FEAST OF BLOOD
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OLADDVWENTOURERS LD
FEAST OF BLOOD
0 WARHAMMER FANTASY ROLEPL AY
CREDITS CONTENTS
Writer: Robin Low Welcome to Spider Holt ������������������������������������������������������� 3
Lorenz of Red Moss Tower ���������������������������������������������� 3
Additional Writing: Dave Allen, TS Luikart The Spider Baron............................................................... 4
Getting the Characters Involved �������������������������������������� 4
Editor: Síne Quin
Hagedorn, Tobias and the White Hart ���������������������������������� 4
Producer: Pádraig Murphy Esther..................................................................................... 5
Line Developer: Dave Allen Into the Woods.................................................................. 6
Itsy Bitsy Spiders............................................................... 6
Illustration: Scott Altmann, Jon Hodgson, Justin Russell, Tangled.............................................................................. 7
A Forest Pool..................................................................... 7
Sam Manley, Mitchell Nolte, Scott Purdy Temptation........................................................................ 8
Lorenz Makes His Move �������������������������������������������������� 8
Graphic Design and Layout: Rory McCormack The Scarecrows.................................................................. 9
The Great Spider Hunt ���������������������������������������������������� 9
Proofreading: Christine Crabb The Spider Baron’s Emissary ������������������������������������������ 10
At the Court of the Spider Baron ����������������������������������� 10
Cubicle 7 Business Support: Tracey Bourke, Anthony Burke, A Civilised Conversation ������������������������������������������������ 12
Elaine Connolly, Andrena Hogan, Donna King, Kieran Plans within Plans........................................................... 12
Murphy, and Cian Whelan In Lorenz’s Garden.......................................................... 12
Meeting Lorenz............................................................... 13
Cubicle 7 Creative Team: Dave Allen, Emmet Byrne, Into the Tower................................................................. 14
David F Chapman, Walt Ciechanowski, Tim Cox, Zak Friends Reunited............................................................. 15
Dale-Clutterbuck, Cat Evans, Ben Fuller, Runesael Flynn, The Day of the Party....................................................... 16
Dániel Kovács, Tim Huckelbery, Elaine Lithgow, TS Luikart, Dance of the Vampires ��������������������������������������������������� 16
Rachael Macken, Rory McCormack, Dominic McDowall, The Other Guests............................................................ 16
Sam Manley, Pádraig Murphy, Ceíre O’Donoghue, JG A Dish Fit for a Freak ���������������������������������������������������� 17
Epilogue – Hagedorn...................................................... 18
O’Donoghue, Síne Quinn, and Christopher Walz Pregen Characters............................................................ 19
Creative Director: Emmet Byrne
Publisher: Dominic McDowall
Special thanks to Games Workshop
Last Edited: 21st October 2021
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2
0
• FEAST OF BLOOD •
WELCOME TO SPIDER HOLT MLoorsens zToofweRred
In the east of Stirland lies the cursed land of Sylvania, a region Spiders are not alone in the wood. One vampire is brave
of mountainous crags and dark forests. Many of its evil woods enough to live within it, albeit at the edge on the other side
are widely known: Hunger Wood, Tangle Wood, Ghoul Wood, from Hagedorn. Lorenz of Red Moss Tower is a Necrarch, one
names hinting at horrors lurking within. There are more obscure of uglier forms of vampire-kind. His existence in their land is
woods, not found on maps but familiar to locals. The Bloated tolerated by the von Carsteins as his talents have proven useful
Copse and Toadstool Thicket are but two of several obscure to them. Furthermore, once a decade Lorenz throws a damn
woods, known by Sylvanian folk to never venture into unless good party! All manner of night-stalkers are invited.
your life depended on it. Spider Holt is another.
Spider Holt lies on the Sylvanian side of the Ostermark-
Stirland border. The inhabitants of the hamlet of Hagedorn on
the Ostermark side know that Sylvania’s forests conceal more
than one variety of fanged, blood-sucking predator. No one
knows how many long-legged terrors lurk within Spider Holt,
but everyone knows that after pushing a few hundred yards
through the tangled branches you see the first of the threads
and webs, almost luminous, spreading from branch to branch,
covering the ground, becoming ever thicker. Only the brave
stray across the border to collect wood, and even they only skirt
the edges.
Folk say Spider Holt is feared even by vampires, whose blood-
filled corpses are a temptation for any spider. That a rumoured
Spider Baron lives in the heart of the wood, a monster who was
once a man or vampire, whose arms and legs were sliced in twain
lengthways by the Blood God as a blessing or a curse. That there
is a deep pit, white with webs, from which all the spiders of the
world crawl. That if you bring the spiders a suitable offering,
they may let you go with your life and a gift only spiders can
give.
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0 WARHAMMER FANTASY ROLEPL AY
It is time for this decade’s ball, and Lorenz has his servants Getting the Characters Involved
busily preparing. However, Lorenz wants something grotesque
as his special course, a challenge even to his guests’ jaded As the GM, you must get the Characters into a situation where
appetites. He wonders, who among the invited shall be first to Lorenz can persuade or force them to brave the depths of
dare to taste the blood of a live Giant Spider? Spider Holt and capture a live Giant Spider. You may have ideas
of your own, but here it is assumed the Characters have reason
Lorenz prefers not to risk his living servants in obtaining a to travel to, or at least through, the village of Hagedorn on the
spider. Instead, he has sent his Scarecrows, but they are blunt Ostermark side of the Ostermark-Stirland border. However, the
instruments and have been unsuccessful. When Lorenz becomes setting can be relocated if necessary.
aware of the Characters roaming Spider Holt, he decides to
blackmail them into doing the job. If the adventurers succeed THHAGE EWDHOIRTNE,HTAORBTIAS AND
in securing him a plump, live Giant Spider, Lorenz ensures they
stay for the party. Hagedorn’s Priest, Tobias, has had a dream he interpreted as a
vision from Taal. He saw a White Hart trapped in the folds of a
The Spider Baron great web; a thousand black eyes glinted in the surrounding dark.
Something is trapped, something important to Taal. Whatever
The Spider Baron is real. A disturbing Human-Spider Mutant, it is, it must be saved. Tobias is too old to brave the terrors of the
he leads a community of Giant Spiders and Human-Spider wood, but perhaps others could accompany Esther, his initiate
Mutants deep within the woods. Like most spiders, he and his and successor.
followers prefer to remain out of sight. They have more reason
to be scared of people than people have to be scared of them. Tobias sees the arrival of the Characters as a literal godsend,
and his friendly welcome is a prelude to telling them of his
On discovering Lorenz’s scheme, the Spider Baron has other vision and asking them to rescue the White Hart. Tobias first
ideas. He has long been aware of Lorenz, but is unaware he attempts to persuade them with the notion of a spiritually noble
is a Vampire, believing him only to be a powerful Wizard. By quest. If the Characters remain reluctant, he tries spiritual
placing one of their own kind in the heart of Lorenz’s home may bribery (‘Taal would be most pleased and generous to those who aid
let the spiders play a game of their own. Perhaps the Characters those dear to Him’). If this fails, he resorts to spiritual blackmail.
can help the spiders when they know the plan; perhaps the Dire warnings of Taal’s anger may be ignored, but after leaving
spiders won’t tell them the plan, and they’ll face yet another Hagedorn, unhelpful Characters encounter the most atrocious
horror in the woods. rain and wind, seemingly following them wherever they go,
uprooted trees falling across their path – the conditions lessen
and relent when they decide to head back to Hagedorn. If the
Characters refuse to be coerced, let them go, but if they ever
need aid from Taal or his followers, they encounter distrust and
unhelpfulness until they perform a penance of some sort.
If the Characters accept the task, however reluctantly, Tobias claps
them on the back and tells them legends of Spider Wood (see
Welcome to Spider Wood).Tobias seems oblivious to the fears these
tales might raise, believing the Characters’ agreement spiritually
binds them to the task, and backing out rouses Taal’s anger.
FEAST OF BLOOD 0
TOBIAS — HUMAN PRIEST
M WS BS S T I Agi Dex Int WP Fel W
4 30 36 30 37 35 33 30 35 35 37 12
Traits: Weapon (Hand Axe) +7, Weapon (Staff ) +7
Skills: Athletics 35, Charm 39, Cool 38, Endurance
37, Entertain (Storytelling) 40, Gossip 37, Heal 45,
Intimidate 35, Intuition 39, Lore (Theology) 40, Melee
(Basic) 36, Perception 37, Pray 49, Research 35
Talents: Blather, Bless (Taal), Holy Visions, Invoke
(Taal), Read/Write
Blessings: Battle, Breath, Conscience, Hardiness, The
Hunt, Savagery
Miracles: King of the Wild, Lord of the Hunt, Tooth
and Claw
Trappings: Hand Axe, Staff, Symbol of Taal (stag’s head
carved on antler), Venerable and Worm-eaten Book of
Taal
ESTHER But she won’t run like a coward. Now Taal has sent Tobias a dream;
Esther is certain she is the White Hart, and the clinging folds of
Tobias introduces the Characters to his initiate, Esther, a the web are Hagedorn and its folk. She believes the Characters can
pleasant, ordinary young woman with dark eyes, fair hair and unwittingly save her. She hopes to vanish quietly in the woods and
complexion. She is friendly, interested in the Characters, but
a little quiet, following Tobias’s lead. She is strong and fit, be assumed dead, eaten by spiders, but remembered fondly by
unsurprising in a vocational follower of the god of the wilds. Tobias and the villagers for her bravery and devotion to Taal.
