{
	"label": "Journals (Empire in Ruins)",
	"folders": {
		"Adventure": "Adventure",
		"Companion": "Companion"
	},
	"entries": {
		"The Place of Shining Rock": {
			"name": "The Place of Shining Rock",
			"pages": {
				"The Place of Shining Rock": {
					"name": "The Place of Shining Rock",
					"text": "<p>On the road to Middenheim, about 50 miles from the city, there is a remote shrine known as the Place of Shining Rock. Unusually, it is sacred to both Ulric and Sigmar, and the two cults coexist here peacefully, as they have done for thousands of years.</p><p>The Place of Shining Rock features in <strong>Empire in Ruins</strong> (@UUID[JournalEntry.7w2yyQTWCPXye9DS]{chapter 3}), as the Characters attend a meeting between delegations from Altdorf and Middenheim. This chapter presents more detailed information on the shrine, along with some ideas that can be used to add complication to the events, or give Characters reason to return to the shrine at a later time.</p><p>These events serve to underscore the differences of opinion between the most stringent and outspoken Sigmarites and Ulricans, and can serve to underline this conflict. Conversely, the shrine is also a place of union between the two Gods. Spending time here may help to remind Characters who are strongly partisan towards one god or the other that compromise between the two faiths is an ideal worth striving towards.</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/pilgrims-path.webp\" /></div>"
				},
				"Reaching the Shrine": {
					"name": "Reaching the Shrine",
					"text": "<p>The Characters will visit the shrine during the events of <strong>Empire in Ruins</strong>, as delegations from Altdorf and Middenheim meet in an attempt to calm rising tensions between Ulrican and Sigmarite factions. However, during <strong>Power Behind the Throne</strong> they will also pass the site on their way to Middenheim, and it may help to add to the sense of gravitas the site enjoys if the Characters are already familiar with it before <strong>Empire in Ruins</strong>.</p><p>Any time that the Characters are travelling between Middenheim and Altdorf, they will pass by the road that leads to the Place of Shining Rock. Unless they have a reason to go there, though, they will probably overlook the place — they do have an Empire to save, after all. Here are a few possible ways to weave a visit to the shrine into the plot of the adventure, especially if you would like the Characters to visit it before <strong>Empire in Ruins</strong>.</p><h3>Just Passing By</h3><p>The Characters will have to travel between Altdorf and Middenheim at least once in the course of the campaign, which will take them past the side-road that leads to the shrine. If the party includes devout followers of Sigmar and/or Ulric, they may decide to visit, pay their respects, and pray — especially if one or more Characters has received Sin Points from either deity.</p><h3>A Research Mission</h3><p>By now, the Characters will no doubt be aware of the broad outlines of the doctrinal differences that have led to the growing conflict between the cults of Sigmar and Ulric. They may have learned part of the story from the scholar-monk @UUID[Compendium.wfrp4e-dotr.actors.bUxA8zyayMarTXP7]{Father Marcus} in @UUID[Compendium.wfrp4e-dotr.journals.fzxPnClojPBcpfmA]{‘Vengeance of the Gravelord,’} or they may have picked up bits and pieces along the way.</p><p>They will probably have heard, as well, that Sigmarite and Ulrican scholars are combing through ancient records and later works of theology in the hope of finding an underlying truth upon which both sides can agree, and which can provide a basis for peace. As a shrine sacred to both gods, the Place of Shining Rock will be of great interest to these theologians.</p><p>In the course of their adventures, the Characters have become acquainted with one or more distinguished theologians. Sigmarites might be monks from @UUID[Compendium.wfrp4e-dotr.actors.bUxA8zyayMarTXP7]{Father Marcus’s} monastery near Dunkelberg, or from the other renowned monastery at Priestlichheim, or scholars from the Department of Theology at the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.OiAVm63T9JEFsVfR]{University of Altdorf}. Their Ulrican counterparts will almost certainly be from Middenheim’s @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.PJSTe8IXwh6oy78t]{Collegium Theologica}.</p><p>Whatever their faith and wherever they come from, these scholars will need an escort on the dangerous highway through the Drak Wald, and although they expect that their research in the shrine’s archives will go smoothly and quickly, who is to say what they will find once they get there?</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/items/relics-of-bone.webp\" width=\"278\" height=\"143\" /></div><h3>The Relic</h3><p>The Characters are approached by priests of both religions, and asked to bring one chest of Ulrican relics and one chest of Sigmarite relics to the Place of Shining Rock, along with a sufficient cash donation to permit the expansion of the existing buildings and the construction of a new reliquary chapel. The priests’ aim is to promote peace between the two faiths by raising the profile of their shared holy place, highlighting its spiritual importance, and turning this sacred site into a popular destination for pilgrims.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Relics and Miracle</em></h3><p><em>When using holy relics in a game, as the GM, you should take some time to design them. Every relic needs a form, a backstory, and specific effects, while the most powerful can require almost as much detail as an NPC, reflecting the aspects of their deity’s personality and interests that are channelled through them into the world. Like enchanted items and other supernatural objects, powerful relics are extremely rare in the Old World — but of course, there is no shortage of charlatans and other enterprising types who will be only too happy to sell a lock of Sigmar’s hair, a vial of Shallya’s tears, or a tooth lost by Ulric while fighting Daemons in the form of a wolf.</em></p><p><em>When a relic is genuine, it should have some supernatural effects that are in keeping with its patron’s personality and with a level of power appropriate for its size, form, and degree of sanctity. As GM, you have complete freedom to design relics according to the needs of your campaign, but here are a few ideas to help get you started.</em></p><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>For Grognards: A Stolen Shard</em></h3><p><em>In @UUID[Compendium.wfrp4e-dotr.journals.fzxPnClojPBcpfmA]{‘Vengeance of the Gravelord’} in the <strong>Death on the Reik Companion</strong>, the Characters encountered @UUID[Compendium.wfrp4e-dotr.actors.bUxA8zyayMarTXP7]{Father Marcus}, a scholar-monk whom @UUID[Actor.r4AUsjsfOL9HW8lO]{Harald Gräber}, the necromancer, tried to assassinate. In the original ‘Carrion Up the Reik’, Father Marcus revealed to the Characters that he had spent some of his time as a novice serving at the shrine, and when he left he took a tiny shard of the stone with him . As time went on he felt more and more guilty about it, and resolved to make a pilgrimage to return the shard to its rightful place. However, he was prevented from doing so by pressing concerns elsewhere, and asked the Characters to return the shard for him.</em></p><p><em>If you are reading this before you have run <strong>Power Behind the Throne</strong>, @UUID[Compendium.wfrp4e-dotr.actors.bUxA8zyayMarTXP7]{Father Marcus} could give the Characters this little quest while they are travelling together on the river. The Characters might stop off on their way to Middenheim during <strong>Power Behind the Throne</strong>, although they will probably not want to delay their journey. They might tell themselves that they will keep their promise to the kindly old monk on their way back to Altdorf — which, of course, would be in <strong>Empire in Ruins</strong>.</em></p><p><em>Of course, there is always the chance that @UUID[Compendium.wfrp4e-dotr.actors.bUxA8zyayMarTXP7]{Father Marcus} survived the Gravelord’s attack on the Characters’ boat, and their paths crossed at some other point in the campaign. So long as the Characters’ immediate travel plans will take them along the Altdorf to Middenheim road, he can still ask them for the same favour. Even if Father Marcus is dead, the Characters might run into his two subordinates, @UUID[Actor.tCDLCDRYyPyNkFzB]{Brother Martin} or @UUID[Actor.8xYAPlRLgbNOq519]{Brother Rolf}, who tell them of the good Father’s dying wish that the shard be returned to its rightful place.</em></p></blockquote><p>Of course, there are those who want to prevent this from happening. Some fanatics, when they hear of the plan, will stop at nothing to seize the relics, intending to take those of their own god to a suitable, unshared temple. The relics of the rival deity are regarded as heretical and must be destroyed. Bandits will be happy to relieve the Characters of the cash donation, and will probably find some sale value in the relics as well. They may pretend to be followers of one deity or the other in order to disarm the Characters’ suspicions and get close enough to attack.</p><p>The relics themselves are secured in stout chests and protected by multiple locks. They may be genuine, and may even have some religious power (see <strong>Relics of Note</strong>). More likely, they will be fakes: harmless bones and other objects that have become associated with a particular legend from the lore of one of the gods, but which are, in fact, completely mundane and unrelated.</p><p>Some relics are deliberate fakes, while others may have been given to a temple in the honest belief that they are genuine. Worst of all, the relics may actually be artefacts of Chaos, and the priests who approached the Characters may be cultists in disguise. Upon reaching the shrine and opening the chests, the Characters may find themselves faced with Warpstone that bathes them all in deadly radiation, or Daemons cast into the forms of ancient objects — a form that will be dispelled by the holy ground of the shrine.</p><h4>The Aura of Sanctity</h4><p>Some relics give off an aura that can be felt by those with Second Sight. It confers one or more Talents on any Character holding it, provided they are followers of the same deity. Suitable Talents include @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Bless}, @UUID[Compendium.wfrp4e-core.items.x8g3U68oi8XzWiYr]{Commanding Presence} (vs followers of the same deity), @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless} (vs followers of Chaos or a rival deity), @UUID[Compendium.wfrp4e-core.items.mqo51ORnxijcqNNu]{Frightening} (vs followers of Chaos or a rival deity), @UUID[Compendium.wfrp4e-core.items.RyxOZqcBNZ7Zw721]{Holy Hatred}, @UUID[Compendium.wfrp4e-core.items.Nj3tC8A5fZ3zEdMR]{Holy Visions}, @UUID[Compendium.wfrp4e-core.items.oGbDwnLOn3isPJpO]{Impassioned Zeal}, @UUID[Compendium.wfrp4e-core.items.WCXnFSV4WOSmzzc4]{Inspiring}, @UUID[Compendium.wfrp4e-core.items.voV0C2ar1bKpcpnH]{Invoke}, @UUID[Compendium.wfrp4e-core.items.wNvPXAhlKABl6hpk]{Pure Soul}, @UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted}, @UUID[Compendium.wfrp4e-core.items.Ywo6fZNPC4zbHHSQ]{Strong-minded}, or any other Talent that seems appropriate to the relic’s form and the deity’s interests.</p><h4>The Power of Prayer</h4><p>A relic can empower its wielder’s prayers, adding 1–3 SLs to the result of any Pray Test to the deity in question. Rolls on the @Table[wrath]{Wrath of the Gods Table} have a modifier between –10 and –30: a result of zero or less means that the Wrath of the Gods has been avoided.</p><h4>Signs of Favour</h4><p>When a Pray Test for a Miracle is successful, the Character gains a Blessing of the patron deity (GM’s choice) in addition to the Miracle they sought. If the Test is a Critical success, two Blessings are gained.</p><section class=\"hook no-image\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\">Relics of Note</h3><h4>The Skull of Englebrecht the Wise</h4><p>Englebrecht the Wise was a scholar of Sigmar who died in 1450 IC. A devout worshipper and acomplished scholar, Englebrecht spend much of his life in a small monastry near Desidorf, compiling notes on the various histories of Sigmar, writing theological missives, and caring for a small collection of chickens. Englebrecht eventually died when a candle he was writing by tipped over, burning down much of the monastry. The only surviving artefacts from Englebrechts room were his skull, miraculously unmarred by the flames, and his final writings. Though a minor figure in the church, Englebrecht's skull is nevertheless a holy object. Anyone possessing the skull is immune to the @Condition[Ablaze] condition.</p><h4>The Axehead of Margritte</h4><p>A warrior priest of Ulric, Margritte died in Brettonia during one of the many campaigns the Empire has fought there. The axehead is all that remains of her weapon, shattered upon the enchanted armour of a grail knight. Though now ruined, the fragmets of the axehead carry a potent mote of Margritte's unwavering faith in Ulric. Anyone bearing even a piece of Margritte's axe adds +1 to the damage of any axe they weild.</p><h4>Shard of the Shining Rock</h4><p>A tiny fragment blasphemously removed from the relic of Shining Rock, this piece of black obsidian has now power of its own. However, should it be returned to the shrine by a devotee of either Sigmar or Ulric, that person may remove any Sin Points they have currently accumulated. If they have no Sin Points, they may instead add the @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Blessed} Talent to their current career.</p></section><h3>The Priests' Quarters</h3><p>This low, plain building accommodates the shrine’s complement of a dozen priests: six from each faith. Unusually, the Place of Shining Rock does not have any guest accommodation. Visitors are encouraged to pray in the shrine, leave a donation, and continue their journey. The priests have no objection to visitors pitching tents in the clearing for a night or two, but anyone planning on staying longer will arouse their suspicions. The shrine is a simple one, and there is nothing much to do here once one has prayed and donated.</p><h4>The Hall</h4><p>Double doors open onto a common hall and refectory. It is plainly furnished with two long, wooden tables flanked by benches.</p><p>The room is so plain that it is austere and looks unfinished. Apart from a simple carved frieze around the top of the wall, decorated with alternating symbols of Ulric and Sigmar, everything is undecorated plaster and wood. A successful <strong>Charm</strong> Test may convince a Sigmarite priest to confess — privately, and not within the hearing of any other priest — that the lavish decoration found in other buildings associated with Sigmar’s worship has been neglected because the Sigmarites do not want to give the Ulricans any cause to echo the common northern sentiment that Reiklanders are all soft southern fops.</p><p>An Ulrican priest, asked the same question, will reveal (again, privately) that the priests of the White Wolf are more than usually ascetic here, because they feel the need to represent northern toughness in front of the Sigmarites.</p><h4>The Dormitories</h4><p>To either side of the main hall is a door marked, respectively, with the hammer of Sigmar and the wolf ’s-head of Ulric. Each door leads to a dormitory accommodating six priests. These rooms are slightly more relaxed in their décor: the Ulrican dormitory is plain but comfortable; the Sigmarite counterpart is decorated tastefully, but not too lavishly.</p><h4>The Kitchen and Stores</h4><p>At the back of the main hall is a simple kitchen and store-room where meals are prepared and foodstuffs are stored.</p>"
				},
				"The Shrine": {
					"name": "The Shrine",
					"text": "<p>As the Altdorf to Middenheim road winds through the forest between Kutenholz and the <em>Forest Hearth</em> Inn, there is a clear side-turning marked by a large, white boulder. The wolf ’s-head symbol of Ulric is carved on one side of the boulder; Sigmar’s hammer is carved on the other. Both carvings are defaced as though someone has swung at them several times with a hammer or mace.</p><p>Any Dwarf, or anyone who makes a successful <strong>Trade (Stonemason)</strong> Test, can tell that the damage is recent and no more than a week old. It looks like a regrettable sign of the times.</p><p>Half a mile down the turning is an open area of flattish rocky ground, just over an acre in extent. A simple yet elegant building stands in the middle of the clearing. It is larger than a normal wayside shrine, and not unlike the temples typically found in larger villages: about 40-ft long with small and clearly symbolic crenellations and a low tower at one end. A narrow river runs along one side of the clearing, and the dense forest continues beyond it. The priests’ house stands at the edge of the clearing next to the river, about 70 yd from the shrine itself. This well kept building is smaller, lower and more functional, with shuttered windows.</p><section class=\"hook no-image\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\">The Legend of Shining Rock</h3><p>The shrine is built on the site where the god (either Ulric or Sigmar, depending on the faith of the source) had paused to rest after a battle against the forces of Chaos but was ambushed.</p><p>In both versions of the legend, the god was weaponless. In the Sigmarite myth, the battle took place before Sigmar received Ghal Maraz from Kurgan Ironbeard, and his sword had shattered against the armour of the last Champion of Chaos he killed. In the Ulrican version, the god had been fighting in wolf form, chasing down the minions of Chaos who had stolen his great axe Blitzbeil.</p><p>In both tales, the god picked up a strange, glittering rock to shield himself from his attackers. One of their blows shattered part of it into a long sharp shard and, using it as a sword, he killed five hundred of his enemies before they fled.</p><p>The legend is well-known, and any Character who makes an Easy (+40) Lore (Theology) Test will recall its broad outlines. Sigmarite Characters will have heard a version where their patron deity is the hero, and Ulricans will know a version that casts the wolf-god in the same role.</p><p>Everyone knows that two versions of the legend exist. Ulricans claim that their version is older, and that the tale was co-opted by Sigmarite Reiklanders after the first Emperor was deified. Sigmarite doctrine maintains that their version is the authentic one, but a few will concede that he might have had Ulric’s help in the battle — in the form of supernatural aid, though, and not in person.</p></section><h3>Inside the Shrine</h3><p>The interior of the shrine is dominated by a long, thin outcrop of pale rock, which glitters and glistens in the light of two dozen large lamps that hang from the ceiling. The lamps’ brass bodies are marked with the alternating signs of the wolf ’s head and the twin-tailed comet, and the imagery of Sigmar and Ulric alternates in a similar fashion throughout.</p><p>There are no pews or prayer-stools in the shrine: the floor is clean but completely bare. Any of the attending priests can explain that this is because the Sigmarite way is to stand or kneel on bare stone, so they did not require pews; the Ulricans, not wanting to appear softer or less devoted, also eschewed their customary use of pews.</p><p>At the far end of the shrine, the ceiling rises in an octagonal tower. Beneath the centre of the tower is the highest part of the rock outcrop, which stands about 3 ft above floor level. A sharp break indicates where, according to the legends of both faiths, the god snapped a piece off the outcrop to defend himself.</p><p>An impressive statue of Ulric, depicted holding a shard of rock, stands against the back wall . As in most of Ulric’s temples, an eternal flame burns in a circular stone fire-pit in front of the statue. On entering the shrine, the sound of the flame flickering is audible, whilst the smell of the fire lingers and the temperature drops significantly.</p><p>An altar to Sigmar stands in the south-eastern part of this area, positioned so that worshippers facing it are looking in the direction of Karaz-a-Karak, the Dwarven citadel where, it is believed, Sigmar went on his last journey as a mortal. This alignment is common in Sigmarite temples, especially older ones.</p><p>Interior walls separate the public area of the shrine from two robing rooms: one for Sigmarite priests; the other for Ulrican priests. Beneath each is a small underground treasury, reached by a steep stone staircase under a trapdoor, where offerings and valuable ritual equipment are kept.</p>"
				},
				"The Priests": {
					"name": "The Priests",
					"text": "<p>As mentioned already, the Place of Shining Rock is attended by priests of two faiths, making it almost unique in the Empire. Father @UUID[Actor.duKcRY7UmhR3swxc]{Gregor Braun} leads the priests of Sigmar. High priest Wolf-born @UUID[Actor.S9ldSbUY7DwfHtUW]{Fernand Wagner} commands those of Ulric. The priests are divided into three shifts, each consisting of two priests from each faith: while one shift prays in the chapel, another sleeps, and the third keeps a lookout for trouble from the forest — detaching two members to cook and serve meals as necessary. The shifts change every eight hours — this way the shrine is attended day and night.</p>\n<p>The Place of Shining Rock is seen as a hard posting, with few luxuries. Only the most devout from either faith volunteer to serve there, either to test their devotion or to uphold the One True Faith in the face of the other cult. Despite the rivalry, there is seldom any conflict between the two contingents. The shrine is so unique in the Empire’s religious fabric that any kind of bad behaviour would embarrass one cult in front of its arch-rival, and bring down the wrath of the cult’s leaders upon the offender.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/gregor-braun.webp\" width=\"233\" height=\"217\" /></div>\n<p style=\"text-align:center\">@UUID[Actor.duKcRY7UmhR3swxc]{Gregor Braun}</p>\n<p style=\"text-align:center\">@UUID[Actor.4Kl4lEvEK2gLocBo]{Silvie Unterfaut}</p>\n<div class=\"journal-image centered\" style=\"text-align:center\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/fernand-wagner.webp\" width=\"236\" height=\"277\" /></div>\n<p style=\"text-align:center\">@UUID[Actor.S9ldSbUY7DwfHtUW]{Fernand Wagner}</p>\n<p style=\"text-align:center\">@UUID[Actor.fDTf37MCOXU1FhVB]{Manfred Ulricson}</p>\n<h3>Return to Shining Rock</h3>\n<div style=\"display:flex;justify-content:center\"><img style=\"border:none;margin-right:-30px\" src=\"modules/wfrp4e-empire-ruins/assets/actors/martin.webp\" width=\"189\" height=\"262\" /> <img style=\"border:none;margin-top:-40px\" src=\"modules/wfrp4e-empire-ruins/assets/actors/rolf.webp\" width=\"135\" height=\"259\" /></div>\n<p>Having first met them on a barge headed towards Altdorf, it is likely that the head of their monastry, @UUID[Compendium.wfrp4e-dotr.actors.bUxA8zyayMarTXP7]{Father Marcus}, has perished. Indeed, one of the Brothers may even have joined him. The survivor, or hopefully survivors, are intent on preserving the reputation of the later head of their monastry, and so were shocked to discover that he had in his possessions a piece of relic at Shining Rock.</p>\n<p>Discrete inqueries have demonstrated that @UUID[Compendium.wfrp4e-dotr.actors.bUxA8zyayMarTXP7]{Father Marcus} had no right to the relic, and the implication that he may have damaged it in the course of stealing a shard is deeply troubling. They have resovled to keep this piece of information to themselves, and seek to return the shard to Shining Rock. If he is still alive, Father Marcus will have come to the conclusion that the shard must be returned as well.</p>\n<p>Unfortunately, neighter have good reason to travel to Shining Rock — certainly not in an official capacity. They are desperete to see the Shard returned, and will engage the Characters to help them in doing so. Thoguh neither is wealthy — and stealing as cult funds would only make spiritual matters even worse — they can offer only a single gold crown as payment. However, they assure the Characters that the spiritual rewards, in stark contrast to the meagre worldly ones, will be immesureable.</p>"
				},
				"Adventure Ideas": {
					"name": "Adventure Ideas",
					"text": "<p>In a time of conflict between the Empire’s two most powerful religions, the unique shrine at the Place of Shining Rock takes on an even greater significance. A wide range of people can be encountered here, and the highly-charged religious and political significance of the place means that almost any encounter can turn dangerous very quickly.</p><h3>The One True Faith</h3><p>In more peaceful times, the Place of Shining Rock is a symbol of peace and coexistence between the faiths of Sigmar and Ulric, with religious differences amounting to no more than good-natured banter. With the Empire on the brink of civil war, though, things are different.</p><p>A mob of fanatics invades the shrine, intent on slaughtering the priests of the rival faith and destroying all the statues, altars, and other signs of that faith’s existence. The mob might be Ulricans led by @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.v89vatY0D7lynlCA]{Sons of Ulric} or even by @UUID[Compendium.wfrp4e-middenheim.journals.nzsWxG9db2fdGjZM.JournalEntryPage.0sKLAqTMd6KMG9zw]{Wolf-kin} or Sigmarites led by flagellants, warrior priests, or even witch hunters. Anyone who resists, regardless of the faith they profess, is decried by the mob’s leaders as a heretic or an apostate, and runs a significant risk of being torn to pieces. Anyone who fails to join in with loud and enthusiastic cries of devotion runs a risk themselves — only slightly less — of being punished for their lack of zeal by being beaten unconscious and having their possessions seized by the mob’s leaders.</p><p>Use the @UUID[Actor.xyTpRk92mTGA9QOh]{profile} found in <strong>Empire in Ruins</strong> to represent these fantastics. The mob’s leaders will be in the upper two levels of their careers, and will have Talents reflecting their fanaticism and ability to stir up a mob: @UUID[Compendium.wfrp4e-core.items.x8g3U68oi8XzWiYr]{Commanding Presence}, @UUID[Compendium.wfrp4e-core.items.aE3pyW20Orvdjzj0]{Hatred (the other faith)}, @UUID[Compendium.wfrp4e-core.items.RyxOZqcBNZ7Zw721]{Holy Hatred}, @UUID[Compendium.wfrp4e-core.items.oGbDwnLOn3isPJpO]{Impassioned Zeal}, @UUID[Compendium.wfrp4e-core.items.WCXnFSV4WOSmzzc4]{Inspiring}, and @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker} are all useful.</p><p>The Characters can respond to the appearance of a mob in various ways, depending on their skills and preferences. The situation could turn into a defence of the shrine and its clearing, with the Characters leading a motley force of priests, monks, and visiting pilgrims against the howling mob.</p><p>More cerebral parties might try to defuse tensions before things turn violent, making opposed Charm Tests with the mob’s leaders in the hope of calming things down —or just playing for time until help arrives in the form of a noble visitor and his escort whom the priests are expecting. This visitor might even be the @UUID[Actor.6vITnrER3XMTsMGS]{Grand Theogonist} himself, and his escort of templars will be sufficient to even the odds. Players who take this option should be prepared to roleplay their speeches and arguments, and you should apply modifiers to their Tests based on how eloquently they have spoken.</p><p>If everything goes horribly wrong and both the shrine and the Characters appear to be doomed, there is always the possibility of divine intervention. Everyone in the mob will be accumulating Sin Points with every action, and if their leaders try making Pray Tests they may well incur the @Table[wrath]{Wrath of the Gods}. More spectacular interventions, even at a shrine like this one, are not common in the Old World, and should be used with great restraint. If possible, they should look like accidents or chance happenings, but the Characters to whom they happen — especially if they are devout — should be left wondering whether the hand of a deity was involved.</p><p>To make a volatile situation even worse, a mob of fanatics from the opposing religion might arrive at the same time, or shortly thereafter.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/spot-hammer-book.webp\" width=\"168\" height=\"385\" /></div><h3>Let there be Peace</h3><p>More peaceful, but equally inconvenient, might be a wandering mob of peace-seeking pilgrims who have decided to stay at the Place of Shining Rock, praying continuously to both gods until they intervene and resolve the crisis. While their intentions are good, they quickly turn the clearing around the shrine into a muddy quagmire with insufficient sanitation and rampant disease. The notes on the camp in @UUID[JournalEntry.7w2yyQTWCPXye9DS]{Chapter 3, ‘Journey to Shining Rock’ } will be useful in this scenario.</p><p>These wandering idealists take over the shrine, politely but firmly refusing entry to the attending priests unless they adopt the agenda of round-the-clock prayer and song themselves. Anyone else who attempts to enter — be they penniless pilgrims or Elector Counts — suffer the same treatment. The cause of peace recognises no authority higher than their own self-imposed mission, and while they themselves are peaceful, impatient troops could quickly turn the scene into a bloodbath. The Characters will have to exercise restraint and diplomacy to prevent a massacre here — a massacre which, perhaps, has been intended all along by certain cultists who have infiltrated the group.</p><h3>In Boca Lupo</h3><p>A @UUID[Actor.wDdApBY2jNIsOrnx]{White Wolf} has recently been spotted near the Shrine, leaving almost everyone a touch nervous. Most see the wolf as more or less what it appears to be — a particularly large and likely dangerous wolf. Even the Ulricans are concerned, as while the White Wolf is sacred to Ulric and sometimes seen as protectors, they are more often aggressors, representatives of the harsher nature of the God of War, Winter and Wolves.</p><p>The slaying of such a beast is a religious experience in its own right, and a recent influx of hopeful young pilgrims has arrived hoping to win temporal fame and spiritual favour. In particular, an uncommon pilgrimage of Tilean worshippers of Ulric has arrived, desperete to slay the beast. Unfortunately for them, the creature has proven difficult to track and even more difficult to slay, and already a handful of hopeful hunters have vanished in the forests surrounding the shrine.</p><p>There are varying opinions as to what should be done. The Sigmarites would like the beast killed or driven off. A few of the Ulricans would like it left alone — they see it’s presence at the Shrine as either divine, or perhaps more cynically, as a good draw for pilgrims once word gets around.</p><p>Others would like to hunt it for themselves, and while long tradition says they should stalk the beast alone, most are not above paying for a little help — even more so once the disappearances start to mount. Of course, should a Character slay the beast then the honour and blessing of Ulric would fall upon them, along with the right to wear the pelt of a white wolf openly. An invitation to join a knightly order, especially the Order of the White Wolf, is certain to follow.-</p><p>@UUID[Actor.wDdApBY2jNIsOrnx]{Skarr - The White Wolf of Shining Rock}</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/white-wolf.webp\" width=\"282\" height=\"248\" /></div>"
				}
			}
		},
		"Altdorf in Chaos": {
			"name": "Altdorf in Chaos",
			"pages": {
				"Altdorf in Chaos": {
					"name": "Altdorf in Chaos",
					"text": "<blockquote class=\"sidebar\">\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/tzeentch.webp\" width=\"152\" height=\"176\" /></div>\n<h3 class=\"no-toc\" style=\"text-align:center\"><em>Changing Times</em></h3>\n<p><em>@UUID[Actor.BUUxBxaUaB6CNjA2]{Sheeragetru} has had one eye upon Altdorf for an age, knowing by the twisted threads of fate that this festering monument to human hubris would be its place of glorious liberation. Sheeragetru would have it no other way, for it will bring great pleasure to remake the spiritual home of Sigmar, who imprisoned the daemon so long ago.</em></p>\n<p><em>The maddening gaze of a Lord of Change has influenced the city down through the years, with many of Altdorf ’s more sensitive citizens feeling the presence of the daemon close by. In recent months this unsettling influence has moved from the dreams of artists and poets into physical reality, and as the 8th of Brauzeit draws closer the scale and frequency of unusual phenomena will only increase.</em></p>\n<p><em>This chapter provides a selection of unusual events that players might experience during their time in Altdorf. Some are unsettling, some are informative, a few are quite dangerous, and a few simply bizarre. These events serve to underline the reality-shaking events that may come should the Characters fail, and can be deployed any time they are in the city.</em></p>\n<p><em>These events may also be used anywhere the influence of Chaos might be felt, and several would make good jumping off points for other adventures.</em></p>\n</blockquote>\n<div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/altdorf.webp\" /></div>"
				},
				"The Prophecy": {
					"name": "The Prophecy",
					"text": "<p>By this stage in the campaign, it is clear that the Empire’s veneer of unity, order, and civilisation is starting to crack. Even so, there are plenty of people who still believe in the Empire and refuse to acknowledge that anything is wrong. They ignore the growing unrest, the worrying news from all parts of the Empire, and the stories of Ratmen and Chaos-worshippers, and go to considerable lengths to explain such things away as perfectly normal events blown out of proportion, or deride them as ‘falsities and fearmongering’ promulgated by treasonous sorts with their own ineffable and unworthy agenda. Some even cast doubt upon the sanity of anyone who fears for the Empire’s future.</p><p>The Empire’s street-corner prophets are increasing in number and their rhetoric is becoming more deranged with every passing day, which makes it easy for the skeptics to write off anyone else’s concerns. These individuals are especially common in Altdorf at present, where they are spreading an extensive prophecy.</p><h4>Hearing the Prophecy</h4><p>It is unlikely the Characters will ever hear the entire prophecy all at one time. Instead, they might hear a piece here and a piece there. With a little imagination, it is possible to find many different ways for the prophecy to haunt the Characters and play on their nerves.</p><ul><li><p>Street-corner prophets may include part of the prophecy in their ravings, only to be hauled away by the authorities for causing a disturbance before they deliver more than a couple of lines.</p></li><li><p>Fragments may be daubed on walls, or found on scraps of torn parchment in the homes of suspects and cultists.</p></li><li><p>Garbled lines might haunt a Character’s troubled dreams.</p></li><li><p>An overheard conversation might include a few words, perhaps in a voice far different from the voices of the speakers.</p></li><li><p>A dying mutant might gasp out a few more before expiring, or they might echo strangely from the void as a slain Daemon returns to the Realm of Chaos.</p></li><li><p>The Characters happen upon a ragged figure squatting in the street. They drop a handful of bones on the ground, stare at them, scrawl some symbols in the dust, and repeat the process. As the Characters approach, their face twists in a spasm of horror as they launch themself at a Character of your choice. They clutch the Character by the shoulders and scream the prophecy into their face before running wildly off into the passing crowds.</p></li><li><p>In the midst of conducting a ritual, a priest might suddenly develop a glassy stare and intone a phrase or two in a voice of unnatural depth and resonance before collapsing. When the priest comes to their senses, they remember nothing other than feeling immensely cold.</p></li></ul><section class=\"hook no-image\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\">Stranger Prophecies</h3><h4>Familiar Fortellings</h4><p>‘I see Darkness Gathering as the Last House of Joy Falls — beware, for Shadows Over Bögenhafen stir! Then Beloved Morr, resplendent in Vestments of Green, stands astride Sigmar’s Great River. Yea, I see Death on the Reik and I despair! For then the Stained Hand guides the Once Mighty Lord, and this Power Behind the Throne curses us all. Lo, the Horned Rat then claims the Broken King atop his Throne of Lies, and the White Walls Fall, leaving our Empire in Ruins! Tremble in fear, ye mighty, for the End Times have come.’</p><p>The Characters remember this scene from their earliest visit to Altdorf during @UUID[Compendium.wfrp4e-eis.journals.IjGUv51IPhj79Wxt.JournalEntryPage.MN27O2tN0lSOkvgm]{Manic Street Preacher}. They may be surprised to hear the same words spoken again from different mouths; it is useful to remind them of this particular prophecy at this point, should it have spilled their minds.</p><h4>Gideon’s Guile</h4><p>'A man bearing a false name travels the Empire, and many welcome him who should not. A hand strikes in the darkness, purple-shadowed. A crown drips blood, red with gore. A castle falls, that fell generations ago. Rats gnaw, and steal, and pray to the moon. A man’s face is stolen many, many times. The wolf eats the hammer, and chokes on its prey. The beasts in the forest awake and are hungry. Those outside will come inside, and those within shall surely perish if they do. Yet there are those inside who aid those outside, and many enemies are within!’</p><h4>The End Times</h4><p>‘Trust not your neighbour, for he may not be your neighbour! Fear the stranger, for stranger things are coming! Take the hammer from the wolf’s jaws and repair the walls and roof, for the storm is coming! Hold the hammer fast, keep the wolf close, and fight the darkness together!</p><p>The Changer of the Ways doth sit upon the Imperial throne! The Enemy is Within!’</p></section><blockquote class=\"sidebar\"><div class=\"journal-image float-right flip\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/grognard1.webp\" width=\"100\" height=\"100\" /></div><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>For Grognards: A Portent of Doom</em></h3><p><em>Veterans of the first edition <strong>Enemy Within</strong> campaign may have heard a prophecy very much like this one when they visited Middenheim in <strong>Power Behind the Throne</strong>. In this version, a few details have been changed in the interests of consistency with the Director’s Cut version.</em></p><p><em>You can change some of these details back if it will entertain the Players — or, better yet, confuse and worry them. If you feel the Characters have influenced things sufficiently, try to choose some words that reflect their own past choices and achievements. In particular, if they are wrestling with any particular issue, who to support for the claim to the Imperial Throne, the fate of Ghal Maraz and so on, try to pepper in some appropriately vague pronouncements.</em></p><p>Here are a few substitute (or additional) lines that refer to the first-edition campaign:</p><p style=\"margin-left:20px\">‘I see a great withering and putrefaction to the north, its miasma blowing down on the north wind to choke us all. Truly, Something is Rotten in Kislev!’</p><p style=\"margin-left:20px\">‘I see fire and slaughter sweeping the land! I see cities burning, and rivers afire! I see the Empire in Flames!’</p><p style=\"margin-left:20px\">‘I see graves yawning wide, and corpses marching! The Restless Dead shall enlighten us!’</p><p><em>Players who experienced the third-edition Enemy Within campaign might be treated to the following additional lines:</em></p><p style=\"margin-left:20px\">‘Beneath a black cowl are three faces, and no one knows the truth!’</p><p style=\"margin-left:20px\">‘Soldier, wizard, noble, hood — who is bad and who is good?’ <em>(this doggerel couplet might be effective if the Characters hear group of children chanting it in the course of some game)</em></p><p style=\"margin-left:20px\">‘The Enemy Below dims the sun! The beasts are loosed, and all is confusion!’</p><p style=\"margin-left:20px\">‘All march against the Enemy Without, but the city shall fall at the sound of a bell!’</p><p style=\"margin-left:20px\">‘Let the Hammer strike the Bell before the Bell strikes the hour, or Altdorf is lost!’</p><p style=\"margin-left:20px\">‘The Enemy Within is the Enemy Beyond, and madness shall bring victory!’</p></blockquote><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/agitators.webp\" /></div>"
				},
				"Wilder Magic": {
					"name": "Wilder Magic",
					"text": "<p>Magic and Chaos are closely intertwined — indeed, some go so far as to claim that they are identical. Be that as it may, magic can behave in unexpected ways when a spellcaster is in close proximity to a potent source of Chaos. While in Altdorf, or in any of the other nine locations that fall under the eye of Tzeentch after Ghal Maraz has been retrieved, you may substitute the @Table[wild-magic] table for the Miscast Tables in the <strong>WFRP</strong> rulebook.</p><p>All of this exciting and particularly mutable magical activity has not gone unnoticed. As well as terrifying wizards throughout the city, a pair of daemons have been drawn to Altdorf as gibbering moths to a flame.</p><h3>The Blue Scribes of Tzeentch</h3><p>These Daemons look very much like Blue Horrors, but are much more intelligent and powerful. It is said that Tzeentch created the two Daemons personally, named them P’tarix and Xirat’p, and tasked them with learning every spell in existence.</p><p>The Blue Scribes ride a Disc of Tzeentch through realms mortal and eternal, P’tarix scrawling frantically with a quill crafted from a Lord of Change’s pin-feather while Xirat’p reads the written words to check for mistakes, and in doing so, unleashing the spell’s power on any creature unfortunate enough to be nearby. The Characters, and especially any wizards, may notice them skulking about the city. This causes a great terror in any who witness them, but unusually most seem to forget about the horrors as soon as they are out of sight.</p><p>If left alone, they ignore mortals and, provided they are not studying spells when encountered, they are not especially dangerous. If they are threatened, Xirat’p starts reading at random from the accumulated scrolls, casting a random spell each round.</p><p>No profile is provided here, as the pair are inteded to reflect the magical chaos of Altdorf (and annoy any spell casters) rather than attack the Characters outright. However, if required you may treat the pair as Blue Horrors, with a shared Trait of @UUID[Compendium.wfrp4e-core.items.EO05HX7jql0g605A]{Fly (60)}, and the @UUID[Compendium.wfrp4e-empire-ruins.items.yc1z6Jq6fTlWjNKH]{Random Caster} and @UUID[Compendium.wfrp4e-empire-ruins.items.cT6rnVaMMgS1OC2o]{Spell Syphon} Traits as shown below. For more on the Blue Scribes see <strong>Winds of Magic</strong>.</p><p>@Table[wild-magic]</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/wild-magic.webp\" /></div>"
				},
				"A Touch of Chaos": {
					"name": "A Touch of Chaos",
					"text": "<p>There are few events as immediately indicative of the presence of Chaotic influence that then the manifestation of Daemons on a city street. As the day of reckoning draws closer this very thing happens with increasing frequency. Event as Colleges of Magic rush to investigate, more subtle works of Chaos exert their influence on the citizens of Altdorf.</p><div style=\"display:flex;justify-content:center\"><img style=\"border:none\" src=\"modules/wfrp4e-empire-ruins/assets/actors/blue-horror.webp\" width=\"136\" height=\"194\" /><img style=\"border:none\" src=\"modules/wfrp4e-empire-ruins/assets/actors/pink-horror.webp\" width=\"272\" height=\"241\" /></div><h3>The Body Thief</h3><p>As the Characters pass by, a townsperson or other minor NPC falls to the ground, clutching their head and screaming in agony. The thrashing body is hard to examine (–20 penalty to all related Tests), but shows no signs of any wounds or disease — until [[/br 1d10]] rounds later, when the unfortunate’s skin begins to split and peel back. A Daemon is struggling to free itself from the possessed body as if from a straitjacket. Roll on the following table to determine the nature of the Daemon:</p><p>@Table[body-thief]</p><p>Everyone seeing the horrible process must make a Fear Test based on the Daemon’s Fear rating.</p><p>The Daemon must make an Extended Agility Test (5 SLs) to free itself from its fleshy prison. Each remaining SL counts as one @Condition[Entangled] Condition. Once it is free, the Daemon attacks the nearest mortal creature.</p><h3>Marsie Wagnershoff Child of Chaos</h3><p>@UUID[Actor.tC4Etbl7Br01ayVB]{Marsie} is a baker’s daughter from @UUID[JournalEntry.ZeJj1Sg9PGwUgCbj.JournalEntryPage.aw43wUbMmf9SOaQv]{Diesdorf}, and has been in Altdorf for a few weeks now, having come seeking to better her lot. Things have not gone at all according to plan. Her mutation only struck in the last few days, but it has since quite understandably consumed her entire life. An horrific experience, her brain now gives spontaneous rise to a swarm of maggotty worms. They have eaten their way through her skull from the inside, devouring her hair, and have since squirmed ceaselessly about her scalp.</p><p>She has brushed, washed, and scraped them away, but always they return within minutes, painfully burrowing out from her skin. @UUID[Actor.tC4Etbl7Br01ayVB]{Marsie} is otherwise an innocent soul, and only wants to somehow survive and escape the city. She hopes to find a cure for her condition amongst the wise Hedgefolk of the countryside.</p><p>@UUID[Actor.tC4Etbl7Br01ayVB]{Marsie} does not answer questions. If conscious, she is interested only in escape and uses her powers freely to get away. This includes pushing people in the streets into @UUID[Compendium.wfrp4e-core.items.DrNUTPeodEgpWTnT]{Frenzy} to distract pursuers. If the characters capture the woman and render her unconscious, they still have an unconscious mutant to deal with. Even the Shallyans baulk at such a wretch, and the creature’s power would be very useful to cultists in the city and mutant raiders in the forests.</p><p>The Characters might find themselves with few ideas beyond killing Marsie, but this should not sit well. If they do resort to slaying her, they displease merciful Shallya and accumulate Sin points accordingly. If they find some way of neutralising her power and removing its mutations, Shallya may reward those who did with a Fate point each.</p>"
				},
				"Flamers of Tzeentch": {
					"name": "Flamers of Tzeentch",
					"text": "<div class=\"journal-image float-right flip\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/flamer-of-tzeentch.webp\" width=\"247\" height=\"354\" /></div>\n<p>Flamers of Tzeentch are odd creatures, proof if it were needed that the Changer of Ways is capable of truly bizarre creations. More akin to an ambulatory fungus than any mortal creature, the Flamers of Tzeentch propel themselves by emitting bilious gouts of gas from multitudinous, ever shifting orifices.</p>\n<p>@UUID[Actor.U4fQhVCwwSnsXgpu]{Flamers Of Tzeentch}</p>\n<p>Despite their unwieldy appearance they are capable of bursts of rapid movement, and those who have had cause to do battle with them are thankful the things are less common than the pink and blue Horrors that seem a favoured daemon of Tzeentch.</p>\n<p>Though the creatures bulk is not inconsiderable, their main form of attack is the emission of great gouts of many hued flame. This is not fire in the traditional sense, but instead an intense warpfire, the raw stuff of Chaos itself. It is a fickle power, often benefitting the targets, but it brings with it the warping curse of corruption, and so Tzeentch is pleased with it in any case.</p>\n<p>A Flamer of Tzeentch would be a terrible thing indeed to appear in Altdorf, a singular sign that these are strange days indeed. All who seen it would be questioned intently, and any touched by its flames would be suspect.</p>"
				},
				"Events and Encounters": {
					"name": "Events and Encounters",
					"text": "<p>The influence of a Lord of Change is affecting the minds of Altdorfers as well as their physical surroundings. Here are some ideas for events and encounters — they may become more extreme as time goes on.</p><h3>Restless Locals</h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/careers/agitator.webp\" width=\"170\" height=\"221\" /></div><p>Even before things begin to happen that defy the laws of nature and common sense, the minds of the townsfolk are opening to the potential for change. Ambitions and resentments are more keenly felt, and agitators stir the populace to unrest and even to violence. Riots break out in the streets, for any reason or for no apparent reason at all, with mobs marching in various parts of the city, attacking anyone who gets in their way and sometimes looting the premises along their route.</p><p>These mobs are lead by individuals who have fallen under the sway of Tzeentch, and find themselves drawn to the Characters. While the mob at large might be reasoned with, the @UUID[Actor.QDC5cDPANpLndmlW]{Agitators} who lead them are much more difficult to intimidate.</p><h3>Frenzied Altdorfers</h3><p>The Characters are passing through one of Altdorf ’s many markets when a shopper suddenly seizes a leg of mutton as an improvised weapon and launches into a frothing attack. There is no warning: the Characters cannot avoid being @Condition[Surprised].</p><p>On every subsequent round, another ordinary citizen joins in the murderous frenzy. While in theory the Characters could be overwhelmed, in practice they are almost certain to incapacitate the attackers as quickly as they are created.</p><p>The @UUID[Actor.KUNfs5bRCLNCaDjB]{Frenzied townsfolk} and servants have little chance of doing any damage to the veteran Characters. The main problem is that these people are just ordinary city folk, and cutting them down like Daemons is not something that heroic adventurers should be doing.</p><p>While the Characters may assume that the first attacker was simply hiding their rage, make sure that, in the next round, they see a young citizen who had already started to flee the scene stop, turn with a murderous look in their eyes, and leap to the attack. Characters who make <strong>Challenging (+0) Perception</strong> Tests in subsequent rounds see the same thing happen again, and again, and again. The Characters should realise that something is driving the honest citizens of Altdorf into a murderous frenzy.</p><p>The Frenzy automatically expires if an attacker drops to 1 or fewer Wounds. Reason suddenly returns, and, if they can still move, they try to flee. The Characters may also notice this.</p><p>Smart Characters may start looking for the cause of this trouble. This requires a <strong>Hard (–20) Perception</strong> Test. If it succeeds, the Character spots a figure passing close to two citizens just as they enter Frenzy. She is wearing nondescript clothes and a deep hood covers her head. The woman does not realise that she has been spotted until the Characters make a move. If they succeed in grabbing her, they can see the reason for the hood: the woman has worms in place of hair. Any Character touching her in a round when she is conscious and takes no other action is targeted by her @UUID[Actor.tC4Etbl7Br01ayVB.Item.IHCWHrxpupUwRX2Z]{Induce Frenzy} power. The woman starts with whichever Character is holding her.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/golden-trout.webp\" width=\"238\" height=\"272\" /></div><h3>Unstable Foundations</h3><p>The Characters are passing by a house or a small shop that clearly belongs to a wizard. Exactly what makes this clear is up to you: the house may have a sign hanging outside that advertises magical services, it may belong to an NPC wizard with whom they have become acquainted, or it may be ringed around with mystical symbols carved or painted on the walls, for example.</p><p>As the Characters come close to the building, its outline begins to waver. It becomes translucent, then transparent, and within a few seconds there is an audible pop as it passes through a rift in reality and into the Realm of Chaos. While the rift only exists for a second or two, and one who looks directly at it must make a @Terror[4]{Terror 4} Test because of the things they see within.</p><p>A successful <strong>Challenging (+0) Lore (Chaos or Magic)</strong> Test suggests that the building became magically unstable, and was sucked into the Realm of Chaos as a result. But surely, that only happens to Daemons…</p><h3>Signs of the Times</h3><p>Like any settlement of any size, Altdorf is full of signs. Not all townsfolk can read, so a sign with an image of the goods a shop sells, or of an inn’s name, is far more useful than a written name. In times such as these, though, the letters might be preferable, since images have a tendency to come to life.</p><p>A chicken on a weathervane might flutter down to cause havoc in the streets, for example. A dragon might pull itself out of an inn sign to spread fiery panic, or a statue might climb down from its plinth and lay about itself with stony weapons. The possibilities are endless.</p><p>The creatures might stay the same size as their painted or sculpted originals, or they might grow (or shrink, as appropriate) to their natural size. Their profiles are the same as for the original creatures, with the following adjustments:</p><p><strong>Characteristics</strong>: Intelligence, Willpower, and Fellowship are all 0.</p><p><strong>Traits</strong>: Add @UUID[Compendium.wfrp4e-core.items.UB4mDroL6S1F9B4u]{Construct}, @UUID[Compendium.wfrp4e-core.items.xsGbDFqK2qh7lsIj]{Corruption (Minor)}, @UUID[Compendium.wfrp4e-core.items.3wCtgMDNnu8MFmyk]{Immunity (Criticals)}, @UUID[Compendium.wfrp4e-core.items.IAWyzDfC286a9MPz]{Immunity to Psychology}, @UUID[Compendium.wfrp4e-core.items.D0ImWEIMSDgElsnl]{Unstable}. Animated statues add @UUID[Compendium.wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Armour 3 (metal)} or @UUID[Compendium.wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Armour 4 (stone)}.</p><h3>Hit and Run</h3><p>A coach comes rattling down the street with no horses pulling it. It runs down anyone in its path, which counts as a Charge and Stomp from an Enormous creature. It can only be stopped by a successful <strong>Very Hard (–30) Strength</strong> Test which achieves 5 SLs in a single round. Up to six Characters can cooperate on the test (see @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.lQThXbnpgQ30VBXR#assistance]{Assistance}).</p><p>In addition to its Stomp attack, the coach lashes out with its two poles. Each one counts as a club (Hand Weapon) with Long Reach and SB + 6 damage. The <strong>Enemy in Shadows Companion</strong> includes hit locations for coaches and other vehicles.</p><p>@UUID[Actor.yA2ORx3iuGfAKMzX]{Animated Coach}</p><h3>Moving Day</h3><p>Amid a great commotion, a stream of animated furniture comes running down the street, chased by its uncomprehending but determined owner. Long legged side-tables run like deer; chairs run or waddle depending on their construction; a bed tramples its way through the throng like a charging bull; and all around scamper low side-tables, footstools, and other small items. If not stopped, the furniture will throw itself into the Reik and swim for the far bank, seeking to return to the forest where its wood once grew as trees. Someone skilled in the Jade Wind may be able to use Charm Animal to calm the frolicking furniture, but otherwise they careen freely through the streets.</p><p>This is obviously rather surreal, and you may play this scene for laughs if you wish. Of course, to the denizens of Altdorf it is anything but funny. Unnatural occurances are rarely benign and, even should the furniture make it out of the city, those who previously owned the fitful furnishings are likely to face investigation as potential witches themselves. If you wish to play the scene more for horror than hearty laughs, have a four poster bed trample some guards to a bloody pulp on its way to the river, or some floating drapery strangle a bright wizard who attempted to set it aflame. Remember that it is quite possible to leave the Players in fits of laughter while threatening the very lives of their Characters.</p><p>You can decide how many pieces of furniture are involved in this bizarre incident, and of what types. Profiles below are for large, medium, and small pieces.</p><p>@UUID[Actor.g6iMzs4OsqeW2hs4]{Animated Furniture, Large}</p><p>@UUID[Actor.ZLRDoZmP0bOlvEVw]{Animated Furniture, Medium}</p><p>@UUID[Actor.EUpaOhyGuIaWP26j]{Animated Furniture, Small}</p><h3>Dish of the Day</h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/carrion-circus.webp\" width=\"157\" height=\"200\" /></div><p>The Characters are passing by a butcher’s shop or stall when some of its carcasses become infused with unholy life, writhing off their hooks and platters to attack the nearest living creatures. They are somewhat hampered by having been skinned and partially butchered, but they are capable of putting up a considerable fight nonetheless.</p><p>@UUID[Actor.O61CWMK0vYfvB1C9]{Cow Carcass}</p><p>@UUID[Actor.FWikZu04UmX8lP4B]{Sheep Carcass}</p><p>@UUID[Actor.sAePF8SGiX2cotmj]{Pig Carcass}</p><h3>Unnatural Weather</h3><p>As far back as history records, strange weather events have been associated with evil portents. <strong>The Enemy in Shadows Companion</strong> includes a simple system for handling weather, but given the increasingly Chaotic nature of events in Altdorf, you could also decide to change the weather however you want, whenever you want, especially if the Players are slowing down and need a new challenge to galvanise them. You might roll some dice just for effect, or you might simply announce that the weather change has happened.</p><div class=\"journal-image flip float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/unnatural-weather.webp\" width=\"213\" height=\"438\" /></div><p>In order to keep things controllable, it is recommended that a Chaotic weather effect is fairly localised: no more than, say, 100 yards across. But if you’re up to the challenge of having it affect the whole city, feel free!</p><p>Here are some suggestions for Chaotic weather effects, but feel free to use your imagination and invent more. Remember what the Characters have been through on the earlier parts of the campaign: if they find themselves pelted with something that stirs a memory or strikes a chord — whether it be sausages or kittens — the experience will be all the more memorable!</p><p><strong>Rain</strong>: Frogs, fish, blood, pus, beer.</p><p><strong>Hail</strong>: Pebbles, teeth, hazelnuts, pennies, diamonds, Warpstone.</p><p><strong>Fog</strong>: Incense, @UUID[Compendium.wfrp4e-core.items.wgFj3lFhCuO8OeDb]{Moonflower} vapours, liquefied @UUID[Compendium.wfrp4e-core.items.jTFOrokjEHbi12rT]{Ranald’s Delight}, sleeping gas (<strong>Challenging (+0) Endurance</strong> Test or gain @Condition[Unconscious] Condition).</p><p><strong>Thunder</strong>: Laughter, a line from @UUID[.RSbwA0azjJla0HBq]{the prophecy}, screams, clashing weapons, animal sounds, music.</p><p><strong>Lightning</strong>: Turns anything it strikes to ice, stone, or some other substance, mimics a spell effect, @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horrors} or other small Daemons appear where it strikes.</p>"
				}
			}
		},
		"Chapter 5 - The March of Unity": {
			"name": "Chapter 5 - The March of Unity",
			"pages": {
				"A Spy on the Road": {
					"name": "A Spy on the Road",
					"text": "<p>The journey from @UUID[JournalEntry.fgrD3J7lhVYdc7VF.JournalEntryPage.Ip4gsNUFocBJQGmk#castle-reikguard]{Castle Reikguard} back to Altdorf is straightforward, and relatively quick on horseback. The Characters ought to be at least a day ahead of the @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince} unless they used up all their spare time at Castle Reikguard.</p><p>There is a sense of peace throughout the Reikland. News of the upcoming wedding is spreading throughout the province and provides common folk with a great sense of relief. On their journey, if the Characters mention they are on their way to the capital, people might ask if they are attending the wedding and, if so, can they pass on good wishes. Only the most maladjusted of churls would opine that the Princess is too low born and Ulrican to be marrying the Crown Prince.</p><p>During the journey the Characters should have several opportunities to spot that they are being followed at a distance by a Halfling on a pony. This is Hugo Bottomdown, a rather incompetent spy in the employment of Etelka Toppenheimer of Sudenland. She has ordered Hugo to keep an eye on @UUID[JournalEntry.fgrD3J7lhVYdc7VF.JournalEntryPage.Ip4gsNUFocBJQGmk#castle-reikguard]{Castle Reikguard}, and he is fixated on the Characters.</p><p>If Hugo notices that he has been spotted, he guides his horse into the undergrowth by the side of the road to escape notice. However, once he thinks the coast is clear, he will ride hard to catch up with the Characters and continue to shadow them.</p><p>If Hugo is cornered, he becomes indignant.</p><blockquote><p>‘Very well, I may have been keeping tabs on you. I act in the interests of a noble elector of our great Empire, and you must let me work unhindered! Now, I will be kind enough to assume that you are not up to anything untoward. You go your way, and I shall go mine.’</p></blockquote><p>If the Characters let Hugo go, he resumes following them after an hour. If he is threatened, he proves surprisingly dedicated to his role, fights with fierce bravery, and even carries a small vial of poison with which to end his own life if he is captured. He never reveals which elector hired him.</p><p>Hugo carries a note from his employer on him, which he may either drop, if the Characters do not search him; or have upon his person if they do. Whilst the handout may provide some clues that Hugo was commissioned by someone in Sudenland (Pfeildorf is the capital, and Solland an older and grander province that Toppenheimer hopes to emulate) the true import of this information becomes apparent later.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/handout2.webp\" width=\"247\" height=\"335\" /></div><p>The Handout reads:</p><p><em>A New Dawn for Solland</em></p><p><em>Actions required as vital priorities in the service of her majesty:</em></p><ol><li><p><em>Acquire horse, camping gear, trail rations, spare uniforms.</em></p></li><li><p><em>At Pfiefdorf ask for Fione the Thresher. Give her the uniforms and pay her. The word is Heideinheim.</em></p></li><li><p><em>Travel to the Reikland. Confirm the marriage between the Todbringers and the House of the Third Wilhelm. Record any persons of interest.</em></p></li><li><p><em>Report back before the solstice.</em></p></li></ol><h4>The Return to Altdorf</h4><p>The Characters may be shocked to see so many soldiers camped outside Altdorf. At first they might even think the city may be under siege. Fortunately, it becomes clear that these troops are gathered to partake in a great parade to mark the wedding.</p><p>The Characters can make their way to Helstein Manor in @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.7vI2gXjiyjfMdzDW]{Mauerblumchen}. For political reasons the Todbringers do not keep their own estate in Altdorf, but stay at the lavish townhouse of their loyal subjects, the noble Helsteins of Middenheim. @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric}, @UUID[Actor.LzkGSosXU59kwBIV]{Veiran Thugenheim}, and the Todbringers are all here.</p><p>@UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich} debriefs the Characters, as the other members of the household are busy with the wedding preparations. He reviews their questions to the @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince} and gently cajoles them if they forgot to ask an obvious question.</p><p>Wilhelmina Novak (of the Withering Eye), Wulfrum Ahlquist (of the Public Eye), and Gislind Ursin (of the Hollow Eye) are all in Altdorf at this time, preparing lessons for the @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince} at the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.OiAVm63T9JEFsVfR]{University of Altdorf}. Should the Characters wish to track them down they can do so. The three tutors dress in the same grey robes as their comrades at the castle.</p><p>Though formidable, the tutors are socially awkward. They are more comfortable behind a podium than mixing with other academics, or holding forth in front of awed (or bored) students.</p><p>If the Characters want to do away with them quietly, this is not hard. But the trio never reveal anything about their background or motives — no matter how carefully they are questioned.</p>"
				},
				"The Parade": {
					"name": "The Parade",
					"text": "<p>The impending nuptials deserve a public display of celebration and what better way to signal a great alliance than a military parade to showcase the might of the Empire united? Such an occasion demands an audience of the most exalted individuals in Sigmar’s Realm, those who wield such power that nations could crumble before their armies.</p><p>No less than three Elector Counts (Reikland, Middenheim, and Nuln) and two Cult Electors (Sigmar and Ulric) attend this great event.</p><p>The Characters are also invited. @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina} and @UUID[Actor.0Z49f8xUPns5OkTA]{Heinrich Todbringer} secured them an invitation, knowing they are useful observers, and able to handle any difficult situations which might arise. This is a great display of shared military might with countless standards, drums, and blaring horns marching across the artillery fields outside the city walls.</p><p>The sun is shining and there is just enough wind to keep banners flying. In the midst of all this pomp and ceremony, there are notable absences — the wizards have declined to participate, there are no mercenaries, and the Emperor knows better than to insist Elves or Dwarfs join such a display.</p><p>The parade starts at 2:00 p.m and continues until 7:30 p.m.</p><h3>The Pavilion</h3><p>The Royal spectators watch the parade from a newly raised pavilion. The arms of the Reikland, Middenheim, and Nuln fly from the tent, to reflect the presence of three Elector Counts. There is a large crowd of Altdorfers kept safely away from the pavilion, corralled behind a wooden barrier. The guests sit around three sides of a long table with a fine view of the parade ground, but events in the tent are more diverting than the display. Most make a cursory effort to watch the proceedings, but often move seats and stand to talk in small groups. Servants continually refresh the table with a supply of victuals and wines.</p><h3>Mixing in the Highest Society</h3><p>The party knows the Middenheim court and the Graf, so they are used to socialising with the nobility. But never before have they been part of a small gathering which apparently includes the Emperor, another Elector Count, and many powerful courtiers. The party has the opportunity to observe these exalted individuals and, if they are tactful and follow the correct protocol, perhaps even talk with them.</p><p>The Characters cannot approach the Emperor’s double directly. If any Character wants to speak with him, they need a high-ranking go-between (such as the @UUID[Actor.czIY275tUC4VGDWp]{Graf}, @UUID[Actor.BcGALPPubww6hPnQ]{Holzkrug}, or @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle}) to vouch for them. Alternatively, @UUID[Actor.bLxn6nG74TUEQmiS]{von Fielbach} (who is playing ‘Emperor’) may request their company for a moment. He largely avoids socialising to avoid close scrutiny. @UUID[Actor.CcqiAghkzgp9u1In]{Countess Emmanuelle} is more accessible. She is curious about the current dispositions of Middenheim and Reikland, so she may speak directly to the Characters — if she thinks they know something or seem amusing. Should they wish to approach the countess, her high steward permits them.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Didn't we Meet at the Opera?</em></h3><p><em>If the Party has played @UUID[Compendium.wfrp4e-rnhd.journals.SsYATFVcPahLsAHN]{‘A Night at the Opera’ }, they may have met the countess. If they made a good impression, she greets them with condescending approval. Otherwise, she’ll pretend to have forgotten them in their entirety.</em></p><p><em>They see a different side to the countess here. Despite her reputation, she is an adept politician, who makes astute observations about the situation. She uses her observations to her advantage.</em></p></blockquote><p>The other notables can be approached directly — the Characters wouldn’t be here if they were people of no consequence. The PCs do need a good opening to address such important people in conversation. Needless to say, the Characters are expected to dress in their finest. Anyone in the tent with a military standing wears dress uniform, but not armour. @UUID[Actor.CcqiAghkzgp9u1In]{Countess Emmanuelle} has an especially fine tunic that is somehow both formal and the height of fashion.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Whose Side Are You On?</em></h3><p><em>The Characters’ behaviour here influences their reputation as supporters of the Sigmarite or Ulrican faction. If they lend vocal support to one party over the other, they change their allegiance score.</em></p><p><em>Remember: this is about reputation, not reality. During the event, keep track of each time the Characters act in favour of moderate or partisan Sigmarites and Ulricans. At the end, take a view of where they ended up and change their score by somewhere between –2 and +2 accordingly.</em></p></blockquote><h2>The Emperor's Party</h2><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/spot-karl-franz.webp\" width=\"194\" height=\"226\" /></div><p>The ‘Emperor’ (@UUID[Actor.bLxn6nG74TUEQmiS]{von Fielbach}) — is here to present the Middenheimers a healthy, vigourous ‘Karl Franz’. He remains quiet and distant from the proceedings to avoid close scrutiny, aided by two High Helm knights, a cadre within the Reiksguard. Moderate Sigmarite.</p><p>Grand Theogonist @UUID[Actor.6vITnrER3XMTsMGS]{Yorri XV} — accompanied by two Knights Griffon, the Grand Theogonist is dressed in full priestly regalia. He is keen to smooth the discord with the Ulricans. After all, the marriage should place them tactfully under the wing of the Reikland. This occasion should placate the Middenheimers. <strong>Moderate Sigmarite</strong>.</p><p>High Capitular @UUID[Actor.RSmsdG8PqbyKnxlL]{Volkmar} — a less compromising priest than Yorri, Volkmar is not here to show weakness to the Cult of Ulric, or make any concessions. He doesn’t do small talk. <strong>Partisan Sigmarite</strong>.</p><p>Graf @UUID[Actor.BcGALPPubww6hPnQ]{Liepmund Holzkrug} — the High Lord Ambassador puts on the charm, particularly for @UUID[Actor.CcqiAghkzgp9u1In]{Countess Emmanuelle}, @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris}, and Ambassador @UUID[Compendium.wfrp4e-altdorf.journals.rSRadYoaNXkEq8gs.JournalEntryPage.IedMJf8kVeLmn63R#lady-of-the-commandery-yabo-chao,-weijins-venerable-ambassador]{Yabo Chao}. He scrutinises the important guests for weaknesses which he, or his spies, might exploit in future. <strong>Moderate Sigmarite</strong>.</p><p>@UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann Zuntermein} — the head of the Altdorf Ordo Terriblis is here with @UUID[Actor.BcGALPPubww6hPnQ]{Holzkrug} as a member of the @UUID[Compendium.wfrp4e-altdorf.journals.W4LFOIduFZoqSNsN.JournalEntryPage.e1vvDKWEn2EYw0gZ]{Black Chamber’s} Inner Circle. He observes and sows discord between the various parties in attendance. <strong>Moderate Sigmarite in appearance</strong>.</p><p>Grey Guardian @UUID[Actor.1Fw8roY9zezj0jAn]{Immanuel-Ferrand Holswig-Schliestein }— the High Chancellor proposed this parade to demonstrate Reikland’s military might. He argues in favour of centralising the Empire, stopping short of anything which causes obvious offence. <strong>Partisan Sigmarite</strong>.</p><h2>The Middenheim Delegation</h2><p>Graf @UUID[Actor.czIY275tUC4VGDWp]{Boris Todbringer} — the Graf is not happy to give away @UUID[Actor.PrkWVIr7Go4u1QWp]{his daughter}, but he’s persuaded that peace in the Empire should take precedence. He maintains a polite distance from the Emperor’s party and broods on the price he is paying. <strong>Moderate Ulrican</strong>.</p><p>@UUID[Actor.LzkGSosXU59kwBIV]{Veiran Thugenheim} — the preceptor of the Knights Panther is in good spirits and, at first, thoroughly enjoys the parade. As he realises the power of the Reikland forces, he becomes perturbed and makes sarcastic comments about the Altdorf regiments. <strong>Moderate Ulrican</strong>.</p><p>@UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric Valgeir} — the High Priest does not like Altdorf and is unimpressed by ‘preening southerners marching about in fancy frills’. He sticks with the Ulricans but keeps his opinions largely to himself, bar the occasional growl. <strong>Partisan Ulrican</strong></p><p>@UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina Todbringer} — the ‘Princess’ is resigned to her situation. This is a dull occasion to be endured, but she’s curious to know what agendas are at play in the pavilion. She asks the characters to make enquiries if they hold back. <strong>Moderate Ulrican</strong>.</p><p>@UUID[Compendium.wfrp4e-pbtt.actors.ZyMHHLG9tNTDIw8S]{Hildegarde Zimperlich} — the chaperone knows her place and will go with the Graf ’s wishes, even though she whole-heartedly disapproves of her ward marrying a Reiklander. This doesn’t stop her making critical comments about everything in sight. <strong>Moderate Ulrican</strong>.</p><p>Lord @UUID[Actor.BmkwksUQBFGJr48x]{Malthe Barthelm} — a young Nordlander whose father, Harman Barthelm, is a commander in the Nordland State Army. Malthe is out of his depth, but quietly plays his role as loyal vassal of the @UUID[Actor.czIY275tUC4VGDWp]{Graf}. He’s secretly a Nordland separatist and plans to assassinate @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina} at the wedding tomorrow. <strong>Moderate Ulrican in appearance, Partisan Sigmarite in reality</strong>.</p><h2>Others</h2><p>Countess @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle von Liebwitz} — a sharp-witted political player. Emmanuelle is here to advance her aim to take over Sudenland. She is accompanied by High Steward Hildemar Kalb and Moritz Arbogast, a Knight of the Blazing Sun. Moritz was chosen deliberately as he is neither a Sigmarite nor an Ulrican. <strong>Moderate Sigmarite</strong>.</p><p>@UUID[Actor.6eNwY93t5wjxPYOs]{Colonel Sievers} — the frontier commander is in Altdorf trying to raise an army to attack the Orcs massing in the Badlands. He is uncomfortable in this refined setting and has no luck persuading Karl-Franz of the threat. <strong>Moderate Sigmarite</strong>.</p><p>There are several dozen guards, servants, and officious factotums busying themselves with security and catering to the whims of the guests.</p>"
				},
				"Plots at the Parade": {
					"name": "Plots at the Parade",
					"text": "<p>During the parade, several parties are working to their own agenda.</p>\n<h3>Plot 1 - The Double</h3>\n<p>The Emperor’s double is here to give the impression Karl-Franz is in sound mind and body, ready for the joyous alliance of two of the Empire’s greatest families. Unfortunately for him, this is the first time he’s been faced with @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle} and @UUID[Actor.czIY275tUC4VGDWp]{Boris}, who may see through the sham and take offence. The Characters could discover this isn’t the real Emperor — and perhaps wonder why Karl-Franz is absent.</p>\n<h3>Plot 2 - Fuel to the Fire</h3>\n<p>@UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} sees the parade as the perfect opportunity to stir the pot and advance the likelihood of civil war. He is subtle, but works carefully to stoke hostility between factions. The Characters could sense that Zuntermein is manipulating the situation and suspect his motives.</p>\n<h3>Plot 3 - I Just Need an Army</h3>\n<p>@UUID[Actor.6eNwY93t5wjxPYOs]{Colonel Sievers} was invited to the parade as a trusted subordinate to the Emperor. He hopes to use this opportunity to persuade Karl-Franz to take swift action against the Orcs in the Badlands.</p>\n<p>But the Colonel is a fish out of water, more comfortable stalking Greenskins in the mountains than negotiating politics in the capital. The Characters become acquainted with Sievers and possibly help him talk with the ‘Emperor’.</p>\n<h3>Plot 4 - Political Leverage</h3>\n<p>Countess @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle von Liebewitz} seeks political advantage and to negotiate support for her claim to Sudenland. She wishes to talk with @UUID[Actor.1Fw8roY9zezj0jAn]{Immanuel-Ferrand Holswig-Schliestein}, assuming his support for the annexation of Ubersreik makes him a likely ally. She plans to use the false Emperor as leverage. The Characters could help Emmanuelle and gain her gratitude or just learn more about the situation in the south.</p>\n<h3>Plot 5 - Porcine Pranks</h3>\n<p>This gathering of the exalted ruling classes is a perfect opportunity for a priestess of Ranald to cause mischief. Petra Schneller has painted three large sows in the colours of Altdorf (blue and red), Middenheim (blue and white), and Nuln (black with a crude yellow lion). She’s given them ale and a dose of @UUID[Compendium.wfrp4e-core.items.jTFOrokjEHbi12rT]{Ranald’s Delight}. The plan is to unleash them in the pavilion at an opportune moment. The Characters can deal with the mayhem and impress everyone with their hog-handling prowess.</p>\n<div class=\"journal-image fit\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/parade.webp\" /></div>"
				},
				"Events": {
					"name": "Events",
					"text": "<blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><span style=\"font-style:normal\">The Marching Formations</span></h3><p><span style=\"font-style:normal\">Although much of the military parade is a backdrop to the intrigue and events in the pavilion, it’s important the Characters know what’s happening on the field. Whilst this is ostensibly a display of combined Reikland and Middenheim forces, the latter had few regiments in marching distance of the city when the order was despatched — and they are sorely (and intentionally) under-represented. Each regiment carries its banner and all salute the pavilion as they pass.</span></p><table style=\"width:100%;height:1240px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px\"><em><strong>Time</strong></em></td><td style=\"height:17px\"><em><strong>Event</strong></em></td></tr><tr style=\"height:119px\"><td style=\"height:119px\"><em>2:00-2:20p.m.</em></td><td style=\"height:119px\"><em>The High Command - @UUID[Compendium.wfrp4e-altdorf.actors.YA2Wi0B3FBO4qMGS]{Reiksmarshall Kurt Helborg} leads the parade, holding aloft his Runefang at the head of the command section. Accompanying him are mounted standard bearers carrying the colours of the Emperor, the Reikland, Middenheim, Graf Todbringer, Altdorf, Countess von Liebwitz, and Nuln, in that order. Several heralds blow fanfare trumpets and march proudly alongside.</em></td></tr><tr style=\"height:157px\"><td style=\"height:157px\"><em>2:20–2:40p.m.</em></td><td style=\"height:157px\"><p><em>Knightly Orders and Pistolkorps - The <strong>Reiksguard </strong>lead, with the Inner Circle to the fore, followed by preceptors and several ‘banners’ of knights, their steel armour glinting brightly in the sun. A regiment of <strong>Knights Panther</strong> follow, including many from the Middenheim chapter. The <strong>Knights of the Blazing Sun</strong> have sent sufficient knights to serve their duty to the Emperor and no more.</em></p><p><em>Three regiments of <strong>pistoliers </strong>follow, drawn from Nuln, Middenheim, and the Reikland. Several Reiklanders fire into the air, startling the Middenheim horses, but the riders bring them under control.</em></p></td></tr><tr style=\"height:205px\"><td style=\"height:205px\"><em>2:40–3:30 p.m.</em></td><td style=\"height:205px\"><p><em>Regiments of Foot - The <strong>Carroburg Greatswords</strong> lead the infantry, carrying their zweihanders over their shoulders. They fly their own banner and the ‘wedding gift’ from Middenheim (assuming the Characters gave it to the Crown Prince).</em></p><p><em><strong>Teutogen Guard</strong> — Ar-Ulric’s personal bodyguards glower at the crowd as they pass. They salute with the Ulrican sign of the wolf.</em></p><p><em><strong>Nuln Greatswords</strong> — The Countess’ personal honour guards accompanied her to Altdorf. She winks at them as they pass.</em></p><p><em><strong>Imperial Palace Guard</strong>, foot knights of the Reiksguard, including a band of High Helms.</em></p></td></tr><tr style=\"height:159px\"><td style=\"height:159px\"><em>3:30–4:10p.m.</em></td><td style=\"height:159px\"><em>State Regiments - A full battalion of <strong>Altdorf Halberds</strong> from @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.Sk2zs5EOYGYzywSq]{Hammerpfad’s} barracks, led by the famous Company of Honour with Captain Otto Helstein leading. Several companies of Reikland Halberds follow. Keen observers see notable absences, thanks to the force occupying Ubersreik. Middenheim is represented only by the @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.9GDZ8Z1EReHLFc6i]{Swords of Ulric}, who march with heads held high and no attempt to keep a tight formation.</em></td></tr><tr style=\"height:232px\"><td style=\"height:232px\"><em>4:10–5:00p.m.</em></td><td style=\"height:232px\"><p><em>Artillery - A loud clanking heralds the arrival of the <strong>Steam Tank</strong> </em>Conqueror <em>with an Imperial engineer standing in the hatch. The crowd cheers with enthusiasm. A battery of Great Cannon follow, pulled on limbers by strong dray horses and accompanied by their crews.</em></p><p><em>A motley collection of <strong>Helblaster Volley Guns</strong>, <strong>Helstorm Rocket Batteries</strong>, and several other experimental weapons — A small company of Imperial engineers accompany them, looking almost as eccentric as their inventions. Another <strong>Steam Tank</strong> follows, </em>The Indomitable<em>. It has problems with its steering and causes a serious incident (see @UUID[.CMbWSTuTuhbZtid4#4:40-p.m.]{4:40 p.m}).</em></p><p><em>A regiment of Imperial <strong>Outriders</strong> trot after the mayhem caused by the Steam Tank. Another battery of <strong>Great Cannon</strong> follow and halt for their well-drilled crews to swiftly unlimber the guns ready for the artillery demonstration.</em></p></td></tr><tr style=\"height:10px\"><td style=\"height:10px\"><em>5:00–5:45p.m.</em></td><td style=\"height:10px\"><em>Artillery demonstration - The first shot scatters every bird within 2 miles.</em></td></tr><tr style=\"height:188px\"><td style=\"height:188px\"><em>5:45–6:15p.m.</em></td><td style=\"height:188px\"><p><em>Regiments of Foot - Several companies of <strong>Handgunners </strong>from Altdorf and the Reikland. Their guns are polished to an impressive shine.</em></p><p><em>They are followed by regiments of <strong>Crossbowmen</strong>, with just one Middenheim contingent amongst the sea of Altdorf and Reikland livery.</em></p><p><em><strong>Altdorf Spears</strong> march past, a little less disciplined than their fellow soldiers. Some wave to relatives and friends in the crowd.</em></p><p><em><strong>The Fighting Cocks</strong> are a company of Halflings attached to the Altdorf garrison. They were especially keen to join the parade. They waddle along in loose formation, beaming with pride.</em></p></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>6:15–6:30p.m.</em></td><td style=\"height:34px\"><em>Respite - A brief pause in proceedings while stewards lay out the ‘battleground’ for the mock battle.</em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>6:30–7:00p.m.</em></td><td style=\"height:51px\"><em>Mock battle - A staged event with Altdorf and Middenheim swordsmen sparring in mock combat as a demonstration of fighting prowess. It starts out rather tame, but later escalates.  </em></td></tr><tr style=\"height:68px\"><td style=\"height:68px\"><em>7:00–7:20p.m.</em></td><td style=\"height:68px\"><em>Closing Parade - The <strong>Knights Griffon</strong> are led by Grandmaster Bacham, who has taken umbrage at their place in the parade. The parade ends with another company of <strong>Reiksguard</strong>, the last of which carries the Emperor’s colours once again.</em></td></tr></tbody></table></blockquote><p>As the following incidents unfold in the pavilion, the Players need to choose what to do — they can strike up conversations, involve themselves in what happens, or eavesdrop. Many of the conversations are happening simultaneously, so their decisions determine what they learn and who they impress.</p><h3>1:45 P.M.</h3><p>The Middenheim party arrives along with the Characters. The Emperor’s party is already in the pavilion with ‘Karl-Franz’ on a throne-like chair in the centre, overlooking the artillery ground. There are formal greetings between Graf Boris and ‘Karl-Franz’ before anyone takes a seat.</p><p>@UUID[Actor.6eNwY93t5wjxPYOs]{Colonel Sievers} salutes the Emperor and attempts to approach, but one of the High Helms politely tells him later would be preferable. An observer can take an Opposed Test — <strong>Intuition vs von Fielbach’s Cool</strong> to notice ‘Karl-Franz’ did not recognise the colonel. @UUID[Actor.LzkGSosXU59kwBIV]{Thugenheim} explains Sievers’ identity to @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina}, adding that he has an impressive reputation but it’s unusual to see him in the city rather than campaigning in the mountains.</p><h3>2:00 P.M.</h3><p>Just as the parade begins, @UUID[Actor.CcqiAghkzgp9u1In]{Countess Emmanuelle} sweeps in and gives ‘Karl-Franz’ and Boris an elegant wave. She speaks loudly for all to hear, <em>‘What a gathering. It rather reminds me of the event your father arranged for your 16th birthday, Your Majesty.’</em> The ‘Emperor’ smiles and nods.</p><p>The parade begins accompanied by a cadence of clapping from the crowd. @UUID[Actor.LzkGSosXU59kwBIV]{Thugenheim} is enthusiastic. Most of the group watch attentively, but @UUID[Actor.BcGALPPubww6hPnQ]{Holzkrug}, @UUID[Actor.1Fw8roY9zezj0jAn]{Immanuel-Ferrand}, and @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} talk amongst themselves. @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina} offers to introduce the Characters to anyone other than the Emperor, Yorri, or Volkmar.</p><h3>2:15 P.M.</h3><p>A servant passes around the room with goblets of wine. @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle} and @UUID[Actor.BcGALPPubww6hPnQ]{Holzkrug} are deep in conversation, but as they sip the wine, the high ambassador splutters: ‘<em>What is this? Reik water?</em>’ The countess laughs, tastes hers, and pulls a face: ‘<em>Ugh. Someone should have a word with Ermine.</em>’ She points at a sour-faced woman — @UUID[Actor.x2cF45W4cU4QQW8v]{Ermine Liebwitz von Decker und Hanulf}, a distant relation of Emmanuelle and steward of the Imperial Wine Cellars. The Characters could take this cue and persuade Ermine to bring a better vintage with an <strong>Average (+20) Bribery</strong> Test or a threat to her position. They shall meet her again in @UUID[JournalEntry.mAUuZ2hUO5TrG30w]{Chapter 7}.</p><p>@UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} asks @UUID[Actor.RSmsdG8PqbyKnxlL]{Volkmar} and @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric} to enlighten him on how their cults fare against worshippers of the Ruinous Powers. The two priests give pious and pointed responses intended to make the other look lax. If they are close, Zuntermein addresses the Characters, ‘<em>I believe you have exposed some followers of the Ruinous Powers in Middenheim — am I correct?’</em> Their response affects their standing with the Sigmarite or Ulrican factions, depending on whether Middenheim comes out of their account badly. Zuntermein is also keen to discover what they know of the Purple Hand, and asks more questions than anyone else.</p><h3>2:30 P.M.</h3><p>@UUID[Actor.6eNwY93t5wjxPYOs]{Colonel Sievers} corners a functionary and begins relaying a detailed anecdote about tracking and fighting Orcs in the Black Mountains. He asks a Character to ‘play the Orc’ and demonstrates how to eviscerate an Orc. The volunteer makes a <strong>Challenging (+0) Test</strong> using <strong>Entertain (Acting)</strong> or <strong>Melee</strong> to determine how convincing they are — this may impress Sievers. He continues to talk about the best ways to defeat Greenskins <em>(‘Get ’em fighting each other — they can’t help themselves’) and explains why he wants to speak with the Emperor: ‘Do you know him? I thought I did, but he’s very distant these days.’</em></p><h3>2:40 P.M.</h3><p>There are some reactions when the Carroburg Greatswords march past with the banner given to the @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince} by Middenheim. Thugenheim smiles with a mischievous twinkle in his eye. @UUID[Actor.RSmsdG8PqbyKnxlL]{Volkmar} and @UUID[Actor.6vITnrER3XMTsMGS]{Yorri} glower at Graf @UUID[Actor.czIY275tUC4VGDWp]{Boris}. Lord @UUID[Actor.BmkwksUQBFGJr48x]{Barthelm} comments: ‘<em>Isn’t that the banner Middenheim won at Carroburg? How did they get it back?’</em> The Characters may choose to explain.</p><p>Servants bring a covered platter to the table and reveal an Altdorf delicacy favoured by the wealthy — Reik elvers stewed in pear brandy. Etiquette dictates how they should be eaten. One must offer thanks to Manann, then slurp the baby eels without chewing, biting, or gagging as they slip down the throat. Characters know this on a successful <strong>Hard (–20) Charm</strong> Test (+40 if they have @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Nobles)}) — and may otherwise embarrass themselves.</p><h3>2:50 P.M.</h3><p>If they pass a <strong>Challenging (+0) Intuition</strong> Test, the Characters notice a servant behaving oddly by the rear tent wall. She keeps checking through a gap in the canvas. This is Petra Schneller, priestess of Ranald, disguised as a serving maid. If challenged, she explains she’s waiting for the pork to arrive.</p><p>@UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina} speaks in hushed tones with @UUID[Compendium.wfrp4e-pbtt.actors.ZyMHHLG9tNTDIw8S]{Zimperlich}. If the Characters eavesdrop:</p><p><strong>Zimperlich</strong>: <em>These people, dear, they’re typical decadent southerners. And that one (pointing at Yabo Chao) — she’s a foreign agent!</em></p><p><strong>Katarina</strong>: <em>Hildegarde, please. Not here.</em></p><p><strong>Zimperlich</strong>: <em>Of course, your Highness. But that Nulner — please, I implore you, have no dealings with her. She’ll corrupt an innocent like you.</em></p><p>@UUID[Actor.LzkGSosXU59kwBIV]{Thugenheim} asks @UUID[Actor.1Fw8roY9zezj0jAn]{Immanuel-Ferrand} what tactics they employed at Ubersreik, not intending to cause offence. The Grey Guardian bristles. ‘<em>They were about to declare war. We had no option. And how goes it with Nordland?</em>’ It’s Thugenheim’s turn to frown. He asks Barthelm, ‘<em>Lord Barthelm, how does it go? You’ve dealt with the troublemakers, haven’t you?</em>’ but the Nordlander gives a noncommittal grunt. The Characters could choose to recount their own experiences.</p><h3>3:00 P.M.</h3><p>@UUID[Actor.CcqiAghkzgp9u1In]{Countess Emmanuelle} is talking with the ‘Emperor’. The Characters can eavesdrop:</p><p><strong>Countess</strong>: <em>The Toppenheimers are no different to the Jungfreuds. They sow discord, look beyond their borders, and revive old claims.</em></p><p><strong>Emperor’s Double</strong>: <em>I’m not sure now is the time. There are too many other matters.</em></p><p><strong>Countess</strong>: <em>Your ‘Majesty’, but how would you know?</em></p><p><strong>Emperor’s</strong> <strong>Double</strong>: <em>I beg your pardon?</em></p><p><strong>Countess</strong>: <em>Do you speak with Karl-Franz to learn your lines, or does Holzkrug write them for you?</em></p><p><strong>Emperor’s Double</strong>: <em>What lines?</em></p><p><strong>Countess</strong>: <em>Oh come on. You might fool this lot, but I’ve known him since we were children. You’ve been avoiding Todbringer all day. Where is Karl-Franz? Is he truly ill?</em></p><p>@UUID[Actor.bLxn6nG74TUEQmiS]{Von Fielbach} is crestfallen. The Countess leaves him with an exaggerated curtsey.</p><p>Across the room, Yorri leads a prayer to Sigmar in praise of the Empire — his response to the Teutogen Guard’s Ulrican salute. Everyone other than Ar-Ulric joins in, with varying levels of enthusiasm. The Characters’ behaviour affects their perceived allegiance.</p><h3>3:15 P.M.</h3><p>A woman laughs outside the tent and three @UUID[Actor.9jSoT8QfJqzUbZzK]{crazed pigs} charge in through a flap in the canvas. They are painted in the colours of Altdorf, Middenheim, and Nuln, and are in a state of wild intoxication. It’s mayhem. Nobles don’t know how to handle pigs. @UUID[Actor.6eNwY93t5wjxPYOs]{Sievers}, @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric}, and the High Helms draw their swords. @UUID[Compendium.wfrp4e-pbtt.actors.ZyMHHLG9tNTDIw8S]{Zimperlich} almost faints. Others hide behind chairs.</p><p>The Characters really should help. Catching an over-stimulated pig requires a successful @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#grappling]{Grapple}. Alternatively, they could use magic or try to corner them or as a last resort, they could attempt to attack the poor beasts.</p><p>If the Characters fail or don’t intervene, @UUID[Actor.6eNwY93t5wjxPYOs]{Sievers} eviscerates the Altdorf pig, spraying blood on @UUID[Actor.1Fw8roY9zezj0jAn]{Immanuel-Ferrand’s} cloak. The Middenheim pig leaps into the crowd and disappears. The Reikland pig settles at @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle’s} feet and goes to sleep. She smiles and strokes its head.</p><p>The guests thank or berate the Characters depending on the outcome. As servants clear up, @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric} comments on law and order in Altdorf. The ‘Emperor’ speaks up. ‘<em>Let me reassure you that we will do everything in our Imperial power to locate and punish those responsible for this frenzied hog incident.’</em> He’s not a good speaker and few are convinced.</p><p>Petra Schneller is nowhere to be found, but she is now greatly favoured by Ranald.</p><h3>3:30 P.M.</h3><p>As yet another column of Altdorf troops march past, @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris}, @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina}, and @UUID[Actor.LzkGSosXU59kwBIV]{Thugenheim} talk quietly. If the Characters eavesdrop:</p><p><strong>Thugenheim</strong>: <em>It’s a show of strength. It’s got Holswig-Schliestein or Holzkrug’s mark all over it.</em></p><p><strong>Graf Boris</strong>: <em>Perhaps, but is it a provocation?</em></p><p><strong>Thugenheim</strong>: <em>It’s provoking me … we’re powerful, but Middenheim can’t raise a force like this.</em></p><p><strong>Graf Boris</strong>: <em>Katarina, what do you think ?</em></p><p><strong>Katarina</strong>: <em>They’re sending us a message, but it’s about our role in an alliance. They’re not setting us up as the next Ubersreik.</em></p><p>@UUID[Actor.LzkGSosXU59kwBIV]{Thugenheim} is a little surprised at @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina’s} astute answer — she has matured in the last few months.</p><p>Meanwhile, @UUID[Actor.6eNwY93t5wjxPYOs]{Sievers} sits alone eating venison and radish soup, after @UUID[Actor.BcGALPPubww6hPnQ]{Holzkrug} and @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} brushed him off. He spills it on his lap and curses.</p><h3>4:00 P.M.</h3><p>@UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} says something to @UUID[Actor.BcGALPPubww6hPnQ]{Holzkrug} and @UUID[Actor.1Fw8roY9zezj0jAn]{Immanuel-Ferrand}. The former responds sharply. ‘<em>Well, you know my view. It was no way to treat a sovereign noble like Jungfreud.’ </em>Immanuel-Ferrand sighs<em>, ‘We all know your opinion, Liepmund. But how are we to handle Norse raids and squabbling in the Eastern provinces if we can’t get our own house in order?’ </em>Holzkrug turns to the nearest Character<em>, ‘We’ve been over this so many times; let’s hear a fresh view. What’s your name again? What do you think? Should we have left Ubersreik to its own devices?’’</em></p><p>@UUID[Actor.BcGALPPubww6hPnQ]{Holzkrug}, @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle}, @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris}, @UUID[Actor.bLxn6nG74TUEQmiS]{the ‘Emperor’}, @UUID[Actor.1Fw8roY9zezj0jAn]{Immanuel-Ferrand}, @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein}, and @UUID[Actor.BmkwksUQBFGJr48x]{Lord Barthelm} all turn to the Character to await their response. Anything they say should impress some people and annoy others.</p><h3>4:40 P.M.</h3><p>Steam Tank <em>The Indomitable</em> chugs along the parade ground, but a sickening crunch echoes from inside its metal shell. The war engine veers sharply off course and steam vents from the hatch. A choking engineer climbs out and jumps to the ground as the Steam Tank careens out of control towards the crowd — and the pavilion!</p><p>Onlookers run screaming from the crowd, clearing a path for the Characters. They need to act fast. Here are a few options, although imaginative players may have other ideas.</p><p>They can attempt to stop the tank by climbing inside. This takes a successful <strong>Difficult (–10) Climb</strong> Test to enter the hatch. Finally, a <strong>Challenging (+0) Lore (Engineering)</strong> Test to pull the right levers or uncouple the right mechanism.</p><p>They could damage the mechanism at the rear of the tank. Hitting it requires an <strong>Average (+20) WS</strong> Test (or appropriate Casting Test), but it has T 80 and they must inflict 8 Wounds to disable the mechanism.</p><p>They could build a buffer to stop the tank. <em>The Indomitable</em> is moving fast and has considerable momentum, but a large pile of hay bales and wooden crates could work. This requires 5 successful Strength Tests in 3 rounds to pile up whatever is at hand to create a buffer in time.</p><p>They could help an evacuation of the pavilion and let the Tank do its worst. This isn’t particularly heroic, but good fortune saves the day … just before it reaches the front of the tent, there is a tearing sound and <em>The Indomitable’s</em> boiler falls off, bringing it to a dead stop. The cannon’s muzzle stops exactly where @UUID[Compendium.wfrp4e-pbtt.actors.ZyMHHLG9tNTDIw8S]{Zimperlich’s} head was a few moments before.</p><p>As everyone brushes themselves down and pretends they weren’t scared, a crew of Engineers tow away The Indomitable and the parade continues. If the party causes too much damage, the Imperial Engineers are very unhappy about it.</p><h3>5:00 P.M.</h3><p>The artillery demonstration is deafening. Every 10 seconds, the well-drilled crews fire another shot into the distance. Conversation is almost impossible, but some use the noise to cover their discussions.</p><p>If the Characters use Lipreading, they’ll see the Emperor’s double talking with @UUID[Actor.BcGALPPubww6hPnQ]{Holzkrug}. <em>‘I can’t keep this up. The countess knows. Todbringer suspects.’</em> The High Ambassador reacts: <em>‘What are we supposed to do? Karl-Franz gets worse every day. Doctor Kappelmuller may need to up the dosage.’</em></p><h3>5:30 P.M.</h3><p>@UUID[Actor.CcqiAghkzgp9u1In]{Countess Emmanuelle} is making polite small talk with @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina}. @UUID[Compendium.wfrp4e-pbtt.actors.ZyMHHLG9tNTDIw8S]{Zimperlich} looks on with pursed lips as servants deliver a plethora of sweetmeats, desserts, and confections. She leans over to @UUID[Actor.BmkwksUQBFGJr48x]{Lord Barthelm} and speaks at a volume intended to carry. <em>‘I think I’ll pass, Lord Barthelm. I find the dessert overdressed to compensate for its lack of taste. It spoils the appetite. Bring me a northern delicacy, fresh and unpretentious.’</em></p><p>@UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle} looks up. ‘<em>Try the cheese. They say it’s been ripening on the shelf since the reign of Emperor Magnus. ’</em></p><p>@UUID[Compendium.wfrp4e-pbtt.actors.ZyMHHLG9tNTDIw8S]{Zimperlich} splutters and prepares for a return salvo. If the Characters don’t de-escalate the situation, thinly veiled insults fly back and forth. @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina} is mortified, and Zimperlich is eventually escorted out of the pavilion by @UUID[Actor.LzkGSosXU59kwBIV]{Thugenheim}, who struggles not to laugh.</p><h3>6:30 P.M.</h3><p>Two regiments face one another across the parade ground, armed with wooden swords and shields. @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.9GDZ8Z1EReHLFc6i]{The Swords of Ulric} represent Middenheim, facing Steil’s Swords (formally the Altdorf 3rd). This is a display of ordered swordsmanship and each combatant faces a matched adversary to go through a choreographed series of thrusts and parries. It’s accomplished, but lacks drama.</p><p>@UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric} praises the Middenheimers’ contained savagery. @UUID[Actor.1Fw8roY9zezj0jAn]{Immanuel-Ferrand} comments on the elegant discipline of Steil’s Swords. The combatants move around and switch adversaries.</p><p>Towards the end of the battle, Maximillian Steil, the Altdorfer captain, starts playing to the crowd and makes several reckless thrusts at his Middenheimer opponent. The fight becomes more aggressive and Steil accidentally draws blood. @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric}, @UUID[Actor.LzkGSosXU59kwBIV]{Thugenheim}, and @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris} leap to their feet. The Middenheim swordsman fights back and hits Steil on the side of his head with the flat of his blade. The crowd boos as the mock battle becomes more serious. Protests break out in the pavilion.</p><p>The Characters can try to call a halt to the battle — perhaps by petitioning the ‘Emperor’ to halt proceedings. If they don’t take action, @UUID[Actor.BcGALPPubww6hPnQ]{Holzkrug} eventually urges Von Fielbach to stop the battle. The ‘Emperor’ stands, applauds, and gestures for the battle to end.</p><h3>6:50 P.M.</h3><p>@UUID[Actor.CcqiAghkzgp9u1In]{Countess Emmanuelle} whispers emphatically to @UUID[Actor.1Fw8roY9zezj0jAn]{Immanuel-Ferrand}. Eavesdropping reveals her ultimatum: <em>‘Make no mistake, I shall act. Sudenland is no different to Ubersreik. The Toppenheimers will fall. Should you object, I shall tell the other Electors about the false Emperor. Do you understand?’</em></p><h3>7:00</h3><p>The parade comes to a close. The Middenheim party looks morose or annoyed. The ‘Emperor’ is rattled. A <strong>Challenging (+0) Intuition</strong> Test reveals that only @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} cracks a sly grin as he leaves.</p>"
				},
				"Aftermath": {
					"name": "Aftermath",
					"text": "<p>The wedding is going ahead, but this display of unity has sown disquiet amongst the Ulricans in particular. The party’s actions should have helped or hindered their reputation with the Sigmarites, Ulricans, and others. There are several other potential outcomes:</p><ul><li><p>They may have suspicions Karl-Franz is ill and @UUID[Actor.bLxn6nG74TUEQmiS]{von Fielbach} is a double.</p></li><li><p>They may suspect @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} is more than he appears.</p></li><li><p>They may have learned something about the unrest in Ubersreik and @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle’s} plans for Sudenland.</p></li></ul><h4>Experience Awards</h4><p>Good roleplaying and clever thinking should be rewarded, but there are additional XP for the following:</p><p>@Exp[40,Stopped the runaway Steam Tank}]{40 points for stopping the runaway Steam Tank}</p><p>@Exp[30,Efficiently dealt with the pigs}]{30 points for efficiently dealing with the pigs}</p><p>@Exp[20,Defused a disagreement between the Middenheimers and Altsdorfers}]{20 points for each time the Characters defuse a disagreement between the Middenheimers and Altsdorfers}</p><p>@Exp[15,Called a halt to the battle before it gets out of hand}]{15 points for calling a halt to the battle before it gets out of hand}</p><p>@Exp[9,Appropriate comments made during the war of words between Hildegarde Zimperlich and Grand Countess Emmanuelle}]{9 points for appropriate comments made during the war of words between Hildegarde Zimperlich and Grand Countess Emmanuelle}</p>"
				}
			}
		},
		"Chapter 3 - Journey to Shining Rock": {
			"name": "Chapter 3 - Journey to Shining Rock",
			"pages": {
				"Late Night Grossip": {
					"name": "Late Night Grossip",
					"text": "<p>Whilst it is late by the time the Characters finish at the palace, there is still an hour or so to call on local hostelries for drinks and gossip, even if most Middenheimers are returning to their homes. If the Characters stop off at a tavern for a nightcap they can catch up on rumours they missed from the previous chapter.</p><p>If Characters are canny they may keep an ear out for gossip circulating regarding the @UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular’s} visit. They can learn the following news, if they pass a <strong>Challenging (+0) Gossip</strong> Test. (<strong>Note</strong>: If they are perceived as Sigmarite this is a <strong>Hard (–20) Gossip</strong> Test; if they are perceived as Ulrican it is an <strong>Easy (+20) Gossip</strong> Test). Alternatively, they can get this news from @UUID[Compendium.wfrp4e-horned-rat.actors.D17cqCKU6D4AzdPI]{Alfric Half-Nose}, an information broker at @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.cjIZm4sALBnjlZAY]{Bretonnian House Inn} in the @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.KasX3KjloyHjpTMc]{Altquartier}, for the price of @Pay[6ss]{6 shillings}.</p><blockquote><p>‘Apparently the Sons of Ulric are preparing a little surprise for our Sigmarite friends. They’re going to waylay them just as they pass by the Warrenburg on their way to the south. I’d stay out of it if I were you, things could get messy.’</p></blockquote><p>The Sons of Ulric are preparing a nasty prank to play on the Sigmarites at the Warrenburg, though it is in fact a ruse designed to distract from the fact that most of them have travelled south in order to spring a much nastier surprise at Shining Rock.</p><h3>The Altdorf Delegation Depart</h3><p>If the Characters are interested in the departure of the Altdorf delegation, they can either watch the palace gates or the viaducts from the city. At 8:20 a.m. the Altdorf delegation is ready to leave. The disposition of the delegation is.</p><ul><li><p>A vanguard of six Knights from the Order of the Fiery Heart.</p></li><li><p>A coach within which ride @UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular Volkmar}, @UUID[Compendium.wfrp4e-altdorf.actors.Mrtalh7JgYNgolzt]{Gravin von Ekstein}, @UUID[Compendium.wfrp4e-altdorf.actors.qzV2SdruydGXdMmu]{Baron von Laue}, @UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann Zuntermein}, @UUID[Actor.BcGALPPubww6hPnQ]{Graf Holzkrug} and @UUID[Actor.bddoUxOTF19PyRKm]{Quintus Fassbinder}.</p></li><li><p>A rear-guard of 12 Knights from the Altdorf Chapter of the Order of the Knights Panther, plus about 20 men-at-arms and assorted hangers on.</p></li></ul><p>This group then makes their way from the palace gates through the @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.Non5YhyYgrHDW6mB]{Square of Martials}. There is a small group of @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.v89vatY0D7lynlCA]{Sons of Ulric} still on the platform from which @UUID[Actor.pdf8ECaWC0ZAapKB]{Beate} was ranting a few days before, though she is absent. They subject the delegation to anti-Sigmarite abuse, but it’s a token effort.</p><p>The delegation head towards @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.pvuBkAdDt7cuaIud]{Osttor} and through the west gate. They make their way down the viaduct and then follow the road around the base of the Fauschlag that leads through the shantytown of the Warrenburg.</p><p>As they head towards the south, a pair of @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.v89vatY0D7lynlCA]{Sons of Ulric} dart from the crowd and throw sods of muck at the coach, smearing it with stinking daub made from peat and wolf scat. The pair then flee into Warrenburg’s maze of ramshackle huts and tents.</p><p>Whilst they are outraged, the knights and men-at-arms of the Altdorf delegation do not consider it worth chasing down these miscreants, mindful of the fact that violence occurring in Warrenburg’s sprawling alleyways might instigate a riot for which they will no doubt be blamed.</p><p>If Characters wish to chase the @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.v89vatY0D7lynlCA]{Sons of Ulric}, refer to the rules for @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#pursuit]{Pursuits}. The Sons of Ulric have a head start of 4. Athletics Tests must be made in order to close the distance, if any rolls of 96–00 are made during the chase it indicates that a Character has tripped over a tent or knocked over the wall of a shack, outraging the residents.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><span style=\"font-style:normal\">Upshots of the Warrenburg Incident</span></h3><table style=\"width:100%;height:153px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px\"><em><strong>Characters’ Attitude to the Altdorf Delegation</strong></em></td><td style=\"height:17px\"><em><strong>Effects</strong></em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>Chase and kill the Sons of Ulric</em></td><td style=\"height:34px\"><em>Increase party allegiance by 3</em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>Chase the Sons of Ulric</em></td><td style=\"height:34px\"><em>Increase party allegiance by 2</em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>Warn the delegation that something may happen in the Warrenburg</em></td><td style=\"height:34px\"><em>Increase party allegiance by 1</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Do nothing</em></td><td style=\"height:17px\"><em>No effect</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Contribute to the humiliation of the Altdorfers</em></td><td style=\"height:17px\"><em>Decrease party allegiance by 1–3</em></td></tr></tbody></table></blockquote><p>If the @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.v89vatY0D7lynlCA]{Sons of Ulric} are caught they fight hard using the profiles for @UUID[Actor.ojDH7FjpSrzavUVb]{Religious Fanatics}. Whilst their prank was relatively petty, they are fierce and brave fighters who would sooner die than betray their fellow Ulricans.</p><p>If one or other of the @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.v89vatY0D7lynlCA]{Sons of Ulric} is soundly beaten, disarmed, and intimidated they claim that they were acting on their own initiative but mutter darkly that ‘this is just a taste of what we’ll give the Sigmarites if they don’t start showing proper respect.’</p><p>If the Characters do not pay any attention to the Altdorf delegation leaving Middenheim, news starts to spread throughout the city that Ulrican fanatics threw muck at them as they passed by Warrenburg. Most people in Middenheim are shocked by the news and keen to disavow the @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.v89vatY0D7lynlCA]{Sons of Ulric}, though many also find the humiliation of the @UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular} rather amusing.</p>"
				},
				"The Middenheim Delegation Depart": {
					"name": "The Middenheim Delegation Depart",
					"text": "<p>The day following the departure of the Altdorf delegation the Middenehim delegation set out, following the same route. The disposition of the delegation is.</p><ul><li><p>A vanguard of six Knights from the Order of the White Wolf. @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric}, Graf @UUID[Actor.czIY275tUC4VGDWp]{Boris Todbringer} and Baron @UUID[Actor.0Z49f8xUPns5OkTA]{Heinrich Todbringer} ride with them.</p></li><li><p>A coach carrying @UUID[Actor.PrkWVIr7Go4u1QWp]{‘Princess’ Katarina}, @UUID[Compendium.wfrp4e-pbtt.actors.ZyMHHLG9tNTDIw8S]{Hildegarde Zimperlich}, and @UUID[Actor.LzkGSosXU59kwBIV]{Veiran Thugenheim}.</p></li><li><p>A rear-guard of 12 Knights from the Middenheim Chapter of the Order of the Knights Panther, plus about 20 men-at-arms and assorted hangers on.</p></li><li><p>The Characters.</p></li></ul><h3>The Route</h3><p>The procession follows the Middenheim–Altdorf highway as far as the turn-off for the Place of Shining Rock. The site is about 50 miles south of Middenheim, just north of the town of Malstedt. During the first day the delegation heads from Middenheim to Grubentreich, and arrives at Shining Rock close to noon the next day.</p><h4>Sigmarite Refugees</h4><p>Sigmarites from across the north are streaming south to escape persecution and the pending war. The wealthy travel in coaches with a string of carts carrying their belongings and an armed escort of fellow Sigmarites or hired mercenaries. The poor travel by foot or donkey-carts, carrying what they can, and banding together for safety. The party come upon a group of Sigmarites being asked to provide ‘a toll for safe passage’ by a menacing Ulrican mob, and have a chance to intervene.</p><p>The procession stops to help Sigmarites in trouble, although this causes grumbling among the escorting White Wolves — and initial terror among the Sigmarites, who fear that they are about to be massacred. Still, as Baron Heinrich points out, a delegation on its way to peace talks with the Grand Theogonist cannot permit Sigmarites to be slaughtered, much less slaughter them themselves.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"no-toc\"><em>The Legend of Shining Rock</em></h3><p><em>The @UUID[Scene.Jt9P7OoOEQIrG1TK]{Place of Shining Rock} is unique in the Empire in that it is sacred both to Sigmar and to Ulric. This is because each religion has its own version of the shrine’s legend, in which its own deity is the lead.</em></p><p><em>Millennia ago, the god was resting at the site after a great battle against the forces of Chaos. Ambushed and unarmed (there are many variants on the tale, each giving a different reason why this was so), the god picked up a boulder to fight with. The rock was quickly shattered, leaving a long, sword-like shard in the god’s hand. He killed five hundred enemies with this weapon before the forces of Chaos fled. The shard — a jagged outcrop several yards long — still lies where the god dropped it, and the shrine was built around it.</em></p><p><em>While Sigmarites and Ulricans disagree — sometimes violently — over which god wielded the Shining Rock in battle, neither side will profane the shrine by coming to blows within its sacred precinct.</em></p></blockquote>"
				},
				"Arrival": {
					"name": "Arrival",
					"text": "<p>The procession turns off the road by a painted boulder. The northern side of the boulder bears the wolf ’s head of Ulric in blue; while the southern side bears the twin-tailed comet of Sigmar in yellow. A short track leads to the shrine. To one side of this track a number of blue and red tents have been set up, the camp of the Altdorf delegation.</p><p>The Middenheim delegation begins to erect their own tents to the other side of the track. Whilst members from both delegations greet and mingle, especially Knights Panther who put on a show of friendship and express the desire to ensure the integrity of the Empire, the Grand Theogonist, @UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular Volkmar}, and @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric} remain conspicuously absent, lurking in their respective tents.</p><p>Characters may well like to get a feel for the disposition of the Altdorf camp. The Grand Theogonist is apparently there (though he never seems to leave his tent) and there are another 20 knights guarding him, drawn in equal numbers from the Order of the Knights Griffon, the Order of the Fiery Heart, and Altdorf ’s own chapter of the Knights Panther.</p><p>@UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular Volkmar} and @UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann Zuntermein} are amongst the Altdorf Delegation, but the coach has gone on to Altdorf. If the Characters express an interest in the coach, or where @UUID[Actor.BcGALPPubww6hPnQ]{Graf Holzkrug}, @UUID[Compendium.wfrp4e-altdorf.actors.qzV2SdruydGXdMmu]{Baron von Laue}, @UUID[Compendium.wfrp4e-altdorf.actors.Mrtalh7JgYNgolzt]{Gravina von Ekstein}, or @UUID[Actor.bddoUxOTF19PyRKm]{Quintus Fassbinder} are, they are met with tight-lipped responses from the Knights and camp followers in the Altdorf camp. A successful <strong>Difficult (–10) Gossip</strong> Test reveals that the @UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular} was displeased by the diplomats’ performance, and sent them on rather than endure their company any further.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/elvyra-kleinestun.webp\" width=\"231\" height=\"229\" /></div><h3>@UUID[Actor.KCOIIpZKbFIFW340]{Elvyra Kleinestun}</h3><p>@UUID[Actor.KCOIIpZKbFIFW340]{Elvyra Kleinestun}, an innovative pharmacist, is among the Grand Theogonist’s staff. The Characters may have met Elvyra in their previous adventures, and her experiences since then depend on their prior relationship. She spends a lot of time wandering around the camp and scouting about the woods nearby, looking for herbs to replenish her supplies.</p><p>If the Characters never met @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra} then she is simply the Grand Theogonist’s personal pharmacist. He is suffering from very disturbing nightmares and chronic blinding headaches, and she assists by preparing pain killing herbal preparations for him. If she is questioned as to how she became the Grand Theogonist’s personal pharmacist, she tells her first story.</p><p>Alternatively, if the Characters met @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra} in @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8]{Bögenhafen} (see <strong>Enemy in Shadows</strong>) but did not meet her later in @UUID[Compendium.wfrp4e-eis.journals.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} (see <strong>Death on the Reik</strong>), or failed to rescue her from @UUID[Compendium.wfrp4e-dotr.actors.xUFB9X37gs00Pe6e]{kidnappers} (see <strong>Death on the Reik</strong>) then she is delighted to meet them again, and also tells them her first story.</p><p>If the Characters rescued @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra} from the kidnappers, she is even more pleased to see them, and tells them her second story.</p><h4>Elvyra’s First Story</h4><p>Having attended the @UUID[Compendium.wfrp4e-eis.journals.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR#elvyra-kleinestun]{Shaffenfest} in @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8]{Bögenhafen} last Mitterfruhl, @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra} returned to her home in @UUID[Compendium.wfrp4e-eis.journals.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck}. She was accosted there by a gang of toughs who threw her on to a barge and said they were taking her to Alberich Hollzauber, a daemonologist who wanted her to help him create spell ingredients.</p><p>@UUID[Actor.KCOIIpZKbFIFW340]{Elvyra} says she was kept on a boat for some time before being rescued by agents of the Emperor, who had broken apart the daemonologist’s operation and burned him at the stake. Upon learning that she was a talented pharmacist, they recommended her services to the court, where she soon found her home preparing soothing medications for the Grand Theogonist.</p><h4>The Truth Behind the First Story</h4><p>@UUID[Actor.KCOIIpZKbFIFW340]{Elvyra} does not mention that she was once a resident of Altdorf before moving to @UUID[Compendium.wfrp4e-eis.journals.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck}. She had been known there by her birth name, Gisel Schader. As Gisel she had made a small fortune for herself peddling Laughing Powder to the @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb.JournalEntryPage.zH91GyRZYb536WSK]{Reikerbahn} poor, and made a few enemies amongst the @UUID[Compendium.wfrp4e-altdorf.journals.rSRadYoaNXkEq8gs.JournalEntryPage.jisr4ys6obOel7r1]{Hooks and the Fish}.</p><p>She moved to @UUID[Compendium.wfrp4e-eis.journals.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} to start a new life, but Alberich Hollzauber was able to find out where she was and kidnapped her. Hollzauber, whilst a follower of Tzeentch, was regarded as a liability by the Purple Hand, and shortly before @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra} reached Altdorf, he was approached by @UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann Zuntermein} and persuaded to leave the city.</p><p>@UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein}, who by now possessed plenty of compromising information about @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra}, persuaded her to take the post of personal pharmacist to the Grand Theogonist. Elvyra is relieved by this turn of events, but does not realise that Zuntermein is positioning her to take the blame — if his poisoning of the Emperor is ever discovered. A corrupt physician called @UUID[Actor.uoRZ3aIHJjXiXFFL]{Kappelmuller} is keeping the Emperor weak and pliable for Zuntermein, and Elvyra is unwittingly providing him with the complex mixtures he requires.</p><p>@UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} tipped @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} off about @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra}, and the two of them have worked to prime her to spread sensationalist rumours that later prove catastrophic for the Empire.</p><h4>Elvyra’s Second Story</h4><p>Life settled back to normal for @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra} after the Characters left @UUID[Compendium.wfrp4e-eis.journals.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck}. Then a few weeks later she met a man in the Happy Man tavern who informed her that none other than the Grand Theogonist was looking for a skilled pharmacist to help ease his troubles. She moved to Altdorf a short while after, and has been a member of the Grand Theogonist’s entourage ever since.</p><h4>The Truth Behind the Second Story</h4><p>@UUID[Actor.KCOIIpZKbFIFW340]{Elvyra} does not mention that @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} was the man who came to speak to her in the <em>Happy Man</em>, or that he forced her arm by threatening to reveal her secret identity. As above, he has manipulated her into supplying @UUID[Actor.uoRZ3aIHJjXiXFFL]{Kappelmuller} with substances and spreading harmful rumours.</p><p>Characters who played <strong>Death on the Reik</strong> may recall @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra} had as her ward a young lady called Liza. If Elvyra is asked about the girl she grows morose and admits that looking after her niece was not compatible with the hard work involved in caring for the Grand Theogonist, and that the girl is now in the care of an ‘excellent Shallyan institution in Altdorf ’.</p><h3>Rebellious White Wolves</h3><p>After the initial burst of activity taken to get the camp in good order and when things begin to settle down, the Characters may notice on a <strong>Hard (–20) Perception</strong> Test that two knights of the White Wolf, Weregardt Schlupmann and Wolfgang Munchburger, are at a remove from the rest of the delegation, engaged in a private conversation.</p><p><strong>Weregardt Schlupmann</strong>: <em>‘And you’ll be coming too if you’ve got any sense. Sooner wrestle with Horros than be here tomorrow.’</em></p><p><strong>Wolfgang Munchburger</strong>: <em>‘We swore to stand by Ar-Ulric.’</em></p><p><strong>Weregardt Schlupmann</strong>: <em>‘No true Ar-Ulric bares his throat to the Grand Theogonist.’</em></p><p><strong>Wolfgang Munchburger</strong>: <em>‘Listen, if you leave I won’t breathe a word, but here I remain.’</em></p><p><strong>Weregardt Schlupmann</strong>: <em>‘ You risk the bite of Blitzbeil.’</em></p><p>A Character who passes an <strong>Average (+20) Lore (Theology)</strong> Test knows that Blitzbeil is the axe carried by Ulric in myth, and that Horros was a monstrous white wolf said to have plagued the lands around Middenheim.</p><p>If the knights are queried about their conversation, Wolfgang is as good as his word and says nothing. Weregardt is trying to warn his friend that the Sons of Ulric plan to attack the camp, but if questioned by the Characters he sticks to his story that he is merely disgusted by the thought of witnessing @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric} kowtow to the @UUID[Actor.6vITnrER3XMTsMGS]{Grand Theogonist}.</p><p>Thirty minutes after this conversation, Weregardt rides out of the camp and heads north. After five miles or so he reaches a junction where the road forks, running north to Middenheim and west to Grubentreich. He waits there until an hour after sundown, whereupon he gives a series of loud ululating war howls, a signal to a Sons of Ulric scout who waits in the undergrowth just out of sight of the road.</p><h3>Veiran Thugenheim and Elvyra</h3><p>This conversation occurs if the Characters themselves are not interested in @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra}. If they are interested in her, she tries to explain her misgivings regarding courtly life in Altdorf directly to them, perhaps giving the impression that she is speaking too freely. If not, they may overhear her conversation with @UUID[Actor.LzkGSosXU59kwBIV]{Veiran}. This occurs after the camp has been set up and everyone has had a chance to rest and mingle.</p><p><strong>Elvyra Kleinestun</strong>: <em>‘I haven’t been there for long. To be honest, it’s not what you would expect from the stories.’</em></p><p><strong>Veiran Thugenheim</strong>: <em>‘Really? How so?’</em></p><p><strong>Elvyra Kleinestun</strong>: <em>‘Well, I can’t understand why they don’t give the Emperor more respect. I mean, I know he’s meant to consider the advice of others before making decisions, but half the time they act like he isn’t even in the room.’</em></p><p><strong>Veiran Thugenheim</strong>: <em>‘That’s odd, but may be how he does things.’</em></p><p><strong>Elvyra Kleinestun</strong>: <em>‘Well, they don’t seem to even treat the Hammer with much respect. I mean, when folk from other provinces are present, they expect everyone to fall silent if it’s so much as looked at. But when it’s just Altdorfers and Sigmarites in the room, they just treat it like a glorified paperweight.’</em></p><p>It is important that someone in the Middenheim delegation hears @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra’s} testimony about the shoddy manner in which the Emperor and the Hammer of Sigmar seem to be regarded. In this example she is being buttered up by @UUID[Actor.LzkGSosXU59kwBIV]{Veiran Thugenheim}, who realises that she is a source of unguarded information, but if the Characters act quickly to prevent her from being too candid to Veiran, she can share similar information with @UUID[Compendium.wfrp4e-pbtt.actors.ZyMHHLG9tNTDIw8S]{Chaperone Zimperlich}, a member of the Middenheim Chapter of the Knights Panther, or even one of the Todbringers.</p><h3>Tense Encounters - 3:00 P.M.</h3><p>Shortly after 3:00 p.m. word goes round the camp that @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric} and the @UUID[Actor.6vITnrER3XMTsMGS]{Grand Theogonist} are due to meet at the boulder near the road. They will pray together in silence and agree to meet again in the morning for more in depth talks. People are encouraged to watch from a distance, but to make no sound that might undercut the solemnity of the event.</p><p>If the Characters watch, they see the two high priests approach the boulder and stand to either side of it in silent contemplation. They spend about five minutes by the boulder with their heads bowed. They murmur to one another (too far away for even Acute Senses to pick up, though if creative use of magic or miracles are used with subtlety a Character can get an impression that whilst both priests are gruff, they are in agreement that a gesture of unity is needed, even if they cannot agree the details).</p><p>They then turn from the boulder and head to their respective tents. News soon permeates around the camp that the priests spoke respectfully and have decided to spend the night inside the shrine, conducting a vigil with a few of their knights. There are grumblers among the Knights of the White Wolf and members of the Order of the Fiery Heart, but for the most part everyone is pleased at this progress.</p><p>During the evening Characters may decide whether or not to keep their eyes open. To ratchet up the paranoia a little the following events can be used to unnerve the party.</p><h4>Inconvenienced</h4><p>Characters passing a <strong>Hard (–20) Perception</strong> Test notice a suspicious rustling in the undergrowth. If investigated, this turns out to be a member of one group or the other answering a call of nature. For maximum misdirection and embarrassment, the inconvenienced party might be @UUID[Actor.sn0zk1QV53XMipVw]{Emil Valgeir}, accompanied by two Knights of the White Wolf who look like lurking @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.v89vatY0D7lynlCA]{Sons of Ulric} when seen through the foliage from a distance.</p><h4>A Friendly Bout</h4><p>When no one is looking, a handful of White Wolves and Fiery Hearts disappear behind the shrine’s main building to decide which fighting order is better. An <strong>Easy (+40) Perception</strong> Test is all that is needed to notice the sudden shouts and clash of arms. Characters might believe that an attack is underway, and not notice that the combatants are striking to stun. If they join the fight and cause injuries, both parties are angry with them.</p><h4>Kitchen Nightmare</h4><p>A great scream rings out, accompanied by a terrible crash. Every Character can attempt a <strong>Challenging (+0) Perception</strong> Test to realise that the noise came from one of the larger camp fires. Far from being an attack, the scream came from a junior priest charged with preparing dinner, who upset a pot of boiling soup and was badly scalded.</p><p>No one blames the Characters for rushing to the sound with weapons drawn, but the incident is harmless to everyone but the hapless priest.</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/sons-of-ulric.webp\" /></div>"
				},
				"The Attack": {
					"name": "The Attack",
