><td style=\"width:5.0313%;height:16px;text-align:center\">0</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">0</td><td style=\"width:6.23723%;height:16px;text-align:center\">0</td><td style=\"width:18.574%;height:16px;text-align:center\"> </td><td style=\"width:18.8551%;height:16px;text-align:center\">-</td><td style=\"width:12.4235%;height:16px\">Wiped out by Red Pox in 2511</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">11</td><td style=\"width:12.3102%;height:16px;text-align:center\">Braunwurt</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">75</td><td style=\"width:6.23723%;height:16px;text-align:center\">1</td><td style=\"width:18.574%;height:16px;text-align:center\">Luxuries</td><td style=\"width:18.8551%;height:16px;text-align:center\">-</td><td style=\"width:12.4235%;height:16px\"> </td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">12</td><td style=\"width:12.3102%;height:16px;text-align:center\">Bundesmarkt</td><td style=\"width:5.0313%;height:16px;text-align:center\">2</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">105</td><td style=\"width:6.23723%;height:16px;text-align:center\">1</td><td style=\"width:18.574%;height:16px;text-align:center\">Grain</td><td style=\"width:18.8551%;height:16px;text-align:center\">-/5c</td><td style=\"width:12.4235%;height:16px\"> </td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">13</td><td style=\"width:12.3102%;height:16px;text-align:center\">Dorchen</td><td style=\"width:5.0313%;height:16px;text-align:center\">2</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">105</td><td style=\"width:6.23723%;height:16px;text-align:center\">2</td><td style=\"width:18.574%;height:16px;text-align:center\">Grain</td><td style=\"width:18.8551%;height:16px;text-align:center\">-</td><td style=\"width:12.4235%;height:16px\"> </td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">14</td><td style=\"width:12.3102%;height:16px;text-align:center\">Frederheim</td><td style=\"width:5.0313%;height:16px;text-align:center\">2</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">116</td><td style=\"width:6.23723%;height:16px;text-align:center\">1</td><td style=\"width:18.574%;height:16px;text-align:center\">Grain,Wool</td><td style=\"width:18.8551%;height:16px;text-align:center\">-</td><td style=\"width:12.4235%;height:16px\">Great Hospice of Shallya nearby</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">15</td><td style=\"width:12.3102%;height:16px;text-align:center\">Furtild</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">90</td><td style=\"width:6.23723%;height:16px;text-align:center\">1</td><td style=\"width:18.574%;height:16px;text-align:center\">Subsistence</td><td style=\"width:18.8551%;height:16px;text-align:center\">-</td><td style=\"width:12.4235%;height:16px\">Great Hospice of Shallya nearby</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">16</td><td style=\"width:12.3102%;height:16px;text-align:center\">Geldrecht</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">56</td><td style=\"width:6.23723%;height:16px;text-align:center\">1</td><td style=\"width:18.574%;height:16px;text-align:center\">Timber,Grain</td><td style=\"width:18.8551%;height:16px;text-align:center\">-</td><td style=\"width:12.4235%;height:16px\"> </td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">17</td><td style=\"width:12.3102%;height:16px;text-align:center\">Gluckshalt</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">87</td><td style=\"width:6.23723%;height:16px;text-align:center\">2</td><td style=\"width:18.574%;height:16px;text-align:center\">Grain</td><td style=\"width:18.8551%;height:16px;text-align:center\">-</td><td style=\"width:12.4235%;height:16px\">Ferry on River Reik</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">18</td><td style=\"width:12.3102%;height:16px;text-align:center\">Grossbad</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">83</td><td style=\"width:6.23723%;height:16px;text-align:center\">2</td><td style=\"width:18.574%;height:16px;text-align:center\">Grain</td><td style=\"width:18.8551%;height:16px;text-align:center\">-/10c</td><td style=\"width:12.4235%;height:16px\"> </td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">19</td><td style=\"width:12.3102%;height:16px;text-align:center\">Hartsklein</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">78</td><td style=\"width:6.23723%;height:16px;text-align:center\">1</td><td style=\"width:18.574%;height:16px;text-align:center\">Luxuries</td><td style=\"width:18.8551%;height:16px;text-align:center\">-</td><td style=\"width:12.4235%;height:16px\"> </td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">20</td><td style=\"width:12.3102%;height:16px;text-align:center\">Heiligen</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">70</td><td style=\"width:6.23723%;height:16px;text-align:center\">2</td><td style=\"width:18.574%;height:16px;text-align:center\">Grain</td><td style=\"width:18.8551%;height:16px;text-align:center\">-</td><td style=\"width:12.4235%;height:16px\"> </td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">21</td><td style=\"width:12.3102%;height:16px;text-align:center\">Hochloff</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">98</td><td style=\"width:6.23723%;height:16px;text-align:center\">2</td><td style=\"width:18.574%;height:16px;text-align:center\">Grain</td><td style=\"width:18.8551%;height:16px;text-align:center\">-</td><td style=\"width:12.4235%;height:16px\"> </td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">22</td><td style=\"width:12.3102%;height:16px;text-align:center\">Kaldach</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">63</td><td style=\"width:6.23723%;height:16px;text-align:center\">1</td><td style=\"width:18.574%;height:16px;text-align:center\">Subsistence</td><td style=\"width:18.8551%;height:16px;text-align:center\">-/10b</td><td style=\"width:12.4235%;height:16px\">Ferry</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">23</td><td style=\"width:12.3102%;height:16px;text-align:center\">Rechtlich</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">51</td><td style=\"width:6.23723%;height:16px;text-align:center\">1</td><td style=\"width:18.574%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Subsistence</span></td><td style=\"width:18.8551%;height:16px;text-align:center\">-</td><td style=\"width:12.4235%;height:16px\"> </td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">24</td><td style=\"width:12.3102%;height:16px;text-align:center\">Rottefach</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">105</td><td style=\"width:6.23723%;height:16px;text-align:center\">2</td><td style=\"width:18.574%;height:16px;text-align:center\">Grain,Wine</td><td style=\"width:18.8551%;height:16px;text-align:center\">-</td><td style=\"width:12.4235%;height:16px\">Ferry</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">25</td><td style=\"width:12.3102%;height:16px;text-align:center\">Schlafebild</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">46</td><td style=\"width:6.23723%;height:16px;text-align:center\">1</td><td style=\"width:18.574%;height:16px;text-align:center\">Grain,Wine</td><td style=\"width:18.8551%;height:16px;text-align:center\">-</td><td style=\"width:12.4235%;height:16px\"> </td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">26</td><td style=\"width:12.3102%;height:33px;text-align:center\">Teufelfeuer</td><td style=\"width:5.0313%;height:33px;text-align:center\">1</td><td style=\"width:11.1497%;height:33px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:33px;text-align:center\">55</td><td style=\"width:6.23723%;height:33px;text-align:center\">1</td><td style=\"width:18.574%;height:33px;text-align:center\">Subsistence</td><td style=\"width:18.8551%;height:33px;text-align:center\">-/5c</td><td style=\"width:12.4235%;height:33px\">Once burnt to the ground by the Witch Hunter Fabergus Heinzdork.</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">27</td><td style=\"width:12.3102%;height:16px;text-align:center\">Walfen</td><td style=\"width:5.0313%;height:16px;text-align:center\">2</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">181</td><td style=\"width:6.23723%;height:16px;text-align:center\">2</td><td style=\"width:18.574%;height:16px;text-align:center\">Bricks,Grain</td><td style=\"width:18.8551%;height:16px;text-align:center\">-</td><td style=\"width:12.4235%;height:16px\">Ferry</td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">28-29</td><td style=\"width:12.3102%;height:33px;text-align:center\"><strong>CASTLE REIKGUARD</strong></td><td style=\"width:5.0313%;height:33px;text-align:center\">3</td><td style=\"width:11.1497%;height:33px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:33px;text-align:center\">300</td><td style=\"width:6.23723%;height:33px;text-align:center\">4</td><td style=\"width:18.574%;height:33px;text-align:center\">Government</td><td style=\"width:18.8551%;height:33px;text-align:center\">200c/-</td><td style=\"width:12.4235%;height:33px\">Seat of the Grand Prince, fortress</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">30-34</td><td style=\"width:12.3102%;height:16px;text-align:center\"><strong>DUNKELBURG</strong></td><td style=\"width:5.0313%;height:16px;text-align:center\">3</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">8900</td><td style=\"width:6.23723%;height:16px;text-align:center\">2</td><td style=\"width:18.574%;height:16px;text-align:center\">Grain,Wool</td><td style=\"width:18.8551%;height:16px;text-align:center\">20b/150c</td><td style=\"width:12.4235%;height:16px\"> </td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">35</td><td style=\"width:12.3102%;height:16px;text-align:center\">Barfsheim</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">77</td><td style=\"width:6.23723%;height:16px;text-align:center\">1</td><td style=\"width:18.574%;height:16px;text-align:center\">Subsistence</td><td style=\"width:18.8551%;height:16px;text-align:center\">-</td><td style=\"width:12.4235%;height:16px\">Ferry</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">36</td><td style=\"width:12.3102%;height:16px;text-align:center\">Gemusenbad</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">56</td><td style=\"width:6.23723%;height:16px;text-align:center\">1</td><td style=\"width:18.574%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Subsistence</span></td><td style=\"width:18.8551%;height:16px;text-align:center\">-</td><td style=\"width:12.4235%;height:16px\">Ferry</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">37</td><td style=\"width:12.3102%;height:16px;text-align:center\">Harke</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">37</td><td style=\"width:6.23723%;height:16px;text-align:center\">1</td><td style=\"width:18.574%;height:16px;text-align:center\">Subsistence</td><td style=\"width:18.8551%;height:16px;text-align:center\">-</td><td style=\"width:12.4235%;height:16px\">Ferry</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">38</td><td style=\"width:12.3102%;height:16px;text-align:center\">Ruhfurt</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">90</td><td style=\"width:6.23723%;height:16px;text-align:center\">2</td><td style=\"width:18.574%;height:16px;text-align:center\">Grain</td><td style=\"width:18.8551%;height:16px;text-align:center\">-/10c</td><td style=\"width:12.4235%;height:16px\"> </td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">39</td><td style=\"width:12.3102%;height:16px;text-align:center\">Schattental</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">86</td><td style=\"width:6.23723%;height:16px;text-align:center\">2</td><td style=\"width:18.574%;height:16px;text-align:center\">Grain</td><td style=\"width:18.8551%;height:16px;text-align:center\">-/15b</td><td style=\"width:12.4235%;height:16px\"> </td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">40</td><td style=\"width:12.3102%;height:16px;text-align:center\">Steindorf</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">70</td><td style=\"width:6.23723%;height:16px;text-align:center\">1</td><td style=\"width:18.574%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Subsistence</span></td><td style=\"width:18.8551%;height:16px;text-align:center\">-/10c</td><td style=\"width:12.4235%;height:16px\">Ferry</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">41</td><td style=\"width:12.3102%;height:16px;text-align:center\"><strong>DIESDORF</strong></td><td style=\"width:5.0313%;height:16px;text-align:center\">2</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">210</td><td style=\"width:6.23723%;height:16px;text-align:center\">2</td><td style=\"width:18.574%;height:16px;text-align:center\">Grain</td><td style=\"width:18.8551%;height:16px;text-align:center\">-/25c</td><td style=\"width:12.4235%;height:16px\"> </td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">42-45</td><td style=\"width:12.3102%;height:33px;text-align:center\">EILHART</td><td style=\"width:5.0313%;height:33px;text-align:center\">3</td><td style=\"width:11.1497%;height:33px;text-align:center\">Graf Johann von Hardenburg</td><td style=\"width:9.85662%;height:33px;text-align:center\">3200</td><td style=\"width:6.23723%;height:33px;text-align:center\">3</td><td style=\"width:18.574%;height:33px;text-align:center\">Grain,Wine</td><td style=\"width:18.8551%;height:33px;text-align:center\">25b/125c</td><td style=\"width:12.4235%;height:33px\"> </td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">46-49</td><td style=\"width:12.3102%;height:16px;text-align:center\"><strong>GRÜNBURG</strong></td><td style=\"width:5.0313%;height:16px;text-align:center\">3</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">2900</td><td style=\"width:6.23723%;height:16px;text-align:center\">2</td><td style=\"width:18.574%;height:16px;text-align:center\">Trade, Boatbuilding</td><td style=\"width:18.8551%;height:16px;text-align:center\">25b/100c</td><td style=\"width:12.4235%;height:16px\">Ferry</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">50</td><td style=\"width:12.3102%;height:16px;text-align:center\">Aussen</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">95</td><td style=\"width:6.23723%;height:16px;text-align:center\">1</td><td style=\"width:18.574%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Subsistence</span></td><td style=\"width:18.8551%;height:16px;text-align:center\">-</td><td style=\"width:12.4235%;height:16px\">Ferry</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">51</td><td style=\"width:12.3102%;height:16px;text-align:center\">Hornlach</td><td style=\"width:5.0313%;height:16px;text-align:center\">2</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">120</td><td style=\"width:6.23723%;height:16px;text-align:center\">2</td><td style=\"width:18.574%;height:16px;text-align:center\">Timber,Grain</td><td style=\"width:18.8551%;height:16px;text-align:center\">-/5b</td><td style=\"width:12.4235%;height:16px\">Ferry</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">52</td><td style=\"width:12.3102%;height:16px;text-align:center\">Kleindorf</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">40</td><td style=\"width:6.23723%;height:16px;text-align:center\">1</td><td style=\"width:18.574%;height:16px;text-align:center\">Grain</td><td style=\"width:18.8551%;height:16px;text-align:center\">-</td><td style=\"width:12.4235%;height:16px\">Ferry</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">53</td><td style=\"width:12.3102%;height:16px;text-align:center\">Silberwurt</td><td style=\"width:5.0313%;height:16px;text-align:center\">2</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">110</td><td style=\"width:6.23723%;height:16px;text-align:center\">2</td><td style=\"width:18.574%;height:16px;text-align:center\">Grain,Wool</td><td style=\"width:18.8551%;height:16px;text-align:center\">-/10c</td><td style=\"width:12.4235%;height:16px\"> </td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">54</td><td style=\"width:12.3102%;height:16px;text-align:center\">Wörlitz</td><td style=\"width:5.0313%;height:16px;text-align:center\">2</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">105</td><td style=\"width:6.23723%;height:16px;text-align:center\">2</td><td style=\"width:18.574%;height:16px;text-align:center\">Grain</td><td style=\"width:18.8551%;height:16px;text-align:center\">-/10c</td><td style=\"width:12.4235%;height:16px\"> </td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">55-58</td><td style=\"width:12.3102%;height:33px;text-align:center\"><strong>KEMPERBAD</strong></td><td style=\"width:5.0313%;height:33px;text-align:center\">3</td><td style=\"width:11.1497%;height:33px;text-align:center\">Town Council</td><td style=\"width:9.85662%;height:33px;text-align:center\">9600</td><td style=\"width:6.23723%;height:33px;text-align:center\">4</td><td style=\"width:18.574%;height:33px;text-align:center\">Armaments,Wine,Brandy,Trade</td><td style=\"width:18.8551%;height:33px;text-align:center\">20b/500b</td><td style=\"width:12.4235%;height:33px\">Ferr. Finest Brandy in Empire from this area, Freistadt status</td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">59</td><td style=\"width:12.3102%;height:33px;text-align:center\">Berghof</td><td style=\"width:5.0313%;height:33px;text-align:center\">1</td><td style=\"width:11.1497%;height:33px;text-align:center\">Kemperbad Town Council</td><td style=\"width:9.85662%;height:33px;text-align:center\">85</td><td style=\"width:6.23723%;height:33px;text-align:center\">2</td><td style=\"width:18.574%;height:33px;text-align:center\">Grain</td><td style=\"width:18.8551%;height:33px;text-align:center\">-/20c</td><td style=\"width:12.4235%;height:33px\"> </td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">60</td><td style=\"width:12.3102%;height:33px;text-align:center\">Brandenburg</td><td style=\"width:5.0313%;height:33px;text-align:center\">1</td><td style=\"width:11.1497%;height:33px;text-align:center\">Kemperbad Town Council</td><td style=\"width:9.85662%;height:33px;text-align:center\">95</td><td style=\"width:6.23723%;height:33px;text-align:center\">3</td><td style=\"width:18.574%;height:33px;text-align:center\">Wine,Brandy,Grain</td><td style=\"width:18.8551%;height:33px;text-align:center\">-/20b</td><td style=\"width:12.4235%;height:33px\">'Echte Brandenburger,' Emperor's favorite brandy; Ferry</td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">61</td><td style=\"width:12.3102%;height:33px;text-align:center\">Jungbach</td><td style=\"width:5.0313%;height:33px;text-align:center\">2</td><td style=\"width:11.1497%;height:33px;text-align:center\">Kemperbad Town Council</td><td style=\"width:9.85662%;height:33px;text-align:center\">105</td><td style=\"width:6.23723%;height:33px;text-align:center\">3</td><td style=\"width:18.574%;height:33px;text-align:center\">Brandy,Wine</td><td style=\"width:18.8551%;height:33px;text-align:center\">-/15b</td><td style=\"width:12.4235%;height:33px\">Ferry</td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">62</td><td style=\"width:12.3102%;height:33px;text-align:center\">Ostwald</td><td style=\"width:5.0313%;height:33px;text-align:center\">1</td><td style=\"width:11.1497%;height:33px;text-align:center\">Kemperbad Town Council</td><td style=\"width:9.85662%;height:33px;text-align:center\">88</td><td style=\"width:6.23723%;height:33px;text-align:center\">3</td><td style=\"width:18.574%;height:33px;text-align:center\">Brandy,Wine</td><td style=\"width:18.8551%;height:33px;text-align:center\">-/15b</td><td style=\"width:12.4235%;height:33px\"> </td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">63</td><td style=\"width:12.3102%;height:33px;text-align:center\">Stockhausen</td><td style=\"width:5.0313%;height:33px;text-align:center\">2</td><td style=\"width:11.1497%;height:33px;text-align:center\">Kemperbad Town Council</td><td style=\"width:9.85662%;height:33px;text-align:center\">117</td><td style=\"width:6.23723%;height:33px;text-align:center\">3</td><td style=\"width:18.574%;height:33px;text-align:center\">Brandy,Wine,Wool</td><td style=\"width:18.8551%;height:33px;text-align:center\">-/30b</td><td style=\"width:12.4235%;height:33px\"> </td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">64</td><td style=\"width:12.3102%;height:33px;text-align:center\">Merretheim</td><td style=\"width:5.0313%;height:33px;text-align:center\">1</td><td style=\"width:11.1497%;height:33px;text-align:center\">Graf von Falkenhayn</td><td style=\"width:9.85662%;height:33px;text-align:center\">67</td><td style=\"width:6.23723%;height:33px;text-align:center\">1</td><td style=\"width:18.574%;height:33px;text-align:center\">Subsistence</td><td style=\"width:18.8551%;height:33px;text-align:center\">-/10c</td><td style=\"width:12.4235%;height:33px\"> </td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">65</td><td style=\"width:12.3102%;height:33px;text-align:center\">Misthausen</td><td style=\"width:5.0313%;height:33px;text-align:center\">1</td><td style=\"width:11.1497%;height:33px;text-align:center\">Graf von Falkenhayn</td><td style=\"width:9.85662%;height:33px;text-align:center\">43</td><td style=\"width:6.23723%;height:33px;text-align:center\">1</td><td style=\"width:18.574%;height:33px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Subsistence</span></td><td style=\"width:18.8551%;height:33px;text-align:center\">-</td><td style=\"width:12.4235%;height:33px\">Ferry</td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">66</td><td style=\"width:12.3102%;height:33px;text-align:center\">Naffdorf</td><td style=\"width:5.0313%;height:33px;text-align:center\">1</td><td style=\"width:11.1497%;height:33px;text-align:center\">Graf von Falkenhayn</td><td style=\"width:9.85662%;height:33px;text-align:center\">75</td><td style=\"width:6.23723%;height:33px;text-align:center\">1</td><td style=\"width:18.574%;height:33px;text-align:center\">Subsistence</td><td style=\"width:18.8551%;height:33px;text-align:center\">-/10c</td><td style=\"width:12.4235%;height:33px\">Ferry</td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">67</td><td style=\"width:12.3102%;height:33px;text-align:center\">Pfeiffer</td><td style=\"width:5.0313%;height:33px;text-align:center\">1</td><td style=\"width:11.1497%;height:33px;text-align:center\">Graf von Falkenhayn</td><td style=\"width:9.85662%;height:33px;text-align:center\">60</td><td style=\"width:6.23723%;height:33px;text-align:center\">1</td><td style=\"width:18.574%;height:33px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Subsistence</span></td><td style=\"width:18.8551%;height:33px;text-align:center\">-/5c</td><td style=\"width:12.4235%;height:33px\"> </td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">68-74</td><td style=\"width:12.3102%;height:16px;text-align:center\"><strong>UBERSREIK</strong></td><td style=\"width:5.0313%;height:16px;text-align:center\">3</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">7500</td><td style=\"width:6.23723%;height:16px;text-align:center\">4</td><td style=\"width:18.574%;height:16px;text-align:center\">Armaments,Metal,,Trade</td><td style=\"width:18.8551%;height:16px;text-align:center\">40b/500c</td><td style=\"width:12.4235%;height:16px\">Ferry</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">75</td><td style=\"width:12.3102%;height:16px;text-align:center\">Buchedorf</td><td style=\"width:5.0313%;height:16px;text-align:center\">2</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">158</td><td style=\"width:6.23723%;height:16px;text-align:center\">2</td><td style=\"width:18.574%;height:16px;text-align:center\">Grain,Wool</td><td style=\"width:18.8551%;height:16px;text-align:center\">-/10c</td><td style=\"width:12.4235%;height:16px\">Ferry</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">76</td><td style=\"width:12.3102%;height:16px;text-align:center\">Flussberg</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">95</td><td style=\"width:6.23723%;height:16px;text-align:center\">2</td><td style=\"width:18.574%;height:16px;text-align:center\">Grain</td><td style=\"width:18.8551%;height:16px;text-align:center\">-/15c</td><td style=\"width:12.4235%;height:16px\">Ferry</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">77</td><td style=\"width:12.3102%;height:16px;text-align:center\">Geissbach</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">66</td><td style=\"width:6.23723%;height:16px;text-align:center\">2</td><td style=\"width:18.574%;height:16px;text-align:center\">Grain</td><td style=\"width:18.8551%;height:16px;text-align:center\">-/10c</td><td style=\"width:12.4235%;height:16px\"> </td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">78</td><td style=\"width:12.3102%;height:16px;text-align:center\">Halheim</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">49</td><td style=\"width:6.23723%;height:16px;text-align:center\">1</td><td style=\"width:18.574%;height:16px;text-align:center\">Subsistence</td><td style=\"width:18.8551%;height:16px;text-align:center\">-</td><td style=\"width:12.4235%;height:16px\"> </td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">79</td><td style=\"width:12.3102%;height:16px;text-align:center\">Hugeldal</td><td style=\"width:5.0313%;height:16px;text-align:center\">2</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">316</td><td style=\"width:6.23723%;height:16px;text-align:center\">3</td><td style=\"width:18.574%;height:16px;text-align:center\">Metal</td><td style=\"width:18.8551%;height:16px;text-align:center\">50b/75c</td><td style=\"width:12.4235%;height:16px\"> </td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">80</td><td style=\"width:12.3102%;height:16px;text-align:center\">Messingen</td><td style=\"width:5.0313%;height:16px;text-align:center\">2</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">111</td><td style=\"width:6.23723%;height:16px;text-align:center\">3</td><td style=\"width:18.574%;height:16px;text-align:center\">Grain,Armaments</td><td style=\"width:18.8551%;height:16px;text-align:center\">-/20b</td><td style=\"width:12.4235%;height:16px\">By Hugeldal Mine</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">81</td><td style=\"width:12.3102%;height:16px;text-align:center\">Wurfel</td><td style=\"width:5.0313%;height:16px;text-align:center\">1</td><td style=\"width:11.1497%;height:16px;text-align:center\">Emperor</td><td style=\"width:9.85662%;height:16px;text-align:center\">75</td><td style=\"width:6.23723%;height:16px;text-align:center\">2</td><td style=\"width:18.574%;height:16px;text-align:center\">Grain</td><td style=\"width:18.8551%;height:16px;text-align:center\">-/15c</td><td style=\"width:12.4235%;height:16px\"> </td></tr><tr style=\"height:50px\"><td style=\"width:4.2804%;height:50px;text-align:center\">82</td><td style=\"width:12.3102%;height:50px;text-align:center\"><strong>WEISSBRUCK</strong></td><td style=\"width:5.0313%;height:50px;text-align:center\">2</td><td style=\"width:11.1497%;height:50px;text-align:center\">Emperor (ruled and owned by Gruber family)</td><td style=\"width:9.85662%;height:50px;text-align:center\">359</td><td style=\"width:6.23723%;height:50px;text-align:center\">2</td><td style=\"width:18.574%;height:50px;text-align:center\">Luxuries,Trade</td><td style=\"width:18.8551%;height:50px;text-align:center\">-</td><td style=\"width:12.4235%;height:50px\">Ferry, Lock House on Altdorf Canal</td></tr><tr style=\"height:16px\"><td style=\"width:4.2804%;height:16px;text-align:center\">83</td><td style=\"width:12.3102%;height:16px;text-align:center\">Wittgendorf</td><td style=\"width:5.0313%;height:16px;text-align:center\">2</td><td style=\"width:11.1497%;height:16px;text-align:center\">Baroness Magritta</td><td style=\"width:9.85662%;height:16px;text-align:center\">150</td><td style=\"width:6.23723%;height:16px;text-align:center\">1</td><td style=\"width:18.574%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Subsistence</span></td><td style=\"width:18.8551%;height:16px;text-align:center\">25b/-</td><td style=\"width:12.4235%;height:16px\"> </td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">84-86</td><td style=\"width:12.3102%;height:33px;text-align:center\"><strong>BÖGENHAFEN</strong></td><td style=\"width:5.0313%;height:33px;text-align:center\">3</td><td style=\"width:11.1497%;height:33px;text-align:center\">Graf Wilhelm von Saponatheim</td><td style=\"width:9.85662%;height:33px;text-align:center\">10500</td><td style=\"width:6.23723%;height:33px;text-align:center\">3</td><td style=\"width:18.574%;height:33px;text-align:center\">Wine,Timber,Trade</td><td style=\"width:18.8551%;height:33px;text-align:center\">-/500c</td><td style=\"width:12.4235%;height:33px\">Local market centre</td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">87</td><td style=\"width:12.3102%;height:33px;text-align:center\">Ardlich</td><td style=\"width:5.0313%;height:33px;text-align:center\">2</td><td style=\"width:11.1497%;height:33px;text-align:center\">Graf von Saponatheim</td><td style=\"width:9.85662%;height:33px;text-align:center\">155</td><td style=\"width:6.23723%;height:33px;text-align:center\">2</td><td style=\"width:18.574%;height:33px;text-align:center\">Grain,Wool</td><td style=\"width:18.8551%;height:33px;text-align:center\">-/5c</td><td style=\"width:12.4235%;height:33px\"> </td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">88</td><td style=\"width:12.3102%;height:33px;text-align:center\">Finsterbad</td><td style=\"width:5.0313%;height:33px;text-align:center\">2</td><td style=\"width:11.1497%;height:33px;text-align:center\">Graf von Saponatheim</td><td style=\"width:9.85662%;height:33px;text-align:center\">140</td><td style=\"width:6.23723%;height:33px;text-align:center\">3</td><td style=\"width:18.574%;height:33px;text-align:center\">Grain,Wine,Wool</td><td style=\"width:18.8551%;height:33px;text-align:center\">-/10c</td><td style=\"width:12.4235%;height:33px\">Ferry</td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">89</td><td style=\"width:12.3102%;height:33px;text-align:center\">Grubevon</td><td style=\"width:5.0313%;height:33px;text-align:center\">1</td><td style=\"width:11.1497%;height:33px;text-align:center\">Graf von Saponatheim</td><td style=\"width:9.85662%;height:33px;text-align:center\">90</td><td style=\"width:6.23723%;height:33px;text-align:center\">2</td><td style=\"width:18.574%;height:33px;text-align:center\">Grain</td><td style=\"width:18.8551%;height:33px;text-align:center\">-/5c</td><td style=\"width:12.4235%;height:33px\"> </td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">90</td><td style=\"width:12.3102%;height:33px;text-align:center\">Herzhald</td><td style=\"width:5.0313%;height:33px;text-align:center\">2</td><td style=\"width:11.1497%;height:33px;text-align:center\">Graf von Saponatheim</td><td style=\"width:9.85662%;height:33px;text-align:center\">140</td><td style=\"width:6.23723%;height:33px;text-align:center\">2</td><td style=\"width:18.574%;height:33px;text-align:center\">Timber</td><td style=\"width:18.8551%;height:33px;text-align:center\">-</td><td style=\"width:12.4235%;height:33px\"> </td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">91</td><td style=\"width:12.3102%;height:33px;text-align:center\">Castle Grauenburg</td><td style=\"width:5.0313%;height:33px;text-align:center\">2</td><td style=\"width:11.1497%;height:33px;text-align:center\">Graf von Saponatheim</td><td style=\"width:9.85662%;height:33px;text-align:center\">350</td><td style=\"width:6.23723%;height:33px;text-align:center\">4</td><td style=\"width:18.574%;height:33px;text-align:center\">Government</td><td style=\"width:18.8551%;height:33px;text-align:center\">50a,100b/-</td><td style=\"width:12.4235%;height:33px\">Seat of the von Saponatheim lands, fortress</td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">92-94</td><td style=\"width:12.3102%;height:33px;text-align:center\"><strong>AUERSWALD</strong></td><td style=\"width:5.0313%;height:33px;text-align:center\">3</td><td style=\"width:11.1497%;height:33px;text-align:center\">Graf Ferdinand von Wallenstein</td><td style=\"width:9.85662%;height:33px;text-align:center\">5000</td><td style=\"width:6.23723%;height:33px;text-align:center\">3</td><td style=\"width:18.574%;height:33px;text-align:center\">Metal,Trade</td><td style=\"width:18.8551%;height:33px;text-align:center\">50b/400c</td><td style=\"width:12.4235%;height:33px\">Ferry</td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">95</td><td style=\"width:12.3102%;height:33px;text-align:center\">Dresschler</td><td style=\"width:5.0313%;height:33px;text-align:center\">1</td><td style=\"width:11.1497%;height:33px;text-align:center\">Graf von Wallenstein</td><td style=\"width:9.85662%;height:33px;text-align:center\">76</td><td style=\"width:6.23723%;height:33px;text-align:center\">2</td><td style=\"width:18.574%;height:33px;text-align:center\">Grain,Wool</td><td style=\"width:18.8551%;height:33px;text-align:center\">-/10b</td><td style=\"width:12.4235%;height:33px\">Ferry</td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">96</td><td style=\"width:12.3102%;height:33px;text-align:center\">Gladisch</td><td style=\"width:5.0313%;height:33px;text-align:center\">1</td><td style=\"width:11.1497%;height:33px;text-align:center\">Graf von Wallenstein</td><td style=\"width:9.85662%;height:33px;text-align:center\">50</td><td style=\"width:6.23723%;height:33px;text-align:center\">1</td><td style=\"width:18.574%;height:33px;text-align:center\">Wool</td><td style=\"width:18.8551%;height:33px;text-align:center\">-</td><td style=\"width:12.4235%;height:33px\">Ferry</td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">97</td><td style=\"width:12.3102%;height:33px;text-align:center\">Hahnbrandt</td><td style=\"width:5.0313%;height:33px;text-align:center\">2</td><td style=\"width:11.1497%;height:33px;text-align:center\">Graf von Wallenstein</td><td style=\"width:9.85662%;height:33px;text-align:center\">250</td><td style=\"width:6.23723%;height:33px;text-align:center\">3</td><td style=\"width:18.574%;height:33px;text-align:center\">Armaments,Metal</td><td style=\"width:18.8551%;height:33px;text-align:center\">50b/75c</td><td style=\"width:12.4235%;height:33px\"> </td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">98</td><td style=\"width:12.3102%;height:33px;text-align:center\">Koch</td><td style=\"width:5.0313%;height:33px;text-align:center\">2</td><td style=\"width:11.1497%;height:33px;text-align:center\">Graf von Wallenstein</td><td style=\"width:9.85662%;height:33px;text-align:center\">115</td><td style=\"width:6.23723%;height:33px;text-align:center\">2</td><td style=\"width:18.574%;height:33px;text-align:center\">Armaments,Grain,Metal</td><td style=\"width:18.8551%;height:33px;text-align:center\">-/20b</td><td style=\"width:12.4235%;height:33px\">Near Hahnbrandt Mine in the Hagercrybs</td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">99</td><td style=\"width:12.3102%;height:33px;text-align:center\">Sprinthof</td><td style=\"width:5.0313%;height:33px;text-align:center\">1</td><td style=\"width:11.1497%;height:33px;text-align:center\">Graf von Wallenstein</td><td style=\"width:9.85662%;height:33px;text-align:center\">87</td><td style=\"width:6.23723%;height:33px;text-align:center\">2</td><td style=\"width:18.574%;height:33px;text-align:center\">Grain,Luxuries</td><td style=\"width:18.8551%;height:33px;text-align:center\">-/10c</td><td style=\"width:12.4235%;height:33px\">Coaching inn, best smoked cheese in Reikland</td></tr><tr style=\"height:33px\"><td style=\"width:4.2804%;height:33px;text-align:center\">100</td><td style=\"width:12.3102%;height:33px;text-align:center\">Steche</td><td style=\"width:5.0313%;height:33px;text-align:center\">1</td><td style=\"width:11.1497%;height:33px;text-align:center\">Graf von Wallenstein</td><td style=\"width:9.85662%;height:33px;text-align:center\">75</td><td style=\"width:6.23723%;height:33px;text-align:center\">2</td><td style=\"width:18.574%;height:33px;text-align:center\">Grain,Wool</td><td style=\"width:18.8551%;height:33px;text-align:center\">-/15c</td><td style=\"width:12.4235%;height:33px\">Ferry</td></tr></tbody></table><p> </p>"
				},
				"The Merchant Life": {
					"name": "The Merchant Life",
					"text": "<p>There are three basic steps to any trade — buying a good cheaply, taking it somewhere else, and selling it for a profit. Rules for this are given below, but it’s important to remember that most steps are somewhat abstracted. While the Character may simply ask the question as to what’s for sale, they must actively hunt around for (somewhat) honest merchants, test goods for quality, arrange stevedores to load crates onto their barge, and so on. These details are typically not the stuff of grim and perilous adventure, but it may be worth mentioning a little of the process for time to time to give flavour to the proceedings. If the Characters are hard done by at one settlement by a canny merchant, feel free to remind them of the sniggers of the dockhands the next time they return. Conversely, if they make a killing selling grain to hungry townsfolk, mention the shifty glances they receive or the inflated harbour fees they are charged when next they visit. Never let the business of business eclipse the character and flavour that the Old World has to offer.</p><blockquote class=\"foundry-note\"><p>Use the <strong>/trade</strong> command to begin the buying process.</p></blockquote><h2>Buying</h2><p>In most cases, the carrier will actually buy a cargo at one end and sell it at the other, rather than simply being paid for carrying it. This is mainly to protect the merchant — after all, paying an otherwise unknown barge crew to deliver a cargo risks the loss of both the merchant’s fee as well as their goods! When the Characters arrive at a place looking for a cargo, there are four things that they will want to know: whether a cargo is available; what it is; how much there is; and how much it costs.</p><h3>1. Availability of Goods</h3><p>To decide whether there is a cargo needing to be carried, refer to the Produces column in the @UUID[.6v5qA8h9AvSE4V8O]{Gazetteer of the Reikland}. Any listing other than Subsistence means that there is the possibility of a cargo of that type. Trade means that there may be a variety of goods available. Such ‘bulk’ goods are typically regarded as Common. To determine if a cargo is available, look to the Size and Wealth columns for that settlement. </p><p>The Size and Wealth ratings are added together, then multiplied by 10 to determine the odds of finding a cargo to trade. For example, a Hamlet with a population of just 72 people Size (1) with a Wealth Rating of Average (2) would have a combined total of 3 × 10 = 30% chance of having a cargo for trade on any given day. Roll [[/r 1d100]], and if the result is less than or equal to this figure, the Characters locate a merchant with a cargo to sell. </p><p>If a Settlement has Trade listed in the Produces column, then it is a local trade hub, with merchants of all sorts using the docks to route their cargo across the Reikland. You should roll twice for such Settlements — once to see if any local goods are available, and again to see if another, random cargo is available (see Type of Cargo).</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/items/cargo.webp\" width=\"158\" height=\"212\" /></div><h3>2. Type of Cargo</h3><p>If the Settlement where the cargo is being picked up has a particular type of bulk goods listed in the Produces column of the Gazetteer, then this is the type of cargo on offer. Where more than one commodity is listed, choose one at random. </p><p>If the place has no bulk goods listed in the Gazetteer, either select a cargo or generate one randomly from the Cargo Table. Settlements with Trade listed in the Produces column as well as at least one other bulk good have a chance of both having a local cargo on offer, as well as a chance of a second bulk good available, chosen at random from the Cargo Table.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title\" style=\"text-align:center;text-transform:uppercase\"><em>Cargo Table</em></h3><p><em>When you need to generate a random cargo, simply roll a [[/r d100]] and consult the table below. As some goods vary in availability throughout the year, use the row opposite the current season to determine the result.</em></p><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Random Cargo Table</em></h3><table style=\"width:100%;height:83px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"width:17.1235%;height:17px\"><em><strong>Chance of Finding:</strong></em></td><td style=\"width:10.5412%;text-align:center;height:17px\"><em><strong>Grain</strong></em></td><td style=\"width:10.1796%;text-align:center;height:17px\"><em><strong>Armaments</strong></em></td><td style=\"width:11.497%;text-align:center;height:17px\"><em><strong>Luxuries</strong></em></td><td style=\"width:10.1796%;text-align:center;height:17px\"><em><strong>Metal</strong></em></td><td style=\"width:13.4132%;text-align:center;height:17px\"><em><strong>Timber</strong></em></td><td style=\"width:13.8922%;text-align:center;height:17px\"><em><strong>Wine/Brandy</strong></em></td><td style=\"width:13.0539%;text-align:center;height:17px\"><em><strong>Wool</strong></em></td></tr><tr style=\"height:17px\"><td style=\"width:17.1235%;height:17px\"><em>Spring</em></td><td style=\"width:10.5412%;text-align:center;height:17px\"><em>01–09</em></td><td style=\"width:10.1796%;text-align:center;height:17px\"><em>10–15</em></td><td style=\"width:11.497%;text-align:center;height:17px\"><em>16–20</em></td><td style=\"width:10.1796%;text-align:center;height:17px\"><em>21–30</em></td><td style=\"width:13.4132%;text-align:center;height:17px\"><em>31–55</em></td><td style=\"width:13.8922%;text-align:center;height:17px\"><em>56–75</em></td><td style=\"width:13.0539%;text-align:center;height:17px\"><em>76–100</em></td></tr><tr style=\"height:15px\"><td style=\"width:17.1235%;height:15px\"><em>Summer</em></td><td style=\"width:10.5412%;text-align:center;height:15px\"><em>01–19</em></td><td style=\"width:10.1796%;text-align:center;height:15px\"><em>20–23</em></td><td style=\"width:11.497%;text-align:center;height:15px\"><em>24–29</em></td><td style=\"width:10.1796%;text-align:center;height:15px\"><em>30–39</em></td><td style=\"width:13.4132%;text-align:center;height:15px\"><em>40–74</em></td><td style=\"width:13.8922%;text-align:center;height:15px\"><em>75–85</em></td><td style=\"width:13.0539%;text-align:center;height:15px\"><em>86–100</em></td></tr><tr style=\"height:17px\"><td style=\"width:17.1235%;height:17px\"><em>Autumn</em></td><td style=\"width:10.5412%;text-align:center;height:17px\"><em>01–35</em></td><td style=\"width:10.1796%;text-align:center;height:17px\"><em>36–40</em></td><td style=\"width:11.497%;text-align:center;height:17px\"><em>41–44</em></td><td style=\"width:10.1796%;text-align:center;height:17px\"><em>45–60</em></td><td style=\"width:13.4132%;text-align:center;height:17px\"><em>61–80</em></td><td style=\"width:13.8922%;text-align:center;height:17px\"><em>81–95</em></td><td style=\"width:13.0539%;text-align:center;height:17px\"><em>96–100</em></td></tr><tr style=\"height:17px\"><td style=\"width:17.1235%;height:17px\"><em>Winter</em></td><td style=\"width:10.5412%;text-align:center;height:17px\"><em>01–19</em></td><td style=\"width:10.1796%;text-align:center;height:17px\"><em>20–23</em></td><td style=\"width:11.497%;text-align:center;height:17px\"><em>24–29</em></td><td style=\"width:10.1796%;text-align:center;height:17px\"><em>30–44</em></td><td style=\"width:13.4132%;text-align:center;height:17px\"><em>45–60</em></td><td style=\"width:13.8922%;text-align:center;height:17px\"><em>61–95</em></td><td style=\"width:13.0539%;text-align:center;height:17px\"><em>96–100</em></td></tr></tbody></table><p><em>Once you have determined what cargo is available, either by using the chart above or by consulting the Produces column on the Gazetteer, use the chart below to determine the price of the final cargo. Make a note of the cargo type, the volume modifier, and the base price.</em></p><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Base Price Table</em></h3><table border=\"1\"><tbody><tr><td> </td><td style=\"text-align:center\"><em><strong>Grain</strong></em></td><td style=\"text-align:center\"><em><strong>Armaments</strong></em></td><td style=\"text-align:center\"><em><strong>Luxuries</strong></em></td><td style=\"text-align:center\"><em><strong>Metal</strong></em></td><td style=\"text-align:center\"><em><strong>Timber</strong></em></td><td style=\"text-align:center\"><em><strong>Wine/Brandy</strong></em></td><td style=\"text-align:center\"><em><strong>Wool</strong></em></td></tr><tr><td><em>Spring</em></td><td style=\"text-align:center\"><em>1</em></td><td style=\"text-align:center\"><em>12</em></td><td style=\"text-align:center\"><em>50</em></td><td style=\"text-align:center\"><em>8</em></td><td style=\"text-align:center\"><em>3</em></td><td style=\"text-align:center\"><em>n/a</em></td><td style=\"text-align:center\"><em>1</em></td></tr><tr><td><em>Summer</em></td><td style=\"text-align:center\"><em>.5</em></td><td style=\"text-align:center\"><em>10</em></td><td style=\"text-align:center\"><em>50</em></td><td style=\"text-align:center\"><em>8</em></td><td style=\"text-align:center\"><em>1.5</em></td><td style=\"text-align:center\"><em>n/a</em></td><td style=\"text-align:center\"><em>1.5</em></td></tr><tr><td><em>Autumn</em></td><td style=\"text-align:center\"><em>.25</em></td><td style=\"text-align:center\"><em>8</em></td><td style=\"text-align:center\"><em>50</em></td><td style=\"text-align:center\"><em>8</em></td><td style=\"text-align:center\"><em>2</em></td><td style=\"text-align:center\"><em>n/a</em></td><td style=\"text-align:center\"><em>2</em></td></tr><tr><td><em>Winter</em></td><td style=\"text-align:center\"><em>.5</em></td><td style=\"text-align:center\"><em>10</em></td><td style=\"text-align:center\"><em>50</em></td><td style=\"text-align:center\"><em>8</em></td><td style=\"text-align:center\"><em>3.5</em></td><td style=\"text-align:center\"><em>n/a</em></td><td style=\"text-align:center\"><em>3</em></td></tr></tbody></table><p><em>Price is given in GCs per 10 Encumbrance points of cargo.</em></p></blockquote><h3>3. Size of Available Cargo</h3><p>For the purposes of these rules, the size of a cargo is measured in Encumbrance points. Your barge, cart, or horse carries an amount of Encumbrance determined by the Carries capacity listed @UUID[JournalEntry.WR8ZAD6yw9lYgzeY.JournalEntryPage.fZNJ3wA4kOfKMVQZ]{Riverboats of the Empire} or @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.0FcJiBgijEvTkNiG]{Animals and Vehicles}. To determine how many Encumbrance points of cargo are available, add the Settlement’s Size and Wealth together, and multiply by the result of rolling 1d100 and rounding that result up to the nearest 10. For example, Dorchen is a Village Size (2) with an Average Wealth (2), giving a total of 4. Rolling a d100, we get a result of 36, which rounds up to 40. Multiplying this by 4 gives a result of 160, which is the final size of the cargo available for trade in Dorchen.</p><h4>Trading Centres</h4><p>If a place is listed in the Gazetteer as deriving its Wealth from Trade, you should reverse the result of the d100 roll used to determine the size of the cargo and choose the larger of these two results. In the example above, the result of 36 would be reversed to 63, which would be rounded up to 70 to give a final cargo size of 280. </p><blockquote class=\"sidebar\"><div style=\"display:flex;justify-content:space-around\"><table style=\"margin:5px;width:64.7436%;height:95px\" border=\"1\"><tbody><tr><td style=\"font-family:CaslonAntique;font-weight:bold;text-align:center\" colspan=\"3\"><span style=\"font-family:CaslonAntique\"><em><strong>COMMUNITY SIZE</strong></em></span></td></tr><tr style=\"height:17px\"><td style=\"width:36.6382%;height:17px;text-align:center\"><em><strong>Settlement Type</strong></em></td><td style=\"width:39.3558%;height:17px;text-align:center\"><em><strong>Population</strong></em></td><td style=\"width:24.1765%;height:17px;text-align:center\"><em><strong>Size Rating</strong></em></td></tr><tr style=\"height:17px\"><td style=\"width:36.6382%;height:17px;text-align:center\"><em>Hamlet</em></td><td style=\"width:39.3558%;height:17px;text-align:center\"><em>Up to 200</em></td><td style=\"width:24.1765%;height:17px;text-align:center\"><em>1</em></td></tr><tr style=\"height:17px\"><td style=\"width:36.6382%;height:17px;text-align:center\"><em>Village</em></td><td style=\"width:39.3558%;height:17px;text-align:center\"><em> Up to 1,500</em></td><td style=\"width:24.1765%;height:17px;text-align:center\"><em>2</em></td></tr><tr style=\"height:17px\"><td style=\"width:36.6382%;height:17px;text-align:center\"><em>Town</em></td><td style=\"width:39.3558%;height:17px;text-align:center\"><em>Up to 10,000</em></td><td style=\"width:24.1765%;height:17px;text-align:center\"><em>3</em></td></tr><tr style=\"height:17px\"><td style=\"width:36.6382%;height:17px;text-align:center\"><em>City</em></td><td style=\"width:39.3558%;height:17px;text-align:center\"><em>Greater than 10,000</em></td><td style=\"width:24.1765%;height:17px;text-align:center\"><em>4</em></td></tr></tbody></table><table style=\"margin:5px;height:112px;width:38.4615%\" border=\"1\"><tbody><tr><td style=\"font-family:CaslonAntique;font-weight:bold;text-align:center\" colspan=\"3\"><span style=\"font-family:CaslonAntique\"><em><strong>WEALTH AND AVAILABILITY</strong></em></span></td></tr><tr style=\"height:17px\"><td style=\"width:45.0324%;height:17px;text-align:center\"><em><strong>Wealth</strong></em></td><td style=\"width:55.2397%;height:17px;text-align:center\"><em><strong>Wealth Rating</strong></em></td><th> </th></tr><tr style=\"height:17px\"><td style=\"width:45.0324%;height:17px;text-align:center\"><em>Squalid</em></td><td style=\"width:55.2397%;height:17px;text-align:center\"><em><strong>-</strong></em></td><th> </th></tr><tr style=\"height:17px\"><td style=\"width:45.0324%;height:17px;text-align:center\"><em>Poor</em></td><td style=\"width:55.2397%;height:17px;text-align:center\"><em>1</em></td><th> </th></tr><tr style=\"height:17px\"><td style=\"width:45.0324%;height:17px;text-align:center\"><em>Average</em></td><td style=\"width:55.2397%;height:17px;text-align:center\"><em>2</em></td><th> </th></tr><tr style=\"height:17px\"><td style=\"width:45.0324%;height:17px;text-align:center\"><em>Bustling</em></td><td style=\"width:55.2397%;height:17px;text-align:center\"><em>3</em></td><th> </th></tr><tr style=\"height:17px\"><td style=\"width:45.0324%;height:17px;text-align:center\"><em>Prosperous</em></td><td style=\"width:55.2397%;height:17px;text-align:center\"><em>4</em></td><th> </th></tr></tbody></table></div></blockquote><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Where's My Brass and Silver?</em></h3><p><em>For the sake of convenience, the prices above are quoted entirely in Gold Crowns, as this makes the math required more straight forward. Naturally, merchants will quote their prices in Brass, Silver and Gold, and you may convert to these denominations if you wish. For those of us more familiar with decimal currency, however, the above system is a little easier to work with.</em></p></blockquote><h4>Cargo Types</h4><p><strong>Grain</strong>: A catch all term for general agricultural products of all sorts, from fish, barley and wheat, to legumes, root vegetables, and even some dried meats. The price is lowest in harvest time, and gradually rises throughout the year, into the so-called ‘hungry gap’ of early spring.</p><p><strong>Armaments</strong>: Refined weapons and armour suitable for arming a militia or standing army. Available anywhere which lists Metalworking in the Produces column. These are in demand in spring, the typical time for military campaigning, but are sadly always in demand. These are typically hand weapons, leather armour, or bolts, as more exotic (and dangerous) items such as cannon and blackpowder are hauled by specialised barges. Shipping Armaments is perfectly legal, though riverwardens can’t help but take an interest in who, exactly, you intend to supply.</p><p><strong>Luxuries</strong>: This category is basically a catchall for those items only produced in specific locales (for example, textiles, pottery, glass, bricks) and genuine, imported luxuries (for example, spices, silks, etc.), or particularly fine examples of other materials, such as Mithril or Bugman’s infamous XXXXXX ale.</p><p><strong>Metal</strong>: A cargo consisting of valuable ore or processed ingots of purified copper, iron, steel, or other useful materials. The price is generally stable year-round, but an additional 10% is added to the sale price if the settlement lists Metalworking in the Produces column.</p><p><strong>Timber</strong>: Building materials drawn from the great forests of the Empire. The price is usually best in Winter and Spring, when inclement weather makes it harder for foresters to ply their trade.</p><p><strong>Wine and Brandy</strong>: These products both vary widely in quality and reputation, and connoisseurs will pay well for their favourite tipple. See the box Wine and Brandy for details on the highly variable price of these products.</p><p><strong>Wool</strong>: The prime component of clothing across the Empire, wool is always in demand. Its price dips in spring when sheep are shorn.</p><p><strong>Subsistence</strong>: Some small settlements produce almost nothing of value to trade. </p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Wine and Brandy</em></h3><p><em>Wine and Brandy are a special case, as the quality varies widely, and is quite subjective — as is the price. When purchasing a cargo of Wine or Brandy, determine the quality in secret. Note that some areas, such as Kemperbad, produce higher quality products that attract a higher price — increase the quality of such cargo by two steps on the chart below. Honest merchants quote a price that reflects the quality (see below). Unscrupulous merchants often try to pass off lower quality products as better than they actually are, charging accordingly. Using the tale below, determine the final price of the cargo in the usual way, and then have a character make a <strong>Challenging (+0) Evaluate</strong> Test to determine the actual quality. If the Character has a Consume Alcohol skill of 50 or more, this Test becomes Average instead. If they fail, give the Character a false result proportionate to their degree of failure.</em></p><table style=\"width:53.8278%;height:119px;margin-left:auto;margin-right:auto\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em><strong>[[/r d10]]</strong></em></td><td style=\"height:17px;text-align:center\"><em><strong>Quality</strong></em></td><td style=\"height:17px;text-align:center\"><em><strong>Price / 1 cargo</strong></em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>1</em></td><td style=\"height:17px;text-align:center\"><em>Swill</em></td><td style=\"height:17px;text-align:center\"><em>.5 GC</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>2-3</em></td><td style=\"height:17px;text-align:center\"><em>Passable</em></td><td style=\"height:17px;text-align:center\"><em>1 GC</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>4-5</em></td><td style=\"height:17px;text-align:center\"><em>Average</em></td><td style=\"height:17px;text-align:center\"><em>1.5 GC</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>6-7</em></td><td style=\"height:17px;text-align:center\"><em>Good</em></td><td style=\"height:17px;text-align:center\"><em>3 GC</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>8-9</em></td><td style=\"height:17px;text-align:center\"><em>Excellent</em></td><td style=\"height:17px;text-align:center\"><em>6 GC</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>10</em></td><td style=\"height:17px;text-align:center\"><em>Top Shelf</em></td><td style=\"height:17px;text-align:center\"><em>12 GC</em></td></tr></tbody></table></blockquote><h3>4. Haggling</h3><p>Once the type, size and base price of the cargo has been established, the Characters may negotiate with the vendor over the price by making an opposed Haggle Test with the merchant. This can raise or lower the price by 10%, or up to 20% if the Character has the @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker} Talent. This procedure is described in detail on @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.mSfQGLILlnIVr27i]{Going To Market}.</p><p>If you wish to avoid the trouble of generating a new NPC merchant for each trading session, the Haggle Skill of a typical small merchant is usually between 32–52 — you may roll [[/r 2d10+30]] to determine this, or select a score, as you prefer.</p><p>If the Characters cannot afford to purchase the entire cargo, or do not wish to, the base price per 10 Encumbrance points should be increased by 10%, to compensate the merchant for the inconvenience of splitting the load. Merchants are not at all interested in selling cargo of less than 10 Encumbrance points and will direct Characters to a general store instead.</p><h2>Selling</h2><p>Once the Characters have a cargo, they can try to sell it at any place they come to. For this, they need to know whether there is a demand for the cargo, and how much will be offered.</p><blockquote class=\"foundry-note\"><p>To sell, open the Cargo's sheet from an Actor and click the <strong>Sell</strong> button.</p></blockquote><h3>Demand</h3><p>Villages (Size 1 Settlements) typically have no demand for any goods, excepting grain during the spring, when carefully hoarded coins will be spent to stave off starvation. At your discretion, up to [[/r 1d10]] Encumbrance points of other goods may be traded in a village, which otherwise ignore the rules below for determining Demand.</p><p>A Settlement doesn’t usually have any demand for a commodity which it produces itself. The exception is Top Shelf Wine and Brandy, for which a buyer of at least [[/r d10]] Encumbrance points worth will always be found on any given day.</p><p>Furthermore, Characters can never sell a cargo in the location at which you bought it — if a buyer were available, the better-connected local merchant would have found them! Characters must move on to attempt to find a buyer for any goods they have purchased or wait at least a week before attempting to sell them in the current location.</p><p>Once the Characters have arrived in a likely port, they can begin searching for a buyer for their cargo. This might be a local merchant, who will move the goods on to their final retailers, or individual business and individuals in the town. To calculate the chance of finding a buyer, multiply the Size of the Settlement by 10, adding +30 if the Settlement has Trade listed in the ‘Produces’ column. Roll a d100, if the result is less than or equal to the final number, a buyer is found. Failure indicates that there is no demand for the size of cargo Characters are trying to sell. If they wish, they may offer half the cargo instead — roll again against the number above. If this second attempt fails, there is simply no interested merchant offering a reasonable rate.</p><p>If a buyer is found, they make an offer for the cargo based on the table below. This is called the Offer Price.</p><table style=\"width:60.1841%;height:102px;margin-left:auto;margin-right:auto\" border=\"1\"><tbody><tr style=\"height:17px;text-align:center\"><td style=\"width:28.9272%;height:17px;text-align:center\"><strong>Settlement Wealth</strong></td><td style=\"width:31.8008%;height:17px;text-align:center\"><strong>Description</strong></td><td style=\"width:39.4636%;height:17px;text-align:center\"><strong>Offered</strong></td></tr><tr style=\"height:17px;text-align:center\"><td style=\"width:28.9272%;height:17px;text-align:center\">1</td><td style=\"width:31.8008%;height:17px;text-align:center\">Squalid</td><td style=\"width:39.4636%;height:17px;text-align:center\">50% of Base Price</td></tr><tr style=\"height:17px;text-align:center\"><td style=\"width:28.9272%;height:17px;text-align:center\">2</td><td style=\"width:31.8008%;height:17px;text-align:center\">Poor</td><td style=\"width:39.4636%;height:17px;text-align:center\">-20%</td></tr><tr style=\"height:17px;text-align:center\"><td style=\"width:28.9272%;height:17px;text-align:center\">3</td><td style=\"width:31.8008%;height:17px;text-align:center\">Average</td><td style=\"width:39.4636%;height:17px;text-align:center\">Base Price</td></tr><tr style=\"height:17px;text-align:center\"><td style=\"width:28.9272%;height:17px;text-align:center\">4</td><td style=\"width:31.8008%;height:17px;text-align:center\">Bustling</td><td style=\"width:39.4636%;height:17px;text-align:center\">+5%</td></tr><tr style=\"height:17px\"><td style=\"width:28.9272%;height:17px;text-align:center\">5</td><td style=\"width:31.8008%;height:17px;text-align:center\">Prosperous</td><td style=\"width:39.4636%;height:17px;text-align:center\">+10%</td></tr></tbody></table><p>After the Offer Price is been determined, Characters may make an opposed Haggle Test against the buyer to increase the price, as per the rules on @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.mSfQGLILlnIVr27i]{Going To Market}. When both sides agree on a price, the sale is complete. If the Characters are unhappy with the price available, they are, of course, free to walk away from the sale.</p><p>If the Characters have a cargo, they simply can’t shift in a timely manner but which, for whatever reason, they want gone, there are always merchants on the lookout for desperate traders. Characters may always sell a cargo at any settlement with Trade listed in the Produces column for half of its base price. </p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>EXAMPLE</em></h3><p><em>The Characters call at Grünburg. This is a Town (pop. 2,900, Size rating 3), with an average Wealth (Wealth rating 2). The result of these two ratings is 5, which indicates a base 50% chance of finding a cargo. Rolling 23, you announce that the Characters are approached by Herr Schmidt, a local merchant.</em></p><p><em>As Grünburg is not known for producing any Trade in the Produces column, roll a d100 to determine what is offered. You roll a 65 — checking the Random Cargo Table, and noting that it is currently Spring, this indicates a cargo of Wine or Brandy. You decides that Herr Schmidt is a Wine dealer. You roll a d10 to check for the Quality, getting a result of 6, indicating a wine of Good Quality, with a base price of 3 GC per 10 each Encumbrance point of cargo.</em></p><p><em>To determine the amount of wine offered, you roll a d100, multiplying the result by 5 for Grünburg’s Size and Wealth. The result is 46, rounded to 50, which is multiplied by 5 giving a result of 250. This is quite a sizable cargo of goods, with a base price of 750 GC.</em></p><p><em>Artur, the Merchant among the Characters, Haggles over this price with Herr Schmidt, succeeding and lowering the price by 10% to 675 GC. Happy with this deal, the goods are loaded and money changes hands.</em></p><p><em>Arriving at Kemperbad, the Characters attempt to sell their cargo. Kemperbad has a Size rating of 3, indicating a base chance of finding a buyer of 30%. Adding +30 as Kemperbad lists Trade in the Produces column gives a final result of 60%. Rolling a 45 indicates that a buyer is found.</em></p><p><em>Kemperbad has a Wealth of Prosperous (Wealth rating 4) giving an Offer Price of +5% of the original Base Price of 750 GC. This already represents a tidy profit, but a quick opposed Haggle Test by Artur nets an additional +10%, for a total of +15% on the Base Price. The Merchant makes a final offer of 862.5 GC (862 GC and 10 shillings). The result is a final profit of 187 GC and 10 shillings. A tidy sum indeed!</em></p><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>THAT FEELS LIKE A LOT OF MATHS</em></h3><p><em>While the rules as presented can be used to generate a supply of goods, it is ultimately up to the Characters where they attempt to find the demand. This approach has its benefits — the Characters can build their life as traders around other, more adventurous activities. However, if you wish you may use the @UUID[RollTable.JhNUbXhrXRCqOMzS]{Rumour} Table as a means of sending your Characters across the Reikland in search of profitable trades. This system also has the tidy benefit of doing away with a lot of calculations, should you find them slowing down your game.</em></p><p><em>Any time the Characters stop at a likely inn, they may make a <strong>Difficult (-10) Gossip Test</strong>. If they succeed, roll a d100 to determine a location using the @UUID[.6v5qA8h9AvSE4V8O]{gazetteer}, and roll on the @UUID[RollTable.JhNUbXhrXRCqOMzS]{Rumour} Table to generate a trade rumour. Each rumour is a hint at what kind of cargo might be in high demand at that location. You should let the players try to guess what this might be — the Goods column is for the GM only. Whenever Characters bring the appropriate good in response to a rumour, they may sell as much as they wish for twice the base price for that cargo.</em></p><blockquote class=\"foundry-note\"><p>Remember this entire process can be automated with the <strong>/trade</strong> command</p></blockquote></blockquote>"
				}
			}
		},
		"Chapter 4: Grissenwald to the Barren Hills": {
			"name": "Chapter 4: Grissenwald to the Barren Hills",
			"pages": {
				"The Return": {
					"name": "The Return",
					"text": "<p>After dealing with the skeletons and the Skaven, the adventurers are left with the ghost of @UUID[Actor.HFtAZZmdaSukdtkd]{Brunhilde}. She thanks them for helping her companions, and leads them back to her grave. If there are no Priest Characters in the party, @UUID[Actor.dEVeJ9SMkWL55IHn]{Corrobreth the Priest} will conduct a simple prayer ceremony as the adventurers gather stones to turn the dirt mound over her shallow grave into a respectable cairn. As the prayers conclude, the ghost hovers over the cairn and turns to face the adventurers.</p><blockquote><p>‘Thank you,’ <em>she says, looking deeply — and rather unsettlingly — into the eyes of each Character. </em>‘I go to my rest now, and I wish you well on your quest. Dagmar von Wittgenstein is surely dead by now, but if you can find the source of this evil and destroy it, you will have done me and my companions a great service — and the world, too. Goodbye, friends, and may Sigmar guard you.’ </p></blockquote><p>With those words still hanging in the air, her ghostly form sinks into the mound, fading as it does so.</p><p>The journey back to @UUID[.YMz2qRfYwqkfavWD]{Unterbaum} is uneventful, but the party will have the same feeling of being watched. This feeling stays with the Characters throughout the remainder of the adventure, and for good reason: they are being followed by a Skaven of the Clan Eshin — a nightrunner or assassin. The adventurers should never spot or catch their follower, but they should always feel as though someone is watching them.</p><p>The Skaven tracks them as far as @UUID[JournalEntry.WKhLoiUL9sdUE2Gs]{Wittgendorf} and then leaves to report to its masters.</p>"
				},
				"Up The River Stir": {
					"name": "Up The River Stir",
					"text": "<p>There is a huge lock and weir where the Stir flows into the Reik, built to control what would be almost unnavigable turbulence. The lock is basically the same as others that the adventurers have encountered on @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.lBAJJZuJ2vkS9O9H]{the Weissbruck Canal} and elsewhere, but it is much larger. It can accommodate up to four large river barges, and the lock-house has docking and maintenance facilities for two river patrol boats, plus accommodation for their crews and any prisoners. The toll for use of the lock is @Pay[2gc]{2 GCs}.</p><p>Between the Narn and the Reik, the river Stir flows through a narrow, sheer-sided gorge, about 600 ft deep and 90 ft wide. The adventurers’ boat battles upstream in a perpetual twilight. The sky is reduced to a thin ribbon of deep blue in which it seems the stars are always visible, save for a short period each day when the sun is directly overhead. The Stir’s foaming waters roar and hiss over the razor-edged rocks that line its banks.</p><p>The fast-flowing water and the many treacherous currents and eddies combine to reduce a boat’s speed by 25% when travelling upstream. If you are using the advanced sailing rules from the <strong>Death on the Reik Companion</strong>, even skilled Characters must make a <strong>Challenging (+0) Sail</strong> Test at the start of each day’s travel, just as unskilled Characters must on normal stretches of river, and there is an additional penalty of-10% to all Sail Tests made on this stretch of the river. When sailing downstream, speed may be increased by up to 25% (Players’ choice), but the penalty to Sail Tests should be increased by an amount equal to the percentage increase in speed.</p><p>Barring mishaps, it should take about six days to travel upstream through the gorge. The time may be filled with random encounters (the <strong>Death on the Reik Companion </strong>is a good source), although it would be best to avoid any encounters that could distract the adventurers from their goal. It is quite acceptable for you to describe the journey as passing uneventfully.</p><h3>Ancient Megaliths</h3><p>A few miles before Unterbaum, the gorge is overshadowed by two enormous megaliths of ancient Druidic construction, which mark the original boundary of the Baumenvolk’s territory (see @UUID[.YMz2qRfYwqkfavWD]{Unterbaum}). A dozen pairs of these megaliths mark out a huge circle, forming a magical barrier to repel the servants and spawn of Chaos. The megaliths are carved with words of power in an ancient language, and any Character or creature with a mutation must make a <strong>Challenging (+0) Willpower </strong>Test when entering the area, with a penalty of -10 for each mutation after the first. If they fail, they gain the @UUID[Compendium.wfrp4e-core.items.IPKRMGry6WotuS1G]{Skittish} Trait while they remain inside the circle. Even Characters who pass this Test will feel unwelcome and vaguely threatened. </p><h3>A Dead Horse</h3><p>This event should only be run if the Red Crown expedition is ahead of the adventurers. Somewhere between the megaliths and @UUID[.L10SyzE8pl2Z32T4]{Twin Falls}, the carcass of a horse floats down the river. It was lost when Herzen and Heidlemann recrossed the river Narn, and its condition will reflect the time that has elapsed since then. The horse still carries its packs, which contain:</p><ul><li><p>Two weeks’ worth of iron rations, soaked and useless.</p></li><li><p>Assorted pieces of clothing (female), some of which might be useable if dried out.</p></li><li><p>A sealed oilskin packet whose seal bears the device of the Red Crown. Inside is a rough map of the Empire, with a circle drawn around the area of the Barren Hills, and with the position of Dagmar’s observatory clearly marked and labelled. This map is similar to the @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.MRj437M5nzaMR0dU]{handout} found in Dagmar's study, with the addition of the observatory and without the superimposed markings.</p></li></ul>"
				},
				"Twin Falls": {
					"name": "Twin Falls",
					"text": "<p>As the adventurers approach the confluence of the Rivers Stir and Narn (see @UUID[.L10SyzE8pl2Z32T4#crrossing-the-river-narn]{Crrossing the River Narn}), the river’s turbulence increases and a distant, continuous roar can be heard. Where the Narn joins the Stir, both rivers thunder over the dramatic cliffs in a deafening twin waterfall more than 400 ft high. The waters of the two rivers have carved a great rock basin that boils and seethes like a cauldron, and the air is filled with spray that soaks the Characters more quickly and thoroughly than any rainstorm.</p>\n<p>There is a small landing stage on the northern bank, sheltered from the turbulence by a rock outcrop. A small sailing dinghy is moored here, covered by a tarpaulin to keep the interior dry. Sitting in a cave-mouth beyond the jetty, a woman is busy patching a hide canoe. Seeing the adventurers’ boat, she smiles and waves cheerfully.</p>\n<p>To the south is a man-made inlet leading to a long flight of 20 locks which allows boats to get up and down the 400-ft drop to and from the River Narn. At the top stands The Roaring Falls, a lock-house and riverside inn. The toll for the locks is quite expensive at @Pay[5gc]{5 GCs}.</p>\n<p>The adventurers may decide to go through the lock system, or they may prefer to stop and talk to the woman. She gives her name as @UUID[Actor.wEoJOAlqqXkWUYw4]{Astrit}, from the village of Unterbaum.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/astrit.webp\" width=\"305\" height=\"235\" /></div>\n<p style=\"text-align:center\">@UUID[Actor.wEoJOAlqqXkWUYw4]{Astrit}</p>\n<h3>A Traveller's Welcome</h3>\n<p>@UUID[Actor.wEoJOAlqqXkWUYw4]{Astrit} will be happy to talk to the adventurers, offering the hospitality of her village if they seem in need. She will be especially pleased if the party has goods to trade, and will insist on taking them to meet the village elder. They know very little about life outside their immediate area. Astrit can explain that most travellers stay at The Roaring Falls inn at the top of the lock system, and that Uta Freikrüger, the landlady and lock-keeper, runs a friendly and clean establishment. Astrit is an open, sincere person, almost entirely incapable of deception.</p>\n<p>If asked about the Barren Hills, @UUID[Actor.wEoJOAlqqXkWUYw4]{Astrit} turns pale and touches the forefingers of her right hand to her forehead — a local gesture to ward off evil. ‘<em>No one ever goes there,’ </em>she says, ‘<em>except for Corrobreth, our priest. He sometimes goes into the hills to search for herbs and the like.’ </em>If the adventurers keep asking questions, she suggests that they come to the village to meet the elder and the priest for themselves.</p>\n<p>If the adventurers accompany @UUID[Actor.wEoJOAlqqXkWUYw4]{Astrit} back to the village, she leads them into the cave, which rapidly becomes an upward-sloping tunnel, and then a spiral staircase hewn from the rock. The steps ascend 350 ft, and are rather slimy and slippery, but fortunately there is a rope bannister, so there is no danger of falling. At the top, the stairs open on to a narrow strip of grass between the forest and the gorge, affording a magnificent view of the thundering falls. There is a track leading off into the forest, and a horse and cart wait by a magnificent oak tree. Astrit takes the reins and gestures the adventurers into the back of the cart, which trundles off along the track to the village of @UUID[.YMz2qRfYwqkfavWD]{Unterbaum}.</p>\n<h3>The Inn of the Roaring Falls</h3>\n<p>The inn is run by Uta Freikrüger, who is also the lock-keeper. As Astrit said, it is a clean, cosy place with a welcoming atmosphere. Accommodation is available at half the prices listed in the Consumer’s Guide. There may be a handful of other guests at the inn, mostly riverfolk of various types, or the adventurers may be the only visitors.</p>\n<p>Uta is assisted by Theo Luckstein, a hulking barman (<strong>Menial</strong>), plus a cook (<strong>Servant</strong>), two stable hands, and two serving/chamber maids (all <strong>Menials</strong>). There is also Jake — an ancient Marienburger who has tools for minor boat repairs, and who operates the simple raft of a ferry across the Stir (<strong>Bargeswain</strong>).</p>\n<p>The staff and guests can be a source of rumours, and can tell the adventurers a little about the village of @UUID[.YMz2qRfYwqkfavWD]{Unterbaum} (see @UUID[.YMz2qRfYwqkfavWD#the-baumenvolk]{The Baumenvolk}). The inn’s patrons are often engaged in low stakes gambling. They favour an odd game involving intricately painted cards that has become popular as of late, and welcome any to join them and gamble a few pennies.</p>\n<p>Enquiries about the Barren Hills, however, will meet with the same muttered prayers — ‘<em>Sigmar save us!</em>’ — and worried looks the adventurers encountered in Kemperbad. The inn’s staff can recommend Corrobreth, Unterbaum’s village priest, as a good source of information on the hills. They can also give directions to the village, which lies just a few miles west of the inn.</p>\n<h3>Crrossing the River Narn</h3>\n<p>In order to reach @UUID[.YMz2qRfYwqkfavWD]{Unterbaum}, the adventurers may have to cross the River Narn.  There is neither bridge nor ferry, but fortunately the river is not particularly deep (except after heavy rain). The current is strong, however, and local NPCs will advise the adventurers to rope themselves together before attempting to cross. Due to the cliffs, the best place to cross is above point 4 on the @UUID[Scene.2XY07nWnDivWc75C]{map}. Anyone wading across the river must make a <strong>Challenging (+0) Athletics </strong>Test to keep their footing. Characters not tied together who fail may make a <strong>Hard (-20) Swim </strong>Test to make it across. If this is also failed, the Character must spend a Fate Point or be swept over the falls. Anyone who fails the first test but is tied to other Characters can be pulled upright if the Character next to them makes an <strong>Average (+20) Strength </strong>Test. If the result is an Impressive Failure (-4 SL) or worse, this Character also falls, then the next Character in the line may make an <strong>Average (+20) Strength </strong>Test, and so on.</p>"
				},
				"Into The Unknown": {
					"name": "Into The Unknown",
					"text": "<p>The journey up the River Narn to the ‘Devil’s Bowl’ will take four days. Owing to the river’s current, the return journey will take only three days. The Narn is too shallow and rocky for the party’s boat, but @UUID[.YMz2qRfYwqkfavWD#the-baumenvolk]{the Baumenvolk} will provide a number of hide canoes (each one can hold two people and their gear). Going upstream, the travellers must paddle hard against the current, and when travelling downstream there is no need to paddle, although the paddles are still needed to steer the canoe. Any Character with any advances in the Row Skill will have no difficulty steering a canoe. </p><p>There is no need to play the journey out in great detail, although if the adventurers look as though they might go off course, a few Beastmen will help keep them moving in the right direction. More important is to build up a feeling of growing peril. This can be achieved by making the Players describe their camping and watch-keeping arrangements in great detail, and by mentioning strange sounds in the distance, unnatural lights on the horizon, and other unsettling details.</p><p>The lands above @UUID[.YMz2qRfYwqkfavWD]{Unterbaum} consist of a strange desolate wilderness, with few signs of life other than large, evil-looking crows. Further into the hills, the trees gradually change, and the majestic oaks begin to look somewhat warped and twisted. The air becomes still and musty. Huge cobwebs span gnarled branches, and whole groves of dead and dying trees dot the landscape. From their stricken limbs sprout obscene growths of red and purple fungi.</p><p>As the adventurers travel on, the scenery changes even more. Rocky outcrops thrust skywards between sparse copses of leafless trees. The river becomes shallower and faster, with stretches of rapids and small waterfalls, which can only be passed on foot by carrying the canoes and equipment. At such times, the stillness deepens perceptibly, only occasionally broken by ominous sounds in the distance.</p><p>In the heart of the Hills there are hardly any trees at all, just stretches of badlands punctuated with ‘meadows’ of a coarse moorland unlike anything the party has ever seen before. It is luminous green in colour, and seems to ripple as they pass — not with the wind, but under its own, sinister impetus.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>A Surprise in Unterbaum</em></h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard2.webp\" width=\"100\" height=\"100\" /></div><p><em>Unterbaum is a refreshing place: the perfect spot for the adventurers to rest, heal, and uncover useful information before or after they brave the Barren Hills.</em></p><p><em>Or is it? Such perfect peace and goodness seems unlikely in a place corrupted by warpstone. The villagers present a welcoming face, sure enough, but perhaps they have darker motives. They might be mutants themselves and the adventurers are only permitted to see those villagers who can pass for normal, while the rest hide in the nearby forest. Perhaps they plan to lull the adventurers into a false sense of security before using them in some horrific Wicker-Man-style sacrifice, or as the main course in a cannibalistic feast. Maybe they will hand the adventurers over to a powerful band of Beastmen as a tribute to ensure that they are left alone?</em></p><p><em>In any of these cases @UUID[Actor.dEVeJ9SMkWL55IHn]{Corrobreth} will no longer have access to any blessings or miracles. Characters who worship Rhya, or follow the Old Faith, may begin to suspect that there is something about him that is not right if they make a<strong> Hard (-20) Lore (Theology)</strong> Test successfully.</em></p></blockquote><h3>The Devil's Bowl</h3><p>The ‘Devil’s Bowl’ is the crater left by the warpstone meteorite. When it fell some 200 years ago, the Druids built a stone circle around the spot, to ward against its mutating power. They did the same at each place where other fragments landed. Nevertheless, the meteorite’s power was enough to blight the land for many miles around. For a hundred years, nothing grew in the hills — not even a blade of grass. But then, gradually, stunted, twisted growths began to appear. Grass began to cover the hills once again, but it is of a distinctly unnatural colour, moving even when there is no wind to stir it. Truly, the hills are alive...</p><p>At point A on @UUID[Scene.yP2ara84Sj86X6ZE]{The Devil's Bowl} map, the river becomes too small for canoes, and the party must continue on foot. It should be about midday on the fourth day out from Unterbaum at this point, and the party will arrive at the crater’s edge by dusk.</p><p>The main crater has filled with water over the centuries. It is surrounded by a stone circle, which is eerily silhouetted against the darkening sky. Corrobreth suggests that this is a good place to camp for the night, ‘<em>We’ll be safest in the lee of the stones</em>,’ he says.</p><h3>A Voice in the Night</h3><p>As night falls, Morrslieb rises full in the sky, hanging above the crater. Regardless of its normal cycle, Morrslieb always looks full from the Barren Hills. As midnight approaches, an eerie blue glow begins to play over the water, and the wind blows mournfully. From outside the circle a shimmering blue form approaches, and at the same time a wind whips up from nowhere and howls across the adventurers’ camp, sending dust everywhere and impairing vision. When the dust clears, the adventurers can see a torn and tattered female figure. Translucent and outlined with blue light, the woman moves without touching the ground, and no blood flows from the gaping wounds in her side.</p><p>In a distant, wheezing voice, she begs for aid. ‘Heelp meee... please help me. Lay my bones to rest, for I have walked these hills a long, long time. Follow and see... follow and see.’ The figure begins to move towards the caves, and if the characters do not follow she will try to persuade them. They will get no peace until they do. </p><h4>Brunhilde Gratten – Ghost</h4><div class=\"journal-image float-right\"><img style=\"margin:-5px\" src=\"modules/wfrp4e-dotr/assets/actors/brunhilde-gratten.webp\" width=\"230\" height=\"260\" /></div><p>A hundred and twenty years ago, @UUID[Actor.HFtAZZmdaSukdtkd]{Brunhilde} was a scout for Dagmar von Wittgenstein’s expedition to find the warpstone meteorite. After finding what he sought, Dagmar murdered his whole party, stabbing Brunhilde repeatedly while she slept and burying the rest alive in the nearby cavern.</p><p>Since then Brunhilde has haunted the area around @UUID[Scene.yP2ara84Sj86X6ZE]{The Devil's Bowl}, yearning for a proper burial for herself and her companions. She will tell the tale of Dagmar’s betrayal — of how he led them into the lush hills to find a meteorite that he calculated had landed here, and of how he changed when he found it, becoming first secretive and then murderous.</p><h4>The Cave</h4><p>The entrance, point 1 on the @UUID[Scene.yP2ara84Sj86X6ZE]{The Devil's Bowl}, is concealed by the withered and twisted boughs of some vaguely human-shaped trees. The caverns rise to a height of 7 ft or more, but the passages connecting them are only 4 ft high.</p><p>Brunhilde leads the adventurers past the trees into a cavern where the hump of a shallow grave can be seen. This is Brunhilde’s own grave, and a few of her whitening bones poke through the top of the mound. Brunhilde begs the adventurers to restore her grave, and to reclaim the meteorite, as it is ‘<em>a great source of evil.</em>’ She also tells them that the bodies of the other expedition members can be found in the right-hand passage.</p><h4>Skaven Attack!</h4><p>Before the adventurers can move further into the caves, they hear the sound of squeaking voices from outside. A few seconds later, the Skaven leader @UUID[Actor.VdK2FAqQTqT0Y19Q]{Crot Scaback} appears in the entrance passage, sword in hand. <em>‘Standstill!’</em> he squeaks. ‘<em>Standstill, or die!’</em></p><p>Behind Crot are two other @UUID[Actor.zlWevMBbZHQrAdZg]{Skaven} with swords drawn, while three more are sneaking down the underground stream to surround the adventurers. Two move to block the entrance to the second cave, while the third heads down the nearer passage from the stream.</p><div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\"><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/crot-scaback.webp\" width=\"205\" height=\"242\" /><p style=\"text-align:center\">@UUID[Actor.VdK2FAqQTqT0Y19Q]{Crot Scaback}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/skaven-guards.webp\" width=\"276\" height=\"238\" /><p style=\"text-align:center\">@UUID[Actor.zlWevMBbZHQrAdZg]{Skaven Warrior}</p></div></div><p>If the adventurers make any hostile moves, the Skaven attack. Otherwise, Crot will parley with the adventurers, trying to find out as much as he can while he waits for his trap to be sprung. ‘<em>Stone, stone</em>!’ he demands. ‘<em>Where, where</em>?’</p><p>Once the other three Skaven are in position, Crot moves to capture the party. If they surrender, the adventurers will be held at sword-point while Crot tortures one of them for information — and entertainment. Crot starts with @UUID[Actor.dEVeJ9SMkWL55IHn]{Corrobreth the Druid}, and the Skaven will be absorbed by the torture, giving the adventurers a chance to escape or overpower them.</p><p>If the party seems reluctant to fight, the ghostly @UUID[Actor.HFtAZZmdaSukdtkd]{Brunhilde} may attack first, unable to bear the thought of being cheated out of her eternal rest after coming so close. With a blood-curdling howl she launches herself at the Skaven, causing the ratmen to suffer the @Condition[Surprised] Condition for the first Round of combat.</p><p>If the Characters have not previously encountered Skaven, be sure to give them some time to discuss what they have seen. The creatures are considered myth, or at best long extinct, throughout much of the Empire. As the Characters have discovered, this is anything but true. The ratmen will appear again, both later in <strong>Death on the Reik</strong>, and in future installments of <strong>The Enemy Within</strong> campaign.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Twisted Lands</em></h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard4.webp\" width=\"100\" height=\"100\" /></div><p><em>If the adventurers get lost, or distracted, or simply decide to go wandering about at random across the Barren Hills, they may encounter some areas that have been more seriously affected by warpstone. Grognard GMs who own </em>Fire in the Mountains<em>, the first part of the Doomstones campaign, can find plenty of ideas in the chapter titled The Twisted Lands, which concerns another area affected by a warpstone meteorite. The section on Chaotic Terrain may be especially useful.</em></p><p><em>Pay attention to the warning at the start of that chapter, though. It cautions the GM not to weaken the party so much in the course of their journey that they are unable to survive what awaits them at the end of it. These events and encounters are intended to be challenging and entertaining, but not deadly.</em></p><p><em>For GMs who are interested in finding a copy, </em>Fire in the Mountains<em> exists in two forms: as a Flame Publications book published in 1989, and in the Hogshead Publishing reprint </em>Fire and Blood<em>, published in 1996. Both are for WFRP First Edition, and the former is available in PDF from Cubicle 7. At the time of writing there are no plans for fourth edition versions, but a Grognard GM will have no trouble with any necessary conversion work.</em></p><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Skaven</em></h3><p><em>If the Players are expecting to encounter Skaven, it may be worth delaying this encounter. Grognard Players may have their Characters waste a lot of time and effort searching the Devil’s Bowl for any trace of the ratmen, certain that they are lurking somewhere nearby, ready to mount an ambush at any time. After all, wherever there is warpstone, Skaven cannot be far behind.</em></p><p><em>Let the Players search as much as they please. Wait patiently until they give up and decide to head back to @UUID[.YMz2qRfYwqkfavWD]{Unterbaum} or</em> <em>@UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.T2VKrtELLt5N5tUc]{Grissenwald}, and then spring a Skaven attack on them when they least expect it. Perhaps Crot and his warriors are waiting in Unterbaum, and the people of @UUID[.YMz2qRfYwqkfavWD#the-baumenvolk]{the Baumenvolk} are secretly Skaven cultists. Perhaps they are waiting in secret tunnels beneath the The Roaring Falls inn, or perhaps, now that the Goblins have been cleared out from Black Peaks, they have moved into the mine and are waiting for the adventurers to return with the precious warpstone.</em></p></blockquote><h4>B. The Cave of the Dead</h4><p>The cave entrance is sealed by a rockfall. From behind the rocks comes a barely audible scraping sound. From outside, the rockfall can be cleared in two hours. As soon as a man-sized hole has been cleared, a @UUID[Actor.gl8HCJtwlr8FdrLY]{skeleton} in tattered chainmail armour lurches through the opening and attacks. As it fights, it begs to be destroyed.</p><p>Each Round for the next 3 Rounds, another skeleton comes through the opening. These are the remaining members of Dagmar’s expedition, buried alive more than a century ago. Unable to escape, they kept trying to claw their way out. The skeletons wish to be destroyed, but they are compelled to attack by the decades of warpstone radiation they have absorbed. As the skeletons are destroyed they thank their saviours for releasing them, and collapse into dust.</p><p>Inside the cave are some rotten backpacks and other items of equipment. There is a total of @Credit[10gc3ss mode=split]{10 GCs and 3/–}, and a silver flask (1 GC) containing an enhanced Healing Draught that magically restores [[/r 1d10]] + Toughness Bonus lost Wounds, up to the drinker’s maximum. The final key to Dagmar’s secret library is among the debris (see @UUID[JournalEntry.Zd3IR4yalOfuOwdD.JournalEntryPage.DYlne6O6uDFw73Ks]{The Signal Tower}). It is identical to those carried by the tower’s Zombie guardians. If the adventurers are still unaware of the significance of the observatory, they will also find a map identical to the one described in the @UUID[.wsNxD3SgKujtexF2#a-dead-horse]{Dead Horse} encounter.</p><p>If the adventurers miss these two items or fail to search the cavern thoroughly, the ghostly Brunhilde will point them out. ‘<em>This pack was Dagmar’s</em>,’ she says, pointing. ‘<em>He left it behind, of course, but maybe there is something in there that will be useful to you.</em>’ However, she will only be in a helpful mood if the adventurers have dealt with the skeletons and promised to give her a decent burial.</p><h4>The Trail of the Red Crown</h4><p>The Red Crown expedition will probably have left the Barren Hills before the adventurers arrive at the Devil’s Bowl (see @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.fXyDc5vrtm7tzDhx]{Timeline}).</p><p>If the adventurers search the area around Devil’s Bowl thoroughly, they may be able to find the rival expedition’s abandoned campsite. There is nothing there but a cold fire-pit and some areas of flattened, yellowed grass where tents were once pitched. There is nothing of interest in or around the site.</p><p>With a successful <strong>Challenging (+0) Track</strong> Test, the adventurers can tell when the expedition left the area, and that they were headed back the way they came, towards Twin Falls. If the Players fail the necessary test, @UUID[Actor.dEVeJ9SMkWL55IHn]{Corrobreth the Druid} can provide this information.</p>"
