EMPIRE IN RUINS COMPANION I
1
I WARHAMMER FANTASY ROLEPLAY
EMPIRE IN RUINS
COMPANION CONTENTS
CHAPTER 1: Flag Sergeant Borys Zielin.................... 40 CHAPTER 10:
SHINING ROCK Father Eduard von Tunz........................ 40 THE BIGGER THEY ARE
Scout Sergeant Alicja Bohun................. 41
Just Passing By........................................ 6 Bengt Livmatz....................................... 41 Adventure Summary............................. 69
A Research Mission................................. 6 Renia Grünewald.................................. 41 Arriving in Kenselheim......................... 69
The Relic................................................. 6 Sebastian, Esmer and Jozef.................... 42 What just happened?............................. 70
The Priests’ Quarters................................ 9 The Vanguard........................................ 42 A Place to Stay...................................... 72
The Place of Shining Rock...................... 9 Soldiers.................................................. 42 Erwin von Oberholtzer......................... 73
Father Gregor Braun............................. 10 The Lost Lord....................................... 73
Priest Silvie Unterfaust.......................... 10 CHAPTER 5: Rewards................................................. 77
Wolf-Born Fernand Wagner................. 11 THE NORDLAND QUESTION Other Characters................................... 78
Priest Manfred Ulricson........................ 11 Gerta Faernmaus................................... 78
Brother Martin and Brother Rolf.......... 12 Recent Events........................................ 46 Ruprecht Etzburger............................... 79
Return to Shining Rock........................ 12 Nordmarshall High Duke..................... 46 Guards................................................... 79
The One True Faith............................... 13 Theodoric Gausser................................. 46
Let there be Peace................................. 14 Dowager Duchess Ingrid Gausser......... 47 CHAPTER 11:
In Boca Lupo........................................ 14 Baron Werner Nikse.............................. 47 THE SIEGE OF DIESDORF
Baron Ludolf Köhler ............................ 47
CHAPTER 2: High Priest Erich Granholm................ 47 Running this Scenario........................... 80
ALTDORF IN CHAOS Conspirators’ Congress.......................... 48 Diesdorf ................................................ 82
A Night for Fighting............................. 48 The Coming Horde............................... 84
Changing Times.................................... 15 The Remains of the Council.................. 86
The Blue Scribes of Tzeentch................ 18 CHAPTER 6: Day One................................................ 89
Marsie Wagnershoff.............................. 20 ALTERNATIVE EMPIRES Day Two................................................ 92
Child of Chaos...................................... 20 Day Three.............................................. 94
The Body Thief...................................... 20 Yann Zuntermein.................................. 49 Day Four............................................... 95
Restless Locals....................................... 22 How Zuntermein Wins......................... 49 Day Five................................................ 96
Frenzied Altdorfers............................... 22 How Wasmeier Wins............................ 51 Miscellaneous Events............................ 97
Unstable Foundations............................ 23 Kastor Victorious................................... 53 and Consequences................................. 97
Hit and Run.......................................... 24 Could This Happen?.............................. 54 Popularity.............................................. 98
Moving Day.......................................... 24 An Empire Reborn… Sort Of............... 55 The Numbers Option............................ 99
Dish of the Day..................................... 25
CHAPTER 7: CHAPTER 12:
CHAPTER 3: THE CHANGELING TRIUMPH OF THE GRAVELORD
THE MADCRAW TRIBE
The Changeling..................................... 56 The Undead......................................... 104
The Origins of the Madcraw Clan......... 30 Gideon as an Aspect of the Changeling.57 Staging the Encounter......................... 104
Relationships......................................... 30 The Changeling as Rival to Gideon....... 57 Gräber’s Progress................................. 106
The Green Racket.................................. 32 The Changeling as an Ally of Gideon... 57 The Rumours....................................... 107
Olgog Gristlefang.................................. 32 Handling the Rumours....................... 107
Gitface................................................... 33 CHAPTER 8: The Alarm........................................... 109
Birdstrike............................................... 34 OMINOUS THREATS The Old School Spirits........................ 110
Dive bombing........................................ 34 The Attack Begins............................... 112
Unleash Olgog!...................................... 34 Chilling Horror..................................... 61 Ending the Attack............................... 114
Eclectic Cruel Blade Acid Pest.............. 34 Betrayal Incarnate.................................. 62 The Aftermath..................................... 116
On the Road.......................................... 34 Prize of the Pits..................................... 63 NPCs and Monsters............................ 117
Lumbering Graves................................. 64 Hans Gräber, ‘The Gravelord’.............. 117
CHAPTER 4: Flying Death Skulls............................. 118
THE IMPERIAL OSTLANDERS CHAPTER 9: Hexwraiths.......................................... 118
THE ROAD TO BLACKFIRE PASS Abyssal Terror...................................... 118
Reputation ............................................ 37 The Gravelord's Zombies.................... 118
Operations............................................. 37 Sadikur the Wanderer............................ 68
Recent developments............................. 38 Using Sadikur in Empire in Ruins........ 68
Colonel Reikhardt Mathis Seivers......... 39
2
EMPIRE IN RUINS COMPANION I
CREDITS
Compilation: Graeme Davis
Writers: Dave Allen, Graeme Davis, John Foody, Mac Dara Mac Donnacha,
Pádraig Murphy, Anthony Ragan, and Simon Wileman
Editor: Síne Quinn
WFRP 4 Line Developer: Dave Allen WFRP 4 Producer: Pádraig Murphy
Cover: Sam Manley
Illustration: Jared Blando, Alberto Bontempi, Andy Hepworth, Ralph Horsley, Jérôme Huguenin, Daniel Kovács,
Yugin Maffioli, Sam Manley, JG O’Donoghue, Daniele Di Parma, Fabio Profida, and Scott Purdy
Graphic Design and Layout: Rory McCormack, Pádraig Murphy
Cubicle 7 Business Support: Tracey Bourke, Anthony Burke, Elaine Connolly, Andrena Hogan,
Donna King, Kieran Murphy, and Cian Whelan
Production Team: Dave Allen, Emmet Byrne, David F Chapman, Walt Ciechanowski,
Tim Cox, Zak Dale-Clutterbuck, Cat Evans, Ben Fuller, Runesael Flynn, Dániel Kovács, Tim Huckelbery,
Elaine Lithgow, Andy Law, TS Luikart, Dominic McDowall, Sam Manley, Pádraig Murphy,
Ceíre O’Donoghue, and JG O’Donoghue
Creative Director: Emmet Byrne
Publisher: Dominic McDowall
Special thanks to Games Workshop
Published by: Cubicle 7 Entertainment Ltd, Unit 6, Block 3,
City North Business Campus, Co. Meath, Ireland. Printed in China.
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical,
photocopying, recording or otherwise without the prior permission of the publishers.
Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2021.
Warhammer Fantasy Roleplay 4th Edition, the Warhammer Fantasy Roleplay 4th Edition logo,
GW, Games Workshop, Warhammer, The Game of Fantasy Battles, the twin-tailed comet logo,
and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons,
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Limited, variably registered around the world, and used under licence. Cubicle 7 Entertainment
and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 Entertainment Limited. All
rights reserved.
Last Updated: 2 December 2021
3
I WARHAMMER FANTASY ROLEPLAY
THE EMPIRE IN RUINS COMPANION
FOR GROGNARDS
Grognard, n. From French grognard, ‘grumbler’. An old soldier or other kind of veteran: originally, a member of the Old Guard in
Napoleon’s army, whose long and faithful service won them the right to complain, even in front of the Emperor. More recently, an
experienced (and often opinionated) player of wargames and/or roleplaying games.
Over the last 30 years or so, an awful lot of people have played the Enemy Within campaign. This new version includes some changes and,
at key points in the story, boxes like this one offer new ideas and different events to make the campaign just as fresh and challenging for
seasoned WFRP fans as it was when it first appeared in 1987. Those players who think their previous knowledge will give
them an advantage may find the forces in the shadows and behind the screen more formidable and tricky than before.
Some of the material in this volume has also been reprinted from earlier sources, and grognard boxes are provided
where appropriate with the same ends in mind. Of course, if the alternative options look better, feel free to use
them instead of the originals!
4
CHAPTER 1
THE PLACE OF SHINING ROCK
On the road to Middenheim, about 50 miles from the city, REACHING THE SHRINE
there is a remote shrine known as the Place of Shining Rock.
Unusually, it is sacred to both Ulric and Sigmar, and the two The Characters will visit the shrine during the events of Empire
cults coexist here peacefully, as they have done for thousands in Ruins, as delegations from Altdorf and Middenheim meet
of years. in an attempt to calm rising tensions between Ulrican and
Sigmarite factions. However, during Power Behind the Throne
The Place of Shining Rock features in Empire in Ruins (chapter they will also pass the site on their way to Middenheim, and it
3), as the Characters attend a meeting between delegations from may help to add to the sense of gravitas the site enjoys if the
Altdorf and Middenheim. This chapter presents more detailed Characters are already familiar with it before Empire in Ruins.
information on the shrine, along with some ideas that can be
used to add complication to the events, or give Characters Any time that the Characters are travelling between
reason to return to the shrine at a later time. Middenheim and Altdorf, they will pass by the road that leads
to the Place of Shining Rock. Unless they have a reason to go
These events serve to underscore the differences of opinion there, though, they will probably overlook the place — they do
between the most stringent and outspoken Sigmarites and have an Empire to save, after all. Here are a few possible ways
Ulricans, and can serve to underline this conflict. Conversely, to weave a visit to the shrine into the plot of the adventure,
the shrine is also a place of union between the two Gods. especially if you would like the Characters to visit it before
Spending time here may help to remind Characters who are Empire in Ruins.
strongly partisan towards one god or the other that compromise
between the two faiths is an ideal worth striving towards.
I WARHAMMER FANTASY ROLEPLAY
Just Passing By Whatever their faith and wherever they come from, these
scholars will need an escort on the dangerous highway through
The Characters will have to travel between Altdorf and the Drak Wald, and although they expect that their research in
Middenheim at least once in the course of the campaign, which the shrine’s archives will go smoothly and quickly, who is to say
will take them past the side-road that leads to the shrine. If the what they will find once they get there?
party includes devout followers of Sigmar and/or Ulric, they
may decide to visit, pay their respects, and pray — especially
if one or more Characters has received Sin Points from either
deity.
A Research Mission
By now, the Characters will no doubt be aware of the broad
outlines of the doctrinal differences that have led to the growing
conflict between the cults of Sigmar and Ulric. They may have
learned part of the story from the scholar-monk Father Marcus
in ‘Vengeance of the Gravelord,’ or they may have picked up
bits and pieces along the way. (Death on the Reik Companion,
pages 114–20.)
They will probably have heard, as well, that Sigmarite and The Relic
Ulrican scholars are combing through ancient records and later
works of theology in the hope of finding an underlying truth The Characters are approached by priests of both religions,
upon which both sides can agree, and which can provide a basis and asked to bring one chest of Ulrican relics and one chest
for peace. As a shrine sacred to both gods, the Place of Shining of Sigmarite relics to the Place of Shining Rock, along with a
Rock will be of great interest to these theologians. sufficient cash donation to permit the expansion of the existing
buildings and the construction of a new reliquary chapel. The
In the course of their adventures, the Characters have become priests’ aim is to promote peace between the two faiths by
acquainted with one or more distinguished theologians. raising the profile of their shared holy place, highlighting its
Sigmarites might be monks from Father Marcus’s monastery spiritual importance, and turning this sacred site into a popular
near Dunkelberg, or from the other renowned monastery at destination for pilgrims.
Priestlichheim, or scholars from the Department of Theology
at the University of Altdorf (Altdorf, page 159). Their Ulrican
counterparts will almost certainly be from Middenheim’s
Collegium Theologica (Middenheim, page 44).
FOR GROGNARDS: A STOLEN SHARD
In ‘Vengeance of the Gravelord’ in the Death on the Reik Companion (see pages 114–20), the Characters encountered Father Marcus, a
scholar-monk whom Harald Gräber, the necromancer, tried to assassinate. In the original ‘Carrion Up the Reik’, Father Marcus revealed
to the Characters that he had spent some of his time as a novice serving at the shrine, and when he left he took a tiny shard of the stone
with him . As time went on he felt more and more guilty about it, and resolved to make a pilgrimage to return the shard to its rightful
place. However, he was prevented from doing so by pressing concerns elsewhere, and asked the Characters to return the shard for him.
If you are reading this before you have run Power Behind the Throne, Father Marcus could give the Characters this little quest while they are
travelling together on the river. The Characters might stop off on their way to Middenheim during Power Behind the Throne,
although they will probably not want to delay their journey. They might tell themselves that they will keep their promise
to the kindly old monk on their way back to Altdorf — which, of course, would be in Empire in Ruins.
Of course, there is always the chance that Father Marcus survived the Gravelord’s attack on the Characters’ boat,
and their paths crossed at some other point in the campaign. So long as the Characters’ immediate travel plans will
take them along the Altdorf to Middenheim road, he can still ask them for the same favour. Even if Father Marcus
is dead, the Characters might run into his two subordinates, Brother Martin or Brother Rolf (page 12), who tell them
of the good Father’s dying wish that the shard be returned to its rightful place.
6
THE PLACE OF SHINING ROCK I
RELICS AND MIRACLE the same deity), Fearless (vs followers of Chaos or a rival deity),
Frightening (vs followers of Chaos or a rival deity), Holy Hatred,
When using holy relics in a game, as the GM, you should Holy Visions, Impassioned Zeal, Inspiring, Invoke, Pure Soul,
take some time to design them. Every relic needs a form, a Stout-hearted, Strong-minded, or any other Talent that seems
backstory, and specific effects, while the most powerful can appropriate to the relic’s form and the deity’s interests.
require almost as much detail as an NPC, reflecting the aspects
of their deity’s personality and interests that are channelled The Power of Prayer
through them into the world. Like enchanted items and other
supernatural objects, powerful relics are extremely rare in the A relic can empower its wielder’s prayers, adding 1–3 SLs to
Old World — but of course, there is no shortage of charlatans the result of any Pray Test to the deity in question. Rolls on the
and other enterprising types who will be only too happy to sell Wrath of the Gods Table (WFRP, page 218) have a modifier
a lock of Sigmar’s hair, a vial of Shallya’s tears, or a tooth lost between –10 and –30: a result of zero or less means that the
by Ulric while fighting Daemons in the form of a wolf. Wrath of the Gods has been avoided.
When a relic is genuine, it should have some supernatural Signs of Favour
effects that are in keeping with its patron’s personality and with
a level of power appropriate for its size, form, and degree of When a Pray Test for a Miracle is successful, the Character
sanctity. As GM, you have complete freedom to design relics gains a Blessing of the patron deity (GM’s choice) in addition
according to the needs of your campaign, but here are a few to the Miracle they sought. If the Test is a Critical success, two
ideas to help get you started. Blessings are gained.
Of course, there are those who want to prevent this from RELICS OF NOTE
happening. Some fanatics, when they hear of the plan, will stop
at nothing to seize the relics, intending to take those of their The Skull of Englebrecht the Wise
own god to a suitable, unshared temple. The relics of the rival
deity are regarded as heretical and must be destroyed. Bandits Englebrecht the Wise was a scholar of Sigmar who died
will be happy to relieve the Characters of the cash donation, in 1450 IC. A devout worshipper and acomplished scholar,
and will probably find some sale value in the relics as well. They Englebrecht spend much of his life in a small monastry near
may pretend to be followers of one deity or the other in order Desidorf, compiling notes on the various histories of Sigmar,
to disarm the Characters’ suspicions and get close enough to writing theological missives, and caring for a small collection
attack. of chickens. Englebrecht eventually died when a candle he was
writing by tipped over, burning down much of the monastry.
The relics themselves are secured in stout chests and protected The only surviving artefacts from Englebrechts room were
by multiple locks. They may be genuine, and may even have his skull, miraculously unmarred by the flames, and his final
some religious power (see Relics of Note). More likely, they will writings. Though a minor figure in the church, Englebrecht's
be fakes: harmless bones and other objects that have become skull is nevertheless a holy object. Anyone possessing the skull
associated with a particular legend from the lore of one of the is immune to the Ablaze condition.
gods, but which are, in fact, completely mundane and unrelated.
The Axehead of Margritte
Some relics are deliberate fakes, while others may have been
given to a temple in the honest belief that they are genuine. A warrior priest of Ulric, Margritte died in Brettonia during
Worst of all, the relics may actually be artefacts of Chaos, and one of the many campaigns the Empire has fought there. The
the priests who approached the Characters may be cultists in axehead is all that remains of her weapon, shattered upon the
disguise. Upon reaching the shrine and opening the chests, the enchanted armour of a grail knight. Though now ruined, the
Characters may find themselves faced with Warpstone that fragmets of the axehead carry a potent mote of Margritte's
bathes them all in deadly radiation, or Daemons cast into the unwavering faith in Ulric. Anyone bearing even a piece of
forms of ancient objects — a form that will be dispelled by the Margritte's axe adds +1 to the damage of any axe they weild.
holy ground of the shrine.
Shard of the Shining Rock
The Aura of Sanctity
A tiny fragment blasphemously removed from the relic of
Some relics give off an aura that can be felt by those with Second Shining Rock, this piece of black obsidian has now power
Sight. It confers one or more Talents on any Character holding of its own. However, should it be returned to the shrine by
it, provided they are followers of the same deity. Suitable a devotee of either Sigmar or Ulric, that person may remove
Talents include Bless, Commanding Presence (vs followers of any Sin Points they have currently accumulated. If they have no
Sin Points, they may instead add the Blessed Talent to their
current career.
7
I WARHAMMER FANTASY ROLEPLAY
THE SHRINE Half a mile down the turning is an open area of flattish rocky
ground, just over an acre in extent. A simple yet elegant building
As the Altdorf to Middenheim road winds through the forest stands in the middle of the clearing. It is larger than a normal
between Kutenholz and the Forest Hearth Inn, there is a clear wayside shrine, and not unlike the temples typically found in
side-turning marked by a large, white boulder. The wolf ’s-head larger villages: about 40-ft long with small and clearly symbolic
symbol of Ulric is carved on one side of the boulder; Sigmar’s crenellations and a low tower at one end. A narrow river runs
hammer is carved on the other. Both carvings are defaced as along one side of the clearing, and the dense forest continues
though someone has swung at them several times with a hammer beyond it. The priests’ house stands at the edge of the clearing
or mace. next to the river, about 70 yd from the shrine itself. This well
kept building is smaller, lower and more functional, with
Any Dwarf, or anyone who makes a successful Trade shuttered windows.
