ALTERNATIVE EMPIRES VI
His plans commence after the Characters’ arrival in Altdorf.
After the attempt on Katarina’s life, Wasmeier through pawns
drops hints warning of treason within the Black Chamber
and around Wolfgang. At the emergency Electoral conclave
(Empire in Ruins, Chapter 7), a cultist loyal to Wasmeier on
the Palace staff slips a note in a Character’s food or their pocket
alerting them to a meeting of ‘conspirators and cultists’ taking
place that night near the university.
The note is genuine.That night is one of ritual significance for the
Purple Hand, and Zuntermein is conducting the ceremony, one
which Wasmeier misses due to ‘sudden illness’. If the Characters
raid the meeting, Zuntermein is exposed, if not killed outright.
Wasmeier then assumes command of the Purple Hand.
Regardless of how the Characters take out Zuntermein, there hear all cases in the Grand Province, as well as the authority to
is still the problem of the summoning; its success would ruin revoke any local laws ‘for the sake of uniform justice’. A further
Wasmeier’s plans. Though he does not know the full picture, decree grants this court authority throughout the Empire.
Wasmeier knows that someone ordered the replacement of the The Chief Judge of this new tribunal is, of course, Karl-Heinz
Reiksguard at the Reliquary with cultists; he assumes this is a Wasmeier, the Crown Prince’s trusted adviser.
crucial part of whatever Zuntermein is planning. He has orders
forged that once again change the guard, this time replacing the The reaction is furious. The nobility rails against having their
cultists at the last minute with real, loyal Reiksguard Knights. ‘ancient privileges’ usurped, freistadts resist losing rights they
With this switch, the Hammer does not vanish through the had just won, and the cults are outraged at being subject
trap door and the sacrifice of the Grand Theogonist and Crown to secular law. Even the age-old friendship with the Dwarfs
Prince do not take place. fractures, as the new High Court rules all Dwarfs within the
bounds of the Empire are subject to Imperial law, not that of
The summoning fails, and Wasmeier wins. the Dwarf Empire, breaking longstanding treaties.
Crumbling Empire The breakup of the Empire is even worse than under Zuntermein.
Graf Boris declares himself ‘Wolf Emperor’ as Middenheim
Though he has won, Karl-Heinz Wasmeier does not have Yann and the north secede, while Grand Countess Emmanuelle has
Zuntermein’s skills and resources. He does not control the herself crowned Empress, forming a breakaway Empire with
Black Chamber, nor even the Spionwerber. He does not gain Stirland and Ostermark. The other Grand Provinces choose
a seat on the Reikland Council, so cannot dictate the direction sides, with only distant Ostland remaining loyal to Altdorf, and
of the Empire’s wealthiest province. Though his plans are large, even some internal provinces rebel against their Electors, subtly
his means are limited, and his need for revenge against the influenced by Wasmeier’s agents. The control of the Colleges of
Characters warps his judgement. Magic breaks down, as some wizards escape the new regime to
seek patronage and protection from other Electors.
But Wasmeier does have some strings to pull and is still an
experienced conspirator. If at least three of the Nine Eyes Foreign enemies see their chance, too. The Duke of Parravon
survived, then Wasmeier retains the cult’s influence over begins a sixth war, intending to annex Ubersreik and the
the Crown Prince’s education. If any were eliminated by the Vorbergland. Marienburg demands extensive concessions to
Characters, he finds replacement tutors with impeccable supply anyone with needed funds. Greenskins raid from the
credentials, thus only briefly delaying matters. Regardless, Black Mountains, and the new Southern Empire has its hands
under an assumed name he takes the place of the Law Tutor, full with both an Orc invasion from Black Fire Pass and the
giving him direct access to Wolfgang. The poisoning of the civil war. The chaos lasts for decades.
Emperor continues, which leads to the Crown Prince becoming
Prince Regent. If the Characters uncover the doctor’s plot,
Wasmeier’s plans are only inconvenienced; the damage done in
the Emperor’s name has severely weakened his standing with
the Electors.
Through the influence of the Nine Eyes, he persuades Wolfgang
to ‘reform’ Reikland’s judiciary. An Imperial decree establishes a
‘Reikland High Court,’ with authority to appoint all judges and
51
VI WA R H A M M E R FA N TA SY RO L E P L AY
UPHEAVAL IN UBERSREIK LIEBERUNG WINS
(POSTHUMOUSLY)
Though busy transforming the Empire, Wasmeier has not Though long dead by this point, Kastor Lieberung’s plans could
forgotten the Characters. In fact, he is obsessed with revenge. still bear fruit, leading to the bleakest of all futures.
The perilous situation in Ubersreik gives him the opportunity
to exact it. Kastor Victorious
The Characters likely have had to flee Altdorf as Wasmeier
gained greater and greater control. Perhaps they went to join For Lieberung’s plan to succeed, all the others have to fail.
Graf Boris in Middenheim, or the Grand Countess in Nuln. While the Nine Eyes must survive to complete their work. Ghal
Regardless, at their host’s court they find a surprising guest: Maraz, on the other hand, is irrelevant.
Leopold von Jungfreud. He had been hiding in Averheim, but
had to flee again because of the turmoil there. The remaining Ironically, the Characters are in the best position to make this
von Jungfreuds are either arrested or dead, making Leopold the happen, however unwittingly. While there are opportunities in
legitimate heir to the Duchy of Black Rock, the ancestral seat Empire in Ruins for the Characters to expose and neutralise
now under Altdorf’s control. both Zuntermein and Wasmeier, the summoning poses more
News has filtered back from Ubersreik that anger at the new difficulties. Delivering Ghal Maraz sets the final steps of
laws has already led to riots, and that the burghers are willing Gideon’s plan in motion. Even Sheerargetru’s defeat means
to welcome the von Jungfreuds back. They offer to rise against Lieberung has lost, for his summoning costs the Crown Prince’s
Altdorf, but only if Leopold comes to lead them. The Elector life.
is interested in anything that will weaken the Prince Regent.
Emmanuelle, in particular, would give Ubersreik her protection If Kastor Liberung’s double has survived, one of the Nine Eyes
in return for the von Jungfreuds swearing loyalty to her. realises that this is not their leader, but still someone who may
It is a trap. While anti-Altdorf sentiment is genuine, cultist spies be useful. Similar to the ‘Wasmeier wins’ scenario, this person
in Wasmeier’s service infiltrated the rebel groups and planted has learned of the replacement of the Reiksguard, something
the idea of rebellion, knowing that the Characters would likely not part of the plan. Suspecting a double-cross, the cultist
be the ones sent. The plan is to arrest them at a meeting with pretends to be an innocent scholar who has only just learned
the ‘rebels’ where final arrangements were to be made. Unable the truth. They inform the Character of the substitutions and,
to resist, Wasmeier himself will lead the raid. having heard of their ‘great exploits’, begs them to do something.
If they escape, the Characters have the opportunity to do two However the Characters deal with the problem, eliminating
things at once — free Ubersreik from Altdorf’s clutches and the fake honour guard and somehow preventing Yorri’s death
finally kill Karl-Heinz Wasmeier. means no summoning.
If Zuntermein and Wasmeier have also been dealt with, then
the late Kastor Lieberung wins.
Lieberung’s Fruit: The Chaos Emperor
In the event of a Lieberung victory, the Turmoil, if it occurs at
all, ends quickly. Wisely advised by his tutors and becoming an
inspirational leader, Wolfgang quickly eclipses his ailing uncle
as de facto ruler of the Empire, if not Emperor in his own right.
Moving more slowly than either Zuntermein or Wasmeier
would, he first appeases Graf Boris by finding those who planned
the assassination of Katarina and executing them. He mediates
between the cults of Sigmar and Ulric, brokering peace between
them. He implements reforms to benefit burghers and peasants
in Reikland, but only suggests them elsewhere. They become so
popular, however, that the other Electors cannot resist. Finally, at
a formal electoral conclave, he proposes changes to the structure
of the Empire itself, giving Graf Boris and Grand Countess
Emmanuelle what they wanted, and convincing the others to
acquiesce. With the restoration of peace and prosperity, it seems
a golden age has begun.
52
ALTERNATIVE EMPIRES VI
WOLFGANG HOLSWIG-ABERAUER Appearances, however, are deceiving. After a few years Wolfgang,
THE CHAMPION IN SHADOWS who has replaced most key members of the government with his
Nine Eyes advisers, announces he is leaving on a pilgrimage
M WS BS S T I Ag Dex Int WP Fel W to seek the counsel of the gods. In truth, he ventures to the
Silver Tower, where he becomes the pupil of the Chaos Sorcerer,
4 57 31 54 58 68 57 58 65 65 65 20 Engrim van Horstmann. Returning after three years, Wolfgang,
looking and sounding the same, is now the Champion in
Traits: Armour 4, Distracting, Fear 1, Tail Attack +8, Shadows, Tzeentch’s greatest servant.
Regenerate, Weapon (Blade of Corruption) +10
He decrees new reforms to sweep away ‘old, stifling ways’,
Skills: Athletics 77, Bribery 70, Channelling (Dhar) 85, proclaiming toleration for all religions, including Chaos
Charm 80, Consume Alcohol 73, Cool 85, Dodge 77, cults. When the hierarchies of Sigmar and Ulric object, they
Endurance 78, Entertain (Acting 75, Storytelling 75), die in mysterious fires that ravage their chief temples. Magic
Gamble 80, Gossip 75, Haggle 75, Heal 75, Intimidate 74, is deregulated in the name of ‘free inquiry’, prompting the
Intuition 88, Language (Bretonnian 75, Classical 80, Supreme Patriarch to protest directly to Wolfgang. According
Dark Tongue 85, Khazalid 80, Magick 85), Leadership 85, to rumour, having once entered the Palace, he never came out.
Lore (Engineering 75, Geology 75, Heraldry 80, Though some Electors rise in revolt, they are crushed by the
History 80, Law 75, Magick 85, Politics 75, Reikland 85, preternatural power of the new Emperor’s armies.
Science 80, Theology 80, Tzeentch 85), Melee (Basic 77,
Fencing 77), Perception 88, Research 85, Ride (Horse) 77, Within a few years, the Empire becomes a place of nightmare.
Sleight of Hand 78, Stealth (Rural 77, Urban 72) The ancient order is cast down, Chaos openly walks the streets,
and people live in utter misery under the Chaos Emperor.
Talents: Arcane Lore (Tzeentch), Argumentative,
Attractive, Blather 3, Bookish 2, Cat-tongued,
Commanding Presence 5, Dealmaker, Distract,
Doomed (Shell harbouring embryonic entity, released
amid rite, gaining entry through repeated utterances),
Etiquette (Beastmen, Cultists, Daemons, Nobles 2,
Scholars, Servants 2, Soldiers), Feint, Frightening,
Furious Assault, Gregarious, Impassioned Zeal,
Inspiring, Instinctive Diction 4, Iron Will, Linguistics,
Luck 2, Magical Sense, Master of Disguise, Master
Orator, Menacing, Nimble Fingered, Noble Blood,
Petty Magic, Public Speaker, Read/ Write, Resistance
(Disease), Reversal, Savant (Tzeentch), Schemer, Slayer,
Speedreader, Strike Mighty Blow 2, Strike to Injure,
Tenacious, Tower of Memories, Tzeentch’s Blessing, War
Wizard, Warleader, Willful Corruption
SPELLS
Petty Magic Spells: Dart, Drain, Eavesdrop, Open
Lock, Sounds, Warning
Arcane Spells: Bolt, Blast, Corrosive Blood, Distracting,
Entangle, Flight, Manifest Lesser Daemon, Octagram,
Teleport, Ward
Lore of Shadows Spells: Illusion
Lore of Tzeentch Spells: Bolt of Change, Boon of
Tzeentch, Blue Fire of Tzeentch, Curse of Tzeentch,
The Flickering Flames of Fickle Fate, Mindfire, Pink
Fire of Tzeentch, The Purple Hand, Transformation of
Tzeentch, Treason of Tzeentch, Tzeentch’s Firestorm,
Tzeentch’s Golden Aura, Sense the Skein, Word of
Tzeentch
Trappings: Chaos Armour, Amulet of Jade (grants
the wearer the Regenerate Creature Trait), Blade of
Corruption (any target taking damage from this weapon
should test as if exposed to a moderate source of
corruption)
Mutations: Beaked Face, Bulging Eyes, Deafening Cry,
Patchy Feathers (head and body), Rearranged Face, Tail
53
VI WA R H A M M E R FA N TA SY RO L E P L AY
MISSION TO ULTHUAN THE CHARACTERS
TRIUMPHANT
Months after Wolfgang crushes the last rebellions, the Characters
find themselves summoned to a small village near Middenheim. But what if, in the end, the Characters foil everyone’s plans?
There they meet old acquaintances — Janna Eberhauer, now
High Wizard of Middenland, and a badly scarred Thyrus Not Likely, But How
Gormann, former Supreme Patriarch of the Colleges of Magic, Could This Happen?
now in hiding and hunted by the Emperor’s spies.
Having barely survived and escaped his battle with Wolfgang, With all the dangers the Characters face, with all the foes,
Gormann has spent the intervening months re-establishing the odds are heavily against them winning total victory. It is
contact with those still willing to fight back. Realising they need possible, though everything has to come together exactly right.
far more powerful magic to defeat the Champion in Shadows,
they came to a conclusion — seek aid from the Elves, as was They must stop the summoning. Defeating Sheerargetru is not
done in the time of Magnus the Pious. Only then would a enough, for it almost certainly means the Crown Prince or the
rebellion have a chance of succeeding. Emperor — or both — died to bring forth the daemon. Even
But the Elves withdrew from the Empire at the rise of Wolfgang. protecting them only means that other, albeit imperfect, vessels
So, Gormann and Eberhauer want the Characters to carry out such as Zuntermein or the Nine Eyes would be used instead.
this mission to Ulthuan. A boat, navigator, and crew await them One means would be to prevent the Hammer from falling into
in Marienburg, but they have to get into the city and then out Gideon’s hands, perhaps by discovering the trap door to the
to sea, while avoiding Wolfgang’s agents and the minions of wine cellar from the Reliquary. This would lead to the arrest,
Jaan van de Kuypers. Head of the most powerful of the Ten, the interrogation, and confession of Ermine Liebwitz (Empire
families that control Marienburg, van de Kuypers has profited in Ruins, page 192). Thus warned, the authorities move the
immensely from his dealings with Wolfgang and will stop at ceremony to the Grand Cathedral of Sigmar (Altdorf, page 95),
nothing to protect his interests. where it goes off without a hitch, the presence of the Hammer
In Ulthuan, the Characters find their reception chilly at best, preventing a summoning.
most at the court in Saphery having written the Old World off
as lost. Though the Phoenix King refuses to provide an army, They must also stymie Zuntermein. If he is killed following his
with deft diplomacy they can convince Teclis and Anurion the attempts to direct his spies to kill the Characters, his threat is
Green (Altdorf, page 164) of the need to defeat Wolfgang and over. They could also expose him at any time after meeting him
win their agreement to help. at Shining Rock. They may learn of his machinations through
Getting to the Empire is the problem. Wolfgang’s spies are uncovering the plot to poison the Emperor, or discovery of the
seemingly everywhere, and neither wizard can use his magic, truth about the Nine Eyes could lead back to him. Confident
for fear of revealing their presence too soon. It is up to the and arrogant, Zuntermein has discounted any threat from
Characters to figure out the route to Middenheim, where Wasmeier. If the Characters capture Wasmeier, he could trade
Gormann, Eberhauer, and the Graf await. what he knows of Zuntermein in return for leniency.
Perhaps through Nordland’s minor ports, perhaps across
Norsca and Kislev to arrive from the east, the way home will Stopping Wasmeier is the easiest to accomplish. Given their
be fraught with peril no matter what. If they succeed, however, experiences in Middenheim, the Characters may kill him on
the Graf raises the banner of rebellion and the battle for the sight. It is also likely that his unhinged rage at the Characters
Empire begins. leads him to attack them, again leading to his death. And
Zuntermein himself may set him up to distract the Characters,
should they be getting close to the truth about the Spionwerber
chief.
The Nine Eyes tutors are key to Kastor Lieberung’s plans.
Killing or exposing them ends their influence over Wolfgang.
Convincing Wolfgang of the truth could be hard, but, if they
save Karl-Franz and present the evidence to him, he would
order the arrest of the tutors and Wolfgang’s ‘re-education’ by
the Cult of Sigmar.
If all these pieces fall into place, then the Characters win.
54
ALTERNATIVE EMPIRES VI
An Empire Reborn… Sort Of LONG LIVE THE VON
WITTGENDORFS!
Although safe from the schemes of a daemon, a master spy, a
sorcerer, and a dead man, the Empire remains badly damaged Though the Empire is at relative peace, problems remain to
and faces a shaky future. At the top, trust has broken down test the Characters. Having defeated all the myriad plots and
almost completely in Karl-Franz as Emperor and Grand Prince. saved Karl-Franz, one of the Characters — the Kastor Lieberung
Revealing that he was poisoned and controlled by a Chaos cult double, if he still lives — is made a baron and receives the
does little to restore good relations, while the exposure of the estates and castle of the late Wittgenstein family, along with a
Nine Eyes plot makes Wolfgang unacceptable to the other purse of 20,000 GCs. It is up to them, however, to restore the
Electors as Crown Prince. land and make it profitable. Neighbouring nobles may resent
these parvenus, even if they are heroes. While private war is
The Grand Provinces themselves are in upheaval. Independence frowned upon in the wake of the Turmoil, there are other ways
movements roil Nordland; Ostland and Talabecland remain at to take what someone else has, especially if they begin to make
war; Nuln edges closer to seizing Sudenland; and the grandees the area desirable again.
of Reikland fear they could be the ‘next Ubersreik’. Meanwhile,
violence continues to break out between the cults of Ulric and Imperial politics aside, the long, dark rule of the Wittgenstein
Sigmar as rumours spread among Ulricans that the cult of family left its mark on the Characters’ new holding. Many
Sigmar consorts with Chaos. secrets may remain in the ruins of the old castle, and perhaps
the Skaven have not lost interest in finding them. Many of
To prevent all-out civil war, Karl-Franz calls another the Wittgensteins were mutants themselves, and their province
Electoral Conference, and this one succeeds. In the greatest became known among the Tainted as a welcoming place. Do
reorganisation since Magnus the Pious, Hochland, Nordland, the new lords cleanse it with fire, or have their experiences
and Ostermark become Electoral Provinces. To compensate softened their hearts to at least some of those afflicted? And
their former rulers, Middenland once again joins Middenheim, what if jealous rivals pass rumours of their tolerance back to
with Graf Boris ruling both. Similarly, Talabheim becomes part the Witch Hunters?
of Talabecland upon the marriage of Elise Krieglitz-Untern to
Helmut Feuerbach, and Nuln absorbs Sudenland to form the
Grand Province of Wissenland. The former ruling families are
either deposed — the Krieglitzes, Toppenheimers, Bildhofens,
and Alptraums — or replaced upon their extinction, as with the
Tassenincks.
