Warhammer v4 - 1.0 Enemy in Shadows - Flip eBook Pages 51-100 (2024)

51 SHADOWS OVER BÖGENHAFEN: CHAPTER 5 - THE FALSE INHERITANCE V

WARHAMMER FANTASY ROLEPLAY 52 V Having arrived in Bögenhafen, our Heroes are no doubt eager to find the law offices of Lock, Stock, and Barl to claim the promised inheritance. However, they find things are not as straightforward as they seem, and must survive a bounty hunter’s deadly trap. BÖGENHAFEN Bögenhafen is typical of many merchant towns on the Empire’s great rivers. The Characters will encounter more of them in Death on the Reik. Bögenhafen is presented in detail in Appendix 1, and you can refer back to the town description whenever you need to present a trading town to the Players — in this campaign or others. Before running this chapter, you should take the time to read the remainder of the book thoroughly, becoming familiar with the town and with the events that are about to take place there. The Characters can do almost anything in response to what they uncover in Bögenhafen. These pages cannot provide an answer for every situation — but if you are intimately familiar with the town and the story you should have no trouble devising a suitable response even to the most unexpected Player choices. The Map Note that there are two maps of the town. The Bögenhafen Player Map (see the back of the book) is for the Players to use and shows those locations that are well known to any of the town’s inhabitants. The Bögenhafen GM Map on page 115 is for you, and has extra locations that the Characters may uncover during the course of the adventure. All the important locations are described in Appendix 1: A Guide to Bögenhafen on page 118. Arriving in Bögenhafen The Berebeli puts in at Haagen’s Wharf (see page 127). Josef and his crew deal with tying up and pay the mooring fees. The docks (see page 40) are relatively quiet, but sounds of merrymaking can be heard coming from the direction of the Schaffenfest, which has already begun (see page 55). Josef pays the Characters any wages they are owed. He explains that he has to go to the offices of a local merchant named Ruggbroder to collect payment for his wine and to arrange for its unloading by the local stevedores. He suggests the party takes the opportunity to look round the Schaffenfest, which is most definitely ‘not to be missed’. If you wish to continue Josef ’s association with the Characters, he arranges to meet them later, either at the festival or back at the barge. Otherwise, you can have him depart in a day or so, once the Characters are committed to adventuring in the town. lf you fear that they might leave with him and miss the adventure, he departs without telling them that he is going; after all, Josef is a rather unreliable itinerant, and he often lands in trouble with the local authorities. VISITING THE LAWYERS Garten Weg is a narrow alley running eastwards from the Eisen Bahn, a little way north of the Metalworkers’ Guild. Small, rundown buildings flank it. A successful Easy (+40) Lore (Law) Test — or a successful Challenging (+0) Intelligence Test for any Burgher or Courtier Character — suspects this is not a likely location for a law firm that handles noble titles and estates. Adolphus Kuftsos rented a building about halfway down the alley for his trap. The state of the building depends on whether Adolphus survived the attack on the Berebeli in Weissbruck (see page 45). A Dead End If Adolphus died in Weissbruck — and if he has no partner to assist him (see page 35) — there is no sign outside, the windows are shuttered, and the door is locked. There is nothing to make anyone think that this is anything other than an abandoned building. Enquiries along the Garten Weg will be a dead end; no one has ever heard of a law firm by the name of Lock, Stock, and Barl. Indeed, no one has ever heard of a law firm with offices on the Garten Weg. The Characters are advised to ask at the Town Courts (see page 127), but if they do so they are told that no lawyers with those names have ever practised in Bögenhafen, and it is suggested that the letter is a hoax. It’s a Trap! If Adolphus escaped, or if he has a partner to carry on his mission, the bounty hunter arrives at the building ahead of them. The shutters on the windows have been opened, the door unlocked, and a sign above the door reads, ‘Lock, Stock, and Barl. Lawyers, etc.’ Inside, a young clerk — actually a law student hired by Adolphus — sits behind a desk, writing in a ledger. He looks up when the Characters enter, and upon being shown the letter and affidavit he smiles broadly. ‘Herr Barl has been looking forward to meeting you, Herr Lieberung,’ he says. ‘I will let him know that you’ve arrived.’ He takes the two documents and leaves the room through a back door. As the door closes, several other things happen. CHAPTER 5 THE FALSE INHERITANCE

53 SHADOWS OVER BÖGENHAFEN: CHAPTER 5 - THE FALSE INHERITANCE V Unseen hands outside the building throw the shutters across the windows, plunging the room into gloom. Bolts can be heard being drawn across the windows and both doors. The Characters are trapped! The Bounty Hunter After a moment, a voice calls through the back door. ‘Kastor Lieberung! Otherwise known as the magister impedimentae of the cult of the Purple Hand! In the name of the Emperor, I arrest you and your companions for conspiring with Chaos, murder, theft, and other crimes hereinafter to be enumerated! Lay down your weapons and surrender!’ There is a pregnant pause as the Characters weigh their options — and then a terrible sound is heard from outside. Screams echo off the surrounding buildings, accompanied by sickening rending sounds. After a few seconds, everything falls quiet again. The adventurers are still trapped in the building and must find a way out. The doors and windows are bolted (TB 2, W 6), but can be broken down fairly easily. If the Characters look in the alley behind the building, they will find the heavily mutilated body of the stocky man whom they glimpsed in Altdorf and Weissbruck. The fresh corpse seems to have been torn apart by some kind of monster. Its chest and belly are ripped open and the heart is torn in two. The body lies in a pool of blood and looping intestines as its empty eyes stare in horror at something that is no longer there. A search of the mutilated body turns up the letter from ‘Q.F.’ (Handout 7: The Letter, see page 153). If the Characters do not immediately search the body, then a corner of the letter is seen sticking out of the dead bounty hunter’s boot. The letter will answer some questions, but it will leave the party with just as many more. Beneath the bustling, everyday exterior of Bögenhafen lies a deadly secret; a secret that may lead to the destruction of the town and ultimately threaten the very existence of the Empire. Councillor Johannes Teugen (see page 112), in an effort to save his own soul, is unwittingly attempting to open a Chaos Gate in the town. Teugen and Gideon In the course of his studies at the University of Nuln, Teugen became interested in daemonology. This culminated in his summoning a Daemon he named Gideon (see page 113). In exchange for further knowledge of dark and forbidden magical arts, Teugen promised Gideon his soul, which is to be claimed at the end of seven years. He has profited greatly from Gideon’s teachings and aid, and not the least benefit was from the part the daemon played in the death of Johannes's elder brother, Karl. When Karl was struck down by an unknown and terrible disease induced by Gideon, the way was opened for Johannes's meteoric rise to power — but the end of his seven years is fast approaching. Teugen has one chance to escape from the contract. Gideon has led him to believe that if he can persuade seven willing mortals to take part in a particular ritual, their souls will be taken instead of his own and he will be free. The Ordo Septenarius To this end, Teugen has established the Ordo Septenarius. On the surface, this is a harmless organisation. Recruited from the mercantile classes of the town, the Ordo Septenarius works secretly to raise money for a variety of good causes and acts as a social club and a medium for confidential business deals between its members. The order is headed by Teugen, with Gideon playing the role of Teugen's distant cousin and advisor. Beneath these two comes the Inner Council of seven members, none of whom has an inkling as to Gideon’s true nature. It is these seven whom Teugen plans to exchange for his own soul. The most important members of the council, for the purposes of this adventure, are Councillors Steinhäger and Magirius (see page 97 and 99). The others are wealthy and influential citizens of the town, but their identities need not be determined unless you need to. There are also 49 rank-and-file members of the society — seven for each council member. These people know next to nothing about Gideon. They genuinely believe that the society provides a harmless meeting ground for well-intentioned merchants and is a worthy benefactor to many of the town’s deserving causes. What's Really Going On? The seven members of the Inner Council believe that the society has another purpose: Teugen has told them that he has the power to influence market forces by the use of sorcery. He convinces them that if they participate in a ceremony with him Bögenhafen will become the commercial and financial centre of the Empire, making them all untold fortunes. Little do they know that Teugen intends to sacrifice their souls to save his own. However, Teugen has been deceived in his turn. Gideon is a servant of the Chaos god Tzeentch. Far from saving Teugen’s soul, the ritual could in fact sacrifice the entire population of the town and create a minor Chaos Gate through which fresh hordes of Chaos creatures will pour. Then the Empire will be caught between the Chaos armies threatening Kislev in the north and those issuing forth from the newly created gate at Bögenhafen. WHAT'S GOING ON IN BÖGENHAFEN

WARHAMMER FANTASY ROLEPLAY 54 V Gideon on Guard At this point the Characters have no idea of how or why the bounty hunter died, but they may have the opportunity to find out later in the adventure. Gideon, the Daemon of Tzeentch working in agreement with Johannes Teugen (see page 112), learned that a bounty hunter had arrived in Bögenhafen and was making enquiries about followers of the Lord of Change. Concluding that this newcomer could be a threat to his plan, Gideon followed him to the building on Garten Weg and, reverting to his Daemon form, ripped him apart before he could do any damage to the Ordo Septenarius. Gideon has no idea who the Characters are, or what the bounty hunter wanted with them, and at this point it does not care. The fact that it inadvertently saved the very people who will prove to be the biggest threat to his scheme is simply dramatic irony. RESOLUTION Rewards In addition to the standard XP you provide for having a fun time roleplaying, or any you provide for other reasons, XP should be awarded for the following: Y 5–10 points each for avoiding or surviving Adolphus Kuftsos’s attack Y 20 points each for defeating Adolphus Kuftsos. OPTIONS: THE EVIL VILLAIN Anyone who has played the original Shadows Over Bögenhafen will remember that Johannes Teugen is the villain of the piece, and that he is assisted by a daemon named Gideon. Therefore, you may want to use a different character as the head of the Ordo Septenarius, so that the Players are still challenged and surprised by the conclusion. There are several possible candidates for a simple name swap. Franz Steinhäger and Friedrich Magirius are the most obvious, though events at the Festival Court could take on a different complexion if Magistrate Richter is secretly the head of the Ordo Septenarius. Instead of being stricken with a magical illness (see Richter’s Chambers on page 87), he simply pretends to be sick and works in secret to cover up the secret temple and move the location of the ritual. Hieronymus Ruggbroder might be a vocal opponent of the Ordo in public, but he could secretly be its leader, leaving a figurehead — perhaps Steinhäger or Magirius — to lead the Inner Council. Or, some hitherto unknown merchant from a minor family might be the secret chief, living a quiet life in public to avoid attracting attention. For greater dramatic impact, Johannes Teugen could be a talented but completely innocent merchant whose dramatic success since his return from the University has prompted the town’s other merchants to band together in order to avoid being driven out of business. The leader of the Ordo might be planning to frame him for murder, sorcery and other crimes, in order to disrupt his business further. Karl Teugen might have been killed as a part of this plan, or the Ordo might simply be capitalising on his death from natural — but very unpleasant — causes. An enterprising GM could use all of these ideas, and add new ones, so the Characters are confronted with a daunting array of suspects, with very little time to sort the innocent from the guilty and discover what is going on before the ritual takes place.

55 SHADOWS OVER BÖGENHAFEN: CHAPTER 6 - THE SCHAFFENFEST VI CHAPTER 6 THE SCHAFFENFEST Our Heroes, having found the inheritance was a sham, likely need some cheering up. Fortunately, one of the Reikland’s largest festivals is happening just a stone’s throw away: the Schaffenfest! VISITING THE SCHAFFENFEST Every spring, folk from across the Reikland flock to Bögenhafen for the Schaffenfest. As well as the extensive livestock market, there are scores of stalls and sideshows of all kinds, making the three-day fair a great attraction and a highlight of the town’s calendar. The area between the East Gate and Postern Gate is crowded with livestock pens, market stalls, and sideshows of every description, and the air rings with the cries of entertainers and hawkers. Whether or not the Characters go in search of the lawyers’ office first, they will likely want to visit the Schaffenfest. Josef lets them know that he will be there to attend to his business. Although the Characters may plan to seek their fortunes elsewhere, they are stuck in Bögenhafen for at least a day or two, and the fair is a good way to pass time while they arrange new transport. Besides, everyone also knows a fair is a good place to find employment. A pouch of coins from an odd job bodyguarding or delivering goods helps finance travel plans. If they are particularly lucky they may come across a local noble who is planning an expedition like the one they missed in Altdorf. All things considered, there is no reason to be anywhere else. Josef (or any passer-by) can give directions to the Schaffenfest: ‘Turn left on to the Hafenstrasse and keep goin’ straight on to the East Gate. You can’t miss it!’ The streets are decorated with coloured bunting, and the main flow of the crowds is eastwards to the fair. The party is soon surrounded by happy, laughing festivalgoers, all eager to enjoy what the Schaffenfest has to offer. Running the Schaffenfest The Characters can roam the Schaffenfest at their own pace, exploring the fair’s attractions and getting into various kinds of trouble depending upon how they react to the fair’s many attractions. In the midst of doing this, there are two Key Scenes that must happen for the adventure to proceed, preferably in the following order. 1. Key Scene: The Drunken Dwarf — The Characters notice the drunken Dwarf in the stocks outside the Festival Court (see page 63). 2. Key Scene: The Runaway Goblin — The Characters witness the escape of a three-legged Mutant Goblin from Doctor Malthusius’s Zoocopeia (see page 64). The party can wander the Schaffenfest freely, enjoying one of the best festivals the Empire has to offer. To help you bring it to life, this chapter presents a selection of Optional Encounters to use as you wish, and also describes five Primary Locations representing places important to the adventure or the festival. Included in the Primary Locations are the two Key Scenes you must present for the adventure to progress. Each Primary Location also offers two optional encounters you can use as you see fit.

WARHAMMER FANTASY ROLEPLAY 56 VI Your task in this part of the adventure is to bring the noisy, crowded, bustling fairground to life as the Characters explore the stalls and sideshows, interacting with the events and interesting NPCs, just as people do at a real fair. Describe the atmosphere, including the great mixture of folk brushing shoulders with each other, from dirty beggars to well-dressed artisans, from brightly-clothed entertainers to sombre-looking watchmen — the entire spectrum of Bögenhafen’s populace is represented. There are labourers singing loudly and out of tune (having over-indulged themselves at one of the beer tents), babies crying, pedlars hawking their wares, all interwoven with the general hubbub of people enjoying themselves. The Watch The Schaffenfest is too large for the Bögenhafen Watch (see page 111) to patrol alone, so many temporary recruits are drafted in to support the State Army soldiers that keep the peace. Because of this, very few are actually good at their job. The response to someone calling out for the Watch is slow during the busy fair, so it normally takes 2 to 20 (2d10) minutes for a patrol to arrive. Profiles for the Watch are found on page 112. Arrested! If any of the party are stopped under suspicious circ*mstances, arrest can be avoided with a Simple Challenging (+0) Charm Test. Alternatively, Characters can bribe the Watch. The price of their cooperation usually varies from 2 to 20 Silver (2d10), depending on the nature of the party’s indiscretion. If a patrol leader cannot be swayed (or bribed), the Characters are arrested. Should the Characters resist arrest with violence, the Watch respond in kind. Such behaviour is clear proof of guilt, and there is no point risking injury to valuable watchmen by attempting to take the offenders alive. The Watch use whistles to summon reinforcements, and the Characters may find themselves outnumbered unless they are able to flee the situation. You’re Nicked, Sunshine! Those arrested in the Schaffenfest are subject to a different legal procedure from the rest of the town (see page 127). Because the fair is largely composed of travelling people, it can be difficult to obtain witnesses, so a special Festival Court (see page 63) is convened to deal swiftly with all disputes and petty crimes arising from the fair. For the course of this adventure, the sitting magistrate is Chief Magistrate Heinz Richter (see page 66). This court is somewhat more lenient than the normal court, and hands out judgement and punishments on the spot. OPTIONAL ENCOUNTERS The optional encounters described here can be used as you see fit for your version of the Schaffenfest, and can be presented in any order. It is not necessary to use them all, and many work as well within the town as at the fair, so can be used later. Any encounters you decide not to use can easily be recycled into any town-based adventure. Medicine Shows There are several Medicine Shows dotted around the Schaffenfest. A blend of sideshow and stall, most are run by charlatans whose only concern is to make money by selling some worthless concoction as a panacea. Among the wares advertised by these rogues are, ‘Doctor Zeuss’s Wonder Tonic’, ‘Rare Elven Spirit Water’, and ‘Genuine Norscan Silver Talismans’. The properties claimed for these products are many and varied, such as ‘...cures colic, rheumatics, warts, and bad breath’, or ‘keeps out the cold, evil spirits, and the neighbour’s cat...’ and so on. As far as these disreputable types go, the precise nature of the product, and the asking price (typically 2d10 shillings), are left to your discretion. Elvyra Kleinestun There is one stall, owned by Elvyra Kleinestun (see page 68), where real herbal remedies can be acquired. The fact that most of them are useless unless applied by a Character with Heal Skill is beside the point! Any Character with Lore (Herbs or Plants), Trade (Apothecary or Herbalist) or any other Skill you deem relevant, realises her sales pitch isn’t nonsense, and can immediately identify her herbs as genuine. Elvyra is delighted to meet any Character who ‘knows their herbs from cowdung’. Although her goods sell for twice the normal price, she can be bargained down using the Haggle Skill. If she takes to the Characters, Elvyra suggests that if any of them ever wants to take up some ‘serious pharmaceutical studies’, they should visit her home in Weissbruck, where she can provide tuition. If that holds no interest to them, she says the Characters would be welcome to visit her anyway whenever they happen to be passing through the town. The party will have the opportunity to do just that, and to help her out of a tricky situation, in the next instalment of the campaign: Death on the Reik. Because of this, it is worth ensuring the Characters meet Elvyra. She is a good friend to have at the fair, especially if — or, more likely, when — one or more Characters needs medical attention. Fortune Tellers Clairvoyants, palmists, and self-proclaimed prophets generally set up shop in small, dimly-lit tents to tell fortunes for a small fee, generally between 5–16d. The price varies not only from fortune teller to fortune teller, but also according to the fortune teller’s estimation of how much the customer can be persuaded to part with. The fortune telling may be done in a number of ways, including palmistry, cards, dice, crystal balls, tea leaves and more. Most fortune tellers employ a number of these methods, each with their corresponding props. Standard predictions concern meeting tall, dark strangers or going on long journeys, but a ‘genuine’ fortune teller may provide a Character with some useful information.

57 SHADOWS OVER BÖGENHAFEN: CHAPTER 6 - THE SCHAFFENFEST VI 0 Don’t buy any horses from the Schaffenfest. The Watch stopped a drover from Averland trying to sell a mare with nine eyes blistered in her mouth! She’s now hanging from the East Gate. This rumour helps set the scene in the Empire; you can decide whether it is true or not, and whether it was the mare or the drover who was hanged. 0 The Countess of Nuln’s niece had a wizard murder a love-rival at a Black Powder Week party a few weeks ago. But that’s typical for Nuln, I hear. Partially true. For more on Gravin Marie-Ulrike, the Countess’s niece, see Rough Nights & Hard Days. 0 The river Bögen is plagued by mutants. Three barges were sunk on the stretch from Castle Grauenburg in the last month. The graf needs to invest more in riverwardens! True, as the Characters will find out at the start of the next part of The Enemy Within, Death on the Reik. 0 There's a tale that a twin-tailed comet was spotted above Lachenbad, but seen nowhere else. This rumour sets the scene for the Empire and the End Times, where portentous events are becoming more commonplace. 0 The Duke of Midwald was found swinging from the High Oak of Bluttal, his eyes pecked free by ravens. His people hung him for having Ulrican sympathies after he returned from Altdorf with three new wolfhounds. This rumour sets the scene of current events in the Empire; you decide whether it is true or not. 0 The Emperor has turned his back on the Colleges of Magic, that’s why he commissioned the Imperial Engineers School to build his new messenger towers. It’s about time the Emperor saw sense and got rid of those witches! Partially true, as becomes clear in the next part of The Enemy Within, Death on the Reik. 0 My cousin recently returned from Altdorf with black hair. But it was always blonde before that. She swears I’m lying, but I’m not! Possibly true. Something is very wrong in Altdorf, and things do change there, as explained on page 32. 0 The hamlet of Stust was overrun by mutants and beastmen from the forests. All that remains are piles of skulls and broken bones. This rumour is for setting the scene; you can decide whether it is true or not. It probably is. 0 Councillor Teugen only attends guild meetings in the evenings. He’s had the entire Merchants’ Guild timetables reorganised to his nocturnal preferences. This rumour is common across Bögenhafen, but like most rumours regarding Teugen, it somewhat misses the mark. See page 112 for more on Bögenhafen’s leading councillor. 0 The mists down the Bögen are getting worse. Mark my words, that means trouble! Probably true. The mists on the Bögen are heavier every year, and trouble is indeed coming to Bögenhafen. 0 The sewers of Bögenhafen are no longer patrolled! What is the town council doing? Things live down there now! This rumour is all too true. The Ordo Septenarius (see page 54) does what it can to ensure its activities below Bögenhafen remain unobserved. 0 Father Huss, a bear of a Sigmarite from the north, passed through Bögenhafen last month and demanded entrance to the High Temple of Sigmar. Who ever heard of a northern Sigmarite? Of course, he was turned away! Partially true. Father Luthor Huss, a Sigmarite, did pass through Bögenhafen recently, and he is from the north. However, the assumption that he was turned away is simple prejudice. 0 If you see a crow, you take it down and nail it to a crow post! Crows are the eyes of the Dark Gods, don’t you know. But don’t get them mixed up with ravens. You don’t want to attract Morr’s attention! This rumour sets the scene; you decide the truth of it. 0 I saw a whole regiment of those Trott mercenaries marching south towards Schrabwald. There must be trouble brewing in the Vorbergland. True. There is trouble brewing in the Vorbergland. A recent alliance between House Trott and House Jungfreud has resulted in a significant military build-up near Ubersreik. For more on this, refer to the Ubersreik Almanacs and the WFRP Starter Set. 0 The Emperor has issued a new edict declaring that there are no Mutants in the Empire. The practice of exiling or slaughtering those unfortunate enough to carry some sort of physical deformity purely because of their appearance is henceforth illegal and punishable by death. This rumour is, somewhat unbelievably, entirely true. It hits Bögenhafen the same day as the Characters arrive, and is the talk of every tavern and beer tent. The reasons why the Emperor would allow such an edict are explained in the last instalment of The Enemy Within, Empire in Ruins, and cause significant political upheaval everywhere. RUMOURS These rumours should be used in the same fashion as those on page 15, but represent new gossip that has arisen since the party left Altdorf. Take note of the last rumour, because it’s huge, and it’s everywhere.

