The Queen of Embers
The Queen of Embers
The Queen of Embers
This work was inspired, amongst other things, by: Tamurkhan: Throne of Chaos, The Forges of Nuln,
Bioshock Infinite, The Dark Knight Returns, Lone Wolf and Cub, Sigmars Heirs
This is a completely unofficial, fan-written adventure for Warhammer Fantasy Roleplay 2nd Edition.
All relevant trademarks and copyrights are used without permission and in no way intended to challenge
their ownership by Fantasy Flight Games and Games Workshop.
Warhammer Fantasy Roleplay Games Workshop Limited 1986, 2005. This edition Games Workshop
Limited 2012. Games Workshop, Warhammer, Warhammer Fantasy Roleplay, the foregoing marks
respective logos and all associated marks, logos, places, names, creatures, races and race
insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products
and illustrations from the Warhammer World and Warhammer Fantasy Roleplay game setting are either ,
TM and/or Games Workshop Ltd 1986-2014, variably registered in the UK and other countries around the
world. This edition published under license to Fantasy Flight Publishing Inc. Fantasy Flight Games and the
FFG logos are trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.
Introduction
The Queen of Embers is a Warhammer Fantasy
Roleplay adventure for player characters well into
their second careers. All the information necessary to
run this adventure is provided, but for the best
possible play experience it is recommended that in
addition to the WFRP Core rulebook you also have
access to Tome of Corruption and Forges of Nuln.
Background
Life in the Empire can a harsh and unforgiving
existence and many people seek solace in superstition
and old beliefs to find a sense of security and control.
Superstitious folk all over the Empire turn to odd
beliefs and rituals to appease the gods and secure
continued good fortune every day. Most of these
superstitions are ancient and their origins lost to the
ages, yet people observe them without question.
shielded the young man and gave him new breath. She
made him the Fireborn.
Adventure Synopsis
XIII
The first attempt by the Guiding Hand to build a land
ship ended in a disaster. The experimental steam
engine didnt fire up properly and a young apprentice
was sent to find out what the problem was. Without
warning the malfunctioning machine exploded in a
fiery blast that killed a dozen men.
Timeline
Sometime During
the Age of Three Emperors
Storm of Chaos
Themes
*see Chapter II
The Sootstained Prophet starts gaining
followers who call themselves XIII.
This Geheimnistag
Awarding Experience
The PCs are expected to gain around 150 to 250
experience points per chapter. Grant higher amounts
if they complete side plots and always award good
roleplaying.
*see Chapter IV
Adventure begins with Chapter I
Chapter I
The adventure begins in Nuln on Geheimnisnacht, the
Night of Mystery. Like Hexensnacht Geheimnisnacht
sees the twin moons Morrslieb and Mannslieb full on
the night sky and the veil between worlds grows thin.
It is a night of magic and dark powers when no-one in
their right mind ventures out.
The PCs stand and wait with the Lamplighter they are
to escort tonight, Amadeus Lichtmann (for stats see p.
87). They have been assigned a district in Shantytown
and will be paid 5 gc each after sunrise. Their job is to
escort Amadeus and make sure all street lights are lit
all through the night.
Gunpowder Square
The Priest moves on to the next group and the PCs are
sent on their way.
10
Shantytown
11
The Orphanage
On the far side of the PCs appointed district lies a
small orphanage run the Cult of Manann. For several
years, Annyke Buuren - an elderly Temple Guard - has
been running an orphanage for children who have lost
their parents to the Reik. However, years on the river
and the unsavory conditions of Shantytown have left
her with chronic Weevil Cough and deteriorating
health.
12
13
Kill them!
Once the fight is over, Dazhia urges the PCs to stop the
fake Priest before he can get away with the children. If
some of them are heavily wounded, she gives them a
Healing Draught. A couple Kislevite Labourers join
them, if you think the PCs need a helping hand.
Kislev Town
A small part of Shantytown is populated by the
Kislevite immigrants living in Nuln. It is called Kislev
Town and most of the Kislevites who live there are
labourers and their families. Dazhia the Wise Woman
is their de facto leader. The shanties and wooden
sheds that make up Kislev Town have a distinct
northern feel to them with skilled woodwork and bear
motifs clearly at display.
But enter they must. The Hags cabin lies at the end of
the street. As they approach, the PCs feel eyes upon
them and hear something akin to soft drumming. A
faded cloth serves as a makeshift door. The small hut
is lit by a single candle. A motley collection of herbs,
jars, and charms litters the place and the air is heavy
with strong aromas. Dazhia (see p.87) sits by the
candle softly banging a witch drum (to keep evil spirits
14
Reik Lionfish
The Reik Lionfish is a rare venomous fish that lives
in the Reik. Venomous spines that protrude from
the body, similar to a mane, give it the name
lionfish. It is known to sneak aboard river boats
with bilge water and sting crew members.
The Reik Lionfish is also a nickname for a
mysterious criminal organization operating all along
the Reik. It has no official name, and the Reik
Lionfish name comes from the black silhouette it
sometimes brands cargo with.
Action!
Here are a few options to make the fight more
memorable:
Once the fight is over, all the Thugs as well as the PCs
are escorted to the nearest Watch station. This takes
us straight to Chapter II.
15
Chapter II
This chapter picks up right where the first one ended.
It is already past sunrise and the PCs are being
questioned about last nights events at the City Watch
station. They have been held here for hours as one
clerk after another comes to ask them the same
questions over and over again. They are not suspected
of anything, probably, but should be feeling suitably
tired, hungry, bored, and frustrated.
Breakfast
16
Industrielplatz
Industrielplatz is the most important part of
Faulestadt. The foundries and forges that feed the
Imperial Gunnery School are located there.
Furthermore, there are several smaller artillery
workshops. No place in Nuln has as high casualty rates
as Industrielplatz, including the City Watch.
Eventually, their investigation brings the PCs here and
that is when they see the following. An Agitator stands
on top of a barrel of gunpowder and preaches
animatedly to a small crowd. He has couple partners
handing out pamphlets. The message of the speech is
the same as in the pamphlets: Join XIII. Join the
th
revolution. Rally behind the 13 Runefang as he
liberates the workers from their ghastly working
conditions and cuts the chains merchants use to
shackle them with. The pamphlet is signed XIII and the
Agitator and his mates have painted XIII on their
foreheads with gunpowder or oil.
If the PCs ask what is going on, they are told that these
men are followers of someone called the Sootstained
Prophet. The prophet survived some kind of a horrible
accident and has been demanding better workers
rights ever since.
