{ "label": "Journals (Enemy In Shadows)", "folders": { "Companion": "Companion", "Adventure": "Adventure" }, "entries": { "Travel": { "name": "Travel", "pages": { "Arriving In... Style?": { "name": "Arriving In... Style?", "text": "

Reaching journey’s end — the Arrival phase — will see the Characters looking for a bed, a drink, and the next step in their adventure, though not necessarily in that order. Be sure to describe in reasonable detail what the party sees as they arrive — are there towering gates, barred shut, or wide open fields of wheat with cottages nestled neatly between? How are the locals — warm and welcoming, or gruff and suspicious? Such details will help Characters get a feel for the location, and will help set their expectations.

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Consider the Characters’ actions and the Encounters they experienced — did word travel ahead of them of their deeds, or misdeeds, on the road?

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Characters who arrive at their destination suffering from a Fatigued Condition are likely in a sorry state, and need to clean themselves up or suffer a penalty to Fellowship Tests due to their scruffy appearance. This penalty is dependent on the Character’s Status. Gold Status Characters suffer a −20 penalty to Fellowship Tests and Silver a −10. Brass Status Characters suffer no penalty at all — scruffiness is expected of them.

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As the length of a Stage is somewhat abstracted, any diseases contracted on the road that have an incubation period, such as the @UUID[Compendium.wfrp4e-eis.items.R4qQc4fnxQzuNg9l]{Common Cold} or @UUID[Compendium.wfrp4e-core.items.BC4QyBeYAiw8cRuM]{Packer's Pox}, become full-blown outbreaks during the Arrival phase.

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Characters are likely to arrive at their destination in need of supplies and services. Performing an Average (+20) Lore (region) Test reveals the best place to find these, or the Characters may ask around and hope for the best. A successful Challenging (+0) Gossip Test lets a Character know a little about current affairs, and this may be a good time to drop in some of the rumours outlined in @UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.LwuezrkCidrmlovt]{Rumours (Chapter 1)} and @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.BYIYCOy1Yvf8irO8]{Rumours (Chapter 6)}.

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Just as the Characters form an opinion of their destination, news of the Characters’ arrival often leads to local rumours and gossip. Depending on how they arrived — in a fine carriage, after a disagreement at the city gate, or unannounced in the dead of night — they may find that many have already made up their minds about their nature and intent. 

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Reaching their destination should be a satisfying moment for the Characters, having put the dangers of the road behind them for a time, but it is also a good moment to subvert their expectations. Perhaps their destination, reputedly safe, has fallen under the sway of a local criminal or an enemy of the Characters. Perhaps they catch a glimpse of someone watching them, almost as if expecting their arrival. Alternatively, if you’re feeling generous, a friend made upon the road is awaiting them, a cozy table by the fire reserved in a nearby inn.

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Whatever the case, the Characters are now ready to resume their adventures — or, after a short rest, set out on the next leg of their journey.

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" }, "Travel Endeavours": { "name": "Travel Endeavours", "text": "

As the Characters travel the Empire’s roads, they will find themselves with a surprising amount of time on their hands. Whether in the back of a coach, around a campfire, or waiting for their dawdling, short-legged companions, each Character has one Endeavour per Stage of their journey.

Travel Endeavours represent continued action over an entire Stage of a journey, meaning that even if they are performed correctly, they are still tiring. If a Character fails a Test during an Endeavour they receive a @Condition[Fatigued] Condition.

Whilst most of these Endeavours can be attempted by anyone, some are better suited to a particular Class or Career. Additionally, at the GM’s discretion, @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya.JournalEntryPage.BpwePtm5CHEfnexN]{Endeavours} found in Core may be performed during a journey.

It is up to the Characters to decide in what order they perform their Travel Endeavours. 

Earning A Living On The Road

The @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya.JournalEntryPage.JX9ifRlgzzGrU2zh]{Income} Endeavour isn’t suitable for most Careers whilst on the road, but there are some Careers — from travelling judges, bailiffs, and nuns, to hunters, scouts, and coachmen — where a journey is the perfect time to pursue their craft!

Travel Endeavours

@UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.DWosXgF1vKBGbD2f]{Forage}

@UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.nXifHPVTBGJZromE]{Gather Information}

@UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.LCBEcwYXKzb7s597]{Keep Watch}

@UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.ZeMXDXfUIGAwan7q]{Make Camp}

@UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.LOleIH3lgT1EDh4k]{Map the Route}

@UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.VUsiceojepLtPwjw]{Practice a Skill}

@UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.VUsiceojepLtPwjw]{Practice a Skill}

@UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.pYRQj2dgsIrRmgH1]{Recuperate}

@UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.3gV92XdlsnWo7CMS]{Woodcraft}

" }, "Destinations And Directions": { "name": "Destinations And Directions", "text": "

Before setting off on a journey, the Characters must determine where they are going or, at least, what direction they are going in. If the Characters have a map of the location, they should have a reasonable idea of where they're headed and how long it will take, though maps of the Empire are notoriously inaccurate. Without a map, the Characters are reliant on directions from others — perhaps making Gossip Tests whenever they stop in a coaching inn — and on the even-more-unreliable road signs that dot the landscape.

  1. Determine Number of @UUID[.bEWagjEVOOEvKKmi]{Stages}

  2. GM Rolls for @UUID[.WHkF67bhn4ZHktqe#weather]{Weather}

  3. Decide @UUID[.uh8APUZK8qd74nUN]{Travel Endeavours} 

  4. Roll for @UUID[.jdxAPcL5T8JUoRyW]{Travel Encounters} (then repeat 2.)

  5. @UUID[.mcrUfZwUxzc23IA2]{Arrival phase}, if this was the final stage.

How Far is it to…?

As previously mentioned, maps of the Empire are notoriously inaccurate, few feature any indication of scale, and many cartographers have found their efforts to improve matters entirely unwelcome. Naturally, no noble likes to be told that their ancestral holdings are a hundred square miles smaller than they had supposed.

When calculating travel distances, it is best to bear these inaccuracies in mind. A journey between neighbouring settlements usually consists of a single Stage. Longer journeys between important cities take between 2 and 4 Stages. Any journey longer than this should be broken up into multiple legs, with stops to rest, resupply, and introduce new adventures to the Characters. If your group enjoys a more involved travel experience, increase the number of Stages by 2 or more.

For example, Bögenhafen to Middenheim might instead be Bögenhafen to Altdorf, and then Altdorf to Middenheim.

" }, "Travel Stages": { "name": "Travel Stages", "text": "

A journey is divided into a number of Travel Stages. The number of Stages is up to GM discretion, with longer journeys having more Stages. The GM should feel free to adjust the number of Stages based on the Players’ preferences. For some groups, detailed journeys with a plethora of random encounters and challenges can become an exciting, memorable part of their Character’s adventure. For other groups, a brief description of the journey with one or two complications to add some spice is more than enough.

Once the number of Stages is determined, it is modified by the lowest Movement among the Characters, whether on foot, mounted, or in a vehicle. If this is 3 or less, the journey should be increased by 1–2 stages. If the Characters are all lucky enough to possess mounts with a Movement of 6 or more, the total number of Stages is halved to a minimum of 1.

Characters may attempt to reduce this number further with a Challenging (+0) Navigation or a Lore Test. The Test must be relevant to the location, such as Lore (Reikland). Having a proper map of the route makes the Test Average (+20). A success reduces the number of Stages by 1, to a minimum of 1.

Example: Everyone wants to go from Altdorf to Middenheim. Gunnar and Molrella are slower, and they can’t wait that long, so they decide to get mounts. Salundra makes a Lore (Reikland) Test and succeeds, so they go even faster. The GM decides that the journey from Altdorf to Middenheim is quite far, and consists of 4 Stages. Thanks to the mounts, no one has a Movement of 3 or less. Salundra’s excellent navigation reduces the number of stages by 1, for a total of 3 Stages — an arduous trek indeed!

" }, "On The Road Again": { "name": "On The Road Again", "text": "

Securing food and shelter are among the most mundane difficulties of the road. To those with the means, both are reasonably accessible on the Empire’s more travelled routes. Where available, inns and hostels provide bread and board to those with money. Alternatively, Characters may stock up with their own supplies before setting out. You can find the costs of travel goods, food, and lodging in Warhammer Fantasy Roleplay. Characters and their mounts consume 1 Encumbrance of food daily, at a cost of 2/–, but this may be supplemented by characters using the @UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.DWosXgF1vKBGbD2f]{Forage} Endeavour, below. Additionally, food not properly stored, or kept for too long, may spoil, putting Characters at risk of contracting the @UUID[Compendium.wfrp4e-core.items.txeLd7R13qxSvmsr]{Galloping Trots}.

Weather

Bad weather is the greatest enemy of travellers (other than actual enemies of travellers, particularly those armed with blunderbusses, crossbows, and loose morals). The GM should roll for @Table[weather]{Weather} at the beginning of each Stage.

Adverse weather conditions can turn any normal encounter into a nightmare. The following table can be used for the Reikland and similarly temperate climates. For weather further north of the Reikland, add between +10 and +30 to the result, and for weather further south, subtract between −10 and −30.

Dry

Prolonged dry weather causes curtains of dust to blow across the road at the slightest breeze, obscuring vision and parching throats. Travel is easy, if uncomfortable, but @UUID[.DWosXgF1vKBGbD2f]{Forage} Endeavours are at a −10 as the weather makes finding water harder.

Fair

For once, the weather is being kind. There are no weather-related hazards.

Rain

Rain can last anywhere from a few hours to a few days. The ‘spring showers’ so beloved of poets can sometimes last up to a week, proving that poets spend remarkably little time outdoors away from wine and warmth. Rain reduces visibility to 75 ft or less. Additionally, ranged weapons suffer a –10 penalty to use due to driving wind and rain.

Downpour

Terrible storms reduce visibility to near zero, making any sound below a shout impossible to hear and imposing a –10 penalty on all physical Tests. Everything and everyone not under cover is soaked through within minutes. Water streams off the road, carving deep gullies so that the road is churned to little more than a bog. Ranged weapons suffer a –20 penalty to use due to the terrible weather, and exposed gunpowder is immediately ruined. Animals with the Skittish Trait may also become spooked by sudden jolts of lightning during bad storms.

Snow

A gentle snow covers the world in a blanket of white, making everything seem new and clean. It is undoubtedly beautiful, until one has to move through it. Snow reduces visibility to 150 ft, and makes movement faster than Walking impossible. Characters travelling in Snow must make an Average (+20) Endurance Test or gain a @Condition[Fatigued] Condition.

Blizzard

Snow turns everything into a sightless white hell. The road disappears beneath a fast-accumulating blanket of snow, leaving only trees to steer by. Visibility is close to zero. Movement faster than Walking is impossible. Ranged weapons are useless in these conditions. Characters travelling in a Blizzard must make a Challenging (+0) Endurance Test or gain a @Condition[Fatigued] Condition.

Options: Catching a Cold

At the end of every Stage, any Character exposed to Rain or Snow without both a good coat and a tent or other shelter must Test for @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#exposure]{Exposure}. Characters exposed to a Downpour or Blizzard must Test even if they have both a coat and tent, though lacking either of these makes this test Difficult (-10), while lacking both makes it Hard (-20). The effects of Exposure remain until the Character has warmed up at a suitable, sheltered location.

In Winter or Spring, any character who suffered from Exposure during any Stage of their journey also contracts the @UUID[Compendium.wfrp4e-eis.items.R4qQc4fnxQzuNg9l]{Common Cold}, the effects of which manifest during the @UUID[.mcrUfZwUxzc23IA2]{Arrival Phase}.

" }, "Encounters": { "name": "Encounters", "text": "

Travel in the Old World can be many things, but rarely is it predictable. Paranoid road wardens, intrepid merchants, and dutiful pilgrims throng the highways of the Empire, whilst less beaten tracks are home to roving bands of mutants, unsanctioned toll roads, and watchful bandits. The Characters may experience such events more or less at random, but all Encounters should add either to the flavour of the world, or to the themes and narrative of the current story.

Positive Encounters

@Table[positiveenc]{Positive Encounters} are generally beneficial to your party, though many groups find a way to turn any situation against them! Positive Encounters may be triggered by an Impressive success or better on a Travel Endeavour, or simply if you wish to reward the Characters for being particularly clever or well prepared.

Coincidental Encounters

@Table[coincidentalenc]{Coincidental Encounters} are neither harmful nor beneficial to the Character, they are simply the sort of thing travellers in the Old World run into as a matter of course. These Encounters can be used if the Characters have rolled neither an Impressive success or failure on a @UUID[.uh8APUZK8qd74nUN]{Travel Endeavour} or simply because the GM wishes to add some local colour.

Harmful Encounters

@Table[harmfulenc] The Empire is fraught with danger, and an unwary or simply unlucky traveller can fall afoul of any number of hazards. Should one of the Characters fumble a @UUID[.uh8APUZK8qd74nUN]{Travel Endeavour}, or the majority of characters fail in their Travel Endeavours, any of the misadventures below may befall them. 

These charts are entirely optional, and the results advisory. They should be used to add some unpredictability to a journey, but if you, as the GM, are uncomfortable or unsure on how to proceed, feel free to pick a different Encounter, or none at all.

While every group is different, it is rarely advisable to have more than one Encounter occurring during any Stage of a journey.

Where's My Random Encounter Table?

You will notice that there are few Encounters that specifically say the characters become embroiled in combat without other options being available. This is an intentional choice. Whilst the threat of violence is an inescapable part of life on the roads in the Old World, repeated random encounters do little to advance the story or add much to the Characters’ own narratives. They come with the burden of having to improvise an unplanned Encounter. We recommend the GM should instead consider the current state of the adventure and the nature and means of the Characters’ antagonists before deciding if an attack on the road will advance the game. If the Characters are being pursued by bandits, cults, or other nefarious beings, or if they are travelling to investigate word of Goblins or Beastmen, it may make perfect sense. If they are simply travelling to the next town over to pursue a story hook, consider presenting them with difficulties other than combat.

" }, "Travel": { "name": "Travel", "text": "

The sheer scale of the Empire, and the world beyond, means that travel is a necessary part of life for transient Characters. One of the main differences between the Characters and run-of-the-mill citizens of the Empire is that they lack roots that force them to stay in one place. This freedom comes with dire complications: the Empire's roads, whilst being the veins of commerce, are infested with bandits; the forests look dark, full of the braying of Beastmen and the cries of Goblins; the looming mountains are crawling with Orcs and worse…

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Travel often fills the gaps between adventures, and can provide an opportunity to engage in other activities similar to the @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya]{Between Adventures} chapter. Other times, travelling is the adventure itself. Regardless of when it occurs, this chapter provides tools to tell dramatic tales while on the road.

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To begin, the Characters must determine their destination or direction. With a destination in mind, the GM can determine how long the journey will take, dividing the travel time into Stages. During each Stage of a journey, the GM rolls for the @Table[weather]{Weather}, the Characters may engage in @UUID[.uh8APUZK8qd74nUN]{Travel Endeavours}, and any @UUID[.jdxAPcL5T8JUoRyW]{Travel Events} that take place are resolved. The @UUID[.mcrUfZwUxzc23IA2]{Arrival Phase} occurs as the characters reach their destination — hopefully not too much worse for wear.

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options: It's All Optional, Again

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Just like the Between Adventures chapter, all of these tools are optional and intended to expand the rules presented on @UUID[Compendium.wfrp4e-core.journals.dT0qi7Hq6PKbAoAu.JournalEntryPage.iqWcd5vPHZTHT5jh#travel]{Travel}. You may choose to roleplay more of your travel, whilst using these rules to flesh those scenes out. It's all up to you!

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" }, "Forage": { "name": "Forage", "text": "

It is often impossible to carry all the food and water needed for a long journey, and resupplying as the journey continues can become prohibitively expensive. Most travellers supplement their rations with food and water gathered from the land, whether by hunting, trapping, or foraging. Perform an Outdoor Survival Test, as directed by the @UUID[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3]{skill}, taking note of the Gathering Food and Herbs optional rule.

" }, "Gather Information": { "name": "Gather Information", "text": "

Whilst the Empire does have a messenger corps, most news moves via word of mouth. A Character can choose to spend their time gossiping for news, and asking questions in coaching inns, if the route has enough traffic to allow it. Perform a Challenging (+0) Gossip Test, and ask the GM as many questions as SL scored, which the GM must answer as truthfully as the people in that part of the world would know. Alternatively, the Character may wish to hear what rumours are currently circulating. See @UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.LwuezrkCidrmlovt]{Rumours} for a selection of rumours circulating in the Empire.

Improvised Answers

A Character may wish to gather information about a topic that you, as the GM, have no clue about, as it hasn’t been prepared, or is too obscure. In these instances, feel free to make up any answer you wish, regardless of how outlandish, though any questioning Character should know that the NPC is simply making up what they think might be true, without any basis in reality. If the NPC might be inclined to conceal this fact, an Intuition Test may be called for.

" }, "Keep Watch": { "name": "Keep Watch", "text": "

Whilst any traveller in the Empire worth their salt retains an awareness of their surroundings, you forgo other activities to remain vigilant at all times — sleeping less, not engaging in idle chatter, scouting ahead, and so on. With a successful Challenging (+0) Perception Test, the Characters may not be @Condition[Surprised] during that stage of their journey.

" }, "Make Camp": { "name": "Make Camp", "text": "

Often travellers will focus too much on the destination, and not enough on the journey itself; upon arrival they are haggard, exhausted, and ill-prepared for what they are about to face. Anyone can pitch a tent or unfurl a bedroll. Seasoned travellers, however, take the time to make themselves comfortable at night — choosing a good location, gathering firewood, preparing water, and so on. Perform a Challenging (+0) Outdoor Survival Test or a Challenging (+0) Heal Test. Each SL from either Test may be spent to remove SL @Condition[Fatigued] Conditions from a Character, or @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#healing]{heal a Character}.

" }, "Map the Route": { "name": "Map the Route", "text": "

Often the long hours on the road are tedium for academic types, who are otherwise unsuited to the physical tasks of travel. However, future travelling can be made significantly easier by creating a map, and with sufficient materials — paper, quills, and ink — such an effort is possible. To create a map of the route, a Character must begin an Extended Trade (Cartography) or Art (Drawing) Test, with a required number of SL equal to twice the number of Stages in the journey. This Test may be continued every time this Endeavour is undertaken.

A proper map of a region makes any Lore or Navigation Tests when setting out on a journey Average (+20), rather than Challenging (+0) (@UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.bEWagjEVOOEvKKmi]{Travel Stages}). Maps may fetch anywhere from 1/– for poorly scratched lines, all the way to tens or hundreds of Crowns for particularly fine works of art, (though these are unlikely to be completed whilst travelling).

" }, "Practice a Skill": { "name": "Practice a Skill", "text": "

The monotony of travel represents the perfect time for many Characters to practise their Skills for their coming trials. A Character may perform a Challenging (+0) Test against a single Skill that would be possible to practise whilst travelling — Navigation, Trade (Herbalism), Language (Wastelander), and so on. Success means that the Character may reverse the result of one Test using that Skill during the following adventure, or any subsequent Stages of travel.

" }, "Recuperate": { "name": "Recuperate", "text": "

Travel is generally inimical to rest: hiking through forests and over mountain paths, sleeping under the stars in biting cold and burning heat, and hiding from monsters and other terrible threats. These are not situations often prescribed by attending physicians. However, you have made special efforts to ensure you do not overly exert yourself. You may count this Stage as if it were ‘taking it easy’ for the purposes of @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#healing-wounds]{Healing Wounds}. You may not choose this Endeavour if, for any reason, you suffered a @Condition[Fatigued] Condition during this Stage of the journey.

" }, "Woodcraft": { "name": "Woodcraft", "text": "

Through a canny understanding of the land and a good nose for the weather, you may alleviate the worst of any harsh weather you encounter. Attempt a Challenging (+0) Outdoor Survival Test, modified by –10 per step the weather is away from Fair. On a success, you and your companions do not need to Test for Exposure due to inclement weather.

" } } }, "Chapter 2 - Mistaken Identity": { "name": "Chapter 2 - Mistaken Identity", "pages": { "Mistaken Identity": { "name": "Mistaken Identity", "text": "

Our Heroes encounter a band of half-starved Mutants who have recently moved into this area. The ravenous band is led by Knud Cratinx, a former sheep rustler who has recently begun to show the mark of Chaos in the form of scales on his skin. Knud and his fellow Mutants have ambushed a Four Seasons coach headed for Altdorf, and are engaged in butchering the occupants. During this encounter the Characters discover the body of Kastor Lieberung (see @UUID[JournalEntry.bmJLqIQGcb0sIinQ.JournalEntryPage.aawH7wAMaFsy17L8#the-story]{The Story}), and become unwittingly drawn into the web of Chaos that is spreading throughout the Empire. One of the Characters (preferably with a Rogue Career) recognises an old acquaintance who has been mutated by Chaos — a reminder that the taint of the Ruinous Powers is an ever-present threat from which no one is safe.

Blood On The Road

A couple of hours after the coach joins the main road, it rounds a bend, and comes upon a grisly sight. Squatting in the road is a Human figure, his back to the coach, bent over the body of a Four Seasons coachman. The figure turns, and the Characters see a severed Human hand hanging out of the creature’s disgusting mouth. The creature is recognisably Human, but flesh hangs in tatters from its face and hands, and green ichor seeps from its eyes. Spitting out the hand, it rushes towards the coach brandishing a bloody dagger.

Handout 2: Rolf Hurtsis

The figure rushing manically toward you looks familiar. Then it suddenly comes to you! Beneath the rotting flesh and dripping ichor you recognise the face of Rolf Hurtsis, an old friend and a thief. You had many escapades together in your youth, but now he is horribly changed.

It was about a year ago that Rolf developed a strange rash. He changed, becoming irritable and even violent at times. To hide his skin complaint, he made himself a hood out of an old sack, but this made it hard for him to see, and he was unable to escape the Watch when a job went wrong. The last you knew, he escaped from a cell and vanished without a trace — until now!

A Rogue Character (or failing that, a Brass-tier Burgher, Academic, or other urban Character) realises with a shock that this Mutant is Rolf Hurtsis, a fellow thief and old friend from their home town. Give the Player @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.5HgA2hCdXI8XfK4C]{Handout 2: Rolf Hurtsis}.

As Rolf rushes the coach, the horses panic and bolt, snapping the traces as they do so. Hultz, who is gripping the reins, is pulled off the coach and dragged behind them. Gunnar struggles to apply the brakes and stop the coach from crashing into the trees. He succeeds in doing this, but then freezes in fear as Rolf leaps at him. It is up to the adventurers to save the day. If they do nothing, Gunnar gains a Surprised Condition, so is unable to defend himself against the hideous Mutant until the next Round. The coach’s passengers will do nothing unless they themselves are put in danger. If Phillipe is still here, he will come to the aid of the adventurers, using his sword rather than his pistol for fear of hitting an ally. He is a capable fighter, and will be able to identify weaker Characters to help protect them. Marie will stay in the coach to protect her mistress, and will only leave Lady Isolde’s side in order to better protect her noble charge from any incoming threats.  

Once they have the opportunity to inspect the mutilated body of the Four Seasons coachman, the Characters see a crossbow bolt through the neck has killed him. The coachman wears his sleeved mail shirt, which fits any medium-build Human Character. The tracks of his coach can be seen continuing along the road away from the adventurers, and out of sight around  the bend.

Options: What? No Mutants?

If the Players are expecting Mutants, you may want to surprise them with a different encounter. For the sake of the campaign storyline, the Characters must happen upon the body of Kastor Lieberung and find the two letters he was carrying: how that happens is not important at all. Even if this is the Players’ first time through this adventure, the following alternatives to the Mutant attack may inspire you.

An Official Investigation

When the party comes upon the site of the wrecked coach, two road wardens are already there. They stop the adventurers’ coach and demand help loading the victims’ bodies on to a cart. They will be taken to the nearest town for burial, while the bodies of three mutants killed in the attack will be burned on the spot, using the wreckage of the coach as fuel.

As they help the road wardens, the Characters may have the opportunity to loot a couple of bodies unseen: what they recover is up to you. Having come upon the body of Kastor Lieberung and noticed the resemblance to one of the Player Characters, they may claim to be relatives and ask to take the body and any personal effects. At your discretion, a successful use of Charm or Bribery ensures success. Of course, the Characters now have a body to worry about, and Lady Isolde will definitely not brook any attempt to bring it aboard the coach.

If the Players are annoyingly complacent about the expected ambush, you can turn the tables on them by describing the adventurers’ first sight of the scene ambiguously. The road wardens are not wearing any obvious uniforms and their insignia are not visible as they direct a ragged group of farm labourers who happened to be passing by on a cart of dung: as they move among the bodies, it is hard to tell whether they are investigating or looting; their ragged, dirty clothing, filthy faces, and hunched postures could easily seem at first glance to be signs of minor mutations; and one or more might be chewing as they crouch over fallen bodies, with pasties unseen in their hands as they look up blankly when the adventurers come on the scene. 

With a little imagination, you could convince over-eager players that these are Mutants, and they could find themselves in trouble if they attack road wardens going about their duty.

Bandits

As mentioned in @UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.7rA5Koj7kOMuwTH1#welcome-to-the-lockup]{Options: Looking For A Cheat},  the staff of the Coach and Horses Inn may be lookouts for a bandit gang. Instead of Mutants, the Characters encounter Outlaws looting the wrecked coach, but otherwise the chapter proceeds unchanged.

Don’t I Know You?

Instead of finding the body of Kastor Lieberung, the adventurers may encounter him in the flesh, along with a handful of other cultists. 

He is a cult priest in the @UUID[Compendium.wfrp4e-eis.items.BoF0SgCc7ldSFc79]{Cult Magus} Career). His magic allowed him and his companions to defeat the Mutants who attacked their coach, but the coach is still wrecked, Lieberung and several of his companions are wounded, and they stop the adventurers’ coach begging for a ride. 

When they are refused — and @UUID[Actor.goVesadmHWsl5E98]{Lady Isolde} is sure to insist that such grubby, bloodstained ne’er-do-wells leave her coach alone — they attack. Although you must make sure Lieberung is killed in the ensuing battle, the adventurers and everyone else have plenty of time to notice how much he resembles one of the Characters.

The Ratmen

The Skaven are an important part of the Enemy Within campaign from Death on the Reik onwards. If you wish to introduce the secretive ratmen early, you have a perfect opportunity to do so here. 

In addition to the documents relating to his supposed inheritance, Lieberung was transporting a piece of warpstone in a lead-lined box. A group of Skaven followed him from Middenheim, intent on stealing the warpstone for themselves. The Characters come upon the battle just in time to see Lieberung fall and a group of hunched, hooded figures disappear into the woods with a small chest.

No Cause For Alarm

All is quiet when the Characters arrive. The attackers are gone, and nothing stirs in the surrounding forest but wildlife. 

Of course, the Players do not know this, and if they are expecting Mutants to attack at any moment, you can have some fun by keeping things quiet and allowing the Players to drive themselves into a paranoid frenzy about an attack that will never come. The crack of a falling branch; the rustle of a small creature through the undergrowth; a sudden breeze through the leaves — all these can send highly-wrought nerves into a panic, especially if the party suffered injuries in a previous encounter and are concerned they are too weak to fight a serious enemy.

" }, "The Inn of the Seven Spokes": { "name": "The Inn of the Seven Spokes", "text": "

The Inn of the Seven Spokes has a similar layout to the Coach and Horses. Three coaches are staying overnight, so the inn is crowded. It will be a quiet stopover unless the Characters wish to interact with the clientele, none of whom are particularly interesting unless you choose otherwise. Any NPC may reveal any of the available @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.BYIYCOy1Yvf8irO8]{rumours}, but generally this should be a quiet place to spend the night and the journey should continue with no problem in the morning. However, the coachmen will drink heavily as before — or even more heavily, given the day they just had — and they may well be just as hungover the next morning.

\n

At the inn, @UUID[Actor.goVesadmHWsl5E98]{Lady Isolde}, @UUID[Actor.s3C4siPuECgh14Vl]{Janna}, and @UUID[Actor.LBc3rDFHm6j2rI6C]{Marie} leave the coach and book seats on a Four Seasons coach that departs for the capital in the morning. The Characters may also leave the coach and find another one. 

\n

The rest of the journey to Altdorf is uneventful, although you might like to impart some @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.BYIYCOy1Yvf8irO8]{rumours} to the Characters or have them pass a unit of cavalry or a pedlar with a well-stocked wagon to add a little colour.

\n

The Fortuitous Physician 

\n

One or more Characters may be wounded after the encounter with the Mutants, and it would be fortunate indeed if there happened to be a physician staying at the Inn of the Seven Spokes. For once, Ranald smiles upon our Heroes: Doktor @UUID[Actor.1KyqwFkCeyOkJ3l7]{Anida Pflaster} happens to be at the inn. The Doktor is enjoying a drink in the bar while her coach changes horses, and will attend the wounded for @Pay[4ss]{4/–} per Character. The good Doktor - or someone like her - might be encountered almost anywhere during this or other adventures, if the Characters are in dire need and you are feeling merciful. These services are never free, of course, and the Players should not develop a false sense of security from too frequent, and too convenient, chance encounters with physicians. But, once or twice, such an encounter may turn out to be a literal life-saver.

\n
\n

@UUID[Actor.1KyqwFkCeyOkJ3l7]{Anida Pflaster}

" }, "Resolution": { "name": "Resolution", "text": "

Beyond any points you offer for good roleplaying and clever ideas at the end of the session, XP should be awarded for the following:

As always, feel free to award XP for anything else you feel deserves it, using the amounts above as a guideline.

" }, "The Mayhem Mystery Tour": { "name": "The Mayhem Mystery Tour", "text": "

Rounding the corner or sneaking through the woods, the Characters come upon a ghastly scene. An overturned coach lies across the road, with bodies littering the ground around it. Two of its horses are desperately trying to struggle free of their harnesses as a creature with a large body and an incredibly small head hacks maniacally at them with an axe. 

\n

A @UUID[Actor.cKp4JV3XNZ5l67eM]{Human} with a doglike head is lying screaming next to the coach. Blood pumps from his wounded leg while another @UUID[Actor.CC24r6wLC9Gce4GL]{Mutant} with a pointed head tries to bandage it. A fourth @UUID[Actor.50xLTGTs9Cq2VrGF]{Mutant}, with cloven feet, is feasting on one of the bodies. Searching through the various corpses is a Human with scaly skin holding a loaded crossbow. This is @UUID[Actor.7mUvNXJrBedMDmrg]{Knud Cratinx}, the Mutants’ leader.

\n

If the Characters attack, the Mutants, who are not paying much attention to their surroundings, receive a @Condition[Surprised] Condition. If the Characters choose only missile combat, the confused Mutants receive a Surprised Condition for two Rounds, meaning they can fire 2 Rounds of missiles before the Mutants react. The Mutants then rush to attack while Knud stays back, shooting at the Characters with his crossbow. Once two Mutants are killed, the others turn and flee into the forest. Their trail can be followed for half a mile before it peters out; no amount of searching uncovers the trail after this. If the Characters enter the forests, try to make them uneasy by calling their attention to strange rustles in the undergrowth, dark shapes that seem to loom at the edge of their vision, and the complete absence of any animal or insect sounds. The Characters are safe at the moment, but they should not know this!

\n

The corpses littered around the overturned coach are its other coachman, a pair of artisans, an initiate of Sigmar, and a labourer. The coachman still wears his sleeved mail shirt, and his blunderbuss and shot lie next to his body. None of the other bodies have anything of value as Knud has collected it all. If Knud is killed and searched, the Characters find @Pay[2gc3ss13bp]{2 GC, 3/13}, a ring worth 3 GC, and a silver locket worth 1 GC with a miniature of one of the dead artisans in it. All of these are listed in @UUID[Actor.7mUvNXJrBedMDmrg]{Knud’s} Trappings.

\n
\n
\n

@UUID[Actor.qULdvMqcLZgULyCX]{Rolf Hurtsis}

\n
\n
\n

@UUID[Actor.IdVTzDu27riIsWKq]{Terenz}, @UUID[Actor.cKp4JV3XNZ5l67eM]{Mikael}, @UUID[Actor.CC24r6wLC9Gce4GL]{Johann}, @UUID[Actor.50xLTGTs9Cq2VrGF]{Erik}, - Mutant Brigands

\n
\n
\n

@UUID[Actor.7mUvNXJrBedMDmrg]{Knud Cratinx}

\n
\n
\n

The Double

\n

As the Characters look over the scene of the ambush or pursue the Mutants into the woods, they notice another body lying under a bush, a little way from the coach but not far enough to be overlooked. The body has two crossbow bolts stuck in its back and wears clothes that identify it as a town dweller, possibly an artisan. This is the body of Kastor Lieberung (see @UUID[JournalEntry.bmJLqIQGcb0sIinQ.JournalEntryPage.aawH7wAMaFsy17L8#the-story]{The Story}), a senior cultist of the Purple Hand. Kastor was on his way from Middenheim to Bögenhafen to collect an inheritance. When the coach was attacked, he attempted to slip away, only to be cut down by two of Knud’s crossbow bolts.

\n

Turning the corpse over, the Characters are in for a shock, because he looks exactly like one of them! Which one is up to you. The ideal Character would be the one who is likely to be taken with the idea of impersonating Kastor in order to gain  his inheritance.

\n

A blood-stained piece of parchment is protruding from the corpse’s jacket. Give the Players @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.sO0kei2vK7KHcU49]{Handout 3: The Inheritance}. Bloodstains obscure some of the details. After reading it, the Characters should be keen to journey to Bögenhafen to claim the inheritance.

\n

In an inside pocket is another, unstained letter, @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.QdZKTqUjJWh18MIH]{Handout 4: The Affidavit}.

\n
\n

Handout 3: The Inheritance

\n

Messrs Lock, Stock & Barl

\n

Civil Lawyers, Commissioners for Oaths, etc.

\n

Garten Weg

\n

Bögenhafen

\n

 

\n

Dear Herr Lieberung,

\n

 

\n

After many lengthy researches, we have come to believe that you are the only living relative of one Baronet Lieberung, late of the town of Ubersreik. This being the case, and any other heretofore unknown and pertinent factors notwithstanding, I am herewith charged to inform you that you are the sole beneficiary of the late Baronet’s last will and testament (hereinafter referred to as the party of the first part), as well as to the entail of his title and all lands and estates attached thereunto.

\n

I, the undersigned, acting in my capacity as legal executor of the aforementioned document of the party of the first part, do therefore urge you to make your way with all convenient speed to my offices at the address superscribed to this letter. Thereupon, and upon your production of a signed and twofold witnessed affidavit confirming your identity as Kastor Aloysius Lieberung, we shall be pleased to place into your hands the title deeds to Lieberung Manor and all attached lands and estates, and the bequeathed sum of twenty thousand gold crowns, Imperial.

\n

 

\n

I remain, your most humble and respectful servant,

\n

 

\n

Dietrich Barl. K.C., LL.B. (Alt)

\n

Signed this tenth day of Nachhexen, in the two thousandth, five hundredth and twelfth year of the Empire.

\n
\n
\n

Handout 4: The Affidavit

\n

We, the undersigned, do solemnly swear and affirm that the bearer of this document is Kastor Aloysius Lieberung.

\n

 

\n

Ingrid Zicherman, Priestess

\n

Temple of Sigmar, Nuln

\n

 

\n

Oskar Helmut, Guild Master

\n

Guild of Merchants, Nuln

\n

 

\n

Witnessed by

\n

Julius Schwungrad, Worshipful Company of Advocates, Nuln

\n
\n
\n

Options: You Don't Look like a Kastor

\n
\n

In the campaign as written, the magister impedimentae is a male Human named Kastor Lieberung. This is fine, so long as the party includes a Human male Character. If not, or if you simply want to change the Species and, if required, the gender of the magister impedimentae to match a likely-looking Character, consult the table below. 

\n

What’s in a Name?

\n

Humans make up most members of Chaos cults within the Empire; Halflings, Elves, and Dwarfs are less common, but not unknown. Having selected the Character who will be the double, you need only change Kastor’s name as appropriate.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Species & GenderName
Human, maleKastor Lieberung
Human, femaleKastelle Lieberung
Halfling, maleCrisper (Kipernius) Lowhaven
Halfling, femaleKally (Kallistabell) Lowhaven
High Elf, maleCalamor Limberlimb
High Elf, femaleCalarian Limberlimb
Wood Elf, maleKarrawyr Lindenleaf
Wood Elf, femaleKarrastra Lindenleaf
Dwarf, maleKazrik Lakkarsson
Dwarf, female\n

Kallar Linkassniz

\n
\n

You should choose an identity for the magister that creates the most amusing and challenging match to one of the Characters. The magister’s name does not even have to sound like Kastor Lieberung, especially for a Grognard group that has expectations: it could be anything you decide. If you do change the identity of Kastor, note that @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.sO0kei2vK7KHcU49]{Handout 3: The Inheritance} and @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.QdZKTqUjJWh18MIH]{Handout 4: The Affidavit} will also need to be amended.

\n
\n

The Arrival of the Law

\n

Not long after the Characters inspect the scene of the ambush, they notice horsemen riding from the direction of Altdorf. This is a patrol of five road wardens led by @UUID[Actor.qV5dluDJYZGoMpl1]{Magnus Pflaster}, and they will gallop up to the Characters as soon as they spot the upturned coach.

\n

The road wardens are initially very suspicious of the adventurers, who likely look a lot like bandits at first glance. The road wardens demand to know what is going on, and inspect the scene very closely. Provided the Characters are polite and explain about the Mutants, the road wardens believe them. But insults and threats, on the other hand, lead the road wardens to arrest the Characters, taking them to the next coaching inn for a detailed interrogation.

\n
\n
\n

@UUID[Actor.qV5dluDJYZGoMpl1]{Magnus Pflaster}

\n
\n
\n

@UUID[Actor.CwJLyqjh8U2DUEuG]{Baldwin}, @UUID[Actor.pkwa4XnIzZnvj7UV]{Leopold}, @UUID[Actor.FwWDYWJYYwTcv607]{Sunna}, @UUID[Actor.mzEIIBv3XAuas4R6]{Willirun} - Road Wardens

\n
\n
\n

Taking charge of the scene, the road wardens press every able-bodied Character they can into service. Clearly, @UUID[Actor.goVesadmHWsl5E98]{Lady Isolde} and her staff are exempt from such work, but everyone else is expected to help. With a little effort, and whatever dice rolls you consider necessary, the overturned coach is righted. One of its two remaining horses, fatally injured, is put out of its misery while the other is calmed by the presence of the road wardens and their horses.

\n

The @UUID[Actor.guaFC5d5WK8ExDhk]{Horses} from the Characters’ coach are grazing a short way into the woods. If approached by a Character without any Advances in the Ride (Horse), Animal Care, or Charm Animal Skills, the Horses are still skittish and lash out; the Character must make a Dodge Test to skip in close enough to grab the remains of their harness and control the animals. If the Characters are unable to accomplish this, some of the road wardens step in and calm the Horses with practised ease.

\n

The remaining horses are divided between the two coaches and makeshift repairs are made to their damaged harnesses. 

\n

With the Characters’ party back in their coach and the corpses piled up in the other one, the road wardens lead the way to the next inn. There, sworn statements are taken from each living witness to the Mutant attack, and the bodies are prepared for the arrival of a Doomsayer, a wandering Priest of Morr.

\n

No efforts are made to identify the unfortunate dead. The Empire is a violent place, and the road wardens simply do not have the resources to track down and inform the relatives of every dead traveller. Instead, it is left for the cult of Morr to note the details of the dead and then pass them to the local cult of Verena where records of all deaths are stored. 

\n

Kastor Lieberung’s body has no identification other than the two letters that are now in the Characters’ possession, so he is likely ruled an unknown. If any of the Characters feels compelled by the spirit of honesty to mention the letters, the road wardens make it clear that they have neither the time nor the inclination to deal with such trivialities. ‘In Sigmar's name, be about your business and stop bothering me!’

\n

If the Characters have not taken steps to disguise Kastor’s double, or to disfigure Kastor’s corpse, the road wardens will wryly note the similarity (‘Is it your twin? Bad luck, mate.’), but take no further action. All of them have seen odder things during their long patrols through the Drakwald forest. And, besides, enquiring after suspicious dopplegangers is more than their job’s worth.

\n

The remainder of the journey to the next coaching inn passes without mishap. The Characters pass a couple of coaches bound for Delberz, some merchant trains, a detachment of State Army cavalry, and anything else you deem appropriate. As darkness sets in, the coach finally arrives at its destination, the last stop before Altdorf, the Inn of the Seven Spokes.

\n
" }, "Howls on the Wind": { "name": "Howls on the Wind", "text": "

As the Characters are wondering what to do next, a bestial cry rends the air from around the bend — and crashing sounds can be heard coming through the undergrowth beside the road. Something is coming out of the woods towards them very fast. The adventurers should be tense at this point and may well fire before they recognise @UUID[Actor.uzWAvJDoBl0osDnW]{Hultz}, the coachman who was last seen being dragged off by the panicking horses. He runs back to the coach, crying, ‘It’s me, Hultz! Don’t shoot!’ If any of the Characters do fire, they may well kill him, for he has only 2 Wounds left after being dragged through the trees.

Whether Hultz lives or not, the Characters still have the problem of the runaway horses and the screams from up ahead. The Characters should be encouraged to seek out the source of the screams. If they do not go voluntarily, @UUID[Actor.goVesadmHWsl5E98]{Lady Isolde} orders them to. On no account will she or her entourage leave the vicinity of the coach. The coachmen, if still alive, volunteer to look for the horses, but are easily persuaded to wait until later. They won’t investigate the screams. @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst} also wishes to stay out of the way, claiming that he abhors violence.

" } } }, "On The Road": { "name": "On The Road", "pages": { "A Friend In Need": { "name": "A Friend In Need", "text": "

This encounter takes place at night on a lonely and deserted road, perhaps on the road to @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.JSzzPHEHN8oOhd1z]{Helmgart}. For whatever reason, the Characters need to travel at night, despite the warnings of the staff at the last coaching inn. The road ahead is a terrible place, swarming with brigands and worse. It is even said to be haunted. The Characters may conclude that some of this could be true, but the innkeeper wanting them to stay because they will pay for room and board may have a great deal to do with all the warnings. Nevertheless, the Characters decide to press on: perhaps it is vital that they reach the next town by daybreak, or perhaps a group of road wardens is approaching the inn, and the Characters are keen to avoid them.

\n

The first few miles after leaving the inn pass easily enough. There is still a fading light in the western sky, and they are only on the edge of the forest. As the road goes deeper into the forest, however, things begin to change. The darkness deepens, and can only be penetrated by @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision}. It begins to rain, a fine drizzle that works its way through even the stoutest clothing and soaks everyone to the skin. It’s impossible to light a torch, and lighting a lantern requires a successful Outdoor Survival or Dexterity Test, as the Characters’ tinder is very damp.

\n

Above the soft hiss of the rain can be heard the noises of the forest’s nocturnal denizens going about their business. Somewhere in the darkness an owl screeches, and is answered by the snarl of a @UUID[Actor.8OyCmwhJL4YQFI0N]{Great Cat}. The Characters may now regret their bravado, but they have no choice but to press on; the next town is far closer than the inn they left.

\n

Around midnight, the Characters come to a small shrine dedicated to Taal, the God of Wild Places. The shrine is a circular stone hut about 10 ft in diameter, with a conical thatched roof. An elk skull hangs over the doorway, and inside is a crude wooden statue of the god, about 5 ft high. There is room for five people to shelter in the shrine, in some discomfort. The roof leaks, but the shrine keeps the worst of the weather out, and the Characters can eat and perhaps snatch a couple of hours sleep. It’s impossible to light a fire in the shrine, since the Characters’ tinder-boxes and kindling are soaked.

\n

Whether or not the Characters decide to shelter in the shrine, a strange thing will happen a few minutes after they arrive. Somewhere in the distance, a human voice is faintly heard. The words cannot be made out, but the voice is heavy with pain and misery. If the Characters have horses or any other animals with them, they will become nervous and skittish. The voice draws closer, and after several minutes the Characters make out a figure dragging itself along the road towards them.

\n

The figure is indistinct and difficult to make out through the drizzle. It limps and staggers, as if on the verge of exhaustion, and yet it approaches surprisingly quickly. When the figure is within 10 yards, it can be seen to be a Human male. His clothes were once rich, but are now tattered, and he appears to be severely wounded. Blood oozes from dozens of small cuts all over his body. He raises his head to meet the Characters’ gaze, and a slash across his throat opens like a second mouth, sending blood cascading down his chest. One arm reaches out imploringly, and despite the fact that his legs have stopped moving, he continues to draw closer.

\n

Help me,’ he moans. ‘Help me.’ As he approaches, the Characters realise with a shock that the trees and the road can still be seen through his insubstantial body.

\n

At this point, the Characters should be subjected to the Ghost’s @Fear[2] Trait.

\n
\n

@UUID[Actor.rKQ6GURYq0iWHf7s]{Johann The Ghost}

\n

If the Characters do not flee, the Ghost will not attempt to attack them. In a moaning voice, it will tell them that it was once Johann Gespenst, a merchant from the nearest town. While staying at the inn which the Characters recently left, @UUID[Actor.rKQ6GURYq0iWHf7s]{Johann} was murdered and robbed, and his body was brought into the forest on a cart and dumped by the roadside not far from the shrine. The Characters can free Johann from his miserable condition by collecting his bones and taking them to the town for decent burial. He will show the Characters where his body was dumped. His bones have been picked clean by wild animals and are scattered over an area about 10 yards in diameter.

\n

The nearest town will have a graveyard, tended by a Priest of Morr. Depending on its size, it may also have a Mourners’ Guild, which undertakes all funeral arrangements. An individual grave and marker will cost @Pay[2gc]{2GCs}, while pauper’s burial in the unmarked mass grave will be free. On the night after the burial, Johann’s Ghost will appear to the Characters. He will still be an appalling sight, but free of the pain and desperation of his earlier appearance.

\n
\n

‘Thank you,’ he says. ‘May you never suffer as I have.’

\n
\n

If the Characters have his remains buried in the paupers’ grave, Johann will vanish, saying nothing more. If they have paid for a burial plot and headstone, he will tell them that it is still in his power to recompense them for what they have done for him. He will instruct them to contact his family in the town.

\n
\n

‘Tell them that you have helped me,’ he says. ‘Ask for my sister Greta, and tell her that I want her to give you a package, which she will find in a hidden compartment behind the second drawer on the right-hand side of my desk. If she questions you, mention the time when she was six years old, and I saved her when her horse had bolted. Then she will know that the message comes from me.’ With that, he will vanish.

\n
\n

If the Characters follow his instructions, the family will be puzzled, but will comply. In the package is a velvet pouch containing four rubies, worth @Credit[60gc mode=split]{15GCs each}.

\n
" }, "Emmaretta": { "name": "Emmaretta", "text": "

@UUID[Actor.nU4A6C8LCx5SKf1O]{Emmaretta} can be encountered on any road in the Empire. As the Characters make their way along the road, they pass a young Human woman in her early 20s, travelling in the same direction. She is travelling alone; unusual in such dangerous forests. Her only possessions are a set of outdoor clothing, a small bag of dried meat, a short bow with a quiver of arrows slung over her back, and a pair of daggers hanging from her belt. 

\n
\n

@UUID[Actor.nU4A6C8LCx5SKf1O]{Emmaretta}   @UUID[Actor.8OyCmwhJL4YQFI0N]{Great Cat}

\n

If any of the Characters speak to her she will answer courteously, giving her name and saying that she is a hunter heading for the nearest town. This may also be the Characters’ destination. She says that a friend is in trouble, and she is taking money to bail him out.

\n

@UUID[Actor.nU4A6C8LCx5SKf1O]{Emmaretta} will quite happily travel with the Characters, and will be grateful if they offer her a lift. She cannot pay for a coach ride, as she needs all her money for her friend’s bail. If the Characters try to draw her into conversation during the course of the journey, and if she decides that she can trust them, she will explain that it is her lover Klaus who has been imprisoned. She will say that she needs to bail him out before a certain date: a successful Average (+20) Lore (Astronomy) or (Astrology) Test reveals that Mannslieb is full that night.

\n

What @UUID[Actor.nU4A6C8LCx5SKf1O]{Emmaretta} says about her journey is true, but she neglects to mention an important detail: both she and her lover are Werecats. Klaus has not yet learned to control his condition. If he is still in jail when Mannslieb becomes full, he will be seen changing, and will almost certainly be killed by the guards.

\n

Emmaretta is travelling in the company of two of the great @UUID[Actor.8OyCmwhJL4YQFI0N]{Wild Cats} of the Old World. They are trailing her from the forest, and will attack if she is threatened in any way. She is anxious to avoid trouble, and will call them off almost immediately, warning the Characters that it would be best to leave her alone and go on their way. If she is hard pressed, she will adopt her Cat form and run off into the forest with her two travelling companions. She will only stand and fight if the money she is carrying is stolen. It’s needed for Klaus’s bail, and Emmaretta will use any means at her disposal to get it back.

\n

If @UUID[Actor.nU4A6C8LCx5SKf1O]{Emmaretta} decides to travel with the Characters, her two Great Cats will continue to shadow her from the forest. They move stealthily, so that any character must make an Hard (–20) Perception Test to spot them. Even then, all that will be seen will be a movement in the undergrowth. The Great Cats wait in the forest while she goes into the town. Once she has bailed Klaus out, the Werecats head for the forest, assume Cat form, and travel back to their home with their two companions.

\n

This encounter can be used to add to an adventure in a number of ways. When @UUID[Actor.nU4A6C8LCx5SKf1O]{Emmaretta} arrives at the town, a corrupt Watchman might take her money and then deny having received it, leading to her asking the Characters to get Klaus out of jail as a favour. The party might be attacked by Bandits, in which case she will fight alongside the Characters, and her two Great Cats will come to their aid, melting back into the forest when the fight is over. If she is questioned about the Great Cats, Emmaretta will simply answer: ‘I grew up in the forest. I suppose I’ve made some unusual friends.’ One of the other NPC travellers might fall foul of the Cats by pestering her or trying to steal her money. You should use your imagination to get the most out of the encounter.

\n
\n
\n

Werecats? Really?

\n

This encounter, like all of The Enemy Within, has close ties to the history of Warhammer Fantasy Roleplay. We've presented it here as the encoutner was written in the 1980s, but since that time the identity of the Old World and it's denizens has been considerably refined. For better or worse, Werecats have not remained with us to the present day. If you'd like to update this encounter to bring it in line with the Old World as we know it today, consider making Emerretta and her partner Werewolves. She may be accompanied by two large wolves, rather than wildcats. Alternatively, you might like to keep the wildcats, but have Emaretta and Klaus suffering the effects of a terrible curse wrought on them by a malign magus - something which would be in fitting with the themes of mutation and change that permeate The Enemy Within.

\n
" }, "On the Road": { "name": "On the Road", "text": "

These two short encounters can be used when the Characters are travelling by road. Both are roleplay encounters requiring thought and observation rather than blades and bows.

@UUID[.Fg0aOxVwqkFWsBKv]{Emmaretta}

@UUID[.itIjEiNtkkGBZRql]{A Friend In Need}

Down the years, a lot of excellent short adventures have been written for WFRP, appearing in White Dwarf magazine during the 1980s, and in various collections and anthologies. Over the following pages, three of the best are presented to be dropped into the Enemy in Shadows or played on their own.

On the Road was one of the first adventures to be published for WFRP, appearing in White Dwarf 85 in February 1987. These two road encounters can open out into short adventures, and enliven any road journey.

" } } }, "Mounts And Vehicles": { "name": "Mounts And Vehicles", "pages": { "Mounted Combat": { "name": "Mounted Combat", "text": "

Given the Old World’s penchant for violence, at some point someone will take umbrage with a Character mounted on an animal, or inside a vehicle. These rules are intended to expand upon those presented on @UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.hypkj7MNgpyfnZMJ]{Mounted Combat}.

Hit Locations

Whilst the hit locations table in Warhammer Fantasy Roleplay works well for bipedal creatures, it doesn’t account for quadrupedal animals like horses and dogs, and definitely doesn’t do for pulled, drawn, or carried vehicles. As with normal hit locations, reverse the roll to hit, and consult the following tables.

You can change an Actor's hit location table in the Actor Configuration menu accessed at the top of the sheet.

Attacks on Quadrupeds

RollLocation
01-16Head
17-56Body
57-67Front Left Leg
68-78Front Right Leg
79-89Back Left Leg
90-00Back Right Leg

Some results on this table may be impractical or bizarre in practice, due to the way an animal is facing, or the size difference between the animal and the attacker. In these instances, treat any impractical results as a Body hit, instead.

Example: Harbull is staring down a terrifying Chaos Knight mounted on a nightmarish steed, which is bounding towards him. He attempts to stop the beast in its tracks with his sling, but rolls an 84 for hit location: Back Left Leg. Whilst it’s possible Harbull’s shot hits such an unlikely location, the GM decides such a shot is impractical, and rules that the Body was hit instead.

Caring for Injured Animals

Animal Care is the primary Skill used to treat sick or wounded animals, but magic and herbal preparations can be used as well. Healing spells and miracles work just as well on animals as they do on Humans, Elves, and the like.

If you wish, an appropriate deity such as Taal might grant the @UUID[Compendium.wfrp4e-core.items.C92dpJPRYpkZFsGu]{Blessing of Healing} to an animal where this would not normally be available. Healing Miracles granted to animals by Taal or another deity are similar to the @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.saPG89YXGANoIJBz#miracles-of-shallya]{miracles of Shallya}.

The @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.4CBQ1HlTC7lj9bFy]{drugs, poisons}, @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.PYiffieXenZHBUAU]{herbs, and draughts} listed in the WFRP rulebook mostly work on animals as they do on other Characters. However, some plants that are harmless, even delicious, to Humans are poisonous to animals. Characters who have the relevant Animal Care Skill in addition to the Herbalist and/or Apothecary Skills needed to gather and prepare remedies know the ingredients to avoid, and only include something dangerous in a preparation on an Astounding Failure. Other Characters make such a mistake on a normal Failure. 

An animal that ingests food or medicine that is poisonous to it must succeed on a Challenging (+0) Endurance Test or take one or more @Condition[Poisoned] Conditions.

move Over!

Sometimes the grass is greener on the other side, and you need to move from one vehicle or mount to another without taking the time to stop. Leaping on to a moving vehicle requires a Challenging (+0) Athletics Test. If the Character fails they miss their target, suffering a 2-yard fall. Leaping on to a moving mount without a rider requires the same Test, followed by a Challenging (+0) Ride Test if the mount has the Skittish Trait. If you attempt to leap on to a mount that has a rider, you must also make an Opposed Ride Test against the current rider — the winner remains on the mount and the loser is thrown off, suffering a 2-yard fall.

These rules assume that you are jumping from a mount or vehicle that has matched speeds with your target. Attempting either of these manoeuvres from a stationary position increases the difficulty penalty by −20.

Attacks on Vehicles

Given a vehicle cannot dodge or move of its own accord, any melee attack made against a stationary vehicle automatically hits. If the vehicle is moving, or a Character wishes to attack a specific, difficult-to-hit spot, count the attack as a called shot at –20. If the driver of a moving vehicle is attacked in melee, resolve this as an Opposed Melee Test, but the driver may use an appropriate Drive Skill if they wish.

Ranged attacks against vehicles are resolved as normal; most vehicles are Large targets (+20) and quite easy to hit. However, bullets, arrows, and bolts typically do no appreciable damage to the wood and canvas construction of most vehicles. At the GM’s discretion, called shots against fragile components such as the vehicle’s harness may still trigger one of the special effects, described below.

Vehicles have a Toughness Characteristic, from which a Toughness Bonus may be determined, and a number of Wounds, which function exactly the same as any other target in Combat. Vehicles cannot suffer Critical Wounds, but if a called shot to one of the locations below scores a Critical, then the described effect occurs. Furthermore, if the vehicle is in motion when a Critical Hit is suffered, or its wounds are reduced to 0, the driver must make a Difficult (-20) Drive Test or roll for a @Table[vehiclemishap]{Vehicle Mishap}.

Harness

The shafts are shattered, the traces cut, or the team is separated from the vehicle in some other way. Treat this as an Out of Control vehicle mishap.

Wheels

A wheel breaks or falls off, requiring repairs before the vehicle can proceed any further. A two-wheeled vehicle tips over, shedding its load and dumping any passengers on to the ground in a 1-yard fall.

Seating/Cargo Area

The attack hits the part of the vehicle where people sit or where goods are stored, smashing a sizeable hole in the vehicle. Half the attack’s Damage is also inflicted on a random item of cargo or passenger inside the vehicle. A chair or litter has one of the carrying poles broken, drops to the ground, and is immobilized.

Repairing Vehicles

Damage to a vehicle can be repaired permanently on a successful Trade skill Test, provided that materials, tools, and working facilities are available.

Any Character can attempt repairs using Trade (Carpenter) or similar Skills as the GM deems appropriate. Each repair takes one hour and restores ([[/r 1d10]] + SL) Damage points.

Most coaching inns have a blacksmith in residence or nearby who can replace cast shoes. Such a trader will also have enough skill in carpentry to patch up a vehicle so that it can reach a nearby town, where a more skilled cartwright or coachmaker can be found. Any Character can attempt repairs using Trade (Carpenter) or similar Skills as the GM deems appropriate. Each repair takes one hour and restores ([[/r 1d10]] + SL) Damage points.

" }, "Driving And Riding": { "name": "Driving And Riding", "text": "

Driving the Old World’s vehicles and keeping control of its mounts pose unique challenges. The @UUID[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl]{Drive} Skill and the @UUID[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe]{Ride} Skill} are used for these Tests. Under most circumstances, a Character can operate a vehicle or mount without a Test. However, obstacles and adverse conditions may prompt a Drive or Ride Test.

This chapter includes a range of mishaps to inflict upon travellers. These can be used instead of the @UUID[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl]{Drive} rules ta add colour and variety.

Travel Speed

The speed of a vehicle or mount along a road depends on its final Movement rate, when all Encumbrance and other factors have been taken into account. Each point of Movement equals one mile per hour at walking pace, 1.5 miles per hour at a trot, and 2 miles per hour at a canter. Hazards and bad weather may slow the pace of any travel.

A mount can travel at a Walk for up to 12 hours without a rest, then an hour’s pause and a drink of water restores its freshness for a number of hours equal to its Toughness Bonus. This is usually when bandits attack. 

Faster speeds can only be maintained for a limited time. Animals may Trot for their Toughness Bonus in hours, or may Canter (run) for half their Toughness Bonus in hours.

For every hour that the animal is pushed beyond its normal travel endurance, it gains a @Condition[Fatigued] Condition and must make a Challenging (+0) Endurance Test. Failure gives the animal another Fatigued condition and requires a roll on the @Table[ridingmishap]{Riding Mishap Table}. When the number of @Condition[Fatigued] Conditions exceeds the animal’s Toughness Bonus, the animal collapses, gaining both @Condition[Stunned] and @Condition[Prone] Conditions. A final Challenging (+0) Endurance Test is made, without any modifiers; failure indicates the poor creature has been driven to the point of death.

Broken Tack

A torn saddle strap, a shredded harness or a lost stirrup — some part of your mount’s tack has been damaged, making travel more difficult. The rider must make a Difficult (–10) Ride Test or @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{fall off} (a distance of 2 yards). Until the tack is repaired, all future Ride Tests suffer a –20 penalty.

Cast Shoe

The animal loses a shoe. The rider must make a Difficult (–10) Ride Test or @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{fall off} (a distance of 2 yards). The animal must move at a Walk until the shoe has been replaced by a farrier. Forcing the animal to move faster cause it to become @UUID[.lLe63oYqpVSctopI#lame]{Lame}.

Lame

The animal cannot move faster than half its Walk speed, cannot be ridden or carry packs, and cannot pull a load. Attempting to bring the animal any further on a journey using the @UUID[JournalEntry.1tdhntCNqK83TS94]{Travel rules} increases the journey length by 1 Stage. Any attempt to do any of these things costs the animal [[/r 1d10]] Wounds, regardless of Toughness Bonus. On a roll of 8+, the animal must make a Challenging (+0) Endurance Test or suffer a @Table[critleg]{Critical Wound} to its legs.

Broken Leg

The animal suffers a @UUID[Compendium.wfrp4e-core.items.2iult41Jehz0F1O8]{Broken Bone (Major)} on its leg, and becomes immobile. If the broken bone ever heals, the animal’s Movement is reduced by half. Usually, when a horse or similar breaks a leg, there is little hope of it surviving.

Being Dragged

Falling from the saddle is bad enough — the equivalent of 2 yards on to the ground — but in the Old World things can always go from bad to worse very quickly. Every rider dreads being thrown from the saddle with one foot still caught in the stirrup, and then dragged helplessly along a rocky road by a panicking mount.

When a Character falls from a mount because of an Astounding Failure, they must make a Challenging (+0) Dodge Test. Failure indicates that the unfortunate individual has been caught with one foot still in a stirrup. If the mount is standing still, the fallen rider can try to free the tangled foot from the stirrup by making an Extended Challenging (+0) Athletics Test requiring 3 Success Levels. With the final success, the rider has managed to bend, stretch, and twist into a position where both hands can reach the foot and stirrup.

If the mount is moving, a rider is nearly helpless. The rider is @Condition[Prone] and @Condition[Entangled], and suffers one Damage each turn if the mount is walking, or the mount’s Movement characteristic in damage each round if it is troting or cantering. There is no Strength Test to break the entanglement, but if the rider has a sharp weapon on hand (and did not drop or lose it in the fall) a successful Very Hard (–30) Weapon Skill Test cuts through the stirrup strap.

Vehicles of the Empire

ItemCost (GC)Vehicle EncumbranceCarries*AvailabilityMotive Power**ToughnessWounds
@UUID[Actor.OoI7OPMt3l182v5d]{Carts}201025Common1 A2510
@UUID[Actor.lg4isfAW6NPfovIS]{Chairs}25510Rare2 O208
@UUID[Actor.cNfiKH3ZIrlkWptP]{Coaches}15010080Rare2–4 A4550
@UUID[Actor.VWwIusi36aToq80o]{Handcart}10550Common1–2 O208
@UUID[Actor.rFWwSMf1f1pMYVPm]{Small Litter}301010Common2 O3020
@UUID[Actor.Nt3MGuqHZ6TSBsXL]{Large Litter}452020Exotic2–4 O3535
@UUID[Actor.m6IHp5qzHqPW7QAm]{Light Wagon}753030Common2–4 A5035
@UUID[Actor.6F6euwneMWcrhTM9]{Medium Wagon}1005060Common2–6 A5060
@UUID[Actor.EXsFo4di4egzwvEi]{Heavy Wagon}12575100Common2–8 A5095

* Refers to the number of Encumbrance points the vehicle can comfortably fit in its cargo area.

** A = Animals; O = Operators. Pulling (or pushing) a wheeled vehicle counts as 1/10 the total encumbrance of the vehicle and its contents.

Vehicle Speeds

An animal pulling a cart, wagon, coach, or other vehicle moves more slowly than one that is running free or carrying a rider. Animals pulling a vehicle may only Walk or Trot safely. Operators carrying, pushing, or pulling a vehicle may only Walk.

An animal may be forced to move at a Run whilst pulling a vehicle. The driver must make a Challenging (+0) Drive Test every mile, with a penalty of –10 per mile already travelled while at a Run. A failure slows the animals to a Walk, and each animal must make a successful Challenging (+0) Endurance Test or gain a @Condition[Fatigued] Condition.

An Astounding Failure (–6 SL) by the driver on the Drive Test requires a roll on the @Table[vehiclemishap]{Vehicle Mishap} Table. An Impressive or worse failure on any an animal’s Endurance Test imposes an additional @Condition[Fatigued] Condition, and an Astounding Failure costs the beast [[/r 1d10]] Wounds in addition (modified by Toughness Bonus, to a minimum of 1).

Many of these mishaps result in a vehicle Crashing if it is moving faster than Walking speed. Occupants of Crashing vehicles suffer [[/r 2d10]] Wounds modified by Toughness Bonus and Armour Points minimum 1. Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). (See @UUID[.hypkj7MNgpyfnZMJ#repairing-vehicles]{Repairing Vehicles}). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test.

Out of Control!

By some mischance, the reins break and the driver has no way of steering the vehicle, speeding up, or slowing down. If the driver does not take some action to stop the vehicle, it may collide with something! If the vehicle was moving at walking speed and is not brought under control in [[/r 1d10]] Rounds, it strikes something and becomes Damaged. If it was moving faster than walking speed, it Crashes instead.

This mishap may also occur if the driver is killed or otherwise prevented from steering the vehicle.

Damaged

Something vital is damaged: a wheel cracks, the axle warps, or a similar problem occurs. The vehicle may continue at a walking speed only until repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). If driven faster, the vehicle becomes Broken after [[/r 1d10]] Rounds.

Broken

Something vital breaks: a harness, wheel, or axle. If the vehicle is pulled by a team of animals, they may have become untied from the vehicle: the driver must make a successful Challenging (+0) Athletics Test in order to let go of the reins and avoid being pulled out of the driver’s seat. A failure indicates a @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{Fall} and @UUID[.lLe63oYqpVSctopI#being-dragged]{Being Dragged}.

The vehicle suffers [[/r 1d10]] Damage immediately, modified by Toughness Bonus minimum 1. The vehicle may not be driven further until repaired with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Anyone in the vehicle suffers 1 Wound immediately, unmodified by Toughness Bonus or Armour Points.If the vehicle was moving faster than walking speed, treat this result as a Crash instead.

Crash!

The vehicle collides with something at speed. Occupants of Crashing vehicles suffer [[/r 2d10]] Wounds modified by Toughness Bonus and Armour Points minimum 1. The vehicle suffers [[/r 2d10]] Damage immediately, modified by Toughness Bonus, minimum 1. Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright) before they can be driven again.

The Thunder Of Black Wheels

Every corner of the Empire has its own tales of the Black Coaches — terrible two-horse contraptions seen travelling at breakneck speeds down the Emperor’s roads in the dead of night. Whilst dismissed as little more than peasant foolishness, Road Captain Sigrid Wachsam has been tracking sightings for the past year, and is convinced of their authenticity. Captain Wachsam has identified a stretch of road not far from Castle Grauenburg with frequent occurrences, and wants to hire someone outside the road wardens to investigate.

" }, "Mounts and Vehicles": { "name": "Mounts and Vehicles", "text": "

Given the precarious nature of the roads, and the sheer distance involved when moving between the great cities and towns of the Empire, it is no surprise that few travellers choose to go on foot. Riding beasts, draught animals, lumbering carts, and thundering coaches are a common sight along the highways and backroads between the pinpricks of civilisation.

Draught Animals and Mounts

@UUID[Actor.iaVpUaCKx1qEYkq1]{Dog}

@UUID[Actor.12ARFrc7Dokxc72q]{Pony}, @UUID[Actor.lOO8BfzQfP7omFe0]{Donkey}, or @UUID[Actor.jd77heDEL6v768Nd]{Mule}

@UUID[Actor.guaFC5d5WK8ExDhk]{Draught Horse}

@UUID[Actor.l7G0hmzl6VMnAXtL]{Ox}

@UUID[Actor.PZiW5RRL0sqmGjaL]{Heavy Draught Horse}

@UUID[Actor.4DTXl9hXbWlfLa5J]{Riding Horse}

@UUID[Actor.QhEFgUrPzF2NNWoS]{Light Warhorse}

@UUID[Actor.NJxgxApkhZixXYEj]{Heavy Warhorse}

Animal Cost and Availability

AnimalCostCarrying Capacity Availability
@UUID[Compendium.wfrp4e-core.items.M5rVGn8jfQXVkY57]{Chicken}5d0Common
Sheep3/—2Common
Pig4/—3Common
@UUID[Compendium.wfrp4e-eis.items.8HKXprgF2We8U75i]{Dog}2 GC8Rare
@UUID[Compendium.wfrp4e-eis.items.7FHg4zjzkMjhi0yJ]{Pony}10 GC14Common
@UUID[Compendium.wfrp4e-eis.items.cDBVmh9Kc24MbDfo]{Donkey or Mule}5 GC14Common
@UUID[Compendium.wfrp4e-eis.items.SyeYK3NrI8nHsl5q]{Draught Horse}4 GC20Common
@UUID[Compendium.wfrp4e-eis.items.vZYC9wKJexrJltiO]{Heavy Draught Horse}8 GC30Scarce
@UUID[Compendium.wfrp4e-eis.items.mu7okaGNwsxc4yWJ]{Ox}15 GC30Common
@UUID[Compendium.wfrp4e-eis.items.Mjw7ToPBKMbmZgnu]{Riding Horse}15 GC16Common
@UUID[Compendium.wfrp4e-eis.items.D51YLwyoWIVsjq4w]{Light Warhorse}70* GC18Common
@UUID[Compendium.wfrp4e-eis.items.21Wrt7zj0HBHRI5K]{Heavy Warhorse}230* GC20Scarce

*This price can double or triple in times of tension or war when nobody wants to part with military hardware

Movement Rates for Mounts

AnimalMovementWalk (yards)Trot (yards)Canter (yards)
@UUID[Actor.iaVpUaCKx1qEYkq1]{Dog}4824
@UUID[Actor.12ARFrc7Dokxc72q]{Pony}, @UUID[Actor.lOO8BfzQfP7omFe0]{Donkey} or @UUID[Actor.jd77heDEL6v768Nd]{Mule}4816
@UUID[Actor.guaFC5d5WK8ExDhk]{Draught Horse}51020
@UUID[Actor.PZiW5RRL0sqmGjaL]{Heavy Draught Horse}4816
@UUID[Actor.l7G0hmzl6VMnAXtL]{Ox}3612
@UUID[Actor.4DTXl9hXbWlfLa5J]{Riding Horse}7142142
@UUID[Actor.QhEFgUrPzF2NNWoS]{Light Warhorse}7142142
@UUID[Actor.NJxgxApkhZixXYEj]{Heavy Warhorse}481224
" } } }, "The Purple Hand: A GM's Guide": { "name": "The Purple Hand: A GM's Guide", "pages": { "Tzeentch, The Changer Of The Ways": { "name": "Tzeentch, The Changer Of The Ways", "text": "
\n

Tzeentch is the most enigmatic of the four Ruinous Powers. He symbolises the potential of Chaos to bring about change in defiance of natural and mortal laws, from bodily mutation to political revolution.

\n

The cult of the Purple Hand is the most powerful and extensive cult of Tzeentch in the Empire, but it’s not the only one. As the Changer of the Ways, Tzeentch is popular with Mutants, but his worship also appeals to those who crave more money, power, or knowledge. He also welcomes the devotion of those who hunger for change: political, societal, or in personal circumstances.

\n

Most cults of Tzeentch are committed to the subversion and overthrow of the Empire, whether they know it or not. While the stated goals of one cult may be very different from those of another, some experts have suggested that each cult forms a part of a vast and intricate pattern. Further study of this hypothesis, and indeed, any serious assessment of the threat the Tzeentch cults pose to the Empire, is not easy. 

\n

Those drawn to study the phenomenon tend to suffer for their dedication — their minds warping as comprehension draws nigh, often tempted into the cult themselves.

\n

The zeal of witch hunters, who prefer to burn servants of Chaos rather than question them, also makes study difficult. The result is that no mortal truly understands the extent and nature of the threat posed by Tzeentch and his disciples.

\n

Other Chaos Gods

\n

Followers of Tzeentch are often hostile to servants of Nurgle the Plaguefather, whose acceptance of entropy, decay, and despair is the antithesis of the ambitions that inspire devotion to Tzeentch. Groups from the two cults may well fight to the death upon discovering each other’s existence, ignoring all other goals in their enmity. It has been posited, though never within hearing of a Sigmarite priest or witch hunter, that the fiercest opponents of Chaos may be followers of Chaos themselves.

\n

Relations with the followers of Khorne, the Blood God, and Slaanesh, the Prince of Pleasure, are also strained, but not always hostile. Followers of Tzeentch regard servants of Khorne as crude and predictable; in turn Khornates dismiss schemes and sorcery as the tools of weaklings. Cults of Slaanesh are usually too indolent and self-indulgent to achieve much in terms of political power, though occasionally a cell of Tzeentch cultists forms alliance with a Slaaneshi cult to a specific end. This is often the assassination or subversion of a high-ranking personage in order to destabilise a town or region. Notoriously impulsive, Slaaneshi cultists have been used as distractions, orchestrating outbreaks of disorder and debauchery which occupy the authorities while a hidden Tzeentchian scheme is quietly put into action.

" }, "Organisation": { "name": "Organisation", "text": "
\n

The Purple Hand is fragmented despite its size. Its structure of small, isolated cells ensures security, but makes communication and coordinated action difficult. As a result, the cells tend to act independently, occasionally at odds with one another. Perhaps, scholars wonder, this is a reflection of the inscrutable caprice of Tzeentch, or perhaps it’s the deliberate design of a fragmented daemonic mind that inspires the cult.

\n

A Purple Hand cell normally consists of nine members, and a town or city can have three or even more cells depending on its size. Each group operates independently, ignorant of other cells’ existence.

\n

In large cities such as Altdorf, Nuln, and Middenheim the cult is better organised. Groups of cells are organised under the auspices of three governing Ordos. These are the Ordo Impedimentae, the Ordo Novitiae, and the Ordo Terribilis.

\n

Cult Ranks

\n

The Ordo Impedimentae are tasked with securing funds and resources for the cult. Their members fulfil the roles of treasurer and quartermaster, and stand at the apex of a wider network involving burglary and racketeering. Whilst the Ordo Impedimentae operates like an organised criminal gang they must be exceedingly careful. Regular criminals benefit from a loose but mutually supportive code of conduct, but only the most depraved crime lord would consider extending such niceties to followers of Chaos. Criminals must be wary of alerting the town guard, but they don’t normally have to worry about the more meticulous investigations of witch hunters.

\n

The Ordo Novitiae are concerned with scouting for talent and recruiting new members. Whilst they do occasionally resort to blackmail or force, hard lessons have taught them to identify and recruit true believers, rather than attempt to coerce people into the worship of Tzeentch. The members of this Ordo have to be particularly ruthless and hard-nosed, as it falls to them to silence any cult novice who turns out to be a security risk.

\n

The Ordo Terribilis handle research and development for the cult. They instruct magically adept members of the cult in the rituals and spells of Tzeentch, consort with Daemons, and study forbidden lore. Given the limited pool of expertise available to the cult, the Ordo Terribilis in each major city focuses on a particular field. In Nuln they carry out a sociological experiment encouraging mutants to build communities within the confines of the city. In Middenheim they experiment on fusing the dark arts of the Daemonologist with those of the Necromancer.

\n

Each Ordo is headed by three Magistri, who tend to be accomplished in another useful field (such as wizards, scholars, or assassins) or who have worked their way into a position of authority outside of the cult (such as guild chairpersons or members of the aristocracy). Together the Magistri from the three Ordos form an Inner Circle of nine. 

\n

Within the Inner Circle the individual heads of each of the Ordos form a governing council known as the Triumvirate. At the top of the hierarchy the Triumvirate elect one of their members to be the regional cult leader: Magister Magistri.

\n

The cult’s inner circle are usually ignorant of each other’s identities. They meet only twice a year on Hexenstag and Geheimisnacht, when Morrslieb waxes full. Donning cult robes and elaborate masks, they share their achievements and draw up plans for the next phase. On ending their business, they undertake forbidden rites, sing praises to Tzeentch and conclude with a human sacrifice.

\n\n

Symbol

\n

The Purple Hand uses a purple handprint as a symbol. All members have it tattooed somewhere on their body. Targets are marked with the symbol, slapped onto the door of a building or conveyed to an individual using the @UUID[Compendium.wfrp4e-eis.items.DhpMRsuTBgD69JW1]{Purple Hand Spell}. Members also wear a purple item of clothing, to aid in mutual recognition. Ceremonial robes are normally purple, decorated with hand designs and symbols of Tzeentch.

\n

Methods

\n

Manipulation, bribery, extortion, blackmail, and murder are among the Purple Hand’s favourite weapons. The essence of Tzeentch is change, and his most powerful tool is sorcery, enabling the cult’s agents to offer enormous inducements to those whose souls are already weakened by ambition or a love of power. Gathering power is the cult’s invariable aim: political, military or magical. It does so by placing agents in high places, or corrupting those already there.

\n

The cult is painstaking in its investigation of potential recruits and targets. By the time an approach is made or an operation is set into motion, the cult knows everything about the person, including weaknesses, predilections, loved ones, and other pressure points.

\n

Despite seeming (and indeed, being) disorganised and inefficient, the Purple Hand is ruthless in the pursuit of those who thwart its plans, or come to learn too much about the cult. ‘Too much’ means ‘anything at all’. As the Characters in the Enemy Within campaign will discover, cultists are everywhere, and dogged in pursuit.

\n

Rivals

\n

The Purple Hand has many enemies. All the recognised gods of the Empire oppose the threat of Chaos. Even gentle Shallyans revile the corrupting influence of the Changer of the Ways, and whilst they are sworn against personally shedding the blood of cultists, they would still wish to see them exposed and executed… humanely. The Cult of Sigmar in particular are ferociously opposed to all groups that sponsor worship of Chaos. Its witch hunters are vigilant in tracking down cultists and have no qualms about subjecting them to a torturous ending.  The Order of the Silver Hammer, as licensed Sigmarite witch hunters are known, have notions that a widespread network of Tzeentch worshippers are identified by purple hand tattoos, but even they are only beginning to develop an understanding of the cult.

\n

Whilst the Purple Hand would work alongside other Chaos followers when it suits them, in general they tend to find less organised cults a liability rather than an asset. The Purple Hand even go so far as to tip off witch hunters to other cults’  existence, if doing so throws the hunters off their own scent.

\n

The Purple Hand are devotees of change, but they are not wild or anarchic. Many of their members act with self-interest in mind, seeing themselves as the beneficiaries of a future new order. As such they can run into conflict with followers of Chaos who espouse a more destructive creed. The Red Crown, another cult of Tzeentch who regard it as their mission to rouse the Mutants and Beastmen of the Empire’s forests and spur them into a campaign of violent conquest, have much in common with the Purple Hand. However, their differing visions of the Empire’s fate  ensure that for all their similarities the two cults are bitterly opposed.

\n\n
\n

Options: The Enemy With Us

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The Purple Hand has a long reach, touching the lives of the great and small. One way to reflect this power, especially if the Characters have come into conflict with the cult, is to plant a cultist in the party’s midst. This could be an allied NPC, but it could also be a PC if you are confident the Player can take this double role seriously, and not ruin the plot and destroy the potential intrigues.

\n

Once the cultist is installed within the party, all the Characters’ actions are under the Purple Hand’s scrutiny. The mole reports back to distant masters whenever the group passes through a town or city. The Purple Hand’s plans are many and subtle. Sometimes the cult will want to ensure that the Characters succeed; other times it may oppose them. In either case, the Characters face the uncomfortable feeling that their every move is watched and every decision anticipated. They are!

\n
" }, "Chaos Sorcerers of Tzeentch": { "name": "Chaos Sorcerers of Tzeentch", "text": "

Characters with the Chaos Magic Talent are usually described as sorcerers. When the Talent is taken, a Lore must be picked, in the same manner as with the Arcane Magic Talent. In the case of Tzeentch Sorcerers, this means choosing Chaos Magic (Tzeentch).