					"text": "<p>It is late in the day, so the two delegations make camp for the night. @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric Valgeir} and @UUID[Actor.6vITnrER3XMTsMGS]{The Grand Theogonist} are inside the shrine, accompanied by three Knights of the White Wolf and three Knights from the Order of the Fiery Heart. The rest, including the Characters, stay in tents ranged to either side of the shrine complex: the Middenheim contingent on one side; the Altdorfers on the other.</p><p>Let the Characters make whatever preparations they wish for the night to come, and wait until they are convinced — or as convinced as they can be — that nothing is going to happen. At that precise moment, the camp is attacked. The @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.v89vatY0D7lynlCA]{Sons of Ulric} have split into three groups, each hoping to achieve a particular goal before vanishing back into the forest.</p><p>Group one is the first to attack. They creep over the road from the east carrying a pot of red paint with which they plan to coat the boulder, obliterating the symbol of Sigmar. They then make a lot of noise, but beat a retreat if they are faced with determined opposition. Their true goal is to draw as many fighters from the camp as they can. There are six of them, and they are lightly armed — all the better to beat a hasty retreat.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><span style=\"font-style:normal\">Initial Positions</span></h3><table border=\"1\"><tbody><tr><td><em><strong>Location</strong></em></td><td><em><strong>Warriors</strong></em></td></tr><tr><td><em>Middenheim Camp</em></td><td><em>Graf @UUID[Actor.czIY275tUC4VGDWp]{Boris Todbringer}, Baron @UUID[Actor.0Z49f8xUPns5OkTA]{Heinrich Todbringer}, @UUID[Actor.LzkGSosXU59kwBIV]{Veiran Thugenheim}, 14 @UUID[Actor.iDp5L29gbdNcYmGx]{Knights}</em></td></tr><tr><td><em>Altdorf Camp</em></td><td><em>@UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular Volkmar},  35 @UUID[Actor.iDp5L29gbdNcYmGx]{Knights}</em></td></tr><tr><td><em>Altdorf Camp</em></td><td><em>Ar-Ulric @UUID[Actor.sn0zk1QV53XMipVw]{Emill Vagier}, Grand Theogonist @UUID[Actor.6vITnrER3XMTsMGS]{Yorri XV}, 6 @UUID[Actor.iDp5L29gbdNcYmGx]{Knights}</em></td></tr></tbody></table></blockquote><p>Group two attack next, they burst from the woods to the south and rampage through the Sigmarite camp. Their primary aim is to cause confusion rather than injury, but they attack any @UUID[Actor.CiNH8jGXYY3qgnm0]{Knight of the Fiery Heart} or Sigmarite Priest they encounter.</p><p>Finally, the third and largest group emerge from the woods to the west, making their way to the @UUID[Scene.Jt9P7OoOEQIrG1TK]{Shrine of the Shining Rock}. Their goal is to kill the @UUID[Actor.6vITnrER3XMTsMGS]{Grand Theogonist} and humiliate @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric}. They are prepared to slay anyone who stands in their way.</p><p>Standing against them are the Characters and the following forces.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Defenders of the Camp</em></h3><table style=\"width:100%\" border=\"1\"><tbody><tr><td style=\"text-align:center\" colspan=\"3\"><em><strong>Middenheim Encampent</strong></em></td></tr><tr><td><em><strong>Leader</strong></em></td><td><em><strong>Order</strong></em></td><td><em><strong>Effect</strong></em></td></tr><tr><td><em>@UUID[Actor.czIY275tUC4VGDWp]{Boris Todbringer}</em></td><td>‘Slay these miscreants! We mustn’t let the Sons of Ulric sully Middenheim’s good name.’</td><td><em>8 Knights chase the Sons of Ulric. 6 remain in the camp.</em></td></tr><tr><td><em>@UUID[Actor.LzkGSosXU59kwBIV]{Veiran Thugenheim}</em></td><td>‘Protect your Graf!’</td><td><em>3 Knights chase the Sons of Ulric. 11 remain in the camp.</em></td></tr><tr><td><em>@UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich}</em></td><td>‘See to Ar-Ulric’s safety!’</td><td><em>3 Knights chase the Sons of Ulric. 3 remain in the camp. 8 head to the shrine.</em></td></tr></tbody></table><table style=\"width:100%\" border=\"1\"><tbody><tr><td style=\"text-align:center\" colspan=\"3\"><em><strong>Altdorf Encampent</strong></em></td></tr><tr><td><em><strong>Leader</strong></em></td><td><em><strong>Order</strong></em></td><td><em><strong>Effect</strong></em></td></tr><tr><td><em>Cleric-Captain  Konrad Metternich of the Fiery Heart</em></td><td>‘All righteous men of Sigmar to me! We will not be mocked!’</td><td><em>15 Knights chase the Sons of Ulric. 15 remain in the camp. 5 head to the shrine.</em></td></tr><tr><td><em>@UUID[Actor.RSmsdG8PqbyKnxlL]{Volkmar }</em></td><td>‘‘Protect the Grand Theogonist! Let no Ulrican cur lay hands on him!’</td><td><em>5 Knights chase the Sons of Ulric. 10 remain in the camp. 20 head to the shrine.</em></td></tr><tr><td><em>@UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann Zuntermein}</em></td><td>‘Remain at your posts! These mangy dogs are just looking to distract us!’</td><td><em>5 Knights chase the Sons of Ulric. 25 remain in the camp. 5 head to the shrine.</em></td></tr></tbody></table></blockquote><h3>Dealing with the First Group</h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/wolf-kin.webp\" width=\"234\" height=\"312\" /></div><p>The attack begins at 4:30 a.m. Six @UUID[Actor.ojDH7FjpSrzavUVb]{Sons of Ulric} break from the treeline on the side of the road and run up to the boulder marking the turnoff to the shrine. They are dressed in dark furs and two of them carry a large pail of red paint between them. Anyone who is on watch can make a <strong>Hard (–20) Perception</strong> Test to spot them as they approach the boulder. It takes them three rounds to cross the road (they creep on tiptoe), and another round to daub red paint over the Sigmar side of the boulder.</p><p>If the @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.v89vatY0D7lynlCA]{Sons of Ulric} are targeted by missile fire or magic before getting to the boulder, they abandon their pail and run back to the treeline (taking a single round to cover the ground at speed).</p><p>Once the @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.v89vatY0D7lynlCA]{Sons of Ulric} have either vandalised the boulder, or made it back to the treeline, they start hollering at the top of their voices. ‘<em>Only a weak, old wolf bares his throat to Sigmarite scum!’, ‘The North Howls!’ </em>and <em>‘Death to the Grand Theogonist!’</em></p><p>Characters who are awake can react to the group; whilst the rest of the camp is roused by the disturbance. If the Characters manage to chase and kill the @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.v89vatY0D7lynlCA]{Sons of Ulric} within six rounds then the danger is passed. However, after six rounds various commanders in each camp begin bellowing orders.</p><p>In the Middenheim camp @UUID[Actor.czIY275tUC4VGDWp]{Boris}, @UUID[Actor.0Z49f8xUPns5OkTA]{Heinrich} and @UUID[Actor.LzkGSosXU59kwBIV]{Thugenheim} can be heard screaming orders. If the Characters want to back any of these courses of action up, they can do so by raising their voices and passing a <strong>Difficult (–10) Leadership</strong> Test. If the party is perceived as being Sigmarite this test is <strong>Very hard (–30)</strong>.</p><p>If the Characters do not intervene, the Knights obey their Graf. Then 8 of them go to chase the Sons of Ulric, whilst the rest remain in the camp.</p><p>Over in the Sigmarite camp things are less chaotic, though @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein}, the @UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular}, and a cleric-captain of the Fiery Heart can be heard. If the Characters want to back any of these people up, they can do so by raising their voices and passing a <strong>Difficult (–10) Leadership</strong> Test. If the party is perceived as being Ulrican this test is <strong>Very hard (–30)</strong>.</p><p>If the Characters do not intervene, the Knights obey @UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular Volkmar}. If Characters argue against High Capitular Volkmar’s decision reduce the Party Allegiance score by 3.</p><p>If the Characters chase the @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.v89vatY0D7lynlCA]{Sons of Ulric}, the quarry has a head start of 6. However, they never break ahead by more than 8 (they wish to keep pursuers on their tail rather than lose them). Characters may be able to chase the Sons of Ulric down, or kill them with missile fire or magic, and if they do so the chase is brought to an end. However, if Characters do not give chase then the Sons of Ulric are easily able to keep ahead of any @UUID[Actor.iDp5L29gbdNcYmGx]{Knights} that run after them, and those Knights are be seen again until after the attack is concluded.</p><div class=\"journal-image fit\"><img src=\"modules/wfrp4e-empire-ruins/assets/items/spear.webp\" /></div><h3>Dealing with the Second Group</h3><p>The second group of @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.v89vatY0D7lynlCA]{Sons of Ulric} wait for 20 turns following whatever decisions were made following the racket raised by the first group. They then run into the Sigmarite camp, trumpeting upon shrill goat horns, before rampaging about causing as much chaos as they can.</p><p>There are 20 @UUID[Actor.ojDH7FjpSrzavUVb]{Sons of Ulric} in the second group, commanded by Weregardt Schlupmann, the rebellious Knight of the White Wolf who left the camp the day before.</p><p>Depending on how the distraction worked there will be between 13 and 36 Knights opposing them, plus @UUID[Actor.czIY275tUC4VGDWp]{Boris Todbringer}, @UUID[Actor.LzkGSosXU59kwBIV]{Veiran Thugenheim}, @UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich} and @UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular Volkmar}. This is a suicidal attack by the Sons of Ulric, but they strive to inflict serious damage before they are subdued.</p><p>Any Characters who are still in the camp at this point may join in the fight against the @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.v89vatY0D7lynlCA]{Sons of Ulric}. It is easy to find a combatant as the attackers run though the Sigmarite tents in no particular formation.</p><p>Any Character who wishes to engage an opponent in melee may do so, and a Character who wishes to target an opponent with a spell or missile fire must make an <strong>Average (+20) Perception</strong> Test. Success indicates that a good target can be spotted, failure indicates that the only target that can be located is engaged in melee with a Knight.</p><p>Whilst the Knights inevitably beat back the @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.v89vatY0D7lynlCA]{Sons of Ulric}, the degree to which this is a lengthy and arduous process depends on the following test.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><span style=\"font-style:normal\">Resolving the Second Attack</span></h3><p><span style=\"font-style:normal\">The struggle between the @UUID[Actor.iDp5L29gbdNcYmGx]{Knights} and the @UUID[Actor.ojDH7FjpSrzavUVb]{Sons of the Ulric} is represented by an extended </span><strong><span style=\"font-style:normal\">Melee (Basic)</span></strong><span style=\"font-style:normal\"> Test against the Knights’ </span><strong><span style=\"font-style:normal\">Melee (Basic)</span></strong><span style=\"font-style:normal\">. This is used to determine the general progress of the fight even though individual Knights may have found the time to mount up, form barricades, equip themselves with shields and so on. The difficulty of the test is modified according to the number of Knights in the camp.</span></p><table style=\"width:100%;height:85px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px\"><em><strong>Knights</strong></em></td><td style=\"height:17px\"><em><strong>Difficulty</strong></em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>11-17</em></td><td style=\"height:17px\"><em><strong>Challenging (+0) Melee (Basic)</strong> Test</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>18-24</em></td><td style=\"height:17px\"><em><strong>Average (+20) Melee (Basic)</strong> Test</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>25-30</em></td><td style=\"height:17px\"><em><strong>Easy (+40) Melee (Basic)</strong> Test</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>31-36</em></td><td style=\"height:17px\"><em><strong>Very Easy (+60) Melee (Basic) </strong>Test</em></td></tr></tbody></table><p><em>A total of 30 SL must be accrued through the extended test before the Sons of Ulric break off the attack (by this point many of them are dead and the rest injured and routed). In addition the following can be added each round depending on other factors.</em></p><ul><li><em>+1 for each of the following NPCs still in the fight: @UUID[Actor.czIY275tUC4VGDWp]{Boris Todbringer}, @UUID[Actor.LzkGSosXU59kwBIV]{Veiran Thugenheim}, @UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich} and @UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular Volkmar}</em></li><li><em>+1 for every critical hit a Character scores on a @UUID[Actor.ojDH7FjpSrzavUVb]{Son of Ulric}</em></li><li><em>+2 if a Character kills a @UUID[Actor.ojDH7FjpSrzavUVb]{Son of Ulric} in a single turn of combat</em></li><li><em>+3 if a Character kills Weregardt Schlupmann</em></li></ul><p><em>However, every time the Knights fail on their <strong>Melee (Basic) </strong>Test roll on the Complications table.</em></p><p> <em>@UUID[RollTable.1D6FMyqGymSo17c7]{Complications During the Second Attack}</em></p></blockquote><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/items/axe2.webp\" width=\"324\" height=\"120\" /></div><h3>Dealing with the Third Group</h3><p>The third group of @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.v89vatY0D7lynlCA]{Sons of Ulric} act 5 rounds after the second group attacks. There are 30 Sons amongst this group led by @UUID[Actor.pdf8ECaWC0ZAapKB]{Beate Moser}. She gives vent to loud rousing rhetoric. <em>‘Ar-Ulric!’</em> She cries as she runs towards the Shrine. <em>‘The blood of the god of battle runs in my veins, does his spirit so much as stir within your heart?’</em> As she strikes at Knights of the Fiery Heart, she yells: ‘<em>Daemon worshipper!’</em> As she strikes at Knights of the White Wolf, <em>‘Cur! Traitor!’</em></p><p>Depending on how the distraction worked there are between 11 and 32 Knights opposing them, plus Ar-Ulric @UUID[Actor.sn0zk1QV53XMipVw]{Emil Valgier} and @UUID[Actor.6vITnrER3XMTsMGS]{Grand Theogonist Yorri XV}. Whilst this attack is rather less suicidal than the other the Shrine is a defensible structure and it is hard for the Sons to bring their weight of numbers to bear.</p><p>Any Characters at the Shrine may join the fight against the @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.v89vatY0D7lynlCA]{Sons of Ulric}. It is easy to find a combatant as the attackers are funnelled into the few entrances to the Shrine. Any Character who wishes to engage an opponent in melee may do so, and any Character who wishes to target an opponent with a spell or missile fire must make an <strong>Challenging (+0) Perception</strong> Test. Success indicates that a target can be spotted, failure indicates that the only target that can be seen this turn is already engaged in melee.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><span style=\"font-style:normal\">Resolving the Third Attack</span></h3><p><em>The struggle between the @UUID[Actor.iDp5L29gbdNcYmGx]{Knights} and the @UUID[Actor.ojDH7FjpSrzavUVb]{Sons of the Ulric} is represented by an extended <strong>Melee (Basic) </strong>Test using the Knights’ Melee (Basic). The difficulty of the test is modified according to the number of Knights at the Shrine.</em></p><table style=\"width:100%;height:102px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px\"><em><strong>Knights</strong></em></td><td style=\"height:17px\"><em><strong>Difficulty</strong></em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>11-12</em></td><td style=\"height:17px\"><em><strong>Difficult (–10) Melee (Basic) </strong>Test</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>13-18</em></td><td style=\"height:17px\"><em><strong>Challenging (+0) Melee (Basic) </strong>Test</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>19-24</em></td><td style=\"height:17px\"><em><strong>Average (+20) Melee (Basic)</strong> Test</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>25-30</em></td><td style=\"height:17px\"><em><strong>Easy (+40) Melee (Basic)</strong> Test</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>31-31</em></td><td style=\"height:17px\"><em><strong>Very Easy (+60) Melee (Basic) </strong>Test</em></td></tr></tbody></table><p><em>A total of 40 SL must be accrued through the extended test before the Sons of Ulric break off the attack. In addition, the following can be added each round depending on other factors.</em></p><ul><li><em>+1 for each of the following NPCs still in the fight: @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric Emil Valgier} and @UUID[Actor.6vITnrER3XMTsMGS]{Grand Theogonist Yorri XV}</em></li><li><em>+1 for every critical hit a Character scores on a @UUID[Actor.ojDH7FjpSrzavUVb]{Son of Ulric}</em></li><li><em>+2 if a Character kills a @UUID[Actor.ojDH7FjpSrzavUVb]{Son of Ulric} in a single turn of combat</em></li><li><em>+3 if a Character kills @UUID[Actor.pdf8ECaWC0ZAapKB]{Beate Moser}</em></li></ul><p><em>However, every time the Knights fail on their Melee (Basic) Test roll on the Complications table.</em></p><p> <em>@UUID[RollTable.GncboqOad4oI1NDK]{Complications During the Third Attack}</em></p></blockquote><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/beate-moser.webp\" width=\"247\" height=\"247\" /></div><p style=\"text-align:center\">@UUID[Actor.pdf8ECaWC0ZAapKB]{Beate Moser}</p><h3>Aftermath</h3><p>Whilst the attack by the @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.v89vatY0D7lynlCA]{Sons of Ulric} is not likely to be very deadly, it causes a great deal of injury and chaos and forces the breakdown of relations between @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric} and the @UUID[Actor.6vITnrER3XMTsMGS]{Grand Theogonist}, both of whom return to their tents after the attack in moods of pronounced wrathful sulking.</p><p>Over the next few hours it becomes clear that the more partisan of the Sigmarites wish to return to Altdorf, and whilst nothing is said directly to any member of the Middenheim delegation, mutterings along the lines of ‘what else can you expect trying to negotiate with northern savages?’ can be heard from passing knights. The Characters can try to pour oil on troubled waters, but the mood remains unremittingly grim.</p><p>@UUID[Actor.KCOIIpZKbFIFW340]{Elvyra Kleinestun}, if she has not yet had a chance, is even more desperate to tell members of the Middenheim party that all is not as it seems in the court of Altdorf. She has the misguided belief that this may spare them wounded pride at this time.</p><p>After the dust has settled the Characters are summoned to @UUID[Actor.PrkWVIr7Go4u1QWp]{‘Princess’ Katarina’s} tent. After greeting them she says the following:</p><p>‘Thank you so much for all that you have done for my family these recent weeks. I now have another task I want to charge you with. If we are going to heal the rifts in our Empire we must all make sacrifices. I want you to travel south to Castle Reikguard. Tell @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince Wolfgang} that I accept his offer. We are to be married in Altdorf at his earliest convenience.’</p><h4>Experience Awards</h4><p>Good roleplaying and clever thinking should be rewarded, but there are additional XP for the following:</p><p>@Exp[45, Beat back the Sons of Ulric before they inflict any serious casualties]{45 points if the Sons of Ulric were beaten back before they inflict any serious casualties}</p><p>@Exp[30, Encouraged leaders in the camp not to fall for the distraction caused by the first group]{30 points if the Characters encourage leaders in the camp not to fall for the distraction caused by the first group}</p><p>@Exp[30, Killed Beate Moser ]{30 points for killing Beate Moser }</p><p>@Exp[30, Killed Weregardt Schlupmann ]{30 points for killing Weregardt Schlupmann }</p><p>@Exp[20, Prevented harm or humiliation to either of the High Priests]{20 points for preventing harm or humiliation to either of the High Priests}</p><p>@Exp[15, Effectively anticipated trouble before the attack]{15 points for effectively anticipating trouble before the attack}</p><p>@Exp[9, Anticipated that the Altdorf delegation might be harassed leaving Middenheim]{9 points for anticipating that the Altdorf delegation might be harassed leaving Middenheim}</p><p>The Party Allegiance score may be modified by between +2 (if the Characters tended to act in such a way that spares injury to the Altdorf delegation) to –2 (if they tended to support the Middenheim delegation).</p>"
				}
			}
		},
		"Imperial Ostlanders": {
			"name": "Imperial Ostlanders",
			"pages": {
				"Imperial Ostlanders": {
					"name": "Imperial Ostlanders",
					"text": "<p>The south, east and western borders of the Empire are guarded by towering mountain ranges, vast bulwarks against the many enemies who wish to conquer or despoil. The Emperor’s Own Imperial Ostlanders are a regiment under the direct command of the Emperor himself, charged with scouting these frontiers for threats from without. Their remit is to travel across and beyond the borders, looking for threats and, should an invading army cross the mountains, track their progress while relaying reconnaissance back to Altdorf.</p><p>Since the days of Wilhelm the Wise (2429–2434 IC), the Imperial Ostlanders have mustered tough soldiers from the eastern foothills of the Middle Mountains. If the Empire was in a stronger state of unification, the individual Electors and provincial leaders would share intelligence with the Emperor, but years of experience have taught the military commanders in the Reikland that they cannot trust parochial nobles with such an important responsibility.</p><p>Colonel @UUID[Actor.FsqUwWSwKqf0Z7dr]{Reikhardt Mathis Seivers} is the current leader of the Imperial Ostlanders. Seivers is a man of humble origins, more at ease in single combat with a brutish Orc than negotiating etiquette in the Imperial Palace. As befits a scout regiment, the Ostlanders are a small force, but their professionalism and Sigmarite pride more than make up for their numbers. Decades of campaigning has hardened the regiment and ingrained an instinctive understanding of potential foes, but they have a specific knowledge of Greenskins, the most common threat from the mountains.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/soldier.webp\" width=\"306\" height=\"396\" /></div>"
				},
				"History": {
					"name": "History",
					"text": "<p>When Grom the Paunch threatened to rampage across the Empire with his Greenskin hordes, Prince Wilhelm of Altdorf, bemoaned the ignorance of his commanders. None seem to know the strength of the Goblin forces, or any sense of the route the monstrous horde would travel.</p><p>During this time, when Grom and his Greenskin hordes posed a major threat, Emperor Dieter IV was more interested in choosing new tapestries than attending the fractious Councils of War with the Electors. Frustration boiled over when Prince Wilhelm decried the military’s ignorance by describing the situation as, ‘like fighting a greased hog while wearing a blindfold and armed with a turnip’. The Count of Ostland, Gerson von Tasseninck, pledged that he could muster a troop of scouts experienced in tracking and hunting Greenskins. The other Electors were dismissive. They needed battalions and artillery, wizards and alliances with the Dwarf Holds, not scruffy savages from the Middle Mountains.</p><p>The Count of Ostland was determined to prove his point. He instructed his Barons to scour the hilly lands of the eastern Middle Mountains for tough highlanders. The resulting patrol was despatched to the Worlds Edge Mountains on a mission to determine the threat from Grom’s armies, pick off any small straggling bands and track the horde’s progress and disposition.</p><p>The patrol picked up Grom’s forces after the Battle of Iron Gate (2410 IC), where the Dwarfs were unable to halt the Greenskins. The Ostlanders shadowed the invading Orcs from Karak Kadrin into the Empire, watching as Grom attracted more tribes from Peak Pass and beyond. As the horde grew in number, they passed warnings forward to the towns of Stirland and Talabecland. Grom’s horde seemed unstoppable, but the Imperial Ostlanders’ actions saved lives.</p><p>When Grom’s marauders reached the Reikland, the Ostlanders briefed Prince Wilhelm on the warbands invading his lands. Under his command, they took to the field and legend has it that one of their number saved Prince Wilhelm from an Orc spear. In 2429 IC, once the threat of Grom had passed and Wilhelm became Emperor, he instituted the Imperial Ostlanders to anticipate future invasions on behalf of the whole Empire. The patrol was officially made part of the Wolfenburg 2nd Regiment of Foot, though this was more to do with keeping the logistics of training and equipping down to a minimum, the Imperial Ostlanders have always had their own Colonel and act independently from their parent regiment.</p><p>The patrol proved their worth on many occasions since. In 2465 IC, they scouted ahead of Antoine von Carstein’s undead legions. Thanks to their swift action, Emperor Mattheus II forged an alliance of Elector Counts to defeat the Vampire at the Battle of Schrolnetz Plain.</p><p>More recently, Tamurkhan the Maggot Lord and his army of Chaos rampaged through the Border Princes towards the southern Empire. Colonel Sievers and his men observed the coalition of Marauder Tribes, Chaos Dwarfs and Ogres when they fought the mercenaries of the Eagle Confederacy. They picked off lone warbands and captured a handful of Kurgan, who revealed Tamurkhan’s ultimate destination as Nuln.</p><p>Black Fire Pass had flooded and the Ostlanders knew it was impassable for the Chaos Dwarf war engines. They guessed correctly that Tamurkhan’s forces would travel through Winter’s Teeth Pass instead. When the Murder Grinz Night Goblin tribes ambushed the Chaos army in the Pass, the Imperial Ostlanders raced north to warn Countess Emmanuelle and Margrave Olger Hoch of Wissenland. The populace fled for their lives and Nuln readied the defences, eventually repelling the invasion.</p><p>The Imperial Ostlanders are not infallible. They have been poor when anticipating threats from the Grey Mountains — failing to scout the Duc de Parravon’s forces in the Fifth Parravon War in 2474 IC. Currently, their preoccupation with Orcs in the Badlands has diverted them from a far more pressing menace — the gathering forces of Azhag the Slaughterer.</p><div class=\"journal-image fit\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/goblins.webp\" /></div><h3>Today</h3><p>The patrol is still raised from the Ostland highlands — a place of petty baronies subservient to the Grand Prince, where the people live austere lives in the shadow of the great peaks. There are a handful of non-Ostlanders in the regiment, but they are rare and no efforts are made to make them welcome.</p><p>The main barracks are in Wolfenburg, where recruits are inducted in a secretive ritual. They must pledge allegiance to the Emperor, dedication to Sigmar and prove to the command that they understand the forces and approach to warfare of the Empire’s main foes — the Greenskins, the Beastmen, the Warriors of Chaos. There is a small secondary barracks in Fielbach south of Altdorf, where some troops over-winter ready for spring campaigning in the Black or Grey Mountains.</p><p>Officially the regiment takes orders from the Emperor, who determines which borders or potential threats they must reconnoitre. In practice, it is Reiksmarshal Kurt Helborg who determines their orders. In the field, the Imperial Ostlanders are afforded a degree of freedom to act on initiative — lines of command can’t often reach their remote locations, and should they discover something of interest, they are free to change their mission. The Imperial Ostlanders are expected to neutralise small threats unassisted and report back with news of larger concerns, such as an army or large warband menacing the mountain passes.</p><p>The Ostlanders operate primarily as a mobile infantry unit, using commando tactics against their adversaries. Through stealth and ambush, they can wipe out small numbers of opponents without attracting attention to themselves. On rare occasions they take to the battlefield alongside other regiments, the core unit armed with halberds with hunters and swordsmen fighting as supporting detachments.</p><h3>Reputation</h3><p>In Altdorf and the Reikland, the Imperial Ostlanders have a good reputation. The military see them as dependable, resourceful provincials who embody professionalism and loyalty to the House of the Third Wilhelm. The more superior nobility value provincial deference to Reikland rule. In the Reikland @UUID[Actor.FsqUwWSwKqf0Z7dr]{Colonel Sievers} is a minor celebrity, where news of his exploits or discoveries in far-flung locations are the subject of many rumours. The Colonel finds this intensely embarrassing.</p><p>The Imperial Ostlanders are popular in their home province. Ostland has traditionally supported Imperial unity, so it is a matter of pride if a son or daughter takes the Emperor’s shilling. In 2506 IC, the regiment alerted the Emperor and Elector Count of Ostland to a force of greenskins massing in the Middle Mountains. Thanks to their warning, a combined force of troops from Ostland and Altdorf led by Reiksmarshal Kurt Hellborg ended the threat at the Battle of the Plain, south of Wolfenburg. The intervention of the Imperial Ostlanders elevated them in the eyes of their province.</p><p>Elector Count von Tasseninck is ambivalent. The regiment showcases his province’s allegiance to the Empire and Sigmar, but raising troops for the Emperor is rather like a tax imposed on his domain. He instructed @UUID[Actor.FsqUwWSwKqf0Z7dr]{Colonel Sievers} that the Imperial Ostlanders should not ‘waste time’ patrolling the borders of states hostile to their own, as such Sievers has been concentrating on patrolling the Black Mountains, which keeps Averland happy and avoids any entanglements with Talabecland.</p><p>The other provinces look favourably on the Imperial Ostlanders when they bolster their own defences against invasion. But local nobles are unconvinced. The regiment are sometimes assumed to be a show of force by the Emperor, or spies seeking intelligence for Altdorf. Since the annexation of Ubersreik, this feeling is more common. The rulers of Nordland, Middenland and Talabecland don’t refuse to cooperate with the Imperial Ostlanders, but there is clear hostility when they cross their lands. In some frontier towns and villages, the Imperial Ostlanders have a reputation for throwing their weight around, confident that they have the Emperor’s backing. On occasion, locals who hold back useful information have been given rough treatment.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/ostland.webp\" width=\"161\" height=\"200\" /></div><h3>Operations</h3><p>The Imperial Ostlanders patrol mainly in the Black Mountains and Worlds Edge Mountains, passing through Black Fire Pass, Winter’s Teeth Pass and Peak Pass to scout beyond the mountains. Less often, they’re deployed to the Grey Mountains, Forest of Shadows and Middle Mountains.</p><p>In the field, they look for signs of hostile warbands moving through the mountain. The regiment spends weeks on expeditions, surviving in the mountains with their wits and experience. They speak with travellers, locals and mercenaries to discover anything unusual or amiss. They have cultivated an understanding with the Dwarfs of the Black Mountains and Karaz Ankor, to exchange information of interest. The Dwarf thanes like to remind the Emperor of ancient allegiances</p><div class=\"journal-image fit\"><img src=\"modules/wfrp4e-empire-ruins/assets/items/spear.webp\" /></div><h3>Recent Developments</h3><p>For the past year, the Imperial Ostlanders patrolled the southern foothills of the Black Mountains, alert to the possibility of incursions from the Border Princes. They learned from Dwarf patrols that Orcs are massing east of Barak Varr and took a perilous excursion into the northern Badlands where they discovered the nascent horde of Warboss Vorgaz Ironjaw.</p><p>@UUID[Actor.FsqUwWSwKqf0Z7dr]{Colonel Sievers} knows that an Orc Waaagh! grows with the aggression and ambition of its leader. Ironjaw has already subjugated several tribes in the area, after he and his retinue upset Gorfang Rotgut who chased them from Broken Tooth lands. The Red Face and Bloody Spear Goblins, the Stink Fist Orcs and the Snake Blood Savages have all come under Ironjaw’s rule. Other tribes in the vicinity are becoming agitated and aggressive — a sure sign that a Waaagh! is brewing.</p><p>The Imperial Ostlanders believe that swift action in the Badlands or Border Princes could stop an invasion long before it happens. But the Empire’s rulers are not receptive. Grand Countess Ludmilla Alptraum of Averland is preoccupied with political matters in her province. The Mad Count Marius Leitdorf was enthusiastic at first, but then became excited by designs for a new fleet of carriages and lost interest.</p><p>On arrival in Altdorf, Colonel @UUID[Actor.FsqUwWSwKqf0Z7dr]{Sievers} rushed to the Palace for an audience with the Emperor. Karl-Franz was evasive and when the Colonel finally met him, he was distracted and distant. He didn’t seem to know the commander of the Imperial Ostlanders and dismissed his concerns about Orc invasion as, <em>‘just one of many matters I shall attend to in time’.</em> Sievers felt that Karl-Franz’s accent wasn’t quite right. He had, in fact, met the Emperor’s double.</p><p>Infighting and politics have muted @UUID[Actor.FsqUwWSwKqf0Z7dr]{Seivers’} warnings, but the Purple Hand are also involved. @UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann Zuntermein} implied to various Imperial dignitaries that the Imperial Ostlanders are in the employ of the Dwarfs, who seek to divert the Empire’s armies to their own ends in restoring Karaz Ankor.</p><p>While Sievers stays in Altdorf and tries in vain to rouse the interest of the military’s commanders, the remainder of the Imperial Ostlanders continue to patrol Black Fire Pass and seek more information from the caravans that pass through.</p><div class=\"journal-image fit\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/siege.webp\" /></div>"
				},
				"The Regiment": {
					"name": "The Regiment",
					"text": "<p>In the field, the Imperial Ostlanders wear the black and white of their home province, with a navy blue trim. Their tabards are emblazoned with the griffon from the Emperor’s coat of arms. When scouting or skirmishing, they wear dark-grey surcoats to blend in with their surroundings.</p><p>@UUID[Actor.FsqUwWSwKqf0Z7dr]{Colonel Reikhardt Mathis Sievers}</p><p>@UUID[Actor.5VlU2ExxCSMLGpc2]{Flag Sergeant Borys Zielin, Second-in-Command}</p><p>@UUID[Actor.7lpCZkiL1GKIcCFu]{Father Eduard von Tunz, Regimental Priest}</p><p>@UUID[Actor.MuuJ3hafzj06cYbo]{Scout Sergeant Alicja Bohun, Leader of the Vanguard}</p><p>@UUID[Actor.XtabWXputQA1tNDG]{Bengt Livmatz, Regimental Cartographer}</p><p>@UUID[Actor.DEomOH4rLAec2NwU]{Renia Grünewald — Emissary}</p><p>@UUID[Actor.Pjra6oJWavjoEEqW]{Sebastian, Esmer, Jozef — Sergeants}</p><p>@UUID[Actor.FP5i08ZbVXThfSob]{Soldiers}</p><p>@UUID[Actor.hPWw7Q7D3AuMWpeN]{The Vanguard}</p><div style=\"display:flex;justify-content:space-around\"><img style=\"border:none\" src=\"modules/wfrp4e-empire-ruins/assets/actors/sievers.webp\" width=\"174\" height=\"229\" /><img style=\"border:none\" src=\"modules/wfrp4e-empire-ruins/assets/actors/borys-zielin.webp\" width=\"190\" height=\"224\" /></div>"
				},
				"Encounters with Imperial Ostlanders": {
					"name": "Encounters with Imperial Ostlanders",
					"text": "<p>In Empire in Ruins, the party will meet the Imperial Ostlanders in Black Fire Pass, but if you choose to use them in other contexts, they can provide local colour, support the party, or even act as adversaries.</p><p>The party may meet the Imperial Ostlanders in any frontier town in the foothills of the Grey, Middle, Black or Worlds Edge Mountains. When they are on leave they drink hard but never become unduly raucous. The Ostlanders will always attend Throng at the local Temple of Sigmar and the party could encounter them wherever the local Sigmarites congregate.</p><p>If the party wants to gain information about a remote mountain region, asking around in the Reikland, Ostland or on the frontiers could lead to the Imperial Ostlanders. They can provide advice, maps and even guide the party if they come with Imperial sanction or propose to share useful intelligence back with the regiment.</p><p>They could be encountered in the wilderness or in a mountain pass. The Imperial Ostlanders’ command will hail the party if they don’t look like a threat, as they’re always keen to know what travellers have seen on their journeys. If the Character acts suspiciously or hostile towards the Empire, the Ostlanders will try to capture and interrogate them to ascertain whether they represent a threat.</p><p>Characters may even join the Imperial Ostlanders, if they show an aptitude or resourcefulness in the mountains. They will be inducted into the regiment in Wolfenburg or Fielbach and then expected to serve on campaign. However, if Sievers or the other commanders feel they can trust the Character, they may be sent on a mission independently with the rest of the party.</p><p>If the party has a patron from the Imperial establishment, they may have them seconded to accompany the regiment. The patron will have their own reasons — perhaps to explore regions where the Imperial Ostlanders are on campaign, to seek information on their behalf.</p><h3>Campaign Hook</h3><p>In the distant Badlands, the Orcs are stirring. The great warlord Vorgaz Ironjaw is marauding through the land, conquering Greenskin tribes and bringing them to his banner. The more his reputation grows, the more Greenkins join him and the greater he grows in reputation and might.</p><p>@UUID[Actor.FsqUwWSwKqf0Z7dr]{Colonel Sievers’s} warnings to the Emperor were ignored during the Turmoil and when the Empire reaches a more stable state, few are willing to devote time and effort to a remote threat. If the party impresses the Colonel or the Altdorf military authorities during the Enemy Within, then they may be asked to verify whether Vorgaz Ironjaw is anything to worry about.</p><p>What follows is a potential outline for a campaign.</p><h4>Paranoia or Prescience?</h4><p>@UUID[Actor.FsqUwWSwKqf0Z7dr]{Colonel Sievers} (or @UUID[Actor.5VlU2ExxCSMLGpc2]{Sergeant Zielin}) approaches the party to ask them to help in persuading the @UUID[Compendium.wfrp4e-altdorf.actors.YA2Wi0B3FBO4qMGS]{Reiksmarshal} that Waaagh! Ironjaw is a genuine threat. If they decide to help, they will need to navigate the corridors of power, secure support from the Cult of Sigmar and @UUID[Compendium.wfrp4e-eis.journals.Zt9cBtaoKEL2kjPF.JournalEntryPage.Epef0dqTOuXpTAZ6#the-prime-estates]{Prime Estates}. If they are very successful, they could lead an army south, but more likely they’ll be given resources for an expedition with the Imperial Ostlanders to the Badlands. Either way, there are forces in Altdorf who would rather the expedition gets lost — and they work to place their own people with the regiment to ensure this happens.</p><h4>The Road South</h4><p>On a journey south, the party reunites with the new Elector Count of Averland, @UUID[Actor.umAaCuMoMplgq6GG]{Marius Leitdorf}. Depending on their prior dealings and their powers of persuasion, they may be able to secure additional resources or troops for the expedition. The road will continue through Black Fire Pass (where they may encounter the @UUID[JournalEntry.p6ttZVxrPdkr0BLl]{Madcraw Clan} again) down through the Border Princes. In these lawless lands they will need to negotiate passage with a series of eclectic local rulers before reaching Barak Varr, sea hold of the Dwarfs.</p><h4>A Measure of Malice</h4><p>At the edge of the Badlands, the Ostlanders need to work with the Dwarfs and various disreputable mercenary bands to scout the area and ascertain the danger that Vorgaz represents. They will find out quite how powerful the Warlord has become and discover his ambitions to invade the Empire. They may also discover the weaknesses in his coalition of tribes and the rivalries which could prove his undoing.</p><h4>We Must Do Something</h4><p>The Third Battle of Blackfire Pass is fated to happen in 2520 IC, where Count @UUID[Actor.umAaCuMoMplgq6GG]{Marius Leitdorf} is destined to lose his life and the Emperor stops Vorgaz Ironjaw’s invasion before it crosses into Averland. But the skeins of fate or the Characters’ actions may change the future. The party may remove the threat of Waaagh! Ironjaw altogether or their actions could be the reason that his horde invades the Empire in 2520 rather than in the next few years.</p><p>There are several options — they could assassinate Vorgaz Ironjaw, foster division amongst the Greenskins or pit another powerful Warlord against him. Skarsnik, Gorfang Rotgut or the Skaven could be surreptitiously enlisted to hamper or halt the growing Waaagh!</p><p>If they don’t succeed, Waaagh! Ironjaw grows and rampages north, sweeping up more tribes as it goes. The Madcraw Clan join, finally fulfilling their prophecies. On the route, the Yellow Eye Gobins, the Bloodaxe Alliance and the Blackvenom Tribe are subjugated along with many others. The Greenskin horde leaves devastation through the Border Princes before reaching the southern end of Black Fire Pass...</p><h3>Adventure Hooks</h3><p>If you don’t want to run a full campaign or have a party who have not completed the Enemy Within, the Imperial Ostlanders may inspire other adventures where the Characters join them on their missions:</p><h4>The Conqueror Worm</h4><p>Two years ago, the Imperial Ostlanders captured and interrogated several Kurgan followers of Tamurkhan. What they learned helped save countless lives in Wissenland, but it came at an unknown cost. Trooper Ewald Huthaler interrogated a Kurgan chieftain, who died laughing as he revealed Tamurkhan’s ambitions. As he expired, a tiny daemonic fly escaped his mouth and settled on the Imperial Ostlander’s neck, where it laid its eggs and expired.</p><p>Over the next year, the egg hatched into a maggot that burrowed into Huthaler’s brain. The old soldier is now little more than a puppet to the daemonic infestation. Slowly but surely, the creature is working to infect the regiment with the Wasting Shakes and spread the disease to any settlement they pass through. Can the party discover the source of the sickness before succumbing themselves?</p><h4>A Diplomatic Incident</h4><p>The Bretonnian Ambassador is furious. Louis Rochelle has complained to the Imperial Palace that the Emperor’s regiment was found spreading insurrection amongst the peasants of the Dukedom of Montfort. In truth, the Imperial Ostlanders were scouting the foothills for evidence of a military build-up — under orders from Graf Holzkrug. Several of their number were captured by men-at-arms and pressured to explain their presence. Now they’re being used as political pawns between Altdorf and Couronne, with little hope of escape. The party is asked to help by a patron who wants peaceful relations between the Empire and Bretonnia — can they extract the Ostlanders and help to diffuse the situation in Montfort?</p><h4>Machinery of Mass Destruction</h4><p>The Border Prince Lord Durant of Akendorf sends an emissary to Averheim to beg for help. The Goblins are wielding gunpowder artillery! Surely it won’t be long before they use it against the Empire? The Imperial Ostlanders are sent to investigate with the party.</p><p>When they arrive in the Border Princes, they discover that Lord Durant was exaggerating slightly, but not without cause. A small band of Broken Nose Goblins have acquired a Dwarf weapon that they call the ‘Leadbelcher’. It is an organ gun and while Bogrub and Gutbug haven’t quite figured out the technical details, they’ve managed to fire it on enough ‘humies’ and ‘stunties’ to know they’re onto something big. Now they’re starting to make big plans...</p><h4>Cui Bono?</h4><p>Scouting the Black Mountains near the old province of Solland, the Imperial Ostlanders learn that a troop of Orc mercenaries have been raiding settlements in the foothills. Survivors’ descriptions match the notorious Ruglud’s Armoured Orcs — a vicious band who wear looted heavy armour and carry crossbows, which they can occasionally even use. Sergeant Bohun would appreciate the party’s help, because the Orc mercenaries seem to be targeting specific holdings belonging to Baroness Katarina von Heisenberg. There are several parties who might want to bring the baroness down — the Baron Vicentus Preiss from neighbouring Scharmbeck, Solland traditionalists and Nulner merchants who have heard that gold has been discovered in the region.</p><p>Who would be desperate enough to hire Orcs as mercenaries? And what will they tell the Imperial Ostlanders when they discover it’s the Baroness herself ?</p><h4>Frontier Failure</h4><p>Three days ago a caravan headed into the Border Princes was stopped on the orders of the Colonel. Though not quite within his remit, the group are particularly poorly equipped, and the Sievers fears the worst if he allows them to continue on. The caravan consists of several foppish young nobles, the most notable of whom is Liepmund von Trollensatz, a fiery young man set on making a name for himself. Trailing behind are a handful of barely armed retainers and their families, with a few meagre supplies packed onto two carts and a carriage more suitable to the cobbled streets of Nuln than a hard mountain pass.</p><p>Sievers has thought of every reason he can to detain the group, and is quickly running out of excuses. Von Trollensatz claims to have connections to powerful people, and the Colonel is cautious of drawing more trouble on himself and the Ostlanders, and is desperately looking for a solution that doesn’t involve allowing two dozen people to wander off to their deaths.</p><p>Most who leave for the Border Princes are fleeing something or other. If the Characters could find out quite why this group is leaving the Empire they may be attempt to convince von Trollensatz to turn back.</p><p>Alternatively they may be able to convince some of Trollensatz’s retainers or the other lesser nobles to mutiny, perhaps by regaling them with a few tales of what terrors lurk in wild places of the world. If the Characters lend a blade to any incipient mutiny it is certain to succeed.</p><p>Finally, they may decide to accompany the group and see them safely on their way. This could be a way to start a campaign in the wilds, perhaps an attractive idea for some adventurers tired of politics in the Empire.</p>"
				}
			}
		},
		"Chapter 13 - The Empire Saved": {
			"name": "Chapter 13 - The Empire Saved",
			"pages": {
				"The Empire Saved": {
					"name": "The Empire Saved",
					"text": "<div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/altdorf-south.webp\" /></div><p>At long last, the end is in sight. Since leaving troubled Altdorf, the Characters have travelled hundreds of miles across an increasingly fractured Empire in search of the one thing that might restore unity: @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}, the Hammer of Sigmar. Beyond that, they are near to the end of a journey that began long ago with a chance encounter on the Delbren road that left them as the unlikely heroes fighting to thwart an insidious cult. Now, with Altdorf before them, the party has one remaining task: to deliver the relic to the Empire’s rulers swiftly and safely.</p><p>That is just what @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} wants. How delicious would it be to have the very fools who foiled him in Bögenhafen serve as the dupes who make it all possible?</p><h3>According To Plan</h3><p>Ideally, Gideon wants the ceremony to take place on the 9th of Brauzeit, a day of ritual significance to Tzeentch’s followers. If the Characters arrive a few days early, Gideon finds ways to delay the event until then — key figures fall suddenly but temporarily ill, or unforeseen minor delays postpone the preparations for the ceremony at the @UUID[Scene.RA5QXcxGHPVZnnbf]{Volkshalle}.</p><p>But if more than a couple of weeks remain until the date, or if the date has passed, then he allows the ceremony to take place within a day or two. Not ideal, but the crucial thing is that the summoning takes place. There also may well be other actors with plans of their own.</p><p>If Hans Zuntermein has survived, then he is not happy about the Hammer’s retrieval — its power threatens all that he’s worked for. When the Characters return, @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} orders his men in a desperate attempt to separate them from Ghal Maraz. If they have not done so already, this is their chance to eliminate him.</p><p>@UUID[Actor.lYEKyCpaihHON6Gz]{Karl-Heinz Wasmeier} may have survived, too. If he has, then he has two goals: to supplant @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} as head of the Altdorf Purple Hand and to have revenge on the Characters who ruined his schemes in Middenheim. If his rival is already out of the way, then Wasmeier goes to ground, staying hidden and safe whilst he consolidates his position within the Purple Hand. In any event, Gideon uses his powers as discreetly as possible to make sure the Characters deliver the Hammer. Perceptive Players might just notice that they are receiving a guiding hand.</p><h3>While You Were Away…</h3><p>On their return, the Characters find Altdorf is a very different city from the one they left. The mighty walls still stand, of course, with the spires of the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.TwV8JKaTUnfo3ipT]{Great Temple of Sigmar} and the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.H8Ms2RAB5ocarR5o]{Imperial Palace} still visible from miles off. Traffic by road and river remains heavy, bringing food and other goods to the capital and taking its products to markets near and far. At first glance, all seems as it should be. However, a closer look reveals a very tense city on the edge of crisis. The tension is palpable, and the garrison is depleted.</p><p>Altdorf ’s political situation is unstable and fraught. Not only are the Grand Provinces raising armies and preparing for war, but the Reikland itself teeters on the brink of civil war. Rumors abound of rebellion and treason: some say forces loyal to the Jungfreuds have risen in Ubersreik and that @UUID[Compendium.wfrp4e-rnhd.actors.KfVnMx7Bn1DWErM6]{Graf von Saponatheim} might declare for them against the Emperor. Others insist that elements of the Reikland State Army have refused orders to attack the rebels, instead turning their weapons against loyalists.</p><p>Worse still have been sightings of Beastmen and Greenskins near the capital, raiding outlying farms and villages. Whatever the truth, Altdorf ’s resources are stretched thin, stripped of troops to deal with multiple crises, with even the Watch drafted into military service.</p><p>Inside the city, civil order hangs by a fraying thread. Rumour feeds fear, and fear leads some to act rashly. On the docks, the @UUID[Compendium.wfrp4e-altdorf.journals.rSRadYoaNXkEq8gs.JournalEntryPage.jisr4ys6obOel7r1]{Fish and Hooks} have taken total control, and few watchmen leave their barracks. Some working-class neighbourhoods have formed vigilance committees against criminals and rioters, and there have already been some instances of ‘rough justice’ and even summary executions, though no one can say for sure who or where.</p><p>More affluent districts are hiring their own bravos as militias, and some have already started to intimidate and harass Altdorfers trying to go about their business in a peaceful manner. Though none have attacked the city’s Elves, Dwarfs, or wizards yet, the leaders of those communities are watching closely for trouble. The lack of leadership from the palace has led Altdorf society to begin to mirror the disintegration in the wider Empire.</p>"
				},
				"Arrival": {
					"name": "Arrival",
					"text": "<p>The Characters have most likely made their way back to Altdorf by road, and that is the default assumption here. Shrewd Players, however, may have decided to go by river (see <strong>What If They Go by River?</strong>, below). If @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} lives, an optional encounter with his minions is provided should you wish to ‘liven up’ their arrival, whichever route they choose.</p><h3>At the Gates</h3><p>As the Characters approach Altdorf, they find the roads packed with people anxious to get into the city, despite the growing unease within its wall. Not just farmers bringing food, but refugees seeking safety behind Altdorf ’s walls. Carts and horses and people with their lives on their backs jostle toward the gates, dodging troops of cavalry or Imperial messengers headed the other way at breakneck speed.</p><p>At the gates, the Characters find fewer guards than usual, and these are having a rough time of it. Watchmen armed with halberds bar the way, while a sergeant questions people coming in to make sure they have legitimate business — no spies or infiltrators, thank you. As the Characters near the gate, the veteran, wary sergeant notices them and calls them forward, resulting in murmurs from the crowd. Picking the Character who looks most in charge, he demands, ‘<em>In the name of the Emperor, state your names and your business, and why you should be allowed into our fair city?’</em></p><p>Assuming the Characters are at all respectful, any plausible reason will see the tired sergeant wave them through on an <strong>Average (+20) Charm</strong> Test. A Character passing a <strong>Challenging (+0) Bribery</strong> Test can guess that a discreet gratuity of @Pay[10ss]{10 Shillings} for the sergeant and a few more for his men gains them entrance. However, if the Characters try to pull rank, they need to succeed at a <strong>Difficult (–10) Intimidate</strong> Test. If they were given an Imperial Commission or other mark of office, they are let through immediately.</p><p>However the Characters succeed at getting through, someone in the crowd strongly objects.</p><h4>Riot!</h4><p>Just as the Characters are passing through, an angry woman yells: ‘<em>Hey! They’re skipping the line! Not fair! Let us in!</em>’ She hurls a rock that strikes a watchman in the shoulder. As if on cue, the crowd rushes the gate. Some throw punches — and other things — at almost anyone in sight, including the Characters. The Watch detachment struggles to hold the mob back, and the sergeant frantically blows a whistle to summon help.</p><p>The Characters have a choice: they can delay their mission and stay to help protect the gate, or they can do their duty and press on to bring the Hammer to the Palace. If they move on, reinforcements arrive in a few minutes and restore order at the gate. Any subsequent inquiries reveal that only a few rioters had to be hanged as rebels.</p><p>If they stay to help, five rounds pass before sufficient reinforcements arrive. The watchmen are tired and scared and, after one round, use deadly force to hold the gate. The watchmen consist of 6 @UUID[Actor.RT8b1fm7PVy0IKR3]{Soldiers} led by Egon Pfeffer, a @UUID[Actor.lKArOLHbo7QdwWFD]{Sergeant}.</p><blockquote class=\"sidebar no-toc\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\"><em>WHAT IF THEY GO BY RIVER</em></h3><p><em>Though the Characters most likely path has them travelling by road to Altdorf, it is possible they might try to be clever and take passage on a boat on the Reik or Talabec. Fear not! The encounters at the gate — the refugees, the guards, and the riot — can all be transferred to the docks with minimal alteration: the Watch has set up a checkpoint at the wharves, and the same riot ensues when the Characters jump the line. From that, if @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} lives, you can head directly to @UUID[.dHcV3DSWkeeAKu2I#optional-encounter:-zuntermeins-last-grasp]{Optional Encounter: Zuntermein’s Last Grasp}.</em></p></blockquote><p>Characters who want to stop a massacre can make a <strong>Challenging (+0) Leadership</strong> Test to brace up @UUID[Actor.lKArOLHbo7QdwWFD]{Sergeant Pfeifer}. On a success, he is able to restore discipline, and only subdual force is used against the mob. If the test fails or the sergeant is down, an extended <strong>Difficult (–10) Leadership</strong> Test that accumulates at least 5 SL allows a Character to take direct command.</p><p>If they go all-in on the fighting instead, the mob at the gate use the profile for @UUID[Actor.V4ovJhinnt0v554B]{Peasants}. Each Character faces two or three rioters each round.</p><p>Regardless of how the Characters intervene, reinforcements arrive in 5 Rounds and secure the scene. Their captain thanks the Characters and allows them to enter Altdorf, where they soon have company. (See Optional Encounter: Zuntermein’s Last Grasp.)</p>"
				},
				"In The City": {
					"name": "In The City",
					"text": "<p>However they enter Altdorf, the Characters find a city on edge. Refugees crowd the streets, looking for a place to stay, while residents try to go about their business. But signs of tension and fear can be seen everywhere they look: locals buy far more food than they need, stocking up in case of a siege. Refugees argue with local shopkeepers charging extortionate prices. And here and there, fights break out between locals and newcomers. Few watchmen are around, and in their place have appeared bands of vigilantes; local toughs wearing coloured armbands rove the streets to ‘keep order’ — especially for those who pay a little protection money.</p><h3>The Last of the Nine Eye</h3><p>If the Characters have been hunting down the @UUID[Actor.b6bu4oI4eRL4abkS]{Nine Eyes}, any of the @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince’s} remaining tutors are currently in Altdorf but well hidden in various taverns, boarding houses and dormitories around the city.</p><p>It may be that vigilant Characters want to track them down and kill them before the ceremony, but this is not an easy task.</p><p>In order to locate one of the remaining eyes, the Characters must know something distinctive about them (their area of expertise or what they look like) and go to an appropriate venue (a scholars’ tavern or the university refectory). They must then undertake an extended <strong>Very Hard (–30) Gossip</strong> Test to a total of 45 SL in order to learn the lodging place of a single remaining member of the Nine Eyes. Each test represents an hour of gossiping. If more than three hours are spent gossiping, there is a [[/r 1d100]]{63%} chance the Characters tip their quarry off. The Eye in question moves to a new safe house, meaning the process must begin anew.</p><p>This lodging place is guarded at all times by six cultists with crossbows who are hidden in vantage points around the door to the building, with orders to shoot the Characters on sight. @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} may try to support them with magic, but also tries to remain hidden. (He prefers to use spells from the Lore of Shadows to mislead the Characters and hide his allies rather than engage overtly).</p><p>If the Characters surmount these obstacles, they must make a <strong>Hard (–20) Perception</strong> Test to find the bolthole within which the Eye is hiding. The Eye then fights to the death with the ferocity of the damned. For every round of combat with the Eye, there is a [[/r 1d100]]{27%} chance that a @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror} manifests and defends them.</p><p>It should therefore be very hard, but not impossible, to track down each of the Nine Eyes. However, after a day or so of this activity, the Characters are approached by agents of the palace who make it clear that the return of Ghal Maraz must take precedence over any other priorities.</p><h3>Optional Encounter: Zuntermein's Last Grasp</h3><p>This is an encounter for you to use should @UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann Zuntermein} still be alive. He has put together a group of elite cultist-agents from his office in the Spionwerber to make a last play to seize @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} and use it to assure his control over the Imperial Throne. As the group approaches the Characters, their leader addresses them, coming close as if relating something quite confidential.</p><blockquote><p>‘Thank Sigmar, we found you! I am Captain Emil Baecker, Black Chamber. We were alerted you were nearing Altdorf and wanted to intercept you. You’re in danger! Revolutionaries, we learned, perhaps even cultists, are planning to waylay you on the roads to the Palace. We’ve been sent to take you to a boat on the docks, where you’ll be moved by river. We must go!’</p></blockquote><p>If the Characters show any suspicion or doubt, @UUID[Actor.23bI57DYZ7X3C3nn]{Baecker} pulls a large, folded sheet of parchment from under his jack and hands it to a Character. ‘<em>This is a warrant identifying me and my mission, signed by High Chancellor Holswig-Schliestein.’</em> Characters examining it spot it as a forgery on a successful <strong>Very Hard (–30)</strong> Evaluate Test against the SL 5 of Zuntermein’s forger.</p><p>After the Characters have had a moment to examine the document, @UUID[Actor.23bI57DYZ7X3C3nn]{Baecker} insists they must get moving. If they refuse or hesitate even briefly, he draws his sword and yells to his men: ‘<em>Kill them! Get the Hammer!’</em> The fight is on.</p><p>If they follow @UUID[Actor.23bI57DYZ7X3C3nn]{Baecker}, his men assume protective positions around them and lead them down side streets to the docks, where they enter a boathouse and see a River Watch boat. Before they can board it, Baecker’s men block the doors and he and they draw their weapons. Baecker smiles, and says, ‘<em>Congratulations on your great success. Now give me the Hammer!’ Again</em>, assuming the Players resist, the fight is on.</p><h4>Hand It Over</h4><p>In addition to @UUID[Actor.23bI57DYZ7X3C3nn]{Baecker}, there is one @UUID[Actor.vlna4fSIvi7BdFeu]{Spionwerber cultist-agent} for every Character. This is a fight to the death — the Hammer’s arrival has forced the Purple Hand’s back against the wall.</p><p>@UUID[Actor.23bI57DYZ7X3C3nn]{Baecker} carries a rough but accurate illustration of the Characters done in charcoal, provided to him by @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein}. On the reverse is a short note which details where and when to find the Characters, and reads: ‘<em>These are your targets. Retrieve the Hammer.’</em> The note is unsigned — Zuntermein is no fool — but it was written in haste and the magister neglected to disguise his handwriting.</p><h4>What’s All This, Then?</h4><p>@UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} is not about to let @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} wreck his plans. At the climax of the battle, whether the Characters are about to win or lose, the sounds of a whistle cut through the din. A squad of 7 @UUID[Actor.RT8b1fm7PVy0IKR3]{Soldiers} led by a @UUID[Actor.lKArOLHbo7QdwWFD]{Sergeant} burst in and attack the Spionwerber men. Characters succeeding at an <strong>Average (+20) Perception</strong> Test hear a young boy’s voice as he shouts: ‘<em>Them’s the ones! Get them!</em>’ Anyone looking for the source, however, sees nothing.</p><p>The fight soon ends with @UUID[Actor.23bI57DYZ7X3C3nn]{Baecker’s} men dead or rounded-up. Baecker, if he lives, attempts to pull rank, and the sergeant hesitates. Characters can sway him with a successful <strong>Average (+20) Charm</strong> Test, while searches of corpses and prisoners find Purple Hand tattoos on each. That settles it. ‘<em>It’s the Witch Hunters for you!’</em></p><p>If the Characters try to intimidate a captive @UUID[Actor.23bI57DYZ7X3C3nn]{Baecker} into revealing more about why he attacked them, he tries to fob them off by claiming he was acting under orders, but vows never to reveal his leader. If he is threatened further he seems to capitulate and provides a description of @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} and the address of a cheap hostelry near the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.XhWgwj2BstdmYY95]{Street of a Hundred Taverns} where he can be found. If the Characters know Wasmeier is elsewhere, or dead, or if one of them expresses suspicion and passes a <strong>Very Hard (–30) Intuition</strong> Test they may guess the man is lying. He only offers up @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} as his commander if he is credibly threatened with death and also offered clemency if he cooperates.</p><p>Once the encounter is concluded, the Watch sergeant orders the survivors to be taken away. Then he turns to the Characters.</p><p>‘<em>Sorry we were late to the party, but it’s a good thing your lad found us.</em>’ If the Characters look confused, he continues. ‘<em>The boy who was travelling with you. He found us and warned us you’d been jumped by cutthroats. Gave us a good description of them on the way. Smart boy, even if a bit odd-looking, what with his big wide grinning mush and all.’</em> He turns as if to call a young hero over, but stops in confusion. <em>‘Now, where’d he get to?’</em> None of his men can recall seeing the boy leave. Nor did they get his name.</p><p>If the Characters ask, the sergeant agrees to provide an armed escort to the palace. Regardless, their path forward is clear.</p><h4>The End of the Road</h4><p>@UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} is cunning — one in his position must be — but as the day of the ceremony grows close, he is growing desperete and has begun to make mistakes. If the Characters bring the note to @UUID[Actor.1Fw8roY9zezj0jAn]{Immanuel-Ferrand} or @UUID[Actor.BcGALPPubww6hPnQ]{Holzkrug}, both men will recognise Zuntermein’s handwriting. Holzkrug will attempt to handle matters quietly, confronting Zuntermein alone, and will likely pay for this with his life. Immanuel-Ferrand on the other hand will enlist some allies from the Grey College, and the Characters if they are willing, before confronting Zuntermein directly. Cornered, the magister will fight to the bloody end.</p>"
				},
				"Old Friends": {
					"name": "Old Friends",
					"text": "<p>The GM may like to reacquaint the Characters with some old friends shortly after they arrive in Altdorf. This may help emphasise that the campaign as a whole is coming to a conclusion, but it can also be used to pass useful information to the Characters (if they need it) or misdirect them (if they are having too easy a time of things).</p><h3>Heironymous Blitzen</h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/heironymous-blitzen.webp\" width=\"196\" height=\"214\" /></div><p>Wizards are in uproar throughout the Empire for two particular reasons. Firstly they are being deployed to various trouble spots and warzones in order to support the troops, particularly those of Altdorf, the Reikland, and their allies. Secondly they are acutely aware of the strange magical energies that gather over a number of cities in the Old World, but they are not decided on what these phenomena might mean.</p><p>@UUID[Compendium.wfrp4e-dotr.actors.j3XNhduYwpEeBcOk]{Heironymous Blitzen} is in Altdorf in order to try and raise issues with the Wizards and Courtiers there. He can provide opinions based on whether the Characters need help or misdirection.</p><h4>Helpful Heironymous</h4><blockquote><p>‘I have come to Altdorf to light a fire under some of the more complacent folk in the court and the colleges. In case you haven’t heard several magical phenomena are apparent to those who are sensitive to them. I myself have perceived what look like fissures in the Aethyr, here and in Bögenhafen and Ubersreik. This is most certainly the hand of Chaos at work and we must be vigilant. Foolishly, just when they are needed most, many of Altdorf ’s wizards are off chasing glory in doubtful war.’</p></blockquote><h4>Misleading Heironymous</h4><blockquote><p>‘Have you heard? Those sensitive to the Aethyr have perceived the renewal of a vast network of magical nodes throughout the nation. I believe this to be a phenomenon known as the Geomantic Web, a vast network of magical energy constructed in time before the Empire. Before the Elves, even. I’m here to study it.’</p></blockquote><h3>Count Otto Boormann</h3><p>The Plenipotentiary from the <strong>Death on the Reik Companion</strong> may have made the acquaintance of the Characters in Kemperbad. If he is warmly disposed to them he may well like to catch up. @UUID[Compendium.wfrp4e-dotr.actors.q7064fntFAgxGaYH]{Boormann} is not important enough to be invited to the ceremony in which @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} will be returned to the Emperor (or his proxy). If need be he could bump into the Characters prior to the ceremony and joke (or moan) about the changes in their relative importance.</p><p>@UUID[Compendium.wfrp4e-dotr.actors.q7064fntFAgxGaYH]{Boormann} is an accomplished diplomat, he is a Plenipotentiary after all, and knows many of the prime movers in Altdorf society. He does not have much information to give the Characters that they cannot hear elsewhere, but he does have the following to say if asked about @UUID[Actor.BcGALPPubww6hPnQ]{Liepmund Holzkrug}.</p><blockquote><p>‘The Holzkrug dynasty have held estates in the Reikland since the reign of Dieter III, being granted hereditary tenure of their foremost domain in 1650 IC. Sporadic private wars broke out between the Holzkrugs and their neighbours in the Barony of Holswig. Their line produced a notable ruler. Eberhardt the Just who reigned from 2232 IC to 2260 IC. Eberhardt expended a great deal of time and money on improving public health in the Reikland’s towns and cities.</p><p>He founded the @UUID[Compendium.wfrp4e-archives2.journals.NdCkjAamdihWdQqA]{Great Hospice} in 2243 IC. Since then the fortunes of the Holzkrug dynasty waned then waxed, bolstered by the completion of the Weissbruck canal in 2462 IC. Emperor Mattheus II of the House of the Third Wilhelm had supported the Holzkrugs in the venture in the hope that it would remedy the ancient rivalry between their families, and the Holzkrugs make a lot of money from trade along the waterway.’</p></blockquote><p>Whilst he doesn’t have much to say about the man himself @UUID[Compendium.wfrp4e-dotr.actors.q7064fntFAgxGaYH]{Boormann} sums up @UUID[Actor.BcGALPPubww6hPnQ]{Liepmund} as ‘<em>ruthless and competent’</em>. He then adds ‘ <em>You know, I once heard something funny about old Emperor Eberhardt. Folk say his shade still haunts the Volkshalle, and if that he hears a proposal that offends his sense of justice he sets papers flying.’</em></p><p>Should a Character capable of perceiving the winds of magic investigate the Volkshalle on the lookout for a ghost they must pass a <strong>Very Difficult (-30) Perception</strong> Test. Those who succeed notice a faint coalescence of Shyish and Dhar gathered in a far flung corner of the vaulted ceiling. Whatever spirit infuses this faint shade is too weak and confused to communicate, but if a subsequent <strong>Very Difficult (-30) Intuition</strong> Test is passed a Character can sense that the entity is frightened and anxious, trying desperately to avoid detection.</p><h3>Josef Quartjin</h3><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/josef-quartjin.webp\" width=\"214\" height=\"234\" /></div><p>@UUID[Compendium.wfrp4e-dotr.actors.JPH3aDjaHPMg9sps]{Josef} and his barge are back in Altdorf. He is tasked with delivering quality wines to the @UUID[Scene.RA5QXcxGHPVZnnbf]{Volkshalle} cellars and if he spots the Characters as he makes his deliveries he is delighted to see them. Whilst he is more interested in their adventures since he last saw them if they ask him about his own experiences since the beginning of <strong>Death on Reik</strong> he does have a tale of his own to tell.</p><blockquote><p>‘Well, as it happens I have had a few mishaps of my own over the last few months, and it broadly concerns you folk. I was working the Ober-Stimmigen canal, as I wasn’t keen on trading with Bögenhafen as I’m sure you appreciate. On night I was enjoying a pint in the Exploding Pig in Ubersreik when a bunch of ugly customers start saying I’m a known acquaintance of Kastor Lieberung and that I should tell them where he went. I told them last I heard Kastor had headed off to Wolfenburg, which caused some grumbles but they didn’t have anything else to say beyond that.’</p></blockquote>"
				},
				"Endgame": {
					"name": "Endgame",
					"text": "<p>This section assumes several things: </p><ul><li><p>Karl-Franz is still sickened by Gideon’s sorcery and the poisons he has been given by @UUID[Actor.uoRZ3aIHJjXiXFFL]{Kappelmuller}</p></li><li><p>@UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince Wolfgang} lives and has at least one of his tutors with him</p></li><li><p>The Characters have @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}</p></li></ul><p>If the circumstances are not conducive to summoning @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru}, there may still be negative consequences for the Characters. This section concentrates on detailing @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon’s} success, but does outline how things might work out differently — in the favour of other antagonists, such as @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} or @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier}. These alternate endings are explored in more detail in the <strong>Empire in Ruins Companion</strong>.</p><p>Take some time to review the following section to account for criteria the Characters have put right or eliminated during their adventures. If they exposed @UUID[Actor.uoRZ3aIHJjXiXFFL]{Kappelmuller} then the Emperor is not ill; if they slew several of the Nine Eyes, they have not been replaced. Let the Characters feel the significance of these achievements as they do impair the summoning of @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru}.</p><h3>Delivery</h3><p>A page greets the Characters at the Palace gates and ushers them at speed through the maze of halls and chambers. He shouts at knights and servants in his path. ‘<em>Clear the way! They’re back! The heroes of the Empire have returned!’</em> To the Characters he explains breathlessly:‘<em>Their Majesties are currently in the Volkshalle, inspecting preparations for the Ceremony of Praise to Sigmar. We were given strict instructions to bring you to them wherever they were, whenever you arrived!’</em> If they ask for time to clean up after their travels before seeing the Emperor, they get a brisk ‘<em>Sorry! No time!’.</em></p><p>In the @UUID[Scene.RA5QXcxGHPVZnnbf]{Volkshalle}, the Characters find the great octagonal chamber alive with activity. Reiksguard are stationed at all the entrances to the main floor and around the mezzanine, their full armour and weapons a telling sign that all is not well. Under their watchful eye, dozens of workmen on scaffolding clean the ancient frescos and murals on the walls, while others scrub the magnificent stained-glass windows inside and out. </p><p>One new thing is apparent to the Characters — the ancient reliquary that had housed the false hammer has been replaced. In its stead, artisans assemble a new, grand reliquary of gold and silver adorned with eye-catching rubies and diamonds. Anyone observing this work sees on a successful <strong>Difficult (–10) Perception</strong> Test that the artisans are very conscientious about keeping others from getting too close.</p><p>There on the great stone throne sits a sad sight: Emperor Karl-Franz I Holswig-Schliestein of the House of the Third Wilhelm, Protector of the Empire, Defier of the Dark, Emperor Himself and Son of Emperors is clearly a very sick man. With a deathly pallor, he looks older than his years and is wrapped in blankets against a cold no one else feels. </p><p>An <strong>Easy (+40) Perception</strong> Test reveals a palsied shake in his hands that was not there before. As the Emperor looks at the work going on around him, it is not at all clear he comprehends much. His eyes flicker and appear unable to focus for very long on anything. He closes them occasionally, opening them again with a start. By the throne, @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince Wolfgang} and the @UUID[Actor.6vITnrER3XMTsMGS]{Grand Theogonist} confer over the work being done. In contrast to his uncle, the Crown Prince seems vigorous, strong, and decisive, with Yorri often nodding in agreement. The page leads the Characters to them, drops to one knee and bows his head — an <strong>Easy (+40) Charm</strong> Test alerts the Characters they should too — and announces the joyous news. ‘<em>By your leave, My Lords and Your Imperial Majesty, the True Hammer of Sigmar has returned!’</em></p><h4>A Warm Reception</h4><p>@UUID[Actor.3GcQxRuIm1MgoAMF]{Wolfgang} briskly waves them to their feet and, as the rest of the chamber looks on, warmly smiles and shakes each of their hands. ‘<em>This is glorious news! Do you really have the Hammer of Sigmar? Can we see it?’</em> Assuming they comply, Wolfgang caresses it gently, a look of awe on his face that mirrors that of the others crowding for a look. However, on a successful <strong>Challenging (+0) Intuition</strong> Test, a Character notices a flash of greed in his eye. </p><p>Then, he turns to the Emperor. </p><p><em>‘ Your Majesty! My Lord Uncle! It is true!’</em> Karl-Franz in return manages a feeble smile and wave as everyone in the chamber bursts into cheers of ‘<em>Praise Sigmar! Hail the Emperor! We’re Saved!’</em> To an older woman near a door by the new reliquary, Wolfgang shouts: ‘<em>Ermine! Fetch wine from your cellars! Quickly, and the best!’</em> Characters looking at her as she leaves can, on a <strong>Challenging (+0) Perception</strong> Test, notice a look of resentment as she leaves to obey. </p><p>Wolfgang turns again to the Characters. ‘<em>This means the ceremony can take place as scheduled, the day after tomorrow. My Lord Grand Theogonist will take charge of Ghal Maraz until then, but you, my friends, shall have the honour of presenting it to the Emperor in this very chamber, when you will be richly rewarded.’ </em></p><p>As the steward brings the wine, under @UUID[Actor.x2cF45W4cU4QQW8v]{Ermine’s} watchful eye, and aides take the tired Emperor back to his private chambers, the @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince} concludes: <em>‘Now, let us all sit and drink many toasts. You must tell us the story of your adventures.’</em></p><h3>A Lady in Distress</h3><p>After the @UUID[Scene.RA5QXcxGHPVZnnbf]{Volkshalle}, a page shows them to guest chambers in another wing of the palace. They have time to bathe and eat, while staff bring them new, expensive clothes that fit perfectly, as if tailored specifically for them, and grooms clean and polish their armour. Later, a lady in waiting is admitted and informs them that ‘someone important’ wishes to speak privately with them. Though she does not say who, her earnest manner speaks of sincerity and urgent need.</p><p>She leads them through pristine side corridors into what a Character, on a successful <strong>Challenging (+0) Perception</strong> Test, realises is the Imperial Residence, the wing that houses the Imperial Family. Knocking gently on a door, she leads them into a private sitting room, where the Characters find themselves face to face with @UUID[Actor.YNXGP1kG2aD47HIP]{Maria-Luise von Walfen}, the Emperor’s ‘favourite’ and the mother of his children.</p><p>With a graceful nod she dismisses her lady in waiting. Characters passing an <strong>Average (+20) Charm</strong> Test note how odd it is to be alone with her. No attendants, no ladies in waiting, no guards. Without preamble or pleasantries, she looks each Character in the eye, sighs, and addresses them.</p><blockquote><p>‘I need your help. He needs your help. Something is wrong; I can feel it. I do not know what it is, but something bad is going to happen. There have been so many odd things of late. Renovations to the Volkshalle that no one knows who ordered, but everyone accepts. Faces in the Reiksguard I’ve never seen before. I realise there are crises that require troop movements, but these are palace troops! And I have not been able to see Karl … I mean, His Majesty in days. I, the mother of his children! He is always “unwell.” And the dreams: nightmares of fire and blood in the Volkshalle.’ She pauses, then finishes. ‘Will you help us? I love him so.’</p></blockquote><p>While she knows little beyond her intuitions, Maria-Luise can answer any questions they may have.</p><h4>The Crown Prince? </h4><blockquote><p>‘There is no affection lost between us. He is ambitious, brilliant, and anxious to inherit. And, when he does, I and my children will be superfluous. But, a traitor? No. And yet he has figured in my dreams.’</p><p>The Electors? ‘Fools who can’t see past their own fears, ambitions, and grudges. They’re all at home now, preparing for war. Only Reiklanders will be at the ceremony, I fear.’</p></blockquote><h4>Who was that woman? </h4><blockquote><p>‘Her? Ermine Liebwitz von Decker und Hanulf, a distant cousin of the Grand Countess Emmanuelle. Emmy’s father got her a position here long ago as steward of the Volkshalle wine cellars, mostly to get her out of his hair. She can be a bit of a handful, actually.’</p></blockquote><h4>The Reiksguard? </h4><blockquote><p>‘Perhaps I’m just a nervous mouse among the cats, but I’d swear I’ve seen new faces, more than I would expect. Marshall Helborg is away, but Baron von Teufelsmilch is the commander of the palace garrison. He might know more.’</p></blockquote><h4>Can we delay the ceremony? </h4><blockquote><p>‘Impossible. I have no real authority, and the Emperor is too sick to make a decision. Wolfgang wants that ceremony so he can be the one to restore peace, and Yorri backs him up. If you can do anything, you must do it soon.’</p></blockquote><p>At the conclusion of their interview, @UUID[Actor.YNXGP1kG2aD47HIP]{Maria-Luise} gives each Character a token. ‘<em>This identifies you as one of my retinue, acting on my behalf. It will open doors for you with those who respect me. Thank you, and may Sigmar shield you.’</em></p>"
				},
				"Investigations": {
					"name": "Investigations",
					"text": "<p>The Characters have three avenues to pursue as they wish:</p><ul><li><p>The renovation in the @UUID[Scene.RA5QXcxGHPVZnnbf]{Volkshalle}, particularly the new reliquary.</p></li><li><p>Ermine, the suspicious looking steward of the Volkshalle cellars.</p></li><li><p>The personnel changes in the Reiksguard.</p></li></ul><h4>The Volkshalle</h4><p>If they visit the @UUID[Scene.RA5QXcxGHPVZnnbf]{Volkshalle}, the Characters find final preparations underway for the ceremony. Many present are abuzz about the ceremony, hoping it is the first step towards a resoration of order in the Empire. Inspections of the work done by artists and Palace staff show nothing amiss, though few have time to talk. The work is uniformly of excellent quality.</p><p>Inspecting the new reliquary during the day, on the other hand, is impossible. Hidden under a tent and scaffolding, surrounded by rope barriers, the Characters can observe several artisans at work, all under the direction of Albertus Goldformer, master metalsmith of Altdorf. Under no circumstances are they allowed to approach, even if they show the tokens given to them by @UUID[Actor.YNXGP1kG2aD47HIP]{Maria-Luise}. Albertus is a cultist recruited by @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}, and it is his job to make sure the Reliquary functions as needed at the ceremony. If needs be, Albertus throws an apoplectic tantrum against the Characters’ interference, until the Reiksguard in the hall are forced to ask them to move along.</p><p>They have better luck at night, however. Only two guards patrol the Volkshalle, and the cultist-artisans have gone home, their work finished and not wishing to arouse suspicions. Characters can get the Reiksguards to let them have a quick look on a successful <strong>Challenging (+0) Charm, Intimidate, or Leadership</strong> Test (with a bonus of +10 for showing @UUID[Actor.YNXGP1kG2aD47HIP]{Maria-Luise’s} token).</p><p>The Reliquary is a stunning masterwork, something even a Dwarf would admit ‘<em>isn’t half bad.</em>’ Decorated with embossed scenes of Sigmar’s life, the interior contains a silk cushion in Altdorf blue, on which the Hammer will rest. A Character passing a <strong>Very Hard (–30) Trade (Engineer, Silversmith, or Goldsmith)</strong> Test notices on a successful test that a diamond in the doorframe of the reliquary is actually a button. Pressing it causes the cushion to drop through the bottom, leaving a large hole. Looking down it, they see it drops perhaps 30 feet into darkness.</p><h4>Ermine and the Wine Cellar</h4><p>Characters suspicious about @UUID[Actor.x2cF45W4cU4QQW8v]{Ermine’s} behaviour or curious about the wine cellar can investigate one or both. If interviewed, Ermine comes across as stiff and formal, and a <strong>Challenging (+0) Intuition</strong> Test reveals an underlying bitterness or resentment. She informs the Characters that by right of office the sole control of the wine cellars is hers alone and, no, she is not giving, ‘<em>gawkers looking for free tastes’</em> a tour.</p><p>@UUID[Actor.x2cF45W4cU4QQW8v]{Ermine} is busy selecting wine for the ceremony. She is quick to highlight the importance of this, opining that one <em>‘can’t begin the restoration of the Empire with any old Gewurztraminer!’</em></p><p>Showing @UUID[Actor.YNXGP1kG2aD47HIP]{Maria-Luise’s} token hardens @UUID[Actor.x2cF45W4cU4QQW8v]{Ermine’s} attitude, as she quietly despises the ‘Empress.’ Mentions of plots and daemons do not move her, though they feed doubts she has begun to quietly have about the ‘young lad’ (@UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} in disguise) who has been paying her for ‘discreet access’ to the cellars for him and his friends. (See <strong>Meanwhile, In The Wine Cellar</strong>.)</p><p>The cellar itself is a basement under the @UUID[Scene.RA5QXcxGHPVZnnbf]{Volkshalle}, accessed via a stone spiral staircase leading down from a hallway outside the main chamber. It is an ancient room, originally built in 1149 IC during the Emperor Ludwig the Fat’s reign.</p><p>At that time, the throne sat where the reliquary now does, and Ludwig had a Dwarf-built elevator platform installed that would lower his throne directly to the wine cellar, so he could enjoy himself in peace after a tedious meeting without having to deal with the stairs. The throne was relocated and the elevator removed and the hole covered long ago, but @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} learned of it and bribed Ermine to let some artisans in, who uncovered the hole in the ceiling.</p><p>The cellar is behind a heavy, wooden door and locked with a stout lock. @UUID[Actor.x2cF45W4cU4QQW8v]{Ermine} will not give the Characters the key, which only she has, but it can be picked on a <strong>Hard (–20) Pick Lock</strong> Test. Inside, they find rack after rack of fabulously expensive rare vintage wines and casks of brandy from across the Old World and even Ulthuan.</p><p>Thick layers of dust and cobwebs obscure the older bottles. Examining the ceiling reveals an obvious square hole, itself antique, but recently uncovered. On a successful <strong>Challenging (+0) Perception</strong> Test, the Character realises that this hole is right under the new Reliquary.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center\" class=\"no-toc\"><em>THE REIKSGUARD</em></h3><p><em>Not being intimately familiar with the Reiksguard themselves, the easiest way for the Characters to investigate @UUID[Actor.YNXGP1kG2aD47HIP]{Maria-Luise’s} concerns is to go straight to the top. In this case, Baron Augustus Bardeleben von Teufelsmilch is the aged head of the palace garrison. A boon companion of the Emperor’s father, Luitpold, he has continued to serve past retirement age, and against Marshall @UUID[Compendium.wfrp4e-altdorf.actors.YA2Wi0B3FBO4qMGS]{Kurt Helborg’s} advice, because of the Emperor’s affection for him. More fond of old war stories than supervising his command, it was easy for @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} to arrange some changes.</em></p><p><em>As ‘Heroes of the Hammer,’ the Characters enjoy a warm welcome from him. Over drinks and cigars, he demands to hear their stories, often interrupting with one of his own. He is pleased with his position, regarding the ceremony as the first step to putting an end to the current turmoil, and only too happy to discuss preperations. If the Characters ask about new guardsmen, he harrumphs about needs of war and admits, </em>‘there has been some shifting about’, <em>but he doesn’t remember the details. ‘</em>No need to worry. The Imperial Palace is locked up tight as a drum!’</p><p><em>If pressed, he mutters about ‘</em>boring trifles<em>’ and has an aide bring files of recent personnel moves and duty rosters. A Character examining the files notes several recent rotations out of the Reiksguard and new guardsmen joining the garrison. More than one might expect, but not out of line with an emergency. On a successful <strong>Hard (–20) Perception</strong> Test, the Character finds a duty roster listing all the new men as assigned to the honour guard for the Reliquary at tomorrow’s ceremony. Each paper is signed by the Baron and stamped with his seal. Asked about these, the confused man mutters about</em> ‘demands of war … can’t keep track of every blasted thing’.<em> He clearly has no memory of this.</em></p><h3 style=\"text-align:center\" class=\"no-toc\"><em>SOME OMINOUS HAPPENSTANCES</em></h3><p><em>In order to add a little optional confusion and tension before the ceremony here are some scenes the GM might like to include if the Characters are snooping around in the @UUID[Scene.RA5QXcxGHPVZnnbf]{Volkshalle} before the event.</em></p><p><em>@UUID[Actor.BcGALPPubww6hPnQ]{Liepmund Holzkrug} performs his own check of the room. As one of Altdorf’s senior spies he has authority to oversee security here. The Characters may think him sinister, especially as he fiddles around the Emperor’s throne.</em></p><p><em>In fact Holzkrug has grown perturbed by the speed with which the Empire is collapsing and has set aside his own games, for now.</em></p><p><em>A group of Nordlanders arrive to petition for support for their independence. If they recognise the Characters as agents of Graf Boris they heckle them. The Reiksguard soon eject them saying ‘now is not the time’. They head to a tavern to drown their sorrows.</em></p><p><em>A raven flies into the hall. It perches on one of the beams in the vaulted ceiling. If the Characters do not act an archer from the palace Garrison shoots it down. This is seen as bad luck, drawing the attention of Morr, and the archer is lambasted by the knights in attendance for his rash action.</em></p><h3 style=\"text-align:center\" class=\"no-toc\"><em>NO, REALLY. THERE’S THIS NASTY DAEMON!</em></h3><p><em>By this point, the Characters may be anxious to tell someone in authority that all is decidedly not well. Incident after incident since their quest began has provided evidence that someone — or something — has been dogging their steps, clearing the way for them to find the Hammer and return it to Altdorf. They may even have recognised the signs of their old nemesis from Bögenhafen: @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}.</em></p><p><em>The trouble is, no one wants to believe them. None of the great and powerful gathered in the @UUID[Scene.RA5QXcxGHPVZnnbf]{Volkshalle} can see this as anything but a triumph, Sigmar’s Will. The idea that a daemon would plot to recover the most powerful artefact known and deliver it to the enemies of Chaos is preposterous.</em></p><p><em>The @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince} and @UUID[Actor.6vITnrER3XMTsMGS]{Grand Theogonist} listen patiently and chuckle at their folly. The Characters are obviously tired and strained from all they have been through. They are dismissed with thanks for their service to enjoy a well-deserved rest.</em></p></blockquote>"
				},
				"The Great Ceremony": {
					"name": "The Great Ceremony",
					"text": "<p>At high noon on the 9th of Brauzeit, the Empire’s great, glamorous, and powerful gather in the Volkshalle for a ceremony of praise to Sigmar to celebrate the return of His Hammer and the restoration — they hope — of peace, prosperity, and unity under the House of the Third Wilhelm. Behind the joyous faces of the throng, however, some are worried, for the event rings hollow. Yes, the True Hammer has returned, but who stands for the Empire it is meant to protect? The Emperor, Sigmar’s heir, is enfeebled. The optimists claim that the ceremony is merely the first step toward restoring the Empire, and that with @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} in hand, the Emperor will be able to renew his authority.</p><p>However, none of the other electors, who should close ranks united behind the Emperor, are there. All have gone home to defend their holdings, plot against their neighbours, or even scheme to make themselves Emperor. It is fine to proclaim unity, but what if no one is there to hear the message?</p><p>Others are missing, too, the needs of duty calling them away. @UUID[Compendium.wfrp4e-altdorf.actors.YA2Wi0B3FBO4qMGS]{Marshal Helborg}, commander of the Empire’s field armies, is away dealing with the crisis at Ubersreik. Much of the Reiksguard has gone with him. Of the heads of the Colleges of Magic, only Supreme Patriarch @UUID[Compendium.wfrp4e-altdorf.actors.wkR7O1KYE9qaXntF]{Thyrus Gormann} and the patriarchs of the Gold and Jade Colleges are present. The rest are away with the armies.</p><p>Altdorf ’s diplomatic community is represented, with the ambassadors of Ulthuan, Brettonia, the Dwarf Kingdoms, and Cathay there to observe and report home on the Empire’s fate. The heads of leading Halfling families are also present.</p><h4>Showtime</h4><p>Awaiting their cue in an antechamber off the main entrance to the @UUID[Scene.RA5QXcxGHPVZnnbf]{Volkshalle}, the Characters can hear the @UUID[Actor.6vITnrER3XMTsMGS]{Grand Theogonist} chanting prayers to Sigmar while a choir sings hymns from the mezzanine. After a seemingly interminable wait, a chamberlain opens the door to tell them it is time. Let the Players choose one among them as the bearer of the Hammer, with the rest as their escort.</p><p>As the chamberlain announces them each by name and proclaims them, ‘<em>Heroes of the Empire</em>’, they see the gathered notables, as well as the Reiksguard in full arms and armour at the doors and on the mezzanine. An honour guard of nine line the steps to the reliquary. Karl-Franz sits upon his throne, looking almost overwhelmed by his robes of state. At the Emperor’s right is @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince Wolfgang} and at his left is the @UUID[Actor.6vITnrER3XMTsMGS]{Grand Theogonist}. Behind Yorri XV stands the Emperor’s son, Luitpold, prince of Altdorf, disinherited from the throne because of his enfeeblements. If the Characters scan the crowd, they see @UUID[Actor.YNXGP1kG2aD47HIP]{Maria-Luise} waiting in the gallery at the far wall with the other ladies of court and other palace servants. @UUID[Actor.b6bu4oI4eRL4abkS]{The Nine Eyes} are also there, most knowing nothing of the role they are about to play.</p><p>To the cheers of the crowd the chamberlain gestures the PCs forward, adding last words of advice for the bearer: <em>‘Don’t trip.’</em></p><p>On approaching the throne, @UUID[Actor.3GcQxRuIm1MgoAMF]{Wolfgang} steps forth and takes the Hammer. Bowing to his uncle and to the @UUID[Actor.6vITnrER3XMTsMGS]{Grand Theogonist}, he turns to the crowd, brandishes it with both hands and shouts.</p><p><em>‘Behold the True Hammer of Sigmar! The Empire is saved!’</em></p><h4>Sacrifice</h4><p>To the cheers of the crowd and hymns of glory from the choirs, Crown Prince Wolfgang then slowly walks to the reliquary, with the @UUID[Actor.6vITnrER3XMTsMGS]{Grand Theogonist} a pace behind him to his right, intoning prayers to Sigmar.</p><p>With a deep bow, @UUID[Actor.3GcQxRuIm1MgoAMF]{Wolfgang} places the Hammer on its cushion, steps back, and smiles. At the same time, on a <strong>Challenging (+0) Perception</strong> Test, a Character can spot an odd-looking young page watching from a back entrance to the @UUID[Scene.RA5QXcxGHPVZnnbf]{Volkshalle}, a wide grin of utter triumph on his face.</p><p>Then, with one smooth move, one of the cultist-Reiksguard reaches over and presses the hidden button, and the Hammer of Sigmar drops out of sight.</p><p>@UUID[Actor.6vITnrER3XMTsMGS]{Yorri} gawps in shock for a moment before a second guardsman stoves his skull in with a poleaxe, killing him instantly. Before Wolfgang can finish crying ‘<em>Treason!’</em>, a third stabs him in the back as his seven fellows chant: <em>‘Iztak Graksk! Iztak Graksk! Iztak Graksk! Iztak Graksk! Iztak Graksk! Iztak Graksk! Iztak Graksk! Iztak Graksk! Iztak Graksk!’</em></p><p>Characters may react to this, and if they can slaughter the honour guard within a single turn, the chant is left incomplete — but the summoning is underway.</p><p>@UUID[Actor.3GcQxRuIm1MgoAMF]{Wolfgang’s} tutors, the @UUID[Actor.b6bu4oI4eRL4abkS]{Nine Eyes}, begin to burn with sorcerous pink and blue flames. The stricken Wolfgang stands upright, arms outspread, and with a scream of victory no human voice could make, splits wide with an unbearable ripping sound as @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru}, Exalted Lord of Change, steps forth.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\"><em>IF THE CHARACTERS DISCOVER THE PLOT</em></h3><p><em>It’s possible that the Characters uncover one or more of these threads and try to warn the authorities. This is where you have to be adaptable. The table in @UUID[.Tx07NabgbaiLIyJb]{Incarnations of Sheerargetru} gives details on how certain changes can impede or enchance the effect of the final summoning. If, for example, the trap door in the Reliquary is discovered and sealed, or the honor guard replaced, then the summoning will still occur, but the Daemon will be diminished for it. The Characters will have an easier time of things in the final battle — a fitting reward for their diligence.</em></p><p><em>However, if too much is revealed, Gideon activates his backup plan: planted evidence in @UUID[Actor.x2cF45W4cU4QQW8v]{Ermine’s} chambers that implicate her as the traitor behind it all, found by a chambermaid who dutifully brings it to her masters. Ermine is arrested, the ceremony goes on as scheduled, and the daemon is summoned as planned.</em></p></blockquote><h3>Battle for the Empire</h3><p>The Volkshalle is in chaos. Screams from terrified people trying to escape compete with shouts of, ‘<em>For Sigmar!’</em> and ‘<em>Protect the Emperor!’</em> Loyalist Reiksguard rush to fight the false honour guardsmen, who kill indiscriminately while protecting the Daemon. As the patriarchs of the Colleges of Magic begin channelling their most powerful spells, the Lord of Change glories in its release and begins summoning Horrors from its claw tips — its very presence serving as a gate to the Realm of Chaos.</p><p>This sudden battle, complex and full of powerful figures, is best handled in a narrative manner, aside from those moments directly involving the Characters. As they do well, so do those fighting for the Empire. As they do poorly, so the Greater Daemon and its minions advance.</p><p>Outside of the Characters, who lives and who dies should be decided by your sense of the dramatic and needful. If the patriarch of the Jade College perishing while exchanging sorcerous bolts with the Lord of Change provides cover for the Characters to escape the @UUID[Scene.RA5QXcxGHPVZnnbf]{Volkshalle} to rescue the Hammer, do not hesitate. For the Characters themselves, this is the long-awaited, dramatic climax of the whole <strong>Enemy Within</strong> campaign. They face several choices:</p><ul><li><p>Fight the Daemon.</p></li><li><p>Rescue as many as possible from the wreckage of the Volkshalle.</p></li><li><p>Flee and seek to recover the Hammer.</p></li></ul><p>They may choose to do any combination of these, but, especially if @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} appears in full power, their greatest hope lies in getting back the Hammer.</p>"
				},
				"Incarnations of Sheerargetru": {
					"name": "Incarnations of Sheerargetru",
					"text": "<p>In order to see how successfully @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} manifests, you should consult the tables below.</p><p>Certain basic requirements are shown on the table, and are absolutely essential to Gideon’s plan. The presence of @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} or @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} is not essential, but is a minimal requirement to summon the Daemon, if the @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince} is not available.</p><p>Either or both could also be substitute sacrifices if the @UUID[Actor.b6bu4oI4eRL4abkS]{Nine Eyes} were eliminated. If these three conditions are obtained, the Daemon manifests, but the success of its summoning depends on the Power Score.</p><h3>Portals</h3><p>In nine cities around the Old World (Bögenhafen, Ubersreik, Altdorf, Middenheim, Talabheim, Nuln, Bechafen, Averheim and Remas) cracks in the Aethyr hang in the sky. In Altdorf there are nine cracks, one over the palace and another above each of the Colleges of Magic (including the Amber College in the hills to the south of the city).</p><p>Should @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} manifest, these portals open and the Realm of Tzeentch begins to flood through into reality. Read the following to the Players:</p><blockquote><p>‘The heavens open above the Seat of Sigmar. The veil is torn aside and sorcerous gales blow about the spires of the Palace. A disembodied voice sounds — more in people’s minds than in the air — it is beautiful, but cold, and radiates evil. “Here are nine and each shall come with its own host. The Changer triumphs!” Bolts of blue and pink fire begin to rain down.’</p></blockquote><p>In most cases, these portals do not directly affect the Characters, but they will certainly come to know about it. However, Daemons resulting from the portal above the palace can be seen and heard, spilling out of the sky and attacking guards and civilians around the palace.</p><p>For the most part, the Daemons are fought to a standstill by troops outside the Volkshalle, but every turn after the opening of the portals there is a [[/r 1d100]]{9%} chance that a Daemon will fight its way into the chamber and charge a randomly selected Character.</p><p><strong>Trivial</strong>: The faint image of the Realm of Tzeentch can be seen in the sky, insubstantial but slowly becoming more corporeal. Daemons fighting their way inside will be @UUID[Actor.cLOGeMqUty61nYB9]{Blue Horrors}.</p><p><strong>Minor</strong>: Portals open in other places where @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} haunted the Hammer — Brass Keep and Black Fire Pass. Bizarre edifices and monsters bestride Altdorf while incredible swirling fires dominate the sky. Daemons fighting their way inside will be @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horrors}.</p><p><strong>Significant</strong>: The city streets meld with another city, a daemonic madness of strange angles and bizarre sights. Gibbering Daemons cavort with terrified citizens, while others join with infernal beasts to parade through the streets in rapture. Daemons fighting their way inside will be two @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horrors}.</p><p><strong>Major</strong>: Lords of Change emerge from all portals across the Empire with their daemonic legions. For the Empire to recover from this is a monumental undertaking. Daemons fighting their way inside will be Heralds of Tzeentch.</p><p>If @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} is destroyed, the portals close and the Daemons are slowly beaten back by the beleaguered forces of the cities. However, the greater the potency of the portals, and the longer it takes to defeat Sheerargetru, the worse for the Old World.</p><h3>The Nine Eyes</h3><p>Now that they have served their purpose, the @UUID[Actor.b6bu4oI4eRL4abkS]{Nine Eyes} burn with sorcerous fire as their true master enters the world. The heat is stifling and the stench is overwhelming. If the power is low, they merely burn to ash, though their departure spreads panic throughout the gallery. A lingering trail of smoke remains and a smell like burning bacon. However, they may be rewarded with immortal forms, if @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} is strong enough.</p><h3>We'll Be Taking That Hammer, Thank You</h3><p>To save the day, the Characters’ main hope lies in getting the Hammer back. By now they know of the trap door in the Reliquary and may well know that it leads to the Volkshalle Wine Cellars. If they don’t, a repentant Ermine, heedless of the danger, rushes to warn them that cultists are about to take it. There they find the cellar door open and a frustrated Gideon yelling at his minions to get the Hammer, which lies on the floor beneath the hole. The Daemon cannot touch the Hammer, and one of the cultists lies dead after having tried to heft it. Another tries to pull it out with a halberd, succeeding just as the Characters arrive.</p><p>If they rush to the cellar without being prompted, they find @UUID[Actor.x2cF45W4cU4QQW8v]{Ermine} trying to block the open doorway, alternately pleading with Gideon not to take the Hammer, then begging Sigmar for forgiveness. Just as they arrive, @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} reaches out and snaps her neck, and he and his cultists enter the cellar.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Incarnations of Sheerargetru</em></h3><table style=\"width:100%;height:289px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px\"><em><strong>Event or Criteria</strong></em></td><td style=\"height:17px\"><em><strong>Power</strong></em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>The Hammer is recovered from Black Fire Pass</em></td><td style=\"height:17px\"><em>Basic Requirement</em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>At least one of the Nine Eyes (or Wasmeier or Zuntermein) alive at start of rite</em></td><td style=\"height:34px\"><em>Basic Requirement</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>A suitable host is alive: the Crown Prince, Zuntermein, or Wasmeier</em></td><td style=\"height:17px\"><em>Basic Requirement</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Crown Prince as main host</em></td><td style=\"height:17px\"><em>+3 Power</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Honour Guard chanted ‘Iztak Graksk!’ nine times</em></td><td style=\"height:17px\"><em>+1 Power</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Yorri slain by honour guard</em></td><td style=\"height:17px\"><em>+1 Power</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Ceremony goes ahead on 9th day of 9th Month</em></td><td style=\"height:17px\"><em>+2 Power</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>3 of the Nine Eyes alive at start of rite</em></td><td style=\"height:17px\"><em>+1 Power</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>6 of the Nine Eyes alive at start of rite</em></td><td style=\"height:17px\"><em>+3 Power</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>9 of the Nine Eyes alive at start of rite</em></td><td style=\"height:17px\"><em>+5 Power</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Bögenhafen has been turned into a daemonic portal in <strong>Enemy in Shadows</strong></em></td><td style=\"height:17px\"><em>+5 Power</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Etelka or Ernst of the Red Crown survived Death on the Reik</em></td><td style=\"height:17px\"><em>+3 Power</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Karl-Heinz Wasmeier’s plot remained largely undiscovered or misunderstood in Power Behind the Throne</em></td><td style=\"height:17px\"><em>+3 Power</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Morrslieb was shattered in The Horned Rat</em></td><td style=\"height:17px\"><em>+5 Power</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Characters use the Daemon’s true name in a suitably dramatic way. ‘We defy you Sheerargetru’ and so on, before it is fully manifest.</em></td><td style=\"height:17px\"><em>-3 Power</em></td></tr><tr><td><em>Sheerargetru is forced to manifest in the same room as Ghal Maraz</em></td><td><em>-4 Power</em></td></tr><tr><td><em>Emperor Karl-Franz is returned to health</em></td><td><em>-2 Power</em></td></tr></tbody></table></blockquote><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><span style=\"font-style:normal\">Power Score</span></h3><table style=\"width:100%;height:170px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px\"><em><strong>Power Level</strong></em></td><td style=\"height:17px\"><em><strong>Sheerargetru</strong></em></td><td style=\"height:17px\"><em><strong>Nine Eyes</strong></em></td><td style=\"height:17px\"><em><strong>Portals</strong></em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Less than 1</em></td><td style=\"height:17px\"><em>@UUID[Actor.Mr5bgn5MsJndIH7t]{Barely Exalted}</em></td><td style=\"height:17px\"><em>Wither and Die</em></td><td style=\"height:17px\"><em>Trivial</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>1</em></td><td style=\"height:17px\"><em>@UUID[Actor.Mr5bgn5MsJndIH7t]{Barely Exalted}</em></td><td style=\"height:17px\"><em>@UUID[Actor.cLOGeMqUty61nYB9]{Blue Horror}</em></td><td style=\"height:17px\"><em>Trivial</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>2-3</em></td><td style=\"height:17px\"><em>@UUID[Actor.Mr5bgn5MsJndIH7t]{Barely Exalted}</em></td><td style=\"height:17px\"><em>@UUID[Actor.cLOGeMqUty61nYB9]{Blue Horror}</em></td><td style=\"height:17px\"><em>Minor</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>4-5</em></td><td style=\"height:17px\"><em>@UUID[Actor.BUUxBxaUaB6CNjA2]{Exalted}</em></td><td style=\"height:17px\"><em>@UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror}</em></td><td style=\"height:17px\"><em>Minor</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>6-8</em></td><td style=\"height:17px\"><em>@UUID[Actor.BUUxBxaUaB6CNjA2]{Exalted}</em></td><td style=\"height:17px\"><em>@UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror}</em></td><td style=\"height:17px\"><em>Minor</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>9</em></td><td style=\"height:17px\"><em>@UUID[Actor.rpVZDcufMdQh1YyQ]{High Exalted}</em></td><td style=\"height:17px\"><em>@UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror}</em></td><td style=\"height:17px\"><em>Minor</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>10-16</em></td><td style=\"height:17px\"><em> @UUID[Actor.rpVZDcufMdQh1YyQ]{High Exalted}</em></td><td style=\"height:17px\"><em>@UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror}</em></td><td style=\"height:17px\"><em>Significant</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>17-24</em></td><td style=\"height:17px\"><em>@UUID[Actor.rpVZDcufMdQh1YyQ]{ High Exalted}</em></td><td style=\"height:17px\"><em>Herald</em></td><td style=\"height:17px\"><em>Significant</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>25 or more</em></td><td style=\"height:17px\"><em> @UUID[Actor.rpVZDcufMdQh1YyQ]{High Exalted}</em></td><td style=\"height:17px\"><em>Herald</em></td><td style=\"height:17px\"><em>Major</em></td></tr></tbody></table><p> </p></blockquote><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>WASMEIER THE WILD CARD</em></h3><p><em>If @UUID[Actor.lYEKyCpaihHON6Gz]{Karl-Heinz Wasmeier} has survived to this point, he has been busy undermining @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} and furthering his control over the Purple Hand. However, accumulating rumours and portents have him worried that something very wrong — from his point of view — is going to happen at the Ceremony of Praise, so he arranges to be there in the background, just in case.</em></p><p><em>Characters can notice him as they are presenting the Hammer on a successful <strong>Hard (–20) Perception</strong> Test, but warnings of a Chaos cultist in the crowd will be shushed and any attempt to leave the Imperial Presence without permission is blocked. ‘</em>It just isn’t etiquette!’<em> If they look again, he’s gone.</em></p><p><em>@UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} regards the Daemon’s summoning as the ruin of his plans, and those damned meddlers responsible again. Use him as you wish, attacking the Daemon Prince if you need a Character to survive, or attacking the Characters, the need for revenge having driven</em></p></blockquote>"
				},
				"Aftermath and ... Rewards?": {
					"name": "Aftermath and ... Rewards?",
					"text": "<p>And so it ends. Either the Characters have defeated the Greater Daemon and saved the Empire — to one degree or another — or they have failed, and the Empire is in ruins. What comes next depends on who really won.</p><h3>Who Won?</h3><p>There are five possible endings to the momentous <strong>Enemy Within</strong> campaign. Each potential outcome is discussed below with implications for the Empire and the Characters, as well as suggestions for continuing the campaign.</p><h4>Gideon Wins</h4><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/gideon-transform.webp\" width=\"188\" height=\"274\" /></div><p>Utter failure. It is the end of the Empire as the Old World has known it and the transformation of Sigmar’s dream into a nightmare. If the Characters were unable to save @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8]{Bögenhafen}, then what becomes of Altdorf makes that seem like a day at the fair. The Lord of Change transforms first the @UUID[Scene.RA5QXcxGHPVZnnbf]{Volkshalle} and then the Imperial Palace into a Chaos Gate, an open road to and from the Realm of Chaos across which Daemons travel freely. So too are the unfiltered Winds of Magic, all colours combined into one coruscating rainbow, the very sight of which can shatter all but the strongest minds. Mutation runs rampant among those not able to flee the city and its environs. Altdorf becomes another Mordheim.</p><p>The effects on the remains of the Empire are almost as devastating. The lands around Altdorf become the playgrounds of cults, Mutants, Daemons, and Beastmen. The waters of the Reik downstream from Altdorf are tainted by the foul magic generated by the gate’s opening, leading to destroyed fisheries, outbreaks of mutation in towns and cities along the river, and the effective end of trade along the lower Reik. Marienburg cuts off river access to all traffic from the Empire.</p><p>Reikland’s government collapses and Bretonnia seizes control of the mountain passes and fortresses, coming to dominate Ubersreik and the Vorbergland. The other grand provinces try to control what’s left; some form alliances to attempt to cleanse Altdorf, while the rulers of others declare themselves emperor, initiating a new Age of Wars.</p><p>The religious structure of the Empire gets upended, too. Sigmar’s cult lies gravely wounded and humiliated by what happened at its heart, its influence in the Empire gone, at least for now. In its place, the cult of Ulric grows dominant and leads the fight against Chaos. If any of the Characters survive, there is plenty of work for them, whether exploring the ruins of Altdorf, guerrilla operations against Chaos in the area, or serving as mercenaries or agents for the Elector Counts and the cults.</p><p>Or maybe a vacation in Tilea sounds good just about now.</p><h4>Zuntermein Wins</h4><p>A victory for @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} assumes he did not die and that he remains free to act, either as head of the Spionwerber or, if he has been exposed, from ‘underground.’ It requires that the Characters either defeat @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} or prevent its summoning. If the Emperor remains weak and @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince Wolfgang} survives, then Zuntermein resumes the latter’s education, replacing any @UUID[Actor.b6bu4oI4eRL4abkS]{Nine Eyes} lost in the sacrifice. When the @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince} becomes Emperor, he acts like an enlightened ruler, but is little more than a puppet controlled indirectly by Zuntermein and the Purple Hand. The Empire gradually, inexorably descends into a civil war that takes years or even decades to resolve, leaving the main power against Chaos weak and ineffective.</p><p>If Wolfgang died but the Emperor survived, @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} still profits. A sickly Emperor is trivial to manipulate, while a healed Karl-Franz would still face rebellion and civil war, made seemingly intractable because of the many suspicions and anger aroused by his actions while ill. With Wolfgang dead, Zuntermein arranges for tutors for Prince Luitpold, who becomes Crown Prince in spite of his infirmities. In the end, the Empire still declines.</p><p>@UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} proceeds similarly if both Karl-Franz and Wolfgang died. Though Luitpold is declared Heir and Emperor in a contested election, other Electors refuse to accept the neurotic and naïve young man as their leader, and either declare themselves emperor, or support those who do. Civil war rages between the factions as armies march and towns burn, while Chaos gains a freer hand.</p><p>The Characters receive rewards of gold and minor titles for their service, but @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} sees to it that they are soon shoved aside and ignored by those whom they saved. They can choose sides and take service in the civil war, but an interesting possibility exists if ‘Empress’ Maria-Luise survives. Protective of her love and her children, she could become a powerful behind-the-scenes patron for the Characters in a continuing struggle with Zuntermein.</p><h4>Wasmeier Wins</h4><p>A @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} victory looks similar to that of @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein}. It means the Greater Daemon was defeated or the summoning failed, but also that Zuntermein has been killed or imprisoned. Wasmeier takes over the Purple Hand and Zuntermein’s projects. The course of the Empire’s decline proceeds as it would have under Zuntermein: civil war, weakness, and a rise in Chaos cults.</p><p>For the Characters, however, a Wasmeier victory brings more personal danger, as the vengeful former Law Lord seeks to destroy those who ruined his plans in Middenheim and almost did so again. Eventually, he frames them with trumped-up crimes and succeeds in having them outlawed, meaning they can be killed by anyone on sight. Their best hope then is to find a powerful patron willing to risk the Emperor’s ire to protect them in return for service, such as @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris}, or to travel for a long while to other realms.</p><h4>Lieberung Wins, Posthumously</h4><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/kastor-lieberung.webp\" width=\"285\" height=\"241\" /></div><p>While unlikely, it is possible for the late, unlamented Kastor Lieberung to win. Regardless of whether the Emperor survives infirm or healed, the crucial point is that both the Crown Prince and his Nine Eyes tutors, so carefully recruited by Lieberung, survive. This means the summoning has to be prevented, and that both @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} and @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} have to be out of the way, too, for his plans to operate free from interference.</p><p>If all that happens, the civil war ends in a few years and the Empire seems back to normal. Eventually, whether as Crown Prince or Emperor, Wolfgang becomes the hidden master of all Tzeentch cults, and then journeys to the Silver Tower, where he receives training from Engrim van Horstmann. Now the mightiest sorcerer-champion of Tzeentch ever, he resumes his rule and, other than destroying the Red Crown, encourages cults of Tzeentch to flourish.</p><p>All that, however, is many years in the future. The Characters receive ample rewards and titles, enjoying their fame for many years until, one day it will become clear that they made a terrible mistake.</p><h4>The Characters Win</h4><p>If the Characters come through all this having foiled the plans of @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}, Hans @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein}, @UUID[Actor.lYEKyCpaihHON6Gz]{Karl-Heinz Wasmeier}, and Kastor Lieberung, they are great heroes, indeed. The civil war ends soon, and amity once again reigns, at least on the surface, between the Emperor and the Electors. Whether under Karl-Franz or @UUID[Actor.3GcQxRuIm1MgoAMF]{Wolfgang} as his successor, reforms are introduced to relieve many of the Empire’s internal tensions and improve the lives of the people.</p><p>The day after the battle, the Characters are summoned to the chambers of the Emperor. @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} in hand, the Emperor is a new man. @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon’s} curse is lifted, and with @UUID[Actor.uoRZ3aIHJjXiXFFL]{Kappelmuller} vanished or dead, there is no one to sedate him into a stupor. @UUID[Actor.YNXGP1kG2aD47HIP]{Marie-Luise} is just leaving as the Characters enter, and she takes a moment to thank them as she departs.</p><h3>The Wages of Heroism</h3><p>The Emperor dismisses all but a handful of his attendants and begins to speak.</p><blockquote><p>‘Out of the north of the Empire you came to Altdorf, and here witnessed the shattering of the old. Now, from the south of the Empire you have returned, and with you comes the true Ghal Maraz, Hammer of Sigmar, symbol of the Empire. As Ghal Maraz is returned to us, so shall the Empire rise anew. The street preachers cry that the End Times have come, but due to the deed you have accomplished, with the Hammer restored, I say they are not here yet.</p><p>‘That you have my thanks is hopefully obvious. There will be time to speak of other rewards, but for now know this. I am today establishing, by Imperial decree, a new Knightly order — that being the Champions of the Hammer — and to each of you I grant the title of founding member thereof, and a 100 gold crowns per year pension for the rest of your days, long may they be.</p><p>‘Now, which of you bears the likeness of this Kastor Lieberung, and thus, I am told, started you all on the path to this wild affair?’</p></blockquote><p>If the Liberung double lives, Karl-Franz looks him in the eye and continues to speak. If not he shakes his head sadly, and picks the next most likely recipient of the Barony of Wittendorf.</p><blockquote><p>‘Much is wrong in the Reikland, and further beyond. I am told that at least one ennobled line has fallen, and there is on the banks of the Reik a barony without a baron. To you I grant the hereditary tenure of the estate of Wittgendorf and its castle, along with the title ‘Baron von Wittgendorf ’. I am told the castle is in a state of disrepair, and as such a grant of exactly 20,000 gold crowns shall be paid from the Imperial treasury for its restoration.’</p></blockquote><p>As this sinks in, the Emperor takes the time to assure any Characters with a criminal history that all past wrongs are forgotten. Any existing charges, outlawings, or investigations for heresy are quietly quashed. Any wizards in the party operating illegally are pardoned and granted a license in the college of their choice. Such are the boons of those in the Emperor’s good graces.</p><p>As the Emperor concludes, Grand Marshall @UUID[Compendium.wfrp4e-altdorf.actors.YA2Wi0B3FBO4qMGS]{Kurt Helborg} arrives, somewhat bedraggled from his rushed return from Ubersreik. He bursts into the room to much kerfuffle, clearly irritated at having to ask permission to enter. On seeing the Emperor restored his frown subsides. He guffaws and says, ‘<em>Hah, I knew well you were only malingering!</em>’, before grasping Karl-Franz by the arm and embracing him. He begins to speak in earnest about the issues in Ubersreik. His consultations with @UUID[Compendium.wfrp4e-ua1.actors.hcAF95tFaOdoZoeF]{Nacht} indicate the Jungfreuds can either be placated, at great cost to the reputation of the throne, or they can be put down with a force of 5,000 troops and much bloodshed. The Emperor frowns at this, but turns back to the Characters before addressing Helborg further.</p><p>The Characters have one final chance to ask the Emperor for any specific boons, and he grants anything within reason. Appointments to his personal guard, a town house in Altdorf, various titles, though none greater than ‘baron’, are all on offer. Anything unreasonable he refers to his chamberlain, where the matter will be dealt with, or not, as the Imperial Court decrees.</p><p>Once all requests have been heard, the Emperor speaks to the Characters one final time.</p><blockquote><p>‘By my frailty the Empire was almost riven in two, and the good work of Magnus the Pious undone. You have saved me from a terrible fate, to perhaps go down in the annals of history as the last true Emperor. I thank you. In days to come do not forget you bear my good will, but neither must you let it go to your head. The favour of an Emperor is a burden as well as a boon. These are no easy days we live in, and in the times ahead I will have need of you again, I am certain. Enjoy your victory, revel in your rewards. But do not let them dull your blades, for the Empire may well have need of them again.’</p></blockquote><p>Turning back to Helborg, his manner again becomes Imperial.</p><blockquote><p>‘We will settle matters in Ubersreik without further bloodshed, old friend. And we will do it without again painting the throne as weak or dithering. I will see to this matter myself, the first of many I am sure. Saddle Deathclaw! I ride this very night for Neufaljung.’ <em>He glances at the Characters.</em> ‘Then, on to Middenheim! The Graf and I have much to discuss.’</p></blockquote><h3>Experience Points and Rewards</h3><p>If a session consisted mainly of roleplay, then award 70–100 points, while granting 30–50 for play that mixes both combat and roleplay. If @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} won, there are few other rewards — there are no prizes for failure. No experience points for goals. No Fate points. They escape with their lives, if that.</p><p>If any of the other possible victory conditions came about, however, use the following guidelines to reward the Players.</p><p>@Exp[99,Discovered the secret of the wine cellar and recovering the Hammer from Gideon]{99 points for discovering the secret of the wine cellar and recovering the Hammer from Gideon}</p><p>@Exp[50,Convinced the authorities to change their plans, forcing Gideon’s hand]{50 points for convincing the authorities to change their plans, forcing Gideon’s hand}</p><p>@Exp[50,Prevented the Crown Prince from becoming the host]{50 points for preventing the Crown Prince from becoming the host}</p><p>@Exp[30,Defeated Baeker and his ambush]{30 points for defeating Baeker and his ambush}</p><p>@Exp[30,Agreed to help Maria-Luise]{30 points for agreeing to help Maria-Luise}</p><p>@Exp[25,Discovered the secret of the reliquary]{25 points for discovering the secret of the reliquary}</p><p>@Exp[25,Discovered the substitutions in the honour guard]{25 points for discovering the substitutions in the honour guard}</p><p>@Exp[20,Stopped the riot and preventing a massacre]{20 points for stopping the riot and preventing a massacre}</p><p>1 Fate point and @Exp[150, Defeated Sheerargetru]{150 XP} for defeating Sheerargetru, @Exp[300, Defeated Sheerargetru - High Exalted]{doubled} if they defeated the High Exalted form</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/the-end.webp\" /></div>"
				}
			}
		},
		"Chapter 10 - In Sigmar's Footsteps": {
			"name": "Chapter 10 - In Sigmar's Footsteps",
			"pages": {
				"In Sigmar's Footsteps": {
					"name": "In Sigmar's Footsteps",
					"text": "<p>This chapter takes Characters into the windswept mountains, away from civilisation and the relative comforts of Altdorf. When they leave @UUID[JournalEntry.ScPlX4AOyUTa2LKm.JournalEntryPage.T5J1RqoYAfHFgVlO]{Grenzstadt}, they’ll find Black Fire Pass relatively busy, as this is a major route into the Empire. It’s not completely safe, but other travellers are a frequent sight and, for now, the Greenskins are elsewhere. The pass is an awesome sight. The towering heights of the Black Mountains are far more grandiose than the Middle Mountains the Characters explored in <strong>The Horned Rat</strong>. Colossal peaks stand silhouetted against the sky, and ancient Dwarf ruins, thousands of years older than mankind, cling to the mountainsides. Sigmarites may feel humbled that they’re treading the sacred ground where their God united the tribes and founded the Empire. It is a holy place and a pilgrimage route.</p><p>Once they enter the Lost Gorge, increase the sense of isolation. They are far from humanity and alone in mountainous wilderness. Each night should bring fear — the Madcraw Clan are a genuine threat and prefer to act in the dark. Keep the Characters moving and keep them paranoid. Use small incidents to create an atmosphere of menace. An unseen rock falling into the gorge echoes around them. There is rustling in the trees overhead. A strange colony of fungus undulates slowly on a fallen log. They find a living eagle nailed to a tree. At night, the party hears distant whispers and sees red eyes flashing in the dark.</p><p>Players may want to feel a sense of agency, so make sure they’re free to act. Their travels in Black Fire Pass are up to them — how they interact with groups they meet there and, most importantly, how they choose to deal with the Madcraw Clan. It’s possible they’ll decide the Hammer quest is a bad idea, so don’t feel the need to force them on if they prefer a different approach. Alternatives to recovering the Hammer are dealt with in the final chapter and the Empire in Ruins Companion.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>GIDEON’S PLAN</em></h3><p><em>@UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} doesn’t enter the Lost Gorge, as Ghal Maraz radiates holy power which harms Daemons. He plotted for the party to find and take the Hammer and so works to speed their progress and remove obstacles from their way as they journey through Black Fire Pass. Gideon has tried this before. Over the centuries, he manipulated other parties into the gorge, to no avail. Their remains are discovered on the journey and in the cave itself. You may want to give hints that the players are following a preordained path — the convenience of Schmerzeit Mine, the slaughtered bandits, premonitions by the shaman @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit}, and the cave paintings.</em></p></blockquote><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/black-fire-pass.webp\" /></div>"
				},
				"Black Fire Pass": {
					"name": "Black Fire Pass",
					"text": "<p>Black Fire Pass is one of the most historically, politically, and spiritually important landmarks in the Old World. It was here that Sigmar united the tribes of Humans to defy the Greenskins and secure the lands to the north. Over 2500 years later, it remains a major trade route into the Empire from the south and a significant risk for invasion from Greenskins.</p><p>The history of the Southern Empire is tied up with Black Fire Pass. After Sigmar’s victory, the Brigundians swore an oath to guard the mouth of the pass. Averland’s ruler has inherited the title of ‘Protector of Black Fire’, which carries great significance to the Dwarfs and the Cult of Sigmar. Priests and pilgrims flocked to the pass, building shrines and later temples devoted to Sigmar.</p><p>The pass cuts through the mountains. The sheer sides have a slightly glassy patina which reflects the sun when it’s low in the sky. The Old Dwarf Road runs along the bottom of the pass. Merchants and trade caravans from the Border Princes and further east; mercenaries from the south; and a wide variety of nobles, refugees, and everyone in between use the road. Averland soldiers patrol the northern extent of the pass and Dwarfs still guard the full length, although their numbers are few and it’s become harder to watch for Greenskin activity in the mountains.</p><p>Thousands of years of passage and invasion have left their mark on the pass. For the ancient Dwarfs, Haz Drazh Kadrin was an important route through the mountains and witness to several battles against the Asur during the War of Vengeance. Today, the walls of the pass show this legacy, from the tombs and ruined fastnesses of the mountain folk to the colossal statues of ancestor gods, weathered by millennia and defaced by invaders.</p><p>Orcs and Goblins have also left their mark. Crude stone effigies of their gods stand sentinel, overgrown by hardy mountain grass. There are cairns of Greenskin skulls that stand testament to the many killed by Dwarfs and soldiers of the Empire. Over 2500 years, countless invasions have torn through the pass, including the horde of Gorbad Ironclaw in 1709 IC and, over 700 years later, the forces of the Goblin warlord Grom the Paunch.</p><p>Despite the might of the Empire’s patrols and support from Dwarf allies, Black Fire Pass will inevitably see invasion again.</p><h3>Black Fire Locations</h3><p>The pass is wide and well-travelled, but it is still steep and rocky in places. Characters can advance down its length to the Three Mothers in three days of easygoing travel, or two days of pushing themselves (if they fail a <strong>Challenging (+0) Endurance</strong> Test they gain a @Condition[Fatigued] Condition).</p><p>On the way to the Lost Gorge, the Characters encounter travellers during the day and likely share lodgings with other parties during the night. In stretches without shelter, caravans and travellers typically band together overnight for mutual protection. News of the false hammer’s destruction hasn’t spread to the frontiers yet, so any talk of the party’s quest is met with amusement, derision, or hostility from pilgrims.</p><h4>The Old Dwarf Road</h4><p>Leaving Grenzstadt by its southern gate, the ancient route runs straight towards the mountains. Unlike many roads built by the Dwarfs, it is still maintained by engineers of that elder people — primarily Imperial Dwarfs doing their bit for Karaz Ankor. As such, the paved surface is even and free of plant growth. As it climbs into the mountains, several stretches cross ravines and valleys, carried over on tall stone piers.</p><p>There are a handful of well-fortified inns and villages between Grenzstadt and Black Fire Keep, which mainly cater to merchant caravans and pilgrims travelling through the Pass. The Griffon’s Head, the Stalwart Knave, and the Armoured Turnip are renowned for good service, stout walls, and tough customers.</p><h4>The Grenzstadt Bergjaeger</h4><h4>Averlander Mountainguard Patrol</h4><p>In the northern stretches of the pass, the Characters pass by a patrol of Averlander Mountainguard, a highly professional regiment that maintains strict discipline under the command of its richly attired sergeant, Alberecht Haessler. They quickly assess the Characters to decide whether they represent a threat and, assuming they’re reassured, share news.</p><p><strong>News and rumours:</strong></p><ul><li><p>We’ll be called back to Averland soon. I hear they’ll need us to protect the province from insurrection or Ulricans.</p></li><li><p>The Greenskins seem restless at the moment. There aren’t too many around the Pass, but those we’ve fought have seemed more excitable than usual.</p></li><li><p>You’re not miners are you? Nobody makes their fortune mining Black Fire, but plenty have tried.</p></li></ul><h4>Bloodmoss Plain</h4><p>The valley at the mouth of Black Fire Pass takes its name from the reddish moss growing over the rocky outcrops in the landscape. It was here that Sigmar’s forces mustered before his famous battle, as many tribes came together to march into the pass to meet the Greenskin horde.</p><p>The Place of the Muster is a sturdy stone building that stands alongside the @UUID[.D0hPla7zu1xIZymC#the-old-dwarf-road]{Old Dwarf Road}, supposedly marking the spot where Sigmar and the tribal kings met in council. It contains a shrine to Sigmar painted with the names of the tribal chieftains who pledged allegiance to their new Emperor. There are often pilgrims at prayer here.</p><p>From Bloodmoss Plain, the Characters see the road rising into the Black Mountains, overshadowed by their dark peaks and stony bulk.</p><h4>The Faithful Forty</h4><h4>Sigmarite Pilgrims</h4><p>A ragged bunch of Sigmarites show their devotion by travelling the path of Sigmar’s exodus. They’re scrawny, barefoot, exhausted, and wild-eyed. They’ll ask for food, bless anyone showing generosity and snarl at Ulricans. There are 17 members of the Faithful Forty; two have died and another 22 decided the pilgrimage was really hard work and headed home. Just recently a miner called Dieter joined the group.</p><p>Dieter was one of three miners commissioned by the Teugen, Steinhäger and Haagen Mining Concern to work the Schmerzeit Mine, but he became frustrated with the lack of gold and left. He travelled north, fell in with the pilgrims and decided Sigmar had another life planned for him. Now he’s heading south again, and he’ll happily share his story with the fervour of the recently devout.</p><p><strong>News and rumours:</strong></p><ul><li><p>The End Times are coming! Sigmar will preserve us if we walk the path of his exodus.</p></li><li><p>Berthe had a vision last night — she saw Sigmar walking down the Pass and he disappeared into solid rock. It must be a sign … of something.</p></li><li><p>We don’t know where Sigmar shed his mortal form, but He will send us a sign when our pilgrimage is complete.</p></li><li><p>You must join us! Dieter has just recently seen the light of Sigmar. Tell them Dieter!</p></li></ul><h4>Black Fire Keep</h4><p>Five miles into the pass, at a point where the mountainous walls are less than a mile apart, stands a great fortification, testament to the unending threat of invasion from the south. Raised on a granite hill, the ugly towers of Black Fire Keep provide a vantage of the east and west. It’s massive walls are blackened from the many Greenskin sieges it has withstood over the centuries. The ground around has been cleared of vegetation and rocks to provide a wide killing space for the fortress.</p><p>The banners of Karl-Franz and Averland fly from the battlements — there is a permanent garrison of Averland’s State Troops known as the Mountainguard. Typically some of the province’s hardiest soldiers, they are well-equipped and arrogant. This is the first real line of defence from invasion into the Empire and the Mountainguard tend to see all those in the ‘rearguard’ behind them as soft. It is very unlikely any party will be admitted to the Keep, unless they have dispensation from Averland’s elite nobility or military.</p><h4>Colonel Sievers and the Imperial Ostlanders</h4><p>@UUID[Actor.6eNwY93t5wjxPYOs]{Sievers} has returned to Black Fire Pass to gather more evidence and to talk with the Dwarfs at Karaz-a-Karak. The Imperial Ostlanders are a hardened group of disciplined soldiers with crossbows and halberds, wearing black, white, and blue uniforms. Sievers is eager to hear news from the Empire and hails the Characters. If he is well disposed to them, he’ll share the following information.</p><blockquote><p>‘Make no mistake, the Orcs are getting ready for war. They become agitated and it draws others to them. Greenskins for hundreds of miles around grow restless and warlike.’</p><p>‘They won’t attack for a few years yet, so this is the perfect time to destroy them before they start an invasion. We need a united army from every province.’</p><p>‘The best way to beat Greenskins is to get them fighting each other. Not so honourable, but saves a lot of grief. The Goblins are sneaky about it and the Orcs are brutal, but they do like fighting each other for dominance.’</p><p>The Imperial Ostlanders will stay out of any civil war unless the Emperor and Ostland are on the same side — and the Emperor has returned to his right mind!</p></blockquote><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/sievers.webp\" width=\"183\" height=\"242\" /></div><p>The main purpose of this encounter is to highlight the mess the Empire is in, if it can’t resolve the current turmoil. The Orc invasion is not part of <strong>The Enemy Within</strong>, but it could provide a potential campaign hook — it will eventually lead to the Third Battle of Black Fire Pass — if the Emperor does not act sooner.</p><p>@UUID[Actor.6eNwY93t5wjxPYOs]{Sievers} may have a further part to play in the adventure. If the Characters do not retrieve the Hammer, Gideon may try to persuade Sievers to undertake the quest himself.</p><h4>Way Forts and Watch Towers</h4><p>Black Fire Pass has numerous scattered way forts and watch towers. Despite being sturdy structures, many of them show signs of disrepair, especially in the deeper parts of the pass that have been neglected for decades. These are intermittently occupied by Averland Mountainguard and the Bergjaeger, detachments of rangers who scout the mountains for threats. Travellers may be admitted to these small forts overnight if they look not too disreputable or like they might be useful in a fight.</p><p>One celebrated watchtower is <em>Dok a Dum</em>, a Dwarfen tower carved from volcanic rock that projects from the cliff face at a striking angle. This is the sole remaining tower of the ancient Dwarf ‘Sentinels’, which once lined the pass. It is now garrisoned by the Averland 8th Halberds.</p><h4>The Clan Zhuffan Deadshots</h4><h4>Dwarf Patrol</h4><p>The Dwarfs of Migdhal Vongalbarak to the south do not trust manlings to keep invaders at bay. The Characters meet a small troop of Dwarf Rangers armed with crossbows moving through the pass. They speak with Dwarfs as a preference, preferring Khazalid to Reikspiel. They’re taciturn but offer patronising yet helpful advice about travelling through the pass.</p><p><strong>News and rumours:</strong></p><ul><li><p>Manlings are squabbling again, apparently. It’s only to be expected, but might be a problem if they can’t keep the gobbos, beastmen, and mutants down.</p></li><li><p>Watch out for rockfalls! There were floods a few years ago and it loosened rocks on the upper slopes of the pass. It’s been a problem in Haz Drazh Kadrin for thousands of years.</p></li><li><p>The Three Mothers are works of great craftsmanship and deserve respect. They’re just beyond Vithang Dum.</p></li></ul><p>If the party mentions Ghal Maraz, take a <strong>Hard (–20) Gossip</strong> Test to pick up a slight evasiveness. They respond only with respect towards Sigmar as a Dwarf-friend. After departing, the Dwarfs inform agents of @UUID[JournalEntry.pHsN1cclx1uQlvSH.JournalEntryPage.KDl4ZCAIXjXhLOWr#grimshanks-chain]{Grimshank’s Chain}.</p><h4>The Stations of the Exodus</h4><p>From Bloodmoss Plain onwards, there are a series of five shrines that reputedly trace Sigmar’s final journey — the Shrine of the Dawn, the Shrine of the Boar, the Shrine of the Wolf, the Shrine of the Dusk, and the Shrine of the Divine Comet. Most are little more than carved stone columns or decorated wooden frames. Each is decorated with comets and images of Sigmar in battle, or walking with boar and wolf companions. The Shrine of the Divine Comet is located close to Vithang Dum; it is the last on the path and considered the most sacred.</p><h4>Dead Bandits</h4><p>Shortly after passing the Shrine of the Boar, the Characters stumble across a group of eight bandits who planned to rob and kill the party. Unfortunately for them, @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} got there first. They’ve been butchered very recently, literally torn apart. The Characters see no sign of an attacker, but a <strong>Difficult (–10) Intuition</strong> Test reveals they were positioned for an ambush and seemingly attacked from behind.</p><h4>The Battleground and the Temple of the Holy Founding</h4><p>At a narrow point in the Pass is the place where Sigmar defeated Bloodfang’s Greenskin horde and united the Empire. A row of huge boulders, where Sigmar positioned his army, stand out across the valley, another reminder of the significance of the location. The boulders have been carefully engraved with lengthy prayers to Sigmar, which wind around each rock in devotional spirals. The Eagle’s Nest, a 30-foot-tall rock from which Sigmar launched himself into the Orc hordes, swinging Ghal Maraz, stands proudly in the middle, commanding reverence.</p><p>The Temple of the Holy Founding stands on this holiest ground. This is the 9th or 10th temple here, as the location has proved especially vulnerable to attack. Although small, this is a sturdy building presided over by Father Otto Rotmund. The priest cannot speak after he lost his tongue when tortured by Beastmen in the Drakwald. He is a tough veteran and extremely pious. There are typically 5–10 pilgrims serving the temple in penance for some perceived sin.</p><h4>Vithang Dum</h4><p>Dog Peak Pass meets Black Fire just beyond the Battleground. Vithang Dum, a Dwarf way station originally built for trade caravans, is at the point where the two passes meet. It is still in use, and travellers can shelter their horses within the walls, stay in the austere common room, and buy basic victuals from Urd Flintbane, the dour warden. The ceilings are low, and soft furnishings are in short supply, but Vithang Dum is fortified.</p><h4>Merchant Caravan</h4><p>The caravan is made up of eight carts and wagons, protected by outriders and caravan guards on horseback. Three Ogres walk alongside. Cargo includes Cathayan porcelain, spices from Ind, and Arabyan relics. Black Fire Pass leads to the Silk Road eventually.</p><p><strong>News and rumours:</strong></p><ul><li><p>They say there’s a new Emperor. The courtiers will want to show off their wealth at the coronation, so we should get a good price for this silk.</p></li><li><p>You don’t meet as many treasure hunters in the pass these days. They say Greenskins are killing them, but I’ve heard the real dangers are back in the Empire.</p></li><li><p>We need to reach Altdorf quickly to defend our warehouses — we’ve heard Middenheim is about to besiege the city.</p></li></ul><h4>The Three Mothers</h4><p>Just over a mile from Vithang Dum stands a group of Dwarf ancestor statues, depicting Valaya and two other Dwarf women. These are finely carved into the cliff face and are intact despite their obvious age. Passing Dwarfs pay their respect to these statues as representative of all Dwarf mothers.</p><h4>Zan Mingol</h4><p>Two miles on from the Three Mothers is the ruined Dwarf watch tower of Zan Mingol, now little more than a sturdy foundation fashioned from reddish granite. Khazalid runes by the old gatehouse identify the name of this lost bastion.</p><p>If the party travels further south, they eventually reach the merchant camp of Vossheim, the huge Dwarf Keep of Kazad Kolzharr, and the pass end at the Border Princes town of Munzig. Should the Characters go this far, they have overshot their destination and @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} appears disguised as an itinerant priest to set them back on their path (he could provide them with insight into clues they overlooked when talking with @UUID[Actor.bddoUxOTF19PyRKm]{Fassbinder}).</p><h4>Khypris Border Horse — Mercenaries</h4><p>The volatile domains of the Border Princes are rife with mercenary companies, but recent news suggests there may be richer pickings north of the mountains. The party may encounter a mercenary regiment made up of Border cavalry — mounted freebooters from many nations. If the party looks tough, the mercenary captain may try to recruit them. They are eager for news from the north and gladly exchange intelligence.</p><p><strong>News and rumours:</strong></p><ul><li><p>Apparently, Middenheim, Ostland and Talabecland are hiring soldiers to fight the other states. Civil war is coming soon, which is always good for business.</p></li><li><p>Grand Countess von Liebwitz wants war. She’s mustering her forces and it’s only a matter of time before she invades the Reikland.</p></li><li><p>Probably Marienburg behind the whole thing … they’re smart enough to manipulate their trade rivals to fight one another.</p></li><li><p>Orcs in the Badlands are getting restless again. After a few seasons in the Empire, we’re going back down south because there should be plenty of work.</p></li></ul>"