After this scene, there are a few options open for the
PCs. They can approach the Dung Collectors, or they
17
XIII
Whether the PCs get here via the Dung Collectors or
the Tileans, it is time for the characters to meet one of
the most important NPCs of this story. Finding XIII and
their leader is easier said than done. Holt and
Corlusbeni both point them to the direction of the
Geldman & Zachs Foundry. XIII are known to spread
their propaganda around such large foundries. Make
the characters work for finding XIII and reward clever
roleplaying. For example, they could:
The Tileans
18
th
The Plan
The compound is in Industrielplatz and it is one of the
places where the Saltpeter Men make saltpeter. Their
leader is one Gregor Kohlhausen, a Bright WizardAlchemist (the Saltpeter Men employ a few
Pyromancers to invent more efficient methods of
creating gunpowder). There are supposed to be
around half a dozen Saltpeter Men and a handful of
labourers. The prisoners are kept in the main building.
Besides the Fireborn and Eilhardt only a handful of
revolutionaries take part in the operation (most are
not suited for this kind of action yet).
19
The Compound
In case the PCs get into too much trouble there are
always revolutionaries around to come to their aid. If
an opportunity presents itself, have the Prophet save
one of the PCs (but dont force it).
20
The Ferryman
1 Walled workshop with barrels, furnaces, cauldrons
and tubs for boiling and leaching
21
The Ritual
The characters have to descend a short flight of
broken, overgrown stairs to get to the bottom of the
pool. Branches and roots form a canopy over the pool
making it look like a cavern. A light source is needed to
explore the area. Anyone with Sixth Sense or
Witchsight (dhar is strong here) has a very bad feeling
about the place.
The walls are covered with esoteric sigils drawn in
blood and hexagrammatical equations the PCs have no
way of interpreting (Wizards and Engineers recognize
them as mathematical equations with magical
significance). A magical circle has been burned on the
22
Bhakrak has been hiding in Nuln for almost two years now.
He has found the city fertile ground for experiments in
daemonsmithing. Visions revealed to him during his
meditations on the true nature of fire and darkness
revealed the Great Equation to him. However, he soon
discovered it was too complicated and he needed help.
The men of the Guiding Hand were in trouble. They wanted
to build a more powerful, more efficient version of the
iconic steam tank. Their answer was the Marienburg class
Land Ship a ship moving on wheels, powered by a steam
engine. The war in the North ended before they could
finish the project. Soon they found themselves with
unfinished land ships no one wanted. And they couldnt
even get them to work.
23
College of Engineering
Classrooms
An open gallery with catwalks and balconies that rises
from the ground floor to the roof is where all the work
and classes take place. A place that once was a
beehive of activity now has small groups of students
scattered here and there. Besides the common halls,
the mathematics department has several smaller halls
and classrooms. Most of these are what youd expect.
There is a lecture or two in progress.
24
25
Decisions, Decisions
26
Chapter III
After the hectic events of earlier chapters, the
characters now have a chance to catch their breath.
This is a good chance for you to introduce some
interesting NPCs and locations. This is also a good time
to insert a short scenario or two if you want. Use this
interlude to make Nuln feel alive and give the
characters a reason to care about the fate of the city
and its inhabitants. It will pay off in later chapters.
Rumourmongering
27
The Iron Tower rises from the center of the River Reik
black and menacing. It is a prison traditionally used by
Witch Hunters, but has recently served the Saltpeter
Men. Chilling rumors of torture abound.
If the PCs persist, the encounter will most likely come
to blows unless the Saltpeter Men are severely
outnumbered. Make sure the characters face the
consequences of their actions later. They might find
the vendor - or his family - gone the next day.
Further Investigations
Previous chapters may have left some loose ends the
characters may want to look into.
Suddenly, two men in black tunics and hooded cloaks Saltpeter Men - push through the crowd. They stop at
a street vendors stand and demand to know his
name. People look very uncomfortable; avoid looking
at the Saltpeter Men, and try to leave on the sly. The
vendor has a look of absolute terror on his face as the
men drag him away.
28
Each tower has a great bell on the third floor. The bells
are rung only on Hexensnacht and Geheimnisnacht
and during great emergencies to ward off evil spirits
and protect the city and its inhabitants. Honorary
guard of four Bell-Keepers mans the towers at all
times. In addition, each tower serves as a Watch
station for the city guard. This means there are
1d10+2 Watchmen present at any time. The BellKeepers are elite soldiers handpicked for the duty by
the High Constable.
Master Hexenstern
Perhaps the characters want to take a closer look at
the court Wizard who hired them. You should
encourage this, especially if there is a PC Wizard in
your group and you want to use Hexenstern as a side
plot.
29
30
The Look
31
the boiler. On the plus side, they can sleep on the ship
and save on coaching inn costs
Road to Wissenburg
32
The PCs have to help the Captain steer the ship (an
exercise in luck and finesse to avoid tipping it over).
Urgrim needs help from a character with suitable skills
to prevent the boiler from blowing up. The heavy
blunderbuss at the front needs to be manned. And, of
course, the characters can attack from the deck. If the
Zealots are around, they can be more trouble than
help. Make the battle as cinematic as possible, a wild
ride from one dangerous situation to another.
33
Chapter IV
Wissenburg is the provincial capital of Wissenland. It is
a bustling town of 9000 people governed by the town
council. For an excellent source on Wissenburg and
Wissenland please see Wissenland: Under Nulns
Shadow by Alfred Nuez Jr.
Imperial Politics
Once you feel the PCs are ready to proceed with the
main plot, Rosalia summons them to the mansion. She
is almost done with her tasks here, but there is one
final hurdle to cross. Wissenburg town council needs
to vote on certain edicts (Dont ask, its all very
technical) and she has secured the needed votes
except for one. Baron Oswald von Brunkhorst has
agreed in principle but being the shrewd barrister she
is Rosalia wants to see his seal on the agreement. She
34
The Murderer
Contrary to what the characters might expect,
the Assassin is not present when the party
starts. For years now, Oswald von Brunkhorst
has been an avid collector of pornographic
woodcuts - especially ones featuring Countess
von Liebwitz. It is illegal to produce and own
such images. So, naturally a small but active
underground market has sprung up. One mans skill
engraving these graphic images is superior blockcutter Hugo Haefner of Wissenburg (see p.102).
Despite being rheumatic and half-blind, the elderly
artisan still designs and carves images.
1 Stables
2 Servants quarters
3 The garden. A fountain made of Tilean marble
dominates the scenery. The guests are free to
mingle among red decorative lanterns.
4 Well
5 Pantry
6 Kitchen
7 Vestibule. Everyone is expected to leave to their
weapons here.
9 Stairs to 2 floor.
10 Stairs to the wine cellar.
11 The great hall. This is where the guests mingle,
dance and eat. A door leads into the garden.