Channelling Dhar

Some wizards scorn the limited teachings of the Colleges of Magic. Instead of using a single wind of magic to power their spells, they wildly channel any and all available winds of magic at once, melding them into enormously powerful and dangerous flows of corrosive energy known as Dhar, also called Dark Magic or the Black Wind of Magic. Channelling Dhar grants extraordinary, raw power, but is also unspeakably dangerous. It is so dangerous that using its power is considered heretical, akin to dealing with the Ruinous Powers. Those convicted of its use are routinely sentenced to death by burning.

You can enable Dhar Spellcasting Rules via the Enemy in Shadows Module Settings

Casting Spells With Dhar

When casting spells with Dhar, Overcasts happen for every +1 SL scored above the Casting Number of the Spell, not every +2 SL. However, rolling a double on any associated Channelling or Language (Magick) Tests also counts as a @Corruption[minor]{Minor Corrupting Influence} as the foul energies course through the spellcaster’s body.

Further, any Channelling or Language (Magick) Test results containing an 8 (such as 08, 18, 81, or 82) and therefore symbolising the eight-pointed star of Chaos are especially bad. This causes the roiling Dark Magic to move massively beyond the spellcaster’s control. All living souls within Willpower yards suffer a @Corruption[minor]{Minor Corrupting Influence} and a @Table[minormis]{Minor Miscast}; a single result applies to all those within the area affected. Should an 88 be rolled, the effect increases to a @Corruption[Major]{Major Corrupting Influence} and a @Table[majormis]{Major Miscast}.

Sources Of Dhar

Dhar - foul, twisting Dark Magic - gathers anywhere the winds of magic grow stagnant and are incapable of flowing freely. It also gathers where dark and chaos magic is used frequently, where the cultists of the Ruinous Powers gather, and around sources of corruption, such as Warpstone.

The following is a brief list of example sources of Dhar, which typically provide a bonus of +1–3 SL (as determined by the GM) to all Channelling (Dhar) Tests in the vicinity, depending upon the source’s power.

Malign Influence of Tzeentch

In areas where the influence of the Chaos gods is strong- such as in their temples, where their Daemons are manifest, where their spells are in effect, or where rituals in their honour are performed - the Ruinous Powers’ influence may be made manifest. Whenever a Test performed in such areas rolls the sacred number of the god at hand, the tide of corruption rises and the Chaos god draws close.

If you roll a 9 on any Casting or Channelling Test taken in an area influenced by Tzeentch (such as 09, 19, 29, 90, 92, and so on), you suffer the following: 1 @Table[minormis]{Minor Miscast}, and gain the @UUID[Compendium.wfrp4e-eis.items.Item.1T6t6Cu4LvKWUMO5]{Suffused with Magic} Talent until the start of your next Turn. If you roll 99, you suffer a @Table[majormis]{Major Miscast}, and a @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror of Tzeentch} manifests within [[/r 1d10]] Intelligence.

Options: Spells of Chaos

Spells of Chaos Gods twist and turn in the minds of those who have memorised them, writhing like ever-changing, hungry creatures. Ingredients do not offer protection from these Spells, as their power already resides within, and their negative effects cannot be avoided.

In addition to the normal casting rules, any double rolled for Language (Magick) or Channelling Tests when casting Spells from a Chaos Lore results in memory loss as the Spells within take their toll on your mind. You lose 1 Advance of your choice from any Skill not in your current Career. If you have no Advances left to lose, you instead lose one Talent from a non-current Career instead. If this cannot happen, the spell within bites deep, and you suffer a permanent loss of −[[/r 1d10]] Intelligence.

Lore of Chaos Spells

Characters with a Chaos Magic Talent may select any combination of Arcane Spells, Chaos Arcane Spells, and spells from their own Chaos Lore. A character with Chaos Magic (Tzeentch) can select spells from the Arcane Spells list, the Chaos Arcane Spells list and the Lore of Tzeentch Spells list. A character with the Chaos Magic (Undivided) Talent can select spells from the Arcane Spells and the Chaos Arcane Spells list.

Chaos Arcane Spells

The Chaos Arcane Spells are available to all Chaos Sorcerers. How these spells manifest will vary based on the specific Chaos Lore known. For instance, if a spellcaster has Chaos Magic (Nurgle) and casts @UUID[Compendium.wfrp4e-eis.items.S3gO8NSZVVvtAZxG]{Joyous Aspect}, the target blooms with an unnaturally healthy life, whereas if the spellcaster had Chaos Magic (Slaanesh) instead, the target would appear so attractive that no one would notice any flaws.

Note: Any spell marked with a ‘+’ at the end of the Duration gains the following extra effect: When the spell should end, you may make a Willpower Test to extend the Duration for +1 Round.

@UUID[Compendium.wfrp4e-eis.items.5h10PaMCFJLM2H6S]{Blast of Corruption}

@UUID[Compendium.wfrp4e-eis.items.SMXvl791YcurXc5W]{Bolt of Corruption}

@UUID[Compendium.wfrp4e-eis.items.GYTx4tjkS1rLXoCe]{Demonic Mien (Undivided)}

@UUID[Compendium.wfrp4e-eis.items.3TDE8Or2cx1HEXbR]{Foul Messenger (Undivided)}

@UUID[Compendium.wfrp4e-eis.items.S3gO8NSZVVvtAZxG]{Joyous Aspect (Undivided)}

@UUID[Compendium.wfrp4e-eis.items.e0Km0uHZL9MoShjD]{Obsession (Undivided)}

@UUID[Compendium.wfrp4e-eis.items.R9tmGw2LBoHvzWne]{Power of Chaos (Undivided)}

@UUID[Compendium.wfrp4e-eis.items.6nNUdl9DlfCspbkT]{Rend Aethyr (Undivided)}

@UUID[Compendium.wfrp4e-eis.items.FHavChaObRV39maA]{Slave to Darkness (Undivided)}

The Lore of Tzeentch

Tzeentch is the Changer of Ways, the Great Architect and the Spinner of Fates. He is a symbol of hope and transformation to his Cultists. He stands for command over fate and destiny, and the capacity to alter preordained paths. He is the patron of many unwitting revolutionaries and agitators, secretly worshipped wherever souls crave change to the status quo, or where ideas and intellects gather to ponder the nature of existence. As the God of Magic, Tzeentch favours wizards and sorcerers, especially those frustrated by the limitations placed upon them by mortal authorities.

Lore Attribute

Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, wh ich can be used as normal. Such are the whims of Tzeentch.

@UUID[Compendium.wfrp4e-eis.items.gnYTBH7VDDEraDVT]{Boon of Tzeentch}

@UUID[Compendium.wfrp4e-eis.items.DhpMRsuTBgD69JW1]{The Purple Hand}

@UUID[Compendium.wfrp4e-eis.items.umgfRTZ2QQsBVJdd]{Curse of Tzeentch}

@UUID[Compendium.wfrp4e-eis.items.wY6JAt76eArBroYC]{Blue Fire of Tzeentch}

@UUID[Compendium.wfrp4e-eis.items.UOGORIbMyGWflehS]{Bolt of Change}

@UUID[Compendium.wfrp4e-eis.items.iNynHyu1el6fXJ6J]{The Flickering Flames of Fickle Fate}

@UUID[Compendium.wfrp4e-eis.items.99tpweD3L8O6AImv]{Master of Fortune}

@UUID[Compendium.wfrp4e-eis.items.Wmo0Yr7EyukRCOJq]{Mindfire}

@UUID[Compendium.wfrp4e-eis.items.sklbZU3K8ogeu3mC]{Pink Fire of Tzeentch}

@UUID[Compendium.wfrp4e-eis.items.iSleU9g1CPmmJRP2]{Sense the Skein}

@UUID[Compendium.wfrp4e-eis.items.xFN6ucGC0moflQAb]{Transformation of Tzeentch}

@UUID[Compendium.wfrp4e-eis.items.R0uUNtxsHEEddMLV]{Tzeentch's Firestorm}

@UUID[Compendium.wfrp4e-eis.items.NilfYPRh9dIbFH2y]{Tzeentch's Golden Aura}

@UUID[Compendium.wfrp4e-eis.items.dzVPZv5iuUYeAfaI]{Word of Tzeentch}

" }, "The Purple Hand": { "name": "The Purple Hand", "text": "

During the course of the campaign, the party encounters a number of Chaos cults, but none as widespread or invidious as the Purple Hand.

\n

This vast interconnected organisation has cells throughout the Empire. It has spent decades inveigling its agents into positions of power. Now, as other forces prepare to assault the Empire from without, the Purple Hand plots to collapse it from within.

\n

Their plan is vast, with a mesh of objectives and contingencies so complex that even the Magisters Magistri, as the cult leaders style themselves, do not fully comprehend the whole. Individual cultists know only a handful of their fellows, and an infinitesimal fraction of the plan. This offers the cult a deal of security, a witch hunter who captures and interrogates a dozen cultists will struggle to learn enough to impair the wider organisation.

\n
" }, "Purple Hand Cultists": { "name": "Purple Hand Cultists", "text": "

You should custom-design important NPCs from the Purple Hand to fit the required background and role in a particular adventure. Less important cultists that are needed in a hurry can be designed according to the following suggestions.

Most Purple Hand cultists fall into one of three categories: cultist, senior cultist, and cult magus.

Cultists

Cultists are recent inductees to the cult. In the Purple Hand they have been recruited by a branch of the Ordo Novitiae, but are largely ignorant of the workings of the cult beyond their own small and local ambit. Basic profiles for cultists can be found @UUID[Compendium.wfrp4e-core.actors.jfMhkQGzjFWDxVOm]{here}. They all have the Lore (Chaos) and Secret Signs (Purple Hand) Skills.

If you need to create a cultist in more detail, add a day-to-day Career, usually, but not always, drawn from the Academic, Burgher, or Courtier Classes, with an added @UUID[Compendium.wfrp4e-core.items.PJ4oxDExnuFNr2Fi]{Secret Identity} Talent.

A cultist has a 25% chance of having a mutation. If a physical mutation is indicated, roll on the Tzeentch column of the @Table[mutatephys]{Mutation Table}.

Senior Cultists

Senior cultists are mostly Academics, Burghers, and Courtiers in the third or fourth tiers of their respective Careers. These cultists have been given a particular role within one of the three Ordos of the Purple Hand, and may have been promoted to the level of Magistri. Instead of starting with the cultist profile, create the NPC as normal and then add the Lore (Chaos), Lore (Tzeentch), and Secret Signs (Purple Hand) Skills with at least 10 Advances, along with the @UUID[Compendium.wfrp4e-core.items.xsGbDFqK2qh7lsIj]{Corruption (Minor)} Trait, and the @UUID[Compendium.wfrp4e-core.items.PJ4oxDExnuFNr2Fi]{Secret Identity}, and @UUID[Compendium.wfrp4e-eis.items.5Um84CPA7CeUERij]{Disciple of Change} Talents.

A senior cultist has a 50% chance of having a mutation. If a physical mutation is indicated, roll on the Tzeentch column of the @Table[mutatephys]{Mutation Table}. Senior cultists also have a 25% chance of an additional mutation, repeating the above process if they already have one.

Cult Magus

These are the leaders of cults, members of the Inner Circle. Within the Purple Hand a Cult Magus may well be the head of a particular Ordo and member of the Triumvirate within a particular city. Particularly experienced Cult Magi may even go on to be promoted to the rank of Magister Magistri, the ultimate cult authority within a given city state or province.

The following Career is intended for NPCs only, but follows all the standard rules, so can be used by PCs with GM permission.

Though the Purple Hand is by far the most widespread and ambitious of Tzeentch’s cults, the god’s worshippers are legion. They take every shape and size and are present throughout the strata of society in the Old World and beyond. Each cult is guided through the example of their Magus, spiritual stand-in for Tzeentch and guardian of the cult’s lore.

However, the myriad cults come with their own forms of Magi. Many in Norsca originate from the class of shamen known as Vitki. Far Cathay Magi take the form of courtiers and concubines. Magi from Bretonnia often take the form of curiously talented village firebrands, the Magister Magistri that orchestrates local cells of the Purple Hand… Whichever form the Magus takes, and whichever lies they spin to grant them access, they ultimately care for one thing only — change to the status quo.

A Cult Magus has a 50% chance of gaining a mutation when gaining a new level of the career for the first time. If a physical mutation is indicated, roll on the Tzeentch column of the @Table[mutatephys]{Mutation Table}.

" }, "Cult Magus of Tzeentch": { "name": "Cult Magus of Tzeentch", "text": "
\n

 And at the appointed time we shall rise from our secret places and throw down the towns and cities of The Empire. Our brethren shall pour forth from the forests to slay and hunt. Chaos will cover the land and we, the chosen servants, shall be exalted in HIS eyes.

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Hail to Tzeentch, Changer of the Ways — Njawrr’thakh ’Lzimbarr Tzeentch!

\n

– Excerpt from The Book of Transmutation

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\n

A scheming manipulator, master of deception, and wielder of the foulest sorcery, you have given yourself to Tzeentch and debased your soul upon its altar.

\n

A most favoured servant of the Great Mutator, a Cult Magus can manipulate Tzeentch’s greatest gift: magic. They use their fell powers to subvert the ambitious, tempt the greedy, and convert the great and good of the Old World to their dark plans. Whether in a position of authority or not, the Magus is the locus of a Tzeentch cult. They pull at the strings of the other cultists as they lead bloody rituals and utter blasphemous prayer, all whilst following a diabolical plan that none fully grasp.

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Species: Human

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Class: Academic

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Cult Magus of Tzeentch Advance Scheme

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WSBSSTIAgiDexIntWPFel
    
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✠. @UUID[Compendium.wfrp4e-eis.items.eWWKMUW6rB40XDeW]{Cult Acolyte}

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Status: Brass 1
Skills: @UUID[Compendium.wfrp4e-core.items.dBwnAzhe0bvobgbY]{Channelling (Dhar)}, @UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Acting)}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.e3McIND4Rrsn5cE6]{Language (Magick)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Tzeentch)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.bVdhLdfuSAfMi3qq]{Secret Signs (Cultist)}, @UUID[Compendium.wfrp4e-core.items.zkI6tIqbyAZvh0Th]{Stealth (Urban)}
Talents: @UUID[Compendium.wfrp4e-core.items.5KP9sOoLSGvj9EXp]{Beneath Notice}, @UUID[Compendium.wfrp4e-core.items.PJ4oxDExnuFNr2Fi]{Secret Identity}, @UUID[Compendium.wfrp4e-eis.items.9P3ZBMJlDD7komF0]{Tzeentch’s Blessing}, @UUID[Compendium.wfrp4e-core.items.6w30u0VPsAicrqb5]{Magical Sense}
Trappings: Cult Insignia, Ritual Vestments, Secret Tattoo

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♟. @UUID[Compendium.wfrp4e-eis.items.BoF0SgCc7ldSFc79]{Cult Magus}

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Status: Silver 4
Skills: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.9tbHTeuvEMZrp0rx]{Research}, @UUID[Compendium.wfrp4e-core.items.rvd0S8Z0v2m0MHmD]{Sleight of Hand}
Talents: @UUID[Compendium.wfrp4e-core.items.LzgxyMknSHjSkkeQ]{Cat-tongued}, @UUID[Compendium.wfrp4e-core.items.hiU7vhBOVpVI8c7C]{Chaos Magic (Tzeentch)}, @UUID[Compendium.wfrp4e-eis.items.nYa9BHTKSIxtuNqc]{Double Life}, @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}
Trappings: Chaos Grimoire, Good Quality Ritual Vestments, Schemes

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♜. @UUID[Compendium.wfrp4e-eis.items.An6mEyE7rgtyGatt]{Chosen of Tzeentch}

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Status: Gold 1
Skills: @UUID[Compendium.wfrp4e-core.items.qBm2fu3oMhxsDBNQ]{Entertain (Storytelling)}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}
Talents: @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Lore (Daemonology)}, @UUID[Compendium.wfrp4e-eis.items.5Um84CPA7CeUERij]{Disciple of Change}, @UUID[Compendium.wfrp4e-core.items.WoXShzaYkV5F6c48]{Master of Disguise}, @UUID[Compendium.wfrp4e-core.items.ZWcTbeK8i9vKph2a]{Master Orator}
Trappings: Cell of Cultists, Magic Item, Sacrificial Dagger

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♛. @UUID[Compendium.wfrp4e-eis.items.KoPj0rsFrR8bmweR]{Master Magus}

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Status: Gold 2
Skills: @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Dark Tongue)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}
Talents: @UUID[Compendium.wfrp4e-core.items.x8g3U68oi8XzWiYr]{Commanding Presence}, @UUID[Compendium.wfrp4e-core.items.mqo51ORnxijcqNNu]{Frightening}, @UUID[Compendium.wfrp4e-core.items.oGbDwnLOn3isPJpO]{Impassioned Zeal}, @UUID[Compendium.wfrp4e-core.items.580fwhKfOZJFxMID]{Savant (Tzeentch)}
Trappings: Chaos Cult, Terrible Destiny

" } } }, "Chapter 3 - Heart of the Empire": { "name": "Chapter 3 - Heart of the Empire", "pages": { "An Old Friend": { "name": "An Old Friend", "text": "

The encounter can be used whenever you decide it is time to move things along, but it should ideally take place in the evening or late afternoon. If the Characters have expressed an interest in buying goods in Altdorf, you should allow them to do some shopping first. If they go with a smiling bawd to a local inn, you could use this event on the way there, or on the following day after they have some rest. Alternatively, Josef could be wandering across the Königplatz as the incident with the cultists draws to a close, shaking his head in wonder at having seen the Emperor just minutes before.

@UUID[Actor.nxLsH2WvU6xmjzfg]{Josef Quartjin}

The chosen Character turns at the sound of their name to see a tall, burly fellow with a huge beard striding towards the party. Give the Player @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.e0P9FbTdcPKT1MrY]{Handout 5: Josef Quartjin}.

Handout 5: Josef Quartjin

At last, a friendly face! You could never mistake that beard, or the boiler of a belly it conceals. It is your old friend Josef Quartjin. You have known Josef for more than ten years, and have spent many a happy evening with him in various riverside taverns. Josef has a phenomenal capacity for alcohol and a talent for always finding the best drinking wherever he goes.

@UUID[Actor.nxLsH2WvU6xmjzfg]{Josef} offers to help the Characters find their way around Altdorf, and is very interested to hear their stories. ‘Striking out on your own at last, eh?’ he says with a grin. ‘Not before time, you young rascal! I knew you had more in you than your old life could satisfy!’ 

He is chatty and helpful, showing the Characters where they can buy whatever they need at the best prices - and, of course, leading them to the best places to eat and drink. Unless they have other plans, he would be delighted to sit down and catch up with his old friend at the Boatman Inn. ‘Clue’s in the title. Whenever I’m in Altdorf, I have to visit at least once. Best beer north of the Reik, I says. Come on, let’s have a drink.’

If asked about the strange goings on in the Königplatz, Josef shrugs and says, ‘We have a saying on the river — city folk are strange folk. Who wouldn’t be, living cooped up amongst buildings all day? I’m more keen to talk about seeing the Emperor! What was that all about?’

Josef knows the following rumours, which he divulges during the course of the evening.

The Street of a Hundred Taverns

The Street of a Hundred Taverns runs downhill from the Königplatz to the riverfront. Signposts and road signs mark the many names the street has borne in the past, including the weathered Street of Many Taverns sign on the junction with Universitätsstrasse, and the Street of a Thousand Taverns signpost that leans drunkenly by the Breasts of Myrmidia, one of the less salubrious establishments on offer. 

If you want to know more about this famous location, refer to @UUID[Compendium.wfrp4e-altdorf.journals.rSRadYoaNXkEq8gs]{Altdorf: City of Sigmar}. For this adventure, all you need do is convey a very busy street, lined with taverns, hostels, eateries and inns. 

Josef leads the Characters down the long street pointing out local details, but he’s only interested in reaching the bottom where his favourite tavern, the Boatman Inn, looks out over one of the larger channels of the River Reik that flows  through Altdorf.

" }, "Arriving In Altdorf": { "name": "Arriving In Altdorf", "text": "

It takes several hours to negotiate the roads and causeways that lead through @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.UQJA6nMPMkhoeVrj]{Altdorf Flats}, the vast marshlands surrounding the imperial capital. Eventually the land rises to a patchwork of farmlands and small villages, and not long after that the white walls of Altdorf can be seen glimmering in the distance, stretching far to east and west. Just after dark, the Characters’ coach pulls in through the intricately carved Wolf Gate at the north of the City. They are unaware of the trouble they are about  to encounter.

Altdorf is enormous, and it takes some time before the coach pulls into the open expanse of the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.c4jnHFGihvRaqHA1]{Königplatz} (King's Square) near the centre of the city.

Eager bawds representing various inns converge on the passengers, each offering accommodation at ‘the best inns in city, guv’ - all ‘at very reasonable prices, with the best possible entertainment’. As the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.c4jnHFGihvRaqHA1]{Königplatz} is near the top of the Street of a Hundred Taverns, the city’s most notorious night spot, it could not be better located for tired travellers seeking food, drink, and possibly good times. However, it also turns out to be a place for meeting friends, both old and new. 

Stepping off the coach, the Characters are greeted by cries of  ‘Angelino's, best grub in town!’ and ‘Stay at the Cat and Fiddle! Finest music and the best beds!’ The cries are accompanied by ready hands reaching to take any passenger’s luggage in order to lead them in the general direction of their chosen inn. Arguments soon break out, and fists clench.

What's Going On In Altdorf?

Behind every plot, every scheme, every turn of the wheel in Altdorf, lies Tzeentch, the Chaos God of Magic, Mutation, and Change. Its horrific influence is close, but hidden, and will not be revealed until Empire in Ruins. So, for the moment, play up the creepy atmosphere in subtle ways, unnerve the Characters just a little, and use the strange circumstances to push the party onwards to Bögenhafen.

As the Characters attempt to press through the gathered throng, they are brought to a halt by loud trumpeting and the sounds of marching feet. In no time, a procession of soldiers belonging to the Reikland 1st Regiment of Foot, The Imperial Guard, pushes its way through the platz. The Emperor, looking square of jaw and proud in full armour, and mounted on a magnificent ebony steed barded in gold, rides behind the marching phalanx. Beside and behind him march ranks of knights in their full ceremonial regalia. The assembled crowds cheer as the procession proceeds. Only once the entire parade has passed does business resume.

Unknown to the Characters, this is not the actual Emperor. This is one of his doubles. The real Emperor is convalescing in the Imperial Palace across the river, some distance away. The double is abroad to still the rumours of his increasing frailty. It’s the fourth time he has marched across the Königplatz this week, and already rumours are spreading that the Emperor has a double. Note: it’s important the Characters see the Emperor’s double for reasons that will become clear in The Horned Rat, so do not skip this scene, or your own version of it.

Stop, Thief!

A couple of thieves are lurking amongst the crowds. They will attempt to take a piece of luggage from the coach or an unwary traveller and disappear into the crowd. If you wish, this may be a Character’s bag (if they let go, of course) or one belonging to an NPC on the coach.

Once a thief takes a bag, the Characters have 1 Round to pursue the thief before the thronging crowds cover the getaway. No one will respond to cries of ‘Stop, thief!’ or similar; they are too preoccupied with their own business to care about anyone else’s problems. If any Characters pursue the thief, they must succeed at a Challenging (+0) Athletics Test each Round or lose their quarry in the press of people — they require 3 successful Tests in the first 3 Rounds to catch up to the thief. After 3 rounds without being caught, the thief — and the stolen luggage — are gone forever. If they lose an opposed intimidation test or take any wounds they'll drop the luggage and attempt to flee.

Prince Hergard von Tasseninck

If the Characters saw the notice of Crown Prince Hergard’s proposed expedition (@UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.6h30hMoewtibNM1R]{Handout 1: Wanted! Bold Adventurers!}), they may wish to go to the prince’s residence in the hope of employment in the service of Ostland. 

The crown prince has a residence in an imposing riverside building not far from the bottom of the Street of a Hundred Taverns, on a street that leads from the Konigsplatz to the river. 

Anyone asked can direct the Characters to the estate on a successful Average (+20) Gossip Test. However, in the same breath, they will say that the crown prince set off southwards for the Grey Mountains three days ago, accompanied by a very tough-looking group of adventurers and a small army of staff. 

If the Characters investigate further, the bull-liveried guards at the crown prince’s gate confirm this. It seems the Characters are too late; the crown prince and his entourage have already left the city by barge, heading south with the intent of disembarking at Bögenhafen.

" }, "Resolution": { "name": "Resolution", "text": "

In addition to the XP you provide for good roleplaying and cunning play at the end of your gaming session, XP should be awarded for the following:

And if any Character does something that you reckon deserves an award, use the suggested XP amounts above as a guideline.

" }, "Heart of the Empire": { "name": "Heart of the Empire", "text": "

Our Heroes’ coach emerges from the Drakwald forest and speeds southwards for white-walled @UUID[Scene.aQ5GINBrubaDGQw4]{Altdorf}, the capital of the Empire and its largest, richest city. 

From the outskirts, the Imperial Palace can be seen rising high above the river Reik, dominating the city. All year round, Altdorf acts as the playground of the nobility. Young nobles travel from their parents’ estates to the city, there to spend their time drinking and flaunting their wealth in the streets. Many are supposed to be studying at Altdorf University, but few attend lectures — much to the relief, it must be said, of the professors. This gives them more time to concentrate on their more serious students or, in the case of a lucky few, dedicate themselves to research or simply to living on their ample incomes.

Being such an enormous city, all services can be found in Altdorf if you look hard enough, and nearly all goods are available — for a price. When checking for availability of goods in Altdorf, if you fail you may retry an Availability Test daily, not weekly, and Exotic goods gain an Availability rating of 10%. Further, if you are willing to pay double the price for an item, you may reroll one failed Availability Test daily.

Adventuring In The Capital

The @UUID[Scene.aQ5GINBrubaDGQw4]{map of Altdorf} shows the city’s major districts and a few of its more important structures. This chapter of the adventure passes briefly though the imperial capital, so the only details provided are those needed to play. The adventurers will return to Altdorf later in the campaign, and you will be provided with more thorough information on the capital at that time; for now it is best to encourage the party to follow the lead to Bögenhafen and the promise of sudden wealth. However, if you wish to dwell longer in the city, refer to @UUID[Compendium.wfrp4e-altdorf.journals.rSRadYoaNXkEq8gs]{Altdorf: City of Sigmar} for a complete examination of the capital, with extra details also presented in Death on the Reik and  Empire in Ruins.

As will be seen in the following pages, the bounty hunter @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos} is closing in on Kastor Lieberung, and kills any cultist he sees making contact with the Characters. 

If the Characters are showing an unwelcome inclination to explore Altdorf rather than travelling on to Bögenhafen, you can improvise an escalating series of unnerving but non-fatal attacks on the party, with more cultists being murdered by bolts from the shadows as the Purple Hand agents continue their attempts to make contact by means of strange gestures. Unable to catch the assailant and worried by the increasing violence, the Characters should eventually conclude that Altdorf is too hot for them and move on.

Something Rotten in Altdorf

Something is very wrong in Altdorf. Those living in the capital are quite used to it, inured to its subtle, pervasive influence, but those freshly arrived can’t help but feel… uneasy, and find themselves getting lost rather easily, as if the streets themselves don’t meet up correctly.

A Change of Scene

When first describing Altdorf, focus in on details suggesting the city is changing from one state into another, and often in contrary ways. Many buildings are being refurbished or repainted, while others are falling apart. One town crier claims a well-regarded Altdorf philanthropist was found guilty of corruption and jailed, whilst another claims a penniless street rat was found to be heir to the Rickard-Goellner estates. Also make sure to describe agitators by the scores crowding the streets, all clamouring for a new order, desperate for the capital to be better. To be different.

Many of the city’s bustling burghers are acting oddly, too - though few notice it, simply presuming Altdorf life breeds a permanent state of hustle and fuss. Everyone in the capital is filled with an impatience permeating their very souls. Coachmen crack whips and bellow at others to get out of the way. Scholars rush about clutching books, all seemingly on important tasks that cannot wait. Shoppers refuse to buy from the same place twice, sure the next vendor may have a better deal. Everyone has somewhere to go, and they never get there fast enough. Altdorf is restless, irritable, and anxious. Even the stray dogs are agitated, barking at walls and each other, prone to dashing at the slightest threat, eyes wide, teeth bared, drool slopping from their quivering chops.

A Change of Character

Passing through Altdorf influences the Characters in some rather unexpected ways, almost as if the Dark Gods were keeping a close eye on their actions…

" }, "Manic Street Preacher": { "name": "Manic Street Preacher", "text": "

This scene can be played at any point before arriving at the Boatman Inn with Josef. At the side of the street, a skinny street preacher dressed in rags clutches tight to a scroll as he screams his prophecy to any who listen. As the Characters pass, the wild-eyed seer espies them and gasps. Left arm pointing, he screams revelation as his eyes roll up into his head.

\n

‘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.’

\n

If you wish to conclude the scene dramatically, the prophet of doom then collapses, blood-flecked foam at his mouth as he shakes uncontrollably and eventually passes out. Alternatively, when the seer is finished, have him smile then pack up preaching for the day. He won’t be drawn on his prophecy. ‘Oh, no. I wouldn’t believe any of that. It’s just a show I put on for coin. It keeps the incoming pilgrims happy. Once Mighty Lords? White Walls Falling? No idea, mate. I just say whatever pops into me head. If you liked it, fancy buying me a pint?’

" }, "The Boatman Inn": { "name": "The Boatman Inn", "text": "

@UUID[Actor.nxLsH2WvU6xmjzfg]{Josef} eventually leads the adventurers down the Street of a Hundred Taverns to the river. All manner of vessels are tied up along the riverfront, from high-masted ships to smaller barges and houseboats. The Boatman Inn is just one of many establishments along the embankment. It appears to be a cheerful place; a little tatty, but inviting.

A number of riverfolk are inside the inn. These are mostly boatmen, but there are a few sailors as well, in the city from the Reiksport. The atmosphere is cordial and friendly, and the food and drink is reasonably priced and of good quality. Josef orders as many bottles of wine as there are Characters in the party, plus one for himself; he is clearly in a mood for celebration. Then, he leads everyone to a table.

No one takes very much interest in the party, and the early evening should pass pleasantly. Josef will pass on what rumours he knows and tell the Characters that he is looking for some hands for a journey to Bögenhafen, where he hopes to sell some Reikland wine at a fair and livestock market known as the @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{The Schaffenfest}. This is one of the Reikland’s largest fairs and it attracts people from all walks of life from all across the surrounding area. Josef has a handbill advertising the fair (give the players @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.aIILO95LdN8I0ox6]{Handout 6: The Schaffenfest}), and points out that Graf Wilhelm von Saponatheim and the Grand Duke Leopold of Middenland may not be the only nobles there. The Characters may find other opportunities there to replace the promise of Prince Hergard von Tasseninck’s expedition.

Handout 6: The Schaffenfest

The Council and Burghers of Bögenhafen

Announce that the grand opening of the annual

Schaffenfest

Will be held on the town meadow this

Mitterfrühl Day

The fair will last for three days, through the hours of daylight. By gracious permission of his Grace

Graf Wilhelm von Saponatheim

And his Royal Highness

Grand Duke Leopold of Middenland

a Great Joust

Will be held between the Knights and Squires of their two households

All this in addition to the usual attractions of our famous

Livestock Market

And the Reikland’s greatest Travelling Fair

Josef will pay @Credit[2ss mode=each]{2/-} per day for up to four Characters who sign on as crew, and is willing to transport the rest of the party free of charge. He is keen to leave at daybreak the next day, and offers to put the Characters up on his boat for the night before heading out down the Weissbruck Canal in the morning. 

Any Character that takes up Josef ’s offer to act as crew may immediately enter the Career for 0 XP. This is a one-time offer. If Characters wish to take up the opportunity later, it will cost the standard number of XP to do so as dictated in WFRP.

The Man in Black

At some point while the Characters are enjoying themselves in the inn, a tall, gaunt man saunters into the room. He has aquiline features and a deep scar along his left cheek. Everyone in the inn turns to stare at him and he greets them with a sneer. The character is @UUID[Actor.HL4OH7owREPpGyA0]{Max Ernst}, a protagonist. As he walks across to the bar, the dim lights of the inn reflect dully from his black leather clothing. Patrons flinch visibly as Max passes their tables.

Max demands a bottle of brandy from the landlord and throws a handful of coins on to the bar. He then walks over to a table in the corner of the room, whose occupants rapidly vacate it. Max sits down and drinks, but anyone who has spent any time in drinking establishments is in no doubt — the man in black is here to fight. If a fight does not present itself by the time he is finished drinking, he picks a suitable victim and starts a fight of his own.

However, tonight is Max’s lucky night: a couple of young nobles are out on the town, determined to bait some commoners and then turn Max on to them. Max should be played to make the Characters feel uneasy; he does nothing overtly threatening at this stage, but there is a definitely an empty space around his table. Max stares coldly at anyone who summons up the courage to talk to him, but says nothing.

Hooray for Henry

A short while after Max’s arrival, or earlier if the adventurers look like they are preparing to leave, two young nobles and their four massive bodyguards enter the inn. ‘I saaay, chaps! What a quaint establishment!,’ they giggle to each other in high-pitched, aristocratic tones. One of them swaggers over to the bar and says, ‘Two of your finest beverages, landlord!’

The two nobles are both already drunk, and giggle like children at the comments they pass back and forth between themselves about the inn, its patrons, and commoners in general. They are obnoxious and insulting to everyone in the inn, calling them ‘filthy commoners’ and ‘smelly oicks’. From their banter, one seems to be called @UUID[Actor.G7YJHGe4JkHvcNja]{Jacob} and the other @UUID[Actor.bur6uaXdENjetLwT]{Georg}.

Before long, they start a drinking competition they call the ‘brandy bounce’, which involves gulping down pints of brandy and then throwing it up over anyone in the immediate vicinity. Unfortunately, one of their targets just happens to be one of the Characters (chosen at random). Both young nobles think this is great fun, but any commoner entertaining violent thoughts would likely have to deal with the four bodyguards, who are stone-cold sober and very mean.

A successful Average (+20) Intuition Test allows the Characters to notice that Max clearly knows the bodyguards and is watching them closely, but is trying to hide this as he swigs his brandy. Josef attempts to restrain the Characters from violence, pointing out that it would not be wise to upset any noble household, particularly as the bodyguards look like they are itching for a fight. Leaving the inn is not easy as two of the bodyguards block the door. Should the Characters be unable to restrain themselves and make any move to attack, @UUID[Actor.HL4OH7owREPpGyA0]{Max Ernst} pushes his chair back and strides over to them, just as he has been employed to do. In a dry, rasping voice he says, ‘I wouldn’t if I were you, pea-brains. Why don’t you just sit there and enjoy yourself ?’ The whole inn goes quiet as everyone waits for the Characters to reply. The young nobles step back behind their bodyguards, giggling and enjoying their merry jape. 

From here on Max takes over, pushing any Character attempting to get up back into their seat and offering choice insults such as: ‘Why don’t you country bumpkins wash the swill off you before you enter a civilised city?’ Max will keep goading the Characters until they react physically, or until you feel the scene has gone on long enough. In the former case, Max attacks to disarm or stun his opponent — assuming a fair fight. If faced with more than one opponent, Max comments that it takes more than one village idiot to frighten him, and he begins to fight in earnest. Max is not really interested in killing, but will do so if faced by overwhelming numbers. He will get no help from the nobles or their bodyguards, who find the whole affair very amusing.

After the fight, or if a fight is avoided, the nobles leave the inn laughing very loudly and head off for another establishment. Anyone attempting to follow them will have to deal with their four bodyguards.

Inside the inn, the Characters are treated as heroes if they defeated Max, and do not pay for a drink for the rest of the evening. If they were defeated, the inn’s patrons gather round to commiserate with them. In either case, Max does not stay around. If victorious, he spits on his fallen opponents and stalks out looking even more dangerous than when he entered; if defeated, he slinks off into the night. If he was killed, a small group of locals sneak his body out of the inn in a blanket, and dump it into the river.

Vengeful Characters may decide to follow Max outside and finish the matter on the waterfront. He turns and faces any pursuers, with a sarcastic comment on their courage if he is outnumbered, and fights to the death using every dirty trick at his disposal. Killing Max in this way will not gain the adventurers any admiration; although Max was far from popular, this is just another dockside murder rather than the honourable defeat of a local bully.

@UUID[Actor.HL4OH7owREPpGyA0]{Max Ernst} - The Troublemaker

@UUID[Actor.G7YJHGe4JkHvcNja]{Jacob} and @UUID[Actor.bur6uaXdENjetLwT]{George} - The Slumming Toffs

@UUID[Actor.ChApB7ffcJyqNbC6]{Arwin}, @UUID[Actor.nQ9SiPe6AX2a2mHg]{Frank}, @UUID[Actor.kcWh61fvE7EppOox]{Gorrof}, @UUID[Actor.c1cOIarsrRIv93Ny]{Miltrud} - Bodyguards

@UUID[Actor.qgX6quFe4KUCZDW3]{Dockland Drinkers} - The Regulars

@UUID[Actor.xtI7Yjr7qZmNKh3c]{Una Mühlmauer} - The Landlady

Bolts In The Dark

Leaving the inn, @UUID[Actor.nxLsH2WvU6xmjzfg]{Josef} leads the Characters to his barge. Along the way, the party becomes aware it is being followed. Any Character with the @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense} Talent notices this first; others clearly hear the sound of footsteps with a successful Easy (+40) Perception Test a few Rounds later. The Characters are being followed by the two cultists from the square, who in turn are being followed by @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos}.

This episode is not intended to make sense to the Players. Having prevented the ‘magister impedimentae’ from making contact with the Purple Hand’s Altdorf cell by misdirecting the two cultists when the coach arrived, the bounty hunter has decided to kill the cultists. 

He also intends to scare his true quarry — Kastor Lieberung, or the Character he has mistaken for the Chaos cultist — and drive the party away from Altdorf and on towards @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen}, where his trap awaits and the ‘magister impedimentae’ can hopefully be separated from the rest of the group.

The Characters will probably react to being followed, and may make a plan such as lying in wait for the cultists or trying to lose them down an alley.

If they lie in wait, they see the two cultists suddenly cut down as a crossbow bolt slams into the back of one, and, as the other turns, another bolt thuds into his throat. The cultists die instantly and Adolphus — whom the Characters cannot see from their position — slips quietly away into the night. The Characters may be able to determine the rough direction from which the fatal bolts came, but there is no trail for them to follow and they cannot catch up to the unseen assassin.

Unless they botch a crucial dice roll, if the Characters choose to lose the cultists in the alleys, they have little trouble doing so. When the Chaos cultists realise they have lost the ‘magister’ and his party, they head for Josef ’s boat, the Berebeli — Josef is well-known on the docks and the cultists have identified him as the ‘magister’s friend’. When the adventurers finally reach the barge they find the two bodies of the cultists slumped by the gangplank, with wounds in their back and neck that a successful Challenging (+0) Perception or Average Ranged (+20) Test will reveal were made by crossbow bolts. Economical by nature, Adolphus retrieved his bolts after killing the cultists.

If the adventurers ignore their followers or fail to notice them, they can simply go to the boat. The cultists will follow them, only to be shot from the shadows just as the last of the Characters sets foot on deck. They will not be able to tell exactly where the bolts came from, and have no realistic chance of picking up the bounty hunter’s trail.

A search of the cultists’ bodies will yield two @UUID[Compendium.wfrp4e-core.items.ahlxlfIl8xUhBkic]{daggers} and @Credit[3ss19bp mode=split]{3/19}. They carry no identification other than a small tattoo on the right breast, depicting a purple hand. These tattoos are not discovered unless the adventurers do a very thorough search — and an unpleasant one, as the personal hygiene of both cultists leaves a great deal to be desired!

" }, "Welcome To Altdorf, Herr Lieberung": { "name": "Welcome To Altdorf, Herr Lieberung", "text": "

Amid the bustle of the square, two men approach the Characters. They look no different from anyone else in the crowd, but they act strangely. While one watches the crowd, the other scratches his left ear with the little finger of his right hand. As he does so, he stares straight at the person he believes to be Kastor Lieberung. This action is repeated a number of times, each more pronounced than the last. This episode should be played for laughs, with the scratching routine becoming more and more exaggerated, and the two men looking more and more perturbed as the adventurers fail to respond as expected.

The two men are cultists, and both are aware of Lieberung’s mission. They have been instructed to make contact with him by their branch of the Purple Hand. They have the magister’s description, but have never met him. To identify themselves, they use one of the cult’s secret codes; the left ear scratched by the little finger of the right hand. 

The correct response to this secret code is a slight raising of the eyebrows and the brushing back of one’s hair with the left hand. If the adventurers try to approach them or call out to them, the cultists look worried and retreat. Something is obviously wrong — maybe they have met the wrong person? It is extremely unlikely the Characters will provide the correct counter-signal, but if they do, it simply adds to the comic misunderstanding.

The Bounty Hunter

After a few failed attempts to elicit the right response, the cultists’ expressions suddenly change from confusion to relief. They hurry over to where a stocky man stands near a doorway to a house. They follow him through the door, which is shut behind them too quickly for the Characters to follow. The man is @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos} the bounty hunter.

It is important that the Characters see Adolphus at this point, and he appears whether or not the party tries talking to the cultists. The bounty hunter has been watching the square for Kastor’s arrival. Adolphus has seen the cultists attempting to make contact. Having some knowledge of the Purple Hand and its codes, Kuftsos gave the cultists the correct counter-signal when the Characters were looking away from him, and the cultists have fallen for his deception. He then leads them away, but not before recognising the Character who is masquerading as Kastor Lieberung.

Options: Keeping Adolphus out of Reach

Experienced players may pull out all the stops in their efforts to track down Adolphus, and their efforts may threaten to derail the adventure unless you handle them carefully.

Instead of simply saying, ‘He gets away,’ you should be prepared to roll some dice. Let the Players come up with any plans they can devise, but remember that Adolphus is experienced and capable, and knows how to evade pursuers. He also knows the areas in Altdorf (and Weissbruck, later in the adventure) where the Characters encounter him, and has already plotted out escape routes before they become aware of him.

He watches the party from the shadows, and is careful never to be seen. When the Characters do spot him, he knows right away and slips into the shadows or through a crowded tavern. The Characters have no time to ready spells or missile weapons before he is gone, and have little chance of catching up to him once he makes his escape. There is no harm in letting them try, perhaps with an Athletics or Perception Test or two, but they stand almost no chance of success.

If, through outrageous luck or spectacular planning, the Characters do manage to catch the bounty hunter, you still have options. Adolphus will do everything in his power to escape and he has some skills that help. If he cannot escape, then you must make sure he is not working alone, and has a partner who is watching from the shadows, ready to take up the investigation (using the same Character Profile as @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus}). 

Indeed, the partner may kill Adolphus with a crossbow bolt from the shadows to keep him from falling into the power of cultists of Chaos, or Adolphus may use a poison capsule he has hidden in a false tooth, and choose to kill himself rather than submitting to capture. Adolphus believes he is dealing with senior members of a vicious and diabolical cult, and he would sooner die than fall into their hands.

" }, "Options: A Different Adolphus": { "name": "Options: A Different Adolphus", "text": "

Veteran Players will doubtless be expecting Adolphus the bounty hunter to be exactly as written — which offers you a perfect opportunity to surprise and confuse such presumptious folk by giving Adolphus a completely different set of motivations. Here are three such suggestions, but feel free to expand upon these as you prefer.

Gathering Intelligence

Instead of killing or capturing ‘Kastor Lieberung’ at the earliest opportunity, Adolphus is playing a longer game. By following the supposed magister impedimentae and watching who he meets, the bounty hunter may be able to identify dozens of Purple Hand cultists, allowing him to report back to his employer the full extent of the Chaos cult’s influence.

Therefore, after identifying the double in Altdorf, Adolphus simply watches and waits. He is not afraid of losing the magister’s trail, because Adolphus knows he will head toward Bögenhafen; along the way, Adolphus takes the opportunity to kill any cultists he sees interacting with the double Character.

Sooner or later, Adolphus realises the double Character is not the true magister impedimentae: the confused looks with which they meet cult signs and other attempts at communication make this obvious. Even so, the double can still be useful as bait. As the cultists increase their efforts to make contact with the magister and find out what is going on — and, ultimately, decide that he has gone rogue and try to kill him — the cult exposes more and more of its members.

Adolphus tries to keep the double Character alive as long as possible without tipping his own hand, firing bolts from the shadows and arranging diversions and traps that lead cultists away from the party at crucial moments. In the end, though, he cares only that the double Character is useful.

A Trail of Bodies

Adolphus leaves dead Purple Hand cultists in his wake wherever he goes — which is to say, wherever the double Character goes. Soon, the cult leadership concludes that the magister has gone rogue and has started killing his former allies, and it responds by hiring assassins to stop him.

Adolphus is deliberately stirring up distrust in order to destabilise the cult’s power structure and weaken it from within. He does not care for the double beyond the fact that the Character draws even more cultists into the open, each less friendly than the last. Soon, these are more senior cult members rather than low-ranking messengers, so the double’s usefulness increases — but so does the difficulty of keeping the Character alive.

Innocent Souls

To reverse Adolphus’s role completely, the bounty hunter is a true champion of truth and justice, which is one of the reasons he was hired in the first place: he is less likely to become corrupted as he hunts the Purple Hand. Already troubled by the deception he practised in order to lead the magister to Bögenhafen, he is horrified when he finally learns the real cultist is dead. He is disgusted by the fact that an innocent soul — greedy, perhaps; less than honest, certainly; but still fundamentally innocent — is the target of increasingly aggressive Purple Hand agents on account of his own ruse. Bound by a sense of shame or a code of secrecy, he vows never to reveal himself or the truth to the hapless Characters, but to follow, observe, and protect without giving himself away. Eventually, depending upon how the Characters resolve the troubles in Bögenhafen, he may step from the shadows to suggest an alliance. Otherwise, Adolphus only reveals his true nature if the Characters manage to capture or corner him.

The Ubersreik Connection

Adolphus is working for Lady @UUID[Compendium.wfrp4e-rnhd.actors.hcAF95tFaOdoZoeF]{Emmanuelle Nacht}, the current de facto ruler of Ubersreik, and a woman with reasons to hate the Purple Hand. Instead of seeking to kill Kastor Lieberung, Adolphus has been charged to capture the magister impedimentae and bring him to Ubersreik to face Nacht.

If you choose to do this, have Adolphus trail the Characters everywhere they go, a constant shadow to their every deed. Instead of personally ambushing the Characters in @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck}, he sends his thugs to do it. He also gives them explicit instructions not to harm the double Character. Adolphus plans to whittle down the magister impedimentae’s allies before making his move. Similarly, Adolphus won’t personally attack the Characters in @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen}. Instead, he again sends minions to do this on his behalf, also with the intent of weakening what he believes are the magister impedimentae’s allies.

Adolphus makes his real move after the conclusion of Shadows Over Bögenhafen. He plans to capture Lieberung and any of his remaining allies, then drag them to Ubersreik to face his employer.

Assuming he’s successful, Nacht will quickly uncover the truth if the Characters are open, which potentially secures a powerful ally for the future. Even better, now the Characters are in Ubersreik,  you have the opportunity to play through parts of the WFRP Starter Set, or some of the Ubersreik Adventures, before heading off to start Death on the Reik.

" } } }, "Chapter 6 - The Schaffenfest": { "name": "Chapter 6 - The Schaffenfest", "pages": { "Resolution": { "name": "Resolution", "text": "

Rewards

As well as XP for good roleplaying and fun times at the end of your gaming session, XP should be awarded for the following:

As always, if you wish to grant an award for other feats, use the listed XP amounts above as a guideline.

" }, "Rumours": { "name": "Rumours", "text": "

These rumours should be used in the same fashion as @UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.LwuezrkCidrmlovt]{Rumours in Chapter 1}, but represent new gossip that has arisen since the party left Altdorf. Take note of the last rumour, because it’s huge, and it’s everywhere.

\n\n
" }, "Optional Encounters": { "name": "Optional Encounters", "text": "

The optional encounters described here can be used as you see fit for your version of the Schaffenfest, and can be presented in any order. It is not necessary to use them all, and many work as well within the town as at the fair, so can be used later. Any encounters you decide not to use can easily be recycled into any town-based adventure.

Medicine Shows

There are several Medicine Shows dotted around the Schaffenfest. A blend of sideshow and stall, most are run by charlatans whose only concern is to make money by selling some worthless concoction as a panacea. Among the wares advertised by these rogues are, ‘Doctor Zeuss’s Wonder Tonic’, ‘Rare Elven Spirit Water’, and ‘Genuine Norscan Silver Talismans’. 

The properties claimed for these products are many and varied, such as ‘...cures colic, rheumatics, warts, and bad breath’, or ‘keeps out the cold, evil spirits, and the neighbour’s cat...’ and so on. As far as these disreputable types go, the precise nature of the product, and the asking price (typically [[/r 2d10]] shillings), are left to your discretion. 

Elvyra Kleinestun

There is one stall, owned by @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra Kleinestun}, where real herbal remedies can be acquired. The fact that most of them are useless unless applied by a Character with Heal Skill is beside the point! 

Any Character with Lore (Herbs or Plants), Trade (Apothecary or Herbalist) or any other Skill you deem relevant, realises her sales pitch isn’t nonsense, and can immediately identify her herbs as genuine.

@UUID[Actor.KCOIIpZKbFIFW340]{Elvyra} is delighted to meet any Character who ‘knows their herbs from cowdung’. Although her goods sell for twice the normal price, she can be bargained down using the Haggle Skill. 

If she takes to the Characters, Elvyra suggests that if any of them ever wants to take up some ‘serious pharmaceutical studies’, they should visit her home in Weissbruck, where she can provide tuition. 

If that holds no interest to them, she says the Characters would be welcome to visit her anyway whenever they happen to be passing through the town. 

The party will have the opportunity to do just that, and to help her out of a tricky situation, in the next instalment of the campaign: Death on the Reik. Because of this, it is worth ensuring the Characters meet @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra}. She is a good friend to have at the fair, especially if — or, more likely, when — one or more Characters needs medical attention. 

@UUID[Actor.KCOIIpZKbFIFW340]{Elvyra Kleinestun}

Fortune Tellers

Clairvoyants, palmists, and self-proclaimed prophets generally set up shop in small, dimly-lit tents to tell fortunes for a small fee, generally between @Pay[5bp]{5}–@Pay[16bp]{16d}. The price varies not only from fortune teller to fortune teller, but also according to the fortune teller’s estimation of how much the customer can be persuaded to part with. The fortune telling may be done in a number of ways, including palmistry, cards, dice, crystal balls, tea leaves and more. Most fortune tellers employ a number of these methods, each with their corresponding props. Standard predictions concern meeting tall, dark strangers or going on long journeys, but a ‘genuine’ fortune teller may provide a Character with some useful information.

Mystic Megret

@UUID[Actor.dmmVkC0VqXRKmwrG]{‘Mystic Megret’} has been peering into the future all her life. Her prognostications, whilst not always immediately decipherable, even to herself, are almost always true. Having the party encounter her bright-red and yellow tent provides you with an opportunity to sow various hints and clues about what is going on in @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen}. Depending on when the Characters hear them, Megret’s pronouncements may be useful, or they may simply help to build atmosphere. They likely mean nothing at the time, but when they come true the Characters, and the Players, are left with an uneasy feeling. The following are some of Megret’s sample predictions. Do not give them all at once, but allow the Characters to come back for more whenever they like, either as a group or individually.

@UUID[Actor.dmmVkC0VqXRKmwrG]{Megret See}

Like her father before her, Megret is highly skilled at her profession. She could prove to be a useful mentor if there are any Characters looking to become mystics. Of course, if your party includes such a Character, Megret knows this already, and introduces herself.

Random Events

Either use any event listed here when you feel it is most appropriate, or randomly roll on the @Table[optional-encounters-schaffenfest]{Optional Encounters} table whenever the Characters are  wandering the fair and little else is happening. If an event needs an NPC, use the generic Fairgoers Characteristics, listed as either @UUID[Actor.URUKE96IWJonCwms]{Burgher}, @UUID[Actor.eiV1ZJa609c5w3Z3]{Peasant}, @UUID[Actor.1gfSvtfgnizGaXWB]{Rogue}, or @UUID[Actor.eR95rwLF0gZUgRQs]{Warrior}.

Accusation

A stallholder or other fairgoer accuses a Character of theft and raises a hue and cry; all NPCs in the immediate area (@UUID[Actor.URUKE96IWJonCwms]{Burghers}) attempt to hold the Characters until a @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrol} arrives to arrest them. There has obviously been some mistake, and provided the Characters do not try to prove their innocence by fighting the Watch, they are eventually released. However, the patrol @UUID[Actor.opX8C6mLOuvFvV0B]{sergeant} is still going to take some convincing.

Arrest

The Characters see someone being dragged off by a @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrol}, loudly claiming to be innocent. You may like to provide further clues as to the accused’s innocence or guilt. If this event is run after the @UUID[Compendium.wfrp4e-core.items.KEEmMZK5mpcoRU69]{Thief} event, the NPC could well be the same one. What action the Characters take, if any, is up to them.

Beer Tent

This location is an improvised tavern, where fairgoers refresh themselves, exchange gossip, and generally take a break from the hubbub. As the day wears on, these places gradually fill up and the customers become rowdier. There is a [[/r 1d10]]{10%} chance of a brawl being in progress in any beer tent that the Characters pass (see the @UUID[.KrRntV6J4kytBcjR#brawl]{Brawl} event). The most talked about rumour is the @UUID[.BYIYCOy1Yvf8irO8]{Mutant Edict}.

Beggar

The Characters are accosted by a beggar (Rogue) who asks, pitifully, whether anyone can spare a few pennies. If Characters give the beggar any money, there is a [[/r 1d10]]{50%} chance that another beggar accosts them during the course of the next three encounters. 

If the Characters do not provide any coin, there is a [[/r 1d10]]{50%} chance the beggar will follow them for [[/r 1d10]] minutes, shouting abuse.

Bigotry

A crowd of drunken yokels (Peasants) picks on the Characters. The reason why is up to you. It may be because they are from out of town, or because they have an Elf, Dwarf, Halfling, spellcaster or some other easy object of bigotry with them. 

There are [[/gmr 1d10+10]] yokels, who become increasingly offensive, possibly even throwing rotten fruit or worse. If a fight breaks out, a four-man @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrol} arrives within [[/gmr 1d10]] Rounds, arresting everyone involved in the brawl.

Bodyguard

One of the Characters is shouldered aside by a bodyguard (@UUID[Actor.eR95rwLF0gZUgRQs]{Warrior}) accompanying one of the town’s nobles or merchants around the fair (Burgher). 

If a fight breaks out, the noble or merchant attempts to use his influence to pin all the blame on the Characters when a  @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrol} arrives after [[/gmr 1d10]] Rounds. 

A successful Opposed Charm Test against the town dignitary convinces the Watch that the Characters were the victims. Clearly the patrol recognises the bodyguard as a well-known troublemaker, for all he is let off with just a caution.

Brawl

The adventurers come across a brawl in progress. Select the participants or roll [[/gmr 1d10]] to discover who is involved on the table below.

A four-person @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrol} arrives in [[/gmr 1d10]] Rounds to arrest as many of the participants as possible. In the confusion it is highly likely that one or more innocent bystanders (including one or more Characters) are arrested as well, and dragged to the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.ojsOLsZWgcl5ZJHG]{Festival Court}.

[[/r 1d10]] RollBrawl is between: 
1-5Members of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.BW0Sta1Faky6JaoT]{Teamsters’} and @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8vxbXHGPEkkvKC8Q]{Stevedores’} Guilds (@UUID[Actor.URUKE96IWJonCwms]{Burghers} against more Burghers)
6-7Townspeople and visiting farmers (@UUID[Actor.URUKE96IWJonCwms]{Burghers} and @UUID[Actor.eiV1ZJa609c5w3Z3]{Peasants})
8-9[[/r 1d10]] locals (@UUID[Actor.URUKE96IWJonCwms]{Burghers} or @UUID[Actor.eiV1ZJa609c5w3Z3]{Peasants}) beating up an Elf
10Off-duty mercenaries (@UUID[Actor.eR95rwLF0gZUgRQs]{Warriors}) and locals (@UUID[Actor.URUKE96IWJonCwms]{Burghers} or @UUID[Actor.eiV1ZJa609c5w3Z3]{Peasants}

Bunko Artist

In an improvised side-stall, the Characters notice what appears to be a straightforward game of chance. In fact, the game is being run by a charlatan (@UUID[Actor.1gfSvtfgnizGaXWB]{Rogue}). 

A combination of sleight of hand, rigged props, and bluffing makes it virtually impossible for the bunko artist to lose. If any Character decides to take up the challenge, they are permitted a Very Hard (−30) Perception Test to spot how the game  is rigged.

Favourite games include telling which of three shells or cups covers a coin or ball, trying to draw certain cards from a deck (for example: each one higher than the last, all of different suits, etc.), or trying to throw rope or wooden quoits over prizes which are fractionally wider than the quoits.

Entertainer

One or more entertainers (@UUID[Actor.URUKE96IWJonCwms]{Townsmen}) have set up an impromptu sideshow and are busking. Typical sideshows include troupes of actors and mime artists, entertainers with performing animals, escapologists, fire eaters, jugglers, and comics. The precise nature of the sideshow is left for you to decide.

Escaped Livestock

Some livestock have escaped from the market and are stampeding through the crowd.

The animal comes charging from an unexpected direction, and attacks one random Character, who also receives a @Condition[Surprised] Condition. The animals are somewhat maddened, and charge right by unless the Characters tackle them, perhaps with use of the Animal Training or Charm Animal Skills. If any of the animals are safely captured, the owner thanks those responsible and offers a @Credit[10bp mode=split]{10bp} reward. If any animals are killed, the owners (@UUID[Actor.URUKE96IWJonCwms]{Burghers}) expect to be paid for their loss, and summon the @UUID[Actor.nCzNGuS22drsDAIe]{Schaffenfest Watch} if this cannot be settled amicably. The Watch, if summoned, escort everyone to the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.ojsOLsZWgcl5ZJHG]{Festival Court} so a fair judgement can be resolved.

[[/gmr 1d10]]Livestock
1-5@UUID[Actor.KxYyRAicno7YtmVR]{Sheep}
6-7@UUID[Actor.Y8rPjEHnWmPLyo0I]{Cow}
8-9@UUID[Actor.CTE9Gs7ZibYYv2f0]{Goat}
10@UUID[Actor.43DTVruW8MPuRui4]{Boar}

Fair Games

The Schaffenfest hosts various simple sporting events, most of which are sponsored by local taverns and inns who offer prizes of beer and wine to the winners. The events, which include flat races, anchor rolling, greased pole climbing, hammer throwing, tug o’war, and as many more as you care to create, are not centrally organised, so have no fixed location. As the Characters are making their way through the fair, it is common for an event organiser to call out for participants. Do they join in?

Further, if you have Rough Nights & Hard Days, there is also @UUID[Compendium.wfrp4e-rnhd.journals.OnhGK8IE9SCGAlRT.JournalEntryPage.IEIxf2v9QunTVQ2f]{Dwile Flonking} and @UUID[Compendium.wfrp4e-middenheim.scenes.QcGj1gJ11g6rSAnd]{Middenball} on offer, as well as any other pub games you would like to add.

Mercenaries

The Characters encounter a group of [[/gmr 1d10+1]] mercenaries (@UUID[Actor.eR95rwLF0gZUgRQs]{Warriors}) who have accompanied a merchant to the town. They are off-duty, drunk, and looking for trouble. They start by hurling abuse at the Characters. If a fight breaks out, a four-man @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrol} arrives [[/gmr 1d10]] Rounds later to arrest all those involved in the brawl.

Vendors

Throughout the fair there are numerous small-time hawkers (@UUID[Actor.URUKE96IWJonCwms]{Burgher}), some wandering about with trays of goods around their necks, others tending small stalls. Most of these are locals who view the Schaffenfest as an opportunity to fleece the many visitors to the town. Most of the items for sale are either worthless rubbish or some sort of food (pies, sweetmeats, and similar). Prices are usually between @Pay[5bp]{5d} and @Pay[2ss]{2 shilllings}. 

Goods will generally cost double their listed price since everyone takes advantage of the fair to raise their prices. However, these prices may be reduced with use of the Haggle Skill.

Thief

This event may be presented in one of two ways. Either the Characters see a pickpocket (@UUID[Actor.1gfSvtfgnizGaXWB]{Rogue}) robbing a wealthy citizen (@UUID[Actor.URUKE96IWJonCwms]{Burgher}), or a pickpocket attempts to rob one of the party. In the former case, the Characters may attempt to apprehend the thief themselves, or raise a hue and cry that draws a @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrol} in [[/gmr 1d10]] Rounds. 

If one of the party is targeted, you should choose the victim randomly unless one of the Characters has been conspicuously throwing money about. If the thief makes a successful Opposed Sleight of Hand/Perception Test, the victim does not notice the loss for [[/gmr 2d10]] Rounds.

Watch Patrol

The adventurers pass a four-man patrol from the @UUID[Actor.nCzNGuS22drsDAIe]{Schaffenfest Watch}. It is their duty to patrol the fairground, keeping order and watching out for thieves and other undesirables. If the Characters behave suspiciously in any way they may be stopped and questioned, and if they cause any trouble they will be arrested.

" }, "Primary Locations": { "name": "Primary Locations", "text": "

The Schaffenfest has an enormous array of different attractions for the Characters to visit. The following are the most important locations to the adventure and the fair, but you should feel free to expand upon these as will be most appreciated by your group. 

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Perhaps there is a big top where the famous Cuppolalinni Family Circus astounds the gathered crowds? Or maybe two Myrmidian nuns put on an astonishing display of martial skills to attract new members to their order? Or perhaps Empress Edna, one of the great comic operas of Guillibert and Solomon, echoes across the Schaffenfest from the Admiral’s Crew, a choir of entertainers from Altdorf ? It’s up to you.

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Wrestling Ring

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A @UUID[Actor.akfYzVvdVRvSjl6q]{garishly dressed entertainer} stands in front of a roped-off area, inviting hopeful contenders from the crowd to fight a tattooed, and clearly exhausted, champion for a potential purse of @Credit[4gc]{4 Crowns}. 

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‘Step right this way and make yourself two crowns! That's right, two whole crowns for no more than a few minutes’ mild exertion! All you need do is last three minutes in the ring with my champion! Two crowns if you last three minutes, four if you defeat the champion within that time! You, there! You look fast on your feet! Do you think you could stay out of trouble for three minutes? It’s not that long, you know! And you! Yes, you! Why don't you show your friends just how strong you are? Just a two-shilling entrance fee and he’s all yours!’

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‘Come along, friends, who’ll take him on? Just a two-shilling investment, and you could have it back 20 or 40 times over in just three minutes! Why, if I were a moneylender, I’d get locked up for charging interest like that!’

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If no one shows any interest, someone in the crowd pushes a Character forward and calls out, ‘I’ll have a go!’ Everyone, of course, thinks it was the pushed Character who called out, and the cheering crowds may be impossible to deny.

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A successful Intuition Test notes the exhausted appearance of the champion is part of the show; after all, if the champion appears too tough, there would be fewer willing challengers.

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@UUID[Actor.akfYzVvdVRvSjl6q]{Klaus Schattiger}

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@UUID[Actor.UH2gt20wqUGGNAyU]{'Crusher' Braugen}

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If a bout is entered (costing @Pay[2ss]{2 shillings}), it takes 18 Rounds for 3 minutes to pass. The only Melee Skill allowed is Melee (Brawling). The @UUID[Actor.UH2gt20wqUGGNAyU]{champion}, circles the challenger warily for the first few Rounds, building Advantage using his Intuition Skill if not attacked. He feigns less skill than he has to avoid discouraging further challengers, so for the first 12 Rounds, if he wins any Round, he counts as scoring only +0 SL regardless of how well he wins. After Round 12, he hits hard, seeking to take his opponent out. The first Character to lose all Wounds loses.

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Livestock Market

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The northern section of the Schaffenfest is dominated by a sprawling livestock market. Its thick air is alive with the sounds and smells of thousands of beasts and their busy handlers. It consists of two wide auction rings for larger animals, dozens of secondary rings for smaller and more specialist animals, and an uncounted number of well-guarded livestock pens. All farm animals are available, but sheep, cattle, horses, pigs, and poultry are most common, with donkeys, cats, dogs, and occasionally rarer creatures also on offer.

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On the first two days, the auction rings host the Grand Parade, where animals are trooped out by the owners to be judged. The best animals win ribbons for ‘Champions’ (best animal of each sex within a breed), ‘Primes’ (best example of a breed), ‘Prizes’ (best example of each animal), and the ‘King’ and ‘Queen’ (best animal of each sex). Possibly for historic reasons, most Kings and Queens of Schaffenfest are sheep. Having an animal win a ribbon can change a farmer’s fortunes, for prize animals earn many times their standard price when sold. Because of this, the competition is fierce.

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At midnight on day two, as gathered merchants hold their breath in anticipation and tax inspectors look on with arms folded, loud bells ring and ‘Geltgrubetag’ begins with a roar of bids and counterbids. For the next 24 hours, all livestock sales are tax-free. Folk travel far to benefit from this unique offer, which only applies to domesticated stock physically in the market. In recent years, the day of frenzied commerce has become somewhat of a spectator sport, with folk gathering to watch traders do everything they can to push as many sales through as possible, ferrying animals at speed as the Duke of Saponatheim’s agents ensure all trades are conducted legally.

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The auction rings are bustling on all three days as stock is brought from the pens and paraded round under the farmers’ and buyers’ critical eyes. But they are always busiest on Geltgrubestag when the stock is actually sold.

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Jousting Lists

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The more respectable elements of the town are gathered at the Jousting Lists, where preparations are being made for a three-day tourney focusing on jousting, although there is a Grand Mêlée on day three. There are various groups of people discussing the finer points of the sport in a pseudo-sophisticated manner, and any ‘commoners’ interrupting (likely including the Characters) are greeted with frosty looks. A royal pavilion, packed with nobles from across Reikland, is set up against the town wall before a long wooden barrier with a clump of circular tents at either end. Opposite the pavilion are wooden stands from which commoners can spectate. Various knights, squires, and men-at-arms are readying themselves among the tents, and two mounted knights are tilting at each other.

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The joust is between the extended retinue of Graf @UUID[Compendium.wfrp4e-rnhd.actors.KfVnMx7Bn1DWErM6]{Wilhelm von Saponatheim}, the local liege lord of this part of the Reikland, and that of Grand Duke Leopold of Middenland, who is visiting the Reikland with a significant group of retainers. It is not an open contest, so outside challengers are not welcome. Squires seeking employment with one of the knights receive a patronising rebuttal. Characters who stray from the commoner stands and are not obviously from the upper classes find themselves repeatedly moved on by the @UUID[Actor.nCzNGuS22drsDAIe]{Town Watch}, @UUID[Actor.eR95rwLF0gZUgRQs]{soldiers}, or household guards, and are insulted by drunken young rakes as well. If the Characters respond in kind, they will find themselves arrested. 

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If you want more information about the core Characters in House Saponatheim, refer to @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.T8GAVCAjpM6PTmUS]{The Duchy of Saponatheim} and Rough Nights & Hard Days.

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Festival Court and Stocks

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The Festival Court is a large tent with the town’s coat of arms hanging outside. It is set up for the duration of the Schaffenfest to hear grievances that arise during the fair, and administer justice on the spot. Two Bögenhafen State Army halberdiers flank the entrance. They have orders only to admit those who have an interest in a particular case — generally the plaintiff, the defendant, and any witnesses. 

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Inside the tent are two more halberdiers and Chief Magistrate @UUID[Actor.P3HlNMK6rubzDoxM]{Heinz Richter}, who hears a constant stream of petty cases all day. If the Characters happen to listen in to any of them, improvise any details required, perhaps using the @UUID[.KrRntV6J4kytBcjR#random-events]{Random Encounters} as inspiration.

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@UUID[Actor.P3HlNMK6rubzDoxM]{Heinz Richter}

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Any Character accused of a crime, rightly or wrongly, is dragged to the Festival Court to be tried. The accused can either make a Challenging (+0) Charm Test or an Easy (+40) Lore (Law) Test to explain their side of the case, which is one step harder if the Character resisted arrest. The plaintiff then Opposes this with the same Test options. Richter will then make a judgement by making a Challenging (+0) Intuition Test. The winner of the Opposed Test between the defendant and plaintiff can then modify Richter’s final SL either up or down with their SL. If Richter ends up with a success (0+ SL), he determines the truth of what happened and makes the appropriate judgement. If Richter fails his Test, he instead gets the judgement wrong. 

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Any Character found guilty of a crime is fined a sum between 1 and 20 Shillings, according to the nature of the crime. Characters who are unable to pay their fines are placed in one of the two sets of stocks until nightfall or until the stocks are needed for another prisoner — a period of [[/gmroll 1d10]] hours. Any Characters in the stocks are pelted with rotten fruit and worse, thrown by a small but enthusiastic crowd of urchins. The Character must pass a Very Easy (+60) Endurance Test every hour. The first failed Test gives the Character +1 @Condition[Fatigued] Condition that is removed by a good night’s sleep in a bed. Any further failed Tests result in the loss of 1 Wound. 

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Key Scene: The Drunken Dwarf

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Passing by the stocks outside the Festival Court, the Characters find one of the two sets of stocks occupied by @UUID[Actor.x7MElaaMHCu8Jfzc]{Gottri Gurnisson}, a somewhat inebriated Dwarf. A small group of urchins taunts the unfortunate captive, throwing rotten fruit and various other objects at him.

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If anyone comes within earshot, Gottri begs pathetically to be lent the @Pay[2ss]{2 shillings} he needs to pay his fine and be released. If any Character pays his fine, he will fawn drunkenly over his deliverer in a most embarrassing manner, swearing friendship for life and telling all and sundry what a good friend he  has found.

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After a little while, though, he turns the conversation to his favourite topic: drink and how he might come by the next one. Play this role to the hilt, stressing how crude, embarrassing, and foul-smelling the Dwarf is, and generally making the Characters regret having paid his fine. 

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Those who join Gottri for a drink and try to learn his story, braving the hostile stares and muttered comments of everyone else in the beer tent, may learn that he was expelled from the Dwarven Engineers’ Guild for some invention that he cannot explain coherently, and that he has been drowing his sorrows ever since.

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@UUID[Actor.x7MElaaMHCu8Jfzc]{Gottri Gurnisson}

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The only way the Characters can rid themselves of Gottri is to give him enough money to buy himself a drink. If any Character does this (for any reason), the Dwarf immediately heads for the nearest beer tent without a thank-you, his face a fixed mix of determination and sadness. 

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Later, there is a [[/r 1d100]]{20%} chance that Gottri is drinking his way through any beer tent the Characters encounter after the Dwarf is freed from the stocks, and a cumulative 10% chance that he is back in the stocks whenever they pass the Festival Court again.

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The Characters probably end up giving Gottri a small amount of money to buy a drink just to be rid of him. If they should decide to keep Gottri with them, you should arrange for him to slip off unseen towards the end of the day, since he appears later in the adventure in @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#gottris-corpse]{quite different circumstances}.

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Options: The Lucky Dwarf!

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Players who know of @UUID[Actor.x7MElaaMHCu8Jfzc]{Gottri’s} fate may decide to spend a lot of time with Gottri, either to keep him safe or to try to learn who is going to murder him and later dump his body in the sewers. Gideon later chooses Gottri as a sacrifice to summon the Guardian Daemon because the Dwarf is alone and friendless, and will not be missed. However, if Gideon sees the Characters watching over the Dwarf, it picks another victim, meaning a different body is discovered later.

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Doctor Malthusius's Zoocopeia

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A semi-circular rope enclosure stands against the town wall marking out the edges of Doctor Malthusius’s Zoocopeia. At the back are two wagons, one of which has a banner on the side proclaiming ‘Doctor Malthusius’s Zoocopeia! Strange creatures from all korners of the worlde! The marvellous, the bizarre, the disgusting. Brought to you at enormous ekspense! No other like it in the worlde!’ The other wagon is a flatbed with a pile of stout wooden cages on it, all covered in oiled tarpaulins. Odd sounds come from within. Leaning against it are stacked a variety of signs for advertising the show, which will presumably be staked around the ring of rope.

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When the Characters first pass Doctor Malthusius’s Zoocopeia, it is closed. The good doctor is inside his wagon, making preparations. His companion, the seedy-looking Dwarf named @UUID[Actor.hbVvPCmCGOAshxs9]{Grunni}, is checking the cages. If any come too close, Grunni shoos them away: ‘Oi! We ain’t bloody started yet. Come back in an hour. The Doctor will see you then!’

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Key Scene: The Runaway Goblin

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The Characters’ attention is drawn by the swelling crowds of excited onlookers, and the thunderous tones of the show-owner who is busily drumming up a crowd.

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‘Roll up, roll up,’ he cries, ‘ln just one hour you will witness the most original and astounding display of zoological curiosities ever placed on exhibition in the entire length and breadth of our glorious Empire!’

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‘Welcome to Doctor Malthusius’s Zoocopeia! Gathered together for your education, entertainment, and edification from the far corners of the known world at incalculable expense! The unusual! The bizarre! Yes, even the faintly disgusting! You will never see its like again, my friends, not if you live to see a thousand years!’

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If the Characters elbow their way to the front of the crowd, they see most of the cages are covered with tarpaulins. A strange creature that appears to be a small, three-legged @UUID[Actor.ofriuk4J7tV25DRG]{Goblin} peers out of a cage. It is huddled miserably in a corner, arms folded, tethered to a stake by a chain attached to an iron collar. While @UUID[Actor.kQyaJB0lSLQ2NLu8]{Doctor Malthusius} is gathering his grinning crowd, Grunni skulks around the cages, preparing for the show to begin. The Goblin, upon seeing the approaching Dwarf, panics, and yanks hard at the iron collar about its neck, desperate to get away. And then the collar snaps…

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@UUID[Actor.kQyaJB0lSLQ2NLu8]{Hans Pfliefer}

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@UUID[Actor.hbVvPCmCGOAshxs9]{Grunni}

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@UUID[Actor.ofriuk4J7tV25DRG]{Mutant Goblin}

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Having broken the poorly forged iron collar, the skinny @UUID[Actor.ofriuk4J7tV25DRG]{Goblin} squeezes through the bars of its cage, and is off. As the crowd gasps and screams, the panicking creature runs straight at the Characters, who may make a Challenging (+0) Melee (Brawling) Test to catch it. If the Goblin evades the Characters, it is captured by other members of the crowd.

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In either case, @UUID[Actor.kQyaJB0lSLQ2NLu8]{Doctor Malthusius} is extremely grateful for the help in recovering his exhibit, and gives each Character (plus any members of the crowd who assisted) @Credit[1ss mode=each]{1 shilling} each, inviting all to watch his show for free. 

\n

Once everyone is calmed, @UUID[Actor.hbVvPCmCGOAshxs9]{Grunni} starts takes the @Pay[1ss]{1-shilling} entry fee as he lets the excited folk into the roped ring. Once everyone is in, Doctor Malthusius checks the crowd for Witch Hunters. Once happy, he takes centre stage as Grunni brings forth various oddities and curiosities for his audience to view. He shows an array of extraordinary creatures, including ‘the Horrendously Hairy Horror of Hochland!’ (a long-haired ape bought in Marienburg), ‘the Dastardly One-eyed Dog of Diesdorf!’ (an actual Mutant with a single eye in its forehead, and quite illegal), ‘the Immeasurable Maw of the Middle Mountains’ (a relatively small Squig), and ‘the Ghastly Three-Legged Goblin of the Grissenwald!’

\n

As @UUID[Actor.hbVvPCmCGOAshxs9]{Grunni} leads the @UUID[Actor.ofriuk4J7tV25DRG]{Goblin} out, it suddenly turns, bites his hand, and makes another break for freedom. The crowd panics, getting in the way and effectively preventing any Character from pursuing the Goblin before it vanishes into a small hole in the town wall behind Malthusius where an iron grating has rusted away to nothing. The Characters have no realistic chance of preventing this escape.

\n

Soon, a @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrol} of State Soldiers arrives to determine the cause of the disturbance. By the time it arrives, @UUID[Actor.hbVvPCmCGOAshxs9]{Grunni} has already returned most of Mathusius’s exhibits to their cages; besides the Goblin, of course. If the Characters don’t volunteer what happened, Malthusius steps forward and theatrically explains the most recent events, carefully avoiding any  mention of the Goblin being a Mutant. ‘Of course, my exhibits sometimes get out of hand. But we are very careful that all our displays are completely legal. ‘Tis naught more than a Goblin, fine sirs!’ If the Characters mention the extra leg, the soldiers frown, and Malthusius grins as innocently as he possibly can.

\n

Realising that it’s more than they can handle, the soldiers soon escort @UUID[Actor.kQyaJB0lSLQ2NLu8]{Doctor Malthusius}, @UUID[Actor.hbVvPCmCGOAshxs9]{Grunni}, and the Characters to the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.ojsOLsZWgcl5ZJHG]{Festival Court}, where Magistrate @UUID[Actor.P3HlNMK6rubzDoxM]{Heinz Richter} hears their reports. Doctor Malthusius immediately offers the Characters a reward of @Credit[5gc mode=split]{5 crowns} for the safe return of the Goblin, saying that he is ‘a concerned member of the citizenship, and it is important I play my part in securing this menace!’ Richter nods, impressed with such civic talk, and also offers the Characters the same amount from the town’s purse for clearing the Goblin out of the sewers. He also adds, if the Characters captured the Goblin once before, that ‘Since you have caught it previously, it should not be too onerous a task.’  By the time the case has been heard, and a course of action has been decided upon, it is nearly dark and the fair will be closing for the night. If the Characters accept the job, they are offered accommodation at the town’s expense at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.F90QVpybJBI8at4x]{Journey's End Inn}, a comfortable inn near the East Gate.

\n

Once the Characters drop their baggage at the inn, they are expected to start work immediately. @UUID[Actor.P3HlNMK6rubzDoxM]{Richter} only delays the search if one or more of them is wounded and needs a night’s rest to recover. Only thin Characters with the @UUID[Compendium.wfrp4e-core.items.TaYriYcJkFuIdBKp]{Contortionist} Talent can enter the sewers by the route used by the Goblin, and they cannot carry any trappings with them if they do this. Other Characters are led to a manhole cover and let down into the sewers from there (Point A on the @UUID[Scene.o2rtweOR2Yq5q797]{sewer map})

" }, "The Schaffenfest": { "name": "The Schaffenfest", "text": "

Our Heroes, having found the inheritance was a sham, likely need some cheering up. Fortunately, one of the Reikland’s largest festivals is happening just a stone’s throw away:  the Schaffenfest!

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Visiting The Schaffenfest

\n

Every spring, folk from across the Reikland flock to Bögenhafen for @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{The Schaffenfest}. As well as the extensive livestock market, there are scores of stalls and sideshows of all kinds, making the three-day fair a great attraction and a highlight of the town’s calendar. The area between the East Gate and Postern Gate is crowded with livestock pens, market stalls, and sideshows of every description, and the air rings with the cries of entertainers and hawkers. 

