Liber Fanatica IX
Liber Fanatica IX
Liber Fanatica IX
Writing:
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characters, products and illustrations from the Warhammer World and Warhammer Fantasy Roleplay game setting are either ,
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This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
Imperial Gazetteer
by Ralph Seller
Trade Areas
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
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
Notes
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
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
Size
Bad Hohne
Leer
Suderberg
Wealth
Town
Village
Village
Village
AHLENHOF
3
2
2
2
Source
Notes
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
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
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
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
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
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
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
Notes
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
Talabecland 1
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
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
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
Taking Action
Example Nay:
So cut it out, or youre out of the game.
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
Possible Punishments
19
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.
20
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
21
22
23
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
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
27
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.
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.
29
30
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
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.
32
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.
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
Straggler
Overturned Cart
Corpse
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).
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
34
Rank 2 Locations
Tavern
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.
Prisoners
Fletcher
35
item category.
Market Hall
Returning a Favour
Rank 3 Locations
Gunsmith
36
Shrine
Townhouse
Armourer
37
Catacombs
Graveyard
Rank 4 Locations
Moneylenders House
Alchemists
38
Jewelsmith
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
Shattered Building
39
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
Dwarf Smithy
40
made chainmail.
AAA: As above, but the chainmail is scale armor
instead.
Fighting Arena
Nobles Villa
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
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.
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.
Possible Complications
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
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.
43
them.
Alternate Uses
Possible Complications
44
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
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
46
47
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
Alternative Uses
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.
48
The Daemon of
Teufelkreutz
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
50
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
52
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.
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.
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
Possible Complications
Alternate Uses
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
Players Introduction
56
Adventure Background
57
Boarding Action
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.
Counterfire
Driving
58
Falling off
&
&&
Youre run over by two of the coachs wheels your suffer two extra critical wounds.
59
What Next?
The Goblins
Recovered Memories
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.
Replacement Characters
62
Current State
The Murder Games
Starting here
Other Fingers?
63
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.
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.
65
A Different Start
(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.
Change in Ownership
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.
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.
67
Coachman Strike!
68
Episode 2 Geissbach
The Judges Retinue
Leonhart Conciliatore, the Travelling Judge
69
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.
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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
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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.
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.
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Act 2 Exposed!
Encounter 1 Catch him!
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.
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Loot him
Interlude
What Are We Up Against?
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Chapter 3:
The Perils of Reikland
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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.
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
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An additional clue
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.
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.
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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
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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.
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
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.
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Chapter 4:
Removing the Finger
Episode 1
To Find the Murderer
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The Debrief
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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.
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
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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
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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 Coach
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II - Hengstfohlen
Appearance
History
Known Abilities
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