12 Servants entrance
13 The wine cellar
35
Vladimir Tyudor, the Ice King of Kislev This selftitled ice trader could attend the party. For more on
him see The Ice King of Kislev by this author.
Something Blue
These guests are wearing something blue and bound
to attract the PCs attention.
Notable Guests
Angelica Rhomberg The buxom redhead wearing a
blue gown is Angelica Rhomberg, daughter of a local
Burgher, and a Cultist of Slaanesh (see p.102). Baron
von Brunkhorsts party presents a great opportunity
for her. She is aware that the Baron is a connoisseur of
pornographic images and seems like a prime recruit
for their cult - Keepers of the Velvet Throne. Angelica is
here to indulge in hedonistic pleasures (and entice
others), approach suitable new recruits, and see von
Brunkhorsts collection.
36
37
Rosalia
38
Hide-and-seek
39
We Are Being
Railroaded! Again!
A bit begrudgingly Thyrus
Thornroot asks the
characters to investigate the
conspiracy. It seems he
doesnt like having to trust
adventurers (Hes lying. He
is happy to employ such
disposable assets.). Your
players should feel like they
have a choice here. They
can negotiate their terms
(ask for a Haggle Test).
Thyrus Thornroot is
prepared to promise them a
generous reward - money,
houses, titles (He has no
intention of delivering on
his promise.) He even
agrees to an advance
payment.
40
41
Chapter V
This chapter sees our heroes track down Eberhardtus
Hagen and the tome The Esoteric History of Nuln and
Wissenland. The challenge is a zealous Verenean
Investigator has been wreaking havoc across
Wissenland recently. Right now, he is terrorizing Scroll
Quarter. And it just so happens that is where Hagens
bookstore is located.
Protection Racket
It is beyond the scope of this adventure, but
here is a good opportunity to expand the Reik
Lionfish side plot. Especially, if the Assassin
escaped in Chapter IV and/or you are using
Captain Glaubrechts side plot. Joanna Grentz
has a friend with connections to the
underbelly of Wissenburg.
42
Cordon Sanitaire
The town councils reaction to the atrocities
committed in Verenas name is to do nothing. The cult
of Verena is very influential in Nuln and Wissenland.
Moreover, several high-ranking Sigmarites feel
Sagebrechts zealous actions serve as a cautionary
example - a reminder of the corrupting influence of
the enemy within. This has left the council too divided
to reach any kind of resolution. They ordered a cordon
sanitaire around the district and hope for the problem
to go away on its own.
43
44
Rooftop Chase!
Jonas Lochner flees across the rooftops being chased
by the PCs being chased by the Zealots. Ask for Agility
and Scale Sheer Surface Tests. A failed Agility Test
asks for another Agility Test or the PC finds herself
hanging of an edge. However, keep the chase
narrative instead of a test-fest. Ask tests at dramatic
moments like jumping from one rooftop to another, or
to Dodge an attack from a Zealot breathing down their
neck. Once the Zealots have dramatically failed their
rolls, or the PCs collectively get more degrees of
success for three rounds in a row, they escape.
Concentrate on keeping the chase exciting and
cinematic.
Chase
This scene is a frantic chase to the Idle Crown. The
Zealots are not exactly sure where it is and navigating
the labyrinthine streets of Scroll Quarter gets easily
confusing. This should be a tense encounter of trying
to avoid the Zealots while at the same time staying
close enough to learn where they are going. Make it
an Opposed Navigation Test between the PCs and the
Zealots. Shouts and footsteps echo in the narrow
streets. It is possible to go to the roof level. A couple
Agility Tests are required to get to the Idle Crown
safely, but reduces the chance of running into the
Zealots. Clever characters can isolate and pick the
Zealots of one by one.
Once the PCs arrive at the Idle Crown they see another
group of three Zealots rushing in from the opposite
direction. If they arrive before the original Zealot
group, they have 4 Rounds before this new group
reaches the tavern. Getting Jonas Lochners location
from the proprietor quickly requires a successful use
of a suitable skill, or forcing the man to show them. He
is an elderly chap and prone to faltering in the stairs.
45
are caught, they get a beating and are taken to see the
Verenean Investigator.
But the horror does not stop there. The same day the
PCs enter Scroll Quarter Luther Sagebrecht makes
46
47
48
The PCs have to fight their way out and find a way to
get to the barge. The initial attack is the number of
PCs + 4 Zealots. The Knights fight to the last. A
dramatic option here is to have the younger Knight
turn on his mentor and join the Zealots in the fight,
unless the PCs did something to make this option
implausible earlier. The younger Knight may even
sacrifice himself to give them enough time to escape,
if the PCs helped him to reaffirm his faith.
To the Barge!
Wherever you decided to place The Esoteric History of
Nuln and Wissenland and however the PCs end up
getting their hands on it, an escape to the river barge
is a viable, climactic end to this chapter (another
option is to try to make it through the blockade). This
The Age of Three Emperors was a tumultuous time in the history of Sigmars great Empire. And it was not any less so for Nuln and
Wissenland. One of the less known incidents from that era is a story about a Slaaneshi Daemon-Queen called Pyrenzhia. Records of this
event have been eradicated with such fervor that only a few diary entries and allusive pieces of art remain. From these scarce and obscure
sources the author has been able to deduce the following.
Richter Kless states in his seminal work Liber Chaotica that most daemons of Slaanesh are born as an embodiment of a particular
emotion. In Pyrenzhias case this emotion is believed to be unrequited love a peculiar emotion to be associated with the god of pleasure. It
has been suggested that Pyrenzhias attempt to conquer Nuln was motivated by her desire to prove her love for her ruinous master.
Indeed, Pyrenzhia led a horde of warriors, lesser daemons and Chaos Dwarfs down from the Black Mountains to Wissenland and all
the way to the gates of Nuln. According to some sources they, especially the Chaos Dwarfs, believed Nuln to be a sacred nexus of magical
energies associated with fire (this would certainly explain Nulns position as the gunpowder capital of the Empire).
The great library of Nuln displays a painting that is said to be from the Age of Three Emperors and believed to picture the Elector
Count of Wissenland slaying a Daemon of Slaanesh with his Runefang Blood Bringer. Even though the original story has been
suppressed, the painting reveals the truth - Pyrenzhia was defeated. The Runefang banished her back to the Realm of Chaos.
Disgusted and disappointed, Slaanesh punished Pyrenzhia by banishing her beyond the stars where she was imprisoned by powerful
hexagrammatic equations of dark magic. Every time Morrslieb is full, she is allowed a brief glimpse at Nuln to remind her of her failure.
49
Chapter VI
Horngarten is a small village by a river and a
surprisingly lively settlement for its size. This is
because it is situated along an important trade route.
The route is still used although less frequently than
before.