				},
				"Finding the Lost Grace": {
					"name": "Finding the Lost Grace",
					"text": "<p>For almost 2500 years, the end of Sigmar’s path has been lost to mankind. The route he took left Black Fire Pass at the @UUID[.D0hPla7zu1xIZymC#the-three-mothers]{Three Mothers} into a narrow valley where he fought @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} in a titanic battle that shook the mountains and scarred the land. A rockfall tumbled into the mouth of the gorge, blocking it from sight and sealing it off from Black Fire Pass. Over the centuries, hardy pine trees and scrub grew over the rocks and further disguised the entrance to the gorge. Sigmar’s final steps have been hidden ever since, with no Human returning to mark the gorge on a map.</p><p>Gideon schemed for centuries to free @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru}, hampered by the hammer’s warding magic. Many years ago, disguised as a mountain man, he convinced army deserters he had found a seam of gold in Black Fire Pass. After some effort, the would-be miners dug through the rockfall and found death rather than gold — @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} had no more use for them.</p><p>Later, Gideon lured more expeditions into the gorge via the mine. None survived to retrieve the hammer. In 2505 IC, floods in Black Fire Pass caused a collapse and blocked the mine. On Gideon’s instruction, the Teugen, Steinhäger and Haagen Mining Concern hired three miners to unblock the excavations. Just before the Characters arrive, they broke through. Dieter left when he realised there was no gold. @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} slaughtered Lenz and Knoch a day after Dieter’s departure.</p><p>If the party follows the various clues to the @UUID[.D0hPla7zu1xIZymC#the-three-mothers]{Three Mothers}, they find a stretch in the pass where the cliffs curve inwards around a stand of pine trees. A narrow path and brook lead towards the Schmerzeit Mine to the east of the barrier.</p><p>The path ends at the barrier cliff and a mine entrance held up with stone lintels a little taller than an average man’s height. A track to the right leads to a spoil heap. By the heap is a small spring, the source of the brook. The miners’ camp is to the left of the path — two tents (one collapsed, each containing dirty bedrolls, cheap swords, and packs) and the corpses of Lenz and Knoch, the former partly burned in the fire pit. The miners’ bodies are battered, Knoch has been stabbed, and there are jars of spilled grain spirit about the place. Lenz has a small nugget of gold in one fist (worth 1 GC). It looks like the two got drunk, fought over the gold, and killed one another — exactly how @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} arranged it.</p><p>The mine itself is little more than a tunnel dug through the rock, supported by wooden pit props. After 30 yards, the passage descends towards an inaccessible flooded tunnel. Another shaft ascends at an angle to avoid the water level. After 15 more yards, it leads to an opening into the Lost Gorge, overlooking a large pool.</p><p>While exploring the mine, Characters who pass an <strong>Average (+0) Lore (Geology)</strong> Test notice the following:</p><ul><li><p>The mine has not been dug through solid rock. It’s a mixture of fallen boulders and packed earth — the consequence of a rockfall.</p></li><li><p>The last 35 yards are freshly dug, but the rest of the mine is rather old.</p></li></ul>"
				},
				"The Lost Gorge": {
					"name": "The Lost Gorge",
					"text": "<p>On his journey Sigmar came this way, battled @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} and forced it into submission before using Ghal Maraz to trap it. The landscape bears the legacy of this clash, both in the physical terrain and the psychic influence of the past. The shaman @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit} has tapped into a distorted view of what happened here, and Characters may learn more before they reach the cave.</p><p>Beyond a pinch point where the cliffs almost touch, the gorge becomes a ravine. Sheer rockfaces shut out most of the light and overhanging trees above put the deep gorge in a permanent semi-darkness. The cliffs are dotted with caves and ledges where the Goblins make their homes, while fungi flourishes in the damp gloom at the bottom. The powerful smell of damp decay exudes from the fungi leaving a distinct odor of rotting vegetation across the ravine.</p><p>Travel in the gorge is not especially difficult. The stream has carved a level path and, providing the party pick their way carefully through the rockstrewn valley, they can make steady progress. The Madcraw Clan is the real danger here. The clan respond differently to the party depending on where they are in the gorge.</p><p>From the pool at the rockfall, the gorge curves gently upwards through the mountains for 35 miles to the cave. The sides are steep and strewn with loose boulders and scree. During the day, the sun illuminates the shallow stream trickling down to fill the pool at the rockfall. The valley is dotted with sparse vegetation — hardy mountain shrubs and pines cling to the sloping walls.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/cave-painting.webp\" width=\"355\" height=\"386\" /></div><h3>The Lower Gorge - 20 Miles</h3><p>The lower stretch of the gorge is too open for the @UUID[Actor.h8wKFlUj66XvHHkf]{Night Goblins} to spend time here during the day. A small group of scouts watch the party from the upper slope, hidden in a stone overhang to keep out of the sun. When it becomes clear the party is travelling up the gorge, they wait until dusk to make their move.</p><h4>Ancient Rockfall</h4><p>On the gorge side of the mine, the ancient barrier forms a dam. The wide pool is shallow and it is easy to wade to dry land. A boulder projects above the water’s surface, with a crude bird’s head painted on it — marking Madcraw territory. There are silvery whitefish swimming lazily in the shallow waters. If the Characters catch one, they find it has a slightly human-like face and purplish scales.</p><h4>Boulder Cluster</h4><p>Ten miles up the gorge, there is a cluster of huge boulders at the bottom of the northern slope. There is a scorched pit in the middle and piles of Goblin dung. Mushrooms the colour of pale flesh grow in the shadows of the boulders. This is a sheltered place to camp overnight.</p><h4>Traps</h4><p>Goblins have laid simple traps in several sections of the gorge. These are simple pit traps, filled with sharpened sticks and concealed with loose stones piled onto a mesh of twigs. In each area [[/br d10]] of the traps are in working order. It takes an <strong>Average (+0) Perception</strong> Test to spot the first trap.</p><p>If the trap is not spotted the lead Character falls in, taking damage as from a 3-yard @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{fall} with a [[/r 1d10]]{20%} chance of landing on a spike (extra [[/r 1d10 # Spike Damage]] Damage, reduced by Armour). Once the first trap is spotted, it is easy to see subsequent traps. Each one can be seen on an <strong>Easy (+40) Perception</strong> Test.</p><h4>The Pinch Point</h4><p>The lower stretch of the gorge ends where the walls become vertiginous and rise higher from the valley floor. Eventually, the cliffs close in to a point where they almost meet — the two sides are little more than six feet apart. The stream rushes through in a torrent. Daubed on the water-smoothed walls are the first of @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit’s} paintings. These are crude but astounding images in many shades of green, red, white, yellow, and brown. Amongst the disorientating swirls and patterns are several discernible scenes.</p><ul><li><p>A large man with a beard wrestles a humanoid bird. @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit} saw this vision during a trance — it is Sigmar fighting Sheerargetru.</p></li><li><p>A small crowd of prostrate green figures in robes surround a glowing green shaman on a large mushroom — this is @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit} himself, lording over the tribe.</p></li><li><p>Several figures trudge through a narrow gap between cliffs. From their weapons, armour, and clothing, the Characters recognise themselves — the paint is dry and slightly faded, because Cacklespit saw the coming of the party in his visions several years ago.</p></li></ul><h3>The Deep Ravine (5 Miles)</h3><p>Beyond the pinch point the gorge opens up to roughly 10 yards wide, with sheer cliffs to either side. Even during the brightest part of the day, this stretch is in permanent gloom. With the hated sun hidden, the @UUID[Actor.h8wKFlUj66XvHHkf]{Night Goblins} can move about here during the day, sheltering only during the 2–3 hours around noon when the sun is overhead. The cliffs drip with moisture and the shadowed floor harbours colonies of mushrooms and bracket fungus sprout from the mossy rockface.</p><h4>The Walkways</h4><p>The cliffs here are riddled with @UUID[Actor.h8wKFlUj66XvHHkf]{Night Goblin} tunnels, and crude wooden platforms project from the rock to overlook the gorge. There are a few rickety bridges that link the two sides of the gorge at the narrower points. At night, the Goblins scurry around on the platforms and occasionally try to tip one another off the edge. During the day, there are usually a few Goblins going about their business.</p><h4>The Murals</h4><p>This part of the gorge has many of @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit’s} cave paintings. There are many abstract patterns, images of leering moon faces, vicious evil suns, and scenes depicting Madcraw Goblins toppling human fortresses and slaughtering Dwarfs and Skaven. There are two paintings of special interest:</p><ul><li><p>A hammer surrounded by multicoloured light and twisted bird and fish heads</p></li><li><p>The bearded man from previous murals, accompanied by a boar and a wolf</p></li></ul><h4>The Entrance Hole</h4><p>Fallen rocks covered in toadstools and mushrooms overshadow a dark entrance to the Madcraw caverns. It is usually guarded by two @UUID[Actor.JiJByOt9CiO0vfxl]{Skargobbos}.</p><h4>Snotroms and Mushlings</h4><p>The floor of the gorge is covered with a vast crop of fungus, bisected by the stream. The mushrooms and toadstools vary in colour and size, with some reaching waist height. The largest have faces on their stems and some amble about slowly on two feet. They’re easily chopped down and the moving ‘snotroms’ cannot fight back.</p><h4>The Madcraw Tunnels</h4><p>The caverns and tunnels where the @UUID[Actor.h8wKFlUj66XvHHkf]{Night Goblins} dwell cut a confusing route through the rock, but there are several notable locations within:</p><p><strong>Cacklepit’s cave</strong>: Where the shaman sits atop his throneshroom and contemplates the infinite, bosses about his retinue and makes rash promises about the future. It is a high-vaulted cavity dominated by @UUID[Actor.XuZtsncLRagDpswg]{Cacklepit’s} mushroom. There is a musty smell with a slight sharp odour of ozone.</p><p><strong>Skargobbo cave</strong>: The toughest Goblins sleep and eat here, attended by Boyz and Runts. There are typically [[/br d10]] @UUID[Actor.JiJByOt9CiO0vfxl]{Skargobbos} lazing about on furs and squabbling.</p><p><strong>The main cavern</strong>: The largest gallery in the cave network, most of the tribe hang out here, around a large fire fuelled by dried fungus and any Goblin unfortunate enough to venture too close. There are [[/br 2d10]] @UUID[Actor.h8wKFlUj66XvHHkf]{Goblins} here, drinking fungus wine and looking thoroughly bored.</p><p><strong>The runt caves</strong>: Cramped and squalid even by Goblin standards, these deeper caves are where the smallest clan members return after a day foraging or running around after the rest of the clan. @UUID[Actor.LLcbk4sJe7rkLM5n]{Gruntlob} has a warm cave of his own nearby.</p><p><strong>The drop</strong>: Goblins aren’t particular about where they void their bowels, but the drop is a great place to scheme with others while enjoying one’s ablutions. This is a deep pit lined with fungal growths and untold filthy horror below.</p><p><strong>The birthshroom caves</strong>: The deepest caverns play host to the mysterious process by which Goblins come into this world. The floor is covered in bat guano, from which sprout tall brown mushrooms.</p><h3>The Northern Gorge — 10 Miles</h3><p>A fallen rock spans the stream at the end of Madcraw territory and once again the gorge opens up into a wider valley with sparse scrub and mountain grass. The Night Goblins avoid this place as it makes them feel uneasy. @UUID[Actor.LLcbk4sJe7rkLM5n]{Old Gruntlob} forces his runts past the rock to forage for the Purple Caps Cacklespit consumes for his visions, but otherwise the party encounter no Goblins here.</p><p>Since Sigmar trapped @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru}, the influence of a suppressed Chaotic presence has affected the gorge here. The peculiar fish thrive in the stream and rocks have been worn into strange shapes by the weather. Some bear a passing resemblance to human heads with wide, open mouths. Others cast shadows which are normal when viewed directly but seem to writhe in peripheral vision.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/spot-raven.webp\" width=\"313\" height=\"191\" /></div><h4>Abandoned Camp</h4><p>Just beyond the fallen rock are two old tents covered in mouldering canvas. There are the remains of a campfire, with rags and human bones strewn about the place. It is impossible to say how long they have been here, but the party finds a purse with 21 brass pennies — the most recent was minted in Averheim in 2234 IC. One tent contains two sodden bedrolls and a cheap, water-damaged copy of The Life of Sigmar printed in 2184 IC in Nuln.</p><p>The other tent is occupied. Inside, the Characters see something horrific. A man lies on his back, locked in a silent scream. Much of his body is covered in livid-yellow fleshy fungus that has somehow kept him alive over centuries. His visible hand scrabbles desperately at the growths on his flesh. He gives the party a pleading look, but cannot speak. A failed <strong>Average (+20) Cool</strong> Test results in 1 Corruption point. If the Characters clear away the fungus, there is almost nothing left of his body.</p><h4>Purple Cap Colonies</h4><p>In several shady, damp patches there are clumps of the purple mushrooms favoured by @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit}. These have long stems and tall, elegant caps, laced with a delicate network of white fibres. In the first clump they find, the party sees a tiny Goblin runt cowering away from them — left behind by his brethren, terrified to be abandoned in the weird part of the gorge.</p><h4>The Waterfalls</h4><p>At the highest point in the gorge, the party finds the source of the stream — a natural amphitheatre with waterfalls pouring from the cliffs. Some appear to twist or defy gravity, flowing in different directions at once.</p><h4>The Cave Entrance</h4><p>Behind the waterfall is a rocky entrance leading into the cliff. A smooth stone towers to one side with an armoured figure fused into the rock. He is skeletal, with translucent skin drawn tight around his skull. As they approach, he whispers to them in Classical. Those who understand the language know he is saying: ‘<em>Surrender hope, everyone entering. Raiders always regret going exploring tunnels. Resist urge’.</em></p>"
				},
				"The Madcraw Clan": {
					"name": "The Madcraw Clan",
					"text": "<div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/mushrooms.webp\" /></div>\n<p>The Night Goblins in the Lost Gorge are the Madcraw Clan, a vicious rabble in thrall to the shroom-addled shaman @UUID[Actor.XuZtsncLRagDpswg]{Cruzzik Cacklespit}. The cliffs of the Deepest Ravine are riddled with damp caves and natural labyrinthine tunnels where the Goblins make their home and squabble impatiently for the promised great destiny Cacklespit claims to have seen in his visions.</p>\n<p>Madcraw Goblins wear the robes and hoods typical of their kind. They favour greys and black, accessorised with exotic fabrics looted from merchant caravans to the south. Their hoods conceal most of their face, although they have longer, sharper noses than most Greenskins. Like all Night Goblins, the Madcraw Clan abhor sunlight. They won’t venture out of their caves or leave the deepest shadows during the four hours around noon.</p>\n<p>The Madcraw emblem is a glyph of a bird’s head with an open beak and projecting tongue, which represents the many birds they eat with their fungus diet. Lingering daemonic resonance from @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} influenced the clan, but the Goblins just say they like it because it looks mean.</p>\n<h3>Bad, Bored, and Dangerous</h3>\n<p>The Madcraw Clan are an especially reprehensible group Goblins — spiteful, cruel and underhanded. They enjoy inflicting pain on others and have no qualms about betraying one another. Unlike Orcs, most Goblins prefer to avoid a direct fight — unless their opponent is weaker than them. They prefer devious tactics to injure or kill their enemies.</p>\n<p>The clan is restless. Very little happens in the Lost Gorge and they’re spoiling for a fight. @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit} occasionally emerges from his cave and makes a grand pronouncement or babbles some prophetic tale which gets them fired up, but so far it’s not taken them anywhere. Most of them, especially the bigger ones, want to join up with other tribes and Orcs to become part of a Waaagh!. Unknown to the clan, the build-up of Orcs in the Badlands is exerting a psychic influence that makes them itchy for violence.</p>\n<div style=\"display:flex;justify-content:space-evenly\"><img style=\"border:none\" src=\"modules/wfrp4e-empire-ruins/assets/actors/cruzzik-cacklespit.webp\" width=\"185\" height=\"247\" /><img style=\"border:none\" src=\"modules/wfrp4e-empire-ruins/assets/actors/slik-moongobba.webp\" width=\"161\" height=\"214\" /><img style=\"border:none\" src=\"modules/wfrp4e-empire-ruins/assets/actors/globnak-mansplatta.webp\" width=\"223\" height=\"218\" /></div>\n<div style=\"display:flex;justify-content:space-evenly\">\n<p style=\"text-align:center\">@UUID[Actor.XuZtsncLRagDpswg]{Cruzzik Cacklespit}</p>\n<p style=\"text-align:center\">@UUID[Actor.K0MUI5UlospYZKoV]{Slik Moongobba}</p>\n<p style=\"text-align:center\">@UUID[Actor.UmDcHkkdghZxcqVc]{Globnak Mansplatta}</p>\n</div>\n<p>@UUID[Actor.LLcbk4sJe7rkLM5n]{Old Gruntlob}</p>\n<h3>Madcraw Goblins</h3>\n<p>At night, the Goblins are either going about their business, patrolling, hunting or (in the case of Runts) foraging. By day, they sleep in caverns and laze about around the fires in their caves, squabbling incessantly and eating.</p>\n<p>@UUID[Actor.F5N8ALxUlnpPkerX]{Shamans}</p>\n<p>@UUID[Actor.JiJByOt9CiO0vfxl]{Madcraw Skargobbos}</p>\n<p>@UUID[Actor.h8wKFlUj66XvHHkf]{Madcraw Night Goblins}</p>\n<p>@UUID[Actor.okYeJHXDSxRUqxKZ]{Loonies}</p>\n<p>@UUID[Actor.GBozv7HNd65q5wLw]{Runts}</p>\n<p>@UUID[Actor.K28SS8AL8IwYkDMr]{Snotlings}</p>\n<div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/night-goblins.webp\" /></div>\n<h3>Disposition of the Madcraw Night Goblins</h3>\n<p>It is up to you exactly how many Night Goblins are in the Lost Gorge. Their numbers do vary due to attrition caused by infighting on one hand, and bolstering through the mysterious process by which Greenskins propagate on the other.</p>\n<p>Generally there are the following forces in the valley, though you should review these numbers in light of how well equipped the Characters are to deal with waves of attacking Goblins. The Madcraw should present them with a hard fight, but keep in mind that the caves ahead are also dangerous.</p>\n<p>The points listed are areas of the map where Madcraw forces might seek to attack the party. Each time the Characters reach one of the points, work down this list and roll to see if there are Goblins there. If it is between 10:00 a.m. and 2:00 p.m. the sun will be high in the gorge — reduce the likelihood of meeting any Goblins by half.</p>\n<ul>\n<li>\n<p>Scout party of 6 @UUID[Actor.h8wKFlUj66XvHHkf]{Madcraw Night Goblins} with shortbows ([[/br 1d100]]{16%} chance every mile; [[/br 1d100]]{60%} at points 2 and 3)</p>\n</li>\n<li>\n<p>@UUID[Actor.K0MUI5UlospYZKoV]{Moongobba} or @UUID[Actor.UmDcHkkdghZxcqVc]{Mansplatta} (your choice), two @UUID[Actor.JiJByOt9CiO0vfxl]{Skargobbos}, and [[/r 2d10]] @UUID[Actor.h8wKFlUj66XvHHkf]{Night Goblins} ([[/br 1d100]]{30%} chance at points 4, 5, 6, and 7)</p>\n</li>\n<li>\n<p>@UUID[Actor.F5N8ALxUlnpPkerX]{Oddblat} or @UUID[Actor.F5N8ALxUlnpPkerX]{Grikkle} (your choice), a @UUID[Actor.JiJByOt9CiO0vfxl]{Skargobbo}, and [[/br 1d10]] @UUID[Actor.h8wKFlUj66XvHHkf]{Night Goblins} ([[/br 1d100]]{60%} chance at points 4, 5, 6, and 7)</p>\n</li>\n<li>\n<p>@UUID[Actor.LLcbk4sJe7rkLM5n]{Old Gruntlob}, in charge of [[/br 2d10]] @UUID[Actor.GBozv7HNd65q5wLw]{Runts} and [[/br 2d10]] @UUID[Actor.K28SS8AL8IwYkDMr]{Snotlings} ([[/br 1d100]]{20%} chance at points 8 and 9)</p>\n</li>\n<li>\n<p>4 @UUID[Actor.okYeJHXDSxRUqxKZ]{Loonies} guarding the approach to the Madcraw Tunnels ([[/br 1d100]]{80%} chance at point 5)</p>\n</li>\n<li>\n<p>Within the tunnels is @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit}, guarded at all times by two @UUID[Actor.JiJByOt9CiO0vfxl]{Skargobbos}, and a further [[/br 4d10]] @UUID[Actor.h8wKFlUj66XvHHkf]{Night Goblins} spread throughout the mapped area</p>\n</li>\n</ul>\n<p><em><strong>Example</strong>: The Characters are advancing down the lost gorge. They come to point 3, one of the traps. It is midday, so the GM rolls to see if they encounter a Night Goblin scout party. The GM rolls a 47, so the Characters are not attacked by Goblins (though they may still fall afoul of traps).</em></p>\n<p><em>Later the Characters pass by point 5, the entrance to the Madcraw Tunnels. There they can be accosted by Moongobba or Mansplatta, Oddblat or Grikkle, or the Loonies. It is evening so the GM rolls for Moongobba, getting a 52, then Oddblat, getting a 47, and the Loonies, getting a 31.</em></p>\n<p><em>So the Characters must deal with 4 Loonies, Oddblat, a Skargobbo and 1d10 Night Goblins at the mouth of the Madcraw Tunnels.</em></p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/spot-crooked-moon.webp\" width=\"168\" height=\"220\" /></div>\n<h3>Madcraw Attacks</h3>\n<p>The Goblins attack the party once they become aware of them, using sneaky tactics to avoid any risk to themselves. They don’t want a fair fight. You should choose the most appropriate means of attack from the selection below.</p>\n<p>In the Lower Gorge the Goblins wait until the sun is low in the sky. In the Deepest Ravine they’ll avoid only the two hours in the middle of the day when the sun is directly overhead. All attacks cease if the party comes to an arrangement with one of the clan’s leaders.</p>\n<p>If the Goblins meet stiff resistance — which basically means the second a fight starts to turn against them — they retreat, either adding their numbers to the next group encountered or, if they were badly mauled, heading to the Madcraw Tunnels to lick their wounds.</p>\n<p>If Goblins from one location escape, add 20% to all rolls to see if Goblins are encountered at the next location.</p>\n<h4>Peppered with Arrows</h4>\n<p>The first encounter with a Night Goblin scout party sees them fire their bows from the safety of a rocky ledge above the Characters. In order to engage them in melee a Character must achieve 10 SL on an extended <strong>Hard (–20) Climb</strong> Test. The scouts attempt to flee as soon as a Character gets close to their position.</p>\n<h4>Rockfall</h4>\n<p>The second encounter with a Night Goblin scout party involves the following ruse. On an <strong>Easy (+40) Perception</strong> Test, Characters hear weak mewling sounds coming from a thorny bush at the base of the cliff. Behind the bush they find a rabbit tied by its legs to four stakes in the ground. It’s been mutilated and cries in pain. The moment they find it, the Goblins push a pile of rocks from the cliff onto anyone underneath. Characters must pass a <strong>Difficult (–10) Dodge</strong> Test to avoid [[/r 1d10+3 # Damage]] Damage from falling rocks. A horrible giggle comes from above. The attack then proceeds as described for <strong>Peppered with Arrows</strong>.</p>\n<h4>The Ambush</h4>\n<p>The third encounter with a Night Goblin scout party is a more determined assault backed up with reinforcements. When the party reaches part of the gorge with an overhang, Goblins drop nets down onto them (<strong>Average +20 Dodge</strong> Test to avoid @Condition[Entangled] Condition — the nets count as having Strength 40). Then, Night Goblins with spears attack, led by either @UUID[Actor.K0MUI5UlospYZKoV]{Moongobba} or @UUID[Actor.UmDcHkkdghZxcqVc]{Mansplatta}. There are three more Goblins than Characters and three of them are @UUID[Actor.JiJByOt9CiO0vfxl]{Skargobbos}. They fight until half have taken critical hits, then they flee. Once it is obvious the party can put up a fight, Moongobba or Mansplatta hail them to come to an arrangement.</p>\n<h4>Spore Bombing</h4>\n<p>If the party beds down for the night, they are spotted by a Night Goblin scout party after [[/br d10–2 # Hours]] hours. The Goblins watch from a distance. When they think the Characters are asleep, two goblins sneak up and throw a large ripe puffball into the camp. This explodes and releases a cloud of toxic spores [[/r 2d10]] yards across. Characters in the cloud must pass <strong>Challenging +0 Toughness</strong> Test or suffer a @Condition[Poisoned] Condition. After this assault, the rest of the scout party attacks.</p>\n<h3>Dealing with the Madcraw Clan</h3>\n<p>The Madcraw Clan are numerous and there’s no way through the gorge without a plan. The party has a number of options.</p>\n<h4>Stealth</h4>\n<p>The Madcraw Clan sees the party soon after they arrive in the gorge, but with cunning, careful timing and a lot of luck, they could pass through the Deepest Ravine without encountering too many Goblins. This depends on several factors.</p>\n<p>Any attack in the Lower Gorge ends with the Goblins wiped out and unable to return to their caverns to report what’s happened</p>\n<p>Travel through the Deepest Ravine only during the middle of the day. If they can move swiftly and quietly, they can cover most of the 10 miles in 3 hours.</p>\n<p>If spotted in the Deepest Ravine, only very swift action prevents the lookout raising the alarm.</p>\n<h4>Negotiation</h4>\n<p>@UUID[Actor.XuZtsncLRagDpswg]{Cacklespit} wants @UUID[Actor.UmDcHkkdghZxcqVc]{Mansplatta} killed, but he doesn’t want to do the deed himself. If the party tells his underlings they want to talk, he spares their lives and makes a proposal: kill Mansplatta and his Skargobbos and he’ll let them through to the other end.</p>\n<p>The @UUID[Actor.JiJByOt9CiO0vfxl]{Skargobbo} cave is on the other side of the ravine, but the party can reach it by a shaky wooden bridge. In the cave are ten @UUID[Actor.JiJByOt9CiO0vfxl]{Skargobbos}, @UUID[Actor.UmDcHkkdghZxcqVc]{Mansplatta}, and six Boyz who take their side. If the party kills five or more Goblins, Mansplatta suggests they kill @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit} and he’ll let them through. If they refuse, he keeps fighting.</p>\n<p>If the party kills @UUID[Actor.UmDcHkkdghZxcqVc]{Mansplatta}, @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit} arrives with @UUID[Actor.K0MUI5UlospYZKoV]{Moongobba} and five Boyz, planning to attack the party and then claim to the rest of the clan that he’s avenged poor Mansplatta. If the fight looks too risky (for example, the party are all still standing) take a Perception Test for Cacklespit — if he passes, he’ll graciously grant the Characters free passage north.</p>\n<h4>Manipulation</h4>\n<p>@UUID[Actor.K0MUI5UlospYZKoV]{Moongobba} and @UUID[Actor.UmDcHkkdghZxcqVc]{Mansplatta} both want to take over from @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit}. If the party talks with either of them, they learn about Cacklespit as well as their desire to take over.</p>\n<p>A wily Character might be divisive and persuade one of the two rivals to overthrow their shaman leader with their support. Played right, the Madcraw Clan should split and start fighting amongst themselves.</p>\n<p>The party could let @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit} know his lieutenants are plotting against him, in which case he offers the deal mentioned above.</p>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/spot/spot-heads.webp\" width=\"149\" height=\"181\" /></div>\n<h4>Experience Awards</h4>\n<p>Good roleplaying and clever thinking should be rewarded, but there are additional XP for the following:</p>\n<p>@Exp[50,Defeated Cacklespit}]{50 points for defeating Cacklespit}</p>\n<p>@Exp[40,Negotiated with Cacklespit}]{40 points for negotiating with Cacklespit}</p>\n<p>@Exp[30,Defeated each of Moongobba and Mansplatta}]{30 points for defeating each of Moongobba and Mansplatta}</p>\n<p>@Exp[30,Negotiated with either Moongobba or Mansplatta}]{30 points for negotiating with either Moongobba or Mansplatta}</p>\n<p>@Exp[20,Defeated each of Old Gruntlob, Oddsplat, and Grikkle}]{20 points for defeating each of Old Gruntlob, Oddsplat, and Grikkle}</p>\n<p>@Exp[20,Defeated or repulsed wave of Goblin attackers}]{20 points for each wave of Goblin attackers repulsed or otherwise defeated}</p>\n<p>@Exp[15,Negotiated traps}]{15 points for negotiating traps}</p>\n<p>@Exp[9,Took Cacklespit’s prophecies seriously]{9 points for taking Cacklespit’s prophecies seriously}</p>"
				}
			}
		},
		"Handouts": {
			"name": "Handouts",
			"pages": {
				"Handout 4": {
					"name": "Handout 4",
					"src": "modules/wfrp4e-empire-ruins/assets/images/handout4.webp"
				},
				"Handout 1": {
					"name": "Handout 1",
					"src": "modules/wfrp4e-empire-ruins/assets/images/handout1.webp"
				},
				"Handout 2": {
					"name": "Handout 2",
					"src": "modules/wfrp4e-empire-ruins/assets/images/handout2.webp"
				},
				"Handout 3": {
					"name": "Handout 3",
					"src": "modules/wfrp4e-empire-ruins/assets/images/handout3.webp"
				},
				"Handout 5": {
					"name": "Handout 5",
					"src": "modules/wfrp4e-empire-ruins/assets/images/handout5.webp"
				},
				"Handout 6": {
					"name": "Handout 6",
					"src": "modules/wfrp4e-empire-ruins/assets/images/handout6.webp"
				},
				"Handout 7": {
					"name": "Handout 7",
					"src": "modules/wfrp4e-empire-ruins/assets/images/handout7.webp"
				},
				"Handout 8": {
					"name": "Handout 8",
					"src": "modules/wfrp4e-empire-ruins/assets/images/handout8.webp"
				},
				"Handout 9": {
					"name": "Handout 9",
					"src": "modules/wfrp4e-empire-ruins/assets/images/handout10.webp"
				},
				"Handout 10": {
					"name": "Handout 10",
					"src": "modules/wfrp4e-empire-ruins/assets/images/handout11.webp"
				}
			}
		},
		"Triumph of the Gravelord": {
			"name": "Triumph of the Gravelord",
			"pages": {
				"Triumph of the Gravelord": {
					"name": "Triumph of the Gravelord",
					"text": "<p>The <em>Gravelord </em>adventures can be used as a series of incidents that form a ‘B-plot’ to <strong>The Enemy Within</strong> campaign. With a little work, they can be more fully fleshed out and form a campaign in their own right.</p>"
				},
				"The Story So Far": {
					"name": "The Story So Far",
					"text": "<p>The Characters first encountered @UUID[Actor.r4AUsjsfOL9HW8lO]{Hans Gräber} in the <strong>Death on the Reik Companion</strong>. This aspiring necromancer was once a scholar-monk at the Sigmarite monastery near Dunkelberg, but was expelled for delving too deeply into the forbidden books of necromantic lore in the monastery’s library. Swearing revenge, Gräber devoted himself even more to the study of necromancy and began styling himself ‘the Gravelord’ in tribute to his idol, Heinrich Kemmler the Lichemaster. In @UUID[Compendium.wfrp4e-dotr.journals.fzxPnClojPBcpfmA]{Vengeance of the Gravelord}, the Characters just happened to be on the same boat as the abbot of Gräber’s former monastery when the Gravelord decided to take his revenge.</p><p>The next encounter with the Gravelord took place in the adventure @UUID[Actor.FRS2PzhU3H98XfTX]{Flying Death Skulls} in the <strong>Power Behind the Throne Companion</strong>. Travelling from Altdorf to Middenheim, the Characters encountered a village terrorised by terrifying flying skulls. In solving the mystery, they met @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} in person for the first time and learned that the attacks were revenge for another slight in his past.</p><p>In <strong>The Horned Rat Companion</strong>, @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} happened to be crossing the Middle Mountains at the same time as the Characters, although for a completely different reason. Nonetheless, he became convinced that the Characters are Imperial agents of some sort, sent to stop him — for in his own mind, there can be no greater threat to the Empire than himself. In @UUID[Compendium.wfrp4e-horned-rat.journals.ExSIodUnQo8WTef1]{Return of the Gravelord}, the Characters heards hints and rumours throughout the adventure before Gräber’s Undead forces attacked the balloon they used to travel back to Middenheim after thwarting the Skaven plot.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/spot-ghoul.webp\" width=\"202\" height=\"155\" /></div><h2>Running This Adventure</h2><p>This adventure falls into five parts, which take place at various points during <strong>Empire in Ruins</strong>. Although each encounter happens entirely by coincidence — as far as the Characters are concerned, at least — @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} becomes more and more convinced that the party is bent on thwarting him. After all, what greater threat could the Empire possibly face than the greatest necromancer the world has ever known?</p><p>@UUID[.8L3uksY6Wp6nq65G]{Part One: The Best of Enemies} can take place at any time when the party faces inevitable death at the hands of a superior foe. Having decided that he, and he alone, has the right to end the lives of his arch-enemies, @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} saves them. With the Characters at bay, he delivers one of his grandiose speeches explaining that he will return to kill them when the time is right — when there is more of an audience to witness his victory. Screened by his Undead followers, he withdraws and the party is left to continue their quest.</p><p>@UUID[.ekkuWCV5NiMootnT]{Part Two: Dark Deeds in the Grey Mountains} takes the form of a rumour rather than a direct encounter. While in Altdorf, the Characters hear of strange happenings far to the south near the Bretonnian border. Grognard Players might recognise the names of Frugelhofen and La Maisontaal, and a little research will lead the Characters to the legend of Heinrich Kemmler, the infamous Lichemaster. It seems that Gräber is following the trail of every famous ancient necromancer he can find.</p><p>@UUID[.eEED4CxEAA0TqLQR]{Part Three: The (Second) Siege of Streissan} occurs as the Characters attempt to escape Streissan, only to find the @UUID[Actor.r4AUsjsfOL9HW8lO]{Gravelord} has at last assembled his army and is marching on Streissan.</p><p>@UUID[.RORwKuBTuwXgm4oI]{Part Four: What Now?} Discusses some options for continuing the adventure after <strong>Empire in Ruins</strong>, should the Gravelord survive.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/ghouls.webp\" width=\"363\" height=\"195\" /></div><section class=\"hook no-image\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\">The Gravelord Defeated</h3><p>While it is more satisfying if @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} escapes each encounter with his skin (and his considerable ego) intact, you may find that impossible to pull off without obviously cheating. If the Characters do something brilliant and Gräber has no plausible way to escape death, let them have their victory — and then surprise them by bringing him back for the next encounter. There are various ways to pull this off:</p><p><strong>Fate Points</strong>: Fate points are one of the things that makes the Characters special, and not every NPC deserves them. However, they can be a great way of distinguishing a recurring nemesis NPC — a true arch-enemy — from the common herd. Gräber is persistent enough to merit a few Fate points of his own, and with a little ingenuity it may be possible to devise a plausible reason for him to survive apparent death at the hands of the Characters. His Undead followers may have standing instructions to take his body to safety if he falls, for example. If the Characters do not have any means of flying, the Winged Nightmare or the Carrion could take their master’s body out of reach fairly quickly, allowing Gräber to rest and heal before he appears again.</p><p><strong>But He Won’t Lie Down</strong>: Behind his ridiculous voice and his rampant egomania, Gräber is a skilled necromancer. During his travels in the Middle Mountains on the trail of Dieter Helsnicht, Melkhior the Ancient, and Zacharias the Everliving, he could quite plausibly have uncovered some obscure necromantic ritual that allows him to survive death. The next time the Characters encounter the Gravelord, he could be Undead himself. Thanks to the ritual, he keeps all of his memories, Skills, Talents, spells, and other abilities, and gains the Undead Trait plus any other Traits you find interesting: @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear} at level 2–4, @UUID[Compendium.wfrp4e-core.items.JQa5DLnTs2SEzRrc]{Dark Vision}, @UUID[Compendium.wfrp4e-core.items.wMwSRDmgiF2IdCJr]{Painless}, and even Ethereal are all possibilities.</p><p><strong>You Look Different</strong>: Many Ghosts owe their origin to obsessive thoughts of vengeance, and disembodied spirits have been known to possess the bodies of the living, or to animate the bodies of the dead. On their next encounter, the Characters might not recognise Gräber right away, but his new body still speaks with a nasal whine and his speeches are just as bombastic as before.</p></section>"
				},
				"Part One: The Best of Enemies": {
					"name": "Part One: The Best of Enemies",
					"text": "<p>This encounter takes place during @UUID[JournalEntry.fgrD3J7lhVYdc7VF]{Chapter 4} of <strong>Empire in Ruins</strong>, as the Characters are on the road from Middenheim to Shining Rock, or afterwards, on the journey south to Altdorf. If you would like to weave the Gravelord subplot into your game, it is best to have the graf order the Characters to scout the road ahead, leaving them isolated.</p><p>As a result of their previous encounters, @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} has decided that the Characters are his arch-enemies and that he must be the one to defeat them. Therefore, he must prevent anyone else from killing them, and according to his inflated sense of drama, he cannot simply kill them once they have been weakened by some other enemy. The final conflict must come at a suitable time and place, with a large audience to witness his triumph. Therefore, this unlikely rescuer is on hand to save the Characters when a fight seems all but lost.</p><p>A likely moment would be when the Characters are scouting ahead of the main part of the caravan, well out of sight of any assistance. As the Characters make their way south, they are set upon by a group of @UUID[Actor.1RKj6PAdUz6KNQBR]{Religious Fanatics}, Nordlander Rebels, or another group with a bone to pick with the Characters or the graf of Middenheim and his servants.</p><h3>The Undead</h3><p>The exact makeup of @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber’s} Undead force is your decision: it should consist mainly of @UUID[Compendium.wfrp4e-core.actors.Mt5JAoOSaEH1PdcP]{Skeletons} and @UUID[Actor.ukxsdiMsSlzLHMm3]{Zombies}, with a handful of ‘special’ creatures such as the @UUID[Actor.FRS2PzhU3H98XfTX]{Flying Death Skulls} (that the Characters have encountered before), the @UUID[Compendium.wfrp4e-dotr.actors.KE2xU8UltLaCnulO]{Carrion}, and the @UUID[Actor.UgNmlQAzZKlmRy5j]{Winged Nightmare}, if they survived previous encounters. The overall strength of Gräber’s force should be sufficient not only to rescue the Characters, but also to make it clear that they are at the Gravelord’s mercy when the battle is over.</p><h3>Staging the Encounter</h3><p>The attack should come as the Characters are close to being overwhelmed. Perhaps enemy reinforcements have just arrived, perhaps the Characters have taken a Critical Wound or two, or the woods have come alive with an endless stream of arrows or gunfire aimed their way. Whatever the case, the Characters should seem to be facing certain defeat, with no help in sight. The Undead arrive at the very moment when the Players begin to believe that all is lost. Suddenly there is a commotion in the rear of the enemy forces, although the Characters cannot immediately tell what is happening. After a round or two, the Characters catch glimpses of bone and rotting flesh as their enemies fall. Above the din of battle, they hear snatches of blasphemous incantations in a whining, nasal voice that is achingly familiar. Fallen enemies stand up and attack their former comrades.</p><p>Before too long, all of the attackers are dead and many of them have been raised as Undead. There is a momentary lull as the Characters and the Undead face each other, and then the whining voice is heard again. Screened from sight by rank upon rank of @UUID[Compendium.wfrp4e-core.actors.Mt5JAoOSaEH1PdcP]{Skeletons} and @UUID[Actor.ukxsdiMsSlzLHMm3]{Zombies}, @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} delivers one of his bombastic speeches. As he did in Altdorf (see @UUID[Compendium.wfrp4e-dotr.journals.fzxPnClojPBcpfmA]{Vengeance of the Gravelord} in the <strong>Death on the Reik Companion</strong>), he uses the spell @UUID[Compendium.wfrp4e-core.items.pDvOunMrvaYoXjd9]{Murmured Whisper} to make his voice appear to come from the @UUID[Compendium.wfrp4e-core.actors.Mt5JAoOSaEH1PdcP]{Skeleton} or @UUID[Actor.ukxsdiMsSlzLHMm3]{Zombie} closest to the Characters.</p><blockquote><p>‘Foolish mortals! As the price of your constant interference, your puny lives are forfeit to the Gravelord!’</p></blockquote><p>The Characters may take this to mean that @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} intends to wipe them out, but the massed Undead make no move to attack. Instead, the whining voice continues.</p><blockquote><p>‘These wretched creatures dared to usurp the Gravelord’s right to vengeance, and they died for their presumption!’</p></blockquote><p>Still, the Undead make no move to attack.</p><blockquote><p>‘The time of your doom is not yet upon you, so go on your way — but know that the Gravelord will return to claim you!’</p></blockquote><p>The front ranks of Undead stay in place while @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} and his other minions withdraw. The @UUID[Compendium.wfrp4e-dotr.actors.KE2xU8UltLaCnulO]{Carrion} rise into the air, along with Gräber on his @UUID[Actor.UgNmlQAzZKlmRy5j]{Flying Nightmare}, surrounded by a pack of @UUID[Actor.FRS2PzhU3H98XfTX]{Flying Death Skulls}. Only when they have disappeared beyond the treetops do the other Undead slowly retreat.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/skeletons3.webp\" width=\"364\" height=\"272\" /></div><h4>Attack!</h4><p>That, at least, is how @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} plans to have the encounter play out. He expects the Characters to be so awed by his appearance, and so confused by the fact that he has saved them, that they will be a docile and passive audience for his speech. As we have seen before, Gräber’s plans usually favour the theatrical over the practical, and he consistently overestimates the psychological effect he has on the Characters.</p><p>Should the Characters have a few choice words for @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber}, allow him to become flustered in his response. The mask slips for a moment, and the petulant young man insists they take him seriously. If the Characters persist, he leaves in a huff, reminding them that his vengeance is close at hand. Of course, don’t forget he has numberless Undead at his beck and call, and is not afraid to use them. He merely hopes for a more theatrical end for his greatest foes, one worthy of being made into a tale told down through the ages. A terrific storm would be ideal, along with a few lightning strikes to set the tone. A sizable audience of suitably terrified witnesses would also be ideal. Is that so much to ask?</p><p>Of course, rather than simply stand, slack-jawed and fearful, as @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} plays out his scene, the Characters are also likely to attack. Gräber has made sure that he is out of sight and is using magic to make his voice come from one of the Undead in the front rank.</p><p>Spotting him through the massed ranks of Undead is not easy. @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} responds to any attempts at violence by ordering his Undead to seize the Characters.</p><p>Each Character is subjected to [[/br 1d10]] grapple attacks from the @UUID[Compendium.wfrp4e-core.actors.Mt5JAoOSaEH1PdcP]{Skeletons} and @UUID[Actor.ukxsdiMsSlzLHMm3]{Zombies},. @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} supplements their efforts as necessary with immobilizing magic such as @UUID[Compendium.wfrp4e-core.items.WeIdAA7KArjUZfyH]{Entangle} and @UUID[Compendium.wfrp4e-core.items.lM8c3LlW4s3KBVHR]{Push}. A successfully grappled Character is stripped of all weapons, which are left in a heap a short way away. Once all the Characters have been subdued, Gräber delivers the rest of his speech, throwing in a few extra lines about the futility of attempting to resist the will of the Gravelord.</p><h4>Pursuit</h4><p>Having been rescued, threatened, and quite possibly embarrassed by @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} and his Undead followers, there is every chance the Characters decide to follow them, whittling down their numbers with harassing attacks and ultimately defeating the Undead horde. This can make a good ongoing thread for the Gravelord sub-plot, and you can adjust the main adventure as necessary to ensure that this does not take the Characters too far out of their way — or that they arrive at some major plot points too late, and have to improvise in order to catch up!</p><p>Alternatively, @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} could simply use obscuring magic to give the party the slip or order his Skeletons and Zombies to fight a delaying action while he and his more valuable Undead escape.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/zombies2.webp\" width=\"366\" height=\"270\" /></div>"
				},
				"Part Two: Dark Deeds in the Grey Mountains": {
					"name": "Part Two: Dark Deeds in the Grey Mountains",
					"text": "<div class=\"journal-image flip float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/kemmler.webp\" width=\"212\" height=\"335\" /></div><p>@UUID[JournalEntry.yLN6FcD5g892bkFE]{Chapter 6} of <strong>Empire in Ruins</strong> sees the Characters back in Altdorf as various factions struggle for power. Worrying news and disquieting rumours come in from all corners of the Empire, and the scheming nobles make as much political capital as they can from each one. A few rumours from the southern Reikland are being used to undermine Emperor Karl-Franz, although the Characters may recognise them as part of a disturbing pattern.</p><p>Mixed in with the rumours provided in Empire in Ruins, the Characters may hear those given below. The Players may not recognise their significance right away, and they can be omitted if you think they won’t add to the Players’ experience or, worse, might confuse and misdirect them. However, they are the signs of where Gräber is and clues as to what he is doing. You might remind the Players of them by some things they read or hear in the monastery during Part Four, or one of the later encounters may include some clue that makes the Players smite their foreheads in sudden realisation.</p><h3>Gräber's Progress</h3><p>Having travelled through the Forest of Shadows on the trails of Dieter Helsnicht, Melkhior the Ancient, and Zacharias the Everliving, @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} has turned south to enact the next phase of his grandiose plan. In the Grey Mountains, he intends to visit the Mound of Krell and all the other significant sites in the career of his hero, Heinrich Kemmler.</p><p>His ultimate plan is to find Kemmler’s remains, which he believes are buried somewhere close to the Bretonnian monastery of La Maisontaal, and reanimate them as a servant and advisor. Along the way, he will crush all who resisted the Lichemaster, especially the insolent monks of Taal.</p><blockquote class=\"sidebar\"><div class=\"journal-image float-right flip\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/grognard2.webp\" width=\"100\" height=\"100\" /></div><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>For Grognards: The Lichemaster</em></h3><p><em>The name of Heinrich Kemmler, the Lichemaster, has a long history in <strong>Warhammer Fantasy</strong> lore, dating back even before the first edition of <strong>WFRP</strong>.</em></p><p>Terror of the Lichemaster<em> was a battle pack for the second edition of the Warhammer: The Game of Fantasy Battles miniatures game. It saw Heinrich Kemmler leading a growing Undead force against a farm, a mine, and the Imperial village of Frugelhofen. A fourth battle, ‘Vengeance of the Lichemaster’, appeared in the </em>Third Citadel Journal<em> and saw Kemmler attacking the Bretonnian monastery of La Maisontaal in a three-way battle that also involved a Skaven force. Three years later, this story was adapted for roleplaying in the adventure Lichemaster for the first edition of <strong>Warhammer Fantasy Roleplay</strong>.</em></p><p><em>Since then, Kemmler has been a regular in army books, a powerful necromancer available as a leader or hero for an Undead army. His legend has been considerably expanded in those sources, and he remains one of the most iconic villains in <strong>Warhammer Fantasy</strong>.</em></p><h3 class=\"no-toc\" style=\"text-align:center\"><em>THE RUMOURS</em></h3><p><em>The Characters hear the rumours in the order given below. The earliest rumours will have reached the court some days before the Characters and may be old news by the time they arrive at the capital. If so, they might only come up if the Characters hear one of the later rumours and decide to follow up.</em></p><ul><li><p><em>Among the reports that have come in from Ubersreik is news that contact has been lost with a Dwarven mine to the southwest of the town, within the sphere of @UUID[Compendium.wfrp4e-archives1.journals.De6yFCVO4shYbAUx]{Karak-Azgaraz}. The head miner, one Gimbrin Finehelm, goes to Ubersreik quite regularly to sell his ore and buy supplies, and given the general situation in the Empire — and the rumours of renewed Greenskin activity in the mountains — Ubersreik’s council is becoming concerned. There is talk of hiring mercenaries or adventurers to scout the mountains, although Lady Nacht, the Emperor’s representative, has yet to authorize such a course.</em></p></li><li><p>@UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} has struck the mine just as Kemmler did years ago, punishing the Dwarfs for daring to resist his hero. When the Characters encounter him next, a few of his @UUID[Actor.ukxsdiMsSlzLHMm3]{Zombies} may be rotting Dwarfs. If any Character has a previous acquaintance with @UUID[Compendium.wfrp4e-ua1.actors.hcAF95tFaOdoZoeF]{Lady Nacht}, for example, from the <em>Starter Set</em> or <em>Rough Nights and Hard Days</em>, this rumour may come directly from her, with a request that the Characters write to her with any further information they discover.</p></li><li><p><em>A great storm damaged the village of Frugelhofen, causing many deaths. It seemed to be centered on the Frugelhorn mountain. </em>This rumour is a concatenation of three separate events, and different versions heard from different sources may give some clue about this by emphasising one event over another. The lightning that was seen striking the Frugelhorn was a side effect of the necromantic magics Gräber employed to open Krell’s mound and raise some of the casualties from past battles in the area, strengthening his forces. He is particularly keen to have the service of those who died fighting for and against the Lichemaster in his legendary campaign. The village of Frugelhofen was more than damaged, and so was Bogel’s Farm nearby. No one at the farm survived to tell the tale, but a few people escaped from Frugelhofen before it was entirely destroyed. Over the days after the Characters first hear this rumour, more precise reports come in from Lady Nacht and others in the area. The Characters can learn through them that the village and several outlying farms were destroyed. They may also hear that the attackers were Undead, led by a necromancer who made bombastic speeches in an irritating, nasal voice.</p></li><li><p><em>Someone has opened Krell’s mound near Ubersreik. It was always a place of ill omen, and the locals are worried about another Undead plague. </em>A powerful Wight king and former Champion of Chaos, Krell, was unearthed by Kemmler at the beginning of his reign of terror.</p></li></ul></blockquote><h3>Handling the Rumours</h3><p>The rumours in this section are only intended to be background colour: things that the Characters hear while in Altdorf that keep Gräber in their minds and support the encounters to come. However, there is always the risk that the Players may regard them as a call to action and decide to head into the Grey Mountains before the main plot requires them to. If this looks as though it is going to happen, you have several options.</p><p><strong>Let Them Go</strong>: This will take a little work — matters in Altdorf are certainly pressing — but if you wish, you may allow the Characters leave to investigate these rumours. @UUID[Actor.bddoUxOTF19PyRKm]{Quintus Fassbinder} (see <strong>Empire in Ruins</strong>, see @UUID[JournalEntry.jgid51aDEFwXKt7Y.JournalEntryPage.ibCL5beVtJ4BXipS]{Consultations with Quintus Fassbinder}) is a key source of information in sending the Characters to Blackfire Pass in search of @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}. Having Quintus tell the Characters that it will take some weeks before he is ready to present his evidence to them gives the Characters some leeway to chase down the Gravelord. While the political situation is dire, it is clear that some time will be required for Middenheim and Altdorf to muster the forces for outright warfare. If you wish, Quintus might later seek the Characters out in the south of the Reikland, taking the rare (for him) step of leaving the capital.</p><p>Should they leave, the Characters can spend some time traipsing around the Grey Mountains, trying to pick up @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber’s} trail and getting into all kinds of scrapes in the process. <strong>The Horned Rat Companion</strong> includes some monsters and other ideas to enliven mountain journeys. During their journey, the Characters can learn a few things about Kemmler and perhaps even begin to understand Gräber’s obsession with him. Eventually, an opportunity to rejoin the main plotline should present itself — either Quintus arriving unexpectedly with the evidence of Blackfire pass, or , if all else fails, a messenger carrying orders from @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris} or @UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich} can put the party back on the right track. Remember that Baron Heinrich will have access to the War Balloon after it is repaired of any damage and could quickly snatch the Characters up and deposit them again somewhere more conducive to the plot.</p><p><strong>Not So Fast</strong>: By this point in the campaign, the Characters are no longer entirely free agents. They may not be formally in service to a particular noble or house, but they have developed a close relationship with @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris Todbringer}, @UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich}, @UUID[Actor.PrkWVIr7Go4u1QWp]{‘Princess’ Katarina}, and quite possibly other Imperial dignitaries as well. Not having encountered @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} themselves, these worthies will not be inclined to attach as much importance to these rumours as the Characters, and in these tumultuous times they probably have other things for the Characters to do. Therefore, it is not too unlikely that they send the party on a different mission, which keeps them closer to the main plot of <strong>Empire in Ruins</strong>.</p><p><strong>We’ll Look Into It</strong>: If the Players are likely to feel railroaded by some noble patron ordering them to ignore the rumours, but if the time is not right for them to take off into the mountains on a wild goose chase, you can use a blend of the previous two options. The party’s noble patron takes their concerns seriously but stresses that they are too valuable, and present circumstances too fraught, for them to simply wander off chasing rumours. Instead, their patron hires another party of adventurers, or detaches a few specialist troops from the army, to follow up on the rumours and report back. The Characters are given the opportunity to brief these investigators before they set off, but hear nothing of them again. For added dramatic impact, the Characters may spot one or two of these investigators — now @UUID[Actor.ukxsdiMsSlzLHMm3]{Zombies} — among @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber’s} followers in a future encounter.</p><section class=\"hook no-image\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\">The Legend of the Lichemaster</h3><p><em>The dread name of the Lichemaster strikes fear into hearts across the Old World, and the tales told of his exploits are many. Here is a brief summary of the information the Characters may be able to glean through research and rumour.</em></p><ul><li><p>A century ago, Heinrich Kemmler was an ambitious young necromancer. He travelled in the Lands of the Dead — even, it is said, making the Dark Pilgrimage to Nagashizzar — and returned with a knowledge of necromancy second only to that of Nagash himself.</p></li><li><p>He gathered a dozen lesser necromancers around him, but many were subverted by the Necrarch Vampire Brachnar the Damned. After a series of wars across Estalia, Bretonnia, and the southern Reikland, Brachnar was defeated.</p></li><li><p>While searching for one of the Nine Books of Nagash, Kemmler was imprisoned by the Liche Crovan, but defeated him in a magical duel. After this, Kemmler began to style himself ‘the Lichemaster.’ Afterwards he ravaged northern Tilea and Bretonnia for almost twenty years, before being defeated by Bretonnian forces led by King Theobald II. Fleeing from pursuit, he was ambushed by a resurrected Brachnar and reduced to a half-mad, wandering beggar. In this pitiful state he wandered the Grey Mountains and the Vaults for a decade. At one time he sought refuge in the Abbey of La Maisontaal, but the abbot recognised him and once again he was forced to flee.</p></li><li><p>High in the Vaults, Kemmler happened upon the ancient burial mound of Krell (see <strong>The Legend of Krell</strong> below), and there he made an unholy pact with an unknown power. Kemmler’s power was restored and Krell was free from his magical imprisonment to act as a commander of the Lichemaster’s forces. After strengthening his army by slaughtering the village of Frugelhofen and some outlying farms and mines, Kemmler assaulted La Maisontaal in 2491. Betrayed by Skaven allies, he was defeated by Duke Tancred II of Quenelles.</p></li><li><p>Four years later, Kemmler slew the Duke at the Battle of Montfort Bridge. He then turned eastward into Athel Loren, plundering the ancient Human barrows there and animating the Barrow Kings to ravage the forest of the Elves. At the Battles of the Cairns in 2497, Kemmler was defeated. Krell was slain, and so, some say, was the Lichemaster himself.</p></li></ul><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\">The Legend of Krell</h3><p>Krell was a mighty Chaos Champion in the days before the birth of Sigmar, the ruler of a barbarian tribe that had been corrupted by the Chaos God Khorne. Krell carved out an empire among the tribes before turning against the Dwarfs to the south. He allied with the Night Goblins that stormed the Dwarf strongholds of Karak Ungor and Karak Varn, but was eventually slain assaulting the Dwarfhold of Karak Kadrin. His followers carried away his body and buried it in a barrow tomb in the Grey Mountains.</p><p>Nearly 1,500 years later, Nagash came upon the tomb when he was searching for the Crown of Sorcery. He raised this mighty hero to fight with him against Sigmar at the Battle of the River Reik. The Undead army was all but destroyed after Sigmar felled Nagash, but Krell and his Grave Guard cut their way through the Dwarf lines and escaped to cut a bloody swathe across the land. Krell was finally cornered and defeated at the Battle of Glacier Lake. His body was imprisoned in a magically constructed tomb.</p><p>Centuries later, Heinrich Kemmler came upon Krell’s tomb and freed the ancient Wight. After Kemmler’s attack on La Maisontaal, he and Krell were hunted down by Duke Tancred II of Quenelles and Krell was slain. His remains were brought back to the mound where Sigmar had buried him, and its magical defences were strengthened.</p><ul><li><p>The Abbey of La Maisontaal, on the Bretonnian side of the Grey Mountains, was attacked by an Undead force and a sealed vault was opened. The bones of Heinrich Kemmler were removed.</p></li><li><p>Gräber has attacked the abbey just as Kemmler did in 2491, consciously recreating Kemmler’s career.</p></li><li><p>Observers posted on the borders of the Elf wood of Athel Loren report that a great Undead army is ravaging the forest. Some recall the so-called Winter of Woe in 2497.</p></li><li><p>Gräber is continuing to recreate Kemmler’s career, moving into the forest and using the ancient Human burial mounds there to raise a new Undead horde.</p></li><li><p>A rumour is circulating among the northern armies that Karl-Franz and the Reikland have stooped to necromancy to strengthen their forces, and may plan to create an Undead empire. Some insolent northerners openly claim that Karl-Franz is actually a Vampire, a slave to the Von Carsteins of Sylvania.</p></li><li><p>The baseless rumour is indeed circulating, but only among the most violently anti-Altdorf northerners.</p></li></ul></section>"
				},
				"Part Three: The (Second) Siege of Streissan": {
					"name": "Part Three: The (Second) Siege of Streissan",
					"text": "<p>During <strong>Empire in Ruins</strong>, the Characters have the opportunity to assist in ‘freeing’ Streissan and it’s fall into the hands of @UUID[Actor.umAaCuMoMplgq6GG]{Marius Leitdorf}. Occasionally affable, often inscrutable, and always unpredictable, Leitdorf is no lasting friend to the Characters. If he learns they are carrying Ghal Maraz, he will do everything in his power to take it, and the Characters will be left attempting to flee the town after their second trip there, possibly with Master Albertrus Nyman and his family in tow (see @UUID[JournalEntry.pHsN1cclx1uQlvSH.JournalEntryPage.40gv8cLnPEdd0XRV]{Under New Management})</p><p>To complicate matters even further, this is precisely when the Gravelord decides to strike for the final time. @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} has come to his former home to take his revenge and ransack the library for the knowledge he needs to resurrect his idol, Heinrich Kemmler.</p><p>Having completed his long pilgrimage in the footsteps of Kemmler, he heard some evidence that the University of Streissan might hold copies of some particularly ancient books on the intertwining of Necromancy and Chaos. Though this was far from certain to be the case, the Characters’ presence at the first siege of Streissan has, in @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber’s} mind, cemented the rumour as absolute fact. After all, the Characters are his greatest nemeses, and so must have gone there to vex him. The fact that he comes across them again, having returned to the town, only makes him more certain they are there to hide from him the very knowledge he seeks.</p><p>The town, ravaged by war, is the perfect backdrop for his final victory over the Characters and the resurrection of the great Heinrich Kemmler, who at least in @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber’s} mind, will recognise the Gravelord as an equal at last</p><h3>The Alarm</h3><p>Events kick off as the Characters, having found Master Albertus Nyman, are departing the town. If they have avoided Leitdorf ’s interest, it is merely unnerving. If they are actively fleeing his forces, they might already feel on edge. As they approach the gates, a bell peals out over the town. The deserted streets remain so for a moment, but as the bell rings on, troops begin to rush to the walls, and private homes open doors and windows so that those within can assess the situation. The sound is one of the three warning bells of Streissan, a mighty dull iron monument that hangs above the town’s temple of Morr — it is only rung when there is threat of Undead assaulting the town. Most have never heard its tone outside of a yearly ceremony, and it is enough of a novelty that even the worried citizens of Streissan take an interest.</p><p>Upon reaching the walls, it is clear that escape has become (more) difficult. A host of soldiers is gathering around the town, still a ways off but numbering in the thousands. They are heading to lines occupied by Alptraum’s soldiers some days or weeks prior, and threaten to surround the town in short order. The host carries tall banners, black and bearing, of course, a great skull. Those with a telescope can see that they are mostly Skeletons and Zombies, though @UUID[Actor.FRS2PzhU3H98XfTX]{Flying Death Skulls}, @UUID[Compendium.wfrp4e-dotr.actors.KE2xU8UltLaCnulO]{Carrion}, and other fell things fly above the oncoming army.</p><p>If the Characters are attempting to leave by the city gates, they are turned back, fanciful talk of their having Ghal Maraz forgotten for the moment. Any attempt to sneak out results in the Characters fumbling into the hands, or claws, of @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber’s} forces. You should give the Characters an opportunity to retreat back to the town, where ladders may be thrown down for them — either to assist in their rescue, or to seize the Hammer if the troops are aware of it.</p><p>The army is an Undead force commanded by @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber}. Currently led by Krell, its orders are to approach openly and draw attention away from what Gräber plans to do next: sneak into the university.</p><h4>An Interesting Approach</h4><p>Any Character who makes a successful <strong>Challenging (+0) Lore (Undead)</strong> Test notices the following:</p><p><strong>1 SL</strong>: A couple of Carrion are hovering over the vanguard, keeping pace with it rather than ranging ahead. If the Character has encountered @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} before, they may be expecting to see him riding a @UUID[Actor.UgNmlQAzZKlmRy5j]{Flying Nightmare}, but it is nowhere in sight.</p><p><strong>2+ SL</strong>: There do not seem to be any ethereal Undead anywhere in the force.</p><p>While it is obvious to anyone that the army is making no attempt to approach stealthily, any Character who makes a successful <strong>Challenging (+0) Lore (Warfare)</strong> Test notices that it seems to be doing everything it can to announce its arrival. Drums are booming, banners are flying, and the ranks seem spread out a little wider than usual to make the force seem larger than it is.</p><p>What the Characters make of this information is up to the Players. The fact is that @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} wants all eyes on the approaching army so that he and his ethereal detachment can enter the town unnoticed, taking the inhabitants by surprise.</p><h4>Preparations</h4><p>The Characters have a few minutes to observe Streissan’s preparations to meet the attack. In response to the alarm bell, those forces still in good order collect weapons and take up positions on the wall. Non-combatants — the old, the sick, and the less able — have all long been confined to their homes, but nevertheless a few boisterous elderly folk attempt to join the defence. Word has quickly spread that the enemy are Undead and despite days of persecution at the hands of @UUID[Actor.umAaCuMoMplgq6GG]{Marius Leitdorf ’s} forces, the threat of being eaten alive by a shambling horde of monstrosities does much towards unifying the town’s citizens. Priests of Morr and Sigmar, who had avoided taking a political stance on the siege and takeover of Streissan, emerge to bolster morale. Many begin to pray, calling on Sigmar to grant Miracles and Blessings that strengthen the town’s walls and gates against the approaching Undead. Pigeons are released, bound for Averheim, Nuln, and Altdorf with news of the attack. With weapons ready and eyes fixed on the foe, the defenders of Streissan wait.</p><h4>The Hammer and The Priest</h4><p>If Leitdorf is aware of the Hammer and his forces become aware of the Characters’ presence during preparations, Leitdorf offers them a final opportunity to give him the weapon willingly or be killed. Father Olaf, an elderly priest of Sigmar, inserts himself into this standoff asking to see the Hammer. If the Characters show it to him, the old Sigmarite instantly falls to the ground before it. After a powerful moment he arises, the fire of a younger man alight in his eyes. Father Olaf chastises @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf}, telling him:</p><blockquote><p>‘Those that bear the Hammer of Sigmar are his Chosen Few, and to block their passage is to spit upon the Heldenhammer himself.’</p></blockquote><p>The old priest’s voice carries unnaturally far and with a shuddering presence, enough to cow any immediate threat of violence from anyone save @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf} himself. Drawing his blade, he looks set to act, before his horse, Daisy, strides towards Father Olaf and begins to eat his hat. The awe and tension of the moment evaporates as Leitdorf laughs aloud and sheaths his blade.</p><p>He fully intends to seize the Characters and take Ghal Maraz before they leave the town, but for now he lets them be.</p><h3>The Old School Spirits</h3><div class=\"journal-image flip float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/ghost.webp\" width=\"290\" height=\"429\" /></div><p>Just as the Characters start to think about what they should be doing, a terrible sound comes from the university, carrying over the din of preparations. A terrible scream, inhuman and chilling to the very bone, echoes over Streissan. In the silence that follows, far more Human screams are heard faintly coming from the university — the Gravelord has arrived.</p><p>If the Characters head to the university, they see a group of ethereal Undead creatures passing through the walls of the buildings that make up the campus. There is one @UUID[Compendium.wfrp4e-core.actors.hMbcLVjk7eUdxtqC]{Cairn Wraith} for each Character (you can alter the numbers as needed if the party is particularly strong or weak), plus one @UUID[Compendium.wfrp4e-core.actors.TWy5l4uYTRAtjfit]{Tomb Banshee} and @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} himself, who has cast @UUID[Compendium.wfrp4e-empire-ruins.items.Item.pxgEQNMfuq1R9Thr]{Spirit Walk} to make himself @UUID[Compendium.wfrp4e-core.items.tNWrJUOArwfWXsPw]{Ethereal}.</p><p>If the Characters do not go to the university, it quickly becomes clear that they should. The Undead outside the city launch feints and minor attacks, holding back the great bulk of their forces, while survivors of the university attack swarm the walls, attempting to get out of the city rather than remain with the ghosts inside. If the Characters still refuse to head to the university, worry not — @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} will come for them soon enough.</p><h4>Gräber’s Plan</h4><p>@UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} is using his army’s approach as a diversion to cover the incursion of his ethereal force. Once in the university, he plans to slaughter the defenders and send his @UUID[Compendium.wfrp4e-core.actors.TWy5l4uYTRAtjfit]{Tomb Banshee} and @UUID[Actor.6w0OKlsdgKqfW78D]{Hexwraiths} to surprise the city’s defenders from within, just as the army outside is attacking. Meanwhile, Gräber himself plans to ransack the library for the forbidden books he is sure are kept there. While he will discover some chronicles that tell of Sigmar’s battle against Krell and the career of Heinrich Kemmler, he does not find the lores of necromantic knowledge he seeks. Gräber soon realises that they are no longer present — a chancellor of the university long ago burned the foul things, which Nyman can confirm if the Characters learn of Gräber’s plans and think to ask him. Gräber, for his part, assumes the Characters took them when they were in the city earlier and swiftly turns his attention, and his wrath, on them.</p><h4>Contact with the Enemy</h4><p>@UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} is not expecting the Characters to be at the university — he had not realised they returned to the town after their earlier visit. Their presence will complicate his position considerably and convince him even further that they are an elite force of witch hunters sent by the Emperor himself to hunt him down. Gräber’s reaction is a mixture of frustration at the obstacle the party represents and satisfaction that his arch-nemeses have appeared once more, confirming his own opinion of his importance.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Our Weapons Are Useless!</em></h3><p><em>Creatures with the @UUID[Compendium.wfrp4e-core.items.tNWrJUOArwfWXsPw]{Ethereal} Trait can be trouble, as some parties simply have no way to deal with them. Only magical attacks can damage them, and while the Characters have had some opportunities throughout <strong>The Enemy Within</strong> to acquire such weapons, they are only really guaranteed to possess Ghal Maraz at this point. Leaving a single Character to deal with all of these creatures may be a tall order. Miracles and magic also work against Ethereal creatures, but if the party does not have any other way to deal with the creatures, you may wish to change up the encounter. A priest of Sigmar or Morr may be on hand to work a Miracle or Blessing, such as @UUID[Compendium.wfrp4e-core.items.2WN0muIB2BFd4kBO]{Blessing of Righteousness}, that will allow a Character to harm the spirits, or they may be fewer in number. Priests of Morr can also create special oils that allow a weapon to harm spirits, though these are rare and expensive to create, so any priest will only have a little to hand. Alternatively, the ward which protects the restricted section may temporarily make all the spirits present sufficiently manifest for them to be harmed by mundane weapons. Such an effect would be brief, perhaps 2–3 rounds, but would give the Characters some time to strike back against the dead.).</em></p><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Ghostsmear</em></h3><p><em>Though Priests of Morr refer to it reverentially as Morr’s Blessed Oil, most who have had cause to use the shimmering tincture in battling the undead refer to it as ‘Ghostsmear’ or simply ‘The Good Stuff.’ Spirits, spectres, ghosts, banshees and other ethereal undead that would normally only be harmed by magical weapons can be damaged by a weapon coated in Ghostsmear. One application lasts an hour under ideal conditions, but may be washed from the blade sooner if it is raining heavily or the blade becomes submerged. Additionally, if the weapon is used to injure a living creature while covered in Ghostsmear, the effect is instantly dismissed as the infusion of living blood renders the oil inert.</em></p><p><em>Ghostsmear is never offered for sale, but only created at need by devout priests of Morr. It requires 3 Gold Crowns worth of ingredients and a night of fevered prayer to create. Ghostsmear can be stored for one year before losing its effects.’</em></p><p><em>However, the Characters are likely quite powerful by now, and have had plenty of warning that @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} is a threat to them. If they failed to prepare properly, you may simply wish to let the spirits do some serious harm to them. This is <strong>WFRP</strong>, after all, and Fate points exist for a reason!</em></p></blockquote><p>To @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber}, there could be no greater affirmation of his destiny soon reaching its zenith than the presence of his greatest enemies here, at the mercy of the greatest army he has ever commanded.</p><p>Before entering combat, @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} casts a number of protective spells on himself, in addition to the one that makes him @UUID[Compendium.wfrp4e-core.items.tNWrJUOArwfWXsPw]{Ethereal}. These are @UUID[Compendium.wfrp4e-core.items.pHITBuvCatCOBhZb]{Aethyric Armour} (which he can extend as described in @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#arcane-spells]{Arcane Spells}), @UUID[Compendium.wfrp4e-core.items.tNMQQhBYzHoRq7AD]{Distracting}, and @UUID[Compendium.wfrp4e-core.items.J0wUSVSnos7fBprP]{Terrifying}. All four of these spells have a Duration of Willpower Bonus Rounds, and will expire four rounds after combat is joined.</p><p>@UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} spends the first round making one of his bombastic speeches, and as usual its dramatic impact is somewhat lessened by his small stature and whining, nasal voice. @UUID[Compendium.wfrp4e-core.actors.TWy5l4uYTRAtjfit]{The Tomb Banshee} hovers by his side as he speaks, and the @UUID[Actor.6w0OKlsdgKqfW78D]{Hexwraiths} form a screen in front of him, ready to fight anyone who tries to approach.</p><blockquote><p>‘So, we meet again! The Gravelord commends your persistence, but this time there will be no mercy! Prepare to die, and serve the Gravelord forever! Attack, my children!’</p></blockquote><p>At his command, the @UUID[Compendium.wfrp4e-core.actors.TWy5l4uYTRAtjfit]{Tomb Banshee} begins a @UUID[Compendium.wfrp4e-core.actors.TWy5l4uYTRAtjfit.Item.sy2x2WifRcIWohoM]{Ghostly Howl} and one @UUID[Actor.6w0OKlsdgKqfW78D]{Hexwraith} moves to fight each Character. Any ‘spare’ Hexwraiths begin slaughtering anyone else about or gang up on the most dangerous Character, especially any @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} knows to be capable of spellcasting or commanding Miracles.</p><p>If confronted at the university, @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} makes his way to the library, an imposing old building of stone with a much less imposing thatched roof. To continue his search (passing through the shelves in his @UUID[Compendium.wfrp4e-core.items.tNWrJUOArwfWXsPw]{Ethereal} state), he heads for the Restricted Collection. Any Characters who try to follow him have to negotiate the walls, locked doors, and a maze of shelves, which means that he will probably reach the door to the Restricted Collection first. Though he will not find what he is searching for there, the section does contain many dangerous books, and a previous chancellor hired a wizard to set several wards upon it. The wards dispel Gräber’s @UUID[Compendium.wfrp4e-empire-ruins.items.Item.pxgEQNMfuq1R9Thr]{Spirit Walk}, and he will have to deal with the inconvenience of corporeality.</p><p>If the Characters are elsewhere, such as hiding out in the Nyman basement or helping defend the walls, then @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} eventually finds them and attacks them directly. He pauses first to compliment their cunning in retrieving the books he seeks before he could get there, which doubtless leaves them confused..</p><h3>The Attack Begins</h3><p>Regardless of whether or not the Characters are at the university, once @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} reaches the Restricted Section his @UUID[Compendium.wfrp4e-empire-ruins.items.Item.pxgEQNMfuq1R9Thr]{Spirit Walk} spell comes to an end and he becomes fully material. At the same time, screams and crashes ring out from the town walls as the main Undead force attacks. If the Characters are at the walls, they may sensibly wish to help defend them. While the @UUID[Compendium.wfrp4e-core.actors.Mt5JAoOSaEH1PdcP]{Skeletons} and @UUID[Actor.ukxsdiMsSlzLHMm3]{Zombies} have some trouble scaling the walls, their numbers quickly add up. The Undead throw up crude ladders of lashed-together bone, and the nimbler Skeletons attempt to assault anyone defending the walls. @UUID[Actor.FRS2PzhU3H98XfTX]{Flying Death Skulls} assault defenders from the air, along with other flying Undead.</p><section class=\"hook no-image\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\">The Shelves</h3><p>During any fight in the library, there is a very good chance that a Player will think of tipping the bookcases over to stop @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} reaching the restricted section, to crush or escape from some Undead attacker, or for some other reason.</p><p>The bookcases in the university’s library are huge and heavy in proportion. Double-faced and made of oak planks an inch thick, they stand 8 feet high, 12 feet long, and 2 feet deep. Each one holds books totalling several hundred pounds in weight. This weight makes them hard to tip, at least initially.</p><p>To get a shelf unit to a tipping point requires a <strong>Very Hard (-30) Strength</strong> Test. Up to eight Characters and NPCs can co-operate in pushing one shelf over (see @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.lQThXbnpgQ30VBXR#assistance]{Assistance}). As the bookcase tips, books will begin to slide from the shelves on the side opposite the Characters pushing it. They will rain down on anyone beneath, causing a Damage [[/r 3d10 # Damage]] hit on any creature in the way who fails a <strong>Difficult (-10) Dodge</strong> Test — though of course @UUID[Compendium.wfrp4e-core.items.tNWrJUOArwfWXsPw]{Ethereal} creatures are immune. A Critical Success on the Strength Test leads to a domino effect. Instead of ending up leaning against its neighbour, the falling bookcase knocks that one over too, and so on until a bookcase either hits a wall or falls into an empty space.!</p></section><div class=\"journal-image flip float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/cairn-wraith.webp\" width=\"241\" height=\"401\" /></div><p>@UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf ’s} troops were unprepared — some are drunk, others injured from the battle. The defence is desperate. There should be some kind of Undead for each Character to attack every round, though in the cut and thrust of mass combat, it is difficult to make any real progress. The presence of Ghal Maraz, if it is drawn, bolsters the defenders, and any section of wall where the bearer of the great hammer stands is defended bitterly and with success.</p><p>After he is finished in the university, or when things start to go badly for him if the Characters are there, @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} tries to cast a @UUID[Compendium.wfrp4e-core.items.jdv7gnwKk6eEPtQK]{Marsh Lights} spell and send the lights out through the main window. This is a pre-arranged signal to his Undead force, and a barrage of @UUID[Compendium.wfrp4e-core.items.HqInHmOviuLqymdm]{Screaming Skulls} strikes the window on the next round, shattering the glass and offering Gräber a potential escape route.</p><h4>Combat</h4><p>By this stage, battle has been joined between the defenders of Streissan and the attacking Undead. You can resolve this battle in a number of different ways; three possibilities are offered below:</p><p><strong>The Mass Combat Rules: Archives of the Empire II</strong> contains rules for mass combat. They can be used to cover the party’s experience of the battle, though you should do this only if the Characters enjoy larger combats. Elsewhere in <strong>Empire in Ruins</strong> the Characters find themselves at another siege if they attempt to renew Ghal Maraz, and again at Diesdorf if you use the additional material @UUID[JournalEntry.ZeJj1Sg9PGwUgCbj]{The Siege of Diesdorf} in this book, all of which could use the mass combat rules. Be aware that the Characters may well become fatigued from finding themselves in the midst of such battles, though others might find it a suitably epic experience as the campaign nears its end. You should play this by ear, and attempt to cater to your Players’ preferences.</p><p><strong>Defend the Walls!</strong>: The walls of Streissan are assaulted from all directions, and some areas risk being quickly overrun if the Characters don’t pitch in. Defenders sound horns from distressed areas; if the Characters aren’t aware of what this means a nearby soldier quickly fills them in — someone is almost overrun. If the Characters respond to this call, they find [[/br 1d10 # Soldiers]] beleaguered soldiers holding out against a group of Undead that have scaled or breached the walls.</p><p>You can use the table provided, or select the numbers yourself. If any Character makes a successful <strong>Challenging (+0) Leadership</strong> Test, the soldiers obey their orders and any survivors continue to follow them once the combat is resolved. This Test becomes Average (+20) if the Character wields Ghal Maraz. The Characters might be able to gather a force around them to retake the walls.</p><p><strong>Flee!</strong>: The Characters may well attempt to flee the town, leaving it to its fate. If they have found Nyman, the Characters have all the information they require. If not, they will have to live without being able to renew @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} — see @UUID[JournalEntry.pHsN1cclx1uQlvSH.JournalEntryPage.Xtd2fjpAJtenwMIo#the-skull-splitter-has-returned]{The Skull Splitter Has Returned}.</p><p>The docks are a likely path to freedom. Though they are under siege by Undead emerging from the river, @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} is no tactician and underestimated the flow of the river. Many of his forces are carried away downstream, likely to confuse and terrify some fisherfolk near Nuln in the near future. The Characters may grab a boat or raft here with relative ease, seeing off the few waterlogged Undead who cling to it, and flee. This is not the most heroic response, but it is certainly the safest. @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf} will eventually hold Streissan, but at a terrible loss, and his convincing victory and claim to the seat of Elector is again thrown into doubt. More civil strife will result, and the Gravelord will survive to trouble the Empire further. Despite his theatrical bluster, Gräber clearly has a gift for Necromancy, and though the Characters may have laughed at him in the past, they are unlikely to be quite so full of mirth should they cross his path again.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/skeletons2.webp\" width=\"345\" height=\"362\" /></div><h3>Ending the Attack</h3><p>@UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber’s} Undead force breaks off its attack on the monastery as soon as one of the following conditions is fulfilled:</p><p>@UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} is killed; see @UUID[.eEED4CxEAA0TqLQR#the-gravelord-falls]{The Gravelord Falls} below.</p><p>The Character bearing @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} rolls an Astounding Success (6+ SL) on a <strong>Challenging (+0) Leadership</strong> Test to command the troops defending the town; see @UUID[.eEED4CxEAA0TqLQR#heroes-of-the-day]{Heroes of the Day} below.</p><p>The Characters appear to be utterly doomed and need rescue; see @UUID[.eEED4CxEAA0TqLQR#the-wrath-of-sigmar]{The Wrath of Sigmar} below.</p><p>As the GM, you can also end the attack if anything else happens that makes it appropriate in dramatic terms for the Undead to retreat. The following paragraphs may provide some inspiration for how to bring this about.</p><p>@Table[random-undead]</p><section class=\"hook no-image\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\">The Gravelord’s Army</h3><p>A definitive list of @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber’s} Undead army is not given here. This is deliberate.</p><p>As GM, you must decide in advance how you are going to run this incident. Depending on the choice you make, a hard-and-fast army list may be unnecessary. It can also be damaging to the campaign experience.</p><p>While the party is certainly stronger by now than they were at the start of the campaign, their actual combat strength could vary widely, according to the Careers and Skills they have taken, the equipment they have bought or otherwise acquired, and various other factors. Any attempt to provide a ‘one size fits all’ army list would be doomed to failure: either in the form of a demoralising ‘total party kill’ or as an enemy scarcely worthy of the name. Only you know your Players and their Characters, and only you can decide what would make a suitably challenging foe.</p><p>Therefore, we recommend that before running this part of the adventure, take a little time to plan. Look over the available range of Undead creatures, both in the <strong>WFRP</strong> rulebook and in other sources (such as the previous Gravelord adventures). Choose the creatures that make the most sense, add any that you think would make things more interesting for the Characters, and be prepared to adjust numbers on the fly if things turn out to be too easy or too hard.</p></section><h4>A Strategic Retreat</h4><p>@UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber}, as ever, underestimates his opposition. He certainly did not expect the Characters to be carrying the @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}. Once he realises the books he sought are not here, and once he has convinced himself that the Characters do not have them, he retreats. Whatever troops he has available continue to attack the Characters, attempting to distract them, and the troops attacking the walls continue their assault, though their strength is diminished once the Gravelord has fled.</p><p>The Characters can try to pursue @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} — they are very likely to want to put a final end to him. He flees into the nearest open area, and after two rounds, his @UUID[Actor.UgNmlQAzZKlmRy5j]{Winged Nightmare} swoops down and picks him up, its talons barely grazing the battlements and rooftops as it struggles into the air. Under cover of a barrage of missile fire from the Undead army, he abandons the attack, leaving masses of @UUID[Compendium.wfrp4e-core.actors.Mt5JAoOSaEH1PdcP]{Skeletons} and @UUID[Actor.ukxsdiMsSlzLHMm3]{Zombies} to fight a rearguard as the army withdraws.</p><p>If @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} is killed in the course of his escape attempt, refer to <strong>The Gravelord Falls</strong> below.</p><div class=\"journal-image flip float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/spot-skull2.webp\" width=\"194\" height=\"191\" /></div><h4>The Gravelord Falls</h4><p>@UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} has been a thorn in the party’s side for some time now, and few things would be more satisfying to the Players than to bring him down — especially here, at the zenith of his power, where none can possibly deny the threat he poses. It smacks of poetic justice, and the Characters’ role in his defeat goes a long way to ensuring their safe exit from the town, as @UUID[Actor.umAaCuMoMplgq6GG]{Marius Leitdorf} should almost certainly be aware of the presence of Ghal Maraz by the battle’s end, if he wasn’t before. He seeks to claim it, but if the Characters slew the dread necromancer who assaulted Streissan in full view of his soldiers, @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf} has no option other than to let them go.</p><p>The Characters may have killed @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber}, or come close to doing so, in one of the previous encounters. Their best chance was in the village of @UUID[Compendium.wfrp4e-pbtt.journals.aNYMrBowuSB7g7wd.JournalEntryPage.C05XMKlAGcic9fXj]{Pritzstock} during the events of @UUID[Compendium.wfrp4e-pbtt.actors.FRS2PzhU3H98XfTX]{Flying Death Skulls}. If so, the Players might be enormously frustrated by his return and eager to put a permanent end to this dangerous — and profoundly irritating — foe. If @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} falls at Streissan, you have a choice:</p><p><strong>Victory!</strong>: The Characters have prevailed. @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} is dead — truly dead this time — and bereft of their master, his Undead followers crumble to dust and blow away on the breeze. This is particularly appropriate if the killing blow was struck by Ghal Maraz, as it is an ancient enemy to Necromancers, having long ago been used by Sigmar to overcome the Necromancer Morath at Brass Keep. Priests of Morr gather up the Gravelord’s mortal remains and subject them to a series of divine rituals that ensure that Gräber is utterly destroyed, in body and soul, forever. The Characters can escape the town and are free to carry on with <strong>Empire in Ruins</strong>.</p><p><strong>A Cunning Plan</strong>: @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} has also been frustrated by his various encounters with the Characters, and his natural overconfidence has been tempered somewhat. While scouring the vaults for traces of Krell and Kemmler, he recovered a rare Nehekaran scarab amulet, which he wears out of sight inside his clothing. Upon his death, the scarab frees his spirit as a ghost, crumbling to dust as it does so, and he either escapes or the Characters might manage to chase the Ghost down and destroy it. If he escapes, Gräber is @UUID[Compendium.wfrp4e-core.items.tNWrJUOArwfWXsPw]{Ethereal} in the next encounter. If the Ghost is destroyed, refer to <strong>Victory!</strong> above.</p><h4>Heroes of the Day</h4><p>While the Characters may well be enemies of @UUID[Actor.umAaCuMoMplgq6GG]{Marius Leitdorf} and pursued by his troops, all that is put aside during the Undead attack. The troops are weakened by their occupation of the town, and the possibility of an Undead horde was far from anyone’s mind. They are prepared to defend the walls, as a counterattack by the Alptraums was always a possibility, but had thought any counter-attack would take weeks to muster. The Characters are likely skilled combatants and certainly have experience fighting the Gravelord and his undead. They also bear Ghal Maraz, which will likely become obvious during the battle.</p><p>If the Characters find themselves fighting on the walls, and a Character scores an Astounding Success on a <strong>Challenging (+0) Leadership</strong> Test, the troops begin to rally to them. Much of @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf ’s} leadership takes a long time to get organised, and the sight of an inspiring Character, shouting words of encouragement and striking down Undead left and right is an inspiring one. The nearby forces swiftly rally to the Character, pushing the Undead back all around them. If the Father Olaf made an appearance earlier to mediate for the Characters with Leitdorf, he appears again now, invoking Sigmar and calling all to resist the Undead. Leitdorf ’s forces temporarily gain the @UUID[Compendium.wfrp4e-core.items.aE3pyW20Orvdjzj0]{Hatred (Undead)} and @UUID[Compendium.wfrp4e-core.items.RyxOZqcBNZ7Zw721]{Holy Hatred} Talents at maximum level until the battle is over, but it will likely be more than enough to describe the narrative as the rallied troops overwhelm the Undead attackers. The creatures are cast back from the walls and pursued mercilessly into the plains beyond.</p><p>A brief time later, the surviving Undead pull back (if @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} is alive) or turn to dust, should he fall in the battle (See @UUID[.eEED4CxEAA0TqLQR#the-gravelord-falls]{The Gravelord Falls}, above).</p><h4>The Wrath of Sigmar</h4><p>If, and only if, the Characters are completely overwhelmed and likely to perish, you may consider having Father Olaf return for a final strike against the Gravelord. Wielding an old carpenter’s hammer, glowing brightly with holy might, he emerges from the melee to strike at @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber}. The blow lands true, but the Gravelord is only staggered. Gräber turns and with a blast of necromantic energy casts @UUID[Compendium.wfrp4e-core.items.O7G5olv0aWLpb7Ea]{Drain}, withering the old priest to a dried husk in moments. Still, he is staggered, and the hammer’s blow had a touch of the divine about it. Unwilling to risk himself further, the Gravelord flees the battlefield (see @UUID[.eEED4CxEAA0TqLQR#a-strategic-retreat]{A Strategic Retreat}, above).</p><p>This should be an embarrassment for the Characters, as @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} once again escapes their grasp. Not being the heroes of the hour, they still have to deal with escaping Leitdorf ’s grasp.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/skeletons1.webp\" width=\"379\" height=\"323\" /></div><h3>The Aftermath</h3><p>The Undead are in full retreat, and if @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} has fallen many of them will have crumbled to dust. The soldiers begin the task of cleaning up, while priests of Morr prepare the dead for burial with more care than usual, should the Undead influence have spread to their bodies. What remains of the Undead is burned in a great pyre that lasts for days, and chokes the sky above Striessan even further.</p>"
				},
				"Part Four: What Now?": {
					"name": "Part Four: What Now?",
					"text": "<p>After this battle, if he still lives, the Characters may decide that @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} needs to be stopped once and for all, distracting them from the main plot of <strong>Empire in Ruins</strong>. @UUID[.8L3uksY6Wp6nq65G#pursuit]{The Pursuit} section gives some options for making sure that Gräber is able to give the Characters the slip so they can carry on with the adventure. The section in @UUID[.ekkuWCV5NiMootnT#handling-the-rumours]{Part Two, Handling the Rumours}, offers some more ideas, including the option of letting the Characters follow Gräber.</p><p>Alternatively, you may decide that the Characters have had enough of @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} by now — he certainly is annoying — and simply let him die and stay dead. This is an especially good choice if the Characters were particularly heroic in defeating him — there is still much adventure to come, and the Characters may well be humbled yet on their return to Altdorf. Let them have the moment, granting them @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf} ’s mercurial respect for just long enough to see them safely from Streissan and back upon the path of Empire in Ruins.</p><h3 style=\"text-transform:uppercase\">Experience Points Awards</h3><p>You can award the following Experience Points for this adventure, with bonus awards for bright ideas and good roleplaying.</p><p>@Exp[25,Defended the walls.]{25 points for defending the walls.}</p><p>@Exp[50,Stopped Gräber at the university]{50 points if they stop Gräber at the university}</p><p>@Exp[50,Rallied the defenders and drive back the Undead]{50 points if they rally the defenders and drive back the Undead}</p><p>@Exp[100,Finally killed Gräber]{100 points each for finally killing Gräber}</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-beastman-skull.webp\" width=\"178\" height=\"208\" /></div>"
				}
			}
		},
		"Chapter 2 - Chilly Reception": {
			"name": "Chapter 2 - Chilly Reception",
			"pages": {
				"Chilly Reception": {
					"name": "Chilly Reception",
					"text": "<p>In this chapter, the Characters reach Middenheim and witness growing anger towards Sigmarites and the south. They act as observers of a last-ditch attempt to calm the religious division between the Ulricans and the Sigmarites. @UUID[Actor.6vITnrER3XMTsMGS]{Yorri XV}, the Grand Theogonist of Sigmar, sends one of his greatest minds to Middenheim: High Capitular @UUID[Actor.RSmsdG8PqbyKnxlL]{Volkmar von Hindenstern}.</p><p>Volkmar has proposals to deliver. He wants @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric} to journey to the @UUID[Scene.Jt9P7OoOEQIrG1TK]{Shrine of the Shining Rock} in order to make a grand gesture of unity and, to sweeten the deal, a request on behalf of @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince Wolfgang}, the Emperor’s nephew and heir apparent, to wed @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina Todbringer}.</p>"
				},
				"Crowd Control": {
					"name": "Crowd Control",
					"text": "<p>The roads get busier as the Characters draw close to Middenheim. In this time of uncertainty, people are flocking to the city, fleeing from raiders or hoping to sign up with Middenheim’s forces for the war that now seems ineluctable. There are long lines of distressed and agitated people at the entrances to the city.</p><p>In an attempt to control the influx and maintain a semblance of order, booths have been set up before each entrance as city officials question everyone who wants to enter. Commercial cargoes are waved through, as is anyone who can prove they live in Middenheim, but refugees are directed to clusters of tents that stand on either side of the road, where impatient crowds are building up. The Characters have no trouble getting into the city. If @UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich} is with them, a squad of watchmen rushes them to the nearest gate, pushing aside anyone in the way. If they are on their own, the Ducal commissions that Graf Boris gave them for their mission to the @UUID[Compendium.wfrp4e-horned-rat.journals.z5Rjl2Tmbabj1i3b]{Picket} in <strong>The Horned Rat</strong> is sufficient to have them waved through.</p><p>@UUID[Actor.0Z49f8xUPns5OkTA]{Heinrich} spends a minute in conversation with the guard. If Characters listen in and pass a <strong>Difficult (–10) Perception</strong> Test they hear muttered phrases. ‘<em>Arrived without warning’, ‘something of an imposition’</em>, and ‘<em>reckon they must be getting desperate down there if they’ll resort to this sort of thing’</em>. It is the guard who speaks, Heinrich keeps his voice low.</p><p>If Characters ask @UUID[Actor.0Z49f8xUPns5OkTA]{Heinrich} what was said he says, ‘looks like we will be finding out soon enough’; if they press him further he says, ‘a delegation has arrived from Altdorf, led by High Capitular @UUID[Actor.RSmsdG8PqbyKnxlL]{Volkmar}, an adjunct to Sigmar’s Grand Theogonist’.</p><h3>Inside the City</h3><p>Inside the city the streets are as packed as they were at the start of Middenheim’s Carnival in <strong>Power Behind the Throne</strong>, but the mood is very different — frantic rather than elated.</p><p>Refugees scuttle through the streets, carrying their possessions on their backs, or pushing them in carts as they scour the city for a place to stay. Every flophouse and hostelry is full to overflowing. Stables, warehouses, and derelict buildings are crammed with people. In places thugs are busy turfing out unfortunates who can no longer pay for a patch of damp stone floor.</p><div class=\"journal-image float-right flip\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/middenheim.webp\" width=\"252\" height=\"275\" /></div><p>Most of Middenheim’s Sigmarites have fled the city or keep themselves indoors, but accusations of Sigmarite tendencies or southern sympathies are being used to settle old scores and target folk who never quite fitted in. In the Freiburg, the temple of Sigmar is surrounded by a dozen bored-looking watchmen. They take jeers from passers-by with good humour, but do nothing to prevent the walls being daubed with anti-Sigmarite slogans — though they step in to prevent serious damage. The Characters’ can reach the palace safely without incident or attracting unwanted attention, but if they decide to become involved in a situation play it out.</p>"
				},
				"Rumours": {
					"name": "Rumours",
					"text": "<blockquote class=\"sidebar\"><h3 style=\"text-align:center\"><em>Rumours</em></h3><p><em>Along the way, the Characters have a chance to pick up the latest news and rumours. As always, they are a mixture of truth, half-truth, and outright fiction.</em></p><ul><li><p>Graf Boris has declared himself the ‘Wolf Emperor,’ reviving a centuries old title. It’s a sure sign that the north is breaking away — and not before time! Those pampered fools in Altdorf have had their way for too long!’</p><p><em>The Graf has made no such announcement, though there are plenty in Middenheim who would like him to do so.</em></p></li><li><p>The Greenskins are getting restless down south, and there has been fighting in Black Fire Pass. If the Empire is weakened by civil war they could overrun the south — unless the stalwart Counts of Sylvania and Averheim stop squabbling and put a stop to them.</p><p><em>This refers to an @UUID[Compendium.wfrp4e-eis.journals.mbXVJGCGSm8m7ANd.JournalEntryPage.LwuezrkCidrmlovt]{earlier rumour} that interpreted the return of the Imperial Ostlanders as a sign that the Greenskins had been defeated. In fact, the opposite is true, and Colonel Sievers is in Altdorf to persuade the Emperor to strengthen the southern border.</em></p></li><li><p><em>There’s going to be trouble in Ubersreik. The Jungfreuds are recruiting troops and planning to take the town back by force, and damn the Emperor. If the north secedes, the Emperor’s word will lose all its power and the south will probably fall apart.</em></p><p>Half-true. The Jungfreuds are angry at being ousted from Ubersreik, but their recruiting is mainly aimed at protecting themselves from their long-standing enemies.</p></li><li><p>There have been more battles on the border between Ostland and Talabecland, in defiance of the Emperor’s orders to stand down. The Tassenincks still blame Grand Duke Gustav von Krieglitz of Talabecland for the death of Crown Prince Hergard in the Grey Mountains, and with Middenheim looking ready to establish a breakaway Wolf Empire in the north, Talabecland could very well do the same, splitting the Empire in three.</p><p><em>True, but incomplete. While it is true that Talabeclanders have never been fond of Reiklanders and Altdorf’s rule is resented by many, there is no organised movement to secede.</em></p></li><li><p>The Sigmarites are starting to give way over the religious troubles. Some of them still want to burn every good Ulrican, but the Grand Theogonist has sent one of his scholars to Middenheim for talks to resolve the whole business of heresy.</p><p><em>True. Grand Theogonist Yorri XV has sent High Capitular Volkmar to conduct talks with Ar-Ulric.</em></p></li><li><p>The Emperor hasn’t been seen in public for a while, according to some traders from Altdorf. They say he’s busy trying to hold the Empire together, but more likely he’s laying low for fear of Ulrican assassins.</p><p><em>Partially true. Emperor Karl-Franz has been in seclusion as the Characters find out later in this adventure.</em></p></li><li><p>The cult of Ulric has chosen Emil Valgeir as our new Ar-Ulric. This is one in the eye for the Sigmarites, Emil’s no milksop. He won’t brook disrespect of our traditions.</p><p><em>True.</em></p></li><li><p>The Emperor is dead, and has been replaced by a double that the court keeps around for security purposes. Someone at the court is ruling from the shadows in the dead Emperor’s name!</p><p><em>Partially true, the Emperor is very ill but his double is making public appearances to cover up the fact.</em></p></li><li><p>Southern rulers are using the Mutant Edict as a cover, recruiting Mutants and other creatures of Chaos into their armies as they prepare to march on Altdorf. This wicked law must be struck down, and Mutants consigned to the cleansing flames as they have always been.</p><p><em>Untrue, though most Witch Hunters and many other Sigmarites are fully prepared to believe it.</em></p></li><li><p>Relations between Middenland and Stirland are uneasy. Stirland is a centre of Sigmarite belief, and has made strong representations to Middenland over the persecution of Sigmarite priests there. Grand Duke Leopold von Bildhofen of Middenland treats these complaints with barely disguised contempt. His public pronouncements are that he knows nothing of any attacks on Sigmarites.</p><p><em>True.</em></p></li><li><p>The harvest has not been good this year. Grain has not grown well, although fruit is sound. Merchants are rubbing their hands at the thought of higher prices and fatter profits. There have already been bread riots in some cities.</p><p><em>True.</em></p><p>The Crown Prince is a mutant, you know — with a tail and wings! That’s why he hasn’t been seen outside Castle Reikguard for ages, and it’s why the Emperor has banned the killing of mutants.</p><p><em>False, but the Characters may well have heard this rumour or one like it before now.</em></p></li><li><p>Minor nobles across the north are planning to denounce all followers of Sigmar as heretics! It can only be a matter of time before Graf Boris Todbringer gives his support to a religious war, and any Sigmarites who haven’t fled before then will surely be burned!</p><p><em>Things have not gone quite this far, but plenty of Sigmarites believe this rumour.</em></p></li><li><p>I saw a cat with two heads, eight legs and two tails. It heralds disaster I tell you! Disaster! Pardon! Two cats? I know what I saw.</p></li></ul></blockquote>"
				},
				"Bearers of Blood Demonstration": {
					"name": "Bearers of Blood Demonstration",
					"text": "<p>As the Characters make their way towards the @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.SbaXkT2ZupAWRthT]{Middenpalaz}, they pass through the @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.Non5YhyYgrHDW6mB]{Square of Martials}. There is a loud public demonstration occurring to one side of the square. There are a number of men and women standing around a hastily erected wooden platform. Their Ulrican sympathies are obvious at a glance. They are dressed in furs, many wearing wolf pelts with jaws and claws still attached, and they carry talismans such as the wolf ’s head and the axe.</p><p>@UUID[Actor.pdf8ECaWC0ZAapKB]{Beate Moser}, a tall, striking young woman with broad shoulders and long white hair is the most vocal of the group She stands on the platform and delivers an excoriating polemic against Sigmarites, Altdorfers, and Ulrican moderates. Her tirade is peppered with allusions to Ulrican lore, a sample runs along these lines.</p><blockquote><p>‘The City of the White Wolf stomached the unseemly presence of one High Capitular of Sigmar, but we do not abide the presence of a second! Hindenstern must be sent back to Altdorf with his tail between his legs! Middenheim’s misguided citizens who venerate Sigmar, Hammer of the Elderly, are merely tolerated — not welcomed! We knew mewling Jarrick was unfit to bear the Hammer Axe of Skoll, as are all those who do not feel Ulric’s own blood rush through their veins! Now his brother has been granted his office. He may not have Ulric’s blood, but he could at least bear his teeth and rid us of this turbulent Capitular!’</p></blockquote><p>@UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich} and @UUID[Actor.LzkGSosXU59kwBIV]{Veiran Thugenheim} make for the palace gates. Characters who try to read their reactions notice on a <strong>Hard (–20) Intuition Test</strong> that they seem confused.</p><p>If either of them is asked about the demonstration, they say, <em>‘These people are extremists. The Sons of Ulric preach that only a person who can trace their ancestry to Ulric ought to be anointed as his High Priest. Of course, the official cult does not agree. Last thing I knew, they were banned from holding assembly in the city, obviously something has changed.’</em></p><p>This is true. @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.v89vatY0D7lynlCA]{The Sons of Ulric} may not respect the new Ar-Ulric, @UUID[Actor.sn0zk1QV53XMipVw]{Emil Valgeir}, but he has grudging admiration for them, and has lifted the prohibition on them gathering and demonstrating in Middenheim.</p><p>A Character wondering about the providence of the phrase ‘Hammer of the Elderly’ could work it out by passing a <strong>Hard (–20) Lore (Theology)</strong> Test. During his campaign to unify the Empire, Sigmar slew King Artur, then an old man, in order to bring Middenheim within his rule. It isn’t considered a polite thing to highlight, but it is one of the grievances Ulricans cite when explaining their problems with Sigmarites. @UUID[Actor.LzkGSosXU59kwBIV]{Veiran Thugenheim} explains this to the Characters if they ask about it.</p>"
				},
				"Reporting to the Graf": {
					"name": "Reporting to the Graf",
					"text": "<p>The guard on the palace has been doubled, but all seems peaceful outside. Upon identifying themselves, the party is handed off to a succession of guards, servants, and courtiers before being ushered into the Graf ’s audience chamber. The Graf sits on his throne, flanked by several guards from the Order of the Knights Panther.</p><p>When the Characters enter, everyone’s attention is on @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.r4Bd5zWLRdZPaOsj]{High Capitular Werner Stolz}, Middenheim’s most senior priest of Sigmar, who stands before the Graf. Characters passing a <strong>Challenging (+0) Perception</strong> Test notice that someone has trodden on the hem of his robe, leaving a smear of filth.</p><blockquote><p>‘The Grand Theogonist expresses his concern at recent events. He suggests urgent talks to mend relations between the faiths of Sigmar and Ulric. To that end, he has appointed High Capitular Volkmar Hindenstern as an ambassador extraordinary. The High Capitular wishes to speak to you forthwith regarding proposals the Cult of Sigmar believe will ameliorate tensions in the Empire.’</p></blockquote><p>A moment of silence descends, but before the assembled advisors and ambassadors can respond to Stolz’s announcement, @UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich} strides across the room and bows to his father. Graf Boris holds up a hand, and the conversation ceases. ‘<em>We shall resume this discussion shortly,’</em> he says. ‘ <em>You</em>’ — he indicates the @UUID[Actor.0Z49f8xUPns5OkTA]{Baron}, @UUID[Actor.LzkGSosXU59kwBIV]{Vieran Thugenheim}, and the Characters — ‘<em>remain where you are, everyone else is dismissed’.</em></p><p>Graf Boris motions the party to sit, and orders a liveried servant to bring refreshments. He wastes no time with preliminaries. First he turns to Heinrich.</p><blockquote><p>‘Baron, it is good to see you returned to us and in the company of the Komission as well. No doubt, you will tell us of your mission, but before I accept your debrief, I want to find out what has befallen my friends here since we last spoke.’ He turns his attention to the Characters. ‘First, I must apologise to you. Clearly the Skaven presented a greater threat than any of us had been willing to admit prior to your investigations. I wish I had paid more heed.’</p><p>‘Now we are beset by an infestation of Sigmarites. I’m minded to meet with this High Capitular and find out what the Grand Theogonist has to say, but my fierier subjects say we’re showing weakness by so much as letting them stay in the city. What do you think?’</p></blockquote><p>Characters passing a <strong>Challenging (+0) Perception</strong> Test notice that both @UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich} and @UUID[Actor.LzkGSosXU59kwBIV]{Veiran Thugenheim} goggle in surprise as Graf Boris consults with them so respectfully.</p><p>If the Characters have strong opinions on the matter, the Graf hears them out. He responds accordingly to the following topics, if they are raised.</p><p><strong>The High Capitular’s Visit</strong></p><p>The Graf is interested in the Characters’ opinion of the wisdom of meeting the Sigmarites. Privately he has already decided to arrange a modest palace function tomorrow afternoon at which to receive the High Capitular and hear his proposals, but if the Characters have any suggestions or concerns, he listens to them and at least <em>pretends</em> to take their advice on board.</p><p><strong>Karak Skygg</strong></p><p>The topic of Karak Skygg is broached by the Graf, if the Characters do not raise it first. If the Characters succeeded in their missions, his is ebullient and congratulatory. If they did not, and northern Ostland has been showered with Warpstone, he is contrite, and says more ought to have been done to support the Characters before it came to this.</p><p><strong>Kärzburdgers</strong></p><p>If the Characters mention the Kärzburdgers, Graf Boris says that @UUID[Compendium.wfrp4e-horned-rat.actors.rCdeAWvx9ToE9CDy]{Emmiline von Kärzburdger} recently arrived in Middenheim. She has asked to speak to him regarding the Characters’ actions at the @UUID[Compendium.wfrp4e-horned-rat.journals.z5Rjl2Tmbabj1i3b]{Picket}. If the Characters have nice things to say about Emmiline, the Graf asks whether she should be invited to the function he is planning. If not, he sends word that he is too busy with the Sigmarite delegation to meet with her at this time.</p><p><strong>Skaven</strong></p><p>The Graf is apologetic about failing to appreciate the degree of threat posed by the Skaven. He says he is working together with Middenheim’s Dwarfs to investigate the degree to which they infest the Undercity. If the Characters have any leads to surviving members of the @UUID[Compendium.wfrp4e-horned-rat.journals.VQnLCPCECyNBqnOL]{Cult of the Yellow Fang}, he listens seriously. (See @UUID[Compendium.wfrp4e-horned-rat.journals.xuMYF8PnKeT9XsGz.JournalEntryPage.2l0nR82l4fawlNdL]{Villainous Factions}.)</p><p><strong>Nordland</strong></p><p>If the Characters report on the @UUID[Compendium.wfrp4e-horned-rat.journals.MopU5CF5WttWo6gS.JournalEntryPage.xPpzTtZKOWVnn7UM#scourge-riders]{Scourge-Riders} or mention the Rocket Crew that attacked the dirigible, the Graf grows grave. He mentions that there have been numerous reports of reaving from Nordland, and that he has asked Baron Nikse to crack down on the rebels.</p><p><strong>Wasmeier</strong></p><p>No news.</p><p>Once the Characters have given their report, the Graf thanks them again for their service and suggests they retire to their rooms in the Templars Arms, or wherever else they might prefer to stay in the city. @UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich} and @UUID[Actor.LzkGSosXU59kwBIV]{Veiran Thugenheim} remain in the audience chamber to give their own reports.</p><p>About an hour later, a liveried servant arrives at the Characters’ lodgings with an invitation to attend an event at the palace at 7:00 p.m. tomorrow evening. @UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular Volkmar} is to be formally welcomed and asked to present his proposals.</p>"
				},
				"Debrief with Schutzmann": {
					"name": "Debrief with Schutzmann",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/ulrich-schutzmann.webp\" width=\"189\" height=\"263\" /></div><p>If the Characters played through <strong>The Horned Rat</strong> they may decide to approach @UUID[Compendium.wfrp4e-horned-rat.actors.jBamTcOi8iz3mYxe]{Ulrich Schutzmann}, commander of Middenheim’s Watch. He is at his office in the @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.Non5YhyYgrHDW6mB]{Square of Martials} during the day. If they visit him, Ulrich is extremely gracious. He seems a little deferential and cautious, a Character passing a <strong>Hard (–20) Intuition</strong> Test can tell he is anxious. As one of the few open Sigmarites among Middenheim’s high society, Ulrich is feeling increasingly friendless.</p><blockquote><p>‘Thank Sigmar, you are safe. You might have noticed things have become increasingly divided whilst you were away. My best code breakers have been searching through various papers found in the Windhund Haulage basement. With Gottfried Jarmund’s help, I was hoping you could shed more light on them.’</p></blockquote><p>Once @UUID[Compendium.wfrp4e-horned-rat.actors.jBamTcOi8iz3mYxe]{Ulrich Schutzmann} has the Characters’ attention he asks them the following questions, depending on their previous experience and what he knows of it:</p><ul><li><p>There seems to have been a lot of talk amongst members of the Purple Hand in Middenheim about Kastor Lieberung. Do you know who he is?</p></li><li><p>Kastor was expected to deliver a large amount of money about a month ago. Do you know what became of it?</p></li><li><p>He is often mentioned as proposing a consolidation of cult resources, sponsoring Nine Eyes, who will in turn produce a Champion in Shadows. Do you know what this might be about?</p></li><li><p>There seems to be a great deal of confusion as to whether or not the Purple Hand in Middenheim should be subservient to the Purple Hand in Altdorf, or elsewhere, or whether the cults in each city should run their own affairs. Kastor is the only member of the cult who seems to be known to cells in multiple cities. Do you know why this is?</p></li><li><p>How does a cult with no central authority become established in multiple cities, following the same modus operandi?</p></li></ul><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><span style=\"font-style:normal\">Middenheimers in Attendance</span></h3><table style=\"width:100%;height:476px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px\"><em><strong>Name</strong></em></td><td style=\"height:17px\"><em><strong>Allegiances</strong></em></td><td style=\"height:17px\"><em><strong>Attitude</strong></em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>Graf @UUID[Actor.czIY275tUC4VGDWp]{Boris Todbringer}</em></td><td style=\"height:51px\"><em>Middenheim and Ulric (moderate)</em></td><td style=\"height:51px\"><em>Whilst he is still a little flabby and uncertain from his period of withdrawal, the Graf is steadily returning to his former confidence and authority.</em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>@UUID[Actor.PrkWVIr7Go4u1QWp]{'Princess' Katarina Todbringer}</em></td><td style=\"height:51px\"><em>Middenheim and Ulric (moderate)</em></td><td style=\"height:51px\"><em>Also growing in confidence. Katarina wishes to see war avoided, but also seeks to be taken seriously and shown due respect.</em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>@UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich Todbringer}</em></td><td style=\"height:51px\"><em>Middenheim and Ulric (moderate)</em></td><td style=\"height:51px\"><em>Bewildered by how much has changed during his absence. Keen to reassert control.</em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>@UUID[Actor.LzkGSosXU59kwBIV]{Veiran Thugenheim}</em></td><td style=\"height:51px\"><em>Middenheim and Ulric (moderate)</em></td><td style=\"height:51px\"><em>Equally bewildered. Keen to show his support for the Todbringers. </em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>@UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric Emil Valgeir}</em></td><td style=\"height:51px\"><em>Ulric (partisan)</em></td><td style=\"height:51px\"><em>A fierce defender of Ulrican values and traditions, the new Ar-Ulric wishes to make it clear that he is a very different man to his predecessor.</em></td></tr><tr style=\"height:85px\"><td style=\"height:85px\"><em>@UUID[Compendium.wfrp4e-horned-rat.actors.rCdeAWvx9ToE9CDy]{Emmiline von Kärzbrudger}</em></td><td style=\"height:85px\"><em>Sigmar (moderate)</em></td><td style=\"height:85px\"><em>Only there if the Characters vouched for her earlier. Emmiline is pleased that she has been shown enough respect to be invited. Slightly paranoid that she and her family are being set up for future humiliation.</em></td></tr><tr style=\"height:68px\"><td style=\"height:68px\"><em>@UUID[Compendium.wfrp4e-pbtt.actors.f9GN3PQGUp9tjSCT]{Hausmeister Breugal}</em></td><td style=\"height:68px\"><em>Middenheim and Ulric (moderate)</em></td><td style=\"height:68px\"><em>Careful not to get involved in politics, the Hausmeister’s main concerns are the stage management of the event and to ensure the Graf is treated with due respect.</em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>@UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.dBIV62DP69lOoUAV#bettie-greenhill-—-head-of-the-kitchen]{Bettie Greenhill}</em></td><td style=\"height:51px\"><em>Neutral</em></td><td style=\"height:51px\"><em>Bettie scuttles between the kitchens and the dining room throughout the event, ensuring that food and drink are always available.</em></td></tr></tbody></table><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><span style=\"font-style:normal\">Altdorfers in Attendance</span></h3><table style=\"width:100%;height:476px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px\"><em><strong>Name</strong></em></td><td style=\"height:17px\"><em><strong>Allegiances</strong></em></td><td style=\"height:17px\"><em><strong>Attitude</strong></em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>High Capitular @UUID[Actor.RSmsdG8PqbyKnxlL]{Volkmar von Hindenstern}</em></td><td style=\"height:51px\"><em>Altdorf and Sigmar (partisan)</em></td><td style=\"height:51px\"><em>The High Capitular seeks only to serve his Grand Theogonist. A grim man, he is unsuited to social occasions and simply wants to make his proposals and leave.</em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>Graf @UUID[Actor.BcGALPPubww6hPnQ]{Liepmund Holzkrug}</em></td><td style=\"height:51px\"><em>Neutral</em></td><td style=\"height:51px\"><em>The High Lord Ambassador purports to support Altdorf (moderate), but deeply resents the Emperor he purports to serve. A hunter, he is after two goals: war between Middenheim and Altdorf, and his own reputation to remain unblemished.</em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>@UUID[Actor.bddoUxOTF19PyRKm]{Quintus Fassbinder}</em></td><td style=\"height:51px\"><em>Neutral</em></td><td style=\"height:51px\"><em>A little confused as to why he is there, this unorthodox scholar was selected to advise Liepmund Holzkrug, who seems to want little to do with him. Quintus is rather bored and in need of distraction.</em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>@UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann Zuntermein}</em></td><td style=\"height:51px\"><em>The Purple Hand</em></td><td style=\"height:51px\"><em>A spy for Altdorf ’s Black Chamber and advisor to Graf Holzkrug. He is keen to observe goings on, but also remains in the shadows. To this end, he has recommended several rather loud personalities to accompany the delegation in the hope that they will demand all the attention.</em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>@UUID[Compendium.wfrp4e-altdorf.actors.Mrtalh7JgYNgolzt]{Gravin Luciana von Eckstein}</em></td><td style=\"height:51px\"><em>Neutral</em></td><td style=\"height:51px\"><em>She purports support Altdorf (moderate), but is in fact neutral. Descended from Estallian nobility and tired of her life in Altdorf. She is a willing pawn of Altdorf ’s Chancellor Tybalt and a worshipper of Solkan, god of vengeance.</em></td></tr><tr style=\"height:85px\"><td style=\"height:85px\"><em>@UUID[Compendium.wfrp4e-altdorf.actors.qzV2SdruydGXdMmu]{Baron Ewald von Laue}</em></td><td style=\"height:85px\"><em>Altdorf (partisan)</em></td><td style=\"height:85px\"><em>A Nordlander who lives in Altdorf and has no love for his native country. Overtly he is here to advise Graf Holzkrug on Nordland politics, but he has also been tasked by Imperial Chamberlain Graf von Bitternach, to gather information to support Nordland’s independence from Middenheim. He is a shameless toady to those more powerful than he is.</em></td></tr></tbody></table></blockquote>"
				},
				"At the Palace": {
					"name": "At the Palace",