(Stonemason) Test, can tell that the damage is recent and no
more than a week old. It looks like a regrettable sign of the times. Inside the Shrine
THE LEGEND The interior of the shrine is dominated by a long, thin outcrop
OF SHINING ROCK of pale rock, which glitters and glistens in the light of two
dozen large lamps that hang from the ceiling. The lamps’ brass
bodies are marked with the alternating signs of the wolf ’s head
and the twin-tailed comet, and the imagery of Sigmar and Ulric
alternates in a similar fashion throughout.
The shrine is built on the site where the god (either Ulric or There are no pews or prayer-stools in the shrine: the floor is
Sigmar, depending on the faith of the source) had paused to clean but completely bare. Any of the attending priests can
rest after a battle against the forces of Chaos but was ambushed. explain that this is because the Sigmarite way is to stand or
In both versions of the legend, the god was weaponless. In the kneel on bare stone, so they did not require pews; the Ulricans,
Sigmarite myth, the battle took place before Sigmar received not wanting to appear softer or less devoted, also eschewed their
Ghal Maraz from Kurgan Ironbeard, and his sword had customary use of pews.
shattered against the armour of the last Champion of Chaos
he killed. In the Ulrican version, the god had been fighting in At the far end of the shrine, the ceiling rises in an octagonal
wolf form, chasing down the minions of Chaos who had stolen tower. Beneath the centre of the tower is the highest part of the
his great axe Blitzbeil. rock outcrop, which stands about3 ft above floor level. A sharp
In both tales, the god picked up a strange, glittering rock to break indicates where, according to the legends of both faiths,
shield himself from his attackers. One of their blows shattered the god snapped a piece off the outcrop to defend himself.
part of it into a long sharp shard and, using it as a sword, he
killed five hundred of his enemies before they fled. An impressive statue of Ulric, depicted holding a shard of rock,
The legend is well-known, and any Character who makes an stands against the back wall . As in most of Ulric’s temples,
Easy (+40) Lore (Theology) Test will recall its broad outlines. an eternal flame burns in a circular stone fire-pit in front of
Sigmarite Characters will have heard a version where their the statue. On entering the shrine, the sound of the flame
patron deity is the hero, and Ulricans will know a version that flickering is audible, whilst the smell of the fire lingers and the
casts the wolf-god in the same role. temperature drops significantly.
Everyone knows that two versions of the legend exist. Ulricans
claim that their version is older, and that the tale was co-opted An altar to Sigmar stands in the south-eastern part of this
by Sigmarite Reiklanders after the first Emperor was deified. area, positioned so that worshippers facing it are looking in
Sigmarite doctrine maintains that their version is the authentic the direction of Karaz-a-Karak, the Dwarven citadel where, it
one, but a few will concede that he might have had Ulric’s help is believed, Sigmar went on his last journey as a mortal. This
in the battle — in the form of supernatural aid, though, and alignment is common in Sigmarite temples, especially older
not in person. ones.
Interior walls separate the public area of the shrine from two
robing rooms: one for Sigmarite priests; the other for Ulrican
priests. Beneath each is a small underground treasury, reached
by a steep stone staircase under a trapdoor, where offerings and
valuable ritual equipment are kept.
8
C THE PLACE OF SHINING ROCK I
A
1
B4 2
D
5
3
The Priests’ Quarters The Place of
Shining Rock
This low, plain building accommodates the shrine’s complement
of a dozen priests: six from each faith. Unusually, the Place of 1. Altdorf-Middenheim Road
Shining Rock does not have any guest accommodation. Visitors 2. Shrine Marker
are encouraged to pray in the shrine, leave a donation, and 3. Shrine
continue their journey. The priests have no objection to visitors 4. The Priests' Quarters
pitching tents in the clearing for a night or two, but anyone
planning on staying longer will arouse their suspicions. The A. The Hall
shrine is a simple one, and there is nothing much to do here B. The Kitchen and Stores
once one has prayed and donated. C. Sigmartine Dormitory
D. Ulrican Dormitory
The Hall 5. Ulrican Tents
Double doors open onto a common hall and refectory. It is An Ulrican priest, asked the same question, will reveal (again,
plainly furnished with two long, wooden tables flanked by privately) that the priests of the White Wolf are more than
benches. usually ascetic here, because they feel the need to represent
northern toughness in front of the Sigmarites.
The room is so plain that it is austere and looks unfinished.
Apart from a simple carved frieze around the top of the wall, The Dormitories
decorated with alternating symbols of Ulric and Sigmar,
everything is undecorated plaster and wood. A successful To either side of the main hall is a door marked, respectively,
Charm Test may convince a Sigmarite priest to confess — with the hammer of Sigmar and the wolf ’s-head of Ulric. Each
privately, and not within the hearing of any other priest — that door leads to a dormitory accommodating six priests. These
the lavish decoration found in other buildings associated with rooms are slightly more relaxed in their décor: the Ulrican
Sigmar’s worship has been neglected because the Sigmarites do dormitory is plain but comfortable; the Sigmarite counterpart
not want to give the Ulricans any cause to echo the common is decorated tastefully, but not too lavishly.
northern sentiment that Reiklanders are all soft southern fops.
The Kitchen and Stores
At the back of the main hall is a simple kitchen and store-room
where meals are prepared and foodstuffs are stored.
9
I
THE PRIESTS
As mentioned already, the Place of Shining Rock is attended The Place of Shining Rock is seen as a hard posting, with few
by priests of two faiths, making it almost unique in the Empire. luxuries. Only the most devout from either faith volunteer to
Father Gregor Braun leads the priests of Sigmar. High priest serve there, either to test their devotion or to uphold the One
Wolf-born Fernand Wagner commands those of Ulric. The True Faith in the face of the other cult. Despite the rivalry, there
priests are divided into three shifts, each consisting of two is seldom any conflict between the two contingents. The shrine
priests from each faith: while one shift prays in the chapel, is so unique in the Empire’s religious fabric that any kind of
another sleeps, and the third keeps a lookout for trouble from bad behaviour would embarrass one cult in front of its arch-
the forest — detaching two members to cook and serve meals rival, and bring down the wrath of the cult’s leaders upon the
as necessary. The shifts change every eight hours — this way the offender.
shrine is attended day and night.
FATHER GREGOR BRAUN
HIGH PRIEST (GOLD 1)
M WS BS S T I Agi Dex Int WP Fel W
4 55 32 43 45 54 36 38 69 67 55 18
Traits: Blessed (Sigmar), Miracles
(Sigmar), Weapon (Hammer) +8
Skills: Lore (Law) 84, Melee (Basic) 68, Pray 78
Talents: Etiquette (Cultists, Soldiers),
Savant (The Empire), Savant (Warfare)
Trappings: Priestly Robes, Hand-Weapon
(Hammer), Prayers of the Faithful
Father Gregor Braun Priest Silvie Unterfaust
The chief Sigmarite priest of the temple of Shining Rock, Silvie Unterfaust has only recently arrived at Shining Rock, but
Gregor Braun seeks to represent the very best characteristics in her short time there has gained a reputation for arrogance
of a devout worshiper of Sigmar. His armour is always perfectly among the Ulrican contingent. Used to the pomp and ceremony
maintained, his hammer a properly weighted weapon and in of the Grand Cathedral in Altdorf, she fails to see why so much
no way ceremonial, and his demeanor always stoic and aloof. time and space is devoted to Ulric. Doubtless Unterfaut was a
Behind this façade lies a man of simple faith and good common poor choice for assignment to Shining Rock, but her superiors
sense, who can nevertheless sometimes be goaded into unwise in Altdorf had grown tired of her increasingly grating tirades on
actions when he feels the cult’s honour is being questioned. the importance of devotion and found reason to send her away
from the city.
Braun sees that the shrine is well maintained, ensuring that the
priests and devotees under him preform their duties with care The young priest insists of promoting Sigmar over Ulric at
and attention. He knows that some seek to expand Sigmarite every opportunity, often in obnoxious ways, but her devotion is
influence over the shrine, such as by placing icons of Sigmar genuine. Most look to Father Braun to bring her in line, but so
more prominently, but so far has failed to notice how much far he has failed to do so.
these ‘minor’ adjustments to old traditions infuriate the Ulrican
contingent. SILVIE UNTERFAUT - SIGMARITE PRIEST (SILVER 1)
M WS BS S T I Agi Dex Int WP Fel W
4 31 34 32 32 50 33 51 54 53 51 17
Traits: Prejudice (Ulricans), Weapon (Fists) +5
Skills: Lore (Theology) 63, Pray 61
Talents: Bless (Sigmar), Etiquette (Cultists),
Read/Write, Savant (Theology)
Trappings: Priestly Robes, Hammer Amulet
10
THE PLACE OF SHINING ROCK I
WOLF-BORN FERNAND WAGNER
HIGH PRIEST (GOLD 1)
M WS BS S T I Agi Dex Int WP Fel W
4 55 32 43 45 54 36 38 69 67 55 18
Traits: Blessed (Ulric), Miracles
(Ulric), Weapon (Axe) +8
Skills: Lore (Law) 84, Melee (Basic) 68, Pray 78
Talents: Etiquette (Cultists, Soldiers),
Savant (The Empire), Savant (Warfare)
Trappings: Simple Robes, Pelt of a
White Wolf, Hand Weapon (Axe)
Priest Manfred Ulricson
Ulricson became a priest not out of devotion, but because it was
a reasonable career opportunity for the third son of a middling
farmer. That is not to say he is not a faithful man — he sharpens
his axe like any Ulrican — but he does perhaps lack the passion
shared by some of his fellows. Ulricson remains a practical man,
however, and sees carefully to his duties. He knows that Shining
Rock is an important position, and he hopes to take Wolf-Born
Wagner’s place as head priest when the time comes.
Wolf-Born Fernand Wagner Still, he does find the life of a priest somewhat stifling, and is
quick to indulge in bouts of gambling and drunkenness when he
Fernand Wagner came to Middenheim as a child, borne there thinks he can get away with it. So far this has not drawn the ire
by merchants from the south. Though his parents kept to their of his superiors, but Ulricson knows that this will only remain
own faith, Fernand found a welcome in the church that he did the case so long as things run smoothly at the Shrine. He has
not always find in his fellow children. He eventually joined spent long hours attempting to convince the Sigmarite priest
the cult of Ulric as a novitiate, and rose to prominence both Unterfaust that there are easier ways to go about promotion
because of his devotion and due to his keen mind. He earned ones faith, but so far the woman has ignored him. Ulricson is
the right to wear a wolf-pelt at the age of 15, and though he at his wits end, and would prefer for things to quite down so he
drew the attention of several knightly orders, his heart was set can go back to playing cards with the less devout sort of pilgrim.
on becoming a priest.
Wagner is devoted to Ulric, but recognises the respect due MANFRED ULRICSON - ULRICAN PRIEST (SILVER 1)
to the other gods. He enjoys seeing to the spiritual needs of M WS BS S T I Agi Dex Int WP Fel W
the pilgrims who come to Shining Rock, and though he is 4 31 34 32 32 50 33 51 54 53 51 17
increasingly distracted by matters of cult politics he does not Traits: Prejudice (Troublemakers), Weapon (Fists) +5
neglect these duties. Unfortunately, Wagner has come to expect Skills: Lore (Theology) 63, Pray 61
this same respect from all who tend to Shining Rock, and has Talents: Bless (Ulric), Etiquette (Cultists),
no time for those who fail to properly respect the dual traditions Read/ Write, Savant (Theology)
of the shrine. He has noticed that certain Sigmarite priests are Trappings: Simple Robes, Grey Wolf Pelt
attempting to upset this delicate balance. Though not driven
to act just yet, it has occurred to the Wolf-Born that what the
hammer fails to temper, the wolf might rightly rend asunder.
11
I WARHAMMER FANTASY ROLEPLAY
Brother Martin and Brother Rolf Return to Shining Rock
Martin and Rolf are both strongly built and look capable of Having first met them on a barge headed towards Altdorf, it
handling their swords effectively. They speak little, especially in is likely that the head of their monastry, Father Marcus, has
the presence of Father Marcus (if he is still alive), and clearly perished. Indeed, one of the Brothers may even have joined him.
have enormous admiration for him, bordering on awe. On their The survivor, or hopefully survivors, are intent on preserving
own they are quite convivial, and will likely be eager to hear of the reputation of the later head of their monastry, and so were
the Characters exploits since they last met. shocked to discover that he had in his possessions a piece of
relic at Shining Rock.
Both have grown somewhat more worldly since the Characters
last seen them, as they have learned something of cult politics Discrete inqueries have demonstrated that Father Marcus
and big city life in Altdorf. had no right to the relic, and the implication that he may
have damaged it in the course of stealing a shard is deeply
BROTHER MARTIN AND BROTHER ROLF – HUMAN troubling. They have resovled to keep this piece of information
MONKS (NUNS) (BRASS 4) to themselves, and seek to return the shard to Shining Rock. If
he is still alive, Father Marcus will have come to the conclusion
M WS BS S T I Ag Dex Int WP Fel W that the shard must be returned as well.
4 30 29 30 40 27 30 42 37 35 42 14
Traits: Prejudice (Ulricans), Weapon (Sword) +7 Unfortunately, neighter have good reason to travel to Shining
Skills: Athletics 35, Cool 40, Endurance 45, Intuition Rock — certainly not in an official capacity. They are desperete
32, Lore (Theology) 47, Melee (Basic) 35, Perception 32, to see the Shard returned, and will engage the Characters to
Pray 47, Research 32 help them in doing so.Thoguh neither is wealthy — and stealing
Talents: Doomed (Another’s Cause Thy Death/Thou Art as cult funds would only make spiritual matters even worse —
Thy Brother’s Keeper), Read/Write they can offer only a single gold crown as payment. However,
Trappings: Robes, Hand Weapon (Sword), Hammer they assure the Characters that the spiritual rewards, in stark
Pendant, Backpack with Food, Drink, and Formal Robes, contrast to the meagre worldly ones, will be immesureable.
3/5 each
12
THE PLACE OF SHINING ROCK I
ADVENTURE IDEAS If everything goes horribly wrong and both the shrine and the
Characters appear to be doomed, there is always the possibility
In a time of conflict between the Empire’s two most powerful of divine intervention. Everyone in the mob will be accumulating
religions, the unique shrine at the Place of Shining Rock takes Sin Points with every action, and if their leaders try making
on an even greater significance. A wide range of people can be Pray Tests they may well incur the Wrath of the Gods (WFRP,
encountered here, and the highly-charged religious and political pages 218–19). More spectacular interventions, even at a shrine
significance of the place means that almost any encounter can like this one, are not common in the Old World, and should
turn dangerous very quickly. be used with great restraint. If possible, they should look like
accidents or chance happenings, but the Characters to whom
The One True Faith they happen — especially if they are devout — should be left
wondering whether the hand of a deity was involved.
In more peaceful times, the Place of Shining Rock is a symbol
of peace and coexistence between the faiths of Sigmar and To make a volatile situation even worse, a mob of fanatics from
Ulric, with religious differences amounting to no more than the opposing religion might arrive at the same time, or shortly
good-natured banter. With the Empire on the brink of civil thereafter.
war, though, things are different.
A mob of fanatics invades the shrine, intent on slaughtering the
priests of the rival faith and destroying all the statues, altars, and
other signs of that faith’s existence. The mob might be Ulricans
led by Sons of Ulric or even by Wolf-kin (see the Middenheim,
page 154) or Sigmarites led by flagellants, warrior priests, or
even witch hunters. Anyone who resists, regardless of the faith
they profess, is decried by the mob’s leaders as a heretic or an
apostate, and runs a significant risk of being torn to pieces.
Anyone who fails to join in with loud and enthusiastic cries of
devotion runs a risk themselves — only slightly less — of being
punished for their lack of zeal by being beaten unconscious and
having their possessions seized by the mob’s leaders.
Use the profile found on page 18 of Empire in Ruins to represent
these fantastics. The mob’s leaders will be in the upper two levels
of their careers, and will have Talents reflecting their fanaticism
and ability to stir up a mob: Commanding Presence, Hatred (the
other faith), Holy Hatred, Impassioned Zeal, Inspiring, and Public
Speaker are all useful.
The Characters can respond to the appearance of a mob in
various ways, depending on their skills and preferences. The
situation could turn into a defence of the shrine and its clearing,
with the Characters leading a motley force of priests, monks,
and visiting pilgrims against the howling mob.
More cerebral parties might try to defuse tensions before things
turn violent, making opposed Charm Tests with the mob’s
leaders in the hope of calming things down —or just playing
for time until help arrives in the form of a noble visitor and his
escort whom the priests are expecting. This visitor might even
be the Grand Theogonist himself (see box), and his escort of
templars will be sufficient to even the odds. Players who take
this option should be prepared to roleplay their speeches and
arguments, and you should apply modifiers to their Tests based
on how eloquently they have spoken.
13
I WARHAMMER FANTASY ROLEPLAY
Let there be Peace There are varying opinions as to what should be done. The
Sigmarites would like the beast killed or driven off. A few of
More peaceful, but equally inconvenient, might be a wandering the Ulricans would like it left alone — they see it’s presence at
mob of peace-seeking pilgrims who have decided to stay at the the Shrine as either divine, or perhaps more cynically, as a good
Place of Shining Rock, praying continuously to both gods until draw for pilgrims once word gets around.
they intervene and resolve the crisis. While their intentions
are good, they quickly turn the clearing around the shrine into Others would like to hunt it for themselves, and while long
a muddy quagmire with insufficient sanitation and rampant tradition says they should stalk the beast alone, most are
disease.The notes on the camp in Chapter 3, ‘Journey to Shining not above paying for a little help — even more so once the
Rock’ will be useful in this scenario. disappearances start to mount. Of course, should a Character
slay the beast then the honour and blessing of Ulric would fall
These wandering idealists take over the shrine, politely but upon them, along with the right to wear the pelt of a white
firmly refusing entry to the attending priests unless they adopt wolf openly. An invitation to join a knightly order, especially the
the agenda of round-the-clock prayer and song themselves. Order of the White Wolf, is certain to follow.
Anyone else who attempts to enter — be they penniless
pilgrims or Elector Counts — suffer the same treatment. The SKARR - THE WHITE WOLF OF SHINING ROCK
cause of peace recognises no authority higher than their own
self-imposed mission, and while they themselves are peaceful, M WS BS S T I Ag Dex Int WP Fel W
impatient troops could quickly turn the scene into a bloodbath.
The Characters will have to exercise restraint and diplomacy 5 65 – 45 45 45 45 – 33 38 – 30
to prevent a massacre here — a massacre which, perhaps, has
been intended all along by certain cultists who have infiltrated Traits: Armour (Hide 2), Bite +7, Blessed (Ulric),
the group. Die Hard, Night Vision, Size (Large), Stealthy,
Stride, Tracker, Weapon (Claws) +8
In Boca Lupo
A White Wolf has recently been spotted near the Shrine,
leaving almost everyone a touch nervous. Most see the wolf
as more or less what it appears to be — a particularly large
and likely dangerous wolf. Even the Ulricans are concerned, as
while the White Wolf is sacred to Ulric and sometimes seen as
protectors, they are more often aggressors, representatives of the
harsher nature of the God of War, Winter and Wolves.
