Liber Fanatica IX

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Imperial Gazetteer
by Ralph Seller

This article is a replacement for the Reikland

Gazetteer in the Trade and Smuggling in the


Reikland article in Liber Fanatica VIII, and
should completely replace the gazetteer. The
Trade and Smuggling in the Reikland article from
LiberFanatica 8 will be needed to understand the
information presented here This version of the
Gazetteer has been expanded to encompass the
whole of the Empire, plus Marienburg. There are
many settlements missing from this list, but they are
settlements that will not have anything to trade or
the money to buy trade goods, just subsisting in fact.
This is a gazetteer for merchants.

three between the availability ratings. So, if a player


character were to try and buy Flour in Wurzen,
which is normally wealth 2, it would actually cost
the character the equivalent of being in a wealth 5
settlement.
Reikland 1 is highlighted on the table for easy
reference. Where the price of a Trade Good, because
of the differing availabilities between Reikland 1
and the other Trade Areas, goes over wealth 5 or
under wealth 1, the new prices will be placed in the
notes column, of the relevant settlements.

Trade Areas

In the original article the Trade Cards were done for


the Reikland 1 (Central) trade area. On the following
page, there is a table showing the availabilities of the
various Trade Goods in the other trade areas of the
Empire. Where a trade goods availability is different
from that of Reikland 1, the relative wealth of the
settlement, where the goods are, will
also vary. If the goods are rarer,
then the wealth rating of the
settlement goes up one for
each availability difference,
and where it is more
common, the wealth rating
of the settlement will
go down one for each
availability difference.

In the Source column, Trade means all trade


goods are available to buy. If there is no Trade
in a settlements Source column, then only the
commodities listed may be bought. Where
commodities are shown after Trade, in a
settlements Source column, those commodities
will always be available in that availability if
necessary to the exclusion of other commodities.
Source columns which have a (S) mark after
a Trade Good indicate that the first card of
that trade good drawn will always be the more
expensive variety, no matter whether or not any
Sigmars comets have been thrown.
Marienburg has been included in the
Reikland 2 region because of its profound
influence in and on the Reikland and the Empire
as a whole.
The Fortress category in the Size column is
a special case. They are the size of a Small Town,
but trade goods can only be sold in a Fortress,
not bought. The small town size of a Fortress just
gives the maximum amount of each availability
that can be sold there.

An example from the


table follows. Flour in
Reikland 1 is rated
as Plentiful, whereas
in Ostland, it is
rated as Exotic. This
is a difference of

Alcohol
Alcohol

Cloth
Cloth

Dyes
Dyes

Exotics
Exotics

Fish
Fish

Flour
Flour

Grain
Grain

Hides
Hides

Leather
Leather

Lux.
Lux. Foods
Foods

Lux.
Lux. Materials
Materials

Metals
Metals

Oil
Oil

Perfumes
Perfumes

Pottery
Pottery

Salt
Salt

Sweeteners
Sweeteners

Timber
Timber

In the table below, A means Abundant availability, P = Plentiful, C = Common, R = Rare, and E = Exotic availability.

Averland
Averland

PP

C
C

R
R

C
C

C
C

C
C

C
C

C
C

PP

C
C

R
R

C
C

R
R

R
R

PP

C
C

C
C

C
C

Hochland
Hochland

C
C

C
C

R
R

R
R

C
C

R
R

C
C

C
C

C
C

C
C

R
R

C
C

R
R

R
R

C
C

C
C

R
R

A
A

Middenland 11
Middenland

PP

P
P

R
R

R
R

C
C

R
R

C
C

C
C

R
R

C
C

R
R

P
P

R
R

R
R

C
C

C
C

R
R

A
A

Middenland 22
Middenland

C
C

C
C

R
R

C
C

PP

R
R

C
C

C
C

C
C

P
P

R
R

C
C

R
R

R
R

C
C

C
C

C
C

P
P

Middenland 33
Middenland

A
A

C
C

R
R

R
R

PP

P
P

PP

R
R

C
C

A
A

R
R

P
P

R
R

C
C

C
C

C
C

R
R

C
C

Mootland
Mootland

A
A

R
R

E
E

P
P

PP

P
P

PP

C
C

C
C

A
A

E
E

C
C

R
R

R
R

C
C

R
R

PP

C
C

Nordland
Nordland

C
C

P
P

E
E

R
R

PP

R
R

C
C

C
C

R
R

C
C

R
R

C
C

C
C

R
R

R
R

P
P

E
E

A
A

Ostermark
Ostermark

PP

P
P

E
E

E
E

C
C

E
E

R
R

C
C

C
C

R
R

R
R

P
P

R
R

R
R

R
R

C
C

E
E

A
A

Ostland
Ostland

PP

C
C

E
E

E
E

C
C

E
E

R
R

C
C

R
R

C
C

C
C

P
P

C
C

R
R

R
R

C
C

E
E

P
P

Reikland 11
Reikland

A
A

C
C

R
R

R
R

PP

P
P

PP

R
R

C
C

A
A

R
R

P
P

R
R

C
C

C
C

P
P

R
R

C
C

Reikland 22
Reikland

A
A

P
P

R
R

C
C

A
A

C
C

PP

R
R

C
C

A
A

R
R

C
C

C
C

P
P

C
C

C
C

C
C

R
R

Reikland 33
Reikland

A
A

C
C

R
R

R
R

PP

C
C

PP

C
C

C
C

A
A

R
R

C
C

R
R

R
R

C
C

R
R

R
R

C
C

Stirland 11
Stirland

PP

C
C

R
R

C
C

PP

C
C

C
C

C
C

PP

C
C

R
R

C
C

R
R

R
R

C
C

C
C

C
C

P
P

Stirland 22
Stirland

C
C

R
R

E
E

C
C

PP

C
C

PP

C
C

C
C

P
P

E
E

C
C

R
R

R
R

C
C

R
R

C
C

C
C

Talabecland 11
Talabecland

C
C

C
C

R
R

R
R

PP

R
R

C
C

C
C

C
C

P
P

R
R

C
C

R
R

C
C

C
C

C
C

R
R

A
A

Talabecland 22
Talabecland

C
C

C
C

R
R

C
C

C
C

C
C

C
C

C
C

PP

P
P

R
R

C
C

R
R

R
R

C
C

C
C

C
C

C
C

Wissenland 11
Wissenland

PP

P
P

R
R

C
C

C
C

C
C

C
C

C
C

C
C

C
C

R
R

P
P

R
R

C
C

C
C

R
R

R
R

C
C

Wissenland 22
Wissenland

R
R

C
C

C
C

C
C

C
C

C
C

C
C

P
P

C
C

C
C

C
C

C
C

R
R

P
P

C
C

R
R

C
C

R
R

The Trade Areas


Averland
Settlement

Friedenhof
Ruhgadorf
AGBEITEN
Ensdorf

BERNLOCH
BIESWANG
Hirshhugel
COLMFHRE
AVERHEIM

GRENZSTADT

Buch


HEIDECK

HOCHELEBEN
LENGENFELD
Mantel

LONGINGBRUCK

Tandern


PFUNZIG

Essling

Zell

STREISSEN

Dachbach
Pilsach

WUPPERTAL
Muhlfeld

Size

Wealth

Town
Village
Village
Small Town
Village
Small Town
Small Town
Village
Small Town
Town
Village
Small Town
Small Town
Small Town
Village
Small Town
Village
Town
Village
Village
Town
Village
Village
Town
Village

Source

Notes

4
Trade, Grain, Leather(S), Pottery(S) Luxury Foods (8 sp)
2

Grain, Leather
2

Grain, Leather
2

Grain, Cloth
2

Grain
2

Grain
2

Grain
2

Grain
2

Grain, Cloth
3

Grain, Leather
2

Grain
2

Grain, Leather
3

Trade, Furs, Metals
3

Grain, Fish, Leather
2

Grain
4

Alcohol, Grain
Luxury Foods (8 sp)
2

Grain
3

Trade, Grain, Leather
2

Grain
2

Grain
3

Trade, Alcohol, Grain
2

Grain
2

Alcohol, Grain
3

Trade, Grain, Timber(S)
2

Alcohol, Grain

Hochland
Settlement

Dunastigfurt
Muden

Stockae

Vodf

Bergendorf

Ahresdorf

BREDER

Esk

HERGIG

Size

Wealth

Town

Village

Village

Village

Village

Village

Village

Small town
Village

3
2
2
2
2
2
2
3
3

Source

Trade, Grain, Timber


Timber
Timber
Timber
Timber
Grain
Timber
Metals
Metals, Timber

Notes

Timber (1 sp per 2 TU)


Timber (1 sp per 2 TU)
Timber (1 sp per 2 TU)
Timber (1 sp per 2 TU)

Timber (1 sp per 2 TU)

The Wayward Son

daemons that could cause memorable encounters,


GMs are encouraged to use these as a part of the
common folklore.

FORT
DENKH

Fortress
3
By
(Lauri
Maijala/doc_cthulhu)
FORT SCHIPPEL
Fortress
3
Fighting Against the Chaos
Gruyden
discusses
Village
2

Grain
The
Wayward Son
about combining
the
Koerin
Village
2 campaign.

Timber
Timber
(1 sp more
per 2 powerful
TU)
All of these daemons
are much
than
three
one-sheets adventures
into a bigger
KRUDENWALD

Town

3

Timber(S)
regular greenskins or beastmen. They have different
It is in no way a complete campaign and still requires
Selmigerholz

Village

2

Timber(S)
sp perand
2 TU)
ways to alter realityTimber
to their(1liking
to cause harm
some work from the GM. However, it will set the
to those who oppose them.
framework for you as the GM to create your own
complete
campaign. 1
Middenland

The
purpose of publishing
the one-sheets
as separate
Settlement
Size
Wealth
Source
adventures,
is
to
give
GMs
more
options
as
to
how
and
MIDDENHEIM
City
5

Trade

when
to
use
them.
There
are
no
strict
rails
by
which

the
scenarios should be run. Each GM most likely has

a
different view of how to make the adventures suit
his/her
gaming
group best.
Arenburg
Village 2

Timber, Grain

Notes

Alcohol (17 sp), Fish (13 sp),


Flour (11 sp), Grain (4 sp),
Leather (7sp), Luxury Foods (10 sp),
Perfume (56 sp)
Timber (1 sp per 2 TU)
Timber (1 sp per 2 TU)

ELSTERWELD
Small Town 2

Grain, Timber
Themes
Grevenweld

Village
2

Grain
The
main themes for Wayward
Holzbeck
Village Son are 1folklore,
Timber
Timber (1 sp per 3 TU)
the
supernatural
and
daemons
of
chaos.
It
offers
the
Immelscheld
Village
2

Timber
Timber (1 sp per 2 TU)
characters
a glimpse
Jagerhausen
of chaos
Villagewithout the
2 standard
fareGrain, Timber
Timber (1 sp per 2 TU)
ofLindenheim
cultists, skaven, beastmen
and
mutations.
But
only
Village
3

Metals(S)
ifNORDERINGEN
GM wishes so. Small Town 2

Timber
Timber (1 sp per 2 TU)
SCHONINGHAGEN Small Town 3

Trade, Timber
The
Daemons
of
BRASS
KEEP
Chaos
Fortress
4

Flour (10 sp), Luxury Foods (8 sp)
DELBERZ
include
Towna daemonic
3 being that

Trade, Alcohol, Timber
These
one-sheets all
Ideally the party can not directly fight against them in
Mittelmund
the characters
Village and who
2 must
Grain
taunts
and terrifies
traditional sense, but have to get more creative.
differ
Village
2
Grain
beSchwarzmarkt
confronted. They
from bloodletters
and
Turmgever in that they
Village
1 in any
way.Timber
Timber (1 sp per 3 TU)
plaguebearers
are not specified
For instance: trapping the daemon in a protective
GRIMMINHAGEN
Town
2
is not Timber (S)
Timber (1 sp per 2 TU)
More
importantly, combat
and utter destruction
circle they have learned to draw from an old library,
Fintel

Village
1

Timber
Timber (1 sp per 3 TU)
their
goal.
contests of wills with holy symbols, using various
Rosche

Village
2

Timber
Timber (1 sp per 2 TU)
methods of folklore like pure iron, salt, running water
UNTERGARD
these
Small
Townas strange
3

Trade, Grain, Timber
GMs
should describe
entities
and
or daemonsbane.
Grubentreich
Village with aligning
3

Grain, Cloth
disturbing
and not be concerned
them
god.Village
1

Fish, Metals
toKammendun
a particular chaos
In fact misleading
players
For those who like to keep things simpler the daemons
Leichlinberg
2lead to
Grain
about
the identity of the Village
daemons could
could be treated as traditional adversaries (Blood
MIDDENSTAG
Fortress
4

Flour (10 sp), Luxury Foods (8 sp)
interesting
situations.
hound from ToA p. 57 for Black Dog for example). Or
Pritzstock

Village
4

Alcohol, Grain
See Location Card
maybe the party could track down Hengstfohlen, the
Hupstedt
Empire
Village
2 these kinds

Timber (1 sp per 2 TU)
The
folklore of the
is filled with
ofTimber, Grain
gun that kills, to vanquish their foes.
Uder spirits and demigods.
Village Finding
2 information

Fish, Grain
daemons,
Schoppendorf
Village
3 can
Timber, Grain
about
their identity and how
to defeat them
Langwiese
Village
2 characters

Timber
Timber (1 sp per 2 TU)
come
from musty old tomes
or from the
Sokh

Villageof a way 2to fight the

Timber, Grain
Timber (1 sp per 2 TU)
themselves.
If a player
thinks

Middenland 2 (On the Talabec)


Settlement

Size


Bad Hohne
Leer

Suderberg

Wealth

Town
Village
Village
Village

AHLENHOF

3
2
2
2

Source

Notes

Trade, Timber, Grain, Leather


Grain
Grain, Luxury Foods, Timber
Grain, Leather

Middenland 3 (On the Reik)


Settlement
CARROBURG

Anseldorf
Barenfahre
Dunkelbild
Punzen
Scheinfeld
Weidemarkt

Size

Wealth

City
4
Village
1
Village
2
Village
2
Village
1
Small Town 3
Village
2

Source






Notes

Trade, Pottery(S)
Superior pottery is in fact glassware
Grain
Fish
Timber
Grain
Trade, Grain, Fish
Alcohol, Grain, Fish

Mootland
Settlement
EICHESCHATTEN

Birnbaum


DREIFLUSSEN
EINSAMHOLZ
Fllenblatt

Gipfel

Grnhgel

Heukern

SAUERAPFEL

Size

Wealth

Town
3
Village
2
Small Town 2
Small Town 2
Village
2
Village
3
Village
2
Village
2
Small town
2

Source

Notes

Trade, Alcohol, Flour, Grain


Flour, Grain, Luxury Foods
Alcohol, Flour, Grain, Fish
Flour, Grain, Luxury Foods
Flour, Grain
Flour, Grain, Exotics
Flour, Grain, Leather
Flour, Grain
Alcohol, Flour, Grain, Leather

Nordland
Settlement

Size

Wealth

Source


Town
4

Trade, Timber


BEECKERHOVEN
Small Town 3

Trade, Timber
GRAFENRICH

Small Town 2

Trade, Timber

OLDENLITZ

Small Town 3

Grain, Metals(S)
DIETERSHAFEN
Town
3

Fish
FROTE

Small Town 2

Timber, Metals

HARGENDORF
Small Town 2

Fish, Cloth, Salt
SALZENMUND

Notes

Alcohol (17 sp), Flour (10 sp),


Luxury Foods (8 sp)
Timber (1 sp per 2 TU)
Timber (1 sp per 2 TU)

Ueblingen
Luftberg

NEUE EMSKRANK

Heiligdorf



Beelen

Gelting

Kreideklippe
Schoten

Wilhemskoog
NORDEN

Village
Village
Small Town
Village
Town
Village
Village
Village
Village
Village

2
2
3
1
3
2
1
2
1
2

Grain
Timber

Timber (1 sp per 2 TU)
Trade, Timber, Fish
Grain, Fish
Trade, Fish, Luxury Materials
Grain, Cloth
Cloth

Cloth (1 sp)
Fish
Grain
Fish, Salt

Ostermark
Settlement

Size

Wealth


Town
4

Dorna

Village 2
Mnkenhof

Village 2
Reitwein

Village 1
Bissendorf

Village 2
EISENTAL

Small Town 3
Mielau

Village 2
Essen

Village 2
Fortenhaf

Village 2
Gerdouen

Village 2
Heffengen

Village 2
NAGENHOF
Small town 3
Buckow

Village 2

Source

BECHAFEN

Notes

Trade, Alcohol(S),
Flour (11 sp),Grain (4 sp)
Grain, Timber(S)
Luxury Foods (10 sp)
Grain, Timber

Timber (1 sp per 2 TU)
Grain, Fish
Grain
Grain, Timber

Timber (1 sp per 2 TU)
Grain, Cloth
Flour (10 sp), Luxury Foods (8 sp)
Grain
Grain
Grain, Timber

Timber (1 sp per 2 TU)
Grain
Grain, Luxury Foods
Grain, Cloth
Flour (10 sp), Luxury Foods (8 sp)
Grain

Ostland
Settlement

Size

Wealth

Source

Notes


Town
4

Trade, Metals(S), Timber Flour (11 sp), Grain (4 sp),

Luxury Foods (8 sp)
Felde

Village
2

Timber
GRNACKEREN
Small town 2

Grain, Timber
Melbeck

Village
1

Timber

Timber (1 sp per 2 TU)
Ristedt

Village
2

Grain
WENDORF

Small town 2

Grain, Timber
BOHSENFELS

Fortress
3

Flour (10 sp)
Boven

Village
2

Timber
Birkewiese
Village
2

Grain
CASTLE LENKSTER Fortress
3

Flour (10 sp)
FERLANGEN

Town
3
Trade, Timber

Flour (10 sp)
WOLFENBURG

10

Dunkelpfad
Hamelhund
Kurst

Levudaldorf
LUBRECHT
belstein

SALKALTEN

Verborgenbucht
Smallhof

VANDENGART
GRENZBURG
WURZEN

Caenger

Dorog

Zundap

Village
2
Village
2
Village
2
Village
2
Small Town 3
Village
2
Town
2
Village
1
Village
2
Small Town 3
Fortress
3
Small Town 2
Village
1
Village
2
Village
2

Timber
Timber
Grain
Cloth
Grain, Timber

Grain, Timber
Fish, Luxury Materials, Salt
Fish
Grain, Timber
Grain, Timber


Trade, Leather, Luxury Foods, Timber
Grain
Leather, Luxury Foods
Grain, Timber

Flour (10 sp)

Flour (10 sp)


Flour (10 sp)

Reikland 1 (Central)
Settlement

Size

EILHART

HELMGART

BGENHAFEN

Ardlich
Finsterbad
Grubevon
Herzhald

C. GRAUENBURG
WEISSBRUCK

DELFGRUBER

ALTDORF

Autler
Braunwurt
Bundesmarkt
Dorchen
Frederheim
Geldrecht
Gluckshalt
Grossbad
Hartsklein
Heiligen
Hochloff
Rottefach
Schlafebild

Town
Town
Town
Village
Village
Village
Village
Fortress
Small Town
Small Town
City
Village
Village
Village
Village
Village
Village
Village
Village
Village
Village
Village
Village
Village

Wealth
3
3
3
2
3
2
2
4
2
4
5
2
1
1
2
1
1
2
2
1
2
2
2
1

Source

Alcohol, Grain, Flour


Trade, Metals
Trade, Alcohol, Timber
Grain, Flour
Alcohol, Fish, Grain, Flour
Grain, Flour
Timber

Trade
Coal, Metals
Trade
Fish, Timber
Cloth
Grain, Flour
Grain, Flour
Grain, Flour
Fish, Timber
Grain, Flour
Grain, Flour
Pottery
Grain, Flour
Grain, Flour
Alcohol, Fish, Grain, Flour
Alcohol, Grain, Flour

11

Notes

See Location Card

WALFEN

C. REIKGUARD
UBERSREIK

Buchedorf
Flussberg
Geissbach

HUGELDAL

Messingen

STROMDORF

Wurfel

Dresschler

HAHNBRANDT

GRUNBURG

Hornlach
Kleindorf
Silberwurt
Worlitz

AUERSWALD

Koch
Sprinthof
Steche

Small Town
Fortress
Town
Village
Village
Village
Small Town
Village
Small Town
Village
Town
Village
Small Town
Village
Village
Village
Town
Village
Village
Village
Village

2
4
4
2
2
2
3
3
2
2
3
2
3
2
2
2
2
2
1
2
2

Fish, Grain, Flour


Trade, Coal, Metals
Fish, Grain, Flour
Fish, Grain, Flour
Grain, Flour
Metals
Grain, Flour, Metals
Alcohol, Fish, Leather
Grain, Flour
Trade, Metals
Fish, Grain, Flour
Coal, Metals
Grain, Flour, Metals
Grain, Flour, Luxury Foods
Fish, Grain, Flour
Trade
Fish, Timber
Fish, Grain, Flour
Grain, Flour
Grain, Flour

See Location Card

Reikland 2 (Delta)
Settlement

Size

Wealth

Source

Notes


City
5
Trade
Flour (10), Metals (11), Timber (3)

See Location Card
SCHILDERHEIM
Town
3
Trade, Fish, Grain, Flour
HOLTHUSEN

Town
3

Alcohol, Cloth, Grain, Flour
Rottfurt

Village
1
Cloth
Cloth (1 sp)
MARIENBURG

Reikland 3 (Southern)
Settlement
DUNKELBURG

Ruhfurt
Schattental

DIESDORF
STIMMIGEN
KEMPERBAD

Berghof
Brandenburg
Jungbach

Size

Wealth

Town
2
Village
2
Village
2
Small Town 2
Town
3
Town
4
Village
2
Village
3
Village
3

Source
Fish, Grain, Flour
Grain, Flour

Grain, Flour
Grain, Flour
Trade, Grain, Flour
Trade, Alcohol(S)
Grain, Flour
Alcohol(S), Fish
Alcohol(S)

12

Notes

Ostwald
Stockhausen

Village
Village

3
3

Alcohol(S)
Alcohol(S)

Stirland 1
Settlement

Size


Biberhof

Oberwil

Tarshof

Blutdorf

Kirchham
FLENSBURG

Lochen

FRANZEN

Chrobok

HALSTEDT

Tenneck

Marburg

NACHTHAFEN
WURTBAD

SIGMARINGEN

Hardenburg
WRDERN

Nussbach

Wealth

Town
4
Village
2
Village
2
Village
2
Village
2
Village
2
Small Town 3
Village
2
Small Town 2
Village
2
Small Town 2
Village
2
Village
2
Small Town 2
Small Town 3
Village
2
Small Town 3
Village
2

Source

Trade, Grain, Wine


Grain, Timber
Grain, Fish
Grain, Cloth
Grain
Cloth
Grain, Cloth
Grain
Fish, Grain
Grain
Leather, Grain
Grain
Grain, Luxury Foods
Cloth
Cloth, Grain
Cloth, Grain
Cloth, Grain
Grain

Notes

Luxury Foods (8 sp)

Stirland 2 (Sylvania)
Settlement
Drakenhof

Size

LEICHEBURG

Swartzhafen

SCHRAMLEBEN

Falkenhausen
Pappenheim
SIEGFRIEDHOF
WALDENHOF
Egling

Mikalsdorf
Thyrnau

Wealth

Village
2
Small Town 2
Village
2
Small Town 3
Village
2
Village
2
Small Town 2
Town
2
Village
1
Village
1
Village
1

Source

Grain
Cloth
Grain, Leather
Trade, Alcohol, Leather
Grain
Grain
Grain
Trade, Grain

Grain
Grain
Grain

13

Notes

See Location Card

The Wayward Son


By (Lauri Maijala/doc_cthulhu)

Talabecland 1

daemons that could cause memorable encounters,


GMs are encouraged to use these as a part of the
common folklore.