				},
				"Back to Kemperbad": {
					"name": "Back to Kemperbad",
					"text": "<p>The adventurers will have at least one reason to travel to the Barren Hills. The clues found in @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen’s} tower at Black Peaks indicate that she is travelling there for the @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{Red Crown} cult, and clues that they may have found in the study of Dagmar von Wittgenstein’s observatory also point to the same place.</p><p>The journey to the Barren Hills takes the adventurers back down @UUID[JournalEntry.EBkKmwPreDndWqoc.JournalEntryPage.BveNztiwKAvyFxAa]{the Reik} to Kemperbad and up the River Stir to its confluence with the Narn. Passing through the remote village of @UUID[.YMz2qRfYwqkfavWD]{Unterbaum}, the adventurers learn something about the area, and may come across traces of the @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{Red Crown} cultists’ passing.</p><div class=\"journal-image centered\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/megaliths.webp\" /></div><h2 class=\"no-toc\">Back to Kemperbad</h2><p>Information on Kemperbad can be found @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.jberdZpMtWm8UQfT]{here}. As before, the adventurers have the opportunity to trade and train there, but the GM must keep track of how long they stay in the town and where the Red Crown expedition is at the time (see @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.fXyDc5vrtm7tzDhx]{Timeline}).</p><h3>The Purple Hand Speaks</h3><p>While the party is in Kemperbad en route to or from the Barren Hills, Lieberung’s double is approached by a shifty-looking character who is ‘<em>not looking for trouble — just a quiet word in your ear</em>.’ The cultist will flee at the first sign of any violence or spellcasting, but otherwise will deliver the following message in a harsh whisper.</p><blockquote><p>‘What’s your game, Kastor? Why haven’t you been in touch? I do hope you haven’t forgotten that you’re supposed to be delivering a little windfall to the Inner Circle!’</p></blockquote><p>Unless the Player comes up with a convincing bluff that all is well (that he is on his way to deliver the money now, and so on), the cultist will be very suspicious. With a threatening scowl he will depart, hissing: </p><blockquote><p>‘ You can’t fool us, you know. Once a member, always a member! You haven’t heard the last of this!’</p></blockquote><p>Any attempt to stop the cultist will escalate into a full-scale brawl as he screams for help and accuses the adventurers of trying to rob or murder him. A hostile crowd will gather, and the cultist will escape in the confusion. A Watch patrol will arrive on the scene shortly afterwards and if they take a dislike to the adventurers — well-armed, suspicious-looking out-of-towners that they are, with no local trading connections to vouch for them — they will be fined half of whatever coin they happen to be carrying and released after a night in the cells.</p><p>For a typical cultist profile, see @UUID[Actor.coToMwKXdQLbuDVF]{The Cultists}.</p><p>If Lieberung’s double is dead, a cultist will instead approach one of the Characters with a very direct set of questions — ‘<em>What have you done with Kastor, and where is the money?’</em> Pleas of ignorance will be met with disbelief and outright hostility, and it is made clear that a clock is ticking and only by producing Kastor or his inheritance will they make it stop.</p><h3>The Barren Hills</h3><p>If the adventurers ask about the Barren Hills while they are in Kemperbad, they will run into a wall of fear and revulsion. No one can provide specific information about the area, but everyone agrees it is best avoided. The adventurers will not be able to find a guide willing to accompany them, no matter how much money they offer. If they persist in looking for a guide and offer a ridiculous amount of money (over 1,000 GCs, or whatever the GM considers ridiculous), a guide will agree to accompany them, but as soon as the party leaves @UUID[.YMz2qRfYwqkfavWD]{Unterbaum} it becomes apparent that the guide knows nothing of the area.</p><p>Enquiries in the library at the town’s Temple of Verena will only reveal that the name ‘Barren Hills’ dates from some 200 years ago. Before then, the Hills were simply another upland area, and had no particular name. For the last two centuries, though, nothing has grown there and the area has been shunned as a place marked by Chaos. If the adventurers have missed any vital clues so far, the Library of Verena might be a good way to feed them that information in a different form.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/items/lasso.webp\" width=\"113\" height=\"177\" /></div><h3>The Red Crown </h3><p>It is important to keep track of @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} and her crony, @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann} (see @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.fXyDc5vrtm7tzDhx]{Timeline}). Their @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{Red Crown} expedition may well have beaten the adventurers to Kemperbad, but if not, the adventurers might run into them during this part of the adventure. For notes on handling accidental encounters between the two groups, see @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.fXyDc5vrtm7tzDhx#meetings-with-the-red-crown]{Meetings with the Red Crown}.</p>"
				},
				"Resolution": {
					"name": "Resolution",
					"text": "<h3>Rewards</h3><p>Beyond any points you offer for good roleplaying and clever ideas at the end of the session, XP should be awarded for the following:</p><ul><li><p>@Exp[30, Reached the Devil's Bowl]{30 points for reaching the Devil’s Bowl.}</p></li><li><p>@Exp[20, Defeated/Escaped from the Skaven]{20 points for defeating or escaping from the Skaven.}</p></li><li><p>@Exp[30, Finding the final observatory key]{30 points for finding the final observatory key.}</p></li></ul>"
				},
				"Unterbaum": {
					"name": "Unterbaum",
					"text": "<p>Unterbaum is an idyllic, rural village, protected by druidic priests from the dangers of the Empire’s forests. Villagers have little interest in events in the outside world, and seldom travel farther than the river, where they trade grains and root vegetables for iron and tools. They are a trusting, peaceful folk, devout followers of Rhya, with a strong sense of hospitality, and will offer food and shelter to any traveller.</p>\n<p>The village stands in the centre of a large clearing, about a mile across, consisting of fields, goat pens, and pig sties. A rough wooden stockade surrounds a cluster of log cabins, all facing a large oak tree in the middle of the village.</p>\n<div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\">\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/vorster.webp\" width=\"213\" height=\"275\" />\n<p style=\"text-align:center\">@UUID[Actor.Ee0M4M7ROmyzNhDl]{Vorster the Elder}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/corrobreth.webp\" width=\"199\" height=\"274\" />\n<p style=\"text-align:center\">@UUID[Actor.dEVeJ9SMkWL55IHn]{Corrobreth The Priest}</p>\n</div>\n</div>\n<p>Astrit introduces the adventurers to @UUID[Actor.Ee0M4M7ROmyzNhDl]{Vorster}, the village elder, and @UUID[Actor.dEVeJ9SMkWL55IHn]{Corrobreth}, the village priest. Before the villagers will answer any questions, the necessities of hospitality must be observed. Food and drink are brought, and a cabin is placed at the adventurers’ disposal. All the villagers are open and friendly, and the village seems safe and welcoming. Vorster explains that few strangers ever visit the village except to trade, and gently enquires about the party’s intentions. If the adventurers explain that they are planning to venture into the Barren Hills, their hosts try to dissuade them from such a dangerous undertaking. Corrobreth tells the story of the meteor.</p>\n<blockquote>\n<p>‘Many generations ago, the beings of Chaos poured out of their vile wastelands to despoil the land and gather souls for their despicable gods. It was a dark time indeed, for even the sky's vault above conspired with them. For days, the sky screamed and the Chaos moon howled and spat its evil upon us.</p>\n<p>To protect us, the Druids of old built a stone circle around the places where its foul expectorations landed, but it was barely enough. The land was blighted for generations, and around Devil’s Bowl, where the largest piece landed, strange, unnatural growths began to appear. I fear there are evil things still lurking in the hills, waiting till the time comes for them to rise up and sweep away all before them.’</p>\n<p><em>If the Red Crown expedition has already passed by, Vorster adds</em>, ‘You are not the only ones venturing into the hills. Another group of strangers passed this way recently, led by a fair-haired woman and a dark-haired man. They did not stop here, but came up from the Twin Falls and headed straight into the hills towards the Devil’s Bowl.’</p>\n</blockquote>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title\" style=\"text-align:center;text-transform:uppercase\"><em>The Baumenvolk</em></h3>\n<p><em>There are 83 villagers (33 men, 35 women, and 15 children), living in peace with the land and each other within the Baumenvolk. Elder Vorster is their secular leader, while Druidic Priest Corrobreth provides spiritual guidance.</em></p>\n<p><em>The people of the Baumenvolk are generally tall and well built, and nearly all have green eyes and brown hair. They wear simple, homespun garments in shades of green and brown, with the occasional item of home-made jewellery. Most of the population are skilled farmers and crafters.</em></p>\n<p><em>The village Elder is elected by an assembly of all the adult villagers. The role is more one of administrator than ruler: the village assembly votes on all major issues, and the Elder implements the assembly’s decisions.</em></p>\n<h3 class=\"sidebar-title\" style=\"text-align:center;text-transform:uppercase\"><em>The Villagers</em></h3>\n<p><span style=\"font-style:normal\"><em>The villagers of the Baumenvolk are a hardy lot. The nearby forest, and the Barren Hills beyond, have encouraged them to be well prepared for interlopers. You may use the @UUID[Actor.VrW95rsxRaz16SJK]{Grissenwald Farmers and Farm Labourers} profile, for their statistics, but each adult in the village has a [[/r 1d100]]{50%} chance of carrying a shortbow. If so, they also have a Ranged (Bow) Skill of 35. </em></span></p>\n</blockquote>\n<p>If the adventurers will not be dissuaded from their quest, @UUID[Actor.dEVeJ9SMkWL55IHn]{Corrobreth} will offer to go with them. He needs to collect herbs, and has no wish for the adventurers to come to any harm. The adventurers would be well advised to accept the Druid’s offer, as without a guide, their chances of finding the meteorite crater are minimal. The Barren Hills extend over a huge area and they could wander for months without finding the crater.</p>"
				}
			}
		},
		"Chapter 6: Wittgendorf": {
			"name": "Chapter 6: Wittgendorf",
			"pages": {
				"Resolution": {
					"name": "Resolution",
					"text": "<h3>Rewards</h3><p>Beyond any points you offer for good roleplaying and clever ideas at the end of the session, XP should be awarded for the following:</p><ul><li><p>@Exp[30, Saved the elderly villager]{30 points for saving the elderly villager.}</p></li><li><p>@Exp[10, Readed the records in the Temple of Sigmar]{10 points for reading the records in the Temple of Sigmar.}</p></li><li><p>@Exp[30, Gained the Blessing of Sigmar]{30 points for gaining the Blessing of Sigmar.}</p></li><li><p>@Exp[30, Destroyed Rousseaux's Rotgut]{30 points for destroying Rousseaux’s rotgut.}</p></li><li><p>@Exp[30, Destroyed or released the warpdust]{30 points for destroying or releasing the warpdust.}</p></li></ul><p>As always, feel free to award XP for anything else you feel deserves it, using the amounts above as a guideline.</p>"
				},
				"Wittgendorf Village": {
					"name": "Wittgendorf Village",
					"text": "<p>@UUID[.IzElIQQryIcAWJ5B]{1. Wharf}</p><p>@UUID[.kAXCwOUU0oL8j10u]{2. The Shooting Star Inn}</p><p>@UUID[.W7qHxIXBRPthzGHY]{3. The Physician's House}</p><p>@UUID[.0wbxfMWPYQp5il2A]{4. The Temple of Sigmar}</p><p>@UUID[.nhb1hSQzQ4CKRNjK]{5. The Mill}</p><p>@UUID[.QrsLU0GL1Y1E2Oke]{6. The Shop}</p><p>@UUID[.HNVRjMppSP91qb1K]{7. The Boathouse}</p>"
				},
				"Events": {
					"name": "Events",
					"text": "<p>These events occur at specific times while the adventurers are in Wittgendorf, as noted. The course of some events depends on the adventurers’ actions, and they should be adjusted as necessary.</p><div class=\"journal-image centered\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/the-pale-lady.webp\" /></div><h3>Day 1 - Arrival</h3><h4>Welcome to Wittgendorf</h4><p>When the adventurers arrive, a horde of beggars will limp out of the boathouse and hobble down the embankment path to gather around the boat. They thrust out their grimy hands and plead for money or food. If given either, they immediately begin to fight amongst themselves, only stopping if driven off or if one of them escapes with the alms.</p><h4>The Pale Lady</h4><p>As the adventurers reach the top of the track leading up from the wharf, they see a beautiful young woman dressed in dark blue, mounted on a white horse and surrounded by six armed guards amid a crowd of slack-jawed beggars. On a successful <strong>Challenging (+0) Intelligence </strong>Test, the adventurers will spot an obvious familial likeness between the woman and the portraits in the ruined observatory’s study (see @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.khUlYVN4A1f5R6W9#the-observatory]{The Observatory}). The guards bear the Wittgenstein family crest on their shields and wear full-face helmets with sleeved mail shirts.</p><p>The young woman is @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}, and she is supervising the abduction of yet another villager. A beggar lies on the ground with blood pumping from the stump of his arm. A young man struggles with the guards and upon seeing the adventurers he cries for aid, but is quickly beaten senseless. Lady Margritte stares coldly at the adventurers for a moment, then returns to the castle with her unconscious prize.</p><p>If the adventurers intervene, they will have to deal with the six @UUID[Actor.PYnvQPEqN5cWcDlo]{guard}. The guards have a foul stench, and anyone within 2 yd of a guard must make a <strong>Challenging (+0) Endurance</strong> Test or suffer a -10 Weapon Skill penalty for the duration of the combat. @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} will use spells to help the guards, fleeing to the castle if defeat seems certain. The fight is hampered by panicking beggars: all Initiative scores suffer a -10 penalty, and fleeing guards can automatically escape.</p><h4>The Dog and Bone Man</h4><p>While walking through the village, the adventurers see a beggar and a dog fighting over a bone. Unless they step in, the beggar will be slain after 3 Rounds and the dog will flee into the woods with its prize. A few rounds later, more dogs and beggars arrive to fight over the man’s body. This time, the beggars drive off the half-starved dogs and carry the body to the boathouse, where they will cook and eat it.</p><p>If the adventurers rescue the beggar, he will hug the nearest Character (be sure to check for them becoming @UUID[Compendium.wfrp4e-dotr.items.GTsxRqltZkK9Ltx0]{lice-ridden}), then pick up the dead dog and make his way into the nearest building. Another six beggars follow him inside, and together they cook and eat the dog. The adventurers can get no useful information from the beggars, but they may be offered a few scraps of meat.</p><h4>The Watcher</h4><p>As the adventurers explore the village, they may become aware (via the @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense} Talent) that they are being watched by a comparatively smartly dressed individual. This is @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux}, the village physician. If approached, he will introduce himself, welcome them to the village, and apologise for not coming to meet them earlier. Explaining that he is kept very busy ‘<em>alleviating the suffering of these poor creatures</em>,’ he invites the adventurers to call on him the next day at @UUID[.W7qHxIXBRPthzGHY]{his home}. He then departs.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/mutant-rat.webp\" width=\"199\" height=\"152\" /></div><h3>Day 2</h3><h4>A Mother in Need</h4><p>The adventurers are approached by Emrer, a desperate young woman holding a baby wrapped in a blanket. She begs them to help her baby daughter who is dying. The village’s physician has been worse than useless — all @UUID[Actor.vgazeY44kVGP4tmW]{Rousseaux} gave her was some of his terrible rotgut, which only made the baby’s condition worse. Her baby refuses to eat, she says, and has a terrible green pallor to her skin. To make matters worse, Emrer’s husband was the young man taken to the castle by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} shortly after the adventurers arrived (see The Pale Lady, above).</p><p>Any Character looking under the blanket suffers @Corruption[minor]{minor exposure to Corruption}. Rather than an infant, the bundle holds a large but apparently docile spider. Eight hairy legs sprout from its body, which is covered in green fur. Whether this was once Emrer's infant, or a common spider of unusual, warpstone-induced size is unclear, but the troubled mother begs the Characters for assistance regardless.</p><h4>The Two-Headed Sheep</h4><p>The Characters see a two-headed sheep being chased through the village by a group of eight beggars, hobbling after it on crutches and propelling themselves on various wheeled carts. The sheep is one of many mutant creatures that live around here, and is harmless. Before the adventurers can intervene, it will escape the beggars and flee into the woods.</p><h4>The Impounding</h4><p>The evening following the adventurers’ arrival, a force of @UUID[Actor.PYnvQPEqN5cWcDlo]{20 guards} led by @UUID[Actor.1rnx5OhLRhiUK29X]{Kratz, the Sergeant of the Guard}, rides down to the wharf. While eight guards board the adventurers’ vessel, the other twelve cover the Characters with their crossbows as Kratz orders the adventurers to disembark. ‘<em>Get off this boat, you scum</em>,’ he yells. ‘<em>Get your filthy carcasses onto this wharf or you’ll end up feeding the crows.</em>’</p><p>If asked, @UUID[Actor.1rnx5OhLRhiUK29X]{Kratz} will explain: <em>‘This boat has been impounded because you didn’t call at the castle to pay the toll for use of this splendid wharf. Before you ask, it’s too late now to pay, even if you wanted to</em>.’ A few of the guards laugh at this witticism. ‘<em>Move along peacefully and no one will get hurt. Or of course, we could always feed you to the beggars.</em>’ Disturbingly, the beggars look excited at this, and a few of them take an eager step forward.</p><p>The mooring fee is a lie, but Kratz will not listen to any excuses and the adventurers have little choice other than to comply. Their boat is taken through the @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.GeyXiHlLK2Q9XAC9]{castle’s water-gate} and tied up at the wharf there. Any offer to pay will be dismissed, as Kratz explains, ‘<em>We’ll need some time to calculate the full scale of your fine. We’ll need to get the big abacus out for you lot.</em>’</p><h3>Day 3</h3><h4>Three Pints and Three Straws</h4><p>The next time the adventurers visit @UUID[.kAXCwOUU0oL8j10u]{The Shooting Star inn}, three castle guards enter. They take a moment to look around at the locals, who cower in their seats. They order three drinks and stare around menacingly. They do not remove their helmets to drink; instead each one produces a straw.</p><p>Anyone who attempts to leave will be aggressively told: ‘<em>Stay where you are!</em>’ The guards want to find out about the outlaws who have been attacking their patrols. </p><p>They start off by threatening everyone present and demanding to know where the outlaws are hiding. None of the locals say anything — this angers the guards and one of them strikes the oldest local with a mailed fist, causing blood to run down his face. The guards demand information again, and again, but none is given. Then they drag the old man outside. ‘<em>Watch this</em>,’ one says, ‘<em>and remember that next time it could be you. Maybe that will make you more helpful.’</em> Unless stopped, the guards hang the old man from a tree while the villagers look on. A variation of this scene will be repeated each day until the adventurers intervene.</p><p>The guards will defend themselves if the adventurers attack, but will flee if any of them are incapacitated. If the guards are driven off, the villagers become more friendly, and @UUID[Actor.JhWLUo9i2TV6BRUG]{Hilda} (see below) offers to lead the adventurers to the outlaw camp. Staying in the village would be a mistake, as @UUID[Actor.1rnx5OhLRhiUK29X]{Kratz} and a dozen @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} come down from the castle after 2 hours, and conduct a thorough house-to-house search for the adventurers.</p><h4>The Outlaws’ Spy</h4><p>After any fight with the castle guards, the adventurers are approached by @UUID[Actor.JhWLUo9i2TV6BRUG]{Hilda}. This young woman is the outlaws’ spy in the village (see @UUID[.D0I5hIKc6H88GZvl]{The Outlaw Camp}). She offers to take them to the outlaw camp, pointing out that more guards are likely to come looking for them in the village.</p>"
				},
				"A Bad Mooring": {
					"name": "A Bad Mooring",
					"text": "<p>The @UUID[Scene.S8AsUDOrkSu5TC5M]{village of Wittgendorf} lies on the west bank of the Reik, about a mile from Castle Wittgenstein. It was once thriving, but the arrival of the warpstone brought a dramatic decline in its fortunes.</p>\n<p>The atmosphere in the surrounding forest is oppressive. Huge, bloated butterflies and moths flit between the contorted trees, and large grubs crawl across the forest floor. The air is filled with unnerving sounds: growls, hisses, and cries are heard constantly.</p>\n<p>At night, the creatures of the forest come out to hunt and the adventurers are likely to run into bands of mutants and Beastmen who thrive in this area. None of the villagers ever enter the forest at night, and all warn against it. If the adventurers do venture into the forest after dark, refer to @UUID[.D0I5hIKc6H88GZvl#night-in-the-forest]{Night in the Forest}.</p>\n<p>The @UUID[.IzElIQQryIcAWJ5B]{village’s wharf} is rarely used these days, as river traffic avoids the village and castle. Road traffic is almost non existent, and anyone travelling from Kemperbad to Nuln either goes by river or uses the road on the eastern bank.</p>\n<p>Although it is still inhabited, Wittgendorf has the appearance of a ghost town. The streets are choked with debris and rank vegetation, and many of the buildings are in ruins. Half-starved dogs (and some emaciated people) roam the streets looking for food, frequently attacking each other in a ravenous madness. The current population comprises some 30 beggars, with about the same number of brow-beaten peasants and farm workers, plus a dozen or so degenerates who have taken to cannibalism. This last group has its lair at the abandoned @UUID[.0wbxfMWPYQp5il2A]{temple of Sigmar}. The rest of the population either fled the village or formed a band of outlaws in the woods, while other unfortunates were carried off to the castle for @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte’s} insane experiments (@UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.WTOrDYCjrGgUi6Mp]{The Sorcerous Tower}). All of the remaining villagers live in fear of the castle and its inhabitants, with the sole exception of the village physician, @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux}.</p>\n<h3>Arriving in Wittgendorf</h3>\n<p>The town’s @UUID[.IzElIQQryIcAWJ5B]{wharf} is the only place to moor a vessel along this rocky stretch of the river. </p>\n<h4>Exploring the Village</h4>\n<p>Most of the village is squalid and depressing, but there are two key locations: the @UUID[.W7qHxIXBRPthzGHY]{physician’s house} and the @UUID[.0wbxfMWPYQp5il2A]{Temple of Sigmar}. The adventurers’ chances of success will be greatly increased if they have thoroughly explored both locations.</p>\n<h4>The Villagers</h4>\n<p>The locals are wary of strangers, fearing that outsiders may bring the wrath of the Wittgensteins down upon them. Most of the villagers know of the outlaws in the forest, and many are sympathetic to their cause, but they will not tell the adventurers about them until the adventurers have proven themselves worthy of aid. If asked about the castle and its inhabitants, they will warn the adventurers to stay away for their own good, and for the good of the village: <em>‘Leave us be, if you’ve any decency. Things are bad enough, and you’ll only make them worse.’</em></p>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title\" style=\"text-align:center;text-transform:uppercase\"><em>Winds of Change</em></h3>\n<p><em>Two years ago, a terrible and unnatural storm raged over the castle. There was no rain: just a howling wind, and lightning flashes leaped from the castle to the sky. This was followed by a week of ‘black rain’.</em></p>\n<p><em>From that time on, the few crops that still grew became twisted and discoloured. The grass and trees became warped and sickly, and the animals and people began to develop mutations. There are reports of two-headed cattle, green sheep, and all manner of diseases among the peasants.</em></p>\n<p><em>Though the villagers do not know it, this was a Warp Storm, the result of Lady Margritte’s experiments with her ancestor’s Warpstone. While this might have given others pause, the widespread effects of the storm only heightened the noble’s certainty that this fell material was a sure path to sorcerous power.</em></p>\n</blockquote>\n<h3>@UUID[Actor.o70nVj9zFugOHPoP]{The Beggars Of Wittgendorf}</h3>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/actors/beggars-of-wittgendorf.webp\" width=\"252\" height=\"221\" /></div>\n<p>Talking to the beggars yields nothing more than pleas for money and food, interspersed with incoherent ramblings that include no useful information.</p>\n<p>The beggars will continue to bother the adventurers throughout their stay in the village, and at any time the party will be followed by [[/r 1d10]] Beggars. They will flee if attacked, only to return later. Successive beatings keep them at a respectful distance, but if a beggar is killed, the others will summon up the courage to attack in a mob. </p>\n<p>When they are not following the adventurers, the beggars can be found lying in doorways and elsewhere, drinking from dirty blue bottles.</p>\n<p>There are 30 Beggars in total. Once respectable villagers, they have lost both health and reason to the effects of the warpstone, and to @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux’s} rotgut liquor. Some have withered limbs, and others have crude stumps where mutated limbs have been hacked off. Facial deformities are common, such as missing noses, ears, eyes, overlong teeth, and so on. All have open sores, and their breath smells of stale alcohol. Their filthy, ragged clothes are crawling with lice.</p>\n<p>The beggars are sold rotgut liquor by @UUID[Actor.gjlMsoOEcSH8lNQs]{Kurt Kutzmann}, a servant to the village physician, @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux}. Unknown to anyone but @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}, the rotgut contains powdered warpstone which exacerbates the beggars’ condition. Even Rousseaux believes the powder to be a rare medicinal chemical.</p>\n<h4>The Cannibals</h4>\n<p>Some of the desperate villagers have taken to eating corpses from the graveyard in order to survive. They live in the abandoned @UUID[.0wbxfMWPYQp5il2A]{Temple of Sigmar} and move around the village via secret passages dug underneath it. So far they have not preyed on the living, but they are running short of corpses, and they are preparing to kill and devour the other villagers.</p>"
				},
				"The Outlaw Camp": {
					"name": "The Outlaw Camp",
					"text": "<p>The outlaw camp lies just over a mile from the village, and is well concealed. Unless led there by @UUID[Actor.JhWLUo9i2TV6BRUG]{Hilda} (see @UUID[.vl2OYEHYmQRez1VP#the-outlaws-spy]{The Outlaws’ Spy}), the adventurers will only find it after a thorough search of the surrounding forest. A successful <strong>Difficult (-10) Track</strong> Test will reveal intentionally obscured tracks leading to the outlaw camp. With Hilda leading the way, it takes about half an hour to reach the camp.</p><h3>The Forest</h3><p>The forest surrounding the village is dark and sinister. Tall trees spiral upwards to the sky, blocking out the light. The floor of the forest is covered with sickly-looking fungal growths, and tree roots seem to reach out to snag passers-by. Although no one will ever see a root move, you may impose Athletics and/or Perception Tests at intervals, to avoid tripping.</p><p>Hilda seems alert, but unaffected by her surroundings. If the adventurers ask about the forest, she will say that although it has changed dramatically since the storm (see @UUID[.8YtW0I7KGhdAjj2Y#winds-of-change]{Winds of Change}), it is usually safe during the day. During the night, though, terrible creatures come out to hunt.</p><h3>The Fungus</h3><p>The fungus that covers the trees has a warty skin, an unpleasant colouration and a musty smell. A close inspection reveals what might be crude caricatures of human facial features, leering out of a mass of decay. </p><p>The fungus is harmless unless eaten. Anyone foolish enough to eat it must make a <strong>Challenging (+0) Endurance</strong> Test or spend 2 Rounds vomiting. Even those who successfully pass their test will be afflicted by stomach pains after 30 minutes, lasting for [[/r 1d10]] hours. During this time all Tests suffer a -20 penalty.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Outlaws</em></h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard2.webp\" width=\"100\" height=\"100\" /></div><p><em>In the original adventure, the outlaws were a small group of noble souls from Wittgendorf, untouched by the corruption and dedicated to resisting the evil von Wittgenstein family and restoring justice. They are natural allies for the Characters, and can provide much-needed reinforcements.</em></p><p><em>There is a risk the Players might see them as an easy resource to be used and discarded, which is why the text makes it so clear that they will go no further than the gatehouses, and at most @UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid} and two others will accompany the adventurers.</em></p><p><em>It may surprise the Players if they discover that the outlaws are using them, rather than the other way around. The most obvious way to do this is to have the outlaws be secret mutants or cultists. They may even be in league with the von Wittgensteins despite all appearances, and willing to lead the adventurers into a trap for @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}.</em></p><p><em>Alternatively, they may be in league with the Skaven, using the adventurers to weaken the castle’s defences and locate the warpstone in exchange for the ratmen's assurance that they will remove it immediately. The outlaws hope the stone’s baleful influence will be lifted from the castle and its surroundings, and things will return to normal.</em></p><p><em>If neither of these scenarios is appealing, the outlaws may simply want to use the adventurers to dispose of the von Wittgenstein family and their retainers. They will move through the castle, killing anyone the Character's spare, perhaps brutally executing several sympathetic NPCs, such as the peaceful Ludwig and the deranged but harmless Fritz. This done, they intend to occupy the castle and declare Wittgendorf a free city-state — an ambitious plan, to put it mildly.</em></p></blockquote><h3>Night in the Forest</h3><p>The forest is even more sinister at night. Strange shadows flit amongst the trees, and the adventurers will occasionally catch sight of red eyes staring at them from the darkness. An oppressive silence falls, punctuated by sudden, bloodcurdling screams and yells. The sounds seem to be coming from all around, but this is an illusion caused by the darkness and the strange character of the forest. It is hard not to feel that something evil is closing in on the adventurers.</p><p>Suddenly, a lone Beastman comes bursting through the undergrowth. As it attacks, more howls can be heard from other creatures that are closing in on the adventurers’ location. A small group of Beastmen and mutants will arrive in another 15 minutes, and another, slightly larger group a few minutes after that. See 'The Bestial Horde' below for statistics for these creatures. These encounters will persist, growing ever more dangerous, until the adventurers leave the forest or reach the outlaw camp.</p><blockquote class=\"sidebar\"><h3><em>The Bestial Horde</em></h3><p><span style=\"font-style:normal\">@UUID[Actor.Y6YXumQskhYNhT4c]{Beastman – Gor}</span></p><p><span style=\"font-style:normal\">@UUID[Actor.6ErSA0Dmya7Yt9Lk]{Pig Headed Mutant}</span></p><p><span style=\"font-style:normal\">@UUID[Actor.Bu4Cw65z1l7t4T0y]{Goat Mutant}</span></p><p><span style=\"font-style:normal\">@UUID[Actor.je17I8EOzdG7s5lz]{Emaciated Mutant}</span></p><p><span style=\"font-style:normal\">@UUID[Actor.twEyPCWxbSP0goe1]{Big Eared Mutant}</span></p><p><span style=\"font-style:normal\">@UUID[Actor.9VrWyL1JVLRtY8au]{Green Furred Mutant}</span></p><p><span style=\"font-style:normal\">@UUID[Actor.WsWe8ZcQYJpa3NsE]{Three Eyed Mutant}</span></p><p><span style=\"font-style:normal\">Additional mutants can be generated randomly, using the @Table[mutatephys]{Physical Corruption} table.</span></p></blockquote><h3>The Protected Area</h3><p>The area around the outlaw camp is protected by the goddess Rhya, who watches over the outlaws and has protected them from the effects of the warpstone. This area is marked by normal vegetation and creatures, and the oppressive atmosphere of the forest ends as the adventurers pass into this expanse of natural woodlands. However, even Rhya’s protection cannot stop the warpstone from leaching through into the surrounding land, and it is only a matter of time before the outlaws are afflicted by it.</p><p>The outlaw camp is protected by traps. There is one trap per Character, and one more for good measure. If the Characters are making their way to the camp by themselves, a <strong>Difficult (-10) Perception</strong> Test is required to notice these traps. The traps are an assortment of snares and spear-throwers. The lead Character has a @[[/r 1d2]]{50%} chance of activating any trap they fail to notice. If the trap is not noticed or activated, the following Character has a @[[/r 1d2]]{50%} chance of setting it off, and so on. Snares grab Characters by the ankles, yank them off the ground and leave them suspended upside down. Each spear thrower fires a single spear at the Character who activates it, requiring a <strong>Challenging (+0) Dodge</strong> Test to avoid taking 11 damage.</p><p>There are 20 outlaws at the camp, led by @UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid}, an ex-priestess of Rhya. They offer the adventurers their hospitality, and Sigrid can provide directions to a @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.GZiiHcoKCrs5qm7P]{cave} that she believes leads into the castle. She will warn against going there, however, calling it a 'den of madness and death.' She has been into the cave, but the strange, unnerving gibbering she heard drove her back.</p><div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\"><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/sigrid.webp\" width=\"218\" height=\"237\" /><p style=\"text-align:center\">@UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid Sommerfeld}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/hilda-eysenck.webp\" width=\"214\" height=\"214\" /><p style=\"text-align:center\">@UUID[Actor.JhWLUo9i2TV6BRUG]{Hilda Eysenck}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/outlaws.webp\" width=\"251\" height=\"258\" /><p style=\"text-align:center\">@UUID[Actor.R1IWXaphx1LoMgkX]{Outlaws}</p></div></div><p>Any adventurer may spend 100 Experience Points to enter the career of @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.SrqxyWytyki4WYgC]{Outlaw} while at the camp, even if they are of a different class, or if their current career is incomplete. Characters who remain friendly with @UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid} and her followers may also return later for training.</p><h3>Leaving The Camp</h3><p>When the adventurers are ready to leave the camp, @UUID[Actor.JhWLUo9i2TV6BRUG]{Hilda} will guide them to wherever they wish to go. After travelling for 30 minutes the adventurers will encounter @UUID[Actor.1rnx5OhLRhiUK29X]{Kratz} leading a group of six @UUID[Actor.PYnvQPEqN5cWcDlo]{guards}. The guards are accompanied by a Beastman with an enhanced sense of smell, and are searching for the adventurers. At the moment, though, the adventurers are downwind of the Beastman and safe from detection. Kratz is on horseback, and is clearly visible. </p><p>If the adventurers are quick and cautious, they will be able to ambush the patrol, which will reach their position in 4 Rounds. If the adventurers do not attack, the Beastman will not fail to notice them as it passes. If Kratz is killed, the guards must make a <strong>Challenging (+0) Cool</strong> Test or flee to the castle. @UUID[Actor.JhWLUo9i2TV6BRUG]{Hilda} will encourage the adventurers not to let any of the patrol escape.</p><p>Use the @UUID[Actor.Y6YXumQskhYNhT4c]{Beastman} profile from @UUID[.D0I5hIKc6H88GZvl#night-in-the-forest]{Night in the Forest} (see above), but with the addition of the @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense (Smell)} trait.</p>"
				},
				"1. Wharf": {
					"name": "1. Wharf",
					"text": "<p>Wittgendorf 's crumbling, neglected wharf has been home to more rats than boats in recent years.</p>"
				},
				"2. The Shooting Star Inn": {
					"name": "2. The Shooting Star Inn",
					"text": "<p>The Shooting Star was once a thriving inn, but its occupants now rarely number more than the landlord and a handful of locals who have not yet been seriously affected by Rousseaux’s rotgut. Both the landlord, @UUID[Actor.WRadDGyMqHvgOBYv]{Herbert Marcuse}, and the locals avoid talking to outsiders if possible, but they will respond to direct questions regarding the village and its surroundings. </p>\n<p>They can give directions to the ruined @UUID[.0wbxfMWPYQp5il2A]{Temple of Sigmar} and the @UUID[.W7qHxIXBRPthzGHY]{physician’s house}. They refuse to talk about the castle, and whenever it is mentioned they suddenly focus on something else, like a beer-mug that urgently needs polishing or a fascinating piece of dirt on the edge of a table.</p>\n<p>The inn has rooms available if the adventurers wish to stay. The bedding is mouldy, but surprisingly free of vermin. There are ample supplies of beer, but very little food. Herbert explains that the adventurers are the inn’s first guests in three years. Herbert will stretch his meagre supplies as far as possible to feed his guests. The chickens in the back yard all have two heads and three legs. When cooked they look very strange, and the vegetables have an unnatural colour to them. Despite these worrying details, the adventurers will not suffer any ill effects from eating in the inn.</p>\n<h4>Herbert Marcuse, Innkeeper</h4>\n<p>@UUID[Actor.WRadDGyMqHvgOBYv]{Herbert} has been landlord here for 20 years. His family perished shortly after the warp storm and he now runs the inn on his own. Herbert is depressed all of the time and shows it. He is very guarded about events in the village, especially when talking to outsiders, and he is aware of the cannibalistic tendencies of some villagers, but will not speak of it. He would be horrified to discover that the ghouls have broken through into his cellar!</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/herbert-marcuse.webp\" width=\"289\" height=\"298\" /></div>\n<p style=\"text-align:center\">@UUID[Actor.WRadDGyMqHvgOBYv]{Herbert Marcuse}</p>"
				},
				"3. The Physician's House": {
					"name": "3. The Physician's House",
					"text": "<p>@UUID[Scene.OCvSWZfksYaYg2z2]{The Physician's House}</p><p>Understanding the relationship between @UUID[Actor.vgazeY44kVGP4tmW]{Rousseaux} and @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} is the key to success in the village. The physician does his best to appear as a well-meaning, selfless benefactor to the afflicted peasants, but the truth is somewhat different. To learn this truth, the adventurers will not only have to talk to Rousseaux, but also search his house and cellar. The physician, meanwhile, having reported to the castle, will try to arrange a dinner party at which the adventurers can meet Lady Margritte. The dishes, however, will be drugged...</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/jean-rousseaux.webp\" width=\"222\" height=\"269\" /></div><p style=\"text-align:center\">@UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux}</p><p>@UUID[Scene.OCvSWZfksYaYg2z2]{Rousseaux’s house} is well maintained, one of the few without visible signs of decay. Rousseaux lives here with his housekeeper, Frau Blucher, and his imbecilic assistant, @UUID[Actor.gjlMsoOEcSH8lNQs]{Kurt Kutzmann}. Characters watching the house will see beggars entering the @UUID[.W7qHxIXBRPthzGHY#i.-yard]{yard} throughout the day and leaving again after a few minutes, clutching blue bottles of rotgut.</p><p>Arriving at the house, the adventurers are met by Frau Blucher, the housekeeper. She is a diminutive, elderly woman, who is short-sighted and somewhat hard of hearing. She peers at the adventurers quizzically, seeming to ignore all but the loudest of remarks, before showing them into the @UUID[.W7qHxIXBRPthzGHY#c.-surgery]{Surgery} to see @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux}. If attacked or threatened, Frau Blucher will scream loudly and faint.</p><h4>A. The Hallway</h4><p>There is a wooden bench against one wall for patients who cannot stand unaided. Visitors will be asked to leave their cloaks or coats here.</p><h4>B. Dining Room and Kitchen</h4><p>These two rooms are where Frau Blucher spends most of her time when she is not cleaning the house. There is nothing unusual about either of them. The kitchen cupboards contain only a stale loaf and a few meagre supplies.</p><h4>C. Surgery</h4><p>This is where Frau Blucher will show the Characters in to see @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux}. On their first visit, Rousseaux will be busy in his cellar, and will not enter for several minutes. During this time the adventurers are left to their own devices.</p><p>Rousseaux sees patients here, and the room has been decorated with an eye to inspiring confidence. The office is equipped with a desk, four chairs, a couch, a wall cupboard, and a bench. In one corner of the room, a skeleton hangs in an iron frame. Hanging on the wall behind the desk is a framed parchment declaring Jean Rousseaux to be a graduate of Quenelles University’s Department of Physicians. This is a fake, but the parchment is an exceedingly good forgery.</p><p>On the desk are a quill, ink, sand (for drying fresh ink), and parchment. The desk's large drawer is not locked, and contains a letter from @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} (@UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.LDMwD8fGY0bCZ83s]{Handout 12}).</p><p>The cupboard is unlocked and contains numerous bottles of coloured water and coloured sand. There is also an unmarked glass bottle of blue @UUID[Compendium.wfrp4e-dotr.items.zQBh7HQBBaTL9rRb]{rotgut} in here, and a pottery jar containing five Chaos Leeches (see below). On a bench next to the cupboard are various surgical implements and other physician’s tools.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout12.webp\" width=\"364\" height=\"382\" /></div><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Warp-Dust</em></h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/warpdust-bottle.webp\" width=\"131\" height=\"210\" /></div><p><em>One of the vials in Rosseaux's cellar contains a small amount of a green tinted dust, which is in fact powdered warpstone. It may be identified as such with a successful <strong>Challenging (+0) Lore (Magick or Chaos) </strong>Test. If the vial is opened, the dust swirls about as if alive, shaping itself into a crude but recognisably humanoid face. If the vial remains open, the congealed dust suddenly flies out, landing on the corpse and sending hundreds of flies buzzing into the air. When the storm of flies clears, the @UUID[Actor.mgg2XiN562IP1e2J]{corpse} will sit upright, as dark, slimy tentacles sprout from its body. These tendrils strike at any Character within 2 yards.</em></p><p><em>If the adventurers take the vial with them and open it later, the dust will behave in a similar manner, animating any nearby corpse, whether human, monster, or animal. Lacking a corpse, it will attempt to throttle the Character opening the bottle, using two dark, evil-looking tendrils that rise out of the bottle. A successful <strong>Challenging (+0) Dodge</strong> Test allows the Character to get out of the way, dropping the bottle in the process. Failing to dodge results in the Character taking 3 Wounds, ignoring Armour, each Round until dead. The tendrils may be pulled off by another Character who makes a <strong>Challenging (+0) Strength</strong> Test. If the warp tendrils are pulled off, or the bottle is dropped, the warp dust dissipates into the air and disappears.</em></p><p><em>Unless stopped, the @UUID[Actor.mgg2XiN562IP1e2J]{corpse} breaks through the door into the tunnels, ignoring the adventurers as long as they keep their distance. The warpstone infusing its body draws it to the fragment of warpstone beneath the castle. If they follow, it will lead them to the graveyard, and from there, it makes for the castle, entering through the @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.GZiiHcoKCrs5qm7P]{secret entrance}.</em></p></blockquote><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Chaos Leeches</em></h3><p><em>These leeches have been affected by the warpstone. Their slimy skins are mottled with garishly bright colours; they have developed strong jaws and human-like faces. If forced to fight, Rousseaux will throw the jar of leeches at the nearest enemy, up to 2 yd away. If his throw is successful, SL + 1 leeches hit and immediately begin to burrow into the Character’s skin. They do no damage on the first Round, but thereafter their burrowing automatically inflicts 1 Wound per leech each Round. The leeches can be removed by burning or can be dug out with a dagger. Either remedy inflicts normal damage unless performed by a Character with the @UUID[Compendium.wfrp4e-core.items.NP4EHyyh1yOLbsPU]{Surgery} Talent.</em></p></blockquote><h4>D. Study</h4><p>@UUID[Actor.vgazeY44kVGP4tmW]{Rousseaux} uses this room as a study and to entertain guests. If the adventurers are polite to him and make a successful <strong>Average (+20) Charm</strong> Test, Rousseaux will invite them in here for a drop of Bretonnian brandy. If asked about the brandy, he will claim he brought it with him to Wittgendorf when he first arrived from his native Bretonnia, but anyone with the @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write} Talent who examines the bottle and succeeds in a <strong>Challenging (+0) Intelligence</strong> Test will realise that the brandy is only one year old. If pressed, Rousseaux will confess that the brandy was a gift from @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte von Wittgenstein}.</p><p>The study contains a locked bureau, a couch, three easy chairs, and a bookcase that stands against one wall. Since this room is directly underneath Rousseaux’s bedroom (F), be sure to make an <strong>Opposed Stealth/Perception</strong> Test between Rousseaux and the Characters should they break in here at night and try to force the bureau open. If he hears any noise, Rousseaux will come to investigate. Inside the bureau are various writing materials and a book with Rousseaux’s notes on the effects of the warpstone dust (@UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.u7qmNEHdWfGwkvcu]{Handout 13}). There is also an unfinished letter to Lady Margritte (@UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.gbzUrZVYZ7cpfEbp]{Handout 14}), and a locked cash-box (D -10, SL 2) containing a @UUID[Compendium.wfrp4e-core.items.BBiL0DSHcdPakVBS]{signet ring} bearing the von Wittgenstein crest (value 5 GCs), as well as @Credit[8gc10ss6bp mode=split]{8 GC, 10/6} in assorted coins.</p><p>The bookcase contains various medical treatises from Rousseaux’s student days, and conceals the entrance to the cellar. A successful <strong>Challenging (+0) Perception</strong> Test reveals a catch that causes the bookcase to swing open, revealing a flight of steps leading down to the cellar. A stench of decay wafts up from below when the secret door is opened.</p><div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\"><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/handouts/handout13.webp\" width=\"240\" height=\"261\" /></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/handouts/handout14.webp\" width=\"258\" height=\"339\" /></div></div><h4>E. Cellar</h4><p>A flight of rickety wooden steps leads down into the cellar. It is here that @UUID[Actor.vgazeY44kVGP4tmW]{Rousseaux} mixes the powdered warpstone into his rotgut. Across the room is a table with several vials and bottles upon it. A locked <strong>(D +20, SL 0)</strong> wooden door (TB 2, W15) leads to the cannibal tunnels beneath the village. A strong stench of decay emanates from a buzzing mass of blackness lying on a bench against the far wall.</p><p>If the Characters move towards the buzzing mass, hundreds of flies swarm into air, revealing a decaying human body. The flies are harmless, and will settle back onto the corpse after a few minutes. The body once had four arms, but they have all been sawn off; the bones and a surgical saw can be found in a bucket under the bench. Having developed a taste for human flesh, Rousseaux has arranged for the cannibals to bring him bodies.</p><p>On the table are a set of scales, a pipette, and assorted vials of coloured water and sand. One of these vials contains warpstone dust. There is also a gallon jar of rotgut, a length of rubber tubing, a funnel, and a stock of empty blue bottles. </p><h4>F-H. Bedrooms</h4><p>These rooms are where @UUID[Actor.vgazeY44kVGP4tmW]{Rousseaux} (F), Frau Blucher (G) and @UUID[Actor.gjlMsoOEcSH8lNQs]{Kurt} (H) sleep. There is a miniature portrait of @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} over Rousseaux’s bed. On his dressing table is a jar containing a white salve, and another containing the white powder that he uses to treat his flaking skin.</p><h4>I. Yard</h4><p>The yard is surrounded by a wooden fence 5 feet high. During the daytime the gate is unlocked, and beggars can be seen coming and going. At night it is usually locked  (D +0, SL 0)</p><h4>J. Brew House</h4><p>The brew house is a wooden building containing @UUID[Actor.vgazeY44kVGP4tmW]{Rousseaux’s} still. During the day it is tended by @UUID[Actor.gjlMsoOEcSH8lNQs]{Kurt Kutzmann}; at night it is locked (D+0, SL 0). The shelves are lined with blue bottles containing rotgut, and numerous empty bottles are heaped in one corner. Anyone looking under the heap will find a trapdoor leading to the cannibals’ tunnels.</p><p>The still is made from old copper piping, and is encrusted with filth. There is a dark brown mould around the tap and, on close inspection, tiny writhing tendrils can be seen growing from it. These are harmless unless they stay in contact with the skin for an hour or more, in which case this counts as a @Corruption[major]{Major Exposure to Corruption}.</p><p>A bucket next to the still holds a bubbling, purple sludge. This is fermenting juniper berries, used by Rousseaux to cover the worst of the rotgut’s flavour. The adventurers do not know this unless one of them makes an <strong>Average (+20) Test</strong> using a suitable skill, such as <strong>Trade (Brewer)</strong> or <strong>Lore (Herbs)</strong>. There are no traces of warpstone here, apart from those that have affected the tap of the still, as @UUID[Actor.vgazeY44kVGP4tmW]{Rousseaux} doesn’t trust @UUID[Actor.gjlMsoOEcSH8lNQs]{Kurt} to handle the precious powder.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Innocent Physician</em></h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard1.webp\" width=\"100\" height=\"100\" /></div><p><em>If the Players show signs of wanting to confront @UUID[Actor.vgazeY44kVGP4tmW]{Rousseaux} before their Characters have had time to become suspicious of him, you can make a few changes. It is @UUID[Actor.WRadDGyMqHvgOBYv]{Herbert Marcuse}, not the good doctor, who is distributing warpstone-laced food and drink at @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte’s} behest. The still that produces the contaminated rotgut is in the cellar of his inn. Rousseaux, for his part, has been affected by the dust but is completely innocent — in fact, he is actively trying to help the villagers with his limited medical skills.</em></p><p><em>@UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} communicates with Marcuse through one or two of her guards who are regulars at his inn, but never goes there herself. She corresponds with Rousseaux as a means of keeping tabs on his efforts, and dines with him once in a while to help keep him docile and to maintain her own charade of innocence.</em></p><p><em>Any correspondence the adventurers find in the physician’s house will be completely innocent — Rousseaux commenting on changes in the villagers’ conditions and the efficacy (or lack thereof) of his own preparations, @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} asking questions and making suggestions. However, Players who are already suspicious might still assume the two are conspiring to poison everyone.</em></p><p><em>At the inn, meanwhile, the most the adventurers might find are a brief note or two giving Marcuse instructions that ‘a new preparation will arrive tomorrow, to be distributed as before,’ or that ‘your man should dilute all future batches by one-tenth more than previously.’</em></p><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Event: A Dinner Party</em></h3><p><em>This event occurs only if the adventurers accept @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux’s} invitation to meet @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} over dinner. Having invited the adventurers to call at his house at seven o’clock the next evening, he will then politely encourage them to leave. If they watch his house, they will see him go up to the castle almost immediately.</em></p><p><em>At six o’clock on the day of the dinner party, a carriage arrives at Rousseaux’s house carrying @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} and four guards. Lady Margritte enters the house and the carriage departs to return to the castle. The four guards station themselves in the kitchen, just by the door.</em></p><p><em>When the adventurers arrive, Frau Blucher answers the door to the adventurers and shows them into the study, where Rousseaux and @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} are waiting. After introductions are made, both of them chat politely but avoid the subject of the town’s condition, commenting only that times are hard. After a few minutes, Frau Blucher announces that dinner is served and shows everyone into the dining room.</em></p><p><em>The food looks and tastes good. However, the adventurers’ portions are laced with @UUID[Compendium.wfrp4e-core.items.OfGoWncevRmuj5TX]{Nightshade}. Once the herb has taken effect, the guards (who have been waiting in the kitchen) rush in and try to overpower the adventurers. If they succeed, they carry the adventurers up to the castle and lock them in @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.7cwT5awu3Ffwi9Dz]{the dungeon}</em></p><p><em>If the adventurers refuse to eat, or become aggressive, their host will call the guards who try to overpower the adventurers — or at least protect @UUID[Actor.vgazeY44kVGP4tmW]{Rousseaux} and cover @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte’s} flight back to the castle.</em></p><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Worst Dinner Guests</em></h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard4.webp\" width=\"100\" height=\"100\" /></div><p><em>If Grognard Players are too obvious in preparing for an attack at the dinner party, let it be a completely innocent affair in which no one is poisoned. @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} simply wants to see these newcomers for herself, and judge whether or not they present a threat to her plans. If she believes that they do, she orders @UUID[Actor.1rnx5OhLRhiUK29X]{Kratz} and his guards to watch them, before taking the first opportunity to surprise and capture them. She will then take them to the castle, to be held in the dungeons until she finds a use for them in her experiments.</em></p><p><em>If the adventurers manage to avoid capture — and especially if they kill or seriously injure @UUID[Actor.1rnx5OhLRhiUK29X]{Kratz} or any of his guards in the process — all the guards will be on the lookout for them, and will attack without challenging them first. If the adventurers need help to avoid capture, Sigrid and a few outlaws may come to their aid, appearing from cover. They will explain later that they have been watching the adventurers ever since @UUID[Actor.JhWLUo9i2TV6BRUG]{Hilda} reported their arrival in Wittgendorf.</em></p></blockquote>"
				},
				"4. The Temple of Sigmar": {
					"name": "4. The Temple of Sigmar",
					"text": "<p>Abandoned when the village priest was mysteriously killed six months ago, the @UUID[Scene.Z7vy3UE3enAizm0L]{Temple of Sigmar} has been taken over by the cannibals. Asking about the temple and its priest will be met with silence, or muttered excuses about ‘some pressing business.’ Only Rousseaux will answer the adventurers’ enquiries, explaining that the priest was killed in a freak accident when a decorative spike was blown off the temple roof during a sudden storm and skewered him as he ran for shelter. The temple contains much information that should help the Players understand what is going on in the Barony of Wittgenstein. </p><h4>Entering the Temple</h4><p>During the day, there will be no sign of any cannibals in any area above ground. If not already involved in a fight, there is a [[/br 1d4 # Cannibal Encounter]]{25%} chance of encountering 1D10 cannibals for every five minutes of game time spent underground in the crypts, mausoleum, or tunnels. At night, this chance increases to [[/br 1D10] cannibals for every five minutes of game time spent underground in the crypts, mausoleum, or tunnels. At night, this chance increases to [[/br 1d10 # Cannibal Encounter]]{40%}, and there is also a [[/br 1d4]]{25%} chance of running into [[/br 1D10]] cannibals in those areas of the temple that are not described as ‘avoided by the cannibals’.</p><h4>A — Foyer</h4><p>This antechamber contains only a broken wooden offertory stand from which the silver alms tray has been stolen. Frescoes on all four walls depict famous scenes from the Life of Sigmar.</p><h4>B— Temple</h4><p>The cannibals avoid this consecrated area. Built over the site of the village’s first temple, centuries of worship have given this room a permanent aura with the effects of a @UUID[Compendium.wfrp4e-dotr.items.7UntMNNLpHTquCxi]{Zone of Sanctuary} Miracle. A large altar stands on a raised dais at the south-eastern end of the temple, and behind it is a stone statue of Sigmar. The god’s right hand is raised as though in blessing, but is in fact a cleverly concealed lever that causes the altar to descend silently into the crypt below (raising the arm raises the altar again). In the far corners of the dais are two magical lanterns on stands. They burn continually without fuel, and cannot be extinguished unless removed from the temple, nor relit until they are returned.</p><p>The vaulted ceiling is decorated with an elaborate script in the Classical language. Any Character who has the skill may make an <strong>Average (+20) Language (Classical)</strong> Test to understand it. The inscription is a kind of short hand version of the temple’s history. It tells how it was founded during the reign of Emperor Boris I. Characters with the <strong>Lore (History) </strong>Skill may recall the information about Boris ‘Goldgather’, see @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.qut1g4DjcfhyZ5HR]{Timeline of the Reikland}. It also says that the temple was built on the site of one of Sigmar’s legendary battles. Another part of the inscription eulogises a knight named Siegfried von Kesselring who defended the newly-built temple against an assault by Beastmen led by a Warrior of Chaos. With the aid of Barrakul, his magical sword, he was able to hold off the assault until reinforcements arrived, but was fatally wounded in the process. He was buried, together with his sword, in the temple’s crypt in a funeral conducted by the Grand Theogonist himself.</p><p>There is a large key (to @UUID[.0wbxfMWPYQp5il2A#d-—-room-of-records]{Area D}) on the altar, and next to it is a leather-bound book lying open at the section that tells the Legend of Sigmar. Anyone who examines the book will notice that it is resting on an ancient piece of parchment. The parchment is also written in Classical, and foretells Sigmar’s return to save the Empire in its hour of direst need (see @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.Vsg2TbnPmwE1CtiQ]{Handout 11}). Any Character who reads this aloud (you may determine if it is with suitable reverence) will receive a blessing.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout11.webp\" width=\"365\" height=\"213\" /></div><p>The lanterns dim and then flare brightly, and the statue’s eyes glitter with intelligence and life. A voice, audible only to the Character who read from the parchment, says, ‘<em>That hour is fast approaching. Will you be ready?’ </em>If the Character replies in the affirmative, the voice continues.<em> ‘I shall give you a sign. Go now, and find the source of the chaos which warps my lands.’</em> The lanterns dim and flare again, leaving the statue looking normal. The blessed Character will be healed of any and all wounds, and will a gain a +10 bonus to all Fear Tests for the next 24 hours.</p><p>Other Characters may read the scroll to receive the same blessing, but no one may receive it more than once. Those who are mocking or disrespectful, or who fail to announce their readiness, will never receive the blessing.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Cannibals</em></h3><p><em>Driven insane by the effects of the warp storm, some villagers have resorted to cannibalism. They live in the abandoned Temple of Sigmar, and travel via a system of passages under the village.</em></p><p><em>The cannibals are identical to the village @UUID[Actor.o70nVj9zFugOHPoP]{beggars} at first glance, and have identical profiles. They are dressed in rags and armed with an assortment of clubs and bones (Improvised Weapons).</em></p><p><em>Having devoured all of the corpses in the crypt and graveyard, they are now planning to capture and feed on their fellow villagers — starting with the occupants of @UUID[.kAXCwOUU0oL8j10u]{2. The Shooting Star Inn}.</em></p><p><em>Their feral existence is gradually eroding their humanity, although they have consumed very little rotgut and are relatively free from mutation. They are ashamed of their cannibalism, however, and will try to kill any outsider who discovers their secret.</em></p><p><em>When these creatures first see the adventurers, they will mistake them for emissaries from the castle. The cannibals will not attack, but will try to rebuff any attempts at conversation by protesting that they ‘cannot spare any more food’ (by which, of course, they mean corpses). If and when it becomes clear that the adventurers have no connection with the castle, a successful <strong>Challenging (+0) Charm</strong> Test will convince the cannibals to explain that Lady Margritte has mounted a number of expeditions to remove bodies from the graveyard and mausoleum.</em></p></blockquote><h4>C — Priest’s Room</h4><p>This room was once simply furnished with a plain cot, a chest for clothing and other belongings, and a shelf bearing for books and religious images. It is now a complete mess as the cannibals have ransacked the room and apparently tried to set fire to it, but without success.</p><h4>D — Room of Records</h4><p>The door to this room has a magical lock. It may only be unlocked with the key from the altar (Area B, above) or it can be broken down (TB 5, W 15). The cannibals started hacking at the door but gave up before inflicting any serious damage.</p><p>Inside, there is a large writing desk with equipment for illuminating manuscripts, and shelf after shelf of scrolls and books, which do not appear to be in any particular order. All of Wittgendorf ’s records are here, including centuries of harvests, births, deaths, marriages, and so on. Characters with the @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write} Talent will turn up one of the following clues for each hour spent searching these records.</p><p>Until about 100 years ago, the area produced crops in abundance, and was famous for its fine wines.</p><p>The brother of the local baron, Dagmar von Wittgenstein, was renowned as an astronomer, and suspected of researching sorcery. He disappeared for a while on an expedition into the Barren Hills. He returned alone, bearing a large, lead-lined crate. The next harvest was a disaster. The crops failed completely and wine from even the finest vineyard turned sour. With each succeeding year, things got worse. Peasants began to leave the area, while those who stayed slowly starved.</p><p>In more recent history, the storm of two years ago is also recorded. Its effects echo the decline that occurred after Dagmar’s return to the castle — see @UUID[.8YtW0I7KGhdAjj2Y#winds-of-change]{Winds of Change}. After the storm the malaise afflicting the land clearly escalated, from mutated animals and people to warped vegetation. There are no entries dated later than six months ago.</p><h4>E — Kitchen and Stores</h4><p>Once plainly furnished with items that might be found in any Reikland kitchen, this room is now filthy. The cupboards have all been ransacked and the crockery smashed. If no cannibals are encountered in here, the adventurers will disturb a group of rats chewing on a pile of bones in one corner. The rats are not aggressive and can easily be frightened away. Characters may make a <strong>Challenging (+0) Heal</strong> Test, or an appropriate (<strong>Apothecary </strong>or <strong>Embalmer</strong>) <strong>Average (+20) Trade </strong>Test to identify the bones as human.</p><h4>G — Receiving Room</h4><p>This is the room where corpses were prepared for burial. It is now a filthy mess. There is a large table in the middle of the room, and various ceremonial bowls and robes lie smashed and torn about the floor. There is nothing of value to be found.</p><h4>H — Crypts</h4><p>The crypts are dank, dark, and dismal. Human Characters will need a light source to see anything. The niches (except one: see below) which once held the corpses of former priests and other notable villagers have been broken open and their occupants removed by the cannibals. Gnawed bones litter the floor, and a freshly-dug tunnel may be found behind one burial spot (see @UUID[Scene.Z7vy3UE3enAizm0L]{map}), leading to a network of tunnels beneath the village.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/items/barrakul.webp\" width=\"112\" height=\"354\" /></div><p>The only unopened niche bears a plaque which is still legible despite its age: <em>‘Here lyeth the body of Siegfried von Kesselring, loyal Servant of Sigmar. An honoured Templar and man of courage. May his soul find everlasting peace.’</em></p><p>Characters who have received Sigmar’s blessing in the temple (@UUID[.0wbxfMWPYQp5il2A#b—-temple]{Area B}, above) will see this inscription glow. Opening the niche reveals a skeleton in rusted (and useless) plate armour. On his breast is a shining longsword, sheathed in a gem-encrusted scabbard, both as spotless as the day they were placed in the tomb. Anyone attempting to draw the sword must make a <strong>Challenging (+0) Willpower</strong> Test. If successful, this Character may draw and wield the sword, otherwise they will never be able to draw it.</p><p>The sword, which the GM may choose to treat either as a Hand Weapon or a Zweihänder depending on the party's skills, is in perfect condition. Its name, @UUID[Compendium.wfrp4e-dotr.items.yemDa1zhc4OPBvmZ]{Barrakul}, — ‘Hope of the Mountains’ — is inscribed with Dwarf runes along its blade. It is undoubtedly the creation of a Runesmith of no mean skill. When wielded in combat, the blade shimmers, visible one moment and gone the next, and only the red glow of its runes is constant. Non-magical armour is useless against this blade — ignore the AP of any non-magical armour or shield. It possess the Unbreakable quality, but gains the Undamaging flaw if weilded against a Dwarf.</p><h4>I — Graveyard and Mausoleum</h4><p>The passage from the crypts rises gently, and eventually ends in a flight of steps leading up to a wooden door. Beyond is the mausoleum where local notables were interred. Their coffins have all been broken open and the corpses removed. Outside, the graveyard is wreathed in a perpetual mist that never clears, even during the day. The vast majority of the graves have been dug up and the bodies removed. Most have been eaten, but some have been taken by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} for her experiments.</p>"
				},
				"5. The Mill": {
					"name": "5. The Mill",
					"text": "<p>The windmill is where @UUID[Actor.JhWLUo9i2TV6BRUG]{Hilda} and her grandfather Hans live. Hans works hard to maintain it, and even has a secret cache of flour in the cellar. The Characters will not be made welcome, as Hans and Hilda are afraid to draw the attention of the guards.</p>"
				},
				"6. The Shop": {
					"name": "6. The Shop",
					"text": "<p>Wittgendorf 's only store is closed and long since picked clean. It is now home to a quickly diminishing population of rats.</p>"
				},
				"7. The Boathouse": {
					"name": "7. The Boathouse",
					"text": "<p>The crumbling boathouse is used as a shelter by the village’s beggars. It reeks of urine and vomit, and contains nothing more than tattered, lice-ridden blankets and cast-off rags of clothing.</p>"
				}
			}
		},
		"River Navigation": {
			"name": "River Navigation",
			"pages": {
				"Boat Handling": {
					"name": "Boat Handling",
					"text": "<p>Depending on the type of vessel, the Row or Sail Skill is required to keep control of it in adverse circumstances. For the sake of convenience, this chapter refers to a <strong>Boat Handling</strong> Test, which is a Test against the appropriate Skill for the vessel.</p><p>On a sailing boat, the <strong>Boat Handling</strong> Test is made by the Character who is manning the tiller; on a rowing boat, it is made by the oarsman with the highest Skill score. Characters with the Lore (Riverways) Skill may take a bonus of +1 SL for <strong>Boat Handling</strong> Tests. This bonus applies only while on rivers or canals.</p><p>Skilled Characters can keep the vessel under control under most circumstances and should only make <strong>Boat Handling</strong> Tests where a specific event or encounter calls for them. If you are using the @UUID[Compendium.wfrp4e-eis.journals.1tdhntCNqK83TS94]{travel rules} in <strong>Enemy in Shadows Companion</strong>, call for one <strong>Boat Handling</strong> Test per stage of the journey.</p><p>Row is a basic Skill, and so any character may attempt a <strong>Boat Handling</strong> Test which uses the Row Skill. Sail is not, however. Characters without the Sail Skill are unlikely to make good progress attempting to pilot a sailing ship. At the start of each day’s travel, have the Character make a <strong>Challenging (+0) Agility</strong> Test. If the Test is successful, the boat’s movement allowance is unchanged for that day. If the Test is failed, the boat’s movement allowance is reduced by 25% for that day. However, if the result is an Astounding Failure (–6 SL) the boat’s movement allowance is halved for that day.</p>"
				},
				"Hazards": {
					"name": "Hazards",
					"text": "<p>River travel presents a number of unique hazards. Some are transitory events or encounters, while others, like rocks and shallows, are permanent and should be marked on the campaign map for the future. Wreckers and pirates often make use of local hazards to lure or force unsuspecting victims to their doom.</p><h3>Debris</h3><p>Heavy rain in the mountains where the river draws its source has resulted in debris being washed downstream. There are occasional uprooted trees and other heavy timbers floating downstream, and the Characters’ boat must take evasive action to avoid damage: if a <strong>Boat Handling</strong> Test is failed, the boat takes two hull hits for +10 Damage each.</p><p>In narrow stretches or shallow water, debris may have piled up, creating a dam which must be cleared before the boat can go on. These blockages have [[/r 1d10 * 10]] Toughness and do [[/r 2d10]] Damage. Ramming causes one hit for +10 Damage to both boat (hull) and blockage. Clearing the blockage manually (if the river is shallow enough to wade) requires the moving of [[/r 3d10]] objects, each with [[/r 4d10]] Encumbrance points.</p><h3>Rocks and Shallows</h3><p>Some parts of the river have treacherous, shifting sands; others have rocks or dangerous currents.</p><p>Huffers are encountered in these areas. They may have news or gossip from passing boats, and are able to navigate a boat safely through the hazards for a standard fee, generally @Pay[6ss]{6/-} for small boats and @Pay[3gc]{3GCs} for larger ones: the Characters’ boat in Death on the Reik counts as large.</p><p>A Huffer steers the boat safely through the hazard 100% of the time. If the character steering the boat is familiar with the stretch of river in which the hazard is encountered, or if he/she spots it in time by making a successful <strong>Perception </strong>Test, it is negotiated with little trouble. Success is automatic for characters with Row or Sail Skill (as appropriate); other characters must make an unskilled <strong>Boat Handling</strong> Test. The results of striking rocks and shallows are detailed below.</p><h4>Rocks</h4><p>The boat takes one hull hit for +15 Damage, with a [[/r 1d10]]{20%} chance of grounding and a [[/r 1d10]]{50%} chance of being holed. </p><h4>Shallows</h4><p>The boat takes one hull hit for +5 Damage, with a [[/r 1d10]]{40%} chance of grounding.</p><h3>Fire</h3><p>Any effect that would inflict an @Condition[Ablaze] Condition on another target will inflict one Ablaze Condition on a boat. </p><p>A boat’s @Condition[Ablaze] Conditions damage ignores the boat’s Toughness Bonus as their wood construction is mere fuel for the fire. Armour functions as normal. </p>"
				},
				"Weather Conditions": {
					"name": "Weather Conditions",
					"text": "<p>The only aspect of the weather which affects river travel seriously is the wind. Roll on the @Table[wind-direction]{Wind Table} at the start of a journey to determine the strength and direction of the wind; thereafter, check at dawn, mid-day, dusk, and midnight by rolling [[/r D10]]; a result of 1 indicates that the wind has changed by one step, with an equal chance of becoming stronger or lighter. <em>Calm </em>conditions can only change to <em>Light</em> wind, and <em>Very Strong</em> winds can only change to <em>Strong</em>. You may like to give the Characters some advance warning of a change of wind by describing clouds piling up or dispersing, trees swaying and so on, so that they can prepare themselves if necessary. Winds change gradually, so that the Characters are not often caught unawares by a change of weather.</p>"
				},
				"Repairing Boats": {
					"name": "Repairing Boats",
					"text": "<p>Damage to a boat can be repaired permanently on a successful <strong>Trade (Boatbuilding)</strong> Test; <strong>Trade (Carpentry) </strong>can be substituted with a –10 penalty to all rolls. Of course, the proper tools and materials, such as timber, pitch, canvas and so on, must be available. Damage to the hull may only be repaired permanently if the boat is dragged onto a slipway or brought into a dry dock.</p><p>Some locks and riverside inns have small workshops attached to them, with a slipway and other facilities where boats may be repaired. On the busiest waterways, there may be a resident boat-builder — an NPC Artisan with Trade (Boatbuilding) Skill — who will repair boats for a fee of @Pay[1gc]{1GC} per Damage point restored. Each successful Test takes [[/r 1d10]] hours of work and restores [[/r 1d10]] Damage to the boat.</p><h3>Temporary Repairs</h3><p>Temporary repairs, such as patching a hole, may be made without dry-docking the boat; the <strong>Trade (Boatbuilding)</strong> or <strong>Trade (Carpentry) Test</strong> ranges from <strong>Difficult (–10)</strong> to <strong>Very Hard (–30)</strong>, depending on the working conditions.</p><p>If the Test is successful, each repair takes 20 minutes and restores [[/r 1d10]] Damage points. However, the boat must make a <strong>Toughness </strong>Test for every day of travel: each failed Test results in the loss of [[/r 1d10-4]] Damage point as the temporary repair weakens. The GM may impose additional <strong>Toughness </strong>Tests whenever the boat takes further damage, or when it has to perform a difficult manoeuvre (i.e. whenever the character steering has to make a <strong>Boat Handling</strong> Test) which places additional stress on the repair.</p>"
				},
				"Riverboats of the Empire": {
					"name": "Riverboats of the Empire",
					"text": "<div class=\"journal-image centered\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/misc/boats-of-the-empire.webp\" /></div><div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\"><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/tokens/row-boat.webp\" height=\"100\" width=\"100\" /><p style=\"text-align:center\">@UUID[Actor.CtTU5wISlfEESPXJ]{Row Boat}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/tokens/fishing-boat.webp\" height=\"100\" width=\"100\" /><p style=\"text-align:center\">@UUID[Actor.eOCJDasiygZbx7An]{Fishing Skiff}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/tokens/typical-barge.webp\" height=\"100\" width=\"100\" /><p style=\"text-align:center\">@UUID[Actor.6o2DfWDmpdgu5mUX]{Typical Barge}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/tokens/large-barge.webp\" height=\"100\" width=\"100\" /><p style=\"text-align:center\">@UUID[Actor.ozlxWbUDtxFF8E9H]{Large Barge}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/tokens/patrol-boat.webp\" height=\"100\" width=\"100\" /><p style=\"text-align:center\">@UUID[Actor.3VsyPdeVxnTzUQPk]{Patrol Boat}</p></div></div>"
				},
				"River Navigation": {
					"name": "River Navigation",
					"text": "<p>A great deal of <strong>Death on the Reik</strong> takes place on the river, with the Characters aboard a trading barge. While the GM can gloss over long journeys and assume that the Characters arrive safely at their destination, it can be more interesting to play them out in detail, using the following rules for handling a boat and for dealing with the various hazards and problems that may arise.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\"><em>It's All Optional</em></h3><p><em>The rules presented here are entirely optional, intended to present some more granularity to the business of handling a riverboat. There is no requirement to use them, and indeed you may prefer to abstract periods of travel by river. If this is the case, please feel free to do so.</em></p><p><em>However, <strong>Death on the Reik’s</strong> themes of river navigation and exploration can be reinforced by applying some or all of these rules to travel up and down the waterways of the Reikland. Accidents and damage can provide moments of frustration, but they also provide opportunity for adventure and interesting NPC interactions. If the Characters find themselves marooned on a hidden reef, or late to an important delivery due to inclement weather, consider both who might come to their aid as well as who might take advantage of their misfortune. Additionally, if you find that your players are a little too hot on the heels of the Red Crown, creating a few opportunities for accidents to slow their pace might be just the thing to creating a dramatic confrontation at the Signal Tower at the last possible moment...</em></p></blockquote>"
				},
				"Accidents": {
					"name": "Accidents",
					"text": "<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/set-pictures/watch-the-boom.webp\" width=\"202\" height=\"332\" /></div>\n<p>As well as encountering various people and hazards on the river, the adventurers may find themselves faced with various accidents. Here are some ideas, which can be used when desired.</p>\n<h3>Steering</h3>\n<p>The tiller bar breaks, or a rusty bolt gives way and the rudder falls off the boat, which is left without steering. Treat this as a Critical Hit to the @UUID[Compendium.wfrp4e-dotr.items.NXtKXJV95JWy73L0]{boat’s steering}.</p>\n<h3>Broken Rigging</h3>\n<p>Some of the ropes controlling the sail break, either as a result of neglect or because of a sudden high wind. The boat loses speed, and the sail may come down, possibly snapping the top off the mast and bringing tackle down with it. Treat this as a Critical Hit to the @UUID[Compendium.wfrp4e-dotr.items.RVb0E7MFSUijx61x]{boat’s rigging}.</p>\n<h3>Swinging Boom</h3>\n<p>A sudden crosswind causes the sail to snap round, swinging the boom across the deck. Characters in the path of the boom must make a successful <strong>Challenging (+0) Dodge</strong> Test in order to avoid the swinging boom, taking one hit for +5 Damage if the Test is failed. Characters hit by the boom must make a further <strong>Challenging (+0) Athletics</strong> Test or be knocked into the river.</p>"
				},
				"Boat Damage": {
					"name": "Boat Damage",
					"text": "<p>Boats take damage in much the same way as people; they each have a Toughness score which modifies Damage taken, and a Damage score which shows how much Damage they can take.</p>\n<p>To determine Hit Location, either reverse the score on the attack dice, as in Character combat, or roll D100, as appropriate to the circumstances. Then consult the appropriate column of the Boat Hit Location Chart (@UUID[RollTable.6MTEQtZDP59DAWZ0]{Rowing Boat} or @UUID[RollTable.ckGcUejmlIuOjQGZ]{Sailing Boat}.)</p>\n<p>Modify results according to the direction of the attack; for example, an attack from in front of a sailing boat will not damage the steering.</p>\n<p>Crew hits indicate that an exposed crew member has been hit, and the results are determined as in normal combat. If no crew member is exposed, the blow strikes the hull or superstructure, as the GM prefers. A crew hit on an open boat (such as a rowing boat) may hit the cargo rather than a crew member: the precise effects of this must be improvised, based on the nature of the attack and the nature of the cargo.</p>\n<h3>Boat Critical Hits</h3>\n<p>When a double is rolled, a boat takes a Critical Hit according to the location struck. In addition, every hit after the boat’s Damage score reaches zero is Critical Damage. The results of Critical Hits on a boat are as follows:</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.RVb0E7MFSUijx61x]{Rigging}</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.r7oMrS2j5enyQ4V0]{Oars}</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.NXtKXJV95JWy73L0]{Steering}</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.zaGFH3FVJGcFTRfM]{Hull}</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.6QkWKBguXzpwd9Ac]{Superstructure}</p>\n<h3>Grounding</h3>\n<p>In certain circumstances, a boat may run aground; the chances of this happening are given when the danger arises. When a boat is grounded, it takes 12 Damage to the hull and comes to a shuddering halt. It has to be dragged clear of the obstruction in order to be refloated. For a laden river boat, this task requires a <strong>Strength </strong>Test with a penalty equal to the total Encumbrance points of the boat and its cargo. Any number of Characters, draft animals, and so on can help, provided that there is enough rope for them all to pull on — and providing, of course, that they are not already encumbered with heavy armour, backpacks, and the like.</p>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/mooring-bollard.webp\" width=\"270\" height=\"251\" /></div>\n<h3>Holed</h3>\n<p>Until the boat is bailed out, then for each turn that it spent shipping water, it loses 1% of its Movement rate and gains a –10 penalty to all <strong>Boat Handling</strong> Tests as it wallows heavily in the water. If the cargo is not waterproof, it loses [[/r D10]]% of its value unless appropriate measures are taken.</p>"
				}
			}
		},
		"Chapter 5: Unterbaum to Wittgendorf": {
			"name": "Chapter 5: Unterbaum to Wittgendorf",
			"pages": {
				"Journey to Kemperbad": {
					"name": "Journey to Kemperbad",
					"text": "<p>By now, the adventurers should have the final key to the secret library beneath the observatory (see @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.khUlYVN4A1f5R6W9]{Outside the Tower}), and with luck they should realise its significance. They know that Dagmar von Wittgenstein recovered a large piece of warpstone from the Barren Hills after murdering every other member of his expedition, and should also know that the Red Crown expedition left the Barren Hills ahead of them (if this is indeed the case — see @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.fXyDc5vrtm7tzDhx]{Timeline}) and could reach the next objective before the adventurers do.</p><p>This chapter traces their journey from Unterbaum through Kemperbad and back to the signal tower, where they uncover the last clues leading them to Wittgendorf and Castle Wittgenstein. The journey can be enlivened with events and encounters as desired.</p><div class=\"journal-image centered\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/to-market.webp\" /></div><h2 class=\"no-toc\">Journey to Kemperbad</h2><p>The adventurers can retrace their steps from Unterbaum to Kemperbad without any significant incident (see Chapter 3: Kemperbad to Black Peaks).</p><h3>Kemperbad</h3><p>Kemperbad has already been described @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.jberdZpMtWm8UQfT]{here}. This will be the adventurers’ third visit to the town, having passed through on the way from Altdorf to Grissenwald and again on the way from Grissenwald to the Barren Hills.</p><p>As always, the adventurers can pause in Kemperbad to trade, buy equipment and supplies, or train. In addition, the following events and encounters may take place.</p><h3>The Red Crown</h3><p>Assuming that the adventurers do not catch up with them at @UUID[JournalEntry.VbIsVjYK2ttpvkG2.JournalEntryPage.L10SyzE8pl2Z32T4]{Twin Falls}, @UUID[Actor.wXB3Bam0z0kp45Ht]{Herzen} and @UUID[Compendium.wfrp4e-eis.actors.NTvkBP3VP4dtBqM0]{Heidlemann} spend two days in Kemperbad resting and buying supplies (and replacing a lost horse — see @UUID[JournalEntry.VbIsVjYK2ttpvkG2.JournalEntryPage.wsNxD3SgKujtexF2#a-dead-horse]{Dead Horse}) before setting out on the Grunberg road toward the signal tower.</p><p>If the two parties are in Kemperbad at the same time, there is a chance that they may run into each other. If they know they have been spotted, the Red Crown cultists will leave in a hurry, hoping to outdistance their rivals. The adventurers have no horses, and it will take an hour or two to buy some and follow them by road. Their best chance is to take to the river as quickly as possible, and hope to catch up to the cultists once the initial gallop has taken the wind out of their horses and forced them to slow down.</p><h3>A Letter from the Purple Hand</h3><p>@UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ]{The Purple Hand} has not forgotten about the Magister Impedimentae, and pressure from above is increasing as Kastor Lieberung’s double, and the inheritance he has supposedly gained, continue to elude the cult. Purple Hand agents spot the adventurers as soon as they arrive back in Kemperbad, and track them to their inn.</p><p>As the adventurers relax in the bar over a meal and a drink, one of the inn’s staff brings them a letter. It is sealed with purple wax, and the seal bears the impression of a hand. Opening it, the adventurers find a lock of hair inside — the same lock taken from a Character on their last visit to Kemperbad — and a @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.87whGjy01YQDK2JU]{letter}.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout10.webp\" width=\"320\" height=\"426\" /></div><p>If the adventurers ask who delivered the note, the servant will indicate a hooded figure seated by the door, surrounded by four ugly-looking thugs. Seeing the adventurers look his way, the hooded figure quite openly begins to cast a spell. The thugs will try to stop anyone getting to him before the casting is finished. Unless Lieberung’s double makes a successful <strong>Challenging (+0) Cool</strong> Test, his hands will turn bright purple, and remain this colour for nine days.</p><p>While physically harmless, this spell may turn out to be quite inconvenient if the Character’s hands are seen by a witch hunter or other NPC who knows something about the Ruinous Powers and their followers. At the very least, the adventurers should have some anxious moments as NPCs ask what happened to the Character’s hands, why they always wear gloves and never take them off, or any number of other innocent but worrying questions. If you play it well, this simple spell could turn out to be quite nerve-wracking for the Players.</p><p>Having cast the spell, the Purple Hand wizard leaves the inn, while the hired thugs prevent anyone from following. He should be able to escape into the town without much trouble, but if the adventurers capture him, he knows only that he was ordered to deliver the letter and to pass on this more emphatic, magical version of the ‘purple palm’ warning. Like all Purple Hand agents, he is prepared to die rather than be captured. If the adventurers are skilled and lucky enough to take him alive and break his will, he can identify only the members of his immediate cell, all of whom will have fled town when he failed to report back.</p>"
				},
				"There and Back Again": {
					"name": "There and Back Again",