The slaying of such a beast is a religious experience in its own
right, and a recent influx of hopeful young pilgrims has
arrived hoping to win temporal fame and spiritual
favour. In particular, an uncommon pilgrimage of
Tilean worshippers of Ulric has arrived, desperete
to slay the beast. Unfortunately for them, the
creature has proven difficult to track and even more
difficult to slay, and already a handful of hopeful
hunters have vanished in the forests surrounding
the shrine.
14
CHAPTER 2
ALTDORF IN CHAOS
Changing
Times
Sheeragetru has had one eye upon Altdorf for an age,
knowing by the twisted threads of fate that this festering
monument to human hubris would be its place of glorious
liberation. Sheeragetru would have it no other way, for it
will bring great pleasure to remake the spiritual home of
Sigmar, who imprisoned the daemon so long ago.
The maddening gaze of a Lord of Change has influenced
the city down through the years, with many of Altdorf ’s
more sensitive citizens feeling the presence of the daemon
close by. In recent months this unsettling influence has
moved from the dreams of artists and poets into physical
reality, and as the 8th of Brauzeit draws closer the scale
and frequency of unusual phenomena will only increase.
This chapter provides a selection of unusual events that
players might experience during their time in Altdorf.
Some are unsettling, some are informative, a few are
quite dangerous, and a few simply bizarre. These events
serve to underline the reality-shaking events that may
come should the Characters fail, and can be deployed any
time they are in the city.
These events may also be used anywhere the influence
of Chaos might be felt, and several would make good
jumping off points for other adventures.
15
II WA R H A M M E R FA N TA SY RO L E P L AY
THE PROPHECY 0 Street-corner prophets may include part of the prophecy
in their ravings, only to be hauled away by the authorities
By this stage in the campaign, it is clear that the Empire’s for causing a disturbance before they deliver more than a
veneer of unity, order, and civilisation is starting to crack. Even couple of lines.
so, there are plenty of people who still believe in the Empire
and refuse to acknowledge that anything is wrong. They ignore 0 Fragments may be daubed on walls, or found on scraps
the growing unrest, the worrying news from all parts of the of torn parchment in the homes of suspects and cultists.
Empire, and the stories of Ratmen and Chaos-worshippers,
and go to considerable lengths to explain such things away as 0 Garbled lines might haunt a Character’s troubled dreams.
perfectly normal events blown out of proportion, or deride them
as ‘falsities and fearmongering’ promulgated by treasonous sorts 0 An overheard conversation might include a few words,
with their own ineffable and unworthy agenda. Some even cast perhaps in a voice far different from the voices of the
doubt upon the sanity of anyone who fears for the Empire’s speakers.
future.
0 A dying mutant might gasp out a few more before
The Empire’s street-corner prophets are increasing in number expiring, or they might echo strangely from the void as a
and their rhetoric is becoming more deranged with every slain Daemon returns to the Realm of Chaos.
passing day, which makes it easy for the skeptics to write off
anyone else’s concerns. These individuals are especially common 0 The Characters happen upon a ragged figure squatting in
in Altdorf at present, where they are spreading an extensive the street. They drop a handful of bones on the ground,
prophecy. stare at them, scrawl some symbols in the dust, and repeat
the process. As the Characters approach, their face twists
Hearing the Prophecy in a spasm of horror as they launch themself at a Character
of your choice. They clutch the Character by the shoulders
It is unlikely the Characters will ever hear the entire prophecy and scream the prophecy into their face before running
all at one time. Instead, they might hear a piece here and a wildly off into the passing crowds.
piece there. With a little imagination, it is possible to find many
different ways for the prophecy to haunt the Characters and 0 In the midst of conducting a ritual, a priest might
play on their nerves. suddenly develop a glassy stare and intone a phrase or
two in a voice of unnatural depth and resonance before
collapsing. When the priest comes to their senses, they
remember nothing other than feeling immensely cold.
ALTDORF IN CHAOS II
STRANGER Gideon’s Guile
PROPHECIES
'A man bearing a false name travels the Empire, and many
Familiar Fortellings welcome him who should not. A hand strikes in the darkness,
purple-shadowed. A crown drips blood, red with gore. A castle
‘I see Darkness Gathering as the Last House of Joy Falls falls, that fell generations ago. Rats gnaw, and steal, and pray
— beware, for Shadows Over Bögenhafen stir! Then Beloved to the moon. A man’s face is stolen many, many times. The
Morr, resplendent in Vestments of Green, stands astride wolf eats the hammer, and chokes on its prey. The beasts
Sigmar’s Great River. Yea, I see Death on the Reik and I in the forest awake and are hungry. Those outside will come
despair! For then the Stained Hand guides the Once Mighty inside, and those within shall surely perish if they do. Yet there
Lord, and this Power Behind the Throne curses us all. Lo, the are those inside who aid those outside, and many enemies are
Horned Rat then claims the Broken King atop his Throne of within!’
Lies, and the White Walls Fall, leaving our Empire in Ruins!
Tremble in fear, ye mighty, for the End Times have come.’ The End Times
The Characters remember this scene from their earliest visit ‘Trust not your neighbour, for he may not be your neighbour!
to Altdorf during The Enemy Within (page 36). They may be Fear the stranger, for stranger things are coming! Take the
surprised to hear the same words spoken again from different hammer from the wolf’s jaws and repair the walls and roof,
mouths; it is useful to remind them of this particular prophecy for the storm is coming! Hold the hammer fast, keep the wolf
at this point, should it have spilled their minds. close, and fight the darkness together!
The Changer of the Ways doth sit upon the Imperial throne!
The Enemy is Within!’
FOR GROGNARDS: A PORTENT OF DOOM
Veterans of the first edition Enemy Within campaign may have heard a prophecy very much like this one when they visited Middenheim in
Power Behind the Throne. In this version, a few details have been changed in the interests of consistency with the Director’s Cut version.
You can change some of these details back if it will entertain the Players — or, better yet, confuse and worry them. If you feel the
Characters have influenced things sufficiently, try to choose some words that reflect their own past choices and achievements. In particular,
if they are wrestling with any particular issue, who to support for the claim to the Imperial Throne, the fate of Ghal Maraz and so on,
try to pepper in some appropriately vague pronouncements.
Here are a few substitute (or additional) lines that refer to the first-edition campaign:
‘I see a great withering and putrefaction to the north, its miasma blowing down on the north wind to choke us all. Truly, Something
is Rotten in Kislev!’
‘I see fire and slaughter sweeping the land! I see cities burning, and rivers afire! I see the Empire in Flames!’
‘I see graves yawning wide, and corpses marching! The Restless Dead shall enlighten us!’
Players who experienced the third-edition Enemy Within campaign might be treated to the following additional lines:
‘Beneath a black cowl are three faces, and no one knows the truth!’
‘Soldier, wizard, noble, hood — who is bad and who is good?’ (this doggerel couplet might be effective if the Characters hear group
of children chanting it in the course of some game)
‘The Enemy Below dims the sun! The beasts are loosed, and all is confusion!’
‘All march against the Enemy Without, but the city shall fall at the sound of a bell!’
‘Let the Hammer strike the Bell before the Bell strikes the hour, or Altdorf is lost!’
‘The Enemy Within is the Enemy Beyond, and madness shall bring victory!’
17
II WA R H A M M E R FA N TA SY RO L E P L AY
WILDER MAGIC No profile is provided here, as the pair are inteded to reflect the
magical chaos of Altdorf (and annoy any spell casters) rather
Magic and Chaos are closely intertwined — indeed, some go than attack the Characters outright. However, if required you
so far as to claim that they are identical. Be that as it may, may treat the pair as Blue Horrors, with a shared Trait of Fly
magic can behave in unexpected ways when a spellcaster is in (60), and the Random Caster and Spell Syphon Traits as shown
close proximity to a potent source of Chaos. While in Altdorf, below. For more on the Blue Scribes see Winds of Magic.
or in any of the other nine locations that fall under the eye
of Tzeentch after Ghal Maraz has been retrieved, you may NEW TRAIT: RANDOM CASTER
substitute the table on page 18 for the Miscast Tables in the
WFRP rulebook. The Blue Scribes can cast spells at random, as described above.
When they are attacked, roll on the following table once per
All of this exciting and particularly mutable magical activity round to determine which kind of spell they cast. Having
has not gone unnoticed. As well as terrifying wizards chosen the lore randomly, either choose the spell or generate
throughout the city, a pair of daemons have been drawn to randomly. More spells from the Lore of Tzeentch can be found
Altdorf as gibbering moths to a flame. in the Enemy in Shadows Companion and the Death on the Reik
Companion; spells from the Lore of Slaanesh are in the Power
The Blue Scribes of Tzeentch Behind the Throne Companion.
These Daemons look very much like Blue Horrors, but are 1d100 Result
much more intelligent and powerful. It is said that Tzeentch
created the two Daemons personally, named them P’tarix and 1-5 Petty Magic
Xirat’p, and tasked them with learning every spell in existence.
6-10 Arcane Magic
The Blue Scribes ride a Disc of Tzeentch through realms 11-15 Lore of Beasts
mortal and eternal, P’tarix scrawling frantically with a quill
crafted from a Lord of Change’s pin-feather while Xirat’p 16-20 Lore of Death
reads the written words to check for mistakes, and in doing 21-25 Lore of Fire
so, unleashing the spell’s power on any creature unfortunate
enough to be nearby. The Characters, and especially any 26-30 Lore of Heavens
wizards, may notice them skulking about the city. This causes a 31-35 Lore of Metal
great terror in any who witness them, but unusually most seem
to forget about the horrors as soon as they are out of sight. 36-40 Lore of Life
41-45 Lore of Light
If left alone, they ignore mortals and, provided they are not
studying spells when encountered, they are not especially 46-50 Lore of Shadows
dangerous. If they are threatened, Xirat’p starts reading at 51-55 Lore of Hedgecraft
random from the accumulated scrolls, casting a random spell
each round. 56-60 Lore of Witchcraft
61-65 Lore of Daemonology
66-70 Lore of Necromancy
71-79 Lore of Slaanesh
80-95 Lore of Tzeentch
96-100 GM’s Choice
NEW TRAIT: SPELL SYPHON
Whenever an enemy successfully casts a spellin their presence, the Blue Scribes can make an Opposed Willpower Test with the caster. If
they prevail, roll 1d10 and consult the following table:
1d100 Effect
1–2 No Effect: The magical energies boil off in a harmless but spectacular flare of energy.
3–7 Spell Syphoned: The Blue Scribes cast the spell instead of the caster. This is in addition to any spell they
might cast this round.
8–9 Spell Mirrored: Both the caster and the Blue Scribes cast the spell. The Blue Scribes may cast an
additional spell this round.
10 Power Spill: The spells energies are fatally disrupted. Both the caster and the Blue Scribes find
themselves at the centre of a Blast 5, Damage 6 explosion.
18
ALTDORF IN CHAOS II
WILD MAGIC
1d100 Result
01–20
The Winds Recede: The Winds of Magic die down around you, ceasing to feed Daemonic creatures.
21–35 All creatures within 2d10 yards that have both the Daemonic and Unstable Traits must make a
Challenging (+0) Leadership Test. Those that fail immediately dissolve back into the Realm of Chaos.
36–45
46–55 Tzeentch’s Caprice: Randomly select one NPC or monster within 1d10 yards of the caster.
56–65 This creature must take a Difficult (–10) Leadership Test. If they fail, the creature takes one
66-75 Wound for each level of failure. On a Critical fumble, the creature takes 1d10 Wounds for each
76–85 level of failure. Nothing can reduce these Wounds, including Armour, Talents, or spells.
86–90
Chaotic Ebb: All creatures within 2d10 yards that have the Daemonic Trait
91–94 have their Target number reduced by 1d10 for this round only.
95–99
Storm of Pink Fire: Anyone attempting to cast a spell within 2d10 yards
100 automatically produces a gout of pink flame instead of the intended spell effect.
This is a magic missile causing +6 Damage which ignores Armour.
Precarious Balance: The Winds of Magic are temporarily in equilibrium
with the power of Chaos. Roll on the Miscast Tables as normal.
The Eye of the Storm: The Winds of Magic are untroubled, and nothing happens — this time.
Swell of Magic: The Winds of Magic experience a sudden,
unexpected surge. Roll on the Miscast Tables twice.
A Pink Fit: All creatures within 1d10 yards that have the Daemonic Trait can neither move nor
take an Action this round. Instead, their flesh boils and quivers, and a Pink Horror pops out of
their skin at the end of the round, landing beside them. The creatures themselves are unharmed.
Chaotic Surge: All creatures within 1d10 yards that have the Daemonic
Trait gain a + 1 bonus to their Target number for this round only.
Daemonic Possession: Randomly select one enemy spellcaster within 2d10 yards. The
selected NPC or monster must make a Difficult (–10) Willpower Test or spend the round
writhing in agony as their body twists and contorts. At the end of the round, the spellcaster
peels their own flesh off, and a Daemon comes forth from the ruins of the corpse. If there is
no eligible spellcaster within range, treat this as a result of 66–75: The Eye of the Storm.
Summoned from Beyond: More Daemons wink into existence beside
the caster. 1d10 appropriate Daemonic entities appear.
19
II WA R H A M M E R FA N TA SY RO L E P L AY
A TOUCH OF CHAOS Marsie Wagnershoff
Child of Chaos
There are few events as immediately indicative of the presence
of Chaotic influence that then the manifestation of Daemons Marsie is a baker’s daughter from Diesdorf, and has been in
on a city street. As the day of reckoning draws closer this very Altdorf for a few weeks now, having come seeking to better
thing happens with increasing frequency. Event as Colleges of her lot. Things have not gone at all according to plan. Her
Magic rush to investigate, more subtle works of Chaos exert mutation only struck in the last few days, but it has since quite
their influence on the citizens of Altdorf. understandably consumed her entire life. An horrific experience,
her brain now gives spontaneous rise to a swarm of maggotty
worms. They have eaten their way through her skull from the
inside, devouring her hair, and have since squirmed ceaselessly
about her scalp.
She has brushed, washed, and scraped them away, but always
they return within minutes, painfully burrowing out from her
skin. Marsie is otherwise an innocent soul, and only wants
to somehow survive and escape the city. She hopes to find
a cure for her condition amongst the wise Hedgefolk of the
countryside.
The Body Thief MARSIE WAGNERSHOFF — CHILD OF CHAOS
M WS BS S T I Agi Dex Int WP Fel W
As the Characters pass by, a townsperson or other minor NPC 4 36 56 27 36 35 42 40 33 36 3 11
falls to the ground, clutching their head and screaming in agony.
The thrashing body is hard to examine (–20 penalty to all related Traits: Corruption (Minor), Mutation:
Tests), but shows no signs of any wounds or disease — until Induce Frenzy (see below)
1d10 rounds later, when the unfortunate’s skin begins to split
and peel back. A Daemon is struggling to free itself from the New Trait: Induce Frenzy (Mutation)
possessed body as if from a straitjacket. Roll on the following
table to determine the nature of the Daemon: If Marsie touches anyone and takes an Action to will it, the
target must make a Hard (–20) Willpower Test or enter Frenzy
(WFRP, page 190). She can pick the Frenzied Character’s first
target from any creature within 4 yards, but she has no further
control over the course of the Frenzy. The Frenzy ends when the
Character falls to 1 or fewer Wounds.
THE BODY THIEF Marsie does not answer questions. If conscious, she is interested
only in escape and uses her powers freely to get away. This
1d100 Daemon includes pushing people in the streets into Frenzy to distract
01-30 Blue Horror pursuers. If the characters capture the woman and render her
unconscious, they still have an unconscious mutant to deal with.
31-60 Pink Horror Even the Shallyans baulk at such a wretch, and the creature’s
power would be very useful to cultists in the city and mutant
61-90 Flamer of Tzeentch raiders in the forests.
91–00 GM’s Choice The Characters might find themselves with few ideas beyond
killing Marsie, but this should not sit well. If they do resort to
Everyone seeing the horrible process must make a Fear Test slaying her, they displease merciful Shallya and accumulate Sin
based on the Daemon’s Fear rating. points accordingly. If they find some way of neutralising her
power and removing its mutations, Shallya may reward those
The Daemon must make an Extended Agility Test (5 SLs) to who did with a Fate point each.
free itself from its fleshy prison. Each remaining SL counts as
one Entangled Condition. Once it is free, the Daemon attacks
the nearest mortal creature.
20
ALTDORF IN CHAOS II
FLAMERS OF TZEENTCH Despite their unwieldy appearance they are capable of bursts of
rapid movement, and those who have had cause to do battle with
Flamers of Tzeentch are odd creatures, proof if it were needed them are thankful the things are less common than the pink and
that the Changer of Ways is capable of truly bizarre creations. blue Horrors that seem a favoured daemon of Tzeentch.
More akin to an ambulatory fungus than any mortal creature,
the Flamers of Tzeentch propel themselves by emitting bilious Though the creatures bulk is not inconsiderable, their main form
gouts of gas from multitudinous, ever shifting orifices. of attack is the emission of great gouts of many hued flame.
This is not fire in the traditional sense, but instead an intense
NEW CREATURE TRAIT: warpfire, the raw stuff of Chaos itself. It is a fickle power, often
BREATH RATING (WARPFIRE) benefitting the targets, but it brings with it the warping curse of
corruption, and so Tzeentch is pleased with it in any case.
Activated and resolved as any other Breath attack (WFRP page
338), Warpfire is the stuff of raw Chaos, and infused with the A Flamer of Tzeentch would be a terrible thing indeed to appear
fickle power of Tzeentch. If a creature fails to dodge this attack, in Altdorf, a singular sign that these are strange days indeed. All
they must immediately make a Challenging (+0) Endurance Test. who seen it would be questioned intently, and any touched by its
Pass or fail, this counts as a Moderate Exposure to Corruption flames would be suspect.
(WFRP page 182).
If a creature fails this Test, they take damage from the attack
as normal, and additionally gain 1 Ablaze condition. As long as
they have this condition, they must test for a Minor Exposure
to Corruption each round.
If the creature passes the Endurance Test, they take no damage.
Instead, the fickle powers of Chaos grant that creature the
Regenerate Trait for 1d10 rounds. However, wounds healed by
this Regenerate Trait do not heal differently. Wounds seal shut,
but the new flesh looks different, with birth marks or tattoos
that were never there before. Ruined eyes return a different
colour, and restored limbs appear longer, shorter, or more
muscular than before. These changes have no game effect, but
should serve to unsettle the Character and underline the warping
power of Chaos.