WARHAMMER FANTASY ROLEPLAY 58 VI Mystic Megret ‘Mystic Megret’ has been peering into the future all her life. Her prognostications, whilst not always immediately decipherable, even to herself, are almost always true. Having the party encounter her bright-red and yellow tent provides you with an opportunity to sow various hints and clues about what is going on in Bögenhafen. Depending on when the Characters hear them, Megret’s pronouncements may be useful, or they may simply help to build atmosphere. They likely mean nothing at the time, but when they come true the Characters, and the Players, are left with an uneasy feeling. The following are some of Megret’s sample predictions. Do not give them all at once, but allow the Characters to come back for more whenever they like, either as a group or individually. • I see a dark place. A narrow place, with water. There is death there. This refers to the sewer where Gottri Gurnisson’s body will be dumped (see page 75). • Beware of a big man, a rich man. He will bring much danger. This is a reference to Johannes Teugen (see page 112). • I see a dark man. He is not what he seems. This refers to Gideon, the Daemon summoned by Teugen (see page 113). • The sign of the rose is red, dripping blood. A red rose, stylised into a cross, is the badge of the House of Teugen (see page 120). • I see seven men, and two. One of the two will destroy the others, and many more besides. The ‘seven men’ are the members of the Inner Council of the Ordo Septenarius. The ‘two’ are Johannes Teugen and Gideon. This final prediction should not be given until the adventurers have returned from the sewers after discovering Gottri Gurnisson’s body. • The great killed the small, and the highest serve the lowest. You are in great danger. The Eye is upon you. This is a cryptic reference to the fact that Teugen killed Gottri the Dwarf, and that the ruling classes of Bögenhafen are unwitting pawns of a Greater Daemon of the Chaos God Tzeentch. Like her father before her, Megret is highly skilled at her profession. She could prove to be a useful mentor if there are any Characters looking to become mystics. Of course, if your party includes such a Character, Megret knows this already, and introduces herself. Random Events Either use any event listed here when you feel it is most appropriate, or randomly roll on this table whenever the Characters are wandering the fair and little else is happening. If an event needs an NPC, use the generic Fairgoers Characteristics on page 69, listed as either Burghers, Courtiers, Peasants, Rogues, or Warriors. Accusation A stallholder or other fairgoer accuses a Character of theft and raises a hue and cry; all NPCs in the immediate area (Burghers) attempt to hold the Characters until a Watch patrol arrives to arrest them. There has obviously been some mistake, and provided the Characters do not try to prove their innocence by fighting the Watch, they are eventually released. However, the patrol sergeant is still going to take some convincing. Arrest The Characters see someone being dragged off by a Watch patrol, loudly claiming to be innocent. You may like to provide further clues as to the accused’s innocence or guilt. If this event is run after the Thief event, the NPC could well be the same one. What action the Characters take, if any, is up to them. Beer Tent This location is an improvised tavern, where fairgoers refresh themselves, exchange gossip, and generally take a break from the hubbub. As the day wears on, these places gradually fill up and the customers become rowdier. There is a 10% chance of a brawl being in progress in any beer tent that the Characters pass (see the Brawl event). The most talked about rumour is the Mutant Edict (see page 57). Beggar The Characters are accosted by a beggar (Rogue) who asks, pitifully, whether anyone can spare a few pennies. If Characters give the beggar any money, there is a 50% chance that another beggar accosts them during the course of the next three encounters. RANDOM EVENTS TABLE d100 Event/Encounter 01-04 Accusation 05-08 Arrest 09-13 Beer Tent 14-18 Beggar 19-23 Bigotry 24-26 Bodyguard 27-33 Brawl 34-36 Bunko Artist 37-43 Entertainer 44-46 Escaped Livestock 47-52 Fair Games 53-55 Mercenaries 56-90 Stall/Vendor 91-95 Thief 96-00 Watch Patrol

59 SHADOWS OVER BÖGENHAFEN: CHAPTER 6 - THE SCHAFFENFEST VI d10 Roll Brawl is between: 1-5 Members of the Teamsters’ and Stevedores’ Guilds (Burghers against more Burghers) 6-7 Townspeople and visiting farmers (Burghers and Peasants) 8-9 1D10 locals (Burghers or Peasants) beating up an Elf 10 Off-duty mercenaries (Warriors) and locals (Burghers or Peasants) d10 Roll Livestock 1-5 Sheep 6-7 Cow 8-9 Goat 10 Boar If the Characters do not provide any coin, there is a 50% chance the beggar will follow them for 1d10 minutes, shouting abuse. Bigotry A crowd of drunken yokels (Peasants) picks on the Characters. The reason why is up to you. It may be because they are from out of town, or because they have an Elf, Dwarf, Halfling, spellcaster or some other easy object of bigotry with them. There are 1d10+10 yokels, who become increasingly offensive, possibly even throwing rotten fruit or worse. If a fight breaks out, a four-man Watch patrol arrives within 1d10 Rounds, arresting everyone involved in the brawl. Bodyguard One of the Characters is shouldered aside by a bodyguard (Warrior) accompanying one of the town’s nobles or merchants around the fair (Burgher). If a fight breaks out, the noble or merchant attempts to use his influence to pin all the blame on the Characters when a Watch patrol arrives after 1d10 Rounds. A successful Opposed Charm Test against the town dignitary convinces the Watch that the Characters were the victims. Clealry the patrol recognises the bodyguard as a well-known troublemaker, for all he is let off with just a caution. Brawl The adventurers come across a brawl in progress. Select the participants or roll 1d10 to discover who is involved on the table below. A four-person Watch patrol arrives in 1d10 Rounds to arrest as many of the participants as possible. In the confusion it is highly likely that one or more innocent bystanders (including one or more Characters) are arrested as well, and dragged to the Festival Court (see page 66). Bunko Artist In an improvised side-stall, the Characters notice what appears to be a straightforward game of chance. In fact, the game is being run by a charlatan (Rogue). A combination of sleight of hand, rigged props, and bluffing makes it virtually impossible for the bunko artist to lose. If any Character decides to take up the challenge, they are permitted a Very Hard (−30) Perception Test to spot how the game is rigged. Favourite games include telling which of three shells or cups covers a coin or ball, trying to draw certain cards from a deck (for example: each one higher than the last, all of different suits, etc.), or trying to throw rope or wooden quoits over prizes which are fractionally wider than the quoits. Entertainer One or more entertainers (Townsmen) have set up an impromptu sideshow and are busking. Typical sideshows include troupes of actors and mime artists, entertainers with performing animals, escapologists, fire eaters, jugglers, and comics. The precise nature of the sideshow is left for you to decide. Escaped Livestock Some livestock have escaped from the market and are stampeding through the crowd. The animal comes charging from an unexpected direction, and attacks one random Character, who also receives a Surprised Condition. The animals are somewhat maddened, and charge right by unless the Characters tackle them, perhaps with use of the Animal Training or Charm Animal Skills. If any of the animals are safely captured, the owner thanks those responsible and offers a 10d reward. If any animals are killed, the owners (Burghers) expect to be paid for their loss, and summon the Schaffenfest Watch if this cannot be settled amicably. The Watch, if summoned, escort everyone to the Festival Court so a fair judgement can be resolved. Fair Games The Schaffenfest hosts various simple sporting events, most of which are sponsored by local taverns and inns who offer prizes of beer and wine to the winners. The events, which include flat races, anchor rolling, greased pole climbing, hammer throwing, tug o’war, and as many more as you care to create, are not centrally organised, so have no fixed location. As the Characters are making their way through the fair, it is common for an event organiser to call out for participants. Do they join in?

VI WARHAMMER FANTASY ROLEPLAY 0 Flat Race: Perform an Extended Average (+20) Athletics Test, and add your Movement to the SL to create a Total each Round. The first to reach the target of +15 SL wins. 0 Anchor Rolling: Perform a Futile (−40) Strength Test. Success flips the enormous anchor once. An Impressive Failure (−4 SL) or worse gives you a Fatigued Condition. If you have more Fatigued Conditions than your Toughness Bonus, you collapse. A hearty drink or half an hour’s rest removes the Fatigued Conditions. The first to flip the anchor three times wins. 0 Greased Pole Climbing: Perform an Extended Futile (−40) Climb Test. The first to +8 SL wins. 0 Hammer Throwing: Perform an Average (+20) Ranged (Throw) Test and add your Strength Bonus to the SL to determine how far you have thrown the hammer. The Character with the highest total throws farthest and wins. Each Character has 3 attempts. 0 Tug o’ War: Two teams of four, six, or eight pull on opposite ends of a rope in a test of strength. Every team member rolls an Easy (+40) Strength Test and they add their SLs together for a team total. The team with the highest SL total wins the bout. Further, if you have Rough Nights & Hard Days, there is also Dwile Flonking and Middenball on offer, as well as any other pub games you would like to add. Mercenaries The Characters encounter a group of 1d10+1 mercenaries (Warriors) who have accompanied a merchant to the town. They are off-duty, drunk, and looking for trouble. They start by hurling abuse at the Characters. If a fight breaks out, a fourman Watch patrol arrives 1d10 Rounds later to arrest all those involved in the brawl. Vendors Throughout the fair there are numerous small-time hawkers (Burghers), some wandering about with trays of goods around their necks, others tending small stalls. Most of these are locals who view the Schaffenfest as an opportunity to fleece the many visitors to the town. Most of the items for sale are either worthless rubbish or some sort of food (pies, sweetmeats, and similar). Prices are usually between 5d and 2 shilllings. Goods will generally cost double their listed price since everyone takes advantage of the fair to raise their prices. However, these prices may be reduced with use of the Haggle Skill. Thief This event may be presented in one of two ways. Either the Characters see a pickpocket (Rogue) robbing a wealthy citizen (Burgher), or a pickpocket attempts to rob one of the party. In the former case, the Characters may attempt to apprehend the thief themselves, or raise a hue and cry that draws a Watch patrol in 1d10 Rounds. If one of the party is targeted, you should choose the victim randomly unless one of the Characters has been conspicuously throwing money about. If the thief makes a successful Opposed Sleight of Hand/Perception Test, the victim does not notice the loss for 2d10 Rounds. Watch Patrol The adventurers pass a four-man patrol from the Schaffenfest Watch (see page 56). It is their duty to patrol the fairground, keeping order and watching out for thieves and other undesirables. If the Characters behave suspiciously in any way they may be stopped and questioned, and if they cause any trouble they will be arrested. PRIMARY LOCATIONS The Schaffenfest has an enormous array of different attractions for the Characters to visit. The following are the most important locations to the adventure and the fair, but you should feel free to expand upon these as will be most appreciated by your group. Perhaps there is a big top where the famous Cuppolalinni Family Circus astounds the gathered crowds? Or maybe two Myrmidian nuns put on an astonishing display of martial skills to attract new members to their order? Or perhaps Empress Edna, one of the great comic operas of Guillibert and Solomon, echoes across the Schaffenfest from the Admiral’s Crew, a choir of entertainers from Altdorf? It’s up to you.

61 SHADOWS OVER BÖGENHAFEN: CHAPTER 6 - THE SCHAFFENFEST VI Wrestling Ring A garishly dressed entertainer stands in front of a roped-off area, inviting hopeful contenders from the crowd to fight a tattooed, and clearly exhausted, champion for a potential purse of 4 Crowns. ‘Step right this way and make yourself two crowns! That's right, two whole crowns for no more than a few minutes’ mild exertion! All you need do is last three minutes in the ring with my champion! Two crowns if you last three minutes, four if you defeat the champion within that time! You, there! You look fast on your feet! Do you think you could stay out of trouble for three minutes? It’s not that long, you know! And you! Yes, you! Why don't you show your friends just how strong you are? Just a two-shilling entrance fee and he’s all yours!’ ‘Come along, friends, who’ll take him on? Just a two-shilling investment, and you could have it back 20 or 40 times over in just three minutes! Why, if I were a moneylender, I’d get locked up for charging interest like that!’ If no one shows any interest, someone in the crowd pushes a Character forward and calls out, ‘I’ll have a go!’ Everyone, of course, thinks it was the pushed Character who called out, and the cheering crowds may be impossible to deny. A successful Intuition Test notes the exhausted appearance of the champion is part of the show; after all, if the champion appears too tough, there would be fewer willing challengers. If a bout is entered (costing 2 shillings), it takes 18 Rounds for 3 minutes to pass. The only Melee Skill allowed is Melee (Brawling). The champion (see page 66), circles the challenger warily for the first few Rounds, building Advantage using his Intuition Skill if not attacked. He feigns less skill than he has to avoid discouraging further challengers, so for the first 12 Rounds, if he wins any Round, he counts as scoring only +0 SL regardless of how well he wins. After Round 12, he hits hard, seeking to take his opponent out. The first Character to lose all Wounds loses. 0 Klaus Schattiger’s champion, ‘Crusher’ Braugen, twisted his ankle in his last bout, so he needs a new champion for the rest of the day. This could be a good earner for a Warrior Character. To simulate the day’s work in the ring, perform 5 Opposed Melee (Brawling) Tests against a Melee (Brawling) of 40. Total the SL of each Test. If the Total is +0 SL or more, the Character earns 1 + SL shillings. If the total is −0 SL or fewer, then the Character owes Klaus 1d10 shillings to cover the day’s losses. Regardless of the performance, the Character also loses 1d10 – SL Wounds (minimum of 1), and must pass a Challenging (+0) Endurance Test or gain +1 Fatigued Condition, plus a further +1 Fatigued Condition per –2 SL scored on this Test. 0 Rosa Blatt, owner of the Bögen Beer Tent, is scared. ‘Crusher’ Braugen has been drinking all day in her tent, and for the last three hours has been scowling at her. She approaches the Characters with the promise of free beer for a day if they can remove the intimidating wrestler. Actually, ‘Crusher’ is smitten with Rosa. He earlier pretended to twist his ankle so he could visit her and offer a flower to express his admiration. But, crippled with self-doubt and fear, he instead drank all day, crushed his flower, and glowered. 'Crusher' responds very poorly to threats, but is receptive to simple understanding. If a Character can somehow organise a date between him and Rosa, he cries tears of simple joy, and agrees to throw a fight the following day. Livestock Market The northern section of the Schaffenfest is dominated by a sprawling livestock market. Its thick air is alive with the sounds and smells of thousands of beasts and their busy handlers. It consists of two wide auction rings for larger animals, dozens of secondary rings for smaller and more specialist animals, and an uncounted number of well-guarded livestock pens. All farm animals are available, but sheep, cattle, horses, pigs, and poultry are most common, with donkeys, cats, dogs, and occasionally rarer creatures also on offer. On the first two days, the auction rings host the Grand Parade, where animals are trooped out by the owners to be judged. The best animals win ribbons for ‘Champions’ (best animal of each sex within a breed), ‘Primes’ (best example of a breed), ‘Prizes’ (best example of each animal), and the ‘King’ and ‘Queen’ (best animal of each sex). Possibly for historic reasons, most Kings and Queens of Schaffenfest are sheep. Having an animal win a ribbon can change a farmer’s fortunes, for prize animals earn many times their standard price when sold. Because of this, the competition is fierce. At midnight on day two, as gathered merchants hold their breath in anticipation and tax inspectors look on with arms folded, loud bells ring and ‘Geltgrubetag’ begins with a roar of bids and counterbids. For the next 24 hours, all livestock sales are taxfree. Folk travel far to benefit from this unique offer, which only applies to domesticated stock physically in the market. In recent years, the day of frenzied commerce has become somewhat of a spectator sport, with folk gathering to watch traders do everything they can to push as many sales through as possible, ferrying animals at speed as the Duke of Saponatheim’s agents ensure all trades are conducted legally. The auction rings are bustling on all three days as stock is brought from the pens and paraded round under the farmers’ and buyers’ critical eyes. But they are always busiest on Geltgrubestag when the stock is actually sold.

WARHAMMER FANTASY ROLEPLAY 62 VI 0 An almighty screech pierces the air from the livestock market, followed by a terrible racket as disturbed animals panic in their pens and worried farmers flee. If investigated, the Characters find a flapping, distressed Hippogriff caged beside the poultry pens. Not far from it, frowning Gordi Widdensehen, a local monster-hunter of some repute, is being lectured by a tax inspector. ‘No, Herr Widdensehen, don’t matter what you say, this ain’t no giant chicken. And it certainly ain’t no “domesticated animal”. You can sell it on Geltgrubetag all you want, but you will be paying tax if you do!’ 0 Aberich the sheep, a Hopfberg Longhorn owned by Nanci Alschwartz, is almost certain to be crowned King of Schaffenfest. Talya Schwering, owner of Jeph the sheep, a Vorbergland Longwool, is willing to pay to make sure that doesn’t happen. After all, if Jeph is crowned, he will be worth ten times what he was before. Maybe twenty! Will any Characters be willing to club Aberich to death for 2 GC? And, should they manage to do the dark deed, how will they react when Jeph doesn’t win the ribbon, and Talya can’t afford to pay? Jousting Lists The more respectable elements of the town are gathered at the Jousting Lists, where preparations are being made for a three-day tourney focusing on jousting, although there is a Grand Mêlée on day three. There are various groups of people discussing the finer points of the sport in a pseudo-sophisticated manner, and any ‘commoners’ interrupting (likely including the Characters) are greeted with frosty looks. A royal pavilion, packed with nobles from across Reikland, is set up against the town wall before a long wooden barrier with a clump of circular tents at either end. Opposite the pavilion are wooden stands from which commoners can spectate. Various knights, squires, and men-at-arms are readying themselves among the tents, and two mounted knights are tilting at each other. The joust is between the extended retinue of Graf Wilhelm von Saponatheim, the local liege lord of this part of the Reikland, and that of Grand Duke Leopold of Middenland, who is visiting the Reikland with a significant group of retainers. It is not an open contest, so outside challengers are not welcome. Squires seeking employment with one of the knights receive a patronising rebuttal. Characters who stray from the commoner stands and are not obviously from the upper classes find themselves repeatedly moved on by the Town Watch, soldiers, or household guards, and are insulted by drunken young rakes as well. If the Characters respond in kind, they will find themselves arrested. If you want more information about the core Characters in House Saponatheim, refer to Appendix 1: Welcome to Bögenhafen and Rough Nights & Hard Days. 0 Primus von Bildhofen is terrified. He does not want to joust, no matter what his father, Grand Duke Leopold, demands. When a servant reports she’s spotted someone who could almost be Primus’s double, physically, a brilliant idea springs to mind: Primus could send the Character jousting in his place! After all, his armour is fully enclosed, so no one would ever know his duplicity. Really, what could possibly go wrong?

SHADOWS OVER BÖGENHAFEN: CHAPTER 6 - THE SCHAFFENFEST VIII VI 0 As the Characters pass the Festival Court, a Halfling darts by and runs into the crowd. ‘Stop him!’ yells a soldier as he trips over his halberd and lands face-first in the mud. The Halfling — ‘Innocent’ Lowhaven — has Movement 3 with Athletics 39. If the Characters pursue him, use the Pursuit rules and set the initial Distance to 2. If caught, Innocent immediately gives up. If the Characters refuse his bribe of 6 shillings to forget they saw him, he returns to the court with no complaint. ‘Me, I’m Innocent, guv! An’ I never tell a lie.’ Richter supplies a reward of 1 shilling for his capture. Smiling, Innocent then remarks that, ‘I will not forget, or forgive, your part in this, mate!’ 0 ‘’Ere, mate, have you got any spare crap? We’ve run out for throwin’ at the criminibles. We ain’t got money or anyfin, but we’ll use it well!’ The enterprising urchins aim to sell any offerings the Characters provide for 1d to anyone looking to pelt those in the stocks. Key Scene: The Drunken Dwarf Passing by the stocks outside the Festival Court, the Characters find one of the two sets of stocks occupied by Gottri Gurnisson, a somewhat inebriated Dwarf. A small group of urchins taunts the unfortunate captive, throwing rotten fruit and various other objects at him. OPTIONS: THE LUCKY DWARF! Players who know of Gottri’s fate may decide to spend a lot of time with Gottri, either to keep him safe or to try to learn who is going to murder him and later dump his body in the sewers (see page 70). Gideon later chooses Gottri as a sacrifice to summon the Guardian Daemon because the Dwarf is alone and friendless, and will not be missed. However, if Gideon sees the Characters watching over the Dwarf, it picks another victim, meaning a different body is discovered later. 0 A fine feast is being prepared by the royal pavilion to celebrate Grand Duke Leopold’s presence in Bögenhafen. When the Characters note a Saponatheim servant acting suspiciously, then clearly pouring something into the gilded punch bowl, do they do anything? Festival Court and Stocks The Festival Court is a large tent with the town’s coat of arms hanging outside. It is set up for the duration of the Schaffenfest to hear grievances that arise during the fair, and administer justice on the spot. Two Bögenhafen State Army halberdiers flank the entrance. They have orders only to admit those who have an interest in a particular case — generally the plaintiff, the defendant, and any witnesses. Inside the tent are two more halberdiers and Chief Magistrate Heinz Richter, who hears a constant stream of petty cases all day. If the Characters happen to listen in to any of them, improvise any details required, perhaps using the Optional Encounters (see page 73) as inspiration. Any Character accused of a crime, rightly or wrongly, is dragged to the Festival Court to be tried. The accused can either make a Challenging (+0) Charm Test or an Easy (+40) Lore (Law) Test to explain their side of the case, which is one step harder if the Character resisted arrest. The plaintiff then Opposes this with the same Test options. Richter will then make a judgement by making a Challenging (+0) Intuition Test. The winner of the Opposed Test between the defendant and plaintiff can then modify Richter’s final SL either up or down with their SL. If Richter ends up with a success (0+ SL), he determines the truth of what happened and makes the appropriate judgement. If Richter fails his Test, he instead gets the judgement wrong. Any Character found guilty of a crime is fined a sum between 1 and 20 Shillings, according to the nature of the crime. Characters who are unable to pay their fines are placed in one of the two sets of stocks until nightfall or until the stocks are needed for another prisoner — a period of 1d10 hours. Any Characters in the stocks are pelted with rotten fruit and worse, thrown by a small but enthusiastic crowd of urchins. The Character must pass a Very Easy (+60) Endurance Test every hour. The first failed Test gives the Character +1 Fatigued Condition that is removed by a good night’s sleep in a bed. Any further failed Tests result in the loss of 1 Wound. 63

