Warhammer v4 - 1.0 Enemy in Shadows - Flip eBook Pages 1-50 (2024)

WARHAMMER FANTASY ROLEPLAY 2 CONTENTS WANTED: BOLD ADVENTURERS Starting the Adventure ......................... 11 The Coach and Horses Inn .................. 11 Approaching the Inn ............................ 13 The Journey .......................................... 17 Resolution ............................................ 20 Non-Player Characters ........................ 20 MISTAKEN IDENTITY Blood on the Road ............................... 24 Howls on the Wind ............................. 26 The Mayhem Mystery Tour ................. 26 The Double....................................... 26 The Arrival of the Law ..................... 26 The Inn of the Seven Spokes................ 28 Resolution ............................................ 29 Non-Player Characters......................... 29 HEART OF THE EMPIRE Adventuring in the Capital................... 32 Altdorf Map .................................... 33 Arriving in Altdorf............................... 33 Prince Hergard von Tasseninck ....... 34 Welcome to Altdorf, Herr Lieberung... 35 The Bounty Hunter ......................... 35 An Old Friend...................................... 35 The Street of a Hundred Taverns..... 36 Manic Street Preacher.......................... 36 The Boatman Inn ................................. 37 Resolution ............................................ 40 Non-Player Characters......................... 40 ON TO BÖGENHAFEN... Leaving Altdorf ................................... 43 The Journey to Weissbruck .................. 44 Weissbruck .......................................... 45 The Trumpet Inn ............................ 46 The Bounty Hunter’s Plan .............. 46 The Journey to Bögenhafen .................. 49 Resolution ............................................ 49 Non-Player Characters ........................ 50 SHADOWS OVER BÖGENHAFEN THE FALSE INHERITANCE Bögenhafen .......................................... 52 The Map ......................................... 52 Visiting the Lawyers ............................ 52 Resolution ............................................ 54 THE SCHAFFENFEST Visiting the Schaffenfest ...................... 55 Optional Encounters............................ 56 Medicine Shows................................... 56 Fortune Tellers ................................ 56 Random Events .............................. 58 Primary Locations ............................... 60 Wrestling Ring ................................ 61 Livestock Market ............................ 61 Jousting Lists .................................. 62 Festival Court and Stocks ............... 63 Doctor Malthusius’s Zoocopeia ...... 64 Resolution ............................................ 65 Non-Player Characters ........................ 65 INTO THE DARKNESS Entering the Sewers ............................. 70 Adventuring in the Sewers................... 70 Sewer Map ..................................... 71 Optional Encounters ........................... 72 Primary Locations ............................... 74 Out of the Sewers ................................ 77 Resolution ............................................ 77 Non-Player Characters ........................ 77 CHASING SHADOWS The Investigation Begins! ..................... 80 Events .................................................. 80 Primary Locations ............................... 83 The Festival Court........................... 84 Richter’s Chambers ........................ 84 The Town Hall ................................ 85 The Sewers Revisited ...................... 87 The Crossed Pikes .......................... 87 The Steinhäger Offices ................... 89 The Adel Ring ................................. 90 The Steinhäger Warehouse ............. 92 The Schaffenfest .............................. 92 The Watch Barracks ........................ 92 The Temples ................................... 92 The Guilds ...................................... 94 The Golden Trout............................ 95 The Ritual Draws Closer...................... 96 Resolution ............................................ 96 Non-Player Characters ........................ 96 THE DARKEST HOUR Unleashing the Ritual ........................ 100 An Unexpected Visit .......................... 100 A Message .......................................... 100 Murder Most Foul ............................. 101 One Thing After Another .................. 103 Flaming Nuisance .............................. 103 The Ostendamm ................................ 103 Warehouse 17 ................................ 104 Warehouse 13 ................................ 104 The Appointed Time ......................... 104 The Ritual ..................................... 105 Foiling the Ritual .......................... 106 The Ritual Disrupted .................... 106 The Ritual Completed ................... 107 Resolution .......................................... 109 Non-Player Characters....................... 111 APPENDICES A GUIDE TO BÖGENHAFEN Bögenhafen Map........................... 115 Timeline of Bögenhafen .................... 116 Bögenhafen Today ............................. 118 Town Rulers....................................... 118 Bögenhafen: A Visitor’s Guide .......... 120 The Adel Ring ............................... 120 Altstadt.......................................... 123 The Artisan Quarter...................... 125 Bögenseite ..................................... 126 The Dreieckeplatz ......................... 127 The Göttenplatz ............................ 129 The Pit........................................... 132 Teuerberg....................................... 134 The Walls and Beyond................... 136 The Duchy of Saponatheim ............... 139 The County of Kleinwald ............. 140 The Barony of Stürmdunkel ......... 141 Dark Cults and Seedy Gangs ............. 143 The Bloody Nose ........................... 141 The Blackpikes .............................. 141 The Vigilant Eye............................ 142 NEW RULES NPCs ................................................. 144 Doors and Locks ............................... 145 Disease and Infection ......................... 145 New Creature Traits........................... 147 HANDOUTS AND PLAYER AIDS The Imperial Calendar ....................... 149 Handouts............................................ 151 INDEX ........................................................157 NPC INDEX..............................................159

WARHAMMER FANTASY ROLEPLAY Original Design and Writing: Jim Bambra, Graeme Davis, Phil Gallagher Director’s Cut: Graeme Davis Design and Writing: Graeme Davis, Andy Law, Dominic McDowall Additional Writing: Andy Leask Illustration: Mark Gibbons, Dániel Kovács, Andy Law, Victor Leza, Sam Manley, Janine van Moosel, Clara-Marie Morin, JG O’Donoghue, Scott Purdy, Erin Rea, Matteo Spirito Cartography: Jérôme Huguenin, Daniel Kovacs, JG O’Donoghue Graphic Design: Rachael Macken, Rory McCormack Editor: Síne Quinn Proofreader: Tim Gray Assistant Producer: Zak Dale-Clutterbuck, Ben Scerri Producer: Andy Law, Dominic McDowall Publisher: Dominic McDowall Special thanks: Games Workshop Published by: Cubicle 7 Entertainment Ltd, Unit 6, Block 3, City North Business Campus, Co. Meath, Ireland No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise without the prior permission of the publishers. Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2019. Warhammer Fantasy Roleplay 4th Edition, the Warhammer Fantasy Roleplay 4th Edition logo, GW, Games Workshop, Warhammer, The Game of Fantasy Battles, the twin-tailed comet logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world, and used under licence. Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 Entertainment Limited. All rights reserved. 3 FOREWORD CREDITS The first instalment of the Enemy Within campaign, TheEnemy Within, was published in December 1986, one month after the 1st edition of the Warhammer Fantasy Roleplay rulebook. Everyone in the Games Workshop Design Studio, which occupied two floors of a small office building in Nottingham’s city centre, was proud of the rulebook, but everyone knew that the game’s success would depend on strong adventures. Jim Bambra and Phil Gallagher (along with Graeme Morris, who went on to pursue a career in archaeology) had been responsible for many well-regarded roleplaying modules before joining Games Workshop, some of which could be described as object lessons in how to set up a campaign. So, as soon as the rulebook was off to the printers, Jim and Phil set to work planning a campaign for WFRP. Meanwhile, I carried on developing my own adventure, Shadows Over Bögenhafen, following a verbal brief from GW boss Bryan Ansell to create a bloodless, investigative adventure for Warhammer. Jim and Phil wrote it into the campaign as the second instalment, and it was published in early 1987. Both The Enemy Within and Shadows Over Bögenhafen were first published in module format, with a card wrapper around a booklet and a sheaf of maps and handouts, shrink-wrapped together. Warhammer Campaign, published in 1988, combined The Enemy Within and Shadows Over Bögenhafen in a hardback book format. The following year Death on the Reik, originally published as a boxed set in 1987, was also reprinted as a hardback. All three instalments were combined in a single volume, Warhammer Adventure, in 1989. In 1995 Hogshead Publishing reprinted The Enemy Within and Shadows Over Bögenhafen as a single softback: The Enemy Within Campaign Volume 1: Shadows Over Bögenhafen. A second edition of WFRP appeared in 2005 and a third in 2009. The third edition even published a campaign titled The Enemy Within, which explored the same themes as the original through all-new adventures. But the original Enemy Within campaign continued to hold a special place in fans’ hearts. Fans still discuss the campaign online, pointing out problems and suggesting fixes. Thirty years of play by gamers all over the world has provided a level of playtesting that most game designers can only imagine, finding and addressing many problems that slipped by us in the first version. That is why I am so happy that Cubicle 7 asked me to create this Director’s Cut of the Enemy Within campaign. And, of course, Cubicle 7’s new rule-set resolves many of the mechanical quirks from WFRP’s earlier editions, while keeping the setting and atmosphere that made gamers love WFRP1, warts and all. - Graeme Davis, 2019

WARHAMMER FANTASY ROLEPLAY 4 Enemy in Shadows presents the first two adventures of the Enemy Within campaign, The Enemy Within and Shadows Over Bögenhafen, in a revised and expanded form for the 4th edition of the Warhammer Fantasy Roleplay rules. This book contains everything you need to play the adventure, except for the WFRP rulebook. If you are looking for more options, side-quests, pregenerated Characters, and much more, the Enemy in Shadows Companion, the sister volume to this book, includes a wealth of supplemental material you can use to make this chapter of the Enemy Within campaign even more entertaining. THE STORY On the surface, the Empire is all but invincible. It is the greatest of the Old World’s realms, both in extent and in military might. Founded two and a half millennia ago, it has withstood countless assaults by Greenskins, Skaven, Chaos, and its many neighbours. Beneath the banner of the twin-tailed comet, emblem of its founder-god Sigmar Heldenhammer, the State Armies of the Empire take to the field behind their mighty Griffon-riding Emperor, confident of victory. However, scratch the surface and peer just beneath, and things take on a different aspect. There are worrying rumours concerning the Emperor’s health, and he hasn’t been near his Griffon for months. Deep in the remote forests of this vast realm, Beastmen and worse still lurk, even though the forces of Chaos were expelled from the land two centuries ago. The taint of Chaos touches everywhere, inflicting strange mutations that force good folk to hide from their neighbours or face the flames of the witch hunters. Strange and secretive cults worship blasphemous gods with titles like ‘the Changer of the Ways’, ‘the Prince of Pleasure’ and ‘the Father of Decay’. Beyond the Empire’s borders, past the icy fringes of Kislev and Norsca, the swelling forces of Chaos inhabit the twisted and unnatural Northern Chaos Wastes. Leaders rise and fall, amassing armies to raid and plunder, only to have them disperse again. It has been two centuries since any Champion of Chaos has arisen with the strength to unite the Enemy Without. But rumour suggests a new Chosen of the Ruinous Powers walks the north, and is binding the warlike tribes together. So, the rulers of the Old World do not relax their vigilance. They keep their eyes steadily on this terrible external threat. And, in doing so, they overlook the Enemy Within. The Purple Hand There are many Chaos cults active within the Empire at any given time. Most are short-lived, foolish groups of madmen and malcontents. Seduced by the false promises of the Ruinous Powers, they give themselves away too quickly and perish in the witch hunters’ flames. The good people of the Empire gather to witness their trials, hurl dung and insults, and return home once the cleansing fire has done its work feeling secure in the knowledge that the authorities are protecting them. But not all the damned followers of Chaos are so obvious, or so careless. INTRODUCTION OPTIONS: GROGNARD BOXES Grognard, n. From French grognard, ‘grumbler.’ An old soldier or other kind of veteran: originally, a member of the Old Guard in Napoleon I’s army, whose long and faithful service won them the right to complain, even in front of the Emperor. More recently, an experienced (and often opinionated) player of wargames or roleplaying games. Over the last 30 years or so, an awful lot of people have played the Enemy Within campaign. While this Director’s Cut includes some changes, they are not enough by themselves to offer a completely new experience to someone who has played the campaign before. That is where Grognard Boxes like this one come in. At key points in the story, Grognard Boxes present new ideas and different events to make the Enemy Within just as fresh and challenging for seasoned fans as it was when it first appeared in 1987. They can be identified by the old soldier of Reikland in a circular icon attached to the box (just like the distinguished chap at the bottom-right of this page). Of course, you are also welcome to use these options with a first-time group if you think they sound better!

INTRODUCTION To out-manoeuvre his quarry, Adolphus first stopped in Altdorf, and contacted Professor Quintus Fassbinder at Altdorf University. Professor Fassbinder had sanction from the previous Emperor, Luitpold III, to study and catalogue the manifold Chaos Cults and their members. His research had brought the Purple Hand to his attention. He was able to tell the bounty hunter a great deal about the role of magister impedimentae, including some leads to track down the fugitive. Among them was a name: Kastor Lieberung. Adolphus’s plan was to flush the magister out with the promise of a lucrative inheritance, including a small estate and a minor title. A letter was sent to Kastor’s last known address in Nuln, directing him into a trap in the market town of Bögenhafen. THE SIGMARIAN HERESY Believers of the Sigmarian Heresy claim that Sigmar Heldenhammer, the founder of the Empire and its patron god, never ascended to godhood. Instead, the heresy claims the Cult of Sigmar is an entirely human fabrication, populated with deluded fools with no link to the divine. They propose Sigmarite miracles are conjured by individual belief, not divine intervention. If true, this would mean the miracles of Sigmar are actually magical, not divine — a proposition utterly abhorrent to the Cult of Sigmar, an institution known for its witch hunters, not its witches. Citing old lectures presented by Loremaster Teclis, the High Elven founder of the Colleges of Magic in the Empire, the theological and magical arguments behind this heresy are complex and abstruse, too subtle for any but scholars to understand. But their import, understood very clearly, if incorrectly, is that Sigmar is not a god. The Order of the Purple Hand is one of many Chaos cults that exist in the shadows of the Empire, but few are more widespread and dangerous. These worshippers of Tzeentch plan to bring the Empire to its knees by infiltrating positions of power and then manipulating affairs to their own ends. The Purple Hand has successfully placed members in the cults of Sigmar and Ulric, and is working to spread religious dissent, based on the socalled Sigmarian Heresy. By setting the cults of Sigmar and Ulric, the Empire’s two most powerful, at each other’s throats, the Purple Hand plans to create a tinderbox where the slightest spark could plunge the Empire into civil war. This would lead to a weakening of the Old World’s strongest bulwark against the forces of Chaos, paving the way for an incursion from the Chaos Wastes to the north. However, that day is still a long way off, and at present the Chaos cult is just one of several that are striving to bring the Ruinous Powers into the heart of the Old World in various ways. And, luckily for the Old World, thwarting each other as often as not. Kastor Lieberung Kastor Lieberung was a member of the Purple Hand for most of his evil and corrupt life. By merit of his abilities, he quickly rose to a moderately powerful position within the Nuln cell of the Chaos cult. As magister impedimentae, his primary duty was to acquire whatever the cult required, by any means necessary. Among other efforts, he was responsible for organising a campaign of kidnappings to satisfy the cult’s constant need for sacrificial victims. While attempting to snatch a merchant, one cultist, Sister Beatha, was caught. She confessed all under torture, but fortunately for Lieberung she knew her superior only by his title. Kastor fled Nuln for Middenheim, fearing for his safety. In Middenheim he joined another cell and continued to further the Purple Hand’s ambitions in that city. Nuln authorities were unable to establish the identity of the magister impedimentae, and eventually dropped their investigation in frustration. But there were some who were reluctant to let the matter rest, and soon a new investigation began. A generous bounty was placed on the head of the mysterious magister impedimentae, and many bounty hunters hoped to claim it for themselves. Of these, some probed too deeply into the cult’s activities and disappeared. Others tired of chasing a shadow and gave up, pursuing easier prey instead. One bounty hunter, Adolphus Kuftsos (see page 50), succeeded in infiltrating the lower levels of the Purple Hand. When Adolphus learned the magister impedimentae had left Nuln for Middenheim after the botched kidnapping, the hunt was on.

WARHAMMER FANTASY ROLEPLAY 6 RUNNING A CAMPAIGN A roleplaying campaign is a series of linked adventures. As well as being a story in its own right, each adventure advances the plot of the campaign as a whole, and supports the themes that underlie the story it’s telling. Along the way, the Characters explore a large area of the game world, and the Players become familiar with its culture, its society, and the various kinds of threats that lurk within it. A Wider World As the Characters battle the enemy across the Empire, they will hear news and rumours from the wider world. It is not simply a static backdrop for their adventures, it is a vital and active realm with millions of inhabitants, where things are always happening. Some of these events simply give the impression of a wider world, some strengthen the atmosphere of the setting and reinforce the themes of the campaign, and still others turn into leads and encounters that develop the campaign as a whole. Some may tempt the Players down side-tracks, appealing to their curiosity or even leading them to conclude, mistakenly, that these are clues connected to the campaign’s main plot. When the party seems to be heading in the wrong direction, you face a choice: force the Characters back to the plot, or indulge the Players for a while and let them wander. Sandbox vs Railroad When running a campaign, your greatest challenge is to keep the Characters on track without being too obvious about it. Players can quickly become frustrated if they suspect their freedom of action is being restricted, and that they are being ‘railroaded’ from one campaign location to another. So, you must convey the impression that there is a whole, living world for the Characters to explore, while making sure that they want to go where the campaign leads — and ideally, that the Players believe they have chosen the course they will follow. This can be a balancing act - be prepared to humour the Players if they follow a side-track or two. It calls for quick thinking and improvisation, but if you have a thorough understanding of the game world it can be fun to run an occasional session ‘on the fly’. Some groups prefer this ‘sandbox’ style of play to following a set course: they explore the setting at will, stopping whenever something interesting catches their attention. This style of play is just as valid as any other. Options are provided for dealing with wandering Players, and ways to bring them back to the main plot when necessary. While there are certain key events to the campaign plot, like landmarks on a route, there can be many different ways to get from one to the next. Enemy in Shadows starts as a journey, but some options are offered for Players to take that journey however they please. Later it is more free-form, allowing the Characters to follow their own course after they uncover the first clues that set the adventure in motion. In due course, a cultist from Nuln sent the letter to Middenheim, and Kastor set out immediately to claim the windfall. With Kastor established as a land-owning noble, the cult’s plans to disrupt the Empire could be greatly advanced. Along the way, Kastor was instructed to make contact with the Purple Hand’s Altdorf cell, who were to lend him any assistance he required. The Double Kastor never made it to Altdorf. He was slain by Mutants in a chance attack on his coach. His body is waiting to be discovered by the Characters, one of whom bears an uncanny resemblance to the cultist. Kastor’s double inherits his problems along with his supposed prospect of wealth and ennoblement. Adolphus Kuftsos is waiting in Altdorf to pick up the cultist’s trail: acting on information from Professor Fassbinder, he has staked out the city’s Purple Hand cell and is waiting for the magister impedimentae to make contact. If the bounty hunter sees anyone from out of town contact known members of the cult, he will immediately try to kill them. Meanwhile, Professor Fassbinder will continue to seek out the magister impedimentae, as will those who hired Adolphus in Nuln. The bounty hunter is not the double’s only problem. If the double fails to make contact with the Purple Hand cell in Altdorf, which is inevitable, the cult concludes that the magister impedimentae has gone rogue and plans to betray the Chaos cult and keep the money for himself. Shadows Darken Arriving in the market town, the Characters make their way to the lawyer’s office where a signature on a few papers will make one of them rich, only to find themselves in an ambush. After dealing with the bounty hunter once and for all, they may like to take a few days and enjoy the many attractions of the town’s annual fair. Apart from the amusem*nts, a local fair can be a good place to find employment. When a simple job leads to a grisly discovery, the party finds itself embroiled in a deadly plot involving some of the town’s most prominent citizens. The local authorities are not about to take the word of a ragtag bunch of strangers against the families who power the town’s economy and pay everyone’s wages. The adventurers will have to save Bögenhafen on their own, and doing so will likely result in them being branded as criminals. Aftermath If the adventurers fail to save Bögenhafen, the consequences will be very serious indeed as a Chaos Gate opens within the town, possibly eradicating it. If they succeed, the town’s society and politics are turned upside-down, and no one is likely to thank them — or even believe them. In either case a swift exit is wise and, in an uncommon stroke of luck, one of their very few friends happens to own a river barge. Leaving Bögenhafen behind them, they set off downriver into the next instalment in the Enemy Within campaign: Death on the Reik.