She is keen to venture into the woods, but for her own reasons. Of course, the true meaning of Tobias’s dream remains to be
Unknown to anyone, Esther has been changing. Some nights she seen.
senses the tremors of every secret footstep and restless sleeper
in the hamlet. Spiky white hairs are growing on her legs and This introduction brings the Characters to both Lorenz’s and
arms, pale enough that no one has noticed yet. Once, her mouth the Giant Spiders’ attention. Lorenz’s agents in the wood (the
stretched wide and pincer-like fangs grew out before receding. creepy Scarecrows) inform him of the Characters’ exploration
Esther is not worried: she believes Taal is blessing her, bringing of the wood and he uses them to kidnap Esther. Lorenz uses
her closer to nature. She is not stupid: she knows the word Mutant, the promise of her freedom, and maybe a modest reward, to
that she is slowly changing forever, and cannot stay in Hagedorn. persuade the Characters to help him. Meanwhile, the spiders
recognise Esther for what she is, and the Spider Baron has had
a vision of his own…
ESTHER — HUMAN INITIATE BRASS 2 HUGO — HUMAN ARTISAN SILVER 1
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 33 32 35 39 37 35 30 32 31 40 12 4 30 30 51 47 37 35 40 30 38 38 16
Traits: Weapon (Dagger) +5, Weapon (Staff ) +7, Traits: Armour 1, Weapon (Hammer) +9
Skills: Athletics 43, Cool 41, Dodge 37, Endurance 48,
Skills: Athletics 42, Cool 32, Endurance 45, Intuition 37, Evaluate 35, Stealth (Rural) 37, Trades (Blacksmith) 52,
Lore (Theology) 32, Perception 40, Pray 45, Research 30 (Carpentry) 42
Talents: Artistic, Strong Back 2
Talents: Bless (Taal), Holy Visions, Read/Write Trappings: Hammer, Leather Jerkin and Leggings
Blessings: Battle, Breath, Conscience, Hardiness, The
Hunt, Savagery
Trappings: Dagger, Staff, Symbol of Taal (a stag in profile
carved on a stone)
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Time in Hagedorn Fire
The Characters can head into Spider Holt straightaway, but Sooner or later, Characters will use fire to clear cobwebs
may wait a while to prepare, and talk to the locals. Hagedorn is or intimidate and attack spiders. It is inevitable. However,
a small village: a handful of thatched cottages, a small shrine- emphasise dryness in Spider Holt. Cobwebs burn easily, but
cum-temple topped with huge antlers where Tobias and Esther in places where they are very thick (where the Characters
live (with curtained-off quarters), two communal sheds for are most likely to use fire), old branches and moss go up in
animals and crops, and a blacksmith’s forge. The buildings are flames too. (Smoke from burning branches and moss will make
surrounded by an angled wall of outward-facing sharpened the Characters’ eyes water, so allow more time for them to
stakes – an untested defence against the spiders of the wood. navigate the wood with blurred vision.) You don’t have to stop
Beyond this are communal fields, worked by the villagers. Folk the Characters using fire or burn down the forest, just make
are friendly and curious, but easily intimidated. them feel it’s a risk. Also, fire causes the viscous fluids in a
spider’s abdomen to boil and explode with a significant pop. It
Besides Tobias and Esther, the Characters should meet Hugo, won’t work with big ones, but if the Characters are faced with
Hagedorn’s blacksmith and carpenter. Hugo would be the hundreds of little spiders and apply a flaming torch, the result-
hamlet’s leader if not for his deep respect for Tobias. Hugo is ing pops as their carapaces explode are startling. The smell is
strong and brave, but won’t follow the Characters and Esther into nauseating and the scent of burning will linger for a long time.
Spider Holt; everyone recognises Hugo’s duty is to Hagedorn Remember to cover the Characters’ faces with harmless but
and its people. However, Hugo gladly assists Characters if they sticky spider shrapnel.
try building spider traps later in the adventure.
Itsy Bitsy Spiders
Into the Woods
There are lots of small spiders crawling about, so make use of
Spider Holt is dark and shadowy, full of tangled branches and them. Minor events:
sticky cobwebs that soon adorn the Characters’clothes and tickle
their faces. Despite what they’ve been told, the cobwebs don’t 0 spiders drop from branches and crawl over the Characters,
become thicker the deeper they travel, but they are everywhere. creeping through gaps in their armour; Challenging
There is enough light to see by day, but a torch or lantern is Cool (+0%) Test to resist stripping armour and clothes
sometimes needed. During their explorations, the Characters
find small clearings open to the sun where it feels safe to stop 0 sleeping Characters wake to find a fist-sized spider with
and rest. Spider Holt is not completely devoid of animal life, but a lot of eyes sitting on their chest looking at them; it’s big
there is less birdsong inside the wood than in the fields outside. but runs instead of biting
Small, harmless spiders are everywhere; Characters suffering
from arachnophobia (WFRP, page 191) may have a difficult 0 random Character is bitten by some nasty-looking little
time. green spiders; very itchy but not venomous (–1SL to Tests
requiring concentration for 1d10 hours, but not during
combat)
Let the Characters spend some time searching Spider Holt for 0 a bird is trapped in a dense web. If the Characters help it,
a White Hart, even though there’s no such creatures to find. scores of harmless spiders boil out of a hole in the tree,
Instead, there are several encounters to keep the Characters and begin wrapping the bird. Further attempts to rescue
occupied. If the Characters return to Hagedorn each night, the bird results in the spiders scuttling about in a scary
that’s fine. A few days in the woods provides a credible amount fashion; a successful Hard (–20%) Cool Test is needed to
of time for Lorenz to notice the Characters and make plans to save the bird.
use them, and for the spiders to notice Esther.
0 Characters acting aggressively towards smaller spiders
During this time, Esther is periodically distracted, but cheerful. have a 50% chance of being bitten, with a 50% chance
She happily handles the small spiders scuttling around with of bites being venomous. Treat venom effects as random
no fear at all. Although she intends to mysteriously vanish, Conditions: Bleeding; Blinded 5; Broken; Fatigued; Poisoned
she won’t do so immediately. Of course, she is kidnapped by (Easy or Average Venom); Prone (Average (+20%)
Lorenz’s servants soon enough, but whether this happens just Toughness Test every minute to recover and stand up);
after she sneaks off or during a more dramatic confrontation Stunned; Unconscious (Average (+20%) Toughness Test
between the Characters and Lorenz’s servants depends on every minute to remove condition).
circumstances (see Lorenz Makes His Move).
Some possible events and encounters in Spider Holt to keep
the Characters interested are described below. These can occur
before or after the Characters undertake the mission for Lorenz.
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FEAST OF BLOOD 0
Tangled
Run this before Lorenz Makes His Move. Characters find what
appears to be several corpses tangled in webs. Closer inspection
reveals they are scarecrows with pumpkin heads. Only if a
deeper examination is made (clothes removed, stuffing pulled,
inevitable small spiders) do the Characters discover a dried-
out heart nailed to the crosspiece of the body, and that limbs
and fingers are properly jointed and tied together with sinew.
Both Players and Character likely recognise these are magical
constructs, although if they imagine they’re the work of a
murderous folk artist let them think that. A successful Average
(+20) Lore (Magick) Test or Challenging (+0) Intelligence
Test suggests that dislodging the nailed heart would disrupt
the magic animating them (see Lorenz’s Scarecrow Men for
more). If you wish, one entrapped Scarecrow is partially active
and attempts to grapple any Character inspecting it. It seeks to
Entangle only.
A Forest Pool
The Characters find a clearing. In the centre is a pool of water
with a thorny, berrying bush beside it. On the ground, covering
the entire clearing, is an opaque layer of white, non-sticky
cobweb; hidden underneath are several empty holes about 2-ft
deep and 1–2-ft wide. This place is a trap for larger animals, and
Players can probably tell it’s a set-up. However, it demonstrates
the spiders’ intelligence. If the Characters risk going to the tree
and pool, they can avoid the pit holes by poking the web as
they go; if they don’t take simple precautions feel free to let
someone fall in; a failed Challenging (+0) Agility Test is good
for a single Wound and a sore ankle. There are a few Giant
Spiders secretly watching. This is an opportunity for a combat
encounter; there are as many spiders as Characters (WFRP,
page 315, Size (Small) Trait), but they retreat after one of their
number are killed.
0 WARHAMMER FANTASY ROLEPL AY
Temptation ‘Stay your hands, my friends! The lady will not be harmed. I have
taken her as mere leverage. You see, I need your assistance.
This looks like a trap, but it’s not. Within a tangle of dead
branches and dusty cobwebs, the Characters see an old leather ‘I throw a memorable party every now and again, at my home in
satchel stuck on a branch. A crumpled and vaguely corpse-like the forest, and my guests expect something mysterious to stir their
form covered with old web lies beneath. Characters with Skills interest. This year, I’ve decided on a Geheimnisnacht theme, and I
like Outdoor Survival, Track, or Set Trap should be allowed a want a live Giant Spider as my surprise of the evening! Just think of
Difficult (–10) Test to recognise this as a long-unused spider the sensation it will cause.
nest. If none of them realise this, Esther can point it out.