To stabilise his rule, Karl-Franz marries Maria-Luise and
names their daughter, Alia, as Heir, her education overseen by
a committee, including the cults of Sigmar, Ulric, and Verena.
The former Crown Prince is named Prince of Vorbergland,
which title and estates he can assume once he completes
his re-education. Karl-Franz confirms Ubersreik as
a freistadt, but compensates the von Jungfreuds.
Though spared the worst, the Empire
remains in a delicate state. Foreign
enemies look to take advantage of
its weakness, resentful losers
scheme to get back what
was once theirs, while ever
in the shadows lurk the
Purple Hand and other
cults, plotting to turn the
Empire into a realm of
Chaos.
CHAPTER 7
THE CHANGELING
The Changeling
The Changeling personifies the part of Tzeentch’s psyche that
is the trickster. He can take the form of other beings, from tiny
insects to Greater Daemons. None save Tzeentch know the
shape of the Changeling’s true form, even the Changeling has
forgotten it.
The Changeling is a consummate prankster, setting the gods of
Chaos upon one another through his japes and schemes. On
one occasion he fostered war between Nurgle and Slaanesh by
adopting the guise of a Daemonette and stealing the silver apples
of knowledge from the Palace of Pleasure. It then morphed into
the form of a Plaguebearer and left the fruit to rot in Nurgle’s
garden. He sealed the entrance to Khorne’s citadel shut when
the Blood God was away campaigning, forcing Khorne to
shatter his own proud gates when he returned.
Although Tzeentch loves to take credit for the Changeling’s
schemes, very few of the Daemon’s adventures are carried out
at his patron’s direction. That many of his pranks have resulted
in terrible wars is of no concern to the Changeling. He loves
the discord of conflict, for it breeds opportunity to dismay.
He impersonates messengers and generals to disrupt strategy
wherever possible.
TINHEEMCPHIRAENGINELRIUNIGNS CHANGELING OF TZEENTCH
In Enemy in Shadows it was promised that the Changeling M WS BS S T I Ag Dex Int WP Fel W
could be used to further complicate matters in Empire in Ruins.
That a daemon of Tzeentch is capricious ought to go without 4 60 40 30 30 65 60 35 75 70 20 22
saying, but of all servants of the Great Mutator the Changeling
is perhaps the most mischievous and resourceful, with a talent Traits: Corrupted (Moderate), Daemonic 8+, Distracting,
for shapeshifting and adopting alternative identities that places Dark Vision, Fear 2*, Spellcaster (Tzeentch), Formless
even Gideon’s multifarious metamorphoses in the shade. But Horror, Unstable, Weapon +11
given that the Changeling is a servant of Tzeentch, and possesses
shape-shifting abilities, what could it add to the course of the FORMLESS HORROR
adventure that Gideon could not?
This Trait is unique to the Changeling: no other being
anywhere possesses it, except possibly Tzeentch itself.
Once per round, the Changeling may shape change
instantly into an exact copy of another creature: either a
typical creature for its species, as presented in the Bestiary
of the WFRP rulebook, or a specific individual whom the
Changeling has studied for a number of hours equal to
the creature’s Intelligence Bonus.
Upon adopting a shape, the Changeling instantly gains
all of the standard Traits for that creature. In addition, it
may use any of the target creature’s Characteristic scores
in place of its own. When impersonating an individual,
it has full access to all of the individual’s skills, but not
their memories.
56
THE CHANGELING VII
Gideon as an Aspect The Changeling as
of the Changeling an Ally of Gideon
The simplest way to utilise the Changeling in Empire in Ruins Where the Changeling could make the most direct impact on
would be to use Gideon as an aspect of the other Daemon. the adventure is as an assistant to Gideon, making sure that the
Gideon is a powerful shapeshifting Daemon of Tzeentch, but ritual used to summon Sheerargetru goes off as well as it can.
he is less potent a creature than the Changeling. The most direct way the Changeling will try to do this to get
the Characters to retrieve corrupt objects during their journey
In this case the Changeling could itself have become that will help top fortify Sheerargetru when he manifests in the
compromised, cursed by Tzeentch of impeded through the Volkshalle.
activity of another Chaos god. In this scenario Gideon is a weak
projection of the Changeling, working relatively incognito. The The Changeling gets four chances to influence the Characters in
ritual at the end of Empire in Ruins is not just intended to the way during their return journey with the hammer. In each of
free Sheerargetru, but to restore the Changeling to full power. these occasions the Changeling avoids the Character with Ghal
Its appearance in the Volkshalle will add even more chaos and Maraz, and leaves the area quickly if Ghal Maraz is flourished.
confusion to the finale.
In any tavern or club the Characters stop at during the return
The Changeling as Rival to Gideon journey the Changeling manifests as a gambling man called
Rudi Böttcher. Rudi looks hangodg and desperate, with wet
Another way the Changeling could be employed is as a rival of eyes that seem permanently on the verge of tears.
Gideon. Tzeentch may well be the patron of both Daemons, but
this does not mean that they necessarily work towards the same
ends. Tzeentch’s plans are so ineffable and labyrinthine that it is
plausible that even his Daemonic servants may find themselves
pitched against one another in order to serve a greater plan.
As a rival to Gideon the Changeling may want to see the
summoning of Sheerargetru delayed, subverted, or prevented.
There are several ways he might do this.
He may take the shape of one of the crew of the Carroburg,
ensuring that the vessel is dogged with problems, leaks, supply
shortages, mysterious deaths and other mishaps.
He may take the form of guards or soldiers in the employ of
Marius Lietdorf or Countess Emmanuelle von Liebwitz. These
folk may try to delay the characters by revealing them when they
are trying to sneak through or hide in Streissen or Nuln. They
may also make wild denunciations, accusing the Characters of
having sympathies with Sudenland (to Emmanuelle) or the
Alptraums (to Lietdorf ).
He could take the form of Cruzzik Cacklespit or one of the
other leaders of the Madcraw clan, ensuring that the Goblins
put up much stiffer resistance to the Characters as they make
their way through the gorge.
57
VII WARHAMMER FANTASY ROLEPL AY
He tries to engage the players in a game of Red Empress, but he TAHS EHCERHAALNDGOELFINWGAR
is having a run of bad luck, and soon all he has to play with is
an old medal awarded to his grandfather by an Estallian Duke. The Changeling may not have any direct part in the events of
The medal is gold and bears a magical symbol. It is worth 2 the adventure whilst still being busy. Throughout many of the
gold crowns if it is pawned. The medal is actually a magical Empire’s provinces the servants of Tzeentch are engaged in
artefact that attracts the winds of magic and adds +1 SL to any ensuring that the Turmoil goes ahead as quickly and with as
successful Channelling Tests the wearer makes. much intensity as possible.
Benni Shorthill is a travelling Halfling herbalist who passes the The war has been building for some time, but even so it not
Characters on the road or river. He has a touselled thatch of red easy to break down old alliances, beat plowshares into swords,
hair and is missing all his incisors. He offers them a discount and deploy armies to the field. Thanks to the efforts of the
on a case containing 6 Healing Draughts. Normally this would Purple Hand and their co-conspirators in the various Eye cults
cost 3 gold crowns, but Benni is proud of his new recipe and throughout the Empire the nation is poised to descend into
says the case may be purchased of a single crown. If one of the violence far more quickly than an observer might otherwise
Characters is injured Benni even demonstrates the efficacy of imagine, but a shapeshifting daemon can really help exacerbate
his potions on them. The Healing Draughts are all effective, but matters.
the fifth bottle in the case is filled with Daemonic ichor and is
most definitely not good to drink. During the course of Empire in Ruins the Characters may
be in the company of many scheming nobles who might drop
At the Wulfshugel the Changeling manifests as an aging veteran some evidence that they, or the people around them, have been
called Gerd Heideck. Gerd is a bent-backed and bald man with manipulated by a shapeshifter.
a deeply lined face. His right cheek is a mass of scar tissue and
his right eye is missing. ‘Backfiring handgun’ he explains to On the Sky Wolf
anyone who asks. He has found an artefact on the hill, a small
stone with a spiral diagram etched onto it. ‘You ought to hang Baron Heinrich, shortly after picking up the characters in
on to it’ he tells one of the Characters. ‘These devices were left the Sky Wolf: ‘It had all been going so well. I had just about
behind by those who raised the Oghams, it’ll bring you luck.’ convinced Hans-Hals von Tasseninck that the Krieglitzes were
The device does indeed bring luck, as the Character who bears it sincere in their desire to build brides and hold a thorough
benefits from an additional Fortune Point per session until the inquiry into the death of the Crown Prince. I had him ready to
manifestation of Sheerargetru. call for a stop to all the border disputes and even punish any of
his vassals who refused to refrain from further violence. Then,
Vroni Dachdecker is a young pedlar working the roads near out of nowhere, Gustav von Krieglitz himself stormed into the
Altdorf. She is a short girl with a pronounced limp. She sells chamber, grabbed the brim of von Tasseninck’s hat and yanked
arrows, bolts and slingshot bullets. If the Characters need any it down over his face, screaming all the while about the wages of
arrows or bolts, she will sell them a quiver full, decorated with slander. Really put an end to any hope of a constructive outcome.
bright blue feathers. I did all I could to calm Hans-Hals, and then went off to give
Gunther a piece of my mind, but he denied he had so much put
These items are all imbued with ritual significance pertaining a hand on the other man, or even entered the chamber. But as
to the summoning of a Daemon, and if they are present when Verena is my witness I saw him with my own eyes.’
Sheerargetru is being summoned they effect the summoning in
the following ways. In Middenheim
Item Present Points Veiran Thugenheim, to a fellow Middenheimer at the reception
Magical Medallion +2 in the Middenpalaz, and only if the Character listening in is able
Vial of Daemonic Ichor +1 to successfully eavesdrop: ‘The Baron’s informants are among
Lucky Sign of the Mystic Spiral +1 the best in the business but if this Gausser fellow is able to
Arrows fletched with feathers act as he seems to be acting, he must have information coming
from a Lord of Change +2 to him constantly and accurately. Several times we have sent
out a squadron of Knights to intercept reivers from Nordland,
and they evade capture every time. They are even able to work
around our squadrons and lay waste to farms and villages whilst
we chase after shadows.’
58
THE CHANGELING VII
At the Military Parade Immanuel-Ferrand: ‘Between you and I, we may well be yet.
He claims to be in possession of intelligence suggesting the Duke of
Characters may be able to eavesdrop on the following Pavarron has come to a deal with the monstrosities of Blood Keep
conversation be tween the Emperor’s Double and Immanuel- and they plan to combine in alliance.’
Ferrand:
The Emperor’s Double: ‘By all of the gods. What utter piffle!’
The Emperor’s Double: ‘It’s an impressive turnout, but I can’t
help feeling we are a little short on men.’ In Averland and Nuln
Immanuel-Ferrand: ‘A great many of the city’s troops are still Virtually anywhere the Characters stop on their journey there
engaged in supressing the situation in Ubersreik your majesty, and a will be similar tales. Military forces happen to be directed
number of knightly orders have declined to attend as they are sworn through uncannily precise, or terribly misleading, information,
to defy Beastmen and Goblins, foes they claim are massing in ever into being just where they need to be, or don’t need to be,
greater number in the Reikwald.’ in order to cause the war the develop much faster and more
fiercely than it otherwise might. Regiments on manoeuvres find
The Emperor’s Double: ‘That may be, but still I had thought to see themselves arriving at villages at the same time as raiders poised
more troops arrayed from the wider Reikland. Where’s the Grunberg to pounce on them, wagon trains are ambushed by Beastmen
contingent and … what’s his name … the Graf of Bogenhafen?’ or Goblins, hostilities are declared between nobles before they
even realise that they had swollen their fighting retinues to
Immanuel-Ferrand: ‘Von Saponatheim? In the west! Near massive capacities.
Helmgart.’
In the aftermath of Empire in Ruins the Characters may decide
The Emperor’s Double: ‘Well what in Sigmar’s name is he doing to chase these stories down, and in many cases they will find
there? We’re not at war with Bretonnia are we?’ that the captains, quartermasters and noble lords who fought
the war cannot account for strokes of good fortune, ill luck or
exacerbating circumstances that contributed to the conflict.
59
CHAPTER 8
OMINOUS THREATS
Throughout The Enemy Within, Characters are faced with This chapter exists to completely disabuse them of such notions,
some of the most insidious and horrifying threats in existence. and to make sure they know true peril is never too far away.
From Daemonic entities beneath the streets of Bogenhafen to From the slops of the Black Mountains to the walls of Deisdorf,
towering Ratogres, the Characters have overcome it all. By now, threats pursue them that would chill the heart of any vaunted
in fact, they may have become rather assured of their combat hero of the Empire, and cleave a path of ruin and blood through
prowess. entire armies.
PRIDE BEFORE THE FALL CAVEAT EMPTOR
This is all well and good. By now the Characters are quite The creatures listed here are particularly dangerous, and especially
experienced, and deserve to feel competent, even powerful. in the cases of the Giant Squig and Undead Colossus are more
While a lucky crossbow bolt can critically injure even the suitable as foes for armies rather than parties of adventurous
strongest warrior, threats that would have seen off the hapless vagabonds. While suggestions are made as to how to fairly use
souls who stumbled across Kastor Lieberung’s body in Enemy these beasts in the campaign, some caution is warranted.
in Shadows would now hardly pose a threat at all to most Recall that as a GM your goal should be to ensure everyone at
parties. the table, yourself included, have a good time. This should be
achieved in concert with your players, and except when putting
This is absolutely appropriate, even essential. Agents of powerful yourself in the mind of an enemy NPC, you should not be
people who seek to save the very Empire itself should feel antagonistic towards your players. Wiping out the party with an
competent enough to at least have a chance of achieving such a unexpected and overwhelming threat may seem briefly exciting,
lofty goal. However, such a group may also become somewhat but it is not dramatic, and does not make for a satisfying game.
lax in their approach to the dangers of the Old World. Assured Give your Characters the means to succeed, and give them
of the calibre of their carefully nurtured skills, and perhaps room to succeed or fail as their wits decree — do not set them
with a Fate point or two in tow, they may scoff at the Goblins, up to fail from the outset.
Beastmen, and fanatics that assail them during Empire in
Ruins. While the final battle with Sheeragetru will test even
the most skilled Characters, your players may feel that they are
otherwise safe.
60
OMINOUS THREATS VIII
Chilling Horror It is said that, in the very worst winters when the snow drifts
smother whole cottages and the bitter chill reaches into even
Mournguls are terrors feared above almost all other dreadful the warmest hearth, Mournguls descend from their frigid peaks
things that haunt the hinterlands of the Old World. They cling and windswept plains to terrorise the villages of the Old World.
to the vast expanses of emptiness that surround many more
populated regions, their shill cries echoing through mountain Encountering a Mourngul
ranges and the chill tundra’s of the North. They are a thing
neither alive nor dead, but occupying a liminal space between Mournguls haunt only the coldest and most remove places of
both. The unstable, corrupting magic of Dhar swirls about the the Old World. Some are known to dwell in the highest peaks
beasts, and even the most headstrong Necromancer knows that of the Black Mountains, and should an unseasonable blizzard
it is almost always folly to attempt to bind a Mourngul, despite strike the Characters may well find themselves facing on in or
the obvious advantages controlling one would provide. Indeed around Blackfire Pass.
Mornguls are feared by all save Ogres, who have no particularly
opinion of the beasts and who seem not to be frequently preyed
upon by them.
Many myths claim that Mournguls are the remanent of those
who slew and devoured their companions to survive while
stranded in the wilds. Others say that while this may have been
true of the first Mourngul, most that exist today are surely
victims of the creatures who refused to die, but were infected
with the longing hunger of their attacker. Whatever the case,
they are truly terrible to behold, a gaping may of razor teeth,
dead flesh, and frostbitten crawls that rend and devour whatever
warm flesh they can find.
Mournguls
Horrific, half-living creatures that haunt the fright heights and
wildernesses of the world, Mournguls are a fearful sight. In place of
legs, a cavernous wound lies open like a gaping maw. Condemned
to an eternity of insatiable hunger and bitter cold, they are a foe
without mercy.
M WS BS S T I Ag Dex Int WP Fel W
6 65 - 50 50 30 40 10 25 50 10 60
Traits: Armour 4 (9), Bite +9, Champion, Chill Grasp, Dark
Vision, Immunity (Cold), Immunity to Psychology, Magical,
Stealthy, Terror 2, Vampiric, Ward 8+, Size (Large), Weapon
(Frigid Claws) +13
61
VIII WARHAMMER FANTASY ROLEPL AY
Betrayal Incarnate Perhaps proving that there is loyalty even among the servants
of the dark gods, a curse fell on the traitors, and the Curs’d
The Curs’d Ettins are a species of monstrous beasts, larger that Ettins were born. All those who have since crossed paths with
even the broadest Ogre, and possessed of a fury and hatred that the creatures have died in an display of primal blood and rage,
is second to none. It is said that, long ago, these foul creatures or fled to carry tales of the dread giants to others.
were mortal Norscans who served the Ruinous Powers and
profited mightily from it. However, when the day came to Encountering an Ettin
invade the soft southern lands, the progenitors of the Curs’d
Ettins instead chose to reave the lands of their neighbours who The creatures know no master, save those who can bind them —
had answered the call to arms. often only temporarily — by magic. Should the Purple Hand in
Altdorf come to truly appreciate the threat the Characters pose
to their plans, then either Zuntermein or Wasmeire may well
set such a beast upon them.
If Zuntermein, the attack will come while the Characters are
out of Altdorf, perhaps traveling to Castle Reikguard or further
South. If Wasmeire, the attack will come whenever he sees
the opportunity — such as while the Characters pursue him
after the assassination attempt. Quite how the ex-Law Lord
managed to sneak such a beast into the city is another matter.
In either case the Curs’d Ettin is a terrible foe, and one certain
to challenge most parties.
Curs'd Ettins
Enormous creatures of twisted flesh and hateful soul, Curs'd Ettins
are the remanants of a once mighty tribe who lost the favour of
the Dark Gods. They now rove the land serving no one master,
but seeking to quench their endless rage in a torrent of blood and
powdered bone.
M WS BS S T I Ag Dex Int WP Fel W
6 45 35 65 65 20 30 15 25 40 10 88
Traits: Armour 3 (9), Dark Vision, Hatred (Everyone), Terror 1,
Regenerate, Weapon+11
Skills: Melee (Brawl) 70, Perception 30, Ranged (Throwing) 45
Hammer Hand: Curs'd Ettins are quite often possessed of a single,
massive arm they use to deliver devestating blows. All Critical
Wounds inflicted by a Curs'd Ettin gain +30 to their severity roll.