7 INTRODUCTION 0 Book 5: Empire in Ruins ends the campaign and delves into the Empire’s political and military classes, as well as providing information about Altdorf, the Empire’s great capital. Taken as a set, the five campaign books and five companions in this series contain everything you need to create almost unlimited adventures against all manner of internal threats, allowing the adventurers to save the Empire again and again. CAMPAIGN THEMES Ever since it was first published, gamers and reviewers have commented on the unique tone of the Enemy Within campaign. Much of this unique tone comes from the campaign’s underlying themes. At the time, all fantasy games were inspired by literature of heroic fantasy or the legends of King Arthur. Low fantasy and dark fantasy were relatively unknown, even as terms — at the time, we described WFRP as ‘grubby fantasy’ for want of something better to call it. The Enemy Within The Enemy Within wears a human face, and walks among the everyday folk. While all eyes are on the enemy without, the enemy within walks freely, exchanging cheery greetings with friends and neighbours even as it plots the destruction of the world. Using the distraction of the enemy without to their advantage — the vast and twisted hordes of Chaos that lurk beyond the Empire and Kislev to the north, ready to pour across the border and into the Old World without warning — the enemy within is closer and arguably much more dangerous. The society of the Empire is riddled with Chaos cults, great and small. Some, like the Purple Hand, are widespread, their plans vast and unguessable; others, like the Ordo Septenarius, are small and local, and may not even know that they serve the Ruinous Powers. As the Characters progress through the campaign, they become more and more aware that anyone they meet could be an agent of Chaos in disguise. Make it Your Own Above all, you must not feel restricted by the material in these pages. There is no right or wrong way to play this campaign: roleplaying is an interactive medium and the Players shape the story just as much as the GM and the writers. Most experienced GMs agree that there is no accounting for what a group of Players will do, even in the most straightforward situations. Part of the challenge — and the enjoyment — for a GM is the need to react, improvise, and entertain in response to whatever the Players decide to have their characters do. The adventures that follow are a resource to be used for inspiration, and not a script to be followed slavishly. Let the Players explore the world and make their own way a little; they will almost always be willing to come back to the campaign plot sooner or later. A skilled GM will find ways to make the plot more appealing than simple exploration. Each gaming group is a unique collection of individuals, and no one knows your group better than you. Therefore, you should always feel free to adapt the adventures as written, adding or changing details to provide the kind of gaming experience your group prefers. As long as everyone is having fun, there is no wrong way to play. After the Adventure Each instalment of the original Enemy Within campaign was written to be useful even after its adventure content had been played. To that end, the first part contained information about the Empire, where the campaign takes place, as well as the introductory adventure The Enemy Within. Similarly, Shadows Over Bögenhafen gave the GM a whole trading town to use in future adventures. With a different name and some changes to the map, Bögenhafen could stand in for dozens of towns across the Empire, allowing it to be used again and again. This Director’s Cut follows the same model, offering a mixture of adventure and background material to create a greater whole. This is all expanded further with the five Enemy Within Companions, each of which is full of useful setting and scenario material to expand the campaign and support continued play long after The Enemy Within is concluded. 0 Book 2: Death on the Reik is the next book in the campaign. It includes detailed information on the Empire’s great rivers, the craftsmen that ply them, and the culture of the riverfolk, as well as rules for moving and trading cargo. 0 Book 3: Power Behind the Throne describes adventuring in Middenheim, one of the Empire’s great cities, where countless other adventures can be set. 0 Book 4: The Horned Rat examines the vile Skaven, a race of Chaotic rat-people that burrows beneath the Old World in search of the magical mineral known as Warpstone.

WARHAMMER FANTASY ROLEPLAY 8 Choices of Evils Many fantasy games and stories have a very simplistic morality: heroes are heroes, villains are villains, and never the twain shall meet. Just as WFRP eschews the unsullied palaces and consequence-free magic of heroic fantasy for a grubbier and more authentic setting, so too its adventures are at their best when they present players with moral ambiguity. Mutants, for example, are a threat to the Empire and the rest of the Old World, and they must be destroyed. But most Mutants are victims themselves: simple farmers, burghers, and normal folk whose bodies started to change for no reason that they understand. Cast out or forced to run for their lives, they do their best to survive in a hostile world, hiding and stealing to get by. Spurned, feared and rejected by everyone else, these Mutants slowly gravitate toward the Ruinous Power of Chaos. How heroic can an adventurer be when faced with a young woman who is pleading for her life with tears pouring from three wide, blue eyes instead of two? Grim Fantasy The Enemy Within is a low, dark fantasy; or ‘grubby fantasy’ as we used to call it before such terms were coined. WFRP Characters are often not especially heroic compared to their lethal counterparts in other fantasy games. Instead of gleaming towers of enchanted stone, the buildings of the Empire are half-timbered, huddled tight like the cities of medieval Europe. Magic is known in the world, but it is not widespread, and it’s dangerous to use. Monsters are known to live in the wildernesses between the islands of civilisation, but the most dangerous enemies are often close neighbours, most of whom are all too human. Human Frailty Everyone in the Old World is struggling to get along. Everyone wants something: wealth (or at least, enough to eat), safety for themselves and their loved ones, social advancement and the respect of their neighbours, revenge against those who have wronged them, justice (or at least the promise of fair treatment), and happiness (whatever it may mean to each individual). They have similar desires and worries to anyone else, and they will do what they can to satisfy the one and assuage the other. Chaos takes advantage of these mortal desires and worries, slipping unnoticed through the gaps into unsuspecting mortal lives. To be avenged, to be feared and respected, and to be strong enough to withstand all manner of threats — these are the promises of Khorne, the Blood God. Wealth, knowledge, power, and advancement are the lures dangled before mortals by Tzeentch, the Great Mutator. Pleasure, comfort, and escape are the temptations offered by Slaanesh, the Prince of Pleasure. Meanwhile sloth, surrender, and fear of mortality attract others to Nurgle, the Father of Decay and Disease. It always begins in a small, seemingly innocent way: a means to indulge one’s predilections, a shortcut to a small desire, a dodge to avoid a minor threat or worry. A friend, or the friend of a friend, who knows how to get something done, in exchange for a favour later on. Each time, it becomes easier to give in to the temptation. Each time, one more step is taken away from the mainstream of society, until it is no longer possible to ignore the growing deviancy of one’s tastes and actions. At last, a terrible name is spoken and a soul is damned. Witch hunters burn them and society fears them, but whenever a Chaos cult is exposed and its members questioned, one thought runs through countless minds: ‘That could have been me.’

9 INTRODUCTION Where other fantasy adventures often take place in perfect weather amid park-like surroundings, the Empire is a place where it often rains — sometimes for hours or days, and usually at the least convenient times. Roads become impassable quagmires, mud sucks at boots, and the cold and damp seeps depressingly into the bones of the hardiest adventurer. Humour vs Horror An essential part of grubby fantasy — and one which is often absent from other games that claim to be low or dark fantasy — is humour. Before WFRP, Games Workshop’s Warhammer miniatures game included a great deal of humour, often in the form of silly names and thinly-veiled references to pop culture and contemporary events. WFRP continued this tradition, and found that elements of farce and low comedy provided a unique and welcome counterpoint to the gritty despair of the world and the cosmic horror of the struggle against Chaos. Like the grim gags exchanged by troopers in the trenches of the First World War, each of these jokes represented a small triumph of the human spirit against the overwhelming doom that threatens from within and without. A moment of farce can break the tension of a seemingly hopeless quest; a wry observation can serve as a reminder that life goes on in all its glory and ridiculousness; and the ability to laugh can show that not everything is lost. Used well, humour can make a game far more enjoyable than an endless diet of doom and gloom; used brilliantly, humour can be as poignant as any tragedy. Thinking Enemies The enemies in The Enemy Within are not moustache-twirling villains bent on doing evil for evil’s sake. Even the non-Human opponents have goals, desires, and weaknesses that drive them. They do not simply wait in their lairs for heroes to burst in and kill them; they react intelligently, adjust their plans, and provide a shifting, challenging target. In their minds, it is they, and not the Characters, who are the heroes of their own stories and they act accordingly. If It Can Go Wrong… Overconfidence is the greatest enemy of the WFRP adventurer. If things seem to be going well, most experienced players will start to worry. Without torturing the players, a WFRP campaign features a plentiful supply of accidents and happenstances that are frustrating in the moment, but can be amusing in hindsight. More tales are told over Bugman’s ale about mishaps than about glorious triumphs, and nearly all are accompanied by gales of laughter. Brains Over Brawn Fighting is usually the worst possible option for WFRP adventurers. Combat is brutal, gory, and often short. Players proceed much farther by using their brains and their noncombat skills — and most Players enjoy this challenge much more than the simple, repetitive process of rolling dice to hit and cause damage. …And More These are some of the themes that generations of players and GMs have found in The Enemy Within. Some of them are the result of deliberate design decisions in the original writing; some of them are reflections of the writers’ personality quirks; and some are more or less accidents. It is certain that there are more themes waiting to be identified: some, perhaps, in the written campaign, and many more introduced by Players and GMs, arising from personal taste and random chance until they loom as large for one group as anything written by any game designer. As you play through this new edition of the campaign, keep these established themes in mind, but do not let them dominate: simply notice them when they appear, and take advantage of any opportunities they offer to create a deeper, more entertaining experience. RUNNING THE ADVENTURE The early chapters of Enemy in Shadows are designed to cover a wide range of common situations — the sort of challenges that will crop up again and again in the campaign, and in just about any WFRP game. There is plenty of advice on how to run the various incidents and encounters. During the course of the adventure the Players get to see typical Empire locations such as a coaching inn, a forest road, a great city, a medium-sized town, and a journey by river and canal. In addition to easing you and the Players into the game’s setting and important mechanics, Enemy in Shadows also establishes the major themes and enemies of the Enemy Within campaign as a whole. While Chaos threatens from without, it also weakens from within. Some servants of the Ruinous Powers are willing converts seduced by promises of power, pleasure, and more, but most are victims of bad luck, mutated by exposure to Chaos that was unwitting and accidental. Once the adventurers arrive in Bögenhafen, the story becomes more complex — too complex to be laid out chronologically. The Players have a great deal of freedom, and you must be prepared to react to their decisions, pulling the necessary information from various places and improvising where necessary. Before running the adventure, you should take the time to read through this book carefully, becoming familiar with the plot, the Characters’ options at each stage, and the significance of each event and encounter. It would also be wise to think about some contingency plans in case the Players decide to head off in an unexpected direction, or do anything else that might derail the campaign. Bear in mind that Enemy in Shadows is part of a larger campaign. Some of the many strands that begin here will fade into the background for now, only to reappear in a later adventure. New Rules Enemy in Shadows uses new rules for Difficulty, Diseases, NPCs, Doors and Locks, and more. To make these easy to reference, they can all be found in Appendix 2: New Rules, on page 114.

WARHAMMER FANTASY ROLEPLAY 10 THE ENEMY WITHIN THE ENEMY WITHIN

11 THE ENEMY WITHIN: CHAPTER 1 – WANTED: BOLD ADVENTURERS I CHAPTER 1 WANTED: BOLD ADVENTURERS Our Heroes are a ragtag band whose thirst for adventure leads them to follow the road to Altdorf trodden by many from the Empire’s countryside and smaller towns. Altdorf, the vast and bustling capital of the Empire, where the streets are paved with gold and anything is possible. Their journey is rudely interrupted by an encounter with a wrecked coach and a band of Mutants, whom they find feasting on the remains of the passengers and crew. Among the corpses they find a lead that promises great wealth, if not exactly adventure. What they do not yet know is that the corpse in question is that of Kastor Lieberung, a high-ranking Chaos cultist who was the magister impedimentae (master of trappings) of the Order of the Purple Hand. STARTING THE ADVENTURE The adventure starts with the Characters heading for Altdorf by road. The reasons for this are left for you to resolve with your group. It is assumed by the adventure that the Characters are heading from Delbren to the Middenheim-Altdorf road, to then head southwards to the capital, but the starting point could be anywhere. Any place about two days from Altdorf by road is ideal. Two days by coach, that is. Walking could take as much as a week. For this reason, the adventurers’ first concern is to secure places on a coach headed for the capital. Some of the Characters may know each other already; the others will meet for the first time as they converge on a nearby coaching inn, the Coach and Horses. THE COACH AND HORSES INN The Coach and Horses is similar to thousands of other coaching inns found throughout the Empire. Its exact location does not really matter, so long as it is about two days’ journey from Altdorf. Although the Characters are likely to have visited a coaching inn before, this may be the Players’ first experience of one. For this reason, it is worth taking some time to describe the inn when the party first arrives. Coaching inns are found throughout the Old World. They serve as stopping places for weary travellers and allow coachmen to change horses on long journeys and to repair any damage to their vehicles. Coaching inns are also used by road wardens as temporary bases and as holding cells for any criminals captured on the dangerous byways of the Empire. In times of unrest, coaching inns act as strongholds for the local populace, who flock behind their stout walls to avoid rampaging mercenaries, Beastmen, or Goblins. But in more peaceful times, coaching inns are a welcome place to rest. Coaching inns are usually independently owned, but chains of inns owned by coaching companies, often call ‘coaching houses’, can be found on the well-travelled routes. The owners of the inns make their living not only from their paying guests, but also from rents paid by the various coaching houses that use their facilities, and from a small fee paid by the State Army to supply the road wardens. The map shows a medium-sized inn. Some are far larger, resembling castles more than inns, while others consist of nothing more than a bar, a few bedrooms, and a stable. 1. Outer Wall Most inns outside the major cities have a defensive wall of some description. Depending on the location, it is either made from stone or wood and is usually 8–12 ft high. Entrance is via a pair of gates leading to the road. The gates are normally open unless the landlord has reason to expect trouble from outside. In wilderness areas where rampaging monsters are more common, the gates are always closed and barred, and coachmen wishing to enter for the night must blow a horn to alert the inn’s staff as they arrive. The Delbren road, which passes through the forested foothills of the Five Sisters, is not quite so wild, so the gate of the Coach and Horses is kept open during daylight hours. 2. Porter A porter is generally on call at all times of the day and night to see to any arriving or departing coaches. The porter meets a coach as it arrives and directs the driver to an available stable. 3. Courtyard The courtyard is paved, and serves as an area for general horse grooming and coach repairs. 4. Barroom This is the area that travellers use most. In the barroom, they can relax and sample the inn’s food and beverages. The barroom is also where the landlord, Gustav, is most likely to be found. There he oversees the staff or waits on tables personally. Meals range in cost from 3d for bowls of soup or bread and cheese, 6d for a small pot of beef stew or a sizeable pie, and 12d or 1/– for a full plate of the daily roast, sausages, and vegetables. The locally brewed beer is a reasonable 2d, but the imported wines are expensive and sold by the bottle, ranging from 2–6 shillings. 5. Stables and Coach House Here, the inn’s ostlers stable and look after the horses. In bad weather and during the winter months, coaches are placed undercover in the coach-house; otherwise, they are usually left out in the courtyard.

III WARHAMMER FANTASY ROLEPLAY 6. Smithy A blacksmith/cartwright/farrier works here, conducting minor repairs as needed. In smaller establishments, the smith doubles as a groom, a barman, or whatever else is needed. 7. Stores Goods transported by the coaching companies can be left here for the night. It is common practice for passengers’ luggage to be stored here as well. Most innkeepers refuse to take responsibility for any thefts that may occur during the night, but the stores are safer than leaving luggage with the coach. Travellers are advised to keep any valuables with them at all times. 8. Brewhouse It is common practice for coaching inns to brew their own beer on the premises, a custom enjoyed by many guests as each new inn brings a new beer to try. 9. Common Room This is a large dormitory capable of sleeping up to 20 guests in beds and more on the floor. Dormitories are usually serviceable and clean, but they are often noisy places, especially when full of snoring, drunken travellers. Dormitories are frequently used by poorer guests as their average cost per night is only 15d, or 10d without a bed. 10. Bedrooms These rooms offer privacy and comfort, being better furnished than the dormitories. Each room sleeps two comfortably, but four can be accommodated by sharing beds. The average cost of a bedroom is 10/– per night. All of the bedrooms are locked; their keys are held by their occupants or Gustav, the landlord. The locks are standard: Challenging (+0) requiring 2 SL to pick. 11. Servants’ Quarters The inn’s servants sleep here. Often visiting coachmen are put up here for the night, although some inns make bedrooms or the dormitory available to them — as long as the inn is not crowded. 12. Road Wardens Many inns have a couple of rooms set aside for road wardens, often marked with local State Army heraldry. The road wardens have beds for the night and a place to deal with their administrative duties, while the inn gains the benefit of the wardens’ presence. Often these rooms are also used by State Army officials, though most officers prefer to purchase larger, private rooms. 12

THE ENEMY WITHIN: CHAPTER 1 – WANTED: BOLD ADVENTURERS III APPROACHING THE INN It is assumed the Characters arrive at the inn early in the evening, just as the last coach is leaving. If you wish to have them arrive at a different time, make any necessary alterations to the information below. As the Characters approach the inn, a coach is just leaving through the gates. The coach belongs to the Four Seasons Company, and is travelling towards Middenheim (or another suitable destination). The coach has just had a wheel repaired, and the driver is hurrying to make up lost time. Once out of the gates, the driver whips the horses up to a gallop and heads down the road at breakneck speed. The coach stops for no one, and the driver lashes with his whip at any Characters who get in the way. If the Characters try to stop the coach, the guard will level his blunderbuss at them and yell for them to stand aside. If this does not deter them, he will not hesitate to fire: it’s a Hard(−20) shot using the coachman’s BS 32 — Damage: +8, Blast 3, Dangerous. The driver runs down any Characters foolish enough to get in the way of the horses. Unless these characters make an Average (+20) Dodge Test to dive out of the way, they lose 1d10+6 Wounds (modified by Toughness, but not by APs). The inn’s courtyard is bustling with activity as the Characters arrive. The smell of fresh manure is heavy in the air. A couple of ostlers can be seen outside the stables busily rubbing down a team of four horses. From the inn itself comes the delicious smell of cooking and the sound of merry laughter. The Coach There is a coach in the yard by the coach house. It bears the livery of Ratchett Lines of Altdorf, an old, established coaching house that is struggling to survive in the face of competition from the Four Seasons Company. The coach arrived this evening, and is headed for Altdorf in the morning. The passengers and coachmen are currently relaxing in the inn’s bar. At first glance, the coach seems to be in fine condition, but Characters who look closely and make a Challenging (+0) Perception Test, or an Easy (+40) Trade (Carpentry) Test or similar, will notice that it is old and rickety. Underneath its bright paint and polish, the coach’s frame is rotted and riddled with woodworm. The Barroom The inn’s barroom is a bright and cheerful place. On opening the door, the Characters can smell fine foods cooking and hear the laughter of the two coachmen who are drinking and joking together. From across the room the adventurers notice the icy stare of a finely dressed young woman (Lady Isolde von Strudeldorf ). She sits at a table with two other women: one is tall and heavily built (Marie, her bodyguard) while the other is small and mousey-looking ( Janna Alleiner, her servant). A young man (Ernst Heidlemann) is sitting at another table. He appears absorbed in his book. Leaning on the bar is a foppish gentleman (Phillipe Descartes) who stares closely at the Characters before returning his gaze back to the bar. A thinlooking barman (Herpin) and the plump innkeeper (Gustav) are behind the bar. Above the bar, standing on a guano-stained wooden beam, is the landlord’s pet crow, Blackie. Before the Characters can do much more than take in the scene, Gustav, the fat and effusive landlord, comes waddling towards them. He smiles warmly and greets the adventurers with a hail of chatter: ‘Greetings! Welcome to the Coach and Horses. Do have a seat. Take this one by the fire where you’ll be nice and warm. Would you like drinks and food? Yes? Of course, drinks first. How foolish of me.’ As Gustav prattles, Blackie struts around on his beam above the bar, repeating Gustav’s tones almost perfectly, but mixing his words up: ‘Welcome to the seat? Take a nice by the foolish? Would you drinks by the Horses?’