\n

Whether or not the Characters go in search of the lawyers’ office first, they will likely want to visit the Schaffenfest. Josef lets them know that he will be there to attend to his business. Although the Characters may plan to seek their fortunes elsewhere, they are stuck in Bögenhafen for at least a day or two, and the fair is a good way to pass time while they arrange new transport. Besides, everyone also knows a fair is a good place to find employment. A pouch of coins from an odd job bodyguarding or delivering goods helps finance travel plans. If they are particularly lucky they may come across a local noble who is planning an expedition like the one they missed in Altdorf. All things considered, there is no reason to be anywhere else.  Josef (or any passer-by) can give directions to the Schaffenfest: 

\n

Turn left on to the Hafenstrasse and keep goin’ straight on to the East Gate. You can’t miss it!’ The streets are decorated with coloured bunting, and the main flow of the crowds is eastwards to the fair. The party is soon surrounded by happy, laughing festival-goers, all eager to enjoy what the Schaffenfest has to offer.

\n
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Running the Schaffenfest

\n

The Characters can roam the Schaffenfest at their own pace, exploring the fair’s attractions and getting into various kinds of trouble depending upon how they react to the fair’s many attractions. In the midst of doing this, there are two Key Scenes that must happen for the adventure to proceed, preferably in the following order.

\n
    \n
  1. \n

    @UUID[.bJXsdQq1rSN5tfqd#key-scene:-the-drunken-dwarf]{Key Scene: The Drunken Dwarf} — The Characters notice the drunken Dwarf in the stocks outside the @UUID[.bJXsdQq1rSN5tfqd#festival-court-and-stocks]{Festival Court}

    \n
  2. \n
  3. \n

    Key Scene: The Runaway Goblin — The Characters witness the escape of a three-legged Mutant Goblin from @UUID[.bJXsdQq1rSN5tfqd#doctor-malthusiuss-zoocopeia]{Doctor Malthusius’s Zoocopeia}.

    \n
  4. \n
\n

The party can wander the Schaffenfest freely, enjoying one of the best festivals the Empire has to offer. To help you bring it to life, this chapter presents a selection of @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR]{Optional Encounters} to use as you wish, and also describes five @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd]{Primary Locations} representing places important to the adventure or the festival. Included in the Primary Locations are the two Key Scenes you must present for the adventure to progress. Each Primary Location also offers two optional encounters you can use as you see fit. 

\n

Your task in this part of the adventure is to bring the noisy, crowded, bustling fairground to life as the Characters explore the stalls and sideshows, interacting with the events and interesting NPCs, just as people do at a real fair. Describe the atmosphere, including the great mixture of folk brushing shoulders with each other, from dirty beggars to well-dressed artisans, from brightly-clothed entertainers to sombre-looking watchmen — the entire spectrum of Bögenhafen’s populace is represented. There are labourers singing loudly and out of tune (having over-indulged themselves at one of the beer tents), babies crying, pedlars hawking their wares, all interwoven with the general hubbub of people enjoying themselves.

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The Watch

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@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{The Schaffenfest} is too large for the @UUID[Actor.nCzNGuS22drsDAIe]{Bögenhafen Watch} to patrol alone, so many temporary recruits are drafted in to support the State Army soldiers that keep the peace. Because of this, very few are actually good at their job.

\n

The response to someone calling out for the Watch is slow during the busy fair, so it normally takes 2 to 20 ([[/gmroll 2d10]]) minutes for a patrol to arrive. Profiles for the Watch:

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@UUID[Actor.4RZRWe2dSK8hA9OZ]{Bögenhafen Watch Recruits}     @UUID[Actor.nCzNGuS22drsDAIe]{Bögenhafen Watchman}     @UUID[Actor.opX8C6mLOuvFvV0B]{Bögenhafen Watch Sergeant}.

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Arrested!

\n

If any of the party are stopped under suspicious circumstances, arrest can be avoided with a Simple Challenging (+0) Charm Test. Alternatively, Characters can bribe the Watch. The price of their cooperation usually varies from 2 to 20 Silver ([[/gmroll 2d10]]), depending on the nature of the party’s indiscretion. If a patrol leader cannot be swayed (or bribed), the Characters are arrested.

\n

Should the Characters resist arrest with violence, the Watch respond in kind. Such behaviour is clear proof of guilt, and there is no point risking injury to valuable watchmen by attempting to take the offenders alive. The Watch use whistles to summon reinforcements, and the Characters may find themselves outnumbered unless they are able to flee the situation.

\n

You’re Nicked, Sunshine!

\n

Those arrested in the Schaffenfest are subject to a different @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.wKds2HOgc1T9V0mR]{legal procedure} from the rest of the town. Because the fair is largely composed of travelling people, it can be difficult to obtain witnesses, so a special @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.ojsOLsZWgcl5ZJHG]{Festival Court} is convened to deal swiftly with all disputes and petty crimes arising from the fair. For the course of this adventure, the sitting magistrate is Chief Magistrate @UUID[Actor.P3HlNMK6rubzDoxM]{Heinz Richter}. This court is somewhat more lenient than the normal court, and hands out judgement and punishments on the spot.

" } } }, "All Roads Lead To Bögenhafen": { "name": "All Roads Lead To Bögenhafen", "pages": { "Town Troublemakers": { "name": "Town Troublemakers", "text": "

Artisans

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A wide range of artisans ply their trade across the Empire, with their numbers and variety in direct proportion to a town’s size. A small town or large village may only be home to a blacksmith and a cartwright, while a great city will have countless skilled artisans working at all kinds of crafts and trades in sufficient numbers to form guilds.

\n

Artisans encountered in the streets of a town will normally be apprentices engaged in some errand for their masters: taking a finished job to a customer, delivering a bill for payment, going to a supplier for materials or tools, or the like. Some apprentices may be willing to stop and talk to out-of-town vagrants, such as the Characters. Some may be grateful for assistance, especially in the form of a tough-looking Character or two standing behind them as they submit a fourth or fifth demand for payment to a notoriously difficult customer.

\n

Able enough to earn money and young enough not to worry about spending it, apprentices can also be encountered in a town’s middle-ranking hostelries during the evening. Their acquaintance is worth cultivating if the Characters want to know anything about the town’s geography, points of interest, news, rumours, and scandals. For the price of an evening’s drinking, all sorts of information become available. It has to be said that the rumours and anecdotes become noticeably wilder and less reliable as the evening wears on and the ale-kegs grow lighter!

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@UUID[Actor.LEKJvbtCrgsEDQsD]{Brokur Zindrisson}

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Bawds

\n

Wherever there are people looking for a good time, there are bawds prepared to show them where to go. Some loiter outside taverns, houses of ill repute, or other seedy places of entertainment, calling out enticements. Others wait in taverns for a likely-looking group of ‘pigeons’, and then talk them into accepting their services as a guide to the local nightlife. In both cases, bawds receive a commission for every customer they lead to a particular establishment, which means that despite their frequent and passionate protestations to the contrary, they are far from unbiased. 

\n

If the Characters can convince a bawd that they are not mere pigeons, they may be able to gain valuable insights into the town’s more questionable establishments and those who frequent them. Since the bawd’s business requires frequent contact with any local underworld, information and introductions may be obtained in that direction as well. The two things a bawd cannot stand, though, are blackmailers and informers. They make trouble, ruin everyone’s fun, and scare off valuable customers. The Characters must be very careful to avoid looking like blackmailers or informers, since most bawds know people. In particular, they know local ‘businessmen’ who will cheerfully nail someone to a door, or dump them in the river with a bag of bricks round their neck…

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@UUID[Actor.2Et5azUrUpUxP1p0]{Pompai Ricolma}

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Beggars

\n

Beggars are a common sight in the Empire’s towns and cities. Sadly, they are so common that many people do not even notice them. This makes them very useful as scouts and lookouts, and many are employed in just that capacity by local criminal organisations.

\n

The best begging spots, called ‘pitches’, are jealously guarded. Vicious fights have been known to break out when a newcomer tries to take over a pitch from an established beggar. A beggar with a regular pitch, who is not too far gone with drink and weirdroot, can be a very affordable and almost undetectable way of keeping watch on a particular location, day and night. 

\n

Of course, a beggar who has an existing arrangement with an underworld contact or another party will certainly mention any approach by the Characters to their employer. This can lead to a visit from several racketeers or other people, wanting to know exactly why the Characters are interested in a particular person or location. If the explanations aren’t to the enforcers’ liking, they will be very ready to see the Characters as rivals or opponents, to be dealt with harshly.

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@UUID[Actor.P5AOetcGkogVwKy3]{Sonny Rags}

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Bunko Artists

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Operating on street corners or at fairs, bunko artists are a class of charlatans who specialise in sleight of hand. They set up easy-looking challenges involving, say, a pea under one of three cups, or a queen with two lower-value cards, and let customers, or ‘marks’, win money from them once or twice before raising both the odds and the difficulty. Most people walk away after a couple of losses, and the bunko artist relies on an enticing patter and a high turnover to make a steady income. Fools are even better, though.

\n

It takes an Opposed Perception/Sleight of Hand Test to see how the trick is pulled off. Characters can try to play bunko artists at their own game, but a knowledgeable mark will be quickly spotted. At this point the game may end, or a nod may be given to a nearby heavy-set acquaintance. Bunko artists aren’t there to gamble fairly. They usually operate under a ‘licence’ from the local crime boss. They hand over a portion of their earnings for a loosely-defined degree of ‘protection’. Unlicensed bunko artists are usually dealt with quickly and harshly. It’s not easy to earn a living as a bunko artist after being relieved of fingers or thumbs.

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@UUID[Actor.zcxwSeGtRGFus2MA]{Heinrich 'The Grouch' Marken}

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Labourers

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Any town or city has a constant need for unskilled labour. There are always bricks and building stones to be moved, cargoes to be loaded and unloaded, and so on. Without significant trade or craft skills, labourers are usually among a town’s lowest-paid workers, but their work takes them all over.  As long as they have a suitable excuse, they can pass without comment between the homes of the nobility as readily as they can between back street shacks.

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Many labourers work in gangs of 4–12 individuals, led by a ‘ganger’ who finds work, makes deals, and doles out pay. The better gangs have long-established relations with the town’s guild and merchant houses. They’re employed regularly, paid a little over the odds, and entrusted with a wide range of jobs. Others are little more than thugs for hire, as happy breaking legs as loading barges, and have criminal ties. When not working, most labourers can be encountered in a town’s cheaper hostelries. Every gang has its ‘local’, and seldom bothers to drink anywhere else. Their neighbours tend to give them a wide berth, and for good or ill, can readily direct folks their way as they are  easy to find. Most will talk to anyone as long as the ale keeps flowing, but unusual or suspicious questions are always referred to the ganger, who tends to be the most intelligent and worldly-wise of the group.

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@UUID[Actor.V6dEzlg1P6ONi0hN]{Albert Pförtner}

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Lawbreakers

\n

In many ways, towns and cities are a lawbreaker’s natural environment, and many different kinds of thieves each have their own style of theft. Pickpockets use Sleight of Hand to relieve their targets of purses, jewellery, and other small items. A successful Opposed Perception/Sleight of Hand Test is needed to detect the theft, and even then, the pickpocket has probably already passed the loot off to an accomplice who is rapidly leaving the vicinity. Burglars are adept at picking locks as well as forcing doors and windows open, relying on their Pick Lock Skill and their Break and Enter Talent. Cat burglars are also adept at climbing and may have some acrobatic skills. Footpads are less subtle, using padded shoes (+10 to Stealth Tests) to follow potential victims without being heard, and then attacking from ambush to relieve them of their valuables. Smash-and-grab artists rely on speed, breaking shop windows to seize whatever they can and fleeing before anyone can give chase. Talents like Flee! and Fleet Footed are their main strengths.

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Most, if not all, lawbreakers who live in a town or city are members of a local criminal organisation headed by a crime lord. They may be given jobs by the organisation from time to time, and they usually hand over a cut of anything they make as ‘taxes’ or ‘membership fees'. They are likely to report any unauthorised larceny by the Characters, leading to an uncomfortable meeting with ‘the management’. If the Characters attack a lawbreaker or cross them in any other way, they are certain to make a complaint and ‘steps will be taken’ as the opportunity arises.

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@UUID[Actor.2vtOixDMZLdjBsfl]{Alette Zimmermann}

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Merchants

\n

Most merchants that one may encounter in town are small independent traders operating market stalls or clerks working for a larger merchant house. Market traders seldom leave their stalls, except to have a drink at a tavern near the market on the way home at night, but merchants’ clerks can be encountered in the streets at almost any time of day, carrying messages and going about other errands. They tend to gather in ‘merchant’ taverns in the evening, and much like Artisans can readily be plied with drink for useful information about their town. 

\n

Senior merchants can usually be seen in their offices, by appointment, unless one of the Characters is noble, famous, or otherwise able to impress them with a high Status. If the Characters can gain access to the Merchants’ Guild or one of the town’s more exclusive private clubs, they may also be able to arrange a meeting there. Depending on the size of the town, a friendly merchant may be willing to provide introductions to the senior members of other guilds, members of the city council, or even the local nobility.

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@UUID[Actor.pWkIMUHUq1B28AK8]{Keiti Ouala}

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Racketeers

\n

No matter who a town’s ruler may be, it’s frequently the local crime lord who rules the streets. In the larger cities, years, or even decades of conflict between criminal organisations have led to the creation of defined territories. Violations of agreed borders is tantamount to an act of war in the underworld. Outsiders, such as travelling Rogue Characters, are expected to make their presence known to the leaders of the local underworld immediately upon arrival. Failure in this shows no ‘respect’, drawing instant and severe punishment. If they report their presence, and are open about their intentions, they will get to keep their limbs, though they will likely be charged for the right to operate in the town. The charge can take the form of a monetary payment, or it might be a task set by the crime lord. Such a task will not be an easy one. If it were, the job would already have been done by ‘regulars.’ It might involve a strike against a rival crime lord, with the Characters used for plausible deniability — all without their knowledge, of course.

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Depending on the size of the town, the local crime boss will be a Gang Boss or Crime Lord. Lesser racketeers are more commonly encountered: they may decide to relieve the Characters of their valuables, or the party might stumble upon them doing the same to a friend or acquaintance. The landlord of the inn where the Characters are staying might be having trouble keeping up with the ‘protection’ payments demanded by a local crime boss. Worse still, the publican may be caught between two gangs, facing demands from both because the inn sits between territories. Alternatively, the valuable object of the Characters’ current quest may have caught the interest of a local criminal gang as well: when the Characters reach the object’s hiding place, they find it gone.

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@UUID[Actor.v1hWfoqq7pozMhz4]{Konrad Brecht}

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Servants

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Servants throng the streets of a town or city, carrying out all manner of errands: stable-boys fetching hay for horses; valets and ladies’ maids delivering messages on behalf of their employers or accompanying them on social visits; boot-boys and scullery maids shopping for household supplies; and so on.

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If the Characters can strike up a conversation with a servant, they may be able to learn much about the household where they work, and perhaps gain introductions to servants in other houses. Most servants are also well acquainted with local tradesmen and craftsmen, and may be willing to introduce those who befriend them. There is often an intricate network of friendships between servants, despite their masters being social rivals or even outright enemies. 

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A discontented servant may decide to run away and join the vagrant Characters, with or without asking first, while a romantically inclined one may fall in love with one of the ‘adventurers’, enchanted by the ‘glamour’ and ‘freedom’ of the road. Of course, they know nothing about adventuring beyond what they have read in cheap pfennig dreadfuls or seen in sensationalist theatres. While such a devoted follower can be very useful in some ways, they can also be a great inconvenience.

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@UUID[Actor.owPpfFkBmg5Pgnes]{Reynald Verstand}

" }, "All Roads Lead To Bögenhafen": { "name": "All Roads Lead To Bögenhafen", "text": "

Whether you open the Enemy Within Campaign with the events presented in Enemy in Shadows, embrace an anarchical flight on a stolen coach, or design your own structure, there are two essential plot points that must be addressed: 

As an early adventure in one of the most famous RPG campaigns, it’s possible that one or more of your Players will have heard the title ‘Shadows Over Bögenhafen’. They may wonder why they are leaving Altdorf, the Empire’s wondrous capital , for a trade town on the Reik (albeit a prominent one).

Whatever set up you go with, don’t hide that they’re ultimately headed to Bögenhafen: embrace it. Ask them why their Characters might want to go to Bögenhafen, and suggest various reasons that will appeal to them individually. Even if your Players are rolling with the classic plot and one of their Characters does indeed willingly attempt to take the place of the late magister impedimentae, have them come up with their own reasons why a trip to Bögenhafen sounds like a fine idea.

Supporting Cast

This section details 16 colourful NPCs, and gives suggestions for their uses along the road to Bögenhafen or once the Characters have reached the town. Some work best as alternatives for other 17 colourful NPCs already in Enemy in Shadows. Others help to showcase interesting aspects of the Empire, reinforcing the feeling that the Characters’ story is one of countless in a diverse and crowded world. A few are intended to help troubleshoot various problems that groups may face due to their composition, or pull them back onto the critical path of Enemy in Shadows. Some are here just to cause more grief for groups that deserve it (which, frankly, is all of them). They are broken into two groups, @UUID[JournalEntry.UvLra86Mr3grVstE.JournalEntryPage.yeJPsx2kYucqODzN]{Road Riffraff} and @UUID[JournalEntry.UvLra86Mr3grVstE.JournalEntryPage.G9MK38M69rVeXrtu]{Town Troublemakers}; however, feel free to use some, all, or none, of the road folks in town or vice-versa as you see fit.

Alternate Enemy in Shadows Beginning — In Media Flee!

Enemy in Shadows begins with the supposition that the Characters are leaving Delbren, headed for Altdorf for reasons of their own, travelling via the Middenheim-Altdorf road...

With this alternate beginning, the Characters start the adventure already fleeing for their lives in a stolen coach! Immediately ask where everyone is sitting in (or upon) the careening coach, and who is driving. The driver must make a Challening (+0) Drive Test. If the Test fails, dole out a few Wounds due to the coach smashing into trees as it hurtles down the road. Then swiftly relate how they were all having a quiet drink in a coaching inn when a large group of Road Wardens (3 times the number of Characters) led by either @UUID[Actor.zUdDzylJB5OJF4NC]{Road Sergeant Maiers} (for a brand-new group) or @UUID[Actor.oyhVNP71N7JhdYLp]{Captain Steele} (if your group already has a few adventures under their belts) entered the inn carrying a 'Wanted!' notice that they double-checked before surveying the room. The Road Warden leader then levelled an accusing finger at one of the Characters and announced, ‘Kastor Lieberung! You are wanted for crimes against the Empire! ’

An Easy (+40) Perception Test relates that the picture on the 'Wanted!' notice did indeed look exactly like the Character the Road Warden leader accused. Before the stunned Characters could even react, several seemingly innocuous bar patrons drew daggers and hurled themselves upon the Road Wardens, with a few immediately going down as they were viciously stabbed to death. 

One of the patrons yelled to the Characters, ‘We are with you magister, flee Herr Lieberung! ’ If they ask if there was anything strange about the patron, note that he did have an odd tattoo – a purple hand – on his forearm. After that, the Road Wardens were, to put it mildly, highly unlikely to listen to any protestations of innocence.

Once the Characters have a chance to gather their wits, let them make any reasonable plans, but strongly suggest that their absolute best bet is to hide out someplace, anyplace, where they won’t stand out for a time. In fact, there is a massive fair called @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{The Schaffenfest} happening in the trade town, @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen}, in a few days. An excellent place to lose oneself amidst the huge crowds...

The party soon discovers that they are being dogged by the survivours of the canny crew of Road Wardens and their leader (or indeed, the cultists), who are somehow one step ahead of the Characters wherever they journey to — except Bögenhafen. This offers the opportunity for a long running group of antagonists for the Characters to flee from, and eventually overcome.

This is an especially fun alternate beginning for groups already familiar with the Enemy Within campaign. After all, they more or less know the group is headed to Bögenhafen. It is also a useful variant if you feel that your Players will all be hesitant to wilfully take the place of Kastor Lieberung. If such is the case, pick a good sport; they’re in for a world of unrequited trouble.

 

" }, "Road Riffraff": { "name": "Road Riffraff", "text": "

Bounty Hunters

Bounty hunters travel widely in the course of their work, as wanted criminals do not tend to stay in one place too long. A bounty hunter who is in pursuit of a suspect may stop and question travellers coming in the opposite direction, eager for any clue as to the miscreant’s whereabouts and travel plans. If the bounty hunter is not currently involved in a case, the Characters might be asked about the nearby towns and cities, and the job prospects to be found. A bounty hunter will usually be well-disposed toward any Character who appears to have a military or law enforcement background, with a +10 Fellowship bonus in any initial exchange.

Not all bounty hunters pursue wanted criminals. When someone from a noble family goes missing the family will quite often turn to a bounty hunter, and indeed some specialise in this line of work. They can be looking for someone who has been kidnapped for ransom, run afoul of a press-gang, or run away to avoid an unwelcome marriage or to pursue an unsuitable match. Crime doesn’t have to be involved.

Active bounty hunters quite often travel with a retinue of hired ‘deputies’, who can range from former road wardens, soldiers, and watchmen to hired thugs. If the Characters are at a loose end, they might be able to find temporary work with a bounty hunter who needs assistants. Further, there are no licenses needed for, nor guilds that govern bounty hunting, so often there is little difference between the hunter and the hunted. Indeed, many outlaws try their hand at hunting the bounties of fellow vagabonds, though this rarely ends well for anyone.

@UUID[Actor.cmLwczXnX2dsUWj0]{Anke Dorflinger}

Everybody's Going to the Fair

Regardless of how your adventure commences, the Characters should soon realise that everyone around them is either talking about the @UUID[JournalEntry.MB5a0zBGJcZhEYUI]{Schaffenfest}, headed to the Schaffenfest, or wishes that they were going to the Schaffenfest. It’s the highlight of the year for farmers and merchants throughout the Reikland. The tax-free money (see @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#livestock-market]{Livestock Market}) to be made selling live-stock at the fair allows for rare profit, enough to last through the inevitable bad times. For everyone else, the Schaffenfest is a grand party. Normally taciturn or grim-faced NPCs, such as suspicious @UUID[JournalEntry.t3btEsGyiZjofqZ8]{Road Wardens} or Watch members, should immediately break into unexpected smiles and good cheer if the Characters mention they are headed to the Schaffenfest. Hilarious tales about ‘ chasing the greased pig’ and ‘enough ale to blind a Dwarf’ should abound; the Schaffenfest is on everyone’s lips, a default fallback topic of NPC conversation that will make your Old World feel alive and naturally interesting. 

Entertainers

Strolling entertainers travel the Old World, from town to town and fair to fair. They vary from lone minstrels, travelling on foot and cadging rides when the opportunity arises, to whole troupes of players, accompanied by stagehands and carters, travelling in a caravan of coaches and wagons loaded with scenery, props, and costumes.

Talented Characters who impress a troupe’s manager with their skills may be offered a place for the next engagement on a trial basis, especially if the troupe has recently suffered losses due to bandits, Beastmen, an attack of ‘artistic integrity’, or an offer of more money from the competition. The same holds true for artisan types with skills the troupe can use, such as driving, carpentry, painting, and sewing. Many starry-eyed youngsters, bored with their small lives, dream of running away and joining a troupe of entertainers. Those who do often find their life as hard and uncertain as any other occupation.

Outsiders wherever they go, travelling entertainers are generally regarded with distrust: as vagabonds, thieves, seducers of virtue, and worse. Often this reputation is rightly deserved. The Characters, outsiders themselves through their choice to become travelling adventurers, may sympathise, and might, perhaps, find themselves in a position to rescue entertainers from an angry mob of villagers.

@UUID[Actor.GOkATzhToAOw28wy]{Pandora Lostpocket}

Gamblers

Gamblers know when to hold ’em and know when to fold ’em. The longer-lived ones also know when a sharp exit is required. Leaving an inn or a town before a winning streak attracts too much bad blood, they move on to the next stop, and a new flock of sheep waiting to be shorn. Gamblers can be solitary types, although a few work in crews of two or three, running rigged games or ‘short cons’ on locals as they pass through. If the last stop was profitable, gamblers travel by coach; if not, they may be on foot. Regardless, they will usually be well-dressed and well-spoken: it’s so much easier to part people from money when you’re polite.

As well as an ‘honest’ game of chance, a gambler can be a valuable informant on the subject of their most recent stop. One does not become a successful gambler without being a good judge of people, and the Characters might purchase some useful insights for the cost of a few coins or a hot meal. Alternatively, gamblers are always willing to trade in exchange for helping them out of a jam, or as the result of some good Fellowship Tests. Most gamblers are charlatans. Though not all gamblers are crooked, all of them know how to be, and all know how to spot a crooked game when they encounter one. Those met in towns or cities might be charlatans, but as members of the local entertainment demi-monde, they may well be bawds.

@UUID[Actor.Akw4KEOxJei6b0Hf]{Wolmar Rotte}

Highwaymen

‘So you got robbed, then? Was it a highwayman?’ 

‘A highwayman? Never. I can only afford to be robbed by bandits.’

– Old Coachman’s Joke

Highwaymen regard themselves as the aristocracy of rural crime, romantic ‘knights of the road’ depicted as heroes in the purple prose of a certain sort of playwright and pamphleteer. Although some nobles, including a few bored and reckless ladies, take to highway robbery as sport, the majority of highwaymen are of lower birth. Many have some military background, usually in the cavalry, and most affect the rank of captain or higher, regardless of any real rank, along with a professional nickname. There’s fame to think of, so a name, a good name, is all part of the mystique. 

Noble highwaymen tend to follow the popular ‘highwayman image’, riding midnight-black stallions and wearing silk masks, swirling black cloaks, and three-cornered hats whose size and magnificence are a matter of pride and competition. They have a habit of heaping extravagant compliments on any attractive individuals they rob, some of whom have found their jewellery anonymously returned at the next inn. Some only rob those who, in their opinion, need a lesson: the arrogant merchant or petty noble who ill-treats inn staff and others, or who fails to live up to the highwayman’s lofty ideals of good conduct, will find themselves relieved of a substantial weight of coin.

The common variety of highwayman (in both senses) is less romantic and more brutal, ignoring the traditional challenge, ‘Your money or your life’, callously taking both. No witnesses, all the money. It is very hard to succeed as a highwayman without associates along the road, especially at coaching inns. A network of local informants keeps tabs on rich-looking travellers and the forces of the law. Some are in the highwayman’s debt while others, often youths with little knowledge of the world beyond romantic ideas of adventure, have been seduced by the highwayman’s glamour. While many highwaymen are former cavalrymen, there are lone outlaws, road wardens gone bad, or robbers who followed other Careers. All are capable horsemen, and those who favour the highwayman’s romantic image are usually well trained in the use of rapier and pistol.

@UUID[Actor.BcIxWkR7esu5IMLm]{Maria Braund}

Nobles

Nobles are nearly always accompanied by at least one servant, and high-ranking or self-important nobles never travel without a considerable retinue of bodyguards, advisors, lawyers, and other domestic staff, plus at least one baggage-cart behind the noble’s coach. Some younger and lower-ranking nobles, such as Lady @UUID[Actor.goVesadmHWsl5E98]{Isolde von Strudeldorf}, will occasionally take public coaches, but only when the family cannot, or will not, provide them with a coach of their own. Forced onto a public coach, nobles are normally quite bitter about it, and seldom hesitate to take out their bad temper on their fellow passengers.

A travelling noble always commandeers the best room in any inn, and reserves the adjoining ones for their closer servants and advisors. Where possible, a noble party will try to take over the entire inn, closing it to all other travellers. They take all the best food and drink, complain about everything and everyone, and expect everybody — even fellow guests, whom they refuse to distinguish from the inn’s staff — to be at their beck and call. 

In addition, many younger nobles, especially groups of young noblemen, seem addicted to drunken vandalism and all kinds of misbehaviour. While this type is encountered more commonly in towns and cities, such a group of privileged rowdies may also be encountered on their way to a wedding, hunting party, or other event.

Some travellers pander to the whims of nobility, and endure their orders and complaints in the hope of some monetary largesse. Such hopes almost always end in disappointment as most nobles carry very little cash. Money is vulgar, and nobles insist that any bills are submitted to their family’s home for payment. Depending on the family, payment can take months, even years, always assuming that it ever comes. The rich do not remain rich by throwing their money around, but position and title demands that they live as though they do.

Even so, making the acquaintance of a noble can be useful for a group of adventurers. Successful Charm Tests count for a great deal, and depending on their social status, the Characters might be seen as jolly good fellows or colourful acquaintances. Either of these outcomes might earn them an invitation to come along with the nobles to whatever event they are attending. Other, more practical help, will also earn a noble’s self-satisfied gratitude. For all their servants, bodyguards, and prestige, it is not uncommon for a lone nobleman, or a small group, to enrage the locals so thoroughly that they find themselves in a sticky situation. These problem moments range from the outraged, blunderbuss-wielding father of a local beauty, to the surviving staff and fellow guests of an inn who completely fail to see any humour in the way an entire building got itself burnt down, taking everyone’s possessions with it. However, this kind of gratitude is likely to be short-lived, and may turn to distrust and hatred of ‘oiks’ who know too much.

@UUID[Actor.tkPSxxoJo9JM2i8T]{Eberhart von Durbheim}

Outlaws

Those familiar with the Empire’s roads and forests are careful to make a distinction between bandits and outlaws. Writers of popular plays and romances are even more careful. Outlaws, they maintain, are motivated by a good cause, or at least a sense of justice. They rob the rich to feed the poor, or to weaken an unjust local lord. Bandits, on the other hand, are motivated only by money. To the victims of either sort, the distinction is often a fine one. Whether this distinction is one of fact or fantasy is up for debate. To the Characters, outlaws offer more potential than bandits. The Characters might join their cause, or at least assist with one or two ‘jobs’. If the interests of the two groups align (as they may in Death on the Reik), they can achieve more together than either group could accomplish alone. 

As might be expected, neither outlaws nor bandits advertise their presence on, or near, roads. In most cases, no one suspects their presence until a signal is given and the band moves to block the road before and behind its chosen target. They rely on clever planning and the element of surprise rather than brute force, although some claim that this is a further distinction between outlaws and bandits. Outlaws are supposed to be clever, according to the playwrights.

Both groups cultivate local contacts, although people cooperate with bandits more out of fear than love, and are more likely to betray them to a party that looks strong and resourceful enough to see them off. Outlaw contacts are more loyal, and if they sense that the Characters may be sympathetic to their cause or useful in some way, then they will do their best to engineer a meeting. This might involve a kidnapping into the forest or a small band of outlaws entering the Characters’ rooms while they sleep to take them by surprise. Local nobles often offer rewards for both kinds of lawbreaker, and have been known to employ groups of wandering adventurers to destroy outlaw bands who are too popular or too righteous.

@UUID[Actor.THyBXZJeWrMWsOjJ]{Rembrandt Haube}

Pedlars

Most pedlars have a regular route, which takes them round a number of villages before returning to a town to purchase stock and rest. They are encountered more commonly on minor roads and tracks rather than on great highways, and stay the night at village inns or at customers’ houses rather than expensive coaching inns. Most travel on foot, their wares in a heavy pack, but the more successful pedlars drive a small cart pulled by a horse or donkey, and have a larger selection of goods.

Pedlars rarely carry anything of great value or rarity. Their trade is in small essentials — pins, needles, small tools, buttons, and the like — carried to rural communities who haven’t the time for a trip into a town. They almost never have any items rarer than Common, and their prices are usually 10% above those in the Consumer Guide. This 10% is the price of convenience; goods are brought directly to the people, and the pedlar makes their living on that margin. Less scrupulous pedlars will further shuffle these numbers around, justifying it to themselves with assumptions about a peasant’s counting ability.

Good pedlars pay attention to their customers’ needs; thus, many are very knowledgeable about people and goings-on in all the settlements along their route. They are also welcome almost everywhere because they bring news and gossip. If approached in the right way, a pedlar can tell the Characters who is ‘carrying on’ with whom, the underhand dealings of a local lord, whether Beastmen or other threats have been sighted recently, and all kinds of other useful information. They are also a useful source of common trappings, clothing, and ammunition, though rarely weapons, armour, or perishable goods. They may buy items from the Characters, if they think they can sell them along their route. Starting offers will be around 60% of the item’s price, but can be bargained up to 90% for items in demand.

@UUID[Actor.1h2eSRt6aRo25Eu3]{Delberz Trötte}

Rustlers

Some rural criminals specialise in stealing livestock from farms and selling them at a market where no one will know the goods are stolen. When encountered on the road, rustlers look like any other farmer driving stock to market. What might tip off Characters is the presence of a prize bull, a creature rarely sold off, or some other suspect item for sale. These details will likely only be noticeable by Characters in the Villager Class.

Rustlers mostly keep to themselves, and seldom remain in one area for long. This means that they know little local news and gossip. More than one gang of rustlers has been caught thanks to their atypical accents, or ignorance of local customs. To a farming family, the return of stolen livestock can make the difference between ruin and prosperity. Although they can seldom give large material rewards, the Characters can earn many farmers’ gratitude for life, and become local heroes if they manage to bring a rustling gang to justice.

@UUID[Actor.bemI8rGjEeeIrKvI]{Wilhelm Kind}

" } } }, "The Empire's Roads and Highways": { "name": "The Empire's Roads and Highways", "pages": { "The Highways": { "name": "The Highways", "text": "

Known for its majestic capital and major cities with striking architecture and intricate canals, the variable quality of the Empire’s roads and highways is in stark contrast. A few days of bad weather can turn a firm, smooth highway into an almost impassable morass. While some effort is made to keep the Empire’s great highways open, the smaller roads - some little better than dirt tracks at the best of times - are often merely a collection of puddles and mud.

The busiest overland routes are the roads from @UUID[Scene.aQ5GINBrubaDGQw4]{Altdorf} to @UUID[Compendium.wfrp4e-middenheim.scenes.FNJfuhwFCDRu6nfu]{Middenheim}, the Old Forest Road leading from Wurtbad to Middenheim, and the routes over the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Grey Mountains} into Bretonnia. Beyond these, countless miles of lesser roads link cities, towns, and villages together, running through the deep forests and across hills and plains. 

The Highways

The state of the Empire’s highway system owes much to Emperor Wilhelm the Wise. Having heard of the extraordinary delivery speeds offered by the Ostland Checkpoint Service used along the Kislev Verge and into the Northern Marches, Wilhelm decided to duplicate the system across the Empire. In a decree of 2453, a system of Imperial messengers was created to carry news rapidly between all of the Empire’s great cities, especially in times of war, to complement the Imperial Post. By commandeering fresh horses from coaching inns along the way, a messenger could travel from Kislev’s borders to Altdorf  in 6 days, and from the notorious Black Fire Pass in just 11 days. 

The 2453 decree demanded the Prime Estates set aside cavalry from the State Regiments they were obliged to raise. Naturally, the nobility of the Empire immediately looked for exemptions, and many simply ignored the ‘demand’. However, as the scheme was sensible and costs were low, many nobles provided patrols for their local area. 

The decree also laid down standards for the size and quality of the Empire’s arterial highways. The rulers of each province were made responsible for the maintenance of all important highways that passed through their lands.

According to Wilhelm’s decree, an Imperial Highway must be 20 ft wide (enough to permit two wagons to pass comfortably) and constructed of hard, crushed stone tamped down to provide a firm surface. It must also be constructed with a camber, allowing rain to wash away to either side. The roads that run alongside the great rivers, such as the Talabheim to Altdorf road, are designated Imperial highways, but because the river takes the bulk of heavy traffic, they tend not to be maintained to a high standard. Often, the road is of ‘highway quality’ for a few miles beyond the city but becomes a major road after that. 

Major Roads

Major roads are maintained by the communities they serve, often funded by tolls or taxes on goods passing particular spots. Those closest to a town or city are the best maintained, 8–12 ft wide with occasional wider spots where traffic in opposite directions can pass. Further from the nearest town, their chipped-stone or gravel surfaces turn to dirt and they become narrower, with the vegetation to either side growing inward.

Minor Roads

Minor roads are often little more than dirt tracks, only kept free of vegetation by the passing of wheels, feet, and hooves. They follow the ‘path of least resistance’, wandering around hills and other obstacles. Often these were little more than game trails or footpaths before being given the grand title of ‘road’.

" }, "Coaching Houses": { "name": "Coaching Houses", "text": "

The Empire’s roads are well served by numerous coaching houses: companies that own coaches, employ coachmen, and set consistent routes of travel. Each coaching house runs regular services between the cities, which are a reliable means of travel.

Other coaching houses of the Empire include:

There are also hundreds of smaller coach lines and independent operators that run between the Empire’s towns and villages.

Four Seasons Coaches

Four Seasons is rapidly expanding its operations, now serving all of the Empire's major cities. The line is also establishing a chain of exclusive coaching inns along the main routes. Four Seasons coaches still call at the independent coaching inns, but it is only a matter of time before they open their own inns and threaten the livelihoods of the independents.

Castle Rock Coaches

Castle Rock Coaches is fighting hard to keep its share of the capital route as Four Seasons expands. It has made arrangements with many independent coaching inns, and has blocked the efforts of Four Seasons to take control of several inns between Altdorf and Middenheim.

In addition to competing with Four Seasons on the Altdorf-Middenheim route, Castle Rock runs services from Middenheim to Marienburg along the Great North Road, up the Old Forest Road to Salzenmund, south to Talabheim, and east via Wolfenburg and Hergig to Kislev.

Ratchett Lines

Ratchett Lines is a smaller operation. An older outfit than @UUID[.R2BCxi4CJH4hUrru#four-seasons-coaches]{Four Seasons}, some nobles prefer Ratchett because of its history and it is considered a more respectable way to travel.

Unchanged in design for decades, the Ratchett Lines coaches seem old-fashioned and a little shabby when compared with their modern competitors. Though the success of other coaching houses pressure the old guard, their employees pride themselves on the quality of their service; indeed, prices are 10% higher as Ratchett Lines seeks to position itself as an exclusive and upper-class carrier. Its coaches operate on a charter basis: coaches engaged by noble passengers leave as soon as possible, regardless of the hour, while others leave only when all the seats are taken.

In theory, Ratchett runs regular services from @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.ZjjxA8CwgMLUI0Dp]{Altdorf} to all of the Empire’s major cities in addition to its private charters, but increasing competition has led the company to rely on its private business and its long-standing links with the nobility. Its successful regular routes include a weekly service to @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.JSzzPHEHN8oOhd1z]{Helmgart} then over the Axe Bite Pass to Montfort in Bretonnia.

Coaching Inns

Coaching inns are spread out along all major highways, and in towns along the way. They are often spaced about 30 miles apart, which is about half a day’s travel by coach or horseback, or, for the hardy, a full day’s travel on foot in reasonable weather.

The @UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.U1AyyYhJ5Oqyb6VP]{Coach and Horses} is a typical Imperial coaching inn. It can be used as a model for any others the Characters may visit on their travels. A similar example, the Pouncing Pegasus, can be found in Buildings of the Reikland available from Cubicle 7’s webstore. Because all coaching inns have to serve the same functions, they tend to be similar. Local variations exist in food, drink, cleanliness, and most noticeably in pricing and hospitality.

Adventure Hook

A Coach Too Far

After finding the dual fortunes of a broken-down coach and its meek, wealthy, easily-done-away-with occupants, an enterprising gang of semi-literate bandits have invested in a new money-making scheme. By renovating the vehicle and cobbling together a close approximation of the @UUID[.R2BCxi4CJH4hUrru#ratchett-lines]{Ratchett Lines’ } heraldry and uniforms, the gang have created the perfect honeypot. Passengers pay to ride, are driven far from the safety of society, then robbed blind by these false coachmen as they draw their weapons whilst the coach is moving. Thus far the ‘Ratchid Lynes’ coach has remained profitable and undetected by the law, but they are becoming more daring, and anyone with a basic education or inquiring eye could rumble these cutthroats.

As the gang intend to take the entirety of every customer’s coin purse partway through the journey, they can offer dirt cheap prices to ride — perfect for any cash-strapped party. The ‘Ratchid Lynes’ could replace the coachmen at the start of Enemy in Shadows, particularly if you’re keen on running some swashbuckling swordplay on top of a moving coach!

" } } }, "The Empire": { "name": "The Empire", "pages": { "Sigmar's Realm": { "name": "Sigmar's Realm", "text": "

The Empire is a patchwork of Electoral Provinces, each a mighty realm ruled by an Elector. These Electoral Provinces, in turn, are divided into scores of ‘Prime Estates’, a collective name for the many counties, duchies, marches, baronies, and more ruled by the vassals of an Elector Count. Most Prime Estates are, again, split into many smaller provinces called ‘Fiefs’, and these too may be divided up again into smaller baronies, protectorates, territories, or similar. The Reikland is the richest and arguably most powerful of all the ancient Electoral Provinces.

This exceedingly complex, overlapping tangle of territories forms a social pyramid of borders, titles, oaths, and responsibilities. It preoccupies the many thousands of Noble Houses that span the Empire, from the tiny number of Royal Houses ruling the Electoral Provinces at the top, to the uncounted Minor Houses ruling the smallest mile-wide protectorates at the bottom. Knowing one’s place in the tangle, and its privileges, is vital to anyone with any pretensions of nobility.

The Electoral Provinces

The Electoral Provinces are the realms within the Empire whose rulers are responsible for electing a new Emperor when the incumbent dies or abdicates. 

Historically, there is considerable rivalry and tension between Electoral Provinces. Fortunately for the unity of the Empire, these ambitions have been suppressed in recent decades. The memory of centuries of bitter civil war ensures most political machinations are conducted discreetly.

The rulers of the Electoral Provinces are effectively sovereigns in their own realms, meaning they are largely able to exercise their authority as they see fit within the boundaries of their domains without needing to ask the Emperor’s permission. Some are more independent than others, thanks to special privileges granted by previous Emperors. For example, the City States of Middenheim and Talabheim send no taxes to the Imperial coffers, and only have to supply troops during times of war when all the other provinces have been exhausted.

The style of government also varies between the Electoral Provinces. Talabecland, for example, is rigidly autocratic, while Sudenland has many democratic institutions. However, these variations usually have little meaning for the average citizen of the Empire. No matter where you go, the rich are still rich and the poor do all the work.

All of the Electoral Provinces are ruled by either Elector Counts or Electors.

The Elector Counts

The Elector Counts hold the most powerful titles in the Empire. Each rules a vast ‘grand province’, and is responsible for electing a new Emperor when the incumbent dies or abdicates. Their titles are incredibly old, dating back to the Time of Sigmar over two millennia ago. All Elector Counts and their immediate descendants for up to three generations are considered to be of royal blood, and this ranks their Noble House above all others as a Royal House. The ancient title also grants them the right to wield a Runefang, one of the magical swords forged for the greatest tribal chieftains during the Time of Sigmar. Historically, especially during the Dark Ages when the Empire collapsed, it was said a Noble House could not claim to be a Royal House without a Runefang, meaning wars over their ownership were frequent and bitter.

The Electors

Down through the centuries, there have also been other provincial rulers granted a right to vote for the next Emperor. This right has been granted by Emperors in the past for various political or social reasons, but is not linked to a royal title or the right to claim a Runefang. Currently, the Empire only has one Electoral Province ruled by an Elector: the Grand County of Mootland. This means the Elder of the Moot has an Electoral Vote, but no attendant royal or noble privileges.

The Provinces

There are also many lesser, non-Electoral Provinces. The rulers of these Provinces are not considered to have royal blood but are important for historical, political, religious, or societal reasons. As a result, non-Electors often rival, or nearly equal, the less powerful Electors.

Provincial rulers are responsible first to their liege, the relevant Elector above them, and secondly to the Emperor. They appeal directly to their Elector, not the Emperor, for justice if they feel wronged. Equally, if Emperor Karl-Franz wishes to find fault with the behaviour of Chancellor Dachs of Ostermark, he first raises the matter with Grand Duke Gustav of Talabecland who had better do something about the Emperor’s concerns. These non-Electoral Provinces, being under an Elector, are effectively covered by the same immunities and exemptions as the ‘parent’ Electoral Province. This need not be a bad thing.

Just to add to the confusion, some of the Provinces are also ruled directly by an Elector Count.

The Current Electoral Provinces

In the year 2512 the Electoral Provinces are:

Adventure Hook

A Fang in Her Side

If a Runefang were to be lost, such a scandal would be kept secret. The Elector who owned it would pay handsomely for its return. At least, that’s what Roberta P. Wildschwein believes. After buying Beast Slayer from a disgraced former member of the Reiksguard, Roberta plans to return it and retire on the fortune she’s sure to be owed.

The ‘Runefang’ has a short, strangely undulating blade, and a faintly glowing, almost eye-like stone set in the crossguard. The charlatan who sold Roberta the blade felt he should offload it quickly after pilfering it from a quiet fellow wearing purple pantaloons, and rightly so; @UUID[JournalEntry.IZVgB7zmTm4rK2yJ.JournalEntryPage.f3Bwsago4tWE1n6Z]{the Purple Hand} are already searching for the blade, and mean to dispatch anyone who knows of it. Roberta might need some help.

The Prime Estates

The Prime Estates are ruled by the vassals of the Electoral Provinces and Provinces. Whether the land is a duchy, march, league, county, palatinate, barony, or something else, its ruler is considered one of the most important nobles in the Empire, and can vote in the Prime Estate Diet. Most Prime Estates are split into many smaller fiefs.

The Prime Estates of each Electoral Province or Province go by different names, and are ruled in different ways. For example, in the Reikland the Prime Estates are known as the Reikland Estates, and they are granted many rights to restrict the authority of the Prince of Reikland, their Elector Count (see @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.sVFygKRicWFw6BsT#the-reikland-estates]{The Reikland Estates}). However, the Middenheim Prime Estates do not have the same powers. Instead, Grand Duke @UUID[Compendium.wfrp4e-pbtt.actors.czIY275tUC4VGDWp]{Boris Todbringer} has absolute authority by law, and cannot be overruled or legally opposed by his vassals, no matter the insult or injury he causes.

Fiefs

A fief is ruled by a Noble House that has not sworn loyalty directly to its Elector Count, but to a lesser noble, perhaps a ruler of a Prime Estate. However, that doesn’t mean such nobles wield any lesser power in their personal domains. Indeed, minor fiefdoms are some of the most autocratic regions in the Empire, where peasants are little better than slaves and the crack of the whip is an everyday occurrence.

The Current Provinces

Adventure Hook

Sow Havoc, Reap Rewards?

Duke Lumpo Hohenheim ‘The Sloppy’ succumbed to the black plague only four months ago, but already his 18-year-old heir Duke Roricus Hohenheim tires of leigedom. The young Duke despises the town of Beckol in particular, full as it is with whiny merchants making daily requests of their liege-lord — any distraction from hunting with his squires catches Roricus’s ire, but his obligation to listen to the middle classes has proved the only responsibility that is impossible to dodge.

On hearing of the Characters, the Duke hatches a plan: hire these ne’er-do-wells to raise havoc in Beckol until the overly dependent merchants cough up for a charter to become a Freistadt. He issues orders to his guards to let the Characters do as they please, expecting a real crime spree to spur the petulant merchants. Of course, Roricus has no intention of paying the Characters, and cares little about any cult activity they may discover during their rampage through the merchant houses.

" }, "Ruling The Empire": { "name": "Ruling The Empire", "text": "

In theory, the Emperor has absolute control over every aspect of the Empire. However, in practice, his power is limited by a range of special privileges granted to various individuals and Imperial offices by the edicts of his predecessors. Emperors find it very difficult to revoke these grants, much as they might want to see them gone.

The Emperor

The office of Emperor is maintained out of a strong national sense of historical necessity and for religious reasons. The last time the Empire lacked a recognised Emperor, it was almost wiped out during the Great War Against Chaos. Seeing that as just another sign that an Emperor is always needed, the @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.OclFlDGI5fC9ygoP]{Cult of Sigmar} believes that ‘Sigmar’s Heir’ should always lead the Empire. They claim that Sigmar’s will is made manifest through an Emperor sitting on Sigmar’s throne, and strongly support its continued relevance.

Like all his predecessors, Emperor Karl-Franz swore an oath that he would ‘at all times govern and maintain the majesty of the Empire’, but this has been no easy task.

The Council of State

Broadly speaking, the Emperor has the power to set taxes, raise armies, and issue edicts. The Emperor appoints a Council of State to assist him in the day-to- day running of the Imperial court, and to advise him on matters financial, military, and beyond. The membership of this Council — which always includes the @UUID[Compendium.wfrp4e-empire-ruins.actors.6vITnrER3XMTsMGS]{Grand Theogonist}, the head of the Cult of Sigmar — is usually selected from the families of the most ancient lineage. As such, it changes very infrequently.

The Council has no constitutional authority, but its members still wield considerable power since they control access to the Emperor. Whenever they manage to agree, they can exercise unparalleled influence on him. The @UUID[Compendium.wfrp4e-empire-ruins.actors.6vITnrER3XMTsMGS]{Grand Theogonist}, who is arguably the most powerful individual in the Empire, is usually behind the Council’s more urgent recommendations.

Emperor Mattheus II, the grandfather of Karl-Franz I and a strong believer in democratic principles, attempted to draw up an Imperial Constitution based around the Council. This aroused the suspicion of the Elector Counts and the Council of State, and the idea was quietly abandoned. It takes a strong Emperor indeed to go against a united Council of State.

The Council meets (at least) monthly in the Matteus-Ferrand Chamber of the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.44n0CpZHJpQKvWOw]{Volkshall} in Altdorf, though it is a rare day when more than three members sit simultaneously. When more are present it’s almost always in response to a momentous 

The Current Council of State

In the time of Enemy in Shadows, the Council of State has been largely unchanged since Emperor Karl-Franz first rose to power a decade ago. Its members are old, powerful, and used to wielding absolute authority. Like his father before him, Emperor Karl-Franz grants each of his councillors a broad-reaching ‘portfolio’, an official title, and allows them to wield the full authority of the Emperor in their area of control. The current councillors are:

Adventure Hook

The Bloody Hood

The infamously tight-fisted Gottfried, baron of Ranachfels, has placed an unheard-of bounty of 40 gold crowns on the head of an infamous local outlaw known only as the Bloody Hood. In response — and much to the amusement of the populace of the barony — the Bloody Hood has posted their own bounty of 100 crowns for Gottfried’s head! 

Unknown to most, the Bloody Hood is in actuality the Baroness Melusine Hedwig Strockblitz, and merely wants to collect the taxes she believes she is owed, as Gottfried continuously claims taxes from the town of Moerfort on the border between their two baronies. Neither noble is above using any underhanded tactics to get their way, including hiring a band of out-of-town Characters used to getting blood on their hands.

" }, "Taxes And Revenue": { "name": "Taxes And Revenue", "text": "

Taxes may be levied at a variety of levels. The Emperor sets taxes to maintain his court and finance his armies. Provincial rulers set taxes to maintain their courts and armies, as well as to build roads, canals and other public infrastructure projects. Town councils set taxes to maintain their State Armies in order to post a Watch and train local road warden patrols, and cover the costs of things like town walls, municipal buildings and services, and the many monuments and statues along the Empire's roads.

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Not surprisingly, the list of things that can be taxed is endless. In most Prime Estates, households are expected to pay an annual poll tax of at least 10 shillings per Doomed family member. This is anyone who is at least 10 years old and has been Doomed by a Doomsayer of Morr, thus granting the right to work as an adult. Tolls are charged for the use of roads and river locks. Gate taxes are charged on all non-residents entering and leaving towns. Merchants are taxed on merchandise sold. The list goes on and on.  Simply: whatever the activity, there is almost certainly a tax on it. Since it is reckoned that only the unpropertied, non-guild, working class actually pays all the taxes imposed upon them, the burden on the poor is unbelievably great. Nobles pay hardly any taxes at all, and chartered exemptions free many towns and guilds from specific taxes. This is generally why the Elector Counts and local liege lords are forced to have new taxes devised so frequently, so that they have some money.

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In fact, there are so many provinces, cities, individuals, and offices with exemptions from taxation, and the requirement to supply troops, that there have been long periods when the defence of the Empire was severely compromised. Emperor Karl-Franz, like many of his predecessors, has instructed his treasury officials to invent new taxes to raise money, and then been forced to grant exemptions as interest groups united to defy him. As new taxes are devised every month, charlatans and con artists travel from place to place, collecting taxes that the Emperor has not actually imposed… yet.

" }, "Imperial Plenipotentiaries": { "name": "Imperial Plenipotentiaries", "text": "

From time to time, the Emperor also appoints special representatives in the provinces and towns. Officially known as Imperial Plenipotentiaries, these are usually loyal servants sent to look after the Emperor’s interests and keep tabs on his so-called servants. They may also be ambitious or dangerous nobles sent to quiet backwaters to keep them away from the capital and the centre of power.

\n

Whatever the reason behind their appointment, Imperial Plenipotentiaries are widely regarded as little more than court favourites, and few accord them much real respect. Nobles and town councils cooperate with Plenipotentiaries because of their Imperial commission, but are generally sullen and deeply resentful during any encounter with these ‘jumped-up lap-dogs’.

" }, "Towns": { "name": "Towns", "text": "

As far as many people in the Empire are concerned, the most important type of government with a direct bearing on their daily lives is the nearest town. This is the place where taxes are collected, military service is rendered, trials held, and merchandise sold. The exact governmental structure varies from town to town: some have autocratic governors appointed by the provincial ruler; some have elected councils; some have @UUID[JournalEntry.Zt9cBtaoKEL2kjPF.JournalEntryPage.3P8zPUpg3HqowmDZ]{Imperial Plenipotentiaries}, the Emperor’s direct representatives; and a few seem to muddle along with no obvious administration at all.

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Lords and Freistadts

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Most towns are ruled by a liege lord, either the overall ruler of the Province or a lesser noble sworn to the service of that ruler. Some are Freistadts or ‘free towns’ that hold a charter from an Elector Count or the Emperor and answer only to them. 

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@UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.9WswKDPgqHAo8AcB]{Kemperbad} in the Reikland is one of the largest Freistadts and, like most free towns, it is ruled by a council drawn from the senior members of the town’s guilds and cults. Prosperous towns pay well for a charter, and many cash-strapped rulers have taken advantage of this easy source of funds.

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Independent towns can be a thorn in the flesh of all higher authorities, since a noble’s agents cannot normally collect taxes or raise troops from them, depending upon the charter’s terms. Local nobles are always looking for an excuse to have a town’s charter revoked and have themselves installed as its rulers.

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In the past, some free towns have been known to be powerful enough to wage war against Provincial rulers, and powerful enough to be worth a private war waged by a would-be ruler. Following a disastrous harvest, the Freistadt of Streissen suffered from bread riots in the year Karl-Franz ascended the throne. Grand Countess Ludmila of Averland made it quite clear that she would only send her troops to keep the peace after the town’s government agreed to pass all its privileges and authority to her. The massacre that accompanied her takeover is one of the more infamous chapters of recent history.

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The Hinterland

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Whatever its form of government, a town’s authority rarely ends at its walls. Usually, all farms and villages within a radius of some 10–20 miles look to the town for protection. In return, they are subject to its laws and taxes, though ancient borders and rivalries between Noble Houses frequently interfere with this arrangement.

" }, "The Guilds": { "name": "The Guilds", "text": "

Alongside the Emperor, the Electors, and the free towns, the fourth power in the Empire is the guilds. In all towns, the guilds are among the most important institutions. They normally have a monopoly on the relevant trades they control, and membership of the town guild is compulsory for anyone wishing to ply a trade there. In return, the ordinary guild member gains a powerful voice, which town councils and liege lords ignore at their peril. When a large job needs to be undertaken, particularly one commissioned by the town council, or by another guild, it’s traditional for an approach to be made to the relevant guild rather than an individual craftsman. The guild negotiates the cost and rates of pay, and parcels out the work among its members on a sub-contractor basis.

Types of Guilds

There are guilds for just about every trade, craft, and profession imaginable. The Craft Guilds (Metalworkers, Carpenters, Cartwrights, Masons, Jewellers, Tailors, and the like) control standards of workmanship. Every apprentice is examined by a guild official before being granted journeyman status, with the right to work without a master. The craft guilds also require that any craftsman claiming to have served an apprenticeship elsewhere must present them with testimonials and letters of introduction from any previous guilds they had joined. 

The Labour Guilds (for example, Labourers, Teamsters, and Stevedores) are not so strict in their requirements, since the same standards of craftsmanship do not apply to their work. However, they do keep close control of their members’ activities and protect their labour monopolies ruthlessly.

The Merchants’ Guild works in much the same way as a Craft Guild, overseeing apprenticeships and so on, but its members are free to seek business as they please. The majority of mercantile operations are family-based, and outside these families new guild members are not encouraged. Occasionally, the guild may intervene when competition or disputes between members threaten its unity or reputation but, by and large, the Merchants’ Guild is content to let members conduct business as they see fit.

All guild members pay an annual membership fee, which helps to maintain the guilds’ premises. These range from lavish town-houses to well  concealed, rambling hideaways, to small rooms at the back of an artisan’s shop. Apprentices must pay a fee in order to be examined by a guild official before progressing to full membership and being allowed to ply their trade in a town. In some places, members of craft guilds are also expected to do one day’s work per year for the guild, for which they are not paid.

Those foolish enough to operate without the backing of a guild can expect all kinds of trouble: a verbal warning, followed by threats of physical violence — which are swiftly carried out if the person concerned continues to be recalcitrant.

Guild Structure

The internal structure of guilds varies enormously across the Empire, although most of those in the Reikland follow the same basic pattern, with minor variations. A Guild Council made up of a dozen or so of the guild’s most senior members elects a Guildmaster, who chairs regular Council meetings that make all policy decisions from setting membership fees to holding ad hoc trials for those who transgress guild laws. Vacant places on the Council are very rare, and usually only arise following a member’s death. The surviving members meet in closed session to fill the empty seat by invitation.

In small towns and villages, there might not be enough members to justify such a formal structure, and in many such cases a town or city guild will extend its control to cover the nearby villages.

The guilds’ collective power is subtle, yet potent. Since they are the representatives of skilled labour and moneyed wealth, they have managed to change the will of the Emperor, provincial rulers, and town authorities on many occasions. Guilds have been known to become involved in riots, revolts, and strikes as more blatant manifestations of their strength, and it is widely recognised that there is a struggle for power between the rural propertied interests represented by the nobility, the urban oligarchies who run the towns, and the guilds who control labour and trade. This struggle becomes especially fierce when the guilds are excluded from offices and privileges granted to the former two groups.

Adventure Hook

Innovative Levying

Mathilda Wolfenbüttel has a good thing going; turn up at a town, invent a new tax, collect as much coin as she can, and be on her way before anyone sees through the scam. After a narrow escape from the Finsterbad watch, she’s enjoying her spoils at @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{the Schaffenfest}. She’s looking to hire an unsuspecting group of toughs to watch her back while she conducts her ‘legitimate services to the Empire’ in Bögenhafen.

Strike Action in Bögenhafen

A guild strike can be a practically useful tool in a GM’s toolbox. As well as adding verisimilitude and colour to your campaign, a strike can control pacing, lock off locations, and create new opportunities for adventure. Below are some examples of a strike in Enemy in Shadows.

The Stevedores’ Guild is holding a strike in Bögenhafen seeking higher pay. Some ambitious Teamsters have seen this as an easy opportunity to make some quick cash, and have volunteered their services. This slight against the Stevedores pushes the high tensions between the guilds to breaking point. The strike erupts into a riotous brawl (likely started by members of @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.4WTjKs1h4QLj5G90]{The Bloody Nose}) between striking Stevedores and opportunistic Teamsters.

The strike and the ensuing riot stretch across the entirety of the Bögenseite, preventing anyone from going about their regular business — including the Ordo Septenarius, potentially delaying the ritual and affording the Characters a bit more time to prevent an apocalyptic scenario.

With no end to the riot in sight, many parties are interested in breaking the strike and returning to a profitable normality in Bögenhafen. Gurney Dumkopf, head of the Stevedores’ Guild, is probably more amused than worried by the situation, but knows not to bite the hand that feeds. After a brief and somewhat threatening visit from Teugen, he will try to call off the strike. Unfortunately, his guild has grown beyond the reach of his well-muscled arms, and he needs the Characters’ help to de-escalate the situation.

The Ordo Septenarius have a pressing urgency to stop the strike (particularly @UUID[Actor.LG5qATEIFPE9bezB]{Teugen}) as the Characters may well be aware. Teugen or Steinhäger may even send one of their many servants to requisition aid; whether or not this is a trap is up to you.

Alternatively the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8vxbXHGPEkkvKC8Q]{Stevedores' Guild} could be striking due to the stench of the Bögen — @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#gottris-corpse]{Gottri’s corpse} has clogged a sewage line, and a group of enterprising Characters could be paid to remove it — or another guild entirely could be striking. A powerful guild can field a small army of protesters, so feel free to play up the disruption this may cause to daily life in Bogenhafen.

" }, "People": { "name": "People", "text": "

Common Folk

It’s wrong to suppose that the Empire is teeming with plate-clad aristocrats. The vast majority of the populace are poor, simple folk. While the towns and cities have growing artisan and merchant classes, those who bear the brunt of taxation, and those who die in droves in times of war, are the peasants.

Noble Houses

The Empire’s nobility ranges from the mighty Imperial House Holswig-Schliestein to the many lowly Lesser Houses comprising the baronets and knights found on every estate. The importance and wealth attached to apparently similar titles varies greatly. For example, the Countess of Averland rules a vast area lying between the river Aver, the Upper Reik, and the Black Mountains, while the Countess of Bylor rules a Sylvanian bog in Eastern Stirland that would barely support half of a poor baronet of the Reikland. This diversity is noticeable in the wealth of the more important families, particularly among the Royal Houses who hold Electoral positions. The members of the wealthy families are always recognisable by their rich robes and glittering jewels. It’s a popular saying that, on a moonless night, the sparkling Imperial Court at Altdorf can be seen as far away as Nuln. In contrast, the nobles of the eastern Empire often have difficulty convincing visitors that they are, in fact, of noble blood.

Titles

The Emperor is known as His Imperial Majesty, the Emperor Karl-Franz I. Rulers of Principalities are styled as Princes or Princesses, while rulers of Duchies are known as Dukes or Duchesses. Rulers of Counties are known as Counts or Countesses, and rulers of Baronies are known as Barons or Baronesses, as are heirs to Counties and Duchies. Rulers of Marches (borderlands) are called Margraves. Heirs to Baronies are known as Baronets, and heirs to Principalities known as Crown Princes. The ruler of the League of Ostermark is known as the Chancellor.

However, local customs ensure that no two parts of the Empire have a consistent standard, and that there are many more titles than the few already listed. In Nordland, heirs to coastal estates are titled Master or Mistress. Down the Reik, many Prime Estates are ruled by Reikgrafs and Reikgravins. In many parts of the Empire, ‘Hochadel’ Noble Houses, those who have been counted as noble for over 1,000 years, use the title graf and gravin rather than duke and duchess or count and countess; that said, in Middenland they prefer the title grafina to gravin, which they see as somewhat effete.

In general, the prefix ‘Grand’ signifies that the title holder is also an Elector — thus Emperor Karl-Franz is also the Grand Prince of the Reikland. However, not all rulers choose to use it: Graf @UUID[Compendium.wfrp4e-empire-ruins.actors.czIY275tUC4VGDWp]{Boris Todbringer} of Middenheim, for example, is not styled ‘Grand Graf ’ or ‘Grand Duke’ largely because he doesn’t like the way either title sounds. Instead, he is universally known as ‘the Graf ’.

" }, "Law In The Empire": { "name": "Law In The Empire", "text": "

The various law enforcement agencies have more than enough to keep them busy. Most of those needed are provided by the State Army, such as road wardens, the local town and city Watches, and similar. These institutions often operate on the principle of a suspect being guilty until proven innocent. People, especially rootless adventurers with no local ties, must be very careful when dealing with the law. Even if they are innocent, failing to show proper respect to law officers, or doing anything that law officers might find even mildly irritating, is a sure way to get arrested.

\n

Characters who are actually guilty need to tread even more cautiously, as might expect. If the crime is a trivial one, bribery is a possibility. This is often presented as payment of an on-the-spot ‘fine’. However, if a bribe attempt fails, things become a lot worse. More serious crimes such as theft, breaking and entering, and so on, often (not always) end in a trial before the nearest magistrate. If a Character resists arrest, the law enforcers are quite likely to feel entitled to dispense justice on the spot, which usually ends with burial in an unmarked grave. Crimes such as murder, armed robbery and horse-stealing are regarded as so heinous that the arresting party is actually expected to deal with the criminal on the spot.

\n

Arrested Characters may, or may not, be tried according to their apparent social position and the evidence against them. Unless there is incontrovertible evidence against a noble or wealthy merchant, these people rarely come to trial, as a few well-placed Crowns are sufficient to have proceedings dropped. The very poor tend not to reach court either: they languish in prison for years or end up in a penal colony breaking up rocks to repair the roads. Occasionally one of the poor will be placed on trial to take the rap for a guilty noble who has bribed away their transgressions. Additionally, the nobility may only be judged by their direct liege lords, whoever they may be, subject to the specific laws of their respective province. Breach of this provision is likely to end in embarrassment at best, and war at worst, so it’s rare that members of the nobility are held to account for their actions.

\n

It’s usually the not-quite-so-rich who end up in court, faced with a fair assortment of charges added after the original arrest and detention. It’s customary to add as many charges as possible to the main one, to cover any previously unsolved crimes.

\n

Characters brought to trial are likely to face prolonged and costly proceedings. Regardless of the evidence, Characters without substantial funds or a public reputation are likely to be found guilty unless there is another suspect available, preferably one of lesser social standing. Trouble definitely rolls downhill.

\n

Depending on the nature of the crime, the verdict will usually be execution or a long period of incarceration. Occasionally, poor and innocent Characters do go free, but more often than not they end up being punished for crimes they did not commit. 

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The laughably unsanitary conditions prisoners are subjected to make jailbreaks uncommon. Those cunning few that dare to escape capture are either mercilessly pursued, or announced dead and quietly forgotten to preserve the reputation of the local watch. If your Characters end up on the wrong side of a set of prison bars and you want to give them a way out, look to @UUID[Actor.JOvvyUSDLR5XkN9R]{Thug} for an unscrupulous inmate to help get your adventure back on track. 

" }, "The Electors": { "name": "The Electors", "text": "

The real power in the Empire is in the hands of the Electors. Just to complicate matters, the Emperor is an Elector in his own right. The Electors are the rulers of powerful realms or powerful religions within the Empire. Even so, their most jealously guarded power is their right to choose a successor when an Emperor dies. An election is a cut-throat affair as each Elector puts forward a candidate who will advance their personal interests, in some cases little more than a puppet. Despite this politicking, some truly great Emperors have been elected. An equal number have been compromise candidates, people of modest ability whose main quality was being inoffensive

As history shows, there is much rivalry between the Elector Counts of the grand provinces. Similarly, there is contention between the two religious cults with Electoral votes: the Cult of Sigmar and the Cult of Ulric. The Cult of Sigmar is based in Altdorf and powerful in the south. The Cult ofUlric is based in Middenheim and popular in the north. The Grand Theogonist Yorri XV of the Cult of Sigmar can be said to have tipped the balance in his favour by getting two of his subordinates appointed as Electors, while the Cult of Ulric is represented only by Ar-Ulric, a title meaning ‘Son of Ulric’.

Although the Electors spend much of their time jockeying for position among themselves, they often show a united front to the Emperor, the independent towns, and the guilds — all of whom they wish to control as much as possible. Since the power of an Elector derives from lordship over a grand province, the title is hereditary.

The Current Electors

In 2512 IC, the time of the Enemy in Shadows, the Electors are as follows. By the end of the Enemy Within campaign, the ruling families, and the lands they rule, will change significantly.

  1. Emperor Karl-Franz I of House Holswig-Schliestein, Elector Count, Grand Prince of the Reikland, Prince of Altdorf, Count of the West March, and Sigmar’s Chosen, is based in Altdorf. He is 35; his heir to Reikland is his sister’s eldest son, Crown Prince Wolfgang of House Holswig-Abenauer, 19. His heir to Altdorf is his son, Crown Prince Luitpold, 16. Luitpold used to be heir to Reikland, but was recently disinherited from the title for reasons unknown, and then banished to the West March.

  2. @UUID[Compendium.wfrp4e-rnhd.actors.CcqiAghkzgp9u1In]{Emmanuelle II of House Liebwitz}, Grand Countess of Nuln and an Elector Countess, is based in Nuln. She is 27. She has no publicly named heir, fuelling rumours that she has at least one secret child hidden away.

  3. @UUID[Compendium.wfrp4e-pbtt.actors.czIY275tUC4VGDWp]{Boris X} of House Todbringer, Grand Duke of Middenheim, Elector Count, also has the title ‘Ban-Ulric’ meaning ‘beloved of Ulric’, and is based in Middenheim. He is 57; his named heir is his sickly oldest son, @UUID[Compendium.wfrp4e-pbtt.actors.dfVVZJ41NVDpWkNy]{Baron Stefan}, 40.

  4. Hans-Hals I of House Tasseninck, aged 62, is Grand Prince of Ostland, an Elector Count, Prince of Wolfenburg, and Graf of Tasseninck. His named heir is his only son, the wildly charismatic Crown Prince Hergard, 32, a man known for his deep passions.

  5. Elise IX, 31, of House Krieglitz-Untern, Grand Duchess of Talabheim, Elector Countess, and ‘Luddataal’ — ‘Chosen of Taal’ — is based in Talabheim. She has no publicly named heir after a recent family tragedy left her childless.

  6. Leopold I of House Bildhofen, Grand Duke of Middenland, Elector Count, and Prince of Carroburg, is based in Carroburg. Aged 46; his named heir is his younger brother, Baron Siegfried. He has five legitimate children of his own, but all are disinherited until they can succeed in ‘impressing him’. His eldest child, Primus, is @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#jousting-lists]{never likely to do this}.

  7. Gustav XI of House Krieglitz, Grand Duke of Talabecland, Elector Count, Count of Krieglitz, and ‘Grátaal’ — ‘Beloved of Taal’ —  is based in Castle Schloss, just outside the town of Herzig. Aged 22; he has no publicly named heir due to a ‘dispute of lineage’ concerning his younger brother, Gunter, lodged by their uncle, Count Ottlin of Gehrandt.

  8. Etelka III of House Toppenheimer, Grand Baroness of Sudenland, Elector Countess, Baroness of Pfieldorf, and Baroness of Geschberg, is based in Pfeildorf. Aged 51; her named heir is her adopted son, Baron Olaf Sektliebe, a source of much consternation amongst her 12 children.

  9. Alberich V of House Haupt-Anderssen, Grand Duke of Stirland, Elector Count, and Prince of Wurtbad, is based in Wurtbad. Aged 15; he has no publicly named heir after his younger brother, Rudolph, was disinherited in 2511 IC by Alberich’s Regent, Stirmarshal Haygich. 

  10. Ludmila I of House Alptraum, Grand Countess of Averland, Elector Countess, Princess of Averheim, Countess of Gaital is based in Averheim. Aged 77; her named heir is her eldest daughter, Baroness Marlene, 51.

  11. Elder Hisme Stoutheart of the Grand County of the Mootland is based in Eicheschatten. Aged 124; he not only represents the Mootland, but also all Halflings in the Empire.

  12. Grand Theogonist @UUID[Compendium.wfrp4e-empire-ruins.actors.6vITnrER3XMTsMGS]{Yorri XV} of the Cult of Sigmar, Theogonist of the Empire, Arch Lector of the West, Lector of Reikland, High Priest of Sigmar is based in Altdorf, and is aged 56.

  13. Arch Lector Aglim of the East for the Cult of Sigmar, Lector of Talabecland, and High Priest of Talabheim, is based in Talabheim, and is aged 70.

  14. Arch Lector Kaslain of the South for the Cult of Sigmar, Lector of Wissenland, High Priest of Nuln, is based in Nuln, and is aged 62.

  15. @UUID[Compendium.wfrp4e-pbtt.actors.VqvKKvGm7y1XzDUe]{Ar-Ulric Jarrick Valgeir} of the Cult of Ulric, 48, is based in Middenheim.

" }, "The Empire": { "name": "The Empire", "text": "

@UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD]{Glorious Reikland} of the WFRP rulebook includes a detailed description of the Reikland, where the events of this part of the Enemy Within campaign take place. While the glorious Reikland is the default home of WFRP characters, they may also have some knowledge of the wider Empire. As they travel, they will also hear news and rumours concerning places and people beyond the Reikland. This chapter gives a brief summary of the Empire, its ‘great and good’, and the workings of the Imperial system.

" } } }, "Chapter 9 - The Darkest Hour": { "name": "Chapter 9 - The Darkest Hour", "pages": { "Murder Most Foul": { "name": "Murder Most Foul", "text": "

When the Characters reach @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.cWjJmWZCPdvvyHKg]{Magirius’s house}, the door is opened by Gideon, still appearing as the ‘servant’ who delivered the message. No matter how quickly the Characters travelled to the house, the servant arrives  before them. 

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The servant confirms that @UUID[Actor.7rE1jYAeMNKfrgcQ]{Councillor Magirius} is expecting the Characters, and shows them to his study, knocking on one of the heavy oak doors and motioning them to enter.

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At first glance, the study appears to be deserted. It is dominated by a huge oak desk, and a heavy wooden chair is overturned behind it. Under the desk, and only visible from behind it, lies the body of @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius}. His throat has been cut, and a widening pool of blood soaks into the carpet.

\n

As the Characters look at the body, they notice traces of drying blood on the side of the desk — a last, desperate message from @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius}, scrawled in his own blood as he lay dying. 

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The message consists of the letters ‘WHSE’ and a number: a 1, followed by a digit that trails off and might be a 3 or a 7. A search of the desk’s drawers turns up nothing of interest, apart from a silver letter-opener (value 15 shillings). Searching Magirius’s body yields a purse containing @Credit[4gc17ss mode=split]{4GC 17/–} and two gold rings, worth 3GC and 5GC.

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@UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius} was trying to tell the Characters that the ritual will take place in @UUID[Scene.clYfG9LmEw1J5Kmo]{Warehouse 13}. If the Players have difficulty interpreting the message, allow each Character an Average (+20) Intelligence Test. If none of the Characters succeed, any citizen they ask knows that ‘WHSE’ is a standard abbreviation for ‘Warehouse’.

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While the Characters are pondering the meaning of the message, they hear a loud cry of, ‘Help! Help! Murder!’ from the front door of the house. Looking out of the window, they see a four-man Watch patrol running towards the house. At the same instant, the servant appears in the room, apparently out of thin air — Gideon has called the Watch, and is returning to gloat over the Characters’ imminent arrest.

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You know,’ the Daemon says, in a multi-toned, resonant voice that is spine-quiveringly unnatural, ‘you really should have minded your own business.’ It vanishes again, casting @UUID[Compendium.wfrp4e-core.items.2ccKksxXFIMD2YLs]{Shroud of Invisibility}, but its deep, many-throated, mocking laughter continues for a few moments after it has disappeared. 

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Note: because of the @UUID[Compendium.wfrp4e-eis.items.c3T3NCS9SPDdEQyy]{Ring of Opsianon} that Gideon wears, its Spells cannot be dispelled.

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You should make it clear to the Players that all the evidence suggests that the Characters have murdered Magirius, and  that the Watch will probably not be impressed by tales of vanishing servants and Daemons. The Characters’ best hope lies in a swift exit.

\n

If the Characters insist on staying and facing the Watch, they are arrested and imprisoned in the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.Z3QGbxxJlrP3lm7q]{Watch Barracks} awaiting trial. No one believes the truth, and in due course they are found guilty of Magirius’s murder and sentenced to hang. Assuming Bögenhafen still exists, that is.

\n
\n

Options: The Nerve That Failed

\n
\n

Veteran players may recall that @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius} is the member of the Ordo’s Inner Council whose nerve fails, and who tells them everything before being horribly murdered. They may also remember that the party will be framed for his murder by Gideon, who visits them posing as a servant. Knowing those facts, it’s easy to derail the adventure at this crucial juncture. You can ensure this doesn’t happen with either of the following changes.

\n

Greed Will Out

\n

Magirius is made of sterner stuff than in the original adventure. His nerve does not break, and he instead remains loyal to Teugen and the Ordo. 

\n

Under cover of a promised confession, he lures the Characters to the new temple, where the entire strength of the Ordo Septenarius lies in wait — Teugen, Gideon, the other members of the Inner Council, and the 42 regular members — ready to overpower the Characters, strip them of all equipment, and keep them bound until the evening of the ritual. Then, the party will form the sacrifice.

\n

The Evil Villain Revisited

\n

As explained before, Magirius could be the head of the Ordo instead of Teugen. In that case, it might be Teugen whose nerve fails, and who tries to warn the Characters. If you are feeling kind, he might succeed; otherwise, Magirius lures the party to a secluded location with the promise of a confession, leaving Teugen’s mutilated body there. Once the Characters have arrived, he sends a Watch patrol to investigate a reported scuffle at that spot.

\n
\n

Framed!

\n

Imprisoned and faced with certain death, the Characters are sure to look for a way out of their predicament. The door to the cell is firmly locked and attempts to break it down will only bring the jailor and members of the Watch. A successful Average (+20) Perception Test (multiple attempts are possible, if required) reveals a Thieves’ sign carved into a slab of stone at the base of one of the walls. A Character with Secret Signs (Thief) recognises it as the mark for ‘escape’. 

\n

The slab can be removed easily and reveals a crawl space behind, wide enough for one Character at a time. After a few yards, this leads to another tunnel giving access to the town’s sewers. From the sewers, the Characters may escape into the town, free but bereft of weapons, armour, or any other trappings.

\n

Fleeing the House

\n

It is likely that the Characters try to escape rather than face the Watch. The watchmen are coming in through the front of the building, but the party can reach the back door and escape into the garden.

\n

The Characters should all be able to get away from the Watch, but don’t let the Players know this. You should run this incident in detail, Round by Round, so that the Players think their Characters will be captured unless they make it over the wall in time. The Watch spend about 10 Rounds searching the house before they notice the Characters escaping over the wall. They then charge out after the party. You should build up the tension by telling the Players that their Characters hear noises from inside the house, and then a cry of, ‘In the garden! Quick – they're escaping!’ followed a few Rounds later by the watchmen beginning to come out of the house. The Players should become genuinely worried as their Characters scrabble at the wall, and the first watchman on the scene should miss the last Character over the wall by a matter of inches.

\n

The wall around the house is 10ft high, and not very easy to climb. It takes a Difficult (−10) Climb Test to reach the top. Any Characters reaching the top can help the stragglers over, providing @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.lQThXbnpgQ30VBXR#assistance]{Assistance}. If any Climb Test rolls an Impressive Failure (−4), not only has the Character failed to get over the wall, but any Character on the wall helping is dragged off unless Challenging (+0) Athletics is passed. Characters pulled from the wall @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{fall} 3 yards.

\n

On the other side of the wall, there is a drop of 3 yards to the street. Characters jumping from the top of the wall have to make a jump of 3 yards, while those who hang at arms’ length from the top of the wall make a jump of 1 yard.

" }, "The Darkest Hour": { "name": "The Darkest Hour", "text": "

Our Heroes put together the last pieces of their investigation, and find themselves hot on the heels of an evil wizard. However, the Characters are framed for murder and soon the entire town is chasing them. Can our Heroes avoid being arrested and disrupt the wizard’s plans? Or will a gate open to the  Realm of Chaos, destroying Bögenhafen and changing the Empire forever?

\n

Unleashing the Ritual

\n

This chapter covers the events of the day of the ritual. These are in addition to the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.qekbEPjyKirEPlD7]{events} in the last chapter. You should be careful with your timing so those events do not clash with the ones described here. 

\n

You can delay unleashing the events of this chapter if you feel the Characters need more time to make further investigations. But, from this point on, you should be building up the pace towards the climax. Once the events of this chapter are set in motion, it is important that the ritual takes place that  evening so that the climax of the adventure occurs near or around midnight.