					"text": "<p>After the situation at the signal tower is resolved, the adventurers must go south again, upriver to Castle Wittgenstein. This part of the journey can be uneventful, although you might want to have them come across another mutated body in the river as they approach the castle: see @UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.Qicn0b1LkJ6cgdUZ]{A Grisly Find}.</p>\n<h4>Back to Kemperbad</h4>\n<p>If the adventurers stop in Kemperbad for a fourth time, the local chapter of the Purple Hand is running out of patience. This is the fourth time the renegade Magister Impedimentae has passed through the town, and despite every warning, he still refuses to co-operate. It is almost as though he is taunting them. Meanwhile the cult’s local leadership in Altdorf is increasingly displeased at the incompetence of its agents in Kemperbad.</p>\n<p>The head of the Purple Hand in Kemperbad has decided that the time for subtlety is over. If the adventurers spend more than three hours in Kemperbad, they will be attacked by a powerful group consisting of three cultists — one of them a wizard — and half a dozen hired thugs (or however many are required to give the party a serious challenge). The cultists’ goal is to take the ‘Magister’ prisoner and ship him to Altdorf where he will be interrogated by their leadership. He is to be taken alive at all costs and his companions are to be killed, or at the very least, scared so badly that they never set foot in Kemperbad again.</p>\n<p>Ideally, the adventurers will prevail after a hard fight. They may capture a thug or two, who will only know that they were paid good money to take one Character alive and kill or maim the rest. If the adventurers try to alert the authorities they will find themselves frustrated: the town Watch will take their statements with barely-disguised scepticism and advise them to come back in a month or two. Even if an inquiry does go ahead, it will eventually be stymied by Purple Hand agents or puppets in the higher echelons of Kemperbad’s judicial system.</p>\n<p>If things go awry, several Characters may be killed — or at least, obliged to spend Fate Points so they later wake up unconscious — and the double will be bound and gagged, stuffed in a sack, and shipped downriver to Altdorf with a cargo of onions. The rest of the party will have just a few days to recover from their wounds, formulate a plan, identify the boat, and rescue their comrade.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title\" style=\"text-align:center;text-transform:uppercase\"><em>News and Rumours</em></h3>\n<p><em>The following news and rumours can be picked up on this leg of the journey. Pick a suitable rumour for the characters circumstances, or roll a [[/r D10]] to choose randomly.</em></p>\n<ol style=\"list-style:normal\">\n<li>\n<p><em>The Emperor has been seen in public, soothing public fears that he was sick, mutated, or worse. He took part in an investiture ceremony for new members of the Reiksguard, one of the Empire’s elite military units. However, at least one source reports hearing that the Emperor did not look like himself, and indeed may not have been:</em> ‘He’s got a double to throw off assassins — everyone knows that. And he stumbled over the words of the Oath of Loyalty when he gave it to the new recruits. My brother-in-law was there — Altdorf born and bred, he is — and he’s seen the Emperor enough times to know when he’s looking at an imposter.’</p>\n</li>\n<li>\n<p><em>Reports are coming in of border skirmishes between Ostland and Talabecland. The Grand Prince of Ostland is blaming Grand Duke Gustav von Krieglitz of Talabecland for the death of his son, Crown Prince Hergard, while on an expedition in the Grey Mountains. Several villages have been captured by both sides, but so far it is unclear who started the fighting, and who has the upper hand.</em></p>\n</li>\n<li>\n<p><em>The Emperor has called all the Elector Counts to Altdorf to discuss the situation between Ostland and Talebecland, as well as the reports of anti-Sigmarite violence in Middenland. The Elector Counts are usually slow to answer the Emperor’s call — a reminder that he is an elected monarch and not an absolute ruler — but most agree that the situation is urgent: the meeting is expected to take place any month now.</em></p>\n</li>\n<li>\n<p><em>Ar-Ulric, the head of the Ulrican Cult, and High Priest at Middenheim’s Grand Temple of Ulric, has issued a proclamation condemning anti-Sigmarite violence and threatened sanctions against any follower of Ulric found taking part in the riots. This has not deterred a mob from attacking the city’s temple of Sigmar, chanting Ulrician prayers and devotions as they went.</em></p>\n</li>\n<li>\n<p><em>A party of Sigmarite witch hunters was attacked en route from Altdorf to Middenheim. They were found by a passing coach, robbed, stripped, and hung upside-down by their ankles.</em></p>\n</li>\n<li>\n<p><em>Mutant attacks on river traffic seem to be on the increase throughout the Empire. Recently a notorious river pirate was tried in Altdorf, and claimed that he was only captured because mutant attacks had decimated his crew. He expressed no remorse for his many crimes, but openly regretted that he was no longer the most feared marauder on the river.</em></p>\n</li>\n<li>\n<p><em>River patrol recruiters have been seen in Marienburg, trying to conscript seasoned boatmen and marines despite the Wasteland’s long independence from the Empire.</em></p>\n</li>\n<li>\n<p><em>The road and river wardens continue to recruit aggressively in the Empire’s cities and larger towns. They have switched their tack from a catch-all, press-gang approach to a more targeted strategy where they offer financial inducements to men and women with previous combat experience.</em></p>\n</li>\n<li>\n<p><em>Something strange is happening along the Reik between Kemperbad and Grissenwald. Although this stretch of the river has seen fewer reports of mutant attacks than many other places, scarcely a week goes by without some deformed corpse being fished out of the river. Perhaps something — or someone — is hunting mutants to keep the river safe for honest traders.</em></p>\n</li>\n<li>\n<p><em>Castle Wittgenstein is an evil place, cursed by the gods in punishment for the unspeakable sins one of the family committed a century or more back. Old Dagmar was a wizard of the worst sort, and this current generation is scarcely any better. The inhabitants of nearby Wittgendorf have fallen prey to a terrible, deforming plague, and pass along appalling tales of degradation within the castle. <strong>Note</strong>: The adventurers will only hear this rumour when they are within a few miles of the castle.</em></p>\n</li>\n</ol>\n</blockquote>\n<h2>Resolution</h2>\n<h3>Rewards</h3>\n<p>XP should be awarded for good roleplaying and clever ideas at the end of the session.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-glove-blade.webp\" width=\"257\" height=\"227\" /></div>"
				},
				"The Signal Tower": {
					"name": "The Signal Tower",
					"text": "<p>The signal tower is described in @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.khUlYVN4A1f5R6W9]{Outside the Tower}. If the adventurers did not stop there before, start with the @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.iO71W0E3fo8IIRGP#htich-hikers]{Hitch-Hikers} event. Otherwise, they will find things have changed since their last visit, depending on various factors.</p><h3>Claws in the Dark</h3><p>If the @UUID[Actor.YtXOCYBXgY0SHh3N]{ghoul} survived the adventurers’ last visit to the tower, they will find that work on the signalling device has not progressed. The site seems abandoned: a search will turn up the bodies of four more Dwarfs, including that of @UUID[Actor.aGPAXAzBh5AnTWFl]{Aynjulls Isembeard} the foreman. All of the Dwarfs have been dead for at least a week. The site seems to have been abandoned in a hurry, but all tools and personal possessions are gone. Unless the @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.fXyDc5vrtm7tzDhx]{Red Crown expedition} has reached the tower before the adventurers, the site is inhabited only by the undead.</p><h3>A Better Time</h3><p>If the adventurers destroyed the ghoul on their last visit to the tower, they will find that work has progressed considerably since then. Aynjulls will greet them like long-lost friends, and do everything she can to help them — with the exception of putting any member of her crew in danger, of course. A couple of new Dwarfs have arrived to replace those lost to ghoul attacks. They have heard tales of the adventurers’ prowess, and seem even more impressed than the Dwarfs who were there previously.</p><h3>Interlopers</h3><p>If the adventurers have not yet had a decisive confrontation with the Red Crown expedition led by @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} and @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann}, this is the perfect time for it to happen. You can consult the @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.fXyDc5vrtm7tzDhx]{Timeline} to determine whether they are already at the tower when the adventurers arrive, or simply have them arrive at the most dramatic possible moment. The following paragraphs cover the main possibilities.</p><h3>Retaking the Tower</h3><p>The adventurers arrive to find the tower in the hands of the @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{Red Crown} cultists. A couple of hired thugs stand guard over the surviving Dwarfs, who are bound hand and foot at the base of the tower. Several of them are wounded. The two wizards are looking on as a couple more thugs attack the base of the tower with tools stolen from the Dwarfs, trying to force open one of the doors used by the ghoul. The adventurers have various options:</p><h4>Attack!</h4><p>The adventurers could attack the @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{Red Crown} cultists head-on. A good tactic would be to neutralise the two guards and free the Dwarfs, who will snatch up tools, rocks, or whatever else comes to hand, and fight alongside the adventurers against the rest of the enemy force.</p><p>As soon as they sense that anything is amiss, the two wizards will form their remaining thugs into a defensive line to protect them as they cast spells. If the fight seems to be going against them, they will make a break for their horses and try to escape, intending to double back to the tower later, and wait for some opportunity to mount a sneak attack on the adventurers.</p><h4>Surprise!</h4><p>More cautious adventurers may prefer to hang back and watch from cover, letting the cultists do all the work and take all the risks, only to ambush them on the way out and take whatever they have found. Depending on the party’s skills and how intelligently the Players approach this task, you should make any necessary rolls for the cultists to spot them. Describe muffled sounds from inside the tower at key moments and, if the adventurers manage to stay hidden throughout, give them the advantage of @Condition[Surprised]{Surprise} when they finally attack.</p><p>If the Characters did not enter the observatory, the cultists may have managed to collect five of the six magical keys that are needed to gain access to the @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.khUlYVN4A1f5R6W9#h.-secret-library]{secret library}, but without the last one (which the adventurers found in the Barren Hills) they have been unable to do so — unless of course, they and their hired thugs used the Dwarfs’ tools to tear up the floor of the central accessway: a task that takes several hours. Failing this, the adventurers will have to take the five keys from the cultists and search the secret library for themselves.</p><h4>Been and Gone</h4><p>If the Red Crown expedition has a long head start on the adventurers, they may already have left the signal tower before the adventurers arrive. In this case, the Dwarfs are all dead — along with one or two hired thugs — and large, ragged holes are visible where the cultists broke into the tower and through the floor of the central accessway into the secret library. To complicate matters even further, the authorities may be on the scene and will not take kindly to a passing group of adventurers wanting to begin an independent investigation.</p><p>This is perhaps the most challenging of all possible scenarios. The adventurers must track the cultists down, defeat them, and take the clues that they found in the secret library. You have various options to make this task more or less difficult.</p><p>Having recovered the clues from the secret library, the cultists will be heading for @UUID[JournalEntry.WKhLoiUL9sdUE2Gs]{Wittgendorf}, so your task is to set the adventurers on the right trail. A surviving Dwarf, who hid out and waited for the cultists to leave, may inform the adventurers that the cultists headed south from the tower. The adventurers may know about Castle Wittgenstein by this point, and draw the right conclusion on their own. If they do not, they may speculate that the cultists are headed back to Grissenwald and Black Peaks, Etelka’s home, to study whatever they found. In either case, the adventurers will be passing under the shadow of @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein} and you will have plenty of opportunities to sow hints and rumours that will lead them to @UUID[JournalEntry.WKhLoiUL9sdUE2Gs]{Wittgendorf}</p><p>If there is no convenient witness at the tower to point the party in the right direction, things may become more complicated. In the worst case, the Players may decide that the @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{Red Crown} cultists found the meteorite and are taking it to the cult’s senior agents, probably in Altdorf. This will send them in completely the wrong direction, and you will have to find some way of turning them around. Perhaps a dead thug has a slip of paper on his body with a crudely-drawn map of the river showing the rough position of Castle Wittgenstein. Perhaps a cleric or other devout Character receives a prophetic dream, in which they are standing on deck and looking up at Castle Wittgenstein. If desired, you could include some dramatic details like dark clouds and misshapen faces looming over the battlements, but in any case the Character will immediately recognise the castle after having passed it on the way from the tower to @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.jberdZpMtWm8UQfT]{Kemperbad}.</p><h4>The Worst Possible Moment</h4><p>Perhaps the most satisfying option is if the adventurers are in the middle of investigating the tower when the cultists arrive. The cultists spent longer resting and re-equipping in @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.jberdZpMtWm8UQfT]{Kemperbad} than the timeline allows for, and the adventurers left ahead of them. Now, they have caught up just when the adventurers are preoccupied, and they make the most of their advantage.</p><p>Depending on how the cultists act, this could turn into a battle within the tower itself, or an ambush when the characters emerge, bloodied but victorious, with the clues that point them toward @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein}.</p>"
				}
			}
		},
		"Deleted Scenes": {
			"name": "Deleted Scenes",
			"pages": {
				"Deleted Scenes": {
					"name": "Deleted Scenes",
					"text": "<div class=\"journal-image float-right flip\"><img src=\"modules/wfrp4e-dotr/assets/actors/otto-boormann.webp\" width=\"276\" height=\"350\" /></div>\n<p>Not all of the original material from the original <em>Death on the Reik</em> made it into the <strong>Director’s Cut</strong> version: in making the decision to focus the book’s content on the campaign adventure, there was much that did not contribute enough to the main plot to earn its place there.</p>\n<p>The source material on the Empire’s rivers and their denizens has been updated and expanded and is presented throughout this book. However, a few optional scenes have been preserved, and are presented in this chapter. A chance encounter with an Imperial Plenipotentiary can make a diverting incident,  and additionally can be used to sow the seeds of a trip to Middenheim in the Characters near future. Additionally, the extended encounter ‘The Maria Borger’ presents the Characters with a foe who is both dangerous and vulnerable.</p>\n<h3>The Imperial Plenipotentiary</h3>\n<p>As a Freistadt, or free town, @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.jberdZpMtWm8UQfT]{Kemperbad} answers only to the Emperor. The town’s ruling council is usually free to do as it pleases, but from time to time the Emperor sends a Plenipotentiary to observe and report. Naturally, this irks the councilors, but they must present a polite and cooperative front: an unfavourable report might lead the Emperor to appoint a permanent officer to administer the town on his behalf, or impose a liege lord from one of the competing local families who petition constantly for this honour, and the taxes that go with it.</p>\n<p>The acquaintance of an Imperial Plenipotentiary can be extraordinarily advantageous to the party, especially later in the campaign. They move in the highest social circles and can provide introductions — either in person or by letter — to exactly the sort of NPCs whom the Characters would like to befriend for <strong>Power Behind the Throne.</strong></p>\n<p>@UUID[Actor.q7064fntFAgxGaYH]{Count Otto Boormann} has been sent to Kemperbad to inspect the town’s ancient charter. The Emperor — or rather, the head of his revenue service — has realised that a considerable amount of potential income is being lost to the trade barons of Kemperbad owing to the terms of the charter, and Count Otto has been sent to discover if there is an easy way around this. He is accompanied by several litigant and clerks, who will be doing the actual work of research while the Count dines at the expense of the town’s leading lights, ready to throw his weight around if anyone tries to impede his staff.</p>\n<h2>Arrival</h2>\n<p>As the Characters approach the wharf, they see a company of liveried soldiers clearing civilians away from one of the larger jetties as a large River Patrol boat moors there, with the Imperial Ensign flying from her masthead. Amid a fanfare of trumpets, a richly dressed, rather corpulent character teeters down the gangway. A guard officer steps smartly forward to greet him, and with another flourish of trumpets, the two step into the dockside lift and are borne up to the town. The company follows them, occupying all available lifts until all are in the town.</p>\n<h2>Acquaintance</h2>\n<p>Enquiries in the town may yield information about the @UUID[Actor.q7064fntFAgxGaYH]{Count’s} identity, rank, and mission. The Characters can try to make his acquaintance in a number of ways.</p>\n<p>Nobles can wrangle an invitation to one or more of the endless dinners and receptions held in the Count’s honour, where they may befriend him using Charm or other relevant Skills, or even save him from some mischance or embarrassment, such as a local agitator dressed as a servant and carrying a tureen of liquid cow-dung.</p>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/spot-laurel-skull.webp\" width=\"210\" height=\"191\" /></div>\n<p>Other Courtier Characters, as well as litigants, scholars, and others with suitable Skills, may win a job in his entourage. This can lead to various challenges, from dealing with burghers with a knack for making troublesome documents mysteriously disappear, to envious lackeys who engineer various situations to embarrass and humiliate the Characters.</p>\n<p>While the ultimate fate of Kemperbad’s lucrative tax arrangements may have little bearing on the common citizen, those with a vested interest will stop at very nearly nothing to ensure that the current state of affairs endures. There are plenty of opportunities for Character to accept bribes, investigate ‘grass roots’ agitators in the pay of powerful interests, or indeed to ensure that whatever outcome best suits their own financial interests comes to pass - especially if they have taken up the life of river traders themselves.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Onward To Middenheim</em></h3>\n<p><em>After the events of <strong>Death on the Reik</strong>, your Characters will quickly be whisked away to Middenheim to experience the events of <strong>Power Behind The Throne</strong>, the next chapter of <strong>The Enemy Within</strong>. Once there, it can be helpful indeed to have already made contact with someone who can introduce the Characters to courtly life in the city state, and in particular to some of the key figures of that adventure.</em></p>\n<p><em>Depending on how well, or how poorly, @UUID[Actor.q7064fntFAgxGaYH]{Count Otto Boormann}</em> <em>got on in Kemperbad, he will be in or on the way to Middenheim for one of two reasons. Should events have gone well in Kemperbad, perhaps with the aid of the Characters, then the Count will have been sent to Middenheim in the hopes that he can perform a similar fiscal miracle there and increase the imperial tax revenue from the city. Middenheim has a proud history of autonomy, and many in the city resent the taxes they send to Altdorf. This will play rather nicely into the matter of Middenheim’s new taxes, a key story point in <strong>Power Behind the Throne</strong>.</em></p>\n<p><em>Should @UUID[Actor.q7064fntFAgxGaYH]{Boormann} have met with failure in Kemperbad, then he will still be sent to Middenheim. In this case, however, he will have been set the task of attempting to untangle Middenheim’s notorious tax code as a punishment, with very little hope of success on his part. This is just another twist of the blade that is Altdorf’s courtly politics, made by one of Boormann's political enemies. In either case, the Count can be encountered by the Characters either in the city of Middenheim, or on the road to it. In particular, if he was undone in Kemperbad, the unfortuante noble may even have to undergo the terrible indignity of being sent to the city on the same hired coach as the Characters!</em></p>\n<p><em>Looking further forward, Boormann can also appear in <strong>Empire in Ruins</strong>, the final part of <strong>The Enemy Within Campaign</strong>, where he can play a similar role, introducing the Characters to some of the important figures and intrigues that guide Altdorf’s courtly life.</em></p>\n</blockquote>"
				},
				"Ending The Encounter": {
					"name": "Ending The Encounter",
					"text": "<p>Once the Vampire is destroyed, @UUID[Actor.ohx4btGNaWPnb59A]{Hans} and @UUID[Actor.5EI89gq14N3aYdg3]{Karl} will recover their lost Wounds at the normal rate. At the GM’s option, the authorities at the next town might give @UUID[Actor.NYxZVvgONdp6LbbP]{Bernhardt} and the Characters a cash reward for destroying the Vampire; the temples of Morr have a standing reward of @Credit[25gc]{25 gold crowns} for information leading to the defeat of undead and necromancers, which is administered through the local Mourners’ Guild.</p><p>If the Characters do not open the crate, the <em>Maria Borger</em> travels on to its destination. @UUID[Actor.ohx4btGNaWPnb59A]{Hans} and @UUID[Actor.5EI89gq14N3aYdg3]{Karl} become progressively weaker as the Vampire feeds on them, and it may be forced to attack @UUID[Actor.NYxZVvgONdp6LbbP]{Bernhardt} or @UUID[Actor.aXFzRsefQ7YCXxOj]{Reiner} as well, unless the destination is close at hand. The Vampire has been too long at rest, and needs to drain a total of 16 Wounds per night in order to avoid crumbling to dust. The crew of the boat alone cannot recover lost Wounds quickly enough to sustain it through a long journey. If the <em>Maria Borger</em> stops at a riverside inn for the night, the vampire attacks the inn’s patrons to spare the boat’s crew. Stories may eventually reach the Characters of a series of sudden illnesses and suspected Vampire attacks along the river, culminating in the <em>Maria Borger</em> being found docked in the destination town, with all her crew drained of blood. If the Characters then try to find the Vampire, a number of people remember the crate being put into a warehouse, but the Characters find it is gone. Over the course of the next few months, the Characters may hear rumours of a plague in the town.</p><p>This encounter is worth 20–50 Experience Points per Character, with the normal bonuses for good ideas and roleplaying.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\"><em>Vampires In The Empire</em></h3><p><em>The history of Vampires in the Empire is a long one and, perhaps unsurprisingly, steeped in blood. Though some claim that the vampiric lineage can be traced back to an ancient and near mythical land known as Nehekhara, most citizens of the Empire consider the history of Vampires to begin and end with the Vampire Wars.</em></p><p><em>Raging across the Empire from 2010–2146 IC, these wars saw Vlad von Carstein, the Elector Count of Sylvania, reveal himself to be a vampire. At the head of an army of the undead summoned with the aid of Warpstone recovered from the fallen city of Mordheim, Vlad and, later, his heirs, would attempt to seize control of the Empire. While Vampires had existed in the Old World before this — in fact they have existed since before there was even an Empire — it was Vlad who first drew together so many of his kindred into a cohesive political and military force. </em></p><p><em>While these wars ultimately ended in victory over the Vampires and their undead and mortal servants, the lands of the Empire had nevertheless been scourged by the creatures. As they passed, many made secret pacts with local nobility, and several of these collaborators became vampires themselves. This has lead to rumours, in many cases are all too true, that the Empire’s nobility is not altogether as human as one might wish to believe.</em></p><p><em>In modern times, Character’s may well meet with, or more likely run afoul of, these creatures or their servants. The powers which a Vampire might possess vary widely, depending on their age and the particulars of their bloodline. Most possess a weakness to sunlight, some can be warded off by certain herbs or silver, and all possess a ravenous thirst for blood. It is rare to encounter one alone save when they are discretely travelling, as is the case with @UUID[Actor.NSfa2kFiXH3Wwtwe]{Count Orlok}, or when they hunt. Most will be accompanied by servants, some living, but many of which will be undead.</em></p><p><em>Should your Characters find their encounter with @UUID[Actor.NSfa2kFiXH3Wwtwe]{Count Orlok} compelling, they may well seek to find out more about these creatures. Baron @UUID[Actor.3K8n0EmzIvvO8CaK]{Sigismund von der Bahr} may be able to provide some guidance to prospective vampire hunters, though most Witch Hunters and other experienced folk will tell hapless adventurers to stay well away. Regardless, they make interesting antagonists and, on occasion, powerful if untrustworthy allies.</em></p><h3 style=\"text-align:center\" class=\"no-toc\"><em>An Unexpected Guest</em></h3><p><em>@UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein} is full of unexpected encounters with terrible creatures, and amidst the Chaos Warriors and terrible abominations, a visiting vampire would be not at all remarkable. Warpstone finds much use in necromantic rituals, and the Wittgensteins could well have been trading some to a vampire in exchange for gold, influence, or protection. It would not be a simple matter for a younger and less powerful vampire to steal from the Wittgensteins, and trading a few trifles for the precious stone might well prove a simpler proposition. If you feel the Characters have been having things too easy, perhaps their vampiric guest might have turned a few of the Wittgenstein guards, or even one of the Wittgensteins themselves, into undead creatures of the night...</em></p><h3 style=\"text-align:center\" class=\"no-toc\"><em>A Curious Benefactor</em></h3><p><em>As the experiments of the Wittgensteins and the thievery of Skaven goes to show, Warpstone is a valuable, if dangerous commodity. If you are having trouble guiding your Characters to @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein}, an NPC vampire interested in retrieving the stone might act as a useful guide to get them back on track. The vampire may, in fact, be old enough to have met Dagmar Witgenstein himself, or even assisted in his recovery of the stone for the Barren Hills. Of course, once it is retrieved, their pale patron fully intends to collect their prize, and tales of perfidious </em><span style=\"font-style:normal\">ratmen may fall on deaf ears....</span></p></blockquote>"
				},
				"The Maria Borger": {
					"name": "The Maria Borger",
					"text": "<p>This encounter may be used whenever the Characters are travelling the waterways of the Empire, in place of a random trading boat encounter or as an incident in its own right.</p>\n<h3>The Boat</h3>\n<p>The <em>Maria Borger</em> is a @UUID[Actor.6o2DfWDmpdgu5mUX]{typical barge}, owned by @UUID[Actor.NYxZVvgONdp6LbbP]{Bernhardt Dampfer}, a small independent operator plying the waterways between two towns, which can be selected to suit the Characters’ present location. She is crewed by Bernhardt, his sons @UUID[Actor.aXFzRsefQ7YCXxOj]{Reiner} and @UUID[Actor.5EI89gq14N3aYdg3]{Karl}, and @UUID[Actor.ohx4btGNaWPnb59A]{Hans Vollrat}, a hired hand and friend of the family.</p>\n<div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\">\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/bernhardt-dampfer.webp\" width=\"204\" height=\"198\" />\n<p style=\"text-align:center\">@UUID[Actor.NYxZVvgONdp6LbbP]{Bernhardt Dampfer}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/reiner-karl-hans.webp\" width=\"268\" height=\"177\" />\n<p style=\"text-align:center\">@UUID[Actor.aXFzRsefQ7YCXxOj]{Reiner} and @UUID[Actor.5EI89gq14N3aYdg3]{Karl}, and @UUID[Actor.ohx4btGNaWPnb59A]{Hans}</p>\n</div>\n</div>\n<h3>Strange Events</h3>\n<p>As the Characters’ boat draws near the <em>Maria Borger</em>, @UUID[Actor.NYxZVvgONdp6LbbP]{Bernhardt} calls out to them:</p>\n<blockquote>\n<p>‘Ho, there! I’ve got two sick men on board — do you have anyone with you who can help?’</p>\n</blockquote>\n<p>If the Characters stop to talk or board the <em>Maria Borger</em>, Bernhardt introduces himself and his crew, and invites them to stay a while. @UUID[Actor.NYxZVvgONdp6LbbP]{Hans} and @UUID[Actor.5EI89gq14N3aYdg3]{Karl} lie in their bunks, barely able to move. They are deathly pale and apparently exhausted, with a sheen of cold sweat on their faces.</p>\n<blockquote>\n<p>‘Hans and Karl took sick the night before last,’ says Bernhardt. ‘We found them like this yesterday morning. Reiner and I have been all right so far, but I don’t know what’s wrong with them, or if it’s catching.’</p>\n</blockquote>\n<p>The Heal Skill will help Hans to recover as normal. If Hans is examined, the Characters will find two small punctures in his neck. When this is brought to Bernhardt’s attention, he will say:</p>\n<blockquote>\n<p>‘That’s odd. They weren’t there yesterday, but he was just as bad. Must have been a rat or something. They’re a real problem when you’re carrying grain — get everywhere, they do, and bold as brass, too. They’ll go for you soon as look at you.’ </p>\n</blockquote>\n<p>An <strong>Average (+20) Lore (Undead)</strong> Test is necessary for any Character to associate the punctures with a Vampire attack, but the GM should not worry if the players jump to that conclusion without it, because all will soon be made clear. Hans begins to moan weakly, and @UUID[Actor.NYxZVvgONdp6LbbP]{Bernhardt} moves to comfort him.</p>\n<blockquote>\n<p>‘ You’ll be all right,’ he says. ‘Just you rest easy now.’ <em>Bernhardt turns back to the Characters. </em>‘There he goes again. He keeps seeing things. I don’t understand it at all. There’s no trace of a fever: he’s as cold as ice.’ If anyone tries to hear what Hans is saying, a few words and phrases are coherent. ’Away … keep him away … those eyes … I’m cold, so cold … don’t let him touch me … no … no …’</p>\n</blockquote>\n<p>A <strong>Challenging (+0) Perception</strong> Test reveals that a small silver pendant lies on the floor under Karl’s bunk. It is in the form of a stag’s head: the symbol of the god Taal. ‘That belongs to Hans,’ says Bernhardt when it is found. @UUID[Actor.ohx4btGNaWPnb59A]{Hans} half-rises in his bunk, reaching out imploringly, then falls back again.</p>\n<blockquote>\n<p>‘Mine,’ <em>he mumbles</em>. ‘Give it to me … give … took it off … he made me … he made me take it off …’ <em>His mumbling lapses back into incoherence. Bernhardt scratches his head in frustration.</em></p>\n</blockquote>\n<p><em>‘I really could do without this,’ he says. ‘I’ve got this special cargo, you see, and it has to be delivered the day after tomorrow. It’s as much as Reiner and I can do to keep the boat going.’</em> When the boat was loaded two days ago, Bernhardt was approached by a large mercantile operation. None of their boats were heading in the right direction, and when they offered almost twice the normal rate, @UUID[Actor.NYxZVvgONdp6LbbP]{Bernhardt} accepted the cargo, hoping for more work from these merchants in the future.</p>\n<div class=\"journal-image centered\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/graf-orlock.webp\" /></div>"
				},
				"Hook: No Happy Endings": {
					"name": "Hook: No Happy Endings",
					"text": "<section class=\"hook\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\">No Happy Endings</h3><p>With @UUID[Actor.NSfa2kFiXH3Wwtwe]{Count Orlok} disposed of, and Karl and Hans recovering, surely things have been put right? While the authorities may investigate, even a modicum of discretion should spare the Characters any awkward questions. Naturally, it is now time to sail off into the sunset and enjoy the sense of a difficult job done well.</p><p>But what happens when news of vampiric attacks continues to follow in the wake of the <em>Maria Borger?</em> Even with @UUID[Actor.NSfa2kFiXH3Wwtwe]{Count Orlok} dead, his presence may endure. Who is to say that he merely fed from @UUID[Actor.5EI89gq14N3aYdg3]{Karl} and @UUID[Actor.ohx4btGNaWPnb59A]{Hans}, and did not set one or even both of the boat-hands on the road to becoming a vampire themselves? Now, terrified and unable to understand their terrible cravings, the pair have taken to feeding on stevedores, bar tenders, and others wherever they make harbour. A terrified Reiner may seek out the Character’s help, begging them to once again do what he is too terrified to attempt.</p></section>"
				},
				"The Cargo": {
					"name": "The Cargo",
					"text": "<p>The special cargo consists of a single crate, about eight feet long, eight wide, and three deep. The lid is nailed down, and a large lead seal is set on one edge, bearing a coat of arms; a successful <strong>Hard (–20) Lore (Heraldry)</strong> Test identifies the coat of arms as that of the Orlok family, a small noble house from Ostland which died out during the Time of Three Emperors. The crate is to be delivered to a town along the way and put in a warehouse (to be arranged by the carrier) under the name of @UUID[Actor.NSfa2kFiXH3Wwtwe]{Graf Orlok}. Money has been provided for this: @Credit[35gc]{35 gold crowns} for carrying the crate, and @Credit[15gc]{15 gold crowns} for warehousing. Bernhardt is unwilling to let the Characters open the crate without a successful <strong>Charm </strong>Test opposed by his Cool. If the crate is opened, it is found to contain two coffins. One is empty except for a layer of soil, while the other contains a body. The body is dressed in the fashions of three-hundred years ago but shows no signs of decay. A trickle of fresh blood runs from the corner of its mouth.</p>\n<p>The <em>Maria Borger</em> is carrying a @UUID[Actor.NSfa2kFiXH3Wwtwe]{Vampire} who has decided to move to fresher pastures. Once at the destination, it intends to use the nights to search out a suitable lair, and then have the crate moved there. The Vampire has been feeding on the two boatmen but has spared @UUID[Actor.NYxZVvgONdp6LbbP]{Bernhardt} and @UUID[Actor.aXFzRsefQ7YCXxOj]{Reiner} so they can handle the boat.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/just-orlock.webp\" width=\"290\" height=\"203\" /></div>\n<p style=\"text-align:center\">@UUID[Actor.NSfa2kFiXH3Wwtwe]{Graf Orlok}</p>\n<p>The Characters may deal with the Vampire in a number of ways. They can take the crate to the bank and burn it; they can take the coffin on deck and let sunlight destroy the Vampire; they can dump the body in the running water of the river; they can stake the Vampire, burning it afterwards if desired; or they can seal the coffin with garlic flowers, trapping the Vampire there for the rest of the journey.</p>\n<p>@UUID[Actor.NYxZVvgONdp6LbbP]{Bernhardt} is keen to keep the Vampire’s body intact if possible; he will explain that he has to answer for the cargo, and he will be able to avoid a lot of trouble if he can prove that it was a Vampire.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Second Coffin</em></h3>\n<p><em>As written, there is only a single vampire aboard the barge — the second coffin is intended to provide a suitable resting place for a future bride for the vile creature, once @UUID[Actor.NSfa2kFiXH3Wwtwe]{Count Orlok} has gotten around to choosing a suitable victim and making a vampire of them.</em></p>\n<p><em>Of course, who is to say that a Countess hasn’t already been found, and is merely away from the barge at present, enjoying her newfound strength and powers? If the Characters seem to be making short work of @UUID[Actor.NSfa2kFiXH3Wwtwe]{Count Orlok}, have the Countess return, a frightening visage in a pale dress, easily walking across the torpid waters of the river, and eager to test herself against worthy prey at last...</em></p>\n</blockquote>"
				}
			}
		},
		"Chapter 3: Kemperbad to Black Peaks": {
			"name": "Chapter 3: Kemperbad to Black Peaks",
			"pages": {
				"The Journey to the Mine": {
					"name": "The Journey to the Mine",
					"text": "<p>After talking to the Dwarfs, or after noticing the pattern of attacks on farmsteads, the adventurers may decide to investigate the mine and Etelka Herzen’s house. A rough trackway (see the map above) leads south out of the town toward Black Peaks, winding through the forest for about six and a half miles. </p><p>About a mile from the mine, the adventurers discover a Dwarf propped against a tree. He is ringed by four dead Goblins. The Dwarf is close to death himself, and has three Goblin arrows embedded in his chest.  The Dwarf is Durak, a prospector from Khazid Slumbol. </p><blockquote><p>‘Gobboes!’ he gasps. ‘They’re in the mine — lots of them. They’re taking our gold!’ </p></blockquote><p>Durak passes out after delivering this message, and will bleed to death in 5 Rounds unless he receives treatment that restores at least 1 Wound.</p><p>A successful <strong>Average (+20) Survival</strong> Test or <strong>Challenging (+0) Perception</strong> Test reveals wolf tracks leading to and from the mine.</p><h3>Black Peaks</h3><p>The track winds up a hill, and from the top the adventurers can see a grey stone building and the mine entrance. During the day, the area appears deserted, but at night there are lights in the windows of the tower and, depending on the time, possibly some activity around the mine entrance.</p><p>The mine at Black Peaks gets its name from the coal that it formerly produced. @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} came here three years ago after leaving the university of Nuln. The Dwarfs had exhausted the mine, and accepted her offer to buy it along with the surrounding land. Etelka hired the Dwarfs to build her a tower, and after its completion they moved to Grissenwald and built Khazid Slumbol.</p><p>Etelka has made contact with the remnants of a tribe of Goblins who haunt the surrounding forest. The Goblins moved into the mine with their wolves, and performed various tasks for her. With Etelka away on a mission for the Red Crown, the Goblins have no one to stop them following their violent instincts, and Gutbag, their leader, has been organising raids on surrounding farmsteads.</p><h3>The Goblins - Daytime</h3><p>During the day Goblins are asleep at the following locations.</p><div style=\"display:flex;justify-content:space-around\"><div style=\"text-align:center;flex:1;margin:5px\"><h4>The Mine</h4><table border=\"1\"><tbody><tr style=\"height:16px\"><td style=\"width:39.0451%;height:16px;text-align:center\"><strong>Area</strong></td><td style=\"width:28.1144%;height:16px;text-align:center\">@UUID[Actor.INWIvCzyaigunduj]{Goblins}</td><td style=\"width:31.9031%;height:16px;text-align:center\">@UUID[Actor.8pGP8RfiG76nMJsC]{Wolves}</td></tr><tr style=\"height:16px\"><td style=\"width:39.0451%;height:16px;text-align:center\">A</td><td style=\"width:28.1144%;height:16px;text-align:center\">4</td><td style=\"width:31.9031%;height:16px;text-align:center\">5</td></tr><tr style=\"height:16px\"><td style=\"width:39.0451%;height:16px;text-align:center\">B</td><td style=\"width:28.1144%;height:16px;text-align:center\">3</td><td style=\"width:31.9031%;height:16px;text-align:center\">6</td></tr><tr style=\"height:16px\"><td style=\"width:39.0451%;height:16px;text-align:center\">C</td><td style=\"width:28.1144%;height:16px;text-align:center\">3</td><td style=\"width:31.9031%;height:16px;text-align:center\">4</td></tr></tbody></table></div><div style=\"text-align:center;flex:1;margin:5px\"><h4>The Tower</h4><table border=\"1\"><tbody><tr style=\"height:16px\"><td style=\"text-align:center;width:37.2659%;height:16px\"><strong>Area</strong></td><td style=\"text-align:center;width:61.9529%;height:16px\"><strong>No. of Goblins</strong></td></tr><tr style=\"height:16px\"><td style=\"text-align:center;width:37.2659%;height:16px\">1</td><td style=\"text-align:center;width:61.9529%;height:16px\">1</td></tr><tr style=\"height:16px\"><td style=\"text-align:center;width:37.2659%;height:16px\">4</td><td style=\"text-align:center;width:61.9529%;height:16px\">4</td></tr><tr style=\"height:16px\"><td style=\"text-align:center;width:37.2659%;height:16px\">5</td><td style=\"text-align:center;width:61.9529%;height:16px\">4</td></tr><tr style=\"height:16px\"><td style=\"text-align:center;width:37.2659%;height:16px\">11</td><td style=\"text-align:center;width:61.9529%;height:16px\">5</td></tr><tr style=\"height:16px\"><td style=\"text-align:center;width:37.2659%;height:16px\">12</td><td style=\"text-align:center;width:61.9529%;height:16px\">Gutbag</td></tr></tbody></table></div></div><p>A guard is supposed to watch the winding approach from the mine to the tower, but is often asleep. If the adventurers are careful, they may be able to catch most of the Goblins napping. It will be much more exciting if @UUID[Actor.5WdFdIexAZYHMCN0]{Gutbag} is ready when the adventurers enter his room, however. Noisy or careless adventurers are likely to alert the Goblins: they will yell out warnings, and other Goblins will converge on their position over the next [[/r 2D10]] Rounds. The nearest Goblins will be the first to arrive, followed by those in the tower, and finally the Goblins from the mine.</p><h3>Nighttime</h3><p>The Goblin raids take place on alternate nights, so if there was a raid the previous night, the Goblins will be relaxing in the tower and mine (same locations as during the day, but they are awake).</p><p>On the night of a raid, @UUID[Actor.5WdFdIexAZYHMCN0]{Gutbag} and his forces begin assembling at midnight in the area in front of the mine. Half an hour later they head down the main track towards Grissenwald. Any adventurers approaching the mine at this time will hear them coming and have time to hide before the Goblins reach them.</p><p>During a raid, 3–5 wounded @UUID[Actor.INWIvCzyaigunduj]{Goblins} are left at the tower, each with around half their total Wounds remaining. The raiders return at five o’clock in the morning: their wolves are allowed to run free, returning to the mine of their own accord later.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Goblins</em></h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard3.webp\" width=\"100\" height=\"100\" /></div><p><em>Grognard Players may think that they have saved the mine and its surrounding farms once the Goblins of the Twisted Maw have been defeated, and in the first edition of </em>Death on the Reik<em>, they would be correct. For an added surprise, perhaps the adventurers find that removing one problem has created another.</em></p><p><em>When @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} bought the mine, she was convinced that the Dwarfs were right: there was gold there, somewhere beneath the stripped-out coal face. To help locate it, she summoned a powerful monster (an earth elemental, perhaps, or a powerful daemon). She ordered this creature not to eat her Goblin allies, and by camping in the mine they have effectively been keeping it contained there. Just when the adventurers are congratulating themselves on successfully completing this chapter, a wounded Dwarf flees the mine, with a terrible monster in pursuit.</em></p><p><em>If Etelka was right and there is gold to be found, the Dwarfs will be ecstatic — and so will the people of Grissenwald, who can look forward to a new era of prosperity… so long as the monster can be defeated, that is.</em></p><p><em>On the other hand, there might be no Goblins at all — just a hidden shrine to Chaos where the Dwarfs practice nameless and long forbidden rites. They never returned to the Grey Mountains, and Etelka never betrayed them over the mine. Instead, they were her willing accomplices, searching for warpstone beneath the earth and suffering mutation as a result. Etelka may actually be looking after them, but they plan to use the adventurers to destroy her so they can take over the area without fear of her magic.</em></p></blockquote>"
				},
				"Etelka's Tower": {
					"name": "Etelka's Tower",
					"text": "<p>The @UUID[Scene.Br5TE5W34ZInuB8F]{two-storey tower house} is made from slabs of stone and is of Dwarven construction.</p><div class=\"journal-image centered\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/goblins-of-the-twisted-maw.webp\" /></div><h3>Ground Floor</h3><p>The ground floor is paved with polished slabs of red stone. Light is provided by the window and by mirrors at the top of the stairwell. Each room has a two-way mirror which looks onto the stairwell. The mirror is reflective on one side and transparent on the other, which makes it ideal for observing the stairwell and allows light into the rooms. From the stairwell, only the mirrors can be seen; it is impossible to look into the rooms without opening the doors.</p><p><strong>1. Hallway — </strong>During the day there will be a sleeping @UUID[Actor.INWIvCzyaigunduj]{Goblin} ‘on guard’ here. Whether there is a raid in progress or not, there is always a guard here at night. At that time, the guard is more alert and is likely to see anyone who approaches.</p><p><strong>2. Staircase —</strong> A stone staircase leads up to the first floor. Any Character on the stairs is clearly visible from any adjoining room through the two-way mirrors.</p><p><strong>3. Closet —</strong> This contains cleaning equipment and a few Human and Halfling cloaks. It smells like a toilet, and has evidently been used as one by the Goblins.</p><p>Tied up in a corner are @UUID[Actor.8qOHq9fNYatIn63r]{Gurda} and @UUID[Actor.Igcx6uFlJrzMplWY]{Hanse}, taken from their farm by the Goblins. They have seen their family, friends, and neighbours slain and eaten, and if freed they will attack the Goblins with no regard for their own safety (gaining the @UUID[Compendium.wfrp4e-core.items.hXcfygzujgyMN1uI]{Frenzy} Talent). If they survive, they will leave to rebuild their farm.</p><p><strong>4 &amp; 5. Reception Rooms — </strong>These rooms once contained fine, upholstered furniture. Subsequently, the Goblins destroyed every piece and turned the stuffing into crude, filthy piles of bedding in the corners of the rooms.</p><p>These two rooms are also used to store the Goblins’ supplies of 21 torches (Room 4) and 234 arrows (Room 5). There are four Goblins in each room unless the tribe is out on a raid.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/actors/dumpling-hayfoot.webp\" width=\"161\" height=\"252\" /></div><p><strong>6. Dining Room —</strong> A large wooden table stands in the middle of the room, surrounded by eight high-backed wooden chairs. Cabinets around the walls once contained silver and other dining ware, but their doors hang open and they are gouged and befouled.</p><p><strong>7. Kitchen —</strong> By contrast to the rest of the house, this room is still tidy. The height of the table and work benches are suitable for a Halfling. If the adventurers have entered the building undetected, @UUID[Actor.d5DOFEHcSsypKaNB]{Dumpling Hayfoot} will be working in here during the day. Otherwise, she is in her bedroom.</p><p><strong>8. Dumpling’s Room</strong> — If she has heard fighting in the house, @UUID[Actor.d5DOFEHcSsypKaNB]{Dumpling Hayfoot} will be hiding under her bed, armed with a meat tenderiser (Improvised Weapon). If no one thinks to look under the bed, she may draw their attention by sneezing.</p><h4>First Floor</h4><p>This level has a wooden floor. From the top of the stairs, the blackened door to the laboratory can be seen lying on the floor. The mirrors and roof-window four yards above (Room 15) are also clearly visible.</p><p><strong>9. Study</strong> — The doors to this room are locked and have resisted the Goblins’ attempts to break them down. The door leading to the stairwell has visible hack marks, and there are splinters of wood on the floor. The Goblins’ crude attempts at picking the lock have left a kitchen knife jammed in the keyhole, and the lock’s mechanism is ruined. An <strong>Average (+20) Strength</strong> Test will knock the weakened door off it’s hinges, however.</p><p>Inside, a stuffed reptile as large as a horse hangs from the ceiling and a stuffed bear stands next to the door. Through a trick of the light, the bear appears to move when the adventurers enter. On the west wall is a bookcase containing a selection of books on Goblins and their kin. Among these is a grimoire containing the following spells: @UUID[Compendium.wfrp4e-core.items.pHITBuvCatCOBhZb]{Aethyric Armour}, @UUID[Compendium.wfrp4e-core.items.9wmmln3DunIqGXM2]{Flight}, @UUID[Compendium.wfrp4e-core.items.gJYXrZa4pW49R9Vu]{Blast} and @UUID[Compendium.wfrp4e-core.items.uZdUrRFgNpTtY00H]{Dome}, all Arcane spells in a Lore of the GM’s choosing..</p><p>A quill, an inkwell, and a few small sheets of parchment lie on the desk. The drawer is locked and contains a dark green, viscous liquid in an enamelled red vial (a @UUID[Compendium.wfrp4e-core.items.gxdjLQoQUTYgD6fm]{Healing Draught}) along with a letter addressed to @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} (@UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.vbbgWEDlX5cFS724]{Handout 9}).</p><p>If @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann} met Etelka in Kemperbad rather than coming here (see @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.fXyDc5vrtm7tzDhx#unforeseen-delays]{Unforeseen Delays}), the letter orders Etelka to meet Heidlemann in Kemperbad, at the Half Moon Inn. It gives his name, a rough description, and a recognition code: she is to order a brandy and then refuse it, saying loudly that it is not Bretonnian.</p><p><strong>10.</strong><span style=\"white-space:pre\"><strong> </strong></span><strong>Living Room </strong>— @UUID[Actor.5WdFdIexAZYHMCN0]{Gutbag} has taken over Etelka’s living room, and it is a mess. The furniture is badly stained, and ornaments lie smashed on the floor.</p><p><strong>11.</strong><span style=\"white-space:pre\"><strong> </strong></span><strong>Bedroom</strong> — The Goblins have turned this room into a barracks. There are usually five Goblins in here.</p><p><strong>12. Etelka’s Bedroom</strong> - Etelka’s clothes are scattered across the floor, mixed with Gutbag’s extensive collection of finger bones. Stuck on a bedpost is a severed Dwarven head. Hanging on the wall is a picture of Etelka: if the adventurers have seen her on their journey to Grissenwald, they will not fail to recognise her.</p><p>A wooden chest lies against the west wall, which can be opened with a <strong>Hard (-20) Pick Lock </strong>Test, SL 5. Gutbag keeps the key on a chain around his neck. Inside the chest are @Credit[28gc85ss105bp mode=split]{28 Gold Crowns, 85 Shillings, 105 Brass Pennies} and Etelka’s silverware — 12 silver plates (1 GCs each), 12 knife, fork &amp; spoon sets (2 GCs each), and one salt and pepper set (2 GCs). Loose among the coins are 18 silver rings (worth [[/r 2d10 * 10]] silver shillings in total), 37 earrings (worth [[/r 4D10 * 10]] silver shillings in total), and an assortment of half-empty perfume bottles.</p><p>A <strong>Hard (-20) Perception </strong>Test reveals a hidden compartment: turning one of the rivets at the bottom of the chest causes it to slide out. Alternatively, any Character who makes a close inspection of the empty chest followed by a <strong>Difficult (-10) Intelligence</strong> Test will realise that the chest has a false base. In the secret compartment is a cloth bag containing a gold necklace (1 GC), a gold bracelet (2 GCs) and a silver ring bearing the device of the Red Crown (1 GC, or 2/- melted down).</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Etelka's Bedroom</em></h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard1.webp\" width=\"100\" height=\"100\" /></div><p><em>If Grognard Players are looking forward to looting Etelka’s bedroom, feel free to have the chest with all her valuables hidden somewhere else: in a secret basement, for example, which is entered through a trapdoor in the floor of the closet </em><span style=\"font-style:normal\">downstairs. Of course, the Goblins have been using that closet as a toilet, so the trapdoor will only be found if the adventurers decide to clear out the accumulated filth and look underneath it.</span></p></blockquote><p><strong>13.</strong><span style=\"white-space:pre\"><strong> </strong></span><strong>Solarium</strong> - The windows in here have all been smashed, and the furniture has been used for firewood. The remains of the fire are visible in the centre of the room; a mixture of burnt woodwork and bones, some are animal, and some humanoid.</p><p><strong>14.</strong><span style=\"white-space:pre\"><strong> </strong></span><strong>Laboratory</strong> - The door to this room lies blackened in the corridor. The interior of the room is in ruins: broken shards of glass cover the floor, and the tables and work benches are broken and charred. Marks on the floor show where other tables stood, but they have since been burned in the solarium (Room 13).</p><p>After @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka} left, breaking into her laboratory was one of Gutbag’s first priorities. While examining the room and its contents, one of the Goblins caused an explosion which wrecked the room and blew him into the corridor.</p><p>The explosion released some captive Purple Mould, which now adheres to the underside of one of the benches. It releases its spores if a spell is cast within 5 yards. This fine purple dust covers a 5 yard radius, and clings to anyone it touches. Until carefully cleaned away, any spells cast also trigger a @Table[minormis]{Minor Miscast}, or a @Table[majormis]{Major Miscast} if a Minor one had already been caused. There is no way for a Character to know this will happen other than by casting a spell.</p><p><strong>15. The Mirrors </strong>- The mirrors at the top of the stairwell direct light from the overhead window on to the one-way mirrors below. The mirrors are 4 yards above the level of the stairs, and can be reached by an iron ladder set into the wall. Anyone who climbs the ladder will have an excellent view of the surrounds.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>More Than Just Goblins</em></h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard5.webp\" width=\"100\" height=\"100\" /></div><p><em>Grognard Players may approach Black Peaks thinking that they will only be facing a few Goblins and a frightened Halfling cook. A few changes can help keep things fresh, without altering the adventure in any important way.</em></p><p><em>The Goblins may have a few Snotlings with them. Smaller and stealthier than other Greenskins, these little menaces can attack from concealment using spore weapons, or simply harass the adventurers by hurling dung.</em></p><p><em>Players who have encountered Gutbag before will be surprised if he actually manages to cast a spell. He will probably be surprised as well when he accidentally hits on the right combination of sounds and gestures, and a @UUID[Compendium.wfrp4e-core.items.T8nErqWnkqdvcNVz]{Dart} Spell streaks toward the nearest adventurer. Try as he might, he cannot replicate the feat, and the adventurers will never be able to discover any hidden magical item that enabled him to achieve it. Lacking magical training, the casting costs him 1 Wound, which is not reduced by armour or Toughness Bonus.</em></p><p><em>As for @UUID[Actor.d5DOFEHcSsypKaNB]{Dumpling Hayfoot}, she may act the part of a respectable Halfling appalled by her mistress’s carryings-on, but is that really the truth? Would she have stayed in such a disreputable household having learned the truth? Or is she secretly Etelka’s accomplice as well as her cook, equipped with a few pinches of warpstone dust and ready to thwart the adventurers if she can? Of course, she will never do anything to arouse suspicion or put herself in danger. If she sees no alternative, she will continue to play the innocent and travel along with the adventurers until she sees a chance to escape with some of their most valuable magical treasures.</em></p></blockquote>"
				},
				"The Outlying Farms": {
					"name": "The Outlying Farms",
					"text": "<p>There are 14 small farms around Grissenwald, all within eight miles of the town. Each is home to a family group of [[/br 1D10+1 # Family Size]] farmers, herdsmen, labourers, and the like. The three farms closest to Black Peaks are now in ruins from recent attacks. </p><p>At the first farm the adventurers examine, they find a short sword, recognisable to anyone who makes a <strong>Challenging (+0) Intelligence</strong> Test as Goblin in origin. Anyone who searches the surrounding woods and makes a <strong>Difficult (-10) Intuition</strong> Test will find a Goblin corpse. </p><p>Making a <strong>Difficult (-10) Perception</strong> or an <strong>Average (+20) Track</strong> Test reveals tracks made by many small humanoids and wolves. A subsequent search at the other burned-out farms finds similar tracks without a need for further tests. At all three farms the tracks are too old to follow for more than a couple of hundred yards.</p><p>If the adventurers visit any of the inhabited farms they are greeted by the frightened occupants as potential saviours. Everyone they talk to knows that ‘I<em>t’s them cursed dwarfs! They’ll kill us all! It’s not safe here anymore. And why don’t the road wardens do something?’ </em>The farmers are utterly convinced the Dwarfs must be responsible: ‘<em>Where else could they have got money from, all of a sudden, like? Answer that one!’</em> Any Dwarf approaching an occupied farm is met by a hail of ill-aimed arrows. Dwarf adventurers get the same pointed greeting.</p><h3>The Dwarfs Exonerated</h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/bestiary/goblin.webp\" width=\"209\" height=\"266\" /></div><p>If the adventurers find the Goblin sword and the corpse in the trees they can automatically convince the Humans of Grissenwald, including the farmers, that Goblins are behind the raids and the Dwarfs of Khazid Slumbol are innocent. If the adventurers find only the sword and bring it back, their representative needs to make a <strong>Difficult (-10) Charm</strong> Test. If they have only seen Goblin tracks, then the representative must make a <strong>Hard (-20) Fellowship</strong> Test. Regardless of whether the Humans believe the adventurers, Gorim is grateful for their efforts. He may well offer the adventurers some Dwarven reinforcements. For the right remuneration, of course (see @UUID[.DcIKzACVzcz1lHkO#friends-in-need]{Friends in Need}).</p><p> </p>"
				},
				"Back to Grissenwald": {
					"name": "Back to Grissenwald",
					"text": "<p>By the time they leave Black Peaks, the adventurers should have dealt with the Goblin threat and learned something about @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}, @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{The Red Crown}, and the Barren Hills. They will probably want to return to Grissenwald and head back to Kemperbad and the River Stir.</p>\n<h4>The Goblins Exposed</h4>\n<p>@UUID[Actor.uqh51IC4Ijgjj8sy]{Gorim Greathammer} and the Dwarves of Khazid Slumbol will be delighted when the adventurers arrive with proof that the farm raiders were Goblins. The inhabitants of Grissenwald, and the people of the outlying farms, will be equally delighted to hear that the Goblin threat is no more.</p>\n<p>Even if the adventurers are certain that all the Goblins are dead, local farmers and townsfolk will organise search parties to scour the forest for any survivors. Others, having heard that the reclusive noblewoman in their midst is in fact a wizard in the service of the Ruinous Powers, will head straight for Black Peaks with the intention of looting the tower and burning it to the ground.</p>\n<p>The Dwarfs of Khazid Slumbol will also go to Black Peaks, intending to take possession of the mine once more and resume the search for the gold that they are certain is there. Perhaps they will find some, against all odds, or perhaps their search is hopeless; the adventurers will not be around to find out. For now, the Dwarfs are filled with a sense of hope and purpose they have not known in years. Some set about demolishing their shanty town, vowing that they will sleep ‘<em>under honest rock</em>’ tonight. Relations between them and the townsfolk, though still fragile, are now much more hopeful.</p>\n<h4>A Halfling Abroad</h4>\n<p>@UUID[Actor.d5DOFEHcSsypKaNB]{Dumpling Hayfoot} becomes a minor celebrity in Grissenwald, telling lurid tales of the Goblins and the ‘carryings-on’ at the tower house. Some are true, some are embellished, and when she runs out of these, she supplies fresh tales from her own imagination. </p>\n<p>From Grissenwald, Dumpling may catch a passing boat bound for Altdorf or Nuln, or she may accept a ride with the adventurers as far as Kemperbad. If the party needs a replacement Character and the Players have really taken to her, she might be persuaded to join them, although all this ‘gallivanting about and courting danger at every turn’ is not her usual cup of tea — but then, to be a Halfling out in the world and not a cook for someone else might turn out to be a very grand thing indeed.</p>"
				},
				"Blood Feud": {
					"name": "Blood Feud",
					"text": "<p>If the adventurers killed either of the two Dwarfs in the inn, they are now involved in a blood feud. Every night, they are attacked by [[/br 1d4+1 # Dwarfs]]{2-5} @UUID[Actor.RtDDue3g8fFFNPKT]{Dwarfs}. If the adventurers are careless enough to split up or go out alone, the Dwarfs will take full advantage. These attacks take place at any time when the adventurers are at a location with good escape routes for their attackers. The Dwarfs have no wish to run into other humans or the Watch.  </p>\n<p>The adventurers will be in the greatest danger if they venture into Khazid Slumbol while the feud is in effect. The whole population of the shanty town surround them, trying to look nonchalant while clumsily hiding hammers and other improvised weapons behind their backs. Only a complete idiot fails to notice the tension in the air. The adventurers have 3 or 4 Rounds to leave before a sudden cry rings out and the Dwarfs rush them.</p>\n<p>There are 15 Dwarfs in the clan when the adventurers first reach @UUID[.T2VKrtELLt5N5tUc]{Grissenwald}. If the number of Dwarfs is reduced to six or fewer through fighting, the remainder mount a final, desperate, all-out attack, led by @UUID[Actor.uqh51IC4Ijgjj8sy]{Gorim Greathammer}. The adventurers can end this feud by proving that the Dwarfs are not responsible for the raids.</p>\n<h3>Khazid Slumbol</h3>\n<p>More than two dozen Dwarfs live in this ramshackle collection of wooden huts. They were originally built well, but there has been little or no upkeep since. These Dwarfs are the last remaining miners, their money gone on drink.</p>\n<p>Even if there is no blood feud, any Elf visiting Khazid Slumbol will be heckled, pelted with rotten vegetables, and generally made unwelcome. Humans get a better reception, though little more than sullen stares. A Character wishing to talk with @UUID[Actor.uqh51IC4Ijgjj8sy]{Gorim Greathammer} must make a <strong>Hard (-20) Charm</strong> Test. Elves have a further penalty of -50, while Dwarfs get a +10 bonus.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title\" style=\"text-align:center;text-transform:uppercase\"><em>The Dwarfs of Grissenwald</em></h3>\n<p><em>The Dwarfs came to Black Peaks from @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{The Grey Mountains} 30 years ago looking for gold. All they found was coal. They mined this for 27 years without finding so much as a speck of gold. When Etelka Herzen arrived and offered them money for their mine, the Dwarfs accepted gladly. They even agreed to build her a house — partially in gratitude, partially for the money.</em></p>\n<p><em>Having taken the money the Dwarfs moved out of the mine, then began to wonder why Etelka wanted it so badly. They came to the completely erroneous conclusion that she knew there was gold in there, but had bewitched the mine to prevent them finding it. Humiliated, they began to drink more than was good for them. The money soon went, and the half-built settlement of Khazid Slumbol degenerated into a filthy shanty town. A few Dwarfs abandoned their pride completely and begged in Grissenwald, spending what little money they were given on yet more drink.</em></p>\n<p><em>Everyone in town suspects that the Dwarfs are behind the raids on several outlying homesteads. No one has any proof of this beyond the suspicious coincidence that the Dwarfs of Khazid Slumbol seem to have come into some money recently. Just to make everyone else anxious, the Dwarfs are very close-mouthed about the money’s source. </em></p>\n<p><em>All this is common knowledge in the town. </em></p>\n<p><em>In truth, the raids are the work of Goblins: allies of @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} and the Red Crown. The Dwarfs will not talk about the source of their money because it is a deep and lasting embarrassment to the whole clan. Recently, their leader, @UUID[Actor.uqh51IC4Ijgjj8sy]{Gorim Greathammer}, sold his magical hammer to a travelling merchant and divided the money between the clan members. It was a foolish act, born out of shame, but the sale was the only way of raising money for his people.</em></p>\n</blockquote>\n<h3>An Audience</h3>\n<p>If the adventurers manage to gain an audience with Gorim, they are led to a large wooden shack. While it looks just as run down as the rest of Khazid Slumbol, anyone making an <strong>Average (+20) Perception </strong>Test (Dwarfs get a +10 bonus) sees that it is of a better standard than the miserable huts surrounding it.</p>\n<p>Being Dwarf-built, the door is quite low. Any Human or Elf will have to stoop to enter, and any Elf will be firmly kicked up the backside as they bend over.</p>\n<p>Sputtering torches are placed around the walls and these fill the building with acrid-smelling smoke. The floor is covered with moth-eaten wolf skins and a couple of large moths take flight as the adventurers enter. The smoke is unpleasant and makes it difficult to see. </p>\n<p>Adventurers will need to make a <strong>Challenging (+0) Endurance</strong> Test to avoid a coughing fit. The test can be repeated every Round until it is successful, but any Character who fails the test cannot speak and will only recover in the open air.</p>\n<p>From the other side of the room a deep, commanding voice sounds. ‘<em>Well, come in and stop that coughing. Ain’t you used to proper air?’</em> Through the gloom, the adventurers see @UUID[Actor.uqh51IC4Ijgjj8sy]{Gorim Greathammer} seated upon a stone throne, with four armed Dwarfs on either side. ‘<em>Well what do you want? I ain’t got all day!’</em></p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/gorim-greathammer.webp\" width=\"264\" height=\"253\" /></div>\n<p style=\"text-align:center\">@UUID[Actor.uqh51IC4Ijgjj8sy]{Gorim Greathammer}</p>\n<p>If asked about the mine, @UUID[Actor.uqh51IC4Ijgjj8sy]{Gorim} explains that they were tricked out of it by Etelka Herzen, who is an evil wizard. <em>‘She wanted our gold, you know. We knew it was there, but she bespelled the place so we couldn’t find it. At last we had no choice but to sell. Little enough she gave us, to be sure!’ </em></p>\n<p>This is untrue, but @UUID[Actor.uqh51IC4Ijgjj8sy]{Gorim} and the other Dwarfs are still convinced of it. Etelka paid them a good price for an exhausted coal mine, although the Dwarfs refuse to see it. ‘<em>She says it was a good price, and so do the other humans, but I tell you there’s gold in that mine. We were robbed. Robbed blind.’</em></p>\n<p>The Dwarfs believe that the rumours about the raids were started by the local Humans to discredit them, and they are greatly offended by the accusations. If the adventurers suggest the Dwarfs might be responsible, they will be hustled out of Gorim’s presence, and be lucky to avoid a beating into the bargain. If there is a Dwarf among the adventurers, that Character alone can make one <strong>Difficult (-10) Charm</strong> Test to calm the Dwarfs. If that fails the adventurers are ordered out of Khazid Slumbol, and every Dwarf in the shanty town gathers to chase them out.</p>\n<p>If a fight breaks out in Gorim’s ‘hall’ or anywhere else, Humans and Elves suffer a -10 penalty to all <strong>Weapon Skill, Agility </strong>and <strong>Initiative</strong> tests on account of the low ceilings and dreadful smoky atmosphere. </p>\n<div class=\"journal-image centered\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/audience-with-gorim.webp\" /></div>\n<h3>Friends in Need</h3>\n<p>If the adventurers offer to investigate the raids, or present Gorim with evidence that proves the Dwarfs are innocent, their mood will change. From now on the adventurers are regarded with a grudging friendship. An adventurer who makes a <strong>Challenging (+0) Charm</strong> Test receives an offer from Gorim, and Dwarf adventurers get a +10 bonus on that roll. He will have up to five Dwarfs accompany the adventurers to Black Peaks, for a price. Initially he will ask for @Pay[2ss]{2 shillings} per Dwarf per day, but may be haggled down to @Pay[6bp]{6d} each. </p>\n<p>The Dwarfs have their own reasons for wanting to go to Black Peaks, so this is a limited, rather than full, alliance. They may be accompanying the adventurers, but they are not going to take orders. They always try to kill Goblins on sight, taking no prisoners, and possibly ruining any cunning plan of attack that the party have conceived. If an opportunity arises, the Dwarfs are not above disposing of any particularly irksome or arrogant Elf adventurer through an ‘accident’. Neither will they rush to the aid of an Elf in trouble during a fight with Greenskins.</p>"
				},
				"Grissenwald": {
					"name": "Grissenwald",
					"text": "<p>@UUID[Scene.oGJqgSfWW6W8cRzg]{Grissenwald} is a small settlement at the confluence of the Rivers Grissen and Reik. It is a favourite stopping place for riverfolk and boasts a number of wharfside inns. Asking about Black Peaks at any of the inns, the adventurers are told that it is a disused coal mine up in the hills, about five miles away. Anyone making a <strong>Challenging (+0) Gossip </strong>or <strong>Bribery </strong>Test will discover that:</p><ul><li><p>The mine used to be run by Dwarfs.</p></li><li><p>Dwarfs are a bunch of worthless alcoholics.</p></li><li><p>The Dwarfs sold the mine to a noblewoman from Nuln about three years ago.</p></li><li><p>The Dwarfs used to be the town’s main suppliers of coal.</p></li></ul><p>Anyone making a <strong>Hard (-20) Gossip</strong> Test finds out that @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} is the mine’s current owner. She is described as a friendly, private woman who lives in a house near the mine and rarely visits the town.</p><div class=\"journal-image centered\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/grissenwald-scene.webp\" /></div><h3>A Rude Interruption</h3><p>While the adventurers are making enquiries, two drunken Dwarfs enter the inn. They are spoiling for a fight, and start insulting any strangers, including the adventurers. They will be particularly insulting to any Elf, but a Halfling or an obvious academic will do as a target.</p><blockquote><p>‘ You smell something funny?’ </p><p>‘ Yeah, it’s the dead elf over there. They smell worse dead than alive.’</p><p>'It’s moving. Can’t be dead. Undead, maybe.’ </p><p>‘We can sort that.’ </p></blockquote><p>They will be favourably disposed to any Dwarf adventurers.</p><p>The innkeeper tries to calm the Dwarfs, and even offers free drinks if they don’t cause trouble. The Dwarfs are relentless, and the adventurers can only escape their abuse by leaving.</p><p>If a fight does break out, the Dwarfs have no wish to kill anyone. They just want a decent recreational punch-up. If attacked, they pick up any improvised weapon that comes to hand: bottles, chairs and so on. Killing one or both Dwarfs will land the adventurers in a blood feud (see below) with their clan. </p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>A Short Cut</em></h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard1.webp\" width=\"100\" height=\"100\" /></div><p><em>The journey takes the adventurers into the shadow of Castle Wittgenstein. Grognard Players may decide to bypass the following chapters and head straight there. There are ways to prevent this.</em></p><p><em>The first is to move Castle Wittgenstein and the village of Wittgendorf. When the party arrives at the location where the castle and village are marked on the map, they find a perfectly innocent village full of happy, healthy peasants, overlooked by a fine noble castle whose owners do not take kindly to being accused of consorting with Chaos. In this case, Dagmar's secret library (@UUID[JournalEntry.Zd3IR4yalOfuOwdD.JournalEntryPage.DYlne6O6uDFw73Ks]{The Signal Tower}) holds a family history which gives Castle Wittgenstein’s actual location.</em></p><p><em>Another possibility is to have no visible way up the cliffs to the castle. Perhaps there is a landing stage, but no road leads away from it. Close investigation reveals a secret doorway, but this can only be opened with a magical password that is found in the family history, hidden in the secret library.</em></p><p><em>You may think of other possibilities, but the key idea is to make sure that the adventurers cannot reach Wittgendorf without first going to the Barren Hills and then returning to the Signal Tower.</em></p></blockquote><h3>The Watch</h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/actors/heinrich.webp\" width=\"209\" height=\"228\" /></div><p>After 6 Rounds of fighting a Watch patrol arrives at the inn. You can make the response time longer if your Players are enjoying the fight. The patrol consists of four @UUID[Actor.9mZPLMfkYwwdO9z7]{watchmen} and a @UUID[Actor.NMka0BEZ7togXyi6]{sergeant}. They try to break up the fight and, if no one has been killed, they take the Dwarfs away to sleep off their drunkenness in the cells. If one or both of the Dwarfs have been killed, the Watch sergeant warns the adventurers to make themselves scarce. </p><blockquote><p>‘Normally we’d run you in, but as this were self-defence we’ll say no more about it. They came looking for a fight, picked the wrong folk. But I don’t want you around here. These wasters have a lot of relatives and I don’t need more headaches. Get out of town and stay out, or it’ll be the lock-up for you.’ </p></blockquote><p>The patrol leaves, taking any Dwarf bodies with them. After the incident, the locals in the inn will start to complain: </p><blockquote><p>‘Murderous dwarfs! They ought to be rounded up, aye, and hung.’</p></blockquote><p>If the adventurers enquire about the Dwarfs, they will learn more: </p><blockquote><p>‘Murderers, all of ’em. Nasty natures, your dwarfs. Anyways, they’ve burnt down three farms and killed every soul. Watch has done nothing.’ </p></blockquote><p>Other drinkers confirm the story. Three farms were recently attacked at night, leaving no survivors. Although no one saw the Dwarfs committing the atrocities, the culprits are obvious to the Grissenwald locals: </p><blockquote><p>‘Them dwarfs are spending coin like it’s going out of fashion. They’ve come into money all of a sudden. Don’t take no wizard to put two and two together.’ </p></blockquote><p>The locals are keen to warn the adventurers to stay clear of the Dwarf shanty town at the edge of Grissenwald. If you want, the locals will also provide some or all of the information from @UUID[.DcIKzACVzcz1lHkO#the-dwarfs-of-grissenwald]{The Dwarfs of Grissenwald}</p>"
				},
				"The Mine": {
					"name": "The Mine",
					"text": "<p>The @UUID[Scene.m8HiYJSQTxinS4gx]{Old Mine map} shows the layout of the mine. From the entrance, the smell of wolves and Goblins is very strong. The timbers shoring up the entrance are very badly decayed and riddled with woodworm: they can easily be pulled down with an <strong>Average (+20) Strength </strong>Test, trapping any Goblins inside. It will take them at least two days to dig their way out.</p><p>An old mine cart lies just inside the entrance, so badly rusted that it can only be moved by two Characters succeeding in a <strong>Challenging (+0) Strength </strong>Test each Round, or a single Character succeeding in a <strong>Very Hard (-30) Strength </strong>Test. When moving, its wheels squeak so loudly that every Wolf and Goblin in the mine is alerted. The three numbered chambers are used as sleeping quarters. They are extremely dirty and smelly, and have flea-ridden bedding on the floor.</p><h3>Cave-In!</h3><p>Conditions in the mine are damp and dark with a pervasive smell. As the adventurers enter, dust and grit falls ominously from the ceiling. Although there is no immediate chance of a cave-in, any fighting or other violent activity may cause one. Each Round of activity there is a [[/br 1d10]]{10%} chance that the timbers supporting the roof will begin to collapse. This increases to [[/br 1d10]]{30%} if blackpowder or other explosive weapons are used.</p><p>During the first Round of a cave-in, dust falls from the roof and the timbers creak ominously. This gets worse on the second Round. On the third Round there is a loud, reverberating crack and a broken beam sags down from the roof. On the fourth Round the roof collapses, blocking a 2-yard stretch of passage.</p><p>Anyone who retreats before the fourth Round will not be injured. Everyone still in the area when the roof collapses will suffer 8 Wounds, reduced to 5 with a successful <strong>Challenging (+0) Dodge </strong>Test. These wounds are reduced by Toughness Bonus, but not armour.</p>"
				},
				"The Attacks": {
					"name": "The Attacks",
					"text": "<p>The next Goblin attack occurs on the night the adventurers arrive in Grissenwald. Next day, the news is all over town. The fourth farm to be attacked was also not too far from Black Peaks, but no one has yet spotted a pattern. This map provided shows a typical @UUID[Scene.QVD1wpKItEHoith6]{Grissenwald Farmhouse}. The @UUID[Scene.i1sYOCP72QM27Y0L]{Grissenwald Surrounds} Map shows the remaining farms.</p>\n<p>It is possible that the adventurers might want to help the farmers defend themselves. They are welcome to try such a plan, but they cannot protect all the remaining farms at once. There is no guarantee that the farm they choose to protect will be the next one attacked. The Goblins are clever and will avoid any farms that show signs of strengthened defences. Any group that includes a Dwarf will be unwelcome: </p>\n<blockquote>\n<p>‘He’s just here to see what we’ve got! He’ll report back to his chief and we’ll be next for the chop! Mark my words!’</p>\n</blockquote>\n<p>The Goblins attack every second night, so another attack takes place on the third night after the adventurers arrive in Grissenwald. The target will be the closest farm to Black Peaks that is still standing, and Goblin scouts can spot if a target is too strong to attack.</p>\n<p>If you are feeling kind, the Goblins attack a farm where the adventurers are waiting for them. Otherwise, their tracks this time are fresh, and anyone investigating the attack can make a <strong>Challenging (+0) Track</strong> Test to follow them back to Black Peaks. </p>\n<h3>Dead of Night</h3>\n<p>All is quiet until 1 o’clock in the morning, when wolf howls are heard in the distance. Over the next half hour the noise comes closer, until a group of Goblin wolf riders can be seen at the edge of the forest. Some are carrying torches.</p>\n<p>In the first wave, eight mounted @UUID[Actor.INWIvCzyaigunduj]{Goblins} will leap the fences and throw their torches on to the thatched roofs of the wooden barn and outbuildings. Once these are alight, six more mounted Goblins and nine on foot attack the farmhouse. Their leader, a striking figure in a red robe, mounted on a large wolf, stays out of the attack, shouting orders, and occasionally waving his arms and chanting.</p>\n<p>If more than six Goblins are killed, they break off the attack and flee to Black Peaks. Depending on how you think your party are doing, you can either have the farmers help the adventurers or run around like panicked hens.</p>"
				},
				"Resolution": {
					"name": "Resolution",
					"text": "<h3>Rewards</h3><p>Beyond any points you offer for good roleplaying and clever ideas at the end of the session, XP should be awarded for the following:</p><ul><li><p>@Exp[75,Dealt with Herzen and Heidlemann]{75 points for dealing with Herzen and Heidlemann.}</p></li><li><p>@Exp[25, Befriended the Dwarfs of Khazid Slumbol]{25 points for befriending the Dwarfs of Khazid Slumbol.}</p></li><li><p>@Exp[25, Saving the life of Durak Dimholt]{25 points for saving the life of Durak Dimholt.}</p></li><li><p>@Exp[25, Aided the farmers near Black Peaks]{25 points for aiding the farmers near Black Peaks.}</p></li><li><p>@Exp[75, Defeated the Goblins]{75 points for defeating the Goblins.}</p></li></ul>"
				},
				"A Grisly Find": {
					"name": "A Grisly Find",
					"text": "<p>The journey from Kemperbad to Grissenwald can be enlivened by random encounters if desired. There is always a chance that the adventurers will cross paths with the Red Crown cultists (see @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.fXyDc5vrtm7tzDhx]{The Timeline}), but there will be little chance of a confrontation. After several days the adventurers’ boat reaches Grissenwald.</p><h2 class=\"no-toc\">A Grisly Find</h2><p>This is an optional encounter as the adventurers pass by @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein} on their way to @UUID[.T2VKrtELLt5N5tUc]{Grissenwald}. It serves to place the castle’s location firmly in their minds without encouraging them to visit it right away.</p><p>On their journey, the adventurers should have heard rumours about @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein} and its evil reputation. This impression of wrongness is magnified when they see it for the first time. It broods ominously over the river, and passing boats hug the opposite bank, as watermen tell tales of maimed and mutated corpses they have seen floating down this stretch of the river. As the adventurers’ boat passes beneath the castle’s gloomy towers, the adventurers are hailed by a passing vessel. Its crew warn the adventurers to keep to the east bank, and direct their attention to something floating in the water.</p><p>Once human, the floating corpse now resembles a bloated fish. If the adventurers try to drag it from the water decaying limbs come apart, and the skin sloughs off exposing hideously rotted flesh. Anyone taking a close look at the body must make a <strong>Hard (-20) Cool</strong> Test to overcome a natural urge to vomit. Those who do so will notice the corpse’s skin hangs in shreds, but there are fleshy, pink growths under the armpits, which look disturbingly like small, sucker-tipped tentacles.</p><p>If the adventurers do fish the body out of the river, the passing vessel will head away as fast as it can. Its crew will shout to the adventurers to stay away from them, and to throw the body back:</p><blockquote><p>‘It’s another wretch from the castle! Who knows what diseases it has? And now you might have them, too!’</p></blockquote><p>If the adventurers look like they are making for the castle to find out what happened to the grisly corpse, there are more shouted warnings: </p><blockquote><p>‘ You’re as good as hanged if you try! Them von Wittgensteins are lords and ladies, so do as they please! Folk say the castle is cursed, and the family along with it, and a plague will take anyone who goes near!’</p></blockquote><p>Inquiring further along the river, the adventurers will hear similar stories from anyone who plies these waters regularly. This gruesome body is not the first to be found in the river below the castle, and some of them were in a worse state. Everyone knows there may be a curse on the castle dating back: </p><blockquote><p>‘from old Dagmar’s time… one of the von Wittgensteins did something, and the gods are punishing the whole family and everyone around them.’</p></blockquote><p>The point here is to create a sense of menace and foreshadowing. There are accounts to settle, but not quite yet.</p>"
				}
			}
		},
		"A River Bestiary": {
			"name": "A River Bestiary",
			"pages": {
				"The Lorlay": {
					"name": "The Lorlay",
					"text": "<p>@UUID[Actor.BH888JnCTxvs6dV3]{Naiads} are rare in the Empire — so rare, indeed, that their very existence is debated. They appear in folktales from most parts of the Empire, though, mostly as dazzlingly beautiful women whose sole desire is to lure men to their doom on rocks and other hazards. Of all these tales, the best-known is that of the Lorlay, immortalized by the poet Franz-Heinrich Holzer:</p><blockquote class=\"sidebar\"><p style=\"text-align:center\">‘I see the maiden sitting</p><p style=\"text-align:center\">Atop jagg’d mount, so fair.</p><p style=\"text-align:center\">Her white eyes are a-glist’ning,</p><p style=\"text-align:center\">As she combs her golden hair.</p><p style=\"text-align:center\"> </p><p style=\"text-align:center\">With gentle hands a-preening,</p><p style=\"text-align:center\">She sings songs as old as time.</p><p style=\"text-align:center\">They’re powerful, appealing,</p><p style=\"text-align:center\">And so full of wondrous rhyme.</p><p style=\"text-align:center\">Hark, there, a boatman staring,</p><p style=\"text-align:center\">Enraptured by echoed ache,</p><p style=\"text-align:center\">Ignores cliffs without caring</p><p style=\"text-align:center\">That barge will share his fate.</p><p style=\"text-align:center\">The Reik too soon devours</p><p style=\"text-align:center\">Both boat and man this day,</p><p style=\"text-align:center\">Now we witness the power</p><p style=\"text-align:center\">Of my high-voic’ed Lorlay.’</p></blockquote><p>A large igneous rock formation, @UUID[.4Kemxm9cI41aGqRM]{The Lorlay} stands in the flow of @UUID[JournalEntry.EBkKmwPreDndWqoc.JournalEntryPage.BveNztiwKAvyFxAa]{the Reik}, some 40 miles downstream of Grissenwald. It splits the great river in two, and the flow on either side is very fast indeed. Although it would be possible to bridge the spot, one has never been built. The travel inn close by capitalises on the romantic legend of the Lorlay and has become a popular spot for affluent Altdolfers to spend their last nights before marriage.</p><p>There have been no reports of @UUID[Actor.BH888JnCTxvs6dV3]{Naiads} on or near the rock in recent centuries, and some scholars have proposed that the reports of their singing arose from the sound of winds whistling through gaps in the jagged peak. Others stoutly maintain that Naiads once lived there and may yet return: from time to time a theatrical impresario stages a choral event atop the rock, with singers dressed as a costumer’s idea of Naiads. If the creatures are still there, they have not responded to these events, despite the fears of many locals.</p>"
				},
				"A River Bestiary": {
					"name": "A River Bestiary",
					"text": "<h2>Rivers Of Peril</h2><p>The mundane, if frightening, threat of wreckers and pirates is more than enough to make any trip on the Empire’s waterways a daunting prospect. However, there are more monstrous foes lurking beneath the water — often quite literally! This chapter presents a selection of terrifying creatures and new creature Traits to keep your Characters on their toes.</p><div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\"><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/amoeba.webp\" width=\"184\" height=\"245\" /><p style=\"text-align:center\">@UUID[Actor.XnbjVh5LNivuiSX6]{Amoeba}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/reik-eel.webp\" width=\"220\" height=\"297\" /><p style=\"text-align:center\">@UUID[Actor.0aLc5yLyQhzzQ0Aj]{Reik Eel}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/monstrous-leech.webp\" width=\"250\" height=\"332\" /><p style=\"text-align:center\">@UUID[Actor.YhsQVv2v2HLQ64rG]{Giant Leech}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/naiad.webp\" width=\"202\" height=\"355\" /><p style=\"text-align:center\">@UUID[Actor.BH888JnCTxvs6dV3]{Naiad}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/tokens/stirpike.webp\" width=\"244\" height=\"244\" /><p style=\"text-align:center\">@UUID[Actor.fstf0N5z3RRwl9J2]{Stirpike}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/troll.webp\" width=\"241\" height=\"321\" /><p style=\"text-align:center\">@UUID[Actor.rLcfjvyDNDxKViA0]{River Troll}</p></div></div><section class=\"hook\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\">Adventure Hook</h3><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\">Old Three Eyes</h3><p>There is a legend among the Riverfolk of Reikland about a monstrous mutant @UUID[Actor.fstf0N5z3RRwl9J2]{Stirpike}  with a third eye set perfectly in the creatures forehead. It is said to haunt the river not far from the village of @UUID[JournalEntry.WKhLoiUL9sdUE2Gs]{Wittgendorf}, its extraneous eye poking above the water's surface, searching for victims. </p><p>Many have tried to take the creature, whether by net, spear, or hook, but all who have attempted to do so have failed. There are standing bounties on Old Three Eyes in half the river inns in the Reikland, and many have been lured to their doom by the promise of fame and a purse of gold crowns.</p><p>In fact, Old Three Eyes is a legend that Riverfolk have used to tease outsiders with for decades. Many make their living taking witless nobles on fishing trips to the waters that the monstrous stirpike supposedly haunts. However, in recent years, a few of these fishing trips have vanished, and people are beginning to wonder if there might be some truth to the old tale. Is Old Three Eyes real, or has something else crawled out from beneath Wittgendorf castle to trouble the honest Riverfolk of the Reikland?</p></section>"
				}
			}
		},
		"Vengeance of the Gravelord": {
			"name": "Vengeance of the Gravelord",
			"pages": {
				"Part 2: Death From Above": {
					"name": "Part 2: Death From Above",