WARHAMMER FANTASY ROLEPLAY 14 I As they settle themselves at the table, the Characters can’t help but notice Phillipe Descartes watching them intensely. When he’s spotted, Phillipe quickly looks down into his wine. The other guests take no notice of the Characters: Lady Isolde picks fastidiously at her food while her servant stares vacantly off into space; Marie, Isolde’s bodyguard, drinks her wine moodily; Ernst Heidlemann’s head is buried in a book, which he studies avidly all evening; the coachmen, Gunnar and Hultz, are busy getting drunk, taking the opportunity to enjoy themselves before they have to return to the road in the morning. Accommodation Four of the bedrooms are taken by coach passengers. Lady Isolde and her maid Janna share a room, while her bodyguard Marie has an adjacent room. Phillipe the gambler and Ernst the student each have a room to themselves. This leaves two bedrooms available for the Characters, or they can stay in the dormitory with the two coachmen. Doors All doors can be locked, and often are; one cannot be too careful considering the kinds of folk who travel the roads these days! Generally, the only doors left unlocked are those that guests are likely to use regularly. The NPCs This section of the adventure revolves around the Characters talking and interacting with the NPCs in the inn. To play this, you need to bring the NPCs to life: this is very easy for most of them, as they do not speak unless spoken to first. However, Gustav the innkeeper and Phillipe the gambler are different in that they take the initiative. The other NPCs can be brought in when needed or as desired. For example, if one of the adventurers asks the coachmen to take them to Altdorf, you will have to play the part of the coachmen. Otherwise you need only draw the adventurers’ attention to their drinking, laughter, and occasional song. Details of all the NPCs are provided at the end of the chapter. Feel free to change or embellish these details as required to make the game as entertaining as possible for the Players. The Landlord Gustav the landlord is the initial key to the inn. He welcomes the characters as soon as they arrive, talking non-stop and pausing only long enough for the adventurers to answer his questions. He enquires after the Characters’ health, their destination, whether they would like rooms, and so on. He fills in even the briefest moment of silence with chatter about business, the weather, road conditions, and anything else he can think of. He enthuses about the other guests, especially Lady Isolde, since he is very excited to have a noblewoman as a guest. Gustav should be played as a mild annoyance, but too goodnatured for anyone to become seriously angry with him. Any orders for food, drinks, or rooms are accompanied by mindless chatter about any of his favourite topics. Gustav is very hard to offend, but he will grow angry if threatened with violence. He orders the Characters out of the inn if they are ‘unable to keep a civil tongue in their heads’. The Gambler Phillipe the gambler, a travelling Bretonnian, serves a different function: he provides the Characters with a card game and, if they catch him cheating, a fight. He is entertaining to portray as he has a broad Bretonnian (that is, French) accent and a fondness for flamboyant gestures. The Barman Unless the inn is very crowded, Herpin the barman stays behind the bar or in the cellar, pouring drinks as ordered by Gustav but never waiting on tables. If any customers need anything they will be served by Gustav, and subjected to his endless chatter unless they are clever about it. The Coachmen By the time the party enters the inn, the two coachmen, Gunnar and Hultz, are already drunk. As the evening progresses, they laugh, they drink, they sing, they drink, and they joke. Eventually, after a little more drinking, they stumble off to bed. Although their coach is nearly full, they are willing to take the party to the next coaching inn that services Ratchett Lines (the Inn of the Seven Spokes, a journey of some 50 miles) where they may be able to find another coach to Altdorf. They charge 6/– per Character, but if they lose an Opposed Haggle Test, they lower their price to 5/–; if they lose the Test by 6 SL, they can be haggled down as low as 4/– per Character. Gunnar and Hultz demand payment in advance, and will spend any money given to them on yet more alcohol. The Noblewoman Lady Isolde will not talk to the Characters, believing it beneath her dignity to consort with riff-raff. If they insist on speaking to her, she will look extremely put out and instruct her maid, Janna, to tell the Characters to leave her alone. Janna will do this rather meekly as Marie, Isolde’s bodyguard, looks on, her eyes threatening. If the Characters persist, Isolde and her entourage retire to their rooms. FOOLS AND HORSES At the start of the adventure, it is important the Characters are trying to secure a coach to Altdorf. This means they should not have horses, and they should not be able to acquire horses before they reach Bögenhafen. As long as none of the Characters start as horsem*n or squires, who start with horses, this is not much of a problem — beginning Characters cannot afford to buy horses and you can easily make it very hard for them to acquire them by any other means, such as stealing. If the Players seem to be contemplating any illegal activities, you might like to remind them of the risks involved. If the Characters include a horseman or squire with a horse, it is up to you to resolve this. The easiest way to do this is to ask the Players concerned a question: ‘Why do your Characters not have their horses?’ and work out a story with them.

15 THE ENEMY WITHIN: CHAPTER 1 – WANTED: BOLD ADVENTURERS I During this adventure, the party can come across the following rumours. These rumours are not assigned to any specific NPCs, so you can choose who passes them along to the Characters and when. The most obvious initial sources of information are the talkative innkeeper Gustav and the gambler Phillipe, but plenty of other NPCs can drop gossip: from a recent guest, a passing coachman, to a friend’s neighbour’s brother-in-law. Not all the rumours should be used in the inn — others can be supplied on the coach journey, in Altdorf, or anywhere else you feel makes most sense. The rumours show Players the wider world, and events taking place quite apart from the party and its actions. A rumour can be dropped into conversation whenever you see fit. If you wish the Players to feel their Skills make an impact, perhaps pass on a rumour or two after a successful Gossip Test. It’s entirely up to you. Like most rumours, the ones below hover somewhere between truth and falsehood. Most have grown and changed over repeated retellings, but there is at least a grain of truth to each one. All of them are completely believed by the NPCs who recount them, and these characters may be offended if anyone doubts or mocks them. This is a superstitious world, where magic works and most people regard unlikelysounding events as quite possible. RUMOURS 0 Altdorf Zoo's been shut for weeks. I heard Deathclaw, the Emperor’s Griffon, went on a rampage. Probably because the Emperor hasn’t been to see him for months. This rumour is common in Altdorf, and is true: the Emperor is avoiding his Griffon for reasons that will become clear in later instalments of The Enemy Within. 0 The weather is going to take a turn for the worse, and it’s going to rain tomorrow. Probably true. It rains a lot in this part of the Empire. And, given it is winter, it may snow instead. 0 Don’t stray off the roads into the woods. Those who do never return: eaten by Beastmen or something far worse. This rumour is often all too true. 0 The mayor of Grunburg was burnt at the stake a few months ago for being in league with Chaos. He was overheard talking to his cat, and fed it human blood in its milk. More than one witness testified that the mayor told his cat to: ‘Stop yowling and drink your bloody milk!’ This humorous rumour sets the scene. You decide whether it is true or not. 0 Strange lights have been seen in the sky to the east. They look like fire Daemons dancing among the stars. This rumour sets the scene; you decide the truth of it. 0 Colonel Sievers of the Imperial Ostlanders has returned from the Border Princes. The Greenskins must have been defeated! It’s a great victory for the Emperor! The Greenskins have not been defeated. Sievers is here to warn the Emperor of Orc and Goblin build-up south of Blackfire Pass, which is of consequence in the last instalment of The Enemy Within: Empire in Ruins. 0 The road wardens are all corrupt and can't be trusted. Partially true. This rumour will not come from Gustav. 0 This year's Schaffenfest is stated to be the biggest, most profitable, most entertaining (and probably most dangerous) yet!. Everyone is talking about Schaffenfest and will do anything to attend. The food stalls alone are to die for. 0 The village of Blutroch was wiped out by a mysterious disease that causes people to break out in red blotches. Make sure you stay well clear of anyone with red marks on them! This rumour helps set the scene in the Empire; you can decide whether it is true or not. 0 The Emperor has a sister who is hidden in the Great Hospice north of Altdorf. She's the secret shame of the Empire! Partially true. There is someone claiming to be the Emperor’s sister in the Great Hospice, but whether she actually is or not is up to you. 0 The road to Altdorf is troubled by bandits. Only last week, a coach failed to get through. These are troubled times, and it's about time that the Emperor started looking after the common folk. True. Coaches frequently fail to ‘get through’, as the party will soon discover. 0 A holy White Wolf of Ulric was spotted in the Drakwald Forest not far from Delberz. Priests of Ulric are in the area looking for it. You can decide if this rumour true or not. 0 The village of Teufelfeuer was recently burnt down by Fabergus Heinzdork, the witch hunter. He discovered the villagers were in league with Daemons — something to do with them eating raw meat! This rumour sets the scene of current events in the Empire; you decide whether it is true or not. 0 The roads are getting worse because the Emperor is not bothering to maintain them any more — he is too busy spending money on the State Army to fix problems like the mess in Ubersreik. The Emperor is spending a great deal on the State Army of Altdorf, and three of its regiments are currently stationed in Ubersreik. For more on this, see the WFRP Starter Set. 0 Last time I was in Altdorf it… it felt strange. It’ll be those wizards. Too many wizards in the capital, I say. Partially true. There’s trouble in Altdorf, but it’s not wizards. Later instalments of The Enemy Within will explain this.

WARHAMMER FANTASY ROLEPLAY 16 I The Apprentice Ernst Heidlemann is quite happy reading by himself in the corner of the taproom. He is a little startled if any Characters approach him. He answers questions in an absent-minded fashion, and attempts to avoid conversations if at all possible. He asks anyone who bothers him to leave him alone, claiming that he has lots of studying to do for his university entrance examination. Ernst appears uninteresting, with nothing important to say. He hides a dark secret (see page 22). Handling the Unexpected The inn provides an opportunity for the adventurers to spend a peaceful evening encountering NPCs from the wider world: a world of which their lives to date have offered them only a glimpse. Players who are new to the game can try out the rules for all kinds of social interactions, and if you are a novice GM, you can practise presenting a few colourful NPCs and playing out the kinds of situations that the Characters are likely to encounter many times in the future, in inns all over the Empire. However, there is always the chance that some of the Players might decide to do something that is not specifically covered in these pages. They may try to rob one of the NPCs at night, for example, or perhaps hire themselves out as bodyguards to Lady Isolde. Enough information has been provided for you to cover such events with a minimum of effort: simply use the game’s rules to play through these events and use some imagination to decide how the different NPCs react to the Characters. A Game of Chance? Phillipe Descartes sizes up the Characters when they arrive and stares at them whenever he thinks they are not looking. If spoken to, he is friendly, if a little guarded. If the adventurers ignore him, he wanders over to their table after about half an hour and engages them in conversation, attempting to ingratiate himself. Stroking the tip of his nose (a habit of his), he offers to buy drinks for the group.After politely enquiring about their business, Phillipe suggests a game of Scarlet Empress, a popular card game in the Empire, to pass the time. Each Character involved rolls a Challenging (+0) Gambling Test, with the hand going to the Character with the highest SL. Phillipe will play for any stakes, but considers it a waste of time to play for less than 2/–. He deliberately loses the first two hands (ignore his rolls). He then begins to play in earnest, using his Cardsharp Talent to increase his successful Gambling Tests by +2 SL. Phillipe will also use his Luck Talent to reroll failed tests if the stakes are high. He can do this only three times before his luck runs out (as he has the Talent three times). Phillipe will try to up the stakes whenever he thinks it appropriate, aiming to gamble at around 8/– a hand. If Phillipe loses three hands in a row by fair means, he resorts to cheating by palming cards, slipping aces into his hand, or secreting them up his sleeve. He does this with a Challenging (+0) Sleight of Hand Test. If successful, he can do one of the two following options: 1) Reverse a failed Gamble Test; or 2) use the Sleight of Hand SL instead of the Gambling SL to determine the winner for the Round. However, Phillipe may be caught: you should secretly roll a Challenging (+0) Perception Test, Opposing it with Phillipe’s Sleight of Hand Test (normally this is marked as an Opposed Perception/Sleight of Hand Test). Any Characters rolling a higher SL than Phillipe spot him cheating. Unless caught, Phillipe retires and goes to bed after winning as much of the party’s money as they are willing to gamble. If accused of cheating, Phillipe denies it hotly, appearing to be very upset that anyone could accuse him. He attempts to bluff his way out of any situation, but if things are going badly for him, he pulls out his pistol and fires it, relying on the terrific crack of gunfire and the billowing gout of smoke to intimidate the Players (check the Blackpowder Weapon Trait in WFRP, page 297). Under the cover of the smoke, Phillipe heads for the stairs and runs up to the top. The Spray of Lead Characters chasing Phillipe up the stairs will be confronted by an excited and confused Gustav, brandishing his blunderbuss and yelling for them to stop. Gustav has no idea what happened downstairs, but he aims to put a stop to it. He will fire at anyone who keeps moving, falling over as the recoil of the blunderbuss knocks him off balance. He will, of course, be profusely apologetic once he realises the true state of affairs. From the top of the stairs, Phillipe jumps out of the window to the stables below. He performs an Average (+20) Athletics Test and, if successful, counts the fall as 1 yard less, plus a further yard per +SL. So, if he scores +3 SL, he lands, rolls, and is off without injury. Otherwise, he suffers falling Damage of 1d10 Wounds + 3 per yard he falls (see WFRP, page 166). HANDOUT 1: WANTED! BOLD ADVENTURERS! At the Coach and Horses — or at some other inn along the way — the Characters come across a poster that seems to offer them the chance of adventure (see Handout 1 on page 151). It reads as follows. Wanted! Bold Adventurers! His Excellency, the Crown Prince, Hergard von Tasseninck, of the Grand Principality of Ostland, hereby gives notice that he is currently resident in Altdorf and wishes to engage the services of a party of skilled adventurers. Employment is to begin as soon as possible, for an indefinite period. Would‑be applicants are forewarned that they shall be required to undertake a most perilous mission into unexplored regions of the Grey Mountains. The matter is of the utmost delicacy and absolute discretion is required. Remuneration is negotiable, depending on Experience, but a mnimum of 20 Crowns per person per day is guaranteed, in addition to a generous bonus on completion of the mission. No laggards, cowards, or dwarfs need apply. Signed Personal scribe to Crown Prince Hergard

THE ENEMY WITHIN: CHAPTER 1 – WANTED: BOLD ADVENTURERS III If he suffers more Wounds than his Toughness Bonus, he also suffers a Prone Condition as he lands hard and crumples. Any Character wishing to follow him through the window can do the same (or maybe hang out first, halving the dropped distance to just 2 yards, but giving time for Phillipe to make a getaway). If closely pressed, Phillipe reluctantly turns to fight. He prefers to Pull his Blows (WFRP, page 173), so they do not inflict Critical Wounds, and will use his Disarm Talent. However, if attacked by more than two Characters at once, he will stop Pulling his Blows. Should his Wounds score be reduced to 3 or fewer, Phillipe surrenders and returns any money he won in the game. Unless he is caught, Phillipe will flee towards Altdorf on one of the landlord’s horses. Anyone attempting to follow him on horseback must have Ride Skill and be willing to steal a horse, or Phillipe will soon leave them far behind. Welcome to the Lockup What the Characters do with Phillipe — if they catch him — is really up to them. Gustav has no wish to keep him at the inn, and will release him as soon as the adventurers leave unless he has a strong reason not to. The party might insist on bringing Phillipe to justice, but this will involve protracted (at least 3d10 days) and expensive (50–100 silver shillings per week) legal wranglings in Altdorf (unless one of the Characters is a lawyer, of course, which will allow legal proceedings to be much cheaper). Further, a Very Easy (+60) Lore (Law) Test, or Challenging (+0) Intelligence Test, notes the case is likely one that will be lost unless money is spent on bribes. Of course, Phillipe will vociferously claim self-defence. Unfortunately all the two coachmen and the other passengers saw were the Characters threatening the gambler with violence. If he is let go, Phillipe will harbour no grudge — getting caught is an occupational hazard and one he is used to, for all he does his best to avoid it. If prosecuted, Phillipe will be very angry. He will seek revenge at the earliest opportunity, relentlessly pursuing the Characters no matter where they go. What form Phillipe’s revenge takes, and when it occurs, is entirely up to you. He might hire a gang of footpads to attack the Characters, or hunt them one by one when they are alone. THE JOURNEY The next morning, the Characters prepare to set out for Altdorf at last. The journey is to be more memorable than any of them expects. Rise and Shine! The morning is misty and overcast. The passengers — Lady Isolde, Janna, Marie, Ernst Heidlemann and possibly Phillipe — assemble in the barroom at 8 o’clock for breakfast, which is served by Gustav. The coachmen are nowhere to be seen — they are still in bed sleeping off their previous night’s drinking. By 9 o’ clock it becomes apparent that they are not going to show up: a quick look at the coach shows that it has not even been prepared for the journey. Waking the coachmen is an easy matter, but getting them to hold an intelligible conversation is not. Both are nursing titanic hangovers, and speak only in mumbles. While they prepare the coach and horses they are seen to stumble and frequently clutch their heads, moaning as they do so. It is almost 10 o’clock before the coach is finally ready and the passengers can embark. This poses a new set of problems: only six people can travel comfortably inside. Lady Isolde flatly refuses to be ‘crammed in with commoners’, claiming ‘it is bad enough having to travel with riff-raff without their dirty knees and elbows being constantly thrust into one’s face’. The coachmen are of no use in this argument; they climb unsteadily into their positions and sit there clutching their heads, in no apparent hurry to depart. Characters willing to brave the elements can travel on the roof: none of the NPCs will agree to do so. Trying to cram extra passengers inside will meet with strong resistance from Lady Isolde, who will threaten retribution from her very important relatives in Altdorf. Trying to get a refund from the coachmen is impossible: the adventurers’ fares have long since been spent, made apparent by the coachmen’s current discomfort. The situation can be resolved in several ways. A Character could win the lady over with a suitable song or recital (with a successful Entertain or Play Test), or a Skill such as Charm could be used. Note: when dealing with Lady Isolde, all Charm Tests from Silver or Brass tier Characters suffer a penalty of −10 (see WFRP, page 50). If they fail to win over Lady Isolde, any Characters who cannot fit into the coach will have to travel on the roof. If the party considers waiting for the next coach, Gustav will inform them that there is ‘not one due for another two days, and it’s likely to be as crowded as this one. Why, the one before this was really crowded! They were packed on to the roof, and a few were hanging on the sides as well…’

WARHAMMER FANTASY ROLEPLAY 18 I Bandit Trouble Gustav is secretly a lookout for a local gang of bandits, using his chatty demeanour to size up everyone who comes into the inn. After the Characters leave, and just when the Players are expecting to run into the Mutants (see Chapter 2), the adventurers’ coach is stopped by the bandits, who know exactly where Lady Isolde keeps her jewels and what everyone else on board has in the way of valuables. As an alternative, perhaps Gustav is not a willing participant in this operation? Maybe the bandits are holding his wife and children — who are all absent from the inn when the Characters visit — and if confronted he might break down and offer the adventurers a reward to rescue them and deal with the bandits? Alternatively, the coachmen Gunnar and Hultz might be the bandits in disguise, and are only pretending to be drunk! The scurrilous pair observe the passengers in the same way as Gustav would. Eventually, they aim to drive the Characters straight into a bandit attack, where they will signal which Characters pose the greatest threat, and which are richest. Experienced players will expect Phillipe Descartes to cheat them, and their Characters will no doubt be keeping a very close eye on his cards. Have Phillipe play the game straight, and as the Characters eye him suspiciously, spring a surprise or two in the background. The Runaway Lady Isolde is travelling to Altdorf to escape an unwelcome marriage arranged by her family for political reasons. Her absence from home has already been noticed, and late in the evening her brother Lukas will burst into the inn at the head of a band of thugs, with the intention of taking her home by force. If the adventurers help to save her, she will be grateful, and will offer a reward of 2 GCs to the party. Further, she may prove to be a useful patron at a later date… The Rival Magus This option is somewhat more extreme, and should only be used if you feel sure it will not derail the ongoing plot. Unknown to Gustav, Blackie the Crow is much more than he seems. After the adventurers have learned to ignore Blackie’s antics, he perches on a picture-frame above Ernst Heidlemann’s head, peering down into the book he is reading. Blackie then reads aloud. Ernst’s eyes bulge in alarm as black smoke boils up from the pages of his book and takes the shape of a twisted Lesser Daemon. It takes 1 Round to form its confused, feathered body and then it attacks the nearest Character with its thin claws. FHLUGER’DAGH – LESSER DAEMON M WS BS S T I Agi Dex Int WP Fel W 4 35 35 35 45 45 50 25 25 25 15 13 Traits: Armour 1, Corruption (Moderate), Daemonic 9+, Fear 2, Weapon (Claws) +7 Ernst drops his book with a shriek as soon as it starts smoking. He then flees the inn, leaving all of his luggage behind. This means he does not travel to Altdorf with the Characters, but can be encountered later in the campaign when he resurfaces in Death on the Reik. As for Blackie, he flies out through an open window with a cackle of maniacal (and very human-sounding) laughter. Whether ‘Blackie’ — who was sent to disrupt the agents of the Red Crown (see Ernst’s statistics) and replaced the landlord’s pet crow — is ever seen again is up to you. OPTIONS: LOOKING FOR A CHEAT

19 THE ENEMY WITHIN: CHAPTER 1 – WANTED: BOLD ADVENTURERS I In the unlikely event the Characters succeed in winning over Lady Isolde and cram themselves into the coach, she very shortly regrets this and soon orders the Characters out. If they get out, all will be well: if not, Lady Isolde will be very badtempered during the journey, only speaking to offer her fellow travellers a choice insult. A Short Delay By the time all of the passengers are ready, the coachmen are no longer prepared to depart. One goes to the inn’s outhouse and cannot be persuaded to unbolt the door for at least 20 minutes. The sounds and smells from within are unpleasant. The other coachman is heard snoring softly from his seat atop the coach. If the Characters decide to steal the coach, they have to deal with the outraged passengers, and in due course they are wanted by the road wardens. They will be in serious trouble if they are ever caught! The Journey Begins Finally, the coachmen are ready to begin the journey, and whip their horses into a slow walk — about 2 miles an hour! If instructed to make more speed, the coachmen will whip the horses up, but will soon let them slow down to a plod. At this speed the coach’s movement is a slow, gentle rocking that is easy on the coachmen’s aching heads, but it is obvious that the coach will not make it to the next inn before dark! If one of the Characters offers to take over the reins, the coachmen will not object. They are more than happy to curl up and sleep off their hangovers while someone else does the work. Any Character with the Drive Skill can make the coach travel quite quickly; anyone else must pass an Average (+20) Drive Test or the journey is somewhat slow going. It takes a total of at least 100 points of Strength and a successful Challenging (+0) Strength Test to right the coach (for example, 4 Characters with a Strength of 25 each). Each assisting Character adds +10 to the Test to right the vehicle (see WFRP page 155). Fortunately, the wheel that rolled free is undamaged. It takes a successful Average (+20) Drive Test, or a Very Easy (+60) Trade (Carpenter) Test, and 10 minutes to replace the wheel. Raindrops Keep Falling About 20 minutes after the coach gets under way again, it begins to rain. The first drops soon develop into a downpour that rapidly soaks Characters riding outside. Lady Isolde is vehemently against wet commoners entering her coach. Marie, her bodyguard, enforces this. Trying to get into the coach while it is still moving requires a successful Difficult (−10) Athletics Test to swing down to the side followed by a Very Easy (+60) Strength Test to pull the door open. Failure to swing down successfully results in the Character falling to the road and taking a 2-yard fall, plus a further 1d10 Damage for the speed the coach is moving, for a total of 2d10+6 Damage (see WFRP, page 166). The driver stops for any Character who falls off the coach. Repeated attempts to enter the coach are possible, but anyone succeeding is kicked by Marie. She uses her Melee (Brawling) Skill, which is opposed by a Difficult (−10) Dodge or Melee (Brawling) Test. If she hits, resolve Damage as normal; further, the struck PC must also pass a Challenging (+0) Strength Test to avoid falling to the road. Characters who avoid the kick successfully force their way into the coach and a scuffle ensues. All the NPCs inside do their utmost to push wet PCs out. Fighting in the coach with anything but fists or daggers incurs a penalty of −20 to hit. The coachmen take no part in this fight unless the Characters start to damage the coach (for instance, by trying to cut through the roof ) in which case they tell them to stop. If this doesn't work, a coachman threatens with his blunderbuss and fires on any Character who does not stop; however, this shot only works OPTIONS: FELLOW TRAVELLERS Those who have played The Enemy Within before know more about their fellow travellers than their Characters should. In order to keep things fresh, you can replace these NPCs with others, or mix them up. If you wish to create your own NPCs (see page 144), you should make sure each has a reason for making the journey to Altdorf, as well as the resources to do so. In addition, the NPCs should be created for their potential to generate conflict, both between themselves and with the Characters. They may object to sharing a coach with a ragtag group of adventurers, especially when the weather turns bad, and they may have other habits and attitudes that, while infuriating for the adventurers, will be entertaining for the Players as tempers flare along the way. Ensure none of the NPCs are particularly useful in a fight, though they may have other valuable skills that will make the journey easier. But when the crucial encounter with the Mutants takes place (see page 29), it should be absolutely clear to the Players that their Characters are the only ones capable of defending their coach and its passengers. Alternatively, you could simply swap the purpose of one NPC with another. For example, Ernst Heidlemann the physician’s student may not be secretly studying daemonic magic as part of the Red Crown Chaos Cult (see page 22). It could be Lady Isolde instead. Or her maid.