Optional:Distrating (A second gibbering head has sprouted),
Armour 5 (11), Spellcaster
62
OMINOUS THREATS VIII
Prize of the Pits Colossal Squigs
A Colossal Squig is a beast which, by great endurance or simple Mindless beasts with simple desires, Colossal Squigs are nevertheless
forgetfulness, never stopped growing. They are most often difficult creatures to control. Most serve briefly as the favoured
bred by particularly ambitious goblin Shamans, though wild pet of an ambitious Goblins Shaman before escaping, some after
examples do occasionally emerge from unknown caves after devouring their erstwhile master. They are very much like their
they have finished devouring their smaller kin. Though at a smaller cousins, beyond the obvious fact that they are much, much
distance their appearance is somewhat ridiculous, up close they larger.
are anything but, devouring whole regiments of pikemen before
bounding away to sow havoc behind their own lines. M WS BS S T I Ag Dex Int WP Fel W
6 65 - 70 50 10 30 - 6 20 - 76
Encountering a colossal Squig
Traits: Bestial, Bounce, Night Vision, Size (Enormous), Weapon
There is much intrigue among the Goblins of the Madcraw (Slobbering Mouth) +11
tribe, and perhaps one of their number — most likely Cacklespit Messy Demise: On death, the sinew and general muscle tension
or one of his minions — has been breeding such a beast for the that holds a Colossal Squig together collapses, and so does the
day they eventually arise to their rightful place atop the rest of creature. Anyone within 3 yards of a Colossal Squig when it expires
goblinkind. After the great flood that follows the Character’s must make a Challenging (+0) Dodge Test or take 2d10 wounds,
recovery of the hammer, the barricades that held back the great modified by Toughness and Armour Poins to a minimum of 1.
beast are washed away. The great aquig emerges blinking and
hungry to challenge the Characters as they make their way back
towards Black Fire pass.
63
VIII WARHAMMER FANTASY ROLEPL AY
Lumbering Graves Akin to walking siege towers, they radiate a miasma of deathly
energies that whip the winds of magic into a veritable gale
An horrific fusion of necromantic power and unnatural wherever they go. From within the cages of iron that make up
craftsmanship, only a handful of Necromancers in the history of their frame, the grasping claws of undead corpses grab any who
the Old World have been able to create one of the abominations get too close. In the unlikely event that a Necrofex Colossus
known as a Necrofex Colossus. Lumbering constructs of blood, should be destroyed, those undead corpses still sufficiently
bone, metal and unliving corpses, these towering monuments to intact to do so swarm forth from the shattered hull. Maddened
the mastery of undeath are a terrifying foe. by the torment of their former imprisonment, they will devour
any living creature they can reach — and have frequently ended
the celebrations of those responsible for slaying the Colossus in
bouts of blood and screaming death..
Encountering a Necrofex Colossus
If you are using the optional Gravelord adventurers as part of
your campaign, the Necrofex Colossus represents the pinnacle
of what the Gravelord might be able to achieve. Truly the
colossus is more suitable to appearing on a battlefield than as an
encounter on the road, and you should keep this in mind if you
wish to make use of it.
The Siege of Streissan (page 112) is the ideal place to deploy
the abomination. As Gräber gathers his forces to attack, a
lumbering figure approaches the walls, quickly revealing itself to
tower above them. It begins to tear the walls to pieces, creating
the perfect opening for the Gravelord's forces to advance while
he attacks the University. Marius Lietdorf 's forces can occupy
the thing for a time, but without the Characters intervention it is
sure to reduce Streissan to so much rubble and smouldering ruin.
Necrofex Colossus
The pinacle of Necromantic reanimation, the Necrofex colossus is
a towering construction of bone, muscle, sinew, and blasphemous
power. Few are the Necromancers capable of creating one, and fewer
still are those who can retain control one once it has been unleashed.
M WS BS S T I Ag Dex Int WP Fel W
6 55 - 70 60 10 20 5 15 30 - 176
Traits: Construct, Distracting, Dark Vision, Magical, Size
(Monstrous), Terror 2, Undead, Weapon+13
Suffused with Death: The necromantic magics that sustain the
colossus warp the winds of magic within 80 yards of the creature.
Any successful attempts to cast spells from the lores of Death or
Necromancy gain +1 SL. Such is the power of this vortex of Death
that attempts to cast spells or of the Lores of Ghyran, Hysh or Azyr
suffer a -10 penalty within 80 yards of the creature.
Garden of Corpses: Should the Colossus be defeated, 3d10 zombies
spring forth from its remains, attacking any living thing nearby.
Optional: Spellcaster
64
CHAPTER 9
THE ROAD TO
BLACKFIRE PASS
Though several optional encounters for the Characters are
presented throughout Empire in Ruins, GMs who wish to
extend their campaign may find it useful to have on hand on
additional NPCs to use while the Characters are travelling to or
returning from Blackfire Pass. Two of these are presented here,
the deserter Gregor Smiesdorf, and The Wandering Scholar,
a surprisingly well informed traveller who may be able to fill
in any blanks faced by players who are struggling to see how
everything fits together.
LEAVING IT ALL BEHIND
Gregor Smiesdorf joined the State Troops not out of any GREGOR SMIESDORF - DESERTER (BRASS 0)
particular sense of patriotism. He rather took the Emperor’s M WS BS S T I Agi Dex Int WP Fel W
Schilling for the simple reason that he was in grave need of a
schilling or two. The winter of 2504 was particularly hard, and 4 34 41 31 37 28 45 55 40 31 45 15
being the fourth son of a poor farmer Gregor was first out the Traits: Armour 2, Weapon (Sword)
door when stores ran low. He signed up with the State Troops, +7, Ranged (Bow) +6 (50)
who provided a warm bed and decent food, if not much by way Skills: Athlethics 50, Climb 41, Dodge 54,
of actual safety. Endurance 47, Language (Battle) 50, Melee
(Basic) 44, Play (Drum) 60, Ranged (Bow) 61
Gregor served loyally for many years, and was involved in battles Talents: Doomed (In Service of the Hammer
with beastment, orcs, and worse. His most oft-repeated tale is Your Blood is Spilled), Hardy, Read/Write
that he helped Markus Wulfhart, the Imperial Huntsmarshal, Trappings: Defaced Uniform, Tent, Blanket,
slay Malathrax the Might, a Doomfire dragon that had plagued Notched Hand Weapon (Sword), Mouldy Cheese
the Reikland for some years. This is truein a roundabout way
— Gregor was with a unit of pike that swept the flanks for If questioned Characters will find Gregor to be an excellent
beastmen ambushers while Wulfhart and his monster hunters source of information on the comings and goings of beastmen
actually slew the beast. near Diesdorf, and he will be able to give them a rough
disposition of the forces of Drexol the Extinction, though he
Still, in all his service Gregor has never had to draw a blade is not aware of Drexol himself. He is a capable fighter, and
against his fellow citizens of the Empire, something which if offered payment, or even a good meal, he will assist in the
he finds incredibly distressing. When word came of the rising defence of the shrine.
tensions, and civil ware began to seem inevitable, Gregor fled
the army. If you are using Gregor, then the reason for Sergeant Major
Oldheim's presence in the forest is because of his search for the
Since deserting, he has mostly made his home in the woods near deserter. Oldheim does not wish to kill — he respects the man
Diesdorf, not terribly far from the Shrine of Wolfshügel. He is greatly, and views his fellow soldiers as family. Oldheim hopes
a practiced woodsman, and more than capable of staying ahead that if he can get Gregor to return with him, he may be able to
of the Beastmen who roam the forest. He finds this perilous save him from the noose. If the bearers of Ghal Maraz were to
existence preferable to facing his fellows in combat, though vouch for Gregor, this outcome would be all the more likely.
he fully expects it eventually the forests to be the end of him.
Though only a few months have passed he is already somewhat
bedraggled, and getting just desperate enough to waylay some
passing travellers, regardless of how well armed they may
appear. Still, banditry does not sit well with Gregor, and he will
not draw blood unless it is to defend himself.
65
VIII WARHAMMER FANTASY ROLEPL AY
TIMELINE OF THE DAEMON SHEERARGETRU,
ITS FELL DEEDS, AND IMPRISONMENT
All dates given list the Imperial Calendar. C. 50 IC C. 150 IC
C. -5500 IC Like many of its kind, Sheerargetru viewed The Dwarfs, noting the great trials that
the rise of Sigmar with distaste, and perhaps would likely be faced, provide another
The Coming of Chaos. Sheerargetru entered the slightest hint of fear. The Empire he runehammer to the fledgling Empire.
the world along with a horde of its brethren, forged in this lifetime was a change, yes, Knowing that the memories of manlings are
slaying, corrupting, and changing all that but any Daemon of Tzeentch could see it short, they expect the hammer will come
they touched. Even as the lands were covered would bring the sort of order their kind to be seen as Ghal-Maraz, though dwarf
by the corruption of Chaos, as Warpstone abhorred. Sheerargetru had special cause to honour means that they never quite say as
rained from the skies and Daemons walked fear the man, as he carried with him the much. Over time they are proven right, and
openly in the world, the Dwarfs retreated hated Ghal Maraz, the weapon fated to end indeed even the hammer itself seems to fall
beneath the mountains. In those times the Daemon. Therefore, as Sigmar began for this ruse. At times, when weilded in
their Gods were with them still and walked to step out of the pages of history and into the defence of the Empire and acting in
among them, and the need for great weapons the lofty realms of myth and perhaps even Sigmar's name, it takes on powers that no
to turn back the flood of Chaos was clear. divinity, Sheerargetru struck. Dwarf smith of this age could have imbued
It was towards this cause that Smednir, The Daemon sent prophetic dreams to it with. Still, the shame of duplicity lingers,
the son of Grudni and Shaper of Ore, set Sigmar, some truthful, some false, and lured and would eventually give rise to The Chain,
out to create the greatest Runehammer that him far from his allies. Whether Sigmar a cabal of Dwarfs who would one day aid in
would ever exist. knew he was being drawn into a trap is the return of the true hammer.
debateable, but regardless, even in his later
By now Sheerargetru had become established years, the first Emperor was the Daemon’s
as a mighty servant of Tzeentch, having match. They battled deep beneath the earth,
conquered much and slain many Dwarfs and Sheerargetru was sealed away by the
and Elves who had foolishly attempted magic of the Runehammer and the might
to defend their homes. The Daemon had of the one who had wielded it. Ater this
begun its first true experimentations in the Sheerargetru knew nothing of what became
arts of prognostication, and was of course of Sigmar, though the knowledge that it was
aided by its Tzeentchian nature. In this way overcome by a mortal man haunts it still.
it saw what Smednir was attempting and Sheerargetru despiared at its prison,
recognised the threads of fate which spelled recognising that it had played directly into
out a simple truth — the hammer would be fate's hands by confronting Sigmar. It would
named Ghal Maraz, and it would be the end not be so foolish again.
of Sheerargetru. The Daemon failed in its
attempt to corrupt the hammer or its maker,
and rather than risk the vagaries of fate it
fled far from the realms of Dwarfs.
C. -3000 IC
Sheerargetru was one of many Daemons who
made their home in what would become the
kingdom of Nehekhara. There the Daemon
tempted, corrupted and warped all that it
touched, ever fearful of the weapon it knew
to be its bane. The Daemon persisted there
for an age, creating a minor cult of its own.
Ultimately an alliance of desert gods lead
by Ptra, whose cleansing light was anathema
to all servants of the Ruinous Powers, rallied
against the Daemons. Sheerargetru and all
its kin were driven from the desert and fled
to the far north. Sheerargetru chafed at this
treatment, but foresaw the ruin that would
one day befall Nehekhara, and laughed.
66
ALTERNATIVE EMPIRES VIII
50-1152 IC One such creature, a particularly ambitious 2302 IC
Horror, proves particularly reliable. It will
The Early Empire. During the first millennia eventually take on the guise of Gideon, The Great War against Chaos. Sheerargetru
of imprisonment, Sheerargetru could do a human child, and begin testing the rails at being unable to participate, though
very little. Ghal Maraz was still fresh, its weaknesses of the human spirit (and the the Daemon’s increasing sensitivity to the
powers mighty, and the Daemon could only possibility of summoning greater Daemons) whims of fate means that the ultimate
rage ceaselessly as its fate. As time passed, in the town of Bögenhafen. victory of the Empire over the forces of
however, it became able to sense more and Chaos is no surprise to it.
more of what went on in the world. It saw 1714 IC However, as Magnus reforms the Empire
that the heirs of Sigmar, though strong, and establishes the Colleges of Magic, the
often quarrelled. It noted that the forces Sheerargetru has determined it best not Daemon recognises the opportunity this
of Chaos, though driven back, were hardly to again attempt to defy fate, but to work affords. The Colleges will make Altdorf a
extinguished. Most of all it considered the within its threads. The Daemon sends forth focus of magical power, the perfect place
foolishness of facing Sigmar head on, and dreams of a great treasure hidden in its for it to ultimately manifest. As power
decided that in the future it would be take a cave. It is eager to be rid of Ghal Maraz, centralises in Altdorf to a degree not seen
more subtle approach. but knows that if the time is not right, in centuries, Sheeragetru again rejoices. A
doom will quickly follow. Adelfried Jarmund single powerful leader is all the easier to
1248 IC is lured to the cave and imprisoned there. weaken or corrupt, an idea that will go on
to inform the ethos of the Purple Hand.
Sending the presence of the Golden Death
Mask of Kharnut in Altdorf, a dozen Tomb 2225 IC
Kings awaken and travel to the Empire to
retrieve it. Among their armies is a scholar, Graf Heimholtz, Templar Grand Master
Sadikur, who retained enough of his wits of the Knights of the Blazing Sun, leads
to note a presence as they passed through an army from the Empire to attack the
the mountains and into the Empire. Though Nehekaran city of Numas. Though eventually
half dreaming, the presence is reminiscent of turned back, the invasion necessitates a call
a being described in ancient texts from the to arms that awakens many, including the
days of Nehekaran myth as a powerful entity scholar Sadikur.
capable of working great change. Spurred Unable to return to rest along with his
on toward Altdorf by a will not entirely fellows after the war ends, Sadikur instead
his own, Sadikur would make war upon the follows the fleeing remanants of Heimholtz’s
Empire and return to Nehekara, but never army back to the Empire. His long slumber
forgot the presence in the mountains. has been wracked by dreams of the presence
he felt in the mountains so long ago, and
1359-1547 IC he is certain it has only grown in power.
Wondering at the power of the Daemon
Age of Wars. In the midst of growing civil and what might be accomplished could it
strife following a succession, war engulfs be controlled, the scholar will spend two
the Empire. Seeing its chance, Sheerargetru centuries in research. He becomes the first
begins its subtle work of influencing being in mellennia to learn the creature's
vulnerable citizens of the Empire through name, Sheerargetru.
dream, prophecy, and temptation. The
Daemons messages are always garbled, 2304-2512
however, and only fragments make it
through. Still, this is enough to spur the As the day of its freedom draws near,
creation of several cults dedicated to an Sheerargetru uses its influence to infiltrate
imprisoned god. These would go on, after the dreams of ambitious imperial citizens,
several centuries of growth and mutation, to and through them slowly begins to form
form the Nine Eyes. a great cult of Tzeentch. This organisation
becomes known as The Purple Hand. Its
During this time Sheerargetru begins foundation is as byzantine and complicated
warping the nature of the caves by its very as the cult itself will eventually become, but
presence, with the winds of magic refracting through it Sheerargetru has sown the seeds
and warping them. Daemons and other vile of its liberation, and perhaps its downfall.
creatures make the caves their home, slowly
being put in place to play their part in
Sherargetru’s ultimate freedom.
67
IX WA R H A M M E R FA N TA SY RO L E P L AY
THE TIMELESS SCHOLAR
The history of Nehekhara is vast topic, sufficient to give even Using Sadikur in Empire in Ruins
a scholar such as Quintus Fassbinder pause. Suffice it to say, in
ancient times the land was home to a human civilisation that Sadikur is a useful tool for filling in any information gaps the
stood as a shining beacon of art, culture, and sophistication. Characters may have. The truth and history of Sheerargetru’s
Such times cannot last, however, and the fall of Nehekhara imprisonment are more hinted at than outright explained, as
was swift once it came. The terrible necromancer Nagash laid befits events surrounding ancient prophecies and imprisoned
waste to the land, slew much of the population, and was in the Daemons. However, if the Characters find themselves in
process of raising all the dead of the Nehekhara to his service possession of Ghal Maraz but completely unaware that in
when he was ultimately slain. This half finished spell gave rise, retrieving it they have freed a Daemon, Sadikur may prove useful
quite literally, to undead who were not merely outside the in explaining what is going on. Be sure to have the Characters
Necromancer’s control, but who retained a good portion of their ask questions of the Wanderer, however. He should be used as a
previous selves. knowledgeable expert who may be interrogated by the curious,
and not a shortcut to explaining things the Characters should
Sadikur the Wanderer have found out for themselves.
Sadikur is one such risen denizen of Nehekhara. He was a Sadikur is not a straightforward ally. Though he has not put all
learned scholar of some kind in life, of that much he is sure, the pieces together himself, in life Sadikur was a worshipper
but Sadikur is less certain of what his precise position was. Far of Tzeentch, and a member of the lingering cult Sheerargetru
too many of his memories have been lost to the grave for that. established before being driven from Nehekhara. Long years as
However, Sadikur remains a scholar at heart. Called up from his an unchanging undead corpse have only heightened Sadikur’s
grave to join a campaign of war upon the Empire ago, Sadikur desire for unbridled Change. If the Characters state their simple
sensed something of Sheerargetru’s presence in the Empire, and plan to slay Sheerargetru, this will stir something in Sadikur,
found it oddly familiar. At the time he was not aware enough and he may well attack, especially if he knows they have Ghal
of his own will to pursue the question, but when he was called Maraz. This surge of emotion will be a surprise to Sadikur as
up from his unquiet grave again to turn back a Empire attack much as it is to the players, though once he has begun he will
on Numas he knew he could not return without investigating. see the fight through to the bitter end.
That was two centuries ago. Since then Sadikur has learned to THE WANDERER, SADIKUR OF NUMAS
pass as a living man, at least to those who do not look too closely. M WS BS S T I Agi Dex Int WP Fel W
He wears a mask of painted wood, sometimes claiming it is a
part of his religious observations, sometimes saying it covers 4 62 54 45 61 20 28 31 60 55 32 20
up the scars of a terrible pox. His voice is dry and raspy, and
despite two centuries of dwelling in the Empire, the scent of Traits: Armour 2, Dark Vision, Champion,
must and desert sand still lingers. Under various names Sadikur Fear 1*, Undead, Weapon (Sword) +8
has written to countless scholars over the years, and indeed even
Quintus Fassbidner knows of him — albeit under two separate Skills: Lore (Khemri 95, Nehekhara 80,
pseudonyms. Sheerargetru 70, Tzeentch 61), Language
(Classical 70, Reikspeil 70), Melee (Basic) 82
Sadikur splits his time between a dozen different coaching
houses, where he is known as ‘The Painted Wanderer,’ often Talents: Etiquette (Living Humans),
shortened to just ‘The Wanderer.’ He has not had to kill anyone Read/Write, Strike Mighty Blow 2
to keep his true nature a secret, but he would without hesitation.