Flamers OF Tzeentch
Fungoid entities of strange and shifting form, the Flamers of
Tzeentch are named for their main means of attack — emitting
great gouts of flame that burn or change all that they touch. They are
a feared foe, and even those who survive an encounter with them are
left changed by the experience.
M WS BS S T I Ag Dex Int WP Fel W
6 40 65 40 40 40 30 - 35 55 10 17
Traits: Armour 1, Breath (Warpfire), Corruption (Moderate),
Daemonic 9+, Fear 2, Distracting, Night Vision, Unstable,
Weapon +8
Font of Flame: If, at the beginning of its turn, a Flamer of Tzeentch
does not have enough Advantage to use its Breath Trait, roll a d10.
On a roll of 8 or more it may do so anyway.
21
II WA R H A M M E R FA N TA SY RO L E P L AY
EVENTS AND ENCOUNTERS AGITATOR – BRASS 2
M WS BS S T I Agi Dex Int WP Fel W
The influence of a Lord of Change is affecting the minds of 4 30 35 30 30 30 30 30 35 30 35 12
Altdorfers as well as their physical surroundings. Here are some
ideas for events and encounters — they may become more Traits: Armour 1, Weapon (Club) +7
extreme as time goes on.
Skills: Charm 35, Cool 70*, Dodge 30, Leadership 35
Restless Locals
Talents: Alley Cat, Argumentative, Blather,
Even before things begin to happen that defy the laws of nature Impassioned Zeal, Public Speaker
and common sense, the minds of the townsfolk are opening to
the potential for change. Ambitions and resentments are more Trappings: Flyer Decrying a proposed tax
keenly felt, and agitators stir the populace to unrest and even to on Stirland Cheeses, Hand Weapon (Club),
violence. Riots break out in the streets, for any reason or for no Leather Jerkin, 1d10 brass coins.
apparent reason at all, with mobs marching in various parts of
the city, attacking anyone who gets in their way and sometimes *While leading a sizable mob, and with daemonic
looting the premises along their route. whispers lurking in their mind, the Agitators leading
these groups benefit from an unusually high Cool skill.
These mobs are lead by individuals who have fallen under the Frenzied Altdorfers
sway of Tzeentch, and find themselves drawn to the Characters.
While the mob at large might be reasoned with, the Agitators The Characters are passing through one of Altdorf ’s many
who lead them are much more difficult to intimidate. markets when a shopper suddenly seizes a leg of mutton as an
improvised weapon and launches into a frothing attack. There is
no warning: the Characters cannot avoid being Surprised.
On every subsequent round, another ordinary citizen joins in
the murderous frenzy. While in theory the Characters could be
overwhelmed, in practice they are almost certain to incapacitate
the attackers as quickly as they are created.
The Frenzied townsfolk and servants have little chance of doing
any damage to the veteran Characters. The main problem is that
these people are just ordinary city folk, and cutting them down
like Daemons is not something that heroic adventurers should
be doing.
MURDEROUS ALTDORFER
M WS BS S T I Agi Dex Int WP Fel W
4 15 25 38 37 30 31 28 19 47 33 13
The Altdorfers have no relevant Skills or Talents and do
not wear armour. They are Frenzied, and they attack with
improvised weapons doing SB – 4 damage.
22
ALTDORF IN CHAOS II
While the Characters may assume that the first attacker was
simply hiding their rage, make sure that, in the next round, they
see a young citizen who had already started to flee the scene stop,
turn with a murderous look in their eyes, and leap to the attack.
Characters who make Challenging (+0) Perception Tests in
subsequent rounds see the same thing happen again, and again,
and again. The Characters should realise that something is
driving the honest citizens of Altdorf into a murderous frenzy.
The Frenzy automatically expires if an attacker drops to 1 or
fewer Wounds. Reason suddenly returns, and, if they can still
move, they try to flee. The Characters may also notice this.
Smart Characters may start looking for the cause of this trouble.
This requires a Hard (–20) Perception Test. If it succeeds, the
Character spots a figure passing close to two citizens just as
they enter Frenzy. She is wearing nondescript clothes and a
deep hood covers her head. The woman does not realise that
she has been spotted until the Characters make a move. If they
succeed in grabbing her, they can see the reason for the hood:
the woman has worms in place of hair. Any Character touching
her in a round when she is conscious and takes no other action
is targeted by her Induce Frenzy power (see box). The woman
starts with whichever Character is holding her.
Unstable Foundations Signs of the Times
The Characters are passing by a house or a small shop that Like any settlement of any size, Altdorf is full of signs. Not all
clearly belongs to a wizard. Exactly what makes this clear is townsfolk can read, so a sign with an image of the goods a shop
up to you: the house may have a sign hanging outside that sells, or of an inn’s name, is far more useful than a written name.
advertises magical services, it may belong to an NPC wizard In times such as these, though, the letters might be preferable,
with whom they have become acquainted, or it may be ringed since images have a tendency to come to life.
around with mystical symbols carved or painted on the walls,
for example. A chicken on a weathervane might flutter down to cause havoc
in the streets, for example. A dragon might pull itself out of an
As the Characters come close to the building, its outline begins inn sign to spread fiery panic, or a statue might climb down
to waver. It becomes translucent, then transparent, and within a from its plinth and lay about itself with stony weapons. The
few seconds there is an audible pop as it passes through a rift in possibilities are endless.
reality and into the Realm of Chaos. While the rift only exists
for a second or two, and one who looks directly at it must make The creatures might stay the same size as their painted or
a Terror 4 Test because of the things they see within. sculpted originals, or they might grow (or shrink, as appropriate)
to their natural size. Their profiles are the same as for the
A successful Challenging (+0) Lore (Chaos or Magic) Test original creatures, with the following adjustments:
suggests that the building became magically unstable, and was
sucked into the Realm of Chaos as a result. But surely, that only Characteristics: Intelligence, Willpower, and Fellowship are all
happens to Daemons… 0.
Traits: Add Construct, Corruption (Minor), Immunity
(Criticals), Immunity to Psychology, Unstable. Animated
statues add Armour 3 (metal) or Armour 4 (stone).
23
II WA R H A M M E R FA N TA SY RO L E P L AY
Hit and Run Animated Furniture, Large
A coach comes rattling down the street with no horses pulling This profile can be used for large items like beds, wardrobes,
it. It runs down anyone in its path, which counts as a Charge dining tables, and other pieces of similar size. The Movement
and Stomp from an Enormous creature. It can only be stopped score assumes short legs, like those of a bed or wardrobe: longer-
by a successful Very Hard (–30) Strength Test which achieves legged pieces add 1–2 points and gain the Stride Trait.
5 SLs in a single round. Up to six Characters can cooperate on
the test (see Assistance, WFRP, page 155). ANIMATED FURNITURE, LARGE
M WS BS S T I Agi Dex Int WP Fel W
In addition to its Stomp attack, the coach lashes out with its two 2 59 — 40 50 49 20 — — — — 28
poles. Each one counts as a club (Hand Weapon) with Long
Reach and SB + 6 damage.The Enemy in Shadows Companion Traits: Armour 1, Construct, Immunity to Psychology,
includes hit locations for coaches and other vehicles. Painless, Size (Large), Weapon +8
ANIMATED COACH Animated Furniture, Medium
M WS BS S T I Agi Dex Int WP Fel W
3 33 — 25 25 25 20 — — — — 40 This profile can be used for smaller tables and desks, chairs, and
other pieces of similar size. Shorter-legged pieces, such as solid
Traits: Armour 3, Construct, Immunity to Psychology, desks with heavy drawers, lose 1 point of Movement and the
Painless, Size (Enormous), Weapon +8 Stride Trait.
Moving Day ANIMATED FURNITURE, MEDIUM
M WS BS S T I Agi Dex Int WP Fel W
Amid a great commotion, a stream of animated furniture comes 4 39 — 25 35 49 35 — — — — 10
running down the street, chased by its uncomprehending but Traits: Armour 1, Construct, Immunity to Psychology,
determined owner. Long legged side-tables run like deer; chairs Painless, Weapon +5, Stride
run or waddle depending on their construction; a bed tramples
its way through the throng like a charging bull; and all around Animated Furniture, Small
scamper low side-tables, footstools, and other small items. If
not stopped, the furniture will throw itself into the Reik and This profile can be used for side tables, stools, footstools, and
swim for the far bank, seeking to return to the forest where its other pieces of similar size. Shorter-legged pieces, such as
wood once grew as trees. Someone skilled in the Jade Wind may footstools, lose 1 point of Movement and the Stride Trait.
be able to use Charm Animal to calm the frolicking furniture,
but otherwise they careen freely through the streets. ANIMATED FURNITURE, SMALL
M WS BS S T I Agi Dex Int WP Fel W
This is obviously rather surreal, and you may play this scene 4 35 — 15 20 49 35 — — — — 3
for laughs if you wish. Of course, to the denizens of Altdorf it
is anything but funny. Unnatural occurances are rarely benign Traits: Armour 1, Construct, Immunity to Psychology,
and, even should the furniture make it out of the city, those Painless, Weapon +4, Stride
who previously owned the fitful furnishings are likely to face
investigation as potential witches themselves. If you wish to
play the scene more for horror than hearty laughs, have a four
poster bed trample some guards to a bloody pulp on its way to
the river, or some floating drapery strangle a bright wizard who
attempted to set it aflame. Remember that it is quite possible to
leave the Players in fits of laughter while threatening the very
lives of their Characters.
You can decide how many pieces of furniture are involved in
this bizarre incident, and of what types. Profiles below are for
large, medium, and small pieces.
24
ALTDORF IN CHAOS II
Dish of the Day Pig Carcass
The Characters are passing by a butcher’s shop or stall when This porcine monstrosity had been fully cut in half lengthwise
some of its carcasses become infused with unholy life, writhing by the butcher before the strange magics of the day returned
off their hooks and platters to attack the nearest living it to something approximating life. Though lacking much, it
creatures. They are somewhat hampered by having been skinned more than makes up for its deficiencies with wild enthusiasm
and partially butchered, but they are capable of putting up a for racing through the streets.
considerable fight nonetheless.
As the creature has been severed in two and is missing its head,
Cow Carcass any hits to the targets left arm, left leg or head automatically
miss. If the creature can be returned to its ‘other’ half in some
Once a prime piece of expensive beef, this carcass now careens way (which is likely running amok elsewhere) it will settle down
down the street like a cow possessed, which in all fairness it considerably.
very likely is.
COW CARCASS PIG CARCASS
M WS BS S T I Agi Dex Int WP Fel W
3 35 — 33 35 25 15 — — — — 12 M WS BS S T I Agi Dex Int WP Fel W
Traits: Construct, Corruption (Minor), Immunity 3 32 — 30 30 30 15 — — — — 12
(Arrows/bolts, Blunt Weapons, Criticals, Impale),
Immunity to Psychology, Slam +6, Stride, Unstable Traits: Construct, Corruption (Minor), Immunity
(Arrows/bolts, Blunt Weapons, Criticals, Impale),
Optional: Die Hard, Infected, Magical, Regenerate Immunity to Psychology, Size (Small), Slam +5, Stride,
Unstable
Optional: Die Hard, Infected, Magical, Regenerate
Sheep Carcass
Trailing wool and entrails, the partially butchered remains of
a sheep bleats with a desperation that is truly unsettling. The
creature’s neck sits at an odd angle, and this skewed perspective
sends it barelling into crowds and running in broad circles as
it goes. Runaway sheep are not uncommon in the streets of
Altdorf, and many citizens initially attempt to capture the
animal for their own dinner table. Their shrieks of horror as
they get a closer look at the beast echo through the city.
SHEEP CARCASS
M WS BS S T I Agi Dex Int WP Fel W
3 33 — 25 25 25 20 — — — — 8
Traits: Construct, Corruption (Minor), Immunity
(Arrows/bolts, Blunt Weapons, Criticals, Impale),
Immunity to Psychology, Size (Small), Slam +4, Stride,
Unstable
Optional: Die Hard, Infected, Magical, Regenerate
25
II
Unnatural Weather
As far back as history records, strange weather events have
been associated with evil portents. The Enemy in Shadows
Companion includes a simple system for handling weather,
but given the increasingly Chaotic nature of events in Altdorf,
you could also decide to change the weather however you want,
whenever you want, especially if the Players are slowing down
and need a new challenge to galvanise them. You might roll
some dice just for effect, or you might simply announce that the
weather change has happened.
In order to keep things controllable, it is recommended that a
Chaotic weather effect is fairly localised: no more than, say, 100
yards across. But if you’re up to the challenge of having it affect
the whole city, feel free!
Here are some suggestions for Chaotic weather effects, but feel
free to use your imagination and invent more. Remember what
the Characters have been through on the earlier parts of the
campaign: if they find themselves pelted with something that
stirs a memory or strikes a chord — whether it be sausages or
kittens — the experience will be all the more memorable!
Rain: Frogs, fish, blood, pus, beer.
Hail: Pebbles, teeth, hazelnuts, pennies, diamonds, Warpstone.
Fog: Incense, Moonflower vapours, liquefied Ranald’s Delight,
sleeping gas (Challenging (+0) Endurance Test or gain
Unconscious Condition).
Thunder: Laughter, a line from the prophecy (see page 17),
screams, clashing weapons, animal sounds, music.
Lightning: Turns anything it strikes to ice, stone, or some other
substance, mimics a spell effect, Pink Horrors or other small
Daemons appear where it strikes.
26
CHAPTER 3
THE MADCRAW CLAN
The Madraw Clan are a major barrier to the Characters reaching Goblins in Cacklespit’s position often reach far beyond their
their goal of recovering Ghal Maraz. Quite how major depends meagre grasp, and it would not at all be unfitting for him to
on how well the party can negotiate with the tribes various attempt such a thing despite the advantages that Ghal Maraz
power-players, from the prophetic Cacklespit to his various would grant the Characters in the battle that would ensue from
disloyal underlings. such an attempt.
EXPLORING THE CLAN As written, the Madcraw Clan are all but washed away by the
cleansing flood unleashed after the Hammer is recovered. If
More could be made of the Tribe, however. Cacklespit’s insight you wish to make use of some of this material, or the Colossal
has given the Goblin some insight into things far beyond the Squig on page 63, consider reducing the severity of the flood.
knowledge of most Goblins. While Ghal Maraz is a terrible The Madcraw Tunnels remain more or less intact, and whoever
force of destruction to the average Orc or Goblin, a cunning the Characters aided awaits their return — either Cacklespit
leader such as Cacklespit will know that such a source of power himself, or one of this juniors who learned of his plan to seize
could be put to many uses. Perhaps he can direct the Characters the hammer and decided it was worth a try.
to smite some of his more established enemies in other Orc and
Goblin clans, or even have the Characters recover the weapon If nothing else, it will give the players an opportunity to explore
only for him to steal it for himself. the abilities of Ghal Maraz and see if it lives up to its Khazalid
name of 'Skull-Splitter.'
27
Olde Weirde’s Incunabulum
Thoughts on some most peculiar Gob lins
I’ll admit to occasions where I’ve staggered back from the A burly Goblin leapt forward to lop off Prachtmann’s head,
Dancing Dwarf after several goblets of port and, apparently, but Cacklespit bade him stop. ‘Mansplatta,’ the big Goblin,
serenaded Frau Weirde with old Ostermarker folk songs. But muttered and spat, but Mansplatta did as his master ordered.
never would I touch a stronger intoxicant, especially after ‘I seen you before,’ said Cacklespit in broken Reikspiel. ‘I seen
meeting Otto Practmann, a Nulner merchant who recounted a you in me visions. You’re me ride.’
horrendous episode involving a tribe of Goblins in the Black And so Otto Prachtmann of Banker’s Row, Nuln, became
Mountains. Prachtmann was in Altdorf seeking solace in the a mount for Cruzzik Cacklespit of the Madcraw Clan. The
Grand Cathedral of Sigmar. He met Professor Pfaff there, shaman ordered him stripped and painted with swirling red
and Pfaff told him of my wide-ranging interest in the many and green patterns. Prachtmann showed me a brand on his
species of the Old World and suggested he unburden his chest — a large stylised bird’s head that is the tribe’s glyph.
troubles to me. From thenceforth, when Cacklespit wanted to leave his throne,
Prachtmann was travelling in a trade caravan through Black he climbed atop Prachtmann’s shoulders and rode to his
Fire Pass, when one night his wagon was attacked. He hid in destination, putting on great airs and graces. (The physical
a large trunk of silks, but his very place of concealment was sensation is still acute, Prachtmann had to get up and move his
claimed as loot. He remained undiscovered until the raiding shoulders and straighten his back as he recalled this, sometimes
Greenskins reached their lair. kneeling down as if to allow his mount to dismount.)
His abductors were Night Goblins, a breed of nocturnal It was a horrific time for the Nulner merchant and he has my
Greenskin that wear dark robes to protect their skin from greatest sympathy. On the other hand, he learned a great deal
sunlight. When the trunk was opened, Prachtmann saw horrible about the Madcraw Clan, which, of course, is truly fascinating
faces looking down at him, with long noses poking from under to a scholar such as myself. But he reacted badly when I
cruel red eyes. He was hauled from the trunk into a dingy suggested there was an upside to his experiences. I didn’t press
cavern where a Goblin shaman sat on a large mushroom lit the matter further.
by the eerie blue light of luminescent fungi. He later learned The tribe dwells in a hidden gorge somewhere east of Blackfire
that this was Cacklespit, a shaman who rules over the tribe. Pass. They worship the Greenskin deities Mork and Gork,
Several more shamans leered from the shadows, while other but also have some totemic attraction to the raptors of the
Night Goblins cackled and burbled, half-chewed mushrooms Black Mountains. As a spiritual leader, the shaman Cacklespit
falling from their slack mouths. (The stench of halitosis and achieved his exalted position through visions and prophecies
earthy fungi and the sound of deep chuckling still returns to that claimed a great destiny for the tribe.
him late at night.)