WARHAMMER FANTASY ROLEPLAY 20 I on an even roll to hit because of the rain (such as 24 or 32). If an odd number is rolled, such as 23 or 35, the blunderbuss needs to be reloaded in a dry spot before it can be fired again. Note: firing the blunderbuss is a last resort, because the noise causes hungover Gunnar and Hultz almost as much pain as the shot inflicts on the adventurers! The Road Junction The rain stops after a couple of hours. Eventually the coach reaches the junction with the main Middenheim–Altdorf road. A milepost by the roadside claims: ‘Altdorf, 120 miles’. There is a coaching inn at the junction. Called the Five Brothers Lodge, it is owned by the Four Seasons Company. The party’s coach does not stop here, but should the Characters insist on leaving, there is a two hour wait before the next coach arrives; this is full and does not stop. The next coach after this arrives in another four hours. It has room for the Characters to travel on the roof at a cost of 10/–each. However the Character continue, they will soon encounter something unpleasent on the road. RESOLUTION Rewards As well as your usual awards for good roleplaying and bright ideas awarded at the end of your gaming session (30–50 XP is typical) XP should be awarded for the following: Y 10 points for catching Phillipe the gambler cheating Y 20 points per Character for capturing Phillipe Y 5–20 points for Characters who persuade Lady Isolde to let them ride inside the coach. Feel free to award XP for anything else that is deserving, using the general level of the awards given above as a guideline. NON-PLAYER CHARACTERS The Inn’s Staff The Coach and Horses is an isolated coaching inn, staffed by Gustav the landlord and his barman, Herpin, as well as an array of ostlers, cooks, servants, a porter (Fredrick), and a smith (Artur). The Characters are only likely to interact with Gustav, Herpin, and maybe Gustav’s Crow, Blackie. If you need profiles for any of the other inn staff, assume any Characteristics are 30, and any Skills relevant to their career are Tested at 40. The Landlord Gustav is 5’7”, bald, and has bushy grey side-whiskers and blue eyes. In his mid-50s, he is a large and jolly fellow who always has plenty to say to everyone, whether or not they show any inclination to listen. Most of Gustav's conversation revolves around ensuring his guests are well looked after, the state of the weather, the condition of the roads, and anything else that springs into his mind. Gustav will talk for hours in his Altdorf accent if given the chance, and can be a very valuable source of information (see Rumours, page 15). GUSTAV FONDLEBURGER - HUMAN TOWNSMAN (SILVER 2) M WS BS S T I Agi Dex Int WP Fel W 4 28 32 31 41 38 34 35 39 29 52 13 Skills: Haggle 62, Intuition 52, Ranged (Blackpowder) 42 Talents: Doomed (The Crook, the Hart, the Wolf in the Night), Read/Write, Sturdy Traits: Ranged (Blunderbuss) +8 (20), Weapon (Fist) +3 Trappings: Blunderbuss (normally under the bar), Coach and Horses Inn, Seeds (to feed Blackie) Blackie the Crow Blackie, Gustav’s pet crow, sits on a beam above the bar and can often be heard mimicking Gustav. The voice is spot on, but where Gustav is unstoppable, Blackie is incomprehensible: ‘Well, welcome, leaving so soon, how nice to see you, would you like a road to travel or have you just arrived? Oh! Of course, you have! Have a chicken to drink!’ Blackie can continue like this for a long time, and is almost as unrelenting as Gustav.

21 THE ENEMY WITHIN: CHAPTER 1 – WANTED: BOLD ADVENTURERS I BLACKIE - CROW M WS BS S T I Agi Dex Int WP Fel W 2 15 - 5 14 29 36 15 21 18 10 1 Skills: Language (Reikspiel) 26 Talents: Mimic Traits: Fly 100, Size (Tiny), Skittish, Trained (Broken, Home), Weapon +0 The Barman Herpin has a thick Middenlander accent, greying mid-brown hair, and blue eyes. He is almost 30, but looks older. He’s tall, thin, and taciturn, and has no desire to make anyone feel welcome. He hails from the nearby hamlet of Moersum, and is employed for his brewing skills and work ethic, not his interpersonal skills. HERPIN STIGGERWURT - HUMAN VILLAGER (BRASS 3) M WS BS S T I Agi Dex Int WP Fel W 4 35 32 45 45 36 39 32 24 28 25 14 Skills: Melee (Basic) 45, Trade (Brewing) 49 Talents: Read/Write, Sturdy Traits: Weapon (Dagger) +5 The Coachmen Gunnar and Hultz Sandy-haired Gunnar and dark-bearded Hultz are the coachmen for Ratchett Lines. Both men are of medium height; but Hultz, now in his 40s, is a good bit fatter. The two coachmen have very little to say to the Characters unless bought a beer or three (preferrably more) after which they become fast friends and are a potentially great source of information (see Rumours on page 57). GUNNAR AND HULTZ - HUMAN COACHMEN (SILVER 2) M WS BS S T I Agi Dex Int WP Fel W 4 32 42 31 34 36 44 29 27 30 27 12 Skills: Animal Care 37, Charm Animal 40, Consume Alcohol 44, Drive 59, Ranged (Blackpowder) 52 Talents: Armour (Leathers) 1, Ranged (Blunderbuss) +8 (20), Weapon (Sword) +7 Traits: Coat (big and warm), Coach Horn, Gloves Lady Isolde and her staff Lady Isolde travels with her maid, Janna, and experienced bodyguard, Marie. Lady Isolde and her Maid A typical Drakwalder noblewoman, Lady Isolde von Strudeldorf is willowy with red-golden hair, green eyes, and a refined Reiklander noble accent. She is young, headstrong, and covers her lack of confidence with an air of snobbishness. She dresses in the finest clothing. She has a variety of unusual, elegant hats: her hat-boxes take up a great deal o f room on the coach roof. During the coach journey she sits clutching her lute-case, and will object most strongly if the Characters attempt to force their way in, threatening all kinds of retribution from her important relatives in Altdorf. Only 16, Janna is thin with fine, mousy hair and blue-grey eyes. She says very little, although sometimes Lady Isolde forces her to speak on her behalf. When this happens, she speaks with a soft Drakwalder accent, and looks deeply uncomfortable. For all her timidity, Janna is very good at her job. Lady Isolde’s valuables are kept in a trunk in her room. The trunk has a Difficult (−10) lock requiring 2 SL to open and contains expensive clothes and jewellery to the value of 7 GC.

WARHAMMER FANTASY ROLEPLAY 22 I ISOLDE VON STRUDELDORF – HUMAN SCION (GOLD 1) M WS BS S T I Agi Dex Int WP Fel W 4 36 32 31 32 35 31 43 30 33 28 12 Skills: Intimidate 46, Leadership 42, Lore (Heraldry) 40, Play (Lute) 58 Talents: Doomed (The Horns of the Bull shalt end thy Rule), Etiquette (Nobles), Luck, Noble Blood, Read/Write Traits: Weapon (Fist) +3 JANNA ELLEINER – HUMAN SERVANT (SILVER 3) M WS BS S T I Agi Dex Int WP Fel W 4 25 24 34 39 43 43 34 27 25 26 11 Skills: Intuition 54, Perception 58 Talents: Beneath Notice, Doomed (Beware the Hoof, the Claw, the Nail), Etiquette (Servants), Well-prepared Traits: Weapon (Fist) +3 The Bodyguard Like a Middenlander warrior-woman of legend, Marie is unusually tall, athletic, and muscular, and has thick, dark-blonde hair and ice-blue eyes. In her early 30s, she wears dark, sombre clothing, and never smiles. Marie has worked for the von Strudeldorf family for 15 years, and is more than capable of looking after her Lady Isolde. She speaks very little, usually only to tell people: ‘Do not bother the Mistress.’ If it comes to a fight, she prefers to act defensively, protecting her charge above all other things. MARIE SCHUTZ – HUMAN HONOUR GUARD (SILVER 3) M WS BS S T I Agi Dex Int WP Fel W 4 55 32 56 48 45 54 43 30 33 26 16 Skills: Dodge 64, Endurance 63, Heal 40, Intimidate 71, Intuition 60, Melee (Basic) 70, Melee (Brawling) 65 Talents: Doomed (In the End thy life dost begin), Etiquette (Servants), Jump Up, Relentless, Strike Mighty Blow, Strike to Stun, Tenacious, Very Strong Traits: Armour (Leathers) 1, Weapon (Knuckle dusters) +7, Weapon (Sword) +9 Other Travellers The Apprentice In his early 20s, Heidlemann is of average height and is trying hard to grow a beard. He has lank, brown hair and paleblue eyes. He is a low-ranking member of the Red Crown, a Chaos cult dedicated to Tzeentch and hostile to the Purple Hand. He pretends to be a physician’s apprentice on his way to continue his studies at Altdorf University, but is actually going there to deliver vital preparations to a daemonologist and to study Dark Magic. Should the PCs uncover his true mission, Ernst tries to kill them, either on his own or with the help of hired thugs. ERNST HEIDLEMANN – HUMAN WIZARD’S APPRENTICE (SILVER 2) M WS BS S T I Agi Dex Int WP Fel W 4 30 32 30 26 31 34 44 33 30 29 10 Skills: Channelling (Dhar) 37, Dodge 40, Intimidate 35, Intuition 36, Language (Classical) 43, Language (Magick) 47, Lore (Magick) 42, Perception 36 Talents: Doomed (Reaching too high, brings thee low), Petty Magic (Rot, Shock), Read/Write Traits: Weapon (Fist) +3 Trappings: Book, Travelling Case Corruption: 6

23 THE ENEMY WITHIN: CHAPTER 1 – WANTED: BOLD ADVENTURERS I Ernst’s book has a false cover. It appears to be Leeches and their Curative Properties, but is in fact De Vitae Occultae Daemoniis (‘The Secret Life of Daemons’). The book is written in Classical. A Character who reads it gains a basic knowledge of Daemons as described in the Bestiary (WFRP, pages 335–336) and suffers a Minor Exposure to Corruption (see WFRP, page 182); this means the reader must pass a Challenging (+0) Cool Test or gain 1 Corruption point. Ernst’s leather travelling case contains his personal effects. A hidden compartment holds the preparations he is delivering to Altdorf: six vials of bubbling green liquids, colourful powders, and whatever other materials you care to invent. Ernst doesn’t know what they are for, only that they are to be delivered to a Doktor Schmidt at the University of Altdorf. A successful Challenging (+0) Trade (Apothecary) Test, or Difficult (−10) Lore (Chemistry) Test or similar identifies them as preparations to alleviate palsy and restore strength. Should any unskilled Character get hold of these preparations, they are unable to use them and may even accidentally poison themselves. Consuming any two different substances causes (1d10 − Toughness Bonus) Poisoned Conditions (minimum of 1), resisted by a Challenging (+0) Endurance Test. Ernst is a recurring character, and will be encountered later in The Enemy Within campaign, so try your best to keep him alive for now. The Gambler Phillipe is from Parravon in Bretonnia, and has been travelling the Empire for six months. Now in his 40s, he was previously a mercenary sergeant in the army of a local duke before deserting across the Grey Lady Pass into the Empire. Phillipe claims to be heading for Altdorf to visit an old friend, but in fact he is just working the inns on the Empire’s roads. He is tall, handsome, and wears a lace-trimmed shirt and embroidered jacket and breeches. He has long, dark curly hair and an artificial ‘beauty spot’ on his left cheek. Despite his foppish appearance, Phillipe is very capable of looking after himself and is not afraid of danger. PHILLIPE DESCARTES – HUMAN HUSTLER (BRASS 1) M WS BS S T I Agi Dex Int WP Fel W 4 30 32 30 26 31 34 44 33 30 29 10 Skills: Athletics 60, Climb 62, Charm 44, Consume Alcohol 58, Cool 60, Dodge 60, Endurance 53, Gamble 50, Gossip 44, Heal 39, Haggle 44, Intimidate 52, Intuition 50, Language (Battle) 49, Leadership 49, Melee (Brawling) 47, Melee (Basic) 57, Perception 55, Play (Drum) 35, Outdoor Survival 44, Ranged (Blackpowder) 60, Sleight of Hand 64 Talents: Attractive, Alley Cat, Card Sharp, Combat Aware, Diceman, Drilled, Etiquette (Soldiers), Rapid Reload, War Leader Traits: Ranged (Pistol) +7 (30), Weapon (Sword) +8 Trappings: 49/67, Dice (2 sets, 1 loaded), Pack of Marked Cards (with 5 spare Aces)

II WARHAMMER FANTASY ROLEPLAY CHAPTER 2 MISTAKEN IDENTITY HANDOUT 2: ROLF HURTSIS The figure rushing manically toward you looks familiar. Then it suddenly comes to you! Beneath the rotting flesh and dripping ichor you recognise the face of Rolf Hurtsis, an old friend and a thief. You had many escapades together in your youth, but now he is horribly changed. It was about a year ago that Rolf developed a strange rash. He changed, becoming irritable and even violent at times. To hide his skin complaint, he made himself a hood out of an old sack, but this made it hard for him to see, and he was unable to escape the Watch when a job went wrong. The last you knew, he escaped from a cell and vanished without a trace — until now! Our Heroes encounter a band of half-starved Mutants who have recently moved into this area. The ravenous band is led by Knud Cratinx, a former sheep rustler who has recently begun to show the mark of Chaos in the form of scales on his skin. Knud and his fellow Mutants have ambushed a Four Seasons coach headed for Altdorf, and are engaged in butchering the occupants. During this encounter the Characters discover the body of Kastor Lieberung (see page 5), and become unwittingly drawn into the web of Chaos that is spreading throughout the Empire. One of the Characters (preferably with a Rogue Career) recognises an old acquaintance who has been mutated by Chaos — a reminder that the taint of the Ruinous Powers is an ever-present threat from which no one is safe. BLOOD ON THE ROAD A couple of hours after the coach joins the main road, it rounds a bend, and comes upon a grisly sight. Squatting in the road is a Human figure, his back to the coach, bent over the body of a Four Seasons coachman. The figure turns, and the Characters see a severed Human hand hanging out of the creature’s disgusting mouth. The creature is recognisably Human, but flesh hangs in tatters from its face and hands, and green ichor seeps from its eyes. Spitting out the hand, it rushes towards the coach brandishing a bloody dagger. A Rogue Character (or failing that, a Brass-tier Burgher, Academic, or other urban Character) realises with a shock that this Mutant is Rolf Hurtsis, a fellow thief and old friend from their home town. Give the Player Handout 2: Rolf Hurtsis (see page 152). As Rolf rushes the coach, the horses panic and bolt, snapping the traces as they do so. Hultz, who is gripping the reins, is pulled off the coach and dragged behind them. Gunnar struggles to apply the brakes and stop the coach from crashing into the trees. He succeeds in doing this, but then freezes in fear as Rolf leaps at him. It is up to the adventurers to save the day. If they do nothing, Gunnar gains a Surprised Condition, so is unable to defend himself against the hideous Mutant until the next Round.The coach’s passengers will do nothing unless they themselves are put in danger. If Phillipe is still here, he will come to the aid of the adventurers, using his sword rather than his pistol for fear of hitting an ally. He is a capable fighter, and will be able to identify weaker Characters to help protect them. Marie will stay in the coach to protect her mistress, and will only leave Lady Isolde’s side in order to better protect her noble charge from any incoming threats. Once they have the opportunity to inspect the mutilated body of the Four Seasons coachman, the Characters see a crossbow bolt through the neck has killed him. The coachman wears his sleeved mail shirt, which fits any medium-build Human Character. The tracks of his coach can be seen continuing along the road away from the adventurers, and out of sight around the bend.

25 THE ENEMY WITHIN: CHAPTER 2 – MISTAKEN IDENTITY II An Official Investigation When the party comes upon the site of the wrecked coach, two road wardens are already there. They stop the adventurers’ coach and demand help loading the victims’ bodies on to a cart. They will be taken to the nearest town for burial, while the bodies of three mutants killed in the attack will be burned on the spot, using the wreckage of the coach as fuel. As they help the road wardens, the Characters may have the opportunity to loot a couple of bodies unseen: what they recover is up to you. Having come upon the body of Kastor Lieberung and noticed the resemblance to one of the Player Characters, they may claim to be relatives and ask to take the body and any personal effects. At your discretion, a successful use of Charm or Bribery ensures success. Of course, the Characters now have a body to worry about, and Lady Isolde will definitely not brook any attempt to bring it aboard the coach. If the Players are annoyingly complacent about the expected ambush, you can turn the tables on them by describing the adventurers’ first sight of the scene ambiguously. The road wardens are not wearing any obvious uniforms and their insignia are not visible as they direct a ragged group of farm labourers who happened to be passing by on a cart of dung: as they move among the bodies, it is hard to tell whether they are investigating or looting; their ragged, dirty clothing, filthy faces, and hunched postures could easily seem at first glance to be signs of minor mutations; and one or more might be chewing as they crouch over fallen bodies, with pasties unseen in their hands as they look up blankly when the adventurers come on the scene. With a little imagination, you could convince over-eager players that these are Mutants, and they could find themselves in trouble if they attack road wardens going about their duty. Bandits As mentioned on page 11, the staff of the Coach and Horses Inn may be lookouts for a bandit gang. Instead of Mutants, the Characters encounter Outlaws looting the wrecked coach, but otherwise the chapter proceeds unchanged. Don’t I Know You? Instead of finding the body of Kastor Lieberung, the adventurers may encounter him in the flesh, along with a handful of other cultists. He is a cult priest in the wizard Career (or, if you have the Enemy Within Companion, the Chaos Sorcerer Career). His magic allowed him and his companions to defeat the Mutants who attacked their coach, but the coach is still wrecked, Lieberung and several of his companions are wounded, and they stop the adventurers’ coach begging for a ride. When they are refused — and Lady Isolde is sure to insist that such grubby, bloodstained ne’er-do-wells leave her coach alone — they attack. Although you must make sure Lieberung is killed in the ensuing battle, the adventurers and everyone else have plenty of time to notice how much he resembles one of the Characters. The Ratmen The Skaven are an important part of the Enemy Within campaign from Death on the Reik onwards. If you wish to introduce the secretive ratmen early, you have a perfect opportunity to do so here. In addition to the documents relating to his supposed inheritance, Lieberung was transporting a piece of warpstone in a lead-lined box. A group of Skaven followed him from Middenheim, intent on stealing the warpstone for themselves. The Characters come upon the battle just in time to see Lieberung fall and a group of hunched, hooded figures disappear into the woods with a small chest. No Cause For Alarm All is quiet when the Characters arrive. The attackers are gone, and nothing stirs in the surrounding forest but wildlife. Of course, the Players do not know this, and if they are expecting Mutants to attack at any moment, you can have some fun by keeping things quiet and allowing the Players to drive themselves into a paranoid frenzy about an attack that will never come. The crack of a falling branch; the rustle of a small creature through the undergrowth; a sudden breeze through the leaves — all these can send highly-wrought nerves into a panic, especially if the party suffered injuries in a previous encounter and are concerned they are too weak to fight a serious enemy. If the Players are expecting Mutants, you may want to surprise them with a different encounter. For the sake of the campaign storyline, the Characters must happen upon the body of Kastor Lieberung and find the two letters he was carrying: how that happens is not important at all. Even if this is the Players’ first time through this adventure, the following alternatives to the Mutant attack may inspire you. OPTIONS: WHAT? NO MUTANTS?

