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WFRP Adventures - The Night Parade - Perilous Encounters with an Undead Warband

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Published by Capn_Ragnar, 2022-10-22 01:18:52

WFRP - The Night Parade

WFRP Adventures - The Night Parade - Perilous Encounters with an Undead Warband

Keywords: WFRP,Warhammer,TTRPG

THE NIGHT PARADE 0

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1

0 WARHAMMER FANTASY ROLEPL AY

CREDITS CONTENTS

Design and Writing: Samuel Poots How Shall I Use This?.........................................................3
Cover Illustration: Anthony Boursier Olde Weirde’s Incunabulum.....................................................4
Illustration: Anthony Boursier, Dave Gallagher, Sam Manley, Undead Advancement Templates.............................................8

Scott Purdy, Erin Rea Mass Grave Dead................................................................8
Graphic Design & Layout: Mary Lillis Liche Corpsemasters...........................................................8
Liche Lord..........................................................................8
Editors: Emily Reiner Wight..................................................................................9
Proofreader: Lynne M Meyer Wight Champion................................................................9
Cubicle 7 Business Support: Tracey Bourke, Elaine Connolly, Basic Skeletons and Zombies..............................................9
Jennifer Crispin, Andrena Hogan, Donna King, Undead Mounts.. ...............................................................10
Kieran Murphy, and Cian Whelan Skeletal Steed....................................................................10
Cubicle 7 Creative Team: Dave Allen, Emmet Byrne, Rotting Mount..................................................................10
David F Chapman, Walt Ciechanowski, Without Rest..........................................................................10
Zak Dale-Clutterbuck, Runesael Flynn, Elaine Lithgow, The Night Parade’s Disposition.........................................11
TS Luikart, Dominic McDowall, Sam Manley, Uniform.............................................................................11
Pádraig Murphy, Ceíre O’Donoghue, and JG O’Donoghue Insignia..............................................................................11
Battlecry............................................................................11
WFRP 4 Producer: Pádraig Murphy Tactics................................................................................11
WFRP 4 Line Developer: Dave Allen Old Jasper — Liche Corpsemaster.........................................12
Mheava — Wight Champion................................................13
Creative Director: Emmet Byrne The Herald — Wight.............................................................14
The Charnel Chorus — Mass Grave Dead............................14
Publisher: Dominic McDowall It Tolls for Thee......................................................................15
Encounters with The Night Parade........................................16
Special thanks to Games Workshop Mop Up the Stragglers......................................................16
Bring Out Your Dead........................................................17
Published by: Cubicle 7 Entertainment Ltd, Danse Macabre..................................................................18
Unit 6, Block 3, City North Business Campus, Corpse Carts..........................................................................19
Vigor Mortis.....................................................................19
Co. Meath, Ireland Jasper has a Bone or Two to Pick...........................................20

Last Updated: May 11 2022

No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic,
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Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2022. Warhammer Fantasy Roleplay 4th
Edition, the Warhammer Fantasy Roleplay 4th Edition logo, GW, Games Workshop, Warhammer, The Game of Fantasy Battles,
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Entertainment Limited. All rights reserved.

2

THE NIGHT PARADE 0

• THE NIGHT PARADE •

Along the Empire’s roads, the dead walk. Called from their slumber Getting Started
by a necromancer’s profane whispers, or buried where dark magic
saturates the ground, these Undead march without rest, adding to The Night Parade is a continuation in the series of supplements
their number with each hapless soul they cross. Whether such bands that started with the Forest Goblin Cluster Eye Tribe. However,
move with a purpose or wander aimlessly, they often find themselves where that supplement provided templates for tribal warbands,
the centre of folk tales. Many a terrified tavern audience has gathered this supplement focuses on wandering groups of Undead. These
around the fire to hear stories of wild hunts, ghostly processions, and may rise wherever magic is powerful or corrupted, even without
corpse-laden carts come to carry away the unwary. a necromancer’s summons. Alongside full profiles of the Night
Parade are templates to advance the basic Undead creatures
Of these, one story has risen to prominence. If you wander through found in the Warhammer Fantasy Rulebook (WFRP, pages
the fertile lands between the Grey Mountains and the Reikwald 327–30), turning them into Liche Corpsemasters, Liche Lords,
Forest, listen always for the sounds of creaking wheels and a tolling Wights, Wight Champions, and Mass Grave Dead, as well as
bell. Do not wait to ask the carriage for a lift. Hide. Cover your ears. templates to raise mounts as Undead steeds. It also includes full
And whatever you do, do not follow where the bell leads. The Night rules and adventure hooks for Corpse Carts. These templates are
Parade are calling. intended to help bring more variety to your Undead encounters.
The creatures presented in the Warhammer Fantasy Rulebook
The Night Parade are a band of wandering Undead, drawn and the templates here are intended as a starting point —
together by the ancient Liche, Old Jasper. Setting out from the customise them however you see fit.
Grey Mountains when both moons shine as crescents, he leads
his charges through the Vorbergland, calling the dead to him To apply these templates, add or subtract the number of
wherever they go. There appears to be little rhyme or reason Advances from the creature’s base Characteristics, along with
to the Night Parade’s journeys. Yet, each time they are sighted, any Skills, Talents, or Trappings indicated. Some templates
their numbers are sure to grow. also include options for further customisation. For example,
if you wish to make a skeletal Undead lord, apply the Wight
Champion template to the Skeleton profile (WFRP, page 327).
These templates may also affect the creature’s Wounds, so be
sure to recalculate these after adjusting the creature’s S, T, and
WP according to the template.

3

If you have never seen a pistoleer at work, I implore you to We had been travelling the Vorbergland for two days, an
take some time and visit the Imperial Gunnery School. You accident on the road to Bögenhafen and the subsequent loss
will no doubt be impressed by what you see, and enjoy a rather of our carriage necessitating a detour south. I will admit, I
more pleasant introduction to the art than I experienced. As it had been quite enjoying our little walking tour, even though
was, I barely registered the Zombie before Sovrissniz’s bullet it meant enduring the constant arguments between Pfaff and
cracked its skull like an egg. our Eonir companion Kaia about proper flora and fauna
The Dwarf gunner seemed mighty pleased with her handiwork nomenclature. After many weeks under the Reikwald’s close
and, when the shock wore off, my companions and I were boughs, the Vorbergland’s open skies proved a welcome relief.
most complimentary (although Professor Pfaff grumbled a However, the Zombie’s appearance hung a pall over the day,
bit about the slight spattering of brain he received). Our and when a moment later we heard something rustling in the
guide, a rough-looking fellow named Arnholt, proved harder underbrush, a chill terror settled upon me. Arnholt readied
to impress. his axe. Sovrissniz prepared her second pistol. Meanwhile,
‘Stupid’ he cursed, kicking the corpse to the side. ‘What if Professor Pfaff and I took the chance to hide behind
there were more, eh? That cursed firearm will have alerted Gronighof, whose prowess in the university’s duelling club he
every wandering dead thing from here to the Grey Mountains!’ is never shy to assure us of.
One does not insult a Dwarf lightly, and fisticuffs may have Being prepared for any horror, the sharp, whispered ‘Pst!’ took
ensued had my companion Professor Gronighof not then us all by surprise.
offered Sovrissniz his flask of Bretonnian brandy in a toast.