					"text": "<p>It is a pleasant day, with gentle winds and a clear sky, as the Characters’ boat makes its way along a particularly calm and idyllic stretch of the Reik, at least half a day’s travel from the nearest town. The monks are on deck, discussing questions of Sigmarite history; the Characters can be anywhere.</p><p>In the distance, someone on the boat — perhaps a Character, perhaps an NPC — sees three small dots in the sky. They are too far away for anyone to make out their shape: they might very well be birds.</p><p>Over the next few minutes, the creatures approach closer, clearly following the river. It becomes obvious that they are larger than natural birds, and the boat’s other passengers begin to speculate. It is well known that the Emperor rides a @UUID[Compendium.wfrp4e-core.actors.8g9rnHLiZ1pJcPPt]{Griffon} into battle, and the Empire’s most elite knights have been known to ride @UUID[Compendium.wfrp4e-core.actors.8g9rnHLiZ1pJcPPt]{Griffons} or @UUID[Compendium.wfrp4e-core.actors.Yee9gwxJUceGbnO2]{Pegasi}. Perhaps the travellers catch a glimpse of the great and the good — or perhaps these flying creatures are less friendly. Although this part of the river is not known for Beastmen and Mutants, one never knows.</p><p>All speculation is resolved a few minutes later when the traveller with the sharpest eyes notices the creatures’ tattered, leathern wings and cruel, hooked beaks. A <strong>Difficult (–10) Lore (Necromancy)</strong> Test identifies the creatures as Carrion: foul and unnatural undead birds, seldom seen in the Empire.</p><p>Controlled by Gräber from a hiding-place in the trees, the three Carrion swoops down on the boat. The first Carrion targets @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus}, as @UUID[Actor.8xYAPlRLgbNOq519]{Brothers Rolf} and @UUID[Actor.tCDLCDRYyPyNkFzB]{Martin} try to hustle their superior below decks. The second and third attack the two junior monks. Regardless of the success or failure of the attacks, each of the monks must make a successful Agility Test or be knocked off the boat and into the river. There is a respite of one round as the three beasts flap heavily out of their dive and wheel around for another pass; then they attack the monks a second time, ignoring the Characters or anyone else.</p><p>If the Carrion miss all three of the monks and all three of the monks make their Agility Tests successfully, they are able get @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} under cover: the two Brothers then come back up, swords in hand, and prepare to fight the beasts. The following round, though, Father Marcus will come back on deck, impatient with cowering below, and begin to pray for miracles against the attackers — whereupon his two guards, sworn to their duty, must try to manhandle him back out of harm’s way.</p><h4>The Death of Father Marcus</h4><p>In all subsequent attacks, all three of the @UUID[Actor.KE2xU8UltLaCnulO]{Carrion} target @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus}. If two or more of them hit successfully, they lift him into the air, carry him to the bank, and drop him from a height of 30 feet (10 yards) before landing to pick at him like obscene vultures squabbling over a carcass. If he is knocked into the river, they swoop down on him, pick him out just like a fish hawk seizes a fish, and drop him on the bank.</p><p>It takes a <strong>Difficult (–10) Boat Handling</strong> Test and 6 rounds (–1 round per SL) to manoeuvre the boat to the bank; in the meantime, the Carrion can only be attacked with ranged weapons and spells. By the time the Characters reach the monk, he is dead; the Carrion flap away heavily rather than continue the fight, disappearing over the trees in 2 rounds.</p><p>The two brothers are distraught at the death of their spiritual father and mentor and insist that his body be taken to Altdorf for burial. Once the body is brought aboard, the journey resumes.</p><h4>A Declaration</h4><p>About an hour after the death of @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus}, the three @UUID[Actor.KE2xU8UltLaCnulO]{Carrion} reappear. Skimming the treetops, they fly over the boat at top speed, barely missing the top of the mast. One of them drops something about the size of a potato, which plummets to the deck trailing a red ribbon. It turns out to be a river rock — a successful <strong>Dexterity </strong>Test is required to catch it, with failure resulting in 1 Wound of damage per level of failure — and the ribbon tied around it bears a message in large, black letters: SO PERISH ALL WHO CROSS THE GRAVELORD. Neither the Characters nor the surviving monks are able to make anything of this.</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/handouts/handout-gravelord.webp\" /></div><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>What Just Happened?</em></h3><p><em>While the Characters should be completely mystified by this strange turn of events, the GM deserves better — so here is the story behind the Carrion attack. After being expelled from the monastery, Harald Gräber spend several months wandering @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{The Grey Mountains}, retracing the steps of his idol Heinrich Kemmler. Armed with some books he had stolen and hidden away against just such an eventuality, he travelled in search of Krell’s Mound and even spent a few nights in the Abbey of La Maisontaal, posing as a student on his way to the university in Parravon.</em></p><p><em>It was in the remotest part of </em><span style=\"font-style:normal\">@UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{The Grey Mountains}</span><em> that Gräber came across the weird and twisted bones of the Carrion. Relics of an obscure and unsuccessful expedition during the Vampire Wars, they had wandered aimlessly after their masters were killed, finally succumbing to instability and collapsing on the mountainside. Thanks to his stolen books, Gräber was able to re-animate them: a piece of completely undeserved luck that he attributed to the glorious destiny that would make the name of the Gravelord even more feared than that of the Lichemaster.</em></p><p><em>It took a few weeks to master @UUID[Actor.KE2xU8UltLaCnulO]{the Carrion}, but Gräber persisted. Once he was confident in his control of them, he set out for the monastery that expelled him, revenge on his mind.</em></p><p><em>Scouting the outside of the monastery in disguise, with his Carrion hidden securely in the forest nearby, Gräber found another sign of the favour which the powers of darkness had surely bestowed upon him: the hated @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} was setting out on a journey, alone and unprotected save for two junior monks. Although Gräber would have preferred to attack the monastery with an army of death just as Kemmler had attacked La Maisontaal, he knew that he was not yet strong enough — but the opportunity to slay Father Marcus was a gift he could not refuse. Following the three monks from a distance, he saw them board a boat bound for Altdorf: he shadowed the boat from the bank, taking care to stay hidden, and waited for his chance. When the @UUID[Actor.bUxA8zyayMarTXP7]{Father} was exposed on deck, he ordered his @UUID[Actor.KE2xU8UltLaCnulO]{Carrion} to strike.</em></p></blockquote>"
				},
				"Experience Point Awards": {
					"name": "Experience Point Awards",
					"text": "<p>The GM can award the following Experience Points for this adventure, with bonus awards for bright ideas and good roleplaying.</p><ul><li><p>@Exp[25,Manages to curtail the display of magic on the docks.]{25 points to each Character involved who manages to curtail the display of magic on the docks.}</p></li><li><p>@Exp[15,Involved in destroying each Carrion.]{15 points to each Character involved in destroying each Carrion.}</p></li><li><p>@Exp[10,Talking to Father Marcus and about Sigmarite Heresy.]{10 points each for talking to Father Marcus and about Sigmarite Heresy.}</p></li><li><p>@Exp[10,Took the body to the temple.]{10 points for helping to take the body to the temple.}</p></li></ul>"
				},
				"Part 1: Carrion up the Reik": {
					"name": "Part 1: Carrion up the Reik",
					"text": "<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/cults/morr.webp\" width=\"278\" height=\"333\" /></div>\n<p>This event can begin at any point in <strong>Death on the Reik</strong> after the fall of Castle Wittgenstein. The ideal point to start is immediately after the Characters have picked up the @UUID[JournalEntry.w5rvSKCXvivjnTVU.JournalEntryPage.TmUV0GaEMfIlWfCo]{Blucher cargo} and begun their journey to Altdorf by barge, perhaps with the outspoken @UUID[Actor.Pa77IT9maJR1nU7M]{Alex Eisen} at the stern. If the GM wants to postpone it for any reason, though, the monks could join the party’s boat at any town between there and Altdorf.</p>\n<h3>Monk Mates</h3>\n<p>Just as the boat is about to cast off, three men wearing monastic robes rush onto the dock. ‘Altdorf ?’ one of them shouts and receiving an ‘Aye!’ from the crew, they jump aboard, negotiate briefly with the captain, and pay for their passage.</p>\n<p>With these additional passengers, some changes have to be made to the sleeping arrangements. There was only one free bunk before they came aboard, so now two people have to sleep on the deck or the riverbank each night. The crew refuses, and if the Characters also refuse then the two younger priests agree to sleep on deck. However, they insist that their leader, @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus}, must have a berth, if not a whole cabin to himself.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Monks</em></h3>\n<p><em>@UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus}, @UUID[Actor.tCDLCDRYyPyNkFzB]{Brother Martin}, and @UUID[Actor.8xYAPlRLgbNOq519]{Brother Rolf} are from a monastery near Dunkelberg, renowned for its scholarship on the legend of Sigmar and the history of the early Sigmarite church. They are going to Altdorf, they say, to consult with fellow scholar-monks from the famous Monastery of the Holy Word at a conference on Sigmarite history and tradition.</em></p>\n<p><em>Any Character playing a Priest of Sigmar automatically know of the Dunkelberg monastery’s reputation, and may make a Lore (Theology) Test to know that Father Marcus is one of the world’s foremost scholars of Sigmarite history and advises the Grand Theogonist on matters of history and tradition.</em></p>\n</blockquote>\n<div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\">\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/father-marcus.webp\" width=\"224\" height=\"237\" />\n<p style=\"text-align:center\">@UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/martin.webp\" width=\"182\" height=\"251\" />\n<p style=\"text-align:center\">@UUID[Actor.tCDLCDRYyPyNkFzB]{Brother Martin}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/rolf.webp\" width=\"135\" height=\"258\" />\n<p style=\"text-align:center\">@UUID[Actor.8xYAPlRLgbNOq519]{Brother Rolf}</p>\n</div>\n</div>\n<h3>The Journey</h3>\n<p>The first part of the journey is uneventful. @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} spends much of his time below decks reading, but soon finds out which of the adventurers are worshippers of Sigmar, and may open up to them about the reason for his journey. The three monks are not going to Altdorf just to study: Father Marcus has been summoned by the Grand Theogonist to a meeting of Sigmarite scholars to discuss the matter of the so-called @UUID[Compendium.wfrp4e-eis.journals.bmJLqIQGcb0sIinQ.JournalEntryPage.aawH7wAMaFsy17L8#the-sigmarian-heresy]{Sigmarian Heresy}. Normally espoused only by the most fanatical followers of Ulric, this heresy has flared up across the north lately, and he has heard many reports of sectarian violence. The Grand Theogonist fears that it may lead to open conflict between the two faiths.</p>\n<p>@UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} is happy to talk about the heresy at great length, but much of what he says goes over the adventurers’ heads, unless they are devoted scholars of theology. He assumes that all Sigmarites know as much about the cult’s history and factions as he does, and is reluctant to give simple explanations because any summary loses vital facts. What the adventurers will understand is that there is trouble in the north, involving hostile followers of Ulric.</p>\n<blockquote class=\"sidebar\">\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard5.webp\" width=\"100\" height=\"100\" /></div>\n<h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>For Grognards: Monk-Y Business</em></h3>\n<p><em>Players who remember the earlier version of ‘Carrion up the Reik’ in Hogshead Publishing’s 1998 printing of <strong>Power Behind the Throne</strong> will have certain expectations of Father Marcus and his companions. These expectations are about to be comprehensively disappointed.</em></p>\n<p><em>In the original, @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} served only to discuss Sigmarite history and doctrine with the Characters and to ask them to go to the joint Sigmarite and Ulrican shrine called The Place of Shining Rock. He had served there as a novice, and taken a chip of the holy stone which, feeling guilty all these years later, he asked the Characters to return to the shrine on their way to Middenheim. This was the pretext for getting the party there in time to thwart an attack on no less a person than the Grand Theogonist, carried out by the fanatical Sons of Ulric.</em></p>\n<p><em>The good Father has a different role in this adventure, as the Gravelord announces himself to the world and begins his campaign of vengeance. If the Characters start dropping hints about a piece of stone — or, worse still, decide to search the monks’ possessions for it — the GM should feel free to have the three NPCs react with mystification and outrage as appropriate. It is important, though, that they and the Characters should remain on the same boat for the event that is about to take place.</em></p>\n</blockquote>\n<p> </p>"
				},
				"Part 3: Brothers in Grief": {
					"name": "Part 3: Brothers in Grief",
					"text": "<p>This event takes place as the Characters’ boat docks in Altdorf. @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus}, or one of his companions, died as the result of the @UUID[Actor.KE2xU8UltLaCnulO]{Carrion} attack, and the two surviving monks must convey their fallen comrade’s body to the Temple of Sigmar, where they are also due to meet with other priests and scholars to discuss the cult’s response to the so-called @UUID[Compendium.wfrp4e-eis.journals.bmJLqIQGcb0sIinQ.JournalEntryPage.aawH7wAMaFsy17L8#the-sigmarian-heresy]{Sigmarian Heresy} which is threatening to tear the Empire apart.</p><p>The Characters can help them with their sad duty if they wish: any Priest or other devout follower of Sigmar will probably want to do so. At the GM’s option, helping to convey the body to the temple may remove 1 Sin Point from any eligible Character who helps.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Damage Control</em></h3><p><em>Although @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} is the intended target of the attack, it may be that the GM simply cannot find a way to kill him in this encounter: the Characters rally round, the dice refuse to co-operate, and the only choice is a fudge so obvious that the players are bound to be offended.</em></p><p><em>If this happens, it is quite acceptable to kill one of the other monks: a small change will need to be made to the next event, but this will not derail the adventure. If none of the monks are killed right away, then they could succumb to @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wounds} or @UUID[JournalEntry.GRfHptMWT9wKuoML]{some waterborne disease} a few days later.</em></p><p><em>As long as at least one monk is dead by the time the Characters reach Altdorf, everything can be made to work out.</em></p></blockquote><h3>The Gravelord Strikes Again</h3><p>Harald Gräber — the Gravelord as he styles himself — may have killed @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} or one of the other monks on the river, but the necromancer’s thirst for vengeance is not yet satisfied. Perhaps more importantly, neither is his vanity.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/spot/spot-skulls.webp\" width=\"282\" height=\"302\" /></div><p>The following assumes that @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} was killed in the Carrion attack. If another monk died, the GM should make changes as necessary.</p><p>The Characters look on sadly as the two monks lift the body of their fallen companion on an improvised litter and prepare to set out for the Temple of Sigmar. Perhaps one or more of the PCs has decided to accompany the sad procession. Heads turn as they make their way off the docks, and the more devout onlookers say a prayer or make the sign of the hammer on recognizing the robes of Sigmarite monks. Then, suddenly, the unthinkable happens.</p><p>A tendril of dark, greenish-purple mist, the colour of a week-old bruise, shoots from the crowd. It strikes the body, which struggles to its feet amid gasps and screams from the onlookers. It spreads its arms wide, turning to show its face to all the crowd. For a moment it looks almost as though @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} has woken from sleep, but his eyes are glassy, his jaw slack, and his wounds very visible. Everyone who sees the spectacle must make a Test against @Fear[2,Fear 2]: screams, curses, and receding footsteps mark those in the crowd who have failed.</p><p>‘<em>Hear me!’</em> the voice comes from the dead monk’s body, but it is not his own, and his jaw does not move. <em>‘I crossed the will of the Gravelord, and though I paid with my life, it was not enough! Witness his unquenchable wrath, and tremble at his name!’</em></p><p>In that instant, a blur of dark purple flies from another part of the crowd, exploding like a bomb when it strikes the body. Purple flames engulf the monk, shot through with distorted, silently screaming faces. They leap into the sky, leaving the lifeless body to fall in a twisted heap at the feet of the terrified onlookers.</p><p>Silence falls, broken only by sobs and murmured prayers; after staring in horror for a moment, the two living monks replace the body on the litter, perhaps assisted by one or more of the Characters, and prepare to continue on their way. There should be something more they could do, but neither one can think of it.</p><h3>Smoke and Mirrors</h3><p>For all its dramatic effect, this display is made up of just three spells. The greenish-purple mist is a @UUID[Compendium.wfrp4e-core.items.7BJDTRG65hwt1fUK]{Reanimate} spell from the Lore of Necromancy, which raises the Father’s body as a Zombie — a very fresh and alive-looking Zombie, but a Zombie nonetheless. The speech is done using the Petty Magic spell @UUID[Compendium.wfrp4e-core.items.pDvOunMrvaYoXjd9]{Murmured Whisper}, and the dramatic finish is achieved with @UUID[Compendium.wfrp4e-core.items.eJPjVeW9UEH891rm]{Soul Vortex}, from the Lore of Death. All are cast by Gräber, who is hiding in the crowd; he shifts his position between the first and third castings. With the show over, he orders the Zombie to fall down and ends the spell, turning it back into a corpse. Then, while everyone is staring at the fallen body, he steals away unseen.</p><p>This event is intended to keep the name of the Gravelord in the Characters’ minds and make them curious about this elusive Necromancer. Characters with the appropriate Skills can identify the spells used, and form a rough idea of the power and expertise required to cast them; if the body is examined, traces of magic — specifically, of Dhar and Shyish — are evident to any Character with @UUID[Compendium.wfrp4e-core.items.6w30u0VPsAicrqb5]{Magical Sense}.</p><p>Of the Gravelord himself, though, there is no trace. He melted into the Altdorf crowds and is not seen again until he chooses to show himself. Even tracking using @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} is futile, for in a city this size there are many who, wittingly or not, have traces of magic in their makeup: their trails cross that of the escaping necromancer, and after a few dozen yards the trails are so confused as to be useless.</p><h3>Hunting the Gravelord</h3><p>The Characters may decide to try and hunt down this mysterious Necromancer whose name is beginning to travel across the city in whispers, but now is not the time. The Gravelord has many more plans and crosses the Characters’ path again in the companion volume to <strong>Power Behind the Throne</strong>. At this moment, he is making his way out of the city in disguise, and by the time the Characters are free to hunt for him, he is gone.</p><h3>At the Temple</h3><p>The journey across Altdorf to the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.TwV8JKaTUnfo3ipT]{Temple of Sigmar} is a somber one, made harder on the nerves by the tension of the events the Characters just witnessed. The Characters are probably expecting another attack, and they may see — or rather, imagine they see — all manner of suspicious individuals and activities in the crowds that part respectfully to allow the litter to pass.</p><p>The GM can improvise responses to anything the Characters do as a result of their suspicions, but they generally amount to the same thing: a glimpse of something that seems suspicious; a chase into the crowd (pausing to put down the litter, if the Characters in question is helping to carry it); a suspicious character either lost among the alleyways or tackled and proving to be innocent; and a red-faced resumption of the journey with the taunts of the crowd following them.</p><p>At the temple, the small party is received by a junior priest, who was expecting @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} and his party but has only just been informed of the tragic events on the river. The body is handed over to be prepared for burial, and the Characters, along with the surviving monks, are taken into a side chamber and questioned very closely about the Carrion attack and the spectacle on the docks; a clerk writes down their statements.</p><p>This process takes at least half a day, and while the Characters are not exactly being held under arrest, it is made clear to them that this investigation is being carried out with the authority of the @UUID[Compendium.wfrp4e-empire-ruins.actors.6vITnrER3XMTsMGS]{Grand Theogonist} himself, and that nothing else — in the Characters’ lives or in anyone else’s — has a higher priority. Offers to go hunting for the elusive Gravelord are met with a polite refusal: the cult of Sigmar has its own Witch Hunters and investigators, much more experienced than the Characters, who will take things from here.</p><p>Dusk is falling by the time the Characters are released, and it is clear that any trail is already cold. There is nothing for them to do but find a place to spend the night and resume their journey in the morning.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\"><em>What, No Profile?</em></h3><p><em>Sharp-eyed readers will notice that no profile has been provided for the Gravelord. This is not an oversight. At this early stage of the adventure, it is important to deny the Characters any contact with their mysterious enemy, so a profile is not needed.</em></p><p><em>The Characters will certainly be frustrated at this, but again, this is intentional. By the time they do have the chance to confront the Necromancer, in a future volume of this series, full details will be provided — and the Characters will be just itching for a fight.</em></p></blockquote>"
				},
				"Vengeance of the Gravelord": {
					"name": "Vengeance of the Gravelord",
					"text": "<p>This short adventure is the start of a series, forming an optional B-plot to the main campaign, and introducing Hans Gräber, a young but ambitious Necromancer who likes to style himself ‘The Gravelord.’ This chapter in the Gravelord saga has been developed from the middle section of ‘Carrion up the Reik,’ an adventure originally written by James Wallis, whose commentary can be found earlier in this book. Disappointingly, ‘Carrion up the Reik’ did not feature any carrion; among other things, this adventure corrects that oversight.</p><h2>Background</h2><p>Near the town of Dunkelberg, on the banks of the River Grissen above Grissenwald, is Hammersworn Rock, a Sigmarite monastery of the Order of the Anvil. Less well-known than the Monastery of the Holy Word outside Altdorf, it is nonetheless a major centre of Sigmarian learning, and its great library holds a copy of the Testaments of Sigmar as well as countless other books of scholarship.</p><p>The community’s leader, @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus}, is renowned as one of the Empire’s leading scholars of Sigmarite history and doctrine. So great is his reputation that he has been called to Altdorf to consult with the @UUID[Compendium.wfrp4e-empire-ruins.actors.6vITnrER3XMTsMGS]{Grand Theogonist} and leading scholars of the Holy Word, in the hope of finding an effective response to the growing religious tension between Sigmar’s followers and those of Ulric. He is travelling with two junior monks, @UUID[Actor.8xYAPlRLgbNOq519]{Brothers Rolf} and @UUID[Actor.tCDLCDRYyPyNkFzB]{Martin}, and happens to take passage in the same boat as the Characters. Being in the Sigmarite south, the monks have not taken any extraordinary measures to ensure their safety — and that was a mistake.</p><p>The threat comes not from fanatical Ulricans — almost unknown in these parts — but from one Hans Gräber, a novice monk whom @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} expelled from the community two years ago. Ignoring repeated warnings from his superiors, Gräber had been caught for a third time in the restricted section of the monastery’s library, poring over old accounts of the life and career of Heinrich Kemmler, the dreaded Lichemaster. He became obsessed with the stories, and unknown to his superiors — who would surely have burned him had they known — he began to experiment with necromancy. Being expelled from the monastery was the final push that launched him into vengeful madness, and ever since then he has wandered the southern Reikland, studying magic when he can, learning the forbidden @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-necromancy]{Lore of Necromancy}, and waiting until he felt powerful enough to take his revenge. Now, with @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} travelling and exposed, the time has come to enact The Vengeance of the Gravelord.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/carrion.webp\" width=\"293\" height=\"246\" /></div><h3>Running this Adventure</h3><p>This adventure is episodic in form, consisting of short, self-contained events that the GM can drop into Death on the Reik or any other adventure that features a river journey to Altdorf. Seemingly isolated events, linked only by necromancy and a strange name, begin to form a pattern — one, perhaps, that the Characters may try to relate to the main plot of the campaign. The GM should allow them to do so, even though there are no links to find.</p><h3>Hans Gräber<span style=\"font-size:14px\"> </span></h3><p>While unquestionably obsessed and probably insane, Hans Gräber is far from stupid. He knows better than to show himself and become a target, and he knows that the unseen and unknown are what frighten mortals the most. Therefore, he takes care to plan attacks that are theatrical and intimidating, while himself remaining hidden. He wants the name of the Gravelord to strike terror into the hearts of mortals, without the face appearing on any wanted posters.</p><p>The Gravelord’s strategy is to strike in a spectacular fashion and then disappear, leaving time for word to spread and fears to grow before he strikes again. What he lacks in magical power — for he is a low-level Wizard at this point — he more than makes up in imagination, and his flair for the theatrical rivals that of the great playwright @UUID[Compendium.wfrp4e-rnhd.actors.HVtHpEXhGGMOmGzy]{Detlef Sierck}. The GM should keep the following points constantly in mind:</p><h4>Spectacle</h4><p>The Gravelord’s aim, first and foremost, is to spread fear: death and destruction come a distant second in his mind. Having seen the terror evoked by the name of the Lichemaster, he longs for his own self-awarded title to have the same effect. Therefore, everything he does is planned for maximum psychological impact.</p><h4>Elusiveness</h4><p>The Gravelord never shows himself, partly to avoid the risk of capture and partly to cultivate an air of mystery that will contribute to the fear that he intends his name to evoke. While he is never far from the sites of his attacks, he is always hidden — and he always has at least two exits prepared in case things go wrong. For a megalomaniac, he is remarkably cautious and practical. The theatricality of his attacks direct all eyes away from him, so he can melt away while his victims are dealing with the havoc he has wrought: the Characters might catch a glimpse of a cloaked, hooded figure who may or may not look suspicious, but when they look again he is gone. This is particularly important in the second part of this adventure, ‘Brothers in Grief.’</p>"
				}
			}
		},
		"Introduction": {
			"name": "Introduction",
			"pages": {
				"Introduction": {
					"name": "Introduction",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/set-pictures/the-red-crown.webp\" width=\"390\" height=\"486\" /></div><p>Welcome to <strong>Death on the Reik</strong>, the second volume in the Director’s Cut edition of the <strong>Enemy Within</strong> campaign. While it can be played on its own, it has been designed for use after completing <strong>Enemy in Shadows</strong>. </p><p>This book falls into eight chapters, with a preliminary section that summarises the various plots that the adventurers will encounter. Some of these plots come to a conclusion within the pages of this book, while others lay the foundations for adventures to come. The companion book for this adventure includes supplemental material and additional adventures which you can use to make this part of the <strong>Enemy Within</strong> even more entertaining.</p><p>In this adventure, the Characters learn more about the cult of the Purple Hand, the threat it poses to the Empire, and why it is so interested in them. They also encounter a rival cult, the Red Crown, which has different methods and objectives.</p><p>Warpstone plays a major role in this adventure. This is a stony substance made from the pure essence of Chaos. Derived from concentrations of dark magic, it is rumoured to originate from Morrslieb, the ill-omened second moon of the Old World. It is much sought after by followers of Chaos and, most of all, by the Skaven ratmen.</p><p>Burrowing beneath many parts of the world, Skaven are seldom seen. Many think they do not exist, and some of the Empire’s rulers deliberately foster this notion to avoid widespread panic. </p><p>The Characters find that many people refuse to believe their tales of an encounter with the Skaven, and some may actively try to silence them.</p><p>The Characters pick up several clues as they travel along the Empire’s great rivers. These point to Middenheim, the famous city of the White Wolf. There, they learn of a religious schism that could tear the Empire apart, of a runaway noble whose family has some very dubious connections, and of Purple Hand agents active within the fortress city. All of these plot lines lead them into the next volume, <strong>Power Behind the Throne</strong>.</p><p>Along the way, the adventurers will travel the great rivers that are the arteries of trade and transportation throughout the Empire. They learn about commerce, and may become wealthy as traders. They’ll meet the people of the Empire in all their variety: urban and rural, common and noble, law-abiding and criminal, and all types in between. The fledgling adventurers who set out for Altdorf to seek their fortunes in <strong>Enemy in Shadows</strong> become seasoned and well-travelled veterans as they make their way through <strong>Death on the Reik</strong>.</p><h3>Running the Adventure</h3><p><strong>Death on the Reik</strong> allows the Players a great deal of freedom. They may take off in all sorts of unexpected directions, heading into areas for which you have no information. While some GMs enjoy this sort of challenge, there are some ways you can minimise this risk if you want to:</p><ul><li><p>Encourage the Players to make plans for the next session of play before the group disperses at the end of a session. This gives you some time to fill in any locations that are not described in these pages.</p></li><li><p>Try to understand Players’ ambitions for their Characters. For example, if one of the party wishes to train as an Initiate, they hear rumours that initiates are being ordained in a town that just happens to be on the campaign’s intended route. If it is preferable to delay a transition, the adventurers arrive too late: the ordaining priest moved on, or there are too many applicants.</p></li><li><p>An unpleasant rumour can discourage adventurers from visiting a place that is best left alone for now. Mysterious, deadly diseases, for example, or rampaging mutants and Beastmen are quite useful.</p></li><li><p>If, despite all these ploys, you are (temporarily) at a loss, random encounters can fill a play session and buy you planning time to get things back on track. If used well, random encounters can also present the illusion that you know everything about every part of the Empire and you are prepared for the adventurers wherever they may go. This impression of your genius is worth cultivating.</p></li></ul><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Hordes of Chaos</em></h3><p><em>If things went very badly in Bögenhafen, there is a chance that the whole town was destroyed by the opening of a minor Chaos gate, which is still spewing daemons and other abominations into the world. Obviously, such an outcome will have an effect on this adventure.</em></p><p><em>The most significant change will be a marked increase in military traffic on roads and the river, all of it heading for @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.OONgV24fbQ8ZEqSr]{Bögenhafen}. Every route that leads towards the town will be packed with heavily armoured troops, and the adventurers should pass a company of infantry or cavalry hurrying in that direction at least once each day. Wizards in Imperial service and clerics of the major religions will also be encountered heading in the same direction.</em></p><p><em>Going the other way, the adventurers will be caught up, or passed, by a stream of refugees heading away from @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.OONgV24fbQ8ZEqSr]{Bögenhafen}. Accommodation becomes harder to find, and more expensive. Chaos may be coming, but so are profits for those not yet affected. As word of the catastrophe spreads, any NPCs encountered will talk of little else. As long as the adventurers do not reveal their part in events, any news they bring will be highly valued by those they encounter.</em></p></blockquote><p>When the action moves to a town or city, there is no need to worry about detailed maps or profiles for every inhabitant. The important thing is to describe the general appearance of the town: prosperous or seedy, clean or shabby, busy or sleepy, and so on. Accommodation can be found at an inn; goods and services in keeping with the town’s size and prosperity can be purchased; and most locations can be described in a sentence or two. </p><p>Local traders are always happy to fleece unwary travellers, and the local Watch are equally happy to throw them in jail for the slightest infraction. Greedy watchmen will then charge an exorbitant fine to let them out and escort them to the town gates with strict orders never to return. Unless a particular town is a specific landmark in the adventure, it’s always much like any other: adventurers aren’t really welcome, but their money is.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>RIVER LIFE AND THE TRADING RULES</em></h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard1.webp\" width=\"100\" height=\"100\" /></div><p><em>Readers familiar with earlier versions of <strong>Death on the Reik</strong> will notice (perhaps with alarm) that the ‘River Life of the Empire’ supplement and the trading rules are not in this book. In the words of the Classical philosopher Bibulus Maximus, ‘nil perspirandum.’ They have found a new home in the <strong>Death on the Reik Companion</strong>.</em></p><p><em>This frees space here to make the adventure better by adding more options for you, more clarifying text on events, and more guidance to see the adventurers to the end of their river-borne exploits. We’ve also included the @UUID[JournalEntry.fzxPnClojPBcpfmA]{first part} of the old Carrion up the Reik as part of the changes.</em></p><p><em>The advanced rules for boat handling and trading, and the optional river encounters, make more sense in a companion volume filled with ‘Director’s Cut extras’. This is not to say that we have forgotten the pledge first made thirty years ago at the birth of </em>The Enemy Within<em>: that each product includes material with lasting value, and continues to be useful even after the adventure has been played. For example, despite its troubled history and strange inhabitants, the maps and basic room functions of @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein} provide a model for any of the Empire’s small to medium castles in any home-brewed adventures you might create.</em></p></blockquote><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/mutant-ambush.webp\" /></div>"
				},
				"The Story": {
					"name": "The Story",
					"text": "<p>This adventure has a complex set of plots that unfold at the same time. Some are new, some began in earlier adventures, some are resolved in this book, and some will cast a shadow over the adventurers’ lives in the months to come.</p>\n<h3>The Purple Hand</h3>\n<p>The Purple Hand is a secret Chaos cult dedicated to the worship of Tzeentch and the overthrow of the Empire. They have agents in positions of power throughout the Empire, and these include high-ranking members of the cults of Sigmar and Ulric. The Purple Hand intend to reawaken the rivalry between the cults of Sigmar and Ulric, and create a religious schism to destabilise the Empire. The first fruits of their activity appear in this adventure, in the form of news from distant Middenland.</p>\n<p>The Purple Hand has cells in all major cities, all theoretically controlled by the cult’s leaders in Nuln. However, given the vast distances between cities in the Empire, each cell normally works independently. Occasionally, though, orders do come down from above. One such order has recently been issued to all cells: Kastor Lieberung, Magister Impedimentae of the cultists in Nuln, has broken off contact with the cult, and he must be found and recovered at all costs.</p>\n<h3>The Plot Thickens</h3>\n<p>The cult leaders know that Lieberung received notification of a large inheritance and set out to visit a law firm in Bögenhafen who are the executors of his new wealth. Two minor cultists were ordered to contact him as he passed through Altdorf, and they were found dead a few days later. By the time this adventure takes place, the cult’s leaders in Nuln are becoming suspicious. They fear that Lieberung intends to keep the money for himself, rather than handing it over to the cult as ordered.</p>\n<p>However, there are a couple of things that the Purple Hand cultists do not know.</p>\n<ul>\n<li>\n<p>There was no inheritance. The law firm does not exist, and the letter that Lieberung received was part of a complex hoax by a bounty hunter (now also dead) to lure Lieberung into a trap.</p>\n</li>\n<li>\n<p>Lieberung died before he reached Bögenhafen. He was killed in a mutant attack on the Middenheim-Altdorf coach. One of the adventurers, who bears an uncanny resemblance to Lieberung, found his body and some crucial documents, then went to Bögenhafen in his place.</p>\n</li>\n</ul>\n<p>The cult’s prime concern is to recover Lieberung and his inheritance. Cult members throughout the Reikland have been ordered to find and capture the Magister Impedimentae. Knowing that Lieberung was headed for Bögenhafen, and was supposed to return from there with the money, Purple Hand agents are looking for him all along this route. They do not know why they are looking for him, only that they must deliver him to the cult's agents in Altdorf or Middenheim. All are loyal to the cult, and will choose death rather than surrender or capture.</p>\n<p>If the Lieberung-double adventurer has been killed, the cult will still be looking for the adventurers in the mistaken belief that they are agents of a rival cult. The cultists will assume the adventurers have somehow done away with Lieberung and stolen the inheritance! Some of the events described below may need to be changed slightly to accommodate this course of events. Where the text calls for cultists to pick on one particular adventurer, you can choose who is targeted by the cultists, or simply roll dice to decide.</p>\n<h3>The Trail From Bögenhafen</h3>\n<p>While they were investigating the Ordo Septenarius in Bögenhafen, the adventurers probably came across a series of letters written to the cult’s chief by one Etelka Herzen, a fellow devotee of the Ruinous Powers. Although they do not find her at home, they find plenty of proof of her crimes, and her journals point them towards another mystery.</p>\n<h3>The Red Crown</h3>\n<p>Through @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}, the adventurers become aware of @UUID[JournalEntry.uHClvCto8icrUp9P]{The Red Crown}, another Chaos cult that appears to be widespread within the Empire. They learn that it venerates the same foul deity as the Purple Hand: Tzeentch, the Great Mutator. The two cults are, however, bitter enemies with widely differing methods and goals.</p>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/handouts/warpstone-sheet.webp\" width=\"239\" height=\"186\" /></div>\n<h3>The Meteorite</h3>\n<p>The main plot of <strong>Death on the Reik </strong>concerns a meteor that fell in a remote part of the Empire more than two centuries ago. The meteorite is a chunk of the Chaos moon, Morrslieb, about the size of a cow’s head. This piece of warpstone was recovered by members of a local noble family, but it has wrought disturbing changes on the family, their castle, and their peasants.</p>"
				},
				"The Chapters": {
					"name": "The Chapters",
					"text": "<p>There are eight chapters in Death on the Reik.</p><h3>@UUID[JournalEntry.49qp95QA3aWDRmWS]{Chapter 1: Bögenhafen To Altdorf}</h3><p>The first stage of the journey is to Black Peaks, and takes the adventurers downriver to Altdorf, by way of @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.lBAJJZuJ2vkS9O9H]{The Weissbruck Canal}. Along the way they encounter a barge in trouble. Arriving at @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.Pvejt2aWfmchszth]{Weissbruck}, they must deal with Purple Hand agents and find out what has become of a friend they made in Bögenhafen, who is now missing.</p><p>Altdorf presents more challenges: the adventurers are still wanted in connection with the death of a young nobleman, and the local cell of the Purple Hand saw them arrive.</p><h3>@UUID[JournalEntry.RHzfHNhGeRie4mg9]{Chapter 2: Altdorf to Kemperbad}</h3><p>A half-built signalling device, part of a network of signal towers decreed by the Emperor, hides an ancient secret. A castle overlooking the river has an evil reputation. The prosperous town of Kemperbad offers the adventurers some trading possibilities, and another encounter with the agents of the Purple Hand.</p><h3>@UUID[JournalEntry.fwLUrScTjI0sHxuK]{Chapter 3: Kemperbad to Black Peaks}</h3><p>A mine near the town of @UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.T2VKrtELLt5N5tUc]{Grissenwald} has been overrun with Goblins, leaving the local Dwarf community in despair and disarray. The Goblins are based at Black Peaks, in the home of @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}. She seems to have gone on a journey and, while the wizard is away, the Goblins definitely play.</p><p>Documents in the wizard’s house shed some light on the strange events in Bögenhafen, and tell the adventurers a little about a Chaos cult known as @UUID[JournalEntry.uHClvCto8icrUp9P]{The Red Crown}. Other documents give a clue as to where the wizard has gone, and why.</p><h3>@UUID[JournalEntry.VbIsVjYK2ttpvkG2]{Chapter 4: Grissenwald to the Barren Hills }</h3><p>Local adherents of the Purple Hand dog the adventurers as they try to pick up the wizard’s trail. In a remote village the adventurers learn more about the wizard and her companions, and about their goal. It appears that a group of Skaven are also on the trail of the meteorite. The adventurers will discover the key to Dagmar’s observatory under the signal tower.</p><h3>@UUID[JournalEntry.Zd3IR4yalOfuOwdD]{Chapter 5: Unterbaum to Wittgendorf}</h3><p>Returning to the signal tower, the adventurers finally penetrate its inner sanctum. They discover the clue that leads them to the adventure’s climax at @UUID[JournalEntry.musGjY0nSDY6gPY4]{Castle Wittgenstein}. Along the way, they may learn of growing unrest within the Empire and have yet another brush with the Purple Hand.</p><h3>@UUID[JournalEntry.WKhLoiUL9sdUE2Gs]{Chapter 6: Wittgendorf}</h3><p>Arriving in the village near @UUID[JournalEntry.musGjY0nSDY6gPY4]{Castle Wittgenstein}, the adventurers learn a little of the Wittgenstein family from the locals, most of whom are suffering from strange mutations. They also encounter an outlaw band, and can try to recruit the outlaws for an assault upon the castle.</p><h3>@UUID[JournalEntry.musGjY0nSDY6gPY4]{Chapter 7: Castle Wittgenstein}</h3><p>Bathed in warpstone radiation for two hundred years, the castle and its inhabitants have changed in strange and disturbing ways. Some warped unfortunates are evil, and some are not. The trick to surviving the castle is to learn who can be trusted. One member of the family is away in the city of @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P]{Middenheim}, forging ties with the cult of @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.j9KGEfrsEWWTJBP2#the-jade-sceptre]{the Jade Sceptre}.</p><p>At last, the adventurers catch sight of the warpstone meteorite. This happens just as the Skaven take it out of their reach and demolish the castle to cover their escape. If the adventurers survive, they will have several good reasons to head to Middenheim and the next part in the campaign.</p><h3>@UUID[JournalEntry.w5rvSKCXvivjnTVU]{Chapter 8: Carrion up the Reik}</h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/purple-hand.webp\" width=\"225\" height=\"327\" /></div><p>The journey to Middenheim is long, and the distractions of the river are numerous. Many days’ journey away lies the great city-port of Marienburg, famed for its wealth, its opportunities, and its pleasures. Some say (though not without a faint twinge of guilt) that it is greater even than Altdorf. To a group of wanderers with their own boat and a taste for trading, it can be an irresistible attraction, especially when a merchant offers them a cargo to take there.</p><p>Little do they know that the job is a fraud, concocted by the local servants of the Purple Hand to pin the adventurers down by destroying their barge. Then they can be delivered into the hands of the cult’s leadership…  in Middenheim.</p>"
				}
			}
		},
		"Chapter 7: Castle Wittgenstein": {
			"name": "Chapter 7: Castle Wittgenstein",
			"pages": {
				"The Sorcerous Tower": {
					"name": "The Sorcerous Tower",
					"text": "<p>This tower is where Lady Margritte conducts her depraved experiments. The tower is supported by flying buttresses, and not only does it have no ground floor, but its lowest level overhangs the courtyard of the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}.</p><p>@UUID[.u49V6ubidO54TF48]{60. Lens Room}</p><p>@UUID[.Qmpm5qb1UCNsPpMi]{61. Library}</p><p>@UUID[.Wz2VnNS5Xe5XnYKZ]{62. Laboratory}</p>"
				},
				"The Outer Bailey": {
					"name": "The Outer Bailey",
					"text": "<p>Visible from the track that winds up the steep cliff to the castle’s iron-bound gates are six iron cages, suspended from the main gatehouse walls. From one of these, an emaciated arm gestures feebly and a wheezing voice, barely audible above the squeaking of rusty chains, calls for mercy.</p><p>There are six iron baskets in all. Five of the six contain either a skeleton or a rotting corpse, with only one still housing a living soul. There is nothing the adventurers can do to help this person. Any attempt to release him will cause the guards in the @UUID[.j2uJZVuZM1yNO021]{gatehouse} to call out a challenge and aim crossbows in their direction.</p><p>@UUID[.cgfCR7KHy6GedSbz]{1. Gate Defences}</p><p>@UUID[.j2uJZVuZM1yNO021]{2. Main Gatehouse}</p><p>@UUID[.0g4NZzebqORDxkdv]{3. Outer Gatehouse}</p><p>@UUID[.ewWCADAxsONBI6lg]{4. Inner Gatehouse}</p><p>@UUID[.IITA6eOJVpDEhBUh]{5. The Ruins}</p><p>@UUID[.zmMvP6Ais7FzI8kV]{6. Riding Stables}</p><p>@UUID[.5eZRoDk9lmhSo7Iy]{7. Coach Stables}</p><p>@UUID[.j9NLTftKBZw3HEWJ]{8. Coach House}</p><p>@UUID[.3ufPmJt6zpcF77S5]{9. Smithy}</p><h4>The Keep</h4><p>The keep houses the majority of the @UUID[Actor.PYnvQPEqN5cWcDlo]{guards}, plus @UUID[Actor.OF35NiRpF5Nmbl2z]{Lieutenant Doppler} and @UUID[Actor.1rnx5OhLRhiUK29X]{Sergeant Kratz} (Sergeant Klinger will move in here on Kratz’s death). The guards will retreat to this building and bar the door if hard pressed by attackers in the courtyard.</p><p>The keep is sparsely furnished with layers of dust and grime everywhere and cobwebs hanging in the corners of all rooms. The ground floor is very damp with water running down the mildew-covered walls.</p><div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\"><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/guards.webp\" width=\"183\" height=\"189\" /><p style=\"text-align:center\">@UUID[Actor.PYnvQPEqN5cWcDlo]{Sentry}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/shif-doppler.webp\" width=\"175\" height=\"182\" /><p style=\"text-align:center\">@UUID[Actor.OF35NiRpF5Nmbl2z]{Shif Doppler}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/kratz-sergeant.webp\" width=\"189\" height=\"186\" /><p style=\"text-align:center\">@UUID[Actor.1rnx5OhLRhiUK29X]{Kratz, Sergeant of the Guard}</p></div></div><table style=\"width:99.0798%;height:27px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"width:30.7813%;height:17px;text-align:center\"><strong>Normal</strong></td><td style=\"width:47.9688%;height:17px;text-align:center\"><strong>After Alarm</strong></td></tr><tr style=\"height:10px\"><td style=\"text-align:center;width:46.2771%;height:10px\">10 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}, @UUID[Actor.OF35NiRpF5Nmbl2z]{Lt. Doppler}, &amp; @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Anderer}</td><td style=\"text-align:center;width:52.9489%;height:10px\">1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}, @UUID[Actor.OF35NiRpF5Nmbl2z]{Lt. Doppler} &amp; @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Anderer}</td></tr></tbody></table><p>@UUID[.NOFsMovYwNsq3GzY]{10. Guard Room}</p><p>@UUID[.MB5w8igLxFznZbz8]{11. Hall}</p><p>@UUID[.tkmPsiQatqsUNhNl]{12 a/b. Staircases}</p><p>@UUID[.57DZY62OVdpPrXVx]{13. Common Room}</p><p>@UUID[.MnSLXD2ZocfZacwN]{14. Well}</p><p>@UUID[.3n76Dr2GCzY0jGFX]{15. Storeroom}</p><p>@UUID[.4ZJgZtYrYK9PgBFa]{16. Armoury}</p><p>@UUID[.btvPXzLbfdpLOvIV]{17. Kitchens}</p><p>@UUID[.PcOiQIrssvxgKKql]{18. Storeroom}</p><p>@UUID[.2tlDpATyOCxR2mkA]{19. Barracks}</p><p>@UUID[.fSUre7Ooq4XCFj49]{20. Kratz's Room}</p><p>@UUID[.tD6zxFyfiHKfWo0C]{21. Meeting Room}</p><p>@UUID[.aJayu0POte3YKJEf]{22. Doppler's Room}</p>"
				},
				"Beneath the Castle": {
					"name": "Beneath the Castle",
					"text": "<p>First, though, the adventurers must make their reconnaissance. Following @UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid’s} directions, they come to a dark cave that leads to a network of tunnels running beneath the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} (@UUID[Scene.k6lxEoUkjJBgFFff]{Under The Castle}) Here dwells @UUID[Actor.nlrew23beZAtLPNo]{Brutagh}, a deranged mutant. There is also an underwater tunnel connecting to the inside of the @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8.JournalEntryPage.otHrhw493IFv7zAY]{water gate}, and a narrow, winding @UUID[.nMPJC5ZzpGUktOpD]{staircase} leading up to a ruined outbuilding in the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey}.</p><p>@UUID[.GZiiHcoKCrs5qm7P]{1. The Dark Entrance}</p><p>@UUID[.jtF0ailFebRaNk6m]{2. Skeleton}</p><p>@UUID[.9nafWwVpHln1mPdl]{3. Lashworms}</p><p>@UUID[.mkWU3NwzJyBIHUC5]{4. Giant Rats}</p><p>@UUID[.oKX7AQnR99Ztw5ij]{5. Mushrooms}</p><p>@UUID[.SFJAtBqSxP5c0Tcc]{6. Bats}</p><p>@UUID[.XswUY1Pt8RYjz9c0]{7. The Underground Stream}</p><p>@UUID[.GeyXiHlLK2Q9XAC9]{8. The Water Gate}</p><p>@UUID[.vB4AqnMHLd6uBs23]{9. Guardroom}</p><p>@UUID[.nMPJC5ZzpGUktOpD]{10/11. Staircases}</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title\"><em>Stalking The Cave</em></h3><p><em>The following events may be used while the adventurers are in the caves, to play on their nerves and unsettle them.</em></p><ul><li><p>Sucker Prints<br /><em>The adventurers see slimy, damp sucker marks on the walls and floor of the caves. These markings may be wiped off, but leave a slimy residue on whatever is used to remove them.</em></p></li><li><p>Grinning Face<br /><em>One of the adventurers catches a glimpse of a disembodied, grinning face. It appears to be near the ceiling or hanging in mid-air, but is gone in an instant. The Character must make a <strong>Challenging (+0) Cool</strong> Test: if this fails, tell the Player that their Character is shaken by the encounter. This has no effect in the game, but will add an element of tension.</em></p></li><li><p>Screams<br /><em>Occasionally, blood-curdling screams echo through the caves, seeming to come from all directions. Brutagh knows where to create the best echoes.</em></p></li><li><p>Clattering Stones<br /><em>Brutagh uses the sound of stones clattering on the floor as a means of luring the adventurers towards certain areas, such as the bats (Area 6), or the rats (Area 4).</em></p></li></ul></blockquote>"
				},
				"Castle Wittgenstein": {
					"name": "Castle Wittgenstein",
					"text": "<p>Castle Wittgenstein is built on a clifftop, 200 ft above the Reik. It consists of an @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} and an @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}, with a guard tower between.</p><p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey} houses the guards, and is also home to an assortment of mutant beggars. Its south wall incorporates the @UUID[.j2uJZVuZM1yNO021]{main gatehouse} from which a road leads to the village. The south-east corner is not overlooked by any guard post, making it an ideal place for the adventurers to lower ropes for their outlaw allies. The guard tower is protected by an @UUID[.0g4NZzebqORDxkdv]{outer gatehouse} in the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey’s} north wall.</p><div class=\"journal-image float-right flip\"><img src=\"modules/wfrp4e-dotr/assets/set-pictures/castle-wittgenstein.webp\" width=\"286\" height=\"430\" /></div><p>The Inner Bailey is further protected by an @UUID[.ewWCADAxsONBI6lg]{inner gatehouse} at its south wall. This part of the castle is home to the von Wittgenstein family, and is largely empty of guards, as @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} has her own ways of dealing with any intruders who make it this far! Nearly all of the Inner Bailey’s walls overhang the cliff; the rest are in plain view of one or more windows, making it virtually impossible for the outlaws to gain entry by climbing ropes.</p><p>Beneath the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey} lie the @UUID[.7cwT5awu3Ffwi9Dz]{dungeons}. A steep, spiral staircase leads to the @UUID[.GeyXiHlLK2Q9XAC9]{water gate} and the river. Unknown to the family, there is also a water-filled tunnel that leads from inside the water gate to the caverns beneath the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey}. These caverns (which open out from the one described by Sigrid) also connect with a secret staircase that leads into one of the ruined outbuildings of the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey}.</p><p>There are 25 @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} in total. The 18 @UUID[Actor.o70nVj9zFugOHPoP]{beggars} who live in the ruins of the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} will not fight. The various servants are unarmoured, have only improvised weapons, and will fight only in self-defence. All major NPCs (including family members) are detailed in the appropriate area description.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Castle Room Contents</em></h3><p><span style=\"font-style:normal\">The area descriptions in the following pages contain only general information on a room’s contents. More detail may be required if the adventurers search a room thoroughly, or under certain other circumstances. In such cases, you can choose a room’s contents from the @Table[castle-room]{Castle Room Contents Table}. Use common sense, and refer to the room’s function: for example, a kitchen is unlikely to contain bedding.</span></p></blockquote><h3>Castle Guards</h3><p>The Captain of the Guard is (or rather, was) @UUID[Actor.akXzwoLHUzChhRT0]{Georg Hegel}. Having recently suffered an accident, he has become a skeleton controlled by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} (see @UUID[.rkoPrpQipeuwZTeq]{Captain’s Tower}). As a result, command of the guard has passed to Hegel’s lieutenant, @UUID[Actor.OF35NiRpF5Nmbl2z]{Shif Doppler}. He is assisted by @UUID[Actor.1rnx5OhLRhiUK29X]{Sergeants Kratz}, Klinger, and Anderer. If Kratz has not already been killed in the encounter in the woods (see @UUID[JournalEntry.WKhLoiUL9sdUE2Gs.JournalEntryPage.D0I5hIKc6H88GZvl#leaving-the-camp]{Leaving the Camp}), his actions during any assault on the Outer Bailey will be similar to those of the other sergeants.</p><h3>Under Attack</h3><p>Castle Wittgenstein has never been attacked, and its inhabitants are quite confident that it never will be. The guards are less than vigilant, even when manning the walls and gatehouse. Their initial reactions to an attack are slow unless there is a sergeant or officer with them, and the guards will always retreat if attacked in numbers.</p><p>Any @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} will shout an alarm as soon as they are attacked. This brings guards from other locations to their assistance, under the direction of @UUID[Actor.OF35NiRpF5Nmbl2z]{Doppler} or one of the sergeants. In the absence of a sergeant or officer, guards will not move to reinforce threatened positions. Instead, they will prepare to defend their present location.</p><p>@UUID[Actor.OF35NiRpF5Nmbl2z]{Lieutenant Doppler} and his @UUID[Actor.o7qH1nfVzjVKd3Tx]{sergeants} follow a standard defence drill. First, they move to reinforce the main gatehouse. If this looks likely to fall, they move to the arrow slits overlooking the courtyard and set up a crossfire. If the main gatehouse falls, the guards fall back to the outer gatehouse, and then if necessary to the guard tower, and the inner gatehouse. If the inner gatehouse falls, the guards’ morale breaks and they will flee, fighting only if Doppler or a sergeant can rally them.</p><p>That, at least, is the theory. In practice, it takes 20 Rounds after any alarm for the guards from the keep to assemble in the courtyard and start for the gatehouse. If, as @UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid} plans, the outlaws and adventurers are already in the courtyard, the confused guards will retreat back to the keep while Doppler assesses the situation. Doppler’s priorities will be to prevent the main gates from being opened, and to stop intruders reaching the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}.</p><h3>Guard Locations</h3><p>Guards will only be encountered in the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} and the central guard tower. The only guards in the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey} are the three posted at the @UUID[.GeyXiHlLK2Q9XAC9]{water gate}.</p><p>The numbers in the following table assume that the adventurers dealt with the patrol in the woods, including Kratz. If any of the patrol returned to the castle, they will add to the castle's defence. If any other guards were killed prior to the assault, remove a corresponding number of defenders from the table.</p><blockquote class=\"foundry-note\"><p>Each location journal entry also has its corresponding row.</p></blockquote><table style=\"width:99.0712%;height:906px\" border=\"1\"><tbody><tr style=\"height:16px\"><td style=\"width:20.3125%;height:16px;text-align:center\"><p><strong>Area</strong></p></td><td style=\"width:30.7813%;height:16px;text-align:center\"><p><strong>Normal</strong></p><img style=\"border:none;width:14px;height:20px\" src=\"modules/wfrp4e-dotr/assets/misc/helmet-blue.webp\" /></td><td style=\"width:47.9688%;height:16px;text-align:center\"><p><strong>After Alarm</strong></p><img style=\"border:none;width:14px;height:20px\" src=\"modules/wfrp4e-dotr/assets/misc/helmet-red.webp\" /></td></tr><tr style=\"height:16px\"><td style=\"width:20.3125%;height:16px;text-align:center\"><p>@UUID[.cgfCR7KHy6GedSbz]{1. Gate Defences}</p></td><td style=\"width:30.7813%;height:16px;text-align:center\"><p>None</p></td><td style=\"width:47.9688%;height:16px;text-align:center\"><p>2 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}</p></td></tr><tr style=\"height:16px\"><td style=\"width:20.3125%;height:16px;text-align:center\"><p>@UUID[.j2uJZVuZM1yNO021]{2. Main Gatehouse}</p></td><td style=\"width:30.7813%;height:16px;text-align:center\" colspan=\"2\"><p>5 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}, [[/r 1d100]]{50%} chance of @UUID[Actor.o7qH1nfVzjVKd3Tx]{Sergeant}</p></td></tr><tr style=\"height:16px\"><td style=\"width:20.3125%;height:16px;text-align:center\"><p>2a &amp; b</p></td><td style=\"width:30.7813%;height:16px;text-align:center\"><p>None</p></td><td style=\"width:47.9688%;height:16px;text-align:center\"><p>1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard} in each</p></td></tr><tr style=\"height:16px\"><td style=\"width:20.3125%;height:16px;text-align:center\"><p>2d</p></td><td style=\"width:30.7813%;height:16px;text-align:center\"><p>1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}</p></td><td style=\"width:47.9688%;height:16px;text-align:center\"><p>1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}</p></td></tr><tr style=\"height:16px\"><td style=\"width:20.3125%;height:16px;text-align:center\"><p>2e</p></td><td style=\"width:30.7813%;height:16px;text-align:center\"><p>4 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}</p></td><td style=\"width:47.9688%;height:16px;text-align:center\"><p>None</p></td></tr><tr style=\"height:16px\"><td style=\"width:20.3125%;height:16px;text-align:center\"><p>2f</p></td><td style=\"width:30.7813%;height:16px;text-align:center\"><p>None</p></td><td style=\"width:47.9688%;height:16px;text-align:center\"><p>2 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}</p></td></tr><tr style=\"height:16px\"><td style=\"width:20.3125%;height:16px;text-align:center\"><p>@UUID[.0g4NZzebqORDxkdv]{3. Outer Gatehouse}</p></td><td style=\"width:30.7813%;height:16px;text-align:center\" colspan=\"2\"><p>5 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}+ @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt Klinger}</p></td></tr><tr style=\"height:16px\"><td style=\"width:20.3125%;height:16px;text-align:center\"><p>3a &amp; b</p></td><td style=\"width:30.7813%;height:16px;text-align:center\"><p>None</p></td><td style=\"width:47.9688%;height:16px;text-align:center\"><p>1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard} in each</p></td></tr><tr style=\"height:16px\"><td style=\"width:20.3125%;height:16px;text-align:center\"><p>3c</p></td><td style=\"width:30.7813%;height:16px;text-align:center\"><p>1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}</p></td><td style=\"width:47.9688%;height:16px;text-align:center\"><p>1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}</p></td></tr><tr style=\"height:16px\"><td style=\"width:20.3125%;text-align:center;height:16px\"><p>3e</p></td><td style=\"width:30.7813%;text-align:center;height:16px\"><p>None</p></td><td style=\"width:47.9688%;text-align:center;height:16px\"><p>None</p></td></tr><tr style=\"height:16px\"><td style=\"width:20.3125%;text-align:center;height:16px\"><p>3f</p></td><td style=\"width:30.7813%;text-align:center;height:16px\"><p>4 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards} &amp; @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Klinger }</p></td><td style=\"width:47.9688%;text-align:center;height:16px\"><p>2 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards} &amp; @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Klinger}</p></td></tr><tr style=\"height:50px\"><td style=\"width:20.3125%;text-align:center;height:50px\"><p>@UUID[.ewWCADAxsONBI6lg]{4. Inner Gatehouse}</p></td><td style=\"width:30.7813%;text-align:center;height:50px\"><p>None</p></td><td style=\"width:47.9688%;text-align:center;height:50px\"><p>5 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}</p></td></tr><tr style=\"height:16px\"><td style=\"width:20.3125%;text-align:center;height:16px\"><p>4a &amp; b</p></td><td style=\"width:30.7813%;text-align:center;height:16px\"><p>None</p></td><td style=\"width:47.9688%;text-align:center;height:16px\"><p>1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard} in each</p></td></tr><tr style=\"height:16px\"><td style=\"width:20.3125%;text-align:center;height:16px\"><p>4d</p></td><td style=\"width:30.7813%;text-align:center;height:16px\"><p>None</p></td><td style=\"width:47.9688%;text-align:center;height:16px\"><p>1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}</p></td></tr><tr style=\"height:16px\"><td style=\"width:20.3125%;text-align:center;height:16px\"><p>4f</p></td><td style=\"width:30.7813%;text-align:center;height:16px\"><p>None</p></td><td style=\"width:47.9688%;text-align:center;height:16px\"><p>2 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}</p></td></tr><tr style=\"height:33px\"><td style=\"width:20.3125%;text-align:center;height:33px\"><p>@UUID[.kIAmHftn9ojTbtSM#the-keep]{Keep}</p></td><td style=\"width:30.7813%;text-align:center;height:33px\"><p>10 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}, @UUID[Actor.OF35NiRpF5Nmbl2z]{Lt. Doppler}, &amp; @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Anderer}</p></td><td style=\"width:47.9688%;text-align:center;height:33px\"><p>1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}, @UUID[Actor.OF35NiRpF5Nmbl2z]{Lt. Doppler} &amp; @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Anderer}</p></td></tr><tr style=\"height:50px\"><td style=\"width:20.3125%;text-align:center;height:50px\"><p>@UUID[.NOFsMovYwNsq3GzY]{10. Guard Room}</p></td><td style=\"width:30.7813%;text-align:center;height:50px\"><p>@UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Anderer}</p></td><td style=\"width:47.9688%;text-align:center;height:50px\"><p>1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}&amp; @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Anderer}</p></td></tr><tr style=\"height:33px\"><td style=\"width:20.3125%;text-align:center;height:33px\"><p>@UUID[.MB5w8igLxFznZbz8]{11. Hall}</p></td><td style=\"width:30.7813%;text-align:center;height:33px\"><p>6 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}</p></td><td style=\"width:47.9688%;text-align:center;height:33px\"><p>None</p></td></tr><tr style=\"height:33px\"><td style=\"width:20.3125%;text-align:center;height:33px\"><p>@UUID[.2tlDpATyOCxR2mkA]{19. Barracks}</p></td><td style=\"text-align:center\"><p>4 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}</p></td><td style=\"width:47.9688%;text-align:center;height:33px\"><p>None</p></td></tr><tr style=\"height:50px\"><td style=\"width:20.3125%;text-align:center;height:50px\"><p>@UUID[.aJayu0POte3YKJEf]{22. Doppler's Room}</p></td><td style=\"width:30.7813%;text-align:center;height:50px\"><p>@UUID[Actor.OF35NiRpF5Nmbl2z]{Lt. Doppler}</p></td><td style=\"width:47.9688%;text-align:center;height:50px\"><p>@UUID[Actor.OF35NiRpF5Nmbl2z]{Lt. Doppler}</p></td></tr><tr style=\"height:33px\"><td style=\"width:20.3125%;text-align:center;height:33px\"><p>@UUID[.rkoPrpQipeuwZTeq]{Captain's Tower }</p></td><td style=\"text-align:center;height:33px\" colspan=\"2\"><p>6 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}+ @UUID[Actor.akXzwoLHUzChhRT0]{Capt. Hegel}</p></td></tr><tr style=\"height:50px\"><td style=\"width:20.3125%;text-align:center;height:50px\"><p>@UUID[.SbcmGVbDGdwWD5lH]{23. Guard Chamber}</p></td><td style=\"text-align:center;height:50px\"><p>3 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}</p></td><td style=\"width:47.9688%;text-align:center;height:50px\"><p>3 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}</p></td></tr><tr style=\"height:33px\"><td style=\"width:20.3125%;text-align:center;height:33px\"><p>@UUID[.u4lHd4hc2VlU3tZ0]{26. Barracks}</p></td><td style=\"text-align:center;height:33px\"><p>3 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}</p></td><td style=\"width:47.9688%;text-align:center;height:33px\"><p>3 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}</p></td></tr><tr style=\"height:50px\"><td style=\"width:20.3125%;text-align:center;height:50px\"><p>@UUID[.U66j69gSSF4iL84Q]{27. Captain's Chamber}</p></td><td style=\"text-align:center;height:50px\"><p>@UUID[Actor.akXzwoLHUzChhRT0]{Capt. Hegel}</p></td><td style=\"width:47.9688%;text-align:center;height:50px\"><p>@UUID[Actor.akXzwoLHUzChhRT0]{Capt. Hegel}</p></td></tr><tr style=\"height:50px\"><td style=\"width:20.3125%;text-align:center;height:50px\"><p>@UUID[.5PKdbqytKI9SXYDD]{Guard Tower}</p></td><td style=\"text-align:center;height:50px\" colspan=\"2\"><p>Five @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}</p></td></tr><tr style=\"height:67px\"><td style=\"width:20.3125%;text-align:center;height:67px\"><p>@UUID[.3tGsPzo1e2YC2R0j]{28. Ground Floor - Bridge}</p></td><td style=\"width:30.7813%;text-align:center;height:67px\"><p><span style=\"background-color:rgba(255, 255, 255, 0.2)\">None</span></p></td><td style=\"width:47.9688%;text-align:center;height:67px\"><p>1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}</p></td></tr><tr style=\"height:67px\"><td style=\"width:20.3125%;text-align:center;height:67px\"><p>@UUID[.TVxYnlf6DwwpeTD8]{29. First Floor - Winch Room}</p></td><td style=\"width:30.7813%;text-align:center;height:67px\"><p>None</p></td><td style=\"width:47.9688%;text-align:center;height:67px\"><p>4 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}</p></td></tr><tr style=\"height:67px\"><td style=\"width:20.3125%;text-align:center;height:67px\"><p>@UUID[.YUp1BfxHbm9pYcOd]{30. Second Floor - Armoury}</p></td><td style=\"width:30.7813%;text-align:center;height:67px\"><p>5 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}</p></td><td style=\"width:47.9688%;text-align:center;height:67px\"><p>None</p></td></tr></tbody></table><p> </p>"
				},
				"Resolution": {
					"name": "Resolution",
					"text": "<h3>Rewards</h3><p>Beyond any points you offer for good roleplaying and clever ideas at the end of the session, XP should be awarded for the following:</p><ul><li><p>@Exp[30,Gaining the outlaws’ cooperation.]{30 points for gaining the outlaws’ cooperation.}</p></li><li><p>@Exp[30,Defeating Kratz and the guards.]{30 points for Defeating Kratz and the guards.}</p></li><li><p>@Exp[100,Gaining entry to the castle.]{100 points for Gaining entry to the castle.}</p></li><li><p>@Exp[50,Capturing the Inner Bailey and guard tower.]{50 points for Capturing the Inner Bailey and guard tower.}</p></li><li><p>@Exp[30,Destroying Captain Hegel.]{30 points for destroying Captain Hegel.}</p></li><li><p>@Exp[30,Capturing or killing Lieutenant Doppler.]{30 points for capturing or killing Lieutenant Doppler.}</p></li><li><p>@Exp[30,Destroying Lady Margritte’s experiment.]{30 points for destroying Lady Margritte’s experiment.}</p></li><li><p>@Exp[30,Capturing or killing Lady Margritte.]{30 points for capturing or killing Lady Margritte.}</p></li><li><p>@Exp[30,Finding the Warpstone Chamber.]{30 points for finding the Warpstone Chamber.}</p></li><li><p>1 Fate point and @Exp[150,Destroyed Wittgenstein Castle]{150 XP if the castle was destroyed.}</p></li></ul><p>As always, feel free to award XP for anything else you feel deserves it, using the amounts above as a guideline.</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/items/bastard-sword.webp\" /></div>"
				},
				"Captain's Tower": {
					"name": "Captain's Tower",
					"text": "<p>This tower houses the animated @UUID[Actor.UQH4LgHVYsuRJNJs]{skeletons} of the former Guard Captain @UUID[Actor.akXzwoLHUzChhRT0]{Georg Hegel}, and six guards. The Captain died a few months ago, and was reanimated by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}.</p>\n<table style=\"width:99.0798%;height:49px\" border=\"1\">\n<tbody>\n<tr style=\"height:16px\">\n<td style=\"text-align:center;width:46.2771%;height:16px\"><strong>Normal</strong></td>\n<td style=\"text-align:center;width:52.9489%;height:16px\"><strong>After Alarm</strong></td>\n</tr>\n<tr style=\"height:33px\">\n<td style=\"text-align:center;width:46.2771%;height:33px\">6 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}+ @UUID[Actor.akXzwoLHUzChhRT0]{Capt. Hegel}</td>\n<td style=\"text-align:center;width:52.9489%;height:33px\">6 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}+ @UUID[Actor.akXzwoLHUzChhRT0]{Capt. Hegel}</td>\n</tr>\n</tbody>\n</table>\n<p>@UUID[.SbcmGVbDGdwWD5lH]{23. Guard Chamber}</p>\n<p>@UUID[.CavcOEOzTnnpWcl3]{24. Entrance Hall}</p>\n<p>@UUID[.0ajku0CuHKUqXsgQ]{25. Well}</p>\n<p>@UUID[.u4lHd4hc2VlU3tZ0]{26. Barracks}</p>\n<p>@UUID[.U66j69gSSF4iL84Q]{27. Captain's Chamber}</p>\n<p>@UUID[.5PKdbqytKI9SXYDD]{Central Guard Tower}</p>\n<p>@UUID[.3tGsPzo1e2YC2R0j]{28. Ground Floor - Bridge}</p>\n<p>@UUID[.TVxYnlf6DwwpeTD8]{29. First Floor - Winch Room}</p>\n<p>@UUID[.YUp1BfxHbm9pYcOd]{30. Second Floor - Armoury}</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Boned</em></h3>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard3.webp\" width=\"100\" height=\"100\" /></div>\n<p><em>The Skeletons of the @UUID[.rkoPrpQipeuwZTeq]{Captain’s Tower} present little challenge for a party that is expecting to encounter them. If the Players are a little too complacent, perhaps a surprise is called for.</em></p>\n<p><em>Instead of basic @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}, perhaps they are the fruit of some of @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte’s} early experiments. So while the tower’s inhabitants look like Skeletons, perhaps they are a little different.</em></p>\n<p><em>Instead of being mindless constructs, they may be reanimated guards whose rotting process has finished, leaving only bone on the outside but preserving all the original NPC’s experience and knowledge. Their profiles will reflect this, with the advances, Skills, and Talents of a @UUID[Compendium.wfrp4e-core.items.9q1yLMpfhX1bqvth]{Guard} or @UUID[Compendium.wfrp4e-core.items.pUf4a817P7iydsbN]{Honor Guard}, the ability to think and act independently, and a complete indifference to any magic that affects undead. </em></p>\n<p><em>Alternatively, they are still undead constructs, but one of Lady Margritte’s experiments has given them a few extra Traits to strengthen them. @UUID[Compendium.wfrp4e-core.items.4mF5Sp3t09kZhBYc]{Champion}, @UUID[Compendium.wfrp4e-core.items.9NROryHer1uXAKwY]{Elite}, @UUID[Compendium.wfrp4e-core.items.9MjH4xyVrd3Inzak]{Fast}, @UUID[Compendium.wfrp4e-core.items.HbrwGhUl0ZXz4kLA]{Hardy}, and (in the case of @UUID[Actor.akXzwoLHUzChhRT0]{Captain Hegel}) @UUID[Compendium.wfrp4e-core.items.wGTD2LezlI6Atyy0]{Leader} will make them more of a challenge in combat, and so will @UUID[Compendium.wfrp4e-core.items.UsJ2uIOOtHA7JqD5]{Die Hard}, @UUID[Compendium.wfrp4e-core.items.mDgEMOoJpi8DkRYb]{Magical}, @UUID[Compendium.wfrp4e-core.items.yrkI7ATjqLPDTFmZ]{Magic Resistance}, and @UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]{Regenerate}. If you are shameless enough to exploit the full power of the Creature Traits list, you can turn a simple skeleton into an almost unstoppable killing machine — and wipe the complacent smile from any Grognard Player’s face.</em></p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/misc/waste-of-meat.webp\" width=\"233\" height=\"183\" /></div>\n</blockquote>"
				},
				"The Attack": {
					"name": "The Attack",
					"text": "<p>There are three ways into the castle: the main gates, the water gate, and the secret entrance from @UUID[.dYmCG53efoklzAVw]{Beneath the Castle}. Any attempt to force a way in through the gatehouse or the water gate will probably end in disaster, so it is important to be familiar with the movements of the guards (see @UUID[.idS4ciy1UHxTFFfU#castle-guards]{Castle Guards}). The adventurers’ best approach is to carry out reconnaissance via the secret entrance into the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey}, and then to lead the outlaws in an assault on the guards there. </p><p>Once the adventurers have reconnoitred the castle, they must return to the outlaw camp to plan the attack. @UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid} favours an assault over the walls, but can be persuaded (on a successful <strong>Challenging Charm (+0)</strong> Test) to enter through the caves with the adventurers (see @UUID[.GZiiHcoKCrs5qm7P]{The Dark Entrance}).</p><h3>Planning the Attack</h3><p>@UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid} divides the @UUID[Actor.R1IWXaphx1LoMgkX]{outlaws} into two groups. Once inside the castle, one group will attempt to take and hold the main gates while the other seizes the outer gatehouse. The outlaws will hold these positions, securing a line of retreat for themselves and the adventurers, but they will go no further into the castle until it is safe. The most Sigrid will do, if persuaded by a successful <strong>Opposed Charm/Cool</strong> Test, is to accompany the adventurers herself, with no more than two outlaws.</p><p>If the adventurers come up with a different plan, play out the discussion in detail. @UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid} will not endanger her people unnecessarily, and she fears being stranded in the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}. Any plans that conflict with these caveats will require at least an Impressive (+4 SL) or better success on an <strong>Opposed Charm/Cool</strong> Test. Bonus SL may be awarded to players who come up with particularly clever or convincing strategies, however.</p><h3>Running the Attack</h3><p>If either group of outlaws loses 25% of its total numbers, @UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid} must make an <strong>Average (+20) Leadership</strong> Test if she commands the group. If not, make a single <strong>Challenging (+0) Cool</strong> Test for all the outlaws in the group. If the test succeeds, the outlaws keep fighting until they suffer another casualty, when the test must be repeated. If a test is failed, the outlaws try to flee the castle or, if that is impossible, hide behind any available cover. They fear capture, and will fight to the death rather than surrender.</p><p>You should describe this battle in dramatic terms, while keeping the focus on the adventurers. Their own fights are played out in detail: when one enemy falls, they have just a second to look around and see how their outlaw allies are faring. Do not be afraid to change the outcome of any fight that does not involve the adventurers. If the Characters are hard-pressed, give them hope by describing how well the outlaws by the gate are doing, and if the adventurers are having an easy time, mention that the outlaws at the gate are being cut down, and need help. Describe everything in sweeping, dramatic terms, to create the feel of a mass battle from a historical action movie.</p><h3>Ending the Attack</h3><p>Once the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} and the central guard tower have been taken, the fight is effectively over for the @UUID[Actor.R1IWXaphx1LoMgkX]{outlaws}. @UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid} will not risk her people in the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey} (except herself and two companions, if the adventurers have persuaded her to accompany them), and will order the remaining outlaws to hold the main gates and the outer gatehouse. If the area has not been thoroughly searched, @UUID[Actor.akXzwoLHUzChhRT0]{Captain Hegel} and his @UUID[Actor.UQH4LgHVYsuRJNJs]{skeletons} (see @UUID[.rkoPrpQipeuwZTeq]{Captain’s Tower}) surprise the outlaws while the adventurers are elsewhere. The outcome of this fight is up to you, but if he is successful in driving the outlaws off, @UUID[Actor.akXzwoLHUzChhRT0]{Captain Hegel} will lead his remaining skeletons into the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey} to protect @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/mutant-butterfly.webp\" width=\"191\" height=\"136\" /></div><h3>The Storm</h3><p>As the adventurers launch their attack, a fresh, westerly wind springs up and the weather begins to worsen. Towering black clouds sweep over the castle, and rumbles of thunder can be heard in the distance. At suitable moments during the battle, remind the Players that a storm is about to break. By the time the battle is over, the wind has risen to a gale, and rain is pouring down in torrents. The storm will build to even greater heights as the adventurers explore the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}, so that by the time they are ready to enter the @UUID[.iyVatSYotKIu7sxK]{Great Hall} and Lady Margritte’s @UUID[.WTOrDYCjrGgUi6Mp]{Sorcerous Tower} the storm is right overhead, with lightning playing around the tower’s top floor.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Around the Back or Taken By Surprise!</em></h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard4.webp\" width=\"100\" height=\"100\" /></div><p><em>Veteran Players might not be taking this section of the adventure seriously: for example, they might be speculating on what the new statistics and rules are for a @UUID[Actor.6SQWHEzmXNuVfB8N]{Lashworm}or a @UUID[Actor.GeRv4d2bJgr9H91m]{Monstrous Leech}, or planning what they will do as they approach the @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8.JournalEntryPage.otHrhw493IFv7zAY]{water gate}. Most foolish of all, they might be doing so blatantly, and you can punish such overconfidence in various ways.</em></p><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Never Trust Criminals</em></h3><p><em>As already mentioned (see the @UUID[JournalEntry.WKhLoiUL9sdUE2Gs.JournalEntryPage.D0I5hIKc6H88GZvl#the-outlaws]{Grognard box: The Outlaws}), the outlaws may not be what they seem. The unkindest time for the adventurers to find this out is when they are fighting their way through the tunnels to the castle. When engaged in a fight against some creature or another, they suddenly find arrows in their backs and outlaws advancing on them with murderous intent — some revealing mutations perhaps, or fighting alongside some unexpected Skaven with a yellow fang daubed on their clothing so the ratmen can tell good man-things from bad ones. Later in the campaign, the adventurers will come to know and loathe the sign of the Yellow Fang.</em></p><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>'It's A What?</em></h3><p><em>Another way to make things a little more challenging is to present the Characters with monsters that, while still perfectly feasible in context, are so different from the beasts they were expecting that all their preparations are for naught — or worse, actively disadvantageous.</em></p><p><em>Brutagh the mutant plays various tricks to let the adventurers know he is around, and put them on their guard. How much more interesting would it be if he had @UUID[Compendium.wfrp4e-core.items.JQa5DLnTs2SEzRrc]{Dark Vision} and a masterful array of stealth and ranged-combat skills? The nerve-wracking events — shorn of all their dramatic power by familiarity — are replaced by absolute darkness and silence, broken only by the echoes of the adventurers’ movements that give away their position to anyone who is listening.</em></p><p><em>The @UUID[Actor.6SQWHEzmXNuVfB8N]{Lashworms} are no more than a living trap, able to weaken one or two Characters  slightly, but no more. Since these tunnels are  such a convenient way into the castle, would  they have gone completely unnoticed by the Wittgensteins? A stronger guard is surely needed, and a family like this one would know how to get their hands on something like a @UUID[Compendium.wfrp4e-core.actors.z8f3vySKIpTxGr62]{Basilisk}or a @UUID[Compendium.wfrp4e-core.actors.9q8QzWB4o7aj6ZxL]{Jabberslythe}. While the adventurers are carefully probing every narrow crevice in the rock walls, tentacles whip out of the darkness as the Jabberslythe attacks. Or, for the truly cruel GM, a noise in the darkness ahead prompts one or more Characters to shine their lanterns and strain their eyes in that direction — revealing a @UUID[Compendium.wfrp4e-core.actors.z8f3vySKIpTxGr62]{Basilisk} looking straight back at them with its @UUID[Compendium.wfrp4e-core.items.0eEJ280MIC0IbEop]{Petrifying Gaze}. </em></p><p><em>The @UUID[Actor.2zSEEFf1JgTfQ0EM]{Giant Rats} and @UUID[Actor.HS6NMMKkoJhOmVAD]{Bats} were originally simple creatures with only hand-to-hand, or rather hand-to-claw, attacks. We have already added some mutations, but given the warpstone-irradiated nature of the castle a few more would not be unreasonable. @UUID[Compendium.wfrp4e-core.items.uqGxFOEqeurwkAO3]{Breath} weapons, for example, or @UUID[Compendium.wfrp4e-core.items.M5QSWOYt2Rbv2yxW]{Corrosive Blood}, or whip-like tails that hurl volleys of porcupine-like spines. Perhaps a Trait or two like @UUID[Compendium.wfrp4e-core.items.UsJ2uIOOtHA7JqD5]{Die Hard}, @UUID[Compendium.wfrp4e-core.items.mDgEMOoJpi8DkRYb]{Magical}, or @UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]{Regeneration}, would underline how the warpstone has altered their nature.</em></p><p><em>The mushrooms are safe enough if left alone, but that need not be the case. They could react to body heat within a couple of yards, releasing an explosion of spores that fills an area 5 by 5 and causes @Condition[Poisoned] Conditions, or @Corruption[minor]{Minor Corruption}, or effects like one of the drugs in <strong>WFRP</strong>. If the mushrooms do not fire their spores themselves, then perhaps a small group of @UUID[Compendium.wfrp4e-core.actors.wdnXbjtKK7MtsZzc]{Snotlings} has crept in, growing the fungus for their own obscure purposes and throwing them — along with rocks and more conventional missiles — when the adventurers trespass on their territory.</em></p><p><em>Finally, the @UUID[Actor.GeRv4d2bJgr9H91m]{Monstrous Leech} by the water gate could be something else entirely. While the adventurers are looking nervously at the water and trying to find ways to avoid it, a @UUID[Compendium.wfrp4e-core.actors.VPVnyae6VHeD9cEP]{Giant Spider} or two could be looking hungrily down on them from the ceiling.</em></p></blockquote>"
				},
				"The Temple of Slaanesh": {
					"name": "The Temple of Slaanesh",
					"text": "<p>This two-storey, rectangular building on the western side of the courtyard was once the castle’s chapel, dedicated to the worship of Sigmar. Carved friezes on its exterior depict scenes from Sigmar’s life: receiving the hammer Ghal-maraz, defeating the chief of the Teutognens, the battle of Black Fire Pass, and others. These have all been severely defaced.</p><p>The iron-studded oak doors are slightly ajar. Regardless of the hour, strange, discordant music drifts out on a haze of acrid, lavender-coloured smoke. Mixed with the music are sounds of merriment and laughter.</p><p>@UUID[.y66bT1Cgy70hKbAd]{38. Inside the Temple}</p><p>@UUID[.R7wpIm93Ik9qBrNq]{39. Gallery}</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/temple-of-slaanesh.webp\" /></div>"
				},
				"Entering the Castle": {
					"name": "Entering the Castle",
					"text": "<p>If it is daylight when the adventurers reach the castle proper, there is a high chance that they will be seen when they emerge into the courtyard. Each time they pass within sight of any occupied location (marked <img style=\"border:none;width:14px;height:20px\" src=\"modules/wfrp4e-dotr/assets/misc/helmet-blue.webp\" /> or <img style=\"border:none;width:14px;height:20px\" src=\"modules/wfrp4e-dotr/assets/misc/helmet-red.webp\" /> on the @UUID[Scene.vxrLbCZJFx6mp3oA]{Wittgenstein Castle Map}) they have a [[/r 1d100]]{65%} chance of being seen. Unless they are disguised (see below), they will be challenged by any guard who sees them. If they do not surrender immediately or silence their challengers within 2 Rounds, the alarm will be raised (see @UUID[.idS4ciy1UHxTFFfU#under-attack]{Under Attack}).</p>\n<p>At night, the adventurers have more freedom of movement. The darkness will cover them, but there will be enough light from the stars and moons to make torches and lanterns unnecessary. If the adventurers do use light sources, there will be an [[/r 1d100]]{80%} chance of them being spotted. The alarm may not be raised straight away, but their movements will be watched, making it unlikely that they will be able to surprise anyone.</p>\n<p>Clever adventurers may decide to enter the castle disguised as guards or beggars. In this case, they will not be challenged unless they are trying to enter an area where they are not allowed.</p>\n<p>No one questions the presence of beggars in the courtyard, and even the beggars themselves will take no notice of these newcomers. However, if the adventurers enter any building occupied by anyone other than a beggar, they will be ordered to leave immediately, and physically thrown out if they resist. The castle’s occupants are used to bullying the beggars, and do not expect them to retaliate, so the alarm will only be raised after 3 Rounds of fighting.</p>\n<p>Dressing as guards provides the adventurers with more options, and they may even be able to bluff their way through the castle gates. Only another guard will question the presence of guards in any part of the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey}. Other guards may be bluffed, but any attempt to bluff Doppler or one of the sergeants is made at -20. On no account will the guards at the outer gatehouse allow the adventurers across the bridge, but they are at least friendly if a successful <strong>Challenging (+0) Charm</strong> Test is made. If the adventurers fail the test, the guards will raise the alarm 3 Rounds later, if they are able.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title\" style=\"text-align:center;text-transform:uppercase\"><em>Walls, Doors, And Gates</em></h3>\n<p><span style=\"font-style:normal\">The castle’s curtain walls are made from strong quarried stone, and rise to a height of 40 ft. The tops are battlemented and covered by wooden roofs to keep the walkways dry. Anyone moving near the castle walls in the open during the day will be spotted automatically.</span></p>\n<p> <span style=\"font-style:normal\">Statistics for the castle’s various doors are shown on the following table.</span></p>\n<table style=\"width:93.9628%\" border=\"1\">\n<tbody>\n<tr>\n<td style=\"text-align:center;width:55.1895%\"><em><strong>Location</strong></em></td>\n<td style=\"text-align:center;width:19.1104%\"><em><strong>TB/W</strong></em></td>\n<td style=\"text-align:center;width:24.7117%\"><em><strong>Diff/SL</strong></em></td>\n</tr>\n<tr>\n<td style=\"text-align:center;width:55.1895%\"><em>Main Gatehouse</em></td>\n<td style=\"text-align:center;width:19.1104%\"><em>8/32</em></td>\n<td style=\"text-align:center;width:24.7117%\"><em>-10/2</em></td>\n</tr>\n<tr>\n<td style=\"text-align:center;width:55.1895%\"><em>Other Gatehouse</em></td>\n<td style=\"text-align:center;width:19.1104%\"><em>6/28</em></td>\n<td style=\"text-align:center;width:24.7117%\"><em>-10/2</em></td>\n</tr>\n<tr>\n<td style=\"text-align:center;width:55.1895%\"><em>All other doors</em></td>\n<td style=\"text-align:center;width:19.1104%\"><em>4/14</em></td>\n<td style=\"text-align:center;width:24.7117%\"><em>+0/2</em></td>\n</tr>\n<tr>\n<td style=\"text-align:center;width:55.1895%\"><em>When barred</em></td>\n<td style=\"text-align:center;width:19.1104%\"><em>+1/+2</em></td>\n<td style=\"text-align:center;width:24.7117%\"><em>Cannot be picked</em></td>\n</tr>\n</tbody>\n</table>\n</blockquote>"
				},
				"Servant's Hall": {
					"name": "Servant's Hall",
					"text": "<p>The servants who work in the great hall are all loyal to the family and will offer no aid to the adventurers. Although no one mentions it, inbreeding has been going on for so long that they are all related to the von Wittgensteins, and many bear a noticeable family resemblance.</p><p>All of the servants carry some form of mutation. For more details, refer to @UUID[Actor.MfPomxv4rLduRmsV]{Castle Servants}.</p><p>All the servants wear an old-fashioned green livery, bearing the von Wittgenstein coat of arms. They are all unarmed, but in the event of a fight they will grab any weapons that come to hand — improvised or otherwise.</p><p>@UUID[.84jhSkFU1Tw8SSBB]{40. Hallway}</p><p>@UUID[.2r5LM7CDTlAnNyOd]{41. Servants' Hall}</p><p>@UUID[.VN5XOkh3GUAkK0Ts]{42. Kitchen}</p><p>@UUID[.KPUDo6ILHaVGGho0]{43. Storeroom}</p><p>@UUID[.9knXypnkE2siJAel]{44. Patio}</p><p>@UUID[.M5EKFaXkE0lTUyw3]{45. Servants' Dormitory}</p><p>@UUID[.ukfJ84WfuNkMmvp2]{46. Slurd's Room}</p>"