He will happily discuss his research, but long experience has Trappings: Painted Mask, Rubied Scarab worth
thought him that the Empire takes a dim view of those openly 100 GC, Research Materials, 15GC 5/12
discussing Daemons, and waits for others to raise such matters
first. Notes: This only applies if Sadikur removes his mask.
Sadikur may come into contact with the Characters in a number
of ways. Quintus Fassbinder may direct them to the scholar,
though he only knows the name ‘The Wanderer,’ and that it
belongs to a surprisingly well informed scholar of Tzeentch
who frequently sends letters from coaching houses in Averland.
Alternatively, Sadikur may contact the Characters if they are
open about their quest for the Hammer, as he has become aware
that Ghal Maraz is tied to Sheerargetru in some way.
68
CHAPTER 10
THE BIGGER THEY ARE
Adventure Summary Arriving in Kenselheim
The Bigger They Are is set in the town of Kenselheim, which The Characters arrive in Kenselheim during a heavy rainstorm,
can be placed almost anywhere in the Empire. As such it could feeling wet, cold and miserable. A stick-thin figure wrapped in
be dropped into one of the travel sections in Empire in Ruins, or a cloak limps out of the guardhouse as they approach, but just
employed earlier in the campaign in Enemy in Shadows or Death waves them past before scurrying back inside. Making their way
on the Reik. The Characters are hired by a nobleman to eliminate through the town in search of an inn, they begin to hear a dull
the local magistrate’s judicial champion, an Ogre Pit Fighter, so roar above the constant pounding of the rain.
that he can challenge the magistrate to trial by combat in order to
reclaim his ancestral lands. In the town square they find the population of the town gathered
around a huge pit. On the far side of the crowd a wooden
Mentag the Ogre is a fearsome opponent, so the Characters platform overlooks the arena, upon which stand a group of men
will have to think carefully about how to defeat him. Less- and women dressed in furs, observing the spectacle below, where
experienced Characters will have to be more inventive in two figures face each other. One struggles through the thick mud
dealing with the Ogre, while others may be able to beat Mentag at the bottom of the pit, desperately trying to hold onto the rain-
through sheer force of arms. Peacefully minded Characters can slick haft of his halberd.
conceivably complete the adventure without having to enter
combat at all.
69
X WARHAMMER FANTASY ROLEPLAY
The Characters can make out the livery of a State Trooper ‘ Yes, ladies and gentlemen, justice is done, and don’t forget, should
beneath the thick layer of mud covering him from head to toe. anyone wish to see another demonstration of Mentag’s great strength
Two other men dressed in the same uniform lie against the pit and skill, he is available for hire! Heavy objects moved, stubborn
walls. One sits motionless, his head lying lost somewhere in the objects smashed, perfect for any of your labour-intensive chores!’ At
sludge below. The other struggles vainly to keep his internal this point it is clear no one is listening, so he jumps down from
organs from spilling from his chest, his pitiful wails barely audible his stool, looking somewhat dejected and letting out an audible
over the roar of the crowd. sigh.
Their opponent is a huge wall of flesh and muscle. A rusty and What just happened?
battered breastplate barely stretches over a wide, round belly, and
an open-faced helmet looks like it was forced onto the warrior’s The Player Characters may be curious as to what just happened.
thick, horribly ugly head. Standing almost 9-ft tall, the Ogre If they ask the nearby townsfolk (Easy (+40) Gossip Test), they
doesn’t seem at all slowed by the mud, or the spear jutting out will be told that the three men were deserters from the local
of his left leg. The crowd screams for the kill, while the richer State Regiment, who fled after it was rumoured they were to
burghers on the platform look on, wagering on the outcome. march to war. They were found wandering through the woods
near the town. Knowing they would be found guilty of desertion
The Ogre lunges forward, battering aside the halberd with his and executed, they demanded trial by combat. Unfortunately for
axe. The Trooper barely has time to scream before the blade them, the ruler of the town, Magistrate Etzburger, has hired an
cuts through his helmet and into his skull. The Ogre kicks the Ogre Pit Fighter to answer all such challenges. He has found
corpse free from his weapon, before turning to the wounded that it has reduced the number of challenges to his decisions
guardsman. He pulls another axe from his belt and tosses it dramatically, and as an added bonus occasionally provides some
across the pit, finishing the combat with a full crunch. The entertainment for the townsfolk.
crowd roars its approval.
Should the Characters want to talk to any of the other people
As the screams of the crowd die down, Shufflefoot moves present at the pit they may attempt to do so now, though
towards the front of the observation platform and pulls himself everybody seems anxious to get indoors and out of the rain.
on to a high stool. His fine bright-yellow coat and long feathered Magistrate Etzburger and the other wealthy burghers have
hat make him look well-moneyed, if tasteless, but he seems out already made their way to his keep on the far side of the town
of place amongst the wealthy townsfolk. His voice carries over square, and the guards standing watch outside aren’t in the
the still-shouting townsfolk. mood for casual conversation. Mentag is busy seeing to his
after-fight feeding, which seems to consist of most of a large
‘Once again the courageous Mentag the Undefeatable has dispensed cow (for starters), but Shufflefoot is in a more talkative mood.
the judgement of the gods upon the unrighteous! And once again, An Average (+20) Gossip Test with him (or a Challenging one
goodfolk of Kenselheim, let us show our appreciation for Magistrate with one of the guards or the other townsfolk, who want to get
Etzburger for providing us with this evening’s entertainment!’ home) will yield the following information:
The crowd roars once more as the halfling turns to a short, 0 SL: Magistrate Etzburger hired Mentag to answer any
piggish-looking man standing on the platform. Dressed in challenges to his decisions. Shufflefoot deals with Mentag’s
spotless black and green robes and flanked by three bored financial considerations; the Ogre doesn’t seem to trust anyone
guards, Magistrate Etzburger gives the crowd a dismissive nod else.
before turning to leave with the other merchants.
1 SL: The Magistrate more or less runs the town. He was
Shufflefoot continues his patter. ‘Today we have seen three traitors appointed by the town merchants. The position usually goes to
to the Empire receive their fair punishment for their cowardice. the wealthiest merchant in the area. He’s held it for almost a
Their trial by combat has only served to confirm their guilt, for decade now.
would not Morr have stayed his hand, or Ulric strengthened theirs,
had they been innocent?’ The crowd screams again, though with 2 SL: A noble family (the Oberholtzers) once ruled the town,
somewhat less enthusiasm — many seem to be drifting back to but they lost all of their money years ago and had to sell their
their homes, though some seem to be staying to watch four men lands to the local merchants. They left the town soon after.
try to help pull Mentag out of the pit. Shufflefoot realises that
he is running out of time, so he starts to speak even faster as he 3 SL: Rumour has it that someone claiming to be the rightful
tries to wrap things up before the crowd disperses. ruler of Kenselheim went to see the Magistrate last week, trying
to get the family lands back. Supposedly the Magistrate laughed
him out of the room.
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THE BIGGER THEY ARE X
Mentag the Undefeated MENTAG THE UNDEFEATED
— PIT CHAMPION (SILVER 5)
Mentag is a happy Ogre. He gets all the food he can eat, the M WS BS S T I Agi Dex Int WP Fel W
occasional fight (though rarely a decent one), a nice, comfy barn 6 52 21 64 71 33 35 22 20 34 20 46
to sleep in and ‘loadsa’ gold. Sure, the ‘hummies’ in town tend to Traits: Armour (Leather and Mail) 3, Belligerent,
stare at him like he has two ‘’eads or sumfink’, but he likes the Champion, Prejudice (Thin People), Night Vision, Size
way they run when he roars and pretends to be mad. Toddy is (Large), Weapon (Axe) +10, Ranged (Throwing Axe) +9
Mentag’s best friend. Toddy takes care of gettin’ the food and Skills: Athletics 54, Cool 54, Dodge 53, Endurance 81,
keepin’ the ‘Maj-ee-strayt hummie happy’. Mentag does the Intimidate 80, Melee (Basic) 71, Melee (Brawling) 63,
fightin’; Toddy does the cooking. Ranged (Thrown) 40
Talents: Combat Master
Mentag hasn’t said anything because he doesn’t wanna hurt Trappings: Hand Axe, 3 Throwing Axes, Stabbing Knife,
Toddy’s feelings, but he doesn’t really like the way he cooks the Eating Knife, Spare Knife
meat. He makes it all black ‘n’ crunchy, while Mentag prefers his
food to have a little blood in it. SAVAGE THE DOG — GOOD DOG (BRASS 0)
M WS BS S T I Agi Dex Int WP Fel W
Savage the Dog 4 22 — 18 20 36 31 — 18 12 22 5
Traits: Night Vision, Size (Small), Skittish, Trained
Savage is a small, annoying dog, with a distrust of strangers, just (Broken), Weapon +4
like Toddy. He tends to bark wildly whenever he sees a stranger, Skills: Perception 56
especially one in fancy clothes or someone more tastefully
dressed than his owner. He occasionally bites the ankles of any
Elves he sees.
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X WARHAMMER FANTASY ROLEPLAY
A Place to Stay
The Characters can stay in the Copper Keep, a large inn on
the town square. Staying in the common room will cost 12d
per night; a private room will cost 12s. The Magistrate has
increased taxes recently, so the innkeeper,Erich Steingartmann,
has had to raise his prices to make up for it. The same can be
found throughout the town — raise the price of any item the
Characters may want by a few coins.
Whether they stay in the Copper Keep or find some other
accommodation, Erwin von Oberholtzerapproaches them about
an hour later. This young nobleman noticed the Characters’
arrival. He quickly made some enquiries and realised that they
are from out of town. He decides to approach them, realising
that a small group of mercenaries might be just what he needs.
He can’t trust any of the locals, as they might go running to
the Magistrate. At this point he has nothing to lose. Read or
paraphrase the following to the Players:
Toddy Shufflefoot As you are discussing your plans for tomorrow, a well-dressed young
man walks up to you. His clothing is well tailored without being
Toddy and Mentag met two years ago. Toddy had been seized extravagant and he lacks the arrogant demeanour you have come to
by the watch of a small village for selling fake lucky charms associate with nobles speaking to commoners, yet he has a sword at
(one of his customers was thrown from a horse and died less his side and the unconsciously graceful stride of a fencer. Reaching
than 10 minutes after buying a ‘lucky manticore spine’ from your table, he inclines his head slightly before speaking, his accent is
him). Mentag was in the same tiny cell, arrested for accidentally that of a Reiklander. ‘Please, allow me to introduce myself. My name
snapping the neck of one of the farmers who’d accepted a is Erwin von Oberholtzer. I was wondering if I might buy you a
challenge to wrestle him in a four-on-one fight. drink, while you listen to a business proposal I have for you?’
Both were scheduled for execution the next morning, but TODDY SHUFFLEFOOT — CHARLATAN (BRASS 5)
managed to escape using Toddy’s quick wits and nimble fingers
and Mentag’s brute strength. Since then Shufflefoot has worked M WS BS S T I Agi Dex Int WP Fel W
as Mentag’s agent, making sure he gets a fair price for his
services and keeping him out of trouble. 3 20 42 21 32 45 44 52 36 44 51 10
Traits: Night Vision, Size (Small), Weapon (Dagger) +4,
Toddy left the life of a Moot farmer behind eight years ago, Ranged (Crossbow) +9
determined to see the world. Unfortunately, the world turned
out to be a fairly unpleasant place, and Toddy has the scars to Skills: Athletics 54, Bribery 61, Charm 61, Climb 31,
prove it. He’s learnt to live by his wits and to trust nobody. The Consume Alcohol 42, Dodge 54, Endurance 42, Entertain
only people he cares about are Mentag and his pet dog, Savage. (Storytelling) 56, Gossip 64, Haggle 65, Intuition 55,
He’ll leave either of them if it looks like his own life could be Perception 55, Stealth (Urban) 54
on the line, however — better to mourn someone you care about
than be the one mourned. Talents: Flee!
Trappings: Assorted outfits (jumbled mix of common
and best craftsmanship clothes; he tends to pick randomly
when dressing), Deck of Cards, Wooden Cutlery, Bone
Dice, Feathered Cap, Healing Draught,17s 22d in a
pouch tied to his belt, 15 GC in three pouches stitched
into the lining of his clothing.
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THE BIGGER THEY ARE X
Erwin von Oberholtzer The Lost Lord
Erwin’s father, Otto,worked himself into an Erwin explains that his family once ruled Kenselheim, until his
early grave to raise the money owed by the grandfather spent all their wealth on gambling and women. The
family (because of his father gambling debts) Oberholtzers were forced into debt, and they had to hand over
and to ensure his son received a nobleman’s their property to a group of merchants as collateral. The family
education. Upon his father’s death, Erwin took up the was given 20 years to repay what they owed. Otto, Erwin’s
challenge, determined to restore his family to its rightful place father, worked himself to death trying to pay the debt, at which
and claim the title of Baron for himself. For the past four years point Erwin took on the task. Finally, he now has the gold he
he has acted as a liaison among various nobles and merchants, needs to pay the remainder of the debt, but the Magistrate has
securing financing for ambitious military endeavours or winning refused to recognise his claim. It would appear that Magistrate
advantageous trading rights in exchange for a cut of the profits. Etzburger has grown to like his position of power. With
In pursuit of his goal he has been completely ruthless, betraying Mentag working as his champion no one can challenge him. He
friends and family alike. Finally, he paid off the debt through has increased taxes and enforces his rules ruthlessly. The other
Haus Coyne, a merchant house in Altdorf, and returned to merchants toady up to him in order to win his favour and avoid
Kenselheim. But when Erwin tried to reclaim his title before his wrath. If von Oberholtzer can’t press his claim within the
the local Magistrate he was refused. He had anticipated that next three days his lands will pass to the merchants for good.
this might happen, however, and had acquired the services
of a swordsman to act as his champion. Unfortunately the
Magistrate has a champion of his own, and Erwin is not sure
his champion can take him. Not one to give up lightly, Erwin
is now looking for some deniable assets (thugs) to help him
eliminate the competition and allow him to secure his rightful
claim to the Barony.
ERWIN VON OBERHOLTZER — NOBLE (GOLD 3) Erwin offers to pay the Characters 20 GC each if they can
remove Mentag from the picture. He will give them 2 GC each
M WS BS S T I Agi Dex Int WP Fel W now and the rest once his lands have been returned to him. He
doesn’t expect them to defeat Mentag in the pit, as that would
4 33 27 27 31 42 37 44 36 34 33 11 clearly be suicide. In fact, he doesn’t care how the Characters
Traits: Weapon (Rapier) +6 get rid of him. Injuring or delaying him won’t be enough, as the
Magistrate will just delay the fight until he is able to compete
Skills: Bribery 54, Charm 54, Consume Alcohol 36, (the Magistrate can postpone the fight for up to a week to find
Intimidate 35, Language (Classical) 41, Melee (Fencing) a suitable champion). Therefore, Mentag will have to be either
38, Ride (Horse) 42 killed or forced to leave Kenselheim for good. Once this is done,
von Oberholtzer will issue his challenge, and fight anyone the
Talents: Doomed (Thy entitlement will be thy fall), Magistrate can find to stand for him. (This is a lie! Erwin has
Etiquette (Nobles), Read/Write hired a mercenary to fight for him, but he wants to appear more
noble and righteous before the Characters.)
Trappings: Trunk with 5 sets of courtly garb, two
household servants, Jewellry worth 50 GC, Rapier, Gerta.
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X WARHAMMER FANTASY ROLEPLAY
The Characters may decide to check up on Erwin’s story. An PROBLEMS BIG AND SMALL
Average (+20) Lore (Local) Test or an East (+40) Lore (Law)
Test will tell them that his story is certainly plausible. Enquiring It should be made clear to the Characters that attacking Mentag
about the von Oberholtzer family or Magistrate Etzburger’s openly would be a bad idea. Even a band of seasoned warriors
rule is an Average (+20) Gossip Test: might lose a limb or two (or at least a Fate Point). They need to
find some way to either weaken him or get rid of him.
0 SL: The Oberholtzers were the rulers of Kenselheim, but few
people remember anything about them. Most of the townsfolk Mentag and Shufflefoot live in an abandoned barn outside of
were just children when they left. Magistrate Etzburger has Kenselheim, as the townsfolk didn’t like the idea of an ogre
increased taxes and doesn’t like people disagreeing with him. living in the middle of town. While Savage is unlikely to scare a
snotling, his irritating yapping whenever strangers approach the
1 SL:The Magistrate is hard, but he is fair. His judgments are barn serves as an effective security system. Shufflefoot sleeps in
usually even-handed, and the town has done well under his rule. the loft about Mentag’s stall, as he worries someone might try to
Most folk believe, however, that he is lining his own pockets eliminate the Magistrate’s champion before a fight. When not
(this is untrue). Erwin von Oberholtzer arrived in town a few fighting in the pit or working for one of the local farmers (who
days ago and immediately brought his claim for the ancestral sometimes hire Mentag to perform some heavy lifting) both
lands to the Magistrate, who denied it. of them can usually be found here. Toddy is usually cooking,
roasting a large side of beef over an enormous fire in front of
2 SL: Elsa Steingartmann, the innkeeper’s wife, was a young the barn, while Mentag eats the previous serving. Savage can be
woman when the Oberholtzers left, but she remembers that the seen staring at one or the other, hoping for scraps.
last Oberholtzer lord was a drunken wretch. He spent a lot of
his time away in Altdorf, Middenheim or Talabheim, where it If the Characters decide to talk to them, Shufflefoot will
was rumoured he lost the family wealth in gambling dens. Von generally be wary but polite; while Mentag will ignore them,
Oberholtzer has a few servants and arrived on horseback, but grunt, or tell them to ask ‘Toddy’. He’s happy to let Shufflefoot
has no carriage and only a small entourage. He is letting rooms do all of the thinking and talking, as long as he gets plenty of
from Mother Puttkammer, which is cheaper than the Copper grub and the occasional chance to beat up or kill someone.
Keep.
The Characters have three days to figure out how to deal with
3 SL: Amongst von Oberholtzer’s servants is a warrior, a huge Mentag.This should give them plenty of time to observe the odd
woman who has the look of a northerner about her. She was couple and come up with a plan of action. A few possibilities
wearing full mail and had a greatsword strapped to her back. are given, but Characters should try to come up with their own.
This is Gerta, Erwin’s champion. Gerta will fight for Erwin if
the Magistrate refuses to grant his claim. Bribes/Threats
Bribing Mentag won’t work, as he’ll just ask Toddy what to
do. Shufflefoot is making a lot of money here, so much that
it is unlikely the Players will be able to convince him to leave
town without a fight. Trying to bribe him will only tip their
hand, making the halfling more cautious. On the other hand,
Toddy has been expecting trouble like this for some time now.