Fighting Against the Chaos


The Wayward Son discusses about combining the
Settlement
Size
Wealth
Source
Notes
All
of these daemons are much
more powerful than
three one-sheets adventures into a bigger campaign.
KSEL

Town

4

Trade,
Grain,
Fish
Alcohol
(17
sp),have
Flour
(10 sp)
regular greenskins or beastmen. They
different
It is in no way a complete campaign and still requires
Dreetz
2 set the

Grain
ways to alter reality to their liking and to cause harm
some
work from the GM.Village
However, it will
Lohrafurt

Village

2

Grain,
Luxury
Foods
to those
who
oppose them.
framework for you as the GM to create your own
BEK


Small
Town

3

Fish,
Grain
complete campaign.
Freital

Village
2

Timber
Timber (1 sp per 2 TU)
Viernau
Village
2 as separate

Fish
The
purpose of
publishing
the one-sheets
Garndorf is to
give
GMs
Village
2 as to how

adventures,
more options
andFish, Grain
Torpin

Village

2

when to use them. There are no strict rails by which Grain
be run.
Village
most
2 likely
has Grain
theRadische
scenarios should
Each GM
HERMSDORF

Small
town

2
Timber (1 sp per 2 TU)
a different view of how to make the adventures suit Grain, Timber
Ossino
Village
1

Fish, Grain
Fish (2 sp)
his/her
gaming
group best.
Gostahof

Village
2

Timber
Timber (1 sp per 2 TU)
Rangenhof

Village

2

Fish,
Grain
Themes
Zutzen

Village
2

Cloth, Grain
The main themes for Wayward Son are folklore,
RAVENSTEIN
Small Town 3

Fish, Grain, Timber
the supernatural and daemons of chaos. It offers the
Klepzig

Village
2

Grain
characters a glimpse of chaos without the standard fare
Unterbaum
Village
1

Grain
of cultists, skaven, beastmen and mutations. But only
VOLGEN

Town
3

Fish, Grain
if GM wishes so.
Esselfurt

Village
2

Fish, Grain
Priestlicheim
Village
2

Grain
The Daemons of Chaos
Sudenheim

Village
2

Grain
These
one-sheets
all
include
a
daemonic
being
that
Welleborn

Village
2

Grain
Ideally the party can not directly fight against them in
taunts
and terrifies
Missen
the characters
Village and who
2 must
Timber
sp per
2 TU)
traditional sense, but haveTimber
to get (1
more
creative.
beZurin
confronted. They
differ
from
bloodletters
and

Village
2

Fish, Grain
plaguebearers
are not specified
TALABHEIM in that
they
City
4 in any
way.Trade,
trapping Alcohol
(17 in
sp),
Flour (10 sp)
ForGrain,
instance:
the daemon
a protective
More
importantly,
combat
and
utter
destruction
is
not

Luxury
Timber(S)
Location
circleFoods,
they have
learned toSee
draw
from anCard
old library,
their goal.
contests
willsTimber
with holy symbols, using various
TALAGAAD

Small Town 3

Trade,
Fish, of
Grain,
methods of folklore like pure iron, salt, running water
Bachra

Village
2

Grain
GMs should describe these entities as strange and
or daemonsbane.
Bad Dankerode
Village
2

Grain
disturbing and not be concerned with aligning them
Grossreiche
Village
2

Grain
to a particular chaos god. In fact misleading players
ForFish
those who like to keep things simpler the daemons
Harferfahre
Village
2

Grain,
about the identity of the daemons could lead to
could be treated as traditional adversaries (Blood
Hernhausen
Village
2

Grain
interesting situations.
hound from ToA p. 57 for Black Dog for example). Or
Klarfeld

Village
2

Grain
maybe the party could track
down(1Hengstfohlen,
Kutzleben

Village
2

Timber
Timber
sp per 2 TU) the
The folklore of the Empire is filled with these kinds of
gunFish
that kills, to vanquish their foes.
Sprotau

Village
2

Grain,
daemons, spirits and demigods. Finding information
Vateresche

Village
2

Grain
about their identity and how to defeat them can
Waldfahrte
Village
2

Grain, Timber
Timber (1 sp per 2 TU)
come from musty old tomes or from the characters
themselves. If a player thinks of a way to fight the

14

Talabecland 2 (Southern)
Settlement

Size

KRUGENHEIM

Town
Hazelhof

Village
Lieske

Village
Kiel

Village
GERSDORF
Small Town 3
Dohna

Village
Sabritz

Village

Wealth



4
2
2
2

2
2

Source

Trade, Grain, Fish



Grain, Leather

Timber, Luxury Foods

Grain
Trade, Fish, Timber

Grain

Grain

Notes
Alcohol (17 sp)

Wissenland 1
Settlement

Size

Wealth

Source

Notes


City
5

Trade, Alcohol, Metals Alcohol (17 sp), Fish (13 sp),

Flour (11 sp), Grain (4sp),

Luxury Foods (10 sp), Salt (17 sp).

See Location Card
Ambosstein
Village
3

Trade, Grain,
Arschel
Village
2

Grain
Bibersdorf

Village
2

Grain, Fish
Brandstadt

Village
2

Grain
Braundorf

Village
2

Grain, Fish
Eschedorf

Village
2

Grain, Fish
Furtzhausen
Village
3

Trade, Grain
Knigsdorf
Village
2

Grain, Timber
Kotzenheim
Village
3

Trade, Grain, Fish
Krauthof

Village
2

Grain
Mattersheim
Village
2

Grain, Fish
Segeldorf

Village
2

Grain
Winkelhausen
Village
2

Grain
Wurstheim
Village
2

Grain
GRISSENWALD
Town
3

Trade
WISSENBURG
Town
4

Trade, Metals
Luxury Foods (8 sp)
Dotternbach
Village
3

Cloth, Leather
Rohrhausen
Village
2

Grain, Alcohol
Weningen

Village
2

Grain
NULN

15

Wissenland 2 (Solland)
Settlement

Wealth

Source

Town
3

Trade, Cloth, Fish
Village
3

Cloth, Grain
Village
2

Grain
Village
2

Fish
Village
3

Metals, Leather
TIERHGEL
Small Town 3

Coal, Metals
Sonnefurt

Village
2

Grain, Cloth
Steingart

Village
2

Grain
WUSTERBURG
Small Town 3

Trade, Grain
Eigenhof

Village
2

Grain
Rtenbach

Village
2

Grain
GESCHBURG

Small Town 3

Trade, Grain, Leather
Althausen

Village
3

Alcohol, Cloth
Fluorn

Village
2

Grain
KREUTZHOFEN
Small Town 4

Trade, Grain


Weilerburg
Village
2

Grain
KroppenlEben
Village
3

Trade, Furs
MEISSEN

Small Town 4

Trade, Grain, Metals(S)

Heisenburg
Village
3

Alcohol, Grain
PFEILDORF

Bernau
Durbheim
Elzach
Scharmbeck

Size




16

Notes

Alcohol (17 sp)

Alcohol (17 sp)


Alcohol (17 sp)
Alcohol (17 sp)
Alcohol (19 sp),
Luxury Foods (8 sp)
Alcohol (19 sp),
Luxury Foods (8 sp)

Chaos at the Table:

Bringing Problem Players Back to Sigmar


By Rae Russell
We have all lived with them at our own
table or someone elses. Your group might
include the Egomaniac, who thinks that every
single second of the game should revolve around
his character. Or perhaps your evening sessions are
plagued by bouts of struggle with the Questbuster,
who gets his gaming pleasure from pointing out
the tiniest inconsistencies in your plot. Whatever
form they may take, problem players can be like the
insidious presence of Chaos: subtle at first, slowly
consuming pure players until the campaign ends up
in a state of disrepair, then deteriorating so fast that
your campaign is annihilated before you know what
hit you. Here are a few ideas about how a GM can put
a stop to problems, without donning his Witch Hunter
hat and burning his entire group at the stake.

Identifying Problem Behavior


To fix a problem, you must have a clear and nuanced
understanding of it. No matter how irritated you
might be, take a deep breath and give yourself one
more session to observe the problem carefully. (If the
problem is about to tear your group apart, you can
skip to the next step.) If possible, take some notes
behind your GM screen about moments that disrupt
the game. Write a bug report: What were you doing
at the time the behavior occurred? How did it affect
the other players at
the table? What did
it do to the flow,
pace, or execution
of the game? After
the session, go back
and think about
what you would
have liked to see
instead.

Example:
Alecs screwing around at the start of adventures
drives me crazy. During this session, the NPC hook, a
lame boy who walks with a crutch, begs for the partys
help. Alecs character sniffs out the hook, kicks the
crutch out from underneath him, and makes fun of
him so harshly that it no longer makes sense for the
boy to ask the party for help. The other players get
annoyed but do not know how to stop him, and we end
up wasting time as I scramble to create another much
less interesting hook character. When confronted,
Alec says he is just playing his character, who is a
jerk like that. Id like to see him play his character
in ways that forward the storyline rather than wreck
it. He really only does this when hooked for an
adventure, though, so I guess thats something that
can be said for him.
Now think a bit about what might cause this behavior.
Focus on the players behavior at your table. For the
example above, one might realize the following:
Now that I think about it, Alec dislikes it when the GM
takes the spotlight for more than a few seconds; he
gets antsy during scene changes and hates extended
negotiations with NPCs. Maybe hooks just take too
much spotlight away from the PCs for his taste?
Use the same techniques for meta-game problems,
as well. At what points in the game does that one
player usually start checking his iPhone? When
does the usually silent player finally pipe up and
start contributing? What does the rules-lawyer try to
achieve when he bargains with you? Knowing the
answers to these questions gives you a bargaining
chip; perhaps you can give the player what he needs
in a constructive way.
Once you have finished, come up with a

17

quick list of three things: the behavior you dislike, the


behavior you want instead, and the reason why the
existing behavior is counterproductive to the game.
Keep your descriptions of these behaviors short (a
few words each), but note specific examples of each.
You will need these as you move forward.

runs the NPC off, we waste valuable playing time as I


make a new NPC.

Taking Action

Example Nay:
So cut it out, or youre out of the game.

You can take action in several different ways. I


recommend one of the first two options below if you
have a single disruptive player, but you may find the
teaching section of the article more useful if all of
your players are gravitating towards an undesirable
behavior. As you plan, refer back to the list you
created in Step One.

Taking Action I: Talk to Me

If you have a single player causing a rather specific


problem, you may want to start by talking to him. (A
radical idea!) I prefer to do this outside the scope of
a particular gaming session so that it does not make
the other players uncomfortable or invite their direct
involvement. I also like to offer the player something
special for his trouble; I might use my meeting with
him to talk about the behavior, but also to add a plot
twist to his personal character background, which will
reduce the sting of the conversation we will have.
In your conversation, stay calm. Talk about the
behavior rather than about the player personally. Use
the I-perspective, and give specific examples from the
game. Instead of turning the conversation into GM
vs. player, talk about the dynamics in your group of
players.
Example Nay:
When you screw with my NPCs, it really pisses me off
and wastes a lot of time.
Example Yea:
When your character ticks off my hook NPCs, it keeps
the others from sharing in the investigation piece that
often starts an adventure. And when your character

After you identify the behavior, define the behavior


you would like to see, and give the player credit for
the things he does well.

Example Yea:
I like how youre taking the opportunity to play your
curmudgeonly PC, but for fairnesss sake, Id like to
see everyone get equal say in whether or not the party
takes a mission or interacts with a major NPC at the
start of the adventure. Are there other ways I can help
you play your character? Are there NPCs from your
past that might give you the RP opportunities you
want?
Now you have shifted the terms of the conversation
from something negative and destructive to something
positive and constructive. The plot twist from your
players character background can help give that
player time to do the things he enjoys. In this case, the
player likes to be mean; give him someone specific to
torment, so he leaves your hook NPCs alone!
You might meet a loot-hounds needs by giving him
a limited amount of cash to spend in a huge city with
a whole host of merchants, or you might encourage
an inactive player by making him the center of a key
plotline. Be creative, and encourage a constructive
version of a negative behavior.
If your players problems are about meta-game issues,
talking to him directly usually works best. You will be
hard-pressed to solve the issues of a rules-lawyer or a
nitpicker in-game, but redirecting his impulse to pay
attention to the tiny details into something positive
like taking notes or drawing maps may help keep you
both sane.

18

Taking Action II: Crime and


Punishment

Sometimes, though, you will have a player who will


not respond to a rational plea or whose poor behavior
is so ingrained that he cannot change it easily. One
option can be to penalize the player for the behavior
until he stops. Most GMs tend to use this quick
and elegant solution. However, punishment can
accidentally penalize good players too, so use it with
caution. Luckily, WFRP3e puts an extensive system
of in-game punishment at your fingertips that can
target specific types of undesirable play.

Ideally, the penalty will make the offending players


life hard enough that he stops, but not so hard that
you have broken your own game. You might, for
instance, be tempted to have him make an enemy of
the main hook NPC for the scenario, but if that means
that the party as a whole cannot progress through
the storyline, you have inadvertently punished all
of the players for one players behavior. Assigning
individual punishments like corruption points or
conditions will make it clear which player and which
behavior you find problematic, but a stubborn or inept
player may end up with a character-breaking stack of
mutations from his corruption points at the
end of a few sessions.

Possible Punishments

Withholding fortune points (could solve any disruptive


behavior).
Giving corruption points (good for pointlessly immoral
behavior, whether in keeping with the PCs original
concept or not).
Assigning negative conditions (good for the excessive
in-game drinker or drug user who uses addiction as an
excuse for questionable RP or actions).
Allowing local in-game authorities to get involved
(good for those who torture the little folk or engage in
destruction of property; also good for those who actively
snub nobles).
Giving the character a wanted status (good for those
who threaten nobles, town authorities, the military,
or the town guard or for those who generally behave
outrageously).
Having the character make a lifelong enemy or enemies
(good for a character who loses his cool in a particular
scene or acts poorly around a particular NPC, or good
if you have an NPC who represents part of a group the
character has been hounding).
Making the character lose an important ally.
Letting the forces of Chaos take notice of the character
(excellent for an immoral character or for a character whose
role-play is too self-righteously good for your tastes).

19

If the player role-plays in a way that


disrupts the narrative, punishment within
the game world (like authorities or a Chaos
cult taking notice) may allow you to add
an interesting plot twist to your game,
but you might need to rewrite a scenario
accordingly. Do not hesitate to do this,
as it can allow the individual character a
chance to change not only his play style
but his character history; however, make
it very hard on him and very rewarding
for the other players, toootherwise, you
may have your hands full of bad behavior
so that everyone can get his own scenario
rewrite!
If you make a simple rules change
along the lines of anyone who
tortures animals or NPCs
from here on out will get
corruption points, be
sure you are up front
with your players
about the change,
especially if the
behavior has
happened before
and you have
not punished

daemons that could cause memorable encounters,


GMs are encouraged to use these as a part of the
common folklore.

The Wayward Son


ThinkMaijala/doc_cthulhu)
about the limits of those rules: What
Byit.(Lauri
happens if a major NPC asks them to engage in the
behavior?
Will
be a funabout
moralcombining
conundrum
The
Wayward
Sonthat
discusses
theor
a game-stopping
problem?into
Think,
too, about
the
three
one-sheets adventures
a bigger
campaign.
ultimate
outcome
if
the
players
do
not
change
the
It is in no way a complete campaign and still requires
behavior,
and be
you
explain it
your
some
work from
thesure
GM.
However,
it to
will
set players:
the
If
you
end
up
taking
many
corruption
points
framework for you as the GM to create your ownand
getting acampaign.
mutation, here are some of the things you
complete
can look forward to: constant illness, having to
hide
your mutation
from the
the one-sheets
authorities,ashaving
a
The
purpose
of publishing
separate
connectionisto
Chaos
god,
andoptions
so on.as to how and
adventures,
toagive
GMs
more

Party Behaviors You Might Want

when to use them. There are no strict rails by which


theExample
scenariosNay:
should be run. Each GM most likely has
Oh, by the
way,ofevery
time
youthe
do adventures
this now, youre
a different
view
how to
make
suit
going
to
get
a
corruption
point.
Heres
your
first.
his/her gaming group best.

Example Yea:
Themes
Okay, were going to change things a bit this
The main themes for Wayward Son are folklore,
session; from here on out, youll get corruption
the supernatural and daemons of chaos. It offers the
points if you end up behaving in extremely violent
characters a glimpse of chaos without the standard fare
or torturous ways towards innocent NPCs or NPC
of cultists, skaven, beastmen and mutations. But only
animals. This new rule gives us the opportunity to get
if GM wishes so.
some neat complications and mutations on the table
that will make the storyline more exciting. Ive also
The Daemons of Chaos
noticed that some of you get so violent so often that it
These
all include
daemonic
being
that
stallsone-sheets
the storyline
becauseayouve
killed
or alienated
taunts
and terrifies
characters
andyou
who
must
key NPCs.
I dontthe
want
to prevent
from
playing
beyour
confronted.
They
differ
from
bloodletters
and
character concepts, but I do want those choices
plaguebearers
in that theyLets
are not
specified inpoints
any way.
to have consequences.
try corruption
out
More
and utter
is not
this importantly,
session, and combat
if they dont
work,destruction
we can revisit
their
goal.
them
later.
GMs should describe these entities as strange and
Teaching Old Players New Tricks
disturbing and not be concerned with aligning them
to a particular chaos god. In fact misleading players
Sometimes, a style of play that does not fit the
about the identity of the daemons could lead to
WFRP universe or the scenario at hand can become a
interesting situations.
problem. Players who treat WFRP as though it were
D&D, for instance, may constantly look for the next
The folklore of the Empire is filled with these kinds of
big monster, hurl magic around, or ask every noble
daemons, spirits and demigods. Finding information
for an exorbitant payment. Mindsets quickly become
about their identity and how to defeat them can
a whole-party problem, and while the party with the
come from musty old tomes or from the characters
wrong mindset may not exactly play against the rules,
themselves. If a player thinks of a way to fight the
they often miss the opportunity to explore the game as
fully as possible.

Fighting Against the Chaos


to Un-teach:
All of these daemons are much more powerful than
Rushing
headlongorinto
every fight
without
thinking
regular
greenskins
beastmen.
They
have different
tactically,
counting
onliking
firepower
tocause
get them
ways
to alter
realitysolely
to their
and to
harm
through.
to those who oppose them.
Paralysis due to analyzing the tactics of the upcoming
fight, spending hours planning their approach instead of
just attacking.
Refusing to participate in politics and intrigue.
Constantly hurling around too much magic.
Players so wrapped up in the mechanics of the game
that they forget to role-play (or vice versa.)
A party so focused on individual character goals that
they miss the overarching mission (or vice versa.)
None of these examples represents inherently bad
or illegal play styles per se; the party just focuses
too much on a single mode of playing WFRP and
misses out on the complexity that makes Warhammer
shine. Often, single-style play stems from players
who have extensive experience with another system
that emphasizes that style. While you would not
want the
to punish
yournot
players
forfight
a lopsided
style,
Ideally
party can
directly
againstplay
them
in
particularly
if
they
enjoy
the
game
as
it
is,
you
might
traditional sense, but have to get more creative.
want to show them how to engage in a different style
ofinstance:
play. Youtrapping
might explain
to your
that you
For
the daemon
in players
a protective
want
to
give
them
more
tools
to
use
in
their
RPG
circle they have learned to draw from an old library,
toolboxes.
contests
of wills with holy symbols, using various

methods of folklore like pure iron, salt, running water


your players expand their horizons takes
orHelping
daemonsbane.
a bit of time and ingenuity on the GMs part, but it
can
be well
whenthings
your game
becomes
more
For
those
whoworth
like toitkeep
simpler
the daemons
complex
and interesting.
Before
you undertake
could
be treated
as traditional
adversaries
(Blood any of
the
following
techniques,
have
an
honest
discussion
hound from ToA p. 57 for Black Dog for example).
Or
with your
partycould
abouttrack
whatdown
you intend
to do andthe
maybe
the party
Hengstfohlen,
why.
that youtheir
really
want them to think
gun
thatExplaining
kills, to vanquish
foes.
about how to fight tactically before running a tactical
fight scenario, for instance, will not only allow them
to practice the new skill, but will also prime them
to think about what makes that new way of playing
enjoyable (or to think about why they avoid it!)

20

You might also point out


ignored skills that they
can now use in this
new mode. Sometimes
players do not know how
to use skills they took at
creation, so those skills
sit unused on their character
sheets for months. Showing
your players how to use those
skills can open up a whole new
set of possibilities for them.

Teaching by Means of a
Scenario that Highlights
a Play Style
Perhaps the quickest way to get players
to think in new ways is to run a scenario
that forces them to do so. If you have a
party that focuses on fighting rather than on
investigation, find a scenario that forces them
to investigate. If you want them to think about
sneaking rather than fighting head-on, select a
scenario that forces them to use other modes of
confrontation. If they wait to be given orders by
an NPC, choose an open-ended or sandbox-style
scenario that requires them to figure out a plan
of attack on their own.
Whatever you do, though, do not expect them to
know how to engage in a style of play that is not
their own. Help them by suggesting tactics and
skills, and remember to make the experience
rewarding so they continue to use the new play
style in the future. Sneaking around should feel
just as intense and require as many exciting
critical rolls as a fight. Social combat should
carry hefty penalties for failure. Playing their
individual characters well should help them
complete the scenario goals.
And remember to point out what they do well;
often, players who are new to a play style think
only in terms of successes and failures. If they

Scenarios That Teach


New Play Styles:
These scenarios highlight particular types of tactics, skills, and
modes of play that might be useful for helping your players
think differently:
With a Little Help from My Friend
(http://tinyurl.com/c5jqk3p)
Early in this scenario, PCs must leave their weapons
behind. The scenario highlights observation, sneaking, and
interrogation instead of fighting.
The Edge of Night
(Available from Fantasy Flight)
This sandbox-style adventure encourages players to investigate
the problems in the city and create their own path based on
their findings instead of relying on NPCs to point them in the
right direction. It also encourages use of the whole range of
WFRP rules.
Carnival of Darkness
(Included in this issue of Liber Fanatica)
This wonderfully balanced scenario requires the party to
investigate, negotiate, and fight well. If you want to emphasize
investigation or social skills, one of the Carnival NPCs could
easily fit into a particular PCs personal background or into
the groups overarching campaign mission. If you would like
to have the party practice tactical thinking, you can emphasize
the terrain and layout of space in the final battle.
Master of Shadows, Part Two
(Included in this volume of Liber Fanatica)
If the players need to think about individual character
motivations, this scenario might prove ideal, since characters
move to different locales and interact with a cross-section of
society.
The Prisoner
(http://tinyurl.com/cg2moke)
This highly-customizable one-sheet campaign can be tweaked
to teach players to look before they leap; it makes for an
excellent choice if your party tends to trust too easily, and you
can add investigation and social combat as needed. Good, too,
for reminding a magic-heavy party of the dangers of showing
off their powers!

21

think of something clever, point it outeven if their


die roll ultimately fails.
You need not rewrite or run an entire scenario to make
this work. You can simply change a single pivotal
fight or include an additional social combat in an
existing scenario.
Players might write up short-term and long-term goals
for their characters (including trade and craft goals,)
and the GM could then add NPCs to the towns, boats,
and carriages who could help them meet their goals.
Strategic use of just the right scenario can really
help players see the parts of the system they have
missed. Read descriptions of existing and fan-made
material to get a sense of scenarios available to
you; you may not have any intention of running a
particular piece right now, but a mental catalogue
can come in handy if you want to show your
players a particular technique later on.

Teaching by Creating a One-Off

Sometimes, players box themselves in because


they associate their PCs with a particular style
of play. Perhaps you have a party that has only
taken combat-heavy skills, and you would like to
teach them to value social skillsbut you cannot
do it because they have not taken any! Perhaps
they sneak through every fight because they have
few combat skills, or perhaps they fail to RP their
individual characters as they have written them
because they focus too much on getting the right
answer to the scenario storyline. Consider running
a single-shot, one-day adventure with premade
PCs whose skills highlight the types of play you
would like to encourage. One-offs allow players
to try out new techniques in a scenario that will
not have long-term consequences, which can make
them braver about moving out of their established
playing patterns.
One-offs can also get passive players more
involved. You can assign a passive player a key
mission or leadership position to give him the

chance to take control, or you might ask him about


what he would like to do that he has not had the
chance to do in the main mission.
If you are not keen on taking time out of your play
schedule to do a one-off, you can also accomplish
the same thing by doing a cut scene in which the
players briefly take on the roles of NPCs. Not only
does a cut scene allow them to try out new play styles,
but it also lets players see the ongoing storyline from
a new perspective.

Things to Consider Before


Writing a One-Off:
What skills do I want to give my premade
characters that my characters tend to ignore? Do I
want them to think about the value of social skills?
Or fighting? Will I need to teach or retrain any basic
mechanics for them to use these skills effectively?
What new play style do I want them to learn? How
can I create a scene that allows them to use this style
productively? Design your scene with the characters
in mind; you might create physically weak premade
PCs and very talented fighting NPCs to encourage the
players to sneak.
Is there any lore that I can work into this one-off
that might be useful to the main characters? Can the
scenario be a prologue to something happening in the
main game? Can I give history about allies, enemies,
or a key location?
If your party has a favorite (or hated!) NPC, could
you bring him back at a different time in his life
or under different circumstances? Develop your
storyline so the one-off does not feel like such a
departure from the main mission.
Do the PCs main characters get rewards for this
mission? If a particular player uses a new skill very
well, you might bend the advancement rules in your
main game and give the skill to his main character;
that encourages him to transfer his new play style to
the existing game.