				},
				"The End of Castle Wittgenstein": {
					"name": "The End of Castle Wittgenstein",
					"text": "<div class=\"journal-image float-right flip\"><img src=\"modules/wfrp4e-dotr/assets/set-pictures/end-of-wittgenstein.webp\" width=\"272\" height=\"333\" /></div>\n<p>As the poisoned wind billows forth, a tremor runs through the foundations of the castle. Any Character with the <strong>Lore (Geology or Engineer)</strong> Skill will realise that this is a sign of a major cave-in and it would be wise to vacate the area immediately. As the tremors grow stronger, dust and rocks fall from the ceiling. By the time the adventurers reach the courtyard, the whole of the castle is shaking, and cracks appear in the ground. The warlock-engineers are destroying the castle to cover their escape. If the adventurers head for their boat, let them reach it as rocks crash down into the water around them and they make their escape to the River Reik. If they flee the castle on foot, buildings collapse behind them and the occasional narrow crevice opens up in front, just wide enough to jump over. By a happy chance, their boat is washed out of the collapsing water gate and grounds itself a little way downriver (if they do not find it themselves, an outlaw or villager tells them).</p>\n<p>Whatever happens to the adventurers, the castle is reduced to a pile of rubble, and the horror of the von Wittgensteins is ended for all time… </p>\n<p>Or is it? There is at least one living member of the von Wittgenstein family who is ‘<em>having a wonderful time</em>’ in the city-state of Middenheim, which aside from being Gotthard's playground, is also the headquarters of the Purple Hand.</p>"
				},
				"The Great Hall": {
					"name": "The Great Hall",
					"text": "<p>Large oak doors decorated with wrought-iron scrolls stand closed but unlocked at the entrance to the hall. Each door has a large brass knocker of daemonic shape. A knock brings @UUID[Actor.E7b6S4q7thsdgt59]{Slurd}, the butler, from the chair just inside, where he usually slumbers.</p><p>The great hall is home to @UUID[Actor.ySbdLyidudlMwGhU]{Lady Ingrid}, her daughter @UUID[Actor.fmUd7AtbJckbiWo6]{Margritte}, and her son @UUID[Actor.CYQmOXaBgNR1PvD9]{Kurt}. Also here is @UUID[Actor.2YjfKNdAtKcfdDq1]{Ulfhednar the Destroyer}, a visiting Chaos Warrior.</p><p>@UUID[.4d5tCTOF2K9D7nXx]{47. The Hall}</p><p>@UUID[.1xQQhzv0DJdnmNFp]{48. The Balcony}</p><p>@UUID[.gKFhCrlLGsjGtiZk]{49. Taxidermist's Room}</p><p>@UUID[.M4FisM2ETI26afyx]{50. Music Room}</p><p>@UUID[.7IU0v9cdd8sAtfo6]{51. Garderobe}</p><p>@UUID[.UzSG6Zyj5ao04QhA]{52. Hall of Whispers}</p><p>@UUID[.B0WGJwneTYS9WG8D]{53. Guest Room}</p><p>@UUID[.Qm5Xlsm67eHubNwR]{54. Guest Room}</p><p>@UUID[.B5lvXIk13xeuMbZc]{55. Guest Room}</p><p>@UUID[.080rSJ8F9nWMD32y]{56. Chiming Room}</p><p>@UUID[.BbJG7cnlnRLIaOjM]{57. Lady Ingrid's Room}</p><p>@UUID[.qXCvbcv44X2Q5nIy]{58. Haunted Room}</p><p>@UUID[.9vcmU8nXnXt0zyGY]{59. Lady Margritte's Room}</p><blockquote class=\"sidebar\"><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard3.webp\" width=\"100\" height=\"100\" /></div><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Guests</em></h3><p><em>@UUID[Actor.2YjfKNdAtKcfdDq1]{Ulfhednar} and @UUID[Actor.o4Tigb2IUzxySP16]{Crakatz} add little to the plot, and perhaps by this point Grognard Players have suffered enough: perhaps they deserve a break, and a little piece of story rather than another potentially challenging fight.</em></p><p><em>If you agree, then the guest rooms have been turned into makeshift prisons, holding people who have been kidnapped from the village for @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte’s} experiments. They lie on the floor listlessly, drugged into immobility, and each has the @Condition[Unconscious] Condition.</em></p><p><em>If the adventurers rescue them, they will be hailed as heroes in the village — at least until the other villagers start to worry that perhaps @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} is not dead after all, and fear that the rescuers will bring her wrath down upon everyone. Getting the prisoners out of the castle will not be easy, unless the outlaws can be persuaded to help. Almost none of them can walk unaided in their present condition, and even when revived they will be fearful and unpredictable. They constantly wander off and get into trouble, they talk, scream, and give away the adventurers’ position in other ways. They will panic if fighting breaks out, running in random directions and getting in the way, and they might even turn on their rescuers to try to ingratiate themselves with @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}, in the hope of kinder treatment.</em></p><p><span style=\"font-style:normal\">No one ever said it was easy to be a hero. Or if they did, they were lying.</span></p></blockquote>"
				},
				"The Dungeons": {
					"name": "The Dungeons",
					"text": "<p>The small, central staircase from the @UUID[.4d5tCTOF2K9D7nXx]{great hall} leads down some 20 ft to the dungeons. The @UUID[Scene.SwoRKvcT6tXiEAyg]{Castle Dungeon map} shows their layout.</p><p>@UUID[.TAXL7bamc4ztzHxV]{1. Wine Cellar}</p><p>@UUID[.PTBzxwcZsXxKwt7b]{2. Slagdarg's Room}</p><p>@UUID[.Qk4jNY5NklMcoAlp]{3. Torture Chamber}</p><p>@UUID[.85pfKR9OJcBElgbm]{4. Charnel Pit Door}</p><p>@UUID[.fX1ok04OTE4aV3ia]{5. Cells}</p><p>@UUID[.ONMxNHa1E9FSljLl]{6. The Warpstone Chamber}</p>"
				},
				"The Inner Bailey": {
					"name": "The Inner Bailey",
					"text": "<p>The Inner Bailey is occupied by the von Wittgenstein family and their servants. There are no guards in this part of the castle, and even the gatehouse remains unmanned unless the guards from the central guard tower are ordered to fall back there. The von Wittgensteins assume that no intruders could penetrate this far into the castle, but even if they do, the only NPC whose actions will change from those described below is @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} (@UUID[.Wz2VnNS5Xe5XnYKZ]{Area 62}) — and if she has been warned by @UUID[Actor.OF35NiRpF5Nmbl2z]{Doppler} or another guard.</p><p>As the adventurers enter the courtyard of the Inner Bailey, their eyes are drawn to the vast number of evil-looking black birds that circle overhead and peer down at them from the rooftops. The birds’ eyes seem to glitter with intelligence and they follow the movements of the adventurers closely, even hopping along the walls to keep them in sight. These birds are slightly mutated (but harmless) crows. They take an active interest in all that goes on, but are not truly intelligent. However, they can be used to good effect — for example, by having them watch the adventurers for a while and then hop into an open window, as though going to report to someone inside.</p><p>@UUID[.RFCh03fMy6jmrOE9]{31. Aviary}</p><p>@UUID[.wcKR1FwrD4RoJlBe]{32. Kitchen Garden}</p><p>@UUID[.jvo67vCsGGMY7Uay]{33. The Charnel Pit}</p>"
				},
				"The Dark Tower": {
					"name": "The Dark Tower",
					"text": "<p>Horrendously mutated, @UUID[Actor.ihG2gFIFF6Ai5Gik]{Ludwig von Wittgenstein}, @UUID[Actor.ySbdLyidudlMwGhU]{Lady Ingrid’s} husband, lives in self-imposed isolation in this dark and dismal tower. The steps leading to the entrance are broken and worn, and the paint on the door is cracked and peeling. If anyone uses the large, brass knocker on the door, a deep, hollow sound reverberates around the whole tower, and small stones and dust fall from the eaves above. Apart from this, there is no response.</p>\n<p>Since his metamorphosis, Ludwig has developed an aversion to daylight. All the windows have been bricked up, but Characters with the @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision} Talent will have no difficulty seeing through the gloom inside the tower.</p>\n<p>@UUID[.ScdlTd5vAkhoeZia]{34. Entrance Chamber}</p>\n<p>@UUID[.HFjebyM4JvuHKbTO]{35. The Trough of Life}</p>\n<p>@UUID[.9QbqTbEIM76lCVab]{36. The Portrait Room}</p>\n<p>@UUID[.kC8e8mNopqyaykWX]{37. The King of the Roaches}</p>"
				},
				"1. The Dark Entrance": {
					"name": "1. The Dark Entrance",
					"text": "<p>@UUID[.dYmCG53efoklzAVw]{Beneath the Castle}</p><p>The cave’s narrow entrance is concealed by bushes, so the characters are unlikely to find it without help from the outlaws. The area around the entrance looks undisturbed, but a <strong>Difficult (-10) Perception</strong> Test reveals sucker-like marks on the ground.</p><p>The cave is damp and dark, and its floor slopes downwards. After the adventurers have gone about 5 yd, they will begin to hear a deep, grunting, bellowing sound ahead. After another 10 yd, it is joined by a high-pitched, squeaking noise which sets the adventurers’ teeth on edge.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/actors/brutagh.webp\" width=\"197\" height=\"250\" /></div><p>This winding maze of tunnels is inhabited by @UUID[Actor.nlrew23beZAtLPNo]{Brutagh}, a human mutant driven insane by the effects of the warpstone. When the adventurers enter his realm, Brutagh will begin to stalk them. He does not attack immediately, preferring to wear the adventurers down first. Brutagh follows at a distance of 10 to 15 yd, dropping back if he thinks the adventurers are trying to trick or ambush him. He is intimately familiar with the caves, and will use this knowledge to herd the adventurers towards danger, or divert from the tunnel leading to @UUID[.nMPJC5ZzpGUktOpD]{stairs up to the castle}. If the adventurers decide to leave way-markers through the cave, Brutagh will eradicate them, rubbing out any chalk marks, picking up any dropped tokens, or rubbing dirt into any marks scratched on the walls.</p>"
				},
				"2. Skeleton": {
					"name": "2. Skeleton",
					"text": "<p>@UUID[.dYmCG53efoklzAVw]{Beneath the Castle}</p>\n<p>Around a corner, the adventurers come upon a human skeleton. A close look at the bones reveals that they have been snapped and the marrow sucked out. As the adventurers look around here, a bloodcurdling scream reverberates around them. This unsettling event requires everyone who hears it to make a @Fear[2,] Test. If any player suffers an Impressive Failure (-4 SL) or worse on any roll of the Extended Cool Test to overcome this Fear, they also gain a @Condition[Broken] condition and must attempt to flee the caves. There is a sound of squeaking and twittering ahead. As the adventurers journey deeper into the caves, the sound seems to come from all directions, as though something is surrounding them and closing in. In fact, the sounds are from the rats and bats in the caves, amplified by the tunnel system’s natural acoustics.</p>"
				},
				"3. Lashworms": {
					"name": "3. Lashworms",
					"text": "<p>@UUID[.dYmCG53efoklzAVw]{Beneath the Castle}</p><p>Two @UUID[Actor.6SQWHEzmXNuVfB8N]{Lashworms} live in holes in the walls at this intersection. They attack as soon as an adventurer steps into the middle of the chamber. Their saw-toothed lashes whip out from the walls, ripping into any Character they hit. If their lashes fail to penetrate armour, they continue to attack until successful, and then retire into their holes with their meal. Once fed, the Lashworms are busy digesting their meal, and do not attack again for at least 4 hours.</p><h4>@UUID[Actor.6SQWHEzmXNuVfB8N]{Lashworms}</h4><p>Lashworms are small, carnivorous creatures that live in fissures, which they disguise with debris, leaving only a hair-like ‘trigger’ outside. A <strong>Hard (-20) Perception</strong> Test is required to see the Lashworm’s lair, and a <strong>Difficult (-10) Lore (Beasts)</strong> Test is required to identify it as the lair of a Lashworm. This test may be modified at your discretion if the Character has encountered Lashworms before.</p><p>When the ‘trigger’ senses any movement within 5 yd, a thin, saw-toothed organ whips out, grasping a shred of its victim’s flesh, then retracting into the crevice almost instantly. Characters must make a <strong>Difficult (-10) Cool</strong> Test or gain a @Condition[Surprised] condition. The Lashworm will spend the next 4 hours digesting this meal, and will not attack again in that time.</p><p> </p>"
				},
				"4. Giant Rats": {
					"name": "4. Giant Rats",
					"text": "<p>@UUID[.dYmCG53efoklzAVw]{Beneath the Castle}</p>\n<p>The warpstone in the castle has affected the rats that inhabit the caverns. They have grown to a length of 6 ft, and have a faint, greenish glow about their bodies. The adventurers will first become aware of the rats when they see 4 luminous, green outlines ahead. The @UUID[Actor.2zSEEFf1JgTfQ0EM]{rats} rush at the adventurers as soon as they come within 3 yd of the cavern.</p>"
				},
				"5. Mushrooms": {
					"name": "5. Mushrooms",
					"text": "<p>@UUID[.dYmCG53efoklzAVw]{Beneath the Castle}</p>\n<p>These caverns are filled with glowing fungal growths in all shapes and sizes. The mushrooms are harmless unless eaten. If any Character does so, they must make a <strong>Challenging (+0) Endurance</strong> Test or spend 2 Rounds vomiting. Even those who successfully make the test will be afflicted by stomach pains 30 minutes later, which last for [[/r 1d10]] minus Toughness Bonus hours, to a minimum of 1, and during this time all Tests suffer a -10 penalty.</p>"
				},
				"6. Bats": {
					"name": "6. Bats",
					"text": "<p>@UUID[.dYmCG53efoklzAVw]{Beneath the Castle}</p>\n<p>This cavern is the roost of half a dozen @UUID[Actor.HS6NMMKkoJhOmVAD]{giant bats}, which will swoop down to attack anyone entering their lair. The creatures have become infused with warpstone dust, growing to a wingspan of 10–12 ft. They are aggressive predators, and will attack anything Human-sized or smaller, belching noxious fumes laced with warpstone dust.</p>"
				},
				"7. The Underground Stream": {
					"name": "7. The Underground Stream",
					"text": "<p>@UUID[.dYmCG53efoklzAVw]{Beneath the Castle}</p>\n<p>The passage is broken by an icy underground stream, 2 yd wide and about 4 ft deep. The water is cold, but not dangerously so, and may be crossed by jumping, wading, or swimming. Swimming or wading Characters will have no difficulties provided that metal armour is removed first. Characters who attempt to leap the gap and fail will fall into the stream, suffering 1 Wound.</p>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/actors/monstrous-leech.webp\" width=\"205\" height=\"272\" /></div>\n<p>There is gap of a foot between the water and the tunnel roof on the southern side, and on the northern side, the gap is only a few inches. The stream flows into the pool at the @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8.JournalEntryPage.otHrhw493IFv7zAY]{water gate}, and Characters who make the 80-yd swim may be able to surprise the guards there and gain entry to the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey} without going through the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey}. It is possible to drag armour through on lengths of rope. However, at three points between here and the water gate, the roof dips suddenly, requiring some underwater swimming. At the end of the second underwater section, any Character coming up for air will be attacked by a @UUID[Actor.GeRv4d2bJgr9H91m]{monstrous leech} that hangs from the roof, and must pass a <strong>Challenging (+0) Cool</strong> Test or become @Condition[Surprised].</p>"
				},
				"8. The Water Gate": {
					"name": "8. The Water Gate",
					"text": "<p>@UUID[.dYmCG53efoklzAVw]{Beneath the Castle}</p><p>The water gate lies under the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}. A @UUID[.nMPJC5ZzpGUktOpD]{spiral staircase} leads up to the @UUID[Scene.SwoRKvcT6tXiEAyg]{castle dungeons}. The gate leading to the river is sealed with a heavy iron portcullis which goes all the way down to the bottom of the dock. Unbeknown to the castle’s inhabitants, there is a third way into this area via the underground stream from the cavern network.</p><p>The adventurers’ boat has been docked here ever since it was impounded (see @UUID[JournalEntry.WKhLoiUL9sdUE2Gs.JournalEntryPage.vl2OYEHYmQRez1VP#the-impounding]{The Impounding}). There are three @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} in the @UUID[.vB4AqnMHLd6uBs23]{guardroom} at all times, but they are not particularly attentive. The boat has already been stripped of anything that can be eaten or drunk, and the guards are playing cards as they nurse their hangovers. They will challenge any stranger who comes down the stairs, but anyone coming through the underground stream will able to get out of the pool and onto the dock without being noticed. Thereafter, the guards must make an <strong>Opposed Perception/Stealth</strong> Test to determine whether they hear the adventurers approaching the guardroom, or sneaking past it to the staircase. You may make a single roll for the guards, granting +1 SL to account for their number.</p><p>The portcullis prevents the adventurers from taking their boat out to the river. If they go to the gate, call their attention to suspicious swirls appearing in the water and the half-glimpsed sight of something brown and scaly breaking the surface in the shadows. There is no monster in the water here, but the adventurers should be discouraged from entering the water!</p>"
				},
				"9. Guardroom": {
					"name": "9. Guardroom",
					"text": "<p>@UUID[.dYmCG53efoklzAVw]{Beneath the Castle}</p>\n<p>This cavern-like room contains a rough table, four chairs, and a set of bunk beds. If the guards are playing cards, there will be [[/r 5d10]] shillings piled on the table.</p>"
				},
				"10/11. Staircases": {
					"name": "10/11. Staircases",
					"text": "<p>@UUID[.dYmCG53efoklzAVw]{Beneath the Castle}</p><p>Each of these spiral staircases ascends over 200 ft. The one from the @UUID[.GeyXiHlLK2Q9XAC9]{water gate} (10) leads to the dungeons under the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}. The one from the tunnel network (11) ends in a seemingly featureless room, 2 yd square. In the central square yard of the ceiling is a delicately-balanced secret door whose outline may be discovered on a successful <strong>Hard (-20) Perception</strong> Test. Pressing lightly in the centre of any edge causes the trap door to pivot, allowing access to a ruined outbuilding in the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} (see @UUID[.IITA6eOJVpDEhBUh]{The Ruins}).</p>"
				},
				"1. Gate Defences": {
					"name": "1. Gate Defences",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p><p>A tower stands in front of the castle gates, linked to the main body of the castle by a length of wall with a passage at first-floor level. Guards here can fire at the backs of anyone approaching the gates, turning the gate area into an effective killing zone. Its position also makes it impossible to draw up a battering ram before the gates, and shields them from artillery fire.</p><p>The tower is unoccupied, but in the event of an assault on the gates, two guards will rush from the gatehouse, one to the wall and the other to the tower. From here they fire on the attackers, and repulse any attempts to scale the wall. In the face of heavy opposition, they retreat to room B of the @UUID[.j2uJZVuZM1yNO021]{main gatehouse}.</p><p>The guards are under strict instructions to allow no one into the castle. If @UUID[Actor.1rnx5OhLRhiUK29X]{Sergeant Kratz} is still alive, he (or one of the other two sergeants if Kratz is dead) will peer down from the battlements and yell, ‘Get away from here, you scum! No beggars are allowed in the castle.’</p><p>The sergeant listens to what the adventurers have to say, but refuses to let them in. After a while, he orders them to leave, gesturing to the guards on the wall. The @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} aim their crossbows in the adventurers’ direction, opening fire if they do not leave. The guards fire only one volley unless the adventurers return fire. If necessary, four more guards arrive, and they keep firing until all the adventurers are dead or out of range.</p><table style=\"width:99.0798%\" border=\"1\"><tbody><tr><td style=\"text-align:center;width:46.2771%\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%\"><strong>After Alarm</strong></td></tr><tr><td style=\"text-align:center;width:46.2771%\"><span style=\"text-align:center\">None</span></td><td style=\"text-align:center;width:52.9489%\"><span style=\"text-align:center\">2 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}</span></td></tr></tbody></table><p> </p>"
				},
				"2. Main Gatehouse": {
					"name": "2. Main Gatehouse",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p><p>All three gatehouses have a similar layout, and are described together to avoid repetition. Each one has two floors, consisting of two towers spanned by a room over the gateway. The wooden gates are covered with iron plates, held in place by huge black iron rivets. They are usually barred on the inside by a stout wooden beam, requiring Characters with a total of 60 or more Strength between them to make a <strong>Challenging (+0) Strength</strong> Test to lift. Behind the outer gates is a short passage leading to an inner set of gates. These inner gates are normally kept open, but they are closed at the first sign of attack.</p><p>Set in the roof of the passage are a number of murder holes through which the defenders may drop boiling water, molten lead, and so on, onto any attackers. Halfway between the two sets of gates is a portcullis, which is dropped when the inner gates are assaulted, trapping the attackers.</p><p>The @UUID[.j2uJZVuZM1yNO021]{main} and @UUID[.0g4NZzebqORDxkdv]{outer} gatehouses are each protected by five @UUID[Actor.PYnvQPEqN5cWcDlo]{guards}. During the day, there is a [[/r 1d2]]{50%} chance of a @UUID[Actor.o7qH1nfVzjVKd3Tx]{sergeant} also being present in each of them. The @UUID[.ewWCADAxsONBI6lg]{inner gatehouse} is normally empty, although the guards from the central guard tower will fall back here in the event of a determined attack (see @UUID[.idS4ciy1UHxTFFfU#under-attack]{Under Attack}). In the descriptions of individual rooms, ignore all references to guards when dealing with the @UUID[.ewWCADAxsONBI6lg]{inner gatehouse}.</p><p>The @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} in the main gatehouse will only open the outer gates if ordered to do so by @UUID[Actor.OF35NiRpF5Nmbl2z]{Doppler} or a @UUID[Actor.o7qH1nfVzjVKd3Tx]{sergeant}. Most unexpected visitors are turned back, and peasants or villagers are used for target practice. Important-looking visitors will be asked to wait while the guards refer the matter to @UUID[Actor.OF35NiRpF5Nmbl2z]{Lieutenant Doppler}.</p><p>The outer and inner gatehouses are usually left open, but only family members and guards on duty in the central guard tower are permitted to cross the bridge.</p><table style=\"width:99.0798%;height:49px\" border=\"1\"><tbody><tr style=\"height:16px\"><td style=\"text-align:center;width:46.2771%;height:16px\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%;height:16px\"><strong>After Alarm</strong></td></tr><tr style=\"height:33px\"><td style=\"text-align:center;width:46.2771%;height:33px\">5 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}, 50% chance of @UUID[Actor.o7qH1nfVzjVKd3Tx]{Sergeant}</td><td style=\"text-align:center;width:52.9489%;height:33px\">5 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}, 50% chance of @UUID[Actor.o7qH1nfVzjVKd3Tx]{Sergeant}</td></tr></tbody></table><p><strong>a &amp; b.</strong> - These rooms are rarely used and are covered by a layer of dust. In the event of an attack, one guard with a crossbow will be positioned in each room to fire on anyone approaching the gates. A ladder in each room leads up to a trapdoor which can be bolted from above.</p><table style=\"width:99.0798%\" border=\"1\"><tbody><tr><td style=\"text-align:center;width:46.2771%\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%\"><strong>After Alarm</strong></td></tr><tr><td style=\"text-align:center;width:46.2771%\"><span style=\"text-align:center\">None</span></td><td style=\"text-align:center;width:52.9489%\">1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard} in each</td></tr></tbody></table><p><strong>c.</strong><span style=\"white-space:pre\"> </span>- This room is little used these days, but 4 @UUID[Compendium.wfrp4e-core.items.ksRqHiMVpIL07Ij1]{Crossbow} and 230 @UUID[Compendium.wfrp4e-core.items.kFROfGFdExfyJTg9]{Bolt} are stored on racks along the walls. The door to the courtyard is locked.</p><p><strong>d.</strong><span style=\"white-space:pre\"> </span>- One guard sits behind a desk by the door. It is his job to prevent any unauthorised visitors entering the gatehouse. Unless the alarm has been raised, he will not be wearing his helmet, revealing the full horror of his rotting face (see @UUID[Actor.PYnvQPEqN5cWcDlo]{Castle Guards} for the effects of this sight on Characters). If he is attacked, the guard will call for help from the floor above (Area e).</p><table style=\"width:99.0798%\" border=\"1\"><tbody><tr><td style=\"text-align:center;width:46.2771%\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%\"><strong>After Alarm</strong></td></tr><tr><td style=\"text-align:center;width:46.2771%\">1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}</td><td style=\"text-align:center;width:52.9489%\">1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}</td></tr></tbody></table><p><strong>e.</strong><span style=\"white-space:pre\"> </span>- Although the four guards in here are meant to be watching for anyone approaching the castle, they will be found playing dice. There are [[/r 3d10]] silver shillings on the table.</p><table style=\"width:99.0798%\" border=\"1\"><tbody><tr><td style=\"text-align:center;width:46.2771%\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%\"><strong>After Alarm</strong></td></tr><tr><td style=\"text-align:center;width:46.2771%\">4 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}</td><td style=\"text-align:center;width:52.9489%\"><span style=\"text-align:center\">None</span></td></tr></tbody></table><p><strong>f.</strong><span style=\"white-space:pre\"> </span>- The portcullis is operated from this room. It hangs from its pulleys above a slot in the floor, supported by a wooden frame.</p><table style=\"width:99.0798%\" border=\"1\"><tbody><tr><td style=\"text-align:center;width:46.2771%\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%\"><strong>After Alarm</strong></td></tr><tr><td style=\"text-align:center;width:46.2771%\"><span style=\"text-align:center\">None</span></td><td style=\"text-align:center;width:52.9489%\"><span style=\"text-align:center\">2 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}</span></td></tr></tbody></table><p>The middle of the floor is dotted with murder holes, each about 6 inches across, and there is a supply of 54 spears on racks along the east and west walls. The spears are short, with heavy points, and are designed to be dropped through the holes. If they are thrown normally or used in hand-to-hand combat, they suffer a -10 penalty to WS or BS as appropriate.</p><p>Also in the room are two huge iron cauldrons, one filled with water and the other with a mass of lead. Both stand above unlit fires, on wheeled iron frames that are designed so they can be moved above the murder holes and tipped over. The section of floor around the murder holes is noticeably concave, to ensure that the hot water or lead runs through the holes as intended. The north end of the room contains two wooden pallet beds that are used by any guards on duty here.</p><p>If the Characters find themselves trapped below, guards will be all too happy to assault them with spears dropped from above. Resolve these attacks using the guards’ <strong>Ranged (Throwing)</strong> Skill as normal, but Characters with shields receive +20 to any attempt to block as the attack can only come from directly above.</p><p>While it is unlikely that the guards will have enough forewarning to heat their cauldrons, should the party have been particularly reckless in planning the assault they may find themselves scalded with water or, even worse, molten lead. It will take the @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} 1 hour to heat the water to boiling, or 2 to heat the lead. Characters trapped in the portcullis and subjected to a torrent of boiling water take 10 damage, ignoring Armour, while those struck by the molten lead lose 15 Wounds. Characters may make an <strong>Challenging (+0) Dodge</strong> Test, or an <strong>Average (+20) Melee (Basic or Parry)</strong> Test if they have a shield, which reduces the damage by the number of SL achieved. Characters struck by the molten lead also receive an @Condition[Ablaze] Condition as their clothing ignites.</p><p><strong>g.</strong> - This room is locked, and the thick dust that covers the floor attests to its not having been used for some time. A rack against one wall holds 6 @UUID[Compendium.wfrp4e-core.items.ksRqHiMVpIL07Ij1]{Crossbow} and 164 @UUID[Compendium.wfrp4e-core.items.kFROfGFdExfyJTg9]{Bolt}, but otherwise the room is empty.</p><h4>The Courtyard</h4><p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey} is choked with rubble and weeds, and the only clear area is a track from the gates to the bottom of the steps, and from there to the coach house. Many of the buildings in the courtyard have collapsed through neglect, but the outer walls have been well maintained.</p><p>The guards and beggars who inhabit this part of the castle do not care what state it is in. Consequently, the whole area is filthy, with moss and mould growing on almost every surface and a stench of decay filling the air.</p>"
				},
				"3. Outer Gatehouse": {
					"name": "3. Outer Gatehouse",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p><p>All three gatehouses have a similar layout, and are described together to avoid repetition. Each one has two floors, consisting of two towers spanned by a room over the gateway. The wooden gates are covered with iron plates, held in place by huge black iron rivets. They are usually barred on the inside by a stout wooden beam, requiring Characters with a total of 60 or more Strength between them to make a <strong>Challenging (+0) Strength</strong> Test to lift. Behind the outer gates is a short passage leading to an inner set of gates. These inner gates are normally kept open, but they are closed at the first sign of attack.</p><p>Set in the roof of the passage are a number of murder holes through which the defenders may drop boiling water, molten lead, and so on, onto any attackers. Halfway between the two sets of gates is a portcullis, which is dropped when the inner gates are assaulted, trapping the attackers.</p><p>The @UUID[.j2uJZVuZM1yNO021]{main} and @UUID[.0g4NZzebqORDxkdv]{outer} gatehouses are each protected by five @UUID[Actor.PYnvQPEqN5cWcDlo]{guards}. During the day, there is a [[/r 1d2]]{50%} chance of a @UUID[Actor.o7qH1nfVzjVKd3Tx]{sergeant} also being present in each of them. The @UUID[.ewWCADAxsONBI6lg]{inner gatehouse} is normally empty, although the guards from the central guard tower will fall back here in the event of a determined attack (see @UUID[.idS4ciy1UHxTFFfU#under-attack]{Under Attack}). In the descriptions of individual rooms, ignore all references to guards when dealing with the @UUID[.ewWCADAxsONBI6lg]{inner gatehouse}.</p><p>The @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} in the main gatehouse will only open the outer gates if ordered to do so by @UUID[Actor.OF35NiRpF5Nmbl2z]{Doppler} or a @UUID[Actor.o7qH1nfVzjVKd3Tx]{sergeant}. Most unexpected visitors are turned back, and peasants or villagers are used for target practice. Important-looking visitors will be asked to wait while the guards refer the matter to @UUID[Actor.OF35NiRpF5Nmbl2z]{Lieutenant Doppler}.</p><p>The outer and inner gatehouses are usually left open, but only family members and guards on duty in the central guard tower are permitted to cross the bridge.</p><table style=\"width:99.0798%;height:49px\" border=\"1\"><tbody><tr style=\"height:16px\"><td style=\"text-align:center;width:46.2771%;height:16px\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%;height:16px\"><strong>After Alarm</strong></td></tr><tr style=\"height:33px\"><td style=\"text-align:center;width:46.2771%;height:33px\">5 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}+ @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt Klinger}</td><td style=\"text-align:center;width:52.9489%;height:33px\">5 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}+ @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt Klinger}</td></tr></tbody></table><p><strong>a &amp; b.</strong> - These rooms are rarely used and are covered by a layer of dust. In the event of an attack, one guard with a crossbow will be positioned in each room to fire on anyone approaching the gates. A ladder in each room leads up to a trapdoor which can be bolted from above.</p><table style=\"width:99.0798%\" border=\"1\"><tbody><tr><td style=\"text-align:center;width:46.2771%\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%\"><strong>After Alarm</strong></td></tr><tr><td style=\"text-align:center;width:46.2771%\"><span style=\"text-align:center\">None</span></td><td style=\"text-align:center;width:52.9489%\">1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard} in each</td></tr></tbody></table><p><strong>c.</strong><span style=\"white-space:pre\"> </span>- This room is little used these days, but 4 @UUID[Compendium.wfrp4e-core.items.ksRqHiMVpIL07Ij1]{Crossbow} and 230 @UUID[Compendium.wfrp4e-core.items.kFROfGFdExfyJTg9]{Bolt} are stored on racks along the walls. The door to the courtyard is locked.</p><table style=\"width:99.0798%\" border=\"1\"><tbody><tr><td style=\"text-align:center;width:46.2771%\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%\"><strong>After Alarm</strong></td></tr><tr><td style=\"text-align:center;width:46.2771%\">1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}</td><td style=\"text-align:center;width:52.9489%\">1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}</td></tr></tbody></table><p><strong>d.</strong><span style=\"white-space:pre\"> </span>- One guard sits behind a desk by the door. It is his job to prevent any unauthorised visitors entering the gatehouse. Unless the alarm has been raised, he will not be wearing his helmet, revealing the full horror of his rotting face (see @UUID[Actor.PYnvQPEqN5cWcDlo]{Castle Guards} for the effects of this sight on Characters). If he is attacked, the guard will call for help from the floor above (Area e).</p><p><strong>e.</strong><span style=\"white-space:pre\"> </span>- Although the four guards in here are meant to be watching for anyone approaching the castle, they will be found playing dice. There are [[/r 3d10]] silver shillings on the table.</p><table style=\"width:99.0798%\" border=\"1\"><tbody><tr><td style=\"text-align:center;width:46.2771%\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%\"><strong>After Alarm</strong></td></tr><tr><td style=\"text-align:center;width:46.2771%\">None</td><td style=\"text-align:center;width:52.9489%\"><span style=\"text-align:center\">None</span></td></tr></tbody></table><p><strong>f.</strong><span style=\"white-space:pre\"> </span>- The portcullis is operated from this room. It hangs from its pulleys above a slot in the floor, supported by a wooden frame.</p><table style=\"width:99.0798%\" border=\"1\"><tbody><tr><td style=\"text-align:center;width:46.2771%\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%\"><strong>After Alarm</strong></td></tr><tr><td style=\"text-align:center;width:46.2771%\">4 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards} &amp; @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Klinger }</td><td style=\"text-align:center;width:52.9489%\">2 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards} &amp; @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Klinger}</td></tr></tbody></table><p>The middle of the floor is dotted with murder holes, each about 6 inches across, and there is a supply of 54 spears on racks along the east and west walls. The spears are short, with heavy points, and are designed to be dropped through the holes. If they are thrown normally or used in hand-to-hand combat, they suffer a -10 penalty to WS or BS as appropriate.</p><p>Also in the room are two huge iron cauldrons, one filled with water and the other with a mass of lead. Both stand above unlit fires, on wheeled iron frames that are designed so they can be moved above the murder holes and tipped over. The section of floor around the murder holes is noticeably concave, to ensure that the hot water or lead runs through the holes as intended. The north end of the room contains two wooden pallet beds that are used by any guards on duty here.</p><p>If the Characters find themselves trapped below, guards will be all too happy to assault them with spears dropped from above. Resolve these attacks using the guards’ <strong>Ranged (Throwing)</strong> Skill as normal, but Characters with shields receive +20 to any attempt to block as the attack can only come from directly above.</p><p>While it is unlikely that the guards will have enough forewarning to heat their cauldrons, should the party have been particularly reckless in planning the assault they may find themselves scalded with water or, even worse, molten lead. It will take the @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} 1 hour to heat the water to boiling, or 2 to heat the lead. Characters trapped in the portcullis and subjected to a torrent of boiling water take 10 damage, ignoring Armour, while those struck by the molten lead lose 15 Wounds. Characters may make an <strong>Challenging (+0) Dodge</strong> Test, or an <strong>Average (+20) Melee (Basic or Parry)</strong> Test if they have a shield, which reduces the damage by the number of SL achieved. Characters struck by the molten lead also receive an @Condition[Ablaze] Condition as their clothing ignites.</p><p><strong>g.</strong> - This room is locked, and the thick dust that covers the floor attests to its not having been used for some time. A rack against one wall holds 6 @UUID[Compendium.wfrp4e-core.items.ksRqHiMVpIL07Ij1]{Crossbow} and 164 @UUID[Compendium.wfrp4e-core.items.kFROfGFdExfyJTg9]{Bolt}, but otherwise the room is empty.</p><h4>The Courtyard</h4><p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey} is choked with rubble and weeds, and the only clear area is a track from the gates to the bottom of the steps, and from there to the coach house. Many of the buildings in the courtyard have collapsed through neglect, but the outer walls have been well maintained.</p><p>The guards and beggars who inhabit this part of the castle do not care what state it is in. Consequently, the whole area is filthy, with moss and mould growing on almost every surface and a stench of decay filling the air.</p>"
				},
				"4. Inner Gatehouse": {
					"name": "4. Inner Gatehouse",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p><p>All three gatehouses have a similar layout, and are described together to avoid repetition. Each one has two floors, consisting of two towers spanned by a room over the gateway. The wooden gates are covered with iron plates, held in place by huge black iron rivets. They are usually barred on the inside by a stout wooden beam, requiring Characters with a total of 60 or more Strength between them to make a <strong>Challenging (+0) Strength</strong> Test to lift. Behind the outer gates is a short passage leading to an inner set of gates. These inner gates are normally kept open, but they are closed at the first sign of attack.</p><p>Set in the roof of the passage are a number of murder holes through which the defenders may drop boiling water, molten lead, and so on, onto any attackers. Halfway between the two sets of gates is a portcullis, which is dropped when the inner gates are assaulted, trapping the attackers.</p><p>The @UUID[.j2uJZVuZM1yNO021]{main} and @UUID[.0g4NZzebqORDxkdv]{outer} gatehouses are each protected by five @UUID[Actor.PYnvQPEqN5cWcDlo]{guards}. During the day, there is a [[/r 1d2]]{50%} chance of a @UUID[Actor.o7qH1nfVzjVKd3Tx]{sergeant} also being present in each of them. The @UUID[.ewWCADAxsONBI6lg]{inner gatehouse} is normally empty, although the guards from the central guard tower will fall back here in the event of a determined attack (see @UUID[.idS4ciy1UHxTFFfU#under-attack]{Under Attack}). In the descriptions of individual rooms, ignore all references to guards when dealing with the @UUID[.ewWCADAxsONBI6lg]{inner gatehouse}.</p><p>The @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} in the main gatehouse will only open the outer gates if ordered to do so by @UUID[Actor.OF35NiRpF5Nmbl2z]{Doppler} or a @UUID[Actor.o7qH1nfVzjVKd3Tx]{sergeant}. Most unexpected visitors are turned back, and peasants or villagers are used for target practice. Important-looking visitors will be asked to wait while the guards refer the matter to @UUID[Actor.OF35NiRpF5Nmbl2z]{Lieutenant Doppler}.</p><p>The outer and inner gatehouses are usually left open, but only family members and guards on duty in the central guard tower are permitted to cross the bridge.</p><table style=\"width:99.0798%;height:49px\" border=\"1\"><tbody><tr style=\"height:16px\"><td style=\"text-align:center;width:46.2771%;height:16px\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%;height:16px\"><strong>After Alarm</strong></td></tr><tr style=\"height:33px\"><td style=\"text-align:center;width:46.2771%;height:33px\">None</td><td style=\"text-align:center;width:52.9489%;height:33px\">5 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}</td></tr></tbody></table><p><strong>a &amp; b.</strong> - These rooms are rarely used and are covered by a layer of dust. In the event of an attack, one guard with a crossbow will be positioned in each room to fire on anyone approaching the gates. A ladder in each room leads up to a trapdoor which can be bolted from above.</p><table style=\"width:99.0798%\" border=\"1\"><tbody><tr><td style=\"text-align:center;width:46.2771%\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%\"><strong>After Alarm</strong></td></tr><tr><td style=\"text-align:center;width:46.2771%\"><span style=\"text-align:center\">None</span></td><td style=\"text-align:center;width:52.9489%\">1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard} in each</td></tr></tbody></table><p><strong>c.</strong><span style=\"white-space:pre\"> </span>- This room is little used these days, but 4 @UUID[Compendium.wfrp4e-core.items.ksRqHiMVpIL07Ij1]{Crossbow} and 230 @UUID[Compendium.wfrp4e-core.items.kFROfGFdExfyJTg9]{Bolt} are stored on racks along the walls. The door to the courtyard is locked.</p><p><strong>d.</strong><span style=\"white-space:pre\"> </span>- One guard sits behind a desk by the door. It is his job to prevent any unauthorised visitors entering the gatehouse. Unless the alarm has been raised, he will not be wearing his helmet, revealing the full horror of his rotting face (see @UUID[Actor.PYnvQPEqN5cWcDlo]{Castle Guards} for the effects of this sight on Characters). If he is attacked, the guard will call for help from the floor above (Area e).</p><table style=\"width:99.0798%\" border=\"1\"><tbody><tr><td style=\"text-align:center;width:46.2771%\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%\"><strong>After Alarm</strong></td></tr><tr><td style=\"text-align:center;width:46.2771%\">None</td><td style=\"text-align:center;width:52.9489%\">1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}</td></tr></tbody></table><p><strong>e.</strong><span style=\"white-space:pre\"> </span>- Although the four guards in here are meant to be watching for anyone approaching the castle, they will be found playing dice. There are [[/r 3d10]] silver shillings on the table.</p><p><strong>f.</strong><span style=\"white-space:pre\"> </span>- The portcullis is operated from this room. It hangs from its pulleys above a slot in the floor, supported by a wooden frame.</p><table style=\"width:99.0798%\" border=\"1\"><tbody><tr><td style=\"text-align:center;width:46.2771%\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%\"><strong>After Alarm</strong></td></tr><tr><td style=\"text-align:center;width:46.2771%\"><span style=\"text-align:center\">None</span></td><td style=\"text-align:center;width:52.9489%\"><span style=\"text-align:center\">2 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}</span></td></tr></tbody></table><p>The middle of the floor is dotted with murder holes, each about 6 inches across, and there is a supply of 54 spears on racks along the east and west walls. The spears are short, with heavy points, and are designed to be dropped through the holes. If they are thrown normally or used in hand-to-hand combat, they suffer a -10 penalty to WS or BS as appropriate.</p><p>Also in the room are two huge iron cauldrons, one filled with water and the other with a mass of lead. Both stand above unlit fires, on wheeled iron frames that are designed so they can be moved above the murder holes and tipped over. The section of floor around the murder holes is noticeably concave, to ensure that the hot water or lead runs through the holes as intended. The north end of the room contains two wooden pallet beds that are used by any guards on duty here.</p><p>If the Characters find themselves trapped below, guards will be all too happy to assault them with spears dropped from above. Resolve these attacks using the guards’ <strong>Ranged (Throwing)</strong> Skill as normal, but Characters with shields receive +20 to any attempt to block as the attack can only come from directly above.</p><p>While it is unlikely that the guards will have enough forewarning to heat their cauldrons, should the party have been particularly reckless in planning the assault they may find themselves scalded with water or, even worse, molten lead. It will take the @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} 1 hour to heat the water to boiling, or 2 to heat the lead. Characters trapped in the portcullis and subjected to a torrent of boiling water take 10 damage, ignoring Armour, while those struck by the molten lead lose 15 Wounds. Characters may make an <strong>Challenging (+0) Dodge</strong> Test, or an <strong>Average (+20) Melee (Basic or Parry)</strong> Test if they have a shield, which reduces the damage by the number of SL achieved. Characters struck by the molten lead also receive an @Condition[Ablaze] Condition as their clothing ignites.</p><p><strong>g.</strong> - This room is locked, and the thick dust that covers the floor attests to its not having been used for some time. A rack against one wall holds 6 @UUID[Compendium.wfrp4e-core.items.ksRqHiMVpIL07Ij1]{Crossbow} and 164 @UUID[Compendium.wfrp4e-core.items.kFROfGFdExfyJTg9]{Bolt}, but otherwise the room is empty.</p><h4>The Courtyard</h4><p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey} is choked with rubble and weeds, and the only clear area is a track from the gates to the bottom of the steps, and from there to the coach house. Many of the buildings in the courtyard have collapsed through neglect, but the outer walls have been well maintained.</p><p>The guards and beggars who inhabit this part of the castle do not care what state it is in. Consequently, the whole area is filthy, with moss and mould growing on almost every surface and a stench of decay filling the air.</p>"
				},
				"5. The Ruins": {
					"name": "5. The Ruins",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p>\n<p>These structures (labelled 5a, 5b, and 5c) were once storehouses and outbuildings. The staircase from the tunnel network beneath the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} leads (via a well-concealed trapdoor) to the ruined building marked ‘5a’.</p>\n<p>A total of 18 @UUID[Actor.o70nVj9zFugOHPoP]{beggars} live in the various ruins. Unlike the beggars in the village, these creatures make no attempt to hide their mutations: multiple limbs and abnormal growths are evident on their scabrous bodies. The beggars were originally distressed villagers who came to the castle after the warp storm, hoping for shelter and succour. They were allowed into the castle and left to wander the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey}, tolerated but largely ignored by the castle’s other inhabitants. Many were taken by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} for her experiments, but she has recently stopped using them, preferring to take her specimens from those villagers who still lead the semblance of a normal life.</p>\n<p>The remaining beggars are so demoralised that they spend all day lying in their filth. If attacked, they hobble out of the way as best they can, but do not fight back. If questioned, they reply earnestly in complete gibberish, and the adventurers will not be able to understand them. However, if the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey} or @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} are mentioned, the beggars become more animated. An ecstatic look appears in their eyes, and they mumble about ‘the place of the Lady of Salvation’ and the joys that await anyone fortunate enough to be chosen to cross the bridge. The beggars believe that all is wonderful in the Inner Bailey and that those who cross the bridge will be freed of their afflictions and live in comfort and joy with @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}. The truth is far more unpleasant: all the beggars who have made the journey have met a most horrific end.</p>\n<p>One pitiful creature — with three eyes and no nose — wanders around clutching a half-eaten, green potato to his breast. This was thrown at him by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} some weeks ago, and he has deluded himself that it was a gift, which he now treasures as a token of her love. He believes that one day she will be able to declare her love openly and that they will live together in the splendour of the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}. Any attempts to take his potato drive him into a screaming fit, and he will throw himself off the castle walls rather than part with this treasure from his love.</p>"
				},
				"6. Riding Stables": {
					"name": "6. Riding Stables",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p><p>The castle’s five riding horses are kept here. They are tended by Hans Shumacher, who lives in the rooms on the upper floor. Hans shimmers with an unwholesome green glow, and his arms reach down to his knees. Hans attacks any strangers who come near to his horses, and he keeps a pitchfork by the door which he will use at the slightest provocation. If necessary, use the profile of a normal @UUID[Actor.PYnvQPEqN5cWcDlo]{guard}. The upstairs rooms are well maintained, but sparse. Hans sleeps on a lice-ridden horsehair mattress on the floor. Anyone touching it has a [[/r 1d2]]{50%} chance of becoming @UUID[Compendium.wfrp4e-dotr.items.GTsxRqltZkK9Ltx0]{infested}. There is nothing of value in these rooms.</p>"
				},
				"7. Coach Stables": {
					"name": "7. Coach Stables",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p><p>Four black coach horses and a handful of other mounts are kept in here. They are looked after by the coach’s driver, Otto, and the footman, Dolf. Otto and Dolf live in the rooms above the stables. These rooms are well-furnished, and contain spare uniforms, among other things. Otto has three arms (as do all his uniforms), while Dolf ’s feet both point backwards, which gives him a pronounced shuffling gait. These individuals only fight in self-defence. Use the @UUID[Actor.MfPomxv4rLduRmsV]{Castle Servant} profile if necessary. If attacked, Otto will immediately throw open the stable gates, releasing the castle’s [[/r 1d10+4 # Horses]] horses to trample the Characters. Several of the beasts bear mutations of one sort or another, and at least one will defend Otto or Dolf against any Character who attacks them.</p>"
				},
				"8. Coach House": {
					"name": "8. Coach House",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p>\n<p>This contains the von Wittgenstein family coach. It is black with a silver trim, and bears the family’s coat of arms on its doors. Harness for the coach horses is hung on the walls.</p>"
				},
				"9. Smithy": {
					"name": "9. Smithy",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p>\n<p>The smithy has obviously not been used for some time, as everything is covered in dust and cobwebs. A thorough search will turn up a full set of blacksmith’s tools, but everything is rusty and ill-maintained. The forge is choked with ash, the only signs of life are a couple of rats (one with two heads) foraging in a pile of debris in one corner. If disturbed, the rats scuttle into a small hole in the wall, behind the pile of rubbish. The small room to the west contains a pile of charcoal, which was used for firing the forge.</p>\n<p> </p>"
				},
				"10. Guard Room": {
					"name": "10. Guard Room",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p><p>Unless the alarm has been raised this room will be empty, as it is used only as a passageway. On the eastern wall hangs a faded and rotten tapestry bearing the von Wittgenstein coat of arms. If the alarm has been raised, the door will be barred and there will be at least one @UUID[Actor.PYnvQPEqN5cWcDlo]{guard} here, armed with a crossbow.</p><table style=\"width:99.0798%;height:49px\" border=\"1\"><tbody><tr style=\"height:16px\"><td style=\"text-align:center;width:46.2771%;height:16px\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%;height:16px\"><strong>After Alarm</strong></td></tr><tr style=\"height:33px\"><td style=\"text-align:center;width:46.2771%;height:33px\">@UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Anderer}</td><td style=\"text-align:center;width:52.9489%;height:33px\">1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}&amp; @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Anderer}</td></tr></tbody></table>"
				},
				"11. Hall": {
					"name": "11. Hall",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p><p>A large oak table dominates the centre of this room. Around it are eight high-backed chairs. A sword hangs over the fireplace, but it is rusty and blunt, and the scabbard is covered with dust. There are six @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} in here, relaxing and playing cards.</p><table style=\"width:99.0798%;height:49px\" border=\"1\"><tbody><tr style=\"height:16px\"><td style=\"text-align:center;width:46.2771%;height:16px\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%;height:16px\"><strong>After Alarm</strong></td></tr><tr style=\"height:33px\"><td style=\"text-align:center;width:46.2771%;height:33px\">6 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}</td><td style=\"text-align:center;width:52.9489%;height:33px\">None</td></tr></tbody></table>"
				},
				"12 a/b. Staircases": {
					"name": "12 a/b. Staircases",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p>\n<p>Both staircases have an unpleasant smell. The one leading up (a) smells of rotting carcasses, as though a number of dead animals were strewn at the top. The staircase going down (b) smells strongly of damp and mildew.</p>"
				},
				"13. Common Room": {
					"name": "13. Common Room",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p>\n<p>This room is used by the @UUID[Actor.PYnvQPEqN5cWcDlo]{guards}. The waste-pipe from the garderobe in the corner opens into the space between the outer gatehouse and the keep.</p>"
				},
				"14. Well": {
					"name": "14. Well",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p>\n<p>Water for the keep is drawn from the well in the corner of the room. Four mouldy leather buckets, with ropes attached to them, stand next to the well.</p>"
				},
				"15. Storeroom": {
					"name": "15. Storeroom",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p>\n<p>Bundles of damp firewood are stored here.</p>"
				},
				"16. Armoury": {
					"name": "16. Armoury",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p>\n<p>This room contains racks of weapons, armour and shields. In total, there are 16 @UUID[Compendium.wfrp4e-core.items.ksRqHiMVpIL07Ij1]{crossbows}, 500 @UUID[Compendium.wfrp4e-core.items.kFROfGFdExfyJTg9]{bolts}, 12 @UUID[Compendium.wfrp4e-core.items.i76oPVM2eFEs5IBh]{sleeved mail coats (human-sized)}, 9 @UUID[Compendium.wfrp4e-core.items.8nJ9R8tbhW42VGhr]{shields}, 34 @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{swords}, and 14 @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{axes}.</p>"
				},
				"17. Kitchens": {
					"name": "17. Kitchens",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p><p>Various cooking utensils hang next to a smoking fire. Three @UUID[Actor.MfPomxv4rLduRmsV]{servants} — Helga, Hans, and Fritz — work, eat and sleep in here. They are all covered in soot and grease, and are pale from lack of sunlight. Their leather aprons give them 1 AP on the chest and front of the legs only, but they will only fight if there is no other choice, using kitchen knives that act as daggers.</p><p>When the adventurers enter this room, the servants dive under the kitchen table, where they cower fearfully. They are very unhappy with their lot, but only a successful <strong>Average (+20) Charm</strong> Test will persuade them to come out from under the table and help the adventurers. The servants can provide information about the other rooms of the keep, but wish only to escape from the castle, and will flee at the first opportunity.</p><p>If the adventurers fail the Charm Test, the servants stay under the table and do nothing to hinder the adventurers’ search. Whether the Charm is successful or not, the servants warn the adventurers not to open the door to the @UUID[.3n76Dr2GCzY0jGFX]{storeroom}: ‘<em>Don’t open the door, masters! Don’t let them out!</em>’ If asked what ‘they’ are, the servants start gibbering about green rats. ‘<em>Big they are, with long teeth, and they bite!’ </em>The servants normally use lit torches to keep the rats at bay.</p><p>There is a beggar in one corner of the room, his hands and feet manacled. He wears a tight-fitting chain around his neck, attached to a length of wire that extends through a hole in the ceiling to a bell-pull in @UUID[.aJayu0POte3YKJEf]{Doppler’s room}. While the adventurers are in the room, this wire jerks upwards, half-throttling the beggar who gurgles loudly. The servants explain that Doppler uses this to summon them instead of a bell, but despite the summons they refuse to come out from under the table unless a successful Charm Test has been made.</p>"
				},
				"18. Storeroom": {
					"name": "18. Storeroom",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/actors/swarm-of-rats.webp\" width=\"204\" height=\"226\" /></div>\n<p>This room contains supplies for the keep. It is infested by a pack of @UUID[Actor.g1nyFfw4nqArxQXK]{green rats}, which swarm out if the door is opened by anyone without a torch. The rats first attack whoever opens the door, and then swarm into the kitchen attacking anyone in their path. If the Character opening the door has a torch, they will see the light reflected back from dozens of small, red eyes. While a torch is held between the Characters and the rats they will not attack, but if it is put down, or if the torchbearer ventures too far into the room, the rats dart behind them and attack.</p>\n<p>The room contains barrels of food and beer. Some of the contents have been spoiled by the rats, but the majority of barrels are still sealed. A close inspection of the walls will reveal numerous holes used by the rats to enter the room.</p>"
				},
				"19. Barracks": {
					"name": "19. Barracks",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p><p>The foul smell first noticed at the bottom of the @UUID[.tkmPsiQatqsUNhNl]{stairs} is almost overpowering in this room. Against the walls are 16 beds, covered in ragged blankets. At the foot of each bed is a small wooden chest, and a sword hangs on the wall above each occupied bed. At any time four @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} are sleeping in here, with their armour and weapons hanging next to their beds. With their helmets are off, treat the guards as though they had the @Fear[1,Guards]{Fear 1} trait. If surprised, these guards will either grab their gear and run, or attempt to flee to the @UUID[.4ZJgZtYrYK9PgBFa]{armoury} to collect new weapons and armour.</p><p>The putrid smell, which is like rotting meat, emanates not only from the guards, but also from the blankets and beds. Although the stench is very unpleasant, it is not overpowering until someone pulls back the blankets on the beds, in which case a <strong>Challenging (+0) Endurance</strong> Test is required to avoid vomiting for 2 Rounds. The chests are unlocked and contain assorted personal belongings of little value or interest. Each chest also holds the equivalent of [[/r 5d10]] Silver Shillings in assorted coins.</p><table style=\"width:99.0798%;height:49px\" border=\"1\"><tbody><tr style=\"height:16px\"><td style=\"text-align:center;width:46.2771%;height:16px\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%;height:16px\"><strong>After Alarm</strong></td></tr><tr style=\"height:33px\"><td style=\"text-align:center;width:46.2771%;height:33px\">4 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}</td><td style=\"text-align:center;width:52.9489%;height:33px\">None</td></tr></tbody></table>"
				},
				"20. Kratz's Room": {
					"name": "20. Kratz's Room",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p>\n<p>The @UUID[Actor.1rnx5OhLRhiUK29X]{sergeant’s} room is filthy, and smells even worse than the barracks next door. The preserved head of a caprine Beastman hangs on the west wall. A <strong>Difficult (-10) Perception</strong> Test reveals that the head's beard looks compressed, as if it were often handled. Hidden inside the Beastman’s mouth is a magical Potion of Healing that instantly restores [[/r 1d10+2]] lost Wounds when consumed.</p>\n<p>A small table is next to the bed with a decanter of sour wine, a silver goblet (8 shillings) and a large, leather-bound book. The book contains innumerable pictures of polearms, and goes to interminable lengths describing the differences between them.</p>"
				},
				"21. Meeting Room": {
					"name": "21. Meeting Room",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p>\n<p>@UUID[Actor.OF35NiRpF5Nmbl2z]{Lieutenant Doppler} uses this room for briefings with @UUID[Actor.1rnx5OhLRhiUK29X]{Sergeants Kratz}, Anderer, and Klinger. In contrast to the rest of the keep, this room is almost pleasant. Warm, colourful tapestries hang on the walls, and the carpet is brightly coloured and remarkably unstained. The table in the centre of the room is highly polished and unmarked — the @UUID[Actor.MfPomxv4rLduRmsV]{servants} hate cleaning it, but it is better than facing Doppler’s wrath. The chairs are all comfortably padded, and the bookshelves contain a selection of books on the history and religions of the Empire. All in all, this seems like the room of a well-mannered and cultured person.</p>\n<p>Appearances can be deceptive, however. Hanging in an iron cage in the alcove behind the curtain is a middle-aged man (Sigrid’s husband). He has been severely tortured by @UUID[Actor.OF35NiRpF5Nmbl2z]{Doppler}: his tongue is torn out and both his arms are broken. The cage is locked (D + 0, SL 2) and Doppler carries the key with him at all times.</p>"
				},
				"22. Doppler's Room": {
					"name": "22. Doppler's Room",
					"text": "<p>@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}</p>\n<p>@UUID[Actor.OF35NiRpF5Nmbl2z]{Doppler} will be found here unless the alarm has been raised. The room is sumptuously furnished, and the bed is covered with bearskins. Hanging above the bed-head is a bell-pull that connects to the choker around the neck of the beggar in the @UUID[.btvPXzLbfdpLOvIV]{kitchen}. If the servants are aware of the adventurers’ presence in the keep, they will not leave the kitchen to answer any summons.</p>\n<p>A locked chest (D -10, SL 2) against the west wall contains Doppler’s finest clothing: three pairs of leather breeches, three silk shirts, and assorted leather underclothes. Beneath these is bag containing a silver necklace (3 GCs) and a ruby ring (4 GCs).</p>\n<table style=\"width:99.0798%;height:49px\" border=\"1\">\n<tbody>\n<tr style=\"height:16px\">\n<td style=\"text-align:center;width:46.2771%;height:16px\"><strong>Normal</strong></td>\n<td style=\"text-align:center;width:52.9489%;height:16px\"><strong>After Alarm</strong></td>\n</tr>\n<tr style=\"height:33px\">\n<td style=\"text-align:center;width:46.2771%;height:33px\">@UUID[Actor.OF35NiRpF5Nmbl2z]{Lt. Doppler}</td>\n<td style=\"text-align:center;width:52.9489%;height:33px\">@UUID[Actor.OF35NiRpF5Nmbl2z]{Lt. Doppler}</td>\n</tr>\n</tbody>\n</table>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/misc/mutant-pigeons.webp\" width=\"359\" height=\"380\" /></div>"
				},
				"23. Guard Chamber": {
					"name": "23. Guard Chamber",
					"text": "<p>@UUID[.rkoPrpQipeuwZTeq]{Captain's Tower}</p><p>As the adventurers open the door, three skeletons dressed in tattered chainmail armour spring to their feet. They attack anyone who is not @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}, or dressed as a guard.</p><table style=\"width:99.0798%;height:49px\" border=\"1\"><tbody><tr style=\"height:16px\"><td style=\"text-align:center;width:46.2771%;height:16px\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%;height:16px\"><strong>After Alarm</strong></td></tr><tr style=\"height:33px\"><td style=\"text-align:center;width:46.2771%;height:33px\">3 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}</td><td style=\"text-align:center;width:52.9489%;height:33px\">3 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}</td></tr></tbody></table>"
				},
				"24. Entrance Hall": {
					"name": "24. Entrance Hall",
					"text": "<p>@UUID[.rkoPrpQipeuwZTeq]{Captain's Tower}</p>\n<p>Rotten tapestries hang on the walls, a thick layer of dust coats every surface, and thick cobwebs hang in the corners of the room and from the edges of the furniture. A table against the wall bears the mouldering remains of a meal. This was the last meal eaten by @UUID[Actor.akXzwoLHUzChhRT0]{Captain Hegel} before his demise, and it has never been cleared away. A trail of footprints leads from the entrance chamber to the staircase.</p>"
				},
				"25. Well": {
					"name": "25. Well",
					"text": "<p>@UUID[.rkoPrpQipeuwZTeq]{Captain's Tower}</p>\n<p>Two rotten leather buckets stand next to the well, whose sides are covered with a thick layer of bright-green scum. If a light source is held over the well, the Characters will see more of this scum moving across the surface of the water. The movement is caused by eddies in the water, and the scum is a completely natural growth, but the adventurers may find its motion disturbing.</p>"
				},
				"26. Barracks": {
					"name": "26. Barracks",
					"text": "<p>@UUID[.rkoPrpQipeuwZTeq]{Captain's Tower}</p><p>The room contains three bunks with mouldy mattresses. Before their demise and subsequent reanimation, Hegel’s guards slept here. Three skeletons remain, and they will attack anyone who enters the room, other than guards or Lady Margritte. These skeletons use the same profile as those found in the @UUID[.SbcmGVbDGdwWD5lH]{Guard Chamber}.</p><table style=\"width:99.0798%;height:49px\" border=\"1\"><tbody><tr style=\"height:16px\"><td style=\"text-align:center;width:46.2771%;height:16px\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%;height:16px\"><strong>After Alarm</strong></td></tr><tr style=\"height:33px\"><td style=\"text-align:center;width:46.2771%;height:33px\">3 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}</td><td style=\"text-align:center;width:52.9489%;height:33px\">3 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}</td></tr></tbody></table>"
				},
				"27. Captain's Chamber": {
					"name": "27. Captain's Chamber",
					"text": "<p>@UUID[.rkoPrpQipeuwZTeq]{Captain's Tower}</p>\n<p>The door to this room creaks loudly as it is opened. Inside, @UUID[Actor.akXzwoLHUzChhRT0]{Captain Hegel} sits in a wooden chair, covered by a mass of cobwebs, no more than a vague, grey shape. As the adventurers enter, he speaks in a rasping throaty voice: ‘<em>Who dares enter my chambers unannounced?’</em></p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/georg-hegel.webp\" width=\"210\" height=\"302\" /></div>\n<p style=\"text-align:center\">@UUID[Actor.akXzwoLHUzChhRT0]{Georg Hegel}</p>\n<p>Captain Hegel waits for an answer before demanding that the adventurers leave. If they refuse, or move to attack, he stands up in a shower of dust that obscures him completely for 1 Round. As Hegel draws closer, the adventurers can see his dead features clearly coming into view. This would be an excellent time to have Characters test for Hegel's @Fear[2,George Hegel]{Fear 2} trait.</p>\n<p>On a table next to Hegel’s chair stands a dust-filled silver goblet (6 shillings) and a silver decanter of mould that was once filled with fine wine (12 shillings). The other furniture comprises a mouldy bed and a chest of mildewed clothes. There is nothing else of value in the room.</p>\n<table style=\"width:99.0798%;height:49px\" border=\"1\">\n<tbody>\n<tr style=\"height:16px\">\n<td style=\"text-align:center;width:46.2771%;height:16px\"><strong>Normal</strong></td>\n<td style=\"text-align:center;width:52.9489%;height:16px\"><strong>After Alarm</strong></td>\n</tr>\n<tr style=\"height:33px\">\n<td style=\"text-align:center;width:46.2771%;height:33px\">@UUID[Actor.akXzwoLHUzChhRT0]{Capt. Hegel}</td>\n<td style=\"text-align:center;width:52.9489%;height:33px\">@UUID[Actor.akXzwoLHUzChhRT0]{Capt. Hegel}</td>\n</tr>\n</tbody>\n</table>"
				},
				"28. Ground Floor - Bridge": {
					"name": "28. Ground Floor - Bridge",
					"text": "<p>@UUID[.rkoPrpQipeuwZTeq]{Captain's Tower}</p><p>The bridge between the two baileys passes through a large archway on this level. Normally empty, the two rooms to either side will each be manned by one @UUID[Actor.PYnvQPEqN5cWcDlo]{guard} armed with a crossbow if the alarm is raised. Both rooms are empty apart from a few a sacks and barrels of food, beer, oil, etc.</p><table style=\"width:99.0798%;height:49px\" border=\"1\"><tbody><tr style=\"height:16px\"><td style=\"text-align:center;width:46.2771%;height:16px\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%;height:16px\"><strong>After Alarm</strong></td></tr><tr style=\"height:33px\"><td style=\"text-align:center;width:46.2771%;height:33px\">None</td><td style=\"text-align:center;width:52.9489%;height:33px\">1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}</td></tr></tbody></table>"
				},
				"29. First Floor - Winch Room": {
					"name": "29. First Floor - Winch Room",
					"text": "<p>@UUID[.rkoPrpQipeuwZTeq]{Captain's Tower}</p>\n<p>This room contains the winches for the northern and southern drawbridges, allowing the two halves of the bridge to be pulled up on great chains. However, the winches are so old and rusty that four guards are typically required to operate them. Even then, it will take [[/r 1d10]] minutes to fully raise one bridge. The room is also equipped as a murder room, with holes in the floor for dropping missiles on those who pass below. If the alarm has been raised, three of the five @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} stationed in the tower will take up defensive positions here.</p>\n<table style=\"width:99.0798%;height:49px\" border=\"1\">\n<tbody>\n<tr style=\"height:16px\">\n<td style=\"text-align:center;width:46.2771%;height:16px\"><strong>Normal</strong></td>\n<td style=\"text-align:center;width:52.9489%;height:16px\"><strong>After Alarm</strong></td>\n</tr>\n<tr style=\"height:33px\">\n<td style=\"text-align:center;width:46.2771%;height:33px\">None</td>\n<td style=\"text-align:center;width:52.9489%;height:33px\">4 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}</td>\n</tr>\n</tbody>\n</table>"
				},
				"30. Second Floor - Armoury": {
					"name": "30. Second Floor - Armoury",
					"text": "<p>@UUID[.rkoPrpQipeuwZTeq]{Captain's Tower}</p>\n<p>This room contains rough pallets for five guards. Unless the alarm has been raised, the guards will be found here — sleeping, playing cards, arm-wrestling, and so on. Racks on the north and south walls hold 10 @UUID[Compendium.wfrp4e-core.items.ksRqHiMVpIL07Ij1]{crossbows}, 50 heavy spears (for dropping through the murder holes to the floor below), 300 @UUID[Compendium.wfrp4e-core.items.kFROfGFdExfyJTg9]{crossbow bolts}, 10 @UUID[Compendium.wfrp4e-core.items.8nJ9R8tbhW42VGhr]{shields}, 10 @UUID[Compendium.wfrp4e-core.items.i76oPVM2eFEs5IBh]{sleeved mail coats}, 10 @UUID[Compendium.wfrp4e-core.items.4xV16ttsxCa311vl]{mail coifs}, 10 @UUID[Compendium.wfrp4e-core.items.e9WmLbD7AuXSeWp0]{full helms}, and 10 @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{swords}.</p>\n<table style=\"width:99.0798%;height:49px\" border=\"1\">\n<tbody>\n<tr style=\"height:16px\">\n<td style=\"text-align:center;width:46.2771%;height:16px\"><strong>Normal</strong></td>\n<td style=\"text-align:center;width:52.9489%;height:16px\"><strong>After Alarm</strong></td>\n</tr>\n<tr style=\"height:33px\">\n<td style=\"text-align:center;width:46.2771%;height:33px\">5 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}</td>\n<td style=\"text-align:center;width:52.9489%;height:33px\">None</td>\n</tr>\n</tbody>\n</table>"
				},
				"31. Aviary": {
					"name": "31. Aviary",
					"text": "<p>@UUID[.OhkFJYIYf0v9ZmYm]{The Inner Bailey}</p>\n<div class=\"journal-image float-right flip\"><img src=\"modules/wfrp4e-dotr/assets/set-pictures/birdfolk.webp\" width=\"252\" height=\"522\" /></div>\n<p>Originally built as a solarium, the walls of this building are mostly glass, apart from the side facing the castle wall. The panes have turned green over the years, and are virtually opaque.</p>\n<p>As the adventurers approach, they hear birdsong drifting out of the whitewashed building. Closer inspection reveals that the whitewash is flaking and the dome above is badly cracked. Through grimy panes, it is just possible to make out the leaves of towering ferns and other plants.</p>\n<p>The building now houses some two dozen human/bird hybrids — the more fortunate victims of Margritte’s experiments. Once human, they perch high up in the domed roof amid a vast collection of exotic flora, singing sweetly and eyeing the adventurers hungrily. These creatures have birds’ legs and wings, but their heads and bodies — although beaked and feathered — are unmistakably human.</p>\n<p>The @UUID[Actor.7BD2QUJGN6y51kat]{birdfolk} hop excitedly around their perches as the adventurers enter, expecting to be fed. As soon as they realise that the adventurers have no food for them, they grow angry and their singing changes to discordant trills and squawks. One of the bolder individuals with bright-red feathers hops down to the ground and darts forward to peck one of the adventurers. It can be chased off by waving a weapon or an open hand. With an anguished squawk, it retreats to its perch, observing the adventurers with its head cocked quizzically to one side.</p>\n<h3>@UUID[Actor.7BD2QUJGN6y51kat]{Birdfolk}</h3>\n<p>Each one of the birdfolk has a hooked beak, clawed feet, and feathered wings. Although their bodies and faces remain human, they are covered in bright feathers. Some look like thrushes, some canaries, some parrots, and so on. Their size also varies, and a few are of human proportions, but most are the size of a Halfling.</p>\n<p>The birdfolk can speak a sort of pidgin Reikspiel, and are quite happy in their not-so-gilded cage.</p>\n<p>Even if they wanted to leave, their wings have been clipped. They are looked after by @UUID[Actor.ySbdLyidudlMwGhU]{Lady Ingrid}, who has named each one (e.g. ‘Bluey’, ‘Joey’, ‘Pretty Boy’). She feeds them daily, and has a key that fits the lock to their food cupboard (see below).</p>\n<p>Attempts to communicate with the birdfolk are met with squawking demands for food. A locked <strong>(D +20, SL 0) </strong>cabinet in the south-eastern corner of the aviary contains bags of bird seed and a large scoop. If this food is scattered on the floor, the birdfolk flock down greedily to eat it. They ignore the adventurers while eating, and as soon as the food has gone (about 10 minutes) they hop back to their perches and start singing again, completely ignoring the adventurers.</p>\n<p>The only way for a Character to get any information from one of these creatures is to grab hold of it and force it to talk. This is best done on the ground, but can be attempted while they are sitting on their perches, requiring a 4 yd leap from the nearest perch. A successful <strong>Average (+20) Athletics</strong> Test must then be made each Round to avoid falling, and if this is failed, a successful <strong>Challenging (+0) Climb</strong> Test will allow a Character to hang on to the perch. No matter how successful the adventurers are in negotiating the perches, the birdfolk will do their best to avoid them, hopping out of reach as soon as an adventurer gets close.</p>\n<p>Alternatively, a well-aimed arrow may force the birdfolk to cooperate. They are unused to violence and would rather negotiate than suffer harm. Even if the adventurers succeed in convincing the birdfolk to talk, they are little more than intelligent pets who spend most of their lives singing. They do know something of the layout of the castle, and of its inhabitants, and the right questions may yield some useful information. The birdfolk are familiar with any area that can be seen from the top of the aviary, but cannot answer questions about the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey}, for example. Their answers are short and rather vague, as they barely remember a question for more than a few seconds.</p>"
				},
				"32. Kitchen Garden": {
					"name": "32. Kitchen Garden",
					"text": "<p>@UUID[.OhkFJYIYf0v9ZmYm]{The Inner Bailey}</p><p>This corner of the courtyard was walled off many years ago. The 8-ft-high walls are covered in strange green tendrils, and at the end of each tendril, a splayed green hand grips the wall with sucker-like growths. The plants give the impression of some malign entity attempting to climb out. If anyone approaches the closed gate it will swing open of its own accord, revealing twisted and repulsive growths behind. The garden once kept the castle kitchens supplied with all manner of vegetables and herbs, but its current crop seems more likely to eat than be eaten.</p><p>There are many types of mutant plants in here. Some are harmless but others are guided by a strange, evil intelligence. The harmless plants resemble discoloured and bloated tomatoes, marrows, artichokes, and so on. Entwined amongst these are sickly green vines that reach out to grasp any Character who ventures into the garden.</p><h3>The Grasping Vines</h3><p>The thing in the kitchen garden consists of a central maw, surrounded by a host of vines that grab victims to feed it.</p><p>Use the @UUID[Actor.Ds6XjlKZSuu1AjpK]{following profile} for the vines, even though they are part of a larger creature. Individual vines can be destroyed, but this will only gain a temporary reprieve, as there are at least 50 of them in total. As one is killed, another will reach out, with at least one attacking each Character in range. The only way to end the threat is to kill the @UUID[Actor.yfjOl7z34jNnAPnb]{maw}, which will cause all the vines to become inactive.</p><h4>The Tool Shed</h4><p>A dilapidated wooden building stands in the north-eastern corner of the garden, completely covered in vines. If the adventurers manage to get in here, they will find various gardening implements (e.g. @UUID[Compendium.wfrp4e-core.items.aRvo3nkgPrPcKXVF]{hoes}, @UUID[Compendium.wfrp4e-core.items.VakWbquag1kV5WtT]{spades}, forks), a wheelbarrow, and some clay pots.</p><blockquote class=\"sidebar\"><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard5.webp\" width=\"100\" height=\"100\" /></div><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Thing Walks!</em></h3><p><em>The thing in the kitchen garden is a challenging monster, but one that is perhaps too easily avoided. Give it two vast, tree-trunk legs (Move 6) and let it patrol the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}, and the Players will be far more challenged. In view of its similarity to a certain beast from a certain mythos, it might not be too much to give the thing @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear 3} or even @UUID[Compendium.wfrp4e-core.items.kJNAY1YRaCy9IgmT]{Terror 2}.</em></p></blockquote>"
				},
				"33. The Charnel Pit": {
					"name": "33. The Charnel Pit",
					"text": "<p>@UUID[.OhkFJYIYf0v9ZmYm]{The Inner Bailey}</p><p>A pit has been dug in the middle of the courtyard, measuring about 15 by 10 yd, and 20 ft deep. Its edges are lined with downward-angled spikes that make it impossible to climb out. The lower 10 ft is covered by a grid of iron bars with a trapdoor in the middle. Up until about fifty years ago, this pit housed the family’s menagerie: a collection of weird and unusual creatures captured in the Great Forest. More recently, though, @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} has taken to disposing of her failed experiments here.</p><p>The trapdoor can be reached from the courtyard via an overhanging walkway and a portable wooden ramp. The ramp is usually left at the edge of the pit, together with a hooked pole which is used to open the door. Anyone peering into the pit from the edge of the walkway will notice dark grey tendrils of mist rising through the bars and obscuring the floor of the pit. Screams and moans rise continually from within, forcing any Character who hears them to make a @Fear[2, Screams]{Fear 2} Test or be overcome by uncontrollable shivering, which inflicts a -10 penalty to all tests for as long as the Character can hear the noise.</p><p>Opening the trapdoor reveals a ladder leading down into the mist. As the adventurers descend into the pit, writhing, grey shapes advance toward them through the mist. Withered, grey limbs grope from the walls and floor, along with hideously misshapen heads and bodies which writhe uncontrollably. At this horrifying sight, each Character must make a <strong>Challenging (+0) Cool</strong> Test or immediately flee back up the ladder.</p><p>The creatures thrown here by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} were so impregnated with warpstone that instead of dying they have melded together into a @UUID[Actor.zgoa3d7A1H0bpazr]{single, hideous being}. It attacks all who venture into its pit, its arms reaching hungrily for its victims and its mouths moaning and groaning horribly.</p><p>The pit may also be entered from the @UUID[.7cwT5awu3Ffwi9Dz]{castle dungeons} (see @UUID[.85pfKR9OJcBElgbm]{Charnel Pit}). Note that the door leading from the pit to the dungeons has been nailed shut from the other side (T 6, W 20).</p><blockquote class=\"sidebar\"><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard4.webp\" width=\"100\" height=\"100\" /></div><h3 class=\"sidebar-title\" style=\"text-align:center;text-transform:uppercase\"><em>Widespread Carnage</em></h3><p><em>Like the @UUID[.wcKR1FwrD4RoJlBe]{kitchen garden}, the charnel pit is too easily avoided to give Grognard Players a challenge. Perhaps, instead of being in a pit, the monster occupies the whole of the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}, penned in by buildings and walls, and filling the courtyard to a height of several feet. This would make its size @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{Monstrous} at the very least, with all the concomitant advantages. Perhaps the cage roof has been replaced with a single, narrow walkway that bows and moves under a Character’s weight, requiring nerves of steel and a good Agility score to cross safely. And perhaps the creature knows this, and its many clutching arms tear off pieces of its own substance and throw them at anyone it senses on the walkway, with a BS of 20. Or, perhaps, it can shape its heaving, amorphous substance into [[/r 1d10]] tentacles per Round…</em></p></blockquote><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/thing-in-the-pit.webp\" /></div>"
				},
				"34. Entrance Chamber": {
					"name": "34. Entrance Chamber",
					"text": "<p>@UUID[.Rc1yAie9lHRZqj0s]{The Dark Tower}</p>\n<p>As the adventurers enter, the black carpet of this room seems to heave and move. Something crunches underfoot and each step leaves a dark-red stain. Then suddenly, a clear patch of stone flooring is revealed as thousands of cockroaches scamper for cover.</p>\n<p>The door leading to the tower is also covered in cockroaches, which will have to be brushed off the handle before it can be turned.</p>"
				},
				"35. The Trough of Life": {
					"name": "35. The Trough of Life",
					"text": "<p>@UUID[.Rc1yAie9lHRZqj0s]{The Dark Tower}</p><p>Cockroaches cover every surface of this room, to a depth of 3 or 4 in in places. In the middle is a large metal trough, in which thousands of the black insects swarm over millions of tiny white eggs.</p><p>A bucket stands next to the trough, but it too is swarming with cockroaches. If the cockroaches are swept off the lip of the bucket, traces of a sticky amber fluid (honey) will be revealed.</p><p>As long as they remain in the room, the adventurers will frequently find cockroaches dropping down onto them from the ceiling. Most of the time the insects will bounce harmlessly off clothing and armour, but a few may find their way down collars and inside clothing and instinctively make their way towards the warmest points of a Character’s body: the armpits and groin. This is very distracting, and a Character suffering from cockroach infestation suffers a -10 penalty to all tests. Meanwhile, cockroaches on the ground are busily climbing up Characters’ legs and into their boots or shoes.</p><p>While in this chamber, the adventurers can hear music drifting down from a floor above. Any Character with the Play (Any) Skill will automatically recognise the instrument as a harpsichord.</p>"
				},
				"36. The Portrait Room": {
					"name": "36. The Portrait Room",
					"text": "<p>@UUID[.Rc1yAie9lHRZqj0s]{The Dark Tower}</p><p>The furniture here is blanketed with cockroaches, although they seem to avoid the walls and ceiling. A bookcase contains books on plants and flowers, art, and architecture.</p><p>Visible behind the cockroaches on the walls are portraits of past and present family members. One shows @UUID[Actor.ySbdLyidudlMwGhU]{Lady Ingrid}, another @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} when she was ten years old, a third is of Margritte’s brother @UUID[Compendium.wfrp4e-pbtt.actors.54rz079B0PFUaDWp]{Gotthard}, and a fourth is of @UUID[Actor.ihG2gFIFF6Ai5Gik]{Ludwig} himself — labelled ‘Head of the Family’. Ludwig’s portrait is quite disturbing, as although he looks more or less normal, his jacket bulges oddly from the armpits and his skin seems very shiny. Protruding from the edges of his mouth are two small, black teeth.</p><p>The music is louder on this floor, and the adventurers can hear a pleasant male voice singing. If they decide to leave rather than continue up the stairs, have Ludwig come down and greet them.</p>"
				},
				"37. The King of the Roaches": {
					"name": "37. The King of the Roaches",
					"text": "<p>@UUID[.Rc1yAie9lHRZqj0s]{The Dark Tower}</p><p>This room is also filled with cockroaches, but the adventurers’ attention is caught by the sight of a human-sized cockroach, seated on a stool and playing a harpsichord with its forelegs. The creature wears a powdered white wig, and has a pair of spectacles upon its almost-human head. A gold pocket-watch hangs from its chitinous body, and a white lace handkerchief is tucked between two of its body plates. This is @UUID[Actor.ihG2gFIFF6Ai5Gik]{Ludwig von Wittgenstein}.</p><p>As the adventurers enter, he stops playing and turns towards them. ‘<em>Ah, visitors!</em>’ he says, his mandibles clicking slightly as he speaks. ‘<em>It has been so long! Please, come in and make yourselves comfortable.’</em> He issues a series of clicks, and the cockroaches hurry off the furniture, revealing a comfortable-looking sofa and three chairs. <em>‘Please do not be disturbed by my appearance,’</em> he continues. <em>‘May I offer you a drink?’</em> He indicates a table with a decanter of brandy and six glasses.</p><p>Ludwig does not consider it strange that the characters should be in his tower — in fact, he is happy to have visitors after years of only his increasingly insane family for company. While aware of the curse that affects them all, he sees it as no fault of their own. Ludwig offers an opportunity to show that mutants are often victims of their condition rather than dangerous monsters.</p><p>Ludwig will happily talk about the castle and its occupants, but will try to change the subject if he suspects the adventurers intend to inflict harm on his family. He will chat about art and philosophy, and is eager for news of recent events in the Empire. He can also provide information on the family’s history and on his son @UUID[Compendium.wfrp4e-pbtt.actors.54rz079B0PFUaDWp]{Gotthard Wallenstein}, who lives in Middenheim and provides one of the links between this adventure and the next part of the campaign, <strong>Power Behind the Throne</strong>.</p><p>If he is attacked, Ludwig expresses surprise but makes no attempt to defend himself. ‘<em>Why?’</em> he asks. ‘<em>What harm have I done you?’</em></p><h4>@UUID[Actor.ihG2gFIFF6Ai5Gik]{Ludwig von Wittgenstein}</h4><p>Ludwig is a very cultured individual who takes great delight in literature, art and sculpture. Unlike other members of his family, he is kindly and hospitable. Since he metamorphosed into a giant cockroach about ten years ago, he rarely leaves his room. He comforts himself with music and reading, and takes increasing pleasure in the company of his millions of cockroach ‘friends’. While not exactly happy with his predicament, Ludwig carries on as best he can.</p><p>Ludwig deplores the behaviour of the rest of the family, which he credits to what he calls ‘<em>the von Wittgenstein curse’</em>. <em>‘It all started with Dagmar von Wittgenstein,’</em> he explains. <em>‘My great-grandfather, built the observatory up near Grünburg. He became obsessed with a shooting star — couldn’t rest until he found it. Well, he brought it back, and things have never quite gone right for us since.’</em></p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/ludwig-von-wittgenstein.webp\" /></div><blockquote class=\"sidebar\"><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard4.webp\" width=\"100\" height=\"100\" /></div><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Pest Removal</em></h3><p><em>Veteran Players will no doubt be looking forward to encountering the gentle, philosophical cockroach-mutant Ludwig. Over the last 30 years, he has consistently been one of the best-loved NPCs in the whole campaign. Perhaps, after all the cruel tricks you have been able to play on veteran Players so far in the castle, it would be best to leave him unchanged, and let the Players feel they can be secure in at least one thing. Or perhaps the Players would not respect such soft-heartedness, no matter how much they might need it.</em></p><p><em>When the adventurers enter his room, Ludwig looks much as they remember. There the jointed legs, there the shiny carapace, there the powdered wig and spectacles, and there the gentle tones and cultured conversation. The only thing that is different — and any Player who notices is clearly taking advantage of prior knowledge that none of the Characters could possibly have — is that there are no cockroaches. The floor and the furniture are spotlessly clean, apart from a tiny bone here and there: perhaps of a mouse, or some other small creature.</em></p><p><em>Whenever the moment is right, Ludwig turns, revealing the face of a spider rather than a cockroach. At his call, swarms of spiders — from the size of teacups to the size of large dogs — appear from beneath furnishings, behind tapestries, and out of every other crevice and hiding place. ‘</em>It’s been so long<em>,’ says Ludwig, in his gentle, cultured voice, ‘</em>since anyone stopped in for a meal.’</p></blockquote>"