\n
\n

Meanwhile, Elsewhere

\n

The previous evening, @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} told the Inner Council that the ritual would take place at a new location, which was to be revealed at a future time. He also revealed that arrangements had been made to obtain a suitable victim for a sacrifice to consecrate the new temple. Magirius is appalled at this new revelation, and coupled with a very disturbing letter that he found in Teugen’s office, he decided to leave the Ordo. However, Magirius is no actor, and Teugen and Gideon are aware of his disaffection. They have decided to use him to dispose of the Characters. Or, at least, to keep them out of the way while final preparations are made for the ritual…

\n
\n

An Unexpected Visit

\n

In the morning of the day of the ritual, @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius} seeks the Characters out. He looks pale and worried — a marked contrast from his appearance at the Golden Trout. He insists on being taken to a place where they will not be disturbed or overheard, and only then does he reveal the cause of his agitation.

\n
\n

‘When Teugen came to us from Nuln, he told us that, with our help, his sorcery could influence the economy of the Empire. Bögenhafen would become great again — greater even than Marienburg — and we would all become rich beyond our wildest dreams. That is why the Ordo Septenarius was established, and the lower ranks are no more than a smokescreen.

\n

‘Everything was going according to Teugen’s plans until you discovered the temple under the Steinhäger offices. I was instructed to reassure you — to make you go away, so that preparations for the ritual to make us all rich could carry on.

\n

‘The ritual will take place tonight. I don’t know where yet, but I will get word to you as soon as I can. Teugen said that a human sacrifice is necessary to prepare the new temple, and that was too much for me. I didn’t realise anyone would have to be killed. You must help me. Going to the authorities is useless as Teugen and the Inner Council control them all. You are my only hope.’

\n
\n

Magirius then gives the Characters the letter that had accompanied the scroll acquired by Teugen on the day of their arrival in Bögenhafen. Give the players @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.JW2bfqeUqXouuD8S]{Handout 10: Herzen's Letter}. Magirius then leaves, promising to contact them as soon as he finds out the new location of the ritual. He refuses to let the party accompany him as he dares not be seen with the Characters.

\n
\n

Handout 10: Herzen's Letter

\n

Black Peaks,

\n

Grissenwald,

\n

Near Nuln,

\n

 

\n

My Dear Friend,

\n

 

\n

Here is the scroll you require for the ritual you mentioned in your last letter. Do not forget that the temple for such an undertaking must be sanctified with fresh blood.

\n

As ever, I am filled with awe at the heights (or should I say depths) to which your learning now reaches. It seems like only yesterday that we two dilettantes begged tutelage of the High Master, and now you stand on the threshold of the abyss itself. If you manage to find the time to record your researches, do write with details of how the ritual progressed. Perhaps one day I, too, might follow in your illustrious footsteps.

\n

 

\n

Your friend,

\n

Etelka Herzen

\n
\n
\n

A Message

\n

In the late afternoon, a message is delivered to the Characters, wherever they happen to be in the town. The messenger is a servant in Magirius’s livery. He hands over a rolled-up piece of parchment bearing the town seal (@UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.Idp1fbq6XbFcHRL4]{Handout 11: Magirius's Note}), and leaves without a word.

\n

Any Character who has spent any time in a Burgher career, or with any @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette} Talent knows that messengers and errand-boys generally hang around in the hope of a tip after delivering a message - the messenger's swift and silent departure seems odd. 

\n

The young servant is, in fact, @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} in disguise. The Daemon killed Magirius when it realised that the merchant guildmaster’s nerve had broken and that he could no longer be trusted. It is attempting to frame the Characters for this murder, as they soon find out when they arrive at Magirius’s house (see @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.JW2bfqeUqXouuD8S]{Handout 10: Herzen's Letter} and @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.Idp1fbq6XbFcHRL4]{Handout 11: Magirius's Note}) 

\n
\n

Handout 11: Magirius's Note

\n

From the Town Hall, Office of Councillor Magirius.

\n

 

\n

I must see you urgently. Please come to my house on the Adel Ring as soon as you are able.

\n

 

\n

Magirius

\n
" }, "Flaming Nuisance": { "name": "Flaming Nuisance", "text": "

As the Characters make their way across town, they see that there is a building on fire in one of the back-streets on the north side of the Bergstrasse, or at some other convenient location if the Players decide to avoid the Bergstrasse. It doesn’t matter precisely where this is, so long as it is on the Characters’ route to the Ostendamm. Unless the Players state that the party is deliberately giving that area a wide berth, they come round a corner and run straight into — one of themselves! 

The look-alike is pursued by an angry mob, and pushes past the Characters and disappears into an alley. The mob immediately starts to chase the party amid cries of, ‘Stop! Fire-raisers! String them up!’ There are dozens of townspeople giving chase, and it is clear that the Characters have no chance if they decide to fight their way out.

Obviously, @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} is the real firestarter. It has been trailing the party, and cast the @UUID[Compendium.wfrp4e-core.items.OcYPErjJzQKOX2aI]{Doppelganger} Spell to assume the form of one of them before setting the building on fire. It made sure the mob had a good look at its face, and then made straight for the Characters’ position. The party has to evade the mob before it can go any further. As with the Watch encounters, you should ensure that the Characters do eventually shake off any pursuit, but the Players should believe their Characters are in imminent danger of being lynched. Any Character stupid enough to stop and try to reason with the mob will be overpowered and strung up.

" }, "The Ostendamm": { "name": "The Ostendamm", "text": "

Eventually, the Characters should reach the Ostendamm. By the time they have evaded any pursuers and reached the docks, it will be sunset and Morrslieb is already high in the sky. As dusk falls, a green-lit mist creeps up from the river, thickening almost visibly as it moves over the docks. Soon, it is impossible to see the west bank of the river, and the Ostendamm stands in a sea of moon-lit mist almost 2ft deep.

\n

The Characters are likely interested in one of two locations on the Ostendamm: Warehouse 13 and Warehouse 17. If the Characters watch both warehouses, they soon realise that no activity is taking place at Warehouse 17, while several people are visiting Warehouse 13.

\n

Warehouse 17

\n

Warehouse 17 is closed up, and a faint, flickering light can be seen from inside. Over the warehouse, and those adjoining it, hangs the sign of an ear of corn held in a mailed fist — the sign of the Ruggbroder family.

\n

If the Characters enter the warehouse, they find it full of crates of bottled wine. The crates nearest the door have ‘Kronenwinzerei Altdorf ’ branded into the side. Having travelled to Bögenhafen with @UUID[Actor.nxLsH2WvU6xmjzfg]{Josef Quartjin}, the Characters recognise the wine as being from the cargo he carried to the town. The party has just had time to realise that the warehouse is absolutely full, and that there is no possible space that could be used for a ritual, before it finds itself faced with @UUID[Actor.4JYaYJqgsJMnTDe3]{Big Georg}, a night watchman, and two savage guard dogs, @UUID[Actor.JJ0JRl5cYTTf5qjf]{Kaden} & @UUID[Actor.okTRplvSsVqjWaJa]{Wrench}. The dogs attack immediately, and the watchman runs, shouting for the Watch. A four-man patrol will arrive on the scene in [[/gmr 1d10]] Rounds. If the Characters retreat, the night watchman calls the dogs off and closes up the warehouse again. He is concerned only with keeping the goods safe, and has no particular interest in bringing thieves to justice.

\n
\n
\n

@UUID[Actor.4JYaYJqgsJMnTDe3]{Georg Handelsson}

\n
\n
\n

@UUID[Actor.JJ0JRl5cYTTf5qjf]{Kaden} and @UUID[Actor.okTRplvSsVqjWaJa]{Wrench}

\n
\n
\n

Warehouse 13

\n

At dusk, @UUID[Scene.clYfG9LmEw1J5Kmo]{Warehouse 13} is quiet. Over the door hangs the rose-cross symbol of the Teugen family. The doors are not locked, and the Characters may look inside through the doors or through one of the barred windows that are set around the walls. An area at the front of the warehouse has been cleared, and crates are tightly packed in the rest of the warehouse. The crates are marked, ‘Silas Hillberry, Appleford,’ and contain bottled fruit.

\n

Hiding in the Warehouse

\n

If the Characters decide to hide in the warehouse and wait for something to happen, they will be able to find suitable hiding places amongst the crates. They can secure a reasonable view of the inside of the warehouse from their hiding-places, but you may call for an Average (+20) Stealth (Urban) Test from Characters who insist on moving about.

\n

Watching the Warehouse

\n

If the Characters choose to stay outside and watch from cover, they must find a suitable hiding-place. When anyone comes to the warehouse, they must each make an Easy (+40) Stealth (Urban) Test (it’s so easy because of the darkness, weird lighting from Morrslieb, and the mist); you should feel free to add any further modifiers that seem appropriate, depending on where the Characters choose to hide.

" }, "Resolution": { "name": "Resolution", "text": "

As well as your usual XP award for good roleplaying, XP should be awarded for the following:

\n\n
\n

Options: How Much Corruption?

\n
\n

So, if a massive Greater Daemon of the God of Change and Mutation appears in your locale, it seems fair that Mutations, and a lot of them, will result. It is up to you exactly how many Tests against Major Exposure the Characters need to take. Perhaps when the Greater Daemon arises? Maybe another when its arm scoops past. And another when Morrsleib almost seems to fall from the sky in exultation? And don’t forget all the Moderate Exposures sourced from all the capering Daemons!

\n

However, a game where all the Characters mutate beyond playability is potentially anticlimactic and not terribly fun unless your Players like such endings. So, be judicious when asking for Tests to resist Corrupting Influences, be aware of how many Corruption points everyone has, remind the Players they can use Resilience points to avoid Mutation. You can always use NPC mutation to illustrate the insidious dangers of exposure to Chaos.

\n
\n

Aftermath

\n

If the ritual is stopped, the Characters have little choice but to leave Bögenhafen. Of course, if the ritual was successfully completed, the town will be destroyed and the Characters must flee for their lives along with the rest of the populace. Otherwise, thanks to @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}, the Characters are wanted by the Watch for the murder of @UUID[Actor.7rE1jYAeMNKfrgcQ]{Freidrich Magirius}, and also for arson. 

\n

Further, if they attempted to halt the ritual and in the process killed @UUID[Actor.LG5qATEIFPE9bezB]{Teugen}, @UUID[Actor.Coxv92EfL6VmlpCS]{Steinhäger}, or any of the other members of the Inner Council, they are soon wanted for their murders, too. Even if the warehouse catches fire and all the bodies are burnt, the disappearance of Teugen and company is still noted and the Characters are the obvious suspects. One way or another, it is time to leave town. 

\n

Probably as wanted criminals.

\n

Convincing the Authorities

\n

If Teugen fled Warehouse 13 during the ritual and was claimed by the burning Eye outside its walls, this terrible end was possibly witnessed by others in the town, perhaps including @UUID[Actor.pzFQiFUKm7yWhrsL]{Reiner Goertrin}, the Watch Captain, or one of his many representatives.

\n

Should Teugen’s inevitable downfall be seen by others, it is much easier for the Characters to convince the remaining authorities — and, more importantly, the Watch — of the whole story regarding the Daemon in the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple} and horrific events that followed this discovery. 

\n

If this happens, the Characters are taken to the Watch barracks and interviewed by @UUID[Actor.pzFQiFUKm7yWhrsL]{Captain Goertrin}. After listening to their story, he will let them go. He also suggests the Characters keep their mouths shut if they don’t want to be pursued by Witch Hunters. The Captain has decided to cover up Bögenhafen's shame.

\n

Of course, if the ritual was stopped in a manner that means the town remains largely unaware of the affair, the Characters will still be hunted as dangerous criminals.

\n

Fleeing Town

\n

Most likely, the Characters have defeated @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} and saved Bögenhafen, but are now on the run as wanted criminals.

\n

The Town Gates

\n

Attempts to exit through any of the town gates prove impossible unless the Characters come up with a good scheme. The Watch are searching for them and all gates are guarded by watchmen and State Army soldiers. To get through, the Characters might adopt a disguise or try bribery. However, the latter approach is expensive, as entire squads of watchmen and soldiers need to be bribed successfully.

\n

The River

\n

Escaping by river is possible if @UUID[Actor.nxLsH2WvU6xmjzfg]{Josef Quartjin} is still around. The Berebeli is being watched, but not carefully. Josef can move his barge to a suitable place where he can pick up the Characters. To keep the excitement high, a patrol of watchmen could appear and chase the party as it clambers aboard.

\n

Alternatively, the Characters may decide to steal a rowing boat or riverboat. This shouldn’t be too difficult, but there is always the chance that the owner is on board.

\n

The Crossed Pikes

\n

If the Characters have already made friends with @UUID[Actor.sElqSPHULTbnUjf2]{Franz Baumann}, they may decide to go to him for help. Franz could put them up in @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.NrHc49gFam7YvhSK]{The Crossed Pikes} until the heat is off (one week). This costs @Pay[4gc]{4 GC} each, but after a week the Characters are able to slip out of the town without too much bother.

\n

Avoiding the Watch

\n

If you don’t want to extend this last part of the adventure, you could simply allow the Characters to slip out of town unnoticed. However, if they are blatant or stupid in their attempts to leave, you may like to have a Watch patrol chase them through the streets of Bögenhafen for a while.

\n

Trips on the Reik

\n

The campaign continues in the next part, Death On the Reik. The next stage of the campaign initally sees them head for @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} after securing a barge, possibly to visit the herbalist @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra Kleinestun}. But there are many other reasons to head to the rivers.

\n\n

Of course, Players are full of surprises, and the party may decide to go in the wrong direction. A rumour of black plague, backed up by an encounter with diseased refugees, should be enough to discourage that. 

\n

Whatever they choose to do, the Enemy in Shadows has been revealed, and this part of the campaign is concluded. The adventure continues in Death on the Reik!

\n
\n

Options: Recasting Gideon

\n
\nFor Grognard players, the inclusion of @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} comes as no surprise. The obvious choice to subvert this expectation would be to have Gideon posing as someone else. Perhaps as @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius}, or @UUID[Actor.Coxv92EfL6VmlpCS]{Steinhäger}, or even @UUID[Actor.P3HlNMK6rubzDoxM]{Richter}, and have the Daemon work to the same end goal using a different form. A less obvious alternative would be to recast Gideon completely, perhaps as one of the most powerful Daemons from the Realms of Chaos…\n

The Changeling

\n

Instead of @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} being a Herald of Tzeentch sent by a Greater Daemon to further its plans in the Reikland, it is actually the Changeling.

\n

The Changeling is an infamous Daemon that even the gods fear. It’s the embodiment of Tzeentch’s meddling psyche: a deceiver, a trickster, and an inveterate prankster. Most importantly, it can mirror the form of any entity completely, adopting mannerisms flawlessly, becoming others so perfectly that even the Dark Gods themselves are fooled. It is said there is only one form the Changeling cannot take, and that is Tzeentch itself.

\n

The Changeling is known for meddling with events of extraordinary significance. The opening of a rift into the Realms of Chaos in the heart of the Empire is exactly the sort of challenge it relishes.

\n

The impact of using the Changeling is relatively small until the very end. Gideon still shapeshifts, Teugen still aims to perform the ritual, and the Ordo are still in his thrall. But, come the climax, the Changeling reacts very differently to a mere Herald.

\n

If the ritual is disrupted, the Changeling is unfazed. The Daemon, amused to be defeated, sheds its @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} pretence and appears as a floating, cowled figure, its head hidden in shadow, its four gangly blue limbs wreathed in magic. It bows to the Characters, then the unblinking Eye in the copper circle, and then dances free, reshaping itself as required to withdraw, perhaps as a watchman, a noble, or as a crow, or maybe even one of the Characters. The party, no matter how resourceful, will not catch up with it. For the moment, it is gone.

\n

If the ritual is completed, Gideon no longer enters the pit with glee. Instead, it backs away slowly and begins to laugh, menacingly and with many voices. The Changeling then advises the Characters to flee if they have not done so already. ‘FOR HOW CAN YOU FIGHT IF YOU ARE DEAD?’ It then makes its own escape. It has no desire to have an audience with one of Tzeentch’s Greater Daemons. The last time the Changeling drew close to Tzeentch, it brought a gift of hair that it tricked from the sublime head of Slaanesh, but this time it has no offering, and an offering will be expected. The Changeling leaves to resolve this before it is noticed by the incoming Daemon.

\n

If you do decide to make @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} the Changeling, this option is discussed further in the Empire in Ruins Companion, where the Changeling’s potential impact on the end of the campaign is explored in more detail.

\n
" }, "One Thing After Another": { "name": "One Thing After Another", "text": "

Once the Characters are over the wall, they can make good their escape. You might like to draw out the agony by telling the Players that a few townspeople chase them after they escape from the grounds of Magirius’s house, but they should be able to shake off any pursuit after a few minutes’ hard running by twisting and turning through alleys and side streets, perhaps with some Athletics Tests thrown in for extra tension.

\n

Now the party must review its position and decide what to do next. As the Characters escaped over the wall, the watch officers got a clear view of them, and the party must assume the Watch is now hunting for it all over town. The Characters are quite well known by the authorities as a result of their investigations over the last few days, and there is little chance they will be able to bluff their way out if they are caught. 

\n

The party knows the ritual is to be held tonight in a warehouse, either Warehouse 13 or 17. It is beginning to get dark, and Morrslieb is rising full and large, casting its horrendous green light everywhere.

\n

The journey to @UUID[JournalEntry.aI05RCFli7s2SPP2.JournalEntryPage.uWlg0JgRwaUQNInI]{The Ostendamm} can be made more eventful by having the Characters encounter @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrols} every so often. At this point, the party might decide that it is all too  much and make an attempt to leave town. Fortunately, this is easily avoided.

\n

You can channel the Characters towards the Ostendamm and the climax of the adventure by increasing the frequency of encounters with the Watch if they move towards the gates, and decreasing it as they move towards the docks. Any encounters with the Watch should be frightening rather than dangerous, and the Characters should be able to shake off any pursuit fairly easily, but do not let the Players know this. 

\n

Every time the Characters turn a corner while evading pursuit, you should have them make an Average (+20) Stealth (Urban) Test, based on the lowest score in the party; if the Test is failed, their pursuers are still on their tail, and are drawing ever closer. When a Test succeeds, the Characters manage to shake off the pursuit. The Players should be aware that the adventure is reaching its climax, and that there is no time to lose.

\n
\n

Options: Lunatic Mutants

\n
\n

With the unexpected news of the @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.BYIYCOy1Yvf8irO8]{Mutant Edict} now widespread and the corrupting light of @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.DiVj3o5EkDkj5oQ3]{Morrslieb} everywhere, you have an opportunity to make the chase scene through Bögenhafen significantly more horrific, should you so wish.

\n

As the Watch pursues the Characters through the town, the baleful light of skull-faced Morrslieb enacts a terrible change upon those below. Have the Characters escape Magirius’s house as normal, but play up the intensity of the horrendous, green luminescence of Morrslieb, and have even more glowing mist rise high from the Bögen. Every time the Characters step into the direct light of Morrslieb for any length of time, call for a Test to resist a @Corruption[minor]{Minor Exposure to Corruption}. Make it clear that Morrslieb’s light is dangerous, and feels very wrong. The streets are emptying of everyone bar fools and the Characters.

\n

Then, just as the party feels it may be escaping the Watch, have new animalistic howls of pursuit echo through the empty streets. It’s not just the Watch they now have to contend with, it’s the Mutant Watch! And if this horrific threat should catch up: ‘You’re the problem, mate, not us! You’re murderers! Ain’t no such thing as a mutant anymore! The Emperor has our backs!’

\n
" }, "The Appointed Time": { "name": "The Appointed Time", "text": "

This section details the course of events at @UUID[Scene.clYfG9LmEw1J5Kmo]{Warehouse 13}. These events only happen if the Characters do not intervene. Any actions they take will alter the course of events to a greater or lesser degree, so you should be prepared to adapt and improvise. You should also take into account what the Characters can see from wherever they are. Be careful to tell the Players only what their Characters can be expected to see.

Preparations

Shortly after dusk, a cart arrives from the Steinhäger offices bringing @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger} and two labourers. It draws up outside Warehouse 13, and the three men unload a number of sacks containing the items removed from the Hidden Temple. The cart is driven away, leaving Steinhäger inside. He begins to prepare the temple, laying out the copper circle, marking an octagram on the floor in salt and placing the silver candlesticks at the corners.

After about half an hour, five carriages arrive within a quarter of an hour of each other. @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} and @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} (wearing the face of ‘Teugen’s cousin’ again, so the Characters are unlikely to recognise it) get out of one carriage, which has the Teugen family’s rose-symbol on the doors. The passengers go into the warehouse, each carrying a small bundle (their robes), and the coaches drive back into the town. This is the Inner Council of the Ordo Septenarius. It has arrived for the ritual and spends the next half an hour robing and making other preparations. While this is going on, a dozen @UUID[Actor.JOvvyUSDLR5XkN9R]{thugs} from the Stevedores’ Guild unobtrusively ring the warehouse to make sure that those inside are not disturbed. 

@UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen}

@UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}

This is not immediately obvious in the green-tinged fog, and requires a successful Challenging (+0) Perception Test from outside the warehouse to spot it. At this point, Characters hiding outside the warehouse must make another Easy (+40) Stealth (Urban), modified as you feel is appropriate for where the Characters are hiding. The thugs clear the area of anyone they find.

The Dedication

Another half hour or so passes, and a cart arrives from the north of the town, coming out on to the Ostendamm between Warehouse 17 and the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.BW0Sta1Faky6JaoT]{Teamsters' Guild}. It pulls up outside Warehouse 13, and two men, thugs from the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8vxbXHGPEkkvKC8Q]{Stevedores' Guild}, unload a large, heavy sack and carry it into the warehouse.

The sack contains a young woman who has been ‘acquired’ for the sacrifice. Her blood will consecrate the warehouse for use as a temple. Any Characters outside the warehouse who make a successful Challenging (+0) Perception Test see the sack move as the semi-conscious woman struggles weakly. Having delivered the victim, the two men drive off, returning the way they came.

The victim is bound hand and foot and is laid in the middle of the octagram. The participants are now dressed in red robes with a seven-pointed star surrounding an animal head emblazoned on the chest. They wear tall, pointed head-dresses that hide their faces completely. They stand in a circle around the woman, chanting rhythmically as @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} draws a dagger. He passes the blade ceremoniously through the flames of the eight candles, and then stands over the woman, with the dagger raised high above his head. The chanting comes to an abrupt halt, and Teugen plunges the dagger into the woman’s chest. He then cuts her heart out, and sprinkles blood from it on the eight corners of the octagram, and on the points where any lines cross. Her heart is placed at the centre of the circle, and two of the cultists carry her body to one side, being careful not to disturb the octagram.

If this sacrifice is thwarted in any way, @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} tries to capture one of the Characters to take the woman’s place or, failing this, he calls in one of the thugs from outside, who will be overpowered by the cultists and sacrificed.

Once the sacrifice has taken place, the makeshift temple is ready for use, and the ritual begins.

The Ritual

The ritual begins two hours before midnight. The seven members of the Inner Council (including one who has been drafted in from the lower echelons of the Ordo Septenarius as a replacement for Magirius) each stand at a point of the octagram around the copper circle, with Teugen in the middle, and @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} taking up the last spot.

The cultists raise a discordant chant. This continues, unless they are disturbed, throughout the ritual. Teugen stands with one foot on either side of the heart of the sacrificed woman, chanting in a counterpoint to the other cultists. There are several invocations and responses, and each cultist in turn then moves to the centre, kisses the first two fingers of their right hand, and touches them to the heart briefly, returning to the circle as the next cultist moves forward. The chant is maintained unbroken throughout.

After an hour and a half, Teugen then plucks a scroll free from his belt. He unrolls it, and the chant stops as he carefully reads it in a singsong voice. Neither the chant nor the words from the scroll are intelligible to a Character without the Language (Magick) Skill. A successful Impossible (−50) Language (Magick) Test reveals that there is a subtle undercurrent to the spell, cleverly hidden, that beseeches ‘Tchar’ to rip reality asunder ‘from the Crystal Labyrinth’, to ‘reign in the Mortal Realm’. 

@UUID[Actor.LG5qATEIFPE9bezB]{Teugen} has not noticed this. It takes Teugen about half an hour to read the scroll. He pauses at several points to sketch mystical figures in the air with his hands, and the other participants chant responses to his invocations at various times. After about 20 minutes of this, @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} enters the octagram. He takes the @UUID[Compendium.wfrp4e-eis.items.c3T3NCS9SPDdEQyy]{Ring of Opsianon} from its finger and gives it to Teugen, before taking up a position behind him. Note: once Gideon takes the ring off, it becomes subject to @UUID[Compendium.wfrp4e-core.items.Item.D0ImWEIMSDgElsnl]{Unstable} if he moves outside the circle. Teugen, still chanting, passes the ring through the flames of the candle at each corner of the octagram, and then returns to the centre, where he kisses the ring and places it on top of the heart. The cultists come into the centre one by one, and kiss the ring in turn as Teugen continues  to chant.

Suddenly, the tone of Teugen’s chanting changes. The cultists stand absolutely still in an attitude of rapt attention, and Gideon remains motionless behind Teugen. The ritual is nearing completion.

Foiling the Ritual

If not interrupted, the ritual finishes a few minutes before midnight. There are several ways the Characters can prevent this.

Attacking the Participants 

If the Characters are inside the warehouse already, they can attack at any time. Otherwise, they must fight their way in through the thugs stationed outside. The thugs are all round the warehouse, so the Characters encounter two thugs no matter which direction they approach from. Each Round after a fight breaks out, another thug arrives, until all 12 are on the scene. Every time that one of the thugs is killed or incapacitated, you should make a Cool Test for the others. Start the Difficulty at Very Easy (+60), and make it 1 step more difficult for every two thugs taken down. If any Test is failed, the remaining thugs flee.

Once the thugs are dealt with, the Characters are free to advance. They can storm into the warehouse through the front doors, or they can rip the thin wooden slats off the windows and fire missiles at the participants. The slats are backed with stout iron grilles that make it impossible to climb in through the windows, but it is possible to throw or fire missiles through the grilles with a penalty of −10 to any associated Ranged Test.

When the Characters attack, Teugen instructs the seven members of the Inner Council to stand back and avert their eyes. He casts @UUID[Compendium.wfrp4e-core.items.Rkg1tMICxdRsH1zB]{Bolt (Daemonology)} at any Characters who are Elves or who appear to be spellcasters. Gideon casts @UUID[Compendium.wfrp4e-core.items.xhGjRScyU149nK3i]{Treason of Tzeentch}. There is a 30% chance they cast their spells at the same Character.

Next, @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} tears free of its Human disguise and appears in daemonic form, giving it @Fear[2]{Fear 2} against everyone except @UUID[Actor.LG5qATEIFPE9bezB]{Teugen}. Each cultist must make a Challenging (+0) Cool Test. Those who fail have disobeyed Teugen’s instructions to look away, and must Test to resist the Fear 2.

@UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} next casts a Spell at any Characters who are still advancing, before closing for hand-to-hand combat. Gideon fights until the Characters are wiped out or beaten off, or until it is killed. Meanwhile, Teugen tries to rally the other cultists, using his Leadership Skill away from the scene of combat. Whenever the Characters seem to be gaining the upper hand, you should give the remaining cultists an Opposed Cool Test against Teugen’s Leadership Skill. Any cultist who fails the  Test flees.

Stealing or Destroying Vital Components

The following are vital to the ritual taking place.

  1. @UUID[Actor.LG5qATEIFPE9bezB]{Teugen}

  2. The seven members of the Inner Council

  3. The spell scroll, which Teugen carries on his belt

  4. The @UUID[Compendium.wfrp4e-eis.items.c3T3NCS9SPDdEQyy]{Ring of Opsianon}

  5. The Ordo’s copper circle, or any piece of it

  6. Eight silver candlesticks holding black candles

  7. An octagram marked on the floor of a sanctified temple with salt

If the Characters are able to steal or destroy any of these things, the ritual fails. This includes extinguishing the candles or stopping the sanctification of the new temple by rescuing the woman. If the Characters took the silver candlesticks from the Hidden Temple earlier in the adventure, they have been replaced. A replacement has also been drafted in for Magirius, and if any other member of the Inner Council has been killed or severely injured earlier in the adventure, a similar replacement is swiftly arranged to bring the numbers up to the needed seven.

Delaying the Ritual

Once started, the ritual must be completed before midnight, so any delay of more than 10 Turns is fatal. Teugen still tries to conduct the ritual, but midnight strikes before it is completed.

Other Means

The Characters may try to disrupt the ritual by other means, such as setting fire to the warehouse. It is not possible to cover every contingency here, but you should be able to tell, using common sense and the information in this chapter, what the outcome of a particular attempt is.

The Ritual Disrupted

As soon as it becomes apparent that the ritual cannot be completed for any reason, Teugen breaks down completely, and runs screaming and raving into the night. When the bell in the temple of Sigmar strikes midnight, a cloud of thick, foul-smelling pink and blue smoke gathers around him. There is a shattering scream, and when the smoke clears, as abruptly as it appeared, there is no trace of him. Every Character  who witnesses this must make a Difficult (−10) Cool Test to resist @Terror[2]{Terror 2}.

If midnight strikes and the ritual is still in progress, everything comes to an abrupt halt as the bell is heard tolling the hour. Tongues of roiling pink and blue fire lick from the octagram. From its depths, an enormous unblinking Eye, fringed with scintillating feathers, coiled through with every conceivable colour, forms. 

Any witnesses must make a Hard (−20) Cool Test to resist @Terror[3]{Terror 3}. Teugen screams and begs for more time, but a disembodied, many-toned voice sounds — more in people’s minds than in the air — deep and high, terrible and mellifluous, and so very cold.

‘I claim your soul. It was always mine; but you were more useful when you believed you could save it. Now you are needed for other matters.’ 

Teugen screams as he bursts into multicoloured fire. The cultists, appalled, scatter, tripping over themselves, terrified beyond rational thought. As this happens, Gideon desperately snatches up the scroll and begins to read from it, taking up where Teugen left off. For the first time, its voice is strained, and it stumbles over phrases as it rushes to complete the invocation. When Teugen has burned away, the giant burning eye turns to Gideon. The disembodied voice sounds again.

‘There is no portal. You have failed. Return to me.’ 

Gideon is then forced to his daemonic form (if it has not changed already) and begins to burn in coruscating flames. It howls and writhes in unspeakable agony, then burns away. Every Character who witnesses this must make a Difficult (−10) Cool Test to resist @Terror[2]{Terror 2}. The great Eye in the octogram then looks to the Character that appears like Kastor Lieberung (if still alive — if not, choose a different Character). The Eye pauses. The Character is frozen in place. Then the eye burns away.

Any Character within 99 yards of the Eye must Test for a @Corruption[major]{Major Exposure to Corruption.}

The Ritual Completed

If the Characters fail in their attempts to stop the ritual, or do not attempt to do so, you have two options: either you fudge things so that the ritual is halted anyway, or you have the gate open.

If you feel the Characters were only prevented from stopping the ritual by bad luck or force of circumstances, you may decide to have circumstance work in their favour, so that the final completion of the ritual is prevented by a chance event. For example, a rat scurries across the warehouse floor and breaks the salt pentagram, or one of the participants panics at the last minute and runs screaming into the night. However, this may prove to be something of an anticlimax, especially if the Characters conclude that everything would have turned out for the best regardless of their actions. So, you may well decide that the worst should happen, even if the Characters deserve better.

If, on the other hand, the Characters had ample opportunity to stop the ritual but failed to do so, you should not shrink from inflicting the full consequences. The Greater Daemon of Tzeentch responsible for the events in Bögenhafen exults as a Chaos Gate opens in the Empire. Bögenhafen is doomed, and the Characters must run for their lives. 

This option is extremely dangerous and could lead to the entire party being wiped out if the Characters do not move swiftly enough, but it also provides an exciting climax to the adventure.

Apocalypse

If the ritual is completed before midnight, a gate to Tzeentch’s Crystal Labyrinth in the Realms of Chaos yawns open. The area within the copper circle suddenly falls inwards, and Teugen and the members of the Inner Council tumble into the pit, their screams an eternal reminder of their foolishness as they fall into infinity. Gideon resumes its Daemon form (if it has not done so already) and jumps into the pit with a delighted squeal. Any Character witnessing the opening of the pit must make a Challenging (+0) Cool Test to resist @Terror[2]{Terror 2}.

For a few minutes, everything is still. The inside of the pit is totally black: not even the sides can be seen. Any Character who looks into the pit will see a pulsating multicoloured light in the distance, drawing rapidly closer. With alarming speed, a boiling mass of primal Chaos speeds towards the new Chaos Gate.

Any Character who sees it coming must make a Very Hard (−30) Cool Test to resist @Terror[4]{Terror 4}. A cacophony of howls, bellows and ear-splitting shrieks erupts from the pit — until it is almost unbearable. A roaring fountain of pink fire follows, shattering the roof of the warehouse and pouring high into the night sky over the town. Falling droplets of fire hit the ground smoking and sizzling. Anywhere a droplet lands a twisted, unnatural Daemon forms. 

The pit slowly widens, expanding some 10ft per minute until it occupies the whole site of the town. The pit swallows people, animals, and buildings, and the stream of pink fire spews into the sky unabated.

Slowly, a great, winged shape wreathed in blue fire takes form atop the pink fountain of Chaos — it has impossibly long arms and two scintillating, avian heads, both of which scream with a chorus of uncounted millions of damned souls. This is the chosen form of an exultant Greater Daemon sent by the Chaos God Tzeentch as it manifests in the Mortal Realm. Its arms, each blistered with burnt-yellow eyes, reach down again and again to the streets, scooping up handfuls of fleeing people and shoveling them into its hungry, gaping maws. 

This is, obviously, terrifying. All Characters must make an Impossible (−50) Cool Test to resist @Terror[5]{Terror 5}.

Meanwhile, Daemons run gibbering through the streets, harrying the streams of refugees like wild dogs chasing a herd of sheep. The stragglers and the hindmost are brought down and torn limb from limb in an orgy of feeding.

If the Characters are to have any chance of surviving, they must flee. Immediately. If they do leave quickly, they may be able to get clear of the town before the pit swallows everyone, and the sky fills with shoals of screaming Daemons. You should play out the party’s flight in full, keeping careful track of its position on the town map. Once the pink fire erupts, roll [[/r 1d10]] every Round. On a roll of a 9, a droplet lands near the Characters and they are faced with one of Tzeentch’s Horrors.

As well as the danger from these Daemons, the Characters must contend with the fleeing, panicking crowds. The main streets become impassable almost immediately, and other streets and alleys quickly become choked with the desperate and the doomed. Characters trying to force their way through the crowds must perform an Opposed Strength Test against Strength 50. If successful, some progress is made through the throngs. If failed, the Character loses 1 Wound in the crush, not modified by Toughness Bonus or APs. On an Impressive Failure (−4 SL), 2 Wounds are lost instead. This Test needs to be repeated until the Characters are free of the crowds, either because they have escaped them, or because they are scooped up to feed a hungry Greater Daemon.

You could introduce random encounters and situations to add colour to the Characters’ flight. What these should be is entirely up to you, but here are some suggestions.

While you shouldn’t make it easy for the Characters, bear in mind that they ought to be able to escape provided that they don’t do anything too foolish, and you should avoid wiping out the party. However, having them spend some Fate points and Resilience points is not only appropriate, it’s likely to be inevitable.

Options: Trauma

The climax of Enemy in Shadows can potentially end very badly, and the trauma of surviving the worst the Realm of Chaos has to offer is long-lasting. Mark how many Terror Tests each Character fails in the finale, and log it as a Total. After the adventure is concluded, have each Character make a Challenging (+0) Cool Test. A success reduces the Total by 1. Each +SL reduces the Total by a further 1. Characters left with a Total greater than 0 develop a permanent @UUID[Compendium.wfrp4e-core.items.1y6Hv22y9C3UD8gX]{Custom Trauma}.

" } } }, "Chapter 8 - Chasing Shadows": { "name": "Chapter 8 - Chasing Shadows", "pages": { "Chasing Shadows": { "name": "Chasing Shadows", "text": "

Our Heroes, having discovered a secret @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#hidden-temple]{Chaos Temple} beneath the streets of Bögenhafen, return to find no one believes it exists. When the Characters uncover the truth as to why, they are soon roped into a race against time to save not only themselves, but all of Bögenhafen.

The Investigation Begins!

This part of the adventure puts the Characters into the role of detectives. During the course of their investigation, they might call at many different locations. Often, they are required to make successful Tests to get information: if, through simple bad luck, they cannot gain enough information to piece the story together, they may become stuck and discouraged. Don’t worry if this happens — there are NPCs aplenty to help the party as they wander around the town, and everything should become clear with a nudge or two. For example, Doctor Malthusius can be used in this way, and tips for doing so are provided. It is quite acceptable to drop a few hints if the Players are having difficulties, but you should avoid making things too easy.

Where To Go First?

The Characters’ first likely stop is to see @UUID[Actor.P3HlNMK6rubzDoxM]{Magistrate Richter} at the @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#festival-court-and-stocks]{Festival Court}. If they have heard the Goblin was killed in a warehouse, they likely want more information. They possibly also want to show Richter the three-socketed pelvis they found as evidence that the creature died in the sewers.

However, just because that’s the most obvious step, it does not mean the Players will take it. To help you plan for what they may do, this chapter presents all the @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd]{Primary Locations} the Characters are likely to visit as they dig into the story behind the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple}. Of course, it’s not possible to cover every conceivable route the Characters take as they investigate, but if you read through the @UUID[.huFbG8Hb20WVmuIu]{Primary Locations} and @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.WcyNfmyzEzGJr3F6]{A Guide to Bögenhafen}, you will have more than enough information to work through any issue you may face. If the Players choose an unexpected path, remember to use your discretion and initiative in reacting to anything the Characters try to do, taking into account all of the NPCs’ motivations and the timeline of events.

Tracing Locations Above Ground

If the Characters made a map while in the sewers, they may be able to trace sewer locations above ground. If the mapping Character has Art (Cartography), then a successful Challenging (+0) Navigation Test locates a sewer location from above, with a second located with an Impressive Success (+4 SL) or better. If no Character can make maps, well, it’s much harder. 

In order to find any particular location, the Character who made the map must make a successful Futile (−40) Navigation Test to find a single location. 

The locations the Characters are most likely to try to trace are the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.67GdZ4epIhCwPcOT]{Steinhäger Offices} above the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple}, and @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.NrHc49gFam7YvhSK]{The Crossed Pikes} above the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#door-to-the-crossed-pikes]{door to the Crossed Pikes}. Manholes can also be traced above ground, provided that they have been marked on the Characters’  map.

Stake-Outs

The Characters may decide to stake out a location. Some of the more likely locations, and what is seen there, are detailed in the descriptions throughout this chapter. When watching an area, an Average (+20) Stealth (Urban) Test should be made every hour (more frequently in some areas) to avoid arousing suspicion and being moved on by the Watch.

" }, "Events": { "name": "Events", "text": "

As the Characters embark on their investigations, the world continues to revolve, and the NPCs continue with their plots. 

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The following events occur in the order listed unless you determine the Characters’ actions cause some of the NPCs to change their plans. 

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Other events and encounters can also take place if you wish. If you add more, it is suggested you only provide enough to convey the impression of a bustling town going about its business, but not so many that the Players become distracted or overwhelmed.

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Day 1

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Doctor Malthusius

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The Characters should encounter @UUID[Actor.kQyaJB0lSLQ2NLu8]{Doctor Malthusius} during the first day of their investigations. They may decide to call on him to tell him what they found in the sewers. If they do not, you can have Doctor Malthusius run into them in the town or near the @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#festival-court-and-stocks]{Festival Court}.

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@UUID[Actor.kQyaJB0lSLQ2NLu8]{Malthusius} is sure they did their best to recover the Goblin, and holds no grudge against them. He invites them to his caravan and offers them brandy and tobacco. Malthusius has heard that the Goblin was killed in a warehouse by the river, and is rueful at the loss of his best exhibit. He realises that the townspeople would not have been interested in taking it alive, but he is baffled that the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.rMGvWWbCDZvvTkFQ]{Town Hall} clerk steadfastly refuses his requests that they return the body to him. He wants to have the Mutant Goblin stuffed and mounted as a static display. He cannot imagine why the locals refuse to hand the Goblin’s body back to him, since it could be of no conceivable use to anyone else.

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If the Characters tell him about the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple} and suggest the Goblin was killed there by a Daemon, Malthusius is disbelieving at first. Are the Characters sure that what they saw wasn’t a trick of the shadows and echoes? A successful Average (+20) Charm Test (or the sight of the Goblin’s pelvis) convinces Malthusius that the Characters are serious, and then he starts to think. 

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‘So that must have been why the authorities refused to hand over the body. There wasn’t one after the Daemon had finished with it!’

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@UUID[Actor.kQyaJB0lSLQ2NLu8]{Malthusius} doesn't take any direct role in investigations. He explains he avoids making powerful enemies, and doesn't want Witch Hunters interrupting his show. And, anyway, he is moving on when the fair ends. At the same time, the prospect of Daemons in a seemingly ordinary town like Bögenhafen worries him. He is torn between a desire to do something about it and his conviction that it is wise to avoid such things.

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If he can help without running any personal risk, he does so gladly. If the Players are at a loss as to what to do next, @UUID[Actor.kQyaJB0lSLQ2NLu8]{Malthusius} can be used to feed a couple of leads. Unfortunately, he cannot provide any contacts. He can also suggest that the library in the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.D7KSvLHIYm6SiXhg]{Temple of Verena} may have some useful information.

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If @UUID[Actor.x7MElaaMHCu8Jfzc]{Gottri} is mentioned, @UUID[Actor.kQyaJB0lSLQ2NLu8]{Malthusius} offers to ask around at the fair. By the end of the day, he uncovers that the Dwarf was seen shortly after sunset, heading into the town in the company of a young man wearing livery including a red cross or flower.

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Madman in the Square

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The Characters overhear a conversation about a madman standing in one of the town’s squares. Apparently, he is ranting and raving and making all sorts of pronouncements of doom. He is not in the square if the Characters go there, but he returns on Day 2.

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Day 2

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The Prophet of Doom

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The Characters encounter a filthy-looking wretch with long, straggly hair by the name of Ulthar. He stands in one of the town squares amid a small crowd of people, shouting and shaking his fist at nothing in particular. 

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Most of the time he yells the same four lines: ‘Doomed! We are all doomed! Chaos is upon us! The signs are everywhere!’ 

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However, occasionally, his rantings take a different line: ‘I see seven, and I see nine, all they have will be mine, mine, mine!’ or, ‘The star within the circle is the sign of Death!’ and, ‘Beware the man who is not a man!’

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If the Characters approach Ulthar, he stares closely at one of them — ideally, the Character who resembles Kastor Lieberung. ‘The Mark is upon you!’ he yells, with sudden vehemence. ‘Beware the bringers of Chaos!’ Then he turns and runs into the crowd, heading for @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.63vL007lJpHVlFpB]{Kringler’s Ferry} and @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.NmhaWZTD7644IfbX]{The Pit}.

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If the Characters follow Ulthar, they need to make a Challenging (+0) Perception Test or they lose him in the crowd. If they succeed, they just have time to see him board the ferry, which leaves before they can reach it. Otherwise, they can make enquiries in the crowd, perhaps using the Gossip Skill, and find out that he lives in the Pit. Finding him there requires a successful Bribery Test and costs at least @Pay[3ss]{3 shillings}.

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If and when the Characters find Ulthar’s hovel, there is no reply to their knocks. On entering, they will find his twisted body on the floor, his throat ripped out. @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} became aware of Ulthar’s pronouncements and silenced him. Searching the body, the Adventurers find only fleas and a medallion bearing the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#teugen]{House of Teugen’s} insignia, which Karl Teugen gave to Ulthar on his death bed.

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If the Characters saw @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos}’s mutilated body outside the fake lawyers’ office on Garten Weg, a successful Challenging (+0) Perception Test means they find Ulthar’s wounds disturbingly familiar.

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@UUID[Actor.8DRfC5Nmp4Wi7m1T]{Ulthar the Unstable}

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The Evil Eye

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During the afternoon, @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} watches the Characters closely. Any Characters with the @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense} Talent have a feeling of being watched, but are unable to determine who is watching them. Any minor NPC the Characters question this afternoon has a good chance of being dead by the time they return with more questions, but they never see Gideon.

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The Invitation

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While watching @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius} or @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}, the Characters notice a piece of parchment fall from the suspect’s pocket. Magirius or Steinhäger are unaware that this has happened. The Characters are able to pick it up and read it. Give the Players @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.FVhvsedazZGXVDwu]{Handout 8: Hour After Sunset}.

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HANDOUT 8: HOUR AFTER SUNSET

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An hour after sunset at my house.

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All members of the Inner Council will attend.

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Johannes Teugen

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This event can be used in a number of different ways. For example, if the Characters are not actually watching either of the above, but happen to be watching their houses or places of work, they could see the note lying in the road or just inside the gates.

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Hired Muscle

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Just after nightfall, nine men converge on the Characters from all directions. All are dressed in rough, tattered clothing, and they are carrying clubs, chair legs, and similar weapons. If the adventurers are indoors at the time, they are approached by only one of the thugs, but the others stand threateningly in the background. Teugen has hired the thugs to scare the Characters off. None of the thugs knows who they are actually working for. They are following instructions from Gurney at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8vxbXHGPEkkvKC8Q]{Stevedores' Guild}.

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On a successful Average (+20) Perception Test, it is noticed that some of them wear cheap metal pendants showing a rope-and-pulley emblem. A successful Easy (+40) Lore (Bögenhafen), Average (+20) Lore (Reikland), or a Challenging (+0) Intelligence Test (with a bonus of +20 for Characters who have completed a stevedore or merchant Career) identify the emblem as being that of the Stevedores' Guild. 

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Once the Characters are surrounded, one of the thugs speaks: ‘We've got a message for you. Keep your noses out of what don’t concern you, or you might wake up one morning at the bottom of the river. Why don't you try your luck somewhere else, eh? I hear Altdorf is lovely at this time of year.’ The thugs will then disperse. They take no aggressive action unless attacked or provoked.

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@UUID[Actor.YTdkvlDr6bU2mbmt]{Thug Boss}

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Day 3 - The Day Before the Ritual

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Note: If the Characters are making good progress, the events listed for this day can be used on Day 2.

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The Meeting

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In the evening, Teugen asks the Inner Council of the Ordo Septenarius to assemble for a meeting at his house on @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{The Adel Ring} an hour after sunset. Teugen calls the meeting to finalise the ritual with his Inner Council. The Characters may have found out about the meeting from a letter dropped by @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius} or by @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}, or they might be spying on the Adel Ring as the Inner Council members assemble for the meeting. At this time of night, there is a certain amount of activity in the Adel Ring. It is not just Magirius, Steinhäger, Teugen and the rest of the council abroad at this hour. @UUID[Actor.nCzNGuS22drsDAIe]{The Watch patrol} can be seen doing their duty of protecting the citizens, and they ignore the occasional group of rowdy young rakes leaving for a night on the town. Others are crossing the Adel Ring for dinner engagements, generally accompanied by servants with torches and cudgels to ward off footpads. Romantic assignations, and possibly even a duel, may also be taking place in the park. 

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This ‘background noise’ is left to your discretion. Refer to the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{The Adel Ring} for inspiration. You could add extra hazards in the form of aggressive young blades, overzealous bodyguards, and suspicious Watchmen. You could even add some possible red herrings: for example, several people may come out of the Magirius or Steinhäger houses — most of them bound for perfectly innocent destinations. 

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The Characters could have trouble identifying @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger} or @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius} in the twilight, leading to a certain amount of confusion. If the Characters accost any of the NPCs, there is a good chance that they will be taken for footpads and dealt with accordingly. Use your discretion here — keep the Characters on their toes, but avoid putting them in impossible situations they cannot escape.

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@UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius} returns from his work at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}, and remains in @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.cWjJmWZCPdvvyHKg]{his house} for about an hour. He then leaves carrying a package containing his Ordo Septenarius robes, and crosses the Adel Ring to @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.gouFIzN8RGRjelGe]{Teugen House}. If the Characters approach him, Magirius wishes them a good evening and continues on his way. If they make it impossible for him to avoid them, he explains that he is going to dinner with his friend, Councillor Teugen, and could they please make way. If the Characters persist, he calls for help and tries to push his way past.

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@UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger} emerges from @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.Lc6Ade8z8H1XLmVi]{his house} ten minutes after Magirius. He is accompanied by his two bodyguards, and he too carries his robes. If the Characters try to stop or question him, he will assume that they are footpads and call for help while his bodyguards (use the @UUID[Actor.JOvvyUSDLR5XkN9R]{Thugs} profile) move to protect him.

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Over the next half hour, after @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius} and @UUID[Actor.Coxv92EfL6VmlpCS]{Steinhäger} have entered the house, another five visitors arrive. All are on foot and well-dressed, and each carries a bundle. Some are in the company of bodyguards, and nearly all come from houses near the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{The Adel Ring}.

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The Characters should be discouraged from gatecrashing this meeting, as it’s clear there are many well-armed folk in attendance. Until the last visitor arrives, the gates are open and two servants stand by them. If the Characters try to enter through the gates, they are politely, but firmly, turned away by the servants. 

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They claim a private event is taking place, and that strangers are not welcome. If the Characters insist on staying, two bodyguards wearing sleeved chain mail coats suggest they are not wanted. If the group persists and tries to push through the gates, the bodyguards attack, backed up by another two who have been waiting on the other side of the gates.

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Once the last guest has arrived, the servants close and lock the gates. Two bodyguards stay here while the other two patrol the grounds. There are three guard dogs that are then released. These do not bother the bodyguards or the servants, but anyone else in the grounds is fair game. Details of the grounds can be found on @UUID[Scene.rSXZkhuKuD3MK2ux]{Teugen Houshold}.

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During the meeting, @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} tells the Inner Council that the secret temple has been discovered and abandoned. So the ritual will take place on the following evening, in a new location, which will be revealed to them later. Further instructions will be forthcoming nearer the time. Remember, the others think the ritual is to tamper with market forces and make them all rich; Teugen plans to sacrifice the rest of them to save his soul; and Gideon knows that it will create a tear into the Realms of Chaos on the site of the town. After the meeting, @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius} has doubts about the ethics of Teugen’s plan, as Teugen mentioned that a human sacrifice would constitute part of the ritual. After struggling with this for a while, Magirius decides to contact the Characters (see @UUID[JournalEntry.aI05RCFli7s2SPP2.JournalEntryPage.CK3uMwtbAMyj1rTq]{The Darkest Hour}).

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Day 4 - The Day of the Ritual

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The Watchers

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Two @UUID[Actor.JOvvyUSDLR5XkN9R]{thugs} follow the Characters during the day and, if they persist in their enquiries, nine thugs will return and attempt to catch the Characters in a secluded spot. They plan to beat every member of the party unconscious, strip them of any valuables, and dump them into the river. If the Characters manage to fight off the thugs, they return again later.

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Once fighting begins, each Round there is a [[/r 1d10]]{50%} chance that the town @UUID[Actor.nCzNGuS22drsDAIe]{Watch} arrives after [[/gmr 1d10]] Rounds. If this happens, the thugs flee. The Characters may be best advised to run too, or they have to talk fast if they want to avoid arrest for breach of the peace and public affray.

" }, "Bad Moon Rising": { "name": "Bad Moon Rising", "text": "

Two moons orbit the Warhammer world: Morrslieb and Mannslieb. Morrslieb, the smaller of the moons, is also known as ‘the Chaos moon’, and is composed entirely of Warpstone that was thrown into the sky following a catastrophe in the unfathomably distant past. The moon has an erratic orbit, sometimes close, sometimes far, and is known to react to the activities of the Ruinous Powers. As the Chaos god Tzeentch and its minions prepare to destroy Bögenhafen to create a Chaos Gate in the midst of the Empire, Morrslieb goes through many changes that can be seen from the ground. The following events are entirely optional. You may find them useful in creating a sense of impending cosmic doom, but you may also find them a little too theatrical.

Day 1

Morrslieb rises full. This is universally known as a bad omen. The folk of Bögenhafen look to the sky in distress as the small moon bathes the town in sickly green light.

Day 2

On the second night, Morrslieb is again full and also significantly larger than normal. It almost appears to stop above the town, not orbiting like normal. As the night progresses, a grinning skull appears on the moon. It is indistinct at first, but has unmistakable features by dawn. To many inhabitants of Bögenhafen, the moon’s face seems odd but is of no great cause for concern — it’s certainly not the first time it’s happened. For others, it’s disturbing. Some refuse to leave their houses at night, whilst other take to the streets to claim the end is nigh!

Day 3

When Morrslieb appears on the third night, it is even larger and the skull face more pronounced. It seems to hang low above the town, and in any reflections (in pools, puddles, glass, and similar), it appears impossibly close, as if it were scraping the tallest buildings. As the night progresses, the skull face sometimes appears to move. 

Occasionally, in reflections, some folk swear they see the moon licking its lips with a huge, green tongue. Many hide away in fear at this, but a few treat it as a spectacle to be witnessed, and stand outside watching the swollen moon, hoping to catch sight of something extraordinary. Those staying outside for longer than half an hour in this moonlight have to Test for a @Corruption[minor]{Minor Exposure to Corruption}.

Day 4 and Beyond

If the adventure continues for more than three days, the moon continues to stare at the town, casting its foul light everywhere, which continues to be a Minor Exposure to Corruption. If Teugen’s ceremony is stopped, an expression of disappointment crosses the moon’s face and it shrinks visibly over the course of the night until it has become a tiny, green crescent in the sky once more. If the ceremony is completed and a Chaos Gate is opened, the moon’s mouth widens into a silent howl of triumph. It stays in this happy skull form, massive and full above Bögenhafen, until the Chaos Gate is closed. Further, it now acts as a source of @Corruption[moderate]{Moderate Exposure to Corruption} to all potential targets within 99 miles of Bögenhafen, and it only takes 10 minutes for this to take effect. Mutation spreads quickly.

Don't forget to use the Morrslieb Filter! Accessible in the Scene Lighting Controls.

" }, "Resolution": { "name": "Resolution", "text": "

Rewards

As well as your usual Experience point awards for good roleplaying and having fun, XP should be awarded for the following:

If you wish to grant extra Experience points for other events, use the listed XP amounts above as a guideline to build your own awards.

" }, "The Ritual Draws Closer": { "name": "The Ritual Draws Closer", "text": "

As the Characters conduct their investigations across Bögenhafen, unknown to them, the day of the dark ritual draws ever closer. But, even if the party's inquiries are not going well, everything changes on the day of the ceremony itself. 

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@UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius}, having learned that the ritual he believed to be benign involves human sacrifice, breaks ranks and approaches the Characters - a single act that seals everybody’s fate, for good or ill.

" }, "Primary Locations": { "name": "Primary Locations", "text": "

There are several places in Bögenhafen where the Characters may look for further information. They do not need to visit them in any particular order, except where a clue found in one place leads to another. 

Meanwhile, Elsewhere

The Characters’ actions have been noted. @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} tells @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} that the Goblin was eaten by the Guardian Daemon. Teugen’s investigations into what happened quickly uncover the Characters’ excursion into the sewers. Teugen and Gideon, realising the Hidden Temple can no longer be used, decide to conduct their ritual in one of Teugen’s warehouses on the Ostendamm. The exposed temple is stripped bare and its contents moved to the new location; replacements are acquired for any object the adventurers took from the Hidden Temple.

Teugen then prepares to thwart any enquiries the Characters may make. He informs the Town Council, the Captain of the Watch, and Magistrate Richter that the Goblin was cornered and killed in a warehouse belonging to the Steinhäger family. He uses his influence to discourage official investigations. He also primes Friedrich Magirius, a member of the Ordo Septenarius, to expect enquiries and to convince the Characters that nothing is amiss. 

@UUID[.ojsOLsZWgcl5ZJHG]{The Festival Court}

@UUID[.rMGvWWbCDZvvTkFQ]{The Town Hall}

@UUID[.T2OV0jq7LXZiIL4I]{The Sewers Revisited}

@UUID[.NrHc49gFam7YvhSK]{The Crossed Pikes}

@UUID[.67GdZ4epIhCwPcOT]{The Steinhäger Offices}

@UUID[.2BZgchXB7mwQdML0]{The Adel Ring}

@UUID[.KIpXzZrvlZmErkjY]{The Steinhäger Warehouse}

@UUID[.NnrUdRN31AizA5ZQ]{The Schaffenfest}

@UUID[.Z3QGbxxJlrP3lm7q]{The Watch Barracks}

@UUID[.Kq2pJL1K7SDKe9OF]{The Temples}

@UUID[.FL6bncA84xulG5Gb]{The Guilds}

" }, "Town Gossip": { "name": "Town Gossip", "text": "

The following gossip can be gathered from NPCs in Bögenhafen. No one person can provide it all; the Characters have to talk to a number of NPCs, both major and minor, before they can gather all the information here. None of the information is particularly secret, and can usually be secured with a successful Average (+20) Gossip Test.

The Merchants

Gideon

The Ordo Septenarius

" }, "The Golden Trout": { "name": "The Golden Trout", "text": "

The Characters are very unlikely to visit the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.yiwNUUSytqop53jb]{The Golden Trout} before @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius} invites them there. Assuming they are attending with Magirius, they are welcomed at the door by the porter, and Magirius leads the Characters to the dining room. He then invites them to sit and order whatever they like from the club’s extensive menu. 

He makes polite but irrelevant conversation over the meal, talking about the wool and wine trades, asking the Characters for their impressions of the town and the Schaffenfest, where they are from, and similar small talk. @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius} politely but firmly steers conversation away from any discussion of the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple} and the Ordo Septenarius, saying that he is happy to explain everything after the meal.

Once the meal is over, @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius} orders a decanter of brandy and begins to explain the society. 

‘I can see how this series of misunderstandings has arisen. I suppose it’s only natural, since we prefer to keep the society’s undertakings confidential. 

‘The Ordo Septenarius is a club, if you like, and most of the members are drawn from the merchant families of the town. There are 49 members in all — 42 ordinary members and an Inner Council of 7. 

‘We represent the elite within the Merchants’ Guild, and co-operate with each other in order to reap the greatest profit for all. We make donations to the temples, and run a soup kitchen in the Pit for the relief of the poor in association with the Temple of Shallya.

‘There are various reasons why we prefer to remain nameless — many of our members are town councillors, like myself, and many more are in a position to stand for office if they choose. People in those positions would be open to accusations of bribery and electioneering if they were to engage in these charitable activities openly, and it would be a shame if the poor were to suffer because we were afraid to do anything for them.

‘Also, our co-operation in mercantile ventures is bound to incite a certain amount of bad feeling amongst our competitors. As things are, people are aware that some cooperation is going on, but they don't know who is involved; thus, they cannot openly accuse any individual of malpractice or take any reprisals. And their suspicions tend to work against them, giving us an even greater advantage.

‘So, you understand our need for secrecy. There are many who would reap great political advantage by discovering the membership of the Ordo, and some of our junior members might be tempted by their offers. We need to offer them some... encouragement to abide by the rules of the society. Because of this the workings of the Ordo are wrapped in a certain amount of ritual — or, should I say, the semblance of ritual, with various ceremonies, oaths, and grades of initiation. I find that nothing concentrates the mind on thoughts of allegiance like participation in ceremony and the promise of promotion.’

Throughout the conversation, @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius} dismisses talk of daemonic presences in the sewers and the terrible rites that must accompany them. He firmly believes that there is nothing evil about the Ordo and seeks to impress this on the Characters. 

If the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple} is mentioned, he explains that it is no more than a meeting room, devised by @UUID[Actor.LG5qATEIFPE9bezB]{Councillor Teugen} to impress the lesser members of the Ordo, and is really not something to worry about. He snorts at any mention of a Daemon, and passes off such experiences as tricks of the light and the Characters’ overactive imaginations. After all, he has been in the cellar, and everything seemed fine to him when he was last there.

@UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius} does not answer any questions about the membership of the Ordo Septenarius, nor divulge any further information about the society. If the Characters press the point, he tells them that he has already given them a complete explanation — which he was under no compulsion to do — and repeats that the society requires a certain amount of secrecy, which he may already have compromised.

The meal over, @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius} leaves the Characters outside the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.yiwNUUSytqop53jb]{Golden Trout} and returns to his @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{guildhall}. There he leaves instructions that he is not to be disturbed again by the Characters, no matter the urgency.

Once the Characters have left the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.yiwNUUSytqop53jb]{Golden Trout} with @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius}, they are not readmitted to the exclusive club unless they are the guests of another member of the club. 

The Characters will not be able to question any of the staff unless they are particularly persistent and approach them outside the Trout. However, the staff know little of the affairs of the club’s members, and what they do know is treated in the utmost confidence.

" }, "The Festival Court": { "name": "The Festival Court", "text": "

The most obvious location the Characters visit early is @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.ojsOLsZWgcl5ZJHG]{The Festival Court}, as the party will want to claim its reward for dealing with the Goblin. The court is in session until the third day of the Schaffenfest. After that, all court proceedings revert to the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.wKds2HOgc1T9V0mR]{Town Courts}.

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When the Characters arrive at the Festival Court, @UUID[Actor.P3HlNMK6rubzDoxM]{Magistrate Richter} is presiding over a case involving two brawling labourers and is unable to see them. His clerk, Andrea, asks why the Characters are here, and tells them to call back in 15 minutes.

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When the Characters are finally shown in to see @UUID[Actor.P3HlNMK6rubzDoxM]{Magistrate Richter}, he explains that the Goblin was crushed by falling crates in a warehouse on The Ostendamm about an hour after the party entered the sewers. He offers them his commiserations for their wasted time and effort. Richter does not know where the Goblin’s body is, and as far as he is concerned the case is closed. He listens attentively to anything the Characters have to say, but does not believe their story unless they have proof.

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If asked, Richter can direct the adventurers to the warehouse (No. 4, counting from the west end of the the Ostendamm) and inform them that it is owned by the Steinhäger family. If the Characters tell him that the temple is under the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.67GdZ4epIhCwPcOT]{Steinhäger Offices} — he looks shocked and promises to look into this.

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If shown the handkerchief from the secret temple, he can confirm that it bears @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}’s monogram. If the symbol of the Ordo Septenarius is described to him, he will tell them that he has no idea what it means.

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Richter is not authorised to pay the Adventurers any money. If pressed, he directs them to the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.rMGvWWbCDZvvTkFQ]{Town Hall}.

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Gottri’s Body

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If the Characters have brought the Dwarf ’s filthy body with them, Richter is disgusted and insists that they remove it from his presence immediately. He suggests they take it to the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.DzjqJ9LidpR53u1d]{Mourners' Guild} for a proper burial. As far as Richter is concerned, it is obvious that Gottri was slain by cut-throats and flung into the sewer. He can tell the Characters that Gottri was in and out of the stocks all day for drunkenness and causing a public nuisance, and was finally released about dusk. Richter does not know what happened to him after that. 

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If the adventurers ask around about Gottri, a successful Average (+20) Gossip Test reveals that the Dwarf was last seen going into the town accompanied by a servant wearing the Teugen  family livery.

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Richter’s Reward

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If Richter is told about the Goblin or the Hidden Temple, he goes to the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.rMGvWWbCDZvvTkFQ]{Town Hall} to see @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} after the Characters leave. He tells Teugen all he has been told and asks for advice. Teugen tells him that he will look into the matter, and asks Richter to return to the Court.

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If the Characters return to see Richter later, Andrea tells them that the magistrate fell ill and has gone home. Magistrate Gorvintz is now presiding over the court, and is very busy at the moment. On no account will Magistrate Gorvintz agree to see the adventurers unless it is to sentence them to hard labour!

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On a successful Gossip test, Andrea tells the Characters that the captain of the Watch called to see the magistrate earlier. She does not know exactly what went on, but Magistrate Richter was pale and shaking afterwards. If asked, Andrea tells the adventurers that Richter lives in chambers in the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.wKds2HOgc1T9V0mR]{Town Courts}.

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If the adventurers return to question Andrea after speaking to the @UUID[Actor.pzFQiFUKm7yWhrsL]{captain} of the Watch, she will tell them there was something strange about the captain when he came to visit @UUID[Actor.P3HlNMK6rubzDoxM]{Richter}. He seemed very amused after he left, which is most unlike him as he is seldom seen to smile.

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The Temple and the Red Herring

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The initials on the handkerchief are red herrings, intended to draw the players toward @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger} and away from @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen}. If Teugen is no longer the villain of your adventure — and especially if the role of @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger} has also changed — the ownership of the warehouse and the initials on the handkerchief may need to be changed. Perhaps these false clues even point to Johannes Teugen instead?

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" }, "The Sewers Revisited": { "name": "The Sewers Revisited", "text": "

The adventurers may re-enter the sewers by any manhole they discover. A successful Challenging (+0) Perception Test is necessary to find a manhole cover beneath the dirt and rubbish in the road.  Further, there is a chance that the Characters attract suspicion as they search for and take up the manhole cover. Roll a [[/gmr 1d100]]; if the result is less than or equal to the number of characters in the party x 10, roll on the [[/r 1d100]]{table below}. Once the manhole is open, the adventurers can climb down into the sewers as described on @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.BbpMSAUL7pxXLH0d#entering-the-sewers]{Entering The Sewers}.

The Hidden Temple

The door from the sewers has been repaired (assuming it was previously broken down by the Characters) and is bolted from the inside. The Hidden Temple has been completely stripped of all its contents, and the octogram on the floor has been obliterated. A successful Challenging (+20) Perception Test turns up traces of paint and flecks of copper left behind by the sawing-up of the copper circle, but this is hardly the damning evidence the party may be looking for.

[[/gmr 1d100]]Result
01-90A passer-by stops and asks the adventurers what they are doing. An Average (+20) Charm Test should be made if the Characters concoct a convincing story — if it’s unconvincing, increase the Difficulty as you see fit. If the Test is failed, the passer-by reports the party to the Watch. In this case, a @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrol} will appear on the scene in [[/gmr 2d10]] minutes. See the next result for the Watch’s reaction.
91-00A patrol of four @UUID[Actor.nCzNGuS22drsDAIe]{watchmen} appears, and they question the Characters. A Challenging (+0) Charm Test should be made if the Characters concoct a convincing story. If it’s unconvincing, increase the Difficulty as you see fit. If the Test is failed, the patrol accuses the Characters of loitering with intent. The penalty is a fine of [[/gmr 2d10]] shillings. Failure to pay results in arrest and confiscation of the characters’ goods. These items are returned once the Characters pay their fine.
" }, "The Town Hall": { "name": "The Town Hall", "text": "

At the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.gQrFB3GGVEPfLSpt]{Town Hall}, the Characters are met by a surly-looking clerk, Mehralmann Arbeitwert. If asked, he informs them that the Goblin was killed in a warehouse the previous night. Since they failed to capture it, the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#the-town-council]{Town Council} is not prepared to pay any money for their part in the proceedings.

The Characters may attempt to persuade the clerk to pay them. On a successful Challenging (+0) Charm Test (don’t forget any Fellowship modifiers if they have not cleaned up first!) the clerk tells them to wait, and disappears into one of the inner rooms for [[/gmr 2d10 * 10]] minutes. 

If the Characters are still around when he comes back, he says that he has been authorised to cover their accommodation expenses, and gives them @Credit[10ss mode=each]{10/–} each. This sum is not negotiable, and further bargaining attempts do not increase it.

The clerk does not know anything more about the fate of the Goblin and refuses to find out for the Characters: ‘Ain’t nuffin to do wiv me.’ If the Characters ask to see @UUID[Actor.P3HlNMK6rubzDoxM]{Magistrate Richter}, or anyone else in authority, they are directed to the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.ojsOLsZWgcl5ZJHG]{Festival Court}.

If the Characters attempt to impress Arbeitwert with tales of monsters in the sewers, they are treated with open scorn. Adventuring folk are known for their tall tales, and the clerk assumes the Characters are fishing for some kind of official commission to clear these alleged monsters from the sewers.

If the Characters mention the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple}, the clerk takes down any particulars they care to give him. Arbeitwert is sceptical and scathing of their find and only enters a partial account of it into the record. He believes the Characters are lying and says so in the report. After filling in the report, the clerk leaves and keeps them waiting for [[/gmr 1d10 + 10]] minutes while he tries to establish who should deal with the report. At the end of this time he asks the Characters to call back the following day. 

The Following Day

The clerk ignores them for ten minutes as he writes in a ledger. When he eventually looks up, he says, ‘The Council thanks you for your help. Your allegations are being looked into. Good day.’ He returns to his ledger and is reluctant to speak to the Characters any further. @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} has instructed him to assure the party that the authorities are looking into the matter, and to discourage it from investigating further. If Steinhäger is mentioned, the clerk suggests that it is not a good idea for outsiders to slander prominent town councillors.

If the Characters insist on talking to someone in authority, successful use of Charm or Intimidate sends Arbeitwert scurrying away. He returns another [[/gmr 10 + 2d10]] minutes later and ushers the group into an office, saying that Councillor Teugen has kindly consented to see them.

Councillor Teugen

The Characters follow the clerk along a wood-panelled corridor to a stout oak door with a nameplate marked ‘Councillor Teugen’. After knocking, the clerk waves the party into the gloom beyond.

Entering or peering into the room, the Characters see the curtains are drawn, leaving the office dark. Councillor @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen} sits behind a large mahogany desk. Until the Characters’ eyes adjust to the half-light, all they can see is his large form silhouetted against the closed curtains. 

@UUID[Actor.LG5qATEIFPE9bezB]{Teugen} greets them pleasantly. ‘Good day. Please come in and close the door behind you. My apologies for the darkness, but I have a terrible headache.’ Teugen motions to chairs by his desk.

As the Characters sit down, @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} reaches for a goblet of dark-red liquid with a white, pasty hand. As he raises the goblet to his lips, a successful Challenging (+0) Perception Test notes that Teugen’s eye-teeth are rather long and pointed. A gold chain bearing a medallion with his family’s crest hangs around his neck.

Despite appearances,@UUID[Actor.LG5qATEIFPE9bezB]{Teugen} is not a Vampire. He is drinking wine, and his pale skin and sharp teeth have arisen from his years of dabbling with corrupting dhar. You can encourage the Characters to embarrass themselves by brandishing holy hammers and blessed water or ripping open the curtains, or the matter can be downplayed as Teugen offers them wine from the same decanter he used to fill his own goblet.

It is @UUID[Actor.LG5qATEIFPE9bezB]{Teugen's} intention to convince the Characters that their concerns are being investigated and that they need not concern themselves any more with this matter. Surely, they trust the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#the-town-council]{Town Council} to take care of this affair?

In a pleasant manner, @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} repeats what the clerk has already said. He explains the reward was conditional on recovery of the Goblin, which they failed to do. If the party mentions the Hidden Temple, or any other sewer discoveries, Teugen smiles in a faintly patronising manner (revealing his teeth again), and explains that it is a common practice for householders to maintain private shrines in their cellars.

As for a Daemon? Well, that is obviously ridiculous. @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} is sure the Characters were simply deceived by tricks of the light and distorted echoes in the sewers’ dismal environment.

If the Ordo Septenarius is mentioned, @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} explains that he is indeed a member of the charitable institution. He says, somewhat apologetically, that he does not have time to talk about it now. He recommends the Characters see @UUID[Actor.7rE1jYAeMNKfrgcQ]{Councillor Magirius} at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}, who, he is sure, will be happy to answer any questions.

He then excuses himself as he has much to do, and rings a small brass bell that stands on his desk. The clerk appears to show the party out.

On future visits to the Town Hall, the Characters are unable to get past the clerk. If they are insistent, four members of the Watch appear to escort them from the building.

Options: The Vampire Bluff

Veteran players know that @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} is not a Vampire, and will likely refuse to be led astray by appearances. That is fine: this throwaway joke is entirely optional, and you are free to ignore it even with an all-new party. However, when dealing with Grognard players, you should take every opportunity to subvert their expectations and strip the Players of the sense of security that their previous experience gives them: to which end, the following ideas may be useful.

A Bloody Nuisance

Perhaps Teugen really is a @UUID[Compendium.wfrp4e-core.actors.T5qAtpoKtB8iwTBd]{Vampire}, or maybe a Mutant with all of a Vampire’s outward traits having been granted that rather dubious gift as a sign of Tzeentch’s favour, or as a joke from @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}. While Teugen tries to control his vampiric urges  and temper when dealing with the Characters, he might not succeed, especially if attacked. An unexpected attack would certainly surprise a Grognard player. Perhaps a failed Cool Test in a moment of stress (or temptation: he may have a weakness for the young and attractive like the Vampires of song, story, and cliché) may turn him into a raging monster.

If you do this, you need to make sure that @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} has a back-up should @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} fail, such as relying on another Ordo Septenarius member to complete the ritual to open the Chaos Gate.

Signs of Corruption

Perhaps, instead of seeming to be a Vampire, @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} appears to be something else. Perhaps he really is something else, but he has been able to hide his true nature from his fellow merchants and his subordinates in the Ordo Septenarius. He may have one or two minor Mutations that are easily hidden, but which the Characters, having encountered Mutants before, are able to spot. His long robes might hide a cloven hoof, or a nervous lick of the lips when pressed might reveal a forked or barbed tongue.

Whatever his Mutations might be, it is important that they are very minor and easily concealed, so that it is plausible that no one in the town has noticed them. It is easy for him to deny them if the Characters manage to have their report taken seriously by someone in authority. Remember that @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} is a wealthy and respected citizen, with much more local credibility than a ragtag band of trouble-makers.

The Town Records

The town records, which are stored in the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.gQrFB3GGVEPfLSpt]{Town Hall}, are not available to the Characters. Teugen uses his influence to restrict access to members of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#the-town-council]{Town Council} only, and all attempts to complain about this are rebuffed.

Watching the Town Hall

Various people come and go throughout the day, and most of the staff leave just before dusk. Teugen always leaves at the same time after dusk and goes directly to his house on @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{The Adel Ring}.

" }, "The Crossed Pikes": { "name": "The Crossed Pikes", "text": "

@UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.4ReRtWDuzv5oEq3L]{The Crossed Pikes}

\n

This unremarkable-looking, @UUID[Scene.g4sVCuNlfW92UNXT]{two-storey tavern} is close to the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.Z3QGbxxJlrP3lm7q]{Watch barracks}, and is popular with off-duty watchmen. Unknown to the majority of its patrons, it is a meeting place for the Crooked Fingers, a religious order sworn to Ranald, God of Thieves, Luck, and Trickery. @UUID[Actor.sElqSPHULTbnUjf2]{Franz Baumann}, a devout Ranaldan with a rather mean streak, runs the inn. It is the first stopping-off point for criminals who have been sprung from the cells. The Watch suspects that an organised gang of criminals has a bolt-hole somewhere in the town, but has never thought to look so close to home. 

\n

The Crossed Pikes is open from noon until midnight. During opening hours, all the bars are full and staff are continually shuttling back and forth between the bars and the back rooms. Baumann is assisted by various bartenders, and also has @UUID[Actor.U7Y0XEF8Cnat4Y7Q]{Reinholdt} and @UUID[Actor.x782doqfhFIEgP8V]{Reinhardt}, his twin ‘bouncers’, nearby at  all times. 

\n

In addition to the staff, [[/gmr 2d10]] of the customers are members of the Crooked Fingers, ready to support Baumann if he should need help.

\n

It is quite possible that the first sight the Characters have of the Crossed Pikes is of its cellar, if the secret sewer entrance was found that gives the Crooked Fingers access to and from the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#door-to-the-crossed-pikes]{barracks’ cells}. If the Characters miss the secret door, they may be directed to the Crossed Pikes by any underworld NPC. In this case, they enter the inn through the front door like most of its other patrons.

\n

A Drink at the Bar

\n
\n

If Characters drop into the Crossed Pikes — either because they have already made contact with the Crooked Fingers after an unexpected @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#door-to-the-crossed-pikes]{sewer encounter}, or perhaps because they are trying to make contact with local Ranaldans — they are served by @UUID[Actor.sElqSPHULTbnUjf2]{Franz Baumann}. He engages them in casual conversation, mentioning the runaway Mutant Goblin among other things. 

\n

If one of the adventurers has the Language (Thief ) Skill, the Characters notices @UUID[Actor.sElqSPHULTbnUjf2]{Baumann} using the language, and may attempt an Average (+20) Charm Test (the Test is 1 step easier for Character with the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Criminals)} Talent). If successful, Baumann takes a shine to the Character and supplies the following information at a cost of @Pay[20bp]{20d} for each item. This amount may be reduced by a successful Opposed Haggle Test.

\n\n

If the Characters make enquiries about the door in the sewers below the inn, they are invited into the back of the inn, where they are shortly joined by another eight men. While cleaning his nails with his dagger, @UUID[Actor.sElqSPHULTbnUjf2]{Baumann} explains the ‘door’ situation along with the ever-faithful @UUID[Actor.x782doqfhFIEgP8V]{Rein} and @UUID[Actor.U7Y0XEF8Cnat4Y7Q]{Rein}.

" }, "The Steinhäger Offices": { "name": "The Steinhäger Offices", "text": "

The Steinhäger family is one of the major merchant houses in the town. It is led by @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}, who is also a member of the Inner Council of the Ordo Septenarius. Franz’s brother Heinrich can also be found here, as can Franz’s son Albrecht.

\n

The only way the Characters can speak to @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger} is by calling at his @UUID[Scene.cQcGoCuumi6JJvpp]{office}. Characters who stop Franz on the streets receive a very unfriendly reaction from him and his two bodyguards.

\n

Heinrich would be very interested in discovering his brother’s involvement in the Ordo Septenarius and would attempt to use it to discredit his brother and take over the family business. Franz’s son, Albrecht, is aware of his father’s involvement but believes the Ordo Septenarius to be a harmless inner society of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}.

\n

The offices are in an imposing single-storey building. The family’s badge, a barrel with the letter ‘S’ branded into it, hangs outside. All the rooms in the building are wood-panelled.

\n

The building contains an office and living quarters for the @UUID[Actor.FF4U0ls9YObaK0q5]{Gerhard Schutz}, a reception room, a conference room, offices for the clerks, and offices for Franz Steinhäger, his son Albrecht, and his brother Heinrich.

\n
\n
\n

@UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}

\n
\n
\n

@UUID[Actor.FF4U0ls9YObaK0q5]{Gerhard Schutz}

\n
\n
\n

@UUID[Actor.U19UPgmCmwEub4pj]{Fang}

\n
\n
\n

Watching the Building

\n

Staking out the office yields little of interest — merchants and other people come and go throughout the day. Heinrich’s bodyguard calls to collect him just before dusk and the two leave with the rest of the staff at dusk. Franz and Albrecht leave shortly after nightfall, in the company of Franz’s two bodyguards, and return to their house on @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{The Adel Ring}.

\n

An Appointment?

\n

A porter guards the offices night and day. During the day Franz, Heinrich, and Albrecht can usually be found here. Also in the building are Franz’s two bodyguards, the Chief Clerk Matthias Wertz, and three junior clerks. At night, all doors are locked, and the building is occupied only by the porter and his dog.

\n

The Characters cannot gain access to the Steinhäger offices without having some business (real or pretend) that might interest House Steinhäger. Without a good reason to visit, a successful Challenging (+0) Charm Test is necessary to be shown in by the @UUID[Actor.FF4U0ls9YObaK0q5]{Gerhard Schutz}. The Characters are let into one of the reception rooms, where they are kept waiting for ten minutes. They are then shown in to see @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}.