22

about what not to do, and a good GM for a game you


do not like, may teach you what you most value about
WFRP.

Teaching by Taking a Cue from


Others (and Other) Games
Ideally, a GM should watch others GM in order to
improve his style. Attend conventions, visit friends

Listen to podcasts of play sessions as well, like


Reckless Dice. Podcasts often play through official
content, so you might be able to hear the pitfalls of
running a particular scenario you are planning to use

games, or stop by your FLGS so you can see other


GMs in action. A terrible GM can teach you a lot

Enhancements from Other Games


Vampires Prologuesin these, players have a
special session with the GM to role-play one or more
crucial scenes in the characters background. Prologues
encourage your players to think deeply about their
characters psychology and life choices, and they give
the GM a chance to establish strong emotional ties
between a particular PC and important NPCs in his/
her past. This helps players who do not know how to
develop their character, and gives them a chance to work
out how their PCs will react to challenges.
Mouse Guards Player Turnat the end of a Mouse
Guard session, the GM turns the reins over to the players
and allows them to decide where the narrative will
head. The Player Turn lets individual characters resolve
issues that stem from their character backgrounds and
may not impact the main storyline. Mouse Guard only
allows a limited number of dice rolls, or checks, to
be expended during the Player Turn; players earn these
checks during the regular GM-centric adventure. See the
Mouse Guard rules for details. Player Turns can train
players who are too dependent on the GM or the NPCs
for guidance, to think outside the box and set their own
goals.
Burning Wheels Beliefs, Instincts, and Goals
players of Burning Wheel write Beliefs (the single
guiding principle of the character), Goals (the main
thing the character wants to accomplish right now), and
Instincts (the thing that the player automatically does, no
matter what) at the beginning of each game. Each player
then shares with the other players. The act of writing
makes players revisit their characters motivations anew
at the beginning of each session. A group check-in at the
end of game allows each player to reflect on how well
he has role-played his own goals over the course of a
session. I have found these so helpful in encouraging

great RP that I will probably never run any RPG without


using them in some fashion. Beliefs, Goals, and Instincts
can help players think about their own characters, but
the sharing of B/G/I also cements players as a team
and allows them to appreciate each others work at the
table. The table chatter around what went well and was
appreciated in a mission can also allow players who are
not fitting in, to hear what the other players enjoy.
Pathfinder Societys Lodgeswe often see GMs
on forums asking how to string together official
Warhammer adventures, especially when theyve mixed
a few scenarios from v2 and a few from v3. Ideally,
you would write your own involved overarching
story, but not everyone has the time, especially if your
gaming group plays several different RPGs at once. In
Pathfinder, each scenario requires the party to complete
tasks for the Pathfinder Society, but each individual
PC completes side missions within those scenarios
for his home faction. Adapt this for WFRP. Give your
party an important contact in Altdorf for whom they
work; you need not even flesh him out now, as they
can discover more about him as they progress (and as
you have time to write him!) Then, ask each character
a bit about his background (or use info that came up
in the Prologue, if you played one.) Choose a personal
contact and have your PC do a few additional missions
during each scenario for that contact. If you can get the
personal and the main contact at odds with each other,
so much the better! You will end up having the impetus
for some great tension in-game, and every PC will get
the spotlight at some point in each session. Finally, do
not let the writing of all these NPCs overwhelm you;
negotiate them with your PCs, and ask each PC to do a
bit of writing about their contact if you get stuck without
ideas.

23

The Wayward Son


in (Lauri
the future.
By
Maijala/doc_cthulhu)
In truth,
otherSon
systems
manage
some
aspects of
The
Wayward
discusses
about
combining
thethe
gameone-sheets
better thanadventures
Warhammer
Lift campaign.
tidbits from
three
intodoes.
a bigger
other
systems
and
bring
them
into
your
own
game!
It is in no way a complete campaign and still requires
some work from the GM. However, it will set the
framework for you as the GM to create your own
Final Thoughts
complete campaign.
Sometimes, a player just will not fit in with your
The purpose of publishing the one-sheets as separate
group, and you will have to part ways. In most cases
adventures, is to give GMs more options as to how and
however, problem behavior stems from a players
when to use them. There are no strict rails by which
the scenarios should be run. Each GM most likely has
a different view of how to make the adventures suit
his/her gaming group best.

daemons that could cause memorable encounters,


GMs are encouraged to use these as a part of the
common
desire tofolklore.
experience the game in a way that does
not mesh well with the GMs vision. Negotiating
Fighting
Against
thetheChaos
the differences
between
players and the GMs
expectations
can often
eye-opening
for both,
All
of these daemons
arebemuch
more powerful
than
and
the
conversation
may
lead
to
a
better
game
for
regular greenskins or beastmen. They have different
everyone
involved.
ways
to alter
reality to their liking and to cause harm
to those who oppose them.
Unlike putting on your Witch Hunter hat and burning
your Chaos-causing players, skillful negotiation keeps
you on the right side of the law...and keeps you from
having to explain how that pyre got in the living
room.

Themes
The main themes for Wayward Son are folklore,
the supernatural and daemons of chaos. It offers the
characters a glimpse of chaos without the standard fare
of cultists, skaven, beastmen and mutations. But only
if GM wishes so.
The Daemons of Chaos
These one-sheets all include a daemonic being that
taunts and terrifies the characters and who must
be confronted. They differ from bloodletters and
plaguebearers in that they are not specified in any way.
More importantly, combat and utter destruction is not
their goal.
GMs should describe these entities as strange and
disturbing and not be concerned with aligning them
to a particular chaos god. In fact misleading players
about the identity of the daemons could lead to
interesting situations.
The folklore of the Empire is filled with these kinds of
daemons, spirits and demigods. Finding information
about their identity and how to defeat them can
come from musty old tomes or from the characters
themselves. If a player thinks of a way to fight the

Ideally the party can not directly fight against them in


traditional sense, but have to get more creative.
For instance: trapping the daemon in a protective
circle they have learned to draw from an old library,
contests of wills with holy symbols, using various
methods of folklore like pure iron, salt, running water
or daemonsbane.
For those who like to keep things simpler the daemons
could be treated as traditional adversaries (Blood
hound from ToA p. 57 for Black Dog for example). Or
maybe the party could track down Hengstfohlen, the
gun that kills, to vanquish their foes.

24

Mordheim
Adventuring in the City of the Damned
By Jason Rapai
The year 2000 of the Imperial Calendar, Sigmarzeit
Altdorf, capitol of the Empire, home of the Great
Cathedral of Sigmar, and the impressive School
of Engineers is abuzz with doom sayers, prophets,
politicians, nobles, and thieves. Work had been
difficult to come by for most, especially in the months
since Sigmars Comet, a twin tailed comet, appeared
before the new year over the city of Morheim, far to
the east.
Though initially hailed as a divine omen, word has
reached Altdorf that the comet had struck down in
the city killing thousands upon thousands and
leaving most of the city in utter ruin. Yet,
still some claimed it divine in origin,
sent to cleanse the city of the impure
who gave into their baser selves
and gathered in Mordheim to

celebrate the false second coming of holy Sigmar.


Though many weeks travel from the city-state, people
here in Altdorf felt the ominous rumble of Sigmars
Judgement upon Mordheim. The comet struck the city
with such force that it caused plaster to crack and
unkempt structures to collapse here in the capitol of
the Empire.
Word had also reached Altdorf that fragments
of the cometstrange green-black stones called
wyrdstonecontained great and powerful magic.
Rumors said the stones could turn lead into gold,
cure even the most severe ailments, even raise the
dead, but as rumor often go, it is near impossible to
find any proof of such outrageous miracles.
Then it happened, two months after the comet

27

decimated Mordheim a travelling carnival arrived in


Geldrecht, a small border market of Atldorf. A crowd
gathered to watch the show, as many such carnivals
come to Atldorf to scrounge up an easy audience in
the crowded streets. But this carnival was somehow
different.

off the stage while the curtains slowly closed behind


him. Meanwhile the boy eagerly unfurled the leather
wrapped coin. His single brass penny had been
replaced with a brilliantly shining golden crown. The
boy and his young lass were ecstatic. They leaped
around in their excitement while greedy onlookers
gathered around them. Some men rushed the stage and
ripped down the curtain in an attempt to find the man
known only as Green Ollivard the Magnificent, but
nothing was there.

Yes, they put on shows, performed stunts and famous


scenes from the most popular plays, but the last act
of the carnival was both awe inspiring and altogether
terrifying at the same time.
A hunched man, introduced as Green Ollivard the
Magnificent was to perform a magic trick. He hobbled
to the front of the carnival state, sliding a stool with
something covered in old and worn black velvet on top
of it. The hunched man never revealed his face, but
asked the crowd to volunteer a single piece of brass. A
young man from the crowd stepped forward, possibly
hoping to impress the lovely young lass accompanying
him. He handed his brass penny to Ollivard who
snatched it up unceremoniouslycausing the boy to
flinch.
Ollivard slowly pulled away the swatch of black velvet
from the stool revealing a green-black stone the size
of a mans headmuch like obsidian, but darker, more
mysterious. He slowly reach out and chipped away a
tiny sliver of the stone with a gloved hand and chisel,
and wrapped the sliver and the penny together with a
leather strap seemingly pulled from thin air. Grasping
the small bundle in his hand held aloft, he chanted
something quietly, too soft for the crowd to hear, and
a soft green glow began to emanate from his clenched
fist.

No backstage.
No cart.
Nothing.
The young boy and girl were forced to flee the carnival
area, narrowly escaping before being crushed by the
crazed crowd. Guards began to gather around the
scene and broke it up just before the bedlam spiraled
out of controlmadness driven by greed. The crowd
dispersed and no one was seriously injured that
evening, but the next morning, the young boy with the
brass-penny-turned-gold-crown was found dead in the
center of the field where the carnival was held. The
boys right had had been deformed and was covered
in greenish pustules. No suspects were announced and
the body was burned by witch hunters.

Frightened shrieks from the women and young girls in


the crowd rang out and men gasped, but no one ran.
The crowd did not scatter.
The show continued.
When the glow subsided, Ollivard simply handed
the boy the bundle, covered his stone, and hobbled

28

Introduction
It was on the first day of the year nineteen hundred and
ninety nine of the era of Sigmar, the God of Battles,
and the Father of Men, that the twin tailed comet was
first spotted in the land of Osermark over the city of
Mordheim.
A seeress of the cult known as the Sisters of
Sigmar was the first to observe this auspicious sign
of prophecy, confirming the predictions of one
Macadamnus of Greill, written more than five hundred
years prior.
When Morr weeps for the jewel
consumed in crystalline fire
While the crown lay unclaimed
upon a throne contested
He will descend from the heavens
escaped, released
As the Lord of Shadows unto
the house of murder.

With listless, unseeing eyes,


Jrgen stared at the slimy waters edge deep
down in the canal. A grey shaft of light
penetrated the dingy rags of clouds, illuminating
the area which he was supposed to keep an eye
on: a fifty yard segment of the canal and a small
Platz looming beyond the canal and surrounded
by towering, blackened ruins. But there was
little to watch over. The canal was wide enough
to keep the rivals of Jrgens warband from
attacking them from the north, and this was
precisely why Jrgen, a youngblood, had been
posted here in this ruined corner of the building.

The Cantos of Macadamnus


Verse CXXXI
As word about the comet spread throughout the
Empire many and more people flocked to Mordheim,
disenchanted with the political chaos and corruption
that was rampant across the provinces. For this was
a time with no Emperor and the elector counts of
Reikland, Middenland and Sylvania, as well as the
Lady Magritta of Marienburg vied for the crown.

Two days without food and little to drink; no


wonder Jrgens mind was wandering despite
the possible dangers. Three of their fighters lay
wounded after the ambush two days ago and
the Captain was dead. Matthias, a sly, one-eyed
veteran, had taken the lead and insisted that
the survivors should weather it out in this half
collapsed old tavern. They would wait until their
besiegers got bored and left.

In the months that followed, those who flocked to


Mordheim to celebrate became more decadent and
frivolous in their merrymaking, feasting, drinking,
dancing and partaking in indecent carnal
pleasures as Daemons prowled the packed
streets and mingled unnoticed in the crowds of
revelers.
But then, as the cavalcade of wickedness and
debauchery had reached its zenith, the Hammer

29

A small bird landed on a rotten barrel swimming


in the canal filth. The surface of the snot-coloured
canal water stirred as the bird hobbled on the barrel,
prodding at the grimy wood with its long beak in
search of insects buried within. Suddenly, there was
a splash next to the barrel and the bird started away.
In its place, there was now a fish-like creature with
needle-toothed jaws opening and closing in gasps for
air. But very quickly, the fish spread its grotesquely
large fins and launched its glistening body up into the
airfor a moment it looked like it was going to snatch
the bird in mid-airyet, suddenly, the fins retracting
against its sides and it plummeted back into the black
green abyss.
It was all like a bizarre and hellish dream to Jrgen.
No sleep, nothing to eat and the faint, ghostly green
glow of the shards of wyrdstone they carried seemed
to have burnt a permanent haze at the boundaries of
his vision, even when he closed his eyes. Each time
he opened them again, he was unsure whether or not
he was still dreaming. Across the canal, there was a
rattle of pebbles down a mound of rubble and hollow
plops as they fell into the water.
Jrgen was only beginning to wonder what had
dislodged the pebbles
when he noticed the thick
shaft of the crossbow
bolt sticking from
his chest. It was a
curious sightJurgen
thought, falling
on his side while
shouts of alarm
sounded behind
him

of Sigmar, the twin-tailed comet said to portent the


Father of Mens second coming, crashed into the city,
utterly destroying it and ending the lives of every soul
within the city.

They Beheld the Hammer Fall


Mordheim was originally designed by Games
Workshop as a tabletop skirmish game not unlike
Necromunda or Gorka-Morka, but in the grim fantasy
world of Warhammer. Set in Warhammers past, at a
very specific time, when the Empire had no Emperor
and the whole of the Empire was thrown into chaos. It
is also a time that absolutely screams role play.
This is the first in a series of articles filled with
suggestions to help you use Mordheim in your
Warhammer Fantasy Roleplay games or, at the very
least, inspire you to add more grim and perilous into
your adventures.

They Flock to Mordheim


Mordheim is a unique and fabulous representation
of the Warhammer world where every major force
throughout the Old World is fighting for the same
thing, wyrdstone a glossy green-black stone similar
to obsidian that radiates the raw power of Chaos.
Rumors about the magnificent powers wyrdstone
possessed circled the Empire after Mordheims
destruction catching the eyes, ears, and coin purses of
everyone from electors to beggars. This wyrdstone, or
as some have come to call it, warpstone, was thought
by the electors to be the key gaining enough support,
power and wealth to become Emperor, but other
creatures also desired the corrupting stone for far more
sinister rites than transmuting lead into gold.
Mordheim lends itself to many types of campaigns
as well. You can easily run a campaign of high
adventure and the thrill of battle or perhaps you want
to run a game of political intrigue where the PCs are

30

attempting to prop their


patron into the seat of
Emperor.
The PCs could also
be mutants, hiding
in the city from the
purifying flames
of witch hunters, or
they may have joined
up with a group of witch
hunters desiring only to
purge the taint of corruption,
necromancers, and cults from the
dread city.
In Mordheim, adventurers could stumble
across a Chaos ritual, foil the plans of a rival citys
warband, give chase to thieving Skaven gutter runners,
chop through a horde of zombies and still be home for
dinner If they survive that is.

I saw them inside the city. Beady eyes watching


you, following you everywhere you go. You
can hear them in the walls and scrabbling claws
underground. I wont let them hurt you. I wont
let them hurt you too.
Overheard ramblings of a deranged
man to his pet rat outside the
walls of Sigmar Haven

They Seek to Gain Great Power


One of the most important parts of any RPG is
properly laying the setting before the PCs. The setting
conveys the mood, place, and time of the adventure
Mordheim is no different. It can be hard to constantly
describe the different kinds of ruins the PCs are
traversing, so every now and again they need to come
across something far more interesting and hopefully
dangerous. These additional somethings do not need
to part of the larger campaign, Mordheim is full of
chance encounters, wandering monsters, and lurking
threats that need no more reason to appear in your
game other than because.
As your party of adventurers explores Mordheim, they
will constantly be exposed to the corrupting forces
of Chaos while trudging through heaps of rubble,
but occasionally, they will come across something
interesting and possibly profitable. As GM, you can
choose to select locations from the Exploration Chart
for the PCs to discover on their forays into the city, or
you can use the following rules to allow the PCs to
randomly discover such locations.

Random Exploration
Exploring Mordheim is not a simple task and
requires preparation, skill, and team work. To
represent this, the PCs will make a Folklore or
Observation check each time they begin to explore.
Have the PCs elect one PC to make the Folklore or
Observation check to determine the rank of location
the PCs find. The difficulty is Simple (1d) in the
morning, Average (2d) in the afternoon, Hard (3d) in
the evening, and Daunting (4d) in the dead of night.
Each other PC that aids in the exploration adds 1 K to
the dice pool plus 1 K for any relevant specialisations.
The Mordheim Map or other items may modify the
dice pool as well and the GM is encouraged to use
corruption from any of the searching party members to
add K to the dice pool.

31

Exploration Skill Check


Results
!: Rank 1 locations.
!!: As above, or rank 2 locations.
!!!: As above, or rank 3 locations.
!!!!: As above, or rank 4 locations.
!!!!!: As above, or rank 5 locations.
DD: +1 !
DD: +1 !
DD: +1 !
EE: -1 !
EE: -1 !
Once the location Rank is determined, the GM
selects a location from the Exploration Chart or
determines one at random. After the location is
selected the GM reads the location description
and narrates the results to the PCs

Using Location Cards in Mordheim


Areas of importance in Mordheim tend to be loaded
with interesting features that can be interacted with or
have to be carefully navigated through. Location cards
are a must inside and outside of the city. These simple
cards help the players understand their surroundings
while helping the GM set the mood. For example,
a common brawl in the streets of Mordheim might
include a burning building, access from the broad
sewers, a few buildings filled with crumbling ruins,
and an eerie mist flowing into the streets as the sun
sets.
In another example, perhaps the party is visiting
Sigmar Haven where the PCs have the option of
visiting a homely tavern to rest, the marketstrasse

to unload their latest finds, or praise the God of


Battles at the shrine of Sigmar. Additionally, the GM
could use the rural settlement card to represent the
suspiciousness those living in Sigmar Haven feel
towards people who are not clear devotees to Sigmar.

Addiction Rules
Some substances, such as Crimson Shade are extremely
addictive. After each dose of an addictive substance
has worn off the character must make a Resilience
(To) check with a difficulty equal to the number of
doses of the addictive substance he has taken with the
substances Period or become addicted.

A character addicted to an addictive substance
no longer needs to makes checks to avoid becoming
addicted, but must take one dose of the addictive
substance every day to avoid its Withdrawal Symptoms.

Each day, an addicted character must make a
Resilience (To) check with a difficulty equal to the
substances Severity minus the number of Periods that
have passed since the character took his last dose. If he
fails, he suffers the substances Withdrawal Symptoms.

Corruption seeps from everything inside the City


of the Damned, especially after the sun sets. You could
use the cursed ruins card to represent this swell of
ruinous power after dusk. Or perhaps you really want
to show how dangerously corrupting being within
the city walls can be, so you use the cursed ruins
card whenever the PCs enter the city. The abandoned
cemetery is an excellent card for
representing the rising dread inside
the PCs after dark.
The GM should be creative
with location cards when
adventuring in Mordheim and
use them, use a lot of them,
to really set the scene for the
players.

32

They Left Forever Changed


Mordheim, like the rest of the Warhammer world, is all about setting the proper mood and getting
just the right amount of grit and humor to create a fun, entertaining, and challenging gaming
experience. It is encouraged that you to use this article as inspiration to fuel your adventures into the
darkest depths of the Warhammer world.

Exploration Chart
RANK 1 LOCATIONS
Well
Shop
Corpse
Straggler
Overturned Cart
Ruined Hovels

RANK 3 LOCATIONS
Gunsmith
Shrine
Townhouse
Armourer
Graveyard
Catacombs

RANK 2 LOCATIONS
Tavern
Smithy
Prisoners
Fletcher
Market Hall
Returning a Favour

RANK 4 LOCATIONS
Moneylenders House
Alchemists Laboratory
Jewelsmith
Merchants House
Shattered Building
Entrance to the Catacombs

RANK 5 LOCATIONS
The Pit
Hidden Treasure
Dwarf Smithy
Slaughtered Warband
Fighting Arena
Nobles Villa

Location Descriptions
Rank 1 Locations
Well
Mordheim once prided its self on its decorative wells
covered by rooves raised up on carved pillars. But
now, like the rest of the city, this well lays in ruin,
most likely polluted with wyrdstone.
One PC may choose to descend into the well.
Once in the well, the PC may make an Average (2d)
Observation check with K K due to limited light.
If the PC succeeds, he finds a shard of wyrdstone. If
the PC rolls EE or a G on either check, he is exposed
to a minor (2d) source of corruption from the Chaos
tainted well water.

The PC must make an Easy (1d) Resilience check or


swallow tainted water and contract a disease with the
filth or ingestion trait. If the PC already has a disease
with the filth or ingestion trait, he gains another
symptom instead.

Shop
The Merchants Guild ran many general stores like the
one standing before you. This one has been thoroughly
ransacked, but there might still be a few useful items
scattered throughout the rubble.
Have the players elect one PC to make an Average
(2d) Observation check. Each other PC who chooses
to search the shop adds K to the dice pool for assisting.

33

A: For each A rolled the PCs find an abundant,

Straggler

plentiful, or common item from the camping/


survival, hand tools, illumination, or trade tools item
types found on page 79 of the WFRP rulebook.

You come across a man who has somehow managed to


survive within the City of the Damned despite losing
all of his worldly possessions and his sanity.

DD: The PCs find a rare item from the camping/


survival, hand tools, illumination, or trade tools item
types found on page 79 of the WFRP rulebook.
^: The PCs find a Lucky Charm (see item card).
EE: One of the PCs slips and falls gaining 1 fatigue.
G: One of the PCs steps on a nail or slams his or her
head on a low beam, suffering 1 wound. If the GM
did not spend any challenge on this Exploration, add
1 challenge point to the GMs pool.

The PCs can interrogate the man and gain some


insight into the city. The mans information grants to
PCs a K when exploring a specific area known by the
man. They may also ignore up to one K due to terrain
from that area.

Overturned Cart

A covered wagonlike those nobles would travel


in from the city to their estates in the countryis
overturned and blocking the ruined gateway you are
approaching. The horses have either broken free of the
wagon or someone cut their traces, but regardless, they
are long gone.

Corpse

Along one of the twisting streets of the city, you find


the still-warm corpse of a man. Perhaps some of his
possessions have not yet been looted.

To see what the party finds, have one of the PCs make
an Easy (1d) Observation check.
A: A purse with 15 silver coins.
AA: Mordheim Map (see item card).

To see what PCs find when they search the corpse,


have one PC make a Trivial (0d) Observation check
with K added to the dice pool.
A: 50 brass coins.
AA: A hand weapon, dagger, suit of leather armor or
brigandine armor.
AAA: A longbow, short bow, crossbow, or suit of
chainmail and 10 silver coins.

DD: Jewelled sword and dagger worth three times

their normal value (these are not superior weapons,


just decorative).
EE: A corpse still in the cart is infused with
corruption and terribly mutated. The PC searching
the cart is exposed to a minor (2d) source of
corruption.

D: 5 silver coins.
DD: 10 silver coins.
After searching the corpse, have the PC make an
Easy (1d) Resilience check. If the PC fails, he or
she contracts a disease with the contact trait or adds a
symptom to a disease he or she already has with the
contact trait.
A: The PC does not contract any diseases.
EE: The corpse is corrupted and the PC is exposed to
a minor source (2d) of corruption.
G: The corpse is corrupted and the PC is exposed to
a minor (2d) source of corruption. If EE result was
also rolled, the corpse is a moderate (3d) source of
corruption instead.

Ruined Hovels

The street is lined with ruined hovelsthe foundations


clearly damaged, causing the buildings to lean over the
street at alarming angles. There may still be something
worth looting though.
Have the each PC who wishes to search the hovels roll
K K. For each A rolled the PCs find an item from any
item type (listed on page 79 of the WFRP rulebook) in
the abundant category. For each D rolled the PCs find
an item from the plentiful or common categories.

34

Rank 2 Locations
Tavern

A creaking sign is about the only thing still standing


to mark this ruined building as a tavern. Broken
flagons and tankards litter the rubble, but it appears the
taverns stone foundations are still intact. Perhaps they
had a cellar.
Have each PCs who wishes to search the tavern roll a
K. For each success rolled, the PCs find a sealed barrel
ale or wine (each worth 15 silver). If at least DD is
generated, the PCs find a sealed Cask of Bugmans
Ale (see item card). Unfortunately, all of the ale or
wine (except for Bugmans Brew!) is seething with
corruption and any PC that drinks from the barrels
must make a Resilience check with a difficulty equal
to one-half the number of drinks the PC consumed
(rounded up). If the character fails he or she is exposed
to a minor (2d) source of corruption.