Horngarten
There is a Riverwarden vessel docked at the river lock.
As the PCs pass by the Riverwardens commit a search
on a traders cargo. The trader protests loudly as the
men go through his wares. The PCs also notice a group
of Ostlander refugees huddled around a well. Tents
and moldy mattresses is all they have.
50
Emil Gruden
The Pedlar
Emil Gruden took the job and distilled the patch. The
fake vodka was loaded aboard the river barge Red
Herring and taken to Nuln. Gruden had a couple of
bottles of poison free vodka left so, satisfied with a job
well done, Emil and his two friends went to the still
and got drunk. They passed out and something went
wrong. The still caught fire and started the forest fire.
The men got out, but were captured by the Elves.
So, Emil has been missing since the fire. Being the
village Apothecary, he is a well-known and respected
figure in the village. All villagers can point the PCs to
51
BAAAAAAAAA!!!
52
If the PCs dont talk to the Elves they can either try to
follow them into the forest or look for the hut (only
ruins remain). In both cases, they are captured by a
group of 5 Elves and 2 Dryads shortly after entering
the forest. Then, they are taken to the same clearing.
Crimson Martyrs
53
Mercenary Camp
54
The Resolution
There is a strong chance this chapter ends with a
climactic fight between Men and Elves. The PCs have
several options open to them.
After meeting both parties, they can choose to
side with either group - the Elves or the Crimson
Martyrs.
55
56
57
Interrogation
This is a floating scene you should seek to insert
somewhere between Chapters V VII after the PCs
have completed two or three of those chapters. The
scene can take place in any coaching inn or tavern in
Wissenland where the PCs stop to rest and spend the
night.
The scene ends with the PCs aware that Thyrus is now
their enemy. If they for some reason think that Nuln
and the Countess are their enemies as well, use the
Shadowmancer Samael Mortengeist to correct them.
Nuln is still very much in need of rescuing.
58
Chapter VII
This chapter is a rather straightforward affair. The PCs
arrive at the Bruder Lehmann salt mine to find Nulner
soldiers surrounding it. The PCs have to find a way
inside the mine, locate Bruder Lehmann, and find out
why he had Rosalia Schultz killed. They will also
encounter a Chaos Dwarf Daemonsmith inside the
mine.
Let the PCs take charge of the situation (if they dont,
Captain Tannfelder will). A heated discussion follows.
The Saltpeter Men want to use the Land Ship to
When the Emmanuelle rolls in sight, soldiers motion
breach the palisades and enter the mine. Captain
the Land Ship to stop. They seem tense and suspicious
Glaubrecht will have none of that. Involve the players,
about the vehicle. They havent
let them offer solutions. Force
seen anything like it and
Wanted
them to calm down Captain
suspect reinforcements for the
Glaubrecht.
If you have used the Interrogation floating
mine. As the Emmanuelle
scene by the time the PCs get here, they
stops, Captain Tannfelder (see
Solution to this situation is tied
are
now
wanted
by
the
authorities.
p. 116) exits his tent and comes
directly to how the PCs want to
However, word hasnt reached these
to greet them. He is sporting a
get into the mine. They can side
Saltpeter
Men
yet.
If
you
feel
it
adds
to
the
with the Saltpeter Men and
brand new eye patch.
drama, they get the word when the PCs
convince Captain Tannfelder to
are down in the mine and confront them
Situation Report
attack the Wissenlanders. The
as the PCs return to the surface.
Land Ship can be used to breach
The Captain brings the PCs up
the palisades. Or, they can side
to speed. He invites them to his
with the Captain and find a less violent solution. The
59
1 - Lehmanns Dwelling
Servants dash back and forth throwing their
belongings and valuables into large trunks. It is not
immediately apparent whether they are packing the
items or stealing them. Talking to them reveals that
drunken Lehmann came to see the servants after
dinner and announced it is all over. It wasnt clear
what he meant, but it was obvious he had given up on
something. The man was drunk, incoherent, and
seemed like he had lost all hope. His Steward told the
servants to start packing.
60
He was paid by the
City of Nuln for providing building
materials for the six bell towers.
He has been in
close collaboration with
Merchants Geldman, Zachs, and
Lintz of Nuln.
He is in dire straits
financially because of a failed
business venture. The Merchants
were building four Land Ships but
didnt manage to finish them.
2 - Servants Quarters
Very little of interest to the PCs.
The Servants are all packing to
leave.
3 - Temple of Handrich
A small, round chamber with an
arching roof. Two braziers light the room, one by the
door and another by the altar. A statue of Handrich
stands against the back wall. It depicts the God of
Trade as a contented and jovial figure with a friendly
expression holding a purse in left hand while the right
is held up with two fingers crossed. There is a small
pool at the center of the room.
61
4 - Miners Quarters
Two rows of dirty, lice ridden cots. Three miners
sleeping. Pisspots in the corner. A chest lies at the feet
of every cot. Rummaging through the miners personal
belongings nets them personal belongings, letters
from home and 54 s.
5 - Small Shrine
A small, shallow chamber that looks like it has served
as sort of an impromptu shrine. Dozens of candles
light the chamber. The walls are covered with a relief
much like the one in the dining room except this one
doesnt feature Sigmar. Instead, it pictures flaming
comets falling from the sky and Nuln in flames. In the
middle of the chamber is a three feet tall statue of
Emmanuelle von Liebwitz. She is definitely
recognizable. The statue stands in a bed of embers.
The flickering candle light makes shadows dance
across the relief. To anyone looking at it for more than
a Round it seems like a shadow of a feminine figure
62
6 - Sleeping Quarters
This shadow-creature is an Ashbringer (see p.116). It
takes a step forward and picks up the ends of the
fuses. Its every move is seduction in motion. It winks
at the PCs and kisses the fuses, which ignite
immediately. Right at that moment another
Ashbringer rises from one characters shadow. If a PC
had an affair with Rosalia Schultz, then it is that PC.
The Daemonette leans in and whispers a lovers pet
name shared between the pair alone in her voice.
7 - Lower Levels
63
64
Chapter VIII
This chapter concludes The Queen of Embers. Ending is
often the most challenging part of a story to tell. It is
also the part that requires the most preparation and
work from the Gamemaster. Indeed, at this point
there are several open threads for the PCs to follow
depending how extensively they investigated the clues
from Rosalia Schultzs notes. What is more, there can
be side plots and personal narrative arcs that need to
be resolved. You have to find a way to tie all these
together into a cohesive and satisfying climax.
65
Wanted
66
What Next?
Master Hexenstern
67
Here is what the two men have been able to find out:
The six bell towers functions as geomantic relays for
dark magical energies. They syphon dhar to the
Palace and it seems they are connected to the waxing
Morrslieb. When Morrslieb is full something happens
in the Palace. Destroying the towers probably
weakens this event, but wont stop it from
transpiring.