					"text": "<p>The event is attended by a small group of diplomats representing Middenheim’s interests, and another group of diplomats representing the interests of groups around the Empire. Servants circulate among the room with drinks and plates of food, but they know not to eavesdrop and guests know not to overindulge.</p><p>The room is guarded by a cadre of Knights Panther. The order is sworn to uphold the integrity of the Empire, and so is seen as a neutral presence by most guests. However, the order in Middenheim has had a long history of cooperation with the Todbringers, and those who realise this do not regard them as neutral at all.</p><p>The Middenheimers centre on the Graf and his household. They are largely in favour of a moderate solution to the rising tensions, but are willing to be bullish in the face of any ‘Sigmarite nonsense’. However, the new Ar-Ulric, @UUID[Actor.sn0zk1QV53XMipVw]{Emil Valgeir}, is aggressive in his promotion of Ulrican interests and unwilling to compromise.</p><p>The Altdorfers are here to offer two proposals that are, on the face of it, sensible compromises. Whilst the leader of the Altdorf delegation is ostensibly High Capitular @UUID[Actor.RSmsdG8PqbyKnxlL]{Volkmar}; in fact, High Lord Ambassador @UUID[Actor.BcGALPPubww6hPnQ]{Graf Holzkrug} has organised the delegation. He is secretly a political enemy of the Emperor’s family, the Holswig-Schliesteins. Graf Holzkrug hopes to achieve his mission, but also wishes to sow distrust during his visit. His team of diplomats have been chosen to cast him in a good light, their own quirks and hang-ups may lead to confusion and upset.</p><p>The Characters have earned the respect of Graf Boris. Whilst they might not know it, he respects their opinions. He judges them as uncorrupted by the ambitions of powerful nobles, save maybe for himself. He actively seeks their advice, and whilst certain decisions are inevitable, the Characters should feel that they have been instrumental in the process. Clever diplomacy from the Characters could earn them the respect of attendees and information that might be of use in the future.</p><h4>19:00 – The Event Commences</h4><p>The Characters are admitted to the palace’s Great Dining Room. The furniture has been cleared to the sides of the room to encourage guests to mingle. Tables laden with plates of succulent delicacies and flagons of fine wine line one side of the room. A detail of Knights Panther stand guard at the door.</p><p>The Middenheim delegation is there when the Characters enter. They greet the Characters and are pleasant and polite, save for @UUID[Compendium.wfrp4e-pbtt.actors.f9GN3PQGUp9tjSCT]{Breugal}, who finds fault in the slightest breach of etiquette or suitable attire, and @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric Emil}, who is clearly brooding.</p><p>The Altdorf delegation arrives about five minutes after the Characters. Graf Holzkrug struts in as if he owns the place, friendly but overbearing. @UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann Zuntermein} follows, smiling and unctuous, refusing to be drawn beyond preliminary greetings. @UUID[Compendium.wfrp4e-altdorf.actors.Mrtalh7JgYNgolzt]{Gravin von Ekstein} is coldly polite and looks like she would rather be anywhere else. Baron von Laue is neurotic, a fish out of water who flatters everyone in the hope of making friends. @UUID[Actor.bddoUxOTF19PyRKm]{Quintus Fassbinder} is loudly appreciative of all the new experiences he is having on his first visit to Middenheim. @UUID[Actor.RSmsdG8PqbyKnxlL]{The High Capitular} is a serious man, with almost monosyllabic brevity of speech.</p><p>Characters passing an <strong>Average (+20) Lore (Reikland)</strong> Test or <strong>Challenging (+0) Lore (Politics) </strong>Test recall that @UUID[Actor.BcGALPPubww6hPnQ]{Graf Holzkrug} is a member of the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.sVFygKRicWFw6BsT#reikland-council]{Reikland Council} handling the Grand Province’s foreign affairs. With 3 SL or more, they also know that he is the scion of a former Imperial dynasty. On an <strong>Easy (+40) Lore (Theology) </strong>or <strong>Average(+20) Lore (Politics)</strong> Test Characters have heard that the @UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular} is regarded as stern and serious, but professional. The other guests are such minor figures that no one is likely to know of them.</p><p>Whilst the parties mingle the two men with the least in common also seem to be the most alike. On one side of the room Ar-Ulric stands apart, frowning and muttering under his breath; whilst to the other side, @UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular Volkmar} matches him glower for glower and pointedly refuses to make small talk.</p><h4>19:05 – Pleased to meet you, Herr Lieberung</h4><p>Shortly after the mingling commences the Characters are met by @UUID[Actor.bddoUxOTF19PyRKm]{Quintus Fassbinder}, who is gregarious to the point of mania. How this meeting goes will depend on whether the Lieberung lookalike is still with the party. If the lookalike is there, Fassbinder initially reacts with horror.</p><blockquote><p>‘Quintus Fassbinder at your service, distinguished professor of the — You? But I was told that you had perished! What in Sigmar’s name are you doing here?’ He then grasps the lookalike by the chin and twists their head from side to side in a surprisingly strong grasp. ‘No … no … you aren’t him. He had a sort of Tilean nose, and the eyebrows were less furry. I’m terribly sorry, I mistook you for an old acquaintance. Please excuse me.’</p></blockquote><p>Quintus is embarrassed and crestfallen, but if the name Kastor Lieberung is brought up he becomes excited once again.</p><blockquote><p>‘So you know of Kastor? What a coincidence! Look, now is not the time, but we must talk more about this at some point. I believe we are to make a journey towards the south in one another’s company if all goes well. We can talk then.’</p></blockquote><p>If the lookalike is not in the group, Quintus merely introduces himself.</p><blockquote><p>‘Quintus Fassbinder at your service, distinguished professor of the Altdorf University, and who might you be?’</p></blockquote><p>Quintus is keen to hear about the Characters and their story, particularly if they mention tangling with Chaos cults.</p><blockquote><p>‘ You have suffered brushes with the worshippers of the ruinous gods? But this is my specialist area of study! I must speak to you more about this. This is neither the time nor the place, but I believe we will soon be travelling to Altdorf together. We can talk then.’</p></blockquote><p>If Quitntus is asked how he knows the party will be going to Altdorf, he stutters and stares at his feet, mumbling that he has said too much and spoke out of turn. <em>‘Things will be made clear soon enough, ignore me.’</em></p><h4>19:15 – First Outburst</h4><p>The Altdorf delegation may consist of nobles and diplomats, but it is as if the delegation’s members were chosen deliberately for their unsuitability — which is precisely the case. @UUID[Actor.BcGALPPubww6hPnQ]{Holzkrug} does not fear war between the provinces, he desires it. He is so resentful of the Emperor’s family that he is happy to see the Empire in flames, especially if it humiliates Karl-Franz.</p><p>Of course, @UUID[Actor.BcGALPPubww6hPnQ]{Holzkrug} is not so reckless as to make his desires known, and the @UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular} would not appreciate any diplomatic sabotage. So Holzkrug appears to have put a respectable team of diplomats together, but he knows they have extreme personalities and will no doubt cause a scandal.</p><p>The Characters can burnish their own reputations here, justifying them as upstanding and unbiased individuals in the eyes of at least some of the attendees.</p><p>The first outburst comes from @UUID[Compendium.wfrp4e-altdorf.actors.Mrtalh7JgYNgolzt]{Gravin von Ekstein}. A secret worshipper of the god Solkan, she has become increasingly intolerant and vengeful as a result. Characters who have announced that they are keeping an eye on the Gravin, or @UUID[Actor.BcGALPPubww6hPnQ]{Graf Holzkrug}, or @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.dBIV62DP69lOoUAV#bettie-greenhill-—-head-of-the-kitchen]{Bettie Greenhill}, notice on a <strong>Hard (–20) Perception</strong> Test that the Graf suddenly lurches backwards just as the Halfling passes by with a tray of drinks. Bettie jinks left to avoid the Graf, collides with the Gravin, and spills several glasses of red wine down her sky blue taffeta dress, leaving a noticeable stain.</p><p>Whilst this would normally earn Bettie a stern rebuke, the Gravin’s reaction is out of all proportion. She yells at the top of her voice, her Reikland accent inflected with an Estalian lilt, and her refined Altdorf manners replaced with hot Solkanite fire.</p><p><strong>Gravin von Ekstein</strong>:<em> ‘You noxious little pipsqueak! Is this the way guests are treated in Middenheim? I’ll see you skinned alive you scampering little rat!’</em></p><p><strong>Bettie Greenhill</strong>: <em>‘Dear me, lovey, don’t get angry. I’ll pay for the dress if salt won’t lift the stain out.’</em></p><p><strong>Gravin von Ekstein</strong>: <em>‘Pay with your blood! Graf Boris, I insist you resolve to be rid of this bothersome Halfling as swiftly and permanently as possible! Retribution, I cry! Retribution!’</em></p><p><strong>Baron Heinrich</strong>: ‘<em>I’m sure there’s no need, if Chef Greenhill says she can make amends then she will.’</em></p><p><strong>Gravin von Ekstein</strong>:<em> ‘Then it’s war between our two cities after all, I tell you, WAR!’</em></p><p>Everyone is shocked, even @UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular Volkmar} and @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric Emil}, who had previously been wholly engaged in staring daggers at each other, are taken aback. If a Character announces that they are trying to gauge the reactions of people in the room, they may notice on a <strong>Very Hard (–30) Perception </strong>Test that @UUID[Actor.BcGALPPubww6hPnQ]{Graf Holzkrug’s} face betrays a flicker of satisfaction, before he too adopts a show of surprise.</p><p>The Characters have an opportunity to alleviate the situation before other people react. If they make moves to intervene, they find it fairly easy to defuse the situation. @UUID[Compendium.wfrp4e-altdorf.actors.Mrtalh7JgYNgolzt]{Gravin von Ekstein} realises that she has overstepped her bounds, but as a proud Solkanite she would never admit to wrongdoing. On the other hand, Bettie is terrified that the southern noble will continue to demand her beheading.</p><p>Therefore, both parties are ready to cease escalations — provided someone else intervenes. The manner in which Characters get involved may affect how other folks regard them.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>NOBLES IN ATTENDANCE</em></h3><p><em>Gravin @UUID[Compendium.wfrp4e-altdorf.actors.Mrtalh7JgYNgolzt]{Luciana von Eckstein} and @UUID[Compendium.wfrp4e-altdorf.actors.qzV2SdruydGXdMmu]{Baron Ewald von Laue} are described in more detail in <strong>Altdorf: Crown of the Empire</strong>, whereas @UUID[Compendium.wfrp4e-horned-rat.actors.rCdeAWvx9ToE9CDy]{Emmiline von Kärzburdger} is described in <strong>The Horned Rat</strong>. Whilst they should not need to interact with the Characters if you require profiles for them and do not have either of these books use the information for @UUID[Actor.iDp5L29gbdNcYmGx]{Nobles as described in Knight}.</em></p></blockquote><p>If the Characters wait and see what other people do, @UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich} steps in and asks Bettie to go to the kitchen. He then has a quiet word with @UUID[Compendium.wfrp4e-altdorf.actors.Mrtalh7JgYNgolzt]{Gravin von Ekstein} and reassures her that the accident was unintentional. She bids him goodbye and returns to her guest room in one of the palace outbuildings.</p><p>If Characters accuse @UUID[Actor.BcGALPPubww6hPnQ]{Graf Holzkrug} of playing a part in the accident, he flatly denies it.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/luciana-von-eckstein.webp\" width=\"277\" height=\"285\" /></div><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>RESOLVING THE FIRST OUTBURST</em></h3><table style=\"width:100%;height:102px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px\"><em><strong>Actions by the Characters</strong></em></td><td style=\"height:17px\"><em><strong>Effect</strong></em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>Defuse the situation in such a way that satisfies the honour of Gravin von Ekstein.</em></td><td style=\"height:34px\"><em>Add two to the party allegiance score. </em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Defuse the situation in an even-handed manner.</em></td><td style=\"height:17px\"><em>No effect.</em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>Defuse the situation in such a way that protects the feelings of Bettie Greenhill.</em></td><td style=\"height:34px\"><em>Subtract two from the party allegiance score.</em></td></tr></tbody></table></blockquote><div class=\"journal-image fit\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/high-society.webp\" /></div><h4>19:25 – Second Outburst</h4><p>The second outburst is made by @UUID[Actor.BcGALPPubww6hPnQ]{Graf Holzkrug}. Anyone observing him talking to @UUID[Actor.LzkGSosXU59kwBIV]{Thugenheim} hears the conversation, which starts as a measured exchange but soon rises to a crescendo.</p><p><strong>Veiran Thugenheim</strong>: <em>‘I am informed at least that you opposed the motion. If only more Altdorfers had been of your opinion.’</em></p><p><strong>Graf Holzkrug</strong>: <em>‘Preceptor you must know I always stand by my emperor in his decisions.’</em></p><p><strong>Veiran Thugenheim</strong>: <em>‘But I’m told that privately you objected?’</em></p><p><strong>Graf Holzkrug</strong>: ‘<em>Maybe … maybe not strongly enough. The emperor and his uncle were convinced that the Jungfreuds were swelling their retinues in preparation to rebel though … sigh … they never let me review the evidence that led them to this conclusion.’</em></p><p><strong>Veiran Thugenheim</strong>:<em> ‘And since the takeover of Ubersreik no evidence of rebellion has come to light?’</em></p><p><strong>Graf Holzkrug</strong>: <em>‘No. On the contrary! It appears the Jungfreuds had done nothing untoward. By the Hammer! They were loyal! There are those at the palace who refuse to believe it yet, but the JUNGFREUDS WERE LOYAL AND THE TAKEOVER HAS BEEN AN INCALCULABLE BLUNDER!’</em></p><p>@UUID[Actor.BcGALPPubww6hPnQ]{Graf Holzkrug} realises too late that he has raised his voice loud enough for the whole @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.SbaXkT2ZupAWRthT]{Middenpalaz} staff to have heard him. He settles down and looks bashful. If a Character announces that they are trying to read his intention they notice on a <strong>Very Hard (–30) Intuition </strong>Test that his anger seems feigned.</p><p>If Characters are interested in discussing the takeover of Ubersreik, @UUID[Actor.BcGALPPubww6hPnQ]{Holzkrug} happily engages with them, but this time he purports to support the Emperor’s right to depose the Jungfreuds — something other nobles present disagree with. How the Characters respond may affect how they are perceived.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>RESOLVING THE SECOND OUTBURST</em></h3><table style=\"width:100%;height:102px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px\"><em><strong>Opinions voiced by the Characters</strong></em></td><td style=\"height:17px\"><em><strong>Effect</strong></em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>Suggest that Karl-Franz ought to be able to depose nobles he feels may rebel against him.</em></td><td style=\"height:34px\"><em>Add two to the party allegiance score. </em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Even-handed or silent on the matter.</em></td><td style=\"height:17px\"><em>No effect.</em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>Suggest that Karl-Franz stay out of other nobles’ business.</em></td><td style=\"height:34px\"><em>Subtract two from the party allegiance score.</em></td></tr></tbody></table></blockquote><h4>19:35 – Third Outburst</h4><p>The third outburst is more of a toadying whine. @UUID[Compendium.wfrp4e-altdorf.actors.qzV2SdruydGXdMmu]{Baron von Laue} was once a minor noble of Nordland, but his capricious and craven currying of favour lost him the respect of his peers. He recently decamped to Altdorf, hoping that his obsequious manners would find him allies there. Unfortunately for him, he was assumed to be a patriotic Nordlander, and is now in the pocket of Altdorf nobles who hope to benefit from an independent Nordland.</p><p>Now @UUID[Compendium.wfrp4e-altdorf.actors.qzV2SdruydGXdMmu]{Baron von Laue} finds himself in Middenheim, who rule Nordland, working on behalf of agents who hope he will inspire revolution in Nordland, when in his heart he knows his fellows in Nordland regard him as a laughing stock. The fact that von Laue tries so hard to be a friend to all that he ends up an enemy to himself is about to take a further twist as Baron Heinrich suspects him of inflaming tensions between Middenheim and Nordland.</p><p><strong>Baron Heinrich</strong>: <em>‘Have you been in touch with any of your old friends in Salzenmund since your move to Altdorf?’</em></p><p><strong>Baron von Laue</strong>: <em>‘My good Baron, of course, I have many friends in Salzenmund with whom I carry out warm and extensive correspondences.’</em></p><p><strong>Baron Heinrich</strong>: <em>‘Are you a friend of the Nikses?’</em></p><p><strong>Baron von Laue</strong>: <em>‘Pfft! New money, my Baron. Hardly anyone in Salzenmund pays them great heed.’</em></p><p><strong>Baron Heinrich</strong>: <em>‘The Nikses? To whom the Todbringers are related by marriage and who rule Nordland?</em></p><p><strong>Baron von Laue</strong>: <em>‘The Nikses! Of course! Old family friends, dear Baron, many a cherished evening has been spent watching the ships come in with my good friend Baron … ah … Baron Werther by my side, sharing a bottle of rum.’</em></p><p>The pair continue to talk, but a Character passing an <strong>Easy (+40) Intuition</strong> Test can tell @UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich} is extremely unimpressed.</p><p><strong>Baron Heinrich</strong>: <em>‘What know you of the Gaussers?’</em></p><p><strong>Baron von Laue</strong>: <em>‘Fine fellows, dear Baron! Why I cannot tell the number of times I have enjoyed the hospitality of the celebrated Gausser family.’</em></p><p><strong>Baron Heinrich</strong>: <em>‘You know, recently bandits from Nordland have been claiming to act in their name.’</em></p><p><strong>Baron von Laue</strong>: <em>‘Rotters the lot of them, my Baron. Manann knows each and every Gausser as a traitorous cur!’</em></p><p><strong>Baron Heinrich</strong>: <em>‘I thought you said they were friends of yours?’</em></p><p><strong>Baron von Laue</strong>: <em>‘Never and not so. NO VON LAUE WOULD HAVE ANYTHING TO DO WITH THE REBELLIOUS BENIGHTED GAUSSERS!’</em></p><p>The conversation dies down after this, though if the Characters enquire, they find @UUID[Compendium.wfrp4e-altdorf.actors.qzV2SdruydGXdMmu]{Baron von Laue} has no particular knowledge of Nordland’s noble families and simply tells people what he thinks they want to hear. Having been reminded that the Nikses manage affairs in Nordland for Graf Boris, and that the Gaussers defy Middenheim’s rule, he now purports to uphold the sincere belief that the Nikses are fine rulers and the Gaussers traitorous ingrates. If the Characters voice their own ideas it may affect how they are perceived.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/ewald-von-laue.webp\" width=\"309\" height=\"333\" /></div><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>RESOLVING THE THIRD OUTBURST</em></h3><table style=\"width:100%;height:102px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px\"><em><strong>Opinions voiced by the Characters</strong></em></td><td style=\"height:17px\"><em><strong>Effect</strong></em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>Suggest that Nordland’s independence may not be a bad idea.</em></td><td style=\"height:34px\"><em>Add two to the party allegiance score. </em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Stay out of it.</em></td><td style=\"height:17px\"><em>No effect.</em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>Suggest that Nordland be grateful for the patronage of Graf Boris.</em></td><td style=\"height:34px\"><em>Subtract two from the party allegiance score.</em></td></tr></tbody></table></blockquote><h4>19:45 – The Propositions</h4><p>Having watched the antics of the Altdorf delegation with growing disgust the @UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular} steps forward and gives a terse report of the two proposals he has been asked to put to the Todbringers. He strides into the centre of the room and strikes the floor with his staff of office.</p><blockquote><p>‘My lords and ladies, now we are introduced I shall deliver my message. His high holiness the Grand Theogonist travels to the Shrine of the Shining Rock, symbol of unity and hope. He beseeches you, Ar-Ulric Emil Valgeir, to meet him, clasp hands in respect and vow to uphold the integrity of our Empire. And to say aloud that the heresy is a lie.’</p><p>‘My god is not a god of peace,’<em> Ar-Ulric replies.</em></p><p>‘Nor mine,’ <em>the High Capitular replies</em>. ‘And if we can stand united against our enemies then our enemies have true cause for woe.’</p></blockquote><p>People in the room seem rather humbled by the @UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular’s} words, even @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric} broods in silence.</p><blockquote><p>‘Furthermore,’ <em>says the High Capitular</em>, ‘Crown Prince Wolfgang Holswig-Abenhauer extends his hand in marriage to Katarina Todbringer, daughter of the Graf of Middenheim. Now you will excuse me, I have a long journey to Shining Rock ahead. Send your answer before I leave in the morning.’</p></blockquote><p>He leaves without ceremony and the rest of the Altdorf delegation trail out after him. Quintus is last to go, bidding everyone goodbye personally and with bathetic enthusiasm.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/graf.webp\" width=\"296\" height=\"274\" /></div><h4>Eavesdropping</h4><p>As well as the subplots there are occasions during the event when one NPC mentions sensitive information to another that the Characters could use as leverage, or as a clue to wider events. In order to overhear such an exchange, Characters must have announced to the GM that they are hovering close to one of the NPCs involved, but not so closely that the NPC would notice them eavesdropping.</p><p>Alternatively, if Characters announce at any time that they are looking to see if anything interesting is happening, call for them to make a <strong>Challenging (+0) Perception</strong> Test to notice the exchange.</p><p>In either case the Character must then make a Stealth (Urban) Test opposed by the Perception of the Character they are shadowing (or if they are sidling up to a pair of Characters, the higher Perception of the two). Characters with the @UUID[Compendium.wfrp4e-core.items.5KP9sOoLSGvj9EXp]{Beneath Notice} Talent automatically pass this test and hear the whole exchange.</p><p>A better way to overhear conversations would be to make use of the Petty Magic spell @UUID[Compendium.wfrp4e-core.items.fmx1OeOsxkGf21wa]{Eavesdrop}, though Characters who are caught casting the spell incur the outrage of the person they are trying to listen to.</p><p>Opportunities to eavesdrop come up whenever it suits you as a GM, but in each case there ought to be at least two opportunities for Characters to notice that the NPCs in question are having a private conversation, and move to listen in if they wish.</p><h4>Graf Boris and Veiran Thugenheim</h4><p><strong>Veiran Thugenheim</strong>: <em>‘If we’re concerned about sending the right message, we could dig the old Carroburg colours out of the vaults.’</em></p><p><strong>Boris Todbringer</strong>: <em>‘Now that’s an excellent idea. You have my blessing.’</em></p><p><strong>Veiran Thugenheim</strong>: <em>‘I’ll send Sergeant Hortiz for it before we leave.’</em></p><p><strong>Boris Todbringer</strong>: <em>‘Preceptor, best do it yourself. I wouldn’t want word of this reaching the wrong ears.’</em></p><p><strong>Veiran Thugenheim</strong>:<em> ‘Ah. Yes. Very good, my lord.’</em></p><p>Veiran and the Graf have decided to present an old war banner, captured from a Reikland regiment in the Age of Wars, as a peace offering. The gift is mildly provocative, as explained later in @UUID[JournalEntry.fgrD3J7lhVYdc7VF.JournalEntryPage.Ip4gsNUFocBJQGmk]{The War Prize}.</p><h4>Baron Heinrich and Liepmund Holzkrug</h4><p><strong>Graf Holzkrug</strong>: <em>‘Tensions between Ostland and Talabecland has been simmering for generations, and has more to do with control of Ostland’s forests than the death of Crown Prince Hergard. I wouldn’t blame yourself.’</em></p><p><strong>Heinrich Todbringer</strong>:<em> ‘I don’t, we did all we could.’</em></p><p><strong>Graf Holzkrug</strong>:<em> ‘Based on the best intelligence Nastassia could gather, no doubt.’</em></p><p><strong>Heinrich Todbringer</strong>: <em>‘My mind must be getting as foggy as Altdorf. I haven’t a clue who you are talking about.’</em></p><p><strong>Graf Holzkrug</strong>: <em>‘Well, if you did you could tell her the Black Chamber always has an opening.’</em></p><p>@UUID[Actor.BcGALPPubww6hPnQ]{Liepmund Holzkrug} is trying to unnerve @UUID[Actor.0Z49f8xUPns5OkTA]{Heinrich Todbringer} by suggesting that his diplomatic mission to Ostland was a failure and by revealing that he knows the name of one of Middenheim’s top spies (see @UUID[Compendium.wfrp4e-pbtt.journals.yXOEsyeWgRgbeVmc.JournalEntryPage.fCLtWB0QJdcUg1w7]{Nastassia, The Spy}).</p><h4>Yann Zuntermein and Quintus Fassbinder</h4><p><strong>Note</strong>: This opportunity only occurs if the Lieberung lookalike was accosted by Fassbinder earlier in the event.</p><p><strong>Yann Zuntermein</strong>: <em>‘Who are those folks amongst the Middenheim delegation? I’d have thought the Black Chamber had files on every mover and shaker amongst the court of Middenheim’s Grand Duke, yet I’ve no idea who they may be.’</em></p><p><strong>Quintus Fassbinder</strong>: <em>‘I believe them to be adventurers who have earned the Graf ’s trust. No, I don’t know any of them.’</em></p><p><strong>Yann Zuntermein</strong>: <em>‘Well, you seemed shocked to see that one. Who’s that then? Baron Trister?’</em></p><p><strong>Quintus Fassbinder</strong>: <em>‘Just a case of mistaken identity.’</em></p><p>@UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} knew Kastor Lieberung fairly well, but maintains a poker face. A Character passing a <strong>Hard (–20) Lore (History) </strong>or <strong>Challenging (+0) Lore (Theatre) </strong>Tests recalls that Baron Trister was a famous missing person released after a long imprisonment in the Dwarf hold of Karak Kadrin.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/emmiline-von-karzburdger.webp\" width=\"240\" height=\"302\" /></div><h4>Emmiline von Kärzburdger and Liepmund Holzkrug</h4><p><strong>Emmiline von Kärzburdger</strong>: <em>‘Pleased to meet you, I am Emmiline of House von Kärzburdger.’</em></p><p><strong>Graf Holzkrug</strong>: <em>‘Liepmund Holzkrug. Delighted to make your acquaintance. Kärzburdger? The name rings a bell…’</em></p><p><strong>Emmiline von Kärzburdger</strong>: <em>‘It has not been a great name since the Great War.’</em></p><p><strong>Graf Holzkrug</strong>: <em>‘A war can diminish a name … and a war can make a name great again.’</em></p><p><strong>Emmiline von Kärzburdger</strong>: <em>‘Let us pray to Sigmar it does not come to that.’</em></p><p><strong>Graf Holzkrug</strong>:<em> ‘Oh yes … let’s.’</em></p><p>That they come from once great families that are now overshadowed is something @UUID[Compendium.wfrp4e-horned-rat.actors.rCdeAWvx9ToE9CDy]{Emmiline} and @UUID[Actor.BcGALPPubww6hPnQ]{Liepmund} have in common. Liepmund is trying to sound out where Kärzburdger loyalties would lie if it came to conflict between Altdorf and Middenheim. Anyone listening in who passes a <strong>Difficult (–10) Intuition </strong>Test gets the impression that he knew exactly who she was before the conversation began.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>LISTENING IN</em></h3><table style=\"width:100%;height:85px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px\"><em><strong>SL</strong></em></td><td style=\"height:17px\"><em><strong>Effect</strong></em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>3 or more</em></td><td style=\"height:17px\"><em>Character can hear the whole exchange clearly and escapes notice.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>0 to 2</em></td><td style=\"height:17px\"><em>Character hears everything one of the participants says.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>-0 to -2</em></td><td style=\"height:17px\"><em>Character hears nothing.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>-3 or less</em></td><td style=\"height:17px\"><em>Character hears nothing and the participants are aware that the Character is trying to listen in to their conversation.</em></td></tr></tbody></table></blockquote><h3>After the Event</h3><p>The Middenheimers remain in the dining room, though @UUID[Compendium.wfrp4e-horned-rat.actors.rCdeAWvx9ToE9CDy]{Emmiline von Kärzburdger}, if she is there, does not stay any longer than it takes her to make formal goodbyes.</p><p>The Todbringers question the Characters on their interactions with members of the Altdorf delegation, particularly if they became embroiled in any disputes. Graf Boris is considering the proposals put forth by the @UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular}. @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric} does not want to meet the Grand Theogonist, but @UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich} points out that if he does not go the Sigmarites could claim a moral high ground, having gone to Shining Rock and not been met by their opposite number.</p><p>@UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina} keeps her own counsel about whether or not she wishes to accept the @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince’s} marriage proposal, and remains tight-lipped if anyone asks her about it. None of the other Middenheimers broach the subject. She looks serious and grave, and any Character who tries to judge her reaction to the news and passes a <strong>Hard (–20) Intuition</strong> Test, gets the impression that she is not happy.</p><p>After hearing the Characters’ opinions, Graf Boris asks them to retire to @UUID[Actor.lYEKyCpaihHON6Gz]{Law Lord Wasmeier’s} old office whilst he confers with his family and Ar-Ulric.</p><h3>An Unexpected Visitor</h3><p>Half an hour later a servant knocks on the door and announces the Lady @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina Todbringer}. Karatina is accompanied by her chaperone, @UUID[Compendium.wfrp4e-pbtt.actors.ZyMHHLG9tNTDIw8S]{Hildegarde Zimperlich}, and two of her ladies at court, @UUID[Compendium.wfrp4e-pbtt.actors.7ggdqHZxId697kT5]{Natasha Sinnlich} and @UUID[Compendium.wfrp4e-pbtt.actors.RhXJwUjrYOIqcTk4]{Petra Liebkosen}. Any Character who makes an <strong>Average (+20) Perception</strong> Test can see that Katarina has something on her mind.</p><blockquote><p>‘Things have turned worse while you were away,’ she says. ‘People are calling for my father to declare himself Emperor of the North, and take a stand against Altdorf and Sigmar. If he does, it’s war — and if he doesn’t some pretender may try to take Middenheim.’</p><p>‘We have decided we will accept the invitation to Shining Rock. Ar-Ulric is willing to meet the Grand Theogonist, briefly at least. I’d like you to join the party. You know the Reiklanders and you’ve been of service to my father, so I would like you to keep an eye on everyone. I’m afraid there are some who would welcome the chance to stir up more trouble — I don’t know who, exactly, or even if I’m right — but I fear for our safety. Will you do this for me?’</p><p><em>If the Characters ask Katarina if she is willing to accept the marriage proposal, she looks unsure of herself.</em> ‘I don’t think it will come to that. Rapprochement between the cults of Sigmar and Ulric should do much to heal the rifts in the Empire, and avert further descent into civil war. I am sure Crown Prince Wolfgang is a wonderful man, but we have never even met.’</p></blockquote><p>The Characters are now free to return to their lodgings and prepare for the journey to @UUID[Scene.Jt9P7OoOEQIrG1TK]{Shining Rock}.</p><h4>Experience Awards</h4><p>Good roleplaying and clever thinking should be rewarded, but there are additional XP for the following:</p><p>@Exp[50, Comported yourself well during the reception]{50 points for comporting themselves well during the reception}</p><p>@Exp[20, Successfully eavesdropped]{20 points for each successful eavesdropping the Characters carry out}</p><p>@Exp[20, Pertinent questions to Boris and Katarina]{20 points for pertinent questions to Boris and Katarina}</p><p>@Exp[9, Offered to help with the tidying up]{9 points for offering to help with the tidying up}</p><div class=\"journal-image fit\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/to-middenheim.webp\" /></div>"
				}
			}
		},
		"Introduction": {
			"name": "Introduction",
			"pages": {
				"Introduction": {
					"name": "Introduction",
					"text": "<p>Welcome to <strong>Empire in Ruins</strong>, fifth and final 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 to be played after completing volume 4, <strong>The Horned Rat</strong>. This book contains everything you need to play the adventure, except for the <strong>WFRP </strong>4th edition rulebook.</p><p>If you are looking for more options, side quests, and background information, the <strong>Empire in Ruins Companion</strong> includes a wealth of supplemental material you can use to make this final chapter of the <strong>Enemy Within</strong> campaign even more entertaining.</p><p>If you do not possess the earlier volumes of <strong>the Enemy Within</strong>, we strongly recommend you find them and play through them before commencing <strong>Empire in Ruins</strong>. However, some ideas are given for starting with this adventure in @UUID[JournalEntry.bzhGfvyg0cMMgfjv]{Chapter 1 - Dirigible in Danger}.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/cover.webp\" width=\"381\" height=\"481\" /></div>"
				},
				"A Hidden History": {
					"name": "A Hidden History",
					"text": "<p>The real history of the Empire is different to the one taught by scholars. Most people believe that Sigmar designed, or at  least approved of the system of electors and emperors before he departed the Empire circa 50 IC. They assume that he handed his hammer, Ghal Maraz, down to his successor, intending it to stand as a sign of his approval and a symbol of the uninterrupted rule of emperors tracing their authority back to him.</p><p>In fact, the hammer wielded by the emperor is not the same @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} that was gifted to Sigmar. It is a mighty magical weapon, blessed by Sigmarite priests and constructed by skilled Dwarf Runesmiths, but it is merely an imitation.</p><p>Ghal Maraz itself is in a cave deep within the Black Mountains. During his final journey Sigmar was confronted by @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru}, an immense and powerful Lord of Change who had tried to influence the creation of Ghal Maraz and who resented its wielder. The hero fought the Daemon, a titanic struggle that left its mark on the mountainsides. Sigmar could not destroy @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru}, but he was able to trap the Daemon deep inside a cave, surrendering Ghal Maraz in the process. Only the immense magical energy worked during the Hammer’s forging could restrain the Daemon.</p><p>Sigmar passed into legend, and @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} raged against his bonds. For a thousand years he languished in the cave. Then the Daemon discovered a weak link, providing it with enough freedom to project a sliver of its consciousness into the mortal world. Sheerargetru’s influence was felt by corrupt folk all over the Empire, but it concentrated on Altdorf, a nexus of magical power and the site with most significance to Sigmar. It was able to instil prophetic visions in those able to perceive the winds of magic. Weak and disoriented, Sheerargetru was not able to communicate clearly, but a body of arcane lore developed inspired by its psychic projections.</p><p>Amongst scholars of the arcane and worshippers of the ruinous powers, several schools of thought developed as a result of @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru’s} efforts. In its delirium the Daemon let slip information that would both help and hinder it. It inspired the creation of the Purple Hand, luring the cultists into the worship of Tzeentch with the secrets of attaining temporal power. It surrendered techniques needed to master sorcery, leading to prophecies foretelling of a Champion in Shadows — a fabled sorcerer of such power that all Tzeentch’s followers would have to respect and heed them.</p><p>The Daemon @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} was the first to realise that hidden within this body of lore were clues to the location of the trapped Daemon and formulae which, if followed, would see @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} made manifest in all its glory once more. Gideon knew that by rescuing the Daemon he could win favour with Tzeentch, the gratitude of Sheerargetru, and the desolation of the Empire.</p><p>@UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} had a problem. Human allies who made such useful pawns in arranging affairs in the mortal world may worship Tzeentch, but they tend to do so in order to attain temporal power. Many of them would baulk at the thought of unleashing Daemons in the heart of Altdorf, as doing so would destroy the very institutions they sought to control.</p><p>So Gideon fooled his mortal allies, encouraging them in the belief that by weakening the Empire and preparing the conditions most suitable for Sheerargetru’s return, they were facilitating their own rise.</p><p>@UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} encouraged the Purple Hand’s convoluted structure with its secretive ordos and confusing ever-changing coded messages. The Magisters of the Purple Hand thought that they were merely taking measures to protect themselves as they rose to power, but it also prevented them from realising that they were being put to a greater, self-destructive purpose. They have weakened the Empire to such a point that it is collapsing into civil strife, but they do not realise the aim of such disruption is to leave Altdorf unguarded against Daemonic manifestation.</p><p>@UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} needed a suitable vessel in order to return @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} to its former magnificence. Cult leaders could potentially make suitable hosts for Sheeragetru, as would scholars of the arcane, but the best vessel would be an ambitious soul, of royal bearing, knowledgeable, with mastery of many skills — an individual whose corruption would symbolise victory over all that Sigmar had fought for.</p><p>@UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} mustered the resources of several cults to see to it that Crown Prince @UUID[Actor.3GcQxRuIm1MgoAMF]{Wolfgang Holswig Abenauer}, heir apparent to the Imperial throne, was tutored by experts who were themselves steeped in Tzeentchian lore. From across the Old World, nine learned people were recruited, each a member of a cult dedicated to expertise in a particular field. The Crown Prince, now a young man, is the perfect heir: cultured, refined, enlightened, and wise. @UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ]{The Purple Hand}, who have worked with Gideon to facilitate and fund this circumstance, believe that Crown Prince Wolfgang is the perfect leader to reunite the shattered Empire, and heap rewards on them as a consequence.</p><p>@UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} spun a different story to one member of the Purple Hand. He explained to @UUID[Compendium.wfrp4e-eis.journals.bmJLqIQGcb0sIinQ.JournalEntryPage.aawH7wAMaFsy17L8#kastor-lieberung]{Kastor Lieberung} of Nuln that the Crown Prince would not only make a pliable emperor, but could rise to become the fabled Champion in Shadows. He encouraged Kastor to travel the Empire, risking exposure of the Purple Hand in the process. Gideon worked subtle changes on Kastor’s appearance, and left clues about Kastor’s activities where they could be discovered by enemies of Chaos.</p><p>The final circumstance Gideon needs to arrange in order to bring about Sheerargetru’s manifestation is the removal of @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}. Even after 2500 years, during which much of its magical energy has depleted, the Hammer will not suffer a follower of Chaos to grasp it. Through manipulating Kastor into exposing the Purple Hand, Gideon intends to set a party of adventurers on a path to recover the Hammer and unleash the Daemon.</p><div class=\"journal-image centered\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/rocket-attack.webp\" /></div>"
				},
				"Adventure Synopsis": {
					"name": "Adventure Synopsis",
					"text": "<p>The Characters begin the adventure just after Baron @UUID[Actor.0Z49f8xUPns5OkTA]{Heinrich Todbringer} rescues them from Karak Skygg. He takes them back to Middenheim in his dirigible, <em>The Sky Wolf</em>. They are attacked by rebels from Nordland, who wish to win independence from the rule of Graf @UUID[Actor.czIY275tUC4VGDWp]{Boris Todbringer}.</p><h4>Return to Middenheim</h4><p>Reaching Middenheim, the Characters discover that the Empire has become increasingly riven during their departure. War between Ostland and Talabecland has grown intense, quarrels between nobles in Averland and Hochland have led to conflict, the rulers of Nuln and Sudenland rattle sabres at one another, and Middenheim itself is growing increasingly insecure regarding its borders. The blame for this parlous state is placed firmly at the feet of Karl-Franz, whose recent edicts have sparked consternation.</p><h4>Visitors from Altdorf</h4><p>A delegation from Altdorf is in Middenheim led by High Capitular @UUID[Actor.RSmsdG8PqbyKnxlL]{Volkmar}. The Characters are invited to a conclave between the party from Altdorf and Middenheim’s rulers. The Characters are also introduced to @UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann Zuntermein}, head of the Altdorf Purple Hand and an accomplished spy. The Capitular has two proposals he wishes to make in order to prevent the exacerbation of the conflicts in the Empire: a meeting and a marriage. The first is for @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric} and the @UUID[Actor.6vITnrER3XMTsMGS]{Grand Theogonist} to meet at Shining Rock, a site holy to both Sigmar and Ulric, to make a show of unity between the religious sects in the Empire. The second is to extend an offer of marriage from @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince Wolfgang} to @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina Todbringer}. Boris accepts the first offer, but Katarina refuses the second.</p><h4>Middenheim to Shining Rock</h4><p>The Characters travel to Shining Rock. They are reunited with old acquaintances who have surprising insights into the Emperor’s health, but who unwittingly sow seeds about the legitimacy of his rule.</p><h4>The Shrine Attacked</h4><p>The meeting at Shining Rock goes sour when the party comes under attack from the @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.LlhNZSXHF7u2shgz]{Bearers of the Blood}, a band of Ulrican extremists. As several members of the Altdorf delegation are hurt, recriminations between the two sides grow heated and are only assuaged when @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina} agrees to marry @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince Wolfgang}.</p><h4>Questioning the Groom to Be</h4><p>The Characters are sent to @UUID[JournalEntry.fgrD3J7lhVYdc7VF.JournalEntryPage.Ip4gsNUFocBJQGmk#castle-reikguard]{Castle Reikguard} in order to appraise Wolfgang’s character. They find him to be almost too perfect, and may come to suspect that he is being tutored by followers of Tzeentch.</p><h4>A Parade at Altdorf</h4><p>The Characters return to Altdorf to find that the entourages of several noble families have arrived in the city. The Emperor seeks to impress the Middenheimers with a show of military strength and to hold a conclave after the wedding to discuss reuniting the Empire. As the nobles preen and gossip, the Characters must negotiate a minefield of personalities, ambitions, and grievances using the high-level contacts they made in <strong>Power Behind the Throne</strong>, <strong>The Horned Rat</strong>, and elsewhere.</p><h4>A Wedding Interrupted</h4><p>The wedding goes ahead, but is interrupted by a Nordlander assassin who shoots at @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina}, just before the vows are exchanged. It is up to the Characters to prevent a tragedy, but either way the wedding is off.</p><h4>The Shattering of Ghal Maraz</h4><p>The assassin’s actions overshadow the planned conclave, and @UUID[Actor.czIY275tUC4VGDWp]{Boris Todbringer} even lashes out in anger at Karl-Franz. The impossible happens: Ghal Maraz is shattered, something that would never happen to the true Hammer of Sigmar.</p><p>As events unfold, the Characters may realise that the Karl-Franz they see before them is as false as his hammer. They may rescue Emperor Karl-Franz from a plot that kept him enfeebled for months, and restore him to his former strength and stature.</p><h4>War Looms Large</h4><p>It is clear that the Empire will collapse into total war unless the Emperor’s authority is restored — without Ghal Maraz this is not likely to happen. Research and adventure lead to its resting place, a cave in a hidden valley infested with Night Goblins. After securing the divine weapon, the Characters return to Altdorf, navigating the machinations of @UUID[Actor.umAaCuMoMplgq6GG]{Marius Lietddorf} and @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle von Liebwitz} as they do so.</p><h4>The Hammer Returned</h4><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/spot-ghal-maraz.webp\" width=\"158\" height=\"293\" /></div><p>In their absence, things have gone from bad to worse. The influence of Chaos on the capital is stronger than ever, and the Electors are preparing for war. At a ceremony to mark the return of Ghal Maraz, @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} makes its bid to manifest and spread Chaos throughout the Empire. </p><h4>The Empire Renewed</h4><p>Provided the Characters defy the Daemon, the revitalised Karl-Franz has a firm grip on the throne and is supported by Graf @UUID[Actor.czIY275tUC4VGDWp]{Boris Todbringer}, the acknowledged leader of the Ulrican north. Some Electors are dead, and some are stripped of their titles as punishment for their disloyalty. The Empire’s territories are re-organised in a series of reforms aimed at strengthening and stabilising the Empire.</p><p>The campaign ends with the Characters having saved the Empire, and with it, the whole of the Old World. However, another threat is already growing. The forces of Chaos are roused, and are not easily swayed from their course. </p>"
				},
				"Designs of the Great Architect": {
					"name": "Designs of the Great Architect",
					"text": "<p>Even as the Characters and their allies scramble to keep the peace, the forces of Chaos work tirlessly to stop them. Indeed, the attempt to rouse an ancient and powerful servant of Tzeentch is centuries in the making. As is his nature, the Lord of Change works his will through numerous, often competing, agents of change.</p>\n<h3>@UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}</h3>\n<p>The shapeshifting Daemon known as Gideon is alive and at large in the Old World once again. After his performance in Bögenhafen, he is either looking to redeem himself in the eyes of the Great Mutator (if the Characters foiled his plot), or given a prestigious new mission (if he opened up a daemonic portal in the town).</p>\n<p>Gideon has been given the task of liberating @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru}. He has made certain preparations over the years in order to pave the way for the return of the mighty Exalted Daemon. He needs to complete two tasks in order to do this: prepare a vessel for the demon and retrieve the real Hammer.</p>\n<p>Gideon has prepared several vessels, the first and best of these is Crown Prince Wolfgang. Gideon has seen to it that he has been tutored by servants of Tzeentch throughout his youth, and whilst the Prince is the consummate gentleman, his mind and body have been subtly prepared to provide the perfect host for @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru}. Gideon has prepared alternative vessels in the event of the Prince’s death, but they are inferior specimens.</p>\n<p>The other task Gideon needs to complete in order to facilitate @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru’s} manifestation is to retrieve @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}. However, he cannot touch the weapon himself as the very presence of Sigmar’s Hammer is inimical to creatures of Chaos. So he has conspired for a group of adventurers to retrieve it at the time most conducive to his plans.</p>\n<div class=\"journal-image centered\"><img style=\"width:239px;height:348px\" src=\"modules/wfrp4e-empire-ruins/assets/actors/gideon-transform.webp\" /></div>\n<h3>The Nine Eyes</h3>\n<p>Throughout the Empire there are nine small and secretive cults that Gideon has encouraged and patronised over the centuries. Each of these cults is dedicated to gathering knowledge and secrets on a particular topic, and their inner circles include some of the most learned and informed people in the Empire. Nearly nine years ago Gideon approached each of the cults and asked their most erudite members to provide tutelage to @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince Wolfgang}. These tutors are collectively known as the Nine Eyes.</p>\n<p>@UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} has used the Nine Eyes to provide @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince Wolfgang} with a superb and cosmopolitan education, but their teachings have also had an insidious effect on the Crown Prince, who has unwittingly been turned into the perfect vessel for daemonic possession.</p>\n<p>The Nine Eyes have also been made Gideon’s unwitting stooges. Whilst they share an inkling that they are all serving Tzeentch’s grand plans, they do not realise that they are intended to become the vessels for daemonic possession themselves.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Nine Eyes</em></h3>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/tzeentch.webp\" width=\"148\" height=\"172\" /></div>\n<table style=\"width:100%;height:187px\" border=\"1\"><colgroup><col style=\"width:23.3969%\"></col><col style=\"width:17.3578%\"></col><col style=\"width:17.5472%\"></col><col style=\"width:41.6981%\"></col></colgroup>\n<tbody>\n<tr style=\"height:17px\">\n<td style=\"height:17px\"><em><strong>Tutor</strong></em></td>\n<td style=\"height:17px\"><em><strong>Cult</strong></em></td>\n<td style=\"height:17px\"><em><strong>Home Town</strong></em></td>\n<td style=\"height:17px\"><em><strong>Specialty</strong></em></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"height:17px\"><em>Kathe Ruttmann</em></td>\n<td style=\"height:17px\"><em>Vigilant Eye</em></td>\n<td style=\"height:17px\"><em>Bögenhafen</em></td>\n<td style=\"height:17px\"><em>History and politics</em></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"height:17px\"><em>Per Haldestaake</em></td>\n<td style=\"height:17px\"><em>Fractured Eye</em></td>\n<td style=\"height:17px\"><em>Ubersreik</em></td>\n<td style=\"height:17px\"><em>Trade secrets and technical expertise</em></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"height:17px\"><em>Wilhelmina Novak</em></td>\n<td style=\"height:17px\"><em>Withering Eye</em></td>\n<td style=\"height:17px\"><em>Altdorf</em></td>\n<td style=\"height:17px\"><em>Magic</em></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"height:17px\"><em>Wolfie Jessner</em></td>\n<td style=\"height:17px\"><em>Wandering Eye</em></td>\n<td style=\"height:17px\"><em>Middenheim</em></td>\n<td style=\"height:17px\"><em>Rural affairs and the Empire’s North</em></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"height:17px\"><em>Ingrid Rademakers</em></td>\n<td style=\"height:17px\"><em>Eagle Eye</em></td>\n<td style=\"height:17px\"><em>Talabheim</em></td>\n<td style=\"height:17px\"><em>Natural history and fencing</em></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"height:17px\"><em>Wulfrum Ahlquist</em></td>\n<td style=\"height:17px\"><em>Public Eye</em></td>\n<td style=\"height:17px\"><em>Nuln</em></td>\n<td style=\"height:17px\"><em>Society and Human nature</em></td>\n</tr>\n<tr style=\"height:34px\">\n<td style=\"height:34px\"><em>Gustav Klaus</em></td>\n<td style=\"height:34px\"><em>Kaleidoscope Eye</em></td>\n<td style=\"height:34px\"><em>Bechafen</em></td>\n<td style=\"height:34px\"><em>Non-Human species</em></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"height:17px\"><em>Gislind Ursin</em></td>\n<td style=\"height:17px\"><em>Hollow Eye</em></td>\n<td style=\"height:17px\"><em>Averheim</em></td>\n<td style=\"height:17px\"><em>Culture and philosophy</em></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"height:17px\"><em>Vatheck Fulci</em></td>\n<td style=\"height:17px\"><em>Far Eye</em></td>\n<td style=\"height:17px\"><em>Remas</em></td>\n<td style=\"height:17px\"><em>Geography and foreign affairs</em></td>\n</tr>\n</tbody>\n</table>\n</blockquote>\n<h3>@UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ]{The Purple Hand}</h3>\n<p>The Purple Hand used to be the largest and most successful cult of Tzeentch in the Empire, but over the last year they have been rocked by misfortune. One of their senior members went missing, possibly rogue, after being told to collect a significant inheritance. Soon after this the cult in Middenheim was smashed through the efforts of @UUID[Compendium.wfrp4e-horned-rat.actors.jBamTcOi8iz3mYxe]{Ulrich Schutzmann} and the Komission of Investigation into Threats Unknown to Middenheim.</p>\n<p>The cult is still active and dangerous in other parts of the Empire. However, many members are compromised, either as a result of counter-cult activity, or because of Gideon’s orchestration.</p>\n<h3>@UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann Zuntermein}</h3>\n<p>Zuntermein is head of the Altdorf cell of the Purple Hand. He is one of Altdorf ’s most accomplished spies and has infiltrated many high-ranking organisations. He worships Tzeentch under the misguided impression that doing so will lead to his own advancement. He worships change and instability, but only insofar as he believes he will benefit from it. He has been working alongside Gideon to promote division throughout the Empire, to poison the Emperor, and to establish Crown Prince Wolfgang as a suitable heir. However, Zuntermein is not aware that Gideon plans for a Daemon to possess Crown Prince Wolfgang. He thinks the Nine Eyes are merely in the process of preparing the Crown Prince to share ideological goals with the Purple Hand.</p>\n<p>Throughout <strong>Empire in Ruins</strong>, Zuntermein pursues his intended goals of trying to sow discord between the provinces, edge the Empire towards civil war, remove his enemies, and have Crown Prince Wolfgang rise to power and reunite the Empire.</p>\n<h3 data-pm-slice=\"1 1 []\">@UUID[Compendium.wfrp4e-eis.journals.bmJLqIQGcb0sIinQ.JournalEntryPage.aawH7wAMaFsy17L8#kastor-lieberung]{Kastor Lieberung}</h3>\n<p>Kastor Lieberung is dead, but before he died Gideon convinced him to try to facilitate an old prophecy. Kastor had been the Magister Impedimentae of the Nuln cell of the Purple Hand, and like most of his fellow cultists, he was largely kept in the dark about the schemes of other cells.</p>\n<p>This struck Kastor as unsatisfactory. He believed the cult could only achieve its potential if it acted as a more coherent unit with coherent goals. He was encouraged in his beliefs by Gideon, who informed Kastor of an ancient piece of Tzeentchian lore prophesying that a Champion in Shadows might one day unite faithful worshippers of Tzeentch. Before he died, Kastor hoped that this prophecy would lead to a unified Purple Hand. Gideon hopes that it will lead to the destruction of the Empire.</p>\n<p>Kastor had gone some way to laying the groundwork for unifying the Purple Hand, and he had also been instrumental in recruiting the Nine Eyes. Unfortunately for him, he was lured to Bögenhafen to collect a fake inheritance, and slain by mutants who waylaid his coach.</p>\n<h3>@UUID[Actor.lYEKyCpaihHON6Gz]{Karl-Heinz Wasmeier}</h3>\n<p>Wasmeier seems a spent force. He poured all his resources into his plan to replace Middenheim’s Graf with a Doppelgänger. This plan — which @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} had derided from the start for its inelegance — failed, and Wasmeier was forced to flee.</p>\n<p>During the course of Empire in Ruins, Wasmeier tries to inveigle himself back into the Purple Hand. @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} uses Wasmeier as an agent to help stir up Nordlander separatists, but beyond that he sees his old rival as little more than a liability.</p>\n<p>For his part, Wasmeier realises that the only way he is likely to climb to a senior position in the cult again is if he gets rid of @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein}. Wasmeier and Zuntermein develop such mutual resentment that they may even try to alert the Characters to one another’s presence during the adventure. If Wasmeier can get to Zuntermein before Zuntermein gets to him, maybe he won’t be such a spent force after all.</p>\n<h3>@UUID[Actor.KCOIIpZKbFIFW340]{Elvyra Kleinestun}</h3>\n<p>Elvyra is not a worshipper of Tzeentch, but she is one of Gideon’s unwitting pawns. He took the guise of the Daemonologist in Altdorf who tried to have her kidnapped during <strong>Death on the Reik</strong>. Since the Characters last saw Elvyra, he has managed to twist her to his ends using more subtle forms of persuasion. He has used Zuntermein to raise her up in the world. Now she is the personal pharmacist to none other than the Grand Theogonist @UUID[Actor.6vITnrER3XMTsMGS]{Yorri XV}.</p>\n<p>Whilst Elvyra serves the Grand Theogonist loyally, she has been driven to believe that it is necessary to inform Boris Todbringer that the hammer wielded by the Emperor is not actually Sigmar’s Hammer. She has been led to believe that this is a wise course of action.</p>\n<h3>@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P]{The Red Crown}</h3>\n<p>Both @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru’s} psychic projections and Gideon’s manipulations have influenced the Red Crown’s actions as more of an indirect consequence than a consolidated part of the plan. The Red Crown cult play a small role in the upcoming turmoil, as the Beastmen they rile up throughout the Reikland prove a drain on military resources, leaving Altdorf vulnerable at the most convenient time for Sheerargetru’s manifestation.</p>"
				},
				"Ghal Maraz": {
					"name": "Ghal Maraz",
					"text": "<p>The Empire’s people would be shocked to learn that Sigmar’s Hammer lies in a cave within the Black Mountains. As far as they are concerned, it is in the Emperor’s possession, and has been ever since Sigmar left it in the keeping of his people nearly 2500 years ago.</p><p>But this isn’t the case. The hammer wielded by the Emperors is no doubt a mighty artefact, but it is merely an imitation of Ghal-Maraz, forged by the Sigmarite cult in its early days. In the centuries since, the origin of this hammer has been forgotten.</p><p>Whilst the early Sigmarites may have honestly acknowledged that it was a mere spiritual successor of Ghal-Maraz, these days people think the Emperor’s hammer is the self-same weapon wielded by Sigmar during his conquests.</p><p>There are some who suspect the truth, and who sense an opportunity to reveal that the iconic symbol of royal power and Sigmarite supremacy is merely a fraud.</p>"
				},
				"Factions of the Empire": {
					"name": "Factions of the Empire",
					"text": "<p>The Empire teeters ever closer to the brink of total war. Already Ostland and Talabecland are at one another’s throats, and other nobles continue to jockey for position, power, and prestige.</p>\n<h3>Emperor Karl-Franz</h3>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/spot-karl-franz.webp\" width=\"135\" height=\"158\" /></div>\n<p>Karl-Franz is confined to his bed, suffering from a lingering malaise and further weakened through the malpractice of his personal physician, Henrik Kappelmuller, a member of the Altdorf Purple Hand. His double, Hermann von Feilbach, a member of the Reiksguard’s Inner Circle, does his best to cover up for the fact that the Emperor is ill, but rumours are spreading throughout the Empire. Hermann is loyal, but he is also naïve and like many in Altdorf he has been influenced by Yann Zuntermein. Through careful manipulation, Zuntermein has persuaded Karl-Franz to order the takeover of Ubersreik, and the signing of the notorious mutant edict.</p>\n<p>Having offended his nobility by deposing the Jungfreud family of Ubersreik, and having alienated the Sigmarite priesthood by his defence of mutants, Karl-Franz is steadily losing his grip on the Empire he was trusted to govern and unite.</p>\n<h3>Middenheim and Middenland</h3>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/spot-todbringer.webp\" width=\"122\" height=\"160\" /></div>\n<p>In the city of Middenheim people are increasingly angry with Emperor Karl-Franz. They feel that the recent mutant edict is weak, hypocritical, and liable to encourage the spread of Chaos worship. They suspect agitators from Altdorf of stirring up trouble with Nordland and blinding them to the dangers posed by the Purple Hand.</p>\n<p>Newly anointed @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric Emil Valgeir} is far more aggressive in his defence of Ulrican values than his predecessor, and secretly spoils for a fight with the Sigmarites of the south. He has lifted the ban on the Sons of Ulric, despite the fact that the sect wishes to depose him in favour of one their own. Now these sectarian zealots preach openly in Middenheim.</p>\n<p>In Middenland the von Bildhofen family is increasingly torn. Related to the Todbringers by marriage, they have loyalties to Middenheim, yet they also remember their forebear Magnus von Bildhofen, known as Magnus the Pious — one of the greatest Sigmarite Emperors to have sat on the throne.</p>\n<h3>Nordland</h3>\n<p>Nordland joined the Empire in 767 IC, after centuries on the edge of Sigmar’s domains. In the intervening millennia it became a province in its own right, never as powerful or politically important as wealthier regions in the south, but significant enough to hold electoral status. It even produced an Emperor: the universally loathed Hjalmar the Tyrannical. But Imperial provinces’ fortunes fluctuate over the centuries, and Nordland is now ruled by Middenheim and governed by the puppet Baron Werner Nikse, an enthusiastic relative-by-marriage to the Todbringers.</p>\n<p>Many Nordlanders resent Middenheim rule, calling back to times past when Nordland determined its own fate and took its place with the Electors. The separatist movement has no central control or organisation, but pockets of rebellion have arisen throughout the province. Some signal their allegiance with an hourglass emblem, which echoes a symbol of defiance used by Count Ostrein of Nordland in 2015 IC against the armies of Middenheim at the Battle of Elstwater Keep.</p>\n<p>It is an open secret that Nordmarshall @UUID[Compendium.wfrp4e-salzenmund.actors.oMnrRb82RpcRgGGW]{Theodoric Gausser} supports independence from Middenheim, as his ancestors ruled Nordland in the past and harbour a rivalry with the Nikses. While Gausser proclaims public condemnations of violence or destruction for the Nordland cause, he plots to overthrow the Nikses. To this end, he has made alliances in Altdorf and elsewhere, plotting to return Electoral authority to a province he will rule.</p>\n<h3>Nuln, Wissenland, and Sudenland</h3>\n<p>Sudenland is a small and impoverished province to the south of the Empire. It stands within the borders of the former realm of Solland, a once prosperous province that was torn apart by the invasion of the Orc Warlord Gorbad Ironclaw in 1707 IC. The city state of Nuln lies to the north of Sudenland. It also bore the brunt of Gorbad’s rage, and bitter recrimination flew between the nobles of Nuln and Sudenland as to who paid a heavier price during the Orc’s depredations.</p>\n<p>The county of Wissenland, attached to Nuln, lies between the city state and Sudenland. Whilst the borders of the county were drawn following the restoration of Imperial authority following Gorbad’s eventual withdrawal, there are many in Sudenland who feel that estates granted to Wissenlander nobles extend over lands that ought rightfully to belong to a restored Solland. Elector Etelka Toppenheimer, the current elector of Sudenland, is their most vocal champion. She has also been so rash as to declare that, were she to have her way, the Toppenheimers would rule Nuln as they did in previous centuries.</p>\n<p>@UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle von Liebwitz} of Nuln longs to be rid of the Toppenheimers, and hopes to take advantage of the fact that @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka} has recklessly promised her crown to her adopted son, Basil, leaving her 12 natural children dismayed and rebellious. Were Emmanuelle to be provided with a credible justification for declaring war on Sudenland, she would be eager to make the best of it.</p>\n<h3>Ostland, Talabecland, and Hochland</h3>\n<p>Ostland and Talabecland have enjoyed a spotted history. Ostland is a fiercely Sigmarite province; whilst the folk of Talabecland pay Ulric great regard as the brother of their divine patron Taal. During the Age of Wars the centre of the Ulrican cult moved to Talabheim, and skirmishes between the two provinces were sporadic but frequent.</p>\n<p>Bellicose Talabeclanders have argued that it would be a simple matter to squeeze Ostland between their forces and the borders of Kislev, but Ostland has proved a staunch bastion, and since the reunification of the Empire under Magnus the Pious, the two provinces have enjoyed an uneasy peace.</p>\n<p>Sorrow has befallen Ostland a number of times in recent years. Their beloved ruler, Ostwald von Konigswald, had won himself a reputation as a heroic adventurer in his youth, but now few speak his name. Rumours suggest that Ostwald had been possessed by a dark power and that his death at the hands of a Sudenland baron was a mercy. Proud Ostlanders rankled at the fact that their champion had been revealed to be corrupt and treasonous. Refusing to be humbled, they turned to the hot-headed Hans-Hals von Tasseninck to rule in Ostwald’s stead.</p>\n<p>Hans-Hals’s son, Crown Prince Hergard, led an expedition into the middle mountains where he was slain by a Skaven agent working on a tip-off from the Purple Hand. Purple Hand agents have spread rumours that the Crown Prince Hergard’s murderers were mercenaries under the command of Grand Duke Gustav Krieglitz of Talabecland. Diplomatic attempts to persuade the two noble houses to set aside their differences have failed, and the provinces have already engaged in multiple skirmishes that are threatening to escalate into outright war.</p>\n<p>Hochland, an area to the north of Talabecland, separated from the rest of the province by the river Talabec and largely Sigmarite, grows dissatisfied with their rulers in Talabheim, and demands increased autonomy. To the east the region of Ostermark, also Sigmarite, recall a time when they ruled themselves rather than defer to Talabecland.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/items/spear.webp\" /></div>"
				},
				"How Has The Purple Hand Influenced the Turmoil?": {
					"name": "How Has The Purple Hand Influenced the Turmoil?",
					"text": "<p>The conflict proliferating throughout the Empire has many causes, and might even have arisen without the guiding influence of the Purple Hand. However, they have been careful to push fractious elements and destabilising agendas so many of the conflicts gaining traction are doing so, or at least doing so now, because of the Purple Hand.</p><p>The details of each of these operations are not the focus of this adventure. However, the situation around the Ubersreik takeover provides a good example of how the Altdorf cell of the Purple Hand, in particular, go about using proxies and red herrings to achieve their aims — whilst keeping their own key agents’ hands clean.</p><p>In the case of the Ubersreik situation, @UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann Zuntermein} of the Purple Hand had worked his way into the ranks of the @UUID[Compendium.wfrp4e-altdorf.journals.W4LFOIduFZoqSNsN.JournalEntryPage.e1vvDKWEn2EYw0gZ]{Black Chamber}, and had earned the trust of Liepmund Holzkrug, the Lord High Ambassador. Zuntermein learned that Holzkrug resented the Holswig-Schliestein family and wished to see them humiliated.</p><p>Together they concocted a body of doctored evidence suggesting that the von Jungfreud family had expansionist ambitions, mostly by twisting accounts of the Jungfreud feud with the Wallensteins of Auerswald, and making it appear that Jungfreud paranoia in this regard was leading them to prepare for war with the Reikland in general.</p><p>@UUID[Actor.1Fw8roY9zezj0jAn]{Immanuel-Ferrand}, Karl-Franz’s uncle and a member of the Empire’s Council of State, is a brilliant man, but has a notable flaw. He firmly believes that Sigmar desired his empire to be centralised, and that the Emperor ought to have greater control over the affairs of other noble estates and provinces. That this is his overarching goal made it easy for @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} and Holzkrug to feed him information on the apparently rebellious Jungfreuds, have him take note of it, and then leave it to him to develop the idea that it would be necessary to take Ubersreik and bring a powerful noble family to heel.</p><p>The Emperor, who would normally decry such actions, approved @UUID[Actor.1Fw8roY9zezj0jAn]{Immanuel-Ferrand’s} proposals; though on the day he was to review them, his doctor administered a particularly strong dose of medicine with a noted side effect of increased suggestibility of mind.</p><p>The ensuing takeover of the town was a debacle. Whilst the Jungfreuds were by no means enlightened rulers, they were not tyrants either, and many of their subjects rankled at the notion of being ‘liberated’ by Altdorf. Resistance to the occupation occurred immediately, and much of it was spontaneous rebellion by the common folk, undirected by the Jungfreuds who retreated to their ancestral home, @UUID[Compendium.wfrp4e-starter-set.journals.70sJnVPsNmeNnqdC.JournalEntryPage.riRjmMKV9pjP4Xel]{Black Rock Castle}.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/sacrifice.webp\" width=\"274\" height=\"333\" /></div><p>Worse, the takeover of the town stood as evidence in the eyes of every noble in the Empire that Karl-Franz would move to possess their suzerains if he so desired. His reputation for even-handed statesmanship was ruined overnight, and nobles throughout the Empire sought to expand their retinues of trained soldiers to display their intent to defend themselves. @UUID[Actor.1Fw8roY9zezj0jAn]{Immanuel-Ferrand} despatched his best agent, @UUID[Compendium.wfrp4e-rnhd.actors.hcAF95tFaOdoZoeF]{Emmanuelle Nacht}, to help quell the unrest and gather information. This is of significant relief to @UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann Zuntermein} — Nacht was one of the few spies in Altdorf who was making inroads into the Purple Hand.</p><p>No one knows Holzkrug and Zuntermein gathered evidence used to persuade the Holswig-Schleisteins to depose the Jungfreuds. In particular, Holzkrug is keen to make a public show of condemning the rash decision to occupy Ubersreik. Whilst Zuntermein values his relationship with Holzkrug, he knows the Lord Ambassador would never willingly consort with Chaos. If Holzkrug were to ever turn on Zuntermein, Zuntermein could use his knowledge of Holzkrug’s part in this affair as leverage.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Plots of the Purple Hand</em></h3><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/purple-hand-plots.webp\" /></div><div class=\"journal-image\"><table border=\"1\"><tbody><tr><td><em><strong>Phenomenon</strong></em></td><td><em><strong>Cells Involved</strong></em></td><td><em><strong>Effect</strong></em></td></tr><tr><td><em>Sick Emperor</em></td><td><em>Altdorf</em></td><td><em>@UUID[Actor.uoRZ3aIHJjXiXFFL]{Henrik Kappelmuller} of the Altdorf cell of the Purple Hand has infiltrated the Emperor’s privy council, and slips the Emperor soporific concoctions to keep him sleepy and confused. The pharmacist @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra Kleinestun} is positioned to take the fall if Kappelmuller is accused of malfeasance.</em></td></tr><tr><td><em>Mutant Edict</em></td><td><em>Altdorf</em></td><td><em>Having weakened the Emperor, the Purple Hand in Altdorf manipulated Shallyan reformers to persuade him of the wisdom of the Mutant Edict.</em></td></tr><tr><td><em>Ubersreik Takeover</em></td><td><em>Altdorf</em></td><td><em>@UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann Zuntermein} was able to play off two rivals in the @UUID[Compendium.wfrp4e-altdorf.journals.W4LFOIduFZoqSNsN.JournalEntryPage.e1vvDKWEn2EYw0gZ]{Black Chamber} to the end of persuading the suggestible Emperor to depose the Jungfreuds of Ubersreik.</em></td></tr><tr><td><em>Nordlander Unrest</em></td><td><em>Altdorf and Middenheim</em></td><td><em>Agents from Altdorf have been persuading the Gausser family that the time is right to depose the Nikses, whilst @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} supplied the separatists with information on how to assassinate members of Middenheim’s court.</em></td></tr><tr><td><em>Death of Crown Prince von Tasseninck</em></td><td><em>Altdorf, Wolfenburg, and Middenheim</em></td><td><em>A rare example of effective coordination between cells. Altdorf made sure the prince’s expedition was tracked and poorly equipped, Middenheim employed the Skaven @UUID[Compendium.wfrp4e-horned-rat.actors.juqHhVyUHAXN2zf2]{Snikkit} to assassinate the prince, and agents in Wolfenburg spread rumours blaming the von Krieglitz family of Talabecland.</em></td></tr><tr><td><em>Quarrels between Averland Nobility</em></td><td><em>Averheim</em></td><td><em>An old feud between the Alptraums and Lietdorfs. Even without the Purple Hand of Averheim riling things up, eventually this would have led to violence.</em></td></tr><tr><td><em>Emanuelle von Liebwitz's Southern Ambitions</em></td><td><em>Nuln</em></td><td><em>Having been provoked by the Toppenheimers on several occasions, Grand Countess @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle} would probably wish to conquer Sudenland without the aid of the Purple Hand, though they are working hard to spread inflammatory rumours and compromising information to help speed the process.</em></td></tr></tbody></table></div></blockquote>"
				},
				"The Importance of the Date": {
					"name": "The Importance of the Date",
					"text": "<p>@UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} has many criteria he needs to meet in order to perform a perfect summoning of @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru}. One of these is a ceremony to be held at nine in the morning on the ninth of Brauzeit, the ninth month. This date and time is auspicious.</p>\n<p>If you have been tracking the days and weeks since the start of the campaign, and are commencing Empire in Ruins shortly before, or just after this date, then do not let it worry you – @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} has missed his chance and does as best he can to meet the remaining criteria.</p>\n<p>If you have not been keeping close track of the passage of time in your campaign, then we suggest the following as a rough guide to how much progress the Characters made and the date upon which they commence <strong>Empire in Ruins</strong>.</p>\n<p>This gives @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} seven weeks before the best date to have the Hammer returned to Altdorf. Gideon does all he can to ensure that the Characters bring @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} to Altdorf a day or two before the ninth of Brauzeit. If they are ahead of schedule, he places obstacles in their way or tries to tempt them from their path. If they are delayed, Gideon tries to smooth their progress. Hints as to how he might do this are given throughout <strong>Empire in Ruins</strong>.</p>\n<p>If the players delay beyond the date, or if they figure out that they are expected to deliver the Hammer according to Gideon’s schedule and wait for the date to pass, then Gideon gives up trying to prod them. The date is just one part of an intricate puzzle, after all.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Enemy Within Approximate Dates</em></h3>\n<table style=\"width:100%;height:85px\" border=\"1\"><colgroup><col style=\"width:44.5783%\"></col><col style=\"width:36.1446%\"></col><col style=\"width:19.0763%\"></col></colgroup>\n<tbody>\n<tr style=\"height:17px\">\n<td style=\"height:17px\"><em><strong>Enemy in Shadows</strong></em></td>\n<td style=\"height:17px\">24th Jahrdrung</td>\n<td style=\"height:17px\">2 weeks</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"height:17px\"><em><strong>Death on the Reik</strong></em></td>\n<td style=\"height:17px\">6th Pflugzeit</td>\n<td style=\"height:17px\">10 weeks</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"height:17px\"><em><strong>Power Behind the Throne</strong></em></td>\n<td style=\"height:17px\">20th Sommerzeit</td>\n<td style=\"height:17px\">4 weeks</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"height:17px\"><em><strong>The Horned Rat</strong></em></td>\n<td style=\"height:17px\">19th Vorgeheim</td>\n<td style=\"height:17px\">4 weeks</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"height:17px\"><em><strong>Empire in Ruins</strong></em></td>\n<td style=\"height:17px\">18th Nachgeheim</td>\n<td style=\"height:17px\">–</td>\n</tr>\n</tbody>\n</table>\n</blockquote>\n<h3>Party Allegiance</h3>\n<p>At the start of <strong>Empire in Ruins</strong> the Characters should feel that they are reasonably well regarded by the grandees of Middenheim. After all, they should have been instrumental in saving the Graf ’s life and enlightening Middenheimers to the full extent of the Skaven menace. However, they are also likely regarded by many Middenheimers as rather too southern and Sigmarite to truly have the best interests of Middenheim and Ulric at heart.</p>\n<p>During <strong>Empire in Ruins</strong>, there are several occasions where the apparent loyalties of the party will affect how people deal with them. Should the Characters advocate for Sigmarite interests at one juncture it may serve them well in the short term, but have consequences later on. Keep a log of the Characters’ behaviour throughout the adventure. If they behave in overtly partisan fashion, it will adjust their score up or down on the table below. Depending on how partisan the Characters are perceived as being, they apply Fellowship Test modifiers based on this table. Particular NPCs may also react to the Characters based on this perception, or try to manipulate them using different arguments or appeals.</p>\n<p>For the purpose of this table, Ulrican and Sigmarite do not necessarily indicate religious allegiance, rather that the Characters are (rightly or wrongly) seen as supporting the Ulrican factions (Middenheim, Middenland, and Talabheim) or Sigmarite ones (Ostland, Reikland, Averheim, and Nuln).</p>\n<p>If the Characters have been following the plot of the <strong>Enemy Within</strong> more or less as it is written, they start with a score of –2, indicating that they are neutral but on the cusp of being perceived as moderately Ulrican.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Effects of Allegiance</em></h3>\n<table style=\"width:100%;height:326px\" border=\"1\"><colgroup><col style=\"width:14.4869%\"></col><col style=\"width:26.4386%\"></col><col style=\"width:59.0745%\"></col></colgroup>\n<tbody>\n<tr style=\"height:103px\">\n<td style=\"height:103px\"><em>6 or more</em></td>\n<td style=\"height:103px\"><em>Sigmarite Partisans</em></td>\n<td style=\"height:103px\">\n<p><em>Sigmarite Partisans (+1 SL)</em></p>\n<p><em> Neutral (–1 SL)</em></p>\n<p><em>Ulrican Moderates (–2 SL)</em></p>\n<p><em>Ulrican Partisans (–3 SL)</em></p>\n</td>\n</tr>\n<tr style=\"height:10px\">\n<td style=\"height:10px\"><em>3 to 5</em></td>\n<td style=\"height:10px\"><em>Sigmarite Moderates</em></td>\n<td style=\"height:10px\">\n<p><em>Ulrican Moderates (–1 SL)</em></p>\n<p><em>Ulrican Partisans (–2 SL)</em></p>\n</td>\n</tr>\n<tr style=\"height:55px\">\n<td style=\"height:55px\"><em>–2 to 2</em></td>\n<td style=\"height:55px\"><em>Neutral</em></td>\n<td style=\"height:55px\">\n<p><em>Sigmarite Partisans (–1 SL)</em></p>\n<p><em>Ulrican Partisans (–1 SL)</em></p>\n</td>\n</tr>\n<tr style=\"height:55px\">\n<td style=\"height:55px\"><em>–3 to –5</em></td>\n<td style=\"height:55px\"><em>Ulrican Moderates</em></td>\n<td style=\"height:55px\">\n<p><em>Sigmarite Moderates (–1 SL)</em></p>\n<p><em>Sigmarite Partisans (–2 SL)</em></p>\n</td>\n</tr>\n<tr style=\"height:103px\">\n<td style=\"height:103px\"><em>–6 or less</em></td>\n<td style=\"height:103px\"><em>Ulrican Partisans</em></td>\n<td style=\"height:103px\">\n<p><em>Ulrican Partisans (+1 SL)</em></p>\n<p><em>Neutral (–1 SL)</em></p>\n<p><em> Sigmarite Moderates (–2 SL)</em></p>\n<p><em>Sigmarite Partisans (–3 SL)</em></p>\n</td>\n</tr>\n</tbody>\n</table>\n</blockquote>"
				},
				"Journeys Through a Ruined Empire": {
					"name": "Journeys Through a Ruined Empire",
					"text": "<p>During the events of <strong>Empire in Ruins</strong>, the Characters must undertake several journeys by road or river. Comprehensive rules for @UUID[Compendium.wfrp4e-eis.journals.1tdhntCNqK83TS94]{road travel} can be found in the <strong>Enemy in Shadows Companion</strong>; @UUID[Compendium.wfrp4e-dotr.journals.WR8ZAD6yw9lYgzeY]{river travel} is examined in the <strong>Death on the Reik Companion</strong>.</p><p>If you don’t have these books, or if you want to cover travel in a more abstract way, the table below shows the average times it takes to complete a section of the journey. These are the various journeys the Characters need to make to complete the adventure (in addition to journeying inside Black Fire Pass, which is covered in more detail in the adventure itself ). Boat travel assumes the Characters are using a fast boat such as The Carroburg, which is placed at their convenience during the adventure. If they travel by another vessel, then journeys by boat are likely to take 33% more time to complete.</p><p>The travel times listed here assume a comfortable, moderate pace. Characters who announce they want to travel as fast as possible could reduce these times by 33% by passing a <strong>Challenging (+0) Endurance</strong> Test for each day of travel. Failure indicates that the testing Character receives a @Condition[Fatigued] Condition, and may even suffer further disaster such as damage to their boat, or injury to their horse.</p><p><strong>Note</strong>: The effects of war and disorder will be seen on roads and rivers as the Characters travel during the adventure. As events proceed this will become notably worse.</p><p>The Middenheim to Altdorf road that they journey on at the start is well made and uncongested, whilst the roads they travel in Averheim are muddy, rutted, and teeming with refugees.</p><h3>Gideon and the 9th of Brauzeit</h3><p>@UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} would like the Characters to reach Altdorf a day or two before this important date. Delaying them during their journey is the best way to do this, and Gideon is likely to play any number of the following tricks on the party to prevent them from arriving ahead of his schedule.</p><ul><li><p>Putting a breach in the hull of their boat, requiring them to have it repaired.</p></li><li><p>Burning or sinking their boat, requiring them to find a replacement.</p></li><li><p>Hamstringing a horse, requiring them to get a replacement.</p></li><li><p>Feeding their horse poisonous fodder, requiring them to wait a day or two whilst the animal recovers.</p></li><li><p>Digging up a section of the road, causing a traffic jam that delays them for a few hours.</p></li></ul><p>Any time Gideon tries to delay the Characters, there is a chance that someone spots him engaging in the sabotage. If the Characters ask around after anyone who was seen loitering near their boat, or interfering with their horses, then call for them to take a <strong>Challenging (+0) Gossip</strong> Test. If they pass they may get the description of a young boy, no more than 12, with a wide grin and a pudding bowl haircut in the vicinity.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Suggested Journey Times</em></h3><table style=\"width:100%;height:289px\" border=\"1\"><tbody><tr style=\"height:51px\"><td style=\"height:51px\"><em><strong>Stage of Journey</strong></em></td><td style=\"height:51px\"><em><strong>Approximate Distance (Miles)</strong></em></td><td style=\"height:51px\"><em><strong>By Boat</strong></em></td><td style=\"height:51px\"><em><strong>By Horseback</strong></em></td><td style=\"height:51px\"><em><strong>On Foot</strong></em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Middenheim to Shining Rock</em></td><td style=\"height:17px\"><em>50</em></td><td style=\"height:17px\">—</td><td style=\"height:17px\"><em>1 days</em></td><td style=\"height:17px\"><em>3 days</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Shining Rock to Altdorf</em></td><td style=\"height:17px\"><em>300</em></td><td style=\"height:17px\">—</td><td style=\"height:17px\"><em>5 days</em></td><td style=\"height:17px\"><em>15 days</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Altdorf to Castle Reikguard</em></td><td style=\"height:17px\"><em>60</em></td><td style=\"height:17px\"><em>3 days</em></td><td style=\"height:17px\"><em>2 days</em></td><td style=\"height:17px\"><em>3 days</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Castle Reikguard to Altdorf </em></td><td style=\"height:17px\"><em>60</em></td><td style=\"height:17px\"><em>2 days</em></td><td style=\"height:17px\"><em>2 days</em></td><td style=\"height:17px\"><em>3 days</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Altdorf to Kemperbad</em></td><td style=\"height:17px\"><em>120</em></td><td style=\"height:17px\"><em>6 days</em></td><td style=\"height:17px\"><em>4 days</em></td><td style=\"height:17px\"><em>6 days</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Kemperbad to Nuln</em></td><td style=\"height:17px\"><em>130</em></td><td style=\"height:17px\"><em>6 days</em></td><td style=\"height:17px\"><em>4 days</em></td><td style=\"height:17px\"><em>6 days</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Nuln to Streissen</em></td><td style=\"height:17px\"><em>150</em></td><td style=\"height:17px\"><em>7 days</em></td><td style=\"height:17px\"><em>5 days</em></td><td style=\"height:17px\"><em>7 days</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Streissen to Averheim</em></td><td style=\"height:17px\"><em>20</em></td><td style=\"height:17px\"><em>1 days</em></td><td style=\"height:17px\"><em>1 days</em></td><td style=\"height:17px\"><em>1 days</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Averheim to Grenzstadt</em></td><td style=\"height:17px\"><em>150</em></td><td style=\"height:17px\">—</td><td style=\"height:17px\"><em>5 days</em></td><td style=\"height:17px\"><em>7 days</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Grenzstadt to Averheim</em></td><td style=\"height:17px\"><em>150</em></td><td style=\"height:17px\">—</td><td style=\"height:17px\"><em>5 days</em></td><td style=\"height:17px\"><em>7 days</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Averheim to Streissen </em></td><td style=\"height:17px\"><em>20</em></td><td style=\"height:17px\"><em>1 days</em></td><td style=\"height:17px\"><em>1 days</em></td><td style=\"height:17px\"><em>1 days</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Streissen to Nuln</em></td><td style=\"height:17px\"><em>150</em></td><td style=\"height:17px\"><em>4 days</em></td><td style=\"height:17px\"><em>5 days</em></td><td style=\"height:17px\"><em>7 days</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Nuln to Diesdorf</em></td><td style=\"height:17px\"><em>130</em></td><td style=\"height:17px\"><em>4 days</em></td><td style=\"height:17px\"><em>4 days</em></td><td style=\"height:17px\"><em>6 days</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Diesdorf to Altdorf</em></td><td style=\"height:17px\"><em>120</em></td><td style=\"height:17px\"><em>5 days</em></td><td style=\"height:17px\"><em>4 days</em></td><td style=\"height:17px\"><em>6 days</em></td></tr></tbody></table></blockquote><h3>Random Encounters</h3><p>War has come to the Empire. There is increasing unrest. Minor nobles and petty warlords take opportunities as they present themselves. Law and order have begun to break down in localised areas. The Characters have better things to do than act as a police force, and they are likely to be untroubled by a lot of the minor unrest. Random encounters ought to be used to emphasise that the Empire is descending into chaos and war, but should not distract the Players too much from the plot and themes of the adventure.</p><h4>Drown the Northerner</h4><p>A band of villagers are out at the riverbank attaching heavy weights to a terrified woman. They plan on throwing her in the river to see if she floats. Her only crime, it seems, is having a Middenheim accent.</p><h4>Mercenary Camp</h4><p>The Characters pass a sprawling camp of soldiers, campfires, and bivouacs spread throughout a large area of forest. Guards are posted at regular intervals and keep a close eye on the Characters, although they are generally friendly. This is a battalion of Reikland Troops, the 7th Reikland Foot (called ‘<em>The Never Dies</em>’), heading to Altdorf and beyond.</p><h4>Looters</h4><p>The Characters pass an ancient Oak tree from which six people have been hung. Their hands have been cut off and are nowhere to be seen. A sign saying ‘Looters’ hangs around the neck of one. The crows have feasted on their bodies and the smell is terrible. There is nothing to indicate who they are except their clothes are of poor quality.</p><h4>On Their Way to War</h4><p>The Characters hear barked orders from behind them. Soon a unit of infantry passes them, heading north. They count over a hundred troops, mostly new recruits. If the Characters are on the road, they are expected to get out of the way.</p><h4>A Broken Man</h4><p>Sitting on a stump at the side of the road is Old Dirk. A skinny sheep dog is tied with a rope to a root and a well-worn pitchfork stands against a tree. His face is bruised and he stifles tears as he asks the Characters for any alms they can spare. He says that soldiers came and stole all his animals for provisions, besides his dog, ‘<em>Captain</em>’. When he complained they beat him and his sons before robbing their home. He has been driven to begging so that he can feed his family, including <em>‘poor little Sylvia, only just born</em>’.</p><p>Old Dirk is a swindler looking to make an easy shilling or two of travellers. He sticks to his story whatever he is threatened with. The dog and pitchfork are stolen.</p><h3>Thrown to the Wolf</h3><p>In his youth, the Ulrican priest Griswald Voit marched to war half a dozen times. But due to inclement weather, indecisive leadership, and poorly timed charges, he never fought a single battle. Others might count themselves blessed with such incredible luck, but Griswald always thought he had somehow offended his god. He drilled relentlessly, praying for a chance to prove himself, but despite his efforts he retired having accomplished nothing more than troop along one muddy road to the next, his well-worn boots and good knowledge of the terrain hardly count as souvenirs. Now he is an old man whose knees swell in the rain, tending a rural Ulrican shrine and watching Sigmarite influence glow along Middenland’s border.</p><p>As the tensions between provinces grows, Griswald might finally get his war. The tension is obvious as soon as the Characters enter town. Shouting matches in the pub turn to all-out brawls, and the local Sigmarite priest spends the weekly service disparaging, ‘<em>the savagery of wolves’</em> in a thinly veiled stab at Ulric’s order. In answer, Griswald hammers on the chapel doors nightly, waving his battle-axe and demanding the Sigmarites answer for their insults. Once the Characters grasp the local politics but before Griswald notices them, his grandson Wigbert pulls them aside.</p><p>Wigbert offers the Characters a deal. He can pay them well if they pose as Sigmarite priests, give Griswald a convincing duel, and then throw the fight before the old man hurts himself. If they don’t, then Wigbert worries Griswald will either get himself killed or arrested. The party is his only chance, Wigbert can’t turn to anyone else in town without his grandfather recognising them. Wigbert emphasises his grandfather is ageing and inexperienced, he rocounts Griswald’s story if it seems like it might convince the Characters to cooperate.</p><p>However they manage to convince Griswald that they represent Sigmar’s faithful, Griswald faces as many Characters as they dare bring against him. But though he seems stooped and frail, the winter wind howls around him as he sheds his fur cloak. Soon it becomes clear that decades of continuous training, pent-up battle fury, and divine favour have made Griswald a surprisingly dangerous foe. If the Characters hold back, then he punishes them accordingly.</p><p>If the Characters do tackle Griswald, use the profile for @UUID[Actor.pdf8ECaWC0ZAapKB]{Beate Moser} to represent the aged, but far from powerless, old priest.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/spot-mutant-skull.webp\" width=\"204\" height=\"182\" /></div>"
				},
				"The Turmoil": {
					"name": "The Turmoil",
					"text": "<p>The period of unrest that develops over the course of <strong>Empire in Ruins</strong> comes to be known as the Turmoil. During this period, old scores are settled and new grievances established. Some of these changes happen in front of the Characters’ eyes, whilst others occur in distant provinces or during the aftermath of the adventure.</p><table style=\"width:100%;height:527px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px\"><strong>Electors prior to the Turmoil</strong></td><td style=\"height:17px\"><strong>Electors after the Turmoil</strong></td></tr><tr style=\"height:34px\"><td style=\"height:34px\">Ludmilla Alptraum the Grand Countess of Averland</td><td style=\"height:34px\">@UUID[Actor.umAaCuMoMplgq6GG]{Marius Leitdorf} the Grand Count of Averland</td></tr><tr style=\"height:34px\"><td style=\"height:34px\">@UUID[Actor.czIY275tUC4VGDWp]{Boris Todbringer} the Grand Duke of Middenheim</td><td style=\"height:34px\">@UUID[Actor.czIY275tUC4VGDWp]{Boris Todbringer} the Grand Duke of Middenland</td></tr><tr style=\"height:34px\"><td style=\"height:34px\">Leopold Bildhofen the Grand Duke of Middenland</td><td style=\"height:34px\">@UUID[Compendium.wfrp4e-salzenmund.actors.oMnrRb82RpcRgGGW]{Theodric Gausser} the Grand Baron of Nordland</td></tr><tr style=\"height:51px\"><td style=\"height:51px\">@UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle von Liebwitz} the Grand Countess of Nuln</td><td style=\"height:51px\">@UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle von Liebwitz} the Grand Countess of Wissenland</td></tr><tr style=\"height:34px\"><td style=\"height:34px\">Hans-Hals Tasseninck the Grand Prince of Ostland</td><td style=\"height:34px\">Valmir von Raukov the Grand Prince of Ostland</td></tr><tr style=\"height:51px\"><td style=\"height:51px\">Karl-Franz Holswig-Schliestein the Grand Prince of Reikland</td><td style=\"height:51px\">Karl-Franz Holswig-Schliestein the Grand Prince of Reikland</td></tr><tr style=\"height:34px\"><td style=\"height:34px\">Alberich Haupt-Anderssen the Grand Duke of Stirland</td><td style=\"height:34px\">Alberich Haupt-Anderssen the Grand Count of Stirland</td></tr><tr style=\"height:34px\"><td style=\"height:34px\">Elise Krieglitz-Untern the Grand Duchess of Talabheim</td><td style=\"height:34px\">Wolfram Hertwig the Grand Chancellor of Ostermark</td></tr><tr style=\"height:34px\"><td style=\"height:34px\">Gustav Krieglitz the Grand Duke of Talabecland</td><td style=\"height:34px\">Helmut Feuerbach the Grand Duke of Talabecland</td></tr><tr style=\"height:34px\"><td style=\"height:34px\">Etelka Toppenheimer the Grand Baroness of Sudenland</td><td style=\"height:34px\">Aldebrand Ludenhof the Grand Baron of Hochland</td></tr><tr style=\"height:34px\"><td style=\"height:34px\">Hisme Stoutheart the Elder of the Moot</td><td style=\"height:34px\">Hisme Stoutheart the Elder of the Moot</td></tr><tr style=\"height:34px\"><td style=\"height:34px\">Yorri the Grand Theogonist of Sigmar</td><td style=\"height:34px\">Volkmar the Grand Theogonist of Sigmar</td></tr><tr style=\"height:34px\"><td style=\"height:34px\">Aglim the Arch Lector of the East</td><td style=\"height:34px\">Esmer the Arch Lector of the East</td></tr><tr style=\"height:17px\"><td style=\"height:17px\">Kaslain the Arch Lector of the South</td><td style=\"height:17px\">Kaslain the Arch Lector of the South</td></tr><tr style=\"height:17px\"><td style=\"height:17px\">Ar-Ulric @UUID[Compendium.wfrp4e-pbtt.actors.VqvKKvGm7y1XzDUe]{Jarrick Valgeir}</td><td style=\"height:17px\">Ar-Ulric @UUID[Actor.sn0zk1QV53XMipVw]{Emil Valgeir}</td></tr></tbody></table><p>Whilst the adventure focuses on the Characters’ efforts to find and retrieve @UUID[.iQYsC2xBkj7ffSp8]{Ghal Maraz}, the fact that the Empire is collapsing into civil war ought to be on everybody’s lips. Stories of battles, sieges, and atrocities — often wildly exaggerated — are shared by every group of travellers and swapped over every tavern table. Even peaceful parts of the Empire are affected by war, with shortages of trade goods, groups of refugees, foraging bands of warriors, and worries that the violence might spread.</p><p>As GM you should balance the need to get the Characters to focus on their mission with depicting the increasing disaster befalling their country. Repercussions of war should never be far away, but also never so overwhelming that they distract from the plot.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-weapons.webp\" width=\"169\" height=\"219\" /></div>"
				}
			}
		},
		"The Bigger They Are": {
			"name": "The Bigger They Are",
			"pages": {
				"The Bigger They Are": {
					"name": "The Bigger They Are",
					"text": "<div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/the-brawl.webp\" /></div>\n<h3>Adventure Summary</h3>\n<p><strong>The Bigger They Are</strong> is set in the town of Kenselheim, which can be placed almost anywhere in the Empire. As such it could be dropped into one of the travel sections in Empire in Ruins, or employed earlier in the campaign in <strong>Enemy in Shadows</strong> or <strong>Death on the Reik</strong>. The Characters are hired by a nobleman to eliminate the local magistrate’s judicial champion, an Ogre Pit Fighter, so that he can challenge the magistrate to trial by combat in order to reclaim his ancestral lands.</p>\n<p>@UUID[Actor.JpeGagubLaY9kHcP]{Mentag} the Ogre is a fearsome opponent, so the Characters will have to think carefully about how to defeat him. Less-experienced Characters will have to be more inventive in dealing with the Ogre, while others may be able to beat Mentag through sheer force of arms. Peacefully minded Characters can conceivably complete the adventure without having to enter combat at all.</p>\n<h3>Arriving in Kenselheim</h3>\n<p>The Characters arrive in Kenselheim during a heavy rainstorm, feeling wet, cold and miserable. A stick-thin figure wrapped in a cloak limps out of the guardhouse as they approach, but just waves them past before scurrying back inside. Making their way through the town in search of an inn, they begin to hear a dull roar above the constant pounding of the rain.</p>\n<p>In the town square they find the population of the town gathered around a huge pit. On the far side of the crowd a wooden platform overlooks the arena, upon which stand a group of men and women dressed in furs, observing the spectacle below, where two figures face each other. One struggles through the thick mud at the bottom of the pit, desperately trying to hold onto the rain-slick haft of his halberd.</p>\n<p>The Characters can make out the livery of a State Trooper beneath the thick layer of mud covering him from head to toe. Two other men dressed in the same uniform lie against the pit walls. One sits motionless, his head lying lost somewhere in the sludge below. The other struggles vainly to keep his internal organs from spilling from his chest, his pitiful wails barely audible over the roar of the crowd.</p>\n<p>Their opponent is a huge wall of flesh and muscle. A rusty and battered breastplate barely stretches over a wide, round belly, and an open-faced helmet looks like it was forced onto the warrior’s thick, horribly ugly head. Standing almost 9-ft tall, the Ogre doesn’t seem at all slowed by the mud, or the spear jutting out of his left leg. The crowd screams for the kill, while the richer burghers on the platform look on, wagering on the outcome.</p>\n<p>@UUID[Actor.JpeGagubLaY9kHcP]{The Ogre} lunges forward, battering aside the halberd with his axe. The Trooper barely has time to scream before the blade cuts through his helmet and into his skull. The Ogre kicks the corpse free from his weapon, before turning to the wounded guardsman. He pulls another axe from his belt and tosses it across the pit, finishing the combat with a full crunch. The crowd roars its approval.</p>\n<p>As the screams of the crowd die down, @UUID[Actor.sTh2auh5B8jMszlB]{Shufflefoot} moves towards the front of the observation platform and pulls himself on to a high stool. His fine bright-yellow coat and long feathered hat make him look well-moneyed, if tasteless, but he seems out of place amongst the wealthy townsfolk. His voice carries over the still-shouting townsfolk.</p>\n<blockquote>\n<p>‘Once again the courageous Mentag the Undefeatable has dispensed the judgement of the gods upon the unrighteous! And once again, goodfolk of Kenselheim, let us show our appreciation for Magistrate Etzburger for providing us with this evening’s entertainment!’</p>\n</blockquote>\n<p>The crowd roars once more as the halfling turns to a short, piggish-looking man standing on the platform. Dressed in spotless black and green robes and flanked by three bored guards, @UUID[Actor.VI41XMYltiC05qiZ]{Magistrate Etzburger} gives the crowd a dismissive nod before turning to leave with the other merchants.</p>\n<p>@UUID[Actor.sTh2auh5B8jMszlB]{Shufflefoot} continues his patter. ‘<em>Today we have seen three traitors to the Empire receive their fair punishment for their cowardice. Their trial by combat has only served to confirm their guilt, for would not Morr have stayed his hand, or Ulric strengthened theirs, had they been innocent?’</em> The crowd screams again, though with somewhat less enthusiasm — many seem to be drifting back to their homes, though some seem to be staying to watch four men try to help pull @UUID[Actor.JpeGagubLaY9kHcP]{Mentag} out of the pit. @UUID[Actor.sTh2auh5B8jMszlB]{Shufflefoot} realises that he is running out of time, so he starts to speak even faster as he tries to wrap things up before the crowd disperses.</p>\n<p><em>‘Yes, ladies and gentlemen, justice is done, and don’t forget, should anyone wish to see another demonstration of Mentag’s great strength and skill, he is available for hire! Heavy objects moved, stubborn objects smashed, perfect for any of your labour-intensive chores!’</em> At this point it is clear no one is listening, so he jumps down from his stool, looking somewhat dejected and letting out an audible sigh.</p>\n<div class=\"journal-image centered\"><img style=\"border:none\" src=\"modules/wfrp4e-empire-ruins/assets/actors/mentag.webp\" width=\"241\" height=\"211\" /></div>\n<div class=\"journal-image centered\">\n<p style=\"text-align:center\"> @UUID[Actor.JpeGagubLaY9kHcP]{Mentag the Undefeated}</p>\n</div>\n<div style=\"display:flex;justify-content:space-evenly\"><img style=\"border:none\" src=\"modules/wfrp4e-empire-ruins/assets/actors/toddy-shufflefoot.webp\" width=\"183\" height=\"181\" /><img style=\"border:none\" src=\"modules/wfrp4e-empire-ruins/assets/actors/erwin-von-oberholtzer.webp\" width=\"145\" height=\"191\" /></div>\n<div style=\"display:flex;justify-content:space-evenly\">\n<p style=\"text-align:center\">@UUID[Actor.sTh2auh5B8jMszlB]{Toddy Shufflefoot}</p>\n<p style=\"text-align:center\">@UUID[Actor.lq18MEkEnQLd4wd7]{Erwin von Oberholtzer}</p>\n</div>\n<h3>What Just Happened?</h3>\n<p>The Player Characters may be curious as to what just happened. If they ask the nearby townsfolk (<strong>Easy (+40) Gossip</strong> Test), they will be told that the three men were deserters from the local State Regiment, who fled after it was rumoured they were to march to war. They were found wandering through the woods near the town. Knowing they would be found guilty of desertion and executed, they demanded trial by combat. Unfortunately for them, the ruler of the town, @UUID[Actor.VI41XMYltiC05qiZ]{Magistrate Etzburger}, has hired an Ogre Pit Fighter to answer all such challenges. He has found that it has reduced the number of challenges to his decisions dramatically, and as an added bonus occasionally provides some entertainment for the townsfolk.</p>\n<p>Should the Characters want to talk to any of the other people present at the pit they may attempt to do so now, though everybody seems anxious to get indoors and out of the rain. @UUID[Actor.VI41XMYltiC05qiZ]{Magistrate Etzburger} and the other wealthy burghers have already made their way to his keep on the far side of the town square, and the guards standing watch outside aren’t in the mood for casual conversation. @UUID[Actor.JpeGagubLaY9kHcP]{Mentag} is busy seeing to his after-fight feeding, which seems to consist of most of a large cow (for starters), but @UUID[Actor.sTh2auh5B8jMszlB]{Shufflefoot} is in a more talkative mood. An <strong>Average (+20) Gossip</strong> Test with him (or a Challenging one with one of the guards or the other townsfolk, who want to get home) will yield the following information:</p>\n<p><strong>0 SL</strong>: @UUID[Actor.VI41XMYltiC05qiZ]{Magistrate Etzburger} hired @UUID[Actor.JpeGagubLaY9kHcP]{Mentag} to answer any challenges to his decisions. @UUID[Actor.sTh2auh5B8jMszlB]{Shufflefoot} deals with Mentag’s financial considerations; the Ogre doesn’t seem to trust anyone else.</p>\n<p><strong>1 SL</strong>: @UUID[Actor.VI41XMYltiC05qiZ]{The Magistrate} more or less runs the town. He was appointed by the town merchants. The position usually goes to the wealthiest merchant in the area. He’s held it for almost a decade now.</p>\n<p><strong>2 SL</strong>: A noble family (the Oberholtzers) once ruled the town, but they lost all of their money years ago and had to sell their lands to the local merchants. They left the town soon after.</p>\n<p><strong>3 SL</strong>: Rumour has it that someone claiming to be the rightful ruler of Kenselheim went to see the @UUID[Actor.VI41XMYltiC05qiZ]{Magistrate} last week, trying to get the family lands back. Supposedly the Magistrate laughed him out of the room.</p>\n<h3>A Place to Stay</h3>\n<p>The Characters can stay in the Copper Keep, a large inn on the town square. Staying in the common room will cost @Pay[12bp]{12d} per night; a private room will cost @Pay[12ss]{12s}. The @UUID[Actor.VI41XMYltiC05qiZ]{Magistrate} has increased taxes recently, so the innkeeper, Erich Steingartmann, has had to raise his prices to make up for it. The same can be found throughout the town — raise the price of any item the Characters may want by a few coins.</p>\n<p>Whether they stay in the Copper Keep or find some other accommodation, @UUID[Actor.lq18MEkEnQLd4wd7]{Erwin von Oberholtzer} approaches them about an hour later. This young nobleman noticed the Characters’ arrival. He quickly made some enquiries and realised that they are from out of town. He decides to approach them, realising that a small group of mercenaries might be just what he needs. He can’t trust any of the locals, as they might go running to the @UUID[Actor.VI41XMYltiC05qiZ]{Magistrate}. At this point he has nothing to lose. Read or paraphrase the following to the Players:</p>\n<p>As you are discussing your plans for tomorrow, a well-dressed young man walks up to you. His clothing is well tailored without being extravagant and he lacks the arrogant demeanour you have come to associate with nobles speaking to commoners, yet he has a sword at his side and the unconsciously graceful stride of a fencer. Reaching your table, he inclines his head slightly before speaking, his accent is that of a Reiklander. ‘Please, allow me to introduce myself. My name is @UUID[Actor.lq18MEkEnQLd4wd7]{Erwin von Oberholtzer}. I was wondering if I might buy you a drink, while you listen to a business proposal I have for you?’</p>\n<h3>The Lost Lord</h3>\n<p>@UUID[Actor.lq18MEkEnQLd4wd7]{Erwin} explains that his family once ruled Kenselheim, until his grandfather spent all their wealth on gambling and women. The Oberholtzers were forced into debt, and they had to hand over their property to a group of merchants as collateral. The family was given 20 years to repay what they owed. Otto, Erwin’s father, worked himself to death trying to pay the debt, at which point Erwin took on the task. Finally, he now has the gold he needs to pay the remainder of the debt, but the Magistrate has refused to recognise his claim. It would appear that @UUID[Actor.VI41XMYltiC05qiZ]{Magistrate Etzburger} has grown to like his position of power. With @UUID[Actor.JpeGagubLaY9kHcP]{Mentag} working as his champion no one can challenge him. He has increased taxes and enforces his rules ruthlessly. The other merchants toady up to him in order to win his favour and avoid his wrath. If @UUID[Actor.lq18MEkEnQLd4wd7]{von Oberholtzer} can’t press his claim within the next three days his lands will pass to the merchants for good.</p>\n<p>@UUID[Actor.lq18MEkEnQLd4wd7]{Erwin} offers to pay the Characters @Credit[20gc mode=each]{20 GC} each if they can remove @UUID[Actor.JpeGagubLaY9kHcP]{Mentag} from the picture. He will give them @Credit[2gc mode=each]{2 GC} each now and the rest once his lands have been returned to him. He doesn’t expect them to defeat Mentag in the pit, as that would clearly be suicide. In fact, he doesn’t care how the Characters get rid of him. Injuring or delaying him won’t be enough, as the Magistrate will just delay the fight until he is able to compete (the Magistrate can postpone the fight for up to a week to find a suitable champion). Therefore, Mentag will have to be either killed or forced to leave Kenselheim for good. Once this is done, von Oberholtzer will issue his challenge, and fight anyone the @UUID[Actor.VI41XMYltiC05qiZ]{Magistrate} can find to stand for him. (This is a lie! Erwin has hired a mercenary to fight for him, but he wants to appear more noble and righteous before the Characters.)</p>\n<p>The Characters may decide to check up on @UUID[Actor.lq18MEkEnQLd4wd7]{Erwin’s} story. An <strong>Average (+20) Lore (Local)</strong> Test or an <strong>East (+40) Lore (Law)</strong> Test will tell them that his story is certainly plausible. Enquiring about the von Oberholtzer family or @UUID[Actor.VI41XMYltiC05qiZ]{Magistrate Etzburger’s} rule is an <strong>Average (+20) Gossip</strong> Test:</p>\n<p><strong>0 SL</strong>: The Oberholtzers were the rulers of Kenselheim, but few people remember anything about them. Most of the townsfolk were just children when they left. @UUID[Actor.VI41XMYltiC05qiZ]{Magistrate Etzburger} has increased taxes and doesn’t like people disagreeing with him.</p>\n<p><strong>1 SL: </strong>The @UUID[Actor.VI41XMYltiC05qiZ]{Magistrate} is hard, but he is fair. His judgments are usually even-handed, and the town has done well under his rule. Most folk believe, however, that he is lining his own pockets (this is untrue). @UUID[Actor.lq18MEkEnQLd4wd7]{Erwin von Oberholtzer} arrived in town a few days ago and immediately brought his claim for the ancestral lands to the Magistrate, who denied it.</p>\n<p><strong>2 SL</strong>: Elsa Steingartmann, the innkeeper’s wife, was a young woman when the Oberholtzers left, but she remembers that the last Oberholtzer lord was a drunken wretch. He spent a lot of his time away in Altdorf, Middenheim or Talabheim, where it was rumoured he lost the family wealth in gambling dens. Von Oberholtzer has a few servants and arrived on horseback, but has no carriage and only a small entourage. He is letting rooms from Mother Puttkammer, which is cheaper than the Copper Keep.</p>\n<p><strong>3 SL</strong>: Amongst von Oberholtzer’s servants is a warrior, a huge woman who has the look of a northerner about her. She was wearing full mail and had a greatsword strapped to her back. This is @UUID[Actor.HxyFip6ILLwEDaaV]{Gerta}, @UUID[Actor.lq18MEkEnQLd4wd7]{Erwin’s} champion. Gerta will fight for Erwin if the Magistrate refuses to grant his claim.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-pouch.webp\" width=\"246\" height=\"176\" /></div>"
				},
				"Problems Big and Small": {
					"name": "Problems Big and Small",
					"text": "<div style=\"display:flex;justify-content:space-evenly\"><img style=\"border:none\" src=\"modules/wfrp4e-empire-ruins/assets/actors/gerta-faernmaus.webp\" width=\"184\" height=\"211\" /><img style=\"border:none\" src=\"modules/wfrp4e-empire-ruins/assets/actors/ruprecht-etzburger.webp\" width=\"174\" height=\"200\" /></div><div style=\"display:flex;justify-content:space-evenly\"><p style=\"text-align:center\">@UUID[Actor.HxyFip6ILLwEDaaV]{Gerta Faernmaus}</p><p style=\"text-align:center\">@UUID[Actor.VI41XMYltiC05qiZ]{Ruprecht Etzburger}</p></div><p>It should be made clear to the Characters that attacking @UUID[Actor.JpeGagubLaY9kHcP]{Mentag} openly would be a bad idea. Even a band of seasoned warriors might lose a limb or two (or at least a Fate Point). They need to find some way to either weaken him or get rid of him.</p><p>@UUID[Actor.JpeGagubLaY9kHcP]{Mentag} and @UUID[Actor.sTh2auh5B8jMszlB]{Shufflefoot} live in an abandoned barn outside of Kenselheim, as the townsfolk didn’t like the idea of an ogre living in the middle of town. While Savage is unlikely to scare a snotling, his irritating yapping whenever strangers approach the barn serves as an effective security system. Shufflefoot sleeps in the loft about Mentag’s stall, as he worries someone might try to eliminate the Magistrate’s champion before a fight. When not fighting in the pit or working for one of the local farmers (who sometimes hire Mentag to perform some heavy lifting) both of them can usually be found here. Toddy is usually cooking, roasting a large side of beef over an enormous fire in front of the barn, while Mentag eats the previous serving. Savage can be seen staring at one or the other, hoping for scraps.</p><p>If the Characters decide to talk to them, @UUID[Actor.sTh2auh5B8jMszlB]{Shufflefoot} will generally be wary but polite; while @UUID[Actor.JpeGagubLaY9kHcP]{Mentag} will ignore them, grunt, or tell them to ask ‘Toddy’. He’s happy to let Shufflefoot do all of the thinking and talking, as long as he gets plenty of grub and the occasional chance to beat up or kill someone.</p><p>The Characters have three days to figure out how to deal with @UUID[Actor.JpeGagubLaY9kHcP]{Mentag}. This should give them plenty of time to observe the odd couple and come up with a plan of action. A few possibilities are given, but Characters should try to come up with their own.</p><h4>Bribes/Threats</h4><p>Bribing @UUID[Actor.JpeGagubLaY9kHcP]{Mentag} won’t work, as he’ll just ask Toddy what to do. @UUID[Actor.sTh2auh5B8jMszlB]{Shufflefoot} is making a lot of money here, so much that it is unlikely the Players will be able to convince him to leave town without a fight. Trying to bribe him will only tip their hand, making the halfling more cautious. On the other hand, Toddy has been expecting trouble like this for some time now. If he thinks that they are in any real danger, he’ll leave rather than take the risk. It will take more than a threat to convince him, but if it is backed up with an attack at some later point, the Characters may be surprised to find that Mentag and the halfling have skipped town the next day.</p><h4>Drugging/Weakening Mentag</h4><p>The Characters may try to weaken @UUID[Actor.JpeGagubLaY9kHcP]{Mentag} before going up against him. This can be done in a number of ways. Drugging Mentag will be difficult, as @UUID[Actor.sTh2auh5B8jMszlB]{Shufflefoot} prepares all of their food himself, and they get their water from the stream that runs behind the barn. Any poison added to their food raw will probably be destroyed during the liberal roasting the halfling gives it (requires a <strong>Very Hard (–30) Trade (Apothecary)</strong> or <strong>Challenging (+0) Trade (Poisoner)</strong> Test).</p><p>If the Characters don’t have any poisons with them they could search the nearby wood. A <strong>Challenging (+0) Outdoor Survival</strong> or <strong>Lore (Plants)</strong> Test will allow them to find some herbs and fungi that can be mixed together to create ‘Taal’s Cleanser’ with an <strong>Average (+20) Trade (Poison)</strong> Test. Anyone ingesting this foul paste must make a <strong>Hard (–20) Endurance</strong> Test or gain 1 @Condition[Poisoned] Condition, as well as suffer the need to move one’s bowels at least once every ten minutes. Usually the taste and smell would be sufficient to warn someone not to eat anything this ‘Cleanser’ had been added to (though a <strong>Challenging (+0) Trade (Cook)</strong> Test could disguise it somewhat), but @UUID[Actor.JpeGagubLaY9kHcP]{Mentag} will eat anything.</p><p>Another way to sap some of @UUID[Actor.JpeGagubLaY9kHcP]{Mentag’s} strength would be to hire him to perform an exhausting task, such as helping them cut down and move trees from a section of the forest. Mentag can keep working for hours without getting tired, but even he will start to feel the strain if they hire him for an entire day or two of work. Working with him in such a situation would also be the perfect opportunity to slip him some poison in his food or drink, as @UUID[Actor.sTh2auh5B8jMszlB]{Toddy} will quickly grow bored watching Mentag work and will drop his guard.</p><p>If the Characters can keep @UUID[Actor.JpeGagubLaY9kHcP]{Mentag} working through one day (about ten hours) without much rest he will gain a @Condition[Fatigued] Condition, but will recover after a night’s rest. Hiring Mentag will cost 6s a day, but @UUID[Actor.sTh2auh5B8jMszlB]{Shufflefoot} won’t let the Characters overwork him unless they make a <strong>Challenging (+0) Charm</strong> or <strong>Easy (+40) Bribe</strong> Test.</p><h4>Mob Rule</h4><p>The Characters can try to turn the townsfolk against the Ogre. Some are angry because of the increase in taxes, while others don’t like the idea of having an Ogre living amongst them. Many are just looking for an excuse to lash out. Convincing enough of them to riot will take time and subtlety, however. A few harsh words about Ogres at a tavern, a complaint about rising prices at the marketplace, anything to increase the discontent amongst the locals will help, but if they aren’t careful, either @UUID[Actor.sTh2auh5B8jMszlB]{Toddy} or @UUID[Actor.VI41XMYltiC05qiZ]{Magistrate Etzburger} may realise someone is stirring up trouble.</p><p>Starting a riot requires 10 SLs on an Extended Gossip Test. Reduce the difficulty of the tests if the Characters think of particularly malicious rumours to spread about either the Ogre or @UUID[Actor.sTh2auh5B8jMszlB]{Shufflefoot}, or even @UUID[Actor.VI41XMYltiC05qiZ]{Magistrate Etzburger}. Each Character can make one test each day. If any Character fails by 2 SL, the Magistrate or Shufflefoot notices something is wrong. If the Characters get Shufflefoot out of town, they are only noticed if they fail by 3 SL. If they are noticed, the Magistrate’s guards begin asking questions, and suddenly the townsfolk are much less willing to talk to the Characters (Gossip Tests are now <strong>Very Hard (–30)</strong>). If they fail another Gossip Test, they are caught by the guards, who attempt to seize them and throw them out of town.</p><p>If the Characters do manage to raise an angry mob, they’ll have to lead it to @UUID[Actor.JpeGagubLaY9kHcP]{Mentag}. If they don’t do so themselves, the crowd will falter at the sight of the gigantic warrior. A single bellow from the Ogre will be enough to send them scurrying back to their homes. A few hours later the Characters will receive a visit from the town guards, as described above. If they do lead the mob, they will have to get past Toddy, who tries to reason with the crowd. He has no wish to unleash Mentag on his employer’s subjects, especially as he isn’t sure the Ogre would win. A Character can make an <strong>Opposed Charm</strong> Test against @UUID[Actor.sTh2auh5B8jMszlB]{Toddy} to fire up the crowd. Other Characters can try to assist with supportive comments (yelling ‘<em>death to the Ogre!’</em>). If the Characters win, the crowd charges forward, catching Toddy by surprise. Mentag will start lashing out left and right, killing people indiscriminately.</p><p>You may want to run a few rounds of combat between the Characters and either @UUID[Actor.JpeGagubLaY9kHcP]{Mentag} or @UUID[Actor.sTh2auh5B8jMszlB]{Shufflefoot}, but after three rounds the mob forces them apart. Unless the Characters strike a particularly telling blow against Mentag, he will survive, but Toddy is killed by the mob. Seeing the death of his friend, Mentag roars in anguish. Knocking the nearest villagers aside, he picks up the halfling’s body and runs bawling into the woods, with a very distraught Savage hot on his heels.</p><p>Even if @UUID[Actor.sTh2auh5B8jMszlB]{Toddy} and @UUID[Actor.JpeGagubLaY9kHcP]{Mentag} should somehow survive or escape, they decide that they have clearly outstayed their welcome and leave town as soon as possible.</p><h4>Shufflefoot</h4><p>If the Characters realise how important @UUID[Actor.sTh2auh5B8jMszlB]{Toddy} is to keeping @UUID[Actor.JpeGagubLaY9kHcP]{Mentag} under control they may decide to take him out. More morally inclined Characters might decide to kidnap him and hold him until @UUID[Actor.lq18MEkEnQLd4wd7]{von Oberholtzer} has a chance to make his claim. This is actually a more reliable option, as once Toddy is killed they will have no leverage over the Ogre. If they hold him hostage, Mentag will refuse to fight under any circumstances.</p><p>If @UUID[Actor.sTh2auh5B8jMszlB]{Shufflefoot} is killed, @UUID[Actor.JpeGagubLaY9kHcP]{Mentag} will go into mourning, hiding in the barn and refusing to leave. However, once @UUID[Actor.lq18MEkEnQLd4wd7]{von Oberholtzer} makes his challenge, the @UUID[Actor.VI41XMYltiC05qiZ]{Magistrate} will convince Mentag to fight for him, telling him that von Oberholtzer murdered Toddy. The gullible Ogre believes him, charging into town and bellowing in rage. Von Oberholtzer will flee in terror, last seen galloping away on horseback with Mentag right behind him.</p><p>If instead @UUID[Actor.sTh2auh5B8jMszlB]{Shufflefoot} ‘disappeared’ (whether dead or alive), @UUID[Actor.JpeGagubLaY9kHcP]{Mentag} will be filled with worry and will mope around the barn and town. The @UUID[Actor.VI41XMYltiC05qiZ]{Magistrate} will try to convince him to fight, telling him that it’s what Toddy would want him to do. The Characters may be able to convince him to leave town, however. An <strong>Easy (+40) Charm</strong> Test is enough to get him to head for the next village, ‘where Toddy is waiting’, if they can come up with a plausible reason for him to have left without saying goodbye.</p><h4>Assassination</h4><p>Of course, the simplest option is to attack @UUID[Actor.JpeGagubLaY9kHcP]{Mentag} and kill him (though hopefully after weakening him somehow).</p><p>The most obvious approach is to kill @UUID[Actor.JpeGagubLaY9kHcP]{Mentag} while he is sleeping. While it may be an option to somehow intimidate the Ogre and frighten him into leaving, this would be no small feat, as most Ogres love fighting and eating in almost equal measure. The biggest obstacle to getting the drop on Mentag is @UUID[Actor.pSWsQIeamH80P1Au]{Savage}. The little mongrel is a light sleeper and often wanders around the barn at night. If he notices any of the Characters entering the barn, he will start yapping loudly, waking Mentag and @UUID[Actor.sTh2auh5B8jMszlB]{Shufflefoot}.</p><p>@UUID[Actor.sTh2auh5B8jMszlB]{Shufflefoot} also sleeps in the barn and has set up some simple security precautions. The main doors of the barn are shut and barred at night and two ropes attached to a collection of pots and pans are tied to them. The bar can be removed with an <strong>Average (+20) Pick Lock</strong> Test. Opening the doors without raising a racket requires a <strong>Very Hard (–30) Stealth (Urban)</strong> Test against the inhabitant’s Perception. If the Players somehow find out about the makeshift alarm beforehand and have access to the right tools (@UUID[Compendium.wfrp4e-core.items.oGzxLBKOwJ8C0q3E]{Lock Picks}), they can disarm the alarm with a <strong>Difficult (–10) Pick Locks</strong> Test (the planks of the main doors are far enough apart that they can slip the tools through to cut the ropes).</p><p>Instead of coming in through the main doors they could try climbing up to the loft entrance, where @UUID[Actor.sTh2auh5B8jMszlB]{Toddy} sleeps. Climbing up is <strong>Easy (+40)</strong> and the entrance isn’t locked, but it is rigged with the same alarm system as the doors below. Trying to remove this alarm will be a <strong>Very Hard (–30) Pick Lock</strong> Test, as the Character will have to do so while somehow bracing themself against the outside of the barn.</p><p>If they manage to sneak up on @UUID[Actor.JpeGagubLaY9kHcP]{Mentag}, they get to make an attack against him while he has the @Condition[Unconscious] Condition. While this would usually be sufficient to kill a human, Ogres are far tougher creatures. Mentag may well survive and will not be in the best of moods. If a fight breaks out @UUID[Actor.sTh2auh5B8jMszlB]{Toddy} will stay in the loft, firing his crossbow from above after lighting up his lantern. If Mentag goes down or if someone climbs up into the loft, Toddy will escape through the loft entrance. If he makes it to the woods ( a distance of 90yd) he is unlikely to be caught, but he will have no intention of returning to Kenselheim. He could turn up at some point in the future, though, in an effort to gain some measure of revenge against the Characters.</p><p>The Characters may try setting the barn on fire. Unfortunately the recent rains have left the wood of the barn damp and difficult to light. They can start a fire if they use some lamp oil, but this will only warn @UUID[Actor.JpeGagubLaY9kHcP]{Mentag} and Toddy that they are under attack. They will ready their weapons and charge out the main doors. If the Characters think to block off the main doors then they will try to escape through the loft entrance, or if necessary Mentag will hack his way through the barn wall. After three rounds anyone inside the barn will have to make Endurance Tests each round or gain a @Condition[Fatigued] Condition due to the heat and smoke. The first test is <strong>Easy (+40)</strong>, with the difficulty increasing every round.</p><p>If the Characters get inside the barn they can set fire to the straw piled high inside. @UUID[Actor.JpeGagubLaY9kHcP]{Mentag} uses a pile of straw as a mattress, and if the Characters can catch him while he is still sleeping they might be able to set him ablaze. Two rounds after the hay is lit, everyone inside the barn will have to start making Endurance Tests as above to avoid gaining the @Condition[Fatigued] Condition.</p><p>The fire attracts attention from the town, and in four minutes two of the town guards will arrive, followed by a dozen more four minutes later. At this point it doesn’t matter, however, as Toddy (assuming he is still alive) decides that Kenselheim has gotten too hot. He and Mentag slip out of town at the first opportunity. Whether Mentag is dead or alive, the Characters have taken him out of the fight.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/items/knife.webp\" width=\"269\" height=\"39\" /></div><h4>Von Oberholtzer’s Claim</h4><p>On the third day @UUID[Actor.lq18MEkEnQLd4wd7]{Erwin} will challenge @UUID[Actor.VI41XMYltiC05qiZ]{Etzburger’s} ruling against him, invoking his right to trial by combat.</p><p>If @UUID[Actor.JpeGagubLaY9kHcP]{Mentag} is out of the picture (one way or another), the @UUID[Actor.VI41XMYltiC05qiZ]{Magistrate} will desperately seek someone to fight for him, even offering one of the Characters @Credit[5gc mode=split]{5GC} if one of them looks particularly tough. Eventually one of his guards volunteers. In response @UUID[Actor.lq18MEkEnQLd4wd7]{Erwin} reveals @UUID[Actor.HxyFip6ILLwEDaaV]{Gerta}, his own champion. Gerta quickly cuts down the hapless guardsman, who fails to get past her careening flail even once.</p><p>As soon as the duel is concluded, @UUID[Actor.lq18MEkEnQLd4wd7]{Erwin} strips the @UUID[Actor.VI41XMYltiC05qiZ]{Magistrate} of his position and orders him exiled from Kenselheim. He then begins to move into the keep. If the Characters ask for the remainder of their payment, he will assure them that it will be forthcoming. He just has to finish securing his new position as lord of the town, go over the books, find the key to the treasury, etc. He asks them to come to the keep the next morning, when he’ll give them the rest of their reward.</p><h4>Payment</h4><p>The Characters find the keep protected by some of the @UUID[Actor.x9SVGE9Qk16Gl2VC]{town guards}. The guards insist on confiscating the Characters’ weapons before letting them in. Anyone who refuses must wait outside. The guards don’t bother searching for hidden weapons, however. They aren’t particularly fond of their new lord and don’t feel inclined to be overly thorough.</p><p>Once inside, one of @UUID[Actor.lq18MEkEnQLd4wd7]{Erwin’s} servants leads them to the next floor of the keep. A guard sits on a stool outside Erwin’s new office, his halberd leaning against the wall. The servant stops and stares at him expectantly, until the guardsman realises that he is expected to open the door. Muttering something under his breath, he stands slowly, snatching up his halberd in one hand while pushing open the door with the other.</p><p>The Characters find @UUID[Actor.lq18MEkEnQLd4wd7]{Erwin} sitting behind a massive oak desk, which is covered in ledgers and books. He gestures at some seats placed in front of his desk before turning his attention back to the accounts. Standing to the left is @UUID[Actor.HxyFip6ILLwEDaaV]{Gerta}, dressed in her armour and with her greatsword strapped to her back. As they sit down, Erwin closes the ledger before him and sighs.</p><blockquote><p>‘I’m afraid I have some bad news. I know I promised to pay you more money upon completion of your services, but I fear I must beg your forgiveness. It would seem that I was a little rash in allowing Ruprecht Etzburger to leave town so quickly. After looking at his records it would seem that he has embezzled a great deal of money from the town coffers while in office, clearly one of the reasons he raised taxes so much recently. I seem to be in the unenviable position of inheriting a town in debt.’</p></blockquote><p>@UUID[Actor.lq18MEkEnQLd4wd7]{Erwin} is lying through his large, protruding teeth. @UUID[Actor.VI41XMYltiC05qiZ]{Ruprecht} never stole any of the town’s money; Erwin just needed an excuse so he wouldn’t have to pay the Characters. If the Characters ask him when he will be in a position to pay, he becomes evasive, insisting that there is no way to know when he’ll have the money. It should become clear to the Characters that Erwin has no intention of ever paying them. He will maintain an easygoing manner as long as they don’t become abusive, at which point he will have them thrown out.</p><p>The Players may harbour thoughts of revenge, but @UUID[Actor.lq18MEkEnQLd4wd7]{Erwin} is now safely ensconced inside his new keep, surrounded by the town watch and his clearly lethal bodyguard. If the Players are smart, they’ll accept it as a typical day in the Old World. If they’re not smart they’ll probably end up in the pit facing @UUID[Actor.HxyFip6ILLwEDaaV]{Gerta}…</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/coins.webp\" width=\"220\" height=\"305\" /></div><h3>Rewards</h3><p>In addition to your typical award for clever roleplaying, XP should be awarded for the following:</p><p>@Exp[50,Had a good time roleplaying]{50–75 points for having a good time roleplaying}</p><p>@Exp[25,Defeated Mentag]{25 points for defeating Mentag}</p><p>@Exp[25,Drove Mentag out of town]{25 points for driving Mentag out of town}</p><p>@Exp[25,Resolved things without resort to violence]{25 points for resolving things without resort to violence}</p><p>@Exp[10,Weakened Mentag]{10 points for each step they take to weaken Mentag}</p><p>@Exp[10,Befriended Savage]{10 points for befriending Savage}</p><p>@Exp[5,Dealt with Savage in another way]{5 points for dealing with Savage in another way}</p>"
				}
			}
		},
		"Chapter 9 - Altdorf to Black Fire Pass": {
			"name": "Chapter 9 - Altdorf to Black Fire Pass",
			"pages": {
				"To Carroburg": {
					"name": "To Carroburg",
					"text": "<p>For their journey to Black Fire Pass, the Characters receive the services of <em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg}</em>, one of the latest Imperial Fast Patrol Boats. The pride of the Imperial Navy, these ‘City-Class’ boats accommodate 28 oarsmen and are said to be the fastest vessels on the Reik in high winds or dead calm.</p><p>Rules for boats can be found in the <strong>Death on the Reik Companion</strong> (see @UUID[Compendium.wfrp4e-dotr.journals.WR8ZAD6yw9lYgzeY]{River Navigation}). If you don’t have that book, quick rules can be used by adjusting the rules for flying dirigibles given in @UUID[JournalEntry.bzhGfvyg0cMMgfjv]{Chapter 1} as follows.</p><p>Count hits to the Balloon as hits to the sails. Critical hits to the sails reduce speed by 25%.</p><p>Any Trade (Engineer) Tests made to repair the vessel should be replaced by Trade (Carpentry) Tests.</p><p>The vessel may not gain height.</p><p>Any Critical Hit or condition that would make the vessel lose height ought to be replaced with a breach in the hull that causes water to flood the vessel. Water comes in at a rate equal to the number of times the hull has been breached. Keep a running total of this number and when it reaches the vessel’s toughness, the vessel sinks. Any Character can bail water out of the vessel, reducing the number by 1 per turn per Character bailing. A successful <strong>Average (+20) Trade (Carpentry)</strong> Test can be made every 10 Rounds and fixes as many breaches as it generates SL.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/brunhilde-von-flamme.webp\" width=\"165\" height=\"232\" /></div><p style=\"text-align:center\">@UUID[Actor.YIB6AdxsIHzRjqIF]{Captain Brunhilde von Flamme}</p><p style=\"text-align:center\">@UUID[Actor.4brLNMuwuUuRWrsU]{Lieutenant Ottilie Grissen}</p><p style=\"text-align:center\">@UUID[Actor.1zlgXSOLyi8ua4pj]{Marine-Captain Karl Bauermann}</p><p>The Characters should be allowed to bring with them whatever equipment they wish, within reason. There is no room for horses on board. There is little facility for passengers, so @UUID[Actor.4brLNMuwuUuRWrsU]{Grissen} has grudgingly moved into the ship’s prison cell, leaving the Characters to use her quarters.</p><h3>Bon Voyage</h3><p>Characters used to life on the river might be expecting passage on <em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg}</em> to be somewhat slow and halting, but they are likely to be surprised at just how rapid the <em>Carroburg</em> travels. Manoeuvring treacherous waters and difficult bends is made to look easy with 28 rowers and @UUID[Actor.4brLNMuwuUuRWrsU]{Grissen’s} expert command. However, no provision has been made for food beyond iron rations, so Characters may want to eat at riverside inns at any opportunity. Those used to luxury may wish to pay for lodgings, too, instead of spending the night in Grissen’s cramped quarters.</p>"
				},
				"Off to Kemperbad": {
					"name": "Off to Kemperbad",
					"text": "<p>Leaving Altdorf behind, the journey towards the mountains begins swiftly and safely, and Characters can relax and enjoy the voyage. Reikland and Talabecland are close allies still, and it is the river that marks the border between the two provinces. You may wish to emphasise the pleasantness of this stage as ‘calm before the storm’. The sun is shining, the wind is perfect for up-river travel, and all’s right with the world — for now.</p><p>During this part of the journey, it should be worth letting the Characters get to know their captain and <em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg’s}</em> crew. @UUID[Actor.YIB6AdxsIHzRjqIF]{Von Flamme} is apt to spend the day, in good weather, strutting around the deck, pulling out her ornate brass telescope — a gift from uncle Tristan — and surveying the horizon as if she were on the ocean. As she passes each crew member they are likely to roll their eyes or give each other a knowing look — if they think they are unobserved. Von Flamme discusses the weather with @UUID[Actor.4brLNMuwuUuRWrsU]{Grissen} and makes summary forecasts as if she were a grizzled shepherd, but she is often wrong.</p><p>It should be clear, soon enough, that @UUID[Actor.4brLNMuwuUuRWrsU]{Grissen} is the effective captain of <em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg}</em>. She goes about her job efficiently, judiciously avoiding the potential for conflict with her captain. @UUID[Actor.1zlgXSOLyi8ua4pj]{Bauermann} is pensive. He has an inkling that the Characters mean trouble, and feels a battle might be looming. He is drilling his company with that in mind. The Characters will have to put in real efforts, with <strong>Difficult (–10) Charm</strong> Tests to make a good impression on the marine-captain.</p>"
				},
				"Kemperbad to Nuln": {
					"name": "Kemperbad to Nuln",
					"text": "<p>As <em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg}</em> journeys from Kemperbad to Nuln, the mood on the river begins to turn. With the Reikland on one bank and Stirland, their firm allies, on the other, war has not reached here yet. As <em>The Carroburg</em> approaches the border with Wissenland, though, things start to become more interesting.</p><h3>A Ramshackle Raft</h3><p>About a day’s journey before <em>The Carroburg</em> reaches the burned village of Schertal (see the following section), the Characters come across a flotilla of refugees. The flotilla is made up of a dozen smaller vessels that have been lashed together to form a large floating platform. A medium-size cargo boat is at the centre of the makeshift arrangement, which offers some shelter from the elements, but every other vessel is either an open rowing boat, or a small fishing raft. Part of the structure seems to be made of pieces of jetty that have been put to use, linking the boats together. Tents and lean-tos have been constructed on top of this raft to give the impression of some sort of haphazard floating campsite. The tents are all made of the light-green hemp cloth that the villagers use for clothing.</p><p>The refugees are in desperate need of help. They require food and water, and they have no idea where they might make landfall. Their attempts so far at stopping at riverside villages have been thwarted. No one wants a band of refugees landing on their doorstep in such uncertain and suspicious times, for any number of reasons.</p><p>The villagers beg for food and water as they float past <em>The Carroburg</em>, but are also wary of such a powerful and official vessel. They do not attempt to stop or board <em>The Carroburg</em>. If the Characters ignore them, or merely give them small portions of food, that is the last they see of them. However, if the Characters choose to interact with the refugees, then they can tie up to the flotilla and board it. If they do this, it will take a lot of work to secure the raft to the bank and stop it drifting, otherwise <em>The Carroburg</em> drifts downstream (the wrong direction) with it.</p><p>If they do board, an old man immediately makes himself known to the Characters. This is @UUID[Actor.WIkkY9lO06FXuSXA]{Cerdic Linden}, the erstwhile village elder. He is flanked by two muscular villagers, armed with quarterstaffs. Though they can offer no serious resistance to the Imperial Navy, they stand beside their leader staunchly.</p><p>@UUID[Actor.WIkkY9lO06FXuSXA]{Linden} is eager to tell the Characters about the destruction of his village by Wissenland men-at-arms. He explains that two smaller settlements, Graubach and Florianfeld, have also been raided. The inhabitants of the raft are made up of survivors from all three villages. Though the villagers will be grateful for any food they get, they are wary of any military personnel. The Characters are likely to feel strongly distrusted.</p><p>The villagers wear deeply unfashionable clothing more becoming of a Bretonnian peasant than a citizen of the Empire. There is no reason why farmers from the back end of the Reikland should be up on the latest fashions, of course, but these appear decidedly ancient in style. Each villager also wears an unusual, carved wooden pendant. They seem to be depicting a bird-like head, but from a different point of view it looks more like a rabbit head, facing the other way. This is known as predator-prey and is a local tradition going all the way back to the days of the Old Faith. A successful <strong>Difficult (–10) Lore Theology</strong> Test reveals this. If the villagers were seen in another context, all dressed the same, all with a similar pendant, they would look a bit cult-like.</p><p>If treated with a great deal of friendliness or courtesy, @UUID[Actor.WIkkY9lO06FXuSXA]{Linden} is forthcoming about the villagers’ belief in the Old Faith. The predator-prey is the embodiment of the natural cycle and of balance between creatures. This has been a tradition in Schertal and the surrounding countryside as long as anyone can remember.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/rhya.webp\" width=\"197\" height=\"255\" /></div><p>In the hold of the cargo boat at the heart of the flotilla, wrapped in hemp cloth is a monolith. It is roundish, about 3 feet in diameter, and about a foot high. Needless to say, it is extremely heavy. It holds a half-carved and half-natural depiction of the predator-prey symbol. The stone lay at the centre of the village until it was attacked, and the villagers managed to get it aboard the boat. It is surrounded by a confused swirl of magical winds.</p><p>Should the Characters try to search the flotilla, the villagers look on anxiously. If they find the predator-prey monolith then tensions rise. If Characters attempt to take it or destroy it, this moves the villagers to action, despite the danger it brings them.</p><p>If the characters are respectful of the stone and allow the villagers to go on their way, or even actively help them, @UUID[Actor.WIkkY9lO06FXuSXA]{Linden} gives the perceived party leader a @UUID[Compendium.wfrp4e-empire-ruins.items.9lxXO7evA0QTyNzq]{predator-prey pendant}. It provides a <strong>+20 bonus</strong> to the next three tests the Character makes with one of the following skills: Stealth (Rural), Track, Outdoor Survival, Swim, Perception, Intuition.</p><p>The whole issue with the predator-prey iconography has nothing to do with the Characters’ quest and is entirely innocent, though it could unnerve the Characters or delay them.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/cerdic-linden.webp\" width=\"221\" height=\"221\" /></div><div class=\"journal-image centered\" style=\"text-align:center\"><p>@UUID[Actor.WIkkY9lO06FXuSXA]{Cerdic Linden}</p></div><h3>The Village Formerly Known as Schertal</h3><p>A day or so after coming across the refugee boats, near the Reikland–Wissenland border, <em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg}</em> reaches the remains of Schertal village, on the west bank of the Reik. It has been razed by Wissenlander raiders who have crossed into Reikland territory and pillaged what they can. Little remains standing in the village save for blackened rock walls. The bodies of several villagers lie where they fell.</p><p>The village temple is the only substantial structure remaining. A large stone building, this was ostensibly the temple of Sigmar and the centre of village life. In fact, it was used to venerate the Old Faith and the predator-prey detailed above. An examination of the blackened stone shows that much of the Sigmarite iconography has been subverted into the predator-prey symbol. Is that an Imperial eagle, or the predator? Is that a twin-tailed comet, or a two-eared rabbit?</p><p>A bare patch in the grass outside the temple is testament to the removal of the monolith the Characters may have discovered on the refugee raft.</p><p>The two other villages mentioned by the refugees, Graubach and Florianfeld, have also been raided. If the Characters are interested in finding evidence of this, they are both within a few miles of Schertal, and in a similar state.</p><h3>Into Wissenland</h3><p>If Characters wish to pursue the perpetrators, then they have to leave their quest, and the river, to do so. Characters passing a <strong>Very Difficult (–30)</strong> Perception Test or an <strong>Average (+20) Track</strong> Test are able to follow the route the raiders took. It is apparent that there were a great number of soldiers involved, maybe as many as a hundred, a number of which were mounted.</p><p>The trail follows the river for several miles, crosses into Wissenland, and then starts to turn inland and up a steep ridge. @UUID[Actor.p2blB3S7baKvtI2b]{Baron Klaus} von Bachmann’s striking castle, Schloss Bachmann, sits atop the ridge, with commanding views of this stretch of the river, about 20 miles from Schertal.</p><p>Seeing the rise in tension across the Empire, von Bachmann has decided to make a move while other powers are distracted. He has had no backing from the Countess Emmanuelle, but has long coveted Schertal and its environs. If the Characters approach the Baron diplomatically then von Bachmann is prepared to grant them an audience. If the Characters threaten him or try to attack the castle (a clearly foolhardy endeavour), then with over one hundred men-at-arms at his disposal, he is not concerned. In fact, Bachmann is confident enough to lead his troops out and deal with the much smaller force of the Characters and their marines in open battle if it comes to it.</p><h3>Schloss Bachmann</h3><p>Despite being a ‘strike first and ask questions later’ sort, von Bachmann is perfectly capable of playing the considerate statesman. If the Characters arrive at his castle and offer him the respect a noble lord is due then he offers them every hospitality.</p><p>Von Bachmann is brighter and more observant than his blustering persona might reveal. His first line of defence is to question the Characters to see whether they are aware of his family’s great history and the land around Schertal. He requires that they tell him exactly what happened at the razing of Schertal. The Characters are likely to know little about either, in which case von Bachmann politely requests they come back when they have a fuller understanding of the situation.</p><p>His second resort is to sow doubt about the integrity of the people of Schertal and the neighbouring villages. He casts their Old Faith traditions as witchcraft, and can supply any number of witnesses to back him up.</p><p>It is unlikely the Characters are able to do much about Baron von Bachmann now, but bringing up his behaviour might wrong-foot the countess when they again meet up with her later in the adventure.</p><p>@UUID[Actor.p2blB3S7baKvtI2b]{Baron Klaus von Bachmann}</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/flotilla.webp\" /></div>"