Smithy

The floor inside this ruin is littered with coal and slag
and the furnace and toppled anvil clearly label this
place as a smithy. Most of the iron and tools have long
since been looted, but there may still be something of
value hidden in the debris.
Have the PCs elect one PC to make an Average (2d)
Observation check. Each other PC that chooses to
search the tavern adds K to the dice pool for assisting.
!: The PCs find a hand weapon, spear, or 20 silver
worth of trade tools related to blacksmithing.
AA: As above, and the PCs find a flail, great
weapon, lance, halberd, or a hand weapon and an
additional 30 silver worth of trade tools related to
blacksmithery.

D: The PCs find 5 silver worth of metal.


DD: The PCs find 15 silver worth of metal.

EE: One of the PCs scratches his or her leg badly

on some rusty metal causing 1 wound and possibly


causing disease if not properly treated.
G: One of the PCs accidentally falls into a large set

of bellows filling the smithy with corrupted dust and


each PC searching the smithy is exposed to a minor
(2d) source of corruption.

Prisoners

You hear a muffled sound from a a nearby building.


The building seems completely empty, but when you
break open the locked cellar, you find a group of finely
dressed people. They were prisoners of some sort,
perhaps meant to be sacrificed during Geheimnisnacht.
As soon as the prisoners notice the PCs, they begin to
beg to be released and escorted out of the city.
If the PCs decide to escort the prisoners, reward them
with something simple totally no more than one or two
gold pieces at most or better yet, one of the prisoners
is a member of an influential family prominent
somewhere else in the Empire granting the PCs a
useful and somewhat powerful ally.

Fletcher

You find a small building that has been completely


overlooked nestled between a pair of larger ruined
structures which have been thoroughly looted. It must
have been a fletcher due to the bundles of yew staves
and willow rods everywhere you look.
Have the PCs elect one PC to make an Average (2d)
Observation check. Each other PC that chooses to
search the fletcher adds 1 [Fortune] to the dice pool for
assisting.
A: The PCs find a short bow or longbow.
AA: As above, and the PCs find a longbow or
crossbow.
AAA: As above, and the PCs find a superior short
bow, longbow, or crossbow.

D: Most of the items in this shop are in terrible

shape, but the PCs find 12 arrows or 6 bolts in the


detritus.

D: The PCs find 12 arrows or 6 bolts.


D: The PCs find 12 arrows or 6 bolts.

35

item category.

EE: One of the PCs pricks him or herself on a rusty


arrow head which may cause disease unless cleaned
properly.
G: One of the PCs finds a small shard of wyrdstone,
but gains is exposed to a moderate (3d) source of
corruption as it pierces his clothes or boot causing 1
wound.

DD: One item the PCs find is of superior quality.

EE: While searching the hall, one of the PCs inhales

some corrupted dust and is exposed to a minor (2d)


source of corruption.
G: One of the PCs dislodges a support pillar causing
a section of roof to collapse, the sounds ringing
out like a beacon of come, eat me throughout the
city and filling the hall with corrupted dust. The
party tension meter is raised by 2 and each PC in
the market hall is exposed to a minor (2d) source of
corruption.

Market Hall

A raised market hall stands a short distance up the


street. The once-enclosed upper storey is badly
damaged, but the covered market still offers a
good deal of shelter. Broken pottery, iron pots and
cookware, among other items of little use within the
city lay scattered about the cobbles--remnants of the
last market day before the comet struck.

Returning a Favour

One of your old acquaintances catches up to you as


you are entering one of the make shift towns around
Mordheim. Against all odds he managed to find you
here to repay and old favor or debt.

Have the PCs elect one PC to make a Hard (3d)


Observation check. Each other PC that chooses to
search the market hall adds K to the dice pool for
assisting.
A: The PCs find 20 silver worth of abundant or
plentiful items from any item category.
AA: As above, and the PCs find 40 silver worth of
abundant, plentiful, or common items from any item
category.
AAA: As above, and the PCs find 1 gold worth of
abundant, plentiful, common, or rare items from any

Ask the players to name an old friend from one of their


PCs past without telling them why. This old friend or
an emissary thereof has come to repay a favor from
some time ago. Give that PC coins or a useful item of
superior quality totaling no more than 3 gold pieces.
In addition, the payback comes with a letter written to
the character thanking them for their help and wishing
them luck in the city of the damned.

Rank 3 Locations
Gunsmith

do with blackpowder weapons adds an additional K on


this check.
A: The PCs find 25 silver worth of trade tools
relating to the gunsmith trade.
AAA: The PCs find a working blunderbuss,
handgun, or pistol.

A Dwarf gunsmithy sits in ruin on a nearby street


corner. The doors are barely hanging by their hinges
and the main room of the shop looks thoroughly
ransacked, but perhaps some of the the heavier
strongboxes were left behind.
Have the PCs elect one PC to make a Hard (3d)
Observation check. Each other PC that chooses
to search the gunsmithy adds K to the dice pool for
assisting. A PC searching the gunsmithy, or assisting in
the search, with a specialisation in any skill that has to

36

DD: The PCs find some shot and a powder keg of

unspoiled blackpowder worth 1 gold piece, enough


for 100 shots.
G: One of the PCs accidentally sets off a loaded
handgun. Make an attack with the handgun against

the PC with + + +, +, and a number of K equal to


the PCs defense plus the number of E rolled on the
Observation check. After the shot the handgun is
destroyed.
GG: One of the PCs drops a gun that he or she is
inspecting which causes a spark and detonates all
of the remaining powder kegs in the gunsmithy
(consequently destroying any kegs found by the
PCs). Make an attack as if using a blunderbuss
against each of the PCs inside the gunsmith with
+ + +, +, and a number of K equal to 2 plus the
number of E results rolled on the triggering PCs
Observation check.

Shrine

You find a desecrated shrine which is so badly


damaged that it is impossible to tell which god was
worshiped here. The painted plaster walls are cracked
and defaced with countless heretical images and
phrases. Fragments of smashed statues and other items
appear to have been covered in gold leaf, most of
which has been looted, but there is still a bit left.
The PCs may strip the shrine for 75 silver worth of
precious metals, stones, and religious items, but each
PC must make an Average (2d) Discipline check
or suffer 1 stress plus 1 additional stress per E in the
result.
Alternatively, the PCs may preserve some of the
shrines holy relics and return them to a religious
authority. The PCs are rewarded 20 silver for their
troubles and each PC may add 2 [Fortune] to any
check to resist disease, recover from insanity, or heal
injuries once in the following week.

Townhouse

You find a three-story townhouse which was once part


of a tenement block. Most of the buildings along the
street are now in ruins, but this house seems largely
intact. The ruin around the townhouse blocks entry, but
you notice that it leans out so far over the street that
you could step out of the window of the attic of the
house opposite.

Have each PC who wishes to enter the townhouse


make an Average (2d) Coordination check (the
PCs may assist one another with ropes, etc.) or fall or
otherwise injure themselves while crossing from attic
to attic.
A: The PC crosses into the townhouse.
G: The PC takes 1 wound and is exposed to a minor
(2d) source of corruption.
Failure: The PC falls, roll K K K K, for each B
rolled, the PC suffers 1 wound. If the number of E
results rolled is greater than the PCs Toughness, the
PC suffers 1 critical wound in addition to any normal
wounds.
Once inside, the PCs can search the townhouse.
Have the PCs elect one PC to make an Average (2d)
Observation check. Each other PC that chooses to
search the townhouse adds K to the dice pool for
assisting.
A: The PCs find valuables worth 20 silver coins.
AA: The PCs find valuables worth 50 silver coins.
AAA: The PCs find valuables worth 1 gold coin.
F: The PCs find a gem or piece of jewelery worth
50 silver coins.
G: The building the PCs used to cross into the
townhouse collapses, leaving the PCs stranded inside
increasing the party tension by 1. The GM may want
to ask the players to perform checks to escape.

Armourer

A rusty breastplate hanging from a pole fixed to the


roof of the building initially drew your attention here.
The workshop of this armory is in poor condition
and, like most of the shops you have seen, has been
ransacked. The forge has been smashed and soot
covers the ground around it.
Have the PCs elect one PC to make a Hard (3d)
Observation check. Each other PC that chooses
to search the armourer adds K to the dice pool for
assisting.
A: Suits of armour or shields worth 10s or less.
AA: Suits of armour or shields worth 50s or less.

37

The headstones and sepulchers are heavily damage and


overgrown with twisting ivy. Much of the ironwork on
the tombs has been looted and a number of the crypts
appear to have been broken into by tomb robbers.
The PCs may loot the crypts and graves for 50 silver
worth of valuables or seal the graves gaining nothing
but the knowledge of doing the right thing (and
possibly recovering 1 stress).

AAA: Suits of armour or shields worth 1g or less.

DD: One armour or shield is superior or the total


value of the armor and shields is multiplied by 5.

DDD: One armor or shield is made of Ithilmar (see


item card) or the total value of the armor and shields
is multiplied by 10.
EE: A rusty piece of scrap metal scratches one of
the PCs or pierces his or her boot. The PC suffers 1
wound which might fester if not properly cared for.
G: One of the PCs knocks over a pile of scrap metal
that loudly clangs together to sprawl across the
floor. Increase the party tension by 1. Any ambush
Encounter cards cost 1 less challenge (to a minimum
of 0).

Catacombs

You find an entrance into the catacombs below


Mordheim via a crevasse rent through the street.
The tunnels connect the current section of Mordheim
to another nearby section chosen by the GM. The PCs
may use the tunnels to travel more safely between
the two sections of the city. This grants the PCs one
additional K on Exploration Skill Checks within these
sections of Mordheim.

Graveyard

You find an old graveyard hidden along a side road.

Rank 4 Locations
Moneylenders House

You find a grand manse that has miraculously survived


the cataclysm. The coat-of-arms above the doorway
has been defaced and is not unrecognizable and the
door itself has been smashed open with axes.
Have the PCs elect one PC to make a Hard (3d)
Observation check with K K added to the dice pool
due to the mess inside. Each other PC that chooses to
search the manse adds K to the dice pool for assisting.
A: The PCs find a sturdy safe in the debris.
EE: The PCs are each exposed to a minor (2d) source
of corruption while searching through the rubble.
If the PCs find the safe, they can attempt to open it
with a Hard (3d) Skulduggery check (requiring
proper tools, of course).
A: The safe opens and the PC finds 1 gold coin and
50 silver coins inside.
EE: The PCs tools are damaged and must be
repaired before being useful again.

Alchemists

You uncover a stairwell that leads into a crypt-like


dwelling: an alchemists workshop! The building
above did not withstand the comets destruction, but
the workshop below appears mostly intact. Strange
symbols are scrawled across the floor astrological
symbols adorn the walls.
Have the PCs elect one PC to make a Hard (3d)
Observation check with K K added to the dice pool
due to the darkness of the workshop. Each other PC
that chooses to search the workshop adds K to the dice
pool for assisting.
A: The PCs find 75 silver coins worth of items from
the trade tools items type related to alchemy.
AA: As above, and the PCs find 75 silver coins
worth of items from the academic & writing tools
item type related to alchemy.
AAA: As above, and the PCs find one superior item
from the trade tools or academic & writing tools item

38

types related to alchemy.

DD: The PCs find a healing draught.


DD: The PCs find a healing draught.
GG: One of the PCs knocks over a decanter. Draw a

Miscast card and apply its effects to each of the PCs.

Special: Whenever a PC gains corruption while inside


the workshop, he or she gains 1 additional corruption.

Jewelsmith

This jewelers has been thoroughly looted long before


you arrived, but there may still be some small but
valuable items hidden within the rubble.
Have the PCs elect one PC to make a Hard (3d)
Observation check with K K added to the dice pool
due to the difficulty of searching through rubble. Each
other PC that chooses to search the jewelsmith adds K
to the dice pool for assisting.
A: The PCs find an amethyst worth 50 silver coins.
AA: As above, and the PCs find a necklace worth 75
silver coins.
AAA: As above, and the PCs find a ruby worth 1
gold coin.

DD: The PCs find quartz crystals worth 25 silver


coins.

DD: The PCs find quartz crystals worth 25 silver

coins.
EE: One of the PCs searching the jewelsmith
stumbles in the rubble. suffering 1 fatigue and 1
wound.
GG: One of the PCs loses it for a moment as he or
she is overcome with greed. Have each PCs make
a Simple (0d) Discipline check. The PC that rolls
least ! and most E results gains a temporary insanity
with the enigma or violence trait.

Merchants House

You find a damaged, but solidly build merchants


house along the waterfront. Its vaulted stone undercroft
once sheltered barrels of foodstuffs and bales of cloth,
but now is home only to over-sized rats. The stairs up

to the living quarters are made of timber which still


appears solid.
Have the PCs elect one PC to make a Hard (3d)
Observation check. Each other PC that chooses to
search the house adds K to the dice pool for assisting.
A: The PCs find 50 silver worth of unspoiled items
from the trade goods item type.
AA: The PCs find 75 silver worth of unspoiled items
from the trade goods item type.

DD: The PCs find a coin purse with 25 silver coins


inside.
F: The PCs find the symbold of the Order of
Freetraders. The PCs may swap their current party
card for the Freetraders party card.

DD: One of the PCs catches him or herself when

going up or down the timber stairs suffering 1 wound


and the PC must make an Easy (1d) Resilience
check or gain a disease with the filth trait.
GG: One of the PCs is bitten by one of the oversized rats. Have the PC make an Average (2d)
Resilience check or gain a disease with the filth trait.
Regardless of the PCs success, he or she is exposed
to a minor (2d) source of corruption.

Shattered Building

This building was nearly obliterated by the comet,


making is exceptionally unsafe to explore. But you
know that such rare and untouched places are the best
for finding wyrdstone.
Have the PCs elect one PC to make a Hard (3d)
Observation check with K K added to the dice pool
due to the rubble. Each other PC that chooses to search
the building adds K to the dice pool for assisting.
A: The PCs find a shard of wyrdstone.
AA: As above, and the PCs find another shard of
wyrdstone.
AAA: As above, and the PCs find another shard of
wyrdstone.
EE: One of the PCs struggles in the debris suffering
1 fatigue and 1 stress.
G: One PCs greed overtakes his or her rationale

39

for a moment and the PC is exposed to a minor (2d)


source of corruption.
GG: One of the PCs finds a piece of wyrdstone, but
cannot resist the urge to kiss it before coming to his
or her senses. That PC is exposed to a moderate (3d)
source of corruption.

Entrance to the Catacombs

The dark tunnels below Mordheim are legendary


among those exploring the City of the Damned and

their entrances are closely guarded secrets. You have


found one such entrance, and though the tunnels seem
foreboding at first, they take hours off your searches
though this section of the city.
The tunnels run throught the current section of
Mordheim. The PCs may use the tunnels to travel more
safely within this section. When the PCs are exploring
these sections, they may add K to the Exploration
skill check.

Rank 5 Locations
The Pit

The Pit: the huge crater marking the spot where the
comet fell. An ominous black cloud still rises slowly
from the decimation. But even from this distance, you
can see glowing wyrdstone everywhere. Every rational
part of your being tells you not to enter this, the
domain of the Shadow Lord, the lord of the Possessed.
None are welcome here, but the wyrdstone beckons.
If the PCs wish, they can search the area for
wyrdstone.
Have each PC that chooses to search roll a Fear 4
check. If any PC rolls GG, he or she is drawn toward
the Pit and devoured by its guardians. Any PC that
passes the Fear check may make a Simple (1d)
Observation check, finding 1 shard of wyrdstone for
each success he or she rolls.
Afterward, have PC is exposed to a major (4d) source
of corruption.

Hidden Treasure

In a dark secluded corner of Mordheim, you find a


hidden chest with sturdy iron hinges. The lock bears
the coat-of-arms of one of the many, now dead, noble
families of the City of the Damned.
Have one of the PCs make a Hard (3d) Skulduggery

check to open the lock on the chest (this check


requires the proper tools). If successful, the PCs are
able to open the chest. The PCs should find a number
of very valuable items within the chest at the GMs
discretion. The following are examples of possible
items found inside the chest:
1-3 shards of wyrdstone
3-15 gold coins worth of coins, gems, or
jewellery
a holy artefact (see Signs of Faith)
a suit of fine armor
an Elven cloak (see item card)
a magical artefact (exceptionally rare)

Dwarf Smithy

You find a squat, but solidly build stone smithy. The


runic inscriptions indicate that this may have been of
Dwarf origin.
Have the PCs elect one PC to make an Hard (3d)
Observation check with K K K added to the dice pool
due to the rubble. Each other PC that chooses to search
the smithy adds K to the dice pool for assisting. Each
dwarf that chooses to search the smithy, or assist in the
search, adds 1 additional K to the dice pool.
A: The PCs find an axe or hammer (hand weapon),
or a great axe (great weapon).

40

AA: As above, and the PCs find a suit of Dwarf

made chainmail.
AAA: As above, but the chainmail is scale armor
instead.

DD: If the PCs found an axe, hammer, or great axe,


it is a gromril weapon instead.

DDD: If the PCs found the chainmail or scale


armor, it is Dwarf-forged armor (see item card in the
Game Masters Toolkit) instead.
EE: Each of the PCs searching the smithy suffers 1
stress as the Dwarf runes seem to suggest a grudge
unto any who befoul this site.
G: The party tension increases by 1 as the search
through the smithy seems to take much longer than
expected.
Slaughtered Warband

You find the remains of a band of adventurers not


unlike yourselves. Bodies lay mangles and broken
throughout the street and amongst the nearby rubble,
torn apart by some sort of monstrous creature or
creatures.

50-300 silver coins worth of coins, gems, or


jewelery
several suits of light armor (2 soak or less) and/
or shields
a suit of heavy armor (3 soak or more)
several daggers
a Mordheim Map (see item card)
enough weapons to reasonably arm the group
1 or 2 special or plot related items

Fighting Arena

Mordheim was once famous for its arena matches


where duelists or pit fighters fought for the amusement
of spectators. You have found one such arena and it is
filled with training equipment and practice weapons.
Have the PCs elect one PC to make an Daunting (4d)
Observation check. Each other PC that chooses to
search the arena adds K to the dice pool for assisting.
A: The PCs find poor quality weapons and armor,
more than they can reasonably carry.
AA plus F: As above, and the PCs find a Training
Manual (see item card) for Weapon Skill and Tactics.

If the PCs decide to give the slaughtered warband their


final rites, grant them an additional K the next time
they have to deal with a religious authority for doing
the right thing.

Nobles Villa

The PCs can also loot the warband which should


carry enough items to outfit 3-7 mercenaries. Some
of the items may be broken or otherwise soiled. Some
example items include:

Have the PCs elect one PC to make an Daunting (4d)


Observation check. Each other PC that chooses to
search the villa adds K to the dice pool for assisting.
A: The PCs find coins worth 1-5 gold.
AA: The PCs find 3 doses of Crimson Shade (see

You find a fine house which can boast only having half
of its roof collapsed. It has been looted, but valuables
are often hidden in such homes.

41

try to manipulate the heroes minds with


visions and whispered thoughts while
they are under attack from your favorite
group of monsters. Just when everything
seems lost, a band of Mercenaries from
Marinburg join the fray and relieve the
heroes. This is an ideal moment to use
dangerous adversaries you would normally reserve
for occasions when your PCs have a better chance of
beating them. The idea here is to make their ends seem
nigh.

Clock of Doom
By Captain Cutlass
Overview: The heroes are hired to apprehend a rogue
priestess. The wanted woman fled to one of the most
dangerous places in the empire: Mordheim! After a
dangerous journey the heroes finally find her but all
is not as it seems and theyll have to make a tough
decision.

Act 1: A Missing Book.

The Mercs are able to inform the PCs of the location


of the missing priestess.

Liza Zauber is an accomplished priest of your


preferred order. She was sent to Morheim by her
college in order to help a platoon of Reikland soldiers
to seek Wyrdstone for study purposes. However,
neither she nor the war band was heard from again.
The Masters of her order fear she might have
succumbed to the Ruinous Powers. More importantly,
she left with a tome that has great value to the order.
Enter the heroes, who are sent to seek out Lady
Zauber and determine her fate. Her last
known location was in the vicinity of the
Clock Tower, a most dangerous location
because of its closeness to The Pit (the
comet impact crater).

Act 2: The end is nigh!

Act 3: Sisters in trouble.

Liza Zauber has not gone rogue but has been obliged
to join forces with the Sisters of Sigmar after being
ambushed by a horde of Chaos cultists. Only 10% of
her platoon survived and the band is holed up in the
tower while under siege by the cultists. The heroes,
perhaps with the help of the Marinburger Mercs,
should be able to sneak in or break trough and finally
confront the missing priestess.

Once the heroes arrive in Mordheim


they will want to enter trough the
East Gate, making their way past the
Wizards Mansions towards the
Clock Tower. Especially the
Mansions area will be fraught
with danger and all kinds of
magical effects gone wild.
In this act they will have to
overcome the perils and
temptations of a city gone
mad. The streets here are
almost alive with magic
and corruption.
Malign spirits will

The trouble is now that none of the women wishes to


leave the wounded soldiers behind but there is no way
out of the tower with a band of wounded men slowing
them down.
There are only two possible solutions to this dilemma:
either the PCs attempt to kidnap the priestess (or at the
very least steal her book), gaining the enmity of the
Sisters for life and thereby a powerful and vengeful
enemy. Or, the PCs can just give up and try to escape
the tower without Liza.
It should be clear the situation in the tower is dire,
the longer the heroes stay, the more perilous it will
become to escape, up to the point where it becomes
impossible.

Possible Complications

Complicating things is hardly necessary but should

42

you feel the PCs can handle it, you may have the
entire band of Sisters of Sigmar become unstable and
corrupted by the aforementioned evil spirits. Another
possibility is that Liza has become corrupted and is
secretly trying to sabotage the Sisters by attempting to
let the chaos cultists enter the tower.
Another interesting twist involves a decent amount
of paranoia and enmity between all groups involved,
concentrated on the tome.

Alternate Uses

An obvious alternate use is to change the location


from Mordheim to some other dangerous location like
the Black Fire Pass, Castle Drachenfels or anything
else that strikes your fancy.
This adventure is meant to be set around the year
2000, the age where Mordheim was not yet razed to
the ground. To include it in another time frame would
involve the usual spectacles involved with time travel.
Such as complicated rituals, freak accidents with
unknown artefacts and ley-line nexus power surges.

a king has died. He has three sons (triplets) who all


claim the throne. Only he who wields the sword of
Adelbert Strangkalte, the family founder, will have the
throne. Lord Strangkalte died in Mordheim, near the
Steinhardt Memorial Gardens.
The heroes are approached by one of the p
rinces minions who is send out with a bag of gold and
a minor armed force to retrieve the blade.
While this meeting takes place, their possible patron is
targeted by an assassin. After defeating him, the heroes
learn of the three sons.

Act 2: My kingdom for a blade.

The search for the blade should begin well before


arriving in Mordheim. While the heroes seek
knowledge within libraries and with historians they are
constantly thwarted by the rival factions.
Lord Adelbert Strangkalte was a devout follower of
Morr and a valiant fighter against the undead. He took
part in an unfortunate expedition into Mordheim 50
years ago where he perished at the hands of a powerful
Wight.
The heroes should win the race for knowledge and
arrive in Mordheim with their enemies on their heels.

Act 3: Long live the king!

Sword of Kings
By Captain Cutlass
Overview: The heroes are approached by a
representative of one of the heirs of a dead king. He
seeks the sword of a forefather and asks the PCs to
retrieve it. The sword will help his lord to claim the
throne, Sadly, it currently lies in Mordheim. There are
more people after the sword however and its owner is
not willing to give it up easily.

Act 1: The king is dead...

In an unknown kingdom in the the Border Princes,

When the heroes arrive they are greeted by a


combination of giant, mutated living plants and
undead. The garden is touched by chaos and aims to
devour tresspassers. The only survivors are long dead.
Suddenly, the rivals are forced to work together to
reach the resting place of Lord Strangkalte. However,
upon reaching it they encounter even more undead.
Adelbert Strangkalte became cursed by
the Wight after killing it. He was to
suffer the same fate of undeath and
become their leader. Only by saving
a hundred lives or more could he
be free from the curse.
If they are lucky and smart,
PCs may try to appeal to

43

him to solve the situation and proclaim one of the


brothers King. This will remove the curse of his
undead existence because by preventing civil war he
would be free.

them.