WARHAMMER FANTASY ROLEPLAY 26 II HOWLS ON THE WIND As the Characters are wondering what to do next, a bestial cry rends the air from around the bend — and crashing sounds can be heard coming through the undergrowth beside the road. Something is coming out of the woods towards them very fast. The adventurers should be tense at this point and may well fire before they recognise Hultz, the coachman who was last seen being dragged off by the panicking horses. He runs back to the coach, crying, ‘It’s me, Hultz! Don’t shoot!’ If any of the Characters do fire, they may well kill him, for he has only 2 Wounds left after being dragged through the trees. Whether Hultz lives or not, the Characters still have the problem of the runaway horses and the screams from up ahead. The Characters should be encouraged to seek out the source of the screams. If they do not go voluntarily, Lady Isolde orders them to. On no account will she or her entourage leave the vicinity of the coach. The coachmen, if still alive, volunteer to look for the horses, but are easily persuaded to wait until later. They won’t investigate the screams. Ernst also wishes to stay out of the way, claiming that he abhors violence. THE MAYHEM MYSTERY TOUR Rounding the corner or sneaking through the woods, the Characters come upon a ghastly scene. An overturned coach lies across the road, with bodies littering the ground around it. Two of its horses are desperately trying to struggle free of their harnesses as a creature with a large body and an incredibly small head hacks maniacally at them with an axe. A Human with a doglike head is lying screaming next to the coach. Blood pumps from his wounded leg while another Mutant with a pointed head tries to bandage it. A fourth Mutant, with cloven feet, is feasting on one of the bodies. Searching through the various corpses is a Human with scaly skin holding a loaded crossbow. This is Knud Cratinx, the Mutants’ leader. If the Characters attack, the Mutants, who are not paying much attention to their surroundings, receive a Surprised Condition. If the Characters choose only missile combat, the confused Mutants receive a Surprised Condition for two Rounds, meaning they can fire 2 Rounds of missiles before the Mutants react. The Mutants then rush to attack while Knud stays back, shooting at the Characters with his crossbow. Once two Mutants are killed, the others turn and flee into the forest. Their trail can be followed for half a mile before it peters out; no amount of searching uncovers the trail after this. If the Characters enter the forests, try to make them uneasy by calling their attention to strange rustles in the undergrowth, dark shapes that seem to loom at the edge of their vision, and the complete absence of any animal or insect sounds. The Characters are safe at the moment, but they should not know this! The corpses littered around the overturned coach are its other coachman, a pair of artisans), an initiate of Sigmar, and a labourer. The coachman still wears his sleeved mail shirt, and his blunderbuss and shot lie next to his body. None of the other bodies have anything of value as Knud has collected it all. If Knud is killed and searched, the Characters find 2 GC, 3/13, a ring worth 3 GC, and a silver locket worth 1 GC with a miniature of one of the dead artisans in it. All of these are listed in Knud’s Trappings on page 30. The Double As the Characters look over the scene of the ambush or pursue the Mutants into the woods, they notice another body lying under a bush, a little way from the coach but not far enough to be overlooked. The body has two crossbow bolts stuck in its back and wears clothes that identify it as a town dweller, possibly an artisan. This is the body of Kastor Lieberung (see page 5), a senior cultist of the Purple Hand. Kastor was on his way from Middenheim to Bögenhafen to collect an inheritance. When the coach was attacked, he attempted to slip away, only to be cut down by two of Knud’s crossbow bolts. Turning the corpse over, the Characters are in for a shock, because he looks exactly like one of them! Which one is up to you. The ideal Character would be the one who is likely to be taken with the idea of impersonating Kastor in order to gain his inheritance. A blood-stained piece of parchment is protruding from the corpse’s jacket. Give the Players Handout 3: The Inheritance. A copy of the text is reproduced below. Bloodstains obscure some of the details. After reading it, the Characters should be keen to journey to Bögenhafen to claim the inheritance. In an inside pocket is another, unstained letter, Handout 4: The Affidavit. The Arrival of the Law Not long after the Characters inspect the scene of the ambush, they notice horsem*n riding from the direction of Altdorf. This is a patrol of five road wardens led by Magnus Athrect, and they will gallop up to the Characters as soon as they spot the upturned coach. The road wardens are initially very suspicious of the adventurers, who likely look a lot like bandits at first glance. The road wardens demand to know what is going on, and inspect the scene very closely. Provided the Characters are polite and explain about the Mutants, the road wardens believe them. But insults and threats, on the other hand, lead the road wardens to arrest the Characters, taking them to the next coaching inn for a detailed interrogation. Taking charge of the scene, the road wardens press every ablebodied Character they can into service. Clearly, Lady Isolde and her staff are exempt from such work, but everyone else is expected to help. With a little effort, and whatever dice rolls you consider necessary, the overturned coach is righted. One of its two remaining horses, fatally injured, is put out of its misery while the other is calmed by the presence of the road wardens and their horses.

27 THE ENEMY WITHIN: CHAPTER 2 – MISTAKEN IDENTITY II You should choose an identity for the magister that creates the most amusing and challenging match to one of the Characters. The magister’s name does not even have to sound like Kastor Lieberung, especially for a Grognard group that has expectations: it could be anything you decide. If you do change the identity of Kastor, note that Handout 3: The Inheritance and Handout 4: The Affidavit (see pages 150 and 151) will also need to be amended. In the campaign as written, the magister impedimentae is a male Human named Kastor Lieberung. This is fine, so long as the party includes a Human male Character. If not, or if you just want to simply change the Species and, if required, the gender of the magister impedimentae to match a likely-looking Character. What’s in a Name? Humans make up most members of Chaos cults within the Empire; Halflings, Elves, and Dwarfs are less common, but not unknown. Having selected the Character who will be the double, you need only change Kastor’s name as appropriate. Species & Gender Name Human, male Kastor Lieberung Human, female Kastelle Lieberung Halfling, male Crisper (Kipernius) Lowhaven Halfling, female Kally (Kallistabell) Lowhaven High Elf, male Calamor Limberlimb High Elf, female Calarian Limberlimb Wood Elf, male Karrawyr Lindenleaf Wood Elf, female Karrastra Lindenleaf Dwarf, male Kazrik Lakkarsson Dwarf, female Kallar Linkassniz HANDOUT 3: THE INHERITANCE Messrs Lock, Stock & Barl Civil Lawyers, Commissioners for Oaths, etc. Garten Weg Bögenhafen Dear Herr Lieberung, After many lengthy researches, we have come to believe that you are the only living relative of one Baronet Lieberung, late of the town of Ubersreik. This being the case, and any other heretofore unknown and pertinent factors notwithstanding, I am herewith charged to inform you that you are the sole beneficiary of the late Baronet’s last will and testament (hereinafter referred to as the party of the first part), as well as to the entail of his title and all lands and estates attached thereunto. I, the undersigned, acting in my capacity as legal executor of the aforementioned document of the party of the first part, do therefore urge you to make your way with all convenient speed to my offices at the address superscribed to this letter. Thereupon, and upon your production of a signed and twofold witnessed affidavit confirming your identity as Kastor Aloysius Lieberung, we shall be pleased to place into your hands the title deeds to Lieberung Manor and all attached lands and estates, and the bequeathed sum of twenty thousand gold crowns, Imperial. I remain, your most humble and respectful servant, Dietrich Barl. K.C., LL.B. (Alt) Signed this tenth day of Nachhexen, in the two thousandth, five hundredth and twelfth year of the Empire. OPTIONS: YOU DON’T LOOK LIKE A KASTOR…

II WARHAMMER FANTASY ROLEPLAY With the Characters’ party back in their coach and the corpses piled up in the other one, the road wardens lead the way to the next inn. There, sworn statements are taken from each living witness to the Mutant attack, and the bodies are prepared for the arrival of a Doomsayer, a wandering Priest of Morr (for more on Morr’s Doomsayers, refer to the Enemy in Shadows Companion). No efforts are made to identify the unfortunate dead. The Empire is a violent place, and the road wardens simply do not have the resources to track down and inform the relatives of every dead traveller. Instead, it is left for the cult of Morr to note the details of the dead and then pass them to the local cult of Verena where records of all deaths are stored. Kastor Lieberung’s body has no identification other than the two letters that are now in the Characters’ possession, so he is likely ruled an unknown. If any of the Characters feels compelled by the spirit of honesty to mention the letters, the road wardens make it clear that they have neither the time nor the inclination to deal with such trivialities. ‘In Sigmar's name, be about your business and stop bothering me!’ If the Characters have not taken steps to disguise Kastor’s double, or to disfigure Kastor’s corpse, the road wardens will wryly note the similarity (‘Is it your twin? Bad luck, mate.’), but take no further action. All of them have seen odder things during their long patrols through the Drakwald forest. And, besides, enquiring after suspicious dopplegangers is more than their job’s worth. The remainder of the journey to the next coaching inn passes without mishap. The Characters pass a couple of coaches bound for Delberz, some merchant trains, a detachment of State Army cavalry, and anything else you deem appropriate. As darkness sets in, the coach finally arrives at its destination, the last stop before Altdorf, the Inn of the Seven Spokes. THE INN OF THE SEVEN SPOKES The Inn of the Seven Spokes has a similar layout to the Coach and Horses. Three coaches are staying overnight, so the inn is crowded. It will be a quiet stopover unless the Characters wish to interact with the clientele, none of whom are particularly interesting unless you choose otherwise. Any NPC may reveal any of the available rumours (see page 57), but generally this should be a quiet place to spend the night and the journey should continue with no problem in the morning. However, the coachmen will drink heavily as before — or even more heavily, given the day they just had — and they may well be just as hungover the next morning. At the inn, Lady Isolde, Janna, and Marie leave the coach and book seats on a Four Seasons coach that departs for the capital in the morning. The Characters may also leave the coach and find another one. HANDOUT 4: THE AFFIDAVIT We, the undersigned, do solemnly swear and affirm that the bearer of this document is Kastor Aloysius Lieberung. Ingrid Zicherman, Priestess Temple of Sigmar, Nuln Oskar Helmut, Guild Master Guild of Merchants, Nuln Witnessed by Julius Schwungrad, Worshipful Company of Advocates, Nuln The Horses from the Characters’ coach are grazing a short way into the woods. If approached by a Character without any Advances in the Ride (Horse), Animal Care, or Charm Animal Skills, the Horses are still skittish and lash out; the Character must make a Dodge Test to skip in close enough to grab the remains of their harness and control the animals. If the Characters are unable to accomplish this, some of the road wardens step in and calm the Horses with practised ease. The remaining horses are divided between the two coaches and makeshift repairs are made to their damaged harnesses.

29 THE ENEMY WITHIN: CHAPTER 2 – MISTAKEN IDENTITY II The rest of the journey to Altdorf is uneventful, although you might like to impart some rumours to the Characters or have them pass a unit of cavalry or a pedlar with a well-stocked wagon to add a little colour. The Fortuitous Physician One or more Characters may be wounded after the encounter with the Mutants, and it would be fortunate indeed if there happened to be a physician staying at the Inn of the Seven Spokes. For once, Ranald smiles upon our Heroes: Doktor Anida Pflaster happens to be at the inn. The Doktor is enjoying a drink in the bar while her coach changes horses, and will attend the wounded for 4/– per Character. The good Doktor - or someone like her - might be encountered almost anywhere during this or other adventures, if the Characters are in dire need and you are feeling merciful. These services are never free, of course, and the Players should not develop a false sense of security from too frequent, and too convenient, chance encounters with physicians. But, once or twice, such an encounter may turn out to be a literal life-saver. RESOLUTION Rewards Beyond any points you offer for good roleplaying and clever ideas at the end of the session, XP should be awarded for the following: Y 10 points for defeating Rolf Hurtsis Y 20 points each for defeating the Mutants Y 10 points each for finding the inheritance letter Y 5 points each for raising no suspicions with the Road Wardens As always, feel free to award XP for anything else you feel deserves it, using the amounts above as a guideline. NON-PLAYER CHARACTERS The Mutants The Mutant on the Road Rolf was once an average man, of average height and build, but now he bears the mark of a hideous mutation that has left his face a grotesque, festering ruin, the skin having sloughed from his pus-riddled visage. He is dressed in dirty, tattered rags that are stained with his previous meals and his own blood. Thanks to his Mutation, Rolf ’s vocal cords have atrophied and rotted, leaving him incapable of uttering anything more than a low, menacing growl. ROLF HURTSIS – MUTANT BRIGAND (BRASS 0) M WS BS S T I Agi Dex Int WP Fel W 4 32 25 27 28 40 45 39 29 25 - 8 Skills: Athletics 55, Dodge 55, Melee (Basic) 37, Outdoor Survival 34, Perception 45 Talents: Combat Aware, Flee! Traits: Bestial, Hungry, Mutation (Rotting Flesh), Weapon (Dagger) +4 The Mutant Leader In poor lighting, Knud can almost pass for Human. However, in the cold light of day, the stain of his corruption is plain to see — thick, dark-green scales cover every inch of his skin. Knud’s voice is similarly afflicted, taking on an inhuman sibilance as his forked tongue flickers between his crooked yellowed teeth. He speaks with a strong, lisping Altdorf accent, though only to insult, threaten, or intimidate, activities he enjoys immensely.

II WARHAMMER FANTASY ROLEPLAY KNUD CRATINX – MUTANT OUTLAW (BRASS 1) M WS BS S T I Agi Dex Int WP Fel W 4 36 43 39 32 35 33 29 33 35 30 12 Skills: Intimidate 49, Leadership 45, Melee (Basic) 54, Outdoor Survival 38, Perception 43, Ranged (Crossbow) 52 Talents: Corruption (Minor), Mutation (Thorny Scales), Ranged (Crossbow 60) +6, Weapon (Sword) +7 Traits: GC 3/13, Crossbow, Locket (silver, worth 1 GC), Ring (worth 2 GC), Sword The Mutant Brigands Knud’s Mutant brigands are a disturbing bunch, all the more horrifying as the vestigial remains of their humanity are plain to see. One has a tiny head, speaking (and often giggling) with the high-pitched, lisping voice of a child. Another bears the head of a vicious dog, and is capable only of animalistic barks, yelps, and whines. A third has a distinctively pointed head, and emits a nearconstant, pain-laced groan. The last has the legs of a goat, and speaks with a surprisingly refined Reiklander accent. The Mutants are presented with the same Character Profile, although each bears a distinctive Mutation (see page 147 for a description of each Mutation), and has a different number of remaining Wounds. TERENZ, MIKAEL, JOHANN, ERIK MUTANT BRIGANDS (BRASS 0) M WS BS S T I Agi Dex Int WP Fel W 4 45 30 35 35 30 40 30 30 30 30 12* Traits: Corruption (Minor), Mutation (varies*), Weapon +7 *All of the Mutants are wounded after their encounter with Kastor Lieberung. Their current Wounds, and their individual Mutations are: Terenz: Pin Head, 3 Wounds remaining Mikael: Bestial Face (Dog), 1 Wound remaining Johann: Pointed Head, 4 Wounds remaining Erik: Animalistic Legs (Goat), 2 Wounds remaining The Road Wardens Sergeant Pflaster A wiry man of average height, Pflaster has close-cropped black hair, dark skin, and deep-brown eyes. He is a seasoned officer from Altdorf who takes no nonsense from anyone. His job is to keep the roads safe, and while this sometimes involves protecting travellers, he places more value on the security of the highways than on individual lives. He speaks at pace with a lower-class accent and a firm tone. He doesn’t normally work these roads, but recently learned his sister is making her way to Middenheim by herself. He is keen to track her down to persuade her from such foolishness. MAGNUS PFLASTER – HUMAN ROAD SERGEANT (SILVER 4) M WS BS S T I Agi Dex Int WP Fel W 4 45 49 37 44 46 27 28 32 39 41 14 Skills: Animal Care 42, Gossip 51, Intimidate 52, Leadership 56, Melee (Basic) 60, Perception 51, Ranged (Blackpowder) 64, Ride (Horse) 42 Talents: Nose for Trouble Traits: Armour (Mail Shirt) 2, Prejudice (Criminals), Ranged (Pistol) (20) +8, Weapon (Sword) +7 Trappings: Pistol (with 10 Shots), Sword, Mail Shirt, Riding Horse with Saddle and Harness Pflaster’s Patrol Pflaster’s patrol of four road wardens all have rough Altdorf accents, but leave any official talk to their Sergeant who gets paid for that sort of nonsense. If the Sergeant is not in sight, none of the patrol are above making spot fines for made-up infractions or accepting bribes to make trouble disappear. Indeed, this is how they make most of their coin, much of which will be spent later in The Bay Horse, their favourite tavern back in Altdorf. 30

31 THE ENEMY WITHIN: CHAPTER 2 – MISTAKEN IDENTITY II BALDWIN, LEOPOLD, SUNNA, WILLIRUN HUMAN ROAD WARDENS (SILVER 2) M WS BS S T I Agi Dex Int WP Fel W 4 45 49 37 44 46 27 28 32 39 41 14 Skills: Animal Care 40, Bribery 40, Intimidate 40, Intuition 50, Melee (Basic) 50, Perception 45, Ranged (Crossbow) 55, Ride (Horse) 40 Talents: Strike to Stun Traits: Armour (Leather Jack) 1, Prejudice (Criminals, People Who Don’t Bribe Them), Ranged (Crossbow) (60) +9, Weapon (Club) +7 Trappings: Pistol (with 10 Shots), Sword, Mail Shirt, Riding Horse with Saddle and Harness The Seven Spokes The Doktor Frowning Anida (call her ‘Doktor’ if you don’t want a torrent of articulate abuse) is a brisk, abrupt woman with black, curly hair that she covers when treating patients. She has the same brown eyes and dark skin as her brother, Sergeant Pflaster, and is particularly keen to stay away from the over-protective man. She has no time for her brother’s coddling idiocy, and is not quiet about it should the subject come up in conversation. Which it likely will if she is given a chance. Anida brooks no idle chatter when she works, and is clearly both skilled and confident. She is on her way to (or from, depending on where she is encountered) a medical conference at her alma mater, the Collegium Theologica in Middenheim, so has little time for reckless nincompoops who seek out trouble, and she is not slow to say so. However, she took an oath to help those in need (for a fee of 4/–), and, with a weary sigh, will carefully treat any wound as soon as the required coin changes hands. Should the Characters have waylaid her brother from her path and they tell her this, she is delighted to offer a discount of 1/– to her normal price. ANIDA PFLASTER – HUMAN DOKTOR (SILVER 5) M WS BS S T I Agi Dex Int WP Fel W 4 27 32 31 36 55 35 54 53 47 44 13 Skills: Heal 68, Lore (Anatomy) 63, Lore (Medicine) 73 Talents: Field Dressing, Read/Write, Resistance (Disease), Surgery Traits: Prejudice (Boors and Idiots), Weapon (Fists) +37 Trappings: Medical Bag containing: Bandages (as many as needed), Healing Draughts (6), Trade Tools (Medicine), Guild Licence, and other travelling possessions as you determine

WARHAMMER FANTASY ROLEPLAY 32 III CHAPTER 3 HEART OF THE EMPIRE Our Heroes’ coach emerges from the Drakwald forest and speeds southwards for white-walled Altdorf, the capital of the Empire and its largest, richest city. From the outskirts, the Imperial Palace can be seen rising high above the river Reik, dominating the city. All year round, Altdorf acts as the playground of the nobility. Young nobles travel from their parents’ estates to the city, there to spend their time drinking and flaunting their wealth in the streets. Many are supposed to be studying at Altdorf University, but few attend lectures — much to the relief, it must be said, of the professors. This gives them more time to concentrate on their more serious students or, in the case of a lucky few, dedicate themselves to research or simply to living on their ample incomes. Being such an enormous city, all services can be found in Altdorf if you look hard enough, and nearly all goods are available — for a price. When checking for availability of goods in Altdorf, if you fail you may retry an Availability Test daily, not weekly, and Exotic goods gain an Availability rating of 10%. Further, if you are willing to pay double the price for an item, you may reroll one failed Availability Test daily. ADVENTURING IN THE CAPITAL The map of Altdorf shows the city’s major districts and a few of its more important structures. This chapter of the adventure passes briefly though the imperial capital, so the only details provided are those needed to play. The adventurers will return to Altdorf later in the campaign, and you will be provided with more thorough information on the capital at that time; for now it is best to encourage the party to follow the lead to Bögenhafen and the promise of sudden wealth. However, if you wish to dwell longer in the city, refer to Altdorf: City of Sigmar for a complete examination of the capital, with extra details also presented in Death on the Reik and Empire in Ruins. As will be seen in the following pages, the bounty hunter Adolphus Kuftsos is closing in on Kastor Lieberung, and kills any cultist he sees making contact with the Characters. If the Characters are showing an unwelcome inclination to explore Altdorf rather than travelling on to Bögenhafen, you can improvise an escalating series of unnerving but non-fatal attacks on the party, with more cultists being murdered by bolts from the shadows as the Purple Hand agents continue their attempts to make contact by means of strange gestures. Unable to catch the assailant and worried by the increasing violence, the Characters should eventually conclude that Altdorf is too hot for them and move on. Something Rotten in Altdorf Something is very wrong in Altdorf. Those living in the capital are quite used to it, inured to its subtle, pervasive influence, but those freshly arrived can’t help but feel… uneasy, and find themselves getting lost rather easily, as if the streets themselves don’t meet up correctly. A Change of Scene When first describing Altdorf, focus in on details suggesting the city is changing from one state into another, and often in contrary ways. Many buildings are being refurbished or repainted, while others are falling apart. One town crier claims a well-regarded Altdorf philanthropist was found guilty of corruption and jailed, whilst another claims a penniless street rat was found to be heir to the Rickard-Goellner estates. Also make sure to describe agitators by the scores crowding the streets, all clamouring for a new order, desperate for the capital to be better. To be different. Many of the city’s bustling burghers are acting oddly, too - though few notice it, simply presuming Altdorf life breeds a permanent state of hustle and fuss. Everyone in the capital is filled with an impatience permeating their very souls. Coachmen crack whips and bellow at others to get out of the way. Scholars rush about clutching books, all seemingly on important tasks that cannot wait. Shoppers refuse to buy from the same place twice, sure the next vendor may have a better deal. Everyone has somewhere to go, and they never get there fast enough. Altdorf is restless, irritable, and anxious. Even the stray dogs are agitated, barking at walls and each other, prone to dashing at the slightest threat, eyes wide, teeth bared, drool slopping from their quivering chops. A Change of Character Passing through Altdorf influences the Characters in some rather unexpected ways, almost as if the Dark Gods were keeping a close eye on their actions… 0 All spellcasters gain +1 SL to any Language (Magick) or Channelling Tests. Unless their roll includes a 9 on either die (such as 19, or 92), where they instead gain +1d10 SL and suffer a Major Miscast. 0 All non-wizards with the Sixth Sense Talent feel uneasy at all times, and cannot use their Talent’s rules. 0 Roll 1d10 each day. On a roll of an 8, one random Character gains 1 Corruption point. On a roll of 9, one random Character randomly determines a new hair or eye colour (your choice). On a roll of 10, one Character gains +1 Fortune point.