				},
				"Welcome to Nuln, Enjoy Your Stay": {
					"name": "Welcome to Nuln, Enjoy Your Stay",
					"text": "<p>Two parties are very interested in the Characters’ arrival in Nuln. The first is the Grand Countess @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle von Liebwitz}; the second, slightly more humble, but perhaps even more directly dangerous to them, is @UUID[Actor.K0nIYvSTxyqS40FJ]{Orla Feder}.</p><p>Through her contacts and various spies in the capital, @UUID[Actor.CcqiAghkzgp9u1In]{von Liebwitz} is aware that the Characters are heading to Averland on an important mission. Despite her access, she has been unable, as yet, to glean the precise nature of their undertaking — but she intends to find out. The Countess has the power to move openly, but that could cause repercussions she doesn’t want, so she has decided to play a careful and measured hand.</p><p>She has arranged for a favoured agent of hers, @UUID[Actor.HoMzjFpdxVkiC3xS]{Hans Knees}, to create no end of petty bureaucratic obstacles to slow <em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg}</em>, and hence the Characters, keeping them in Nuln until she learns the truth about their mission. Being heroes of the Empire with official backing, the Characters are now likely to consider themselves above the sort of petty bureaucratic nonsense that no doubt plagued them in their earlier adventures. The number, and banality, of obstacles in their path should make it obvious that they are being intentionally delayed, but there is little they can do about it. Knowing these orders are coming down from upon high prevents even the poorest watchman accepting the Characters’ bribes.</p><h3>This Petty Pace</h3><p>As soon as <em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg}</em> reports to the harbourmaster’s office in Nuln (as all river traffic must do) they are met by one Hans Knees who promises to do everything he can to get them through the tedious bureaucratic process as fast as possible. He appreciates that the Imperial First Fleet should be given every help and privilege, <em>‘but unfortunately a couple of minor formalities must be fulfilled for everyone’s benefit.</em></p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/mooring-bollard.webp\" width=\"216\" height=\"202\" /></div><blockquote><p>‘First of all, we require a disembarkation certificate, in triplicate, you should have picked one up back in Altdorf, but I can arrange to get you a copy. Shouldn’t take more than a day to have it drafted. Then a boarding pass for each of you, with a signed affidavit from a notarised official. Tomorrow I will try to get hold of a ship’s manifest roster, which you must fill in for every member of the crew. Don’t forget the ship’s cat’s date of birth. That sometimes gets omitted, which often contributes to unnecessary delays…’</p></blockquote><p>Knees wears the uniform of the harbourmaster’s office; however, a Character passing an <strong>Easy (+40) Perception</strong> Test notices that apart from his ill-fitting and dusty hat, everything else he wears fits him perfectly, is well-tailored, and could never be afforded on a mere assistant harbourmaster’s salary.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/hans-knees.webp\" width=\"239\" height=\"239\" /></div><p style=\"text-align:center\">@UUID[Actor.HoMzjFpdxVkiC3xS]{Hans Knees}</p><p>A Character passing an <strong>Average (+20) Perception</strong> or Intuition Test susses out that @UUID[Actor.HoMzjFpdxVkiC3xS]{Knees} isn’t concerned in the slightest that the Characters might guess his true motives. He is openly delaying them in full view, albeit politely, in order to make it clear where the power lies.</p><p>While they are delayed, and @UUID[Actor.HoMzjFpdxVkiC3xS]{Knees} continues to claim he’s doing everything he can to help the Characters, he carefully probes them for details of their true mission. Knees is clever and subtle, but at the same time he is happy to let the Characters realise that the quicker they spill the beans, the quicker they can continue on their way.</p><p>Amidst all this, @UUID[Actor.HoMzjFpdxVkiC3xS]{Knees} is charming and amenable. He recommends that the Characters stay at <em>The Green Waterwheel</em>, a smart establishment that should suit them, a couple of hundred yards from <em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg}</em>. Winona, barmaid at <em>The Green Waterwheel</em>, is part of Knees’s staff and reports anything she thinks might be useful. Sven, the strapping dockhand who works near <em>The Carroburg</em> and who is employed to work on her should <em>The Carroburg</em> require any maintenance, also spies for Knees. Marines are famous braggarts, and deck hands are famous drinkers, so whatever <em>The Carroburg’s</em> crew has managed to learn of the Characters’ mission, Knees soon knows too. Knees can have more personnel at his disposal, if you have other ideas for getting close to the Characters and pumping them for information.</p><p>If the Characters somehow find a way to thwart Knees, then well done to them! Perhaps they manage to sneak out of Nuln in the dead of night, perhaps they play such a straight bat that Knees gets no inkling at all of their mission and makes the judgement to let them go. Perhaps they can come up with a brilliant strategy to turn him against his mistress (unlikely, but who knows; anything is possible).</p><p>In any case, at least two full days need to be spent in Nuln, as it takes a day to dismantle the mast and rigging in order to get <em>The Carroburg</em> to fit under the city’s bridges to join the River Aver, then another day to get out of the river traffic press. Once @UUID[Actor.HoMzjFpdxVkiC3xS]{Knees} decides he has enough information on the Characters, he reports his findings to @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle von Liebwitz}.</p><p>Regardless of what @UUID[Actor.HoMzjFpdxVkiC3xS]{Knees} uncovers, the countess has them let go, but her response changes depending on a number of things. If their true mission has been discovered, she’s surprised, believing them to be on a fool’s errand, but slightly hopeful that the return of @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} could indeed heal her friend Karl-Franz. ‘Aiding’ in such an endeavour will give her the leverage to get what she truly wants though: an excuse to attack Wissenland. She sets spies to look for the Characters’ return. If she believes they are going to survey the Orc situation, or head into the Border Princes, she dismisses their mission as mostly irrelevant to her interests and puts them out of mind, unless later events bring them back to her attention.</p><h3>Purple Hand - Nuln Branch</h3><p>Nuln is where @UUID[Compendium.wfrp4e-eis.actors.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos} first picked up the trail of Kastor Lieberung and the Cult of the Purple Hand. A number of cultists from those days are still active in Nuln. If the Lieberung look-a-like is still in the party then they are recognised during their stay. They will be the focus of the Nuln branch of the Purple Hand’s attempted retribution. If the lookalike is no longer around, then one of their associates is recognised.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/purple-hand.webp\" width=\"131\" height=\"190\" /></div><p>The Purple Hand in Nuln actually split into multiple splinter groups when the cult was recently compromised by Witch Hunters (perhaps as a result of the Characters’ activities). The cell that thinks of itself as the ‘Nuln Branch’ has lost contact with the other cells in the city and beyond, but they assume the others are all dead or compromised. The Nuln Branch is now under @UUID[Actor.K0nIYvSTxyqS40FJ]{Orla Feder’s} fanatical leadership. The branch’s mission is to sow anarchy, ostensibly as a vague revenge for the Purple Hand’s setbacks. The Characters’ arrival is seen as a boon sent directly from Tzeentch.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/orla-feder.webp\" width=\"198\" height=\"181\" /></div><p style=\"text-align:center\">@UUID[Actor.K0nIYvSTxyqS40FJ]{Orla Feder}</p><p>Other cultists hail from all walks of Nulner life. Their new secret cult sign is to show their middle finger, slightly bent like a bird’s claw, to prospective allies, then wait to be shown the same back. @UUID[Actor.K0nIYvSTxyqS40FJ]{Feder} holds the Nuln Branch together through tyranny and fear.</p><p>Several recalcitrant cultists have already been plucked from the streets by a giant swooping bird and devoured. This sort of encouragement is working for the moment, but they’ll break if @UUID[Actor.K0nIYvSTxyqS40FJ]{Feder} falls.</p><h3>Revenge From Above</h3><p>@UUID[Actor.K0nIYvSTxyqS40FJ]{Feder} spots the Characters while brooding of an evening upon a dramatic vantage point overlooking the docks. She summons her cultists and instructs them to keep an eye on the Characters, while waiting for a good moment to spring an ambush. She follows the Characters too, especially at night. Those with the @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense} Talent believe that they are being watched from the shadows and from the sky.</p><p>Depending on how long the Characters are delayed, and how cautiously they behave, @UUID[Actor.K0nIYvSTxyqS40FJ]{Feder} has the opportunity to attempt a number of ambushes. The first one involves several @UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ.JournalEntryPage.DGKCv2c8ORbEiDJQ]{Purple Hand Cultists}. They’ll certainly try to attack at night, under an open sky so Feder can assist. They try to ambush the Characters using crossbows from out of the dark. There are twice as many cultists as there are Characters. If the Characters manage to take any alive, they immediately spill all they know of Feder, but they have no idea where she roosts or perches at any given time.</p><p>Once the Characters leave town, Feder — desperate for revenge — has no option but to follow alone. She shadows <em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg}</em> up the River Aver and tries to pick off the Characters opportunistically. As <em>The Carroburg</em> leaves Nuln, the Characters soon become aware of the giant bird circling high above them, following their every move.</p>"
				},
				"Nuln to Streissen": {
					"name": "Nuln to Streissen",
					"text": "<p><em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg}</em> enters the River Aver for the next leg of the journey. The river narrows appreciably, the traffic noticeably more modest, but the boat is nimble and small enough to cope with the new conditions.</p>\n<p>It is harder to catch the wind in the more sheltered valley, so if good progress is to be made, the marines need to spend much longer at the oars, resulting in some low grumbling from the crew. @UUID[Actor.YIB6AdxsIHzRjqIF]{Von Flamme} is content to row her marines into the ground, if necessary, even beyond the Imperial Navy’s regulations. Grissen is reluctant for this and tries to reason with the Characters behind von Flamme’s back. If the Characters don’t discourage overworking the marines, they are less effective if called upon for assistance in the two following sections, and suffer from two @Condition[Fatigued] Conditions.</p>\n<h3>Wolves Dressed as Goats Dressed as Lions</h3>\n<p>As the daylight wanes and the crew start to talk about tying up for the night, the boat rounds a bend in the river and the Characters see orange smoke rising from a settlement a few hundred yards upstream, on the Stirland bank of the Aver. This is the village of Heidheinheim.</p>\n<p>Heidheinheim village is in the process of being raided by a devious band of Sudenland soldiers, who are posing as mercenaries posing as soldiers from Nuln. Several villagers have already been put to the sword and more will be killed if the Characters do not intervene. Refugees have fled into the nearby woods, while their village burns to the ground. As soon as <em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg}</em> arrives, the raiders are massively outnumbered.</p>\n<p>A few attempt to fight, equal to the number of Characters +3 or so, but others attempt to flee. Their leader, @UUID[Actor.m7xOsOAVnObVcp6E]{Fione Brecht}, is one of the last to run, so stands a good chance of being captured.</p>\n<p>The encounter is not truly intended to test the Characters’ fighting prowess, as they have a full complement of marines with them, but it may illustrate how the Empire’s political divisions can be exploited by its enemies.</p>\n<h3>The Threshers</h3>\n<p>The Toppenheimers of Sudenland hate @UUID[Actor.CcqiAghkzgp9u1In]{Countess Emmanuelle} and have long desired her downfall, especially since she openly favours the Pfiefrauchers — a fierce rival family of theirs — to take their place and their Runefang. The Toppenheimers have a group of soldiers, known as the Threshers, to occasionally carry out brutal or clandestine deeds on their behalf.</p>\n<p>The Toppenheimers hired @UUID[Actor.m7xOsOAVnObVcp6E]{Fione Brecht} — an infamously cunning mercenary captain — to lead the Threshers against Nuln with orders to <em>‘make life difficult for the countess’.</em> Brecht has had the Threshers pose as soldiers from Nuln to attack innocent settlements along the Reik in both Stirland and Averland. Brecht intends for this to build resentment towards Nuln in both provinces and provoke retaliation against the city-state. Thus, the warband has donned the deep-black uniform of Nuln, with the gold lion picked out on a makeshift banner.</p>\n<p>To further hide their true origins, Brecht has used the cunning ruse of having some of her soldiers wear the dress of fictitious independent mercenary regiment ‘The Goats’, who wear blue and white uniforms with a goat’s head emblem beneath their Nuln garb, whereas others wear the buff uniforms of the Sudenland army, their actual colours. When her troops asked why, she only answered with a sly smile and a wink. Brecht is confident so many layers of subterfuge will be utterly impenetrable, but it only requires an <strong>Average (+20) Observation</strong> Test for a witness to compare the two to see that the Sudenland uniforms are old and well made, whereas the Goat ones are neither.</p>\n<p>Discovering this key piece of information — that Wissenland soldiers were attacking targets in Stirland and Averland dressed as Nuln troops — is <em>exceedingly</em> useful later in the adventure, especially if the Characters have to negotiate with @UUID[Actor.CcqiAghkzgp9u1In]{Countess von Liebwitz} (see @UUID[JournalEntry.pHsN1cclx1uQlvSH.JournalEntryPage.40gv8cLnPEdd0XRV#the-countess-will-see-you-now]{The Countess Will See You Now}).</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/items/swordbreaker.webp\" width=\"261\" height=\"118\" /></div>"
				},
				"Stress in Streissen": {
					"name": "Stress in Streissen",
					"text": "<p>The struggle for power in Averland has smouldered for generations with the House of Alptraum and the Leitdorfs exchanging the title of Elector Count several times. Even simply naming the incumbent can be dangerous, so many Averlanders find it expedient to simply refer to ‘the Elector’ and let their audience worry about who they mean. The Alptraums, under Lumilla’s tenacious leadership, rule at present, but over the last couple of years her power has steadily waned with her ageing body. The mercurial @UUID[Actor.umAaCuMoMplgq6GG]{Marius Leitdorf} is poised and ready to take advantage of this at the drop of a hat. Their differences are coming to a head over the city of Streissen even as the Characters approach along the Aver.</p>\n<h3>A New Uprising</h3>\n<p>The independent spirit of Streissen was never extinguished. Through whispered conversations in shady taverns and assignations at the university, independence for Streissen is still discussed. Needless to say, such clandestine scheming leaves scope for sacrilegious practices to flourish too.</p>\n<p>Recent events in the Empire, the wars that are beginning to rage throughout the provinces, a new shortage of food, strange lights in the sky, destabilising rumours, simmering resentment against the Alptraums — all these create the ideal conditions for a new uprising. A small and little-known group, the Streissen Independence Party (SIP), under the competent leadership of @UUID[Actor.ifl90gYQZRjcCdol]{Marcus Karlssen}, seized control of the Rathaus in a brilliant, nearly bloodless coup, forcing the surprised and depleted garrison to leave the city. This galvanised the common citizen and merchant class who readily joined the cause. The SIP promptly set up an independent council assuming all rights and exemptions of the historical freistadt.</p>\n<p>Ludmilla was forced to react. Too old and infirm to take to the field herself, she stayed in Averheim with her Runefang, and sent her daughter, Marlene, to put down the uprising. Little did she know, however, that she was sending her into a trap. Marlene Alptraum summoned what troops she could from Averheim and the nearby garrisons and marched on Streissen, anticipating a short siege against a disorganised civilian rabble.</p>\n<p>Unknown to the Alptraums and the general populace of Streissen, the SIP was conceived by Marius Leitdorf. @UUID[Actor.ifl90gYQZRjcCdol]{Marcus Karlssen} is a captain in Leitdorf ’s personal bodyguard, and the bulk of the SIP are trusted members of @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf ’s} army. The uprising, ostensibly by desperate revolutionaries and ill-disciplined students, was actually a carefully planned military operation. Leitdorf has supported this by secretly manoeuvring his army to within half a day’s march of Streissen, and is poised to ambush Alptraum’s forces. It is at this point the Characters arrive.</p>\n<h3>Nice Night, eh?</h3>\n<p><em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg} </em>approaches Streissen as @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf ’s} trap is about to be sprung. Leitdorf ’s army is camped half a day’s march downriver from Streissen. The opposing Alptraum army has just begun to dig in for its siege. Leitdorf plans to march his army towards Streissen first thing tomorrow and surprise the enemy.</p>\n<p>@UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf} has a number of support vessels on the Aver which travel alongside his army. This is mainly for supplies, but it also serves to prevent river vessels moving ahead of the army and potentially warning the Alptraums. These boats warn off any river traffic and attempt to head off anyone who tries to break through the blockade.</p>\n<p>However, because the Characters are travelling in an Imperial Navy vessel, they present a sticky problem. Technically, @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf} has no authority to stop them. They are officially greeted by the commander of the flotilla, Johan Sperren, who politely insists they talk to his lord, Marius Leitdorf.</p>\n<p>It’s technically possible to run the blockade, as <em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg}</em> is a fast boat with a competent crew, but the odds are heavily against it. If the Characters haven’t earned the trust of both @UUID[Actor.YIB6AdxsIHzRjqIF]{von Flamme} and @UUID[Actor.4brLNMuwuUuRWrsU]{Grissen}, one or the other would refuse to assist such a foolhardy endeavour.</p>\n<p>If the Characters have the right skills and inspiration to spur on the crew, they might have a fighting chance, but, despite @UUID[Actor.4brLNMuwuUuRWrsU]{Grissen’s} best efforts, <em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg}</em> is eventually forced into a mudbank by a string of hefty cargo boats. At that point, they are asked to meet with @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf} at gunpoint.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"no-toc\" style=\"text-align:center\"><em>HISTORICAL GRIEVANCES</em></h3>\n<p><em>Streissen, the second city of Averland, is at the sharp end of Averlander politics. It prides itself on being more forward-thinking than the staid provincial capital, Averheim. Streissen College is a small but influential university that also incorporates a prestigious medical school. It is a bastion of new philosophies, and conservatives shun it as a den of decadence.</em></p>\n<p><em>In 2456 IC, agitation from progressive Streisseners, backed by wealthy wine magnates, earned the city a freistadt charter. This gave the city the right to rule itself and exemption from many Imperial and provincial taxes. In light of newfound freedoms, the people of Streissen grew confident and the university became famous for its revolutionary schools of thought.</em></p>\n<p><em>Grand Countess Ludmilla von Alptraum saw this increase in confidence and the infamous university as a threat to her power. She perpetrated a relentless covert campaign dedicated to undermining Streissen’s prosperity. This came to a head around the turn of the century when a sudden pestilence led to severe food shortages. The famine was suspiciously limited to the area around Streissen — some locals put the crop failure down to Alptraum’s conniving. This may be untrue, but undoubtedly, the Countess was slow to come to the aid of the stricken freistadt.</em></p>\n<p><em>In the desperation of the times, many factions vied for power in the city, some idealistic, some blasphemous. As starvation loomed, the official town council had little choice but to beg Ludmilla for relief. She did so only with the understanding that Streissen would relinquish all further claims to independence.</em></p>\n<p><em>With the arrival of Ludmilla’s forces, however, things went disastrously wrong. Thinking they were merely bringing in welcome supplies, the Averland regiment was surprised to meet determined resistance from the more extreme factions. A bloody battle erupted and in the confusion hundreds of citizens were slaughtered. Throughout the Empire, ‘Streissen’ is now a byword for massacre.</em></p>\n</blockquote>\n<div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/siege-of-streissen.webp\" /></div>\n<h3>Marius Lietdorf</h3>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/marius-leitdorf.webp\" width=\"199\" height=\"268\" /></div>\n<p>@UUID[Actor.umAaCuMoMplgq6GG]{Marius Leitdorf} is very busy on the eve of a vital battle, but he makes time to meet with folks from the Imperial Navy. He is more interested if he finds out the Characters are on a mission from the Emperor. In such a case, he seeks tacit approval from the Characters and takes time to justify himself. He plays on his loyalty to the Emperor, his role in the Emperor’s election — he spoke for Karl-Franz before anyone else had the courage to — and his record in the fight against many of the Empire’s enemies.</p>\n<p>The Characters are invited to join the Count for a meal within his enormous campaign tent. His favourite advisor is his horse, whom he introduces with a chuckle as Daisy Kurt von Hellboring the Second — a clear jab at the @UUID[Compendium.wfrp4e-altdorf.actors.YA2Wi0B3FBO4qMGS]{Emperor’s Reiksmarshal}. She stands at his side throughout the meal, munching on hay from a large silver tray.</p>\n<p>@UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf} asks probing questions, trying to determine what the Characters are about without directly asking. He assumes the Character with the highest Status is the leader of the party and directs comments to them, unless he is told otherwise. If they say they’re off to look into Orc movements or meet with Border Princes, he’ll nod sagely and ask: ‘<em>Daisy, what do you think of that? Off to hand out spankings, they are.’</em></p>\n<p>If told they’re on a quest for @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}. @UUID[Actor.umAaCuMoMplgq6GG]{Marius} will note dryly, ‘<em>And I’m the one they call mad.’</em></p>\n<p>Daisy takes a fancy to a Character’s hat, and begins to eat it. @UUID[Actor.umAaCuMoMplgq6GG]{Marius} takes it as a grave discourtesy if the Character protests. If they gamely let it happen, he hands them an excellent (and expensive) replacement at the end of the meal without comment.</p>\n<p>@UUID[Actor.umAaCuMoMplgq6GG]{Marius} keeps looking at one of the Characters with an arch gaze. He eventually fixates on something about them — ideally something of which the Character is very proud — and begins to mock it relentlessly. He improvises insulting verses and likens the feature to the most awful thing he can imagine, going hilariously on and on until he is distracted by a successful <strong>Charm</strong> Test on the part of another Character, or by some other means. Once distracted, which is easily achieved, he completely forgets that he ever found anything amusing about the Character.</p>\n<p>However the Characters react to him, @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf} needs persuading to let them go on their way. He cannot risk his dispositions being betrayed to the enemy, and in any case, there would be no clear route for the Characters through Alptraum’s lines. Leitdorf mentions <em>‘a good way out of this predicament’</em> and tells the Characters about the SIP — though he certainly doesn’t mention his connection to it. If the Characters suggest that they are willing to talk to the SIP or perhaps mediate with Marlene Alptraum, Marius is delighted, taking this as the Emperor’s agents favouring his interests. Even if they don’t offer to assist, he cheerfully allows them to continue on their way once Streissen is in his possession.</p>\n<h3>Baroness Marlene Alptraum</h3>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/marlene-alptraum.webp\" width=\"216\" height=\"266\" /></div>\n<p>Marlene Alptraum is a wiry, domineering presence with piercing, beady eyes. She tolerates the trappings of power, protocol, and politeness, but would rather tell it straight, and be told it the same way. She is keen to lead her army, but is a belligerent commander, always ready to charge in before thinking. She has no time for her mother’s patience and statecraft. She does not value scheming and subtlety, which may be her downfall.</p>\n<p>She has little interest in the Characters’ mission. They have an Imperial Navy vessel, so they are clearly working for the Emperor and it’s none of her business. The Characters will find her remarkably easy to deal with if they get on her good side, especially if they are straightforward with her. On the other hand, if they try to be clever or expect her to have a nuanced view of the world, then she can be stubborn just for the sake of it. She is totally stunned to learn that @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf} has a sizable force nearby.</p>\n<p>Marlene’s mother, Ludmilla, the Elector Countess, is old and in declining health despite her will of iron. She is a great schemer and subtle manipulator, which her daughter finds tedious and pointless. Anyone with any grasp of politics realises that the Alptraums’ grip on power will falter with Marlene in charge — because her view on the world is too black and white. With the Empire on the verge of ruin, someone with a nuanced view and skilled at diplomacy is far more likely to succeed than Marlene’s restricted style.</p>\n<h3>Mediation</h3>\n<p>The Characters may attempt to use their authority to orchestrate a meeting and try to mediate a truce. If he thinks they’ll go his way, @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf} may even suggest it. Marius agrees to mediation because he holds all the cards and it makes his goal easier to achieve. The SIP under @UUID[Actor.ifl90gYQZRjcCdol]{Marcus Karlssen} agrees for the same reason. @UUID[.HNhssLSaZCtLqRdo#baroness-marlene-alptraum]{Alptraum} agrees because she is guileless and unsuspecting. All are prepared to allow the Characters, agents of the Empire, to neutrally dictate the future of Streissen.</p>\n<p>Meeting in a tent in the middle of a pasture outside the city, only a handful of representatives of each side should attend, and none with a purely martial function. The Characters can get all parties to swear in the name of Sigmar and the Empire that their arbitration should be binding to all. Streissen’s high priest of Sigmar can attend to lend the event legitimacy.</p>\n<p>When asked to state their case, @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf ’s} address is put with a poetic flourish, focusing on abstract principles and aspiration. He is a skilled, if sometimes sporadic, orator, occasionally going off tangent, but he has enough imagination, drive, and conviction to carry his speech. Though he might be known for being entertaining and distracted, he has incredible concentration and focus when it comes to things that matter to him. Anyone rooting for the triumph of ideas over pragmatism and the aspirations of the common folk over those of oppressive nobility would not fail to be moved, although an astute observer might find it incredible that Leitdorf could actually believe what he is saying, especially as he delivers it with such clear conviction.</p>\n<p>@UUID[.HNhssLSaZCtLqRdo#baroness-marlene-alptraum]{Marlene Alptraum’s} speech is blunt and practical. Although she speaks highly of her (much disliked) mother, it seems she is unable to blow her own trumpet. The crux of her argument is the simple notion that Streissen belonged to her mother before all this happened, and therefore should belong to her afterwards.</p>\n<p>@UUID[Actor.ifl90gYQZRjcCdol]{Marcus Karlssen’s} address is ostensibly on behalf of the people of Streissen, but he is under orders to make sure no one is left in any doubt that the people wish to be ruled by @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf}. However, there is no nuance in the way the old soldier plays his role. There is no understanding of complexity or sign the populace might hold diverse opinions. For a freedom fighter to be so secure in his desire for one aristocratic ruler over another, this may come across as odd and even disingenuous.</p>\n<p>The Characters are free to make up their own minds about how best Streissen should be ruled. Having committed to the arbitration, once it is decreed, no party has any reason to detain the Characters further.</p>\n<h3>Battle</h3>\n<p>Without the Characters’ intervention, a battle occurs and ends in a convincing victory for @UUID[Actor.umAaCuMoMplgq6GG]{Marius Leitdorf}. Leitdorf ’s forces surprise Alptraum’s and drive home their advantage. The besieging forces are caught unprepared. Troops in the rear manage to manoeuvre to face Leitdorf ’s charge, but they in turn are outflanked by the militia that @UUID[Actor.ifl90gYQZRjcCdol]{Marcus Karlssen} has managed to raise, emerging from the city gates. @UUID[.HNhssLSaZCtLqRdo#baroness-marlene-alptraum]{Alptraum’s} forces are scattered and flee back to Averheim.</p>\n<p>If the Characters intervene on either side, then you should consider what intelligence and expertise they might bring to the field and decide on other outcomes accordingly. If they do save the day for @UUID[.HNhssLSaZCtLqRdo#baroness-marlene-alptraum]{Marlene}, the Alptraums are grateful while @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf} swears vengeance eternal upon them for their meddling.</p>"
				},
				"Averheim": {
					"name": "Averheim",
					"text": "<p>As <em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg}</em> passes around a wide curve in the river, Averheim appears. Resting on a bluff above the Aver, the city has a commanding view of the rolling, fertile fields of Averland. The great towers of the Averburg, citadel of Averheim and fortress of Elector Counts since the days of Siggurd, Companion of Sigmar, rise high above the city.</p><p>Once they reach Averheim, the plan, as far as @UUID[Actor.YIB6AdxsIHzRjqIF]{von Flamme} is concerned, is to dock and let the Characters continue along the Old Dwarf Road. She is prepared to wait for their return for a month, before returning back to Altdorf to report them missing. There could be any number of reasons why the Characters might decide against this, and von Flamme is open to reasonable alternatives.</p><p>If the Characters decide to spend any time in Averheim, they may be confronted, depending on their behaviour in Streissen. If they helped attack @UUID[.HNhssLSaZCtLqRdo#baroness-marlene-alptraum]{Marlene}, word soon spreads and catches up with them, and they are forcibly accosted by Averland soldiers. Their status as agents of the Emperor barely keeps them alive, but they’ll be turned out of the city and <em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg}</em> will not be allowed to stay. If they helped mediate, but turned Streissen over to @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf}, an agent of the Alptraums, with heavily armed bodyguards, bluntly tells them they are not welcome in Averheim, to make their purchases and leave by nightfall. Once again, <em>The Carroburg</em> is not allowed to stay at dock and the Characters must work out something with @UUID[Actor.YIB6AdxsIHzRjqIF]{von Flamme}.</p>"
				},
				"Grenzstadt": {
					"name": "Grenzstadt",
					"text": "<p>The distance to Grenzstadt from Averheim is around 190 miles. It takes approximately seven days via foot, or four days via horse, if they can arrange for such. Grenzstadt is the last major settlement before the Old Dwarf Road starts to rise steadily up into the mountains and Black Fire Pass.</p><p>It is famous as the last place Sigmar stayed before he left the Empire and one of the major pilgrimage sites for the Cult of Sigmar. The temple has become large and wealthy due to the constant traffic.</p><h3>It's a Circus</h3><p>If the Characters have been indiscreet about their journey and have revealed something of their mission to any but the closest of allies, then word has reached Grenzstadt through the endless flux of pilgrims. If they revealed the details of their quest on their journey, or shared it with <em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg’s}</em> crew, then a number of Grenzstadt citizens are already aware of exactly what their mission is. If the Characters have been circumspect throughout, they can be rewarded with a quiet passage through the city.</p><p>If they’ve played up their importance at any point, or been boastful, turn this up to ludicrous proportions. The whole town turns out to see their arrival. People line the streets, cheering and waving makeshift flags as the Characters process towards the main square. Townsfolk clamour and start fistfights over the right for just a touch of the Characters’ robes as they pass.</p><p>They have babies thrust at them to bless and kiss. Small children waving gold-painted wooden toy Ghal Marazes run riot. At the town square Capitular Almeric Zischler, Grenzstadt’s high priest, awaits them with a coterie of civic dignitaries to welcome them officially and bestow upon them the freedom of the city.</p><p>The high priest of Sigmar invites the Characters to a civic reception where they are forcibly wined and dined and praised for their efforts. And they no doubt have come to the attention of the Eternal Watch (see below).</p><p>Remember the people of Grenzstadt do not necessarily need to know all the details of the Characters’ mission, they simply need to know it is official, important, and following in the ancient footsteps of Sigmar.</p><h3>The Eternal Watch</h3><p>The Eternal Watch is an organisation within the Cult of Sigmar in Grenzstadt. It is dedicated to keeping a vigil for Sigmar’s return. Its home is a tall tower in the centre of Grenzstadt, the tallest building in the city by far: part temple, part look-out tower, part campanile, with commanding views of the Worlds Edge Mountains and the entrance to Black Fire Pass. It is constantly staffed by cultists keeping their eternal watch for the prophesied return of Sigmar.</p><p>The cult is well known and takes an open role in wider Grenzstadt society. However, there is a secret cult within the Eternal Watch that calls itself the ‘Night Vigil’, which has beliefs seemingly at odds with those of the wider Eternal Watch. While the Eternal Watch believes that Sigmar will return one day through Black Fire Pass to save the Empire, the Night Vigil is concerned with facilitating this actively and murderously.</p><h3>The Night Vigil</h3><p>Ancient prophecies tell that Sigmar will return with his great army through Black Fire Pass with all their weapons and armour and other accoutrements intact. The Night Vigil, logically perhaps, surmise that Sigmar can never return if these objects are not available to him.</p><p>Therefore, the Night Vigil is dedicated to hunting down treasure hunters and tomb robbers and returning their ill-gotten gains to the Worlds Edge Mountains. If they get any inkling that the Characters are on their way to the mountains to look for ancient treasure, then they do their best to thwart this.</p><p>The Night Vigil is set up to follow and kill tomb robbers on their way through the mountains, or to intercept them on their return and kill them as they try to sell their discoveries to academics and collectors. Many tomb robbers have disappeared while exploring the mountains — this is put down to Greenskins and other hazards. Many dealers are killed in Grenzstadt and other trading posts along the Old Dwarf Road —this is put down to the internecine conflicts between those sordid traders. In truth, this is often the work of the Night Vigil.</p><p>As well as relying on murder, the Night Vigil is an organisation that values information and research. They are more expert on the treasures, mausoleums, and lost holds of the Worlds Edge Mountains than any academic or antiquarian in Altdorf or Nuln. Because of Sigmar’s alliance with the Dwarfs and their contingent in his army, the Night Vigil is just as concerned with protecting the treasures of the lost Dwarf holds. They have a number of members among the Dwarf communities in Grenzstadt and in the mountains. These Dwarfs are especially dedicated to stopping tomb robbing and treasure hunting in the lost Dwarf holds.</p><p>@UUID[Actor.7UkgH3VyIsRyyWJE]{Rauf Wasserburg}</p><p>If the Characters interact with the high priest of Sigmar in Grenzstadt, @UUID[Actor.7UkgH3VyIsRyyWJE]{Wasserburg} is foisted upon them. The high priest will be acting in good faith, but Night Vigil cultists have manoeuvred to get Wasserburg recommended as a renowned expert. He is exactly the sort of academic who could help the Characters with the next part of their journey. It will be difficult for them to refuse Wasserburg’s help without insulting the entire city.</p><p>@UUID[Actor.7UkgH3VyIsRyyWJE]{Wasserburg} tries to make himself as useful as possible to the Characters while he swiftly attempts to assess exactly what they are about. If he ever susses out that they intend to find and retrieve Ghal Maraz, he is utterly stunned and decides immediately that they all must die. He’ll send word to his Night Vigil allies in the mountains and try to remove at least one Character through an accidental rockfall, if at all possible. He tries to attach himself to the party, arguing that he can best help them if he accompanies them.</p><p>Night Vigil cultists use the same profile as @UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ.JournalEntryPage.DGKCv2c8ORbEiDJQ]{Purple Hand Cultists}. If they can get away with kicking rocks down on to the party, they try to do that as many times as they can get away with it. If they are spotted, they resort to using their crossbows. There are four cultists as well as @UUID[Actor.7UkgH3VyIsRyyWJE]{Wasserburg}.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/spot-flaming-skull.webp\" width=\"199\" height=\"193\" /></div>"
				},
				"On to Black Fire Pass": {
					"name": "On to Black Fire Pass",
					"text": "<p>Leaving Grenzstadt on the Old Dwarf Road, the Characters find the route rising steadily as it approaches the mountains. Gradually the vineyards and pasture make way for scrub and heath. Sometimes the road itself is the only sign of civilisation. Sometimes the road disappears, giving way to muddy ruts and scattered cairns. The wind picks up, blowing through the pass, and down the valley into the Characters’ faces, a warning that they are leaving the Empire, and approaching unknown dangers.</p><h4>Experience Awards</h4><p>Good roleplaying and clever thinking should be rewarded, but there are additional XP for the following:</p><p>@Exp[40,Mediated between the armies at Streissen}]{40 points for mediating between the armies at Streissen}</p><p>@Exp[25,Helped the villagers on the raft}]{25 points for helping the villagers on the raft}</p><p>@Exp[25,Brought Baron Klaus von Bachmann to justice}]{25 points for bringing Baron Klaus von Bachmann to justice}</p><p>@Exp[20,Fought or escaped the Purple Hand in Nuln}]{20 points for fighting or escaping the Purple Hand in Nuln}</p><p>@Exp[20,Figured out that the Threshers are Sudenlanders dressed as Nulners}]{20 points for figuring out that the Threshers are Sudenlanders dressed as Nulners}</p><p>@Exp[20,Fought or avoided the Night Vigil}]{20 points for fighting or avoiding the Night Vigil}</p><p>@Exp[9,Not giving much away to Hans Knees}]{9 points for not giving much away to Hans Knees}</p>"
				}
			}
		},
		"The Road to Blackfire Pass": {
			"name": "The Road to Blackfire Pass",
			"pages": {
				"The Road to Blackfire Pass": {
					"name": "The Road to Blackfire Pass",
					"text": "<p>Though several optional encounters for the Characters are presented throughout <strong>Empire in Ruins</strong>, GMs who wish to extend their campaign may find it useful to have on hand on additional NPCs to use while the Characters are travelling to or returning from Blackfire Pass. Two of these are presented here, the deserter @UUID[Actor.ttDaCMtwZi5YUnOC]{Gregor Smiesdorf}, and The @UUID[Actor.E95wlwZw1CkiyVnK]{Wandering Scholar}, a surprisingly well informed traveller who may be able to fill in any blanks faced by players who are struggling to see how everything fits together.</p>"
				},
				"Leaving It All Behind": {
					"name": "Leaving It All Behind",
					"text": "<p>@UUID[Actor.ttDaCMtwZi5YUnOC]{Gregor Smiesdorf} joined the State Troops not out of any particular sense of patriotism. He rather took the Emperor’s Schilling for the simple reason that he was in grave need of a schilling or two. The winter of 2504 was particularly hard, and being the fourth son of a poor farmer Gregor was first out the door when stores ran low. He signed up with the State Troops, who provided a warm bed and decent food, if not much by way of actual safety.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/gregor-smiesdorf.webp\" width=\"198\" height=\"241\" /></div>\n<p>@UUID[Actor.ttDaCMtwZi5YUnOC]{Gregor} served loyally for many years, and was involved in battles with beastment, orcs, and worse. His most oft-repeated tale is that he helped Markus Wulfhart, the Imperial Huntsmarshal, slay Malathrax the Might, a Doomfire dragon that had plagued the Reikland for some years. This is truein a roundabout way — Gregor was with a unit of pike that swept the flanks for beastmen ambushers while Wulfhart and his monster hunters actually slew the beast.</p>\n<p>Still, in all his service Gregor has never had to draw a blade against his fellow citizens of the Empire, something which he finds incredibly distressing. When word came of the rising tensions, and civil ware began to seem inevitable, Gregor fled the army.</p>\n<p>Since deserting, he has mostly made his home in the woods near @UUID[Scene.a9kUZhvME0E6VL03]{Diesdorf}, not terribly far from the Shrine of Wolfshügel. He is a practiced woodsman, and more than capable of staying ahead of the Beastmen who roam the forest. He finds this perilous existence preferable to facing his fellows in combat, though he fully expects it eventually the forests to be the end of him. Though only a few months have passed he is already somewhat bedraggled, and getting just desperate enough to waylay some passing travellers, regardless of how well armed they may appear. Still, banditry does not sit well with @UUID[Actor.ttDaCMtwZi5YUnOC]{Gregor}, and he will not draw blood unless it is to defend himself.</p>\n<p>If questioned Characters will find @UUID[Actor.ttDaCMtwZi5YUnOC]{Gregor} to be an excellent source of information on the comings and goings of beastmen near @UUID[Scene.a9kUZhvME0E6VL03]{Diesdorf}, and he will be able to give them a rough disposition of the forces of @UUID[Actor.wEfKKDY6sZgbjEIC]{Drexol the Extinction}, though he is not aware of Drexol himself. He is a capable fighter, and if offered payment, or even a good meal, he will assist in the defence of the shrine.</p>\n<p>If you are using @UUID[Actor.ttDaCMtwZi5YUnOC]{Gregor}, then the reason for Sergeant Major Oldheim's presence in the forest is because of his search for the deserter. Oldheim does not wish to kill — he respects the man greatly, and views his fellow soldiers as family. Oldheim hopes that if he can get Gregor to return with him, he may be able to save him from the noose. If the bearers of Ghal Maraz were to vouch for Gregor, this outcome would be all the more likely.</p>"
				},
				"The Timeless Scholar": {
					"name": "The Timeless Scholar",
					"text": "<p>The history of Nehekhara is vast topic, sufficient to give even a scholar such as @UUID[Actor.bddoUxOTF19PyRKm]{Quintus Fassbinder} pause. Suffice it to say, in ancient times the land was home to a human civilisation that stood as a shining beacon of art, culture, and sophistication. Such times cannot last, however, and the fall of Nehekhara was swift once it came. The terrible necromancer Nagash laid waste to the land, slew much of the population, and was in the process of raising all the dead of the Nehekhara to his service when he was ultimately slain. This half finished spell gave rise, quite literally, to undead who were not merely outside the Necromancer’s control, but who retained a good portion of their previous selves.</p>\n<h3>Sadikur the Wanderer</h3>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/sadikur.webp\" width=\"182\" height=\"212\" /></div>\n<p>@UUID[Actor.E95wlwZw1CkiyVnK]{Sadikur} is one such risen denizen of Nehekhara. He was a learned scholar of some kind in life, of that much he is sure, but Sadikur is less certain of what his precise position was. Far too many of his memories have been lost to the grave for that. However, Sadikur remains a scholar at heart. Called up from his grave to join a campaign of war upon the Empire ago, Sadikur sensed something of @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru’s} presence in the Empire, and found it oddly familiar. At the time he was not aware enough of his own will to pursue the question, but when he was called up from his unquiet grave again to turn back a Empire attack on Numas he knew he could not return without investigating.</p>\n<p>That was two centuries ago. Since then @UUID[Actor.E95wlwZw1CkiyVnK]{Sadikur} has learned to pass as a living man, at least to those who do not look too closely. He wears a mask of painted wood, sometimes claiming it is a part of his religious observations, sometimes saying it covers up the scars of a terrible pox. His voice is dry and raspy, and despite two centuries of dwelling in the Empire, the scent of must and desert sand still lingers. Under various names Sadikur has written to countless scholars over the years, and indeed even @UUID[Actor.bddoUxOTF19PyRKm]{Quintus Fassbinder} knows of him — albeit under two separate pseudonyms.</p>\n<p>@UUID[Actor.E95wlwZw1CkiyVnK]{Sadikur} splits his time between a dozen different coaching houses, where he is known as ‘The Painted Wanderer,’ often shortened to just ‘The Wanderer.’ He has not had to kill anyone to keep his true nature a secret, but he would without hesitation. He will happily discuss his research, but long experience has thought him that the Empire takes a dim view of those openly discussing Daemons, and waits for others to raise such matters first.</p>\n<p>@UUID[Actor.E95wlwZw1CkiyVnK]{Sadikur} may come into contact with the Characters in a number of ways. @UUID[Actor.bddoUxOTF19PyRKm]{Quintus Fassbinder} may direct them to the scholar, though he only knows the name ‘The Wanderer,’ and that it belongs to a surprisingly well informed scholar of Tzeentch who frequently sends letters from coaching houses in Averland. Alternatively, Sadikur may contact the Characters if they are open about their quest for the Hammer, as he has become aware that Ghal Maraz is tied to @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} in some way.</p>\n<h3>USing Sadikur in Empire in Ruins</h3>\n<p>@UUID[Actor.E95wlwZw1CkiyVnK]{Sadikur} is a useful tool for filling in any information gaps the Characters may have. The truth and history of @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru’s} imprisonment are more hinted at than outright explained, as befits events surrounding ancient prophecies and imprisoned Daemons. However, if the Characters find themselves in possession of Ghal Maraz but completely unaware that in retrieving it they have freed a Daemon, Sadikur may prove useful in explaining what is going on. Be sure to have the Characters ask questions of the Wanderer, however. He should be used as a knowledgeable expert who may be interrogated by the curious, and not a shortcut to explaining things the Characters should have found out for themselves.</p>\n<p>@UUID[Actor.E95wlwZw1CkiyVnK]{Sadikur} is not a straightforward ally. Though he has not put all the pieces together himself, in life Sadikur was a worshipper of Tzeentch, and a member of the lingering cult @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} established before being driven from Nehekhara. Long years as an unchanging undead corpse have only heightened Sadikur’s desire for unbridled Change. If the Characters state their simple plan to slay Sheerargetru, this will stir something in Sadikur, and he may well attack, especially if he knows they have @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}. This surge of emotion will be a surprise to Sadikur as much as it is to the players, though once he has begun he will see the fight through to the bitter end.</p>"
				},
				"Timeline of the Daemon Sheerargetru, Its Fell Deeds, and Imprisonment": {
					"name": "Timeline of the Daemon Sheerargetru, Its Fell Deeds, and Imprisonment",
					"text": "<p>All dates given list the Imperial Calendar.</p><h3>C. -5500 IC</h3><p>The Coming of Chaos. Sheerargetru entered the world along with a horde of its brethren, slaying, corrupting, and changing all that they touched. Even as the lands were covered by the corruption of Chaos, as Warpstone rained from the skies and Daemons walked openly in the world, the Dwarfs retreated beneath the mountains. In those times their Gods were with them still and walked among them, and the need for great weapons to turn back the flood of Chaos was clear. It was towards this cause that Smednir, the son of Grudni and Shaper of Ore, set out to create the greatest Runehammer that would ever exist.</p><p>By now Sheerargetru had become established as a mighty servant of Tzeentch, having conquered much and slain many Dwarfs and Elves who had foolishly attempted to defend their homes. The Daemon had begun its first true experimentations in the arts of prognostication, and was of course aided by its Tzeentchian nature. In this way it saw what Smednir was attempting and recognised the threads of fate which spelled out a simple truth — the hammer would be named Ghal Maraz, and it would be the end of Sheerargetru. The Daemon failed in its attempt to corrupt the hammer or its maker, and rather than risk the vagaries of fate it fled far from the realms of Dwarfs.</p><h3>C. -3000 IC</h3><p>Sheerargetru was one of many Daemons who made their home in what would become the kingdom of Nehekhara. There the Daemon tempted, corrupted and warped all that it touched, ever fearful of the weapon it knew to be its bane. The Daemon persisted there for an age, creating a minor cult of its own. Ultimately an alliance of desert gods lead by Ptra, whose cleansing light was anathema to all servants of the Ruinous Powers, rallied against the Daemons. Sheerargetru and all its kin were driven from the desert and fled to the far north. Sheerargetru chafed at this treatment, but foresaw the ruin that would one day befall Nehekhara, and laughed.</p><h3>C. 50 IC</h3><p>Like many of its kind, Sheerargetru viewed the rise of Sigmar with distaste, and perhaps the slightest hint of fear. The Empire he forged in this lifetime was a change, yes, but any Daemon of Tzeentch could see it would bring the sort of order their kind abhorred. Sheerargetru had special cause to fear the man, as he carried with him the hated Ghal Maraz, the weapon fated to end the Daemon. Therefore, as Sigmar began to step out of the pages of history and into the lofty realms of myth and perhaps even divinity, Sheerargetru struck.</p><p>The Daemon sent prophetic dreams to Sigmar, some truthful, some false, and lured him far from his allies. Whether Sigmar knew he was being drawn into a trap is debateable, but regardless, even in his later years, the first Emperor was the Daemon’s match. They battled deep beneath the earth, and Sheerargetru was sealed away by the magic of the Runehammer and the might of the one who had wielded it. Ater this Sheerargetru knew nothing of what became of Sigmar, though the knowledge that it was overcome by a mortal man haunts it still.</p><p>Sheerargetru despiared at its prison, recognising that it had played directly into fate's hands by confronting Sigmar. It would not be so foolish again.</p><h3>C. 150 IC</h3><p>The Dwarfs, noting the great trials that would likely be faced, provide another runehammer to the fledgling Empire. Knowing that the memories of manlings are short, they expect the hammer will come to be seen as Ghal-Maraz, though dwarf honour means that they never quite say as much. Over time they are proven right, and indeed even the hammer itself seems to fall for this ruse. At times, when weilded in the defence of the Empire and acting in Sigmar's name, it takes on powers that no Dwarf smith of this age could have imbued it with. Still, the shame of duplicity lingers, and would eventually give rise to The Chain, a cabal of Dwarfs who would one day aid in the return of the true hammer.</p><h3>50-1152 IC</h3><p>The Early Empire. During the first millennia of imprisonment, Sheerargetru could do very little. Ghal Maraz was still fresh, its powers mighty, and the Daemon could only rage ceaselessly as its fate. As time passed, however, it became able to sense more and more of what went on in the world. It saw that the heirs of Sigmar, though strong, often quarrelled. It noted that the forces of Chaos, though driven back, were hardly extinguished. Most of all it considered the foolishness of facing Sigmar head on, and decided that in the future it would be take a more subtle approach.</p><h3>1248 IC</h3><p>Sending the presence of the Golden Death Mask of Kharnut in Altdorf, a dozen Tomb Kings awaken and travel to the Empire to retrieve it. Among their armies is a scholar, Sadikur, who retained enough of his wits to note a presence as they passed through the mountains and into the Empire. Though half dreaming, the presence is reminiscent of a being described in ancient texts from the days of Nehekaran myth as a powerful entity capable of working great change. Spurred on toward Altdorf by a will not entirely his own, Sadikur would make war upon the Empire and return to Nehekara, but never forgot the presence in the mountains.</p><h3>1359-1547 IC</h3><p>Age of Wars. In the midst of growing civil strife following a succession, war engulfs the Empire. Seeing its chance, Sheerargetru begins its subtle work of influencing vulnerable citizens of the Empire through dream, prophecy, and temptation. The Daemons messages are always garbled, however, and only fragments make it through. Still, this is enough to spur the creation of several cults dedicated to an imprisoned god. These would go on, after several centuries of growth and mutation, to form the Nine Eyes.</p><p>During this time Sheerargetru begins warping the nature of the caves by its very presence, with the winds of magic refracting and warping them. Daemons and other vile creatures make the caves their home, slowly being put in place to play their part in Sherargetru’s ultimate freedom.</p><p>One such creature, a particularly ambitious Horror, proves particularly reliable. It will eventually take on the guise of Gideon, a human child, and begin testing the weaknesses of the human spirit (and the possibility of summoning greater Daemons) in the town of Bögenhafen.</p><h3>1714 IC</h3><p>Sheerargetru has determined it best not to again attempt to defy fate, but to work within its threads. The Daemon sends forth dreams of a great treasure hidden in its cave. It is eager to be rid of Ghal Maraz, but knows that if the time is not right, doom will quickly follow. Adelfried Jarmund is lured to the cave and imprisoned there.</p><h3>2302 IC</h3><p>The Great War against Chaos. Sheerargetru rails at being unable to participate, though the Daemon’s increasing sensitivity to the whims of fate means that the ultimate victory of the Empire over the forces of Chaos is no surprise to it.</p><p>However, as Magnus reforms the Empire and establishes the Colleges of Magic, the Daemon recognises the opportunity this affords. The Colleges will make Altdorf a focus of magical power, the perfect place for it to ultimately manifest. As power centralises in Altdorf to a degree not seen in centuries, Sheeragetru again rejoices. A single powerful leader is all the easier to weaken or corrupt, an idea that will go on to inform the ethos of the Purple Hand.</p><h3>2225 IC</h3><p>Graf Heimholtz, Templar Grand Master of the Knights of the Blazing Sun, leads an army from the Empire to attack the Nehekaran city of Numas. Though eventually turned back, the invasion necessitates a call to arms that awakens many, including the scholar Sadikur.</p><p>Unable to return to rest along with his fellows after the war ends, Sadikur instead follows the fleeing remanants of Heimholtz’s army back to the Empire. His long slumber has been wracked by dreams of the presence he felt in the mountains so long ago, and he is certain it has only grown in power. Wondering at the power of the Daemon and what might be accomplished could it be controlled, the scholar will spend two centuries in research. He becomes the first being in mellennia to learn the creature's name, Sheerargetru.</p><h3>2304-2512</h3><p>As the day of its freedom draws near, Sheerargetru uses its influence to infiltrate the dreams of ambitious imperial citizens, and through them slowly begins to form a great cult of Tzeentch. This organisation becomes known as The Purple Hand. Its foundation is as byzantine and complicated as the cult itself will eventually become, but through it Sheerargetru has sown the seeds of its liberation, and perhaps its downfall.</p>"
				}
			}
		},
		"The Changeling": {
			"name": "The Changeling",
			"pages": {
				"The Changeling in Empire In Ruins": {
					"name": "The Changeling in Empire In Ruins",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/changeling.webp\" width=\"257\" height=\"278\" /></div><p>In Enemy in Shadows it was promised that the Changeling could be used to further complicate matters in <strong>Empire in Ruins</strong>. That a daemon of Tzeentch is capricious ought to go without saying, but of all servants of the Great Mutator the Changeling is perhaps the most mischievous and resourceful, with a talent for shapeshifting and adopting alternative identities that places even @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon’s} multifarious metamorphoses in the shade. But given that the @UUID[Actor.tYpH2H0xZ3odU5L1]{Changeling} is a servant of Tzeentch, and possesses shape-shifting abilities, what could it add to the course of the adventure that @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} could not?</p><p>@UUID[Actor.tYpH2H0xZ3odU5L1]{Changeling Of Tzeentch}</p><h3>Gideon as an Aspect of the Changeling</h3><p>The simplest way to utilise the @UUID[Actor.tYpH2H0xZ3odU5L1]{Changeling} in <strong>Empire in Ruins</strong> would be to use @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} as an aspect of the other Daemon. Gideon is a powerful shapeshifting Daemon of Tzeentch, but he is less potent a creature than the Changeling.</p><p>In this case the @UUID[Actor.tYpH2H0xZ3odU5L1]{Changeling} could itself have become compromised, cursed by Tzeentch of impeded through the activity of another Chaos god. In this scenario @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} is a weak projection of the Changeling, working relatively incognito. The ritual at the end of Empire in Ruins is not just intended to free @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru}, but to restore the Changeling to full power. Its appearance in the @UUID[Scene.RA5QXcxGHPVZnnbf]{Volkshalle} will add even more chaos and confusion to the finale.</p><h3>The Changeling as Rival to Gideon</h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/gideon-observing.webp\" width=\"261\" height=\"335\" /></div><p>Another way the @UUID[Actor.tYpH2H0xZ3odU5L1]{Changeling} could be employed is as a rival of Gideon. Tzeentch may well be the patron of both Daemons, but this does not mean that they necessarily work towards the same ends. Tzeentch’s plans are so ineffable and labyrinthine that it is plausible that even his Daemonic servants may find themselves pitched against one another in order to serve a greater plan.</p><p>As a rival to @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} the @UUID[Actor.tYpH2H0xZ3odU5L1]{Changeling} may want to see the summoning of Sheerargetru delayed, subverted, or prevented. There are several ways he might do this.</p><p>He may take the shape of one of the crew of the Carroburg, ensuring that the vessel is dogged with problems, leaks, supply shortages, mysterious deaths and other mishaps.</p><p>He may take the form of guards or soldiers in the employ of @UUID[Actor.umAaCuMoMplgq6GG]{Marius Lietdorf} or Countess @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle von Liebwitz}. These folk may try to delay the characters by revealing them when they are trying to sneak through or hide in Streissen or Nuln. They may also make wild denunciations, accusing the Characters of having sympathies with Sudenland (to Emmanuelle) or the Alptraums (to Lietdorf ).</p><p>He could take the form of @UUID[Actor.XuZtsncLRagDpswg]{Cruzzik Cacklespit} or one of the other leaders of the @UUID[JournalEntry.p6ttZVxrPdkr0BLl]{Madcraw} clan, ensuring that the Goblins put up much stiffer resistance to the Characters as they make their way through the gorge.</p><h3>The Changeling as an Ally of Gideon</h3><p>Where the Changeling could make the most direct impact on the adventure is as an assistant to @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}, making sure that the ritual used to summon @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} goes off as well as it can. The most direct way the Changeling will try to do this to get the Characters to retrieve corrupt objects during their journey that will help top fortify Sheerargetru when he manifests in the @UUID[Scene.RA5QXcxGHPVZnnbf]{Volkshalle}.</p><p>The Changeling gets four chances to influence the Characters in the way during their return journey with the hammer. In each of these occasions the Changeling avoids the Character with Ghal Maraz, and leaves the area quickly if Ghal Maraz is flourished.</p><p>In any tavern or club the Characters stop at during the return journey the Changeling manifests as a gambling man called Rudi Böttcher. Rudi looks hangodg and desperate, with wet eyes that seem permanently on the verge of tears.</p><p>He tries to engage the players in a game of Red Empress, but he is having a run of bad luck, and soon all he has to play with is an old medal awarded to his grandfather by an Estallian Duke. The medal is gold and bears a magical symbol. It is worth 2 gold crowns if it is pawned. The medal is actually a magical artefact that attracts the winds of magic and adds +1 SL to any successful Channelling Tests the wearer makes.</p><p>Benni Shorthill is a travelling Halfling herbalist who passes the Characters on the road or river. He has a touselled thatch of red hair and is missing all his incisors. He offers them a discount on a case containing 6 @UUID[Compendium.wfrp4e-core.items.gxdjLQoQUTYgD6fm]{Healing Draughts}. Normally this would cost 3 gold crowns, but Benni is proud of his new recipe and says the case may be purchased of a single crown. If one of the Characters is injured Benni even demonstrates the efficacy of his potions on them. The Healing Draughts are all effective, but the fifth bottle in the case is filled with Daemonic ichor and is most definitely not good to drink.</p><p>At the Wulfshugel the @UUID[Actor.tYpH2H0xZ3odU5L1]{Changeling} manifests as an aging veteran called Gerd Heideck. Gerd is a bent-backed and bald man with a deeply lined face. His right cheek is a mass of scar tissue and his right eye is missing. ‘Backfiring handgun’ he explains to anyone who asks. He has found an artefact on the hill, a small stone with a spiral diagram etched onto it. ‘<em>You ought to hang on to it’</em> he tells one of the Characters. ‘<em>These devices were left behind by those who raised the Oghams, it’ll bring you luck.’</em> The device does indeed bring luck, as the Character who bears it benefits from an additional Fortune Point per session until the manifestation of @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru}.</p><p>Vroni Dachdecker is a young pedlar working the roads near Altdorf. She is a short girl with a pronounced limp. She sells arrows, bolts and slingshot bullets. If the Characters need any arrows or bolts, she will sell them a quiver full, decorated with bright blue feathers.</p><p>These items are all imbued with ritual significance pertaining to the summoning of a Daemon, and if they are present when @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} is being summoned they effect the summoning in the following ways.</p><table><tbody><tr><td style=\"text-align:center\"><strong>Item Present</strong></td><td style=\"text-align:center\"><strong>Points</strong></td></tr><tr><td>Magical Medallion</td><td style=\"text-align:center\">+2</td></tr><tr><td>Vial of Daemonic Ichor</td><td style=\"text-align:center\">+1</td></tr><tr><td>Lucky Sign of the Mystic Spiral</td><td style=\"text-align:center\">+1</td></tr><tr><td>Arrows fletched with feathers from a Lord of Change</td><td style=\"text-align:center\">+2</td></tr></tbody></table>"
				},
				"The Changeling as Herald of War": {
					"name": "The Changeling as Herald of War",
					"text": "<p>The @UUID[Actor.tYpH2H0xZ3odU5L1]{Changeling} may not have any direct part in the events of the adventure whilst still being busy. Throughout many of the Empire’s provinces the servants of Tzeentch are engaged in ensuring that the Turmoil goes ahead as quickly and with as much intensity as possible.</p>\n<p>The war has been building for some time, but even so it not easy to break down old alliances, beat plowshares into swords, and deploy armies to the field. Thanks to the efforts of @UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ]{the Purple Hand} and their co-conspirators in the various Eye cults throughout the Empire the nation is poised to descend into violence far more quickly than an observer might otherwise imagine, but a shapeshifting daemon can really help exacerbate matters.</p>\n<p>During the course of <strong>Empire in Ruins</strong> the Characters may be in the company of many scheming nobles who might drop some evidence that they, or the people around them, have been manipulated by a shapeshifter.</p>\n<h3>On The Sky Wolf</h3>\n<p>@UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich}, shortly after picking up the characters in the @UUID[Actor.NWkiPjoS1NuxELak]{Sky Wolf}: <em>‘It had all been going so well. I had just about convinced Hans-Hals von Tasseninck that the Krieglitzes were sincere in their desire to build brides and hold a thorough inquiry into the death of the Crown Prince. I had him ready to call for a stop to all the border disputes and even punish any of his vassals who refused to refrain from further violence. Then, out of nowhere, Gustav von Krieglitz himself stormed into the chamber, grabbed the brim of von Tasseninck’s hat and yanked it down over his face, screaming all the while about the wages of slander. Really put an end to any hope of a constructive outcome. I did all I could to calm Hans-Hals, and then went off to give Gunther a piece of my mind, but he denied he had so much put a hand on the other man, or even entered the chamber. But as Verena is my witness I saw him with my own eyes.’</em></p>\n<h3>In Middenheim</h3>\n<p>@UUID[Actor.LzkGSosXU59kwBIV]{Veiran Thugenheim}, to a fellow Middenheimer at the reception in the @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.SbaXkT2ZupAWRthT]{Middenpalaz}, and only if the Character listening in is able to successfully eavesdrop: <em>‘The Baron’s informants are among the best in the business but if this Gausser fellow is able to act as he seems to be acting, he must have information coming to him constantly and accurately. Several times we have sent out a squadron of Knights to intercept reivers from Nordland, and they evade capture every time. They are even able to work around our squadrons and lay waste to farms and villages whilst we chase after shadows.’</em></p>\n<h3>At the Military Parade</h3>\n<p>Characters may be able to eavesdrop on the following conversation be tween the Emperor’s Double and Immanuel-Ferrand:</p>\n<p><strong>The Emperor’s Double</strong>: <em>‘It’s an impressive turnout, but I can’t help feeling we are a little short on men.’</em></p>\n<p><strong>Immanuel-Ferrand</strong>: <em>‘A great many of the city’s troops are still engaged in supressing the situation in Ubersreik your majesty, and a number of knightly orders have declined to attend as they are sworn to defy Beastmen and Goblins, foes they claim are massing in ever greater number in the Reikwald.’</em></p>\n<p><strong>The Emperor’s Double</strong>: <em>‘That may be, but still I had thought to see more troops arrayed from the wider Reikland. Where’s the Grunberg contingent and … what’s his name … the Graf of Bogenhafen?’</em></p>\n<p><strong>Immanuel-Ferrand</strong>: <em>‘Von Saponatheim? In the west! Near Helmgart.’</em></p>\n<p><strong>The Emperor’s Double</strong>: <em>‘Well what in Sigmar’s name is he doing there? We’re not at war with Bretonnia are we?’</em></p>\n<p><strong>Immanule-Ferrand</strong>: <em>‘Between you and I, we may well be yet. He claims to be in possession of intelligence suggesting the Duke of Pavarron has come to a deal with the monstrosities of Blood Keep and they plan to combine in alliance.’</em></p>\n<p><strong>The Emperor’s Double</strong>: <em>‘By all of the gods. What utter piffle!’</em></p>\n<h3>In Averland and Nuln</h3>\n<p>Virtually anywhere the Characters stop on their journey there will be similar tales. Military forces happen to be directed through uncannily precise, or terribly misleading, information, into being just where they need to be, or don’t need to be, in order to cause the war the develop much faster and more fiercely than it otherwise might. Regiments on manoeuvres find themselves arriving at villages at the same time as raiders poised to pounce on them, wagon trains are ambushed by Beastmen or Goblins, hostilities are declared between nobles before they even realise that they had swollen their fighting retinues to massive capacities.</p>\n<p>In the aftermath of <strong>Empire in Ruins</strong> the Characters may decide to chase these stories down, and in many cases they will find that the captains, quartermasters and noble lords who fought the war cannot account for strokes of good fortune, ill luck or exacerbating circumstances that contributed to the conflict.</p>\n<div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/parade.webp\" /></div>"
				}
			}
		},
		"Alternative Empires": {
			"name": "Alternative Empires",
			"pages": {
				"But What If ... ?": {
					"name": "But What If ... ?",
					"text": "<p>What if the Characters prevent that final battle with @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru}? Far from a thrilling conclusion, the ending could feel anticlimactic. In this chapter, we take a closer look at the alternative outcomes mentioned in <strong>Empire in Ruins</strong> (see @UUID[JournalEntry.DxTPhw2YhWpPVo1c.JournalEntryPage.k6XiWJz5E4noCgFY]{Aftermath and ... Rewards?}) — how you can integrate them into the story, what the near-future of the Empire might be, and present an adventure suggestion worthy of powerful characters. Each table’s campaign is different, however, so use these suggestions as inspirations for your own alternate endings.</p><h3>Yann Zuntermein - The Spider In His Web</h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/yan-zuntermein.webp\" width=\"192\" height=\"236\" /></div><p>A master spy, @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} may be a Chaos cultist, but he is not stupid. After the events of <strong>Power Behind The Throne</strong> and <strong>The Horned Rat</strong>, his informants alert him to the Characters’ growing significance. Meeting them at @UUID[JournalEntry.02qjJrwtrBb6N1H7]{Shining Rock} and noting how they reacted to the attempted assassination of @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina}, he acknowledges them as resourceful figures and, therefore, as possible threats to his plan. If he is wily, they could be potentially useful tools.</p><h3>How Zuntermein Wins</h3><p>@UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein’s} plot entails the @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince}, well-groomed by his @UUID[Actor.b6bu4oI4eRL4abkS]{Nine Eyes tutors}, first becoming Prince Regent for the ailing Emperor and then ascending to the throne in his own right.</p><p>However, three dangers hover over his plans: @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}, @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} and the party. First, he suspects Gideon of having his own agenda and that recovering Ghal Maraz is crucial to it. Second, Wasmeier schemes to replace him atop the Altdorf Purple Hand. He could wreck everything. Lastly, the Characters are far too capable for @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein’s} comfort.</p><p>@UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} must prevent the recovery of the Hammer in order to succeed. While the attempt to steal it in Altdorf (@UUID[JournalEntry.DxTPhw2YhWpPVo1c.JournalEntryPage.dHcV3DSWkeeAKu2I#optional-encounter:-zuntermeins-last-grasp]{Zuntermein's Last Grasp}) represents a last, desperate effort, he does have a card to play earlier — @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier}.</p><p>Once it becomes clear that a mission to recover @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} is underway, @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} plants information through intermediaries that @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} has been sighted in Altdorf and that he was behind the assassination attempt. Zuntermein himself never appears, though clever investigative work by the Characters should uncover a trail back to him.</p><p>Following @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein’s} clues, the Characters find the safehouse in which @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} hides — as well as a faked message identifying @UUID[Actor.bddoUxOTF19PyRKm]{Quintus Fassbinder} as a Purple Hand agent. Written in the same cipher they encountered in Middenheim, it accuses him of conducting research for the cult, something others would be all too willing to believe. With Wasmeier eliminated and Fassbinder discredited, the quest for the Hammer never occurs, the summoning never takes place, and Yann Zuntermein wins.</p><h3>The Empire Under Zuntermein</h3><p>@UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} first must consolidate power. If the Characters have not figured out his scheme, then they can still be useful. Soon after the events of <strong>Empire in Ruins</strong>, the Emperor’s condition worsens as the Purple Hand’s ‘doctor’ continues poisoning him. Zuntermein, manipulating @UUID[Actor.BcGALPPubww6hPnQ]{Liepmund Holzkrug}, has the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.sVFygKRicWFw6BsT#reikland-council]{Reikland Council} declare @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince Wolfgang} Prince-Regent to rule in Karl-Franz’s name as both Grand Prince and Emperor. Wolfgang, under Zuntermein’s influence, takes on the Characters as ‘trusted agents’. Soon, they uncover ‘evidence’ — planted by Zuntermein — implicating Holzkrug in a plot to seize the throne, aided by Else Barnhelm of the Schattenkabinett and General Erik Hoffman of the Palisades. (see @UUID[Compendium.wfrp4e-altdorf.journals.W4LFOIduFZoqSNsN.JournalEntryPage.e1vvDKWEn2EYw0gZ]{The Black Chamber}). With these rivals eliminated, the new Prince-Regent ‘reforms’ the @UUID[Compendium.wfrp4e-altdorf.journals.W4LFOIduFZoqSNsN.JournalEntryPage.e1vvDKWEn2EYw0gZ]{Black Chamber}, making Zuntermein its head and giving him a seat on the Reikland Council, where he becomes de facto prime minister.</p><p>Soon, the Palace announces that the ailments of Luitpold, Prince of Altdorf, have grown worse. He is leaving to ‘take the cure’ at the @UUID[Compendium.wfrp4e-archives2.journals.NdCkjAamdihWdQqA]{Great Hospice}, and his mother, the @UUID[Actor.YNXGP1kG2aD47HIP]{Lady Maria-Luise}, will join him to see to his care, while the Prince-Regent oversees the Principality of Altdorf. Thanks to a generous gift from Wolfgang to the hospice for their perpetual upkeep, @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} is confident that neither will cause him problems.</p><p>Now secure, @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} implements the Purple Hand’s grand design — ‘reforms’ that break down the pillars of the Empire, weakening it against Chaos. In Reikland, Wolfgang frees all towns from any feudal obligations, leading to outrage among the nobility and joy among the burghers. An Imperial decree suppresses the Order of the Silver Hammer as an enemy of ‘free thought’, eliminates licenses for wizards, and reaffirms the mutant decree. Sigmar’s cult fractures as the Arch-Lectors in Nuln and Talabheim defy orders to obey the new edicts.</p><p>While implemented in Reikland, across the Empire the new decrees meet strong resistance in the @UUID[Compendium.wfrp4e-eis.journals.Zt9cBtaoKEL2kjPF.JournalEntryPage.Epef0dqTOuXpTAZ6#the-prime-estates]{Prime Estates} Some grand provinces simply ignore them, while others declare them ‘null and void’ and punish anyone who tries to implement them. A meeting of the Electoral Council the next year to settle matters fails utterly, with @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris} declaring the north’s secession and Grand @UUID[Actor.CcqiAghkzgp9u1In]{Countess Emmanuelle} of Nuln proclaiming neutrality. A civil war that lasts years then ravages the Empire.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/purple-hand.webp\" width=\"163\" height=\"238\" /></div><section class=\"hook no-image\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\">Agents of Nuln</h3><p>While she has declared neutrality in the continuing strife, @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle Liebwitz} has not been sitting idle as the Empire collapses around her. Aware more than most of what is really going on, she has laid plans for an uprising that would restore the Holswig-Schliesteins and eliminate @UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann Zuntermein}. However, to succeed she needs a legitimate claimant, and the only one is Karl-Franz’s son, Prince Luitpold, currently at the Grand Hospice with his sister and their mother, who is also Emmanuelle’s dearest friend.</p><p>She thus has to rescue Luitpold and his family. In need of deniable agents and recalling the Characters, Emmanuelle contacts them through intermediaries with an offer: rescue @UUID[Actor.YNXGP1kG2aD47HIP]{Maria-Luise} and her family from the @UUID[Compendium.wfrp4e-archives2.journals.NdCkjAamdihWdQqA]{Great Hospice} and get them to Nuln in return for noble titles and estates.</p><p>The task is not easy. @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} has replaced many on the staff at the @UUID[Compendium.wfrp4e-archives2.journals.NdCkjAamdihWdQqA]{Great Hospice} with Spionwerber operatives and stationed a ‘reliable’ unit of Reiksguard cavalry nearby as an ‘honour guard’. The Grand Countess also insists on minimal bloodshed — if her agents were to harm any of the Shallyan priestesses there, the political repercussions would be disastrous.</p><p>The mission is thus not just extraction, but also a chase, as the Characters evade @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein’s} minions, not to mention hostile local powers. Perhaps their route takes them through Marienburg to the sea, or across the mountain passes and through the Dwarfholds of the Grey Mountains, to Bretonnia, whence they make their way to Tilea and reach Nuln weeks later by way of the @UUID[Compendium.wfrp4e-archives1.journals.S1ONBYW4uxw9POV8.JournalEntryPage.jMPCfpAkxavtt9Ix#kreutzhofen]{Alimento} tunnel.</p></section>"
				},
				"Wasmeier's Revenge": {
					"name": "Wasmeier's Revenge",
					"text": "<p>Once the head of the Middenheim Purple Hand, Karl-Heinz Wasmeier has fallen far, reduced to a fugitive seeking sanctuary from the cult in Altdorf. But he has plans, and the presence of the Characters gives him the chance to fulfil them… as well as gain revenge.</p><h3>How Wasmeier Wins and How the Characters Can Help</h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/karl-heinz-wasmeier-old.webp\" width=\"170\" height=\"206\" /></div><p>@UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} wishes to eliminate @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} and assume control of the Purple Hand, taking control of Zuntermein’s schemes and ‘doing them right’. But, he needs to defeat his rival without alerting Zuntermein and destroying the cult. While not fully aware of Gideon’s plans, Zuntermein’s opposition to the Characters’ mission to retrieve @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} gives him an attractive opportunity to use one set of enemies to destroy another.</p><p>His plans commence after the Characters’ arrival in Altdorf. After the attempt on @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina’s} life, @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} through pawns drops hints warning of treason within the Black Chamber and around Wolfgang. At the emergency Electoral conclave (@UUID[JournalEntry.mAUuZ2hUO5TrG30w]{Chapter 7}), a cultist loyal to Wasmeier on the Palace staff slips a note in a Character’s food or their pocket alerting them to a meeting of ‘conspirators and cultists’ taking place that night near the university.</p><p>The note is genuine. That night is one of ritual significance for the Purple Hand, and @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} is conducting the ceremony, one which Wasmeier misses due to ‘sudden illness’. If the Characters raid the meeting, Zuntermein is exposed, if not killed outright. @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} then assumes command of the Purple Hand.</p><p>Regardless of how the Characters take out @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein}, there is still the problem of the summoning; its success would ruin @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier’s} plans. Though he does not know the full picture, Wasmeier knows that someone ordered the replacement of the Reiksguard at the Reliquary with cultists; he assumes this is a crucial part of whatever Zuntermein is planning. He has orders forged that once again change the guard, this time replacing the cultists at the last minute with real, loyal Reiksguard Knights. With this switch, the Hammer does not vanish through the trap door and the sacrifice of the @UUID[Actor.6vITnrER3XMTsMGS]{Grand Theogonist} and @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince} do not take place.</p><p>The summoning fails, and @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} wins.</p><h3>Crumbling Empire</h3><p>Though he has won, @UUID[Actor.lYEKyCpaihHON6Gz]{Karl-Heinz Wasmeier} does not have @UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann Zuntermein’s} skills and resources. He does not control the Black Chamber, nor even the Spionwerber. He does not gain a seat on the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.sVFygKRicWFw6BsT#reikland-council]{Reikland Council}, so cannot dictate the direction of the Empire’s wealthiest province. Though his plans are large, his means are limited, and his need for revenge against the Characters warps his judgement.</p><p>But @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} does have some strings to pull and is still an experienced conspirator. If at least three of the @UUID[Actor.b6bu4oI4eRL4abkS]{Nine Eyes} survived, then Wasmeier retains the cult’s influence over the Crown Prince’s education. If any were eliminated by the Characters, he finds replacement tutors with impeccable credentials, thus only briefly delaying matters. Regardless, under an assumed name he takes the place of the Law Tutor, giving him direct access to Wolfgang. The poisoning of the Emperor continues, which leads to the @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince} becoming Prince Regent. If the Characters uncover the doctor’s plot, Wasmeier’s plans are only inconvenienced; the damage done in the Emperor’s name has severely weakened his standing with the Electors.</p><p>Through the influence of the Nine Eyes, he persuades @UUID[Actor.3GcQxRuIm1MgoAMF]{Wolfgang} to ‘reform’ Reikland’s judiciary. An Imperial decree establishes a ‘Reikland High Court,’ with authority to appoint all judges and hear all cases in the Grand Province, as well as the authority to revoke any local laws ‘for the sake of uniform justice’. A further decree grants this court authority throughout the Empire. The Chief Judge of this new tribunal is, of course, @UUID[Actor.lYEKyCpaihHON6Gz]{Karl-Heinz Wasmeier}, the Crown Prince’s trusted adviser.</p><p>The reaction is furious. The nobility rails against having their ‘ancient privileges’ usurped, freistadts resist losing rights they had just won, and the cults are outraged at being subject to secular law. Even the age-old friendship with the Dwarfs fractures, as the new High Court rules all Dwarfs within the bounds of the Empire are subject to Imperial law, not that of the Dwarf Empire, breaking longstanding treaties.</p><p>The breakup of the Empire is even worse than under @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein}. @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris} declares himself ‘Wolf Emperor’ as Middenheim and the north secede, while Grand @UUID[Actor.CcqiAghkzgp9u1In]{Countess Emmanuelle} has herself crowned Empress, forming a breakaway Empire with Stirland and Ostermark. The other Grand Provinces choose sides, with only distant Ostland remaining loyal to Altdorf, and even some internal provinces rebel against their Electors, subtly influenced by @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier’s} agents. The control of the Colleges of Magic breaks down, as some wizards escape the new regime to seek patronage and protection from other Electors.</p><p>Foreign enemies see their chance, too. The Duke of Parravon begins a sixth war, intending to annex Ubersreik and the Vorbergland. Marienburg demands extensive concessions to supply anyone with needed funds. Greenskins raid from the Black Mountains, and the new Southern Empire has its hands full with both an Orc invasion from Black Fire Pass and the civil war. The chaos lasts for decades.</p><section class=\"hook no-image\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\">Upheaval in Ubersreik</h3><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/ubersreik.webp\" width=\"208\" height=\"224\" /></div><p>Though busy transforming the Empire, @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} has not forgotten the Characters. In fact, he is obsessed with revenge. The perilous situation in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.icaZcokQLawViHCq]{Ubersreik} gives him the opportunity to exact it</p><p>The Characters likely have had to flee Altdorf as Wasmeier gained greater and greater control. Perhaps they went to join @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris} in Middenheim, or the @UUID[Actor.CcqiAghkzgp9u1In]{Grand Countess in Nuln}. Regardless, at their host’s court they find a surprising guest: Leopold von Jungfreud. He had been hiding in Averheim, but had to flee again because of the turmoil there. The remaining von Jungfreuds are either arrested or dead, making Leopold the legitimate heir to the Duchy of Black Rock, the ancestral seat now under Altdorf’s control</p><p>News has filtered back from @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.icaZcokQLawViHCq]{Ubersreik} that anger at the new laws has already led to riots, and that the burghers are willing to welcome the von Jungfreuds back. They offer to rise against Altdorf, but only if Leopold comes to lead them. The Elector is interested in anything that will weaken the Prince Regent. Emmanuelle, in particular, would give Ubersreik her protection in return for the von Jungfreuds swearing loyalty to her</p><p>It is a trap. While anti-Altdorf sentiment is genuine, cultist spies in @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier’s} service infiltrated the rebel groups and planted the idea of rebellion, knowing that the Characters would likely be the ones sent. The plan is to arrest them at a meeting with the ‘rebels’ where final arrangements were to be made. Unable to resist, Wasmeier himself will lead the raid</p><p>If they escape, the Characters have the opportunity to do two things at once — free @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.icaZcokQLawViHCq]{Ubersreik} from Altdorf’s clutches and finally kill @UUID[Actor.lYEKyCpaihHON6Gz]{Karl-Heinz Wasmeier</p></section>"
				},
				"Lieberung Wins (Posthumously)": {
					"name": "Lieberung Wins (Posthumously)",
					"text": "<p>Though long dead by this point, Kastor Lieberung’s plans could still bear fruit, leading to the bleakest of all futures.</p><h3>Kastor Victorious</h3><p>For Lieberung’s plan to succeed, all the others have to fail. While the @UUID[Actor.b6bu4oI4eRL4abkS]{Nine Eyes} must survive to complete their work. Ghal Maraz, on the other hand, is irrelevant.</p><p>Ironically, the Characters are in the best position to make this happen, however unwittingly. While there are opportunities in Empire in Ruins for the Characters to expose and neutralise both @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} and @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier}, the summoning poses more difficulties. Delivering Ghal Maraz sets the final steps of @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon’s} plan in motion. Even @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru’s} defeat means Lieberung has lost, for his summoning costs the Crown Prince’s life.</p><p>If Kastor Liberung’s double has survived, one of the @UUID[Actor.b6bu4oI4eRL4abkS]{Nine Eyes} realises that this is not their leader, but still someone who may be useful. Similar to the @UUID[.2zey0gB2ZOcmx4XM]{‘Wasmeier wins’} scenario, this person has learned of the replacement of the Reiksguard, something not part of the plan. Suspecting a double-cross, the cultist pretends to be an innocent scholar who has only just learned the truth. They inform the Character of the substitutions and, having heard of their ‘great exploits’, begs them to do something. However the Characters deal with the problem, eliminating the fake honour guard and somehow preventing @UUID[Actor.6vITnrER3XMTsMGS]{Yorri’s} death means no summoning.</p><p>If @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} and @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} have also been dealt with, then the late Kastor Lieberung wins.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/champion-of-shadows.webp\" width=\"258\" height=\"258\" /></div><h3>Lieberung's Fruit: The Chaos Emperor</h3><p>In the event of a Lieberung victory, the Turmoil, if it occurs at all, ends quickly. Wisely advised by his tutors and becoming an inspirational leader, Wolfgang quickly eclipses his ailing uncle as de facto ruler of the Empire, if not Emperor in his own right. Moving more slowly than either @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} or @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} would, he first appeases @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris} by finding those who planned the assassination of @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina} and executing them. He mediates between the cults of Sigmar and Ulric, brokering peace between them. He implements reforms to benefit burghers and peasants in Reikland, but only suggests them elsewhere. They become so popular, however, that the other Electors cannot resist. Finally, at a formal electoral conclave, he proposes changes to the structure of the Empire itself, giving Graf Boris and Grand @UUID[Actor.CcqiAghkzgp9u1In]{Countess Emmanuelle} what they wanted, and convincing the others to acquiesce. With the restoration of peace and prosperity, it seems a golden age has begun.</p><p>Appearances, however, are deceiving. After a few years @UUID[Actor.3GcQxRuIm1MgoAMF]{Wolfgang}, who has replaced most key members of the government with his @UUID[Actor.b6bu4oI4eRL4abkS]{Nine Eyes} advisers, announces he is leaving on a pilgrimage to seek the counsel of the gods. In truth, he ventures to the Silver Tower, where he becomes the pupil of the Chaos Sorcerer, Engrim van Horstmann. Returning after three years, Wolfgang, looking and sounding the same, is now the @UUID[Actor.KnN3dPkIPFUBgByl]{Champion in Shadows}, Tzeentch’s greatest servant.</p><p>He decrees new reforms to sweep away ‘old, stifling ways’, proclaiming toleration for all religions, including Chaos cults. When the hierarchies of Sigmar and Ulric object, they die in mysterious fires that ravage their chief temples. Magic is deregulated in the name of ‘free inquiry’, prompting the Supreme Patriarch to protest directly to @UUID[Actor.KnN3dPkIPFUBgByl]{Wolfgang}. According to rumour, having once entered the Palace, he never came out. Though some Electors rise in revolt, they are crushed by the preternatural power of the new Emperor’s armies.</p><p>Within a few years, the Empire becomes a place of nightmare. The ancient order is cast down, Chaos openly walks the streets, and people live in utter misery under the Chaos Emperor.</p><section class=\"hook no-image\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\">Mission to Ulthuan</h3><p>Months after @UUID[Actor.KnN3dPkIPFUBgByl]{Wolfgang} crushes the last rebellions, the Characters find themselves summoned to a small village near Middenheim. There they meet old acquaintances — @UUID[Compendium.wfrp4e-horned-rat.actors.ZVVaOEUN9ArYrYnM]{Janna Eberhauer}, now High Wizard of Middenland, and a badly scarred @UUID[Compendium.wfrp4e-altdorf.actors.wkR7O1KYE9qaXntF]{Thyrus Gormann}, former Supreme Patriarch of the Colleges of Magic, now in hiding and hunted by the Emperor’s spies.</p><p>Having barely survived and escaped his battle with @UUID[Actor.KnN3dPkIPFUBgByl]{Wolfgang}, @UUID[Compendium.wfrp4e-altdorf.actors.wkR7O1KYE9qaXntF]{Gormann} has spent the intervening months re-establishing contact with those still willing to fight back. Realising they need far more powerful magic to defeat the Champion in Shadows, they came to a conclusion — seek aid from the Elves, as was done in the time of Magnus the Pious. Only then would a rebellion have a chance of succeeding.</p><p>But the Elves withdrew from the Empire at the rise of Wolfgang. So, @UUID[Compendium.wfrp4e-altdorf.actors.wkR7O1KYE9qaXntF]{Gormann} and @UUID[Compendium.wfrp4e-horned-rat.actors.ZVVaOEUN9ArYrYnM]{Eberhauer} want the Characters to carry out this mission to Ulthuan. A boat, navigator, and crew await them in Marienburg, but they have to get into the city and then out to sea, while avoiding Wolfgang’s agents and the minions of Jaan van de Kuypers. Head of the most powerful of the Ten, the families that control Marienburg, van de Kuypers has profited immensely from his dealings with Wolfgang and will stop at nothing to protect his interests.</p><p>In Ulthuan, the Characters find their reception chilly at best, most at the court in Saphery having written the Old World off as lost. Though the Phoenix King refuses to provide an army, with deft diplomacy they can convince Teclis and @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.vI5JjfDoKBO3LTl5]{Anurion the Green} of the need to defeat Wolfgang and win their agreement to help.</p><p>Getting to the Empire is the problem. Wolfgang’s spies are seemingly everywhere, and neither wizard can use his magic, for fear of revealing their presence too soon. It is up to the Characters to figure out the route to Middenheim, where @UUID[Compendium.wfrp4e-altdorf.actors.wkR7O1KYE9qaXntF]{Gormann}, @UUID[Compendium.wfrp4e-horned-rat.actors.ZVVaOEUN9ArYrYnM]{Eberhauer}, and the @UUID[Actor.czIY275tUC4VGDWp]{Graf} await.</p><p>Perhaps through Nordland’s minor ports, perhaps across Norsca and Kislev to arrive from the east, the way home will be fraught with peril no matter what. If they succeed, however, the Graf raises the banner of rebellion and the battle for the Empire begins.</p></section>"
				},
				"The Characters Triumphant": {
					"name": "The Characters Triumphant",
					"text": "<p>But what if, in the end, the Characters foil everyone’s plans?</p><h3>Not Likely, But How Could This Happen</h3><p>With all the dangers the Characters face, with all the foes, the odds are heavily against them winning total victory. It is possible, though everything has to come together exactly right.</p><p>They must stop the summoning. Defeating @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} is not enough, for it almost certainly means the @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince} or the Emperor — or both — died to bring forth the daemon. Even protecting them only means that other, albeit imperfect, vessels such as @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} or the @UUID[Actor.b6bu4oI4eRL4abkS]{Nine Eyes} would be used instead. One means would be to prevent the Hammer from falling into @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon’s} hands, perhaps by discovering the trap door to the wine cellar from the Reliquary. This would lead to the arrest, interrogation, and confession of @UUID[Actor.x2cF45W4cU4QQW8v]{Ermine Liebwitz}. Thus warned, the authorities move the ceremony to the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.TwV8JKaTUnfo3ipT]{Grand Cathedral of Sigmar}, where it goes off without a hitch, the presence of the Hammer preventing a summoning.</p><p>They must also stymie @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein}. If he is killed following his attempts to direct his spies to kill the Characters, his threat is over. They could also expose him at any time after meeting him at @UUID[JournalEntry.02qjJrwtrBb6N1H7]{Shining Rock}. They may learn of his machinations through uncovering the plot to poison the Emperor, or discovery of the truth about the Nine Eyes could lead back to him. Confident and arrogant, Zuntermein has discounted any threat from @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier}. If the Characters capture Wasmeier, he could trade what he knows of Zuntermein in return for leniency.</p><p>Stopping @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} is the easiest to accomplish. Given their experiences in Middenheim, the Characters may kill him on sight. It is also likely that his unhinged rage at the Characters leads him to attack them, again leading to his death. And @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} himself may set him up to distract the Characters, should they be getting close to the truth about the Spionwerber chief.</p><p>The @UUID[Actor.b6bu4oI4eRL4abkS]{Nine Eyes} tutors are key to Kastor Lieberung’s plans. Killing or exposing them ends their influence over @UUID[Actor.3GcQxRuIm1MgoAMF]{Wolfgang}. Convincing Wolfgang of the truth could be hard, but, if they save Karl-Franz and present the evidence to him, he would order the arrest of the tutors and Wolfgang’s ‘re-education’ by the Cult of Sigmar.</p><p>If all these pieces fall into place, then the Characters win.</p><h3>An Empire Rebornn… Sort Of</h3><p>Although safe from the schemes of a daemon, a master spy, a sorcerer, and a dead man, the Empire remains badly damaged and faces a shaky future. At the top, trust has broken down almost completely in Karl-Franz as Emperor and Grand Prince. Revealing that he was poisoned and controlled by a Chaos cult does little to restore good relations, while the exposure of the @UUID[Actor.b6bu4oI4eRL4abkS]{Nine Eyes} plot makes @UUID[Actor.3GcQxRuIm1MgoAMF]{Wolfgang} unacceptable to the other Electors as Crown Prince.</p><p>The Grand Provinces themselves are in upheaval. Independence movements roil Nordland; Ostland and Talabecland remain at war; Nuln edges closer to seizing Sudenland; and the grandees of Reikland fear they could be the ‘next Ubersreik’. Meanwhile, violence continues to break out between the cults of Ulric and Sigmar as rumours spread among Ulricans that the cult of Sigmar consorts with Chaos.</p><p>To prevent all-out civil war, Karl-Franz calls another Electoral Conference, and this one succeeds. In the greatest reorganisation since Magnus the Pious, Hochland, Nordland, and Ostermark become Electoral Provinces. To compensate their former rulers, Middenland once again joins Middenheim, with @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris} ruling both. Similarly, Talabheim becomes part of Talabecland upon the marriage of Elise Krieglitz-Untern to Helmut Feuerbach, and Nuln absorbs Sudenland to form the Grand Province of Wissenland. The former ruling families are either deposed — the Krieglitzes, Toppenheimers, Bildhofens, and Alptraums — or replaced upon their extinction, as with the Tassenincks.</p><p>To stabilise his rule, Karl-Franz marries @UUID[Actor.YNXGP1kG2aD47HIP]{Maria-Luise} and names their daughter, Alia, as Heir, her education overseen by a committee, including the cults of Sigmar, Ulric, and Verena. The former Crown Prince is named Prince of Vorbergland, which title and estates he can assume once he completes his re-education. Karl-Franz confirms Ubersreik as a freistadt, but compensates the von Jungfreuds.</p><p>Though spared the worst, the Empire remains in a delicate state. Foreign enemies look to take advantage of its weakness, resentful losers scheme to get back what was once theirs, while ever in the shadows lurk the Purple Hand and other cults, plotting to turn the Empire into a realm of Chaos.</p><section class=\"hook no-image\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"no-toc\">Long Live the von Wittgendorfs!</h3><p>Though the Empire is at relative peace, problems remain to test the Characters. Having defeated all the myriad plots and saved Karl-Franz, one of the Characters — the Kastor Lieberung double, if he still lives — is made a baron and receives the estates and castle of the late Wittgenstein family, along with a purse of 20,000 GCs. It is up to them, however, to restore the land and make it profitable. Neighbouring nobles may resent these parvenus, even if they are heroes. While private war is frowned upon in the wake of the Turmoil, there are other ways to take what someone else has, especially if they begin to make the area desirable again.</p><p>Imperial politics aside, the long, dark rule of the Wittgenstein family left its mark on the Characters’ new holding. Many secrets may remain in the ruins of the old castle, and perhaps the Skaven have not lost interest in finding them. Many of the Wittgensteins were mutants themselves, and their province became known among the Tainted as a welcoming place. Do the new lords cleanse it with fire, or have their experiences softened their hearts to at least some of those afflicted? And what if jealous rivals pass rumours of their tolerance back to the Witch Hunters?</p></section><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/the-end.webp\" /></div>"
				}
			}
		},
		"The Siege of Diesdorf": {
			"name": "The Siege of Diesdorf",
			"pages": {
				"The Siege of Diesdorf": {
					"name": "The Siege of Diesdorf",
					"text": "<p>The cult of the @UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P]{Red Crown} has decided that recent events across the Empire herald their coming victory. The news that Ghal Maraz was a fake was seen as the sign that signalled the rise of the cult. They have been gathering their forces for years, preparing mutants and Beastmen for this day. They have decided to attack the Reikland town of @UUID[Scene.a9kUZhvME0E6VL03]{Diesdorf} with the intention of raiding the garrison armoury and magazine. A force over four thousand strong is answering the call, burning villages and farms as they come. Once they have taken Diesdorf, they intend to march on Altdorf to gather more warriors. Part of their plan was to have Red Crown cultists take control of the town and open the gates to them. However, this coup failed they are ready for a full assault.</p><p>When the Characters arrive at @UUID[Scene.a9kUZhvME0E6VL03]{Diesdorf}, they are asked to join the town council to prepare for and lead the defence of Diesdorf. The other council members are unprepared to do so and will unintentionally bring ruin upon the town should the Characters refuse. As @UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P]{the Red Crown} horde approaches, the Characters are asked to make decisions about the town’s defence: strengthening the walls, allocating resources, and dealing with fearful citizens with their — often petty — concerns. The Characters’ actions decide whether Diesdorf stands or falls.</p><h3>Running this Scenario</h3><p>The focus of this scenario is a series of decisions made by the @UUID[.aw43wUbMmf9SOaQv#the-remains-of-the-council]{Diesdorf Town Council} in the days before the town is attacked by a force of Beastmen and mutants. The Characters, heroes of the Empire by this point, are trusted to advise the council, and their decisions will impact Diesdorf ’s future, and perhaps the future of Altdorf itself.</p><p>Unlike other scenarios where the focus is on investigation or confronting enemies, here problems come to the Characters. Whilst interacting with other councillors is necessary, the degree to which the Characters explore Diesdorf is up to them; the town is only briefly described with an emphasis on its strategic value.</p><p>This scenario could be set in any small town in the Empire under threat from an oncoming horde of Chaos creatures. It could even be adapted so that the approaching enemies are Orc and Goblin raiders or Dark Elf corsairs, who would make similar cruel demands and incite panic in the forlorn townsfolk.</p><p>As the GM, it is important to work out how the council’s decisions affect the integrity of the town’s defence, why petitioners to the council are concerned about the issues they raise, and why the other council members vote the way they do.</p><p>The dilemmas themselves are more important than the reasons they are raised, but give some thought to them just in case the Characters ask questions. Be prepared to improvise if the Characters do explore the town — they may hear rumours that foreshadow upcoming decisions or spot opportunities to improve Diesdorf ’s defences.</p><p>If the Characters are inclined to focus on the town rather than the council meetings, @UUID[.aw43wUbMmf9SOaQv#captain-theocritus-von-hayek]{Captain Theocritus von Hayek} can pressure them to remain at the @UUID[.aw43wUbMmf9SOaQv#diesdorf-military-college]{Diesdorf Military College} for their own safety. If they ignore him, an assassination attempt by @UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P.JournalEntryPage.M5pnsRFFdFH7Obkt]{Red Crown cultists} who remain in the town could help persuade the Characters to keep their heads down.</p><h4>Recent Events in Diesdorf and Its Surrounds</h4><p>@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P]{The Red Crown} has been gathering its force for weeks. They have attacked small military patrols and travellers, and more recently started to raid farms and small homesteads. Reports have been sent to @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf}, @UUID[Scene.a9kUZhvME0E6VL03]{Diesdorf}, and other local towns, but nothing has been done.</p><p>@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P]{The Red Crown’s} army approaches a weakened @UUID[Scene.a9kUZhvME0E6VL03]{Diesdorf}. Two of the Military College’s companies have been deployed to Altdorf to support troops that have moved to @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.icaZcokQLawViHCq]{Ubersreik} and the border between Reikland and Middenland. Yesterday, the cult activated their followers in the town. @UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P.JournalEntryPage.M5pnsRFFdFH7Obkt]{Red Crown cultists}, led by council member and Grandmaster Detlef Rotlander of the Blacksmiths’ Guild, attempted to seize control of the town. They tried to assassinate the entire council to sow confusion and place some of their own into power. The baronet and three members of the council, along with senior college officers, were killed. Rotlander is currently on the run.</p><p>The senior military officer, @UUID[.aw43wUbMmf9SOaQv#captain-theocritus-von-hayek]{Captain Theocritus von Hayek}, believes there is a good chance that @UUID[Scene.a9kUZhvME0E6VL03]{Diesdorf} will be attacked directly and is preparing the town. With refugees seeking safety and news of the gathering horde and turmoil elsewhere in the Empire, the population is scared and near panic.</p><h4>The Road to Diesdorf</h4><p>With <strong>Empire in Ruins</strong> in mind, the Characters pass @UUID[Scene.a9kUZhvME0E6VL03]{Diesdorf} as they travel to @UUID[JournalEntry.ScPlX4AOyUTa2LKm]{Black Fire Pass} from Altdorf, and again on their return journey.</p><p>A contributing factor to the assault on @UUID[Scene.a9kUZhvME0E6VL03]{Diesdorf}, and the Characters needing to stop there, is @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}. If the Characters are making good time and need to be delayed to suit Gideon’s favoured date of the 9th of Brauzeit, he could divert them to look into the state of the town. He may have seeded word of the Characters’ arrival (rumours that a young man with a page-boy haircut extolling their abilities could be overheard). He could even be in communication with the horde’s leaders, advising them to delay their attack to further delay the Characters. To @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}, even a sizable Chaos army is only a pawn to be used to enable a more satisfactory summoning.</p><p>@UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} can still ultimately be behind the horde even if the Characters do not need to be delayed. His plans to tip the Empire into Chaos require that troops be drawn from the large cities, particularly Altdorf, so he has been encouraging cults like the @UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P]{Red Crown} to cause as much disruption as possible, drawing troops from the cities in response to smaller incursions. In this case, if you wish to run the scenario despite the Characters running behind Gideon’s preferred schedule, you could still rationalise the defence of Diesdorf as an unintended consequence of Gideon’s rousing the Red Crown.</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/the-coming-storm.webp\" /></div>"
				},
				"Diesdorf": {
					"name": "Diesdorf",
					"text": "<p>Diesdorf lies south of Altdorf along the River Reik. It is famous as the home of the Diesdorf Military College. The town has an official population of 150 but that only includes officers of the rank of captain and above, property-owners, and master craftsmen, of which many are blacksmith and armourers supporting the college. The true population stands nearer 1600.</p><p>Diesdorf is also famous for its wheat fields; the economy of the town and surrounding areas relies heavily on a successful crop. The grain is mainly traded downriver to Altdorf, with the very best selected for the imperial household. The Magnus Corn Exchange stands at the centre of the town. Merchants buy and trade every Marktag.</p><p>The town also attracts a large number of Sigmarite pilgrims every year. This began soon after Magnus the Pious gave a legendary speech to the crowds gathered here.</p><p>The stone where Magnus is said to have stood, the Empire Stone, stands in the centre of Magnus Platz. A number of artists make a good living from sketching pilgrims standing atop the stone with a sword in hand.</p><p>Diesdorf has many more shrines to Sigmar than one would expect for a town of its size. Most families in Diesdorf have at least one member serving in the cult of Sigmar. It is also a common location for older or wounded priests of Sigmar to spend their waning years. There they continue to serve; caretaking shrines, helping maintain order, and training officers</p><p>The town is directly ruled by the Emperor. His representative is the Baronet Diesdorf, who is usually a senior retired military officer. The baronet does not hold an official post in the College and this sometimes leads to tension between the two. Yesterday morning, the baronet was killed when his breakfast of devilled eggs was poisoned. His was the first of a number of assassinations as @UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P]{the Red Crown} tried to seize control of the town.</p><p>The baronet rules through the council, which consists of the following standing members:</p><ul><li><p>A representative from the cult of Sigmar (murdered on the temple steps)</p></li><li><p>A representative from the other cults (currently Sister Cordula Kurtz from the cult of Shallya)</p></li><li><p>Two representatives from the Craft Guilds, these posts are held by the Armourers’ and Blacksmiths’ Guilds ( Johann Pielstock represents the Craftsmen, the second representative, Grandmaster Detlef Rotlander, disappeared after leading the coup.)</p></li><li><p>The senior College Officer (@UUID[.aw43wUbMmf9SOaQv#captain-theocritus-von-hayek]{Captain Theocritus von Hayek})</p></li><li><p>A representative from the Merchants’ Guild, a recent and much-debated addition (murdered in the street)</p></li></ul><h4>Diesdorf Military College</h4><p>The Grand Reikland Imperial Military Officer Cadet Academy, founded by Emperor Wilhelm III in 2440 IC, is one of the most renowned and successful cadet schools in the Empire. It is more commonly known as the Diesdorf Military College or, to those that have studied and worked there, ‘The Dies’. The Imperial Treasury funds the school — in theory, entry is not reserved for the wealthy. The college attracts people already serving in the military whose talents for leadership have not gone unnoticed, and entry requires only a recommendation from a superior. The college is home to a number of small societies that are usually restricted to officers from nobility and often with the direct aim of making life difficult for their lower-class comrades.</p><p>There is an annual intake of 180 cadets. See @UUID[.MNlAndguDDzcnUNF]{Handout 1, the Quartermaster’s report}, for details of their disposition.</p><p>The college’s commandant is @UUID[.aw43wUbMmf9SOaQv#captain-theocritus-von-hayek]{Captain Theocritus von Hayek}. His rank is that of colonel, but tradition means that he is referred to as captain, leading to confusion among the new cadets and a few good laughs for the veterans.</p><h4>Down Diesdorf</h4><p>Down Diesdorf, or simply ‘the Down’, lies outside of the town walls. What started as home to a few camp followers has grown into a sprawling area of ramshackle wooden buildings and the occasional tent. Everything here is geared towards taking money from the cadets, whether it is new weapons, uniforms, provisions, or an evening’s entertainment. On the weekends, the cadets come to the Down to party; the Keep-Down Patrol keeps relative order in the place. The patrol is an informal group consisting of priests of Sigmar, the Watch, and ex-officers. They tour the Down with clubs in hand and make sure no serious harm comes to anyone.</p><p>The Down and parts of the main town are dominated by the Havilund and Frankle crime families. They have a long history of conflict and are always ready to kill to protect their territory. The college and town at large mostly ignore them as long as they do not threaten either. Both families remember the Hurrtens, a crime family who got too ambitious and were killed or imprisoned within a week. The Havilunds and Frankles are also involved in smuggling contraband into Altdorf and sometimes make use of cadets who need money or their secrets kept secret.</p><h4>Secrets in the Temples</h4><p>The cellars of the Temple of Shallya hide a room only the clerics are allowed to enter. Inside are ten locals suffering from contagious @UUID[Compendium.wfrp4e-core.items.QiHMX5OyXBhWCYoF]{Ratte Fever}. Should they escape, the disease would have Diesdorf by the throat.</p><p>A captured Beastman is chained and guarded in the dungeons of the Temple of Sigmar. He is an old and dangerous Gor and the Clerics call him Red for the colour of the thick hair that covers his body. One of his Chaos gifts is the ability to influence the minds of others but this is currently hampered by Sigmarite blessings.</p><section class=\"hook no-image\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\">The Mind of Red</h3><p>The Beastman known as Red is held captive beneath the Temple of Sigmar and has a subtle but terrible Chaos gift. The magics that protect the temple dampen this power but if Red is moved elsewhere it will begin to manifest.</p><p>Once the protection is lost, any human within 20 feet of Red for more than 12 hours must make a <strong>Very Easy (+60) Willpower</strong> Test. Failure means that Red is able to control one person at a time.</p><p>Once per hour, those controlled by Red can be made to undertake any task. Each time Red forces them to do so, they must make a Willpower Test. You should decide on the difficulty of the test based on Red’s Command. For example:</p><ul><li><p><strong>Very Easy (+60)</strong>: Victim asked to hurt themselves.</p></li><li><p><strong>Easy (+40)</strong>: Victim asked to attack someone else (when they are not used to doing so).</p></li><li><p><strong>Average (+20)</strong>: Victim asked to attack someone else (when they are a solider).</p></li><li><p><strong>Challenging</strong>: Victim asked to commit an act of sabotage without too much risk to themselves.</p></li></ul><p>After the action is complete or the victim has successfully resisted, then Red’s control comes to an end and the victim suffers the @UUID[JournalEntry.clDxAiIdJMx0nLdC.JournalEntryPage.5vz04rkvAzyWaGhp#rattled-condition]{Rattled condition}.</p></section><h3>The Coming Horde</h3><p>If any of them survived the events of <strong>Death on the Reik</strong>, the force is led by @UUID[Actor.2YjfKNdAtKcfdDq1]{Ulfhednar the Destroyer}, @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}, or @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidelmann}. Ulfhednar’s loyal Minotaur companion, @UUID[Actor.o4Tigb2IUzxySP16]{Crakatz}, may also be in the army but does not lead. These NPCs have increased in power since <strong>Death on the Reik.</strong></p><h3>The Remains of the Council</h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/shallya.webp\" width=\"201\" height=\"257\" /></div><p>The Characters arrive shortly after the attempted coup and with news of the approaching army sweeping the streets — the town is in shock. Those that were considering leaving are changing their minds after hearing news of a nearby massacre of escaping Diesdorf citizens.</p><p>The three remaining council members, Captain Theocritus von Hayek, Sister Cordula Kurtz, and Guildmaster Johann Pielstock, are at odds with each other. The population looks to them for leadership but it is not forthcoming.</p><h4>Captain Theocritus von Hayek</h4><p>Captain von Hayek is an old soldier, retired from the army of Nordland after he lost his right arm to a Norscan’s axe. Theocritus is the son of a camp follower and an officer he never knew. He served twenty years in various mercenary companies, fighting across the Empire and beyond. He continually demonstrated his bravery and leadership, making friends with a number of influential nobles over the years. This led to the greatest honour of his life — the command of the Imperial College. He strives every day to prove himself worthy of the position. The position on the council was not as welcome and he has tried to avoid it as much as possible. After arriving in Diesdorf, Captain von Hayek married and had three children, something he thought would never happen. He is determined to ensure the safety of the Diesdorf for his family and their neighbours.</p><p>Von Hayek wears his military uniform at all times and is often surrounded by a group of aides. He gives orders quickly and clearly and expects them to be carried out to the letter. He remembers the names of all those he talks to and is popular amongst his subordinates.</p><p>With the horde approaching, von Hayek thinks that it is more important to supervise the defences rather than sit with the council. He thought that he could trust the council to get the job done but realised he needed to spur them to make important decisions.</p><p><strong>Agenda</strong></p><p>Von Hayek does not trust the surviving council members with important decisions.</p><p>He suspects that perpetrators of the coup still reside in Diesdorf, and does not want to promote any citizens to the council until he is sure the conspirators are dead or fled.</p><p>Despite his own experience as a soldier, von Hayek does everything that he can to avoid the military seizing control. In his days as a solider von Hayek saw the military take control of population centres, often with disastrous (if unintended) consequences, and he wants to avoid this. He believes that the Council will do a better job at looking after the population, including his own family.</p><h4>Sister Cordula Kurtz</h4><p>As with many of those called to the service of Shallya, Kurtz was idealistic and a little naive. After her family starved to death in a famine, she thought she could change the world with healing hands. Thirty years later she has come to believe that this was just a foolish dream. However, on some days, her faith shines through and she believes that maybe small gifts of love and healing can make a difference. Kurtz had been in charge of the small Shallyan temple in Diesdorf for five years when the offer came to sit on the council, filling a seat usually held by the cult of Verena.</p><p>Short and stocky, Kurtz’s hair is pure white. She wears her robes of office with a simple dove amulet. Kurtz has grown to relish the power the council gives her. However, she is often outvoted, especially regarding how the lower classes are treated. Although she normally manages to remain calm, she has found that she is losing her temper more and more with the others on the council who she finds so frustrating.</p><p><strong>Agenda</strong></p><p>Kurtz aims to temper the judgement of the others with mercy and pity.</p><p>She seeks to give a voice to the poor.</p><p>Kurtz seeks to show that Shallyans should not be expected to be meek; she has as much right to voice opinions as anyone else.</p><h4>Guildmaster Johann Pielstock</h4><p>The third son of a woodcutter, the life of a woodsman did not suit Pielstock. His father realised he would be trouble and apprenticed him to a craftsman in Diesdorf. It took Pielstock years to understand the sacrifice his father made in sending him away. Although he never saw him again, he did make contact with his family a few years ago.</p><p>Although it was clear that his new master only wanted him for menial jobs, Pielstock demonstrated real skill and in time became his senior apprentice. However, becoming a fully qualified craftsman was more difficult. The snobbery of his master and others meant that members of the Guild did not want him. However, he had spent a lot of time arguing at the Guild for the rights of apprentices and, as his peers became members, he eventually had the support he needed.</p><p>Over the years Pielstock rose through the ranks. The highlight of his career came during a dispute with Dwarf guildmates. One of the senior Dwarfs grabbed him at a meeting and Pielstock knocked him unconscious. This earned the immediate respect of the Dwarfs who have been close allies ever since and meant that the reputation of Diesdorf crafts has risen higher than ever.</p><p>When attending council meetings Pielstock dresses smartly and is well groomed, always displaying the guild’s seal. His smart appearance cannot quite conceal a life of hard graft; his hands are rough, scarred, and calloused.</p><p><strong>Agenda</strong></p><p>Pielstock seeks to moderate any conflicts between middle-class business interests, poorer labourers, and Diesdorf ’s Dwarfs.</p><p>He seeks to help woodsmen and other people in the surrounding settlements, many of whom are poor and badly treated by their so-called betters.</p><p>Pielstock’s wife and children live in the Triangle, one of the better parts of town. He cannot afford for anything to happen to his house or he will be ruined.</p><h4>An Offer that you Cannot Refuse</h4><p>On arrival, @UUID[.aw43wUbMmf9SOaQv#captain-theocritus-von-hayek]{Captain von Hayek} takes the Characters to a small meeting room and provides them with simple but tasty refreshments. Looking like a man with the weight of the world on his shoulders, he asks them to join the council.</p><blockquote><p>‘Friends, like Magnus coming to save the Empire, Sigmar has sent you at this hour of need. Word of your deeds preceded your arrival. I have orders to notify Altdorf so that an Imperial River Boat can be sent, but until then I wish to ask a favour of you. The baronet and most of the town council were murdered in an attempted coup. The council is responsible for the defence of the city, and a great horde comes to destroy Diesdorf. While my soldiers can prepare the defences, there is much we cannot do. Your experience, fame, and skills mean that we stand a chance in preparing the town for what comes. Will you help us?’</p></blockquote><p>The captain is honest in what he says but is concerned that the surviving council members will not do what needs to be done to protect Diesdorf. He knows that his decision is unpopular with others who would normally have expected to join the council, but von Hayek has told them that they need to wait for the new baronet.</p><p>If they agree, the Characters are taken to the temporary council chambers on the top floor of the college building to meet @UUID[.aw43wUbMmf9SOaQv#sister-cordula-kurtz]{Sister Kurtz} and @UUID[.aw43wUbMmf9SOaQv#guildmaster-johann-pielstock]{Guildmaster Pielstock}. The Characters are expected to take part in council meetings and are provided with small clean rooms nearby.</p><p>When the baronet is present the council is strictly advisory. When they are not, those present in the chamber may vote, with a majority required to win. A number of events that take place over the coming days are listed below. Each of the events where a vote may be required shows the expected votes of the standing council members. The Characters can change these votes with their actions. They can use <strong>Charm</strong> or <strong>Intimidate</strong> to influence the council. However, if these Skills are overused, it may antagonise the other council members (these Tests should start as <strong>Average (+20)</strong> but get progressively harder every time they are attempted). @UUID[.aw43wUbMmf9SOaQv#captain-theocritus-von-hayek]{Captain van Hayek} only votes if the council is deadlocked and is very unhappy every time he has to do so.</p><div class=\"journal-image centered\"><img style=\"transform:rotate(-70deg);margin:-50px 0px\" src=\"modules/wfrp4e-empire-ruins/assets/misc/spot-ghal-maraz.webp\" width=\"217\" height=\"410\" /></div>"
				},
				"Events at Diesdorf": {
					"name": "Events at Diesdorf",
					"text": "<p>The following is a list of events occurring in the town before and during the Characters’ stay. Some of these events are labelled ‘Report’, meaning that information is provided to the council but no decision is necessary. Others are labelled ‘Decision’ meaning that the council are presented with a dilemma and must deliberate or vote to decide their course of action.</p><h3 style=\"text-align:center\">The Day Before the Characters Arrive</h3><ul><li><p>The nearby village of Rottfurt is razed with few survivors.</p></li><li><p>The few scouts that return report a vast horde only days away.</p></li><li><p>Refugees from surrounding settlements scramble for safety inside the town walls.</p></li><li><p>The coup is attempted, it fails but members of the council and college officials are killed.</p></li><li><p>Council placed under protective guard in the Military College.</p></li></ul><h3 style=\"text-align:center\">Day One – The Character’s Arrive</h3><ul><li><p>The Quartermaster Reports — A report on the disposition of Diesdorf’s defences.</p></li><li><p>A Prisoner — A report that a Beastman is being kept beneath the town’s Temple of Sigmar.</p></li><li><p>The Herald — A messenger delivers the Red Crown’s demands, leading to a decision.</p></li><li><p>The Scouts — Bert Blum, chief scout, gives an account of destruction wrought by the horde, leading to a decision.</p></li><li><p>Komission of Public Works — Rumours of spies in the form of rats leads to a decision.</p></li><li><p>The Theatre — Diesdorf’s theatre gets a bad review, leading to a decision.</p></li></ul><h3 style=\"text-align:center\">Day 2</h3><ul><li><p>Good Citizens — A group of townsfolk want to capitulate, leading to a decision.</p></li><li><p>The Walls of Diesdorf — Engineers produce findings about the town’s walls, leading to a decision.</p></li><li><p>The Traitor in Our Midst — Captain von Hayek gives a report on a disturbing letter.</p></li><li><p>Ruined Food Stocks — A report that town food supplies are running out.</p></li><li><p>Bring Down The Down — A request to level the Down leads to a decision.</p></li><li><p>Diseased — Infected refugees arrive, leading to a decision.</p></li><li><p>The Dwarfs — The council receives a report that anti-Dwarf sentiment is being stirred up.</p></li><li><p>Brustellite Uprising — There’s a report of a revolutionary group that have stormed the Temple of Sigmar.</p></li><li><p>Thieves — Report reaches the council of refugees caught stealing food, they may choose between clemency and harshness.</p></li><li><p>A Cunning Plan — The council are informed of a possible ruse to employ, leading to a decision.</p></li></ul><h3 style=\"text-align:center\">Day 3</h3><ul><li><p>Mutiny — Based on previous decisions, units from Diesdorf’s military may mutiny.</p></li><li><p>Dwarf Elder — Diesdorf’s Dwarfs seek the support of the council, leading to a decision.</p></li><li><p>The Prisoner — The leader of the militia mutiny is dragged before the council, leading to a decision.</p></li><li><p>The Late Ones — A group of refugees arrive after dark, leading to a decision.</p></li><li><p>The Dwarf Engineer — An old dam could be flooded, leading to a decision.</p></li><li><p>The Collaborator — The townsfolk demand hanging a traitor, leading to a decision.</p></li><li><p>Disease — If refugees were allowed in earlier, the council hear a report of disease breaking out in Diesdorf.</p></li><li><p>The Saboteur — A saboteur may have been able to sneak in. If so, the council receives a report of the destruction of more food.</p></li></ul><h3 style=\"text-align:center\">Day 4</h3><ul><li><p>Dwarf Elder — Diesdorf’s Dwarfs seek protection from the council, leading to a decision.</p></li><li><p>The Engineer — A skilled engineer gives recommendations, leading to a decision.</p></li><li><p>The Second Herald — A report of another messenger from the Red Crown seeking to intimidate the townsfolk.</p></li><li><p>Assassination — The Brustellites may launch a shocking attack, leading to a decision.</p></li><li><p>Helmut Brask — A delegation ask the council to issue a religious proclamation, leading to a decision.</p></li><li><p>The Adventurers — A chained group of individuals are dragged in front of the council, leading to a decision.</p></li><li><p>Pilgrims — A priest of Ulric asks for help, leading to a decision.</p></li></ul><h3 style=\"text-align:center\">Day 5</h3><ul><li><p>The Red Crown horde arrives and loots the outskirts of Diesdorf.</p></li><li><p>The Trap — If the council permitted the cunning plan on Day 2, it is resolved at this point.</p></li></ul><h3 style=\"text-align:center\">Day 6</h3><ul><li><p>The Attack</p></li></ul>"
				},
				"Preparing For War": {
					"name": "Preparing For War",