If they are not so lucky they will have to defeat the


undead and find a way to The Border Princes as soon
as possible while avoiding enemy agents.

Alternate Uses

Possible Complications

This adventure presents ample opportunity to thwart


the heroes. Enemy agents will stop at nothing to
get hold of the sword, This may include bribery,
blackmail, extortion, kidnapping, assassination and
worse. To truly complicate things, have them operate
in larger numbers and/ or with lots of gold behind

This is also an excellent opportunity to present a


hostage situation, which is always fun.

This adventure is meant to be set around the year


2000, the age where Mordheim was not yet razed to
the ground. But nothing prevents you from running it
in any time. The monsters are undead after all and may
still lie buried in the ruins.

44

The Wayward Son


By Lauri Maijala
The Wayward Son presents three one-sheet
adventures so designed that they can be combined
into a bigger campaign. It is by no means a complete
campaign and playing The Wayward Son will require
some work from the GM. However, it provides
the GM with a framework for creating your own,
complete campaign.
The purpose of publishing these one-sheets as
separate adventures is to give GMs more options
as to how and when to use them. There are no strict
rails by which the scenarios should be run. Each
GM will have a unique view of how to make the
adventures suit his or her gaming group in the best
way.

Daemons of Chaos
These one-sheets all include a daemonic being that
taunts and terrifies the characters and who must
be confronted. They differ from bloodletters and
plaguebearers in that they are not specified in any
way. More importantly, combat and utter destruction
are not their goals.
GMs should describe these entities as strange and
disturbing and not be concerned with aligning them
to a particular Chaos god. In fact misleading players
about the identity of the daemons could lead to
interesting situations.

About Malal

Themes

These one-sheets are written with a renegade Chaos


god called Malal in mind. He is not a part of the
current canon of Warhammer, but can be used as a
parasitic Chaos god that wishes only to see other
Dark Gods fail.

The main themes for Wayward Son are folklore,


the supernatural and daemons of Chaos. It offers
the characters a glimpse of Chaos without the
standard fare of cultists, skaven, beastmen and
mutations. But only if the GM wishes.

For more information about Malal, you might


want to check out the independent supplement
Blasphemous Cults 3: The Cult of the Possessed.
The supplement can be downloaded here:
http://tinyurl.com/c9hxmuk

The folklore of the Empire is rife with these kinds


of daemons, spirits and demigods. Information
about their identity and how to defeat them can be
researched from musty old tomes or it can already
be in the possession of the characters themselves.
If a player thinks of a way to fight the daemons
that could cause memorable encounters, GMs are
encouraged to posit it as a part of the common
folklore.

45

Fighting Against
the Chaos
Every one of these daemons
is much more powerful
than ordinary greenskins
or beastmen. They have
different means by which to
alter reality to their liking
and to cause harm to those
who oppose them.
Ideally, the party cannot fight
directly against the daemons in
the commone sense of the word,
but need to be more creative.
One possible stratagem would be to trap
a daemon in a protective circle the characters
have learned to draw as a result of doing some
research in an old library; another might be a
contest of wills with the support of holy symbols,
or perhaps the use of various methods known from
folklore, such as pure iron, salt, running water or
daemonsbane.
Those GMs who like to keep things simpler can treat
the daemons as traditional adversaries (the Blood
hound from ToA p. 57 could be used as the Black Dog
for instance). Or maybe the party could track down
Hengstfohlen, the gun that kills, to vanquish their
foes.

Examples of
Campaign Structure
A Deal with the Devil
In this scenario the characters are recruited by a
wealthy patron to help him get rid of a haunting.
While the party deals with the Black Dog, they learn

about a daemon their patron made a deal with. They


realize it could send more minions to gather their
patrons soul, so the party must embark on a journey to
vanquish the being.
Finding the location where the deal was struck,
a certain crossroads, is not an easy task and the
characters will get lost on the way. In a forgotten
hamlet plagued by toads, they learn that the daemon
they are after is waiting for them.
This kind of campaign should be about finding
the weaknesses of the Teufelkreuz daemon before
encountering it. One possible way to learn about it
could be promising the Lord of Toads its freedom in
exchange for knowledge.
Characters should also be made to consider striking a
deal with the devil themselves.
Conclusion: Getting rid of the Crossroads Daemon
will actually free the partys patron of the deal he
has made, both for good and for bad. The patron will
lose the leverage he has gained through it and, in a
worst case scenario, he could be exposed as a Chaos
worshipper. As a final act of purification, he will make
sacrifices to the gods and donate his possessions to the
cult of Sigmar before joining a group of flagellants.

The Daemonic Nemesis


The characters encounter the Crossroads Daemon and,
by pure chance, manage to repel it. Or perhaps they
just escape from its grasp only to find out about it from
a merry minstrel.
Later, they are employed by a wealthy patron who
then begins to hear the bark of a ghostly dog. The
daemon has send his hound (or comes personally, in
the form of the Black Dog) to avenge the previous
encounter.
Once again, the characters fight the daemon off, but
this time they should know it will return. Following
the rumors, the characters will finally come into a

46

small hamlet of degenerates worshipping the daemon


as a god.

The Black Dog

Conclusion: The characters have fought successfully


against the forces of Chaos and will surely be
recognized by their deeds. At the very least, their
patron is influential enough to recommend them to
witch hunters or to a knightly order as professional
problem solvers.

Overview: The Characters are recruited by a fearful


noble to solve the mystery of a horrible howling, only
to realize that their patron has made a deal with the
forces of Chaos.

Of course, the forces of darkness should also be


familiar with them by now and could very well try
to kill the characters either to gain more power for
themselves or simply because they are out for revenge.

Links to other One-Sheets

Act 1: A Patron Cursed


A wealthy patron contacts the characters discretely.
He needs unofficial help to solve the mystery that has
cornered him. A strange barking and howling has been
heard outside his manor at nights, without ever seeing
anything.
The patron will invite characters into his countryside
manor and will explain to them that he has tried to
move between several houses he owns, but the strange
sounds always find him. Now the only option left to
him is to stay at his familys mansion while praying
that the evil presence will not get to him.

The most obvious linkage to published material is


the Wealthy Patron of The Black Dog adventure. He
or she could very well be a member of one of the
families presented in Edge of Night, some resident of
Stromdorf or even Lord Aschaffenberg!
As the campaign supposes that the party has to travel,
it could very well be made a part of the partys travels
to Fauligmere. These deeds could very well convince
Father Anders in The Witchs Song.
It could even be that, after successfully uncovering the
Cult of the Broken Wheel in Altdorf, they are sent as
agents of the college to study one of the phenomena
presented in these one-sheets.

It is easy to spot that the patron has something to hide,


but he will not be willing to share that information
The Black Dog of Wasteland
just yet. If pushed too hard, he will get rid of the
Kludde!figuring
Hes like
a black
dog,of
following
people
characters,
they
are more
a
around
and
harassing
em.
Some
say
hes
big
and
nuisance than real help.
other claim small but always he has a rattling chain
around his left leg. They say that when it starts
following someone, the poor bugger always ends up
dead...
- Niss, Marienburger

Act 2: The Howling


While searching for the source of the ghostly sounds,
the characters will find no tracks or any other marks
of a dog or another beast neither outside nor inside the
manor. Should they stay up at night in guard, however,
they will hear the howling.

47

daemons that could cause memorable encounters,


GMs are encouraged to use these as a part of the
common
folklore.
It (Lauri
is possible
to investigate the grounds around the
getting around
without being noticed. However, it
By
Maijala/doc_cthulhu)
manor and to find traces of several different winds of
feeds from the fear of its subjects and is drawn to the
Against
the
Chaos
magic
where Son
the Black
Dogabout
has been.
The place
patron by the
mystical
bargain
they made. It will track
The
Wayward
discusses
combining
the also Fighting
carries
the smelladventures
of ozone and
which is
him
either
patron
no more than
or the
All
of down
these until
daemons
aretheir
much
moreispowerful
three
one-sheets
intobrimstone,
a bigger campaign.
actually
the
most
likely
clue
toward
establishing
what
Black
Dog
itself
is
vanquished.
regular greenskins or beastmen. They have different
It is in no way a complete campaign and still requires
is
going
on.
ways to alter reality to their liking and to cause harm
some work from the GM. However, it will set the
Black
is a them.
daemon on a mission and will not
toThe
those
whoDog
oppose
framework for you as the GM to create your own
While the
characters are trying to uncover the secret of consider any living beings to be of any importance
complete
campaign.
the haunting, the Black Dog will try to terrorize their
unless provoked. It has a cunning and malevolent
host
by
scratching
on
the
main
door
or
howling
under
intelligence but it still is only a tool for some other,
The purpose of publishing the one-sheets as separate
his windows.
darker force.
adventures,
is to give GMs more options as to how and
when to use them. There are no strict rails by which
Defeating the Black Dog should require some
the scenarios should be run. Each GM most likely has
knowledge about its folklore and most likely a better
a different view of how to make the adventures suit
plan than simply attacking it.
his/her gaming group best.

The Wayward Son

Themes
The main themes for Wayward Son are folklore,
the supernatural and daemons of chaos. It offers the
characters a glimpse of chaos without the standard fare
of cultists, skaven, beastmen and mutations. But only
if GM wishes so.

Possible Complications

The Daemons of Chaos


These one-sheets all include a daemonic being that
taunts
and quite
terrifies
the characters
and who
must
This and
possibly
the inquiries
of the
characters
bethemselves
confronted.finally
They break
differ down
from bloodletters
and
their patron. He relents
plaguebearers
in
that
they
are
not
specified
anycome
way.
and tells them that he suspects that
the doginhas
More
importantly,
combat and utter destruction is not
for his
soul.
their goal.

Alternative Uses

If the party is well established and has gone through


some adventuring already, the Black Dog could be
tailored to create a bigger challenge. Maybe it comes
with a pack of hounds or it is more daemonic than it
would appear at first sight.

There the
is no
actual
for the Black
Dog to them
be a dog.
Ideally
party
canneed
not directly
fight against
in
The
being
that
the
patron
struck
a
deal
with,
can
take
traditional sense, but have to get more creative.
any shape that fits your fancy, be it a devil or a crime
lord.
For
instance: trapping the daemon in a protective
circle they have learned to draw from an old library,
contests of wills with holy symbols, using various
methods of folklore like pure iron, salt, running water
or daemonsbane.

The patron explains that, ten years ago, he performed


GMs
should
these entities
as strange
and he
a ritual
in a describe
remote crossroads
to gain
something
disturbing
and
not
be
concerned
with
aligning
them
desired. He will also explain that he is a devout
person
toand
a particular
chaos
god. In fact
misleading
players
that he was
misguided
to believe
the ritual
to be of For those who like to keep things simpler the daemons
about
the identity
the daemons
old faith.
Now heofknows
better...could lead to
could be treated as traditional adversaries (Blood
interesting situations.
hound from ToA p. 57 for Black Dog for example). Or
maybe the party could track down Hengstfohlen, the
Act 3: The Thing on the Doorstep
The folklore of the Empire is filled with these kinds of
When thespirits
characters
realize that
their patron
has struck gun that kills, to vanquish their foes.
daemons,
and demigods.
Finding
information
sometheir
kindidentity
of a deal
that
hastonow
ended
or can
if they are
about
and
how
defeat
them
in complete
puzzlement
as or
to what
on, the
come
from musty
old tomes
from is
thegoing
characters
Black Dog Ifmakes
an appearance.
themselves.
a player
thinks of a way to fight the
As an ethereal creature, the Black Dog has no trouble

48

better skills on the spot. The minstrel was keen to learn


how this could be achieved and did not complain when
he learned the skills would require a long forgotten
ritual of old faith.

The Daemon of
Teufelkreutz

He is aware that the deal he struck is almost finished


and plans to entertain the patrons of the tavern with
the time he still has. He has no idea however, to whom
the ritual was dedicated.

Overview: The road has taken the characters to


an infamous crossroads called Teufelkreuz in local
folklore. There they will meet a daemon who will
make them an offer that is hard to pass by.

Act 1: The Merry Minstrel


Late at night, the party is seeking refuge at a roadside inn. Though not full, it still has a large number of
customers and radiates a sense of cozy shelter for this
part of the Empire.
The characters are met by the landlord Otto
Stellwrter, an able-bodied man who tells them that he
also acts as a roadwarden in these parts when needed.
He excuses himself when a well-dressed man takes the
stage by stepping on a table with a lute.

If the characters ask where and how he made the


deal, he will share the details with them, but not
without some hesitation. They are to go to Teufelkreuz
crossroads.

Act 3: The Crossroads Daemon


The crossroads could easily be overlooked without
someone pointing it out. The sky seems darker and
wind blows colder near it. No sounds of any creatures
can be heard and the roadsigns have long ago lost any
trace of writing that may have decorated them.
Summoning the daemon of the crossroads will require
some knowledge of the lore surrounding it but no
magical abilities are needed, as it haunts the place
permanently.

This merry minstrel is most likely the best lute player


the characters have ever heard. He plays a few songs
while the customers cheer and then steps down to
enjoy free drinks.

When summoned, the daemon will try to make a deal


with anyone currently at the crossroads. He is not
hostile unless provoked. He has powers that most
mortals could not even dream of, but the price for
obtaining them, is inevitably corruption of the soul and
certain death by the jaws of the daemons hounds when
the deal is off.

As the rumor goes, this minstrel was not much of


a player back in the day. They say that, some time
ago, he went out one night after talking to a wealthy
looking customer and, years later, returned with new
skills. Some envy, some fear him, but most just enjoy
his joyful play. It is a known fact, however, that the
minstrel used to play at the courts of the nobleman
before returning to this place.

Exorcising or trapping the daemon should be the


first choice as it is quite a powerful being. Killing it
without magical or blessed weapons only hinder it as
it will re-appear when it has gathered enough power.
No matter how powerful this daemon is however, he
remains bound to Teufelkreuz.

Act 2: Confessions
Should the minstrel end up drunk enough or made to
talk (this will take some effort), he will confess that
his skills with the flute are not of his own.
According to the minstrel, he met a wealthy man some
time ago and that man advised him to strike a deal for

Possible Complications
The minstrels deal might have just ended, which

49

means that a daemon (or maybe a group of daemons)


could come for him as the characters are talking to
him.

The crone is an ancient-looking, half-blind woman


who greets the visitors with a surprisingly pleasant
voice. She welcomes the travelers to her village but
advises them to leave all icons and marks of any gods
behind, explaining that theirs is the village which all
gods forgot.

Though Otto Stellwrter is a battle-hardened veteran


and certainly appears to be a Sigmarite, this might
only be a cover for a sinister secret a cultist helping
people to reach Teufelkreuz so as to extend the time
limit of his own deal with the daemon.

Act 2: The Village the Gods Forgot

The daemon could summon a pack of daemon hounds,


imps or other minor creatures of Chaos as backup if
the characters decide to use brute force.
Overview: While traveling in the deep dark woods
of the Old World, the characters encounter a peasant
possessed by a malevolent daemon who seems to
know an awful lot about them.

Once the characters enter the village, they are


greeted by peasants of all ages and occupations. There
are quite a lot of them, though the sheer number
of children that look like they could be related is
somewhat disturbing.
At the center of the community, an old monolith rises
from the ground. It has no visible magical qualities to
those with magical sight. There are several beastmen
heads at the base of the monolith. People passing by
the monolith regularly spit on them. The characters
might spot a few toads hiding in the skull piles too.
Once the party has had the time to become weirded
out by their surroundings, the crone leads them to one
of the buildings near the center. Inside they encounter
a young man that has been restrained with ropes, roots
and a bit of chain. As they enter, the young man greets
each of the party members by their full name.

The Lord of Toads


Act 1: The Croaking Forest
The dirt road that the party is traveling takes them
through a swampy forest where shadows seem to take
life. It is clear that this kind of forest lures all kinds
of beasts and monsters. But what makes the whole
place even more eerie is seeing nothing but toads. The
constant croaking does not help either.
When the party finally arrives at a small clearing,
they see about a dozen hovels cluttered together in a
vain effort to keep back the horrors of the woods. The
village looks completely abandoned. That is, until an
old crone limps towards the characters.

The peasant has been possessed by a daemon that has


uncanny knowledge of the partys latest undertakings.
It will mock them for their effortless battle against
Chaos and claim that only his lord could succeed
where the old gods did not.
The villagers are clearly worshiping the daemonhost
as some sort of divine messenger. They summoned the
daemon into a willing host, but now do not know how
to keep it from dying or fleeing. They have decided to
find a stronger, more able host, and one of the party
members is exactly what they have been looking for.

Act 3: Father of Toads


While talking to the daemonhost, the characters will
notice that the hosts body has been rotting away for

50

a while. They might also notice that the daemon is


actually trying to move from this body to one of the
characters!
After the battle of wills that ensues, the daemon is
either in the possession of one of the characters or has
been forced to stay in the rotting corpse. Either way,
he will summon a swarm of toads to suffocate the
party while trying to flee the village.

Possible Complications
The villagers could be turnskins who mutate to
beastmen at night or a radical cult that follows the
Law rather than Chaos.
Or perhaps the monolith actually still has some of the
power old gods bestowed upon it in the first place.
Some villagers have mixed feeling about their
messenger. They might consider the party their
saviors should they get rid of the daemon. Others may

51

...And other Short Stories


By Joeri Winkeler

Snips & Snails & Skaven Tails


Overview: While approaching a settlement, the PCs
encounter a gargantuan snail. The beast is heading
straight for the settlement and will certainly destroy it.
The PCs are the only ones able to stop it.
Unknown to them, the giant snail is a failed
experiment of Clan Moulder. Are the heroes just in
time to stop the evil plans?

Act 1: A Loose Cannon.


The PCs are nearing a settlement when they hear a
loud rumbling coming their way, accompanied by the
crashing sound of snapping trees and a low tremor
building to a crescendo as the colossal monstrosity
creeps closer.
The snail will clearly destroy a large apart of the
settlement and who knows what else if left unchecked.
The settlement in question is unaware of its
impending doom as the inhabitants are unable to see
the approaching danger (or they are too scared to do
anything). Clearly, the PCs are the only ones able to
stop the beast in time.
Smart players will try to divert the thing from
its course, but failure to do so will result in the
destruction of a large part of the settlement & the PCs
will be blamed for bringing the beast there. The easiest
way to divert the snail is to attack one of its eye stalks.
This will involve some climbing and a difficult attack
roll.
In any case the act closes with the snail dead, lying
close by or inside the settlement, killed by the heroes
or by the townsfolk.

52

Act 2: Drastic Times, drastic


measures.
If all goes well, there is a celebration and the heroes
get some discounts in town. Sometime during the
night, an alarm cry is heard from where the snail
lies dead. Townsfolk were building a bonfire around
it when some of them were attacked by Large
werewolves with snakes for tails. Remember that
Skaven do not exist, and simple townsfolk would not
therefore recognize them. One witness describes a
beastman with green, luminous eyes cutting some
kind of glowing shards or snippets out of the snail and
disappearing into the night.
Investigating the corpse of the giant will certainly
cause some stress and tension, maybe even disease
and corruption, but doing so will reveal that the things
were not Beastmen or Werewolves but something else.
If they have encountered Skaven before, they will
certainly recognize the modus operandi, tracks and...
Warpstone. Several shards are embedded deep inside
the snail. The Skaven have been using it to create the
snail but it broke free. Being such a rare and valuable
commodity, and since the experiment already failed,
this Moulder family will not expect any more soon,
the Warpstone must return to the Underempire. After
following the clues, the PCs will find the entrance to
the tunnel.

Act 3: To Pull the Plug.


This last part is pretty straightforward; after a dungeon
crawl, the PCs will find the snail breeding pits where
they will be able to stop the plot.

creations or even more than


one humongous snail as part
of the invasion plan.
Other complications can
involve human skaven agents
sabotaging the PC efforts and
elaborate traps and dangerous
encounters in the tunnels in
act 3.
Adding diseases and
mutations to the snail will also
crank up the difficulty.

Alternate Uses
While this event in itself
will probably be quite
memorable, you can add to
the suspense by having the
PCs encounter a squadron
of soldiers beforehand and/
or having them join the fight.
Riflemen whose bullets
bounce off the snail shell and
cavalry charging the thing to
no avail will give your PCs
extra suspense and added
gratification when they finally
stop it.
Another alternate use is to
replace the snail with a herd
of lumbering Tuskgor or
Razorgor and the skaven with
beastmen.

The best way to do this is to set loose the snails in


their various stages of growth and to kill Shreek, the
Master Mutator. This part can be as short, dangerous,
elaborate or complicated as you want.

Possible Complications
Instead of having the gargantuan snail escape, you can
have it attack the Settlement as part of the Moulder
plot, in this case; add dozens of skaven and Moulder

53

The Oracle

Once the PCs succeed they will meet the Prophet, who
is a child with amazing charisma and supernatural
powers beyond comprehension.

Overview: a large group of religious zealots is


amassing along one of the riverbanks of the river Reik.
They are holding up trade and troop transport and
generally causing all kinds of nuisances.

Act 3: Youre coming with us.

The fanatics are flocking around a so called Prophet


or Oracle. The PCs will be rewarded if they manage
to take this Prophet to their patron.
If the heroes do not have a patron this will be an ideal
adventure to create one for them

Act 1: Smoke on the Water.


When the PCs arrive in the area where the Prophet
is reported, they see rolling clouds of smoke coming
from one of the river barges that is held up by the
congregation. Apparently, one of the riverboats got fed
up with the hold up and tried running the blockade,
upon which the zealots set it on fire, thinking it to be
an attack on their beloved holy man. If the PCs are
quick, they can save some of the people stuck onboard
or even some cargo, which will give them the gratitude
of the merchants.
Asking around for information about the Oracle will
yield a myriad of wild stories, some of them true.
The Prophet is a young, blind, local lad who exhibits
amazing powers normally associated with wizards and
priests. This combination is unheard of and supposedly
impossible.

Act 2: Divine influence.


The PCs will likely want an audience with the
Oracle. To get one they will have to prove their
worth by performing various tests and convince the
Prophets inner circle of their piety, need and sincerity.
Furthermore, they will have to defeat the competition
of the merchants who want to speak to him as soon as
possible. This will be an excellent opportunity to use
the social conflict rules as some of the Oracles cohorts
are downright paranoid and crazy.

Once the PCs have their audience at last, they will


have to convince the child to come back with them
to their patron. This is no easy feat. The child has
uncanny powers of foresight but he is unable to see his
own future and thus afraid to leave his large band of
followers. Taking the entire group of religious fanatics
with them is not an option. So, once the PCs convince
the Oracle and his followers they will be able to leave.
On their way back to their patron, the group will be
ambushed. Other groups will have heard about the
Oracle and would like to use him for their own gain.
These can be Chaos Cultists, Orcs, Skaven, Bandits or
any other group the GM feels would be appropriate.
The adventure concludes when the heroes defeat the
villains and return to their patron. Whether the Prophet
is genuine or some chaos freak of nature is left up
to the GM, but in any case, he is an excellent tool to
foreshadow coming events for your players.

Possible Complications
In act 1, tempers between the pilgrims and the
merchants can become quite heated and violent.
Another complication can be to have the PCs patron
be a Witch Hunter, in which case the heroes will have
to come up with a good story to convince the Prophet.
But probably the most entertaining complication can
be to have the heroes become enthralled by the Oracle
and become part of the religious assemblage.

Alternate Uses
Instead of returning with the Oracle, the PCs can be
hired by one of the Colleges of Magic, Churches,
Knightly Orders or Witch hunters to kill the false
prophet. In this case, Act 3 will have to be replaced
by infiltration, assassination and escape.

54

Tarts & Trolls


Overview: A normally small band of orcs and goblins
is growing in numbers ever since they recieved the aid
of a Troll tribe. Their secret? A kidnapped halfling cook
who makes deliscious tarts. The Trolls have become
addicted to them. The PCs are asked to find the missing cook.

Act 1: A Missing cook.

Gundo Zwiebelkuchen is the only son of the family and


a renown cook, known for his exquisite and elaborate
wedding pies. During the last wedding he was kidnapped by a group of hooded figures.
The heroes are approched by his distressed, wealthy
mother who begs them to return her son. An investigation reveals that the hooded figures were goblins who
have taken the cook into the nearby forest.
Following the trail the heroes stumble upon a group of
slain Wood Elves, a single survivor warns them of the
Greenskin warband and the Trolls that aid them. However, at that point a pack of Goblin Wolfriders attack.
The attack changes to a pursuit as the heroes try to stop
the surviving Goblins from reaching the camp.

Act 2: The belly rules the mind

Once the heroes arrive at the Greenskin camp they


notice a peculiar scene: A miserable looking halfling is
led by nervous goblins on a chain around his neck and
pulling a large cart stacked with tarts. Every now and
then they halt to leave a tart on the ground and then
hurry on.