If he thinks that they are in any real danger, he’ll leave rather
than take the risk. It will take more than a threat to convince
him, but if it is backed up with an attack at some later point,
the Characters may be surprised to find that Mentag and the
halfling have skipped town the next day.
Drugging/Weakening Mentag
The Characters may try to weaken Mentag before going up
against him. This can be done in a number of ways. Drugging
Mentag will be difficult, as Shufflefoot prepares all of their
food himself, and they get their water from the stream that
runs behind the barn. Any poison added to their food raw will
probably be destroyed during the liberal roasting the halfling
gives it (requires a Very Hard (–30) Trade (Apothecary) or
Challenging (+0) Trade (Poisoner) Test).
74
THE BIGGER THEY ARE X
If the Characters don’t have any poisons with them they could If the Characters do manage to raise an angry mob, they’ll have
search the nearby wood. A Challenging (+0) Outdoor Survival to lead it to Mentag. If they don’t do so themselves, the crowd will
or Lore (Plants) Test will allow them to find some herbs and falter at the sight of the gigantic warrior. A single bellow from the
fungi that can be mixed together to create ‘Taal’s Cleanser’ with Ogre will be enough to send them scurrying back to their homes.
an Average (+20) Trade (Poison) Test. Anyone ingesting this A few hours later the Characters will receive a visit from the town
foul paste must make a Hard (–20) Endurance Test or gain guards, as described above. If they do lead the mob, they will have
1 Poisoned Condition, as well as suffer the need to move one’s to get past Toddy, who tries to reason with the crowd. He has
bowels at least once every ten minutes. Usually the taste and no wish to unleash Mentag on his employer’s subjects, especially
smell would be sufficient to warn someone not to eat anything as he isn’t sure the Ogre would win. A Character can make an
this ‘Cleanser’ had been added to (though a Challenging (+0) Opposed Charm Test against Toddy to fire up the crowd. Other
Trade (Cook) Test could disguise it somewhat), but Mentag Characters can try to assist with supportive comments (yelling
will eat anything. ‘death to the Ogre!’). If the Characters win, the crowd charges
forward, catching Toddy by surprise. Mentag will start lashing
Another way to sap some of Mentag’s strength would be to hire out left and right, killing people indiscriminately.
him to perform an exhausting task, such as helping them cut
down and move trees from a section of the forest. Mentag can You may want to run a few rounds of combat between the
keep working for hours without getting tired, but even he will Characters and either Mentag or Shufflefoot, but after three
start to feel the strain if they hire him for an entire day or two rounds the mob forces them apart. Unless the Characters strike
of work. Working with him in such a situation would also be a particularly telling blow against Mentag, he will survive, but
the perfect opportunity to slip him some poison in his food or Toddy is killed by the mob. Seeing the death of his friend,
drink, as Toddy will quickly grow bored watching Mentag work Mentag roars in anguish. Knocking the nearest villagers aside,
and will drop his guard. he picks up the halfling’s body and runs bawling into the woods,
with a very distraught Savage hot on his heels.
If the Characters can keep Mentag working through one day
(about ten hours) without much rest he will gain a Fatigued Even if Toddy and Mentag should somehow survive or escape,
Condition, but will recover after a night’s rest. Hiring Mentag they decide that they have clearly outstayed their welcome and
will cost 6s a day, but Shufflefoot won’t let the Characters leave town as soon as possible.
overwork him unless they make a Challenging (+0) Charm or
Easy (+40) Bribe Test. Shufflefoot
Mob Rule If the Characters realise how important Toddy is to keeping
Mentag under control they may decide to take him out. More
The Characters can try to turn the townsfolk against the Ogre. morally inclined Characters might decide to kidnap him and
Some are angry because of the increase in taxes, while others hold him until von Oberholtzer has a chance to make his claim.
don’t like the idea of having an Ogre living amongst them. Many This is actually a more reliable option, as once Toddy is killed
are just looking for an excuse to lash out. Convincing enough of they will have no leverage over the Ogre. If they hold him
them to riot will take time and subtlety, however. A few harsh hostage, Mentag will refuse to fight under any circumstances.
words about Ogres at a tavern, a complaint about rising prices
at the marketplace, anything to increase the discontent amongst If Shufflefoot is killed, Mentag will go into mourning, hiding in
the locals will help, but if they aren’t careful, either Toddy or the barn and refusing to leave. However, once von Oberholtzer
Magistrate Etzburger may realise someone is stirring up trouble. makes his challenge, the Magistrate will convince Mentag
to fight for him, telling him that von Oberholtzer murdered
Starting a riot requires 10 SLs on an Extended Gossip Test. Toddy. The gullible Ogre believes him, charging into town and
Reduce the difficulty of the tests if the Characters think of bellowing in rage. Von Oberholtzer will flee in terror, last seen
particularly malicious rumours to spread about either the Ogre galloping away on horseback with Mentag right behind him.
or Shufflefoot, or even Magistrate Etzburger. Each Character
can make one test each day. If any Character fails by 2 SL, the If instead Shufflefoot ‘disappeared’ (whether dead or alive),
Magistrate or Shufflefoot notices something is wrong. If the Mentag will be filled with worry and will mope around the
Characters get Shufflefoot out of town, they are only noticed barn and town. The Magistrate will try to convince him to fight,
if they fail by 3 SL. If they are noticed, the Magistrate’s guards telling him that it’s what Toddy would want him to do. The
begin asking questions, and suddenly the townsfolk are much Characters may be able to convince him to leave town, however.
less willing to talk to the Characters (Gossip Tests are now Very An Easy (+40) Charm Test is enough to get him to head for the
Hard (–30)). If they fail another Gossip Test, they are caught next village, ‘where Toddy is waiting’, if they can come up with
by the guards, who attempt to seize them and throw them out a plausible reason for him to have left without saying goodbye.
of town.
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X WARHAMMER FANTASY ROLEPLAY
Assassination If they manage to sneak up on Mentag, they get to make an
attack against him while he has the Unconscious Condition.
Of course, the simplest option is to attack Mentag and kill him While this would usually be sufficient to kill a human, Ogres
(though hopefully after weakening him somehow). are far tougher creatures. Mentag may well survive and will not
be in the best of moods. If a fight breaks out Toddy will stay
The most obvious approach is to kill Mentag while he is in the loft, firing his crossbow from above after lighting up his
sleeping. While it may be an option to somehow intimidate lantern. If Mentag goes down or if someone climbs up into the
the Ogre and frighten him into leaving, this would be no small loft, Toddy will escape through the loft entrance. If he makes it
feat, as most Ogres love fighting and eating in almost equal to the woods ( a distance of 90yd) he is unlikely to be caught,
measure. The biggest obstacle to getting the drop on Mentag is but he will have no intention of returning to Kenselheim. He
Savage. The little mongrel is a light sleeper and often wanders could turn up at some point in the future, though, in an effort to
around the barn at night. If he notices any of the Characters gain some measure of revenge against the Characters.
entering the barn, he will start yapping loudly, waking Mentag
and Shufflefoot. The Characters may try setting the barn on fire. Unfortunately
the recent rains have left the wood of the barn damp and difficult
Shufflefoot also sleeps in the barn and has set up some simple to light. They can start a fire if they use some lamp oil, but this
security precautions. The main doors of the barn are shut and will only warn Mentag and Toddy that they are under attack.
barred at night and two ropes attached to a collection of pots and They will ready their weapons and charge out the main doors. If
pans are tied to them. The bar can be removed with an Average the Characters think to block off the main doors then they will
(+20) Pick Lock Test. Opening the doors without raising a racket try to escape through the loft entrance, or if necessary Mentag
requires a Very Hard (–30) Stealth (Urban) Test against the will hack his way through the barn wall. After three rounds
inhabitant’s Perception. If the Players somehow find out about anyone inside the barn will have to make Endurance Tests each
the makeshift alarm beforehand and have access to the right tools round or gain a Fatigued Condition due to the heat and smoke.
(Lock Picks), they can disarm the alarm with a Difficult (–10) The first test is Easy (+40), with the difficulty increasing every
Pick Locks Test (the planks of the main doors are far enough round.
apart that they can slip the tools through to cut the ropes).
Instead of coming in through the main doors they could try If the Characters get inside the barn they can set fire to the straw
climbing up to the loft entrance, where Toddy sleeps. Climbing piled high inside. Mentag uses a pile of straw as a mattress, and
up is Easy (+40) and the entrance isn’t locked, but it is rigged if the Characters can catch him while he is still sleeping they
with the same alarm system as the doors below. Trying to might be able to set him ablaze. Two rounds after the hay is lit,
remove this alarm will be a Very Hard (–30) Pick Lock Test, everyone inside the barn will have to start making Endurance
as the Character will have to do so while somehow bracing Tests as above to avoid gaining the Fatigued Condition.
themself against the outside of the barn.
The fire attracts attention from the town, and in four minutes
two of the town guards will arrive, followed by a dozen more
four minutes later. At this point it doesn’t matter, however, as
Toddy (assuming he is still alive) decides that Kenselheim has
gotten too hot. He and Mentag slip out of town at the first
opportunity. Whether Mentag is dead or alive, the Characters
have taken him out of the fight.
76
THE BIGGER THEY ARE X
Von Oberholtzer’s Claim Erwin is lying through his large, protruding teeth. Ruprecht
never stole any of the town’s money; Erwin just needed an excuse
On the third day Erwin will challenge Etzburger’s ruling so he wouldn’t have to pay the Characters. If the Characters ask
against him, invoking his right to trial by combat. him when he will be in a position to pay, he becomes evasive,
insisting that there is no way to know when he’ll have the
If Mentag is out of the picture (one way or another), the money. It should become clear to the Characters that Erwin has
Magistrate will desperately seek someone to fight for him, no intention of ever paying them. He will maintain an easygoing
even offering one of the Characters 5GC if one of them looks manner as long as they don’t become abusive, at which point he
particularly tough. Eventually one of his guards volunteers. In will have them thrown out.
response Erwin reveals Gerta, his own champion. Gerta quickly
cuts down the hapless guardsman, who fails to get past her The Players may harbour thoughts of revenge, but Erwin is now
careening flail even once. safely ensconced inside his new keep, surrounded by the town
watch and his clearly lethal bodyguard. If the Players are smart,
As soon as the duel is concluded, Erwin strips the Magistrate they’ll accept it as a typical day in the Old World. If they’re not
of his position and orders him exiled from Kenselheim. He smart they’ll probably end up in the pit facing Gerta…
then begins to move into the keep. If the Characters ask for the
remainder of their payment, he will assure them that it will be Rewards
forthcoming. He just has to finish securing his new position as
lord of the town, go over the books, find the key to the treasury, In addition to your typical award for clever roleplaying, XP
etc. He asks them to come to the keep the next morning, when should be awarded for the following:
he’ll give them the rest of their reward.
0 50–75 points for having a good time roleplaying
Payment 0 25 points for defeating Mentag
0 25 points for driving Mentag out of town
The Characters find the keep protected by some of the town 0 25 points for resolving things without resort to violence
guards. The guards insist on confiscating the Characters’ 0 10 points for each step they take to weaken Mentag
weapons before letting them in. Anyone who refuses must wait 0 10 points for befriending Savage
outside. The guards don’t bother searching for hidden weapons, 0 5 points for dealing with Savage in another way
however. They aren’t particularly fond of their new lord and
don’t feel inclined to be overly thorough.
Once inside, one of Erwin’s servants leads them to the next
floor of the keep. A guard sits on a stool outside Erwin’s new
office, his halberd leaning against the wall. The servant stops
and stares at him expectantly, until the guardsman realises that
he is expected to open the door. Muttering something under his
breath, he stands slowly, snatching up his halberd in one hand
while pushing open the door with the other.
The Characters find Erwin sitting behind a massive oak desk,
which is covered in ledgers and books. He gestures at some seats
placed in front of his desk before turning his attention back
to the accounts. Standing to the left is Gerta, dressed in her
armour and with her greatsword strapped to her back. As they
sit down, Erwin closes the ledger before him and sighs.
‘I’m afraid I have some bad news. I know I promised to pay you
more money upon completion of your services, but I fear I must beg
your forgiveness. It would seem that I was a little rash in allowing
Ruprecht Etzburger to leave town so quickly. After looking at his
records it would seem that he has embezzled a great deal of money
from the town coffers while in office, clearly one of the reasons he
raised taxes so much recently. I seem to be in the unenviable position
of inheriting a town in debt.’
77
X WARHAMMER FANTASY ROLEPLAY
Other Characters If the Characters weakened Mentag through some less obvious
means (tiring him out through work, poison) the fight will go
While the most important Characters appear where they ahead immediately.
do in the adventure, other NPCs may have an impact on the
adventure. Either way, Erwin will not be pleased, and refuses outright to
pay the Characters. The fight is close, especially if Mentag was
Gerta Faernmaus weakened, but eventually the Ogre’s strength, size, and sheer
bloody-mindedness win out. Magistrate Etzburger will order
Gerta left her home in Salzenmund in Nordland after she killed Erwin and his followers to leave Kenselheim and never return.
her brother in a fight over a woman. She fled to the Border
Princes, where she joined a mercenary band. For the past ten GERTA FAERNMAUS — DUELLIST (SILVER 5)
years she has fought, looted and pillaged her way through
the Border Princes, Tilea and Estalia, before returning to the M WS BS S T I Agi Dex Int WP Fel W
Empire. She is currently working for Erwin in order to make
some quick money, but is merely biding her time until something 4 51 32 35 44 39 40 29 28 41 36 19
better comes along. She is utterly ruthless and surprisingly fast Traits: Armour (leathers, chain, breastplate) 5, Weapon
with her Flail. Her one weakness is her overconfidence. (Flail) +9
Skills: Athletics 45, Climb 45, Consume Alcohol
If Mentag still lives and is willing to fight, things go rather 54, Cool 51, Dodge 55, Endurance 54, Intuition 49,
differently. Erwin still makes his challenge out of desperation. Language (Estalian) 31, Language (Tilean) 31, Melee
If Mentag has been weakened seriously (actually wounded) the (Basic) 61, Melee (Flail) 66, Perception 49
Magistrate delays the challenge for a week in order to give him Talents: Hardy, Step Aside, Strong Back, Warrior Born
time to recover. He cannot delay the challenge by more than a Trappings: Bottle of Spirits, Book of Pressed Flowers
week, and Erwin’s claim will still be valid, despite the fact that taken from every battlefield she has ever fought on
the deadline for him to make his claim will have passed. (worth 5 GC to someone interested in botany), pouch
with 23 s 18d, armour and weapons (Military Flail, three
daggers, sword).
78
THE BIGGER THEY ARE X
Guards
Kenselheim’s guards are generally honest and well-meaning, but
lacking in motivation, general observation skills or intelligence.
They usually avoid getting involved in anything that looks like
work unless specifically ordered to, or if someone is watching
them.
GUARDS
M WS BS S T I Agi Dex Int WP Fel W
6 35 30 35 30 30 30 30 30 30 30 12
Traits: Armour 3, Weapon (Halberd) +7
Skills: Melee (Pole-Arm) 45, Perception 40
GUARD SERGENT
M WS BS S T I Agi Dex Int WP Fel W
6 45 30 45 30 30 30 30 30 30 30 13
Traits: Armour 5, Weapon (Sword) +8
Skills: Melee (Basic 55, Pole-Arm 45), Perception 50
Ruprecht Etzburger
Ruprecht Etzburger is the current magistrate of Kenselheim.
The Etzburger family were once servants of the von
Oberholtzers, and one of Ruprecht’s uncles acted as the last
baron’s steward and was loyal to the family. Ruprecht cares
nothing for the nobility, however. The burghers of Kenselheim
have administered the town for 20 years without the aid of some
arrogant noble. Ironically he has turned the town into his own
little kingdom, ruling over it with the surety of any lord. He is
not a cruel man and his decisions are for the most part wise
(though not necessarily popular), but he has convinced himself
that no one else is fit to rule over the town. Therefore, he has
hired Mentag to defend his position and his rulings — even if
it means increasing taxes to pay for his service.
RUPRECHT ETZBURGER — SENESCHAL (GOLD 1)
M WS BS S T I Agi Dex Int WP Fel W
4 41 25 42 38 30 31 36 36 49 39 14
Traits: Weapon (Dagger) +5
Skills: Athletics 52, Consume Alcohol 48, Cool 60,
Endurance 48, Intuition 42, Lore (Kenselheim) 51,
Melee (Basic) 51, Perception 40
Talents: Doomed (Respect what is due), Etiquette
(Servants), Menacing, Read/Write
Trappings: Chain of Office (tacky gold necklace worth
5 GC), Kenselheim Magistrate Livery (Fine Quality
Clothing in black and green), dagger
79
CHAPTER 11
THE SIEGE OF DIESDORF
The cult of the Red Crown (Middenheim, page 135) has decided Running this Scenario
that recent events across the Empire herald their coming victory.
The news that Ghal Maraz was a fake was seen as the sign that The focus of this scenario is a series of decisions made by the
signalled the rise of the cult. They have been gathering their Diesdorf Town Council in the days before the town is attacked
forces for years, preparing mutants and Beastmen for this day. by a force of Beastmen and mutants. The Characters, heroes of
They have decided to attack the Reikland town of Diesdorf with the Empire by this point, are trusted to advise the council, and
the intention of raiding the garrison armoury and magazine. A their decisions will impact Diesdorf ’s future, and perhaps the
force over four thousand strong is answering the call, burning future of Altdorf itself.
villages and farms as they come. Once they have taken Diesdorf,
they intend to march on Altdorf to gather more warriors. Part Unlike other scenarios where the focus is on investigation or
of their plan was to have Red Crown cultists take control of confronting enemies, here problems come to the Characters.
the town and open the gates to them. However, this coup failed Whilst interacting with other councillors is necessary, the
they are ready for a full assault. degree to which the Characters explore Diesdorf is up to them;
the town is only briefly described with an emphasis on its
When the Characters arrive at Diesdorf, they are asked to join strategic value.
the town council to prepare for and lead the defence of Diesdorf.
The other council members are unprepared to do so and will This scenario could be set in any small town in the Empire
unintentionally bring ruin upon the town should the Characters under threat from an oncoming horde of Chaos creatures. It
refuse. As the Red Crown horde approaches, the Characters are could even be adapted so that the approaching enemies are
asked to make decisions about the town’s defence: strengthening Orc and Goblin raiders or Dark Elf corsairs, who would make
the walls, allocating resources, and dealing with fearful citizens similar cruel demands and incite panic in the forlorn townsfolk.
with their — often petty — concerns. The Characters’ actions
decide whether Diesdorf stands or falls. As the GM, it is important to work out how the council’s
decisions affect the integrity of the town’s defence, why
petitioners to the council are concerned about the issues they
raise, and why the other council members vote the way they do.