There are several distinct groups within the Madcraw Clan. rain.) After eating these mushrooms, he falls into a trance
Cacklespit was the shaman boss, with a small coven of and babbles in many tongues — Reikspiel, Khazilid, Classical
subservient shamans to do his bidding. These spellcasters and several Prachtmann did not know. When he emerges
conjure the violent magicks inherent to Greenskins. Most were from his delirium, the shaman paints the walls with visions of
just toadies, but ‘Moongobba’ was Cacklespit’s lieutenant, and strange scenes surrounded by swirling patterns. On occasion,
a shifty character even by Goblin standards. he summoned the tribe to recount what he saw, whipping them
The general run of the clan were Night Goblins, alternately into a baying hysteria.
awed and cowed by Cacklespit. An argumentative rabble, Prachtmann noticed that Moongobba coveted the Purple Cap
Prachtmann noticed that they enjoyed vicious pranks and mushrooms, but Cacklespit ensured that no other Goblin
unprovoked nastiness. On several occasions they tried to ate them. One evening at twilight, the shamans travelled to
torment him, but Cacklespit reserved this right for himself. the mouth of the Northern Gorge which is the only place
More than one Goblin lost a digit or eye for taunting their the Purple Caps spore. The tribe fear this region and keep
warboss’s mount. away, but to make a point to his acolytes, Cacklespit rode
Then there are the so-called ‘loonies’. These fanatics gobble Prachtmann into the valley and plucked a handful of Purple
varieties of mushroom to bring on intoxication and frenzy. In Caps from the wall. Back in his throne room, he ate them in
the Madcraw Clan, they believe this helps them emulate their front of the shamans and, to add insult to injury, shoved one
leader, but it chiefly made them do great harm to themselves into Prachtmann’s protesting mouth.
and others. If I were less pious, I might compare them with the In the warm comforts of Prachtmann’s home, I listened in
flagellant bands that traipse after our own armies. disbelief and sadness as I realised that the man’s mind had
Mansplatta’s gang of toughs are the Skargobbos. Stronger cracked. The visions he recounted were absurd — frogs from
and bigger than the other Goblins, they throw their weight the sky, Sigmar wrestling a giant bird, a three-eyed king…
around and bully the rest of the tribe. When the clan raids a gibberish. The poor man’s mind was permanently twisted.
caravan, attacks travellers or makes war with other Greenskins, When Prachtmann came to, Cacklespit was still in a trance
Mansplatta and his mob are at the fore. and Moongobba held the end of the merchant’s chain. He
Cacklespit sounds like a fascinating character. He claims to dropped it and winked. This was some act of spite on the part
see visions of the past and future when under the influence of of the shaman, but it was also the opportunity Prachtmann
a rare purple fungus. (The Purple Cap mushrooms are found needed. He escaped into the daylight, blinking and stumbling,
only in the Northern Gorge. They give off an odour of heavy finding his feet eventually and fled through the mountains.
Days later he was found half-dead by a Dwarf patrol, collapsed
in a stream.
A fantastical tale, perhaps, but it tallies with what I know of
the Night Goblins. Sigmar help us should Cacklespit and his
Madcraw Goblins ever bring their insanity to the Empire.
III WARHAMMER FANTASY ROLEPL AY
THE MADCRAW CLAN Convinced Mork sent the bird, the bosses followed the buzzard
to its nest in the Lost Gorge.They showed their eternal gratitude
Cruzzik Cacklespit keeps them in his thrall with a mixture of by trapping the bird and eating its flesh, then settling in its
underhand violence and insane prophecies promising a glorious home. The new Madcraw Clan took the image of the buzzard as
and ill-defined destiny for the tribe. But the shaman’s position its icon, a mean-looking bird with an open beak and projecting
is precarious, as Moongobba and Mansplatta vie for his position tongue.
as Warboss.
In Empire in Ruins, the party encounters the Madcraw Clan The tribe grew over the years and while they didn’t prosper,
in the Lost Gorge that leads to the resting place of Sigmar’s they became well-established in the gorge. The Night Goblins
Hammer. This chapter presents more background and options learned to fear the north stretch of the valley, where they sensed
for using the tribe in your campaign. something warped and wrong emanating from the cave. When
the young shaman Cacklespit wanted to impress his fellows, he
The origins of the Madcraw Clan walked further north than any before.
The Goblins have little interest in how they arrived in the Lost In the Northern Gorge he found the Purple Cap mushrooms
Gorge. They sometimes tell tales about a great bird ‘sent by and ran home. That night, he tried one for the first time and
Mork’ that brought them to the valley, a folk memory of their experienced his first vision — a sight of the Madcraw Clan
origins. If the Characters eat a Purple Cap mushroom, they may astride the ruins of Averheim. Within a few months, he used his
experience time-bending visions that show them the origins of mystical foresight to bring the whole tribe under his command.
the tribe.
Relationships
The Madcraw Clan’s ancestors were bosses from the Crookblades
tribe, who dwell in the Worlds Edge Mountains. After inter- The clan are not restricted to the Lost Gorge. They range across
tribal squabbling, they fled north-west towards the Empire. the many mountain passes and valleys in the Black Mountains
In the Black Mountains they were captured by the Bloodied east of Black Fire Pass, looking for easy victims and other tribes
Nose tribe, an especially nasty band with a taste for sacrifice as allies or enemies.
to appease the gods. But just as the bosses were about to have
their hearts removed, a huge buzzard swept down and devoured The Madcraw Clan covet the riches of merchants travelling to
their captors. and from the southern Empire — which are a source of weapons,
fine foods and gaudy fineries. They scout for the caravans with
the weakest protection and raid under cover of darkness, using
stealth and Night Vision to overwhelm the guards.
Cacklespit and his henchmen try to avoid Dwarfs and keep
them away from the gorge. On occasion when Dwarf Rangers
have strayed close by, the Madcraw scouts have proved cunning
enough to lead them towards other Greenskins.
These other tribes are alternately trading partners and enemies.
The Moonfang Tribe are a tribe of tough Hill Goblins to the
south who occasionally trade or raid alongside the Madcraw
clan. The Bloodied Nose have an ancestral dislike of the tribe
and still hope to sacrifice its leaders in one of their bloodletting
rituals. The Warboss Gnashrukk is one of Warlord Gorfang
Rotgut’s Orcs. He is charged with watching the Black Fire Pass
with his band. The Madcraw Clan fear him and prefer to stay
out of his way.
30
THE MADCRAW CL AN III
EATING PURPLE CAPS
These mushrooms are tainted by the magic emanating from the cave and eating them grants powerful visions of the past and future.
Within d10 turns of consuming a Purple Cap the Character needs to make a test as if they had consumed a Piece or Weirdroot. If
they succumb their eyesight dims and they see colourful patterns swirling through the air around them, reminiscent of Cacklespit’s
paintings. Vague shapes, almost like lifeforms, swim through the air. Gradually, the Character begins to experience vivid visions.
1d100 Result
01-10 The First Ones. The world is ice. Glowing figures of light descend into the gorge and everything begins
to melt.
11-20 Weary wanderers. An endless line of Dwarfs troops through the gorge towards the Character, clad
in golden armour. They are tired and as they march, they slowly sink into the ground. There is an
overwhelming air of melancholy.
21-30 The Final Battle Begins. Sigmar strides wearily through the Lower Gorge accompanied by a wolf and a
boar. A winged figure looms above him and he raises his hammer. The Character feels hot and agitated.
31-40
Shadows Return. The Character is back in Bogenhafen, part of Teugen’s ritual. They know what’s about
41-50 to happen, but they can’t stop it. Everything happens as it did before, but the ritual is prevented by
51-60 the Character chanting a prayer to Sigmar. Teugen dies in a holy light. (note, if the Character did not
61-70 participate in Enemy In Shadows, reroll this vision)
71-80 The Great Green. The Character finds themselves transported to an endless rocky plain, filled with orcs
81-90 and goblins fighting. Above these greenskins, two huge orcs loom in the sky, having their own fist fight.
91-00 One of the figures (Mork… or perhaps Gork) notices the Character, leans down and flicks them away
with a massive finger. ‘ZOG OFF HUMIE. DIS AIN’T FER YOU’, he bellows.
Taking flight. Hordes of Madcraw Goblins surge up the gorge like a green tide which washes over the
Character. As they pass, each one grows a pair of black greasy wings and flies south.
The Return. The Character looks up the gorge towards the waterfall and sees themselves and the rest of
the party returning from the cave. They look haunted and slightly hysterical.
The Watchers. Nine inhuman eyes appear burning in the sky, each one distinct from the others. They
spin in a circle and the Character becomes dizzy and ecstatic.
The Folded World. The Character stands still as his compatriots fold into themselves like paper. The
gorge folds up, the sky folds up and they are left alone in a void. A voice speaks to them from nothingness,
‘It is in balance.’
Altdorf Aflame. The Character feels themselves shoot up into the air and hover over Altdorf. Purple
and pink tentacles spread across the city, originating in the Cathedral of Sigmar.
31
III WARHAMMER FANTASY ROLEPL AY
MADCRAW CHARACTERS Olgog Gristlefang
Cruzzik Cacklespit — the Shamanic leader of the Madcraw Olgog thinks he is deep in the jungle, tormented by blue-striped
Goblins. Slik Moongobba — another shaman; the tall elephants and bejewelled tigers. From time to time, a skinny
Moongobba wants to usurp Cacklespit and get the Purple Cap Goblin swims into view and provides a much needed meal. The
mushrooms for himself. Globnak Mansplatta — the tough boss Ogre can’t leave the jungle — whenever he reaches the edge of
of the Skargobbos. He has little patience for mystical claptrap the trees, he finds himself back where he started.
and is desperate to lead the clan to war. These tribe members
are outlined in Empire in Ruins. The following are additional Several months ago, the Madcraw Goblins launched an
characters and types of Night Goblin in the Madcraw Clan. unsuccessful attack on a trade caravan. An Ogre guard pursued
the fleeing Goblins into the mountains, where their fellows
bombed him with toxic puffballs until he fell unconscious.
Now Olgog is imprisoned in a cavern, permanently drugged by
the hallucinogenic fungus growing from the walls. Cacklespit
occasionally sends undesirable Goblins for Olgog’s meals — the
shaman knows there’s a use for the ogre, but the visions have yet
to reveal it to him.
OLGOG GRISTLEFANG
M WS BS S T I Agi Dex Int WP Fel W
6 40 20 55 55 30 35 20 20 45 20 30
Traits: Belligerent, Hungry, Immunity to Psychology,
Night Vision, Size (Large), Weapon (Club) +9
Skills: Cool 62, Dodge 39, Intimidate 63, Melee 50
Trappings: Filthy loincloth, Large bone club
The Green Racket The Doom Divers
The Green Racket are five Night Goblin musicians who act The Madcraw Clan has many fanatics, driven half-crazed by
as Cacklespit’s heralds and minstrels. They accompany him Mad Cap mushrooms and the lurid imagery of Cacklespit’s
on his travels and sometimes play in the throne cavern for his prophecies. Most fling themselves about with heavy iron balls
entertainment. They make a horrible noise. on chains (see Empire in Ruins, page 143), but some believe
they are destined to fly, powered by Mork’s will .
The Green Racket play an assortment of crude, discordant
instruments — brass gongs made from looted shields, a battered The Doom Divers fashion themselves wings from skins and
iron horn, bagpipes fashioned from an inflated eagle’s corpse, feathers. Their favourite hobby is throwing themselves from the
and Dwarf skull drums. Urk Bleezug is the ugliest Goblin, who heights of the gorge, screeching an ear-piercing pitch, whilst
simply howls and bellows. The resulting wall of discordant noise trying to fly. The survivors learn to glide and have even built a
excites the Goblins and helps Cacklespit focus his visions. catapult, powered by bird guts strung over a wooden frame. If
the tribe goes to battle, the Doom Divers try to fire one another
THE GREEN RACKET at the enemy.
M WS BS S T I Agi Dex Int WP Fel W
4 35 38 30 36 30 39 30 30 30 30 12 THE DOOM DIVERS
Traits: Animosity, Afraid (Elves), Infected, Night Vision, M WS BS S T I Agi Dex Int WP Fel W
Weapon (Sword) +7 4 30 35 35 43 46 42 31 32 25 18 14
Skills: Athletics 44, Climb 37, Cool 35, Dodge 44, Traits: Animosity, Night Vision, Weapon (Knife) +4
Endurance 41, Melee 43, Play (Instrument) 35 Skills: Athletics 50, Cool 37, Endurance 40, Melee 38
Trappings: ‘Musical’ instrument, Robes, Sword, Trappings: Knife, Pointy stick under hood, Ramshackle
wings
The Green Racket’s ‘music’ inflicts a Deafened Condition
(WFRP, page 168) on anyone within 10 yd, unless they
pass a Difficult (–10) Toughness Test.
32
THE MADCRAW CL AN III
Gitface GITFACE
Night Goblins are spiteful trouble makers, but even they think M WS BS S T I Agi Dex Int WP Fel W
Gitface is an irritating little sod.
5 25 35 25 28 45 52 49 38 35 41 11
Gitface likes pranks. He concocts a strong acid from bird
guano mixed with fungal scrapings. Dumping this on another Traits: Animosity, Size (Small), Night Vision, Weapon
Goblin will strip its skin to the bone and cause endless howls of (Sword) +6, Ranged (Acid bombs— special), Stealthy
laughter from Gitface. Another favourite trick is sneaking up on
a Goblin as he defecates and slicing off a part of his body with Skills: Climb 59, Dodge 61, Melee 39, Ranged 45
a wickedly sharp blade.
Trappings: Eight acid bombs, Poisoned blade (works as
Only Gitface’s speed and agility keep him alive. He dwells Black Lotus), Robes
alone in a small cavern high above the gorge, brewing his acid,
sharpening his blade and coming up with more pranks. Gitface makes his acid bombs from clay and skins, which
break when they hit their target and splash acid on them.
Weapon Enc Range Damage Qualities
Acid 0 SB Special * Blast 2, Dangerous,
Bomb Penetrating
* Any targets struck take 1d10 Wounds, modified by TB
and Armour
RELEASE THE SQUIG!
0 While the Characters are just as likely to become the target of Gitface provides the Characters with some acid to melt the chains
one of Gitface’s pranks as any of his fellows, the ingenious Night that keep the Squig’s cave gated shut, and then goes off to douse
Goblin is not adverse to making use of outsiders as part of his everyone and anyone in the his sauce. If the Characters think to ask
dangerous japes. Rather than attacking the party, as described on he’ll provide them with a bottle of the stuff as well — this can only
page 34, Gitface instead attempts to recruit them to help in his add to the ‘hilarity.’
most dangerous prank yet. Deep in the caves, he explains, someone’s
been feeding a big old Squig (page 63), only Gitface has been Gitface will neglect to tell them quite how big the Squig is, and the
lacing the food with his own enticing (to a squig) mixture of fungus creature keeps so far in the darkness that they’ll have no idea of its
and acid. Splashing anything at all with ‘Gitface’s Speshul Sauce’ size before setting it free. The Squig will devour dozens of Goblins
will make it irresistible to the Squig, he is certain. — more, if the Characters are liberal wiht their dose the sauce —
before bounding off into the mountains to terrorize someone else.
33
III WARHAMMER FANTASY ROLEPL AY
TACTICS FURTHER DEVELOPMENTS
Empire in Ruins provides various combat tactics that the In Empire in Ruins, the Madcraw Clan are an obstacle to
Madcraw Clan will use in battle. Here are a few more, with overcome en route to Ghal Maraz, but if you enjoy using them,
suggestions for when and where they’re most appropriate: they can live on in your campaign.
Birdstrike When the flood sweeps through the Lost Gorge it drowns
many Goblins, but it clears a path to Black Fire Pass. Those
(Dawn or Dusk, Lower Gorge, or Deep Ravine) who survive no longer feel safe in the gorge and there will be an
exodus, led by whoever is in charge.
The Goblins bait and catch mountain birds using food scattered
across the floor of the gorge. If they see a hostile party approach, If Cacklespit suppressed an attempted coup, he roasts the
they bang gongs to drive the flock into their foes. Treat as a conspirator alive and feeds them to the tribe. He attributes his
successful Flock of Doom Spell with an 8-yd area of effect and a survival to his prophetic powers and the whole tribe fall in line,
duration of just one turn (WFRP, page 245). awed by his powers. He decides that the time is right to stock up
on Purple Cap mushrooms and travel north to raid Averland.
Dive bombing
If Mansplatta deposes Cacklespit, he feels the pull of the Orcs
(All day, Lower Gorge) massing in the Badlands. The Madcraw migrate south into the
Border Princes and, after years of raids and plunder, they join
Three Doom Divers leap from the top of the cliffs or fire Waaagh! Vorgaz.
themselves from their catapult. They take two turns to reach
their target. Each turn, take an Average (+20) Athletics Test If Moongobba leads the tribe, he takes a huge amount of
for each Goblin. If it fails, it hits the wall of the gorge, crashes Purple Cap mushrooms and loses his mind. On his orders, the
to the ground or its wings fall off — no longer a threat. Any other shamans push every Goblin into the Northern Gorge,
Doom Diver still in play after two turns hits a randomly- where they indulge in an orgy of Purple Cap consumption.
selected target with +12 Damage, unless they pass a Difficult This drives them insane. Many die, but the lingering effect of
(–10) Athletics Test. Sheerargetru’s presence causes some survivors to mutate. Some
grow small purple feathers. Others develop very pronounced
Unleash Olgog! purple beaks or their limbs turn into rubbery fungal growths.
Moongobba urges the twisted tribe to fulfill their destiny in
(Daylight, Deep Ravine) conquering the Empire.
If a hostile force reaches the Deep Ravine and wipes out many On the Road
Goblins, Cacklespit orders that Ulgog is released from his cave.
The hallucinating Ogre stumbles from confinement, desperate If they go north, the Madcraw Tribe travels by night in a strangle
for a decent feed. He charges the party — treat him as Frenzied. cavalcade. Cacklespit (or Moongobba) rides in a shaded howdah
If any Goblin strays close enough, he’ll attack them too. on Olgog’s back, while the Green Racket comes after, yowling
of their shaman’s great deeds. The tribe follows on foot or in
Eclectic Cruel Blade Acid Pest crude carts filled with dried fungi and pulled by runts. Should
they meet other Greenskins, they will try to convert them to
(Dusk, Night and Dawn, Deep Ravine) following Cacklespit (or Moongobba’s) prophecies. Anyone else
they will attack, with fanatics at the fore.
The Characters are a perfect target for Gitface’s pranks. At an
opportune moment he hides on a ledge and throws acid bombs When they reach the first human settlement (such as
down on them. He is 10 yd above and counts as a Small target Grenzstadt), they wait until nightfall to dose the wells with
in Medium Cover, so any attempt to hit him with missile Mad cCp mushrooms and other intoxicants. At dusk the next
weapons is Very Hard (–30). At night, he attempts to sneak night they strike, taking advantage of the many incapacitated
up and slice at them from the shadows with his acid-poisoned townsfolk.
blade. If anyone gets the chance to fight back, he flees, laughing
to himself and shouting ‘Are you mad?’ in the Goblin language.