WARHAMMER FANTASY ROLEPLAY 64 VI If anyone comes within earshot, Gottri begs pathetically to be lent the 2 shillings he needs to pay his fine and be released. If any Character pays his fine, he will fawn drunkenly over his deliverer in a most embarrassing manner, swearing friendship for life and telling all and sundry what a good friend he has found. After a little while, though, he turns the conversation to his favourite topic: drink and how he might come by the next one. Play this role to the hilt, stressing how crude, embarrassing, and foul-smelling the Dwarf is, and generally making the Characters regret having paid his fine. Those who join Gottri for a drink and try to learn his story, braving the hostile stares and muttered comments of everyone else in the beer tent, may learn that he was expelled from the Dwarven Engineers’ Guild for some invention that he cannot explain coherently, and that he has been drowing his sorrows ever since. The only way the Characters can rid themselves of Gottri is to give him enough money to buy himself a drink. If any Character does this (for any reason), the Dwarf immediately heads for the nearest beer tent without a thank-you, his face a fixed mix of determination and sadness. Later, there is a 20% chance that Gottri is drinking his way through any beer tent the Characters encounter after the Dwarf is freed from the stocks, and a cumulative 10% chance that he is back in the stocks whenever they pass the Festival Court again. The Characters probably end up giving Gottri a small amount of money to buy a drink just to be rid of him. If they should decide to keep Gottri with them, you should arrange for him to slip off unseen towards the end of the day, since he appears later in the adventure in quite different circ*mstances (see page 66). Doctor Malthusius’s Zoocopeia A semi-circular rope enclosure stands against the town wall marking out the edges of Doctor Malthusius’s Zoocopeia. At the back are two wagons, one of which has a banner on the side proclaiming ‘Doctor Malthusius’s Zoocopeia! Strange creatures from all korners of the worlde! The marvellous, the bizarre, the disgusting. Brought to you at enormous ekspense! No other like it in the worlde!’ The other wagon is a flatbed with a pile of stout wooden cages on it, all covered in oiled tarpaulins. Odd sounds come from within. Leaning against it are stacked a variety of signs for advertising the show, which will presumably be staked around the ring of rope. When the Characters first pass Doctor Malthusius’s Zoocopeia, it is closed. The good doctor is inside his wagon, making preparations. His companion, the seedy-looking Dwarf named Grunni, is checking the cages. If any come too close, Grunni shoos them away: ‘Oi! We ain’t bloody started yet. Come back in an hour. The Doctor will see you then!’ 0 Grunni is hiring folk to wander the Schaffenfest holding a sign stating: ‘Doctor Malthusius’s Zoocopeia. Come see the bottomless maw!’ He will pay 1 shilling if the sign is carried for the day. 0 Witch Hunter Alprecht Kassel is in town and is interested in the Zoocopeia. He wants to know if Doctor Malthusius has captured any Mutants and kept them, a crime punishable by death. To find out, Kassel will hire folk less likely to raise suspicion than himself to investigate the travelling show. And if Mutants are found, Kassel intends to use the intelligence to blackmail Malthusius into joining his cause as one of the Silver Spires, a secretive cult dedicated to Tzeentch. Key Scene: The Runaway Goblin The Characters’ attention is drawn by the swelling crowds of excited onlookers, and the thunderous tones of the show-owner who is busily drumming up a crowd. ‘Roll up, roll up,’ he cries, ‘ln just one hour you will witness the most original and astounding display of zoological curiosities ever placed on exhibition in the entire length and breadth of our glorious Empire!’ ‘Welcome to Doctor Malthusius’s Zoocopeia! Gathered together for your education, entertainment, and edification from the far corners of the known world at incalculable expense! The unusual! The bizarre! Yes, even the faintly disgusting! You will never see its like again, my friends, not if you live to see a thousand years!’ If the Characters elbow their way to the front of the crowd, they see most of the cages are covered with tarpaulins. A strange creature that appears to be a small, three-legged Goblin peers out of a cage. It is huddled miserably in a corner, arms folded, tethered to a stake by a chain attached to an iron collar. While Doctor Malthusius is gathering his grinning crowd, Grunni skulks around the cages, preparing for the show to begin. The Goblin, upon seeing the approaching Dwarf, panics, and yanks hard at the iron collar about its neck, desperate to get away. And then the collar snaps… Having broken the poorly forged iron collar, the skinny Goblin squeezes through the bars of its cage, and is off. As the crowd gasps and screams, the panicking creature runs straight at the Characters, who may make a Challenging (+0) Melee (Brawling) Test to catch it. If the Goblin evades the Characters, it is captured by other members of the crowd. In either case, Doctor Malthusius is extremely grateful for the help in recovering his exhibit, and gives each Character (plus any members of the crowd who assisted) 1 shilling each, inviting all to watch his show for free. Once everyone is calmed, Grunni starts takes the 1-shilling entry fee as he lets the excited folk into the roped ring. Once everyone is in, Doctor Malthusius checks the crowd for Witch Hunters. Once happy, he takes centre stage as Grunni brings forth various oddities and curiosities for his audience to view. He shows an array of extraordinary creatures, including ‘the Horrendously Hairy Horror of Hochland!’ (a long-haired ape bought in Marienburg), ‘the Dastardly One-eyed Dog of Diesdorf!’ (an actual Mutant with a single eye in its forehead, and quite illegal), ‘the Immeasurable Maw of the Middle Mountains’ (a relatively small Squig), and ‘the Ghastly Three-Legged Goblin of the Grissenwald!’

65 SHADOWS OVER BÖGENHAFEN: CHAPTER 6 - THE SCHAFFENFEST VI As Grunni leads the Goblin out, it suddenly turns, bites his hand, and makes another break for freedom. The crowd panics, getting in the way and effectively preventing any Character from pursuing the Goblin before it vanishes into a small hole in the town wall behind Malthusius where an iron grating has rusted away to nothing. The Characters have no realistic chance of preventing this escape. Soon, a Watch patrol of State Soldiers arrives to determine the cause of the disturbance. By the time it arrives, Grunni has already returned most of Mathusius’s exhibits to their cages; besides the Goblin, of course. If the Characters don’t volunteer what happened, Malthusius steps forward and theatrically explains the most recent events, carefully avoiding any mention of the Goblin being a Mutant. ‘Of course, my exhibits sometimes get out of hand. But we are very careful that all our displays are completely legal. ‘Tis naught more than a Goblin, fine sirs!’ If the Characters mention the extra leg, the soldiers frown, and Malthusius grins as innocently as he possibly can. Realising that it’s more than they can handle, the soldiers soon escort Doctor Malthusius, Grunni, and the Characters to the Festival Court, where Magistrate Heinz Richter hears their reports. Doctor Malthusius immediately offers the Characters a reward of 5 crowns for the safe return of the Goblin, saying that he is ‘a concerned member of the citizenship, and it is important I play my part in securing this menace!’ Richter nods, impressed with such civic talk, and also offers the Characters the same amount from the town’s purse for clearing the Goblin out of the sewers. He also adds, if the Characters captured the Goblin once before, that ‘Since you have caught it previously, it should not be too onerous a task.’ By the time the case has been heard, and a course of action has been decided upon, it is nearly dark and the fair will be closing for the night. If the Characters accept the job, they are offered accommodation at the town’s expense at the Journey’s End (see page 135), a comfortable inn near the East Gate. Once the Characters drop their baggage at the inn, they are expected to start work immediately. Richter only delays the search if one or more of them is wounded and needs a night’s rest to recover. Only thin Characters with the Contortionist Talent can enter the sewers by the route used by the Goblin, and they cannot carry any trappings with them if they do this. Other Characters are led to a manhole cover and let down into the sewers from there (Point A on the sewer map on page 71). 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 points for facing ‘Crusher’ Braugen Y 10 points for defeating ‘Crusher’ Braugen Y 5 points for having your fortune told by ‘Mystic’ Megret Y 10 points for freeing Gottri Gurnisson Y 5–10 points for recapturing the Goblin when it initially attempts escape Y 5–10 points for dealing with a difficult Random Event Y 10 points for agreeing to track down the Mutant Goblin. As always, if you wish to grant an award for other feats, use the listed XP amounts above as a guideline. NON-PLAYER CHARACTERS The Wrestling Ring The Ring Master Dark-haired Schattiger is typical of the small-time entertainers who work the fairs of the Old World. He is of indeterminate age, probably somewhere between 30 and 50 years old. He dresses in garish clothes with bright clashing colours. On stage, his voice is mellifluous and deep, sounding almost upper-class, and he punctuates every utterance with grand arm gestures. Off stage, he has a somewhat nasal, whiny Hochlander accent and he swears frequently.

VI WARHAMMER FANTASY ROLEPLAY KLAUS SCHATTIGER – HUMAN CHARLATAN (BRASS 5) M WS BS S T I Agi Dex Int WP Fel W 4 34 36 30 35 45 34 35 33 43 53 13 Skills: Charm 68, Drive 44 Talents: Blather, Criminal 1, Public Speaking Traits: Armour (Leathers) 1, Prejudice (The Clever), Weapon (Dagger) +5 Trappings: 1 GCs 15/10, Cart, Chest (containing 5 GCs 107/56), Clothing (colourful), Dagger, Key (for chest), Leather Jack (under clothing), Mule, Sand-Glass (times 3½ minutes), Wrestling Ring (collapsible) The Wrestler ‘Crusher’ Braugen is a brute of a man that could intimidate a wall. When working, he strips to the waist and stands in the middle of the ring waiting for his next challenger. He breathes heavily, just as Klaus showed him, ensuring he always appears to be on the verge of exhaustion. He and Klaus have enjoyed a mutually beneficial partnership for years — Schattiger draws the crowds and looks after the cash, while Braugen roars in the ring and does the fighting. The two trust each other implicitly, but the rest of the world is fair game. Out of the ring, Braugen is a sensitive, deliberate man with a soft Middenlander accent. 'CRUSHER’ BRAUGEN – HUMAN PIT FIGHTER (SILVER 2) M WS BS S T I Agi Dex Int WP Fel W 4 57 28 54 52 41 33 29 23 30 27 18 Skills: Dodge 53, Endurance 74, Intimidate 74, Melee (Basic) 62, Melee (Brawling) 67 Talents: Dirty Fighting 2, Iron Jaw, Reversal Traits: Weapon (Fist) +5 Trappings: Crushed Rose, Tattoos The Festival Court and Stocks The Festival Magistrate Councillor Heinz Richter is in his 50s and has neat, grey hair and pale-blue eyes. He tries hard to look stern, but cannot conceal his basic good nature and kindheartedness. He is welldressed and has a marvellous lawyer’s wig, as befits his position. During his university days in Nuln, Richter was a picture of muscular health, but now his once well-built frame is soft and flabby, spoilt by too many years of good living. Richter is no fool, and cannot easily be bluffed or bamboozled. He speaks with careful, clipped tones that betray his expensive education. If any of the Characters know Lore (Law), and are civil, Richter takes a shining to them, and could even become a potential long-term ally or mentor. If the Characters have come from Ubersreik and know Osanna Winandus, Richter will be delighted. He has been sharing letters with the quick-witted barrister, and will be keen to enquire after her well-being. HEINZ RICHTER – HUMAN JUDGE (GOLD 2) M WS BS S T I Agi Dex Int WP Fel W 4 23 25 36 52 60 25 49 62 58 59 18 Skills: Art (Writing) 59, Charm 74, Consume Alcohol 57, Endurance 72, Entertain (Speeches) 74, Gossip 69, Haggle 69, Intuition 90, Language (Classical 72, Guilder 77), Lore (Bögenhafen 72, Law 82, Theology 72), Perception 75,Research 82, Secret Signs (Guilder) 70 Talents: Bookish 4, Doomed (By Cat or by Dog, it comes in the Fog), Etiquette (Guilder, Scholar), Gregarious 3, Read/Write, Savant (Law), Savvy, Sharp, Wealthy 3 Traits: Weapon (Sword) +7 Trappings: Amulets (Verenean), Gavel, Robes (Lawyer), Signet Ring (Lawyers’ Guild), Sword of Office, Town Seal, Wig The Drunken Dwarf Gottri is flabby, filthy, has matted greying hair and a matted beard, and has bloodshot brown eyes. He is a smelly, disgusting creature, whose earlier engineering life is long behind him. When the Characters first see him, he seems an object of pity, but should they free him, their opinions will likely change when Gottri reaches for his next drink. And his next. His beard and clothing are stained with rotten fruit, and he scratches at lice incessantly. When in the stocks, he is only semiconscious, with a chalkboard hung around his neck bearing the words ‘DRUNKARD AND VAGRANT’. He speaks in slurs and is prone to drunken diversions that make very little sense.

67 SHADOWS OVER BÖGENHAFEN: CHAPTER 6 - THE SCHAFFENFEST VI The Faithful Assistant Slate-eyed Grunni is much more seedy-looking than his employer. He constantly scratches at his dirty-grey beard, muttering to himself and sneering as he goes. He is full of self-pity, and takes out his disgruntlement on the Zoocopeia’s exhibits by poking them viciously with the pointed stick he always carries. He grew up in Altdorf, and his gruff accent reflects it, but he’ll be happy if he never sees that city again. GUNNI – DWARF MENIAL (SILVER 1) M WS BS S T I Agi Dex Int WP Fel W 4 44 27 49 62 26 26 35 33 51 13 27 Traits: Animosity (Lowhaven Halflings), Hardy, Hatred (Greenskins), Magic Resistance, Night Vision, Prejudice (Everybody), Weapon (Dagger +6), Weapon (Pointy Stick) +4 Trappings: Dagger (Filthy, it has the Infected Trait), Pointed Stick The Mutant Goblin The three-legged Goblin in the Zoocopeia is a rare creature. Whether it’s because Greenskins cull their own numbers, or they are simply more resistant to the depredations of Chaos, it is not common to find them mutated. Captured by mercenaries in the Grey Mountains, this Goblin is stunted, confused, and miserable, and wants only one thing: to be away from Grunni at any cost. Whenever the Dwarf is close, it flinches and its eyes widen in terror. Doctor Malthusius knows that keeping a Mutant is illegal (or, at least, was — news from Altdorf suggests this has changed), but he has never let the legality of a situation get between him and a heavy bag of coins. Should he be confronted about this, he will claim he thought the creature was some form of Lesser Goblin, a little known species with three legs rather than two. He will feign shock and horror should anyone claim the Goblin is actually a Mutant. MUTANT GOBLIN M WS BS S T I Agi Dex Int WP Fel W 6 25 35 25 25 30 50 35 20 10 20 5 Traits: Afraid (Dwarfs, Elves), Animosity (Everyone), Fast, Infected, Mutation (Extra Leg, Profane Urgency), Night Vision, Size (Small), Weapon (Teeth and Claws) +5 GOTTRI GURNISSON – DWARF BEGGAR (BRASS 0) M WS BS S T I Agi Dex Int WP Fel W 4 43 39 37 49 23 23 19 35 42 17 15 Traits: Addict (Alcohol), Animosity (Children), Hatred (Greenskins), Infestation, Night Vision, Prejudice (Folk who refuse to help him, the Watch), Weapon (Fists) +3 Trappings: Fleas, Rags The Zoocopeia ‘Doctor Malthusius’ He may not be the tallest man, or the most handsome, but his eyes glitter. Doctor Malthusius has shoulder-length, shiny blond hair and a dazzling smile. He is gaudily dressed, like many of the performers at the fair, but his clothes are old, faded, and worn. However, for all he is somewhat seedy-looking, Malthusius is a natural entertainer with a gift for hyperbole that never fails to attract attention. His accent is deeply East End Altdorf, but he somehow makes every word sound like poetry. Behind all the flashing smiles, Malthusius's real name is Hans Pfliefer, a notorious conman from Middenheim. He fled the city over a decade ago with the Watch hot on his heels. He is quietly proud that there is still a bounty of 5 GC on his head. HANS PFLIEFER – HUMAN ENTERTAINER (SILVER 2) M WS BS S T I Agi Dex Int WP Fel W 4 27 28 29 36 23 33 39 35 35 61 11 Skills: Charm 76, Entertain (Storytelling) 73, Haggle 71, Ranged (Entangling) 33, Sleight of Hand 49 Talents: Attractive, Criminal 3, Mimic, Secret Identity Traits: Prejudice (People who think they are better than him), Ranged (Whip 6) +4, Weapon (Dagger) +4 Trappings: Chest (containing 4 GCs 38/56), Clothes (gaudy but worn), Dagger, Key (for the chest), Whip, Zoocopeia

WARHAMMER FANTASY ROLEPLAY 68 VI Optional Encounters The Pharmacist In her late 30s with light-brown hair and dark-blue eyes, Elvyra has an engaging, outgoing personality. Beneath her glib exterior lies a penetrating mind with great enthusiasm for her profession. She can talk shop all day and most of the night, and is always delighted to make the acquaintance of anyone with similar interests. She tends to regard physicians as stuckup bookworms with little practical knowledge, and followers of Verena as simpering idiots with more faith than intelligence, so any such Characters must show they are truly interested, and preferably knowledgeable, before she warms to them. She speaks with an easy Reiklander accent and has a soft spot for orphans, gin, and wyrdroot. ELVYRA KLEINESTUN HUMAN MASTER APOTHECARY (SILVER 3) M WS BS S T I Agi Dex Int WP Fel W 4 31 24 27 53 59 36 69 65 64 62 18 Skills: Bribery 72, Charm 82, Dodge 41, Drive 74, Consume Alcohol 73, Cool 74, Endurance 58, Entertain (Acting 72, Storytelling 77), Evaluate 75, Gamble 70, Gossip 90, Haggle 80, Heal 85, Intuition 79, Language (Classical 80, Guilder 70), Leadership 67, Lore (Medicine 80, Plants 80, Reikland 70), Melee (Basic) 34, Perception 74, Secret Signs 75, Sleight of Hand 51, Trade (Apothecary 89, Poisoner 89) Talents: Blather, Coolheaded, Concoct, Craftsman (Apothecary), Criminal 2, Doomed (A sister thine, shall unleash a crime), Etiquette (Criminals), Fast Hands, Field Dressing, Master Tradesman (Apothecary), Luck 2, Pharmacist, Read/Write, Resistance (Poison), Savvy, Sharp Traits: Prejudice (Bookish folk), Weapon (Dagger) +4 Trappings: Bandages (10), Chest (containing 6 GCs 17/6), Dagger, Drugs and Herbs (availability as a City), Guild Licence, Key (for chest), Healing Draughts (10), Market Stall (Collapsible), Trade Tools (Apothecary) The Mystic A slight woman in her 50s with greying-blonde hair and slate-grey eyes, ‘Mystic Megret’ has toured the backways of the Vorbergland for the last 20 years. She moves from town to town, making what money she can from her fortune telling, like her father did before her. Knowing the punters like an authentic experience, Megret usually wears a black wig and adopts a terrible Sylvanian accent when reading fortunes. She also likes to roll her eyes into her head and waves her hands around flamboyantly. All unnecessary, but it gets results. Her natural accent, like her true character, is very down-toearth Reiklander. MEGRET SEE – HUMAN SAGE (BRASS 3) M WS BS S T I Agi Dex Int WP Fel W 4 22 34 30 37 40 49 50 48 54 51 17 Skills: Animal Care 58, Athletics 54, Charm 76, Charm Animal 69, Consume Alcohol 42, Cool 74, Dodge 64, Endurance 47, Entertain (Acting 74, Fortune Telling 71, Storytelling 66), Evaluate 53, Gossip 79, Haggle 74, Intimidation 50, Intuition 65, Melee (Brawling) 27, Lore (Vorbergland) 56, Perception 65, Outdoor Survival 58, Stealth (Rural) 54 Talents: Acute Sense (Sight), Attractive, Detect Artefact, Doomed (A surprise ye shalt have), Hardy, Holy Visions 4, Luck 3, Nose for Trouble, Read/Write, Petty Magic (Animal Friend, Bearings, Eavesdrop, Sly Hands, Warning), Savvy, Second Sight, Sixth Sense 3, Suave, Rover, Wellprepared 4 Traits: Prejudice (Those who ignore her), Weapon (Dagger) +4 Trappings: 34/12, Amulets (large selection), Bedroll, Jewellery (cheap and gaudy), Pack of Cards (Reiklander Tarock), Slingbag, Tent (blue and white)

69 SHADOWS OVER BÖGENHAFEN: CHAPTER 6 - THE SCHAFFENFEST VI Escaped Livestock The following Characteristics describe common farm animals of the Reikland. If you feel an animal is not enough of a challenge, or are presenting the same encounter for a second time, use the listed Optional Traits, or the Generic Creature Traits (see WFRP, page 310). BOAR (VORBERGLAND HOG) M WS BS S T I Agi Dex Int WP Fel W 6 30 – 35 40 30 15 – 15 10 – 12 Traits: Armour (Hide) 1, Bestial, Horns (Tusks), Night Vision, Skittish, Stride, Weapon +6 Optional: Belligerent, Frenzy, Infected, Infestation, Tracker, Trained (Broken, Entertain) COW (STIMMIGEN DAIRY CATTLE) M WS BS S T I Agi Dex Int WP Fel W 5 30 – 35 35 20 20 – 10 10 – 20 Traits: Armour (Hide) 1, Bestial, Horns, Size (Large), Skittish, Stride, Weapon +5 Optional: Belligerent, Disease (Packer’s Pox), Infected, Infestation, Trained (Drive, Broken) GOAT (BOOTED ROTTGEIST) M WS BS S T I Agi Dex Int WP Fel W 6 30 – 25 30 25 50 – 15 15 – 20 Traits: Armour (Hide) 1, Bestial, Horns, Night Vision, Skittish, Stride, Weapon +5 Optional: Belligerent, Infected, Infestation, Trained (Broken, Entertain, Guard, War) SHEEP (HUGELTAL LONGWOOL) M WS BS S T I Agi Dex Int WP Fel W 5 25 – 25 35 20 30 – 5 10 – 7 Traits: Armour (Hide) 1, Bestial, Size (Small), Skittish, Stride, Weapon +2 Optional: Disease (Packer’s Pox), Horns, Infected, Infestation, Trained (Broken) BURGHERS M WS BS S T I Agi Dex Int WP Fel W 4 30 30 30 35 40 40 40 40 35 45 12 Traits: Weapon +5 Optional: Disease (any one) PEASANTS M WS BS S T I Agi Dex Int WP Fel W 4 30 40 40 45 30 40 40 30 35 30 15 Traits: Weapon +3 Optional: Disease (any one), Hardy, Infestation, Ranged +8 (50), Tracker Fairgoers Should you need any Characteristics for the various attendees at the Schaffenfest, use one of the following generic Character Profiles. Feel free to embellish these as required with Generic Creature Traits (see WFRP, page 310). ROGUES M WS BS S T I Agi Dex Int WP Fel W 4 30 40 30 30 40 40 45 35 30 40 12 Traits: Weapon +6 Optional: Disease (any one), Infected, Infestation, Ranged +5 (10), Stealth WARRIORS M WS BS S T I Agi Dex Int WP Fel W 4 45 40 40 40 30 35 30 30 40 30 16 Traits: Weapon +7 Optional: Belligerent, Champion, Disease (any one), Ranged +9 (60)