A grubby-faced vagrant stepped out, dressed in the rags of ‘Aye, sir,’ the woman’s companion said. ‘But it’s a twin
those who live their lives on the road. She gestured for us to crescent night. Old Jasper will be abroad. You don’t want to
follow, then dove back into the brush. cross paths with him and his.’

We all stood there for some time, stunned. A second later, Arnholt choked back a laugh and stomped off in search of
the woman reappeared. ‘Are you daft?’ she hissed. ‘Get off the firewood. He appeared familiar with this Night Parade, but
road and follow me. The Night Parade are coming!’ didn’t warrant it such hushed reverence. I, on the other hand,
Warning delivered, she disappeared again. was already preparing parchment and quill. My companions
I looked at my companions. They seemed as nonplussed as I. seemed less thrilled by the company, but as twilight was
In the end, it was Kaia who took the initiative, pulling aside quickly leaching colour from the world, and the two moons
the tangled hedge to reveal a rough-beaten trail leading around were indeed locking horns, this rough shelter seemed our best
a hillock. While she and Arnholt argued over our next move, option for the evening.
I considered the woman’s words. As Gronighof availed himself of our hosts’ meagre supper, I
The Night Parade was not a name I had come across in any set to interrogating them about this Night Parade. At first,
of my own studies of the region’s history. Of course, given they proved reticent, nervously eying the shadows, but a few
the apparent fear in her tone, they might well have been more coins later, they were eager to share their stories.
the subject of folklore. ‘My cousin over towards Amchensee says he saw him once,’ the
I remembered reading in Maria Conte’s treatise upon the dirt-crusted Halfling began. He said some skeleton, dressed
Vampire Wars (Children of the Night: The Fall of the all in ribbons, turned up dancing round the cemetery. When
Von Carsteins and the Nature of Those They Command; the guard went to deal with it, it told them to bring out their
University of Miragliano Press; 2406 IC) that the Undead, dead. Then it hopped over the palisade wall.’ He clicked his
while usually a necromancer’s puppets, may also rise due to a fingers. ‘Sharp as you like.’
natural suffusion of death magic. Lacking a creator’s purpose, ‘And that was Old Jasper?’
they fall back upon bestial instincts, guarding their burial place ‘Nah, I never said that, did I?’ The Halfling glanced at the
or wandering in search of prey. Conte hypothesised this to rising moons and began snuffing out their meagre fire. ‘My
be evidence that we sentient beings share a common ancestry cousin, he said he stayed up that night and he heard a bell
with simple beasts, one which surfaces when death strips away passing outside. He crept to the window and opened the
our civility. This is, of course, a laughable notion, and I made shutter, just an inch. And there he was.’
sure to share it with my companions later. The Halfling shuddered. ‘He rode atop a cart, ‘cept weren’t
Though such Undead are rarely much of a threat, save to lone no horses pullin’ it. A pair of dead folks hauled it along.
travellers, Conte speculated that many local superstitions could Old Jasper, he were just this hooded figure driving them on
be ascribed to them, as peasants look for some semblance of with a whip. And inside the cart… Corpses. Piles and piles of
purpose in deaths caused by their random perambulations. corpses, all wailing and crying and reaching out between the
The prospect of bearing witness to such a case banished all boards. My cousin, well he were so afeared he let out a gasp.
caution, and I eagerly followed the vagrant, much to Arnholt’s And that’s when Old Jasper looked at him! Next day, he were
shouted frustrations. as dead as that rabbit.’

The path led to a hollow in the hillside, stinking of rancid The cold night crept in, running its fingers up my spine. I
smoke and slowly roasting rabbit. The woman who had busied myself trying to see where the story fit with Conte’s
accosted us sat inside, along with an equally ragged Halfling. treatise. Carts filled with the Undead were common enough.
They both kept a wary eye upon us, but shuffled over to She said they had even been weaponised, most notably by the
make room. infamous necromancer Vanhel, who first gave Sylvania that
‘These fine gents were stirring up the dead,’ the woman hissed. region’s sinister reputation. Something about these constructs
‘What with dark comin’ on, I thought it best they hide here.’ strengthened his magic, invigorating the Zombies he raised.
Arnholt scoffed at this. ‘Hide from the Night Parade? It’s just When he was defeated, they simply wandered off, disappearing
some corpses without the sense to know they’re dead. I put into the Empire’s forests. Could the Night Parade be some
down dozens of them on this road.’ remnant of that long-defeated enemy?

The spell was broken, predictably enough, by Gronighof. ‘If I, for my part, withdrew to the hollow’s entrance to reflect
your cousin died, how, by the leathern shaft of Sigmar’s upon what I had heard. Everything the vagrants told us about
hammer, did you hear of his story?’ this Night Parade lined up with Conte’s observations on
‘Well, obviously he told me first,’ the Halfling snapped back. what she referred to as the ‘common forms’ of Undeath.
‘If this Old Jasper is so dangerous,’ Pfaff interjected, ‘why has Certainly, there were stories of ancient Undead warriors —
no one dealt with him?’ He shot Gronighof a glare which wights, as those who study such things call them — serving
had a lot to say about manners to hosts and blasphemy in evil spellcasters as bodyguards.
particular. This Old Jasper, though, was something less certain. He
‘Ah, see, that’s the thing,’ the woman said. ‘They’ve tried. could, of course, be a simple Human practitioner of the
Plenty of times, they’ve tried. But he’s protected, see. They say necromantic arts, but from what I gathered, these stories went
a group of ancient warriors march with him. Skeletons whose back quite some time. No mortal, not even one who deals in
eyes burn with silver fire.’ death, can extend their lives beyond that which the gods have
allotted for them. Unless, of course, Old Jasper had become
something else entirely.

She looked around at us, eyes glittering in the fading embers. In her background to the Vampire Wars, Conte briefly touched
‘They say he found them buried in one of the barrows upon ancient Nehekhara. In that place, she said, there had
hereabouts. Old warriors from before even Sigmar walked. once been a priesthood who escaped the bonds of mortality,
They ain’t no normal shufflers. You try asking a soldier to yet at the price of their humanity. Could this ‘Old Jasper’ be
stare death in the face like that for a week’s wages and all the something similar? I believe Conte would have written more
horse bread they can choke on.’ upon the subject, had she ever returned from her subsequent
While she was speaking, her hand went to a tattered ribbon research trip to the region.
hanging from her jerkin. Beneath the grime, I could just make I was so wrapped up in my thoughts I did not notice Kaia
out the colours of an Ubersreik regiment. join me. I jumped to find her so close, and began babbling
Silence settled over the company. Outside, just beyond our some half-formed apology, only for her to shush me as though
noisome shelter, the wind began to pick up, rustling the dense I were a misbehaving student. It was then I noticed she wasn’t
undergrowth. I found my imagination populating the world looking at me, but out into the night beyond.
beyond with a thousand, staring eyes. It is very hard to tell what an Elf is feeling. They keep
‘Pah! Call that a spook story, do you?’ Gronighof broke in. their emotions locked up tight behind those haughty features.
‘That wouldn’t scare my daughter’s wet nurse! Here, let me However, I had by this point been travelling with the Eonir
tell you a tale I heard in Bretonnia about the ague-spreading long enough to pick up some tells. Her jaw was taut, her
cavalcade.’ eyes darted here and there, as though tracking movements I
To our hosts’ growing consternation, the night quickly couldn’t follow in the gloom beyond. Then, mixed with the
devolved into a game of one-upmanship over who could tell sighing of the wind, I heard the tolling of a distant bell.
the most frightening tale. Gronighof’s story featured a garishly Behind us, the conversation died. Our hosts let out a whimper,
covered wagon travelling through Bretonnia, draining the life and clutched one another tightly. I strained my hearing, trying
from those cursed to follow it. Not to be outdone, Sovrissniz to get some clue of the bell’s origin. And as I listened the
shared a tale from the Undgrin Ankor — that vast underground low moaning of the wind transformed, becoming instead a
network connecting the Dwarf holds — about travellers who chorus of voices. There were words in there, but either they
hear the muffled sounds of pickaxes coming closer and, upon were too far away to be heard clearly, or else they were in a
snuffing out their lanterns, find themselves face to face with language which skittered away from my understanding. It was
those who died there, perishing cold and alone in the dark. like hearing the shape of words, stripped from their language.
Oddly, this dispelled some of the tension that had fallen over The voices and bell got louder. Down below, on the distant
us since the zombie’s first appearance, as though by telling road, I heard the tramp-tramp of many feet, punctuated by the
these tales we were dragging it back into the realms of the creaking of cart wheels.
fanciful. I am sure Conte would have been proud to observe A hand took me by the shoulder, making me jump again. I
her hypothesis on the origin of superstitions in play. looked back to find Pfaff, eyes wide, one hand gripping the
hammer sigil he always wore around his neck. He gestured
back away from the opening, and it was only then I understood
we might truly be in danger.