Hopefully the Characters are tempted to go for the satchel, the ‘My Scarecrows are obedient, but cannot improvise and have been
contents of which are left in your hands. However, no matter outwitted by these cunning spiders. I need your skill and wit to
how carefully they try to take the satchel, its removal dislodges obtain the prize! So, the deal is this: catch me a Giant Spider! Alive;
the old shed skin of a Halfling-sized Giant Spider, which falls that’s essential. With a body that would fill a wheelbarrow. Bring
from above right on top of them. Try to scare them by treating it to this spot within one week and my minions will lead you to my
it like a combat; let them make a few attacks. Then, once they home.
realise, scare them again by pointing out just how bloody big
these things are. ‘And you never know, besides the return of the lady, there may be a
reward or two!’
Lorenz Makes His Move The Characters may have questions:
Esther’s kidnapping takes place when she is separated from the Who are you?
Characters: trailing behind examining a plant, when taking a
turn at watch, or answering a call of nature. Remember Esther ‘I am Lorenz of Red Moss Tower.’
is planning to run away, so is seeking such opportunities herself.
If the Characters become engrossed in a problem or argument, What are you?
a silent kidnapping could take place: allow the Characters an
Average (+20) Perception Test to notice she is missing, or just ‘I am a wizard of some modest skill. I would have hoped that much
wait until someone mentions her by name. After some panic is clear.’
and frantic searching, Lorenz’s Scarecrows appear, and Lorenz
speaks through them as described below. Are you a Vampire?
For a more dramatic kidnapping, Lorenz uses two teams of ‘Ha! I dabble in necromancy and I live in Sylvania, but I am no
Scarecrows. A smaller group of three grabs Esther and vanishes von Carstein bloodsucker. I live here on their sufferance, as I am
through the trees; while a team of eight gets between them and sometimes of use to them.’
the Characters, preventing them from following. If necessary,
they attempt to draw as many Characters away from Esther as You dabble in necromancy?
possible, giving them noises or glimpses to investigate.
The eight Scarecrows don’t attack the Characters, but attempt ‘ Yes, though I prefer the Jade Winds. Sticks and dried flowers are
to stall them. If attacked, they fight defensively. Lorenz dead things, too, and can be animated like bones and dead flesh.’
speaks magically through the Scarecrows, probably giving the
Characters cause to hesitate. Where have you taken Esther? What are you doing with her?
‘To my home, Red Moss Tower. She will be safe and unharmed, an
honoured guest, even if you fail.’
Have you seen a White Hart in the woods?
‘A white heart? Oh, you mean a deer. No, I have not. Is that what
you seek? Interesting.’
How do we catch a Giant Spider?
‘A large jar and a sheet of parchment? Great Sigmar! I’m
blackmailing you to avoid having to think about this myself. Now
hop to it!’
8
FEAST OF BLOOD 0
The Scarecrows The Great Spider Hunt
Scarecrows are Lorenz’s foot soldiers. They are built from yew So how do you catch a Giant Spider alive? That’s up to the
branches, jointed and bound together with gut and sinew, Characters and they have a week. Whatever plans they come
topped off with a roughly-carved pumpkin head. A dried-out up with (cage traps, knock-out gas, magic, pit-traps, big nets,
human heart is nailed to the central cross with a rusty coffin chasing with flaming torches, hunting dogs, the power of prayer)
nail. They are dressed in peasant rags and sacking, stuffed with let them implement them. If the plans are good, give them a fair
straw and dried leaves. Some have candles inside their heads, chance to succeed. If they’re terrible, give them a fair chance to
adding to their creepiness on a dark night. They are modestly surprise everyone.There’s potentially a lot of fun here, but let the
intelligent for artificial undead creatures, and follow fairly Players take the lead. Hagedorn’s inhabitants enthusiastically
complex orders well, but have little initiative. What is carved offer suggestions and help in construction of traps and cages.
into their orange faces provides an illusion of emotion. However, some Hard (–20) Charm or Leadership Tests are
required before any are willingly venture too deeply into Spider
Some wield swords, some bows; all are capable of operating Holt, perhaps to position a trap. A similar Very Hard (–30) Test
simple devices, like bolts, locks and keys. is needed to persuade any to stay and help. Intimidation results
in fear and resentment.
They have a weakness: if the nailed heart is dislodged, the magic
animating them is disrupted. Dislodging the heart requires a At some point, the Characters experience either success
Critical Wound to the chest. This can happen through the luck (spectacular or lucky) or a dramatic failure (embarrassing
of the dice, but a successful called shot (Hard (–20) Weapon or frustrating). Or, it might only be a day or two to go until
Skill Test) to the chest avoids a roll on the Hit Locations table. Lorenz’s deadline and the Characters have nothing to show for
it. Now the other power in Spider Holt makes himself known:
If he concentrates, Lorenz can see through a Scarecrow’s eyes, the Spider Baron.
but only one Scarecrow at a time. He can also speak through
up to half a dozen of them from several miles away if they are
reasonably close together (within a large room, a forest clearing).
SCARECROW
M WS BS S T I Agi Dex Int WP Fel W
4 30 30 35 45 30 30 35 20 10 — 12
Traits: Dark Vision, Fear 1, Magical, Painless, Ranged
(Bow) +6 (50), Stride, Undead, Unstable, Weapon
(Sword) +7
Skills: Melee (Basic) 45, Ranged (Bow) 40
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0 WARHAMMER FANTASY ROLEPL AY
The Spider Baron’s Emissary If the Characters restrain themselves or surrender, the Emissary
steps forward: a tall, lean man wearing black armour (Average
By now, the Characters are probably used to the presence of hand- (+20) Perception Test to notice it’s made of spider carapace and
sized and smaller spiders everywhere, so they may not notice a silk), carrying a spear. He has very dark, very round eyes, but
gradual increase in the number of glittering black eyes all around seems Human. He raises a hand so as to halt or silence the
or the intensified sound of scuttling, creeping and crawling. They Characters. He speaks:
might be returning to Hagedorn after another failure or heading
to Lorenz’s meeting point with their prize, but allow them a ‘ You are servants of the White Queen?’
Difficult (–10) Perception Test to notice (Challenging (–0) if
anyone specifically mentions being extra wary). This should lead to some questions and answers.
If Characters spot the build-up and are on their guard, the Spider Who is the White Queen?
Baron’s Emissary approaches them alone, carrying a white cloth
of peace (although they are discreetly surrounded). If they don’t ‘The woman you escorted in the woods. Our eyes in the trees say you
spot the build-up, they are suddenly and obviously surrounded failed to protect her from the Branchmen. Why do you hunt us? We
by a great many spiders, some just the size Lorenz was after. did not take her.’
This likely gives all but a Troll Slayer pause for thought. The
Emissary again carries the white cloth, but if the Characters Why do you want Esther? The White Queen?
fight, so be it. The spiders fight defensively and seek to Entangle
the Characters with webs. Give the Characters a fair fight, ‘She is to be our Queen. The Baron has foreseen it in a vision. We seek
but unless the Characters are cunning, brutal or lucky, sheer only to bring her safely to him.’
numbers win the day. After this, they can be carried directly to
a meeting with the Spider Baron himself. We have a problem. Can you help?
THE EMISSARY (BRASS 0) ‘If we can save the Queen we will help. You must speak to the Baron.’
M WS BS S T I Agi Dex Int WP Fel W At the Court of the Spider Baron
5 33 33 35 35 40 40 37 50 33 43 12 Travelling willingly or trussed up in silk and carried by spiders,
Traits: Arboreal, Armour 1, Night Vision, Mutation the Characters are taken to meet the Spider Baron. If any
(large dark eyes), Weapon (Spear) +7 Character asks to ride a Giant Spider, several narrow-waisted
spiders have no objection. For those with the Ride Skill, it’s
a wild ride; those without it must make a Challenging (+0)
Agility Test to stay on. If they fall, they are uninjured, but the
Emissary suggests being tied back on with silk. If Characters
decline, the spiders move more slowly. The slow pace creates
a disjointed rocking movement, which makes the rider feel
like they are at sea. The movement combined with the spiders’
horrendous cloak of earthy, sticky-sweet odor is bound to make
the rider feel queasy.
The Characters are taken deeper into the wood than they’ve
before. They see more evidence of larger spiders and their lairs:
ominous web-tunnels, nests of sticks and webs, wrapped prey
with protruding tails, claws or wings, and large woolly bundles
(Easy (+10) Intelligence Test to identify as egg-sacs). They are
observed by spiders of many sizes, one as large as a cart. The
Emissary advises them, ‘Don’t be frightened. Most of them are
more scared of you than you are of them.’
10
FEAST OF BLOOD 0
Eventually, the forest opens into a large, rocky clearing, one end
rising steeply into a cliff-like outcropping reaching above the
trees. In the cliff face are many dark holes at different heights.
They appear carved and some of the lower ones even have
ladders leading down from them. At ground level, the cliff face
is dominated by one huge web tunnel, thick with grey webs,
leading into darkness. If the Characters were captured for their
journey here, they are now unbound.
Answer any questions the Players have regarding their
surroundings, but if they start asking more questions about the
Baron or what’s going to happen, the Emissary responds simply:
‘Be patient. Be still.’