					"text": "<h3>Day One</h3>\n<p>An airy but modest meeting room is set aside in the college for the councillors. They assemble here whenever a report is made or a decision presents itself. When the council is not in session, Captain von Hayek patrols the walls and inspects his troops, @UUID[.aw43wUbMmf9SOaQv#sister-cordula-kurtz]{Cordula Kurtz} helps out at the shrine of Shallya, and @UUID[.aw43wUbMmf9SOaQv#guildmaster-johann-pielstock]{Johann Pielstock} spreads his time between his townhouse in the Triangle, the docks, and various businesses in Diesdorf.</p>\n<p>The Characters can spend their free time however they like, but are watched at all times by members of the Diesdorf garrison. @UUID[.aw43wUbMmf9SOaQv#captain-theocritus-von-hayek]{Von Hayek} explains that this is for their protection and so they can be alerted if they need to return to council rooms. Whilst the captain is worried about conspirators hiding amongst the townsfolk, he also wants to ensure the Characters do not bring him into disrepute. The townsfolk are somewhat in awe of the Characters, and tend to be moderately Sigmarite in outlook.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"no-toc\" style=\"text-align:center\"><em>PUT THEM TO WORK!</em></h3>\n<p><em>During the preparation for the attack, there are several occasions where the Council must decide whether to put the military or citizens to work. @UUID[.MNlAndguDDzcnUNF]{The Quartermaster’s report} details the numbers available. However, while they provide essential resource, they each come with challenges.</em></p>\n<p><em>Summary of available resource, in order of efficiency:</em></p>\n<p><em>140 Cadets plus officers: The cadets are an efficient and well-ordered workforce. However, both officers and cadets resent being used for jobs they see as beneath them. They become surly and resentful unless made to see how important it is.</em></p>\n<p><em>200 Militia: A well-ordered and willing workforce, they work efficiently with minimal management. However, undertaking manual labour may affect their preparations for defending the town.</em></p>\n<p><em>120 Watch: Although a largely willing workforce, taking the watch from their duties has an impact on law and order in the town.</em></p>\n<p><em>40 additional citizens a day from refugees: Glad of being sheltered in the town, and often with first-hand knowledge of what is coming, they do whatever is needed.</em></p>\n<p><em>600 citizens: Although willing to take part once they see the necessity of doing so, they need to be well managed. If they see, or think they see, others not doing their share then they become resentful and argumentative.</em></p>\n</blockquote>\n<p>Votes are cast by drawing a cross or tick on a piece of paper and dropping it into a basket on the meeting room table. This means they are mostly anonymous and NPCs do not necessarily need to explain their reasons for voting the way they do.</p>\n<h4>The Quartermaster Reports</h4>\n<p>Shortly after the Characters take their seats on the council and discuss the situation, Sgt Albertus, the College Quartermaster, delivers a report on the resources that are available to the council. Albertus reads his report, salutes, and then leaves the written version (see 'Put them to Work' above for a summary, or @UUID[.MNlAndguDDzcnUNF]{full Handout}).</p>\n<p>@UUID[.aw43wUbMmf9SOaQv#captain-theocritus-von-hayek]{Captain von Hayek} tells the councillors that he has ordered a report into the defences, which should be made tomorrow.</p>\n<h4>A Prisoner</h4>\n<p>Rikki Laubrich is a senior cleric of Sigmar in Diesdorf. He reports to the council that a Beastman is being held prisoner in the Temple of Sigmar. The creature was captured in a fight and is securely chained and guarded in his cell. The Sigmarites say he is of no danger at all — the clerics believe he has information that is useful to the cult of Sigmar so he is due to be taken to Altdorf.</p>\n<h4>The Scouts</h4>\n<p>Bert Blum, Diesdorf ’s chief scout, comes before the council dusty and dripping with sweat. He bends his knee and reports on what he has found:</p>\n<p>The village of Rottfurt has been destroyed.</p>\n<p>The horde is gathering for a push northwards, but parts of it are on the move towards Diesdorf. He and his experienced military scouts still estimate that they intend to march on Diesdorf.</p>\n<p>He gives an accurate report about the army leaders (see @UUID[.aw43wUbMmf9SOaQv#the-coming-horde]{The Coming Horde}).</p>\n<p>Five Diesdorf scouts are missing, presumed dead.</p>\n<p>Blum wants to know if the scouts should continue to observe or if there are any new orders. Pielstock suggests the scouts withdraw to the safety of town. (For: Kurtz, Pielstock. Against: von Hayek)</p>\n<h4>The Herald</h4>\n<p>A mutated figure is dragged before the council in chains. The creature has the head of a bird of prey and three arms. A symbol of a red crown is scratched into the flesh of his forearm. The Commander of the Watch announces that this is a herald from the Chaos army; his escort waits outside the gates. If allowed to speak, the mutant says:</p>\n<blockquote>\n<p>‘I have come to offer a parley between my mistress, the Great Changer’s true voice in this land, and the burghers of the town of Diesdorf. My lady expects the gates to be open to her when her forces arrive. One out of every three citizens will be stood before the gates to serve her exaltedness and all within will offer worship to the gods of Chaos. If these conditions are not met, Diesdorf will be razed to the ground. The good citizens will be slaughtered, their servants fed to the mounts of the army … or to the army itself. What say you?’</p>\n</blockquote>\n<p>@UUID[.aw43wUbMmf9SOaQv#sister-cordula-kurtz]{Sister Kurtz} and @UUID[.aw43wUbMmf9SOaQv#guildmaster-johann-pielstock]{Guildmaster Pielstock} say that perhaps the town should consider the offer and that perhaps the Characters could negotiate more favourable terms. They do not vote for surrender unless the Characters do so first. In the unlikely event Diesdorf accepts the deal, Captain von Hayek moves to arrest the council and expel the Characters from the town.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/herald.webp\" width=\"344\" height=\"432\" /></div>\n<h4>The Theatre</h4>\n<p>Marte Brandauer and Eidsvik Buttgereit, two elderly but low-ranked clerics of Sigmar, come before the council. They petition to have the Sinkel Theatre burned to the ground. It has a thoroughly deserved reputation for staging productions that border on the blasphemous and Konrad Sinkel, the playwright and director, is known for his revolutionary views and commitment to artistic freedom. They say this is one of the reasons that Sigmar has abandoned the town. (For: Kurtz. Against: Pielstock, von Hayek)</p>\n<p>If the Characters do not suggest it first, Kurtz wonders if the theatre might be spared in exchange for requiring Konrad to produce an uplifting religious epic. If the council order such a play, this has a positive effect, as Konrad chooses Sigmar at the Pass: An Epic of Seven Parts.</p>\n<p>If nothing is done, the pair return once every afternoon to complain again, joined each time by more citizens.</p>\n<h4>Komission of Public Works</h4>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/handout-diesdorf2.webp\" width=\"179\" height=\"310\" /></div>\n<p>Diesdorf is rather small to have organised Komissions but an old engineer called Klaus Kopp logs issues with the town’s amenities and is affectionately known as the Komission of Public Works. He says that the local ratcatchers have noticed the rats are behaving strangely (he cannot say how) but certain ratcatchers believe that they are spying for the Chaos horde. Klaus would like the funds to increase the bounty on rats.</p>\n<p>If the council agree to this, the poster below (@UUID[.D3hIjzYD63FJNQeN]{Handout 2}) appears on the streets and causes a bit of a panic and a rush to kill rats. (For: Kurtz, von Hayek. Against: Pielstock)</p>\n<h3>Day Two</h3>\n<h4>Good Citizens</h4>\n<p>A group of citizens comes before the council and says that they want the town to surrender to the army. They believe that the council should offer the surrender of the town in exchange for its obedience to the horde. (Against: von Hayek, Kurtz, Pielstock)</p>\n<p>If their first request is not granted they go on to ask that the gates be closed to refugees. They argue that the town is full and that the refugees are causing trouble. (Against: von Hayek, Kurtz, Pielstock)</p>\n<h4>The Walls of Diesdorf</h4>\n<p>Kar Ironfist, a Dwarf engineer, and Sven Jager, a Human engineer, come to report their findings as ordered by @UUID[.aw43wUbMmf9SOaQv#captain-theocritus-von-hayek]{Captain von Hayek}. They say they believe that most of the town walls are secure. Jager says that he believes there is a problem with the North and South Gates. Both were designed to be blocked in case of attack, with the Dock Gate left as the only entrance to the town. Shooters Gate was built later, and cannot be blocked in this manner.</p>\n<p>They recommend workers block the North and South Gates, otherwise they may be vulnerable. It will take three hundred workers, with a maximum of one hundred workers a day, to undertake this task. If the council uses soldiers, the military get upset, and if citizens are used the council become very unpopular. (For: von Hayek. Against: Kurtz, Pielstock)</p>\n<p>If the works begin on the gates, the Shooters Gate and Dock Gate start to become crowded with refugees. This leads to disturbances and complaints from merchants living near the Temple of Sigmar.</p>\n<p>Just before a decision is made, @UUID[.aw43wUbMmf9SOaQv#captain-theocritus-von-hayek]{Captain von Hayek} is called away by uniformed soldiers, who inform him of the potential traitor (see below). He returns after fifteen minutes.</p>\n<h4>The Traitor in Our Midst</h4>\n<p>@UUID[.aw43wUbMmf9SOaQv#captain-theocritus-von-hayek]{Captain von Hayek}, grave-faced, comes before the council. He says that this morning a keen-eyed watchman noticed that yesterday one of the Herald’s escorts passed a message to one of the other guards. This man was followed and interrogated before dying this morning. Von Hayek produces a parchment (@UUID[.ECUScHBPId6HPK4Q]{Handout 3}) that at one stage had been folded many times and has a slightly strange odour of damp and decay.</p>\n<p>Von Hayek says <em>‘I have considered placing Kurtz and Pielstock under arrest to be tortured. However, I hope with the aid of our friends here that the actions of one traitor can be countered by the others. Should the council’s decisions be compromised, action may be required.’</em> He does not give any heed to those who point out that he is also a member of the council.</p>\n<p>The letter was intended to be discovered and is simply a ploy to try and distract and divide the council.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/handout-diesdorf3.webp\" width=\"425\" height=\"241\" /></div>\n<h4>Ruined Food Stocks</h4>\n<p>Albertus Hintz, one of the council scribes, reports that after closer examination, the grain stocks in the town silos are running low. Although they are largely full, they have been poorly maintained. Much has been ruined by damp and rats. Without resupply, the stores will only last a couple of days.</p>\n<h4>Bring Down the Down</h4>\n<p>The Commander of the City Guard, Axel Haack, asks for the Down to be demolished to allow the defenders clear line of fire on attackers from the west. Haack fears the enemy could take cover in the area otherwise. (For: von Hayek. Against: Kurtz, Pielstock)</p>\n<p>This would take one thousand worker days to complete. For example, five hundred workers would take two days to manage this.</p>\n<p>Demolishing the Down is a very unpopular decision. Those living in the Down include influential guild members, criminals, family members, and friends of those living inside the walls. They petition the council each day for the work to stop.</p>\n<h4>Diseased</h4>\n<p>A group of refugees are stopped at Shooters Gate. One of the guards noticed a number of them are diseased. A physician believes it is the contagious @UUID[Compendium.wfrp4e-core.items.UAwTqZ3hqNb7vq9s]{Itching Pox}. The council are asked whether they can enter. (For: Kurtz. Against: Pielstock, von Hayek)</p>\n<p>If the refugees are refused entry, they have to be forced away from the town. If any overt harm comes to the refugees, there is unrest in the town.</p>\n<p>Even healthy-looking refugees carry the disease. If any of the group are allowed into the town, there is an outbreak of @UUID[Compendium.wfrp4e-core.items.UAwTqZ3hqNb7vq9s]{Itching Pox}.</p>\n<h4>The Dwarfs</h4>\n<p>The council are informed that rumours are circulating that the town’s Dwarfs are storing food and supplies and hoarding it in their meeting hall. Anti-Dwarf sentiments are on the rise.</p>\n<h4>Brustellite Uprising</h4>\n<p>A group of protesters from Seekers of a Vote for All, a pro-democracy group inspired by the revolutionary rhetoric of @UUID[Compendium.wfrp4e-altdorf.journals.rSRadYoaNXkEq8gs.JournalEntryPage.F6TqV2NzkEUQYOcg#brustellites]{Professor Brustellin}, storm the Temple of Sigmar and lock themselves in one of the towers. They refuse to move until all citizens have been given rights to vote for who should sit on the council. Rumours that @UUID[.aw43wUbMmf9SOaQv#captain-theocritus-von-hayek]{von Hayek} recently promoted total strangers to the council have riled them up further.</p>\n<div class=\"journal-image flip float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/grave-lady.webp\" width=\"196\" height=\"316\" /></div>\n<p>The Watch, having dealt with this group in the past, want to arrest them. The Clerics of Sigmar at the temple want to just leave them there to cool down rather than have unnecessary conflict and, more importantly, don’t like have having the Watch tell them what to do. The two bickering groups come before the Council to ask for a decision whether to let the group stay. (For: Kurtz, Pielstock. Against: von Hayek)</p>\n<p>If they are allowed to stay there for a day, then some of the protestors come under the influence of the Beastman imprisoned in the cellar. The tower is above the Beastman and the close proximity means the defences suppressing his mutant ability. The Beastman uses his powers to control them, sending them into the streets to kill guards or commit sabotage.</p>\n<h4>Thieves</h4>\n<p>Some refugees have been caught stealing food. The Watch would like them tried and executed as a warning. Among these is a scrawny boy stealing food for his young sister. If he is punished, it causes great upset.</p>\n<h4>A Cunning Plan</h4>\n<p>@UUID[.aw43wUbMmf9SOaQv#captain-theocritus-von-hayek]{Captain von Hayek} says that Major Hans has suggested a ruse. This is a military matter but there is risk to the town should it fail. Hans suggests leading a sortie from Shooters Gate shortly after the enemy arrives and, while they are still getting into position, draw the enemy towards the artillery field to kill as many as possible with cannons. These cannons are to be kept under cover and would not be seen until they fire. The plan is risky because they would need to leave the gate open for the troops to safely retreat. At worst, it could leave the guns in control of the enemy. Von Hayek believes it will work if he uses the most experienced troops and may make a better use of the guns then bringing them inside the walls, where their field of fire is limited. (For: von Hayek. Against: Kurtz, Pielstock)</p>\n<p>If the council agrees, the major begins to put his plan into action. If they do not, the guns must be spiked or moved. Moving the guns requires one hundred workers.</p>\n<h3>Day Three</h3>\n<h4>Mutiny</h4>\n<p>If the militia are tasked to do anything that brings them into conflict with the population, they refuse to police their friends and neighbours. Word of their reluctance reaches the council. If the council redeploy troops to undertake policing they had originally delegated to the militia, it solves the issue, but the military are not impressed.</p>\n<p>If this request is not granted, and the issue is forced, the militia react badly. They refuse to obey orders and, depending on circumstances, riot.</p>\n<p>As the enemy creep nearer, the militia’s stance on this matter softens. If they have not rioted by day five, they do not riot.</p>\n<h4>Dwarf Elder</h4>\n<p>Idle Stonehouse, A Dwarf Elder, comes before the council to ask them to issue a proclamation that the Dwarfs are allies in this fight against Chaos. All the local Dwarfs want to do is show they are good citizens. She fears that too many of Diesdorf ’s human citizens complain that the Dwarfs are not helping the Empire. (For: Kurtz, Pielstock, von Hayek)</p>\n<h4>The Prisoner</h4>\n<p>The leader of the militia mutiny (if there was one) is dragged before the council. It turns out Konrad Sinkel, the popular local playwright (and owner of the Sinkel Theatre), led the rebellion. The sentence for mutiny is death but the council know that killing Sinkel is an unpopular decision. (For: von Hayek, Pielstock. Against: Kurtz)</p>\n<h4>The Late Ones</h4>\n<p>A group of refugees arrived after dark and have not been allowed entry. Rudolf H. Rudolf, a local tanner, appeals to let them in. If they are not allowed in, they are attacked at night by a group of mutants, who kill four of them. This leads to spreading fear among the poorer population. If they are allowed in and not checked, a mutant sneaks in alongside them and is able to act as a saboteur. (For: Kurtz. Against: Pielstock, von Hayek)</p>\n<h4>The Dwarf Engineer</h4>\n<p>Kar Ironfist comes before the council. He says that he has been examining old records and it appears it would be possible to destroy a dam that was put in place three hundred years ago to stop the moat and parts of the town from flooding. The moat would protect the eastern part of the town walls. It takes 150 worker-days to clear this barrier. However, the dam was constructed because the moat flooded the temple quarter. (For: von Hayek, Pielstock. Against: Kurtz)</p>\n<p>If Diesdorf destroys the dam, water fills the moat and floods parts of the eastern part of the city within a day. Underground parts of the temples are flooded, drowning the captured Beastman in the Temple of Sigmar and the contagious sick in the Temple of Shallya.</p>\n<h4>The Collaborator</h4>\n<p>A young woman, Isbella Gurtz, is pulled before the council. She outraged locals at an inn by suggesting the town should hand over whatever the enemy wanted if it would save lives. The Watch saved her from the mob. The people want her hung as a traitor and collaborator — a crowd is gathering to voice their anger. (For: Pielstock. Against: Kurtz, von Hayek)</p>\n<h4>Disease</h4>\n<p>If the diseased refugees were allowed into the town and not quarantined, the disease begins to spread through the city.</p>\n<h4>The Saboteur</h4>\n<p>If the Saboteur was allowed into the town and then he succeeds in setting fire to a number of warehouses storing food. He is caught and killed by a mob and the body hung on a statue of Sigmar in Magnus Platz.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/other/anvil.webp\" width=\"216\" height=\"175\" /></div>\n<h3>Day Four</h3>\n<h4>Dwarf Elder</h4>\n<p>Fargrim Longreach, a respected Dwarf Elder, asks to speak to the council. He says the Dwarfs are becoming concerned by negative feelings towards them and asks for extra guards to be posted to protect their most visible buildings. (For: Kurtz, Pielstock, von Hayek)</p>\n<h4>The Engineer</h4>\n<p>If the refugees are allowed into the town on day four or there is a process to give access to skilled refugees, Alexi Vockoff, a refugee, and his family enter the town.</p>\n<p>Later the council receive a request to grant an audience to Vockoff. If allowed before the council, he says he has spotted a number of weaknesses in the fortifications that can be easily fixed. He asks for refuge for his whole family in exchange for the repairs. Kar Ironfist can confirm his assessment after studying his comments. (For: Kurtz, Pielstock, von Hayek)</p>\n<h4>The Second Herald</h4>\n<p>Flying a flag of truce, a giant of a man arrives at the gate asking for an audience. He is dressed in furs and has a snake for a tongue. If the Characters grant him an audience, he says;</p>\n<blockquote>\n<p>‘The army of the Changer is almost upon you. If you listen quietly, you can hear its approach. Your town will fall. Our seers have already seen this. Your Lord is dead and his minions are fighting each other. Open the gates and your council shall all be allowed to leave with your families. One in every two citizens will be taken as a slave to serve us. The others shall be allowed to live under our benevolent rule.’</p>\n</blockquote>\n<h4>Assassination</h4>\n<p>If the revolutionaries (from the Seekers of a Vote for All) were influenced by the Beastman and subsequently manage to escape, one of them assassinates a senior officer, Major Roland Cort. The killer, a baker’s apprentice, is confused and does not remember what happened. The Commander of the Guard asks for permission to hunt out and execute all members of the group. (For: von Hayek, Pielstock. Against: Kurtz)</p>\n<h4>Helmut Brask</h4>\n<p>Rumour has spread throughout the town that if a sprig of Sigmar Thorn is nailed to every door in the town, Diesdorf will be granted protection against Chaos and disease. Helmut Brask, a distinguished carpenter, leads a delegation of middle-class townspeople to ask the council to mandate the use of Sigmar Thorn. (For: Kurtz. Against: Pielstock, von Hayek)</p>\n<h4>The Adventurers</h4>\n<p>A chained group of individuals are dragged in front of the council. There are three Humans, a Dwarf, and a Halfling. Led by Wernor Noll, they have been accused of murdering Magistrate Vogel and his friends in his home. The motive was believed to be robbery as items found on the group were taken from Vogel’s burning house. The petitioners ask the council whether the criminals should be executed. (For: Kurtz, Pielstock, von Hayek)</p>\n<p>In their defence, Noll claims that the magistrate was a worshipper of Tzeentch, a member of a group called the Purple Hand. They say they have foiled a scheme to allow the army entry. They did not contact the authorities because ‘<em>the Watch never listen’.</em> They took the items as <em>‘it is better for us to get some reward for doing your dirty work for you’.</em></p>\n<p>Werner Noll and his group captured the Beastman currently held in the Temple of Sigmar. They have been asked to keep this secret and do so unless they are sentenced to death. In this case, they demand the senior priests of Sigmar are summoned.</p>\n<p>If the council has the magistrate and his associates’ homes searched, they quickly turn up evidence of their Chaos worship — Noll and his band were truthful and will fight to see Diesdorf spared.</p>\n<h4>Pilgrims</h4>\n<p>A priest of Ulric arrives in town to say a group of pilgrims he was travelling with are stuck in the abandoned hamlet of Strauss. They include an important member of the cult. The priest was able to sneak away under cover of night but the pilgrims cannot continue to Diesdorf as a sizable Chaos warband blocks their approach. The priest asks for the council’s help. (For: von Hayek. Against: Kurtz, Pielstock)</p>\n<p>The military have different views on whether to risk this, with a strong anti-Ulrican sentiment influencing their thinking. All agree it is dangerous.</p>\n<p>If at least thirty experienced soldiers are immediately sent to help, the Ulricans are rescued with few losses. A smaller group are all killed, along with the Ulricans.</p>\n<p>If the pilgrims are rescued, the soldiers also encounter a mercenary company of 50 veterans (Bart van Bart’s True Swords) who return with the rescuers. They are willing to fight against Chaos for free.</p>\n<h3>Day Five</h3>\n<h4>The Army of Chaos</h4>\n<p>Late in the afternoon the sound of war drums fills the air, growing steadily louder from the north and west — the Chaos horde approaches. Slowly the army spills on to the area surrounding the town. It is a fearsome host of Beastmen, mutants, Human followers, Chaos Warriors, and other strange creatures. They are thousands strong.</p>\n<p>They quickly capture the docks, looting the warehouses and setting them ablaze. If the Down is still standing, they ransack it, killing anyone they find.</p>\n<h4>The Trap</h4>\n<p>Major Hans’s plan (see @UUID[.t0cHA3Vnc2i1JbSK#a-cunning-plan]{A Cunning Plan}) is a risky one. The gunners must spend the night next to their cannons so they are not seen.</p>\n<p>Once the enemy have gathered in significant numbers, Major Hans leads a group of thirty riders out of Shooters Gate and attacks the enemy. They engage for as long as they can before they are in danger of being cut-off, when they sound a retreat. Other troops stand on the walls urging them to retreat and pointing at the open gate. The success of the plan depends on Major Hans’ Leadership of 55, or the Leadership of one of the Characters should they ask to join in on the ruse.</p>\n<p>The outcome of the attack is decided by an <strong>Extended Difficult (–10) Leadership</strong> Test, taken over four turns. The GM should adjust the difficulty of the result depending on the actions of the Characters. For example, if a competent Character is put in charge of the artillery, reduce the Difficulty of the Extended Test to <strong>Challenging (+0)</strong>.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/spot-skull-hammer.webp\" width=\"244\" height=\"125\" /></div>\n<blockquote class=\"sidebar\">\n<h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><span style=\"font-style:normal\">The Trap</span></h3>\n<table style=\"width:100%;height:357px\" border=\"1\">\n<tbody>\n<tr style=\"height:34px\">\n<td style=\"height:34px\"><em>Total SL</em></td>\n<td style=\"height:34px\"><em>Outcome</em></td>\n<td style=\"height:34px\"><em>Victory Points</em></td>\n</tr>\n<tr style=\"height:85px\">\n<td style=\"height:85px\"><em>4 or less</em></td>\n<td style=\"height:85px\"><em>Disaster! Major Hans and his soldiers are all killed and the guns captured. The enemy breach the Shooter’s Gate and are only driven back after bloody fighting, with cultists and mutants sneaking into the town. Characters involved in the ruse must spend a Fate Point to escape the horde of Beastmen.</em></td>\n<td style=\"height:85px\"><em>+10 Red Crown</em></td>\n</tr>\n<tr style=\"height:51px\">\n<td style=\"height:51px\"><em>5-7</em></td>\n<td style=\"height:51px\"><em>Major Hans and all his men are all killed, the guns captured, and the enemy suffers few losses. Characters involved in the ruse must spend a Fate Point to escape the horde of Beastmen.</em></td>\n<td style=\"height:51px\"><em>+4 Red Crown</em></td>\n</tr>\n<tr style=\"height:68px\">\n<td style=\"height:68px\"><em>8-9</em></td>\n<td style=\"height:68px\"><em>The plan fails. Major Hans and his riders are surrounded and killed. The gunners fire one devastating volley before spiking the guns and retreating safely. Characters involved in the ruse must spend a Fortune Point to escape the horde of Beastmen.</em></td>\n<td style=\"height:68px\"><em>+1 Red Crown</em></td>\n</tr>\n<tr style=\"height:68px\">\n<td style=\"height:68px\"><em>10-12</em></td>\n<td style=\"height:68px\"><em>The plan works but not as well as hoped. The gunners fire one effective volley before spiking the guns and retreating safely along with most of the riders. Characters involved in the ruse must face a @UUID[Compendium.wfrp4e-core.actors.R37OtN5gmPWCYOP3]{Gor} in hand to hand combat to escape.</em></td>\n<td style=\"height:68px\"><em>+2 Diesdorf</em></td>\n</tr>\n<tr style=\"height:34px\">\n<td style=\"height:34px\"><em>12-13</em></td>\n<td style=\"height:34px\"><em>Success! It all goes largely to plan. The riders provoke the enemy to follow them and catch them in volleys of chainshot. The guns are spiked and most of the Diesdorf troops survive. Characters involved in the ruse must face an @UUID[Compendium.wfrp4e-core.actors.vrYs3cbxvXtre6rv]{Ungor} in hand to hand combat to escape.</em></td>\n<td style=\"height:34px\"><em>+4 Diesdorf</em></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"height:17px\"><em>14+</em></td>\n<td style=\"height:17px\"><em>Success! It all goes to plan. The riders provoke the enemy to follow them and catch them in volleys of chainshot. The enemies retreat in panic, taking others with them. The guns are spiked and the majority of the Diesdorf troops survive. Characters involved in the ruse escape freely.</em></td>\n<td style=\"height:17px\"><em>+6 Diesdorf</em></td>\n</tr>\n</tbody>\n</table>\n</blockquote>\n<h3>Miscellaneous Events and Consquences</h3>\n<p>The following sections deal with general events that could take place any time after the Characters’ arrival depending on their actions.</p>\n<h4>Guild Cellars</h4>\n<p>If the food in the town is nearly depleted, the next day an initiate of Shallya addresses the council. He has been informed that various guilds have well-stocked cellars and there could be great benefit in distributing these stores to the people.</p>\n<h4>Rising Prices</h4>\n<p>Prices continue to steadily rise as the army comes nearer. This leads to accusations of profiteering, which could lead to violence if there is not a visible armed presence on the streets. This anger could turn on the council if they do not make public moves to regulate prices.</p>\n<h4>Horses to Eat</h4>\n<p>If food starts to run low, the citizens seek permission to butcher draft horses.</p>\n<h4>Closing the Gates</h4>\n<p>If the gates are closed before the fourth day there is general discontent with the council. The population believe it is their duty to look after those seeking refuge. However, once the refugees start to crowd the town and there are a few incidents (or rumours of them), people begin to change their minds and tension between citizens and refugees rises.</p>\n<h4>Refugees</h4>\n<p>If refugees are prevented from coming into town, some citizens petition the council to allow their families and fellow guild members in. If the gates are locked before the second day, there is a riot on the fourth day that attempts to force open the gates. This is unsuccessful and there are no serious injuries, but it leaves the population on edge.</p>\n<p>If the gates are locked against refugees, they grow angry, making a scene outside. Once their rage subsides, they start to gather in tents and other shelters. These are abandoned once the Chaos army are a day away.</p>\n<h4>Assassination</h4>\n<p>The first council member to leave the castle before or during the siege is attacked by a pair of Red Crown cultists. The pair each throw a hissing bomb from a rooftop (BS 50, Damage +12, Blast 5, Dangerous, Impact).</p>\n<h4>The Infected</h4>\n<p>If any of the ten highly contagious patients in the Temple of Shallya leave for any reason, they infect others. Like the diseased refugees, they are also suffering from a virulent strain of @UUID[Compendium.wfrp4e-core.items.QiHMX5OyXBhWCYoF]{Ratte Fever}. Three days after they enter the general population there is a bad outbreak of the disease. Within three days it claims many victims, dying an agonising death of boils and bleeding skin.</p>\n<p>There are a number of events that cause one of the infected to leave the temple. If the temple is flooded and they are not moved to safety, or someone investing the temple cellars without serious back up, are the most likely.</p>\n<h4>Removing von Hayek</h4>\n<p>If the Characters remove @UUID[.aw43wUbMmf9SOaQv#captain-theocritus-von-hayek]{Captain von Hayek}, Diesdorf ’s defences suffer. If von Hayek is displaced or the council really made a mess of things, members of the military consider a coup.</p>\n<h4>Fire in the Docks</h4>\n<p>If the warehouses are targeted by the saboteur or set alight for any other reason, the local firewatch put out the fire after a short while. However, if the militia (who largely make up the firewatch) has been mobilised, it takes longer to put out the fires and the damage is widespread.</p>\n<p>If a council member asks about the firewatch, they are informed of the potential problem and given an opportunity to resolve it.</p>\n<h4>Dwarf Hoard</h4>\n<p>If the Dwarfs are accused of hoarding, they deny it and refuse any requests to search their premises. Only if public opinion is turning against them or the council make a particularly good case will they submit to representatives from the council searching their properties. They prefer any search be led by Guildmaster Hans von Blix — someone trusted by the Dwarfs and council alike. Any such search finds nothing of any interest.</p>\n<p>In truth, the Dwarfs are hoarding supplies: weapons, food, drink and more. However, this is a permanent supply in case of trouble. These goods are buried behind hidden doors underneath their temples, guild houses and so on. A thorough search by the military, leading to significant property damage, uncovers the stores. This causes great anger among the Dwarfs and they slip out of the town over the following nights.</p>\n<h4>Moving the Beastman</h4>\n<p>If the Beastman held at the Temple of Sigmar is moved to the college, it cannot escape. However, the soldiers in the Military College suffer bad dreams. These increase in intensity each night. After a day, it starts to influence those living in the college causing growing Corruption in the cadets particularly.</p>\n<p>If the Beastman is moved anywhere else in the town, it escapes a day later, killing its guards and wreaking panicked havoc in the streets.</p>\n<h4>Livestock</h4>\n<p>As food shortages diminish, any livestock become a source of contention and dispute. Approaching owners to purchase their livestock on behalf of the town is met with general agreement, especially if prices are reasonable.</p>\n<h4>Evacuation</h4>\n<p>Evacuating the town is possible. The chances of success depend on whom and how many are being evacuated and how it is being done. Calling an evacuation on the first day is met with resistance from the council and citizens as the danger of the situation hasn’t fully set in. If left too long, there is more chance of panic. By the third day, it is actively opposed by most, too afraid to leave the safety of the town. Unless the council assigns at least fifty workers to an evacuation plan, it descends into anarchy and fails.</p>\n<h3>Popularity</h3>\n<p>It is important to inform the Players of how their decisions are impacting the populace. The council have to take some unpopular decisions in the days ahead of the assault, and the citizens of Diesdorf are prepared to undergo privations to defend their town. They have limits though, and every time an unpopular decision is made without reasonable explanation or compensation, the townsfolk give vent to their displeasure.</p>\n<h4>Demonstration Against the Council.</h4>\n<p>If the council’s decisions are unpopular, small groups of protesters begin to form throughout Diesdorf. These have no real effect except to raise tensions. If the council overreact to demonstrations it could lead to rioting.</p>\n<h4>Compensation</h4>\n<p>If the council seize or destroy property, those affected seek reparations. If the council agree to compensation, there is less resistance to their actions. However, the Diesdorf treasury is sure to note the impact on the coffers. If they tell anyone in the treasury that the Council do not intend to honour these promises, the deceit becomes public a day later and the council’s reputation suffers greatly.</p>\n<h4>Rioting</h4>\n<p>Any riots begin small but if issues are not resolved or not enough troops are put on the streets, they get steadily worse and spread. If the council fairs to deal with any rioting, they are made to look weak.</p>\n<p>Sending in the Knights Griffon stops any rioting but results in a bloodbath.</p>\n<p>Sending the Militia in on their own is only effective against refugees.</p>\n<p>If rioting is allowed to continue, then looting occurs and areas begin to burn.</p>\n<h4>Looting</h4>\n<p>If there is any looting, the next day the Captain of the Watch asks for permission to hang looters publicly as a warning. Among these looters are young citizens, and unless the council ask about them directly they are hung as well.</p>\n<p>Members of the Merchant’s Guild also petition the council for warehouse guards, asking for no fewer than one hundred guards.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"no-toc\" style=\"text-align:center\"><em>ALTERNATIVE TIME</em></h3>\n<p><em>If you do not use the scenario during <strong>Empire in Ruins</strong>, you could use it once the campaign is over. The Red Crown wait too long to act, believing that the Empire will descend further into Chaos.</em></p>\n<p><em>By the time they do attack, part of their force has disappeared back into the forest. Change Victory Points for ‘The Chaos Army attacks’ on the <strong>Red Crown Victory Points</strong> Table from 50 to 40.</em></p>\n</blockquote>\n<h4>Lockdown</h4>\n<p>Captain Whitty of the Watch recommends a full curfew if there is any trouble. A night-time curfew reduces tensions in the town while a daytime curfew is very unpopular. Fifty soldiers must be assigned to oversee the curfew. If they are not then it backfires, as the population start to feel others are ‘getting away with it’.</p>\n<div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/chaos.webp\" /></div>"
				},
				"The Attack": {
					"name": "The Attack",
					"text": "<p>As the sun comes over the horizon there is an unearthly roar from the army at the gates which continues for what seems like an age. And then they charge.</p><p>To determine the outcome of the attack, you have a couple of options, or a mixture of both.</p><h4>The Narrative Option</h4><p>You should describe the attack, highlighting scenes where the Characters’ actions have had an impact. If the Players are ready for a bit of combat, the Characters can take part in any key points they wish, such as the enemy taking the battlements, breaching the gates, or assaulting the Military College. You can create combats utilising the various Beastmen, @UUID[Compendium.wfrp4e-core.actors.jfMhkQGzjFWDxVOm]{Cultists}, and @UUID[Compendium.wfrp4e-core.actors.a05lQsGjSv62wF0U]{Chaos Warriors} found in @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n]{Bestiary} of <strong>WFRP</strong>.</p><h3>The Numbers Option</h3><p>You can use the following tables to calculate the outcome of the siege. Add up the total numbers for each side (Diesdorf and Red Crown), then should subtract the Diesdorf total from the Red Crown total. Finally, look up the difference on the <strong>Siege Outcome Table</strong>. You are encouraged to adjust Victory Point values to reward (or penalise!) particularly notable Character actions.</p><p>You are free to decide what happens based on the action of the council and the events in the city. The narrative option can be used as a guide but if the council have generally acted competently and they did not lose too many troops, Diesdorf repulses the Chaos horde.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center\" class=\"no-toc\"><em>RED CROWN VICTORY POINTS</em></h3><table style=\"width:100%;height:357px\" border=\"1\"><tbody><tr style=\"height:34px\"><td style=\"height:34px\"><em><strong>Event</strong></em></td><td style=\"height:34px;text-align:center\"><em><strong>Victory Points</strong></em></td><td style=\"height:34px\"><em><strong>Notes</strong></em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>The Chaos Army attacks</em></td><td style=\"height:17px;text-align:center\"><em>50</em></td><td style=\"height:17px\"><em>Ulfhednar the Destroyer (2 Victory Points), Etelka (3 Victory Points), Ernst (1 Victory Point), Crakatz (1 Victory Point)</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Ulfhednar the Destroyer, Etelka, Ernst and/or Crakatz in army</em></td><td style=\"height:17px;text-align:center\"><em>1 to 7</em></td><td style=\"height:17px\"><em> </em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Captain von Hayek is dead</em></td><td style=\"height:17px;text-align:center\"><em>2</em></td><td style=\"height:17px\"><em>If they are free, they stop a plot by Red Crown cultists to damage the East Gate. (There is a loud explosion at one of the gates which heavily damages it.)</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Wernor Noll and adventurers are not at large</em></td><td style=\"height:17px;text-align:center\"><em>3</em></td><td style=\"height:17px\"><em> </em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>The Dwarfs have left town</em></td><td style=\"height:17px;text-align:center\"><em>2</em></td><td style=\"height:17px\"><em>This is to keep calculations simple but it can be adjusted for types of troops. </em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>For every 20 Diesdorf troops that have been killed</em></td><td style=\"height:17px;text-align:center\"><em>1</em></td><td style=\"height:17px\"><em> </em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>For every 5 Knights Griffon killed</em></td><td style=\"height:17px;text-align:center\"><em>1</em></td><td style=\"height:17px\"><em>This limits intelligence on the enemies forces</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>The Characters withdraw the town scouts</em></td><td style=\"height:17px;text-align:center\"><em>1</em></td><td style=\"height:17px\"><em>This causes fear and loss of morale within town.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>The Sinkel Theatre is burnt to the ground.</em></td><td style=\"height:17px;text-align:center\"><em>1</em></td><td style=\"height:17px\"><em> </em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Any remaining member of the council is killed</em></td><td style=\"height:17px;text-align:center\"><em>1</em></td><td style=\"height:17px\"><em> </em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>Refugees with disease enter the town or those in Template of Shallya escape</em></td><td style=\"height:34px;text-align:center\"><em>3</em></td><td style=\"height:34px\"><em> </em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>The militia mutiny</em></td><td style=\"height:17px;text-align:center\"><em>2</em></td><td style=\"height:17px\"><em> </em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Konrad Sinkel is executed</em></td><td style=\"height:17px;text-align:center\"><em>2</em></td><td style=\"height:17px\"><em> </em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Failure in Major Hans’s plan</em></td><td style=\"height:17px;text-align:center\"><em>As per table in @UUID[.t0cHA3Vnc2i1JbSK#the-trap]{The Trap}'</em></td><td style=\"height:17px\"><em> </em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>The Beastman prisoner escapes</em></td><td style=\"height:17px;text-align:center\"><em>1</em></td><td style=\"height:17px\"><em>Although many agree that they cannot enter the town, having them killed is seen as cruel.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Diseased refugees are killed within sight of the gate</em></td><td style=\"height:17px;text-align:center\"><em>1</em></td><td style=\"height:17px\"><em> </em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>There is rioting in Diesdorf</em></td><td style=\"height:17px;text-align:center\"><em>1</em></td><td style=\"height:17px\"><em>This leads to a large number of deaths</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>The Knights Griffon are brought into to deal with rioting</em></td><td style=\"height:17px;text-align:center\"><em>3</em></td><td style=\"height:17px\"><em> </em></td></tr></tbody></table></blockquote><blockquote class=\"sidebar\"><h3 style=\"text-align:center\" class=\"no-toc\"><em>DIESDORF VICTORY POINTS</em></h3><table style=\"width:100%;height:502px\" border=\"1\"><tbody><tr style=\"height:34px\"><td style=\"height:34px\"><em><strong>Event</strong></em></td><td style=\"height:34px;text-align:center\"><em><strong>Victory Points</strong></em></td><td style=\"height:34px\"><em><strong>Notes</strong></em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>The Sinkel Theatre puts on a stirring play.</em></td><td style=\"height:34px;text-align:center\"><em>1</em></td><td style=\"height:34px\"><em>This increases morale in town.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>North Gate sealed</em></td><td style=\"height:17px;text-align:center\"><em>5</em></td><td style=\"height:17px\"><em> </em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>South Gate sealed</em></td><td style=\"height:17px;text-align:center\"><em>5</em></td><td style=\"height:17px\"><em> </em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>The militia are fully equipped</em></td><td style=\"height:34px;text-align:center\"><em>2</em></td><td style=\"height:34px\"><em> </em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>The Down is demolished</em></td><td style=\"height:17px;text-align:center\"><em>5</em></td><td style=\"height:17px\"><em> </em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>The dam is destroyed and moat filled</em></td><td style=\"height:34px;text-align:center\"><em>4</em></td><td style=\"height:34px\"><em> </em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>Alexi Vockoff ’s suggestions are implemented</em></td><td style=\"height:51px;text-align:center\"><em>5</em></td><td style=\"height:51px\"><em> </em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>The Ulrican pilgrims and Bart van Bart’s True Swords are rescued</em></td><td style=\"height:51px;text-align:center\"><em>8</em></td><td style=\"height:51px\"><em> </em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Success in Major Hans’s plan</em></td><td style=\"height:17px;text-align:center\"><em>As per table in @UUID[.t0cHA3Vnc2i1JbSK#the-trap]{'The Trap'}</em></td><td style=\"height:17px\"><em> </em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Guild cellars distributed</em></td><td style=\"height:17px;text-align:center\"><em>1</em></td><td style=\"height:17px\"><em> </em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>The guns are moved from the artillery field into the town</em></td><td style=\"height:34px;text-align:center\"><em>2</em></td><td style=\"height:34px\"><em> </em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>The council pay compensation</em></td><td style=\"height:17px;text-align:center\"><em>1</em></td><td style=\"height:17px\"><em>The view that the council are fair improves morale.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Ghal Maraz wielded in defence of the town</em></td><td style=\"height:17px;text-align:center\"><em>Varies</em></td><td style=\"height:17px\"><em>Victory Points equal the total SL from 3 Extended <strong>Challenging (+0) Melee (Two-Handed)</strong> Tests, only added if the Character wielding Ghal Maraz gets involved in the fighting.</em></td></tr><tr style=\"height:43px\"><td style=\"height:43px\"><em>Other Character actions in defence of the city</em></td><td style=\"height:43px;text-align:center\"><em>1 to 10</em></td><td style=\"height:43px\"><em>The Characters can have a significant impact on the outcome of the battle.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>For every 100 armed citizens on the wall</em></td><td style=\"height:17px;text-align:center\"><em>1</em></td><td style=\"height:17px\"><em> </em></td></tr></tbody></table></blockquote><blockquote class=\"sidebar\"><h3 style=\"text-align:center\" class=\"no-toc\"><em>SIEGE OUTCOME</em></h3><table style=\"width:100%;height:395px\" border=\"1\"><tbody><tr style=\"height:34px\"><td style=\"height:34px\"><em><strong>Difference</strong></em></td><td style=\"height:34px;text-align:center\"><em><strong>Outcome</strong></em></td></tr><tr style=\"height:106px\"><td style=\"height:106px\"><em>29 or less Points</em></td><td style=\"height:106px;text-align:left\"><p><em>Day One. The attack is beaten off although there are numerous casualties.</em></p><p><em>Day Two. The fighting is fierce. The attack is repulsed in the afternoon. A few vicious but pointless attacks follow but during the night the attackers disappear.</em></p></td></tr><tr style=\"height:68px\"><td style=\"height:68px\"><em>30+ Points</em></td><td style=\"height:68px;text-align:left\"><p><em>Day One: The attack is beaten off with casualties.</em></p><p><em>Day Two: The fighting is worse and a lot die. A foothold is gained for some hours on the West wall. As night rolls in the wall is recaptured and the attackers flee. </em></p></td></tr><tr style=\"height:153px\"><td style=\"height:153px\"><em>40+ Points</em></td><td style=\"height:153px;text-align:left\"><p><em>One of the gates is breached in the evening of the first day. If only one gate remains unsealed, the attack is repulsed after vicious and sustained fighting follows for 24 hours. In the end, the attackers flee. If two or more gates remain unsealed, Diesdorf falls and is razed.</em></p><p><em>The fortified main building of the Military College survives the onslaught.</em></p><p><em>The attackers destroy the town after raiding the magazine and retreat.</em></p></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>50+ Points</em></td><td style=\"height:17px;text-align:left\"><em>One of the gates is breached in the evening of the first day. After vicious and sustained fighting throughout the night, Diesdorf falls and is razed.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>60 Points</em></td><td style=\"text-align:left;height:17px\"><em>The defenders are quickly overrun and the army enters the town and causes devastation.</em> </td></tr></tbody></table></blockquote>"
				},
				"Handout 1": {
					"name": "Handout 1",
					"src": "modules/wfrp4e-empire-ruins/assets/images/handout-diesdorf1.webp"
				},
				"Handout 3": {
					"name": "Handout 3",
					"src": "modules/wfrp4e-empire-ruins/assets/images/handout-diesdorf3.webp"
				},
				"Handout 2": {
					"name": "Handout 2",
					"src": "modules/wfrp4e-empire-ruins/assets/images/handout-diesdorf2.webp"
				}
			}
		},
		"Chapter 1 - Dirigible in Danger": {
			"name": "Chapter 1 - Dirigible in Danger",
			"pages": {
				"Dirigible in Danger": {
					"name": "Dirigible in Danger",
					"text": "<div class=\"journal-image float-right flip\"><img style=\"margin-left:-50px\" src=\"modules/wfrp4e-empire-ruins/assets/images/danger.webp\" width=\"338\" height=\"276\" /></div>\n<p>In this chapter, the Characters journey to Middenheim from the destroyed Dwarfhold of Karak-Skygg. On the way, they learn things in the Empire have grown worse in their absence, and hear worrying news about the situation that awaits them.</p>\n<p><strong>Empire in Ruins</strong> has been written to follow on from <strong>The Horned Rat</strong>. The Characters have just escaped from a Dwarfhold overrun by Skaven, and are on a balloon headed back to Middenheim with Baron @UUID[Actor.0Z49f8xUPns5OkTA]{Heinrich Todbringer} and @UUID[Actor.LzkGSosXU59kwBIV]{Veiran Thugenheim}. If the party has just finished playing <strong>The Horned Rat</strong>, go directly to the next section. We strongly recommend that you play the whole of the <strong>Enemy Within</strong> campaign before beginning <strong>Empire in Ruins</strong>.</p>\n<p>It’s possible that you have done that, that the party did not survive the challenges of <strong>The Horned Rat</strong>, and your players have to finish the campaign with new Characters. Here are a few suitable options for the GM to involve a new party.</p>\n<p>New characters need experience. Between 3500 and 4000 should give them a fighting chance of completing <strong>Empire in Ruins</strong>. They also require character concepts that justify their being taken seriously by the rulers of Middenheim: noble adventurers, experienced soldiers, or powerful wizard lords.</p>\n<p>The main challenge in starting this adventure with new Characters is to account for why they are aboard a balloon above the Middle Mountains, bound for Middenheim in the company of Baron Heinrich Todbringer. This may seem a daunting task, but there are ways to accomplish it without straining credulity.</p>\n<h3>The Prisoners of Karak Skygg</h3>\n<p>Perhaps the Characters playing the Horned Rat perished within the abandoned hold of Karak Skygg. Maybe they died heroically preventing the Moonbreaker Cannon from firing. Maybe they failed in the attempt, and perished as dozens of Warpstone meteors streaked down from the shattered moon.</p>\n<p>But the Characters were not the only Humans in the ruined hold. The Skaven had taken a small army of slaves to labour in their Warp forges. Whilst most were mutated wretches, captives of the Characters’ calibre may have resided within. During the confusion that surrounded the firing or sabotage of the Moonbreaker cannon, they managed to escape and were picked up by Baron Heinrich as he flew in to investigate.</p>\n<h3>A Diplomatic Mission</h3>\n<p>The Empire is being torn apart by a growing resentments between an Ulrican faction and a Sigmarite faction. Ambassadors have been sent from the Emperor’s court at Altdorf and the court of Graf @UUID[Actor.czIY275tUC4VGDWp]{Boris Todbringer} in Middenheim to test allegiances and observe attitudes across the north, especially in the Barony of Nordland and the Grand Princedom of Ostland.</p>\n<h3>A Historic Survey</h3>\n<p>The lost Dwarf holds of the Middle Mountains are the focus of much interest — from Dwarf loremasters, Human academics, and looters and treasure hunters. Baron Heinrich is a scholar as well as a soldier and diplomat, and while returning from Wolfenburg he takes the opportunity to conduct an aerial survey of the Middle Mountains, looking for traces of old Dwarf roads and other ruins. The Characters are attached to the Baron’s entourage in a way that suits their Careers and abilities. The trip’s diplomatic business is concluded, and the journey home is expected to be pleasant and trouble-free.</p>\n<h3>Worrying News</h3>\n<p>Thanks to his network of informants, the Baron knows of troubles in Middenheim. He is hurrying home after hearing of an attempt on the life of Graf @UUID[Actor.czIY275tUC4VGDWp]{Boris Todbringer}, his father and the most influential Elector in the North. He intends to take charge in Middenheim — if necessary — restore order, and find out who was responsible. In this circumstance, the Characters could be part of his entourage: soldiers, advisors, or servants.</p>"
				},
				"The Flight Home": {
					"name": "The Flight Home",
					"text": "<p>The first part of this chapter gives the Characters an opportunity to learn what has happened in their absence and to brief Baron Heinrich on their experiences.</p><h3>The Sky Wolf</h3><p>The Baron’s balloon, along with its crew, was a gift to the city of Middenheim from its Dwarf community in recognition of the long association between Humans and Dwarfs in the city. The vessel consists of a large, sausage-shaped gas bag with a gondola as large as a river barge slung underneath. Both the balloon and the gondola are painted in the blue and white of Middenheim, and the city’s arms of a white wolf and a castle are painted on both sides of the gas bag. A large banner streams from the stern of the gondola bearing the same device.</p><p>Handling the balloon involves manipulating instruments near the engine to control several rudders that alter the direction and altitude of the balloon. This procedure has aspects in common with handling a sailing boat, though it is more complex. A person with experience of handling a boat might be able to pilot the balloon. However, the balloon is also a work of intricate engineering. In order to represent this, whenever a <strong>Sail</strong> Test is called for in order to pilot the balloon, see if the Character making the test also possesses the <strong>Lore (Engineer)</strong> Skill. If not, any Sail Tests made to control the balloon are made with a penalty of –3 SL. This represents that someone with knowledge of sailing might be able to pilot the balloon, but that it takes engineering nous to master the process.</p><h3>Moving the Balloon</h3><p>The balloon is equipped with steam-powered turbines, but also relies on using articulated fins to tack against headwinds. The balloon moves at a rather stately pace, little more than walking speed, but can be made to move much faster if the wind is behind it. Unless effort is made to climb higher the dirigible is assumed to cruise along at an altitude of 100 feet.</p><p>Roll on the @UUID[RollTable.ZSIemt9idzbJelFW]{Wind Table} at the start of a journey to determine the strength and direction of the wind; thereafter check at dawn, midday, dusk, and midnight by rolling a [[/r d10]].</p><p>A result of a 1 indicates that the wind has changed by 1 step, with equal chance of becoming stronger or lighter. Calm conditions can only change to <em>Light</em> wind, and <em>Very Strong</em> winds can only change to <em>Strong</em>. An observer can make a <strong>Challenging (+0) Perception</strong> Test to notice phenomena such as trees swaying, or clouds dispersing, that indicate waning or gathering winds.</p><h3>The Steam Engine</h3><p>Such is the ingenious design of the balloon that it cruises slowly (M2), even against the wind, due to the shape of its vanes and fins. However in order to move with any degree of speed the turbines must be employed.</p><p>The steam engine is powerful and can increase the dirigible’s speed (M6). However it consumes coal greedily. The dirigible is carrying 90 Enc of coal when the Characters embark. For every 6 hours of use the steam engine consumes 10 Enc of coal. Coal is also burned at a higher rate if the dirigible is forced to take an evasive manoeuvre or continue to sail into Very Strong winds. The engine becomes very inefficient if pushed to these extremes, requiring coal to be expended at a rate of 1 Enc per turn.</p><p>The dirigible can use its steam engine to heat gas in the balloon, climbing to an altitude of 2000 ft. For every hour spent over 500 ft 2 Enc of coal are burned for every additional 500 ft.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/the-sky-wolf.webp\" width=\"262\" height=\"190\" /></div><h3>Damaging the Dirigible</h3><p>The dirigible has a Toughness score that modifies damage taken, and a Wounds score indicating how much Damage it can take. To determine hit location either reverse the score on the attack dice, or roll on the tables below. The location is determined in part by the general direction the attack came from.</p><p>@UUID[RollTable.efAHkbf1ymSPGM29]{Dirigible Locations - Front}</p><p>@UUID[RollTable.hVnsz1DPDOV3zvHY]{Dirigible Locations - Side}</p><p>@UUID[RollTable.BVdrQrbkPHnlN7FH]{Dirigible Locations - Rear}</p><h3>Dirigible Critical Hits</h3><p>If a double is rolled the dirigible takes a Critical Hit according to the location struck. In addition, every hit after the balloon’s Wounds score reaches zero is Critical Damage.</p><h4>Hull</h4><p>Critical Hits cause breaches in the hull, and the cargo starts to spill out onto the ground below. Cargo spills at a rate of 1 Enc per turn for every Critical Hit the hull has suffered.</p><p>Flammable cargo hit by flaming missiles also starts to burn, and as the dirigible’s cargo is coal this presents a major problem. To work out how bad the fire becomes, determine the initial intensity of the blaze: a number of Ablaze Conditions equal to the amount of damage the attack dealt. Each turn the dirigible takes that amount of damage again, and that Enc of coal is also consumed. At the end of each turn roll on the @UUID[RollTable.wvBPJ4uvBAcEJAJE]{Fire Intensity} table to see if the fire worsens.</p><blockquote><p><em>There are firefighting measures on board, consisting of two pressurised canisters of water and two heavy damp cloths in waterproof wrapping. These items are kept by the engines. The canisters can be employed by passing an <strong>Easy (+20) Trade (Engineer)</strong> Test. If the test is passed they reduce the strength of a blaze by [[/r 2d10]]. After this the canister is exhausted. The cloths are employed by passing a <strong>Difficult (–10) Athletics</strong> Test. If the test is passed, reduce the intensity of the blaze by [[/r d10]]. The cloths can be used three times before they become ineffective.</em></p></blockquote><h4>Deck</h4><p>Wooden splinters fly around as the deck is shattered. Characters standing on the deck must pass a <strong>Challenging (+0) Athletics</strong> Test or suffer a Strength 5 hit from flying splinters.</p><p>Blast weapons that strike the deck likely catch Characters in their blast. Characters may make Dodge tests to avoid the blast, the difficulty of the dodge test depends on the size of the blast.</p><table style=\"width:100%;height:68px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px\"><strong>Blast Size</strong></td><td style=\"height:17px\"><strong>Effect</strong></td></tr><tr style=\"height:17px\"><td style=\"height:17px\">Blast +1 to Blast +2</td><td style=\"height:17px\"><strong>Average (+20) Dodge </strong>Test</td></tr><tr style=\"height:17px\"><td style=\"height:17px\">Blast +3 to Blast +4</td><td style=\"height:17px\"><strong>Challenging (+0) Dodge</strong> Test</td></tr><tr style=\"height:17px\"><td style=\"height:17px\">Blast +5 or more</td><td style=\"height:17px\"><strong>Difficult (–10) Dodge</strong> Test</td></tr></tbody></table><p>Fires on the deck still prove a problem, though the lack of coal here means they are easier to control. Should a fire start here roll on the @Table[fire-intensity]{Fire Intensity} Table, but subtract 1 from the roll. Should the fire spread it adds an @Condition[Ablaze] Condition to the hull.</p><h4>Engine</h4><p>The rear portion of the deck is occupied by a steam engine that drives the ship’s twin turbines. The engine consists of an iron furnace and brass mechanisms. Critical damage to engines reduces the speed of the vessel by 25% and imposes –1 SL to any subsequent Sail Tests.</p><p>Fires cannot spread to the engines. Anything flammable here is already burning.</p><h4>Balloon</h4><p>The balloon is actually made up of a number of smaller gas-filled sacks collected together within a huge reinforced leather covering. The covering is tough and fireproof.</p><p>For every Critical Hit the balloon takes, the maximum altitude the balloon can reach is reduced by 500 feet. This means that after four Critical Hits, the balloon sinks to the ground.</p><p>Fires here still prove a problem, not least because climbing the rigging to fight them requires a <strong>Challenging (+0) Athletics</strong> Test. Should a fire start here, roll on the @Table[fire-intensity]{Fire Intensity} Table, but subtract 1 from the roll.</p><h4>Crashing</h4><p>If a sudden reduction in altitude brings the dirigible in contact with treetops or craggy rocks, the vessel crashes. Every Character and NPC aboard must make a <strong>Challenging (+0) Dexterity</strong> Test or fall overboard when the gondola thumps down, falling 20 yards to the ground, or spending a Fate point to land in the branches, unhurt but [[/r 2d10 # Yards]] yards from the ground.</p><p>The collapsing gas bag drapes over the gondola and the surrounding trees, dropping fragments of metal and leather all around. Every Character and NPC directly beneath the wreck is subject to a Damage +2 attack from the falling debris.</p><h4>Repairs</h4><p>The effects of a Critical Hit can be mitigated by someone with the right tools who spends 15 minutes on the repair and passes a <strong>Hard (–20) Trade (Engineer)</strong> Test. There are materials for up to three repairs on board.</p><h4>Nabbi Nodrisson and Sindri Suttrisdottir</h4><p>The engine is tended by @UUID[Actor.Xc7hP12LC3WWF4bE]{Nabbi} and @UUID[Actor.1bifytmVEmr9s5xz]{Sindri}, two Dwarfs from Middenheim’s @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.CX77jCGRkysWfOKy]{Dwarf Engineers’ Guild}. They do not like blundering manlings underfoot and are not afraid to say so.</p><h3>Reporting on Discoveries</h3><p>If the Characters have played through <strong>Power Behind the Throne</strong> and comported themselves well, the @UUID[Actor.0Z49f8xUPns5OkTA]{Baron} already knows a fair deal about them. His spy @UUID[Compendium.wfrp4e-pbtt.actors.bUILl7b6hxsVqIqu]{Nastassia} has told him they are competent and trustworthy folks (assuming they are), so he finds it easy to break the ice with them and start sharing information. If the Characters ask how he knows so much about them he remains tight-lipped; he will never betray Nastassia.</p><p>If the Characters were not involved in <strong>Power Behind the Throne</strong>, or did not comport themselves well during that adventure, the Baron is cagey with them, and only opens up with his own ideas once they have set him at ease.</p><p>‘<em>The rest of our journey should be smooth enough,’</em> he says. ‘<em>This seems like a good time to talk.’</em> He motions the Characters into his cabin, where food and drink have been laid out.</p><p>The first part of this scene is fairly free-form, as the Baron receives the party’s report on events since they left the @UUID[Compendium.wfrp4e-horned-rat.journals.z5Rjl2Tmbabj1i3b]{Picket} for @UUID[Compendium.wfrp4e-horned-rat.journals.FYKvggkQdeefcBft]{Karak Skygg}. If the party has not been to Karak Skygg (see @UUID[.Rki1djc1Ici3bxks]{Dirigible in Danger}), you can go directly to the Baron’s briefing. The information there may need to be adjusted to fit the situation. </p><p>If the players need prompting, the Baron asks the following questions, plus any others you might care to add.</p><ul><li><p><em>What did you learn of the Skaven’s plan?</em></p></li><li><p><em>Do you think the danger has passed?</em></p></li><li><p><em>What else did you find in the hold?</em></p></li></ul><h3>The Baron's Briefing</h3><p>The Baron briefs the party on happenings in the wider world. It may seem to the Characters that the Baron is surprisingly well informed for a man who was in Wolfenburg during Power Behind the Throne — his spy Nastassia was keeping him up to date via carrier pigeon.</p><h4>The State of the North</h4><p><em>‘Things have grown worse in your absence. You are certain that the attempt on my father’s life was the doing of this cult you mentioned? Well, others disagree, and Ar-Ulric Emil Valgeir is among them. He is convinced that Sigmarites are behind it, and preaches that the corruption you uncovered at court was engineered to discredit the faith of Ulric and weaken the north. Certainly, there are folk in Altdorf who are very free with accusations. Talabecland is lining up behind Middenheim, and there is talk of declaring my father a new Emperor of the North.’</em></p><h4>Missing Persons</h4><p><em>‘Wasmeier’s body has not been found, and until I see it myself I assume he survived. The Watch are rooting out the rest of this Purple Hand cult from Middenheim, along with the Jade Sceptre cult to which Wallenstein belonged. It’s deeply troubling that two of the city’s most influential posts were filled by cultists. Rumour has it that Witch Hunters of Sigmar plan to descend on Middenheim, determined to prove that every Ulrican is a servant of the Ruinous Powers. There has been friction, to put it mildly. The fact that Wallenstein was a Reiklander has not helped.’</em></p><h4>Talabecland and Ostland</h4><p><em>‘There is no evidence that the Krieglitzes of Talabecland had anything to do with the death of Crown Prince von Tasseninck of Ostland, but his father will not listen to reason. Open war between the two provinces is now underway.’</em></p>"
				},
				"Sights and Encounters": {
					"name": "Sights and Encounters",
					"text": "<p>The journey from Karak Skygg to Middenheim is a little under 80 miles, and takes two or three days depending on the wind. After their interview with the @UUID[Actor.0Z49f8xUPns5OkTA]{Baron}, the Characters have nothing much to do except watch the Empire pass by beneath them — until events take another turn.</p><h4>Distant Glimpses</h4><p>Travelling by air, the Characters are immune to the unrest that stalks the countryside. Smoke drifts by from temples and villages burning below. Figures on the ground look like ants, but it is possible to make out reavers stalking the roads and forests, brands burning in their hands.</p><p>Here and there, military units are on the move: their banners cannot be identified without a telescope, but they march in ranks and their blue and white uniforms give away their origins as locally raised regiments. A successful <strong>Average (+20) Lore (Heraldry)</strong> Test picks out regiments sworn to the service of local noble families, such as the Kärzburdgers or the von Helsteins. All the troops are marching toward Middenheim.</p><p>The Characters may be tempted to intervene in events on the ground, especially if they see an atrocity like a village being burned. However, Baron Heinrich refuses to land. He is determined to return to Middenheim as quickly as possible. ‘Delaying will save a few lives at the cost of many. I’d rather save many lives at the cost of a few.’</p><h4>Over the Eyrie</h4><p>The balloon’s course takes it over the Middle Mountains and across the monster-haunted Drakwald. Just as the mountains give way to the forest, call for the Characters to make <strong>Hard (–20) Perception</strong> Tests. Those who pass spot a pinnacle nearby topped with a pile of interlocking branches. Those looking through a telescope see that six downy @UUID[Actor.pkOKYojzxGEcaKaC]{Great Eagle} chicks are bunched up in the nest, awaiting the return of their parents.</p><p>The Characters may be able to convince @UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich} to avoid the area. This adds 6 hours to their journey but also means they don’t rouse an angry pair of @UUID[Actor.pkOKYojzxGEcaKaC]{Great Eagles}.</p><p>If they do not spot the nest, or continue without making evasive manoeuvres, the dirigible attracts the attention of the parent birds. They rise up from the forest in order to drive the dirigible away. The female bird slashes at the balloon itself, whilst the male bird attacks Characters on the decks.</p><p>Once the dirigible passes the nest and continues on its way, the eagles cease their attack.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/great-eagle.webp\" width=\"243\" height=\"392\" /></div><div class=\"journal-image centered\" style=\"text-align:center\"><p>@UUID[Actor.pkOKYojzxGEcaKaC]{Great Eagle}</p></div><h4>Malfunction</h4><p>The steam engine begins belching smoke, and popping, grinding noises are heard from its interior. The Dwarf Engineers crowd around it, muttering and scratching their heads as the smoke grows thicker and the noises get louder.</p><p>Any Character with the <strong>Trade (Engineer)</strong> Skill may offer to help, although the Dwarfs need convincing before they allow a stranger to work on their engine. Any qualified Character offering to help must make a <strong>Difficult (–10) Charm</strong> Test, adding the sum of their levels in the @UUID[Compendium.wfrp4e-core.items.6lQRRgjz8IZH4bbV]{Tinker}, @UUID[Compendium.wfrp4e-core.items.GRRN3XAKIpEVCY7z]{Craftsman (Engineer)}, and @UUID[Compendium.wfrp4e-core.items.GHmXS9zGNx3PWYZc]{Master Tradesman (Engineering)} Talents as a bonus. Success indicates that the Dwarfs allow the Character to help fix the engine, which requires 5 Success Levels on an <strong>Extended Very Hard (–30) Trade (Engineer)</strong> Test, using the @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.lQThXbnpgQ30VBXR#assistance]{Assistance} rules.</p><p>Characters without the Trade Engineer skill may still help. If they pass <strong>Very Hard (-30) Perception</strong> Tests they notice that one of the many gauges on the engine is climbing steeply into the red. The gauge indicates steam pressure rising in one of the chambers, and if this is pointed out to the Dwarfs they curse themselves for being so stupid and safely vent the extra steam.</p><p>If the engine is not fixed within 12 Turns, a great gout of steam issues forth, this inflicts a Damage +7 hit on everyone close to the engine, and a Damage +5 hit on everyone on the deck. However, having vented the pressure, the engine is now safe.</p><p>You may decide to makes the repair process more nerve-wracking using one or both of the following options:</p><p><strong>Option 1: You’re Making it Worse!</strong> Failure Levels subtract from the accumulated Success Levels. If the total reaches 5 Failure Levels the engine seizes completely, and the dirigible begins to lose altitude as if it took two Critical Hits to the balloon.</p><p><strong>Option 2: Watch Your Hands!</strong> Any Impressive or worse failure causes a jet of steam or a sudden movement of the gears that forces the testing Character to make a successful <strong>Average (+20) Dodge</strong> Test or suffer a hit for +0 Damage to the hand.</p>"
				},
				"Nordland Rising": {
					"name": "Nordland Rising",
					"text": "<p>This event occurs about an hour or so after the dirigible has begun to travel over the Drakwald Forest. There is a loud and shrill screaming noise from the north, Characters peering in that direction see five plumes of smoke rising from the forest floor. They are Helstorm rockets. The Characters only have two turns to act before the rockets reach the dirigible.</p><p><strong>Turn One</strong>: One of the rockets goes haywire as a fin snaps off, and corkscrews into the air. Four other rockets fly to within 100 yards of the dirigible. They can be targeted by weapons with sufficient range, but are small and moving extremely fast, so any Ranged Tests to hit them are <strong>Very Hard (–30)</strong>.</p><p>If a warning is shouted to the Dwarf pilots, they can try and send the dirigible into an evasive manoeuvre by passing a <strong>Hard (–20) Sail</strong> Test.</p><p><strong>Turn Two</strong>: The rockets fly to within 50 yd. They can be targeted as before.</p><p><strong>Turn Three</strong>: The rockets reach the dirigible, attacking it on the side. To see if they hit, make a Ranged (Engineering) Test using @UUID[Actor.9or9C7oELRVRXZwU]{Sepp Wurnhauser’s} skill of 49 for each rocket. The rockets are imprecise (–1 SL) and the dirigible is at extreme range (–3 SL), but the dirigible is also an Enormous Target (+4 SL). So for every [[/r d100cs&lt;=49]]{d100} roll of 49 or less a rocket hits the dirigible. If the Dwarfs managed to make an evasive manoeuvre, Sepp must roll 39 or less.</p><p>As the smoke clears, @UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich} starts screaming orders to the Dwarf pilots.</p><blockquote><p>‘No time to deal with this now! Steer clear of their position and fly low, then reset the course for Middenheim.’</p></blockquote><p>@UUID[Actor.LzkGSosXU59kwBIV]{Veiran Thugenheim} does not concur.</p><blockquote><p>‘We all want to get home in one piece my lord, but there are miscreants down there who just made an attempt on your life, and they may send more rockets flying towards us at any moment. I suggest we land and take the fight to them.’</p></blockquote><p>@UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich} looks determined, and if the Characters do not express an opinion his wishes are obeyed. However, if they suggest that Veiran has the right idea, they find themselves at the front of a chorus, as the Dwarfs also believe that the best form of defence is offence. Sindir says:</p><blockquote><p>‘If they’ve got an unhitched Helstorm launcher down there they ain’t going nowhere fast. We could get the drop on them, or at least put the artillery out of commission before they set it off again.’</p></blockquote><p>If the @UUID[Actor.0Z49f8xUPns5OkTA]{Baron} is unopposed, then the dirigible takes 2 hours to skirt the location, but they are spared further rocket fire as @UUID[Actor.9or9C7oELRVRXZwU]{Sepp} struggles to recalibrate his machine.</p><p>If @UUID[Actor.LzkGSosXU59kwBIV]{Veiran} wins the day, the Dwarfs are able to bring the dirigible down in a clearing 100 yards from where they first saw the rockets. Once the dirigible lands, the separatists responsible for the attack prepare to fight. They’re confident they can get a few rockets off at the Baron and his entourage before coming to close quarters.</p><h3>The Nordland Separatists</h3><p>The separatists shooting at the dirigible come from Neues Emskrank, a dilapidated coastal town where the dockside taverns seethe with anger. Middenheim had no hand in the slow decline of the town’s fortunes, but fur trader @UUID[Actor.kCcuaK12SHsq5qNR]{Nielsa Klammer} finds it easier to blame the Todbringers and their Salzenmund lackeys — the Nikses — than accept more complex causes. During a trip to Beeckerhoven, she was approached by @UUID[Actor.lYEKyCpaihHON6Gz]{Karl-Heinz Wasmeier}, travelling in disguise and claiming to represent @UUID[Compendium.wfrp4e-salzenmund.actors.oMnrRb82RpcRgGGW]{Nordmarshall Gausser}. He told her Baron Heinrich’s dirigible would soon fly back to Middenheim, and let slip that she could strike a blow for Nordland by shooting him down.</p><p>Klammer rounded up a crew of separatists and stole a @UUID[Compendium.wfrp4e-empire-ruins.items.7OH1oHcT60e2VJhT]{Helstorm Rocket battery} from the greatship Queen of Tides. They carted the weapon south with difficulty, where @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} met them in an inn to provide details of the dirigible’s flight. They continued to this secluded spot and waited. After a miserable day and night, the airship appeared on the horizon…</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/nordland-separatists.webp\" width=\"340\" height=\"294\" /></div><div class=\"journal-image centered\"><p style=\"text-align:center\"> @UUID[Actor.UOKeaharLob2e8Pz]{Hanne, Boris, Niklas, Mikhal}</p></div><h3>The Separatists Fight</h3><p>Changing the Helstorm’s elevation in order to fire at ground targets takes the separatists 3 Rounds. A fortunate party may reach them before any rockets are fired. The @UUID[Compendium.wfrp4e-empire-ruins.items.7OH1oHcT60e2VJhT]{Helstorm Rocket Battery} is imprecise and erratic. It fires using Sepp’s Ballistic Skill, but it’s a <strong>Hard (–20) Ranged (Engineering)</strong> Test to hit an individual or pair and <strong>Difficult (–10) Ranged (Engineering)</strong> Test to hit a close group of 3 or more.</p><p>If the test fails by less than 10%, the rocket explodes nearby and does half damage. Sepp has four rockets remaining in the rack — there’s no time to load more.</p><p>If attacked, the separatists fight back, bellowing slogans about freeing Nordland. If more than three are killed or incapacitated, the others surrender. If they face more than nine adversaries, they also drop their weapons.</p><h3>Interrogation</h3><p>If @UUID[Actor.kCcuaK12SHsq5qNR]{Nielsa} or any of the other separatists survive, they reveal the following:</p><ul><li><p><em>They’re fighting to liberate Nordland from Middenheim.</em></p></li><li><p><em>An agent of Nordmarshall Theodoric Gausser tipped them off about the course the airship would take.</em></p></li><li><p><em>This was three days ago.</em></p></li><li><p><em>They haven’t actually met Gausser, but his agent was highly plausible.</em></p></li><li><p><em>The agent introduced himself as Karl-Heinz. He was about 40, medium build and with brown wavy hair. He was cultured and intelligent. He wore decent clothes and a hat with a purple feather.</em></p></li></ul><p>@UUID[Actor.kCcuaK12SHsq5qNR]{Klammer} and @UUID[Actor.9or9C7oELRVRXZwU]{Sepp} won’t reveal anything about the ‘agent’, but the others are persuadable. If the @UUID[Actor.0Z49f8xUPns5OkTA]{Baron} or @UUID[Actor.LzkGSosXU59kwBIV]{Thugenheim} is involved in the interrogation, they press the point about the link to Gausser — they don’t like the Nordmarshall, but they know he’s not stupid enough to show his hand like this.</p><p>They are incredulous he could know the dirigible’s flight path as it changed when they investigated Karak Skygg.</p><p>If @UUID[Actor.kCcuaK12SHsq5qNR]{Nielsa} is killed or forced to empty her satchel, the Characters find a note from @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} in his handwriting — see below.</p><p>@UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich} takes prisoners (against the advice of @UUID[Actor.LzkGSosXU59kwBIV]{Thugenheim}) and seizes remaining rockets. The carriage is too heavy to transport back to Middenheim.</p><div class=\"journal-image centered\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/handout1.webp\" /></div><h4>Experience Awards</h4><p>Good roleplaying and clever thinking should be rewarded, but there are additional XP for the following:</p><p>@Exp[20,Dealt with the rocket crew]{20 points for dealing with the rocket crew}</p><p>@Exp[10,Advised the crew of the dirigible to avoid the eagles’ nest]{10 points for advising the crew of the dirigible to avoid the eagles’ nest}</p><p>@Exp[10,vented the steam safely]{10 points for venting the steam safely}</p><p>@Exp[9,Fought off the Great Eagle attack ]{9 points for fighting off the Great Eagle attack}</p>"
				}
			}
		},
		"Chapter 11 - Caves of Chaos": {
			"name": "Chapter 11 - Caves of Chaos",
			"pages": {
				"Caves of Chaos": {
					"name": "Caves of Chaos",
					"text": "<p>On passing through the waterfall at the entrance to the caves, the Characters enter a netherworld where reality twists like a maddened serpent, where corruption seeps from the ground, and where nightmarish illusion becomes substance. The adventurers have finally reached the cavernous labyrinth where, millennia ago, Sigmar fought and conquered @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru}. The Daemon is still bound to this place, trapped in eternal fury by Ghal Maraz’s power.</p><p>The rift that Sigmar cleaved in reality when he struck the ultimate hammer-blow that entrapped his daemonic adversary has cracked wider over the millennia as the Daemon writhes and rages against its confinement. Raw Chaos energy has slowly leached into the caves, twisting reality and corrupting the natural rock formations. Magical power has filtered out, pooling in peculiar concentrations throughout the labyrinthine system.</p><p>The adventurers are unlikely to emerge unscathed, but Tzeentch, whose influence has spilled into this region, has no intention of having the Characters badly injured or worse. The party’s arrival is his ideal opportunity to change the course of events. Within these caves, the adventurers are Tzeentch’s playthings. He toys with them for amusement, enjoying their terror and suffering, whilst willing them to succeed in their quest and directing them towards their goal by various means of manipulation and fear. Ultimately, he wants to ensure the party is successful and retrieves the Hammer safely and that his faithful servant is released. Where necessary, Tzeentch intervenes to guide the adventurers towards their destiny. As a GM, you can use this as an opportunity to propel the party towards the goal by various entertaining means, for example natural disasters occuring to ensure they move swiftly through the caves to find @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru}.</p><h3>Entering the Caves</h3><p>The Characters enter the caves through the waterfall. Passing through the roaring tumult, they step into a gaping cavern, so massive that its walls and ceiling vanish into darkness. Illumination reveals the Characters are within a massive dome of rock, with cathedral-like stalagmite spires reaching up to the distant ceiling of the vast cave. Colossal stalactites hang down from the vast cave’s ceiling, making conditions even more treacherous in the dark, and requiring everyone to stoop or duck. The steady drip of icy-cold water can be heard and felt dripping down at a regular pace from the stalactites’ sharp tips, audibly splashing on the ground beneath.</p><p>Anyone passing a <strong>Hard (–20) Perception</strong> Test notices that, on closer inspection, the smaller stalagmites, whose tips are within eyeshot, seem to be growing at a barely perceptible speed, as though time has been unnaturally quickened.</p><p>The silence of the surrounding darkness presses against them, suffocatingly. As they move towards the centre of the cave, they realise that the roar of the waterfall they passed through has stopped and the sound of constant dripping has ceased. What’s more incredible is that their hair and clothes are now bone dry. If they turn around, they see that the waterfall has vanished, replaced by impenetrable blackness. The only option is to move forward.</p><p>A tunnel exits eastwards from the cavern. It twists and turns, jagged blades of rock jutting out of the walls and snagging the Characters’ clothes as they creep along.</p><h3>The Caverns</h3><p>Within the vast cave system is a series of nine caverns. The corrupting power of Chaos seeps into this area from where @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} is imprisoned, and these nine locations have been warped by the raw magic. The party encounters each of these areas as they venture deeper into the caves. (The locations are described in detail below.) Each area is steeped with one of the Winds of Magic, and all are corrupted by the power of Chaos. As the Characters explore deeper into the cave system, the corruption gets stronger. Only the most determined and resilient Characters emerge from these caves unscathed.</p><p>The @UUID[Scene.fJ9WIQX3d6jcMdfL]{map} shows the essential layout of the cave system. The tunnels connecting each location are a simplified rendition, and do not represent the reality, or unreality, of the situation.</p><h3>The Tunnels</h3><p>Each location is connected by a series of tunnels, carved into the rock many millennia ago by natural geological processes. The tunnels are labyrinthine, twisting their way through the rock, branching off or sometimes leading to dead ends or obstacles that must be overcome.</p>"
				},
				"A Helping Hand": {
					"name": "A Helping Hand",
					"text": "<p>You want the Players to feel that their Characters have conquered this cave system by the skin of their teeth. However, you don’t necessarily want to kill them off. Indeed, Tzeentch is eager for the party to suffer, but not to fail in their quest to remove the Hammer from its resting place.</p><p>There are various ways you can give the party a secret helping hand if they are floundering. You may insert any or all of these beneficial encounters while the party is exploring a tunnel.</p><h4>Event 1 — Boon of Sigmar</h4><p><em>This event removes corruption.</em></p><p>The Characters inadvertently follow the path Sigmar took when he entered the caves millennia past. His holy presence has been marked by his passing. When his resolve stumbled, he prayed to the gods to grant him strength. The gods energised him, and where he stood, his feet made an imprint in the rock.</p><p>On a <strong>Difficult (–10) Perception</strong> Test Characters notice two depressions on the rocky floor, for all the world resembling a pair of Human footprints. The very darkness seems to avoid this area — the depressions glow with a soft golden light. The Characters feel calm and courage fills their hearts as they look upon the footprints. Any Character who stands in the footprints feels a surge of cleansing energy flow through them, and the image of a golden hammer flashes in their mind — the Character should make an <strong>Average (+20) Cool</strong> Test. They remove one Corruption point and a number of additional Corruption points equal to the SL.</p><h4>Event 2 — Sacred Relic</h4><p><em>This event restores Fate or Resilience.</em></p><p>The Characters find a skeleton of a man dressed in the shattered armour of a priest of Sigmar. His warhammer lies broken by his side. Script on the haft of the warhammer reads Unity, Justice, and Faith. If a Character passes a successful <strong>Hard (–20) Lore (Theology)</strong> Test, they know that this was the motto of a historical Sigmarite saint, Marius Luxus, who lived 500 years ago and disappeared while fulfilling a vow to tread the path of Sigmar on a sacred pilgrimage.</p><p>A Character who takes a bone or shard of the warhammer as a holy relic can immediately restore all Fortune and Resolve, and can expend the power of their relic to avoid spending a Fate or Resilience point. Each Player can only gain this power once, even if they have gathered more than a single relic. In order to benefit from this bonus the Characters must act with due reverence; if they show disrespect or cast aside the relic in the future, the bonus is forfeit.</p><h4>Event 3 — Gift of Shallya</h4><p><em>This event grants healing power to the party.</em></p><p>A white shape drifts silently across the party’s path. It hovers in front of them, moving out of reach when they move towards it, following them if they try to avoid it. Eventually, it hovers in one spot, allowing the Characters to come near. Before they can touch it, it vanishes, but if the Characters look at the spot above which the apparition was hovering, they find a crevice, within which is an ancient glass potion bottle. Drinking the shimmering green liquid within the bottle invigorates the Characters. Drinking a dose of the potion heals [[/r 1d10 # Wounds Healed]] Wounds. There are four doses in the bottle.</p>"
				},
				"Location 1 - The Lair of the Great Beast": {
					"name": "Location 1 - The Lair of the Great Beast",
					"text": "<p><strong>Suffused with Ghur</strong>: This area is suffused with the Grey Wind of Magic. Any successful attempts to cast spells from the Lore of Beasts within this area benefits from +1 SL. This bonus may only be claimed once, so if a Character or item in the area is also Suffused with <em>Ghur</em> there is no additional benefit.</p><p>The entrance to this cavern resembles the open jaws of a monstrous beast, the portal framed with stalagmites and stalactites like great, jagged fangs. Passing through, the Characters are met with a thick, musty stench like wet animal fur. The cave is sodden underfoot with a vile, putrid slush, through which can be seen slithering long, many-legged insects and blind, white amphibious creatures like nightmarish toads.</p><h4>The Great Beast</h4><p>As they wade knee-deep through the cold, disgusting mire, each Character should make a <strong>Challenging (+0) Perception</strong> Test. On a success, a Character hears a low animal growl rumbling in the distance, from somewhere further within the cave.</p><p>Eventually, the Characters reach the area where they encounter the source of the sound. Here, bobbing amongst the fetid slush that covers the floor, the light of their illumination reveals human bones and skulls. With a blood-curdling roar, a massive hound-like beast with shimmering turquoise fur, three wolfish heads, and a scorpion’s tail leaps from the darkness into the centre of the cavern, blocking the adventurers’ way. They must fight this terrifying @UUID[Actor.agKNoXJwN2Atx5rT]{Chaos Hound}.</p><p>The @UUID[Actor.agKNoXJwN2Atx5rT]{Chaos Hound} is motivated by pure hunger. Its ravenous mouths slather and drool. Its ribs stick out from its emaciated torso, showing that it is extremely malnourished. If a Character falls @Condition[Prone]{prone}, the Chaos Hound, maddened by hunger, forgets all other enemies and attempts to devour its fallen victim.</p><p>Cunning Characters might use the @UUID[Actor.agKNoXJwN2Atx5rT]{Chaos Hound’s} hunger to their advantage, luring it into position with a brave volunteer, so that the rest of them can attack the beast while it attempts to catch its victim.</p><p>The vile slush underfoot makes fighting difficult. Every time a Character makes a move, they need to pass a <strong>Challenging (+0) Athletics</strong> Test. Those who fail gain an @Condition[Entangled] Condition. Those who fail with –4 or less SL gain a @Condition[Prone] Condition.</p><p>After the fight with the beast, Characters should make a <strong>Very Hard (–30) Perception</strong> Test to notice a flash of light among the slush and bones. Those who pass may find a relic of a previous battle fought centuries before — a sword with a beautifully engraved ivory hilt and a pristine silver blade. There are the remains of other weapons and armour among the bones, but they are badly corroded.</p><p>The sword is an ancient Elven blade, imbued with power.</p><p>@UUID[Compendium.wfrp4e-empire-ruins.items.GqOPgEhjRJOGYslv]{Elthrai Cadaith}</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-beastman-skull.webp\" width=\"202\" height=\"262\" /></div>"
				},
				"Location 2 - Shades of Despair": {
					"name": "Location 2 - Shades of Despair",
					"text": "<p><strong>Suffused with Ulgu</strong>: This area is suffused with the Amber Wind of Magic. Any successful attempts to cast spells from the Lore of Shadows within this area benefits from +1 SL. This bonus may only be claimed once, so if a Character or item in the area is also suffused with <em>Ulgu</em> there is no additional benefit.</p><p>The tunnel opens out into a large gallery of rock. Tendrils of mist curl around the Characters’ bodies, caressing their limbs and torso as though alive. The mist feels freezing. When the Characters speak, their voices echo into the distance. Their words seem to whisper back at them, rebounding as a sinister cacophony, mocking and hissing.</p><p>Natural flame fails to penetrate the mist beyond 3 yards. Magical light is also dim, but illuminates 3 yards further.</p><h4>Whispers in the Mist</h4><p>As the party ventures into the cavern, the Characters hear faint, hissing whispers emerging from the darkness all around them. The mist seems to get thicker, the tendrils beginning to dance as though in time with the sibilant rhythm of the whispers. The whispering comes closer and faintly louder, until it seems to be pressing up close against the Characters. Faint words can be heard among the hissing — these are mocking, derisive words: for each Character, choose the sort of words that are anathema to their character. For example, a Character who prides themselves on courage might hear: <em>‘Coward! Weakling! Run … run away, coward!’</em></p><p>The whispers seem to press against the hearers’ skulls, then sink into their mind, so it is as though they can hear them from within their own thoughts, a relentless hiss of derision. Each Character makes a <strong>Hard (–20) Cool</strong> Test; those who fail gain the <em>Rattled </em>Condition. When each affected Character has overcome the assault on their mind, or succumbed to the whispers, the whispers recede and all goes quiet.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title\"><em>Rattled Condition</em></h3><p><em>This Condition is intended to be used in circumstances where Characters have faced a disturbing phenomenon, but not one that is so clearly threatening so as to leave them Broken.</em></p><p><em>A Character gains this Condition when they fail a Cool Test in an ominous environment or worrying circumstance. A Character might also become Rattled after being intimidated. A Character who is Rattled gains +10 to Perception Tests as they pay additional attention to every creaking floorboard and looming shadow, but all other Tests are at a –10 penalty as they find it hard to concentrate.</em></p><p><em>This Condition does not stack: you are either Rattled or you’re not. The Condition is removed if the Character gains a Broken Condition, or once the disturbing phenomenon passes. If the disturbing presence lingers for a long time, the Character can take an <strong>Average (+20) Cool</strong> Test to remove the Condition every half hour.</em></p><p><em>Any Skill, spell, or other effect that can remove @Condition[Broken] Conditions also removes the Rattled Condition.</em></p><blockquote class=\"foundry-note\"><p>You can apply the <strong>Rattled</strong> condition via the System Effects dropdown in the Effects tab of the character sheet</p></blockquote><h4>The Dead and the Damned</h4><p>As the party ventures deeper, shapes emerge from the murk ahead of them, the mist seemingly coalescing to form grey, translucent figures with drawn, haggard faces and dull eyes that glow a sickly green. There are as many figures as there are Characters, and the composition of the group mirrors that of the Characters’ party (so a party consisting of a Human warrior, a Halfling academic, a Wood Elf rogue and a Human ranger face an identical group). The style of the apparitions’ clothing looks strange, as though from a bygone age. Any Character who passes an <strong>Average (+20) Lore (History)</strong> Test identifies their clothes as contemporary with the era of Emperor Ludwig I, about 1,500 years ago.</p><p>‘<em>Stop!’</em> the apparitions plead, their voices low and hollow. ‘<em>Heed ethereal entities! Retreat and resign! Go expeditiously to regions unknown!’</em></p><p>The entities are @UUID[Actor.0oXzo9l50Ywq5WOY]{Ghosts} — the entrapped spirits of a previous adventuring party who met their doom in the caves. They do not harm the Characters unless they are attacked, in which case they draw ghostly weapons and counter-attack in fury.</p><p>If they are not attacked, they cause @Fear[2, Ghosts]{Fear} as normal, slowly coming closer and closer to the Characters, constantly repeating their warnings to flee the caves.</p><p>If the Characters engage with the ghosts, the spirits might try to give them cautionary advice. Kind words, flattery, and praise are like ambrosia to these lost souls, instilling them with a glow that momentarily banishes the eternal coldness of their existence, yet the power of @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} muddles their thoughts and words.</p><p>Skillful roleplaying, and a successful <strong>Challenging (+0) Charm</strong> Test determines how many soothsaying predictions the ghosts impart. With a Marginal Success, the ghosts give one clue; with a Success, two clues; with an Impressive Success, three clues; and with an Astounding Success, four clues. Choose from the list on the right.</p><ol><li><p><em>‘Several heretic experts educate royalty. Adept reaches greatness. Eventually transpires rite unholy.’</em></p></li><li><p><em>‘Something here emanates evil, rages against railings, gibbous, exponentially tangible. Reality, ultimately.’</em></p></li><li><p><em>‘Strange herbs exhaust Emperor, reaping apothecary rewards. Granting Emperor true respite? Unlikely.’</em></p></li><li><p><em>‘Shapeshifter herds exalted explorers. Reality almost ruined. Goal engenders troubling result. Undo.’</em></p></li><li><p><em>‘Spy head’s exacerbating endeavour ruins august realm. Goaded Emperor to rule Ubersreik.’</em></p></li><li><p><em>‘Southern holdings embrace Emmanuelle. Royal Altdorf rejoices. Gone, embittered Toppenheimer. Regions united.’</em></p></li></ol><p>When the Characters press on, the ghosts moan in terror, and flee past the Characters, vanishing into wisps of green mist as they run.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/bestiary/ghost.webp\" width=\"400\" height=\"515\" /></div></blockquote>"
				},
				"Location 3 - Temptation": {
					"name": "Location 3 - Temptation",
					"text": "<p><strong>Suffused with Chamon</strong>: This area is suffused with the Gold Wind of Magic. Any successful attempt to cast spells from the Lore of Metal within this area benefits from +1 SL. This bonus may only be claimed once, so if a Character or item in the area is also suffused with <em>Chamon</em> there is no additional benefit.</p><p>Approaching this location, the tunnel begins to glisten and shimmer around the Characters. The rock is veined with streaks of gleaming gold and silver, and crystalline shards sparkle on the walls and ceiling.</p><p>The tunnel opens out into a massive grotto. Light from the Characters’ torches reflects from a million multicoloured stars as though they have been transported to the centre of the firmament. A lake like molten gold fills the cavern, with a narrow path of rock wending its way across it to an island in the centre. A shimmering rainbow aurora dances in the middle of the island.</p><p>If anything touches the liquid in the lake, it melts or burns as though the liquid is molten metal, though the liquid gives off no heat. If any living being falls into the liquid, death is instantaneous.</p><h4>The Herald</h4><p>As the Characters approach the island, they see a figure silhouetted within the aurora. It’s about 6 feet high, lurid pink, with a man’s torso and a myriad of limbs and tentacles sprouting from its shoulders. It is hunched as though in deep contemplation.</p><p>The island is scattered with gold and silver treasures — chalices, crowns, torcs — a treasure trove of wealth.</p><p>As the Characters come nearer, the creature slowly raises itself and turns to face them. Its long, sinuous limbs shimmer with multi-hued colour. Its array of arms and tentacles seem to shift in number. Its white robe billows around it, as though whipped by wind. Its head is that of a great white-feathered eagle, two sightless hollows where its eyes should be. Leaning heavily on its golden staff, it opens its cruel beak to speak with a sonorous, hissing voice.</p><p><em>‘I am blind, but I see you.’</em> It proceeds to name the Characters in succession. <em>‘ You are champions of your kind, though held with no regard by those who should by right bow low before you. Likewise, I am held with no regard in my realm.’</em></p><p><em>‘Abandoned here, rendered sightless by the cruel whim of my master, I have awaited aeons to deliver my vengeance against my lord. For he has forsaken me, bound me here, for the sin of telling him a truth. I foresaw his doom at the hands of the hammer-bearer, and spake to him his fate. In his wrath he cursed me to remain here for an eternity. But I foresaw your arrival too, and failed to soothsay to him your coming, and now you, my dear ones, shall be the right hand of my wrath.‘</em></p><p><em>‘Listen with care, my friends, for I hold the key to your success, and the downfall of my treacherous master.’</em></p><p>The Players have a choice: whether to listen to the blind Herald’s words or to attack the Daemon.</p><p>@UUID[Actor.VHAPW340upcmFbMA]{Treacherous Herald}</p><h4>Brute Force</h4><p>If they attack, the @UUID[Actor.VHAPW340upcmFbMA]{Herald} attempts to cast @UUID[Actor.VHAPW340upcmFbMA.Item.6NIbLx8itr0D7jX9]{Word of Tzeentch} in order to try to stun its opponents. It fights to the death. Cunning Characters can try to force it into the golden lake, where it sinks to oblivion.</p><h4>Diplomacy</h4><p>If they listen to the @UUID[Actor.VHAPW340upcmFbMA]{Daemon}, it praises them.</p><blockquote><p>‘A thousands blessings on you, my dear ones. Indeed, I foretell that you are bound for greatness among your kind, for choosing to heed my words.’</p></blockquote><p>Pause to allow the Characters to ask the Daemon questions. It answers, but its Chaotic nature forces it always to answer with a lie.</p><p>Eventually, the Herald tires of being questioned and offers its help to the party.</p><blockquote><p>‘Several threats lie ahead of you, before you reach your goal. You will face the wrath of the furious dead, risen from their watery grave — take this feather and invoke its power to lay them low with arcane flame.’</p></blockquote><p>The Herald plucks a feather from its head and grants it to a volunteer.</p><blockquote><p>‘ You will meet the prophet lost in the maze of his mind. His guardian dreads naught, but the charm of the Evil Eye will curse it with my master’s blessing.’</p></blockquote><p>The Herald scoops one of its own withered eyes from the left socket in its head and offers it to one of the Characters.</p><blockquote><p>‘ You may endure the depths of despair in the hell forest of lost souls. Winged fiends will seek your blood from above. Use the power imbued in this claw to turn their fury against each other.’</p></blockquote><p>The Herald cracks off a claw from one of its many fingers and gives it a willing Character.</p><blockquote><p>‘ You may face the ordeal of fire. Your task will be lighter with a single word of my command.’</p></blockquote><p>The Herald delves deep into its beaked maw and rips out its long purple tongue with a ripping sound that’s hard to bear, flinging it at the feet of a Character with an audible plop. Choking in agony, ichor streaming from its beak, it slumps to the floor and dissolves into a puddle of pink and blue liquid.</p><p>Each Character who takes a gift from the Herald is exposed to a @Corruption[moderate]{moderate source of Corruption}.</p><h4>Gifts of the Herald</h4><p>The feather is bound with a single-use @UUID[Compendium.wfrp4e-eis.items.R0uUNtxsHEEddMLV]{Tzeentch's Firestorm} spell.</p><p>The withered eye is bound with a single-use @UUID[Compendium.wfrp4e-eis.items.UOGORIbMyGWflehS]{Bolt of Change} spell. If the Minotaur is the target of the spell, it dissolves and reforms into a @UUID[Compendium.wfrp4e-owb1.actors.afDl84wg5WYU37Vf]{Chaos Spawn}, suffering the same number of Wounds and injuries as it did before its transformation.</p><p>The claw is bound with a single-use @UUID[Compendium.wfrp4e-eis.items.Wmo0Yr7EyukRCOJq]{Mindfire} Spell. The target automatically fails its Cool Test and suffers the following Mental Corruption: @UUID[Compendium.wfrp4e-core.items.MdrqSnA014jBggAV]{Unholy Rage} (also gaining the @Condition[ablaze]{Ablaze} Condition as described for the spell’s effects). While Frenzied it always attacks the closest target, friend or foe.</p><p>The tongue is bound with a magical curse. When activated, it has the following effects:</p><p><strong>Range</strong>: Intelligence yards</p><p><strong>Target</strong>: AoE of 9 yards</p><p><strong>Duration</strong>: Instant</p><p><strong>Effect</strong>: Pink Horrors within the AoE are instantly killed and replaced with two Blue Horrors.</p><p>Each of these magic items can be cast automatically as the bearer’s Move for that turn. Invoking the power of any of these items counts as a major corrupting influence to the user.</p><h4>The Treasures</h4><p>Players can fill their bags with the golden treasures littering the island. They are limited only by what they carry.</p><p>However, upon exiting this location, for those who took even a single piece of treasure, all items of value — gold, silver, jewels or whatever — including items the Characters already owned gradually grow heavier and heavier, becoming lumps of dull grey lead.</p>"
				},
				"Location 4 - The Tempest": {
					"name": "Location 4 - The Tempest",
					"text": "<p><strong>Suffused with Azyr</strong>: This area is suffused with the Blue Wind of Magic. Any successful attempt to cast spells from the Lore of Heavens within this area benefits from +1 SL. This bonus may only be claimed once, so if a Character or item in the area is also suffused with Azyr there is no additional benefit.</p><p>As they continue down the tunnel, they hear a distant shrieking howl overhead. This grows louder as they progress. The tunnel opens out into a great cavern, stretching deep into the darkness. The source of the howling is revealed — great gusts of powerful wind buffet them as they enter, momentarily pinning them in place, before growing calm. The walls of this cavern, and the boulders and stalagmites that litter the cave floor, are wet with moisture and warm to touch, as though they are not rock but flesh. The rocks here are smooth, shaped by the wind.</p><h4>The Howling Wind</h4><p>As the Characters progress through the cavern, the wind rises again, whipping them violently, and they are forced to use all their strength to force their way through the tempest. Each must make a <strong>Challenging (+0) Strength</strong> Test or fall @Condition[Prone]. While pinned by the wind in this way, a Character must make a <strong>Challenging (+0) Strength</strong> Test to stand up at the start of their turn. Once all the Characters have made this Test, the ground seems to writhe beneath their feet…</p><h4>@UUID[Actor.bFNzupyNbevi2pxw]{Swarms of Serpents}</h4><p>Erupting from the ground spill coils and coils of writhing, hissing snakes, like intestines from a ruptured belly wound. The snakes are types and all sizes — constrictors, cobras, adders, and so on. Their scales are a rainbow hue, and shimmer and shift in a kaleidoscope of hypnotic colour. Their dark, beady eyes blaze in fury and their long forked tongues lick out, sensing the Characters in the darkness. They bare sharp fangs and strike.</p><p>Each Character is attacked by a @UUID[Actor.bFNzupyNbevi2pxw]{swarm of snakes}. Remember, if they are pinned they have to test their Strength to stand and fight, and at the start of their turn they have to test to avoid falling @Condition[Prone] due to the buffeting wind.</p><p>The snakes do not intend to kill the Characters, but rather to corrupt them. The swarms have the @UUID[Actor.bFNzupyNbevi2pxw.Item.QpJf9uBvl57my8yp]{Venom} Creature Trait, but if this takes effect, instead of being Poisoned as normal, a Character becomes sluggish and indolent, taking a @Condition[Fatigued] Condition. A Character affected in this way can shrug off the effects in the same way as recovering from being @Condition[Poisoned]. In addition, they suffer minor exposure to Corruption.</p>"
				},
				"Location 5 - The Furious Dead": {
					"name": "Location 5 - The Furious Dead",
					"text": "<p><strong>Suffused with Shyish</strong>: This area is suffused with the Amethyst Wind of Magic. Any successful attempts to cast spells from the Lore of Death within this area benefit from +1 SL. This bonus may only be claimed once, so if a Character or item in the area is also suffused with <em>Shyish</em> there is no additional benefit.</p>\n<p>The Characters enter this cavern via a portal that resembles a grinning skull. They have to crawl through its open mouth. On the other side, the party is met by the roar of an underground river. The cavern is bisected by the river, which is wide and torrential. On the closest bank lies the skeleton of a gigantic creature, its bones gleaming white in the light of their torches.</p>\n<h4>Crossing the River</h4>\n<p>On closer inspection, the water of the river is thick and sanguineous — a deep-red colour. The river is impossible to wade through. Anyone who tries can get waist deep before they must turn back or be swept away to their doom. They also trigger the first wave of attacks (see below) and are at a considerable disadvantage until they wade back to the bank.</p>\n<p>The bones belong to a huge monster (a @UUID[Compendium.wfrp4e-core.actors.9q8QzWB4o7aj6ZxL]{Jabberslythe}). The Characters can fashion a raft from its ribs, tying them together with strips of its leathery hide if they do not have any rope. However, the monster’s poisonous fangs, claws, and barbed tail are still deadly, even after death. Any Character building the raft from its bones must make an <strong>Average (+20) Athletics</strong> Test or suffer 1 Wound as they are scratched by a fang, claw, or tail tip, which draws blood. This counts as a @UUID[Compendium.wfrp4e-core.items.gFkRm9wS65qe18Xv]{Venom} attack.</p>\n<h4>The Dead Rise</h4>\n<p>Corpses litter the bed of this river of blood, brought here many ages ago, when the river swept bodies underground from an ancient battle fought in the hills nearby. Imbued with Chaos energy, they have become undead. When they sense the living are crossing their watery resting place, ancient hatred rises within their soulless beings, bringing them back to a semblance of life to slay and maim.</p>\n<p>Several waves of zombie attackers emerge from the depths of the river as the Characters try to cross it. One Character makes a <strong>Difficult (–10) Row</strong> Test to try to navigate the raft across the river, with results shown in the table below.</p>\n<p>A first wave may attack any Characters attempting to wade through the river. Subsequent waves attack while the Characters are crossing by raft. They can be assisted by all other Characters, if applicable. The first wave automatically takes the Characters by surprise, as the zombies ambush from the rushing waters, unless the Characters were foretold of this danger by the @UUID[Actor.VHAPW340upcmFbMA]{Herald} in @UUID[.zgJh0qXHMV3upyOB]{Location 4}.</p>\n<p>Each wave consists of [[/br d10 # Zombies]] @UUID[Actor.ukxsdiMsSlzLHMm3]{Zombies}. The Zombies, despite being undead, suffer @UUID[Compendium.wfrp4e-core.items.aE3pyW20Orvdjzj0]{Hatred} against the Characters. They try to claw their way onto the raft or drag the Characters under the current.</p>\n<p>Characters fighting in the river need to pass a <strong>Challenging (+0) Athletics</strong> Test each turn. Those who fail gain an @Condition[Entangled] Condition. Those who fail with –4 or less SL gain a @Condition[Prone] Condition.</p>\n<p>Once all zombies of one wave are killed, allow the Characters a quick breather of three rounds before a new wave launches.</p>\n<table style=\"width:100%;height:289px\" border=\"1\"><colgroup><col style=\"width:15.0659%\"></col><col style=\"width:84.7458%\"></col></colgroup>\n<tbody>\n<tr style=\"height:34px\">\n<td style=\"height:34px\">Astounding Success</td>\n<td style=\"height:34px\">The Characters cross the river quickly and safely, encountering only a single wave of attacks. </td>\n</tr>\n<tr style=\"height:85px\">\n<td style=\"height:85px\">Impressive Success</td>\n<td style=\"height:85px\">The Characters cross the river quickly, encountering only a single wave of attacks. Characters fighting on the raft may experience difficulty from their vessel pitching and yawing. They must pass an <strong>Average (+20) Athletics</strong> Test each turn to keep their footing. If a Character fails this test, they must choose between gaining a @Condition[Prone] Condition or falling in the river.</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"height:17px\">Success</td>\n<td style=\"height:17px\">The Characters cross the river safely, encountering two waves of attacks. </td>\n</tr>\n<tr style=\"height:51px\">\n<td style=\"height:51px\">Marginal Success</td>\n<td style=\"height:51px\">The Characters cross the river, encountering two waves of attacks. Characters fighting on the raft must pass an <strong>Average (+20) Athletics</strong> Test each turn to keep their footing, as described above.</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"height:17px\">Marginal Failure</td>\n<td style=\"height:17px\">The Characters cross the river slowly but safely, encountering three waves of attacks. </td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"height:17px\">Failure</td>\n<td style=\"height:17px\">The Characters cross the river slowly, encountering three waves of attacks. Characters fighting on the raft must pass an <strong>Average (+20) Athletics</strong> Test each turn to keep their footing, as described above.</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"height:17px\">Impressive Failure</td>\n<td style=\"height:17px\">The Characters cross the river slowly, encountering three waves of attacks, with the raft spinning out of control. Characters fighting on the raft must pass an <strong>Challenging (+0) Athletics</strong> Test each turn to keep their footing, as described above.</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"height:17px\">Astounding Failure</td>\n<td style=\"height:17px\">The Characters cross the river slowly, encountering three waves of attacks, with the raft spinning dangerously out of control. Characters fighting on the raft must pass a <strong>Hard (–20) Athletics</strong> Test each turn to keep their footing, as described above.</td>\n</tr>\n</tbody>\n</table>"
				},
				"Location 6 - Fire and Horror": {
					"name": "Location 6 - Fire and Horror",
					"text": "<p><strong>Suffused with Aqshy</strong>: This area is suffused with the Bright Wind of Magic. Any successful attempts to cast spells from the Lore of Fire within this area benefit from +1 SL. This bonus may only be claimed once, so if a Character or item in the area is also suffused with <em>Aqshy</em> there is no additional benefit.</p><p>The tunnel leading to this location opens out to a sulphurous gallery, festooned with a maze of fiery pits. Multicoloured flames jet from the pits with a bellowing roar. Crumbling rocky pathways cross between the pits. The fires cast a brightly hued glow on the cavern walls, the colours shifting and dancing, merging and changing continuously. The choking sulphuric fumes are nauseating and the ever-changing colours confusing to the eye, add to the feeling of nausea.</p><h4>Navigating the Fire Pits</h4><p>Each Character needs to make an <strong>Easy (+40) Athletics</strong> Test to make their way past the pits without being licked by the flames that shoot up from them. The flames are scorching, and cause 1 @Condition[Ablaze] Condition if they touch a Character.</p><p>Each Character must test a total of three times to avoid the flames while moving through this location: once when they are near the entrance, once when they are in the centre of the area, and once as they approach the exit.</p><p><strong>The First Test</strong>: The Character who rolls highest on their Athletics Test is attacked by a @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror} (if two or more Characters score an equal highest result, choose one of these to be attacked).</p><p><strong>The Second Test</strong>: The two Characters who roll the highest scores are attacked by a @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror} (drawn results are determined as above).</p><p><strong>The Third Test</strong>: The three Characters who roll the highest scores are attacked by a @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror} (drawn results are determined as above).</p><p>If any Character falls into a pit (unlikely unless done deliberately), they are consumed by fire, and from their burnt corpse two @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horrors} leap out.</p><h4>Horror from Flame</h4><p>When a @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror} attacks, it leaps from the fire pit nearest to the Character, gibbering and laughing and squealing. Because of the insane noise the Daemon makes, this attack does not surprise the target. The Pink Horror then goes for the target Character.</p><p><strong>Remember</strong>: if the @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror} is killed, it splits into two @UUID[Actor.cLOGeMqUty61nYB9]{Blue Horrors}, which also go for the kill.</p><p>At the beginning of each of their turns, a Character embroiled in combat in this location must make a <strong>Very Easy (+60) Athletics</strong> Test to avoid being licked by flame from the pits, suffering 1 @Condition[Ablaze] Condition if they fail.</p><p>A Character might think they are being clever by knocking a Horror into a pit of flame. Although this causes the Horror to gain the @Condition[Prone] Condition for one turn, the flames actually invigorate the Daemon, and it recovers [[/br d10 # Wounds Recovered]] Wounds.</p>"
				},
				"Location 7 - False Propchecy": {
					"name": "Location 7 - False Propchecy",
					"text": "<p><strong>Suffused with Hysh</strong>: This area is suffused with the White Wind of Magic. Any successful attempts to cast spells from the Lore of Light within this area benefit from +1 SL. This bonus may only be claimed once, so if a Character or item in the area is also suffused with <em>Hysh</em> there is no additional benefit.</p><p>As the Characters enter this maze of tunnels they are met by a stream of blinding-white light searing into their eyesockets. While in this location, all Characters suffer from 1 @Condition[Blinded] Condition. They have to navigate the tunnels purely by touch and hearing. Their vision extends to only a couple of feet in front. If Characters become separated, they can cry out to each other and pass a <strong>Challenging (+0) Perception</strong> Test to locate each other. </p><p>At a suitable moment, the Characters hear a distant, low moaning cry echoing from within the maze. They can follow the sound. Any Character who passes an <strong>Average (+20) Perception</strong> Test also hears a low snorting sound coming from somewhere ahead. </p><p>If the Characters travel towards the cry, they’ll encounter the source of the snorting — a @UUID[Actor.lWcTlyOyRHrSpxsx]{Chaos Minotaur Lord} tasked by the Lord of Change to guard the cavern. If they are together, they’ll face this enemy as one. If they are separated, each separate group or individual must make an <strong>Average (+20) Perception</strong> Test. The individual with the best score encounters the Chaos Minotaur first. The others, following the sounds of combat, can reach the battle as soon as they pass an <strong>Easy (+40) Perception</strong> Test. </p><p>@UUID[Actor.lWcTlyOyRHrSpxsx]{The Chaos Minotaur Lord}</p><h4>The Prophet</h4><p>With the guardian of the cavern defeated, the party can continue towards the source of the cries. They see, emerging from the whiteness, a tall shard of crystal jutting from the floor. Within this shard is the figure of a striking man in priestly robes, trapped and utterly paralysed from the neck downwards. </p><p>@UUID[Actor.miuLioiMRBMxiJSo]{Adelfried Jarmund}</p><p>He is a bald man, thickset with strong features. A bronze band is worn across his brow, and a silver robe cascades across his plate mail, inscribed with the image of a stylised owl. His right hand is raised, as though in fealty, his left holds a sword, its blade broken. Seeing the Characters emerge from the brilliant light, the man’s jaw drops in astonishment and his intense grey eyes light up in hope. </p><blockquote><p>‘Praise the goddess!’ he gasps. ‘Help me, my friends! I have been trapped here Verena knows how long. My comrades are dead. My name is Adelfried, Priest of Verena. Please help!’</p></blockquote><p><strong>Hold on, why are you here?</strong></p><blockquote><p>‘We were tasked by my Emperor, Sigismund, to search for a fabled artefact said to be lost here. After countless horrors, I was separated from my comrades, and battled alone against a horde of Daemons. It was only the blasphemous sorcery of a servant of Tzeentch that overcame me, imprisoning me in this crystal shell. I do not know why I have been kept alive, and do not know how long I have been here. Prayer to Verena is all that has kept me sane.’ </p></blockquote><p><strong>Sigismund? What year did you venture forth?</strong></p><blockquote><p>‘Sigismund IV. It is 1700 IC or thereabouts, the year of our foray.’</p></blockquote><p>In fact, @UUID[Actor.miuLioiMRBMxiJSo]{Adelfried} was imprisoned following an ambush by Daemons that wiped out his party. Adelfried betrayed his goddess by pleading for his life — in return he promised to serve Tzeentch. Tzeentch’s Daemonic servants promised him his freedom, but only after he had accomplished a future task for their dark master — he must aid a group of adventurers who come to seek the artefact hidden in the caves. In addition, he must sow the seeds of suspicion within their minds against their allies, so that Tzeentch’s plans for the future come to fruition. Until that time, the heretic Adelfried is bound in crystal. </p><p>@UUID[Actor.miuLioiMRBMxiJSo]{Adelfried} knows he will only be free when he has accomplished his Dark Lord’s task. To this end, he pleads with the Characters to free him, and offers his help to fulfil their quest for the Hammer.  The Characters can free Adelfried by shattering the crystal — a few solid blows with a sword are all it takes. When the crystal prison shatters, a burst of energy knocks @Condition[Prone] each Character nearby, and they feel sickened to the core of their being. This is a source of moderate Corruption. Unbeknownst to them, they have released a heretic. </p><p>@UUID[Actor.miuLioiMRBMxiJSo]{Adelfried} is astounded to learn that, as far as he is concerned, the Characters live in the far future. If the situation allows it, he is obsessed with asking them questions about the present time. He fights alongside the Characters, but does not risk his life except in the direst situations — he believes that his freedom is linked with the party’s success in retrieving the Hammer, so cannot let the Characters fail. </p><p>The heretic finds his freedom when he has helped the Characters retrieve the Hammer — the freedom to serve Tzeentch in the Realm of Chaos as a willing slave. As soon as @UUID[Actor.miuLioiMRBMxiJSo]{Adelfried} leaves the caves, his years catch up with him — he suddenly ages before the Characters’ eyes, and his flesh withers to bone which then crumbles to dust. All his items rust and rot to nothing. His soul is dragged to the Realms of Chaos. </p>"
				},
				"Location 8 - Hellwood": {
					"name": "Location 8 - Hellwood",
					"text": "<p><strong>Suffused with Ghyran</strong>: This area is suffused with the Jade Wind of Magic. Any successful attempts to cast spells from the Lore of Life within this area benefit from +1 SL. This bonus may only be claimed once, so if a Character or item in the area is also suffused with <em>Ghyran</em> there is no additional benefit.</p>\n<p>As the Characters approach this area, they notice the cold, bare rock giving way to patches of luminous green moss spreading across the walls and ceiling of the tunnel. The tunnel opens out into a vast cave. The walls are covered with multicoloured lichen, and boulders are festooned with fronds of red, green, and yellow ferns. Vine tendrils snag at the Character’s boots as they progress into the cave.</p>\n<p>What the Characters at a distance mistake for clusters of stalagmites jutting up into the impenetrable darkness, are actually a forest of leafless trees, their boles twisted into vaguely human forms, their branches resembling gnarled limbs. Faces seem to leer out from the trunks — mocking, cruel, and contorted.</p>\n<h4>Death from Above</h4>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/harpies.webp\" width=\"193\" height=\"371\" /></div>\n<p>The trees press in on the Characters the closer they get to the centre of this huge cave. If they pass a <strong>Challenging (+0) Perception</strong> Test, they hear rustling in the branches high above them. If they are warily scanning the treetops for attackers, this test is Easy instead.</p>\n<p>A few minutes later, winged entities screech down upon them. The Characters take a @Condition[Surprised] Condition if they failed their Perception Tests.</p>\n<p>The creatures are wiry, pale-skinned humanoids with leathery wings, evil, vicious faces and razor-sharp talons — @UUID[Actor.8MYitt9X0KlVK7wk]{Chaos Harpies}. There are three harpies per Character.</p>\n<p>If a Character has the @UUID[Actor.VHAPW340upcmFbMA]{Herald’s} claw and uses it, the target @UUID[Actor.8MYitt9X0KlVK7wk]{Harpy} becomes enraged and attacks the two next to it — they come crashing to the ground in a flurry of screams and ripping claws, each attacking the others. One eventually slaughters the other two, but is badly wounded in the conflict. After the Characters have slain the other Harpies, they can finish off this one (it suffers from a @Condition[Fatigued] Condition and half its Wounds are lost).</p>\n<p>The foliage underfoot seems to come alive when the @UUID[Actor.8MYitt9X0KlVK7wk]{Harpies} attack, clinging to the Characters, tearing at them with thorns and writhing tendrils. Characters on the forest floor begin the battle with an @Condition[Entangled] Condition (the foliage counts as having Strength 30 for the purposes of breaking entanglement).</p>\n<p>The @UUID[Actor.8MYitt9X0KlVK7wk]{Harpies} seek to pin down and torture their victims rather than kill them outright. Two try to grapple their victim. If they fail, the third attacks as normal, but if the target of their attack is @Condition[Entangled], the third Harpy also attempts to grapple its opponent. If it succeeds, it causes its target to gain a @Condition[Bleeding] Condition instead of the Entangled Condition.</p>\n<p>If a group of @UUID[Actor.8MYitt9X0KlVK7wk]{Harpies} does not outnumber a single enemy three to one, they attack as normal.</p>\n<p>If two-thirds of the @UUID[Actor.8MYitt9X0KlVK7wk]{Harpies} are slain, the remainder flee, but not before each attempts a final grapple attack. If they succeed in this attack, instead of Entangling their opponent, they wrest an item from their enemy — the Characters’ weapon, or shield, or perhaps an item from their backpack, for example. Surviving Harpies then fly off into the treetops, where they taunt the Characters.</p>\n<p>To get their items back, the Characters must climb the trees (requiring an extended <strong>Challenging (+0) Climb</strong> Test to a total of 10 SL) to reach the Harpies’ nesting area. They can drive off the Harpies in this area by reducing them to at least a quarter of their number. Fighting in the treetops imposes a –10 penalty to Melee Tests unless a Character has the @UUID[Compendium.wfrp4e-core.items.rOV2s6PQBBrhpMOv]{Arboreal} Trait. Characters who suffer @Condition[Prone] Conditions in the trees must make <strong>Hard (–20) Athletics</strong> Test or fall [[/r D10–4 # Yards ]] yd (the varied distance represents branches slowing their fall).</p>"
				},
				"Location 9 - The Prison": {
					"name": "Location 9 - The Prison",
					"text": "<p><strong>Suffused with Dhar</strong>: This area is suffused with Dark Magic. Any successful attempts to cast Dark Magic or Chaos Magic spells within this area benefit from +1 SL. This bonus may only be claimed once, so if a Character or item in the area is also suffused with <em>Dhar</em> there is no additional benefit.</p>\n<p>The tunnel opens into a narrow cavern, its ceiling imperceptible in the gloom. Inky slime trails down the walls, and a sticky, tar-like substance drips like light rain from the darkness above. The constant drip of this stuff echoes round the rocky confines.</p>\n<p>The droplets seem to slither when they touch a Character’s exposed skin, winding with an apparent mind of their own into mouths, nostrils, eyes, and earholes — bitter to the taste, but sickly sweet of smell.</p>\n<p>These droplets, and the slime on the walls, are manifestations of the Dark Magic that infests this place, and spending time in this area is a moderate source of Corruption.</p>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/items/ghal-maraz.webp\" width=\"143\" height=\"479\" /></div>\n<h4>Light at the End of the Tunnel</h4>\n<p>The cavern seems to stretch on, but the Characters spot a distant glimmer. At first, it looks like a spot of white light, but as they draw closer, they notice that it is an aurora of swirling radiance — all colours of the spectrum. The whirlpool of light roils around a massive black boulder, in which is embedded a golden hammer, covered in Dwarf runes. The tar-like substance seems to leach out of the boulder, pooling into droplets that rain directly upwards.</p>\n<h4>Treachery Unbound</h4>\n<p>Each Character should take a <strong>Challenging (+0) Intuition</strong> Test. Those who pass feel that Sigmar’s blessing will fall upon the person who is first to retrieve the Hammer, but also that those who carry the taint of Chaos will suffer for daring to handle the Hammer of Sigmar. If a Character does lift the Hammer, a number of things happen at one:</p>\n<ul>\n<li>\n<p>A great torrent of magical energy surges forth from the roiling mass held at bay by the Hammer. Even Characters without @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} can perceive it as a broiling mass of lurid-pink and moody-blue fire washing over the Characters and out through the cave system. Those with Second Sight see that the torrent is a tremendous mass of intensely concentrated <em>Dhar</em>.</p>\n</li>\n<li>\n<p>As this fire sweeps through the caves, it burns away the magical energies lingering within. @UUID[Compendium.wfrp4e-core.items.D0ImWEIMSDgElsnl]{Unstable} creatures like Daemons and Undead are destroyed. Magical environments like the fire pits, maze of light, or golden lake, are stripped bare and left mundane rocky caverns. Mortal monsters, like @UUID[Actor.8MYitt9X0KlVK7wk]{Harpies} and Chaos Hounds, are unharmed, but no longer find the caves a welcoming home, and soon head elsewhere.</p>\n</li>\n<li>\n<p>The Character wielding @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} suffers a Wound for every point of Corruption they have. The Corruption points are lost, but so are the Wounds — permanently.</p>\n</li>\n<li>\n<p>If the party is perceived as Ulrican, they all benefit from an additional Resilience Point.</p>\n</li>\n<li>\n<p>If the party is perceived as Sigmarite, they all benefit from an additional Fate Point.</p>\n</li>\n</ul>\n<p>@UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}</p>"
				},
				"The Gorge - After the Deluge": {
					"name": "The Gorge - After the Deluge",
					"text": "<p>When the Characters leave the cave, no matter when they entered, they step out into an almighty storm at night. The waterfalls crash down, turning the stream into a roiling white cataract carrying mud downstream. They can shelter until the storm breaks in the morning or soldier on regardless. Despite the flood, it’s possible to tread safely down the gorge — they’ll get wet but won’t drown.</p><p>By the time they reach the Deep Ravine, the storm has subsided. Many Goblins drowned in the storm and their corpses lay in the gorge while survivors shelter in the higher caverns. The situation with the Madcraw Clan depends on how the party left them. If they have @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}, the Goblins keep away — @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit} foresaw this and they can feel the power of the Hammer and its hatred of Greenskins. If they don’t have the Hammer and you think the Players would enjoy a fight, you could stage more attacks.</p><p>At the end of the gorge, the pool burst its banks and the mine was overwhelmed by flooding. The mine is now a broad tunnel at risk of collapse — the party needs to wade through 2 feet of water and mud to emerge in Black Fire Pass, but fortunately the tunnel holds.</p><h3 data-pm-slice=\"1 1 []\">Back in Black Fire</h3><p>If you want to make this return journey more involved, the party can encounter any of the groups described in @UUID[JournalEntry.ECpzGuqMC8KEXmOK]{Chapter 10}. If the Characters reveal they have the Hammer, none of the Human groups believe it’s the real thing — after all, the Emperor has it, doesn’t he? In particular, pilgrims consider such claims blasphemous and become actively hostile.</p><p>Regardless of how you play the return to @UUID[JournalEntry.ScPlX4AOyUTa2LKm.JournalEntryPage.T5J1RqoYAfHFgVlO]{Grenzstadt}, the PCs are being watched by a group of Dwarfs before they leave the Pass. Just before they pass Dok a Dum, a <strong>Challenging (+0) Perception</strong> Test reveals three Dwarfs observing them through a telescope from the heights.</p><p>They are some distance away and any attempt to reach them meets with failure. These are members of Grimshank’s Chain who learned of the party from Dwarf patrols in Black Fire Pass.</p>"
				},
				"What if They Leave the Hammer Be?": {
					"name": "What if They Leave the Hammer Be?",
					"text": "<p>It is possible that cautious Characters, heedful of ill omens, decide to leave @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} in the cave. This is very clever of them, and a little frustrating as the narrative would probably benefit from their being more heroic. A consequence of their refusal to play the role fate allotted to them is that they must forfeit the next Fate Point they would otherwise receive.</p><p>@UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} is also not out of tricks. He has prepared a contingency in the form of @UUID[Actor.6eNwY93t5wjxPYOs]{Colonel Sievers}, who is just the sort to perform an act of heroic desperation in order to win the support of Altdorf to his cause. After he encountered the Characters in the pass, Sievers went to Grenzstadt, where Gideon revealed the secret of the Hammer. Sievers swiftly recruited a band of adventurers and set off down Black Fire Pass. If the Characters return this way without the Hammer, they see a small band of motley soldiers of fortune heading towards them. If they have not joined the Characters’ party, Sievers has recruited the following to his cause.</p><ul><li><p>@UUID[Compendium.wfrp4e-dotr.actors.wwwoy9PIIDOQZdF8]{Renate Hausier} the Vagabond, Renate has since gotten herself a handgun, 2 pistols, and Ranged (Blackpowder) 51.</p></li><li><p>@UUID[Compendium.wfrp4e-dotr.actors.J2gcD0wui2vjEoLB]{Sigrid }the Outlaw Chief</p></li><li><p>@UUID[Compendium.wfrp4e-pbtt.actors.HJzyyHH1SppX4SkF]{Golthog} the Ogre</p></li><li><p>@UUID[Compendium.wfrp4e-pbtt.actors.ThOmnHA3l1Slh78K]{Erina Erberhaue}</p></li></ul><p>If you don’t have these actors, or if some of these Characters are part of the Characters’ party, then they could be replaced by Characters from the <strong>WFRP Starter Set</strong>, or NPCs based on those from <strong>Power Behind the Throne,</strong> or a set of Characters with 2500–4000 experience points of the GMs own design.</p><p>This party, including @UUID[Actor.6eNwY93t5wjxPYOs]{Sievers}, are now fated — they should have their own Fate and Resilience points, or at least 2 levels of the Luck Talent. Sievers is not hostile towards the Characters; he may even be well disposed to them. He is cagey about why he is adventuring in the pass, but if the Characters dig into his reasons, he bashfully mumbles: <em>‘Look, I have been informed of a chance to undertake a quest that will have me renowned. It’s mad really, but huge if true!’</em></p><p>The Characters might guess at his goal, and he won’t deny it. Nothing can be done to dissuade him. If @UUID[Actor.6eNwY93t5wjxPYOs]{Sievers} is to be stopped, the PCs must fight and kill him and his companions. Otherwise, after a few days in the mountains, he retrieves @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} and heads back to Altdorf, ultimately releasing @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru}.</p>"
				},
				"Rewards": {
					"name": "Rewards",
					"text": "<p>Good roleplaying and clever thinking should be rewarded, but there are additional XP for the following:</p><p>@Exp[150,Retrieved Ghal Maraz]{150 points for retrieving Ghal Maraz}</p><p>@Exp[75,Reached Ghal Maraz but deciding to leave it in place]{75 points for reaching Ghal Maraz but deciding to leave it in place}</p><p>@Exp[75,Dealt with Sievers’ adventurers]{75 points for dealing with Sievers’ adventurers}</p><p>@Exp[50,Passed through each of the caverns]{50 points for passing through each of the caverns}</p><p>@Exp[9,Visited each of the nine locations]{9 points for visiting each of the nine locations}</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/the-party.webp\" /></div>"
				}
			}
		},
		"Chapter 4 - An Audience with Crown Prince Wolfgang": {
			"name": "Chapter 4 - An Audience with Crown Prince Wolfgang",
			"pages": {
				"The War Prize": {
					"name": "The War Prize",