The realisation of how close we might be to the subjects of The cold night had leached the strength from my limbs, and a
our stories… Well, it was exhilarating. And terrifying. Like a feverish sweat clung to my skin. Looking at my companions, I
clammy hand squeezing tight around my chest. I allowed Pfaff was sure none of them had managed to sleep a wink either. We
to draw me back into the hollow, where we huddled together all stood, hollow-eyed and haggard by our night’s experience.
with Gronighof and our two hosts, their own eyes wide and We abandoned the camp in silence, packing up our belongings
shining in the meagre light of the twin moons. before making our way back to the road. The dirt track now
As the piteous cries grew louder, and the creaking wheels came bore the signs of heavy use; deep wheel ruts cut into the earth,
closer, Sovrissniz moved to join Kaia in her vigil. Even in my surrounded by dragging footprints. Less wholesome remains
not altogether lucid state, I was astonished to see her offer the littered the sides of the road, which I decided not to pay too
Elf one of her precious pistols. The two of them kept watch close an eye to.
for the rest of the night, while high above the twin moons We bade our hosts farewell, and resumed our journey towards
grinned down into our shelter, leaving us feeling open and Bögenhafen. Tired as I was, I was far more eager to see the
exposed to whatever lay beyond. back of these low scrublands, where all of a sudden I felt more
Morning came far too slowly for my liking. Even as light exposed and alone than I ever had while travelling beneath the
filtered back into the world, I didn’t dare to move. Not until Reikwald’s dismal canopy. We never did see anything further
Kaia nodded that all was safe did I try to stand. of Arnholt, and left his payment waiting for him at the first
inn we encountered.

NIGHTTHPEARADE

0 WARHAMMER FANTASY ROLEPL AY

UNDEAD ADVANCEMENT TEMPLATES

Mass Grave Dead Liche Lord

Mass graves, charnel pits, ossuaries, and other forms of mass Should a Liche survive long enough to reclaim their mind, they
burial are common in the Old World. When the dead rise become true masters of Undeath. Jealous and secretive, these
from such places, it is rarely as individuals. Instead, they come entities hide themselves away in strongholds, growing in power
together as great, amorphous constructs, living piles of viscera until, at last, they are ready to take their rightful place as this
and bone from which skulls chatter and limbs grasp. world’s rulers. Where a Liche Lord walks, crops wither and
Undead legions march to their whispered commands.
The following template can be applied to either the Zombie or
Skeleton Characteristics. Liche Lords use the basic Zombie Characteristics, but do not
possess the Construct Trait.
MASS GRAVE DEAD
M WS BS S T I Ag Dex Int WP Fel W LICHE LORD
– – 0* +20 +20 – -5 -5 – – – – M WS BS S T I Ag Dex Int WP Fel W
– +20 +20 – +20 +30 – +10 +65 +70 +20 –
Traits: Corrupted (1), Painless, Stupid, Swarm
Optional: Bestial, Regeneration, Size (Large), Territorial Skills: Channelling +20, Cool +30, Intimidate +25,
*The corpses that rise from mass graves are badly mauled, Language (Magick +30, Nehekharan +20), Leadership
pitiable things, and without the wherewithall to make +20, Lore (Magic) +30, Melee (Basic or Polearm) +15,
ranged attacks. Reduce their BS to 0. Perception +20
Talents: Aetheric Attunement, Arcane Magic (Shyish),
Liche Corpsemasters Dark Magic (Necromancy), Hardy, Instinctive Diction,
Magical Sense, Menacing 2, Petty Magic, Read/Write,
To become a Liche is the fate of any who plumbs necromancy’s Second Sight, War Wizard
secrets in an effort to avoid death. Their soul is bound to their Spells: Choose 4 spells from the Petty Magic list, 8 from
body, escaping mortality’s grasp by trapping themselves inside across the Arcane Magic list and Lore of Death spell list,
their own decaying flesh. The process is traumatic. Most minds and 3 from the Lore of Necromancy
shatter at the horror of such an existence, causing the Liche to Trappings: Hand Weapon, Mouldering Robes, Pouches
lose much of their previous power. Despite this, their will still containing ritual components, Staff
burns strong, allowing them to command the lesser Undead and
earning them the title ‘Corpsemaster’.

Liche Corpsemasters use the basic Zombie Characteristics, but
do not possess the Construct Trait.

LICHE CORPSEMASTER
M WS BS S T I Ag Dex Int WP Fel W

– +10 +20 – +10 +15 – – +40 +45 +10 –

Skills: Channelling +10, Cool +20, Intimidate +15,
Language (Magick +15, Nehekharan +10), Lore (Magic)
+10, Perception +10

Talents: Arcane Magic, Dark Magic (Necromancy),
Hardy, Menacing, Petty Magic, Read/Write, Second
Sight

Spells: Choose 3 spells from the Petty Magic list,
2 from the Arcane Magic list, and 1 from the Lore of
Necromancy

Trappings: Hand Weapon, Mouldering Robes, Pouches
containing ritual components, Staff

8

THE NIGHT PARADE 0

Wight Basic Skeletons and Zombies

The world is filled with ancient burial sites. Dhar pools in such Basic Skeletons use the profile from page 327 of the Warhammer
places, bathing the bones inside in its power. The resulting Fantasy Roleplay Rulebook, while basic Zombies use the
Undead are no mere Skeletons. Something of who they were profile from page 328. Apply the above templates to these
clings to their remains, allowing them to fight with the skill they profiles.
knew in life. Often, Wights form a necromancer’s dedicated
Grave Guard, serving as loyal elites. However, sometimes a Equipment is varied, with most carrying improvised weapons,
Wight will escape their tomb and begin following paths long swords, or spears. It is not unknown for Skeletons to carry
overgrown. Lesser Undead gather to such creatures, drawn by shields, with some reportedly using their own coffin lids for the
the dark magic that clings to them still. purpose.