WARHAMMER FANTASY ROLEPLAY 70 VII CHAPTER 7 INTO THE DARKNESS Our Heroes head into the sewers in search of the escaped Mutant Goblin. There they stumble across the secret temple where Johannes Teugen plans to conduct the ritual he believes will save his soul. ENTERING THE SEWERS Unless the Characters squeeze into the sewers through the same hole used by the Goblin, they are let in through the manhole marked A on the sewer map. The stench hits as soon as the cover is removed, and grows progressively worse as the Characters descend. A vertical shaft leads downwards into blackness. Although there are conveniently placed footholds, the slime-coated shaft does not inspire confidence. After descending almost 8 ft, the shaft opens into a primary sewer channel. To reach the walkways running to either side of the central effluent channel, the Watch provides an 8-ft-long ladder. It has hooks at one end, and must be lowered down the shaft, hooked into the lowest foothold, and manoeuvred so its base rests on one of the walkways. This·is a tricky task. The first Character into the shaft must make an Average (+20) Athletics Test to position the ladder and climb safely down on to the walkway. Failing the Test means that the Character slips and falls into the sewage. Falling Damage is halved from 7 yards to 4 yards because of the cushioning effects of the town’s stinking waste! Once safely down, the Characters find themselves in a major sewer running east and west, at a junction with another major sewer running south-east towards the city wall. ADVENTURING IN THE SEWERS Bögenhafen has two types of shaft in its sewers: Major and Minor. Major sewers (shown by a heavy line on the sewer map) have two walkways, each 3ft wide, on either side of a 5ft wide effluent channel. The channel is usually some 5ft deep, and filled at least half-full with the worst Bögenhafen has to offer. The curved ceiling reaches 10ft above the walkways at its highest point. The walkways are only wide enough to allow Characters to proceed in single file. Minor sewers (shown by a narrow line on the sewer map on page 71) are simple pipes, 5ft in diameter with a sewage flow normally about a foot deep. These are relatively easy, though smelly, to negotiate. There are two types of junctions in the sewer system. Where a minor sewer flows into a major sewer, the junction is beneath the walkway and the walkway is not interrupted. Where two major sewers meet, the walkway is interrupted, requiring the Adventurers to improvise a bridge of some kind or to make a leap of 5ft to cross. Movement in the Sewers There is effectively no risk involved in moving along the sewers at Walking speed. Any Character moving faster must succeed with a Challenging (+0) Athletics Test (taken as a Free Action) before taking the extra Movement, or fall into the effluent. Characters who wish to cross the effluent channel must leap or wade. Because of the cramped conditions, there is only room for a run-up if the Character runs diagonally across the effluent channel, a leap of 4 yards. If the Test is failed, the Character falls into the effluent channel. MEANWHILE, ELSEWHERE… While the Characters were occupied at the fair, Teugen met with a trade contact who provided him with the final component necessary for his ritual — an ancient scroll, looted from a distant tomb. But time is running out, for the seven years of power granted by his contract with Gideon shortly expires... With the scroll safely under lock and key, Teugen had Gideon pick up Gottri Gurnisson from the stocks (see page 66), where he was languishing after his encounters with the Characters. The Dwarf was brought to Teugen, lured by promises of free drink, and then sacrificed in order to summon a Daemon to guard the sewer temple. The Daemon’s orders are to destroy any living thing (except Teugen or Franz Steinhäger) that enters the temple. After the summoning was concluded, Gottri’s corpse was dumped into the sewers and has drifted to Location 3 on the sewer map. Meanwhile, the escaped Mutant Goblin fled into the sewers. Reaching the hidden temple, it squeezed through the grille on the door, hoping to hide there for a while. Unfortunately for the Goblin, it was killed and eaten by the Guardian Daemon.

71 SHADOWS OVER BÖGENHAFEN: CHAPTER 7 - INTO THE DARKNESS VII Characters wading in the sewage flow must take an Athletics Test before their Turn in Combat (or every minute outside Combat) in order to avoid slipping and falling over. Characters who wish to go along minor sewers must wade. Getting Mucky It is quite possible that Characters will fall into, or wade through, the sewage. The sewage-drenched halve all Fellowshipbased Tests until they clean themselves and their clothing. Only Characters shorter than 4ft run any risk of drowning if they fall in the effluent channel of a major sewer. Roping the Characters together avoids this. Infected Wounds The sewers are unsanitary, to say the least. After any encounter where a Character suffers any Wound loss while in the sewers (other than those suffered from Falling) each affected Character must succeed at an Easy (+40) Endurance Test or gain a Minor Infection (see WFRP, page 187); if this Test is an Impressive Failure (−4 SL) or worse, the Character instead suffers a Festering Wound (see WFRP, page 187). Further, if a Character should suffer a Critical Wound when in the sewers, even if Critical Deflection is used (see WFRP, page 299), a Challenging (+0) Endurance Test must be attempted. On a success, the Character gains a Minor Infection. On a failure, the Character instead develops a Festering Wound. Diseases As long as the Characters stay out of the effluent, they are likely to escape the sewers without contracting something nasty. However, it is quite different should they take a dip. Exposure to the sewage comes in two forms: Wading, and Immersed. Wading is moving through the effluent, but keeping your head above the muck. Immersed means your head has gone under. After every half an hour, or part thereof, of Wading, take an Average (+20) Endurance Test. If passed, nothing happens, beyond being rather soiled. If failed, the Wading Character contracts Itching Pox (WFRP, page 187). If Immersed, take a Difficult (−10) Endurance Test. If passed, nothing beyond the horror of a sewage-dunking happens. On a Marginal Failure (−0 SL), the Itching Pox is contracted. On a Failure (−2 SL), contract the Galloping Trots (WFRP, page 187). On an Impressive Failure (−4 SL) or worse, the Bloody Flux is contracted (WFRP, page 186). Sight, Sound, and Smell The sewers are unlit. Even Characters with the Night Vision Talent cannot see unless they carry a source of light such as a torch or a lantern. Sound echoes and carries for twice as far as normal in the sewers, so there is a +10 modifier to all sound-based Perception Tests.

VII WARHAMMER FANTASY ROLEPLAY Lastly, the smell in the sewers is, to say the least, unpleasant. Upon entering the sewers, all Characters must succeed at an Average (+20) Endurance Test or suffer the effects of the Nausea Symptom (see WFRP, page 189) until they leave the sewers. Any Stunned Conditions gained from this last until the end of the next Round. OPTIONAL ENCOUNTERS In addition to the locations marked on the sewer map, you may wish to throw in a few more hazards and encounters to keep things interesting. The following Optional Encounters are presented to help you recreate the atmosphere of the sewers and are not intended to provide heavy opposition for the Characters. The most important thing is to communicate how dark, damp, and smelly the place is, using strange, distant echoes and nearby splashes to unsettle everyone. To use the Optional Encounters, you can either roll 1d10 every ten minutes or so with a result of an 8 (representing the 8-pointed star of Chaos) indicating an encounter, or you can simply use them you see fit. Having determined that an encounter is to take place, you can either choose one or generate one randomly using 1d100 on the Random Event Table. Be wary of slavishly sticking with random events — for example, three successive methane pockets is stretching the bounds of probability somewhat! Also, it may be a good idea to decide on the encounters you wish to use before play starts, rather than during, otherwise the Players will be alerted that something is about to happen as you spend time reading the list and trying to select an appropriate event. 1D100 RANDOM EVENT TABLE Major Sewer Minor Sewer Encounter 01–05 01–10 Amoeba 06–15 11–15 Bats 16–25 16–40 Deadly Mould 26–35 – Rats 36–40 – Thief 41–50 41–70 Methane Pocket* 51–80 – Dangerous Walkway* 81–00 71–90 Unseen Obstacle* – 91–00 Hole* *: You should mark the location of these encounters on your sewer map, as they will be in the same place should the Characters return. Obviously, a methane pocket does not remain if it is ignited. Random Events These random encounters and hazards are meant to be inconvenient rather than dangerous, and you should not be afraid to amend Test results or reduce Damage caused if the Characters are having a hard time. The events of this Chapter should worry, frighten, and infuriate the Characters rather than kill or seriously wound them. Amoeba On a number of occasions, as the Characters make their way along the sewers, you should draw their attention to inexplicable ripples on the surface of the effluent. They might even see a sewer rat, swimming down the middle of the channel, abruptly disappear beneath the surface. Having built up the tension in this way, run the following encounter with a sudden and dramatic start. The sewage in the channel suddenly heaves, and a nauseating stench assails the Characters’ nostrils as a phosphorescent, obscenely slimy tentacle bursts from beneath the surface and lashes out at the lead Character. It does not make an attack at this stage, but attaches itself to the wall or walkway in order to haul a huge, bloated, amorphous body out of the channel. If any Character waves a naked flame at it, the thing backs off and then retreats into the channel with a great splash. Otherwise it flows forward relentlessly, forcing the adventurers to give ground or be enveloped in its slimy body.

73 SHADOWS OVER BÖGENHAFEN: CHAPTER 7 - INTO THE DARKNESS VII Bats The Characters disturb a colony of bats roosting on the roof of the sewer. The bats panic and form a milling cloud. Each of the Characters is subject to one attack at WS 30 with the Weapon +2 Trait, modified by Armour and Toughness Bonus as usual. After this, each Character must pass an Average (+20) Dodge or fall into the sewage flow while trying to avoid the screeching bats, and also gaining a Prone Condition. Deadly Mould A patch of Red or Yellow Mould is growing on a wall of the sewer (equal chance of each type). It can be identified with an Easy (+20) Lore (Plants) or Challenging (+0) Lore (Herbs) Test. The Characters spot the mould before they come to it. In a major sewer, the Characters can only avoid triggering the mould’s spore release by crossing to the other walkway. If this encounter takes place in a minor sewer, there is no way the Characters can pass the mould without triggering the spore release. If triggered, the mould fills the sewer with a cloud of spores for 5 yards to either side of the original patch. 0 Red Mould: The spore cloud lasts for 3 Rounds. Characters in the affected area must make a Challenging (+0) Endurance Test or gain 1 Blinded Condition, plus a further +1 Blinded Condition per −SL. 0 Yellow Mould: The spore cloud lasts for 1d10 Rounds. Characters in the affected area must make an Average (+20) Endurance Test or gain 1 Blinded Condition, plus a further +1 Blinded Condition per −SL. Also, all Characters lose 1 Wound for every Round spent in the cloud, disregarding modifiers. Rats The adventurers disturb a swarm of Rats. It comes boiling down the sewers toward the Characters, delivering 1 attack at WS 25 with the Weapon +4 Trait against each Character in passing, before disappearing into various small holes and crevices. Boots count as 1 Armour Point against this attack. After this, each Character must pass a Challenging (+0) Dodge Test or fall into the sewage flow while trying to avoid the squeaking Rats, and also gaining a Prone Condition. Thief This encounter may be introduced in a similar fashion to the Amoeba. At various times, the Characters might hear an echoing footstep, or a distant cough. Eventually, the Characters see a dark figure ahead. It notices the party almost immediately, and runs. The Characters have disturbed a thief using the sewers to move undetected beneath the town. The thief heads for the nearest manhole, quickly losing the Characters before escaping into the streets of Bögenhafen. Or, if you prefer, the thief leads them — via a roundabout route — to the Crossed Pikes tavern (see page 87). Methane Pocket A pocket of methane has gathered in a section of the sewer that is slightly higher than elsewhere. The Characters first become aware that they are walking up a slope, and then notice the air is beginning to smell even fouler than usual. Any Character who has completed a miner or rat catcher Career automatically knows what this means. Others do if they succeed at an Average (+20) Lore (Engineer) or Lore (Geology) Test, or pass a Challenging (+0) Intelligence Test if you deem a Character has any other Skill or Talent that is appropriate. The pocket of gas is flammable and there is the danger of an explosion unless torches, lanterns (apart from Davrich lamps), and other naked flames are extinguished. The gas pocket is 2d10 yards long, occupying the full width of the sewer. The chance of an explosion is a cumulative 10% for every yard a Character travels through the gas pocket with a naked flame. If an explosion occurs, the gas ignites with a sudden flash and a loud bang. Every Character loses 1d10 Wounds, modified by Armour Points and Toughness Bonus like normal, and must succeed at a Challenging (+0) Endurance Test or gain a Prone Condition. Additionally, all Characters gain (Toughness Bonus – SL) Deafened and Stunned Conditions, and 1 Ablaze Condition. If the Characters do not realise what has caused the explosion, do not explain. Tension is increased if the party are left wondering whether it was attacked by a trap, magic, or worse. Unseen Obstacle At this point, there is a chance that the leading Character either trips over a small iron rod, or bangs their head on a torch bracket jutting out into the passage. Alternatively, there might be a discharge pipe at foot or ankle height. In all cases, make a secret Challenging (+0) Perception Test for the lead Character, which is one step harder if the Character is moving faster than Walking speed. If the Test is failed, the Character does not spot the danger until too late. Failing to spot the obstacle means the Character trips badly; loses 1d10 Wounds, modified by Armour Points and Toughness Bonus like normal; and gains a Prone Condition. Further, the Character must succeed at a Challenging (+0) Athletics Test or fall into the sewage flow. Dangerous Walkway The walkway on one side of the sewer is especially dangerous at this point. Perhaps there is a gap of 1d10 yards where it has crumbled away, or maybe it is unsound and collapses under pressure, or there could be a slippery stretch. If you choose one of the latter two options, the lead Character must pass a Challenging (+0) Perception Test to notice the danger in time. Otherwise the Character slips or the walkway collapses underfoot. In both cases, success at a Challenging (+0) Athletics Test avoids a fall into the sewage. Hole There is an unseen pothole in the sewer beneath the Character’s feet. The lead Character must succeed at a Hard (–20) Athletics Test to not slip into the hole. If failed, the Character’s foot is caught, and the Character must take a Prone Condition. Further, if the Test is an Impressive Failure (–4 SL) or worse, the Character also suffers a Torn Muscle (Minor) injury to a random Leg Hit Location as the ankle twists badly. This cannot be avoided with Critical Deflection.

WARHAMMER FANTASY ROLEPLAY 74 VII PRIMARY LOCATIONS The following primary locations are important to the adventure. Their locations are marked on the sewer map. Goblin Entry Point This is the narrow shaft the Goblin used to enter the sewers. There are a number of similar ‘breathing’ shafts perforating the town walls. They prevent the build-up of dangerous pockets of methane gas in the sewer system, and their outlets are covered by iron grilles. The grille at the end of this shaft has rusted away to nothing. The shaft is 12 inches square in cross section, and the Contortionist Talent, and a slender frame, is necessary for any Character wishing to enter. The Goblin cut itself as it wriggled down the narrow passage. A successful Very Easy (+60) Track or Average (+20) Perception Test, modified according to the best available light, can spot this bloody trail. Light Source Modifier Lantern −10 Candle/Lamp −20 Torch −30 If the Goblin’s trail is found, it can be followed with little trouble to the Hidden Temple, where it vanishes. The tracking Character must make another Very Easy (+60) Track or Average (+20) Perception Test to pick the trail up again whenever it crosses an obstacle such as a gap in the walkway. Door to the Crossed Pikes Set into a narrow archway in the slime-covered sewer wall is a rickety and jerry-built wooden door. Its edges are defined by a strip of light coming from the far side, but peering through these gaps reveals nothing and no sounds can be heard. The door opens inwards, and is securely locked (D −20, SL 2; TB 5, W 4). A successful Challenging (+0) Perception Test reveals a strange symbol scratched into the brickwork beside the door. Any Character succeeding at an Average (+20) Secret Signs (Thief ) Test knows it indicates a safe house. On an Impressive Success (+4 SL), the Character also recognises the safe house is likely run by the Ranaldan Crooked Fingers order as a place to hide people and goods from the authorities. The brick bearing the sign is loose, and there is a key to the door hidden behind it. The door leads to the cellar of the Crossed Pikes tavern (see page 87). lf the Characters are tempted to enter, perhaps because they have followed the thief mentioned in the Optional Encounters (see page 73), they quickly land in trouble with the owner of the Crossed Pikes, Franz Baumann, and are made to promise to keep the entrance to the sewers a secret. However, this is a good way of introducing the adventurers to the local criminal underworld! Uninvited Guests If the Characters enter from the sewers, they have to find the hidden key, use an Open Lock Spell, or break the door down (TB 3, W 8). On the cellar side, the door is concealed behind a stack of empty crates that fall over with lots of noise if the door is broken down. The rest of the cellar is piled with barrels and more crates. Three men sit among them. One is dark-haired and wiry: Baumann. One is tall and broad with a goatee: Reinhold. The third is compact with dark hair: Reinhardt. They look surprised when the Characters enter the cellar, but do not appear to be unduly worried and make no aggressive moves unless they are attacked. ‘Come in, why don't ya?’ says Baumann. ‘Have a seat.’ He points at a chair with a dagger he was using to clean his fingernails. If any of the Characters have not yet entered, Baumann calmly calls them into the room. When they are all inside, he pulls a hidden lever, and a pit opens up under all of them. The party drops through a hole in the floor. As they are taken completely by surprise, they have no chance to react as a dozen Ranaldans leap on them, bind them securely and stick sacks over their heads. They are all then carried upstairs into one of the bedrooms... Once in the room, the sacks are removed and the Characters are disarmed and gagged. Reinhold and Reinhardt perform this operation, while Baumann sits against the door, still cleaning his fingernails with the dagger. ‘Ah,’ he says, ‘that’s better. Now we can talk — or rather, I can talk, and you can listen. But where are my manners? I’m Franz, and my two friends here are Rein and Rein. They’re twins.’ ‘Pleasure to meet you, ain’t it, Rein.’ ‘It certainly is, Rein. For us, at least.’ ‘Now you see,’ Baumann continues, ‘we have something of a problem. That door you found may not be much to look at, but we like it. It’s funny how you can become attached to things. Call us selfish if you like, but we’re really quite possessive. We don’t really want to share it with anyone. If people keep wandering in and out of it willy-nilly... well, it will just wear out, won’t it? And that would be a shame. In fact, we’d be quite upset. ‘So, we’re not quite sure what to do. My two associates here tell me they’d like to beat you to a pulp and drop you in the sewers with a bag of bricks round your neck. But that wouldn’t be very nice. They do tend to get excitable when they’re upset about something. I’m sure you’ll understand and forgive them, won’t you? ‘“No,” I said to myself when I saw your faces. “These people are reasonable. I’m sure they’ll understand.” So, I’m going to ask you to look on it as our little secret. You can keep a secret, can’t you? I’m sure you can. And I have great confidence in my judgement. I get that from my mother, you know. She was very gifted in that direction. So, I’d be very disappointed if I turned out to be wrong, and so would my two friends here. And all of our other friends. We’re very lucky people, you know: we’ve got lots of friends. I suppose we’re just naturally sociable.

75 SHADOWS OVER BÖGENHAFEN: CHAPTER 7 - INTO THE DARKNESS VII ‘Now, will you promise to keep our little secret? Just for me? It would make me very happy if you promise.’ The Characters have very little choice here. If they refuse to cooperate they are indeed beaten to a pulp and dropped in the sewers attached to bags of bricks. If the Characters agree to keep quiet about the door, Baumann congratulates them on their wise decision, pointing out that he knew all along that they could be trusted and that he wouldn’t do this for just anybody. Then, the Characters are led back into the sewers, where they find their weapons in a bundle a little way down the walkway. As the door is shut behind them, Baumann calls after the Characters that his friends will be keeping an eye out, and that they have ‘nasty, suspicious natures, you see’, and that they ‘hate to be disappointed’. With that, the door closes, and a series of scraping sounds are heard from behind it as crates are moved to block the doorway and ensure the Characters cannot regain entry. Gottri’s Corpse As the Characters approach this point in the sewers, they see a sizeable blockage in the effluent channel ahead. The party’s approaching light disturbs a dog-sized Rat sitting on the blockage — its beady eyes glare at them, then it dives into the sewage and swims away (or, if you wish, you can turn this into a combat encounter using the Giant Rat in WFRP, page 315, perhaps with the Brute or Elite Creature Traits added if you wish it to be particularly vicious). On closer inspection, the obstruction is seen to be the eviscerated corpse of a bedraggled, male Dwarf. If the Characters fish the torn body from the flow of sewage and inspect it, it is immediately recognisable as Gottri Gurnisson, the drunken Dwarf who was in the stocks at the Festival Court (see page 63). If the Characters did not visit this location, one of them (chosen at random) vaguely remembers seeing the Dwarf at the fair, possibly in a beer tent. The body is horrifically mutilated, and shows evidence of many knife-cuts. One arm is missing, and appears to have been torn or bitten completely off. The chest is torn open, and the heart is missing. If the Characters saw Adolphus Kuftsos the bounty hunter’s mutilated body (see page 50) they can attempt a Challenging (+0) Perception Test. If successful, they note the wounds on the Dwarf ’s body are similar. On +3 SL or more, the Characters suspect the wounds on both bodies were made by similar creatures, but not by the same individual; the thing that attacked the Dwarf was slightly larger. If the Characters try to trace where the body came from by following the effluent upstream, they eventually arrive at the junction near the Hidden Temple. It’s possible they may conclude that the body was dropped down a manhole. However, if a Character succeeds at an Average (+20) Track Test or Difficult (−10) Perception Test and investigates the manhole shaft closely, it is obvious the cover has not been disturbed for at least three days. Note: any Character wishing to inspect the manhole cover needs to climb the slippery , which stands over the middle of the effluent channel. This requires a successful Futile (−40) Climb Test or the ladder by which the adventurers originally entered the sewer. Discharge Pipes At these points the sewer discharges into the Hafenbach and Bögen rivers. The walkways disappear and the effluent channel narrows to a pipe just 2ft wide. There is normally a gap of 6 inches between the surface of the effluent and the top of the pipe. Open System At this point, the sewer rises above ground and turns into an open channel flowing through one of the poorer areas of the town. Hidden Temple The Mutant Goblin’s trail ends at a stout wooden door set into the wall of the sewer. There is a small opening with iron bars at about eye height, through which can be dimly seen a large cellar. A smoky torch burns in a wall bracket, casting flickering shadows around the room. Traces of green-black Goblin blood are found on the iron bars. A successful Average (+20) Perception Test reveals a bare Goblin footprint halfway up the door. Any Character with the Sixth Sense Talent or a Channelling Skill feels distinctly uneasy about this place, but is unable to say why. Any Character with the Magical Sense Talent can see traces of dhar — roiling, tainted black magic — in the chamber, but is not able to detect anything further. Characters with the Holy Visions Talent can feel the influence of the Dark Gods in the room ahead. The door (TB 4, D 12) is bolted on the inside. Lying on the floor by the door is a pile of broken and chewed bones, the only identifiable one being a three-socketed pelvis… By entering or bringing light into the cellar, the Characters can see the stone-lined room is a temple of some kind. A large octagram is painted on the floor in dark-blue paint and a silver candlestick bearing an unlit black candle is positioned at each point. An engraved circle of copper, about 3 inches thick and 15ft in diameter, lies inside the octagram. In the centre of the copper ring, a seven-pointed star with a beast’s head and the words ‘Ordo Septenarius’ is written. The beast’s head is partly obscured by a large, dark stain (the Goblin’s blood).