34
CHAPTER 4 IV
THE IMPERIAL OSTLANDERS
The south, east and western borders of the Empire are guarded The Count of Ostland was determined to prove his point. He
by towering mountain ranges, vast bulwarks against the many instructed his Barons to scour the hilly lands of the eastern
enemies who wish to conquer or despoil. The Emperor’s Own Middle Mountains for tough highlanders. The resulting patrol
Imperial Ostlanders are a regiment under the direct command was despatched to the Worlds Edge Mountains on a mission
of the Emperor himself, charged with scouting these frontiers to determine the threat from Grom’s armies, pick off any small
for threats from without. Their remit is to travel across and straggling bands and track the horde’s progress and disposition.
beyond the borders, looking for threats and, should an invading
army cross the mountains, track their progress while relaying
reconnaissance back to Altdorf.
Since the days of Wilhelm the Wise (2429–2434 IC), the
Imperial Ostlanders have mustered tough soldiers from the
eastern foothills of the Middle Mountains. If the Empire was
in a stronger state of unification, the individual Electors and
provincial leaders would share intelligence with the Emperor,
but years of experience have taught the military commanders in
the Reikland that they cannot trust parochial nobles with such
an important responsibility.
Colonel Reikhardt Mathis Seivers is the current leader of the
Imperial Ostlanders. Seivers is a man of humble origins, more
at ease in single combat with a brutish Orc than negotiating
etiquette in the Imperial Palace. As befits a scout regiment,
the Ostlanders are a small force, but their professionalism and
Sigmarite pride more than make up for their numbers. Decades
of campaigning has hardened the regiment and ingrained an
instinctive understanding of potential foes, but they have a
specific knowledge of Greenskins, the most common threat
from the mountains.
HISTORY
When Grom the Paunch threatened to rampage across the
Empire with his Greenskin hordes, Prince Wilhelm of Altdorf,
bemoaned the ignorance of his commanders. None seem to
know the strength of the Goblin forces, or any sense of the
route the monstrous horde would travel.
During this time, when Grom and his Greenskin hordes posed
a major threat, Emperor Dieter IV was more interested in
choosing new tapestries than attending the fractious Councils
of War with the Electors. Frustration boiled over when Prince
Wilhelm decried the military’s ignorance by describing the
situation as, ‘like fighting a greased hog while wearing a blindfold
and armed with a turnip’. The Count of Ostland, Gerson von
Tasseninck, pledged that he could muster a troop of scouts
experienced in tracking and hunting Greenskins. The other
Electors were dismissive. They needed battalions and artillery,
wizards and alliances with the Dwarf Holds, not scruffy savages
from the Middle Mountains.
35 35
IV WA R H A M M E R FA N TA SY RO L E P L AY
The patrol picked up Grom’s forces after the Battle of Iron Black Fire Pass had flooded and the Ostlanders knew it was
Gate (2410 IC), where the Dwarfs were unable to halt the impassable for the Chaos Dwarf war engines. They guessed
Greenskins. The Ostlanders shadowed the invading Orcs from correctly that Tamurkhan’s forces would travel through Winter’s
Karak Kadrin into the Empire, watching as Grom attracted Teeth Pass instead. When the Murder Grinz Night Goblin
more tribes from Peak Pass and beyond. As the horde grew in tribes ambushed the Chaos army in the Pass, the Imperial
number, they passed warnings forward to the towns of Stirland Ostlanders raced north to warn Countess Emmanuelle and
and Talabecland. Grom’s horde seemed unstoppable, but the Margrave Olger Hoch of Wissenland. The populace fled for
Imperial Ostlanders’ actions saved lives. their lives and Nuln readied the defences, eventually repelling
the invasion.
When Grom’s marauders reached the Reikland, the Ostlanders
briefed Prince Wilhelm on the warbands invading his lands. The Imperial Ostlanders are not infallible. They have been poor
Under his command, they took to the field and legend has when anticipating threats from the Grey Mountains — failing
it that one of their number saved Prince Wilhelm from an to scout the Duc de Parravon’s forces in the Fifth Parravon War
Orc spear. In 2429 IC, once the threat of Grom had passed in 2474 IC. Currently, their preoccupation with Orcs in the
and Wilhelm became Emperor, he instituted the Imperial Badlands has diverted them from a far more pressing menace
Ostlanders to anticipate future invasions on behalf of the whole — the gathering forces of Azhag the Slaughterer.
Empire. The patrol was officially made part of the Wolfenburg
2nd Regiment of Foot, though this was more to do with keeping Today
the logistics of training and equipping down to a minimum, the
Imperial Ostlanders have always had their own Colonel and act The patrol is still raised from the Ostland highlands — a place
independently from their parent regiment. of petty baronies subservient to the Grand Prince, where the
people live austere lives in the shadow of the great peaks. There
The patrol proved their worth on many occasions since. In are a handful of non-Ostlanders in the regiment, but they are
2465 IC, they scouted ahead of Antoine von Carstein’s undead rare and no efforts are made to make them welcome.
legions. Thanks to their swift action, Emperor Mattheus II
forged an alliance of Elector Counts to defeat the Vampire at The main barracks are in Wolfenburg, where recruits are
the Battle of Schrolnetz Plain. inducted in a secretive ritual. They must pledge allegiance to
the Emperor, dedication to Sigmar and prove to the command
More recently, Tamurkhan the Maggot Lord and his army that they understand the forces and approach to warfare of
of Chaos rampaged through the Border Princes towards the the Empire’s main foes — the Greenskins, the Beastmen,
southern Empire. Colonel Sievers and his men observed the the Warriors of Chaos. There is a small secondary barracks in
coalition of Marauder Tribes, Chaos Dwarfs and Ogres when Fielbach south of Altdorf, where some troops over-winter ready
they fought the mercenaries of the Eagle Confederacy. They for spring campaigning in the Black or Grey Mountains.
picked off lone warbands and captured a handful of Kurgan,
who revealed Tamurkhan’s ultimate destination as Nuln.
THE IMPERIAL OSTLANDERS IV
Officially the regiment takes orders from the Emperor, who The other provinces look favourably on the Imperial Ostlanders
determines which borders or potential threats they must when they bolster their own defences against invasion. But
reconnoitre. In practice, it is Reiksmarshal Kurt Helborg who local nobles are unconvinced. The regiment are sometimes
determines their orders. In the field, the Imperial Ostlanders assumed to be a show of force by the Emperor, or spies seeking
are afforded a degree of freedom to act on initiative — lines of intelligence for Altdorf. Since the annexation of Ubersreik, this
command can’t often reach their remote locations, and should feeling is more common. The rulers of Nordland, Middenland
they discover something of interest, they are free to change their and Talabecland don’t refuse to cooperate with the Imperial
mission. The Imperial Ostlanders are expected to neutralise small Ostlanders, but there is clear hostility when they cross their
threats unassisted and report back with news of larger concerns, lands. In some frontier towns and villages, the Imperial
such as an army or large warband menacing the mountain passes. Ostlanders have a reputation for throwing their weight around,
confident that they have the Emperor’s backing. On occasion,
The Ostlanders operate primarily as a mobile infantry unit, using locals who hold back useful information have been given rough
commando tactics against their adversaries. Through stealth treatment.
and ambush, they can wipe out small numbers of opponents
without attracting attention to themselves. On rare occasions
they take to the battlefield alongside other regiments, the core
unit armed with halberds with hunters and swordsmen fighting
as supporting detachments.
Reputation
In Altdorf and the Reikland, the Imperial Ostlanders have
a good reputation. The military see them as dependable,
resourceful provincials who embody professionalism and loyalty
to the House of the Third Wilhelm. The more superior nobility
value provincial deference to Reikland rule. In the Reikland
Colonel Sievers is a minor celebrity, where news of his exploits
or discoveries in far-flung locations are the subject of many
rumours. The Colonel finds this intensely embarrassing.
The Imperial Ostlanders are popular in their home province. Operations
Ostland has traditionally supported Imperial unity, so it is
a matter of pride if a son or daughter takes the Emperor’s The Imperial Ostlanders patrol mainly in the Black Mountains
shilling. In 2506 IC, the regiment alerted the Emperor and and Worlds Edge Mountains, passing through Black Fire
Elector Count of Ostland to a force of greenskins massing in Pass, Winter’s Teeth Pass and Peak Pass to scout beyond the
the Middle Mountains. Thanks to their warning, a combined mountains. Less often, they’re deployed to the Grey Mountains,
force of troops from Ostland and Altdorf led by Reiksmarshal Forest of Shadows and Middle Mountains.
Kurt Hellborg ended the threat at the Battle of the Plain, south
of Wolfenburg. The intervention of the Imperial Ostlanders In the field, they look for signs of hostile warbands moving
elevated them in the eyes of their province. through the mountain. The regiment spends weeks on
expeditions, surviving in the mountains with their wits and
Elector Count von Tasseninck is ambivalent. The regiment experience. They speak with travellers, locals and mercenaries
showcases his province’s allegiance to the Empire and Sigmar, to discover anything unusual or amiss. They have cultivated an
but raising troops for the Emperor is rather like a tax imposed understanding with the Dwarfs of the Black Mountains and
on his domain. He instructed Colonel Sievers that the Imperial Karaz Ankor, to exchange information of interest. The Dwarf
Ostlanders should not ‘waste time’patrolling the borders of states thanes like to remind the Emperor of ancient allegiances
hostile to their own, as such Sievers has been concentrating on
patrolling the Black Mountains, which keeps Averland happy
and avoids any entanglements with Talabecland.
37
IV WA R H A M M E R FA N TA SY RO L E P L AY
Recent developments On arrival in Altdorf, Colonel Sievers rushed to the Palace
for an audience with the Emperor. Karl-Franz was evasive
For the past year, the Imperial Ostlanders patrolled the southern and when the Colonel finally met him, he was distracted and
foothills of the Black Mountains, alert to the possibility of distant. He didn’t seem to know the commander of the Imperial
incursions from the Border Princes. They learned from Dwarf Ostlanders and dismissed his concerns about Orc invasion as,
patrols that Orcs are massing east of Barak Varr and took a ‘just one of many matters I shall attend to in time’. Sievers felt that
perilous excursion into the northern Badlands where they Karl-Franz’s accent wasn’t quite right. He had, in fact, met the
discovered the nascent horde of Warboss Vorgaz Ironjaw. Emperor’s double.
Colonel Sievers knows that an Orc Waaagh! grows with the Infighting and politics have muted Seivers’ warnings, but the
aggression and ambition of its leader. Ironjaw has already Purple Hand are also involved. Yann Zuntermein implied to
subjugated several tribes in the area, after he and his retinue various Imperial dignitaries that the Imperial Ostlanders are
upset Gorfang Rotgut who chased them from Broken Tooth in the employ of the Dwarfs, who seek to divert the Empire’s
lands. The Red Face and Bloody Spear Goblins, the Stink armies to their own ends in restoring Karaz Ankor.
Fist Orcs and the Snake Blood Savages have all come under
Ironjaw’s rule. Other tribes in the vicinity are becoming agitated While Sievers stays in Altdorf and tries in vain to rouse the
and aggressive — a sure sign that a Waaagh! is brewing. interest of the military’s commanders, the remainder of the
Imperial Ostlanders continue to patrol Black Fire Pass and seek
The Imperial Ostlanders believe that swift action in the more information from the caravans that pass through.
Badlands or Border Princes could stop an invasion long before
it happens. But the Empire’s rulers are not receptive. Grand
Countess Ludmilla Alptraum of Averland is preoccupied
with political matters in her province. The Mad Count Marius
Leitdorf was enthusiastic at first, but then became excited by
designs for a new fleet of carriages and lost interest.
38
THE IMPERIAL OSTLANDERS IV
THE REGIMENT
In the field, the Imperial Ostlanders wear the black and white
of their home province, with a navy blue trim. Their tabards are
emblazoned with the griffon from the Emperor’s coat of arms.
When scouting or skirmishing, they wear dark-grey surcoats to
blend in with their surroundings.
Colonel Reikhardt Mathis Seivers
There has been a Sievers in the Imperial Ostlanders
since their foundation. The family are commoners,
but generations of dedicated service have ingrained a
deep loyalty to the regiment. As a child, Reikhardt’s
father recounted tales of Orc-hunting and drilled his son
in combat. He rose through the ranks, proving his ability on
campaign and earning the trust and respect of his comrades-
in-arms.
Now elevated to a position of command, Sievers finds himself
dealing with the nobility and Empire’s military authorities
far more than he feels comfortable. He is a man of action, a
grizzled veteran who feels most alive hunting Greenskins in the
mountains and surviving on his wits, rather than lobbying for
support or charming the ruling classes.
Sievers is concerned about developments south of the
Black Mountains and Karl-Franz’s strange behaviour. His
preoccupations have perhaps blinded him to the brewing civil
war.
Given the events of Empire in Ruins, the Colonel may have
fulfilled the hammer quest and become a hero — or been killed
in the attempt.
COLONEL REIKHARDT SIEVERS
OFFICER (GOLD 1)
M WS BS S T I Ag Dex Int WP Fel W
4 60 56 37 58 60 33 33 30 62 25 18
Traits: Armour (Mail shirt) 2, Ranged (Bow) +6,
Weapon (Sword) +7, Weapon (Polearm) +7
Skills: Athletics 53, Climb 57, Consume Alcohol 78,
Cool 77, Dodge 53, Endurance 78,
Gamble 45, Gossip 30, Haggle 30, Heal 45,
Language (Battle Tongue) 50, Lore (Ostland 45,
Warfare 45), Melee (Basic 70, Polearm 65), Outdoor
Survival 55, Navigation 45, Perception 70,
Ranged (Bow) 71, Stealth (Rural) 53
Talents: Combat Aware, Doomed (Seekest
thou not what others have forgot), Etiquette
(Soldiers), Stout-Hearted, War Leader
Trappings: Sword, Bow, Halberd,
Uniform, Grey Surcoat, Cloak
39
IV WA R H A M M E R FA N TA SY RO L E P L AY
Father Eduard von Tunz,
Regimental Priest
The Imperial Ostlanders are dedicated Sigmarites. Father
Eduard von Tunz has the solemn duty to lead them in their
devotions. Third son of a minor Dunkelpfad noble family, he
has a fine singing voice and dry sense of humour.
Father von Tunz is muscular in body and faith, as befits a
fighting member of the Sigmarite priesthood. In battle he leads
from the front, but in urban settings he is more reticent, ill-at-
ease with town folk.
He has a secret history — before he became an initiate of
Sigmar, Father von Tunz was a murderous brigand on the
Ferlangen-Wolfenburg road. He experienced a spectacular
vision of Sigmar and turned his life to one of faith. None of
his comrades-in-arms know of his past and he prefers to keep
it that way.
Flag Sergeant Borys Zielin, FATHER EDUARD VON TUNZ, HUMAN PRIEST
Second-in-command (SILVER 2)
Zielin is Seivers’s right hand man, a tall Ostlander with cropped M WS BS S T I Agi Dex Int WP Fel W
grey hair and a prominent jaw. He carries the regiment’s banner
in the field and takes great pride in his service to the Emperor. 4 35 33 36 37 35 38 34 40 38 34 12
Zielin is a man of few words, but surprisingly well-spoken, with
only the slightest Ostlander accent. Aside from Father von Traits: Armour (Body) 2, Weapon (Warhammer) +9
Tunz, he is probably the most devout Sigmarite in the regiment.
When the priest is not present, he leads the Ostlanders in prayer. Skills: Athletics 45, Charm 36, Consume Alcohol 44,
Cool 45, Dodge 42, Endurance 42, Entertain - Speeches
Zielen was hit in the leg by a Chaos Dwarf blunderbuss during 47, Evaluate 45, Gossip 39, Heal 42, Intimidate 45,
the Tamurkhan campaign two years ago. He walks with a Language (Battle Tongue) 42, Leadership 39, Lore
pronounced limp and a sense of purpose. (Sigmar) 44, Melee (Basic) 55, Melee (Two-handed)
57, Outdoor Survival 43, Pray 40, Stealth (Rural) 42
FLAG SERGEANT BORYS ZIELIN,
HUMAN SCOUT (SILVER 1) Talents: Bless (Sigmar), Doomed (Doubt sows a
seed, the child of Krakenrok reaps the harvest),
M WS BS S T I Agi Dex Int WP Fel W Etiquette (Cultists), Holy Hatred, Inspiring,
4 49 38 46 33 32 41 27 37 29 24 12 Invoke (Sigmar), Read/Write, Rover,
Traits: Armour (Mail Shirt) 2, Ranged (Bow) +10,
Weapon (Sword) +8, Weapon (Halberd) +8 Trappings: Breastplate, Warhammer, Cloak,
Skills: Athletics 33, Charm Animal 35, Climb Prayer Book, Symbol of Sigmar
56, Cool 38, Endurance 38, Evaluate 45, Gossip
29, Lore (Ostland) 49, Melee 70, Melee (Pole-
arm) 68, Navigation 40, Outdoor Survival 42,
Perception 42, Stealth — Rural 50, Track 41
Talents: Doomed (A second blast and a vertiginous
fate), Acute Sense (Sight), Inspiring, Strider
(Highlands), Night Vision, Read/Write
Trappings: Regimental Banner, Sword, Bow,
Cloak, Uniform, Grey Surcoat, Rope, Maps
40
THE IMPERIAL OSTLANDERS IV
Scout Sergeant Alicja Bohun, BENGT LIVMATZ, HUMAN ARTISAN (SILVER 1)
Leader of the Vanguard
M WS BS S T I Agi Dex Int WP Fel W
All Imperial Ostlanders are capable scouts, but the Vanguard
are expert mountain rangers, keen-eyed masters of tracking. 4 37 37 37 38 34 32 41 36 29 28 11
Bohun is their wiry leader, a woman with a cold-burning hatred Traits: Armour (Leather) 1, Ranged (Bow) +6, Sword +7
of Greenskins matched by her ability to trace their passing and
hunt them down with impressive accuracy and timing. She is Skills: Athletics 37, Climb 40, Consume Alcohol
also the regiment’s musician, carrying the same warhorn that 45, Cool 34, Dodge 38, Endurance 44, Evaluate
called the original Imperial Ostlanders to order when fighting 47, Gossip 37, Haggle 31, Language (Artisan
Grom’s horde. Guilder) 45, Language (Khazalid) 43, Lore
(Geography) 43, Lore (Reikland) 42, Melee (Basic)
Bohun is respected by the hunters under her command, but the 57, Navigation 44, Outdoor Survival 38, Perception
Ostlanders whisper that her loathing for Greenskins can make 41, Ranged (Bow) 63, Trade (Cartographer) 50
her reckless.