				},
				"38. Inside the Temple": {
					"name": "38. Inside the Temple",
					"text": "<p>@UUID[.efa8dhap8Y4no5ic]{The Temple of Slaanesh}</p><p>A stained-glass window at the far end of the temple casts a weird, reddish light on the chapel’s interior. The window is covered with a thick coat of some red, translucent substance, obscuring the window’s design. At the far end, a rectangular altar stands on a 3-foot dais, with a large statue behind it. Lavender mist pours from two large, silver censers on either side of the altar, supported on 10-ft silver statues of a naked man and woman (each worth about 120 GCs, weighing 10 encumbrance points). The mist cascades from the dais, filling the temple to a depth of about 2 ft, and within the mist, the floor is littered with writhing bodies. A flight of steps on the right leads up to a gallery.</p><p>A hidden organ plays a discordant tune, which sets the nerves on edge but also has a strangely seductive quality. As soon as the adventurers enter the temple, each must make an <strong>Average (+20) Cool</strong> Test. Those who fail succumb to the effects of the strange, intoxicating music and begin to dance with uncontrolled abandon. A further <strong>Challenging (+0) Cool</strong> Test is allowed after 3 Rounds in order to throw off the effects of the music, but if this second test is failed, the affected Characters can only be freed from the compulsive music if they are physically removed from the temple, or if the organ (@UUID[.R7wpIm93Ik9qBrNq]{Area 39}) is stopped from playing. Those who make the first Cool test successfully are immune to the effects of the music for as long as they remain in the temple, but must make the test again if they leave and re-enter.</p><p>Anyone who spends more than 20 Rounds (a few minutes of exploring) in the temple must make a successful <strong>Challenging (+0) Endurance</strong> Test or succumb to the euphoric smoke from the censers. They will feel light-headed, and all Attributes are reduced by 20 points. If a Character's Intelligence, Initiative or Willpower is reduced to 0 or less, the Character can only sit on the floor, giggling incoherently and staring into space. They cannot move unless physically pulled upright and led by the hand, and will sit down at every opportunity. </p><p>The affected Character will try to protect themselves if attacked, but cannot attempt any other action unless led by someone else and given very short, very clear instructions several times over. The effects of the smoke last for 2 hours.</p><p>The bodies on the floor are a dozen men and women, all partially dressed in rainbow-coloured robes that expose their right breasts. Their faces and the visible parts of their bodies are covered in heavy make-up and body paint, of garish and clashing colours. They bear no visible signs of mutation. Some of their robes are adorned with a symbol which any Character with the <strong>Lore (Theology or Chaos) </strong>Skill will recognise on an <strong>Easy (+40) Test </strong>as belonging to the Chaos God Slaanesh.</p><p>The worshippers take no notice of the adventurers as they pick their way through the sprawling, writhing bodies. If questioned, they are unable to do anything but giggle and make lewd suggestions, offer very suspicious smelling wine, or invite the characters to join their dance. The only way to get any sense out of any of them is to forcibly take them outside into the fresh air, give them a shake and a few slaps across the face, and wait for the effects of the incense to wear off. No profiles are provided for the worshippers, since they take no active part in the adventure.</p><p>As the adventurers make their way towards the altar, any Character with the @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense}, @UUID[Compendium.wfrp4e-core.items.6w30u0VPsAicrqb5]{Magical Sense} or @UUID[Compendium.wfrp4e-core.items.1IZWRr7BYOIcqPlQ]{Aethyric Attunement} Talents will feel an undefinable sense of foreboding. The altar, like the temple itself, was once dedicated to Sigmar, but it has been defiled and rededicated to Slaanesh. As the adventurers approach the altar, they will notice that a relief on the front has been defaced: it once showed Sigmar holding his hammer, but it is now rather difficult to discern precisely what he is grasping.</p><p>The statue behind the defiled altar is made of wood and about 12 ft tall. It takes the form of a slim humanoid who appears male on the left side and female on the right. Two pairs of horns rise from the figure’s long, flowing hair, and the whole thing has an unearthly, perverse, and faintly unsettling beauty. Any Character with the Lore (Theology or Chaos) Skill will recognise on an <strong>Easy (+40) </strong>Test that this is an image of the Chaos God Slaanesh.</p><p>As soon as anyone sets foot on the dais, a piercing scream rends the air and a figure hurtles over the top of the statue, performing a double somersault before landing in a fighting crouch before the altar. The creature is a Daemonette — a lesser daemon of Slaanesh.</p><h4>@UUID[Actor.WVl9WYluoFPfEh9Y]{Daemonette — Lesser Daemon Of Slaanesh}</h4><div class=\"journal-image float-right\"><img style=\"margin:-20px\" src=\"modules/wfrp4e-core/art/bestiary/daemonetee.webp\" width=\"228\" height=\"291\" /></div><p>The Daemonette is 5 ft tall, and has white skin with deep-green, saucer-like eyes. Its face and figure resemble those of a Human woman, except that its arms end in powerful, crab-like claws.</p><p>It will try to distract the adventurers with conversation as it edges close enough to cast @UUID[Compendium.wfrp4e-core.items.2fBaYkBsPZzxNSNj]{Acquiescence}. It asks why the adventurers are not dancing, or pleasuring themselves in some other way. Why do they look so unhappy? If attacked, the Daemonette will fight, taking great pleasure in the battle so long as it appears to be winning. The Daemonette has no wish to have its soul thrown back to the Realm of Chaos in shame, and will vanish in a puff of pink smoke if reduced to 5 Wounds or less.</p><h4>The Hidden Steps</h4><p>A hidden mechanism causes the altar to slide to one side, revealing a hidden staircase that leads down to the @UUID[.ONMxNHa1E9FSljLl]{warpstone chamber}. Even if the adventurers search the alter thoroughly, they will not discover this mechanism until they have explored the rest of the castle — the steps lead directly to the climax of the adventure, and it would not be right for them to reach it too soon.</p><p>When you decide that the time is right, a successful <strong>Average (+20) Perception</strong> Test draws a Character’s attention to a raised part of the relief carving, set in the centre of the rear face of the altar. Before that time, this detail has been obscured by the shifting light and cascading smoke. The staircase descends some 20 ft to the chamber below.</p>"
				},
				"39. Gallery": {
					"name": "39. Gallery",
					"text": "<p>@UUID[.efa8dhap8Y4no5ic]{The Temple of Slaanesh}</p>\n<p>Steps lead up to a gallery with a wooden balustrade 3 ft high. The gallery is empty, except for a strange looking organ — the source of the discordant music that fills the temple.</p>\n<p>Nobody is playing the organ. Its pipes are garishly painted, and many have animated human heads that ‘sing’ the notes as they are played. The organ’s keys are red, yellow and blue, and move by themselves as it plays. Each organ stop has a carved head on the end, which smirks, grins and pulls faces as if alive, and will bite anyone who touches it and fails a <strong>Challenging (+0) Dodge</strong> Test, licking the blood off its lips in satisfaction. </p>\n<p>The only way to stop the music is to destroy the organ. It counts as a @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#helpless-targets]{Helpless} target, but any attack causes its music to rise to an ear-splitting cacophony, requiring anyone within earshot to succeed at a <strong>Challenging (+0) Cool </strong>Test each Round. Those who fail gain one @Condition[Stunned] and one @Condition[Deafened] Condition for each failure, and an Impressive or worse failure adds one @Condition[Unconscious] Condition.</p>\n<p>Meanwhile, scaly tentacles emerge from four of the organ’s pipes. Each tentacle attacks one Character, constricting them until it is destroyed. Any Character reduced to 0 Wounds is drawn into the pipes over the next 2 Rounds. A victim may be freed by severing the tentacle with a single cut that causes at least 4 Wounds. If the organ is destroyed, all surviving tentacles become slack and release their victims.</p>\n<p>If the tentacle is not severed, or the organ has not been destroyed, by the fourth Round, only the victim’s head remains outside the pipe. The head begins to sing — the Character has been absorbed into the organ, effectively killing them.</p>\n<div style=\"display:flex;justify-content:space-around;text-align:center\">\n<p>@UUID[Actor.R47duWq7Qvtg00MV]{Chaotic Organ}</p>\n<p>@UUID[Actor.XRQKQgOkJ3PZ8yiq]{Organ Tentacles}</p>\n</div>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/chaotic-organ.webp\" width=\"370\" height=\"295\" /></div>"
				},
				"40. Hallway": {
					"name": "40. Hallway",
					"text": "<p>@UUID[.pFkSL31G8P4CEk54]{Servant's Hall}</p><p>Faded paintings hang in the entrance hall. The paintings date from the days when the castle was a thriving settlement and show the ruined buildings of the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} still intact.</p>"
				},
				"41. Servants' Hall": {
					"name": "41. Servants' Hall",
					"text": "<p>@UUID[.pFkSL31G8P4CEk54]{Servant's Hall}</p><p>The servants spend their time here when not administering to the family’s needs. There are two @UUID[Actor.MfPomxv4rLduRmsV]{servants} in here, mending clothing and polishing boots. One of them has a pin head (@UUID[Compendium.wfrp4e-core.items.9GNpAqgsKzxZKJpp]{Stupid} Trait). The other has a pointed head with three eyes (@UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense — Sight} Trait). If disturbed, the one with the pointed head will ask why the adventurers are here, and will attempt to raise the alarm if they look threatening.</p>"
				},
				"42. Kitchen": {
					"name": "42. Kitchen",
					"text": "<p>@UUID[.pFkSL31G8P4CEk54]{Servant's Hall}</p><p>@UUID[Actor.56PL8nepVxx51FC7]{Grundar} the cook is a foul-mouthed and horrendously fat mutant with ridiculously short legs and a horrendous odour. Use the statistics for a @UUID[Actor.MfPomxv4rLduRmsV]{Servant} but with Movement 1, a Strength and Toughness of 45, and the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Trait). She is assisted by Boris, a mutant with no nose and transparent skin (@Fear[1,Boris]{Fear 1}). Grundar waddles around the kitchen, rolling comically from side to side, and she will order the adventurers out of her kitchen with a string of blistering invectives.</p><p>Boris’s lack of a nose allows him to work with Grundar without any ill effects. When the adventurers enter, Boris is between the fireplace and the wall. If a fight starts, he will leap out and try to make a surprise attack.</p>"
				},
				"43. Storeroom": {
					"name": "43. Storeroom",
					"text": "<p>@UUID[.pFkSL31G8P4CEk54]{Servant's Hall}</p><p>This room contains barrels and sacks of flour, grain, vegetables, salt beef, and so on. Hanging on the west wall are carcasses of sheep, pheasants, cattle, and one of the villagers.</p>"
				},
				"44. Patio": {
					"name": "44. Patio",
					"text": "<p>@UUID[.pFkSL31G8P4CEk54]{Servant's Hall}</p><p>This area has a commanding view of the Reik below. A row of four beehives stands under the outer wall. If the disturbed in any way, a swarm of @UUID[Actor.3FqEfKT0KpcN2cVB]{mutant bees} pours out to attack.</p><p>If the bees are defeated, the adventurers can recover [[/r 1d10]] pounds of honey from the hives. Thanks to the effects of the warpstone, each pound of honey (if a little is consumed each day for a week) will make one Character immune to animal venom for one month.</p><blockquote class=\"sidebar\"><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/grognard3.webp\" width=\"100\" height=\"100\" /></div><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Mutant Honey</em></h3><p><em>If the Players are expecting the honey to protect them from animal venom, it could have some other effect entirely — it is a product of Chaos, after all. Eating it might constitute @Corruption[minor]{Minor Exposure to Corruption}, for example, or it might give a Character the @Symptom[Nausea] Symptom for [[/r 1D10]] hours after eating it. It could have different effects each time it is consumed: some beneficial, others not.</em></p></blockquote>"
				},
				"45. Servants' Dormitory": {
					"name": "45. Servants' Dormitory",
					"text": "<p>@UUID[.pFkSL31G8P4CEk54]{Servant's Hall}</p><p>There are 13 beds in here, and 4 off-duty @UUID[Actor.MfPomxv4rLduRmsV]{servants}. They resent being disturbed and insist that the adventurers leave, but they will only fight in self-defence. They have no money or other possessions of interest.</p>"
				},
				"46. Slurd's Room": {
					"name": "46. Slurd's Room",
					"text": "<p>@UUID[.pFkSL31G8P4CEk54]{Servant's Hall}</p><p>@UUID[Actor.E7b6S4q7thsdgt59]{Slurd}, the butler, is found here between midnight and dawn. At other times he dozes in the @UUID[.iyVatSYotKIu7sxK]{great hall}. The room is knee-deep in cobwebs, dirty underclothes, the remains of old meals, and general detritus. It has not been cleaned in living memory, and that is just how Slurd likes it. If they can bring themselves to search through the debris, the adventurers may find a pilfered gold necklace 6 GCs) and a single gold earring (2 GCs).</p>"
				},
				"47. The Hall": {
					"name": "47. The Hall",
					"text": "<p>@UUID[.iyVatSYotKIu7sxK]{The Great Hall}</p><p>The walls are hung with dusty lanterns illuminating numerous portraits of past and present family members. Two polished mahogany staircases lead up to a balcony where faded battle banners and suits of armour can be seen. Between the two staircases, another, narrower flight of stairs leads down to the dungeons.</p><p>The oak floor is covered in a thick layer of grease and grime. The meal on the huge dining table is weeks old: dried and cracked, with variously coloured moulds growing over it. The cutlery and plates are silver (9 GCs, if cleaned).</p><p>If he has not come to answer the door, @UUID[Actor.E7b6S4q7thsdgt59]{Slurd} is dozing on a chair behind one of the staircases. If he hears the adventurers enter the hall, he emerges from his hiding place with a discreet cough and asks their business. He displays no sign of surprise, instead showing them to the table. <em>‘Welcome, ladies and gentlemen,</em>’ he says. <em>‘You must be hungry after your journey. Please take some refreshment while I have guest rooms made ready.’ </em></p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/slurd.webp\" width=\"277\" height=\"334\" /></div><p style=\"text-align:center\">@UUID[Actor.E7b6S4q7thsdgt59]{Slurd the Butler}</p><p>Then, he hobbles back to his seat behind the stairs and dozes off again. If he is approached, he goes through exactly the same speech, until he is convinced that the ‘visitors’ have eaten and drunk their fill. Then, he takes them to the @UUID[.B5lvXIk13xeuMbZc]{guest chamber}.</p><p>Placed around the walls are eight small side-tables with an assortment of items on them: a telescope, a magnifying glass, an egg timer, a hand mirror, and so on.</p><p>The paintings show members of the family, dating back some 250 years. They are arranged in chronological order: the oldest paintings are on the north side of the hall, and the most recent, depicting living family members, are on the south side. The subjects of the early paintings look noble and healthy. Those later than 2402, when Dagmar returned with the warpstone, show an increasing pallor and the first signs of inbreeding.</p><p>The more recent portraits, about 50 years old, are more unsettling. Their eyes seem to follow the adventurers around the room, and although no one ever sees a portrait move, their expressions change from smiles to frowns, poses shift from straight-on to profile, and occasionally strange tentacles can be glimpsed in the background. Perhaps even more disturbing is the way items from the side-tables suddenly appear in a portrait, disappearing from the room as they do so and reappearing when they disappear from the painting.</p><p>The two mahogany staircases leading upward creak and groan when anyone walks on them, as if in pain from the weight of those climbing them. The staircase leading down is silent, but a strong smell of stale sweat wafts up from the dungeons, growing stronger the further down the Characters venture.</p><p> </p>"
				},
				"48. The Balcony": {
					"name": "48. The Balcony",
					"text": "<p>@UUID[.iyVatSYotKIu7sxK]{The Great Hall}</p><p>Four ancient suits of plate armour stand on the balcony. Their visors are raised and a very lifelike human face stares out from each one. In fact, each suit contains a skilfully embalmed corpse. Although dead, some tricks of the light may make them appear to move, wink, or mouth words, but never when anyone is looking directly at them.</p><p>Numerous faded banners adorn the walls, some of which date from the 1980s when this part of the Reikland saw many battles between the forces of the Empress Margaritha and those of various Talabecland pretenders. Most of the banners are extremely fragile, and will crumble to dust if touched. Anyone approaching the central staircase will hear whispering voices coming from above (@UUID[.UzSG6Zyj5ao04QhA]{Area 52}).</p>"
				},
				"49. Taxidermist's Room": {
					"name": "49. Taxidermist's Room",
					"text": "<p>@UUID[.iyVatSYotKIu7sxK]{The Great Hall}</p>\n<p>@UUID[Actor.CYQmOXaBgNR1PvD9]{Kurt}, @UUID[Actor.fmUd7AtbJckbiWo6]{Margritte’s} younger brother, has recently moved in here, to work at his hobby of taxidermy. When the adventurers first enter, they may well mistake him for one of his specimens!</p>\n<p>Stuffed animals adorn the walls. There are deer, otters, bears, and various birds and small mammals, along with birdfolk, beastmen, mutants, and humans. There is a workbench in the middle of the room with a table next to it containing taxidermy tools: scalpels, glass eyes, stuffing, bowls, tubes for draining off liquids, and other devices of less obvious purpose.</p>\n<p>A middle-aged, male, human corpse holding a pipe sits in a chair against the far wall. Mounted on the back of the door is a young servant girl to whom @UUID[Actor.CYQmOXaBgNR1PvD9]{Kurt} took a liking. Nailed to a perch near the ceiling is a brightly coloured member of the birdfolk. Two beastmen, one with a boar’s head and the other with that of a goat, are mounted on stands against the outside wall. There are also two mutants; one with green fur and the other with four arms. The four-armed mutant stands behind the door and bears a strong resemblance to the von Wittgenstein family — which is not surprising as this is Kurt, who is very much alive.</p>\n<div class=\"journal-image centered\"><img style=\"margin-bottom:-20px\" src=\"modules/wfrp4e-dotr/assets/actors/kurt-von-wittgenstein.webp\" width=\"276\" height=\"336\" /></div>\n<p style=\"text-align:center\">@UUID[Actor.CYQmOXaBgNR1PvD9]{Kurt von Wittgenstein}</p>\n<p>When the adventurers enter, Kurt stands still and watches them. The only way to tell he is alive is to watch him closely or to touch him. If his ‘friends’ are interfered with, Kurt attacks maniacally until the adventurers leave the room, but he does not pursue them. If touched, Kurt greets the adventurers and asks if they will be his ‘friends’. If anyone agrees, Kurt reaches for his tools and invites the Character to lie down on his work bench…</p>\n<blockquote class=\"sidebar\">\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard3.webp\" width=\"100\" height=\"100\" /></div>\n<h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Taxidermist</em></h3>\n<p><em>Kurt is a throwaway little NPC: the adventurers shudder at his works, kill him, and move on. To make his hobby more horrific, perhaps his ‘friends’ really are as playful as he thinks they are. At his command, one or more come to life — all of them if the adventurers act aggressively — and welcome the visitors by grappling them so that Kurt can begin the work of making his new friends into ‘proper friends, like the others.’</em></p>\n<p><em>The stuffed specimens have the basic profiles of Mutants, with the addition of the @UUID[Compendium.wfrp4e-core.items.UB4mDroL6S1F9B4u]{Construct} Trait, at least one mutation, and other traits according to your whim. </em></p>\n<p><em><strong>Example</strong>: @UUID[Compendium.wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Armour} 1 or 2, @UUID[Compendium.wfrp4e-core.items.a8MC97PLzl10WocT]{Big}, @UUID[Compendium.wfrp4e-core.items.j6v78dnOOdCB6c3d]{Bounce}, @UUID[Compendium.wfrp4e-core.items.KynNUYYKzTMeHrKl]{Constrictor} (‘big hug!’ cries Kurt in glee), @UUID[Compendium.wfrp4e-core.items.M5QSWOYt2Rbv2yxW]{Corrosive Blood}, @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting}, @UUID[Compendium.wfrp4e-core.items.EO05HX7jql0g605A]{Flight}, @UUID[Compendium.wfrp4e-core.items.HbrwGhUl0ZXz4kLA]{Hardy}, @UUID[Compendium.wfrp4e-core.items.TBcdTlYSRH8Rd1x0]{Infestation}, @UUID[Compendium.wfrp4e-core.items.UnJ25lL8aUzem5JO]{Tail Attack}, @UUID[Compendium.wfrp4e-core.items.4xF7M6ylIiGntekh]{Tentacles}, @UUID[Compendium.wfrp4e-core.items.k9539MBTFplxsysT]{Tough}, @UUID[Compendium.wfrp4e-core.items.gFkRm9wS65qe18Xv]{Venom}, and @UUID[Compendium.wfrp4e-core.items.KII1gWnxIZ8HzmU5]{Wallcrawler}.</em></p>\n</blockquote>"
				},
				"50. Music Room": {
					"name": "50. Music Room",
					"text": "<p>@UUID[.iyVatSYotKIu7sxK]{The Great Hall}</p><p>A vast assortment of old, dusty and broken musical instruments are kept here. None of them work anymore, and the room has not been entered for decades.</p>"
				},
				"51. Garderobe": {
					"name": "51. Garderobe",
					"text": "<p>@UUID[.iyVatSYotKIu7sxK]{The Great Hall}</p><p>This room is provided with a discharge pipe that opens out high over the @UUID[JournalEntry.EBkKmwPreDndWqoc.JournalEntryPage.BveNztiwKAvyFxAa]{River Reik}.</p>"
				},
				"52. Hall of Whispers": {
					"name": "52. Hall of Whispers",
					"text": "<p>@UUID[.iyVatSYotKIu7sxK]{The Great Hall}</p><p>As the adventurers climb the stairs to this floor, the sound of whispers grows louder and clearer. Just as they reach the top of the stairs, the adventurers clearly hear the words, ‘<em>Here they come! They’re almost at the top.’</em> These whispers come from the hall itself, but the adventures may believe that someone is lying in wait to attack them.</p><p>Once they enter the hall, whispering voices can be heard from all directions, in many different voices. While the adventurers remain in the hall, it will continue to comment on their presence and appearance. If, for instance, the adventurers hesitate at the top of the stairs while they consider what to do next, the hall whispers, ‘<em>What are they waiting for? Are you afraid?’ </em></p>"
				},
				"53. Guest Room": {
					"name": "53. Guest Room",
					"text": "<p>@UUID[.iyVatSYotKIu7sxK]{The Great Hall}</p>\n<p>This room is currently being used by the Chaos Warrior, @UUID[Actor.2YjfKNdAtKcfdDq1]{Ulfhednar the Destroyer}. Ulfhednar does not immediately attack anyone who enters the room. Instead he tries to persuade them to join him and overthrow the castle’s forces. If successful, he will later try to kill the adventurers. If he is attacked or threatened, though, Ulfhednar will take great delight in killing everyone in his path.</p>\n<p>The room is simply furnished with a bed and a chest. The bed is unmade, and the chest contains @Credit[223gc18ss mode=split]{23 GCs and 18/-}.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/ulfhednar-the-destroyer.webp\" width=\"265\" height=\"354\" /></div>\n<p style=\"text-align:center\">@UUID[Actor.2YjfKNdAtKcfdDq1]{Ulfhednar the Destroyer}</p>"
				},
				"54. Guest Room": {
					"name": "54. Guest Room",
					"text": "<p>@UUID[.iyVatSYotKIu7sxK]{The Great Hall}</p>\n<p>@UUID[Actor.o4Tigb2IUzxySP16]{Crakatz}, @UUID[Actor.2YjfKNdAtKcfdDq1]{Ulfhednar’s} Beastman lieutenant, is asleep in here (if they listen at the door, his snores may be heard) and will be surprised by the adventurers’ entrance. A deep sleeper, Crakatz will only wake on the second Round after the adventurers enter, even if attacked.</p>\n<p>Crakatz has a bull’s head and legs, and a violent temper. He will charge into combat at the first opportunity, fighting to the death. Ulfhednar is the only one who can hold Crakatz’s natural killing urge in check, since the Beastman is loyal to Ulfhednar and obeys his every command. Crakatz’s upper torso, while recognisably human, is covered in a thick layer of skin that gives him 1 AP on his body.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/crakatz.webp\" width=\"294\" height=\"249\" /></div>\n<p style=\"text-align:center\">@UUID[Actor.o4Tigb2IUzxySP16]{Crakatz}</p>"
				},
				"55. Guest Room": {
					"name": "55. Guest Room",
					"text": "<p>@UUID[.iyVatSYotKIu7sxK]{The Great Hall}</p><p>This room is presently unoccupied. It contains a bed and an empty chest. A normal sword hangs on the west wall.</p>"
				},
				"56. Chiming Room": {
					"name": "56. Chiming Room",
					"text": "<p>@UUID[.iyVatSYotKIu7sxK]{The Great Hall}</p><p>On opening the door, the adventurers are confronted by the loud ticking and whirring of hundreds of clocks; some as small as a fist, others as large as one floor of a tower. The clocks are all set to different times, and at least some of them will chime the hour while the adventurers are in the room. You can choose from the events below, or devise others.</p><ul><li><p><strong>Deafening Chimes</strong>: Many clocks chime at once. The noise is so loud that the room begins to shake. The adventurers must make a successful <strong>Challenging (+0) Endurance</strong> Test or gain one @Condition[Stunned] Condition.</p></li><li><p><strong>Cuckoo Clock</strong>: A 3-ft-tall cuckoo flies out of a clock and strikes a Character (WS 30, S 20, I 30, Damage SB+2). The Character may try to Dodge. The Cuckoo attacks again each hour thereafter.</p></li><li><strong>The Knights</strong>: Two clockwork knights charge each other, possibly from neighbouring clocks. Anyone in between them is struck (WS 45, S 40, I 30, Damage SB+6, Impale). Characters may try to Dodge.</li></ul>"
				},
				"57. Lady Ingrid's Room": {
					"name": "57. Lady Ingrid's Room",
					"text": "<p>@UUID[.iyVatSYotKIu7sxK]{The Great Hall}</p><p>On opening the door, the adventurers will be confronted by a dozen or more @UUID[Actor.A40D3OX5hJKF2xuk]{mutant cats}. The cats flock around the adventurers, but their friendly attitude turns aggressive if they are not immediately fed. @UUID[Actor.ySbdLyidudlMwGhU]{Lady Ingrid} sits in a high-backed wooden chair at the far end of the room, and imperiously demands to know what the adventurers are doing in her private chamber. What happens next will depend on the Characters.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/ingrid-von-wittgenstein.webp\" width=\"261\" height=\"297\" /></div><p style=\"text-align:center\">@UUID[Actor.ySbdLyidudlMwGhU]{Ingrid von Wittgenstein}</p><p>If a commoner (i.e. a non-Noble) responds, they will be subjected to a tirade of abuse due to their lack of manners, respect, and ‘quality’. The von Wittgenstein family goes back to the time of Empress Margaritha and Lady Ingrid, as ruler of this barony, considers herself caretaker of the lesser beings who dwell in it.  </p><p>‘<em>Not that I expect you commoners to appreciate that,’ </em>she goes on. ‘ <em>Your kind are never grateful, never satisfied — nothing but one complaint after another.’</em></p><p>Nobles receive slightly more courteous treatment, although @UUID[Actor.ySbdLyidudlMwGhU]{Lady Ingrid} will complain about their lack of manners in turning up unannounced, with no invitation, and no letter of introduction. She will inquire about a Noble Character’s family, and make subtle but disparaging comparisons with her own illustrious line.</p><p>Lady Ingrid will carry on in this fashion until interrupted. If offended or attacked, she screams loudly and her mutant cats attack the adventurers. She will hear no talk of corruption or misrule, and will consider any such suggestion as treasonous.</p><p>Around the walls are hunting trophies from Lady Ingrid’s younger days. Stuffed heads peer down, each with an engraved brass plate: ‘Peasant – 2490', 'Roadwarden – 2492', 'Beastman – 2493', 'Imperial Tax Collector – 2496,’ and lesser prey such as deer, boars, bears, and goblins.</p><p>Next to a four-poster bed, a table holds a jewellery box and several vials of perfume. Most of the perfumes have an unpleasant, musky feline odour. The jewellery box is made of ivory, inlaid with mother-of-pearl (25 GCs) and holds three sets of gold earrings set with precious stones (50 GCs per pair), a diamond tiara (175 GCs), a cat-shaped brooch studded with sapphires and emeralds (80 GCs), the key to the birdfolk’s food store (@UUID[.RFCh03fMy6jmrOE9]{Area 31}}, and a heart-shaped, gold locket (50 GCs) which contains a lock of @UUID[Compendium.wfrp4e-pbtt.actors.54rz079B0PFUaDWp]{Gotthard’s} black hair.</p><blockquote class=\"sidebar\"><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/grognard2.webp\" width=\"100\" height=\"100\" /></div><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Lady of the Castle</em></h3><p><em>Grognard Players will probably expect Lady Ingrid to be an eccentric, snobbish, but mostly harmless aristocrat, and remain wary of her cats. The cats could be completely normal: some might be odd colours, to be sure, but nothing beyond the range found in nature. A few might have natural, or unsurprising features such as polydactyl paws, missing ears or limbs, or eyes that glow oddly through a trick of the light. While the adventurers are watching the cats for any signs of mutation, Lady Ingrid attacks — for she is a cult priestess, just as powerful as her daughter. Or perhaps, given her paleness, she is an undead creature such as a @UUID[Compendium.wfrp4e-core.actors.GgSxlomoV220kd3G]{Ghost}, a @UUID[Compendium.wfrp4e-core.actors.TWy5l4uYTRAtjfit]{Tomb Banshee}, or a @UUID[Compendium.wfrp4e-core.actors.T5qAtpoKtB8iwTBd]{Vampire}.</em></p></blockquote>"
				},
				"58. Haunted Room": {
					"name": "58. Haunted Room",
					"text": "<p>@UUID[.iyVatSYotKIu7sxK]{The Great Hall}</p><p>This used to be @UUID[Actor.CYQmOXaBgNR1PvD9]{Kurt’s} room, but since he left it to live in the @UUID[.gKFhCrlLGsjGtiZk]{taxidermist’s room} it has become haunted by an @UUID[Actor.zjBMhpkrFsQcquL5]{unseen ghost}. Anyone entering the room will be greeted by a vase flying through the air at them. The ghost will continue to throw things at any interlopers either until they flee, until the ghost itself is destroyed, or it runs out of small unsecured items to throw.</p>"
				},
				"59. Lady Margritte's Room": {
					"name": "59. Lady Margritte's Room",
					"text": "<p>@UUID[.iyVatSYotKIu7sxK]{The Great Hall}</p>\n<p>This room is luxuriously appointed, with gilt edgings to the furniture and bed. A dressing table holds jars of face and hand creams, and other items of make-up that @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} uses to conceal her worsening appearance.</p>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/treasure.webp\" width=\"232\" height=\"166\" /></div>\n<p>Lady Margritte’s increasing morbidity manifests itself in the desire to surround herself with dead bodies. Two corpses sit in chairs in the room, and the booted feet of a third can be seen sticking out from under her bed. The corpses are in various states of decay, and the one under the bed has had its arms removed. The corpses are all are mutated in some way — you can improvise the details.</p>\n<p>The chest against one wall contains some clothing and Lady Margritte’s jewellery box, with a gold choker (30 GCs), a pair of ruby earrings (15 GCs each), and a gold and emerald diadem (45 GCs).</p>\n<p>A door leads to the bottom floor of the @UUID[.WTOrDYCjrGgUi6Mp]{Sorcerous Tower}.</p>"
				},
				"60. Lens Room": {
					"name": "60. Lens Room",
					"text": "<p>@UUID[.WTOrDYCjrGgUi6Mp]{The Sorcerous Tower}</p><p>This room connects with @UUID[.9vcmU8nXnXt0zyGY]{Margritte’s bedroom}, and she uses it as a dressing room. In former times, Dagmar von Wittgenstein used this room to grind lenses for his telescopes. In addition to wardrobes full of Margritte’s clothes, the room still contains his lens grinding equipment and an old telescope.</p>"
				},
				"61. Library": {
					"name": "61. Library",
					"text": "<p>@UUID[.WTOrDYCjrGgUi6Mp]{The Sorcerous Tower}</p>\n<p>Bookshelves line the walls of this room, filled with tomes on necromancy. Dagmar von Wittgenstein’s diary is also here, on a table next to a letter to Margritte from her brother @UUID[Compendium.wfrp4e-pbtt.actors.54rz079B0PFUaDWp]{Gotthard} in Middenheim (@UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.JGmoEzmgimU8cUst]{Handout 15}) — a lead for the next part of the campaign: <strong>Power Behind the Throne</strong>.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout15.webp\" width=\"317\" height=\"499\" /></div>\n<h4>The Books</h4>\n<p>Several of the books are grimoires containing magical spells. @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} has transcribed the most useful spells into her own personal grimoire. The books come from all parts of the world and cover almost every known school of magic. Some once belonged to wizards, while others are scholarly tomes covering a Lore of magic: of these, the Lores of Death and Life, the forbidden Lore of Necromancy, and the Chaotic Lore of Tzeentch are the most common.</p>\n<p>@UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} is a devoted and painstaking researcher, with contacts in the rare book trade (legal and illegal) across the Known World. Bookplates and folded invoices used as bookmarks include the names and addresses of dealers from Marienburg to far Cathay, and to a magic-using Character, these contacts might be even more valuable than the spells.</p>\n<h4>The Diary</h4>\n<p>Dagmar’s diary contains a narrative of his expedition to the Barren Hills, and his plans to use warpstone to augment his powers. If the adventurers missed any of handouts at @UUID[JournalEntry.Zd3IR4yalOfuOwdD.JournalEntryPage.DYlne6O6uDFw73Ks]{The Signal Tower}, give them to the Players now. Otherwise, the diary simply confirms everything the adventurers have already learned.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Grimoires</em></h3>\n<p><em>Any Character with the Read/Write Talent may try to search the library for magical books using a<strong> Very Hard (-30) Perception</strong> or <strong>Challenging (+0) Research</strong> Test. The test is subject to the following modifiers:</em></p>\n<ul>\n<li>\n<p><em>+10 for each tier of any spellcasting Career completed</em></p>\n</li>\n<li>\n<p><em>+10 if the Character has the Lore (Magick) Skill</em></p>\n</li>\n<li>\n<p><em>+10 if the Character has the Language (Magick) Skill</em></p>\n</li>\n<li>\n<p><em>For each other language the Character knows (except Battle Tongue, Grumbarth, and Thieves’ Tongue): +5</em></p>\n</li>\n</ul>\n<p><em>A successful test turns up a number of grimoires equal to the Success Level.</em></p>\n<p><em>Each grimoire contains [[/r 1d10+1 spells]]: roll on the following table to determine the lore, and then choose a spell or select randomly from WFRP or any other available sources.</em></p>\n<h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Lore</em></h3>\n<table style=\"width:31.4268%;margin-left:auto;margin-right:auto\" border=\"1\">\n<tbody>\n<tr>\n<td style=\"text-align:center;width:45.5108%\"><em><strong>[[/r 1d10]]</strong></em></td>\n<td style=\"text-align:center;width:53.7152%\"><em><strong>Lore</strong></em></td>\n</tr>\n<tr>\n<td style=\"text-align:center;width:45.5108%\"><em>1-6</em></td>\n<td style=\"text-align:center;width:53.7152%\"><em>@UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#petty-spells]{Petty Magic}</em></td>\n</tr>\n<tr>\n<td style=\"text-align:center;width:45.5108%\"><em>7-9</em></td>\n<td style=\"text-align:center;width:53.7152%\"><em>@UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#arcane-spells]{Arcane Magic}</em></td>\n</tr>\n<tr>\n<td style=\"text-align:center;width:45.5108%\"><em>10</em></td>\n<td style=\"text-align:center;width:53.7152%\"><em>@UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-necromancy]{Necromancy}</em></td>\n</tr>\n</tbody>\n</table>\n<p><em>Characters who choose to learn spells from the Lore of Necromancy may become Corrupted. Each necromantic grimoire they read counts as a @Corruption[minor]{Minor Exposure to Corruption}. If the authorities find such a book among the Character’s belongings, or a forbidden spell transcribed into their spellbook (assuming the arresting party can read and understand its nature) they will be arrested and tried for heresy and witchcraft.</em></p>\n<h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Black Books</em></h3>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard1.webp\" width=\"100\" height=\"100\" /></div>\n<p><span style=\"font-style:normal\">Veteran Players will probably be expecting a magical windfall when they reach the library, and some may have stocked up on paper, ink, and other ingredients in anticipation of transcribing many spells into their own books. Here are some ways for you to punish and disappoint them.</span></p>\n<p> </p>\n<p><span style=\"font-style:normal\"><strong>Incendiary Stuff</strong> - The books are protected by a simple spell which causes them to burst into flames when anyone but @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} handles them.</span></p>\n<p> </p>\n<p><span style=\"font-style:normal\"><strong>It Reads You Back</strong> - When a particular book is opened, the Character must make an <strong>Opposed Challenging (+0) Willpower</strong> Test against the book’s WP of 45, or lose [[/r 1d10]] Wounds and gain one @Condition[Fatigued] Condition.</span></p>\n<p> </p>\n<p><span style=\"font-style:normal\"><strong>Blank Looks</strong> - The books’ pages all appear blank unless a magical password is spoken when opening them. The password is known only to @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}: it is ‘onions’.</span></p>\n<p> </p>\n<p><span style=\"font-style:normal\"><strong>Escaped Spells</strong> - When a book is opened, the Character must make a successful <strong>Difficult (-10) Channelling</strong> Test or a spell flies out of it and strikes the Character in the face. Obvious candidates are Dart or Magic Flame, but feel free to be imaginative.</span></p>\n</blockquote>"
				},
				"62. Laboratory": {
					"name": "62. Laboratory",
					"text": "<p>@UUID[.WTOrDYCjrGgUi6Mp]{The Sorcerous Tower}</p><p>This room contains a network of glass tubes filled with glowing, multi-coloured vapours, linked by a series of brass rods. Five human corpses and skeletons hang on hooks around the walls in various states of decomposition. Glass tanks along one wall contain preserved body parts: legs, liver, kidneys, a brain, and so on.</p><p>A large wooden platform is the dominant feature of the room. At each end stands a steel column, about 10 ft high and 2 inches in diameter, and between them is a solid wooden table. Ropes run to the four corners of the platform from a huge block and tackle, enabling the platform to be raised to roof level, and a system of levers and rods opens the roof to the elements. A large kite hangs nearby, trailing four wires to the columns, and from there down other wires to a metal skull-cap. When the platform is raised and the roof opened, the kite can be flown out to conduct lightning via the columns and wires, straight into the head of whomever is wearing the skull cap.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/margritte-von-wittgenstein.webp\" width=\"234\" height=\"280\" /></div><p style=\"text-align:center\">@UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte von Wittgenstein}</p><p>When the adventurers enter this room the electrical storm (see @UUID[.N890vqkshuZ0Atku#running-the-attack]{Running the Attack}) is at its height. Lightning arcs overhead, momentarily flooding the room with stark light. Rain falls through the open roof to sputter and spit on glowing items of equipment, and the coloured glass tubes pulsate in an uneven rhythm. The kite can be seen through the roof opening, and @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} is pulling on the ropes that raise the wooden platform.</p><p>The adventurers take all of this in as they enter. Before they can act, a deafening and blinding lightning-bolt strikes the kite. The metal columns quiver with power, and the stench of burnt flesh fills the room as @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} begins to wind the table down. It is shaking and swaying, and above the noise of the storm, a moaning sound can be heard.</p><div class=\"journal-image float-right flip\"><img src=\"modules/wfrp4e-dotr/assets/actors/the-wittgenstein-monster.webp\" width=\"250\" height=\"249\" /></div><h4>The Spark of Life</h4><p>It will take 3 Rounds for @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} to crank the table all the way down. If she is allowed to finish, her supreme undead being will be lowered within sight of the adventurers. When the platform reaches the floor, the @UUID[Actor.7mmA4GXfSyR5H6Lz]{monster} will rise up and stare around blankly. Lady Margritte will order it to kill the adventurers, and it will lumber off the table and move slowly but inexorably to attack.</p><p>If @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} is attacked before the table is lowered, the @UUID[Actor.7mmA4GXfSyR5H6Lz]{monster} will burst loose from the straps holding it on the table. It stands confused for 3 Rounds, then leaps off the table and attacks whoever is nearest to it, including Lady Margritte. After disposing of this foe, it attacks the next nearest Character unless there is no one within 2 yd, in which case, it blunders out of the room and wanders around the castle for a while, attacking anyone in its path before finally making its way out into the countryside.</p><blockquote class=\"sidebar\"><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard3.webp\" width=\"100\" height=\"100\" /></div><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Boris Who?</em></h3><p><em>Grognard Players will probably be expecting to deal with the monster, so you have the opportunity to surprise them with something else.</em></p><h3 class=\"no-toc\"><em>A Few Upgrades</em></h3><p><em>The bolt of lightning might have consequences that even @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} does not foresee.</em></p><ul><li><p><em>The monster might be suffused with electrical power so that each of its attacks causes an extra [[/r 1d10]] points of lightning damage, which ignores metal armour. Anyone who touches the monster or strikes it with any metal melee weapon also suffers [[/r 1d10]] lightning damage. At your discretion, wooden or leather-wrapped hilts may protect against this.</em></p></li><li><p><em>Alternatively, the surge of electricity may have caused the monster to become magnetised. Weapons of iron or steel stick to the monster, and require a <strong>Challenging (+0) Strength</strong> Test (and one Action) to pull free before another attack can be made. Any Character in metal armour who comes within Short Weapon Reach (2 ft) is slammed into the creature and suffers one @Condition[Entangled] Condition, and the monster’s own Grapple attempts gain a +10 bonus.</em></p></li><li><p><em>Lightning-based attacks, such as the @UUID[Compendium.wfrp4e-core.items.r3BgUFaaCzsLIUDi]{T’Essla’s Arc} Spell from the Lore of Heavens, actually cure the monster of a number of Wounds equal to their normal damage, and the monster ignores all conditions they would normally create.</em></p></li></ul><h3 class=\"no-toc\"><em>Wait… What?</em></h3><p><em>@UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} lowers the platform, revealing… nothing but a pile of black ash in the rough shape of a body. For a moment, everyone looks at the platform in puzzlement and disbelief, and then:</em></p><ul><li><p><em>The ash swirls, coalescing into a vaguely humanoid shape over the course of 1 Round. It then attacks the nearest Character (including @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}) using the profile of a @UUID[Compendium.wfrp4e-core.actors.GgSxlomoV220kd3G]{Ghost}.  It is still undead, so she may be able to control it and direct its attacks if she makes a successful <strong>Opposed Willpower</strong> Test against the creature.</em></p></li><li><p><em>The electrical wire leading from the kite breaks loose and whips around the room, delivering an electrical charge to everyone it touches for [[/r 10]] Wounds, ignoring metal armour. Roll for @Table[hitloc]{location} if necessary. Each Round, all Characters in the lab (including Lady Margritte) must make a <strong>Challenging (+0) Agility</strong> Test to avoid the lashing cable, and taking an Action to do so gives the test a bonus equal to the Character’s Intelligence score.</em></p></li></ul><h3 class=\"no-toc\"><em>The Infernal Device</em></h3><p><em>@UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} was not trying to animate a monster at all. Instead, the platform holds a glass tank filled with clear liquid. Metal rods on either side of it are attached to wires leading to a device resembling a concave mirror. She pulls a lever, and the device unleashes a storm of lightning that fills the room.</em></p><p><em>Everyone except @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}, who is standing behind the device, is struck by lightning for [[/r 10]] Wounds. In addition, everyone in the room (including Lady Margritte) suffers one @Condition[Deafened] and one @Condition[Blinded] Condition. You may decide that she has equipped herself with dark goggles and some form of ear protection, in which case she is unaffected.</em></p><p><em>She has not foreseen the damage the lightning will do to her laboratory, though. Shards of glass and splinters of wood fly everywhere, pelting everyone in the vicinity. Each Character and NPC in the room with at least 1 unarmoured location suffers [[/r 1D10/2]] damage per unarmoured location. Total damage is reduced by Toughness and magical protections. If the Character is also carrying a Shield, the total damage is further reduced by its Shield Rating</em></p></blockquote>"
				},
				"Central Guard Tower": {
					"name": "Central Guard Tower",
					"text": "<p>@UUID[.rkoPrpQipeuwZTeq]{Captain's Tower}</p><p>This tower stands on an isolated pinnacle between the @UUID[.OhkFJYIYf0v9ZmYm]{Inner} and @UUID[.kIAmHftn9ojTbtSM]{Outer} Baileys, guarding the bridge that connects the two parts of the castle. Five @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} are stationed here permanently. They will not permit anyone to enter the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}, but anyone crossing into the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} will not be challenged. In a battle for the @UUID[.0g4NZzebqORDxkdv]{outer gatehouse}, these guards will be replaced by others from the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} (assuming sufficient numbers remain), and they themselves will fall back to the @UUID[.ewWCADAxsONBI6lg]{inner gatehouse} where they will make a final stand.</p><table style=\"width:99.0798%;height:49px\" border=\"1\"><tbody><tr style=\"height:16px\"><td style=\"text-align:center;width:46.2771%;height:16px\"><strong>Normal</strong></td><td style=\"text-align:center;width:52.9489%;height:16px\"><strong>After Alarm</strong></td></tr><tr style=\"height:33px\"><td style=\"text-align:center;width:46.2771%;height:33px\">Five @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}</td><td style=\"text-align:center;width:52.9489%;height:33px\">Five @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}</td></tr></tbody></table>"
				},
				"1. Wine Cellar": {
					"name": "1. Wine Cellar",
					"text": "<p>@UUID[.7cwT5awu3Ffwi9Dz]{The Dungeons}</p>\n<p>This room is lined with racks holding bottles of wine and brandy. Some of the bottles date from before Dagmar returned with the warpstone meteorite, and would be worth a fortune to a connoisseur. Unfortunately, their proximity to the warpstone has turned them into vinegar — but this can only be discovered by opening them.</p>"
				},
				"2. Slagdarg's Room": {
					"name": "2. Slagdarg's Room",
					"text": "<p>@UUID[.7cwT5awu3Ffwi9Dz]{The Dungeons}</p>\n<p>The smell first noticed at the top of the stairs from the main hall gets stronger as the adventurers approach this room. Inside, @UUID[Actor.tslFtQFPcFWc7XQ5]{Slagdarg} the ogre torturer is feasting on one of his victims. He will not attack at once, but will question the adventurers about why they are here. Slagdarg will believe just about any excuse as long as it is not too outrageous. There is nothing of value in the room, as Slagdarg is not paid for his work. The only items of furniture are the filthy animal skins that Slagdarg sleeps on.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/slagdarg.webp\" width=\"234\" height=\"285\" /></div>\n<p style=\"text-align:center\">@UUID[Actor.tslFtQFPcFWc7XQ5]{Slagdarg}</p>"
				},
				"3. Torture Chamber": {
					"name": "3. Torture Chamber",
					"text": "<p>@UUID[.7cwT5awu3Ffwi9Dz]{The Dungeons}</p>\n<p>This room has a torture rack in the middle, and a large table with a few bottles of cheap wine upon it. An iron maiden stands open at the far end of the room and charcoal braziers burn cheerfully in the far corners. Suspended from the ceiling in an iron cage is the village’s original physician: @UUID[Actor.nhQTMg511YdopqJI]{Fritz Carhingar}.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/fritz-carhingar.webp\" width=\"232\" height=\"337\" /></div>\n<p style=\"text-align:center\">@UUID[Actor.nhQTMg511YdopqJI]{Fritz Carhingar, Demented Doctor}</p>\n<p>@UUID[Actor.tslFtQFPcFWc7XQ5]{Slagdarg} is not allowed to torture Fritz, and a strange friendship has built up between the two. The door to the cage is not locked, but Fritz will not leave willingly, as over the years the cage has become his home. ‘<em>It’s nice and dry, and when it gets cold Slagdarg moves the fire over so I can keep warm.’</em> If Fritz is taken out of the cage he will panic and curl up in a ball until he can get back inside.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Flipping The Script</em></h3>\n<p><em>Poor Fritz could be more than he seems. Having convinced the adventurers that he is a pathetic victim whose broken mind cannot bear the prospect of leaving his cage, he could take advantage of any moment of weakness or distraction to attack!.</em></p>\n<p><em>A <strong>Hard (-20) Perception</strong> Test will reveal that Slagdarg seems a little uneasy — perhaps even afraid — whenever Fritz speaks. Use the @UUID[Actor.HFBU4BWGtCS88beo]{Fritz Carhingar (Alternative)} profile below for the Doctor.</em></p>\n<p><em>Ever the charming psychopath, Fritz acts and speaks as described, disguising his true nature until the moment comes to strike. Then, he turns into a shrieking devil, jumping on to the back of the nearest Character and holding on fiercely while he stabs and stabs and stabs. If dislodged, he will try to scuttle under a nearby piece of furniture and work his way into position to attack again.</em></p>\n</blockquote>"
				},
				"4. Charnel Pit Door": {
					"name": "4. Charnel Pit Door",
					"text": "<p>@UUID[.7cwT5awu3Ffwi9Dz]{The Dungeons}</p><p>The door to the @UUID[.jvo67vCsGGMY7Uay]{charnel pit} has been nailed shut from this side <strong>(T 6, W 20)</strong> and @UUID[Actor.tslFtQFPcFWc7XQ5]{Slagdarg} has painted a crude skull and crossbones on it.</p>"
				},
				"5. Cells": {
					"name": "5. Cells",
					"text": "<p>@UUID[.7cwT5awu3Ffwi9Dz]{The Dungeons}</p><p>The air here smells foul. In cell B are five villagers, while cell D holds an Imperial tax collector. If rescued, all they can do is hobble and grope their way along, and they are too weak even to carry a dagger, let alone fight.</p><p>If the adventurers are captured at any point, they will be locked in cell C. Their equipment will be stashed in @UUID[.PTBzxwcZsXxKwt7b]{Slagdarg’s room}. Unknown to anyone else in the castle, a stone slab in this cell can be removed, giving access to a secret passage. This is the passage first used by Dagmar’s cousin Hermann, and it bears an ancient, scratched inscription: ‘To Hermann’s Hermitage’. If you are not ready for the adventurers to locate the secret room with @UUID[.ONMxNHa1E9FSljLl]{the warpstone meteorite}, do not allow them to find the secret door which leads to it.</p>"
				},
				"6. The Warpstone Chamber": {
					"name": "6. The Warpstone Chamber",
					"text": "<p>@UUID[.7cwT5awu3Ffwi9Dz]{The Dungeons}</p><p>Dagmar used this chamber to store the warpstone meteorite. The room can be entered by moving the altar in @UUID[.y66bT1Cgy70hKbAd]{the temple} or via the secret @UUID[.fX1ok04OTE4aV3ia]{passage in the dungeons} (5C). Ideally, this should be the last room that the adventurers explore.</p><p>Unbeknownst to them until now, the adventurers were followed from the Barren Hills by the Skaven of Clan Eshin. Realising that the warpstone was near, they sent for the warlock-engineers of Clan Skryre. The Skaven have tunnelled up through the rock beneath the castle, heading for the warpstone chamber. For maximum dramatic impact, they should reach the chamber just before the adventurers.</p><p>Three @UUID[Actor.zlWevMBbZHQrAdZg]{Skaven warriors} are posted here to ensure that no one interferes with the warlock-engineers further down the tunnel. When the adventurers encounter them, the Skaven will withdraw and only fight in self-defence.</p><h3>The Skaven Warriors</h3><h4>Beaten to It!</h4><p>The chamber’s walls, floor, and ceiling are all unnaturally blackened. A fresh, 3-ft-wide tunnel leads down through the floor. In the centre of the room is an empty lead box, 3-ft long on each side. A lead lid lies beside it, and there are no traces of warpstone left anywhere in the chamber. A table against the southern wall holds thick gloves and some grinding equipment used by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} to turn part of the stone into dust.</p><p>The sound of squeaking voices can be heard coming from the tunnel, but fall silent as soon as anyone enters the passage. </p><p>A successful <strong>Challenging (+0) Perception</strong> Test reveals large, rat-like footprints on the floor, leading in both directions. Adventurers taller than 4 ft who enter the tunnel must crawl or stoop, suffering a -20 penalty to all tests that require agile movement, including combat. After about 10 yd, the tunnel comes to a natural crack in the rock.</p><h4>The Fissure</h4><p>This area is 12 ft high and has a recently dug tunnel leading off from it. Five @UUID[Actor.zlWevMBbZHQrAdZg]{Skaven warriors} stand at the entrance to this tunnel. They retreat as soon as the adventurers enter the crack, only fighting in self-defence. The Skaven are used to narrow tunnels, and will easily outdistance the adventurers if they decide to give chase.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/skaven-guards.webp\" width=\"311\" height=\"267\" /></div><p style=\"text-align:center\">@UUID[Actor.GRnpBS560hRuoOZd]{Skaven Warrior}</p><p>When the Skaven escape, or after 5 Rounds of fighting, a crash is heard from further along the passage. A Round later, a dense cloud of dust sweeps toward the adventurers. The dust moves at 2 yd per Round, so it can easily be avoided. This is a poisoned wind released by a Clan Skryre warlock-engineer. Anyone breathing the gas must make a successful <strong>Challenging (+0) Endurance</strong> Test or suffer one of the effects detailed on @Table[poisoned-wind1]{Poisoned Wind Table}. Roll separately for each Character, including any Skaven.</p><blockquote class=\"sidebar\"><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard3.webp\" width=\"100\" height=\"100\" /></div><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Skaven and the Warpstone</em></h3><p><em>Veteran Players will remember all too well the frustration of being denied the warpstone on their previous adventures in Castle Wittgenstein. Some of them may have spent much of this adventure plotting and scheming, trying to find some way to surprise the Skaven and snatch the warpstone from their paws before they know what is happening. Some of these plans have been as long as 30 years in the making, and may be works of genius. It is up to you how to respond.</em></p><p><em>There are four ways to reach the dungeons: up the stairs from the @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8.JournalEntryPage.otHrhw493IFv7zAY]{water gate}, through the sealed door in the @UUID[.jvo67vCsGGMY7Uay]{charnel pit}, through a secret passage behind the altar in the @UUID[.efa8dhap8Y4no5ic]{Temple of Slaanesh}, and down the stairs from the @UUID[.iyVatSYotKIu7sxK]{great hall}.</em></p><p><em>If the Players seem willing to explore the castle anew, in the spirit of the adventure (and, having sampled some of the novelties detailed in preceding Grognard boxes, they may well be) then the changes below may not be necessary. Still, you are free to use them if they appeal.</em></p><h3 class=\"no-toc\"><em>The Stairs</em></h3><p><em>Players who are bent on getting the warpstone at all costs will probably head straight up the stairs from the water gate, look for the secret door nearby, and follow the passage to the warpstone chamber. This cuts out the castle, jumps straight to the end of the adventure and misses out on almost a quarter of the fun.</em></p><p><em>Two crude, but effective, ways to deal with this are to have the staircase blocked by rubble part-way up, or to switch the two staircases so that the one from the @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8.JournalEntryPage.otHrhw493IFv7zAY]{water gate} comes out at the ruined building in the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} while the one from the @UUID[.nMPJC5ZzpGUktOpD]{tunnel network} either ceases to exist or carries on through the dungeons and into the castle (see below). Any map discrepancies can be put down to error: after all, even professional cartographers sometimes make spectacular mistakes. There will be an opportunity to remind them of this when they hear about Gulhein Tobwurst, chief cartographer to Graf @UUID[Compendium.wfrp4e-pbtt.actors.czIY275tUC4VGDWp]{Boris Todbringer} of Middenheim, in the early stages of <strong>Power Behind the Throne</strong>.</em></p><p><em>Alternatively, the stair could simply wind up through the dungeons without stopping, pass through the @UUID[.iyVatSYotKIu7sxK]{great hall} inside a pillar, and come out on the upper floor of the keep, either in @UUID[.BbJG7cnlnRLIaOjM]{Lady Ingrid’s room} or @UUID[.9vcmU8nXnXt0zyGY]{Lady Margritte’s bedchamber}. It was installed as an escape route if the castle should be attacked, and not as a convenience for the guards.</em></p><h3 class=\"no-toc\"><em>The Charnel Pit</em></h3><p><em>This is certainly the most challenging way to reach the dungeons, and needs no changes. Any Players who willingly go this way are showing remarkable enterprise!</em></p><h3 class=\"no-toc\"><em>The Temple</em></h3><p><em>This route avoids the main body of the castle, but fortunately the temple has been desecrated and rededicated to the worship of a Chaos God. Consequently, any passage leading out of it could end up anywhere in the castle, and it need not go to the same place every time someone uses it.</em></p><p><em>The walls of the passage are made of a substance that looks disturbingly like flesh. Faces materialise and dissolve within the walls, some laughing and some screaming. Each journey through the passage constitutes @Corruption[moderate]{Moderate Exposure to Corruption}.</em></p><p><em>The passage can lead anywhere you desire, or the destination can be determined randomly by rolling [[/r 1d100]]. Results of 01–62 lead to the corresponding map location, results of 63-90 are rerolled, and on a result of 91–00 the passage goes to a dungeon location, determined by rolling [[/r 1D10]].</em></p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/warpstone.webp\" width=\"113\" height=\"144\" /></div><h3 class=\"no-toc\"><em>The Great Hall</em></h3><p><em>The stairs from the great hall lead down to the dungeons as before, but the great hall itself is a little more difficult to reach. Instead of being confined to a pit, the @UUID[Actor.zgoa3d7A1H0bpazr]{charnel creature} (@UUID[.jvo67vCsGGMY7Uay]{Area 33}) has overflowed and occupies the whole of the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey} to a depth of 3 ft or so: see the @UUID[.jvo67vCsGGMY7Uay#widespread-carnage]{Grognards box: Widespread Carnage} for details.</em></p></blockquote>"
				}
			}
		},
		"The Imperial River Patrol": {
			"name": "The Imperial River Patrol",
			"pages": {
				"The Imperial River Patrol": {
					"name": "The Imperial River Patrol",
					"text": "<p>The Imperial River Patrol, known informally as the Shipswords, is an organisation similar to the Road Wardens, charged with keeping the Emperor’s peace on the rivers and canals of the Empire. </p><div class=\"journal-image centered\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/mutant-ambush.webp\" /></div><h2>History</h2><p>The Imperial River Patrol was created at the same time as the @UUID[Compendium.wfrp4e-eis.journals.t3btEsGyiZjofqZ8]{Imperial Road Warden Service}, by Emperor Wilhelm’s reforms of 2453. Before that time, various towns and nobles maintained river-going forces with the stated purpose of keeping the rivers safe for trade and travel, but the privilege of doing so was widely abused. While some local organisations were well-trained, well-maintained, and well-led forces dedicated to serving those who lived and travelled on their particular stretch of a river, many more were half-hearted local conscripts, well-meaning but untrained local amateurs, or semi-legitimate pirates engaged in plundering the river on behalf of themselves, their town, or their lord.</p><p>As part of his reforms of 2453, Emperor Wilhelm brought all these various groups under Imperial command — which effectively meant under the command of the local Elector — setting standards for training and equipment and imposing a system of licensing and oversight which put paid to the worst abuses.</p><p>Although they are part of an Empire-wide service, River Patrol units are still raised and paid by local lords or town councils and operate only in their local waters.</p><h2>Bases</h2><p>Every riverside city, and every town of any size, has a River Patrol base on its docks, normally placed conveniently close to the harbourmaster’s office and often equipped with a riverside gibbet.</p><p>A River Patrol base includes at least one private boathouse or mooring. Depending on the size of the settlement, the boathouse may include a barracks, some cells, a warehouse for equipment, ammunition, and supplies, a boatyard, and a slipway or dry dock allowing smaller boats to be taken out of the water for repairs. Larger bases are in a fortified enclosure, with wall-mounted weapons covering both the town and the river.</p><p>The larger riverside inns generally have some rooms and moorings set aside for the use of the River Patrol, and they can commandeer supplies or services when needed.</p><p>Some @UUID[JournalEntry.EBkKmwPreDndWqoc.JournalEntryPage.prfMvzrSMhiMmHtF]{toll houses at locks} are manned by the River Patrol in the same way that toll houses on roads are administered by the Imperial Road Warden Service.</p><h2>Personnel</h2><p>While the Imperial River Patrol is synonymous with the @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ADHp81MC8050ngjm]{riverwarden Career}, the service employs a wide range of personnel, including a higher proportion of retired adventurers than almost any other organization.</p><p>Engineers maintain and operate the heavy weapons mounted on larger River Patrol vessels. Litigants assigned to bases in the larger cities act as liaisons with local magistrates, act for the Crown in prosecuting pirates and other waterborne criminals and serve as the Empire’s leading experts in river law.</p><p>Wizards are sometimes recruited to boost the firepower of River Patrol vessels, although bright Wizards are rare, given every boatman’s instinctive distrust of fire. Artisans of various kinds, especially boatbuilders, carpenters, and armourers, make and maintain equipment. Investigators — some full-time, some on retainer — are based in larger towns and cities, ready to assist in the trickier cases.</p><p>Some riverside noble houses have a tradition of sending their sons and daughters for a stint in the River Patrol as a part of their education. Huffers are not generally full-time River Patrol employees, but most are kept on retainer as reservists, with the River Patrol having the first claim on their services in times of need.</p><p>At the other end of the scale, larger River Patrol vessels are crewed by boatmen, which frees up trained riverwardens for less menial duties and hope, in due course, to be promoted to their ranks.</p><h2>Boats</h2><p>A normal River Patrol boat is essentially similar to a small trader, but it has a crew of [[/r 2+d10]] and can be rowed as well as sailed; it mounts a @UUID[Compendium.wfrp4e-dotr.items.Me4sRLgUkY95C1zi]{swivel gun} or other light weapon in the prow. The River Patrol also uses faster, lighter rowing boats with a crew of six, and heavy patrol boats, the size of a medium trader and armed with a single small bombard and six or eight swivel guns. See @UUID[JournalEntry.FtADtP0t2I9PBiSa]{Deck It Out} for weapon descriptions.</p><p>In addition to patrolling the rivers themselves, the riverwardens are also responsible for ensuring that the locks which make travel on the Empire’s rivers possible are properly maintained and run. In the main this involves checking that the fees charged by Lock Keepers are fair and within the bounds of their charter, and that the locks themselves are safely and fairly operated. While it is not glamorous work, riverwardens that grew up on the river take this work very seriously, and those found interfering with the locks face especially harsh punishment. </p><h2>Profiles</h2><div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\"><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/gertrud-schutzenberger.webp\" width=\"226\" height=\"271\" /><p style=\"text-align:center\">@UUID[Actor.kMZg1EbDjxYSQrWu]{Gertrud Schützenberger}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/augustus-hauser.webp\" width=\"246\" height=\"237\" /><p style=\"text-align:center\">@UUID[Actor.WwacZBjM7X2WLkp2]{August Hauser}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/adalia-eisen.webp\" width=\"227\" height=\"216\" /><p style=\"text-align:center\">@UUID[Actor.rctu3kXGjPB7fNSc]{Adalia Eisen}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/wilgryn-augenlos.webp\" width=\"251\" height=\"237\" /><p style=\"text-align:center\">@UUID[Actor.9gvp0PubHNk46yNf]{‘Wet’ Wilgryn Augenlos}</p></div></div><blockquote class=\"sidebar\"><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/shadow-cast.webp\" width=\"75\" height=\"75\" /></div><h3><em>The Shadow Cast: A Soft Touch</em></h3><p><em>Should the Characters find themselves on the wrong side of the law, @UUID[Actor.kMZg1EbDjxYSQrWu]{Gertrud} can provide them with an opportunity to bribe their way free. The young riverwarden has yet to abandon certain old habits, and her influence over the trusted @UUID[Actor.WwacZBjM7X2WLkp2]{August Hauser} means that she can often convince the man to turn a blind eye...</em></p></blockquote>"
				},
				"Encounters": {
					"name": "Encounters",
					"text": "<p>The Characters may find themselves in trouble with the River Patrol at times. If this happens, you should remember that the River Patrol is primarily a force for keeping order on the waterways of the Empire, and is more concerned with finding and destroying pirates rather than with bringing petty criminals to book. In most cases, they are content to levy a fine and let the Characters move on, rather than wasting time escorting them and their boat to the nearest town and giving evidence in a trial which may not be organised for several days. </p><p>Unless they are engaged on a particular mission, riverwardens are usually happy to stop and swap information with the Characters, and they can be a good source of news and rumours regarding their particular stretch of the river, as well as snippets of news from the wider world that they have picked up from passing traders.</p><p>Even so, from time to time the Characters’  boat may be stopped and searched by the River Patrol, looking for an escaped prisoner, smuggled goods, or something else. While they will (probably) not find what they are looking for, the Characters may have a few anxious moments, especially if they are carrying something they shouldn’t. Contraband will be confiscated and a spot fine levied equal to half its value. You should make sure that this kind of encounter does not end up in a fight, making it clear that the Shipswords have the Characters outnumbered and outgunned, and that any aggressive action will almost certainly end in disaster. After a couple of nerve-wracking hours, the Characters are allowed to go on their way.</p><section class=\"hook\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\">Follow That Boat!</h3><p>Stopped for a ‘random’ inspection, the Characters find themselves sitting through yet another round of questions and answers with a local River Patrol. Most of the riverwardens have hopped aboard the Character’s barge to poke and prod their way through its contents when a small but fast moving skiff pulls alongside the River Patrol’s barge and tosses a lit firebomb onto its deck! The skiff quickly speeds off down river, and with their own patrol boat ablaze they present the Characters with a simple choice — spend the rest of the day embroiled in the slowest goods inspection of their lives, or ‘Follow That Boat!’</p><p>The skiff’s occupants, a pair of @UUID[JournalEntry.tYjAPDY7d9Hu5lt1.JournalEntryPage.NA0PooQSdYnBPi6K]{well armed pirates} attacked the riverwardens to prevent them from interfering while their accomplices launched an attack on their real target nearby, a wealthy trader or liner such as @UUID[JournalEntry.0VspKmtULhucmZCl]{The Emperor Luitpold}. If the Characters do manage to catch up to the skiff, the riverwardens will do most of the fighting, but will be particularly grateful to any crew members who come to their assistance — doubly so if they go on to assist in stopping the pirates’ accomplices as well.</p></section>"
				}
			}
		},
		"Riverfolk": {
			"name": "Riverfolk",
			"pages": {
				"Expedition": {
					"name": "Expedition",
					"text": "<p>In <strong>Enemy in Shadows</strong>, the Characters heard of the expedition of Prince Hergard von Tasseninck to @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{The Grey Mountains}. The good prince is not alone in such endeavours, and the Characters may encounter a fully fitted-out expedition setting out from Altdorf or another great city, or making its way up the remote headwaters of any of the Empire’s rivers.</p><p>An expedition may be academic or military in nature. The former type is headed by a scholar from one of the universities and made up largely of junior scholars. A military expedition is usually led a noble and made up of guards and soldiers in that noble’s employ, perhaps rounded out with a few mercenaries. Any expedition is also accompanied by a staff of guides, scouts, artisans, and others to maintain and repair equipment.</p><p>The expedition consists of one or more barges, with smaller vessels — rowing boats, canoes, or coracles — stowed on deck or towed behind. When the river becomes impassable to the barges, they are left behind with some guards and a skeleton crew to act as a base camp, while the expedition continues upstream in the smaller vessels.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/bella-hornwhistler.webp\" height=\"250\" /></div><p style=\"text-align:center\">@UUID[Actor.BNaGZ8zGdxKgIGvf]{Bella Hornwhistler}</p><section class=\"hook\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\">Encounter Seed: The Relic</h3><p>As the Characters go upriver — perhaps to the Barren Hills in @UUID[JournalEntry.VbIsVjYK2ttpvkG2]{Chapter 4} of <strong>Death on the Reik</strong> — they encounter a couple of small barges coming the other way, each towing a canoe or two. As they pass, the barge crews hail the Characters’ boat, asking if they have a physician or any other kind of healer on board.</p><p>In conversation with the expedition’s members, the Characters hear a strange tale. Initially, all went well, and the expedition found the ancient burial mounds that its leader sought: tombs dating to the time before Sigmar, when the Empire was a collection of scattered and barbaric tribes. The runes on the lintel of one mound were not like any kind the scholars had ever seen, but the expedition’s leader insisted that they were in the script of the ancient Teutogens (or whichever tribe originally inhabited the area) and opened the mound.</p><p>After a battle with some odd-looking Skeletons — the light was too poor within the mound to see them clearly enough for more precise details — the lead scholar emerged holding a dagger of chipped stone set in an antler hilt, which was inscribed with swirling, formless patterns that seemed to move and crawl when viewed from the corner of the eye. Ever since then, the returning expedition has been plagued by every kind of misfortune from nightmares to Beastmen; several scholars are dead, and more are wounded.</p><p>The script — although the Characters probably never see it — is in the Dark Tongue of Chaos, the guardian Skeletons were those of Mutants, and the dagger was chipped from warpstone and imbued with hellish magic by the long-dead, ancient Champion of Chaos who owned it. Every hour spent within 10 ft of the crate containing the dagger constitutes minor exposure to Corruption: at least one of the surviving scholars has succumbed to the influence of Chaos, and is either hiding a physical mutation or enduring a mental one. To make matters worse, the ancient weapon has sent out a psychic call that draws every Mutant and Beastman within a radius of several miles: they do not know what calls them, only that something powerful is on the move, and must be found.</p></section>"
				},
				"Fishing Boat": {
					"name": "Fishing Boat",
					"text": "<p>Fishing boats are a common sight in the more populated areas of the Empire, as the great rivers — the Reik, the Stir, the Talabec and the Aver — are important sources of fish. Most fishing boats are no more than ordinary rowing boats, owned and crewed by a single riverman, but where the rivers are half a mile or more wide, larger fishing boats the size of small traders are found, owned and operated by families or, near large towns and cities, by fishing companies. Rod-and-line fishermen are only encountered within five miles of a settlement.</p><p>Fishermen have an intimate knowledge of the stretch of river on which they work, and are able to tell the Characters about all the hazards and local gossip from an area of about five miles either side of the point at which they are encountered, and they are generally willing to sell fresh fish to anyone passing by.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/sofia-fischer.webp\" width=\"251\" height=\"297\" /></div><p style=\"text-align:center\">@UUID[Actor.zUj35ohhGobaxD3r]{Sofia Fischer}</p><section class=\"hook\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\">Encounter Seed</h3><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\">It Didn't Get Away</h3><p>As the Characters’ vessel passes by, a fisherman catches an aquatic monster of some description; perhaps a @UUID[Compendium.wfrp4e-core.actors.FmEDHnfAe2iIugpt]{Bog Octopus}, a @UUID[Actor.fstf0N5z3RRwl9J2]{Stirpike}, or a @UUID[Actor.0aLc5yLyQhzzQ0Aj]{Reik Eel}. The Characters may decide to lend a hand before the fishing boat is destroyed.</p></section>"
				},
				"Passenger Boats": {
					"name": "Passenger Boats",
					"text": "<p>A passenger boat is essentially similar to a trading boat but has extra cabin space in place of the hold. They can vary from ferries run along the same lines as coaches to private pleasure vessels owned by nobles and other wealthy people. Some ferries are operated by small independent owners, who carry small cargos to make up the load, while others are run by local companies similar to the coaching companies. A typical fare on a passenger boat is a shilling a mile, more or less — usually rounded off to the next whole or half Crown.</p><p>An average passenger craft has a crew of 3-4, and is carrying [[/r 1d10+2]] passengers, with some small items of cargo stored in empty cabins. A pleasure craft has a crew of 4-6, and is carrying 2-4 passengers, usually the owner and his/her family or friends. The passengers and crew on a ferry are cautiously friendly, although they are wary of strangers in areas which are known for Pirates or Beastmen, while those on private pleasure vessels are less willing to associate with the riff-raff on trading boats and other vessels.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/uwe-wasserhund.webp\" height=\"250\" /></div><p style=\"text-align:center\">@UUID[Actor.LMxMQ4wJqeoFmDhj]{Uwe Wasserhund}</p><section class=\"hook\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\">Adventure Seed: A Floating Party</h3><p>A luxurious private boat plays host to a noble party, celebrating a recent political alliance. Almost all present are horrendously drunk, and they indulge in such high-spirited fun as throwing peasants in the river to see how long they float, attempting to ram other vessels to see who gives way first (the Character steering the boat must make a successful <strong>Challenging (+0) Boat Handling</strong> Test in order to avoid a collision), and so on. A couple of the nobles might jump onto the Characters’ boat and try to ransack it in search of alcohol; if the Characters resist, a brawl ensues.</p><p>After a few minutes, a River Patrol boat appears, following complaints from other river users. The Shipswords try to defuse the situation by offering the nobles an escort, to keep them out of trouble until they reach the nearest town. Remember that the nobles are almost certainly richer and more influential than the Characters, so the River Patrol at least appear to take their side in any argument. They may pretend to arrest the Characters — which could give them some anxious moments — but either let them off with a small fine or release them outright once the nobles have gone on their way. Anything that has been stolen by the nobles cannot be recovered, and the Characters receive no compensation for any damage that they have caused.</p></section>"
				},
				"Engineers' Guild Prototype": {
					"name": "Engineers' Guild Prototype",
					"text": "<p>The @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.CX77jCGRkysWfOKy]{Dwarven Engineers’ Guild} is the source of many impressive inventions, including some that are safe to operate. The Characters encounter a heavily-modified boat that is engaged on a test run to prove the worth of some new and radical piece of equipment: a steam engine, perhaps, or a self-steering mechanism that makes crews obsolete, or something else. The precise nature of the new technology is up to the GM, but for the most memorable encounter, it should be something that is capable of going haywire with spectacular and dangerous results. An engine may explode or refuse to throttle down; a self-steerer may set the experimental vessel on a collision course with another vessel and resist all attempts to correct it; and so on.</p><div class=\"journal-image float-right\"><img style=\"margin:-10px\" src=\"modules/wfrp4e-core/art/other/anvil.webp\" width=\"228\" height=\"184\" /></div><p>Whatever happens, the Characters have to deal with a very angry group of Dwarf engineers, most of whom loudly deny that their machine was to blame in any way for whatever havoc their vessel wrought: it was improperly operated by unqualified staff; the other vessel or vessels did not act within normal parameters; rival engineers or jealous Manlings committed some act of sabotage — anything rather than admit to any flaw in the design or construction of the device.</p><p>This can be a challenging encounter for any group of Characters, but coupled with another type of encounter — with a senior noble whose boat is damaged, for example — it can plunge the Characters into a diplomatic minefield: for example, a noble whose own vessel is damaged beyond immediate repair might decide to requisition the nearest operable craft, which just happens to belong to the Characters, or an Elf Character might be accused of sabotaging the Dwarf vessel by magic, and either taken to the law or handed a more immediate retribution.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/sven-stoutbeard.webp\" height=\"250\" /></div><p style=\"text-align:center\"><em>@UUID[Actor.MZzOguXqybtVxIDy]{Sven Stoutbeard}</em></p>"
				},
				"River Encounters": {
					"name": "River Encounters",
					"text": "<p>A number of interesting NPCs may be encountered on the Empire’s rivers, or as patrons in inns the Characters reach along the way. Everyone who travels within the Empire has a place to go to and a reason for going there, and encounters with a few interesting NPCs — whether or not they actually add anything to the main thread of the adventure — can help to create the feeling that the Characters are moving in a world full of real people, which makes the game more ‘real’ and enjoyable.</p><p>Basic profiles are given in the following pages, which the GM can adapt as necessary. Information on various kinds of boats can be found in @UUID[JournalEntry.WR8ZAD6yw9lYgzeY.JournalEntryPage.fZNJ3wA4kOfKMVQZ]{Riverboats of the Empire}.</p><div class=\"journal-image centered\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/riverways.webp\" /></div>"
				},
				"Showboat": {
					"name": "Showboat",
					"text": "<p>It is not uncommon for groups of entertainers to travel by river and canal rather than by road, and some troupes actually maintain their own boats.</p><p>Showboats are usually converted large traders, with accommodation for the entertainers, storage for props, costumes and other equipment, and a couple of cabins given over to common rooms. The deck may be converted so that it can be used as a stage, and the very largest showboats have the entire hold converted into a covered theatre. As well as entertainers, some gamblers, charlatans and other shady types may travel on showboats, making a living by fleecing the gullible along the rivers and moving on before any unpleasantness develops. Entertainers on a showboat are always happy to stop and gossip, especially in a place where they can put on a show and make a few Crowns.</p><div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\"><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/simone-lescalier.webp\" width=\"292\" height=\"250\" /><p style=\"text-align:center\">@UUID[Actor.XBQJexqsDA8sBzc0]{Simone L’escalier}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/sigrund-dopplewasser.webp\" width=\"200\" /><p style=\"text-align:center\">@UUID[Actor.CCk4qz0jmWzCRwHM]{Sigrund Dopplewasser}</p></div></div><section class=\"hook\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\">Adventure  Seed: The Runaway</h3><p>The Characters encounter a showboat, a couple of hours out from the last town it visited. It has been stopped and is being searched by the River Patrol, who are looking for a child missing from the town: Hanna Hochburger, the daughter of the town’s mayor. Hanna decided that life as an entertainer would be much more fun than living in a small town and stowed away aboard the showboat when it left. The entertainers on board the showboat have not yet discovered her, and she tries to slip off the showboat and swim unseen to the Characters’ boat, stowing away there until the River Patrol has gone away. The Characters notice her slipping aboard on a successful <strong>Challenging (+0) Perception</strong> Test.</p><p>Unfortunately for Hanna — and for the Characters — the River Patrol also stop and search the Characters’ boat. If she is discovered, Hanna makes up a lurid tale about being kidnapped by the entertainers, in order to avoid trouble when she is returned home. This could lead to the entertainers getting into a great deal of trouble with the authorities, unless the Characters can persuade her to tell the truth.</p><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\">Adventure Seed: Old Scores</h3><p>The Characters arrive at a small town or village where a showboat has just moored. The entertainers are in the process of setting up for a show, when they find their boat surrounded by angry villagers intent on lynching one of their number. There can be several reasons for this: possibly there is a gambler or charlatan aboard, who reduced one of the town’s citizens to poverty, or perhaps one of the entertainers is faced with a young woman who holds up a child, claiming that he is the father. </p><p>The Characters may recognise the entertainer in question; they may have met him in a previous encounter, or at the Schaffenhest in Bögenhafen; the gambler may be @UUID[Compendium.wfrp4e-eis.actors.RXY98JwsYTfmOfGa]{Phillipe Descartes} from @UUID[Compendium.wfrp4e-eis.journals.2JX9k58tn9lJfkqS]{Mistaken Identity}.</p><p>The town’s authorities — if any — are doing nothing to prevent the lynching, and the Characters may be able to resolve the matter without bloodshed (see @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaking}) — or, if they, too, have a grudge against the entertainer, they can stand by and cheer. If they rescue the entertainer, they have a friend for life, who may be able to help them in future adventures.</p><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\">Encounter Seed: The Medicine Show</h3><p>Charlatans with who specialize in fake medicines — and, more rarely, enterprising apothecaries selling their own ‘miracle cures’ may travel with a small entourage, setting up at every town and village they pass, selling whatever they can, and moving on before their customers can put the goods to the test. Often there are entertainers in the group, to help draw a crowd for the plucking.</p><p>If the Characters need treatment for wounds, diseases, or poisoning, there is a chance that someone in a travelling medicine show is able to help them — and, perhaps, a greater chance that the treatment the offer has some unexpected consequence, ranging from a rash to hair loss to a dramatic change in skin colour. More than ‘respectable’ physicians — which, of course, they insist that they are — this class of traveller are willing to accept bartered goods or favours in exchange for treatment, making them a good source of adventures among the river’s moving underworld, and in the shadier parts of the towns and cities along the way.</p></section>"
				},
				"Person of Consequence": {
					"name": "Person of Consequence",
					"text": "<p>While petty nobles may seem powerful and intimidating, they are ultimately ten a penny in the Empire, and most will only ever exercise authority over a few provincial peasants. Occassionally, however, the Character’s path may cross with someone of actual note.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/emelia-luneburg.webp\" height=\"250\" /></div><p style=\"text-align:center\">@UUID[Actor.yEV94KfBL3DZn6ex]{Altgräfin Emelia Luneburg}</p><section class=\"hook\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\">Adventure Seed</h3><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\">A Matter of Import</h3><p>Older and more senior nobles are more sedate in their habits but can be no less challenging to encounter. There are one or two nobles on board, accompanied by a full crew of boatmen, a squad of guards, a staff of servants — including a personal physician in the case of elderly or infirm personages — and, depending on the business at hand, one or more litigants, advisors, and similar retainers. Along with ‘the bare minimum’ of baggage brought behind in a small, liveried cargo barge, the whole party can consist of three or four vessels in addition to the luxuriously-appointed passenger boat.</p><p>Just as younger nobles are obsessed with having an obnoxious good time, older ones are determined to receive the respect and obedience due to their station. They may have a herald posted on the bow of the lead vessel, continuously bellowing the names and stations of the august persons on board and ordering all other shipping to pull to the bank and make way; there may also be one or two guards armed with crossbows, blunderbusses, or @UUID[Compendium.wfrp4e-dotr.items.Me4sRLgUkY95C1zi]{swivel guns}, charged with firing warning shots at those vessels that are slow to comply.</p><p>If any of the travelling nobles needs or wants anything — from a fresh peach to a skilled surgeon — the herald hails all passing vessels demanding to know if they have the desired article or person on board. If the passengers learn, or even suspect, that whatever they want is close by, the guards are ordered to board the suspect vessel and seize it. Prompt and respectful compliance is rewarded with a handful of coins, which may even be enough to cover the cost of whatever it is; any reluctance or resistance is met with force, and no payment can be expected.</p></section><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-scroll.webp\" width=\"250\" height=\"250\" /></div>"
				},
				"Pilot Boat": {
					"name": "Pilot Boat",
					"text": "<p>Wherever the river turns treacherous and there is money to be made guiding boats past the worst hazards, local Huffers will be found ready to help out for a price. There is no central guild or organization, but by the custom of the river they all fly a yellow pennant from their rowing boats, bearing the sign of a ship’s wheel and a fish.</p><p>Pilot boats normally wait by the riverbank, half a mile or so from the hazardous stretch where they work — their ‘strand,’ as it is known in river jargon, even if it does not consist of sandbanks. When hailed by a passing vessel, they row out and throw up a pair of ropes — one attached to the stem of their rowing boat and one to the stern — so that their vessel can be brought safely aboard while they themselves climb onto the client vessel. Once clear of the hazard, they take their payment and depart the same way they boarded. Most wait for a vessel coming in the other direction, but in times or particularly heavy one-way traffic, they put their boats on their backs and walk back to their original waiting-spots.</p><p>In some of the larger cities, such as Marienburg and Altdorf, Huffers are employed and regulated by the Lord Harbourmaster to prevent disruptions to river traffic arising from accidents or local hazards. Many merchant houses employ their own Huffers in cities where their boats dock frequently or maintain arrangements with those attached to the Lord Harbourmaster’s office.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/krazold-ironhand.webp\" height=\"250\" /></div><p style=\"text-align:center\">@UUID[Actor.hnyW0UNguefePWsi]{Krazold Ironhand}</p><section class=\"hook\"><h3 class=\"sidebar-title\" style=\"text-align:center;text-transform:uppercase\">Encounter Seed</h3><h3 class=\"sidebar-title\" style=\"text-align:center;text-transform:uppercase\">Loose Boat</h3><p>The boat is a deserted trader which has broken free of its moorings or been left adrift after its crew was wiped out in a pirate or mutant attack. The Characters may take the boat in tow, halving the normal movement rates and imposing a −10 to Boat Handling Tests; they may be able to return it to its owners and claim a reward equal to 1% of the value of the boat’s cargo. Alternatively, they can hand the boat over to the River Patrol and receive a standard salvage fee of @Credit[100gc mode=split]{100 GCs}, to be taken out of a fine levied on the boat’s captain for negligence in allowing the boat to drift free of its moorings and constitute a hazard to navigation.</p></section><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/items/pistol.webp\" width=\"355\" height=\"147\" /></div>"