\n

When the Characters see him, Franz is feeling somewhat disgruntled about the break-in at the Hidden Temple and has no wish to ‘waste time with fools’. He orders the Characters from his office if they mention anything relating to the temple or if they fail any Charm Test. He leaves instructions that the Characters are not to be allowed in to see him again after this.

\n

During any interview with Franz, the Character with the highest Perception Skill notices the symbol of the Ordo Septenarius on the bottom of a sheet of parchment. A Challenging (+0) Perception Test is required to make out the signature and the visible writing. Franz rapidly covers the letter if he thinks anyone has noticed it. The text of the letter is reproduced here. You should reveal as much or as little as you feel the Character was able to see (taking into account the fact that the Character was reading the note upside-down), and only give @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.Vxt7dYVTXvic65DK]{Handout 9: 'All Goes Well'} to the Players if the Characters are able to steal the note somehow.

\n
\n

Handout 9: 'All Goes Well'

\n

All goes well; the temple is ready for use. When the Schaffenfest ends, our plan comes to fruition at the twelfth bell. Soon we will all be rich.

\n

Teugen

\n
\n

Heinrich Steinhäger 

\n

Having failed to make much progress with Franz, the Characters may decide to talk to Heinrich Steinhäger, Franz’s brother. An appointment can easily be made with him after they have seen Franz, as Heinrich likes to know all that goes on. Alternatively, the Characters may decide to talk to Heinrich as he makes his way home in the evening.

\n

Heinrich looks similar to Franz, appearing as a younger, brown-haired version (42 years old). Heinrich is jealous of Franz. He wishes to depose him and take over the family business. He is most interested in any evidence that the adventurers can provide of Franz’s involvement in any illegal activities.

\n

Heinrich should appear to the Characters as the only person in Bögenhafen who believes their tale, but he does so only to further his own ends. Heinrich will lead the Characters on if  possible, he will express shock and disgust at anything they tell him. He is genuinely horrified at talk of a Daemon under the offices. After listening to the Characters and spurring them on about the iniquities of it all, he points out that there is little the authorities can do, largely as the authorities appear to be in league with Franz! 

\n

However, if Franz were to meet with a fatal accident (and accidents will happen!), then not only will Bögenhafen be safe, but the Characters would also be handsomely rewarded. Heinrich is willing to pay @Credit[15gc mode=each]{15 GC} to each Character for his brother’s demise, but can be Haggled up to @Credit[20gc mode=each]{20 GC}.

\n

If the Characters do murder Franz, Heinrich is the first to inform on them. Paying all that gold would be a waste of his money, and the Characters are obviously deranged.

\n

Breaking In

\n

The Characters may try to break into the building at night. The windows are shuttered and locked from inside and all the doors are locked and sturdy @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.AjknZNGhx7Z9R9KW]{(D −20, SL 4; TB 3, W 10)}. The guard dog has a free run of the courtyard at night. If the Characters make any noise entering the building, the dog hears them on a successful Average (+20) Perception Test. If so, it begins to bark loudly, waking the porter after [[/gmr 1d10]] Rounds. If the Characters break any of the doors down, the porter inevitably hears that. Once awake, the porter comes to investigate, and once he sees what is going on, he attempts to inform the Watch. A four-man @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrol} will arrive in [[/gmr 10 + 1d10]] minutes and attempt to arrest the Characters for burglary.

\n

Franz Steinhäger’s Office

\n

Hidden behind one of the wooden panels in Franz’s office is a locked door @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.AjknZNGhx7Z9R9KW]{(D −30, SL 4; TB 5, W 15)} that opens on to a flight of stairs, leading down to a cellar where the @UUID[Scene.vWIwHxWF29dBcGJh]{Hidden Temple} is situated. The door can only be found with a successful Difficult (−10) Perception Test. No one else in the building is aware of its presence.

\n

The drawer to Steinhäger’s desk is locked @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.AjknZNGhx7Z9R9KW]{(D −20, SL 6; TB 2, W 4)} and contains a list of Steinhäger warehouses (Nos. 1–7) along with their contents (various inexpensive trade items — cheap wine, timber, and similar goods). Underneath this is a bronze medallion and sheets of parchment, all with the Ordo Septenarius emblem on them. Also, in here is @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.Vxt7dYVTXvic65DK]{Handout 9: 'All Goes Well'}, the letter that was previously on Steinhäger’s desk.

\n

If the Characters remove the drawer, they notice a leatherbound book hidden behind it. The book belongs to Teugen and has his name on the front. It is written in Language (Magick) and contains the following Dark Magic Spells: @UUID[Compendium.wfrp4e-core.items.3mZ76XJX38pT2d7r]{Blast (Daemonology)}, @UUID[Compendium.wfrp4e-core.items.iR1C4icHTLBIH2Mk]{Corrosive Blood (Daemonology)}, @UUID[Compendium.wfrp4e-core.items.ovBsMewZzi7r6Ffx]{Dark Vision (Daemonology)}, @UUID[Compendium.wfrp4e-core.items.pMPYQC15eRIaJ2eL]{Fearsome (Daemonology)}, and @UUID[Compendium.wfrp4e-core.items.7wK4srcIgc8USRYt]{Push (Daemonology)}.

\n

A safe is hidden behind a map of Bögenhafen. It is locked and contains two chests, each individually locked @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.AjknZNGhx7Z9R9KW]{(D −40, SL 8L; TB 9, W 20)}, each containing @Credit[100gc mode=split]{100 GC}. Underneath one of the chests is an unsigned note from Teugen to remind Steinhäger that a beggar will be brought into the temple to consecrate it.

\n

Heinrich Steinhäger’s Office

\n

Heinrich’s desk is not locked. If the Characters look, they will find a letter addressed to a Herr Schultz in Altdorf. The  letter expresses disgust at Franz’s running of the business and bemoans Heinrich’s bad luck at being born two years later than his brother.

" }, "The Adel Ring": { "name": "The Adel Ring", "text": "

@UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.j7OnQ1MMQRA8MYRG]{The Adel Ring}

The Characters may make enquiries at the homes of any of the town’s great merchant families. At each house a porter meets the Characters and a successful Challenging (+0) Gossip Test is required to gain any information, modified by the Characters’ appearance and manner. If the Characters have the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Servants)} Talent, they gain a bonus of +20 to this Test. If successful, the Characters learn the information given under @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#the-merchant-houses]{Merchant Houses} for each house they visit. On no account are the Characters allowed to enter the houses.

If the party enquires about the Ordo Septenarius at any house other than that of Ruggbroder, they are instructed to go to the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild} and to ask to see Councillor @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius}. This happens regardless of the results of any Gossip or other Test as Magirius has left instructions that anyone enquiring about the society is to be sent to him immediately.

The Teugen House

The Teugen House is set back from the road in its own grounds. The walls around the grounds are 15ft high and stone. It requires a successful Impossible (−50) Climb Test to cross the wall (remember the @UUID[Compendium.wfrp4e-core.items.MGEPI4jNhymNIRVz]{Scale Sheer Surface} Talent will negate the Difficulty, and climbing equipment could also help). The gates are also 15ft high, but can be climbed with a successful Average (+20) Climb Test. During the day, the gates are open and visitors can call at the house. At night the gates are locked @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.AjknZNGhx7Z9R9KW]{(D −10, SL 5)} and three guard dogs roam the grounds. There are always four bodyguards at the house to deal with any intruders.

Any nighttime incursions into the grounds attract the dogs, who bark and rush to attack. The Characters have time to run back to the walls before the dogs arrive, but if a Character has a lower Agility than the Dogs, one attacks as the Character climbs back over the wall. If the Character suffers any Wounds, the Dog bites deep and tries to drag the Character down. Perform an Opposed Strength Test. If the dog wins, he drags the Character off the wall for a 2 yard fall; otherwise the Character can make an escape.

If the Characters are still in the grounds, the bodyguards rush in a Round later, drawn by the dogs’ barking. Any Character caught by the guards is thrown out of the main gate after a good beating, with a stern warning not to come back. If the bodyguards cannot subdue any Characters within 5 Rounds, six club -wielding servants from the house reinforce them. 

Anyone caught a second time by the bodyguards is handed over to the Watch to be charged with attempted robbery and assault.

There is little to be gained from simply watching the house. Neither Teugen nor Gideon go out during the night. However, around midnight, any Characters watching see a flash of pink light at an upstairs window, and what is perhaps the silhouette of writhing tentacles. This glimpse of @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} changing form is not repeated, no matter how long the adventurers watch the house.

The Ruggbroder House

Enquiring at the Ruggbroder House about the Ordo Septenarius results in no information. House Ruggbroder is opposed to the Ordo Septenarius, and the servants have no inkling of its existence.

Herr Ruggbroder can only be contacted at home and does not receive visitors. The Characters need to write a letter of introduction if they wish a meeting with him, and the servants make that clear to any Character with the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Nobles or Servants)} Talent. 

A successful Average (+20) Art (Writing) or Difficult (−10) Intelligence Test (for a Character with the @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write} Talent) writes an acceptable letter, but it must also make it clear that there is information available that may be useful to the Ruggbroder family. If both of these conditions are met, the adventurers receive a letter in return, asking them to call at the Ruggbroder House that evening.

Arriving at the house, the Characters are shown in to meet Heironymus Ruggbroder. Heironymus is deeply troubled by the existence of the Ordo, and fears that it is out to destroy him and his family. He knows of the involvement of @UUID[Actor.LG5qATEIFPE9bezB]{Teugen}, @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}, and @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius}, and he is interested in any additional information the Characters may have. He is most interested if the group can provide any firm evidence that the Ordo has been involved in sorcery of any kind. He will offer @Credit[5gc mode=split]{5 GC}for information and promise @Credit[25gc mode=split]{25 GC} for conclusive evidence.

Ruggbroder uses any evidence provided by the Characters to discredit those families involved. He lays any evidence in front of @UUID[Compendium.wfrp4e-rnhd.actors.KfVnMx7Bn1DWErM6]{Graf von Saponatheim} in @UUID[Compendium.wfrp4e-rnhd.scenes.RQQBIZT9OyHMFL27]{Castle Grauenberg}. This takes a few months to resolve as the graf has a complicated relationship with the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#the-town-council]{Town Council} in Bögenhafen. The graf eventually seizes the properties of those involved, and splits it between himself and Ruggbroder, leaving Ruggbroder as the only major merchant house remaining in the town. Assuming Teugen’s ritual fails, of course.

" }, "The Steinhäger Warehouse": { "name": "The Steinhäger Warehouse", "text": "

At the Steinhäger warehouse, the adventurers are met by a seedy-looking fellow with a nervous twitch. This is Anton Breugel the warehouseman. Anton is an alcoholic and reeks of cheap booze. He is guarded in his dealings with the Characters and is visibly disturbed at being questioned by them. Unless the adventurers make a successful Challenging (+20) Charm Test (an offer of a bottle of alcohol adds +60 to this Test) he tells them to ‘Push off and don't come back or I'll call the Watch.’ If the Test is successful, Anton describes how he beat the Goblin to death with a club. This contradicts the story given him by Steinhäger and passed on to the PCs by Magistrate Richter, but Anton prefers this one as it shows him in a more heroic light. He cannot of course substantiate his story, and if asked for evidence of the fight, or for the Goblin’s body, he realises he has said too much and insists they leave.

Accidents Will Happen

The evening after the Characters visit the warehouse, @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} murders Anton. The body is pulled out of the river in the morning. It is assumed that he fell in the river while drunk and then drowned. 

The party hears about this as it goes about its business, or if it returns to the warehouse. None of the townfolk are surprised at Anton’s death: he was a well-known drunk and it was only a matter of time before he had an accident.

" }, "The Schaffenfest": { "name": "The Schaffenfest", "text": "

The fair lasts for three days: on the fourth day, the adventurers may encounter people packing up their belongings and preparing to move on. 

After the fourth day, the area will be empty. General enquiries at the fair will prove fruitless, as no one here knows anything about the Ordo Septenarius. For details of the information available from @UUID[Actor.kQyaJB0lSLQ2NLu8]{Doctor Malthusius}, see @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#doctor-malthusiuss-zoocopeia]{Doctor Malthusius's Zoocopeia}.

" }, "The Watch Barracks": { "name": "The Watch Barracks", "text": "

@UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.toO7rVzs22NeNDxK]{Main Guard Barracks}

\n

If the Characters try to make a report here after they come out of the sewers, they are questioned by the sergeant on duty, who makes notes and asks them to call back on the following day. 

\n

If the Characters bring @UUID[Actor.x7MElaaMHCu8Jfzc]{Gottri Gurnisson}’s body here, it will be handed over to the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.DzjqJ9LidpR53u1d]{Mourners' Guild} for burial. The Watch assume Gottri was killed by robbers and dropped into the sewers through a manhole. As far as they are concerned it is an open and shut case.

\n

Should the adventurers call back they will be referred to the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.rMGvWWbCDZvvTkFQ]{Town Hall}.

\n
\n

@UUID[Actor.pzFQiFUKm7yWhrsL]{Reiner Goertrin}

\n

The Watch Captain

\n

After @UUID[Actor.P3HlNMK6rubzDoxM]{Magistrate Richter} is taken ill, the Characters may wish to speak to @UUID[Actor.pzFQiFUKm7yWhrsL]{Reiner Goertrin}, the Watch Captain. Reiner, a professional soldier, is a busy man and does not suffer fools gladly. It requires either the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Noble)} Talent or a successful Challenging (+0) Charm Test to see him, in which case the Characters are shown in immediately.

\n

If they babble on about temples, Goblins, and Daemons, Reiner loses patience and demands they make their report to the Watch Sergeant and not waste his time. Questions about his activities also incense him, but a successful Difficult (−10) Charm Test cools him down long enough for the Characters to ascertain that he was in his office on the day of Richter’s illness, and he didn’t meet the magistrate. Failing the Test results in them being thrown out.

\n

Should the Characters talk to the Watch Sergeant, a successful Challenging (+0) Gossip Test reveals that the Captain was in his office on the day that Richter was taken ill (Characters with the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Soldiers)} Talent gain a bonus of +20 on this Test)

\n
" }, "The Temples": { "name": "The Temples", "text": "

When visiting temples, the Characters may resort to prayer for answers. Also, if approaching the clergy, any Fellowship-based Test is 1 step easier if a Character has the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Cultists)} Talent.

\n

Praying for Guidance

\n

The gods are watching Bögenhafen closely. Successfully appealing to the gods (see @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.QkUzw4r9ucOdcoV5#options:-little-prayers]{Little Prayers}) at a temple results in a ‘message’ coming as an unbidden thought or feeling. If a Character has the @UUID[Compendium.wfrp4e-core.items.Nj3tC8A5fZ3zEdMR]{Holy Visions} Talent, this ‘message’ comes in strongly, and without any need to pray. 

\n

You should add bonuses as you feel are appropriate to the Little Prayers Test if the praying Character is especially pious, has made an appropriate donation lately, or has the Pray Skill. 

\n

If you prefer, the god’s presence and concern may manifest further. Perhaps a sudden breeze snuffs out candles, sconces light without any visible cause, or a statue cries tears. Should a priest witness such a minor miracle, its veracity is quickly ascertained, and the blessed Character is likely to be approached to join the cult. This could be a good way to initiate a Career change if a Character wishes to join a cult. 

\n

The following are some sample ‘messages’ the gods may send.

\n\n

The Temple of Bögenauer

\n

The Characters cannot find a priest at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.tljcJvtTJ5v9fxDZ]{Temple of Bögenauer}. The temple itself is filled with offerings to the god, given in the hope he allows a bountiful Schaffenfest. Disturbingly, a vague feeling of foreboding overcomes the Characters if they enter the temple. This feeling grows as Teugen’s ceremony approaches, but never becomes overpowering. 

\n

If a Character with the @UUID[Compendium.wfrp4e-core.items.Nj3tC8A5fZ3zEdMR]{Holy Visions} Talent enters the temple, they receive a harrowing vision of Bögenhafen collapsing into a howling vortex of magic as a Chaos Gate opens in the middle of the town. Daemons are everywhere, and screaming townsfolk form their banquet. As suddenly as it arrives, the vision is gone, resulting in a @Condition[Prone] Condition for the Character.

\n

The Temple of Shallya

\n
\n

Marlene Rubenstein is the sole representative of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.cKjEK2iwprYOhiT3]{Temple of Shallya}. She sees to the day-to-day running of the temple and its infirmary, and also organises a soup kitchen attached to the Mercy House in @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.NmhaWZTD7644IfbX]{The Pit}. 

\n

She is aided on a regular basis by 12 women from the town, who she calls her ‘Congress of Doves’. There is only a 35% chance that she is at the temple or the soup kitchen when the Characters call, as she spends large amounts of her time visiting the sick in their homes.

\n

If the Characters meet her, they find her very friendly. If asked about the Ordo Septenarius, she tells them that it often makes donations to the temple. If asked who makes these donations, she names @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius} and  @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}, and notes their benevolent natures.

\n

The Temple of Verena

\n

The @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.D7KSvLHIYm6SiXhg]{Temple of Verena} is run by Mother Greta Harbokka. Greta is 45 years old and has lived in Bögenhafen all her life. She is very knowledgeable regarding the town and its inhabitants. Characters enquiring here can get general information on the four major merchant families and on @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen}.

\n

Mother Greta answers any polite questions without need of a Test. If asked about the Ordo Septenarius, Greta explains it is the title of a semi-secret organisation operating mainly within the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}. She thinks that its title implies that it may be based around the number seven in some way. She knows that donations have been made in this name to the temples of Shallya and Bögenauer. She first became aware of the organisation about two years ago.

\n

As well as talking to Greta, Characters may use the temple’s extensive library. A Character must have @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write} Talent in order to use it. A successful Average (+20) Research or Hard (−20) Intelligence Test gleans one of the following pieces of information. 

\n

Each attempt, whether successful or not, takes two hours if the Character has the Research Skill, four hours otherwise. Greta does this on the Characters’ behalf if they provide a suitable donation (@Pay[10ss]{10 shillings} or more, or maybe a book containing rare lore), or if they pass a Very Hard (−30) Charm Test.

\n\n

Greta knows nothing of the journal, but does know that Karl Teugen died and his brother, Johannes, came to run the family business. If asked who might know more, she will suggest the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.2mN1OxAEvRu8mxh3]{Physicians’ Guild} or the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.DzjqJ9LidpR53u1d]{Mourners’ Guild} as good places to look.

" }, "The Guilds": { "name": "The Guilds", "text": "

There are several guilds the Characters may have reason to visit as they investigate what’s happening in Bögenhafen. During the course of their enquiries into the guilds, should any Character need to make a Fellowship-based Test, the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Guilder)} Talent makes the Test 1 step easier.

\n

The Stevedores’ Guild

\n

Calling at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8vxbXHGPEkkvKC8Q]{Stevedores' Guild}, the Characters are met by Gurney Dumkopf, a huge hulking man who runs the guild. Gurney knows who his true friends are, and does not betray Teugen. The merchant paid good money for pressure to be put on the Characters, and has always been a good employer in the past. How Gurney reacts depends on whether the Characters succeed in a Challenging (+0) Charm Test or not (Characters in the Stevedore Career gain a bonus of +20 to this Test). If they do, he is friendly and jovial, but will not expose Teugen. Should the Characters get too pushy, eight thugs appear from a back room and Gurney asks the adventurers to leave, smiling as he does so. If the Test is failed, Gurney tells them, ‘Get lost if you don't want to get hurt’. Refusing to comply with his request results in an attack from the eight thugs.

\n

The Metalworkers’ Guild

\n

A successful Average (+20) Charm Test here will reveal that the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8Tj1ZqKLiGpPaJyS]{Metalworkers' Guild} was requested to make a ring of pure copper, 15ft in diameter. It was fashioned for Teugen about two years ago, not long after he first arrived from Nuln. He claimed it was something he would use in his studies.

\n

The Physicians’ Guild

\n

Presumably enquiring about @UUID[Actor.P3HlNMK6rubzDoxM]{Magistrate Richter’s} health or the demise of Teugen’s brother, the Characters are shown in to see Reinhold Heichtdorn, guildmaster of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.2mN1OxAEvRu8mxh3]{Physicians' Guild}. Heichtdorn is a busy man and quickly throws the Characters out unless they can impress him. A Challenging (+0) Charm Test secures begrudging help. An Average (+20) Lore (Medicine) Test is better, as Heichtdorn likes talking shop. Finally, if the Character can provide Heichtdorn with a complete diagnosis of Richter’s disease, the guildmaster is very impressed. If given information as to the required treatment, Heichtdorn promises to arrange it. If treated correctly, the magistrate continues to be delirious for a week, after which time the symptoms slowly recede and he will be fit and well after a further three weeks.

\n

If he is impressed with the Characters, Heichtdorn tells them that he has seen this disease before: when Karl Teugen died two years ago. If the Characters have not been able to diagnose the disease and recommend appropriate treatment, Heichtdorn confesses to being stumped and seeing no hope for Richter’s recovery. He expects the Magistrate will die within the week, by which time he will have turned purple and his tongue will be so swollen it will fill his whole mouth.

\n

The Mourners’ Guild

\n

At the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.DzjqJ9LidpR53u1d]{Mourners' Guild}, a successful Average (+20) Gossip Test (cultists of Morr gain a bonus of +20 to this Test) reveals that there has been an unusually high number of paupers’ burials in the last few months. The deceased are generally beggars and are often severely mutilated and sometimes missing vital organs — often the heart. Enquiries about Karl Teugen elicit the following response:

\n
\n

‘A lovely rich purple he was when he came in, and his tongue was deep and red, and stuck right out of his mouth. And his eyes were huge — like eggs, they were. It took us two days to make him respectable; we were lucky ’cause we had a dead beggar at the time so we weren’t short o’ bits to pretty ’im up.’

\n
\n

The Merchants’ Guild

\n

The @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild} has a clerk sitting at a front desk carved with imperial crosses and coins. A successful Average (+0) Gossip Test provides information about the primary @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#the-merchant-houses]{Merchant Houses} in Bögenhafen. Difficulty modifiers should be imposed according to the appearance and behaviour of the Characters. For example, lower-class characters find the Test 1 step harder, while those dressed as merchants find it 1 step easier.

\n

If the Characters ask after the Ordo Septenarius, they are asked to wait. After 15 minutes, they are shown to see @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius}, the guildmaster. 

\n
\n

@UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius}

\n

He stands up as the Characters enter, introduces himself, and asks them to sit. Magirius then enquires politely what the Characters’ interest in the Ordo Septenarius might be, and listens to any story they care to tell him. Magirius gives no indication of whether or not he believes what he is told. When the Characters finish their tale, Magirius stands up, still smiling.

\n
\n

‘It seems to me that this is no more than an unfortunate series of misunderstandings. If you will do me the honour of dining with me, I'll explain the whole business to you. I can assure you that there is nothing sinister about this at all.’

\n
\n

If the Characters are willing, Magirius then takes them to the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.yiwNUUSytqop53jb]{Golden Trout Club}; if not he looks disappointed and refuses to talk any more, simply wishing them a good day. You should make it clear to the Characters that they have clearly insulted Magirius by refusing his offer. Should they reconsider, Magirius gladly takes them to the Golden Trout, otherwise he shows them out.

\n

Should the Characters ever stake out the Merchants’ Guild, various people come and go throughout the day, but no one of particular interest. Towards dusk, Magirius leaves the Guild along with most of the other people working there, and goes to his house on @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{The Adel Ring}.

" }, "Richter's Chambers": { "name": "Richter's Chambers", "text": "

Magistrate Richter lives alone, sharing his creaky apartments with his housekeeper, Gertie, who opens the owl-carved door to the Characters when they arrive. Gertie is 57 years old and has served the magistrate for 20 years. She dotes on Richter and is very concerned that he has fallen ill. 

She only lets the Characters in if they make a successful Challenging (+0) Charm Test; if any Character is an Apothecary, Physician, or a Priestess of Shallya, the Charm Test is instead Easy (+40). If successful, the Characters learn from Gertie that Richter has not been ill for many years, and that Doktor Reinhold Heichtdorn is in with him now.

After a few minutes, the doktor appears and, after telling Gertie to keep Richter warm, leaves. The physician has no time to talk to the Characters — ‘Frightfully sorry, I have another patient to see!’ — and hurries back to the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.2mN1OxAEvRu8mxh3]{Physicians' Guild}.

@UUID[Actor.P3HlNMK6rubzDoxM]{Magistrate Richter} is stricken with @UUID[Compendium.wfrp4e-eis.items.dDILARjlekBnsR0j]{Purple Brain Fever} , induced by @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}. His eyes bulge from his head and his tongue is swollen. He is delirious and will likely die soon.  A successful Difficult (−10) Lore (Medicine) Test identifies the disease and the cure. Unfortunately, the necessary ingredients are not available in the town. If she is told, Gertie hopefully suggests the Character inform Doktor Heichtdorn of the diagnosis, and is very thankful for their intervention.

" } } }, "Introduction": { "name": "Introduction", "pages": { "Campaign Themes": { "name": "Campaign Themes", "text": "

Ever since it was first published, gamers and reviewers have commented on the unique tone of the Enemy Within campaign. Much of this unique tone comes from the campaign’s underlying themes. 

\n

At the time, all fantasy games were inspired by literature of heroic fantasy or the legends of King Arthur. Low fantasy and dark fantasy were relatively unknown, even as terms — at the time, we described WFRP as ‘grubby fantasy’ for want of something better to call it.

\n

The Enemy Within

\n

The Enemy Within wears a human face, and walks among the everyday folk. While all eyes are on the enemy without, the enemy within walks freely, exchanging cheery greetings with friends and neighbours even as it plots the destruction of the world. 

\n

Using the distraction of the enemy without to their advantage — the vast and twisted hordes of Chaos that lurk beyond the Empire and Kislev to the north, ready to pour across the border and into the Old World without warning — the enemy within is closer and arguably much more dangerous.

\n

The society of the Empire is riddled with Chaos cults, great and small. Some, like the Purple Hand, are widespread, their plans vast and unguessable; others, like the Ordo Septenarius, are small and local, and may not even know that they serve the Ruinous Powers. As the Characters progress through the campaign, they become more and more aware that anyone they meet could be an agent of Chaos in disguise.

\n
\n

Human Frailty

\n

Everyone in the Old World is struggling to get along. Everyone wants something: wealth (or at least, enough to eat), safety for themselves and their loved ones, social advancement and the respect of their neighbours, revenge against those who have wronged them, justice (or at least the promise of fair treatment), and happiness (whatever it may mean to each individual). They have similar desires and worries to anyone else, and they will do what they can to satisfy the one and assuage the other.

\n

Chaos takes advantage of these mortal desires and worries, slipping unnoticed through the gaps into unsuspecting mortal lives. To be avenged, to be feared and respected, and to be strong enough to withstand all manner of threats — these are the promises of Khorne, the Blood God. Wealth, knowledge, power, and advancement are the lures dangled before mortals by Tzeentch, the Great Mutator. Pleasure, comfort, and escape are the temptations offered by Slaanesh, the Prince of Pleasure. Meanwhile sloth, surrender, and fear of mortality attract others to Nurgle, the Father of Decay and Disease.

\n

It always begins in a small, seemingly innocent way: a means to indulge one’s predilections, a shortcut to a small desire, a dodge to avoid a minor threat or worry. A friend, or the friend of a friend, who knows how to get something done, in exchange for a favour later on. Each time, it becomes easier to give in to the temptation. Each time, one more step is taken away from the mainstream of society, until it is no longer possible to ignore the growing deviancy of one’s tastes and actions. At last, a terrible name is spoken and a soul is damned.

\n

Witch hunters burn them and society fears them, but whenever a Chaos cult is exposed and its members questioned, one thought runs through countless minds: ‘That could have been me.’

\n

Choices of Evils

\n

Many fantasy games and stories have a very simplistic morality: heroes are heroes, villains are villains, and never the twain shall meet. Just as WFRP eschews the unsullied palaces and consequence-free magic of heroic fantasy for a grubbier and more authentic setting, so too its adventures are at their best when they present players with moral ambiguity.

\n

Mutants, for example, are a threat to the Empire and the rest of the Old World, and they must be destroyed. But most Mutants are victims themselves: simple farmers, burghers, and normal folk whose bodies started to change for no reason that they understand. Cast out or forced to run for their lives, they do their best to survive in a hostile world, hiding and stealing to get by. Spurned, feared and rejected by everyone else, these Mutants slowly gravitate toward the Ruinous Power of Chaos. How heroic can an adventurer be when faced with a young woman who is pleading for her life with tears pouring from three wide, blue eyes instead of two?

\n

Grim Fantasy

\n

The Enemy Within is a low, dark fantasy; or ‘grubby fantasy’ as we used to call it before such terms were coined. WFRP Characters are often not especially heroic compared to their lethal counterparts in other fantasy games. Instead of gleaming towers of enchanted stone, the buildings of the Empire are half-timbered, huddled tight like the cities of medieval Europe. Magic is known in the world, but it is not widespread, and it’s dangerous to use. Monsters are known to live in the wildernesses between the islands of civilisation, but the most dangerous enemies are often close neighbours, most of whom are all too human.

\n

Where other fantasy adventures often take place in perfect weather amid park-like surroundings, the Empire is a place where it often rains — sometimes for hours or days, and usually at the least convenient times. Roads become impassable quagmires, mud sucks at boots, and the cold and damp seeps depressingly into the bones of the hardiest adventurer.

\n

Humour vs Horror

\n

An essential part of grubby fantasy — and one which is often absent from other games that claim to be low or dark fantasy — is humour. Before WFRP, Games Workshop’s Warhammer miniatures game included a great deal of humour, often in the form of silly names and thinly-veiled references to pop culture and contemporary events. WFRP continued this tradition, and found that elements of farce and low comedy provided a unique and welcome counterpoint to the gritty despair of the world and the cosmic horror of the struggle against Chaos.

\n

Like the grim gags exchanged by troopers in the trenches of the First World War, each of these jokes represented a small triumph of the human spirit against the overwhelming doom that threatens from within and without. A moment of farce can break the tension of a seemingly hopeless quest; a wry observation can serve as a reminder that life goes on in all its glory and ridiculousness; and the ability to laugh can show that not everything is lost. Used well, humour can make a game far more enjoyable than an endless diet of doom and gloom; used brilliantly, humour can be as poignant as any tragedy.

\n

Thinking Enemies

\n

The enemies in The Enemy Within are not moustache-twirling villains bent on doing evil for evil’s sake. Even the non-Human opponents have goals, desires, and weaknesses that drive them. They do not simply wait in their lairs for heroes to burst in and kill them; they react intelligently, adjust their plans, and provide a shifting, challenging target. In their minds, it is they, and not the Characters, who are the heroes of their own stories and they act accordingly.

\n

If It Can Go Wrong

\n

Overconfidence is the greatest enemy of the WFRP adventurer. If things seem to be going well, most experienced players will start to worry. Without torturing the players, a WFRP campaign features a plentiful supply of accidents and happenstances that are frustrating in the moment, but can be amusing in hindsight. More tales are told over Bugman’s ale about mishaps than about glorious triumphs, and nearly all are accompanied by gales of laughter.

\n

Brains Over Brawn

\n

Fighting is usually the worst possible option for WFRP adventurers. Combat is brutal, gory, and often short. Players proceed much farther by using their brains and their non-combat skills — and most Players enjoy this challenge much more than the simple, repetitive process of rolling dice to hit and cause damage.

\n

…And More

\n

These are some of the themes that generations of players and GMs have found in The Enemy Within. Some of them are the result of deliberate design decisions in the original writing; some of them are reflections of the writers’ personality quirks; and some are more or less accidents. It is certain that there are more themes waiting to be identified: some, perhaps, in the written campaign, and many more introduced by Players and GMs, arising from personal taste and random chance until they loom as large for one group as anything written by any game designer. As you play through this new edition of the campaign, keep these established themes in mind, but do not let them dominate: simply notice them when they appear, and take advantage of any opportunities they offer to create a deeper, more entertaining experience. 

\n
" }, "Introduction": { "name": "Introduction", "text": "

Enemy in Shadows presents the first two adventures of the Enemy Within campaign, The Enemy Within and Shadows Over Bögenhafen, in a revised and expanded form for the 4th edition of the Warhammer Fantasy Roleplay rules. This book contains everything you need to play the adventure, except for the WFRP rulebook.

\n

If you are looking for more options, side-quests, pre-generated Characters, and much more, the Enemy in Shadows Companion, the sister volume to this book, includes a wealth of supplemental material you can use to make this chapter of the Enemy Within campaign even more entertaining.

\n

The Story

\n

On the surface, the Empire is all but invincible. It is the greatest of the Old World’s realms, both in extent and in military might. 

\n

Founded two and a half millennia ago, it has withstood countless assaults by Greenskins, Skaven, Chaos, and its many neighbours. Beneath the banner of the twin-tailed comet, emblem of its founder-god Sigmar Heldenhammer, the State Armies of the Empire take to the field behind their mighty Griffon-riding Emperor, confident of victory.

\n

However, scratch the surface and peer just beneath, and things take on a different aspect. There are worrying rumours concerning the Emperor’s health, and he hasn’t been near his Griffon for months. Deep in the remote forests of this vast realm, Beastmen and worse still lurk, even though the forces of Chaos were expelled from the land two centuries ago. The taint of Chaos touches everywhere, inflicting strange mutations that force good folk to hide from their neighbours or face the flames of the witch hunters. Strange and secretive cults worship blasphemous gods with titles like ‘the Changer of the Ways’, ‘the Prince of Pleasure’ and ‘the Father of Decay’.

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Beyond the Empire’s borders, past the icy fringes of Kislev and Norsca, the swelling forces of Chaos inhabit the twisted and unnatural Northern Chaos Wastes. Leaders rise and fall, amassing armies to raid and plunder, only to have them disperse again. 

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It has been two centuries since any Champion of Chaos has arisen with the strength to unite the Enemy Without. But rumour suggests a new Chosen of the Ruinous Powers walks the north, and is binding the warlike tribes together. So, the rulers of the Old World do not relax their vigilance. They keep their eyes steadily on this terrible external threat. And, in doing so, they overlook the Enemy Within.

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Options: Grognard Boxes

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Grognard, n. From French grognard, ‘grumbler.’ An old soldier or other kind of veteran: originally, a member of the Old Guard in Napoleon I’s army, whose long and faithful service won them the right to complain, even in front of the Emperor. More recently, an experienced (and often opinionated) player of wargames or roleplaying games.

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Over the last 30 years or so, an awful lot of people have played the Enemy Within campaign. While this Director’s Cut includes some changes, they are not enough by themselves to offer a completely new experience to someone who has played the campaign before. That is where Grognard Boxes like this one come in. At key points in the story, Grognard Boxes present new ideas and different events to make the Enemy Within just as fresh and challenging for seasoned fans as it was when it first appeared in 1987. They can be identified by the old soldier of Reikland in a circular icon attached to the box (just like the distinguished chap at the bottom-left of this page). Of course, you are also welcome to use these options with  a first-time group if you think they sound better!

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The Purple Hand

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There are many Chaos cults active within the Empire at any given time. Most are short-lived, foolish groups of madmen and malcontents. Seduced by the false promises of the Ruinous Powers, they give themselves away too quickly and perish in the witch hunters’ flames. The good people of the Empire gather to witness their trials, hurl dung and insults, and return home once the cleansing fire has done its work feeling secure in the knowledge that the authorities are protecting them. But not all the damned followers of Chaos are so obvious, or so careless.

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The Order of the Purple Hand is one of many Chaos cults that exist in the shadows of the Empire, but few are more widespread and dangerous. These worshippers of Tzeentch plan to bring the Empire to its knees by infiltrating positions of power and then manipulating affairs to their own ends. The Purple Hand has successfully placed members in the cults of Sigmar and Ulric, and is working to spread religious dissent, based on the so-called Sigmarian Heresy.

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By setting the cults of Sigmar and Ulric, the Empire’s two most powerful, at each other’s throats, the Purple Hand plans to create a tinderbox where the slightest spark could plunge the Empire into civil war. This would lead to a weakening of the Old World’s strongest bulwark against the forces of Chaos, paving the way for an incursion from the Chaos Wastes to the north. 

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However, that day is still a long way off, and at present the Chaos cult is just one of several that are striving to bring the Ruinous Powers into the heart of the Old World in various ways. And, luckily for the Old World, thwarting each other as often as not.

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The Sigmarian Heresy

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Believers of the Sigmarian Heresy claim that Sigmar Heldenhammer, the founder of the Empire and its patron god, never ascended to godhood. Instead, the heresy claims the Cult of Sigmar is an entirely human fabrication, populated with deluded fools with no link to the divine. They propose Sigmarite miracles are conjured by individual belief, not divine intervention. If true, this would mean the miracles of Sigmar are actually magical, not divine — a proposition utterly abhorrent to the Cult of Sigmar, an institution known for its witch hunters, not its witches.

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Citing old lectures presented by Loremaster Teclis, the High Elven founder of the Colleges of Magic in the Empire, the theological and magical arguments behind this heresy are complex and abstruse, too subtle for any but scholars to understand. But their import, understood very clearly, if incorrectly, is that Sigmar is not a god.

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Kastor Lieberung

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Kastor Lieberung was a member of the Purple Hand for most of his evil and corrupt life. By merit of his abilities, he quickly rose to a moderately powerful position within the Nuln cell of the Chaos cult. 

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As magister impedimentae, his primary duty was to acquire whatever the cult required, by any means necessary. Among other efforts, he was responsible for organising a campaign of kidnappings to satisfy the cult’s constant need for  sacrificial victims.

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While attempting to snatch a merchant, one cultist, Sister Beatha, was caught. She confessed all under torture, but fortunately for Lieberung she knew her superior only by his title. Kastor fled Nuln for Middenheim, fearing for his safety. In Middenheim he joined another cell and continued to further the Purple Hand’s ambitions in that city.

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Nuln authorities were unable to establish the identity of the magister impedimentae, and eventually dropped their investigation in frustration. But there were some who were reluctant to let the matter rest, and soon a new investigation began. A generous bounty was placed on the head of the mysterious magister impedimentae, and many bounty hunters hoped to claim it for themselves. Of these, some probed too deeply into the cult’s activities and disappeared. Others tired of chasing a shadow and gave up, pursuing easier prey instead. 

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One bounty hunter, @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos}, succeeded in infiltrating the lower levels of the Purple Hand. When Adolphus learned the magister impedimentae had left Nuln for Middenheim after the botched kidnapping, the hunt was on.

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To out-manoeuvre his quarry, Adolphus first stopped in Altdorf, and contacted Professor Quintus Fassbinder at Altdorf University. Professor Fassbinder had sanction from the previous Emperor, Luitpold III, to study and catalogue the manifold Chaos Cults and their members. His research had brought the Purple Hand to his attention. He was able to tell the bounty hunter a great deal about the role of magister impedimentae, including some leads to track down the fugitive. Among them was a name: Kastor Lieberung.

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Adolphus’s plan was to flush the magister out with the promise of a lucrative inheritance, including a small estate and a minor title. A letter was sent to Kastor’s last known address in Nuln, directing him into a trap in the market town of Bögenhafen. 

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In due course, a cultist from Nuln sent the letter to Middenheim, and Kastor set out immediately to claim the windfall. With Kastor established as a land-owning noble, the cult’s plans to disrupt the Empire could be greatly advanced. Along the way, Kastor was instructed to make contact with the Purple Hand’s Altdorf cell, who were to lend him any assistance he required.

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The Double

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Kastor never made it to Altdorf. He was slain by Mutants in a chance attack on his coach. His body is waiting to be discovered by the Characters, one of whom bears an uncanny resemblance to the cultist.

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Kastor’s double inherits his problems along with his supposed prospect of wealth and ennoblement. Adolphus Kuftsos is waiting in Altdorf to pick up the cultist’s trail: acting on information from Professor Fassbinder, he has staked out the city’s Purple Hand cell and is waiting for the magister impedimentae to make contact. If the bounty hunter sees anyone from out of town contact known members of the cult, he will immediately try to kill them. Meanwhile, Professor Fassbinder will continue to seek out the magister impedimentae, as will those who hired Adolphus in Nuln.

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The bounty hunter is not the double’s only problem. If the double fails to make contact with the Purple Hand cell in Altdorf, which is inevitable, the cult concludes that the magister impedimentae has gone rogue and plans to betray the Chaos cult and keep the money for himself.

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Shadows Darken

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Arriving in the market town, the Characters make their way to the lawyer’s office where a signature on a few papers will make one of them rich, only to find themselves in an ambush. After dealing with the bounty hunter once and for all, they may like to take a few days and enjoy the many attractions of the town’s annual fair. Apart from the amusements, a local fair can be a good place to find employment.

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When a simple job leads to a grisly discovery, the party finds itself embroiled in a deadly plot involving some of the town’s most prominent citizens. The local authorities are not about to take the word of a ragtag bunch of strangers against the families who power the town’s economy and pay everyone’s wages. The adventurers will have to save Bögenhafen on their own, and doing so will likely result in them being branded as criminals.

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Aftermath

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If the adventurers fail to save Bögenhafen, the consequences will be very serious indeed as a Chaos Gate opens within the town, possibly eradicating it. If they succeed, the town’s society and politics are turned upside-down, and no one is likely to thank them — or even believe them. In either case a swift exit is wise and, in an uncommon stroke of luck, one of their very few friends happens to own a river barge. Leaving Bögenhafen behind them, they set off downriver into the next instalment in the Enemy Within campaign: Death on the Reik.

" }, "Running A Campaign": { "name": "Running A Campaign", "text": "

A roleplaying campaign is a series of linked adventures. As well as being a story in its own right, each adventure advances the plot of the campaign as a whole, and supports the themes that underlie the story it’s telling. Along the way, the Characters explore a large area of the game world, and the Players become familiar with its culture, its society, and the various kinds of threats that lurk within it.

A Wider World

As the Characters battle the enemy across the Empire, they will hear news and rumours from the wider world. It is not simply a static backdrop for their adventures, it is a vital and active realm with millions of inhabitants, where things are always happening. Some of these events simply give the impression of a wider world, some strengthen the atmosphere of the setting and reinforce the themes of the campaign, and still others turn into leads and encounters that develop the campaign as a whole.

Some may tempt the Players down side-tracks, appealing to their curiosity or even leading them to conclude, mistakenly, that these are clues connected to the campaign’s main plot. When the party seems to be heading in the wrong direction, you face a choice: force the Characters back to the plot, or indulge the Players for a while and let them wander.

Sandbox vs Railroad

When running a campaign, your greatest challenge is to keep the Characters on track without being too obvious about it. Players can quickly become frustrated if they suspect their freedom of action is being restricted, and that they are being ‘railroaded’ from one campaign location to another. So, you must convey the impression that there is a whole, living world for the Characters to explore, while making sure that they want to go where the campaign leads — and ideally, that the Players believe they have chosen the course they will follow.

This can be a balancing act - be prepared to humour the Players if they follow a side-track or two. It calls for quick thinking and improvisation, but if you have a thorough understanding of the game world it can be fun to run an occasional session ‘on the fly’. Some groups prefer this ‘sandbox’ style of play to following a set course: they explore the setting at will, stopping whenever something interesting catches their attention. This style of play is just as valid as any other.

Options are provided for dealing with wandering Players, and ways to bring them back to the main plot when necessary. While there are certain key events to the campaign plot, like landmarks on a route, there can be many different ways to get from one to the next. Enemy in Shadows starts as a journey, but some options are offered for Players to take that journey however they please. Later it is more free-form, allowing the Characters to follow their own course after they uncover the first clues that set the adventure in motion.

Make it Your Own

Above all, you must not feel restricted by the material in these pages. There is no right or wrong way to play this campaign: roleplaying is an interactive medium and the Players shape the story just as much as the GM and the writers. Most experienced GMs agree that there is no accounting for what a group of Players will do, even in the most straightforward situations. Part of the challenge — and the enjoyment — for a GM is the need to react, improvise, and entertain in response to whatever the Players decide to have their characters do.

The adventures that follow are a resource to be used for inspiration, and not a script to be followed slavishly. Let the Players explore the world and make their own way a little; they will almost always be willing to come back to the campaign plot sooner or later. A skilled GM will find ways to make the plot more appealing than simple exploration.

Each gaming group is a unique collection of individuals, and no one knows your group better than you. Therefore, you should always feel free to adapt the adventures as written, adding or changing details to provide the kind of gaming experience your group prefers. As long as everyone is having fun, there is no wrong way to play.

After the Adventure

Each instalment of the original Enemy Within campaign was written to be useful even after its adventure content had been played. To that end, the first part contained information about the Empire, where the campaign takes place, as well as the introductory adventure The Enemy Within

Similarly, Shadows Over Bögenhafen gave the GM a whole trading town to use in future adventures. With a different name and some changes to the map, Bögenhafen could stand in for dozens of towns across the Empire, allowing it to be used again and again. 

This Director’s Cut follows the same model, offering a mixture of adventure and background material to create a greater whole. This is all expanded further with the five Enemy Within Companions, each of which is full of useful setting and scenario material to expand the campaign and support continued play long after The Enemy Within is concluded.

" }, "Running The Adventure": { "name": "Running The Adventure", "text": "

The early chapters of Enemy in Shadows are designed to cover a wide range of common situations — the sort of challenges that will crop up again and again in the campaign, and in just about any WFRP game. There is plenty of advice on how to run the various incidents and encounters. During the course of the adventure the Players get to see typical Empire locations such as a coaching inn, a forest road, a great city, a medium-sized town, and a journey by river and canal.

In addition to easing you and the Players into the game’s setting and important mechanics, Enemy in Shadows also establishes the major themes and enemies of the Enemy Within campaign as a whole. While Chaos threatens from without, it also weakens from within. Some servants of the Ruinous Powers are willing converts seduced by promises of power, pleasure, and more, but most are victims of bad luck, mutated by exposure to Chaos that was unwitting and accidental.

Once the adventurers arrive in @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen}, the story becomes more complex — too complex to be laid out chronologically. The Players have a great deal of freedom, and you must be prepared to react to their decisions, pulling the necessary information from various places and improvising where necessary. Before running the adventure, you should take the time to read through this book carefully, becoming familiar with the plot, the Characters’ options at each stage, and the significance of each event and encounter. It would also be wise to think about some contingency plans in case the Players decide to head off in an unexpected direction, or do anything else that might derail the campaign.

Bear in mind that Enemy in Shadows is part of a larger campaign. Some of the many strands that begin here will fade into the background for now, only to reappear in a later adventure.

New Rules

Enemy in Shadows uses new rules for Difficulty, Diseases, NPCs, Doors and Locks, and more. To make these easy to reference, they can all be found in @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.AjknZNGhx7Z9R9KW]{Doors And Locks}.

" } } }, "Appendices": { "name": "Appendices", "pages": { "Doors And Locks": { "name": "Doors And Locks", "text": "

There are a lot of locked doors hiding dark secrets in the Empire, and Characters are likely to break through many of them.

Locks

As mentioned , all locks have a Difficulty and a target SL to pick. Presented as D for Difficulty, with the modifier, and SL for the target SL. So, an Average (+20) Lock requiring 0 SL to pick is listed as (D +20, SL 0).

Doors

Breaking down a door, window, or anything else is resolved using the object’s Toughness Bonus and Wounds, presented as TB and W. So, an object with Toughness Bonus 4 and 10 Wounds is listed as (TB 4, W 10).

Any Character seeking to break down a door must make Melee (Brawling) roll, or a Melee roll using a suitable weapon such as an Axe or Hammer. The SL rolled is added to the Character's Strength Bonus, and the total is applied to the door as damage. If a weapon was used, you may add only half the weapons damage. 

When attacking inanimate objects, you do not cause a minimum of 1 Wound - some objects are just too tough to damage.

Example: Gerhardt is chasing a cultist, who darts for a cellar and slams the door shut behind her. Gerhardt curses as he hears the cultist lock the door with a click and a laugh. Realising the rapier and main gauche he’s carrying aren’t much use against a solid door, he takes two steps back, steels himself, and charges with his shoulder. As he is using his body, Gerhardt’s Player rolls a Melee (Brawling) Test against his Skill of 46. He rolls 63 for −2 SL. Adding his Strength Bonus of 4, Gerhardt has a total of 2. Unfortunately, that’s lower than the door’s Toughness Bonus of 4, so Gehardt bounces off, hurting himself more than the door. Cursing again as he rubs his shoulder, he goes looking for an appropriate weapon or tool to break down the door.

Putting it All Together

A solid door with Toughness Bonus 6 and 15 Wounds, secured by a well-constructed lock that is Difficult (−10) to pick and requires 2 SL to bypass, is abbreviated in The Enemy Within like this: (D −10, SL 2; TB 6, W 15).

" }, "The Imperial Calendar": { "name": "The Imperial Calendar", "text": "

The Warhammer world takes 400 days to travel around Söll, its sun, a much larger and hotter star than our own. It is orbited by two moons. The larger of these (known in the Empire as Mannslieb, ‘Beloved of Manann’) has a cycle of 25 days from full to full, and looks not unlike the moon of our own world. The other (named Morrslieb, ‘Beloved of Morr’ ) is erratic, appearing now closer, now further away, and has an unpredictable cycle. Ancient myth has it that when Chaos first broke through into the Known World, an enormous chunk of warpstone was hurled high into the sky, where it circles endlessly to this day, spreading Chaos on the lands over which it passes. True or not, the followers of Chaos hold festivals when Morrslieb is full.

The Imperial Calendar divides the year’s 400 days into 12 months with 6 additional intercalary days. Four of these betweenmonth days are festivals that mark the turning of the seasons: the summer and winter solstices, and the spring and autumn equinoxes. The other two mark the days when both moons are always full at the same time: and the superstitious, and even the cynical, avoid the eerie light of the two moons on Hexensnacht (‘Witching Night’) and Geheimnisnacht (‘Night of Mystery’).

Days

The days of the week are:

Months

The names of the months, and their meanings, are as follows.

The Harmony of the Spheres

‘They came in their silvery ships. Impossibly powerful. Mysterious. Then our world was frozen, huge, and empty, and life was simple and barbaric. But they changed us. They changed everything. We only know them as the Old Ones.

‘They had the power to move worlds to or from the eternal heat of Söll, which is how they brought our cold globe to life. But this unbalanced the other worlds, for everything is connected. So they moved them too, forming an impossible harmony among the spheres, a perfection that can be seen to this day by observing the heavens.

‘See the five Children of Asuryan: Charyb, the closest world to the sun, takes 80 days to orbit; while Deiamol takes 133 and a third of days; Tigris, 200; our world, 400; and Verdra, 800. 

‘Compare this to the five Councilors of Asuryan: Lokratia takes 1,600 days to orbit, four of our years; Isharna, 10 years; Loekia, 30 years; Voelia, 150 years; and distant Obscuria takes 300 years to circumnavigate our sun. Even after so many millennia have passed, the harmony is a wonder beyond measure to behold and comprehend.’

— The Book of Days, Finreir of Saphery

" }, "NPCs": { "name": "NPCs", "text": "

There are many Non-Player Characters (NPCs) used in Enemy in Shadows; both major and minor.

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Major NPCs are important to the primary plot, are significant characters, or pop up multiple times during the campaign, so are given full game details. 

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Minor NPCs are not important to the primary plot so receive simpler game details. They are assumed to have all Skills they require to do their jobs, even if they are not listed: just use the appropriate unmodified Attribute should a Test be required.

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If any NPC has a Trait or Talent listed that modifies Characteristics (such as the Tough Trait, which adds +10 T and WP), the modification is included in the Attributes, and the Talent or Trait is marked in italics to show this.

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Building Your Own

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An easy way to create an NPC is to take the statistics presented in the WFRP Bestiary (or randomise them like normal) and take the Character through some Careers. For each Career Level you wish the NPC to progress through, add +5 to all Skills and Attributes available, and then add at least 1 Talent from each Career Level completed. With that done, just list the Trappings for the current Career, and all Career Levels below it, and you’re finished!

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Example: To quickly create a university-educated Human Doktor, take the basic Human and put it through the following Career Levels: Student (Scholar 1), Physician (Physician 2), Doktor (Physician 3). For each Career Level entered, add +5 to every available Attribute and Skill, then add a Talent. Meet @UUID[Actor.L32Ici3nIMpN2cdF]{Doktor Langstrasse}.

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@UUID[Actor.L32Ici3nIMpN2cdF]{Helga Langstrasse}

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NPC Money

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Most Characters in the Empire carry some coin. To randomly determine the amount of money carried by an NPC, make an Earning roll using the Character’s Status. NPCs with money listed in their Trappings ignore this option.

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Example: Helga Langstrasse the Doktor has a Status of Silver 5, so carries 5d10 Silver.

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Remember that this process is automated by giving Career Items to Creatures and NPCs.

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To give an NPC money based on their status and standing, you can click the Status button in the Career tab.

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Empire Accents

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The NPCs in the Enemy Within campaign normally have their accents marked in their descriptions to help you portray them. Typically, this is presented as something like ‘a lower-class Reiklander accent’, or ‘an unmistakable Altdorfer accent’. But what does all that mean when roleplaying these Characters?

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Ultimately, it’s up to you. A GM from London will view Empire accents very differently to a GM from Berlin, or from New York, Mumbai, or Melbourne, so there is no point in us telling you something like: ‘all Altdorf accents are  synonymous with London accents’, as that may sound like nonsense to you, as surely it should be a Berliner accent, or a Parisian one, or something else. 

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So, assuming you like to mimic different accents, it’s up to you to decide what a Middenlander sounds like in your games, or a Stirlander, or a Nordlander. Assign the accents you prefer to each of the provinces and major cities, and you’re good to go. If you are looking for guidelines for how to do this, consider the table opposite, which is presented as a loose guide only.

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AccentsHow to choose your version of the accent
Cities 
AltdorfAccent of your capital city
TalabheimAccent of a nearby capital city or important city
MiddenheimAccent from a provincial city
NulnLike Altdorf, but with a strong rising inflection
Provinces 
AverlandSing-song tones
HochlandRustic with colloquialism
MiddenlandTough and direct
MootlandThick rural accent
NordlandAggressive and passionate
OstlandUses pauses for stress
OstermarkThick Theatrical accent
ReiklandYour accent
StirlandRural and sophisticated
SudenlandLIke Reikland, but monotone
SylvaniaClassic vampire accent
TalabeclandSuburban Talabheim accent
WissenlandMonotone with a rising inflection
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" }, "Disease and Infection": { "name": "Disease and Infection", "text": "

This section adds a new disease and some extra symptoms to expand your personal disease creations.

The Litany of Pestilence

@UUID[Compendium.wfrp4e-eis.items.dDILARjlekBnsR0j]{Purple Brain Fever}

Symptoms

@Symptom[delirium]{Delirium}

@Symptom[swelling]{Swelling}

" }, "Handout 1: Wanted! Bold Adventurers!": { "name": "Handout 1: Wanted! Bold Adventurers!", "src": "modules/wfrp4e-eis/assets/handouts/handout-1.webp" }, "Handout 2: Rolf Hurtsis": { "name": "Handout 2: Rolf Hurtsis", "src": "modules/wfrp4e-eis/assets/handouts/handout-2.webp" }, "Handout 3: The Inheritance": { "name": "Handout 3: The Inheritance", "src": "modules/wfrp4e-eis/assets/handouts/handout-3.webp" }, "Handout 4: The Affidavit": { "name": "Handout 4: The Affidavit", "src": "modules/wfrp4e-eis/assets/handouts/handout-4.webp" }, "Handout 5: Josef Quartjin": { "name": "Handout 5: Josef Quartjin", "src": "modules/wfrp4e-eis/assets/handouts/handout-5.webp" }, "Handout 6: The Schaffenfest": { "name": "Handout 6: The Schaffenfest", "src": "modules/wfrp4e-eis/assets/handouts/handout-6.webp" }, "Handout 7: The Letter": { "name": "Handout 7: The Letter", "src": "modules/wfrp4e-eis/assets/handouts/handout-7.webp" }, "Handout 8: Hour After Sunset": { "name": "Handout 8: Hour After Sunset", "src": "modules/wfrp4e-eis/assets/handouts/handout-8.webp" }, "Handout 9: 'All Goes Well'": { "name": "Handout 9: 'All Goes Well'", "src": "modules/wfrp4e-eis/assets/handouts/handout-9.webp" }, "Handout 10: Herzen's Letter": { "name": "Handout 10: Herzen's Letter", "src": "modules/wfrp4e-eis/assets/handouts/handout-10.webp" }, "Handout 11: Magirius's Note": { "name": "Handout 11: Magirius's Note", "src": "modules/wfrp4e-eis/assets/handouts/handout-11.webp" } } }, "The Affair of the Hidden Jewel": { "name": "The Affair of the Hidden Jewel", "pages": { "At The Sign of the Crossed Lances": { "name": "At The Sign of the Crossed Lances", "text": "

If the Characters wish to go to the Crossed Lances inn (and they ought to), they can get there easily enough by road. They should have an eventful journey. You may care to throw in the odd herd of Beastmen or mob of Goblins if things get too quiet, but no Human bandits: the Characters may think these are Black Arrows and be side tracked. They will probably arrive in the evening. Use the map and the following description to set the scene for the Characters.

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The bar, at this hour, holds the usual mix of customers for a coaching inn: travellers, coachmen and teamsters, a road warden or two, perhaps a gambler, and maybe a pickpocket, if you feel mean. (If your Characters have played some or all of Rough Nights & Hard Days, it could be @UUID[Compendium.wfrp4e-rnhd.actors.vuLTDr9TzyBQVyhH]{Glimbrin Oddsocks}, probably pursuing rumours of a stolen gem.)

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In addition, there is a knot of hard-looking men-at-arms seated in one corner. These are retainers of Count von Drakensberg, who is staying here incognito, though he will remain in his room. The gossip in the bar is that they are mercenaries and the ‘gentleman upstairs’ is their captain.

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Wolfgang and the Blue Flame

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If the Characters ask the bar staff for @UUID[Actor.pbIsaw55LoYqQaCo]{Wolfgang Kellermann}, they will be told that he is the owner and taken to his room. At their knock, the door is opened by a lean, scar-faced man with a drawn sword in his hand. He eyes them suspiciously and says, ‘Well?’

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If the Characters explain that they came about the job, a voice calls from behind him. ‘All right, Lauengram, let them in. But keep an eye on them.’  @UUID[Actor.Ledkqyjj6lMaLlZB]{The scar-faced man} steps aside, revealing a table placed in the centre of the room.  Two men are sitting behind the table: one fat and bearded; the other muscular and with an air of command and a wooden leg. The room’s shutters are closed and bolted.

\n

@UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram} shuts the door after the Characters and stands behind them. Then the one-footed man speaks again: ‘I am Wolfgang Kellerman,’ he begins. ‘I have a job for you. But, as you may have guessed’ — here he eyes the shutters and Lauengram — ‘I would be most unhappy were the details to be made public. Therefore, I must insist upon the utmost secrecy.’ He pauses to let this sink in before leaning forward across the table and continuing.

\n

‘The job involves finding and bringing to me a certain gem, a diamond, named the Blue Flame. This was stolen more than 20 years ago and has not been seen since, but I have information that should enable you to find it. I will pay you handsomely, say 20 Crowns apiece, for its recovery. Do you want the job?’

\n

It’s an enormous amount of money, so the Characters are likely to say yes. If they do, @UUID[Actor.pbIsaw55LoYqQaCo]{Kellerman} carries on: ‘Very well. I will tell you how the stone may be found, but first a little story must be told. The man who stole the Blue Flame was a thief called Otto Kessler. He’s now dead. He hid the jewel after the theft, and supposedly never told anyone where. But Bruno here,’ he indicates the fat, bearded man, ‘has cast some doubt on that idea.’

\n

‘Until recently, Bruno was chief torturer to a certain Count von Drakensberg, whose men captured one of Otto Kessler’s oldest companions. Bruno interrogated him, but he did not give the information he recovered to the good Count. It seems that Otto Kessler had a daughter called Annalisa, and he told her the location of the Blue Flame. Nowadays, she is better known as… the Black Arrow.’

\n

‘This is why Bruno came to me. Until this minor problem,’ Kellerman gestures toward his missing foot, ‘it was I who led the band now known as the Black Arrows. l know their hideout, and how it can be infiltrated.’

\n

‘The place is an old castle, deep in the forest. Nobody knows it’s there except me and the Black Arrows. But even they do not know that there is a secret passage into the keep from the outside. This is the entrance which you, my friends, will use to gain entry. Once inside, you will need to find out about the Blue Flame from Annalisa Kessler. She probably keeps it somewhere in the castle. You will recover the jewel and bring it to me here. Then I will pay you.’

\n

‘The castle lies some 35 miles north. There is an old stretch of road leading to it, which begins a few miles before you get there. A hollow oak a hundred yards from the gates is the entrance to the secret passage. The passage leads to the dungeons. You can have a room here tonight. I wish you every chance of success.’

\n

Unless the Characters have anything to say, @UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram} shows them to their room.

\n

At the Crossed Lances

\n
\n
\n

@UUID[Actor.Ledkqyjj6lMaLlZB]{Kasper Lauengram}

\n
\n
\n

@UUID[Actor.pbIsaw55LoYqQaCo]{Wolfgang Kellermann}

\n
\n
\n

@UUID[Actor.RKexthkvSxJbgehT]{Bruno}

\n
\n
\n
\n

The Plot Thickens

\n

What @UUID[Actor.pbIsaw55LoYqQaCo]{Kellermann} doesn’t know is that @UUID[Actor.RKexthkvSxJbgehT]{Bruno} has not defected from his master. He was sent. Von Drakensberg had all the information pulled from Otto Kessler’s erstwhile crony. This includes the slightly bizarre method that Otto used to pass on the Blue Flame’s location. The information was tattooed on his daughter’s scalp when she was a baby, and she was never told about it. Otto would just tell her to use her head when she asked about the Blue Flame.

\n

Odd, yes? But fun!

\n

Old Kessler actually hid the jewel in the cellar of the Crossed Lances. Nobody knows, at least not yet. Kessler’s ex-crony also knew that Annalisa was the Black Arrow, and that she replaced Kellermann after he was injured. But he knew nothing of how she might be found.

\n

The Count, therefore, had a problem. He didn’t know where the Black Arrow was or how to catch her. He tried posting a bounty. This explains the notices the Characters saw, including (if you used it) the one attached to a bounty hunter. He decided to let Kellermann believe that the Black Arrow knew the location of the gem, knowing Kellerman would come up with something.

\n

Bruno reports to the Count soon after the Characters leave the room. The wily Count, perhaps a bit too fond of a cunning scheme for his own good, decides to let the Characters go ahead. When they find that Annalisa doesn’t have the faintest idea where the gem is, they’ll probably decide to make the best of a bad job and bring her head to him to get the bounty. It might be a good idea to remind them about that bounty…

\n

@UUID[Actor.H3rzVELoF3iDj3Dd]{The Count} Steps In

\n

An hour or so after their interview with @UUID[Actor.pbIsaw55LoYqQaCo]{Kellermann}, the Characters are approached by one of the ‘mercenaries’, who says that his master would like a word with them in his room. Assuming they agree, he takes them up.

\n

In the Count’s room, another four men-at-arms are positioned round the walls, while the Count leans against his table. He looks the PCs over coolly, and then speaks. ‘Permit me to introduce myself,’ he says, bowing with a flourish. ‘I am Count Amadeus von Drakensberg. I am travelling incognito, but I am sure you will not abuse my confidence.’ He smiles winningly.

\n

The reason I asked you all up here,’ he goes on, ‘was that you look like a capable crew, and I thought I would acquaint you with an opportunity to make some money. There is an outlaw band in this area known as the Black Arrows, and their leader is known as the Black Arrow. Somewhat unoriginal, I think.’

\n

‘I am offering a bounty of 20 Crowns for this person, but on seeing you fine people... the bounty shall be raised to 25! I want the Black Arrow’s head on a silver platter. In fact,’ he snaps his fingers and one of his men passes him a small silver platter, ‘I’ll even provide the platter!’ He tosses it to one of the Characters. ‘Just remember,’ his voice turns cold and hard, and he stands. ‘Bring me the head of the Black Arrow!’

\n

With that the interview is over and the bodyguards show the Characters out. The platter is solid silver and worth 2 GCs, with Encumbrance 1.

\n
\n

The Thick Plot

\n

Players who are familiar with this adventure will be expecting an interview with the Count, followed by a bomb down the chimney, a race to the Black Arrows’ castle, and an exciting but familiar denouement. Some confident Player may decide to set out for the castle, or to capture Lauengram, or Kellerman, or Bruno, or all three for various unsavoury and unlikely reasons. 

\n

@UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram} could be a completely ordinary, law-abiding individual who works at the inn as a pot-boy and bouncer, and is on good terms with the local road wardens. Some of whom are stopping at the inn overnight, as is their regular custom. He is making a few shillings by guarding the door for Kellerman, who expects some dangerous Characters to respond to his notice.

\n

@UUID[Actor.pbIsaw55LoYqQaCo]{Kellerman} may be exactly what he seems, or he may be more. Perhaps he is a bounty hunter who plans to use the Characters as a diversion and swoop in with his own hired muscle while the PCs have the Black Arrows distracted. In this case, there is no Blue Flame, and no tattoo on Annalisa’s scalp. Kellerman has fabricated the whole story and may be after Annalisa for a ransom, or he might have been hired by her parents. They as wealthy merchants or even minor nobles want her back for an arranged marriage or simply to rein her in after she ran away to become an outlaw a year or more ago.

\n

@UUID[Actor.H3rzVELoF3iDj3Dd]{Count von Drakensberg}, in this case, is still a classic, moustache-twirling villain, but his agenda is different. His notice, and his story, are also lies, and he wants to lay hands on Annalisa to ransom her back to her family, or to sink any hope of a marriage taking place and thus thwart her family’s ambitions. This puts him on the same side as Annalisa, although she will certainly not see it that way.

\n

His demand for her head may be bluster, or bad temper. If the Characters do kill her, he will take out his rage on them in the most imaginative ways. It may be a scheme of cold-blooded vengeance on her and her family. A dead woman cannot marry, after all, and her family need not find out about her demise until after they have paid the ransom.

\n

All in all, there are many ways for you to confuse, misdirect, and confound Players who think they are being clever. Some could haunt them for a long time after this adventure is over. They might even consider changing their names: to Kastor Lieberung and friends, for example.

\n
\n

The Count and his Minions

\n

Amadeus, the Rakish Villain

\n

@UUID[Actor.H3rzVELoF3iDj3Dd]{The count} is a character that should be recognisable to everyone: elegant, suave, sophisticated, cruel when he needs to be, capable of smooth flattery and smoother threats. He has a deadly elegance, as pointed and sharp as the rapier that hangs at his hip. He is not above twirling his moustache as he explains, in great detail and with no little relish, exactly how he is going to have someone killed, stuffed and mounted on his wall as a trophy. He is a man of 36 years, used to action, with an athletic build. 

\n

His wavy brown hair and intense blue eyes make him attractive, but there is a sinister hardness underlying his polished demeanour. He is, in short, a villain through and through. He rather enjoys the role fate has given him.

\n
\n

@UUID[Actor.H3rzVELoF3iDj3Dd]{Amadeus von Drakensberg}

\n

The Count’s Spear Carriers

\n

These are also a well-known type of heavy: the kind who materialise in droves when the count snaps his fingers at opportune moments, and are cut down by the heroic Characters while @UUID[Actor.H3rzVELoF3iDj3Dd]{their master} heaps scorn upon them. Hopefully. Unsurprisingly (for they seem to have divined that their lot in life is not going to be happy or long) they are a surly lot. The Count has a dozen of these strapping young men and women within calling distance at all times. In the better class of melodrama such fellows traditionally have the advantage of numbers over the plucky heroes.

\n
\n

@UUID[Actor.MgzflR4dFym9BdET]{Bodyguards Aplenty}

\n

The Plot Becomes Unpleasantly Sticky

\n

What the wily von Drakensberg doesn’t know is that the Black Arrows also have an agent in place: none other than the scar-faced and suspicious @UUID[Actor.Ledkqyjj6lMaLlZB]{Kasper Lauengram}, @UUID[Actor.pbIsaw55LoYqQaCo]{Kellermann’s} chief bodyguard.

\n

After @UUID[Actor.pbIsaw55LoYqQaCo]{Kellermann} lost his foot, he retired from the band and bought the Crossed Lances to settle down. Then, Annalisa took over the outlaws. However, she and the Black Arrows know that Kellermann knows their hideout. Although he’d sworn never to reveal it, they wanted to keep an eye on him. 

\n

They sent @UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram} to infiltrate into @UUID[Actor.pbIsaw55LoYqQaCo]{Kellermann’s} household as their watchdog. That he could also be a spy to inform them of coach timings was a happy coincidence. Lauengram, having heard Kellermann’s briefing of the Characters, has decided to report to the Black Arrows as soon as possible. He will leave two hours before sunrise. He has also decided to eliminate the PCs first, or at least slow them down a little.

" }, "At The Castle": { "name": "At The Castle", "text": "

Whether the Characters catch @UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram} or not, they eventually reach the castle (see below). They will presumably try to enter in order to speak to @UUID[Actor.3dtBLDdYDaC7Z4ty]{Annalisa Kessler}, but their success will depend on what has already happened.

\n

If Lauengram reached the castle before them, he has warned the Black Arrows about the secret passage, and they have set up an ambush in the dungeons. If the Characters found out that Lauengram was the bomber, they ought to be smart enough to avoid the passage. 

\n

If the Characters are caught, they are thrown into the dungeons, pending a decision about what to do with them. Most parties will be resourceful enough to escape somehow, but if your group seem to be stuck the Black Arrows’ captive Halfling cook, @UUID[Actor.J8Ku7meoLiJmsnm6]{Sleeves}, will free them. He distracts the guards by telling them that the Black Arrow wishes to speak to them. This ruse buys a little time — just enough for the Characters and Sleeves to come up with a way to break out of the (somewhat dilapidated) cell — and the alarm will be raised as soon as the guards speak to Annalisa. 

\n

If the Characters manage to seize @UUID[Actor.3dtBLDdYDaC7Z4ty]{Annalisa} she is amused rather than angry. She cheerfully admits that she has no idea where to find the Blue Flame. All her father ever said was that she could find it if she used her head. Should the Characters wish to inspect Annalisa’s head, she understands their meaning and at a later point asks an underling to inspect her scalp, but she is not stupid enough to expose herself to the PCs and risk a beheading.

\n

The Pursued?

\n

The Characters eventually leave the castle and make for the inn. They may have discovered where the Blue Flame is, they may be bringing the Arrow’s head to @UUID[Actor.H3rzVELoF3iDj3Dd]{von Drakensberg}, or they may simply be running away. The Black Arrows pursue if necessary, but they give up the chase a few miles from the inn, not wishing to deal with the authorities.

\n

So, Count, We Meet Again

\n

Back at the inn, things have moved on. @UUID[Actor.H3rzVELoF3iDj3Dd]{Count von Drakensberg} decided that @UUID[Actor.pbIsaw55LoYqQaCo]{Kellermann} was no longer of use and had @UUID[Actor.RKexthkvSxJbgehT]{Bruno} kill him. The staff are as yet unaware of the murder, and the count is waiting for the Characters to return. Unless they come stealthily, he knows of their arrival and is watching them from his window.

\n

If they come to his room with a head for him, he asks them to wait outside while he inspects it. After a brief shave and, if the head has directions tattooed on it, he lets them in, pays them, and sends them on their way. If, however, the Characters go to @UUID[Actor.pbIsaw55LoYqQaCo]{Kellermann’s} room, they find the door unlocked and the man lying dead on the floor. Moments later, the count and his heavies appear. Obviously, the @UUID[Actor.H3rzVELoF3iDj3Dd]{Count von Drakensberg} will lose no time in accusing the Characters of murder most foul.

\n

If the Characters attempt to fetch the gem for themselves (from wherever you decide it has been hidden) the count and his thugs appear rather dramatically. They step out of the shadows with an appropriately over-the-top theatrical comment just as the Characters unearth their prize.

\n

The Castle

\n

The Black Arrows’ castle stands in a roughly circular clearing approximately 100 yards across. The entire clearing is visible to any outlaw look-outs during the day and on moonlit nights. A road runs straight out from the gates. One hundred yards from the castle, by the east side of the road, stands a hollow oak. Its trunk is a shaft leading to the secret tunnel into the castle (see @UUID[JournalEntry.fLREtWAYHixfuvg3.JournalEntryPage.32bDNS8jRG1id9bO]{4. The Dungeons})

\n

All standard doors in the castle have TB 5, 12 W, and their locks are opened with a Challenging (+0) Pick Lock Test when locked. Reinforced doors have TB 8,  22 W, and are always kept locked, requiring a Difficult (–10) Pick Lock Test, instead.

\n

All the castle walls are solid stone. The chandeliers marked on the map are wagon-wheel type affairs, each with 15 or so candles, which cast light like a torch. The vertical distance between each floor level is 5 yards.

\n

The Black Arrows

\n

The way this band of Humans are played depends upon the character of @UUID[Actor.3dtBLDdYDaC7Z4ty]{Annalisa}. They may be ‘Merry Men’, a crew of brutal cut-throats, or ice-cool professionals. Regardless, they are not pushovers. If they outnumber the Characters, they will try to stun and capture them rather than kill them.

\n
\n
\n

@UUID[Actor.3dtBLDdYDaC7Z4ty]{Annalisa Kessler}

\n
\n
\n

@UUID[Actor.jg9Gn1YPgPxWGUOj]{Black Arrows}

\n
\n
\n

@UUID[.fwJmHlbQzjcIoQpe]{1. The Gatehouse}

\n

@UUID[.keaLs3GTrggD4sgt]{2. The Stables}

\n

@UUID[.kSgaxWVL7EpIjb3Y]{3. The Kitchen Area}

\n

@UUID[.32bDNS8jRG1id9bO]{4. The Dungeons}

\n

@UUID[.7r0Db86UBgWFoHMy]{5. The Staircases}

\n

@UUID[.jargFEobPplHWFa3]{6. Dormitories}

\n

@UUID[.dGDVLwDGN2oQDqf2]{7. The Great Hall}

\n

@UUID[.ky7LG03e2EnnhRZc]{8. Watch Turrets}

\n

@UUID[.ECXGHFd6exnPgZ2M]{9. The Arrows' Tower}

" }, "Heroes Wanted": { "name": "Heroes Wanted", "text": "

You should arrange for the Characters to see the two notices below. They could come across them nailed to trees along the road; they could find them at an adventurers’ notice board (such as the Deutz Elm in Nuln); or they could simply find them blowing in the wind. The author’s preference is to have a man stagger up to them and collapse dead, revealing the papers pinned to his back by a dagger.

The first notice reads as follows:

REWARD!

Twenty crowns to whomever can bring the head of the dastardly brigand known as ‘the Black Arrow’ to his Grace, the Count Amadeus van Drakensberg. His Grace has means of detecting substitutes.

Any Character passing an Average (+20) Lore (Empire) Test will recall the Black Arrows are a band of outlaws who have been plaguing the countryside for some years. They are so called due to their habit of using only black arrows. The Black Arrow is their leader. Anything better than a Marginal success (any success if the Character is noble) will also recall the fact that @UUID[Actor.H3rzVELoF3iDj3Dd]{Count van Drakensberg’s} holdings are some distance from the Arrows’ usual area of depredation.

The second notice is likewise interesting.

Heroes wanted to go on Quest for Hidden Treasure. Some Danger, Great Reward. Contact Wolfgang Kellermann at the Sign of the Crossed Lances.

A few successful Gossip Tests will enable the Characters to learn that the Black Arrows’ raids have been more frequent in that very region than anywhere else.

" }, "The Affair of the Hidden Jewel": { "name": "The Affair of the Hidden Jewel", "text": "

The Affair of the Hidden Jewel can take place at any point on a long road journey, including those in Enemy in Shadows. It can form an interlude for a couple of days at a roadside inn, or all the action can be compressed into one single, eventful night.

Outside the Enemy Within Campaign, The Affair of the Hidden Jewel can be played along any long stretch of road running through the forests of the Empire. Wherever the Characters are, they should be looking for a job (or probably just easy money, knowing most PCs). And have we got a job for them! Intrigue, blood, fear… but we mustn’t get ahead of ourselves.

The Affair of the Hidden Jewel, first published in White Dwarf 101, is a swashbuckling romp that pits the Characters against that favourite adversary of the roads and forests: a band of outlaws. If the Characters have a day or two to spare — as they wait for their damaged coach to be repaired, perhaps — this is a great way to fill the time.

Adventure Summary

Along the road, the Characters pick up rumours of increased lawlessness on the @UUID[JournalEntry.XGUpnYfS67guNIWJ.JournalEntryPage.yFV2NbrxGBK9n768]{Empire’s highways}. Soon they see posters nailed to trees in and near villages, advertising large rewards for capturing a band of brigands. These notices direct the reader to the @UUID[.aHcI5mlgBbfyMPqn]{Crossed Lances inn}, where the Characters already planned to stop for the night.

At the inn they meet @UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram}, @UUID[Actor.H3rzVELoF3iDj3Dd]{Count von Drakensberg’s} agent, and the Count himself. They are offered the job of bringing back the infamous villain: ‘the Black Arrow’ — dead or alive. However, this means travelling to the @UUID[.ILA3gLeBvfyh1Cv9]{Black Arrows’ Castle} (the band take their leader's name). The brigands could be forewarned, since Lauengram is their agent as well, and will ride to alert them of the Characters’ approach. Bombs, dodgy bridges, and desperadoes are just some of the perils the Characters will have to face!

A Note to the GM

The astute reader of this adventure will note that all the characters are stereotypes. That's the point. This is a melodrama. Ham it up!

" }, "Things That Go Boom! In The Night": { "name": "Things That Go Boom! In The Night", "text": "

Very early the next morning, @UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram} fetches his horse from the stables and leaves it at the front of the inn. He scrambles on to the roof to reach the chimney of the Characters’ room. He drops a lit bomb down the chimney, with a cry of: ‘Ha ha, my friends, your time has come!’ Before the explosion, he abseils down from the roof and gallops off. You should alter his plan if, for some reason, the Characters have a fire burning in the grate. Perhaps the bomb may be tossed through an open window, or hidden inside a covered platter left at the door with a knock.

Each sleeping Character may make an Easy (+40) Perception (Hearing) Test to be woken by the shout. If @UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram} misses his Ballistic Skill Test, use the normal @Table[scatter]{scatter table}, but if the die roll indicates that the bomb moves through a wall, it remains in the fireplace. The bomb is fused to go off 1 Round after it arrives in the fireplace.

The Characters are likely to be in a state of confusion, but even if the room is completely dark they will be able to see the dull-red glow of the bomb’s fuse. It will require a Challenging (+0) Athletics Test for a Character to reach the bomb before it goes off (+20 if the Character was not asleep). Pinching the fuse out will then require an Easy (+20) Dexterity or Ranged (Explosives) Test. Throwing the bomb (through a window, for example) is handled normally. Ignore misfires: if nothing happened when @UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram} rolled, it won’t misfire now.

If the bomb goes off, remember that a Fate Point allows a Character to escape unharmed. If all the Characters within the blast radius use Fate Points, the bomb fails to go off, otherwise, the Characters will stand up amid the wreckage after the explosion and dust themselves off, covered in scorch marks and soot, but otherwise unscathed, or find themselves draped over the inn sign outside but unhurt.