Slowly, the inhabitants emerge from the smaller caves. Most are THE SPIDER BARON
Giant Spiders, though a handful are Humans. However, many M WS BS S T I Agi Dex Int WP Fel W
of the Spiders and all of the Humans are Mutants. Among the 6 55 35 56 56 60 60 65 45 50 25 20
Spiders, Characters see oddly human eyes, not glassy black ones. Traits: Arboreal, Armour 1, Bite +7, Leader, Night
One has a set of palps ending in human hands. Another grows Vision, Mutation (half-spider, half-man), Terror 1,
long plaits of auburn hair. Ears on legs. Oversized human teeth Venom (Average), Weapon (Sword) +9
instead of fangs. Among the Human Mutants, Characters see
extra limbs, spiky-haired torsos, bulging black eyes, clicking HUMAN-SPIDER MUTANTS
mouthparts, or patterned skin. As they climb from their caves, M WS BS S T I Agi Dex Int WP Fel W
they gather silently either side of the largest cave entrance and 4 35 33 35 35 40 37 37 33 33 15 12
observe the Characters. Other spiders appear from the woods Traits: Variable due to Mutation, but at least two of:
around them. The earthy, sickly-sweet smell intensifies making Arboreal, Armour 1 or 2, Bite +6, Fast, Fear 1, Night
the air feel oppressive. Vision, Venom (Average), Weapon +7, Web 40
‘Be patient. Be Still.’
There is deathly silence and stillness. If the Characters are not
already intently watching the large cave, their attention is drawn
to it. Something is moving in the darkness. They see a hint of
legs. Long, hairy legs probing the webs of the dark tunnel. A
sparkle as black eyes catch the light. A monstrous Giant Spider
crouches in its den. It pauses. Have each Character make a
Difficult (–10%) Perception Test: successful observers realise
there is more here than is immediately obvious; give them time
to share this information with their less observant fellows.
And then it appears. And stands upright, perhaps 7-ft tall.
The Spider Baron is a Mutant, though whether mutated man or After a moment’s stillness, this monstrosity strides quickly
mutated spider is uncertain. From belly down he is human, even towards the Characters and the Emissary, but stops halfway
wearing trousers and boots (a little outdated and ill fitting, but between them and his cave. At any time from his emergence up
an impressive eye-catching colour all the same). Upwards, his to this point, it’s reasonable to inflict the Spider Baron’s Terror
belly and chest transform into a body at once both human and Trait and have Characters make Cool Tests. Any Character who
spider. There are two long limbs on either side. On the left both gains one or more Broken Conditions and flees can be contained
are fully spider, on the right the upper is spider-like and the by the surrounding spiders until other Characters come to their
lower is human, though covered with spiky hair, and carrying aid. This may lead to conflict, but hopefully things quickly calm.
a long sword. The upper chest and shoulders carry a monstrous
spider’s head, with five large black eyes around the crown and a The Spider Baron and his Mutant followers combine the traits
pair of horrendously large mandibles. of Humans and Giant Spider.
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0 WARHAMMER FANTASY ROLEPL AY
A Civilised Conversation Aim to let the players realise this for themselves, before the
Baron suggests it.
Though the Mutants with Human mouths can speak (like
the Emissary), they and the Spiders communicate through The Baron has a cunning twist to this plan. Whether or not
gesture and vibration. Regardless of what happens after the he shares this with the Characters depends greatly on their
Spider Baron’s emergence, a conversation between him and behaviour towards him and his subjects. He understands that
the Characters takes place in the clearing. However, as the Humans fear and kill spiders. That’s part of the natural order
Baron has no human mouth, the Emissary translates for the and he won’t hold it against them too much. So, there’s a 95%
Characters. Somehow, the Baron understands the Characters. chance that he’ll share the plan with them. This is reduced if
The Baron gestures with his limbs, clicks his mandibles and taps they:
or stamps his feet (sometimes with a jaunty rhythm). He has a
simple question: 0 fought and had to be captured by the Emissary and his
Spiders (–10%)
‘Where is she? Where is my Queen?’
The course of this conversation depends on how open the 0 have been rude to him – barons deserve respect (–5 to
Characters are with the Baron. The Baron himself is open and –10% depending on the insult, for each rude Character)
honest, but his focus is solely on gaining his Queen. He is not
interested in answering questions about himself or his people 0 insulted Esther (–20%)
until a rescue plan is in place.
0 attacked the Spiders/Emissary/Baron within their own
If the Characters haven’t already explained, he wants to know territory (–30/40/50% respectively)
what they and his Queen were doing in his woods in the first
place. If they tell him about Tobias’s vision of the White Hart The Baron’s plan is simple. The Giant Spider he provides is
trapped in webs, the Baron shares his own vision: that of a a Trojan Horse. The gravid female is filled to bursting with
giant white-furred spider caught in a wooden cage. Should thousands of small mutant spiders with unusually large fangs
a Character ask what the cage looked like, the Baron draws and appetites to match.
with his sword in the dirt something reminiscent of one of the
buildings in Hagedorn, crucially topped-off with what looks Whether the Spider Baron shares this detail with the Characters
like a pair of antlers. If they don’t recall it themselves, allow the or not, the rest of the plan is simple enough. The Characters can
Characters a Challenging (+0) Intelligence Test to remember carry the trussed-up spider to meet with Lorenz’s Scarecrows.
the antlers on Hagedorn’s shrine-cum-temple to Taal. The Emissary and other Spiders follow discreetly and hide
around the border of Lorenz’s territory for a week.
If the Characters fail to make the connection, allow them a
Challenging (+0) Intelligence Test: the two visions suggest In Lorenz’s Garden
that Esther is both the White Hart and the White Queen.
With a trussed spider, the Characters head to the appointed
Plans within Plans place to meet Lorenz’s Scarecrows. A Scarecrow silently
beckons them to follow and leads a twisty route to Lorenz’s
The Spiders know of Lorenz, but are unaware of his vampiric home. As they get closer, they observe two things: the cobwebs
nature, believing him a powerful wizard. He lives in a red-walled thin-out and there is an increasing number of Yew trees. A Very
tower on the opposite edge of the wood from Hagedorn, within Hard (–30) Perception Test is needed to see any hint of the
a strange garden that blooms all year round with a variety of Emissary and Spiders accompanying them.
magnificent red fragrant flowers.There are several buildings, and
he seems to have Human servants as well as many Scarecrows. Lorenz’s home lies within an extremely large clearing. However,
this clearing is a beautiful garden, with well maintained green
The Spider Baron and (hopefully) the Characters agree that lawns, clean stone paths and yew hedging, rose gardens, flower
Esther must be saved. A full-scale assault might be suggested; beds and even vegetable plots. A stream flows in one side and
after all, there are a lot of spiders. However, they won’t do out the other, with a picturesque wooden bridge arching over it.
anything to risk the Queen’s life. The Baron is adamant on this The smell of rich scented roses and fresh herbs is delectable and
point. almost soporific — a sharp contrast to the odor in the depths
of Spider Holt. Scarecrows patrol the boundaries, although
Giving Lorenz what he wants may be the safest approach, and there are seemingly ordinary people tending the vegetables and
the Spiders are in the position to give it to him. Hopefully, this flower-beds. They look up briefly from their beans and carrots
would get the Characters inside the tower, close to Esther and when the Characters pass, wave, then get back to work.
conclude in a daring escape.
12
FEAST OF BLOOD 0
Even in winter, the garden is colourful: there are winter- On the other side of the clearing from where the Characters
flowering plants, yellow conifers and berrying shrubs. After days enter, initially hidden by the tower, is an opening in the edge
of grey lichen and web-shrouded gloom, this is a magical place. of the clearing. From it, a road wide enough for a carriage,
Literally in fact: Characters with Second Sight automatically leads out of the woods into Sylvania. This is the route most of
see the garden is vibrant with Ghyran, the Jade Wind. This gives Lorenz’s party guests use on arriving for the party.
a +20 modifier to Casting and Channelling Tests related to the
Lore of Life. However, allow players with Second Sight a Hard Meeting Lorenz
(–20) Perception Test. Success reveals a subtle undercurrent of
Dhar, Dark Magic. Their Scarecrow escort leads the Characters with their spider
through the garden towards the tower. Before they reach it,
Spending time in the garden reveals this subtle undercurrent double doors fly open in the attached hall and a tall figure in
more physically: flowing dark-green robes emerges and heads quickly towards
them, arms raised wide in friendly greeting. As he nears them,
0 bushes rustle without evidence of animals or birds, grasses anyone with Magical Sense can, if they ask, make an Average
sway without breeze (+20) Intuition Test. Success shows him to be a powerful
wizard. An Astounding success (+6) reveals his Channelling
0 out of the corner of the eye, flowers turn to look at passing Specialisation is both Dhar and Ghyran. If anyone asks to use
Characters their Second Sight while looking at him, allow a Difficult (–10)
Perception Test. Success reveals a breeze of Ghyran swirling
0 walking down a clear path, a Character trips over a root or around him (they are seeing the magic of the perfumes (mainly
branch that suddenly juts out a classic rose scent, in case you are wondering) he uses to
disguise his true Necarch features. Something else they might
0 a tendril grasps a Character, seemingly grabbing a wrist/ notice (Challenging (+0) Perception Test) is that Lorenz’s
belt/scabbard sleeves only come down to his elbows and there is soil on his
forearms and dirt under his nails: this man is an avid gardener.
0 a Character is scratched by a rose or thorny bush, even ‘Welcome to my home and garden! You’ve been successful, I see!
though they weren’t that close. Wonderful! You’ll be wanting to see Esther, of course. Here, let my
servants take the spider and I’ll take you up to her.’