80
THE SIEGE OF DIESDORF XI
The dilemmas themselves are more important than the reasons Gideon can still ultimately be behind the horde even if the
they are raised, but give some thought to them just in case Characters do not need to be delayed. His plans to tip the
the Characters ask questions. Be prepared to improvise if the Empire into Chaos require that troops be drawn from the
Characters do explore the town — they may hear rumours large cities, particularly Altdorf, so he has been encouraging
that foreshadow upcoming decisions or spot opportunities to cults like the Red Crown to cause as much disruption as
improve Diesdorf ’s defences. possible, drawing troops from the cities in response to smaller
incursions. In this case, if you wish to run the scenario despite
If the Characters are inclined to focus on the town rather the Characters running behind Gideon’s preferred schedule, you
than the council meetings, Captain Theocritus von Hayek can could still rationalise the defence of Diesdorf as an unintended
pressure them to remain at the Diesdorf Military College for consequence of Gideon’s rousing the Red Crown.
their own safety. If they ignore him, an assassination attempt
by Red Crown cultists who remain in the town could help
persuade the Characters to keep their heads down.
Recent Events in Diesdorf and Its Surrounds
The Red Crown has been gathering its force for weeks. They
have attacked small military patrols and travellers, and more
recently started to raid farms and small homesteads. Reports
have been sent to Altdorf, Diesdorf, and other local towns, but
nothing has been done.
The Red Crown’s army approaches a weakened Diesdorf. Two
of the Military College’s companies have been deployed to
Altdorf to support troops that have moved to Ubersreik and
the border between Reikland and Middenland. Yesterday, the
cult activated their followers in the town. Red Crown cultists,
led by council member and Grandmaster Detlef Rotlander of
the Blacksmiths’ Guild, attempted to seize control of the town.
They tried to assassinate the entire council to sow confusion
and place some of their own into power. The baronet and three
members of the council, along with senior college officers, were
killed. Rotlander is currently on the run.
The senior military officer, Captain Theocritus von Hayek,
believes there is a good chance that Diesdorf will be attacked
directly and is preparing the town. With refugees seeking safety
and news of the gathering horde and turmoil elsewhere in the
Empire, the population is scared and near panic.
The Road to Diesdorf
With Empire in Ruins in mind, the Characters pass Diesdorf
as they travel to Black Fire Pass from Altdorf, and again on
their return journey.
A contributing factor to the assault on Diesdorf, and the
Characters needing to stop there, is Gideon. If the Characters
are making good time and need to be delayed to suit Gideon’s
favoured date of the 9th of Brauzeit, he could divert them to
look into the state of the town. He may have seeded word of the
Characters’ arrival (rumours that a young man with a page-boy
haircut extolling their abilities could be overheard). He could
even be in communication with the horde’s leaders, advising
them to delay their attack to further delay the Characters. To
Gideon, even a sizable Chaos army is only a pawn to be used
to enable a more satisfactory summoning. For more on Gideon,
see Empire in Ruins.
81
XI WA R H A M M E R FA N TA SY RO L E P L AY
Diesdorf The stone where Magnus is said to have stood, the Empire
Stone, stands in the centre of Magnus Platz. A number of artists
Diesdorf lies south of Altdorf along the River Reik. It is famous make a good living from sketching pilgrims standing atop the
as the home of the Diesdorf Military College. The town has stone with a sword in hand.
an official population of 150 but that only includes officers of
the rank of captain and above, property-owners, and master Diesdorf has many more shrines to Sigmar than one would
craftsmen, of which many are blacksmith and armourers expect for a town of its size. Most families in Diesdorf have
supporting the college. The true population stands nearer 1600. at least one member serving in the cult of Sigmar. It is also
a common location for older or wounded priests of Sigmar
Diesdorf is also famous for its wheat fields; the economy of to spend their waning years. There they continue to serve;
the town and surrounding areas relies heavily on a successful caretaking shrines, helping maintain order, and training officers
crop. The grain is mainly traded downriver to Altdorf, with the
very best selected for the imperial household. The Magnus Corn The town is directly ruled by the Emperor. His representative
Exchange stands at the centre of the town. Merchants buy and is the Baronet Diesdorf, who is usually a senior retired military
trade every Marktag. officer. The baronet does not hold an official post in the College
and this sometimes leads to tension between the two. Yesterday
The town also attracts a large number of Sigmarite pilgrims morning, the baronet was killed when his breakfast of devilled
every year. This began soon after Magnus the Pious gave a eggs was poisoned. His was the first of a number of assassinations
legendary speech to the crowds gathered here. as the Red Crown tried to seize control of the town.
26 10 1: The Down
2: Artillery Field
45 8 14 3: The Military College
3 12 4: Gunpowder Magazine
5: Dwarf Hall
1 9 6: Fortified Gate
7 13 7: South Gate
8: The Triangle
11 9: Magnus Platz
15 10: West Watch
11: Sinkel Theatre
12: Shallyan Temple
13: Temple of Sigmar
14: North Gate
15: Dock Gate
18: Docks
4
82
THE SIEGE OF DIESDORF XI
The baronet rules through the council, which consists of the The Down and parts of the main town are dominated by the
following standing members: Havilund and Frankle crime families. They have a long history
of conflict and are always ready to kill to protect their territory.
0 A representative from the cult of Sigmar (murdered on The college and town at large mostly ignore them as long as they
the temple steps) do not threaten either. Both families remember the Hurrtens,
a crime family who got too ambitious and were killed or
0 A representative from the other cults (currently Sister imprisoned within a week. The Havilunds and Frankles are also
Cordula Kurtz from the cult of Shallya) involved in smuggling contraband into Altdorf and sometimes
make use of cadets who need money or their secrets kept secret.
0 Two representatives from the Craft Guilds, these posts
are held by the Armourers’ and Blacksmiths’ Guilds Secrets in the Temples
( Johann Pielstock represents the Craftsmen, the second
representative, Grandmaster Detlef Rotlander, disappeared The cellars of the Temple of Shallya hide a room only the
after leading the coup.) clerics are allowed to enter. Inside are ten locals suffering from
contagious Ratte Fever (WFRP, page 187). Should they escape,
0 The senior College Officer (Captain Theocritus von the disease would have Diesdorf by the throat.
Hayek)
A captured Beastman is chained and guarded in the dungeons of
0 A representative from the Merchants’ Guild, a recent and the Temple of Sigmar. He is an old and dangerous Gor and the
much-debated addition (murdered in the street) Clerics call him Red for the colour of the thick hair that covers his
body. One of his Chaos gifts is the ability to influence the minds of
Diesdorf Military College others but this is currently hampered by Sigmarite blessings.
The Grand Reikland Imperial Military Officer Cadet Academy, THE MIND OF RED
founded by Emperor Wilhelm III in 2440 IC, is one of the
most renowned and successful cadet schools in the Empire. It The Beastman known as Red is held captive beneath the Temple
is more commonly known as the Diesdorf Military College or, of Sigmar and has a subtle but terrible Chaos gift. The magics
to those that have studied and worked there, ‘The Dies’. The that protect the temple dampen this power but if Red is moved
Imperial Treasury funds the school — in theory, entry is not elsewhere it will begin to manifest.
reserved for the wealthy. The college attracts people already
serving in the military whose talents for leadership have not Once the protection is lost, any human within 20 feet of Red
gone unnoticed, and entry requires only a recommendation for more than 12 hours must make a Very Easy (+60) Willpower
from a superior. The college is home to a number of small Test. Failure means that Red is able to control one person at
societies that are usually restricted to officers from nobility a time.
and often with the direct aim of making life difficult for their
lower-class comrades. Once per hour, those controlled by Red can be made to
undertake any task. Each time Red forces them to do so,
There is an annual intake of 180 cadets. See Handout 1, the they must make a Willpower Test. You should decide on the
Quartermaster’s report, for details of their disposition. difficulty of the test based on Red’s Command. For example:
The college’s commandant is Captain Theocritus von Hayek. His 0 Very Easy (+60): Victim asked to hurt themselves.
rank is that of colonel, but tradition means that he is referred 0 Easy (+40): Victim asked to attack someone else (when they are
to as captain, leading to confusion among the new cadets and a
few good laughs for the veterans. not used to doing so).
0 Average (+20): Victim asked to attack someone else (when they
Down Diesdorf
are a solider).
Down Diesdorf, or simply ‘the Down’, lies outside of the town 0 Challenging: Victim asked to commit an act of sabotage without
walls. What started as home to a few camp followers has grown
into a sprawling area of ramshackle wooden buildings and too much risk to themselves.
the occasional tent. Everything here is geared towards taking
money from the cadets, whether it is new weapons, uniforms, After the action is complete or the victim has successfully resisted,
provisions, or an evening’s entertainment. On the weekends, then Red’s control comes to an end and the victim suffers the
the cadets come to the Down to party; the Keep-Down Patrol Rattled condition (see Something Knocking page 11).
keeps relative order in the place. The patrol is an informal group
consisting of priests of Sigmar, the Watch, and ex-officers. They
tour the Down with clubs in hand and make sure no serious
harm comes to anyone.
83
XI WA R H A M M E R FA N TA SY RO L E P L AY
The Coming Horde CRAKATZ – CHAOS BEASTMAN (MINOTAUR)
If any of them survived the events of Death on the Reik, the M WS BS S T I Agi Dex Int WP Fel W
force is led by Ulfhednar the Destroyer, Etelka Herzen, or Ernst
Heidelmann. Ulfhednar’s loyal Minotaur companion, Crakatz, 6 45 25 44 45 20 35 25 20 30 15 32
may also be in the army but does not lead. These NPCs have
increased in power since Death on the Reik and should be Traits: Armour 1 (Body Only), Belligerent, Fury, Horns
adjusted as follows: +9, Hungry, Night Vision, Size (Large), Weapon +9
Crakatz has a bull’s head and legs, and a violent
temper. He will charge into combat at the first
opportunity, fighting to the death. Ulfhednar is the
only one who can hold Crakatz’s natural killing urge
in check, since the Beastman is loyal to Ulfhednar
and obeys his every command. Crakatz’s upper torso,
while recognisably Human, is covered in a thick
layer of skin that gives him 1 AP on his body.
Trappings: Nothing of value or interest.
Crakatz likes to fight unarmed
ZURN THE BLOODY CROWN – CHAOS WARRIOR
M WS BS S T I Agi Dex Int WP Fel W
4 55 30 45 55 55 65 30 55 65 25 20
Traits: Armoured 5, Bite +7, Clever, Champion,
Mutation (Beaked Face*), Tough, Weapon +8
* Gain the Bite +3 Creature Trait.
Trappings: Chaos Armour (cannot be removed), Sword
The horde is largely made up of mutants and Beastmen,
with a few Chaos Spawn and Chaos Warriors. There
is also a sizable contingent of Human followers who
have joined rather than be killed. Many of these
have been driven insane by what they have seen.
ULFHEDNAR THE DESTROYER – CHAOS WARRIOR GORS OF THE RED CROWN
M WS BS S T I Agi Dex Int WP Fel W M WS BS S T I Ag Dex Int WP Fel W
4 45 30 35 45 30 35 25 25 30 25 14
5 55 30 45 55 55 65 30 55 65 25 20 Traits: Arboreal, Armour 2, Fury, Horns +6, Night
Vision, Weapon (Crude Axe) +7
Traits: Armoured 5, Clever, Champion, Fast, Skills: Dodge 35, Melee (Basic) 55
Mutation (Elastic Arms*), Tough, Weapon +8 Trappings: Crude Axe, Unbridled Fury
* At will, Ulfhednar can change his weapon’s reach UNGORS OF THE RED CROWN
from Average to Long. His armour, being a part of his
body, automatically expands to the same distance. M WS BS S T I Ag Dex Int WP Fel W
4 35 30 35 35 30 35 25 25 35 25 12
Skills: Athletics 80, Charm 35, Consume Alcohol Traits: Arboreal, Armour 1, Night Vision, Weapon
65, Dodge 70, Endurance 65, Gossip 35, Intimidate (Crude Spear) +6, Ranged (Bow) +6 (50)
65, Language (Magick) 65, Leadership 35, Melee Skills: Melee (Polearm) 45, Ranged (Bow) 45
(Basic) 70, Perception 70, Stealth (Rural) 75 Trappings: Bow with 12 arrows, Splintered Spear,
Questionable Meat
Talents: Furious Assault, Menacing, Strike Mighty Blow
Trappings: Chaos Armour (cannot be removed)
decorated with the skin of a dire wolf, Hand Axe
84
THE SIEGE OF DIESDORF XI
ETELKA HERZEN HUMAN WIZARD LORD (GOLD 2) ERNST HEIDLEMANN – HUMAN WIZARD’S
APPRENTICE (SILVER 3)
M WS BS S T I Agi Dex Int WP Fel W
M WS BS S T I Agi Dex Int WP Fel W
4 47 27 29 30 49 45 28 61 63 41 14
4 44 31 31 233 32 34 27 52 54 29 12
Traits: Corruption (Moderate), Spellcaster
(Chaos – Tzeentch), Weapon (Dagger) +4 Traits: Weapon (Sword) +7
Skills: Animal Care 59, Channelling (Tzeentch) Skills: Channelling (Tzeentch) 64, Charm 34,
78, Charm 51, Cool 78, Dodge 46, Evaluate 64, Dodge 44, Evaluate 57, Gossip 39, Intuition
Gossip 51, Intimidate 39, Intuition 59, Language 42, Language (Magick 62, Wastelander 55),
(Battle 71, Bretonnian 68, Classical 71, Magick 76), Leadership 34, Lore (Magick 62, Reikland 57),
Leadership 51, Lore (Magick) 76, Melee (Basic Melee (Basic 49, Polearm 49), Perception 37
52, Polearm 47), Perception 64, Ride (Horse) 45
Talents: Acute Sense (Smell), Aethyric Attunement,
Talents: Aethyric Attunement 2, Arcane Magic Doomed (Thy Death Shall Go Unwitnessed),
(Tzeentch), Attractive, Doomed (Beware the Flee!, Petty Magic, Read/Write, Savvy
Light!), Instinctive Diction, Magical Sense,
Petty Magic, Read/Write, Second Sight Trappings: 8 GCs, Travelling Case (including
personal effects and 8 vials of a bright red liquid, a
Trappings: Dagger, Wand of Onyx, 7 GCs preparation to alleviate Toughness Loss), Sword
SPELLS SPELLS
Petty: Dazzle, Drain, Eavesdrop, Light, Petty: Dart, Drain, Magic Flame,
Open Lock, Rot, Sounds, Warning Purify Water, Shock, Warning
Arcane: Aethyric Armour, Blast, Chain Attack, Dark Arcane: Blast, Chain Attack, Dark
Vision, Entangle, Flight, Mundane Aura, Teleport Vision, Mundane Aura
Lore of Tzeentch: Gift of the Beast, Lore of Tzeentch: Treason of Tzeentchr
Subvert Strength, Transformation of the
Beast, Treason of Tzeentch, Tremor Toughness Loss: Ernst suffers from Toughness Loss,
an affliction that is slowly eating away at his being. He
has been supplied by his masters with a preparation to
offset this affliction, and he carries the vials with him
at all times. Without it, he loses 1 Toughness every
12 hours, dying when his Toughness reaches zero.
If they are all dead, the leader of the horde is the
Warrior of Tzeentch, Zurn the Bloody Crown.
85
XI WA R H A M M E R FA N TA SY RO L E P L AY
The Remains of the Council
The Characters arrive shortly after the attempted coup and with
news of the approaching army sweeping the streets — the town
is in shock. Those that were considering leaving are changing
their minds after hearing news of a nearby massacre of escaping
Diesdorf citizens.
The three remaining council members, Captain Theocritus
von Hayek, Sister Cordula Kurtz, and Guildmaster Johann
Pielstock, are at odds with each other. The population looks to
them for leadership but it is not forthcoming.
Captain Theocritus von Hayek Sister Cordula Kurtz
Captain von Hayek is an old soldier, retired from the army of As with many of those called to the service of Shallya, Kurtz
Nordland after he lost his right arm to a Norscan’s axe.Theocritus was idealistic and a little naive. After her family starved to
is the son of a camp follower and an officer he never knew. He death in a famine, she thought she could change the world with
served twenty years in various mercenary companies, fighting healing hands. Thirty years later she has come to believe that
across the Empire and beyond. He continually demonstrated this was just a foolish dream. However, on some days, her faith
his bravery and leadership, making friends with a number of shines through and she believes that maybe small gifts of love
influential nobles over the years. This led to the greatest honour and healing can make a difference. Kurtz had been in charge of
of his life — the command of the Imperial College. He strives the small Shallyan temple in Diesdorf for five years when the
every day to prove himself worthy of the position. The position offer came to sit on the council, filling a seat usually held by the
on the council was not as welcome and he has tried to avoid it cult of Verena.
as much as possible. After arriving in Diesdorf, Captain von
Hayek married and had three children, something he thought Short and stocky, Kurtz’s hair is pure white. She wears her robes
would never happen. He is determined to ensure the safety of of office with a simple dove amulet. Kurtz has grown to relish
the Diesdorf for his family and their neighbours. the power the council gives her. However, she is often outvoted,
especially regarding how the lower classes are treated. Although
Von Hayek wears his military uniform at all times and is often she normally manages to remain calm, she has found that she is
surrounded by a group of aides. He gives orders quickly and losing her temper more and more with the others on the council
clearly and expects them to be carried out to the letter. He who she finds so frustrating.
remembers the names of all those he talks to and is popular
amongst his subordinates. Agenda
Kurtz aims to temper the judgement of the others with mercy
With the horde approaching, von Hayek thinks that it is more and pity.
important to supervise the defences rather than sit with the
council. He thought that he could trust the council to get the She seeks to give a voice to the poor.
job done but realised he needed to spur them to make important
decisions. Kurtz seeks to show that Shallyans should not be expected to
be meek; she has as much right to voice opinions as anyone else.
Agenda
Von Hayek does not trust the surviving council members with
important decisions.
He suspects that perpetrators of the coup still reside in Diesdorf,
and does not want to promote any citizens to the council until
he is sure the conspirators are dead or fled.
Despite his own experience as a soldier, von Hayek does
everything that he can to avoid the military seizing control. In
his days as a solider von Hayek saw the military take control
of population centres, often with disastrous (if unintended)
consequences, and he wants to avoid this. He believes that the
Council will do a better job at looking after the population,
including his own family.
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THE SIEGE OF DIESDORF XI
Guildmaster Johann Pielstock An Offer that you Cannot Refuse
The third son of a woodcutter, the life of a woodsman did not On arrival, Captain von Hayek takes the Characters to a
suit Pielstock. His father realised he would be trouble and small meeting room and provides them with simple but tasty
apprenticed him to a craftsman in Diesdorf. It took Pielstock refreshments. Looking like a man with the weight of the world
years to understand the sacrifice his father made in sending him on his shoulders, he asks them to join the council.
away. Although he never saw him again, he did make contact
with his family a few years ago. ‘Friends, like Magnus coming to save the Empire, Sigmar has sent
you at this hour of need. Word of your deeds preceded your arrival. I
Although it was clear that his new master only wanted him have orders to notify Altdorf so that an Imperial River Boat can be
for menial jobs, Pielstock demonstrated real skill and in time sent, but until then I wish to ask a favour of you. The baronet and
became his senior apprentice. However, becoming a fully most of the town council were murdered in an attempted coup. The
qualified craftsman was more difficult. The snobbery of his council is responsible for the defence of the city, and a great horde
master and others meant that members of the Guild did not comes to destroy Diesdorf. While my soldiers can prepare the defences,
want him. However, he had spent a lot of time arguing at the there is much we cannot do. Your experience, fame, and skills mean
Guild for the rights of apprentices and, as his peers became that we stand a chance in preparing the town for what comes. Will
members, he eventually had the support he needed. you help us?’