The inn will be somewhat dented if the bomb goes off inside. However, the place should not burn down; the main effect will be to wreck the Characters’ room, and, if you want, the destruction of some of their equipment. If the characters return to the inn, they may be expected to pay for any damages; another potential reason for them to be on the run, desperate for money and willing to buy into a fraudulent scheme. 

The Pursuers?

One way or another, the Characters will now be headed for the Black Arrows’ castle, possibly pursuing @UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram}. If they are close behind him, or if they checked who had left the inn, they may know his identity. Lauengram will not expect pursuers, unless the bomb failed to go off. In that case, he is alert, and hurls more bombs to hinder any followers, and to churn up the road behind him.

The woods through which the Characters travel are impassable to wheeled traffic. Running requires a Simple Athletics Test. The woods also give soft cover (–10 to hit) against missile fire at nearly any range, and at any time a Character can use their move to duck behind a tree for hard cover (–30 to hit). Thirty miles north of the inn a chasm blocks the Characters’ route, carved by the river flowing along its bottom. It is 50 yards deep and 12 yards wide, and crossed by a very old single-arched stone bridge. An old, paved road leads from here to the castle.

The bridge will take the weight of up to three people on foot, but has a [[/r 1d10]]{50%} chance of collapsing each time any heavier weight (such as a horse and rider) is on it. It will take one Round to collapse, so those who go across at speed, or pass a Simple Agility Test when it begins to collapse, will get off in time. There is sufficient room for a run-up to attempt leaping the chasm on horseback: this requires an especially Dramatic Ride (Horse) Test. Those who fail the Test fall into the river below.

It is possible to go around the chasm to either side, travelling an extra six miles. @UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram} does this unless the Characters are hot on his trail. If they are in hot pursuit, he gallops over the bridge, dropping a bomb as he goes. This destroys the bridge, unless the bomb misfires.

" }, "Rewards": { "name": "Rewards", "text": "

The following experience points should be awarded at the end of the adventure, plus any standard awards you offer at the end of each session for good roleplaying or clever ideas:

If the Characters are captured by the Black Arrows and have to be released, XP should be reduced by around a quarter.

If the Characters decide to go after the Blue Flame for themselves, you will have to decide on its location. The Count’s men will be hot on their trail at the first whiff of betrayal, making for a hopefully rather exciting chase. The Blue Flame is worth some 50 Gold Crowns to each surviving Character (so it has no fixed value as such), but they will probably get no more than a third. The item is well known, stolen, and will have to be fenced. Even finding a fence ready to buy it could be an adventure in itself. In short, the Characters really are better off just telling the count where the item is and collecting their bounty, and any Characters in the Rogue Class will be well aware of this fact.

" }, "1. The Gatehouse": { "name": "1. The Gatehouse", "text": "

There are two guardrooms flanking the main gates, each containing two @UUID[Actor.jg9Gn1YPgPxWGUOj]{Black Arrow} guards. The room above the gates contains the winch controlling the portcullis (which is normally raised), as well as a murder hole (a floor trapdoor) useful for dropping things into the space between the first and second gates. On the nearby table, [[/r 1d10]] @UUID[Compendium.wfrp4e-core.items.vI0oorwbZdlszudf]{incendiaries} are ready for use.

" }, "2. The Stables": { "name": "2. The Stables", "text": "

Each of these rooms is furnished with six horse boxes, and a loft above holds a good supply of fodder. Normally each stable holds four riding horses which are occasionally used by the outlaws. Lauengram’s Horse is here as well if he has arrived. Also kept here are saddles, bridles, and other riding equipment as you might expect.

" }, "3. The Kitchen Area": { "name": "3. The Kitchen Area", "text": "

These three rooms are the pantry, kitchen, and well. The pantry holds 10 days worth of @UUID[Compendium.wfrp4e-core.items.EVERNFcYxY7WY8ur]{rations} in its stores, and the well is 30 yards deep with clean water at the bottom. In the kitchen there are [[/r 2d10]] knives ([[/r 1d10]] of them large enough to be equivalent to daggers) and [[/r 1d10]] large cleavers, equivalent to @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{hand weapons}. This is also where the Characters can find @UUID[Actor.J8Ku7meoLiJmsnm6]{Sleeves}, the outlaws’ captive Halfling cook. He sleeps on a heap of sacking on the floor.

@UUID[Actor.J8Ku7meoLiJmsnm6]{Sleeves}

" }, "4. The Dungeons": { "name": "4. The Dungeons", "text": "

This room is equipped with six barred cells. Bending the bars requires a Very Hard (–30) Strength Test, while picking the locks requires a Difficult (–10) Pick Lock Test. Depending on how much of a fight the Characters put up, it’s possible they are bound hand and foot, disarmed and then thrown into these cells. In this case, two guards sit at the table outside the cells.

If not, the place is unoccupied except for a hungry @UUID[Actor.M9s8M0kUmb9XPtlA]{Carnivorous Snapper}. This lives in a pit set into the floor, with a hinged grating over it. The grating’s bolt is accessible to a character in the pit, and is easily lifted. One of the flagstones in the pit floor can be lifted up to reveal the secret tunnel beneath (through which the Characters may have infiltrated the castle).

@UUID[Actor.M9s8M0kUmb9XPtlA]{Carnivorous Snapper}

" }, "5. The Staircases": { "name": "5. The Staircases", "text": "

The staircases, oddly, have red stair-rugs on them. Those with a swashbuckling disposition may wish to pull the rugs in order to trip up any enemies who are standing on them. This can be done, but requires a Difficult (–10) Strength Test, with a further penalty of –10 for each person on the rug. All those on the rug must attempt a Challenging (+0) Athletics Test or be knocked to the ground, gaining one @Condition[Stunned] Condition, and the @Condition[Prone].

" }, "6. Dormitories": { "name": "6. Dormitories", "text": "

These long barrack rooms each hold six beds. Distributed among them are a dozen sleeping outlaws, with their weapons and equipment ready to hand.

" }, "7. The Great Hall": { "name": "7. The Great Hall", "text": "

This vast chamber, lit by a roaring blaze, wall torches, and chandeliers, will typically contain 12 off-duty outlaws, drinking round the long table. Two of them may be posted to guard captured Characters in the dungeon. The room’s pillars and gallery have useful shadows for hiding in, and the outlaws are more interested in their drink than their surroundings. 

" }, "8. Watch Turrets": { "name": "8. Watch Turrets", "text": "

These are manned by archers in the event of an attack. Normally most of these small towers with arrow slits are empty. The upper four, however, always contain a solitary lookout each.

" }, "9. The Arrows' Tower": { "name": "9. The Arrows' Tower", "text": "

Climbing the tower means going up clockwise spiral stairs. These give –10 to WS for any right-handed fighters who are battling someone higher up the stairs than they, and –10 WS for left-handers fighting their way down. Two guards are posted at the bottom of the stairs.

The locked room at the top is @UUID[Actor.3dtBLDdYDaC7Z4ty]{Annalisa Kessler}’s residence. A double bed with a feather mattress and a table. Beneath the table is a locked chest holding coins and jewels worth 15 GC.

An interesting feature of the room is the curtained-off shaft cut into the floor and leading to the Great Hall below. A rope hangs in the shaft, supporting the central chandelier in the Great Hall. Annalisa slides down the rope if she needs to escape.

" }, "10. The Battlement Patrols": { "name": "10. The Battlement Patrols", "text": "

The indicated areas on the battlement are patrolled by a single outlaw following the dotted line route. The guards take one turn and one round to complete a circuit.

" } } }, "Chapter 5 - The False Inheritance": { "name": "Chapter 5 - The False Inheritance", "pages": { "The False Inheritance": { "name": "The False Inheritance", "text": "

Having arrived in @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen}, our Heroes are no doubt eager to find the law offices of Lock, Stock, and Barl to claim the promised inheritance. However, they find things are not as straightforward as they seem, and must survive a bounty hunter’s deadly trap.

Bögenhafen

Bögenhafen is typical of many merchant towns on the Empire’s great rivers. The Characters will encounter more of them in Death on the Reik. Bögenhafen is presented in detail in @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen}, and you can refer back to the town description whenever you need to present a trading town to the Players — in this campaign or others.

Before running this chapter, you should take the time to read the remainder of the book thoroughly, becoming familiar with the town and with the events that are about to take place there. The Characters can do almost anything in response to what they uncover in Bögenhafen. These pages cannot provide an answer for every situation — but if you are intimately familiar with the town and the story you should have no trouble devising a suitable response even to the most unexpected Player choices.

The Map

Note that there are two maps of the town. The @UUID[Scene.PjdjWCf0haIiXEW6]{Bögenhafen Player Map} is for the Players to use and shows those locations that are well known to any of the town’s inhabitants. The Bögenhafen GM Map is for you, and has extra locations that the Characters may uncover during the course of the adventure. 

The @UUID[Scene.PjdjWCf0haIiXEW6]{Bögenhafen Scene} is for both players and GMs as it includes the pinned locations that the GM can reveal or hide.

Arriving In Bögenhafen 

The Berebeli puts in at @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.gFoH3drwPzLrSPtQ]{Haagen's Wharf}. @UUID[Actor.nxLsH2WvU6xmjzfg]{Josef Quartjin} and his crew deal with tying up and pay the mooring fees. The docks are relatively quiet, but sounds of merrymaking can be heard coming from the direction of @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{The Schaffenfest}, which has already begun. Josef pays the Characters any wages they are owed. 

He explains that he has to go to the offices of a local merchant named @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#ruggbroder]{Ruggbroder} to collect payment for his wine and to arrange for its unloading by the local stevedores. He suggests the party takes the opportunity to look round the Schaffenfest, which is most definitely ‘not to be missed’. If you wish to continue Josef ’s association with the Characters, he arranges to meet them later, either at the festival or back at the barge. Otherwise, you can have him depart in a day or so, once the Characters are committed to adventuring in the town. 

lf you fear that they might leave with him and miss the adventure, he departs without telling them that he is going; after all, Josef is a rather unreliable itinerant, and he often lands in trouble with the local authorities.

" }, "Visiting The Lawyers": { "name": "Visiting The Lawyers", "text": "

Garten Weg is a narrow alley running eastwards from the Eisen Bahn, a little way north of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8Tj1ZqKLiGpPaJyS]{Metalworkers' Guild}. Small, run-down buildings flank it. A successful Easy (+40) Lore (Law) Test — or a successful Challenging (+0) Intelligence Test for any Burgher or Courtier Character — suspects this is not a likely location for a law firm that handles noble titles and estates.

@UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos} rented a building about halfway down the alley for his trap. The state of the building depends on whether Adolphus survived the attack on the Berebeli in @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck}.

A Dead End

If Adolphus died in @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} — and if he has no partner to assist him — there is no sign outside, the windows are shuttered, and the door is locked. There is nothing to make anyone think that this is anything other than an abandoned building. Enquiries along the Garten Weg will be a dead end; no one has ever heard of a law firm by the name of Lock, Stock, and Barl. Indeed, no one has ever heard of a law firm with offices on the Garten Weg. The Characters are advised to ask at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.wKds2HOgc1T9V0mR]{Town Courts}, but if they do so they are told that no lawyers with those names have ever practised in Bögenhafen, and it is suggested that the letter is a hoax.

It's a Trap

If Adolphus escaped, or if he has a partner to carry on his mission, the bounty hunter arrives at the building ahead of them. The shutters on the windows have been opened, the door unlocked, and a sign above the door reads, ‘Lock, Stock, and Barl. Lawyers, etc.’

Inside, a young clerk — actually a law student hired by Adolphus — sits behind a desk, writing in a ledger. He looks up when the Characters enter, and upon being shown the letter and affidavit he smiles broadly.

Herr Barl has been looking forward to meeting you, Herr Lieberung,’ he says. ‘I will let him know that you’ve arrived.’ He takes the two documents and leaves the room through a back door. As the door closes, several other things happen. 

Unseen hands outside the building throw the shutters across the windows, plunging the room into gloom. Bolts can be heard being drawn across the windows and both doors. The Characters are trapped!

The Bounty Hunter

After a moment, a voice calls through the back door.

Kastor Lieberung! Otherwise known as the magister impedimentae of the cult of the Purple Hand! In the name of the Emperor, I arrest you and your companions for conspiring with Chaos, murder, theft, and other crimes hereinafter to be enumerated! Lay down your weapons and surrender!’

There is a pregnant pause as the Characters weigh their options — and then a terrible sound is heard from outside. Screams echo off the surrounding buildings, accompanied by sickening rending sounds. After a few seconds, everything falls  quiet again.

The adventurers are still trapped in the building and must find a way out. The doors and windows are bolted (TB 2, W 6), but can be broken down fairly easily. If the Characters look in the alley behind the building, they will find the heavily mutilated body of the stocky man whom they glimpsed in Altdorf  and Weissbruck. 

The fresh corpse seems to have been torn apart by some kind of monster. Its chest and belly are ripped open and the heart is torn in two. The body lies in a pool of blood and looping intestines as its empty eyes stare in horror at something that is no longer there.

A search of the mutilated body turns up the letter from ‘Q.F.’ (@UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.A0cwtyzO9lz4SMgU]{Handout 7: The Letter}). If the Characters do not immediately search the body, then a corner of the letter is seen sticking out of the dead bounty hunter’s boot. The letter will answer some questions, but it will leave the party with just as many more.

Gideon on Guard

At this point the Characters have no idea of how or why the bounty hunter died, but they may have the opportunity to find out later in the adventure. @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}, the Daemon of Tzeentch working in agreement with @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen}, learned that a bounty hunter had arrived in Bögenhafen and was making enquiries about followers of the Lord of Change. Concluding that this newcomer could be a threat to his plan, Gideon followed him to the building on Garten Weg and, reverting to his Daemon form, ripped him apart before he could do any damage to the Ordo Septenarius.

Gideon has no idea who the Characters are, or what the bounty hunter wanted with them, and at this point it does not care. The fact that it inadvertently saved the very people who will prove to be the biggest threat to his scheme is simply dramatic irony.

Options: The Evil Villain

Anyone who has played the original Shadows Over Bögenhafen will remember that Johannes Teugen is the villain of the piece, and that he is assisted by a daemon named Gideon. Therefore, you may want to use a different character as the head of the Ordo Septenarius, so that the Players are still challenged and surprised by the conclusion.

There are several possible candidates for a simple name swap. @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger} and @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius} are the most obvious, though events at the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.ojsOLsZWgcl5ZJHG]{Festival Court} could take on a different complexion if @UUID[Actor.P3HlNMK6rubzDoxM]{Magistrate Richter} is secretly the head of the Ordo Septenarius. Instead of being stricken with a magical illness (see @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.NKMXLAYUKuss3UpP]{Richter's Chambers}), he simply pretends to be sick and works in secret to cover up the secret temple and move the location of the ritual. Hieronymus Ruggbroder might be a vocal opponent of the Ordo in public, but he could secretly be its leader, leaving a figurehead — perhaps Steinhäger or Magirius — to lead the Inner Council. Or, some hitherto unknown merchant from a minor family might be the secret chief, living a quiet life in public to avoid attracting attention.

For greater dramatic impact, @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen} could be a talented but completely innocent merchant whose dramatic success since his return from the University has prompted the town’s other merchants to band together in order to avoid being driven out of business. 

The leader of the Ordo might be planning to frame him for murder, sorcery and other crimes, in order to disrupt his business further. Karl Teugen might have been killed as a part of this plan, or the Ordo might simply be capitalising on his death from natural — but very unpleasant — causes.

An enterprising GM could use all of these ideas, and add new ones, so the Characters are confronted with a daunting array of suspects, with very little time to sort the innocent from the guilty and discover what is going on before the ritual takes place.

" }, "Resolution": { "name": "Resolution", "text": "

Rewards

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In addition to the standard XP you provide for having a fun time roleplaying, or any you provide for other reasons, XP should be awarded for the following:

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" }, "What's Going on in Bögenhafen": { "name": "What's Going on in Bögenhafen", "text": "

Beneath the bustling, everyday exterior of Bögenhafen lies a deadly secret; a secret that may lead to the destruction of the town and ultimately threaten the very existence of the Empire. Councillor @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen}, in an effort to save his own soul, is unwittingly attempting to open a Chaos Gate in the town.

Teugen and Gideon

In the course of his studies at the University of Nuln, Teugen became interested in daemonology. This culminated in his summoning a Daemon he named @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}. In exchange for further knowledge of dark and forbidden magical arts, Teugen promised Gideon his soul, which is to be claimed at the end of seven years. 

He has profited greatly from @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon’s} teachings and aid, and not the least benefit was from the part the daemon played in the death of Johannes's elder brother, Karl. When Karl was struck down by an unknown and terrible disease induced by Gideon, the way was opened for Johannes's meteoric rise to power — but the end of his seven years is fast approaching.

Teugen has one chance to escape from the contract. @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} has led him to believe that if he can persuade seven willing mortals to take part in a particular ritual, their souls will be taken instead of his own and he will be free.

The Ordo Septenarius

To this end, Teugen has established the Ordo Septenarius. On the surface, this is a harmless organisation. Recruited from the mercantile classes of the town, the Ordo Septenarius works secretly to raise money for a variety of good causes and acts as a social club and a medium for confidential business deals between its members.

The order is headed by @UUID[Actor.LG5qATEIFPE9bezB]{Teugen}, with @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} playing the role of Teugen's distant cousin and advisor. Beneath these two comes the Inner Council of seven members, none of whom has an inkling as to Gideon’s true nature. 

It is these seven whom @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} plans to exchange for his own soul. The most important members of the council, for the purposes of this adventure, are @UUID[Actor.Coxv92EfL6VmlpCS]{Councillors Steinhäger} and @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius}. The others are wealthy and influential citizens of the town, but their identities need not be determined unless you need to. There are also 49 rank-and-file members of the society — seven for each council member. These people know next to nothing about @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}. They genuinely believe that the society provides a harmless meeting ground for well-intentioned merchants and is a worthy benefactor to many of the town’s deserving causes.

What's Really Going On?

The seven members of the Inner Council believe that the society has another purpose: Teugen has told them that he has the power to influence market forces by the use of sorcery. He convinces them that if they participate in a ceremony with him Bögenhafen will become the commercial and financial centre of the Empire, making them all untold fortunes. Little do they know that Teugen intends to sacrifice their souls to save his own.

However, @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} has been deceived in his turn. @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} is a servant of the Chaos god Tzeentch. Far from saving Teugen’s soul, the ritual could in fact sacrifice the entire population of the town and create a minor Chaos Gate through which fresh hordes of Chaos creatures will pour. Then the Empire will be caught between the Chaos armies threatening Kislev in the north and those issuing forth from the newly created gate at Bögenhafen.

" } } }, "The Pandemonium Carnival": { "name": "The Pandemonium Carnival", "pages": { "Wolfgang And His Troupe": { "name": "Wolfgang And His Troupe", "text": "

The ‘Pandemonium Carnival and Peripatetic Menagerie of Wonders’ is exactly what its name says: a travelling zoo of strange animals, some trained, and all owned by Doktor @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang Hollseher}. He is a self-proclaimed soothsayer, sage, herbalist, traveller, one-time actor and theatrical impresario. He is an expert several times over upon animals both mundane and unnatural, friend to the nobility of several prominent states, writer and collector of folklore, alchemist, fencer, drinker, chef of distinction, and horse doctor of no mean skill. And those are merely the accomplishments that he chooses to tell people about.

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@UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang Hollseher}

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@UUID[Actor.tOjdqfkoygvWnDey]{Magnus Bugman}

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@UUID[Actor.Y4kEHKKeQa5SgjcR]{Benbow}

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@UUID[Actor.A2Ad7OopHjYODX67]{'Granny' Haller}

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Wolfgang, as you may have gathered, is not a man who undersells himself or his carnival. He has good cause to be proud of his menagerie, for there are few collections of Beastmen in captivity anywhere in the Old World, let alone carried around aboard carts. Only the peeling paint on his carts gives an impression his most prosperous days are over. 

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Wolfgang is assisted  by a team of eight Humans and a Dwarf. @UUID[Actor.Y4kEHKKeQa5SgjcR]{Benbow} is his chief assistant in most matters; once a sailor from Albion, he is still a very tough man. Benbow gives orders to the keepers and handlers: @UUID[Actor.YC9vtXx83lFp3MBF]{Big Anders}, @UUID[Actor.kVkoiqgcitT2zkNS]{Little Anders}, @UUID[Actor.7Hlpq3H2v9TBcWEx]{Bertoldo}, @UUID[Actor.fPNb4zcIyMULXPcv]{Ivan}, @UUID[Actor.iKdTkeS0wG8C5ghJ]{Magda}, and @UUID[Actor.prlR1ebuM1fURSFj]{Mikhail}. @UUID[Actor.A2Ad7OopHjYODX67]{'Granny' Haller} cooks for the team and tells fortunes when the menagerie is set up for the fair — Benbow knows better than to tell her to do anything. The final member of the troupe is interesting, if unexpected. @UUID[Actor.tOjdqfkoygvWnDey]{Magnus} the Dwarf is obviously too well dressed and refined (for a Dwarf, since these things are relative) to be a manual worker. It’s also well known that Dwarfs rarely make good animal handlers, but Magnus is Wolfgang’s ‘vet’ for the menagerie. In return for keeping the Beastmen alive, Magnus is allowed to study them. He is, in fact, a Loremaster who is researching Wolfgang’s menagerie.

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The Beastmen are a varied lot, as might be expected. And one of them is not even a true Beastman! There are 12 specimens penned up in Wolfgang’s armoured carts. They vary in size from the massive @UUID[Actor.SuKys3pgnrbLwwYc]{Urzo}, who is twice the size of a tall man, down to the tiny @UUID[Actor.bjsLDOCdgYsyWYro]{Twins}: identical ‘pocket Beastmen’ who are barely one foot tall. @UUID[Actor.upw302o9B92ZLVfq]{The ‘Imperial Beast’} is the prize in the entire collection, a Beastman with an actual golden pelt! The other prize specimen is not a Beastman, strictly speaking: @UUID[Actor.DdUPpamfa9HF0Vek]{Rassarak} is a white-haired, blind Skaven.

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The good doktor and his staff exercise considerable skill — and bravery — in controlling these specimens. They have amassed a great deal of practical knowledge on the Old World’s Beastmen: mostly on the tricky subject of keeping them alive. This knowledge could also be a valuable source of information when it comes to killing Beastmen.

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The menagerie has spent years wandering between the major cities of the Old World. @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} has shown his Beastmen in cities from Praag in Kislev to Magritta in Estalia, and many far flung places in between. However, Wolfgang, his troupe, and his creatures are getting older. Now the menagerie travels only within the Empire, wandering from one fair to another. Time is catching up with them all.

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@UUID[Actor.YC9vtXx83lFp3MBF]{Big Anders}

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@UUID[Actor.kVkoiqgcitT2zkNS]{Little Anders}

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@UUID[Actor.7Hlpq3H2v9TBcWEx]{Bertoldo}

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@UUID[Actor.fPNb4zcIyMULXPcv]{Ivan}

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@UUID[Actor.iKdTkeS0wG8C5ghJ]{Magda}

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@UUID[Actor.prlR1ebuM1fURSFj]{Mikhail}

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" }, "Adventure Hooks": { "name": "Adventure Hooks", "text": "

The menagerie can be used in more than one way: as the basis for a small adventure, as a chance encounter on the road, or as a sub-plot in a larger adventure. The outlines given below are ways that you can introduce the menagerie into your campaign.

Letters to a Friend

Thanks to his extensive travels, @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} is an excellent courier for some of his secret clients. He won’t go out of his way to carry a letter, but if it happens to be on his route, he’ll ensure it’s delivered with extreme discretion — if not with great dispatch. Any letters are hidden in the concealed compartment just above the rear axle of @UUID[Actor.SuKys3pgnrbLwwYc]{Urzo’s} cage. 

The Characters might become involved in trying to get hold of @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang’s} cargo of letters. In this case, one particular letter names all the guild officials in Nuln who have taken bribes from a Tilean merchant’s factor. Such a list could very well be seen as useful to the Guild masters in rooting out (mundane) corruption, to the City Watch in doing the same, and to the Imperial authorities as a way of expelling foreigners (and especially Tileans) from the Empire. Of course, there are business rivals of the Tilean merchant who want the letter to further their aims too. The only problem is finding the letter without letting Wolfgang’s knowledge.

All the Fun of the Fair

While attending a small fair one of the Beastmen escapes and disappears into the cellars of a manor house, dragging a young woman with it. The villagers are distraught, and @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} is rather upset when the locals decide that the business is his fault. He’s even more upset when the locals begin to talk of lynching those who consort with the Powers of Darkness.

@UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} begs the PCs to perform a simple task: descend into the cellars and rescue the woman. He will pay them some @Credit[3gc mode=split]{3GCs} for her return providing they also manage to capture his valuable Beastman at the same time. If they rescue her but are forced to destroy his exhibit, he will pay them @Pay[1gc10ss]{1GCs} instead, and a further 10 shillings when they bring back the Beastman’s corpse. A further complication arises when it emerges that the older cellars under the house connect with a series of wine vaults and, beyond them, even older caves.

Robbery!

Of course, @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} doesn’t have to be all that benign.

The fair has come to town, and a series of robberies have been plaguing the locals. Naturally, as outsiders to the town, the Characters are immediately suspects. The Captain of the local Watch offers them a simple proposition: find the real thieves, and he won’t arrest the PCs just for someone to hang. The next night the problem becomes even more serious, as the richest man in the locality is found dead in his bed. His bedroom door is locked from the inside. As far as the locals are concerned, the Characters must have done it. Adventurers are always trouble for decent folk!

The real culprits are @UUID[Actor.bjsLDOCdgYsyWYro]{The Twins}, Wolfgang’s diminutive Beastmen. He has been using them to commit robberies, having trained them to retrieve ‘shiny’ objects and sheets of paper in return for scraps of food. Paper and jewellery are light enough for them to carry, and both can be very valuable to anyone with the right connections. @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} has fallen on harder times than he cares to admit, with the carnival’s large overheads. He can see a bleak future as he gets older, and has no wish to spend his last years begging.

Tracking @UUID[Actor.bjsLDOCdgYsyWYro]{the Twins} back to @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} will prove a challenge. Persuading the cynical Watch Captain that the robberies are the work of tiny, furry Beastmen may be even tougher! After all, what the Watch Captain wants is someone he can take before the magistrates.

@UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} will claim that he has spent years breeding the little Beastmen so that one day they will be small and docile enough to make pets for wealthy nobles. Unfortunately, the tiny Beastmen’s ill-tempered nature has become completely bred into them.

If the Characters get too close to the @UUID[Actor.ZCz8gnEBrIrMw2B3]{truth, Wolfgang} will send his ‘pets’ out with a new mission: the assassination of the Watch Captain. Everyone knows that the Captain suspected the adventurers, and then he turns up dead in a locked room! The adventurers are obviously guilty, them being strangers in these parts too…

The Complete Cultist 

@UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} can also have enemies who take an active interest in his downfall. His interest in Beastmen is well known —from there it’s a short step to believing that he communes with the Dark Powers.

Wolfgang is accused of witchcraft and hurled into prison on the accusation of a witch hunter who is convinced that the carnival is a prime focus of evil wherever it goes. The local magistrates agree with him, especially when the witch hunter produces all kinds of ‘testimonials’ from Bretonnia concerning murders, farm animals dying and children being born deformed whenever the carnival was in the area. All of these phenomena are common enough occurrences in Bretonnia, but Imperial magistrates don’t necessarily know that.

As a result, @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} hires the adventurers to prove his innocence. All they need to do is get to his wagon and recover his letters and books. These list all the Empire’s nobility  and beyond, who have been impressed by his learning and honesty, including letters from senior clergymen which state that Wolfgang definitely is not a servant of Chaos. The only problem is that the witch hunter has had all the carts placed under lock and key, and won’t let anyone near the ‘polluted things’. Wolfgang is willing to promise the adventurers @Credit[15gc mode=split]{15GCs} for recovering these letters, providing they can produce them before the magistrates make their final judgement. Meanwhile, the witch hunter divides his time between haranguing the magistrates and supervising the construction of a stake and pyre.

This being a conspiracy against @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang}, the witch hunter is not entirely honest. He wants control of Wolfgang’s property, in particular the @UUID[Actor.upw302o9B92ZLVfq]{Imperial Beast's} pelt, which ought to be worth a fortune. Of course, being a witch hunter, the adventurers’ chief opponent has no reason to stop with just putting Wolfgang behind bars. Anyone who associates with him is equally suspect and liable to be arrested.

The Honey Trap

@UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} is well known to witch hunters and inquisitors, but not for the obvious reasons. He works for them as bait, luring in those whose interest in the darkness, Chaos, and evil is piqued by his exhibits. This is risky, as his constant exposure to warpstone means that he could well be on any list of people who need to be purified.

His show is nothing more than a trap. Those who do show too much interest are noted, and listed for future investigation. Wolfgang is never more than a half-day’s ride from an inquisitor, and regularly sends reports to his ‘handler’ detailing carnival visitors, particularly those who seem either too interested in, or insufficiently repulsed by, his collection. Wolfgang also takes particular note of anyone out of the ordinary who visits his show, such as an adventurer, a nobleman, or a guildmaster. Such people have access or influence that makes them doubly dangerous as agents of Chaos.

@UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang}, @UUID[Actor.A2Ad7OopHjYODX67]{'Granny' Haller} and @UUID[Actor.Y4kEHKKeQa5SgjcR]{Benbow} are all in on the true purpose of the Pandemonium Carnival, and all of them watch their audiences for the taint of Chaos. For the most part, they see nothing but, every once in a while, someone betrays their inner corruption. They have all learned that @UUID[Actor.DdUPpamfa9HF0Vek]{Rassarak} is particularly good at sniffing any sympathy for Chaos. If the Skaven appears to be staring at someone in the audience (even though he is blind) there is every chance that individual is already vulnerable and probably corrupted. 

It might well be, then, that the Player Characters are secretly reported for their too-keen interest in Wolfgang’s affairs, and suddenly find that a witch hunter (or someone with more experience) is taking a keen interest in introducing them to the purifying flames. Even if they have been quite discreet in any dealings with Wolfgang, he will still have reported them. Quite why they should suddenly be harassed by witch hunters may be a mystery to them — unless they work out that Wolfgang is to blame. Regardless of any actual corruption, pursuit by an implacable nemesis can be a good way of motivating players to get moving. 

If you, as GM, feel this is too obvious, then the only witch hunter informant in the carnival will be @UUID[Actor.Y4kEHKKeQa5SgjcR]{Benbow}. His hard life has given him little love for fools, and less for those who traffic with the forces of Chaos. Furthermore, who would think a foreigner has connections to the witch hunters?

Other Ideas

@UUID[Actor.DdUPpamfa9HF0Vek]{Rassarak} need not be just the poor blind creature that he appears: he could be a powerful Skaven seer and prophet. His followers have spent many months carefully hunting for him, and now they’ve found him. As the adventurers are offered the chance to camp with the carnival, the Skaven are gathering in the surrounding woods, ready to attack and free Rassarak.

@UUID[Actor.A2Ad7OopHjYODX67]{'Granny' Haller} could be a true witch and practitioner of magic. Unfortunately, her magic is not of the purest, and she has an unfortunate track record in brewing love potions that united their drinkers, but only in the grave. Granny’s not that bothered, as long as she’s got the gold before they drink the stuff ! There could be more than one bounty hunter after her for a string of suspicious deaths and casual murders.

" }, "The Collection": { "name": "The Collection", "text": "

The Beastmen in the menagerie are as follows.

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@UUID[Actor.SuKys3pgnrbLwwYc]{Urzo} (Cage 1)

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@UUID[Actor.DdUPpamfa9HF0Vek]{Rassarak} (Cage 2)

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@UUID[Actor.GobEXAohbxX9cK3o]{Khornate Beastmen} (Cage 3)

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@UUID[Actor.bjsLDOCdgYsyWYro]{The Twins} (Cage 4)

\n
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@UUID[Actor.upw302o9B92ZLVfq]{The Imperial Beast} (Cage 4)

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@UUID[Actor.1NjOXvY20AhKd326]{The Farmyard Beasts} (Cage 5)

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" }, "The Pandemonium Carnival": { "name": "The Pandemonium Carnival", "text": "

This short road encounter can be dropped into the middle of an adventure. The @UUID[.DFnZC5YCpJ15xDnz]{Adventure Hooks} section shows how it could be linked into other events in your campaign. You could simply use it as one more odd encounter to worry your Players, or you could set up some of the NPCs here as potential allies or enemies for the Characters. After all, a wise GM creates long-term stories as well as quick adventures.

The Pandemonium Carnival, previously published in the WFRP anthology Apocrypha 2, details a travelling circus that will intrigue, enthral, and disturb Characters new to the Empire’s roads. It comes with a great deal of potential for spinning off adventures, and you could even use it as a substitute for, or expansion to, Doctor Malthusius’s Zoocopoeia in Bögenhafen.

Introduction

On every road a diverse range of travellers can be spotted moving throughout the Empire. Most are travelling with a purpose: some stay on the move because they are homeless, itinerant traders or, seeking a new home and a new identity, or escaping a colourful past. For a few the journey itself has become the end, rather than the means. The last group has some very surprising members.

Five heavily-armoured bullock carts and three brightly-painted caravans make an interesting sight on the Empire’s roads at any time. Anything that needs that much guarding must be very, very valuable, indeed. Or very dangerous. Perhaps the words painted in garish colours on the canvas side-awnings provide some clue as to why these particular carts can travel safely.

Doktor Wolfgang Hollseher’s Pandemonium Carnival 

and Peripatetic Menagerie of Wonders

The Greatest Collection of Monstrosities and Bizarre 

Creatures of Dark Foulness held in Captivity.

By appointment to Crowned Heads of the Old 

World and of many Lands Beyond.

An Amazement to All who view the Menagerie and Its Denizens.

Accept no Substitutes! Believe only your Own Eyes!

Not many bandits can read, even when the words are short and to the point. Longer words defeat even literate bandits entirely, and leave the few properly educated ones singularly unimpressed. But even the most clueless, ignorant bandits know to leave this line of caravans well alone.

" }, "The Carts": { "name": "The Carts", "text": "

The Pandemonium Carnival is consists of eight vehicles: @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang’s} personal coach, a servants’ caravan, a baggage cart, and five wheeled exhibit cages. 

The cages are most distinct. These are substantial vehicles, each a heavy iron cage mounted on a strong chassis. A team of four oxen pulls each cage. Years ago @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} invented a way to provide easier transport over soft ground — unusually broad-rimmed wheels with pivoting wooden ‘shoes’ around the rim. It’s an innovation that could be valuable to a cartwright as it’s a clever method of preventing any cart sinking in mud.

When on the move, thin wooden panels and canvas awnings hide the iron bars, and the captives within. Each side-cover can be removed separately so that the inhabitants can be seen as required. The cages are always kept locked. @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} has the only set of keys, and he never lets his menagerie out while they have breath in their lungs. The carnival workers are used to handling their charges without physical contact, and have no need to go into the cages. The Beastmen have learned the importance of good behaviour: those who fail to ‘behave’ are not fed.

@UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang’s} ox-drawn coach leads the train and is usually kept locked. When the carnival is set up, the coach doubles as the box office. It contains his bed and possessions, including books and other items detailed below. It’s the most recently painted of all the wagons, and by far the most colourful with bright red and green lettering. An iron strongbox that contains the Carnival’s funds, a mixed collection of coins from every corner of the Old World, is built into the floor over the rear axle. Usually there is no more than 30GCs in the strongbox — a small fortune to many who visit the Menagerie, admittedly.

The workers’ caravan is almost as colourful as @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang’s}. It has awnings that drop down from each side to double the amount of space available for sleeping, and a cast-iron stove that keeps the place warm and cosy in all weathers. When the caravan is packed up, it has no room for anyone, as everything that the menagerie might need is stored inside. Everything has its place, from blankets to cooking pots, and there is a [[/r 1d10]]{60%} chance of finding any standard item in the caravan. There is even a supply of dry firewood for days when it has been raining! @UUID[Actor.A2Ad7OopHjYODX67]{Granny} drives the workers’ caravan when the carnival is on the move. 

The baggage cart is used for items that don’t need to be unpacked at every stop. This includes the platform @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} uses for his display of (stage) magic and decorative flags for the carnival pitch. There’s even a collapsible, three-piece flagpole, so Wolfgang can always fly a banner advertising the show! A set of wicker fences that are used to pen in the menagerie’s flocks at night is unpacked at every stop. @UUID[Actor.tOjdqfkoygvWnDey]{Magnus} drives for this cart, because he finds it difficult to walk all day and keep up with the carts. Only the first cage-cart has a driver. The halters of the oxen on the rest are tied to the cart in front, as the menagerie workers walk alongside the carts and keep an eye on things.

The goats, geese, and chickens wander along behind the caravan, and forage for extra food while the whole menagerie is on the move. The animals never wander far because they are always fed good grain when the carnival stops for the night. These are all, of course, walking provisions for the carnival in its progress between towns. @UUID[Actor.kVkoiqgcitT2zkNS]{Little Anders} and @UUID[Actor.iKdTkeS0wG8C5ghJ]{Magda} are in charge of the domestic animals.

How in Sigmar's Name Could This Happen?

You might, quite rightly, be wondering how a travelling circus filled with Beastmen could be tolerated in the Empire? And why Doktor Hollseher hasn’t been burned at the stake by Witch Hunters? The answer is two-fold.

For starters, Witch Hunters are constantly trying to get the better of Hollseher; he has an uncanny knack for avoiding their patrols, and leaving town just before they catch wind of his location. This talent has allowed him to escape more than a dozen potential lynchings just in the last few years. Secondly, his association with the Loremaster Magnus affords him protection under ancient Dwarf pacts. These pacts protect those who aid in the accumulation of knowledge for the betterment of Karaz Ankor — a fact that some, though certainly nor all, Sigmarite Witch Hunters will respect. Lastly, Doktor Wolfgang has a license sealed by Emperor Karl-Franz himself allowing him such a menagerie, ‘for the purpose of the propagandistic castration of the beasts of the forest, and the expulsion of the terror they place in the hearts of all of Sigmar’s Heirs.’ Though many disbelieve the validity of the license, it is nonetheless genuine, even if it is written in purple ink.

The @UUID[.DFnZC5YCpJ15xDnz]{Adventure Hooks} section has further ideas which you may wish to employ to justify the menagerie’s existence, though the fact that it feels so out of place is indeed part of its charm, and its captivating power mesmerises audiences throughout the Empire.

March Order

The train order is always as follows: Wolfgang’s cart, the baggage cart, the cage-carts, the sleeping caravan, and the carnival’s flock of goats, chickens and geese.

The carts are arranged in a rough horseshoe arrangement when the menagerie is set up for a show. Wolfgang’s cart is at the open end of the horseshoe to act as a box office. 

When camped for the night, the carts are drawn into a loose circle with the sleeping caravan in the middle and the oxen hobbled nearby. The troupe take turns keeping watch. The Beastmen make a superb warning system for approaching trouble.

The workers never have an open bonfire at any campsite, using the stove instead. @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} has instilled a deep fear of fire into his @UUID[Actor.GobEXAohbxX9cK3o]{Khornate Beastmen} and an open fire would alarm them without good reason.

Books & Other Items of Interest

Among @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang’s} possessions are three very interesting books that he and Magnus have been working on.

The first is a treatise entitled On the Corrosive Effect of Chaos upon the Minds and Bodies of its Servants, and the Signs by which such Wretches may be Identified in the Early Stages of their Wickedness. The subject matter of this work is self-explanatory. While it is very detailed in many respects, it is also incorrect in some of its observations. It claims, for example, that Chaos always marks its victim with a visible mutation before any moral rot sets in, which is often the exact opposite of the truth.

The notes and marginalia that Magnus and Wolfgang have added are probably of much more interest to a true scholar of Chaos than the original text. It could be sold for up to 40GCs — if the right customer could be found. Many witch hunters would be willing to pay good money for this book. But most would accuse the book’s holder of an unhealthy interest in the ‘witcherie of Chaos’— just so that they could get their hands on it for nothing!

The second book is Wolfgang’s Journal and Notes Upon Beastmen and the Foul Behaviours and Unnatural Habits Thereof, an extensive portfolio of scribbled notes and sketches than a proper book. It is obvious from a cursory glance that Wolfgang has been very thorough. There are anatomical drawings, lists of dietary habits, and much else besides that would be of interest to almost any scholar or loremaster in the Old World studying not just Beastmen but the effects of Chaos generally. This book would fetch around 40GCs from the right customer.

The final volume is @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang’s} printed treatise Upon the Nature of Warpstone and Its Uses in the Arts Alchemical and Medical. The book was printed in Parravon in Bretonnia. Wolfgang’s extensive notes indicate that he is working on a second edition. This annotated edition could be worth 50GCs to a knowledgeable (and almost certainly heretical) customer. Any Witch Hunter would have good reason to view the possessor as a very dangerous servant of Chaos because the book requires the use of warpstone in all of its recipes. The book includes treatments for every common disease, and these treatments reduce the difficulty of any test required to recover from an infection: an Average test becomes Easy, Easy becomes Very Easy and so on. What would have been a Very Easy test is automatically passed. However, given the use of warpstone in these cures, each dose constitutes @Corruption[minor]{Minor exposure} to Corruption. Wolfgang’s notes highlight the dangers, but he has never found a solution to these side-effects. An apothecary with this book in his possession can substitute warpstone for any other single ingredient in a preparation, but the process constitutes @Corruption[moderate]{Moderate exposure} to corruption for the apothecary, and anyone taking a dose suffers from @Corruption[minor]{Minor exposure}. In all his work, Wolfgang has been very, very lucky to date, as he has no visible mutations!

@UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} carries numerous licenses for his menagerie, granted by nobles and temple authorities across the Old World. Over the years, he has always been careful to stay within the letter of the law and he has kept every document that allows him to show his Beastmen. As a result, he rarely has difficulty in persuading any local authority that he should be allowed to set up his carnival.

Finally — and these are damning items should their existence ever become public knowledge — @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} has four glass vials of a liquid which is a combination of warpstone and oil of vitriol (sulphuric acid). Anyone unlucky enough to be splashed with the ‘warp acid’ suffers a +8 hit and @Corruption[moderate]{Moderate exposure} to corruption. Anyone foolish enough to drink the stuff must make a Very Hard (–30) Endurance Test, or suffer +10 damage and one @Condition[Poisoned] condition, plus another +10 damage and one @Condition[Poisoned] condition for every negative SL. Wolfgang has been using this substance in his occasional alchemical experiments, hoping to manufacture gold, but without any success.

" } } }, "Chapter 1 - Wanted: Bold Adventurers": { "name": "Chapter 1 - Wanted: Bold Adventurers", "pages": { "Rumours": { "name": "Rumours", "text": "

During this adventure, the party can come across the following rumours. These rumours are not assigned to any specific NPCs, so you can choose who passes them along to the Characters and when. The most obvious initial sources of information are the talkative innkeeper @UUID[Actor.ND2uvL1HRLr0ggfw]{Gustav} and the gambler @UUID[Actor.RXY98JwsYTfmOfGa]{Phillipe}, but plenty of other NPCs can drop gossip: from a recent guest, a passing coachman, to a friend’s neighbour’s brother-in-law. Not all the rumours should be used in the inn — others can be supplied on the coach journey, in Altdorf, or anywhere else you feel makes most sense.

The rumours show Players the wider world, and events taking place quite apart from the party and its actions. A rumour can be dropped into conversation whenever you see fit. If you wish the Players to feel their Skills make an impact, perhaps pass on a rumour or two after a successful Gossip Test. It’s entirely up to you.

Like most rumours, the ones below hover somewhere between truth and falsehood. Most have grown and changed over repeated retellings, but there is at least a grain of truth to each one. All of them are completely believed by the NPCs who recount them, and these characters may be offended if anyone doubts or mocks them. This is a superstitious world, where magic works and most people regard unlikely-sounding events as quite possible.

 

" }, "Approaching The Inn": { "name": "Approaching The Inn", "text": "

It is assumed the Characters arrive at the inn early in the evening, just as the last coach is leaving. If you wish to have them arrive at a different time, make any necessary alterations to the information below. As the Characters approach the inn, a coach is just leaving through the gates. The coach belongs to the Four Seasons Company, and is travelling towards Middenheim (or another suitable destination). The coach has just had a wheel repaired, and the driver is hurrying to make up lost time. Once out of the gates, the driver whips the horses up to a gallop and heads down the road at breakneck speed.

The coach stops for no one, and the driver lashes with his whip at any Characters who get in the way. If the Characters try to stop the coach, the guard will level his blunderbuss at them and yell for them to stand aside. If this does not deter them, he will not hesitate to fire: it’s a Hard (−20) shot using the coachman’s BS 32 — Damage: +8, Blast 3, Dangerous. The driver runs down any Characters foolish enough to get in the way of the horses. Unless these characters make an Average (+20) Dodge Test to dive out of the way, they lose [[/r 1d10+6]] Wounds (modified by Toughness, but not by APs).

The inn’s courtyard is bustling with activity as the Characters arrive. The smell of fresh manure is heavy in the air. A couple of ostlers can be seen outside the stables busily rubbing down a team of four horses. From the inn itself comes the delicious smell of cooking and the sound of merry laughter.

Fools and Horses

At the start of the adventure, it is important the Characters are trying to secure a coach to Altdorf. This means they should not have horses, and they should not be able to acquire horses before they reach Bögenhafen.

As long as none of the Characters start as horsemen or squires, who start with horses, this is not much of a problem — beginning Characters cannot afford to buy horses and you can easily make it very hard for them to acquire them by any other means, such as stealing. If the Players seem to be contemplating any illegal activities, you might like to remind them of the risks involved.

If the Characters include a horseman or squire with a horse, it is up to you to resolve this. The easiest way to do this is to ask the Players concerned a question: ‘Why do your Characters not have their horses?’ and work out a story with them. 

The Coach

There is a coach in the yard by the coach house. It bears the livery of @UUID[JournalEntry.XGUpnYfS67guNIWJ.JournalEntryPage.R2BCxi4CJH4hUrru#ratchett-lines]{Ratchett Lines} of Altdorf, an old, established coaching house that is struggling to survive in the face of competition from the Four Seasons Company. The coach arrived this evening, and is headed for Altdorf in the morning. The passengers and coachmen are currently relaxing in the inn’s bar.

At first glance, the coach seems to be in fine condition, but Characters who look closely and make a Challenging (+0) Perception Test, or an Easy (+40) Trade (Carpentry) Test or similar, will notice that it is old and rickety. Underneath its bright paint and polish, the coach’s frame is rotted and riddled with woodworm.

The Barroom

The inn’s @UUID[.1ZyrscGw4PUH3asE]{barroom} is a bright and cheerful place. On opening the door, the Characters can smell fine foods cooking and hear the laughter of the two coachmen who are drinking and joking together. From across the room the adventurers notice the icy stare of a finely dressed young woman (Lady @UUID[Actor.goVesadmHWsl5E98]{Isolde von Strudeldorf}). She sits at a table with two other women: one is tall and heavily built (@UUID[Actor.LBc3rDFHm6j2rI6C]{Marie}, her bodyguard) while the other is small and mousey-looking (@UUID[Actor.s3C4siPuECgh14Vl]{Janna Elleiner}, her servant). A young man (@UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann}) is sitting at another table. He appears absorbed in his book. Leaning on the bar is a foppish gentleman (@UUID[Actor.RXY98JwsYTfmOfGa]{Phillipe Descartes}) who stares closely at the Characters before returning his gaze back to the bar. A thin-looking barman (@UUID[Actor.EFX8iIi0LTkzcASP]{Herpin}) and the plump innkeeper (@UUID[Actor.ND2uvL1HRLr0ggfw]{Gustav}) are behind the bar. Above the bar, standing on a guano-stained wooden beam, is the landlord’s pet crow, @UUID[Actor.fuSC9ZpTC5GfxZJT]{Blackie}.

Before the Characters can do much more than take in the scene, Gustav, the fat and effusive landlord, comes waddling towards them. He smiles warmly and greets the adventurers with a hail of chatter: ‘Greetings! Welcome to the Coach and Horses. Do have a seat. Take this one by the fire where you’ll be nice and warm. Would you like drinks and food? Yes? Of course, drinks first. How foolish of me.’ As Gustav prattles, Blackie struts around on his beam above the bar, repeating Gustav’s tones almost perfectly, but mixing his words up: ‘Welcome to the seat? Take a nice by the foolish? Would you drinks by the Horses?’

As they settle themselves at the table, the Characters can’t help but notice Phillipe Descartes watching them intensely. When he’s spotted, Phillipe quickly looks down into his wine. The other guests take no notice of the Characters: Lady Isolde picks fastidiously at her food while her servant stares vacantly off into space; Marie, Isolde’s bodyguard, drinks her wine moodily; Ernst Heidlemann’s head is buried in a book, which he studies avidly all evening; the coachmen, Gunnar and Hultz, are busy getting drunk, taking the opportunity to enjoy themselves before they have to return to the road in the morning.

Accommodation

Three of the bedrooms are taken by coach passengers. Lady @UUID[Actor.goVesadmHWsl5E98]{Isolde von Strudeldorf} Isolde and her maid @UUID[Actor.s3C4siPuECgh14Vl]{Janna} share a room, while her bodyguard @UUID[Actor.LBc3rDFHm6j2rI6C]{Marie} has an adjacent room. @UUID[Actor.RXY98JwsYTfmOfGa]{Phillipe} the gambler and Ernst the student each have a room to themselves. This leaves two bedrooms available for the Characters, or they can stay in the dormitory with the two coachmen.

Doors

All doors can be locked, and often are; one cannot be too careful considering the kinds of folk who travel the roads these days! Generally, the only doors left unlocked are those that guests are likely to use regularly.

The NPCs

This section of the adventure revolves around the Characters talking and interacting with the NPCs in the inn. To play this, you need to bring the NPCs to life: this is very easy for most of them, as they do not speak unless spoken to first. However, Gustav the innkeeper and Phillipe the gambler are different in that they take the initiative. The other NPCs can be brought in when needed or as desired. For example, if one of the adventurers asks the coachmen to take them to Altdorf, you will have to play the part of the coachmen. Otherwise you need only draw the adventurers’ attention to their drinking, laughter, and occasional song.

Details of all the NPCs are provided at the end of the chapter. Feel free to change or embellish these details as required to make the game as entertaining as possible for the Players. 

The Landlord

@UUID[Actor.ND2uvL1HRLr0ggfw]{Gustav} the landlord is the initial key to the inn. He welcomes the characters as soon as they arrive, talking non-stop and pausing only long enough for the adventurers to answer his questions. He enquires after the Characters’ health, their destination, whether they would like rooms, and so on. He fills in even the briefest moment of silence with chatter about business, the weather, road conditions, and anything else he can think of. He enthuses about the other guests, especially Lady Isolde, since he is very excited to have a noblewoman as a guest.

Gustav should be played as a mild annoyance, but too good-natured for anyone to become seriously angry with him. Any orders for food, drinks, or rooms are accompanied by mindless chatter about any of his favourite topics. Gustav is very hard to offend, but he will grow angry if threatened with violence. He orders the Characters out of the inn if they are ‘unable to keep a civil tongue in their heads’.

@UUID[Actor.ND2uvL1HRLr0ggfw]{Gustav Fondleburger}

@UUID[Actor.fuSC9ZpTC5GfxZJT]{Blackie}

The Gambler

@UUID[Actor.RXY98JwsYTfmOfGa]{Phillipe} the gambler, a travelling Bretonnian, serves a different function: he provides the Characters with a card game and, if they catch him cheating, a fight. He is entertaining to portray as he has a broad Bretonnian (that is, French) accent and a fondness for flamboyant gestures.

@UUID[Actor.RXY98JwsYTfmOfGa]{Phillipe Descartes}

The Barman

Unless the inn is very crowded, @UUID[Actor.EFX8iIi0LTkzcASP]{Herpin} the barman stays behind the bar or in the cellar, pouring drinks as ordered by Gustav but never waiting on tables. If any customers need anything they will be served by Gustav, and subjected to his endless chatter unless they are clever about it.

@UUID[Actor.EFX8iIi0LTkzcASP]{Herpin Stiggerwurt}

The Coachmen

By the time the party enters the inn, the two coachmen, @UUID[Actor.ND9BHKtUxtQqty7w]{Gunnar} and @UUID[Actor.uzWAvJDoBl0osDnW]{Hultz}, are already drunk. As the evening progresses, they laugh, they drink, they sing, they drink, and they joke. Eventually, after a little more drinking, they stumble off to bed. 

Although their coach is nearly full, they are willing to take the party to the next coaching inn that services @UUID[JournalEntry.XGUpnYfS67guNIWJ.JournalEntryPage.R2BCxi4CJH4hUrru#ratchett-lines]{Ratchett Lines} (@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.X9ISuDA0vlbCKL0W]{The Inn of the Seven Spokes}, a journey of some 50 miles) where they may be able to find another coach to Altdorf. They charge @Pay[4ss]{4/–} per Character to ride on the outside, but if they lose an Opposed Haggle Test, they lower their price to @Pay[3ss]{3/3/–}; if they lose the Test by 6 SL, they can be haggled down as low as @Pay[2ss]{2/–} per Character. They charge twice as much to ride inside the coach. Gunnar and Hultz demand payment in advance, and will spend any money given to them on yet more alcohol.

@UUID[Actor.ND9BHKtUxtQqty7w]{Gunnar} and @UUID[Actor.uzWAvJDoBl0osDnW]{Hultz}

The Noblewoman

@UUID[Actor.goVesadmHWsl5E98]{Lady Isolde}} will not talk to the Characters, believing it beneath her dignity to consort with riff-raff. If they insist on speaking to her, she will look extremely put out and instruct her maid, @UUID[Actor.s3C4siPuECgh14Vl]{Janna}, to tell the Characters to leave her alone. Janna will do this rather meekly as @UUID[Actor.LBc3rDFHm6j2rI6C]{Marie}, Isolde’s bodyguard, looks on, her eyes threatening. If the Characters persist, Isolde and her entourage retire to their rooms.

@UUID[Actor.goVesadmHWsl5E98]{Isolde von Strudeldorf}

@UUID[Actor.s3C4siPuECgh14Vl]{Janna Elleiner}

@UUID[Actor.LBc3rDFHm6j2rI6C]{Marie Schutz}

The Apprentice

@UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann} is quite happy reading by himself in the corner of the taproom. He is a little startled if any Characters approach him. He answers questions in an absent-minded fashion, and attempts to avoid conversations if at all possible. He asks anyone who bothers him to leave him alone, claiming that he has lots of studying to do for his university entrance examination. Ernst appears uninteresting, with nothing important to say. He hides a dark secret.

@UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann}

Handling the Unexpected

The inn provides an opportunity for the adventurers to spend a peaceful evening encountering NPCs from the wider world: a world of which their lives to date have offered them only a glimpse. Players who are new to the game can try out the rules for all kinds of social interactions, and if you are a novice GM, you can practise presenting a few colourful NPCs and playing out the kinds of situations that the Characters are likely to encounter many times in the future, in inns all over the Empire.

However, there is always the chance that some of the Players might decide to do something that is not specifically covered in these pages. They may try to rob one of the NPCs at night, for example, or perhaps hire themselves out as bodyguards to Lady Isolde. Enough information has been provided for you to cover such events with a minimum of effort: simply use the game’s rules to play through these events and use some imagination to decide how the different NPCs react to the Characters.

Handout 1: Wanted! Bold Adventurers!

At the Coach and Horses — or at some other inn along the way — the Characters come across a poster that seems to offer them the chance of adventure (see @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.6h30hMoewtibNM1R]{Handout 1}). It reads as follows.

 

Wanted! Bold Adventurers!

 

His Excellency, the Crown Prince, Hergard von Tasseninck, of the Grand Principality of Ostland, hereby gives notice that he is currently resident in Altdorf and wishes to engage the services of a party of skilled adventurers. Employment is to begin as soon as possible, for an indefinite period.

Would-be applicants are forewarned that they shall be required to undertake a most perilous mission into unexplored regions of the Grey Mountains. The matter is of the utmost delicacy and absolute discretion is required.

Remuneration is negotiable, depending on Experience, but a minimum of 8 Crowns per person per day is guaranteed, in addition to a generous bonus on completion of the mission. No laggards, cowards, or dwarfs need apply.

 

Signed

Personal scribe to Crown Prince Hergard

A Game of Chance?

Phillipe Descartes sizes up the Characters when they arrive and stares at them whenever he thinks they are not looking. If spoken to, he is friendly, if a little guarded. If the adventurers ignore him, he wanders over to their table after about half an hour and engages them in conversation, attempting to ingratiate himself. Stroking the tip of his nose (a habit of his), he offers to buy drinks for the group.After politely enquiring about their business, Phillipe suggests a game of Scarlet Empress, a popular card game in the Empire, to pass the time. 

Each Character involved rolls a Challenging (+0) Gambling Test, with the hand going to the Character with the highest SL. Phillipe will play for any stakes, but considers it a waste of time to play for less than 2/–. He deliberately loses the first two hands (ignore his rolls). He then begins to play in earnest, using his Talent to increase his successful Gambling Tests by +2 SL. Phillipe will also use his Talent to reroll failed tests if the stakes are high. He can do this only three times before his luck runs out (as he has the Talent three times). Phillipe will try to up the stakes whenever he thinks it appropriate, aiming to gamble at around @Pay[8ss]{8/–} a hand. If Phillipe loses three hands in a row by fair means, he resorts to cheating by palming cards, slipping aces into his hand, or secreting them up his sleeve. 

He does this with a Challenging (+0) Sleight of Hand Test. If successful, he can do one of the two following options: 1) Reverse a failed Gamble Test; or 2) use the Sleight of Hand SL instead of the Gambling SL to determine the winner for the Round. However, Phillipe may be caught: you should secretly roll a Challenging (+0) Perception Test, Opposing it with Phillipe’s Sleight of Hand Test (normally this is marked as an Opposed Perception/Sleight of Hand Test). Any Characters rolling a higher SL than Phillipe spot him cheating. Unless caught, Phillipe retires and goes to bed after winning as much of the party’s money as they are willing to gamble.

If accused of cheating, Phillipe denies it hotly, appearing to be very upset that anyone could accuse him. He attempts to bluff his way out of any situation, but if things are going badly for him, he pulls out his pistol and fires it, relying on the terrific crack of gunfire and the billowing gout of smoke to intimidate the Players (check the Blackpowder Weapon Trait). Under the cover of the smoke, Phillipe heads for the stairs and runs up to the top.

The Spray of Lead

Characters chasing Phillipe up the stairs will be confronted by an excited and confused Gustav, brandishing his blunderbuss and yelling for them to stop. Gustav has no idea what happened downstairs, but he aims to put a stop to it. He will fire at anyone who keeps moving, falling over as the recoil of the blunderbuss knocks him off balance. He will, of course, be profusely apologetic once he realises the true state of affairs.

From the top of the stairs, Phillipe jumps out of the window to the stables below. He performs an Average (+20) Athletics Test and, if successful, counts the fall as 1 yard less, plus a further yard per +SL. So, if he scores +3 SL, he lands, rolls, and is off without injury. Otherwise, he suffers falling Damage of [[/r 1d10]] Wounds + 3 per yard he @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{falls}. 

If he suffers more Wounds than his Toughness Bonus, he also suffers a Prone Condition as he lands hard and crumples. Any Character wishing to follow him through the window can do the same (or maybe hang out first, halving the dropped distance to just 2 yards, but giving time for Phillipe to make a getaway). If closely pressed, Phillipe reluctantly turns to fight. He prefers to @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#pulling-your-blows]{Pull his blows}, so they do not inflict Critical Wounds, and will use his Talent. However, if attacked by more than two Characters at once, he will stop Pulling his Blows. Should his Wounds score be reduced to 3 or fewer, Phillipe surrenders and returns any money he won in the game.

Unless he is caught, Phillipe will flee towards Altdorf on one of the landlord’s horses. Anyone attempting to follow him on horseback must have Ride Skill and be willing to steal a horse, or Phillipe will soon leave them far behind.

Welcome to the Lockup

What the Characters do with Phillipe — if they catch him — is really up to them. Gustav has no wish to keep him at the inn, and will release him as soon as the adventurers leave unless he has a strong reason not to.

The party might insist on bringing Phillipe to justice, but this will involve protracted (at least [[/r 3d10]] days) and expensive (@Pay[50ss]{50}–@Pay[100ss]{100} silver shillings per week) legal wranglings in Altdorf (unless one of the Characters is a lawyer, of course, which will allow legal proceedings to be much cheaper). Further, a Very Easy (+60) Lore (Law) Test, or Challenging (+0) Intelligence Test, notes the case is likely one that will be lost unless money is spent on bribes. Of course, Phillipe will vociferously claim self-defence. Unfortunately all the two coachmen and the other passengers saw were the Characters threatening the gambler with violence. 

If he is let go, Phillipe will harbour no grudge — getting caught is an occupational hazard and one he is used to, for all he does his best to avoid it. If prosecuted, Phillipe will be very angry. He will seek revenge at the earliest opportunity, relentlessly pursuing the Characters no matter where they go. 

What form Phillipe’s revenge takes, and when it occurs, is entirely up to you. He might hire a gang of footpads to attack the Characters, or hunt them one by one when they are alone.

Options: Looking for a Cheat

Experienced players will expect @UUID[Actor.RXY98JwsYTfmOfGa]{Phillipe Descartes} to cheat them, and their Characters will no doubt be keeping a very close eye on his cards. Have Phillipe play the game straight, and as the Characters eye him suspiciously, spring a surprise or two in the background.

Bandit Trouble

@UUID[Actor.ND2uvL1HRLr0ggfw]{Gustav} is secretly a lookout for a local gang of bandits, using his chatty demeanour to size up everyone who comes into the inn. 

After the Characters leave, and just when the Players are expecting to run into the Mutants (see @UUID[JournalEntry.2JX9k58tn9lJfkqS]{Chapter 2}), the adventurers’ coach is stopped by the bandits, who know exactly where @UUID[Actor.goVesadmHWsl5E98]{Lady Isolde} keeps her jewels and what everyone else on board has in the way of valuables. 

As an alternative, perhaps Gustav is not a willing participant in this operation? Maybe the bandits are holding his wife and children — who are all absent from the inn when the Characters visit — and if confronted he might break down and offer the adventurers a reward to rescue them and deal with the bandits?

Alternatively, the coachmen @UUID[Actor.ND9BHKtUxtQqty7w]{Gunnar} and @UUID[Actor.uzWAvJDoBl0osDnW]{Hultz} might be the bandits in disguise, and are only pretending to be drunk! The scurrilous pair observe the passengers in the same way as Gustav would. Eventually, they aim to drive the Characters straight into a bandit attack, where they will signal which Characters pose the greatest threat, and which are richest.

The Runaway

@UUID[Actor.goVesadmHWsl5E98]{Lady Isolde} is travelling to Altdorf to escape an unwelcome marriage arranged by her family for political reasons. Her absence from home has already been noticed, and late in the evening her brother Lukas will burst into the inn at the head of a band of thugs, with the intention of taking her home by force. If the adventurers help to save her, she will be grateful, and will offer a reward of @Credit[2gc mode=split]{2 GCs} to the party. Further, she may prove to be a useful patron at a later date…

The Rival Magus

This option is somewhat more extreme, and should only be used if you feel sure it will not derail the ongoing plot.

Unknown to @UUID[Actor.ND2uvL1HRLr0ggfw]{Gustav}, @UUID[Actor.fuSC9ZpTC5GfxZJT]{Blackie} the Crow is much more than he seems. After the adventurers have learned to ignore Blackie’s antics, he perches on a picture-frame above @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann}’s head, peering down into the book he is reading. Blackie then reads aloud. Ernst’s eyes bulge in alarm as black smoke boils up from the pages of his book and takes the shape of a twisted @UUID[Actor.utm6xYRTBpHI8Zzr]{Lesser Daemon}. It takes 1 Round to form its confused, feathered body and then it attacks the nearest Character with its thin claws.

@UUID[Actor.utm6xYRTBpHI8Zzr]{Fhluger'dagh}

Ernst drops his book with a shriek as soon as it starts smoking. He then flees the inn, leaving all of his luggage behind. This means he does not travel to Altdorf with the Characters, but can be encountered later in the campaign when he resurfaces in Death on the Reik.

As for Blackie, he flies out through an open window with a cackle of maniacal (and very human-sounding) laughter. Whether ‘Blackie’ — who was sent to disrupt the agents of the Red Crown (see @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst}) and replaced the landlord’s pet crow — is ever seen again is up to you.

" }, "Wanted: Bold Adventurers": { "name": "Wanted: Bold Adventurers", "text": "

Our Heroes are a ragtag band whose thirst for adventure leads them to follow the road to Altdorf trodden by many from the Empire’s countryside and smaller towns. Altdorf, the vast and bustling capital of the Empire, where the streets are paved with gold and anything is possible.

Their journey is rudely interrupted by an encounter with a wrecked coach and a band of Mutants, whom they find feasting on the remains of the passengers and crew. Among the corpses they find a lead that promises great wealth, if not exactly adventure. What they do not yet know is that the corpse in question is that of Kastor Lieberung, a high-ranking Chaos cultist who was the magister impedimentae (master of trappings) of the Order of the Purple Hand.

Starting The Adventure

The adventure starts with the Characters heading for Altdorf by road. The reasons for this are left for you to resolve with your group. It is assumed by the adventure that the Characters are heading from Delbren to the Middenheim-Altdorf road, to then head southwards to the capital, but the starting point could be anywhere. Any place about two days from Altdorf by road is perfect, ideally in late Jahrdrung.

Two days by coach, that is. Walking could take as much as a week. For this reason, the adventurers’ first concern is to secure places on a coach headed for the capital. Some of the Characters may know each other already; the others will meet for the first time as they converge on a nearby coaching inn, the Coach and Horses.

" }, "Resolution": { "name": "Resolution", "text": "

Rewards

As well as your usual awards for good roleplaying and bright ideas awarded at the end of your gaming session (30–50 XP is typical) XP should be awarded for the following:

Feel free to award XP for anything else that is deserving, using the general level of the awards given above as a guideline.

" }, "The Journey": { "name": "The Journey", "text": "

The next morning, the Characters prepare to set out for Altdorf at last. The journey is to be more memorable than any  of them expects.

\n

Rise and Shine!

\n

The morning is misty and overcast. The passengers — @UUID[Actor.goVesadmHWsl5E98]{Lady Isolde}, @UUID[Actor.s3C4siPuECgh14Vl]{Janna}, @UUID[Actor.LBc3rDFHm6j2rI6C]{Marie}, @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann} and possibly @UUID[Actor.RXY98JwsYTfmOfGa]{Phillipe} — assemble in the barroom at 8 o’clock for breakfast, which is served by @UUID[Actor.ND2uvL1HRLr0ggfw]{Gustav}. The coachmen are nowhere to be seen — they are still in bed sleeping off their previous night’s drinking. By 9 o’ clock it becomes apparent that they are not going to show up: a quick look at the coach shows that it has not even been prepared for the journey. Waking the coachmen is an easy matter, but getting them to hold an intelligible conversation is not. Both are nursing titanic hangovers, and speak only in mumbles. While they prepare the coach and horses they are seen to stumble and frequently clutch their heads, moaning as they do so.

\n

It is almost 10 o’clock before the coach is finally ready and the passengers can embark. This poses a new set of problems: only six people can travel comfortably inside. Lady Isolde flatly refuses to be ‘crammed in with commoners’, claiming ‘it is bad enough having to travel with riff-raff without their dirty knees and elbows being constantly thrust into one’s face’. The coachmen are of no use in this argument; they climb unsteadily into their positions and sit there clutching their heads, in no apparent hurry to depart.

\n

Characters willing to brave the elements can travel on the roof: none of the NPCs will agree to do so. Trying to cram extra passengers inside will meet with strong resistance from Lady Isolde, who will threaten retribution from her very important relatives in Altdorf. Trying to get a refund from the coachmen is impossible: the adventurers’ fares have long since been spent, made apparent by the coachmen’s current discomfort.

\n

The situation can be resolved in several ways. A Character could win the lady over with a suitable song or recital (with a successful Entertain or Play Test), or a Skill such as Charm could be used. Note: when dealing with Lady Isolde, all Charm Tests from Silver or Brass tier Characters suffer a penalty of -10 (see @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.R7RQ4hfivLrG0XaF]{Status}). If they fail to win over Lady Isolde, any Characters who cannot fit into the coach will have to travel on the roof.

\n

If the party considers waiting for the next coach, Gustav will inform them that there is ‘not one due for another two days, and it’s likely to be as crowded as this one. Why, the one before this was really crowded! They were packed on to the roof, and a few were hanging on the sides as well…’

\n

In the unlikely event the Characters succeed in winning over Lady Isolde and cram themselves into the coach, she very shortly regrets this and soon orders the Characters out. If they get out, all will be well: if not, Lady Isolde will be very bad-tempered during the journey, only speaking to offer her fellow travellers a choice insult.

\n

A Short Delay

\n

By the time all of the passengers are ready, the coachmen are no longer prepared to depart. @UUID[Actor.ND9BHKtUxtQqty7w]{One} goes to the inn’s outhouse and cannot be persuaded to unbolt the door for at least 20 minutes. The sounds and smells from within are unpleasant. 

\n

The @UUID[Actor.uzWAvJDoBl0osDnW]{other coachman} is heard snoring softly from his seat atop the coach. If the Characters decide to steal the coach, they have to deal with the outraged passengers, and in due course they are wanted by the road wardens. They will be in serious trouble if they are ever caught!

\n

The Journey Begins

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Finally, the coachmen are ready to begin the journey, and whip their horses into a slow walk — about 2 miles an hour! If instructed to make more speed, the coachmen will whip the horses up, but will soon let them slow down to a plod. At this speed the coach’s movement is a slow, gentle rocking that is easy on the coachmen’s aching heads, but it is obvious that the coach will not make it to the next inn before dark!

\n

If one of the Characters offers to take over the reins, the coachmen will not object. They are more than happy to curl up and sleep off their hangovers while someone else does the work. Any Character with the Drive Skill can make the coach travel quite quickly; anyone else must pass an Average (+20) Drive Test or the journey is somewhat slow going. If a Character fails by -2SL or more, the coach will strike a rock or other obstacle, sending a wheel flying off ! The coach careens dangerously into a ditch; all passengers take 1 damage, jolting any sleeping coachmen immediately awake.

\n

It takes a total of at least 100 points of Strength and a successful Challenging (+0) Strength Test to right the coach (for example, 4 Characters with a Strength of 25 each). Each @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.lQThXbnpgQ30VBXR#assistance]{assisting} Character adds +10 to the Test to right the vehicle. Fortunately, the wheel that rolled free is undamaged. It takes a successful Average (+20) Drive Test, or a Very Easy (+60) Trade (Carpenter) Test, and 10 minutes to replace the wheel.

\n

Raindrops Keep Falling

\n

About 20 minutes after the coach gets under way again, it begins to rain. The first drops soon develop into a downpour that rapidly soaks Characters riding outside. 

\n

Lady Isolde is vehemently against wet commoners entering her coach. Marie, her bodyguard, enforces this. Trying to get into the coach while it is still moving requires a successful Difficult (−10) Athletics Test to swing down to the side followed by a Very Easy (+60) Strength Test to pull the door open. Failure to swing down successfully results in the Character falling to the road and taking a 2-yard fall, plus a further [[/r 1d10]] Damage for the speed the coach is moving, for a total of [[/r 2d10+6]] Damage (see @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{falling}). The driver stops for any Character who falls off the coach.

\n

Repeated attempts to enter the coach are possible, but anyone succeeding is kicked by Marie. She uses her Melee (Brawling) Skill, which is opposed by a Difficult (−10) Dodge or Melee (Brawling) Test. If she hits, resolve Damage as normal; further, the struck PC must also pass a Challenging (+0) Strength Test to avoid falling to the road. Characters who avoid the kick successfully force their way into the coach and a scuffle ensues. All the NPCs inside do their utmost to push wet PCs out. Fighting in the coach with anything but fists or daggers incurs a penalty of −20 to hit. 

\n

The coachmen take no part in this fight unless the Characters start to damage the coach (for instance, by trying to cut through the roof ) in which case they tell them to stop. If this doesn't work, a coachman threatens with his blunderbuss and fires on any Character who does not stop; however, this shot only works on an even roll to hit because of the rain (such as 24 or 32). If an odd number is rolled, such as 23 or 35, the blunderbuss needs to be reloaded in a dry spot before it can be fired again. Note: firing the blunderbuss is a last resort, because the noise causes hungover Gunnar and Hultz almost as much pain as the shot inflicts on the adventurers!

\n

The Road Junction

\n

The rain stops after a couple of hours. Eventually the coach reaches the junction with the main Middenheim–Altdorf road. A milepost by the roadside claims: ‘Altdorf, 120 miles’.

\n

There is a coaching inn at the junction. Called the Five Brothers Lodge, it is owned by the @UUID[JournalEntry.XGUpnYfS67guNIWJ.JournalEntryPage.R2BCxi4CJH4hUrru#four-seasons-coaches]{Four Seasons} Company. The party’s coach does not stop here, but should the Characters insist on leaving, there is a two hour wait before the next coach arrives; this is full and does not stop. The next coach after this arrives in another four hours. It has room for the Characters to travel on the roof at a cost of @Pay[10ss]{10/–} each. However the Character continue, they will soon encounter something unpleasent on the road.

\n
\n

Options: Fellow Travellers

\n
\n

Those who have played The Enemy Within before know more about their fellow travellers than their Characters should. In order to keep things fresh, you can replace these NPCs with others, or mix them up.

\n

If you wish to create your own NPCs, you should make sure each has a reason for making the journey to Altdorf, as well as the resources to do so. In addition, the NPCs should be created for their potential to generate conflict, both between themselves and with the Characters. They may object to sharing a coach with a ragtag group of adventurers, especially when the weather turns bad, and they may have other habits and attitudes that, while infuriating for the adventurers, will be entertaining for the Players as tempers flare along the way. Ensure none of the NPCs are particularly useful in a fight, though they may have other valuable skills that will make the journey easier. But when the crucial encounter with the Mutants takes place, it should be absolutely clear to the Players that their Characters are the only ones capable of defending their coach and its passengers.

\n

Alternatively, you could simply swap the purpose of one NPC with another. For example, @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann} the physician’s student may not be secretly studying daemonic magic as part of the Red Crown Chaos Cult. It could be @UUID[Actor.goVesadmHWsl5E98]{Lady Isolde} instead. Or her @UUID[Actor.s3C4siPuECgh14Vl]{maid}.

\n
" }, "The Coach and Horses Inn": { "name": "The Coach and Horses Inn", "text": "

@UUID[Scene.bhj3sBk67Z3wD2eY]{The Coach and Horses} is similar to thousands of other coaching inns found throughout the Empire. Its exact location does not really matter, so long as it is about two days’ journey from Altdorf. Although the Characters are likely to have visited a coaching inn before, this may be the Players’ first experience of one. For this reason, it is worth taking some time to describe the inn when the party first arrives.

Coaching inns are found throughout the Old World. They serve as stopping places for weary travellers and allow coachmen to change horses on long journeys and to repair any damage to their vehicles. Coaching inns are also used by road wardens as temporary bases and as holding cells for any criminals captured on the dangerous byways of the Empire. In times of unrest, coaching inns act as strongholds for the local populace, who flock behind their stout walls to avoid rampaging mercenaries, Beastmen, or Goblins. But in more peaceful times, coaching inns are a welcome place to rest.

Coaching inns are usually independently owned, but chains of inns owned by coaching companies, often called ‘coaching houses’, can be found on the well-travelled routes. The owners of the inns make their living not only from their paying guests, but also from rents paid by the various coaching houses that use their facilities, and from a small fee paid by the State Army to supply the road wardens. The map shows a medium-sized inn. Some are far larger, resembling castles more than inns, while others consist of nothing more than a bar, a few bedrooms, and a stable.

The Inn's Staff

The Coach and Horses is an isolated coaching inn, staffed by @UUID[Actor.ND2uvL1HRLr0ggfw]{Gustav} the landlord and his barman, @UUID[Actor.EFX8iIi0LTkzcASP]{Herpin}, as well as an array of ostlers, cooks, servants, a porter (Fredrick), and a smith (Artur). The Characters are only likely to interact with Gustav, Herpin, and maybe Gustav’s Crow, @UUID[Actor.fuSC9ZpTC5GfxZJT]{Blackie}. If you need profiles for any of the other inn staff, assume any Characteristics are 30, and any Skills relevant to their career are Tested at 40.

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.0jHVJMlaaDBs67jJ]{1. Outer Wall}

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.NmkXYGwhL68HWyvA]{2. Porter}

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.pnSJbXiDIMcBFfSr]{3. Courtyard}

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.1ZyrscGw4PUH3asE]{4. Barroom}

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.VCJNYFYqYSvYY3X1]{5. Stables and Coach House}

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.Ezx06cZo9HW6OBlK]{6. Smithy}

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.hPCtfx7ebfrvIwvC]{7. Stores}

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.NCbM4ufTEWFM7GlO]{8. Brewhouse}

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.3KUyAbRUrvIqsNPA]{9. Common Room}

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.4rjyYEqJx2nbcfec]{10. Bedrooms}

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.DHR7STnC0dqgK0vW]{11. Servants' Quarters}

@UUID[.kCNfolLSWoZX6cPi]{12. Road Wardens}

" }, "1. Outer Wall": { "name": "1. Outer Wall", "text": "

Most inns outside the major cities have a defensive wall of some description. Depending on the location, it is either made from stone or wood and is usually 8–12 ft high. Entrance is via a pair of gates leading to the road. The gates are normally open unless the landlord has reason to expect trouble from outside. In wilderness areas where rampaging monsters are more common, the gates are always closed and barred, and coachmen wishing to enter for the night must blow a horn to alert the inn’s staff as they arrive. The Delbren road, which passes through the forested foothills of the Five Sisters, is not quite so wild, so the gate of the Coach and Horses is kept open during daylight hours.

" }, "10. Bedrooms": { "name": "10. Bedrooms", "text": "

These rooms offer privacy and comfort, being better furnished than the dormitories. Each room sleeps two comfortably, but four can be accommodated by sharing beds. The average cost of a bedroom is @Pay[10ss]{10/–} per night. All of the bedrooms are locked; their keys are held by their occupants or Gustav, the landlord. The locks are standard: Challenging (+0) requiring  2 SL to pick.

" }, "2. Porter": { "name": "2. Porter", "text": "

A porter is generally on call at all times of the day and night to see to any arriving or departing coaches. The porter meets a coach as it arrives and directs the driver to an available stable.

" }, "11. Servants' Quarters": { "name": "11. Servants' Quarters", "text": "

The inn’s servants sleep here. Often visiting coachmen are put up here for the night, although some inns make bedrooms or the dormitory available to them — as long as the inn is  not crowded.

" }, "3. Courtyard": { "name": "3. Courtyard", "text": "

The courtyard is paved, and serves as an area for general horse grooming and coach repairs.

" }, "4. Barroom": { "name": "4. Barroom", "text": "

This is the area that travellers use most. In the barroom, they can relax and sample the inn’s food and beverages. The barroom is also where the landlord, Gustav, is most likely to be found. There he oversees the staff or waits on tables personally. Meals range in cost from @Pay[3bp]{3d} for bowls of soup or bread and cheese, @Pay[6bp]{6d} for a small pot of beef stew or a sizeable pie, and @Pay[12bp]{12d} or @Pay[1ss]{1/–} for a full plate of the daily roast, sausages, and vegetables. The locally brewed beer is a reasonable @Pay[2bp]{2d}, but the imported wines are expensive and sold by the bottle, ranging from @Pay[2ss]{2}–@Pay[6ss]{6} shillings.