WIGHT BASIC SKELETON
M WS BS S T I Ag Dex Int WP Fel W M WS BS S T I Ag Dex Int WP Fel W
– +15 +10 +10 +15 +10 – – +10 +10 +10 – 4 25 25 30 30 20 20 25 - - - 12

Skills: Intimidate +10, Melee (Basic or Two-Handed) Traits: Armour 2, Construct, Dark Vision, Fear
+20, Leadership +10, Perception +10 2, Painless, Undead, Unstable, Weapon +7
Talents: Combat Aware, Drilled, Menacing, Robust
Trappings: Mail Armour, Hand Weapon, Choice of BASIC ZOMBIE
either a Shield or a Two-Handed Weapon M WS BS S T I Ag Dex Int WP Fel W
4 15 - 30 30 5 10 15 - - - 12
Wight Champion
Traits: Construct, Dark Vision, Fear 2,
Sometimes, through sheer force of will, a great champion can Painless, Undead, Unstable, Weapon +7
hang on to their sense of self long after death. Chiefs from
ancient times rise from their barrows, given life by Dark Magic
and their singular sense of purpose. Whether summoned
by a necromancer, or risen by freak happenstance, they find
themselves in a world very different from the one they left
behind. A world that has moved on. A world that has forgotten
them. A world they must reconquer.

WIGHT CHAMPION
M WS BS S T I Ag Dex Int WP Fel W

– +30 +20 +20 +25 +20 – – +30 +40 +30 –

Skills: Intimidate +20, Melee (Basic or Two-Handed)
+20, Language (Classical +30), Leadership +20, Lore
(Warfare +30, History +20), Perception +20

Talents: Combat Aware, Combat Reflexes, Drilled,
Menacing, Robust, Strike Mighty Blow 2, War Leader

Trappings: Plate Armour, Hand Weapon, Choice of
either a Shield or a Two-Handed Weapon


9

0 WARHAMMER FANTASY ROLEPL AY

Undead Mounts WITHOUT REST

A person’s mount may rise with them. Skeletons, Zombies, The Night Parade are a wandering band of Undead who have
Wights, and Liches may take Ride (Rotting Mount) +20, haunted the lands by the Grey Mountains for countless decades.
or Ride (Skeletal Steed) +20 as additional Skills. Liches and They follow the ancient Liche known as Old Jasper, who directs
Necromancers may also take Ride (Corpse Cart) +20. them from atop his Corpse Cart. He in turn is in thrall to a
much darker presence, and it is by its command he is cursed to
The following templates can be applied to any creature that wander, collecting the Empire’s dead.
might normally have the Trained (Mount) Trait, whose Size
Trait is Large or smaller. Where a Characteristic reads ‘-1/2,’ When the twin moons both shine as crescents, a crack appears
that Trait is halved with the final value rounded down. Where it in the Grey Mountains’ foothills. Out of this rides Old Jasper,
reads ‘-All,’ that Characteristic can no longer be used. his Corpse Cart’s bell calling the dead to him wherever they lie.
At his side marches a contingent of Wights, ancient warriors
Skeletal Steed dead even before the time of Sigmar. Together, they follow the
Empire’s winding roads, passing through towns and settlements,
Stipped of their flesh and risen from the grave to service once adding their dead to their number.
again, Skeletal Mounts are typically made from horses, but any
suitable animal may be used by enterprising necromancers.
Skeletal Mounts no longer have the Flight Trait.

SKELETAL STEED When the Night Parade march, a herald appears ahead of them,
M WS BS S T I Ag Dex Int WP Fel W announcing their presence and commanding villagers to bring
– -10 -10 – – -10 -10 – 0* 0* 0* – out their dead. Should they not heed the Herald’s call, the
Parade takes them by force.
Additional Traits: Armour 2, Construct, Dark Vision,
Fear 2, Painless, Undead, Unstable There are many types of dead in the Night Parade. Zombies
make up their bulk, claimed from the meagre burial places
Additional Options: Corruption (Minor), Infected, which serve most small human settlements. To their number are
Territorial added Skeletons, drawn from the battlefields never far beneath
*Skeletal Steeds are robbed of all but their most basic the Empire’s soil. Creatures from both forest and farm lumber
instincts, supplemented with necromantic magic. Reduce along at their flanks, called by the Corpse Cart’s constant bell,
their Intelligence, Willpower, and Fellowship to 0. while at the rear crawl Mass Grave Dead abominations, made
from those denied the dignity of their own final resting place.

Rotting Mount The Night Parade are the dominant Undead in the Vorbergland.
Most settlements have a story about them: some tale about a
Burdened with the fetid remains of their flesh, Rotting Mounts friend of a friend who disappeared after daring to peek out
are somewhat easier to create than a Skeletal Steed, and have their window when the Night Parade passed. They sweep
some other benefits besides. If this creature would normally other wandering Undead into their number, empty graves and
have the Flight Trait, that Trait’s value is halved rather than plunder battlefields, before Jasper leads the motley procession
removed completely. back into the mountains. The Parade’s true master is a mystery,
if indeed it even has one and Old Jasper is not simply mad. Of
ROTTING MOUNT those dead taken into the foothills, nothing is seen again.
M WS BS S T I Ag Dex Int WP Fel W
THE MASTER IN SHADOWS
-1 -1/2 – – – -25 -20 – 0 0 0 –
There are many possibilities for the Night Parade’s true master.
Additional Traits: Construct, Dark Vision, Fear 2, Perhaps Jasper serves the spirit of a once-great noble who sends
Painless, Undead, Unstable him out from her ruined castle to gather up new members for
Additional Options: Diseased, Distracting, Infected, her court. A Vampire from the Necrarch line might have need
Infestation, Territorial of such a figure, having Jasper fetch the raw materials needed
for their magic. Given their proximity to the Grey Mountains,
*Rotting Mounts are robbed of all but their most basic the Night Parade could be in service to the Great Enchanter,
instincts, supplemented with necromantic magic. Reduce Drachenfels himself, allowing you to create an adventure
their Intelligence, Willpower, and Fellowship to 0. featuring this classic villain (or a remnant of him).