When the heroes are returning to the village of Gundo,


they are suddenly surrounded by these trolls. The idea
here is to make a fight impossible to win.
The trolls force Gundo to create potions of his drug
and demand that the heroes lace the Greenskins fungus
brew with it.
This will render the Greenskins helpless and ready to
be mopped up by the Trolls.
If the heroes refuse, they will threaten to kill the
halfling and attack the nearby village.

Possible Complications

Several options are available to up the stakes. An


obvious one would be to have the cook be a reluctant
victim, meaning that he is quite happy tailoring to the
Greenskins and unwilling to be saved.
You can also blow up the Greenskin camp to a full
fledged Waaagh! by adding a Warboss and lots of
specialized troops, in fact, the composition of the camp
can add all kinds of adventure. Sneaking past Giant
Spiders and Squigs for instance.
Another thing to meddle with is the secret ingredient.
By having it become highly unstable or unpredictable
under some conditions you can add all sorts of suspence and humor.

A moment later a gaint, ugly Troll comes to scoop up


the delicacy. In this manner the Troll acts as a perimeter guard to defend the camp. The Greenskins are very
happy with this ploy as it allows them to ignore their
duties, run amok and drink large quantities of fungus
brew. This makes it quite easy for our heroes to rescue
Gundo.
In doing so the PCs learn that the clever cook has used
a secret ingredient that makes the eater of his pastry
addicted and docile.

Act 3: All your tart belong to us


Regrettably, the nearby tribe of trolls is not happy
about the goblins exploitation of their brothers and they
decide on some payback.

Alternate Uses

If you want to remove the humoristic element you can


sustitute Gundo Zwiebelkuchen for a powerful druid or
alchemist and perhaps the Greenskins for a more serious enemy, like Beastmen or human outlaws.

55

Cheap Tickets
Or what to do when you wake up the morning after on a
coach to nowhere with absolutely no idea how you got there
By Andy Jones

Introduction

This is the hangover to end all hangovers, the black


beast of legend and madness; and still the world
keeps rocking and shaking, still the pounding is in
your ears. Gradually you realize that the world really
is rocking and shaking, and that the pounding you can
hear really does sound like the pounding of hooves.
You turn your head to the sound of dry retching, and
see another figure next to you, looking, you think,
even worse than you feel. Vaguely you remember him,
one of a couple of chance drinking buddies from last
night. You sat and drank wildly with a couple of the
local coachmen, spinning a tale of your bravery, and
much impressed, theyd sold you all cheap tickets
for the stagecoach.

This Warhammer Fantasy Roleplay 3rd edition


scenario was designed as an introduction to WFRP,
and uses the additional party card Drunken Bums
designed by yours truly as a starting point. It can be
easily adapted for a group of characters in their 1st
or 2nd careers; by temporarily replacing the current
party card with Drunken Bums, the adventurers
can enjoy all the pleasures of an incredibly hung
over interlude, and return to their original status once
theyve sobered up. (If they survive, that is).

Using this Scenario

Remember all those scenarios that used to


start in the local tavern, and forced you to
endure an obviously constructed encounter
to get the adventure started? Well, this
scenario bypasses all of that; yes, the
characters were in the local tavern quaffing
ale, but they became so drunk they cant
remember the back story to save their
lives, and to be honest they are having trouble
remembering their names, as well as the amount of
alcohol they consumed

Players Introduction

You wake up feeling as though a large buffalo has


urinated in your mouth, and possibly then walked all
over you as an encore. There is a pounding in your
ears, and as you crack open one eyelid, a blinding
light sends a needle of pain through your head. You
open the other eye and try to sit up, making the world
spin and shake around you. My God*, what did you
drink last night?
* insert favoured deity

You sit up suddenly. You are lying


amidst a pile of luggage, on top
of a moving carriage, traveling at
breakneck speed through the forest.
A convulsive grab at a handrail. Two
other figures are stirring next to you,
one groaning and muttering in a foreign
language, the other sobbing a little and clutching at
their head. Discarded next to you you see your purse,
turned inside out and obviously empty. Groan. A wine
bottle rolls past you, spilling the last of its contents as
it skitters by. A gentle sob. It starts to rain lightly. You
sigh, and rolling onto your back, look to the heavens.
Could this day be any worse?
As if by magic, an arrow appears in the carriage roof
next to your head, vibrating slightly. If only ...

56

Adventure Background

The merchant, Josef Karlberg of


Lachenbad, is selling arms to a tribe of
goblins (the yellow water gang), by the
simple expedient of loading the weapons
onto his wagons and informing them
of the leaving date and route; his only
proviso is that they dont kill too many
of his employees (good help is hard to
find). He is also selling the departure dates
and routes of the wagons of his fellow
traders to throw off suspicion (and make
a few extra crowns). Being clever, all his
contacts with the greenskins have been
via an intermediary, Conrad Balck, a
Roadwarden, who also supplies details of
local patrols. Cleverer still, he is looking for non-toobright adventuring types to investigate and hopefully
slaughter or be slaughtered by the goblins.

drunk then drugging them into unconsciousness,


before loading them onto the top of the coach.

Meanwhile, Josefs wife, Carla, is having a torrid


affair with the local coachman, Benny Bengtson.
Hearing of the relationship, Josef informs the
goblins that Benny is a secret courier carrying a
fabulous trinket in his wallet, which he is sworn to
defend with his life. Unfortunately, unbeknownst to
Josef, Benny really is a courier, and an imperial
one at that, carrying secret dispatches.

Finally, the goblins. The yellow water tribe arrived


in the depths of the mine workings after a cave-in
opened up a long-abandoned minor passage of the
dwarven underway to Karak Azgaraz. The goblins,
fleeing after a successful raid on the hold, found the
tunnel, and have holed up in the abandoned mine.
They are planning a raid on the town, once they get
enough good quality arms to assault the town.

Hearing of the trouble at Lachenbad, Benny has


arranged for a few brave looking chaps to travel with
him, by the simple expedient of getting them

Scenario - Cheap Tickets

The coach is being pursued by 15 goblin wolf riders,


five armed with short bows, the others with hand
weapons. They start at medium range, raining arrows
on the coach for a couple of rounds (approaching by
one range increment per round). They then attempt
to stop the coach by climbing aboard or grabbing the
horses. Note that none of the goblins are henchmen - if
the coach is stopped it may well go very hard with the
players. However, as the goblins are only interested
in Benny, simply legging it will remove them from
danger, barring an arrow or two.

57

of ready made missiles, in the form of the passengers


luggage, readily at hand. Range is only close, but any
hits will cause a goblin to fall off (not the leaders,
however), and his wolf mount to head for the hills.
Reward imaginative play - throwing a case full of
clothing could affect multiple targets, for example.
Snuff and large musical instruments are another
favourite.

To begin the scenario, read out the


Players Introduction -text (on the first
page, in Italics). After this, you should read
aloud the following description:
Almost as soon as the PCs awake, the coach
guard, Little Sammy, yells heads down!
then stands and discharges his blunderbuss
wildly, missing everyone - give everybody
a stress counter for the noise. The recoil
knocks Sammy off the driving seat and
there is a bump as the wagon runs him
over. Poor Sammy.

Boarding Action

Up to three goblins can attempt to climb aboard the


coach from the back or sides or jump onto the horses
(three in each area). Whilst climbing they cannot fight
or dodge - effectively giving the PCs and passengers
a free strike at the goblins. Again, any hit on a goblin
will knock them off, though not on a leader type).
Once aboard fight as normal - remember to test for
falling off if using two hands to fight. It takes a group
a whole round to get past the coach to get at the
horses - once the goblins spend a whole round with
them the coach is effectively stopped. For each goblin
henchman killed or KOd advance the morale counter
by one. For every goblin NPC killed advance it by
two. Dont be too hard and fast with the numbers;
if the characters look to be overwhelmed, narrow
the road to stop boarders. Hopefully they will be so
overexcited by being pitched directly into the fighting
they wont notice any fudging.

This is to press home the difficulties of fighting from the top of the coach without holding
on or being secured.
Make two trackers, one six spaces long for coach
damage, and the other ten spaces long to
represent the goblins morale. Once the damage
counter reaches six the coach overturns, making
everyone in or on the wagon suffer a falling off
test. Once the indicator reaches ten on the morale
counter the goblins will flee.

The Arrow Storm

Five of the goblins have short bows, and receive an


extra difficulty dice for firing whilst moving. Targeting
should be allocated randomly amongst the PCs and
Benny - note that whilst the PCs can hide behind the
trunks and boxes on the coach top (+1 difficulty dice),
Benny cannot, and, having his back to the raiders,
cannot dodge. Bennys death is a possibility that
should be striven for, as it raises great roleplaying
possibilities later (see the secret message and the
grieving widow). As he is the driver all kinds of
catastrophes can occur if this happens.

Counterfire

Being jostled on top of a coach makes any kind of


shooting difficult, and unless one handed, liable to
make you fall off. The coach, however, has a plethora

Driving

Driving the coach needs a test every turn; anyone


with the Ride skill can drive the coach at speed as an
Easy (1d) check, whilst those without the skill face
an average challenge. All driving failures advance
the coach damage tracker by one. Any fancy
manoeuvres such as forcing the goblin riders off the
road at one side, attracts an extra die, as does each
hit on the driver. Slowing the wagon to a trot reduces
difficulty by one dice, but means the goblins can
attack the horses immediately. A chaos star on a drive
test means the coach has hit a pothole - an immediate
test for falling off is needed by everyone on the coach
(see below for details), with modifiers for holding on
with one hand etc.

58

have been run over by the coach - add an extra critical.


Two chaos stars indicate that you have met both
wheels and gain two extra criticals. Once off the coach
the goblins will ignore you, and you can hide in the
bushes waiting for more travellers (if you are able).
The passengers - Rolf Smith, a merchant. Use the
merchant from a shilling late ... . Standard NPC,
he will attempt to stab any goblins entering the coach
with a dagger and will cause a huge fuss about any of
his belongings lost from the roof.
Maria Helcke, sister of Shallya. Pretty useless in
the fight she can provide first aid to the party.
Trevor Bartldt, traveller. Basic NPC profile. Will
fight using a sword.
Isabel Durnoch, spinster. She screams a lot. Will
cause a ruckus if her clothing has been thrown
(My dowry!)

Falling off

Fighting with two hands whilst on top of the coach


attracts an Average (2d) Coordination check - none
is needed if inside the coach. Being hit (whether
holding on or not) means you need to test for falling.
Falling is a hard challenge to prevent a randomly
drawn critical (remember the benefits from the
Drunken Bums -party sheet); otherwise just one
wound. A chaos star dice result on falling means you
An then He Fell...
If a PC falls off the coach, he or she will need to make
a Hard (3d) Resilience check to prevent a randomly
drawn criticalwound. Dice results for this test gain:

The Roadwardens - A band of 10 roadwardens


will appear after 10 rounds (or sooner if needed)
and drive off the goblins. They will listen to any
complaints by the passengers, nod reassuringly
and dismiss them; they have all had to deal with
whinging travellers, and their sympathy is with
the players. One (Conrad Balck) may even remark
that the merchant, Josef Karlsberg, is looking for
adventurers to deal with these same goblins. When
they realize that the adventurers are broke, the
Roadwardens will provide them with a docket for
a free stay at the Green Bottle Inn, Lachenbad.
Benny Bengtson - Benny is an agent of the crown,
carrying secret dispatches. If he is dead or dying,
play it for all its worth, coughing blood, trying to
write in his own blood, whispering in my pocket
... make sure ... uhh - or something like that.
Little Sammy - if he survives, Sammy will be
severely wounded. He helped Benny load the
heroes onto the stage, but also emptied their
pockets - Benny was unaware of this.

&

Youre run over by the coach - your suffer an


extra critical wound.

&&

Youre run over by two of the coachs wheels your suffer two extra critical wounds.

59

Benny bought lots of the drinks last night.

The Secret Message

If Benny dies or is otherwise incapacitated, and


the PCs search the body, they will find a message
addressed to The Graf.

This missive is sealed with the imperial seal
- perhaps suggesting the adventurers should not
interfere with it. If they do, they will find a coded
message (of course!), totally undecipherable by
them.

Delivering this message untouched will
lead to reward and further intrigue; delivering
it opened will lead to some hard questions and
possible imprisonment. Doing nothing with the
letter may well result in them being tracked down
by investigators.

In the event Benny dies and the message
is not recovered by the players, it is retrieved by
someone else, and a number of imperial agents will
be dispatched to find it. The players will have to
convince the operatives of their innocence.

Sammy the guard didnt buy a drink all night, the


cheapskate!
The wine tasted funny.
Benny disappeared with a tall blonde woman
halfway through the night didnt the guard say we
could ride for free?
How come the dog didnt bark when we were
robbed?
It is likely they will not try to put together their
memories until after the action on the stagecoach
is over.

What Next?

The Goblins

There are 15 goblin wolf riders pursuing the coach,


five with shortbows, and ten with hand weapons.
There are three leader types with the group; they are
slightly better than the others, and should be in the
second wave of attackers (theyre not stupid!). Here
are these more notable opponents:
Razur the black: chain mail and sword and buckler.
Big: two-handed weapon, very strong (+1 strength).
Remember to test for falling off due to the two-handed
weapon.
Glililicket: chain mail, shortbow, hand weapon.
During the encounter, Glililicket prefers to stay with
the archers

Hopefully, the players will survive, perhaps a little


the worse for wear. They will be broke (Sammy
stole all their money whilst they were unconscious),
battered, and in possession of a few memories of
the night before. Either they can push on to another
prepared adventure set in the Reikland area, or they
can continue with parts 2 and 3 of this adventure,
published elsewhere. If they go onto another
adventure, the GM can easily tie up the loose ends of
the recovered memories by letting them see the wife of
Josef Karlsbeg, Carla throwing herself weeping onto
Bennys grave, or if he survives, embracing him in
relief. If confronted, Sammy will beg forgiveness for
his theft and return their money, possibly with interest
(or at least a free coach trip).

Recovered Memories

At various points of high drama, players will recall


happenings of the night before - randomly reveal them
one of the following flashbacks (handouts for these are
provided in the pullout section of this volume):

60

Hand of Glory

or, Part II of
the Master of Shadows Campaign
By Lauri Maijala
Information about Weissbruck, Delfgruber and Bgenhafen written by Ralph Seller

Chapter 1: Introduction
and Background
This chapter introduces the background info that the
GM needs to run and understand the scenario. The
actual adventure begins in Chapter Two.

A range of necessary cards, maps and handouts


are provided in the separate Pullout Section of this
volume, but the GM is expected to come up with
descriptions and suitable location cards for a number
of locations and NPCs as needed.
Hand of Glory is deliberately a very difficult and
open scenario and, as such, it is recommended for
groups with experience in role playing games. Some
parts of the adventure are left open for the GMs
interpretation. It is advised that the GM changes any
parts of the adventure as seen fit to better suit the
groups needs and play style.

Using this scenario


Hand of Glory is the second part of The Master
of Shadows-campaign. It is intended to be run as a
sequel to the Wanted-scenario in Liber Fanatica VIII,
but with some modification it could be used as an
independent adventure.

The story arc starts quite constrained, but quickly


opens up to allow a broad range of options
considering the paths the players might take (check
the synopsis for the most straight-forward path this
scenario can follow).

It is possible to run this scenario with only the Core


Box (or Players Guide) but it is recommended
that GM has access at least to Liber Fanatica 7 (for
Revenant-scenario) and Liber Fanatica 8 (of which
almost everything is relevant for this scenario).

Replacement Characters

GMs desiring more information on Reikland,


Bgenhafen and other places of interest can find it
from WFRP2 supplement Sigmars Heirs. In addition,
the Nights Dark Masters a Guide to Vampires,
a WFRP 2nd edition supplement, and the Vampire
Counts (2008, 7th ed.) army book for Warhammer
Fantasy Battle could also prove useful.

As with the first part of the campaign, this scenario


presents a story tightly bound to the characters used in
the first part of the campaign (check Wanted-scenario
in Liber Fanatica 8). It is recommended that the GM
introduces possible replacement characters early on.
Any replacement characters should have a personal
hook into the story (Perhaps they also were on the List
of people Facilius was meant to assassinate). They
could have a personal vendetta with the Index Finger
(check the Index Finger p.63), or maybe they simply
want to experience the thrill of high adventure.

62

The State of the Master of


Shadows-Campaign
Previously - Wanted

In the first part of the campaign (adventure Wanted


in Liber Fanatica VIII) the characters were targeted
by a vicious assassin, Facilius, who had been sent to
eliminate a group of people on a special list. After
confronting him, the characters did not learn much
about his motives but one the characters assumed his
identity and worked for a short time for the crime
syndicate in Ubersreik. They infiltrated the slave mines
under the city and ended up with a letter pointing to
Bgenhafen.

Current State
The Murder Games

The Shadows Hand consists of five of his trusted


lieutenants. They are the main tools of the Master of

Starting here

Shadows in his lust for


power. Each finger has
its own function, so
does each of the five
members of the Hand.
To become a Finger
one needs to remove
an old one and this was
always Facilius goal.

This adventure only deals


with the Index Finger of the
Shadows Hand. Other members
of this inner circle will be dealt
with more detail in the final
chapter of this campaign.

To be a Finger of the Shadows Hand is both rewarding


and dangerous. Even though the true identities of the
Fingers are known to none but the Master of Shadow
their status is highly desired by many. As the Master
of Shadow is only interested in the most competent
servants, he encourages his followers to reach these
positions by any means necessary.
The position of Index Finger in the Inner Circle of
Master of Shadows criminal empire is always a
position for an assassin. For decades, the position has
been opened every few years as a decadent competition
of murders.

If the GM has not run the Wanted-scenario (1st part


of the Master of the Shadows campaign) from Liber
Fanatica VIII, he will still need to read it through
to grasp the ideas and events of the scenario. Most
obvious way to start here is to run the first part of the
adventure so that the party is targeted by the assassin,
Facilius.

A few men and women are sent out to kill a number


of seemingly random people. On their lists they
have the names of those that they need to find and
kill as well as the names of the other competitors.
While waiting for his chance in Ubersreik, Facilius
was employed by the criminal underworld for
various criminal actions. At the same time he also
worked as middle-man between Master of Shadows
of Marienburg and the Family of Ubersreik. But a
while back Facilius was sent out to kill a group of
people that, unluckily for him, turned out to be the
adventurers.

Another option is to introduce a survivor from


an encounter with Facilius. This way the party is
approached by a relative or a common friend that
managed to confront Facilius, and maybe even
killed him. In any case this NPC should provide the
party with information about the seemingly random
assassinations as well as Faciliuss code ring (see Liber
Fanatica VIII for more information).
The scenario assumes that the group has played
through the Wanted-scenario. It will not discuss
alternative ways to use this scenario as a starting
point. A GM wishing to run the Hand of Glory as an
independent scenario will need to work out the details
by himself.

Other Fingers?

Most of the other competitors have already perished


either by the hand of Sigmars glorious justice or in
the hands of the Index Finger. None of them, save
for the Index Finger, have any idea why the Master
of Shadows demands such a cruel game, but they
are not too concerned about it either.

63

It is not only death of random people that the Lord of


Shadow craves. Some of his competitors are on the
list, as well as servants of other dark powers, possible
threats and various others that might be hinted in
arcane prophecies the Master of Shadows keenly
studies.

The Index Finger


Beatrijs is a woman in her early thirties. At least she
looks that way.

The Hand of Glory


The orders of the Index Finger are to simply kill all the
other competitors and gather their left hands (as well
as any other murderers he or she might encounter).
These hands are to be used in bizarre and horrible
ritual the Master is preparing. The ritual will be the
key element of the finale of the Master of Shadowscampaign.
Traditionally a severed hand is often linked to dread
lord Nagash in Old World folk lore and especially
to an arcane item called The Claw of Nagash. The
many properties of this ancient artifact are usually
exaggerated but they are also given to other severed
hands.
It is said that if preserved correctly and imbued with
certain dark rituals, these hands could have a life of
their own. Other tales tell that the hands can be cast
into candles which could have a wide range of magical
qualities.
The only certain thing
considering this adventure is
that the Index Finger gathers
the hands, preserves them and
is preparing to take them to
Marienburg. They have not
been enchanted yet so the
hands could be seen only as
hideous trophies taken by the
assassin.

Once upon a time, she was a humble thief at the docks


of Marienburg and skilled in the use of knives. She
would have preferred to slit throats rather than purse
ropes. But she was caught immediately after she made
her first kill.
The Master of Shadows however had his eye on her
for some time however. He was intrigued by the way
she held onto beautiful things she had stolen even
though she was clearly starving. The ease she killed
with was also something the Master desired. And so,
he bought the woman from the judge that was to send
her to the gallows.
Beatrijs won the murder game she was sent on and
killed the previous Index Fingerthus gaining his
position. The Master of Shadows awarded her with a
dagger of ancient origin and a sip of his own blood
not enough to turn her but just enough to create a
lasting bond between them.
After that, the new Index Finger abandoned her previous life and worked as an assassin in Marienburg until
her face became too easily recognized and the Master
of Shadows was forced to send her away.
It did not take long for the Index Finger to find a
traveling judge called Leonhart Conciliatore. She
charmed the pious man and wed him. She had no
intention to let any man touch her however, so she
convinced the judge to have more wives to sleep with.
Since then, she has been traveling with her husband
for years and even Leonhart has begun to wonder why
his first wife does not seem to age. Beatrijs knows this
murder game is to be her last with the judges retinue
and is already planning to return to Marienburg for a
while

64

Synopsis
The characters will travel to Bgenhafen to meet
the mysterious Benefactor of Facilius. There they
will learn about the dark games played with the lives
of men and will have to concentrate their efforts
on finding the assassin called the Index Finger.
Searching for clues about the assassins whereabouts,
the party will track her down and confront Beatrijs in
front of an imperial judge who happens to consider her
his wife.

Expected Adventure Course of Play


The party will search for a way to travel from
Ubersreik to Bgenhafen.
In the town of Geissbach they will meet the
traveling judge and his retinue, possibly
encountering their Nemesis for the first time
without even noticing her.
Following the letter delivered to Faciliuss town
house in Ubersreik they will come to Bgenhafen
to meet with the sender of the letter.
In the meeting the party will learn about a
mysterious assassin known only as The Index
Finger
Uncovering the identity of the assassin will most
likely take the party to Weissbruck and locations
around the city.
After learning that the assassin is traveling with
the Imperial Judge they met earlier, the party must
find the judge and his retinue.
Confronting the assassin turns into a hostage
situation as she threatens the life of the judge. This
escalates into a combat in which the assassin will
most likely lose her life.

Dramatis Personae
The number of key-NPCs in this adventure is large
and as it is quite possible that the characters encounter
them in several different locations. The GM should
be familiar with each of them to avoid causing any
slowdowns throughout the course of play.

These NPCs are presented here in small detail. Some


of them have the Nemesis special rule so they use
Stance Meter and suffer Stress and Fatigue as PCs.
If this causes problems in the game most of these
characters can lose their Nemesis status with the
exception of Index Finger who is The Nemesis of this
adventure.

Leonhart Conciliatore, the


Travelling Judge
(Chapters 2 and 4)
Leonhart is a man in his
forties and looks well for
his age. He has most of his
teeth left (a fact that he is
immensely proud of) and an
eagle-like nose that betrays
his Tilean heritage. Leonhart
never goes anywhere
without his trusty pistol
that he sometimes uses as a
judges gavel.

Lucas, the Executioner


(Chapters 2 and 4)
The executioner of Leonhart is a convicted felon
himself. Judge Leonhart sentenced him to death
over some matter that has already been forgotten but
offered Lucas the chance to become the life-taker of
his retinue. Lucas gladly accepted this turn of events
as he is evil down to his soul.

Beatrijs, the Index Finger


(Chapters 2 and 4)
The Assassin of the Hand of Shadows is a modestlooking peasant wife who travels with Leonhart posing
as one of his concubines. There is nothing evil looking
in her or anything that might make you look at her
twice. She hides her agile and strong body in layers of
clothes that make her look much fatter but can be torn
off to ease moving in a second.

65

A Different Start

Konrad Hofmann, the Benefactor

If this adventure is started with new characters


and/or Wanted has not been played this first
episode is easy enough to substitute with Cheap
Tickets. To use this cameo you only need to
consider what has happened in Ubersreik and
give those facts to players as flashbacks. The
journey would have naturally thus started from
some tavern in Ubersreik or in a road-side inn
along the way.

(Chapter 2, Episode 3)
Konrad is a nervous looking middle-aged man with
a small tattoo of a griffin on his throat. He is dressed
in out of fashion, worn, but good, clothes and is
met coveting a goblet of wine in his left hand that is
missing the little finger.