These events are unsettling, but harmless. If Lorenz is asked, he
observes, ‘ Yes, some of the plants are a bit suspicious of strangers. At this point Lorenz claps his hands and three people and
I’ll have a word.’ a couple of Scarecrows come from the hall and relieve the
Characters of the spider, taking it to the hall. The people smile
Towards one edge of the garden is a yellow-coloured stone and acknowledge the Characters in a normal, friendly way, but
tower patchy with a red-tinged moss. Windows suggest four say nothing beyond a quick ‘hello’ or ‘she’s a beauty!’
levels, topped-off with a red-tiled conical roof. Annexing the
tower is a moss-free rectangular building of the same stone ‘Don’t worry, they’ll keep it safe. Incredible beastie! You’ll have to tell
with a similarly tiled roof. With arched windows, it looks like me how you caught it.’
some kind of hall. Both structures are ornamented with hanging
baskets and window boxes. It is surrounded by a wide, gravelled Lorenz chats on and on as he leads them to the tower doorway.
area. If Players with Second Sight direct it upon the tower, a
successful Hard (–20) Perception Test suggests the presence of ‘Do avoid touching the moss. It has a habit of eating people.’
Dhar underneath both the tower and the hall.
Scattered around the garden are smaller, single-level buildings
that if explored turn out to be: a wood shed for gardening
equipment, a stone building with a cool cellar for storing fruit
and vegetables, a dormitory with a kitchen for a dozen or more
Human servants and a workshop for carpentry, blacksmithing
and masonry.
13
0 WARHAMMER FANTASY ROLEPL AY
LORENZ — NECRARCH VAMPIRE THE VAMPIRE LORENZ
M WS BS S T I Agi Dex Int WP Fel W Three and a half centuries ago, Lorenz was a powerful Jade
Order Druid before a vile Necrarch set her fangs on him.
4 60 43 46 40 66 64 40 73 62 40 23 Despite his disturbing transformation, his love of plants and
flowers never left him, nor his magical skills, his loyalty to
Traits: Dark Vision, Distracting (when not using Potion Sigmar or devotion to Rhya. He turned his new necromantic
of Beauty), Fear (when not using Potion of Beauty), talents to the manipulation of dead plants and vegetable matter,
Painless, Regeneration seeing little fundamental difference between a dead plant and a
dead animal.
Skills: Animal Care 70, Channelling (Ghyran, Dhar) 72, In time, Lorenz found a place rich in Ghyran, and here he built
Charm 55, Cool 67, Dodge 68, Evaluate 74, Gossip 45, his tower and grew his garden. He saw no reason not to be
Heal 74, Intimidate 50, Intuition 68, Language (Battle) surrounded by life, even if he had lost his. He grows plants and
77, Language (Bretonnian) 75, Language (Magick) 82, develops his skills in herbalism, staying close to nature.
Language (Wastelander) 74, Leadership 50, Lore (Herbs) Lorenz’s appearance is that of a lean old man, always gardening,
80, Lore (Magic) 80, Lore (Plants) 80, Lore (Reikland) up to his elbows in soil. In truth, he is a lean old monster,
75, Lore (Warfare) 75, Melee (Basic) 63, Melee (Polearm) always gardening, up to his elbows in soil. Using magic and
61, Perception 70, Ride (Horse) 65, Trade (Herbalist) 49, herbalism he has created potions to temporarily disguise his
Trade (Poisons) 41 hideousness.
Most Necrarchs are touched by madness. Lorenz’s madness is
Talents: Aethyric Attunement 4, Arcane Magic (Dark, that he is afflicted with a fairly kind heart, even if it doesn’t
Life), Concoct 5, Craftsman (Herbalist) 3, Detect beat any more. He’s devious and manipulative, but not actively
Artefact, Dual Wielder 3, Fast Hands 3, Flee! 5, Hardy 2, cruel. His paranoia leads to planning ahead, setting up caches
Instinctive Diction, Magical Sense 5, Master Tradesman of supplies, places of safety and escape plans. He resents being
(Herbalist) 3, Menacing 2, Petty Magic, Read/Write, a Vampire and loathes other Vampires. However, he wisely hides
Savant (Plants) 6, Second Sight 4, Sixth Sense 4 his contmpt behind a veneer of congeniality and eccentricity.
Lorenz is not affected by sunlight and only feeds once a
Spells: Petty: Bearings, Careful Step, Drain, Gust, Light, month. He prefers to sleep on a bed of his native southern
Open Lock, Purify Water, Rot, Sleep, Spring Middenland soil; it’s not essential, but without it he suffers
terrible nightmares.
Arcane: Aethyric Armour, Breath, Bridge, Distracting, Lorenz expects the Characters to try to outwit him in some
Drop, Entangle, Ward way. He understands and respects that. The trick with the Giant
Spider is admirable in his eyes, and he’d sooner the Characters
Life: Barkskin, Earthblood, Earthpool, Fat of the Land, and Esther survive than his other guests..
Forest of Thorns, Lie of the Land, Lifebloom, Regenerate
Into the Tower
Necromancy: Raise Dead, Reanimate, Vanhell’s Call
The Tower has four floors plus a hidden crypt. Within the walls,
Trappings: Bag of Seeds, Potion of Beauty, Potion of from top floor to crypt, are two hidden escape routes, accessible
Reality, Weapons (Gardening Fork) +6, (Trowel) +6 from all levels, concealed in different ways. Both escape routes
are narrow, with metal rungs in the walls. At the bottom of each
is a door accessing the crypt, and a tunnel providing an escape
route. The tunnels eventually join together, leading up through a
hollow yew tree on the Sylvanian side of Spider Holt.
The tower’s main entrance is an arched double door to the first
floor. There are two shuttered windows in all levels save the
fourth, which has six. All levels have at least two tall candelabras,
besides the fourth, which has a chandelier. However, none of
them use candles; instead, brightly luminescent cacti grow in
the holders. There are live plants or fresh flowers on all levels
save the crypt.
Crypt: Only accessible via the tower’s two escape routes. A
stone-floored room with walls covered in murals of plants and
flowers. A large stone basin big enough for a grown Human
stands at the centre of the crypt. It is filled with soil and
14
FEAST OF BLOOD 0
there is no lid. Any Character who might be able to recognise Friends Reunited
different soil types (for example, Scholar with relevant Lore
Skill like Geology, Hedge Witch, Herbalist, Grave Robber, Lorenz leads the Characters up to the second floor where they
Villager, anyone with Lore (Herbs) or Trade (Herbalist)) find Esther reading. She is delighted to see them. Turning to go
should be allowed an appropriate Skill or Perception Test back downstairs, Lorenz says:
(GM decides the difficulty as seems appropriate to the Skill).
Marginal Success is sufficient to indicate the soil is not local. ‘I shall leave you to it. Being a proper villain, obviously I won’t be
An Impressive Success suggests the soil has the characteristics allowing you to leave. Not yet, anyway. I’m having a party and
of that found in southern Middenland or northern Reikland. frankly I could do with a few extra hands on the day. I can make it
Anyone who has handled the soil in the tubs on the first floor worth your while. We’ll speak again, but meanwhile feel free to plot
can also make a Perception Test, but can only recognise the your escape!’
soils are different. Access to the escape routes are stone doors,
activated by pressing a blue cornflower in the murals (Difficult The ensuing conversation depends greatly on what has gone
Perception Test (–10) or Challenging (+0) Lore (Herbs)/ before and how much the Characters want to tell Esther. Let
Trade (Herbalist) Test to spot there are only two images of the Players take the lead and go from there. If they don’t take
cornflowers in all the murals, on opposite sides of the crypt). the initiative, you can use Esther.
This cornflower motif for doors to the escape routes is used on
the upper levels; the same Test can be used to spot them on Esther has been treated well. The Scarecrows didn’t hurt her
other floors, but need not be repeated after a successful Test and nor did Lorenz or any of his servants. She has been free to
(unless the Players fail to understand the pattern). wander the tower, the hall and the garden, although the borders
of the clearing are protected by the Scarecrows. She only seems
First Floor: A gardener’s workshop, with trestle tables, trowels to be watched when she’s outside.
and forks, pots, tubs of soil, pots and jars of seeds and bulbs.
Doors to the escape routes are hidden behind wooden shelves She has spent her time in the gardens, walking or helping the
that swing out after pressing small carvings of cornflowers. servants (who seem happy, well-treated and devoted to Lorenz)
Stairs lead up to the second floor. or reading in the library (so many interesting books on botany
and herbalism).
Second Floor: This is a pleasant sitting room with several If the Characters tell Esther about the Spider Baron, in
armchairs and a sofa. Carpets depicting flowers with their particular his vision and belief she is his White Queen, she
names in Classical cover the floor. Again, cornflowers locate has to decide if she trusts them enough to reveal the changes
the entrances to the escape routes, although a successful she’s going through. If they’ve shown fanatical anti-mutant
Challenging (+0) Perception Test is needed to find the trigger tendencies, she’ll feign shock and fear, and plan to escape later.
mechanism to open them.