33 THE ENEMY WITHIN: CHAPTER 3 - HEART OF THE EMPIRE III 0 Any Character with the Holy Visions Talent suffers terrible nightmares that are forgotten on waking. For every week spent in the city, gain +1 Fatigued Condition that can only be removed by leaving the city, or spending at least 1d10 hours praying. 0 Before the party leaves the city, one random item of clothing on a random Character changes colour when no one is looking. This can be as subtle or as obvious as you prefer. ARRIVING IN ALTDORF It takes several hours to negotiate the roads and causeways that lead through Altdorf Flats, the vast marshlands surrounding the imperial capital. Eventually the land rises to a patchwork of farmlands and small villages, and not long after that the white walls of Altdorf can be seen glimmering in the distance, stretching far to east and west. Just after dark, the Characters’ coach pulls in through the intricately carved Wolf Gate at the north of the City. They are unaware of the trouble they are about to encounter. Altdorf is enormous, and it takes some time before the coach pulls into the open expanse of the Königplatz (King's Square) near the centre of the city. Eager bawds representing various inns converge on the passengers, each offering accommodation at ‘the best inns in city, guv’ - all ‘at very reasonable prices, with the best possible entertainment’. As the Königplatz is near the top of the Street of a Hundred Taverns, the city’s most notorious night spot, it could not be better located for tired travellers seeking food, drink, and possibly good times. However, it also turns out to be a place for meeting friends, both old and new. Stepping off the coach, the Characters are greeted by cries of ‘Angelino's, best grub in town!’ and ‘Stay at the Cat and Fiddle! Finest music and the best beds!’ The cries are accompanied by ready hands reaching to take any passenger’s luggage in order to lead them in the general direction of their chosen inn. Arguments soon break out, and fists clench. WHAT’S GOING ON IN ALTDORF? Behind every plot, every scheme, every turn of the wheel in Altdorf, lies Tzeentch, the Chaos God of Magic, Mutation, and Change. Its horrific influence is close, but hidden, and will not be revealed until Empire in Ruins. So, for the moment, play up the creepy atmosphere in subtle ways, unnerve the Characters just a little, and use the strange circ*mstances to push the party onwards to Bögenhafen.

WARHAMMER FANTASY ROLEPLAY 34 III As the Characters attempt to press through the gathered throng, they are brought to a halt by loud trumpeting and the sounds of marching feet. In no time, a procession of soldiers belonging to the Reikland 1st Regiment of Foot, The Imperial Guard, pushes its way through the platz. The Emperor, looking square of jaw and proud in full armour, and mounted on a magnificent ebony steed barded in gold, rides behind the marching phalanx. Beside and behind him march ranks of knights in their full ceremonial regalia. The assembled crowds cheer as the procession proceeds. Only once the entire parade has passed does business resume. Unknown to the Characters, this is not the actual Emperor. This is one of his doubles. The real Emperor is convalescing in the Imperial Palace across the river, some distance away. The double is abroad to still the rumours of his increasing frailty. It’s the fourth time he has marched across the Königplatz this week, and already rumours are spreading that the Emperor has a double. Note: it’s important the Characters see the Emperor’s double for reasons that will become clear in The Horned Rat, so do not skip this scene, or your own version of it. Stop, Thief! A couple of thieves are lurking amongst the crowds. They will attempt to take a piece of luggage from the coach or an unwary traveller and disappear into the crowd. If you wish, this may be a Character’s bag (if they let go, of course) or one belonging to an NPC on the coach. Once a thief takes a bag, the Characters have 1 Round to pursue the thief before the thronging crowds cover the getaway. No one will respond to cries of ‘Stop, thief!’ or similar; they are too preoccupied with their own business to care about anyone else’s problems. If any Characters pursue the thief, they must succeed at a Challenging (+0) Athletics Test each Round or lose their quarry in the press of people — they require 3 successful Tests in the first 3 Rounds to catch up to the thief. After 3 rounds without being caught, the thief — and the stolen luggage — are gone forever (see page 60). If they lose an opposed intimidation test or take any wounds they'll drop the luggage and attempt to flee. Prince Hergard Von Tasseninck If the Characters saw the notice of Crown Prince Hergard’s proposed expedition (see page 34 and Handout 1: Wanted! Brave Adventurers on page 151), they may wish to go to the prince’s residence in the hope of employment in the service of Ostland. The crown prince has a residence in an imposing riverside building not far from the bottom of the Street of a Hundred Taverns, on a street that leads from the Konigsplatz to the river. Anyone asked can direct the Characters to the estate on a successful Average (+20) Gossip Test. However, in the same breath, they will say that the crown prince set off southwards for the Grey Mountains three days ago, accompanied by a very tough-looking group of adventurers and a small army of staff. If the Characters investigate further, the bull-liveried guards at the crown prince’s gate confirm this. It seems the Characters are too late; the crown prince and his entourage have already left the city by barge, heading south with the intent of disembarking at Bögenhafen.

35 THE ENEMY WITHIN: CHAPTER 3 - HEART OF THE EMPIRE III WELCOME TO ALTDORF, HERR LIEBERUNG Amid the bustle of the square, two men approach the Characters. They look no diffrerent from anyone else in the crowd, but they act strangely. While one watches the crowd, the other scratches his left ear with the little finger of his right hand. As he does so, he stares straight at the person he believes to be Kastor Lieberung. This action is repeated a number of times, each more pronounced than the last. This episode should be played for laughs, with the scratching routine becoming more and more exaggerated, and the two men looking more and more perturbed as the adventurers fail to respond as expected. The two men are cultists, and both are aware of Lieberung’s mission. They have been instructed to make contact with him by their branch of the Purple Hand. They have the magister’s description, but have never met him. To identify themselves, they use one of the cult’s secret codes; the left ear scratched by the little finger of the right hand. The correct response to this secret code is a slight raising of the eyebrows and the brushing back of one’s hair with the left hand. If the adventurers try to approach them or call out to them, the cultists look worried and retreat. Something is obviously wrong — maybe they have met the wrong person? It is extremely unlikely the Characters will provide the correct counter-signal, but if they do, it simply adds to the comic misunderstanding. The Bounty Hunter After a few failed attempts to elicit the right response, the cultists’ expressions suddenly change from confusion to relief. They hurry over to where a stocky man stands near a doorway to a house. They follow him through the door, which is shut behind them too quickly for the Characters to follow. The man is Adolphus Kuftsos the bounty hunter (see page 50). It is important that the Characters see Adolphus at this point, and he appears whether or not the party tries talking to the cultists. The bounty hunter has been watching the square for Kastor’s arrival. Adolphus has seen the cultists attempting to make contact. Having some knowledge of the Purple Hand and its codes, Kuftsos gave the cultists the correct counter-signal when the Characters were looking away from him, and the cultists have fallen for his deception. He then leads them away, but not before recognising the Character who is masquerading as Kastor Lieberung. AN OLD FRIEND This next encounter sees the Characters run into a friendly face amongst the bustle of Altdorf. If the party includes a Character from the Riverfolk Class, Josef Quartjin is an old acquaintance. If not, you should select whichever of the Characters has the closest connections to river life or river trade. Freshly arrived in the capital, and perhaps somewhat overwhelmed by its size and crowds, the Characters probably welcome the prospect of friendship and assistance, especially once they are sure they can trust Josef. OPTIONS: KEEPING ADOLPHUS OUT OF REACH Experienced players may pull out all the stops in their efforts to track down Adolphus, and their efforts may threaten to derail the adventure unless you handle them carefully. Instead of simply saying, ‘He gets away,’ you should be prepared to roll some dice. Let the Players come up with any plans they can devise, but remember that Adolphus is experienced and capable, and knows how to evade pursuers. He also knows the areas in Altdorf (and Weissbruck, later in the adventure) where the Characters encounter him, and has already plotted out escape routes before they become aware of him. He watches the party from the shadows, and is careful never to be seen. When the Characters do spot him, he knows right away and slips into the shadows or through a crowded tavern. The Characters have no time to ready spells or missile weapons before he is gone, and have little chance of catching up to him once he makes his escape. There is no harm in letting them try, perhaps with an Athletics or Perception Test or two, but they stand almost no chance of success. If, through outrageous luck or spectacular planning, the Characters do manage to catch the bounty hunter, you still have options. Adolphus will do everything in his power to escape and he has some skills that help. If he cannot escape, then you must make sure he is not working alone, and has a partner who is watching from the shadows, ready to take up the investigation (using the same Character Profile as Adolphus on page 50). Indeed, the partner may kill Adolphus with a crossbow bolt from the shadows to keep him from falling into the power of cultists of Chaos, or Adolphus may use a poison capsule he has hidden in a false tooth, and choose to kill himself rather than submitting to capture. Adolphus believes he is dealing with senior members of a vicious and diabolical cult, and he would sooner die than fall into their hands.

WARHAMMER FANTASY ROLEPLAY 36 III The encounter can be used whenever you decide it is time to move things along, but it should ideally take place in the evening or late afternoon. If the Characters have expressed an interest in buying goods in Altdorf, you should allow them to do some shopping first. If they go with a smiling bawd to a local inn, you could use this event on the way there, or on the following day after they have some rest. Alternatively, Josef could be wandering across the Königplatz as the incident with the cultists draws to a close, shaking his head in wonder at having seen the Emperor just minutes before. The chosen Character turns at the sound of their name to see a tall, burly fellow with a huge beard striding towards the party. Give the Player Handout 5: Josef Quartjin, a copy of which is printed in the next column. Josef offers to help the Characters find their way around Altdorf, and is very interested to hear their stories. ‘Striking out on your own at last, eh?’ he says with a grin. ‘Not before time, you young rascal! I knew you had more in you than your old life could satisfy!’ He is chatty and helpful, showing the Characters where they can buy whatever they need at the best prices - and, of course, leading them to the best places to eat and drink. Unless they have other plans, he would be delighted to sit down and catch up with his old friend at the Boatman Inn. ‘Clue’s in the title. Whenever I’m in Altdorf, I have to visit at least once. Best beer north of the Reik, I says. Come on, let’s have a drink.’ If asked about the strange goings on in the Königplatz, Josef shrugs and says, ‘We have a saying on the river — city folk are strange folk. Who wouldn’t be, living cooped up amongst buildings all day? I’m more keen to talk about seeing the Emperor! What was that all about?’ Josef knows the following rumours, which he divulges during the course of the evening. 0 All members of the nobility are mad; they’re all inbred and tainted by Chaos, as everyone knows. 0 There have been strange goings-on at the University. It’s full of Daemonologists and Necromancers dabbling in things that are better left alone. Josef doesn’t really know what has been going on; instead, he makes up anything that sounds sensational, like stories of strangely-robed figures prowling the University cloisters late at night, accompanied by sounds of weird chants, clapping bells, and sinister howls. 0 Mutations can affect you late in life. A boatman, who had worked on the river for 20 years or more, suddenly started to develop an oily, yellow skin and bulging eyes. The boatman is now dead, of course, drowned by his own companions. The Street of a Hundred Taverns The Street of a Hundred Taverns runs downhill from the Königplatz to the riverfront. Signposts and road signs mark the many names the street has borne in the past, including the weathered Street of Many Taverns sign on the junction with Universitätsstrasse, and the Street of a Thousand Taverns signpost that leans drunkenly by the Breasts of Myrmidia, one of the less salubrious establishments on offer. If you want to know more about this famous location, refer to Altdorf: City of Sigmar. For this adventure, all you need do is convey a very busy street, lined with taverns, hostels, eateries and inns. Josef leads the Characters down the long street pointing out local details, but he’s only interested in reaching the bottom where his favourite tavern, the Boatman Inn, looks out over one of the larger channels of the River Reik that flows through Altdorf. MANIC STREET PREACHER This scene can be played at any point before arriving at the Boatman Inn with Josef. At the side of the street, a skinny street preacher dressed in rags clutches tight to a scroll as he screams his prophecy to any who listen. As the Characters pass, the wild-eyed seer espies them and gasps. Left arm pointing, he screams revelation as his eyes roll up into his head. ‘I see Darkness Gathering as the Last House of Joy Falls - beware, for Shadows Over Bögenhafen stir! Then Beloved Morr, resplendent in Vestments of Green, stands astride Sigmar’s Great River. Yea, I see Death on the Reik and I despair! For then the Stained Hand guides the Once Mighty Lord, and this Power Behind the Throne curses us all. Lo, the Horned Rat then claims the Broken King atop his Throne of Lies, and the White Walls Fall, leaving our Empire in Ruins! Tremble in fear, ye mighty, for the End Times have come.’ If you wish to conclude the scene dramatically, the prophet of doom then collapses, blood-flecked foam at his mouth as he shakes uncontrollably and eventually passes out. Alternatively, when the seer is finished, have him smile then pack up preaching for the day. He won’t be drawn on his prophecy. ‘Oh, no. I wouldn’t believe any of that. It’s just a show I put on for coin. It keeps the incoming pilgrims happy. Once Mighty Lords? White Walls Falling? No idea, mate. I just say whatever pops into me head. If you liked it, fancy buying me a pint?’ HANDOUT 5: JOSEF QUARTJIN At last, a friendly face! You could never mistake that beard, or the boiler of a belly it conceals. It is your old friend Josef Quartjin. You have known Josef for more than ten years, and have spent many a happy evening with him in various riverside taverns. Josef has a phenomenal capacity for alcohol and a talent for always finding the best drinking wherever he goes.

37 THE ENEMY WITHIN: CHAPTER 3 - HEART OF THE EMPIRE III THE BOATMAN INN Josef eventually leads the adventurers down the Street of a Hundred Taverns to the river. All manner of vessels are tied up along the riverfront, from high-masted ships to smaller barges and houseboats. The Boatman Inn is just one of many establishments along the embankment. It appears to be a cheerful place; a little tatty, but inviting. A number of riverfolk are inside the inn. These are mostly boatmen, but there are a few sailors as well, in the city from the Reiksport. The atmosphere is cordial and friendly, and the food and drink is reasonably priced and of good quality. Josef orders as many bottles of wine as there are Characters in the party, plus one for himself; he is clearly in a mood for celebration. Then, he leads everyone to a table. No one takes very much interest in the party, and the early evening should pass pleasantly. Josef will pass on what rumours he knows and tell the Characters that he is looking for some hands for a journey to Bögenhafen, where he hopes to sell some Reikland wine at a fair and livestock market known as the Schaffenfest. This is one of the Reikland’s largest fairs and it attracts people from all walks of life from all across the surrounding area. Josef has a handbill advertising the fair (give the players Handout 6: The Schaffenfest from page 152), and points out that Graf Wilhelm von Saponatheim and the Grand Duke Leopold of Middenland may not be the only nobles there. The Characters may find other opportunities there to replace the promise of Prince Hergard von Tasseninck’s expedition. Josef will pay 2/- per day for up to four Characters who sign on as crew, and is willing to transport the rest of the party free of charge. He is keen to leave at daybreak the next day, and offers to put the Characters up on his boat for the night before heading out down the Weissbruck Canal in the morning. Any Character that takes up Josef ’s offer to act as crew may immediately enter the Boatman Career for 0 XP. This is a onetime offer. If Characters wish to take up the opportunity later, it will cost the standard number of XP to do so as dictated in WFRP. The Man in Black At some point while the Characters are enjoying themselves in the inn, a tall, gaunt man saunters into the room. He has aquiline features and a deep scar along his left cheek. Everyone in the inn turns to stare at him and he greets them with a sneer. The character is Max Ernst, a protagonist. As he walks across to the bar, the dim lights of the inn reflect dully from his black leather clothing. Patrons flinch visibly as Max passes their tables. Max demands a bottle of brandy from the landlord and throws a handful of coins on to the bar. He then walks over to a table in the corner of the room, whose occupants rapidly vacate it. Max sits down and drinks, but anyone who has spent any time in drinking establishments is in no doubt — the man in black is here to fight. If a fight does not present itself by the time he is finished drinking, he picks a suitable victim and starts a fight of his own. However, tonight is Max’s lucky night: a couple of young nobles are out on the town, determined to bait some commoners and then turn Max on to them. Max should be played to make the Characters feel uneasy; he does nothing overtly threatening at this stage, but there is a definitely an empty space around his table. Max stares coldly at anyone who summons up the courage to talk to him, but says nothing. Hooray for Henry A short while after Max’s arrival, or earlier if the adventurers look like they are preparing to leave, two young nobles and their four massive bodyguards enter the inn. ‘I saaay, chaps! What a quaint establishment!,’ they giggle to each other in high-pitched, aristocratic tones. One of them swaggers over to the bar and says, ‘Two of your finest beverages, landlord!’ The two nobles are both already drunk, and giggle like children at the comments they pass back and forth between themselves about the inn, its patrons, and commoners in general. They are obnoxious and insulting to everyone in the inn, calling them ‘filthy commoners’ and ‘smelly oicks’. From their banter, one seems to be called Jacob and the other Georg. Before long, they start a drinking competition they call the ‘brandy bounce’, which involves gulping down pints of brandy and then throwing it up over anyone in the immediate vicinity. Unfortunately, one of their targets just happens to be one of the Characters (chosen at random). Both young nobles think this is great fun, but any commoner entertaining violent thoughts would likely have to deal with the four bodyguards, who are stone-cold sober and very mean. HANDOUT 6: THE SCHAFFENFEST The Council and Burghers of Bögenhafen Announce that the grand opening of the annual Schaffenfest Will be held on the town meadow this Mitterfrühl Day The fair will last for three days, through the hours of daylight. By gracious permission of his Grace Graf Wilhelm von Saponatheim And his Royal Highness Grand Duke Leopold of Middenland a Great Joust Will be held between the Knights and Squires of their two households All this in addition to the usual attractions of our famous Livestock Market And the Reikland’s greatest Travelling Fair