					"text": "<p>There is a great deal of gossip around the two camps as news of @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina’s} acceptance of the marriage proposal spreads. People generally express relief at this outcome, though a few partisans amongst the knightly orders continue to grumble. Whilst the two high priests do not make an appearance, word is that they are both rather relieved that the ‘Princess’ has spared them the need to talk with one another again. Talk even starts to permeate throughout the camp that a military parade will be arranged in Altdorf to herald the happy couple, and two members of the Knights Panther ride north to Middenheim in order to organise some of the city’s troops to participate.</p><p>Whilst the Characters prepare for their journey, they are interrupted by @UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich}, who has concerns.</p><blockquote><p>‘There are a lot of strange rumours regarding @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince Wolfgang}. There are those who say he is a mutant, and others who say he is gathering troops to his side in preparation for rebellion. Still others say he is a man of wild temper, a spoiled southern brat who exhibits the worst aspects of Unberogen entitlement. Have you heard anything of this sort yourselves?’</p></blockquote><div class=\"journal-image float-right flip\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/castle-reikguard.webp\" width=\"282\" height=\"358\" /></div><p>He waits for the Characters to provide their answers.</p><blockquote><p>‘We would like you to travel south and deliver news of Katarina’s acceptance to the Crown Prince. But do not hurry back from Castle Reikguard. Spend a little time with the man and try to get a measure of him. We want to know if he has had anything to do with this Mutant Edict, or the Ubersreik takeover. What sort of ruler does he plan to be? But most importantly, why does he wish to marry my sister? By the time you are finished there, we will be in Altdorf. Seek us out at the Helstein Manor in Mauerblumchen to give your report.’</p></blockquote><h4>Veiran’s Proposal</h4><p>Just as the Characters are readying to set off they are approached by @UUID[Actor.LzkGSosXU59kwBIV]{Veiran Thugenheim}, who carries a folded red and white cloth. He proffers it to them, saying:</p><blockquote><p>‘As a member of the Knights Panther, I am sworn to act in the best interests of national unity and to protect the Graf of Middenheim: tasks that will grow increasingly fraught if the Empire should fall to civil war. With the Graf ’s permission, I have brought a relic of a previous age from the Middenpalaz vaults. This is an enchanted war banner taken at Carroburg during the Age of Wars.’</p></blockquote><p>He unfurls the standard. It is fine quality, but getting threadbare at the edges. It depicts symbols of Sigmar and the Reikland in antiquated styling. To those with magical sight who pass a <strong>Hard (–20) Perception</strong> Test it glitters faintly with interwoven threads of <em>Aqshy</em> and <em>Chamon</em>. The bearer of this banner benefits from +1 SL to successful Leadership Tests.</p><blockquote><p>‘We brought it here to present to the Sigmarite delegation as a sign of rapprochement, but I am convinced that it would make more impact if you delivered it to the Crown Prince as a prenuptial gift.’</p></blockquote><p>@UUID[Actor.LzkGSosXU59kwBIV]{Thugenheim} is not being wholly honest. His loyalty lies first to his friend and liege lord @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris}. Any suspicious Character can make a <strong>Very Hard (–30) Intuition</strong> Test. If the test is passed, they detect a mischievious glint in Thugenheim’s eye as he presents them with the banner.</p><p>If the Characters ask @UUID[Actor.LzkGSosXU59kwBIV]{Thugenheim} for more details why the banner was not presented to the Sigmarites at Shining Rock, he initially says, <em>‘Given our troubles with the Sons of Ulric it was not thought diplomatic to raise the spectre of old conflicts at such a time, even in the spirit of reconciliation.’ </em>Pressed further, he says, ‘<em>We didn’t come to this decision without careful consultation. We spoke to some of the more measured delegates among the Reikland delegation, who agreed that it would make a greater impact if presented to the Crown Prince.’</em></p><p>@UUID[Actor.LzkGSosXU59kwBIV]{Thugenheim} was actually approached by @UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann Zuntermein}. He had been tipped off as to the existence of the banner, and persuaded Thugenheim to send it to the Crown Prince.</p><h4>Seeking Clarification</h4><p>If the Characters seek further opinions from the Ulrican side as to what to do about the banner, they find people are either in agreement with @UUID[Actor.LzkGSosXU59kwBIV]{Thugenheim}, or think it makes little difference. Only @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric Emil Valgeir} resents the surrender of the war prize. <em>‘The capture of this standard was achieved through the exercise of Ulrican might and the shedding of Ulrican blood. We should not proffer it meekly; the Sigmarites should plead for its return.</em>’ Even staunch Ulricans amongst the Middenheim delegation think that Ar-Ulric, whilst due all respect, is being unreasonable.</p><p>Should the Characters seek to consult the Sigmarites about the gift, @UUID[Actor.LzkGSosXU59kwBIV]{Thugenheim} tries to dissuade them: <em>‘You’ll spoil the surprise!’</em> Furthermore, @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} tries to intercept them and assure them of the wisdom of the plan. <em>‘Ah, I believe that you are the intrepid folk due to meet the Crown Prince. I do hope you find him cordial. Between you and me, I hear you are to make him a present of the old Carroburg banner. A fine idea! I wholeheartedly approve. Unfurl and flourish it as soon as you see Castle Reikguard!’</em></p><p>However, other Sigmarites are less impressed and if the Characters ask anyone with a religious or military background in the opposite camp they are treated with disdain. <em>‘A rotten old banner, long forgotten about. What is achieved by this gift other than to keep us mindful of Ulrican ferocity?’</em></p><p>Characters can also query the banner’s provenance themselves by passing a <strong>Hard (–20) Lore (History)</strong> or <strong>Lore (Heraldry)</strong> Test. Those who pass get a sense that whilst the banner is an appropriate gift in the eyes of the public, there is an underlying message of ‘remember that time we beat you’. Of course, @UUID[Actor.LzkGSosXU59kwBIV]{Thugenheim} and others in the Ulrican camp deny this.</p><p>The intrigue over the banner seems a minor controversy, but the characters subsequent behaviour could have ramifications.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Banner's Effect on Party Allegiance</em></h3><table style=\"width:100%;height:248px\" border=\"1\"><tbody><tr style=\"height:34px\"><td style=\"height:34px\"><em><strong>Characters' Attitude to the Banner</strong></em></td><td style=\"height:34px\"><em><strong>Effects</strong></em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>Refuse to take it</em></td><td style=\"height:34px\"><em>Suspected of Sigmarite bias — increase party allegiance by 3.</em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>Cast it aside during the journey</em></td><td style=\"height:34px\"><em>Suspected of Sigmarite bias — increase party allegiance by 2. Also check to see if the action is spotted by a spy (see ).</em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>Discreetly lose it during the journey</em></td><td style=\"height:34px\"><em>Suspected of Sigmarite bias — increase party allegiance by 1. Also check to see if the action is spotted by a spy (see ).</em></td></tr><tr style=\"height:68px\"><td style=\"height:68px\"><em>Make a discreet private gift of it to Crown Prince Wolfgang</em></td><td style=\"height:68px\"><em>This is the safest option — there are no other effects.</em></td></tr><tr style=\"height:10px\"><td style=\"height:10px\"><em>Make an open show of giving it to Crown Prince Wolfgang</em></td><td style=\"height:10px\"><em>Suspected of Ulrican bias — decrease party allegiance by 2</em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>Unfurl and fly it during the journey</em></td><td style=\"height:34px\"><em>Suspected of Ulrican bias — decrease party allegiance by 3</em></td></tr></tbody></table></blockquote><h3>Castle Reikguard</h3><p>Castle Reikguard sits on a promontory overlooking the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.7W84VKt6CYR21J48]{Reiker Marshes}, above the confluence of the Teufel and the Reik. It is the headquarters of the Grand Order of the Reiksguard: an elite, secular order of knights sworn to defend the Reikland and the Imperial bloodline.</p><p>The tall keep and flanking towers rise more than 200 feet from the top of the promontory, dominating the surrounding area. A strong curtain wall surrounds the complex, dotted with lesser towers. The main gatehouse is at the south, overlooking a broad plain that has been cleared of trees and other obstacles so that it is impossible to approach the castle unseen.</p><p>Castle Reikguard is a striking building, tall and imposing, built above the Reik on a steep cliff side. Pennants depicting the heraldry of the Reiksguard as well as the coat of arms of the Emperor’s family can be seen fluttering from towers and turrets, and intricate Dwarf runes are carved into the stonework.</p><p>Castle Reikguard is known throughout the Empire as the military headquarters of the Reiksguard Knights. It is devoted to providing the order with training grounds, barracks, armouries and adjunct facilities for relaxation and religious observance.</p><p>Since the invasion of Gorbad Ironclaw in 1707 IC it has also served as a bolthole for the Emperor and his family in times of crisis. It was heavily refortified after Gorbad’s forces withdrew, and incorporates runic devices designed by Dwarf architects that repel magic.</p><p>Within the walls of Castle Reikguard, all Language (Magick) and Channelling Tests suffer a penalty of –3 SL. Those made to cast spells from the lores of Witchcraft, Necromancy, Daemonology, and all Chaos magic suffer a penalty of –6 SL. It is considered highly impolitic to cast a spell here.</p><p>The Reiksguard are predominantly Sigmarite. Whilst they treat the Characters professionally during their visit, their attitude is coloured by the party allegiance. If the party are perceived as Sigmarite, they are received warmly and offered any assistance they might require. Whereas if they are perceived as Ulrican, they are afforded cold respect and left to look after themselves.</p><h3>Interviewing Wolfgang</h3><p>@UUID[Actor.3GcQxRuIm1MgoAMF]{Wolfgang} is happy to meet the Characters and allow them to interview him. He does not have the demand for respect and protocol that many aristocracs in the Empire demand. As long as the Characters are not rude or aggressive, he speaks to them as equals. If they are disrespectful, he expresses sadness that there is such hate and division in the Empire, but summons guards to gently but firmly escort them from the fortress.</p><p>Despite his youth, @UUID[Actor.3GcQxRuIm1MgoAMF]{Wolfgang} is a man of great integrity and intelligence. He tries his best to answer any questions the Characters put to him in good faith, and only demurs if he feels an answer risks genuine jeopardy to others. He is well versed in most subjects and lines of argument. Only on the subject of Tzeentch is his attitude out of character, he knows little and does not seem to care.</p><blockquote><p><em><strong>What is your part in the Mutant Edict?</strong></em></p><p>‘I was rather taken aback by the proclamation, but I was happy to see it made. Sigmarites deplore mutation and there is evidence to suggest that corruption of the body correlates with corruption of the mind, but I am inclined to heed those Verenans and Shallyans who insist that we treat individuals justly despite their outward appearance. It was hastily done, I cannot deny, but I think it is just in its intentions.’</p><p><em><strong>Why do you wish to marry Katarina?</strong></em></p><p>‘My driving motive is to bridge the rift between Ulrican and Sigmarite in our Empire. The Todbringers are deemed by all but the most fanatical Ulricans to be worthy exemplars, and Katarina is well liked in Middenheim. Our union will stand as evidence that the two faiths can coexist in harmony. Her birth might stand against her in the eyes of my snobbier subjects, but only the most myopic of them would overlook the quality of her character.’</p><p><em><strong>How would you bring peace to the Empire?</strong></em></p><p>‘By marrying the daughter of Graf Boris. Our union should allay much of the fears folk have about creeping supremacism from either Sigmarites or Ulricans.’</p><p><em><strong>What about Ostland and Talabecland?</strong></em></p><p>‘The war between Talabecland and Ostland strikes me as a quarrel between nobles grown out of hand. I would urge the Prime Estates to join me to find a way of disposing of any count who allowed a personal vendetta to proliferate into open war.’</p><p><em><strong>What of the Ubersreik Situation?</strong></em></p><p>‘I hesitate to criticise Karl-Franz’s actions, and the Jungfreuds have their flaws, but I cannot fathom why he was so hasty to project power in the way he did. Given the situation is what it is, I think the best way to resolve matters is to work out some sort of solution that allows the Jungfreuds to save face without facilitating a slide back to their habitual regime, which was rather stultifying.’</p><p><em><strong>Nordland seem restless.</strong></em></p><p>‘With regard to Nordland, I will punish those who commit crimes. But if people there desire autonomy, I feel it is foolish to deny them.’</p><p><em><strong>What sort of ruler do you want to be?</strong></em></p><p>‘I feel that the Empire’s people deserve a change. I have a passing familiarity with the arguments put forth by New Millennialists and Brustellites, and whilst I find them steeped in resentment and bloodthirst, I can see that they herald a need to reform. I plan to establish a constitution along the lines of certain of the Tilean republics, obliging the aristocracy to obey common law and giving greater import to advisory councils, like Middenheim’s Burgerlich Komisionen. My hope would be that decision-making is clearer, with more investment for the masses.’</p><p><em><strong>You want to be more democratic?</strong></em></p><p>‘Not heedlessly. I still think there is some benefit to the notion of lifelong preparation for rule, and we can’t have that without an aristocracy of some sort. But I think the loudest voices in the Empire tend to be older, Unberogen, and male. Not that there is anything wrong with that — I am myself Unberogen and male and aspire to be old — but other perspectives require representation.’</p><p><em><strong>Are you a Sigmarite?</strong></em></p><p>‘I am, but I do not see how this precludes me from being an Ulrican. The gods are real and to be revered. The division between Ulricans and Sigmarites is a matter of mortal frailty, not divine intent.’</p><p><em><strong>What are you going to do about the Skaven?</strong></em></p><p>‘It is a constant frustration to me that the Empire’s people prove so complacent as to the genuine and serious threat posed by the Skaven. Here, you can see correspondence between myself and High King Thorgrim of the Karaz Ankor. I promised him that under my rule the Empire will be vigilant of the Skaven menace.</p><p>Regiments of our state troops will be seconded regularly to assist in tunnel fighting in the World’s Edge Mountains — this is the best way to demonstrate the reality of the Skaven to our people. In return, High King Thorgrim has agreed to help re-engineer the walls of the Empire’s cities, and assist in ridding our lands of Goblins and Beastmen. One does not break one’s word to the Dwarf High King.’</p><p><em><strong>What are you going to do about Marienburg?</strong></em></p><p>‘I think it would cause lasting resentment to pressure them into re-joining the Empire. I hope in time that we can persuade them that it is to our mutual benefit for them to return. Trade would benefit, and they could retain much of their independence and customs.’</p><p><em><strong>Do you know of the Purple Hand? The Champion in Shadows?</strong></em></p><p>‘I do not.’</p><p><em><strong>Who are the Nine Eyes?</strong></em></p><p>‘Ah! I must say I’m surprised to hear them brought up. How did you come to hear about them?’</p><p><em>The Crown Prince is concerned here that there is a spy in his household. If his mind is set at ease on this point he continues.</em></p><p>‘I have been lucky enough to receive a comprehensive education. Since I was young man, I have been tutored by some of the finest minds in the Empire. There are nine of them and, in recognition of their keen perception, they are informally known as the Nine Eyes.’</p><p><em><strong>You may not know it, but you are being groomed to become a champion of darkness!</strong></em></p><p>‘Please, I’ve received you with respect. Spare me this nonsense.’</p></blockquote><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Sermo Interruptus</em></h3><p> <em>@UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince Wolfgang} takes his interview with the Characters seriously, but they are not his sole concern. He has an open door policy with regard to the many collaborators and advisors he works with.</em></p><p><em>At three points during his interview with the Characters, other parties interject in order to give him status reports on projects he is involved in at this time.</em></p><p><em>During each of these interruptions, the @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince} says to the Characters, </em>‘I am so sorry, but I must speak with this person. It won’t take a moment’<em>. He receives the report and accepts praise that comes to him briskly but graciously. He is not falsely humble but he does not demand further credit either.</em></p><p><em>The first interruption is from Preceptor Leberecht von Hardenburg, a much decorated Knight Panther who strides into the room, snaps to attention and givies a brisk salute.</em></p><p><em><strong>Leberecht</strong>: </em>‘Your majesty. The duke of Parravon has agreed to your proposal. He says he is ready to muster his forces according to any sensible schedule you set. With his cooperation we can lay siege to Blood Keep from both east and west at once.’</p><p><em><strong>Wolfgang</strong>: </em>‘Preceptor, it is good to see you again! The menace of Blood Keep has blighted both of our borders for too long. I am pleased to hear that the duke is so gracious. It seems not everyone has forgotten the benefits of comity.’</p><p><em><strong>Leberecht</strong>: </em>‘Your majesty, it is more than that. The Bretonnians have rarely been so cooperative in terms of military alliance. Your manner with their ambassador secured their faith in this endeavour.’</p><p><em><strong>Wolfgang</strong>: </em>‘I pray we have the soldiers to spare. Thank you, Leberecht. Please accept the hospitality of Castle Reikguard until such a time as I can take a detailed debrief. You are dismissed.’</p><p><em>The second interruption comes from Claudia Karll, a Shallyan Priestess who has arrived from Altdorf to thank the @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince} for his recent charitable work with the cult.</em></p><p><em><strong>Claudia</strong>: </em>‘Your majesty, my apologies, but I am only stopping off briefly on my way back to the capital from Nuln. I just wanted to thank you personally for the generous assistance you have provided to our hospice in recent months.’</p><p><em><strong>Wolfgang</strong>: </em>‘Priestess, please don’t let any perceived need to thank me delay you. Any noble son of the Reikland could do the same.’</p><p><em><strong>Claudia</strong>: </em>‘Then why don’t they? It’s not just the money, your majesty; you have provided our patients with your time and your fellowship as few other noble personages do.’</p><p><em><strong>Wolfgang</strong>: </em>‘Thank you for your kind words.’</p><p><em>The third interruption comes from Hans Bauer, a farmer who tends an estate in the shadow of the castle. He is a humble man who dresses in a rough, beige shift and nervously holds a worn hat in his hands.</em></p><p><em><strong>Hans</strong>: </em>‘Milord, beggen yer pardon, I were just wanten to give my regards. The knights at the gatehouse said you woulden mine if I speaks to ye briefly.’</p><p><em><strong>Wolfgang</strong>: </em>‘Not at all, Hans, not at all. I’m sure my friends here won’t mind if you wish to interrupt us just one minute.’</p><p><em><strong>Hans</strong>: </em>‘Et’s just me and the missus, milord. We tried what you said and it seems to ’ave worked for us, and now we’re expecten our first child, milord.’</p><p><em><strong>Wolfgang</strong>:</em> ‘Wonderful news! I’m so pleased for you, Hans. Please give my best wishes to Heidi.’</p></blockquote><h3>The Nine Eyes</h3><p>@UUID[Actor.b6bu4oI4eRL4abkS]{Member of the Nine Eyes}</p><p>As their meeting with @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince Wolfgang} concludes, Kathe Ruttman, a secret member of the @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8.JournalEntryPage.6pjg22hcwtaCERBb]{Vigilant Eye}, knocks on the door of the room and lets herself in. She is an elderly lady dressed in simple grey robes, and in her arms she carries four large scrolls. The Crown Prince stands and bows to her.</p><blockquote><p>‘Learned tutor, these people are scions of the Graf of Middenheim. We are just concluding our meeting. If you could just give us a second to say goodbyes.’</p></blockquote><p>Kathe acknowledges him with a brisk nod, walks over to a table, and begins to lay out her scrolls. They are exhaustive accounts of key moments in the Empire’s history:</p><p><em>Didrick the Unjust, a Compendium of his Blunders and Contentions</em> by Professor Scheydt; <em>Seven Key Battles of the Age of Wars</em> by Kurt Muller, Scholar, University of Altdorf; <em>Fassbinder’s Astonishing Summary of Sigmarian Controversies: The Unique Divine Nature of Sigmar</em> by Hans Pfaff, Scholar, University of Altdorf.</p><p>The scrolls are all copies of papers produced by scholars at the University of Altdorf, and are dense, serious works. Kathe is keen to commence her lessons, but briefly remarks on the scrolls if asked about them. She is not rude, but lets the Characters know she has only so much time to devote to questions before she must commence her lesson.</p><blockquote><p>‘A much maligned Emperor, and with good reason, Didrick was a tyrant with a marked propensity to order extensive redrafting of Imperial law to suit himself and his cronies. A true Emperor should be careful to live by the laws he expects his subjects to obey.’</p><p>‘Muller is an exemplary scholar, determined to marry accounts from various sides of the conflict and to delineate between knowledge agreed upon by bitter enemies and that which is only purported to have happened according to one side. A true historian.’</p><p>‘Fassbinder has some rum thoughts about accounts of Sigmar’s last journey, and his notions on the true fate of Ghal Maraz are borderline heretical. A crank with a propensity to favour wild anecdote over solid research. I include him here as an example of how not to pursue scholarship.’</p><p>‘Pfaff is a staunch Sigmarite who believes the Heldenhammer alone represents humanity among the pantheon of the gods. I regard his paper as a fine example of polemic: he makes fine arguments, but rather too easily dismisses notions that would complicate his model.’</p></blockquote><h4>Investigating the Nine Eyes</h4><p>This section is intended for proactive Characters. Many may have no knowledge of or interest in the Nine Eyes, and if this is the case, the strange tutors simply join the @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince’s} party when it sets off for Altdorf.</p><p>Characters may be suspicious of the Nine Eyes, depending on how much they recall of earlier mentions of such things (for example, the @UUID[Compendium.wfrp4e-empire-ruins.journals.woaPotMeGRHuKcc6]{Declaration of Change} handout in The Horned Rat. If they wish to investigate, remind them that they are in a castle heavily patrolled by members of the Reiksguard, and that any provocative actions they take may contribute to the instability of the Empire.</p><p>@UUID[Actor.3GcQxRuIm1MgoAMF]{The Crown Prince} announces that he and his household plan to journey to Altdorf as soon as convenient, which means the day after the Characters interviewed him. If the Characters wish to reach Altdorf in time to make a report to @UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich} before Crown Prince Wolfgang arrives in Altdorf, they barely have 24 hours to snoop around Castle Reikguard. If the party announces their desire to stay in the castle, they are provided spartan accommodation in the north wing of the castle.</p><p>Any exploration of the castle should take place after dark. During the daytime, it is thronging with bustling staff, patrolling knights, and visitors.</p><p>Castle staff are tight-lipped and professional, and the knights guard against giving away any information that might compromise the security of the castle, so any Gossip Tests made to find out who people are and where they stay are <strong>Very Hard (–30)</strong>. Failure indicates that the Characters are asked to leave immediately, but each level of success reveals the following information in order:</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/crown-prince-alt.webp\" width=\"260\" height=\"330\" /></div><ul><li><p>The Nine Eyes have been tutors to the Crown Prince for the past nine years.</p></li><li><p>Three of them are currently at the castle.</p></li><li><p>Three of them are preparing their lessons at the University of Altdorf.</p></li><li><p>Three of them are further abroad; no one knows exactly where.</p></li><li><p>They all have private quarters in the east wing of the castle.</p></li></ul><p>Characters may decide to try and locate the quarters of the Nine Eyes by searching the castle. This is likely to end up with them being discovered. In order to find the quarters in the east wing, they must make an extended <strong>Difficult (+0) Perception</strong> Test. If they have been told the Nine Eyes reside in the east wing then 20 SL must be achieved before they find the rooms. If they are searching the whole castle they must reach 50 SL.</p><p>After every test, roll on the @UUID[RollTable.nApiptrjnvlI0bCj]{Exploring Castle Reikguard} Table to see if the Characters run into any trouble.</p><p>If the Characters succeed the extended test to search the castle, they come to a small corridor lined with nine doorways, each with a small brass sign.</p><p>Each door has a lock requiring 10 SL on an extended <strong>Hard (–20) Pick Lock</strong> Test to open. Alternatively they can be forced open, which requires 17 SL on an extended <strong>Difficult (–10) Strength</strong> Test. Roll again on the @JourntalEntry[Exploring Castle Reikguard] table for every Turn a Character tries to force a door, ignoring results of 66 or below.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Infractions and Party Allegiance</em></h3><p><em>The Reiksguard at the castle really do own the place and have zero tolerance for anyone behaving in a suspicious manner. If they catch people sneaking about, or asking too many pointed questions, they gently but firmly escort them from the premises.</em></p><p><em>0 If the party is perceived as Sigmarite, they may attempt a Difficult (–10) Charm Test to fast talk their way out of trouble. If the test is passed, they are returned to their quarters. A second infraction requires a Hard (–20) Charm Test, a third a Very Hard (–30) Charm Test, and the fourth attempt sees them expelled from the castle.</em></p><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Rooms of the Tutors</em></h3><table style=\"width:100%\" border=\"1\"><tbody><tr><td><em><strong>Sign on Door</strong></em></td><td><em><strong>State of Room</strong></em></td></tr><tr><td><em>The Vigilant Eye</em></td><td><em>The room is occupied by Kathe Ruttmann. Bookcases filled with historical and political texts line the walls. A searching Character who passes a <strong>Very Hard (–30) Perception</strong> Test finds a scrap of an obscure prophetic text. See the handout @UUID[JournalEntry.F1E6SHMHGElxRZGR.JournalEntryPage.PRsXsJJrIzV3y7xM]{The Dream Sights of Bertoldt the Malleun}</em></td></tr><tr><td><em>The Fractured Eye</em></td><td><em>Inside, Per Haldestaake sleeps heavily, is not roused even if his door is broken down, and only wakes on being shaken. He has just returned from Altdorf and his bags are still unpacked. They contain hand-written notes detailing expert techniques employed by various artisans and professionals.</em></td></tr><tr><td><em>The Withering Eye</em></td><td><em>Wilhelmina Novak left for Altdorf recently. Her room is spotless and the many bookshelves here are bare. A colourful mural depicting the eight winds of magic arranged as a wheel is painted on one wall. </em></td></tr><tr><td><em>The Wandering Eye</em></td><td><em>Wolfie Jessner left for Middenheim a month ago. His room is mostly bare, but dozens of wax seals have been peeled away from whatever correspondence they were once attached to and piled in one corner. With a <strong>Hard (–20) Perception</strong> Test, a Character notice leaves of paper behind a bookshelf. These are a private diary, where Wolfie expresses concerns that some of his fellow tutors are worshippers of dark powers.</em></td></tr><tr><td><em>The Eagle Eye</em></td><td><em>Ingrid Rademakers sleeps lightly. Unlike the other Nine Eyes, if she is disturbed she snatches up a rapier and defends herself with gusto. She has Melee (Fencing) 88 and the following Talents: @UUID[Compendium.wfrp4e-core.items.L1MoarOIAlia1Ti4]{Beat Blade}, @UUID[Compendium.wfrp4e-core.items.MoiYSfJRPHu7SZCQ]{Distract}, @UUID[Compendium.wfrp4e-core.items.0pXva9EODy9bngQX]{Feint}, @UUID[Compendium.wfrp4e-core.items.x8jsChg17VQ9XgiK]{Riposte}. Her room contains a number of geological samples, the bones of assorted animals, several beautifully illuminated bestiaries, and a rack of fine fencing weapons.</em></td></tr><tr><td><em>The Public Eye</em></td><td><em>Wulfrum Ahlquist is currently studying in Altdorf. His room is bare and dusty, aside from a small scrap of paper taken from an odd religions text for children. See handout @UUID[JournalEntry.F1E6SHMHGElxRZGR.JournalEntryPage.5xVl0gmUdMGkcez4]{Virtuous Visions Volume V: Auntie Augusta’s Awesome Auguries}.</em></td></tr><tr><td><em>The Kaleidoscope Eye</em></td><td><em>The occupant, Gustav Klaus, has been away for some time and the room is very dusty. Artefacts include a string of Orc teeth, diagrams of the autopsy of an Ogre, a pickled Snotling, and a book on Khazalid. Underneath the bed is a small gold-backed mirror that has been shattered into nine pieces.</em></td></tr><tr><td><em>The Hollow Eye</em></td><td><em>Gislind Ursin left for Altdorf several weeks ago. Her bookshelf holds folios of dramas by the playwrights Tarradasch, Sierck, Malvosin, and Pikewaver. A copy of von Deihl’s Strange Flower is left open by the bed. With a <strong>Difficult (–10) Intuition</strong> Test, a Character may glean that someone interested in von Deihl’s work may sympathise with Mutants.</em></td></tr><tr><td><em>The Far Eye</em></td><td><em>Vatheck Fulci is currently travelling from the Border Princes to Altdorf. His room is old and dusty. His desk is littered with numerous charts and maps of distant lands.</em></td></tr></tbody></table></blockquote><p> </p><p>Each room contains the items listed in the table below. Aside from any details listed, each of the rooms contains a narrow, single bed, a wooden cabinet, and several shelves for books and artefacts.</p><p>The Nine Eyes are all elderly scholars. They are steeped in the worship of Tzeentch, but admit to nothing beyond being loyal tutors to the Crown Prince. None of them bear any mark that might identify them as a member of a cult, or own cult artefacts (though Characters who explored Karak Skygg in <strong>The Horned Rat</strong> may have legitimate suspicions about the broken mirror in Gustav’s room).</p><p>Whilst Ingrid puts up such an immediate and violent defence that Characters may be forgiven for killing her, other Nine Eyes do not react violently. Their death is seen as murder. However, if they are disposed of silently and carefully, their disappearance does not arouse suspicion. They often make unplanned journeys to research obscure lore, and in the confusion of the Crown Prince’s journey to Altdorf it is assumed that they took the opportunity to depart for their own reasons.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-gibbet.webp\" width=\"202\" height=\"239\" /></div><h4>Experience Awards</h4><p>Good roleplaying and clever thinking should be rewarded, but there are additional XP for the following:</p><p>@Exp[40,Eliminated the three Nine Eye tutors at the castle without arousing suspicion]{40 points for eliminating the three Nine Eye tutors at the castle without arousing suspicion}</p><p>@Exp[30,Delivered the war prize in a discreet manner]{30 points for delivering the war prize in a discreet manner}</p><p>@Exp[20,Carried out a thorough interview of the Crown Prince]{20 points for carrying out a thorough interview of the Crown Prince}</p><p>@Exp[15,Eliminated a Nine Eyes]{15 points for each of the Nine Eyes eliminated}</p><p>@Exp[9,First Character who voices the opinion that Crown Prince Wolfgang is too good to be true.]{9 points for the first Character who voices the opinion that Crown Prince Wolfgang is too good to be true.}</p><p>If the party were already perceived as Ulrican on entering the castle, and subsequently behaved in a suspicious manner, reduce the party allegiance by 2.</p>"
				}
			}
		},
		"Chapter 8 - Wanted! Bold Adventurers!": {
			"name": "Chapter 8 - Wanted! Bold Adventurers!",
			"pages": {
				"To Find Ghal Maraz": {
					"name": "To Find Ghal Maraz",
					"text": "<p>Confusion and unrest rapidly spreads across Altdorf, adding more unease to the underlying tensions simmering in the Empire. The von Bildhofen, @UUID[Actor.CcqiAghkzgp9u1In]{von Liebwitz}, and Toppenheimer households leave with haste. The Middenheimers, with a deepening siege mentality, prepare for departure. Soldiers from the @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.9GDZ8Z1EReHLFc6i]{Swords of Ulric} regiment guard Helstein manor, and @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric} patrols the grounds with a sizable bodyguard of Knights of the White Wolf.</p><p>The Imperial Family retreats to the place, having left the shards of @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} in the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.TwV8JKaTUnfo3ipT]{Grand Cathedral}. Whilst news of the shattering has not been made public, rumours spread like wildfire through the city, becoming more elaborate and dramatic with each retelling. In the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.CmXd0fr5bgHLuksH]{Dockland} and @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb.JournalEntryPage.zH91GyRZYb536WSK]{Reikerbahn} districts, agitators stir up angry mobs. Sigmarite zealots demand that @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris} and @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric} be punished, even if they aren’t quite sure what for yet. Revolutionaries urge the poor to expose the true face of their rulers, tear down the palace, and institute a people’s republic. The Watch is out in force, supported by the barely veiled thuggery of the @UUID[Compendium.wfrp4e-altdorf.journals.rSRadYoaNXkEq8gs.JournalEntryPage.jisr4ys6obOel7r1#the-citizens-vigilance-committee]{Citizens’ Vigilance Committee}.</p><p>Authorities in the city look to the Order of the Knights Panther to stand as promoters of Imperial unity and stability at this time. They march forth in force to ensure that mobs do not trouble the capital’s more affluent areas.</p><p>The Characters are treated as if they are returning to Middenheim with the Todbringers, though the previous degree of respect and interest in their opinions seems not to matter anymore. Old alliances and relationships are being prioritised now that war seems inevitable. Having lost his cool, @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris} is now privately ashamed, but does not show it. He has no real desire to become a new Wolf Emperor, but he is privately convinced that being granted management of Ulrican Middenland might ease the pain of letting fractious Nordland gain independence.</p><p>However, during the hours following the conclave, someone suggests that the Characters follow up on suggestions that the real Hammer might be elsewhere.</p><h4>Who Makes the Suggestion?</h4><p>There are several people who might task the Characters with finding the Hammer, but it depends on how they have acted up until this point. The following list should be used to see which petitioner takes priority.</p><p><strong>Themselves</strong>: It can be most satisfying if the Characters decide for themselves that the Hammer must be found and chase up @UUID[Actor.bddoUxOTF19PyRKm]{Quintus Fassbinder} through their own volition. If they do so ,the one important person in Altdorf who respects Quintus, @UUID[Actor.1Fw8roY9zezj0jAn]{Immanuel-Ferrand}, approaches them with an offer to sponsor their journey.</p><p><strong>The Todbringers</strong>: The Characters have proved themselves able agents of the Todbringers. @UUID[Actor.czIY275tUC4VGDWp]{Boris} may want the Hammer returned to Altdorf in order to win cooperation of the Imperial Court in securing his position as a more important Ulrican ruler; being seen as the sponsor of the heroes who found the Hammer would help grease the wheels. Whilst he doesn’t have a great deal of faith in @UUID[Actor.bddoUxOTF19PyRKm]{Fassbinder’s} theories, the restoration of @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} would be of significant relief to him, given that he broke it. However, Boris only backs the Characters if they are perceived as competent and Ulrican.</p><p><strong>Sigmarites</strong>: If the Characters are perceived as neutral or Sigmarite then their patrons in this matter may come from various quarters. @UUID[Actor.6vITnrER3XMTsMGS]{Yorri} or @UUID[Actor.RSmsdG8PqbyKnxlL]{Volkmar} might have reason to be impressed with them. If they uncover the affair of the @UUID[.yYDpIBU3BTG5PPbR]{poisoned Emperor}, then the Imperial family might be the ones to suggest they embark on the quest for the Hammer. @UUID[Actor.1Fw8roY9zezj0jAn]{Immanuel-Ferrand} may also have reason to be impressed with the Characters.</p><p><strong>@UUID[Actor.BcGALPPubww6hPnQ]{Graf Holzkrug} or @UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann Zuntermein}</strong>: Perhaps the Characters have blundered their way through events, offended their patrons, are rather roguish types, or are deemed otherwise unsuitable. If this is the case, therefore, they make the perfect agents for those who wish to see the situation grow even more disastrous. Zuntermein or Holzkrug could approach them to suggest they consult with @UUID[Actor.bddoUxOTF19PyRKm]{Quintus}. Once they have the Characters on the trail of the Hammer, they proclaim its imminent return with great fanfare, fully expecting the quest to prove yet another debacle.</p><p>It may strike the Characters as absurd that they are being chosen for such a solemn duty, but if they ask for someone to go in their place, or for military forces or mighty heroes of the Empire to be placed at their disposal consider the following:</p><ul><li><p>The various nobles who organise the military assets of the Empire have reason not to provide them. They are worried about an oncoming civil war, and also mindful that it wasn’t so long ago that the Emperor used his fiat to depose their peers, the Jungfreuds of Ubersreik.</p></li><li><p>A River Patrol vessel with a detail of Marines will be requisitioned to take the Characters from Altdorf to Averheim, so if they start to request military assistance, let them think they have negotiated successfully for help they would get anyway.</p></li><li><p>Famous heroes or significant bodies of troops might spark unrest if they marched forth from Altdorf. If rumours are to be believed Averland is on the verge of civil war and neither Middenheim nor Altdorf want to get embroiled.</p></li><li><p>The Characters may be regarded as highly resourceful fated heroes blessed by the gods. Religious experts such as @UUID[Actor.6vITnrER3XMTsMGS]{Yorri} and @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric}, despite any personal differences they might have with the Characters, may simply have ‘good feelings’ about the part the Characters have to play in such a quest.</p></li><li><p>Even if they are perceived as Sigmarite or Ulrican, it is acknowledged that the Characters represent a halfway house between political extremes.</p></li><li><p>Rich rewards may be promised — not definite commitments, but courtiers at the Palace, even the Emperor himself, assure the Characters that anyone who finds and returns the Hammer should expect to be ennobled, granted a significant fief, and receive a small fortune in gold. However, haggling over details is seen as vulgar.</p></li><li><p>No one says anything that might discourage them to their faces, but Characters may get the impression that @UUID[Actor.bddoUxOTF19PyRKm]{Quintus} is still regarded as a crank, that his theories are seen as a long shot, and that the quest is little more than a reason to get them out of the way.</p></li></ul><p>Once the Characters are set on the quest to find the Hammer and retrieve it, they soon find that they are offered patronage and small stipends from whichever of the patrons mentioned earlier is most likely to help. Word reaches them that a River Patrol boat, The Comet, is waiting to ferry them to Averheim as soon as they are ready to depart. All they need to do before they go is meet @UUID[Actor.bddoUxOTF19PyRKm]{Quintus} at the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.OiAVm63T9JEFsVfR]{University of Altdorf} and listen to his theories to get an idea of the True Hammer’s location.</p>"
				},
				"The Emperor's Physician": {
					"name": "The Emperor's Physician",
					"text": "<p>By now the Characters may have asked questions and raised suspicions that the Emperor is not who he says he is. For the past year Karl-Franz has been increasingly unwell and bedridden, troubled by a disease that has been beyond the skill of physicians or the prayers of Shallyans to alleviate.</p><p>This disease is something that the Characters may have encountered before: a mild (but still highly debilitating) form of Purple Brain Pox. The cause of this disease may also be familiar to the Characters — it was magically induced by the Daemon @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}.</p><p>@UUID[Actor.uoRZ3aIHJjXiXFFL]{Henrik Kappelmuller} has been the only physician to have any luck in alleviating the Emperor’s suffering. He is a member of @UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ]{the Purple Hand}. His preparations don’t actually help the disease, but they seem to because @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} removes his spell whenever Kappelmuller administers medication. The side effects include listlessness and suggestibility, and it has been during the period in which Karl-Franz has accepted the doctor’s help that he has also agreed to: the takeover of Ubersreik, the passing of the Mutant Edict, and the need to be represented in public by a body double until his convalescence is over. These are all things that would be very out of character for Karl-Franz were he in full health.</p><h3>Asking After Henrik Kappelmuller</h3><p>If the Characters think that the doctor might be a problem and seek to find out more about him, there are a number of venues they could pursue.</p><h4>The Physicians’ Guild</h4><p>@UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.7z9i8PxeRlMy15m0]{Altdorf ’s Physicians’ Guild} can be found in the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.vAaOO6oeV2wrtLsL]{Zwillingsgrab} district. The grandees of the Physicians’ Guild are not happy about @UUID[Actor.uoRZ3aIHJjXiXFFL]{Kappelmuller’s} appointment to the palace, but if asked about him they are cagey. After all, he is part of the Emperor’s Privy Council. It will take a hefty bribe (at least @Pay[2gc]{2 GC}) to get the clerk at the front desk to open up about the guild members’ misgivings about Kappelmuller.</p><blockquote><p>‘Kappelmuller approached us three years ago, claiming to have completed courses on surgery and prescription of medications at the University of Nuln. We sent letters to verify this, which got lost in the post. Eventually, we received a perfunctory reply from Professor Süde Nimme. In the meantime, Kappelmuller had been making donations and providing impressive testimonies, so we allowed him to practice. Later we found the professor at Nuln, Prof Nimme, never sent the letter we thought we had from her. Kappelmuller’s practice was mostly dormant, and we discussed revoking his license — when all of a sudden he gets snatched up by the palace.’</p></blockquote><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/karl-franz.webp\" width=\"225\" height=\"286\" /></div><p>@UUID[Actor.KCOIIpZKbFIFW340]{Elvyra Kleinestun}</p><p>If Elvyra is asked about the doctor, she is happy to talk about him. She is positive about @UUID[Actor.uoRZ3aIHJjXiXFFL]{Kappelmuller}, after all he secured her own job. She does not admit that she supplies @UUID[Compendium.wfrp4e-core.items.jTFOrokjEHbi12rT]{Ranald’s Delight} to him. If she is asked about him she says: <em>‘Yes, I know Henrik well. He helped me find employment after my troubles in Weissbruck. I am sure he is treating the Emperor with all due care and attention.’</em></p><p>If a Character has harsh words with @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra} about @UUID[Actor.uoRZ3aIHJjXiXFFL]{Kappelmuller’s} apparent unsuitability, she admits: ‘ <em>Yes, I think he may be using concoctions to calm or stimulate the Emperor rather than treat his disease, but Purple Brain is notoriously difficult to alleviate and the Emperor is having a marked improvement.’</em></p><p>Immanuel-Ferrand, Maria-Luise or Ermine Liebwitz</p><p>These three NPCs are close enough to the Emperor to know that he is bedridden and that the physician treating him is an odd fellow. Whilst they find the situation deeply worrying, there is not much they feel can be done about it.</p><p>If any of these NPCs are asked if the doctor receives visitors, they say: ‘<em>He does receive regular visits from a mature lady with an Altdorf accent who supplies him with ingredients needed for his preparations, and a young man of about thirteen with a pudding bowl haircut and a remarkably wide smile.’</em></p><p>These are @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra Kleinestun} and @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} respectively.</p><h4>Calling on the Doctor</h4><p>The Characters can try to get an audience with the doctor if they are driven to do so. They will have to convince one of the members of the Emperor’s Privy Council, or @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra Kleinestun}, that it is in the best interests of the Empire for them to see the doctor at work. This requires fast talking and the passing of a <strong>Very Hard (–30) Charm</strong> Test to accomplish. They would need to make the following clear before anyone takes them seriously.</p><ul><li><p>They know the Emperor is ill.</p></li><li><p>They know he uses a double in public.</p></li><li><p>They suspect his doctor of malpractice.</p></li><li><p>They are committed to the good of the Empire.</p></li></ul><p>If the party is willing to set aside all weapons and leave any spellcasting Characters behind they are admitted to the Emperor’s quarters.</p><h4>The Emperor’s Bed Chamber</h4><p>The Emperor rests in a large four-poster bed, draped in fine silks and surrounded by bedposts carved in the shape of griffons.</p><p>@UUID[Actor.uoRZ3aIHJjXiXFFL]{Henrik Kappelmuller} spends almost all his time in the room, and even sleeps in a small antechamber next to the room. He greets anyone who comes to visit with creepy, oleaginous manners: <em>‘I can tell at a glance you are learned folk with great concern for our languishing Emperor. Perhaps you would be so kind as to furnish me with your notions for how his treatment might be improved? I have worked some minor miracles in alleviating his suffering, if I may say so, yet still as you may see he is feeble and listless.’</em></p><p>Anyone entering the bed chamber ought to make a <strong>Hard (–20) Perception</strong> Test to notice a faint heady scent lingering in the room. Those who follow the smell find a pomander of herbs smouldering beneath the Emperor’s bed. If this is pointed out, @UUID[Actor.uoRZ3aIHJjXiXFFL]{Kappelmuller} explains.</p><p><em>‘A concoction of Schlafenkraut and Moonflower mixed with pine shavings, for the good of His Majesty’s nerves and to ensure a good night’s sleep.’</em></p><p>The fumes from the concoction are indeed rather relaxing, and anyone remaining in the room for longer than four turns ought to make a <strong>Very Hard (–30) Willpower</strong> Test or gain a @Condition[Fatigued] Condition. @UUID[Actor.uoRZ3aIHJjXiXFFL]{Kappelmuller}, having spent some time building up a tolerance to the fumes, is not effected.</p><p>@UUID[Actor.uoRZ3aIHJjXiXFFL]{Kappelmuller} answers any questions the Characters may have, and does not seem the least bit concerned that strangers have been admitted to the Emperor’s private chambers. However, if he is accused of keeping the Emperor in a drugged state or working for @UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ]{the Purple Hand}, he takes the following tack:</p><div class=\"journal-image float-right flip\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/gideon.webp\" width=\"175\" height=\"337\" /></div><ol><li><p><strong>Deny</strong>: @UUID[Actor.uoRZ3aIHJjXiXFFL]{Kappelmuller} is not a good liar, but he flatly denies any wrongdoing and points out (correctly enough) that the Emperor was near death before his ministrations.</p></li><li><p><strong>Vitality Draught</strong>: Using Sleight of Hand, @UUID[Actor.uoRZ3aIHJjXiXFFL]{Kappelmuller} will administer a vitality draught to Karl-Franz. This will temporarily return the Emperor to his senses, and Kappelmuller hopes to slip away in the resulting confusion.</p></li><li><p><strong>Blame Elvyra</strong>: If the questioning continues, @UUID[Actor.uoRZ3aIHJjXiXFFL]{Kappelmuller} tries to pin the blame on @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra}: <em>‘If my prescriptions are having an untoward effect on his majesty then it must be because that pharmacist I’ve been using is spicing them with the wrong ingredients. I suggest you look into it.’</em> This may lead to trouble for Elvyra, as she has been doctoring her medicines with @UUID[Compendium.wfrp4e-core.items.jTFOrokjEHbi12rT]{Ranald's Delight}, but only on Kappelmuller’s own suggestion.</p></li><li><p><strong>Sell out Wasmeier</strong>: @UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann Zuntermein} has explained to @UUID[Actor.uoRZ3aIHJjXiXFFL]{Kappelmuller} that a wretched former Magister of the Purple Hand is living in the @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb.JournalEntryPage.zH91GyRZYb536WSK]{Reikerbahn} slums, so if Kappelmuller is ever cornered, he should try to bargain for his life by trying to sell out @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} as the man who contracted him for the task of poisoning the Emperor.</p></li><li><p><strong>Fight</strong>: As a highly trained assassin, if @UUID[Actor.uoRZ3aIHJjXiXFFL]{Kappelmuller} cannot talk his way out of trouble, he ingests a dose of @UUID[Compendium.wfrp4e-core.items.jTFOrokjEHbi12rT]{Ranald's Delight} and tries to fight his way out.</p></li></ol>"
				},
				"Consultations with Quintus Fassbinder": {
					"name": "Consultations with Quintus Fassbinder",
					"text": "<p>The Characters have a chance to catch up with @UUID[Actor.bddoUxOTF19PyRKm]{Quintus Fassbinder} at last. He is able to furnish them with all the information they need to find the Hammer. However, the temple-library where he conducts his research contains much more information besides the Hammer’s location. Inquisitive Characters could emerge from its darkened rooms with important clues.</p><h3>Gideon Makes Time</h3><p>The need to conduct research in order to find out about the likely fate of the original Ghal Maraz affords @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} the opportunity to speed the Character’s progress or delay them in order to manipulate them into meeting his preferred schedule.</p><p>On the one hand, if it looks like the Characters are in danger of failing to meet his deadline of the 9th of Brauzeit, @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} may leave certain books and letters in open view. If the Characters are arguing about how to achieve their journey, or how to prepare, Gideon may leave helpful books open on tables within the Characters’ line of sight, such as <em>From Altdorf to Averheim, Benni Bottomdown’s Guide to Navigating the Upper Reik and Lower Aver</em>, or <em>101 Useful Khazalid Phrases in Phonetic Reikspiel.</em></p><p>On the other hand, if the Characters are ahead of schedule, @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} attempts to delay them. In this case, @UUID[Actor.bddoUxOTF19PyRKm]{Quintus} and the Characters find that various books and letters they need have been loaned out to professors, solicitors, and other people of letters throughout Altdorf. Tracking down even the most needful information takes up days of precious time.</p><p>@UUID[Actor.IvvkdVTJzutEsrlX]{Gideon’s} hand in these manipulations is subtle and careful, but Characters may still get a sense that something strange is afoot. If Characters react to the discovery of a strangely convenient book by asking if there is anyone else in the library, they may make a <strong>Hard (–20) Perception</strong> Test. Those who succeed notice a small figure darting behind a bookcase, but if they investigate there is no one there. Characters may track down a book loaned to a physician on Altdorf ’s @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P]{South Bank}, Doktor Neinne.</p><p>The woman has no idea how she came to be in possession of such a book, but if she is asked if she has had any strange visitors lately, she mentions that the day before she was visited by a young man who begged to be admitted to her surgery, but then left suddenly before she could ask him what the problem seemed to be. The boy’s description matches that of @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} in his servant boy guise.</p><h3>Quintus's Quantifications</h3><p>@UUID[Actor.bddoUxOTF19PyRKm]{Quintus} has been prepared to assist the Characters in finding the likely location of @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}. He has made important findings in this regard. When the Characters first enter the library, he is pouring over a huge tome written in Khazalid.</p><blockquote><p>‘Hello again. Good to see you! Well, let’s get straight to business. Thanks to careful negotiation with representatives of Altdorf ’s Dwarf community and the Sigmarite priesthood, I have been able to obtain a priceless book. Please do not touch it with your dirty hands! This is one of the few copies of a history of the latter days of Sigmar written by Loremaster Yodri of Kadar-Khalizad. It is written in Khazalid, and the Dwarfs will brook no translation. Are any of you able to read Dwarf script yourselves?’</p></blockquote><p>A Character passing a <strong>Hard (–20) Language (Khazalid)</strong> Test can be given @UUID[JournalEntry.F1E6SHMHGElxRZGR.JournalEntryPage.UiXksuOpKeIeNWmw]{Handout 4}, but they also note that the book is titled <em>Catalogues of Confusion and Shoddiness: An Investigation of Manling Efforts in Scholarship</em>. If not, Quintus reads it out to them, but warns them to paraphrase the information in their own words if they want to take notes.</p><p>Fassbinder notes that many Dwarfs measure time from 3000 years before the Imperial calendar, ‘Skraksdeg’ is a Dwarf term for Geheimnisnacht, and Kruts is a painful condition associated with lonely goatherds.</p><p>If the Characters show no interest in the implications of the account, @UUID[Actor.bddoUxOTF19PyRKm]{Fassbinder} points out that the shelter of Vithang Dum and the watch post of Zan Mingol still stand. If Yodri is right, Sigmar must have left the pass between the two buildings, a stretch about 3 miles in length.</p><p>This is the only piece of information that is freely given to the Players, and all they need to locate the Hammer. However, @UUID[Actor.bddoUxOTF19PyRKm]{Quintus} certainly expects them to show interest in his other researches. If they look set to leave at this point, he tries to prompt them to seek further advice.</p><blockquote><p>‘Well, I’m delighted that you feel Yodri’s account provides you with all the pointers you need. Given that we have the library at our disposal, is there anything else you might benefit from? I am Altdorf ’s foremost expert on unorthodox religious beliefs and practices, you know. If there’s anything puzzling you about the current situation, I’m sure I could shed light on it.’</p></blockquote><p>@UUID[Actor.bddoUxOTF19PyRKm]{Quintus} has a few ideas already, but he is in the habit of prompting people to their own understanding rather than simply providing answers.</p><p>If the Characters are determined to be on their way, he lets them go, though a little reluctantly. If not, he’s willing to spend as much time as they require pouring through old books and letters.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/handout4.webp\" width=\"274\" height=\"380\" /></div><p></p><blockquote><p>Manling accounts of Sigmar’s final journey furnish us with particularly egregious examples of sentimental ramblings devoid of rigour. In particular, I must excoriate the shoddy scholarship of Professor Albertus Knox of the University of Nuln whose 4476 treatise is fit purely for soaking in vinegar and applying to the sensitive regions of those afflicted by Kruts.</p><p>This Grobi-fondling wantwit fails to mention that Sigmar was reported passing Vithang Dum in 3050 — despite such information being clearly minuted in the 32456th monthly report of the Vithang Dum Caretaker’s Council.</p><p>I must also decry the inane simpering of Professor Janni Shmidt of the Salzenmund University, may she lose herself in the wilderness with no hat come Skraksdeg night. Her account of Sigmar’s last movements have him pausing to take in ‘the awesome sight of the southern lands spreading out beyond the Black Mountains’, as if he were some feckless romantic sap!</p><p>Does she think the Dwarfs of the Karaz Ankhor so feebleminded as to post watchmen with no eyes? No record taken at the watchtower of Zan Mingol mentions Sigmar passing by to the south.</p><p>SO HE NEVER PASSED BY TO THE SOUTH! DO IT RIGHT OR DON’T DO IT AT ALL, YOU TOWERING SCANT-BEARDED IMBECILES!</p></blockquote>"
				},
				"Extra Research": {
					"name": "Extra Research",
					"text": "<p>@UUID[Actor.bddoUxOTF19PyRKm]{Quintus} could be able to provide the Characters with further insights into these areas:</p><p><strong>Implications of Yodri’s report</strong> — with a bit of digging, further information could be found about the location of @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}.</p><p><strong>Cult activities</strong> — Quintus has a body of knowledge about @UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ]{the Purple Hand} and the activities of Kastor Lieberung.</p><p><strong>Recent activities in Black Fire Pass</strong> — Characters may work out that there is a connection between mining activities and their mission.</p><p><strong>Daemonic activity</strong> — Characters may be interested in the secret history of Sigmar, or mention prophetic remarks they have come across during their adventures, which may lead to clues about their circumstances.</p><p>The custodians of the library are prepared to keep the place open throughout the night for the Characters, but researching past midnight requires <strong>Challenging (+0) Endurance</strong> Tests in order to avoid gaining a @Condition[Fatigued] Condition.</p><h3>Implications of Yodri's Report</h3><p>The Characters may want to get a better understanding of the geography of Black Fire Pass, @UUID[Actor.bddoUxOTF19PyRKm]{Quintus} has a number of maps and a typical @UUID[JournalEntry.F1E6SHMHGElxRZGR.JournalEntryPage.QbynCxqMA1tTFupb]{illustration} is shown below.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/handout5.webp\" width=\"296\" height=\"389\" /></div><p>If the Characters ask what Sigmarites think about the last movements of Sigmar, @UUID[Actor.bddoUxOTF19PyRKm]{Quintus} says:</p><blockquote><p>‘The position of the official cult is that Sigmar journeyed to Black Fire Pass in order to return the Hammer to the Dwarfs. Whilst the cult recognises a number of interpretations as to what this might mean, no record of him delivering Ghal Maraz exists! The consensus is that his passage through the pass is as much spiritual as it is physical: Sigmar enters a mortal and leaves a god. There are less orthodox approaches to the faith: the Malleun sect believe it was the Hammer rather than the man who was divine; the Ascetics reject the authority of the Grand Theogonist, and the Sisters of Sigmar respect their own prophetic augers. You could see if any texts in the library relate to these sects, and what they say of Sigmar’s last journey.’</p></blockquote><p>If the Characters ask @UUID[Actor.bddoUxOTF19PyRKm]{Quintus} if he has looked into such accounts, he becomes rather irritated:</p><blockquote><p>‘I’ve enough problems being thought a heretic without digging through volumes of actual heresy. You’ll have to find it yourselves — if anything’s there to be found!’</p></blockquote><p>The Characters must make an extended <strong>Hard (–20) Perception</strong> Test to a total of 8 SL, or <strong>Challenging (+0) Research</strong> Test to a total of 5 SL in order to locate a single account. There are two accounts to be found, and each test takes up an hour of searching the library.</p><p>The @UUID[JournalEntry.F1E6SHMHGElxRZGR.JournalEntryPage.5xVl0gmUdMGkcez4]{first account} is titled <em>Virtuous Visions Volume V: Auntie Augusta’s Awesome Auguries</em>, a brightly illustrated guide intended to introduce children to the borderline heretical pronouncements of the Sisters of Sigmar.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/handout6.webp\" width=\"351\" height=\"146\" /></div><div class=\"journal-image centered\"><p>It reads:</p></div><blockquote><div class=\"journal-image centered\"><p>A statue of a goddess, Sigmar bows deeply and deft.</p></div><div class=\"journal-image centered\"><p>Two statues of goddesses, Sigmar panged bereft.</p></div><div class=\"journal-image centered\"><p>Three statues of goddesses, Sigmar’s spied the cleft.</p></div><div class=\"journal-image centered\"><p>Holy Hammer he heft, then he ventured to the left.</p></div></blockquote><p>The prophecy relates to the Three Mothers, a group of Dwarf ancestor statues depicting Valaya and two other Dwarf women. They stand opposite the entrance to the gorge that was concealed in the rockfall.</p><p>Further searching may turn up a pamphlet entitled <em>The Dream Sights of Bertoldt the Malleun</em>, which includes the @UUID[JournalEntry.F1E6SHMHGElxRZGR.JournalEntryPage.PRsXsJJrIzV3y7xM]{passage} below.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/handout7.webp\" width=\"312\" height=\"195\" /></div><div class=\"journal-image centered\"><p>It reads:</p></div><blockquote><p>I saw the object of our devotion unbound. I saw the blazing heavens anew above the Seat of Sigmar upon the ninth day of the ninth month. The veil had been torn aside and sorcerous gales blew strong about the spires in lurid pinks and moody blues. I saw a blasphemous city coming down from the heavens and as it descended people cried out in woe. A loud voice intoned: ‘Here are nine and each shall come with its own host. The Changer triumphs!’ I saw death, madness and transformation as the Exalted Lord brought his Master’s realm to the Crown of the Empire.</p></blockquote><p>Whilst the passage provides no further guidance as to the location of @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}, it is portentous, as the Characters may discover later.</p><h3>Cult Activities</h3><p>If the Characters talk to @UUID[Actor.bddoUxOTF19PyRKm]{Quintus} about cults or Kastor Lieberung, he is cagey and admits that he is reluctant to speak freely given that much about the cults is potentially misleading hearsay and that coming to the wrong conclusion could result in charges of heresy. That said, specific answers to specific enquiries run along the following lines.</p><p><strong>The Purple Hand</strong>: ‘<em>A large cult established in many places. Members seem to be only loosely affiliated and there are several schools of thought within the cult. Mostly members worship Tzeentch in the hope of personal temporal power. They tend to regard Tzeentch as the Great Architect who can assist them in the fulfilment of their mortal ambitions.</em>’</p><p><strong>Kastor Lieberung</strong>: <em>‘A member of the Purple Hand whose behaviour was becoming increasingly at odds with the cult. It seems he thought it necessary to unite the Purple Hand and provide them with a coherent ulterior motive. He had mixed success; some thought he jeopardised cult secrecy, but others felt he was visionary. I think his superiors had him killed.’</em></p><p>Characters passing a <strong>Hard (–20) Intuition</strong> Test may guess that @UUID[Actor.bddoUxOTF19PyRKm]{Quintius} is hiding something, or they may simply accuse him of enabling Adophus Kuftos’s attempt to waylay Kastor. If so, Quintus changes tack, saying: <em>‘Yes, I knew who Leiberung was and tried to arrange for his capture. I hadn’t known Kuftos would turn out to be such a … blunt instrument’.</em> Quintus does not reveal his sources — unless successfully bribed, intimidated, or charmed.</p><blockquote><p>‘Lieberung’s identity was revealed to me by a correspondent in Bögenhafen whose identity remains mysterious. As I said earlier, I suspect senior members of the Purple Hand were growing nervous about his increasing visibility and wanted him killed. I concocted a story about a rich inheritance in the hope it would give the cult pause as well as drawing him into the open, but it proved a bit of a botch.’</p></blockquote><p><strong>The Red Crown</strong>: <em>‘They are a sect of Tzeentch worshippers who believe rousing creatures such as Goblins and Beastmen to their cause would prove profitable. They’re regarded as liabilities by the Hand.’</em></p><p><strong>Nine Eyes</strong>: <em>‘No idea, though the number nine and the symbol of the eye are often seen as ritually significant.’</em></p><p><strong>Champion in Shadows</strong>: If the Characters ask Quintus about his opinion of a Champion in Shadows, he grows excited.</p><p><em>‘You really do know your stuff! I’ve longed to understand more about the notion of such a figure, who does seem to be an important icon to cultists. Tell me how you came to know of this?’</em></p><p>If the Characters explain themselves and ask @UUID[Actor.bddoUxOTF19PyRKm]{Quintus} for more context in return, he says:</p><blockquote><p>‘I’ve come across no texts or bodies of lore referring to the Champion in Shadows. However, on a few occasions I have been present during the interrogation of a cultist prisoner. Twice I have heard these wretches defy their inquisitors, spitting that when the Champion of Shadows arises, the tables will be turned. Cultists seem to believe that he is a promised leader and unifier, a dark mirror of Sigmar and a master of sorcery.’</p></blockquote><p>Some Characters might suggest that known champions of Chaos might be the Champion in Shadows, but Quintus is dismissive: <em>‘I mentioned Egrim van Horstmann to one damned wretch, but he just laughed and said that Egrim would be judged a mere dabbler in comparison to the Champion in Shadows. Wasmeier? From what you tell me, he’s barely fit to be thought of as an adjunct’</em> and so on.</p><p><strong>Dark Tongue</strong>: If the Characters show @UUID[Actor.bddoUxOTF19PyRKm]{Quintus} any guide to translating the runic code sometimes used by the Purple Hand, he whoops in sudden fierce joy.</p><blockquote><p>‘I have seen this cipher used before! I’ve seen it before! I think I have correspondence intended for Kastor Lieberung himself in such a cipher. Wait here and I’ll fetch it.’</p></blockquote><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/handout11.webp\" width=\"268\" height=\"173\" /></div><p>Three hours later the scholar returns with the @UUID[JournalEntry.F1E6SHMHGElxRZGR.JournalEntryPage.0tcvEEV4ALY9oGhq]{letter above}. Translated, it reads;</p><blockquote><p>Salutations to my friend in change</p><p>here a recipe for bold results</p><p>eternal fiend writhes and consults</p><p>empire he commands us rearrange</p><p>rites complex with ingredients strange</p><p>at nine month’s ninth assemble nine cults</p><p>run priest’s blood so the changer exults</p><p>great rune maul and confusion exchange</p><p>each eye present a horror become</p><p>then from fate’s grasp deliver the task</p><p>regent’s shell feather and twist undone</p><p>utter nine times swiftly Iztak Graksk</p></blockquote><h3>Recent Activity in Black Fire Pass</h3><p>The Characters may search through the library in order to find mentions of Black Fire Pass. The Characters must make an extended <strong>Hard (–20) Perception</strong> Test to a total of 10 SL, or <strong>Challenging (+0) Research</strong> Test to a total of 6 SL in order to locate the @UUID[JournalEntry.F1E6SHMHGElxRZGR.JournalEntryPage.ZOHXN5jm50fZpY9m]{handout below}.</p><p>Unknown to the players — when Sigmar defeated the Exalted Lord of Change, their clash was so titanic that it caused a great rockfall at the mouth of the gorge. It was concealed from Black Fire Pass and vegetation grew over it to hide the entrance. @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} can’t get past the rockfall, but his mining scheme has successfully burrowed through very recently, just in time for the party to arrive. He’s killed the two miners.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/handout8.webp\" width=\"288\" height=\"419\" /></div><blockquote><p>Düwe, Schaftem and Hau</p><p>Honourable Registrars of Commercial Concerns for Her Majesty the Grand Countess of Averland</p><p>Hereby Certify That</p><p>The Teugen, Steinhäger and Haagen Mining Concern</p><p>Are granted permission to commence operations to re-excavate the old Schmerzeit Mine in the Black Mountains, to the east of Black Fire Pass, overlooked by the Three Sisters monuments.</p><p>After the first profitable year all further profits derived from this venture are to be split annually. Fifty per cent to be divided equally between Johannes Teugen, Franz Steinhäger and Jochen Haagen. Twenty five per cent to be delivered to the treasury at Averheim. Twenty five per cent to be delivered to King Alrik Ranulfsson of Karak Hirn.</p><p>Her Majesty accepts no responsibility for losses incurred. The King not only accepts no responsibility, but warns that retribution will be sought if it is so much as rumoured that he should do so or if demonstrable negative consequences for Karak Hirn derive from the operation.</p><p>Signed by your humble servant,</p><p>Honorio Schaftem LLB</p><p>Given at the Averburg Palace upon the ninth day of Brauzeit in the 2508th year of our Empire</p></blockquote><h3>Daemonic Activity</h3><p>Characters looking for obscure lore about Sigmar and related mentions of daemonic activity must make an extended <strong>Hard (–20) Perception</strong> Test to a total of 8 SL, or <strong>Challenging (+0) Research</strong> Test to a total of 5 SL in order to locate an account by Loremaster Yodri titled <em>From the Adequate to the Benighted: Ancestor Gods of the Manlings</em>. The Dwarfs have permitted the work to be translated into Reikspiel, though it is a rather withering review of human belief. The ‘Adequate’ part of the tome refers almost wholly to Sigmar and largely reports familiar anecdotes about his life and cult. An @UUID[JournalEntry.F1E6SHMHGElxRZGR.JournalEntryPage.RBYr5fTtE0A8DQ73]{early passage} does seem to provide fresh insight into the creation of Ghal Maraz. It reads:</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/handout10.webp\" width=\"266\" height=\"362\" /></div><blockquote><p>Back when young Dawi had proper respect for hard Graft and pursuit of excellence Smednir set out to forge the greatest runehammer of all time. He took up half dozen ingots of copper and several of zinc and placed it in Zharren, the Ongoing Fire, as his furnace was called. But no matter how he laboured at the bellows the coals would not grow hot enough. Some say the coals had been purchased from an Elgi merchant from across the ocean, and that this accounted for their mediocre and dilute qualities.</p><p>Smednir cried out in frustration and a daemon appeared. It whispered to Smednir that it could heat the forge for him with its own flame. Proud Smednir denied the daemon and cast it from the mountain. Smednir chastised himself for his temper, for it is a bad workman who blames his tools, even if those tools were supplied by Yarnithiel Crestslider of briny Cothique.</p><p>With great effort, Smednir managed to get the metal white hot. He set to work shaping it. But the metal was wilful, the ore having been supplied by lanky folk of the northern lands who can barely tell a fine grade nugget from a clod of cuprous mud, and Smednir toiled for many days without success. The grinding of Smednir’s molars could be heard echoing about the peaks and the daemon reappeared. It offered to guide Smednir’s shaping hammer, Azulokrid. Smednir threatened the daemon and chased it from Zharren.</p><p>After more days of sweat, Smednir formed the hammer and began to set the runes. This was a grand endeavour the likes of which had never been attempted before. As he wrestled with this insurmountable task, the daemon slipped into the forge again. It saw Smednir working and boasted of its prowess in manipulating magic. At this, the Ancestor God grew enraged and cursed the daemon’s name, ‘Sheerargetru’, then smote it with the unfinished hammer. It was banished and Smednir finished Ghal Maraz with the aid of the other Ancestor Gods.</p><p>Since that day, the daemon has brooded in its ever-shifting palace, abhorring the hammer that was forged without taint of its influence, but fearing it too, for a mere brush from the weapon would grievously injure it and its kind. For an eon the daemon sulked and whined. I mean, I might be the sort to hold a grudge, but the daemon really took it personally. It bitterly condemned the sons of Smednir. It hid the forge of Zharren deep within hideous realms and swore that until the Dwarfs returned to the forge they would never again weave such powerful magic into their designs.</p></blockquote><h4>Experience Awards</h4><p>Good roleplaying and clever thinking should be rewarded, but there are additional XP for the following:</p><p>@Exp[30,Figured out the location of the Hammer before Quinitus explains it]{30 points for figuring out the location of the Hammer before Quinitus explains it}</p><p>@Exp[25,Worked out that the poem is an acrostic spelling ‘Sheerargetru’]{25 points for working out that the poem is an acrostic spelling ‘Sheerargetru’}</p><p>@Exp[25,Planned a route to Black Fire Pass]{25 points for planning a route to Black Fire Pass}</p><p>@Exp[15,Found a handout]{15 points per handout found}</p><p>@Exp[9,Remained quiet and not disturbing other users of the library ]{9 points for remaining quiet and not disturbing other users of the library}</p>"
				}
			}
		},
		"Chapter 7 - The Emergency Conclave": {
			"name": "Chapter 7 - The Emergency Conclave",
			"pages": {
				"The Emergency Conclave": {
					"name": "The Emergency Conclave",
					"text": "<p>Following the traumatic events of the wedding, Altdorf finds itself in crisis. Fearful that this was the first step in a coup, palace authorities whisk the @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince} away to safety at @UUID[JournalEntry.fgrD3J7lhVYdc7VF.JournalEntryPage.Ip4gsNUFocBJQGmk#castle-reikguard]{Castle Reikguard}, while Reiksguard and Altdorf State Army troops throw cordons around the palace and the Grand Cathedral of Sigmar. Visiting Electors retreat to fortified town houses, guarded by their household troops.</p>\n<p>An hour after the event, heralds arrive at each of the Electors’ residences to deliver a message sealed with Karl-Franz’s personal seal: a summons to the @UUID[Scene.RA5QXcxGHPVZnnbf]{Volkshalle} for an urgent meeting of the Electoral Council:</p>\n<p><em>‘The conclave scheduled to take place after the wedding shall now go ahead at three in the afternoon. Attendees shall resolve to settle the outstanding issues between them and bring harmony and peace to Our Empire, under the protection of Sigmar and Ulric.’</em> It is phrased as a command, not a request.</p>\n<p>To the Todbringers, outraged (or even bereaved) after the wedding, the fact that the Imperial Court has reacted as if the assassination were aimed at them is a grievous insult. As the herald waits, the Graf retires to a private drawing room to consult with those he trusts most: @UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich}, @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric}, @UUID[Actor.LzkGSosXU59kwBIV]{Veiran Thugenheim}, @UUID[Actor.PrkWVIr7Go4u1QWp]{‘Princess’ Katarina} (if she lives), and the Characters. @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris} wants each of their opinions — should he obey? On the one hand, it could be a trap. ‘<em>We all know the story of Graf Siegfried and the Council of 1547.’</em> (An <strong>Easy (+40) Lore (Middenheim)</strong> or <strong>Average (+20) Lore (History)</strong> Test is all it takes to recall that Graf Siegfried of Middenheim was threatened when trying to cast his electoral vote — an event that led to the period of civil war known as the Age of the Three Emperors). On the other hand, refusal of an Imperial Summons would be considered an open act of rebellion.</p>\n<div class=\"journal-image float-right flip\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/alternate-palace-view.webp\" width=\"211\" height=\"268\" /></div>\n<p>@UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich}, @UUID[Actor.LzkGSosXU59kwBIV]{Thugenheim}, and @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina} advocate attending, if only to get an idea of what the Sigmarites might be up to. But Ar-Ulric is set against it. The Graf then asks each of the Characters what they recommend. Based on their reactions, adjust the Party Allegiance score by +2 to –2 depending on their responses.</p>\n<p>Having heard their counsel, the Graf sighs and says, <em>‘I owe it to the people of Middenheim and Nordland to ensure their interests are voiced.’</em> Then he turns to the Characters: <em>‘Join us. Be careful, be alert, and be observant. We are wolves walking into a griffon’s den.’</em></p>"
				},
				"The High and the Mighty Angry": {
					"name": "The High and the Mighty Angry",
					"text": "<p>The Electoral Council is the highest consultative body of the Empire and, as one might expect, its members have their own goals and interests. In addition, each has their entourage, the members of which may be both working toward their Elector’s aims and their own schemes.</p><p>This section presents briefly a summary of the Council’s principals’ motivations, as well as a few of the non-members who are nonetheless important. You should add other characters as needed by the flow of events and what seems fun. In a few cases these characters appear later in the adventure, so it is important that they remain alive and on reasonable terms with the Characters. These are: @UUID[Actor.bLxn6nG74TUEQmiS]{Hermann von Feilbach} (The Emperor’s Double), @UUID[Actor.czIY275tUC4VGDWp]{Boris Todbringer}, Etelka Toppenheimer, @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle von Liebwitz}, Maria-Luise von Walfen, Ermine Liebwitz von Decker und Hanulf, and Quintus Fassbinder.</p><p>This is not to suggest that you as the GM ought to do away with any other NPCs present; their wellbeing is important for the Empire’s integrity, and it would complicate the situation hugely were they to be badly hurt. However, the NPCs listed above do make important contributions to the plot of the adventure later on, so preventing them from serious injury or a major falling out with the Characters is something to bear in mind.</p><div class=\"journal-image centered\"><img style=\"margin-bottom:-30px\" src=\"modules/wfrp4e-empire-ruins/assets/misc/spot-skull.webp\" width=\"236\" height=\"263\" /></div><h3>The Electors</h3><p>A number of Electors are, or at least appear to be, in attendance.</p><h4>@UUID[Actor.bLxn6nG74TUEQmiS]{Hermann von Feilbach}</h4><p><em>The Emperor’s Double</em></p><p><strong>Goals</strong>: Survival. Play the role of Karl-Franz for the sake of the Empire. If that means making decisions like a real emperor, then make them. Mollify @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris}, but try to get von Bildhofen on Altdorf ’s side. Be wary of Emmanuelle — she knows the truth, so taking her side against Sudenland might be an option to get her to stay quiet, though, after Ubersreik, that might just make everyone else even angrier. Avoid the Characters — there is too big a risk of them realising the truth.</p><h4>@UUID[Actor.czIY275tUC4VGDWp]{Graf Boris Todbringer}</h4><p><em>The Graf of Middenheim</em></p><p><strong>Goals</strong>: Secure Imperial sanction for an attack on @UUID[Compendium.wfrp4e-salzenmund.actors.oMnrRb82RpcRgGGW]{Theodric Gausser} and suppression of the rebellion in Nordland. Get a regiment or two of Reikland State Army troops to demonstrate the Emperor is sincere about unity. The arrest and extradition to Middenheim of @UUID[Actor.BmkwksUQBFGJr48x]{Lord Barthelm} and any of his conspirators.</p><h4>@UUID[Actor.CcqiAghkzgp9u1In]{Grand Countess Emmanuelle von Liebwitz}</h4><p><em>Elector of Nuln</em></p><p><strong>Goals</strong>: Keep Etelka Toppenheimer friendless. Look for an opening that would provide an excuse to annex Sudenland. Block any resolution reaffirming the Sudenland succession. Use the knowledge of ‘Karl-Franz’s’ deception to ensure this, but do not give away the secret, out of regard for Maria-Luise’s position. Seek maximum advantage while averting a total Imperial breakdown. If Emmanuelle has met the Characters, she may see them as useful go-betweens.</p><h4>Grand Baroness Etelka Toppenheimer</h4><p><em>Elector of Sudenland</em></p><p><strong>Goals</strong>: To secure a decision of the Council reaffirming the right of Electors to choose their successor and denouncing any attempt to interfere in Sudenland’s affairs. Regardless of that effort’s success, seek alliances among the other electors against Nuln, including military aid. Perhaps the Characters can be used as intermediaries to sound out Boris.</p><h4>Grand Duke Leopold von Bildhofen</h4><p><em>Elector of Carroburg</em></p><p><strong>Goals</strong>: Work for Imperial peace and try to smooth over the differences between the Emperor and Graf Boris. But under no circumstances betray the interests of House von Bildhofen. Figure out who is most likely to guarantee an independent Middenland and cleave to that side. The Characters may be useful for figuring out Boris’s intentions. Maybe one could be recruited as a spy.</p><h4>@UUID[Actor.6vITnrER3XMTsMGS]{Grand Theogonist Yorri XV}</h4><p><em>High Priest of the Cult of Sigmar</em></p><p><strong>Goals</strong>: Imperial unity, the primacy of the Cult of Sigmar, and keeping the secret about Karl-Franz safe. Worried about the imposter’s nerves; he will do all he can to support the ‘Emperor’ and guide his words. He also wants an end to the persecution of Sigmarites in Ulrican territory and a definitive statement condemning the Sigmarite Heresy. Civil war would be a terrible evil. Perhaps the Characters could be a useful back channel to Boris to make peace?</p><h4>@UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric Emil Valgeir}</h4><p><em>High Priest of the Cult of Ulric</em></p><p><strong>Goals</strong>: Get it over with and get out. Watch out for any of Yorri’s machinations. Some of the Characters might be useful for discovering the Sigmarites’ intentions.</p><h3>The Non-Electors</h3><p>Not themselves Electors, all but one will be relegated to the Refectory Hall and the arcade surrounding the conference floor, from which they can watch the proceedings and mingle with each other while their principals make boring speeches.</p><h4>@UUID[Compendium.wfrp4e-altdorf.actors.wkR7O1KYE9qaXntF]{Thyrus Gormann}</h4><p><em>Supreme Patriarch of the Colleges of Magic</em></p><p><strong>Goals</strong>: The surprising exception to the rule that allows only Electors at the conference table, Gormann thinks that all these people are idiots and that he has far better things to do than get involved in silly political squabbles, but an Imperial summons must be obeyed. Favours unity and does not suffer fools (gladly or otherwise).</p><h4>@UUID[Actor.LzkGSosXU59kwBIV]{Preceptor Vieran Thugenheim}</h4><p><strong>Goals</strong>: To be available when his liege needs his advice. In the meantime, mingle with the other delegations to learn what they may be up to. Have the Characters do the same and report back.</p><h4>@UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich Todbringer}</h4><p><em>Son of the Graf of Middenheim</em></p><p><strong>Goals</strong>: Protect the Graf and Middenheim’s security. If there is to be a civil war, find out where the other Electors stand. Keep an eye on the high chancellor’s doings and discover why Emmanuelle is acting like the cat who just caught the canary. The Characters can be Middenheim’s eyes and ears.</p><h4>@UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular Volkmar}</h4><p><strong>Goals</strong>: Support the Grand Theogonist with advice that leads him in a more hard-line direction. Brook no insult from any Ulrican. The Characters are suspect, and their religious leanings should be probed.</p><h4>Captain Jurgen von Ostbrun zu Kaeserock</h4><p><strong>Goals</strong>: His beloved cousin, Georg von Ostbrun, and his friend, Jacob von Katzenreik, were murdered some months ago while enjoying an evening out in Altdorf ’s taverns (see @UUID[Compendium.wfrp4e-eis.journals.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}). He would dearly love to find their killers.</p><h4>@UUID[Actor.1Fw8roY9zezj0jAn]{Immanuel-Ferrand Holswig-Schliestein}</h4><p><em>High Chancellor, Grey Guardian, Black Chamber Spymaster</em></p><p><strong>Goals</strong>: Ferret out potential traitors while seeking out those loyal to the anointed Emperor. The Characters are a suspicious lot, as favourites of the seditious Graf of Middenheim. What if they were mixed up in other matters?</p><h4>@UUID[Actor.BcGALPPubww6hPnQ]{Liepmund Holzkrug}</h4><p><em>High Lord Ambassador, Black Chamber Spymaster</em></p><p><strong>Goals</strong>: To present himself as a loyal servant of the Emperor and Empire, while subtly planting the idea that these parvenus just aren’t competent. Perhaps the Characters can be sounded out about the possibility of Boris being open to a change at the top?</p><h4>@UUID[Actor.YNXGP1kG2aD47HIP]{Maria-Luise von Walfen}</h4><p><em>Mother of Karl-Franz’s Children</em></p><p><strong>Goals</strong>: Frightened by her situation, she just wants someone sympathetic to listen to her. If the Characters impress her at the meeting, she may be more likely to trust them later in the adventure. (See @UUID[JournalEntry.DxTPhw2YhWpPVo1c.JournalEntryPage.JDP5kVPAzNnJOLmM#a-lady-in-distress]{A Lady in Distress})</p><h4>@UUID[Actor.x2cF45W4cU4QQW8v]{Ermine Liebwitz von Decker und Hanulf}</h4><p><em>Steward of the Volkshalle Cellars</em></p><p><strong>Goals</strong>: The respect she craves. Though resentful of her ‘betters’ — especially Emmanuelle and Maria-Luise — and the minor station in which she finds herself, she cannot admit that she yearns for their approval.</p><h4>@UUID[Actor.bddoUxOTF19PyRKm]{Quintus Fassbinder}</h4><p><em>Curious and Ecentric Academic</em></p><p><strong>Goals</strong>: Observe, learn, ask questions. Quintus has his suspicions about the Hammer and wants to see if any evidence appears that he is right. The Characters seem like interesting folk. Perhaps they could fill him in on what happened in Middenheim? Oh, and he’d like to save some pastries to take home.</p>"
				},
				"The Council Meeting": {
					"name": "The Council Meeting",
					"text": "<p>Following the dramatic events of the wedding, the Electors hold an emergency meeting in the @UUID[Scene.RA5QXcxGHPVZnnbf]{Volkshalle} to try to stave off civil war. While they themselves discuss their business, by custom their entourages are restricted to the octagonal gallery surrounding the conference floor and the Great Refectory just off of it, where Palace kitchen staff race to set up tables of food and drink suitable to the Empire’s rulers. A pair of Reiksguard at each opening from the gallery to the conference floor prevents anyone from interrupting the meeting unless summoned by an Elector, and those in the gallery are expected to talk only in quiet whispers. Guests are not allowed armour or weapons, other than a dagger and hand weapon for honour’s sake.</p><p>The following is a timeline of the Electoral Council, both on the conference floor itself and among the observers, including the Characters. Characters will have chances to learn much and perhaps influence events. Though the timeline is fairly detailed, GMs should feel free to adapt and alter this according to the needs of their table.</p><h3>Events</h3><h4>15:00 p.m. — The Event Commences</h4><p>At the sound of eight chimes, each Elector is announced and escorted to their seat by a page, who then takes up a position behind their chair to await their needs. The Elector Counts also bear their scabbarded Runefangs, which they place on the table before them as signs of their office. Present are @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris Todbringer}, Grand Baroness Etelka Toppenheimer of Sudenland, Grand Duke Leopold Bildhofen of Middenland, @UUID[Actor.CcqiAghkzgp9u1In]{Grand Countess Emmanuelle Liebwitz} of Nuln, @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric Emil Valgier}, and @UUID[Actor.6vITnrER3XMTsMGS]{Grand Theogonist Yorri}. The empty seats between them serve as stark symbols of the Empire’s growing fractures.</p><h4>15:05 p.m. — The ‘Emperor’ and the ‘Empress’</h4><p>Entering last is the ‘Emperor,’ escorted to his throne by Maria-Luise von Walfen, the Chief Lady of Court and the mother of his children, informally (out of electors’ earshot) known as ‘the Empress.’ On a successful <strong>Challenging (+0) Intuition</strong> Test, a Character observing their entrance from the gallery can notice a lack of warmth between the two, and that Maria-Luise’s smile is forced.</p><p>As he takes his seat, she curtseys and walks to the gallery. The Emperor, meanwhile, places @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal-Maraz} on the table before him, the symbol of the Emperor as Sigmar’s Heir. He says nothing, as if waiting.</p><h4>15:08 p.m.— A Fiery Character</h4><p>A shout echoes around the @UUID[Scene.RA5QXcxGHPVZnnbf]{Volkshalle}. <em>‘Get out of my way, you clods! I’m invited!’</em> To the shocked looks of everyone, save the Emperor, High Patriarch @UUID[Compendium.wfrp4e-altdorf.actors.wkR7O1KYE9qaXntF]{Thyrus Gormann}, not an Elector, shoves past the Reiksguard and takes an open seat at the table. He glares around, as if daring anyone to challenge him.</p><p>Von Bildhofen asks, ‘ <em>Your Majesty?’</em> The Emperor replies, <em>‘I have invited the High Patriarch to provide his wisdom and counsel as a valued servant of the Empire in this time of crisis, as is my right. Shall we get started?’</em> Though there are murmurs and grumbling all around, no one seems willing to challenge him or Gormann on this.</p><p>If a Character asks another attendee about Gormann’s presence, a successful <strong>Average (+20) Gossip</strong> Test leads to speculation that the Emperor involved the High Patriarch to keep the Electors focused on Gormann’s infamous temper rather than to challenge the Emperor’s suggestions.</p><h4>15:10–16:00 p.m. — A Lot of Wind</h4><p>Around the conference table, each elector takes a turn to make an opening statement. Observers gathered along the gallery and peering from the refectory doors are disappointed; the speeches are filled with boring platitudes calling for unity and praising the Empire. A <strong>Challenging (+0) Intuition</strong> Test reveals an underlying tension, as if no one wants to be the first to open the door to endless mutual recriminations. A Character passing an <strong>Easy (+40) Intuition</strong> Test recognises Gormann’s annoyance.</p><h4>15:15 p.m. — A Slip of the Tongue</h4><p>Pages quietly announce that the buffet table is open and that wine is being served. Bored observers make their way into the refectory, where a truly lavish table awaits. The assembled nobles help themselves while stewards move among them offering a variety of wines in fine crystal glasses.</p><p>A Character notices on an <strong>Easy (+40) Perception</strong> Test that two nobles at the buffet table are whispering to each other and giggling. Their accents reveal them as Nulners. On an <strong>Average (+20) Stealth (Urban)</strong> Test opposed by the nobles’ Perception of 35, the Character can sidle closer and hear them making barbed remarks about the Elector of Sudenland: ‘<em>Did you see Toppenheimer’s outfit? Something I’d expect on a country landlady. So embarrassing. It will be such a relief when Her Highness sorts these bumpkins out.’</em></p><h4>15:25 p.m. — To the Rescue</h4><p>Armed with food and wine, the various nobles gather in small groups to gossip or gamble with cards and dice. One Character sees a poor page buttonholed by @UUID[Actor.bddoUxOTF19PyRKm]{Quintus Fassbinder}, who is expostulating between bites of cake about some arcane bit of history. If the Character intervenes, Fassbinder happily turns his attention to them and the relieved page quickly leaves.</p><h4>15:30 p.m. — A Reunion with Holzkrug</h4><p>As the speeches drone on in the Conference Room, High Ambassador @UUID[Actor.BcGALPPubww6hPnQ]{Liepmund Holzkrug} approaches the Characters. Without smiling, he looks over each Character as if taking their measure and then says, ‘<em>So, we met before, but now I know you as the heroes who saved Boris’s fat from the fire. There have been so many rumours — you must tell me of your adventures!’</em></p><p>As they talk, @UUID[Actor.BcGALPPubww6hPnQ]{Holzkrug} gradually turns the conversation to the turmoil in Reikland. He is particularly interested if the Characters mention @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8]{Bögenhafen} or @UUID[Compendium.wfrp4e-dotr.journals.WKhLoiUL9sdUE2Gs]{Wittgendorf}. <em>‘Things have fallen into disarray, have they not? And then there is that affair in Ubersreik.’</em> He sighs as if with regret, <em>‘I advised His Majesty against intervention, but he is Grand Prince and Emperor. Still, the Electoral Council has made changes before, particularly when a viable candidate was available.’</em></p><p>He then looks intently at the Characters, ‘Tell me, have you any idea of the Graf ’s possible selection?’ A <strong>Difficult (–10) Intuition</strong> Test confirms he has himself in mind.</p><p>Once they have had a chance to answer, an aide arrives and whispers something in @UUID[Actor.BcGALPPubww6hPnQ]{Holzkrug’s} ear. He then bows and leaves.</p><h4>16:00–16:30 p.m. — Watching the Watchers</h4><p>Once the opening speeches are completed, the Electors take a 30-minute break to confer with aides and have some refreshments. On a <strong>Challenging (+0) Perception</strong> Test, Characters spot Grand Baroness Toppenheimer conferring intently with one of her entourage. That same Character can then make an <strong>Average (+20) Perception</strong> Test to notice that the pair occasionally glance in their direction.</p><h4>16:05 p.m. — Fishing for Attention</h4><p>Two nobles, Ferdinand von Schilderheim, a Reiklander man, and Emmaretta von Uder, a Middenlander woman, begin arguing loudly over which of their fiefs has exclusive fishing rights to a section of the Reik downriver from Altdorf. Finally, one looks over at the Characters, points, and says, ‘ <em>You there! Come here and lend us your good opinion!’</em></p><p>It does not matter that the Characters know nothing about the matter at hand, each simply wants someone to agree with them. Both will go into long, heated and convoluted arguments based on history and law to make their case, one frequently interrupting the other to disagree. Each shouting, <em>‘If you’d just let me finish!’</em> at regular intervals.</p><p>An <strong>Average (+20) Perception</strong> Test detects an underlying Sigmarite versus Ulrican rivalry that hardens their positions. When finished, both fold their arms and look expectantly at the Character. <strong>Note</strong>: The fact that neither of them can stand fishing, or fish, is beside the point.</p><p>Because of this tension, the Character’s answer can affect the Party Allegiance score: favouring the Reiklander pushes them one point toward Sigmarite, while favouring the Middenlander moves them one point toward Ulrican. A diplomatic response that favours neither leaves their rating unchanged, and neither noble happy with them.</p><h4>16:30 p.m. — Middenland Murmurs</h4><p>After the break, the meeting resumes and at last turns to the turmoil in the Empire. The first to speak is Grand Duke von Bildhofen, who speaks of his House’s past (<strong>Easy (+40) Lore (Empire)</strong> Test to recall he is related to Magnus the Pious) and how it bridges the divide between Sigmarite and Ulrican. He then talks of the need to respect provincial borders.</p><p>A <strong>Challenging (+0) Perception</strong> Test notes that this is directed at @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris}, and an <strong>Average (+20) Lore (Empire)</strong> Test recalls that Middenland and Middenheim have often fought, with the latter sometimes ruling the former. On another <strong>Challenging (+0) Perception</strong> Test, a Character notes Etelka Toppenheimer suddenly becomes interested.</p><h4>16:40 p.m. — Border Lines</h4><p>While von Bildhofen talks, Characters succeeding at an <strong>Average (+20) Perception</strong> Test see @UUID[Actor.BcGALPPubww6hPnQ]{Holzkrug} talking quietly to a Middenlander aide. Making an opposed <strong>Stealth (Urban)</strong> Test against Holzkrug’s Perception lets the Character overhear the High Ambassador complaining in a very peevish tone about <em>‘incompetence’</em> and suggesting that <em>‘it would be in your Master’s interests to support a candidate who would guarantee firm borders’.</em></p><h4>16:50 p.m. — Sectarian Divisions</h4><p>@UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric Valgeir} speaks next and, while making perfunctory mention of unity, his speech is full of complaints about slights and crimes against Ulricans in Sigmarite lands, and a lack of respect toward ‘<em>those who guard the North’</em>. At this, @UUID[Actor.6vITnrER3XMTsMGS]{Yorri} jumps to his feet and shouts about Ulrican harassment and even persecution. The Emperor grabs the Hammer and points it at each man, commanding each to be civil or silent ‘<em>in Ghal-Maraz’s name</em>’. Yorri bows and takes his seat. Ar-Ulric takes his seat but it’s clear to everyone in the room that he is fuming.</p><h4>17:00 p.m. — Sudenland’s Priorities</h4><p>Etelka Toppenheimer is the next to speak. Without even addressing the problems in the North or the assassin at the wedding, she launches into a discussion of her succession issues and demands the Council guarantee that Grand Provincial laws of inheritance will be respected. Characters curious about what drives her can make <strong>Average (+20) Gossip</strong> Tests. Success finds a noble who can relate that Etelka suddenly disinherited her 12 children and named her stepson as heir. ‘It’s caused quite the scandal down there, and some of the children are rumoured to be seeking @UUID[Actor.CcqiAghkzgp9u1In]{Grand Countess Liebwitz’s} help.’</p><h4>17:15 p.m. — Sharp Tongues</h4><p>Unable to contain herself any longer, @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle} bursts out laughing, which turns into a loud and unbecoming belly laugh. Visibly angry, Etelka demands ‘<em>And what is it my northern neighbour finds quite so funny about defending the right of a ruler of a Grand Province to select their own heir?’</em> Emmanuelle wipes the tears from her eyes in an elaborate way, regains her composure, smiles sweetly and replies, ‘<em>Etelka, darling, perhaps your suzerain ought actually to be grand before you violate traditions held in common by those who rule the Empire.’</em> Toppenheimer flushes in humiliation, her face and neck glowing, while @UUID[Compendium.wfrp4e-altdorf.actors.wkR7O1KYE9qaXntF]{Gormann} guffaws. Onlookers react with shock or amusement, depending on their allegiances, the Emperor again points @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} at each and commands them to be civil. Etelka curtsies and resumes her speech, still flushed a deep red; Emmanuelle nods casually.</p><h4>17:20 p.m. — The Sudenland Proposition</h4><p>As Toppenheimer finishes, the Sudenlander noble she talked with earlier approaches one or two of the Characters for a ‘<em>private word</em>’. Taking them to a quiet spot in the refectory, he makes a pitch. ‘ <em>You seem to be people of influence, so I am sure you are aware of the justice of My Lady’s cause. She wishes you to convey — discreetly — a proposal to Graf Boris. In return for aid, military, if need be, against the designs of her enemies, the Grand Baroness is willing to embrace the Ulrican faith and declare it the official cult of Sudenland.’</em> He lets that sink in for a moment. ‘<em>May I convey your willingness?’</em></p><p>A willingness to do so gains them one Ulrican point, while outright refusal earns them a Sigmarite point, for seeming aligned with Nuln. A noncommittal reply leaves their score unchanged.</p><h4>17:25 p.m. — Dogged Defence</h4><p>Quintus gets into an argument with a Halfling insulted by his request for a ‘doggy bag.’ The Halfling complains, <em>‘How dare you give my cooking to a dog?’</em></p><h4>17:30 p.m. — Upping the Ante</h4><p>While the Characters are either discussing Toppenheimer’s shocking offer or rescuing Quintus from an irate Halfling, one of them is accosted by a slightly drunk Reiklander noble, Joachim von Aarberg. ‘<em>Ah, perfect! We need a fourth for our card game. You can’t play Scarlet Empress with only three, you know, not if it’s to be a real game!’</em>. Not even listening to any protestations, he drags the Character to a table where two other nobles wait: Reinhard von Mendenhall, a Nulner, and Juergen Lasker von Drakberg, a Middenlander. They all look at the Character expectantly, and all have a small pile of gold crowns in front of them. Joachim continues, ‘<em>This is one of Graf Boris’s heroes!’</em> He turns to the Character: ‘<em>The buy-in is 20 crowns. Friendly game, you know.’</em> If the Character does not have 20 GCs on them, they can either borrow it from someone, or Reinhard will stake them. <em>‘I know Boris’s people are good for it.’</em></p><p>Resolve the game with a series of <strong>Opposed Gamble </strong>Tests that represent two rounds of drawing and discarding cards. Each noble has a Gamble Skill of 45, and each drinks heavily during the game. Test every other round against their Consume Alcohol skill of 55. A minimum bet is 2 GCs, and the winner with the most SLs takes the pot. A tie in SLs or everyone failing the test means the pot stays on the table and is added to with further bets. Any roll of a double means a player has drawn the Scarlet Empress card and automatically loses the round.</p><p><strong>Special</strong>: If a Character has the @UUID[Compendium.wfrp4e-core.items.V9N0LMnXf1WYseCL]{Tower of Memories} Talent, which lets them count and memorise cards, the <strong>Gambling</strong> Test to play Scarlet Empress is instead <strong>Easy (+40)</strong>.</p><p>During the game, von Drakberg finds himself short of money and, to preserve honour, bets the title to one of his minor estates. Should the Character be winning after several rounds, win the Drakberg estate, or be caught attempting to cheat (on a failed <strong>Sleight of Hand</strong> Test), von Drakberg accuses them of cheating and, slapping them in the face, challenges them to a duel. ‘<em>After the break, of course.’</em></p><h4>17:45 p.m. — The Wolves Growl</h4><p>As the card game goes on, one of Von Bildhofen’s entourage takes a Character aside and probes them rather directly about @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris’s} intentions toward Middenland. However, the Character responds, he leaves after saying, <em>‘Ulricans should stick together, but, and you can tell your Master this, we’ve bloodied Middenheim’s nose before and we can do it again!’</em></p><h4>18:00 p.m. — A Quick Break</h4><p>The conference takes its second break, and the principals again come for food or to confer. Baron Heinrich and von Thugenheim take one or two of the Characters aside to get their impressions so far.</p><h4>18:05 p.m. — Conversation Between Friends</h4><p>On an <strong>Average (+20) Perception</strong> Test, a Character sees @UUID[Actor.CcqiAghkzgp9u1In]{Grand Countess Liebwitz} walk with Maria-Luise to a bench by a window far from the crowd, where they sit and talk. At first they are all smiles, and another <strong>Average (+20) Perception</strong> Test reveals genuine friendship between them. But their looks turn serious, and Emmanuelle takes the Empress’s hands in hers as they talk in hushed whispers.</p><p>A Character wanting to eavesdrop can make an <strong>Easy (+40) Stealth (Urban)</strong> Test against @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle’s} Perception (91), due to the two women’s distraction. On a success, the Character hears the following exchange:</p><p><strong>Emmanuelle</strong>: <em>‘Maria, I know the truth. It’s not him.’</em></p><p><strong>Maria-Luise</strong>: <em>‘Emmy, I’m so scared. I feel trapped.’</em></p><p><strong>Emmanuelle</strong>: <em>‘Be brave. I will keep your secret. Remember: you are not alone.’</em></p><p>On a failed Test, @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle} turns to the Character and hands over her glass. ‘<em>Ah, perfect! Do be a dear and go to the Volkshalle cellars and ask that dreary Ermine for a bottle of something that does not taste like vinegar?’</em> She then turns back to Maria-Luise.</p><h4>18:10 p.m. — Turbulent Priests</h4><p>With an <strong>Average (+20) Perception</strong> Test, a Character sees the @UUID[Actor.6vITnrER3XMTsMGS]{Grand Theogonist} walk into a small side chapel to Sigmar with @UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular Volkmar}, who, talking and gesturing at him, is clearly agitated. Successful eavesdropping overhears the following:</p><p><strong>Volkmar</strong>: <em>‘Forget conciliation! You heard Valgeir. You must demand an end to the attacks and that they renounce the Heresy once and for all!’</em></p><p><strong>Yorri</strong>: <em>‘I know, I know. But there are … other considerations.’</em></p><p><strong>Volkmar</strong>: <em>‘To ruin with them and that fool! Our duty is to Sigmar alone!’</em></p><h4>18:20 p.m. — Consolidating Power</h4><p>Whichever Characters are free, High Chancellor @UUID[Actor.1Fw8roY9zezj0jAn]{Immanuel-Ferrand Holswig-Schliestein} and @UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann Zuntermein} buttonhole them for a talk. After Zuntermein introduces them, he stays silent while Ferrand closely questions the Characters about the events of <strong>The Horned Rat</strong> and <strong>Power Behind the Throne</strong>, and talks about the need for firm centralisation under the Emperor. ‘<em>But there are those who resist modernisation; I’m sure you can think of one or two. Information about who are the true friends of the Empire and who are its real enemies could be of great value to us. I’m sure we understand each other.’</em> They then leave to talk to someone else.</p><h4>18:25 p.m. — Cease Your Wining</h4><p>If a Character has descended to the wine cellar, Ermine refuses to help. ‘<em>I am Steward of the Cellars, not her slave! That wine was fine.’</em> A <strong>Hard (–20) Charm</strong> Test gets her to relent and select a good bottle, otherwise the Character must pick one themselves.</p><p>A successful <strong>Challenging (+0) Consume Alcohol</strong> Test allows a Character to select a suitable vintage based on experience.</p><h4>18:30 p.m. — Digging up Ancient History</h4><p>As the bell calls the Electors back to the meeting, Reiksguard Captain Jurgen von Ostbrun zu Kaeserock asks for a word with one of the Characters, preferably one who went through <strong>Enemy in Shadows</strong>. He explains that he heard the Character had been involved in the @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8]{Bögenhafen} affair and had earlier passed through Altdorf. ‘<em>Perhaps you can help me? About the time you passed through the city, my cousin @UUID[Compendium.wfrp4e-eis.actors.bur6uaXdENjetLwT]{Georg von Ostbrun} was murdered while enjoying a night out with his friend, @UUID[Compendium.wfrp4e-eis.actors.G7YJHGe4JkHvcNja]{Jacob von Katzenreik}. It was a terrible blow to our family, and I’ve sworn to bring the killers to justice. Would you have seen or heard anything that night that could help?’</em></p><p>An <strong>Easy (+40) Perception</strong> Test reveals both his sincerity and his failure to realise the Character was one of those suspected.</p><h4>18:35 p.m. — The Divide Widens</h4><p>@UUID[Actor.6vITnrER3XMTsMGS]{Yorri} rises to speak again, and his tone is much harder than before. In no uncertain terms he argues that unity can only be achieved with a strong Emperor under the guidance of Sigmar and demands that the Council denounce the @UUID[Compendium.wfrp4e-eis.journals.bmJLqIQGcb0sIinQ.JournalEntryPage.aawH7wAMaFsy17L8#the-sigmarian-heresy]{Sigmarian Heresy}.</p><p>On an <strong>Average (+20) Perception</strong> Test, an observing Character sees two things: the @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric} clearly loathes him and can barely control his anger; @UUID[Compendium.wfrp4e-altdorf.actors.wkR7O1KYE9qaXntF]{Gormann}, who was drumming his fingers on the table, is both surprised and amused at Ar-Ulric’s anger.</p><h4>18:45 p.m. — The Duel</h4><p>Juergen Lasker von Drakberg likely accused the Character at the card game of cheating and challenged them to a duel. No one in the hall seems phased by this; nobles often pass the time duelling. Pages clear a space in the middle of the Refectory and onlookers from all entourages gather around for a show. Side bets are called out, with odds favouring von Drakberg. The duel is to first blood, and it is considered bad form to maim or kill one’s opponent. The Character may spend a Fortune Point to avoid inflicting a Critical Wound on a successful roll or one that fails by 0–2 SLs, but not on a roll that fails by 3 or more. Von Drakberg has a <strong>Melee (Basic)</strong> Skill of 69 (though this number may need to be adjusted for any failed <strong>Consume Alcohol</strong> Tests).</p><p>Once first blood has been drawn, the duel is over and honour is satisfied. If von Drakberg is killed, his family demand compensation, or declare a vendetta if refused.</p><h4>18:50 p.m. — The Graf Makes his Move</h4><p>At last, @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris} speaks. Far from the honeyed and soothing words heard earlier, it is blunt. The Graf denounces Nordland sedition, the attempts on his children, and, with a pointed look at the Emperor, the Imperial failure to restore order. Finishing quickly, he demands a vote of the council to sanction an attack on @UUID[Compendium.wfrp4e-salzenmund.actors.oMnrRb82RpcRgGGW]{Gausser} and requests that a significant body of Altdorf State Army troops be placed under his temporary command as a sign of good faith. For once watching with interest, @UUID[Compendium.wfrp4e-altdorf.actors.wkR7O1KYE9qaXntF]{Gormann} shouts, <em>‘At last someone who can get down to business!’</em></p><h4>19:00 p.m. — A Question of Proportion</h4><p>The Emperor goes last. @UUID[Actor.bLxn6nG74TUEQmiS]{Von Feilbach} tries hard to sound ‘Imperial’ and commanding, but his choice of words — ‘<em>letting little things divide us’</em> — enrages @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris}. ‘<em>They have attacked my family,’</em> he shouts as he leaps up and calls Karl-Franz <em>‘an incompetent idiot’</em>. Losing his own temper, von Feilbach grabs @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal-Maraz} and points it at the Graf, commanding him to <em>‘civility or silence’</em>.</p><h4>19:05 p.m. — Splitting the Skull Splitter</h4><p>Instead of obeying, @UUID[Actor.czIY275tUC4VGDWp]{Boris} grabs his Runefang to swat @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal-Maraz} aside. There is immediate uproar, several knights from the Reiksguard and Order of the Knights Panther try either to intercept the blow, or defend one of the combatants. Boris is like a wild man and cannot be stopped, but when the Runefang connects with the Hammer, there is a flash of light and a CRACK! like thunder.</p><p>And Sigmar’s Hammer shatters.</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/shattering-of-ghal-maraz.webp\" /></div><h4>19:06 p.m. — Reactions</h4><p>There is a minute of absolute silence as everyone stands shocked staring at the shattered hammer head. The Graf holds his Runefang, his mouth agape, whilst the ‘Emperor’ just stares at the broken haft in his hand, the Hammer’s head in nine jagged fragments on the floor.</p><p>Amidst screams of horror and angry shouts from the crowd, @UUID[Compendium.wfrp4e-altdorf.actors.wkR7O1KYE9qaXntF]{Thyrus Gormann’s} voice rises above all, <em>‘You stupid idiots!’</em> As he hurls invective at the Electors, flames flicker around his hair and beard and from the tips of his fingers. Someone shouts ‘<em>Run! He’s going to lose control!’</em> and people begin to scatter in panic.</p><p>A Character can intervene at this point to try to calm the High Patriarch down, requiring a <strong>Challenging (+0, +20 for a fellow wizard) Charm</strong> Test to succeed. If it fails, or if no one tries, then @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle} calms him.</p><h4>19:10 p.m. — Cooler Heads Prevail … for Now</h4><p>With the Emperor standing there dumbstruck, @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris} suggests they all retire with their retinues to separate areas of the hall to reflect and consider. All agree with nods, everyone is still too shocked to speak.</p><h4>19:15 p.m. — A Word in Private</h4><p>Alone with his party, the @UUID[Actor.czIY275tUC4VGDWp]{Graf} asks the Characters what they advise: ‘<em>You have shown good judgement in the past.</em>’ Whatever they say, an Ulrican priest who had been part of the party interrupts to claim that this was Ulric’s divine judgment, ‘<em>proof that Sigmar was never a god.’</em> Seeing that nearby Reiksguard are beginning to notice, the Graf stares daggers at him and orders him to be silent, ‘<em>before you make matters worse, fool.’</em></p><h4>20:00 p.m. — Separate Ways</h4><p>The conferees regather. @UUID[Actor.6vITnrER3XMTsMGS]{Yorri} and most of the Sigmarite delegation are missing. The high chancellor announces that they, along with the Emperor, have gathered the fragments and gone to the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.TwV8JKaTUnfo3ipT]{Grand Cathedral} to pray for a miracle. @UUID[Actor.czIY275tUC4VGDWp]{Graf Boris} simply says, ‘<em>We are returning to Middenheim’</em> and then to his retinue, ‘<em>Come</em>’.</p><h4>20:10 p.m. — Final Words</h4><p>As the delegations file out, @UUID[Actor.bddoUxOTF19PyRKm]{Quintus Fassbinder} pulls the Characters aside. ‘<em>This is wonderful,’</em> he exclaims. Before the Characters can call him a nut, he continues. ‘<em>Think! Use your brains for once! What does that event signify?</em>’ Ever the teacher, he wants the Characters to work out that that hammer could not have been @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal-Maraz} and that the real one is still out there.</p><p><em>‘And I think I know where it is!’</em></p><h4>Experience Awards</h4><p>Good roleplaying and clever thinking should be rewarded, but there are additional XP for the following:</p><p>@Exp[50,Figured out the secret of the Hammer before Quinitus explains it to them}]{50 points for figuring out the secret of the Hammer before Quinitus explains it to them}</p><p>@Exp[25,Negotiated the event without exacerbating matters}]{25 points for negotiating the event without exacerbating matters}</p><p>@Exp[25,Adroit observation of the meeting}]{25 points for adroit observation of the meeting}</p><p>@Exp[25,Maintained existing relationships}]{25 points for maintaining existing relationships}</p><p>@Exp[15,Played the card game}]{15 for playing the card game}</p><p>@Exp[15,Survived the duel}]{15 for surviving the duel}</p><p>@Exp[9,Picked up a piece of the shattered hammer}]{9 for picking up a piece of the shattered hammer}</p>"
				}
			}
		},
		"The Madcraw Clan": {
			"name": "The Madcraw Clan",
			"pages": {
				"The Madcraw Clan": {
					"name": "The Madcraw Clan",
					"text": "<p>The Madraw Clan are a major barrier to the Characters reaching their goal of recovering Ghal Maraz. Quite how major depends on how well the party can negotiate with the tribes various power-players, from the prophetic Cacklespit to his various disloyal underlings. </p>"
				},
				"Exploring the Clan": {
					"name": "Exploring the Clan",
					"text": "<p>More could be made of the Tribe, however. @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit’s} insight has given the Goblin some insight into things far beyond the knowledge of most Goblins. While @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} is a terrible force of destruction to the average Orc or Goblin, a cunning leader such as @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit} will know that such a source of power could be put to many uses. Perhaps he can direct the Characters to smite some of his more established enemies in other Orc and Goblin clans, or even have the Characters recover the weapon only for him to steal it for himself.</p><p>Goblins in @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit’s} position often reach far beyond their meagre grasp, and it would not at all be unfitting for him to attempt such a thing despite the advantages that @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} would grant the Characters in the battle that would ensue from such an attempt.</p><p>As written, the Madcraw Clan are all but washed away by the cleansing flood unleashed after the Hammer is recovered. If you wish to make use of some of this material, or the @UUID[Actor.AjgpXYh4wjc8yUa1]{Colossal Squig}, consider reducing the severity of the flood. The Madcraw Tunnels remain more or less intact, and whoever the Characters aided awaits their return — either @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit} himself, or one of this juniors who learned of his plan to seize the hammer and decided it was worth a try.</p><p>If nothing else, it will give the players an opportunity to explore the abilities of Ghal Maraz and see if it lives up to its Khazalid name of 'Skull-Splitter.'</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/night-goblins.webp\" /></div>"
				},
				"Olde Weirde’s Incunabulum": {
					"name": "Olde Weirde’s Incunabulum",
					"text": "<blockquote class=\"sidebar\"><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/frederich-weirde.webp\" width=\"216\" height=\"216\" /></div><h2 style=\"text-align:center\" class=\"no-toc\">Olde Weirde’s Incunabulum</h2><p style=\"text-align:center\">Thoughts on some most peculiar Goblins</p><p><em>I’ll admit to occasions where I’ve staggered back from the </em>Dancing Dwarf<em> after several goblets of port and, apparently, serenaded Frau Weirde with old Ostermarker folk songs. But never would I touch a stronger intoxicant, especially after meeting Otto Practmann, a Nulner merchant who recounted a horrendous episode involving a tribe of Goblins in the Black Mountains. Prachtmann was in Altdorf seeking solace in the Grand Cathedral of Sigmar. He met Professor Pfaff there, and Pfaff told him of my wide-ranging interest in the many species of the Old World and suggested he unburden his troubles to me.</em></p><p><em>Prachtmann was travelling in a trade caravan through Black Fire Pass, when one night his wagon was attacked. He hid in a large trunk of silks, but his very place of concealment was claimed as loot. He remained undiscovered until the raiding Greenskins reached their lair.</em></p><p><em>His abductors were Night Goblins, a breed of nocturnal Greenskin that wear dark robes to protect their skin from sunlight. When the trunk was opened, Prachtmann saw horrible faces looking down at him, with long noses poking from under cruel red eyes. He was hauled from the trunk into a dingy cavern where a Goblin shaman sat on a large mushroom lit by the eerie blue light of luminescent fungi. He later learned that this was Cacklespit, a shaman who rules over the tribe. Several more shamans leered from the shadows, while other Night Goblins cackled and burbled, half-chewed mushrooms falling from their slack mouths. (The stench of halitosis and earthy fungi and the sound of deep chuckling still returns to him late at night.)</em></p><p><em>A burly Goblin leapt forward to lop off Prachtmann’s head, but Cacklespit bade him stop. ‘Mansplatta,’ the big Goblin, muttered and spat, but Mansplatta did as his master ordered.</em></p><p>‘I seen you before,’ said Cacklespit in broken Reikspiel. ‘I seen you in me visions. You’re me ride.’</p><p><em>And so Otto Prachtmann of Banker’s Row, Nuln, became a mount for Cruzzik Cacklespit of the Madcraw Clan. The shaman ordered him stripped and painted with swirling red and green patterns. Prachtmann showed me a brand on his chest — a large stylised bird’s head that is the tribe’s glyph. From thenceforth, when Cacklespit wanted to leave his throne, he climbed atop Prachtmann’s shoulders and rode to his destination, putting on great airs and graces. (The physical sensation is still acute, Prachtmann had to get up and move his shoulders and straighten his back as he recalled this, sometimes kneeling down as if to allow his mount to dismount.)</em></p><p><em>It was a horrific time for the Nulner merchant and he has my greatest sympathy. On the other hand, he learned a great deal about the Madcraw Clan, which, of course, is truly fascinating to a scholar such as myself. But he reacted badly when I suggested there was an upside to his experiences. I didn’t press the matter further.</em></p><p><em>There are several distinct groups within the Madcraw Clan. Cacklespit was the shaman boss, with a small coven of subservient shamans to do his bidding. These spellcasters conjure the violent magicks inherent to Greenskins. Most were just toadies, but ‘Moongobba’ was Cacklespit’s lieutenant, and a shifty character even by Goblin standards.</em></p><p><em>The general run of the clan were Night Goblins, alternately awed and cowed by Cacklespit. An argumentative rabble, Prachtmann noticed that they enjoyed vicious pranks and unprovoked nastiness. On several occasions they tried to torment him, but Cacklespit reserved this right for himself. More than one Goblin lost a digit or eye for taunting their warboss’s mount.</em></p><p><em>Then there are the so-called ‘loonies’. These fanatics gobble varieties of mushroom to bring on intoxication and frenzy. In the Madcraw Clan, they believe this helps them emulate their leader, but it chiefly made them do great harm to themselves and others. If I were less pious, I might compare them with the flagellant bands that traipse after our own armies.</em></p><p><em>Mansplatta’s gang of toughs are the Skargobbos. Stronger and bigger than the other Goblins, they throw their weight around and bully the rest of the tribe. When the clan raids a caravan, attacks travellers or makes war with other Greenskins, Mansplatta and his mob are at the fore.</em></p><p><em>Cacklespit sounds like a fascinating character. He claims to see visions of the past and future when under the influence of a rare purple fungus. (The Purple Cap mushrooms are found only in the Northern Gorge. They give off an odour of heavy rain.) After eating these mushrooms, he falls into a trance and babbles in many tongues — Reikspiel, Khazilid, Classical and several Prachtmann did not know. When he emerges from his delirium, the shaman paints the walls with visions of strange scenes surrounded by swirling patterns. On occasion, he summoned the tribe to recount what he saw, whipping them into a baying hysteria.</em></p><p><em>Prachtmann noticed that Moongobba coveted the Purple Cap mushrooms, but Cacklespit ensured that no other Goblin ate them. One evening at twilight, the shamans travelled to the mouth of the Northern Gorge which is the only place the Purple Caps spore. The tribe fear this region and keep away, but to make a point to his acolytes, Cacklespit rode Prachtmann into the valley and plucked a handful of Purple Caps from the wall. Back in his throne room, he ate them in front of the shamans and, to add insult to injury, shoved one into Prachtmann’s protesting mouth.</em></p><p><em>In the warm comforts of Prachtmann’s home, I listened in disbelief and sadness as I realised that the man’s mind had cracked. The visions he recounted were absurd — frogs from the sky, Sigmar wrestling a giant bird, a three-eyed king… gibberish. The poor man’s mind was permanently twisted.</em></p><p><em>When Prachtmann came to, Cacklespit was still in a trance and Moongobba held the end of the merchant’s chain. He dropped it and winked. This was some act of spite on the part of the shaman, but it was also the opportunity Prachtmann needed. He escaped into the daylight, blinking and stumbling, finding his feet eventually and fled through the mountains. Days later he was found half-dead by a Dwarf patrol, collapsed in a stream.</em></p><p><em>A fantastical tale, perhaps, but it tallies with what I know of the Night Goblins. Sigmar help us should Cacklespit and his Madcraw Goblins ever bring their insanity to the Empire.</em></p><p><em>The tribe dwells in a hidden gorge somewhere east of Blackfire Pass. They worship the Greenskin deities Mork and Gork, but also have some totemic attraction to the raptors of the Black Mountains. As a spiritual leader, the shaman Cacklespit achieved his exalted position through visions and prophecies that claimed a great destiny for the tribe.</em></p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/spot-fanatics.webp\" width=\"349\" height=\"124\" /></div></blockquote>"
				},
				"t5d3zbVkHmMma8Rf": {
					"name": "The Madcraw Clan",
					"text": "<p>@UUID[Actor.XuZtsncLRagDpswg]{Cruzzik Cacklespit} keeps them in his thrall with a mixture of underhand violence and insane prophecies promising a glorious and ill-defined destiny for the tribe. But the shaman’s position is precarious, as @UUID[Actor.K0MUI5UlospYZKoV]{Moongobba} and @UUID[Actor.UmDcHkkdghZxcqVc]{Mansplatta} vie for his position as Warboss.</p><p>In <strong>Empire in Ruins</strong>, the party encounters the Madcraw Clan in the Lost Gorge that leads to the resting place of Sigmar’s Hammer. This chapter presents more background and options for using the tribe in your campaign.</p><h3>The Origins of the Madcraw Clan</h3><p>The Goblins have little interest in how they arrived in the Lost Gorge. They sometimes tell tales about a great bird ‘sent by Mork’ that brought them to the valley, a folk memory of their origins. If the Characters eat a Purple Cap mushroom, they may experience time-bending visions that show them the origins of the tribe.</p><p>@UUID[RollTable.Q2yFdzL1z5SKW2g8]{Eating Purple Caps}</p><p>The Madcraw Clan’s ancestors were bosses from the Crookblades tribe, who dwell in the Worlds Edge Mountains. After inter-tribal squabbling, they fled north-west towards the Empire. In the Black Mountains they were captured by the Bloodied Nose tribe, an especially nasty band with a taste for sacrifice to appease the gods. But just as the bosses were about to have their hearts removed, a huge buzzard swept down and devoured their captors.</p><p>Convinced Mork sent the bird, the bosses followed the buzzard to its nest in the Lost Gorge. They showed their eternal gratitude by trapping the bird and eating its flesh, then settling in its home. The new Madcraw Clan took the image of the buzzard as its icon, a mean-looking bird with an open beak and projecting tongue.</p><p>The tribe grew over the years and while they didn’t prosper, they became well-established in the gorge. The Night Goblins learned to fear the north stretch of the valley, where they sensed something warped and wrong emanating from the cave. When the young shaman Cacklespit wanted to impress his fellows, he walked further north than any before.</p><p>In the Northern Gorge he found the Purple Cap mushrooms and ran home. That night, he tried one for the first time and experienced his first vision — a sight of the Madcraw Clan astride the ruins of Averheim. Within a few months, he used his mystical foresight to bring the whole tribe under his command.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-heads.webp\" width=\"206\" height=\"248\" /></div><h3>Relationships</h3><p>The clan are not restricted to the Lost Gorge. They range across the many mountain passes and valleys in the Black Mountains east of Black Fire Pass, looking for easy victims and other tribes as allies or enemies.</p><p>The Madcraw Clan covet the riches of merchants travelling to and from the southern Empire — which are a source of weapons, fine foods and gaudy fineries. They scout for the caravans with the weakest protection and raid under cover of darkness, using stealth and Night Vision to overwhelm the guards.</p><p>@UUID[Actor.XuZtsncLRagDpswg]{Cacklespit} and his henchmen try to avoid Dwarfs and keep them away from the gorge. On occasion when Dwarf Rangers have strayed close by, the Madcraw scouts have proved cunning enough to lead them towards other Greenskins.</p><p>These other tribes are alternately trading partners and enemies. The Moonfang Tribe are a tribe of tough Hill Goblins to the south who occasionally trade or raid alongside the Madcraw clan. The Bloodied Nose have an ancestral dislike of the tribe and still hope to sacrifice its leaders in one of their bloodletting rituals. The Warboss Gnashrukk is one of Warlord Gorfang Rotgut’s Orcs. He is charged with watching the Black Fire Pass with his band. The Madcraw Clan fear him and prefer to stay out of his way.</p>"
				},
				"Madcraw Characters": {
					"name": "Madcraw Characters",
					"text": "<p>@UUID[Actor.XuZtsncLRagDpswg]{Cruzzik Cacklespit} — the Shamanic leader of the Madcraw Goblins. @UUID[Actor.K0MUI5UlospYZKoV]{Slik Moongobba} — another shaman; the tall Moongobba wants to usurp Cacklespit and get the Purple Cap mushrooms for himself. @UUID[Actor.UmDcHkkdghZxcqVc]{Globnak Mansplatta} — the tough boss of the Skargobbos. He has little patience for mystical claptrap and is desperate to lead the clan to war. These tribe members are outlined in <strong>Empire in Ruins</strong>. The following are additional characters and types of Night Goblin in the Madcraw Clan.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/spot-crooked-moon.webp\" width=\"162\" height=\"212\" /></div><p>@UUID[Actor.ZGbSZIHz04Tofx39]{The Green Racket}</p><p>@UUID[Actor.2sKuVm8HHI2TNTbb]{Olgog Gristlefang}</p><p>@UUID[Actor.Brkn48X79qoacuCX]{The Doom Divers}</p><p>@UUID[Actor.sMbd8NTcVOf1U6Hc]{Gitface}</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/gitface.webp\" width=\"225\" height=\"208\" /></div><section class=\"hook\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"no-toc\">Release the Squig!</h3><p>While the Characters are just as likely to become the target of one of Gitface’s pranks as any of his fellows, the ingenious Night Goblin is not adverse to making use of outsiders as part of his dangerous japes. Rather than attacking the party, as described on @UUID[.NBHXN7eUvk9DAZGp]{Tactics}, Gitface instead attempts to recruit them to help in his most dangerous prank yet. Deep in the caves, he explains, someone’s been feeding a big old @UUID[Actor.AjgpXYh4wjc8yUa1]{Squig}, only Gitface has been lacing the food with his own enticing (to a squig) mixture of fungus and acid. Splashing anything at all with ‘Gitface’s Speshul Sauce’ will make it irresistible to the Squig, he is certain.</p><p>Gitface provides the Characters with some acid to melt the chains that keep the Squig’s cave gated shut, and then goes off to douse everyone and anyone in the his sauce. If the Characters think to ask he’ll provide them with a bottle of the stuff as well — this can only add to the ‘hilarity.’</p><p>Gitface will neglect to tell them quite how big the Squig is, and the creature keeps so far in the darkness that they’ll have no idea of its size before setting it free. The Squig will devour dozens of Goblins — more, if the Characters are liberal wiht their dose the sauce — before bounding off into the mountains to terrorize someone else.</p></section>"
				},
				"Tactics": {
					"name": "Tactics",
					"text": "<p><strong>Empire in Ruins</strong> provides various combat tactics that the Madcraw Clan will use in battle. Here are a few more, with suggestions for when and where they’re most appropriate:</p><h3>Birdstrike</h3><p><em>(Dawn or Dusk, Lower Gorge, or Deep Ravine)</em></p><p>The Goblins bait and catch mountain birds using food scattered across the floor of the gorge. If they see a hostile party approach, they bang gongs to drive the flock into their foes. Treat as a successful @UUID[Compendium.wfrp4e-core.items.yR82MDHEF4zQoYyR]{Flock of Doom} Spell with an 8-yd area of effect and a duration of just one turn.</p><h3>Dive Bombing</h3><p><em>(All day, Lower Gorge)</em></p><p>Three Doom Divers leap from the top of the cliffs or fire themselves from their catapult. They take two turns to reach their target. Each turn, take an <strong>Average (+20) Athletics</strong> Test for each Goblin. If it fails, it hits the wall of the gorge, crashes to the ground or its wings fall off — no longer a threat. Any Doom Diver still in play after two turns hits a randomly-selected target with +12 Damage, unless they pass a <strong>Difficult (–10) Athletics</strong> Test.</p><h3>Unleash Olgog!</h3><p><em>(Daylight, Deep Ravine)</em></p><p>If a hostile force reaches the Deep Ravine and wipes out many Goblins, @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit} orders that  @UUID[Actor.2sKuVm8HHI2TNTbb]{Ulgog} is released from his cave. The hallucinating Ogre stumbles from confinement, desperate for a decent feed. He charges the party — treat him as @UUID[Compendium.wfrp4e-core.items.DrNUTPeodEgpWTnT]{Frenzied}. If any Goblin strays close enough, he’ll attack them too. </p><h3>Eclectic Cruel Blade Acid Pest</h3><p><em>(Dusk, Night and Dawn, Deep Ravine)</em></p><p>The Characters are a perfect target for @UUID[Actor.sMbd8NTcVOf1U6Hc]{Gitface’s} pranks. At an opportune moment he hides on a ledge and throws acid bombs down on them. He is 10 yd above and counts as a Small target in Medium Cover, so any attempt to hit him with missile weapons is <strong>Very Hard (–30)</strong>. At night, he attempts to sneak up and slice at them from the shadows with his acid-poisoned blade. If anyone gets the chance to fight back, he flees, laughing to himself and shouting ‘<em>Are you mad?’</em> in the Goblin language.</p>"
				},
				"Further Developments": {
					"name": "Further Developments",
					"text": "<p>In <strong>Empire in Ruins</strong>, the Madcraw Clan are an obstacle to overcome en route to Ghal Maraz, but if you enjoy using them, they can live on in your campaign.</p>\n<p>When the flood sweeps through the Lost Gorge it drowns many Goblins, but it clears a path to Black Fire Pass. Those who survive no longer feel safe in the gorge and there will be an exodus, led by whoever is in charge.</p>\n<p>If @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit} suppressed an attempted coup, he roasts the conspirator alive and feeds them to the tribe. He attributes his survival to his prophetic powers and the whole tribe fall in line, awed by his powers. He decides that the time is right to stock up on Purple Cap mushrooms and travel north to raid Averland.</p>\n<p>If @UUID[Actor.UmDcHkkdghZxcqVc]{Mansplatta} deposes @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit}, he feels the pull of the Orcs massing in the Badlands. The Madcraw migrate south into the Border Princes and, after years of raids and plunder, they join Waaagh! Vorgaz.</p>\n<p>If @UUID[Actor.K0MUI5UlospYZKoV]{Moongobba} leads the tribe, he takes a huge amount of Purple Cap mushrooms and loses his mind. On his orders, the other shamans push every Goblin into the Northern Gorge, where they indulge in an orgy of Purple Cap consumption. This drives them insane. Many die, but the lingering effect of @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru’s} presence causes some survivors to mutate. Some grow small purple feathers. Others develop very pronounced purple beaks or their limbs turn into rubbery fungal growths. Moongobba urges the twisted tribe to fulfill their destiny in conquering the Empire.</p>\n<h3>On the Road</h3>\n<p>If they go north, the Madcraw Tribe travels by night in a strangle cavalcade. @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit} (or @UUID[Actor.K0MUI5UlospYZKoV]{Moongobba}) rides in a shaded howdah on Olgog’s back, while the Green Racket comes after, yowling of their shaman’s great deeds. The tribe follows on foot or in crude carts filled with dried fungi and pulled by runts. Should they meet other Greenskins, they will try to convert them to following Cacklespit (or Moongobba’s) prophecies. Anyone else they will attack, with fanatics at the fore.</p>\n<p>When they reach the first human settlement (such as @UUID[JournalEntry.ScPlX4AOyUTa2LKm.JournalEntryPage.T5J1RqoYAfHFgVlO]{Grenzstadt}), they wait until nightfall to dose the wells with Mad cap mushrooms and other intoxicants. At dusk the next night they strike, taking advantage of the many incapacitated townsfolk.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/spot-orcs.webp\" width=\"384\" height=\"93\" /></div>"
				}
			}
		},
		"Chapter 12 - Black Fire Pass to Altdorf": {
			"name": "Chapter 12 - Black Fire Pass to Altdorf",
			"pages": {
				"Black Fire Pass to Altdorf": {
					"name": "Black Fire Pass to Altdorf",