" }, "5. Stables and Coach House": { "name": "5. Stables and Coach House", "text": "

Here, the inn’s ostlers stable and look after the horses. In bad weather and during the winter months, coaches are placed undercover in the coach house; otherwise, they are usually left out in the courtyard.

" }, "6. Smithy": { "name": "6. Smithy", "text": "

A blacksmith/cartwright/farrier works here, conducting minor repairs as needed. In smaller establishments, the smith doubles as a groom, a barman, or whatever else is needed.

" }, "7. Stores": { "name": "7. Stores", "text": "

Goods transported by the coaching companies can be left here for the night. It is common practice for passengers’  luggage to be stored here as well. Most innkeepers refuse to take responsibility for any thefts that may occur during the night, but the stores are safer than leaving luggage with the coach. Travellers are advised to keep any valuables with them at all times.

" }, "8. Brewhouse": { "name": "8. Brewhouse", "text": "

It is common practice for coaching inns to brew their own beer on the premises, a custom enjoyed by many guests as each new inn brings a new beer to try.

" }, "9. Common Room": { "name": "9. Common Room", "text": "

This is a large dormitory capable of sleeping up to 20 guests in beds and more on the floor. Dormitories are usually serviceable and clean, but they are often noisy places, especially when full of snoring, drunken travellers. Dormitories are frequently used by poorer guests as their average cost per night is only @Pay[15bp]{15d}, or @Pay[10bp]{10d} without a bed.

" }, "12. Road Wardens": { "name": "12. Road Wardens", "text": "

Many inns have a couple of rooms set aside for road wardens, often marked with local State Army heraldry. The road wardens have beds for the night and a place to deal with their administrative duties, while the inn gains the benefit of the wardens’ presence. Often these rooms are also used by State Army officials, though most officers prefer to purchase larger, private rooms.

" } } }, "Mutants In The Empire": { "name": "Mutants In The Empire", "pages": { "Mutant Society": { "name": "Mutant Society", "text": "

While there is no overall ‘mutant society’ within the Old World, nearly all mutants live in one of three ways - secretly among the general populace, in service to one of the Cults of the ruinous powers, or in the wild and forgotten palaces of the Empire. Each way of life comes with its own challenges

\n

Secret Mutants

\n

The fortunate few have mutations that are not obvious at a glance, or can be hidden. They pass as normal — living much the same lives as they led before their affliction. However, their experience of life is radically different. Fear of discovery stalks their every waking moment, and some become so paranoid, or so over-careful in their appearance and behaviour, that they raise suspicion.

\n

Many secret Mutants, feeling unable to withstand the scrutiny that accompanies a normal life, hide in plain sight among the Empire’s invisible people. It’s easy to get lost among beggars and other barely visible members of the urban underclasses. A vaguely human bundle of rags huddled under a bridge does not invite further scrutiny, and beggars tend not to be suspicious about their fellows.

\n

The hardest decision any secret Mutant will ever have to make is whether to let friends and relatives know about their condition. A supportive family can help and hide a Mutant, even one with obvious mutations, by spreading stories about a trip to some distant place and deflecting enquiries. On the other hand, some family members may decide to turn a corrupted relative in to the authorities, for a reward, out of fear that the taint could spread to the rest of the family, or because they fear for their family’s reputation.

\n

Secret Mutants are most commonly encountered in larger towns and cities, where the population is large enough for a person to become nameless and unknown. Those few who continue to live in towns, villages, and isolated farms are almost always hidden by their families. Drastic steps, up to and including murder if necessary, are often carried out to ensure that the shameful and dangerous secret is never discovered.

\n

Cult Mutants

\n

Some Mutants declare war on society, knowing the world is against them, or because they have declared loyalty to one of the Ruinous Powers. These mutants were often Cultists before their transformation, and continue to serve afterward, believing their condition is a gift from their Chaotic patron. Some even seek further signs of their unspeakable favour.

\n

Mutants who can pass as normal remain active in everyday life — even as they conduct rituals in secret and carry out their plans to undermine the Empire and the Old World. Those who can no longer show their faces tend to live in hidden cult temples, acting as guards and caretakers, relying on their fellow Cultists for food and other necessities.

\n

Bandit and Feral Mutants

\n

To many unlucky mutants, especially those in rural areas, the only hope of survival is to lose themselves in the forests as soon as the first signs of mutation manifest. Those who live long enough often encounter other mutants, surviving through a mixture of scavenging and banditry. It has been estimated that as many as three-quarters of ‘Beastmen attacks’ along the Empire’s highways and around remote villages and farms are actually the work of Mutants. The truth is impossible to determine.

\n

In some places, the existence of a nearby Mutant group is a shared secret for a family or village. Food and other necessities are left at a prearranged spot, both to support mutated family members and to give them less reason to come raiding. The reason for such offerings is carefully kept from outsiders.

\n

Mutants and Beastmen

\n

The strongest and most violent mutants may survive an encounter with a group of Beastmen, and be allowed to join them. They are tolerated as long as they are both useful and strong enough to survive the routine violence of Beastman society. Even so, they are regarded as lower than @UUID[Compendium.wfrp4e-core.actors.vrYs3cbxvXtre6rv]{Ungors} and treated accordingly.

\n

Occasionally, a wandering Beastman may become leader of a group of feral Mutants. When a comparatively peaceful and reclusive Mutant band suddenly becomes aggressive and destructive, this is usually the reason.

\n

The Mutant encounter in @UUID[JournalEntry.2JX9k58tn9lJfkqS]{Chapter 2} of Enemy in Shadows is typical of their modus operandi. Lurking in the forests, they watch for weak targets and attack without mercy. A group of armed adventurers is not usually an attractive target, but they may come upon the aftermath of a Mutant attack.

\n
" }, "Creating Mutants": { "name": "Creating Mutants", "text": "

A basic profile for creating mutants can be found @UUID[Compendium.wfrp4e-core.actors.P0GkA7DPaLbeOTkf]{here}. One mutation is usually enough, but you can add more if desired. However, it is rare for a mutant to have more than four mutations, as after this point the weight of corruption becomes overwhelming.

The Corruption tables in core (@UUID[RollTable.YQ5XdjikeSiwo8fn]{Physical Mutation} and @UUID[RollTable.5HKnpyOk4XDPdZ7V]{Mental Corruption}) offer some simple mutations, but the stigmata of Chaos are infinite. Each of the four Ruinous Powers has distinct preferences in the ‘gifts’ bestowed on followers and victims. The expanded table below introduces many new, simple mutations. It offers five columns for random dice rolling: one for each of the Ruinous Powers, and a fifth for when the Power is not important.

@UUID[RollTable.cL9568fX5ZbnCs62]{Expanded Mental Mutations - Undivided}

@UUID[RollTable.Il315RbrrVIgKFsU]{Expanded Mental Mutations - Khorne}

@UUID[RollTable.HIlYwE7LxsW7OX0z]{Expanded Mental Mutations - Nurgle}

@UUID[RollTable.JGMaOUFnjYhLgiDS]{Expanded Mental Mutations - Slaanesh}

@UUID[RollTable.iUFJ2mYmXj564CzL]{Expanded Mental Mutations - Tzeentch}

@UUID[RollTable.6oQSawzDAUfAAFSH]{Expanded Physical Mutations - Undivided}

@UUID[RollTable.Wlq6Fd8c9edaWfzt]{Expanded Physical Mutations - Khorne}

@UUID[RollTable.x6Ubbxs23muXUBBS]{Expanded Physical Mutations - Nurgle}

@UUID[RollTable.jkRP5HTexP6UDMDI]{Expanded Physical Mutations - Slaanesh}

@UUID[RollTable.QcZT0gHJCrbC3iR6]{Expanded Physical Mutations - Tzeentch}

@UUID[RollTable.2FMjitsYqRS8rtxK]{Fixations}

If you want to change the default Mutation tables to use the Expanded tables, you can do so via the Table Settings, located in the System Settings

" }, "Mutants of the Empire": { "name": "Mutants of the Empire", "text": "

In the Empire’s bustling cities and remote villages, children are occasionally born with mutations that set them apart. Others develop mutations as a result of exposure to the corruption of Chaos, willing or otherwise.

Many are killed to hide the shame of their condition by their next of kin or their neighbours, and to avoid suspicion falling on the rest of the family. Others flee to the forests or remote places, living as outcasts, surviving by foraging, hunting, and banditry. But many, seeing no other source of protection — loathing the families and friends who now reject them — join secret cults or Beastman herds, where they are often terribly mistreated.

Mutants have always been an open secret in the Empire. Everyone knows of their existence but few speak of them. Instead, people have either hunted and killed them in secret, or gone to great lengths to cover up any potential association by blood or proximity. After all, no one wants to attract the attention of witch hunters, or give ammunition to jealous neighbours or business rivals. To have a mutant in the family is a secret shame that must never be mentioned. 

Recently, the Emperor’s Mutant Decree has brought the matter irrevocably into the light. Some welcome his announcement that mutants do not exist, even as they know it to be false. They think no one can be accused of being related to a creature that does not legally or actually exist. Others, given to a little free thought, worry that the forces of Chaos have somehow established themselves within the Imperial Palace, a truly horrific concept. None, however, would be foolish enough to share this thought.

Not all mutants are outcasts. A few gifted with mutations that are easy to hide and with the wit to conceal the truth are able to live more or less freely in the Empire. Some loathe the society around them and strive to bring it down by aiding the forces of Chaos. Others are simply frightened individuals doing the best they can to avoid the witch hunters’ fires. 

" } } }, "Chapter 7 - Into The Darkness": { "name": "Chapter 7 - Into The Darkness", "pages": { "Optional Encounters": { "name": "Optional Encounters", "text": "

In addition to the locations marked on the sewer map, you may wish to throw in a few more hazards and encounters to keep things interesting. The following Optional Encounters are presented to help you recreate the atmosphere of the sewers and are not intended to provide heavy opposition for the Characters. The most important thing is to communicate how dark, damp, and smelly the place is, using strange, distant echoes and nearby splashes to unsettle everyone.

To use the Optional Encounters, you can either roll [[/gmr 1d10]] every ten minutes or so with a result of an 8 (representing the 8-pointed star of Chaos) indicating an encounter, or you can simply use them you see fit. Having determined that an encounter is to take place, you can either choose one or generate one randomly using [[/gmr 1d100]] on the Random Event Table. 

Be wary of slavishly sticking with random events — for example, three successive methane pockets is stretching the bounds of probability somewhat! 

Also, it may be a good idea to decide on the encounters you wish to use before play starts, rather than during, otherwise the Players will be alerted that something is about to happen as you spend time reading the list and trying to select an appropriate event.

@Table[optional-encounters-minor-sewer]{Optional Encounters (Minor Sewer)}

@Table[optional-encounters-major-sewer]{Optional Encounters (Major Sewer)}

Random Events

These random encounters and hazards are meant to be inconvenient rather than dangerous, and you should not be afraid to amend Test results or reduce Damage caused if the Characters are having a hard time. The events of this Chapter should worry, frighten, and infuriate the Characters rather than kill or seriously wound them. 

*: You should mark the location of these encounters on your sewer map, as they will be in the same place should the Characters return. Obviously, a methane pocket does not remain if it is ignited. 

You can drag the Event from the Table of Contents onto the map to mark it

Amoeba

On a number of occasions, as the Characters make their way along the sewers, you should draw their attention to inexplicable ripples on the surface of the effluent.  

They might even see a sewer rat, swimming down the middle of the channel, abruptly disappear beneath the surface. Having built up the tension in this way, run the following encounter with a sudden and dramatic start.

The sewage in the channel suddenly heaves, and a nauseating stench assails the Characters’ nostrils as a phosphorescent, obscenely slimy tentacle bursts from beneath the surface and lashes out at the lead Character. It does not make an attack at this stage, but attaches itself to the wall or walkway in order to haul a huge, bloated, amorphous body out of the channel. If any Character waves a naked flame at it, the thing backs off and then retreats into the channel with a great splash. Otherwise it flows forward relentlessly, forcing the adventurers to give ground or be enveloped in its slimy body.

@UUID[Actor.xVlO02kFFeIkQYCP]{Amoeba}

Bats

The Characters disturb a colony of bats roosting on the roof of the sewer. The bats panic and form a milling cloud. Each of the Characters is subject to one attack at WS 30 with the Weapon +2 Trait, modified by Armour and Toughness Bonus as usual. After this, each Character must pass an Average (+20) Dodge or fall into the sewage flow while trying to avoid the screeching bats, and also gaining a @Condition[Prone] Condition.

Deadly Mould

A patch of Red or Yellow Mould is growing on a wall of the sewer (equal chance of each type). It can be identified with an Easy (+20) Lore (Plants) or Challenging (+0) Lore (Herbs) Test. The Characters spot the mould before they come to it. In a major sewer, the Characters can only avoid triggering the mould’s spore release by crossing to the other walkway. If this encounter takes place in a minor sewer, there is no way the Characters can pass the mould without triggering the spore release. If triggered, the mould fills the sewer with a cloud of spores for 5 yards to either side of the original patch.

Rats

The adventurers disturb a swarm of Rats. It comes boiling down the sewers toward the Characters, delivering 1 attack at WS 25 with the Weapon +4 Trait against each Character in passing, before disappearing into various small holes and crevices. Boots count as 1 Armour Point against this attack.

After this, each Character must pass a Challenging (+0) Dodge Test or fall into the sewage flow while trying to avoid the squeaking Rats, and also gaining a @Condition[Prone] Condition.

Thief

This encounter may be introduced in a similar fashion to the @UUID[Actor.xVlO02kFFeIkQYCP]{Amoeba}. At various times, the Characters might hear an echoing footstep, or a distant cough. Eventually, the Characters see a dark figure ahead. It notices the party almost immediately, and runs. The Characters have disturbed a thief using the sewers to move undetected beneath the town. The thief heads for the nearest manhole, quickly losing the Characters before escaping into the streets of Bögenhafen. Or, if you prefer, the thief leads them — via a roundabout route — to @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.NrHc49gFam7YvhSK]{The Crossed Pikes} tavern.

Methane Pocket

A pocket of methane has gathered in a section of the sewer that is slightly higher than elsewhere. The Characters first become aware that they are walking up a slope, and then notice the air is beginning to smell even fouler than usual. 

Any Character who has completed a miner or rat catcher Career automatically knows what this means. Others do if they succeed at an Average (+20) Lore (Engineer) or Lore (Geology) Test, or pass a Challenging (+0) Intelligence Test if you deem a Character has any other Skill or Talent that is appropriate. The pocket of gas is flammable and there is the danger of an explosion unless torches, lanterns (apart from Davrich lamps), and other naked flames are extinguished.

The gas pocket is [[/r 2d10 yards]] long, occupying the full width of the sewer. The chance of an explosion is a cumulative 10% for every yard a Character travels through the gas pocket with a naked flame. If an explosion occurs, the gas ignites with a sudden flash and a loud bang. Every Character loses [[/r 1d10]] Wounds, modified by Armour Points and Toughness Bonus like normal, and must succeed at a Challenging (+0) Endurance Test or gain a @Condition[Prone] Condition. Additionally, all Characters gain (Toughness Bonus – SL) @Condition[Deafened] and @Condition[Stunned] Conditions, and 1 @Condition[Ablaze] Condition. 

If the Characters do not realise what has caused the explosion, do not explain. Tension is increased if the party are left wondering whether it was attacked by a trap, magic, or worse.

Unseen Obstacle

At this point, there is a chance that the leading Character either trips over a small iron rod, or bangs their head on a torch bracket jutting out into the passage. Alternatively, there might be a discharge pipe at foot or ankle height. In all cases, make a secret Challenging (+0) Perception Test for the lead Character, which is one step harder if the Character is moving faster than Walking speed. If the Test is failed, the Character does not spot the danger until too late. Failing to spot the obstacle means the Character trips badly; loses [[/r 1d10]] Wounds, modified by Armour Points and Toughness Bonus like normal; and gains a @Condition[Prone] Condition. Further, the Character must succeed at a Challenging (+0) Athletics Test or fall into the sewage flow.

Dangerous Walkway

The walkway on one side of the sewer is especially dangerous at this point. Perhaps there is a gap of [[/r 1d10]] yards where it has crumbled away, or maybe it is unsound and collapses under pressure, or there could be a slippery stretch. If you choose one of the latter two options, the lead Character must pass a Challenging (+0) Perception Test to notice the danger in time. Otherwise the Character slips or the walkway collapses underfoot. In both cases, success at a Challenging (+0) Athletics Test avoids a fall into the sewage.  

Hole

There is an unseen pothole in the sewer beneath the Character’s feet. The lead Character must succeed at a Hard (–20) Athletics Test to not slip into the hole. If failed, the Character’s foot is caught, and the Character must take a @Condition[Prone] Condition. Further, if the Test is an Impressive Failure (–4 SL) or worse, the Character also suffers a injury to a random Leg Hit Location as the ankle twists badly. This cannot be avoided with Critical Deflection.

" }, "Out of the Sewers": { "name": "Out of the Sewers", "text": "

When the Characters emerge from the sewers, they should have uncovered some traces of sinister goings-on in the town. There are various things they may try to do next, and this section covers most of the more likely possibilities.

However, given it is likely to be late at night, there is little they can do immediately. With the exception of the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.Z3QGbxxJlrP3lm7q]{Watch barracks} and various inns, most establishments are closed. Persistent knocking might rouse people from their beds, but any NPC disturbed in this way will be angry, and unlikely to be of any help until the morning. Especially angry NPCs might go as far as to empty a pot of night soil over the Characters for their trouble!

Home to Bed

It should not be long before the Characters realise their best course of action is to turn in for the night and take up their investigation in the morning. Quite apart from the difficulty of finding any co-operative NPCs at this hour, you might consider requesting Challenging (+0) Endurance Tests. Those who fail take a @Condition[Fatigued] Condition that is not removed until they rest.

Depending on events, the Characters might be based at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.F90QVpybJBI8at4x]{Journey's End Inn}, or they might return to the Berebeli, which is moored at the docks.

The Journey's End Inn

Adventurers staying at the Journey’s End and covered in sewer soil are ordered to leave the inn by the landlord. They may only return once they have had a bath — or at least a dip in the river, which is very cold at this hour. There is nowhere open that offers a bath, so the river is their only choice — or a malodorous night outside in the chill spring air.

In the morning, the Characters are presented with a bill for @Pay[10ss]{10/–}, covering the room where they left their luggage for the night. If they protest about this, the innkeeper explains that the escaped Goblin was caught and killed in a warehouse on the docks, about an hour after they entered the sewers. Since they failed to recover it according to their agreement with the Festival Court, they must pay for their accommodation. 

The adventurers may attempt an Opposed Haggle Test to reduce the bill (using the rules found in @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.mSfQGLILlnIVr27i]{Going To Market}), and each hot bath they request adds @Pay[1ss]{1/–} to the total. Until they pay up, the Characters are not allowed to remove their luggage, and this ‘request’ is backed up by a couple of large and brutal-looking bar staff.

No one in the inn knows exactly where the Goblin was killed, but they will suggest that the adventurers call on the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.rMGvWWbCDZvvTkFQ]{Town Hall} for more information.

The Berebeli

The Characters may wish to return to Josef ’s barge, @UUID[Scene.fjSU58G83rHfvIDn]{The Berebeli}. @UUID[Actor.nxLsH2WvU6xmjzfg]{Josef} has been drinking wine all evening and does not appreciate being disturbed. He objects to the sewer stench even more strongly. Soiled Characters are thrown overboard unless they are wounded — but the sight of them thrashing about in the water soon dispels Josef ’s bad temper, and he helps them aboard, laughing loudly, and lets them stay for the night.

" }, "Resolution": { "name": "Resolution", "text": "

Rewards

In addition to your typical award for having a great roleplaying session, XP should be awarded for the following:

As ever, use the listed XP amounts above as a guideline if you wish to provide other XP awards.

" }, "Into the Darkness": { "name": "Into the Darkness", "text": "

Our Heroes head into the sewers in search of the escaped @UUID[Actor.ofriuk4J7tV25DRG]{Mutant Goblin}. There they stumble across the secret temple where @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen} plans to conduct the ritual he believes will save his soul.

Entering The Sewers

Unless the Characters squeeze into the sewers through the same hole used by the Goblin, they are let in through the manhole marked with this Journal Entry on the @UUID[Scene.o2rtweOR2Yq5q797]{sewer map}. The stench hits as soon as the cover is removed, and grows progressively worse as the Characters descend. A vertical shaft leads downwards into blackness. Although there are conveniently placed footholds, the slime-coated shaft does not inspire confidence.

After descending almost 8 ft, the shaft opens into a primary sewer channel. To reach the walkways running to either side of the central effluent channel, the Watch provides an 8-ft-long ladder. It has hooks at one end, and must be lowered down the shaft, hooked into the lowest foothold, and manoeuvred so its base rests on one of the walkways. This is a tricky task. The first Character into the shaft must make an Average (+20) Athletics Test to position the ladder and climb safely down on to the walkway. Failing the Test means that the Character slips and falls into the sewage. Falling Damage is halved from 7 yards to 4 yards because of the cushioning effects of the town’s stinking waste!

Once safely down, the Characters find themselves in a major sewer running east and west, at a junction with another major sewer running south-east towards the city wall.

Meanwhile, Elsewhere

While the Characters were occupied at the fair, Teugen met with a trade contact who provided him with the final component necessary for his ritual — an ancient scroll, looted from a distant tomb. But time is running out, for the seven years of power granted by his contract with Gideon shortly expires...

With the scroll safely under lock and key, @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} had @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} pick up @UUID[Actor.x7MElaaMHCu8Jfzc]{Gottri Gurnisson} from the @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#festival-court-and-stocks]{stocks}, where he was languishing after his encounters with the Characters. The Dwarf was brought to Teugen, lured by promises of free drink, and then sacrificed in order to summon a Daemon to guard the sewer temple. The Daemon’s orders are to destroy any living thing (except Teugen or @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}) that enters the temple. After the summoning was concluded, Gottri’s corpse was dumped into the sewers and has drifted to Location 3 on the sewer map. Meanwhile, the escaped @UUID[Actor.ofriuk4J7tV25DRG]{Mutant Goblin} fled into the sewers. Reaching the hidden temple, it squeezed through the grille on the door, hoping to hide there for a while. Unfortunately for the Goblin, it was killed and eaten by the Guardian Daemon.

" }, "Adventuring In The Sewers": { "name": "Adventuring In The Sewers", "text": "

Bögenhafen has two types of shaft in its sewers: Major and Minor. 

\n

Major sewers (shown by a heavy line on the sewer map) have two walkways, each 3ft wide, on either side of a 5ft wide effluent channel. The channel is usually some 5ft deep, and filled at least half-full with the worst Bögenhafen has to offer. The curved ceiling reaches 10ft above the walkways at its highest point. The walkways are only wide enough to allow Characters to proceed in single file.

\n

Minor sewers (shown by a narrow line on the @UUID[Scene.o2rtweOR2Yq5q797]{sewer map}) are simple pipes, 5ft in diameter with a sewage flow normally about a foot deep. These are relatively easy, though smelly, to negotiate.

\n

There are two types of junctions in the sewer system. Where a minor sewer flows into a major sewer, the junction is beneath the walkway and the walkway is not interrupted. Where two major sewers meet, the walkway is interrupted, requiring the Adventurers to improvise a bridge of some kind or to make a leap of 5ft to cross.

\n
\n

Movement In The Sewers

\n

There is effectively no risk involved in moving along the sewers at Walking speed. Any Character moving faster must succeed with a Challenging (+0) Athletics Test (taken as a Free Action) before taking the extra Movement, or fall into the effluent.

\n

Characters who wish to cross the effluent channel must leap or wade. Because of the cramped conditions, there is only room for a run-up if the Character runs diagonally across the effluent channel, a leap of 4 yards. If the Test is failed, the Character falls into the effluent channel. 

\n

Characters wading in the sewage flow must take an Athletics Test before their Turn in Combat (or every minute outside Combat) in order to avoid slipping and falling over. Characters who wish to go along minor sewers must wade.

\n

Getting Mucky

\n

It is quite possible that Characters will fall into, or wade through, the sewage. The sewage-drenched halve all Fellowship-based Tests until they clean themselves and their clothing. Only Characters shorter than 4ft run any risk of drowning if they fall in the effluent channel of a major sewer. Roping the Characters together avoids this.

\n

Infected Wounds

\n

The sewers are unsanitary, to say the least. After any encounter where a Character suffers any Wound loss while in the sewers (other than those suffered from Falling) each affected Character must succeed at an Easy (+40) Endurance Test or gain a @UUID[Compendium.wfrp4e-core.items.1hQuVFZt9QnnbWzg]{Minor Infection}; if this Test is an Impressive Failure (−4 SL) or worse, the Character instead suffers a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}. 

\n

Further, if a Character should suffer a Critical Wound when in the sewers, even if Critical Deflection is used, a Challenging (+0) Endurance Test must be attempted. On a success, the Character gains a @UUID[Compendium.wfrp4e-core.items.1hQuVFZt9QnnbWzg]{Minor Infection}. On a failure, the Character instead develops a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}.

\n

Diseases

\n

As long as the Characters stay out of the effluent, they are likely to escape the sewers without contracting something nasty. However, it is quite different should they take a dip. Exposure to the sewage comes in two forms: Wading, and Immersed. 

\n

Wading is moving through the effluent, but keeping your head above the muck. Immersed means your head has gone under.

\n

After every half an hour, or part thereof, of Wading, take an Average (+20) Endurance Test. If passed, nothing happens, beyond being rather soiled. If failed, the Wading Character contracts @UUID[Compendium.wfrp4e-core.items.UAwTqZ3hqNb7vq9s]{Itching Pox}. 

\n

If Immersed, take a Difficult (−10) Endurance Test. If passed, nothing beyond the horror of a sewage-dunking happens. On a Marginal Failure (−0 SL), the @UUID[Compendium.wfrp4e-core.items.UAwTqZ3hqNb7vq9s]{Itching Pox} is contracted. On a Failure (−2 SL), contract the @UUID[Compendium.wfrp4e-core.items.txeLd7R13qxSvmsr]{Galloping Trots}. On an Impressive Failure (−4 SL) or worse, the @UUID[Compendium.wfrp4e-core.items.herUmN51D9TiL2Vn]{The Bloody Flux} is contracted. 

\n

Sight, Sound, and Smell

\n

The sewers are unlit. Even Characters with the @UUID[Compendium.wfrp4e-core.items.Item.x0WMGwuQzReXcQrs]{Night Vision} Talent cannot see unless they carry a source of light such as a torch or a lantern. 

\n

Sound echoes and carries for twice as far as normal in the sewers, so there is a +10 modifier to all sound-based Perception Tests. 

\n

Lastly, the smell in the sewers is, to say the least, unpleasant. Upon entering the sewers, all Characters must succeed at an Average (+20) Endurance Test or suffer the effects of the @Symptom[Nausea] Symptom until they leave the sewers. Any @Condition[Stunned] Conditions gained from this last until the end of the next Round.

" }, "Primary Locations": { "name": "Primary Locations", "text": "

The following primary locations are important to the adventure. Their locations are marked on the sewer map.

\n

Goblin Entry Point

\n

This is the narrow shaft the Goblin used to enter the sewers. There are a number of similar ‘breathing’ shafts perforating the town walls. They prevent the build-up of dangerous pockets of methane gas in the sewer system, and their outlets are covered by iron grilles. The grille at the end of this shaft has rusted away to nothing. The shaft is 12 inches square in cross section, and the @UUID[Compendium.wfrp4e-core.items.TaYriYcJkFuIdBKp]{Contortionist} Talent, and a slender frame, is necessary for any Character wishing to enter.

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The Goblin cut itself as it wriggled down the narrow passage. A successful Very Easy (+60) Track or Average (+20) Perception Test, modified according to the best available light, can spot this bloody trail.

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Light SourceModifier
Lantern-10
Candle/Lamp-20
Torch-30
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If the Goblin’s trail is found, it can be followed with little trouble to the @UUID[.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple}, where it vanishes. The tracking Character must make another Very Easy (+60) Track or Average (+20) Perception Test to pick the trail up again whenever it crosses an obstacle such as a gap in the walkway. 

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Door to the Crossed Pikes

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Set into a narrow archway in the slime-covered sewer wall is a rickety and jerry-built wooden door. Its edges are defined by a strip of light coming from the far side, but peering through these gaps reveals nothing and no sounds can be heard.

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The door opens inwards, and is securely locked @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.AjknZNGhx7Z9R9KW]{(D −20, SL 2; TB 5, W 4)}. A successful Challenging (+0) Perception Test reveals a strange symbol scratched into the brickwork beside the door. Any Character succeeding at an Average (+20) Secret Signs (Thief ) Test knows it indicates a safe house. On an Impressive Success (+4 SL), the Character also recognises the safe house is likely run by the Ranaldan Crooked Fingers order as a place to hide people and goods from the authorities. The brick bearing the sign is loose, and there is a key to the door hidden behind it.

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The door leads to the cellar of @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.NrHc49gFam7YvhSK]{The Crossed Pikes} tavern. lf the Characters are tempted to enter, perhaps because they have followed the @UUID[Compendium.wfrp4e-core.items.KEEmMZK5mpcoRU69]{Thief} mentioned in the Optional Encounters, they quickly land in trouble with the owner of the Crossed Pikes, @UUID[Actor.sElqSPHULTbnUjf2]{Franz Baumann}, and are made to promise to keep the entrance to the sewers a secret. However, this is a good way of introducing the adventurers to the local criminal underworld!

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Uninvited Guests

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If the Characters enter from the sewers, they have to find the hidden key, use an Open Lock Spell, or break the door down @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.AjknZNGhx7Z9R9KW]{(TB 3, W 8)}. On the cellar side, the door is concealed behind a stack of empty crates that fall over with lots of noise if the door is broken down. The rest of the cellar is piled with barrels and more crates. Three men sit among them. One is dark-haired and wiry: @UUID[Actor.sElqSPHULTbnUjf2]{Baumann}. One is tall and broad with a goatee: @UUID[Actor.U7Y0XEF8Cnat4Y7Q]{Reinholdt}. The third is compact with dark hair: @UUID[Actor.x782doqfhFIEgP8V]{Reinhardt}. They look surprised when the Characters enter the cellar, but do not appear to be unduly worried and make no aggressive moves unless they are attacked.

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@UUID[Actor.U7Y0XEF8Cnat4Y7Q]{Reinholdt} and @UUID[Actor.x782doqfhFIEgP8V]{Reinhardt}

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@UUID[Actor.sElqSPHULTbnUjf2]{Franz Baumann}

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‘Come in, why don't ya?’ says Baumann. ‘Have a seat.’ He points at a chair with a dagger he was using to clean his fingernails.

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If any of the Characters have not yet entered, Baumann calmly calls them into the room. When they are all inside, he pulls a hidden lever, and a pit opens up under all of them. The party drops through a hole in the floor. As they are taken completely by surprise, they have no chance to react as a dozen Ranaldans leap on them, bind them securely and stick sacks over their heads. They are all then carried upstairs into one of the bedrooms...

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Once in the room, the sacks are removed and the Characters are disarmed and gagged. @UUID[Actor.U7Y0XEF8Cnat4Y7Q]{Reinholdt} and @UUID[Actor.x782doqfhFIEgP8V]{Reinhardt} perform this operation, while Baumann sits against the door, still cleaning his fingernails with the dagger.

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‘Ah,’ he says, ‘that’s better. Now we can talk — or rather, I can talk, and you can listen. But where are my manners? I’m Franz, and my two friends here are Rein and Rein. They’re twins.’

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‘Pleasure to meet you, ain’t it, Rein.’

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‘It certainly is, Rein. For us, at least.’

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‘Now you see,’ Baumann continues, ‘we have something of a problem. That door you found may not be much to look at, but we like it. It’s funny how you can become attached to things. Call us selfish if you like, but we’re really quite possessive. We don’t really want to share it with anyone. If people keep wandering in and out of it willy-nilly... well, it will just wear out, won’t it? And that would be a shame. In fact, we’d be quite upset.

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‘So, we’re not quite sure what to do. My two associates here tell me they’d like to beat you to a pulp and drop you in the sewers with a  bag of bricks round your neck. But that wouldn’t be very nice. They do tend to get excitable when they’re upset about something. I’m sure you’ll understand and forgive them, won’t you?

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‘“No,” I said to myself when I saw your faces. “These people are reasonable. I’m sure they’ll understand.” So, I’m going to ask you to look on it as our little secret. You can keep a secret, can’t you? I’m sure you can. And I have great confidence in my judgement. I get that from my mother, you know. She was very gifted in that direction. 

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So, I’d be very disappointed if I turned out to be wrong, and so would my two friends here. And all of our other friends. We’re very lucky people, you know: we’ve got lots of friends. I suppose we’re just naturally sociable.

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‘Now, will you promise to keep our little secret? Just for me? It would make me very happy if you promise.’

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The Characters have very little choice here. If they refuse to cooperate they are indeed beaten to a pulp and dropped in the sewers attached to bags of bricks. If the Characters agree to keep quiet about the door, Baumann congratulates them on their wise decision, pointing out that he knew all along that they could be trusted and that he wouldn’t do this for just anybody.

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Then, the Characters are led back into the sewers, where they find their weapons in a bundle a little way down the walkway. As the door is shut behind them, Baumann calls after the Characters that his friends will be keeping an eye out, and that they have ‘nasty, suspicious natures, you see’, and that they ‘hate to be disappointed’. With that, the door closes, and a series of scraping sounds are heard from behind it as crates are moved to block the doorway and ensure the Characters cannot regain entry.

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Gottri's Corpse

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As the Characters approach this point in the sewers, they see a sizeable blockage in the effluent channel ahead. The party’s approaching light disturbs a dog-sized Rat sitting on the blockage — its beady eyes glare at them, then it dives into the sewage and swims away (or, if you wish, you can turn this into a combat encounter using the @UUID[Compendium.wfrp4e-core.actors.oenbbB0PitRWUBfZ]{Giant Rat}, perhaps with the @UUID[Compendium.wfrp4e-core.items.15ENOMf345S5AL68]{Brute} or @UUID[Compendium.wfrp4e-core.items.9NROryHer1uXAKwY]{Elite} Creature Traits added if you wish it to be particularly vicious). On closer inspection, the obstruction is seen to be the eviscerated corpse of a bedraggled, male Dwarf.

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If the Characters fish the torn body from the flow of sewage and inspect it, it is immediately recognisable as @UUID[Actor.x7MElaaMHCu8Jfzc]{Gottri Gurnisson}, the drunken Dwarf who was in the stocks at the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.ojsOLsZWgcl5ZJHG]{Festival Court}. If the Characters did not visit this location, one of them (chosen at random) vaguely remembers seeing the Dwarf at the fair, possibly in a beer tent.

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The body is horrifically mutilated, and shows evidence of many knife-cuts. One arm is missing, and appears to have been torn or bitten completely off. The chest is torn open, and the heart is missing.

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If the Characters saw @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos} the bounty hunter’s mutilated body they can attempt a Challenging (+0) Perception Test. If successful, they note the wounds on the Dwarf ’s body are similar. On +3 SL or more, the Characters suspect the wounds on both bodies were made by similar creatures, but not by the same individual; the thing that attacked the Dwarf was slightly larger.

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If the Characters try to trace where the body came from by following the effluent upstream, they eventually arrive at the junction near the @UUID[.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple}.

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It’s possible they may conclude that the body was dropped down a manhole. However, if a Character succeeds at an Average (+20) Track Test or Difficult (−10) Perception Test and investigates the manhole shaft closely, it is obvious the cover has not been disturbed for quite some time. Note: any Character wishing to inspect the manhole cover needs to climb the slippery brickwork beneath, which stands over the middle of the effluent channel. This requires a successful Very Hard (-30) Climb Test or the ladder by which the adventurers originally entered the sewer. 

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Discharge Pipes

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At these points the sewer discharges into the Hafenbach and Bögen rivers. The walkways disappear and the effluent channel narrows to a pipe just 2ft wide. There is normally a gap of 6 inches between the surface of the effluent and the top of the pipe.

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Open System

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At this point, the sewer rises above ground and turns into an open channel flowing through one of the poorer areas of  the town.

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Hidden Temple

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The Mutant Goblin’s trail ends at a stout wooden door set into the wall of the sewer. There is a small opening with iron bars at about eye height, through which can be dimly seen a large cellar. A smoky torch burns in a wall bracket, casting flickering shadows around the room. Traces of green-black Goblin blood are found on the iron bars. A successful Average (+20) Perception Test reveals a bare Goblin footprint halfway up  the door. 

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Any Character with the @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense} Talent or a Channelling Skill feels distinctly uneasy about this place, but is unable to say why. Any Character with the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent can see traces of dhar — roiling, tainted black magic — in the chamber, but is not able to detect anything further. Characters with the @UUID[Compendium.wfrp4e-core.items.Nj3tC8A5fZ3zEdMR]{Holy Visions} Talent can feel the influence of the Dark Gods in the room ahead. The @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.AjknZNGhx7Z9R9KW]{(TB 4, D 12)} is bolted on the inside. Lying on the floor by the door is a pile of broken and chewed bones, the only identifiable one being a three-socketed pelvis…

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By entering or bringing light into the cellar, the Characters can see the stone-lined room is a temple of some kind. A large octagram is painted on the floor in dark-blue paint and a silver candlestick bearing an unlit black candle is positioned at each point. An engraved circle of copper, about 3 inches thick and 15ft in diameter, lies inside the octagram.

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In the centre of the copper ring, a seven-pointed star with a beast’s head and the words ‘Ordo Septenarius’ is written. The beast’s head is partly obscured by a large, dark stain (the Goblin’s blood).

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An iron cabinet stands against the back wall and a small pool of a dark liquid has collected on the floor in front of it. In the far corner (in front of a secret door) lies a large, silk handkerchief embroidered with the monogram — ‘F.S.’

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The Characters barely have time to take all this in — the bones, the octagram, the cabinet, the scrap of cloth (@UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}’s handkerchief ) — before a stream of thick, foul-smelling, black smoke flecked with blue and pink suddenly begins to issue from the centre of the octagram. The smoke rapidly coalesces into a horned, fang-filled creature with multiple glowing eyes, four beclawed arms, and multiple lash-like tongues. The entity howls as it coalesces, and magical energies whip out in all directions, lighting the room in blue and pink coruscating light. A Daemon. Any Characters succeeding at a Challenging (+0) Lore (Theology) or Easy (+40) Lore (Chaos) Test will recognise this as a manifested Horror of Tzeentch, a servant of the Chaos God of Magic and Change.

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@UUID[Actor.dzHu9jN6HBFOTR2b]{Guardian Daemon}

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The Daemon does not attack the Characters immediately. Though still struggling with the material plane, it has quickly grown fond of its new physical existence, and particularly enjoyed eating the Goblin. It is bound to protect the Hidden Temple, and recognises that it cannot do so if destroyed, so violence is its last option, not its first. So, it gibbers on the spot, hissing and roaring to frighten the Characters away as pink energies run along the length of its disturbing body as new eyes, mouths, and tentacles sprout and disappear on its head. 

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Cool Tests to resist the Fear and Intimidation attempts are required. If this doesn’t cause the Characters to flee or attack, the Daemon reluctantly attempts to talk with them. It speaks Language (Daemonic), but is somehow understood. It explains that it can’t let the Characters stay, and that it tried to explain this to the three-legged thing, but it wouldn't listen. 

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So, it ate it. It claims that if the Characters do not leave, it will summon more Daemons to drive them away. This is a bluff, but the Characters have no way of knowing this. The Daemon does everything in its power to make the party retreat.

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If the Characters destroy the Daemon, they can explore the room. The cabinet is locked @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.AjknZNGhx7Z9R9KW]{(TB 3, W 5)}. If the Characters open the cabinet, they find a bloodstained sacrificial knife lying on a silver tray (value 2 GC) and a scroll bearing the @UUID[Compendium.wfrp4e-core.items.soyujZNyzu7NKxMs]{Manifest Lesser Daemon} Spell.

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The Characters cannot find the secret door, which is bolted and barred from the other side. This exit leads, via a flight of stone stairs, to @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}’s @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.67GdZ4epIhCwPcOT]{offices}.

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Options: Free the Daemon!

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Instead of having the @UUID[Actor.dzHu9jN6HBFOTR2b]{Guardian Daemon} trapped in the Hidden Temple awaiting the Characters’ inevitable arrival, you could free it. Replace the Guardian Daemon’s Territorial (Hidden Temple) Trait with Territorial (Sewers). Now ramp up the creepiness of the sewers by having the Daemon whisper from the shadows, taunting them, insulting them, mocking them. Instead of finding @UUID[Actor.xVlO02kFFeIkQYCP]{Amoebae} or Ranaldan Thieves, the party find a slew of mutilated corpses, many with bloody smears leading in the direction of the Hidden Temple. When the Characters eventually arrive (or are driven towards) the Hidden Temple, have the Daemon appear as it slams the door behind them and locks them in, cackling. Then it starts flinging blue fire through the door’s grate!

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Alternatively, you could have the Daemon trapped in the Hidden Temple as normal, but capable of whispering in the darkness of the sewers. It seeks to attract as many mortals into the Hidden Temple as possible to kill them. And eat them. The Goblin didn’t find its way to the Daemon by chance. It was lured there. Just like the Characters following it…

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" } } }, "Bögenhafen": { "name": "Bögenhafen", "pages": { "A Guide to Bögenhafen": { "name": "A Guide to Bögenhafen", "text": "

‘Bögenhafen is changing for the better. Mark my words. Our success will not just make Bögenhafen rich, it will make everyone rich.’

– Johannes Teugen, Bögenhafen Merchant Prince

Bögenhafen is the largest town in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.0Cmr0LZ3boLbNt6p]{the Vorbergland}, the fertile strip of territory between the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.UqeZNqbpV8uocCUN]{Reikwald Forest} and the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Grey Mountains}. It is bustling and cosmopolitan, with as many merchants from Bretonnia, the Wasteland, Wissenland, Middenland and beyond as hailing from Reikland. Because of this, it is a hub of trade full to bursting with busy folk going about their business, working hard, hustling, seeking always to line their pockets and get ahead.

By day the streets are packed with teeming throngs of people: Humans, Dwarfs, Halflings, and even the occasional Elf or Ogre. During @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{Schaffenfest} the town grows busier, its population massively swollen by the influx of traders, speculators, and ne’er do-wells, all in search of a quick score or an easy mark. Seclusion is a precious rarity, reserved only for the town’s wealthiest denizens, safe in the luxurious placidity of the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{Adel Ring}.

By comparison, at night when the thick mists rise from the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{River Bögen}, the town adopts an eerie, unpleasant aspect. Tendrils of fog swirl through the alleys and avenues, shrouding all in a darkling haze. Only the very brave, or the very foolish, venture into the veiled night, and not all of those return. Nonetheless, one certainty in Bögenhafen is this: if there is a profit to be made, someone will take the risk.

" }, "Bögenhafen Today": { "name": "Bögenhafen Today", "text": "

Bögenhafen has a population of about 10,000 and sits at the last point on the river @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{Bögen} where it is navigable by large, river-going vessels. The town acts as a local market centre, with goods from Altdorf, Nuln and Marienburg coming by river to be traded for local wool, wine, lead, and silver brought down from the mountains. Trade is the primary source of revenue for the town. As such, mercantile interests dominate the political life, and the real power in Bögenhafen lies in the hands of just four wealthy @UUID[.MumhV0cvijjcPL6O#the-merchant-houses]{families}: the Haagens, the Ruggbroders, the Steinhägers, and the Teugens.

The town is largely independent of any noble oversight. It is governed by a @UUID[.MumhV0cvijjcPL6O#the-town-council]{Town Council}, chiefly in the interests of the dominant merchant houses. The high trade tax-yield, especially during the lucrative @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{Schaffenfest}, means that Bögenhafen itself is far wealthier than its surrounding duchies, a fact that still rankles the local nobility who see very little of that coin. Inhabitants of the town are expected to pay annual taxes for owning property, with a higher duty charged for riverfront holdings, and for boats and wharves owned. Everyone who brings in goods to trade pays a levy on all merchandise.  

As the @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{Schaffenfest} takes place outside the town walls, it is exempt from much of this taxation, making it an especially  enticing opportunity.

" }, "Town Rulers": { "name": "Town Rulers", "text": "

The town lies within the boundaries of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.T8GAVCAjpM6PTmUS]{Duchy of Saponatheim} and falls under the jurisdiction of @UUID[Compendium.wfrp4e-rnhd.actors.KfVnMx7Bn1DWErM6]{Graf Wilhelm von Saponatheim}. However, the graf takes little interest in the town’s affairs, providing his share of the town’s taxes keeps flowing. He holds court at @UUID[Compendium.wfrp4e-rnhd.scenes.RQQBIZT9OyHMFL27]{Castle Grauenberg}, some 60 miles to the north, and rarely visits the town, not even maintaining any property within its walls. To all intents and purposes, Bögenhafen functions as a freistadt and the Town Council is the highest authority.

The Town Council

The council meets once a month, barring any pressing matters requiring an extraordinary meeting. It has 15 seats.

In addition to the voting council members, the Chief Magistrate (currently @UUID[Actor.P3HlNMK6rubzDoxM]{Heinz Richter}) sits on the council, but by tradition has no vote. Other town luminaries are invited, or summoned, to testify, offer counsel, and lobby the voting members. In particular, priests of other cults often speak in council when matters pertain to their faith. Most notably, the ranking Verenan routinely offers legal advice (which frequently contradicts that of the Chief Magistrate), while the High Priestess of Shallya regularly petitions the councillors on behalf of the poor. Officers of the Watch are often present when public order is under scrutiny, or complaints are lodged about the behaviour of the Watch. Their steely-eyed, stone-faced presence at such meetings generally serves to intimidate most complainants, meaning few citizens bother reporting corrupt watchmen, choosing instead to pay their bribes and keep their heads down.

Given their majority control of the council, should the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants’ Guild} be united in their interests (which they usually are, should they stand to make a profit) they are the de facto rulers of Bögenhafen. By traditional precedent, the Chair of the Council is always a representative of the Merchants’ Guild, though not necessarily the Guildmaster.

The Guilds

As is common in the Reikland, the guilds of Bögenhafen have an almost total monopoly of the labour market in the trades with which they are concerned. Guild membership is compulsory in most cases for anyone wishing to ply their trade in the town. When a large job needs to be undertaken, generally one commissioned by the @UUID[.MumhV0cvijjcPL6O#the-town-council]{Town Council} - another guild, the local nobility, or one of the four great merchant families - tradition dictates that such work must be arranged through the guild, and not directly with the craftsfolk. The guild negotiates the fee for the job and the cost of materials, and then allocates the share of the workload, and share of the fee, to the individuals undertaking it.

The @UUID[.fZdKRk3o4e6rELi0]{Merchants’ Guild} is by far the most prominent of @UUID[.MumhV0cvijjcPL6O#the-guilds]{Bögenhafen’s guilds}, and it is dominated by the four principal mercantile houses of the town. Competition from traders outside of the the guild is not tolerated, but members are more or less free to conduct their business as they see fit. Guild membership is not cheap, but is a prerequisite for the lucrative trading opportunities on offer in Bögenhafen.

The main function of the litigious @UUID[.2mN1OxAEvRu8mxh3]{Physicians’ Guild} is to defend its members from legal suits, and to prosecute charlatans (or unlicenced physicians).

Any person found practising medicine in Bögenhafen who is not a guild member is liable to instant arrest on charges of assault and attempted murder; the patient is not permitted to speak on behalf of the accused, and the guild has a standing reward for information leading to such an arrest. There are several surgeons in Bögenhafen, as an enquiry at the guild headquarters will discover.

The @UUID[.DzjqJ9LidpR53u1d]{Mourners’ Guild} is a religious organisation dedicated to the @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.HfmrIexylrgxIz2x]{Cult of Morr}. It is responsible for organising funerals and seeing to the upkeep of the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.ITXeNwaJo1u2UfCc]{Garden of Morr}, paid for through the funeral arrangement fees. It also supervises the construction of tombs and other monuments in the Garden, subcontracting the work via the @UUID[.W8ju8zephzQTxJOt]{Masons’ Guild}. Anyone conducting a funeral or disposing of a body without the supervision of the Mourners’ Guild risks arrest on charges of bodysnatching or necromancy. As with the @UUID[.2mN1OxAEvRu8mxh3]{Physicians’ Guild}, there is a standing reward for information leading to the arrest of such miscreants.

The guilds are engaged in constant internecine conflicts and bickering over perceived slights and marginal increases in profits. Generally speaking, the @UUID[.BW0Sta1Faky6JaoT]{Teamsters’ Guild} tends to side with the craft guilds, the @UUID[.2mN1OxAEvRu8mxh3]{Physicians’ Guild} and @UUID[.ea7UVl5zceXm9Y3Z]{Tailors’ and Weavers'} Guilds normally support the @UUID[.fZdKRk3o4e6rELi0]{Merchants’ Guild}, and the @UUID[.8vxbXHGPEkkvKC8Q]{Stevedores’ Guild} always votes against the Teamsters.

The Merchant Houses

There are four notable merchant houses in Bögenhafen: Haagen, Ruggbroder, Steinhäger, and Teugen. In addition, there are many smaller mercantile concerns struggling to eke out an existence, but nearly all long-distance trade is conducted by the four great families. All of the great houses have family homes in the ostentatious luxury of the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{Adel Ring}, with separate offices elsewhere in Bögenhafen.

Haagen

The Haagen family are Wastelanders, with several trading contacts in Marienburg. They are Bögenhafen’s main dealers in luxury goods. Jochen Haagen is head of the family. Since the bulk of their trade is by river, the Haagens are closely allied to the @UUID[.8vxbXHGPEkkvKC8Q]{Stevedores’ Guild}, and they maintain their own small fleet of sailing barges. They own @UUID[.gFoH3drwPzLrSPtQ]{a wharf}, five adjoining warehouses, and a suite of offices on the Bergstrasse.

Ruggbroder

The Ruggbroder family deal mainly in grain and other farm produce, bringing it into Bögenhafen in exchange for cloth and metal goods produced in the town itself. Heironymus Ruggbroder is the family head, who maintains a firm hold on the reins of the business despite being well into his seventies. They used to have a virtual monopoly on trade with @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.JSzzPHEHN8oOhd1z]{Helmgart} and Bretonnia, but are now in competition with the @UUID[.MumhV0cvijjcPL6O#teugen]{Teugens} in that direction.

They own several warehouses along the Ostendamm, but do not actively involve themselves in river shipping, using the barges and crews of their suppliers or small independent operators instead. House Ruggbroder has close connections with the @UUID[.BW0Sta1Faky6JaoT]{Teamsters’ Guild}, as it is Bögenhafen’s largest employer of carters and muleteers. It is the smallest of the four great merchant families, and it has the closest connections with the lesser traders of the town.

Steinhäger

The Steinhäger family has a number of Dwarf and mining contacts. It concentrates mainly on the distribution of goods from @UUID[Scene.aQ5GINBrubaDGQw4]{Altdorf}, Nuln, and Marienburg to the communities along the edges of the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Grey Mountains}, in exchange for furs, metals, and other produce. @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger} is head of the family, and is assisted by his brother Heinrich. They own a wharf and several warehouses, and they maintain offices near those of the Teugen family, behind the @UUID[.fZdKRk3o4e6rELi0]{Merchants’ Guild}.

Teugen

The Teugen family is one of the oldest families in Bögenhafen. It is effectively the nobility of the town. It has never actually held any titles, but the family is on friendly terms with many of the noble houses of the Reikland. They own wharves on both banks of the river, as well as many of the warehouses along the Ostendamm and the Westendamm, and a suite of offices in a small square behind the @UUID[.fZdKRk3o4e6rELi0]{Merchants’ Guild}.

The family had been suffering a sharp decline in its fortunes over the last 20 years or so, but this was drastically reversed by the arrival of @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen} from the university of Nuln. Johannes returned to Bögenhafen following the death of his older brother, Karl. He has remained in town as the head of the family, and has overseen his house’s dramatic return to its former glory.

The Teugen family conducts trade by road and river to all parts of the Empire. Johannes’s contacts in Nuln give him access to timber and other produce from Stirland and Averland. He has also opened up trade in brandy and metals through Helmgart and the Axebite Pass to Bretonnia. Moreover, he has also been steadily eroding the @UUID[.MumhV0cvijjcPL6O#haagen]{Haagen} family’s trade with Marienburg.

Probated Breath

Following the events of Shadows Over Bögenhafen, it is likely several important families are dishonoured or in disarray. Indeed, a number of them may have lost their head of house. As such, there is every chance that these properties may be the source of much legal wrangling, or that other households — wealthy merchants, or politically active nobles — may have taken ownership, keen to exploit the power vacuum left behind following the fall of the Ordo Septenarius.

" }, "A Visitor's Guide": { "name": "A Visitor's Guide", "text": "

‘The streets are paved with gold. Gold. That’s what they said in Fiehlstadt, and that’s why I came ’ere. Well, I don’t know what I just trod in, but it sure ain’t gold!’

– Wilbur Wohnacht, Failed Merchant

Bögenhafen is a town that thrives on trade. Commerce has seeped into the very cobbles of its thoroughfares, and the streets teem with traders, merchants, and hustlers, all out to make a quick profit. Many a Reiklander comes to Bögenhafen in search of riches, hoping to make their fortune, little realising that the game is rigged in favour of the wealthy merchant houses that dominate the town’s economic, political, and social landscape.

The town’s central and mercantile districts are welcoming to visitors, especially during Schaffenfest, and anyone new to the town will struggle to walk 10ft without someone offering sales and services. Anyone spending cash freely soon finds themselves a target for those with less fortune, and will struggle to shake their train of ardent followers, each swearing they know the best deals to be had.

Still, there are opportunities aplenty in Bögenhafen for those with the will, and the lack of scruples, necessary to turn a profit. Merchants need labourers and guards. The wealthy need servants, and craftspeople. And if you’re willing to risk life and limb, almost anything is possible. The locations below have adventure hooks in bullets, for you to draw on as you see fit.

" }, "The Adel Ring": { "name": "The Adel Ring", "text": "

Set around the lush @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.Jj1YKlCDLefLfV1G]{Saponatheim Gardens}, the Adel Ring is Bögenhafen’s most exclusive district, and is where all of its wealthiest citizens have their homes. The mansions of the great and good of the town, each with their own private grounds, form three sides of the ring. The fourth is composed of luxurious terraced townhouses, where the relatively less affluent merchants, artisans, and minor nobility reside. The gates and doors are clearly marked with the symbols of the owning families; the better to ensure all can see how gaudily ostentatious one’s home is, and therefore how sickeningly wealthy one is. Given the nature of the homes in the district, there is a near-constant Watch presence here, and the patrols are quick to approach anyone acting suspiciously or who clearly does not belong.

" }, "Haagen Herenhuis": { "name": "Haagen Herenhuis", "text": "

The @UUID[.MumhV0cvijjcPL6O#haagen]{Haagen} family mansion is stately and reserved. Its walled gardens feature delicately intricate topiary and numerous gas-powered lamps, enabling its owners to take the night air in style. Of course, given @UUID[Scene.PjdjWCf0haIiXEW6]{Bögenhafen}’s frequent misty nights, the lamps tend to lend the grounds an eerie, less benign air. The dark stone house itself is two storeys high, with a collonaded single-storey entrance hall jutting from the middle. Atop this edifice sits a gilded galleon, bearing the symbol of House Haagen: a Griffon’s head over three coins.

Jochen Haagen is the head of the family, a sober, shrewd businessman with a fine eye for luxuries and detail. His wife Maria is one of Bögenhafen’s most celebrated hostesses, and regularly organises dinners, parties, and salons. Despite the success of these soirees, Haagen remains something of an outsider, albeit a wealthy one, within the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}. Jochen’s interest in the Ordo Septenarius has been politely rebuffed. The Haagens’ daughter, Jutte, is studying at the University of Marienburg. Jochen has three brothers: Pieter, Gherijt, and Kasijn. Pieter, the youngest, is at university in Nuln, while Gherijt and Kasijn travel the Empire securing contracts and overseeing Haagen business holdings.

" }, "Kleinwald Manor": { "name": "Kleinwald Manor", "text": "

This house bears an air of genteel neglect, befitting the status of its owners. Its gardens are lush, if somewhat unkempt, and while its facade is lined with large, expensive windows of glass imported from Marienburg, they have not been cleaned in some time. Little traffic graces the house’s front entrance, though the rear passage is busier, as servants bustle in and out at all times.

Laurenz and Leota Kleinwald, the rulers of @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.ZVxhE9KeMGRHZ9xi]{The County of Kleinwald}, a small region on the eastern border of @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.T8GAVCAjpM6PTmUS]{The Duchy of Saponatheim}, own the neglected manor. The Kleinwald twins are cousins of Ubersreik’s infamous @UUID[Compendium.wfrp4e-starter-set.journals.TSyoR9nSk7cehypG.JournalEntryPage.U5fSG8wDw2ZCLIWG]{Bruner} family. They are rarely present in their @UUID[Scene.PjdjWCf0haIiXEW6]{Bögenhafen} manor house, let alone their backwater holdings in the sticks. When possible, they visit various relatives at court in @UUID[Scene.aQ5GINBrubaDGQw4]{Altdorf}, or in various other towns, cities, and mansions of the Empire, in their never-ending pursuit of a good time.

" }, "Magirius's Townhouse": { "name": "Magirius's Townhouse", "text": "

@UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius}’s three-storey house is one of the terraced townhouses on @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{The Adel Ring}. The entrance is notable with a heavy wooden front door with distinctive brass knocker fashioned in the shape of a bunch of grapes. Three wide stone steps lead to the front door, flanked by two quaint potted plants. The front of his house is neat and well maintained, and a warm glow shines from the windows as if inviting passersby in to take the time of day.

Magirius primarily trades in wine and brandy. He is a tall, elderly bachelor who lives alone, save for his house servant, Klaus. His estranged wife and daughter currently reside in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.ce2KXRME2HzCxXhg]{Wheburg}, much to Magirius’s shame. He maintains small offices at both the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild} and the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.rMGvWWbCDZvvTkFQ]{Town Hall}, where he diligently applies himself to doing good. The epitome of the benign philanthropist, he is as savvy as he is compassionate. He personally organises donations on behalf of the Ordo Septenarius for the soup kitchen attached to the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.tQ9j7bm6xKGIntrS]{Shallyan Mercyhouse} in @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.NmhaWZTD7644IfbX]{The Pit}. Nevertheless, Magirius enjoys the luxury his wealth and status affords him, and he regularly dines at @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.hrhI8KH1G877iK0N]{The Golden Trout}.

Oh Brother, Where Art Thou?

When the party arrives at Magirius’s house, as part of Shadows Over Bögenhafen, Klaus is not around. He is most likely out purchasing supplies. Alternatively, he could also have been killed by @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}, should you wish to increase the violent horror of the scene. However, it may prove more powerful should he survive, allowing the Characters to be present when Klaus discovers his relationship to @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius}. But only after they were unable to save his life.

" }, "Ruggbroder House": { "name": "Ruggbroder House", "text": "

Ruggbroder House is past its prime, just like its owner. Heironymus Ruggbroder is well into his 70s, though still in possession of all of his faculties. The house’s paintwork is somewhat faded, and the gardens are far from fashionable, though well-maintained. The Ruggbroder symbol, a sheaf of wheat in a mailed fist, is not only engraved on the gate posts to the house, but also worked into numerous pieces of topiary visible from the street, a gesture regarded by most of the town’s wealthy as somewhat tasteless.

Heironymus is rarely seen out of doors. He conducts his business from home, eschewing his office in the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild} and his family offices alike. The majority of his affairs can be conducted by letter, or through the use of an intermediary, and he almost never admits visitors who are unknown to him. Ruggbroder has only one son, Gosbert, who currently resides in Bechafen, as far from his tyrannical father as possible.

" }, "Saponatheim Gardens": { "name": "Saponatheim Gardens", "text": "

This grand park occupies the centre of @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{The Adel Ring}. It is secured behind a high, wrought-iron fence, with four locked gates (one at each point of the compass). Homeowners in the Ring receive a key to the gardens, and it is a point of principle that the gates remain locked when not in use, the better to prevent the riff-raff from gaining entrance. Past the fence, and the high hedges that run parallel to the barrier, lies a beautifully idyllic, pastoral scene. A grand fountain, complete with a bronze statue of Bögenauer, sits in the centre, reached by a branching network of meandering, gravel walkways in amongst the lush grass and many great, broad trees.

Upkeep of the park is paid for by a subscription from the Adel Ring’s homeowners. While the fee is low, many residents overpay,  the better to demonstrate their affluence. As a result, the park bears a high number of benches and memorial gardens, bearing plaques depicting the family crests of many of @UUID[Scene.PjdjWCf0haIiXEW6]{Bögenhafen}’s wealthier citizens.

" }, "Saponatheim Castle": { "name": "Saponatheim Castle", "text": "

Saponatheim ‘Castle’ is anything but. The mansion was modified by the @UUID[Compendium.wfrp4e-rnhd.actors.KfVnMx7Bn1DWErM6]{Graf's} grandfather, with artificial cladding in the form of crenelations and arrow slits added with scant regard for how dark it makes the rooms and how much it restricts the view. The architects even added a portcullis and drawbridge, though the former is rarely lowered, and the latter never raised.

The house remains empty for much of the year, as Graf @UUID[Compendium.wfrp4e-rnhd.actors.KfVnMx7Bn1DWErM6]{Wilhelm von Saponatheim} seldom deigns to visit @UUID[Scene.PjdjWCf0haIiXEW6]{Bögenhafen}. He turns a blind eye to the unfettered rule of commerce in the town. Any attempt to curb the guilds’ influence would, he knows, result in civil strife and a disruption to his finances, which he can scarce afford in these troubled times. Despite this pragmatic realisation, Graf Wilhelm resents the ‘upstart money  grubbers’ (and his dependency upon them) and avoids the town whenever possible.

" }, "The Steinhäger Mansion": { "name": "The Steinhäger Mansion", "text": "

The estate belonging to the @UUID[.MumhV0cvijjcPL6O#steinhager]{Steinhäger} family lies on the western side of @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{The Adel Ring}. The building is an unusual mish-mash of different architectural styles, having been expanded repeatedly over many decades. Even now, builders (contracted through the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.W8ju8zephzQTxJOt]{Masons' Guild}, of course) are working on an extension, a new wing containing a planned library, sleeping chambers, and a rooftop terrace.

The Steinhägers are one of Bögenhafen’s more prolific merchant families, led by @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}, assisted by his brother, Heinrich, and his son, Albrecht. Heinrich bitterly resents being two years younger than Franz. He is utterly convinced the family would be more successful were he the eldest. This frustration is only compounded by Franz’s increased reliance on Albrecht, who is only 17 years old. Heinrich suspects this isn’t an intentional slight, but knowing this doesn’t lessen its sting.

" }, "Teugen House": { "name": "Teugen House", "text": "

Secure behind 15-ft-high walls, topped with iron spikes, the @UUID[.MumhV0cvijjcPL6O#teugen]{Teugen} House is one of the safest places in @UUID[Scene.PjdjWCf0haIiXEW6]{Bögenhafen}, assuming you are @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen}. By day, the tall metal gate lies open, and visitors are welcome, but when the sun sets the gates are locked and guards, accompanied by large and vicious dogs, patrol.

In addition to his numerous guards and staff, Teugen lives with his cousin, @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}. Some say Gideon is a slender youth who returned with Teugen from Nuln, following the death of Teugen’s older brother, Karl. However, others believe Gideon must be a child as Teugen has recently been seen accompanied by a smaller figure. Whatever the truth, since Teugen’s return he has rekindled the success of his family, leading many in Bögenhafen to whisper that perhaps Karl’s death was a blessing from the gods.

" }, "Altstadt": { "name": "Altstadt", "text": "

Altstadt, the oldest part of Bögenhafen, is home to the town’s lower-class citizens. The streets are unpaved and churned to mud. The taverns are cheap and nasty with low ceilings and smoky atmospheres. During the day, the district is packed with labourers and the poor, though the crowds hide numerous pick-pockets, beggars, and footpads. By night, the streets are patrolled intermittently by the Watch, albeit in double-strength patrols, so serious crimes are rare. 

" }, "Cartwrights' Guild": { "name": "Cartwrights' Guild", "text": "

The most influential of @UUID[.MumhV0cvijjcPL6O#the-guilds]{Bögenhafen’s craft guilds}, the Cartwrights’ Guild maintains friendly relations with the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.BW0Sta1Faky6JaoT]{Teamsters' Guild}, given their mutual interests, and generally follows their lead in political matters. The guildhouse lies on a quiet backstreet, above the workshop of current guildmaster, Johan Wachter. A gold-painted wagon-wheel hangs above the wide, double doors, which are generally cast wide open during the day, releasing the heat of hard labour and clouds of sawdust. 

Wachter has been guildmaster for over 20 years now. He has maintained strong relationships with the town’s other cartwrights, as well as the guildmasters of the other craft guilds, especially the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.sJnETwUOi2pTP1AZ]{Carpenters' Guild}, largely by eschewing politics. Rather, he concentrates on working hard, producing quality goods, and always maintaining a scrupulous veneer of politeness.

" }, "Stevedores' Guild": { "name": "Stevedores' Guild", "text": "

The Stevedores’ Guild occupies a large, heavily timbered building on the Hafenstrasse, opposite the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.BW0Sta1Faky6JaoT]{Teamsters' Guild}. All dock workers in Bögenhafen are, by law, members of the Stevedores’ Guild. The ground floor of the guildhouse comprises a large meeting hall. Complex bylaws restricting the licensing of taverns means they cannot serve ale or beer. Instead, a range of strong liquors and spirits are available behind the rough-hewn wooden bar, many of them imported, such as brandy from Bretonnia, gin from Marienburg, and kvas from Kislev, in addition to locally distilled moonshine. The guild building itself is split into several small decorated chambers and halls, with one put aside for each major gang of Stevedores. Each gang specialises in porting (carrying) a different kind of stock, and some take significant skill to correctly manage. Deal Porters, those who deal with wood, use very different unpacking, carrying, and packing techniques to fish porters, or a grain porters. Each gang wears different coloured hats for easy identification.

Guildmaster Gurney Dumkopf is a hulking brute of a man with a background in wine porting. He can usually be found propping up the bar in the guildhouse, holding court amongst his favourites, while his whistle-carrying foremen handle the day-to-day business of work schedules and contracts for each of the gangs. Dumkopf ’s chief concern is his guild’s status. Even the rumour of anyone unloading their own boats without the use of licensed guild members results in Dumkopf leading a gaggle of half-drunk dockers to ‘sort ’em out’. This has landed the huge man in trouble with the Watch many times for beating up innocent visiting merchants, but Dumkopf could not care less if he tried. After all, he has long had very close ties to the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}, and House @UUID[.MumhV0cvijjcPL6O#teugen]{Teugen} in particular, so he always managed to avoid anything but a slap on the wrist and a  minor fine.

" }, "The Half Measure Tavern": { "name": "The Half Measure Tavern", "text": "

At all hours of the day, hoots of raucous laughter as well as cheers and groans of dismay can be heard emanating from the Half-Measure. Entering through the low, wide door (ducking if you are over 4ft tall), you are greeted by the sight of dozens of Halflings, and almost as many Humans, merrily quaffing drinks and playing dozens of pub games, such as @UUID[Compendium.wfrp4e-rnhd.journals.OnhGK8IE9SCGAlRT.JournalEntryPage.C3WAJak8lIdXHJEI]{Beast}, @UUID[Compendium.wfrp4e-rnhd.journals.OnhGK8IE9SCGAlRT.JournalEntryPage.h8vp4TpYMA7nShR7]{Bowling}, @UUID[Compendium.wfrp4e-rnhd.journals.OnhGK8IE9SCGAlRT.JournalEntryPage.IEIxf2v9QunTVQ2f]{Dwile Flonking} and @UUID[Compendium.wfrp4e-rnhd.journals.OnhGK8IE9SCGAlRT.JournalEntryPage.vSnJs2wpgPfHzSaZ]{Scarlet Empress}. (For more on these games, see Rough Nights & Hard Days.)

Foxglove ‘Foxy’ Shortbottom is the landlady of the Half-Measure. An especially garrulous woman, even by Halfling standards, she personally welcomes in all visitors, ensuring everyone is having a good time. Gambling is not tightly regulated in Bögenhafen (providing taxes are paid, of course) and so at any time a lot of money is changing hands in the Half-Measure.

" }, "Teamsters' Guild": { "name": "Teamsters' Guild", "text": "

Situated directly across the Hafenstrasse from their bitter rivals, the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8vxbXHGPEkkvKC8Q]{Stevedores' Guild}, the red-and-black-decorated Teamsters’ guildhouse is a sprawling series of once-separate wooden buildings, subsequently bought and connected by the guild. There is a small office, where the Guildmaster works, and a large dining hall where members of the guild are guaranteed generous portions of food, which are reasonably priced (and not entirely devoid of flavour).

Guildmaster Bengt Schwegel is a devout Sigmarite, and an ardent supporter of the temperance movement. As such, no alcohol is available in the guildhouse, though no self-respecting teamster would leave home without a hipflask. Schwegel’s guild deals with all matters connected with merchant caravans and the transport of goods overland. Given the considerable rivalry between the Teamsters’ Guild and the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8vxbXHGPEkkvKC8Q]{Stevedores' Guild}, street fighting between the rank-and-file members is not uncommon.

" }, "The Artisan Quarter": { "name": "The Artisan Quarter", "text": "

This quarter is bounded roughly by the Handwerker Bahn, the Eisen Bahn, and @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.hbMNPQNlo3AqXfkU]{The Göttenplatz}. The buildings in this area vary from small, unpretentious workshops to the elaborate, ostentatious dwellings of master craftsmen. The inns are of average quality, and most are patronised by one particular profession of artisan, such as The Chisel and Saw, frequented  by carpenters, and The Well Roughed Urn, popular with illiterate potters.

The Artisan Quarter is teeming with people visiting the various workshops: ordinary townsfolk looking for a new chair, kitchen knife, or whatever; servants from the wealthier households about the same business; apprentices sent out by their masters to get materials and equipment; and parents seeking to apprentice their offspring to the various craftsmen. This district is also a favourite haunt of beggars and thieves, since a great deal of money changes hands here.

" }, "Carpenters' Guild": { "name": "Carpenters' Guild", "text": "

The frontage of the Carpenters’ Guild consists of hundreds of planks of wood, from different trees and with various grains and finishes. Tradition holds that when an apprentice graduates, receiving their journeyman’s licence, they hew and plane a new plank or beam for the guildhouse’s frontage. When older planks need to be removed, these are treated as treasured relics of the guild and used by master craftsmen in their finest pieces.

The guild is currently without a guildmaster. Its former leader, Reine Fasht, passed away last month. Guild business is being overseen by Fasht’s nephew, Holtz, while the town’s master carpenters politic and squabble over who should replace her as master. This is not through any ambition on their part. Rather, nobody wants the job.

" }, "Metalworkers' Guild": { "name": "Metalworkers' Guild", "text": "

The Metalworkers’ Guild is a tall, narrow building situated on the Eisen Bahn, not far from the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.sJnETwUOi2pTP1AZ]{Carpenters' Guild}. Its facade bears an intricately wrought iron sculpture of a Griffon, the work of Guildmaster Davrich Schweisser. On ascension to the position, new guildmasters vie to produce the finest metalwork they can, displaying their work as an emblem of the guild’s skill. This does mean that smiths working in precious metals rarely achieve the exalted position.

Within the guildhouse lie a series of offices and clerks. No workshops are on-site, as the smoke, heat and incessant banging of a metalworker’s shop are not conducive to sensitive business meetings. Schweisser is a shrewd leader, and on friendly terms with the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}, upon whom his members rely for ores and metal shipments. He has recently secured a contract to provide the chainmail for the State Army regiments of @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.T8GAVCAjpM6PTmUS]{The Duchy of Saponatheim} (including the Town Watch), which will bring a significant amount of money to the smiths  of Bögenhafen.

" }, "Masons' Guild": { "name": "Masons' Guild", "text": "

The imposing Masons’ Guild is clad in sparkling-white marble, veined through with streaks of red and blue. Its grandeur has led to its nickname of ‘Little Altdorf ’. Within, the building is intricately carved, and visitors’ footsteps echo through the large, empty chambers with high ceilings. This lends the interior an unsettling, almost funereal air of awkward reverence.

Kristof Ritter and Robb Tief-Haufen are the joint Guildmasters of the Masons’ Guild. The two men share the administrative load between them, allowing them both the time to maintain their own, thriving, businesses too. When it is the Masons’ turn to sit on the @UUID[.MumhV0cvijjcPL6O#the-town-council]{Town Council}, Ritter and Tief-Haufen alternate, always ensuring they have briefed one another thoroughly beforehand. They are on especially good terms with the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.sJnETwUOi2pTP1AZ]{Carpenters' Guild}, who provide them with the scaffolding needed for their stonework.

" }, "Bögenseite": { "name": "Bögenseite", "text": "

Bögenhafen’s docklands sprawl on either bank of the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{River Bögen}, encompassing the Westendamm (the northwestern bank) and the Ostendamm (the southeastern bank). The majority of buildings on both sides are warehouses and storage facilities, usually under the protection of a hired guard and a vicious dog or two. The warehouses are nearly all wooden: numbered from 1 to 58, starting from the western end of the Ostendamm.

By day, Bögenseite, or ‘the Docks’ as it’s commonly known, is packed with stevedores busily loading and unloading boats and moving goods in and out of warehouses. There are also the masters and crews of any barges that have recently arrived, and scribes and other lackeys of the various merchant families overseeing the transfer of goods, as well as the occasional exciseman assessing an incoming cargo for tax. At night, the dock areas are virtually deserted. Even thieves are rare, since warehouse security is generally robust and Watch patrols are regular.

" }, "Haagen's Wharf": { "name": "Haagen's Wharf", "text": "

Bögenhafen’s docklands bristle with wharves and jetties for the thriving river trade that flows through the town. Foremost of these is Haagen’s Wharf, owned by House @UUID[.MumhV0cvijjcPL6O#haagen]{Haagen}. The Wharf is cleaned regularly and painted brightly, the better to reflect the Haagens’ illustrious status. 

Trade on the wharf is legally overseen by Jochen Haagen, though this is generally delegated to his clerk Davrich Scherp, a placid Wastelander with a keen eye and a sharp mind for figures. Scherp casts a personal eye over all arrivals on his wharf, and is quick to record any shortfalls or anomalies. The majority of the wharf ’s trade is luxury goods (expensive cloth, wine and jewellery), which are quickly and efficiently transported and stored in the nearby Haagen warehouses.

" }, "Kringler’s Ferry": { "name": "Kringler’s Ferry", "text": "

Unless you own your own boat (or are a very strong swimmer), one of Hannes Kringler’s ferries is your only way to cross the Bögen. Kringler and his small fleet row passengers across the Bögen for a fare of @Pay[6bp]{6d} per person, aiming to shuttle four to six people at a time. Kringler leases dockside frontage through the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8vxbXHGPEkkvKC8Q]{Stevedores' Guild}. On both banks he maintains a berth outfitted with a heavy bell, lest he require summoning from being moored on the opposite bank.

Despite his advancing years and swollen joints, Kringler makes numerous return journeys every day himself, no matter the weather. He is legendarily dour, meaning many of his passengers go to great lengths to elicit a laugh or smile from the ferryman. Accordingly, a sweepstake is being run by the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8vxbXHGPEkkvKC8Q]{Stevedores’ Guild}, with an ever-increasing prize fund on offer for when he finally breaks.

" }, "The Dreieckeplatz": { "name": "The Dreieckeplatz", "text": "

The Dreieckeplatz is the administrative hub of the town. Many of the buildings have elaborate facades, with decorative columns and arches, and usually a statue or two of the town’s patron deity, @UUID[.tljcJvtTJ5v9fxDZ]{Bögenauer}. There are several upmarket inns and taverns, some of which may be restricted to members only. Prices are correspondingly high (double those listed in the Consumer Guide).

By day, the Dreieckeplatz is thronged with people from all walks of life. There are beggars and entertainers trying to make a few shillings from the passers by, lawyers and councillors going about their business, agitators haranguing anyone who will listen about all kinds of grievances, vendors selling food and other items, and countless others engaged in pressing business. By night, the area is scarcely less busy as the wealthier inhabitants of the town visit the various eating and drinking establishments situated around the square. Pickpockets are an ever-present danger - despite the regular Watch patrols.

" }, "Town Hall": { "name": "Town Hall", "text": "

This impressive, many-pillared building dominates @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.Lg0JIRE2SbIXzELU]{the Dreieckeplatz}. A large, central spire houses a Dwarf-built clock and bell. As well as the council chamber, small offices for the councillors and various meeting rooms, it houses the town’s official records and a heavily guarded vault that holds the state’s portion of tax revenue between the monthly visits of the the Graf ’s excisemen from @UUID[Compendium.wfrp4e-rnhd.scenes.RQQBIZT9OyHMFL27]{Castle Grauenberg}. The impressive facade is arguably more palatial than the estates of most of the neighbouring nobility, an observation which is greeted by sniffs of disapproval and mutters about overcompensation from anyone with noble blood. 

Chief Clerk Roland Stein and his platoon of bureaucratic minions handle the daily affairs of the town. While the @UUID[.MumhV0cvijjcPL6O#the-town-council]{Town Council} makes the important decisions, anyone without the backing of a guild, a lot of money, or noble status needs to convince Stein to allow them to petition the Council. To do that, they first need to convince the underlings to let them  see Stein. 

Anyone ushered into his presence is greeted with indifference and disdain, as he actively seeks to thwart any work being accomplished within the town hall.

" }, "Town Courts": { "name": "Town Courts", "text": "

Those miscreants who live long enough to be tried formally are sentenced here. A lifesize statue of Verena stands before the courthouse, though the courts are no longer formally affiliated with the cult, or local temple, of Verena. The building is only open on days when the court is in session. Otherwise, the great steel-banded doors are locked, with only a lowly porter present on site to grudgingly open the door to any who call. To the rear of the court itself lies an adjoining manse, decorated with Verenan iconography of owls and swords. In days gone by, this was the manse of the High Priestess of Verena, but since the courts and the cult parted ways it has been the home of the presiding Chief Magistrate.

Within the courts lie a number of small chambers for magistrates, lawyers, and witnesses to await being called, and cells to house the accused. Verdicts of not guilty are rarely delivered, as this would be seen to make the system look ineffective. The @UUID[.MumhV0cvijjcPL6O#the-town-council]{Town Council} appoints the magistrates. @UUID[Actor.P3HlNMK6rubzDoxM]{Magistrate Richter} is chief among them. He inhabits the manse’s apartments with his housekeeper Gertie, who dotes on him.

TRIALS

Characters arrested in Bögenhafen are taken to the nearest Watch barracks and kept in the cells there until a trial is arranged. Trials take place in the Town Court, and lawyers are only available to those who can afford them. If formally charged, the chances of being declared not guilty are minimal as most magistrates assume guilt. Sentences include fines, imprisonment, execution or indentured work dredging the river or labouring in the tin mines of the Tauzück Hills. Citizens who feel they have not received justice may petition the liege lord of the area, Graf @UUID[Compendium.wfrp4e-rnhd.actors.KfVnMx7Bn1DWErM6]{Wilhelm von Saponatheim}, at Castle Grauenberg, which is some 60 miles to the north of the town. The graf is generally unwilling to interfere with the workings of the town’s legal system unless the petitioner is very influential or a personal friend, or is actively supported by such a person.