Like Esther, the Characters are free to explore and talk to the
Third Floor: Lorenz’s library. Walls of shelves with old books, servants and Lorenz. How close they are to the party depends
mainly botany books, scrolls, and botanical paintings. A large on how quickly the Characters acquired a Giant Spider. Here
table with chairs is piled with more books on herbalism. On it’s assumed there is one night and a day before the night of the
opposite walls are two paintings, each 7-ft high, 3-ft wide. One party. They can sleep in the tower, the servants providing pillows
depicts Sigmar with a cornflower wreath; the other is probably and blankets, if necessary.
Rhya (Lorenz or Esther can confirm if asked) with a cornflower
in her hair. Pulling back the paintings (requiring a good tug) THE HALL
reveals the escape routes. A stair leads to the fourth floor.
The Hall is a large open room, with numerous windows, and
Fourth Floor: A room with six windows, full of plants in pots large arched doorways on each long side. It is attached to the
on the floor and flowers in vases on sideboards, a veritable jungle. tower, but separate; there is no connecting door. In one corner
There are benches under the windows and comfortable chairs. A at the far end, steps lead down to a locked door (Lorenz has
simple bed has been set-up for Esther, although this is removed the key), beyond which is a large vaulted chamber. This is
on the day of the party. Two vases of cornflowers indicate access Lorenz’s magical workshop and laboratory, where he brews his
to the escape routes in the wood-panelled walls. As with the plant-based potions and constructs his Scarecrow Men. It does
Second Floor a successful Challenging (+0) Perception Test is not give access to the tower’s crypt.
needed to find the trigger mechanism to open them. There is no On the day of the party, that end of the room is curtained off
attic, only beams and arches supporting the conical roof and used as a cloakroom and a place to keep more food, wine,
and party paraphernalia..
15
0 WARHAMMER FANTASY ROLEPL AY
The Day of the Party polite music to dance to, or demonstrate other skills to amuse
guests. However, they are not staff and Lorenz is happy for them
The day of the party is a busy one for the servants, as well as the to mingle as curiosities for his guests, some of whom might
Characters if they choose to become involved, with fetching, be interested in their adventurous lives. There are tables to play
carrying, cooking, setting up tables and arranging flowers. cards or games such as those described in Rough Days & Hard
Lorenz is about giving orders and advice. He is enjoying himself Nights. Outside, there are coach-drivers gathered to drink and
and only rarely shows annoyance with his servants or mishaps. play games of their own, and folk taking amorous strolls in the
Everything is set-up by early evening, with the first quests garden. Some Sample Guests are briefly described, a possible
expected from 7:00 p.m. onwards. event associated with each. Lorenz’s only instruction is to not
mention the Giant Spider: it’s a surprise!
Characters who are expecting Vampires (especially if they’ve
discovered the tower crypt) may be reassured by the deliciously Overall, though, this is a party, and people just want to just
normal buffet that Lorenz has laid on. They may be more have fun. Make it into whatever you and your Players want and
concerned by the occasional dish of honeyed-rat-on-stick, make sure everyone has something to do, perhaps breaking the
moth-wing crisps or crystal bowl of eyeballs. ‘All part of my evening up into segments with specific events. Just try to avoid
Geheimnisnacht theme,’ explains Lorenz. ‘Speaking of which… a bloodbath.
time to put my game face on…’
Lorenz reaches into a pocket and brings out a vial of red liquid. The Other Guests
He opens it and a foul smell comes forth, from which he even
recoils. Sigurd Ugenhauer - The Hog: A massive hoglike Ghoul with a
voracious appetite. Lorenz comments, ‘Probably a mutant before
‘ You’ll like this, though perhaps not a lot. Down the hatch!’ he became a Ghoul, but who can tell?’ Event: Someone gets into a
tug-of-war with the Hog over a bowl of something tasty. Find
Lorenz swallows the liquid and undergoes a painful-looking an amicable solution to avoid a fight.
transformation. In fact, the hideous grimacing and twisting
of limbs and fingers is all show: this Potion of Reality simply Rosanna Breuhl - The Hag: A forest Witch with teeth like
undoes the Potion of Beauty disguising his hideous Necrarchtic tombstones, creepily friendly to your face, all spite behind
features. your back. ‘Human, surprisingly. Nasty. Watch that one.’ Event:
While the Characters are watching another event, the Hag
‘How do I look? Bad enough to put the wind up even the Carsteins, lures a servant to the garden to suck them dry. The Characters
I bet!’ must spot them and come to the rescue (apply Witch Career to
standard Vampire profile, even though she’s Human).
If the Characters ask, there’s no harm if Lorenz has some
potions that genuinely cause illusory transformations: Vampires, Friedrich von Carstein - The Fop: A von Carstein vampire, but
Ghouls, Beastmen. These are probably temporary, but might distantly related to Sylvania’s rulers of old. Intelligent, but vain.
require the anti-potion, which could lead to later problems! ‘Can’t use mirrors, so needs flattery.’ Event: The Fop is depressed
and follows one Character around, lamenting existence until
Dance of the Vampires they have been reassured three times (Character’s Charm
versus Fop’s Cool 65%, five minutes between Tests). The Fop
Guests appear from 7:00 p.m.onwards, a few who are sun-shy is grateful.
appearing after 9:00, if it is summertime. It is suggested you
create some of your own, but a few are described briefly below. Bertoldt Lamprecht - The Professor: Bespectacled gent, an
Most arrive in expensive black coaches, although a few on foot expert in something a Character is interested in. ‘Brighter than
or horseback. most, but somewhat dogmatic.’ Event: a Character gets drawn
into an argument between the Professor and another guest on a
Some come with a small entourage of staff, blood-slaves or subject the Character has a relevant Skill in (Professor has the
hangers-on, so there are people to mingle with. Most of them same Skill, but 5% higher than the Character). If the Character
are friendly, well-mannered, and have come to enjoy themselves. wins the argument, they gain the Professor’s respect.
Only a few are hostile, unpleasant or snobbish. One or two are
physically monstrous. Lilli von Cartstein - The Warrior: A mature woman, wearing
a sword. ‘Would have made good a Blood Dragon. Unlucky her,
Esther and the Characters can find plenty to occupy their she’s a von Carstein!’ Event: The Warrior challenges any Warrior
time. They could serve as waiters and cloak-room attendants. Character to a non-lethal duel (Melee (Basic) 75%). First to
Someone with suitable Etiquette could formally announce each three strikes wins, but only a single point of Damage is done for
guest’s arrival. Entertainers might join the musicians providing each. She is both a gracious winner and loser.
16
FEAST OF BLOOD 0
Joost - The Sneak: An unnaturally thin creature dressed in trowel, it reacts suddenly, legs twitching, abdomen waggling. A
dark-blue robes, face hidden in a hood. ‘Marvellous thief. Watch few guests step back with a breathless gasp before overcoming
the silver.’ Event: The Sneak attempts to break into Lorenz’s their surprise.
workshop under the hall (Stealth 75%, Pick Lock 65%).
‘Now, who among you dares be the first to taste our fellow monster’s
Hanna Shygulla - The Gambler: A beautiful woman with a succulent juices?’
deck of cards. ‘Careful. She plays for blood.’ Event: The Gambler
invites one or more Characters to play cards (Gamble 65%, Assuming none of the Characters feel the urge, the first to
Sleight of Hand 55%). She only cheats if the Characters do. step forward is the Pig (see Sample Guests). Wriggling his
fat fingers with ropes of drool dangling from his chin, the Pig
A Dish Fit for a Freak comes close, sniffing the spider looking for a place to bite. With
his trowel, Lorenz taps the point between abdomen and thorax:
This should take place after midnight, but earlier if the party
starts to flag or Players run out of things to do. Early on, find ‘I suggest a soft spot. Here: the pedicel.’
out where the Characters are positioned and keep track of them.
Esther stays close to them. Lorenz moves aside, allowing the Pig to take his bite and
guests to observe. If the Characters have discovered both secret
Lorenz rings a bell to draw attention and invites his guests (and passages, they automatically notice Lorenz moving closer to
the Characters) to follow him, leading a procession out of the one of them, but still observing the proceedings. If they only
hall and up the tower to the fourth floor. Furniture has been discovered one secret passage, then Lorenz is moving to the
cleared and a large table placed centrally, upon which something opposite side of the room.
is covered with a crimson satin sheet. Lorenz stands beside it,
smiling, and announces loudly: If you want to build tension, have the Pig dither and drool until
someone shouts, ‘Oh, just get on with it, Pig!’ at which point he
‘Ladies, Gentlemen, Creatures of the Night! I present to you this bends and sinks his vile fangs into the spider.
night’s… Feast of Blood!’
How you handle what happens next depends on your Players.
Lorenz whips the sheet from the table to reveal the Giant If they are content to let you narrate the scene, describe how
Spider. It is on its back, legs spread wide and pinned down he sucks… and sucks… someone calls, ‘Save some for us!’… and
with large fencing staples. It is very still, but anyone looking he sucks… then becomes stock still… before suddenly jerking
closely senses it’s still alive. When Lorenz gently taps it with his upright… slowly turning to everyone assembled… his mouth
opening… and thousands and thousands of Scarlet Spiders boil
out…
17
0 WARHAMMER FANTASY ROLEPL AY
For Players less inclined to be observers, when the Pig bites, the EBpairloongue – Esther and the Spider
Giant Spider’s carapace breaks open with an abrupt crack! and
the swarm of spiders erupts all over him. If the Characters bring Esther to the Emissary, they are asked
if they wish to accompany her to the Baron. If they decline,
In both scenarios, the impossibly large swarm spreads the Emissary notes, ‘We are in your debt.’ If they meet with the
terrifyingly quickly towards the shocked crowd. Before anyone Spider Baron, he expresses his gratitude with two light-but-
can move very far, the Spiders are on their bodies and in their strong spider-silk ropes. Esther bids them a thankful farewell,
clothing… and biting. And now, the screaming starts. but asks them to use their judgement in telling Tobias and the
villagers what has happened.