10

THE NIGHT PARADE 0

DISPOSITION OF THE NIGHT PARADE

This list represents the Night Parade at their full strength. INSIGNIA
Unlike living warbands, whose strength diminishes the longer
they operate due to attrition, Undead grow in strength the Mheava’s Wights carry shields with the faded imprint of her
longer they go unchecked. Once the Night Parade have reached insignia, a dead wolf bleeding from a spear wound.
something approaching the full complement listed here, they Tattered scraps of skin hang from Old Jasper’s Corpse Cart,
return to the Grey Mountains, unless something particularly covered in a spidery script glowing the colour of Morrslieb.
tempting, such as a recent battlefield, comes to their attention.
Unlike tribal warbands, the Undead have little in the way of BATTLECRY
an organised structure. They do not tend to maintain dedicated
scouts or ambush parties. Instead, Old Jasper forms the Jasper’s tolling bell.
Parade’s centre, and his paranoia means the stronger Undead
are generally found closer to him, while the flanks and rear are TACTICS
more likely to be made up of stragglers and newcomers. The
exact nature of their make-up depends on the type of dead the Depending on the Parade’s size, the Herald will go into
Night Parade have come across. settlements ahead of the main force. Should the Herald be
The full Night Parade consist of: killed, Jasper steers the Parade towards a safer target. His aim is
0 Mheava (Skeletal Steed-mounted Wight Champion) to gather as many dead as possible. Places where the tally would
go against him hold little interest.
with two Skeleton cavalry (skeletal steed-mounted When at full strength, the Night Parade rely on sheer numbers.
Skeletons), three Skeletons, and four Zombies, about a The main force of lesser Undead march at the head, clearing
mile ahead of the main force. the way for Jasper.
0 Left flank lesser Undead, half a mile from Jasper, He always makes burial places his priority, letting the Zombies
consisting of one Wight, two Dire Wolves, and seven and Skeletons stir chaos through a settlement while he directs
Zombies. his Corpse Cart to any graveyards or cemeteries there may
0 Right flank lesser Undead, half a mile from Jasper, be. If a settlement capitulates to the Night Parade, they will
consisting of one Wight, four Skeletons, two Dire generally be left unmolested. The Night Parade pass through,
Wolves, and one Zombie Demigryph. taking the dead with them and leaving alone any living who
0 A command corps consisting of Old Jasper (Corpse stay indoors .
Cart-mounted Liche), two Wights, two Skeletons, and When conflict is inevitable, the Night Parade wear their enemy
four Zombies. down with a tide of lesser Undead, Zombiess and Skeletons
0 The rear, up to a mile from Jasper, consisting of The growing in vitality as the Corpse Cart approaches. Unusually
Herald (rotten steed-mounted Wight), five Zombies for a necromancer, Jasper prefers not to spend his human dead
and The Charnel Chorus. where possible, sending the less valuable Undead creatures and
Mass Grave Dead ahead when a greater threat presents itself.
UNIFORM At Ease: The Night Parade never stop moving and their paths
are impossible to predict, unless one is aware of a recent bout
The Night Parade wear whatever scraps still cling to their of plague or a battle nearby. While on the move, the Parade
corpses. The exception is Mheava and her fellow Wights, all of spread out with Jasper at their centre. The further away they
whom wear wolf cloaks split in two along their length. are from the Corpse Cart, the less control Jasper wields over
the Undead, making their actions erratic. Adventurers are more
likely to encounter these outlying stragglers than the Parade’s
core itself, and might observe wandering Undead moving with
more purpose than such creatures normally display. Combat and
noise will draw other groups, but rarely attract Jasper’s attention,
unless they come too close to the Parade’s centre. On such
occasions, Mheava is sent to deal with the interloper.

11

0 WARHAMMER FANTASY ROLEPL AY

Old Jasper OLD JASPER — LICHE CORPSEMASTER
M WS BS S T I Ag Dex Int WP Fel W
Liche Corpsemaster 4 25 25 30 40 20 10 15 40 45 10 15

Little is known about Old Jasper, the shrouded figure Traits: Dark Vision, Fear 2, Painless, Undead, Unstable,
who leads the Night Parade. He sits atop his Corpse Cart, Weapons (Drover’s whip +5, Staff +7)
little more than two silver eyes gleaming from within a rotting Skills: Channelling 55, Cool 65, Intimidate 45,
grey robe, urging his charges on in his endless search for fresh Language (Magick 55, Nehekharan 50), Lore (Magic)
dead. Everywhere the Parade passes has its own story about him. 50, Perception 30, Ride (Cart) 20
Talents: Arcane Magic, Dark Magic (Necromancy),
According to one, Old Jasper was once a simple corpse collector Hardy, Menacing, Petty Magic, Read/Write, Second
tasked by Morr’s priesthood to gather those who fell to a plague Sight
known as the Crimson Jitters. Jasper took the job thinking Spells: Petty Magic Dart, Drain, Marsh Lights, Arcane
Morr’s blessing would spare him. Slowly, though, red splotches Magic Aethyric Armour, Terrifying Lore of Necromancy
blossomed across his skin and his muscles began to twitch. Reanimate
In anger, he stole the bodies away, selling them to physicians, Trappings: Mouldering Robes, Pouches containing ritual
wizards, and less savoury types. For this crime, Morr’s priests components, Staff, Whip
cursed him to existence without rest. Even to this day he travels
on, taking his revenge on Morr by stealing those in his care. OLD JASPER’S CORPSE CART

Others say Old Jasper was once a necromancer who delved too Old Jasper’s Corpse Cart follows all the rules for such
deep into that forbidden practice. In his hubris, he attempted constructs detailed on page 19 of this supplement. It has both
a spell far beyond his abilities, tearing his soul to shreds. Now the Distracting and Trained (Mount) optional Traits.
he wanders the world searching for its scraps, the emptiness
within him drawing the dead to his side. Another says he was
a performer who mocked a mage of the Amethyst College. A
cursed charlatan, a remnant of the Vampire Wars, the fallen
apprentice of Frederick Vanhal; stories follow the Liche like flies.

The truth, if there even is one, is impossible to tell for sure. It
is doubtful whether even Old Jasper remembers. All he knows
is that he has a purpose, a task he must fulfil or else wander
forever. The dead he collects are the price he must pay. He has
nearly gathered enough; he can feel it. Perhaps just one more
march of the Night Parade…

12

THE NIGHT PARADE 0

Mheava MHEAVA — WIGHT CHAMPION
M WS BS S T I Ag Dex Int WP Fel W
Wight Champion
4 55 45 50 55 40 20 25 30 40 30 19
Before Sigmar, the Old World was home to many warring
human tribes. Great chieftains rose and fell, fighting Orcs, Traits: Armour 3, Construct, Dark Vision, Fear 2,
Beastmen, Dwarfs, Elves, and one another in an endless effort Painless, Undead, Unstable, Weapon (Barrow Blade) +10
to claw out land for their own. At one point, the territories now
known as the Vorbergland were ruled by the chieftain Mheava. Skills: Intimidate 70, Melee (Two-Handed) 75,
Though a fearsome warrior in her own right, Mheava’s greatest Language (Classical) 70, Leadership 50, Lore (Warfare
strength came from her ability to forge allegiances. With the 60, History 50), Perception 60
Dwarfs still reeling from their conflict with the Elves, Mheava
turned to the Beastmen. The alliance was tentative — neither Talents: Combat Aware, Combat Reflexes, Menacing,
side ever trusted the other — but their combined strength Robust, Strike Mighty Blow 2, War Leader
gave them the means to stand against the Greenskins,
forming an island against their tide. Trappings: Plate Armour, Hand Weapon, Barrow Blade
(Bastard sword, all attacks count as magical)
Soon, trade sprang up between the two peoples. The Beastmen
turned over profits from their raids, or meat from their
hunts, in return for arms and sacrifices. The Bray Shamans
lent the humans their power, and soon Chaos took hold in
their hearts. Yet, despite her alliances, Mheava herself never
bowed to Chaos. She viewed them as usurper gods, just more
intruders looking to take land belonging to gods her people had
worshipped for generations. This defiance became her undoing,
for her lieutenants had no such scruples. Following whispered
promises, they ambushed Mheava, taking her crown for
their own.