" }, "Golden Trout Club": { "name": "Golden Trout Club", "text": "

A high-class eating and drinking house, frequented by many of the town’s wealthier merchants and visiting nobles, the Golden Trout Club consists of three separate buildings connected by covered walkways. The two largest buildings are the Club’s dining chambers (comprising both a large, communal dining room and a number of private rooms) and the lounge, where members come to drink, read, and discuss weighty matters. Nestled behind these lies the building with the kitchens, cellar and staff quarters, which is markedly less salubrious than the other two.

The food and drink served in the club is exquisite, and the waiting staff proudly boast of the skills of their Halfling chefs. Prospective members must be recommended by two existing members and approved by the committee, and the club is open only to members and their guests. A painted sign, depicting a fish with a coin in its mouth (taken from the town’s coat of arms) hangs proudly above the entrance to both the dining chambers and the lounge.

" }, "Merchants' Guild": { "name": "Merchants' Guild", "text": "

The Merchants’ Guild is indisputably the most powerful organisation in Bögenhafen. It dominates both the town council and Bögenhafen’s social scene. The guildhouse itself occupies an unnecessarily large and ostentatious building on the corner of the Bergstrasse and the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.Lg0JIRE2SbIXzELU]{Dreieckeplatz}.

The ground floor of the building is used as a meeting place for merchants (local and visiting) to conduct trade and exchanges, and there are a number of chairs, tables, and benches for the use of the merchants and the guild’s clerks.

Upstairs consists of a series of offices used by local merchants. While the four great houses do have offices here, these are rarely used by the heads of the houses, who opt to use their own, private offices in their own buildings instead. Competition for the other available office space is stiff, with many smaller merchants lobbying and pressuring the guild for access. @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius} is the current guildmaster

ROUGH TRADE

In the aftermath of Enemy in Shadows, the Merchants’ Guild will be in turmoil. Should members of any of the four great mercantile families be publicly tied to the events, or indeed die in the proceedings, a power vacuum results in other families frantically vying for power and influence.

The Characters may find themselves uniquely situated to aid or thwart these attempts, as they may have inside knowledge regarding the Ordo Septenarius. Whether they choose to use this power to reveal wrongdoers to the authorities, or to blackmail wealthy merchants, depends entirely on their moral compass.

" }, "Mourners' Guild": { "name": "Mourners' Guild", "text": "

The Mourners’ Guild lies in the heart of @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MMywW5wnDZ5fPiR0]{Chapel and Garden of Morr}, which lie beyond the town’s walls. An austere building built from dark blocks of rough-hewn stone, it is here that the local priest of Morr resides, and it is here where bodies are prepared for burial and funerals arranged.

In addition to the foreboding main door, the Mourngate, there is a side entrance through which dead bodies are carried, known as the Lichgate, and a rear entrance, the Fassgate, through which tradesmen come and go.

Within the building lie a number of private reception chapels where mourners can visit their loved one’s remains prior to burial. Behind these, there are a number of tiled rooms where bodies are cleaned and dressed for presentation and burial. Mother Silustena Carlitz is the High Priestess of Morr for not only Bögenhafen, but the entire @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.T8GAVCAjpM6PTmUS]{duchy of Saponatheim}. A kindly young woman, with auburn hair and sensitive eyes, she oversees a number of lay-folk (gravediggers, corpse-washers, and seamstresses) who assist her in preparing the bodies of the deceased to cross the portal to Morr’s realm. She is also responsible for organising the duchy’s Doomsayers, the itinerant order of Morrians who travel the Empire providing Doomings.

When in Bögenhafen, the Doomsayers reside within the Mourners’ Guild. Sparse cells are provided next to Mother Carlitz’s chambers.

" }, "The Göttenplatz": { "name": "The Göttenplatz", "text": "

The Göttenplatz, or Square of the Gods, houses most of Bögenhafen’s temples, although the town contains many temples to Sigmar, and the streets echo with their ringing bells every hour. The Göttenplatz is dominated by the huge High Temple of Sigmar, while other, smaller, temples line the rest of the square, interspersed with smaller townhouses, shops,  and hostels.

By day, the Göttenplatz is thronged with folk from across Bögenhafen, most going about their everyday business or visiting one of the temples. At night, people use the Göttenplatz as a thoroughfare, so it is hardly ever deserted. Footpads, pickpockets, and beggars favour this area as much as the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.Lg0JIRE2SbIXzELU]{the Dreieckeplatz}.

" }, "High Temple of Sigmar": { "name": "High Temple of Sigmar", "text": "

Dominating @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.hbMNPQNlo3AqXfkU]{the Göttenplatz}, this temple was originally laid out in the shape of a hammer, but over the centuries additional wings and towers have been added. Four spires now sprout from its roof, each containing a great brass bell. The largest bell, Gross Klara, is only rung when royalty visits the town. By tradition, the many smaller temples of Sigmar cannot chime the hour until the High Temple does so. Given that the High Temple’s sexton, Snorri Hörrohr, is hard of hearing and often misses the @UUID[.gQrFB3GGVEPfLSpt]{Town Hall’s} far quieter bells ringing, this can lead to some confusion with bells ringing at all manner of odd times.

Ludo Edel, the High Priest of Sigmar, is a smooth-cheeked young man, more interested in a quiet life than any great spiritual calling. He achieved his exalted position, despite his relative youth, through his father’s business connections to the @UUID[.MumhV0cvijjcPL6O#teugen]{Teugen} family and thus has a vested interest in maintaining the status quo. He holds regular meetings with his subordinate priests, all of whom are older, more devout and bitterly resentful of Edel. He frequently schools them on the content of their sermons, and isn’t shy in promoting local political issues before solid, Sigmarite concerns. Luckily for the priests, Edel is too self-interested to realise they largely ignore his instructions.

" }, "Temple of Bögenauer": { "name": "Temple of Bögenauer", "text": "

Bögenauer is the patron deity of the town, and is seen as an embodiment of Bögenhafen’s interests and all that it stands for. The temple consists of a hall with two wings enclosing a three-sided court, within which stands a statue depicting Bögenauer in his guise of merchant-boatman. The town’s coat of arms appears in several places on the walls. The two wings are colonnaded, and there are several small shrines reflecting various aspects of the deity’s influence over the town’s fortunes. Thus, there is a chapel where prayers are offered for the safety of the town’s boatmen, another dedicated to the prosperity of its merchants, a third dedicated to the security of its walls, and so on.

There is no priest at the temple, but on festival days priests of the Cult of Bögenauer travel from Bögensee (a small town near the source of @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{the Bögen} in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{the Grey Mountains}) to officiate over ceremonial celebrations. The temple is maintained through donations of time and money from the local guilds, each responsible for the upkeep of the shrine or shrines most relevant to their members. Thus, an implicit contest is in place, whereby rival guilds seek to outdo one another with the ostentatious displays of wealth by their respective shrines.

" }, "Temple of Handrich": { "name": "Temple of Handrich", "text": "

The Temple of Handrich, God of Merchants, Gold, and Philanthropy, consists of a square, domed hall with two semi-circular apses. One apse is used as a private chapel reserved for members of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}, while the other is used as an offering room and treasury. Over the main doorway hangs a large, gold-painted disc, the god’s symbol. Given the value of the decorations and votive offerings, one or more guards are always on duty, their mail armour covered by flamboyant tabards of cloth of gold, their halberds brightly polished and wickedly sharp.

The temple has no priest, but the building’s maintenance and the guards’ salaries are paid for by the Merchants’ Guild. Its members officiate at ceremonies to Handrich on certain holy days, or on the eve of significant business negotiations. While in theory any member of the Guild can officiate, more often than not Werner Asche, a semi-retired paper merchant, leads the services, an onerous (and unpaid) honour most merchants prefer to avoid.

" }, "Temple of Myrmidia": { "name": "Temple of Myrmidia", "text": "

Most visitors to Bögenhafen are surprised to find a Temple to Myrmidia, as worship of this goddess is not widespread in the Empire. The small, colonnaded structure was founded some 80 years ago, after the town survived the onslaught of infamous Goblin Warboss, Grom the Paunch. The victory was largely attributed to Captain Inge von Sternberg, a Myrmidian-trained officer who dedicated every battle he fought to the goddess. Just over a decade after the Greenskin hordes had moved on, the Temple of Myrmidia was completed to celebrate the goddess’s part in Bögenhafen’s deliverance.

Rather than a Priest, the temple is overseen by a friar of the Hermetic Order of Nahmud’s Peace. The current friar is Ida Jaeke, who recently arrived from the Monastery of the Black Maiden in Wissenland. Sister Jaeke is active in helping train the free company militia of Bögenhafen, coordinating her work with @UUID[.sfItDkzElmbFOlkR]{Father Waldo} and the priests who run the many temples of Sigmar, who all bypass Father Edel, the Sigmarite @UUID[.xQ3m1lMjKHmAdIpf]{High Priest} who doesn’t dirty his hands with such low work.

" }, "Temple of Shallya": { "name": "Temple of Shallya", "text": "

The bustling Temple of Shallya has a small hall for the high priestess, flanked by two longer wings. The west wing houses an infirmary. The east wing contains two almshouses for homeless women and the terminally ill. Sermons take place in a central courtyard, the better to suffer through the harsh travails of the elements, and are more frequent during spells of inclement weather. All those being treated by the temple, and their close relatives, are expected to attend.

Mother Rubenstein, the high priestess, is the only invested Shallyan in Bögenhafen. She is helped by the ‘Congress of Doves’, a large committee of wives and widows of the town who volunteer their time in Shallya’s service. They are all adherents to Shallya’s tenets, though privately note that while they must render assistance without judgement, Shallya does not expressly forbid judgement on other matters.

" }, "Temple of Ulric": { "name": "Temple of Ulric", "text": "

Ulric remains very much a god of the wild north, not the civilised south, so his cult is small in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.0Cmr0LZ3boLbNt6p]{the Vorbergland}, for all it was once mighty. Resembling a small keep, complete with stout walls, sturdy crenellations, a fortified door, and an inner bailey, the temple is one of the most defensible points in Bögenhafen, much to the State Army’s chagrin. The large building is also almost empty, defended by just seven men.

Within, the sparse temple is only used by members of the State Army and occasional visitors from the north. The ever-burning flame in the central hall is kept alive by the temple’s high priest, Father Waldo Brandt, and his initiate (and son) Erich. The temple’s only other inhabitants are five ageing Knights of the White Wolf who live in a crumbling barracks built for over a hundred men.

" }, "Temple of Verena": { "name": "Temple of Verena", "text": "

The classically designed Temple of Verena is a relatively recent building, constructed only a few decades ago when the council appointed their first non-Verenan magistrate and required the local Verenan clergy to vacate the courts, which they had maintained for centuries. Within the grey-stone building, which is bedecked in dozens of owl-shaped gargoyles, lies the largest library in @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.T8GAVCAjpM6PTmUS]{the Duchy of Saponatheim}. While most Verenan temples house their libraries in annexes, or separate buildings, in Bögenhafen the library is the temple. Sermons are conducted surrounded by rows of books, as if the lives of the faithful are enriched simply by being in the presence of knowledge.

The temple has one full-time priestess, Sister Greta Harbokka. There’s a small number of initiates, mostly the younger sons of mercantile families who hope to go on to university at Altdorf, Marienburg, or Nuln, and are keen to earn a letter of recommendation from the priestess. Harbokka is a short-haired woman of 45, with a disarming smile and friendly demeanour. 

It is said she knows everything that transpires in Bögenhafen, though most attribute this to her ear for gossip rather than any divine providence. Lawyers, clerks, and students visit the temple regularly. Harbokka always makes time to talk with her flock, giving them the benefit of a sympathetic ear and her  patient wisdom.

" }, "The Pit": { "name": "The Pit", "text": "

The northern district of Bögenhafen is widely regarded by the town’s wealthier denizens as a lawless hive of sedition and criminal activity. The narrow, winding streets that weave between the area’s crooked slums are unpaved and fouled with all sorts of filth and ordure. Strangers are regarded with universal suspicion and, unless one of the party has the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Criminals)} Talent, they may well be set upon by groups of thieves or cut-throats. Watch patrols are few and far between since the Watch is generally regarded as ‘the enemy’ in the Pit. When they do turn out, it is usually in patrols of ten or more and they are likely to crack heads first and ask questions later. 

 

" }, "North Barracks": { "name": "North Barracks", "text": "

An island of order amid the tumultuous streets of @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.NmhaWZTD7644IfbX]{The Pit}, this heavily fortified building is officially known as ‘the North Barracks’. However, soldiers stationed there colloquially refer to it as ‘Fort Blackfire’ as a grim reference to the bloody battle fought in Black Fire Pass, reflecting the hostile demeanour of the locals to their presence. The walls are stout and tall, built of stone, with narrow windows and sturdy doors. Within, the barracks are understaffed. @UUID[Actor.pzFQiFUKm7yWhrsL]{Captain Goertrin}, reasoning that the Watch will never curb crime in the Pit entirely, has cut back on patrols, limiting them to the dockland properties. Now the handful of Watch stationed in the North Barracks feel more threatened than ever. 

Command of the barracks lies with Lieutenant Gisela Brotte, an ambitious young Reiklander frustrated with Goertrin’s supercilious attitude to the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild} and his disinterest in restoring order to the Pit. A broad-shouldered woman in her 30s, with deep-set blue eyes and a perpetually furrowed brow, she is committed to her work and tirelessly strives to keep her staff motivated and loyal in a town where bribes and pay-offs are almost second nature to  all citizens. 

" }, "Shallyan Mercyhouse": { "name": "Shallyan Mercyhouse", "text": "

Given the relative poverty of @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.NmhaWZTD7644IfbX]{The Pit}’s inhabitants, it is no surprise that the @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.TjfeXu3fimHJ5I9Q]{Cult of Shallya} finds plenty of work north of the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{Bögen River}. The Mercyhouse runs out of a small, converted warehouse not too far from the Westendamm. Its doors are open from sunrise to sunset to offer shelter and food to the needy. A small number of pallets are available for the truly desperate to spend the night. The exterior of the building is decorated in a mural of dozens of white doves (the symbol of Shallya), each painted by a different, grateful recipient of the Mercyhouse’s charity. 

The Mercyhouse is run by Sister Bromein, one of the least likely Shallyans imaginable. A former soldier, she bears the scars of her old life on her face and limbs and, despite nearing 50, she remains straight-backed and well-muscled. 

If pressed on why she entered the @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.TjfeXu3fimHJ5I9Q]{Cult of Shallya}, she smiles ruefully, confessing enigmatically that she did not choose Shallya, Shallya chose her. 

" }, "Chapel of Blessed Sigmar": { "name": "Chapel of Blessed Sigmar", "text": "

One of the many smaller temples of Sigmar in @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.DwTvNIYiISXrS0aq]{The Blackpikes}, @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.NmhaWZTD7644IfbX]{The Pit}’s most notorious gang, respect the Cult of Sigmar and its representative, and avoid conducting any of their ‘business’ in the vicinity. 

Father Sigiwalt is the Chapel’s Priest, an ageing man who has lived his whole life in @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.NmhaWZTD7644IfbX]{The Pit}, save a brief spell training in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf}. He is an active member of his community, assisting Sister Bromein’s @UUID[.tQ9j7bm6xKGIntrS]{Mercyhouse}, raising funds for an orphanage, and even coordinating the Pit’s Middenball league. While Sigiwalt is too old to play, he rarely misses a match and can be seen on the sidelines roaring in triumph and celebrating each bloody goal. For more on @UUID[Compendium.wfrp4e-middenheim.scenes.QcGj1gJ11g6rSAnd]{Middenball}, see Rough Nights & Hard Days, and Middenheim: City of the White Wolf

" }, "Teuerberg": { "name": "Teuerberg", "text": "

A predominantly mercantile district, Teuerberg is the beating heart of @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{Bögen}, it is here that their value is calculated and exchanged, and it is here that most of the town’s merchants have their own offices and private residences. Most of the high-class shops in Bögenhafen can be found here, too. The buildings are noticeably larger and better kept than those in either the Artisan’s Quarter or Bögenseite (and markedly superior to @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.Xry550ZzWeRY4S0O]{Altstadt} and @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.NmhaWZTD7644IfbX]{The Pit}). Most of the inns are of above average quality, with prices to match.

During the day, Teuerberg is filled with people going about their business, with a fair sprinkling of beggars and entertainers trying to make a living from the crowds. 

Pickpockets are rare, or circumspect, given the high profile of Watch patrols in the district. At night, the area remains busy, given the high ratio of townhouses and taverns. Anyone not obviously dressed in a wealthy manner is regarded with suspicion by any Watch patrols after dark, and may find themselves locked up for the night should their behaviour be anything less than obsequious.

" }, "The Crossed Pikes": { "name": "The Crossed Pikes", "text": "

@UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.NrHc49gFam7YvhSK]{The Crossed Pikes}

Located near @UUID[.toO7rVzs22NeNDxK]{Fort Bögenhafen}, The Crossed Pikes is an unassuming tavern, catering mostly to off-duty members of the Watch, as well as guards in the employ of the @UUID[.MumhV0cvijjcPL6O#the-merchant-houses]{Merchant Houses}. The main taproom is generally busy, with a raucous but friendly atmosphere. The barman and owner, @UUID[Actor.sElqSPHULTbnUjf2]{Franz Baumann}, is constantly bustling back and forth between the bar, his back rooms and the cellar, ensuring everything is going to order.

Baumann is a genial fellow, from @UUID[Scene.aQ5GINBrubaDGQw4]{Altdorf} originally, but having lived in @UUID[Scene.PjdjWCf0haIiXEW6]{Bögenhafen} for decades. He enjoys gossiping with his patrons, knowing it’s wise to let the Watch indulge in some ‘shop-talk’ rather than take their woes home with them. 

In addition to @UUID[Actor.sElqSPHULTbnUjf2]{Baumann}, a pair of fraternal twins, @UUID[Actor.U7Y0XEF8Cnat4Y7Q]{Reinholdt} and @UUID[Actor.x782doqfhFIEgP8V]{Reinhardt}, serve as bouncers, and a number of bar staff are employed, ferrying drinks back and forth to thirsty patrons.

" }, "Main Guard Barracks": { "name": "Main Guard Barracks", "text": "

The Watch, formally known as the Reikland 99th Regiment of Foot, are part of the Reikland State Army, but given Bögenhafen’s lack of oversight from the Saponatheims, they are far from martial readiness. Nonetheless, the Main Guard Barracks (known locally as ‘Fort Bögenhafen’) is a sturdy building, recently refurbished by the @UUID[.W8ju8zephzQTxJOt]{Masons’ Guild}, with stout walls and a number of secure prison cells. However, despite the fort-like exterior, the barracks are not defensible long-term, relying on the town for supplies, services, and fresh water.

@UUID[Actor.pzFQiFUKm7yWhrsL]{Captain Goertrin} is a tall, cadaverously thin man of superb manners and disdainful mien. By day he can usually be found within his luxurious office or visiting the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild} or @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.rMGvWWbCDZvvTkFQ]{Town Hall}. His Lieutenant, Gerd Locke, handles the day to day running of the barracks and the coordination of the patrols. Goertrin’s only interest is maintaining his lucrative position. He benefits from numerous bungs and backhanders from  the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild} to ensure their interests are prioritised over others.

" }, "Jewellers' Guild": { "name": "Jewellers' Guild", "text": "

The Jewellers' Guild’s headquarters is situated in the wealthier part of the town, conveniently near a number of reliable moneylenders and pawnbrokers. The building has only one entrance, with a stout, iron-banded door and no windows. A guard stands just inside the door at all times of the day, ensuring only legitimate, and unarmed, customers enter.

All the jewellers who trade openly in Bögenhafen are guild members, and the guild operates a series of price-fixing agreements. To enforce this arrangement, local bylaws insist that jewels, both cut and uncut, plain or set, can only be sold or traded within the guildhouse. This policy has led to the largest black market trade in precious stones in all the Reikland.

" }, "Journey's End Inn": { "name": "Journey's End Inn", "text": "

The Journey’s End is a large, respectable inn with comfortable furnishings and attentive staff. The main building has a large common room with tables, a few booths, and a central fire pit. There is a small stage in one corner, where a variety of musicians entertain the guests, although the music is never too loud and never too vulgar. Above, there are two floors of private rooms and suites, with the attic space reserved for the landlord and her family.

Odelina Landau, the innkeeper, is an attractive woman in her late 30s, with a warm smile and a sharp mind. She has negotiated a preferential deal with the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}, offering reduced prices for important guests in exchange for certain discretionary tax rebates: bribes. Landau has a large staff, mostly Human, with a gaggle of Halflings working the kitchen, and a Dwarf brewmaster who makes her signature red ales.

" }, "Physicians' Guild": { "name": "Physicians' Guild", "text": "

The Physicians are a minor guild in terms of numbers, but because of their learning and high social position they have considerable influence. As such, their guildhouse is lavishly decorated, looking more like a luxurious townhouse than a place of business. Discreet symbols of Shallya and Verena are worked into the elaborate friezes decorating the imposing entrance hall, as the guild sees its calling as the perfect fusion of the two goddesses’ gifts.

All licensed physicians in Bögenhafen are obliged to hold their surgeries within the guildhouse. The back rooms and upper levels are a warren of small consulting rooms. It has two shared operating rooms that are tiled and fitted with complex pulley systems. They also have drains for blood and other post-operation effluvia that run down to the cellar where there is an outlet to the sewers. By precedent, the position of Guildmaster falls to the surgeon with the most surgical procedures undertaken, meaning young Doktor Schlüsselbaum. At a sprightly 48 years of age, Schlüsselbaum is currently guildmaster, largely due to his cavalier attitude toward cutting open his patients.

" }, "Tailors' and Weavers' Guild": { "name": "Tailors' and Weavers' Guild", "text": "

A small but well-appointed building near @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{The Adel Ring}, the Tailors’ and Weavers’ Guild is one of the lesser guilds of Bögenhafen, yet one of the wealthiest. The merchant classes of the Reikland are preoccupied with status, arguably even more so than the nobility,  so business for high-end tailors is booming in Bögenhafen. The guildhouse itself is used primarily for meetings of the handful of tailors and weavers in town, to negotiate prices and coordinate purchase of cloth and fabric from the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild} at bulk discounts. A back room has an elaborate shrine to Dehagli, God of Tailors and Fine Living, who is little known outside Averland.

Each master tailor furnishes the guildhouse with a ‘signature costume’ (frequently a lavish ballgown or intricately embroidered doublet), to be displayed in the entrance hall for prospective customers, while weavers hang bolts of cloth in lieu of tapestries. Even low-end tailors have their work displayed, generally towards the rear of the room. By tradition, the guildmaster’s wares are given pride of place. The current guildmaster, Heinrich Dwaart, is an Averlander, and a manufacturer of rough hemp undergarments, a source of shame amongst the guild’s more prestigious members.

" }, "The Wolf's Tail": { "name": "The Wolf's Tail", "text": "

Situated on Nulnerweg, not far from @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.hbMNPQNlo3AqXfkU]{the Göttenplatz}, the Wolf's Tail is a small tavern catering mostly to martial types. The door has an actual wolf ’s tail nailed to the wood, which is replaced fairly regularly. Patrons bringing a fresh, high-quality tail are given a discount on their food and drink for the night. Past the pub’s somewhat imposing exterior, visitors discover a surprisingly warm interior, lit year round by two roaring fires.

Ulka Starr, a former mercenary, runs the pub with one eye and a thin smile. Though rarely packed, the Tail does a steady trade, and is frequented by guards and mercenaries in town. This means that, in practice, there is rarely any serious trouble. Given how many skilled warriors have both alcohol and weapons to hand, this is probably for the best.

" }, "The Walls and Beyond": { "name": "The Walls and Beyond", "text": "

Like most towns in the Empire, Bögenhafen sits behind stout walls, a necessity given the predations of Greenskins and Beastmen, to say nothing of bandits and rival provinces. For all that the town’s history is littered with ferocious attacks, Human memory is short and imperfect, and so Bögenhafen’s walls have seen better days, and its people spill out during the Schaffenfest with scant regard for what may lie in the forest, watching with glimmering eyes…

" }, "East and West Gates": { "name": "East and West Gates", "text": "

A pair of near-identical, heavily fortified gateways guard the town’s two main entrances on the @UUID[Scene.aQ5GINBrubaDGQw4]{Altdorf} and @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.JSzzPHEHN8oOhd1z]{Helmgart} roads. Each consists of two tall towers linked by a fortified arch, with battlements covering the whole structure, offering a clear view down the road and a secure position from which to fire should the gate need defending. The gates themselves are constructed of dozens of thick wooden planks, bound in iron on the side facing the road. A stout portcullis lies behind each gate, operated by a winch in one of the towers on the town side.

The gates are manned by State Soldiers under the command of the @UUID[.MumhV0cvijjcPL6O#the-town-council]{Town Council}. As part of Bögenhafen’s self-ruling deal with the Saponatheims, there are no nobles in the detachment, meaning sergeant is the highest rank found in both towers. The soldiers are housed in a barracks on the ground floor of each gate. While the town’s Watch is underfunded and somewhat lazy, the soldiers manning the gates are well-trained and prepared, the better to allay the fears of any visiting nobles and ensure taxes are paid promptly.

" }, "Gardens and Chapel of Morr": { "name": "Gardens and Chapel of Morr", "text": "

Outside the north-east corner of the town walls, the Garden of Morr is a reflection in miniature of Bögenhafen’s society. The great mausoleums and family vaults of the wealthier citizens are on the west side along the town wall, while the eastern part of the burying-ground is crowded with the densely-packed and frequently reused graves and raven-stones of the lower classes. The unmarked mass graves of criminals and paupers lie along the north wall. The dark and brooding black stone Chapel of Morr stands almost in the centre of the garden. There are no doors in the portal leading into its dark innards.  The chapel is carved with symbols of Morr, ravens and black roses, though the portentous impression is somewhat undermined by the wind that whips and whirls in through the open portal, bringing dead leaves and detritus in its wake.

As Mother Carlitz, the priestess of Morr, spends much of her time at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.DzjqJ9LidpR53u1d]{Mourners' Guild}, the chapel is generally empty unless it is being used for a funeral service. Not far away, a small lean-to shack huddles against the town’s outer walls. Gravediggers keep their tools there, and lay-members of the @UUID[.DzjqJ9LidpR53u1d]{Mourners’ Guild} often spend time drinking in the shack when not digging graves or washing corpses. It is part of their remit to act as gravewardens, protecting against grave robbers, though most lack any real dedication to the cause. Should they suspect body snatchers are about, they ring the handbell kept in the shack for such occasions, and hope the interlopers leave quickly, or that the Watch come before the grave robbers escape.

" }, "Hetztford": { "name": "Hetztford", "text": "

Bögenhafen lies at the confluence of several important trading routes through Southern Reikland. However, a local bylaw prohibits the construction of a bridge within 10 miles of the town, so all traffic across the river near the town is by ferry. Fortunately, 12 miles south-west of Bögenhafen lies Hetztford, a natural ford across the Bögen. It is guarded by a fortified toll house and lies in the shadow of an ancient Elven ruin. The only road leading to it passes through Bögenhafen, and the @UUID[.MumhV0cvijjcPL6O#the-town-council]{Town Council} has staunchly refused to build a road running around the town, ensuring that any using the ford pay a toll twice: one in Bögenhafen, and again to cross at Hetztford.

" }, "Postern Gate": { "name": "Postern Gate", "text": "

This is a minor entrance to the town. It consists of a single iron-bound wooden door flanked by a pair of arrow-slits. The gate was constructed at the behest of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}, to better facilitate @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{The Schaffenfest}. While the gate remains locked at other times, during the day while the Schaffenfest is on, it is open to all, guarded by four members of the Watch at all times.

" }, "The Schaffenfest": { "name": "The Schaffenfest", "text": "

As commerce is the lifeblood of Bögenhafen, taxation is ever at the forefront of its fortunes as a town and centre for trading. Through a longstanding writ from the Saponatheims dating back to 2390, Bögenhafen is allowed one day a year (Geltgrubetag) for trading livestock without paying the usual tax. The @UUID[Compendium.wfrp4e-rnhd.actors.KfVnMx7Bn1DWErM6]{Graf’s} grandfather ratified this treaty at the town’s request, hoping the lost revenue in flesh-trade would be more than offset by increased revenue through tolls and other taxes. Indeed, it is stipulated in the charter that the livestock being sold must be physically present when the sale is concluded to maximise Saponatheim’s tax yield. 

The Schaffenfest is a bustling, thriving affair packed with citizens of all social classes, from the lowliest beggar to the wealthiest noble and everything in between. Here, all rub shoulders beneath strings of brightly coloured bunting and lanterns, taking in the spectacles on offer and revelling in the opportunities afforded them.

Always looking to increase profits, merchants travel from across the Reikland and beyond to take advantage of this opportunity for tax-free trade in animals. Because of this, the livestock market dominates the Schaffenfest, both in terms of size and stench. While most of the animals traded here are sheep and goats, a number of cattle, pigs, and poultry are also sold, and increasingly horses and other animals are being driven to Bögenhafen; the lengthy journey worth making for the potential savings on costly horseflesh. While only a single day is tax free, the festival spreads over three days now, giving merchants plenty of time to peruse the stock and negotiate prices, before finalising contracts and exchanging goods and payment on Geltgrubetag.

" }, "Shrine to Taal": { "name": "Shrine to Taal", "text": "

Just outside the town on the road to @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.JSzzPHEHN8oOhd1z]{Helmgart} stands a small shrine to Taal, where travellers offer prayers as they set out for the mountains. Maintained by local hunters and woodsmen, the shrine consists of a small circular drystone hut with a conical thatched roof, and a deer-skull hangs over the lintel. While Bögenhafen has its share of vagrants and the down-at-heel, none dare sleep in ‘Taal’s Hut’, for fear of offending the wild god.

" }, "Water Gate": { "name": "Water Gate", "text": "

This is little more than a gap in the walls where the Hafenbach stream flows into the town to join the river Bögen. There is a small, sheltered guardpost atop the wall here, with a winch which can be used to lower or raise an iron portcullis, blocking off entrance to the town through the stream.

" }, "The Duchy of Saponatheim": { "name": "The Duchy of Saponatheim", "text": "

Although the Duchy of Saponatheim is one of the largest provinces in the Reikland, nearly all its land is densely forested, leaving it largely untouched by human hand. Barring the occasional ruin or heavily fortified population, most of the duchy is left to Beastmen, Bandits, Greenskins, and other terrible creatures that haunt its misty depths. It’s only in the south, where the treeline of the Reikwald breaks to the fertile Vorbergland and the land is tamed, that civilisation can be claimed to rule. Here many towns, villages, and farms dot the rolling foothills leading to the Tauzück Hills in the south, the largest of which is Bögenhafen, one of the richest towns in the Reikland.

Graf @UUID[Compendium.wfrp4e-rnhd.actors.KfVnMx7Bn1DWErM6]{Wilhelm von Saponatheim} from @UUID[Compendium.wfrp4e-rnhd.scenes.RQQBIZT9OyHMFL27]{Castle Grauenberg} rules the majority of the province. The duchy is divided into a patchwork of fiefs, which are parcelled out to lesser members of the family and favoured supporters. These titles are always granted as lifetime holdings, rather than hereditary positions. This means they return to the graf ’s gift on the holder’s death. 

This allows the graf to maintain a tight control over his family, though earning himself little loyalty. There are only two permanent fiefs left in Saponatheim: @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.ZVxhE9KeMGRHZ9xi]{The County of Kleinwald} and @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.YYPNmc1fF0JpQ1zz]{The Barony of Stürmdunkel}.  The rest were disbanded over two centuries ago during Magnus the Pious’s reformation of the Empire.

The duchy lacks the rich mineral deposits of other, wealthier provinces, a source of much irritation to the graf. Trade is the biggest source of income, but the Saponatheims have little control over Bögenhafen’s merchants. The talk of court is that he is beholden to his common-born tenants, lacking the strength to bring them to heel.

Another notable settlement where the graf has no control is the fortified town of Kurtzehre, which lies just to the south of Bögenhafen. It is home to the Duchy’s greatest concentration of Dwarfs, and is where the Dwarf masons who constructed, and still maintain, Bögenhafen’s sewers reside. They avoid Bögenhafen itself, disliking the ‘manling stench and their shoddy work’, and have rebuilt what was once a small village of the Empire in stone. The handful of Humans and Halflings who reside in Kurtzehre now do so at the sufferance of renowned stonemason Gudruk Stonebeard. He is in charge of the town, no matter which of the graf ’s ineffectual relatives are granted nominal control over the area for this generation.

" }, "The County of Kleinwald": { "name": "The County of Kleinwald", "text": "

The County of Kleinwald lies on the eastern border of @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.T8GAVCAjpM6PTmUS]{The Duchy of Saponatheim}. While many trappers, charcoal burners and other peasants call it home, there is little of note in the area. A small range of densely forested hills, the Heuvals, are bifurcated by the region’s eastern border with the Duchy of Midwald. While there are a few copper mines in the area, they all lie on the wrong side of the border, meaning no revenue passes through Saponatheim coffers.

Noble twins Laurenz and Leota Kleinwald rule the county. The siblings are famed for their debauchery and disinterest in matters serious or devout, just like their cousins Gutele and Boniel von Bruner of Ubersreik. They make no secret of the disdain they feel for their ‘little lands’ in Kleinwald and do their best to avoid spending time there. Their long-suffering mother, Heidi (from @UUID[Compendium.wfrp4e-starter-set.journals.TSyoR9nSk7cehypG.JournalEntryPage.U5fSG8wDw2ZCLIWG]{House Bruner} in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.icaZcokQLawViHCq]{Ubersreik}), recently passed away, leaving control to the twins. Thus far, they have shown no interest in taking their responsibility seriously.

The seat of power in Kleinwald is Schevinger Castle. The small, crumbling keep has only one draughty tower and few amenities. Saponatheim bylaws mean that the ruler must spend at least one night in the castle per year, or else the land will revert to @UUID[Compendium.wfrp4e-rnhd.actors.KfVnMx7Bn1DWErM6]{Graf Wilhelm} control. To make their ‘stay’ more bearable last year, the twins held an enormous, drunken party that lasted all night, before sleeping in the coach back to their manor in @UUID[Scene.PjdjWCf0haIiXEW6]{Bögenhafen}.

" }, "The Barony of Stürmdunkel": { "name": "The Barony of Stürmdunkel", "text": "

To the duchy’s south and west lies the densely forested Barony of Stürmdunkel. It is ruled by Baron Hiedemann of House Stürmdunkel, the last of the illustrious bloodline that used to rule all of Saponatheim many centuries ago. 

As part of the deal the Stürmdunkels made with Emperor Magnus the Pious, Hiedemann also commands over half the Duchy of Saponatheim’s State Army, an honour in which he revels, and one the graf of Saponatheim would happily wrest free from him. Hiedemann maintains a number of regiments, as well 

as ensuring that the citizenry are well drilled should they be called up to serve in free company militias. Though much of the land has been cleared of the densest forests, a number of patches are maintained despite being home to the usual array of Beastmen, Mutants, and Greenskins, providing Hiedemann's forces ample opportunity to hone their skills. The @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{River Bögen} is especially misty near Castle Hohenwand, his official seat, and the baron regularly drills his troops in these  bewildering conditions.

Hiedemann splits his time between Castle Stürmdunkel to the south of the Barony and Castle Hohenwand to the west, barring the occasional visits to @UUID[Scene.PjdjWCf0haIiXEW6]{Bögenhafen}, or to his liege at @UUID[Compendium.wfrp4e-rnhd.scenes.RQQBIZT9OyHMFL27]{Castle Grauenberg}. Hohenwand is an imposing fortress with high, strong, defensible walls, built by Dwarfs over a thousand years ago. It is here that the headquarters for the State Regiments of Saponatheim reside. The walls are garrisoned by halberdiers, in the form of the Reikland 47th Regiment of Foot, ‘The Hedgepigs’, and by a recently founded regiment of handgunners, the Reikland 118th Regiment of Foot, ‘The Greenbacks’. Hiedemann is a great believer in the power of blackpowder, and is actively petitioning the graf for more investment so he can field more than a few support detachments  of handgunners.

Castle Stürmdunkel is where Hiedemann’s family resides, both his personal family in the form of his wife, Theodosia, and daughter, Marlaina, and his martial family, the Knights of Stürmdunkel. This knightly order was founded by Hiedemann’s distant ancestors and was, for many centuries, little more than an excuse for decadent noblemen of the locality to gather and have parties. However, when Hiedemann’s grandfather became baron he whipped them into shape, determined that when the time for war came, as he knew it surely would, they would be ready. Caparisoned in their black armour, wielding their black-laquered hammers carved with lightning bolts, these dark and stormy knights are now a force to be reckoned with.

" }, "Dark Cults and Seedy Gangs": { "name": "Dark Cults and Seedy Gangs", "text": "

Bögenhafen is emblematic of a change that is taking place across many parts of the Empire. The old ways, with the iron rule of the nobility shored up by faith in Sigmar, are eroding. The burgeoning middle classes (merchants, traders, and artisans) are gaining power, wealth, and influence, transforming the social strata of the Empire. As such, it is no surprise that cults of the dark gods lurk in the shadowy recesses of Bögenhafen’s alleyways and basements, as they are not only attracted to change, they cultivate it.

 

" }, "The Bloody Nose": { "name": "The Bloody Nose", "text": "

The Bloody Nose is a relatively recent cult, founded in Bögenhafen a few decades ago by ‘the Klaus’, an especially violent stevedore from Tahme. There are whispered legends of roots in a far older order devoted to violence and bloodshed, but none within the cult has the knowledge, or interest, to pursue these claims. Most cult members are stevedores, although a number of private guards and soldiers of the Watch have recently been indoctrinated. None initially realise the path they walk as they simply revel in the opportunity to fight for fun, but as the blood flows down their faces, so too do they lose their souls, drop by drop.

The Bloody Nose meets irregularly, when Morrslieb is full. Members convene in an empty warehouse, using their knowledge of the docks to ensure their secrecy. Their gatherings begin with a ritualised ceremony in which, firstly, all members swear to keep the existence of the cult secret, before everyone is ‘greeted’, a process which involves punching one another in the nose until blood streams down their face. Once everyone is bleeding, matters become less formal with drinking games, storytelling, and wrestling bouts competing with more violent melees involving dozens of cultists pummelling one other into unconsciousness.

" }, "The Blackpikes": { "name": "The Blackpikes", "text": "

The Blackpikes take their name from a local variety of @UUID[Compendium.wfrp4e-core.items.Bda4Wvnlt3q5zkKC]{Stirpike}, rarely spotted in the Bögen these days. Members of the gang have a crude black fish tattooed on their bodies. While some paranoid investigators have sought to prove a link between the Blackpikes of Bögenhafen and @UUID[Compendium.wfrp4e-altdorf.journals.rSRadYoaNXkEq8gs.JournalEntryPage.jisr4ys6obOel7r1#the-fish]{the Fish} of Altdorf, none have lived long enough to conclusively establish the connection.

Gustav Friek, a notorious gangster, leads the gang. Friek’s interests have, thus far, been predictable: shaking down businesses for protection money and taking a cut on smuggling and other illicit activities taking place within @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.NmhaWZTD7644IfbX]{the Pit}. A much-feared figure in the town, he eyes the rich territories across the Bögen enviously. 

His lieutenants are readying themselves for the call to arms when the Blackpikes cross @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{the Bögen} to wage war on  their rivals.

" }, "The Vigilant Eye": { "name": "The Vigilant Eye", "text": "

For more than 300 years the Vigilant Eye has kept watch over Bögenhafen. In 2203 IC, when Drachenfels the Great Enchanter tore a gaping rift into the Realms of Chaos at his castle in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{The Grey Mountains}, it caused thousands of smaller tears to rip free across @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.0Cmr0LZ3boLbNt6p]{The Vorbergland}. In Bögenhafen, this resulted in Daemons by the hundreds clawing into reality. Only one person survived that day: @UUID[Actor.W0qIBRusYSrbM3pS]{Volker Drauchen}. He watched, horrified, as Daemons stalked the streets, slaughtering every living soul. Why they spared Drauchen is impossible to know. But as Horrors of Tzeentch capered before him, he began to make sense of it all, to see method in their madness, and a warped seed took root in the fertile soil of his mind. When the rift sealed after a week and the Daemons vanished, Drauchen started his work.

Thus, the Cult of the Vigilant Eye was born. Drauchen, granted arcane power through his exposure to the raw stuff of Chaos, began to recruit others. Knowing the skein between worlds was weakened at Bögenhafen, he saw it as his sacred duty to preserve the town against all threats, knowing that one day it would prove vital to the Great Architect’s Plan.  

@UUID[Actor.W0qIBRusYSrbM3pS]{Volker Drauchen}

As his cult grew, he retreated to the shadows, manipulating others to carry out his will. Thus, he empowered Wilhard Kleinwald to eliminate the Orc Warlord Zzadrag, and later ensured Beastlord Gurkthar Gorehorn was defeated by Abermann von Stürmdunkel. He also aided Captain Inge von Sternberg in holding back the Greenskin tide of Grom the Paunch by ordering Vigilant Eye cultists to support him. As the decades passed, Drauchen took to meditating on the schemes of his Dark Lord, Tzeentch, for longer and longer periods, and has not been seen since the mid 2400s.

In Drauchen’s absence, the Cult is overseen by Unter-Magus Else Überraschung, a sergeant in Bögenhafen’s Watch who lives in Altstadt. Like all cult members, she is sworn to ensure the town’s continued survival. The ranks of the cult are solely filled with lower-class citizens of the town and its environs. 

Many of them are members of the Watch or the local road wardens, although the majority occupy lowly positions within greater organisations: clerks for the great merchant houses, stevedores and teamsters, and other menial jobs. They have only one concern: preserve Bögenhafen.

" }, "Timeline of Bögenhafen": { "name": "Timeline of Bögenhafen", "text": "

Being a summary of the major events in the history of the town of Bögenhafen and the Reikland Estate of Saponatheim.

c−3750 IC

Elves found the outpost of Tor Yvanithress near the site of modern-day Bögenhafen. It trades with Karak Zanda near Axe Bite Pass, passing goods by ship downriver, and eventually on to Ulthuan.

c −2000 to −1600 IC

War of the Beard/War of Vengeance. A bitter war breaks out between Elves and Dwarfs in the Old World.

c −1700 IC

Elves abandon Tor Yvanithress after a terrible defeat at the hands of King Karaghar of Karak Zanda.

c −1500 IC

Many Dwarf holds, including Karak Zanda, are destroyed by terrible earthquakes that tear through the Old World. Many Dwarfs flee their mountain halls only for Greenskins to attack their refugee trains.

c −500 IC

Human Unberogen tribesmen, the tribe that will later be led by Sigmar, build a fort in what remains of the Elven Ruins of Tor Yvanithress. They name it Boigenfastis, which means Twisted Fortress in Old Unberogen, and drive back competing, indigenous Humans living in the area.

c −300 IC

Boigenfastis is sacked by Greenskins.

c −50 IC

After years of warfare, Unberogens build a fortified fishing village in an easily defended crook of the river near the ruins of Boigenfastis, calling it Geboigenhafno (Bent Harbour). In time, this becomes Boigenhafno, and later Bögenhafen.

-30 IC

A twin–tailed comet soars through the sky, heralding the Time of Sigmar.

21 IC

First shrine to Bögenauer established in Bögenhafen.

131 IC

The first Temple of Sigmar is built in Bögenhafen on the site of the modern-day High Temple.

c. 300 IC

The Sturmtunkal Clan of the Unberogens rises to prominence in Bögenhafen, with Alrieich von Sturmtunkal claiming the title of Herizogo, a precursor to the modern-day title of duke. This is the earliest recorded ancestor of House Stürmdunkel.

c. 500 IC

The first Castle Grauenberg is built by House Schnital overlooking the River Bögen some 60 miles north of Bögenhafen. The Schnitals establish a toll, bringing them into direct conflict with the Stürmdunkels, who rely on river trade to Bögenhafen for their well-being. This starts over a thousand years of conflict between the two ancient Houses.

c. 850 IC

The Grey Driving. Ignoring the advice of the Grand Theogonist of Sigmar, Emperor Sigismund IV invades the fertile lands beyond the Grey Mountains. The local Human Bretonii tribesmen are easily dispersed. Soldiers by their thousands pass through Bögenhafen, significantly increasing its population, which swells to more than 5,000 for the first time.

955–970 IC

The First Monfort War. Spurred by guerrilla-war successes of the Duc de Paréfon to the south-east, Bretonni tribesmen rise up against Grauesland. Under the leadership of Vauquelin, the self-appointed Dux Mons Fortis (Duke of the Strong Mountain), and with support from a local warlord named Gilles, the Empire is driven back across the Grey Mountains. Refugees from this war bring Bögenhafen’s population to over 10,000.

978 IC

The Bretonni tribes are bound together by Gilles the Uniter, founding Bretonnia. The existing Dux Mon Fortis becomes one of Gilles’s dukes, titled Duc de Montfort in Gilles’s dialect of Bretonnian. The new duke consolidates Bretonnian power on the other side of the Axe Bite Pass to Bögenhafen, laying the foundations of a mighty fortress to oversee his troubled lands.

998 IC

Dwarfs from Karak Ziflin arrive in Bögenhafen to open diplomatic relations with the rapidly expanding town.

c. 1050 IC

Ida Tränken secures a deal to sell Dwarf beer from Karak Ziflin in Bögenhafen, founding what will be known later as the Teugen Merchant House.

1111–1115 IC

The Black Plague. Thousands fall to the disease, leaving only a few hundred survivors in Bögenhafen. 

1363 IC

Margot Saponà, a Bretonnian soap magnate from Marienburg, founds the village of Saponàtheim in the shadow of Castle Grauenberg. The ruling House Schnital agree to let her produce fragranced soaps on their land tax-free, hoping it will draw new workers to the area and, in turn, increase their tax yield. Unfortunately, the resulting stink drives the Schnitals from Castle Grauenberg, and they move to the nearby village of Trosreut.

1402 IC

The Saponà family buy Castle Grauenberg from the Schnitals, and begin refurbishments.

1483 IC

The Saponà family donate an enormous sum of money to House Schnital, and to several other great families of the Reikland. House Schnital then proposes to ennoble the Saponàs as House Saponatheim. The Reikland Diet approves the motion as accusations of corruption fly. Baroness Siefigha is the first head of House Saponatheim.

1681 IC

The Night of the Restless Dead. The dead rise from the Gardens of Morr, slaughtering thousands. Duke Heideklippe Stürmdunkel commands the Cult of Morr to remove all Morrian holy sites beyond the walls of any settlement in the duchy of Bögenhafen, a law that stands to this day.

1940 IC

The Poisoned Feast. Constant Drachenfels, the Great Enchanter, hosts a party for the ruling Noble Houses of the Reikland, and poisons them. The ruling Stürmdunkels of Bögenhafen are killed, leaving a minor branch of the family living in the Duchy of Mittlevorbergland as sole heir to one of the largest duchies in the Reikland. 

House Trott disputes this, as the old duke of Bögenhafen was married to Duchess Gaalopé of House Trott, and she survived the Poisoned Feast.

1941–1950 IC

The First Vorbergland War. House Trott of Tahme declares war on the remains of House Stürmdunkel. House Schutzenburg of Mittlevorbergland does the  same. The three-sided war ends with the Treaty  of Hohenwand, which formally accepts House Sturmdunkels', the Stürmdunkel’s liege-lords, claim  to the Duchy of Bögenhafen. The Trotts are outraged,  but the Reikland Diet supports the treaty. The Stürmdunkels are granted a barony in the newly expanded Duchy of Mittlevorbergland, which now includes Eilhart, Wheburg, Bögenhafen and all their surrounding estates.

2010–2037 IC

The Second Vorbergland War. Houses Trott, Walfen, and Lüssen jointly declare themselves independent from the Prince of Reikland in the Statement of Tahme, each going to war with their neighbours to resolve old quarrels. By the end of the bloody conflict, the independent kingdoms of Mittlevorbergland (ruled by the Trotts), Suden Vorbergland (ruled by the Walfens), and Westen-vorbergland (ruled by the Lüssens) are established, with hundreds of Noble Houses, many of them created on the fly, swearing to the new Royal Houses.

2049 IC

King Oberadal of Suden Vorbergland calls for aid to defend against the invading armies of Vampire Lord Vlad von Carstein. Queen Lopen of Mittlevorbergland, who now holds court in Bögenhafen, ignores these calls.

2050 IC

Bögenhafen is sacked by Vlad von Carstein’s armies, destroying the town. The ruling Trotts retreat to Tahme and never return.

2100 IC

Bögenhafen’s population has returned to some 3,000 souls. The surrounding duchy is now ruled by House Schutzenburg who have reclaimed their old territories.

2203 IC

The Great Rift. A rift into the Realms of Chaos opens at Castle Drachenfels. For a week, Daemons walk the Vorbergland. When Bögenhafen is investigated  a month later by scouts from Tahme, they find the town deserted. It seems not a soul survived, though the buildings remained untouched.

2250 IC

Bögenhafen’s population has rebounded to almost 3000 again. Although technically ruled by House Schutzenburg, the noble family is too weak and poor to collect taxes from the town.

2261 IC

Bögenhafen forms a town council of important merchant houses, cult members, and guildmembers. The Town Council takes over all aspects of rulership, supported by several private armies. Jormann Teugen, a merchant of impeccable standing, is first Town Council leader.

2285 IC

The first Schaffenfest is held to attract farmers to trade their livestock in the town of Bögenhafen.

2300 IC

Bögenhafen’s population has returned to almost 7000 people.

2302 IC

Magnus Bildhofen passes through Bögenhafen and appeals for aid to face the growing Chaos threat from the north. The Town Council spurns him. However, more than half of Bögenhafen’s private soldiers leave with Magnus anyway, convinced by his powerful rhetoric. The small Barony of Saponatheim lying to the north of Bögenhafen also commits all of its soldiers to support the upcoming war.

2303 IC

Waaagh! Zzadrag: an enormous Greenskin army invades from the south, taking advantage of the lowered defenses across the Vorbergland. Against the odds, the Orcs and Goblins suffer an extraordinary defeat at the Battle of Finsterbad. Unknown to the defending armies, Warlord Zzadrag is killed by Wilhard Kleinwald, a minor noble who is secretly a magus of Tzeentch and does not wish his plans for Bögenhafen to come to an unplanned end.

2304 IC

The Treaty of Tahme: Enforced by the newly crowned Emperor Magnus I of House Bildhofen, The Treaty of Tahme formally brings all lands of the Vorbergland, including the Duchy of Bögenhafen, back under the rule of the Prince of Reikland for the first time in almost three hundred years. A new Duchy of Saponatheim is formed from the old Duchy of Bögenhafen and Barony of Saponatheim, and is given to House Saponatheim to rule in recognition of the support they provided to Magnus before the Great War Against Chaos. House Saponatheim now claims to be an ancient house, its soap-making origins forgotten during the Dark Ages before Magnus’s rule.

2367 IC

Battle for Hohenwand Hollow: Beastlord Gurkthar Gorehorn marches on Bogenhafen, but is defeated before he arrives by the Baron Abermann von Stürmdunkel, a Myrmidian and master tactician. Just 300 knights and 2000 State Soldiers defeat an enormous warherd said to number in the tens of thousands. This extraordinary victory shatters the last major force of Beastmen in the southern Reikland that had grown in the build-up to the Great War Against Chaos.

2378 IC

House Saponatheim grants the Bögenhafen Town Council effective autonomy in return for increased taxes. Within 20 years, most of the merchant houses have found legal loopholes to avoid paying the  higher taxes, leaving the Saponatheims significantly out of pocket.

2390 IC

After long negotiations with the Bögenhafen Town Council, House Saponatheim grants one tax-free day for livestock trade during the Schaffenfest. This begins small, but soon expands significantly, with livestock trains driven halfway across the Empire to be sold in Bögenhafen tax-free. This brings many merchants to the duchy, which in turn brings a significant tax boost to House Saponatheim, even though the lost taxes from the tax-free day of Schaffenfest are arguably much higher.

2420–2422 IC

Waaagh! Grom: Greenskins sack Bögenhafen in late 2420 IC, leaving massive dung idols in their wake. They continue to plague the Vorbergland for the  next decade, though the main horde moves on relatively swiftly. 

2456 IC

Rebuilding of Bögenhafen is largely complete, primarily financed by three Merchant Houses (Ruggbroder, Steinhäger and Teugen) alongside help from the Prince of Reikland.

2510 IC

Johannes Teugen takes control of House Teugen, and aims to lead Bögenhafen to greatness.

" } } }, "Road Wardens": { "name": "Road Wardens", "pages": { "Road Wardens": { "name": "Road Wardens", "text": "

As trade began to flourish in the burgeoning Empire over 2000 years ago, banditry followed closely behind. Ever since, forces dedicated to protecting travellers — or rather, trade — on the roads have arisen. Funded by local lords or communities, they were hardly uniform in training, equipment, or integrity. Many of those that initially patrolled the roads were nothing more than private armies in the service of robber barons who preyed upon all who passed, little better than the bandits they were nominally fighting. Others were untrained and ineffectual groups of peasants armed mainly with agricultural implements.

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As part of his highway reforms of 2453, Emperor Wilhelm the Wise established the Imperial Road Warden Service as a branch of the State Army. He set standards for training and equipment, and imposed oversight which was intended to stop the worst abuses. Although they are all part of an Empire-wide service, as members of local State Armies, Road Warden units are raised and paid locally. Most are assigned to specific stretches of highway, or patrol a region around their base of operations. In theory, under the terms of Emperor Wilhelm’s decree, all Road Wardens have jurisdiction over all Empire roads and highways, whether in their home province or not.

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The Justiciars

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Not all Road Wardens are equal. Some are more equal than others, and the Road Wardens attached to Altdorf’s 3rd Regiment of Cavalry in the Imperial capital are far from being run of the mill. They style themselves as ‘The Justiciars’, and travel across the Empire as needed. They often investigate serious crimes or accusations of corruption or brutality made against local Road Wardens. They are distinguished by a hat-badge showing the scales of justice, and the majority are devoted followers of Verena. Unlike ordinary Road Wardens, Justiciars have never been known to take bribes or ignore crimes. Whether this glowing reputation is deserved or enforced is never up for debate when the Justiciars are around.

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Road Warden Patrols

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A typical Road Warden patrol along a commonly used trade road consists of 4-6 Road Wardens, frequently led by a Road Warden sergeant. In more dangerous areas, a double-strength patrol may be encountered, sometimes under the command of a captain, though such are generally only found near major towns and cities. Many roads, especially those deep in forests or far from the major trade routes, may only merit a single Road Warden, or just a pair, who patrol infrequently. Conversely, in times of great trouble patrols may be reinforced to triple or even quadruple strength, and a few begin to truly resemble their status as State Army detachments.

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Road Warden Barracks

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Every major town and city in the Empire has its own standing garrison of Road Wardens. Some particularly unruly roads may even have Road Wardens stationed in some of the larger villages to maintain control. In some places, the Road Wardens have 

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their own dedicated barracks, usually close to the town gates; in others, they share facilities with other State Army soldiers, including any deployed as Watch or guards. Barracks normally include a bunkroom, stables, a smithy, and a jail.

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Most of the larger coaching inns keep a few rooms ‘round the back’ used by the local Road Wardens. These usually feature a single small cell, often little better than a broom closet, capable of holding a single prisoner (or more, depending on the cruelty of the jailers). Innkeepers and Road Wardens regularly trade information and gossip about local events, suspicious travellers, and other potential threats. These arrangements are usually made with a level of ‘understanding’ on both sides, with the Road Wardens turning a blind eye to any clandestine ‘activities’ the innkeeper pursues.

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Toll Houses

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In addition to patrolling, Road Wardens are also responsible for maintaining and operating toll houses. This was another of Emperor Wilhelm’s measures to suppress the activities of local robber barons. This duty is usually given to the newest, lowest-ranked, or most unpopular members of the force, most of whom would do anything to win a more adventurous and varied assignment on the roads.

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Toll gates are found along all major roads. They are often maintained by a local lord, or sometimes a town or merchant ‘tax farmer’ enterprise. They are usually found every 20–40 miles, and positioned so that they cannot be avoided easily by travellers: on river bridges or causeways, by fords, at the end of a narrow, rocky defile, and so on. Where natural barriers do not exist, it is common for a wall to be built or boulders to be liberally dumped by the road to impede the passage of any coaches and wagons attempting to dodge a toll gate. Busier thoroughfares often have toll houses — sturdily-built structures, designed for defence — in addition to a gate. A toll house usually contains a couple of toll keepers and possibly a few servants. In dangerous areas or on larger roads, a toll house may double as a barracks and jail for the local Road Wardens.

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The cost of a toll is generally 1–4 pennies per leg passing through, but may be significantly higher along the engineering marvels — bridges, locks, and the like — scattered throughout the Empire. On well-travelled routes, tolls are often lower, to encourage road traffic. Some of the cleverer lords have even noticed that lower prices actually tend to increase overall toll income, as people are attracted to travel along a cheaper route.

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@UUID[Actor.EP7GHK1fc9vWDaBQ]{Johann Hindersson}

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@UUID[Actor.UzVMeOsdKntX2JMd]{Aleanora ‘Al’ Shortbottom}

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@UUID[Actor.zUdDzylJB5OJF4NC]{Charlotte-Samantha Maiers}

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@UUID[Actor.EP7GHK1fc9vWDaBQ]{Johann Hindersson}

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Road Wardens At War

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As soldiers in the State Armies, Road Wardens are regularly deployed during wartimes. Their experience as lightly armed and armoured cavalry is put to use as scouts, outriders, and messengers, though their sometimes-lax discipline often causes headaches for their commanders. On the other extreme are State Army cavalrymen who, in peacetime, are drafted into the Road Wardens. These individuals — usually accomplished veterans — tend to be given positions of command. Some find these postings needlessly tiresome, and a waste of their talents. Others prefer the solitude of the road to the humdrum of Empire society, where they cannot help but imagine Beastmen behind every mask, and Greenskins massacring every opera audience.

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" } } }, "Chapter 4 - On To Bögenhafen": { "name": "Chapter 4 - On To Bögenhafen", "pages": { "Weissbruck": { "name": "Weissbruck", "text": "

@UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} is a swiftly growing town on the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{River Bögen}. It is ruled by the recently ennobled House Gruber, a family that may be rich because of its deep mines in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.lQz1hI7bZQeVHuiQ]{The Skaag Hills}, but has little in the way of status. Less than a century ago, Weissbruck was just another small farming and fishing village, but with the opening of the nearby mines and the construction of the canal it has expanded rapidly. 

It is now a bustling merchant town, and the sound of construction rings everywhere as new buildings expand the outskirts to all sides. Warehouses line the canal and river banks, storing coal and iron ore from the nearby mines, wool and wine from @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen}, and all manner of goods from Altdorf, Carroburg, and @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.RRwo3WYqdXvQ9jJp]{The Vorbergland Canals}.

Since the Berebeli’s toll was paid at the Altdorf side, the barge is waved through the final lock by the lock keepers, and turns upstream on the River Bögen. There are a number of barges tied alongside the wharf, and shipping can be seen moving up and down the river. Several inns look out on to the river and the canal.

It is likely to be early evening by the time the Characters arrive. As they prepare to tie up their barge, they can’t help notice a shadowy, travel-stained character standing in the doorway of the Black Gold, a nearby inn. This is @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos} the bounty hunter. He watched the Berebeli enter the Weissbruck Canal, and rode ahead of them to Weissbruck. On a successful Average (+20) Perception Test, the stocky man is recognised as the one from the Königplatz in Altdorf, who somehow made the oddly gesturing men retreat. It will be easy to remember that those two men turned up dead on the night before the party left Altdorf, shot by crossbow bolts — and this man clearly has a crossbow slung across his back. It is equally obvious that he is watching the Berebeli tie up, but before anyone can approach him Adolphus turns and walks into the inn.

If the Characters leap from the barge to follow him into the inn, he is nowhere to be seen, having slipped out of the back door. Getting information out of the inn’s occupants requires a successful Bribery or Gossip Test. A successful Character learns the man is a bounty hunter who arrived in Weissbruck late last night. Whether they learn where he is staying depends on how you wish to run the next part of the adventure.

@UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus} has no wish to confront the adventurers immediately. Instead, he plans to attack at night and take them by surprise. He did not know that they saw him at the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.c4jnHFGihvRaqHA1]{Königplatz} and retreated the moment he realised he had been recognised, leaving the inn by a back door and following a winding path back to his lodgings at another inn where a hired gang of local thugs arguably awaits his orders.

Having seen @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus}, our Characters may decide to take one of three courses. Enterprising Players may want to go looking for him. More timid souls may prefer to push on to Bögenhafen immediately. It’s very possible the party will stay the night in Weissbruck — perhaps taking greater precautions to secure the barge — and leave for Bögenhafen at first light. The next section is split into two parts: the first deals with what happens if the Characters go looking for Adolphus, the second with what happens should Adolphus’s plan come to fruition. 

@UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos}

Options: Blow a Different TRumpet

Veteran Players will likely remember @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus} is staying at the Trumpet Inn. There are several ways for you to present this section differently.

It’s a Trap!

The Characters have only found out that the bounty hunter is staying at the Trumpet Inn because he wants them to know. He has taken a room in the inn, but it is booby-trapped in various imaginative ways. He and his hired thugs are watching the inn. They follow the Characters inside, ready to ambush them as they emerge, wounded and empty-handed, from the trapped room.

No Such Address

@UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus} has bribed various regulars of the Black Gold and the Happy Man to direct anyone who asks after him to the Trumpet. He has told some that he expects some business associates to enquire for him, and others that he is playing a practical joke on some friends. No one in either inn knows where he is really staying.

The Long and Winding Road

The Trumpet Inn is another blind, just like the Black Gold and the Happy Man. Adolphus is actually staying in a warehouse on the dockside from which he can keep an eye on the Berebeli. @UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Actor.BLrqbYcSiVvWnmws]{Willie}, his hired gang of local thugs, are with him. One of the gang leaves every 20 minutes or so to take a stroll around the docks and the surrounding streets, looking out for the Characters. They will report back to Adolphus when they see them.

Compromising Positions

If you want to potentially embarrass the Characters as well as frustrate them, the Trumpet Inn may be a house of ill repute rather than an inn. 

Such establishments are common along the Empire’s docksides, but this particular one caters for some specialist tastes that will both horrify and embarrass at least some of the Characters. The place may even be a front for a Slaanesh cult, although this is perhaps an obvious twist. 

In any event, the town authorities, led by a prayer-intoning Priest of Sigmar, raid the immoral establishment just as the Characters have begun their investigations there. Everyone present will spend a night in the cells and be hauled before the town magistrates in the morning to answer charges of immorality.

Nobody Home

The most obvious and simple option is that @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus} simply isn’t in the Trumpet Inn, and has taken lodgings in another of Weissbruck’s many hostels.

Take a look at the @UUID[Scene.tvGHowUko2x39RSn]{map} and choose another inn for Adolphus to attend from the ones listed, or make your own, and otherwise use the adventure as presented here.

The Trumpet Inn

If the Characters head straight to the Trumpet Inn from the Black Gold where they first saw Adolphus, they will see him conversing with three thugs in the barroom. They will not be able to make out what is being said unless they have the @UUID[Compendium.wfrp4e-core.items.OXfa9uwG36syzaix]{Lip Reading} or @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense} Talents.

A Character may be able to sneak into the room by making a successful Challenging (+0) Stealth (Urban) Test, and get close enough to overhear without being noticed. 

If the attempt fails, Adolphus and the thugs end their discussion, but do not resort to violence unless attacked. Instead, they stare at the interloper, ready to defend themselves, happy to wait for the other party to make the first move.

When encountered, Adolphus is instructing one of the thugs, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, @UUID[Actor.BLrqbYcSiVvWnmws]{Willie}, and @UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, to watch the Berebeli and to follow it after reporting its departure to the bounty hunter. The thug leaves immediately and takes up a position on the bank where he can keep an eye on the barge without being seen. The other two thugs are instructed to call back later in the evening; they finish their drinks and leave about five minutes later. They can be followed to the Black Gold where they spend the next couple of hours drinking.

If Adolphus is aware the Characters know where he is staying, he leaves the Trumpet Inn by the back door and heads for another inn. The Characters may be able to follow him if they are watching the inn and successfully use a Challenging (+0) Perception Test to spot him leave and win an Opposed Stealth (Urban)/Perception Test to follow him without being noticed. 

Confident of his capabilities, Adolphus attempts to kill any lone Character he spots trailing him. However, he is not reckless, and avoids a fight if there are two or more Characters present.

@UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Actor.BLrqbYcSiVvWnmws]{Willie}

The Bounty Hunter’s Plan

Adolphus intends to lead an attack on the Berebeli while it is tied up for the night and most of the crew are asleep. If the Characters hurry on to @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen} after spotting him outside the Black Gold Inn, Adolphus follows them and launches his attack at a suitable point during the journey upriver.

If the barge is left untended, Adolphus and the thugs come aboard and wait for the Characters to return. When they attack, all opponents gain a Surprised Condition unless special preparations are made.

Options: The Attack

Veteran Players may expect Adolphus to attack, which takes away the surprise element. Indeed, some Players may devote considerable time and effort to devising ways to turn the barge into a fortress. Here are some suggestions for using Adolphus differently.

A Quiet Night

Adolphus does not attack that night, having decided that the Weissbruck docks are too public. Instead, he trails the barge when it leaves town and attacks on the first or second night out from Weissbruck, when the barge is tied up at the river bank in a remote area.

An Anonymous Tip

Instead of attacking with his thugs, Adolphus makes an anonymous report to the town authorities, claiming that a group of dangerous bandits are fitting out a barge for a planned campaign of piracy at the town’s docks. 

If the adventurers have been fortifying the Berebeli in anticipation of an attack, they will need some fast talking to convince a double-strength State Army patrol — backed up by a river patrol boat — that they are not, in fact, mounting weapons and strengthening bulkheads in order to threaten river traffic.

Biding Time

Adolphus decides to stick with his original plan, and doesn’t attack the Characters until they reach Bögenhafen. He leaves Weissbruck that night to set up @UUID[JournalEntry.h1vp28l6i4HHBezG.JournalEntryPage.jvpDpTuaAE9UKUUO]{his ambush}.

Smoke Gets in Your Eyes

If the Characters stay with the Berebeli and do not post a guard, Adolphus and the thugs sneak on to the barge at night. If there is a fire burning in the stove, the thugs cover the chimney with a bucket in an attempt to smoke the Characters out. Otherwise, they stuff smouldering, oily rags down the chimney resulting in the same outcome. Characters caught in the thick smoke, whatever its source, must make a Challenging (+0) Endurance Test each Round or suffer a @Condition[Fatigued] Condition as coughing fits overwhelm them. One Fatigued Condition gained from the smoke can be removed per Round by spending an Action to recover. 

Characters opening doors or windows for air are greeted by pots of burning oil thrown by the thugs. This is a ranged attack that requires a successful Challenging (+0) Ballistic Skill Test by the thug concerned, which can be Opposed by Dodge. The burning oil causes +7 Damage and 2 @Condition[Ablaze] Conditions. If the Thug rolls an Impressive Failure (−4 SL) or worse, he instead pours some oil on himself, taking 2 Ablaze Conditions. Characters who make it on to the deck are attacked by Adolphus and any thugs who are not burning.

If the Characters have set a guard on the barge, Adolphus first tries to disable the guard with his crossbow, firing from cover while the thugs rush from the other direction bearing pots of burning oil. The plan is basically the same: to turn the barge into a raging inferno and attack the occupants as they come out on deck incapacitated by the smoke.

Putting the Fire Out

While the Characters deal with Adolphus and the thugs, Josef, Wolmar, and Gilda will attempt to put any fires out and, afterwards, try to cast off. Casting off normally takes at least 20 Rounds, but by cutting the ropes this can be reduced to just 6. The mooring ropes have 6 Wounds and a Toughness Bonus of 4. 

Josef, Wolmar, and Gilda should be able to extinguish any fires fairly quickly. Any damage caused during the fight can be repaired the next day by Josef using his Trade (Boatbuilding) Skill.

The Letter

If Adolphus dies and the Characters search his body, they find Professor Quintus Fassbinder’s letter telling Adolphus to look out for Kastor Lieberung (@UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.A0cwtyzO9lz4SMgU]{Handout 7: The Letter}), and an accompanying sketch that resembles the Character impersonating Kastor Lieberung. Adolphus used it to help identify the magister impedimentae.  The only indication as to the identity of the letter’s author are the initials: Q.F.

If Adolphus survives the attack on the barge, the Characters do not find the letter at this time. Instead, they find it after the bounty hunter springs @UUID[JournalEntry.h1vp28l6i4HHBezG.JournalEntryPage.jvpDpTuaAE9UKUUO]{his trap in Bögenhafen}. 

Until then, they must remain mystified.

Handout 7: The Letter

For the personal attention of Herr Adolphus Kuftsos 

The Nine Stars Coaching Inn 

The Middenheim Road 

Altdorf

 

My Dear Herr Kuftsos,

You may recall a certain conversation we had last Brauzeit in the public bar of the Hook and Hatchet in Nuln. At that time, you mentioned your interest in the activities of a certain society whose name I shall not mention here. In particular, you were very anxious to trace the whereabouts of a certain officer, known only as the magister impedimentae.

I am now able to confirm each and every one of your sus-picions. After your departure I made some discreet enquiries and managed to ascertain that the person you seek uses the name Kastor Lieberung. In accordance with your plan, Herr Lieberung will be travelling towards Altdorf on the Midden-heim road at some time towards the end of the month of Jahrdrung.

I have also had the good fortune to secure a likeness of Herr Lieberung, which I enclose with this letter.

 

I remain, sir, your most obedient servant,

Q.F.

" }, "Resolution": { "name": "Resolution", "text": "

As well as XP for good roleplaying and fun times at the end of your gaming session, XP should be awarded for the following:

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And if you wish to award a Character for doing something noteworthy, use the XP amounts above as a guideline.

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" }, "On To Bögenhafen...": { "name": "On To Bögenhafen...", "text": "

Altdorf offers endless attractions and opportunities for adventure, but it is time for our Heroes to leave the capital and head to Bögenhafen, where the next part of the campaign awaits. Josef is going there, so they have the offer of a free ride and a little pay to sweeten the bargain. They also have the letter from the lawyers that holds out the promise of wealth and ennoblement for one ‘Kastor Lieberung’. In addition, Josef claims Bögenhafen’s festival, the Schaffenfest, is a good place to find employment.

In theory, the Characters should need no further encouragement to head to Bögenhafen, but if they show any inclination to spend more time in Altdorf you can use the following news to hasten their departure.

Murder at Night

After leaving the Boatman Inn, it seems that the two young nobles continued their slumming, upsetting more people, until at last a vicious fight broke out in the Black Bull, one of the dockside’s roughest dives. One of the nobles was killed, and their bodyguards fled. In the morning, the riverfront is buzzing with the news. Word passes to Josef that the Watch are looking for the Characters, who were seen to run afoul of the nobles in the Boatman Inn earlier in the evening. 

Someone seems to think the Characters followed their tormentors and exacted a violent revenge, and given the status of the deceased, justice seems a distant prospect. A successful Easy (+40) Lore (Law) or Lore (Reikland or Altdorf ) Test makes this very clear.

Unless the Characters are feeling foolhardy, they should be eager to head for Bögenhafen as quickly as possible. By the time they return to Altdorf the true culprits will have been caught and the heat will be off, but for now, Josef — and anyone else they befriended in the Boatman — advises them in the strongest possible terms to get out of the city as quickly as possible if they wish to avoid a rushed trial and summary execution.

Leaving Altdorf

Josef and his crew, possibly including the Characters, free the Berebeli from its moorings and guide the barge into the Kaiser Reik, the largest channel of water passing through Altdorf. As Josef calls out orders with a grin, ropes tauten, sails fill, and the barge is soon cutting through the waters, heading downstream. 

In less than an hour, the Berebeli is sailing into the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.bFFqkmyvhafX7wKt]{Reiksport}, Altdorf ’s massive, natural harbour that lies outside the city walls. There, the majority of the capital’s docklands and shipyards can be found. 

Warships of the Imperial First Fleet are anchored everywhere, pennants flying, cannons bristling on every deck. Many of the ships, which come in all sizes, have never seen the sea. The city of Marienburg, at the mouth of the River Reik many hundreds of miles downstream, charges extortionate taxes for any warships passing through, so the Empire’s fleet only rarely leaves the Reik. 

Josef explains all this with a jovial smile as he drinks wine at the tiller. He points out the truly enormous greatship Emperor Wilhelm III, said to have a crew of over a thousand, and claims it has never left the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.bFFqkmyvhafX7wKt]{Reiksport} in its 70 years of service. He also identifies several prison hulks, and happily states they are ruled by the river criminals they are supposed to incarcerate.

Once beyond the Imperial Navy’s finest, Josef steers the Berebeli southwards, heading for @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.lBAJJZuJ2vkS9O9H]{The Weissbruck Canal}.

" }, "The Journey To Weissbruck": { "name": "The Journey To Weissbruck", "text": "

The trip to Bögenhafen involves travelling the full length of @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.lBAJJZuJ2vkS9O9H]{The Weissbruck Canal} from outside Altdorf to Weissbruck, where it joins the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{River Bögen}. Josef guides the barge into the great lock at the entrance of the canal by the quiet village of Lethov on the very edge of the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.UQJA6nMPMkhoeVrj]{Altdorf Flats}. Here the toll of 2 GC is paid and the barge passes through to the canal itself.

The Weissbruck Canal

The 60-mile Weissbruck Canal was completed in 2462 IC to carry coal and iron from the mines at Delfgruber directly to Altdorf, avoiding the heavy tolls in Carroburg. Originally designed to accomodate narrow barges towed by horses, the owners have since opened the canal to barges of all kinds to increase toll revenues. However, as the canal is only 25ft wide at its narrowest point, and given the average Reik barge is some 23ft wide, the canal is far too thin for two larger barges to pass side-by-side. To remedy this, an expensive refit began 20 years ago to widen the canal to at least 50ft in key sections to provide ‘passing places’. It was already this wide by the berthing points and locks, but these were too infrequent to ensure jams were not a daily occurrence. 

Today, all the original berthing points have inns adjacent, which are broadly similar in layout to the Coach and Horses Inn. House Gruber of Weissbruck manages the canal on behalf of the three noble houses who own it in equal parts: Gruber, Holzkrug, and Holswig-Schleistein. There is an @Pay[18ss]{18/–} toll per barge to enter the canal, or @Pay[2gc]{2 GC} for barges over 12ft wide, collected at either the Reiksport or Weissbruck end. There are no further toll points along the canal itself. All House Gruber narrow boats use the canal for free, and they are a frequent sight along its length, pulled by horses and guarded by road wardens from the Weissbruck State Army.

Good Morning, Travellers

During the first morning down the canal, the Characters see a group of road wardens following them along the towpath  from Altdorf. The wardens are riding towards the second @UUID[Compendium.wfrp4e-owb3.journals.JournalEntry.WOq1Q9zIAnmhDmC5.JournalEntryPage.gMkG1Jc9YqT8XfU2#canal-lock]{Hartsklein Lock} beside the village of Hartsklein to check out a report of bandits being in the area. They are not looking for the Characters, but the party do not know this; and if they  left Altdorf ahead of a murder charge, they may be understandably nervous.

The patrol catches up to the barge and trots alongside it. Sergeant Glucker, the patrol leader, is in a fine mood and chats with anyone on deck for a while, warning them that there may be bandits in the area and that a young noble and two artisans were killed last night in the city, down by the river. The patrol does not suspect anyone on the Berebeli — unless the Characters’ nervousness is obvious enough to make them suspicious — and it continues along its way after a short while.

This encounter is designed to make the Players anxious, and to encourage them to hide or try to bluff the patrol. Josef counsels against the use of violence, as it will only lead to greater problems for all concerned. 

If the Characters attack, the patrol will defend itself; if the fight is still going on after 5 Rounds, the surviving road wardens break off and gallop back to Altdorf for reinforcements, taking the name of the Berebeli and detailed descriptions of the Characters with them. From then on, the Characters will be hunted by road wardens throughout the Reikland.

To Weissbruck

The remaining journey down @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.lBAJJZuJ2vkS9O9H]{The Weissbruck Canal} is slow going. The Berebeli is far too wide to allow barges going in the other direction to pass freely, so stops are frequent to allow narrow boats, Reik barges, and more to pass. Not one of the encountered barge masters seems happy to see the Berebeli.

‘Get your fat barge off the Weissbruck!’, ‘You're too big!'’, ‘Go home!’ 

@UUID[Actor.nxLsH2WvU6xmjzfg]{Josef} doesn’t seem to care. He smiles, waves, takes a heavy slug of wine, and wishes all passers the blessings of Bögenauer. If any Characters ask what Bögenauer is, he explains.

‘Bögenauer? Oh, he's the God of the River Bögen. Best to keep him happy in these parts. Chuck a vegetable in the canal, that should do. You have one, right!’

And then it starts to rain again, and rather heavily. In these conditions, the canal journey takes almost three days. Fortunately, besides all the grumbling bargees cursing Josef and his huge barge, it is an uneventful trip. At night the Berebeli is tied up near to one of the lock-side inns, and the adventurers can relax by a warm fire as they have a drink and sample the local fare. And possibly hear another @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.BYIYCOy1Yvf8irO8]{rumour or two} while they are there.

" }, "Journey To Bögenhafen": { "name": "Journey To Bögenhafen", "text": "

The trip from Weissbruck to @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen} takes four days. It is uneventful, apart from the constant need to make running repairs to the Berebeli if it was burned by @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus}.

If the Characters show signs of nervousness about Bögenhafen, you have several ways to lay their concerns to rest — or, at least, to ensure they follow the trail of the inheritance. Using Josef and the other NPCs, the following arguments can be made.

" }, "What's It All About?": { "name": "What's It All About?", "text": "

From this information the adventurers can draw the following conclusions, if they have not reached them already. If any Players are slow to appreciate the import of this letter, you can allow their Characters to make Average (+20) Intelligence Tests to learn one of the following pieces of information, with each +2 SL scored learning an extra piece.

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Options: Adolphus Doomed

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In the original version of Mistaken Identity, the GM was encouraged to manipulate dice rolls in order to make sure that Adolphus was killed in this encounter, and to ensure that the Characters never had a chance to question him, no matter how cleverly they handled the attack. Along with the earlier blanket pronouncement that they should never be allowed to catch him, this has led to Player frustration and a great deal of criticism. You can handle this situation with much more finesse.

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Certainly, nothing will be lost if the bounty hunter is killed in this fight. He had taken steps to bait a trap in Bögenhafen using the false letter, but having observed the adventurers in Altdorf and Weissbruck his impatience resulted in an earlier attack. Finding the supposed magister impedimentae and his companions in the confined and vulnerable space of a river barge, he has seized the opportunity to attack with fire and the advantage of surprise.

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However, if the fight begins to turn against him, he will cut his losses and revert to his original plan. Abandoning his hired thugs, he disappears into the alleys of Weissbruck using all his Skills and Talents to vanish without trace. He will be encountered once more in Bögenhafen.

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