Hopefully, the Characters have kept their distance and won’t be
the swarm’s immediate target. The question is, do they want to Epilogue – Hagedorn
escape with Esther as fast as possible, or take a few monsters out
before they go? Do they want to go after Lorenz? If they haven’t The folk of Hagedorn are shocked and fascinated by the
discovered the escape routes and don’t spot Lorenz using one, Characters’ adventures, whatever they chose to tell them. They
they have to fight through a crowd of panicked monsters to flee are saddened by Esther’s loss, especially Tobias. The Characters
down the stairs. should realise (Average (+20) Intelligence Test) the villagers
fear the woods too much to mount a crusade against the
If the Characters have put themselves too close to the swarm, mutants, so they can feel free to tell them the truth about
they may have to fight before escaping. If they decide to go after Esther. However, if a witch-hunter or fanatical priest learns of
Lorenz and they are not already near him, ask one Player to roll it all, well, that’s another adventure.
some dice, with a 50-50 chance that part of the swarm gets in
their way. Epilogue – Lorenz
Lorenz is no fool and always wary, positioning himself for Shortly after the climactic events at Red Moss Tower, the
escape in case something unusual happens. He heads for Vampire Lorenz reveals his survival to the Characters, albeit
an escape route as soon as the swarm erupts. If he is distant through a ragged one-armed Scarecrow.
from the Characters, he catches their eye, winking at them
(Challenging (+0) Perception Test to notice). The Characters (Laughing) ‘Stay your hands, my friends! I’ve no quarrel with
may have decided to stick to Lorenz like glue, in which case he you at all. You and your long-legged friends gave me more fun and
grabs one of their arms and says, ‘Quick! Follow me!’ leading excitement than I’ve had in a century! Oh, watching those tiresome
them to the nearest escape route, but always seeking to outpace fools and bores as they ran around like True Death was upon them!
them. (Laughing again) I’ll be giggling about it for decades.
This escape scene can play out in many ways. Help the ‘I’m going to travel for a while. If you want it, Red Moss Tower is
Players take the lead. Ideally, Lorenz should escape, but if the yours. Tend the garden if you can. I may come back for it one day, but
Characters end up fighting him, so be it. The Characters may I doubt you’ll be around. Or maybe I’ll be back sooner. Who knows!
have made friends with some of the guests and want to help Fare thee well, my cunning friends! Bloodless kisses to you all!’
them. If the Characters have planned a good escape, let them
escape, though perhaps with an unexpected but manageable Lorenz stays to chat if the Characters engage him, but not too
challenge (an attack by a pain-maddened but weakening long. If they attack the Scarecrow, there’s a final laugh and the
Vampire, a partial collapse in the tunnels, a handful of spiders). construct drops to the ground, just a bundle of old sticks and a
They might flee down the stairs and into the garden, evading or pumpkin that rolls away before coming to rest. Grinning.
fighting Scarecrows. Someone is bound to think about stealing
a carriage.
SPIDER SWARM
M WS BS S T I Agi Dex Int WP Fel W
5 33 33 35 35 40 40 37 50 33 43 12
Traits: Painless, Swarm, Venom, Weapon (Bite) +3, Web
30
18
GUESTS OF THE FEAST
Feast of Blood is an unusual adventure, as befits the events 0 Vasya Ghorshkov is a Pitfighter from Ostland
that surround Gheimisnacht. As such you may wish to avoid 0 Kistiane Brockdorf is a Wizard of the Jade Order
dragging your usual WFRP Characters through the mud, blood, 0 Ursula Fangen is an Outlaw posing as a Hunter
corruption, and compromising decisions that must be taken to 0 Benni Bottomdown is a Halfling Pedlar.
get through the adventure. On the following pages you will
find four pregenerated NPCs with the sort of suitably flexible
morality that will allow them to navigate events more easily.
19
Name: Vasya Ghorshkov Age: 29 VASYA GHORSHKOV Status: Silver 2
Career: Pit Fighter Player:
PIT FIGHTER
Species: Human
Career Path: Pit Fighter
CHARACTERISTICS FATE RESILIENCE EXPERIENCE
WS BS S T I Ag Dex Int WP Fel Fate 3 Resilience Resolve Motivation Curent Spent Total
Fortune 3
Initial 47 35 43 42 39 36 33 31 35 33 3 3 A good fight
Movement
Advances MOVEMENT
Current 47 35 43 42 39 36 33 31 35 33 4 Walk 8 Run 16
BASIC SKILLS GROUPED & ADVANCED SKILLS TRAPPINGS
Name Characteristic Adv Skill Name Characteristic Adv Skill Clothing, Sword, Knuckledusters, Bandages,
Dagger, Flail, Whip, Leather Jack, Pack
Art Dex 33 33 Animal Care Fel 33 1 34 Shield,
Athletics
Bribery Ag 36 5 41 Lang. (Gospodarini) Int 31 5 36
Fel 33 33 Melee (Brawling) WS 47 5 52
Charm Fel 33 33 Melee (Flail) WS 47 10 57
Charm Animal
Climb WP 35 35 Ranged (Bow) BS 35 5 38 TALENTS
Cool
S 43 43 Talent Name Times Description
taken
WP 35 5 40
Consume Alcohol T 42 42 Combat Reflexes
Dodge Ag 36 5 41 Doomed
Dual Wielder
Drive Ag 36 36 Lightening Reflexes
Reversal
Endurance T 42 5 47 Suave
Entertain Fel 33 33
Gamble
Gossip Int 31 5 36
Haggle
Fel 33 33 ARMOUR
Fel 33 33 Name Locations Enc AP Qualities
Leather Jack Arms, Body 1 1
Intimidate S 43 4 47
Intuition
Leadership I 39 39
Melee (Basic)
Fel 33 36
WS 47 5 52
Melee WS 47 47 Name Group WEAPONS Damage Qualities
Navigation I 39 39 Flail
Outdoor Survival Int 31 31 Sword Flail Enc Range/Reach +5
Perception I 31 31 Fists Basic +7
Basic 1 Average +5
Ride Ag 36 36 WEALTH 1 Average
0 Very Short
Row S 43 43 D
Stealth Ag 36 36 ENCUMBRANCE WOUNDS
SS 12
INITIAL WEALTH Weapons 1 SB 4
GC TBx2 8
Armour 1 WPB 3
Hardy
You begin the game with 1 gold crown Trappings 2 Wounds 15
2d10 brass pennies. = 20 silver shillings
= 240 brass pennies Max Enc. 6
Total 4
CHARACTER BACKGROUND
BACKGROUND NOTES
An Ostermarker of Kislevite descent, Herr Ghorshkov is not a literate man. A Pit
Fighter of some renown, it is a point of pride for Ghorshkov that there are very
few commonly used melee weapons in the Empire that he has not drawn blood
with. Whilst he is a terror in the Pit, Ghorshkov is not unpleasant company when
not working. He is talkative and entertaining, sportsmanlike and a quietly pious
man. In fact, he is a man in need of a God, for though he knows a surprisingly large
amount about several of the dieties commonly worshipped, none have yet to fulfil
him entirely.
Perhaps Taal will be different. One of Ghorshkov’s reasons for travelling to
Hagedorn is precicely because he has heard good things about its priest, Tobias.
ARMOUR POINTS
01-09 10-24
Head Left Arm
25-44 (or secondary arm)
45-79
Right Arm
1
(or primary arm) Body
90-00
80-89
Right Leg
Left Leg
Shield
NOTES
KISTIANE BROCKDORF
WIZARD
Name: Kistiane Brockdorf Age: 26 Species: Human Status: Silver 3
Career: Wizard Player: Career Path: Wizard
CHARACTERISTICS FATE RESILIENCE EXPERIENCE
WS BS S T I Ag Dex Int WP Fel Fate 4 Resilience Resolve Motivation Curent Spent Total
Fortune 4
Initial 38 31 31 34 37 34 32 48 46 31 2 2 Knowledge
Movement
Advances MOVEMENT
Current 38 31 31 34 37 34 32 48 46 31 4 Walk 8 Run 16
BASIC SKILLS GROUPED & ADVANCED SKILLS TRAPPINGS
Name Characteristic Adv Skill Name Characteristic Adv Skill Clothing, Dagger, Magical License, Staff
Channelling (Ghyran) WP 46 7 53
Art Dex 32 32 Language (Magic) Int 48 5 53 Grimoire, Pack, Sling
Athletics Ag 34 34 Melee (Polearm) WS 38 5 43
Bribery Fel 31 31 Bag containing Writing
Kit and 6 pieces of
Parchment
Charm Fel 31 3 34
Charm Animal
Climb WP 46 46 TALENTS
Cool
S 31 31 Talent Name Times Description
taken
WP 46 5 51 Arcane Magic
(Lore of Life)
Consume Alcohol T 34 34 Coolheaded
Doomed
Dodge Ag 34 5 39 Petty Magic
Read/Write
Drive Ag 34 34 Resistance (Disease)
Endurance T 34 34
Entertain Fel 31 31
Gamble
Gossip Int 48 48
Haggle
Fel 31 5 36 ARMOUR
Fel 31 3 34 Name Locations Enc AP Qualities
Intimidate S 31 31
Intuition
Leadership I 37 5 42
Melee (Basic)
Fel 31 31
WS 38 5 43
Melee WS 38 38
Navigation I 37 37 WEAPONS
Outdoor Survival Int 48 48 Name Group Enc Range/Reach Damage Qualities
Dagger Defensive, Pummel
Perception I 37 5 42 Quarterstaff Basic 0 Very Short +5
Two-Handed 2 Long +7
Ride Ag 34 34 WEALTH
Row S 31 31 D ENCUMBRANCE WOUNDS
Stealth Ag 34 31 SS 14
3
INITIAL WEALTH GC Weapons 1 SB 6
TBx2 4
Armour 1 WPB
Hardy 11
You begin the game with 1 gold crown Trappings 2 Wounds
2d10 brass pennies. = 20 silver shillings
= 240 brass pennies Max Enc. 6
Total 4
CHARACTER BACKGROUND
BACKGROUND NOTES
Kristiane is an Imperial Wizard of the Jade Order, though she much prefers to
be known by the more relaxed title of ‘Druid’. She is an easy going and optimistic
person, but her apparent charm should not be confused with naivete. Her love of
the natural world and old-fashioned methods disguises the fact that she is curious
and interested in innovations. She would be most interested to learn about the flora
and fauna of the Sylvanian woodlands, having heard many strange tales.