76 VII WARHAMMER FANTASY ROLEPLAY Instead of having the Guardian Daemon trapped in the Hidden Temple awaiting the Characters’ inevitable arrival, you could free it. Replace the Guardian Daemon’s Territorial (Hidden Temple) Trait with Territorial (Sewers). Now ramp up the creepiness of the sewers by having the Daemon whisper from the shadows, taunting them, insulting them, mocking them. Instead of finding Amoebae or Ranaldan Thieves, the party find a slew of mutilated corpses, many with bloody smears leading in the direction of the Hidden Temple. When the Characters eventually arrive (or are driven towards) the Hidden Temple, have the Daemon appear as it slams the door behind them and locks them in, cackling. Then it starts flinging blue fire through the door’s grate! Alternatively, you could have the Daemon trapped in the Hidden Temple as normal, but capable of whispering in the darkness of the sewers. It seeks to attract as many mortals into the Hidden Temple as possible to kill them. And eat them. The Goblin didn’t find its way to the Daemon by chance. It was lured there. Just like the Characters following it… The Characters barely have time to take all this in — the bones, the octagram, the cabinet, the scrap of cloth (Franz Steinhäger’s handkerchief ) — before a stream of thick, foul-smelling, black smoke flecked with blue and pink suddenly begins to issue from the centre of the octagram. The smoke rapidly coalesces into a horned, fang-filled creature with multiple glowing eyes, four beclawed arms, and multiple lash-like tongues. The entity howls as it coalesces, and magical energies whip out in all directions, lighting the room in blue and pink coruscating light. A Daemon. Any Characters succeeding at a Challenging (+0) Lore (Theology) or Easy (+40) Lore (Chaos) Test will recognise this as a manifested Horror of Tzeentch, a servant of the Chaos God of Magic and Change. The Daemon does not attack the Characters immediately. Though still struggling with the material plane, it has quickly grown fond of its new physical existence, and particularly enjoyed eating the Goblin. It is bound to protect the Hidden Temple, and recognises that it cannot do so if destroyed, so violence is its last option, not its first. So, it gibbers on the spot, hissing and roaring to frighten the Characters away as pink energies run along the length of its disturbing body as new eyes, mouths, and tentacles sprout and disappear on its head. Cool Tests to resist the Fear and Intimidation attempts are required. If this doesn’t cause the Characters to flee or attack, the Daemon reluctantly attempts to talk with them. It speaks Language (Daemonic), but is somehow understood. It explains that it can’t let the Characters stay, and that it tried to explain this to the three-legged thing, but it wouldn't listen. So, it ate it. It claims that if the Characters do not leave, it will summon more Daemons to drive them away. This is a bluff, but the Characters have no way of knowing this. The Daemon does everything in its power to make the party retreat. If the Characters destroy the Daemon, they can explore the room. The cabinet is locked (TB 3, W 5). If the Characters open the cabinet, they find a bloodstained sacrificial knife lying on a silver tray (value 2 GC) and a scroll bearing the Manifest Lesser Daemon Spell. The Characters cannot find the secret door, which is bolted and barred from the other side. This exit leads, via a flight of stone stairs, to Franz Steinhäger’s offices (see page 89). OPTIONS: FREE THE DAEMON! An iron cabinet stands against the back wall and a small pool of a dark liquid has collected on the floor in front of it. In the far corner (in front of a secret door) lies a large, silk handkerchief embroidered with the monogram — ‘F.S.’

77 SHADOWS OVER BÖGENHAFEN: CHAPTER 7 - INTO THE DARKNESS VII OUT OF THE SEWERS When the Characters emerge from the sewers, they should have uncovered some traces of sinister goings-on in the town. There are various things they may try to do next, and this section covers most of the more likely possibilities. However, given it is likely to be late at night, there is little they can do immediately. With the exception of the Watch barracks (see page 92) and various inns, most establishments are closed. Persistent knocking might rouse people from their beds, but any NPC disturbed in this way will be angry, and unlikely to be of any help until the morning. Especially angry NPCs might go as far as to empty a pot of night soil over the Characters for their trouble! Home to Bed It should not be long before the Characters realise their best course of action is to turn in for the night and take up their investigation in the morning. Quite apart from the difficulty of finding any co-operative NPCs at this hour, you might consider requesting Challenging (+0) Endurance Tests. Those who fail take a Fatigued Condition that is not removed until they rest. Depending on events, the Characters might be based at the Journey’s End Inn, or they might return to the Berebeli, which is moored at the docks. The Journey’s End Inn Adventurers staying at the Journey’s End and covered in sewer soil are ordered to leave the inn by the landlord. They may only return once they have had a bath — or at least a dip in the river, which is very cold at this hour. There is nowhere open that offers a bath, so the river is their only choice — or a malodorous night outside in the chill spring air. In the morning, the Characters are presented with a bill for 10/–, covering the room where they left their luggage for the night. If they protest about this, the innkeeper explains that the escaped Goblin was caught and killed in a warehouse on the docks, about an hour after they entered the sewers. Since they failed to recover it according to their agreement with the Festival Court, they must pay for their accommodation. The adventurers may attempt an Opposed Haggle Test to reduce the bill (using the rules found in WFRP, page 291 in Bargaining and Trading), and each hot bath they request adds 1/– to the total. Until they pay up, the Characters are not allowed to remove their luggage, and this ‘request’ is backed up by a couple of large and brutal-looking bar staff. No one in the inn knows exactly where the Goblin was killed, but they will suggest that the adventurers call on the Town Hall for more information (see page 85). The Berebeli The Characters may wish to return to Josef ’s barge, the Berebeli. Josef has been drinking wine all evening and does not appreciate being disturbed. He objects to the sewer stench even more strongly. Soiled Characters are thrown overboard unless they are wounded — but the sight of them thrashing about in the water soon dispels Josef ’s bad temper, and he helps them aboard, laughing loudly, and lets them stay for the night. RESOLUTION Rewards In addition to your typical award for having a great roleplaying session, XP should be awarded for the following: Y 5 points for falling in the sewage Y 5 points for finding Gottri Gurnisson’s body Y 10 points for befriending the Crooked Fingers Y 5–10 points for dealing with a difficult Random Event Y 5 points for finding the Mutant Goblin pelvis Y 5–20 points for dealing with the Daemon in the Hidden Temple. As ever, use the listed XP amounts above as a guideline if you wish to provide other XP awards. NON-PLAYER CHARACTERS The Sewer Creatures Amoeba Amoebae are formless masses of jelly-like slime. Commonly called ‘jellies’ or ‘blobs’, Amoebae are normally found in the sewers, swamplands, and riverlands of the Old World, feeding on anything organic they encounter, be it flora or fauna. They are drawn to body heat and disturbances in the water when hunting, and can send out tentacle-like pseudopods to drag opponents into their bodies for digestion. They are completely mindless, simply following their instincts wherever that leads them. Organic material is digested once absorbed into an Amoeba’s body. Tough to digest material, such as bone and cartilage, can float inside their bodies for days, and sometimes weeks, betraying any recent victims. Amoebae cannot digest metals or minerals, which pass through their bodies unaffected.

WARHAMMER FANTASY ROLEPLAY 78 VII It is recommended to use the supplied Characteristics for any Amoeba encountered in the sewers to ensure it’s not a particularly dangerous opponent. If you feel the party could do with facing a greater threat, use some of the Optional Traits or the Generic Creature Traits found in WFRP, page 310. AMOEBA M WS BS S T I Agi Dex Int WP Fel W 4 30 – 40 40 – 20 10 – – – 16 Traits: Absorb, Amorphous, Amphibious, Engulfing, Mindless, Painless, Swamp-Strider, 2 Tentacles +6, Weapon +6 Optional: Size (Large–Enormous), 3+ Tentacles, Tracker, Venom (Average–Hard) The Guardian Daemon A gift of Tzeentch, the Guardian Daemon is one of the Lord of Change’s Heralds, an expendable slave to darkness that exists only to further the Great Plan of the Chaos God of Change. It shimmers and crackles with magic, its many-limbed form shifting and warping from one moment to the next. This recently summoned Daemon has orders to keep anyone from entering the Hidden Temple except for senior members of the Ordo Septenarius. Although it has been in the material plane for a very short while, it has already decided that it enjoys the simple pleasures of breathing, feeling, and eating. Because of this, it will do whatever it can to avoid death whilst fulfilling the duties it has been commanded to perform. If it talks, the Guardian Daemon’s voice comes in giggling fragments as a hundred mouths open across its body to offer sweet temptations. The largest mouth in its head is only used for snarling and eating, and has whip-like tongues that lash out at any who draw too close. The Crooked Fingers The Management Baumann is a lean man in his mid-30s with greasy hair and brown eyes. He is ‘the management’ of the Crossed Pikes and a ranking member of the Ranaldan Crooked Fingers. He is a likeable rogue who prefers to avoid violence if possible. However, if he feels his crew are in danger of being compromised in any way, he is not quite so peaceful. He is well connected in the town’s underworld, and thanks to a web of blackmail, threats, and ‘special arrangements’ he has a surprisingly wide sphere of influence at all levels. HERALD OF TZEENTCH M WS BS S T I Agi Dex Int WP Fel W 4 39 49 49 39 39 59 39 49 99 19 19 Traits: Corruption (Moderate), Daemonic 8+, Fear 2, Horns +8, Painless, Territorial (Hidden Temple), Unstable (Outside the Hidden Temple), Weapon +9 For any Character who befriends him, he makes a very useful patron, source, or mentor. He speaks with an easy, street Reiklander accent, and frequently cleans his fingernails with his dagger. Note: Baumann has no Blessings or Miracles of Ranald. Like most in the cults, he is not a blessed priest, but he is a ranking member of the Crooked Fingers Order. Rein and Rein Twins Reinhold and Reinhardt work for ‘the management’, and, whilst not especially bright, they are completely loyal and do whatever is asked of them. Reinhold is tall and broad, with dark hair and a goatee; Reinhardt is shorter and compact, with equally dark hair and a small moustache. Both have a steady and unnerving gaze, as though they are considering multiple ways to hurt whomever they are looking at — which they usually are. Each calls the other ‘Rein’, and they talk to each other frequently as a way of intimidating others, discussing various forms of violence. ‘I don’t f ink he wanted to do that, did he, Rein.’ ‘No, that was very unwise, Rein. Perhaps we should teach him an lesson what is ’oly?’ ‘Do you mean an ’oly lesson in how to cry like a Shallyan nun, Rein? Why, I f ink I agree. So, how do you f ink we should make this man, who is clearly in need of a religious education, cry?’

79 SHADOWS OVER BÖGENHAFEN: CHAPTER 7 - INTO THE DARKNESS VII REINHOLD AND REINHARDT – HUMAN THUGS (BRASS 3) M WS BS S T I Agi Dex Int WP Fel W 4 50 30 50 50 30 20 25 25 40 25 19 Skills: Intimidate 70, Melee (Basic) 60, Melee (Brawling) 70 Talents: Menacing* Traits: Armour (Leathers) 1, Prejudice (Folk smarter than them), Weapon (Cosh) +9 Trappings: Basic Weapon (Cosh), Dagger, Knuckledusters, Leather Jack * This Talent only applies when the two Reins act as a pair FRANZ BAUMANN – HUMAN PRIEST OF RANALD (GOLD 1) M WS BS S T I Agi Dex Int WP Fel W 4 31 24 27 53 59 36 69 65 64 62 18 Skills: Athletics 86, Charm 83, Climb 52, Cool 90, Endurance 65, Entertain (Storytelling) 78, Evaluate 60, Dodge 71, Endurance 60, Gossip 81, Haggle 65, Intimidate 47,Intuition 72, Leadership 81, Lore (Theology) 70, Melee (Basic) 45, Perception 73, Pray 78, Research 60, Stealth (Urban) 71 Talents: Acute Sense (Touch), Alley Cat, Ambidextrous, Blather 2, Break and Enter 3, Criminal 7, Doomed (From the darkness it comes), Etiquette (Criminals) 2, Fast Hands, Flee!, Read/Write, Savvy, Shadow, Strike to Stun, Suave Traits: Armour (Leathers) 1, Weapon (Cosh) +7 Trappings: Basic Weapon (Cosh), Book (The Riddles Ten), the Crossed Pikes, Dagger, Trade Tools (Thief )

WARHAMMER FANTASY ROLEPLAY 80 VIII CHAPTER 8 CHASING SHADOWS Our Heroes, having discovered a secret Chaos Temple beneath the streets of Bögenhafen, return to find no one believes it exists. When the Characters uncover the truth as to why, they are soon roped into a race against time to save not only themselves, but all of Bögenhafen. THE INVESTIGATION BEGINS! This part of the adventure puts the Characters into the role of detectives. During the course of their investigation, they might call at many different locations. Often, they are required to make successful Tests to get information: if, through simple bad luck, they cannot gain enough information to piece the story together, they may become stuck and discouraged. Don’t worry if this happens — there are NPCs aplenty to help the party as they wander around the town, and everything should become clear with a nudge or two. For example, Doctor Malthusius can be used in this way, and tips for doing so are provided. It is quite acceptable to drop a few hints if the Players are having difficulties, but you should avoid making things too easy. Where To Go First? The Characters’ first likely stop is to see Magistrate Richter at the Festival Court. If they have heard the Goblin was killed in a warehouse, they likely want more information. They possibly also want to show Richter the three-socketed pelvis they found as evidence that the creature died in the sewers. However, just because that’s the most obvious step, it does not mean the Players will take it. To help you plan for what they may do, this chapter presents all the Primary Locations the Characters are likely to visit as they dig into the story behind the Hidden Temple. Of course, it’s not possible to cover every conceivable route the Characters take as they investigate, but if you read through the Primary Locations and Appendix 1: A Guide to Bögenhafen (see page 118), you will have more than enough information to work through any issue you may face. If the Players choose an unexpected path, remember to use your discretion and initiative in reacting to anything the Characters try to do, taking into account all of the NPCs’ motivations and the timeline of events. Tracing Locations Above Ground If the Characters made a map while in the sewers, they may be able to trace sewer locations above ground. If the mapping Character has Art (Cartography), then a successful Challenging (+0) Navigation Test locates a sewer location from above, with a second located with an Impressive Success (+4 SL) or better. If no Character can make maps, well, it’s much harder. In order to find any particular location, the Character who made the map must make a successful Futile (−40) Navigation Test to find a single location. The locations the Characters are most likely to try to trace are the Steinhäger offices (see page 89) above the Hidden Temple (see page 76), and the Crossed Pikes (see page 87) above the door to the Crossed Pikes (see page 74). Manholes can also be traced above ground, provided that they have been marked on the Characters’ map. Stake-outs The Characters may decide to stake out a location. Some of the more likely locations, and what is seen there, are detailed in the descriptions throughout this chapter. When watching an area, an Average (+20) Stealth (Urban) Test should be made every hour (more frequently in some areas) to avoid arousing suspicion and being moved on by the Watch. EVENTS As the Characters embark on their investigations, the world continues to revolve, and the NPCs continue with their plots. The following events occur in the order listed unless you determine the Characters’ actions cause some of the NPCs to change their plans. Other events and encounters can also take place if you wish. If you add more, it is suggested you only provide enough to convey the impression of a bustling town going about its business, but not so many that the Players become distracted or overwhelmed. Day 1 Doctor Malthusius The Characters should encounter Doctor Malthusius during the first day of their investigations. They may decide to call on him to tell him what they found in the sewers. If they do not, you can have Doctor Malthusius run into them in the town or near the Festival Court. Malthusius is sure they did their best to recover the Goblin, and holds no grudge against them. He invites them to his caravan and offers them brandy and tobacco. Malthusius has heard that the Goblin was killed in a warehouse by the river, and is rueful at the loss of his best exhibit. He realises that the townspeople would not have been interested in taking it alive, but he is baffled that the Town Hall clerk steadfastly refuses his requests that they return the body to him. He wants to have the Mutant

SHADOWS OVER BÖGENHAFEN: CHAPTER 8 - CHASING SHADOWS VIII TOWN GOSSIP The following gossip can be gathered from NPCs in Bögenhafen. No one person can provide it all; the Characters have to talk to a number of NPCs, both major and minor, before they can gather all the information here. None of the information is particularly secret, and can usually be secured with a successful Average (+20) Gossip Test. Goblin stuffed and mounted as a static display. He cannot imagine why the locals refuse to hand the Goblin’s body back to him, since it could be of no conceivable use to anyone else. If the Characters tell him about the Hidden Temple and suggest the Goblin was killed there by a Daemon, Malthusius is disbelieving at first. Are the Characters sure that what they saw wasn’t a trick of the shadows and echoes? A successful Average (+20) Charm Test (or the sight of the Goblin’s pelvis) convinces Malthusius that the Characters are serious, and then he starts to think. ‘So that must have been why the authorities refused to hand over the body. There wasn’t one after the Daemon had finished with it!’ Malthusius doesn't take any direct role in investigations. He explains he avoids making powerful enemies, and doesn't want Witch Hunters interrupting his show. And, anyway, he is moving on when the fair ends. At the same time, the prospect of Daemons in a seemingly ordinary town like Bögenhafen worries him. He is torn between a desire to do something about it and his conviction that it is wise to avoid such things. If he can help without running any personal risk, he does so gladly. If the Players are at a loss as to what to do next, Malthusius can be used to feed a couple of leads. Unfortunately, he cannot provide any contacts. He can also suggest that the library in the Temple of Verena (see page 93) may have some useful information. If Gottri is mentioned, Malthusius offers to ask around at the fair. By the end of the day, he uncovers that the Dwarf was seen shortly after sunset, heading into the town in the company of a young man wearing livery including a red cross or flower. Madman in the Square The Characters overhear a conversation about a madman standing in one of the town’s squares. Apparently, he is ranting and raving and making all sorts of pronouncements of doom. He is not in the square if the Characters go there, but he returns on Day 2. The Merchants 0The addresses of the major Merchant Houses on the Adel Ring (see page 90) are known by most townsfolk. On the Adel Ring, each estate has its family’s symbol prominently displayed on the gateposts. 0Councillor Magirius is a member of the Merchants’ Guild. His family is the most prominent of the lesser merchant houses of the town. Magirius is often to be found at the guild. 0Haagen, Ruggbroder, Steinhäger, and Teugen are the town’s leading merchant families. The information given in the section Merchant Families (see page 119) is common knowledge. 0Johannes is head of the Teugen family, a leading councillor and the master of the Merchants’ Guild. He was born 50 years ago, the second son of Friedrich and Gunnhilde Teugen. His elder brother Karl became the head of the family on Friedrich’s death, and Johannes went to study at the University of Nuln as a scholar. On Karl’s death two years ago, Johannes returned to Bögenhafen and took over the family business — dramatically reversing the decline which the family’s fortunes had suffered under Karl’s leadership. Gideon 0Only wealthier citizens with mercantile contacts will even have heard of Gideon. They believe him to be a distant cousin of Johannes Teugen. He first came to town with Teugen when he returned from Nuln. The Ordo Septenarius 0Most deny having heard of the society, whether or not they know of its existence. If a Character with the Secret Language (Guilder) Skill seeks out junior merchants, a successful Challenging (+0) Gossip Test yields the same information about the society’s charitable activities that Magirius supplies (see page 99).