Rumours
While visiting the villages and inns of Reikland the
party has a good chance of catching up with what is
going on around them by listening to some rumors.
GMs are advised to either role play these out or make
the players roll for them (or both). In any case these
rumors could be enhanced as the GM sees fit. These
rumors are not meant to be absolute facts. People may
have heard them in different locations altering the
details in them and some of them might prove out to
be outright lies.

The Snail That Ate the Town

Ive heard that there was a giant snail, bigger than


those boats they use to sail the seas my cousin says. It
did not only eat the cabbages of the farmers but them
poor farmers too! Ill tell you that a snail of that size
can only portent a storm of similar magnitude!

lice. Im heading north to escape it and Id advise you


to do the same.

The Monster of Bgenhafen

My sisters cousin-in-law told me that theres a


wicked monster on the loose in Bgenhafen. It comes
out only at night to hunt men!

The Beast of Bgen

What do you mean you havent heard of the Beast


of Bgen? No, no, no. I dont mean some silly little
thing that bumps in the night but a horrific mass of
purple tentacles, ready to drag you into Bgen at
sunset.
Read more about the Beast of Bgen in Liber
Fanatica 10!

Change in Ownership

Yes, yes. It was those Wastelander bastards! They


bought the whole Ratchett Lines. If you ask me they
made the worst mistake ever as the Lines is about
as crooked as a well something that is really
crooked.

The Carnival Came to Town

You ever visited a carnival? It was insane I say.


Striganies and tramps and thievesthe whole lot of
them! If you see them, be sure to make a run for it.

City of Plague

The Balloon
If the characters are still in possession of the
Faciliuss Balloon they are likely to try and use it
to reach Bgenhafen in time. In this case, most of
the encounters in Episode 1 will be unnecessary.
Episode 2, however, introduces a great deal
of important parts of the adventure so it is
advised that the Party faces some troubles with
the balloon that force them to visit Geissbach
anyway.

You heard about Ubersreik already? They say that


theres another plague killing people like they were

66

Chapter 2:
Following the Letter
This chapter assumes that the party will take the road
from Ubersreik along the Grey Mountains to reach
Bgenhafen. They might try to get a boat ride to
travel the rivers and canals but this should only cause
a minor hindrance to GMs as episodes should be easy
enough to move to any location the characters might
travel through.

Episode 1 The Aftermath


of the Underbelly
Act 1 The letter from
Marienburg
When the characters return to Faciliuss home from
the Underbelly they will notice a small envelope
pushed under the door to the hallway. It bears no
signet or other markings and the message seems to be
utter nonsense (provide the players with Handout 1
The Letter from Marienburg). The letter has been sent
by Faciliuss trusted ally Konrad Hofmann who the
party will meet in Bgenhafen.
Using the Code Ring of Facilius will reveal that it
is a letter from his Benefactor congratulating the
assassin from a job well done. In whole the actual
message reads:
Exposed come to ferry in Bgenhafen at dusk I wait
three nights
This does not mean anything to the characters, but
it is still their most solid clue about whoever wanted
them dead.

Act 2 Getting a Ride


Getting to Bgenhafen in three days from Ubersreik
is nearly impossible. The distance is over 70 miles

through the woods but it can be done with fast horses


or coaches. The Benefactor who sent the letter clearly
still assumes that Facilius has his hot air balloon to
use...

The What Ifs?


Should the characters not figure out to use the
encryption ring that they gained from Facilius in
Wanted (or worse if they did not get the ring at all)
breaking the code is almost impossible. Should
this be the case closely examining the letter might
expose that some of the words have been written
first and other words just fill in the blanks.
If none of the characters can even read it, the
whole letter could become a source of a new
adventure as they try to figure out what it says.
Simply showing it to someone will not help but
with a successful Hard (3d) Charm check they
will learn of a scribe called Kruber.
He will be able to help the
characters and by pointing
out which words were
written first he is able to
tell them the message.
Unfortunately as Kruber
is in debt to the Family,
this information will
drift to the ears of
Tavaris as well...

Some characters may try to acquire a river boat ride


to Bgenhafen as the rivers are the fastest route in
the Empire but as the Hagercryb canal leads only to
Geissbach from where the river work would force the
party to detour via Weissbruck it would not let them
reach Bgenhafen in time.
A river boat could actually take them to Geissbach
from where the characters should be able to get a
coach to Bgenhafen which could be a slightly faster
way to reach the destination in time.

67

at the northern gate for an hour as he goes to get


the party the fastest coach possible. He says it is the
least he could do for one who is Family, but if the
characters accept his offer he reminds them to return
to Ubersreik hastily.

Coachman Strike!

As the party goes searches for a suitable means


of transport it quickly becomes apparent that all
vehicles leaving Ubersreik are not due to leave for
some time. This is due to some kind of strike amidst
the coachmen.

For the Family has no patience for prodigal sons,


Odo explains.

Apparently they are concerned about their safety


on roads the wilderness near Ubersreik as bandits
and greenskins have become more and more bold.
Because Ubersreik lacks a strict leadership (or is in
the middle of organizing a new one if the party has
played through Edge of Night-adventure) they have
little to fear in terms of retribution.

Act 3 Leaving Ubersreik


Whether the party leaves Ubersreik by the coaches
provided by the Family, by a river boat, another
coach or by any means, they will be warned at the
northern gate.

If the characters standing with the Family is still on


good terms, they will have it a lot easier.

Optional Encounter: Pox-marked


Man Again

A guard halts them and tells them to keep a sharp


eye as there have been numerous goblin sightings on
the road that travels through the foothills of the Grey
Mountains.

This optional encounter can only happen if the Party


has not made too many problems with the Family.
While the characters are in a hurry to find a suitable
way of transport out of Ubersreik they meet with a
certain pox marked man again. Odo (see p. 82 in
Liber Fanatica 8) approaches Facilius with a sly
smile. He signs to tell that his master is pleased and
then inquires why Facilius is trying to leave so
soon.
If the characters tell Odo that they are in a hurry to
reach Bgenhafen, he will gladly tell them to wait

Godric the Bitter Coachman


Should the players inquire about the coach the
Family provides for them, it belongs to the
Ratchett Lines. The coachman is an angry and
bitter old former roadwardn with a noticeable
limp that has forced him to retire.
Godric complains constantly. About his leg,
weather, goblins, bandits, taxes, bad wine
and of course about the new managers of the
Ratchett Lines (check Rumours).

They says that the greenskins are up to no good,


yes, the guard chats while nodding towards the
mountains. The
The Revenge of the Assassin!
mountains do
look menacing as If Facilius got away from the
a storm seems to characters during Wanted he has
be brewing on the been in some distant hideout
healing his scars and plotting his
slopes.
revenge. When the characters are
ready to leave Ubersreik he is done
Getting to
Geissbach should hiding and tries to get rid of the
party once and for all.
be as uneventful
as possible, while
This time he will fight to the death
making sure
as he sees it as the only way to
that the players
get revenge for the humiliation he
are positively
paranoid about a suffered.
goblin ambush.
When the party gets nearer to Geissbach, they will
notice a storm brewing on the horizon. If they are
also keeping an eye on the road and the forest, they
are likely to spot tracks of wolves in the dirt and
large grayish shapes lurking in the shadows.

68

Episode 2 Geissbach
The Judges Retinue
Leonhart Conciliatore, the Travelling Judge

Leonhart is in his forties and looks well for his age.


He has most of his teeth left (a fact he is immensely
proud of) and an eagle-like nose that betrays his
Tilean heritage. Leonhart never goes anywhere
without his trusty pistol that he sometimes uses as a
judges gavel.
Though he is supposed to act as an example of
Imperial Law, even Leonhart has something to
hide. His retinue consists of several women: candle
makers, sword sharpeners, seamstresses and other
artisans. But in a fact most of them are concubines
of His Excellency that share his tent in a strictly laid
schedule.

Lucas, the Executioner

The executioner of Leonhart is a convicted felon


himself. Judge Leonhart sentenced him to death
over some matter that has been forgotten since, but
offered Lucas the chance to become the life-taker of
his retinue. Lucas gladly accepted this turn of events
as he is evil down to his soul.
This executioner dresses in brightly colored clothes
to better hide the blood spatters that are a constant in
his line of duty. He is getting more and more excited
about performing death sentences and commonly
advises Leonhart to pass this harsh judgment.

The Index Finger alias Beatrijs, the Assassin


of the Hand of Shadow
The Assassin of the Shadows Hand is a mediocre
looking peasant wife who travels with Leonhart,
posing as one of his concubines.

The Dagger of Asaph


Nehekheran superior quality dagger with bronze
hilt shaped like an asp. The dagger is sleek

and sharp and easily concealed. It is an ancient


heirloom and the only thing that contradicts her
disguise as a simple peasant. Beatrijs is enamored
with the dagger as she is quite drawn to items of
superior quality a lust that could easily be turned
against her should it be known.
The Dagger is a gift from the
Master of Shadows.
It was a constant
reminder
of his
weaknesses and
therefore he wanted
to get rid of it. Losing
such a relic was not an option
to him so he chose to give it to his
minion instead.
The Casket of Hands
This large casket is quite like its owner. It looks
like any other casket, but holds a terrible secret.
Inside this locked trunk are severed hands of
murderers that the Index Finger is taking to her
master. Most of them are left hands and all of
them are pickled in durable glass jars.
It should not be apparent what the hands are for if
discovered, but only enhance the feeling of sick
and morbid mindset of their owner.
The hands will be used by the Master of Shadows
as Scuttling Hands, but as they are not yet enchanted, they are still inanimate.

Act 1 The Gathering


When the party arrives at Geissbach they will see
that there is a large gathering at the edge of the village. The villagers have gathered on the Field of
Verena around a sturdy old oak tree to watch a man
being accused murder.
Should the characters approach the gathering, they
will most likely notice the mean looking executioner

69

(Lucas, see Important NPCs) standing next to the


judge. He seems very anxious for a sentence.

two villagers to it.

Act 3 The Strange Night

Lob, the accused, was captured a couple of nights


ago after strangling a man over a purse of coins.
He was held in the basement of Geissbachs
burgomeister until the traveling judge Leonhart
Conciliatore came to town.

As night falls, a huge storm picks up. People of


Geissbach close their windows and barricade
their doors as they are afraid that the spirit of the
murderer will come to haunt them.

A quick glance, reveals that there are quite a lot of


people that are clearly not locals. Evidently a group
of people (mostly women) follow the judge where
ever he goes.

Howling wolves can be heard in the distance. This


will effectively wake up most of the village and
their shouts will do the same to the characters,
should they not be awake already.

Some of the women will approach the party and


offer to fix their armor, sell candles, mend their
socks etc. They are however all polite and not
overly pushy. They just want to earn an income
while their husband is working. Notice however that
they do not refer to the judge as their husband. Only
as His Excellency or a similar title.

A mob of peasants lead by a few hunters goes out


to chase the wolves from the village. Armed with
pitchforks, axes and torches the mob quickly moves
to the fields where a pack of wolves are sneaking
towards the sheep yard.

One of the women offers the characters soup. She


has been cooking on a big iron pot in the judges
camp near the field. This woman is actually the
Index Finger, the assassin of the Master of Shadows.
She has no interest in the characters at this stage and
is only doing her job as are the other wives.

Act 2 The Conviction


There are several people accusing Lob of the
murder, some vowing they saw him killing the man.
Leonhart does not make a swift judgment, but if
there is no evidence presented in favor of Lob, he
will judge the man to be hanged from the oak tree.
The sentence is carried out by Leonharts
executioner Lucas, who readies the noose and hangs
the man on the spot.
Leonhart commands that the body be left there for
three days as a warning sign for all and demands
two volunteers to guard the body night and day. If
the characters do not take the post, the judge orders

The beasts are hungry, but not very brave. They will
fight for a couple of rounds before escaping back
to the forest. Use the normal profile from ToA for
the wolves that attack the
characters (one per each).
There are more wolves
for the mob as well, but
tracking their combat is not
necessary.
After the wolves have been
driven off, the characters
can make a Routine (2d)
Observation check to find
the carcass of a sheep from
the field. Though it has been
torn up by the wolves, it is still clear that it was
killed with a knife. A Routine (2d) Intuition check
should tell the party that this was left to lure the
wolves from the woods.

The Taker of Hands

The sheeps carcass was left on the field by the


Index Finger. She needed a feint to lure away the

70

guards posted on the gallows and decided to sacrifice


a sheep (and quite possibly some villagers) to this
effort.
Amidst the howling winds and beating rain, the
Index Finger sneaks to the gallows. After the
guards have ran to help their fellow villagers (or to
investigate the noise if the characters stayed to guard
the body), she rips off the left hand of the murderer.
As she has done this before, it requires as Hard (3d)
Medicine or a Daunting (4d) First Aid check to
notice that the hand was not removed by some beast.
When the guards return to the gallows they will be
horrified to discover this obvious mutilation. No
tracks can be found on the ground, though wolves
are the likely suspects. If the guards are villagers,
it could very well be that they are afraid of Judge
Leonhart and make a run for it instead of making a
report.

It Is Not My Time Yet

If it seems that he Index Finger has a chance to be


interrupted or captured (by the PCs) she does not
take the hand. In no event should the Index Finger
be found out to be an evil person at this stage of the
adventure or the ending will have to be extensively
reconsidered.

Episode 3
Arriving to Bgenhafen
Bgenhafen is a prosperous market
town with a population of roughly
5,000. It sits across the River
Bgen, at the highest point where
the river is still navigable
by river barge. Goods from
Altdorf, Marienburg, and
Nuln come to Bgenhafen
by river and are traded
for local grain, wine,
timber, and lead and
silver brought down

from the Grey Mountains. Though it technically falls


within the Barony of Saponatheim, Bgenhafen is
largely left to run itself, as long as Baron Wilhelm
receives his taxes on time. The Baron lives in
Castle Grauenburg, some twenty-five miles north
of Bgenhafen, and rarely visits the town. His tax
collectors look after his interests, while the town
council runs Bgenhafen.
Since Bgenhafens interests have always been
commercial, the mercantile elite control the town
council. For many generations the MerchantsGuild,
and therefore the town, has been dominated by
four families: Haagen, Ruggbroder, Steinhager and
Teugen. They have been able to control the town
council, resulting in Bgenhafens politics being
completely favourable to the Merchants Guild (and
their families in particular). There are fifteen council
members, one each for the four great merchant
families, four more from the Merchants Guild itself,
one for the Temple of Sigmar and five seats for the
major guilds: Mourners, Physicians, Stevedores,
Tailors and Weavers, and Teamsters, and one seat to
represent the other guilds.
In 2510 things changed slightly when the Teugen
family was shown to be chaos worshippers. Witch
hunters carted the family off to Sigmar knows what
fate, the family businesses were sold off by the
Emperor, largely to the other three major merchant
families. The Teugen seat on the council was handed
to the Merchant Guild, giving them five seats in
total. In theory, the council votes on every important
issue, a simple majority being all that is required for
a motion to pass. Usually however, votes are a mere
formality because if the major merchant families
vote along with the Merchants Guild, they can
muster eight votes and win any motion.
The Haagen family dominates trade with
Marienburg, while the Ruggbroders have a virtual
monopoly on trade with Bretonnia and also dominate
the local grain trade. The Steinhagers dominate the
trade in metals with the Grey Mountains, sending
most of the lead to Nuln to be used as ammunition.

71

Even with these advantages, the merchants of


Bgenhafen look at the wealth of the Freistadts
of Kemperbad and Ubersreik, and grumble that
Bgenhafen could be as rich as them, if it didnt
have to pay all those taxes to the Saponatheims.

the party will notice the patrols moving around.


They should have no trouble avoiding them if
they stay quiet and mobile. They might also notice
some illegal activity taking place in more remote
locations, as well as possibly spotting something that
is quite unlike any human shape, escaping their sight
into the city sewers at a distance.

The City Blues

The city of Bgenhafen is quite known for the


luxurious color Bgenhafen Blue that is sold around
the Empire and Bretonnia to all that can afford its
high price. Numerous merchants from all around the
world come to Bgenhafen just for the Bgenhafen
Blue.

To increase the feeling of going into a secret


meeting, a progress tracker with some event spaces
could be built and a couple of trackers moved around
after each dice roll or event. This does not have to
actually lead into anything as sometimes it is better
just to keep the players on the edge.

The bustling streets of the city provide the locals cutpurses with countless opportunities to help travelers
with their heavy purses and the same can be said for
numerous street vendors, beggars, merchants and
tradesmen.

The Gate Tax

To enter the city everyone has to pay a toll that


is collected on all gates. The rate is 1 brass
penny per leg or wheel of carts. Boats pay wharf
space, they take usually around a couple of brass
pennies per pace (most of the time measured by
halflings). All taxes are spent on city upkeep.
Entering the city is by itself free if the guards
on the gates are not in desperate need of some
pocket money.

Act 1
A Lone Figure in the Dark
Konrad Hofmann
Konrad is a nervous-looking,
middle-aged man with a small
tattoo on his throat. Dressed in
good but worn clothes of late
fashion, he is first met holding
a goblet of wine in his left
hand. Those with keen eyes
will notice the hand is missing
the little finger.
While waiting on Facilius
to arrive, Konrad is sipping
wine from the goblet, trying to
distract himself.

Side box Bgenhafen after Dark


After sunset, the busy streets of Bgenhafen grow
quiet and empty relatively fast. City guards begin
their routine patrols and around midnight tendrils
of mist creep in from the River Bgen to fill the
cobbled streets.

Moving outside after sunset is not forbidden as such,


but the patrols will be very interested in anyone on
the streets after dark.
If they do decide to sneak through the narrow streets,

The Ferry that takes people across the River Bgen


can be found from the western part of the city. It is
well maintained and operates most of the time if the
ferryman or his apprentices can be woken up. During
this night, Konrad Hoffman has bribed him to stay
out and is waiting to meet with Facilius on the ferry.
In Wanted no-one had actually seen Facilius
and the characters did not face any trouble while
pretending to be him. This time is different, as

72

Konrad is one of the few people who have dealt with


Facilius in person.

times before, and notes that it seems like a game


to The Hand. They send half a dozen men to hunt
for people on certain lists lists that include the
names of the hunters themselves as well! Konrad is
sure that the only living participants of this hunt are
Facilius and a fellow called the Index Finger, who
Konrad assumes is the real assassin of the Hand.

If the characters take any precautions to disguise


as Facilius before going to meet Konrad, he might
be fooled for a moment. Thinking he sees Facilius
coming, Konrad will hail to him and whisper to
accompany him to the raft. But as Konrad is nervous
and only waiting for the assassin of the Hand of
Shadow to meet up with him, he will notice that
something is amiss sooner or later.

When the new lists came this time, Konrad had


befriended Facilius through some obscure chance
and wanted him to win the competition, thinking
that knowledge of who the assassin really is, might
be a valuable piece of information. So he became
Facilius Benefactor.

Act 2 Exposed!
Encounter 1 Catch him!

It is only the matter of time before Konrad realizes


that none of the characters is Facilius. If only the
False-Facilius is on the raft with him, Konrad will
try to attack. He could also try to escape by using the
raft but as it moves quite slowly, the party can easily
capture him. Konrad is in no hurry to lose his life.
If things turn too threatening and he can be assured
that the party is not there to assassinate him, he will
yield.

Why the names of the characters are on the list,


Konrad cannot say. He is quite certain though that if
the Index Finger is actually a member of the Hand of
Shadow (which would seem quite obvious), then the
Index Finger would have at least some kind of idea.
The messages Konrad distributes, are sent out by a
homing pigeon that is trained to carry the message to
Ratchett Lines headquarters.

Ratchett Lines

Ratchett Lines is a rundown coaching company that has been on the decline for more than
a decade. It was based in Altdorf, but when
the Four Seasons Company started to service
the same routes with better equipment, they
quickly lost customers and money. After that,
headquarters where moved to Weissbruck.

This is where the action can go off into two different


directions, depending of whether the characters kill
Konrad or spare his life. If captured, the adventure
continues in Encounter 2a -Question him, if they kill
him the next encounter is Encounter 2b Loot him.

Encounter 2 Question him

To preserve his life Konrad is willing to tell the


characters much what he knows, even though that
seems pretty thin. He tells them that he is acting
as a middle man between an organization called
The Hand of Shadow and several independent
entrepreneurs. He has no idea about who or what
The Hand is, but he is quite certain they are a
powerful criminal empire ruling the Reik (Konrad is
actually somewhat wrong on this).

Now the company just tries to get by with old


coaches (most of which have been painted
numerous times to hide that they are quite
worm-eaten) and drunken coachmen. There
have been rumors that some of the coachmen
have actually been leading the coaches into an
ambush of bandits for profit, though this has
never been confirmed.

Konrad admits that he has sent homing pigeons to a


handful of skilled assassins. He has done this a few

The routes of Ratchett Lines currently run in


the western part of Reikland, where they travel
from one backwater town to another.

73

Konrad receives his orders by homing pigeon as well


at the local town square. The pigeon arrives with a
message addressed to him, which he distributes as
instructed.

Loot him

If Konrad is not captured alive, the characters will


be missing a lot of important clues about who
they are up against. Searching Konrads body
they will however find a list of six names with set
locations. One of them reads Facilius Ubersreik via Dieter Schmitt. Four other names have
been crossed out but the sixth name reads The
Index Finger via Ratchett Lines. Konrad also
has a key to his town house, and other personal
possessions, but nothing relevant to the story.

This smells like a railroad!

The characters by now should have learned that


their assassination was planned by a secretive
criminal empire much larger than the Family in
Ubersreik. And it seems that while there might be
a deeper meaning to why they were on the original
list, the party is still a target in a sinister game of
assassinations.
This could be a time when normal people might try
to disappear, but the adventurers are a different sort.
Theirs is the way of hunting down those who have
wronged them and quite possibly countless others!

The pigeons are actually collected by entrepreneurs


who have a boring job of traveling from Marienburg
all along the Reik. Most of the time there are at
least three such barges on the river at the same time,
filled with the cooing birds, along with all they leave
behind.

Forcing players to do something is never actually


a good thing, but sometimes a little railroad is
needed to keep things moving. Should the party
decide not to pursue the assassin, there is always
the possibility that more assassins come after
Facilius.

Interlude
What Are We Up Against?

As the party is under no specific time pressure after


meeting with Konrad, they finally have some time to
sit down and go through what has been happening
since this all started. This could be the time to go
through the clues they have gathered,
deciding the next step on their adventure.
The next part of this adventure will
include some travel around Reikland and
is really free-form compared to what has
happened until now.

See the Reikland, they said

The characters will need a convenient way of getting


around. GMs may want to enlist them on the service
of a coaching company, give them horses or even a
river boat or a coach. Maybe they befriended Godric
and he wants to help them out.
The actual way of transportation is not as important
as much as how it is given to the group. They should
feel that they have earned it and consider it property
of their party.
For example, the article Lentraneur de Nombreux
Tiroirs is written especially for this adventure (find it
on page 84 in this volume).

74

Chapter 3:
The Perils of Reikland

to finding her. As the token reaches Space 9 the


characters should discover the current location of the
retinue and be able to catch up with them.

About the Chapter structure

The Flow of Time

Even though this Chapter is highly open it can still


be three different parts depending on the stage of
the PCs investigation. These episodes could easily
take even more than a regular gaming session to play
through if a grander search is wanted all could be
played through quite quickly. Again depending on
the particular gaming groups interests.

Finding the Index Finger

The location and the actual identity are still


mysteries for the characters at this point. It should be
apparent that they need to investigate further to find
out who their Nemesis actually is.
The Investigation Sheet provided with the
adventure gives a tool of tracking this but it should
only be used as an aid for the flow of the adventure.
It should never hinder the progress or prevent the
characters from uncovering facts. Using the sheet is
entirely optional as it only presents a tool to track
the process but offers no actual effect in the game
play.
After dealing with Konrad, and resolving the
Interlude between Chapters 2 and 3, GMs may
choose to reveal the Investigation Sheet to players
or keep it hidden which ever suits the game style
of the group.
The progress of the Investigation Tracker is
indicated in this Chapter. The Tracker is meant as a
purely mechanical tool. GMs may want to further
or hinder the tracker with additional conditions to
heighten the suspension of the investigation.

Before this point in the campaign the flow of time


should have been quite strict.
In Wanted the party was under close inspection of
the Family and while trying to get to Bgenhafen
they had to hurry. But after Hofmanns death,
there are none who know about the true identity
of Facilius (save for the Master of Shadows quite
possibly) and there are no imminent threats that
could hinder their travel in Reikland.
This free time allows GM to maybe include
smaller cameos and side quest to enhance the feeling

The Trial of an Assassin

It is quite possible that the


characters could encounter the
keepers of justice who have
been hunting for Facilius for his
crimes. This kind trial could
prove to be an interesting
side track to the main
adventure as the characters
would learn about the man
sent to kill them while
being accused of being him!