					"text": "<h3>The First Link</h3><p>If the Characters have @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}, then Iron Marshall Kina Hammerwatch meets them on the journey back along the pass. Hammerwatch is an elderly Dwarf, her grey hair neatly groomed into plaits that reach down to her waist. A large scar runs from her forehead to her jaw. She is escorted by two heavily-armoured veteran Dwarfs who stand calmly nearby, their hands close, but not on, their weapons. She politely asks if she may speak with the Characters and, if possible, asks if she may provide them refreshments. If they accept, she takes them to a simple tent that has been pitched nearby. They are offered excellent ale and spiced goat.</p><p><em>‘My friends, I am truly blessed to make your acquaintance. Those that carry Ghal Maraz are true heroes for the hammer can only be wielded by the worthy.’</em> This is not true, anyone without the taint of Chaos may lift and use the hammer, but Hammerwatch does not mind flattering the Characters. Hammerwatch conveys the following points:</p><p>@UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} has been drained from millennia spent in the presence of Chaotic corruption.</p><p>The Dwarfs believe Sigmar visited an ancient Temple of Ulric where the hammer was blessed during his final journey. The temple is thought to be located somewhere between what is now Altdorf and Nuln. In Streissen there is a scholar the Dwarfs know of, Master Albertus Nyman, who supposedly once visited the temple and knows its location.</p><p>The freeing of @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} has set many events in motion. Omens and dreams full of hammer symbolism will soon flood the Empire and many, for good and ill, will be attracted to its power and seek it out, even if they know not what they do.</p><p>Hammerwatch feels culpable for the troubles now upsetting the Empire. <em>‘To my shame, smiths of my clan agreed to create the imitation weapon wielded by Sigmar’s heirs. It was a practical decision to let the Manlings come to cherish it as the real hammer, but it was not the most honourable one.’</em></p><p>She produces a Dwarf gold coin from her jacket that has runes painted on its surface with bright-blue paint. <em>‘This mark will help provide safe passage along your route. Travel where you are directed, show the coin, and tell whoever meets you your destination. They will do what can be done to help you.’</em></p><p>If the Characters accept her help, she hands over the coin and directs them to the Three-Axe Brewery in Grenzstadt. Otherwise, the Iron Marshall wishes them the blessings of the ancestors, and watches them depart in silence.</p><h3>The Return</h3><p>If celebrating crowds greeted the Characters’ original arrival in @UUID[JournalEntry.ScPlX4AOyUTa2LKm.JournalEntryPage.T5J1RqoYAfHFgVlO]{Grenzstadt} then a few stalwart souls wait at the gate for their heroes at all hours. They greet the Characters with excitement and patriotic masses immediately start to gather and cheer for them with calls of ‘<em>Sigmar! Sigmar!’</em> and ‘<em>Show us the Hammer!’</em>, if the crowd knows what they are about.</p><p>If not, they pass into town unnoticed, one more group of travellers or pilgrims from the Border Princes. However, many children begin watching whoever bears @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}, their heads slightly tilted, as if they can hear something others cannot. They do not approach, but everywhere the Character goes, they are nearby.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\"><em>RUNNING ON EMPTY</em></h3><p><em>Several of the runes etched on to Ghal Maraz have been drained of power by its long exposure to Sheerargetru. It is still an extremely powerful weapon, but its magic has been weakened. There are a number of theoretical ways to restore this power, but they would all take too long to enable the Characters to return the hammer to Altdorf any time soon.</em></p><p><em>The Characters learn that they need to take @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} to the Wolfshügel, an ancient temple to restore it to full potency. Characters may have other ideas and you can decide how successful they are. One idea that should pay dividends is to place Ghal Maraz in the Sacred Fire of Ulric at any Ulrican temple.</em></p><p><em>Characters that carry and wield the hammer soon come to sense its drained nature. Their dreams are uncertain and filled with a yearning emptiness. After a week they will suffer a Fatigued Condition due to disturbed sleep. You may wish to start providing meaningful clues in these dreams, such as visions of the Wolfshügel.</em></p><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title\"><em>Grimshank's Chain</em></h3><p><em>‘</em>Our ancestors, our steel, our battle line — only broken at the weakest part’</p><p style=\"text-align:end\"><em>— Dwarf saying and motto of Grimshank’s Chain</em></p><p><em>Grimshank’s Chain (known as The Chain) is an ancient Dwarf network, whose members can be found wherever there are Dwarfs. The network is an informal one activated when members need the help of other Dwarfs. When it is used, and it is rare, it is usually for the transmission of important messages or goods over long distances. The Chain supports and protects the messenger as they undertake their journey.</em></p><p><em>Members of The Chain are usually among the eldest and most respected of their community. Others may be asked or recruited to undertake their aims without knowledge of The Chain. Knowledge of The Chain is passed within families as an oral tradition. Each location where there are a sizable number of Dwarfs has sites linked to The Chain. It is most often a public site checked each day at dusk by a member of The Chain.</em></p><p><em>The Chain can be activated by any member at any time. Its activation is one of great seriousness and trust. Members undertake their responsibilities upon being presented with a token known as Grimshank’s coin. This token, marked with the rune of Grimshank, is handed to those travelling along The Chain with clear instructions of where it should be taken, the more expensive the coin, the more important the message. Runes painted on the coin indicate when the coin was issued so that its use is specific and limited.</em></p><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\"><em>Magical Sign on the Journey Home</em></h3><p><em>If @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} has been retrieved, either by the Characters or by Colonel Sievers, then Sheerargetru begins to become manifest. This is not an obvious, physical effect, but those with magical sight may be able to tell that something is happening. Every time the characters come within sight of one of the places listed, have them make a <strong>Difficult (–20) Perception</strong> Test of any Character able to perceive the Winds of Magic. Those who pass should be told about the following.</em></p><p><em><strong>Averheim</strong>: There is a barely perceptible ‘crack’ in the air above the Averburg palace. On inspection it seems as if tendrils of magical energy are drifting about the crack, and a thin skein of energy runs in the direction of Altdorf.</em></p><p><em><strong>Nuln</strong>: A similar phenomenon can be seen above Nuln Palace.</em></p><p><em><strong>Altdorf</strong>: Similar cracks can be seen above each of the Colleges of Magic and the Imperial Palace. The skeins seem to meet over the palace.</em></p><p><em>These are the early signs of Daemonic portals due to open when @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheerargetru} makes his move. If the Characters point them out, they find that most people blame wizards from a neighbouring province ‘spying’ through them. Wizards, of course, deny this — but the typical citizen of the Empire never gives wizards much heed.</em></p><p><em>Morrslieb also seems more present than it usually is, hanging gibbous and low, often looming in the direction that the Characters are set to travel.</em></p></blockquote><h3>The Recruits</h3><p>The Characters soon hear a bugle blowing a jaunty tune, which distracts the crowd about them, or summons one if there wasn’t. Within the town square, a smartly dressed herald stands on a milking stool, surrounded by three soldiers in Black and Yellow of Averland with feathers in their caps, medals on their chests and leaning on their Halberds. Two others sit at a nearby table.</p><p>Folk press close as the Herald begins his pitch. ‘<em>Friends, Imperial Citizens and Averlanders! Come answer the call of your homeland, the call of the Emperor and the call of the Countess of Averland! Uncivilised barbarians in the North are coming to take your family, burn down your house and kill your dog. And your chickens! It is true! Men who pretend they are wolves, wearing nought but a fur! Ah Frau, I can see that has raised your interest! It is time to defend everything you hold dear! Come take the Countess’s Shilling and join the forces of Averland. Of course, the war is a long way away and, yes Sir, you still get paid if you don’t have to fight.’</em></p><p>Several young men and women come forward and sign up, receiving their shilling and their orders to gather in the square at first light. If any of the Characters are particularly burly, the Herald will encourage them to join but he does not push too hard.</p><h3>Routes to Streissen</h3><p>If the Characters accepted Hammerwatch’s offer then they have been given the address of the Three-Axe Brewery and are soon introduced to Gararoth, a particularly taciturn Dwarf. He asks the Characters to get into the back of a particularly large covered wagon with some false half-barrels, so they can travel unseen. They travel like this all the way to Averheim, where Gararoth hands them a new gold crown with slightly different blue runes. <em>‘ You should go to the Western Clock Tower after dark if you intend to keep following The Chain.’</em></p><p>Depending on the Characters’ plans, they may wish to search for <em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg}</em> to either take passage with it, or relay a message to @UUID[Actor.YIB6AdxsIHzRjqIF]{Captain von Flamme} that they are taking a different route. If Countess @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle von Liebwitz} knows the Characters’ true mission, she has spies watching <em>The Carroburg</em> and knows exactly where it is at all times as it travels along the Aver.</p><p>At the Western Clock Tower the Characters are met by Khardrif Inglepeak, a Dwarf Boatman. Once they have passed him the coin and explained where they are going, he promises to take them as far as Streissen. ‘<em>We’ll need to go via The Hidden Valley and The Pegasus,</em>’ he tells them. Asking the Characters to help carry his supplies he takes them to his barge, The Pegasus, which is moored next to <em>The Hidden Valley</em> inn. Inglepeak takes them aboard and hides them in a compartment below deck that smells faintly of Weirdroot.</p><p>If the Characters did not accept the help of The Chain, they may try something else entirely. Perhaps they suggest travelling west from Grenzstadt in the hopes of catching a barge along the Upper Reik, then travelling overland to Streissen, or disguising themselves and taking a different path. All such roads are dangerous ones. Many routes are now being watched and different groups all desire @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} for their own purposes. On the road, they may encounter the following:</p><p><strong>Flagellants</strong>: A group of 12 Flagellants have been dreaming of the Characters and @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}. A number of them had similar dreams and have interpreted this as a vision from Sigmar. However, they are divided about the meaning of the vision: some believe that the Characters are heretics; while others believe they are blessed by Sigmar. In order to work out the size of these groups, take 6 and then add or subtract the Party Allegiance score. The total is the number of Flagellants who support the Characters. (So the more Sigmarite the Characters seem to be the more the Flagellants support them; the more Ulrican they seem to be the more the Flagellants oppose them.)</p><p>They have agreed to challenge the Characters to try to help them decide. The Characters are confronted by a group of a dozen Flagellants looking particularly crazed and spoiling for a fight. They all start asking the Characters questions together, demanding to know their level of devotion to Sigmar. It is clear the group is divided — the Characters can use this to cause the two factions to attack each other. A Character wielding the hammer against the Flagellants convinces them the Characters are on Sigmar’s side. If the Characters are being transported by The Chain, then they avoid the Flagellants but hear them arguing along the road or the river bank as they pass by.</p><p><strong>Mercenaries</strong>: Bloody Boris and his Brethren are a small group of mercenaries heading north looking for work. Boris is long dead, killed by the current leader, Kurt. Kurt and his men are little more than bandits and have been robbing and killing as they travel. They have heard rumours about the Characters carrying some treasure and want it for themselves. They initially talk to the Characters to work out who they will be fighting. They are superficially friendly, but it should become clear to the Characters that they are after information. They then leave the Characters and aim to ambush them later, targeting the most dangerous Characters first.</p><p><strong>The Pilgrims</strong>: A group of pilgrims meet the Characters and are very excited. They decide to follow the Characters wherever their quest may lead them. They cannot be put off except by violence. They follow waving banners and blowing whistles and pipes, telling everyone they encounter of the Characters’ quest (which grows in the telling). This is accompanied at all times by constant moaning about sore feet, the food, the weather, the pace, and everything else.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\"><em>Gideon's Travels</em></h3><p><em>@UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} tracks the Characters to Streissen. Once they enter the town, he then hurries to Altdorf to finalise his plans. During the early part of the journey, he intervenes to either hurry the Characters along or smooth their way with action. However, he is initially unaware that the hammer has been drained and that a Chaos horde is on its way to claim it. He decides not to intervene and (ironically) has faith that the Characters will reach Altdorf safely.</em></p></blockquote><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/flagellants.webp\" /></div>"
				},
				"Under New Management": {
					"name": "Under New Management",
					"text": "<p>Streissen is a <em>very</em> different town to the one that the Characters passed through on their way to Black Fire Pass. Many inhabitants greeted @UUID[Actor.umAaCuMoMplgq6GG]{Marius Leitdorf ’s} liberation of the town with joy, but this has since turned to fear. At first Marius demanded that all those who supported Ludmila von Alptraum be arrested. Most disappeared into the dark gaol of Deep Haus and were secretly executed. Older residents recalled the infamous 2502 IC bread riots and resulting blood bath, and feared the same events were happening again. They have bolted their doors to hide until things calm down.</p><p>Unfortunately, @UUID[Actor.umAaCuMoMplgq6GG]{Marius} perceived such caution as a personal insult. He turned on his supporters, including members of the Streissen Independence Party (SIP), as enemies of the nobility and ordered them all rounded up and taken away. As his purge began, many headed for the gates but found their way blocked. Now they wait for it all to end, hoping they will not be spotted.</p><p>Now, @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf} mopes within the Alptraum’s Winter Residence, suffering from profound depression. He spends his days drinking and barking orders. @UUID[Actor.ifl90gYQZRjcCdol]{Marcus Karlssen} stays out of way, working to mitigate the worst of Leitdorf ’s impulses. Leitdorf ’s troops have garrisoned the town and can be found holed up in taverns and anywhere else they can find. Overall, they have been well disciplined, with many increasingly worried at Leitdorf ’s erratic behaviour.</p><p>There is little traffic on either the roads or the river approaching Streissen. Those few travellers the Characters do see are fleeting and evasive. On a successful <strong>Challenging (+0) Gossip</strong> Test the Characters can hear the following rumours:</p><ul><li><p><em>‘The Streisseners are revolting! They have thrown off the yoke of oppression and reclaiming their traditional freistadt status.’</em></p></li><li><p><em>‘Streissen tried to revolt, but it was suppressed and many have been executed.’</em></p></li><li><p><em>‘Ludmilla Alptraum, our beloved Iron Countess, is riding to save Streissen.’</em></p></li><li><p><em>‘I heard Sigmar is returning to the Empire. He was seen at Black Fire Pass — they say he returns to spare the Empire from war.’</em></p></li></ul><p>As the Characters approach Streissen, they see smoke rising into the sky. Near the town wall they see crows picking at bodies on the road or caught up in weeds on the verge. The area is covered in thick swarms of flies. The sound is unnerving and the smell is noisome. The dead wear the yellow and black uniform of Streissen City Guard and have been stripped of all useful or valuable items.</p><p>Bodies also hang from the town gates, dangling from ropes tied to the battlements. The pungent smell of decomposing bodies is overwhelming. The gates are open and the guards look tired and irritable. They have orders to ensure that no one leaves and are not in a mood to challenge anyone arriving. Any questions are met with annoyance, but on a successful <strong>Average (+20) Charm</strong> Test they are given the gruff explanation, ‘<em>Count Leitdorf is hunting traitors’.</em> Soldiers also patrol the docks and actively advise the Characters not to berth, but do not prevent them from doing so if they insist. If they are travelling with Inglepeak, he says they can just jump across without him needing to stop. He tosses them a rune-marked gold crown, and says that if things do not go well in Streissen, they should travel west to the small town of Lengenfeld and wait by the Market Gate at dusk.</p><h3>The Grim Streets of Streissen</h3><p>The smoke hanging over the town means that Streissen is cast in a perpetual gloomy light during the day. There are few people on the streets and the shops are boarded and closed. Those people they do see in the distance try to avoid the Characters, walking in the other direction or ducking down an alleyway. The occasional body is found lying against the side of the road, although someone has taken the time to close their eyes and daub an ash raven on their forehead. A black horse with an empty saddle runs across the Platz and disappears. Feral dogs work at a corpse, backing away with snarls if the Characters approach.</p><p>A patrol of twelve Soldiers passes the Characters, pulling four prisoners in chains with them. The soldiers have their hands on their weapons and stare at the Characters, but take no action unless the Characters try to stop them. The prisoners are young, and one sobs: ‘<em>We are on Count’s side. We wanted him to free us.’</em></p><h3>Approaching Leitdorf</h3><p>@UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf} has made himself at home at the Alptraum’s Winter Residence. This fortified manor home is filled with his followers and those Streisseners who hope to gain advantage. However, most wait in vain while Leitdorf steadily works his way through the Alptraum’s wine cellar. Leitdorf ’s soldiers are also garrisoned here. He has allowed the 50 soldiers to loot the west wing, the non-valuable contents are scattered across corridors and gardens. Some of the soldiers are wearing various items of Alptraum’s expensive clothing, hats, scarves, nighties and shawls, and on closer inspection seem to be inebriated.</p><p>If the Characters ask to see @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf}, they need to convince the guards to let them in to see @UUID[Actor.ifl90gYQZRjcCdol]{Marcus Karlssen}, unless they are the ones who negotiated the handover of the town, in which case, they’ll be passed through immediately. Karlssen tells the Characters to wait while he rouses Leitdorf from his revelries. Karlssen also quietly orders a few soldiers to gather nearby.</p><p>Soon after their arrival, an old servant carrying a tray of wine for the Characters enters the drawing room in which they are waiting. She is an Imperial agent and while she pours them a drink, she whispers to whatever Character appears to be in charge. ‘<em>You must go! Quickly! Leitdorf will have you all imprisoned or killed and will take the hammer.’</em></p><p>Should the Characters await @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf}, they begin to hear orders being shouted as a dozen soldiers under Karlssen’s command slowly file into the area in preparation to arrest them. Leitdorf has found out about @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}, the Characters only have a short period to escape before they are engaged or forced to surrender.</p><p>No one at the Winter Residence knows where Master Nyman resides, but anybody on the street accepts a bribe of a shilling or more to direct the Characters to the University.</p><h3>The Loremaster</h3><p>Master Albertus Nyman was — until @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf} ’s capture of Streissen — the University Chancellor. This was an official position, appointed by the Countess. It was located in Streissen due to the presence of the University, where the Chancellor was also an honorary Dean. When the town fell, Albertus and his partner, Captain Neuer of the Streissen College Watch, knew what was coming. They gathered all those they could and went into hiding in the cellar of Albertus’s bookmaker brother, Vorn Nyman. They have hidden there since Vorn has chosen to wait out events at home.</p><p>It is difficult to find the Loremaster. Hiero Greendale, his Halfling assistant at the University, points them towards the university Watch. However, they do not know where the Chancellor or the Captain are. They suggest trying their home. Nyman and Captain Neuer live nearby. Their two elderly servants, Gerdt and Gertie, refuse to answer the door, and hide in a wardrobe if the Characters break in. They do not know where their masters are. If they are asked about their families, they know that Nyman’s brother works as a bookmaker nearby.</p><p>Nyman maintains a small study at his home and this contains much of the information the Characters are looking for. This is spread across maps, notebooks, textbooks and scraps of paper. To find all the information an extended <strong>Hard (–20) Research</strong> Test must be made to a total of 8 SL, with each test taking an hour. Each SL reveals notes and fragments of an ancient parchment that illustrate one of the pieces of knowledge listed in The Cellar section.</p><h3>The Cellar</h3><p>The Bookmaker’s premises are boarded and locked. A Character passing a successful <strong>Difficult (–10) Perception</strong> Test from outside or <strong>Average (+20) Perception</strong> Test from inside hears faint sounds coming from the cellar. The trapdoor can be found in the dining room.</p><p>The dark, dank cellar smells of stale air and fresh urine with an eye-watering stench of ammonia. The six fugitives are terrified of the Characters and huddle at the back of the room. Captain Neuer stands in front of them with his sword drawn and demands that they leave. Any non-violent approach or mention of their quest puts them at ease. Showing them @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} results in stunned silence, before they all fall to their knees, making the Sign of the Hammer as they do so.</p><p>Nyman, looking tired and drawn, is willing to tell the Characters all he knows. He asks that they help them escape Streissen, although he makes it clear that his help is not dependent on this.</p><p>Nyman has always been fascinated by various accounts of the story of Sigmar. Much of what he tells them is familiar. He found fragments of parchment detailing obscure lore about Sigmar, and whilst the fragments are elsewhere he can remember much of it.</p><p>The fragments were from books deemed heretical by the Cult of Sigmar in the first millennium. It is not clear why but Nyman speculates they emphasised Sigmar’s Ulrican faith to a degree that embarrassed the early leaders of his cult.</p><p>The fragments say that @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} had become weakened. It was still a powerful weapon but Ulric’s High Priest warned Sigmar that he needed to ensure that it was blessed and pure before he entered a great battle.</p><p>On his way to Black Fire Pass, Sigmar stopped at a temple to ask for Ulric’s blessing. The text says that this temple was a great hill called the Mother’s Mound, built by worshippers, from which the gods surveyed the whole of the world.</p><p>At the temple Sigmar had to prostrate himself before Ulric.</p><p>There the hammer was placed within the Sacred Flame of Ulric and renewed. Nyman says that this section of the text was likely to have been considered problematic for the Cult of Sigmar, even though Sigmar had not been elevated to the gods at this point.</p><p>Nyman believes that he found the location of the Mother’s Mound. He travelled there over 20 years ago as a young scholar. It is now called the Wolfshügel and was tended to by an old priest of Taal.</p><p>The temple sits at the heart of the hill but it is no longer possible to access it easily as the entrance has been sealed with rocks.</p><p>Wolfshügel is located a day’s travel from Diesdorf. A corridor of stones on the opposite riverbank once led from the Reik toward its gate. This ancient pathway was likely to have once been ceremonial, but is long gone apart from the great stones. However, the hill can be seen from any high vantage point within miles as it stands above the forest.</p><h3>Escape from Streissen</h3><p>By the time the Characters leave Streissen it is likely that @UUID[Actor.umAaCuMoMplgq6GG]{Leitdorf} is searching for them. Every soldier has been put on duty with guards on the gates and docks doubled with frequent patrols covering the streets. Town Criers proclaim that a reward of 7 Gold Crowns will be made for information leading to the capture of the fugitives.</p><p>Escape from the town should be a tense affair, especially if they have agreed to help those in the cellar escape. There are a variety of options Characters can take to escape and you can judge the success of any ideas. Every minute that the Characters spend in Streissen they should pass a <strong>Challenging Stealth (Urban)</strong> Test. If the test is failed, roll on the @Table[escaping-streissen]{Escaping Streissen} table.</p><p>If a result on the table is generated for the second time it does not occur. Instead a patrol of 10 soldiers spots the Characters and demands that they stop. The Characters can try to intimidate them into silence (<strong>Very Hard (–20) Intimidate</strong> Test), bribe them (they will need to part with at least 60 shillings) or convince them of the importance of letting them go (a good story followed by a <strong>Very Hard (–20) Charm</strong> Test). Characters that mediate handing the town over to Leitdorf get a +20 bonus. Otherwise, they have to fight.</p><p>If the Characters helped Master Albertus Nyman, Captain Neuer, Gerdt and Gertie, they are very grateful. Captain Neuer swears a holy oath by @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} itself that if they ever need his sword, it’s theirs. They head south into Averland to stay with relatives.</p><h3>Lengenfeld</h3><p>If the Characters are travelling via <em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg}</em>, or not following The Chain, move onto the events of the next section. If they’re following Inglepeak’s guidance to meet The Chain at the Market Gate, they are met by Durkan Orkisson, a blacksmith specialising in agricultural tools by trade, though his business is now run by his grandson (with whom he confusingly shares his name). Orkisson is old even for a Dwarf and moves slowly with the aid of two engraved sticks. He is suspicious of the Characters, unless they have a Dwarf in their party and asks a number of questions, even though he knows he should not.</p><p>Once he feels he can trust them, Oriksson takes them to his home as honoured guests and arranges for them to be taken via a sailing ship, <em>The Iron Wind</em>, which is bound for Nuln and then onto Kemperbad. Captain Fimbur Dimzadson is an old sailor, who Orkisson assures them will be pleased to have someone new to regale with his tall tales of travel and adventure.</p><p>If the Characters tell Orkisson that they are carrying the @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}, he asks if he could see and hold it. If they agree, as he does so, tears well in his eyes. ‘<em>By the Ancestors, lads, the tales are true. Five runes. But it’s sleeping, I think. Its fire must be rekindled.’</em> The Characters can board The Iron Wind the next day without incident.</p><h3>The Countess Will See You Now</h3><p>If Countess @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle von Liebwitz} is aware of the Characters’ quest due to her agent @UUID[Actor.HoMzjFpdxVkiC3xS]{Hans Knees}. She is aware of the <em>@UUID[Actor.dfZnG9reXtjO3ynS]{Carroburg’s} </em>movements, or actively seeks out rumours of the Characters’ return. Small units of Nuln troops, with descriptions of the Characters, are quietly searching all boats approaching Nuln, with mounted troops heavily present in the area as well. Boats are moored for a mile approaching the city and their crews are argumentative and, in some cases, scared, as they are carrying illegal goods. Those crews of boats travelling in the other direction warn Captain Dimzadson, @UUID[Actor.YIB6AdxsIHzRjqIF]{Captain von Flamme}, or @UUID[Actor.4brLNMuwuUuRWrsU]{Lieutenant Grissen}, of what is happening giving others time to avoid the situation, so the Characters soon hear enough to know they are being sought.</p><p>Captain Dimzadson is willing to smuggle the Characters past Nuln. While you should play up his ship being boarded by inspectors, and his cargo of Averlander wine closely inspected, his good name, and being a Dwarf, gets him and his crew through.</p><p>If the Characters are travelling in <em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg}</em> and expected, or choose to declare themselves to the troops, they are immediately escorted to a fortified mansion in the Aldig Quarter, as the Countess (rightfully) believes there are far too many eyes on Nuln Palace at the moment. @UUID[Actor.HoMzjFpdxVkiC3xS]{Hans Knees} (now wearing a very stylish hat) brings the Characters without explanation into a parlour where Countess Emmanuelle awaits them, with only (apparently) two guards and a non-descript woman. There are quite a few more guards hidden nearby, heavily armed (the woman, Hildi Gheist, is a skilled Wizard from the Grey College).</p><blockquote><p>‘We are deeply humbled that you should visit us at such an important time, and to delay your urgent mission for our sake. Needless to say, ourselves and all the people of Nuln and Wissenland should be securely in your debt for what you are doing for the Empire, and that your actions should never be forgotten by any righteous person …’</p></blockquote><p>How you play the countess should depend, in part, on what she knows of the situation at hand. @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle} is articulate, and measured in her use of words and shrewd in her judgement of the Characters. What she seeks is leverage in her ambition to attack the Toppenheimers of Sudenland and support her allies, the Pfiefrauchers. Her friend ‘dear Karl-Franz’ has forbidden her from doing so several times in the past.</p><p>@UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle} reasons that if she is instrumental in helping to return @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}, she can secure that permission. She offers to have the Characters escorted with ‘<em>all due dispatch</em>’ to Altdorf, whilst implying that, of course, the Characters don’t have to be present to return Ghal Maraz to the Emperor. Unfortunately, she has no interest in permitting a detour to ‘<em>reawaken</em>’ the hammer. It is clearly Ghal Maraz and that’s enough for her purposes, whether the hammer is charged or not is no concern of hers.</p><p>The Characters must be <em>very</em> persuasive indeed to talk her into either letting them go, by vowing that they support her claims, or partially taking her deal, but insisting they only need to be taken as far as Diesdorf. The Characters can help their cause by bringing up the burning of Schertal and @UUID[Actor.p2blB3S7baKvtI2b]{Baron von Bachmann’s} actions, saying that they have to be wary of her intentions. A <strong>Difficult (–20) Intuition</strong> Test reveals that the Countess is genuinely surprised to hear this and she claims he was acting alone, without her authority, and gives her word that the matter will be dealt with.</p><p>There is another way though. If the Characters tell her of the events that occurred at the village of Heidheinheim — that Wissenland (Sudenland) soldiers were attacking targets in Stirland and Averland dressed in Nuln’s colours — or if they provide her with the note carried by the Toppenheimer spy near @UUID[JournalEntry.fgrD3J7lhVYdc7VF.JournalEntryPage.Ip4gsNUFocBJQGmk#castle-reikguard]{Castle Reikguard} @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle} literally springs up from her chair with a dazzling smile. She flits across the room to kiss the Characters’ cheeks, claps her hands, and abruptly ends the interview.</p><blockquote><p>‘These are trying times and we are beyond busy. Thank you so much for visiting us, darlings. Dear Hans will help you on to wherever you wish. Diesdorf, I think it was? Be careful, you bear the hopes of the Empire on your shoulders!’</p></blockquote><p>And with that they’re promptly escorted out. Characters that make an <strong>Easy (+40) Politics</strong> Test will realise that the chosen agents of the Emperor, ones also greatly favoured by @UUID[Actor.czIY275tUC4VGDWp]{Graf Todbringer}, just vouchsafed that the soldiers of her enemies, the Toppenheimers, were reaving while trying to implicate Nuln.</p><p>@UUID[Actor.HoMzjFpdxVkiC3xS]{Knees} ensures that the Characters pass through Nuln quickly to sail on to their next destination. Depending on the deal the Characters managed to make with @UUID[Actor.CcqiAghkzgp9u1In]{Countess Emmanuelle}, if any, they may skip several of the following sections.</p><h3>Back to Kemperbad</h3><p>If the Characters have been following The Chain then their route to Kemperbad is uneventful, though they may quail or rail at the ruins of Castle von Wittgenstein as they pass. Traffic is quiet although they see movements of small units of troops. If they are still travelling via <em>@UUID[Actor.dfZnG9reXtjO3ynS]{The Carroburg}</em>, the Cult of the Broken Fingers from the following sections modifies their ambush and attacks while the ship is docked in Kemperbad.</p><h3>A Warm Welcome</h3><p>The Characters are met in Kemperbad by Gurrin Ablesniz, an apprentice to his uncle Able Kazriksson. His master is a member of The Chain but has never seen it activated before. He is excited and surprised to see the Characters. He warmly greets them, hugging each, and telling them it his honour to serve them. Kazriksson sends his enthusiastic nephew to get fresh food.</p><p>He says that they can lodge in his cellar whilst Ablesniz stands guard. Kazriksson says he will wake them at first light to find them a boat heading North. If they refuse then he allows them to stay in his rooms upstairs, although he asks them to stay away from the windows as his neighbours may be able to see in.</p><p>If Ablesniz was allowed to go to the shop, then the young apprentice stops off at the local tavern and gossips about the Characters. One of those present is Martin Schmidt, the leader of Cult of the Broken Fingers.</p><h3>The Cult of the Broken Fingers</h3><p>The Cult of the Broken Fingers is an offshoot of @UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ]{The Purple Hand}. It numbers only five members, including @UUID[Actor.09OrdJOQz7BZw255]{Schmidt}, and they have been keeping their head down. However, Schmidt often receives visions (he has the @UUID[Compendium.wfrp4e-core.items.Nj3tC8A5fZ3zEdMR]{Holy Visions} Talent) and his latest vision contained the Characters. He does not know why, but has decided they must die.</p><p>In the dead of night one of the cultists picks the lock of Kazriksson’s workshop and slits the throat of the sleeping Ablesniz. This awakens the Characters, assuming they’re in the cellar, who hear a thud and see blood leaking through the ceiling, followed by the sound of something heavy (a chest of tools) being dragged on top of the trapdoor. From outside the chest can be moved on a successful <strong>Average (+20) Strength</strong> Test. From inside the cellar, it takes two <strong>Very Hard (–20) Strength</strong> Tests or <strong>Very Hard Melee (–20)</strong> roll to damage the door (TB4 W10) due to the limited space to swing a weapon. Any Characters breaking their way out must make a successful <strong>Easy (+40) Agility</strong> Test to avoid being hit by a falling chest for [[/r 1d10+6 # Damage]] Wounds, modified by Armour Points and Toughness Bonus.</p><p>The cultists retreat and Schmidt then throws bottles of burning oil into the Workshop which is soon ablaze. A Character can navigate their way through the Workshop, but if they fail an Agility Test then they suffer an @Condition[Ablaze] Condition. The difficulty of this test depends on how long it took the Characters to leave the cellar: 1–3 rounds: <strong>Easy (+40)</strong>; 4–6 rounds: <strong>Challenging (+0)</strong>; 1–3 rounds: <strong>Hard (–20)</strong>.</p><p>The cultists wait outside for anyone trying to escape with the intention of killing them, firing a blunderbuss and crossbows at anyone emerging from the cellar door. Once it is clear that they are outnumbered, the Cultists run away and hide. After 12 rounds, neighbours start to appear to raise the alarm and start to put the fire out, and the Cultists flee as soon as this occurs.</p><p>Characters should start to need to hold their breath or test against the heat and smoke (see @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#other-damage]{Other Damage}) after five rounds in the cellar or as soon as they emerge into the blazing workshop. Kazriksson, his wife, and his niece (another apprentice), are all trapped upstairs and the Characters must find their way through the smoke to find them, returning through the workshop on their way out.</p><p>The greatest risk here is from the fire and the confusion. Characters should not have too much idea what is happening. If they did not sleep in the cellar, they are in a better position but still need to escape a burning house.</p><h3>The Ancient Path</h3><p>Once the Characters escape Kemperbad, they find it a simple matter to reach Diesdorf from where they can strike out to the Wolfshügel. The hill can be seen from any high vantage point for miles around. From the river at Diesdorf an ancient pathway once led to the hill. Large moss-covered ogham stones still mark portions of the path, but many of them are damaged or have fallen over. The path itself has entirely disappeared.</p><h3>A Din Through the Trees</h3><p>After a half-day’s journey travelling through the forest, the Characters hear a battle ahead. They can approach without being spotted and as they near there is a scream, followed by the shout of ‘<em>Klaus! No!’</em> and further shouting. The sounds emanate from a fight in a small clearing between two Beastmen and a group of soldiers wearing the buff uniforms of Reikland Infantry. Two soldiers lie dead, one decapitated with his head lying nearby, his mouth agape and a startled look in his blood-shot eyes. A bloodied Beastmen corpse has been pinned to the tree with spears.</p><p>A second Beastman is surrounded by nine soldiers, most of whom are injured, all cautiously circling each other. @UUID[Actor.O5nM0IbvAfsaBqsy]{The Beastman} is thin and willowy, his torso covered with metal studs, with the face of a fox and long powerful legs. He wields two swords and when he sees the Characters, he grins and points a sword. ‘<em>There you are! The hammer-carriers! Draxol will come for you! You will die beneath his hooves!’</em> He then tries to fight his way to freedom. If the Characters do not intervene, he manages to do so with two rounds.</p><h3>The Scouts and the Deserters</h3><p>The Beastmen are scouts for a warherd of Beastmen led by @UUID[Actor.wEfKKDY6sZgbjEIC]{Draxol the Extinction}, who hunts for @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}. The scouts grabbed a lone soldier to demand if he had news of the hammer’s return, but the rest of his fellows came upon them.</p><p>The @UUID[Actor.RT8b1fm7PVy0IKR3]{soldiers}, led by @UUID[Actor.lKArOLHbo7QdwWFD]{Sergeant Major Oldheim}, are appreciative of the Characters’ support. An experienced group of soldiers who have been together a long time, they are upset by the deaths of their friends and bury them with prayers as soon as they can. Oldheim talks for the group and says that his men were on manoeuvres in the forest when they were attacked.</p><p>If the Characters are honest about their journey, or used the hammer in front of them, then Oldheim and his unit are happy to join them, otherwise they make their way to their barracks near Diesdorf.</p><h4>Sergeant Major Oldheim</h4><p>Markus Oldheim is an experienced and tough soldier. He has fought across the Old World and is looking towards settling down. Like many others he dreams of owning his own inn somewhere quiet. His wife and children died many years ago and their deaths still haunt him. His unit is his family now and he will die to protect them.</p><p>Oldheim sports a handlebar moustache that he keeps waxed. The older soldiers sometimes tease him about it, and he takes in good humour, but they know that it was grown to hide a patch of discoloured skin that occurred after he was splattered with a mutant’s blood.</p><p>Use the @UUID[Actor.lKArOLHbo7QdwWFD]{Sergeant profile} Oldheim. His troop is eight @UUID[Actor.RT8b1fm7PVy0IKR3]{Soldiers} armed with Halberds.</p>"
				},
				"The Battle of Wolfshügel": {
					"name": "The Battle of Wolfshügel",
					"text": "<h3>Wolfshügel</h3><p>The sacred ground of Wolfshügel (the Wolfshill) stands above the tallest trees of The Great Forest, visible from miles away. Few live near the hill but those that do say it was built by the followers of Taal, Rhya, and Ulric in Elder days, so the gods could watch over their domain. Others say the hill was sacred long before Sigmar was born and that it was here where the first fire of Ulric was lit.</p><p>For centuries it was one of the holiest places of pilgrimage in the Old World but declined as the worship of Ulric focused towards the North and newer gods became more popular. Few now visit but the Wolfshügel has been maintained by initiates of the older gods, who still view the site as holy.</p><p>A steep packed earthen slope leads to the upper level of the Wolfshügel. It is comfortably wide enough for a cart. A 6-ft-high sturdy stone wall runs around the outside of the level. The wall has been maintained over the years, although it has recently fallen down at two points, the stones lying at the base of the wall or the bottom of the slope. The forest has grown towards the base of the hill and in parts the trees overhang the upper level. These are strong enough that a lighter person could climb the trees and drop over the wall.</p><p>The main level, the Wolfsruhe (the Wolf ’s Rest), at the foot of the hill was once home to clerics and pilgrims. Eight stone domed huts surround the hill, although two have been largely dismantled, their stones used to fill the access tunnel to the temple. One of the huts is home to @UUID[Actor.JrnJMNf3YFD9SfJ7]{Brother Adric}, the initiate of Taal, who is the current caretaker of the site. Four of the other huts are home to recently arrived refugees.</p><p>The hill at the centre of the Wolfshügel is sacred ground. @UUID[Actor.JrnJMNf3YFD9SfJ7]{Brother Adric} and others are upset by anyone who attempts (<strong>Average (+20) Climb</strong> Test) to climb to the top. However, the Characters can convince them of the merit of doing so to watch out for oncoming enemies.</p><p>The shrine is accessed at the bottom of the hill by a short flight of worn, moss-covered, stone steps. However, the small tunnel at the foot of the steps has been filled with rocks. This was done many years ago to protect the temple within. The tunnel takes a lot of time and effort to clear. In part, this is because only one person at a time can remove the stones because of the restricted space within the tunnel.</p><h4>Clearing the Tunnel</h4><p>The tunnel into the temple is solidly blocked with rocks and needs to be cleared. You can choose to do so narratively, with the tunnel being finally cleared during the horde’s attack. Otherwise this can be done as an extended <strong>Challenging (+0) Strength</strong> Test requiring a total of 35 SL. Each test represents an hour’s labour in the tunnel and after each test the worker must pass a <strong>Hard (–20) Endurance</strong> Test or receive a @Condition[Fatigued] Condition.</p><h3>The Refugees</h3><p>A group of 32 refugees (21 adults and 11 children) have set up camp on the Wolfsruhe. They have settled into five of the huts. Brother Adric is doing his best to help them. Two wagons have been left, covered in branches, at the foot of the shrine. Three ponies are tethered to a stake by one of the huts (a fourth is used for hunting). The refugees are all from the village of Albenriek, near Torpin at the foot of the Barren Hills and are clearly traumatised by their experiences. They do not have a single leader and a group of adults will gather to talk to the Characters. They say that their homes were attacked by a band of soldiers, with their friends and relatives slaughtered, and houses burnt to the ground. There is some disagreement about who attacked them but they blame Middenlanders or Ostlanders.</p><p>The refugees will be fearful of the Characters, especially if they are travelling with Oldheim and his troops. Attempts to intimidate them will reduce them to broken sobs, but the truth or a successful Challenging Charm Test will be far more effective.</p><h3>Preparing for Battle</h3><p>The Characters do not have much time to prepare before the horde is upon them. They have resources at hand and will have to decide how to use them. It may need some difficult decisions by the Characters.</p><p><strong>The Wolfshügel</strong>: The hill can be defended although there are weaknesses that need to be identified and fixed. There is no gate, parts of the wall have collapsed; trees can be used to climb and drop across the wall, and ivy allows for the wall to be more easily scaled. Many of these issues can be resolved with a workforce and leadership.</p><p><strong>The Soldiers</strong>: @UUID[Actor.lKArOLHbo7QdwWFD]{Sergeant Major Oldheim} and his unit will work to support the Characters if they are convinced of the cause and the Characters show they are leading by example. They make excellent supervisors but will start to bully any refugees they are working with, leading to arguments and fights. This can be resolved by getting them to participate.</p><p><strong>The Refugees</strong>: The refugees will be terrified once they learn what is coming. However, they can be convinced if dealt with honestly that their best option is to defend the Wolfshügel. While some will want to flee, pointing out that the Beastmen can easily hunt them by scent will help dissuade them from doing so.</p><p><strong>Other resources</strong>: There is no shortage of wood in the forest, the wagons can be used for carrying, and the ponies are currently rested. However, there are not enough weapons for all the refugees although they can make spears or throw rocks.</p><p><strong>Ghal Maraz</strong>: This will be a potent weapon in the fight, especially so if the Characters can ‘awaken’ it within the shrine.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\"><em>A Timeline to the Battle of Wolfshügel</em></h3><p><em>The following provides a broad outline for the events leading to the attack on the Wolfshügel. The timeline and events are subject to change depending on the actions of the Characters. There are consequences to the decisions the Characters make and this may include not being able to access the Temple. Due to the timing of when the Characters learn of the horde, unless they specifically brought marines from The Carroburg with them, they won’t have time to return to the ship to get them.</em></p><p><em><strong>Day One</strong></em></p><p><em>Mid-afternoon: The Characters arrive.</em></p><p><em><strong>Day Two</strong></em></p><p><em>Mid-morning: Hans returns with news of the horde.</em></p><p><em>Early evening: @UUID[Actor.6NVirDyzDkdAvAiV]{Thirteen} arrives.</em></p><p><em><strong>Day Three</strong></em></p><p><em>Early morning: The horde arrives.</em></p><p><em>Mid-morning: The battle of Wolfshügel</em></p></blockquote><h3>Preparation</h3><p>The preparation for the attack can be run as a narrative with the Characters having to deal with tired and fearful soldiers and refugees. There are a few incidents that can be used to highlight the situation:</p><p><em>‘We are leaving!</em>’ The Arnsson family, led by Frau Hanna and with six adults, start to pack up and make to leave. They are scared and want to take their chances in the forest. A Character will need to convince them to stay with a <strong>Challenging Charm</strong> Test, <strong>Average (+20)</strong> if they point out that the Beastmen can easily hunt them by scent in the forest.</p><p><em>‘I am not a Soldier in anyone’s army.’</em> Big Larrs, a large and friendly Blacksmith, throws down what he is working on and refuses to work anymore. The soldiers, standing in a group, stand by and laugh. He is upset about being ordered around by the soldiers. It takes a successful <strong>Average (+20) Fellowship</strong> Test to talk him around. Failure to do so results in a general feeling of discontent within the Albenriek families.</p><p><em>‘I don’t believe you!’</em> As the Characters are eating lunch or dinner, Marlene, a young apprentice angrily approaches the Characters. She struggles to keep calm and accuses the Characters of lying to them all about the threat they are facing.</p><p><em>‘’I deserve it!’</em> Private Gubbermann is caught stealing from one of the huts. He has grabbed a small pouch of coins. Oldheim sentences him to be flogged six times. Gubbermann accepts his punishment but many of the villagers want him to be forgiven.</p><h4>The Battle</h4><p>The timings of the battle are dependent on the number of fighters that the Characters have. The following is a short guide to the participants and the battle itself. The outcomes should be adjusted depending on the preparation they have undertaken. For example, if Thirteen is not fighting then the defenders suffer losses more quickly.</p><div class=\"journal-image flip float-right\"><img style=\"margin-left:-50px\" src=\"modules/wfrp4e-empire-ruins/assets/images/minotaur.webp\" width=\"255\" height=\"290\" /></div><h4>Potential Defenders (maximum numbers)</h4><ul><li><p>The Characters</p></li><li><p>@UUID[Actor.JrnJMNf3YFD9SfJ7]{Brother Adric}</p></li><li><p>@UUID[Actor.lKArOLHbo7QdwWFD]{Sergeant Major Oldheim} and 8 @UUID[Actor.RT8b1fm7PVy0IKR3]{soldiers}</p></li><li><p>21 adult refugees</p></li><li><p>The Slayer, Thirteen</p></li></ul><h4>The Attackers</h4><ul><li><p>@UUID[Actor.wEfKKDY6sZgbjEIC]{Drexol the Extinction}</p></li><li><p>@UUID[Actor.2gKGm3h9KexBk7Ld]{Kurukan}</p></li><li><p>8 @UUID[Actor.mGcvibqDuXrZOLmx]{Gors}</p></li><li><p>22 @UUID[Actor.bmplTlGzAEz7gjaY]{Ungors}</p></li><li><p>30 @UUID[Actor.dq4nD7Xyy02pZidp]{Mutants}</p></li></ul><p>If the entrance has been barricaded then every five rounds, the following are removed from combat through death of injury:</p><ul><li><p>1 soldier and 3 refugees</p></li><li><p>1 Gor or 2 Ungors, and 5 mutants</p></li></ul><p>The barricade falls once there are less than 15 defenders. Once the barricade falls then fighting breaks out on the Wolfsruhe. Then every five rounds, the following are removed from combat through death or injury:</p><ul><li><p>2 soldiers and 5 refugees</p></li><li><p>1 Gor or 2 Ungors, and 3 mutants</p></li></ul><p>Other events:</p><ul><li><p>If walls have not been fixed, the trees not cut back, or the Ivy removed then increase defender losses as they are hit on multiple sides.</p></li><li><p>Increase defender losses as Drexol and Kurukan enter the battle.</p></li><li><p>Increase attacker losses as the Characters fight.</p></li></ul><h3>A Dwarf Named @UUID[Actor.6NVirDyzDkdAvAiV]{Thirteen}</h3><p>During the evening of the Second Day, a Dwarf Slayer arrives at Wolfshügel. He is clearly drunk and clearly angry. His body is covered with tattoos with the most obvious being the number 13 on his chest. <em>‘I heard there’s a fight coming. I like a good fight. Or a bad fight. Any fight really. My axe is yours.’</em></p><p>If the Characters ask how he came to hear about this fight, he says that he met a young human called @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} who told him that there was a chaos war party coming to kill everyone. ‘<em>Sounded like my kind of thing, so he pointed me this way.’</em></p><p>This was @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} who, having learnt of the horde, sent Thirteen to help. The Characters may realise this and not trust Thirteen, but he is difficult to get rid of. Gideon did not account for the horde. He knows the Characters are tenacious, but is totally unaware why they have gone to Wolfshügel, and it worries him.</p><h3>The Rider</h3><p>On the morning after the Characters arrive at Wolfshügel, a harried rider arrives on an exhausted pony, sweat steaming from its back. It collapses and dies moments later. He is one of the refugees and has been out hunting for food. Hans, an excitable young man, says that he saw an army of strange beasts moving in this direction. He estimates that they will arrive tomorrow afternoon depending on how long they camp overnight. Hans thinks there are well more than 30 in the group.</p><p>Hans’s report spreads panic amongst the refugees. They demand to know what the Characters will do to protect them while others demand to leave. At this point, @UUID[Actor.lKArOLHbo7QdwWFD]{Sergeant Major Oldheim} takes the Characters aside to talk to them.</p><blockquote><p>‘I know that what you are doing is important and maybe you would rather be somewhere else. But, like me, you signed up for this madness. Those people didn’t. But some of them are going to die. Maybe… all of them. Don’t get me wrong, we can’t hold this hill without them, but I thought it better said in case you hadn’t worked it out.’</p></blockquote>"
				},
				"The Horde of Drexol the Extinction": {
					"name": "The Horde of Drexol the Extinction",
					"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/spot-beastmen.webp\" width=\"258\" height=\"287\" /></div>\n<p>The Chaos horde heading to Wolfshügel is led by the Bestigor Drexol. He is a fearsome warrior and servant of Tzeentch. The bulk of his followers are fearful of Drexol. As a result, he has struggled to keep them focused and moving at speed. He has killed a large number as an example, and many mutants have deserted him already.</p>\n<p>@UUID[Actor.wEfKKDY6sZgbjEIC]{Drexol the Extinction}</p>\n<p>@UUID[Actor.2gKGm3h9KexBk7Ld]{Krukan}</p>\n<h4>Gors</h4>\n<p>Eight @UUID[Actor.mGcvibqDuXrZOLmx]{Gors} form part of the horde. A mixture of Beastman that have travelled with Drexol for many years and those he has collected on route.</p>\n<h4>Mutants</h4>\n<p>@UUID[Actor.wEfKKDY6sZgbjEIC]{Drexol} has collected a group of 30 @UUID[Actor.dq4nD7Xyy02pZidp]{mutants}. Most have joined out of fear, although a few are true believers. They have a mixture of mutations and weapons. The majority have the Fatigued Condition by the time they arrive at Wolfshügel — pushed hard by Drexol. Nevertheless, they attack relentlessly — driven on by fear of Drexol and bloodlust.</p>\n<p>@UUID[Actor.ICLMRUfbDZ7Tdkh2]{Mutant (Type 1)}</p>\n<p>@UUID[Actor.tTQTqozVKMsQ3Pks]{Mutant (Type 2)}</p>\n<p>@UUID[Actor.b4SpEJ0on1osUF4L]{Mutant (Type 3)}</p>\n<p>@UUID[Actor.CGwv1tfNlmP9QNBS]{Mutant (Type 4)}</p>\n<h4>Ungors</h4>\n<p>@UUID[Actor.wEfKKDY6sZgbjEIC]{Drexol} is joined by 22 @UUID[Actor.bmplTlGzAEz7gjaY]{Ungors} on his march through the Reikland. They are tired but ready for battle. Drexol has promised them their fill of flesh after the battle.</p>\n<p>Four of the Ungors carry a mixture of bows or slings and have @UUID[Compendium.wfrp4e-core.items.Z1TGphWhic2E3Lfx]{Ranged +7 (25)}.</p>"
				},
				"The Attack": {
					"name": "The Attack",
					"text": "<p>An hour before the horde arrives those in the Wolfshügel start to hear shrieks and shouts. As the cacophony increases the defenders start to become afraid, even the veteran soldiers. Then suddenly, the Horde of @UUID[Actor.wEfKKDY6sZgbjEIC]{Drexol} emerges from the edge of the forest. The force consists of 30 @UUID[Actor.dq4nD7Xyy02pZidp]{Mutants} and 4 @UUID[Actor.mGcvibqDuXrZOLmx]{Gors}. Drexol and his Gors keep the Mutants in line as they scream and shriek. He keeps them this way for five turns to instil fear in the defenders. The 4 @UUID[Actor.bmplTlGzAEz7gjaY]{Ungol} archers hide within this mass and try to snipe any targets in range. They can be singled out with a <strong>Difficult (–10) Perception</strong> Test.</p><p>Meanwhile, two smaller groups each consisting of 2 @UUID[Actor.mGcvibqDuXrZOLmx]{Gors} and 11 @UUID[Actor.bmplTlGzAEz7gjaY]{Ungors} make their way around the perimeter of the hill looking for weaknesses. If they find any then they seek to exploit these. Any traps that have been set are triggered as the attackers charge ahead without care.</p><p>As soon as he sees these small groups move into position, or if his forces start to suffer from missile fire, @UUID[Actor.wEfKKDY6sZgbjEIC]{Drexol} bellows and his force charges straight up the ramp to the entrance, baying in frenzied madness. They crash onto any barrier and aim to hack their way through. The fighting is vicious and bloody.</p><p>His lieutenant @UUID[Actor.2gKGm3h9KexBk7Ld]{Krukan} bides her time observing the battle before climbing the wall to hit the defenders from behind. She may also choose to attack any non-combatants she sees to pull defenders away from the wall.</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/items/spear.webp\" /><p></p></div><h3>The Heat of Battle</h3><p>The attack is a chaotic, bloody and noisy affair. If the Characters are taking part or observing then they can observe or interact with the following events:</p><ul><li><p>One of the villagers screams in horror and throws down his pointed stick, running into one of the huts to hide.</p></li><li><p>There is a lull in the battle as the attackers are thrust back. One of the soldiers, seeing nothing but the fight, moves to clamber after them. If he is not stopped, he is hacked to death moments later.</p></li><li><p>A large Gor with massive horns, clad in iron, starts to repeatedly ram the barricade. Although it takes him a long time to break it down he becomes the focus of the defenders.</p></li><li><p>A mutant spits a flaming liquid across the barricade, burning two defenders and setting any wood ablaze.</p></li><li><p>One of the villagers, a strong woodsman, enters a frenzy, killing three of the enemy with his axe before he falls dead, covered in wounds.</p></li><li><p>As the defenders’ line is broken, a Character has to decide whether to save the lives of three villagers or one veteran soldier. Whichever they choose, they see the other targets butchered wholesale and torn to pieces.</p></li></ul><h3>The Temple</h3><p>The passageway to the temple is a 15-ft-long narrow tunnel. It is the height of a Dwarf but narrows down so that any Human must crawl the final few feet on their stomach. Symbols of Ulric, Taal, Rhya, and Manann have been carved on the walls.</p><p>The main chamber is musty and dusty, but anyone entering feels peaceful and safe. The walls are rough and appear as if someone has hacked at them. At the centre of the chambers is a low stone enclosure filled with smooth black rocks. At the centre of these is an ancient bronze statue of a howling wolf about the size of a large fist.</p><p>A small dial attached to a disc lies inside the mouth of the wolf statue. Turning the dial causes the discs to turn and disappear downwards, with flints causing sparks that light an odourless gas that pours from the Wolfhead and settles on the stones burning with a heatless silver flame. The light from the flames falls on the rough stonework casting strange moving shadows of Wolfs, Bears, and Elks that roam over the walls of the chamber.</p><p>There are three smaller chambers leading from the main chamber. Two of these have holes in the wall where small statues of the Old Gods have been placed. The third was once a chamber for the priests, but is now empty except for a few polished red stones scattered on the floor.</p><h3>The Renewal</h3><p>If @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} is placed in the fire, it starts to glow. One by one, the runes along the hammer burst into blazing white light, casting impossibly bright versions of themselves at the walls, so that each rune can be clearly seen.</p><p>Tarnish burns away and the hammer becomes a luminous gold, which seemingly ripples with an internal fire. A soundless wave pulses out of the hammer — all present feel it ripple outwards.</p><p>The Warhammer feels light when picked up. The fires of the runes slowly fade, but still glitter whenever the hammer is hefted or swung in battle.</p><p>The hammer’s power has been renewed. @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz} has awakened.</p><h3>The Skull Splitter Has Returned</h3><p>If the renewed hammer is taken into combat, it will turn the tide within rounds. The horde will see the damage it does and most decide that they would rather face the wrath of Drexol than @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}.</p><p>The mutants immediately flee. @UUID[Actor.wEfKKDY6sZgbjEIC]{Drexol} stands and fights but as soon as he falls, whatever is left of his horde at that point routs.</p><h3>The Aftermath</h3><p>The survivors (if there are any) gather about the Characters. Several fall to their needs before whoever holds @UUID[Compendium.wfrp4e-empire-ruins.items.eE8H6wRoq0GGpWR8]{Ghal Maraz}, making the Sign of the Hammer and whispering prayers to Sigmar. If @UUID[Actor.lKArOLHbo7QdwWFD]{Sergeant Major Oldheim} or any of his soldiers have survived, they passionately pledge themselves to the Hammer-bearer, until they are no longer needed.</p>"
				},
				"Rewards": {
					"name": "Rewards",
					"text": "<p>Good roleplaying and clever thinking should be rewarded, but there are additional XP for the following:</p><p>@Exp[50,Defeated the Chaos Horde]{50 points for defeating the Chaos Horde}</p><p>@Exp[30,Saved as many of the refugees as possible ]{30 points for saving as many of the refugees as possible }</p><p>@Exp[20,Renewed the Hammer]{20 points for renewing the Hammer}</p><p>@Exp[20,Obtained information from Loremaster Nyman]{20 points for obtaining information from Loremaster Nyman}</p><p>@Exp[20,Saved Loremaster Nyman’s family]{20 points for saving Loremaster Nyman’s family}</p><p>@Exp[10,Good roleplaying on their return to Altdorf]{10–30 points for good roleplaying on their return to Altdorf}</p><p>@Exp[9,Held Ghal Maraz and treated it with the utmost reference]{9 points each for any Character who got a chance to hold Ghal Maraz and treated it with the utmost reference }</p>"
				}
			}
		},
		"Ominous Threats": {
			"name": "Ominous Threats",
			"pages": {
				"Ominous Threats": {
					"name": "Ominous Threats",
					"text": "<p>Throughout <strong>The Enemy Within</strong>, Characters are faced with some of the most insidious and horrifying threats in existence. From Daemonic entities beneath the streets of Bogenhafen to towering Ratogres, the Characters have overcome it all. By now, in fact, they may have become rather assured of their combat prowess.</p>"
				},
				"Pride Before The Fall": {
					"name": "Pride Before The Fall",
					"text": "<p>This is all well and good. By now the Characters are quite experienced, and deserve to feel competent, even powerful. While a lucky crossbow bolt can critically injure even the strongest warrior, threats that would have seen off the hapless souls who stumbled across Kastor Lieberung’s body in <strong>Enemy in Shadows</strong> would now hardly pose a threat at all to most parties.</p><p>This is absolutely appropriate, even essential. Agents of powerful people who seek to save the very Empire itself should feel competent enough to at least have a chance of achieving such a lofty goal. However, such a group may also become somewhat lax in their approach to the dangers of the Old World. Assured of the calibre of their carefully nurtured skills, and perhaps with a Fate point or two in tow, they may scoff at the Goblins, Beastmen, and fanatics that assail them during <strong>Empire in Ruins</strong>. While the final battle with @UUID[Actor.BUUxBxaUaB6CNjA2]{Sheeragetru} will test even the most skilled Characters, your players may feel that they are otherwise safe.</p><p>This chapter exists to completely disabuse them of such notions, and to make sure they know true peril is never too far away. From the slops of the Black Mountains to the walls of Deisdorf, threats pursue them that would chill the heart of any vaunted hero of the Empire, and cleave a path of ruin and blood through entire armies.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center\" class=\"no-toc\"><em>CAVEAT EMPTOR</em></h3><p><em>The creatures listed here are particularly dangerous, and especially in the cases of the @UUID[Actor.AjgpXYh4wjc8yUa1]{Giant Squig} and @UUID[Actor.ODKZvzhNQRArpvas]{Undead Colossus} are more suitable as foes for armies rather than parties of adventurous vagabonds. While suggestions are made as to how to fairly use these beasts in the campaign, some caution is warranted.</em></p><p><em>Recall that as a GM your goal should be to ensure everyone at the table, yourself included, have a good time. This should be achieved in concert with your players, and except when putting yourself in the mind of an enemy NPC, you should not be antagonistic towards your players. Wiping out the party with an unexpected and overwhelming threat may seem briefly exciting, but it is not dramatic, and does not make for a satisfying game. Give your Characters the means to succeed, and give them room to succeed or fail as their wits decree — do not set them up to fail from the outset.</em></p></blockquote>"
				},
				"Mournguls": {
					"name": "Mournguls",
					"text": "<h3>Chilling Horror</h3>\n<p>@UUID[Actor.UNSfHJJBSebdbE3z]{Mournguls} are terrors feared above almost all other dreadful things that haunt the hinterlands of the Old World. They cling to the vast expanses of emptiness that surround many more populated regions, their shill cries echoing through mountain ranges and the chill tundra’s of the North. They are a thing neither alive nor dead, but occupying a liminal space between both. The unstable, corrupting magic of Dhar swirls about the beasts, and even the most headstrong Necromancer knows that it is almost always folly to attempt to bind a Mourngul, despite the obvious advantages controlling one would provide. Indeed Mornguls are feared by all save Ogres, who have no particularly opinion of the beasts and who seem not to be frequently preyed upon by them.</p>\n<p>Many myths claim that @UUID[Actor.UNSfHJJBSebdbE3z]{Mournguls} are the remanent of those who slew and devoured their companions to survive while stranded in the wilds. Others say that while this may have been true of the first Mourngul, most that exist today are surely victims of the creatures who refused to die, but were infected with the longing hunger of their attacker. Whatever the case, they are truly terrible to behold, a gaping may of razor teeth, dead flesh, and frostbitten crawls that rend and devour whatever warm flesh they can find.</p>\n<p>It is said that, in the very worst winters when the snow drifts smother whole cottages and the bitter chill reaches into even the warmest hearth, @UUID[Actor.UNSfHJJBSebdbE3z]{Mournguls} descend from their frigid peaks and windswept plains to terrorise the villages of the Old World.</p>\n<h4>Encountering a Mourngul</h4>\n<p>@UUID[Actor.UNSfHJJBSebdbE3z]{Mournguls} haunt only the coldest and most remove places of the Old World. Some are known to dwell in the highest peaks of the Black Mountains, and should an unseasonable blizzard strike the Characters may well find themselves facing on in or around Blackfire Pass.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/mourngul.webp\" width=\"238\" height=\"351\" /></div>"
				},
				"Curs'd Ettins": {
					"name": "Curs'd Ettins",
					"text": "<h3>Betrayal Incarnate</h3><p>The @UUID[Actor.vNI9c95FlglMqmDf]{Curs’d Ettins} are a species of monstrous beasts, larger that even the broadest Ogre, and possessed of a fury and hatred that is second to none. It is said that, long ago, these foul creatures were mortal Norscans who served the Ruinous Powers and profited mightily from it. However, when the day came to invade the soft southern lands, the progenitors of the Curs’d Ettins instead chose to reave the lands of their neighbours who had answered the call to arms.</p><p>Perhaps proving that there is loyalty even among the servants of the dark gods, a curse fell on the traitors, and the @UUID[Actor.vNI9c95FlglMqmDf]{Curs’d Ettins} were born. All those who have since crossed paths with the creatures have died in an display of primal blood and rage, or fled to carry tales of the dread giants to others.</p><h4>Encountering an Ettin</h4><p>The creatures know no master, save those who can bind them — often only temporarily — by magic. Should the Purple Hand in Altdorf come to truly appreciate the threat the Characters pose to their plans, then either @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein} or @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeire} may well set such a beast upon them.</p><p>If @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein}, the attack will come while the Characters are out of Altdorf, perhaps traveling to @UUID[JournalEntry.fgrD3J7lhVYdc7VF.JournalEntryPage.Ip4gsNUFocBJQGmk#castle-reikguard]{Castle Reikguard} or further South. If @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeire}, the attack will come whenever he sees the opportunity — such as while the Characters pursue him after the assassination attempt. Quite how the ex-Law Lord managed to sneak such a beast into the city is another matter.</p><p>In either case the @UUID[Actor.vNI9c95FlglMqmDf]{Curs’d Ettin} is a terrible foe, and one certain to challenge most parties.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/cursed-ettin.webp\" width=\"264\" height=\"378\" /></div>"
				},
				"Colossal Squig": {
					"name": "Colossal Squig",
					"text": "<h3>Prize of the Pits</h3>\n<p>A @UUID[Actor.AjgpXYh4wjc8yUa1]{Colossal Squig} is a beast which, by great endurance or simple forgetfulness, never stopped growing. They are most often bred by particularly ambitious goblin @UUID[Actor.F5N8ALxUlnpPkerX]{Shamans}, though wild examples do occasionally emerge from unknown caves after they have finished devouring their smaller kin. Though at a distance their appearance is somewhat ridiculous, up close they are anything but, devouring whole regiments of pikemen before bounding away to sow havoc behind their own lines.</p>\n<h4>Encountering a colossal Squig</h4>\n<p>There is much intrigue among the Goblins of the Madcraw tribe, and perhaps one of their number — most likely @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit} or one of his minions — has been breeding such a beast for the day they eventually arise to their rightful place atop the rest of goblinkind. After the great flood that follows the Character’s recovery of the hammer, the barricades that held back the great beast are washed away. The great aquig emerges blinking and hungry to challenge the Characters as they make their way back towards Black Fire pass.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/colossal-squig.webp\" width=\"407\" height=\"280\" /></div>"
				},
				"Necrofex Colossus": {
					"name": "Necrofex Colossus",
					"text": "<h3>Lumbering Graves</h3><p>An horrific fusion of necromantic power and unnatural craftsmanship, only a handful of Necromancers in the history of the Old World have been able to create one of the abominations known as a @UUID[Actor.ODKZvzhNQRArpvas]{Necrofex Colossus}. Lumbering constructs of blood, bone, metal and unliving corpses, these towering monuments to the mastery of undeath are a terrifying foe.</p><p>Akin to walking siege towers, they radiate a miasma of deathly energies that whip the winds of magic into a veritable gale wherever they go. From within the cages of iron that make up their frame, the grasping claws of undead corpses grab any who get too close. In the unlikely event that a @UUID[Actor.ODKZvzhNQRArpvas]{Necrofex Colossus} should be destroyed, those undead corpses still sufficiently intact to do so swarm forth from the shattered hull. Maddened by the torment of their former imprisonment, they will devour any living creature they can reach — and have frequently ended the celebrations of those responsible for slaying the Colossus in bouts of blood and screaming death..</p><h4>Encountering a Necrofex Colossus</h4><p>If you are using the optional Gravelord adventurers as part of your campaign, the @UUID[Actor.ODKZvzhNQRArpvas]{Necrofex Colossus} represents the pinnacle of what the Gravelord might be able to achieve. Truly the colossus is more suitable to appearing on a battlefield than as an encounter on the road, and you should keep this in mind if you wish to make use of it.</p><p>The @UUID[JournalEntry.GpCZEOY8AzPyywmP.JournalEntryPage.eEED4CxEAA0TqLQR]{Siege of Streissan} is the ideal place to deploy the abomination. As @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} gathers his forces to attack, a lumbering figure approaches the walls, quickly revealing itself to tower above them. It begins to tear the walls to pieces, creating the perfect opening for the Gravelord's forces to advance while he attacks the University. @UUID[Actor.umAaCuMoMplgq6GG]{Marius Lietdorf's} forces can occupy the thing for a time, but without the Characters intervention it is sure to reduce Streissan to so much rubble and smouldering ruin.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/necrofex-colossus.webp\" width=\"287\" height=\"479\" /></div>"
				}
			}
		},
		"The Nordland Question": {
			"name": "The Nordland Question",
			"pages": {
				"The White Wolf Reborn": {
					"name": "The White Wolf Reborn",
					"text": "<p>For many centuries there has been discord between Middenheim and its vassal Nordland. The Turmoil has opened old wounds as deeply-held resentments resurface and new ambitions grow. Now the proud independent folk of Nordland are rebelling against the dominance of the City of the White Wolf and some are taking it to the extreme.</p><h3>A Troubled Alliance</h3><p>Before 767 IC Nordland was a backwater frontier, dominated by the mysterious woodland enclaves of the Eonir and sparsely populated by the descendants of the Was Jutone tribe, who were never truly part of Sigmar’s original alliance. It wasn’t until Wilhelm ‘Bullshanks’ of Middenland brought together the petty kingdoms in the northwestern Empire that Nordland united under one ruler. Wilhelm was second son of the Graf of Middenland and the new province was no more than an extension of his father’s domain.</p><p>Since then, the province has always been on the fringes of the Empire, it’s fortunes and influence ebbing and flowing like the tide. When Nordland escaped the yoke of Middenheim, it had elector counts who stood alongside the Empire’s other rulers. The title passed between noble lineages — with names such as Salzwedel, von Moltke, Ostrein and Gausser making their mark on history. In recent centuries, the Nikses have come to prominence, after Baron Adolphus Nikse dominated the province during the Age of Three Emperors, thanks largely to support from the Wolf Emperor.</p><p>Since then Nordland has been firmly under Middenheim’s thumb and there have always been those who craved independence. For the last few decades, Norse raids on the coast intensified and the coastal settlements beseeched Middenheim for aid. None was forthcoming and Nordlanders became increasingly restless.</p><p>Two events in 2502 IC brought matters to a head. In the north, Baron Werner Nikse married his daughter Anike-Elise to Graf @UUID[Actor.czIY275tUC4VGDWp]{Boris Todbringer} — cementing the alliance and emphasising the subordination of Nordland. In the south, Karl-Franz sought to become Emperor and needed support, not just from those with an electoral vote. While Nikse backed Todbringer, Nordmarshall @UUID[Compendium.wfrp4e-salzenmund.actors.oMnrRb82RpcRgGGW]{Theodoric Gausser} offered Karl-Franz the support of northern nobility if he promised to address the Norse threat.</p><p>The new Emperor’s first act was to honour his commitment. A great host rode north, accompanied by Celestial wizards, the Reiksguard, and Kislevite allies. At the battle of Nordland Fjord they routed a Skaeling army. Gausser was sidelined by the new Emperor, but recognised the advantage in loosening ties with Middenheim to build closer alliances with the Sigmarite south.</p><div class=\"journal-image flip float-right\"><img src=\"modules/wfrp4e-empire-ruins/assets/actors/nordlander.webp\" width=\"197\" height=\"402\" /></div><p>Since then Gausser, Baron Ludolf Köhler of Dietershafen, and the cult of Manann have spoken of a new sovereignty for Nordland. They secured tacit support in Altdorf from the Imperial Navy and cult of Sigmar, who want more political power in the north. The disorder of 2512 IC and the Purple Hand stoked up violent separatists against Middenheim. The Nordmarshall and his allies have no connection to the pockets of open rebellion, but neither do they seek to restrain them.</p><h3>Recent Events</h3><p>High Duke Gausser plans a coup, directed by the tactical genius of his ambitious mother, Duchess Ingrid Gausser. The most powerful Nordland nobles and the cult of Sigmar have pledged support to Gausser’s uprising. Nordland’s State Army is ostensibly loyal to Baron Nikse, but several notable and respected local nobles are poised to declare for Gausser and are likely to bring a significant portion of the state military with him. Despite both sides petitioning @UUID[Compendium.wfrp4e-archives1.journals.Qz6noKBmpHuoVvlU]{Laurelorn}, the Elf Queen remains silent and aloof from Human politicking.</p><p>@UUID[Compendium.wfrp4e-salzenmund.actors.oMnrRb82RpcRgGGW]{Gausser} does not realise that the separatists have been manipulated by the Purple Hand, largely by fallen Magister @UUID[Actor.lYEKyCpaihHON6Gz]{Karl-Heinz Wasmeier}. The former Law Lord is taking revenge on Middenheim, using separatists as puppets to attack @UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich}, assassinate @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina}, and commit other atrocities.</p>"
				},
				"Key Personalities": {
					"name": "Key Personalities",
					"text": "<h3>Nordmarshall High Duke @UUID[Compendium.wfrp4e-salzenmund.actors.oMnrRb82RpcRgGGW]{Theodric Gausser}</h3><p>The Gaussers are an old Nordland family, who trace their line back to Gansser the Patient, supposedly the first war chief in the @UUID[Compendium.wfrp4e-salzenmund.journals.JournalEntry.b2odPrxVAmUf46Sz.JournalEntryPage.faXiDjmS4rs4oEhK]{Silver Hills} to acknowledge Sigmar’s divinity. Gausser has commanded Nordland’s State Army many times over the past twenty years — appointed as Nordmarshall Baron Helmut Nikse in a misguided attempt to placate a rival dynasty.</p><p>After fighting alongside the Emperor and @UUID[Compendium.wfrp4e-altdorf.actors.YA2Wi0B3FBO4qMGS]{Reiksmarshall Helborg} in 2502–2503, Gausser often mixed with important political figures in Altdorf, to the extent that many in the south still mistakenly believe he rules Nordland.</p><p>The Nordmarshall is impatient and abrasive, with a restless ambition to sit as an electors and extend Nordland’s territory. He has no strong religious affiliations and pays respect to Ulric, Sigmar, and Manann primarily for political gain.</p><h3>Dowager Duchess Ingrid Gausser</h3><p>The elderly duchess resents the Nikses for usurping her family’s ‘rightful’ rulership of Nordland. She masterminded the campaign against Middenheim’s rule and surreptitiously directed her son Theodoric’s politicking. A shady contact, working for Wasmeier has given her compromising information about numerous electors. Now she bides her time, waiting to leverage these secrets to restore Nordland’s electoral vote. Most importantly, she has evidence that Anike-Elise Nikse was a Chaos cultist in the form of intercepted missives sent between the former wife of the Graf and her fellow Jaded Sceptre members. It is not undeniable, but it is more than enough to throw the Nikses, and by extension the Todbringers, into disrepute.</p><h3>Baron Werner Nikse</h3><p>Baron Werner Nikse sees himself as a proud Ulrican statesman, but his transparent subservience to the Middenheim court has reduced him to a sycophant.</p><p>The baron’s ancestral holdings are on the borders of the @UUID[Compendium.wfrp4e-archives1.journals.Qz6noKBmpHuoVvlU]{Laurelorn Forest}. The family claims a Nikse signed the @UUID[Compendium.wfrp4e-archives1.journals.Qz6noKBmpHuoVvlU.JournalEntryPage.K9MPvj0W1ouYfoZH#738-ic]{Treaty of the Leaf} with the @UUID[Compendium.wfrp4e-archives1.journals.Qz6noKBmpHuoVvlU.JournalEntryPage.dXGX0h4SIehcklix]{Eonir} in 630 IC agreeing that Humans had the right to settle in Nordland. Years of intermarriage between the Todbringers and Nikses have intertwined Werner’s allegiance to the City of the White Wolf, and many Nordland Ulricans pledge their allegiance to Baron Werner.</p><h3>Baron Ludolf Köhlers</h3><p>The Köhlers rule Dietershafen and have traditionally provided great admirals for the Imperial Navy. Baron Ludolf speaks for the coastal Nordlanders who feel no affinity for Middenheim or its puppet Nikse. The Baron is a pragmatic man, and has stopped short of making an enemy of the City of the White Wolf, but he has used the family’s connections with the Imperial Navy to secure military contracts for Dietershafen’s shipyards. While none could criticise his savvy dealmaking, it has not gone unnoticed that the wealth of Imperial Coin flowing into the port has bolstered the case for Nordland’s economic independence from Middenheim.</p><h3>High Priest Erich Granholm</h3><p>Granholm is Nordland’s preeminent Ulrican priest who oversees the cult from the great @UUID[Compendium.wfrp4e-salzenmund.journals.b2odPrxVAmUf46Sz.JournalEntryPage.JttV7OOsEuH1gcxP]{Temple of Ulric} in @UUID[Compendium.wfrp4e-salzenmund.journals.b2odPrxVAmUf46Sz]{Salzenmund}. He is ambitious for Nordland and unconvinced by the new Ar-Ulric, whom he feels is more politician than Ulrican warrior. Nikse assumes he has the High Priest on his side, but Granholm knows which way the wind is blowing and will side with whomever promises to restore Nordland’s honour.</p>"
				},
				"After the Turmoil": {
					"name": "After the Turmoil",
					"text": "<p>After the events of <strong>Empire In Ruins</strong>, agents of Gausser discreetly tell @UUID[Actor.BcGALPPubww6hPnQ]{Graf Holzkrug} and other power brokers that Baron Nikse’s daughter was a Chaos cultist — using evidence from @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} to prove it. A quiet scandal follows, ending when the compromised @UUID[Actor.czIY275tUC4VGDWp]{Graf Todbringer}, Altdorf and Ostland exert pressure to depose Nikse as Grand Baron of Nordland and Prince of Salzenmund. The official reason is an error of legitimacy, which keeps the horrible truth concealed.</p><p>Simultaneously, the majority of the State Army declare allegiance to Gausser. They ride to Salzenmund with the would-be elector at their head. He takes the Nordland runefang Crow Feeder and summons the Nordland nobles, the Burgomeister of Salzenmund and the cult heads to Castle Salzenmund. He makes a grand announcement: that he has persuaded a majority of electors to restore Nordland’s electoral status. Averland, Ostland, Stirland, Ostermark, Talabecland, Wissenland, and two Sigmarite arch-lectors supported this move. </p><p>@UUID[Actor.czIY275tUC4VGDWp]{Graf Todbringer} is furious, but @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric} counsels him to be patient — it is not the will of Ulric that Nordland should be brought to heel at this time. Todbringer bides his time, but still harbours ambitions to bring Nordland back under his control</p><p>Late in 2512 IC Gausser meets with Karl-Franz and @UUID[.mZkOeGSnsIKR99QL#baron-ludolf-kohlers]{Baron Köhler} to establish a new Nordland Fleet of the Imperial Navy. The new elector count soon overreaches when he makes aggressive moves towards Hochland, sends Baron Nachtmann to dispute the border with Ostland and restates his claim as Duke of Marienburg.</p><p>The separatist movement in Nordland does not go away. The more violent and demanding members agitate for greater aggression towards neighbouring provinces — eager to see Nordland ‘restored’ to a mythical prominence within the Empire.</p>"
				},
				"Using the Nordland Situation": {
					"name": "Using the Nordland Situation",
					"text": "<p>Many of these events are a backdrop to <strong>Empire In Ruins</strong>, but you can make more of them in your game. A whole campaign could play out with the Characters supporting Gausser’s coup, travelling throughout Nordland seeking support for the Nordmarshall. Alternatively, Graf Boris could dispatch them to uncover the independence movement and quell the rebellion.</p><p>You can drop the following encounter into <strong>Empire In Ruins</strong> to show the Characters some nuances of the Nordland situation.</p><h3>Conspirators' Congress</h3><p>On the road to @UUID[JournalEntry.fgrD3J7lhVYdc7VF.JournalEntryPage.Ip4gsNUFocBJQGmk#castle-reikguard]{Castle Reikguard} from @UUID[JournalEntry.02qjJrwtrBb6N1H7]{Shining Rock}, the Characters pass through Mittelweg. The village inn, the <em>Cock and Magpie</em>, has been chosen for a low-key meeting between Nordlander powers and a representative of the supportive south.</p><p>Upstairs in a private chamber, @UUID[.mZkOeGSnsIKR99QL#baron-ludolf-kohlers]{Baron Köhler} (representing the coastal Nordland nobility and the Imperial Navy) meets with High Capitular @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.r4Bd5zWLRdZPaOsj]{Werner Stolz}, Wave Lord @UUID[Compendium.wfrp4e-salzenmund.actors.6gS1wOUE7N2vYPSX]{Otto Sider} of the @UUID[Compendium.wfrp4e-salzenmund.journals.b2odPrxVAmUf46Sz]{Salzenmund} @UUID[Compendium.wfrp4e-salzenmund.journals.b2odPrxVAmUf46Sz.JournalEntryPage.mt6L8ihJ9GQIvxdw]{Temple of Manann} and @UUID[Compendium.wfrp4e-altdorf.journals.rSRadYoaNXkEq8gs.JournalEntryPage.IedMJf8kVeLmn63R#duchess-ullana-velten,-high-chamberlain-of-the-seal]{Duchess Ullana Velten} of the @UUID[Compendium.wfrp4e-altdorf.journals.rSRadYoaNXkEq8gs.JournalEntryPage.IedMJf8kVeLmn63R#the-council-of-state]{Imperial Council of State}. All are travelling without fanfare to avoid undue attention. If the Characters pass a <strong>Challenging (+0) Lore (Heraldry)</strong> Test they can identify them from devices on the horses in the stables and some attendants drinking in the inn.</p><p>If the Characters find a way to eavesdrop upstairs, they glean the substance of the conversation; Duchess Velten is the only one who offers no opinions of her own.</p><ul><li><p>The navy and coastal baronies want independence from Middenheim, as Todbringer has no interest in maritime matters or seaborne threats.</p></li><li><p>The cult of Sigmar can support independence, but Stolz would prefer to avoid open conflict with Middenheim.</p></li><li><p>If the navy or cult of Manann are to support independence, separatist violence must cease.</p></li><li><p>None trust @UUID[Compendium.wfrp4e-salzenmund.actors.oMnrRb82RpcRgGGW]{Gausser} — he’s ambitious and has his own territorial obsessions with the Wasteland. But he’s been laying political groundwork for a decade and is the only choice to take over from Nikse.</p></li><li><p>If @UUID[Compendium.wfrp4e-salzenmund.actors.oMnrRb82RpcRgGGW]{Gausser} takes action, they will support him, but disavow him if he fails.</p></li></ul><p>When @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.r4Bd5zWLRdZPaOsj]{Werner Stolz} comes downstairs, he recognises the Characters from their time in the Middenheim court. He greets them according to their prior behaviour and seeks to discover whether they know anything about the meeting, explaining as necessary depending on their perceived allegiance:</p><p><strong>Pro-Ulrican</strong>: @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.r4Bd5zWLRdZPaOsj]{Stolz} tries to convince the Characters he’s working to broker peace between the Nordland separatists and Middenheim. They can see through this on a successful <strong>Opposed Challenging (+0) Charm</strong> Test vs. Stolz’s Charm of 65.</p><p><strong>Pro-Sigmarite</strong>: He explains that certain parties in Nordland wish to secure peaceful independence to check Ulrican aggression in the north and reduce separatist attacks</p><p>If the Characters make no trouble for the conspirators, Stolz whispers something to @UUID[.mZkOeGSnsIKR99QL#baron-ludolf-kohlers]{Baron Köhler}. Impressed by their reputation, he suggests they make contact with him should they ever find themselves in Dietershafen.</p><h3>A Night for Fighting</h3><p>When the Characters are passing through the @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb.JournalEntryPage.zH91GyRZYb536WSK]{Reikerbahn} or down the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.XhWgwj2BstdmYY95]{Street of Hundred Taverns} in Altdorf, they walk into a ruckus between a handful of troops in Nordland colours and a motley collection of dockhands and ne’er do wells. A drunken punch aimed their way pulls them into the fight.</p><p>This is a street brawl and nobody is using weapons, but the Characters can step back, break it up, choose sides, or remain scrupulously impartial and hit out at everyone. Eventually some burly bouncers wade in to break up the fight and move on the combatants. If the Characters sided with anyone, they get a drunken cheer and are invited for a drink in the <em>Seven Stars</em> inn.</p><p><strong>Nordlanders</strong>: If the Characters drink with the soldiers, they learn they’re from the Nordland Seahawks, a regiment of State Troops often assigned to other states by @UUID[Compendium.wfrp4e-salzenmund.actors.oMnrRb82RpcRgGGW]{Nordmarshall Gausser} to fulfill various treaties. They have been on manoeuvres in the Reikwald, but are going back to Nordland tomorrow. Ulli, the most vocal Nordlander, slurs in a thick accent that there’s a fight coming.</p><blockquote><p>‘See, they’ll need us back. Sort out Baron Niske… Niske… I mean Nikse. He’s not a proper Nordlander, spends too much time in Middenheim doesn’t he? Gausser’s going to put it right. He’s a bastard. But he’s our bastard, see? He’ll make these southerners take Nordland seriously.’</p></blockquote><p>The Nordlanders are friendly and indiscreet. They share anything about the Nordland situation that a well-connected soldier might know. They leave the Characters wishing them well and promising to show them a good time if they ever make it to @UUID[Compendium.wfrp4e-salzenmund.journals.b2odPrxVAmUf46Sz]{Salzenmund}.</p><p><strong>Dockhand Dregs</strong>: If the party side against the Nordlanders, their new friends are members of the @UUID[Compendium.wfrp4e-altdorf.journals.rSRadYoaNXkEq8gs.JournalEntryPage.jisr4ys6obOel7r1#the-hooks]{Hooks}. They explain that the Nordlanders came from the Seahawks regiment and they’d started the fight when someone called them Norscans. The Hooks can explain a little about the Nordland Seahawks: they hear the soldiers are going back to Nordland to fight the Ulrican Baron Nikse on behalf of the Sigmarites and fishermen or whatever it is they have up there. There are no hard feelings — this was a good-natured brawl and the Hooks respect the Seahawks’ fighting reputation.</p>"
				}
			}
		},
		"Chapter 6 - The Wedding": {
			"name": "Chapter 6 - The Wedding",
			"pages": {
				"The Day After the Parade": {
					"name": "The Day After the Parade",
					"text": "<p>Now that the @UUID[JournalEntry.5qIfaIp9AChpGj7u]{Parade of Unity} is concluded, the courtiers head back to their town houses or palace suites. The wedding is planned to occur the day after tomorrow, and the Characters might decide merely to relax until the event.</p><p>Proactive Characters may undertake their own investigations. You may wish to provide more or less helpful guidance to the Characters depending on how quickly they are homing in on key antagonists or plot points. For example, if asked their opinion of what the Characters should be doing before the wedding the following NPCs could provide advice, depending on whether or not the Characters need help engaging with the plot, or whether they could use a little distraction.</p><h3>Wedding Planners</h3><p>If Characters decide to follow a particular line of enquiry during the day, they ought to decide whether they are trying to locate the individual or place concerned, or see if they can pick up any interesting gossip about an individual.</p><p>Many individuals are unattainable or only active at a given time. It is up to you to keep track of when the Characters are observing an individual.</p><p>If they miss something interesting it is too bad. In order to find an individual extended Perception Tests are required. Every test taken corresponds to 20 minutes searching.</p><p><em><strong>Example</strong>: Hugo Greendale searches for @UUID[Actor.BmkwksUQBFGJr48x]{Lord Bathelm}. This requires an extended <strong>Hard (–20) Perception</strong> Test to a total of 20 SL. It takes Hugo 8 tests to accrue 20 SL, meaning he took 160 minutes. He started his search at 10:00 a.m., so when he locates Lord Bathelm it is 12:40 p.m.. He spots the Nobleman enjoying a pie in Karnevalplatz.</em></p><p>Gossip tests are mentioned as occurring only after a certain amount of time has been spent on them. In this circumstance you should ask the players how much time they are investing. If they give too short a time, the test automatically fails. If more time is spent than necessary, the GM should make the test easier by 1 step for every 20 minutes extra the Characters spend gossiping.</p><p><em><strong>Example</strong>: Hugo heads to the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.XhWgwj2BstdmYY95]{Street of a Hundred Taverns} to try and find out more about @UUID[Actor.BmkwksUQBFGJr48x]{Lord Barthelm}. He elects to spend 45 minutes gossiping in order to find out about the Nordlander. This is less than the hour needed, so the time is wasted. Later he spends 45 minutes asking around about @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra Kleinestun}. This is 25 minutes more than the 20 minutes required, so the Challenging Gossip Test becomes Average.</em></p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><span style=\"font-style:normal\">Leads and Distractions</span></h3><table style=\"width:100%;height:340px\" border=\"1\"><tbody><tr style=\"height:34px\"><td style=\"height:34px\"><em><strong>NPC</strong></em></td><td style=\"height:34px\"><em><strong>Advice if the Characters are Floundering</strong></em></td><td style=\"height:34px\"><em><strong>Advice if the Characters need Distracting</strong></em></td></tr><tr style=\"height:68px\"><td style=\"height:68px\"><em>@UUID[Compendium.wfrp4e-empire-ruins.actors.czIY275tUC4VGDWp]{Boris Todbringer}</em></td><td style=\"height:68px\">‘Perhaps you could wander round the Cathedral, see to it that the Sigmarites do a proper job with the wedding preparations.’</td><td style=\"height:68px\">‘Whoever was that bounder who released those cursed pigs? Find out and see if you can bring them to justice.’</td></tr><tr style=\"height:68px\"><td style=\"height:68px\"><em>@UUID[Compendium.wfrp4e-empire-ruins.actors.0Z49f8xUPns5OkTA]{Heinrich Todbringer}</em></td><td style=\"height:68px\">‘Did you notice anything odd about the way Emmanuelle von Liebwitz behaved towards the Emperor today? Perhaps you could talk to her people about it?’</td><td style=\"height:68px\">‘There may be trouble brewing with the Imperial School of Engineers. I wonder if their mishap with the tank today was entirely accidental.’</td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>@UUID[Compendium.wfrp4e-empire-ruins.actors.PrkWVIr7Go4u1QWp]{Katarina Todbringer}</em></td><td style=\"height:51px\">‘Who was notable by his absence at the parade? Crown Prince Wolfgang. Perhaps you could find out why?’</td><td style=\"height:51px\">‘The Cathayan lady didn’t seem too bothered by those pigs. I wonder if she had a hand in that little lark.’ </td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>@UUID[Compendium.wfrp4e-empire-ruins.actors.LzkGSosXU59kwBIV]{Veiran Thugenheim}</em></td><td style=\"height:51px\">‘Take a break and enjoy yourselves on the Street of a Hundred Taverns, but keep your ears open.’</td><td style=\"height:51px\">‘Graf Holzkrug is most definitely up to no good, see if you can find out what.’</td></tr><tr style=\"height:68px\"><td style=\"height:68px\"><em>@UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric}</em></td><td style=\"height:68px\">‘That woman, Elvyra was it? Isn’t she the Grand Theogonist’s pharmacist? Flies on those walls probably see interesting sights.’</td><td style=\"height:68px\">‘High Capitular Volkmar is clearly up to something sinister. Where was he today? See if you can find out.’</td></tr></tbody></table></blockquote><h4>@UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince Wolfgang}</h4><p><strong>Locating</strong>: From dawn until late Wolfgang helps out at @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.RoqzGTKth8dF1rp5]{Altdorf ’s High Temple of Shallya}. The Characters look for him there, in which case they find him, or they don’t. He is there incognito, dressed down in a simple white woollen robe and cap, but the Characters have no trouble recognising him. He helps by fetching things for patients and priests. He is too busy to converse, but does greet the Characters warmly. If he is asked why he wasn’t at the parade he shrugs. ‘<em>It didn’t seem fitting to begin my relationship with the Princess during a show of jingoism. The Nine Eyes taught me that patience is a virtue. I will be pleased to meet her tomorrow, at the altar.’</em> This is the first time the Crown Prince has mentioned the Nine Eyes without prompting. If asked about them, he reveals that they are his tutors and that three of them are preparing lessons at the University.</p><p><strong>Gossip</strong>: It takes no effort to spark up a conversation about the Crown Prince with any townsfolk, though most of it revolves around lurid theories that he is a mutant, a rebel, a spoiled brat, or a tyrant. If an hour is spent an <strong>Average (+20) Gossip</strong> Test can be made. If this is passed the Characters overhear a soldier from the Reikland 1st Regiment of Foot say, <em>‘If I were the Crown Prince, there’s no way I’d agree to marry the Wolf Princess. Not whilst the Grand Countess of Nuln remains unattached. This is how we know Karl-Franz must still carry a candle for Emmanuelle, otherwise Wolfgang would march us into Sudenland in order to make it a wedding gift.’</em> Asked to elaborate, the man grows bashful and apologises for speaking out of turn.</p><h4>@UUID[Actor.KCOIIpZKbFIFW340]{Elvyra Kleinestun}</h4><p><strong>Locating</strong>: Elvyra spends her time at her modest @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.vAaOO6oeV2wrtLsL]{Zwillingsgrab} abode. Finding her requires an extended <strong>Average (+20) Perception</strong> Test to a total of 5 SL.</p><p>She spends her day at home, apart from a trip to an apothecary at 2:00 p.m., returning 40 minutes later. She spends the next couple of hours preparing ingredients. At 5:00 p.m.she journeys to the nearby @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.UeiaAdwsLjJvtf2n]{Ogasse} district, where she buys laughing powder from a bawd who works with the @UUID[Compendium.wfrp4e-altdorf.journals.rSRadYoaNXkEq8gs.JournalEntryPage.jisr4ys6obOel7r1#the-fish]{Fish} smuggling gang. She returns home at 6:00 p.m. and mixes medicine. At 8:00 p.m. she journeys to the north entrance of the Imperial Palace. At 8:30 p.m.she hands a Reiksguard Knight on duty a packet of medicine. A Character eavesdropping against her Perception overhears her say, <em>‘Please see that Doctor Kappelmuller gets this as soon as possible.’</em></p><p><strong>Gossip</strong>: If an hour is spent a <strong>Challenging (+0) Gossip</strong> Test can be made. If this is passed the Characters meet a rather shady character with three brown teeth and halitosis that could stun an Orc. <em>‘Oh yeah, I’ve heard she calls herself Kleinestun these days, but when I knew her she went by “Gisel Schader”. Had half the inebriates of the Reikerbahn hooked on her so-called medicine. Come the revolution, she’ll be seen swinging alongside her noble patrons.’</em></p><h4>@UUID[Actor.BcGALPPubww6hPnQ]{Graf Liepmund von Holzkrug}</h4><p><strong>Locating</strong>: The Graf spends the morning at the @UUID[Compendium.wfrp4e-altdorf.journals.M2FsYF7rleu1ngDD.JournalEntryPage.b1AyQYBMY59YcnIz]{Black Isle} and attempts to find him are futile. At 12:00 p.m. (noon) he leaves and wanders the city’s South Bank. Finding him from now on requires an extended <strong>Difficult (–10) Perception</strong> Test to a total of 25 SL. At 3:00 p.m. he heads to the Street of a Hundred Taverns and visits <em>The Crown and Two Chairmen</em>. He drinks with old friends from the @UUID[Compendium.wfrp4e-altdorf.journals.rSRadYoaNXkEq8gs.JournalEntryPage.TI4OYQf3PM6HNU65#the-league-of-karl-franz]{League of Karl-Franz}, a snobby scholars’ club. A Character can try to eavesdrop in on his conversation (opposed by his Perception). If they succeed they hear him say, <em>‘Ah, Baronet! So pleased you could join us. Now, last time we spoke you dropped a tasty morsel about a rather inflammatory speech uttered by the younger Jungfreud over dinner, you wouldn’t happen to have anything more of that nature to report would you? Even Immanuelle-Ferrand’s running out of steam for this Ubersreik business and I need to dig something up.’</em> At 5:00 p.m. he hails a coach and rides back to the @UUID[Compendium.wfrp4e-altdorf.journals.M2FsYF7rleu1ngDD.JournalEntryPage.b1AyQYBMY59YcnIz]{Black Isle}. The coach waits. He emerges at 7:00 p.m. with a sheaf of papers. The coach takes him to @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.8gwKODxI8KUYJl5r]{Karl-Franz Park}. He sits on a bench and reads for an hour, then curses the waning light and heads back to his @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.7vI2gXjiyjfMdzDW]{Mauerblumchen} mansion. Any Character who passes a <strong>Hard (–20) Perception</strong> Test sees that he drops a piece of paper on the bench. It is a report of troops loyal to the Jungfreud family garrisoning the mining town of Hugeldal near Ubersreik. This garrison has swollen by 50 mercenary crossbowmen and six Ogres since the takeover of Ubersreik. The Graf left the paper hoping that it inflames tensions between Altdorf and Ubersreik.</p><p><strong>Gossip</strong>: If 10 minutes are spent an <strong>Easy (+40) Gossip</strong> is required to get a sense that people in Altdorf regard him as a fine ambassador, daring huntsman and consummate gentleman. Good to his friends, and ruthless to his enemies.</p><h4>@UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.TwV8JKaTUnfo3ipT]{Grand Cathedral of Sigmar}</h4><p>The Grand Cathedral is thronging with priests and initiates of Sigmar, and Knights of the Order of the Fiery Heart. Everything seems to be progressing well in order to prepare for the wedding. Banners depicting the iconography of Ulric and Middenheim are displayed, though less prominently than those depicting the arms of the Emperor’s family, Altdorf, or Sigmar. If the Characters protest about this it does little good, the priests might adjust a banner slightly in order to stop a fuss, but if they argue vociferously the Party Allegiance score should be reduced by 1–3 points.</p><p>If Characters express an interest in the integrity of the building, they notice on an extended <strong>Average (+20) Perception</strong> Test to a total of 10 SL that one of the side doors has a loose bolt, and could be forced open with a firm shove. If this is pointed out to a knight or initiate, they see to it that the door is fixed.</p><p>If they are at the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.TwV8JKaTUnfo3ipT]{Grand Cathedral} between 1:00-3:30 p.m. they may make a <strong>Very Hard (–30) Perception</strong> Test to notice @UUID[Actor.BmkwksUQBFGJr48x]{Lord Barthelm} wandering around. @UUID[Actor.RSmsdG8PqbyKnxlL]{Volkmar} is here throughout the day.</p><h4>@UUID[Actor.CcqiAghkzgp9u1In]{Grand Countess Emmanuelle von Liebwitz}</h4><p><strong>Locating</strong>: Emmanuelle keeps a lavish townhouse in @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.7vI2gXjiyjfMdzDW]{Mauerblumchen}, and Characters looking for her are directed to the address. There is a queue. Most single noblemen in Altdorf wish to court the Countess, and a stream of servants bearing gifts and invitations line the garden path. The house is well guarded by Halberdiers in the severe black uniforms of Nuln. If the Characters wait for an hour they are greeted by Margarethe Savinien, a spry woman in her late 60s who is one of Emmanuelle’s loyal maids.</p><p>Margarethe has been briefed to try and get as much information on the Characters as she can. Emmanuelle thinks that they are spies working for the Todbringers. She has given Margarethe several titbits of information to feed the Characters, but only so long as they are happy to reveal interesting information about their own relationships. Margarethe is a fine judge of character, so if she is lied to test against her Intuition of 77. She concludes the conversation if she spots a lie. If a Character reveals a significant piece of information about themselves or the court of Middenheim they may be told in return:</p><ul><li><p>The Grand Countess and Karl-Franz are old friends and staunch allies.</p></li><li><p>The Grand Countess is honoured to manage her suzerain and has no desire to rule the whole Empire.</p></li><li><p>The Grand Countess thinks kindly of @UUID[Actor.PrkWVIr7Go4u1QWp]{Princess Katarina}, but considers that the Princess ought properly to consider tomorrow’s match to be to her considerable advantage.</p></li><li><p>The Grand Countess, were she to believe that Karl-Franz used a double for public appearances, would find that rather unbecoming of the man, whose integrity she believes to be impeccable, and so she would be duly concerned.</p></li><li><p>The takeover of Ubersreik surprised the Grand Countess. She didn’t think Karl-Franz was capable of such rash action.</p></li><li><p>The Grand Countess also regards the Mutant Edict as a surprise, and exceedingly out of character.</p></li></ul><p><strong>Gossip</strong>: It takes no effort to spark up a conversation about @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle} in any of Altdorf ’s taverns, though most of it revolves around patrons’ impertinent notions of what may concern a young and beautiful Grand Countess. If an hour is spent a <strong>Challenging (+0) Gossip</strong> Test can be made. If this is passed the Characters overhear a cheerful Halfling with prominent front teeth slurring over his ale. <em>‘It is a truth universally acknowledged that a single lady in possession of a good fortune must be in want of a husband. And a ring set with a Stonehorn gem weighing half a kilo. Oh! And Sudenland.’</em> Patrons laugh at this but if the Halfling is pressed to say more he becomes defensive. ‘<em>Just a joke isn’t it? Don’t mind me, I’m drunk is all.’</em></p><h4>@UUID[Compendium.wfrp4e-altdorf.actors.Mrtalh7JgYNgolzt]{Gravin von Ekstein} and/or @UUID[Compendium.wfrp4e-altdorf.actors.qzV2SdruydGXdMmu]{Baron von Laue}</h4><p><strong>Locating</strong>: Both nobles reside in Altdorf; both are secluded in well-guarded estates. Having rather disgraced themselves in Middenheim, they are completely unwilling to accept the Characters as guests.</p><p><strong>Gossip</strong>: If 20 minutes are spent a <strong>Challenging (+0) Gossip</strong> Test can be made. If this is passed the Characters can hear that word on the street is that the Gravin is increasingly given to rages in which she demands vengeance, or that the Baron is a milksop who says whatever he thinks other people want to hear. If the Characters suggest that either could make a diplomat it is cause for hilarity.</p><h4>@UUID[Actor.uoRZ3aIHJjXiXFFL]{Henrik Kappelmuller}</h4><p>The personal physician to Karl-Franz is ensconced within the palace. If Characters have anticipated that he may be a person of interest, and try to get an audience with him, they are told to go away by the Reiksguard at the Gates.</p><p><strong>Gossip</strong>: If 20 twenty minutes are spent an <strong>Average (+20) Gossip</strong> Test can be made. If this is passed the Characters overhear an initiate of Shallya express concerns about the physician.</p><p>‘<em>The goddess only can know why she prevents our techniques from alleviating the Emperor’s suffering, but allows that perfidious doctor to get his results.’</em> If the woman is asked for more details she becomes bashful, but a promise of a significant donation to the Temple gets her to say more<em>. ‘I can’t tell you anything with certainty, but rumour has it that the Emperor is afflicted with a mild but chronic case of</em> Purple Brain Pox<em>, a disease that is notoriously hard to treat. Kappelmuller is a dilettante, and last I heard he was due to have his license revoked, but somehow he’s been able to quell the disease and now he’s Karl-Franz’s personal physician.’</em></p><p>If Characters become intrigued about the doctor and seek to learn more about him see @UUID[JournalEntry.jgid51aDEFwXKt7Y.JournalEntryPage.yYDpIBU3BTG5PPbR#asking-after-henrik-kappelmuller]{Asking After Henrik Kappelmuller}.</p><h4>@UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular Volkmar}</h4><p><strong>Locating</strong>: Volkmar spends his time in the Grand Cathedral, preparing for the wedding ceremony. Either Characters think to look for him there in which case they find him, or they don’t. He is engaged in solemn rites to bring Sigmar’s blessing on the event, and has no time or willingness to engage in conversation. He stops work at 8:00 p.m. and begins a silent prayer lasting until 10:00 p.m., whereupon he eats a meal of unseasoned beef and beets, and retires to his quarters.</p><p><strong>Gossip</strong>: If 10 minutes are spent an <strong>Easy (+40) Gossip</strong> is all that is required to get a sense that no one has a bad word to say about him — other than a desire to see him lighten up a little.</p><h4>Imperial School of Engineers</h4><p>There is nothing to be gained from enquiring here. The malfunctions that caused the runaway steam tank were purely the result of wear and tear. If Characters want to chase rumours here they simply meet an array of eccentric and embarrassed engineers who protest their innocence.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"no-toc\"><em>Uncovering Barthelm Before the Wedding</em></h3><p><em>Whilst it is unlikely that the Characters track @UUID[Actor.BmkwksUQBFGJr48x]{Barthlem} down, they may try to accost him before the wedding. He ought to be able to escape in order to play his part. The reward you should offer players — if they uncover Barthelm — is the early chance to capture @UUID[Actor.lYEKyCpaihHON6Gz]{Karl-Heinz Wasmeier}. See @UUID[.0Dfe6Vt0BXyYgsAT#chasing-wasmeier]{‘Chasing Wasmeier’}, but change the locale to alleyways behind the Street of a Hundred Taverns.</em></p><p><em>@UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} is invested in protecting @UUID[Actor.BmkwksUQBFGJr48x]{Barthelm}, and desires to hurt the Characters, so he could be overt in his use of magic to threaten the Characters and protect his agent. Bathelm, whilst not a follower of Chaos, is so committed to his cause that he attempts to assassinate Katarina — even if his advisor is revealed to be a Chaos Sorcerer.</em></p></blockquote><h4>@UUID[Actor.BmkwksUQBFGJr48x]{Lord Malthe Barthelm}</h4><p><strong>Locating</strong>: Lord Barthelm keeps a low profile and no one in Altdorf knows him well. Finding him requires an extended <strong>Hard (–20) Perception</strong> Test to a total of 20 SL.</p><p>He rises at 10:00 and spends the morning walking around Karl-Franz Park. At 12:00 p.m. (noon) he heads to the Karnevalplatz and eats a Rumsters’ pie. At 1:00 p.m. he heads to the Grand Cathedral of Sigmar. He stands in the main hall looking carefully around and brooding. At 4:00 p.m.he heads to the Street of a Hundred Taverns and visits The Black Bat. He drinks slowly. At 8:00 p.m. @UUID[Actor.lYEKyCpaihHON6Gz]{Karl-Heinz Wasmeier} joins him.</p><p>If @UUID[Actor.BmkwksUQBFGJr48x]{Barthelm} is stopped and questioned during his day he has nothing of interest to say, but a Character passing a <strong>Challenging (+0) Intuition</strong> Test notices that he seems anxious. A Character can try to Eavesdrop on his conversation with @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} (opposed by Wasmeier’s Perception). If they succeed, they hear Wasmeier say, ‘I commend you on your resolve. The Todbringers should live in fear whilst Nordland feels the wolf ’s jaws clamped about its neck’.</p><p><strong>Gossip</strong>: Very few people in Altdorf even know him. If an hour is spent a <strong>Hard (–20) Gossip</strong> Test can be made. If this is passed the Characters meet an elderly one-legged mercenary who whispers in between sips of rum, <em>‘I served under that boy’s father, a fine commander, but the young man is nothing like him. He has a dark side, brooding, and he is vehement in his opposition to Todbringer rule over Nordland’.</em></p><h4>Nine Eyes in Altdorf</h4><p><strong>Locating</strong>: If they are still alive, Wilhelmina Novak, Wulfrum Ahlquist and Gislind Ursin all live and study in the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.VaH9ojBt0X4jMps1]{Schulergegend} district. Finding any one of them requires an extended <strong>Average (+20) Perception</strong> Test to a total of 15 SL. They split their time between antiquated and rare bookshops, the University Refectory, and the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.KqKtDY3LmZnH9qmn]{Temple-Library of Verena}. Other than eat or sleep they do nothing but pore through ancient and arcane texts, and whilst they wear the same dingy grey shifts they don’t interact with one another. No one has any opinions of them beyond that they are the Crown Prince’s tutors and keep to themselves.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/unblinking-eye.webp\" width=\"262\" height=\"208\" /></div><h4>@UUID[Actor.bddoUxOTF19PyRKm]{Quintus Fassbinder}</h4><p><strong>Locating</strong>: Between 10:00 a.m. and 6:00 p.m. the scholar researches at the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.KqKtDY3LmZnH9qmn]{Temple Library of Verena}. Either the Characters think to look for him there (or at the adjoining Altdorf University building), in which case they find him, or they don’t. He is busy with his studies, but offers to speak to them the day after the wedding. <em>‘I am keen to catch up with you, but I am due to return several books tomorrow, and need to concentrate on cross referencing whilst I have time. Come back the day after tomorrow and I promise I’ll converse with you.’</em> Fassbinder is not bullied, bribed or cajoled out of his plans.</p><p><strong>Gossip</strong>: If an hour is spent an <strong>Average (+20) Gossip</strong> Test can be made. If this is passed the Characters meet a gaggle of young scholars who attended a recent lecture by Quintus. ‘<em>Everyone thinks he’s a total crank. In our lecture he even went so far as to say the hammer wielded by the emperors was a fake, an imitation of Ghal Maraz. I’m surprised he enjoys tenure at the university — no, scrub that — I’m surprised he hasn’t been executed. Friends in lofty places, apparently.’</em></p><div class=\"journal-image float-right flip\"><img style=\"margin-left:-30px\" src=\"modules/wfrp4e-empire-ruins/assets/images/taverns.webp\" width=\"264\" height=\"517\" /></div><h4>@UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.XhWgwj2BstdmYY95]{Street of a Hundred Taverns}</h4><p>This is your chance to revisit any gossip that the Characters missed earlier on in the adventure, or indeed the campaign. Hot topics of conversation are:</p><ul><li><p><strong>The War</strong></p><p>Ostland and Talabecland are still at one another’s throats. Nordland is becoming increasingly fractious. A nobleman from the Lietdorf family is looking to reassert their rule over Averland.</p></li><li><p><strong>Bad Times</strong></p><p>More sightings of mutants and Beastmen in the forests around Altdorf. Magicians in Altdorf keep on having problems controlling their spells. Greenskins massing to the south of Black Fire Pass.</p></li><li><p><strong>The Emperor and his Family</strong></p><p>Lots of talk about how the Emperor is really ill, or dead, and that his public appearances are due to body doubles and careful stage management. Rumours abound that the Crown Prince is a mutant, or a political radical, or a tyrant-in-waiting.</p></li><li><p><strong>The Wedding</strong></p><p>People are generally happy about the wedding; with decorations and bunting strewn across the city. There is some dismay that conflict prevents more electors from attending, though many famous guests are expected, such as Grand Countess Emmanuelle of Nuln, Grand Countess Etelka Toppenheimer of Sudenland, the Grand Patriarch, and so on.</p></li></ul><p>There is also general gossip. If the Characters express an interest in listening in without asking about anything in particular then after two hours they may make a Hard (–20) Perception Test. They may then be given any piece of gossip listed in this section for every SL they generated on the test.</p><p>If they are on the street at 3:00 p.m. they may make a Difficult (–10) Perception Test to notice Graf Holzkrug heading to The Crown and Two Chairmen. If they are on the street at 4:00 p.m. they may make a Very Hard (–30) Perception Test to notice Lord Barthelm entering The Black Bat.</p><h4>Petra Schneller</h4><p>The Ranaldan responsible for the trick with the drunken pigs has covered her tracks with impeccable caution, and revealed her plans to no one. Searching for her is a waste of the Characters’ time.</p><h4>@UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann Zuntermein}</h4><p><strong>Locating</strong>: Deep within the dungeons of the @UUID[Compendium.wfrp4e-altdorf.journals.M2FsYF7rleu1ngDD.JournalEntryPage.b1AyQYBMY59YcnIz]{Black Isle}. The Characters can search all day and never find him.</p><p><strong>Gossip</strong>: Secretive and apparently friendless, there are few who know @UUID[Actor.Z9wyqpwFr4jnPHTP]{Yann}. If an hour is spent a <strong>Very Hard (–30) Gossip</strong> Test can be made. If this is passed, the Characters end up speaking to a young woman with a Bretonnian accent and a broken nose. <em>‘The man you describe, I used to do the occasional errand for him. I had been working as a messenger to Blackrock Castle, seat of the Jungfreud family. Yann, if that is his real name, used to pay me to tell him of any comings and goings I saw there. Been about a year since then though. I think he is a spy.’</em></p><h4>Others</h4><p>@UUID[Actor.6vITnrER3XMTsMGS]{The Grand Theogonist} spends all day in reflection and prayer within the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.TwV8JKaTUnfo3ipT]{Grand Cathedral of Sigmar}, and his reputation amongst Altdorfers is impeccable. The Emperor and his family remain at the palace. They enjoy a good reputation in Altdorf, though people have recently begun to question the Emperor’s decision making, and suspect that he uses a double for at least some of his public appearances. More conspiratorial sorts suggest he is dead or very unwell.</p><p>The Middenheim delegation remains at Helstein Manor throughout the day, apart from @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric} who visits @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.xyBrfPr0YOwpTEny]{Altdorf ’s South Temple of Ulric} in @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.Sk2zs5EOYGYzywSq]{Hammerpfad} to prepare for tomorrow’s ceremony. Gossip about the Middenheimers is rife and unkind in Altdorf. People think @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina} is too lowly to marry the @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince}, that the new @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric} is little better than a fanatic, and that the Todbringers are on the verge of declaring themselves Wolf Emperors and splitting the Empire in two.</p>"
				},
				"The Wedding Day": {
					"name": "The Wedding Day",
					"text": "<p>At last, all is ready for the wedding. The @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.TwV8JKaTUnfo3ipT]{High Cathedral of Sigmar} has been chosen as the main venue, though after the wedding ceremony there a procession is planned to travel to the nearby district of @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.Sk2zs5EOYGYzywSq]{Hammerpfad} where Altdorf ’s @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.xyBrfPr0YOwpTEny]{South Temple of Ulric} stands. @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric} will conduct a second set of blessings to mark the joyous occasion. Once this is over, the procession will march to the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.H8Ms2RAB5ocarR5o]{Imperial Palace} to be met by the Emperor and a conclave of the Empire’s most celebrated aristocrats and heroes.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/images/handout3.webp\" width=\"236\" height=\"304\" /></div><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Itinerary</em></h3><table style=\"width:100%;height:148px\" border=\"1\"><tbody><tr style=\"height:10px\"><td style=\"height:10px\"><em>9:00 a.m.</em></td><td style=\"height:10px\"><em>The @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.TwV8JKaTUnfo3ipT]{Grand Cathedral} opens its doors.</em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>10:00 a.m</em></td><td style=\"height:34px\"><em>The @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince} is to be married to @UUID[Compendium.wfrp4e-empire-ruins.actors.PrkWVIr7Go4u1QWp]{Katarina Todbringer} in the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.TwV8JKaTUnfo3ipT]{Grand Cathedral} by the @UUID[Actor.6vITnrER3XMTsMGS]{Grand Theogonist}.</em></td></tr><tr style=\"height:53px\"><td style=\"height:53px\"><em>12:00 p.m.</em></td><td style=\"height:53px\"><em>The wedding party will march in procession to Altdorf ’s @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.xyBrfPr0YOwpTEny]{South Temple of Ulric} where @UUID[Actor.sn0zk1QV53XMipVw]{Ar-Ulric} will bless their union.’</em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>1:00 p.m</em></td><td style=\"height:51px\"><em>The wedding party will march to the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.H8Ms2RAB5ocarR5o]{Imperial Palace} where the couple will attend a conclave of electors and attend issues of concern to the glory of our great Empire.</em></td></tr></tbody></table></blockquote><p>Altdorf ’s @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.TwV8JKaTUnfo3ipT]{Grand Cathedral of Sigmar} is bedecked with an array of beautiful flowers and banners, including symbols of Middenheim and Ulric. A detail of Knights of the Fiery Heart, backed up by palace guards from the Reikland 1st Regiment of Foot, keep agitators and beggars away from the Grand Cathedral so that the great and the good can flock to the wedding in their finest clothes.</p><p>There are sumptuous dresses and scandalous ones, the most elaborate hats seen in a generation — including some so top-heavy that only magic keeps them from collapsing in on themselves — and an array of expensive jewels from vibrant coloured gems to elaborate, vulgar designs — reminding some smug onlookers that there’s really no accounting for taste.</p><p>The Characters are invited to attend as part of the retinue of Baron @UUID[Actor.0Z49f8xUPns5OkTA]{Heinrich Todbringer}. Guests are not permitted to carry weapons aside from a sword, dagger, or rapier, worn discreetly at the waist. The Todbringers, their servants, guests, and subjects from the Grand Duchy of Middenheim and Barony of Nordland are seated to the right of the great hall.</p><p>They are joined by several guests from Middenland and Talabecland. Characters passing an <strong>Easy (+40) Lore (Heraldry)</strong> Test notice the iconography of the von Bildhofens of Carroburg, the Barthelms of Nordland, and the Nikses of Nordland.</p><p>On the other side of the room the same heraldry test identifies the coats of arms of @UUID[Actor.CcqiAghkzgp9u1In]{Emmanuelle von Liebwitz} and Etelka Toppenheimer (sat some distance from Emmanuelle). Most of Altdorf ’s noble families are present, including the Holzkrugs. If the Characters express interest in the von Laues or Eksteins they are not present. The Imperial Family is represented by a man who bears a resemblance to the Emperor and the @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince}, but is about 50 or so. A <strong>Hard (–20) Gossip</strong> Test is required to learn that this is the Emperor’s uncle, @UUID[Actor.1Fw8roY9zezj0jAn]{Immanuel-Ferrand Holswig-Schliestein}, High Chancellor of the Council of State. He is widely believed to be the prime mover of Altdorf’s espionage network, the @UUID[Compendium.wfrp4e-altdorf.journals.W4LFOIduFZoqSNsN.JournalEntryPage.e1vvDKWEn2EYw0gZ]{Black Chamber}.</p><p>The Emperor is not present. If the Characters suggest this is untoward, they are told he plans to receive the married couple at the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.H8Ms2RAB5ocarR5o]{Imperial Palace} later in the day.</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-empire-ruins/assets/images/wedding.webp\" /></div><h3>Here Comes the Bride</h3><p>At last, the ceremony gets under way. The @UUID[Actor.6vITnrER3XMTsMGS]{Grand Theogonist} stands at the altar with the @UUID[Actor.3GcQxRuIm1MgoAMF]{Crown Prince}, who looks stoic and calm. Music swells and as Lady @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina Todbringer} arrives, the atmosphere is charged. The congregation stands. Radiant and serene, and dressed in a magnificent gown that draws admiring gasps, Katarina makes her way up the aisle, holding her father’s arm. Graf @UUID[Actor.czIY275tUC4VGDWp]{Boris} is dressed in his finery as the Elector Count of Middenheim.</p><p>A page carries the banner of Middenheim before them, and they are followed by @UUID[Actor.LzkGSosXU59kwBIV]{Vieran Thugenheim} in the uniform of the Knights Panther. They get about half-way to the altar before disaster strikes.</p><p>@UUID[Actor.BmkwksUQBFGJr48x]{Malthe Barthelm} steps out from behind a pillar, stands to attention, points his pistol at the Princess and shouts, ‘<em>Death to the Todbringers! Death to the Treaty of Schoninghagen!’</em> He fires his pistol at the Princess, who is within short range. He has the @UUID[Compendium.wfrp4e-core.items.5eDd6iFeR9G6cCfz]{Fast Shot} talent, enabling him to shoot a pistol outside of normal initiative order. Characters are now free to act against him, but they are hampered by the congregation. Bathelm’s position by the pillar is in the centre of the hall, about 30 yd from the Characters.</p><p>As @UUID[Actor.BmkwksUQBFGJr48x]{Barthelm} shouts, the Characters may notice a door to the side of the great hall being forced open. This door may have been secured if they visited the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.TwV8JKaTUnfo3ipT]{Grand Cathedral} yesterday. @UUID[Actor.lYEKyCpaihHON6Gz]{Karl-Heinz Wasmeier} is behind the door. He is desperate to save Barthelm who is his only remaining asset.</p><p>If the Characters did not secure the door, @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} finds it easy enough to open, and a Character must pass a <strong>Very Hard (–30) Perception</strong> Test to notice it being forced given all the commotion now breaking out in the great hall.</p><p>If the door is secured, @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} takes three turns to force it open. His struggle can be heard on an <strong>Easy (+40) Perception</strong> Test.</p><p>The next few turns play out as follows, though action taken by the Characters may change things.</p><p>If @UUID[Actor.BmkwksUQBFGJr48x]{Barthelm} misses @UUID[Actor.PrkWVIr7Go4u1QWp]{Katarina}, he keeps trying and only defends himself to get another clear shot. He has a brace of three pistols. If he hits her, she goes down and he fights any who attack him, firing his remaining pistols.</p><p>Once he is out of loaded pistols, he draws his sword and tries to work his way to the door. As he fights, @UUID[Actor.BmkwksUQBFGJr48x]{Barthelm} shouts slogans such as: ‘<em>Remember Elstwater Keep! Though I die, I give my life to end Middenheim rule!’</em> and ‘<em>Freedom for Nordland! Freedom from the White Wolf!’</em> All eyes are on Barthelm, so unless the Characters notice the door is ajar no one notices @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier}. When his spells start going off they generate such instant panic in the hall that he still escapes notice.</p><p>@UUID[Actor.BmkwksUQBFGJr48x]{Barthelm} is prepared to die, but is not wholly suicidal. However, every time @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} casts a spell he should make a <strong>Difficult (–10) Perception</strong> Test. Should he pass he realises that his cause has been tainted by association with an agent of Chaos. From that moment he ceases trying to escape, he tries desperately to die fighting. If killed or captured Barthelm carries no incriminating evidence, but Ulricans in the hall are quick to point to the Sigmarite iconography of his pendant.</p><p>If the Characters take @UUID[Actor.BmkwksUQBFGJr48x]{Barthelm} alive, he can be interrogated (use an opposed Intimidate Test, WP or S vs Barthelm’s Cool skill). He makes romantic pronouncements, repeats his separatist slogans and grows slowly more unhinged, gabbling about ‘him’ — meaning @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier}.</p><ul><li><p><em>‘“It is a great thing you do”, he said, “a great thing”.’</em></p></li><li><p><em>‘He knew them. He told me to strike at the girl, she was the one they all love.’</em></p></li><li><p><em>‘I shall go down in history. I who liberated Nordland!’</em></p></li><li><p><em>‘He made it all so clear. He hated the Todbringers too. He was their Law Lord, but they betrayed him!’</em></p></li><li><p>If the Characters ask who ‘he’ is, Barthelm simply says, <em>‘The one who knew. The one who showed me how to strike back.’</em></p></li></ul><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Barthelm and Wasmeier's Ambush</em></h3><table style=\"width:100%\" border=\"1\"><tbody><tr><td><em><strong>Turn</strong></em></td><td><em><strong>Barthelm's Situation</strong></em></td><td><em><strong>Wasmeier's Situation</strong></em></td></tr><tr><td><em>1</em></td><td><em>Target the Todbringers in the following order: Katarina, Heinrich, Boris.</em></td><td><em>Open the side door.</em></td></tr><tr><td><em>2</em></td><td><em>Target the Todbringers in the following order: Katarina, Heinrich, Boris.</em></td><td><em>Notices that several Knights of the Fiery heart are moving towards Lord Barthelm. Tries to target one with Pink Fire of Tzeentch.</em></td></tr><tr><td><em>3</em></td><td><em>Receives a charge from two Knights of the Fiery Heart.</em></td><td><em>Uses Pink Fire of Tzeentch or Blue Fire of Tzeentch to attack anyone threatening either Barthelm or himself.</em></td></tr><tr><td><em>4</em></td><td><em>If able he tries to fight his way to the door.</em></td><td><em>As above.</em></td></tr><tr><td><em>5</em></td><td><em>If able he tries to fight his way to the door.</em></td><td><em>As above.</em></td></tr><tr><td><em>6</em></td><td><em>If able he escapes.</em></td><td><em>If Barthelm makes it to the door, or is slain, he tries to escape.</em></td></tr></tbody></table></blockquote><h3>Chasing Wasmeier</h3><p>@UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} stands by the doorway casting spells, unless one of three circumstances arise.</p><ul><li><p>Barthelm reaches the door.</p></li><li><p>He realises Barthelm will not reach the door.</p></li><li><p>An enemy comes close enough to charge him the following turn.</p></li></ul><p>The following guide explains how @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} acts if he is on his own. If @UUID[Actor.BmkwksUQBFGJr48x]{Barthelm} is with him then Athletics Tests to navigate obstacles must be made by both of them. He then runs out of the cathedral and into the alleyways beside the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.ywGanoX2WRjcXFpJ]{Domplatz} cemetery. Characters in hot pursuit of Wasmeier should use the @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#pursuit]{Pursuit} rules. The starting Distance is 3. If Wasmeier gains a head start of 5 he spends a round turning and casting @UUID[Compendium.wfrp4e-eis.items.sklbZU3K8ogeu3mC]{Pink Fire of Tzeentch} at the pursuer closest to him. At the start of the pursuit several Knights of the Fiery Heart do give chase, but they are hopelessly encumbered by their ceremonial arms and armour and outpaced by Wasmeier.</p><p>@UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} has prepared an escape that does not require magical aid in order to work effectively, but he tries to cast @UUID[Compendium.wfrp4e-core.items.EO05HX7jql0g605A]{Flight} in order to effect an escape if anyone gains on him to a Distance of 1. In this circumstance he abandons @UUID[Actor.BmkwksUQBFGJr48x]{Barthelm}.</p><p>The alley continues for 10 yd, before ending at a 2-yd-high wrought iron gate. Climbing the gate requires an <strong>Easy (+40) Athletics</strong> Test. Failing to clear the gate gives either pursuers (if @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} and/or @UUID[Actor.BmkwksUQBFGJr48x]{Barthelm} fail) a free round to close the distance, or the pursued (if chasing Characters fail) an extra round to make ground.</p><p>The alley continues for a further 10 yd, where it is blocked by a pile of wooden crates. Leaping the crates is a <strong>Difficult (–10) Athletics</strong> Test. Failing to clear the crates gives either pursuers a free round to close the distance, or the pursued an extra round to make ground.</p><p>The crates are stuffed with tinder doused in lamp oil and if @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} has a head start of 3 or more he pauses and tries to cast magic flame, setting the crates burning fiercely. If the crates are set alight anyone who fails the Athletics test needed to leap over them suffers from an @Condition[Ablaze] Condition.</p><p>The alley continues for 10 yd, before turning right at a 90 degree angle. Once round the corner @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} runs up a flight of steps leading up to a walkway that rings one of the temple outbuildings. He then runs 20 yd around this walkway before jumping over the railing and plummeting to the streets below.</p><p>@UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} lands on a conveniently parked flatbed wagon piled high with bales of wool. He can be heard shouting ‘<em>Yah! Yah!</em>’ to the driver. The driver is prepared to move off as soon as he hears Wasmeier calling, but it still takes him one turn to goad the horses into a trot.</p><p>If Characters leap down after @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} after the It’s a 4-yd drop, however. Damage is [[/r 1D10 + 12]], reduced by 3 for every SL on an <strong>Average (+20) Athletics</strong> Test (see @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{Falling}).</p><p>The chase can continue, though now @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} benefits from the cart’s movement score of 6. Those in pursuit also have to compare their Athletics Tests to the driver’s Drive skill of 70.</p><p>If @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} is cornered at any point he tries to buy his freedom.</p><blockquote><p>‘Listen, you have me at your mercy, and we are enemies no doubt about it, but let me tell you, if you let me go I’ll give you the identity of Altdorf ’s own Magister Magistri.’</p></blockquote><p>However, @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier} barely knows @UUID[Actor.Z9wyqpwFr4jnPHTP]{Zuntermein}, so even if he is somehow convinced that his pursuers will let him go all he can tell them is that.</p><blockquote><p>‘He is a tall man with a mop of unruly hair, and a little beard. He dresses like a loyal servant of Sigmar. He does diplomatic work. He wanted me to help him gather information on the Jungfreud family of Ubersreik. He may be a spy, he fed us information on the last movements of Crown Prince von Tasseninck.’</p></blockquote><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-empire-ruins/assets/misc/spot-skull-hat.webp\" width=\"164\" height=\"219\" /></div><h4>Experience Awards</h4><p>Good roleplaying and clever thinking should be rewarded, but there are additional XP for the following:</p><p>@Exp[50, Saved Princess Katarina’s life ]{50 points if the Character saves Princess Katarina’s life }</p><p>@Exp[30, Ran down Karl-Heinz Wasmeier]{30 points for running down Karl-Heinz Wasmeier}</p><p>@Exp[20, Tackled Lord Barthelm]{20 points for tackling Lord Barthelm}</p><p>@Exp[10, Significant NPC located or gossiped about during the day before the wedding]{10 points for every significant NPC located or gossiped about during the day before the wedding}</p><p>@Exp[9, Checked that the wedding party have everything they need for the big day]{9 points for checking that the wedding party have everything they need for the big day}</p><p><strong>Note</strong>: Given the extreme events of this section, NPCs have more important things to worry about than whether or not the Characters seem to be Sigmarite or Ulrican.</p>"
				}
			}
		}
	}
}