WARHAMMER FANTASY ROLEPLAY 38 III A successful Average (+20) Intuition Test allows the Characters to notice that Max clearly knows the bodyguards and is watching them closely, but is trying to hide this as he swigs his brandy. Josef attempts to restrain the Characters from violence, pointing out that it would not be wise to upset any noble household, particularly as the bodyguards look like they are itching for a fight. Leaving the inn is not easy as two of the bodyguards block the door. Should the Characters be unable to restrain themselves and make any move to attack, Max Ernst pushes his chair back and strides over to them, just as he has been employed to do. In a dry, rasping voice he says, ‘I wouldn’t if I were you, pea-brains. Why don’t you just sit there and enjoy yourself ?’ The whole inn goes quiet as everyone waits for the Characters to reply. The young nobles step back behind their bodyguards, giggling and enjoying their merry jape. From here on Max takes over, pushing any Character attempting to get up back into their seat and offering choice insults such as: ‘Why don’t you country bumpkins wash the swill off you before you enter a civilised city?’ Max will keep goading the Characters until they react physically, or until you feel the scene has gone on long enough. In the former case, Max attacks to disarm or stun his opponent — assuming a fair fight. If faced with more than one opponent, Max comments that it takes more than one village idiot to frighten him, and he begins to fight in earnest. Max is not really interested in killing, but will do so if faced by overwhelming numbers. He will get no help from the nobles or their bodyguards, who find the whole affair very amusing. After the fight, or if a fight is avoided, the nobles leave the inn laughing very loudly and head off for another establishment. Anyone attempting to follow them will have to deal with their four bodyguards. Inside the inn, the Characters are treated as heroes if they defeated Max, and do not pay for a drink for the rest of the evening. If they were defeated, the inn’s patrons gather round to commiserate with them. In either case, Max does not stay around. If victorious, he spits on his fallen opponents and stalks out looking even more dangerous than when he entered; if defeated, he slinks off into the night. If he was killed, a small group of locals sneak his body out of the inn in a blanket, and dump it into the river. Vengeful Characters may decide to follow Max outside and finish the matter on the waterfront. He turns and faces any pursuers, with a sarcastic comment on their courage if he is outnumbered, and fights to the death using every dirty trick at his disposal. Killing Max in this way will not gain the adventurers any admiration; although Max was far from popular, this is just another dockside murder rather than the honourable defeat of a local bully. Bolts in the Dark Leaving the inn, Josef leads the Characters to his barge. Along the way, the party becomes aware it is being followed. Any Character with the Sixth Sense Talent notices this first; others clearly hear the sound of footsteps with a successful Easy (+40) Perception Test a few Rounds later. The Characters are being followed by the two cultists from the square, who in turn are being followed by Adolphus Kuftsos. This episode is not intended to make sense to the Players. Having prevented the ‘magister impedimentae’ from making contact with the Purple Hand’s Altdorf cell by misdirecting the two cultists when the coach arrived, the bounty hunter has decided to kill the cultists. He also intends to scare his true quarry — Kastor Lieberung, or the Character he has mistaken for the Chaos cultist — and drive the party away from Altdorf and on towards Bögenhafen, where his trap awaits and the ‘magister impedimentae’ can hopefully be separated from the rest of the group. The Characters will probably react to being followed, and may make a plan such as lying in wait for the cultists or trying to lose them down an alley. If they lie in wait, they see the two cultists suddenly cut down as a crossbow bolt slams into the back of one, and, as the other turns, another bolt thuds into his throat. The cultists die instantly and Adolphus — whom the Characters cannot see from their position — slips quietly away into the night. The Characters may be able to determine the rough direction from which the fatal bolts came, but there is no trail for them to follow and they cannot catch up to the unseen assassin. Unless they botch a crucial dice roll, if the Characters choose to lose the cultists in the alleys, they have little trouble doing so. When the Chaos cultists realise they have lost the ‘magister’ and his party, they head for Josef ’s boat, the Berebeli — Josef is well-known on the docks and the cultists have identified him as the ‘magister’s friend’. When the adventurers finally reach the barge they find the two bodies of the cultists slumped by the gangplank, with wounds in their back and neck that a successful Challenging (+0) Perception or Average Ranged (+Crossbow) Test will reveal were made by crossbow bolts. Economical by nature, Adolphus retrieved his bolts after killing the cultists. If the adventurers ignore their followers or fail to notice them, they can simply go to the boat. The cultists will follow them, only to be shot from the shadows just as the last of the Characters sets foot on deck. They will not be able to tell exactly where the bolts came from, and have no realistic chance of picking up the bounty hunter’s trail. A search of the cultists’ bodies will yield two daggers and 3/19. They carry no identification other than a small tattoo on the right breast, depicting a purple hand. These tattoos are not discovered unless the adventurers do a very thorough search — and an unpleasant one, as the personal hygiene of both cultists leaves a great deal to be desired!

39 THE ENEMY WITHIN: CHAPTER 3 - HEART OF THE EMPIRE III OPTIONS: A DIFFERENT ADOLPHUS Veteran Players will doubtless be expecting Adolphus the bounty hunter to be exactly as written — which offers you a perfect opportunity to surprise and confuse such presumptious folk by giving Adolphus a completely different set of motivations. Here are three such suggestions, but feel free to expand upon these as you prefer. Gathering Intelligence Instead of killing or capturing ‘Kastor Lieberung’ at the earliest opportunity, Adolphus is playing a longer game. By following the supposed magister impedimentae and watching who he meets, the bounty hunter may be able to identify dozens of Purple Hand cultists, allowing him to report back to his employer the full extent of the Chaos cult’s influence. Therefore, after identifying the double in Altdorf, Adolphus simply watches and waits. He is not afraid of losing the magister’s trail, because Adolphus knows he will head toward Bögenhafen; along the way, Adolphus takes the opportunity to kill any cultists he sees interacting with the double Character. Sooner or later, Adolphus realises the double Character is not the true magister impedimentae: the confused looks with which they meet cult signs and other attempts at communication make this obvious. Even so, the double can still be useful as bait. As the cultists increase their efforts to make contact with the magister and find out what is going on — and, ultimately, decide that he has gone rogue and try to kill him — the cult exposes more and more of its members. Adolphus tries to keep the double Character alive as long as possible without tipping his own hand, firing bolts from the shadows and arranging diversions and traps that lead cultists away from the party at crucial moments. In the end, though, he cares only that the double Character is useful. A Trail of Bodies Adolphus leaves dead Purple Hand cultists in his wake wherever he goes — which is to say, wherever the double Character goes. Soon, the cult leadership concludes that the magister has gone rogue and has started killing his former allies, and it responds by hiring assassins to stop him. Adolphus is deliberately stirring up distrust in order to destabilise the cult’s power structure and weaken it from within. He does not care for the double beyond the fact that the Character draws even more cultists into the open, each less friendly than the last. Soon, these are more senior cult members rather than low-ranking messengers, so the double’s usefulness increases — but so does the difficulty of keeping the Character alive. Innocent Souls To reverse Adolphus’s role completely, the bounty hunter is a true champion of truth and justice, which is one of the reasons he was hired in the first place: he is less likely to become corrupted as he hunts the Purple Hand. Already troubled by the deception he practised in order to lead the magister to Bögenhafen, he is horrified when he finally learns the real cultist is dead. He is disgusted by the fact that an innocent soul — greedy, perhaps; less than honest, certainly; but still fundamentally innocent — is the target of increasingly aggressive Purple Hand agents on account of his own ruse. Bound by a sense of shame or a code of secrecy, he vows never to reveal himself or the truth to the hapless Characters, but to follow, observe, and protect without giving himself away. Eventually, depending upon how the Characters resolve the troubles in Bögenhafen, he may step from the shadows to suggest an alliance. Otherwise, Adolphus only reveals his true nature if the Characters manage to capture or corner him. The Ubersreik Connection Adolphus is working for Lady Emmanuelle Nacht, the current de facto ruler of Ubersreik, and a woman with reasons to hate the Purple Hand (see the WFRP Starter Set, page 60, for more on this). Instead of seeking to kill Kastor Lieberung, Adolphus has been charged to capture the magister impedimentae and bring him to Ubersreik to face Nacht. If you choose to do this, have Adolphus trail the Characters everywhere they go, a constant shadow to their every deed. Instead of personally ambushing the Characters in Weissbruck (see page 44), he sends his thugs to do it. He also gives them explicit instructions not to harm the double Character. Adolphus plans to whittle down the magister impedimentae’s allies before making his move. Similarly, Adolphus won’t personally attack the Characters in Bögenhafen (see page 55). Instead, he again sends minions to do this on his behalf, also with the intent of weakening what he believes are the magister impedimentae’s allies. Adolphus makes his real move after the conclusion of Shadows Over Bögenhafen. He plans to capture Lieberung and any of his remaining allies, then drag them to Ubersreik to face his employer. Assuming he’s successful, Nacht will quickly uncover the truth if the Characters are open, which potentially secures a powerful ally for the future. Even better, now the Characters are in Ubersreik, you have the opportunity to play through parts of the WFRP Starter Set, or some of the Ubersreik Adventures, before heading off to start Death on the Reik.

WARHAMMER FANTASY ROLEPLAY 40 III RESOLUTION Rewards In addition to the XP you provide for good roleplaying and cunning play at the end of your gaming session, XP should be awarded for the following: Y 5 points for thwarting the baggage thief Y 10 points each for befriending Josef Quartjin Y 5 points each for not attacking the young nobles Y 5–10 points each for dealing with Max Ernst Y 10 points each for leaving Altdorf in the Berebeli. And if any Character does something that you reckon deserves an award, use the suggested XP amounts above as a guideline. NON-PLAYER CHARACTERS On the Berebeli Master of the Berebeli Josef is a tall man with long, greying hair and an ever-present smile. He is broad-shouldered and well-muscled, though both are hidden by a generous layer of fat. He has a large, bristly beard that grows right down over his huge belly. Josef has a jolly temperament and enjoys good company. He speaks loudly in a broad Middenlander accent. He is prone to praising the Gods when things go well — most commonly thanking Sigmar, Taal, and Grandfather Reik — and beseeching their aid when things go awry. JOSEF QUARTJIN – HUMAN BARGEMASTER (SILVER 5) M WS BS S T I Agi Dex Int WP Fel W 4 48 38 55 48 42 43 39 30 24 48 15 Skills: Consume Alcohol 73, Lore (Rivers) 45, Navigation 50, Outdoor Survival 47, Row 64, Sail 82, Trade (Boatbuilding) 49 Talents: Doomed (An Unquenchable Thirst Shall Drown Thee), Fisherman, Orientation, Very Strong Traits: Armour (Leather Jack and Skullcap) 1, Ranged (Crossbow) (60) +9, Weapon (Axe) +8 Trappings: 34/156 (on the Berebeli), Axe, Bottles of Wine (many of them), Crossbow, Leather Jack, Leather Skullcap, River Barge Berebeli In The Boatman Inn The Troublemaker Max Ernst is a mean-looking, cold-blooded sad*st. Tall and strong, his light-brown hair is swept back, and his eyes are a steely blue. He carries an air of imposing authority around him, and is never seen in anything other than black leathers. Max says little, but when he does talk, his voice is low-pitched and husky, with a coarse Altdorf accent. He tends to stare directly at whomever he is talking to in a most disconcerting manner. Max drinks a lot, and when he’s alone he drowns the memories of his difficult life in brandy and tears. THE BEREBELI'S CREW Josef's vessel is the Berebeli, a standard, sailed Reik barge of a type common across the Empire. The Berebeli is home to Josef's crew, Wolmar and Gilda (both boat-hands), and their baby daughter, Elsa. Wolmar and Gilda have worked for Josef for two years, and get along very well with him. They are extremely loyal to the bargemaster, who fished them out of the river after their boat sank, and are friendly towards any friends of his.

41 THE ENEMY WITHIN: CHAPTER 3 - HEART OF THE EMPIRE III MAX ERNST – HUMAN PROTAGONIST (SILVER 1) M WS BS S T I Agi Dex Int WP Fel W 4 42 23 44 39 45 46 24 34 45 24 12 Skills: Cool 65, Dodge 56, Intimidate 54, Melee (Basic) 52, Ride (Horse) 51 Talents: Coolheaded, Dirty Fighting, Disarm, Doomed (Thine Chest Caved in with Glistering Prizes), Strike Mighty Blow, Strike to Injure, Strike to Stun Traits: Armour (Leathers) 1, Prejudice (Those who look weak), Weapon (Sword) +8 Trappings: 50/36, Leather Jack and Leggings (all black), Sword The Slumming Toffs Jacob von Katzenreik and Georg von Ostbrun are precisely the type of obnoxious, privileged degenerates that so incense the firebrands and agitators of the Kaiserplatz. They are overconfident and both exude an enormous sense of entitlement. They are dressed in garishly impractical finery, fingers dripping with rings, their cheeks rouged, and their wigs powdered. Fabulously wealthy and casually dismissive of the thoughts, feelings, and struggles of the common folk of the Empire, they speak in crisp upper-class Reiklander accents. They are prone to fits of giggles, especially when they have said or done something insulting. JACOB VON KATZENREIK AND GEORG VON OSTBRUN HUMAN NOBLE SCIONS (GOLD 1) M WS BS S T I Agi Dex Int WP Fel W 4 37 29 33 24 41 36 44 22 26 47 9 Skills: Consume Alcohol 34, Leadership 52, Melee (Parry) 42 Talents: Noble Blood Traits: Hatred (The Poor), Prejudice (Commoners), Weapon (Dagger) +5 Trappings: Dagger, Jewellery (worth 6GC) The Bodyguards The two nobles are accompanied by four bodyguards. Hulking brutes, each is over 6ft tall and heavily muscled. They rarely speak, content to lurk near their masters, ever-ready to intervene should anyone dare to talk to or even lay hands upon the pampered jewels of the Reikland’s nobility. If pressed to talk, their growling accents are typical of the lowest of low-lifes from Altdorf ’s East End. ARWIN, FRANKA, GORROF, MILTRUD HUMAN GUARDS (SILVER 2) M WS BS S T I Agi Dex Int WP Fel W 4 49 31 54 52 43 43 29 28 30 27 18 Traits: Armour (Leathers) 1, Prejudice (Anyone their employers do not like), Weapon (Various) +7 SLUMMING IT ‘Slumming’ is a popular pastime among the young men of the Empire’s nobility. It combines some of their favourite activities: drinking to excess, getting away with outrageous behaviour, and feeling superior to the common masses. Some young toffs prowl in packs, relying on numbers to protect them when respect for their rank or a flung handful of coins does not. Others hire bodyguards to make sure that they never have to face the consequences of their misbehaviour. It’s all in good fun, after all — what gives these churlish commoners the right to complain when their businesses are wrecked or a few bones are broken? Some people have no sense of humour.

WARHAMMER FANTASY ROLEPLAY 42 III The Regulars The Characters are not the only people in the inn. Dockworkers are a famously tough bunch, but they aren’t foolish. So long as the toffs are not too annoying, and confine their attentions to strangers, the regulars avoid trouble and may even enjoy a laugh at the expense of some out-of-town idiot who catches a well-deserved soaking or worse. Sooner or later, though — which is to say, whenever you feel the adventurers might need some help or, more likely, that they are about to react with lethal violence rather than healthy brawling — a few of the regulars might step in. They will fight to subdue, intending to throw the toffs, their bodyguards, the Characters, and any other strangers out of the inn so they can get back to their drinking in peace. However, if anyone draws a weapon, they will respond with daggers, broken bottles, and whatever else comes to hand. The regulars are an assortment of Boatmen, Riverwomen, and Stevedores, mostly Altdorfers, but with some from all the corners of the Empire, so accents are as varied as you wish. DOCKLAND DRINKERS M WS BS S T I Agi Dex Int WP Fel W 4 41 30 40 44 42 31 36 29 27 32 14 Traits: Armour (Leathers) 1, Weapon (varies) +8, Weapon (Fists) +3 Trappings: Boat Hook, Gang Colours, Hand Weapon, Leather Jack The Landlady The Boatman Inn’s gregarious landlady, Una Mühlmauer, enjoys her work. She is rightly proud of her hostelry, and affectionate towards her staff and regular patrons. A woman of medium height, she is slender and has a dusky complexion. Her hair is straight and she always has a ready smile. She inherited the inn from her hard-working father, who recently passed away. Despite only being in her twenties, Una is a confident woman. If treated with respect, and perhaps bought a drink or two, she happily passes the time with the Characters, and gives them some information as to the seedier side of Altdorf ’s docks, a subject of which she knows much more than most would suspect. Una’s mother was a Tilean racketeer, and she affects the soft, breathy, exotic accent of her ancestry. However, when she’s had a few drinks, her natural low-class Altdorf accent slips through and she soon becomes very sweary. Above all else, Una loves a good practical joke. UNA MÜHLMAUER – TOWNSMAN (SILVER 2) M WS BS S T I Agi Dex Int WP Fel W 4 41 30 40 44 42 31 36 29 27 32 14 Traits: Charm 57, Consume Alcohol 40, Cool 60, Gossip 57, Haggle 57, Ranged (Blackpowder) 39 Talents: Etiquette (Labourers), Gregarious 2 Traits: Prejudice (Cheapskates, Rude Customers), Ranged (Blunderbuss) (20) +8, Weapon (Improvised Flail*) +5 Trappings: Blunderbuss (under Bar), Improvised Flail (made of two Bar-Stool Legs) *Despite being an Improvised Weapon, the Improvised Flail has the Distract and Wrap Weapon Qualities.

43 THE ENEMY WITHIN: CHAPTER 4 - ON TO BÖGENHAFEN… IV CHAPTER 4 ON TO BÖGENHAFEN… Altdorf offers endless attractions and opportunities for adventure, but it is time for our Heroes to leave the capital and head to Bögenhafen, where the next part of the campaign awaits. Josef is going there, so they have the offer of a free ride and a little pay to sweeten the bargain. They also have the letter from the lawyers that holds out the promise of wealth and ennoblement for one ‘Kastor Lieberung’. In addition, Josef claims Bögenhafen’s festival, the Schaffenfest, is a good place to find employment. In theory, the Characters should need no further encouragement to head to Bögenhafen, but if they show any inclination to spend more time in Altdorf you can use the following news to hasten their departure. Murder at Night After leaving the Boatman Inn, it seems that the two young nobles continued their slumming, upsetting more people, until at last a vicious fight broke out in the Black Bull, one of the dockside’s roughest dives. One of the nobles was killed, and their bodyguards fled. In the morning, the riverfront is buzzing with the news. Word passes to Josef that the Watch are looking for the Characters, who were seen to run afoul of the nobles in the Boatman Inn earlier in the evening. Someone seems to think the Characters followed their tormentors and exacted a violent revenge, and given the status of the deceased, justice seems a distant prospect. A successful Easy (+40) Lore (Law) or Lore (Reikland or Altdorf ) Test makes this very clear. Unless the Characters are feeling foolhardy, they should be eager to head for Bögenhafen as quickly as possible. By the time they return to Altdorf the true culprits will have been caught and the heat will be off, but for now, Josef — and anyone else they befriended in the Boatman — advises them in the strongest possible terms to get out of the city as quickly as possible if they wish to avoid a rushed trial and summary execution. LEAVING ALTDORF Josef and his crew, possibly including the Characters, free the Berebeli from its moorings and guide the barge into the Kaiser Reik, the largest channel of water passing through Altdorf. As Josef calls out orders with a grin, ropes tauten, sails fill, and the barge is soon cutting through the waters, heading downstream. In less than an hour, the Berebeli is sailing into the Reiksport, Altdorf ’s massive, natural harbour that lies outside the city walls. There, the majority of the capital’s docklands and shipyards can be found. Warships of the Imperial First Fleet are anchored everywhere, pennants flying, cannons bristling on every deck. Many of the ships, which come in all sizes, have never seen the sea. The city of Marienburg, at the mouth of the River Reik many hundreds of miles downstream, charges extortionate taxes for any warships passing through, so the Empire’s fleet only rarely leaves the Reik.

WARHAMMER FANTASY ROLEPLAY 44 IV Josef explains all this with a jovial smile as he drinks wine at the tiller. He points out the truly enormous greatship Emperor Wilhelm III, said to have a crew of over a thousand, and claims it has never left the Reiksport in its 70 years of service. He also identifies several prison hulks, and happily states they are ruled by the river criminals they are supposed to incarcerate. Once beyond the Imperial Navy’s finest, Josef steers the Berebeli southwards, heading for the Weissbruck Canal. THE JOURNEY TO WEISSBRUCK The trip to Bögenhafen involves travelling the full length of the Weissbruck Canal from outside Altdorf to Weissbruck, where it joins the River Bögen. Josef guides the barge into the great lock at the entrance of the canal by the quiet village of Lethov on the very edge of the Altdorf Flats. Here the toll of 2 GC is paid and the barge passes through to the canal itself. The Weissbruck Canal The 60-mile Weissbruck Canal was completed in 2462 IC to carry coal and iron from the mines at Delfgruber directly to Altdorf, avoiding the heavy tolls in Carroburg. Originally designed to accomodate narrow barges towed by horses, the owners have since opened the canal to barges of all kinds to increase toll revenues. However, as the canal is only 25ft wide at its narrowest point, and given the average Reik barge is some 23ft wide, the canal is far too thin for two larger barges to pass side-by-side. To remedy this, an expensive refit began 20 years ago to widen the canal to at least 50ft in key sections to provide ‘passing places’. It was already this wide by the berthing points and locks, but these were too infrequent to ensure jams were not a daily occurrence. Today, all the original berthing points have inns adjacent, which are broadly similar in layout to the Coach and Horses Inn. House Gruber of Weissbruck manages the canal on behalf of the three noble houses who own it in equal parts: Gruber, Holzkrug, and Holswig-Schleistein. There is an 18/– toll per barge to enter the canal, or 2 GC for barges over 12ft wide, collected at either the Reiksport or Weissbruck end. There are no further toll points along the canal itself. All House Gruber narrow boats use the canal for free, and they are a frequent sight along its length, pulled by horses and guarded by road wardens from the Weissbruck State Army. Good Morning, Travellers During the first morning down the canal, the Characters see a group of road wardens following them along the towpath from Altdorf. The wardens are riding towards the second lock house beside the village of Hartsklein to check out a report of bandits being in the area (this lock house is detailed and mapped in Buildings of the Reikland, page 10). They are not looking for the Characters, but the party do not know this; and if they left Altdorf ahead of a murder charge, they may be understandably nervous. The patrol catches up to the barge and trots alongside it. Sergeant Glucker, the patrol leader, is in a fine mood and chats with anyone on deck for a while, warning them that there may be bandits in the area and that a young noble and two artisans were killed last night in the city, down by the river. The patrol does not suspect anyone on the Berebeli — unless the Characters’ nervousness is obvious enough to make them suspicious — and it continues along its way after a short while. This encounter is designed to make the Players anxious, and to encourage them to hide or try to bluff the patrol. Josef counsels against the use of violence, as it will only lead to greater problems for all concerned. If the Characters attack, the patrol will defend itself; if the fight is still going on after 5 Rounds, the surviving road wardens break off and gallop back to Altdorf for reinforcements, taking the name of the Berebeli and detailed descriptions of the Characters with them. From then on, the Characters will be hunted by road wardens throughout the Reikland. To Weissbruck The remaining journey down the Weissbruck Canal is slow going. The Berebeli is far too wide to allow barges going in the other direction to pass freely, so stops are frequent to allow narrow boats, Reik barges, and more to pass. Not one of the encountered barge masters seems happy to see the Berebeli. ‘Get your fat barge off the Weissbruck!’, ‘You're too big!'’, ‘Go home!’ Josef doesn’t seem to care. He smiles, waves, takes a heavy slug of wine, and wishes all passers the blessings of Bögenauer. If any Characters ask what Bögenauer is, he explains. ‘Bögenauer? Oh, he's the God of the River Bögen. Best to keep him happy in these parts. Chuck a vegetable in the canal, that should do. You have one, right!’ And then it starts to rain again, and rather heavily. In these conditions, the canal journey takes almost three days. Fortunately, besides all the grumbling bargees cursing Josef and his huge barge, it is an uneventful trip. At night the Berebeli is tied up near to one of the lock-side inns, and the adventurers can relax by a warm fire as they have a drink and sample the local fare. And possibly hear another rumour or two while they are there (see page 57).