WARHAMMER FANTASY ROLEPLAY 82 VIII Day 2 The Prophet of Doom The Characters encounter a filthy-looking wretch with long, straggly hair by the name of Ulthar. He stands in one of the town squares amid a small crowd of people, shouting and shaking his fist at nothing in particular. Most of the time he yells the same four lines: ‘Doomed! We are all doomed! Chaos is upon us! The signs are everywhere!’ However, occasionally, his rantings take a different line: ‘I see seven, and I see nine, all they have will be mine, mine, mine!’ or, ‘The star within the circle is the sign of Death!’ and, ‘Beware the man who is not a man!’ If the Characters approach Ulthar, he stares closely at one of them — ideally, the Character who resembles Kastor Lieberung. ‘The Mark is upon you!’ he yells, with sudden vehemence. ‘Beware the bringers of Chaos!’ Then he turns and runs into the crowd, heading for Kringler’s Ferry (see page 126) and the Pit (see page 132). If the Characters follow Ulthar, they need to make a Challenging (+0) Perception Test or they lose him in the crowd. If they succeed, they just have time to see him board the ferry, which leaves before they can reach it. Otherwise, they can make enquiries in the crowd, perhaps using the Gossip Skill, and find out that he lives in the Pit. Finding him there requires a successful Bribery Test and costs at least 3 shillings. If and when the Characters find Ulthar’s hovel, there is no reply to their knocks. On entering, they will find his twisted body on the floor, his throat ripped out. Gideon became aware of Ulthar’s pronouncements and silenced him. Searching the body, the Adventurers find only fleas and a medallion bearing the House of Teugen’s insignia, which Karl Teugen gave to Ulthar on his death bed. If the Characters saw Adolphus Kuftsos’s mutilated body outside the fake lawyers’ office on Garten Weg, a successful Challenging (+0) Perception Test means they find Ulthar’s wounds disturbingly familiar. The Evil Eye During the afternoon, Gideon watches the Characters closely. Any Characters with the Sixth Sense Talent have a feeling of being watched, but are unable to determine who is watching them. Any minor NPC the Characters question this afternoon has a good chance of being dead by the time they return with more questions, but they never see Gideon. The Invitation While watching Friedrich Magirius or Franz Steinhäger, the Characters notice a piece of parchment fall from the suspect’s pocket. Magirius or Steinhäger are unaware that this has happened. The Characters are able to pick it up and read it. Give the Players Handout 8: Hour After Sunset. This event can be used in a number of different ways. For example, if the Characters are not actually watching either of the above, but happen to be watching their houses or places of work, they could see the note lying in the road or just inside the gates. HANDOUT 8: HOUR AFTER SUNSET An hour after sunset at my house. All members of the Inner Council will attend. Johannes Teugen Hired Muscle Just after nightfall, nine men converge on the Characters from all directions. All are dressed in rough, tattered clothing, and they are carrying clubs, chair legs, and similar weapons. If the adventurers are indoors at the time, they are approached by only one of the thugs, but the others stand threateningly in the background. Teugen has hired the thugs to scare the Characters off. None of the thugs knows who they are actually working for. They are following instructions from Gurney at the Stevedores’ Guild (see page 94). On a successful Average (+20) Perception Test, it is noticed that some of them wear cheap metal pendants showing a rope-andpulley emblem. A successful Easy (+40) Lore (Bögenhafen), Average (+20) Lore (Reikland), or a Challenging (+0) Intelligence Test (with a bonus of +20 for Characters who have completed a stevedore or merchant Career) identify the emblem as being that of the Stevedores’ Guild. Once the Characters are surrounded, one of the thugs speaks: ‘We've got a message for you. Keep your noses out of what don’t concern you, or you might wake up one morning at the bottom of the river. Why don't you try your luck somewhere else, eh? I hear Altdorf is lovely at this time of year.’ The thugs will then disperse. They take no aggressive action unless attacked or provoked.

83 SHADOWS OVER BÖGENHAFEN: CHAPTER 8 - CHASING SHADOWS VIII Day 3 – The Day Before the Ritual Note: If the Characters are making good progress, the events listed for this day can be used on Day 2. The Meeting In the evening, Teugen asks the Inner Council of the Ordo Septenarius to assemble for a meeting at his house on the Adel Ring (see page 90) an hour after sunset. Teugen calls the meeting to finalise the ritual with his Inner Council. The Characters may have found out about the meeting from a letter dropped by Friedrich Magirius or by Franz Steinhäger (see page 101), or they might be spying on the Adel Ring as the Inner Council members assemble for the meeting. At this time of night, there is a certain amount of activity in the Adel Ring. It is not just Magirius, Steinhäger, Teugen and the rest of the council abroad at this hour. The Watch patrol can be seen doing their duty of protecting the citizens, and they ignore the occasional group of rowdy young rakes leaving for a night on the town. Others are crossing the Adel Ring for dinner engagements, generally accompanied by servants with torches and cudgels to ward off footpads. Romantic assignations, and possibly even a duel, may also be taking place in the park. This ‘background noise’ is left to your discretion. Refer to the Adel Ring on page 90 for inspiration. You could add extra hazards in the form of aggressive young blades, overzealous bodyguards, and suspicious Watchmen. You could even add some possible red herrings: for example, several people may come out of the Magirius or Steinhäger houses — most of them bound for perfectly innocent destinations. The Characters could have trouble identifying Franz Steinhäger or Friedrich Magirius in the twilight, leading to a certain amount of confusion. If the Characters accost any of the NPCs, there is a good chance that they will be taken for footpads and dealt with accordingly. Use your discretion here — keep the Characters on their toes, but avoid putting them in impossible situations they cannot escape. Friedrich Magirius returns from his work at the Merchants’ Guild, and remains in his house (see page 90) for about an hour. He then leaves carrying a package containing his Ordo Septenarius robes, and crosses the Adel Ring to Teugen’s house (see page 90). If the Characters approach him, Magirius wishes them a good evening and continues on his way. If they make it impossible for him to avoid them, he explains that he is going to dinner with his friend, Councillor Teugen, and could they please make way. If the Characters persist, he calls for help and tries to push his way past. Franz Steinhäger emerges from his house (see page 120) ten minutes after Magirius. He is accompanied by his two bodyguards, and he too carries his robes. If the Characters try to stop or question him, he will assume that they are footpads and call for help while his bodyguards (use the Thugs profile on page 79) move to protect him. Over the next half hour, after Magirius and Steinhäger have entered the house, another five visitors arrive. All are on foot and well-dressed, and each carries a bundle. Some are in the company of bodyguards, and nearly all come from houses near the Adel Ring. The Characters should be discouraged from gatecrashing this meeting, as it’s clear there are many well-armed folk in attendance. Until the last visitor arrives, the gates are open and two servants stand by them. If the Characters try to enter through the gates, they are politely, but firmly, turned away by the servants. They claim a private event is taking place, and that strangers are not welcome. If the Characters insist on staying, two bodyguards wearing sleeved chain mail coats suggest they are not wanted. If the group persists and tries to push through the gates, the bodyguards attack, backed up by another two who have been waiting on the other side of the gates. Once the last guest has arrived, the servants close and lock the gates. Two bodyguards stay here while the other two patrol the grounds. There are three guard dogs that are then released. These do not bother the bodyguards or the servants, but anyone else in the grounds is fair game. Details of the grounds can be found on page 120. During the meeting, Teugen tells the Inner Council that the secret temple has been discovered and abandoned. So the ritual will take place on the following evening, in a new location, which will be revealed to them later. Further instructions will be forthcoming nearer the time. Remember, the others think the ritual is to tamper with market forces and make them all rich; Teugen plans to sacrifice the rest of them to save his soul; and Gideon knows that it will create a tear into the Realms of Chaos on the site of the town. After the meeting, Friedrich Magirius has doubts about the ethics of Teugen’s plan, as Teugen mentioned that a human sacrifice would constitute part of the ritual. After struggling with this for a while, Magirius decides to contact the Characters (see page 99). Day 4 – The Day of the Ritual The Watchers Two thugs (use the Thug profile on page 79) follow the Characters during the day and, if they persist in their enquiries, nine thugs will return and attempt to catch the Characters in a secluded spot. They plan to beat every member of the party unconscious, strip them of any valuables, and dump them into the river. If the Characters manage to fight off the thugs, they return again later. Once fighting begins, each Round there is a 50% chance that the town Watch arrives after 1d10 Rounds. If this happens, the thugs flee. The Characters may be best advised to run too, or they have to talk fast if they want to avoid arrest for breach of the peace and public affray. PRIMARY LOCATIONS There are several places in Bögenhafen where the Characters may look for further information. They do not need to visit them in any particular order, except where a clue found in one place leads to another.

WARHAMMER FANTASY ROLEPLAY 84 VIII The Characters’ actions have been noted. Gideon tells Teugen that the Goblin was eaten by the Guardian Daemon. Teugen’s investigations into what happened quickly uncover the Characters’ excursion into the sewers. Teugen and Gideon, realising the Hidden Temple can no longer be used, decide to conduct their ritual in one of Teugen’s warehouses on the Ostendamm. The exposed temple is stripped bare and its contents moved to the new location; replacements are acquired for any object the adventurers took from the Hidden Temple. Teugen then prepares to thwart any enquiries the Characters may make. He informs the Town Council, the Captain of the Watch, and Magistrate Richter that the Goblin was cornered and killed in a warehouse belonging to the Steinhäger family. He uses his influence to discourage official investigations. He also primes Friedrich Magirius, a member of the Ordo Septenarius, to expect enquiries and to convince the Characters that nothing is amiss. MEANWHILE, ELSEWHERE… The Festival Court The most obvious location the Characters visit early is The Festival Court, as the party will want to claim its reward for dealing with the Goblin. The court is in session until the third day of the Schaffenfest. After that, all court proceedings revert to the Town Court (see page 127). When the Characters arrive at the Festival Court, Magistrate Richter is presiding over a case involving two brawling labourers and is unable to see them. His clerk, Andrea, asks why the Characters are here, and tells them to call back in 15 minutes. When the Characters are finally shown in to see Magistrate Richter, he explains that the Goblin was crushed by falling crates in a warehouse on the Ostendamm about an hour after the party entered the sewers. He offers them his commiserations for their wasted time and effort. Richter does not know where the Goblin’s body is, and as far as he is concerned the case is closed. He listens attentively to anything the Characters have to say, but does not believe their story unless they have proof. If asked, Richter can direct the adventurers to the warehouse (No. 4, counting from the west end of the Ostendamm; see page 103) and inform them that it is owned by the Steinhäger family. If the Characters tell him that the temple is under the Steinhäger offices — he looks shocked and promises to look into this. If shown the handkerchief from the secret temple, he can confirm that it bears Franz Steinhäger’s monogram. If the symbol of the Ordo Septenarius is described to him, he will tell them that he has no idea what it means. Richter is not authorised to pay the Adventurers any money. If pressed, he directs them to the Town Hall. Gottri’s Body If the Characters have brought the Dwarf ’s filthy body with them, Richter is disgusted and insists that they remove it from his presence immediately. He suggests they take it to the Mourners’ Guild (see page 94) for a proper burial. As far as Richter is concerned, it is obvious that Gottri was slain by cut-throats and flung into the sewer. He can tell the Characters that Gottri was in and out of the stocks all day for drunkenness and causing a public nuisance, and was finally released about dusk. Richter does not know what happened to him after that. If the adventurers ask around about Gottri, a successful Average (+20) Gossip Test reveals that the Dwarf was last seen going into the town accompanied by a servant wearing the Teugen family livery. Richter’s Reward If Richter is told about the Goblin or the Hidden Temple, he goes to the Town Hall to see Teugen after the Characters leave. He tells Teugen all he has been told and asks for advice. Teugen tells him that he will look into the matter, and asks Richter to return to the Court. If the Characters return to see Richter later, Andrea tells them that the magistrate fell ill and has gone home. Magistrate Gorvintz is now presiding over the court, and is very busy at the moment. On no account will Magistrate Gorvintz agree to see the adventurers unless it is to sentence them to hard labour! On a successful Gossip test, Andrea tells the Characters that the captain of the Watch called to see the magistrate earlier. She does not know exactly what went on, but Magistrate Richter was pale and shaking afterwards. If asked, Andrea tells the adventurers that Richter lives in chambers in the Town Courts (see page 127). If the adventurers return to question Andrea after speaking to the captain of the Watch (see page 92), she will tell them there was something strange about the captain when he came to visit Richter. He seemed very amused after he left, which is most unlike him as he is seldom seen to smile. Richter’s Chambers Magistrate Richter lives alone, sharing his creaky apartments with his housekeeper, Gertie, who opens the owl-carved door to the Characters when they arrive. Gertie is 57 years old and has served the magistrate for 20 years. She dotes on Richter and is very concerned that he has fallen ill. She only lets the Characters in if they make a successful Challenging (+0) Charm Test; if any Character is an Apothecary, Physician, or a Priestess of Shallya, the Charm Test is instead Easy (+40). If successful, the Characters learn from Gertie that Richter has not been ill for many years, and that Doktor Reinhold Heichtdorn is in with him now.

85 SHADOWS OVER BÖGENHAFEN: CHAPTER 8 - CHASING SHADOWS VIII BAD MOON RISING Two moons orbit the Warhammer world: Morrslieb and Mannslieb. Morrslieb, the smaller of the moons, is also known as ‘the Chaos moon’, and is composed entirely of Warpstone that was thrown into the sky following a catastrophe in the unfathomably distant past. The moon has an erratic orbit, sometimes close, sometimes far, and is known to react to the activities of the Ruinous Powers. As the Chaos god Tzeentch and its minions prepare to destroy Bögenhafen to create a Chaos Gate in the midst of the Empire, Morrslieb goes through many changes that can be seen from the ground. The following events are entirely optional. You may find them useful in creating a sense of impending cosmic doom, but you may also find them a little too theatrical. After a few minutes, the doktor appears and, after telling Gertie to keep Richter warm, leaves. The physician has no time to talk to the Characters — ‘Frightfully sorry, I have another patient to see!’ — and hurries back to the Physicians’ Guild (see page 94). Magistrate Richter is stricken with Purple Brain Fever (see page 145), induced by Gideon. His eyes bulge from his head and his tongue is swollen. He is delirious and will likely die soon. A successful Difficult (−10) Lore (Medicine) Test identifies the disease and the cure. Unfortunately, the necessary ingredients are not available in the town. If she is told, Gertie hopefully suggests the Character inform Doktor Heichtdorn of the diagnosis, and is very thankful for their intervention. The Town Hall At the Town Hall, the Characters are met by a surly-looking clerk, Mehralmann Arbeitwert. If asked, he informs them that the Goblin was killed in a warehouse the previous night. Since they failed to capture it, the Town Council is not prepared to pay any money for their part in the proceedings. The Characters may attempt to persuade the clerk to pay them. On a successful Challenging (+0) Charm Test (don’t forget any Fellowship modifiers if they have not cleaned up first!) the clerk tells them to wait, and disappears into one of the inner rooms for 2d10 × 10 minutes. If the Characters are still around when he comes back, he says that he has been authorised to cover their accommodation expenses, and gives them 10/– each. This sum is not negotiable, and further bargaining attempts do not increase it. Day 1 Morrslieb rises full. This is universally known as a bad omen. The folk of Bögenhafen look to the sky in distress as the small moon bathes the town in sickly green light. Day 2 On the second night, Morrslieb is again full and also significantly larger than normal. It almost appears to stop above the town, not orbiting like normal. As the night progresses, a grinning skull appears on the moon. It is indistinct at first, but has unmistakable features by dawn. To many inhabitants of Bögenhafen, the moon’s face seems odd but is of no great cause for concern — it’s certainly not the first time it’s happened. For others, it’s disturbing. Some refuse to leave their houses at night, whilst other take to the streets to claim the end is nigh! Day 3 When Morrslieb appears on the third night, it is even larger and the skull face more pronounced. It seems to hang low above the town, and in any reflections (in pools, puddles, glass, and similar), it appears impossibly close, as if it were scraping the tallest buildings. As the night progresses, the skull face sometimes appears to move. The initials on the handkerchief are red herrings, intended to draw the players toward Franz Steinhäger and away from Johannes Teugen. If Teugen is no longer the villain of your adventure (see page 112) — and especially if the role of Franz Steinhäger has also changed — the ownership of the warehouse and the initials on the handkerchief may need to be changed. Perhaps these false clues even point to Johannes Teugen instead? Occasionally, in reflections, some folk swear they see the moon licking its lips with a huge, green tongue. Many hide away in fear at this, but a few treat it as a spectacle to be witnessed, and stand outside watching the swollen moon, hoping to catch sight of something extraordinary. Those staying outside for longer than half an hour in this moonlight have to Test for a Minor Exposure to Corruption (see WFRP, page 182). Day 4 and Beyond If the adventure continues for more than three days, the moon continues to stare at the town, casting its foul light everywhere, which continues to be a Minor Exposure to Corruption. If Teugen’s ceremony is stopped, an expression of disappointment crosses the moon’s face and it shrinks visibly over the course of the night until it has become a tiny, green crescent in the sky once more. If the ceremony is completed and a Chaos Gate is opened, the moon’s mouth widens into a silent howl of triumph. It stays in this happy skull form, massive and full above Bögenhafen, until the Chaos Gate is closed. Further, it now acts as a source of Moderate Exposure to Corruption to all potential targets within 99 miles of Bögenhafen, and it only takes 10 minutes for this to take effect. Mutation spreads quickly. THE TEMPLE AND THE RED HERRING

WARHAMMER FANTASY ROLEPLAY 86 VIII The clerk does not know anything more about the fate of the Goblin and refuses to find out for the Characters: ‘Ain’t nuffin to do wiv me.’ If the Characters ask to see Magistrate Richter, or anyone else in authority, they are directed to the Festival Court (see page 64). If the Characters attempt to impress Arbeitwert with tales of monsters in the sewers, they are treated with open scorn. Adventuring folk are known for their tall tales, and the clerk assumes the Characters are fishing for some kind of official commission to clear these alleged monsters from the sewers. If the Characters mention the Hidden Temple, the clerk takes down any particulars they care to give him. Arbeitwert is sceptical and scathing of their find and only enters a partial account of it into the record. He believes the Characters are lying and says so in the report. After filling in the report, the clerk leaves and keeps them waiting for 1d10 + 10 minutes while he tries to establish who should deal with the report. At the end of this time he asks the Characters to call back the following day. The Following Day The clerk ignores them for ten minutes as he writes in a ledger. When he eventually looks up, he says, ‘The Council thanks you for your help. Your allegations are being looked into. Good day.’ He returns to his ledger and is reluctant to speak to the Characters any further. Teugen has instructed him to assure the party that the authorities are looking into the matter, and to discourage it from investigating further. If Steinhäger is mentioned, the clerk suggests that it is not a good idea for outsiders to slander prominent town councillors. If the Characters insist on talking to someone in authority, successful use of Charm or Intimidate sends Arbeitwert scurrying away. He returns another 10 + 2d10 minutes later and ushers the group into an office, saying that Councillor Teugen has kindly consented to see them. Councillor Teugen The Characters follow the clerk along a wood-panelled corridor to a stout oak door with a nameplate marked ‘Councillor Teugen’. After knocking, the clerk waves the party into the gloom beyond. Entering or peering into the room, the Characters see the curtains are drawn, leaving the office dark. Councillor Johannes Teugen sits behind a large mahogany desk. Until the Characters’ eyes adjust to the half-light, all they can see is his large form silhouetted against the closed curtains. Teugen greets them pleasantly. ‘Good day. Please come in and close the door behind you. My apologies for the darkness, but I have a terrible headache.’ Teugen motions to chairs by his desk. As the Characters sit down, Teugen reaches for a goblet of dark-red liquid with a white, pasty hand. As he raises the goblet to his lips, a successful Challenging (+0) Perception Test notes that Teugen’s eye-teeth are rather long and pointed. A gold chain bearing a medallion with his family’s crest hangs around his neck. OPTIONS: THE VAMPIRE BLUFF Veteran players know that Teugen is not a Vampire, and will likely refuse to be led astray by appearances. That is fine: this throwaway joke is entirely optional, and you are free to ignore it even with an all-new party. However, when dealing with Grognard players, you should take every opportunity to subvert their expectations and strip the Players of the sense of security that their previous experience gives them: to which end, the following ideas may be useful. A Bloody Nuisance Perhaps Teugen really is a Vampire, or maybe a Mutant with all of a Vampire’s outward traits having been granted that rather dubious gift as a sign of Tzeentch’s favour, or as a joke from Gideon. While Teugen tries to control his vampiric urges and temper when dealing with the Characters, he might not succeed, especially if attacked. An unexpected attack would certainly surprise a Grognard player. Perhaps a failed Cool Test in a moment of stress (or temptation: he may have a weakness for the young and attractive like the Vampires of song, story, and cliché) may turn him into a raging monster. Use the profile in WFRP, page 330, as a guide for your upgraded Teugen. If you do this, you need to make sure that Gideon has a back-up should Teugen fail, such as relying on another Ordo Septenarius member to complete the ritual to open the Chaos Gate. Signs of Corruption Perhaps, instead of seeming to be a Vampire, Teugen appears to be something else. Perhaps he really is something else, but he has been able to hide his true nature from his fellow merchants and his subordinates in the Ordo Septenarius. He may have one or two minor Mutations that are easily hidden, but which the Characters, having encountered Mutants before, are able to spot. His long robes might hide a cloven hoof, or a nervous lick of the lips when pressed might reveal a forked or barbed tongue. Whatever his Mutations might be, it is important that they are very minor and easily concealed, so that it is plausible that no one in the town has noticed them. It is easy for him to deny them if the Characters manage to have their report taken seriously by someone in authority. Remember that Teugen is a wealthy and respected citizen, with much more local credibility than a ragtag band of trouble-makers.

87 SHADOWS OVER BÖGENHAFEN: CHAPTER 8 - CHASING SHADOWS VIII Despite appearances, Teugen is not a Vampire. He is drinking wine, and his pale skin and sharp teeth have arisen from his years of dabbling with corrupting dhar. You can encourage the Characters to embarrass themselves by brandishing holy hammers and blessed water or ripping open the curtains, or the matter can be downplayed as Teugen offers them wine from the same decanter he used to fill his own goblet. It is Teugen’s intention to convince the Characters that their concerns are being investigated and that they need not concern themselves any more with this matter. Surely, they trust the Town Council to take care of this affair? In a pleasant manner, Teugen repeats what the clerk has already said. He explains the reward was conditional on recovery of the Goblin, which they failed to do. If the party mentions the Hidden Temple, or any other sewer discoveries, Teugen smiles in a faintly patronising manner (revealing his teeth again), and explains that it is a common practice for householders to maintain private shrines in their cellars. As for a Daemon? Well, that is obviously ridiculous. Teugen is sure the Characters were simply deceived by tricks of the light and distorted echoes in the sewers’ dismal environment. If the Ordo Septenarius is mentioned, Teugen explains that he is indeed a member of the charitable institution. He says, somewhat apologetically, that he does not have time to talk about it now. He recommends the Characters see Councillor Magirius at the Merchants’ Guild, who, he is sure, will be happy to answer any questions. He then excuses himself as he has much to do, and rings a small brass bell that stands on his desk. The clerk appears to show the party out. On future visits to the Town Hall, the Characters are unable to get past the clerk. If they are insistent, four members of the Watch appear to escort them from the building. The Town Records The town records, which are stored in the Town Hall, are not available to the Characters. Teugen uses his influence to restrict access to members of the Town Council only, and all attempts to complain about this are rebuffed. Watching the Town Hall Various people come and go throughout the day, and most of the staff leave just before dusk. Teugen always leaves at the same time after dusk and goes directly to his house on the Adel Ring. The Sewers Revisited The adventurers may re-enter the sewers by any manhole they discover. A successful Challenging (+0) Perception Test is necessary to find a manhole cover beneath the dirt and rubbish in the road. Further, there is a chance that the Characters attract suspicion as they search for and take up the manhole cover. Roll a 1d100; if the result is less than or equal to the number of characters in the party x 10, roll on the table below. Once the manhole is open, the adventurers can climb down into the sewers as described on page 70. The Hidden Temple The door from the sewers has been repaired (assuming it was previously broken down by the Characters) and is bolted from the inside. The Hidden Temple has been completely stripped of all its contents, and the octogram on the floor has been obliterated. A successful Challenging (+20) Perception Test turns up traces of paint and flecks of copper left behind by the sawing-up of the copper circle, but this is hardly the damning evidence the party may be looking for. The Crossed Pikes This unremarkable-looking, two-storey tavern is close to the Watch barracks (see page 92), and is popular with off-duty watchmen. Unknown to the majority of its patrons, it is a meeting place for the Crooked Fingers, a religious order sworn to Ranald, God of Thieves, Luck, and Trickery. Franz Baumann, a devout Ranaldan with a rather mean streak, runs the inn. It is the first stopping-off point for criminals who have been sprung from the cells. The Watch suspects that an organised gang of criminals has a bolt-hole somewhere in the town, but has never thought to look so close to home. The Crossed Pikes is open from noon until midnight. During opening hours, all the bars are full and staff are continually shuttling back and forth between the bars and the back rooms. Baumann is assisted by various bartenders, and also has Reinholdt and Reinhardt, his twin ‘bouncers’, nearby at all times. 1d100 Roll Result 01–90 A passer-by stops and asks the adventurers what they are doing. An Average (+20) Charm Test should be made if the Characters concoct a convincing story — if it’s unconvincing, increase the Difficulty as you see fit. If the Test is failed, the passer-by reports the party to the Watch. In this case, a Watch patrol will appear on the scene in 2d10 minutes. See the next result for the Watch’s reaction. 91–00 A patrol of four watchmen appears (see page 98), and they question the Characters. A Challenging (+0) Charm Test should be made if the Characters concoct a convincing story. If it’s unconvincing, increase the Difficulty as you see fit. If the Test is failed, the patrol accuses the Characters of loitering with intent. The penalty is a fine of 2d10 shillings. Failure to pay results in arrest and confiscation of the characters’ goods. These items are returned once the Characters pay their fine.