68
Viktor Geldmans mansion is one of the most wellknown and everyone can point the PCs in the right
direction. The house is one-story stone building
surrounded by a six foot wall. All the windows and
doors are locked, even during daylight hours. A
wooden gate leads to the grounds. Normally, pulling a
cord to ring a bell would fetch a servant to the gate.
Now - a thuggish man dressed in a dark grey tabard
comes and opens a peephole. Giving him the Ponzi
password gets them in. Otherwise, they have to come
up with a ruse of some kind.
There are many reasons for the PCs to come here and
there are several ways they can approach this scene.
Maybe they are looking for answers. Maybe they want
to settle the Captain Glaubrecht subplot. Maybe they
want revenge for Rosalia. Maybe they want to know
69
XIII
The revolutionaries are still holed up in the same,
ruined Geldman & Zachs foundry. However, now the
authorities and the Saltpeter Men know where they
are. Why dont they just barge in and arrest
everybody? The official reason is XIIIs numbers have
grown dramatically and it would take a lot of
manpower. Furthermore, it is easier to keep an eye on
them while they are in a known location above
ground. The truth is Thyrus Thornroot wants XIII to
launch their revolution.
70
The Endgame
This is it, the conclusion to The Queen of Embers.
Again, this is the finale of your version of this
adventure and you have to bring it to a conclusion
your players find satisfying. What follows is a
framework for how the climactic events transpire. Use
it as a guideline and inspiration to mold the ending
according to your groups needs and wishes.
71
Finding Allies
XIII
If the PCs approached the Sootstained Prophet and
provided him the heads of the Guiding Hand he agrees
to help them. The revolutionaries can offer
gunpowder kegs and/or directly attack a bell tower.
72
Amadeus Lichtmann
The PCs can approach him and convince him (with
good roleplaying) to turn on his fellow Bell-Keepers.
Amadeus can be useful in many ways. He can provide
information. He can let them in secretly. He can set up
explosives (but does not have the necessary skill). Or
he can join them in the fight. Characters with loose
morals could even provide him with poison to slip into
the Bell-Keepers food (This requires serious
convincing or threats, as it is against Amadeus nature
and morals).
Aleksandra Koriakovna
If the PCs saved the orphans in Chapter I and met the
Ice Witch afterwards, she can be convinced to help
them. She can provide them with Kislevite Soldiers (if
necessary, use Sell-Sword stats WFRP p.235).
Aleksandra herself will be in the Palace so she can
maybe let them into the Palace or show them a
shortcut to the Ballroom etc. Asking Aleksandra to
warn the Countess is a good idea. If the players come
up with it, then tell them during the Finale that
Emmanuelle didnt drink the poisoned alcohol because
of her warning.
73
d100
Roll
1 - 15
16 - 35
36 - 65
74
Combat Result
Ally takes 50 % Damage.
-20 to roll next round.
Ally takes 35 % Damage,
and deals 10 % Damage.
-10 to roll next round.
Ally deals 25 % Damage.
66 - 85
86 - 100
XIII
XIII are a seething mass of angry, torch wielding
th
workers. Several banners featuring XIII and 13
Runefang imagery are carried up front. Many carry
signs declaring the downfall of the upper classes and
the liberation of the common man. Almost every
revolutionary has XIII drawn with gunpowder or ash
somewhere on his or her body. They are armed with
swords, maces, clubs, and cudgels. Few carry pistols or
blunderbusses. The Sootstained Prophet is nowhere to
be seen. His right hand man, the Agitator Eustasius
Eilhardt, leads the mob.
75
The Palace
Nuln is in chaos. People are dying on the streets. And
what do the wealthy and powerful do? They dance, of
course!
76
The Ballroom
The ballroom is most likely the most luxurious, lavishly
decorated room the PCs have ever laid eyes upon.
Huge chandeliers light up the room. Beautiful
tapestries decorate the walls. Long tables bend with
exotic dishes.
77
The PCs can fight the Saltpeter Men (see p.94), but
keep in mind they are moments away from the final
boss fight. If you feel they should save their strength
have a NPC or a group of guards deal with the
Saltpeter Men. Alternatively, the battle - suddenly and
violently - spills from the halls into the ballroom and
carries the Saltpeter Men away.
The Finale
78
Pyrenzhia comes.
Pyrenzhia Comes
th
79
th
These two things are your meters on how the PCs are
doing. The Countess is being possessed by Pyrenzhia
and the degree of change indicates the DaemonQueens progress. Simultaneously, how far the
Countess is in unfastening the Runefang indicates the
PCs success in helping the Countess resist the
possession.
80
Ashbringers / Profile
Ashbringers / Instability
0-2
3-5
Normal Profile
+2 Wounds
Normal Instability
From Magical
Weapons only
6
+2 Wounds
+1 Attack
From Runefang only
Pyrenzhias
porcelain
Pyrenzhia / Instability
From Runefang only From Runefang only
No Instability
white skin is
Time to Corrupt the Countess
16 Rounds
12 Rounds
8 Rounds
adorned with
barely visible
+ 1 to Casting Roll
+2 to Casting Roll
+3 to Casting Roll
Spellcasting
+1 Chaos Dice*
+1 Chaos Dice
+2 Chaos Dice
ash-grey sigils
(* Roll an additional 1d10 that does not count to
of foulest blasphemy. A veil composed of small
Casting Roll, but does count for the purpose of
oxidized keys to peoples hearts and desires covers the
Tzeentchs Curse.)
lower part of her face. Above the veil almond eyes
glow like embers. Her hair, black as soot and tied in
Option 2: Pyrenzhia Possesses Emmanuelle
braids, cascades all the way down to her thighs. Long,
gleaming black horns curve back and jingle with
This is a combat version of the previous scene.
festooned jewelry and Slaaneshi symbols. Her silk
Wounded by the Sootstained Prophet, the Countess
gown is revealing and the deepest shade of purple.
flees deeper into the garden. Her wound is not deadly,
Pyrenzhias left hand is a gleaming black pincer while
but she is bleeding heavily. As she disappears into the
th
her right hand either holds the 13 Runefang or
garden, the Sootstained Prophet follows her.
crackles with magical energies.
Pyrenzhia talks through the Prophet and possesses the
Countess.
Where is the Countess Runefang? You have two
Pyrenzhia / Profile
Normal Profile
+4 Wounds
+6 Wounds, +1 Attack
81
82
Victory is Ours!