THE ENEMY WITHIN: CHAPTER 4 - ON TO BÖGENHAFEN… VI WEISSBRUCK Weissbruck is a swiftly growing town on the River Bögen. It is ruled by the recently ennobled House Gruber, a family that may be rich because of its deep mines in the Skaag Hills, but has little in the way of status. Less than a century ago, Wiessbruck was just another small farming and fishing village, but with the opening of the nearby mines and the construction of the canal it has expanded rapidly. It is now a bustling merchant town, and the sound of construction rings everywhere as new buildings expand the outskirts to all sides. Warehouses line the canal and river banks, storing coal and iron ore from the nearby mines, wool and wine from Bögenhafen, and all manner of goods from Altdorf, Carroburg, and the Vorbergland Canals. Since the Berebeli’s toll was paid at the Altdorf side, the barge is waved through the final lock by the lock keepers, and turns upstream on the River Bögen. There are a number of barges tied alongside the wharf, and shipping can be seen moving up and down the river. Several inns look out on to the river and the canal. It is likely to be early evening by the time the Characters arrive. As they prepare to tie up their barge, they can’t help notice a shadowy, travel-stained character standing in the doorway of the Black Gold, a nearby inn. This is Adolphus Kuftsos the bounty hunter. He watched the Berebeli enter the Weissbruck Canal, and rode ahead of them to Weissbruck. On a successful Average (+20) Perception Test, the stocky man is recognised as the one from the Königplatz in Altdorf, who somehow made the oddly gesturing men retreat. It will be easy to remember that those two men turned up dead on the night before the party left Altdorf, shot by crossbow bolts — and this man clearly has a crossbow slung across his back. It is equally obvious that he is watching the Berebeli tie up, but before anyone can approach him Adolphus turns and walks into the inn. If the Characters leap from the barge to follow him into the inn, he is nowhere to be seen, having slipped out of the back door. Getting information out of the inn’s occupants requires a successful Bribery or Gossip Test. A successful Character learns the man is a bounty hunter who arrived in Weissbruck late last night. Whether they learn where he is staying depends on how you wish to run the next part of the adventure (see Hunting the Hunter). Adolphus has no wish to confront the adventurers immediately. Instead, he plans to attack at night and take them by surprise. He did not know that they saw him at the Königplatz and retreated the moment he realised he had been recognised, leaving the inn by a back door and following a winding path back to his lodgings at another inn where a hired gang of local thugs arguably awaits his orders. Having seen Adolphus, our Characters may decide to take one of three courses. Enterprising Players may want to go looking for him. More timid souls may prefer to push on to Bögenhafen immediately. It’s very possible the party will stay the night in Weissbruck — perhaps taking greater precautions to secure the barge — and leave for Bögenhafen at first light. The next section is split into two parts: the first deals with what happens if the Characters go looking for Adolphus, the second with what happens should Adolphus’s plan come to fruition.

WARHAMMER FANTASY ROLEPLAY 46 IV The Trumpet Inn If the Characters head straight to the Trumpet Inn from the Black Gold where they first saw Adolphus, they will see him conversing with three thugs in the barroom. They will not be able to make out what is being said unless they have the Lip Reading or Acute Hearing Talents. A Character may be able to sneak into the room by making a successful Challenging (+0) Stealth (Urban) Test, and get close enough to overhear without being noticed. If the attempt fails, Adolphus and the thugs end their discussion, but do not resort to violence unless attacked. Instead, they stare at the interloper, ready to defend themselves, happy to wait for the other party to make the first move. When encountered, Adolphus is instructing one of the thugs to watch the Berebeli and to follow it after reporting its departure to the bounty hunter. The thug leaves immediately and takes up a position on the bank where he can keep an eye on the barge without being seen. The other two thugs are instructed to call back later in the evening; they finish their drinks and leave about five minutes later. They can be followed to the Black Gold where they spend the next couple of hours drinking. If Adolphus is aware the Characters know where he is staying, he leaves the Trumpet Inn by the back door and heads for another inn. The Characters may be able to follow him if they are watching the inn and successfully use a Challenging (+0) Perception Test to spot him leave and win an Opposed Stealth (Urban)/Perception Test to follow him without being noticed. Confident of his capabilities, Adolphus attempts to kill any lone Character he spots trailing him. However, he is not reckless, and avoids a fight if there are two or more Characters present. The Bounty Hunter’s Plan Adolphus intends to lead an attack on the Berebeli while it is tied up for the night and most of the crew are asleep. If the Characters hurry on to Bögenhafen after spotting him outside the Black Gold Inn, Adolphus follows them and launches his attack at a suitable point during the journey upriver. If the barge is left untended, Adolphus and the thugs come aboard and wait for the Characters to return. When they attack, all opponents gain a Surprised Condition unless special preparations are made. It’s a Trap! The Characters have only found out that the bounty hunter is staying at the Trumpet Inn because he wants them to know. He has taken a room in the inn, but it is booby-trapped in various imaginative ways. He and his hired thugs are watching the inn. They follow the Characters inside, ready to ambush them as they emerge, wounded and empty-handed, from the trapped room. No Such Address Adolphus has bribed various regulars of the Black Gold and the Happy Man to direct anyone who asks after him to the Trumpet. He has told some that he expects some business associates to enquire for him, and others that he is playing a practical joke on some friends. No one in either inn knows where he is really staying. The Long and Winding Road The Trumpet Inn is another blind, just like the Black Gold and the Happy Man. Adolphus is actually staying in a warehouse on the dockside from which he can keep an eye on the Berebeli. Bengt, Gurt, and Willie, his hired gang of local thugs, are with him. One of the gang leaves every 20 minutes or so to take a stroll around the docks and the surrounding streets, looking out for the Characters. They will report back to Adolphus when they see them. Compromising Positions If you want to potentially embarrass the Characters as well as frustrate them, the Trumpet Inn may be a house of ill repute rather than an inn. Such establishments are common along the Empire’s docksides, but this particular one caters for some specialist tastes that will both horrify and embarrass at least some of the Characters. The place may even be a front for a Slaanesh cult, although this is perhaps an obvious twist. In any event, the town authorities, led by a prayer-intoning Priest of Sigmar, raid the immoral establishment just as the Characters have begun their investigations there. Everyone present will spend a night in the cells and be hauled before the town magistrates in the morning to answer charges of immorality. Nobody Home The most obvious and simple option is that Adolphus simply isn’t in the Trumpet Inn, and has taken lodgings in another of Weissbruck’s many hostels. Take a look at the map on page 45 and choose another inn for Adolphus to attend from the ones listed, or make your own, and otherwise use the adventure as presented here. Veteran Players will likely remember Adolphus is staying at the Trumpet Inn. There are several ways for you to present this section differently. OPTIONS: BLOW A DIFFERENT TRUMPET

47 THE ENEMY WITHIN: CHAPTER 4 - ON TO BÖGENHAFEN… IV Smoke Gets in Your Eyes If the Characters stay with the Berebeli and do not post a guard, Adolphus and the thugs sneak on to the barge at night. If there is a fire burning in the stove, the thugs cover the chimney with a bucket in an attempt to smoke the Characters out. Otherwise, they stuff smouldering, oily rags down the chimney resulting in the same outcome. Characters caught in the thick smoke, whatever its source, must make a Challenging (+0) Endurance Test each Round or suffer a Fatigued Condition as coughing fits overwhelm them. One Fatigued Condition gained from the smoke can be removed per Round by spending an Action to recover. Characters opening doors or windows for air are greeted by pots of burning oil thrown by the thugs. This is a ranged attack that requires a successful Challenging (+0) Ballistic Skill Test by the thug concerned, which can be Opposed by Dodge. The burning oil causes +7 Damage and 2 Ablaze Conditions. If the Thug rolls an Impressive Failure (−4 SL) or worse, he instead pours some oil on himself, taking 2 Ablaze Conditions. Characters who make it on to the deck are attacked by Adolphus and any thugs who are not burning. If the Characters have set a guard on the barge, Adolphus first tries to disable the guard with his crossbow, firing from cover while the thugs rush from the other direction bearing pots of burning oil. The plan is basically the same: to turn the barge into a raging inferno and attack the occupants as they come out on deck incapacitated by the smoke. Putting the Fire Out While the Characters deal with Adolphus and the thugs, Josef, Wolmar, and Gilda will attempt to put any fires out and, afterwards, try to cast off. Casting off normally takes at least 20 Rounds, but by cutting the ropes this can be reduced to just 6. The mooring ropes have 6 Wounds and a Toughness Bonus of 4. Josef, Wolmar, and Gilda should be able to extinguish any fires fairly quickly. Any damage caused during the fight can be repaired the next day by Josef using his Trade (Boatbuilding) Skill. The Letter If Adolphus dies and the Characters search his body, they find Professor Quintus Fassbinder’s letter telling Adolphus to look out for Kastor Lieberung (Handout 7: The Letter, see page 153), and an accompanying sketch that resembles the Character impersonating Kastor Lieberung. Adolphus used it to help identify the magister impedimentae. The only indication as to the identity of the letter’s author are the initials: Q.F. If Adolphus survives the attack on the barge, the Characters do not find the letter at this time. Instead, they find it after the bounty hunter springs his trap in Bögenhafen (see page 53). Until then, they must remain mystified. A Quiet Night Adolphus does not attack that night, having decided that the Weissbruck docks are too public. Instead, he trails the barge when it leaves town and attacks on the first or second night out from Weissbruck, when the barge is tied up at the river bank in a remote area. An Anonymous Tip Instead of attacking with his thugs, Adolphus makes an anonymous report to the town authorities, claiming that a group of dangerous bandits are fitting out a barge for a planned campaign of piracy at the town’s docks. If the adventurers have been fortifying the Berebeli in anticipation of an attack, they will need some fast talking to convince a double-strength State Army patrol — backed up by a river patrol boat — that they are not, in fact, mounting weapons and strengthening bulkheads in order to threaten river traffic. Biding Time Adolphus decides to stick with his original plan, and doesn’t attack the Characters until they reach Bögenhafen. He leaves Weissbruck that night to set up his ambush (see page 45). Veteran Players may expect Adolphus to attack, which takes away the surprise element. Indeed, some Players may devote considerable time and effort to devising ways to turn the barge into a fortress. Here are some suggestions for using Adolphus differently. OPTIONS: THE ATTACK

WARHAMMER FANTASY ROLEPLAY 48 IV OPTIONS: ADOLPHUS DOOMED In the original version of Mistaken Identity, the GM was encouraged to manipulate dice rolls in order to make sure that Adolphus was killed in this encounter, and to ensure that the Characters never had a chance to question him, no matter how cleverly they handled the attack. Along with the earlier blanket pronouncement that they should never be allowed to catch him, this has led to Player frustration and a great deal of criticism. You can handle this situation with much more finesse. Certainly, nothing will be lost if the bounty hunter is killed in this fight. He had taken steps to bait a trap in Bögenhafen using the false letter, but having observed the adventurers in Altdorf and Weissbruck his impatience resulted in an earlier attack. Finding the supposed magister impedimentae and his companions in the confined and vulnerable space of a river barge, he has seized the opportunity to attack with fire and the advantage of surprise. However, if the fight begins to turn against him, he will cut his losses and revert to his original plan. Abandoning his hired thugs, he disappears into the alleys of Weissbruck using all his Skills and Talents to vanish without trace. He will be encountered once more in Bögenhafen (see page 55). HANDOUT 7: THE LETTER For the personal attention of Herr Adolphus Kuftsos The Nine Stars Coaching Inn The Middenheim Road Altdorf My Dear Herr Kuftsos, You may recall a certain conversation we had last Brauzeit in the public bar of the Hook and Hatchet in Nuln. At that time, you mentioned your interest in the activities of a certain society whose name I shall not mention here. In particular, you were very anxious to trace the whereabouts of a certain officer, known only as the magister impedimentae. I am now able to confirm each and every one of your sus‑ picions. After your departure I made some discreet enquiries and managed to ascertain that the person you seek uses the name Kastor Lieberung. In accordance with your plan, Herr Lieberung will be travelling towards Altdorf on the Midden‑ heim road at some time towards the end of the month of Jahrdrung. I have also had the good fortune to secure a likeness of Herr Lieberung, which I enclose with this letter. I remain, sir, your most obedient servant, Q.F. WHAT’S IT ALL ABOUT? From this information the adventurers can draw the following conclusions, if they have not reached them already. If any Players are slow to appreciate the import of this letter, you can allow their Characters to make Average (+20) Intelligence Tests to learn one of the following pieces of information, with each +2 SL scored learning an extra piece. 0 The stocky man’s name was Adolphus Kuftsos. Future enquiries among town Watches and other arms of law enforcement in the Reikland may reveal that he was a well-respected bounty hunter. 0 He was on the trail of someone from a secret society of some kind, who bore the title ‘magister impedimentae.’ Any Character who can read Classical automatically knows the title means ‘master of trappings’, implying that he was involved in some way in securing and managing supplies. 0 The magister impedimentae’s name was Kastor Lieberung. He was the same person from whose corpse they recovered the letter pointing them toward Bögenhafen. 0 The fact that he was travelling to Altdorf from Middenheim may be due to some plan of this Adolphus Kuftsos. 0 The adventurers may still be confused about the two men Adolphus killed in Altdorf. They may well have realised that he fired the bolts that killed them. If they searched the bodies and found their Purple Hand tattoos they may conclude that this is the sign of the unnamed society mentioned in the letter. 0 With some imagination, the players may realise — or suspect — that the letter from Lock, Stock, and Barl in Bögenhafen was bait, engineered by Adolphus to draw Lieberung into a trap. They may decide to avoid Bögenhafen and go somewhere else or they may conclude that the offices of Lock, Stock, and Barl hold the only clues they are likely to get about just what is going on.

49 THE ENEMY WITHIN: CHAPTER 4 - ON TO BÖGENHAFEN… IV JOURNEY TO BÖGENHAFEN The trip from Weissbruck to Bögenhafen takes four days. It is uneventful, apart from the constant need to make running repairs to the Berebeli if it was burned by Adolphus. If the Characters show signs of nervousness about Bögenhafen, you have several ways to lay their concerns to rest — or, at least, to ensure they follow the trail of the inheritance. Using Josef and the other NPCs, the following arguments can be made. 0 If Adolphus is dead, he can trouble the Characters no longer. Bögenhafen is likely to be safe — and everyone is certainly on their guard after this. 0 If Adolphus is alive, Bögenhafen is the only lead the Characters have to find him. He may have another attack planned, but this time the party will be ready for him. 0 If Adolphus was captured and questioned, he does all he can to direct the Characters to Bögenhafen, swearing that the inheritance was genuine and that he learned about it through his agents. In truth, he hopes that his trap will still work and that even if the adventurers kill him, his allies can still complete his mission and bring down the magister impedimentae. 0 Josef has patched up the damage to the Berebeli, but it still needs repairs. He claims Bögenhafen is the best place to secure repairs as it has the best facilities, barring Altdorf; but since the authorities in Altdorf are likely looking for Josef and his passengers, he does not wish to go there. Besides, he has cargo bound for Bögenhafen, and contracts to fulfil there. Further, if some of the Player Characters signed on as crew for Bögenhafen, Josef is very disappointed if they decide to back out before they fulfil that contract. 0 This sign of the Purple Hand needs to be investigated. Whoever this magister impedimentae was, he is bound to cause more trouble if one of the Characters is so easily mistaken for him. The Characters need to put this business to rest or they will spend the rest of their lives looking over their shoulders for people making weird gestures — or people with crossbows. If the Characters insist on avoiding Bögenhafen, don’t worry. It may be necessary to improvise a few adventures or alter other published adventures, but this is not difficult. Just ensure that everywhere the Characters go, they find themselves encountering folk who make strange gestures before disappearing into a crowd. Or they find letters placed on their pillows or in their clothing with the words, ‘What news from Bögenhafen?’ Or ‘What of the inheritance?’ and increasingly urgent demands that the magister impedimentae report in. After two or three adventures punctuated by the persistent hounding, most Players will relent and go to Bögenhafen: it is clearly the only place where this ridiculous matter can be resolved. RESOLUTION Rewards As well as XP for good roleplaying and fun times at the end of your gaming session, XP should be awarded for the following: Y 5–10 points for tracking down Adolphus Kuftsos Y 10–20 points each for surviving the attack on the Berebeli. And if you wish to award a Character for doing something noteworthy, use the XP amounts above as a guideline.

WARHAMMER FANTASY ROLEPLAY 50 IV NON-PLAYER CHARACTERS The Hunters The Herald’s Agent Adolphus Kuftsos is a simmering ball of anger, muscle, and bloody-mindedness. Although relatively nondescript — he has medium-length, mid-brown hair, a short-clipped beard, and watery-blue eyes — his constant snarls ensure he stands out in any crowd. His only other distinguishing characteristic is a livid scar around his neck from a time when he barely escaped being hanged by a group of bandits. This damaged his throat, causing him to speak with a slow, wheezing voice that could hardly be more sinister. In his early 30s, Adolphus has been a bounty hunter for six years, and during this time has turned in or killed many criminals. He is doggedly determined and uses uses any means at his disposal to bring his quarry to justice — or to a swift end. He is currently in the employ of Lady Emmanuelle Nacht, an important Reiklander noble who hired him in Ubersreik to pursue the Purple Hand tirelessly, wherever this may lead him. The Thugs Bengt, Gurt, and Willie, the three thugs hired by Adolphus, do occasional work on the Weissbruck wharves as labourers. They are not particularly bright or loyal, and each has a rough lowerclass Reiklander accent. If captured by the Characters, they can be persuaded to reveal Adolphus’s plan with an Easy (+40) Intimidate or Bribery Test. If one of them is hurt during a fight, have Adolphus make a Challenging (+0) Leadership Test. If failed, all three thugs take a Broken Condition. BENGT, GURT, AND WILLIE – HUMAN DOCKHANDS (BRASS 3) M WS BS S T I Agi Dex Int WP Fel W 4 33 33 36 43 32 43 27 24 25 27 13 Traits: Armour (Leathers) 1, Prejudice (Rich Folk), Weapon (Clubs) +7 ADOLPHUS KUFTSOS – HUMAN MASTER BOUNTY HUNTER (SILVER 5) M WS BS S T I Agi Dex Int WP Fel W 4 48 58 51 55 35 57 35 30 34 27 18 Traits: Animal Care 40, Athletics 77, Bribery 42, Charm 37, Climb 66, Gossip 47, Endurance 85, Haggle 32, Intimidate 66, Intuition 50, Leadership 37, Melee (Basic) 63, Outdoor Survival 45, Perception 55, Ranged (Crossbow) 73, Stealth (Rural) 72, Stealth (Urban) 77, Ride (Horse) 67, Swim 61, Track 45 Talents: Doomed (And, lo, thou art heralded through the portal), Hatred (Cultists), Marksmanship, Relentless, Shadow 2, Sprinter, Strike Mighty Blow, Strike to Stun, Strong Back Traits: Armour (Mail and Leathers) 2, Ranged (Crossbow) (60) +9, Weapon (Sword) +9 Trappings: Crossbow (with 40 Bolts), Horse, Iron Manacles with Locks and Keys (3 sets), Rope (20 yards), Sword


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