Talents: Ambidextrous, Artistic, Dealmaker,
SCOUT SERGEANT ALICJA BOHUN, Doomed (The great fish swims against the tide
LEADER OF THE VANGUARD in different climes), Orientation, Read/Write
M WS BS S T I Agi Dex Int WP Fel W Trappings: Trade Tools (Cartographer),
4 34 45 35 47 41 43 28 32 28 37 13 Uniform, Grey surcoat, Sword, Bow
Traits: Armour (Leather) 1, Ranged (Bow) +6, Sword +7
Skills: Animal Care 43, Athletics 53, Climb 48, Renia Grünewald — Emissary
Cool 33, Dodge 48, Endurance 57, Gossip 47,
Haggle 44, Heal 35, Intuition 43, Leadership 42, The Imperial Ostlanders need to liaise with diverse and unusual
Lore (Ostland) 39, Melee (Basic) 54, Navigation sources when on campaign. Colonel Sievers recruited Renia to
51, Outdoor Survival 49, Perception 51, Play negotiate with locals for information, shelter, and to smooth
(Warhorn) 30, Ranged (Bow) 67, Secret Signs over potential conflicts.
(Scout) 41, Stealth (Rural) 53, Swim 40, Track 50
Talents: Doomed (As the sun sets, the body withers Renia was born to a Tilean father and Ostlander mother
and returns to earth), Hatred (Greenskins), in Wolfenburg. Now a weathered veteran in her 50s, she is
Combat Aware, Etiquette (Soldiers), Rapid knowledgeable in the language and culture of the Dwarfs,
Reload, Strider (Highlands), Marksman Bretonnians, various Border Principalities and Ogres. She also
Trappings: Warhorn, Uniform, Cloak, Rope, has personal contacts in many mercenary companies that ply
Bow, Sword, Grey surcoat, Maps their trade on the frontiers of the Empire.
Bengt Livmatz, Regimental RENIA GRÜNEWALD, HUMAN ENVOY (SILVER 2)
Cartographer
M WS BS S T I Agi Dex Int WP Fel W
The Imperial Ostlanders often find themselves in obscure
frontier regions, and it is Livmatz’s responsibility to record the 4 31 27 31 39 33 36 29 46 32 42 12
disposition of potential enemies and their place on the map. He Traits: Sword +7
is affiliated with the Imperial Geographic Society and keeps
up a lively correspondence with other cartographers in Altdorf. Skills: Athletics 41, Bribery 44, Charm 51, Cool
37, Dodge 41, Endurance 46, Gossip 51, Haggle 50,
Originally from Grenzstadt, Livmatz is not a native Ostlander Intuition 38, Language (Wastelander) 49, Language
and feels excluded from the rest of the regiment. Despite his (Khazalid) 50, Language (Tilean) 59, Language
scholarly responsibilities, he is a surprisingly vicious fighter and (Grumbarth) 48, Language (Battle Tongue) 49, Lore
an excellent shot with the bow. (Politics) 52, Lore (Reikland) 49, Lore (Ostland)
47, Lore (Dwarfs) 50, Melee (Basic) 48, Outdoor
Survival 49, Perception 37, Ride Horse 42
Talents: Attractive, Blather, Doomed (It starts
with a trickle), Etiquette (Noble), Etiquette
(Dwarf ), Etiquette (Soldiers), Read/Write,
Resistance — Chaos, Super Numerate
Trappings: Sword, Cloak, Travel
clothing, Fine clothing (in pack)
41
IV WA R H A M M E R FA N TA SY RO L E P L AY
Sebastian, Esmer, Jozef — Sergeants Years in the mountains have given rise to many superstitions
amongst the soldiers. They carry small tokens said to bring
Charged with leading the detachments of the Imperial protection from Sigmar — griffon talismans, carved boar’s
Ostlanders, the sergeants are (usually) respected by the troops head pendants, and knife handles fashioned from orc bone.
for their experience as much as their toughness and fighting They have a peculiar dry sense of humour full of in-jokes about
prowess. Like their troops, each sergeant is proficient with a Ostland and the foolishness of Kislevites and Talabeclanders.
sword, polearm or bow. Non-Ostlanders face gentle ridicule, but if they react with
good humour of their own they will receive hearty laughter
Sebastian encourages his soldiers in various money-making in return.
schemes. He’s good humoured and popular within the regiment.
Esmer is harsh with her troops, but ferociously loyal. Although few SOLDIER
like her, she’s especially valuable in a fight. If Esmer hears anyone M WS BS S T I Agi Dex Int WP Fel W
speak against the nobility, she becomes extremely aggressive. 4 40 35 35 35 40 30 30 30 35 30 12
Traits: Armour (Mail shirt) 2, Ranged (Bow) +6,
Jozef is secretly resentful that Ostlanders must die for the Weapon (Sword) +7, Weapon (Polearm) +7
Empire, when there are enough hardships back home. He keeps Skills: Athletics 35, Climb 38, Consume Alcohol
his views to himself, but should the opportunity present itself, he 37, Cool 38, Dodge 35, Endurance 40, Gamble
will betray the regiment for coin or to advance Ostland’s fortunes. 33, Gossip 37, Haggle 33, Language (Battle
Tongue) 32, Lore (Ostland) 33, Melee (Basic 45,
SEBASTIAN, ESMER, JOZEF, Pole-arm 45), Outdoor Survival 33, Perception
HUMAN SERGEANTS (SILVER 1) 43, Ranged (Bow) 45, Stealth (Rural) 34
M WS BS S T I Agi Dex Int WP Fel W Talents: Etiquette (Soldiers), Warrior Born
Trappings: Sword, Bow, Halberd,
4 40 40 34 42 40 31 32 30 47 27* 15 Uniform, Grey surcoat, Cloak
Traits: Armour (Mail shirt) 2, Ranged (Bow) +6,
Weapon (Sword) +7, Weapon (Halberd) +7 The Vanguard
Skills: Athletics 40, Climb 41, Consume Alcohol
48, Cool 52, Charm (Sebastian only) 41, Dodge 41, On a march, the most experienced rangers in the regiment cover
Endurance 52, Gamble 40, Gossip 37, Haggle 32, the fore and flanks of the other troops. They are adept with bow
Heal 39, Intuition 43, Language (Battle Tongue) 36, and sword, but their chief role is spying out the land ahead.
Leadership 32, Lore (Ostland) 33, Melee (Basic)
60, Melee (Pole-arm) 60, Outdoor Survival 40, The Vanguard are less sociable than the other soldiers and tend
Perception 43, Ranged (Bow) 58, Stealth (Rural) 37 to be quieter and more solitary. All venerate Sigmar, but also
Talents: Combat Aware, War leader, Etiquette (Soldiers) pay equal respect to Taal. Some of the more devout Sigmarites
Trappings: Sword, Halberd, Bow, Uniform, in the regiment are uneasy about this.
Grey surcoat, Hat with sergeant badge
VANGUARD SOLDIER
Soldiers M WS BS S T I Agi Dex Int WP Fel W
4 35 40 30 38 40 38 30 30 35 28 12
The troops are a mix of men and women mustered from the towns Traits: Armour (Leather) 1, Ranged
and villages in the foothills of the eastern Middle Mountains. (Bow) +6, Sword +7
They are generally proud to join the regiment, which in many Optional: Athletics 41, Charm Animal 35, Climb
cases is the only way to escape a hardscrabble life of farming or 35, Cool 38, Endurance 44, Gossip 31, Haggle 35,
hunting. They train to fight with sword, halberd or bow — the Lore (Ostland) 36, Melee (Basic) 48, Navigation
latter are preferred to crossbows as they are cheaper and easier 45, Outdoor Survival 36, Perception 47, Ranged
to maintain when spending weeks far from civilisation. Each of (Bow) 60, Stealth (Rural) 45, Track 44
them is able to fight independently from one another, but the Traits: Combat Aware, Strider (Highlands)
infantry are drilled to assume loose formation or ranked units Optional: Sword, Bow, Uniform, Grey surcoat, Cloak
on the battlefield when necessary.
Most Imperial Ostlanders have the typical dark hair and
long moustaches of their fellow countrymen. They are loyal,
tenacious and pragmatic. Most of them have a deep, sincere
faith in Sigmar and dedication to the Emperor and Empire —
any cynicism or humour at the expense of the establishment is
viewed with hostility.
42
THE IMPERIAL OSTLANDERS IV
ENCOUNTERS WITH Paranoia or Prescience?
IMPERIAL OSTLANDERS
Colonel Sievers (or Sergeant Zielin) approaches the party to
In Empire in Ruins, the party will meet the Imperial ask them to help in persuading the Reiksmarshal that Waaagh!
Ostlanders in Black Fire Pass, but if you choose to use them in Ironjaw is a genuine threat. If they decide to help, they will
other contexts, they can provide local colour, support the party, need to navigate the corridors of power, secure support from the
or even act as adversaries. Cult of Sigmar and Prime Estates. If they are very successful,
they could lead an army south, but more likely they’ll be given
The party may meet the Imperial Ostlanders in any frontier resources for an expedition with the Imperial Ostlanders to the
town in the foothills of the Grey, Middle, Black or Worlds Edge Badlands. Either way, there are forces in Altdorf who would
Mountains. When they are on leave they drink hard but never rather the expedition gets lost — and they work to place their
become unduly raucous. The Ostlanders will always attend own people with the regiment to ensure this happens.
Throng at the local Temple of Sigmar and the party could
encounter them wherever the local Sigmarites congregate. The Road South
If the party wants to gain information about a remote mountain On a journey south, the party reunites with the new Elector
region, asking around in the Reikland, Ostland or on the frontiers Count of Averland, Marius Leitdorf. Depending on their prior
could lead to the Imperial Ostlanders. They can provide advice, dealings and their powers of persuasion, they may be able to
maps and even guide the party if they come with Imperial sanction secure additional resources or troops for the expedition. The
or propose to share useful intelligence back with the regiment. road will continue through Black Fire Pass (where they may
encounter the Madcraw Clan again) down through the Border
They could be encountered in the wilderness or in a mountain pass. Princes. In these lawless lands they will need to negotiate
The Imperial Ostlanders’ command will hail the party if they don’t passage with a series of eclectic local rulers before reaching
look like a threat, as they’re always keen to know what travellers Barak Varr, sea hold of the Dwarfs.
have seen on their journeys. If the Character acts suspiciously or
hostile towards the Empire, the Ostlanders will try to capture and A Measure of Malice
interrogate them to ascertain whether they represent a threat.
At the edge of the Badlands, the Ostlanders need to work
Characters may even join the Imperial Ostlanders, if they show with the Dwarfs and various disreputable mercenary bands to
an aptitude or resourcefulness in the mountains. They will be scout the area and ascertain the danger that Vorgaz represents.
inducted into the regiment in Wolfenburg or Fielbach and then They will find out quite how powerful the Warlord has become
expected to serve on campaign. However, if Sievers or the other and discover his ambitions to invade the Empire. They may
commanders feel they can trust the Character, they may be sent also discover the weaknesses in his coalition of tribes and the
on a mission independently with the rest of the party. rivalries which could prove his undoing.
If the party has a patron from the Imperial establishment, We Must Do Something
they may have them seconded to accompany the regiment.
The patron will have their own reasons — perhaps to explore The Third Battle of Blackfire Pass is fated to happen in 2520 IC,
regions where the Imperial Ostlanders are on campaign, to seek where Count Marius Leitdorf is destined to lose his life and the
information on their behalf. Emperor stops Vorgaz Ironjaw’s invasion before it crosses into
Averland. But the skeins of fate or the Characters’ actions may
Campaign Hook change the future. The party may remove the threat of Waaagh!
Ironjaw altogether or their actions could be the reason that his
In the distant Badlands, the Orcs are stirring. The great warlord horde invades the Empire in 2520 rather than in the next few
Vorgaz Ironjaw is marauding through the land, conquering years.
Greenskin tribes and bringing them to his banner. The more his
reputation grows, the more Greenkins join him and the greater There are several options — they could assassinate Vorgaz
he grows in reputation and might. Ironjaw, foster division amongst the Greenskins or pit another
powerful Warlord against him. Skarsnik, Gorfang Rotgut or the
Skaven could be surreptitiously enlisted to hamper or halt the
growing Waaagh!
Colonel Sievers’s warnings to the Emperor were ignored during If they don’t succeed, Waaagh! Ironjaw grows and rampages
the Turmoil and when the Empire reaches a more stable state, north, sweeping up more tribes as it goes. The Madcraw Clan
few are willing to devote time and effort to a remote threat. join, finally fulfilling their prophecies. On the route, the Yellow
If the party impresses the Colonel or the Altdorf military Eye Gobins, the Bloodaxe Alliance and the Blackvenom Tribe
authorities during the Enemy Within, then they may be asked are subjugated along with many others. The Greenskin horde
to verify whether Vorgaz Ironjaw is anything to worry about. leaves devastation through the Border Princes before reaching
the southern end of Black Fire Pass...
What follows is a potential outline for a campaign.
43
IV WA R H A M M E R FA N TA SY RO L E P L AY
Adventure Hooks Cui Bono?
If you don’t want to run a full campaign or have a party who have Scouting the Black Mountains near the old province of Solland,
not completed the Enemy Within, the Imperial Ostlanders the Imperial Ostlanders learn that a troop of Orc mercenaries
may inspire other adventures where the Characters join them have been raiding settlements in the foothills. Survivors’
on their missions: descriptions match the notorious Ruglud’s Armoured Orcs — a
vicious band who wear looted heavy armour and carry crossbows,
The Conqueror Worm which they can occasionally even use. Sergeant Bohun would
appreciate the party’s help, because the Orc mercenaries seem to
Two years ago, the Imperial Ostlanders captured and be targeting specific holdings belonging to Baroness Katarina
interrogated several Kurgan followers of Tamurkhan. What they von Heisenberg. There are several parties who might want to
learned helped save countless lives in Wissenland, but it came bring the baroness down — the Baron Vicentus Preiss from
at an unknown cost. Trooper Ewald Huthaler interrogated a neighbouring Scharmbeck, Solland traditionalists and Nulner
Kurgan chieftain, who died laughing as he revealed Tamurkhan’s merchants who have heard that gold has been discovered in the
ambitions. As he expired, a tiny daemonic fly escaped his mouth region.
and settled on the Imperial Ostlander’s neck, where it laid its
eggs and expired. Who would be desperate enough to hire Orcs as mercenaries?
And what will they tell the Imperial Ostlanders when they
Over the next year, the egg hatched into a maggot that discover it’s the Baroness herself ?
burrowed into Huthaler’s brain. The old soldier is now little
more than a puppet to the daemonic infestation. Slowly but Frontier Failure
surely, the creature is working to infect the regiment with the
Wasting Shakes and spread the disease to any settlement they Three days ago a caravan headed into the Border Princes was
pass through. Can the party discover the source of the sickness stopped on the orders of the Colonel. Though not quite within
before succumbing themselves? his remit, the group are particularly poorly equipped, and the
Sievers fears the worst if he allows them to continue on. The
A Diplomatic Incident caravan consists of several foppish young nobles, the most
notable of whom is Liepmund von Trollensatz, a fiery young
The Bretonnian Ambassador is furious. Louis Rochelle has man set on making a name for himself. Trailing behind are a
complained to the Imperial Palace that the Emperor’s regiment handful of barely armed retainers and their families, with a few
was found spreading insurrection amongst the peasants of meagre supplies packed onto two carts and a carriage more
the Dukedom of Montfort. In truth, the Imperial Ostlanders suitable to the cobbled streets of Nuln than a hard mountain
were scouting the foothills for evidence of a military build-up pass.
— under orders from Graf Holzkrug. Several of their number
were captured by men-at-arms and pressured to explain their Sievers has thought of every reason he can to detain the group,
presence. Now they’re being used as political pawns between and is quickly running out of excuses. Von Trollensatz claims to
Altdorf and Couronne, with little hope of escape. The party is have connections to powerful people, and the Colonel is cautious
asked to help by a patron who wants peaceful relations between of drawing more trouble on himself and the Ostlanders, and is
the Empire and Bretonnia — can they extract the Ostlanders desperately looking for a solution that doesn’t involve allowing
and help to diffuse the situation in Montfort? two dozen people to wander off to their deaths.
Machinery of Mass Destruction Most who leave for the Border Princes are fleeing something
or other. If the Characters could find out quite why this group
The Border Prince Lord Durant of Akendorf sends an is leaving the Empire they may be attempt to convince von
emissary to Averheim to beg for help. The Goblins are wielding Trollensatz to turn back.
gunpowder artillery! Surely it won’t be long before they use
it against the Empire? The Imperial Ostlanders are sent to Alternatively they may be able to convince some of Trollensatz’s
investigate with the party. retainers or the other lesser nobles to mutiny, perhaps by regaling
them with a few tales of what terrors lurk in wild places of the
When they arrive in the Border Princes, they discover that world. If the Characters lend a blade to any incipient mutiny it
Lord Durant was exaggerating slightly, but not without cause. is certain to succeed.
A small band of Broken Nose Goblins have acquired a Dwarf
weapon that they call the ‘Leadbelcher’. It is an organ gun Finally, they may decide to accompany the group and see them
and while Bogrub and Gutbug haven’t quite figured out the safely on their way. This could be a way to start a campaign in
technical details, they’ve managed to fire it on enough ‘humies’ the wilds, perhaps an attractive idea for some adventurers tired
and ‘stunties’ to know they’re onto something big. Now they’re of politics in the Empire.
starting to make big plans...
44
CHAPTER 5
THE NORDLAND QUESTION
THE WHITE WOLF REBORN Since then, the province has always been on the fringes of the
Empire, it’s fortunes and influence ebbing and flowing like the
For many centuries there has been discord between Middenheim tide. When Nordland escaped the yoke of Middenheim, it had
and its vassal Nordland. The Turmoil has opened old wounds elector counts who stood alongside the Empire’s other rulers.
as deeply-held resentments resurface and new ambitions grow. The title passed between noble lineages — with names such
Now the proud independent folk of Nordland are rebelling as Salzwedel, von Moltke, Ostrein and Gausser making their
against the dominance of the City of the White Wolf and some mark on history. In recent centuries, the Nikses have come
are taking it to the extreme. to prominence, after Baron Adolphus Nikse dominated the
province during the Age of Three Emperors, thanks largely to
A troubled alliance support from the Wolf Emperor.
Before 767 IC Nordland was a backwater frontier, dominated Since then Nordland has been firmly under Middenheim’s thumb
by the mysterious woodland enclaves of the Eonir and sparsely and there have always been those who craved independence. For
populated by the descendants of the Was Jutone tribe, who the last few decades, Norse raids on the coast intensified and
were never truly part of Sigmar’s original alliance. It wasn’t the coastal settlements beseeched Middenheim for aid. None
until Wilhelm ‘Bullshanks’ of Middenland brought together was forthcoming and Nordlanders became increasingly restless.
the petty kingdoms in the northwestern Empire that Nordland
united under one ruler. Wilhelm was second son of the Graf
of Middenland and the new province was no more than an
extension of his father’s domain.