The idea here is that the PCs carry the Countess out
the Palace through the crowded streets and to the
Temple of Shallya where the High Priestess (with the
help of any healer PCs) saves her. Inside the Palace,
the fight still rages on and no-one pays any attention
to the rescue party. Inventive PCs may think of getting
the Palace guard to escort them. This is fine, just dont
let them dump the Countess on the guard and be
done with it.
Instead, the PCs exit the Palace and enter the streets.
Because of all the fireworks, burning buildings and
gunpowder the air is full of falling ash and coiling
smoke. Shouts and screams echo down the streets
filled with bodies, broken XIII signs, torn banners, and
pooling blood. Nuln military is getting an upper hand
and pressing the revolutionaries out of the Altestadt.
The revolutionaries are clearly caught fighting a losing
battle.
83
Aftermath
84
Rewards
The official version of the events is that the characters
saved the Countess from the revolutionaries and
carried her wounded to the Temple of Shallya. The
attempt to poison the court is put solely on Thyrus
Thornroot. The Saltpeter Men are dismantled and
their duties incorporated into the Gunnery School.
Every detail about Pyrenzhia is kept secret and the PCs
are sworn to secrecy on pain of death.
Publicly, the PCs are celebrated saviours of the
Countess. They are invited to parties and celebrated as
heroes, until someone else comes along to catch the
nobles fancy. They are rewarded with the sootstained
townhouse of one of the dead Guiding Hand
members. The character that got The Look in Chapter
III may end up having a very short, very secret fling
with the Countess.
Finally, to immortalise the characters bravery and
Nulns gratitude, their names are etched on a newly
cast cannon. A year later, on the next Hexensnacht,
the cannon lies abandoned and rusting on some
forgotten battleground, its crew killed in a horrible
misfire. Cold wind sweeps snow from the engraved
plaque, revealing the characters names. In the night
sky, high above the forlorn battle site, the Eye of the
Spinster opens, glowing like an ember
Experience
Award the PCs with 200 XP and 1 Fate Point for
defeating Pyrenzhia and saving the Countess.
- The End -
85
Dramatis Personae
86
Chapter I
Amadeus Lichtmann
Career: Lamplighter
Race: Human
Main profile
Main profile
WS
BS
30 26 32 30
Secondary Profile
A
W SB TB
1
12 3
3
Ag
Int
WP
Fel
WS
35
28
30
31
M
4
Mag
0
IP
0
FP
0
25 25 25 30
Secondary Profile
A
W SB TB
1
12 2
3
BS
Ag
Int
WP
Fel
30
40
35
36
M
3
Mag
0
IP
0
FP
0
Talents: Savvy
Armour: None
Armour points: Head 0, Arms 0, Body 0, Legs 0
Weapons: None
87
Thugs
Career: Thug
Race: Human
Main profile
Main profile
WS
BS
35 30 43 35
Secondary Profile
A
W SB TB
1
12 4
3
Ag
Int
WP
Fel
WS
32
26
35
29
M
4
Mag
0
IP
0
FP
0
40 35 43 35
Secondary Profile
A
W SB TB
1
13 4
3
BS
Ag
Int
WP
Fel
38
35
35
31
M
4
Mag
0
IP
0
FP
0
Armour: Robes
Armour points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Dagger
88
Balthanyir
Career: Corsair (Reik Lionfish)
Race: Dark Elf
Main profile
WS
BS
45 44 35 31
Secondary Profile
A
W SB TB
2
13 3
3
Ag
Int
WP
Fel
48
33
36
30
M
5
Mag
0
IP
0
FP
0
89
Chapter II
by himself during a particularly heavy period of
fighting.
Tychonus Hexenstern
Career: Master Wizard (Astromancer)
Race: Human
Main profile
WS
BS
30 33 31 40
Secondary Profile
A
W SB TB
1
14 3
4
Ag
Int
WP
Fel
46
58
72
45
M
4
Mag
3
IP
0
FP
0
Armour: None
Armour points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Dagger, Staff (SB-2, Defensive, Pummeling)
Trappings: Grimoire, Scrolls, Chosen Ingredients
(Tuning Fork, Star Chart), Purse with 40 gc, Writing Kit,
Best Quality Robes, Astrologers Guild of Mordheim
Amulet, Small Spyglass, Tower-Observatory in Nuln
90
Dung Collectors
Tilean Thugs
Career: Thug
Race: Human
Main profile
Main profile
WS
BS
28 26 28 40
Secondary Profile
A
W SB TB
1
12 2
4
Ag
Int
WP
Fel
WS
31
26
28
24
M
4
Mag
0
IP
1
FP
0
35 30 43 35
Secondary Profile
A
W SB TB
1
12 4
3
BS
Ag
Int
WP
Fel
32
26
35
29
M
4
Mag
0
IP
0
FP
0
91
XIII Revolutionaries
Career: Racketeer
Race: Human (Tilean)
Career: Labourer
Race: Human
Main profile
Main profile
WS
BS
45 40 40 35
Secondary Profile
A
W SB TB
2
15
4
3
Ag
Int
WP
Fel
WS
BS
38
35
45
31
M
4
Mag
0
IP
0
FP
0
32 28 41 31
Secondary Profile
A
W SB TB
1
12 4
3
Ag
Int
WP
Fel
30
28
30
30
M
4
Mag
0
IP
0
FP
0
92
BS
55 45 35 50
Secondary Profile
A
W SB TB
2
16 3
5
Ag
Int
WP
Fel
50
48
40
50
M
4
Mag
0
IP
0
FP
1
93
BS
45 45 40 40
Secondary Profile
A
W SB TB
2
14 4
4
Ag
Int
WP
Fel
42
38
35
33
M
4
Mag
0
IP
0
FP
0
BS
30 30 29 35
Secondary Profile
A
W SB TB
1
14
2
3
Ag
Int
WP
Fel
41
45
48
32
M
4
Mag
2
IP
0
FP
0
Armour: None
Armour points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Dagger
94
Professor Hausdorff
Career: Professor of Mathematics (Scholar, exEngineer)
Race: Human (Mutant)
Main profile
WS
BS
23 22 29 25
Secondary Profile
A
W SB TB
1
11
2
2
Ag
Int
WP
Fel
30
65
50
38
M
4
Mag
0
IP
0
FP
0
95
Chapter III
Aleksandra Korikovna
Marienne Mithaliel
Career: Envoy
Race: Elf
Main profile
Main profile
WS
BS
35 30 31 45
Secondary Profile
A
W SB TB
1
15 3
4
Ag
Int
WP
Fel
WS
42
58
70
50
M
4
Mag
3
IP
0
FP
0
37 42 33 26
Secondary Profile
A
W SB TB
1
13 3
2
BS
Ag
Int
WP
Fel
45
45
40
38
M
5
Mag
0
IP
0
FP
0
96
BS
50 42 40 40
Secondary Profile
A
W SB TB
2
16 4
4
Ag
Int
WP
Fel
42
38
38
46
M
4
Mag
0
IP
0
FP
0
Urgrim Fireforge
Career: Engineer (ex-Miner)
Race: Dwarf
Main profile
WS
BS
49 53 38 46
Secondary Profile
A
W SB TB
1
17 3
4
Ag
Int
WP
Fel
20
48
35
21
M
3
Mag
0
IP
0
FP
0
97
Hrug
Career: Mercenary
Race: Ogre
Main profile
WS
BS
35 29 47 45
Secondary Profile
A
W SB TB
3
24 4
4
Ag
Int
WP
Fel
24
24
35
20
M
6
Mag
0
IP
0
FP
0
98
The Emmanuelle
TB
100
There are two cabins; one in the aft castle and one in
the forecastle. The Captains cabin is located in the aft
castle. Wolfgangs room is in a perpetual state of
organized chaos. Tables are covered with road and
river maps. Lists of Toll-keepers and bribery sums are
nailed to the walls. There is also a rather extensive
collection of Tilean Red Wines (Wolfgang has a story
for each one). The other cabin is reserved for
passengers.