Over the years Pielstock rose through the ranks. The highlight The captain is honest in what he says but is concerned that the
of his career came during a dispute with Dwarf guildmates. One surviving council members will not do what needs to be done to
of the senior Dwarfs grabbed him at a meeting and Pielstock protect Diesdorf. He knows that his decision is unpopular with
knocked him unconscious. This earned the immediate respect others who would normally have expected to join the council,
of the Dwarfs who have been close allies ever since and meant but von Hayek has told them that they need to wait for the new
that the reputation of Diesdorf crafts has risen higher than ever. baronet.
When attending council meetings Pielstock dresses smartly If they agree, the Characters are taken to the temporary council
and is well groomed, always displaying the guild’s seal. His chambers on the top floor of the college building to meet Sister
smart appearance cannot quite conceal a life of hard graft; his Kurtz and Guildmaster Pielstock. The Characters are expected
hands are rough, scarred, and calloused. to take part in council meetings and are provided with small
clean rooms nearby.
Agenda
Pielstock seeks to moderate any conflicts between middle-class When the baronet is present the council is strictly advisory.
business interests, poorer labourers, and Diesdorf ’s Dwarfs. When they are not, those present in the chamber may vote,
with a majority required to win. A number of events that take
He seeks to help woodsmen and other people in the surrounding place over the coming days are listed below. Each of the events
settlements, many of whom are poor and badly treated by their where a vote may be required shows the expected votes of the
so-called betters. standing council members. The Characters can change these
votes with their actions. They can use Charm or Intimidate to
Pielstock’s wife and children live in the Triangle, one of the influence the council. However, if these Skills are overused, it
better parts of town. He cannot afford for anything to happen may antagonise the other council members (these Tests should
to his house or he will be ruined. start as Average (+20) but get progressively harder every time
they are attempted). Captain van Hayek only votes if the council
is deadlocked and is very unhappy every time he has to do so.
87
XI WA R H A M M E R FA N TA SY RO L E P L AY
EVENTS AT DEISDORF
The following is a list of events occurring in the town before and Day 3
during the Characters’ stay. Some of these events are labelled
‘Report’, meaning that information is provided to the council but 0 Mutiny — Based on previous decisions, units from Diesdorf’s
no decision is necessary. Others are labelled ‘Decision’ meaning military may mutiny.
that the council are presented with a dilemma and must deliberate
or vote to decide their course of action. 0 Dwarf Elder — Diesdorf’s Dwarfs seek the support of the council,
leading to a decision.
The Day Before the Characters Arrive
0 The Prisoner — The leader of the militia mutiny is dragged before
0 The nearby village of Rottfurt is razed with few survivors. the council, leading to a decision.
0 The few scouts that return report a vast horde only days away.
0 Refugees from surrounding settlements scramble for safety inside the 0 The Late Ones — A group of refugees arrive after dark, leading to
a decision.
town walls.
0 The coup is attempted, it fails but members of the council and 0 The Dwarf Engineer — An old dam could be flooded, leading to a
decision.
college officials are killed.
0 Council placed under protective guard in the Military College. 0 The Collaborator — The townsfolk demand hanging a traitor,
leading to a decision.
Day One – The Character’s Arrive
0 Disease — If refugees were allowed in earlier, the council hear a
report of disease breaking out in Diesdorf.
0 The Saboteur — A saboteur may have been able to sneak in. If so,
the council receives a report of the destruction of more food.
0 The Quartermaster Reports — A report on the disposition of Day 4
Diesdorf’s defences. 0 Dwarf Elder — Diesdorf’s Dwarfs seek protection from the council,
leading to a decision.
0 A Prisoner — A report that a Beastman is being kept beneath the
0 The Engineer — A skilled engineer gives recommendations, leading
town’s Temple of Sigmar. to a decision.
0 The Herald — A messenger delivers the Red Crown’s demands, 0 The Second Herald — A report of another messenger from the Red
Crown seeking to intimidate the townsfolk.
leading to a decision.
0 Assassination — The Brustellites may launch a shocking attack,
0 The Scouts — Bert Blum, chief scout, gives an account of leading to a decision.
destruction wrought by the horde, leading to a decision. 0 Helmut Brask — A delegation ask the council to issue a religious
proclamation, leading to a decision.
0 Komission of Public Works — Rumours of spies in the form of
0 The Adventurers — A chained group of individuals are dragged in
rats leads to a decision. front of the council, leading to a decision.
0 The Theatre — Diesdorf’s theatre gets a bad review, leading to a 0 Pilgrims — A priest of Ulric asks for help, leading to a decision.
decision. Day 2
0 Good Citizens — A group of townsfolk want to capitulate, leading
to a decision.
0 The Walls of Diesdorf — Engineers produce findings about the Day 5
town’s walls, leading to a decision. 0 The Red Crown horde arrives and loots the outskirts of Diesdorf.
0 The Trap — If the council permitted the cunning plan on Day 2, it
0 The Traitor in Our Midst — Captain von Hayek gives a report on
is resolved at this point.
a disturbing letter.
0 Ruined Food Stocks — A report that town food supplies are
running out. Day 6
0 Bring Down The Down — A request to level the Down leads to a
decision. 0 The Attack
0 Diseased — Infected refugees arrive, leading to a decision.
0 The Dwarfs — The council receives a report that anti-Dwarf
sentiment is being stirred up.
0 Brustellite Uprising — There’s a report of a revolutionary group
that have stormed the Temple of Sigmar.
0 Thieves — Report reaches the council of refugees caught stealing
food, they may choose between clemency and harshness.
0 A Cunning Plan — The council are informed of a possible ruse to
employ, leading to a decision.
88
THE SIEGE OF DIESDORF XI
PREPARING FOR WAR Votes are cast by drawing a cross or tick on a piece of paper and
Day One dropping it into a basket on the meeting room table. This means
they are mostly anonymous and NPCs do not necessarily need
An airy but modest meeting room is set aside in the college to explain their reasons for voting the way they do.
for the councillors. They assemble here whenever a report is
made or a decision presents itself. When the council is not in The Quartermaster Reports
session, Captain von Hayek patrols the walls and inspects his
troops, Cordula Kurtz helps out at the shrine of Shallya, and Shortly after the Characters take their seats on the council and
Johann Pielstock spreads his time between his townhouse in the discuss the situation, Sgt Albertus, the College Quartermaster,
Triangle, the docks, and various businesses in Diesdorf. delivers a report on the resources that are available to the council.
Albertus reads his report, salutes, and then leaves the written
The Characters can spend their free time however they like, but version (see 'Put them to Work' on the left for a summary, or
are watched at all times by members of the Diesdorf garrison. page 119 for the full Handout).
Von Hayek explains that this is for their protection and so they
can be alerted if they need to return to council rooms. Whilst Captain von Hayek tells the councillors that he has ordered a
the captain is worried about conspirators hiding amongst the report into the defences, which should be made tomorrow.
townsfolk, he also wants to ensure the Characters do not bring
him into disrepute. The townsfolk are somewhat in awe of the A Prisoner
Characters, and tend to be moderately Sigmarite in outlook.
Rikki Laubrich is a senior cleric of Sigmar in Diesdorf. He
PUT THEM TO WORK! reports to the council that a Beastman is being held prisoner in
the Temple of Sigmar. The creature was captured in a fight and
During the preparation for the attack, there are several occasions is securely chained and guarded in his cell. The Sigmarites say
where the Council must decide whether to put the military or he is of no danger at all — the clerics believe he has information
citizens to work. The Quartermaster’s report (Player Handout that is useful to the cult of Sigmar so he is due to be taken to
1) details the numbers available. However, while they provide Altdorf.
essential resource, they each come with challenges.
The Scouts
Bert Blum, Diesdorf ’s chief scout, comes before the council
dusty and dripping with sweat. He bends his knee and reports
on what he has found:
Summary of available resource, in order of efficiency: The village of Rottfurt has been destroyed.
140 Cadets plus officers: The cadets are an efficient and well- The horde is gathering for a push northwards, but parts of it are
ordered workforce. However, both officers and cadets resent being on the move towards Diesdorf. He and his experienced military
used for jobs they see as beneath them. They become surly and scouts still estimate that they intend to march on Diesdorf.
resentful unless made to see how important it is.
200 Militia: A well-ordered and willing workforce, they work He gives an accurate report about the army leaders (see The
efficiently with minimal management. However, undertaking Coming Horde, page 89).
manual labour may affect their preparations for defending the
town. Five Diesdorf scouts are missing, presumed dead.
120 Watch: Although a largely willing workforce, taking the watch
from their duties has an impact on law and order in the town. Blum wants to know if the scouts should continue to observe
40 additional citizens a day from refugees: Glad of being or if there are any new orders. Pielstock suggests the scouts
sheltered in the town, and often with first-hand knowledge of what withdraw to the safety of town. (For: Kurtz, Pielstock. Against:
is coming, they do whatever is needed. von Hayek)
600 citizens: Although willing to take part once they see the
necessity of doing so, they need to be well managed. If they see,
or think they see, others not doing their share then they become
resentful and argumentative.
89
XI WA R H A M M E R FA N TA SY RO L E P L AY
90
THE SIEGE OF DIESDORF XI
The Herald Komission of Public Works
A mutated figure is dragged before the council in chains. The Diesdorf is rather small to have organised Komissions but an
creature has the head of a bird of prey and three arms. A symbol old engineer called Klaus Kopp logs issues with the town’s
of a red crown is scratched into the flesh of his forearm. The amenities and is affectionately known as the Komission of
Commander of the Watch announces that this is a herald from Public Works. He says that the local ratcatchers have noticed
the Chaos army; his escort waits outside the gates. If allowed to the rats are behaving strangely (he cannot say how) but certain
speak, the mutant says: ratcatchers believe that they are spying for the Chaos horde.
Klaus would like the funds to increase the bounty on rats.
‘I have come to offer a parley between my mistress, the Great
Changer’s true voice in this land, and the burghers of the town of If the council agree to this, the poster below (Player Handout
Diesdorf. My lady expects the gates to be open to her when her forces 2) appears on the streets and causes a bit of a panic and a rush to
arrive. One out of every three citizens will be stood before the gates kill rats. (For: Kurtz, von Hayek. Against: Pielstock)
to serve her exaltedness and all within will offer worship to the gods
of Chaos. If these conditions are not met, Diesdorf will be razed to CITIZENS OF
the ground. The good citizens will be slaughtered, their servants fed GOOD DIESDORF
to the mounts of the army … or to the army itself. What say you?’
Beware the creeping RATTE, for
Sister Kurtz and Guildmaster Pielstock say that perhaps the as well as spoiling crop and
town should consider the offer and that perhaps the Characters
could negotiate more favourable terms. They do not vote for spreading disease it is a spy for
surrender unless the Characters do so first. In the unlikely event the forces of Chaos!
Diesdorf accepts the deal, Captain von Hayek moves to arrest
the council and expel the Characters from the town. In their generosity and wisdom,
the Baron’s Council has decreed
The Theatre a reward of 4p to be provided
Marte Brandauer and Eidsvik Buttgereit, two elderly but for a dozen fresh rat tails.
low-ranked clerics of Sigmar, come before the council. They
petition to have the Sinkel Theatre burned to the ground. It To receive the reward, take your
has a thoroughly deserved reputation for staging productions tails to Klaus Kopp of the
that border on the blasphemous and Konrad Sinkel, the Komission of Public Works.
playwright and director, is known for his revolutionary views
and commitment to artistic freedom. They say this is one of
the reasons that Sigmar has abandoned the town. (For: Kurtz.
Against: Pielstock, von Hayek)
If the Characters do not suggest it first, Kurtz wonders if the
theatre might be spared in exchange for requiring Konrad to
produce an uplifting religious epic. If the council order such a
play, this has a positive effect, as Konrad chooses Sigmar at the
Pass: An Epic of Seven Parts.
If nothing is done, the pair return once every afternoon to
complain again, joined each time by more citizens.
91
VIII WARHAMMER FANTASY ROLEPL AY
Day Two Just before a decision is made, Captain von Hayek is called away
by uniformed soldiers, who inform him of the potential traitor
Good Citizens (see below). He returns after fifteen minutes.
A group of citizens comes before the council and says that they The Traitor in Our Midst
want the town to surrender to the army. They believe that the
council should offer the surrender of the town in exchange for its Captain von Hayek, grave-faced, comes before the council.
obedience to the horde. (Against: von Hayek, Kurtz, Pielstock) He says that this morning a keen-eyed watchman noticed that
yesterday one of the Herald’s escorts passed a message to one
If their first request is not granted they go on to ask that the of the other guards. This man was followed and interrogated
gates be closed to refugees. They argue that the town is full and before dying this morning. Von Hayek produces a parchment
that the refugees are causing trouble. (Against: von Hayek, (Player Handout 3) that at one stage had been folded many
Kurtz, Pielstock) times and has a slightly strange odour of damp and decay.
The Walls of Diesdorf Von Hayek says ‘I have considered placing Kurtz and Pielstock
under arrest to be tortured. However, I hope with the aid of our
Kar Ironfist, a Dwarf engineer, and Sven Jager, a Human friends here that the actions of one traitor can be countered by the
engineer, come to report their findings as ordered by Captain others. Should the council’s decisions be compromised, action may be
von Hayek. They say they believe that most of the town walls required.’ He does not give any heed to those who point out that
are secure. Jager says that he believes there is a problem with the he is also a member of the council.
North and South Gates. Both were designed to be blocked in
case of attack, with the Dock Gate left as the only entrance to The letter was intended to be discovered and is simply a ploy to
the town. Shooters Gate was built later, and cannot be blocked try and distract and divide the council.
in this manner.
Ruined Food Stocks
They recommend workers block the North and South Gates,
otherwise they may be vulnerable. It will take three hundred Albertus Hintz, one of the council scribes, reports that after
workers, with a maximum of one hundred workers a day, to closer examination, the grain stocks in the town silos are
undertake this task. If the council uses soldiers, the military running low. Although they are largely full, they have been
get upset, and if citizens are used the council become very poorly maintained. Much has been ruined by damp and rats.
unpopular. (For: von Hayek. Against: Kurtz, Pielstock) Without resupply, the stores will only last a couple of days.
If the works begin on the gates, the Shooters Gate and Dock Gate
start to become crowded with refugees. This leads to disturbances
and complaints from merchants living near the Temple of Sigmar.
Hail the Great Changer!
RhDsahvaeijeeloslibcdpee!oenrrTofclhlooaespitEmenbn,utdatheTsweniaematamearseteatotrhfheeeTNlhuzaeceEknnydtAcohonf!R!e!sou.arWnMd seAhhaalSvleThwaEvoRre koue.drTmrheewapnaeyorpdyleewaorhfsentfhotirshteDhgiasatdmesanyof.edMTaonwyn
YftmehollueaokdwaienclilwsgkieotannhroseewirrthoiyfdaoetutnhrwteittiRlaylskhkEenlapDonwudnsCh, —RofpocreefOrsutuWallciyhnlyNayourbeeovfwneolrialtelthbideoenoicnoiugwtnrWoceuvilledacEalsendLu.LrsIew.lnyWadcyeaedute h,csaewe nodetihhosnmearlvsyae ytcho.oonpmseiadokuerered
92
THE SIEGE OF DIESDORF
Bring Down the Down
The Commander of the City Guard, Axel Haack, asks for the
Down to be demolished to allow the defenders clear line of fire
on attackers from the west. Haack fears the enemy could take
cover in the area otherwise. (For: von Hayek. Against: Kurtz,
Pielstock)
This would take one thousand worker days to complete. For
example, five hundred workers would take two days to manage
this.
Demolishing the Down is a very unpopular decision. Those If they are allowed to stay
living in the Down include influential guild members, criminals, there for a day, then some
family members, and friends of those living inside the walls. of the protestors come under
They petition the council each day for the work to stop. the influence of the Beastman
imprisoned in the cellar. The
Diseased tower is above the Beastman
and the close proximity means
A group of refugees are stopped at Shooters Gate. One of the the defences suppressing his
guards noticed a number of them are diseased. A physician mutant ability. The Beastman
believes it is the contagious Itching Pox (WFRP, page 187). The uses his powers to control them,
council are asked whether they can enter. (For: Kurtz. Against: sending them into the streets to
Pielstock, von Hayek) kill guards or commit sabotage.
If the refugees are refused entry, they have to be forced away Thieves
from the town. If any overt harm comes to the refugees, there is
unrest in the town. Some refugees have been caught
stealing food. The Watch would
Even healthy-looking refugees carry the disease. If any of the like them tried and executed as a
group are allowed into the town, there is an outbreak of Itching warning. Among these is a scrawny
Pox. boy stealing food for his young sister.
If he is punished, it causes great upset.
The Dwarfs
A Cunning Plan
The council are informed that rumours are circulating that the
town’s Dwarfs are storing food and supplies and hoarding it in Captain von Hayek says that Major Hans has suggested a ruse.
their meeting hall. Anti-Dwarf sentiments are on the rise. This is a military matter but there is risk to the town should it
fail. Hans suggests leading a sortie from Shooters Gate shortly
Brustellite Uprising after the enemy arrives and, while they are still getting into
position, draw the enemy towards the artillery field to kill as
A group of protesters from Seekers of a Vote for All, a pro- many as possible with cannons. These cannons are to be kept
democracy group inspired by the revolutionary rhetoric of under cover and would not be seen until they fire. The plan is
Professor Brustellin (see Altdorf page 34), storm the Temple risky because they would need to leave the gate open for the
of Sigmar and lock themselves in one of the towers. They refuse troops to safely retreat. At worst, it could leave the guns in
to move until all citizens have been given rights to vote for who control of the enemy. Von Hayek believes it will work if he uses
should sit on the council. Rumours that von Hayek recently the most experienced troops and may make a better use of the
promoted total strangers to the council have riled them up guns then bringing them inside the walls, where their field of
further. fire is limited. (For: von Hayek. Against: Kurtz, Pielstock)
The Watch, having dealt with this group in the past, want to If the council agrees, the major begins to put his plan into action.
arrest them. The Clerics of Sigmar at the temple want to just If they do not, the guns must be spiked or moved. Moving the
leave them there to cool down rather than have unnecessary guns requires one hundred workers.
conflict and, more importantly, don’t like have having the Watch
tell them what to do. The two bickering groups come before the
Council to ask for a decision whether to let the group stay. (For:
Kurtz, Pielstock. Against: von Hayek)
93
XI WA R H A M M E R FA N TA SY RO L E P L AY
Day Three The Dwarf Engineer
Mutiny Kar Ironfist comes before the council. He says that he has been
examining old records and it appears it would be possible to
If the militia are tasked to do anything that brings them into destroy a dam that was put in place three hundred years ago
conflict with the population, they refuse to police their friends to stop the moat and parts of the town from flooding. The
and neighbours. Word of their reluctance reaches the council. moat would protect the eastern part of the town walls. It takes
If the council redeploy troops to undertake policing they had 150 worker-days to clear this barrier. However, the dam was
originally delegated to the militia, it solves the issue, but the constructed because the moat flooded the temple quarter. (For:
military are not impressed. von Hayek, Pielstock. Against: Kurtz)
If this request is not granted, and the issue is forced, the militia If Diesdorf destroys the dam, water fills the moat and floods
react badly. They refuse to obey orders and, depending on parts of the eastern part of the city within a day. Underground
circumstances, riot. parts of the temples are flooded, drowning the captured
Beastman in the Temple of Sigmar and the contagious sick in
As the enemy creep nearer, the militia’s stance on this matter the Temple of Shallya.
softens. If they have not rioted by day five, they do not riot.