				},
				"Pilgrims": {
					"name": "Pilgrims",
					"text": "<p>The Empire is a land of many gods — despite what the devout Sigmarites of Altdorf might have to say — and there are many holy places that draw pilgrims of one faith or another, or those in particular need of a particular type of divine favour. On land, pilgrims travel in great processions, led by a priest of some kind and following on foot, donkey, horse, or in vehicles, according to their means. On the rivers, pilgrims hire boats to take them on their pious travels.</p><div class=\"journal-image float-right\"><img style=\"margin-left:-30px\" src=\"modules/wfrp4e-core/art/cults/sigmar.webp\" height=\"300\" /></div><p>Depending on the religion and the size of the group, pilgrims may be encountered in a single barge or a motley flotilla of vessels: pilgrimage tends to be more popular in troubled times. In the great riverside cities and the larger riverside towns, it is not uncommon for a temple or a group of temples to own and maintain one or more vessels, which is hired out to pilgrims in return for ‘pious donations.’</p><p>Wherever they go, pilgrims are constantly singing, chanting, and engaging in other acts of worship, and some may reach such a state of religious fervor that they become subject to @UUID[Compendium.wfrp4e-core.items.0VpT5yubw4UL7j6f]{Animosity} against the followers of other religions — especially rival ones — and a loud annoyance for everyone else. Innkeepers along the way regard such ragtag groups with a fatalistic distaste, for they completely take over an inn given half the chance, and demand all manner of food, drink, and other services as a tribute to their deity rather than being prepared to pay for it. Worse still, they often get into dogmatic altercations with other patrons, which can escalate into dangerous and damaging near-riots.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/agrin-losburg.webp\" height=\"250\" /></div><p style=\"text-align:center\">@UUID[Actor.OhZFJJ3YkKyvy4To]{Agrin 'The Blood of the Flagellant is Sigmar's Own' Losburg}</p>"
				},
				"Merchant Boat": {
					"name": "Merchant Boat",
					"text": "<p>The vast majority of boats encountered on the Empire’s great rivers are merchant barges. They come in various sizes, and they can carry a variety of cargoes. About half of the boats encountered are owned by large merchant houses from one of the great cities or the larger towns; the rest are independently owned and operated.</p>\n<p>Independent boats usually — but not always — stick to a particular stretch of the river, usually the waters between two of the great cities. Their owners deliver cargoes to any stop along the way, and their cargoes tend to be more varied than those of the house-owned barges. There might be a mixture of cargoes with a mixture of destinations, and even a few paying passengers if there is room.</p>\n<p>Passage on a cargo boat is cheaper than a berth on a passenger boat, and considerably cheaper than a ticket aboard a luxury river liner like @UUID[JournalEntry.0VspKmtULhucmZCl]{The Emperor Luitpold}. A typical fare is around @Pay[2ss]{2/–} per 10 miles, but this can be reduced substantially by successful haggling, as well as by circumstances. A captain who has room for passengers would rather make a little extra money than none at all, and is willing to make a bargain. Passengers with enough experience on the river to make them useful — which they can prove by making a successful <strong>Lore (Riverways) </strong>or <strong>Row </strong>or <strong>Sail </strong>Test while bargaining over price — may be given a discount of up to [[/r 1d2]]{50%} if the captain can use an extra hand or two. Similarly, passengers who can convince the captain that they would be useful in a fight — especially one at range — are offered a discount if the boat’s route runs through particularly dangerous waters. Able characters who are personally known to the captain might even be taken on as additional crew and given passage and board in return for work.</p>\n<p>Merchant crews are usually willing to exchange news and gossip with passing vessels and fellow inn patrons, although the crews of larger boats, especially those owned by merchant houses, may be more brusque about it. They have a captain’s eye on them, and a schedule to keep.</p>\n<p>Getting a berth on such a vessel is a reasonable way for Characters to get about, should their own barge be carelessly lost. While this slows things down considerably, it is still much quicker than continuing overland, and can prove a viable option until another barge can be found. Of course, a particularly ruthless group may organise a mutiny if they think they can get away with it, after which every encounter with a river patrol will prove all the more tense…</p>\n<div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\">\n<p style=\"text-align:center\">@UUID[Actor.Jlcjyb5lQKNExquT]{Mia Answell} @UUID[Actor.USyqhyNdCSObjPB4]{Elias Answell}</p>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/elias-answell.webp\" width=\"470\" height=\"344\" /></div>\n</div>"
				}
			}
		},
		"Wreckers, Smugglers & Pirates": {
			"name": "Wreckers, Smugglers & Pirates",
			"pages": {
				"Wreckers": {
					"name": "Wreckers",
					"text": "<p>Wreckers take advantage of treacherous stretches of the river, luring boats to their doom on rocks or sandbars so that they can move in and steal the cargoes. Some allow their victims to escape before moving in, while others prefer to leave no witnesses.</p><p>Wreckers’ tactics depend on their location and temperament. A few of the more common are listed below.</p><h3>False Beacons</h3><p>This method is normally used only at night, although some gangs have been known to use a daytime variant, moving flags that are set up to warn river traffic of a hazard.</p><p>The Wreckers’ false beacons of flags seem to mark out a safe route through a series of rocks or sandbanks. In fact, they lead boats onto them, and once a vessel @UUID[JournalEntry.WR8ZAD6yw9lYgzeY.JournalEntryPage.8RsPoCyE5UELCb1s#grounding]{runs aground}, the Wreckers emerge from the shadows on all sides and seize the cargo.</p><p>In most cases, they offer an unresisting crew the chance to escape, knowing that they and the cargo will be long gone by the time anyone comes back to the scene with the River Patrol.</p><h3>Bogus Pilot</h3><p>As the Characters’ vessel approaches a treacherous stretch of the river, a huffer approaches in a small rowing-boat, offering to guide the boat through for the standard fee. A <strong>successful </strong>Perception Test, opposed by the Wrecker’s Charm, Lore (Riverways), Perform (Act), or other suitable Skill, reveals that something — some turn of phrase or detail of uniform — is not quite right about the huffer. At the GM’s option, Characters with Lore (Riverways) can use this Skill for the <strong>Opposed </strong>Test if they choose, and Characters gain a +5 bonus for every level of a Riverfolk Career that they have completed.</p><p>If challenged, the false huffer attempts to flee, leaving the Characters to navigate through the hazard on their own. If the deception is not discovered, the Wrecker guides the boat straight onto the @UUID[JournalEntry.WR8ZAD6yw9lYgzeY.JournalEntryPage.rOAWZXLCyODhKqGV#rocks-and-shallows]{rocks or sandbank}, jumping overboard at the last minute. The Wreckers will then surround the boat as described above.</p><h3>Artificial Hazards</h3><p>Some Wreckers go so far as to create hazards of their own if the river does not provide anything for them. The crudest versions consist of artificial reefs made of rocks and other debris dumped into the river; more sophisticated versions include removable log barriers, which are sometimes fitted with iron spikes, or heavy chains that can be laid across the river to block passage. Unless the Wreckers are working with a local robber baron, these traps are usually cleared by the River Patrol as soon as they are reported, but since they do not appear on river charts and the locals either do not know of them or choose to say nothing, they can be a nasty surprise for unwary navigators.</p><h3>Wrecker Gangs</h3><p>The number of Wreckers should be handled carefully. Either the Characters should stand a chance of fighting them off, or there should be so many that it is obvious — even to the most unobservant or battle-hungry Character — that resistance is useless. In either case, the Characters are able to return and reclaim the boat, which can be patched up.</p><p>In most cases, a Wrecker gang do not destroy a boat once they have stripped it of its cargo and other valuable contents, so that the crew can make temporary repairs and attempt to refloat it so they can limp to the nearest boatbuilder for help.</p><div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\"><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/bathilda-fischer.webp\" width=\"256\" height=\"303\" /><p style=\"text-align:center\">@UUID[Actor.NvVdp4mo6drBuE7M]{Bathilda Fischer}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/careers/wrecker.webp\" width=\"242\" height=\"313\" /><p style=\"text-align:center\">@UUID[Actor.7sMQmh6ECevj7KAl]{Dederick Ritter}</p></div></div><section class=\"hook\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\">Adventure Hook</h3><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\">The Power Struggle</h3><p>@UUID[Actor.NvVdp4mo6drBuE7M]{Bathilda Fischer} is ready to make her play for the leadership of her Wrecker crew, but @UUID[Actor.7sMQmh6ECevj7KAl]{Dederick Ritter}, the current captain, still commands too much support to make a head on attack possible. </p><p>Playing the part of a ‘concerned citizen,’ Fischer tips off the Characters that they are about to sail into one of Ritter’s ambushes. Fischer tells them all about the planned attack – the location of traps and attackers, their weapons, etc. Canny Characters may in fact realise that she is a little too well informed. If the Characters are hesitant, she reminds them of all the coin the wrecking crew will have gathered.</p><p>If the Characters dive into the ambush, Fischer will call off those crew members that are loyal to her, leaving Ritter outmatched by the Characters. Of course, once they have dealt with Ritter, Fischer will make it her business to take care of the Characters as well…</p></section>"
				},
				"Smugglers": {
					"name": "Smugglers",
					"text": "<p>Wherever goods are moved and taxed, there are those who make a living out of avoiding those taxes — and the rivers are the arteries of trade throughout the Old World. In addition, there are always those who will transport illegal and unsavory cargoes if the fee is high enough.</p><p>Some Smugglers travel by regular river vessels, with small (and usually high value) contraband items concealed in their baggage or covered by falsified documents. Others use specially adapted vessels that appear to be regular traders, but have concealed spaces for hiding contraband; some may also be stripped of unnecessary weight so they can outrun the River Patrol.</p><p>While they do not advertise their profession, Smugglers are as happy to exchange news and gossip with the Characters as any other river travellers, but they will try to avoid encounters with the River Patrol or other forms of authority.</p><h3>Contraband</h3><p>The most common contraband at present is Bretonnian brandy, which only comes into the Empire illegally since the Emperor passed the Edict on Foreign Drink at the behest of the Brewers’, Vintners’, and Distillers’ Guilds of all parts of the Empire, acting in concert for the only time in their history.</p><p>Many magical supplies are illegal, and some Smugglers specialize in moving them; they generally have contacts with suppliers at one end of their journey and buyers — or resellers — at the other. The same is true of those who carry ‘sleeping passengers,’ as Smugglers call dead bodies, to satisfy the constant demand by physicians and others — including necromancers.</p><h3>Encounters</h3><p>Smugglers can be met under a variety of circumstances, and an imaginative GM can devise many different kinds of encounter. Here are a couple of ideas:</p><h4>Guilt by Association</h4><p>The Characters encounter what appears to be a normal trading boat, whose crew are happy to spend some time talking about river conditions and general gossip. A River Patrol vessel appears in the distance, and the ‘trader’ takes off at high speed. It outruns the River Patrol easily, but the patrol boat pulls the Characters’ boat over to the bank, and the riverwardens demand to know what dealings the Characters have had with this gang of known Smugglers. The Characters’ boat is searched from stem to stern, but the patrolmen find nothing (unless the Characters have something to hide), and after a little over an hour the Characters are allowed to go on their way.</p><h4>Do Us a Favour</h4><p>As above, the Characters encounter what appears to be a normal trading boat. The captain asks the Characters to take a small amount of cargo to a nearby town which lies on their route, offering them @Pay[25gc SPLIT]{25 GC} now and 25 GC on delivery. If the cargo is investigated — which the Smugglers warn the Characters not to do — it is found to contain the finest Bretonnian brandy. </p><p>Whether or not the Characters decide to carry the cargo, they encounter the Smugglers again at the next lock, where the riverwardens are taking their boat apart, while the Characters are allowed to pass unhindered. If the Characters deliver the cargo they are paid as promised. Of course, greater profits can be had by double crossing the smugglers...</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/sophie-van-haagen.webp\" height=\"250\" /></div><p style=\"text-align:center\"><em>@UUID[Actor.TqgaIwyTYxDr4Dbh]{Sophie van Haagen}</em></p>"
				},
				"Wreckers, Smugglers, and Pirates": {
					"name": "Wreckers, Smugglers, and Pirates",
					"text": "<p>Not all of the dangers on the river come from natural hazards or resident monsters. Wreckers, smugglers, and pirates operate in many places — sometimes with the tacit support of the local authorities — and can be as dangerous as any other foe.</p><div class=\"journal-image centered\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/wreckers-at-work.webp\" /></div>"
				},
				"Pirates": {
					"name": "Pirates",
					"text": "<p>River Pirates are an ever-present threat on the waterways of the Empire, despite the efforts of the River Patrol. Most who take to piracy do so out of desperation. Unable to feed themselves and their families through honest work for one reason or another, they do what they must. Such crews typically number from five to ten and work from a single barge. They are unlikely to be killers, preferring to threaten and trick their victims, and rarely attack vessels with any obvious defences.</p><p>A few, though, are ruthless murderers who make a profession of piracy. These bloodthirsty rogues band together in gangs of twenty or more, spread across a handful of boats. Although huge fleets of River Pirates may have been active in the past, the River Patrol and other Imperial forces have managed to eradicate them in most places, and fleets of more than five boats are rare. They use any trick they can think of to board a vessel and kill anyone who shows even a hint of resistance. Wealthy victims are ransomed back to their families, and those with useful skills may be ‘impressed’ — effectively enslaved — to work for bed and board maintaining the pirates’ vessels and other equipment, tending their wounds, and providing other services according to their abilities. Most such Pirates are eventually tracked down by the River Patrol and Electoral forces, for they cost too much in lost taxes and revenue to ignore.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\"><em>Famous Pirates</em></h3><p><em>The waters of Averland, often neglected by authorities more concerned with protecting lucrative cattle and horseflesh, are home to several competing Pirate fleets. Most notorious are the vicious Black Bulls, whose reputation ensures that they rarely even have to step off their horned barges; most passing traders pay any ‘tithes’ they demand rather than allow themselves to be boarded. </em></p><p><em>Worse, in many eyes, is the Pirate chief known only as ‘The Don,’ who is said to be an Estalian of noble blood. His crew reportedly ply the busiest trade route of them all: Altdorf to Marienburg. The Don’s motto, ‘Riches or Death!’ is left scrawled on the corpse-filled wrecks he leaves in his wake.</em></p><p><em>The Altdorf command of the River Patrol are under increasing pressure from Wastelander merchants, but after two years of hunting him they are no closer to their goal. This has led to whispers that The Don is not an Estalian after all, but the scion of some noble Altdorf family, whose influence keeps him out of the law’s hands.</em></p><p><em>Others suggest that he cannot be found because he does not exist. Perhaps, they argue, he is nothing more than a slogan and an excuse for violence, whose name and reputation is used by several different pirate crews.</em></p></blockquote><h3>Pirate Fleets</h3><p>Some Pirate fleets are independent, sailing ‘against all flags’ as the nautical expression has it.</p><p>Others are protected by local town councils who turn a blind eye in exchange for a cut of the profits and a guarantee that locally-based boats will never be attacked. More common in the past but far from unknown today, some Pirate leaders are feared enough to demand protection money from towns or merchant shipping operations.</p><p>Still others are private navies under the command of local robber barons, especially in remoter waters where the effectiveness of Imperial authority is debatable, or self-styled ‘privateers,’ accepting secret payments from wealthy merchant families — and occasionally, even nobles — to harass and kill their rivals.</p><h3>Pirate Careers</h3><p>Pirates are a diverse lot, but most have at least one level in a Riverfolk Career. Many are boatmen or riverwomen, and some turn to piracy to supplement the income from their more legitimate labours. Many — though not as many as commonly supposed — are @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.37EZqecGmYFb0fdW]{Wreckers} or @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.XyM54Ue5w1WuCaBD]{Seamen}, and a few are former riverwardens. Some of the more corrupt Pirate leaders even recruit Mutants and Beastmen, although they are not necessarily followers of Chaos themselves.</p><div class=\"journal-image centered\"><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/boris-landsmaan.webp\" width=\"250\" /><p style=\"text-align:center\">@UUID[Actor.ev6i3B7kdmRXOdIu]{Boris Landsmaan}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/reginhard-vieth.webp\" width=\"250\" /><p style=\"text-align:center\">@UUID[Actor.Qmhw9ADBYj0XDs5f]{Reginhard Vieth}</p></div></div><section class=\"hook\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\">Adventure Hook</h3><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\">When Home Bacons</h3><p>The Characters come across Isabelle Landsmaan, @UUID[Actor.ev6i3B7kdmRXOdIu]{Boris}’ sister, waving them down from the river bank. She begs them to help her talk her brother Boris into leaving the gang, who lie in wait just ahead. She offers what modest coin she has, and ‘as many pigs as you can fit on this ’ere barge!’ Boris is willing to listen, at least until his sister mentions that the pigs miss him too…</p></section><h3>Pirate Boats</h3><p>Pirates use all kinds of boats, including some captured from their victims. Most are armed, some have been stripped down so prey cannot outrun them or armoured so they can challenge richer and better-defended targets. Many are armed with @UUID[Compendium.wfrp4e-dotr.items.pzvq6nN3KquVqZki]{ballistae} or @UUID[Compendium.wfrp4e-dotr.items.8q6JqGkz243apv9T]{cannon}. The chapter @UUID[JournalEntry.FtADtP0t2I9PBiSa]{Deck it Out} will give the GM some options.</p><p>Most Pirate vessels are captured or stolen traders, which appear to be normal trading barges until the prey is too close to escape. Sometimes, pirates lure their prey close enough for an attack by pretending to be traders in distress.</p><h3>A Pirate Attack</h3><p>The Characters encounter an apparently deserted boat (see @UUID[JournalEntry.qujsALdE2gA6f2Mx.JournalEntryPage.5kC4hdpwXO9rmlAK#encounter-seed:-loose-boat]{Loose Boat}), drifting down the river. As their boat draws level with it, its pirate crew springs into view. There will be two pirates for each ccombat-focused Character on the victim boat, and one each for every other Character. Half of the pirates will toss grappling hooks at the Characters’ boat, while the remaining Pirates keep up a withering fire of arrows and crossbow bolts as the two boats are pulled together.</p><p>It takes 4 rounds for the boats to be pulled together, and the Characters escape if they can clear all the grappling-lines within this time. Each rope has a TB of 3 and 8 Wounds; a Character who tries to cut a line is exposed to the pirates’ fire while trying to do so - some of the grappling hooks may even be caught high in the boats sail or rigging!</p><p>Every time one of their number is killed or seriously wounded (reduced to zero Wounds), and whenever magic is used against them, the pirates’ leader must make an <strong>Average (+20) Leadership</strong> Test, breaking off the attack if the Test is failed. </p><p>If the Characters do not repel the pirates or cut the grappling lines before the two boats are pulled together, the surviving pirates attempt to board and attack the Characters. In order to keep fighting, the pirates’ leader must make a <strong>Challenging (+0) Leadership</strong> Test every time one of their number is killed or seriously wounded and whenever magic is used against them. The pirates will automatically flee if more than half of those who boarded the victim’s boat are killed.</p>"
				}
			}
		},
		"The Red Crown: A Gamemaster's Guide": {
			"name": "The Red Crown: A Gamemaster's Guide",
			"pages": {
				"The Lore of Tzeentch": {
					"name": "The Lore of Tzeentch",
					"text": "<p>Some spells from the Lore of Tzeentch are given in the @UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ.JournalEntryPage.6aHizetwTRbkMZ7W#the-lore-of-tzeentch]{Enemy in Shadows Companion}. While those are most commonly used by the cult of the Purple Hand, the GM is free to make some or all of them available to cultists of the Red Crown, according to personal taste. The spells presented below are more commonly associated with the Red Crown. </p><h3>Petty Spells off Tzeentch</h3><p>@UUID[Compendium.wfrp4e-dotr.items.RV8wWSvxMOPQvcYQ]{Beast Tongue}</p><p>@UUID[Compendium.wfrp4e-dotr.items.8Bww6MVjtVsbq0Ss]{Eyes of the Beast}</p><p>@UUID[Compendium.wfrp4e-dotr.items.6iYnyYuqI4fyfXaW]{Sign of the Beast}</p><h3>Arcane Spells of Tzeentch</h3><p>@UUID[Compendium.wfrp4e-dotr.items.UGFmwAU94TRmdTZ9]{Bension of Tzeentch}</p><p>@UUID[Compendium.wfrp4e-dotr.items.4Hmmn0wHW8XOiWvp]{Bestial Rage}</p><p>@UUID[Compendium.wfrp4e-dotr.items.nWK4gUHzQftRHcSQ]{Climb}</p><p>@UUID[Compendium.wfrp4e-dotr.items.lBRwFjQtmUD7hXTe]{Enrage Beast}</p><p>@UUID[Compendium.wfrp4e-dotr.items.tn5hATBSXiIaNKBW]{Gift of the Beast}</p><p>@UUID[Compendium.wfrp4e-dotr.items.QfDKO1yea9miQVM2]{Slave to Chaos}</p><p>@UUID[Compendium.wfrp4e-dotr.items.qNlSHPWXM5oO5Wh4]{Subvert Strength}</p><p>@UUID[Compendium.wfrp4e-dotr.items.vO1xjPySdXfrxgY6]{Transformation of the Beast}</p><p>@UUID[Compendium.wfrp4e-dotr.items.p1qX1EbXYMngyOGr]{Tremor}</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\"><em>The Dark Tongue</em></h3><p><em>The Dark Tongue, sometimes called the Black Speech, is the language of Chaos, spoken by its servants and followers. The Dark Tongue is rich in phrases and words that express the complex nature of Chaos. Many make the mistake of attributing basic meanings to the words, but each holds far greater meaning and significance than a translation can supply. Each word encompasses a broad range of concepts, each with a different connotation depending on their arrangement with other words in the language and the addition of prefixes and suffixes, revealing different and deeper meanings held within the root — and, of course, mutating the root yields even more meanings.</em></p><p><em>Beastmen have a difficult time forming the words of the Dark Tongue with their bestial maws. As a result, they use a crude mixture of Dark Tongue, body movements, grunts, clicks, pops, shrieks, howls, and bleats. The Beast Tongue is beyond the ability of any species without bestial mouths and tongues. In the rare instances when Beastmen deign to talk with Humans and others, they use a mix of basic Dark Tongue, body language, and gestures. Bray Shaman often have a basic grasp of Reikspeil or another human tongue, but like their kin, they turn to Beast Tongue when frustrated — and usually killing if they become seriously frustrated.</em></p></blockquote><section class=\"hook\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\">Adventure Seed</h3><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\">An Unwelcome Talent</h3><p>Petty Magic often manifests spontaneously in those with the aptitude for it. Wizards and Witch Hunters use this to identify those with a talent for magick, albeit for starkly different reasons. One unfortunate soul in a rural village has been ‘gifted’ an ability they barely understand, and can now cast @UUID[Compendium.wfrp4e-dotr.items.6iYnyYuqI4fyfXaW]{Sign of the Beast}. They have used it many times to protect their village from a local tribe of Tzeentchian Beastmen. Now, the Red Crown, a College Wizard, and a Witch Hunter are searching for the villager, who would very much prefer to be left alone...</p></section>"
				},
				"Warrior of Tzeentch": {
					"name": "Warrior of Tzeentch",
					"text": "<blockquote><p>We are both puppets of the gods, priestling. The difference between us is that I see the strings. As surely as you dance for your precious Sigmar, you will now dance for my master. But first, you will dance for me.’</p><p style=\"text-align:right\"><span style=\"font-style:normal\">-Manfred Schuster, Chosen of Tzeentch</span></p></blockquote><p><em>Tzeentch is the Architect of Fate, the Great Conspirator. Change itself is Tzeenth’s domain, and you have given yourself over to it body, mind, and soul. </em></p><p>While Tzeentch delights in change brought about by secret conspirators and callous seekers of knowledge, The Great Mutator does not neglect the role of violence may play in bringing forth change. Many of his most favoured mortals are deceitful warriors or cunning generals who force violent, bloody change upon the Old World. These more militant servants weild steel and magic in service to their blasphemous god, carving a path of smoking ruin toward their promised emphemeral future.</p><p>Unlike their counterparts in the Purple Hand, cultists of the Red Crown often find that might and malice are better suited to winning the loyalty of the mutants and beastmen that they carefully tend to on their master’s behalf. To this end, they pursue both magic and martial prowess. The greatest of them ultimatly recive a summons to the wastelands of the North, there to prove themselves at last to the capracious power they serve.  </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/chosen-of-tzeentch.webp\" width=\"441\" height=\"520\" /></div><p><strong>Species: </strong>Human</p><p><strong>Class: </strong>Warriors</p><h3 style=\"text-align:center\" class=\"no-toc\">Warrior of Tzeentch Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\"> </td></tr></tbody></table><h3><strong>✠. @UUID[Compendium.wfrp4e-dotr.items.O3ztwIxZGx0xuts7]{Initiate of the Mysteries}</strong></h3><p><strong>Status</strong>: Brass 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.e3McIND4Rrsn5cE6]{Language (Magick)}, <em>@UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}</em>, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.Xk5tp3aasPNtk4zt]{Stealth (Rural)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.URwIDtInCsxOoGqM]{Dual Wielder} or @UUID[Compendium.wfrp4e-core.items.IT3s7rmQFGNzIfYq]{Shieldsman}, @UUID[Compendium.wfrp4e-core.items.4MJJCiOKPkBByYwW]{Strike Mighty Blow}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Beastmen)}, @UUID[Compendium.wfrp4e-dotr.items.lwdM4Jt9iUwLNfq0]{Wilful Corruption}<br /><strong>Trappings</strong>: Crude Hand Weapon, Leather Jack, Religious Symbol (Talisman of Tzeentch)<br /><br /></p><h3><strong>♟. @UUID[Compendium.wfrp4e-dotr.items.gbMFFBVssneltfcF]{Favoured of Tzeentch}</strong></h3><p><strong>Status</strong>: Brass 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Dark Tounge)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.mdPGZsn2396dEpOf]{Petty Magic}, @UUID[Compendium.wfrp4e-core.items.b4x1qEWcevX7xK58]{Schemer}, @UUID[Compendium.wfrp4e-core.items.QolNfSUkezLoAcky]{Reversal}<br /><strong>Trappings</strong>: Mail Shirt, Tome of Forbidden Knowledge<br /><br /></p><h3><strong>♜. @UUID[Compendium.wfrp4e-dotr.items.6FvtnN4IRavHfpmK]{Warrior of Tzeentch}</strong></h3><p><strong>Status</strong>: Silver 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.V8eRx66SxB9Jha0Q]{Channelling}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Any)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.hiU7vhBOVpVI8c7C]{Arcane Lore (Tzeentch)}, @UUID[Compendium.wfrp4e-core.items.BlHVzfs0Ow6IYEDw]{Furious Assault}, @UUID[Compendium.wfrp4e-core.items.RWJrupj9seau0w31]{Strike to Injure}, @UUID[Compendium.wfrp4e-core.items.F2EiuAc6IpaGd4J7]{War Wizard}<br /><strong>Trappings</strong>: Grimoire of Dark Magicks, Plate Armour and Helm, Spell ingredients for 5 spells<br /><br /></p><h3><strong>♛. @UUID[Compendium.wfrp4e-dotr.items.DWvKt84eYi8uesC3]{Chosen of Tzeentch}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.LzgxyMknSHjSkkeQ]{Cat-Tongued}, @UUID[Compendium.wfrp4e-core.items.BYChSVfMG004eflQ]{Instinctive Diction}, @UUID[Compendium.wfrp4e-core.items.GOtpCOZ2br14GrBW]{Slayer}, @UUID[Compendium.wfrp4e-core.items.vCgEAetBMngR53aT]{Warleader}<br /><strong>Trappings</strong>: Cohort of Chaos Warriors, Daemon-bound Weapon, Daemonic Familiar, Severed heads of two or more enemy commanders<br /><br /></p>"
				},
				"Servants of The Changer": {
					"name": "Servants of The Changer",
					"text": "<p>In @UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ]{A Guide to the Purple Hand} you can find the @UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ.JournalEntryPage.okL3l1pH269uRycI]{Cult Magus of Tzeentch}, a powerful magic user. While the Red Crown and the Purple Hand both serve the same Ruinous Power, their approachs are vastly different. The Purple Hand infiltrates the highest levels of Imperial Society, a cankerous rot aimed at the heart of the Empire. The Red Crown, on the other hand, guides less subtle tools of the Changer — the mutants and Beastmen that Imperial society shuns and fears. </p>\n<p>Here you will find the @UUID[.m3m8NR3fUQjVyGOJ]{Warrior of Tzeentch} career, a more militant servant of the Changer of Ways that better suits the philosophy of the Red Crown. You may wish to use this template to represent a senior cultist, a powerful regional leader of the cult, or a Chosen Chaos Warrior sent from the Chaos Wastes to aid the Red Crown in a deed of particular importance.</p>\n<p>The following Career is intended for NPCs only, but follows all the standard rules, so can be used by PCs with GM permission.</p>\n<h4>Ascent to Power</h4>\n<p>It is not enough merely to spend the required experience points to advance in this Career — the Ruinous Powers demand more from their chosen followers. A great act of corruption and change is required as an offering to Tzeentch each time you wish to advance to a new tier. This might be as simple as recruiting a former stalwart citizen to the cause of change, or it might require the fomentation of a rebellion that sees entire duchies riven from the Empire’s bosom. The specifics are up to your GM — only they can judge Tzeentch’s satisfaction with your Character’s fell deeds. To follow the path of Tzeentch to its most bitter and mutable end, worthy challenges are likely to be found only in the dread Chaos Wastes itself...</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/bestiary/cultist-nurgle.webp\" width=\"350\" height=\"350\" /></div>"
				},
				"Red Crown Cultists": {
					"name": "Red Crown Cultists",
					"text": "<p>The GM should custom-design important NPCs from the Red Crown to fit the required background and role in a particular adventure. Less important cult NPCs, or cultists which are needed in a hurry, can be designed according to these notes.</p><p>Most Red Crown cultists fall into one of the following categories:</p><h3>Junior Cultists</h3><p>Basic profiles for cultists can be found on @UUID[Compendium.wfrp4e-core.actors.jfMhkQGzjFWDxVOm]{here}. They all have the Skills Lore (Chaos) and Secret Signs (Red Crown) and have a [[/r 1d4]]{25%} chance of Language (Dark Tongue).</p><p>If the GM needs to create a junior cultist in more detail, add a day-to-day Career and the @UUID[Compendium.wfrp4e-core.items.PJ4oxDExnuFNr2Fi]{Secret Identity} Trait.</p><p>A junior cultist also has a [[/r 1d2]]{50%} chance of [[/r 1d3]] @Table[corruption]{mutations}: if a physical mutation is indicated, roll on the Tzeentch column of the @Table[mutatephys]{Mutation Table}.</p><h3>Senior Cultists</h3><p>Senior cultists are mostly silver-tier Academics, Burghers, and Courtiers. Instead of starting with the cultist profile, create the NPC as normal and then add the Skills Lore (Chaos), Lore (Tzeentch), and Secret Signs (Purple Hand) at an appropriate level as well as a [[/r 1d2]]{50%} chance of Language (Dark Tongue). They also have the @UUID[Compendium.wfrp4e-core.items.PJ4oxDExnuFNr2Fi]{Secret Identity}, @UUID[Compendium.wfrp4e-core.items.xsGbDFqK2qh7lsIj]{Corruption (Moderate)} Traits and a 25% chance of @UUID[Compendium.wfrp4e-dotr.items.lwdM4Jt9iUwLNfq0]{Controlled Corruption}.</p><p>A senior cultist has a [[/r 1d4]]{75%} chance per Career level of 1-3 @Table[corruption]{mutations}: if a physical mutation is indicated, roll on the Tzeentch column of the @Table[mutatephys]{Mutation Table}.</p><h3>Cult Wizards</h3><p>Many senior members of the Red Crown are cult Wizards, and junior members can be their apprentices.</p><p>In addition to their day-to-day Career, a cult Wizard also follows the @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Wizard} Career, gaining all the associated Skills and Talents. Alternatively, you may wish to use the @UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ.JournalEntryPage.okL3l1pH269uRycI]{Cult Magus of Tzeentch} Career. </p><p>A cult wizard has a [[/r 1d2]]{50%} chance per Career level of a @Table[corrupption]{mutation}: if a physical mutation is indicated, roll on the Tzeentch column of the @Table[mutatephys]{Mutation Table}.</p><p>Note that a cult Wizard may have a day-to-day Career as a Wizard in another school — requiring him or her to follow two Wizard Careers at once!</p><h3>Mutants</h3><p>Basic profiles for @UUID[Compendium.wfrp4e-core.actors.P0GkA7DPaLbeOTkf]{Mutants} are provided. Those affiliated with the Red Crown have mutations taken from the Tzeentch column of the @Table[mutatephys]{Mutation Table}.</p><p>Depending on how deeply they are involved with the cult, Red Crown Mutants can range from monstrous fanatics to frightened victims — and, of course, the latter are usually able to masquerade as the former to throw Characters off their guard.</p><h3>Beastmen</h3><p>Basic profiles for Beastmen are provided (@UUID[Compendium.wfrp4e-core.actors.vrYs3cbxvXtre6rv]{Ungor}, @UUID[Compendium.wfrp4e-core.actors.R37OtN5gmPWCYOP3]{Gor}, @UUID[Compendium.wfrp4e-core.actors.cHVOdcEkuatqjYV1]{Bray-Shaman}, @UUID[Compendium.wfrp4e-core.actors.cAK1bMj1ne7HPcxI]{Minotaur}). Those affiliated with the Red Crown have mutations taken from the Tzeentch column of the @Table[mutatephys]{Mutation Table}.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/bestiary/bray-shaman.webp\" width=\"219\" height=\"286\" /></div><p>Hiding in the forests of the Empire, bands of Beastmen regularly attack road traffic and isolated farmsteads. Most bands follow one or other of the four Ruinous Powers, but a few revere a vague and unified concept of Chaos. Those that follow Tzeentch are often in touch with local Red Crown cultists, who give them aid and support by leaving supplies, guiding new Mutants to them to swell their ranks (or their bellies), and misdirecting hunting parties away from them. Beastmen are seldom, if ever, inducted members of the cult, but a Red Crown Wizard and a Beastman leader or @UUID[Compendium.wfrp4e-core.actors.cHVOdcEkuatqjYV1]{Bray-Shaman} will happily use each other if they see a mutual advantage. The more devout Red Crown cultists revere Beastmen, thinking them higher in Tzeentch’s favour because of their more extensive and obvious mutations.</p><h3>Chaos Spawn</h3><p>When a Mutant or Beastman gains so many mutations that mind and body become warped beyond recognition, they become a Chaos Spawn. Some Beastman bands include one of two of these creatures, who are valued for their mindless ferocity but feared for the destruction they can wreak: they are normally kept confined to cages, and herded along on raids by three or four Gors or Ungors equipped with torches to drive them forward.</p><p>To create a Chaos Spawn, start with a standard @UUID[Compendium.wfrp4e-core.actors.P0GkA7DPaLbeOTkf]{Mutant} or @UUID[Compendium.wfrp4e-core.actors.R37OtN5gmPWCYOP3]{Gor} profile and add [[/r 2d10]] mutations taken from the Tzeentch column of the @Table[mutatephys]{Mutation Table}, plus the following other Traits: @UUID[Compendium.wfrp4e-core.items.AGcJl5rHjkyIQBPP]{Bestial}, @UUID[Compendium.wfrp4e-core.items.xsGbDFqK2qh7lsIj]{Corrupted (Major)}, @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear 2}, and @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy}.</p><blockquote class=\"sidebar\"><p>And at the appointed time we shall pour forth from the forests to slay and burn. Our brethren shall rise from their secret places and throw down the towns and cities of The Empire. Chaos will cover the land and we, the chosen servants, shall be exalted in HIS eyes. </p><p>Hail to Tzeentch, Changer of the Ways — Njawrr’thakh ‘Lzimbarr Tzeentch!</p><p style=\"text-align:right\">Excerpt from The Book of Transmutation The Dark Tongue and The Beast Tongue</p></blockquote>"
				},
				"The Red Crown": {
					"name": "The Red Crown",
					"text": "<h2>Shepherds of Monsters</h2><p>Cultists of the Red Crown are minor antagonists in <strong>Death on the Reik</strong>, competing with the Characters to search for Warpstone in the Barren Hills. While the cult of @UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ]{The Purple Hand} is the main ‘enemy within,’ the Red Crown can also be a useful source of challenges and problems — not least because they and the Purple Hand are bitter rivals, despite serving the same Ruinous Power.</p><p>The cult of the Red Crown is dedicated to safeguarding Mutants and Beastmen and preparing for a sign from their Chaotic patron that will trigger a violent uprising across the Empire and the Old World. Less pragmatic than the Purple Hand, their agents are sometimes involved in Beastman raids and Mutant-related atrocities. To many who are reeling from the horror of discovering a mutation, facing rejection from society and the flames of the Witch Hunters, Red Crown agents present themselves as friends and helpers, introducing them to a secret world they never knew existed.</p><blockquote class=\"sidebar\"><p><em>Those who are blessed will no longer hide, and those who are lowest will be highest.</em></p><p><em>The Mark of the Changer will remake the world, and the Bearers of the Mark shall be His harbingers.</em></p><p><em>In the darkness and the shadows, we prepare for the glorious day.</em></p><p><em>We bear the lash of scorn and fear willingly, for it strengthens our souls for the glory to come.</em></p><p><em>We know the strength of the Changer, and we feel His power within us.</em></p><p><em>The day is coming when we shall rise up and cast down our oppressors.</em></p><p><em>The day is coming when His favour will be shown, and the unfavoured will tremble.</em></p><p><em>Njawrr’thakh ‘Lzimbarr Tzeentch!</em></p><p style=\"text-align:right\"><em>-from the </em>Liber Mutandis</p></blockquote><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/ubersreik-five.webp\" /></div>"
				},
				"Organization": {
					"name": "Organization",
					"text": "<p>Red Crown cultists operate in even smaller cells than those of the Purple Hand: a typical cell consists of a Wizard and one or two Apprentices, with a handful of contacts among local Mutants and Beastmen. The cells are usually unaware of each other to ensure security; their small size and widespread nature ensure that different cells rarely come into contact with each other.</p><p>The head of this cult is known as the Master of Change. Although there have been many Magi over the life of the cult, the title never changes. It is believed that the cult’s headquarters are in Altdorf, though every effort to uncover them has met with failure. It is known, though, that senior members sometimes wander the land, recognizing fellow cultists and communicating with them through recognition codes. </p><p>The cult augments its membership by using sympathisers, hangers-on, and cat’s-paws. These include agitators who argue for Mutant rights, and those who run secret sanctuaries to keep blameless Mutants out of the hands of the Witch Hunters. Some are followers of Tzeentch themselves, but many more are well-meaning souls who know nothing of any Chaos cult — although the Red Crown’s local leadership may be grooming them for induction into the cult, slowly revealing secrets until their minds are ready to accept the philosophy of Tzeentch.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\"><em>The</em> Liber Mutandis</h3><p><em>This blasphemous text is revered by all cultists of Tzeentch, especially those of the Purple Hand. A character with @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write} and Speak Language (Classical) takes three hours to read it fully, if they make a successful <strong>Difficult (–10) Intelligence</strong> Test. Failure means that they have been overwhelmed by the ideas the book contains, and must read it again from the beginning.</em></p><p><em>At the end of reading the book, the character must make a second <strong>Intelligence </strong>Test, this time unmodified. If the Test is failed, nothing happens: the character has not been able to grasp the concepts contained in the tome but may try again by re-reading it and repeating both Tests. If the Test is passed, the reader may spend Experience Points at any time thereafter to gain the Lore (Tzeentch) Skill, regardless of the character’s current career and Skill options. However, the character must then make a successful <strong>Willpower </strong>Test or suffer from exposure to corruption. This exposure is @Corruption[minor]{Minor} on a Marginal or Regular Failure, @Corruption[moderate]{Moderate} on an Impressive failure, and @Corruption[major]{Major} on an Astounding Failure. All mutations arising from reading this book are rolled on the @Table[mutatemental]{Mental Corruption} Table.</em></p><p><em>The </em>Liber Mutandis<em> is banned throughout the Empire, and any character found in possession of a copy is immediately suspected of being a Chaos cultist. </em></p></blockquote><h3>Symbol</h3><p>A red crown design, worked subtly into clothing, is a common sign of membership, and so is a piece of jewellery in the shape of a crown, set with a red stone such as garnet; these signs are not unique to the cultists, however, and there are pass-phrases and hand signals to confirm the identity of a fellow member. Most travelling members spend some time secretly observing a possible fellow cultist before making contact, watching for signs of sympathy towards Mutants in their words and actions.</p>"
				},
				"Methods": {
					"name": "Methods",
					"text": "<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/tzeentch.webp\" width=\"201\" height=\"251\" /></div><p>The Red Crown's members move among the Mutants and Beastmen, telling them that their condition is a mark of favour from the Changer of the Ways and organizing them into a force that can strike across the Empire when the time is right. Their plan, although they do not know it, complements that of the Purple Hand: when Chaos strikes from without, those Imperial forces that are not crippled by the Purple Hand’s fifth column will be overwhelmed by Beastman attacks and Mutant uprisings. Between these two internal enemies, the Empire will be unable to mount a meaningful defence against the incursion from without.</p><p>In the cities, they are often active in any local efforts to support and protect Mutants, and some experts believe — wrongly, as it happens — that the cult of the Red Crown is somehow responsible for the Emperor’s recent Mutant Edict. </p><blockquote class=\"sidebar\"><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard5.webp\" width=\"100\" height=\"100\" /></div><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>For Grognards: The Enemy With Us, Red Crown Edition</em></h3><p><em>Adventurers lead risky lives, and before too long — especially after surviving @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein} — one or more of the Characters may be sporting a mutation. This can lead to all manner of stress as the Character tries to keep their condition hidden from the authorities — and even, perhaps, from other party members — while seeking out some way to be rid of it.</em></p><p><em>The Mutant Edict notwithstanding, anyone who openly shows signs of mutation can expect a rough time, and enquiries will have to be made very discreetly. They may lead the Characters to discover a whole underground society of Mutants and those who help them — and bring them to the notice of local Red Crown agents.</em></p><p><em>If the GM and players are fond of tense and intricate roleplaying, the Red Crown agents can be sympathetic and helpful, introducing the mutated Character to local ‘friends’ who are willing to help by providing a safe place to live and other kinds of support. They promise to help find a cure, but always have a reason to delay: the right person is out of town at the moment, or local Mutant-hunting gangs make enquiries too dangerous. After a while, with the mutation getting worse rather than better, the Character may realise that help will never be forthcoming; in addition, the helpful NPCs start to console the Character, explaining that life as a Mutant is not so bad, that support and help are readily available, and that there really is nothing to worry about. The mutation is not the Character’s fault, of course, and nothing bad will be allowed to happen. This is the first stage of grooming the Character to become a member of the Red Crown; the GM can make the process as fast or slow as the game requires, and after they get over the shock of realizing that this is the same cult that tried to kill them in the Barren Hills, some players may realise what is happening and have their Characters play along in order to learn about the cult and destroy it.</em></p><p><em>For a more straightforward option, the Red Crown agents have been alerted to the Characters by @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}, @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidelmann}, or some other survivor of their cell (@UUID[Actor.d5DOFEHcSsypKaNB]{Dumpling Hayfoot} might not be so innocent as she seems: everyone tends to underestimate Halflings) and be preparing a terrible revenge: either luring the party into a situation where they can be mutated further and left with no option to join their new ‘friends’ in the cult, or simply setting up a chance to murder them all.</em></p></blockquote>"
				}
			}
		},
		"Appendix": {
			"name": "Appendix",
			"pages": {
				"The Boatman": {
					"name": "The Boatman",
					"text": "<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/actors/josef-quartjin.webp\" width=\"242\" height=\"265\" /></div>\n<p>The adventurers have been travelling with @UUID[Actor.JPH3aDjaHPMg9sps]{Josef Quartjin}, an old friend, aboard his barge the Berebeli. Typical of Josef ’s rotten luck, many people have seen the adventurers in his company, so any trouble they cause is sure to reflect on him. The Players did not know much about boats when Josef first ran into them in Altdorf, but he admits that they have since learned one end of an oar from the other. His remarks are full of faint praise and good-natured insults, and he often points out they are still useless at navigation. This lack of boating skills becomes more pressing if the adventurers have the opportunity to acquire a boat of their own (see @UUID[JournalEntry.49qp95QA3aWDRmWS.JournalEntryPage.kPzNtgpjZjwtHPpd]{A Boat in Need}). </p>\n<p>Josef offers training not because he needs crew, and certainly not because he thinks they have a future as riverfolk, but because he thinks he has no choice. His reputation and respect for river safety lead him to give training to any of the Players labouring under the false impression that they know how to handle a boat. With much exaggerated grumbling and sighing, punctuated by a wink, many a swig of brandy or rum, and many a playful punch, he will teach the least incompetent of the adventurers how to be less of a dangerous embarrassment on the water.</p>\n<h4>Training</h4>\n<p>@UUID[Actor.JPH3aDjaHPMg9sps]{Josef} can train any Character who already meets the requirements to become a @UUID[Compendium.wfrp4e-core.items.MNaGRYlkySIdA6Nj]{Boat-hand}, @UUID[Compendium.wfrp4e-core.items.rxWdmv2tUL0hoAc3]{Boatman} or @UUID[Compendium.wfrp4e-core.items.yzgbXappuN7MRXUy]{Bargeswain}, or teach any Skills from any level of the @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Rk1V9EvtZ0p5Qhwr]{Boatman} Career to any Character whose current Career includes them. All training follows the rules in @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya]{Between Adventures}.</p>"
				},
				"Adventure Timetable": {
					"name": "Adventure Timetable",
					"text": "<table style=\"width:99.0798%;height:288px\" border=\"1\"><tbody><tr style=\"height:16px\"><td style=\"width:8.66873%;height:16px;text-align:center\"><strong>Day</strong></td><td style=\"width:10.0619%;height:16px;text-align:center\"><strong>Date</strong></td><td style=\"width:47.678%;height:16px;text-align:center\"><strong>Adventurers' locations</strong></td><td style=\"width:32.5077%;height:16px;text-align:center\"><strong>Location/Event</strong></td></tr><tr style=\"height:16px\"><td style=\"width:8.66873%;height:16px;text-align:center\">1</td><td style=\"width:10.0619%;height:16px\"> </td><td style=\"width:47.678%;height:16px\"> </td><td style=\"width:32.5077%;height:16px;text-align:center\">@UUID[Compendium.wfrp4e-eis.actors.NTvkBP3VP4dtBqM0]{Heidlemann} leaves Altdorf by coach.</td></tr><tr style=\"height:16px\"><td style=\"width:8.66873%;height:16px;text-align:center\">3</td><td style=\"width:10.0619%;height:16px\"> </td><td style=\"width:47.678%;height:16px\"> </td><td style=\"width:32.5077%;height:16px;text-align:center\">@UUID[Compendium.wfrp4e-eis.actors.NTvkBP3VP4dtBqM0]{Heidlemann} arrives at Grünburg.</td></tr><tr style=\"height:16px\"><td style=\"width:8.66873%;height:16px;text-align:center\">4</td><td style=\"width:10.0619%;height:16px\"> </td><td style=\"width:47.678%;height:16px\"> </td><td style=\"width:32.5077%;height:16px;text-align:center\">@UUID[Compendium.wfrp4e-eis.actors.NTvkBP3VP4dtBqM0]{Heidlemann} leaves Grünburg by coach.</td></tr><tr style=\"height:16px\"><td style=\"width:8.66873%;height:16px;text-align:center\">7</td><td style=\"width:10.0619%;height:16px\"> </td><td style=\"width:47.678%;height:16px\"> </td><td style=\"width:32.5077%;height:16px;text-align:center\">@UUID[Compendium.wfrp4e-eis.actors.NTvkBP3VP4dtBqM0]{Heidlemann} arrives in Kemperbad, crosses the Reik by ferry, and spends the night in the town.</td></tr><tr style=\"height:16px\"><td style=\"width:8.66873%;height:16px;text-align:center\">8</td><td style=\"width:10.0619%;height:16px\"> </td><td style=\"width:47.678%;height:16px\"> </td><td style=\"width:32.5077%;height:16px;text-align:center\">@UUID[Compendium.wfrp4e-eis.actors.NTvkBP3VP4dtBqM0]{Heidlemann} leaves Kemperbad by coach.</td></tr><tr style=\"height:16px\"><td style=\"width:8.66873%;height:16px;text-align:center\">11</td><td style=\"width:10.0619%;height:16px\"> </td><td style=\"width:47.678%;height:16px\"> </td><td style=\"width:32.5077%;height:16px;text-align:center\">@UUID[Compendium.wfrp4e-eis.actors.NTvkBP3VP4dtBqM0]{Heidlemann} arrives at Grissenwald, and goes immediately to Black Peaks.</td></tr><tr style=\"height:16px\"><td style=\"width:8.66873%;height:16px;text-align:center\">13</td><td style=\"width:10.0619%;height:16px\"> </td><td style=\"width:47.678%;height:16px\"> </td><td style=\"width:32.5077%;height:16px;text-align:center\">@UUID[Actor.wXB3Bam0z0kp45Ht]{Herzen}and @UUID[Compendium.wfrp4e-eis.actors.NTvkBP3VP4dtBqM0]{Heidlemann} leave Black Peaks on horseback.</td></tr><tr style=\"height:16px\"><td style=\"width:8.66873%;height:16px;text-align:center\">15</td><td style=\"width:10.0619%;height:16px\"> </td><td style=\"width:47.678%;height:16px\"> </td><td style=\"width:32.5077%;height:16px;text-align:center\">The two arrive at @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.jberdZpMtWm8UQfT]{Kemperbad}...</td></tr><tr style=\"height:16px\"><td style=\"width:8.66873%;height:16px;text-align:center\">16</td><td style=\"width:10.0619%;height:16px\"> </td><td style=\"width:47.678%;height:16px\"> </td><td style=\"width:32.5077%;height:16px;text-align:center\">...and hire a couple of thugs.</td></tr><tr style=\"height:16px\"><td style=\"width:8.66873%;text-align:center;height:16px\">17</td><td style=\"width:10.0619%;height:16px\"> </td><td style=\"width:47.678%;height:16px\"> </td><td style=\"width:32.5077%;height:16px;text-align:center\">The expedition leaves @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.jberdZpMtWm8UQfT]{Kemperbad}on horseback.</td></tr><tr style=\"height:16px\"><td style=\"width:8.66873%;text-align:center;height:16px\">20</td><td style=\"width:10.0619%;height:16px\"> </td><td style=\"width:47.678%;height:16px\"> </td><td style=\"width:32.5077%;height:16px;text-align:center\">They cross the rivers Stir and Narn above @UUID[JournalEntry.VbIsVjYK2ttpvkG2.JournalEntryPage.L10SyzE8pl2Z32T4]{Twin Falls}, and head for the @UUID[Scene.yP2ara84Sj86X6ZE]{Devil’s Bowl}.</td></tr><tr style=\"height:16px\"><td style=\"width:8.66873%;text-align:center;height:16px\">23</td><td style=\"width:10.0619%;height:16px\"> </td><td style=\"width:47.678%;height:16px\"> </td><td style=\"width:32.5077%;height:16px;text-align:center\">They reach the @UUID[Scene.yP2ara84Sj86X6ZE]{Devil’s Bowl}.</td></tr><tr style=\"height:16px\"><td style=\"width:8.66873%;text-align:center;height:16px\">24</td><td style=\"width:10.0619%;height:16px\"> </td><td style=\"width:47.678%;height:16px\"> </td><td style=\"width:32.5077%;height:16px;text-align:center\">Realising the meteorite is long-gone, they depart in frustration.</td></tr><tr style=\"height:16px\"><td style=\"width:8.66873%;text-align:center;height:16px\">26</td><td style=\"width:10.0619%;height:16px\"> </td><td style=\"width:47.678%;height:16px\"> </td><td style=\"width:32.5077%;height:16px;text-align:center\">They re-cross the rivers above @UUID[JournalEntry.VbIsVjYK2ttpvkG2.JournalEntryPage.L10SyzE8pl2Z32T4]{Twin Falls}, losing a horse in the process...</td></tr><tr style=\"height:16px\"><td style=\"width:8.66873%;text-align:center;height:16px\">29</td><td style=\"width:10.0619%;height:16px\"> </td><td style=\"width:47.678%;height:16px\"> </td><td style=\"width:32.5077%;height:16px;text-align:center\">…and arrive back in Kemperbad.</td></tr><tr style=\"height:16px\"><td style=\"width:8.66873%;text-align:center;height:16px\">31</td><td style=\"width:10.0619%;height:16px\"> </td><td style=\"width:47.678%;height:16px\"> </td><td style=\"width:32.5077%;height:16px;text-align:center\">After a short rest in the town, the group heads north in search of Dagmar von Wittgenstein’s observatory.</td></tr><tr style=\"height:16px\"><td style=\"width:8.66873%;text-align:center;height:16px\">36</td><td style=\"width:10.0619%;height:16px\"> </td><td style=\"width:47.678%;height:16px\"> </td><td style=\"width:32.5077%;height:16px;text-align:center\">The cultists arrive at the @UUID[JournalEntry.Zd3IR4yalOfuOwdD.JournalEntryPage.DYlne6O6uDFw73Ks]{Signal Tower}, preferably just after the adventurers do.</td></tr></tbody></table><div class=\"journal-image centered\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/maps/trail-of-the-red-crown.webp\" /></div>"
				},
				"The Wizard": {
					"name": "The Wizard",
					"text": "<p>@UUID[Actor.j3XNhduYwpEeBcOk]{Heironymous Blitzen} lives in a sprawling, ramshackle house on the edge of town. The house is surrounded by a high stone wall, and the front gates creak ominously as the adventurers enter. </p><p>Knocking on the huge front door, the adventurers are welcomed by @UUID[Actor.I9jJAXajLasIuM2b]{Hans-Peter Schiller}, Blitzen’s current apprentice. Any Character who knows Blitzen will also know Schiller, and he shows the Characters in to see Heironymous, who is tinkering with a large cuckoo clock in his study. Large parts of the house are obviously dedicated to magical research and training. </p><div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\"><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/heironymous-blitzen.webp\" width=\"226\" height=\"247\" /><p style=\"text-align:center\">@UUID[Actor.j3XNhduYwpEeBcOk]{Heironymous Blitzen}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/hans-peter-schiller.webp\" width=\"201\" height=\"262\" /><p style=\"text-align:center\">@UUID[Actor.I9jJAXajLasIuM2b]{Hans-Peter Schiller}</p></div></div><p>The wizard sends his apprentice to bring refreshments and invites the adventurers to sit. His reaction to the party depends on how well acquainted he is with them. Heironymous is pleased to see the return of a former apprentice and their friends, and he will be saddened to learn of any deaths, should anyone have perished. If the adventurers were referred to him by a mutual acquaintance, he enquires politely after this NPC and assesses the party’s answers to form an opinion of them. If they simply asked around about a wizard he is still polite but a little distant until he has established exactly what they want.</p><p>Seemingly preoccupied with her clock, Heironymous asks about the party’s adventures. Although he appears to be half-listening at best, he still manages to ask the most pertinent questions. Heironymous will not be fooled if the adventurers attempt to lie to him about their experiences, and will try to learn the truth, stressing that it is very important they be honest.</p><h4>@UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}</h4><p>If anyone mentions the name ‘Etelka Herzen’ or shows Heironymous @UUID[Compendium.wfrp4e-eis.journals.fCNnElQzxwEOeJWJ.JournalEntryPage.JW2bfqeUqXouuD8S]{Handout 10: Herzen’s Letter} from <strong>Enemy in Shadows</strong>, he fixes them with a penetrating stare. He knows that Etelka Herzen lives at @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.so1ZUXSSYFRvxkhp]{Grissenwald}, near Nuln, and warns the adventurers to be very careful in their dealings with ‘a known dabbler in the dark arts’. To aid them in their quest, he gives any former apprentice (or another wizard or spellcaster) a @UUID[Compendium.wfrp4e-dotr.items.V6e12LkGpJPxuzWO]{small golden ring} with a stone that looks remarkably like an eye. He explains that this ring is magical, and will give some measure of protection against the Undead. He is not sure exactly how much because it is a long time since he used the ring, and it is always difficult to quantify such matters.</p><h4>Training</h4><p>Heironymous can train any academic Character to become a @UUID[Compendium.wfrp4e-core.items.WiMLDa950d9wsbbZ]{Wizard’s Apprentice}, or train an existing apprentice to be come a full @UUID[Compendium.wfrp4e-core.items.JeWuOwm0nM4V1brh]{Wizard}. If you consider it desirable for your campaign, he can train any spellcasting Character from another Career class. He can teach all the Skills of a @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Wizard} to any Characters who are eligible to learn them. He can also teach any Petty and Arcane spells that he knows, but he will not teach anything from the Lore of Heavens, as the @UUID[Compendium.wfrp4e-wom.journals.j72t0e5BVIgeOMB4.JournalEntryPage.nyw6LoS8swhWRRTw]{Celestial Order} requires anyone who wants to learn this magic to attend its @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.msCj2r9nBQyj7D8g]{College in Altdorf}.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-book.webp\" width=\"219\" height=\"266\" /></div>"
				},
				"The Physician": {
					"name": "The Physician",
					"text": "<p>@UUID[Actor.21NIcfvb7eXZqiIo]{Maxmillian Schnippmesser} is something of an eccentric, and rather enjoys being known as ‘Max the Knife’ due to his skill as a surgeon and his unerring aim with a throwing dagger. He might live in a town where the adventurers stop briefly, or be travelling on the river for some purpose of his own. In addition to being able to treat wounds and illnesses, he is prepared to train any student he regards as promising, as long as they approach him in the right way.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/maximillian-schnippmesser.webp\" width=\"262\" height=\"269\" /></div>\n<p style=\"text-align:center\">@UUID[Actor.21NIcfvb7eXZqiIo]{Maximillian Schnippmesser}</p>\n<p>Max’s home is a cramped and dingy attic room above a baker’s shop, which he shares with a varying number of stray cats. Half-a-dozen is the average, but there can sometimes be twice that, or more. Max does not feed the cats: they live mainly on the rats and mice that infest the baker’s flour store, but they seem to come to him because they like his company. Max treats the cats with a warmth which he rarely shows to members of two-legged races.</p>\n<p>A good way for the adventurers to meet Max is accidentally: amid the crowds at the docks as a passenger vessel arrives and someone falls into the river, as a runaway barrel smashes into a crowd, or under other circumstances where a blameless individual is injured. If the adventurers rush to help, they will make a good impression on Max.</p>\n<p>Regardless of anyone else’s actions, Max will elbow his way toward the victim to skilfully revive them and patch up any injuries. Any Player Character with a relevant Skill or Talent can get into Max’s good books by assisting him.</p>\n<h4>Training</h4>\n<p>Max can train any worthy Character who is of at least Intelligence 30, and who has won Max’s approval by prior words or deeds, as a @UUID[Compendium.wfrp4e-core.items.qwNXUbgbXcegmh8l]{Physician’s Apprentice} or @UUID[Compendium.wfrp4e-core.items.8bbV2yHKeT6QeOKd]{Physician}, and can teach any of the Skills from any level of the @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Mn7w0SSGfN7cu7gQ]{Physician} Career to any Character whose current Career includes them. All training follows the rules in @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya]{Between Adventures}.</p>\n<p>If they wish, any one of the adventurers can make an <strong>Average (+20) Fellowship</strong> Test to befriend one or more of Max’s stray cats. The cats, of course, still regard Max as their favourite. </p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/other/herbalism.webp\" width=\"277\" height=\"273\" /></div>"
				},
				"Training and Mentors": {
					"name": "Training and Mentors",
					"text": "<h2>Getting Ahead</h2><p>By the time they have completed <strong>Enemy in Shadows</strong>, some Player Characters may be ready to spend their experience points.</p><p>You can treat the process abstractly, and allow Players to improve their Characters whenever they have the points to spend, regardless of where they are or what is going on. However, it is more interesting, and definitely more challenging, if Characters are forced to seek out mentors for training any time they wish to spend experience points.</p><p>Some Players may already have written a mentor into their Character’s background (see @UUID[Compendium.wfrp4e-core.journals.IQ0PgoJihQltCBUU.JournalEntryPage.qBchGIhdjGocmbjU]{Bringing Your Character To Life}). Characters whose Career titles end in ‘Apprentice’, ‘Student’, or similar could have an NPC somewhere to whom they look for training. Servants might still have ties to their old households; military types (including watchmen) have a unit or other body in which they once served, religious types have the priesthood and temple organisation of their faith; and so on.</p><p>Alternatively, the Character may have severed all ties to turn adventurer, and might not be welcomed by their former mentor. This could be because they gallivanted off in search of fresh adventures as soon as their training was complete. Such Characters will be obliged to find other teachers, and to pay for training not with loyalty, but with cash or labour. This ‘labour’ element is more interesting for a roleplaying game, as carrying out errands can lead to further adventures and entanglements.</p><p><strong>Death on the Reik</strong> sees the adventurers travelling extensively along the Empire’s great rivers, visiting towns, cities, and other places where mentors might be found. One such mentor is @UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra Kleinestun}, the charlatan and pharmacist who the party meet at the @UUID[Compendium.wfrp4e-eis.journals.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{Schaffenfest} in Bögenhafen. As they pass through @UUID[JournalEntry.49qp95QA3aWDRmWS.JournalEntryPage.sDCpxwZ4AINph6av]{Weissbruck} on their way to Altdorf, the adventurers may decide to take her up on her invitation to visit, and thereby rescue her from a desperate situation (see @UUID[JournalEntry.49qp95QA3aWDRmWS]{Chapter 1}).</p><p>Other mentors may be found in other towns and cities along the way, and three such NPCs are presented here. They are not tied to a particular place, so you can use them whenever they are needed. Once their home town has been established in your campaign, you should note its location. </p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\"><em>Options: Book Learnin’</em></h3><p><em>If you wish for a more in-depth character advancement system, you may use the following rule. Characters are required to undertake a @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya.JournalEntryPage.0T8zisBH3D082Ztw]{Training Endeavour} with a suitable mentor any time they wish to spend experience points on skills, advancements or talents, or to change career or career level. They may spend as much experience as they wish during this endeavour. All the usual requirements must still be met, so skills they wish to take advancements in should be in their current career level or below, etc.</em></p><p><em>This is an optional rule, and one you should communicate to your players before introducing it — most will be expecting to spend their hard earned experience points just as soon as a session ends! Even if you do not wish to use this rule, all of the mentors provided here make excellent candidates for the @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya.JournalEntryPage.0T8zisBH3D082Ztw]{Training} or @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya.JournalEntryPage.bWcKCn1S1ufDG9bJ]{Unusual Learning} Endeavours.</em></p></blockquote>"
				},
				"The Racketeer": {
					"name": "The Racketeer",
					"text": "<p>@UUID[Actor.HoRIcFyhgSPLyrd0]{Luigi Belladonna} is originally from Miragliano, one of the Tilean City States. A ruthless individual with a deserved reputation for viciousness, Luigi now runs most of the criminal enterprise in the town where the adventurers encounter him. What no one in town knows is that Luigi is something of a ‘Robin Hood’ character. He spends vast sums to support the town’s poorest inhabitants, operating a number of soup kitchens and almshouses. These charitable activities are typically attributed to any one of a number of wealthy local individuals who, for the most part, are happy to claim the credit.</p>\n<p>The adventurers are most likely to run into Luigi shortly after arriving in town. He appears, flanked by his two massive underlings, @UUID[Actor.2IwkTzKIsxtjA4AG]{Carlo} and @UUID[Actor.LskCuTumSjA0zyDs]{Furio}. This could be on the wharf or at an inn where Luigi is looking for some adventurer types to ‘make a collection’ for him. He explains that he needs reliable people, as his usual collectors became greedy and that made him sad (should the adventurers enquire as to their fate, he will say that they are now collecting from the fishes). If the adventurers accept Luigi’s job, they will be paid @Credit[2gc mode=each]{2 GCs} each to travel to a merchants’ quarter address where they can collect a small casket. This is to be brought, unopened, to Luigi in his private room at The Cat and Fiddle Inn. Simple. Easy. Nothing dangerous at all. </p>\n<p>The casket is locked. Opening it without a key requires a <strong>Difficult (-10) Pick</strong> Lock Test. An Astounding Failure (-6 SL or worse) will render the lock very obviously broken. If the adventurers do open it or peek inside by any other means, they will find that the casket holds 1,000 GCs in uncut diamonds.  </p>\n<p>Upon successful delivery the Players will create a good impression on Luigi. This will be reinforced if the chest is unopened and the adventurers say nothing about the contents. Attempts to leave town with the casket are futile. Luigi is having the party watched, and has more than enough thugs to grab anyone who tries to cheat him. If this happens an adventurer might be able to talk their way out of trouble, but that is for you to decide…</p>\n<div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\">\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/luigi-belladonna.webp\" width=\"190\" height=\"236\" />\n<p style=\"text-align:center\">@UUID[Actor.HoRIcFyhgSPLyrd0]{Luigi Belladonna}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/carlo-furio.webp\" width=\"299\" height=\"246\" />\n<p style=\"text-align:center\">@UUID[Actor.2IwkTzKIsxtjA4AG]{Carlo} and @UUID[Actor.LskCuTumSjA0zyDs]{Furio}</p>\n</div>\n</div>\n<h4>Training</h4>\n<p>Luigi may take an unexpected liking to one or more of the adventurers: he likes subservience but he respects and admires guts, humour under pressure, and skill. He can train any eligible Character as a @UUID[Compendium.wfrp4e-core.items.VPKFN1VePTy3CY7V]{Thug} or @UUID[Compendium.wfrp4e-core.items.5WR3ZoMOeEzz5iPc]{Racketeer}, and teach any Skills from the @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Z5QPZbUR3h422ozo]{Racketeer} Career to any Character whose current career incldues them. If a non-rogue Character especially impresses or amuses Luigi, he may teach them one or two racketeer Skills, even if they are non-Career skills for the Character in question. All training follows the rules in @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya]{Between Adventures}.</p>"
				},
				"Handout 9 - Letter addressed to Etelka Herzen": {
					"name": "Handout 9 - Letter addressed to Etelka Herzen",
					"src": "modules/wfrp4e-dotr/assets/handouts/handout9.webp",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout9.webp\" /></div>"
				},
				"Handout 12 - A letter from Lady Margritte": {
					"name": "Handout 12 - A letter from Lady Margritte",
					"src": "modules/wfrp4e-dotr/assets/handouts/handout12.webp",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout12.webp\" /></div>"
				},
				"Handout 15 - Letter to Margritte from her brother Gotthard": {
					"name": "Handout 15 - Letter to Margritte from her brother Gotthard",
					"src": "modules/wfrp4e-dotr/assets/handouts/handout15.webp",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout15.webp\" /></div>"
				},
				"Handout 14 - Unfinished letter to Lady Margritte": {
					"name": "Handout 14 - Unfinished letter to Lady Margritte",
					"src": "modules/wfrp4e-dotr/assets/handouts/handout14.webp",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout14.webp\" /></div>"
				},
				"Handout 16 - An Invitation": {
					"name": "Handout 16 - An Invitation",
					"src": "modules/wfrp4e-dotr/assets/handouts/handout16.webp",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout16.webp\" /></div>"
				},
				"Handout 13 - Rousseaux’s notes on warpstone dust": {
					"name": "Handout 13 - Rousseaux’s notes on warpstone dust",
					"src": "modules/wfrp4e-dotr/assets/handouts/handout13.webp",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout13.webp\" /></div>"
				},
				"Handout 7 - True Omens and Prophecies of the Seer Unserfrau": {
					"name": "Handout 7 - True Omens and Prophecies of the Seer Unserfrau",
					"src": "modules/wfrp4e-dotr/assets/handouts/handout7.webp",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout7.webp\" /></div>"
				},
				"Handout 4 - Signal Tower": {
					"name": "Handout 4 - Signal Tower",
					"src": "modules/wfrp4e-dotr/assets/handouts/handout4.webp",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout4.webp\" /></div>"
				},
				"Handout 11 - Sigmar's Return": {
					"name": "Handout 11 - Sigmar's Return",
					"src": "modules/wfrp4e-dotr/assets/handouts/handout11.webp",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout11.webp\" /></div>"
				},
				"Handout 3 - To Loobeer And Kuhn": {
					"name": "Handout 3 - To Loobeer And Kuhn",
					"src": "modules/wfrp4e-dotr/assets/handouts/handout3.webp",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout3.webp\" /></div>"
				},
				"Handout 6 - Guide of the Mysterious Phenomena of the Nighte Sky": {
					"name": "Handout 6 - Guide of the Mysterious Phenomena of the Nighte Sky",
					"src": "modules/wfrp4e-dotr/assets/handouts/handout6.webp",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout6.webp\" /></div>"
				},
				"Handout 1 - By Order of His Imperial Majesty": {
					"name": "Handout 1 - By Order of His Imperial Majesty",
					"src": "modules/wfrp4e-dotr/assets/handouts/handout1.webp",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout1.webp\" /></div>"
				},
				"Handout 5 - Dagmar's Map": {
					"name": "Handout 5 - Dagmar's Map",
					"src": "modules/wfrp4e-dotr/assets/handouts/handout5.webp",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout5.webp\" /></div>"
				},
				"Handout 10 - A letter from the Purple Hand": {
					"name": "Handout 10 - A letter from the Purple Hand",
					"src": "modules/wfrp4e-dotr/assets/handouts/handout10.webp",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout10.webp\" /></div>"
				},
				"Handout 18 - A half burned letter": {
					"name": "Handout 18 - A half burned letter",
					"src": "modules/wfrp4e-dotr/assets/handouts/handout18.webp",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout18.webp\" /></div>"
				},
				"Handout 2 - Last Warning!": {
					"name": "Handout 2 - Last Warning!",
					"src": "modules/wfrp4e-dotr/assets/handouts/handout2.webp",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout2.webp\" /></div>"
				},
				"Handout 17 - A letter concerning six items": {
					"name": "Handout 17 - A letter concerning six items",
					"src": "modules/wfrp4e-dotr/assets/handouts/handout17.webp",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout17.webp\" /></div>"
				},
				"Handout 8 - The Journal of the Wizard Dagmar von Wittgenstein": {
					"name": "Handout 8 - The Journal of the Wizard Dagmar von Wittgenstein",
					"src": "modules/wfrp4e-dotr/assets/handouts/handout8.webp",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout8.webp\" /></div>"
				}
			}
		},
		"Chapter 8: A Stop Along the Way": {
			"name": "Chapter 8: A Stop Along the Way",
			"pages": {
				"The Swan's Neck": {
					"name": "The Swan's Neck",
					"text": "<p>Having concluded the paperwork with the adventurers, @UUID[Actor.q7DYHbjxedEeX2WN]{Max} tells them he will see them on the morrow. Meanwhile, he can recommend the food and lodgings at The Swan’s Neck tavern on the dockside. After the negotiations have concluded, there will still be at least an hour until sundown and Characters will be free to explore the town and buy provisions.</p>\n<p>The Swan’s Neck tavern is set back from the docks, away from the Blucher warehouse. It is a large and well-kept building with a freshly painted exterior. Inside, it smells of rich food and strong wine. There are also two long communal tables in the middle of the room, with benches beside them. Around the edges of the room are booths, some with curtains or doors that can be closed for privacy: there is no charge for using these booths, but beer or food served to a booth costs an extra @Pay[3bp]{3d} per portion. The clientele seems to consist entirely of visiting merchants, and the prices are high to match: an extra 25% above the prices given in the <strong>Consumers’ Guide</strong>.</p>\n<p>This is an ideal place for gathering news, gossip and information from all over the Empire, and particularly along the rivers. However, most of its patrons are travellers and unlikely to be terribly familiar with the town itself; that is exactly why @UUID[Actor.q7DYHbjxedEeX2WN]{Max} recommended it to the adventurers. If the adventurers enquire about @UUID[Actor.q7DYHbjxedEeX2WN]{Max} or @UUID[Actor.FTT9hoFswIqAW9do]{Matthias}, it will do little good, for there is only one topic of conversation tonight: the sudden and unexplained destruction of @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein}. The barroom experts float theories ranging from geological instability to a peasant revolt, and a few, know of the castle’s evil reputation, hinting at evil sorcery or the judgement of Sigmar.</p>\n<p>The adventurers would be well advised to keep quiet, but if they start boasting of their heroic exploits in that evil pit of Chaos, no one will believe them. Some will laugh, some will scoff, some will call them liars, drunkards, or lunatics. If they persist to the point of annoying the other patrons, the tavern’s two bouncers — massive stevedores who double as pot-boys in return for free drinks — will show them the door.</p>\n<p>The same will happen to anyone who tries to enter a booth with a closed door or drawn curtains (a Character with @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Guilder)} will recall this is a social discourtesy), and to anyone who seems to be looking for a fight. If the Players need a hint, you might have a drunken or belligerent out-of-town NPC commit one of these faux pas and be ejected. If a fight looks as though it will get out of hand, a few of the inn’s patrons will run out and call for the Watch.</p>\n<p>If the adventurers actively strike up conversations with other patrons (or just keep their ears open near the drunker and more ebullient customers) they can glean a few useful titbits and pieces of information. If profiles become necessary, they are all Merchants.</p>\n<div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\">\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/alex-eisen.webp\" width=\"254\" height=\"293\" />\n<p style=\"text-align:center\">@UUID[Actor.Pa77IT9maJR1nU7M]{Alex Eisen}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/frida-bismarck.webp\" width=\"211\" height=\"281\" />\n<p style=\"text-align:center\">@UUID[Actor.bdIAKK02PKbvCLFu]{Frida Bismarck}</p>\n</div>\n</div>\n<div style=\"display:flex;justify-content:space-around;text-align:center\">\n<p>@UUID[Actor.lA6XlTfB9AyH8JVn]{Otto Gerber}</p>\n<p>@UUID[Actor.AUpwf9ZR5IMVgyHm]{Ruairi Roddy}</p>\n<p>@UUID[Actor.QtGfWms9MAFQ8BvO]{Thierry Ostend}</p>\n</div>"
				},
				"A Passage to Altdorf": {
					"name": "A Passage to Altdorf",
					"text": "<p>The quickest way to Middenheim is via Altdorf. Since the adventurers probably do not have a boat (but see @UUID[.ZQQPvOQxMQ4YrExI#saving-the-boat]{For Grognards: Saving the Boat}), Matthias has booked their passage at his own expense on the Blue Salmon. The barge is owned by @UUID[Actor.Pa77IT9maJR1nU7M]{Alex Eisen}, which is leaving for Altdorf carrying a cargo of cloth.</p><p>The Blue Salmon is large, with a crew of five, and promises to make good speed: the journey should take no more than seven or eight days. Accommodation is a little cramped, but not unbearably so, and there is room in the hold for the crate. If the adventurers are not working for Blucher and need to pay their own way, the fare to Altdorf is @Pay[4gc]{4 GC} per person.</p><h3>A Reasonable Man</h3><p>The only thing the adventurers will learn on the trip is that @UUID[Actor.Pa77IT9maJR1nU7M]{Alex Eisen} is a complete boor who thinks his voice and opinions are a sweeter sound than any music. He is a deeply ignorant, prejudiced man with a seething distrust of most folk outside his own rather narrow experience. If challenged on this, he will quickly respond that <em>‘I’m a reasonable man, and no one could call me prejudiced, but I wouldn’t have taken ’em on board if you weren’t working for the Blucher family. Elves? Dwarfs? Frankly, I don’t know how you can stand travelling with them. Elves clearly can’t be trusted — and don’t get me started on dwarfs. I tell you, Middenheim’s got the right idea with these new taxes.’ </em></p><p>There will be more on Middenheim’s controversial new taxes in <strong>Power Behind the Throne</strong>. If the adventurers ask Alex about the taxes or give any indication that they have not heard about them, Alex grins maliciously. ‘<em>Oh, yes,</em>’ he says, ‘<em>They’re taxing elves and dwarfs both. Only makes sense, all the trouble they cause.’</em> Alex struggles to name any particular trouble that Elves or Dwarfs have caused him, of course, but he waves off any attempt to convince him otherwise.</p><p>Based on this sample of his conversation, most adventurers might decide that it would be better to part ways at Altdorf than to continue the journey in Alex’s company</p><h3>Altdorf</h3><p>At last, the Blue Salmon docks in Altdorf. Alex sets off to find a buyer for his cargo and the adventurers are left to arrange transport to Middenheim. All of this is covered in the next part of the campaign: <strong>Power Behind the Throne.</strong></p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>A Barge: No Lift Required</em></h3><p><em>If the adventurers’ barge is still intact and river-worthy, they can make their own way to Altdorf. This does not change anything about the journey, except that they do not need to endure the company of @UUID[Actor.Pa77IT9maJR1nU7M]{Alex Eisen}. However, a few changes will be necessary once they reach the capital (see <strong>The Barge: End of the Line</strong>)</em></p><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Barge: End of the Line</em></h3><p><em>Altdorf marks the end of the party’s waterborne exploits, even if they do not know it. If they still have their barge, now is the time for you to relieve them of it. There are several ways in which this can be accomplished.</em></p><h3 class=\"no-toc\"><em> A Greater Need</em></h3><p><em>In @UUID[JournalEntry.49qp95QA3aWDRmWS.JournalEntryPage.kPzNtgpjZjwtHPpd]{A Boat in Need}, the adventurers came upon the vessel that, most likely, they are still using. At the time, either @UUID[Actor.JPH3aDjaHPMg9sps]{Josef Quartjin} or @UUID[Actor.wwwoy9PIIDOQZdF8]{Renate Hausier} told them about the tradition of the river, which allows a crew to take over an abandoned boat and work it until the owners or their next of kin can be found. The adventurers find them — or rather, are found by them — in Altdorf.</em></p><p><em>Salvage factors are a class of merchant-litigants who make their living finding salvaged boats for the families of their registered owners. Approached by the family of a missing boat-owner, they pay stevedores to keep an eye out for such vessels, and collect a fee when the rightful owners take possession. One such individual approaches the adventurers when they dock at Altdorf, showing them a writ of repossession and pointing out that they are a personal friend of the magistrate who signed it: the very same magistrate, by chance, who is presiding over today’s session at the nearby Wharf Assizes.</em></p><p><em>A Character who makes a successful <strong>Challenging (+0) Lore (Law)</strong> Test, will know that if the adventurers choose to contest the case, they will almost certainly lose. The boat is just as described in the writ, and even if the case does not drag on, they cannot afford the delay if they are to reach Middenheim on schedule. The best they can do is engage an Altdorf lawyer to delay proceedings until they get back to the capital. Even then, as their lawyer will point out just before submitting a bill for the consultation, they have no case at all.</em></p><h3><em>A Friend in Need</em></h3><p><em>Altdorf is a bustling riverport, with boats arriving from all over the Empire and further afield. It might not be too surprising, then, if the adventurers run into their old friend @UUID[Actor.JPH3aDjaHPMg9sps]{Josef Quartjin} at a dockside tavern. He seems downcast, and as the ale and brandy flow he tells a sad tale: his beloved barge the @UUID[Compendium.wfrp4e-eis.scenes.fjSU58G83rHfvIDn]{The Berebeli} is gone.</em></p><p><em>How or when this happened is not important. River pirates, mutants, corrupt officials, or a collision with another boat — whatever happened, the barge is lost forever. </em></p><p><em>The adventurers are on their way to Middenheim, which means they will be spending at least a few weeks away from the river. They need someone to look after their barge, which an unkind fate seems bent on taking from them, and Josef needs a boat so he can run a few cargoes and get back on his feet. It seems like a perfect arrangement.</em></p><h3 class=\"no-toc\"><em>The Slow Burn</em></h3><p><em>On reaching Altdorf with the barge untouched by fire, Grognard Players will probably be feeling quite smug, which makes this the perfect time to burn it. As soon as their backs are turned, a fire breaks out and the barge is seriously damaged. This time, though, there is no @UUID[Actor.FTT9hoFswIqAW9do]{Matthias Blucher} to pay for repairs, and without them the adventurers cannot even hope to sell the blackened and useless hulk.</em></p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/skeletal-fish-anchor.webp\" width=\"195\" height=\"300\" /></div><h3 class=\"no-toc\"><em>All Right, Keep the Thing</em></h3><p><em>When all is said and done, though, there is no harm in letting the adventurers keep the boat, so long as they are definitely going to Middenheim. If they expect it to still be there when they return, there will be mooring and wharfage fees to pay, watchmen to hire, and myriad other administrative inconveniences. The vessel that they took such pains to keep will suddenly become an annoying burden.</em></p><p><em>If the Players insist on keeping up the trading life, their Characters will cease to be the heroes of the campaign and become mere witnesses, hearing of dark deeds in Middenheim and a terrible threat in the @UUID[Compendium.wfrp4e-middenheim.journals.uJx5tYgwGRWxYJrT.JournalEntryPage.mohse0lYzsrIulS4]{Middle Mountains}. Finally they will be plunged into an escalating civil war with a great deal of catching up to do. It would be regrettable if they missed out on the next two instalments of the campaign, but it would not be the end of the world: that will come later…</em></p></blockquote>"
				},
				"A Fresh Start": {
					"name": "A Fresh Start",
					"text": "<p>Having escaped the destruction of @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein}, the adventurers will probably be eager to move on. They certainly have several good reasons for wanting to do so, and whether they decide to go upstream or down, someone at the next town is waiting for them.</p><p>The leadership of the Purple Hand has been sending increasingly impatient messages from Middenheim to its agents up and down the river, demanding to know the whereabouts of the renegade Magister Impedimentae and the reason that he has not yet been captured. Cultists from Weissbruck to Kemperbad are frustrated, humiliated, and angry at the general failure to apprehend one person, and a person who is supposed to be one of their own leaders, at that. There is a growing fear that members of other Chaos cults are beginning to laugh at them. The honour of the Purple Hand is at stake, and the favour of Tzeentch himself will surely be whoever catches 'Kastor'.</p><p>One ambitious cultist has a plan. Every failed attempt to contact the Magister has two things in common: each was made in the name of the cult, appealing to his loyalty or threatening him with the wrath of the cult’s supreme leadership, and each ended with the Magister’s party escaping on their barge. It is time for a different approach. The Magister must be led to Middenheim without ever knowing that the Purple Hand is dangling the lure, and most important of all that damned barge has to go.</p><p>A rising young merchant of unlimited ambition and very few scruples, @UUID[Actor.FTT9hoFswIqAW9do]{Matthias Blucher}, has been hired to deliver the adventurers to Middenheim, and has agents watching the movements of the adventurers’ barge. One such agent saw them dock at @UUID[JournalEntry.WKhLoiUL9sdUE2Gs]{Wittgendorf}, watched as @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein} fell into the river, and will know which way they go when they leave. Having offices in most of the nearby towns, it will be easy for Blucher to be on hand in @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.jberdZpMtWm8UQfT]{Kemperbad} or @UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.T2VKrtELLt5N5tUc]{Grissenwald}, or wherever they make their first stop, where he will make contact.</p><p>@UUID[Actor.FTT9hoFswIqAW9do]{Blucher} will offer to buy the party’s cargo for a good price, and then promise them a lucrative contract to transport luxury goods to distant Marienburg. He is confident that the Magister and his party will jump at both opportunities, but then a terrible misfortune will strike. Someone will burn the party’s barge, leaving them high and dry.</p><p>Desperate to get out of town before any further attacks can take place, the party will surely accept @UUID[Actor.FTT9hoFswIqAW9do]{Blucher’s} kind (and only slightly less generous) commission to move a crate of antiques to Middenheim. Free passage on one of his family’s boats will get them to Altdorf, and from there they will make their way by coach to the City of the White Wolf. Then, alerted by a message from Blucher, the cult’s oldest and most powerful chapter will be waiting, the Magister will be apprehended at last, and Blucher will be rewarded for his brilliance. Nothing can possibly go wrong.</p>"
				},
				"Getting Loaded": {
					"name": "Getting Loaded",