Mheava was laid to rest in an enormous burial
mound. Here, her lieutenants hoped, her soul
would be held until the End Times came,
trapped by the strongest magic known to both
Human and Beastman. And inside she stayed, her
spirit raging in its prison, even as her tribe fell to
infighting and the Empire rose in their place.

Centuries later, Old Jasper’s wandering took him past
her barrow. He carried with him fresh magic, enough to let her
spirit clamber back into her desiccated remains. Now a Wight of
ancient and terrible power, she smashed aside the enchantments
imprisoning her and emerged into a world changed, with only
the miserable Liche and his Corpse Cart where once she had
legions of loyal followers.

Mheava now serves as Jasper’s defender and servant. She is
bound to him by the magic keeping her body intact, and knows
that if Jasper were to fall, she might eventually return to true
death. However, her will remains as strong as it did in life and
she rails against this prison as much as she did her tomb. She
will serve Jasper, for now. But she is always on the lookout for
a chance, her moment to reclaim her rightful rule. The land is
hers. The people in it hers. Their dead are hers! And one day
Jasper will learn Mheava is no one’s puppet.

13

0 WARHAMMER FANTASY ROLEPL AY

The Herald The Charnel Chorus

Wight Mass Grave Dead

Before the Night Parade arrive in a settlement, a figure in Most Undead risen from mass graves do not last long. Usually,
ragged motley appears. They dance down the road, limbs they are nothing more than a byproduct of a necromancer’s
moving like a puppet cut free of its strings. Ancient bells jingle, summoning, destined to collapse upon themselves within mere
and every movement is accompanied by a rhythmic snap and hours. The Charnel Chorus is an exception.
crack. Sometimes, the figure attracts a train of eager children,
following them to find where the performance is to be. Sooner This collection of yellowing, cracked skulls follows the Night
or later, they reach the town’s centre, and here their true nature Parade wherever it journeys, borne aloft by a tide of shifting
becomes clear. bones, serpentine spines, and spider-like ribs. Always the skulls
keep up their crackling song, chanting dirges to Morr in eternal
The wide brim of their hat is pushed back to reveal a skeletal mockery.
grin. Eyes burning with Morrslieb’s light look out from a face
stripped clean of flesh. Then they bow, extend their hand, and Jasper summoned the Charnel Chorus from an ossuary outside
deliver their ultimatum: ‘Bring out your dead.’ Schrabwald. The small chapel dedicated to the god of the dead
had been a resting place for his devotees for generations, their
This Wight has become known as the Herald. The Night Parade bones decorating its walls and their skulls watching over his
are never far behind them and they are sometimes to be sighted worshippers.
dancing at the Parade’s head, their strange, jerking movements
making them stand out from the rest of that shuffling company. Over the years, though, the chapel was abandoned, reclaimed
They never speak, beyond delivering their message, and they by the Reikwald Forest. Morr’s protection faded, and the chapel
never stop dancing, holding out their hand to passers-by, slowly became nothing more than a local curiosity, a place
inviting them to join in. There are plenty of stories about those where scholars from Altdorf muttered about architecture and
who accept, and even more about those who refuse. children dared one another to spend the night. Until the skulls
heard the clang of Jasper’s bell.
The Herald does not always dance alone. Sometimes they
appear amidst a town’s graveyard, the dead clawing their way up Jasper seems to take delight in maintaining the Chorus long
to join them. These they lead around town in a grotesque morris past the point where it should have collapsed. Its skulls turn
dance, a sight of which has been known to empty settlements up on the walls of towns he intends to plunder, singing to the
overnight, families leaving their dead to the Night Parade’s defenders and sapping their will to fight. Sometimes Jasper
predations. decorates his cart with them, providing himself with a further
defence should the need arise.
On occasion, villagers do stand against them. The Herald has
been reported destroyed countless times over the decades, Morr’s priests and templars take the creature as a particular
mobbed by those eager to stave off the coming evil. Yet it is insult to their order. Many among the Black Guard have sworn
never long before they are sighted again, stretching out their to end the Chorus’s song, or die in the attempt. So far, none have
hand to the next settlement in the Night Parade’s path. succeeded. Always some part escapes, reforming and regrowing
before seeking their revenge. Among the Chorus’s many skulls,
THE HERALD — WIGHT there now sing more than a few once belonging to those who
M WS BS S T I Ag Dex Int WP Fel W hunt the Undead.
4 40 35 40 45 30 20 25 10 10 10 13
THE CHARNEL CHORUS
Traits: Armour 1, Construct, Dark Vision, Fear 2, – SKELETON MASS GRAVE DEAD
Painless, Undead, Unstable, Weapon (Hand Weapon) +8 M WS BS S T I Ag Dex Int WP Fel W
Skills: Intimidate 50, Melee (Basic) 60, Leadership 20, 4 25 – 40 45 20 15 25 – – – 15
Perception 40, Perform (Dancing) 35
Talents: Combat Aware, Menacing, Robust Traits: Armour 1, Construct, Corrupted (1), Dark Vision,
Trappings: Hand Weapon, Motley Garb, Bell Fear 2, Painless, Regeneration, Stupid, Swarm, Undead,
Unstable, Weapon +7

14

THE NIGHT PARADE 0

IT TOLLS FOR THEE

CONCEARDNVINENGTTUHREE NHIOGOHKTSPARADE

MORBID INTEREST Both lords declared this to be a heinous act of desecration by their
foe, and fresh conflict has broken out, with neither allowing anyone
Scholars Ernholt Weiss and Eirik Morklenburg have been studying time to step foot on to the battlefield to recover their dead.
the Undead in the hope they might be able to find a pattern to
their behaviour. Such knowledge could be invaluable in protecting Agatha Haas, a priest who tends a local shrine honouring all the gods,
the Empire, or so they claim. During a recent analysis of local has begged the two generals to let the dead be given their proper
folklore, they encountered stories about the Night Parade, and became rest. She even tried telling them the Night Parade have been sighted
particularly fascinated with the figure known as the Herald. nearby, and they are most likely the reason for their missing dead.
Both scoffed at such superstitions and are already making plans for
The two scholars believe the Herald’s strange mannerisms mark them the next attack.
as unique among the Undead, and have a theory they might represent
a new path forward in their studies. A dual crescent moon is due Desperate to stop the Undead from claiming any more of her
to happen soon, traditionally the time when the Night Parade make parishioners, Agatha comes to the Characters for help. Either the
their rounds. If the Characters could capture the Herald, and avoid generals must be made to see sense, or the battlefield must be cleared
the attention of Morr’s Black Guard as they transport them back to of corpses, tonight. Already, huntsmen have heard the sound of a bell
Altdorf, the scholars would pay handsomely. making its way back to the killing ground. If they don’t act soon, this
conflict will drown the land in its dead.
MY WILL BE DONE
A LIKELY STORY
Matteo De Spaza, a wizard of the Amethyst order, has come to the
Grey Mountains in order to stamp out the Night Parade. He has While they are resting in a tavern, the Characters’ quiet drink is
a plan to disrupt the magic empowering them, leaving the Undead interrupted when a wild-eyed traveller bursts in. Without a word
vulnerable. to anyone, she strides over to the bar and begins begging for ale.
Eventually, she calms down enough to relate her tale.
An arcane artefact recently came into his possession: a small, black
box originating in distant Lustria. By focussing one’s mind to its A pedlar by trade, she camped down for the night by the roadside,
patterns, the box can be opened and will swallow the winds of magic drinking from her flask of spirits to keep herself warm. And then
into itself for a time. If the Characters could plant this device in another drink to keep her spirits up. And another just for something
Jasper’s Corpse Cart somehow, the magic binding the Undead would to do. The next thing she knew, she was in a cart, lying atop a pile of
be momentarily broken, leaving them directionless and easy to pick corpses. At first, she thought some corpse collector had mistaken her
off. for dead. Then she heard the corpses moaning, felt the limbs beneath
her move, and looked up at the hooded and cloaked figure whose eyes
However, De Spaza is secretly a necromancer himself and sees in the burned with corpse fire. She doesn’t know how long she lay there,
Night Parade an opportunity to claim power. If he can disrupt the pretending to be dead. At last, the cart stopped moving and she took
Liche’s magic, he believes he could bind him to his own will, leading her chance, running as fast as she could and not stopping until she
him to wherever he hides away the legions of Undead. found the tavern’s lights.