99
Kaboutermanneke
Sailors all over the Old World believe spirits
called Kaboutermannekes dwell in ships
figureheads. Kaboutermanneke is supposed
to guard the ship from sickness, rocks,
storms, and dangerous winds.
100
Chapter IV
Rosalia Schultz
Career: Barrister
Race: Human
Main profile
Main profile
WS
BS
26 24 26 29
Secondary Profile
A
W SB TB
1
12 2
2
Ag
Int
WP
Fel
WS
BS
36
46
46
42
M
4
Mag
0
IP
0
FP
0
40 31 31 29
Secondary Profile
A
W SB TB
1
11 3
2
Ag
Int
WP
Fel
34
39
40
45
M
4
Mag
0
IP
0
FP
0
Armour: None
Armour points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Dagger
Armour: None
Armour points: Head 0, Arms 0, Body 0, Legs 0
Weapons: None
101
Angelica Rhomberg
Hugo Haefner
Main profile
Main profile
WS
BS
28 26 26 30
Secondary Profile
A
W SB TB
1
11 2
3
Ag
Int
WP
Fel
WS
43
39
31
45
M
4
Mag
0
IP
2
FP
0
29 28 26 32
Secondary Profile
A
W SB TB
1
11 2
3
BS
Ag
Int
WP
Fel
32
33
36
27
M
3
Mag
0
IP
0
FP
0
102
Druchii Assassin
Career: Entertainer
Race: Human
Main profile
Main profile
WS
BS
29 39 26 30
Secondary Profile
A
W SB TB
1
11 2
3
Ag
Int
WP
Fel
WS
BS
36
33
28
36
M
4
Mag
0
IP
0
FP
0
55 54 40 36
Secondary Profile
A
W SB TB
2
16 4
3
Ag
Int
WP
Fel
58
38
36
30
M
5
Mag
0
IP
0
FP
0
103
Thyrus Thornroot
Career: Leader of the Saltpeter Men, Poisoner, Food
Taster
Race: Halfling
Main profile
WS
BS
37 49 31 45
Secondary Profile
A
W SB TB
2
16
3
4
Ag
Int
WP
Fel
61
57
55
52
M
4
Mag
0
IP
0
FP
0
104
Samael Mortengeist
Career: Journeyman Wizard (Shadowmancer)
Race: Human
Main profile
WS
BS
26 31 26 31
Secondary Profile
A
W SB TB
1
13 2
3
Ag
Int
WP
Fel
41
50
50
40
M
4
Mag
2
IP
0
FP
0
Special:
Arcane Mark - Flicker: Light seems uncomfortable in
the Shadowmancers presence. Candles flicker,
lanterns dim and fires burn low when he is around.
Armour: None
Armour points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Hand Weapon (Sword), Dagger,
Quarterstaff (SB-2, Defensive, Pummeling)
Trappings: Sturdy Common Quality Cloak and Robes,
Purse with 20 gc, Writing Kit, Notebook, Locket
Brunt of the fighting during the last conflict was done
in the North. But tendrils of war reach far and wide. A
covert war between Shadowmancers and Chaos
Cultists was fought as far South as Altdorf and Nuln.
For Samael Mortengeist the war was fought in the
hidden lairs and dark back alleys of Nuln and
Wissenburg against the agents of the Ruinous Powers.
After the war was over, he was invited, along with
other veterans, to the Grand Palace where the
Countess herself extended them the citys gratitude
for their sacrifice. For Samael that duty had been even
more personal.
105
Chapter V
Otto Vogel
Zealots
Career: Zealot
Race: Human
Main profile
Main profile
WS
BS
37 38 42 30
Secondary Profile
A
W SB TB
1
13 4
3
Ag
Int
WP
Fel
WS
36
32
40
27
M
4
Mag
0
IP
0
FP
0
35 35 40 42
Secondary Profile
A
W SB TB
1
13 4
4
BS
Ag
Int
WP
Fel
31
28
34
29
M
4
Mag
0
IP
2
FP
0
106
Jonas Lochner
Luther Sagebrecht
Career: Smuggler
Race: Human
Main profile
Main profile
WS
BS
31 44 30 30
Secondary Profile
A
W SB TB
1
13 3
3
Ag
Int
WP
Fel
WS
45
45
43
35
M
4
Mag
0
IP
0
FP
0
41 41 40 42
Secondary Profile
A
W SB TB
2
16 4
4
BS
Ag
Int
WP
Fel
51
63
49
49
M
4
Mag
0
IP
6
FP
0
107
Father Barthelm
Main profile
Main profile
WS
BS
44 41 34 38
Secondary Profile
A
W SB TB
1
15 3
3
Ag
Int
WP
Fel
WS
BS
38
47
58
54
M
4
Mag
1
IP
0
FP
0
57 41 42 45
Secondary Profile
A
W SB TB
2
14 4
4
Ag
Int
WP
Fel
43
34
41
43
M
4
Mag
0
IP
0
FP
0
108
Anton Louis
Career: Engineer
Race: Human (Bretonnian)
Main profile
WS
BS
23 22 29 25
Secondary Profile
A
W SB TB
1
11
2
2
Ag
Int
WP
Fel
30
31
38
30
M
4
Mag
0
IP
0
FP
0
109
Chapter VI
Kithband Warriors
Crazed Treeman
Race: Treeman
Main profile
Main profile
WS
BS
WS
S
40 54 31 34
Secondary Profile
A
W SB TB
1
12 3
3
Ag
Int
WP
Fel
48
41
41
28
M
5
Mag
0
IP
0
BS
81 33 64 72
Secondary Profile
A
W SB TB
4
32 6
7
FP
0
Ag
Int
WP
Fel
22
66
70
30
M
6
Mag
0
IP
0
FP
0
Special Rules:
Flammable: When a Treeman is hit with a firebased
attack, any Wounds suffered are doubled. This is
calculated after any deductions for Toughness Bonus
or Armour Points.