					"text": "<p>The evening will pass quietly, with no fights unless the adventurers start one. The trip back to the dock is uneventful, and their boat is just as they left it. At first light the next morning, the adventurers are woken by banging and shouting outside their cabin. A gang of stevedores is unloading their boat’s cargo and moving it into one of the Bluchers’ warehouses. Attempts to stop them fall on deaf ears unless violence is threatened, in which case all work on the dock comes to a sudden halt. No matter what happens and how much fuss the adventurers make, everything will be handled by @UUID[Actor.eTJhA0G9taNJ78hr]{Klaus}, the foreman, who is supervising the work from the quayside.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/klaus-foreman.webp\" width=\"242\" height=\"274\" /></div>\n<p style=\"text-align:center\">@UUID[Actor.eTJhA0G9taNJ78hr]{Klaus the Foreman}</p>\n<p>If the adventurers give Klaus any trouble, he will happily make life uncomfortable for them, but if they are friendly and polite (and especially if they buy him ale or sausage at one of the local inns) he will be friendly enough.</p>\n<p>If the stevedores are left to their work, the barge is unloaded before noon. The new cargo arrives by cart in the late afternoon. The stevedores demonstrate a great degree of care, since all the crates are marked ‘Cathayware: Fragile’. The crates are nailed shut, and in fact contain only low-grade glazed pottery and straw, rather than fine porcelain. This can only be discovered by opening the crates, which Klaus will do his utmost to prevent.</p>\n<h3>Out Boat, Our Cargo</h3>\n<p>If the adventurers insist on unloading the boat themselves, @UUID[Actor.eTJhA0G9taNJ78hr]{Klaus} will calmly and quietly explain that under the adventurers’ contract with the Blucher family, all loading and unloading must be done by Guild-accredited workers. Perhaps the adventurers might like to spend the day exploring the town instead? Loading ought to be finished by midnight, and it would make his job easier if they didn’t come back until then. He will make sure that no harm comes to their boat, and if by chance it should, the Blucher family will compensate them for it: that is in the contract as well (see @UUID[.38fbd1wRuSVlyw05#the-fine-print]{The Fine Print}).</p>\n<p>If the adventurers decide to let the @UUID[Actor.J2cgcgVT1mCOPKaQ]{stevedores} work, see @UUID[.TmUV0GaEMfIlWfCo#an-invitation]{An Invitation}. If they still refuse to do so, @UUID[Actor.eTJhA0G9taNJ78hr]{Klaus} jerks his head at one of the stevedores, who leaves and returns with @UUID[Actor.q7DYHbjxedEeX2WN]{Max} a few minutes later (see Mad Max, below).</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Mad Max</em></h3>\n<p><em>@UUID[Actor.q7DYHbjxedEeX2WN]{Max} is not pleased if the adventurers refuse to let his men do their work. He strides toward them like a belligerent stork, his face red and his eyebrows bristling. The stevedores smirk and chuckle as he gives the adventurers a very public dressing down.</em></p>\n<p><em>‘The Blucher family has bought your cargo — for an excellent price, too — and is trusting you with an important and profitable contract!’ he says. ‘Is this how you show your gratitude? If you read your contract — you can read, I trust? — it states clearly that your boat is in the care of the Blucher family while it is docked here. Are you professionals? Then I wish you would behave like professionals! The Blucher family is losing money for every second this crew stands idle, so unless you plan to make good on that loss out of your own resources, I suggest you honour your contract and stand aside! Our arrangement is iron-clad, and the litigant has not been born who can overturn it!’</em></p>\n<p><em>If the adventurers decide to co-operate, go to @UUID[.TmUV0GaEMfIlWfCo#an-invitation]{An Invitation}. If not, @UUID[Actor.q7DYHbjxedEeX2WN]{Max} throws up his hands theatrically, and turns to the row of stevedores.</em></p>\n<p><em>‘Very well,’ he says. ‘If you insist on unloading the cargo yourselves, you can load the new one, too. The dock-crew’s wages will be deducted from your fee (the stevedores nod, clap, and make other noises of approval) and so will the cost of any breakages. Furthermore, if this boat is not ready to leave at dawn tomorrow, charges for late departure will also apply, as set forth in the contract. Good day to you!’</em></p>\n<p><em>He turns on his heel and strides off, and the adventurers become aware that the stevedores are not going anywhere. Instead, they settle down on sacks and barrels, pulling put pipes, flasks of ale, and decks of cards, and watch with amused half-interest as the adventurers work. While they do not try to impede the adventurers, neither do they make any effort to get out of the way. Any mistake or misfortune draws mocking comments, and once or twice a stretched-out leg might be left right in the path of a Character who is struggling under the weight of a sack, crate, or barrel. The adventurers are not allowed to use the dockside cranes or anything else that does not come off their boat. All hoists, lifts, ropes, sacks, and barrows are for the use of guild members only.</em></p>\n<h3 class=\"no-toc\"><em>No Backing Out</em></h3>\n<p><em>@UUID[Actor.eTJhA0G9taNJ78hr]{Klaus} will make sure that the adventurers do not simply try to sail off: their cargo belongs to the Bluchers, and is not going anywhere except to a Blucher warehouse. The unloading will be finished just as the new cargo arrives, and loading will not be completed until the early hours of morning. Klaus is still there, backed up by a few of his men, and calmly but firmly refuses to let the adventurers leave before the loading has been inspected and approved by @UUID[Actor.q7DYHbjxedEeX2WN]{Max}. Klaus expects him shortly after first light, and suggests — calmly but very firmly — that the adventurers get some sleep in the meantime. Shortly after the exhausted adventurers retire, an unseen hand throws a burning oil lamp into the boat’s hold (see @UUID[.ZQQPvOQxMQ4YrExI]{The Party's Over}).</em></p>\n</blockquote>\n<h3>An Invitation</h3>\n<p>As the adventurers stand aside, @UUID[Actor.eTJhA0G9taNJ78hr]{Klaus} starts to bark orders to his crew. Then, suddenly, he pauses, and fishes in a jerkin pocket, pulling out a piece of parchment, and hands it to them. Give the Players @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.ReUE8KqaEhbLnvJY]{Handout 16}.</p>\n<p>Klaus gives the adventurers a long, appraising look as they read. ‘<em>You’ll be wanting some new clothes, I expect,’ </em>he says, in a matter-of-fact way. ‘<em>Don’t worry about your boat, we’ll take good care of her.’ </em>Then, he directs the adventurers to a street in the wealthier part of town where the best tailors and outfitters can be found.</p>\n<p>The adventurers can spend the rest of the day finding fine clothes for the evening. Characters with the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Guilder or Nobles)} Talent will remember that it is polite to bring a gift to such an event. An <strong>Average (+20) Evaluate</strong> Test will inform the Character how much it should cost, so that they do not insult their hosts with a mere trifle or embarrass themselves with inappropriate extravagance. In this case, a gift appearing to be worth @Pay[2gc6ss]{2 GC 6/-} or so is ideal. A small but high-quality household item would be most appropriate.</p>\n<p>The adventurers may wonder why a nondescript crew has been invited to such a prestigious event. Indeed, as they shop, the town’s merchants confirm their impression that an invitation to a Blucher party is a ticket to the pinnacle of the town’s society.</p>\n<p>As they go about town, the adventurers find that there are only two topics of conversation: the fall of Castle Wittgenstein and the Bluchers’ party. Boats carrying guests and food arrive at the docks throughout the day.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout16.webp\" width=\"501\" height=\"301\" /></div>\n<h3>An Enchanted Evening</h3>\n<p>The invitation is for 7 o’clock, though as one might expect many higher class guests will arrive fashionably late. With the possible exception of the Characters, no one below Silver 3 has been invited. </p>\n<p>The Bluchers’ townhouse is a grand mansion at the far edge of the town limits, standing in about 4 acres of grounds. Liveried footmen check invitations at the door. Anyone wearing work clothes will be turned away, as will anyone who is visibly armed and armoured, although dress weapons such as a rapier, or anything worn as part of a uniform, will be allowed.</p>\n<p>Guests are shown through an ornately decorated hallway into the reception area, where their names are announced as they enter. By 9 o’clock there are about a hundred guests in the room, all dressed to the nines, and at least twenty servants with trays of food and wine. Musicians play courtly dances from a gallery. If the adventurers felt outclassed in @UUID[.PTqp6A7lC9v8x7uu]{The Swan’s Neck}, they will feel completely out of their depth here. These are not kind of people who own boats and warehouses — they are the people who own those people.</p>\n<p>The adventurers will not recognise anybody except @UUID[Actor.FTT9hoFswIqAW9do]{Matthias Blucher}, who is talking to someone wearing a lavish chain of office (the town’s mayor, presumably). The finely-attired young woman next to him is surely his wife: Character’s who pass a <strong>Challenging (+0) Int</strong> Test may notice that she reminds them of someone, but they will not be able to recall who (see @UUID[.0J7cKhHUb3ETx5tN]{The Oldenhaller Contact}).</p>\n<p>After a few minutes @UUID[Actor.q7DYHbjxedEeX2WN]{Max} appears, greets them, and makes an effort to introduce them to a few people: Jacques and Henri (two Bretonnian paper-merchants), Roberto from Tilea (the renowned traveller and trader), Dirk (a brilliant young entrepreneur from Carroburg), Miguel from Estalia (looking for new business prospects), and others of that ilk. Most are polite at first, but conversation tends to wane when they learn that the adventurers are merely the crew of a trading vessel.</p>\n<p>After about half an hour, one Character will spot someone else who seems to be having as bad a time as they are. If they do not introduce themselves, he will come over to them, present himself as Rudolf Meier, a Nuln merchant travelling to Marienburg on business. His own firm was driven out of business earlier this year by cousins of Frau Blucher, and he is furious about it.</p>\n<p>‘<em>Look at them,</em>’ he says, barely keeping a snarl from his voice, ‘<em>Herr and Frau Blucher, the toast of the town on this happy occasion, like Bretonnian cheese wouldn’t melt in their hands. Cut throats, both of them. I lost my livelihood because of that marriage: as soon as the rings were on, cheap Bretonnian wine flooded into Nuln as if a dam had burst. I tell you, the Bluchers and the Oldenhallers…’</em> If the name Oldenhaller is not familiar, the box @UUID[.0J7cKhHUb3ETx5tN]{The Oldenhaller Contact} suggests some alternatives.</p>\n<p>Whatever Karoline’s maiden name, the Characters realise now why her face looked familiar: she is a relative of someone they have met — or at least, someone they have crossed — at some point during their adventures. Rudolf is only too willing to confirm the details. @UUID[Compendium.wfrp4e-rnhd.actors.N7Q3O6n7JH8nvyUF]{Albrecht Oldenhaller} is her brother, and Rudolf will be interested in any information the adventurers may have on him, especially if it can be used against him. For his part, Rudolf can offer the adventurers little of use, as he has not seen the man for at least six months.</p>\n<p>The party continues until shortly before midnight, when most guests depart by coach. Nobody has any particular comments to make about Karoline or her family: the marriage was a smart bit of business, for sure, but isn’t that what trade is all about?</p>"
				},
				"The Oldenhaller Contact": {
					"name": "The Oldenhaller Contact",
					"text": "<blockquote class=\"sidebar\"><h3 style=\"text-align:center\"><em>The Oldenhaller Contact</em></h3><p><em>@UUID[Compendium.wfrp4e-rnhd.actors.N7Q3O6n7JH8nvyUF]{Albrecht Oldenhaller} of Nuln was also the patron in The Oldenhaller Contract, the introductory adventure from WFRP First Edition. If the Players have not heard of Oldenhaller, there are some other NPCs who could take his place: you should feel free to drop whichever name works best for your campaign.</em></p><h3><em>Shadows Home to Roost</em></h3><p><em>Any of the merchants in Bögenhafen (assuming that they have survived and the town was not destroyed at the end of <strong>Enemy in Shadows</strong>) might have been approached by agents of the Purple Hand, asking after a person who arrived by coach and went to the law offices of Lock, Stock, and Barl.</em></p><p><em>The cult has no cell in the town. Perhaps it never did, perhaps @UUID[Compendium.wfrp4e-eis.actors.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos} wiped it out before the adventure started, or perhaps @UUID[Compendium.wfrp4e-eis.actors.IvvkdVTJzutEsrlX]{Gideon} drove them away to clear the field for his own project. Still, the merchant confirmed their suspicions and has been using family contacts up and down the river to help the cult keep track of the adventurers’ movements. This is one reason why Purple Hand cultists have been waiting for the adventurers wherever they went, as they may discover.</em></p><p><em>@UUID[Compendium.wfrp4e-eis.actors.LG5qATEIFPE9bezB]{Johannes Teugen} is probably dead by this stage, along with his brother Karl. However, the family’s operation could have been taken over by a cousin from Altdorf or Middenheim who, unknown to the rest of the family, is a member of the Purple Hand, or somehow under their control. Karoline might be sister to Johannes, or to the cousin, but in either case she and Matthias have a motive to betray the adventurers.</em></p><p><em>The @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#haagen]{Haagen} Family might be among the Bluchers’ business contacts in Marienburg, and a marriage between a Blucher son and a Haagen daughter would strengthen both houses. A Haagen cousin, perhaps based in Altdorf, has been ordered by local Purple Hand agents to help capture the runaway Magister.</em></p><p><em>Hieronymus Ruggbroder arranged the marriage of his grand-daughter Karoline to @UUID[Actor.FTT9hoFswIqAW9do]{Matthias Blucher} in order to counteract increasing pressure from the house of Teugen. If the adventurers managed to cross the Ruggbroders during their stay in Bögenhafen (by mistakenly destroying Warehouse 17, for example) then the family will be more than happy to help their enemies.</em></p><p><em>@UUID[Compendium.wfrp4e-eis.actors.Coxv92EfL6VmlpCS]{Franz Steinhäger} may not have survived the events in Bögenhafen, but his family will hate the adventurers for bringing scandal on them and will easily be persuaded to cooperate with anyone who wishes to do them harm. Like the Ruggbroders, this family has contacts up and down the river, all the way to Altdorf and beyond.</em></p><p><em>The @UUID[Compendium.wfrp4e-eis.actors.7rE1jYAeMNKfrgcQ]{Magirius} Family is not among the elite of Bögenhafen’s merchants, but a marital alliance with the Bluchers would help their ambitions. They blame the adventurers for the murder of @UUID[Compendium.wfrp4e-eis.actors.7rE1jYAeMNKfrgcQ]{Friedrich Magirius}, whom they are actively mythologizing into a fearless and upright man who saw corruption within the @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}, took bold action to stop it, and was murdered by the feckless ruffians he hired to do the job.</em></p><h3><em>New Friends</em></h3><p><em>Since leaving Bögenhafen, the adventurers have had opportunities to make new enemies. If you invented a merchant house for any part of this adventure, especially if the party managed somehow to get on their wrong side, this is a chance to bring them back. @UUID[Actor.FTT9hoFswIqAW9do]{Matthias} married a daughter of their house, and in return for a favour from the local Purple Hand cell, his in-laws are calling upon him to help bring the Magister to Middenheim.</em></p><p><em>If the adventurers rescued @UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra Kleinestun} from @UUID[JournalEntry.49qp95QA3aWDRmWS.JournalEntryPage.EDfbrpphKyQiUz86]{the Red Barn}, they will have an enemy in Altdorf daemonologist Alberich Hollzauber. He could have ties to the Purple Hand, and if the Bluchers are discreet and open-minded about the kind of goods they transport, he might be a valued customer. Not an ideal brother-in-law, by any means, but the marriage relationship is not strictly necessary for this part of the story to work.</em></p><h3><em>The Last of the von Wittgensteins?</em></h3><p><em>Who is to say that The Purple Hand is the only cult that the Bluchers have dealings with? Perhaps they also supply the Slaaneshi cult of the Jade Sceptre with all manner of illicit substances. It is possible that the news of @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.N3JtvJtNxbI0C6C5]{Castle Wittgenstein’s destruction} has reached Gotthard in distant Middenheim by some magical means. Outraged at the destruction of his family home, such as it was, Gotthard has used his influence with @UUID[Actor.FTT9hoFswIqAW9do]{Matthias}, only too happy to collect two payments rather than one, has tipped off both cults on the Characters' upcoming trip to Middenheim. As far as he is concerned, they can fight it out once their ‘package’ arrives.</em></p><p><em>In this scenario, Karoline might be the daughter of a Middenheim merchant who also deals with @UUID[Compendium.wfrp4e-pbtt.actors.54rz079B0PFUaDWp]{Gotthard} (under his alias of Wallenstein). She might even be a fellow Jade Sceptre cultist, spreading the word in this town. Or, she might be a previously unknown scion of the Wittgenstein line, a cousin or sister of Gotthard’s. Imagine the Players’ faces when Rudolf says ‘That marriage – the Bluchers and the Wittgensteins!’ although this will require a few changes to Rudolf’s story and home town.</em></p><p><em>A link to @UUID[Compendium.wfrp4e-pbtt.actors.54rz079B0PFUaDWp]{Gotthard von Wittgenstein} would strengthen the adventurers’ motivation to go to Middenheim, but they will probably be more on their guard, and less easy to dupe. Also, they will be met by Jade Sceptre cultists as well as those from the Purple Hand, and their welcome (intended by each cult to be capture and interrogation) will turn into a confusing three-way battle, as the two rival cults struggle to apprehend the adventurers.</em></p></blockquote>"
				},
				"Resolution": {
					"name": "Resolution",
					"text": "<h3>Rewards</h3><p>Beyond any points you offer for good roleplaying and clever ideas at the end of the session, XP should be awarded for the following:</p><ul><li><p>@Exp[10, Signing the Bluchers’ contract.]{10 points for signing the Bluchers’ contract. }</p></li><li><p>@Exp[15,Reading the small print.]{15 points for reading the small print.}</p></li><li><p>@Exp[5, Talked to a character in the Swan’s Neck.]{5 points for each major NPC who the  Characters talk to in The Swan’s Neck.}</p></li><li><p>@Exp[10,Letting Klaus get on with unloading the boat.]{10 points for letting Klaus get on with unloading the boat.}</p></li><li><p>@Exp[10, Dressed appropriately for the Blucher party]{10 points for each character dressed appropriately for the Blucher party} and @Exp[10,Brought a present for the Blucher Party]{10 for taking a suitable present.}</p></li><li><p>@Exp[20, Learned Frau Blucher’s maiden name.]{20 points for learning Frau Blucher’s maiden name.}</p></li><li><p>@Exp[20, Used magic to put out the fire.]{20 points if magic was used to put out the fire.}</p></li><li><p>@Exp[20, Convincing Blucher to repair the barge.]{20 points each if Blucher agrees to repair the barge.}</p></li><li><p>@Exp[20, Realizing you are being set up]{20 points each if they realise they are being set up.}</p></li></ul><p>As always, feel free to award XP for anything else you feel deserves it, using the amounts above as a guideline.</p>"
				},
				"The Party's Over": {
					"name": "The Party's Over",
					"text": "<p>As the adventurers make their way back to the docks, they see a glow on the skyline, behind the buildings. Something is burning in the distance. As the wharves come into sight, they can see that it is their precious boat. People scramble around it, using buckets and stirrup-pumps to douse the blaze. It will take about ten minutes to extinguish the fire, or less if the adventurers use appropriate magic.</p><div class=\"journal-image centered\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/the-burning-barge.webp\" /></div><p>The boat is still afloat but the damage is considerable: the main hold and the cargo are burnt out, and the mast is so badly damaged it must be replaced. Flames have ripped through the living quarters at the front of the boat, and many of the character's possessions are reduced to ashes or twisted metal.</p><p>You can determine what, if anything, survives (especially if there are any items that make the party a little too powerful for comfort) or Players can roll dice for each item, based on a [[/r 1d2]]{50%} chance of being salvageable. Ironically, one of the few things unscathed is the adventurers’ copy of the trading contract that they signed with Max the day before.</p><p>The stevedores are confused about what happened. Someone knocked over an oil lamp, they say, but no one knows who it was — or no one will admit it. @UUID[Actor.eTJhA0G9taNJ78hr]{Klaus} the crew boss, his face blackened by smoke, is asking the same questions as the adventurers but getting no better answers.</p><p>It was arson, of course. A trusted employee, acting on @UUID[Actor.q7DYHbjxedEeX2WN]{Max’s} instructions, threw an oil lamp behind some of the crates in the hold when nobody else was on board, and made himself scarce before the flames were spotted. It was well planned: this is not the first time Max has been asked to arrange something of this sort. The stevedores know nothing, or know better than to say anything, and even @UUID[Actor.eTJhA0G9taNJ78hr]{Klaus} is in the dark.</p><p>About half an hour after the fire has been put out, @UUID[Actor.FTT9hoFswIqAW9do]{Matthias Blucher} will arrive at the docks, a travelling coat over his fine clothes, accompanied by a couple of tough-looking servants. He surveys the damage with horror, quizzing the equally shocked @UUID[Actor.eTJhA0G9taNJ78hr]{Klaus} about what happened. How much has been destroyed? Was anyone killed? Any signs of sabotage? Who was responsible? Well, Klaus must find out! Then he turns to the adventurers:</p><p><em>‘This is a tragedy, but let’s not panic. Spend tonight at The Swan’s Neck, tell the innkeeper to send Max the bill, and come to the office in the morning. We may know more by then, but in any case, I will make sure that everything is taken care of. All right? Good. Now, if you’ll excuse me, there’s a lot to do. Sleep if you can, tomorrow will be a busy day!’ </em>With a few snapped orders to Klaus, Matthias sets off back to his house.</p><p>@UUID[.PTqp6A7lC9v8x7uu]{The Swan’s Neck} is still open, and the adventurers will be able to get rooms there without trouble. The patrons in the bar will be sympathetic about the loss of the adventurers’ boat, but they will be more interested in pumping the adventurers for information on the Bluchers’ party: who was there, who was talking to whom, what spices were in the canapes, and other inconsequential questions. They know nothing about the fire although someone mentions that this town does have a bad reputation for fires on the docks, but this is the first time that a Blucher property has been hit.</p><p>Later in the evening, @UUID[Actor.QtGfWms9MAFQ8BvO]{Thierry Ostend} sidles up to them. He has no useful information about the burnt boat, but wants to talk about Middenheim. Have the adventurers ever been there? What do they know of the place? If asked why he wants to know, he’ll shrug his shoulders: he’s been thinking of going to the Middenheim Carnival in a couple of weeks. It’s said to be the finest city-fair in the Empire, with some great opportunities for making deals with merchants from all over the Old World.</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-dotr/assets/set-pictures/dwarf-kicking-in-an-office-door.webp\" /></div><blockquote class=\"sidebar\"><h3 class=\"sidebar-title\" style=\"text-align:center;text-transform:uppercase\"><em>Saving The Boat</em></h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard4.webp\" width=\"100\" height=\"100\" /></div><p>The burning of the adventurers' barge is an event seared into the memories of many who played 'Carrion up the Reik' as part of Hogshead’s 1998 edition of <em>Power Behind the Throne</em>. </p><p>‘<em>James Wallis burnt my boat,’</em> became a howl of outrage across WFRP’s online communities, and any search engine can still turn up various indignant blog and forum posts, and James’s blunt but hilarious reply. Players who have experienced this tragic and notorious loss — or even heard about it — will almost certainly do everything they can to prevent it from happening this time.</p><h3><em>Why Burn the Boat?</em></h3><p><em>For the sake of the campaign’s plot, it is important that the adventurers go to Middenheim. The journey is overland from Altdorf, so they would have to leave their boat in the capital anyway, or become so caught up in river travel and trade that they spend months or years plying the waterways. In addition to delaying or ignoring the rest of the campaign, this causes two potentially serious problems: one mechanical and one narrative.</em></p><p><em>‘Grinding’ the river increases the party's wealth and experience, and if it goes on too long there is a risk of rendering the remaining episodes of <strong>The Enemy Within</strong> less challenging.</em></p><p><em>If the adventurers are not in Middenheim during this year’s carnival, they cannot thwart the evil plan in <strong>Power Behind the Throne</strong> and the city will fall. Consequently, the events of <strong>The Horned Rat</strong> could devastate the Empire, and by failing to meet the challenges of <strong>Empire in Ruins</strong> the adventurers ensure that the whole of the Old World is left helpless before the forces of Chaos. </em></p><p><em>By some means or another, it is important that the adventurers and their boat part ways, but it does not have to be here, and it does not have to be now. Grognard Players will feel an indescribable rush of triumph if they are able to stop the arsonist and save their beloved vessel, and perhaps you should allow them to do so. There will be plenty of other opportunities to destroy it before the end of this chapter, and boxes headed ‘The Barge’ will present plenty of options to do so.</em></p></blockquote><h3>Misfortune Managed</h3><p>In the morning, @UUID[Actor.FTT9hoFswIqAW9do]{Matthias Blucher} is waiting in his office to see the adventurers. He can offer no explanation for the fire: his investigations have been fruitless.</p><p>Since the cargo has been destroyed, the Marienburg job is off, but he feels bad about leaving the adventurers in the lurch and offers them another job transporting a small but valuable cargo bound for Middenheim. This job pays @Pay[200gc]{200 Crowns}, with @Pay[100gc]{half} payable now and half on delivery. A contract has been drawn up and a bag of coins (@Pay[100gc]{100 GCs}, the first half of the payment) sits on Matthias’s desk. All that's left is to sign the contract.</p><p>If asked about their boat, Matthias shrugs sympathetically. ‘<em>It is unfortunate,’</em> he says, ‘<em>but not my responsibility.’</em> With a successful <strong>Challenging (+0) Intelligence</strong> or <strong>Average (+20) Lore (Law)</strong> Test, one of the Characters may recall the clause in the contract regarding repairs (see @UUID[.38fbd1wRuSVlyw05#the-fine-print]{The Fine Print}), either from reading it or from Klaus’s mention of it on the docks yesterday. Taken aback, Blucher calls for a copy of the contract and studies it carefully.</p><p>‘<em>Yes,</em>’ he says after a minute or so. <em>‘I see, repairs are indeed my responsibility. A very fair man, our Max. I must cure him of that habit at some point. I will see to it that your boat is repaired, but it’s barely afloat, and the work will take at least a month. Still, you will have plenty of time to get to Middenheim and back, and even to spend a few days enjoying the Carnival.’</em></p><p>@UUID[Actor.FTT9hoFswIqAW9do]{Matthias} indicates a crate sitting in a corner of the office, covered with wax seals that will make any tampering obvious. It is roughly 2 feet on each side, weighs about 100lbs, and is marked ‘Fragile’ in red paint on each visible face. The top is also marked ‘This side up — Do not tip.’ On top of the crate rests a letter, also sealed, addressed to a Captain Scharlach, at the Sign of the Crossed Keys in Hoffen Strasse.</p><p>‘<em>Remember three things,’</em> says Matthias. ‘<em>This shipment is fragile, confidential, and urgent. If the crate has been tampered with, or if any of its contents are broken, the recipient can and will refuse delivery. Likewise, if it is not transported before the start of Carnival week, delivery will be refused. So: travel quickly, keep it safe, and make delivery on time. Then, why not take a few days to enjoy the Carnival? I’ve heard great things about it. Your boat should be ready by the time you return.’</em></p><p>@UUID[Actor.FTT9hoFswIqAW9do]{Matthias} does not know exactly what fate awaits the adventurers in Middenheim, but he does not expect them to return. He plans to repair the damaged barge, but it will be added to the Bluchers’ own fleet: even counting the cost of repairs, it is worth more than what he is paying the adventurers to deliver this crate.</p><h4>The Shipment</h4><p>The adventurers have been advised not to pry into the contents of the shipment, but temptation may prove too much. The problem of looking inside the crate and/or the letter without disturbing the seals could be an entertaining one for the characters to solve.</p><p>The crate contains a number of items, packed in straw. It is important that the number of items is the same as the number of adventurers in the party, plus one. It does not matter what the items are, since @UUID[Actor.q7DYHbjxedEeX2WN]{Max} picked them up at random in a junk shop on Matthias’s orders. Possibilities include an old rusty scabbard, lacking a sword, a stuffed magpie, a large seashell, a pilgrim’s cloak covered with badges from shrines all over the Empire, a dog’s skull, a plain pewter goblet, and a handwritten book titled ‘<em>The Journal of Hieronymous Prosch, 2487–2488’</em>, which reveals that Herr Prosch was a wool-trader who drank too much and was having an affair with his wife’s serving-maid.</p><p>The letter is @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.2r87OcpR56aAAq9Q]{Handout 17}. You may need to make a hand-written copy of this letter for the Players, changing the number of items and the contact’s name as needed. The number of items mentioned in the letter must be same as the number of adventurers in the party, which may not be six. Also, the crate should contain one more item than the letter states. The name of the contact, and his relationship to Blucher, should be changed if necessary (see The Oldenhaller Contact, below).</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout17.webp\" width=\"334\" height=\"409\" /></div><p>It is clear from this letter — which, despite the seals, the characters are almost sure to read — that someone connected to Oldenhaller wants the adventurers to go to Middenheim. While they might guess that the Purple Hand is involved somehow, they cannot be sure. @UUID[Actor.q7DYHbjxedEeX2WN]{Max} and @UUID[Actor.FTT9hoFswIqAW9do]{Matthias} know only that they have been hired by a distant contact to make sure the party goes to Middenheim.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Barge: Catching the Arsonist</em></h3><p><em>The Characters may decide to leave the party early, especially if they are concerned for the safety of their boat. Depending on the desired outcome, you have several options.</em></p><p><em>One is to let the situation play out. The adventurers reach the docks in time to see a figure dart from the shadows when the stevedores’ backs are turned, and throw a lamp into the hold. The fire is contained before it can cause any serious damage to boat or cargo, and perhaps the arsonist is even caught after a long and winding chase between warehouses and through back alleys.</em></p><p><em>@UUID[Actor.q7DYHbjxedEeX2WN]{Max} has made sure the arsonist knows nothing about who hired him: he went through a succession of intermediaries, all of whom leave town on long journeys as soon as the arsonist is captured. The town Watch is not interested in wasting time and manpower on investigating a crime that caused almost no damage, and the adventurers are at a dead end. There will be other opportunities to deprive the adventurers of their barge later.</em></p><p><em>You could place obstacles in the adventurers’ way to prevent them from reaching the docks in time. @UUID[Actor.FTT9hoFswIqAW9do]{Matthias} could insist that they stay until the final toast to the happy couple, which brings the party to an end at about midnight. The road to the docks could be blocked by an overturned cart or a burning building, forcing them to take a longer and more circuitous route. The arsonist could use magic rather than an oil lamp to start the fire, and escape without being seen, or they could have exceptional Stealth, backed up by other Skills and Talents to evade capture. Even if the adventurers pass up the party invitation and devote all their resources to watching the boat, they might not see the fire, or who started it, until it is too late.</em></p></blockquote><h3>Minor Complications</h3><p>If the adventurers become suspicious there may be some unscheduled housebreaking, torture, extortion, bloodshed, and other shenanigans. There is very little for them to find, but a brief list follows:</p><h4>A Fragmentary Letter</h4><p>In @UUID[Actor.FTT9hoFswIqAW9do]{Matthias Blucher’s} office within the warehouse, a search of the iron stove may turn up a half-burned letter: @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.y40IdXq9OANRHicO]{Handout 18}. You may need to make a new copy if Oldenhaller is not used as the contact.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/handout18.webp\" width=\"256\" height=\"281\" /></div><h4>A Background Check</h4><p>In town, the Bluchers are generally liked, and have a reputation as shrewd merchants. lf the characters ask how shrewd, a few coppers in the right palms will lead them to Hans Bach, once a merchant, now a drunken beggar. In exchange for a few drinks, he slurs through a long and sad story of how the Bluchers systematically ruined his business through cut throat competition, sabotage, and false accusations, after he insulted Blucher’s sister. Other merchants can, cautiously, confirm this.</p><h4>Offended Benefactors</h4><p>@UUID[Actor.FTT9hoFswIqAW9do]{Matthias} and @UUID[Actor.q7DYHbjxedEeX2WN]{Max} will respond badly to bullying. Bristling and abrupt, they keep up the pretence that they are doing the adventurers a favour, and they may threaten to terminate the deal and take the party to court for breach of contract, breach of trust, taking money by deception, piracy, witchcraft, and various other crimes.</p><p>@UUID[Actor.q7DYHbjxedEeX2WN]{Max} is utterly immune to bribery, and his loyalty to the Bluchers is absolute. While @UUID[Actor.eTJhA0G9taNJ78hr]{Klaus} is very willing to talk about his employers, he has found them to be quite decent to work for and unfortunately knows very little of use to the Characters.</p><p>If @UUID[Actor.FTT9hoFswIqAW9do]{Matthias} is abducted, the Watch will be sent after the adventurers within half an hour. Matthias is an important man locally, and his absence will be noticed. Kidnapping is a serious crime with severe penalties, and any torture or physical injury suffered by the merchant will make things even worse for the adventurers. Even if they manage to prevent their boat being burnt, they may find it ringed with armoured watchmen and forced to abandon it as they sneak out of town.</p><p>@UUID[Actor.QtGfWms9MAFQ8BvO]{Thierry Ostend}, on the other hand, is loyal only to himself, is eminently open to bribery, and also responds well (and vocally) to threats. He will admit that @UUID[Actor.q7DYHbjxedEeX2WN]{Max} asked him to keep an eye on the adventurers and report who they were talking to and what they were saying, both at the tavern and at the party. He was also told to convince them of the delights of the Middenheim Carnival. He knows nothing more, but that should be enough to confirm at least some of the adventurers’ suspicions.</p><h4>It’s a Trap!</h4><p>Given the number of leads pointing to Middenheim, and the number of NPCs in this chapter talking up the delights of the city and its Carnival (not to mention the very convenient commission to take a crate there) it is possible that the adventurers will suspect that they are being sent into a trap. If they do not play along, however, their boat will not be repaired. Also, if they have found @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.y40IdXq9OANRHicO]{Handout 18}, the words ‘secret order’ and ‘power and influence, albeit of a questionable kind’ should immediately make them think that here is a Chaos cult, just waiting to be rooted out. They may reason that Blucher is a puppet and if they play along they may find out who is pulling the strings. Being forewarned, they have a good chance of ending the threat once and for all.</p><p>Having done so, they can return to claim their boat and the rest of their payment. Blucher can hardly go back on the deal without confessing his own part in it, and by that time the adventurers might have even more on him and his family: enough for some profitable extortion, or a lifetime supply of favours.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Barge: Hazards of the Journey</em></h3><p><em>If the adventurers’ barge was not disabled according to @UUID[Actor.FTT9hoFswIqAW9do]{Matthias Blucher’s} plan, you have plenty of opportunities to have an accident befall them on the journey to Altdorf. @UUID[JournalEntry.WR8ZAD6yw9lYgzeY]{River Navigation} covers all kinds of hazards and encounters that could result in damage to the boat, from unseen rocks to river pirates.</em></p><p><em>The unkindest cut of all, perhaps, would be for the barge to be damaged just severely enough to require two to three days’ repairs — nothing serious, but enough to put the adventurers irretrievably behind schedule. The boat-builder they consult is apologetic but tells them as much as he would love to accept a higher payment, no amount of money can speed up the work.</em></p><p><em>Just as the adventurers are cursing their luck and wondering what to do, who should pass by but @UUID[Actor.Pa77IT9maJR1nU7M]{Alex Eisen} and the Blue Salmon. He recognises them from @UUID[.PTqp6A7lC9v8x7uu]{The Swan’s Neck}, and calls across to ask what their trouble is. He will happily take them as far as Altdorf (for a price) but they will have to leave their barge here and come back for it later.</em></p></blockquote>"
				},
				"Friendly Locals": {
					"name": "Friendly Locals",
					"text": "<p>As the adventurers dock their boat at an open quay, they become aware of two men watching them from outside a large, two-storey warehouse. Both are well dressed: one is short and young, while the other is tall and old.</p>\n<p>The two watch the adventurers carefully as they dock, and the shorter one seems to be doing most of the talking. After a few minutes, the taller one walks back into the warehouse and the other comes over to the boat and strikes up a friendly conversation. Have they come far? Any news from up- or down-river? What is their cargo? Where was it loaded? Are they looking to sell it here (it would fetch a fair price) or do they have another destination? How is business in Altdorf right now? Do they know a trader there named Conrad Silbiger, by any chance? Do they know Nuln at all, or any boat whose crew has connections there?</p>\n<p>If asked, the young man introduces himself as @UUID[Actor.FTT9hoFswIqAW9do]{Matthias Blucher}, a local merchant. A successful <strong>Average (+20) Lore (Riverways)</strong> Test yields the knowledge that the Bluchers are a large merchant family with connections up and down the river. He seems friendly and comes across as a potential patron or client, ending the conversation by suggesting that the adventurers’ captain (whichever Character seems to be in charge) should talk to @UUID[Actor.q7DYHbjxedEeX2WN]{Max Wagner}, upstairs in the warehouse. ‘<em>Tell him,’</em> he adds, ‘<em>that I said you’re just the sort of people we’ve been looking for. He’ll reward you well.’</em></p>\n<div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\">\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/matthias-blucher.webp\" width=\"229\" height=\"237\" />\n<p style=\"text-align:center\">@UUID[Actor.FTT9hoFswIqAW9do]{Matthias Blucher}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/max-wagner.webp\" width=\"234\" height=\"230\" />\n<p style=\"text-align:center\">@UUID[Actor.q7DYHbjxedEeX2WN]{Max Wagner}</p>\n</div>\n</div>\n<h3>Making A Deal</h3>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/items/incendiary.webp\" width=\"108\" height=\"263\" /></div>\n<p>With a welcome like that, at least one of the adventurers will probably head up to the office above the warehouse. It is large and airless, with two clerks at desks writing entries in large, leather bound ledgers. @UUID[Actor.q7DYHbjxedEeX2WN]{Max Wagner}, the older man from the dockside, is studying a thick sheaf of papers with heavy wax seals hanging from them. He is about twenty years older than @UUID[Actor.FTT9hoFswIqAW9do]{Matthias} and about 10 inches taller, and where Matthias was informal and friendly, Max is self-important and business like. The adventurers will probably get the impression that Max is the senior of the two, which is the wrong impression, but exactly the one that Matthias wants to create.</p>\n<p>@UUID[Actor.q7DYHbjxedEeX2WN]{Max} looks up as the adventurers enter and asks them their business, although in truth he has been waiting for them. After they introduce themselves, he asks what cargo they have to sell. Whatever their response, even if it is nothing, he rubs his hands together and exclaims, ‘<em>Good! Good!</em>’ He does this a lot, particularly when slightly nervous, as he is now. He is a good liar, but these two signs will give him away to a careful observer.</p>\n<p>@UUID[Actor.q7DYHbjxedEeX2WN]{Max} explains that his business just happens to have a pressing need for whatever it is that the adventurers are carrying:<em> ‘Good! Good! What a fortunate meeting!’</em> After sending one of the clerks down to check its quality, he agrees to buy the cargo at 15% above its usual price. Whether or not the adventurers have a cargo to sell, Max offers to hire them and their barge to transport a valuable cargo to Marienburg. ‘<em>All our own barges are otherwise assigned,’</em> he explains, ‘<em>and all the independent contractors seem to have prior engagements. But you’re definitely available? Good! Good! Captain, while you and I complete the bills of transfer, the contract, and other necessary paperwork, perhaps your crew could move your boat to… let me see… Wharf number seven? Yes, seven. The goods are in warehouse fourteen, opposite. My clerk here can direct them.’</em></p>\n<h3>Handle with Care</h3>\n<p>The ‘captain’ Character has a chance to question @UUID[Actor.q7DYHbjxedEeX2WN]{Max} subtly while the paperwork is being completed. Their vessel’s new mooring is on the Blucher family’s section of the dock, and the cargo is fine porcelain bound for Marienburg – ‘<em>Very fragile, yes, but a very good resale price.’</em> It is due to arrive at the dock tomorrow afternoon. </p>\n<p>It is late in the day, and the family’s stevedores are busy with other vessels, so the adventurers’ boat will be unloaded first thing in the morning. The Marienburg cargo will be loaded as soon as it arrives, and because of its fragility the process will take most of the day, so the adventurers should plan to depart at first light, two days from now. This gives them all of tomorrow to restock provisions and explore the town.</p>\n<p>If anyone mentions Nuln Max will seem puzzled: he needs traders headed downriver, not up.</p>\n<h4>The Contract</h4>\n<p>Max offers @Pay[300gc]{300 GC} for the job, payable on arrival at the Blucher wharf in Marienburg, and explains that these are the Blucher family’s standard terms for independent contractors. He can be haggled into paying @Pay[75gc SPLIT]{25%} up front, but will only hand over the money once the barge is loaded.</p>\n<p>Any Character (or NPC) with the <strong>Lore (Law)</strong> skill will see, without the need for a Test, that the paperwork is perfectly normal, and written in standard legal language. The Blucher family has hired the adventurers and their boat as contractors to carry a cargo to Marienburg.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title\" style=\"text-align:center;text-transform:uppercase\"><em>The Fine Print</em></h3>\n<p><em>From the moment the contract is signed until the goods are received at the end of the journey, any damage done to the cargo must be paid for in full by the adventurers, except that ‘full responsibility, fiscal, legal, and mercantile, for any and all damage, destruction, decay, deterioration, depreciation, diminution, dissolution, devaluation, devastation, dispossession or distraint (whether lawful or no), defalcation, disarticulation, or desertion, for any cause and on account of any person, circumstance, or action, except as expressly prohibited by Imperial Law or mitigated elsewhere in this contract, occurring to the contracted vessel or the contracted cargo, unless such damage, destruction, decay, etc., be demonstrably caused by the party of the first part (the Blucher family) or its employees, or while the boat is in the full custody of the party of the first part or its employees: in which case all repairs, replacements, refurbishments, repayments, restitutions, restorations, and other necessary remedies, of what kind soever, shall be undertaken by, and at the sole responsibility and expense of, the party of the first part, and all such repairs, replacements, etc., shall be completed within three months of said damage, destruction, etc., being notified to the party of the first part.’</em></p>\n</blockquote>"
				},
				"Leaving Wittgendorf": {
					"name": "Leaving Wittgendorf",
					"text": "<p>The destruction of the castle leaves the adventurers with several compelling reasons to leave Wittgendorf as quickly as possible. If the Characters do not think of these things for themselves, you should offer them a gentle reminder.</p><p>For one thing, the Skaven — and the warpstone — are gone, and their escape route is covered by a huge quantity of rubble. It would take months, or even years, to dig down to the level of the dungeons and find whatever is left of their tunnel.</p><p>Also, no one except the adventurers knows that the Skaven destroyed the castle. The villagers, the outlaws, any surviving von Wittgensteins, guards, guests, or other denizens of the castle, know only that this group of adventurers went into the castle, and then it fell down. Naturally, they all blame the Characters, and even if all of those dangerous NPCs and monsters are dead, a torch-wielding mob of villagers and outlaws could still be quite an inconvenience.</p><p>If the Characters made a particularly good impression on @UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid}, and the majority of her @UUID[Actor.R1IWXaphx1LoMgkX]{outlaws} survived, it is possible that the denizens of Wittgendorf will be more sympathetic towards them. Even so, a castle will not fall in the Reikland without a thorough investigation. Whatever they might have become, the von Wittgensteins were still the rulers of the surrounding area, and sooner or later someone in authority will hear that their castle has been reduced to rubble, and send someone to investigate. If they remain the Characters are certain to be picked up by the decidedly unsympathetic authorities who will no doubt swarm Wittgendorf in the coming days.</p><h3>Where To?</h3><p>The first question to be resolved is whether the Characters will choose to head upstream, toward @UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.T2VKrtELLt5N5tUc]{Grissenwald}, or down, toward @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.jberdZpMtWm8UQfT]{Kemperbad}. Each direction has its pros and cons. Kemperbad is larger and busier (the better to hide in the crowd), and is also on the way to Altdorf and even Marienburg. If the adventurers want to get far away as soon as possible, it is clearly the better choice. However, their increasingly perilous run-ins with the town’s Purple Hand cultists may give them pause. </p><p>@UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.T2VKrtELLt5N5tUc]{Grissenwald} is small by comparison, but the party may be regarded as local heroes after dealing with raiding Goblins, troublesome Dwarfs, and an evil sorceress. Beyond it lie Nuln, @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{The Grey Mountains}, and eventually Bretonnia and the Province of Wissenland, which leads to the Black Mountains and the lawless Border Princes. Whichever way thy go, Blucher’s agents are watching them; and wherever the Characters eventually stop, Blucher himself will be waiting, having secured temporary offices anywhere his family does not already have a presence.</p><h3>A Stop Along The Way</h3><p>If the adventurers have been doing a decent job as traders (trading rules can be found in the @UUID[JournalEntry.VZwUZdMLeYOqKhDL]{Death on the Reik Companion}) their boat will be loaded with goods from elsewhere on the river. Even if they have no trade goods, they will probably have loot from Castle Wittgenstein that they want to turn into cash, or at least have valued. They will also need supplies, and probably some time to rest and heal. Wherever they stop, the place seems to be in good repair, with the usual bustle on the docks. Most of the dockside warehouses are owned by various trading families, and the larger families have private wharves nearby. Some warehouses have two storeys, with offices on the upper floor.</p><blockquote class=\"sidebar\"><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-eis/assets/other/grognard4.webp\" width=\"100\" height=\"100\" /></div><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\"><em>Too Good To Be True</em></h3><p><em>Since the whole plot of this chapter depends on the adventurers not knowing that Matthias plans to betray them, Players who are familiar with '</em>Carrion up the Reik<em>' from the Hogshead Edition of '</em>Power Behind the Throne'<em> are unlikely to walk into the trap. For the adventure to work, you have to make the Bluchers completely innocent, and the true threat must come from somewhere else.</em></p><p><em>Grognard Players may refuse to have anything to do with @UUID[Actor.FTT9hoFswIqAW9do]{Matthias}, @UUID[Actor.q7DYHbjxedEeX2WN]{Max}, or anyone else who approaches them when they reach town. If this happens, you may allow them to sell their cargo and buy supplies wherever they want. After they have done so, they come across a ragtag group of miscreants just like themselves, celebrating their fantastic luck that the great and deep-pocketed Blucher family had such an urgent need for whatever cargo they were carrying — which, of course, is exactly what the adventurers were carrying — and required a boat to take a precious cargo to Marienburg. They are also very excited about the gracious invitation they received to a grand social event at the Blucher house.</em></p><p><em>You should feel free to rub it in that the adventurers are now on the outside looking in, then let a Rogue Character overhear a whisper that a boat is being burned tonight — one with a Blucher cargo bound for Marienburg. The adventurers can intervene or not, but the arson is a simple prelude to a demand for protection money, and the Bluchers are nothing more than successful merchants.</em></p><p><em>The adventurers’ own boat can burn in a separate incident, perhaps orchestrated by a local Purple Hand cell, or perhaps as collateral damage, along with several other boats and a few warehouses, when the over-zealous arsonist manages to set a whole wharf on fire. Or it can survive, and you can deal with it later, using the boxes headed The Barge for inspiration.</em></p><p><em>At the end of the day, all that matters is that the adventurers set out for Altdorf — everything else can be managed along the way.</em></p></blockquote>"
				}
			}
		},
		"Fellow Travellers": {
			"name": "Fellow Travellers",
			"pages": {
				"Nobles": {
					"name": "Nobles",
					"text": "<p>Travelling nobles will generally fall into two categories: those out with a retinue on family business and younger scions who have taken to adventuring and other pursuits. One example of each is given below.</p><p>The size and composition of a noble’s retinue is up to the GM but will usually include a number of guards and servants. Depending on the business at hand, one or two advisors and litigants may also be present, and perhaps an artist or entertainer or two: the higher the noble, the larger and more varied the entourage.</p><h4>A Private Function</h4><p>The Characters arrive at an inn, looking forward to a hot meal and a couple of drinks at the end of a long day. As they go to enter, they are stopped by two men-at-arms (level 1–2 guards), wearing the livery of @UUID[Actor.3K8n0EmzIvvO8CaK]{Baron Sigismund von der Bahr}, a minor noble. The baron has taken over the inn for himself and his retinue, and no one else is being allowed in. The Characters see plenty of men-at-arms and assorted lackeys within easy call, so that trying to fight their way in would be a very bad idea. Of course, the Characters may try to bribe or charm their way in, in which case the GM should judge their efforts on their merits.</p><div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\"><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/sigismund-von-der-bahr.webp\" width=\"207\" height=\"238\" /><p style=\"text-align:center\">@UUID[Actor.3K8n0EmzIvvO8CaK]{Sigismund von der Bahr}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-dotr/assets/actors/roland-bruckesel.webp\" width=\"199\" height=\"254\" /><p style=\"text-align:center\">@UUID[Actor.7a5vHhRxCI7ZsI09]{Roland ‘The Horse’ Bruckesel}</p></div></div><p>What happens once the Characters are inside is likewise up to the GM: they may be ejected almost immediately by a crew of burly and bad-tempered guards, or they may find themselves propping up the bar next to the baron as he listens avidly to their stories of adventure and throws a purse of coins their way for entertaining him. Alternatively, they may be challenged to put forward a champion to fight @UUID[Actor.7a5vHhRxCI7ZsI09]{‘The Horse’}, one of the Baron’s bodyguards, in an unarmed brawl for the baron’s entertainment;. If the Characters’ champion wins, they are fed and watered at the baron’s expense, and if not, they are thrown out.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Shadow Cast: I Am, Of Course, Retired</em></h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/shadow-cast.webp\" width=\"75\" height=\"75\" /></div><p><em>@UUID[Actor.3K8n0EmzIvvO8CaK]{Baron Sigismund} can be more than a simple distraction for the Characters, another noble throwing their weight around at the expense of the common folk. He has, as it happens, quite a bit of experience with a certain kind of inhuman creature — Vampires. While he has long given up the practice of hunting them, he was at one time something of a scourge among the undead who infiltrate Reiklander society.</em></p><p><em>A few years ago, he spent some (carefully chaperoned) time at @UUID[JournalEntry.musGjY0nSDY6gPY4]{Wittgenstein Castle}, certain that the malaise of the place could be down to a vampiric corruption of the local nobility. Despite his best efforts, he found no evidence of vampirism there. He did, however, come away with an abiding certaintity that something was terribly wrong at Wittgendorf. ‘Were I not about to retire,’ he will add, ‘I might have staked the lot of them, just to be on the safe sideem’</em></p></blockquote><h4>Slumming It</h4><p>Lesser nobles and younger scions will be out for fun, like the two high-spirited young gentlemen in the incident @UUID[Compendium.wfrp4e-eis.journals.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc#hooray-for-henry]{Hooray for Henry} in <strong>Enemy in Shadows</strong>. As well as the drinking-and-throwing-up game played there, they may set one of their bodyguards on some unsuspecting patron of the inn (such as one of the Characters), betting furiously on the outcome and showering gold on the victor; the fight is unarmed, and more bodyguards make sure that no one intervenes on either side. Other bets might include how long the peasant stays conscious when held head-down in a bucket of ale, how many people they can de-bag in ten minutes, and whether it is possible to drench everyone in the room with a single bottle of sparkling wine without rising from one’s seat. The nobles do not mind whom they upset or humiliate provided they have a good time, and they will be in the company of one or more bodyguards (guards, protagonists, or Duellists, or a mixture) who will make sure that noone troubles them.</p><section class=\"hook\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\">The Shiniest Dagger</h3><p>Just last night, @UUID[Actor.7a5vHhRxCI7ZsI09]{Roland} was forced to leave his knife lodged in someone who tried to take a bite out of the @UUID[Actor.3K8n0EmzIvvO8CaK]{Baron}! While this is par for the course — ‘The good Baron made a lot of enemies in his day, so he did,’ — he is quite upset that the man he stabbed proceeded to dive screaming out a nearby window with Roland's knife still in his back! It was his very favourite knife, a beautiful silvered blade given to him when he took up employment with the Baron, and Roland would very much like it back. Unfortunately the Baron has forbidden him from pursuing the stranger, despite that fact that Roland is fairly sure he saw the rather pale, fanged individual duck into a riverboat that's still moored nearby. Should the Characters be able to retrive the knife Roland would be very happy to pay for their efforts. He is a man of very modest needs, and has quite a few crowns saved up to pay them for their efforts — should they survive.</p></section><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Shadow Cast: Evening The Odds</em></h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/shadow-cast.webp\" width=\"75\" height=\"75\" /></div><p><em>Many might call @UUID[Actor.7a5vHhRxCI7ZsI09]{Roland} a touch single minded, though they would do so quietly, and certainly not to his face. You can use Roland to add a touch of colour to any inn, always willing to get involved in a brawl. His is assiduously careful in keeping things to ‘an honest brawl, no spitting or kicking, roight?’ Should the Characters need a little extra muscle, and if they have his employer’s favour, ‘The Horse’ can provide an extra sword arm in a pinch. He may even intervene if the Characters are set upon by any Purple Hand cultists, especially if they are outnumbered. Roland has relied on his natural strength and toughness to get him out of most scrapes, and has yet to learn that sometimes it is better not to get wrapped up in other people’s problems...</em></p></blockquote>"
				},
				"Fellow Travellers": {
					"name": "Fellow Travellers",
					"text": "<p>Riverside inns are as varied and bustling as those on the roads (see @UUID[Compendium.wfrp4e-eis.journals.UvLra86Mr3grVstE]{All Roads Lead To Bögenhafen} in the <strong>Enemy in Shadows Companion</strong>). Many of the encounters described there can also be used in a riverside inn; below are a few more ideas.</p><p>Should the Characters be struggling to get to grips with the main plot of <strong>Death on the Reik</strong>, any of these NPCs may provide a good opportunity to get them back on track. Many will have heard tales of ill omen from Castle Wittgenstein, while others may have encountered @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} and her band searching for something lost in the Barren Hills.</p><p> </p>"
				},
				"Cooks": {
					"name": "Cooks",
					"text": "<p>Contrary to the widespread prejudice, not all Halflings are cooks and not all cooks are Halflings. Cooks of all Species work in restaurants and prosperous households, although Dwarf cooks are rare outside their own communities. Dwarf cuisine is something of an acquired taste.</p>\n<p>Cooks are generally abroad early in the day, hurrying to the local food markets to beat everyone else to the best meats and vegetables. For the most part these are apprentices, although a few high-ranking cooks trust no one but themselves to pick the best ingredients. Most cooks are well known to local market traders, stopping to gossip here and there and to compare notes about the current crop of whatever they are buying. Someone who is equally knowledgeable may be able to strike up a conversation and make the cook’s acquaintance.</p>\n<p>Although they do not move directly among the great and good, the cook in a wealthy or noble household hears as much as any other servant. More, perhaps, collected and distilled through the constant gossip of the servants’ hall. However, they are as loyal to their employers as any other servant, and will resent being openly pumped for information unless they have had a falling-out with their employer.</p>\n<p>Characters who are tactful in conversation, skilled in the right areas, and lucky in their Charm Tests may be able to wangle a job, especially if an imminent wedding, reception, or gala dinner has the kitchen staff stretched thin. This could give them access to a venue if they are quick enough to evade detection upstairs and avoid being missed downstairs.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/avaloi-winesong.webp\" width=\"243\" height=\"263\" /></div>\n<p style=\"text-align:center\">@UUID[Actor.McYjz3uPeqrIFE8a]{Avaloi Winesong}</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Shadow Cast: Anywhere But Here</em></h3>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/shadow-cast.webp\" width=\"75\" height=\"75\" /></div>\n<p><em>@UUID[Actor.McYjz3uPeqrIFE8a]{Avaloi} is convinced her circumstances are manufactured, rather than coincidence. Her mother’s position bred many enemies, her father’s murder too well-timed. Further, she refuses to believe none of her family would come looking for her… She has laid low for quite a while, in case her family’s enemies should have followed her as far as the Empire, but is rapidly getting quite tired of the sights, tastes, and especially the smells.</em></p>\n<p><em>Avaloi can be encountered almost anywhere, perhaps struggling to find one last unspolied turnip in a vegetable stall, or arguing with a meat seller on the putridity of some meat. In either case, it will be quite obvious that she is nearing the end of her patience. If she notices that the Characters have a barge of their own, she will immediately ask them for passage to anywhere but here. She will favour routes heading north and west, in the direction of Marienburg, intending to find passage to Ulthaun from there.</em></p>\n<p><em>During her time on their barge, @UUID[Actor.McYjz3uPeqrIFE8a]{Avaloi} can be a ready source of gossip and intrigue for the Characters. Despite her attitude to Humans, she is rather lonely and does enjoy talking. If the Character’s need a bump in the direction of @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}, Avaloi can relate to them some tales she heard from one @UUID[Actor.d5DOFEHcSsypKaNB]{Dumpling Hayfoot} about her master, the strange guests she hosts, and the unusual noises and lights that emit from her study. Avaloi struck up a friendship with the cook some months back when the pair bonded about the difficulty of finding decent spices in Grissenwald.</em></p>\n</blockquote>"
				},
				"Grave Robbers": {
					"name": "Grave Robbers",
					"text": "<p>The Characters are approached by two travellers with a large crate. They introduce themselves as @UUID[Actor.2fsU3gUUNfv86mhk]{Hans} and @UUID[Actor.DRlS1CNBxnVL4aim]{Hannes} , explain that they must reach the next town quickly, and offer the Characters @Pay[5gc]{5 Gold Crowns} to carry them and the crate. The crate is about 6 feet by 2 feet by 2 feet and is marked ‘Fragile’, ‘This Way Up’, ‘Do Not Drop’, and so on. The travellers are very nervous about letting people near it.</p><p>After a day or so, the Characters begin to notice a strange odour coming from the crate; the travellers will try to reassure them, explaining that the crate contains materials for alchemical preparations and they must get it to the destination before the materials begin to go off. The travellers will try to prevent the Characters opening the crate, but if it is opened it is found to contain a recently dead body, still in its winding-sheet. The two travellers are Grave Robbers, and they are taking the body to the next large town where they can sell it to a physician, or possibly a necromancer. If the Characters’ boat is stopped by the River Patrol or other authorities for any reason, the grave robbers try to escape, leaving them to explain why they have a stolen corpse among their cargo.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/hans-hannes.webp\" width=\"243\" height=\"227\" /></div><p style=\"text-align:center\">@UUID[Actor.2fsU3gUUNfv86mhk]{Hans} and @UUID[Actor.DRlS1CNBxnVL4aim]{Hannes}</p><section class=\"hook\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\">A Promised Cure</h3><p>Grave Robbers do not, generally speaking, engender a great amount of sympathy. They are defilers of the dead, and quite a few have famously been quite willing to ‘arrange’ for some corpses to become available should supply run now.</p><p>However, there are a handful of legitimate, or at least arguably ethically sound, reasons why one would need a corpse. Certain artists, academics, and especially doktors have risked the wrath authorities to perform their studies upon actual bodies. Though few would admit it, this practice has lead to a great many innovations, and it is even whispered that some Witch Hunters have performed examinations on the bodies of innocent citizens — the better to recognise the foul mark of Chaos when it does appear on hidden servants of the Ruinous Powers.</p><p>One evening, the Characters stumble upon a Grave Robber quite blatantly stuffing a slightly poxy corpse back into their luggage. Unable to offer a more plausible excuse, they instead turn to the truth — the body is meant for a prominent doktor in Altdorf researching a cure for the Red Pox. Will the Characters turn them in, or allow them to go on their way in the name of the greater good? What would they do if the doktor was not interested in the Red Pox, but instead was researching a cure for mutation, and ordered a mutant cadaver with which to begin their investigations...</p></section><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Shadow Cast: Orders Taken, Orders Filled</em></h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/shadow-cast.webp\" width=\"75\" height=\"75\" /></div><p><em>@UUID[Actor.2fsU3gUUNfv86mhk]{Hans} and @UUID[Actor.DRlS1CNBxnVL4aim]{Hannes} have worked to order in the past, and indeed have even sourced bodies from the cursed village of Wittgendorf. They will offer this information to sympathetic Characters, adding that they abandoned the practice due to the strange habit that Wittgendorf corpses have of not staying quite dead...</em></p></blockquote>"
				},
				"Young Bloods": {
					"name": "Young Bloods",
					"text": "<p>From time to time it may seem as though the Characters are the only ones to have ventured out into the world in search of adventure, or indeed had such a life thrust upon them. This is not always the case, though most efforts at seeking adventure for its own sake end in predictable tragedy. However, here and there Characters may encounter such folk, braving the hazards of the Old World in search of danger and excitement, and all too often finding it.</p>\n<div class=\"journal-image centered\"><em><img src=\"modules/wfrp4e-dotr/assets/actors/sigfrida-junker.webp\" width=\"200\" height=\"281\" /></em></div>\n<p style=\"text-align:center\">@UUID[Actor.4OxcJ5fd6Hy9sQfj]{Sigfrida Junker}</p>\n<blockquote class=\"sidebar\">\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/shadow-cast.webp\" width=\"75\" height=\"75\" /></div>\n<h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Shadow Cast: A Crack Shot</em></h3>\n<p><em>@UUID[Actor.4OxcJ5fd6Hy9sQfj]{Sigfrida} can be deployed any time that a sudden volley of lead might be to the Character’s benefit. Should they find themselves outmatched by pirates, waylaid by wreckers, or set upon by one too many mutants, Sigfrida can lend a hand. She may even be willing to get wrapped up in the Character’s current struggles, if they can sell it to her as a likely source of excitement.</em></p>\n<p><em>However, Sigfrida can also prove to be a hinderance to the Characters, as she is likely to demand a duel at the merest hint of an insult. She is still obsessed with the ‘glorious’ duel she witnessed in Nuln, and is desperete to recreate that moment. By tradition, blackpowder duels allow each participant to fire only a single shot, but given the lethality of a well made Imperial firearm, this may be more than enough to prematurely end Sigfrida’s career, or indeed a Character’s...</em></p>\n</blockquote>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/items/pistol.webp\" width=\"408\" height=\"170\" /></div>"
				},
				"Lieberung Lost? Starting With Death on the Reik": {
					"name": "Lieberung Lost? Starting With Death on the Reik",
					"text": "<p>In the <strong>Enemy in Shadows Companion</strong>, an @UUID[Compendium.wfrp4e-eis.journals.UvLra86Mr3grVstE.JournalEntryPage.8eMPRBUz4h1zSbQw#alternate-enemy-in-shadows-beginning-—-in-media-flee!]{alternate beginning} to Enemy in Shadows was presented. Titled <em>In Medias Flee!</em> this introduction cut right to the chase, with our Characters aboard a stolen coach, with cries of ‘Kastor Lieberung, you are under arrest!’ bellowed by pursuing Road Wardens hot on their heels. This rather abrupt introduction allowed players to jump right into the action, neatly pinning the vital identity of Kastor Lieberung to one of the Characters.</p>\n<p>Those looking for a more immediate jump into the action require no such assistance with <strong>Death on the Reik</strong>. This part of the campaign opens with an attack on an unfortunate barge, and the rescue of @UUID[Actor.wwwoy9PIIDOQZdF8]{Renate Hausier} from marauding mutants, so players are unlikely to want for excitement. </p>\n<p>However, as with any multi part series, a question does arise — what should one do if they wish to start off <strong>The Enemy Within</strong> campaign somewhere in the middle, in this case skipping <strong>Enemy in Shadows</strong>? If you are thinking of running <strong>Death on the Reik</strong> as a self-contained module, there is little need for many changes. The Dwarfs at the Signal Tower will flag down the players, introducing them to that location and it’s mystery, and one need only find a way to put the players on to the trail of @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} and the warpstone that the Red Crown seek to engage players with the plot. One way to do this is to have an NPC, perhaps one found in this chapter, point the Characters toward Etelka Herzen as a likely source of answers to any arcane questions they may have after visiting Dagmar’s study in the Signal Tower. This should send the Characters on to Grissenwald, and into the clutches of @UUID[Actor.5WdFdIexAZYHMCN0]{Gutbag} and his goblins, and from there on to the Barren Hills. In such a scenario, the Purple Hand need not feature at all, and the Red Crown can be emphasised as the pre-eminent cult of the Ruinous Powers in the region.</p>\n<p>However, if you wish to start <strong>Death on the Reik </strong>with a view toward carrying on through the campaign, then it would serve you well to establish the @UUID[Compendium.wfrp4e-eis.journals.bmJLqIQGcb0sIinQ.JournalEntryPage.aawH7wAMaFsy17L8#kastor-lieberung]{Kastor Lieberung} connection. Lieberung, and the Character who resembles them, remain a constant hook to the Purple Hand, whose influence remains important in future parts of <strong>The Enemy Within</strong>. Should this character have died, it is a simple matter to remind the survivors that the Purple Hand have just as many questions for those who accompanied Kastor in his last days as they would have had for the Magister himself.</p>\n<p>If you wish to start Death on the Reik while preserving the connection to @UUID[Compendium.wfrp4e-eis.journals.bmJLqIQGcb0sIinQ.JournalEntryPage.aawH7wAMaFsy17L8#kastor-lieberung]{Kastor Lieberung}, then have the Characters encounter the barge as written. However, as well as encountering @UUID[Actor.wwwoy9PIIDOQZdF8]{Renate}, one body will remain in a bearth below deck. The corpse of Kastor Lieberung, bearing a striking resemblance to one of the Characters, lies bandaged and cooling beneath a swath of grubby blankets. Renate, glancing between whichever Character resembles Kastor and the corpse, explains that the man joined the barge near Bögenhafen. He was clearly injured and in desperate straits, but his coin was good, and he was taken aboard. In all that time he has barely spoken, though @UUID[Actor.wwwoy9PIIDOQZdF8]{Renate} did take the time to change his bandages and bring him water. She will admit to having seen him scribbling notes in a journal which he kept carefully tucked in his jacket, and if they wish, Characters should receive the handout below. </p>\n<p>Other than this change, the adventure runs as written, with the Purple Hand having every reason for tracking ‘Kastor’ just as they would have done had the events of <strong>Enemy in Shadows</strong> played out as written. Characters are just as quickly thrust into a situation almost beyond their control, as the sinister manipulations of Tzeentch once against begin to weave their terrible web...</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/handouts/lieberung-lost.webp\" width=\"445\" height=\"603\" /></div>\n<p>Perhaps the characters will try and use Kastor’s letter if they are harassed by agents of the Purple Hand during the course of the adventure. If so the uncanny resemblance that one of the characters bears to Kastor proves their undoing, and a cultist will scoff and say:</p>\n<blockquote>\n<p>“Oh come off it. I’ve seen some desperate attempts to quit the club in my time, but faking your own death? Pull the other one, Kastor.”</p>\n</blockquote>"
				},
				"Hunters": {
					"name": "Hunters",
					"text": "<p>Hunters provide a constantly in-demand service — that of providing sustenance all year round. The game caught by the hunters who risk their lives in the depths of the Reikland’s expansive forests provide a valuable source of meat to peasants who can rarely afford more costly fare. A few specialise in acquiring fashionable delicacies for the wealthy, or escorting hapless bands of nobles on carefully staged hunts. In lean times many turn to poaching and risk the wrath of landowners  as they hunt pheasant, deer, or boar in their protected estates.</p>\n<p>As Characters make their upon the Empire’s waterways, many of which hew their path through dense forest, they are sure to encounter a few hunters along the way, perhaps camped at the waters edge, resting in inns or alehouses, or desperately crying for assistance from a shaded riverbank.</p>\n<h4>The Expedition</h4>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/actors/klaus-jager.webp\" width=\"209\" height=\"310\" /></div>\n<p>@UUID[Actor.d27DUTrCLXj4o4gX]{Klaus Jager}, a hunter, is making his way to the mustering-point for an expedition; possibly the inn in which the Characters meet him. Graf Wilhelm von Bildhofen, the younger son of Grand Duke Leopold of Middenland, is fitting out an expedition to hunt down a rare and legendary animal, such as a @UUID[Compendium.wfrp4e-core.actors.z8f3vySKIpTxGr62]{Basilisk} or a @UUID[Compendium.wfrp4e-core.actors.LZttdCIxmFr1sGsS]{Dragon}, and Hunters are coming from far and wide hoping to join the expedition. Perhaps the expedition intends going into Elf territory — knowingly or otherwise — and Elven Characters may try to stop the expedition or find and warn the Elven settlement.</p>\n<p>Later on, Klaus might be encountered half-dead by the riverbank. The expedition ran into difficulties, and he is the sole survivor. The Characters may patch him up and take him to the nearest town, or he may be willing to join their party if a replacement Character is needed.</p>\n<p>For a longer interlude, the Characters might attempt to rescue some other survivors of the expedition — Graf Wilhelm and three or four other hunters, all badly wounded — from their captors. They may be held for ransom by a band of outlaws or held for food by Beastmen or Mutants. The captors will themselves be wounded, so the Characters should be able to pull of the rescue without heavy casualties unless they do something rash or stupid.</p>\n<p>If there is an Elf Character in the party, then perhaps the remains of the expedition are being held captive in an Elven settlement, and the Characters may try to secure their release. Remember, though, that Elves are generally scornful of those who leave the forests to take up an adventuring life, and that it is an unpardonable crime for an Elf to give away the location of an Elven settlement to other races.</p>\n<p>If the Characters rescue the expedition successfully, they will earn the gratitude of the house of von Bildhofen and may even be able to call upon Graf Wilhelm or his father for a favour.</p>"
				},
				"Stevedores": {
					"name": "Stevedores",
					"text": "<p>Stevedores are common in towns of any size along the way. While they are seldom encountered in riverside inns, they form the overwhelming majority of the clientele of the rougher dockside taverns. As well as offering the chance to recruit NPCs or replace dead Characters, they might involve the Characters in a bar-room brawl, offering witty insults like ‘<em>My friend says he doesn’t like your face.’</em></p>\n<p>Bar-room brawls are generally regarded as more or less harmless things which seldom result in anything more serious than a few bruises and some broken furniture, but armed combat is another matter entirely, since serious injuries and deaths can result, bringing a great deal of unwelcome official interest. All nearby NPCs turn on any Character who draws a lethal weapon or attempts to cast a spell (or appears to do either of these things), regardless of who was previously on which side. Characters who kill an NPC in a brawl are pursued by the local Watch or the River Patrol and can expect at least a heavy fine if caught. If they return to the same place later, there is a good chance that they are recognised by friends or relatives of the deceased, which could easily result in another brawl or an attempted lynching.</p>\n<p>Of course Characters who are careful to observe the strictures of this, by reason of general illiteracy, unwritten code of conduct will find themselves getting along quite nicely with most participants. It is not uncommon for a good fight to end with most of the brawlers chipping in together to purchase a final round of drinks to close out the night. After all, everyone likes a good honest fight.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/hilma-bootschlecht.webp\" width=\"223\" height=\"259\" /></div>\n<p style=\"text-align:center\">@UUID[Actor.vnfWKFzR8bmAfrOo]{Hilma Bootschlecht}</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Shadow Cast: Loading The Deck</em></h3>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/shadow-cast.webp\" width=\"75\" height=\"75\" /></div>\n<p><em>@UUID[Actor.vnfWKFzR8bmAfrOo]{Hilma} is an ideal character to deploy in any circumstance where dockside gossip might help set the Character’s back on track. She will know rumours about the terrible Castle Wittgenstein and the unfortunate village of Wittgendorf. Hilma will have heard something of the many supplies going to the Dwarfs building the Signal Tower, and the reports of a troubled work crew that return. She may even have helped to unload some of the oddly weighty and supposedly fragile supplies that are commonly brought to Grissenwald for one @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}.</em></p>\n<p><em>If you find the Characters struggling with what to do next, or if they have become somewhat distracted by the trading opportunities posed by the Reik, @UUID[Actor.vnfWKFzR8bmAfrOo]{Hilma} can be a useful tool to nudge them back in the right direction. She is affable, always open to a drink or a quick boxing match, and is knowledgeable in the art of avoiding oppressive dockside taxation rates — all traits that are likely to leave any party well disposed to her.</em></p>\n</blockquote>"
				},
				"Charlatans": {
					"name": "Charlatans",
					"text": "<p>A Charlatan will always be willing to sell the Characters the latest miracle cures and other dubious merchandise. A number of things might happen to a Character who is foolish enough to buy, say, a healing potion from a Charlatan: the potion might have no effect at all, it might make the character violently ill (three @Condition[Poisoned] and/or @Condition[Stunned] Conditions), it might turn the Character’s skin bright blue for [[/r 1d10]] days (which might be taken as the mark of Chaos, creating all sorts of problems), or it might have any other effect the GM may care to devise.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/grugor-lustig.webp\" width=\"182\" height=\"259\" /></div><p style=\"text-align:center\">@UUID[Actor.711ez0jzjfbrb3HE]{Grugor Lustig}</p><section class=\"hook\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\">A True Master</h3><p>@UUID[Actor.711ez0jzjfbrb3HE]{Grugor’s} past is catching up with him, but not in the way he expected. The merchant Gedesdiu Bilung has become obsessed with the ‘fake’ paintings Grugor created in Nuln, and has tracked him all the way from the city state. She is convinced that the artist needs only the support of an understanding patron to create some truly great work of his own, and is certain she is just the woman to propel him forward to their mutual fame.</p><p>Grugor, of course, knows nothing of these intentions, only that a woman from Nuln who he is quite certain he sold one of his imitation Von Schelscher landscapes to has been asking around about him. She seems to be following him the length and breadth of the Reik! He’s desperate to be rid of her, and begs the Characters to come to his aid, making up any manner of lies about the woman — including that she is a member of an unnamed but terrible cult of the ruinous powers who has been out to get Grugor since he escaped them last Geheimnisnacht!</p><p>Can the Character’s smooth things over to everyone’s satisfaction, or will this unfortunate misunderstanding end in mutual misfortune?</p></section>"
				},
				"Pit Fighters": {
					"name": "Pit Fighters",
					"text": "<p>A travelling showman with a troupe of pit fighters has set up at an inn, marking out a temporary arena with ropes and challenging all comers to take on the champion. Combat may be to the death, or to first blood (first combatant to lose one or more Wounds), or to ‘honourable wounds’ (first combatant to be reduced to 3 Wounds or below loses).</p><p>One of the Characters may challenge the champion, or they may make bets with the small crowd of onlookers. As an added complication, the showman might try to kidnap any Character who defeats the champion; pit fighters in the Empire are generally recruited from among convicted criminals, and no one will take stories about kidnapping seriously.</p><p>Alternatively, a pit fighter in the troupe may need to win two more fights in order to earn his/her freedom, offering the party the opportunity to recruit an NPC or to replace a dead Character.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/edgar-ebrecht.webp\" width=\"220\" height=\"280\" /></div><p style=\"text-align:center\">@UUID[Actor.XmHuHn4qcnPhbMni]{Edgar ‘The Pike’ Ebrecht}</p><section class=\"hook\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\">You Never Leave The Pit</h3><p>As much as he might take some satisfaction, perhaps even enjoyment in his new life, @UUID[Actor.XmHuHn4qcnPhbMni]{Edgar} can never quite forget the group that got him into his current situation. Imagine his shock when Sofia Welf, a ranking member of that strange cult and someone Edgar was sure had been sent to the Witch Hunter’s blaze, simply strolled into the bar where he was performing. Edgar was, at the time, fighting for his life against a Tilean fellow with an troublesome right hook, and was unable to do anything about it just then. Later he discovered that Sofia, now going by the name Judith, had taken a room in that very inn, and had done so to speak with him.</p><p>Judith spent the evening telling @UUID[Actor.XmHuHn4qcnPhbMni]{Edgar} all about the glorious change that was soon to come upon the Empire — upon the entire world, in fact. She spoke of the beautiful, terrible gods that the Sigmarite fools and others tried to keep from the people. She told Edgar that her god had blessed her with a gift of foresight, and she now knew that Edgar’s fate had become tied up in her own. Sofia — Judith — offered Edgar his freedom, and so much more, if he could just do her a simple favour.</p><p>In a few nights time, Kastor Lieberung would come to Edgar’s performance, though ‘Kastor’ would use another name, which she shared with him. All Edgar had to do was kill him. </p><p>At the time, @UUID[Actor.XmHuHn4qcnPhbMni]{Edgar} had found her ideas intoxicating. Now, however, a few days later, he is beginning to have doubts. He knows where to find Judith, as he was to report to her when the deed was done and thereby earn his ‘freedom’. Now, however, ‘Kastor Lieberung’ has walked into the inn, and Edgar can’t stop staring at him. For all his prior certainty, the pit fighter is starting to get cold feet.</p></section><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/misc/mutant-fish-parasite.webp\" width=\"223\" height=\"172\" /></div>"
				},
				"Physicians": {
					"name": "Physicians",
					"text": "<p>Because of their occupation, adventurers regularly find themselves in need of medical assistance. Any medium-sized or larger town will be home to one or more physicians, and a city could have several offices and surgeries, as well as a guild house.</p><p>Like their counterparts in the crafts and commerce, senior physicians are seldom seen abroad except at society functions. The rest of the time, they shuttle between their homes and their offices, leaving their students to do most of the actual work. These students, like the artisans’ apprentices and merchants’ clerks, tend to congregate after work, and can be approached by any Character with reasonable Fellowship and a half-decent score in any relevant Skill. So long as the drink keeps flowing, they will be happy to regale the Characters with stories and gossip. They are rather lurid, since physicians’ students are notoriously unshakable and discuss grisly matters with undisguised glee.</p><p>If the Characters are able to steer the conversation in the right direction, they can learn a surprising amount about which members of the upper crust have been treated for particularly embarrassing diseases; who provides the best cadavers and where they probably come from; whether a certain person may be dabbling in necromancy; and all manner of other juicy salaciousness.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/johanna-schnee.webp\" width=\"248\" height=\"285\" /></div><p style=\"text-align:center\">@UUID[Actor.32A6e6Jf4SpKmASY]{Johanna Schnee}</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Shadow Cast: First, Do No Harm</em></h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/shadow-cast.webp\" width=\"75\" height=\"75\" /></div><p><em>A doktor is a handy ally for any adventurer to have. Recall that many critical wounds require surgery to properly treat, and combine that with the enemies, traps, pitfalls and accidents laid out in Death on the Reik and this book, and the usefulness should become clear. @UUID[Actor.32A6e6Jf4SpKmASY]{Johanna Schnee} can assist the Characters in getting an injured ally back on their feet (or foot, depending), while also providing a useful source of medical advice. </em></p><p><em>Schnee has a professional interesting in the health of the citizens of Wittgendorf, as she has heard rumours of a strange malaise that has struck the village, and might even be convinced to join the Characters in travelling there. If not, she can provide a little background on Wittgendorf, based on the rumours she has heard, which may help Characters to prepare for their visit — after all, once they arrive in Wittgendorf, the party will likely be detained there until the end of the adventure.</em></p><p><em>Early in the adventure, you might like to have Schnee mention treating an unfortunate young scholar by the name of @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann} for a wasting disease, at some village early in his @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.fXyDc5vrtm7tzDhx]{journey south}. It can be easy for Characters to loose track of Ernst in the midst of other</em></p></blockquote>"
				},
				"Wizards": {
					"name": "Wizards",
					"text": "<p>In the parts of the Empire, becoming a wizard is a respectable, even military vocation, not unlike becoming a litigant or physician. However, this respect is tempered by a not insubstantial amount of fear, especially in the smaller towns and villages of the Empire.</p><p>Journeying wizards, or those living in remote areas, may operate more or less independently, but they are still supervised from time to time by their College, which sends out experienced wizards to assess them. In the larger towns and cities, this assessment is continuous, as the Colleges maintain a presence in most sizable settlements. This constant assessment can chafe, but as the alternative may involve a visit from a Witch Hunter, most wizards tolerate it.</p><p>Like their fellow professionals, senior wizards are not generally encountered in the streets. An appointment, preferably with a letter of introduction, is necessary to see them, or they may occasionally be encountered at a guild function or a society event. Apprentice wizards are more likely to be encountered, and are often more approachable, though they are still uncommon given the rarity of magical talent. An apprentice wizard, chafing under their master’s boot, can make a good replacement Character if a member of the party as met with an untimely end. </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-dotr/assets/actors/eusapia.webp\" width=\"267\" height=\"281\" /></div><p style=\"text-align:center\">@UUID[Actor.5y0HNZkm3anFiGY2]{Eusapia Balacañon}</p><section class=\"hook\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\">Torn Between Worlds</h3><p>As a licensed master wizard, @UUID[Actor.5y0HNZkm3anFiGY2]{Balacañon} is expected to remain unencumbered by the concerns of politics and appearance. As a master shaman, this goes one step further with the expectation that Balacañon would forego the comforts of Empire society almost entirely. @UUID[Actor.5y0HNZkm3anFiGY2]{Lady Eusapia}, however, formally disagrees with these mandates, and has other designs. To this end, Balacañon is looking for agents to stage a rather elaborate farce: breaking into a noble party, and unleashing magically controlled beasts that she will just happen to be in the right place, in the right circumstances, to avert disaster! But her planning has gone awry, and as the Characters move to act, she learns that a very special, high ranking official from the Colleges is also in attendance… No one has time to tell the Characters, however.</p></section><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Shadow Cast: A Beastly Affair</em></h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-dotr/assets/misc/shadow-cast.webp\" width=\"75\" height=\"75\" /></div><p><em>@UUID[Actor.5y0HNZkm3anFiGY2]{Eusapia} is a wizard of no mean skill, but she was almost laid low when she was attacked by an unusually talented Human wizard and some Beastmen during one of her meditative treks into @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.UqeZNqbpV8uocCUN]{The Reikwald}. While she escaped with her life, Eusapia has made it her business to investigate this group, who she now knows to be @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{The Red Crown}. She has a good deal of information about the cult, and can fill players in on their activities, including the fact that at least one of the cult's agents operates near Grissenwald...</em></p></blockquote>"
				}
			}
		}
	}
}