VIII WARHAMMER FANTASY ROLEPLAY In addition to the staff, 2d10 of the customers are members of the Crooked Fingers, ready to support Baumann if he should need help. It is quite possible that the first sight the Characters have of the Crossed Pikes is of its cellar, if the secret sewer entrance was found that gives the Crooked Fingers access to and from the barracks’ cells (see page 128). If the Characters miss the secret door, they may be directed to the Crossed Pikes by any underworld NPC. In this case, they enter the inn through the front door like most of its other patrons. A Drink at the Bar If Characters drop into the Crossed Pikes — either because they have already made contact with the Crooked Fingers after an unexpected sewer encounter (see page 70), or perhaps because they are trying to make contact with local Ranaldans — they are served by Franz Baumann. He engages them in casual conversation, mentioning the runaway Mutant Goblin among other things. If one of the adventurers has the Language (Thief ) Skill, the Characters notices Baumann using the language, and may attempt an Average (+20) Charm Test (the Test is 1 step easier for Character with the Etiquette (Criminals) Talent). If successful, Baumann takes a shine to the Character and supplies the following information at a cost of 20d for each item. This amount may be reduced by a successful Opposed Haggle Test. 0 The sewer entrance to the hidden temple is under the Steinhäger offices (see page 89). It was installed between a year and 18 months ago. 0 Members of the Steinhäger family and other merchants have been seen going into the office at all hours of the night on several occasions over the past six or eight months. 0 Members of the Crooked Fingers using the sewers have heard strange noises coming from the general direction of the door. The noises include chanting in some unfamiliar language, and the occasional scream. 0 No one in the Crooked Fingers has seen anyone or anything coming out of the temple’s sewer door, although mutilated bodies have been found occasionally in the sewers downstream of the door. They have nearly always had their hearts cut out. 0 Several beggars have died in a similar way over the last year, their bodies usually dumped in the river. 0 Gottri Gurnisson was known to the Crooked Fingers. He was an alcoholic itinerant who had been in town for a couple of months. If the Characters make enquiries about the door in the sewers below the inn, they are invited into the back of the inn, where they are shortly joined by another eight men. While cleaning his nails with his dagger, Baumann explains the ‘door’ situation (see page 79) along with the ever-faithful Rein and Rein.

SHADOWS OVER BÖGENHAFEN: CHAPTER 8 - CHASING SHADOWS VIII The Steinhäger Offices The Steinhäger family is one of the major merchant houses in the town. It is led by Franz Steinhäger, who is also a member of the Inner Council of the Ordo Septenarius. Franz’s brother Heinrich can also be found here, as can Franz’s son Albrecht. The only way the Characters can speak to Franz Steinhäger is by calling at his office (see page 90). Characters who stop Franz on the streets receive a very unfriendly reaction from him and his two bodyguards. Heinrich would be very interested in discovering his brother’s involvement in the Ordo Septenarius and would attempt to use it to discredit his brother and take over the family business. Franz’s son, Albrecht, is aware of his father’s involvement but believes the Ordo Septenarius to be a harmless inner society of the Merchants’ Guild. The offices are in an imposing single-storey building. The family’s badge, a barrel with the letter ‘S’ branded into it, hangs outside. All the rooms in the building are wood-panelled. The building contains an office and living quarters for the doorkeeper, a reception room, a conference room, offices for the clerks, and offices for Franz Steinhäger, his son Albrecht, and his brother Heinrich. There's a version of the map without the secret door marked is on page 155. Watching the Building Staking out the office yields little of interest — merchants and other people come and go throughout the day. Heinrich’s bodyguard calls to collect him just before dusk and the two leave with the rest of the staff at dusk. Franz and Albrecht leave shortly after nightfall, in the company of Franz’s two bodyguards, and return to their house on the Adel Ring (see page 90). An Appointment? A porter guards the offices night and day. During the day Franz, Heinrich, and Albrecht can usually be found here. Also in the building are Franz’s two bodyguards, the Chief Clerk Matthias Wertz, and three junior clerks. At night, all doors are locked, and the building is occupied only by the porter and his dog. The Characters cannot gain access to the Steinhäger offices without having some business (real or pretend) that might interest House Steinhäger. Without a good reason to visit, a successful Challenging (+0) Charm Test is necessary to be shown in by the doorkeeper. The Characters are let into one of the reception rooms, where they are kept waiting for ten minutes. They are then shown in to see Franz Steinhäger. When the Characters see him, Franz is feeling somewhat disgruntled about the break-in at the Hidden Temple and has no wish to ‘waste time with fools’. He orders the Characters from his office if they mention anything relating to the temple or if they fail any Charm Test. He leaves instructions that the Characters are not to be allowed in to see him again after this. During any interview with Franz, the Character with the highest Perception Skill notices the symbol of the Ordo Septenarius on the bottom of a sheet of parchment. A Challenging (+0) Perception Test is required to make out the signature and the visible writing. Franz rapidly covers the letter if he thinks anyone has noticed it. The text of the letter is reproduced here. You should reveal as much or as little as you feel the Character was able to see (taking into account the fact that the Character was reading the note upside-down), and only give Handout 9: ‘All Goes Well’ to the Players if the Characters are able to steal the note somehow.

WARHAMMER FANTASY ROLEPLAY 90 VIII Heinrich Steinhäger Having failed to make much progress with Franz, the Characters may decide to talk to Heinrich Steinhäger, Franz’s brother. An appointment can easily be made with him after they have seen Franz, as Heinrich likes to know all that goes on. Alternatively, the Characters may decide to talk to Heinrich as he makes his way home in the evening. Heinrich looks similar to Franz, appearing as a younger, brownhaired version (42 years old). Heinrich is jealous of Franz. He wishes to depose him and take over the family business. He is most interested in any evidence that the adventurers can provide of Franz’s involvement in any illegal activities. Heinrich should appear to the Characters as the only person in Bögenhafen who believes their tale, but he does so only to further his own ends. Heinrich will lead the Characters on if possible, he will express shock and disgust at anything they tell him. He is genuinely horrified at talk of a Daemon under the offices. After listening to the Characters and spurring them on about the iniquities of it all, he points out that there is little the authorities can do, largely as the authorities appear to be in league with Franz! However, if Franz were to meet with a fatal accident (and accidents will happen!), then not only will Bögenhafen be safe, but the Characters would also be handsomely rewarded. Heinrich is willing to pay 15 GC to each Character for his brother’s demise, but can be Haggled up to 20 GC. If the Characters do murder Franz, Heinrich is the first to inform on them. Paying all that gold would be a waste of his money, and the Characters are obviously deranged. Breaking In The Characters may try to break into the building at night. The windows are shuttered and locked from inside and all the doors are locked and sturdy (D −20, SL 4; TB 3, W 10). The guard dog has a free run of the courtyard at night. If the Characters make any noise entering the building, the dog hears them on a successful Average (+20) Perception Test. If so, it begins to bark loudly, waking the porter after 1d10 Rounds. If the Characters break any of the doors down, the porter inevitably hears that. Once awake, the porter comes to investigate, and once he sees what is going on, he attempts to inform the Watch. A four-man Watch patrol will arrive in 10 + 1d10 minutes and attempt to arrest the Characters for burglary. Franz Steinhäger’s Office Hidden behind one of the wooden panels in Franz’s office is a locked door (D −30, SL 4; TB 5, W 15) that opens on to a flight of stairs, leading down to a cellar where the Hidden Temple (see page 76) is situated. The door can only be found with a successful Difficult (−10) Perception Test. No one else in the building is aware of its presence. HANDOUT 9: ‘ALL GOES WELL’ All goes well; the temple is ready for use. When the Schaffenfest ends, our plan comes to fruition at the twelfth bell. Soon we will all be rich. Teugen The drawer to Steinhäger’s desk is locked (D −20, SL 6; TB 2, W 4) and contains a list of Steinhäger warehouses (Nos. 1–7) along with their contents (various inexpensive trade items — cheap wine, timber, and similar goods). Underneath this is a bronze medallion and sheets of parchment, all with the Ordo Septenarius emblem on them. Also, in here is Handout 9: ‘All Goes Well’, the letter that was previously on Steinhäger’s desk. If the Characters remove the drawer, they notice a leatherbound book hidden behind it. The book belongs to Teugen and has his name on the front. It is written in Language (Magick) and contains the following Dark Magic Spells: Blast, Corrosive Blood, Dark Vision, Fearsome, and Push. A safe is hidden behind a map of Bögenhafen. It is locked and contains two chests, each individually locked (D −40, SL 8L; TB 9, W 20), each containing 100 GC. Underneath one of the chests is an unsigned note from Teugen to remind Steinhäger that a beggar will be brought into the temple to consecrate it. Heinrich Steinhäger’s Office Heinrich’s desk is not locked. If the Characters look, they will find a letter addressed to a Herr Schultz in Altdorf. The letter expresses disgust at Franz’s running of the business and bemoans Heinrich’s bad luck at being born two years later than his brother. The Adel Ring The Characters may make enquiries at the homes of any of the town’s great merchant families. At each house a porter meets the Characters and a successful Challenging (+0) Gossip Test is required to gain any information, modified by the Characters’ appearance and manner. If the Characters have the Etiquette (Servants) Talent, they gain a bonus of +20 to this Test. If successful, the Characters learn the information given under Merchant Families (see page119) for each house they visit. On no account are the Characters allowed to enter the houses. If the party enquires about the Ordo Septenarius at any house other than that of Ruggbroder, they are instructed to go to the Merchants’ Guild and to ask to see Councillor Friedrich Magirius. This happens regardless of the results of any Gossip or other Test as Magirius has left instructions that anyone enquiring about the society is to be sent to him immediately.

SHADOWS OVER BÖGENHAFEN: CHAPTER 8 - CHASING SHADOWS VIII The Teugen House The Teugen House is set back from the road in its own grounds. The walls around the grounds are 15ft high and stone. It requires a successful Impossible (−50) Climb Test to cross the wall (remember the Scale Sheer Surface Talent will negate the Difficulty, and climbing equipment could also help). The gates are also 15ft high, but can be climbed with a successful Average (+20) Climb Test. During the day, the gates are open and visitors can call at the house. At night the gates are locked (D −10, SL 5) and three guard dogs roam the grounds. There are always four bodyguards at the house to deal with any intruders. Any nighttime incursions into the grounds attract the dogs, who bark and rush to attack. The Characters have time to run back to the walls before the dogs arrive, but if a Character has a lower Agility than the Dogs, one attacks as the Character climbs back over the wall. If the Character suffers any Wounds, the Dog bites deep and tries to drag the Character down. Perform an Opposed Strength Test. If the dog wins, he drags the Character off the wall for a 2 yard fall; otherwise the Character can make an escape. If the Characters are still in the grounds, the bodyguards rush in a Round later, drawn by the dogs’ barking. Any Character caught by the guards is thrown out of the main gate after a good beating, with a stern warning not to come back. If the bodyguards cannot subdue any Characters within 5 Rounds, six club-wielding servants from the house reinforce them. Anyone caught a second time by the bodyguards is handed over to the Watch to be charged with attempted robbery and assault. There is little to be gained from simply watching the house. Neither Teugen nor Gideon go out during the night. However, around midnight, any Characters watching see a flash of pink light at an upstairs window, and what is perhaps the silhouette of writhing tentacles. This glimpse of Gideon changing form is not repeated, no matter how long the adventurers watch the house. The Ruggbroder House Enquiring at the Ruggbroder House about the Ordo Septenarius results in no information. House Ruggbroder is opposed to the Ordo Septenarius, and the servants have no inkling of its existence. Herr Ruggbroder can only be contacted at home and does not receive visitors. The Characters need to write a letter of introduction if they wish a meeting with him, and the servants make that clear to any Character with the Etiquette (Nobles or Servants) Talent. A successful Average (+20) Art (Writing) or Difficult (−10) Intelligence Test (for a Character with the Read/Write Talent) writes an acceptable letter, but it must also make it clear that there is information available that may be useful to the Ruggbroder family. If both of these conditions are met, the adventurers receive a letter in return, asking them to call at the Ruggbroder House that evening. Arriving at the house, the Characters are shown in to meet Heironymus Ruggbroder. Heironymus is deeply troubled by the existence of the Ordo, and fears that it is out to destroy him and his family. He knows of the involvement of Teugen, Franz Steinhäger, and Friedrich Magirius, and he is interested in any additional information the Characters may have. He is most interested if the group can provide any firm evidence that the Ordo has been involved in sorcery of any kind. He will offer 5 GC for information and promise 25 GC for conclusive evidence. Ruggbroder uses any evidence provided by the Characters to discredit those families involved. He lays any evidence in front of Graf von Saponatheim in Castle Grauenberg (see page 139). This takes a few months to resolve as the graf has a complicated relationship with the Town Council in Bögenhafen. The graf eventually seizes the properties of those involved, and splits it between himself and Ruggbroder, leaving Ruggbroder as the only major merchant house remaining in the town. Assuming Teugen’s ritual fails, of course (see page 112).

WARHAMMER FANTASY ROLEPLAY 92 VIII The Steinhäger Warehouse At the Steinhäger warehouse, the adventurers are met by a seedy-looking fellow with a nervous twitch. This is Anton Breugel the warehouseman. Anton is an alcoholic and reeks of cheap booze. He is guarded in his dealings with the Characters and is visibly disturbed at being questioned by them. Unless the adventurers make a successful Challenging (+20) Charm Test (an offer of a bottle of alcohol adds +60 to this Test) he tells them to ‘Push off and don't come back or I'll call the Watch.’ If the Test is successful, Anton describes how he beat the Goblin to death with a club. This contradicts the story given him by Steinhäger and passed on to the PCs by Magistrate Richter, but Anton prefers this one as it shows him in a more heroic light. He cannot of course substantiate his story, and if asked for evidence of the fight, or for the Goblin’s body, he realises he has said too much and insists they leave. Accidents Will Happen The evening after the Characters visit the warehouse, Gideon murders Anton. The body is pulled out of the river in the morning. It is assumed that he fell in the river while drunk and then drowned. The party hears about this as it goes about its business, or if it returns to the warehouse. None of the townfolk are surprised at Anton’s death: he was a well-known drunk and it was only a matter of time before he had an accident. The Schaffenfest The fair lasts for three days: on the fourth day, the adventurers may encounter people packing up their belongings and preparing to move on. After the fourth day, the area will be empty. General enquiries at the fair will prove fruitless, as no one here knows anything about the Ordo Septenarius. For details of the information available from Doctor Malthusius, see page 64. The Watch Barracks If the Characters try to make a report here after they come out of the sewers, they are questioned by the sergeant on duty, who makes notes and asks them to call back on the following day. If the Characters bring Gottri Gurnisson’s body here, it will be handed over to the Mourners’ Guild for burial. The Watch assume Gottri was killed by robbers and dropped into the sewers through a manhole. As far as they are concerned it is an open and shut case. Should the adventurers call back they will be referred to the Town Hall (see page 127). The Watch Captain After Magistrate Richter is taken ill (see page 54), the Characters may wish to speak to Reiner Goertrin, the Watch Captain. Reiner, a professional soldier, is a busy man and does not suffer fools gladly. It requires either the Etiquette (Noble) Talent or a successful Challenging (+0) Charm Test to see him, in which case the Characters are shown in immediately. If they babble on about temples, Goblins, and Daemons, Reiner loses patience and demands they make their report to the Watch Sergeant and not waste his time. Questions about his activities also incense him, but a successful Difficult (−10) Charm Test cools him down long enough for the Characters to ascertain that he was in his office on the day of Richter’s illness, and he didn’t meet the magistrate. Failing the Test results in them being thrown out. Should the Characters talk to the Watch Sergeant, a successful Challenging (+0) Gossip Test reveals that the Captain was in his office on the day that Richter was taken ill (Characters with the Etiquette (Soldiers) Talent gain a bonus of +20 on this Test). The Temples When visiting temples, the Characters may resort to prayer for answers. Also, if approaching the clergy, any Fellowship-based Test is 1 step easier if a Character has the Etiquette (Cultists) Talent. Praying for Guidance The gods are watching Bögenhafen closely. Successfully appealing to the gods (see Little Prayers in WFRP, page 204) at a temple results in a ‘message’ coming as an unbidden thought or feeling. If a Character has the Holy Visions Talent, this ‘message’ comes in strongly, and without any need to pray. You should add bonuses as you feel are appropriate to the Little Prayers Test if the praying Character is especially pious, has made an appropriate donation lately (see WFRP, page 204), or has the Pray Skill. If you prefer, the god’s presence and concern may manifest further. Perhaps a sudden breeze snuffs out candles, sconces light without any visible cause, or a statue cries tears. Should a priest witness such a minor miracle, its veracity is quickly ascertained, and the blessed Character is likely to be approached to join the cult. This could be a good way to initiate a Career change if a Character wishes to join a cult. The following are some sample ‘messages’ the gods may send. 0 Bögenauer: My river will run dry and trade will stop. Move, now, lest all be forever poisoned. 0 Handrich: Bögenhafen heads for disaster. Wealth and comfort will be replaced by poverty and misery. 0 Morr: Those who lust for profit bring inestimable death. None will survive here. 0 Myrmidia: A great strategy unfolds. The rich who believe they bring greater wealth by their deeds are instead being played to their deaths. 0 Ranald: Dangerous lies are told: one lied to one, who lied to seven, who lied to seven by seven.