45
V WARHAMMER FANTASY ROLEPLAY
Two events in 2502 IC brought matters to a head. In the north, The new Emperor’s first act was to honour his commitment. A
Baron Werner Nikse married his daughter Anike-Elise to Graf great host rode north, accompanied by Celestial wizards, the
Boris Todbringer — cementing the alliance and emphasising the Reiksguard, and Kislevite allies. At the battle of Nordland Fjord
subordination of Nordland. In the south, Karl-Franz sought to they routed a Skaeling army. Gausser was sidelined by the new
become Emperor and needed support, not just from those with Emperor, but recognised the advantage in loosening ties with
an electoral vote. While Nikse backed Todbringer, Nordmarshall Middenheim to build closer alliances with the Sigmarite south.
Theodoric Gausser offered Karl-Franz the support of northern
nobility if he promised to address the Norse threat. Since then Gausser, Baron Ludolf Köhler of Dietershafen,
and the cult of Manann have spoken of a new sovereignty
for Nordland. They secured tacit support in Altdorf from the
Imperial Navy and cult of Sigmar, who want more political
power in the north. The disorder of 2512 IC and the Purple
Hand stoked up violent separatists against Middenheim. The
Nordmarshall and his allies have no connection to the pockets
of open rebellion, but neither do they seek to restrain them.
Recent Events
High Duke Gausser plans a coup, directed by the tactical
genius of his ambitious mother, Duchess Ingrid Gausser. The
most powerful Nordland nobles and the cult of Sigmar have
pledged support to Gausser’s uprising. Nordland’s State Army
is ostensibly loyal to Baron Nikse, but several notable and
respected local nobles are poised to declare for Gausser and are
likely to bring a significant portion of the state military with
him. Despite both sides petitioning Laurelorn, the Elf Queen
remains silent and aloof from Human politicking.
Gausser does not realise that the separatists have been
manipulated by the Purple Hand, largely by fallen Magister
Karl-Heinz Wasmeier. The former Law Lord is taking revenge
on Middenheim, using separatists as puppets to attack Baron
Heinrich, assassinate Katarina, and commit other atrocities.
KEY PERSONALITIES
Nordmarshall High Duke
Theodoric Gausser
The Gaussers are an old Nordland family, who trace their line
back to Gansser the Patient, supposedly the first war chief in
the Silver Hills to acknowledge Sigmar’s divinity. Gausser has
commanded Nordland’s State Army many times over the past
twenty years — appointed as Nordmarshall Baron Helmut
Nikse in a misguided attempt to placate a rival dynasty.
After fighting alongside the Emperor and Reiksmarshall
Helborg in 2502–2503, Gausser often mixed with important
political figures in Altdorf, to the extent that many in the south
still mistakenly believe he rules Nordland.
The Nordmarshall is impatient and abrasive, with a restless
ambition to sit as an electors and extend Nordland’s territory.
He has no strong religious affiliations and pays respect to Ulric,
Sigmar, and Manann primarily for political gain.
46
THE NORDLAND QUESTION V
Dowager Duchess Ingrid Gausser AFTER THE TURMOIL
The elderly duchess resents the Nikses for usurping her family’s After the events of Empire In Ruins, agents of Gausser
‘rightful’rulership of Nordland. She masterminded the campaign discreetly tell Graf Holzkrug and other power brokers that
against Middenheim’s rule and surreptitiously directed her son Baron Nikse’s daughter was a Chaos cultist — using evidence
Theodoric’s politicking. A shady contact, working for Wasmeier from Wasmeier to prove it. A quiet scandal follows, ending
has given her compromising information about numerous when the compromised Graf Todbringer, Altdorf and Ostland
electors. Now she bides her time, waiting to leverage these exert pressure to depose Nikse as Grand Baron of Nordland
secrets to restore Nordland’s electoral vote. Most importantly, and Prince of Salzenmund. The official reason is an error of
she has evidence that Anike-Elise Nikse was a Chaos cultist in legitimacy, which keeps the horrible truth concealed.
the form of intercepted missives sent between the former wife
of the Graf and her fellow Jaded Sceptre members. It is not Simultaneously, the majority of the State Army declare
undeniable, but it is more than enough to throw the Nikses, and allegiance to Gausser. They ride to Salzenmund with the would-
by extension the Todbringers, into disrepute. be elector at their head. He takes the Nordland runefang Crow
Feeder and summons the Nordland nobles, the Burgomeister
Baron Werner Nikse of Salzenmund and the cult heads to Castle Salzenmund. He
makes a grand announcement:that he has persuaded a majority
Baron Werner Nikse sees himself as a proud Ulrican statesman, of electors to restore Nordland’s electoral status. Averland,
but his transparent subservience to the Middenheim court has Ostland, Stirland, Ostermark, Talabecland, Wissenland, and
reduced him to a sycophant. two Sigmarite arch-lectors supported this move.
The baron’s ancestral holdings are on the borders of the Graf Todbringer is furious, but Ar-Ulric counsels him to be
Laurelorn Forest. The family claims a Nikse signed the Treaty patient — it is not the will of Ulric that Nordland should be
of the Leaf (Archives of the Empire I, Chapter 1) with the brought to heel at this time. Todbringer bides his time, but still
Eonir in 630 IC agreeing that Humans had the right to settle harbours ambitions to bring Nordland back under his control
in Nordland. Years of intermarriage between the Todbringers
and Nikses have intertwined Werner’s allegiance to the City Late in 2512 IC Gausser meets with Karl-Franz and Baron
of the White Wolf, and many Nordland Ulricans pledge their Köhler to establish a new Nordland Fleet of the Imperial
allegiance to Baron Werner. Navy. The new elector count soon overreaches when he makes
aggressive moves towards Hochland, sends Baron Nachtmann
Baron Ludolf Köhler to dispute the border with Ostland and restates his claim as
Duke of Marienburg.
The Köhlers rule Dietershafen and have traditionally provided
great admirals for the Imperial Navy. Baron Ludolf speaks for The separatist movement in Nordland does not go away. The
the coastal Nordlanders who feel no affinity for Middenheim more violent and demanding members agitate for greater
or its puppet Nikse. The Baron is a pragmatic man, and has aggression towards neighbouring provinces — eager to see
stopped short of making an enemy of the City of the White Nordland ‘restored’ to a mythical prominence within the
Wolf, but he has used the family’s connections with the Imperial Empire.
Navy to secure military contracts for Dietershafen’s shipyards.
While none could criticise his savvy dealmaking, it has not gone USING THE NORDLAND
unnoticed that the wealth of Imperial Coin flowing into the port SITUATION
has bolstered the case for Nordland’s economic independence
from Middenheim. Many of these events are a backdrop to Empire In Ruins, but
you can make more of them in your game. A whole campaign
High Priest Erich Granholm could play out with the Characters supporting Gausser’s
coup, travelling throughout Nordland seeking support for the
Granholm is Nordland’s preeminent Ulrican priest who oversees Nordmarshall. Alternatively, Graf Boris could dispatch them to
the cult from the great Temple of Ulric in Salzenmund. He is uncover the independence movement and quell the rebellion.
ambitious for Nordland and unconvinced by the new Ar-Ulric,
whom he feels is more politician than Ulrican warrior. Nikse You can drop the following encounter into Empire In Ruins to
assumes he has the High Priest on his side, but Granholm show the Characters some nuances of the Nordland situation.
knows which way the wind is blowing and will side with
whomever promises to restore Nordland’s honour.
47
V WARHAMMER FANTASY ROLEPLAY
Conspirators’ Congress If the Characters make no trouble for the conspirators, Stolz
whispers something to Baron Köhler. Impressed by their
On the road to Castle Reikguard from Shining Rock, the reputation, he suggests they make contact with him should they
Characters pass through Mittelweg. The village inn, the Cock ever find themselves in Dietershafen.
and Magpie, has been chosen for a low-key meeting between
Nordlander powers and a representative of the supportive south. A Night for Fighting
Upstairs in a private chamber, Baron Köhler (representing the When the Characters are passing through the Reikerbahn
coastal Nordland nobility and the Imperial Navy) meets with (Altdorf, page 133) or down the Street of Hundred Taverns
High Capitular Werner Stolz, Wave Lord Otto Sider of the (Altdorf, page 181) in Altdorf, they walk into a ruckus between
Salzenmund Temple of Manann and Duchess Ullana Velten a handful of troops in Nordland colours and a motley collection
of the Imperial Council of State (Altdorf, page 20). All are of dockhands and ne’er do wells. A drunken punch aimed their
travelling without fanfare to avoid undue attention. If the way pulls them into the fight.
Characters pass a Challenging (+0) Lore (Heraldry) Test they
can identify them from devices on the horses in the stables and This is a street brawl and nobody is using weapons, but the
some attendants drinking in the inn. Characters can step back, break it up, choose sides, or remain
scrupulously impartial and hit out at everyone. Eventually some
If the Characters find a way to eavesdrop upstairs, they glean burly bouncers wade in to break up the fight and move on the
the substance of the conversation; Duchess Velten is the only combatants. If the Characters sided with anyone, they get a
one who offers no opinions of her own. drunken cheer and are invited for a drink in the Seven Stars inn.
0 The navy and coastal baronies want independence from Nordlanders: If the Characters drink with the soldiers, they learn
Middenheim, as Todbringer has no interest in maritime they’re from the Nordland Seahawks, a regiment of State Troops
matters or seaborne threats. often assigned to other states by Nordmarshall Gausser to fulfill
various treaties. They have been on manoeuvres in the Reikwald,
0 The cult of Sigmar can support independence, but Stolz but are going back to Nordland tomorrow. Ulli, the most vocal
would prefer to avoid open conflict with Middenheim. Nordlander, slurs in a thick accent that there’s a fight coming.
0 If the navy or cult of Manann are to support independence, ‘See, they’ll need us back. Sort out Baron Niske… Niske… I
separatist violence must cease. mean Nikse. He’s not a proper Nordlander, spends too much time
in Middenheim doesn’t he? Gausser’s going to put it right. He’s a
0 None trust Gausser — he’s ambitious and has his own bastard. But he’s our bastard, see? He’ll make these southerners take
territorial obsessions with the Wasteland. But he’s been Nordland seriously.’
laying political groundwork for a decade and is the only
choice to take over from Nikse. The Nordlanders are friendly and indiscreet. They share
anything about the Nordland situation that a well-connected
0 If Gausser takes action, they will support him, but disavow soldier might know. They leave the Characters wishing them
him if he fails. well and promising to show them a good time if they ever make
it to Salzenmund.
When Werner Stolz comes downstairs, he recognises the
Characters from their time in the Middenheim court. He greets Dockhand Dregs: If the party side against the Nordlanders,
them according to their prior behaviour and seeks to discover their new friends are members of the Hooks (Altdorf, page 31).
whether they know anything about the meeting, explaining as They explain that the Nordlanders came from the Seahawks
necessary depending on their perceived allegiance: regiment and they’d started the fight when someone called them
Norscans. The Hooks can explain a little about the Nordland
Pro-Ulrican: Stolz tries to convince the Characters he’s Seahawks: they hear the soldiers are going back to Nordland
working to broker peace between the Nordland separatists and to fight the Ulrican Baron Nikse on behalf of the Sigmarites
Middenheim. They can see through this on a successful Opposed and fishermen or whatever it is they have up there. There are no
Challenging (+0) Charm Test vs. Stolz’s Charm of 65. hard feelings — this was a good-natured brawl and the Hooks
respect the Seahawks’ fighting reputation.
Pro-Sigmarite: He explains that certain parties in Nordland
wish to secure peaceful independence to check Ulrican
aggression in the north and reduce separatist attacks
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CHAPTER 6
ALTERNATIVE EMPIRES
In which we examine possible futures for the Empire, and
how you, the GM, might take advantage of each.
BUT WHAT IF…?
What if the Characters prevent that final battle with
Sheerargetru? Far from a thrilling conclusion, the ending could
feel anticlimactic. In this chapter, we take a closer look at the
alternative outcomes mentioned in Empire in Ruins (see page
179) — how you can integrate them into the story, what the
near-future of the Empire might be, and present an adventure
suggestion worthy of powerful characters. Each table’s campaign
is different, however, so use these suggestions as inspirations for
your own alternate endings.
Yann Zuntermein
The Spider In His Web
A master spy, Zuntermein may be a Chaos cultist, but he is Once it becomes clear that a mission to recover Ghal Maraz
not stupid. After the events of Power Behind The Throne and is underway, Zuntermein plants information through
The Horned Rat, his informants alert him to the Characters’ intermediaries that Wasmeier has been sighted in Altdorf and
growing significance. Meeting them at Shining Rock and that he was behind the assassination attempt. Zuntermein
noting how they reacted to the attempted assassination of himself never appears, though clever investigative work by the
Katarina, he acknowledges them as resourceful figures and, Characters should uncover a trail back to him.
therefore, as possible threats to his plan. If he is wily, they could
be potentially useful tools. Following Zuntermein’s clues, the Characters find the safehouse
in which Wasmeier hides — as well as a faked message
How Zuntermein Wins identifying Quintus Fassbinder as a Purple Hand agent. Written
in the same cipher they encountered in Middenheim, it accuses
Zuntermein’s plot entails the Crown Prince, well-groomed by him of conducting research for the cult, something others would
his Nine Eyes tutors, first becoming Prince Regent for the ailing be all too willing to believe. With Wasmeier eliminated and
Emperor and then ascending to the throne in his own right. Fassbinder discredited, the quest for the Hammer never occurs,
the summoning never takes place, and Yann Zuntermein wins.
However, three dangers hover over his plans: Gideon, Wasmeier
and the party. First, he suspects Gideon of having his own
agenda and that recovering Ghal Maraz is crucial to it. Second,
Wasmeier schemes to replace him atop the Altdorf Purple
Hand. He could wreck everything. Lastly, the Characters are far
too capable for Zuntermein’s comfort.
Zuntermein must prevent the recovery of the Hammer in order
to succeed. While the attempt to steal it in Altdorf (Empire in
Ruins, page 179) represents a last, desperate effort, he does have
a card to play earlier — Wasmeier.
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VI WA R H A M M E R FA N TA SY RO L E P L AY
The Empire Under Zuntermein AGENTS OF NULN
Zuntermein first must consolidate power. If the Characters have While she has declared neutrality in the continuing strife,
not figured out his scheme, then they can still be useful. Soon Emmanuelle Liebwitz has not been sitting idle as the Empire
after the events of Empire in Ruins, the Emperor’s condition collapses around her. Aware more than most of what is really
worsens as the Purple Hand’s ‘doctor’ continues poisoning going on, she has laid plans for an uprising that would restore
him. Zuntermein, manipulating Liepmund Holzkrug, has the the Holswig-Schliesteins and eliminate Yann Zuntermein.
Reikland Council declare Crown Prince Wolfgang Prince- However, to succeed she needs a legitimate claimant, and the
Regent to rule in Karl-Franz’s name as both Grand Prince and only one is Karl-Franz’s son, Prince Luitpold, currently at the
Emperor. Wolfgang, under Zuntermein’s influence, takes on the Grand Hospice with his sister and their mother, who is also
Characters as ‘trusted agents’. Soon, they uncover ‘evidence’ — Emmanuelle’s dearest friend.
planted by Zuntermein — implicating Holzkrug in a plot to
seize the throne, aided by Else Barnhelm of the Schattenkabinett She thus has to rescue Luitpold and his family. In need of
and General Erik Hoffman of the Palisades. (Altdorf, page 209). deniable agents and recalling the Characters, Emmanuelle
With these rivals eliminated, the new Prince-Regent ‘reforms’ contacts them through intermediaries with an offer: rescue
the Black Chamber, making Zuntermein its head and giving Maria-Luise and her family from the Great Hospice and get
him a seat on the Reikland Council, where he becomes de facto them to Nuln in return for noble titles and estates.
prime minister.
Soon, the Palace announces that the ailments of Luitpold, The task is not easy. Zuntermein has replaced many on the staff
Prince of Altdorf, have grown worse. He is leaving to ‘take the at the Great Hospice with Spionwerber operatives and stationed
cure’ at the Great Hospice, and his mother, the Lady Maria- a ‘reliable’ unit of Reiksguard cavalry nearby as an ‘honour
Luise, will join him to see to his care, while the Prince-Regent guard’. The Grand Countess also insists on minimal bloodshed
oversees the Principality of Altdorf. Thanks to a generous gift — if her agents were to harm any of the Shallyan priestesses
from Wolfgang to the hospice for their perpetual upkeep, there, the political repercussions would be disastrous.
Zuntermein is confident that neither will cause him problems.
The mission is thus not just extraction, but also a chase, as
Now secure, Zuntermein implements the Purple Hand’s grand the Characters evade Zuntermein’s minions, not to mention
design — ‘reforms’ that break down the pillars of the Empire, hostile local powers. Perhaps their route takes them through
weakening it against Chaos. In Reikland, Wolfgang frees all Marienburg to the sea, or across the mountain passes and
towns from any feudal obligations, leading to outrage among through the Dwarfholds of the Grey Mountains, to Bretonnia,
the nobility and joy among the burghers. An Imperial decree whence they make their way to Tilea and reach Nuln weeks later
suppresses the Order of the Silver Hammer as an enemy of by way of the Alimento tunnel (Archives of the Empire, page 17).
‘free thought’, eliminates licenses for wizards, and reaffirms the
mutant decree. Sigmar’s cult fractures as the Arch-Lectors in WASMEIER’S REVENGE
Nuln and Talabheim defy orders to obey the new edicts.
Once the head of the Middenheim Purple Hand, Karl-Heinz
While implemented in Reikland, across the Empire the new Wasmeier has fallen far, reduced to a fugitive seeking sanctuary
decrees meet strong resistance in the Prime Estates. Some grand from the cult in Altdorf. But he has plans, and the presence of
provinces simply ignore them, while others declare them ‘null the Characters gives him the chance to fulfil them… as well as
and void’ and punish anyone who tries to implement them. A gain revenge.
meeting of the Electoral Council the next year to settle matters
fails utterly, with Graf Boris declaring the north’s secession and How Wasmeier Wins and
Grand Countess Emmanuelle of Nuln proclaiming neutrality. How the Characters Can Help
A civil war that lasts years then ravages the Empire.
Wasmeier wishes to eliminate Zuntermein and assume control
of the Purple Hand, taking control of Zuntermein’s schemes
and ‘doing them right’. But, he needs to defeat his rival without
alerting Zuntermein and destroying the cult. While not fully
aware of Gideon’s plans, Zuntermein’s opposition to the
Characters’mission to retrieve Ghal Maraz gives him an attractive
opportunity to use one set of enemies to destroy another.
50