In particular, word has reached Kristiane of odd swells in the Jade Wind,
somewhere in the woods beyond the village of Hagedorn. She would be most
interested to learn more of this, and a great many of her experiment would benefit
from finding a location truly suffused with the Jade Wind.
ARMOUR POINTS
01-09 10-24
Head Left Arm
25-44 (or secondary arm)
45-79
Right Arm
Body
(or primary arm)
90-00 80-89
Right Leg Left Leg
Shield SPELLS
Petty Magic: Animal Friend, Drain, Light, Spring
Arcane Magic: Earthblood, Earthpool
Name: Ursula Fangen Age: 37 URSULA FANGEN Status: Brass 2
Career: Outlaw Player:
OUTLAW
Species: Human
Career Path: Outlaw
CHARACTERISTICS FATE RESILIENCE EXPERIENCE
WS BS S T I Ag Dex Int WP Fel Fate 2 Curent Spent Total
Fortune 2 Resilience Resolve Motivation
35 42 36 35 32 37 30 31 32 44
Initial Movement 4 4 Outwit
Authority
Advances MOVEMENT
Current 35 42 36 35 32 37 30 31 32 44 4 Walk 8 Run 16
BASIC SKILLS GROUPED & ADVANCED SKILLS TRAPPINGS
Name Characteristic Adv Skill Name Characteristic Adv Skill Clothing, Leather Tent, Sling Bag containing
Jerkin, Shield, Hood, 2 Candles, 7 Matches,
Art Dex 30 30 Lore (Sylvania) Int 31 3 34 Dagger, Sword, Bow, Tinderbox
Athletics Ranged (Bow) BS 42 10 52 10 Arrows, Pouch,
Bribery Ag 37 5 42 Bedroll,
Fel 44 44
Charm Fel 44 5 49
Charm Animal
Climb WP 32 32 TALENTS
Cool
S 36 36 Talent Name Times Description
taken
WP 32 5 37
Consume Alcohol T 35 5 40 Combat Aware
Dodge Ag 37 37 Doomed
Strike to Stun
Drive Ag 37 37 Orientation
Resistance(Disease)
Endurance T 35 5 40 Rover
Entertain Fel 44 44
Gamble
Gossip Int 31 5 36
Haggle
Fel 44 3 47 ARMOUR
Fel 44 3 47 Name Locations Enc AP Qualities
Leather Jack Arms, Body 1 1
Intimidate S 36 5 41
Intuition
Leadership I 32 32
Melee (Basic)
Fel 44 44
WS 35 5 40
Melee WS 35 35
Navigation I 32 32 WEAPONS
Outdoor Survival Int 31 5 36 Name Group Enc Range/Reach Damage Qualities
Sword
Perception I 32 32 Shield Basic 1 Average +7 Shield 2, Defensive, Undamaging
Bow Basic 1 Very Shrot +5 Impale
Ride Ag 37 37 Bow 1 50 +6
WEALTH
Row S 36 36 D8 ENCUMBRANCE WOUNDS
Stealth Ag 37 37
SS 3
INITIAL WEALTH Weapons 1 SB 6
GC TBx2 3
Armour 1 WPB
Hardy 12
You begin the game with 1 gold crown Trappings 2 Wounds
2d10 brass pennies. = 20 silver shillings
= 240 brass pennies Max Enc. 6
Total 4
CHARACTER BACKGROUND
BACKGROUND NOTES
Ursula has been on the run now for fourteen years. Her family were supporters
of the Talabecland takeover of Ostermark in 2499 IC, but she took things too far
when she placed an arrow between the eyes of Hermann Hertwig. She thought that
time and Talabecland would put an end to her woes, but now the Turmoil has seen
the province returned to its former glory, Wolfram Hertwig made the elector once
more, and the price on her head increased to 500 gold crowns. Ursula plans to lie
low in the wilds of Sylvania before escaping to the Border Princes. The further into
the deep woods Ursula can find herself, the better.
ARMOUR POINTS
01-09 10-24
Head 1
Left Arm
25-44
(or secondary arm)
1 45-79
Right Arm
1
(or primary arm) Body
90-00
80-89
Right Leg
Left Leg
Shield
NOTES
BENNI BOTTOMDOWN
PEDLAR
Name: Benni Bottomdown Age: 33 Species: Halfling Status: Brass 4
Career: Pedlar Player: Career Path: Pedlar
CHARACTERISTICS FATE RESILIENCE EXPERIENCE
WS BS S T I Ag Dex Int WP Fel Fate 2 Resilience Resolve Motivation Curent Spent Total
Fortune 2
Initial 21 45 17 36 36 33 56 30 55 48 3 3 Muddle on
Movement
Advances MOVEMENT
Current 21 45 17 36 36 33 56 30 55 48 3 Walk 6 Run 12
BASIC SKILLS GROUPED & ADVANCED SKILLS TRAPPINGS
Name Characteristic Adv Skill Name Characteristic Adv Skill Cloak, Clothing, Pots and Pans worth 13
Dagger, Pouch, Shillings, Trade Tools
Art Dex 56 56 Ranged (Sling) BS 45 5 50 Backpack containing (Tinker), Purse, Sling, 10
Athletics Ag 33 33 Tinderbox, Blanket, Bullets
Bribery Fel 48 48 Sleight of Hand Dex 56 5 61 Rations (1 day), Mule
Stealth (Rural) Ag 33 8 41 and Saddlebags,
Charm
Charm Animal Fel 48 5 53
Climb
Cool WP 55 55 TALENTS
S 17 17 Talent Name Times Description
taken
WP 55 55
Acute Sense(Taste)
Consume Alcohol T 36 5 41
Small
Dodge Ag 33 3 36
Nimble Fingered
Drive Ag 33 33
Night Vision
Endurance T 36 5 41
Resistance (Chaos)
Entertain (Storytelling) Fel 48 5 53
Rover
Gamble Int 30 3 33
Tinker
Gossip Fel 48 10 58
ARMOUR
Haggle Fel 48 10 58
Name Locations Enc AP Qualities
Intimidate S 17 17
Intuition
Leadership I 36 5 41
Melee (Basic)
Fel 48 48
WS 21 21
Melee WS 21 21
Navigation I 36 36 WEAPONS
Outdoor Survival Int 30 5 35 Name Group Enc Range/Reach Damage Qualities
Dagger 0 Very Short
Perception I 36 36 Sling Basic 1 Average +3
Basic +6
Ride Ag 33 33 WEALTH Pummel
D 23
Row S 17 17 ENCUMBRANCE WOUNDS
Stealth Ag 33 33 SS
6
INITIAL WEALTH GC Weapons 1 5
Armour 1 TBx2 11
WPB
You begin the game with 1 gold crown Trappings 2 Hardy
2d10 brass pennies. = 20 silver shillings Wounds
= 240 brass pennies Max Enc. 6
Total 4
CHARACTER BACKGROUND
BACKGROUND NOTES
Benni is a trader in pots and pans, many of which he fixes himself. He supplements
his meagre income by telling comedic shaggy dog stories in Coaching Inn bars in
the hope his listeners will provide him with drinks and a place to sleep, but if that
doesn’t work, he is not too proud to pick a pocket. Recently Benni has decided to
try his luck selling his ironware to the peasants of Sylvania, though he has not had
much luck drumming up trade, none of the locals much care for his stories, and
their pockets are consistently empty. Benni is not an unfaithful Halfling, but outside
of the Moot he’s found it best to play along with whatever is locally popular. In
Altdorf, praise Sigmar. In Middeheim, spare a coin for Ulric. And out here in the
woods? Perhaps Taal is worth a punt.
ARMOUR POINTS
01-09 10-24
Head Left Arm
25-44 (or secondary arm)
45-79
Right Arm
Body
(or primary arm)
90-00 80-89
Right Leg Left Leg
Shield
NOTES
EXCITING ADVENTURES SET IN
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