SHADOWS OVER BÖGENHAFEN: CHAPTER 8 - CHASING SHADOWS VIII 0 Rhya: The grinning moon laughs as all falls impotent, sterile, and dead. Act, lest this land be lost. 0 Sigmar: The Empire is threatened here. This town is being infiltrated by the Great Enemy. 0 Shallya: Greed is a sickness spreading a great disease into the heart of the Empire! 0 Taal: The town is hunted. If it falls, all is corruption and I will never reclaim this site. 0 Ulric: Prepare! The weak, seeking short-cuts to strength, are deceived. They bring war and destruction to this realm. 0 Verena: Magic does not change the rules of commerce. Instead, it unjustly breaks the laws of reason. The Temple of Bögenauer The Characters cannot find a priest at the Temple to Bögenauer (see page 130). The temple itself is filled with offerings to the god, given in the hope he allows a bountiful Schaffenfest. Disturbingly, a vague feeling of foreboding overcomes the Characters if they enter the temple. This feeling grows as Teugen’s ceremony approaches, but never becomes overpowering. If a Character with the Holy Visions Talent enters the temple, they receive a harrowing vision of Bögenhafen collapsing into a howling vortex of magic as a Chaos Gate opens in the middle of the town. Daemons are everywhere, and screaming townsfolk form their banquet. As suddenly as it arrives, the vision is gone, resulting in a Prone Condition for the Character. The Temple of Shallya Marlene Rubenstein is the sole representative of the Temple of Shallya (see page 131). She sees to the day-to-day running of the temple and its infirmary, and also organises a soup kitchen attached to the Mercy House in the Pit (see page 132). She is aided on a regular basis by 12 women from the town, who she calls her ‘Congress of Doves’. There is only a 35% chance that she is at the temple or the soup kitchen when the Characters call, as she spends large amounts of her time visiting the sick in their homes. If the Characters meet her, they find her very friendly. If asked about the Ordo Septenarius, she tells them that it often makes donations to the temple. If asked who makes these donations, she names Friedrich Magirius (see page 99) and Franz Steinhäger (see page 97), and notes their benevolent natures. The Temple of Verena The Temple of Verena (see page 132) is run by Mother Greta Harbokka. Greta is 45 years old and has lived in Bögenhafen all her life. She is very knowledgeable regarding the town and its inhabitants. Characters enquiring here can get general information on the four major merchant families and on Johannes Teugen. Mother Greta answers any polite questions without need of a Test. If asked about the Ordo Septenarius, Greta explains it is the title of a semi-secret organisation operating mainly within the Merchants’ Guild. She thinks that its title implies that it may be based around the number seven in some way. She knows that donations have been made in this name to the temples of Shallya and Bögenauer. She first became aware of the organisation about two years ago. As well as talking to Greta, Characters may use the temple’s extensive library. A Character must have Read/Write Talent in order to use it. A successful Average (+20) Research or Hard (−20) Intelligence Test gleans one of the following pieces of information. Each attempt, whether successful or not, takes two hours if the Character has the Research Skill, four hours otherwise. Greta does this on the Characters’ behalf if they provide a suitable donation (10 shillings or more, or maybe a book containing rare lore), or if they pass a Very Hard (−30) Charm Test. 93

WARHAMMER FANTASY ROLEPLAY 94 VIII 0 The Merchant Families: For information on the four big merchant families, see page 119. A separate roll is required for each family. 0 The Grinning Moon: References in the library refer to Morrslieb, the second moon and its suspected relationship to Chaos, including the following piece of information: ‘Lo! When the Beloved of Mórr doth GROW and its SKULL GRINS unnaturally, the Time of Change has come! The Great Mutator shall then take His pleasure and mortals will feed His hunger.’ 0 Karl Teugen: A journal can be found in the library. It was written in a wild and shaky hand by Ulthar the Unstable (see page 97), but he did not sign his work: ‘Karl Teugen is suffering from a strange illness, the physicians have failed to help him and soon he will die. I tell them that Daemons walk and he has been taken, but they do not listen!’ This is followed by another entry. ‘Karl Teugen died today, his face was purple and his eyes bulged from his head. His tongue hung from his face like a great, bloated snake. The Mark of the Ruinous Powers is upon him and upon all of Bögenhafen!’ Greta knows nothing of the journal, but does know that Karl Teugen died and his brother, Johannes, came to run the family business. If asked who might know more, she will suggest the Physicians’ Guild (see page 94) or the Mourners’ Guild as good places to look. The Guilds There are several guilds the Characters may have reason to visit as they investigate what’s happening in Bögenhafen. During the course of their enquiries into the guilds, should any Character need to make a Fellowship-based Test, the Etiquette (Guilder) Talent makes the Test 1 step easier. The Stevedores’ Guild Calling at the Stevedores’ Guild (see page 124), the Characters are met by Gurney Dumkopf, a huge hulking man who runs the guild. Gurney knows who his true friends are, and does not betray Teugen. The merchant paid good money for pressure to be put on the Characters, and has always been a good employer in the past. How Gurney reacts depends on whether the Characters succeed in a Challenging (+0) Charm Test or not (Characters in the Stevedore Career gain a bonus of +20 to this Test). If they do, he is friendly and jovial, but will not expose Teugen. Should the Characters get too pushy, eight thugs appear from a back room and Gurney asks the adventurers to leave, smiling as he does so. If the Test is failed, Gurney tells them, ‘Get lost if you don't want to get hurt’. Refusing to comply with his request results in an attack from the eight thugs. The Metalworkers’ Guild A successful Average (+20) Charm Test here will reveal that the Metalworkers’ Guild (see page 125) was requested to make a ring of pure copper, 15ft in diameter. It was fashioned for Teugen about two years ago, not long after he first arrived from Nuln. He claimed it was something he would use in his studies. The Physicians’ Guild Presumably enquiring about Magistrate Richter’s health or the demise of Teugen’s brother, the Characters are shown in to see Reinhold Heichtdorn, guildmaster of the Physicians’ Guild (see page 135). Heichtdorn is a busy man and quickly throws the Characters out unless they can impress him. A Challenging (+0) Charm Test secures begrudging help. An Average (+20) Lore (Medicine) Test is better, as Heichtdorn likes talking shop. Finally, if the Character can provide Heichtdorn with a complete diagnosis of Richter’s disease, the guildmaster is very impressed. If given information as to the required treatment, Heichtdorn promises to arrange it. If treated correctly, the magistrate continues to be delirious for a week, after which time the symptoms slowly recede and he will be fit and well after a further three weeks. If he is impressed with the Characters, Heichtdorn tells them that he has seen this disease before: when Karl Teugen died two years ago. If the Characters have not been able to diagnose the disease and recommend appropriate treatment, Heichtdorn confesses to being stumped and seeing no hope for Richter’s recovery. He expects the Magistrate will die within the week, by which time he will have turned purple and his tongue will be so swollen it will fill his whole mouth. The Mourners’ Guild At the Mourners’ Guild (see page 129), a successful Average (+20) Gossip Test (cultists of Morr gain a bonus of +20 to this Test) reveals that there has been an unusually high number of paupers’ burials in the last few months. The deceased are generally beggars and are often severely mutilated and sometimes missing vital organs — often the heart. Enquiries about Karl Teugen elicit the following response: ‘A lovely rich purple he was when he came in, and his tongue was deep and red, and stuck right out of his mouth. And his eyes were huge — like eggs, they were. It took us two days to make him respectable; we were lucky ’cause we had a dead beggar at the time so we weren’t short o’ bits to pretty ’im up.’ The Merchants’ Guild The Merchants’ Guild (see page 128) has a clerk sitting at a front desk carved with imperial crosses and coins. A successful Average (+0) Gossip Test provides information about the primary Merchant Houses in Bögenhafen (see page 119). Difficulty modifiers should be imposed according to the appearance and behaviour of the Characters. For example, lower-class characters find the Test 1 step harder, while those dressed as merchants find it 1 step easier. If the Characters ask after the Ordo Septenarius, they are asked to wait. After 15 minutes, they are shown to see Friedrich Magirius, the guildmaster. He stands up as the Characters enter, introduces himself, and asks them to sit. Magirius then enquires politely what the Characters’ interest in the Ordo Septenarius might be, and listens to any story they care to tell him. Magirius gives no indication of whether or not he believes what he is told. When the Characters finish their tale, Magirius stands up, still smiling.

SHADOWS OVER BÖGENHAFEN: CHAPTER 8 - CHASING SHADOWS VIII ‘It seems to me that this is no more than an unfortunate series of misunderstandings. If you will do me the honour of dining with me, I'll explain the whole business to you. I can assure you that there is nothing sinister about this at all.’ If the Characters are willing, Magirius then takes them to the Golden Trout Club (see page 129); if not he looks disappointed and refuses to talk any more, simply wishing them a good day. You should make it clear to the Characters that they have clearly insulted Magirius by refusing his offer. Should they reconsider, Magirius gladly takes them to the Golden Trout, otherwise he shows them out. Should the Characters ever stake out the Merchants’ Guild, various people come and go throughout the day, but no one of particular interest. Towards dusk, Magirius leaves the Guild along with most of the other people working there, and goes to his house on the Adel Ring (see page 90). The Golden Trout The Characters are very unlikely to visit the Golden Trout before Magirius invites them there. Assuming they are attending with Magirius, they are welcomed at the door by the porter, and Magirius leads the Characters to the dining room. He then invites them to sit and order whatever they like from the club’s extensive menu. He makes polite but irrelevant conversation over the meal, talking about the wool and wine trades, asking the Characters for their impressions of the town and the Schaffenfest, where they are from, and similar small talk. Magirius politely but firmly steers conversation away from any discussion of the Hidden Temple and the Ordo Septenarius, saying that he is happy to explain everything after the meal. Once the meal is over, Magirius orders a decanter of brandy and begins to explain the society. ‘I can see how this series of misunderstandings has arisen. I suppose it’s only natural, since we prefer to keep the society’s undertakings confidential. ‘The Ordo Septenarius is a club, if you like, and most of the members are drawn from the merchant families of the town. There are 49 members in all — 42 ordinary members and an Inner Council of 7. ‘We represent the elite within the Merchants’ Guild, and co-operate with each other in order to reap the greatest profit for all. We make donations to the temples, and run a soup kitchen in the Pit for the relief of the poor in association with the Temple of Shallya. ‘There are various reasons why we prefer to remain nameless — many of our members are town councillors, like myself, and many more are in a position to stand for office if they choose. People in those positions would be open to accusations of bribery and electioneering if they were to engage in these charitable activities openly, and it would be a shame if the poor were to suffer because we were afraid to do anything for them. ‘Also, our co-operation in mercantile ventures is bound to incite a certain amount of bad feeling amongst our competitors. As things are, people are aware that some cooperation is going on, but they don't know who is involved; thus, they cannot openly accuse any individual of malpractice or take any reprisals. And their suspicions tend to work against them, giving us an even greater advantage.

WARHAMMER FANTASY ROLEPLAY 96 VIII ‘So, you understand our need for secrecy. There are many who would reap great political advantage by discovering the membership of the Ordo, and some of our junior members might be tempted by their offers. We need to offer them some... encouragement to abide by the rules of the society. Because of this the workings of the Ordo are wrapped in a certain amount of ritual — or, should I say, the semblance of ritual, with various ceremonies, oaths, and grades of initiation. I find that nothing concentrates the mind on thoughts of allegiance like participation in ceremony and the promise of promotion.’ Throughout the conversation, Magirius dismisses talk of daemonic presences in the sewers and the terrible rites that must accompany them. He firmly believes that there is nothing evil about the Ordo and seeks to impress this on the Characters. If the Hidden Temple is mentioned, he explains that it is no more than a meeting room, devised by Councillor Teugen to impress the lesser members of the Ordo, and is really not something to worry about. He snorts at any mention of a Daemon, and passes off such experiences as tricks of the light and the Characters’ overactive imaginations. After all, he has been in the cellar, and everything seemed fine to him when he was last there. Magirius does not answer any questions about the membership of the Ordo Septenarius, nor divulge any further information about the society. If the Characters press the point, he tells them that he has already given them a complete explanation — which he was under no compulsion to do — and repeats that the society requires a certain amount of secrecy, which he may already have compromised. The meal over, Magirius leaves the Characters outside the Golden Trout and returns to his guildhall. There he leaves instructions that he is not to be disturbed again by the Characters, no matter the urgency. Once the Characters have left the Golden Trout with Magirius, they are not readmitted to the exclusive club unless they are the guests of another member of the club. The Characters will not be able to question any of the staff unless they are particularly persistent and approach them outside the Trout. However, the staff know little of the affairs of the club’s members, and what they do know is treated in the utmost confidence. THE RITUAL DRAWS CLOSER As the Characters conduct their investigations across Bögenhafen, unknown to them, the day of the dark ritual draws ever closer. But, even if the party's inquiries are not going well, everything changes on the day of the ceremony itself. Magirius, having learned that the ritual he believed to be benign involves human sacrifice, breaks ranks and approaches the Characters - a single act that seals everybody’s fate, for good or ill. RESOLUTION Rewards As well as your usual Experience point awards for good roleplaying and having fun, XP should be awarded for the following: Y 5 points for discovering the Hidden Temple i beneath the Steinhäger Offices Y 10 points for befriending the Crooked Fingers (if not previously completed) Y 5–10 points for each location where useful information is gained Y 5 points for receiving one or more holy visions Y 30 points for going to the Golden Trout with Magirius. If you wish to grant extra Experience points for other events, use the listed XP amounts above as a guideline to build your own awards. NON-PLAYER CHARACTERS On the Streets Hired Muscle There are various thugs in Bögenhafen that may accost the Characters. Most are stevedores in the employ of Teugen or hired muscle supporting one of the other influential NPCs. In most cases the thugs are grim, brutal, and speak with a lowerclass accent. Character Profiles are supplied here for typical thugs and for their brutish bosses. If your Players do not have many (or any) combat-capable Characters, you should stick to using the basic thugs. However, if you feel the party needs more of a challenge, throw in a thug boss or two, and maybe even add some of the Generic Creature Traits (WFRP, page 310) to personalise the group. THUG (BRASS 3) M WS BS S T I Agi Dex Int WP Fel W 4 45 30 40 40 25 35 30 25 30 25 15 Traits: Animosity (Those in their way), Belligerent, Weapon (Basic) +7 Trappings: Basic Weapon, Dagger

97 SHADOWS OVER BÖGENHAFEN: CHAPTER 8 - CHASING SHADOWS VIII House Steinhäger The Merchant Prince Franz Steinhäger is short, grey-haired, and corpulent, and waddles as he walks. He sees Teugen’s plan as a means to get rich quick. Once the ritual is completed, he hopes to depose Teugen and take over the running of the Ordo Septenarius. To aid in this he is currently learning the basics of magic from Teugen and Gideon, which he was surprised he could learn at all (in truth, it’s the Chaotic influence of Gideon changing Steinhäger’s soul, making it now possible for him to learn magic). Both Teugen and Gideon suspect Steinhäger’s plan, but see no reason not to play him along until his demise at the ritual. Steinhäger speaks with a gruff Reiklander accent, and frowns perpetually. FRANZ STEINHÄGER – MERCHANT PRINCE (GOLD 3) M WS BS S T I Agi Dex Int WP Fel W 4 43 34 39 43 56 24 27 64 61 46 21 Skills: Animal Care 69, Bribery 66, Channelling 66, Charm 71, Consume Alcohol 63, Cool 76, Drive 29, Gamble 71, Evaluate 86, Gossip 74, Haggle 71, Intimidate 49, Language (Bretonnian 82, Classical 74, Guilder 74, Magic 69, Wastelander 87), Lore (Empire 84, Magic 69), Perception 66, Secret Signs (Guilder) 74 Talents: Blather, Briber 4, Coolheaded, Dealmaker 3, Doomed (From below It comes), Etiquette (Guilder) 3, Hardy, Petty Magic (Magic Alarm, Magic Lock), Read/Write, Savvy, Schemer 3, Suave, Very Resilient, Wealthy 10 Traits: Prejudice (The Poor), Weapon (Cosh) +9 Trappings: House Steinhäger, Merchant Clothing (Best Quality) The Doorkeeper Gerhard, a thin man with shocking-white hair and deep-grey eyes, has served the Steinhäger family for the majority of his 63 years. He is very loyal and does his utmost to stop any breakins. However, he is not suicidal and surrenders or flees if things are looking bad. His accent is unrefined and he speaks with a wheeze. THUG BOSS (SILVER 3) M WS BS S T I Agi Dex Int WP Fel W 4 55 30 50 50 35 35 30 35 40 45 24 Traits: Animosity (Weaklings), Belligerent, Hardy, Weapon (Basic) +8, Prejudice (the Middle and Upper Classes) Trappings: Basic Weapon, Dagger The Prophet of Doom In his 50s with a grey beard and long, straggly grey hair, Ulthar used to be a friend of Karl Teugen, Johannes’s brother, but his mind did not survive watching his friend die in tremendous pain (see page 94). Ulthar has seen better days: his skin is pocked, his nails broken and yellowed, his teeth a snaggly mess, and the less said about his various infestations, the better. However, if the Characters can get through to him, behind the ragged exterior and his shattered sanity lies an educated man with a once-sharp mind. Ulthar squats in an abandoned hovel in the Pit (see page 132), where he survives as best he can. His accent is surprisingly well-schooled given his appearance, but it slurs in places as his eyes dart from left to right. He coughs a lot, often mumbles, and is thoroughly miserable. He is also very suspicious of those dressed as merchants. ULTHAR THE UNSTABLE – HUMAN BEGGAR (BRASS 2) M WS BS S T I Agi Dex Int WP Fel W 4 33 29 31 43 26 37 31 47 25 23 13 Talents: Alley Cat, Beneath Notice, Blather 2, Read/Write, Super Numerate, Panhandle 2, Speed Reader 4, Stone Soup 3 Traits: Infestation (Several), Weapon (Staff ) +7 Trappings: Begging Bowl, Blanket (half rotten), Book (A heavily annotated Deus Sigmar), Cup (Chipped), Fleas and bugs of all kinds, Pet (Karl the co*ckroach), Staff (Crude)

WARHAMMER FANTASY ROLEPLAY 98 VIII REINER GOERTRIN WATCH CAPTAIN (GOLD 1) M WS BS S T I Agi Dex Int WP Fel W 4 43 34 39 43 56 24 27 64 61 46 21 Skills: Charm 62, Cool 69, Dodge 66, Intimidate 65, Intuition 70, Leadership 62, Lore (Bögenhafen 71, Law 61), Melee (Basic) 75, Perception 65 Talents: Commanding Presence, Disarm 2, Fearless (Criminals), Hardy 2, Menacing, Noble Blood, Public Speaker 4, Strike Mighty Blow, Strike to Stun Traits: Armour (Sleeved Mail Shirt and Helmet) 3, Hatred (Criminals), Prejudice (Lower Classes), Weapon (Sword) +7 Trappings: Basic Weapon (Sword), Helmet, Medallion (gold, with Bögenhafen’s coat of arms), Sleeved Mail Shirt GERHARD SCHUTZ – GUARD (SILVER 2) M WS BS S T I Agi Dex Int WP Fel W 4 43 25 27 36 47 26 29 29 32 23 11 Traits: Animal Care 44, Charm Animal 39, Dodge 39, Perception 57, Melee (Basic) 53 Traits: Prejudice (Sneaky People), Weapon (Club) +6 Trappings: Basic Weapon (Club), Candle (and stick), Keys (to every door in the mansion except the cellar door) The Guard Dog Schutz is accompanied by Fang, a large black dog with sharp teeth. However, for all Fang is a Telland Pit Bull, one of the fiercer breeds of Dog, she is much less intimidating than she looks. Ruled by her stomach, she befriends any Character who offers her food or who passes an Average (+20) Charm Animal Test. FANG – TELLAND PIT BULL M WS BS S T I Agi Dex Int WP Fel W 6 40 – 25 30 30 35 – 15 40 15 11 Traits: Bestial, Bite +5, Night Vision, Skittish, Size (Small), Stride, Tracker, Trained (Broken, Guard), Weapon +5 The Watch Barracks The Watch Captain Goertrin is tall and lean with hair the colour of bleached bone, and a face that is almost cadaverous in its thinness. He is currently concerned with ensuring that law is maintained at the Schaffenfest, and has little time for anything else. He has a brisk manner and is very used to intimidating people of lower social status, which is most people. He has a firm upper-class accent and interrupts anyone that talks for too long. He just doesn’t have time to waste talking about inconsequential matters.

99 SHADOWS OVER BÖGENHAFEN: CHAPTER 8 - CHASING SHADOWS VIII The Merchants’ Guild The Guildmaster Guildmaster Friedrich Magirius has neat grey hair, sky-blue eyes, and a short, forked beard. He appears distinguished and kindly, and always has a ready smile even when he is feeling exasperated. Magirius heads one of the smaller merchant families of the town, but he works hard and has secured himself the position of town councillor in Bögenhafen. Friedrich has been thoroughly duped by Teugen’s golden promise to make Bögenhafen the primary trade centre of the Empire. It is a goal that he supports completely, and it blinds him to the dangers into which he walks. He genuinely believes that Teugen means only good for the town, and will be incredulous if the Characters tell him any different. Magirius tells the facts as he sees them, but does not reveal anything of the ritual Teugen plans to magically bring Bögenhafen to prominence. As Tuegen says, few people understand magic, and Magirius has no interest in falling foul of another’s out-ofcontrol superstitions. Magirius speaks with an easy, middle-class Reiklander accent, and has seemingly time for everybody. FRIEDRICH MAGIRIUS – BURGOMEISTER (GOLD 1) M WS BS S T I Agi Dex Int WP Fel W 4 33 27 41 52 46 39 38 47 49 66 12 Skills: Charm 86, Evaluate 67, Haggle 81, Language (Guilder) 67, Lore (Bögenhafen 52, Law 57) Talents: Wealthy 4 Traits: Weapon (Fists) +4 Trappings: Merchant Clothing (Finest Quality), Rings ( Jewelled, worth 3 GC and 12 GC)

WARHAMMER FANTASY ROLEPLAY 100 XI CHAPTER 9 THE DARKEST HOUR Our Heroes put together the last pieces of their investigation, and find themselves hot on the heels of an evil wizard. However, the Characters are framed for murder and soon the entire town is chasing them. Can our Heroes avoid being arrested and disrupt the wizard’s plans? Or will a gate open to the Realm of Chaos, destroying Bögenhafen and changing the Empire forever? UNLEASHING THE RITUAL This chapter covers the events of the day of the ritual. These are in addition to the events listed on page 83 in the last chapter. You should be careful with your timing so those events do not clash with the ones described here. You can delay unleashing the events of this chapter if you feel the Characters need more time to make further investigations. But, from this point on, you should be building up the pace towards the climax. Once the events of this chapter are set in motion, it is important that the ritual takes place that evening so that the climax of the adventure occurs near or around midnight. AN UNEXPECTED VISIT In the morning of the day of the ritual, Magirius seeks the Characters out. He looks pale and worried — a marked contrast from his appearance at the Golden Trout. He insists on being taken to a place where they will not be disturbed or overheard, and only then does he reveal the cause of his agitation. ‘When Teugen came to us from Nuln, he told us that, with our help, his sorcery could influence the economy of the Empire. Bögenhafen would become great again — greater even than Marienburg — and we would all become rich beyond our wildest dreams. That is why the Ordo Septenarius was established, and the lower ranks are no more than a smokescreen. ‘Everything was going according to Teugen’s plans until you discovered the temple under the Steinhäger offices. I was instructed to reassure you — to make you go away, so that preparations for the ritual to make us all rich could carry on. ‘The ritual will take place tonight. I don’t know where yet, but I will get word to you as soon as I can. Teugen said that a human sacrifice is necessary to prepare the new temple, and that was too much for me. I didn’t realise anyone would have to be killed. You must help me. Going to the authorities is useless as Teugen and the Inner Council control them all. You are my only hope.’ Magirius then gives the Characters the letter that had accompanied the scroll acquired by Teugen on the day of their arrival in Bögenhafen. Give the players Handout 10: Herzen’s Letter. Magirius then leaves, promising to contact them as soon as he finds out the new location of the ritual. He refuses to let the party accompany him as he dares not be seen with the Characters. A MESSAGE In the late afternoon, a message is delivered to the Characters, wherever they happen to be in the town. The messenger is a servant in Magirius’s livery. He hands over a rolled-up piece of parchment bearing the town seal (Handout 11: Magirius’s Note), and leaves without a word. Any Character who has spent any time in a Burgher career, or with any Etiquette Talent knows that messengers and errandboys generally hang around in the hope of a tip after delivering a message - the messenger's swift and silent departure seems odd. The young servant is, in fact, Gideon in disguise. The Daemon killed Magirius when it realised that the merchant guildmaster’s nerve had broken and that he could no longer be trusted. It is attempting to frame the Characters for this murder, as they soon find out when they arrive at Magirius’s house (see Handout 10: Herzen's Letter and Handout 11: Magirius’s Note on page 153) MEANWHILE, ELSEWHERE… The previous evening, Teugen told the Inner Council that the ritual would take place at a new location, which was to be revealed at a future time. He also revealed that arrangements had been made to obtain a suitable victim for a sacrifice to consecrate the new temple. Magirius is appalled at this new revelation, and coupled with a very disturbing letter that he found in Teugen’s office, he decided to leave the Ordo. However, Magirius is no actor, and Teugen and Gideon are aware of his disaffection. They have decided to use him to dispose of the Characters. Or, at least, to keep them out of the way while final preparations are made for the ritual…


Warhammer v4 - 1.0 Enemy in Shadows - Flip eBook Pages 51-100 (2024)
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