Dwarf Elder The Collaborator
Idle Stonehouse, A Dwarf Elder, comes before the council to A young woman, Isbella Gurtz, is pulled before the council.
ask them to issue a proclamation that the Dwarfs are allies in She outraged locals at an inn by suggesting the town should
this fight against Chaos. All the local Dwarfs want to do is show hand over whatever the enemy wanted if it would save lives. The
they are good citizens. She fears that too many of Diesdorf ’s Watch saved her from the mob. The people want her hung as a
human citizens complain that the Dwarfs are not helping the traitor and collaborator — a crowd is gathering to voice their
Empire. (For: Kurtz, Pielstock, von Hayek) anger. (For: Pielstock. Against: Kurtz, von Hayek)
The Prisoner Disease
The leader of the militia mutiny (if there was one) is dragged If the diseased refugees were allowed into the town and not
before the council. It turns out Konrad Sinkel, the popular local quarantined, the disease begins to spread through the city.
playwright (and owner of the Sinkel Theatre), led the rebellion.
The sentence for mutiny is death but the council know that The Saboteur
killing Sinkel is an unpopular decision. (For: von Hayek,
Pielstock. Against: Kurtz) If the Saboteur was allowed into the town and then he succeeds
in setting fire to a number of warehouses storing food. He is
The Late Ones caught and killed by a mob and the body hung on a statue of
Sigmar in Magnus Platz.
A group of refugees arrived after dark and have not been allowed
entry. Rudolf H. Rudolf, a local tanner, appeals to let them in.
If they are not allowed in, they are attacked at night by a group
of mutants, who kill four of them. This leads to spreading fear
among the poorer population. If they are allowed
in and not checked, a mutant sneaks in alongside
them and is able to act as a saboteur. (For: Kurtz.
Against: Pielstock, von Hayek)
94
THE SIEGE OF DIESDORF XI
Day Four The Adventurers
Dwarf Elder A chained group of individuals are dragged in front of the
council. There are three Humans, a Dwarf, and a Halfling.
Fargrim Longreach, a respected Dwarf Elder, asks to speak to Led by Wernor Noll, they have been accused of murdering
the council. He says the Dwarfs are becoming concerned by Magistrate Vogel and his friends in his home. The motive
negative feelings towards them and asks for extra guards to was believed to be robbery as items found on the group were
be posted to protect their most visible buildings. (For: Kurtz, taken from Vogel’s burning house. The petitioners ask the
Pielstock, von Hayek) council whether the criminals should be executed. (For: Kurtz,
Pielstock, von Hayek)
The Engineer
In their defence, Noll claims that the magistrate was a
If the refugees are allowed into the town on day four or there worshipper of Tzeentch, a member of a group called the Purple
is a process to give access to skilled refugees, Alexi Vockoff, a Hand. They say they have foiled a scheme to allow the army
refugee, and his family enter the town. entry. They did not contact the authorities because ‘the Watch
never listen’. They took the items as ‘it is better for us to get some
Later the council receive a request to grant an audience to reward for doing your dirty work for you’.
Vockoff. If allowed before the council, he says he has spotted
a number of weaknesses in the fortifications that can be easily Werner Noll and his group captured the Beastman currently
fixed. He asks for refuge for his whole family in exchange for the held in the Temple of Sigmar. They have been asked to keep
repairs. Kar Ironfist can confirm his assessment after studying this secret and do so unless they are sentenced to death. In this
his comments. (For: Kurtz, Pielstock, von Hayek) case, they demand the senior priests of Sigmar are summoned.
The Second Herald If the council has the magistrate and his associates’ homes
searched, they quickly turn up evidence of their Chaos worship
Flying a flag of truce, a giant of a man arrives at the gate asking — Noll and his band were truthful and will fight to see Diesdorf
for an audience. He is dressed in furs and has a snake for a spared.
tongue. If the Characters grant him an audience, he says;
Pilgrims
‘The army of the Changer is almost upon you. If you listen quietly,
you can hear its approach. Your town will fall. Our seers have A priest of Ulric arrives in town to say a group of pilgrims he
already seen this. Your Lord is dead and his minions are fighting was travelling with are stuck in the abandoned hamlet of Strauss.
each other. Open the gates and your council shall all be allowed to They include an important member of the cult. The priest was
leave with your families. One in every two citizens will be taken able to sneak away under cover of night but the pilgrims cannot
as a slave to serve us. The others shall be allowed to live under our continue to Diesdorf as a sizable Chaos warband blocks their
benevolent rule.’ approach.The priest asks for the council’s help. (For: von Hayek.
Against: Kurtz, Pielstock)
Assassination
The military have different views on whether to risk this, with
If the revolutionaries (from the Seekers of a Vote for All) a strong anti-Ulrican sentiment influencing their thinking. All
were influenced by the Beastman and subsequently manage to agree it is dangerous.
escape, one of them assassinates a senior officer, Major Roland
Cort. The killer, a baker’s apprentice, is confused and does not If at least thirty experienced soldiers are immediately sent to
remember what happened. The Commander of the Guard asks help, the Ulricans are rescued with few losses. A smaller group
for permission to hunt out and execute all members of the are all killed, along with the Ulricans.
group. (For: von Hayek, Pielstock. Against: Kurtz)
If the pilgrims are rescued, the soldiers also encounter a
Helmut Brask mercenary company of 50 veterans (Bart van Bart’s True
Swords) who return with the rescuers. They are willing to fight
Rumour has spread throughout the town that if a sprig of against Chaos for free.
Sigmar Thorn is nailed to every door in the town, Diesdorf will
be granted protection against Chaos and disease. Helmut Brask,
a distinguished carpenter, leads a delegation of middle-class
townspeople to ask the council to mandate the use of Sigmar
Thorn. (For: Kurtz. Against: Pielstock, von Hayek)
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XI WA R H A M M E R FA N TA SY RO L E P L AY
Day Five Once the enemy have gathered in significant numbers, Major
Hans leads a group of thirty riders out of Shooters Gate and
The Army of Chaos attacks the enemy. They engage for as long as they can before
they are in danger of being cut-off, when they sound a retreat.
Late in the afternoon the sound of war drums fills the air, Other troops stand on the walls urging them to retreat and
growing steadily louder from the north and west — the pointing at the open gate. The success of the plan depends on
Chaos horde approaches. Slowly the army spills on to the Major Hans’ Leadership of 55, or the Leadership of one of the
area surrounding the town. It is a fearsome host of Beastmen, Characters should they ask to join in on the ruse.
mutants, Human followers, Chaos Warriors, and other strange
creatures. They are thousands strong.
They quickly capture the docks, looting the warehouses and The outcome of the attack is decided by an Extended Difficult
setting them ablaze. If the Down is still standing, they ransack (–10) Leadership Test, taken over four turns. The GM should
it, killing anyone they find. adjust the difficulty of the result depending on the actions of
the Characters. For example, if a competent Character is put
The Trap in charge of the artillery, reduce the Difficulty of the Extended
Test to Challenging (+0).
Major Hans’s plan (see A Cunning Plan, page 93) is a risky
one. The gunners must spend the night next to their cannons so
they are not seen.
THE TRAP
Total SL Outcome Victory Points
4 or less
Disaster! Major Hans and his soldiers are all killed and the guns captured. The +10 Red Crown
5–7 enemy breach the Shooter’s Gate and are only driven back after bloody fighting,
8–9 with cultists and mutants sneaking into the town. Characters involved in the ruse
10–12 must spend a Fate Point to escape the horde of Beastmen.
12–13 Major Hans and all his men are all killed, the guns captured, and the enemy suffers +4 Red Crown
few losses. Characters involved in the ruse must spend a Fate Point to escape the
14+ horde of Beastmen.
The plan fails. Major Hans and his riders are surrounded and killed. The gunners +1 Red Crown
fire one devastating volley before spiking the guns and retreating safely. Characters
involved in the ruse must spend a Fortune Point to escape the horde of Beastmen.
The plan works but not as well as hoped. The gunners fire one effective volley before +2 Diesdorf
spiking the guns and retreating safely along with most of the riders. Characters
involved in the ruse must face a Gor (WFRP, page 331) in hand to hand combat to
escape.
Success! It all goes largely to plan. The riders provoke the enemy to follow them and +4 Diesdorf
catch them in volleys of chainshot. The guns are spiked and most of the Diesdorf
troops survive. Characters involved in the ruse must face an Ungor (WFRP, page
332) in hand to hand combat to escape.
Success! It all goes to plan. The riders provoke the enemy to follow them and catch +6 Diesdorf
them in volleys of chainshot. The enemies retreat in panic, taking others with them.
The guns are spiked and the majority of the Diesdorf troops survive. Characters
involved in the ruse escape freely.
96
THE SIEGE OF DIESDORF XI
ManidscCelolannseeoquusenEcvesents The Infected
The following sections deal with general events that could take If any of the ten highly contagious patients in the Temple of
place any time after the Characters’ arrival depending on their Shallya leave for any reason, they infect others. Like the diseased
actions. refugees, they are also suffering from a virulent strain of Ratte
Fever. Three days after they enter the general population there is
Guild Cellars a bad outbreak of the disease. Within three days it claims many
victims, dying an agonising death of boils and bleeding skin.
If the food in the town is nearly depleted, the next day an
initiate of Shallya addresses the council. He has been informed There are a number of events that cause one of the infected
that various guilds have well-stocked cellars and there could be to leave the temple. If the temple is flooded and they are
great benefit in distributing these stores to the people. not moved to safety, or someone investing the temple cellars
without serious back up, are the most likely.
Rising Prices
Removing von Hayek
Prices continue to steadily rise as the army comes nearer. This
leads to accusations of profiteering, which could lead to violence If the Characters remove Captain von Hayek, Diesdorf ’s
if there is not a visible armed presence on the streets. This anger defences suffer. If von Hayek is displaced or the council really
could turn on the council if they do not make public moves to made a mess of things, members of the military consider a coup.
regulate prices.
Fire in the Docks
Horses to Eat
If the warehouses are targeted by the saboteur or set alight for
If food starts to run low, the citizens seek permission to butcher any other reason, the local firewatch put out the fire after a
draft horses. short while. However, if the militia (who largely make up the
firewatch) has been mobilised, it takes longer to put out the fires
Closing the Gates and the damage is widespread.
If the gates are closed before the fourth day there is general If a council member asks about the firewatch, they are informed
discontent with the council. The population believe it is their of the potential problem and given an opportunity to resolve it.
duty to look after those seeking refuge. However, once the
refugees start to crowd the town and there are a few incidents
(or rumours of them), people begin to change their minds and
tension between citizens and refugees rises.
Refugees
If refugees are prevented from coming into town, some citizens
petition the council to allow their families and fellow guild
members in. If the gates are locked before the second day, there
is a riot on the fourth day that attempts to force open the gates.
This is unsuccessful and there are no serious injuries, but it
leaves the population on edge.
If the gates are locked against refugees, they grow angry, making
a scene outside. Once their rage subsides, they start to gather in
tents and other shelters. These are abandoned once the Chaos
army are a day away.
Assassination
The first council member to leave the castle before or during the
siege is attacked by a pair of Red Crown cultists. The pair each
throw a hissing bomb from a rooftop (BS 50, Damage +12, Blast
5, Dangerous, Impact).
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XI WA R H A M M E R FA N TA SY RO L E P L AY
Dwarf Hoard Moving the Beastman
If the Dwarfs are accused of hoarding, they deny it and refuse If the Beastman held at the Temple of Sigmar is moved to the
any requests to search their premises. Only if public opinion college, it cannot escape. However, the soldiers in the Military
is turning against them or the council make a particularly College suffer bad dreams. These increase in intensity each
good case will they submit to representatives from the council night. After a day, it starts to influence those living in the
searching their properties. They prefer any search be led by college causing growing Corruption in the cadets particularly.
Guildmaster Hans von Blix — someone trusted by the Dwarfs
and council alike. Any such search finds nothing of any interest. If the Beastman is moved anywhere else in the town, it escapes
a day later, killing its guards and wreaking panicked havoc in
In truth, the Dwarfs are hoarding supplies: weapons, food, the streets.
drink and more. However, this is a permanent supply in case of
trouble.These goods are buried behind hidden doors underneath Livestock
their temples, guild houses and so on. A thorough search by the
military, leading to significant property damage, uncovers the As food shortages diminish, any livestock become a source of
stores. This causes great anger among the Dwarfs and they slip contention and dispute. Approaching owners to purchase their
out of the town over the following nights. livestock on behalf of the town is met with general agreement,
especially if prices are reasonable.
Evacuation
Evacuating the town is possible. The chances of success depend
on whom and how many are being evacuated and how it is
being done. Calling an evacuation on the first day is met with
resistance from the council and citizens as the danger of the
situation hasn’t fully set in. If left too long, there is more chance
of panic. By the third day, it is actively opposed by most, too
afraid to leave the safety of the town. Unless the council assigns
at least fifty workers to an evacuation plan, it descends into
anarchy and fails.
Popularity
It is important to inform the Players of how their decisions
are impacting the populace. The council have to take some
unpopular decisions in the days ahead of the assault, and the
citizens of Diesdorf are prepared to undergo privations to
defend their town. They have limits though, and every time an
unpopular decision is made without reasonable explanation or
compensation, the townsfolk give vent to their displeasure.
THE SIEGE OF DIESDORF XI
Demonstration Against the Council. Lockdown
If the council’s decisions are unpopular, small groups of Captain Whitty of the Watch recommends a full curfew if there
protesters begin to form throughout Diesdorf. These have no is any trouble. A night-time curfew reduces tensions in the town
real effect except to raise tensions. If the council overreact to while a daytime curfew is very unpopular. Fifty soldiers must be
demonstrations it could lead to rioting. assigned to oversee the curfew. If they are not then it backfires,
as the population start to feel others are ‘getting away with it’.
Compensation
THE ATTACK
If the council seize or destroy property, those affected seek
reparations. If the council agree to compensation, there is less As the sun comes over the horizon there is an unearthly roar
resistance to their actions. However, the Diesdorf treasury from the army at the gates which continues for what seems like
is sure to note the impact on the coffers. If they tell anyone an age. And then they charge.
in the treasury that the Council do not intend to honour
these promises, the deceit becomes public a day later and the To determine the outcome of the attack, you have a couple of
council’s reputation suffers greatly. options, or a mixture of both.
Rioting The Narrative Option
Any riots begin small but if issues are not resolved or not You should describe the attack, highlighting scenes where the
enough troops are put on the streets, they get steadily worse Characters’ actions have had an impact. If the Players are ready
and spread. If the council fairs to deal with any rioting, they for a bit of combat, the Characters can take part in any key
are made to look weak. points they wish, such as the enemy taking the battlements,
breaching the gates, or assaulting the Military College. You can
Sending in the Knights Griffon stops any rioting but results create combats utilising the various Beastmen, Cultists, and
in a bloodbath. Chaos Warriors found in Chapter 12: Bestiary of WFRP.
Sending the Militia in on their own is only effective against The Numbers Option
refugees.
You can use the following tables to calculate the outcome of
If rioting is allowed to continue, then looting occurs and areas the siege. Add up the total numbers for each side (Diesdorf and
begin to burn. Red Crown), then should subtract the Diesdorf total from the
Red Crown total. Finally, look up the difference on the Siege
Looting Outcome Table. You are encouraged to adjust Victory Point
values to reward (or penalise!) particularly notable Character
If there is any looting, the next day the Captain of the Watch actions.
asks for permission to hang looters publicly as a warning.
Among these looters are young citizens, and unless the council You are free to decide what happens based on the action of
ask about them directly they are hung as well. the council and the events in the city. The narrative option
can be used as a guide but if the council have generally acted
Members of the Merchant’s Guild also petition the council competently and they did not lose too many troops, Diesdorf
for warehouse guards, asking for no fewer than one hundred repulses the Chaos horde.
guards.
ALTERNATIVE TIME
If you do not use the scenario during Empire in Ruins, you could
use it once the campaign is over. The Red Crown wait too long
to act, believing that the Empire will descend further into Chaos.
By the time they do attack, part of their force has disappeared
back into the forest. Change Victory Points for ‘The Chaos Army
attacks’ on the Red Crown Victory Points Table from 50 to 40.
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XI WA R H A M M E R FA N TA SY RO L E P L AY
RED CROWN VICTORY POINTS
Event Victory Points Notes
The Chaos Army attacks 50 Ulfhednar the Destroyer (2 Victory
Points), Etelka (3 Victory Points),
Ernst (1 Victory Point), Crakatz (1
Victory Point)
Ulfhednar the Destroyer, Etelka, Ernst 1 to 7
and/or Crakatz in army
Captain von Hayek is dead 2 If they are free, they stop a plot by
Red Crown cultists to damage the
East Gate. (There is a loud explosion
at one of the gates which heavily
damages it.)
Wernor Noll and adventurers are not at large 3
The Dwarfs have left town 2 This is to keep calculations simple
For every 20 Diesdorf troops that have been killed but it can be adjusted for types of
troops.
1
For every 5 Knights Griffon killed 1 This limits intelligence on the
The Characters withdraw the town scouts enemies forces
The Sinkel Theatre is burnt to the ground.
1 This causes fear and loss of morale
within town.
1
Any remaining member of the council is killed 1
Refugees with disease enter the town or 3
those in Template of Shallya escape 2
The militia mutiny
Konrad Sinkel is executed 2 Although many agree that they
Failure in Major Hans’s plan As per table cannot enter the town, having them
The Beastman prisoner escapes in ‘The Trap’ killed is seen as cruel.
Diseased refugees are killed within sight of the gate 1 This leads to a large number of
There is rioting in Diesdorf deaths
The Knights Griffon are brought into to deal with rioting 1
1
3
100