The main reason this adventure does not provide the


tools or further instructions of how to run such an
encounter is that it would force the players to take
an outside role in the events (as most likely the only
character directly involved with the case would be
Facilius).
Should GMs want to run such an adventure
nonetheless, there are excellent articles to do so
in Liber Fanatica VIII. The trial from WFRP2
supplements Spires of Altdorf or The WFRP
Companion could also be used as a source of
inspiration.

When the token reaches Space 6 the PCs should


find out that the Index Finger is actually a woman
traveling with Leonhart Conciliatore, the
Travelling Judge. After this the investigation
changes from find out about the Index Finger

75

of a larger campaign. It also allows an opportunity


for characters to change careers and possibly spent
some time off adventuring.
This issue of Liber Fanatica has numerous ideas as
well as a fully written adventure to use as a diversion
from this one. Should the GM choose, the Carnival
of Darkness campaign would suit this adventure
as it could also provide a great way to introduce
Lentraneur de Nombreux Tiroirs mentioned earlier.
It is however the GMs call to decide which kind of
flow he wants for his campaign.

Weissbruck
Weissbruck is a small town of less than three hundred inhabitants situated at the junction of the River
Bgen and the Weissbruck Canal. The Weissbruck
Canal links the River Bgen with the River Reik at
Altdorf, forty eight miles away, in more or less a
straight line. The canal was built by the Gruber family in 2462 to link their coal and iron mine in Delfgruber, in the nearby Skaag hills, directly to Altdorf.
Two of the biggest river barges can pass each other
with room to spare, and there are frequent berthing
places along its length, while five large locks deal
with the height difference at the two ends of the
canal.
The Grubers charge a single toll for each journey of
5 sp when entering the canal at the locks at either
end. The canal has cut at least a hundred miles off
the journey from Bgenhafen to Altdorf, nearly half
a week each way by barge.
Weissbruck itself is nominally held by the Emperor,
but the Gruber family owns it in reality. Originally
just a small village, once the canal was built, it
rapidly expanded to its present size. Now the town
is largely a transit point, for iron and coal from the
Delfgruber mine, for metals, timber and wine from
Bgenhafen, and for goods from Altdorf and Nuln
going in the opposite direction.

Consequently the town seems to be made up largely


of warehouses for goods passing through. Inns are
found all around to service the boat crews and other
travelers as they make their way through and it always seems to be busy.
The permanent population, either works for the
Grubers directly, or work in one of the warehouses
or taverns.
Inns like the Trumpet or the Black Gold, provide
travelers with serviceable accommodation and a
welcome pint after the cramped conditions of a river
barge. Locals grumble however that one way or another, most of their money ends up in the pockets of
the Grubers, in the form of taxes, tolls or rents.

Optional Encounter - Certain Box


in Weissbruck

If the characters found the hidden note (see Wantedscenario, p. 82 in Liber Fanatica VIII) written on a
plaque in Faciliuss town house they will most likely
try to find out what has been hidden in the safe box
in Weissbruck.
As Weissbruck is only a minor trading town, there
are no major guild houses there that could hide the
safe-box. If asked around it quickly becomes apparent that the only boxes with any kind of numbers are
at the Lock House on Altdorf Canal. It also doubles
as a chapter house for river patrol and roadwardens.
The Lock House is an ordinary place used to elevate
the river boats in the canal. There are four buildings
that belong to it. The largest one contains a common
room for travelers to sleep in. No food is offered and
the sleeping space is covered in the cost of the gate.
It also includes a separated room with forty,
sturdy reinforced safe-boxes.
Box number 32, indicated by the
hidden message in Faciliuss town
house in Ubersreik, is in no way
distinct from other boxes. It
is locked with a heavy iron

76

lock and the number XXXII


has been inscribed into a brass
plaque. The lock is of superior
quality, and can be opened
with the Skeleton Key of
Ubersreik from Wanted (p.80).

An additional clue

If the characters are struggling in their


investigations, Facilius also left a small
notebook here. It seems to be meant as
an inside info about the inner circle of
a criminal organization though there is
only little solid information. The book
tells that the Shadows Hand is a
five-member organization and that the
assassin referred only as Index Finger
is actually a woman.

Inside the box is a good set of


new clothes and some minor
knick-knacks to go with it.
There is also a masking kit,
superior quality knife, a large
purse containing combined
amount of twenty gold crowns in various different
coins, and a few precious stones. The most notable
thing in the box is a brooch bearing the family crest
of the von Haagen family, one of the most influential
families of Marienburg and a well-known trading
house.
The GM should make it clear to the players that the
contents of this box was to be used as a new identity
should Facilius ever need one.

When the characters have uncovered the identity of


the assassin, they need to find her. Only she can shed
any light on why the names of the characters appear
on the list of the Master of Shadow.

Finding the Clues

The Coaching House


The party visits coaching houses
or road-side inns where Ratchett
Lines has influence (essentially
the whole western Reikland).

In most of these locations there


is at least one employee of the
Ratchett Lines who is able to
tell the PCs that sometimes they
receive a message from a courier
coming from Weissbruck to be handed out to anyone
who uses the code word: Index Finger.
Some of these employees might note that the person
who collects the letter is a woman and others might
reveal that she actually goes by the name of Index
Finger. (This event could happen more than once.)
If this is the final clue that advances the Investigation Tracker to space 6, somebody actually saw
when the letter was picked up. A woman came to
pick it up and told the worker that I was sent here
to see if there was a letter for the Index Finger.
The same person remembers this because it was
the day when that traveling judge visited our village. They left to Delfgruber I think.

Episode 1
Who is the Index Finger?
This Episode might take a long time to resolve as
the characters need to travel to various different
locations to learn the identity of the assassin of the
Shadows Hand. It should be played through without
haste but with a rising suspicion.

ered.

Ratchett Lines Headquarters, Weissbruck


When the PCs visit the Ratchett Lines headquarters
in Weissbruck, the clerk working there is willing to
admit (through bribery) that sometimes they receive a message brought in by a pigeon. They are to
copy these messages and send them all around their
standard routes. They are handsomely rewarded by a
bag of coins left at the location where the message is
picked up.

To find the clues, the characters must travel around


the Reikland to several locations. This can be done
in several ways as most the locations they need to
visit are not fixed. Each of the following examples
will advance the Investigation tracker when uncov-

If this is the final clue that advances the Investigation Tracker to space 6, the clerk will be able to
produce a copy of the last note send but yesterday
telling the finger to reach the city of stairs for
extraction- whatever that means.

77

The Murder of a Priest


While visiting a small hamlet the characters learn
that not long ago there was a gruesome murder
where a priest of Morr was found with his throat and
tongue swollen.
If this is the final clue that
advances the Investigation Tracker to space 6,
someone remembers that
the traveling judge was
in the town at the same
day and that one of the
women following him
was seen talking to the
priest after bringing him
a hot soup.

Episode 2
We Need to Find a Judge
Characters may well have spoken with Leonhart
when they first encountered him in Geissbach. They
might have a clear idea where he was heading,
but depending on the time they have spent while
searching for the clues, Leonhart should have either
already passed that location or have changed his
course.
Tracking the judge should not be too
hard. After all most Reiklanders will
remember the judge that passed
through their village bringing the
justice of the Emperor.
If the PCs have
not heard about
the judge after
Geissbach, the
most logical
location to
start the

investigation should definitely be there.

Carroburg, the City of the Stairs

With a simple subterfuge, the Index Finger is


directing the judges retinue towards Carroburg, the
City of the Stairs. She is now aware that the little
game of mouse and cat has ended and she is needed
back in Marienburg.
While considering the travel route of the judge GM
should consider this destination.

They Are Trying to Kill the Judge!

While trying to find the judge, the PCs need to have


some kind of plan of why they are asking about the
judge or somebody might get suspicious and alert the
authorities. Most likely these would be roadwardens
that would stop the characters for questioning and
hinder their progress. When the party manages to
proven their innocence to the roadwardens they
might provide the PCs with an information about the
judges current location.
There is always also the possibility of the Index
Finger learning about the investigations. Should
the party make too much noise about their actual
target the Finger will be ready and waiting as the
characters finally catch up with her.

Episode 3 The Skaag Hills


When the characters reach the event space 9 on the
Investigation Sheet, somebody is able to pinpoint the
judges destination as Delfgruber in the Skaag Hills.
This is given as a solid fact as the judge traveled
through the current location of PCs only a few nights
ago.
Should the characters try to ask rumors about Delfgruber they will hear the following:
The Bailiff of Delfgruber Murdered!
Its a sick world we are living in. Did you heard
that the bailiff of Delfgruber was murdered! They

78

found him with his throat slit inna gutters. A sad


faith. Even fer such a bastard. Its lucky that a
traveling judge was visiting the town then. They
hanged the culprit right away. Sick thing. They
even say he took the bailiffs hands...

Albern Fenstermacher
The bailiff was not liked and many suspected
that he too was actually a murderer. But nevertheless he held up the law in a lawless mining
community. He was appointed to his position
by the Gruber family and it is a commonly accepted fact that he collected taxes rather than the
Emperor.

Quest hook: The Disturbed Tomb


The famed Karad von Carron was the prince of
Carroburg when greenskins attacked the city. He
lead his Greatswords to victory over the invaders,
and is still celebrated in the city for his actions. The
party hears rumors that ghosts have been sighted
at the tomb. Is there a foul necromancy in play
or have the greenskins desecrated the tomb of an
ancient champion?

Albern was killed by the Index Finger during


the night the judge visited the town. Leonhart
was concerned about the fact that some of the
villagers were telling him that the bailiff had
taken a life of a thief without a trial. The assassin found Albern in the stinking tavern called
Lily of the Vale, and after the drunken bailiff
stumbled out, she slit her throat and took his left
hand.
The body was not found until the evening of the
next day when the judge had already continued
his journey.

Do Not Follow Us

If the characters have raised the suspects of the Finger in Chapter 2, this is when her henchmen will try
to get rid of the characters. As they leave the village
they will be attacked by local hunters, woodsmen
and outlaws rewarded handsomely of trying to protect the Imperial Judge. Use Townsfolk profile from
Tome of Adventures.

Delfgruber

Delfgruber is a small mining town in Skaag Hills


near the tomb of Karad von Carron. The town grew
out of supporting the mine, and is now over twice
the size of Weissbruck. It is important enough to

have walls around it and a garrison of 250 soldiers.


Not particularly good soldiers but still soldiers.
The Gruber family that also rules Weissbruck has
made a fortune by establishing several successful
mines in the region, as there are affluent coal and
iron sources around the hills.

Visiting Delfgruber

If the party is not aware of the murder of Delfgrubers bailiff, Albern Fenstermacher, they will soon
notice the lack of supervision around the town. The
miners are taking their time around the city and it is
at the brink of total anarchy.
Asking around reveals that an Imperial Judge was
visiting the village the day Albern was killed. With
suitable bribes most anyone is willing to point out
where the retinue left from Delfgruber.

79

Chapter 4:
Removing the Finger

Searching for the Hands

Should the characters try to find the assassin


covertly, they should have a good chance to find
the assassins Casket of Hands (As she is trying
to travel unnoticed with the other retinue she is
forced to hide the chest in plain sight).

The rotting hands would definitely emit
horrible odor, but as they are pickled it is quite
easy to hide a locked chest amidst the other food
supplies. Especially since the Index Finger is one
of the wives responsible for the cooking.

If the characters find the casket, someone
is sure to know to whom it belongs.

If the party does not try to find the hands,
investigating about the assassins identity is
much harder. They could easily accuse a wrong
wife of being an assassin, and get into serious
trouble with the judge.

It is most likely that the Index Finger
would get frustrated about some nosy adventurers
trying to expose her. In this case she could easily
expose herself by trying to slip an overdose of
schlaff into the characters meal etc.

Tracking the Finger has not been easy, but by some


serious investigation, the party has been able to
follow this malicious figure and is now closing in.
The actual location where the characters reach
the Traveling Judges group is left up to GM
intentionally, as there is no actual need for a set
location. Most likely it will be in the wilderness
where the retinue has set up camp to fix a broken
wheel from one of their wagons.
Looking through different Location Cards could give
GMs interesting ideas about where the action takes
place, and combining several of those cards should
create a memorable stage for the action that takes
place in this chapter.
As the judge is traveling to Carroburg from
Delfgruber, it makes sense he would either return to
River Bgen (quite possibly trying to get a river boat
from Weissbruck), or simply walk the paths through
the Skaag Hills (as Index Finger might suggest if she
suspects someone is trying to find her).

Episode 1
To Find the Murderer

Index Finger, they are either greeted mannerly (if


they try to find her in secrecy), or with agitation (if
they are demanding the company to hand out one of
them).

When the characters finally reach Judge Leonharts


Company, his whole party is spread around the camp
site. It seems there are even more people with him
than when PCs met him at Geissbach. This is quite
true; as wherever the judge goes people tend to join
his company to travel under his protection.

The Index Finger is not only master of poisons and


silent deaths, but also whispered words. And when
she learns that the PCs have come after her she will
try to turn her company against them. Most likely
this will mean verbal accusation and denying of the
entrance to their current location.

The company will welcome the characters even


though it is unlikely that anyone will remember
them. After all it has been quite some time since
they previously met and the followers of an Imperial
Judge are accustomed to meeting different people.

However, if the characters act openly hostile, the


Judges Company is well-versed to deal with them
accordingly. After all, the judge always travels with
at least with six armed guards. Use Soldier profile
from the Tome of Adventures.

Depending on the way the characters try to find the

80

An example of the Final


Location

The judges retinue has stopped on edge of a


small pond on the Skaag Hills. It is a naturally
beautiful and calm place, and some of the
judges followers have taken the opportunity
to fish on the pond while the broken wheel of
the judges personal coach is being repaired.
It is an open place along an old dirt road with
only a few bushes, boulders and trees. So
taking cover or approaching the camp without
being noticed is quite hard-at least during the
day.
In either case, it will not take long before the
party has either found the Index Finger or caused
enough havoc for the Judge. At that point, Leonhart
will come forward (from his tent, room, coach or
wherever) to investigate the situation.
This is when the Index Finger strikes and the
Episode 2 begins.

Episode 2 Hostage Situation


Feeling that her personal well being is threatened
and her cover is blown, the Index Finger suddenly
leaps out from the crowd and draws a knife on the
Judges throat. She will hold him hostage to get
away, and will not easily fall for any tricks.
This episode will be solved with the use of H-tracker
presented in Liber Fanatica VIII article Honour or
Contempt (p. 21-3). On the following page, there is
an image of the H-tracker that also includes different
outcomes for this particular situation.

Episode 3 Traitor Uncovered


When the assassin attacks the party, she knows that
she is badly outnumbered. Still she is the assassin of
the Hand of Shadow and very lethal in combat.

about the events that to take any part in the combat.


In fact, some of them will most likely flee when the
weapons are drawn. If there are any bystanders at the
site, they too will be baffled and will just follow the
events as they occur.
There are some members in the judges retinue who
are actually on the pay-list of the Index Finger.
These men and women are equal in number to
PCs and will attack the characters once the Finger
initiates combat. All of these ruffians use Soldierprofile from the Tome of Adventures.

What about Lucas?

As an executioner, Lucas is a formidable fighter


who actually enjoys killing. If it seems that the fight
would be too easy for the characters, Lucas finally
gives in to his lust for blood and joins the battle,
slaying anyone who opposes him.
After this, he has lost his soul to Khaine, the Prince
of Murder, and will not be taken alive. Lucas
uses the profile for Chaos Warrior from Tome of
Adventures though he does not have any armor.
It is possible the Beatrijs has been luring Lucas to
her side. She could have charmed the executioner
to be her lover and protector. In any case the Index
Finger does not have any feelings for Lucas as she
has only been using him.

The Debrief

After the Index Finger is killed, Judge Leonhart


will be devastated to learn of her treachery. He will
explain that Beatrijs joined him in Marienburg and
was clearly a native to that coastal city. The judge
never had any clue about the true identity of the first
of his concubines and sees this as a sign from the
gods.
He will come clean on having a number of wives but
insists he has treated them equally though now that
he thinks of it, Leonhart realizes that the Finger had
a horrible amount of power over him.

The company of the Judge will be too confused

81

As a last act as a judge, Leonhart is willing to write


pardon for the PCs should they have killed someone
unnecessarily in his sight. He will also write an open
letter of recommendation to all Imperial Judges
about the characteristics of the PCs.
After this, he will announce that his time as an
Imperial Judge is over and that he will begin a

The Finger Flees


The Index Finger cannot be
swayed. While talking, she
will lead the judge so that
she will be able to
jump on one of the
horses. She will
make an escape but
the PCs can still
catch up with her.

The Death of
the Judge
As above but as a
final act the Index
Finger slices the
judges throat open
before she escapes.
With this outcome
it is even possible
that she flees to be encountered
in the final adventure of the
Master of Shadows-campaign.

pilgrimage in honor of Verena to absolve himself of


his sins.
Most of the people in his company are unsure what
to do next, so they will likely join the judge on his
journey rather than face the horrors of the Old World
by themselves.

The middle ground


progress across the yellow centre piece can
also be used for tracking: the GM could
decide that the crowd only has patience for
three crossings over the yellow piece
after this, the crowd will no longer care to
listen to the exchange and begin to behave
according to the total number of accumulated Chaos Stars or Sigmars Comets.

Tug-of-War
There are various means by which the tracker
can be moved towards either of the sides.
Here are some examples:
-Success in a suitable social action
-Failure in a suitable social action
-Applying an unsuitable action
-Opposed or competitive checks
-An interruption by a third party or by an
event such as weather or some omen that
triggers the superstitious instancts of the
audience

82

Get her!
As above, but one of the
Judges followers is strikes
the assassin as Beatrijs attacks
the PCs. The Index Finger begins the combat
with a random Critical
Wound drawn normally
from the Wounds deck.

I Surrender...
The Index Finger
lowers her weapon
and lets the judge
go. She appears to
come in without
a fight but when
approached will
suddenly slash out.

Chapter 5: Wrapping up

other possible candidates, he is quite sure the killer


was Facilius.

Having killed the Index Finger, the characters have


unknowingly made their presence known to the
Master of Shadows. He felt her death in his veins,
but he does not know who managed to kill her.
The Master of Shadows suspects that one of the
contestants in his morbid game finally managed to
beat the former assassin, and as he has had news of

The party is naturally unaware of these events and


only knows that whoever set the death penalty on
their head is a sinister mastermind lurking in the
shadows of the greatest port of the Old World. They
should also be quite positive about the fact that the
death of the assassin will not go unnoticed and most
likely the organization they are up against is not

83

APPENDICES
I-II
By Lauri Maijala
When selling his medicine, LEscroc has a tall posture
and as he is quite handsome he makes every use of
his looks in particular his incredibly long, waxed
moustache. He wears fancy and brightly colored
Bretonnian clothing and almost always uses a perfume
he accidentally created while mixing his medicine.
These perfumes have kept him mostly lice-free, but
have also created spots of annoying rash that force
him to keep his performances short, in order to avoid
showing such common manners as scratching ones
bum.

I - Lentraneur
de Nombreux Tiroirsa
Jean-Ren LEscroc, The Current
Owner

The Empire is filled with traveling peddlers and


con-artists selling quack medicine that either works
or turns your hair green and your nails blue. Doctor
Jean-Ren Phillipe Jacn du Doxey lEscroc is one of
the most successful of these men and women, a fact
mainly due to his wondrous coach.

The Coach

LEscroc is a world-wise charlatan, born and raised


in small hamlet in Ostland by the name of Eugen
Buckermann. Never content with the lowly position of
his family, he ran away as a young boy, following the
wondrous-looking coach that an older medicine seller
had lead through his village. The man took him on as
an apprentice after noticing his keen eye and sharp
wits and trained LEscroc to be his successor, just as
the previous owner of the coach had trained him.
Together with his teacher, Eugen journeyed around
the Empire and on one trip to borders of Bretonnia he
fell in love with the posture the Bretonnians presented
themselves with. He decided to copy it for his stage
character.
After the death of his tutor, he inherited the coach
and continued to travel along the border towns selling
quack medicine and hustling for every penny he
could gather. He never really cared about the money
however; it only represented a way to him to calculate
whether he was a better swindler than his mentor.

The coach is a true antique, older than anybody could


ever guess. It was originally made by Striganies ages
ago, but has since then been updated, re-worked,
expanded and repaired by so many hands that it
currently looks more like a small village than an actual
coach.
The coach has served many masters in its long
existence, but none of them have found all of the
drawers that are hidden in its structure. One could
assume that it was once created to smuggle something
as it is clearly impossible for even the most determined
customs officer to find all of the partitions one or two
are big enough to hide even a small person!
Though it might seem shambling and run down, the
coach is in excellent condition. It has been taken care
of by people who loved its quirky ways, such as hiding
things when they are needed and breaking wheels at
the worst possible moment. Some might say the coach
is in fact cursed, causing luck of its owner to be lost
in one of its many drawers but others say they have
found lost fortune from it as well.

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The coach consists of an odd number of spaces that


might have once been a couple of small rooms. There
are sleeping spaces for at least five people inside the
coach as well as a look-out tower, toilet, cooking
space (mostly used to create the medicines) and a
wide range of different cabinets, drawers, lockers and
shelves.

was fascinated by the ideas therein.

While the coach seems to be too heavy to easily be


moved anywhere, a mere two draft horses can do the
trick, due superior workmanship such as has not been
seen anywhere else. There is even some kind of small
steam engine hidden in the coach that could quite
possibly move the coach without any horses at all,
provided someone can figure out how it works.

Guided by a divine inspiration, he feverishly


gathered the various bits he had been tinkering with
and during that fateful night a gun was made. A very
special kind of black-powder gun, for a hero of the
Empire. For that gun, he made fifteen bullets that
were inscribed with runes stolen from the dwarfs.

II - Hengstfohlen

Then one night when storms were terrible and the


sign of Sigmar was seen in the sky (or so it is told),
the student awoke from a terrible dream of coming
wars and impossible daemons of Chaos conquering
the world.

When the Great War Against Chaos began, the


student was long forgotten but somehow his pistol
had ended in the hands of a roadwarden. The
roadwarden used it in the terrible war and with a
single shot killed a greater daemon. Ever since, the
gun has been used a handful of times and it is said
that only a half a dozen things in the whole world can
withstand a shot from this gun.

Appearance

History

At the beginning of 23th century the first Imperial


foundry and gunnery school was founded with the
help of dwarven engineers. Though they were strictly
forbidden to share the secret of runes with men, old
tales tell that some of the Empires engineers (or
quite possibly disguised wizards) managed to steal a
few secrets.
In those dark times men did not even consider the
possibility of an invasion by the hordes of Chaos. But
as the story goes one man did dream of exactly such
an event.
A young student in the Altdorfs Imperial College
of Engineers was sent to a newly founded Imperial
Foundy and Gunnery school as a teachers assistant.
Little did anyone know that he had studied old
notebooks of the fabled Leonardo of Miragliano and

The repeater pistol is clearly unique and a gunsmiths


masterpiece. It is decorated with the symbols of Deus
Sigmar the Imperial Cross, twin-tailed comet and
the Hammer of Sigmar are all clearly visible. The
inscription carved into the body of the gun is written
in Classical Non timebo mala and means I fear no
evil.

Known Abilities

The Bringer of True Death It is unknown whether


the power of the gun to kill anything has a divine
source, or arcane magic. It might even derive directly
from the dwarven runes, or have a pure chaotic
origin. But as the legend goes the gun can kill
almost anything with a single shot, but only when
one of the original bullets is used. If another kind of
ammunition is used instead, this power does not take
effect.

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Your Bullets Are Numbered There six bullets left


for the gun. Each of them looks a bit different. Every
time the gun is held, its user feels the importance of
the weapon and he realizes that every shot must count.
Characters wielding Hengstfohlen cannot convert
characteristic dice into reckless dice.
An Icon of Holiness Hengstfohlen is created to be
a bane of chaos and spirits. As such it bears a number
of holy symbols that cause pain to or even banish
these beings. It can also be used as an attuned item to
Sigmar in the hands of his priests.
True Masterpiece The gun is so finely crafted that
using it grants an Expertise Die to all Ballistic Skill
rolls made with it.

The Peacemaker When used against the servants


of Chaos, undead or greenskins, the gun grants the
Inspired Condition in addition to any other effect
whenever COMET SYMBOL is rolled.

The Authors Warning

Hengstfohlen is an incredibly powerful item. It


has been used only a handful of times in over two
centuries. The decision of giving it to the characters
should be made after serious consideration as it has the
power to ruin a whole campaign. The gun is constantly
searched for by the servants of chaos and it changes
hands frequently. It should not be a neat gun to use
in some trivial manner but treated as the weapon of
the gods that it very well might be.

The end of Part I


of Liber Fanatica Volume IX

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