ALIKE IN VILLAINY While none believe her, the peddlar has, by sheer luck, survived
an encounter with the Night Parade. Jasper is loath to give up any
Two noble houses are at war over a disputed border, an argument he claims. Even as the peddlar is dragged away to the lock-up for
which has already cost many lives down the centuries. However, the making a public nuisance, the Herald is making their way towards the
bodies from their most recent battle have all disappeared. settlement, the Parade not far behind them.

15

0 WARHAMMER FANTASY ROLEPL AY

ETNHCEONUIGNHTTERPSARWAIDTEH There are two main situations in which adventurers might
encounter such groups:

The strength of the Night Parade varies depending on how The first is when those Undead who were following Jasper fell
long they have been travelling and how many dead they have behind due to some delay or Jasper’s lessening control over the
gathered. Their entirety may be too much for inexperienced Parade’s growing numbers. If something were to happen to Old
adventurers, while dealing only with stragglers could be far too Jasper, much of the Night Parade would break apart into such
simple a matter for more experienced Characters. groups. They might still be following the direction the Corpse
Cart went, or they may stay where they are. Lesser Undead,
Below are three different examples in which the Characters such as Zombies and Skeletons, rarely have their own goals
might encounter only a portion of the Parade. When planning or aims, though some may still have some lingering concept
your adventure, choose the most appropriate for your group, or of where they once lived and try to return there. They attack
feel free to tailor the Parade for a greater, or lesser, challenge. anything that gets too close.

Mop Up the Stragglers The second is when those dead who did not rise when the
Night Parade passed nonetheless felt its call. Perhaps it took
Easy Encounter them longer to free themselves from their graves, or they died
Jasper’s command over the dead is not always perfect, and shortly after the Night Parade passed by. Either way, the dark
wherever his Corpse Cart travels dark magic lingers. The Parade magic left in the Parade’s wake can still be enough to animate
leave a trail of the dead wherever they pass, who have either them, meaning settlements deal with sporadic outbursts of the
wandered off from their main body, or who are newly risen by Undead days after the Night Parade has moved on.
the magic staining the ground wherever the Parade go. These
can form new bands of wandering Undead, aimless save for There is no set make-up for a gang of stragglers, but it will
their need to kill, and soon to be mopped up by either those normally be comprised of lesser Undead, such as Zombies and
who hunt such creatures, or the Night Parade when they retrace Skeletons, ones without a will of their own to direct them.
their path back to the Grey Mountains. Larger, slower creatures, such as Mass Grave Dead, often
accompany such bands, though their integrity rarely lasts long.

16

THE NIGHT PARADE 0

Encountering stragglers is rarely challenging for adventurers: His control over the Undead is also at its strongest during this
they are few in number and are working entirely on instinct, time, and he is able to direct their efforts with greater efficacy.
without any organised direction or tactics. However, if they The result of this is that, rather than wandering or attacking
are not dealt with soon, their numbers will start to increase. aimlessly, the dead display greater unity of purpose, and even
The more they kill, the more dark magic gathers around them, fundamental tactics according to Jasper’s instructions.
raising their victims in turn.
During this time, Jasper is primarily concerned with gathering
A group of stragglers may consist of: corpses and growing his numbers. He therefore prioritises
places where he is sure to find a rich supply. The ill-defended
0 Five Zombies clustered together. burial gardens, which are kept by most hamlets, battlefields, and
charnel pits are his main objectives.
0 Two Skeletons.
A Bring Out Your Dead group might consist of:
0 One rotten steed or one Zombie Mass Grave Dead.
0 The Herald and six Zombies, about a mile ahead of the
Bring Out Your Dead main force.

Medium Encounter 0 Left flank: lesser Undead about half a mile from Jasper,
When the Night Parade first set out, their numbers are relatively consisting of three Dire Wolves, five Zombies, and a
few. There are always some dead for them to pick up, those Skeleton.
unfortunates left unburied, victims to bandits or monsters, and
dead forest creatures also find themselves drawn to the bell’s 0 Right flank: lesser Undead about half a mile from Jasper,
call. Yet, at this stage, the Parade is more elite, clustered tightly consisting of three Skeletons, two Zombies, and one
around Jasper and his cart. Zombie Demigryph.

To make up for their lack of numbers, Jasper is more cautious. 0 A command corps consisting of Old Jasper (Corpse Cart-
The Herald goes ahead, putting out the call for corpses and mounted Liche), four Wights, Mheava, two Skeletons,
testing a settlement’s defences. Should the Herald be destroyed, and four Zombies.
Jasper takes the Parade elsewhere, raising another Skeleton to
the Wight’s former status. 0 The Charnel Chorus may appear at any position in the
Night Parade.
Unable to rely upon the Night Parade’s numbers to protect
himself, Jasper keeps Mheava and the other Wights close.

17

0 WARHAMMER FANTASY ROLEPL AY

Danse Macabre The full Night Parade consist of:

Hard Encounter 0 Mheava (Skeletal Steed-mounted Wight Champion)
In this scenario, Old Jasper has successfully gathered his with two Skeleton cavalry (skeletal steed-mounted
full complement of Undead and is set to return to the Grey Skeletons), three Skeletons, and four Zombies, about a
Mountains. This is the last chance for anyone looking to mile ahead of the main force.
end the old Liche before he will be inaccessible in whatever
hold he delivers the dead to. This is also when Jasper is at 0 Left flank: lesser Undead, half a mile from Jasper,
his most dangerous. The Parade, by this time, has swollen consisting of one Wight, two Dire Wolves, and seven
in size, with Undead wandering up to half a mile around its Zombies.
centre. Settlements now hold little interest to Jasper, but their
inhabitants are likely to be swept up in the Parade’s path if they 0 Right flank: lesser Undead, half a mile from Jasper,
don’t take measures to get out of their way. Despite this, there consisting of one Wight, four Skeletons, two Dire Wolves,
are some key weaknesses Characters may be able to exploit. and one Zombie Demigryph.

Due to the Parade’s increased size, Jasper no longer has fine 0 A command corps consisting of Old Jasper (Corpse Cart-
control over its numbers. The further they are away from Jasper, mounted Liche), two Wights, two Skeletons, and four
the more likely they are to be easily distracted and wander off, Zombies.
eventually forming groups of stragglers. Observing the Parade
could show that some of the Undead are no longer moving with 0 The rear, up to a mile from Jasper, consisting of five
the same unity of purpose, and are breaking away from their Zombiess and a Mass Grave Dead.
fellows to chase sounds or animals. Characters could use this to
try to disperse the Undead further, or make themselves a path 0 The Herald (rotten steed-mounted Wight) moves around
to its centre where Old Jasper lies. the Parade’s edges, corralling stragglers.