110
Dryad
Race: Dryad
Main profile
WS
BS
48 24 47 49
Secondary Profile
A
W SB TB
2
32 4
4
Ag
Int
WP
Fel
60
53
34
65
M
5
Mag
0
IP
0
FP
0
Career: Mercenary
Race: Human
Main profile
WS
BS
47 38 44 43
Secondary Profile
A
W SB TB
2
13 4
4
Special Rules:
Of Shifting Aspect: A Dryad is a natural shapeshifter.
In combat her body takes on the aspects of various
types of trees. For reasons unknown to other races,
save perhaps the Treemen, a Dryad cannot hold the
same aspect for more than one round at a time. At
the start of her turn each round, the Dryad must
choose a new aspect from among the following:
Ag
Int
WP
Fel
35
34
30
25
M
4
Mag
0
IP
2
FP
0
111
Wardancers
Career: Wardancer
Race: Elf
Main profile
Main profile
WS
BS
WS
S
60 50 44 43
Secondary Profile
A
W SB TB
3
18 4
4
Ag
Int
WP
Fel
46
34
46
33
M
4
Mag
0
IP
2
BS
55 53 38 41
Secondary Profile
A
W SB TB
2
12 3
4
FP
0
Ag
Int
WP
Fel
60
41
45
40
M
6
Mag
0
IP
0
FP
0
Armour: None
Armour points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Two Hand Weapons (Sword or Axe)
Special:
Bewildering - The Wardancers lithe body moves in
such a bewildering way that opponents within 4 yards
take -10% penalty to WS and WP.
Trappings: Warpaint
Loec is the Elven god of trickery, dance and revelry. He
is also the patron of the Asrai Wardancers.
Wardancers are responsible for upholding and sharing
the oral traditions of the Wood Elves through intricate
dance rituals.
112
Bloodleaf
Career: Shadowdancer
Race: Elf
Main profile
WS
BS
70 56 41 41
Secondary Profile
A
W SB TB
3
16 4
4
Ag
Int
WP
Fel
65
41
52
45
M
6
Mag
0
IP
0
FP
0
Special:
Bewildering - The Wardancers lithe body moves in
such a bewildering way that opponents within 4 yards
take -10% penalty to WS and WP.
Autumn Leaves Falling Bloodleafs attacks are a
deadly accurate flurry of blows. Each attack gains the
Impact Quality, and she scores Ulrics Fury on 9 and
10.
She cannot take the Parrying Stance (but can use
Lightning Parry). Additionally, she takes 1 Wound
Damage each round from exhaustion.
Trappings: Ritual Tattoos
113
BS
35 29 43 35
Secondary Profile
A
W SB TB
1
13 4
3
Ag
Int
WP
Fel
36
32
45
46
M
4
Mag
0
IP
0
FP
0
114
Chapter VII
Dawi Zharr Infernal Guard
Career: Warrior
Race: Chaos Dwarf
Main profile
Main profile
WS
BS
42 32 31 41
Secondary Profile
A
W SB TB
1
12 3
4
Ag
Int
WP
Fel
WS
22
31
31
22
M
3
Mag
0
IP
0
FP
0
45 32 31 43
Secondary Profile
A
W SB TB
1
14 3
4
BS
Ag
Int
WP
Fel
22
36
41
22
M
1
Mag
2
IP
0
FP
0
115
Main profile
WS
BS
Ag
Int
WP
Fel
44
0 40
37
52
Secondary Profile
A
W SB TB M
2
12 4 3(5)* 5
31
40
55
Mag
0
IP
0
FP
0
BS
60 50 44 43
Secondary Profile
A
W SB TB
3
18 4
4
Ag
Int
WP
Fel
46
38
46
40
M
4
Mag
0
IP
1
FP
0
Special:
Aura of Slaanesh: The Daemonette is so seductive and
bewildering that opponents within 4 yards take -10%
penalty to WS and WP.
Armour: None
Armour points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Pincer hand (Precise)
116
Chapter VIII
Professor Hausdorff with whom they already
collaborated on the land ships steam engine. The
Professor convinced the Countess and the towers
were built on an expedited schedule. As a sign of trust,
and to seal their business arrangement, Bhakrak
invited the Merchants to join him in a Dwarfen ritual.
The men agreed mostly because they didnt want to
offend the Dwarf. What they didnt know is the ritual
subjugated their souls to Pyrenzhia (Bhakrak thinks it
was Hashut).
BS
33 32 34 33
Secondary Profile
A
W SB TB
1
12 3
3
Ag
Int
WP
Fel
35
59
54
46
M
4
Mag
0
IP
0
FP
0
Viktor Geldman
Viktor is a rotund man with salt and pepper hair and
beady eyes. He sees workers as a necessary
inconvenience and has no sympathy for their
struggles. He owns two foundries with his partner
Markus Zachs.
Markus Zachs
Meryle Lintz
A financier who operates a money lending business in
Nuln. He provided funding for the Land Ship project.
Meryle is a bespectacled man with a stylish beard and
an impeccable taste in Tilean wigs. Nothing he says
can be trusted as he lies, exaggerates, and deceives
you out of pure habit.
Bruder Lehmann
Bruder is a bland and uncouth salt mine owner from
Wissenland. He has asked the Countess hand several
times, but Emmanuelle finds the Merchant loathsome
and vile. He is a ruthless taskmaster to his servants.
117
Flrieth Morgal
Main profile
WS
BS
55 54 40 41
Secondary Profile
A
W SB TB
2
17 4
4
Ag
Int
WP
Fel
53
58
42
50
M
4
Mag
0
IP
0
Main profile
WS
BS
50 37 36 53
Secondary Profile
A
W SB TB
2
15 3
5
FP
0
Ag
Int
WP
Fel
22
51
61
27
M
1
Mag
3
IP
0
FP
0
118
Elite Guard
Career: Soldier
Race: Human
Main profile
WS
BS
45 36 38 33
Secondary Profile
A
W SB TB
2
14 3
3
Ag
Int
WP
Fel
36
39
33
33
M
4
Mag
0
IP
0
FP
0
119
Pyrenzhia
Race: Daemon-Queen of Slaanesh
Main profile
WS
Ag
Int
WP
Fel
70
0 44
44
62
Secondary Profile
A
W SB TB M
3
26 4 4(6)* 5
BS
54
65
65
Mag
2
IP
0
FP
0
120
121