Old Jasper is vulnerable during this time. In order to maintain 0 The Charnel Chorus will either be found
the Parade’s cohesion, he must send Mheava, the Herald, and at the rear (replacing the usual Mass Grave
the other Wights to the outer limits, relying on the Parade’s Dead, if there was one), or on Old Jasper’s
increased size to prevent enemies from reaching him. Taking Corpse Cart if he feels threatened.
out Jasper may not end the Undead threat all at once. Some
lesser Undead may collapse, but most would form groups of
stragglers. Mheava would take back her own will, claiming
whatever power she can from Jasper’s remains before taking
her Wights into the forest to plot her revenge against whatever
power he served. Even without killing Jasper, sending Mheava
away means his command over her is weakened. While Mheava
may not be able to talk, and would not be able to disobey Jasper
directly, she would not be above communicating with those who
could end him.

Finally, this is when the Night Parade are the most difficult
to dismiss as a threat. The Characters will have an easier time
assembling allies to stand against it, though a head-on attack
could prove disastrous for all involved.

18

THE NIGHT PARADE 0

CORPSE CARTS Vigor Mortis

Hideous amalgamations of dead flesh and rotting wood, Any Undead within 8 of the Corpse Cart are no longer subject
Corpse Carts have plagued the Old World since hapless corpse to the Unstable rule. The Corpse Cart itself continues to be
collectors became bound to their charges as warpstone rained subject to this, reflecting the dangerous nature of the magic it
over Sylvania. Pulled by pitiful Zombies, bells tolling in time holds.
with their cargo’s moaning cries, these Undead constructs act
as dark magic wellsprings, filling the dead with unnatural life. In addition, any attempt to cast a spell from the Lore of
Necromancy within 8 of the Corpse Cart is made at +20.
Corpse Carts can be found wandering roads and byways
throughout the Empire. They are often sought by necromancers These effects end should the Corpse Cart be destroyed.
looking to enhance their powers. Some necromancers even try
making their own, carrying out sickening rituals to fuse man, BALEFIRE BRAZIER
beast, and cart together, which they then use as mounts. They
are not alone in hunting them, though. The Black Guard of Instead of a bell, some Corpse Carts carry a Balefire Brazier.
Morr take reports of Corpse Carts very seriously. Sightings These warpstone torches burn with witchlight, consuming the
of such a construct nearby is one of the few times these dour winds of magic and forcing all Lore (Magic) checks made
templars may leave their station guarding the Gardens of Morr. within 8 of them to suffer a -20 penalty.
This replaces the usual benefit the cart provides to Lore of
Corpse Carts quickly enter local lore, with tales of them being Necromancy spellcasting.
shared around the fire on a dark Geheimnisnacht. It is rare to
find a region without its own variation, populating the roads THE LOST AND THE DAMNED
with sinister Night Parades, garish Charnavals, or the mournful
fiddle of the Totentanz. This can be put down to the fact that no Corpse Carts may originate anywhere bodies need to be
two Corpse Carts are ever alike. They all carry something to call transported from one place to the next. Rural settings are their
the dead from Morr’s silent kingdom, whether it be a bell or the most common haunts, as many settlements are quite some
driver’s mournful keening, but aside from that they vary greatly distance from the nearest Garden of Morr, relying instead on
in form and origin. either passing corpse collectors or their own less well-defended
graveyards. Cities are just as reliant upon corpse collectors,
Some Corpse Carts are left loose when their necromantic especially in times of plague, and it is not unknown for these
creators are hunted down, or the armies they marched in suffer constructs to appear wandering their streets. There have even
defeat. Others are the product of accidents, plague carts twisted been reports of barges laden with bloated dead, clawing their
together with the corpses they carry after coming into contact way along rivers.
with warpstone or other strange magics. Whatever they owe It is not just human dead who are vulnerable. Dwarf families,
their origins to, the effect is the same. Wherever a Corpse Cart for example, pay extravagant sums to have their remains returned
passes, the dead sleep lightly. to their ancestral holds. Any such procession has the potential
to become a Corpse Cart, given the right circumstance, and
CORPSE CART guards are hired to ensure the dearly departed are defended in
M WS BS S T I Ag Dex Int WP Fel W their final journey.
4 20 - 40 50 5 10 10 - - - 36

Traits: Armour 3, Construct, Constrictor, Corrupted
(2), Dark Vision, Die Hard, Fear 3, Painless, Rear, Size
(Large), Undead, Unstable, 5 x Flailing Limbs+7

Optional: Balefire Brazier, Diseased, Distracting,
Infected, Infestation, Trained (Mount)

19

0 WARHAMMER FANTASY ROLEPL AY

JOASRPTERWHOATSOAPBICOKN..E.

BODY CHECK NEVER TRULY GONE

Smuggler Igor Sirren has been tasked by his client, a mysterious but Every year, a Corpse Cart passes through Stirasholm. The adventurers
influential individual in Altdorf, to bring some… sensitive possessions overhear the villagers talking about it, yet there is no horror in their
down from the north. In particular, she wants to make sure a Khemrian voices. The place appears to be preparing for a celebration. Bunting
artefact she’s been studying arrives without issue. is hung as the villagers get ready to welcome their loved ones back.

Knowing the superstitions held by the Empire’s common folk, Igor That night, the cart arrives: a tattered thing, dragging behind it a
has a foolproof plan to ensure they won’t look too closely. All it takes group of Zombies. They don’t pay the villagers, who lean out their
is one ramshackle cart, a pile of corpses, and some people looking for windows and throw flowers as they walk past, any heed. Some villagers
quick coin to pretend to be Zombies. are in tears, reaching out to loved ones. The dead never look at them,
until a man stumbles into their path, begging for his daughter to
Igor is sure that, with the Characters’ help, they’ll pull off this return.
masquerade without issue. No one who knows the story of the Corpse
Carts will want to hang around when they hear one coming, and even
if they did, who’s going to dig through a pile of bodies for one measly
stone scroll case?

COLLECT THEM ALL

While enjoying an Altdorf market day, the adventurers bear witness to
a disgusting sight. Someone screams, people turn and flee, crushing
stalls and one another in their panic. Out from the mess stumbles a
monster. Flesh stretches over a wooden frame; legs twitch beside
shattered wheels; the whole thing dragged by one, misshapen
creature, bloody tears running from ruined eye sockets. The
thing manages five more steps before it collapses under its
own weight.

A few moments later, a woman dressed in a black cuirass and
wielding a greatsword arrives at the scene. She calls herself
Sister Umbra, a templar dedicated to Morr. Recently, the
temple of Morr has been losing acolytes sent out as corpse
collectors, only for them to turn up like this. She believes a
necromancer is seeking to make a Corpse Cart, something she
has heard about in stories from the old Vampire Wars. Anything
the Characters saw could be the key!

20

THE NIGHT PARADE 0

One of the most highly regarded roleplaying campaigns ever written,
Every Gamer should play the Enemy Within

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